From 41530acb718363ca61856f22d438d1dea739e7d0 Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@posteo.net>
Date: Sun, 11 Dec 2022 05:04:24 +0100
Subject: [PATCH] simplify starting money

---
 appendix.tex        |  2 +-
 knacks.tex          |  2 +-
 rules.tex           |  7 +++----
 story/equipment.tex | 17 ++++++++---------
 4 files changed, 13 insertions(+), 15 deletions(-)

diff --git a/appendix.tex b/appendix.tex
index ff386364..df627609 100644
--- a/appendix.tex
+++ b/appendix.tex
@@ -32,7 +32,7 @@ Okay, so you know how to make a character by now.  But just for reference, let's
 	\item
 	Take 1 item per Skill level your character has, worth up to 10 \glspl{sp} each.  Page \pageref{start_equipment}.
 	\item
-	Starting money is $(3D6-5)\times 2^S$\gls{cp}, where S = combined levels in all other specialist Skills. Those with Academics earn \glspl{sp} instead of \glspl{cp}.
+	Starting money is $(3D6-5)\times 2^S$\gls{cp}, where S = combined levels in all Skills.
 	\item
 	Select a God or Code to follow, so you can gain \gls{xp}.  Page \pageref{gods_codes}.
 	\item
diff --git a/knacks.tex b/knacks.tex
index 306b90c8..e1964df1 100644
--- a/knacks.tex
+++ b/knacks.tex
@@ -41,7 +41,7 @@ Any time the character reduces an opponent below 1 \gls{hp}, they can immediatel
 
 This knack can only be used with missile weapons if enemies are standing behind each other.
 \iftoggle{verbose}{%
-	If Adrenaline Surge is active, it remains active throughout each attack.
+  If Adrenaline Surge is active, it remains active throughout each attack.
 }{}
 
 \subsubsection{Disarm}
diff --git a/rules.tex b/rules.tex
index 1e7bc3bf..e4da92f6 100644
--- a/rules.tex
+++ b/rules.tex
@@ -689,11 +689,10 @@ If a player has an \gls{adventuringequipment} item, they can decided to describe
 
 \subsubsection{Starting Money}
 
-The amount of bare money a character starts out with depends upon social class, which is indicated by their Skills.
-Starting money is $3D6-5$\gls{cp}.
-Finally, characters with Academics times this result by 100 (effectively giving them \glspl{sp} instead of \glspl{cp}).
+The amount of bare money a character starts out with depends upon their Skills.
+Starting money is $3D6-5$\gls{cp}, which doubles for every dot the characters has in a Skill.
 
-For example, a character with Academics 1 and Tactics 1 might roll a 7.
+For example, a character with Academics 1 and Tactics 1 might roll a total of 7.
 $7\times2\times2 = 28$, so the character starts out with 28 \glspl{sp}.
 
 \iftoggle{verbose}{
diff --git a/story/equipment.tex b/story/equipment.tex
index eff9bf7a..cfdeef4f 100644
--- a/story/equipment.tex
+++ b/story/equipment.tex
@@ -1,12 +1,11 @@
-	\begin{exampletext}
+  \begin{exampletext}
 
-		Sean now only needs his starting equipment.
-		We covered already that he starts with any two items worth 10 \gls{sp} or less plus one more item per Skill.
-		The Combat Skill, Empathy and Performance let him start with 3 items in total.
-		We'll start with some shiny Partial chainmail and a longsword so he can fight.
-		His final item will be \gls{adventuringequipment}, so he'll have some flexibility for later.
+    Sean now only needs his starting equipment.
+    We covered already that he starts with any two items worth 10 \gls{sp} or less plus one more item per Skill.
+    The Combat Skill, Empathy and Performance let him start with 3 items in total.
+    We'll start with some shiny Partial chainmail and a longsword so he can fight.
+    His final item will be \gls{adventuringequipment}, so he'll have some flexibility for later.
 
-		Rolling $3D6-5$ for his starting money, I've got a `9', so I'm starting with 4.
-
-	\end{exampletext}
+  Rolling $3D6-5$ for his starting money, I've got a `9', so I'm starting with ($9\times 2^3$) 24\glspl{cp}.
 
+\end{exampletext}
-- 
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