EQUIPMENT


Economics

Let us begin with the foundation of civilized society: money.

In the game, money is usually in the form of precious metals, namely copper, silver, and gold. The reasons for this are simple: precious metals are useful, scarce, durable, portable, divisible into smaller parts, and homogeneous. This gives them significant advantages as money over things like oranges or cattle.

The price of a good or service will differ greatly from time to time, from place to place, and from person to person. This price depends upon the relative value of both goods to each individual, values which derive from individual desires and the relative scarcity of both goods.

The price lists in this chapter, therefore, should be taken as a reasonable estimate of prices in an average town at the junction of two or more trading routes. The Master should feel free to adjust prices to reflect the relative scarcity of goods as the players travel to different places. On the wild frontier, for example, gold and silver may be next to worthless compared to the necessities of survival. This would mean that the price of everything (as measured in gold) would be much higher than in a safer place.

The prices also assume that the quality of the item is good. Poor items can be found for half the cost, while items of excellent quality can be far more expensive.

Though not perfectly realistic, it is useful (for game purposes) to consider copper, silver, and gold as trading at fixed rates of ten to one: 1 gold coin = 10 silver coins = 100 copper coins. This will result in a stable monetary system, and keep both players and The Master from becoming confused.

Prices are listed in terms of copper coins (cc).


Food

qualitycost
peasant grub5 per meal
decent meal10 per meal
fine dining50 per meal
drink4 per serving


Clothing

typeweightcost (per change of clothes)
peasant garb210
travelling clothes5100
noble attire101000


Shelter

typecost (per person, per night)
inn - common room10
inn - private room30
inn - high quality100+


Gear

gearweightcost (cc)
backpack140
bedroll520
blanket360
caltrops (10)1 100
candle-1
chest25200
flint and steel-10
grappling hook450
lamp110
lantern2120
lock1200
lockpicking kit2300
mirror (steel)*20 per square inch
musical instrument3400
oil flask110
parchment-20 per sheet
pouch110
rope1 per 2 yards10 per yard
sack110
spike (5)150
torch11
trail rations (1 day)150
waterskin490
whetstone12


Weapons

Weapons allow the user to slay his enemies. Bows and melee weapons add to the strength of a character for purposes of determining the damage of an attack. Mechanical weapons, such as crossbows and catapults, do not gain damage from strength.

The exact particulars of a weapon are not important for game purposes. An axe, sword, or flail can all do the same amount of damage provided that they have the same disadvantages. Larger weapons do more harm, but are also heavier and more difficult to conceal.

The maximum damage of a one-handed weapon is 12. The maximum damage of a two-handed weapon is 16. The greater the damage, the larger the weapon. Each +1 damage should be considered -1 concealability.

Swords cost ten times as much as comparable weapons because they are more difficult to make. Wearing a sword is a sign of wealth or prestige.

The table below provides some guidance.

typedamageweightcost
light club 2 1 10
medium club 4 2 20
heavy club 6 3 30
two handed club 8 4 40
quarterstaff 8 4 40

light mace 10 3 100
light flail 10 3 100
morningstar 12 5 200
heavy mace 12 5 200
heavy flail 12 5 200
two-handed maul 16 10 400

handaxe 10 3 100
battleaxe 12 5 200
warhammer 12 5 200
two-handed axe 16 8 400
two-handed hammer 16 8 400

dagger 8 1 200
short sword 10 3 1000
long sword 12 5 2000
two-handed sword 16 8 4000

spear 10 3 100
glaive 12 3 100
halberd 16 8 400

shortbow 10 2 6000
longbow 12 3 9000
arrows (20) - 3 100

light crossbow 12 6 12000
heavy crossbow 16 9 15000
bolts (10) - 1 200

Note: light crossbows require an action to reload. Heavy crossbows require two actions.


Armor

Armor protects the wearer from physical harm in combat. It adds to the strength of the character for purposes of enduring damage from attacks.

Armor can be a lifesaver in combat, but it is also heavy and uncomfortable. It adds greatly to encumbrance, which will slow the character down. It makes many actions very difficult (climbing, stealth) or even impossible (swimming).

The mass and material of the armor determines the protection. The type of the armor is not important for game purposes. If the player wants the highest protection possible, it does not matter whether he wants his character to be wearing plate, chain, or boiled hide, so long as the weight and discomfort are the same. The Master has the final say on this - a player should be hard pressed to explain how his character wears fifty pounds of padded cloth in order to get the best protection possible.

The list below is a general guideline. Each point of protection from the armor requires ten pounds of material. The endurance bonus should be used as a penalty to skills that require agility or quiet (Acrobatics, Climbing, Stealth).

typeenduranceweightcost
padded cloth 1 10 500
soft leather 2 20 500
boiled leather 3 30 1000
chainmail 4 40 5000
plate armor 5 50 20000


Shields

Shields help the user block incoming attacks. The defensive bonus is added to Defense skill of a character when he attempts to block with his shield. The prices assume that the shield is made of heavy wood banded with iron - solid steel shields cost ten times as much.

typedefense bonusweightcost
small shield 1 5 100
medium shield 2 10 200
large shield 4 20 300


Foci

Foci allow sorcerers to channel more energy. The power of the focus is added to the willpower of the character to determine how much energy the character can channel per round.

A focus can be anything - a simple staff, an elaborate scepter, or even a sword. The larger the focus, the greater the power. Some magicians create massive foci out of their temples or towers.

Foci must be inscribed with numerous magical runes which glow brightly when the focus is in use.

Magical craftsmen are rare, and creating a focus is no simple task. Thus, they tend to be expensive. Most sorcerers contract with a craftsman for the physical object, then inscribe the runes themselves. Being "touched" with sorcery gives a character the instinctive knowledge needed to carve the mystical runes in the proper order.

type power weight cost
small wand 6 1 10000
short staff 8 3 12000
long staff 10 4 16000
sanctuary 20+ immobile 100000+


Charms

Charms protect the wearer from magics much like armor protects the wearer from physics. The power of the charm is added to the willpower of the wearer for purposes of enduring magical attacks. To be effective, the charm must be worn in plain view. Multiple charms do not work in tandem.

Charms are usually small trinkets, such as rings or amulets. The larger the charm, the greater the endurance.

Charms must be inscribed with numerous arcane runes to work. These runes glow brightly whenever the charm absorbs sorcerous energy.

type power weight cost
ring 2 - 20000
amulet 4 - 30000
crown 6 - 50000
sanctuary 10+ immobile 100000+

To create a focus, charm, or sanctuary requires carving the necessary runes and symbols in the proper places in the right order. This action imbues the ready items with the supernatural energies necessary for them to perform their function. The items to be imbued should be sturdy and well-crafted, but there is nothing to prevent a nature-loving mystic from using a simple piece of rough-hewn wood for his staff.


Encumbrance

Adventuring gear and loot can get pretty heavy. Characters are limited in how much they can carry on their person by both weight and volume.

The strength score of a character determines the maximum amount of weight the character can lift. If a character is hauling a large amount, he will have penalties to movement and to any skills which require agility. He should be penalized by an amount similar to the ratio of how much weight he is carrying to how much weight he can lift.

For example, a character with a strength of 2 can lift 200 pounds. If the character is carrying one hundred pounds worth of gear or treasure, he can only move half as fast as if he were unencumbered. Furthermore, any skills requiring whole body agility should be penalized by a similar amount (-2 would be appropriate).

For purposes of simplicity, this rule should only be used if the character is carrying at least 20% of his maximum heft. Rough estimates of penalties are usually better than detailed accounting, but discretion is left to The Master.