# Shops and loadouts

## Loadouts

The **Loadouts** step decides what a player begins the game holding, and what they may
choose between at character creation.

It disappears entirely when Setup says players pick neither items nor abilities — a game
where everyone starts identically has nothing to configure here.

> **Image: `docs/loadouts-editor.png`**
> The Loadouts editor showing starting items and the choices offered at character creation.

## Vendors

Any character can be a **vendor**. The Vendor tab of the character editor turns an NPC into
a shop: what they stock, what they pay, and what they refuse to deal in.

A vendor is still a character — they have a schedule, memories and opinions. The
blacksmith who will not sell you a blade because of what you did last week is one NPC, not
a special case.

> **Image: `docs/vendor-tab.png`**
> The Vendor tab with a stock list and pricing.

## Currency

Your game's currency is named in Setup. Rename it to Credits, Marks or Favours and every
system follows.

## Making a shop matter

**Stock what the world would have.** A fishing village does not sell plate armour.

**Let scarcity do the work.** One good item in the whole game is worth more than a shop
full of tiers.

**Remember vendors have schedules.** A shop that is shut at night is a reason to plan a day.

## Next

[Publishing](/docs/publishing)
