Equipping Kaida
I'm going to write this out as I work through it and figure it out for myself.
Initial gear:
INITIAL GOODS: stout staff (Bo); a weapon for Bugei.*
Eta:
Average Peasant Garb
Average Winter Garb
Sell back:
Besides "wizards lean on a staff" I don't know why they get a Bo that they aren't skilled with and can't use. This sells back for
5cp.
Shugenja get only one Bugei total, for which she trained in
kyotetsu-shoge (a non-bonus skill). She therefore begins with one of the knife/chain combo weapons.
Roll coin:
[4d3]=6 gold [4d6]=20 silver [4d6x10]=11x10=110 copper
6*12 = 72
(110+5)/30 = 3sp, 25cp
72+20+3= 95sp, 25cp
Buy normal equipment, p. 52-53
First, ninjas get a set of Ninja Garb, but she doesn't and needs to buy it. I realized we need to specify color and might need to maintain multiple sets in our wardrobes at the camp.
NINJA GARB: see Appendix 2 for full explanation. Note that
Ninja garb counts as being padded for winter.
Cost: 10s (to Ninja only) Weight: 4 Class: not pertinent
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D. NINJA GARB Task Value: 10. Task Turn. 1 day.
Skill: Gimmickry Weight: 4. Cost: 10s.
Ninja Garb functioned to aid the Ninja in concealing himself at
night. It was normally a reddish black in color. Ninja armor could be
worn beneath it.
The Garb was reversible. One side is normally the black while the
other is either a specific color or a generalized suit of clothes suitable
for disguising the Ninja as one of his "ways of going."
Colors Environment
Black Night
White Snow
Green Live vegetation
Brown Earth
Gray Rock faces
When the Ninja is hiding in an environment the correct color will
add 1 to his Ninjutsu roll. An incorrect color will subtract 2, such as
wearing black in a snow storm.
Kaida will buy Ninja Garb in Black, Green, and Gray (assuming urban cities are stone and not brown-dirt). She maintains these along with normal peasant clothes and peasant winter clothes, hoping it helps her fit in with her clanmates at least by appearance.
-30sp
-2cp - belt pouch (holds 4lbs)
-7cp - geta (wooden sandals)
-2cp - kasa (straw hat)
-5cp - mino (straw raincoat)
-10cp - water bottle
= 26cp... so I subtract 1sp and end up with 29cp.
Bandages, doctor's kit, flint and steel, lantern and oil, etc might be needed by others, but she relies on her magical capabilities for these.
...also, rope is affordable, but heavy. She can't really carry it.
She doesn't need consumable arrows, shuriken, or other weapon items and can't afford armor. She has
64sp, 29cp left.
So, what would the daughter-of-a-dragon shugenja need in the mountain camp home? Shugenja read; I'd want her to have a small library containing all the reference materials she (or her father) have been able to gather on the esoteric writings about dragons and such. Also, she has a dog she loves that guards her private sanctuary room and its library.
The guard dog costs 5sp.
Books are a bit variable.
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Books: Cost Variable; Weight 1 to 3; Class A
These can be on numerous subjects. Reference materials, used in
building a library as described under Tasks, section 1123.0, cost
2D6 gold pieces per "point" of value, and a given book, either a scroll
or pages pressed between wooden boards, contains 1D10 points.
Price on specific books will be set by the Gamesmaster according to
the value of the contents or their rarity for collectors.
...
1124.0 ENHANCEMENTS TO TASK POINTS
Reference Works
A library on a given subject will enhance Tasks in that subject's
area. This is restricted to Tasks in the Fine Arts, magical or mystical
research, etc. A library may hold up to 99 "points" of knowledge and
is used like a related Skill. That is, the libarary's"score" divided by 20
determines the bonus to the Task Points. Libraries consist of classic
texts on the subject at hand, which can be valuable treasure. A given
book or scroll has 1D10 "points" on its subject. A scroll bought on
the open market costs 1D6 gold pieces in an A class city. Complete
libraries on a given subject are thus quite expensive.
So, every 20 points of a library gives a +1 bonus to the BCS/effect number of downtime actions related to the library's subject area (in Kaida's case, learning to master the magic her draconic heritage) to a maximum bonus of +5.
Each book had 1d10 points in it and costs 2d6gp per point when generating books found for sale.
...even using the minimum value of 2gp/point, Kaida could convert her remaining 59sp into
4 Points worth of scrolls. This leaves her with 11sp, 29cp, if that method works for Jemmus. A 4pt library has no mechanical benefit at all (as 20 points are required for the first +1 BCS) but having a few scrolls and a dog serves her roleplay.
She has a personal IC goal of stealing/acquiring new written texts to feed her library while on jobs.
The other alternative is that she could buy poisons. She can coat the blade of her kyotetsu-shoge, though doing so is a lot less efficient that coating blowgun darts or shuriken. She won't bother with that.
...
I pored over the poison rules until they made sense. For the use of others, the poison information is:
- Normal poison is Fast poison. The victim saves against it once each Detailed Turn. For double the cost you can get Lightning poison, where the victim saves each phase of each detailed turn. Poison to coat darts or weapons has to be the Injected type.
- You can also get Slow poison for assassination jobs - slow poisons can take minutes to days, and don't work in detailed time. Non-injected poisons are half the costs below (like a slow poison that is ingested in their food, or contact poison on their bedding) where inhaled poisons are x2.5 more. Everything below is for Fast Injected poisons.
- The level of a poison is the number of points damage it does each failed save. Each time-period, the victim makes a Health Save. If he passes he takes no damage and it reduces the level of the poison by 1. When the poison level is reduced to 0, it is over. If he fails the save, he takes the level in damage (see below for types) and retests again at the next time-period.
- Fast Lethal Injected Poisons cost 20sp X Level. They reduce the current Health Attribute. When Health reaches 0, they get a final save to see if they go into a coma or die.
- Fast Paralytic Injected Poisons cost 25sp X Level. They reduce the current Speed Attribute. At 0, they are paralyzed.
- Fast Narcotic Injected Poisons cost 10sp X Level. They reduce the current Strength Attribute. At 0, they pass out for 1d3 hours per remaining level of the poison.
- Fast Disabling Injected Poisons cost 5sp X Level. The level of the poison is the number of Distractions suffered (cumulatively). They lower the BCS of the victims actions that turn. When the number of distractions exceeds their Will score, they can't act at all due to disorientation.
So, at 5-25sp for a level 1 fast poison or 10-50sp for a level 1 lightning poison, it is possible to purchase with starting coin. But a victim only needs to succeed on one save in order to end the progressive decline (recovery is another matter requiring healers and time). Level 2 and level 3 poisons have significantly more effect but multiply the cost by the level.