Warhammer Fantasy Roleplay

Chapter V: Equipment

fashionable colours, or even incorporate fur lining in the cloak. Robes: These heavy robes are the preferred attire of wizards, priests, and scholars. Robes include good or best clothing beneath, but present a show of learning and skill to others. Robes can be of any colour, but purples and blues are the most expensive as the dyes themselves are rare. Costume: A costume is any outfit worn by an entertainer, be it a clown, acrobat, or jester’s garb. Better costumes of Good or Best Craftsmanship include masks or make-up, while poor costumes only vaguely convey the purpose of the attire. Uniform: This category of clothing includes soldier’s garb, the attire of officials of state, or any other garb required by a profession. Uniforms vary depending on the career. Servant’s uniforms are less expensive, usually half the listed price. Uniforms cover the entire body, including head and footwear. incorporating purples, blues, and other rare dies into the fabric, rare pelts, while also stitching in pearls, or other gemstones. Noble’s garb is always the most fashionable attire and it includes a doublet, hose, shoes, and a large and ostentatious hat. Styles vary depending on region, current fashion, and whim. Royal Garb: A step above noble’s garb, royal garb is worn, nearly exclusively, by heads of state or city-state. Incorporating all the elements of noble’s garb, royal garb adds a long ermine, or other symbolic hide, Cloak: A cloak is a long cape, designed to keep the wearer warm and dry. Better cloaks are lined with fur, while cheaper cloaks are one-layer. Most clothing, Common or Better, includes a cloak. Nearly all cloaks include a hood. A shorter cloak, a cape or mantle, is worn during Spring and Summer months. Overcoat: This is a large heavy coat, usually as long as a cloak, but with sleeves. It is a common sight in northern climates. Hats: The majority of hats are simple caps, designed to keep the sun out of the wearer’s eyes. Wide-brimmed hats provide better shade, and can, somewhat, conceal the wearer’s features. Hood or Mask: For those who would hide their identity, there are hoods and masks. Hoods conceal most of the wearer’s features. A mask, regardless of quality, covers a portion of the wearer’s face. The more expensive the mask, the more elaborate, incorporating feathers, wild colours, or animalistic features, suitable for a masquerade. f ood & d rInk You need food and water to survive. Base subsistence requires 3 p per day to remain healthy, but if you have money, you must spend 5 p per day on food. 5 p is hardly excessive, and you can spend more money to maintain your standard of living. f ood Fodder: This horse feed is typically a mixture of hay and oats. Food per Day (Poor): Food per Day (Poor) is the minimum amount of prepared food you must eat in order to stay healthy. Typically consisting of rough bread and pottage of beans or cabbage, its not pleasant to look at, eat or smell. Considering the high price, most commoners make their own, from food they grow, or animals they slaughter. Food per Day (Average): Food per Day (Average) is the amount of Noble’s Garb: This outfit is far better than the best clothing,

s TarVaTIon A destitute character may go up to three days without food before being required to make a Routine (+10%) Toughness Test. On a successful test, you tighten your belt and may go on another day. If you fail the Toughness Test, you take 1 Wound. Each day after the third the difficulty of the test increases by one, from Routine to Average, from Average to Challenging, and so on, to a maximum of Very Hard. After the seventh day, you automatically take 1 Wound each day until you starve to death, or eat. Each failed test deals 1 Wound. Wounds incurred from starvation cannot be restored until you actually eat. Water deprivation has the same effects, except you start making Toughness Tests on the second day onward, and on the sixth day, and each day thereafter, you automatically take 1 Wound until you die. You need at minimum a quarter-gallon of water each day.

of cloth or leather, with shoes, and a light cloak. Craftsmanship affects common clothing by introducing a little colour or accessories for the better-crafted clothing, while common clothing of poor craftsmanship may lack the cloak or shoes or both. Consisting of a somewhat clean shirt, breeches, boots that fit, and a heavier cloak, good clothing is the preferred attire for people on the road. For women, the dresses are still serviceable, but show some thought to the aesthetic, with threads of colour, comfortable shoes or boots, and a cloak or mantle depending on the season. Good clothing of the best craftsmanship incorporates jewellery, headwear, and better materials, while shoddily constructed clothing of this type is commonly second- hand and worn. serviceable. For men, the shirt usually has buttons, is made of fine material, and includes a jacket, breeches, and boots, and a fine woollen cloak for the winter. For women, the attire is still practical, but fits well and incorporates the best materials. Best clothing, of lower craftsmanship may use wooden buttons instead of metal, lack the accessories like a belt or buckles on the boots, while the best craftsmanship may incorporate elegant stitching and patterns in the material, use fanciful and

Good Clothing: Good clothes stand apart from common garb.

Best Clothing: Best clothing is new, generally fashionable, and

T able 5-8: f ood & d rInk

Food & Drink

Cost

Enc

Availability

Ale Beer

2 p 1 p

2 2

Plentiful Abundant Abundant Plentiful Plentiful Common Average Common Common Abundant

Keg of Ale or Beer Fodder per Day Food per Day (Poor) Food per day (Average) Food per Day (Good) Rations (per Week)

18 p /3 s

30 50 10 10 10 50

5 p

5+ p

10+ p 18+ p

6+ s

Cheap Pie

1-3 p

2 2

Loaf of Bread Side of Meat

2 p 1 s

10

Average

Delicacy

3+ s

varies

scarce

Spirits, Bottle Wine, Common Wine, Quality

1 s 1 s

5 5 5

Average Common Average

10 s

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