The Currency of Misery: Understanding Old World Money
In the Old World, money is scarce, dirty, and usually someone else's. The currency system reflects a world where most people barter chickens for bread and consider a silver coin a fortune. Think of it as medieval economics, but with more despair and fewer teeth.
graph TD
A[Old World Currency] --> B[Gold Crown 'gc']
A --> C[Silver Shilling 's']
A --> D[Brass Penny 'd']
B --> E[1 gc = 20s]
C --> F[1s = 12d]
E --> G[1 gc = 240d]
G --> H[Most people never see gold]
F --> I[Average daily wage: 10-20d]
I --> J[Yes, you're that poor]
The Poverty Scale: How Broke Are You?
Weapons: Tools for Survival
Weapons in WFRP range from "sharp stick" to "slightly sharper stick with metal bit." Most starting characters can't afford proper weapons, leading to creative solutions like "borrowed" tools and "found" objects.
Armor: Between You and Death
Essential Gear: Survival Equipment
graph LR
A[Essential Gear] --> B[Survival]
A --> C[Professional]
A --> D[Combat]
A --> E[Social]
B --> F[Rope, Rations, Waterskin]
C --> G[Tools of Trade]
D --> H[Bandages, Healing Draught]
E --> I[Decent Clothes, Perfume]
F --> J[Never leave town without]
G --> K[Required for career]
H --> L[Because you WILL bleed]
I --> M[For not being killed on sight]
The Shopping Experience: Medieval Misery
Availability: Can You Even Find It?
Encumbrance: Why You Can't Carry Everything
Encumbrance in WFRP is realistic, which means it's annoying. Your Strength Bonus + Toughness Bonus = how many Encumbrance Points you can carry before penalties. Most characters can manage 5-7 points before struggling.
Encumbrance Examples:
Weapon: 1 point (2 for two-handed)
Leather armor: 2 points
Mail armor: 4 points
Plate armor: 6 points
Shield: 2 points
Backpack of gear: 2-4 points
Coins (1000): 1 point
Penalties: -10 to Agility tests per point over limit, -1 Movement at 2x limit
Making Money: Career Income
Earning During Downtime:
Roll 1d10 + Career Level + relevant skill:
0-5: Disaster! Lose 1d10 pennies
6-10: Break even, earn nothing
11-15: Earn Career Level x 10 pennies
16-20: Earn Career Level x 20 pennies
21+: Earn Career Level x 30 pennies + opportunity
Example: A Silver-tier Rat Catcher (level 2) rolling 15 earns 40 pennies for a week's work.
Black Market: When Legal Won't Cut It
Finding Illegal Goods:
Poisons: 2x listed price, Gossip test at -20
Stolen goods: 50% price, risk of arrest
Forbidden books: 10x price, Corruption risk
Warpstone: Don't. Just don't.
Corpses: Why are you shopping for corpses?
Risks: Failed tests mean Witch Hunters, City Watch, or worse...
Realistic Shopping Example
Gottfried Goes Shopping:
Starting funds: 3 silver, 8 pennies (38d total)
Shopping list:
Leather jack (armor): 12gc - "Maybe next year..."
Sword: 10gc - "In my dreams..."
Healing draught: 5s - "Too expensive!"
Bandages: 3d - "I'll take two sets"
Week's rations: 1s 5d - "Essential"
Rope: 1s - "Always useful"
Torch x5: 10d - "For the sewers"
Total spent: 3s 4d
Remaining: 4 pennies (enough for one ale to cry into)
"I used to dream of owning a sword. Now I dream of affording boots without holes.
It's good to have realistic goals."
- Werner the Adequately Armed, former Beggar