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Dwimmermount: If Trouble Was Money
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== House Rules == ===Spell Scribing=== *Scribing a spell into a spellbook: This takes one day per spell level, and 200 gp per level. It takes a number of pages per spell level. *Scribing/Swapping/Learning takes 1, 2, or 4 days per level, respectively. You can always fold a lower-time activity into a higher one. So, if you are learning a new spell, you can scribe it and swap it into your repertoire at the same time. === Encumbrance === *For weight purposes, a gem is equivalent to a coin unless I tell you otherwise. *If you have purchased a purse, it may contain up to 50 coins/gems without further encumbering you. *If you carry more coins or gems than this, then each 200 coins or portion thereof counts as one "thing." *However, up to a thousand can be counted as 1 stone. This basically means that the sixth parcel of up to 200 doesn't weigh any more than the fifth. That's fine, it works out reasonably well. *If items of Jewelry are worn openly they do not count for encumbrance. However, others will certainly notice your ostentatious display of wealth. Otherwise, the rule that very small single items do not count for encumbrance 'does not' apply to Jewelry treasure. Even a single jeweled ring counts as an item unless you wear it. *One day of food counts as one thing. Seven days of food counts as one stone. === Available Skills === *PCs (not henchmen), after notable successes, may additional General proficiencies as a reward. The maximum number of these that they may have is one for each even level reached. *Henchmen receive the normal allotment of skills. However, if they are promoted to PC status, they will gain more over time until they catch up to how many a PC would have. *Available knowledge skills (beyond the highly generic "history," which will tell you little of value) include: **Knowledge: Ancient Lore. This is the most ancient. It is not currently commonly available. **Knowledge: Eld Lore. This is also very ancient. It is not currently commonly available. **Knowledge: Thulian Lore. This is commonly available. **Knowledge: Termaxian Lore. This is the more recent history, and is commonly available. *Note that these skills come in levels! Most can be bought up to three times, like the Healing proficiency. === Languages === The following are available languages: *Common: A widespread language descended from Low Thulian. In the years following the collapse of the Empire, Common came to be used as a trade and diplomatic language between the various city-states and nations that arose from the empire’s ashes. Common shows much local variation in orthography and vocabulary, so there is a 1 in 6 chance that a speaker of one dialect may either misunderstand the speaker of another or fail to convey his own meaning, if the speaker has not familiarized himself with the new dialect beforehand. Nevertheless, knowledge of any dialect of Common is usually sufficient to get by in all but the most remote or far-flung regions previously governed by the Thulian Empire (and in many regions outside it). *Low Thulian: A largely unwritten, non-standard form of Thulian spoken by the lower classes and conquered subject peoples of the Thulian Empire. Its grammar is considerably simpler than High Thulian, and its vocabulary includes many foreign words. *High Thulian: An elegant, highly-inflected language with a rich native vocabulary and literature, High Thulian was the language of the literary class during the Thulian Empire. It is spoken by aristocrats and scholars in the City-States, and preserved in the liturgy of the Great Church. *Ancient Thulian: The ancestor of High Thulian, Ancient Thulian has a relatively small vocabulary but an exceptionally complex grammar. Spoken by the Thulian barbarians who conquered the Eld, it is today the preserve of sages and the Great Church, whose earliest holy books are scribed in it. *Beastial: Spoken by gnolls, orcs, lizardmen, et cetera. *Elven: the liquid, lilting tongue of the elves. *Dwarven: A workmanlike language of curt words with a highly regular and efficient grammar. *The fast and guttural language of goblins bears no resemblance to any other language on Telluria, including beastial. Goblin's strange, transpositional grammar is difficult for even sages to learn, although the dumbest goblin masters it easily. Goblins insist that theirs is the only native language on Telluria. *Sages theorize that there may be a Precursor language underlying the similarities between Ancient Thulian, Dwarven, and Elven, perhaps the tongue spoken by the Great Ancients. If so, no one known to man speaks it. The secrets of this language must lay sealed away deep in the earth. *Giant, Draconic, Fey (spoken by pixies, nixies, dryads, et cetera), Elemental (spoken by djinn, efreets, elementals, et cetera), Infernal (spoken by demons and devils), and so forth are also available, but note that a LOT of humanoid languages are subsumed into Beastman dialects. === Henchmen & Hirelings === *Henchmen go into dungeons and demand a share of treasure. Hirelings do not go into dungeons, and require only a daily wage. For now, assume this stuff is by-the-book ACKS. *In both cases, morale and other factors might improve if the PC provides the hireling with additional considerations, such as purchasing them equipment. === XP & Treasure === *Please note that coins, gems, and jewelry which you return to civilization grant XP if you make it to safety with them still in your possession. *Items of special treasure such as art or commodities grant XP when sold, as do magic items if they are sold without being used. *Items of Special Treasure which match types of trade goods WILL use the trade modifiers to determine the price available. The net result of this is that you have to make a choice between maximizing your gains from treasure sales, and staying in Muntburg so that you can get the good stuff before rival parties of adventurers do. *Yes, I seriously am going to have the dungeon change over time, including having levels cleaned out by your rivals. Move fast. === Banking and Money Transport === *You can change GP into gems and jewelry for a 5% surcharge. So, buying a 100gp gem costs 5gp, or a 1,000gp gem costs 1050gp. This is something you pay at the time of purchase. *You can also get bank notes, which are bearer paper. The available denominations are: **1,000 **2,500 **5,000 **10,000 *Both are most likely to be available in larger communities. You're going to have trouble making major transactions in Muntburg, although Adamas can accommodate large purchases of gems and plenty of movement in bank notes. *Bank notes need to be kept in a scroll case, which counts as a Thing, but you can fit a fairly large quantity of them in one case. *Also, they are not totally risk free, in that sufficient reversals of fortune among the merchant houses could result in the money being lost. On the other hand, there's no fee. === Lifestyle Costs === '''The following are guidelines and not fully instituted. For example, it turns out none of us give a shit about stabling animals.''' *A character's monthly lifestyle cost is equal to the amount for a "Henchman Monthly Fee" for a character of their Hit Die. See page 51, ACKS. **For a first level character, this includes the shelter and food necessary to keep body and soul together. **At second level, the character may ignore the cost for reasonable amounts of consumable items (Arrows, torches, flasks of oil, rations.) **At third level, the character may ignore the cost of stabling a riding animal. **At fourth, a riding animal and one or two additional pack animals. **At fifth, the character's expenditures will likely be noticed anywhere that he stays very long, unless the community is so wealthy as to make this unremarkable. He is probably renting a townhouse and hiring a few personal servants wherever he stays, rather than staying in a boarding house like some common wanderer. **At sixth, ignore costs for passage on ships, etc. The character is assumed to have appropriate clothing and frequently buying more clothes. Ignore the cost of basically anything a peasant might own. If he loses his horse, he can get another. If he wants to throw a feast for a village, he can probably do it. **At seventh, the character may be assumed to have a small bodyguard of hireling mercenaries, even apart from his henchmen. **At eighth, the character can make reasonable consultations with sages, purchase clerical healing, and hire crews for ships (for example) without further expense. So long as he already has a ship, mind you. **At ninth, the character's troops that come due to reaching Name level need not be paid wages beyond what is covered by their lifestyle. **At tenth, the character should really not be paying much attention to how much any mundane good costs, short of hiring an army or building a fortress. **At eleventh and above, most problems that can be solved by throwing money at them are effectively no longer an issue. === Rounding === When amounts must be halved (or thirded, whatever) round any fraction up to one, and otherwise round up or down in the PCs' favor. === Combat === *SSBS: A named character who is using a shield will have their shield break upon taking a hit that would reduce them to 0HP or below. This negates the hit. Magical shields instead lose one magical "plus." === Monster Parts === http://forum.rpg.net/showthread.php?743230-Dwimmermount-If-Trouble-Was-Money&p=18830812#post18830812
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