Equipment and Economy: The Art of Being Poor

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.

Basic Weapons Dagger: 1gc | Damage: SB+2 Club: 3d | Damage: SB+2 Staff: 3s | Damage: SB Improvised: Free | Damage: SB-2 Knuckledusters: 1s | Damage: SB * SB = Strength Bonus Common Weapons Sword: 10gc | Damage: SB+4 Axe: 5gc | Damage: SB+4 Mace: 7gc | Damage: SB+3 Spear: 5gc | Damage: SB+3 Halberd: 15gc | Damage: SB+4 Qualities: Various Ranged Weapons Sling: 2s | Damage: 4 | Range: 50 Bow: 7gc | Damage: 8 | Range: 100 Crossbow: 20gc | Damage: 10 | Range: 100 Throwing Knife: 10d | Damage: SB+2 | Range: 10 Rock: Free | Damage: SB-4 | Range: 10 Ammo costs extra! Exotic/Illegal Pistol: 60gc | Damage: 11 | Unreliable Blunderbuss: 90gc | Damage: 10 | Blast Repeater Crossbow: 100gc | Fast Incendiary: 50gc | Sets fires Poison: 1-10gc | +Damage Possession may be illegal! Weapon Qualities • Fast: +10 to hit | • Slow: -10 to hit | • Defensive: +10 to parry • Impact: Ignores 1 armor | • Precise: +1 critical damage | • Pummel: Stun on crit • Unreliable: Jams on 88+ | • Blast: Hits multiple targets | • Entangle: Traps enemy • Two-Handed: Requires both hands | • Reach: Attack from second rank Starting Reality Check Your rat catcher starts with a "small but vicious dog" - that's your best weapon!

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?

Item Availability by Location Item Type Village Town City Common goods Common Common Common Simple weapons Scarce Common Common Martial weapons Rare Scarce Common Armor Rare Scarce Scarce Firearms Exotic Rare Scarce Magic items Never Exotic Rare Common: Easy to find | Scarce: -20 to find | Rare: -40 to find | Exotic: Special circumstances only

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:

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:

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:

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:

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