Provisions

The accoutrements of adventuring in our mediaeval world include a wide variety of materiel. Procuring this materiel requires something of value to trade for it. Though not necessarily historically accurate BtM uses a relatively fixed monetary system. The tables that follow detail costs, weights, and where applicable combat values for the equipment of adventure.

Money

Referees and scenario authors are certainly free to create their own systems for determining value and costs of materiel. However, for the initial outfitting of a new character the BtM system will allow for fair value and equal distribution of materiel. Later on, the challenge of replacing a lost sword in a foreign land with only a few pence of the local "coin of the realm" can add local color to an otherwise routine task.

Prices

The value ascribed to all items in these lists is subject to availability. The prices listed are average for a small city with an active artisan community capable of making the item. Communities that must rely on trade to acquire a particular item will generally find the cost of that item will be somewhat higher. Similarly, a large city with a significantly specialized workforce may find the items manufactured there are available at a lower cost. Finally, specialized or custom variations of any of the items listed will often cost two to three times that listed for the "everyday" versions.

Weapons

These tables include the combat capabilities of the weapons available to most characters in addition to the usual prices and weights. These values reflect the common or "military" grade liberated from local stores. Better and superior weapons will cost two and four times the listed price respectively, where available. Specific advantages of a particular improved weapon must be worked out with your referee, but would typically include +1-5% to hit (sharpness) and/or reduction in the break probability (strength) and may even include improved weapon speed (material). Referees are encouraged to enforce "local" laws governing the appropriateness of heavy or "chivalric" weapons in the hands of those of lower social status.

Armor

This table is organized by the protection value (Armor Class) of the body armor available. This is military grade equipment, improvised or old/inferior equipment is widely available at significant discount (up to 50%). Inferior equipment will generally protect as effectively as military grade, except that all attacks against it gain an additional 10% critical hit percentage implemented by adding x7 to the list of "location" rolls that will cause a critical hit. Superior equipment will not improve protection to the wearer by any significant margin, but refers to decorative or stylistic improvements at appropriate cost increases due to materials and workmanship.

Helms

This table is organized by the protection value (Helm Class or Fatigue Point Absorption) of the headgear available. This is military grade equipment, inferior equipment will simply have it's protection value reduced appropriately. Superior equipment refers to decorative improvements as for Armor above.

Shields

This table is organized by shield defensive ability (Shield Class) of the shielding equipment. The lower classes (1-5) are reserved for improvised shields or weapons that have a shielding effect when used in battle (pole weapons mostly). The prices and weights for the lower classes are therefor listed with the equipment. The "true" shields listed (class 6-10 and the armored gauntlet: 4) include appropriate values for military grade equipment. Inferior equipment will protect equally, but will be subject to greater incidence of breakage. Superior equipment generally refers to decorative improvements as for Armor above.

 

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updated on:   11 Feb 1999