Difference between revisions of "Starting Equipment"
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If they have skill in an instrument, they will (also) receive an instrument depending on their skill. | If they have skill in an instrument, they will (also) receive an instrument depending on their skill. | ||
* '''Percussion Instruments''': a daf if originating from the Sirdabi Caliphate, elsewise a drum | * '''Percussion Instruments''': a '''daf''' if originating from the Sirdabi Caliphate, elsewise a '''drum''' | ||
* '''Wind Instruments''': a flute | * '''Wind Instruments''': a '''flute''' | ||
* '''String Instruments''': an oud if originating from the Sirdabi Caliphate, a kora if originating from Idiri, elsewise a lute | * '''String Instruments''': an '''oud''' if originating from the Sirdabi Caliphate, a '''kora''' if originating from Idiri, elsewise a '''lute''' | ||
* '''Keyboard Instruments''': a clavichord | * '''Keyboard Instruments''': a '''clavichord''' | ||
Now if a socialite has neither any education nor any skill with any sort of instrument, then they will have a small supply of indulgences. Someone from Sirdabi or Idiri origins will get ''''hashish and a pipe''', while anyone from elsewhere will get a '''skin of whiskey'''. | Now if a socialite has neither any education nor any skill with any sort of instrument, then they will have a small supply of indulgences. Someone from Sirdabi or Idiri origins will get ''''hashish and a pipe''', while anyone from elsewhere will get a '''skin of whiskey'''. |
Revision as of 20:14, 12 January 2024
In character generation, you'll get some automatically-generated clothes and a kit of useful items dependent on your archetype. You'll initially have three customization opportunities that will allow you to freely re-describe a few of these items, if you'd optionally like to make your gear more unique to your character. The following article is an outline of exactly which archetype options and skill combinations will get you which starting gear.
Warrior
Choosing the warrior archetype gives equipment depending on the presumption that the character is a career fighter, even if they have crafting skills. Therefore, they'll get a ranged weapon, a melee weapon, and some armor.
Ranged Weapon Kit
From among the following skills, whichever skill is highest, the character will get the relevant kit.
- Blowguns: a blowgun, blowdarts, and a belt pouch
- Archery: a longbow, arrows, and a quiver
- Crossbows: a crossbow, bolts, and a quiver
- Slings: a slingshot, stones, and a belt pouch
Melee Kit
From among the following skills, whichever skill is highest, the character will get the relevant kit.
- Light swords: someone from Sirdabi or Idiri origins will get a light dueling sword (al-kun) and a parrying dagger (al-qudun), a weaponbelt, and a dagger sheath -- while other origins will get a rapier and a weaponbelt
- Medium swords: someone from Sirdabi or Idiri origins will get a scimitar and scimitar sheath, while others will get a broadsword and a scabbard
- Heavy swords: a greatsword and a weapon harness
- One-handed maces: a mace and a weaponbelt
- Two-handed maces: a morningstar and a weapon harness
- Flails: a flail and a weaponbelt
- Staves: a walking staff
- Polearms: A Sirdabi or Idiri will get a warspear and a weapon harness, while others will get a bardiche and a weapon harness
- One-handed axes: a hatchet and a weaponbelt
- Two-handed axes: a battleaxe and a weapon harness
- Whips: a whip and a weaponbelt
- Knives: someone from Sirdabi or Idiri origins will get a jambiya and a jambiya sheath, whereas others will get a dagger and a dagger sheath
Armor Kit
Depending on a level of prowess in the armor skill, warriors will get:
- no skill: a chainmail shirt
- levels 1 to 3: a steel cuirass
- above level 3: a steel cuirass, visored helm, and gauntlets
Rogue
A rogue doesn't necessarily get weapons, but if they have any skill at all in the listed weaponry then they will get the relevant ranged and melee kits. All rogues receive lockpicks and dice and at least one piece of leather armor. They are assumed to be stealthier and less showy sorts of archetypes, so the weapon ranges are more limited.
Ranged Kit
Whichever of the following skills in which the rogue's level is highest, they will get the relevant equipment.
- slings: a slingshot, stones, and belt pouch
- blowguns: a blowgun, darts, and belt pouch
- crossbow: a crossbow, bolts, and quiver
Melee Kit
Whichever of the following skills in which the rogue's level is highest, they will get the relevant equipment.
- thrown edges: three throwing knives and a weaponbelt
- knives: a dagger and a sheath, or a jambiya and a jambiya sheath
Armor Kit
Depending on a level of prowess in the armor skill, rogues will get:
- no skill: a leather hood (this can be raised or lowered)
- levels 1 to 3: a leather hood and fingerless gloves
- above level 3: a leather vest, leather hood, and fingerless gloves
Crafter
If a crafter has any skill in education, they will get a scribe's kit which is a black leather scribing case containing: a book, a sheaf of papers of various sizes, an inkpot, a quill, a small jar of glue, and sealing wax.
In addition to that, a crafter is assumed to have one or more crafting skills that they would potentially require some tools to use. Of the top two crafting skills that a crafter has, they will get those two kits. If they only have one crafting skill, then only one kit, but otherwise a crafter can be expected to have multiple tools of their trade.
- carpentry: a large pinewood crate (works as a seat too) containing a carpentry hammer, ashwood planks, and a saw
- cooking: a wicker basket containing a pot, knife, teapot, pan, and some barley flour
- tailoring: a colorful, quilted sewing bag containing three bolts of cotton fabric, a sewing needle, some buttons, and thread
- construction: a polished leather toolbelt containing a carpentry hammer, straw, and vine charcoal
- smithing: a heavy, soot-stained leather apron containing a forging hammer, a chasing hammer, a firestriker, 3 iron ingots, and 5 pieces of scrap metal
- leatherworking: a polished leather toolbelt containing an awl, 3 rabbit pelts, 5 pieces of scrap leather, and 5 pieces of scrap fur
- mining: a coal-stained sack containing a pickaxe, rope, and quarrying chisels
- horticulture: a wicker basket containing a trowel, and a seedpack that holds the means to cultivate raspberries, yams, garlic, onions, and leeks
- hunting: a hunter's rucksack containing a dagger and dagger sheath, rope, extra rations, grubs, and straw
- fishing: a lidded wooden bucket (works as a seat too) containing grubs and a fishing pole
- tinkering: a large pinewood crate (works as a seat too) containing 5 pieces each of scrap metal, scrap cloth, scrap fur, and scrap leather
- herbalism: a wicker basket containing a mortar, pestle, pipe, teapot, and bundle of chamomile herbs
- painting: a paint-spattered canvas pack containing a book, sheaf of paper, a brush, a jar of white paint, glue, and vine charcoal
Knowledge Seeker
There are primarily three separate specializations for knowledge seekers, and they are all relatively different. A knowledge seeker might have more investigative skill, more outdoorsmanship skill, or more education skill. Note that while a player might choose a specific specialization, they could easily edit their skills later -- so these kit assignments depend on the skills, rather than the chosen specialization.
Scholar (education is higher than investigation or outdoorsmanship)
A scholar type gets a scribe's kit. This is a black leather scribing case containing: a book, a sheaf of papers of various sizes, an inkpot, a quill, a small jar of glue, and sealing wax.
Investigator (investigation is higher than education or outdoorsmanship)
An investigator gets a spy's kit. This is a discreet leather satchel containing a pair of dice, a face-masking veil, a set of lockpicks, and a utilitarian knife
Explorer (outdoorsmanship is higher than investigation or education)
An explorer gets an adventuring kit. This is a heavy woolen knapsack containing a coil of rope, a utilitarian knife, straw, moss, extra rations, a needle, a spool of thread, scrap cloth and a camp lantern.
Socialite
There are many types of socialite: diplomats who may need to write letters, partiers who may want to play music and dance, and ne'er-do-wells who don't particularly have any education or talents.
If a socialite has an education, they will receive a scribe's kit which is a black leather scribing case containing: a book, a sheaf of papers of various sizes, an inkpot, a quill, a small jar of glue, and sealing wax.
If they have skill in an instrument, they will (also) receive an instrument depending on their skill.
- Percussion Instruments: a daf if originating from the Sirdabi Caliphate, elsewise a drum
- Wind Instruments: a flute
- String Instruments: an oud if originating from the Sirdabi Caliphate, a kora if originating from Idiri, elsewise a lute
- Keyboard Instruments: a clavichord
Now if a socialite has neither any education nor any skill with any sort of instrument, then they will have a small supply of indulgences. Someone from Sirdabi or Idiri origins will get 'hashish and a pipe, while anyone from elsewhere will get a skin of whiskey.
Spiritualist
All spiritualists receive a kit of incense, which has different items depending on origin.
- Sirdabi or Idiri: rose musk perfume, sandalwood bukhoor, and a bottle of peppermint oil
- Other: frankincense, myrrh, and 12 unscented votive wax candles
Further, depending on whether their education skill is higher or their outdoorsmanship skill is higher, a spiritualist will receive either an adventuring kit or a scribe's kit.
Higher Education
A scribe's kit is a black leather scribing case containing: a book, a sheaf of papers of various sizes, an inkpot, a quill, a small jar of glue, and sealing wax.
Higher Outdoorsmanship
An adventuring kit is a heavy woolen knapsack containing a coil of rope, a utilitarian knife, straw, moss, extra rations, a needle, a spool of thread, scrap cloth and a camp lantern.
Healer
All healers receive a firstaid kit, but the items in that kit depend on the healer's origins. Some lands are more advanced in medical technology than others, and local common cures will also differ in terms of what materials may be readily available in nature.
- Sirdabi or Idiri: a pale leather satchel containing a scalpel, a syringe, a suturing needle, a squimmitch for removing arrows, splints for setting bones, bandages, sinew for stitching open wounds, smelling salts, a glass bottle of poppy milk, 7 stalks of aloe, honey, and willowbark tea in a steel flask
- Kalentoi Empire: a dark leather case containing a scalpel, a suturing needle, a squimmitch for removing arrows, splints for setting bones, bandages, sinew for stitching open wounds, smelling salts, a glass bottle of poppy milk, 7 leaves of broad plaintain, and willowbark tea in a steel flask
- Ruvera or Ruleska: a heavy woolen knapsack containing a hookknife, sinew for stitching open wounds, moss, bandages, honey, a suturing needle, smelling salts, a glass bottle of poppy milk, willowbark tea in a steel flask, 7 leaves of broad plantain, and splints for setting bones