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<= Previous Page / Next Page =>7. Equipment (1)What would a proper adventurer do without the proper equipment?
Equipment is one of the foremost regards of any adventurer – and thus necessarily of the players engaged in a RPG. Consider the many possibilities you might run into during a campaign, try to give your characters as many chances to come through successfully. Currencies There are many currencies on Gushémal. Most use similar metals and sequences, although the exchange rates may differ greatly. In the
“home area” of the RPG – which is the Arrufat Peninsula –, the
following coins are commonly used:
At the beginning of a campaign each character receives a certain sum of money so they can afford a few things. Each player has to roll 200 + 10d10 to see how many gold pieces the character has in her pockets. In other words, roll 10 ten-siders, and the numbers of eyes (e.g. 2 + 5 + 3 + 8 + 4 + 3 + 6 + 5 + 4 + 7 = 47). Add the result to 200. In this example, the character would call a fortune of 247 gold dragons her own. 7.1. ClothesThe famous emperor’s new clothes are rarely suitable in a decent adventure, so your characters had better suit up. Preferably you should check the current environment – such as the season, for instance – and dress accordingly. Another difference is whether you are in a city, where you can expect to be indoors most of the time, or on the road – when you’d better pack a few extra suits of clothing. GM Tips Use your own judgment to determine whether the characters of your party are suitably dressed for the environment. If you feel that their clothes are much too warm for the situation, they should have a few problems. For instance if one of the characters is a barbarian from the southern steppes who insists on wearing his fur clothes during mid-summer, he’ll be sweating constantly and exhausts rather quickly – compared to his ordinary abilities. The same would apply if your party is suddenly transported to a different environment where the temperatures radically differ from the original setting. If the characters cannot adjust they will suffer under the weather. It is up to you, the GM, to determine in which way the characters are troubled. You might give them a negative modifier of –5 (or another value) to any checks of strength or constitution.
Table 14: Clothes (Cost) <= Previous Page / Next Page =>
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