Monetary Units: the same currency is used across the entire Astaria region.
1 copper piece (1cp; a “wink”) = USD$1
1 silver piece (sp; a “kiss”) = 10 copper = $10;
1 gold piece (gp; a “favor”) = 10 silver = $100;
1 platinum (pp) = 10 gold = $1000
Coins weigh 10 grams. 100 coins weigh 1 kg.
The Yoke of Debt
Most societies in Jehan are very unequal. Wages are low, so it takes a long time to buy useful items. For this reason, 90% of the civil population are Workers who are indebted. Because ‘civilized space’ is fragmented and discontinuous, enforcement of contracts and debts is problematic. The eventual solution is the Yoke of Debt, a choker that can only be removed by mutual agreement of the lender and borrower. Indebted people are nicknamed ‘yokers’ or ‘yokels’. Outsiders are not counted as part of the civil population. If they take the yoke, they get some civil protections. Un-yoked Outsiders are assumed to be Outlaws.
Typical wages
OUTSIDER (not counted as part of city): Daily = 1sp; Monthly = 2.8gp; Yearly = 33.6gp
PROLE (90% of civic population): Daily = 2sp; Monthly = 5.6gp; Yearly = 67.2gp.
PLEB (9% of civic population): Daily = 1gp; Monthly = 28gp; Yearly = 336gp.
ARISTO (1% of civic population): Daily = 24gp; Monthly = 672gp; Yearly = 8,064gp.
Costs of Living
Monthly rents: flat = 2gp; shopstall = 4gp; Typ building value = 1000gp
Lodging = 5sp/day typ; 2gp/day fancy. Meals are extra.
Meals: Basic = 5-10cp; Nice = 2sp; Aristo = 2gp. Beer = 5-10cp/mug; Wine = 5-20sp/carafe.
Property Tax Rate: 1% per year (5gp, typical). Property includes land and stock in businesses.
Income Tax Rate: 1% per year. You pay income tax at your city of residence. If you do not pay tax and live in the Wilderness you are classified as an Outlaw.
Pawning vs. Merchant Price: most equipment in good condition can be sold at ½ market price to merchants. Their higher price reflects operating costs & reputation-maintenance.
Equipment to Purchase
Below is the basic list of equipment that can be bought at open-air markets in mid-size towns and larger.
Track the weight (kg) to calculate Burden = (total weight)/10 – (Strength Bonus + 1).
To buy more specialized items, use the Purple Crayon Principle and suggest it to the GM.
| Backpack | 2gp | 2.0kg | First-Aid Kit (10 uses) | 5gp | 1.5kg | ||
| 4x1m webbing straps | 4sp | 0.1kg | Mess kit | 5sp | 0.5kg | ||
| 1-liter bottle | 2sp | 1.0kg | Pen & Ink | 5sp | 0.2kg | ||
| Groundpad | 1gp | 1.0kg | Logbook (blank, A5) | 1gp | 0.3kg | ||
| Cape, waterproof | 2gp | 1.5kg | Magnifying glass | 1gp | 0.2kg | ||
| Hat, broad-brim, wproof | 1gp | 0.2kg | Fine powder | 1cp | 0.2kg | ||
| Polycarb eyeshields | 2sp | 0.1kg | Vial (empty) | 2sp | 0.1kg | ||
| Belt w standard buckle | 5sp | 0.5kg | Lamp, LED | 5gp | 0.5kg | ||
| Belt-pouch | 5sp | 0.5kg | Lamp, UV-A | 50gp | 0.5kg | ||
| Boots, crap quality | 1gp | 1.5kg | Scope & Tripod | 30gp | 2.0kg | ||
| Boots, explorer | 5gp | 1.5kg | Infrared goggles | 200gp | 0.2kg | ||
| Boots, fancy | 10gp | 1.5kg | Compass | 5gp | 0.2kg | ||
| Fishing tackle | 3gp | 2.0kg | Pocket Watch | 5gp | 0.2kg | ||
| Rope, 500kg load, 16m | 1gp | 1.0kg | Hypergolic Flask | 50gp | 1.0kg | ||
| Rope, 500kg load, 48m | 3gp | 3.0kg | Acid vial | 25gp | 0.5kg | ||
| Hammer | 5sp | 1.5kg | Poison, vial | 1gp | 0.1kg | ||
| Grappling Hook | 2gp | 2.0kg | Antitoxin vial | 5gp | 0.2kg | ||
| Crowbar | 1gp | 2.5kg | Antibiotic vial | 5gp | 0.2kg |
Basic Weapons
NOTES: (1) In this table, the effect of weapons includes entangling, bludgeoning (B-dmg), piercing (P-dmg), slashing (S-dmg).
(2) The speed to use a weapon is listed in seconds. A combat round is 5 seconds long. For melée weapons, the time includes strike/block. For ranged weapons the time includes nock/draw/release.
(3) Some weapons also help block the attacks: Blades +1; Blunts +2; Staves +3.
(4) With training, nets, daggers & axes can be thrown, and whips can be used as prehensile weapons to entangle or disarm foes (or grab a branch to swing across a chasm).
(5) An archer can take an extra 3 seconds to Aim more precisely. Benefits vary by device.
| Item | Cost | Wt | Dmg | Spd | Blk | Comments |
| Net (note 4) | 1gp | 1.5kg | 0 | 4s | +1 | entangling; 5m range |
| Club | 1sp | 2.5kg | 1d4, B | 3s | +2 | 1m reach |
| Dagger (4) | 2gp | 0.5kg | 1d4,P/S | 2s | +0 | 0-1m reach: 10m thrown |
| Handaxe (4) | 5gp | 2.0kg | 1d6,S | 3s | +1 | 1m reach; 10m thrown |
| Spear | 1gp | 1.5kg | 1d6,P | 3s | +3 | 2m reach; 25m thrown |
| Quarterstaff | 2sp | 2.0kg | 1d4,B | 2+2s | +3 | 2m reach; 2 hits/round |
| Sling | 5cp | 0.2kg | 1d4,B | 5s | +0 | 20m range |
| 20 Sling Bullets | 4cp | 4kg | ||||
| Bow, basic | 1gp | 1.0kg | 1d6,P | 5s | +0 | 40m range |
| Longbow | 25gp | 1.5kg | 1d8,P | 5s | +0 | 60m range, +1 aim |
| Compound bow | 50gp | 2.0kg | 1d8,P | 5s | +0 | 60m range, +2 aim |
| 20 Arrows | 1gp | 0.5kg | ||||
| Quiver | 1gp | 0.5kg | ||||
| Crossbow | 50gp | 5.0kg | 1d10,P | 7s | +0 | 40m range; +1 aim |
| 20 Xbow Bolts | 2gp | 1.0kg | ||||
| Bolt-pouch | 1gp | 0.5kg | ||||
| Sword | 15gp | 2.5kg | 1d8,S/P | 3s | +1 | 1m reach |
| Battle-axe | 10gp | 3.0kg | 1d8,S | 4s | +1 | 1m reach |
| Whip | 2gp | 1.5kg | 1d4,S | 3s | +0 | entangle/grip 3m range (4) |
General Armor
NOTES: (1) In this game (as in real life), armor does not make it harder to be hit. Rather, it absorbs damage. Armor is therefore rated by Damage Reduction (DR) in terms of Hit Points.
(2) Helmets and head injuries are treated separately. A d12 roll determines a head-hit.
| Item | Cost | Wt | DR | Special | Don | Doff |
| Leather helmet | 1gp | 1kg | 1DR | 1s | 3s | |
| Half-Helmet | 5gp | 2kg | 2DR | 3s | 3s | |
| Full-Helmet | 20gp | 3kg | 3DR | Limited Senses | 10s | 5s |
| Padded | 5gp | 4kg | 1DR | 2DR v.Blunts | 1min | 30s |
| Leather | 10gp | 5kg | 2DR | 1min | 30s | |
| Hardened Leather | 30gp | 10kg | 3DR | 2min | 1min | |
| Chain/Padded | 50gp | 20kg | 4DR | 3min | 2min | |
| Riot Gear | 100gp | 15kg | 5DR | 2min | 1min | |
| NanoFiber Suit | 750gp | 4kg | 4DR | Cannot be cut | 1min | 1min |
| KineGel Padding | 750gp | 4kg | 3DR | 5DR v Blunts | 2min | 2min |