The rich have it better than the poor across all of human history. We use ten classifications of social status. They have no hard impact on play, but can be useful as reference for what a character might know or have access to.
- Upper Upper Class [UUC] - Reserved for the ruling class, the royalty and those with enough money to dictate their own terms. Top 1% of society.
- Middle Upper Class. The nobility and the rich. Top 10% of any society. Not able to direct the course of world events, but never needing to really ask the price of anything.
- Lower Upper Class [LUC] Lesser nobility, and the borderline wealthy. These are the people who had to settle for the yacht they could afford - but will never really worry about where their next meal comes from. This is the upper 20% of society.
- Upper Middle Class [UMC] Successful professionals or unambitious nobility. These people can achieve luxury goods if they save a bit, but their basic needs are met comfortably. This is the upper 30% of society.
- Middle Middle Class [MMC] Not necessarily the mean income - there are a LOT more poor in most societies - but the people who are neither rich nor poor. Typically the top 50%.
- Lower Middle Class [LMC] Most real luxury is out of reach for these folks, but they can usually see to their needs. The top 60%.
- Upper Lower Class [ULC] The default for the working poor. These people can usually meet their basic needs, but everything has to go right.
- Middle Lower Class [MLC] Semi-employed denizens of slums everywhere. These people are at subsistence level of income.
- Lower Lower Class [LLC] Homeless, refugees, the wretched refuse.
- Zero Class [ZC] Fugitives from justice, outcasts, untouchables, slaves.
Canon GAFT allows RCMs to pick their social class freely - because it's not going to make a practical difference in regular play. If the cast were to hang out in one setting (suppose you are using these rules for a regular superhero game) social status would default to MMC. Moving up in the social order would cost +1 Plop per category and dropping down would be -1 Plop per category.
Moving up or down in a category during play would cost 1d6 Plops per category, assuming you satisfy Rule 3.