Equipment

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This campaign uses some special equipment rules. Particulars are noted below.

Coinage

The old king created a unified numismatic system, standardizing weights and material purity for coins. Although each barony mints (or prints) its own currency, the denominations remain consistent in name and value. The baronies’ coins include:

- copper pfennigs (cp)
- silver hellers (sp)
- electrum grivnas (ep)
- gold marks (gp)
- platinum ducats (pp)

After the invention of the printing press, many baronies shifted to representative currency, paper money stamped in denominations that represents a portion of the government treasury. Paper currency is fairly standardized in denominations based on the value of platinum, gold, and electrum. (Silver and copper are still minted in coin form.) Counterfeiting of representative currency is a crime punishable by death.

Representative money is usually exchanged at full value even in neighboring territories, but its value declines dramatically at any further distance. Rare metals in bar or coin form do retain value across distances, but can be hard to use at the market.

Aberrance

Aberrant equipment is not just rare, it is unusual and expensive. Visibly using or possessing aberrant equipment can make normal folk nervous (though it frequently provokes some initial curiosity). Aberrant equipment adds 1 to the owner’s Outcast rating. The Outcast rating derived from multiple items is cumulative.

The most common source of aberrance is armor. In response to the commonality of firearms and their high penetration power, armor use has tapered off. No longer is the extreme encumbrance justified. Armor is rare for this reason. Moreover, the use of armor and shields is considered brutish and uncivilized. All medium and heavy armors, and shields, are therefore aberrant.

Exotic equipment is also aberrant, including any monk weapons, camels, elephants, and barding for any type of beast.

Subtle Armor

Armor can be modified to appear less obvious, giving it the subtle armor property. Sometimes simple covering is sufficient, but more often this is a case of taking the suit apart and fitting its pieces into heavy clothing. Leather padding can be sewn inside canvas tunics and baggy trousers. Chain can be disguised with quilting. Even narrow plates and splinting can be incorporated into the lining of heavy coats. Adventurers, merchants, and other travelers find this craft to be useful for attracting less attention from local villagers and the authorities.

Modifying a suit of armor to be subtle costs an amount equal to the base price of the armor. Subtle armor does not appear to be armor upon casual inspection. This means that subtle medium and heavy armors do not appear aberrant. A character can attempt to identify subtle armor by making a hard (DC 20) Wisdom (Perception) check if within 30 feet. Physically handling subtle armor reveals its nature without a check.

Plate and half plate armor cannot be made subtle, nor can shields. Light armors can be made subtle, but there is little need; light armors are not considered unusual or aberrant.

A starting suit of chain mail or scale mail armor provided by a character’s class can be subtle for no additional cost. Subtle armor is described below.

FIREARMS

The rest of this page alters and expands upon the Renaissance firearms rules from the Dungeon Master’s Guide, pages 267-268.

Starting Firearms

New characters can begin with firearms as part of their starting equipment. A pistol can replace a shortbow acquired as class equipment. Similarly, a musket can replace a longbow acquired as class equipment. These firearms have the ramshackle modification. Instead of arrows, each firearm derived from starting equipment comes with an ammunition pouch containing 20 cartridges of ball or shot.

Firearms Proficiency

It is quite easy for even a lay person to make use of a firearm up close. This is one of the reasons that firearms dominate the modern battlefield; training for basic use is quick and easy. But consistency at longer ranges requires extensive practice, knowledge of bullet physics, and attention to environmental conditions.

A character proficient in “simple weapons” adds her proficiency bonus to firearms used within normal range. A character only adds her proficiency bonus when using firearms at long range if (1) she is proficient in “martial weapons” or (2) she is proficient with hand crossbows and is using a pistol.

Any character proficient with martial weapons is also automatically proficient with gun repair kits. A character that gains proficiency with a specific firearm (perhaps with the Weapon Master feat) automatically gains proficiency with gun repair kits.

Further firearms rules use The Comprehensive Equipment Guide (Advanced Firearms exotic list).

Equipment

Mists of Shadow Moor Randy Randy