Right now, here's what I've worked out. I'm assuming each character has about 30% of their monthly salary (which is decided by their character's Special Ability attribute). So, when a character wants to make a purchase, they run the following macro: /me tries to buy ?{Item|Item} for ?{Price|0} eb... /w gm [[round(?{Price|0}/@{selected|Monthly Income}*100)]]% of monthly income /w gm Target Number [[{round(?{Price|0}/@{selected|Monthly Income}*100)-(@{selected|Finances})}]] The player puts in a name of an item and a price, then the GM (me) gets whispered what percentage of their monthly income the item(s) cost. (Me math no good) Then that plus or minus a modifier (Finances) becomes the target number to beat when they make the purchase, which also gets whispered to the GM. The character then has to make a second roll of 1d10+Special Ability+the attribute that ability links to (have a macro for that as well), then the GM says, you bought it, or not. Then, the percentage of the income they paid for the item (for a successful purchase) gets subtracted from their Finances. Eventually, they run out of money. When they get paid, you zero out Finances again (or simply add to it). Every session that goes by without a purchase, the character can be considered to be saving money, and gain a +1 to Finances. I wanted to do the whole thing as a saving throw type roll, but I couldn't figure out how to get the inequality to work. The derived target number vs. a roll of the character's special ability + attribute + d10. The d10s explode, by the way. Anyway, what do you think? @ Alan - that's exactly the system I was thinking of when I started thinking about this. Yes, the Finances attribute gives me some flexibility in around how much the player can afford at that time. If you spend all your disposable income buying a nice new assault rifle, you're going to have trouble buying bullets for it...