My RPG

A rules-light tabletop RPG by Ron Helwig

GM Guide: Equipment by Era

Weapons, armor, and gear use the same stats in any era; the era decides which exist. Pick the column that fits your world and strike out the rest from the Equipment lists.

Era Typical weapons Typical armor Notable gear
Bronze Age / Classical (Greece, Egypt, Rome) spear, short sword, javelin, sling, bow, axe linen or bronze cuirass, large shield, helmet chariots, oil lamps, wax tablets
Viking / Early Medieval spear, axe, seax, sword (rare), bow padded coat (vápntreyja), mail (rare), round shield longships, sledges, rope, soapstone pots
High Medieval sword, mace, lance, crossbow, longbow, polearms mail, coat of plates, kite or heater shield lanterns, chain, grappling hooks, books (expensive)
Renaissance / Age of Sail rapier, cutlass, pike, early firearms, crossbow breastplate, buff coat, little armor at sea spyglass, compass, printed maps, gunpowder
Fantasy-industrial / Sky-ship any of the above, spell-engines, repeating crossbows light armor, magical wards clockwork tools, airships, alchemical lamps

Guidelines

  • Firearms: treat as a weapon with a big die (1d10–1d12) and Reload (can’t fire again until the end of your next turn). They exist only if the GM says so.
  • Price and rarity follow the era: a sword is a fortune in a Viking village and ordinary in a Renaissance city.
  • Tools and gear need no stats beyond “gives Advantage when it clearly helps” (see Tools and Gear).