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.
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
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 around 5-7 points before struggling.
Encumbrance Examples (rough guide; the Rulebook lists exact Enc):
- Weapon: usually about 1 point (big two-handers weigh more)
- Leather armor: light
- Mail armor: heavy
- Plate armor: heavier still
- Shield: a point or more
- Backpack of gear: it adds up fast
- Coins: a big sack of pennies is heavy; this is why people love gold crowns
Penalties: Go over your limit and you slow down and get clumsier (Movement and Agility suffer); go far over and you can barely move.
Making Money: Career Income
Earning During Downtime:
4e handles this with the Income Endeavour between adventures: your career's Status decides what you earn.
- Brass tier: paid in brass pennies
- Silver tier: paid in silver shillings
- Gold tier: paid in gold crowns
Example: A Silver-tier Rat Catcher earns a handful of shillings for their trouble. A Brass-tier beggar earns pennies, if that.
Black Market: When Legal Won't Cut It
Finding Illegal Goods (this guide's suggestions):
- 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: 23 brass pennies (a Rat Hunter is Brass 2, so he rolled 4d10)
Prices below are illustrative; your GM's market will differ.
Shopping list:
- Leather jack (armor): more shillings than he owns - "Maybe next year..."
- Sword: crowns - "In my dreams..."
- Healing draught: several shillings - "Too expensive!"
- Bandages: 3d - "I'll take two sets" (6d)
- Week's rations: 1s - "I'll eat what the dog eats"
- Rope: 1s - "I'll borrow one"
- Torch x5: 10d - "For the sewers"
Total spent: 6d + 10d = 16d
Remaining: 7 pennies (enough for a couple of ales 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