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=Chapter 9: Treasure= Only use pages 204-210, ie the non-magical stuff. '''Masterwork armour and weapons''' There are two better-than-normal qualities for weapons and armour (but not shields or ammunition), good and exceptional. Good items cost four times the listed price, have one special property and give +2 against Sunder maneuvers. Exceptional items cost ten times the listed price, have two properties, and give +4 against being Sundered. The other mechanical impacts are as follows: *Good weapons: +1 initiative or +1 damage. *Exceptional weapons: +1 to hit and with either +1 initiative or +1 damage. *Good armour: Reduce Encumbrance by one stone. *Exceptional armour: Reduce Encumbrance by one stone and +1AC. Better quality armours are tailor-made for their wearer, and cannot simply be taken from one person and worn by another. They require the attentions of an armourer to refit them for a new wearer, and until that has happened, function as regular armour of the same type. ''Design note: While there's no magic items, there is still well-crafted gear, available for a price. Thus as both loot and stuff to get, I've included them here. I do wonder if x4 and x10 might be too cheap, but on the other hand how would anyone afford it if they were too expensive.''
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