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EQUIPMENT

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Character must spend equipment points (ep) on gear that confers some type of game benefit like weapons, armor or specialized gear. Mundane equipment does not require a character to spend equipment points. All equipment requires that the character spend money.

The wealth rating determines character starting money. Characters begin with a wealth rating of 8. This provides a character with 25 gold pieces. Benefit (wealth) feat adds +4 wealth rating each time taken. This represents the characters individual income per year. A professional skill ads +1 to wealth bonus per 5 ranks.

The value progression table on page 70 of the M&M 2E book lists the value progression. A wealth rating of 8 provides a character with 250 gold pieces.

Values of Coins
1 gold piece = 1 gp
1 platinum piece = 10 gp
1 silver piece = 1/10 gp
20 copper piece = 1/20 gp

ENCUMBERANCE

Characters are not expected to track encumbrance since this is tedious and somewhat subjective anyway. The weight of equipment is not given. Players are expected to act reasonably in determining what a character is carrying. A GM may want to impose an encumbrance penalty at different times as a plot device. An example would be when characters are expected to carry or wear something unusual. This might be a -2 or a -4 penalty on combat, strength, endurance and dexterity based tasks.

WEAPONS

Most characters will want to arm themselves because Tullamore is certainly a dangerous place. Weapons listed in the M&M2e handbook on page 38 and in the W&W handbook on page 32. Only prices are provided here for the Tullamore setting.

Melee Weapons Cost
Axe, Battle, 2-Handed 25 gp
Axe, Battle 10 gp
Axe, Hand 1 gp
Chain 2 gp
Club 1 sp
Dagger 3 gp
Flail, Footman’s 15 gp
Flail, Horseman’s 8 gp
Garrot 1 sp
Hammer, Maul 5 gp
Hammer, War 2 gp
Knife 8 sp
Mace 5 gp
Main-Gauche 8 gp
Morning Star 10 gp
Net 3 gp
Sap 2 sp
Sickle 1 gp
Sword, Great 50 gp
Sword, Broad 30 gp
Sword, Claymore 30 gp
Sword, Cutlass 20 gp
Sword, Drusus 50 gp
Sword, Falchion 20 gp
Sword, Kopesh 15 gp
Sword, Long 25 gp
Sword, Rapier 18 gp
Sword, Saber 23 gp
Sword, Scimitar 20 gp
Sword, Short 10 gp
Whip 5 sp

Ranged Weapons Cost
Bolas 5 sp
Bow, Long 40 gp
Bow Short 25 gp
Crossbow, Heavy 60 gp
Crossbow, Light 30 gp
Dart 2 sp
Javelin 5 sp
Sling 5 cp
Spear, Short 1 gp
Spear, Long 2 gp

Ammunition Cost
Arrow, Normal, Dozen 2 gp
Arrow, Silver, Dozen 10 gp
Quarrel, Dozen 2 gp
Quarrel, Silver, Dozen 15 gp
Sling Bullet, Dozen 3 sp
Sling Bullet Silver, Dozen 2 gp

ARMOR

Protection from enemies is as important as arming oneself. Armor is listed in the M&M2e (pg 41) and in the W&W handbook (pg 40). Only prices are provided here for this the Tullamore setting.

Armor Cost
Banded Mail 250 gp
Chain Mail 100 gp
Hide 3 gp
Leather 5 gp
Plate, Mail 500 gp
Plate, Full 1000 gp
Scale Mail, Metal 200 gp
Splint Mail 200 gp
Studded Leather 20 gp

Shields Cost
Shield, Large 13 gp
Shield, Medium 10 gp
Shield, Small 7 gp

MISCELLANEOUS EQUIPMENT

Mundane equipment and items do not have an equipment point expenditure unless they confer some bonus or special benefit. The equipment point cost of the weapon depends on the type of benefit the item confers.

If the item confreres a benefit, then it costs equipment points just like weapons and armor. Equipment may only provide a maximum of 4 bonus and for every +1 bonus that the equipment provides, it costs 1 equipment point. The cost of the item increases by a 1.5 multiplier each time a bonus is incurred. For Examples are as follows: masterwork thieves boots (2 stealth) (2 ep / 10 gp); camoflauge cloak (2 stealth / 6 gp) (cost 2 ep); masterwork saddle (2 riding) (2 ep / 40 gp). Items with special powers are usually constructed as devices.

If the item grants the ability to use a feat, then it is treated as being 1 ep.

Animals Cost
Donkey 12 gp
Falcon 30 gp
Hawk 30 gp
Horse,draft 50 gp
Horse, war 300 gp
Horse,riding 30 gp

Clothing Cost
Boots 2 gp
Boots, hollow 5 gp
Cloak 3 gp
Clothes, poor 5 sp
Clothes, common 2 gp
Clothes, fine 40 gp
Clothes, merchant 30 gp
Clothes, religious 30 gp
Clothes, winter 10 gp
Dress 5 sp +
Gloves 5 cp +
Gown 5 sp +

Food & Services Cost
Ale 2 cp +
Beer 1 sp +
Brandy 3 sp +
Boarding, horse 1 sp +
Bread 4 cp +
Cider 5 cp
Inn, poor 2 sp
Inn, common 5 sp
Inn, good 2 gp
Meal, poor 1 sp
Meal, common 3 sp
Meal, good 5 sp
Rations, 1 day 4 sp
Rations, horse 1 day 1 sp

Equipment Cost
Backpack 2 gp
Bag 3 cp
Bedroll 5 sp
Belt Puch 5 cp
Block & Tackle 2 sp
Book 200 gp
Book, blank 100 gp
Candle, dozen 5 sp
Chest, small 3 gp
Chest, large 6 gp
Dice 1 sp
Flask 3 cp
Fling & Steel 4 cp
Grappling Hook 1 gp
Grooming supplies 1 sp
Lamp, Oil 1 gp
Lantern, bullseye 2 gp
Lantern, hooded 1 gp
Lock or Padlock 10 gp
Manacles 5 gp
Map 20 gp – 100 gp
Mirror, small 2 gp
Paper 2 gp
Perfume or Oils 1-5 gp
Pipe 1 – 15 sp
Rope (50’) 1 – 5 gp
Sack 5 sp
Saddle 20 gp
Signet / seal ring 5 gp
Skin, water 2 sp
Spyglass 200 gp
String,50’ 1 cp
Tent, small 5 gp
Tent, medium 10 gp
Tent. Large 25 gp
Thieves’ tools 40 gp
Tinder Box 2 gp
Torch 5 cp
Vial 1 gp
Whistle 6 sp
Writing Kit 20 gp

Instruments Cost
Drum 5 – 10 gp
Flute 5 – 25 gp
Harp 50 – 100 gp
Horn 10 – 50 gp
Lute 10 – 30 gp
Lyre 15 – 30 gp
Mandolin 15 – 30 gp
Pipes 2 – 5 gp
Violin 25 – 75 gp

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