I've been thinking about how to handle resources in Eight Kingdoms, and in modern games in general. So while that pot of coffee brews, let's talk.
In general, I think individual dollar amounts are too difficult to track in a modern game. It is one of those cases where our collective suspension of disbelief cracks, I think, and hell if I want to assign a monetary value to everything worth anything in modern society. I think World of Darkness and d20 Modern has the right idea in treating your wealth as a statistic; the problem is applying that idea to the way Savage Worlds handles dice - it's a wonderful abstraction for cinematic combat, where a lucky punch can fell a giant, but as a grad student I can't possibly roll my d4 Wealth die buy myself a flak jacket and a nice car. It's just not going to happen.
So I am looking at treating Wealth like a derived statistic: If your wealth (which I am going to call Resources, because it can represent online bargain-hunting, credit, permits, and calling in favors) is higher than the object in question, you can afford it. If your wealth is equal to the object, you can, but it's going to cost you some Resources temporarily - buying that battle-ready greataxe is good for the hunt, but it sure set you back. If the object requires more Resources than you have, then you can't afford it.
Wealth is ranked, arbitrarily, 1 to 12, with 1 meaning no income or place to live (or it could mean you're in high school and everything you own belongs to your parents) and 12 being an independently wealthy millionaire who doesn't really have to do anything. Most office jobs probably merit a Resource of 5-6.
I like this so much that I also want to use it to create Contacts. I talked about contacts earlier - they're how you track your sanity. Contacts are rated on the same scale, with 1 being an unfriendly environment and 12 indicating that at least one person in the environment would die to protect you.
Each Contact is a single NPC that represents a group of people (usually). A Contact is a group that can assist you in some way. Example contacts include Coworkers (represented by your buddy Terry), the Regular Gaming Group (represented by your GM Arny), your Family (represented by your wife Jessica), and the Police (Uncle Dave, who just made Detective). The other PCs don't count as contacts, and each Contact is be tracked independently.
As stated, each Contact is rated 1-12, and using them is penalized the lower the number is. Say you get pulled over for speeding, which is fine, but you don't want the officer to see you have an arrow in your leg, and you REALLY don't want him to see what you've got tied up in the trunk. Good thing you're Uncle Dave's favorite nephew (Contacts 8), so all it takes is one name dropped and you're off with a warning. If you had Contacts 1 for the Police, it might take some quick thinking (Persuasion -4) in addition to the name dropping.
Resources and Contacts are interchangeable, to a point. I am playing with the idea that you can lower one to raise the other, temporarily, but doing that puts a strain on either your friendships or your finances.
Now, to make things more interesting: You have a finite number of points at character creation to allot to both Contacts and Resources. Now, it sure SEEMS like a great idea to put a lot of points in Resources and just be a trust funded orphan without any friends. Unfortunately, doing so penalizes all your interactions with other people because you don't have social skills. I think it will probably also have an effect on your character's Channeling abilities, because if you have the mental block that you don't need other people, well then, you sure don't need fictional people from another reality (and one wonders how this character would have gotten into gaming anyway).
I haven't worked out the details exactly, of course, but I'm happy with the idea of it, and I'm always accepting thoughts.