The following sections of this article list the most common items of equipment that it is possible to buy. Initially though there is a brief summary of the rules side of things - encumbrance, limitations on buying stuff and other things.
How much a person can carry is based on their strength. The more they carry, the greater the penalties when trying to perform physical actions. A character can normally carry up to the square of their strength (in kg) without any penalty. If they try to carry more than this, then they are penalised.
The following table shows the penalties for given levels of encumbrance. The encumbrance column lists the maximum load that can be carried as a multiple of their base amount (strength squared).
| Encumbrance | Level |
|---|---|
| Unencumbered (x1). A character can carry up to the square of their strength without being encumbered. | 0 |
| Light (x2). A character who carries more than the square of their strength (but no more than twice this) is lightly encumbered, and has a -1 penalty to agility. | 1 |
| Moderately (x3). Character has a -1 penalty to both agility and dexterity. | 2 |
| Heavily (x6). Character has a -2 penalty to agility and a -1 penalty to dexterity. | 3 |
| Greatly (x10). A greatly burdened character has a -2 penalty to both agility and dexterity. | 4 |
| Over encumbered. Character cannot move, all agility checks are automatically zero and -2 to dexterity. | 5 |
The level of encumbrance is used in other situations. When fatigue checks are made, it gives a -5 to the roll per level of encumbrance.
It may also add a similar penalty if the character attempts some athletic action that would be greatly affected by encumbrance. Examples include jumping, swimming or acrobatics.
Not all items are available for sale everywhere. An elegant gold water clock won't be found in a typical village, however you could probably buy as many eggs as you wanted there.
Likewise, steel plate armour won't be available in 10th century London - you'd have to wait another few hundred years for that.
Apart from cost, there are three principle things which govern whether something can be bought at a given location - availability, legality and technology.
All items have an availability rating, on a scale of zero to five, with five being very rare items and zero being things which can be picked up anywhere.
| Availability | Where it can be found... |
|---|---|
| 0 | Free. Such items are as common as dirt. They include such things as firewood, chalk, clubs and staves. They can be picked up from anywhere either fully formed, or easily crafted by anyone with opposable thumbs. They may still have a price, which reflects the trouble of someone going to pick the item up and sticking it in a shop. |
| 1 | Common. Such items are available in even small villages for a reasonable cost. Even a farmstead will have some, though non-renewable items may cost a bit extra. |
| 2 | Uncommon. Simple items which take some time and skill to make. They will be common in small villages, though not generally for sale. Larger villages will tend to have them for common sale. |
| 3 | Rare Such items are rare in villages, but available in market towns. Simple weapons, basic armour and most farm animals. |
| 4 | Very rare Such items are only available in decent towns. Most weapons, jewellery, good quality cloth, quality horses and most luxury items. |
| 5 | Extremely rare Such items are only found in large towns or cities. Good quality or unusual weapons or armour, luxury goods or items which require a high degree of skill to make. |
Availability can also be affected by the type of good. Some items are listed as being specialist. Such items are only available from a few rare sources. For example, lock picks won't be available from anyone other than a locksmith or a thief.
Some items are noted as being luxury items. These may not be available to common folk, or at least anyone who looks like a commoner, just out of snobbery.
Some items are, if not outright illegal, somewhat shady in nature. Items marked as illegal cannot be bought through normal channels. Contacts with the criminal underworld or hefty bribes may be required.
Some items are merely shady. A shady item can be used for legal purposes, though a suspicious looking person who buys such an item might get reported to local law enforcement.
Finally, restricted items are legal, but only permitted to certain people. Knightly weapons and armour would be one example, which aren't permitted to be owned by non-nobles.
Some items require a certain level of technology before they become available. Every item has a tech level (TL) which denotes when the item was first introduced.
| TL | Historical period |
|---|---|
| 0 | Stone age |
| 1 | Bronze age |
| 2 | Iron age |
| 3 | Medieval |
| 4 | Renaissance |
| 5 | Steam |
| 6 | Mechanical |
| 7 | Nuclear |
| 8 | Information |
| 9 | Microtech |
The equipment lists given here only deal with low tech goods, up until tech level 3.
The technology levels assume a technology advancement similar to Western Europe. Advancement trees outside of this are not currently represented.
The monthly cost of living of a person will vary according to their social class (or at least, the social class they wish to emulate). Out in the wilderness, everyone is pretty much equal. In a village, there won't be much option, though an innkeeper and his family may give up their private rooms for someone of obvious importance.
In towns, how expensively a character lives will often determine their perceived social class.
The following table lists the most common weapons, together with their statistics for Yags.
| Axes | |||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Combat | Attributes | Range | |||||||||||||||
| Weapon name | Atk | Dfn | Dmg | Rch | Ld | Str | RoF | Cap. | Rcl | Class | TL | LC | Notes | Inc | Sh | Md | Lg |
| Battle axe | +4 | +3 | +10 | 2 | 3 | single | Hv Im | 5 | -- | -- | -- | ||||||
| Broad axe | +7 | +4 | +15 | 3 | 3 | 6 | great | 2H Hv Im | 5 | -- | -- | -- | |||||
| Hand axe | +2 | +1 | +5 | 1 | 1/2 | 1 | single | Hv Th | 5 | -- | -- | -- | |||||
| Throwing axe | +2 | +4 | 0 | 1/2 | 2 | thrown | Hv | 10 | 3 | 6 | 9 | ||||||
| Bows | |||||||||||||||||
| Combat | Attributes | Range | |||||||||||||||
| Weapon name | Atk | Dfn | Dmg | Rch | Ld | Str | RoF | Cap. | Rcl | Class | TL | LC | Notes | Inc | Sh | Md | Lg |
| Heavy crossbow | +10 | 30 | 0 | 2 | 3 | crossbow | Im | 15 | 60 | 120 | 240 | ||||||
| Light crossbow | +7 | 15 | 0 | 1 | 2 | crossbow | Im | 10 | 15 | 30 | 60 | ||||||
| Long bow | +2 | +12 | 0 | 1 | 3 | bow | Im | 20 | 60 | 120 | 240 | ||||||
| Medium crossbow | +9 | 22 | 0 | 1.5 | 3 | crossbow | Im | 20 | 40 | 80 | 160 | ||||||
| Short bow | +3 | +5 | 0 | 1/2 | 2 | bow | Im | 15 | 30 | 60 | 120 | ||||||
| Sling | +8 | +7 | 0 | 0 | 2 | thrown | Li | 10 | 20 | 40 | 60 | ||||||
| Clubs | |||||||||||||||||
| Combat | Attributes | Range | |||||||||||||||
| Weapon name | Atk | Dfn | Dmg | Rch | Ld | Str | RoF | Cap. | Rcl | Class | TL | LC | Notes | Inc | Sh | Md | Lg |
| Club | +2 | +3 | +5 | 1 | 1 | 2 | brawl, single | Li | 5 | -- | -- | -- | |||||
| Mace | +3 | +3 | +11 | 1 | 2 | 3 | single | Hv Cr | 5 | -- | -- | -- | |||||
| Warhammer | +3 | +2 | +12 | 2 | 1 | 3 | single | Cr | 5 | -- | -- | -- | |||||
| Flails | |||||||||||||||||
| Combat | Attributes | Range | |||||||||||||||
| Weapon name | Atk | Dfn | Dmg | Rch | Ld | Str | RoF | Cap. | Rcl | Class | TL | LC | Notes | Inc | Sh | Md | Lg |
| War flail | +6 | +6 | +10 | 3 | 2 | 3 | flail | Hv Cr | 5 | -- | -- | -- | |||||
| Knives | |||||||||||||||||
| Combat | Attributes | Range | |||||||||||||||
| Weapon name | Atk | Dfn | Dmg | Rch | Ld | Str | RoF | Cap. | Rcl | Class | TL | LC | Notes | Inc | Sh | Md | Lg |
| Dagger | +2 | +3 | +4 | 0 | 1/2 | 1 | brawl, single | Li Im | 5 | -- | -- | -- | |||||
| Knife | +1 | +2 | +2m | 0 | 1/4 | 1 | brawl, single | Li Wk Th | 5 | -- | -- | -- | |||||
| Throwing knife | +3 | +2 | 0 | 1/4 | 1 | thrown | Li Wk | 10 | 2 | 5 | 10 | ||||||
| Shields | |||||||||||||||||
| Combat | Attributes | Range | |||||||||||||||
| Weapon name | Atk | Dfn | Dmg | Rch | Ld | Str | RoF | Cap. | Rcl | Class | TL | LC | Notes | Inc | Sh | Md | Lg |
| Buckler | +0 | +3 | +0 | 0 | 1/2 | 1 | shield | Li Wk Bk | 5 | -- | -- | -- | |||||
| Round shield | +2 | +5 | +0 | 1 | 1.5 | 2 | shield | Bk | 5 | -- | -- | -- | |||||
| Small shield | +2 | +3 | +0 | 1 | 1 | 2 | shield | Bk | 5 | -- | -- | -- | |||||
| Spears | |||||||||||||||||
| Combat | Attributes | Range | |||||||||||||||
| Weapon name | Atk | Dfn | Dmg | Rch | Ld | Str | RoF | Cap. | Rcl | Class | TL | LC | Notes | Inc | Sh | Md | Lg |
| Bill | +5 | +8 | +13 | 3 | 1 | 5 | longshaft, great | 2H Hv | 5 | -- | -- | -- | |||||
| Hunting spear | +3 | +2 | +7 | 3 | 1 | 2 | single, longshaft | 2H Ts | 15 | 10 | 30 | 50 | |||||
| Javelin | +5 | +5 | 2 | 1/4 | 2 | thrown | Li Im Wk | 15 | 3 | 6 | 9 | ||||||
| Quarterstaff | +5 | +9 | +8m | 3 | 1 | 4 | longshaft, great | 2H | 5 | -- | -- | -- | |||||
| War spear | +5 | +3 | +11 | 3 | 1.5 | 3 | single, longshaft | 2H Hv Ts | 5 | 10 | 20 | 30 | |||||
| Swords | |||||||||||||||||
| Combat | Attributes | Range | |||||||||||||||
| Weapon name | Atk | Dfn | Dmg | Rch | Ld | Str | RoF | Cap. | Rcl | Class | TL | LC | Notes | Inc | Sh | Md | Lg |
| Broad sword | +5 | +5 | +12 | 2 | 1 | 3 | single | 5 | -- | -- | -- | ||||||
| Great sword | +8 | +6 | +16 | 3 | 3 | 6 | great | 2H Hv St | 5 | -- | -- | -- | |||||
| Katana | +6 | +5 | +14 | 2 | 2 | 3 | great | 2H Hv Li | 5 | -- | -- | -- | |||||
| Long sword | +6 | +4 | +14 | 3 | 2 | 4 | great | 2H Ts | 5 | -- | -- | -- | |||||
| No-dachi | +9 | +7 | +17 | 3 | 2 | 5 | single | 2H Hv Li | 5 | -- | -- | -- | |||||
| Scramasax | +4 | +3 | +7 | 1 | 1 | 2 | single | Wk | 5 | -- | -- | -- | |||||
| Short sword | +4 | +3 | +9 | 1 | 1 | 2 | single | Im | 5 | -- | -- | -- | |||||
| Wakizashi | +3 | +3 | +10 | 1 | 2 | 2 | single | Li | 5 | -- | -- | -- | |||||
The notes for each weapon are as follows. See the combat article for full details.
There is a wide variety of armour available, varying in cost, weight and protective ability. Some armour is better against certain types of weapons than other armour - padded cloth can be better against crushing weapons than mail is, though mail is far superior against swords.
The following lists the most common types of armour, together with their properties.
| Armour | Soak | Load | Notes | Coverage |
|---|---|---|---|---|
| Fur jacket | +4 | 3 | Re-1 Li So Wa | neck torso groin arms thighs |
| Fur trousers | +2 | 2 | Re-1 Li So Wa | groin legs |
| Hard leather jacket | +3 | 2 | Re-1 Li | neck torso groin arms thighs |
| Heavy Samurai Armour | +12 | 4 | Re-1 No-1 Li | torso groin arms legs |
| Kurbal cuirass Can be worn over soft leather or quilted armour. | +1 | 1 | Li | torso |
| Light Samurai Armour | +6 | 2 | Re-1 No-1 Li | torso groin arms legs |
| Mail coif Often worn under a helm. | +1 | 2 | Hv Ma | skull neck |
| Mail hauberk | +6 | 7 | Re-1 No-1 Vi-3 Hv Ma | torso groin arms thighs |
| Mail leggings | +3 | 5 | Re-1 No-1 Hv Ma | groin legs |
| Mail shirt | +4 | 4 | No-1 Vi-2 Hv Ma | torso groin |
| Metal helm | +1 | 1 | Vi-2 Hv | skull |
| Quilted hauberk | +4 | 3 | Re-1 Li So | neck torso groin arms thighs |
| Quilted jacket | +3 | 2 | Li So | torso groin arms |
| Quilted leggings | +1 | 2 | Re-1 Li So | groin legs |
| Quilted vest | +2 | 1 | Li So | torso |
| Ring habergeon Can be worn over soft leather. | +4 | 7 | Re-1 No-1 Vi-2 Hv Ma | torso groin |
| Ring hauberk Can be worn over soft leather. | +6 | 10 | Re-2 No-1 Vi-3 Hv Ma | torso groin arms thighs |
| Ring leggings Can be worn over soft leather. | +3 | 6 | Re-2 No-1 Hv Ma | groin legs |
| Soft leather jacket Can be worn under mail, a cuirass or vambraces. | +2 | 1 | Li | torso groin arms |
| Soft leather trousers Can be worn under mail leggings. | +1 | 1 | Li | groin legs |
The combat article gives a full description of the different properties, but they are repeated here in brief for easy reference.
| Adventuring | |||||
|---|---|---|---|---|---|
| Item | Availability | Weight | Cost | Notes | Description |
| Animals | |||||
| Item | Availability | Weight | Cost | Notes | Description |
| Armour | |||||
| Item | Availability | Weight | Cost | Notes | Description |
| Climbing | |||||
| Item | Availability | Weight | Cost | Notes | Description |
| Container | |||||
| Item | Availability | Weight | Cost | Notes | Description |
| Food | |||||
| Item | Availability | Weight | Cost | Notes | Description |
| Livestock | |||||
| Item | Availability | Weight | Cost | Notes | Description |
| Rogue | |||||
| Item | Availability | Weight | Cost | Notes | Description |
| Services | |||||
| Item | Availability | Weight | Cost | Notes | Description |
| Transport | |||||
| Item | Availability | Weight | Cost | Notes | Description |
| Weapon | |||||
| Item | Availability | Weight | Cost | Notes | Description |