Equipment

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Bonuses from equipment (including magical material bonuses) do not stack with one another; the character enjoys only the best among his various modifiers. For example, a Dragon-Blooded character with a jade daiklave and jade hearthstone bracers would only lower his Speed by one point—the two magical material bonuses will not stack to produce Speed -2. Likewise, a character wearing lamellar armor and a magic girdle that provides armored soak enjoys only the higher of the two soak ratings—they do not stack together.

Mundane Equipment

The Resources System

Items in Exalted do not generally have a value in game-world money attached to them. Instead, they are rated with the number of dots in Resources a character must possess in order to purchase them. Of course, the character is paying in Realm jade, Guild silver dinars or paper scrip, but most players don't enjoy painstakingly keeping track of every jade bit that changes hands.

An item with a Resources cost lower than the character's Resources is an out-of-pocket expense. Within reason, the character can purchase as many of the items as she wants without a strain on her purse.

An item with a cost equal to the character's Resources is a serious expense. When she buys it, she lowers her Resources rating by one dot until it is increased through roleplaying.

An item with a cost greater than the character's Resources is too expensive for her.

What follows is a list of non-combat items that Exalted characters are likely to purchase. The Storyteller will notice a distinct lack of household goods, provisions and specific clothing articles. This lack is deliberate. Exalted is not a game about how many candles a character owns or if she can afford a barrel of pickled fish. The only time such things are important is when the character is far away from civilization and has only the things on her back or pack animals. Unless a character is totally destitute, she is assumed to be able to buy food, clothing and shelter of some sort. A character with Resources 2 or more can afford any reasonable number of common household objects.

Clothing and Jewelry

Item Resources Cost
Peasant clothes
Fine or fancy clothing ••
Courtly clothing (silk) •••
Royal raiment (cloth of gold studded with gems) ••••
Noble jewelry (electrum and pinhead-size gems) •••
Royal jewelry (gold and pea-sized gems) ••••
Imperial jewelry
(orichalcum and pigeon's-egg sized gems)
•••••

Slaves and Animals

Item Resources Cost
Unskilled slave ••
Skilled slave (healthy, smart, Craft •••) •••
Concubine (skilled, attractive, disease free) ••••
Keep for a slave for a year ••
Domestic animal (camel, horse, ox or yeddim) ••
Fine camel/horse (war or racing) •••
Elephant or mammoth •••
Fodder for a camel/horse for a month
Fodder for a yeddim for a month ••
Fodder for an elephant for a month ••
Stabling and keep for a work horse (per week) ••
Stabling and keep for a fine horse (per week) •••
Stabling and keep for an elephant (per week) •••
Saddle and tack (basic) ••
Saddle and tack (lavishly decorated) •••
Howdah •••
Fine simhata (lion-horse) ••••
Meat for a simhata for a month •••
Stabling and keep for a simhata (per week) •••
Saddle and tack (basic) for a simhata ••
Fine claw strider •••
Meat for a claw strider for a month ••
Stabling and keep for a claw strider (per week) •••
Saddle and tack (basic) for a claw-strider ••
Fine small exotic pet (gravehound, strangler's serpent) •••
Food for a small exotic pet for a month ••

Property and Ships

Item Resources Cost
Buy an estate ••••
Build a country villa or townhouse ••••
Staff a country villa or townhouse for a month •••
Furnish a townhouse or villa •••
Furnish a posh townhouse or villa ••••
Build a grand palace •••••
Staff a grand palace for a month ••••
Furnish a grand palace (meager) ••••
Furnish a grand palace (posh) •••••
Lavish feast for two dozen •••
Grand banquet for 200 ••••
Erect a manse (rating • to •••) ••••
Erect a manse (rating •••• to •••••) •••••
Passage across the Inland Sea ••
Buy a yacht or ship ••••
Crew and provender for a ship for a month ••••
Crew and provender for a yacht for a month •••
Rent a crack mercenary company for a month ••••
Rent a mercenary army for a month ••••
Raise a new legion ••••
Keep a legion armed, fed, paid, & in the field for a year ••••

Guild and Business Expenses

Item Resources Cost
Initial dues to join the Guild ••
Cheap caravan
Small caravan ••
Dozen-wagon caravan •••
Caravan of two dozen wagons, 100 guards and hangers-on ••••
Caravan of 100 wagons traveling for half a year or more •••••

Realm Expenses

Item Resources Cost
Price of Commission (Field Command) •••
Price of Commission (Legionary Command) ••••
Donatives necessary to be named an Imperial prefect ••••
Donatives necessary to be named an Imperial satrap •••••
Donatives necessary to have a child accepted at a good school (per annum) •••
Dragon-Blooded salon for a couple of dozen •••
Dowry for a mortal family marrying into a Dynastic house ••••

Workshops

Item Cost to
Build
Maintain Cost
per month
Penalty/
Bonus
(Artifacts)
Penalty/
Bonus
(Mundane Crafts)
Rudimentary workshop (free) (free) -4 -2
Cheap workshop (Houserule) •• -3 -1
Basic workshop ••• •• -2 ±0
Master's workshop •••• ••• ±0 ±0
Flawless workshop Special Special +2 +2
Ideal workshop Special Special +4 +4

First Penalty/Bonus columns applies only to crafting of Artifacts. For other crafts, see the last column.

Common Drugs

See Drugs.

Superior Equipment

The items detailed in these charts are serviceable but not extraordinary. Characters with money to burn may seek to buy or have made for them truly exceptional weapons or equipment. Such items will be available only in those areas that have talented, full-time artisans—typically large cities and military foundries. Even there, such equipment is usually custom ordered and rarely found in quantity. There simply aren't enough first-rate artisans to make superior gear in bulk. A character cannot begin the game with more than one item of superior equipment per dot of Resources, even if she might be able to afford more. (See Create Item/Artifact for details on making exceptional weapons.)

Fine Equipment

Fine weapons add one to one of the following characteristics: Accuracy, Damage, Defense, Range (bows add 50 yards, while thrown weapons add 10) or requirements (reduces one trait minimum by one). Fine armor adds 1L/1B soak. Fine tools add one die to a single Ability roll when used in the context of a single defined specialty (e.g., fine brushes could add +1 to Linguistics rolls using the Calligraphy specialty).

Exceptional Equipment

Exceptional weapons gain three +1s to divide among any of the characteristics that fine weapons can improve. They can also raise Rate, but the same characteristic cannot be raised more than once. Exceptional armor gains two +1 bonuses to divide among: soak (adds 1L/1B), mobility (reduces mobility penalty by one) or fatigue (reduces fatigue value by one). Exceptional tools and gear add one die to dice pools when used. Items of exceptional equipment cost their normal value plus one more dot of Resources.

Perfect Equipment

Latest errata: Superior equipment only comes in fine and exceptional forms—all references to perfect equipment are now treated as exceptional equipment.

Perfect weapons provide two +1 bonuses and one +2 bonus to spend on the characteristics available for exceptional weapons but cannot improve Rate by +2. Perfect armor has a mobility penalty and fatigue value each -1 normal, as well as receiving two +1 bonuses to split among the characteristics available for exceptional armor. Perfect gear and tools add two dice when used. Items of perfect equipment cost their normal value plus two extra dots of Resources.