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Hi, and thanks for playing the game. When I first wrote Blood, the monthly salary was based on the lower end of what a real world EMT makes. The monthly cost of living is also a rough estimate. Like most of the mechanics, it was intended to put pressure on the character.  

Going broke or into debt doesn’t have any direct mechanical effects, but could affect the story you are telling.  Narratively, there are ways around this: you can journal about how the character asks for a raise, lowers their standard of living (eg moves into a crappier apartment), picks up a second job, decides to rob some of their victims in addition to draining them, etc. 

If you prefer not to deal with this more mundane element, then you could adjust the character’s monthly salary up, cost of living down, or both  However, this mix of mundane vs fantastical challenges was intentional. That being said, it’s your story, so feel free to make any changes that increase your enjoyment of the game.

Sort of a long answer to a short question, but I hope it helps!

Best,

TS

I see. I hadn't gotten the idea that the salary and cost of living were stats intended to be modified by the narrative. Hunger and Exposure are systems that link with each other, where one feeds the other, so I was expecting Cash to have an integrated place in the mechanics as well.