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Equipment
The basic coins are the copper piece (cp) and the silver piece (sp). These form the backbone
of the monetary system and are the coins most frequently found in the hands of the common
folk. Above these two coins is the much rarer gold piece (gp). This coin is seldom found in
common use and mainly exists on paper as the standard money of account. This means it is
used to measure the value of property and goods. Land values, ship cargoes, gemstones, and
penalty bonds (royal court fines) are normally calculated in gold pieces, although payment of
such vast sums normally takes other forms.

Tabel 1:

Currency Exchange Rates


Exhange Value
Currency
Cobber Silver Orichalcum Gold Platinium
Copper Piece (CP) 1 1/10 1/50 1/100 1/500
Silver Piece (SP) 10 1 1/5 1/10 1/50
Orichalcum Piece (OP) 50 5 1 2 1/10
Gold Piece (GP) 100 10 2 1 1/5
Platinium Piece (PP) 500 50 10 5 1

Starting Wealth
To learn your character's starting funds, roll the dice indicated for his group in Table 2. This
is the number of gold pieces your character has to obtain equipment. If you are creating a
character starting out at a level above 1st level, check with the DM to see if you can increase
your character's funds beyond the amounts given here.

Tabel 2:

Initial Character Funds


Character Group Die Range
Warrior 5d4 X 10 gp
Puritan 3d6 X 10 gp
Hunter 4d6 X 10 gp

Equipment Lists
The following lists include much of the equipment your character needs for adventuring.
The most basic of these are weapons, armor, clothing, and outfitting gear. The other lists
provide goods and services your character may need during the course of his many
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adventures.

Tabel 3:

Equipment
Clothing Cost
Belt 3 sp
Boots —
Riding 3 gp
Soft 1 gp
Breeches 2 gp
Cap, hat 1 sp
Cloak —
Good cloth 8 sp
Fine fur 50 gp
Girdle 3 gp
Gloves 1 gp
Gown, common 12 sp
Hat, leather 1 sp
Hose 2 gp
Knife sheath 3 cp
Mittens 3 sp
Pin 6 gp
Plain brooch 10 gp
Robe —
Common 9 sp
Embroidered 20 gp
Sandals 5 cp
Sash 2 sp
Shoes 1 gp
Silk jacket 80 gp
Surcoat 6 sp
Sword scabbard, dagger, baldric 4 gp
Tabard 6 sp
Toga, coarse 8 cp
Tunic 8 sp
Vest 6 sp

Daily Food and Lodging Cost


Ale (per gallon) 2 sp
Banquet (per person) 10 gp
Bread 5 cp
Cheese 4 sp
City rooms (per month) —
Common 20 gp
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Poor 6 sp
Common wine (pitcher) 2 sp
Egg or fresh vegetables 1 cp
Grain and stabling forhorse (daily) 5 sp
Honey 5 sp
Inn lodging (per day/week) —
Common 5 sp/3 gp
Poor 5 cp/2 sp
Meat for one meal 1 sp
Meals (per day) —
Good 5 sp
Common 3 sp
Poor 1 sp
Separate lantrine for rooms (per month) 2 gp
Small beer (per gallon) 5 cp
Soup 5 cp

Household Provisioning Cost


Barrel of pickled fish 3 gp
Butter (per lb.) 2 sp
Coase sugar (per lb.) 1 gp
Dry rations (per week) 10 gp
Eggs (per 100) 8 sp
(per two dozen) 2 sp
Figs (per lb.) 3 sp
Firewood (per day) 1 cp
Herbs (per lb.) 5 cp
Nuts (per lb.) 1 gp
Raisins (per lb.) 2 sp
Rice (per lb.) 2 sp
Salt (per lb.) 1 sp
Salted herring (per 100) 1 gp
Spice (per lb.) —
Exotic (saffron, clove) 15 gp
Rare (pepper, ginger) 2 gp
Uncommon (cinnamon) 1 gp
Tun of cider (250 gal.) 8 gp
Tun of good wine (250 gal.) 20 gp

Services Cost
Bath 3 cp
Clerk (per letter) 2 sp
Doctor, leech, or bleeding 3 gp
Guide, in city (per day) 2 sp
Lantern or torchbearer (per night) 1 sp
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Laundry (by load) 1 cp
Messenger, in city (per message) 1 sp
Minstrel (per performance) 3 gp
Mourner (per funeral) 2 sp
Teamster w/wagon 1 sp/mile

Transport Cost
Barge 500 gp
Canoe —
Small 30 gp
War 50 gp
Caravel 10,000 gp
Carriage —
Common 150 gp
Coach, ornamented 7,000 gp
Chariot —
Riding 200 gp
War 500 gp
Coaster 5,000 gp
Cog 10,000 gp
Curragh 500 gp
Drakkar 25,000 gp
Dromond 15,000 gp
Galleon 50,000 gp
Great galley 30,000 gp
Knarr 3,000 gp
Longship 10,000 gp
Oar —
Common 2 gp
Galley 10 gp
Raft or small keelboat 100 gp
Sail 20 gp
Sedan chair 100 gp
Wagon or cart wheel 5 gp

Animals Cost
Boar 10 gp
Bull 20 gp
Calf 5 gp
Capon 3 cp
Cat 1 sp
Chicken 2 cp
Cow 10 gp
Dog —
Guard 25 gp
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Hunting 17 gp
War 20 gp
Donkey, mule, or ass 8 gp
Falcon (trained) 1,000 gp
Goat 1 gp
Goose 5 cp
Guinea hen 2 cp
Horse —
Draft 200 gp
Heavy war 400 gp
Light war 150 gp
Medium war 225 gp
Riding 75 gp
Ox 15 gp
Patridge 5 cp
Pig 3 gp
Pigeon, homing 100 gp
Pony 30 gp
Ram 4 gp
Sheep 2 sp
Songbird 10 sp

Tack and Harness Cost


Barding —
Chain 500 gp
Full plate 2,000 gp
Full scale 1,000 gp
Half brigandine 500 gp
Half padded 100 gp
Half scale 500 gp
Leather and padded 150 gp
Bit and bridle 15 sp
Cart harness 2 gp
Halter 5 cp
Horseshoes & shoeing 1 gp
Saddle —
Pack 5 gp
Riding 10 gp
Saddle bags —
Large 4 gp
Small 3 gp
Saddle blanket 3 sp
Yoke —
Horse 5 gp
Ox 3 gp
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Miscellaneous Equipment Cost
Backpack 2 gp
Barrel, small 2 gp
Basket —
Large 3 sp
Small 5 cp
Bell 1 gp
Belt pouch —
Large 1 gp
Small 7 sp
Block and tackel 5 gp
Bolt case 1 gp
Bucket 5 sp
Chain (per ft.) —
Heavy 4 gp
Light 3 gp
Chest —
Large 2 gp
Small 1 gp
Cloth (per 10 sq. yds.) —
Common 7 gp
Fine 50 gp
Rich 100 gp
Candle 1 cp
Canvas (per sp. Yard) 4 sp
Chalk 1 cp
Crampos 4 gp
Fishook 1 sp
Fishing net, 10 ft. sq. 4 gp
Flint and steel 5 sp
Glass bottle 10 gp
Grappling hook 8 sp
Holy item (symbol, water, etc.) 25 gp
Hourglass 25 gp
Iron pot 5 sp
Ladder, 10 ft. 5 cp
Lantern —
Beacon 150 gp
Bullseye 12 gp
Hooded 7 gp
Lock —
Good 100 gp
Poor 20 gp
Magnifying glass 100 gp
Map or scroll case 8 sp
Merchant's scale 2 gp
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Mirror, small metal 10 gp
Musical instrument 5-100 gp
Oil (per flask) —
Greek fire 10 gp
Lamp 6 cp
Paper (per sheet) 2 gp
Papyrus (per sheet) 8 sp
Parchment (per sheet) 1 gp
Perfume (per vial) 5 gp
Piton 3 cp
Quiver 8 sp
Rope (per 50 ft.) —
Hemp 1 gp
Silk 10 gp
Sack —
Large 2 sp
Small 5 cp
Sealing/candle wax (per lb.) 1 gp
Sewing needle 5 sp
Signal whistle 8 sp
Signet ring or personal seal 5 gp
Soap (per lb.) 5 sp
Spyglass 1,000 gp
Tent —
Large 25 gp
Pavilion 100 gp
Small 5 gp
Thieves' pack 30 gp
Torch 1 cp
Water clock 1,000 gp
Whetstone 2 cp
Wineskin 8 sp
Winter blanket 5 sp
Writing ink (per vial) 8 gp

Armor Cost
Banded mail 400 gp
Brigandine 240 gp
Bronze plate mail 800 gp
Chain mail 750 gp
Field plate 3,500 gp
Full plate 5,500-20,000 gp
Helmet —
Great helm 60 gp
Basinet 16 gp
Hide 30 gp
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Leather 10 gp
Padded 8 gp
Plate mail 1,200 gp
Ring mail 200 gp
Scale mail 240 gp
Shield —
Body 20 gp
Buckler 2 gp
Medium 14 gp
Small 6 gp
Splint mail 160 gp
Studded leather 40 gp

Tabel 4:

Armor Class Ratings


Type of Armor AC Rating
None 10
Shield only 9
Leather or padded armor 8
Studded leather, or ring mail armor 7
Brigandine, scale mail, or hide armor 6
Chain mail 5
Splint mail, banded mail, bronze plate mail 4
Plate mail 3
Field plate 2
Full plate 1
+ Shield -1

Banded: This armor is made of overlapping strips of metal sewn to a backing of leather and
chain mail. Generally the strips cover only the more vulnerable areas, while the chain and
leather protect the joints where freedom of movement must be ensured. Through straps and
buckles, the weight is more or less evenly distributed: Banded mail provides a damage resistance
of 2 against slashing and 1 against bludgeoning damage.
Brigandine: This armor is made from small metal plates sewn or riveted to a layer of canvas
or leather and protected by an outer layer of cloth. It is rather stiff and does not provide
adequate protection to the joints where the metal plates must be spaced widely or left off:
Brigandine provides a damage resistance of 1 against slashing and piercing damage.
Bronze plate mail: This is a plate mail armor--a combination of metal plates, chain mail or
brigandine, leather and padding--made of softer bronze. It is easier and cheaper to make
than steel armor, but it does not protect as well. A large breastplate and other metal plates
cover areas of the body, but the other materials must protect the joints and movable parts of
the body: Bronze plate provides a damage resistance of 2 against slasning and 1 against
bludgeoninng damage.
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Chain mail: This armor is made of interlocking metal rings. It is always worn with a layer
of quilted fabric padding underneath to prevent painful chafing and to cushion the impact of
blows. Several layers of mail are normally hung over vital areas. The links yield easily to
blows, absorbing some of the shock. Most of the weight of this armor is carried on the
shoulders and it is uncomfortable to wear for long periods of time: Chain mail provides a
damage resistance of 2 against slashing damage and 1 against piercing damage. However, it provides a
vulnerability of 2 against bludgeoning.
Field plate armor: This is the most common version of full plate armor, consisting of
shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes
gauntlets, boots, and a visored helmet. A thick layer of padding must be worn underneath.
However, the weight of the suit is well-distributed over the whole body. Such armor
hampers movement only slightly. Aside from its expense, the main disadvantages are the
lack of ventilation and the time required to put it on and take it off. Each suit of field plate
must be individually fitted to its owner by a master armorer, although captured pieces can be
resized to fit the new owner: Field plate provides a damage resistance of 3 against slashing and 1
against piercing.
Full Plate: This is the impressive, full metal-style armor. It is perfectly forged and fitted. All
the plates are interlocking and carefully angled to deflect blows. The surfaces are normally
highly ornamented with etching and inlaid metals. Each suit must be carefully custom-fitted
to the owner and there is only a 20% chance that a captured suit can be refitted to a new
owner of approximately the same size. The metal plates are backed by padding and chain
mail. The weight is well-distributed. The armor is hot, slow to don, and extremely expensive.
Due to these factors, it tends to be used more for parades and triumphs than actual combat:
Full plate provides a damage resistance of 4 against slashing damage, and 3 against piercing damage.
Hide: This is armor prepared from the extremely thick hide of a creature or from multiple
layers of regular leather. It is stiff and hard to move in: Hide has a damage vulnerability of 2
against bludgeoning damage.
Leather: This armor is made of leather hardened in boiling oil and then shaped into
breastplate and shoulder protectors. The remainder of the suit is fashioned from more
flexible, somewhat softer materials: Leather armor has a damage resistence of 1 against piercing
damage, but a vulnerability of 2 against bludgeoning damage and 1 against slashing.
Padded: This is the simplest type of armor, fashioned from quilted layers of cloth and
batting. It tends to get hot and after a time becomes foul with sweat, grime, lice, and fleas:
Padded armor has a damage vulnerability of 2 against bludgeoning damage and 1 against piercing.
Plate mail: This armor is a combination of chain or brigandine with metal plates (cuirass,
epaulettes, elbow guards, gauntlets, tasets, and greaves) covering vital areas. The weight is
distributed over the whole body and the whole thing is held together by buckles and straps.
This is the most common form of heavy armor: Plate mail provides a damage resistance of 3
against slashing damage.
Ring mail: This armor is an early (and less effective) form of chain mail in which metal
rings are sewn directly to a leather backing instead of being interlaced: Ring mail provides a
damage resistance of 1 against slashing damage and piercing damage.
Scale mail: This is a coat and leggings (and perhaps a separate skirt) of leather covered with
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overlapping pieces of metal, much like the scales of a fish: Scale provides a damage resistance of
1 against slashing damage and piercing damage.
Shields: All shields improve a character's Armor Class by 1 or more against a specified
number of attacks. A shield is useful only to protect the front and flanks of the user. Attacks
from the rear or rear flanks cannot be blocked by a shield (exception: a shield slung across the
back does help defend against rear attacks). The reference to the size of the shield is relative
to the size of the character. Shield does not provide resistances bonuses.
A buckler (or target) is a very small shield that fastens on the forearm. It can be worn by
crossbowmen and archers with no hindrance. Its small size enables it to protect against only
one attack per melee round (of the user's choice), improving the character's Armor Class by 1
against that attack.
A small shield is carried on the forearm and gripped with the hand. Its light weight permits
the user to carry other items in that hand (although he cannot use weapons). It can be used to
protect against two frontal attacks of the user's choice.
The medium shield is carried in the same manner as the small shield. Its weight prevents the
character from using his shield hand for other purposes. With a medium shield, a character
can protect against any frontal or flank attacks.
The body shield is a massive shield reaching nearly from chin to toe. It must be firmly
fastened to the forearm and the shield hand must grip it at all times. It provides a great deal
of protection, improving the Armor Class of the character by 1 against melee attacks and by 2
against missile attacks, for attacks from the front or front flank sides.
Splint Mail: The existence of this armor has been questioned. It is claimed that the armor is
made of narrow vertical strips riveted to a backing of leather and cloth padding. Since this is
not flexible, the joints are protected by chain mail: Splint provides a damage resistance of 1
against slashing damage and 2 against bludgeoning damage.
Studded leather: This armor is made from leather (not hardened as with normal leather
armor) reinforced with close-set metal rivets. In some ways it is very similar to brigandine,
although the spacing between each metal piece is greater: Studded provides a damage resistance
of 1 against piercing and slashing damage.

Getting Into and Out of Armor


The time required to don armor depends on its make. Those armors that are a single piece—
leather tunics, robes, chain mail—take one round (two for metal items) to don with slight
assistance. Without aid, the time is doubled. Armor that is made of separate pieces require up
to seven rounds, again with assistance. Without help, the time required is tripled. In all cases,
the times given assume that the proper undergarments and padding are also worn.
Removing armor is a much quicker matter. Most can be shed in a single round. Piece armor
(particularly full plate) requires 4 rounds. However, if the character is willing to cut straps
and bend pins, such armors can be removed in half the time round up.
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Tabel 5:

Weapons
Weapon Cost Weight Size Type Damage
Arquebus 500 gp 10 M P 1d10
Battle axe 5 gp 7 M S 1d8
Blowgun 5 gp 2 L — —
Barbed Dart 1 sp * S P 1d3
Needle 2 cp * S P 1
Bow — — — — —
Composite long bow 100 gp 3 L — —
Composite short bow 75 gp 2 M — —
Flight arrow 3 sp/12 * S P 1d6
Long bow 75 gp 3 L — —
Sheaf arrow 3 sp/6 * S P 1d8
Short bow 30 gp 2 M — —
Club — 3 M B 1d6
Crossbow — — — — —
Hand quarrel 1 gp * S P 1d3
Hand crossbow 300 gp 3 S — —
Heavy quarrel 2 sp * S P 1d4+1
Heavy crossbow 50 gp 14 M — —
Light quarrel 1 sp * S P 1d4
Light crossbow 35 gp 7 M — —
Dagger or dirk 2 gp 1 S P 1d4
Dart 5 sp — S P 1d3
Footman's flail 15 gp 15 M B 1d6+1
Footman's mace 8 gp 10 M B 1d6+1
Footman's pick 8 gp 6 M P 1d6+1
Hand or throwing axe 1 gp 5 M S 1d6
Harpoon 20 gp 6 L — 2d4
Horseman's flail 8 gp 5 M B 1d4+1
Horseman's mace 5 gp 6 M B 1d6
Horseman's pick 7 gp 4 M P 1d4+1
Javelin 5 gp 2 M P 1d6
Knife 5 gp — S S 1d3
Lance — — — — —
Heavy horse lance 15 gp 15 L P 1d8+1
Light horse lance 6 gp 5 L P 1d6
Jousting lance 20 gp 20 L P 1d3-1
Medium horse lance 10 gp 10 L P 1d+1
Mancatcher 30 gp 8 L — —
Morning star 10 gp 12 M B 2d4
Polearm — — — — —
Awl picke 5 gp 12 L P 1d6
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Bardiche 7 gp 12 L S 2d4
Bec de corbin 8 gp 10 L P/B 1d8
Bill-guisarme 7 gp 15 L S/P 2d4
Fauchard 5 gp 7 L S/P 1d6
Fauchard-fork 8 gp 9 L S/P 1d8
Glaive 6 gp 8 L S 1d6
Glaive-guisarme 10 gp 10 L P/S 2d4
Guisarme 5 gp 8 L S 2d4
Guisarme-voulge 8 gp 15 L P/S 2d4
Halberd 10 gp 15 L P/S 1d10
Hook fauchard 10 gp 8 L P/S 1d4
Lucern hammer 7 gp 15 L P 2d4
Military fork 5 gp 7 L P 1d8
Partisan 10 gp 8 L P 1d6
Ranseur 6 gp 7 L P 2d4
Spetum 5 gp 7 L P 1d6+1
Voulge 5 gp 12 L S 2d4
Quaterstaff — 4 L B 1d6
Scourge 1 gp 2 S — 1d4
Sickle 6 sp 3 S S 1d4+1
Sling 5 cp * — — —
Sling bullet 1 cp — S B 1d4+1
Sling stone — — S B 1d4
Spear 8 sp 5 M P 1d6
Staff sling 2 sp 2 M — —
Sword — — — — —
Bastard sword — — — — —
One-handed 25 gp 10 M S 1d8
Two-handed 25 gp 10 M S 2d4
Broad sword 10 gp 4 M S 2d4
Khopesh 10 gp 7 M S 2d4
Long sword 15 gp 4 M S 1d8
Scimitar 15 gp 4 M S 1d8
Short sword 10 gp 3 S P 1d6
Two-hand sword 50 gp 15 L S 1d10
Trident 15 gp 5 L P 1d6+1
Warhammer 2 gp 6 M B 1d4+1
Whip 1 sp 2 M — 1d2
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Tabel 5:

Missile Weapon Range


Range (yards)
Weapon ROF S M L
Arquebus 1/3 50 150 210
Blowgun 2/1 10 20 30
Comp. long bow, — — — —
flight arrow 2/1 60 120 210
Comp. long bow — — — —
sheaf arrow 2/1 40 80 170
Comp. short bow 2/1 50 100 180
Longbow, — — — —
flight arrow 2/1 70 140 210
Longbow, — — — —
sheaf arrow 2/1 50 100 170
Short bow 1 50 100 150
Club 1 10 20 30
Hand crossbow 1/2 20 40 60
Heavy crossbow 1 80 160 240
Light crossbow 2/1 60 120 180
Dagger 3/1 10 20 30
Dart 1 10 20 40
Hammer 1 10 20 30
Hand axe 1 10 20 30
Harpoon 1 10 20 30
Javelin 1 20 40 60
Knife 2/1 10 20 30
Sling bullet 1 50 100 200
Sling stone 1 40 80 160
Spear 1 10 20 30
Staff sling bullet 2/1 — 30-60 90
Sling sling stone 2/1 — 30-60 90

"ROF" is the rate of fire—how many shots that weapon can fire off in one round. This is
independent of the number of melee attacks a character can make in a round. Each range
category (Short, Medium, or Long) includes attacks from distances equal to or less than the
given range. Thus, a heavy crossbow fired at a target 136 yards away uses the medium range
modifier.
The attack roll modifiers for range are -2 for medium range and -5 for long range.
Arquebuses (if allowed) double all range modifiers.

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