Equipment
An adventurer can be mighty and skilled indeed, but without weapons and armour their careers are likely to be short. Almost all adventurers will be at least lightly armoured and carry a short sword with which to defend themselves. This page lists the costs of the different types and grades of weaponry available to adventurers in Memento Mundi.
Quality
Weaponry and armour are divided into five classes - substandard, standard, superior, master-crafted and artifact:
Substandard
Substandard equipment is used only by the desperate, ranging as it does from cast off swords rejected by the watch to eating knives hastily stolen from a slophouse's table.
Substandard equipment only allows you to use the benefits of level one skills, and can never call damage higher than a single.
Standard Equipment
Standard equipment is perfectly serviceable, and will be used by the majority of armed individuals encountered in the world. It cannot be used for more advanced tricks and strikes, however, and standard armour can begin to feel limiting for those truly proficient in its use. Standard equipment can be purchased in any settlement large enough to have a forge.
While using standard equipment, you can only gain the benefits of skills of up to level three.
Superior Equipment
Superior equipment is of marked better construction than standard, and is most often found in the hands of the wealthy or important - a mercenary sergeant may find themselves issued with superior equipment, while a minor noble or proficient adventurer might own it. Superior equipment is obtainable with contacts in larger towns, and easily in cities.
Superior equipment allows you to fully leverage any skills you possess.
Additionally, so long as you have the appropriate use skill:
Superior Weapons gain +1 damage on two strikes once per an encounter.
Superior Shields gain an additional resist.
Superior Armour gains additional hits depending its type (light +1, medium +2, heavy +3).
Other benefits might be listed for the specific item (
below).
Master-Crafted Equipment
Master-Crafted equipment represents the finest quality that most will ever encounter in their lives. Exquisitely balanced swords and armour that feels like it weighs half its true load are used by the city's richest and most successful. Master crafted can normally only be purchased in cities, and then only with some effort taken to hunt it down (and at a price that will vary). If anyone in a town or village is capable of making or is selling it in quantity, then that likely represents a fact of major note about the settlement.
Master-Crafted equipment allows you to fully leverage any skills you possess. The quality of construction means that anyone can use a master crafted item.
Artifact Equipment
There are many powers beyond the mundane in the world of Memento Mundi, and since the Upheaval they have been active to an extent never seen in recorded history. Through use of unusual materials or metaphysical preparations, combined with the talents of elite artificers, it is possible to create weapons and armour with a potency that surpasses even that of Master-Crafted. These items tend to accumulate stories and avarice like little else, and the advantages they grant to their wielders can be considerable.
Artifact equipment cannot normally be purchased, can an only be created after either the acquisition of unusual and potent materials or the significant forging or fixing steps (preferably all three), all of which must occur on an adventure to contribute towards an item's potency.
Artifact equipment has no set effect - each item will be unique. They will usually be of at least superior quality in addition to this. Some examples of Artifact weapons can be found here.
Wealth
All adventurers have at least a small income, but as they accumulate money they use it to build up either investments or position that increase this.
All characters begin with a basic income of nine riel, which they receive at the beginning of each adventure they participate in, and some starting equipment and cash (see character creation).
Through spending a skill point (representing the time taken to make investments or build up influence) a character can upgrade their wealth. This will increase their income as shown on the table below. A character can spend a skill point at character generation to begin play with the first level of wealth. If they do, they start play with 49 riel in cash rather than the standard 36R.
When you increase your wealth level, you should identify on your character's page what that increase in wealth represents. If appropriate, this can occasionally be leveraged on an adventure - for example, if your wealth represents a teaching position at a college, that may allow you access to their libraries with greater ease than a normal adventurer would experience.
Wealth Levels
Wealth Level | Income |
0 | 9 Riel |
1 | 23 Riel |
2 | 36 Riel |
3 | 54 Riel |
4 | 72 Riel |
5 | 90 Riel |
Equipment Prices
Arms and Armour
Item | Substandard | Standard | Superior |
Club | Free | 4R | 27R |
Dagger | Free | 4R | 36R |
Sword | 9R | 18R | 90R |
Rapier | 270R1) | 36R | 135R |
Greatsword | 18R | 36R | 135R |
Mace or Hammer | 4R | 9R | 72R |
Axe | 4R | 9R | 54R |
Greataxe | 13R | 27R | 108R |
Other Great Weapon | 13R | 22R | 117R |
Quarterstaff | Free | 4R | 45R |
Two Handed Spear | 9R | 27R | 90R |
One Handed Spear | 4R | 13R | 63R |
Bow or Crossbow | 9R | 27R | 90R |
Arrows | Special |
Light armour | Free | 9R | 90R |
Medium armour | 4R | 27R | 135R |
Heavy armour | 9R | 45R | 180R |
Buckler | Free | 9R | 45R |
Medium shield | 4R | 27R | 90R |
Large shield | 270R2) | 45R | 135R |
Standard | NA | 54R | 162R |
Mundane Items | NA | NA | 45R |
Bow or Crossbow
There are a few quirks of how bows and crossbows work in larp that require special rules:
Arrow quantities: Because larp arrows are much larger (and more expensive) than real arrows, the amount that can be carried is much lower. This creates a big discrepancy between what a character ought to be able to do and what they can practically do. In the Arrow section below you will find details of rules for Standard & Superior arrows which attempt to excuse the worst of these discrepancies.
Disarm & Shatter: Bows and Crossbows are not necessarily built to withstand strikes from larp weapons, and are potentially a danger if they are knocking into another person. For this reason players are encouraged not to hit a bow or crossbow (and the player wielding it should not attempt to parry with it). For the purposes of using DISARM and SHATTER calls against a bow, strikes against the arm holding the bow count as a strike against the bow.
Arrows
Arrows only come in Standard or Superior varieties (or potentially as Artefacts).
Standard: Can be carried in massive numbers and are easily obtained. You do not need to provide phys-reps or pay any IC currency to carry these. You can target someone within 5 meters with one of these arrows. It takes 10 seconds to reload a Standard arrow. You may only call SINGLE unless another skill explicitly states differently.
Superior: Allow you to use the full abilities of your bow. You do not need to pay IC money for these, but will only ever have as many as you have phys-reps for. There is no restriction on reload times for superior arrows, you may reload as fast as you can phys-rep.
Standard
A Standard behaves exactly the same as a medium shield for determining Superior and Mastercrafted properties.
Mundane Items
It's possible to obtain superior versions of most portable mundane items, from a torch bracket to light the way in a cave through to an exquisitely crafted pen for use in scribing magic. In general, these have the following additional properties:
Other Adventuring Equipment
Item | Price |
D Class Potion | 3 Riel |
C Class Potion | 9 Riel |
B Class Potion | 18 Riel |
A Class Potion | 27 Riel |
Mana Crystal | 27 Riel |
A finely crafted lock | 9 Riel |
A poorly made lock | 4 Riel |
10 Metres of Rope | 1 Riel |
A Tent | 2 Riel |
A Waterproof Tent | 9 Riel |
Alchemical Light-Stick (4 hours of bright light) | 1 Riel |
Resources
It is possible to invest your money into resources. You can only ever successfully manage one resource at a time (unless you have skill which says otherwise). You do not need to use a skill point to acquire a resource, you only need to pay the investment cost. You may only invest in resources at your current or lower level. These resources will rarely be directly useful on adventures (although occasionally they might be), but will usually provide flavour for what you do between adventures and may give you some slight advantages as described below.
If you wish, you may purchase and own more resources than your skills allow you to effectively manage. However, on each adventure you can only draw benefit from the number of resources that your skills grant you. If you own more resources than you can manage, choose the appropriate number of resources that will provide you a benefit for this adventure. You must make this decision at the start of the adventure and cannot change it until your next adventure.
The examples below are exactly that, if there is a resource that your character would like to buy which is not listed then contact the larpo who will provide a cost and rules for that resource.
Upgrading
Some resources are grander versions of the resource you currently have, when upgrading to a higher level version you may treat your current version as supplying its original purchase cost to buying the higher level.
Selling
If for some reason you choose to sell your resource it will provide you with one quarter of the money you invested in it.
Level 1 resources
Share in a caravan
Small fishing boat
Market Stall
Pony (or equivalent small business)
Training School
Cost: 81R
Rules: You are involved in the training of some of the cities up and coming combatants. Either through your own knowledge or that picked up from other instructors, you have basic tactical knowledge. You can understand a battle map, have knowledge of basic tactics, and great experience of leading small units
Gang of Hoodlums
Cost: 46R
Rules: You have the loyalty of a small group of individuals capable of leveraging physical force (or intimidation) on your behalf. This could represent a quasi-legal group of enforcers, a straight up criminal fraternity or anything in between. Once per adventure, you can call on your gang to achieve a small appropriate task off-screen, such as tailing a suspect or distracting a unit of guards. If you don't use this, you instead gain 4R at the end of the adventure from your share of their takings.
Schoolroom
Cost: 46R
Rules: You operate an institute of academic learning. At this level, it's probably a few tutors teaching some students in rented rooms. Once during (or between) each adventure, you can call on your students/teachers to look into a minor research matter for you (i.e. finding a map of that sewer, good techniques for breeding really awesome cows). You should receive the results within an appropriate amount of time depending on the adventure setup. If you don't use this for an adventure, you instead gain 4R at the end of the adventure as payments from students.
Level 2 resources
Small trade route
Upgraded from: Share in caravan
Cost: 90R
Rules: Additional 9R an adventure, and you will find travelling along your trade route easier
Medium fishing boat
Upgraded from: Small fishing boat
Cost: 90R
Rules: Additional 14R an adventure, plus you have access to a boat and crew capable of making coastal voyages
Apothecary
Small Estate
Cost: 270R
Rules: You have a small, reasonably well staffed, estate in a patch of consensus away from Acryn. This comes with a single Heirloom item, which mechanically means that you can count one item you own as one level of quality higher than it is.
Tavern
Shop
Upgraded from: Market Stall
Cost: 180R
Rules: Additional 18R an adventure. In addition, you can sell one item of value up to 90R for its market value between adventures.
Small Farm
Small Mine
Small Library
Franchise
Upgraded from: Pony
Cost: 140R
Rules: Your business has been successful, and have franchises in a number of towns and cities. For the most part, you can be confident of finding either an employee, franchisee, or at least someone who knows of your business and is well disposed to you in any civilised location you find yourself. Additionally, you gain 12R per an adventure.
Level 3 resources
Medium trade route
Upgraded from: Small trade route
Cost: 180R
Rules: Additional 14R an adventure, and you will find travelling along your trade route easier. 15% discount on one item type (e.g. “bastard sword”, “mana crystals”, “revenant potions”).
Large fishing boat
Upgraded from: Medium fishing boat
Cost: 180R
Rules: Additional 27R an adventure, plus you have access to a boat and crew that would have been capable of trans-ocean journeys prior to the upheaval
Pharmacopoeia
Upgraded from: Apothecary
Cost: 240R
Rules: A few competent Alchemists who work under your supervision. Either produces 2 class B potions that you know how to mix yourself, or 5 class C potions (which you do not have to know how to mix yourself)
Corvette
Upgraded from: Medium fishing boat
Cost: 270R
Rules: You operate a small well armed ship which alternates between patrolling Acryn's port and protecting other ships engaged in coastal trade. You have access to a well armed ship and crew capable of making coastal voyages
Medium Estate
Upgraded from: Small Estate
Cost: 540R
Rules: You have a moderate sized,well staffed, and well armed estate in a patch of consensus away from Acryn. You now have personal craftsmen on staff, and all your personal equipment purchased as at least standard quality counts as superior quality.
Medium Farm
Upgraded from: Small Farm
Cost: 405R
Rules: Additional 45R an adventure. You eat better than most, granting you +1 hit.
Medium Library
Organisational Supplier
Upgraded from: Franchise
Cost: 209R
Rules: Your business has been highly successful, and is now a supplier of some of the more powerful organisations in the city. Choose two groups from the factions list (other than the council). Your business has acquired a contract to deliver (whatever it is you do) to these organisations. You will be able to find people well disposed to you in those organisations. Additionally, you gain the benefits of Franchise.
Training Academy
Upgraded from: Training School
Cost: 143R
Rules: Your training school is established and provides recruits directly to one of the organisations in the city. You might even be the official trainers of their armed forces and/or an official part of their organisation providing internal training. Pick a single group from the faction list (other than the council). You provide trained combatants to this group and will have a number of people who think well of you in the organisation (both in the leadership and among their fighting forces). Additionally, you gain the benefits of Training School.
Printing Press
Armed Associates
Upgraded from: Gang of Hoodlums
Cost: 180R
Rules: You have a considerably larger and more effective group of enforcers. You can call on them twice per adventure to achieve reasonable off-screen tasks (rumbling with another gang, starting a small riot). For each use you don't use, you instead gain 6R at the end of the adventure.
School
Upgraded from: Schoolroom
Cost: 180R
Rules: You operate an institute of academic learning out of permanent premises. Those you train could include skilled individuals in demand by guilds and colleges, or could be aimed at promoting wider literacy and numeracy among the people. You can use the ability of “Schoolroom” twice per adventure, and can set more challenging queries. For one of these per adventure, you can use contacts in one of the city's organisations to include in the research information that would normally be privileged to them. For each use of this you don't use, you gain 7R at the end of the adventure.
Emporium
Level 4 resources
Large trade route
Upgraded from: Medium Trade route
Cost: 360R
Rules: Additional 18R an adventure, and you will find travelling along your trade route easier, 25% discount on one item type (e.g. “bastard sword”, “mana crystals”, “revenant potions”).
Fishing Fleet
Upgraded from: Medium fishing boat or Large fishing boat
Cost: 540R
Rules: Additional 54R an adventure, plus you have access to a boats and crew capable of coastal journeys
Alchemical Lab
Upgraded from: Pharmacopoeia
Cost: 500R
Rules: A few talented Alchemists who work under your supervision. Either produces 1 class A potion that you know how to mix yourself, or 3 class B potions (which you do not have to know how to mix yourself)
Destroyer
Large Estate
Upgraded from: Medium Estate
Cost: 810R
Rules: You have a large,well staffed, and well armed estate in a patch of consensus away from Acryn. At this level, your estate is sufficiently expansive and notable that anyone in the city will have heard your name. You can probably get in personal touch with almost any notable individual in Acryn, the respect and notability you've accumulated being sufficient to get you an audience.
Large Farm
Upgraded from: Medium Farm
Cost: 720R
Rules: Additional 63R an adventure. You eat vastly better than the common adventurer, and have +2 hits.
Medium Mine
Upgraded from: Small Mine
Cost: 540R
Rules: An additional 63R an adventure. In addition, your miners find 1 mana crystal per adventure. 4)
Arcane Library
Upgraded from: Medium Library
Cost: 450R
Rules: You have poured over the arcane tomes found in your library, and when needing to perform a ritual have probably studied a similar ritual giving you greater insight. This works in one of two ways: If you have minor ritualist or higher then any ritual you perform behaves as if it had 1 additional mana crystal used in its casting, otherwise you gain Minor Ritualist for a rite which you must select when you purchase the Arcane Library. You also count as being well read and extremely well read.
Observatory
Upgraded from: Medium Library
Cost: 300R
Rules: You have studied the night sky extensively, and learnt what you can from the motion of the stars. Twice per an adventure you may ask the GM for clues, hints, and information relating to a question that you ask. You also count as being well read and extremely well read.
Council Contractor
Upgraded from: Organisational Supplier
Cost: 275R
Rules: Your business has been highly successful, and is now a supplier to the council. You will be able to find people within the civil service well disposed to you and your business. This can open door and smooth over legal matters, so long as they are not too serious. Additionally, you gain the benefits of Organisational Supplier.
Shadowy Network
Upgraded from: Armed Associates
Cost: 400R
Rules: Your underhand associates form a network capable of leveraging significant influence within the city. Your name is known among the city's underhand elements, and you have the effects of Contacts:Underworld. Once per adventure, you can call upon your network (when you could reasonably contact them) to ask the GM of the larp for more information about current goings on in the city if relevant. In addition, your retain all the effects of Armed Associates.
College
Upgraded from: School
Cost: 400R
Rules: You operate one of the largest institutes of learning in the city outside of the People's College and the College of the stars. Choose one college to have a closer working relationship with. You count as having the “Contacts” skill for that college. You keep all benefits of a School, and can assume that your research always have access to the full resources of the college with which you have contacts.
Level 5 resources
Castle
Upgraded from: Large Estate
Cost: 1350R
Rules: You have a very small army stationed in a castle in a patch of consensus away from Acryn. Once per adventure, as long as you're somewhere on the main continent of the setting and not lost in some sort of metaphysical wormhole or whatever, you can have your forces set up prior to an encounter. During this encounter you will have access to the following calls (these are ranged calls which simulate archery from off-stage forces): one use of MASS DOUBLE STRIKEDOWN MONSTERS and three uses of DISARM or WEAKEN.
Flux Farm
Upgraded from: Large Farm
Cost: 900R
Rules: Additional 63R an adventure, plus good relations with the Wayfinders guild such that they will tend to waive their additional charges and skip much of the bureaucracy that usually delays hiring wayfinders. You still receive the additional hits as with a large farm.
Large Mine
Upgraded from: Medium Mine
Cost: 900R
Rules: An additional 90R an adventure and a mana crystal per adventure. In addition, you always count as meeting the requirement for unusual materials when trying to forge magic items. 5)
Experimental Alchemical Lab
Upgraded from: Alchemical Lab
Cost: 900R
Rules: Produces 1 experimental potion each adventure. This potion will not last beyond the end of the adventure. The GM will decide what it does. You will have only an approximate idea of what it will do. It should be at least as powerful as a class A potion. This potion can be used in Alchemical manipulation but it is risky. It cannot be made Potent.
Elite Academy
Upgraded from: Training Academy
Cost: 650R
Rules: Your training academy is well established, and has a number of graduates who would gladly pick up their swords for you. Once per an adventure, so long as you have had an opportunity to arrange their help, you may have the aid of some of your graduates for an encounter. During this encounter you will have access to the following calls (these are ranged calls which simulate archery from off-stage forces): one use of MASS DOUBLE STRIKEDOWN MONSTERS and three uses of DISARM or WEAKEN. Additionally you gain the benefits of Training Academy.
Trade Network
Upgraded from: Large Trade Route
Cost: 900R
Rules: Additional 27R per adventure, 10% discount on one additional item type (e.g. “bastard sword”, “mana crystals”, “revenant potions”), and can once per adventure call on your network to assist in sourcing a rare but mundane item. You may form connections to new locations by making meaningful deals during adventures and will find travelling along these routes easier. You also find travel between Acryn, Margush and Caul easier.