For Players
Setting Information
Factions
System Information
Classes
For GMs
Real World
For Players
Setting Information
Factions
System Information
Classes
For GMs
Real World
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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.
Weaponry and armour are divided into five classes - substandard, standard, superior, master-crafted and artifact:
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 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 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:
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.
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.
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 Level | Income |
---|---|
0 | 9 Riel |
1 | 23 Riel |
2 | 36 Riel |
3 | 54 Riel |
4 | 72 Riel |
5 | 90 Riel |
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 |
There are a few quirks of how bows and crossbows work in larp that require special rules:
Arrows only come in Substandard or Superior varieties (or potentially as Artefacts).
A Standard behaves exactly the same as a medium shield for determining Superior and Mastercrafted properties.
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:
Item | Price |
---|---|
D Class Potion | 4 Riel |
C Class Potion | 9 Riel |
B Class Potion | 18 Riel |
A Class Potion | 46 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 |
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.
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.
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.
If for some reason you choose to sell your resource it will provide you with one quarter of the money you invested in it.
Name | Level | Upgraded from | Cost | Rules |
---|---|---|---|---|
Share in a caravan | 1 | NA | 46R | Additional 5R an adventure |
Small trade route | 2 | Share in caravan | 90R | Additional 9R an adventure, and you will find travelling along your trade route easier |
Medium trade route | 3 | Small trade route | 180R | Additional 14R an adventure, and you will find travelling along your trade route easier. 15% discount on one item type |
Large trade route | 4 | Medium Trade route | 360R | Additional 18R an adventure, and you will find travelling along your trade route easier, 25% discount on one item type. |
Small fishing boat | 1 | NA | 46R | You can be assumed to be experienced in sailing |
Medium fishing boat | 2 | Small fishing boat | 90R | Additional 14R an adventure, plus you have access to a boat and crew capable of making coastal voyages |
Large fishing boat | 3 | Medium fishing boat | 180R | 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 |
Fishing Fleet | 4 | Medium fishing boat or Large fishing boat | 540R | Additional 54R an adventure, plus you have access to a boats and crew capable of coastal journeys |
Corvette | 3 | Medium fishing boat | 270R | 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 |
Destroyer | 4 | Corvette | 720R | You 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 Estate | 2 | NA | 270R | 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. |
Medium Estate | 3 | Small Estate | 540R | 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. |
Large Estate | 4 | Medium Estate | 810R | 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. |
Castle | 5 | Large Estate | 1350R | 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. |
Tavern | 2 | NA | 180R | Additional 18R an adventure |
Market Stall | 1 | NA | 90R | Additional 9R an adventure. In addition, you can sell one item of value up to 27R for its market value between adventures |
Shop | 2 | Market Stall | 180R | Additional 18R an adventure. In addition, you can sell one item of value up to 90R for its market value between adventures. |
Small Farm | 2 | NA | 180R | Additional 27R an adventure |
Medium Farm | 3 | Small Farm | 405R | Additional 45R an adventure. You eat better than most, granting you +1 hit. |
Large Farm | 4 | Medium Farm | 720R | Additional 63R an adventure. You eat vastly better than the common adventurer, and have +2 hits. |
Flux Farm | 5 | Large Farm | 900R | 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. |
Small Mine | 2 | NA | 180R | An additional 27R an adventure 3) |
Medium Mine | 4 | NA | 540R | An additional 63R an adventure. In addition, your miners find 1 mana crystal per adventure. 4) |
Large Mine | 5 | NA | 900R | 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) |
Small Library | 2 | NA | 90R | You are well read, this functions exactly like Journeyman Knowledge |
Medium Library | 3 | Small Library | 225R | You are extremely well read, this functions exactly like Jack of All Trades (as well as still being well read) |
Arcane Library | 4 | Medium Library | 450R | 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. |
Pony (or equivalent small business) | 1 | NA | 90R | You have a business which procures you a small additional income between adventures. You gain 9R per an adventure. |
Franchise | 2 | Pony | 140R | 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. |
Organisational Supplier | 3 | Franchise | 209R | 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. |
Council Contractor | 4 | Organisational Supplier | 275R | 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. |
Training School | 1 | NA | 81R | 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 |
Training Academy | 3 | Training School | 143R | 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. |
Elite Academy | 5 | Training Academy | 650R | 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. |
Printing Press | 3 | 150R | NA | Each Adventure, you may blanket a section of society with propaganda, and gain the contacts skill for that group for the duration of it. |
Gang of Hoodlums | 1 | 46R | NA | 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. |
Armed Associates | 3 | 180R | Gang of Hoodlums | 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. |
Shadowy Network | 4 | 400R | Armed Associates | 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 confident) 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. |