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===Money, Equipment, Items & Traits=== Your character is almost complete, but if you've been paying attention, you'll notice your character doesn't actually have anything to her name yet; alas, she possesses naught but the clothes on her back right now. Fortunately, this can be fixed with some free money and a pre-existential shopping spree. First, add the values of your character's H, P, S and C stats together into a single number. Mark this number down, because this is your character's ''starting pocket change'' in Coins (see ''Currency'' in '''Mechanics''' for more information). Next, divide this sum by 3, rounding appropriately to the nearest whole number. This new number is your character's available '''Purchase Points (PP)'''. Purchase Points can represent several things: the overall resources available to your character, be it monetary, genetic or anything in between, as well as the general worth of your character's gear, income and/or training up to this point. They may not necessarily represent a character's overall quality of living, nor does purchasing something with PP mean they actually bought anything off the open market; a wizard's robe could be a hand-me-down passed down from generations of family, for example. It's a rather nebulous currency that only appears in character generation, but suffice to say, these PP are what you will use to equip and place the last touches on your character before setting off into the wild blue yonder. You don't need to spend all your available PP, but it can't hurt. Every 1 PP is good for '''one''' of the following: *A baseline single weapon (a set of projectile weapons counts as this, e.g. a pile of throwing needles), magic focus or set of armor/magic robe *A single enchantment/refinement of said weapon/focus/outfit (e.g. a Strong Hammer [+1 P] would cost 2 PP: one for the Hammer, one for +1 Power) *Two (2) basic consumables, such as a Mushroom, Honey Syrup, Able Juice, etc. *One (1) additional Perk. This new Perk follows the same rules as those in the '''Perks''' section. *An extra character trait/quirk. This can be rather broad, but it should be considered that a character is changed on an intrinsic, internal level of some form. The following are common examples: **A Koopa can trade in his standard Koopa Shell for a different kind of shell, such as a Spiked Shell or Winged Shell. **A Koopa can get another, separate Koopa Shell altogether. It's not unheard of for a Koopa to own multiple shells, after all. Making it a nonstandard shell still costs another point, though. **A Koopa can spit fire/ice/whatever from his mouth. **A Goomba can gain wings, becoming a Paragoomba. **A Boo can change shape into a more humanoid form. The most common references are to another race (most often their original form in life), a humanoid figure similar to Vivian and the Shadow Sirens, or even the human form itself. "Ghostly beauty" can take on a whole new meaning. **A Boo can become fully corporeal, providing more appreciable mass and motor control. **A Bob-omb does not possess a wick and/or triggers explosions through alternate means (remote trigger, timer, etc.). **A Shy Guy can trade his default white mask for another of varying function. The most common replacement is the Snifit Mask, allowing a Shy Guy/Snifit to spit bullets from his mouth. Shy Guy "emoting" masks count as one mask for this purpose. **A Shy Guy can gain another, separate basic mask, not unlike a Koopa's shells. Similarly, making the separate mask a nonstandard mask also costs another point. **A character is a considerable measure larger or smaller than the average. **A character can weave magic without the need of a focus. Note that this might be achievable through in-game means, though it will take considerable effort. **A character has some manner of mutation or genetic quirk (e.g. a Toad's spots glow in the dark).
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