======Money and Equipment====== The aim here is not to provide a comprehensive list of everything you could ever want to buy, but rather a selection of things that PCs are most likely to need to get hold of. ==The Value of Money== The first thing to do is define the value of the Hexa in your pocket. The White City goes with that good old standard of "enough to feed one man for one day", with all of the lovely ambiguity that implies. ==Incomes== Several skills grant a staple income to a character who has them. Note that only the highest income from amongst your skills counts; if a character has a Night Job, a Day Job and is a Surgeon, they receive a staple income of 15 Hexa per Adventure (and are very, very tired). If they are just a Surgeon, they still get 15 Hexa. If they are a Surgeon with 3 Ranks of Wealth then they get 90 Hexa. ==Magic Items== These are far too rare and valuable to ever be bought, but they can occasionally be forged or commissioned for an ungodly sum. The rules for their creation are [[system:magic_items|here]]. ====Average Fees==== * Average day job, between adventures: 5 Hexa. * Dubious job, between adventures: 15 Hexa. * Qualified surgeon, between adventures: 15 Hexa. * Average adventuring job: 10 to 20 Hexa, plus some kind of additional reward upon completion. * Income of a wealthy individual, between adventures: 30 to 150 Hexa. * The bounty on King Eric's head: 1,000 Hexa. * Average value of a Big Quest treasure horde: 2,000 to 20,000 Hexa. ====Weapons==== The short nature of the list is due to the fact that nobody can be bothered to work out the difference between a glaive and a glaive-guisarme. They're all bloody polearms. Note the inflated prices of superior weaponry, it's a status symbol. Most superior weaponry has fancy shiny scroll-work, embossing and the like. Should you wish to resell your weapons, they will fetch half the price of a weapon of the quality below their actual quality. That's secondhand goods for you. For example, a secondhand one-handed sword would fetch 2½ Hexa if it was of standard quality and 5 Hexa if it was of superior quality. Nobody wants to buy substandard quality stuff - except desperate cash-strapped adventurers! To summarise the quality rules: * **Substandard** quality weapons can never have damage modifiers except from Leadership, and reduce their wielder's Parries by 1 per Encounter. * **Standard** quality weapons can never gain the benefit of a damage modifier greater than +1 (or +2 from Leadership). * **Superior** quality weapons can have any damage modifier. Using superior quality melee weapons during an Encounter grants the wielder one extra Parry for that Encounter - note that you can never claim more than one Parry during an Encounter for wielding superior quality weapons, no matter how many you use. Superior quality swords and daggers also allow the wielder to use the benefits of the Duellist skill. Bows and crossbows are an exception to the above quality rules. **Substandard** quality bows and crossbows do Through Half damage with each arrow or bolt, **Standard** quality bows and crossbows do Through Single damage. **Superior** quality bows and crossbows do as much damage as your skills allow. ^Weapon ^Substandard ^Standard ^Superior^ |Club |free |2 Hexa |-| |Dagger |½ Hexa |2 Hexa |20 Hexa| |Sword (one-handed) |5 Hexa |10 Hexa |50 Hexa| |Bastard Sword (hand-&-a-half) |10 Hexa |20 Hexa |150 Hexa| |Greatsword (two-handed) |15 Hexa |25 Hexa |150 Hexa| |Mace or Hammer |3 Hexa |5 Hexa |35 Hexa| |Axe (one-handed) |3 Hexa| 5 Hexa |30 Hexa| |Greataxe (two-handed) |10 Hexa |25 Hexa |150 Hexa| |Quarterstaff |free |3 Hexa |30 Hexa| |Spear or Polearm |10 Hexa |30 Hexa |100 Hexa| |Bow or Crossbow |15 Hexa |25 Hexa |-| |Arrows or Bolts | 5 Hexa for 15 ||| ====Armour==== This list is even shorter than the above because it's basically assuming that all armour is much the same. Armour can be resold for half the value of slightly lower quality armour, as per weapons. Steelsilk armour can be resold at half its purchase price. **Light** armour provides 2 Hits per location, and can be repaired in the field using the Armour Repair skill. **Medium armour** cannot be worn without the Armoured Combat skill. It provides 4 Hits per location, and halves the wearer's Dodges gained from the Quick skill (rounding down). **Heavy armour** cannot be worn without the Armoured Combat skill. It provides 6 Hits per location, and prevents the wearer from using Dodges gained from the Quick skill at all. Substandard quality armour counts as being one level heavier than it should be for the purpose of Dodging, thus substandard quality light armour halves the wearer's Dodges from the Quick skill and substandard quality medium armour doesn't allow the wearer to use those Dodges at all. Nobody makes substandard quality heavy armour, because it would be completely unwearable. **Standard** quality armour has no particular rules. **Superior** quality armour is so light and well fitted that it grants the wearer one additional Dodge per Encounter, which can be used even if they're wearing medium or heavy armour. **Steelsilk** armour always counts as light armour, regardless of the number of extra Hits it provides, but can only be repaired by Weavers. It is always considered to be of Superior Quality ^Armour ^Hits ^Substandard ^Standard ^Superior^ |Light armour |+2 Hits per location |2 Hexa |10 Hexa |50 Hexa| |Medium armour |+4 Hits per location |5 Hexa |20 Hexa |100 Hexa| |Heavy armour |+6 Hits per location |- |30 Hexa |250 Hexa| |Steelsilk shirt |+2 Hits to Torso & Arms | 40 Hexa ||| |Steelsilk skirt or trousers |+2 Hits to Legs | 30 Hexa ||| |Layered steelsilk clothing |+4 Hits per location | 150 Hexa ||| |Full steelsilk ensemble |+6 Hits per location | 450 Hexa ||| Repairing a suit of armour costs one-fifth its original price, unless it has been completely ruined (i.e. reduced to zero Hits on every location) in which case it must be replaced at a cost of half its original price. A character with Wealth is able to meet some of the costs of armour repair and replacement out of their standard living expenses. Armour repair and replacement costs are halved for characters with one rank of Wealth, quartered for characters with two ranks and waived altogether for characters with three or more ranks of Wealth. For example, a superior quality suit of medium armour could be resold for 10 Hexa. It would cost 20 Hexa to repair and 50 Hexa to replace. These costs would be 10 Hexa and 25 Hexa respectively for a character with one Rank of Wealth, or 5 Hexa and 13 Hexa for a character with two Ranks of Wealth. ^Cost - ^2 ^5 ^10 ^20 ^30 ^40 ^50 ^100 ^150 ^250 ^450^ |Repair - |1 |1 |2 |4 |6 |8 |10 |20 |30 |50 |90| |Replace - |1 |3 |5 |10 |15 |20 |25 |50 |75 |125 |225| |Resale - |0 |0 |1 |2 |15 |20 |5 |10 |75 |15 |225| ^Cost - ^2 ^5 ^10 ^20 ^30 ^40 ^50 ^100 ^150 ^250 ^450^ |Wealth 1 Repair - |0 |0 |1 |2 |3 |4 |5 |10 |15 |25 |45| |Wealth 1 Replace - |1 |2 |3 |5 |8 |10 |13 |25 |38 |63 |113| ^Cost - ^2 ^5 ^10 ^20 ^30 ^40 ^50 ^100 ^150 ^250 ^450^ |Wealth 2 Repair - |0 |0 |1 |1 |2 |2 |3 |5 |8 |13 |23| |Wealth 2 Replace - |0 |0 |2 |3 |4 |5 |7 |13 |19 |32 |57| ====Shields==== Shields cannot be used without the Shield skill. The higher your rank in this skill, the larger the shields you can use. Where the size boundaries lie is down to the discretion of the LARP Organiser. **Substandard** quality shields are so cumbersome that they cost their user one Dodge and one Parry. **Standard** quality shields have no special rules. **Superior** quality shields are so light and well balanced that they grant their user one extra Parry per Encounter. ^Shield Size ^Substandard ^Standard ^Superior^ |Small shield |5 Hexa |15 Hexa |150 Hexa| |Medium shield |10 Hexa |25 Hexa |200 Hexa| |Large shield |15 Hexa |40 Hexa |300 Hexa| ====Lotions & Potions==== Both stuff you can buy from alchemists and generic alchemical supplies. See the [[system:alchemy]] page for details on all these things. The cost of a love potions varies depending on what the punter looks like when they enter the alchemist's shop. The "materials" cost is the price an alchemist must pay for the ingredients to brew a potion of that type. For 50 Hexa an alchemist may purchase alembics, athanors and general laboratory equipment which allows them to double the number of potions they can brew between adventures. ^Potion ^Price ^Materials^ |Healing Potion |3 Hexa |1 Hexa| |Strength Potion |5 Hexa |2 Hexa| |Purification Potion |5 Hexa |2 Hexa| |Sleeping Potion |3 Hexa |1 Hexa| |Love Potion |10 to 20 Hexa |3 Hexa| |Dream Potion |5 Hexa |2 Hexa| |Travel Potion |15 Hexa |3 Hexa| |Anti-[Form of Magic] Potion |15 Hexa |3 Hexa| ====Poisons==== See the Herbalism and Poisoning page for details on poisons' effects and their production. The "materials" cost is the price someone with the Poisoner: Preparation skill must pay for the ingredients to create a poison of that type. Herbalists may create Slow Acting poisons at the listed materials cost. ^Poison ^Melee Price ^Materials ^Ranged Price ^Materials^ |Slow Acting Poisons |10 Hexa |5 Hexa |4 hexa |2 hexa| |Paralysing Poison |20 Hexa |12 Hexa |8 hexa |4 hexa| |Corrosive Poison |20 Hexa |12 Hexa |8 hexa |4 hexa| |Antitoxin |8 Hexa |3 Hexa |N/A |N/A| ====Miscellaneous Equipment==== | Rope, per 10' of length | ½ Hexa | | Steelsilk rope, per 10' of length | 10 Hexa | | First Aid supplies (bandages etc.), enough for 5 uses| 1 Hexa | | Surgeon's tools (scalpels etc.) | 10 Hexa | | Armour repair tools | 5 Hexa | | Lockpicks | 3 Hexa | | Tent, to sleep two people | 15 Hexa | | Steelsilk tent, to sleep two people| 200 Hexa | | Passage to another city (guide & supplies) | 3 to 5 Hexa per person |