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It is not possible to list every item that might be involved in a game the GM will have to come up with costs of most Items but the items listed here should help set guidelines.
Currencies.
There are three major currencies. The Circle Pound, the Undercity Credit and the Elvin Dartood
The Circle Pound (L.s.d): The currency of the southern continent is measured in pounds of silver. A pound(L) is divided into 20 shillings(s), each shilling into 12 pence(d) 1pound=20shillings=240pence.
Pound coins are made of gold, a Shilling of silver and Pence are either smaller silver coins with the lesser denominations made of copper. Notes are issued but are only recognised in larger Circle controlled cities.
Credits ($): the standard currency of the UnderCities. This consists of paper money and coins with its value 'backed' by the Undercity. Outside the UnderCities and their shanty towns the credit is worthless only certain places accept them mainly the Twin cities, Gauntlet's Gate and Hangman. Stating that the credit is a paper money is not strictly correct it is actually made from sheets of plastic, with a transparent section containing a hologram instead of a traditional papers note's water mark. In the south credits are worthless and proof that you have had dealings with the demon 'UnderCities'
Elvin Darrtroo(DT): The Darrtroo as they are know to the elves are not accepted readily anywhere other than Elvin territory. These coins are made from an aluminium alloy, a metal unavailable to the other races of the olde world, making olde world counterfeiting impossible. The elves smelt this metal magically, they abhor technology almost as much as they do the Dark Elves.The Elvin nations back the DT stating its worth, much like the Credit. To the elves they are worth a shilling. Only political pressure allows the elves to spend DT at the worth of a shilling to the human Gentry, to the peasant it's worth is similar to that of pence, the weight being roughly equivalent to a similar amount in pence.
All silver, precious metals and stones must be inspected by the Circle for it to be traded on the southern continent. The Circle takes a percentage to 'value'; provide a certificate and magical watermark (10-20%). The mines of the south are nearly dry and are difficult to mine and unfortunately the most readily available sources are in Demonground, as such the Circle must ensure that no demon-magic residue remains on the metals. Circle 'marked'coins 'sing' when spun, emitting a pleasant tone.
Different places value each currency differently. The Undercity Credit is worthless away from the Undercities. The Elven Dartrood is worth a penny away from elven lands. Gold and silver have worth in all lands but only in the southern continent is their worth consistent, so long as it has the appropriate circle paper work. Silver is of little value when your out of gas and bargaining with the Crone for your soul.
Undercities distrust magic, Circle enchanted currency or metals are considered illegal within Undercities. In most instances exchange between currencies is impossible. Places like The Twin cities, Hangman, and the shanty towns have money sellers that will exchange currencies but the exchange rate changes day to day, place to place.
In a fair world 20 credits exchanges for 1 shilling. In general depending on location; 50credits will buy one shilling but generally 1 shilling will buy only 1credit. The exchange rates are never fair.
| Tech Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| Era | Primitive | Steel | Renaissance | Industrial | Electronic | Computer | Bio-mechnical | Genetic | Banned Tech | Pre-fall |
| Example | Spear | Sword | Oil Lantern | Typewriter | Television | Mobile phones | Bionics | Replicants | Nano Technology | Powered Armour |
All equipment prices vary according to location, quality, value for money and lots of other factors all up to the GM. Items common to the old world are often rare in the great Cities and vice-versa.
Lodgings: Inns, hotels, saloons, there are many places to spend the night prices vary but 1 Shilling ($20) will get a room and a simple meal for the night. However more expensive accommodations could be ten times or more expensive.
Magic: Magic is expensive. Simple enchanted gems start at 50s. Complicated magics much much more (1000+s). Spell casting starts at the component cost and go up.
Fall Technology: Left over from the Fall mostly military equipement left over from the violence of the Fall. Only the Dark Elves have ready access to these Items and they would never give them to an outsider. Sometimes this sort of equipment is scavenged from Demonground and becomes available on the open market . Prices start at 10,000s/$10,000 for the simplest of pistols and up for anything more complex. see Fall Tech
Rec: Recovery, this is the penalty to further actions in the same round after the attack. Be warned rolling over by more than double is a fumble. (eg needing an 8 and rolling a 16)
W'DAM : Weapon Damage, the base bonus to damage.
Type : special effects of the weapon.
Firearms : Listed are typical weapons that use these ammunitions. Weapons with higher capacity or better Rec will be more expensive and have higher Tech etc.
Strength : Firearms do not add strength to damage. Bow/Crossbows and thrown weapons may include strength to damage within 'Room' range however the weapon must be suitable for the strength of the user.
Range : Firearms use the magic range charts. Range may be extended by one stage at a penalty of -4, two stages at -8. 'Full Auto' reduces range by one stage. Taking an extra round for an unrushed Aimed shot gives a +4 bonus.
Typically pistols have a 'room' range. (Room +0, House-4, Block-8) Full auto pistols must be at 'touch' or aimed to not recieve a -4 penalty.
Unrushed Aimed shots at unaware targets double damage and might allow choice of location depending on range and opportunity.
| Melee Weapons | Range | Rec | W'DAM | Type | Cap | Cost | Tech | Notes |
| Baseball Bat/Club | - | 4 | +4 | - | $30/1s | 4/1 | - | |
| Battle Axe | - | 8 | +12 | Shock | - | $500/7s | 2 | - |
| Blackjack/Sap | - | 3 | 0 | Shock+2 | - | $50/4 | 2 | - |
| Axe, Fire | - | 7 | +10 | - | $50/4 | 2 | - | |
| Chainsaw | - | 14 | +17 | Shock-2 | $259-N/a | 5 | - | |
| Knife | - | 2 | +1 | $15/1s | 2 | - | ||
| Dagger | - | 2 | +2 | - | $40/3s | 2 | - | |
| Hand Axe | - | 3 | +4 | - | $100/4s | 1 | - | |
| Military Pick | - | 6 | +7 | -1Armour | - | $100/6s | 2 | - |
| Spear | House | 3 | +7 | - | $30/3s | 1 | - | |
| War/Sledge Hammer | - | 8 | +8 | Shock | - | $500/5s | 2 | - |
| Sword, two handed | - | 7 | +11 | Shock | - | $750/15s | 2 | - |
| Sword, Bastard | - | 6 | +9 | Shock | - | $700/14s | 2 | - |
| Sword, Broad | - | 5 | +7 | - | $600/12s | 2 | - | |
| Sword, Long | - | 4 | +7 | - | $500/10s | 2 | - | |
| Sword, Short | - | 3 | +5 | - | $350/7s | 2 | - | |
| Katana | - | 4 | +8 | - | $1000/20s | 3 | - | |
| Wakasashi | - | 3 | +6 | - | $800/16s | 3 | - | |
| Knuckle Duster | - | 3/2 | +0 | Shock | - | $20/1s | 2 | See below for REC |
| Unarmed combat | - | 3 | +0 | - | -/- | 0 | - | |
| Martial Arts | - | 2 | +0 | - | ? | 2 | - | |
| Missile Weapons | Range | Rec | W'DAM | Type | Cap | Cost | Tech | Notes |
| Bow, long | Block | 4 | +5 | - | $650/40s | 2 | ||
| Bow, Short | House | 3 | +4 | - | $500/25s | 2 | ||
| Crossbow | House | 3/8 | +3 | - | 30s | 3 | ||
| Heavy Crossbow | House | 4/9 | +5 | - | 50s | 3 | ||
| Sling | House | 6 | +1 | - | $10/1s | 1 | ||
| Grenade | Room | 6 | +22 | Shock | - | $250 | 4 | Area of Effect |
| Pistol | Range | Rec | W'DAM | Type | Cap | Cost | Tech | Notes |
| .22 Short | Room | 2 | +8 | 6 | $200 | 4 | ||
| .22 Long | Room | 2 | +9 | 6 | $250 | 4 | ||
| .32ACP | Room | 3 | +9 | 6 | $300 | 5 | ||
| Flint Lock pistol | Room | 4/13 | +10 | Shock | 1 | 150s | 3 | |
| 9mm | Room | 3 | +11 | Shock | 13 | $350 | 4 | |
| .357 Magnum | Room | 4 | +14 | Shock | 6 | $350 | 4 | |
| .38 special | Room | 4 | +13 | Shock | 5 | $300 | 4 | |
| .40 S&W | Room | 4 | +12 | Shock | 10 | $400 | 5 | |
| .44 magnum | House | 5 | +18 | Shock | 6 | $450 | 4 | |
| .45 ACP | Room | 4 | +13 | Shock | 7 | $300 | 5 | |
| .45 colt | House | 5-7 | +16 | Shock | 6 | $200 | 4 | 5 Rec for fanning the Hammer 7 for not |
| Rifle etc. | Block | Rec | W'DAM | Type | Cap | Cost | Tech | Notes |
| .50 Machine gun | Block | 8 | +33 | Shock | 100+ | $4000 | 5 | |
| .50 sniper rifle | Villiage | 3 | +33 | Shock | 11 | $4000 | 6 | |
| Shotgun, Double Barrel | Room/House | 5/11 | 18/13 | Shock-2 | 2 | $300 | 4 | 11 REC fire both or fire & reload. |
| 12 Gauge Pump Action | Room/House | 6 | 18/13 | Shock-2 | 6 | $500 | 4 | DAM:short/medium+ range |
| .30-06 Winchester 1894 | Block | 4 | 16 | Shock | 6 | $350 | 4 | |
| Flintlock Rifle | House | 5/14 | +13 | Shock | 1 | 200s | 3 | |
| Assault Rifle 7.62 NATO | Block | 4/9 | 18 | Shock | 30 | $2000 | 5 | REC : Single Shot/Long Burst |
| Assault Rifle 7.62 Soviet | Block | 3/8 | 12 | Shock | 30 | $800 | 4 | |
| Assault Rifle 5.56 | Block | 3/7 | 13 | Shock | 30 | $1200 | 5 |
Armour reduces damage. It tends to be bulky and restricts movement so can also give the wearer a Reflex penalty. Head gear can also also limit vision and hearing.
Round left over 1/2 penalties down. All Athletic penalties are cumulative. Helmets and head gear reduces Awareness as well as athletics.
| Armour | Athletics Penalty | Location | Protection | Cost | Notes | Tech |
| Leather Tunic/Jacket | - | Arms & Torso | 1 | 20s | - | 2 |
| Leather vest | - | torso | 1 | 15s | - | 2 |
| Leather pants | - | Legs | 1 | 10s | - | 2 |
| Skullcap open face & ears | 0 | Head | 1** | 1s | - | 2 |
| Helmet Basic (part of face) | -1/2 Awareness/Athletics | Head | 1 | 3s | 2 | |
| Helmet Metal (covers face) | -1 Awareness/Athletics | Head | 2 | 10s | 3 | |
| Chain Shirt | -1.5 | Torso & Arms | 2 | 100s | 3 | |
| Chain Leggings | -1 | Legs | 2 | 50s | 3 | |
| Chain Shirt, Leggings & Helmet |
-3.5 | All | 2 | 150s/$1250 | Combination of above | 3 |
| Helmet Heavy full face | -1.5 | head | 3 | 30s | 4 | |
| breast plate | -1.5 | Torso | 3 | 130s | 4 | |
| Gauntlets, Arm & Breast plates | -2 | Torso & Arms | 3 | 200s | 4 | |
| Greaves & Cuisse plates | -1.5 | Legs | 3 | 100s | 4 | |
| Plate Mail Suit |
-4.5 | All | 3 | 300s/$2500 | Combination of above. | 4 |
| Articulated Plate (suit) | -3.5 | All | 3 | 5000s/$10,000 | Custom Built suit of Armour |
5 |
| Flak Jacket | Torso & Arms | 1 | - | - | 6 | |
| Flak Pants | Legs | 1 | - | - | 6 | |
| Light helmet | -1/2 | Head | 1 | - | - | 6 |
| Heavy Flak Jacket | -1/2 | - | 2 | - | - | 6 |
| Heavy Flak Pants | -1/2 | - | 2 | - | - | 6 |
| Medium Helmet | -1 | - | 2 | - | 6 | |
| Upper body armour Carapace | -1 | Torso & Arms | 3 | - | - | 7 |
| Leg Armour Carapace | -1 | Legs | 3 | - | - | 7 |
| Heavy Helmet | -2 | Head | 3 | - | - | 7 |
| Carapace body armour | -1 | Torso | 3 | - | - | 7 |
**-Some Armours are only effective some of the time. If the hit location roll is 'Odd' (1,3,5 etc) the armour applies, 'Even' (2,4,6 etc) it bypasses the Armour.