WFRP 2nd - OTH - Revised Equipment Tables
May 4, 2017 | Author: Mike Novy | Category: N/A
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WFRPS Equipment Tables "The Haflings of the Moot use their symbol, a gigantic cock, on their silver coins." Table 1-1: Income Use this table as is, page 14 of the armoury or page 104 of the core rules. I think the incomes work well but the item costs and encumbrance values need revision, which is the purpose of this document. The only income related table I've altered is the costs of hiring a specialist (I.E. a doctor) on page 15 of this because I feel the cost should reflect the description given in the core rules and armoury of how rarely a peasant can afford to hire a doctor. Table 1-2: Exchange Rates Exchange rates should be used as is from the Old World Armoury (Page 9) Table 1-3: Bartering Ignore the section on bartering entirely as it makes no sense. Scarcity of goods is a factor in any economy, barter or otherwise, but not the only factor. Table 1-4: Trade Goods Trade Good Common Price Availability Trade Good Common Price Availability Fabrics Per Square Yard (10) Hides Per Skin (10) Canvas 1s Average Bear 3 gc Scarce Homespun 5p Common Deer 2 gc Scarce Lace 1 gc Rare Fox, red 1 gc Average Linen 1s Common Fox, white 3 gc Scarce Silk, Cathay 10 gc Very Rare Horse 15 s Plentiful Velvet 5 gc Rare Leather 15 s Common Wool 2s Average Leopard 20 gc Very Rare Dyes Per 6 Ounces (5) Lion 30 gc Very Rare Blue, copper 15 s Average Marten 1 gc Scarce Blue, Ultramarine 30 s Scarce Mink 25 s Scarce Green 1 gc Average Racoon 5s Plentiful Ochre 35 s Scarce Sable, black 2 gc Rare Purple 60 gc Very Rare Sheep 10 s Common Red, iron 15 s Common Wolf 1 gc Scarce Safflower 12 s Plentiful Grains Per Pound (15) Yellow 10 s Common Barley 10 s Average Vermillion 10 gc Rare Buckwheat 5s Common Oils Per Gallon (50) Chick Peas 15 s Average Almond 3 gc Scarce Lentils 10 s Average Hazelnut 1 gc Average Millet 5s Common Olive 35 s Scarce Oats 5s Common Safflower 15 p Plentiful Rice 2 gc Scarce Sesame 3 gc Scarce Rye 5s Common Sunflower 2s Common Wheat Berries 15 s Average Walnut 10 s Average Flours Per Pound (15) Sweeteners Per Pound (15) Barley 15 s Average Honey 20 p Common Buckwheat 8s Common Sugar, brown 10 s Average Rye 8s Common Sugar, raw 25 p Common Wheat 25 s Average Exotics Per Pound (15) Chillis 30 gc Very Rare Chocolate 30 gc Very Rare Coffee 15 gc Rare Tea 1 gc Scarce Tobacco 5 gc Average The number in brackets after the volume is the encumbrance for one 'dose' of the good. It's not exact
but there weren't any in the armoury and I can't be bothered to agonise over it. Same goes for availability. Table 2-1: Armour Armour Type Cost Enc Covers AP Availability Leather Leather Skullcap 1 gc 5 Head 1 Common Leather Jerkin 3 gc 20 Body 1 Common Leather Jack 6 gc 30 Body, arms 1 Common Leather Leggings 5 gc 15 Legs 1 Common Full Leather 15 gc 40 All 1 Average Chain Mail Coif 5 gc 10 Head 2 Average Mail Shirt 25 gc 40 Body 2 Average Sleeved Mail Shirt 60 gc 50 Body, Arms 2 Average Mail Coat 40 gc 50 Body, legs 2 Average Sleeved Mail Coat 85 gc 70 Body, arms, legs 2 Average Mail Leggings 20 gc 30 Legs 2 Scarce Full Mail Armour 105 gc 120 All 3 Scarce Plate Helmet 10 gc 20 Head 2 Rare Breastplate 50 gc 75 Body 2 Rare Plate Bracers 30 gc 40 Arms 2 Rare Plate Leggings 40 gc 55 Legs 2 Rare Full Plate Armour 235 gc 300 All 5 Very Rare Ithilmar Mail Mail Coif Ithilmar Coif 5 Head 3 Ithilmar Shirt 30 Body 3 Ithilmar S/Shirt 40 Body, arms 3 Ithilmar Coat 40 Body, legs 3 Ithilmar S/Coat 60 Body, arms, legs 3 Ithilmar Leggings 20 Legs 3 Full Ithilmar Mail 105 All 4 Gromril Plate Gromril Helmet 20 Head 3 Gromril Breastplate 75 Body 3 Gromril Bracers 40 Arms 3 Gromril Leggings 55 Legs 3 Full Gromril Plate 300 All 6 Studded Leather and Scale Mail armours have been ignored because they're pretty rubbish. Standard Layering rules for armour apply, you can only put heavier armour over lighter. Full suits listed above include full suits of lighter armours. (I.E. Full plate includes full leather and chain). Wearing Leather armour does not give any penalties to agility or movement. Wearing any form of Chain (Except a coif) gives a -10% penalty to Agility. Wearing any form of Plate does not give any penalties to movement as this is covered by Encumbrance. Ithilmar Mail does not give the usual -10% Agility modifier that wearing mail confers. Gromril Plate is the only way to get an AP above 5. Not that you'll ever see any. The difference in availability for full suits is due to the difficulty of finding a complete suit for sale. These encumbrance values were factored using a basic assumption that the average human with an Encumbrance of 310 can wear a suit of full plate and carry a sword and shield and lose exactly 1 point of Movement. As stated in the armour rules, you should lose a point of movement for wearing plate, unless you are using the encumbrance rules, in which case it is already factored in. Well, now it is.
Table 3-1: Best Craftsmanship Hand Weapons These rules are being ignored as they further complicate the weapons rules and unbalance things. Table 3-2: Best Craftsmanship Great Weapons As above, only more so.
Name Cost Buckler 1 gc Dagger 10 s Demilance 5 gc Flail* 6 gc Foil 8 gc Knuckle-Duster 5s Great Weapon* 10 gc Halberd* 8 gc Hand Weapon 3 gc Improvised Lance 15 gc Main Gauche 30 s Morning Star 7 gc Quarterstaff* 2s Rapier 8 gc Shield 3 gc Spear 3 gc Sword-Breaker 2 gc Unarmed Free, don't lose it Unrimmed Shield** 5s
Name
Cost 5s 5 gc 15 gc 25 gc 100 gc 15 s 5s 10 gc 1 gc 100 gc 3 gc 5s 3 gc 10 s 30 s 20 s 20 s
Table 3-3: Melee Weapons Enc Damage 10 SB-4 5 SB-3 50 SB 50 SB+1 25 SB-2 1 SB-3 100 SB 80 SB 30 SB 20-50 SB-4 80 SB+1 15 SB-3 40 SB 35 SB-2 25 SB-1 30 SB-2 60 SB 25 SB-3 SB-4 30 SB-2 Table 3-4: Missile Weapons Enc Damage 15 1 50 3 80 4 25 2 50 3 10-30 SB-4 30 SB-1 10 n/a 60 3 50 n/a 100 2 40 3 5 3 60 SB 35 4 20 SB-2 8 SB-3 15 SB-4
Group Parrying Ordinary Cavalry Flail Fencing Ordinary Two-Handed Two-Handed Ordinary Ordinary Cavalry Parrying Flail Ordinary Fencing Ordinary Ordinary Parrying Ordinary Ordinary
Group Bola Entangling Bow* Ordinary Crossbow* Ordinary Crossbow Pistol Crossbow Elfbow* Longbow Improvised Ordinary Javelin Ordinary Lasso* Entangling Longbow* Longbow Net Entangling Repeater Crossbow Crossbow Shortbow* Ordinary Sling Sling Spear Ordinary Staff Sling* Sling Throwing Axe Throwing Throwing Dagger Throwing Whip Entangling Ammunition Arrows (5) 10 p 10 Bolts (5) 20 p 8 * These weapons require two hands to wield and cannot be used with a buckler or shield.
Availability Average Common Scarce Scarce Rare Common Average Common Common Rare Scarce Scarce Plentiful Scarce Common Common Scarce Common
Availability Scarce Common Average Rare Very Rare Average Plentiful Average Plentiful Very Rare Common Common Common Rare Average Common Average Common Average
** Unrimmed shields are good for only one adventure after which time they are useless. I haven't listed all the weapon details. Use the main book (Page 47) for anything else, not the armoury. These costs and encumbrance values seem much more reasonable to me. Table 4-1: Bomb & Incendiary Miss Locations No need to reprint this, it's in the armoury and it works. Page 45. Table 4-2: Gunpowder Weapons Name Cost Enc Damage Group Availability Blunderbuss 40 gc 60 3 Gunpowder Very Rare Bomb 35 gc 30 6 Explosive Very Rare Duck-Foot 150 gc 30 3 Engineer Very Rare Rifle* 60 gc 60 4 Gunpowder Very Rare HL Long Rifle* 200 gc 80 4 Engineer Very Rare Incendiary 20 gc 25 4 Explosive Scarce Jezzail* 70 3 Gunpowder Pistol 50 gc 15 4 Gunpowder Very Rare Repeater Rifle* 200 gc 70 4 Engineer Very Rare Repeater Pistol 150 gc 35 4 Engineer Very Rare Ammunition Firearm Shot (10) 5s 10 Very Rare Gunpowder (1) 3s 1 Very Rare * These weapons require two hands to wield and cannot be used with a buckler or shield. I've changed the prices drastically because they were just too damned expensive before. I've also changed the names of the firearm to rifle and repeater handgun to repeater rifle. I think this will be a lot less confusing than the earlier list. The Hochland Long Rifle and Jezzail have both had *'s added because it makes sense. Any details missing can be found on page 108 of the core book and page 47 of the armoury. Table 4-3: Advanced Misfires This table works as is in the armoury. When a misfire occurs, turn to page 47. Table 4-4: Bolt Throwers Unlikely these will be used. If you need them, the details are on page 49 of the armoury
Item
Cost
Table 5-1: Clothing Encumbrance Availability
Outfits Uniform 2 gc 15 Common Light Outfit 1 gc 10 Average Standard Outfit 15 s 20 Abundant Winter Outfit 2 gc 30 Common Items Boots or shoes 5s-7s 3-5 Abundant Cape 10 s 3 Abundant Cloak 1 gc 5 Abundant Leggings 3s 2 Abundant Shirt 5s 2 Abundant Soft Hat 3s 3 Abundant Stiff Hat 5s 4 Abundant An outfit consists of a shirt, leggings boots or shoes, a cloak or cape and a hat. Light outfits are the equivalent of Sunday best or summer clothes, standard outfits are everyday work clothes and winter outfits should be obvious. Starting characters receive two outfits appropriate to their character/career. A uniform is along the lines of a watchman's tabard or a jester's motley. Use the rules for differing qualities to find the price of clothing for the different classes. Peasants use poor quality clothes, most people use standard cost, wealthy merchants and the like wear good while
only nobles and royals can, as a rule, afford to waste the money on best quality clothing. Any additional adorments such as inlaid jewels and the like will need to be factored into the cost. These adornments may increase the encumbrance of an item or outfit. Waxing a garment or outfit costs an additional 50% and effectively waterproofs it. Don't wax silk, stupid. Table 5-2: Carrying Equipment & Containers Container Cost Encumbrance Capacity Availability Backpack 1 gc 20/50 250 Plentiful Basket 10 p 10/20 60 Abundant Bottle 3s 2/5 5 Common Box, Iron, Large 1 gc 200/350 300 Common Box, Iron, Small 10 s 100/200 150 Plentiful Bucket, metal 5s 20/40 50 Plentiful Bucket, wood 2s 30/50 50 Abundant Cage, Large 20 gc 500/1,400 1 Ogre Scarce Cage, Small 10 gc 200/600 1 Halfling Average Case, Tube 15 s 2/3 3 Scrolls/Maps Scarce Cask, 4 Gallons 8s 50/150 100 Common Cask, 10 Gallons 12 s 125/250 500 Common Cask, 25 Gallons 1 gc 300/600 1,200 Common Chest, Large 10 s 200/350 300 Average Chest, Small 6s 50/150 100 Common Cup, Wood or Clay 5p 1/1 1 Abundant Flask, Leather 15 s 5/10 6 ( 1Pint) Average Flask, Metal 25 s 10/15 6 ( 1Pint) Scarce Glass 1s 1/1 1 Average Goblet 2s 1/2 2 Common Jug, Clay 4s 10/55 50 (1 Gallon) Plentiful Kettle 15 s 5/15 10 Plentiful Pitcher, Clay 2s 10/30 25 Abundant Pouch, Large 5s -/1 2 (400 coins) Plentiful Pouch, Small 2s -/1 (200 coins) Plentiful Pot, Clay 2s 15/30 15 Abundant Pot, Iron 1 gc 30/60 30 Plentiful Purse 2s -/1 0.5 (100 coins) Plentiful Sack, Large 3s 5/75 200 Plentiful Sack, Small 20 p 1/30 100 Plentiful Slingbag 25 s 5/40 200 Average Tankard, Pewter 15 s 5/6 6 Plentiful Tankard, Wooden 5s 5/6 6 Plentiful Trunk, Large 2 gc 300/500 400 Average Trunk, Small 25 s 150/250 200 Common Vial 10 p -/Common Waterskin 8s 5/50 100 Plentiful Added a new category to this table, seeing as I had the space and it makes things easier. The listing for capacity tells you how many units of encumbrance the container holds. I've worked from a rough estimate of 1 gallon equalling 50 units of encumbrance. This makes a pint about 6 units. I know some of the figures are a little out of whack but it just kind of makes sense to have backpacks and the like make it much easier to carry gear. There are two listings for Encumbrance, divided by a slash. The number before the slash is for when the container is empty, once you start cramming stuff in, use the second figure. This may be slightly unrealistic but it saves time and makes the encumbrance rules slightly easier to figure out. Remember that once you put an item in a container, you no longer count it's encumbrance towards your limit, that's why the containers all have two encumbrance listings. Example: Johan has 2 pistols (15 units each), and a winter outfit (30 units). He crams them into his backpack
(20/50 Units) and uses the second value for the backpack. He now only counts the backpack towards his encumbrance, giving him 50 units instead of 80 (15 + 15 + 30 + 20). If you want details for any of the equipment listed in this entire document you'll need the core rules and probably the armoury as well. Table 5-3: Food & Drink Food or Drink Cost Enc Availability Ale, Pint 2p 5 Plentiful Beer, Pint 1p 5 Abundant Brandy, Brettonian 15 s 2 Average Bread, Loaf 2p 1 Abundant Butter (lb.) 20 p 3 Plentiful Cheap Pie 2p 1 Common Cheese, Misc (lb.) 40 p 3 Common Delicacy 20p+ 3 Scarce Eggs (12) 10 p 2 Plentiful Fish, Fresh 3p 3 Common/Plentiful Fish, Barrel 5p 20 Common Food/Day (Poor) 5p 10 Plentiful Food/Day (Avg) 10 p 10 Common Food/Day (Good) 20 p 10 Average Mead, Pint 3p 5 Average Meat, Side of 2s 10 Average Milk, Pint 2p 5 Plentiful Rations (1 Week) 5s 5 Common Rotgut, Quart 3p 2 Plentiful Soup, Bowl 1p 2 Abundant Spirits 1s 5 Average Wint, Pint, Quality 5s 5 Average Wine, Pint, Poor 2s 5 Common This is pretty much standard from the armoury. I've changed few things here and there but mostly it's just here for the sake of completeness. Which is strange considering this isn't a complete list of everything in the armoury. Table 5-4: Illumination Ranges and Duration This table is printed correctly in the armoury (Page 60), don't bother using the one in the core rules. Table 5-5: Illumination Illumination Cost Encumbrance Availability Candle, Tallow 10 p 2 Plentiful Candle, Wax 30 p 2 Average Charcoal (Sack) 1s 15 Common Kindling/Firewood 5p 5 Plentiful Lamp 3s 10 Plentiful Lantern 1 gc 15 Average Lantern, Storm 3 gc 25 Scarce Lighter* 5s 1 Rare Match 1p Average Oil (4 Hours) 3s 20 Plentiful Torch, Treated 10 p 5 Common Torch, Untreated 5p 5 Plentiful * Historically lighters existed before matches, so I've included one here. It works like a small lamp with a metal casing and a small flint and striker attached on a slim metal bar. Assume the illumination ranges are the same as a match but give it a burn time of 2 minutes. You'll get charged about a penny to fill it or you can do it from your lamp at negligible cost.
The Illumination table is pretty much as it exists in the armoury. I've only included it because I wanted to alter a few of the prices and because I felt a desperate shameful need to add in the stats for a lighter. I can't help myself, I just needed to see a lighter in there. I've also changed some of the prices to fall in line with the other alterations I've made. Otherwise a storm lantern would cost 4 times what a sword does now. Table 5-6: Personal Equipment Equipment Cost Encumbrance Availability Armoire 15 gc 500 Average Banner 2 gc 30 Common Bed Frame 10 gc 1,500 Average Bedroll 5 gc 15 Plentiful Bell 3s 1 Common Blanket 15 s 10 Plentiful Book/Scroll Case 15 gc 400 Scarce Brush or Comb 15 p 1 Plentiful Chair 1 gc 150 Common Clothes Pegs (12) 10 p 1 Common Cosmetics 10 s 3 Common Couch 10 gc 1,000 Scarce Cutlery, Wooden 2s 1 Plentiful Cutlery, Metal 5s 3 Common Cutlery, Silver 5 gc 2 Scarce Deck of Cards 15 s 1 Plentiful Desk 20 gc 800 Scarce Dice, Bone 5s Plentiful Dice, Weighted 10 s Scarce Footstool 1 gc 60 Average Grappling Hook 2 gc 15 Average Ladder 15 s 80 Common Ladder, Rope 10 s 10 Average Lock, Average 30 s 5 Common Lock, Quality 15 gc 5 Scarce Marbles 1s Average Mattress, Flock 5 gc 300 Average Mattress, Feather 15 gc 250 Scarce Mirror, Large Metal 10 gc 20 Scarce Mirror, Small Silver 15 gc 2 Rare Mirror, Shard 5 gc 3 Scarce Perfume/Cologne 1 gc Common Pole, 1 Yard 1s 10 Plentiful Rope, 1 yard 1s 2 Common Shaving Kit 3 gc 2 Average Snuff Box 2 gc Average Soap 2p 1 Common Table 5 gc 1,200 Common Tarp 5s 20 Common Tent, Small 10 s 50 Common Tent, Large 40 s 80 Average Tent, Pavillion 5 gc 600 Average Tinderbox 3s 3 Plentiful Changed a few prices and encumbrance values. Added in Mirror, Shard the affluent peasant's choice of shaving mirror. Also changed the availabilities of the mirrors but don't sweat it. No one will care either way.
Table 5-7: Musical Instruments Instrument Cost Enc Availability Cool* Coach Horn 3 gc 20 Average 5 Drum 10 s 40 Average 3 Harp, Small 15 gc 20 Rare 1 Hapsichord 200 gc 1,000 Rarre 0 Lute 50 gc 30 Scarce 6 Mandolin 15 gc 25 Scarce 5 Mouth Harp 5s 1 Average 8** Recorder 10 s 5 Average 1 Tambourine 15 s 5 Average 7*** Viol 18 gc 30 Average 3 Whistle 3s Common 4 * This indicates how likely you are to get laid by playing this instrument with 1 being the Elephant Man and 10 being Hugh Hefner. ** But only with your cousin, Elmer. *** Go figure. The conclusion being, playing an instrument couldn't assure sexual congress until the invention of the bass guitar and, to a lesser extent, the lead electric. I just changed the prices and didn't bother adding the stats for a baby grand piano.
Item Book, Glued Book, Stitched Book, Illuminated Brush Cartography Kit Charcoal Stick Chalk (1 Stick) Ink, Black Ink, Colour Ink, Purple Inkpen Lock, Book Paper/Sheet Parchment/Sheet Writing Kit
Cost 50 gc 80 gc 200 gc+ 1 gc 20 gc 2p 10 p 1 gc 5 gc 10 gc 10 s 10 gc 5s 2s 6 gc
Table 5-8: Reading & Writing Encumbrance Availability 20 Very Rare 20 Very Rare 40 Very Rare Average 15 Rare Comon Comon 1 Average 1 Scarce 1 Very Rare Scarce 1 Very Rare Very Rare Rare 5 Average
Dropped the prices of books, and changed purple ink to fit in with the description of it. Ignore the rules in the Armoury (Pg 65) for book locks taking a challenging (-10%) strength test to open, it's a tiny lock attached to a book it can't be that hard to break apart. If it is then you can just cut the thing off. Oh, and I dropped the cost of charcoal because a schilling per stick seems extortionate for a lump of burnt wood. Any peasant can find one in his hearth rather than wasting a couple of days food money at the local art and craft store.
Tools Abacus Animal Call Anvil Awl Bellows Branding Iron Butcher Tools Candle, Timing Chain, Per Yard Chisel, Set Coin Die Crowbar Disguise Kit File Set Fishhook & Line Fishing Net Forge Fuse Gin Trap Gin Trap, Large Glue Hacksaw Hammer Hoe Hourglass Lock Picks Magnifying Glass Manacles Metal Ingot, Base Nails (10) Navigation Charts Needle, Sewing Pestle & Mortar Pick, Climbing Pick, Miner's Pitchfork Plough Saw Scales Scythe Sledge Hammer Snare (Wire) Spade Spike Telescope
Cost 5 gc 10 s 30 gc 2s 2 gc 1 gc 6 gc 2s 1 gc 4 gc 20 gc 10 s 5 gc 3 gc 2s 15 s 800 gc 1s 1 gc 3 gc 1 gc 2 gc 1 gc 2 gc 5 gc 6 gc 30 gc 3 gc 15 s 1p 20 gc 10 p 1 gc 2 gc 1 gc 1 gc 8 gc 4 gc 10 gc 3 gc 1 gc 1 gc 1 gc 5s 100 gc+
Table 5-9: Tools Encumbrance 5 300 2 5 5 20 2 5 5 5 10 10 5 2 30 To much to carry 20 40 1 5 5 10 5 5 10 10 15 5 20 10 15 10 150 10 45 30 30 5 15 5 10
Availability Rare Common Rare Common Common Common Common Average Rare Common Rare Common Scarce Average Common Plentiful Scarce Scarce Common Average Common Common Common Plentiful Rare Average Very Rare Average Average Plentiful Rare Plentiful Common Scarce Average Plentiful Common Common Scarce Common Common Common Common Common Rare
Trade Tools 30 gc 50 (100/Smiths) Scarce Twine, Roll 8p Abundant Wax, Sealing 10 s 1 Common Wedge, Wood 5p 2 Plentiful Wheelbarrow 4 gc 50 Common Whetstone 10 s 1 Common Changed a few bits here and there. Nothing major except I jacked the price for a coin die. Should be a little bit more expensive to set yourself up as a counterfeiter I feel. The encumbrance for most trade tools is 50, 100 for smith's tools. Table 6-1: Quack Medicine Use this table as is, either on page 209 of the core rules or page 69 of the armoury. Table 6-2: Mamma Melchin's Cure For What Ails Ya This table works fine as is. If a player drinks a dose of this, find the table on page 70 of the armoury. Table 6-3: Draughts Draught Cost Encumbrance Availability Bugman's Ale 30 gc 5 Very Rare Cure-All 5 gc Common Calming Nectar 60 gc Very Rare Essence of Chaos 50 gc Very Rare Feyeyes 1 gc Scarce Greta's Boon 20 gc Very Rare Healing Draught 5 gc Average Kiss of the Courtier 10 gc Scarce Liquid Courage 10 gc Scarce Mamma Melchin's 1 gc Common Moot Milk 30 gc Scarce Added in the details for Kiss of the Courtier and Liquid Courage as they aren't on the table in the armoury. I also removed antitoxins from the list as they're not described in the book. No point in having an item in there that doesn't exist. I shifted some of the prices around, just to avoid stupidity. Table 6-4: Poisons Poison Cost Encumbrance Availability Belladonna 15 gc Rare Black Lotus 15 gc Very Rare Bottled Love 10 gc Scarce Chimera Spittle 50 gc Very Rare Crimson Shade 20 gc Very Rare Cyanide 15 gc Scarce Dark Venom 20 gc Very Rare G/Scorpion Venom 60 gc Very Rare Heartkill 100 gc Very Rare Henbell 8 gc Scarce Mad Cap Shrooms 15 gc Rare Mandrake Root 10 gc Scarce Manticore Spoor 30 gc Very Rare Rabid Dog Spit 25 gc Rare Ruby Sulphur 100 gc Very Rare Sagekill 60 gc Rare Sigmar's Blood 35 gc Rare Spider Spittle 10 gc Rare Viper Kiss 80 gc Very Rare Thung 5 gc Scarce Changed the prices drastically for this section. I just can't believe anyone could afford 1,200 gc for a
single dose of poison. I also dropped the prices for Mad Cap'Shrooms and Mandrake Root. It strikes me that no one would ever get addicted to it if it costs more than two years income for a single dose, and no way dealers could afford to drop a free first dose on a prospective junkie, they know the guy would be able to afford one more dose, tops. Also not sure I like the blanket rule that a single dose is enough to automatically addict you but I'm sure it's some sort of moral stance on drug use. Note that if you want to hire an assassin and specify poison as the method then you'll need to pay for the toxin yourself. You may get a bit of a discount though, presumably assassins have good contacts for poison.
Table 6-5: Oddities Item Cost Encumbrance Availability Amulet/Talisman 10 p Common Antitoxin Kit 3 gc 3 Scarce Bezoar 5 gc Rare Blessed Water 3 gc 1 Scarce Garlic 5p Plentiful Grimoire 300 gc+ 50 Very Rare Healing Poultice 20 p 1 Common Lucky Charm 10 gc Average Miragliano Glass 15 gc 2 Rare Powdered Emerald 30 gc 1 Rare Purity Seal 5 gc Average Religious Relic 10 gc+ 1 Rare Scroll 15 s Common Toadstone 20 gc Very Rare Changed a few prices and added in an encumbrance value for Grimoires considering the description states they are too heavy and cumbersome for easy transportation. Table 6-6: Religious Paraphenalia Item Cost Encumbrance Availability Aspergilla 15 gc 10 Average Beads, Prayer 10 s Common Brazier, Large 20 gc 50 Average Brazier, Medium 15 gc 30 Average Brazier, Small 10 gc 15 Common Candelabra 10 gc 5 Average Candlesticks 5s 2 Common Censer 2 gc 25 Average Incense 15 s Common Relic Box 2 gc 5 Average Changed a few prices and such. Can't believe that according to the armoury a greatsword is as hard to carry as four large braziers. Madness.
Item Ear Horn Eye Patch False Eye False Leg Gilded Nose Hook Skid Board Skull Plate Tattoo
Table 6-7: Replacements, Appendages & Enhancements Cost Encumbrance Availability 1s Common 10 p Common 2s Average 5s 10 Average 10 s Scarce 10 s 5 Average 5p 15 Common 5s Average 3 s+ Average
Teeth Caps 10 s Average Veteran's Hand 20 gc 5 Rare Wooden Teeth 3s Common Altered some prices and added in encumbrance values for a few of them. Obviously, don't count a skid board towards you're encumbrance if you're riding on the thing.
Table 7-1: Companion & Speciality Animals Price Encumbrance Availability Cat 1s Plentiful Dog, Pedigree 3 gc Scarce Dog, Rat Catcher's 1 gc Common Dog, War 20 gc Rare Pidgeon, Homing 15 s Average Hunting Bird 50 gc Rare Monkey 60 gc Very Rare Trained Raven 10 gc Rare Shifted some prices down, increased the cost and availability of monkeys and added in Rat Catcher's Dog (The small but viscious kind). Animal
Table 7-2: Mounts Mount Cost Enc Availability Charger, Bretton. 500 gc Rare Destrier 300 gc Scarce Light Warhorse 150 gc Common Pony 30 gc Common Riding Horse 50 gc Common Just dropped the prices some, to put these beasts within the range of somebody less wealthy than the Emperor himself. Table 7-3: Mount Gear Cost Encumbrance Availability Fodder 5p 30 Plentiful Grooming Kit 3 gc 20 Common Harness 1 gc 20 Common Saddle 5 gc 50 Common Saddlebag 30 s 5/50 Average A saddlebag can hold 100 units of encumbrance, either in the pouches or strapped to the outside. Item
Table 7-4: Barding Barding Type Cost Enc Covers AP Availability Leather Half Leather 30 gc 100 Body, forelegs 1 Scarce Full Leather 50 gc 200 All 1 Scarce Chain Half Mail Armour 150 gc 180 Body, forelegs 3 Rare Full Mail Armour 220 gc 360 All 3 Rare Plate Half Plate Armour 300 gc 390 Body, forelegs 5 Very Rare Full Plate Armour 500 gc 780 All 5 Very Rare Chain barding confers a -10% to Agility, a horse wearing full plate barding and carrying an average
human wearing full plate and carrying a sword and shield will suffer a penalty of -2 to Movement.
Table 7-5: Livestock Livestock Cost Encumbrance Availability Chicken 5p Plentiful Cow 8 gc Plentiful Donkey 5 gc Plentiful Goat 3 gc Plentiful Horse, Draft 15 gc Plentiful Mule 10 gc Plentiful Ox 15 gc Plentiful Packhorse 30 gc Plentiful Pig 3 gc Plentiful Sheep 3 gc Plentiful Changed a few prices, just to fit in with the rest of the changes I've made. Table 7-6: Travel Services Mode of Travel Cost/20 miles Availability Average Speed Cart or Wagon 5p Special 2 1/2 mph Cart, 2 Horses 10 p Special 3 1/2 mph Coach 2s Special 4 mph Wagon, 3 Horses 20 p Special 4 mph As indicated, this cost is per 20 miles of the journey or the minumum cost of a short journey. Round to the nearest 20 for odd distances. The availability depends entirely on where you are and the GM's whim. If the GM doesn't want a cart in town or knows the service won't be here, don't expect one any time soon. Table 7-7: Water Travel Services Modes of Travel Cost/20 miles Availability Average Speed River Boat/Barge 20 p Special 2 1/2 mph Ship's Passage 15 s Special 3 - 9 mph As above, for cost and availability. I suppose the speeds should be listed in knots but who cares? Table 7-8: Transport Item Cost Encumbrance Availability Barge, River 250 gc Scarce Boat, Rowing 30 gc 600 Average Cart 20 gc Common Coach 250 gc Scarce Riverboat 150 gc Scarce Ship 5,000 gc Rare Wagon 30 gc Common Dropped the prices quite drastically, otherwise there'd be no point in having them in here, not when simply stealing a rowing boat can give make you a pretty rich man. The reason only the rowing boat has an encumbrance listing is because it's the only item on the list
you could carry. Table 8-1: Coaching Inn Room/Service Cost Bath 5p Meal 5p Common Room 5p Private Room 5s Stabling, Horse 10 p Dropped the listing for different quality meals, this is already covered by the rules for item quality. Prices for rooms and stabling are per night. You can probably get a discount for booking longer periods in advance Table 8-2: Common Hostel Room/Service Cost Bath 4p Meal 4p Common Room 4p Private Room 4s Stabling, Horse 8p Flat, Per Week 10 p I figure Hostels are slightly cheaper than coaching inns, since there's likely to be more competition in a town or city than out in the wilds. Table 8-3: Common Tavern Room/Service Cost Meal 3p Common Room 3p Hearth Spot 5p Taverns offer less but are cheaper. I changed the price of a spot in front of the hearth, I think it should be more expensive than just crashing in the common room, not less. Table 8-4: Land Cost/Acre Cost/Sq. Yard Rent/Year Availability Rural 40 gc 2p 4 gc/arce Common Urban 100 gc 30 p 10 gc/acre Scarce Removed land qualities, just use the standard rules for greater and lesser quality items. These prices should make it viable for peasants to rent and richer classes to buy. Land
Table 8-5: Dwellings Home Cost Rent/Year Availability Rural Homestead 80 gc 2 gc Common Urban House 200 gc 10 gc Average Rich Townhouse 3,000 gc 200 gc Rare Small Palace 10,000 gc 800 gc Very Rare These prices do not include the cost to buy/rent the land, only the structures themselves. A rich townhouse is like a small estate but within the walls of a town or city. A palace is a much larger version of the rich townhouse and may be in either a rural or urban setting. Rural palaces will have a much larger acreage surrounding the estate whereas an urban palace will likely have buildings and such within a few hundred feet of their walls. Such is life. Again, use the rules for quality if you want to find the price for a peasant's hovel or a noble's townhouse.
Business Poor
Cost 50 gc
Table 8-6: Existing Businesses Availability Average
Common 100 gc Scarce Good 300 gc Rare Best 1,000 gc Very Rare Dropped the prices a little. If you look, you can see these follow the exact rules for item quality. As do so many other tables in the armoury. So much padding in that book it's untrue. Anyway, I've stuck them in here because I've got space. Table 8-7: Weekly Income Use this table as is from the armoury (Page 93). It seems fairly reasonable except for having to devote three days a week to it. Assume that you can spend up to a week away under normal conditions, two weeks if you arrange some cover (And take a a hit in profits to cover the cost) Any longer than that and you're risking coming back to a nasty surpriseā¦
Table 9-1: Craftsmen Wages By Skill Use this as is. I'm fairly happy with the income levels, I just think the prices and encumbrance values are, in a word, insane. This table is on page 96 on the armoury. Table 9-2: Entertainer Wages By Skill As above, page 97 Table 9-3: Labourer Wages By Skill And Again. Page 98 Table 9-4: Servant Wages By Skill Page 98 again. Table 9-5: Specialist Wages By Skill Skill Level Daily Weekly Yearly Availability Common 1 gc 6 gc 150 gc Common OK, doctors should get paid a lot more than the book says, if you are to suppose that the average peasant can't even afford a visit to the local sawbones unless it's dire, which is the impression it gives in the book. Use the item quality prices to find cheaper or better docs. Table 9-6: Heal Test Modifiers Use this table straight from the book. Page 99 of the armoury. Table 9-7: Blood Loss Another working table. Why did the hide them all towards the back of the book? Armoury, page 100 Table 9-8: Incapacitated Limb And another. Page 100 of the armoury. Table 9-9: Amputated Limb Again, armoury page 100. Table 9-10: Henchmen This table works fine for me. Hiring henchmen feels very Advanced Heroquest doesn't it? Page 102 of the amoury. Table 9-10: Loyalty Modifiers This actually works quite well. It may take a bit of figuring out when used on the fly but it should only be used for exceptional orders, not standard line of duty type stuff. Armoury, page 102. Table 9-12: Henchment Traits
Yeah, I feel a real need to rewrite 100 different random character traits of distinguishing marks. Really I do. Page 103 of the armoury. Encumbrance Value of People & Creatures As a change to the standard rules, assume humanoids have an encumbrance (I.E. The amount they encumber anyone carrying them) of (Strength + Toughness) x 5. This gives the average human an encumbrance of 310. Assume horses etc have an encumbrance of (Strength + Toughness) x 10. That's it. All the treasure related stuff can stay at the back of the book and out of player's hands. Wow. It's finished. Only took a couple of days.
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