Warhammer Fantasy Roleplay

Chapter V: Equipment

e quIpmenT “I will not pay 2,000 Karls for a Dwarf-made pistol! Solid Imperial craftsmanship is good enough for me!”

C hapTer V

—Dagmar von Horstrup, Carroburg Noble (deceased)

W hen you finish rolling up your character, you should have a selection of starting trappings that you received from your career and some gear common to all adventurers. Before you start playing, you can buy additional equipment, described in this chapter, without regard for its availability (see Availability on page 104 for details). S ome gaming groups are not too worried about exactly how much characters can carry. If it sounds right and looks right, then it is right. For groups preferring a little more detail, these optional rules are available. Encumbrance reflects the combined weight and bulkiness of an object. Some objects may actually weigh very little, but are large and unmanageable, while some items are small, but exceptionally heavy. Consequently, some objects are just too large and heavy to manage. For coins, 50 coins equals 5 points of encumbrance. Characters can manage a certain amount of encumbrance based on their Strength Characteristic before feeling its effects. A character can carry a number of encumbrance points equal to their Strength C urrency, regardless of nationality, falls into three major types: gold, silver, and brass (sometimes replaced by copper or bronze, but in any case each are of equal value). Each coin weighs approximately one ounce. While small differences do exist, such as the decoration on the face of the coin, or the inscriptions on the back, each city strives to stamp coins of approximately the same value to facilitate trade throughout the Old World. Thus, a gold coin minted in Kislev has about the same value in Bretonnia. Still, in some circumstances, such as times of war, some coins may elicit suspicion or even outright hostility, so it’s best to know the lands through which you travel.

Trappings are important, because as you come close to finishing your career, you must have the career exit’s trappings in order to change careers. As you adventure, you will undoubtedly acquire money and other treasures. On what to spend this hard earned coin becomes the question. This chapter details an assortment of goods and services available in the world of the Warhammer Fantasy Roleplay .

— o pTIonal : e nCumbranCe —

Characteristic x 10. Thus, a character with Strength 45%, could manage 450 points of encumbrance before slowing down. For every 50 points by which they exceed their encumbrance, they take a –1 penalty to their Movement Characteristic. Dwarfs can handle larger loads than other characters, using their Strength Characteristic x 20 instead. Dray animals, such as horses, can handle larger loads and may handle encumbrance values equal to their Strength Characteristic x 30. A character or creature’s encumbrance value equals the sum of character or creature’s Strength and Toughness Characteristics multiplied by 10. In every land, people refer to coins by their common names. Gold coins are gold crowns, and when written, they are designated with “ gc ,” silver coins are shillings, noted as “ s ,” and brass (or bronze or copper) coins are pennies, and designated by “ p ” So four gold crowns is written 4 gc , nine silver shillings is 9 s , and fifteen pennies is 15 p . e XChange r aTes The rate of exchange is as follows. 1 gold crown ( gc ) = 20 silver shillings ( s ) = 240 brass pennies ( p ) 1 silver shilling = 12 brass pennies

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