Skip to main content

Money and Equipment

Money and Equipment

Item Quality and Basic Equipment

  • Basic or ‘dross’ equipment does not require a lammy
  • You may have as much basic equipment as you can physrep
  • Dross Armour offers no protection
  • Dross Weapons may do no more than SINGLE damage.
  • Other Basic Equipment does only what the physrep does.
  • Higher-quality equipment has beneficial properties

Basic equipment (usually called ‘Dross’) is essentially IC worthless. It represents poor quality equipment that can be acquired nearly anywhere for negligible IC cost.

Dross weapons may do no more than SINGLE damage. A dross sword, for example, is cheap, knackered and not sharp enough to do greater damage. Dross weapons may not have other kinds of damage call attached to them. E.g. a dross weapon may not be used to call THROUGH or SUBDUAL damage, nor may it have blade venom applied to it or miracles channelled through it.

Dross armour is thin or worn out and provides no protection. The same applies to dross shields.

Other dross equipment is of mundane quality and has no special qualities. For example, a dross tankard is a tankard, nothing more, nothing less.

Normal equipment is referred to as “Crafted”. It costs IC money to obtain and is of standard quality. Crafted armour provides normal protection. Crafted weapons can be wielded to do any damage call the user is capable of.

There are two advanced qualities of equipment: mastercrafted and flawless. A mastercrafted or flawless item is required for certain spell or miracle effects.

A Mastercrafted item will resist one attempt at magical destruction per event.

A Flawless item gains all the benefits of a Mastercrafted item, but also takes double duration from beneficial effects placed upon it, such as spells and miracles.

Special Equipment

Many items in the TT system have special powers, and often come with expiry dates. For example a “Blade of Mewlips’ Bane” might be a Flawless 42″ that “deals +1 degree of damage to mewlips” and contain the additional text “Expiry: End Epiphany 2020”. When such an item reaches its expiration date, in this case the end of Epiphany Term 2020, all special properties are lost. This does not affect materials or the properties derived from those materials. Some fluff-only aspects of the item may be preserved at ref discretion, for example the text “The hilt of this sword is wrapped in mewlipscale”.

Special item lammies with expiry dates may occasionally follow different instructions at the discretion of the refs. These will be written on the lammy (e.g. “Disintegrates completely upon expiry.”).

Money

The IC currency of the setting is the ‘Schilling’, represented by metal coins and paper notes.

With the advent of Gateways the schilling has become widly used throughout the world.

Characters receive a weekly stipend of 10 Schillings per week, which represents their earnings or money sent from home, etc.

All characters begin with 100 Schillings, which may be spent on equipment before entering play.

The Schilling is the dominant IC currency of the Treasure Trap world. For people who deal with large values, it is typical to deal in schillings.

A mark is 10 schillings. A pfeck is 50 schillings. A sovereign is 100 schillings.

One Mark (10 Sch.) is roughly the amount of money required to feed a family of 4 for a week. Typically, a family of labourers will receive 10 sch a week. Characters receive a stipend of 10 Sch. per week. The form this income takes is up to the player, but it is not possible to affect this stipend through background or IC action.

Starting characters receive 100 Schillings. You can spend as much or as little of this sum as you like before play on lammied equipment which the character will start with. You must have an appropriate physrep for each item lammy that you wish to use.

Evaluate Lore Sheet

Weapons and Armour

Weapon phys-reps may have an out-of-character length different to their lammied length, e.g. a 36″ lammy may be attached to a weapon phys-rep which is between 31″ and 39″. References to weapon lengths in the rules refer to the length on the lammy rather than the length of the phys-rep. For safety reasons, only weapon phys-reps that the Armourer has declared may be wielded and used to parry with one-hand may be used in this way.

  • 18″ Weapon (Length 6″ – 21″) ~ 18 Schillings
  • 24″ Weapon (Length 22″ – 30″) ~ 24 Schillings
  • 36″ Weapon (Length 31″ – 39″) ~ 36 Schillings
  • 42″ Weapon (Length 40″ – 47″) ~ 42 Schillings
  • 60″ Weapon (Length 48″ – 65″) ~ 60 Schillings
  • 72″ Weapon (Length 65″+) ~ 72 Schillings
  • Bow or Crossbow ~ 96 Schillings
  • Light Thrown Weapon ~ 12 Schillings
  • Heavy Thrown Weapon ~ 18 Schillings
  • Small Shield 24″ ~ 24 Schillings
  • Large Shield 48″ ~ 60 Schillings
  • 1 pt armour/location ~ 12 Schillings
  • 2 pt armour/location ~ 48 Schillings
  • 3 pt armour/location ~ 108 Schillings
  • 4 pt armour/location ~ 192 Schillings

Other Goods

  • Cost of Weapons/Armour = (basic cost) x (material modifier) x (quality modifier)
  • Cost of Goods = (units (#)) x (material modifier) x (quality modifier)
  • Locks for doors = 20 schillings
  • Stabilising Salt = 3-5 sch per unit. Price may vary.
  • Elemental Metal = 25 sch per unit. Price may vary.

Modifiers

Quality Modifier

(applies to both weapons & armour and goods)

  • Crafted/Fine: x 1
  • Mastercrafted: x 1.5
  • Flawless: x 5

It is unusual for NPC smiths to be able (or willing) to craft Mastercrafted or Flawless items for you to purchase in downtime.

Material Modifiers

  • Silver: x 5
  • Gold: x3
  • Elemental Metal: x25

So for instance:

  • a mastercrafted (x1.5) silver (x5) longsword (#42) is worth 42 x 1.5 x 5 = 315 sch.
  • #12 of flawless (x5) gemstone is worth 12 x 5 = 60 sch.

Swords made of a specific material deal damage of that material type (e.g. SILVER, FLAMING), which cannot be suppressed unless the wielder calls SUBDUE instead.