It’s all about the Benjamens. Or the gold, or the silver, or whatever.
WEALTH
10 copper=1 silver
10 silver=1 gold
The above is the general rule for D&D. I’m going to break that down into actual coinage. Silver is the new gold: in the Lower City, gold is as rare as…well…gold.
1 gold=1 gold crown, a large gold coin
1 silver=1 silver crop, a large silver coin
10 crops=1 crown
5 crops=1 half-crown, a small gold coin
5 copper pennies=1 half-crop, a small silver coin
1 copper=1 copper penny
1 brass=1 brass penny
1 iron=1 iron penny
Five brass pennies=1 copper penny
Five iron pennies=1 brass penny
Your average unskilled laborer will earn a half-crop-and-three (8 copper pennies) per day, hauling crates at the docks or some such task. He will usually be paid in copper.
A skilled laborer, such as a gardener or carpenter, earns a full-crop per day, possibly more.
A full worker’s meal in a tavern costs three copper pennies (bread, meat, gravy, ale and a sweet pickle, usually, though taverns further away from the docks tend to serve rice as well).
Buying all the ingredients for that same meal and cooking it yourself costs two copper pennies.
A pint of cheap beer costs four brass pennies.
A gallon of cheap beer costs two copper pennies.
A loaf of bread costs two brass pennies.
Meat costs two copper per pound.
Candied nuts from a street vendor cost an iron penny per small bag.
WEAPONS
Using any weapon actually designed for combat gives you +2 to your attack. A character’s “Armed” combat skill does not necessarily imply that they have a legit weapon: they might be using a stick with a nail in it, or a pried-up cobblestone. They might be using such things instead of actual weapons because real, honest-steel weapons are expensive.
Melee
Sword, Short: 10 gold crowns
Sword, Long: 15 gold crowns
Rapier: 20 gold crowns
Etc. Generally speaking, I’m planning on just using the prices from the D&D 3.5 Player’s Handbook. The difference being, since the players will be seeing gold less often, getting decent weapons becomes more of a challenge.
Firearms: Guns hurt. Flintlocks especially; those things use the equivalent of .50 caliber rounds. They are, however, highly inaccurate, and prone to misfiring. On a hit, a gun will deal 2 hits instead of 1. The attack roll gets a -4 accuracy penalty, and any roll at or below the weapon’s “misfire rate” means the gun has misfired (roll on misfire table).
Matchlock: Misfire 1-5, 10 crowns pistol, 20 crowns musket
Flintlock: Misfire 1-4, 30 crowns pistol, 60 crowns musket, 80 crowns rifle
Emberlock: Misfire 1-2, 300 crowns pistol, 450 crowns musket, 550 crowns rifle
Note: “Emberlock” refers to any sort of mechanism that uses an enchantment to ignite the powder charge instead of some sort of physical mechanism. The prices listed for emberlock weapons are more guidelines than anything else; more complicated enchantments could easily get into the thousands range.
ARMOR
All characters have a base armor of 10. That is to say, an unskilled attacker swinging at an unskilled and unarmored defender probably has a fifty-fifty shot at hitting them, given ideal circumstances. Wearing armor adds to that 10 and makes a character less likely to take serious wounds. However, be warned that heavier types of armor will decrease the amount you are able to dodge. It’s up to you if that’s worth it or not. Wearing armor also limits how much of a bonus you can get from Dexterity. I haven’t decided yet if I should let characters add their dexterity to their armor class, or if that concept has been taken care of by the Dodge dice.
Armor bonuses and prices are as they are in the 3.5 Player’s Handbook.
THE RANDOMNESS
Players start with two pieces of equipment of their choosing. After that, roll twice on the Random Starting Equipment table. All characters are assumed to own a backpack or sack and the sort of clothes that might be worn by someone from the Renaissance who had seen a mirror maybe once and thought it was witchcraft.
RANDOM STARTING EQUIPMENT
01. Sword
02. Forger’s kit
03. Selection of fake mustaches
04. Large crate of wheat/flour/iron ore/other trade good
05. Two grenades
06. Flintlock pistol with three paper cartridges
07. Bag of candles
08. Musket, no ammunition
09. Book about demon summoning
10. Grappling hook and rope
11. Instrument
12. Tomahawk
13. Jug of very strong alcohol
14. Incendiary grenade
15. Half a dozen empty flasks
16. Iron-capped staff
17. Sturdy padlock and key
18. 1d4 sheep
19. Ten paper cartridges, for use with flintlock firearms
20. Small keg of gunpowder
21. Ornate knife
22. Crossbow, good working order, with box of ten bolts
23. Lucky rabbit’s foot
24. Powder horn
25. Jewelry, family heirloom
26. Jewelry, cheap
27. Ornate scabbard, no matching weapon
28. Gold pocketwatch, broken
29. Silver pocketwatch, in working condition
30. Bow, with 10 arrows, two extra bowstrings
31. Earplugs
32. Hilt of a broken sword
33. Shoeshine kit
34. Two pairs of sturdy boots
35. Garrote
36. Bearskin rug
37. Carved walking stick
38. Dictionary
39. Face mask/air purifier from the Grey City
40. Tattoo kit
41. Illegal drugs
42. Metal helmet
43. Sweet hat
44. Box of random mechanical parts
45. Mace
46. Large wooden mallet
47. A dozen iron nails
48. Book of recipes
49. Locket, with picture inside
50. Bag of marbles
51. Legal drugs
52. Crowbar
53. Small silver mirror
54. Pliers
55. Bottle of mineral oil
56. Box of tea leaves
57. Sewing kit
58. Pound of salt
59. Hacksaw
60. Pots and pans
61. Notebook
62. 20 ft. silk rope
63. Three incense sticks
64. Straight razor
65. Vial of acid
66. Butterfly knife
67. 1d6 quill pens, bottle of ink
68. Three empty vials with wax stoppers
69. A goat
70. An arrowcatch (metal cage the size of a basketball, too heavy to carry around normally but will stop any arrows within fifteen feet of it, eight times before the springs need to be reset)
71. Sturdy work gloves
72. Three flasks of oil
73. Model airship
74. A blackjack
75. Hunting spear
76. One Verdan “breaker” grenade (directed explosive)
77. One Verdan “cussor” grenade (large explosive)
78. Four smoke bombs
79. Book of inspirational poetry
80. Ten feet of copper wire
81. Assorted lockpicks
82. A dozen handkerchiefs
83. A shield, old and battered
84. Telescope
85. Formal clothes
86. 12 wooden stakes
87. Clay pipe
88. Hatchet
89. Map of the city (two years out-of-date)
90. Ten silver full-crops, counterfeit
91. Spectacles with smoked lenses (sunglasses)
92. Dragon gun, no ammunition
93. Two flashbang-style grenades (Verdan-made)
94. Blowgun
95. Pirate flag
96. Dragon’s tooth necklace
97. Five empty sacks
98. Medal for first place in some competition no one in the city cares about
99. Two knives
00. Craftman’s Bow, five darts
I really want to roll a 23 on the random equipment table.