General Equipment Camping Equipment     Some adventurers work mainly within the bounds of civilization and comfort, perhaps becoming urban mercenaries or operating from a well-stocked airship base. But the majority strike out into the wild, clearing uncharted Alacrian ruins or taming the threats of the frontiers. As such, a significant part of their equipment is just the everyday necessities of life. Camping equipment is handled separately from food and extra water, but covers all the other various supplies in your pack that enable you to get by while "roughing it."

    Since mundane camping matters are not that interesting compared to the other events of the campaign, they will not be the subject of much game time (see Roleplaying). Some players (perhaps those with outdoor hobbies themselves) enjoy thinking about every little item their character might have in their camping equipment, but you are not required to do so. At the very least, camping equipment always includes some form of shelter and bedding for your character, such as a personal tent and bedroll.

    Over the course of the Adventuring Age, the camping equipment available in Lur-Asko has become surprisingly advanced. Wealthy adventurers can afford the latest in lightweight and compact gear, leaving room for their other equipment. If you would rather save your starting coin for other needs, incredibly affordable equipment is available as well, at the cost of greater weight and bulk. The price, weight, and carry slots of each depend on your own WGT:

Camping Equipment
Weight Carry slots Price
Common
10 + 5xWGT
WGT/3 0 (infras)
Mixed 8 + 2xWGT
WGT/5
20 + WGT
Advanced 6 + WGT 0 100 + 4xWGT

Effects of Camping Equipment & Going Without    The main function of camping equipment is to save your character from the hassle of going without it. Whenever your character would require camping equipment (that is, outside of a city, village, base, or ship) and they don't have it, you waste 2 rests per day. This means that your first two 4-hour rests every day have no effect on your trauma, exhaustion, insight, or Willpower use; your character is too uncomfortable or too busy improvising solutions without their tools. This rule is unaffected by whether or not your character is asleep or awake during the rests.

    Camping equipment also allows your character to treat cold and heat hazards as 1 degree lower when resting; see Environmental Hazards.

Cold Weather Gear     If you plan on adventuring in the winter - or anytime in Hal'Tayat - and do not happen to be an elf or Vitur Roc, you will need extra clothing and equipment to protect yourself from the cold hazard. Like camping equipment, the weight and price depend on your WGT and budget (cold weather gear always uses 0 carry slots):
Cold weather gear
Weight Price
Common
8 + 2xWGT
0 (infras)
Mixed
4 + WGT/2
10 + WGT/2
Advanced 2 + WGT/3 80 + 3xWGT
Effects of Cold Weather Gear    Cold weather gear reduces the degree of any cold hazard by 2. The downside (aside from its weight) is that you must add 1 Hindrance to any stealth roll when wearing it. It can be worn along with armor. It increases the degree of any heat hazard by 1, but can be easily put on and taken off in around 1 minute.
Light Sources     For more on brightness levels, see Combat.
Torch     Torches are bright and inexpensive, but bulky and short-lived. They will burn for around 30 minutes. They cannot be worn or put away when lit. They are a moderate light source, or a dim light source if dropped or put down. Torches weigh 2 pounds and use 2 carry slots each. They are available at infra cost in any city or village.   
Lantern     A lantern is an oil lamp or candle within a fixture that enables outdoor use. They will burn for around 4 hours per 1 pound of fuel. They cannot be worn or put away when lit, but can be set down safely. They are a moderate light source whether carried or dropped. As a minor action, they can be reduced to a dim light source, or restored to moderate. Lanterns weigh 3 pounds, and use 2 carry slots. They cost 2 coins, and fuel is available at infra cost in any city and most villages.

Insendite Torch     Insendite torches are Alacrian or elven devices resembling torches or lanterns, but much more powerful and convenient. They are a moderate light source whether carried or dropped. As a free action, they can be reduced to a dim light source, or restored to moderate. They can be worn/put away while lit, and emit no heat. Their light varies from white to blue, depending on the model, and they can be purchased from tech shops in cities.

    Insendite torches weigh 1 pound, and use 0 carry slots. They cost 15 coins. The torch lasts for around 1 season of typical adventuring use.

Flare Gun     Flare guns are designed to fire insendite/volatite-based projectiles high above to illuminate a battlefield, or to signal others. A flare fired into the air will hover at medium range altitude for around 30 seconds (6 turns), and is an extreme light source for the duration. A flare fired into the ground lasts the same duration but is only a bright light source. Firing a flare is a major action, though the gun only requires 1 hand to use. Firing a flare gun always reverts the user to Low Stealth. The gun must be reloaded as a major action before firing another flare. Both gun and flares can be obtained from tech shops in cities.

    Flare guns weigh 3 pounds and occupy 1 carry slot. They cost 80 coins. Flares cost 15 coins each, and are available in a variety of colors. They weigh 1/2 pound each and occupy 0 carry slots.

    If used as a ranged weapon, flare guns can only perform incompetent attacks; they cause no damage, but any hit has a 50% chance of igniting an unarmored character.

Rope    Rope has a variety of uses. In adventuring life, it is often used to ease climbs or restrain captives. It is available in any city and most villages at various lengths, at a cost of 1 coin per 50 feet. Every 10 feet of rope weighs 1 pound and occupies 0.3 slots. Add together the lengths of all rope you are carrying before calculating weight and carry slots (i.e. you cannot carry infinite rope by chopping it into 9 foot sections). Rope sold to adventurers is typically treated against moisture, made out of Alacrian synthetics, or otherwise weatherproofed.

    For the purpose of Climbing rules, turning a rope into a knotted rope takes about 1 minute per 10 feet of length, and shortens the total length to 75%. Un-knotting the rope takes about the same time. Rope that is carried knotted has its carry slots increased by 1.5 (doubling its slots-per-length, given the length reduction to 75%). Rope that has been frequently cut and tied back together may follow similar rules, at the GM's discretion. Both climbing-knotted and frequently-retied rope may be unsuitable for certain purposes, such as restraining a character (see Restraint).

    Adventurers are presumed to know knots and rope techniques, without requiring an Ability to apply these rules.

Untracked Gear     In Legends, you do not need to track small, everyday items in your inventory, nor do they count weight or carry slots against you. Managing the details of such items and mentioning them would simply waste game time, and in any case, Lur-Asko has mastered the art of miniaturizing and streamlining the gear of adventurers. Examples of untracked gear include:

    -Clothing (including all everyday outdoor wear, and basic protections such as gloves and boots, but not including armor or cold weather gear).
    -A small knife
    -A firestarter
    -Soap
    -A small journal (or equivalent paper/ink)
    -A small canteen and mess kit
    -A whetstone or any other needed supplies for weapon maintenance
    -A small amount of thin cord, mainly for tying items to the rig

    These items are considered to be included in a character's carrying rig. The GM may also state that other small, needful items resembling these are also part of your untracked gear, so long as they are not listed elsewhere in the rules.