Professional Documents
Culture Documents
Equipment Tables PDF
Equipment Tables PDF
"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.
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
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
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.
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
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+
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.
Item
Ear Horn
Eye Patch
False Eye
False Leg
Gilded Nose
Hook
Skid Board
Skull Plate
Tattoo
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.
human wearing full plate and carrying a sword and shield will suffer a penalty of -2 to Movement.
Business
Poor
Cost
50 gc
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 surprise
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.