On Equipment

As your PCs will begin this game in the Rookery Gaol under lock and key, you may be wondering about what if any starting equipment you may have access to. Without spilling the beans on the plot, I think I can safely say that they will depart the Gaol at some point and get some gear to help them accomplish their assigned task. This gear will include whatever items you, the player, picked out for your character during generation (i.e. what you got for your starting 100 silver) and, let's say...an allowance of additional items worth up to 50 silver more, for a total of 150 silver worth of gear per PC. Prudence does not apply in this case; its only applied to loot gathered "in play". 

Note that this stuff is theoretically assigned to you by your patron for the job they have planned, so it should suit your expected role rather than serve some other purpose. If you're a heavy, you probably want things to stab/club/crush people with. If you're the sneaky guy, you probably want things that help you break and enter. Etc. As this job involves a tomb in the Cromlech, it probably wouldn't hurt to get some traditional dungeon crawling items.  

There's two ways we can sort out what people want to be given:

1) You do your own wish lists and post them here or send them to me in a message. 

2) I pick for you and you don't know what you get until your PC gets it. 

I definitely do NOT want to spend any session time in picking over gear as I find it pretty secondary to what I'm interested in as a GM. Best to get this stuff sorted before we're in "real time" at the game table. 

Let me know what you think in comments below.

Comments

Morfedel
  • Sat, Jan 15, 2011

    Dueling Pistol (65 s)

    Powder & Shot (20) (20 s)

    Bandolier (20 s)

    Hand Claw (6 s) 

    Rations (7) (5 s)

    Bedroll (5 s)

    Canteen (5 s)

    FireSteel / Tinderbox (8 s)

    Backpack (10 s)

    Torches (5) (2 s)

    Garrotte (1 s)

    Bandages (3 s)

     

    Let's hope THIS time I have everything right, heh!

    Morfedel
  • Sat, Jan 15, 2011

    And I just realized I only bought weapons and armor. I didn't think of things like bedrolls, lighting, etc.

     

    BACK to the drawing board! Hah!

    freelancer76
  • Sat, Jan 15, 2011

    Backpack, bedroll, canteen, torches (5), balm (3), stiletto, razor, garrote, studded leather, vitality potion, rations (5)

    Morfedel
  • Fri, Jan 14, 2011

    LOL good idea, haha!

    JDCorley
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  • Fri, Jan 14, 2011

    Well, that's just what we start with, we can always get more later by striking someone on the head and shouting at them.

    Morfedel
  • Fri, Jan 14, 2011

    Hm, 10 shots doesn't seem like enough. Maybe I should drop the padded armor and buy 20 more shots.

    I'll think about it. Then again, with a 5 round load time, it might not even be worth it; 5 rounds is a long time, heh. So, I can have a pistol loaded for one shot at the beginning of an engagement....

    Morfedel
  • Fri, Jan 14, 2011

    Ok, this is the gear that Marik "Crowtalker" Masterson would use when living in the city, pre-arrest:

    Bandolier

    Garrote

    Goggles

    Grappling Hook

    Ring, Poison

    Rope, Hemp

    Actor's Props

    Climbers Gear

    Thieves' Tools

    Moderate Padded Armor

    Long Rifle

    Sword Cane

    Dagger

    Sadly, this comes to 344 silver, heh, and that's not even counting something to carry all of this. Anyway, so, since this is a dungeon crawl kind of thing, a long range weapon like the long rifle won't be necessary anyway.

    So, post-imprisonment, at 150 sp:

    Dueling Pistol (65 s)

    Powder & Shot (10) (10 s)

    Bandolier (20 s)

    Rapier (30 s) 

    Moderate Padded Armor (25 s)

    And that's 150. Whew! I sure hope that 105 silver for 10 shots and a faster reload of my pistol ends up being worth it, especially seeing what Jason's armed with, haha!

     

    Morfedel
  • Fri, Jan 14, 2011

    Well, that might be me. My social skills aren't outstanding, but they aren't super-awful either :)

     

    JDCorley
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  • Wed, Jan 12, 2011

    It would be nice to have someone who could obtain information in some other way than punching someone in the mouth and screaming "ya got somethin ta say ye bucket  o snots?"

    Morfedel
  • Wed, Jan 12, 2011

    Sorry, I'll try to get an equipment list to you soon. I've been freakin busy, boss has me driving to Houston and back for 1-2 days each week, and it's a 3 hour drive one way. Temporary, but still damned interfering with my life :)

     

    Which does come with an aside question: My guy is an assassin, but he's a kind of guy who gets in, gets info (such as the guy's next trip out of his safe haven), then sets up an ambush using a long rifle, preferably from a rooftop or some such from long range.

     

    But you said this will have some elements of a dungeon crawl. Is this going to be a bad kind of character choice? I'm thinking for this setup he may actually need pistols rather than a rifle if that's the case.

    As such, I suppose I could make his ideal item list when on a "job," and a revised list for more appropriate tools of the trade for this enforced dungeon crawl, heh!

    JDCorley
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  • Mon, Jan 10, 2011

    For Fiona: Leather moderate armor (DR 2, Fire Resistance 5, DP -1, ACP -0, Speed -5 ft), cost 50 s

    Keen Machete (1d8 lethal, threat 20 (before campaign changes), armor-piercing 2, +1 damage, +1 to resist damage, keen 4), cost 15 s + 8 sp (keen) = 23 sp

    20 Barbed arrows (1d6 lethal, bleed, poisonous) 10 sp

    Long bow (threat 19-20 (before campaign changes), range 40 ft. x 6, armor-piercing 2) 60 sp

    Total: 143 sp

    Mathey
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  • Mon, Jan 10, 2011

    I'm leaning toward #1 with a bit of #2, Jason - the gear should reflect your skillz but also the fact they're sending you into the spooky Cromlech to nose around a family vault. 

    Its the "Escape From New York" option, only with the mission being a sort of odd dungeon crawl rather than saving Donald Pleasance.

    JDCorley
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  • Sun, Jan 09, 2011

    Mike, what should we be thinking about when picking gear, are the opportunities for gear going to be:

    1 - here is your mission, you will need gear like this to complete it, i.e. it's fixed by the goal,

    2 - these are your skills? very well, here is some gear to complement them, i.e. it should be driven by our stats

    3 - here is a random assemblage of crap we seized from other scumbags and threw into an evidence locker, have whatever you want, i.e. we should be making somewhat haphazard and mismatched choices?

    Or something else?

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