Economy and Equipment

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.

Backpack2gp2.0kg  First-Aid Kit (10 uses)5gp1.5kg
4x1m webbing straps4sp0.1kg  Mess kit5sp0.5kg
1-liter bottle2sp1.0kg  Pen & Ink5sp0.2kg
Groundpad1gp1.0kg  Logbook (blank, A5)1gp0.3kg
Cape, waterproof2gp1.5kg  Magnifying glass1gp0.2kg
Hat, broad-brim, wproof1gp0.2kg  Fine powder1cp0.2kg
Polycarb eyeshields2sp0.1kg  Vial (empty)2sp0.1kg
Belt w standard buckle5sp0.5kg  Lamp, LED5gp0.5kg
Belt-pouch5sp0.5kg  Lamp, UV-A50gp0.5kg
Boots, crap quality1gp1.5kg  Scope & Tripod30gp2.0kg
Boots, explorer5gp1.5kg  Infrared goggles200gp0.2kg
Boots, fancy10gp1.5kg  Compass5gp0.2kg
Fishing tackle3gp2.0kg  Pocket Watch5gp0.2kg
Rope, 500kg load, 16m1gp1.0kg  Hypergolic Flask50gp1.0kg
Rope, 500kg load, 48m3gp3.0kg  Acid vial25gp0.5kg
Hammer5sp1.5kg  Poison, vial1gp0.1kg
Grappling Hook2gp2.0kg  Antitoxin vial5gp0.2kg
Crowbar1gp2.5kg  Antibiotic vial5gp0.2kg

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.

ItemCostWtDmgSpdBlkComments
Net (note 4)1gp1.5kg04s+1entangling; 5m range
Club1sp2.5kg1d4, B3s+21m reach
Dagger (4)2gp0.5kg1d4,P/S2s+00-1m reach: 10m thrown
Handaxe (4)5gp2.0kg1d6,S3s+11m reach; 10m thrown
Spear1gp1.5kg1d6,P3s+32m reach; 25m thrown
Quarterstaff2sp2.0kg1d4,B2+2s+32m reach; 2 hits/round
Sling5cp0.2kg1d4,B5s+020m range
20 Sling Bullets4cp4kg    
Bow, basic1gp1.0kg1d6,P5s+040m range
Longbow25gp1.5kg1d8,P5s+060m range, +1 aim
Compound bow50gp2.0kg1d8,P5s+060m range, +2 aim
20 Arrows1gp0.5kg    
Quiver1gp0.5kg    
Crossbow50gp5.0kg1d10,P7s+040m range; +1 aim
20 Xbow Bolts2gp1.0kg    
Bolt-pouch1gp0.5kg    
Sword15gp2.5kg1d8,S/P3s+11m reach
Battle-axe10gp3.0kg1d8,S4s+11m reach
Whip2gp1.5kg1d4,S3s+0entangle/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.

ItemCostWtDRSpecialDonDoff
Leather helmet1gp1kg1DR 1s3s
Half-Helmet5gp2kg2DR 3s3s
Full-Helmet20gp3kg3DRLimited Senses10s5s
Padded5gp4kg1DR2DR v.Blunts1min30s
Leather10gp5kg2DR 1min30s
Hardened Leather30gp10kg3DR 2min1min
Chain/Padded50gp20kg4DR 3min2min
Riot Gear100gp15kg5DR 2min1min
NanoFiber Suit750gp4kg4DRCannot be cut1min1min
KineGel Padding750gp4kg3DR5DR v Blunts2min2min
Scroll to Top