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equipment_and_wealth

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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:

  • Superior Weapons gain +1 damage on a single strike 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.

  • If the item has an equivalent Use skill then you gain the full benefits of that skill for that item only).
  • A Mastercrafted item also includes the benefits of a Superior item.
  • A Mastercrafted Weapon gains one use of the call it would usually gain at Weapon Talent 1.
  • A Mastercrafted Shield allows the user to resist one MASS call per an encounter if they would have been able to resist a standard version delivered by melee weapon.
  • Mastercrafted Armour gains additional hits depending its type (light +1, medium +2, heavy +3).
  • Other benefits might be listed for the specific item (below).

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 ten Acra, which they receive after 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 55 Acra in cash rather than the standard 40.

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
010 Acra
125 Acra
240 Acra
360 Acra
480 Acra
5100 Acra

Equipment Prices

Arms and Armour

ItemSubstandardStandardSuperior
ClubFree5 Acra30 Acra
DaggerFree5 Acra40 Acra
Sword10 Acra20 Acra100 Acra
Rapier300 Acra1)40 Acra150 Acra
Greatsword20 Acra40 Acra150 Acra
Mace or Hammer5 Acra10 Acra80 Acra
Axe5 Acra10 Acra60 Acra
Greataxe15 Acra30 Acra120 Acra
Other Great Weapon15 Acra35 Acra130 Acra
Quarterstaff1 Acra5 Acra50 Acra
Two Handed Spear10 Acra30 Acra100 Acra
One Handed Spear5 Acra15 Acra70 Acra
Bow or Crossbow10 Acra30 Acra100 Acra
Arrows Special
Light armourFree10 Acra100 Acra
Medium armour5 Acra30 Acra150 Acra
Heavy armour10 Acra50 Acra200 Acra
BucklerFree10 Acra50 Acra
Medium shield5 Acra30 Acra100 Acra
Large shield 300 Acra2) 50 Acra150 Acra
StandardNA60180 Acra
GauntletsNA20 Acra70 Acra
Mundane ItemsNANA50 Acra

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 Substandard & 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 Substandard or Superior varieties (or potentially as Artefacts).

  • Substandard: 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 never do more than a single point of damage to someone within 5 meters with one of these arrows. It takes 10 seconds to reload a Substandard arrow.
  • 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.

Gauntlets

Gauntlets, being firmly wrapped around your hands and arms, cannot be disarmed. When hit with a disarm or shatter against your Gauntlet any item held in your Gauntleted hand should instead be shattered/disarmed (any relevant resists or dodges may still be used).

  • Superior: Disarms/Shatters to your Gauntlet now no longer result in the item held being disarmed/shattered.
  • Mastercrafted: User gains a dodge.

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:

  • Superior: You can resist one SHATTER or DISARM that's called agains the item per encounter.
  • Mastercrafted: The item is immune to SHATTER.

Other Adventuring Equipment

ItemPrice
D Class Potion5 Acra
C Class Potion10 Acra
B Class Potion20 Acra
A Class Potion50 Acra
Mana Crystal30 Acra
A finely crafted lock10 Acra
A poorly made lock5 Acra
10 Metres of Rope2 Acra
A Tent3 Acra
A Waterproof Tent10 Acra
Alchemical Light-Stick (4 hours of bright light)2 Acra

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.

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.

Builders

Some builders or engineers might be able to produce a resource at a reduced rate. This will be listed under type as Simple, Complex, or NA.

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 three-quarters of its original purchase cost.

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.

Examples

Name Level Type Upgraded from Cost Rules
Share in a caravan1NANA50Additional 5 Acra an adventure
Small trade route3NAShare in caravan100Additional 10 Acra an adventure, and you will find travelling along your trade route easier
Medium trade route4NASmall trade route200Additional 15 Acra an adventure, and you will find travelling along your trade route easier. 15% discount on one item type
Large trade route5NAMedium Trade route400Additional 20 Acra an adventure, and you will find travelling along your trade route easier, 25% discount on one item type.
Small fishing boat1NANA50You can be assumed to be experienced in sailing
Medium fishing boat2SimpleSmall fishing boat100Additional 15 Acra an adventure, plus you have access to a boat and crew capable of making coastal voyages
Large fishing boat3SimpleMedium fishing boat200Additional 30 Acra an adventure, plus you have access to a boat and crew that would have been capable of trans-ocean journeys prior to the upheaval
Fishing Fleet4SimpleMedium fishing boat or Large fishing boat600Additional 60 Acra an adventure, plus you have access to a boats and crew capable of coastal journeys
Corvette3SimpleMedium fishing boat300You 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
Destroyer4ComplexCorvette800You operate an extremely well armed ship which alternates between patrolling Acryn's port and protecting other ships engaged in coastal trade. You have access to an extremely well armed ship and crew that would have been capable of making trans-oceanic voyages prior to the upheaval
Small Estate2SimpleNA300You 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.
Medium Estate3SimpleSmall Estate600You 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.
Large Estate4SimpleMedium Estate900You 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.
Castle5ComplexLarge Estate1500You 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.
Tavern2SimpleNA200Additional 20 Acra an adventure
Market Stall1SimpleNA100Additional 10 Acra an adventure. In addition, you can sell one item of value up to 30 Acra for its market value between adventures
Shop2SimpleMarket Stall200Additional 20 Acra an adventure. In addition, you can sell one item of value up to 100 acra for its market value between adventures.
Small Farm2SimpleNA200Additional 30 Acra an adventure
Medium Farm3SimpleSmall Farm450Additional 50 Acra an adventure. You eat better than most, granting you +1 hit.
Large Farm4SimpleMedium Farm800Additional 70 Acra an adventure. You eat vastly better than the common adventurer, and have +2 hits.
Flux Farm5NALarge Farm1000Additional 70 Acra 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.
Small Mine2NANA200An additional 30 Acra an adventure 3)
Medium Mine4NANA600An additional 70 Acra an adventure. In addition, your miners find 1 mana crystal per adventure. 4)
Large Mine5NANA1000An additional 100 Acra 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)
1) Ornamental
2) Coat of Arms
3) , 4) , 5) Mines can no longer be built, and your investment money is assumed to be investing in re-establishing an existing mine
equipment_and_wealth.1366920614.txt.gz · Last modified: 2015/05/14 21:09 (external edit)