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2013-11-20, 10:20 PM (ISO 8601)
- Join Date
- Jun 2012
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Equipment for the New World [Crossroads][Pathfinder]
The Setting: Crossroads: The New World
The Year: 1750 A.D. (or 己巳年 (Earth Snake) 4446, or 13 Grass 1 Flower, or Long Count Date 12.6.13.3.12, depending on your point of view)
The Place: The continent of North Vespuccia (or Fúsāng, or Turtle Island, or Novokamchatka, depending on your point of view)
As always, we are looking for feedback, so please feel free to comment, make suggestions, and offer constructive criticism with regards to the stats we've selected here.
A note on prices: Currencies vary from place to place in Vespuccia, and can include coins, paper notes, cocoa beans, precious metals, furs, blankets, shells, and belts of wampum. As such, there is no universal currency that can be used the way GP are in typical D&D. As such, prices of various items are measured in Value Points (1 VP = 1 GP). You can trade items for any number of items of equal or lesser value, or currency totaling equal or lesser value. You can attempt to get a better deal, upselling the items you're offering, by making a bluff check opposed by the opponent's sense motive check. If you succeed, you may trade as though your offer was worth 10% more VP. If you fail, however, all your items are treated as though they were worth 90% of their actual value for this transaction.Last edited by SuperDave; 2014-06-11 at 04:38 PM.
My Homebrew Projects
Crossroads: The New World - Tribes, colonists, trade confederacies, and empires both new and old collide in an alt-history North America, circa 1750 A.D. (On the road to publication!)
Author of Motor City Breakdown, Co-Author & Accuracy Consultant for Ashes of the Motor City
Major Contributor, Tenebrous Seas Wiki
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2013-11-20, 10:23 PM (ISO 8601)
- Join Date
- Jun 2012
- Location
- Kalamazoo, Michigan
- Gender
Re: Equipment for the New World [Under Construction]
Mundane Equipment
Adventuring Gear
Spoiler
Name Price Weight Special air-bladder 0.1 vp ½ lb. bear trap 2 vp 10 lbs. bell 1 vp — blubber 2 vp — +2 to Fort saves against frostbite camouflage outfit 50 vp 5 lbs. +2 circumstance bonus on Hide checks caving helmet 15 vp 3 lbs. attached oil lamp provides 5 ft. of bright illumination (and 10 ft. shadowy) for 6 hours. compass 10 vp ½ lb. conch trumpet — 2 lb. see text horn, powder 3 vp 1 lb. contains ? charges of gunpowder glue, animal 0.5 vp ½ lb. map 50 vp 2 lbs. price varies with quality mirror, small steel 10 vp ½ lb. useful for signaling with flashes of light moccasins 20 vp 1 lb. +2 to (silent) Stealth and Survival checks, adds 2 to DC of Track attempts against you mukluks 5 vp 2 lbs. +3 to Fort saves against frostbite parka +5 to Fort saves against frostbite poncho 0.5 vp 2 lbs. waterproof rope, hempen (50 ft.) 1 vp 10 lbs. rope, silk (50 ft.) 10 vp 5 lbs. rope, spider's silk (50 ft.) 100 vp 4 lbs. sextant 500 vp 2 lbs. spyglass 1,000 vp 1 lb. +10 to long-distance visual Perception checks snowshoes 5 vp 4 lbs. reduce movement penalties from snow or marshy ground by 50% star charts 200 vp ½ lb. string or twine (50 ft.) 0.01 vp ½ lb. tipi (18 ft.) 20 gp 60 lbs. whistle, signal 0.8 vp — whistle, silent 0.9 vp —
Alchemical Items
Spoiler
Name Craft DC Price Weight Special antitoxin (vial) 25 50 vp — +5 alchemical bonus on Fort saves vs. poison for 1 hr. bachelor snuff — 1 vp — Makes male humanoids temporarily infertile. black drink 6× the caffeine of coffee black powder insect repellent 20 vp matchcord (2 ft.) 0.02 vp —
Accessories, Apparel, & Jewelry
Spoiler
Name Price Weight Special belt, wampum 50 vp hat, coonskin 0.5 vp hat, touque 0.5 vp hat, tricorn directs water away from the face headdress, feathered 40 vp 3 lbs. +3 on Intimidate checks against Natives of lower status outfit, artisan's 1 gp 4 lbs. outfit, cold-weather outfit, dandy's 30 vp 6 lbs. outfit, doctor's 150 gp 6 lbs. outfit, mountebank's 3 vp 4 lbs. outfit, explorer's 10 gp 8 lbs. outfit, hot-weather 8 vp 4 lbs. outfit, hunter's includes coonskin cap outfit, merchant's 75 vp 10 lbs. outfit, martial artist's 5 vp 2 lbs. outfit, pickpocket's 5 vp 3 lbs. outfit, scholar's 5 vp 6 lbs. outfit, slave's 0.1 vp 2 lbs. outfit, soldier's uniform 1 vp 5 lbs. outfit, traveler's 1 vp 5 lbs. outfit, voyageur's periwig, powdered 50 vp +3 to Intimidate checks against Europeans of lower status robe, feather +5 to Intimidate checks against Natives of lower status robe, silk +6 to Intimidate checks against Chinese or Europeans of lower status robe, spider-silk +8 to Intimidate checks against persons of lower status spectacles 5 vp — +2 Perception (fine details) swarmsuit 20 vp 10 lbs. see text tear-away clothing +5 gp varies see text
Armor & Shields
SpoilerName Price Armor/Shield Bonus Max Dex Bonus Armor Check Penalty Arcane Spell Failure Chance Speed (30 ft./20 ft.) Weight Special chimalli (wooden featherwork shield) 3 vp +1 — -1 5% —/— 5 lbs. cuacalalatli (hardwood war-helmet) 40 vp hide armor 15 vp +4 +4 -3 20% 20 ft./15 ft. 25 lbs. ichcahuipilli (quilted cotton armor) 100 vp +1 +8 0 10% 30 ft./20 ft. 15 lbs. DR 3/— against small piercing weapons pipe-bone breastplate 30 ft./20 ft. scute armor 850 vp 30 ft./20 ft. 20 lbs. +4 alchemical bonus to Fort saves vs. poison tlahuiztli (feathered war-suit) 150 vp +10 on Intimidate checks wooden armor 20 vp +3 +3 -1 15% 30 ft./20 ft. 25 lbs. slightly buoyant; no Swim penalty
Flavor Treasure
Spoiler
Name Price Weight Special antler, megaloceros box, bentwood 50 vp 5 lbs. box, lacquered 10 vp box, mahogany 60 vp box, porcupine quill 40 vp horn, narwhal fine ivory carving, Tuniit 50 vp ½ lb. mask, shaman’s (broken) moulted snakeskin, two-headed peace-pipe adorned with rare feathers scrimshaw, fine 30 vp 1 lb. ship-in-a-bottle tea set, lacquered 30 vp tea set, porcelain 45 vp tomahawk-pipe 30 vp +2 to Diplomacy checks when smoked wampum necklace 70 vp white buffalo robe xocolotl-drinking cups, matched pair
Materials
SpoilerSubstance HP/inch Hardness Weight Cost Add magic enhancement Effect bone (incl. antler, horn, ivory, and shell) 5 –2 on damage rolls (min. 1) brass bronze 9 unchanged unchanged bronzewood darkwood 10 5 +10 vp per pound iron, cast iron, cold 30 10 ×2 normal +2,000 vp Harmful to fey, demons, and devils iron, forged iron, sky ironwood as strong, heavy, and resistant to fire as steel obsidian ¾ normal ½ normal fragile; critical increases to 18-20/×3 steel stone (incl. flint) ½ hardness of base item ¾ normal ¼ normal whale sinew 3 1 2 vp/lb. deteriorates over time in water
Poisons
Spoiler
*invasive species, not native to the New WorldName Type Fort DC Onset Frequency Effect Cure Price arsenic ingested 13 10 min. 1/min. for 4 min. 1d2 Con 1 save 120 angel's trumpets belladonna (deadly nightshade) ingested 14 10 min. 1/min. for 6 min. 1d2 Str, see text 1 save 100 berries, doll’s eyes ingested berries, English yew* ingested berries, holly ingested berries, mistletoe ingested jimson weed moonseeds narcissus* oleander* poison oak (slight exposure) contact 13 1 hour 1d4 Dex, sickened 1 save - poison oak (severe exposure) contact or inhaled 16 1 hour 1/hour 2d4 Dex and 1d4 Con; 1 Con 1 save - purple loosestrife* ingested puffer-fish skin, powdered inhaled snakeroot ingested toadstool, striped ingested 11 10 minutes 1/minute for 4 minutes 1d3 Wis damage and 1 Int damage 1 save venom, black widow injury venom, brown recluse spider injury venom, copperhead injury venom, cottonmouth injury venom, giant wasp injury 18 1/round for 6 rounds 1d2 Dex damage 1 save venom, gila monster injury venom, large scorpion injury 18 1/round for 6 rounds 1d2 Str damage 1 save venom, medium spider injury 14 1/round for 4 rounds 1d2 Str damage 1 save venom, rattlesnake injury venom, scorpion injury venom, small centipede injury 11 1/round for 4 rounds 1 Dex damage 1 save venom, spreading adder injury 11 — 1/rd. for 6 rds. 1d2 Con 1 save 120 venom, stingray injury venom, toadfish injury venom, uktena injury venom, wasp swarm injury 13 1/round for 4 rounds 1 Dex damage 1 save venom, water moccasin injury Vodou poison contact/inhaled/injury water hemlock ingested 18 10 min. 1/min. for 6 min. 1d6 Dex damage, creatures reduced to 0 Dexterity suffocate 2 saves 2,500 wolfsbane* ingested 17 - 1/rd. for 6 rds. 1d4 Con 2 saves 3,000
Trade Goods
SpoilerName Price Weight allspice 1 vp 1 lb. ammunition, bullets ammunition, buckshot ammunition, gunpowder axe-heads (5) 7½ lbs. beads, bone beads, glass (rasade) beads, stone beads, wooden beans 0.02 vp 1 lb. blanket, cotton blanket, woolen cauldron, copper (chaudiére) cheese 0.02 vp 1 lb. citrus fruit 0.03 vp 1 lb. cloves 1 vp 1 lb. comb, wooden comb, jade concertina (accordion) cocoa bean (1) 1 vp — coffee beans 0.05 vp 1 lb. drum, hand drum, snare dye fiddle flour 0.02 vp 1 lb. flute, bamboo flute, bone flute, ivory flute, reed garlic 0.5 vp 1 lb. ginger 2 vp 1 lb. guitar, common 10 vp 6 lbs. guitar, masterwork 50 vp 6 lbs. hardtack honey 1 vp 1 lb. incense/copal jerky maple syrup 1 vp 1 lb. mint 0.5 vp 1 lb. nutmeg 1 vp 1 lb. nuts 0.03 vp 1 lb. pelt, badger pelt, bear 0.66 vp pelt, beaver 2 vp 1 lb. pelt, buffalo pelt, deer pelt, ermine pelt, fox 1 vp pelt, lynx 1 vp pelt, marten 0.4 vp pelt, mink 0.12 vp pelt, moose pelt, muskrat 0.12 vp pelt, otter 1 vp pelt, raccoon 0.2 vp pelt, seal pelt, squirrel pelt, walrus pelt, wolf 0.5 vp pelt, wolverine 0.5 vp pelt, woodchuck pelt, albino ×4 — pelt, undamaged +20% — pelt, untreated/fresh -75% +50% pipe, tobacco pepper 2 vp 1 lb. rosemary 1 vp 1 lb. saffron 15 vp 1 lb. salt 5 vp 1 lb. scissors sewing needles silk (1 sq. yd.) 10 vp silk, spider (1 sq. yd.) 100 vp spirits, cask 18 lb. spirits, keg 90 lb. spirits, hogshead 750 lb. sugar 0.05 vp 1 lb. tchīlli peppers (20) 2 vp 1 lb. tea tobacco 0.5 vp 1 lb. turnips 0.02 vp 1 lb. turquoise vanilla 2 vp 1 lb. wampum, purple wampum, white 10 vp 1 lb. wheat 0.01 vp 1 lb. wine, Madeira 50 vp 3½ lbs. xocolotl (chocolate)
Vehicles & Transportation
Spoiler*see Voyageur class description for rules related the "Handle Canoe" skill and watercraft maneuvering.Name Price Weight Speed (squares, mph) Max Load Special canoe, birchbark (15 ft.) variable* 800 lbs. canoe, birchbark (30 ft.) variable* canoe, dugout (15 ft.) variable* canoe, dugout (30 ft.) variable* carrack (sailing ship) 17,500 vp cart, artillery 15 vp dogsled 10-30 vp 15-25 lbs. see text 300-800 lbs. kayak variable* take no cold damage from capsizing travois, horse -10 ft./turn** ½ horse's weight travois, dog -5 ft./turn** 250 lbs. umiaq variable*
**when fully-loadedLast edited by SuperDave; 2014-08-20 at 06:39 PM.
My Homebrew Projects
Crossroads: The New World - Tribes, colonists, trade confederacies, and empires both new and old collide in an alt-history North America, circa 1750 A.D. (On the road to publication!)
Author of Motor City Breakdown, Co-Author & Accuracy Consultant for Ashes of the Motor City
Major Contributor, Tenebrous Seas Wiki
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2013-11-20, 10:25 PM (ISO 8601)
- Join Date
- Jun 2012
- Location
- Kalamazoo, Michigan
- Gender
Re: Equipment for the New World
Mundane Weaponry
Simple Weapons
SpoilerUnarmed Attacks
Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special kick — 1d3 1d4 1d6 ×2 — — B nonlethal punch — 1d2 1d3 1d4 ×2 — — B nonlethal slap — 1d2-1 1d3-1 1d4-1 ×2 — — B nonlethal
Light Melee Weapons
Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special dagger/dirk 2 vp 1d3 1d4 1d6 19-20/×2 10 ft. 1 lb. P or S — ītztōpīlli (stone-blade axe) hook hand 10 vp 1d3 1d4 1d6 ×2 — 1 lb. P disarm tecpatl (obsidian knife) 1 vp 1d3 1d4 1d6 18-20, ×3 — ¾ lb. P or S ½ hardness of base weapon, fragile
One-handed melee weapons
Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special club — 1d4 1d6 1d8 ×2 — 3 lbs. B — cudgel, short (棒) 5 vp 1d4 1d6 1d8 ×2 — 4 lbs. B — tonfa (拐) 1 vp 1d4 1d6 1d8 ×2 — 1 lb. B blocking, monk
Two-handed melee weapons
Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special oar/paddle — 1d4 1d6 1d8 ×2 — 4 lbs. B — quarterstaff (gùn, 棍) — 1d4/1d4 1d6/1d6 1d8/1d8 ×2 — 4 lbs. B double, monk spear (qiang, 槍) 2 vp 1d6 1d8 2d6 ×3 20 ft. 6 lbs. P brace
Ranged weapons
Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special blowgun 2 vp 1 1d2 1d3 ×2 20 ft. 1 lb. P poison javelin 1 vp 1d4 1d6 1d8 ×2 30 ft. 2 lbs. P sling — 1d3 1d4 1d6 ×2 50 ft. — B —
Ammunition
Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special
Martial Weapons
SpoilerUnarmed Attacks
Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special
Light melee weapons
Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special blade boot 25 vp 1d3 1d4 1d6 ×2 — 2 lbs. P see text cat-o'-nine-tails 1 vp 1d3 1d4 1d6 ×2 — 1 lb. S disarm, nonlethal handaxe 6 vp 1d4 1d6 1d8 ×3 — 3 lbs. S — sap 1 vp 1d4 1d6 1d8 ×2 — 2 lbs. B nonlethal war club, ball-headed (stone) 4 lbs. B war club, gunstock 2 lbs. B war club, spiked P war club, wooden 1 lbs. B
One-handed melee weapons
Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special butterfly sword (húdié shuāng dāo) 20 vp 1d3 1d4 1d6 19–20/×2 — 1 lb. S monk cuahuitl (baton) cutlass 15 vp 1d4 1d6 1d8 18-20/×2 — 4 lbs. S — mace(鐧), heavy 12 vp 1d6 1d8 2d6 ×2 — 8 lbs. B — rapier 20 vp 1d4 1d6 1d8 18–20/×2 — 2 lbs. P — sabre, Chinese (dao, 刀) sabre, European 10 vp 1d4 1d6 1d8 19–20/×2 — 2 lbs. P —
Two-handed melee weapons
Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special bayonet 5 vp 1d4 1d6 x2 — 1 lb. P requires rifle; move action to attach/remove dire staff 100 vp 2d6 3d6 x2 — 50 lbs. B lance (槊) ranseur (樘) 10 vp 1d6 2d4 2d6 ×3 10 ft. 12 lbs. P disarm, reach tepoztopilli (metal spear) 8 vp 20 ft. 6 lbs. P or S reach
Ranged weapons (one-handed)
*See Firearm RulesName Price Dmg (S) Dmg (M) Dmg (L) Critical Range Misfire Capacity Weight Type Special harpoon 5 vp 1d6 1d8 2d6 x3 10 ft. — — 16 lbs. P grapple pepperbox* 750 vp 1d6 1d8 2d6 ×4 20 ft. 1–2 (5 ft.) 6 5 lbs. B and P — pistol* 250 vp 1d6 1d8 2d6 ×4 20 ft. 1 (5 ft.) 1 4 lbs. B and P — pistol, coat* 188 vp 1d3 1d4 1d6 ×3 10 ft. 1 (5 ft.) 1 1 lb. B and P — pistol, dagger* 185 vp 1d3 1d4 1d6 ×3 10 ft. 1 (5 ft.) 1 1 lb. B and P — pistol, double-barreled* 438 vp 1d6 1d8 2d6 ×4 20 ft. 1–2 (5 ft.) 2 5 lbs. B and P — pistol, dragon* 250 vp 1d4 1d6 1d8 ×4 20 ft. 1–2 (5 ft.) 1 3 lbs. B and P scatter pistol, sword cane 194 vp vp 1d2 1d3 1d4 ×3 10 ft. 1 (5 ft.) 1 1 lb. B and P - tomahawk, steel 8 vp 1d4 1d6 1d8 ×2 10 ft. 2 lbs. S — tomahawk, stone
Ranged weapons (two-handed)
*See Firearm RulesName Price Dmg (S) Dmg (M) Dmg (L) Critical Range Misfire Capacity Weight Type Special blunderbuss* 500 vp 1d6 1d8 2d6 ×2 special 1–2 (10 ft.) 1 8 lbs. B and P scatter culverin* 1,000 vp 2d6 2d8 3d8 ×4 30 ft. 1 (10 ft.) 1 40 lbs. B and P scatter double hackbut* 1,000 vp 2d10 2d12 ×4 50 ft. 1–2 (5 ft.) 2 18 lbs. B and P — fire lance* 6 vp 1d4 1d6 1d8 ×4 10 ft. 1–4 (5 ft.) 1 4 lbs. P — longbow 75 vp 1d6 1d8 x3 100 ft. 3 lbs. P - longbow, composite 100 vp 1d6 1d8 x3 110 ft. 3 lbs. P - musket* 375 vp 1d10 1d12 ×4 40 ft. 1–2 (5 ft.) 1 9 lbs. B and P — musket, axe* 400 vp 1d6 1d8 2d6 ×4 30 ft. 1–2 (5 ft.) 1 6 lbs. B and P — musket, double-barreled* 625 vp 1d10 1d12 ×4 10 40 ft. 1–3 (5 ft.) 2 11 lbs. B and P — musket, Cahokian* 400 vp 1d6 1d8 3d8 ×4 30 ft. 1–2 (5 ft.) 1 6 lbs. B or P stock can be used as a warhammer shortbow 30 vp 1d4 1d6 x3 60 ft. 2 lbs. P shortbow, composite 75 vp 1d4 1d6 x3 70 ft. 2 lbs. P
Ammunition
Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Misfire Capacity Weight Type Special arrows, barbed (20) 10 vp — — — — 3 lbs. P — arrows, bleeding (20) 360 vp see text see text see text see text see text see text see text see text see text see text arrows, blunt (20) 2 vp — — — — 3 lbs. B see text arrows, bone/ivoryivory (20) arrows, porcupine-quillporcupine-quill (20) 0.5 vp 1d2 1d3 1d4 DC 10 Heal check to remove w/o causing further damage; see dire porcupine arrows, flintflint (20) arrows, iron-headed (20) arrows, obsidian (20) 18-19/x3 fragile crossbow bolts (20)
Cultural Weapons
Characters who do not possess the Culture(s) listed for the weapon treat that weapon as "exotic".
Characters who do possess the Culture(s) listed for the weapon treat that weapon as "martial".
SpoilerUnarmed Attacks
Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special Culture quivering palm Chinese
Light Melee Weapons
Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special Culture dagger, swordbreaker 10 vp 1d3 1d4 1d6 ×2 — 3 lbs. S disarm, sunder European
One-handed melee weapons
Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special Culture bullwhip 1 vp 1d2 1d3 1d4 ×2 — 2 lbs. S disarm, nonlethal, reach, trip Chinese, European hammer (chúi, 錘) Chinese macuahuitl (obsidian-toothed sword) 5 vp 1d6 1d8 2d6 18-20/×3 — 2 lbs. S blades are fragile any Mesovespuccian macuahuitl, steel 20 vp 1d6 1d8 2d6 19-20/×2 — 4 lbs. S — Aztlan sword, dueling 20 vp 1d6 1d8 2d6 19-20/×2 — 3 lbs S — European sword, hook (fu tao, 鉤) disarm, distracting, reach (when linked), monk, trip Chinese sword, straight (jian, 劍) Chinese
Two-handed melee weapons
Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special Culture axe, boarding 6 vp 1d4 1d6 1d8 x3 — 3 lbs. P or S see text Chinese, European battle-axe, Chinese Chinese battle-axe, Norsq disarm, grab, sunder, trip Norsq bladed scarf 2 vp 1d4 1d6 1d8 ×2 — 2 lbs. S disarm, trip Chinese glaive (guan dao, 偃月刀) 8 vp 1d8 1d10 2d8 x3 — 10 lbs. S reach Chinese halberd (ji, 戟) Chinese hammer, meteor (liu xing, 流星) 10 vp 1d6 1d8 2d6 ×2 — 10 lbs. B reach, trip Chinese trident (叉) 15 vp 1d6 1d8 2d6 ×2 10 ft. 4 lbs. P brace Chinese
Ranged weapons
Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special Culture Atlatl (javelin-thrower) 4 vp 1d2 1d3 1d4 x2 — 2 lbs. B improvised weapon (–4 to attack rolls) any Mesovespuccian - Atlatl dart 1 vp 2d4 2d6 3d6 x2 60 ft. 2 lbs. P armor-piercing crossbow, Cahokian Native (Cahokian League) crossbow, Chinese Chinese crossbow, European European lasso 1 sp — — — — 5 lbs. — see text European Nest of Bees Chinese Tube Arrow-Shooter 40 ft. see text Chinese whip, nine-section (jiujiebian, 九節鞭) 8 vp 1d6 1d8 2d6 19–20/×2 — 3 lbs. B blocking, distracting, monk, trip Chinese
Ammunition
Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special Culture - arrows, tube (bamboo) 1d3 1d4 x2 P launched by tube arrow-shooter Last edited by SuperDave; 2014-09-11 at 10:59 AM.
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2013-11-20, 10:29 PM (ISO 8601)
- Join Date
- Jun 2012
- Location
- Kalamazoo, Michigan
- Gender
Re: Equipment for the New World
Magical Equipment
Apparel
Spoiler
Name Price Weight Special björnsark ("bear-shirt") Rage +3 rounds/day ghost shirt +8 deflection against firearms headband, dead man's 3,600 gp 1 lb. +2 Intimidate, increases DC of fear effects by+1 mukluks of ice- and snow-walking walk on ice or snow as easily as solid ground parka of warmth DR 10 against cold robe, thunderbird feather grants endure elements while worn sealskin of water-breathing grants water breathing and immunity to cold while worn shirt of wampum DR 20/enchanted arrows storm poncho 8 vp 2 lbs. remain dry for up to 40 rounds wig, judge's 59,200 vp — +4 Diplomacy and Intimidate; discern lies at will
Cursed Items
Spoiler
Name Price Weight Curse fingerbone necklace juju bag mask, prisoner’s (iron) haunted shrunken head voodoo doll warrior-fetish doll, Zuni 100 vp 10 lbs. see text
Potions & Oils
Spoiler
gris-gris powder
zombi powder
oil of Mishe-Nahma
Jewelry & Accessories
Spoiler
Name Price Weight Effect ear-gauge k'eet'aan (prayer-stick) medicine bag 10 lbs. see text medicine bundle medicine rattle 1 lb diagnose disease 3/day nose-cap, jade ring, finger ring, lip ring, nose
Vehicles
SpoilerName Price Weight Speed (squares/turn) Speed miles/hour) Special Canoe of Nanabozho Telepathic steering, perfect maneuverability Canoe of Glooskap Flight The Courser (Capt. Alfred Bulltop Stormalong) Loo Taas ("Wave-Eater") Niithoq ("Níðhöggr") The Orca The Sisiutl Treasure-Ship of Admiral Zheng He SpoilerNote: We totally need to have a Fúsāngese treasure-ship that’s been captured and tricked-out with Native paraphernalia (totem-pole masts, a sisiutl figurehead, etc.) by Haida raiders (they've been called “the Vikings of the Pacific Northwest”). They were known to capture British ships in 1800s, on occasion.Last edited by SuperDave; 2014-08-12 at 04:21 PM.
My Homebrew Projects
Crossroads: The New World - Tribes, colonists, trade confederacies, and empires both new and old collide in an alt-history North America, circa 1750 A.D. (On the road to publication!)
Author of Motor City Breakdown, Co-Author & Accuracy Consultant for Ashes of the Motor City
Major Contributor, Tenebrous Seas Wiki
-
2013-11-20, 10:30 PM (ISO 8601)
- Join Date
- Jun 2012
- Location
- Kalamazoo, Michigan
- Gender
Re: Equipment for the New World
Magical Weaponry, Armor, & Artifacts
Armor & Shields
Spoiler
Name Price Armor/Shield Bonus Max Dex Bonus Armor Check Penalty Arcane Spell Failure Chance Speed (30 ft./20 ft.) Weight Special Enchanted Eelskin 11,160 vp +2 +6 0 10% 30 ft./20 ft. 15 lbs. Grants Swim speed 30 ft.; shadow property while underwater; see text Murderer's Blackcloth 12,405 vp +1 +8 0 5% 30 ft./20 ft. 10 lbs Increases the bleed damage of the rogue's sneak attacks by +1 Jungle Armor 3,900 vp +1 20 lbs +5 Stealth in jungles, counts as a plant, endure elements in hot climates Mammoth Hide 11,665 vp +3 –1 25 lbs grants an additional 4d6 points of damage on any successful charge attack Scouting Leather 8,750 vp +1 15 lbs expeditious, glamered leather armor, grants +3 Stealth and +3 Diplomacy (see text) Soothsayer's Raiment 10,300 vp +6 +2 –5 30% 20 ft./15 ft. 40 lbs. see text Tiger's Hide 54,115 vp +4 +4 –3 20% 20 ft./15 ft. 25 lbs. DR 5/— against natural weapon attacks; wearer can pounce (first round only)
Artifacts, Major
Spoiler
Name Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special Blowguns of the Hero Twins Canoe of Glooskap limited flight? Durendal +5 sacred bonus against evil creatures, split mountains in half Excalibur Harpoon of Kivioq the Hunter Kokopelli’s Flute Longbow of Yi the Archer Minjekahwun mittens of giant's strength? Mjölnir Puggawaugun "it could split the rocks asunder" Reed-Flute of Chibiabos summons (or banishes) spirits and ghosts when played Ruyi Jingu Bang extends and changes size at will Sword Kladenets smite evil creatures (?)
Artifacts, Minor
SpoilerName Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special Caliburn bonus to leadership and/or diplomacy? scabbard grants DR? Hrunting giant-bane Philosopher's Stone see text Runescarred Dragonship — — — — Tizona +5 sacred bonus against unbelievers, but useless against believers
Magical Flavor Treasure & Trade-Goods
SpoilerName Price Weight Special antler, uktena feathers, thunderbird feathers, uktena horn, kirin horn, unicorn forehead-jewel, money toad moulted snakeskin, uktena scale, uktena 1 vp — scale, mishipeshu 0.5 vp —
Weaponry
SpoilerName Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special arrows, elf-shot/Pukwudgie P inflicts sickness (Fort DC ?? to resist) arrows, lightning arrows, rainbow P overcomes DR of evil creatures (?) arrows, thundering 50 vp — — — — — 0.5 lbs B deafens nearby creatures for 1 hour Beaststrike Club 7,300 vp 3 lbs. B or P or S see text Boulderhead War-Club 6,812 vp 8 lbs. B see text Fire-Devil's Pistol 20,300 vp 4 lbs. +1 flaming pistol Hammer of Thunderbolts 15 lbs. B +3 Large returning warhammer; see text harpoon, returning harpoon, heart-seeking Hurricane Quarterstaff 7,840 vp 4 lbs. lasso, rattlesnake 35 vp 1d2 plus poison 1d3 plus poison 1d4 plus poison — — 5 lbs. B and P constrict damage plus black adder venom Runefrost Hatchet 5,312 vp 6 lbs. Sadist's Lash 22,301 vp 1 lb. Seraphic Pistol 37,550 vp 5 lbs. Sizzling Arrow 1,516 vp — +1 corrosive arrow 1d6 acid for 3 rounds, DC 10 Heal check to remove Skyrocket Crossbow 10,400 vp 2 lbs. +1 distance hand crossbow Slaying Arrow 2,282 vp 1/10 lb.
Wondrous Objects
SpoilerName Price Weight Special buffalo stone 1 lb. summon bison herd, or know direction of nearest bison herd, 3/day crystal ball varies 7 lbs. as with the spell scrying (Will DC 16 negates) dreamcatcher 4,500 vp — protects a sleeper from nightmares and influenced dreams, both mundane and magical obsidian mirror Runescarred Dragonship Ulun'suti (uktena forehead-jewel) War Paint of the Terrible Visage Last edited by SuperDave; 2014-08-24 at 07:34 PM.
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Crossroads: The New World - Tribes, colonists, trade confederacies, and empires both new and old collide in an alt-history North America, circa 1750 A.D. (On the road to publication!)
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Re: Equipment for the New World [Crossroads][Pathfinder]
I can see how this got too big for its britches...
I follow a lot of you threads, and may I just say how much I appreciate your thorough and well made lists? I really admire your work in this project. That said, I haven't gotten through the whole thing yet, so as of now, that's all I've got input wise.Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes
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Re: Equipment for the New World [Crossroads][Pathfinder]
Why, thank you, TheWombatOfDoom! Anal-retentive attention to detail and obsessive list-making are two of my specialties. And now they've finally turned out to be useful for a change!
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Re: Equipment for the New World [Crossroads][Pathfinder]
The list looks great, bro! My only comment is that there are some things under the 'major artifacts' spoiler that aren't weapons, and should probably be given a spoiler under magic items. Like, kokopelli's flute, or glooskap's canoe.
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Re: Equipment for the New World [Crossroads][Pathfinder]
Under the Weaponry list, you could probably add Elf-Shot as a Arrow type. Might cause Wis damage on a save(?).
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Re: Equipment for the New World [Crossroads][Pathfinder]
Minor error: under mundane weaponry, you forgot to include an empty box for price for slap, punch and kick, resulting in the price column displaying small characters damage, and every other column afterwards being 1 off
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Re: Equipment for the New World [Crossroads][Pathfinder]
So maybe we should have one section for "major artifacts" and another for "major artifacts (weapons)"?
Fixed. Thanks for letting me know!
I realize that there are a variety of minor formatting issues with several parts; I'll try to get to them as soon as I can.
...but our setting doesn't have elves. What else could we call it?
By the way, I've decided that making a weapon out of obsidian should increase the weapon's critical threat-range to "18-20", and the critical damage to "x3". I feel that the official Pathfinder rules for obsidian don't really cover how incredibly sharp it is, or how dangerous it can be.
Oh, and I just realized that since the Tuniit are Large humanoids, I'll need to add a column to all the weaponry sections for "Dmg (L)". I hope doing so doesn't mess up the formatting...My Homebrew Projects
Crossroads: The New World - Tribes, colonists, trade confederacies, and empires both new and old collide in an alt-history North America, circa 1750 A.D. (On the road to publication!)
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Re: Equipment for the New World [Crossroads][Pathfinder]
But we do have fey creatures, at least in the backround, and even if there's no DnD elves running around the term would probably be used to discribe any sort of little fey creature. And Elf-Shot is an actual term that discribes the idea that illnesses were caused by the bows of faries to make people sick.
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Re: Equipment for the New World [Crossroads][Pathfinder]
Fair enough at that. And now that I think of it, I do remember hearing something about Pukwudgies shooting invisible arrows that were either poisoned, made people sick, or made them die. Into the list they go!
I've filed them under Magical Weaponry as "arrows, elf-shot/Pukwudgie". Any suggestions on price, damage, and how to determine which diseases they cause? Would they cost more if they inflict worse diseases?
Edit: I'm told that an atlatl "can easily deliver 200 times as much power and 6 times the range as a dart thrown like a traditional spear".
The rules say the following, with regard to atlatls:
{TABLE=HEAD]Name|Cost|Dmg (S)|Dmg (M)|Critical|Range|Weight|Type|Special
Atlatl|2 gp|—|—|—|50 ft.|2 lbs.|—|—
- Atlatl dart|1 gp|1d4|1d6|x2|—|2 lbs.|P|—
[/TABLE]
This seems pretty lame, compared to the damage they can actually do. The Conquistadors were quite dismayed when they learned that Aztec atlatls could launch darts powerfully enough to pierce their steel breastplates (source).Last edited by SuperDave; 2013-11-24 at 10:27 PM.
My Homebrew Projects
Crossroads: The New World - Tribes, colonists, trade confederacies, and empires both new and old collide in an alt-history North America, circa 1750 A.D. (On the road to publication!)
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2013-11-25, 11:56 AM (ISO 8601)
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Re: Equipment for the New World [Crossroads][Pathfinder]
So a few things for right now. First Bronze is actually tougher than wrought iron. Iron is just easier to get and refine so it replaced it mostly because of availability. Steel is definitely stronger than both though. Just as a technical point I don't feel like bronze should be tagged with Fragile is wrought iron isn't.
The atlatl would have likely been improved since the 1500s if nothing else. I found a bit about tests being done on a similar spear thrower for Napoleon's army which came to the conclusion that a javelin which could be thrown 20m unaided could be thrown 80m with such an implement. Weapons can be fired a max of 10 range increments in 3.5 is this different in Pathfinder? At most I would say reword it so that an Atlatl throws regular spears or javelins, increase the range increment to 100, and specify that feats like Power Throw work with the Atlatl. Not sure what ranged feats could or should work with it, but if any make sense we should probably make sure they're worded properly for that. Basically it's the same as throwing a spear, but with much longer range so overall it's better than a bow for a strong character.
Last thing for now, Squish brought up Obsidian in the other thread and I figured it'd be better to discuss it here. So magically strengthened obsidian? Somebody linked something somewhere about how obsidian has a monomolecular edge, meaning the cutting edge is only the width of a molecule. Really really impressive. I almost want to say that a magic sword of pure obsidian be a Specific Weapon, like Flamebrand or the Holy Avenger, and always be Vorpal. That could be a bit much though. As a material an improved crit range might make it a bit like Khaorite(sp?) which increases the crit modifier of any weapon made of it to x4. It requires an Exotic Weapon Proficiency to use though.
Idea: We could add an enchantment for Fragile materials that makes them self repairing.
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2013-11-29, 06:12 PM (ISO 8601)
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Re: Equipment for the New World [Crossroads][Pathfinder]
SuperDave, you have no idea how happy it makes me to see the atlatl range listed at x6 normal, and actually increasing damage! So you know, making it actually useful.
That's one thing that has always riled me with atlatl depictions in 3.5. I mean, if an untrained individual such as myself can use an atlatl to fling a javelin ~60 meters, I'm pretty sure someone trained in its use could not only do better than that, but also completely skewer a bison with it.-------------∩____∩
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Re: Equipment for the New World [Crossroads][Pathfinder]
Actually, looking at that, there's some problems. For one, dealing 4d6 damage with each attack seems a little unbalanced. Also, is it straight multiplication of everything, including the strength bonus, enhancement bonus, and all that? Or just the base damage? Also, 6x normal range on a javelin means one range increment is 180 feet (this is the range you can fire on an enemy without taking range penalties), for a total maximum range of 900 feet.
I would highly suggest making it so an atlatl works kinda like a bow. Javeleins become ammunition for the weapon. An atlatl deals 2d6 base damage, and has a range increment of 60 feet. The atlatl imparts it's magic abilities to the javelin ammunition (until the end of the turn), the same way a bow passes it's enchantments to the arrows it fires.My Homebrew
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2013-12-01, 11:25 PM (ISO 8601)
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Re: Equipment for the New World [Crossroads][Pathfinder]
Well I'll be darned. Bronze is harder than iron! I guess I'll have to fix that. Does anyone know where I can find the stats for regular ol' steel, so that I know how hard, comparatively, to make bronze?
I like it, though I think that making it more effective would also require making it more expensive. So how does this sound?
{TABLE=HEAD]Name|Cost|Dmg (S)|Dmg (M)|Critical|Range|Weight|Type|Special
Atlatl (javelin-thrower)|4 vp|1d2|1d3|x2|—|2 lbs.|B|—
- Atlatl dart|1 vp|2d4|2d6|x2|60 ft.|2 lbs.|P|armor-piercing (?)
[/TABLE]
An enchanted atlatl imparts its enchantment to any darts launched from it until the end of the wielder's turn. For atlatl darts thrown by hand, use damage and range for javelin instead.
The PFRD says "The maximum range for a thrown weapon is five range increments. For projectile weapons, it is 10 range increments." The question is, does an atlatl dart count as a thrown weapon, or a projectile weapon? I'm leaning more towards the latter, since the increase in power and range is so much greater than simple thrown weapons.
I think I read somewhere that atlatl darts need fletching in order to be thrown accurately, but their effect on flight is probably more nitpicky than we care to get. I'm fine with using javelin stats for atlatl darts.
I can't find an entry in the SRD for "Power Throw", but I assume it's basically like Power Attack but for ranged attacks?
Well, a x4 crit multiplier seems pretty high to me (especially when combined with the proposed 18-20 critical threat range for obsidian), but I'm willing to add it in if others say that they wouldn't be unreasonable together.
"Vorpal" would be an extremely appropriate feature of almost any Strengthened Obsidian weapon. We could specify that "any edged weapon made from Strengthened Obsidian loses the fragile quality and gains the vorpal quality." What would be the substance's modified Hardness and HP/inch?
Why, thank you, Agent 451! I'm glad that you approve of the stats I've cooked up, since you seem to have firsthand experience with atlatls. Are you part of a group that uses them regularly?
Your comment about atlatls being underrated in 3.5/Pathfinder actually brings up something I've been wondering about recently. Almost all Native weapons are stuck with the fragile quality (in addition to having pretty poor damage in the first place), just by virtue of being Stone Age Weapons. This means that anyone playing a Native character is going to be at a marked disadvantage against Chinese and European characters right off the bat.
Do we want to make Native weapons harder, stronger, and more damaging than they are in the official Pathfinder rules? We could explain away the increased damage and range with "magic!" (i.e., Natives are better at obtaining and shaping high-quality materials than they were in our own timeline), but it'd still cause some pretty big changes to combat. It would definitely help level the playing field between Natives and Colonists, but it might make the weapons harder to balance, and would definitely require a lot more play-testing on our part. What does everyone else think would be best/fairest here?My Homebrew Projects
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Re: Equipment for the New World [Crossroads][Pathfinder]
Steel has a hardness of 10. Since steel is harder than bronze the existing rules for bronze work(standard item HP and hardness 9). Drop Fragile though. I don't like Fragile, I'll explain further down. Also Cold Iron is as hard as steel in Pathfinder and 3.5 just because it's pseudo-magical, and only really included to fight fae.
Looks good to me, even with armor piercing. Remember that they'll be adding Str bonus to damage, so this will hit pretty hard. Maybe drop the medium damage to 2d4 or a d10, so it isn't quite like lobbing a Greatsword 60 feet with perfect accuracy. Not that I don't think an Atlatl hurts, just seems a bit strong for balance.
Let's count it as a Ranged weapon. It's effectively a sling. It even uses the same basic principles.
Power throw might only be 3.5? It was in Complete Adventurer. And yes it was literally just Power Attack for thrown weapons. It had Brutal Throw as a prerequisite, which let you use Str instead of Dex for your attack roll with thrown weapons. I have to admit I'm not 100% on where Pathfinder differs from 3.5 sometimes, so I'm not sure what all feats moved over and which didn't.
It really is high. I only cited it since Kaorti Resin was an official source. I had spelled it wrong earlier, my bad.If it increased the crit multiplier of a weapon by one(ie x2 to x3) that might not be bad.- realized this is what you have obsidian doing already. We could keep it a lower cost material(compared to other special materials), and just have the improved durability be the buff. Your standard obsidian is pretty good.
The only downside to Vorpal is it's a +5 enhancement bonus. Meaning either it's a +5 for free, or these things are crazy expensive(minimum +6 weapons using usual rules for magic weapons). And 'magic' Obsidian should definitely lose fragile, it's magic after all We can make it similar to Alchemical Silver or Steel. Silver has hardness 8, steel has 10, both have standard item based HP. Useful Chart
I feel like "Fragile" is a bit of an oversimplification on Paizo's part. It makes sense for a stone age axe to break against steel armor, since the axe head is likely bound to a stick with leather or sinew, and wood is only so strong. A quarterstaff should be just as likely to break though when you think of it that way. Also it doesn't make any sense to break your weapon on an unarmored opponent. That's just silly. The point of fragile was mostly just to make weapons from older eras weaker compared to newer ones(basically representing poorer craftsmanship), and I don't think we actually need it for the most part. Materials have hardness and hp so I think we can let the default sunder system take care of things. The only exception to this I can think of is obsidian, because it is glass. Hard glass, but still glass.
Another thing to consider in our setting is there will likely be a lot less armor. Steel plate does more to slow you down than it does to stop a bullet. So I really thing native weapons should be pretty comparable to their European counterparts.Last edited by zabbarot; 2013-12-02 at 10:42 AM.
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2013-12-02, 10:45 PM (ISO 8601)
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Re: Equipment for the New World [Crossroads][Pathfinder]
Unfortunately my firsthand experience was limited to a summer archaeological field school nigh on ten years ago. I do have some archaeology buddies that are enthusiasts though, to the point where they fashioned their own thrower and darts.
Those revisions still look good, a lot more balanced than before, but still making atlatls a viable choice.
The thing with archaic weapons is that even if they break, they are both easy and cheap to replace. I'm by no means an expert flintknapper, but I can knock off a really rudimentary point quite quickly, even using substandard lithic materials. And all that you really need in the case of an arrow or dart point is something that has sharp bladed edges, and thin profiles to aid in penetration. Not only that, but learning how to do basic (IE making sharp and pointy things) flintknapping is not difficult.
So in that case, if a broken atlatl dart just means that the stone projectile itself is fractured, it should be very easy to replace the point. A destroyed atlatl dart shaft would realistically take longer to replace, due to seasoning the wood, although in a pinch that could be skipped.
So that turned more into rambling than I intended, but like I said, the new stats look good. I also completely agree with zabbarot's post, fragile definitely is an oversimplification, and could probably just be done away with, except for untreated obsidian.-------------∩____∩
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2013-12-03, 03:05 PM (ISO 8601)
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Re: Equipment for the New World [Crossroads][Pathfinder]
OK, I've fixed the atlatl dart stats. Should the atlatl itself be made weaker as a weapon, though? Swinging it at someone's head might damage it. Maybe the atlatl should just count as an improvised melee weapon (–4 penalty on attack rolls, scores a threat on a natural roll of 20 and deals double damage on a critical).
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With that in mind, I've removed the "fragile" quality from everything on the list except mundane obsidian weapons. Do we want to remove the "–2 on damage rolls (min. 1)" from bone and antler weapons as well? It seems reasonable that they couldn't hold as sharp an edge as metal or stone, but then again I'm not an antler-carver, so I wouldn't know. They probably shouldn't take any penalty to attack if they're used as bludgeoning weapons, though.
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A Note on Pricing:
Since we don't have a common currency in this setting like GP is for regular D&D, we're going to need to devote special attention to the prices and weights of trade goods, since they'll have a definite impact on how much loot the players can take with them. There's some disagreement about the GP-to-dollars conversion rate, and the closest thing I found to a consensus was someone saying that "Last time there was a thread on this it came to about $20 to $100 depending on the good. So around $50 [to the GP] give or take."
I found an article which states (to grossly oversimplify the entire point of the article) that "£750 in Massachusetts during 1750 is worth roughly $48,000 in 2000." Therefore, £1 in 1750 equals about $64.00 USD in 2010 dollars. (This is, of course, a complete stab in the dark, and could result in some seriously-flawed prices, but we've gotta start somewhere, right?)
If £1 in 1750 = $64, and 1GP = $50 today, then 1gp (very roughly) equals £1. Before the British decimalized their currency in the 1970s, there were twenty shillings in a pound, and twelve pennies in a shilling. For simplicity's sake, we can say that that 1 shilling is about 1sp, and 1 penny is about 1cp.
Well! Now that we've got a conversion rate established, we can take a look at relative prices for various goods in 1750 and make an educated guess about how much they're worth in gp! Does anyone know of a handy resource for finding the historical prices of various trade goods?My Homebrew Projects
Crossroads: The New World - Tribes, colonists, trade confederacies, and empires both new and old collide in an alt-history North America, circa 1750 A.D. (On the road to publication!)
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2013-12-03, 04:27 PM (ISO 8601)
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Re: Equipment for the New World [Crossroads][Pathfinder]
Last edited by Agent 451; 2013-12-03 at 04:35 PM.
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Re: Equipment for the New World [Crossroads][Pathfinder]
That actually helps a lot! The Pathfinder SRD lists the value as a beaver pelt at 2gp, so now that we have a basis for comparison, we can figure out how much other trade goods would be worth*. Thanks a ton!
*I realize that beaver pelts were worth less in 1750 than they were at the height of the fur trade in the late 1600s, but we're not going to get into that, because just thinking about how to account for it makes my head hurt.My Homebrew Projects
Crossroads: The New World - Tribes, colonists, trade confederacies, and empires both new and old collide in an alt-history North America, circa 1750 A.D. (On the road to publication!)
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Re: Equipment for the New World [Crossroads][Pathfinder]
You're quite welcome. Glad to hear that the information was useful to you!
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Re: Equipment for the New World [Crossroads][Pathfinder]
I just added a "Dmg (L)" column to all the weapons, and fixed all the formatting errors caused by doing so. Now all I have to do is review the Tiny and Large Weapon Damage table and add those values to the various tables!
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Crossroads: The New World - Tribes, colonists, trade confederacies, and empires both new and old collide in an alt-history North America, circa 1750 A.D. (On the road to publication!)
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2013-12-05, 02:51 AM (ISO 8601)
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Re: Equipment for the New World [Crossroads][Pathfinder]
In my, admittedly not very extensive, experience I find that trying to convert the value of older money to modern counterparts is a mistake. Because while it looks one get's a grasp of the value, it completely and utterly misses context. What good is to it know that one coin is equal to another when the conversion fails to tell you what the cost of living and a typical wage is... two points which have far more impact on value than conversion-rates have.
So instead I try to answer three questions:
What does a meal cost?
What is the rent for a typical family of five?
What is a normal wage?
With those three in place one can start figuring out the rest. It's not terribly uncommon for pricing to be listed in how long it took a typical farmer to earn enough to buy it, which is useful. It requires a bit more work, but I think the end result tends to be better.
And if you cannot find a price using that model, you can guess it based on how long it takes to make. It has to cover food and board for the period after all
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Re: Equipment for the New World [Crossroads][Pathfinder]
Well, that's gonna require a lot more research on my part, but it'll ultimately result in more accurate pricing, I think. So that's what I'll do.
I guess I better get right to it. *rolls up sleeves*
Edit: Magical items are kind of difficult to categorize (some are very clearly weapons, while others are only weapons in a very indirect sense), but I just reorganized the Magical Equipment section into Armor & Shields, Major Artifacts, Minor Artifacts, Magical Flavor Treasure & Trade-Goods, Weaponry, and Wondrous Objects. I think it works better this way.
Can anyone think of more entries for magical trade-goods? If spells are inhibited outside Vespuccia, then the export of magical items will be almost as big a part of trade in this timeline as furs and pelts were in our own timeline. I imagine that Vespuccian spell-components, powerful Native artifacts, and Colonial-made magic weapons will be pretty hot commodities back in the Old World. Woodsmen and voyageurs will be driven to scour the wilderness, searching for anything magical that can fit in the hold of the next shipment of goods to Europe.Last edited by SuperDave; 2013-12-06 at 02:51 PM.
My Homebrew Projects
Crossroads: The New World - Tribes, colonists, trade confederacies, and empires both new and old collide in an alt-history North America, circa 1750 A.D. (On the road to publication!)
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2013-12-13, 12:03 PM (ISO 8601)
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Re: Equipment for the New World [Crossroads][Pathfinder]
OK, I just realized that I haven't posted anything here in a while, and I'm sorry for that; I've been planning my honeymoon (which begins in about a week), and I haven't really had time to do as much research into the relative value of beaver pelts as I had planned.
Instead of adding more information, I'd like to pose a question: How will people in Vespuccia actually talk to each other about prices? It makes perfect sense for players and DMs to talk about Value Points or VP out-of-character, but if it's used in-character, it'll force people into some pretty clunky dialogue ("How dare you offer me four miserable Value Points for these exquisite, succulent grapes! They are clearly worth twelve VP, and not a point less!")
We could just go back to saying "GP, SP, and CP", but I kind of like the idea that "Value Points" could refer to any currency or bartering good. Maybe we could call the basic unit of value "a wampum" or "a cocoa bean", or some similar trade good? But then how would we refer to SP and CP? Maybe the normal D&D currency system should just be left in place, for simplicity's sake?My Homebrew Projects
Crossroads: The New World - Tribes, colonists, trade confederacies, and empires both new and old collide in an alt-history North America, circa 1750 A.D. (On the road to publication!)
Author of Motor City Breakdown, Co-Author & Accuracy Consultant for Ashes of the Motor City
Major Contributor, Tenebrous Seas Wiki
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2013-12-13, 12:21 PM (ISO 8601)
- Join Date
- May 2012
- Location
- Aldain
- Gender
Re: Equipment for the New World [Crossroads][Pathfinder]
I'm sorry...but this statement made me start cracking up.
"I'm sorry I haven't gotten to research beaver pelt pricing, I've been planning my honeymoon that's happening next week."
Relax! We're all still here. Do what you can if you'd like, but worry about that honeymoon! Those things don't happen too often.Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes
World Building Projects:
Magic: The Stuff of Sentience | Fate: The Fabric of Physics | Luck: The Basis of Biology
Order of the Stick Projects:
Annotation of the Comic | Magic Compendium of the Comic | Transcription of the Comic
Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
Extended Signature | My DeviantArt | Majora's Mask Point Race
(you can't take the sky from me)
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2013-12-13, 12:31 PM (ISO 8601)
- Join Date
- Jan 2013
Re: Equipment for the New World [Crossroads][Pathfinder]
I laughed a bit too.
Seriously though, I figured that Value Points were an abstract thing to compare value of goods. So the players wouldn't have a pocket full of VP, they'd have a couple beaver hides and a good axe head that they were willing to trade for safe passage across a lake, or sell to British merchant for a few shillings.
Basically VP is abstract, PCs carry physical goods measures in VP, and these goods can include coin.
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2014-01-10, 09:15 AM (ISO 8601)
- Join Date
- Jun 2012
- Location
- Kalamazoo, Michigan
- Gender
Re: Equipment for the New World [Crossroads][Pathfinder]
OK, I haven't made any progress on the beaver-pelt front, but I did just add damage for all Large weapons that we've got stats for, and I added a link to Dogsled Rules under the "Vehicles & Transportation" field. So that's something, right?
My Homebrew Projects
Crossroads: The New World - Tribes, colonists, trade confederacies, and empires both new and old collide in an alt-history North America, circa 1750 A.D. (On the road to publication!)
Author of Motor City Breakdown, Co-Author & Accuracy Consultant for Ashes of the Motor City
Major Contributor, Tenebrous Seas Wiki