Fast Start Player Stuff
All character receive a Backpack, Water skin, Week’s Iron Rations, Traveler’s Clothes, Purse with 1d6 standard unit Coins*, equipment suitable to the character’s class, and any one equipment pack, excluding monks, who do not get a pack.
*Copper (or iron) coins for monks.
Note that javelins and throwing axes come in sets of 3, darts in sets of 6. Bows and crossbows come with either 24 quarrels (crossbows) or 20 arrows (bows).
Optionally: A character who receives chain mail or ring mail can optional take leather armor and 5 sets of up to fancy clothes ( up to social rank: 8.) Or 2 sets of extra clothes and 3 vials holy water, and one vial slow poison (alchemical, non-magical.) Additionally, they have hired an armorer to make chain mail for them, which will be ready in about a year (or 2 years if Ring mail was their original option) - and is fully paid for. However their is no guarantee that the Armour will live to finish his contract, or the player will be anywhere near the place his Armour is being made in a years time.
Cleric: Wooden holy symbol. Roll d6 for armor: 1-2, Padded Armor (AC 8); 3-4, Ring Mail (AC 7); 5-6, Chain Mail (AC 5). Choice of club flail, hammer, mace, or staff. 1d10 vials faith/bless water (see below.)
Druid: Sprig of Mistletoe. Leather armor. Choice of club, dagger, darts (6), hammer, scimitar, sling, spear, or staff.
Fighter, Paladin, Ranger: Roll d6 for armor: 1-Padded Amour 2 Studded Leather Armor (AC 7); 3-4, Scale Mail (AC6); 5-Ring Mail (AC 7) 6, Chain Mail (AC 5); choice of any two weapons or a weapon and shield.
Magic-User or Illusionist: 2 Stone tablets (containing 1 spell each) OR 3 wood panel "books" each with one long form formula in each OR 1 mage script scroll (with the one spell mastered) & access to their masters book "at home"; choice of dagger, darts (6), or staff; bag of spell components (four castings per spell)
Thief: Thieves’ picks & tools; leather armor; choice of club, dagger, darts (6), sling, or sword (long, broad, short).
Optional wanted for theft in near by city: pick 1d6+1 extra packs.
Assassin: Thieves’ picks & tools; leather armor; choice of any weapon
Optional wanted for theft in near by city: pick 1d6+1 extra packs.
Monk: Choice of bo stick, club, crossbow, dagger, hand axe, javelin, jo stick, pole arm, spear, or staff.
Dungeoneering Pack A: Small mallet, 12 iron spikes, 10’ Pole, 1 vial holy water
Dungeoneering Pack B: 50’ rope, 6 torches, tinderbox, large sack
Explorer’s Pack: Tent, 6 torches, tinderbox, 50’ rope
Hunter’s Pack: Belt pouch, hunting dog or falcon, pint of good wine, hunters healers kit (bandages, herbs & ointment)
Investigator’s Pack: 3 glass vials, wooden tongs, small silver mirror, small sack
Lantern Kit: Hooded lantern, 6 flasks of oil, tinderbox
Mapper’s Pack: Wax tablet, 12 sheets of parchment, quill, 3 oz. brown ink, leather map case
Minstrel’s Pack: Lute or flute or horn, fancy clothes, letter of recommendation
Rogue’s Pack: Large sack, 2 light weapons (daggers, darts, hand axes, etc.), sprig of belladonna
Vampire Hunter’s Pack: Silver dagger OR 6 silver arrows OR 8 vials of holy water, garlic bud, wolvesbane sprig
Warrior’s Pack: Additional weapon, helmet, shield
Faith/bless water:
When a bless spell is cast, bless water for the duration of the spell acts like holy water. Faith water also if used as material component works like holy water, but gives the spell a 50% chance of failure - unless cast with the confines a working bless spell of course.
Loans
The player may take a loan and gain any of these bonus pack (the the amount owed payable by next winter:
Pack D(A) : backpack, Large Sack, Lantern, Small mallet, 12 iron spikes, 10’ Pole, 1 vial holy water, water skin with good wine, 28 pounds of rations (7 days) in a sack,
Cost: 30 B.V.
References: The idea comes from:
All character receive a Backpack, Waterskin, Week’s Iron Rations, Traveler’s Clothes, Purse with 1d6 Gold Coins*, equipment suitable to the character’s class, and any one equipment pack, excluding monks, who receive only these items
.
http://swashbucklershideout.blogspot.ca/2012/09/ad-equipment-generator.html
Rule Links
http://edmunds-playersbook.blogspot.ca/2016/03/new-player-rule-1410-111-rule-1410-1112.html
All character receive a Backpack, Water skin, Week’s Iron Rations, Traveler’s Clothes, Purse with 1d6 standard unit Coins*, equipment suitable to the character’s class, and any one equipment pack, excluding monks, who do not get a pack.
*Copper (or iron) coins for monks.
Equipment by Class
Note that javelins and throwing axes come in sets of 3, darts in sets of 6. Bows and crossbows come with either 24 quarrels (crossbows) or 20 arrows (bows).
Optionally: A character who receives chain mail or ring mail can optional take leather armor and 5 sets of up to fancy clothes ( up to social rank: 8.) Or 2 sets of extra clothes and 3 vials holy water, and one vial slow poison (alchemical, non-magical.) Additionally, they have hired an armorer to make chain mail for them, which will be ready in about a year (or 2 years if Ring mail was their original option) - and is fully paid for. However their is no guarantee that the Armour will live to finish his contract, or the player will be anywhere near the place his Armour is being made in a years time.
Cleric: Wooden holy symbol. Roll d6 for armor: 1-2, Padded Armor (AC 8); 3-4, Ring Mail (AC 7); 5-6, Chain Mail (AC 5). Choice of club flail, hammer, mace, or staff. 1d10 vials faith/bless water (see below.)
Druid: Sprig of Mistletoe. Leather armor. Choice of club, dagger, darts (6), hammer, scimitar, sling, spear, or staff.
Fighter, Paladin, Ranger: Roll d6 for armor: 1-Padded Amour 2 Studded Leather Armor (AC 7); 3-4, Scale Mail (AC6); 5-Ring Mail (AC 7) 6, Chain Mail (AC 5); choice of any two weapons or a weapon and shield.
Magic-User or Illusionist: 2 Stone tablets (containing 1 spell each) OR 3 wood panel "books" each with one long form formula in each OR 1 mage script scroll (with the one spell mastered) & access to their masters book "at home"; choice of dagger, darts (6), or staff; bag of spell components (four castings per spell)
Thief: Thieves’ picks & tools; leather armor; choice of club, dagger, darts (6), sling, or sword (long, broad, short).
Optional wanted for theft in near by city: pick 1d6+1 extra packs.
Assassin: Thieves’ picks & tools; leather armor; choice of any weapon
Optional wanted for theft in near by city: pick 1d6+1 extra packs.
Monk: Choice of bo stick, club, crossbow, dagger, hand axe, javelin, jo stick, pole arm, spear, or staff.
Equipment Packs
Dungeoneering Pack A: Small mallet, 12 iron spikes, 10’ Pole, 1 vial holy water
Dungeoneering Pack B: 50’ rope, 6 torches, tinderbox, large sack
Explorer’s Pack: Tent, 6 torches, tinderbox, 50’ rope
Hunter’s Pack: Belt pouch, hunting dog or falcon, pint of good wine, hunters healers kit (bandages, herbs & ointment)
Investigator’s Pack: 3 glass vials, wooden tongs, small silver mirror, small sack
Lantern Kit: Hooded lantern, 6 flasks of oil, tinderbox
Mapper’s Pack: Wax tablet, 12 sheets of parchment, quill, 3 oz. brown ink, leather map case
Minstrel’s Pack: Lute or flute or horn, fancy clothes, letter of recommendation
Rogue’s Pack: Large sack, 2 light weapons (daggers, darts, hand axes, etc.), sprig of belladonna
Vampire Hunter’s Pack: Silver dagger OR 6 silver arrows OR 8 vials of holy water, garlic bud, wolvesbane sprig
Warrior’s Pack: Additional weapon, helmet, shield
Faith/bless water:
When a bless spell is cast, bless water for the duration of the spell acts like holy water. Faith water also if used as material component works like holy water, but gives the spell a 50% chance of failure - unless cast with the confines a working bless spell of course.
Loans
The player may take a loan and gain any of these bonus pack (the the amount owed payable by next winter:
Pack D(A) : backpack, Large Sack, Lantern, Small mallet, 12 iron spikes, 10’ Pole, 1 vial holy water, water skin with good wine, 28 pounds of rations (7 days) in a sack,
Cost: 30 B.V.
References: The idea comes from:
All character receive a Backpack, Waterskin, Week’s Iron Rations, Traveler’s Clothes, Purse with 1d6 Gold Coins*, equipment suitable to the character’s class, and any one equipment pack, excluding monks, who receive only these items
.
http://swashbucklershideout.blogspot.ca/2012/09/ad-equipment-generator.html
Rule Links
http://edmunds-playersbook.blogspot.ca/2016/03/new-player-rule-1410-111-rule-1410-1112.html

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