Equipment

Carrying, Finding and Buying

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.

Encumbrance

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).

EncumbranceLevel
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.

Item Availability

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.

Availability

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.

AvailabilityWhere it can be found...
0Free. 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.
1Common. 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.
2Uncommon. 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.
3Rare Such items are rare in villages, but available in market towns. Simple weapons, basic armour and most farm animals.
4Very rare Such items are only available in decent towns. Most weapons, jewellery, good quality cloth, quality horses and most luxury items.
5Extremely 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.

Legality

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.

Technology

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.

TLHistorical period
0Stone age
1Bronze age
2Iron age
3Medieval
4Renaissance
5Steam
6Mechanical
7Nuclear
8Information
9Microtech

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.

Cost of living

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.

Weapon list

The following table lists the most common weapons, together with their statistics for Yags.

Axes
CombatAttributesRange
Weapon nameAtkDfnDmgRchLdStrRoFCap.RclClassTLLCNotesIncShMdLg
Battle axe+4+3+1023singleHv Im 5------
Broad axe+7+4+15336great2H Hv Im 5------
Hand axe+2+1+511/21singleHv Th 5------
Throwing axe+2+401/22thrownHv 10369
Bows
CombatAttributesRange
Weapon nameAtkDfnDmgRchLdStrRoFCap.RclClassTLLCNotesIncShMdLg
Heavy crossbow+1030023crossbowIm 1560120240
Light crossbow+715012crossbowIm 10153060
Long bow+2+12013bowIm 2060120240
Medium crossbow+92201.53crossbowIm 204080160
Short bow+3+501/22bowIm 153060120
Sling+8+7002thrownLi 10204060
Clubs
CombatAttributesRange
Weapon nameAtkDfnDmgRchLdStrRoFCap.RclClassTLLCNotesIncShMdLg
Club+2+3+5112brawl, singleLi 5------
Mace+3+3+11123singleHv Cr 5------
Warhammer+3+2+12213singleCr 5------
Flails
CombatAttributesRange
Weapon nameAtkDfnDmgRchLdStrRoFCap.RclClassTLLCNotesIncShMdLg
War flail+6+6+10323flailHv Cr 5------
Knives
CombatAttributesRange
Weapon nameAtkDfnDmgRchLdStrRoFCap.RclClassTLLCNotesIncShMdLg
Dagger+2+3+401/21brawl, singleLi Im 5------
Knife+1+2+2m01/41brawl, singleLi Wk Th 5------
Throwing knife+3+201/41thrownLi Wk 102510
Shields
CombatAttributesRange
Weapon nameAtkDfnDmgRchLdStrRoFCap.RclClassTLLCNotesIncShMdLg
Buckler+0+3+001/21shieldLi Wk Bk 5------
Round shield+2+5+011.52shieldBk 5------
Small shield+2+3+0112shieldBk 5------
Spears
CombatAttributesRange
Weapon nameAtkDfnDmgRchLdStrRoFCap.RclClassTLLCNotesIncShMdLg
Bill+5+8+13315longshaft, great2H Hv 5------
Hunting spear+3+2+7312single, longshaft2H Ts 15103050
Javelin+5+521/42thrownLi Im Wk 15369
Quarterstaff+5+9+8m314longshaft, great2H 5------
War spear+5+3+1131.53single, longshaft2H Hv Ts 5102030
Swords
CombatAttributesRange
Weapon nameAtkDfnDmgRchLdStrRoFCap.RclClassTLLCNotesIncShMdLg
Broad sword+5+5+12213single5------
Great sword+8+6+16336great2H Hv St 5------
Katana+6+5+14223great2H Hv Li 5------
Long sword+6+4+14324great2H Ts 5------
No-dachi+9+7+17325single2H Hv Li 5------
Scramasax+4+3+7112singleWk 5------
Short sword+4+3+9112singleIm 5------
Wakizashi+3+3+10122singleLi 5------

The notes for each weapon are as follows. See the combat article for full details.

2H
This weapon is designed to be used with two hands.
Bl
Blocking weapons are shields, which can be used as a second weapon at full bonus.
Cr
A crushing weapon, which gives +5 to knockback.
De
This weapon is defensive, and suffers only -5 to attack (instead of -10) when being used defensively.
Hv
This is a heavy weapon, and halves the protection provided by light armour.
Im
This is an impaling weapon, which halves the protection provided by mail and cloth armours.
Li
This is a light weapon, and it's damage type is reduced by one against heavy armour.
St
Strong weapons are less likely to break.
Th
A throwable weapon is designed to be thrown, and gives better ranges than other weapons.
We
Weak weapons are more likely to break.

Armour list

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.

ArmourSoakLoadNotesCoverage
Fur jacket+43 Re-1 Li So Wa neck torso groin arms thighs
Fur trousers+22 Re-1 Li So Wa groin legs
Hard leather jacket+32 Re-1 Li neck torso groin arms thighs
Heavy Samurai Armour+124 Re-1 No-1 Li torso groin arms legs
Kurbal cuirass
Can be worn over soft leather or quilted armour.
+11Li torso
Light Samurai Armour+62 Re-1 No-1 Li torso groin arms legs
Mail coif
Often worn under a helm.
+12Hv Ma skull neck
Mail hauberk+67 Re-1 No-1 Vi-3 Hv Ma torso groin arms thighs
Mail leggings+35 Re-1 No-1 Hv Ma groin legs
Mail shirt+44 No-1 Vi-2 Hv Ma torso groin
Metal helm+11 Vi-2 Hv skull
Quilted hauberk+43 Re-1 Li So neck torso groin arms thighs
Quilted jacket+32Li So torso groin arms
Quilted leggings+12 Re-1 Li So groin legs
Quilted vest+21Li So torso
Ring habergeon
Can be worn over soft leather.
+47 Re-1 No-1 Vi-2 Hv Ma torso groin
Ring hauberk
Can be worn over soft leather.
+610 Re-2 No-1 Vi-3 Hv Ma torso groin arms thighs
Ring leggings
Can be worn over soft leather.
+36 Re-2 No-1 Hv Ma groin legs
Soft leather jacket
Can be worn under mail, a cuirass or vambraces.
+21Li torso groin arms
Soft leather trousers
Can be worn under mail leggings.
+11Li groin legs

The combat article gives a full description of the different properties, but they are repeated here in brief for easy reference.

Hv
Heavy armour is good against all weapon types.
Li
Light armour is ineffective against heavy weapons, but tends to be cheap and comfortable to wear.
Ma
Mail armour is halved against impaling weapons.
No-X
Armour is noisy, and gives a penalty to Agility equal to X for stealth checks.
Re-X
Armour is restrictive, and gives a penalty to Agility equal to X for athletics, brawling and initiative.
So
Soft armour is doubled against light weapons.
Vi-X
Armour protects vitals and gives a bonus to health checks to stay alive and conscious equal to X.
Wa
Warm armour gives added protection against the cold, and doubles as cold weather clothing.

General Equipment

Adventuring
ItemAvailabilityWeightCostNotesDescription
Animals
ItemAvailabilityWeightCostNotesDescription
Armour
ItemAvailabilityWeightCostNotesDescription
Climbing
ItemAvailabilityWeightCostNotesDescription
Container
ItemAvailabilityWeightCostNotesDescription
Food
ItemAvailabilityWeightCostNotesDescription
Livestock
ItemAvailabilityWeightCostNotesDescription
Rogue
ItemAvailabilityWeightCostNotesDescription
Services
ItemAvailabilityWeightCostNotesDescription
Transport
ItemAvailabilityWeightCostNotesDescription
Weapon
ItemAvailabilityWeightCostNotesDescription