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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 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
09 Riel
123 Riel
236 Riel
354 Riel
472 Riel
590 Riel

Equipment Prices

Arms and Armour

ItemSubstandardStandardSuperior
ClubFree4R27R
DaggerFree4R36R
Sword9R18R90R
Rapier270R1)36R135R
Greatsword18R36R135R
Mace or Hammer4R9R72R
Axe4R9R54R
Greataxe13R27R108R
Other Great Weapon13R22R117R
QuarterstaffFree4R45R
Two Handed Spear9R27R90R
One Handed Spear4R13R63R
Bow or Crossbow9R27R90R
Arrows Special
Light armourFree9R90R
Medium armour4R27R135R
Heavy armour9R45R180R
BucklerFree9R45R
Medium shield4R27R90R
Large shield 270R2) 45R135R
StandardNA54R162R
Mundane ItemsNANA45R

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.

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 Potion4 Riel
C Class Potion9 Riel
B Class Potion18 Riel
A Class Potion46 Riel
Mana Crystal27 Riel
A finely crafted lock9 Riel
A poorly made lock4 Riel
10 Metres of Rope1 Riel
A Tent2 Riel
A Waterproof Tent9 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.

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 caravan1NANA46RAdditional 5R an adventure
Small trade route2NAShare in caravan90RAdditional 9R an adventure, and you will find travelling along your trade route easier
Medium trade route3NASmall trade route180RAdditional 14R an adventure, and you will find travelling along your trade route easier. 15% discount on one item type
Large trade route4NAMedium Trade route360RAdditional 18R an adventure, and you will find travelling along your trade route easier, 25% discount on one item type.
Small fishing boat1SimpleNA46RYou can be assumed to be experienced in sailing
Medium fishing boat2SimpleSmall fishing boat90RAdditional 14R an adventure, plus you have access to a boat and crew capable of making coastal voyages
Large fishing boat3SimpleMedium fishing boat180RAdditional 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
Fishing Fleet4SimpleMedium fishing boat or Large fishing boat540RAdditional 54R an adventure, plus you have access to a boats and crew capable of coastal journeys
Corvette3SimpleMedium fishing boat270RYou 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
Destroyer4ComplexCorvette720RYou 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 Estate2SimpleNA270RYou 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 Estate540RYou 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 Estate810RYou 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 Estate1350RYou 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.
Tavern2SimpleNA180RAdditional 18R an adventure
Market Stall1SimpleNA90RAdditional 9R an adventure. In addition, you can sell one item of value up to 27R for its market value between adventures
Shop2SimpleMarket Stall180RAdditional 18R an adventure. In addition, you can sell one item of value up to 90R for its market value between adventures.
Small Farm2SimpleNA180RAdditional 27R an adventure
Medium Farm3SimpleSmall Farm405RAdditional 45R an adventure. You eat better than most, granting you +1 hit.
Large Farm4SimpleMedium Farm720RAdditional 63R an adventure. You eat vastly better than the common adventurer, and have +2 hits.
Flux Farm5NALarge Farm900RAdditional 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.
Small Mine2NANA180RAn additional 27R an adventure 3)
Medium Mine4NANA540RAn additional 63R an adventure. In addition, your miners find 1 mana crystal per adventure. 4)
Large Mine5NANA900RAn 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)
Small Library2SimpleNA90RYou are well read, this functions exactly like Journeyman Knowledge
Medium Library3SimpleSmall Library225RYou are extremely well read, this functions exactly like Jack of All Trades (as well as still being well read)
Arcane Library4ComplexMedium Library450RYou 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.
Pony (or equivalent small business)1NANA90RYou have a business which procures you a small additional income between adventures. You gain 9R per an adventure.
Franchise2NAPony180RYour 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.
Organisational Supplier3NAFranchise209RYour 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.
Council Contractor4NAOrganisational Supplier275RYour 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.
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.1387237653.txt.gz · Last modified: 2015/05/14 21:09 (external edit)