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Gear - Overview

You can't survive on the Continent, much less earn a living, unless you equip yourself.  

On the Road

It's more than likely that you spend most of your time on the road and only stop off ins cities to resupply, meet up with contacts and friends, and maybe get a night on a nice bed with some warm company. This is because you'll more than likely spend your time running from the war or searching for enough work to stay alive. This means you carry enough to survive on the road. As a typical traveler, you should consider buying:
  • A satchel
  • A bedroll
  • A lantern
  • Food for a week or so
  • A dagger
  • Flint & steel
  • 20m of rope (just in case)
  • A weapon of some kind
Plenty of other things could come in handy, but you want to travel light. This lets you move quicker and makes you less of a target.  

Wartime

At the moment the world is at war. Or at least, the part of the world that you live in. This means a few things have changed. First off, get ready to pay out big for anything you want. Sadly, with the world awash in blood and resources highly prized by both sides of the conflict, a little inflation has occurred and prices on normally cheap goods have skyrocketed. Many people even turn to theft and crime just to get food for themselves or their family.
Secondly, and to your advantage, with soldiers from all over coming to the front and dying for their countries or masters, gear from all over the world is showing up for sale. With the deaths of 15 or 20 Gemmerians in Aedirn, suddenly Gemmerian swords are on the market. A Nilfgaardian vessel takes a Skellige pirate vessel, and now you can get Skelliger krigsverds in Maecht.  

Elderfolk Items

Elderfolk have always made the best weapons and armor in the land. Dwarves make the best steel, elves forge the best weapons, and gnomes put them both to shame with the fine detail work and skill at finishing a blade or suit of armor, optimizing the best qualities and minimizing flaws. Unfortunately, with the crusade against non-humans, such gear has become very rare.  

Getting Coin

Each profession can expect different pay. This coin, and the goods you buy with it, are in addition to the gear picked when you chose your Profession.
Profession - Crowns - Average
  • Bard - 120 x 2d6 - 840
  • Craftsman - 120 x 2d6 - 840
  • Criminal - 100 x 2d6 - 700
  • Doctor - 150 x 2d6 - 1050
  • Druid - 75 x 2d6 - 525
  • Mage - 200 x 2d6 - 1400
  • Man At Arms - 150 x 2d6 - 1050
  • Merchant - 180 x 2d6 - 1260
  • Noble - 200 x 2d6 - 1400
  • Priest - 75 x 2d6 - 525
  • Witcher* - 50 x 2d6 - 350
*NOTE: Witchers may select their school's gear as starting equipment, in which case they only receive 10 x 1d6 Crowns.

Currency

Currency in the Witcher world is split up based on region, but most merchants recognize and accept the Redanian Crown. While there may be many other regional currencies you encounter, there are five main currencies you will encounter.
  • Kaedweni Ducat - 1/3 Crown
  • Temerian Oren - 1 Crown
  • Hengfors Lintat - 2 Crowns
  • Nilfgaardian Floren - 3 Crowns
  • Koviri Bizant - 4 Crowns

Selling Goods

The prices listed represent the inflated wartime price of goods. This is the price you will be buying items for. If you want to sell goods on the market, the base price you can get for the item is half the listed price. This can be haggled up by using a Business skill against the merchant's Resist Coercion (or a DC set by the GM).
Success - % of Market Price
  • At DC - 100%
  • 4 Above - 125%
  • 6 Above - 150%
  • 8 Above - 175%
  • 10 Above - 200%

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Articles under Gear - Overview


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