Starting Character Wealth
ClassSundered EraDiscovery EraWayfaring Era
Alchemist3d6 x 10 gp3d8 x10 gp3d10 x10 gp
Arcanist2d6 x 10 gp2d8 x10 gp2d10 x10 gp
Barbarian3d6 x 10 gp3d8 x10 gp3d10 x10 gp
Bard3d6 x 10 gp3d8 x10 gp3d10 x10 gp
Bloodrager3d6 x 10 gp3d8 x10 gp3d10 x10 gp
Brawler3d6 x 10 gp3d8 x10 gp3d10 x10 gp
Cavalier5d6 x 10 gp5d8 x10 gp5d10 x10 gp
Cleric4d6 x 10 gp4d8 x10 gp4d10 x10 gp
Cowboy5d6 x 10 gp5d8 x10 gp5d10 x10 gp
Druid2d6 x 10 gp2d8 x10 gp2d10 x10 gp
Fighter5d6 x 10 gp5d8 x10 gp5d10 x10 gp
Gunslinger5d6 x 10 gp5d8 x10 gp5d10 x10 gp
Hunter4d6 x 10 gp4d8 x10 gp4d10 x10 gp
Inquisitor4d6 x 10 gp4d8 x10 gp4d10 x10 gp
Investigator3d6 x 10 gp3d8 x10 gp3d10 x10 gp
Magus4d6 x 10 gp4d8 x10 gp4d10 x10 gp
Monk1d6 x 10 gp1d8 x10 gp1d10 x10 gp
Ninja4d6 x 10 gp4d8 x10 gp4d10 x10 gp
Oracle3d6 x 10 gp3d8 x10 gp3d10 x10 gp
Paladin5d6 x 10 gp5d8 x10 gp5d10 x10 gp
Ranger5d6 x 10 gp5d8 x10 gp5d10 x10 gp
Rogue4d6 x 10 gp4d8 x10 gp4d10 x10 gp
Samurai5d6 x 10 gp5d8 x10 gp5d10 x10 gp
Shaman3d6 x 10 gp3d8 x10 gp3d10 x10 gp
Skald3d6 x 10 gp3d8 x10 gp3d10 x10 gp
Slayer5d6 x 10 gp5d8 x10 gp5d10 x10 gp
Soldier5d6 x 10 gp5d8 x10 gp5d10 x10 gp
Sorcerer2d6 x 10 gp2d8 x10 gp2d10 x10 gp
Summoner2d6 x 10 gp2d8 x10 gp2d10 x10 gp
Swashbuckler5d6 x 10 gp5d8 x10 gp5d10 x10 gp
Warpriest5d6 x 10 gp5d8 x10 gp5d10 x10 gp
Witch3d6 x 10 gp3d8 x10 gp3d10 x10 gp
Wizard3d6 x 10 gp3d8 x10 gp3d10 x10 gp
Coins (Sundered Era)
Exchange Valuecpspgppp
Copper piece (cp)11/101/1001/1,000
Silver piece (sp)1011/101/100
Gold piece (gp)1001011/10
Platinum piece (pp)1,000100101

Equipment

A well-equipped character can take on nearly any challenge, from surviving in the wilderness to making an impression at the king's banquet. This chapter presents all manner of mundane and exotic equipment for the PCs to purchase and use, from weapons to armor, alchemical items to masterwork tools, fine wines to trail rations. The equipment presented here should be relatively easy to find and purchase in most towns and cities, although GMs might wish to restrict the availability of some of the more expensive and exotic items.

Starting Character Wealth

Each character begins play with a number of gold pieces that he can spend on weapons, armor, and other equipment. As a character adventures, he accumulates more wealth that can be spent on better gear and magic items. The Starting Character Wealth lists the starting gold piece values by class.

As societies and cultures become more advanced, the average citizen becomes more wealthy. To represent this increase in general wealth the starting wealth for a character increases by die step as they campaign becomes more technological. Sundered Era, or the standard high-fantasy, campaigns use a d6 when determining starting wealth. Discovery Era, or modern campaigns, use a d8 for starting wealth, while Wayfaring Era, or sci-fi, campaigns use a d10. The number of dice rolled remains the same regardless of era.

In addition, each character begins play with an outfit worth 10 gp or less.

Coins and Currency

In Sundered Era campaigns the most common coin is the gold piece (gp). A gold piece is worth 10 silver pieces (sp). Each silver piece is worth 10 copper pieces (cp). In addition to copper, silver, and gold coins, there are also platinum pieces (pp), which are each worth 10 gp.

Many gaming groups might prefer to use a more modern currency when playing in Discovery Era campaigns. This is fine. There are two methods that can be used to making this conversion. First, is the direct method. That is to say that 1 gp is equal to $1. This is the most straight foreward method. The second method is a little more complicated. It places the value of $1 equal to the 1 sp. This method is a litte more accurate and brings the prices closer to what we would expect in the really, real world.

Wayfaring Era campaigns use the credit, or cr, as their main type of currency. 1 cr is equal to 1 gp.

The standard coin weighs about a third of an ounce (50 to the pound).

Goods and Services

Wealth provides options to characters that they might not otherwise have. It allows them to purchase items and equipment, obtain servies from professionals, secure passage for a long voyage, or gain the services of a spellcaster.

Adventuring Gear

Adventuring gear is equipment that is often times useful to adventures even if they are mundane. These items range from anything like a backpack or bedroll to a link and a quill pen to blackpower. In Discovery and Wayfaring campaigns these also include weapon enhancements like sights, foregrips, and weapon mounts.

Firearms Ammunition and Magazines

In campaigns that use firearms their are many different types of ammunition that can be used, from the standard ball of the Sundered Era to the LEAP rounds of the Discovery Era to the energized rounds of the Wayfaring Era.

In Discovery and Wayfaring Era campaigns firearms more often than not have magazines to store the ammunition. It is this capacity that makes firearms so deadly and dangerous.

Clothing

All characters begin play with one outfit, valued at 10 gp or less. Additional outfits can be purchased normally.

Food, Drink, and Lodging

These prices are for meals and accommodations at establishments in an average city.

Mounts and Related Gear

These are the common mounts available in most cities. Some markets might have additional creatures available, such as camels or even griffons, depending on the terrain. Such additional choices are up to GM discretion.

Special Substances and Items

Any of these substances except for the everburning torch and holy water can be made by a character with the Craft (alchemy) skill.

Spellcasting and Services

Sometimes the best solution to a problem is to hire someone else to take care of it.

Trade Goods

In all eras of play merchants commonly exchange trade goods without using currency. This means that trade goods are bought and sold at their full cost, and thus can be used as currency. Trade goods include, but are not limited to:

  • Wheat
  • Tabocco
  • Ginger
  • Salt
  • animals (cows, sheep, goats, etc.)

Tools and Skill Kits

These items are particularly useful to characters with certain skills and class abilities.

Transport

The prices listed are to purchase the vehicle. These prices generally exclude crew or animals.