Equipment Packs

On the suggestion of one of my players (a much more experienced DM than I), I wrote up some pre-made equipment packs that folks can choose during character creation. When you've just died, or are new to roleplaying, picking a pre-made pack is approximately 100000% faster than assembling one yourself. In a setting where death is not uncommon, they smooth some bumps in coming back into the game. The idea originated from this post on Zenopus Archives, and I'm quite taken with it!
The packs are based on a 110 SP total, an average amount on the LotFP 3d6 SP to start roll. There's no discount to the pack and swapsies are allowed, which means they'll be chosen a little less frequently, but whatever.

 The packs are definitely not perfectly chosen, but here they are in case some other folks find LotFP equipment packs handy:



Fighter Sorcerer Healer Cleric Specialist
Backpack
(1 SP)
Sack
(5 CP)
Backpack
(1 SP)
Backpack
(1 SP)
Backpack
(1 SP)
Waterskin
(1 SP, heavy)
Silver Dagger
(50 SP, heavy)
Waterskin
(1 SP, heavy)
Waterskin
(1 SP, heavy)
Waterskin
(1 SP, heavy)
Quilted Armor
(50 SP, +1 enc)
Spear
(5 SP, heavy)
Week's Rations
(7 SP, heavy)
Week's Rations
(7 SP, heavy)
50' Rope
(3 SP, heavy)
Shield
(10 SP, heavy)
L. Crossbow
(25 SP, heavy)
Lantern
(3 SP, heavy)
Silver Holy Symbol
(25 SP)
Lantern
(3 SP, heavy)
Spear
(5 SP, heavy)
Quiver w/ 20 Bolts
(15 SP, heavy)
5 Flasks Oil
(25 CP, heavy)
10 Candles
(1 CP)
5 Flasks Oil
(25 CP, heavy)
Knife
(5 SP, heavy)
Waterskin
(1 SP, heavy)
Healer's Bag
(50 SP, heavy)
Tinderbox
(1 SP)
Crowbar
(2 SP, heavy)
Med. Weapon
(20 SP, heavy)
Week's Rations
(7 SP, heavy)
Tinderbox
(1 SP)
Leather Armor
(25 SP, heavy)
Specialist's Tools
(50 SP, heavy)
Week's Rations
(7 SP, heavy)
Knife
(5 SP, heavy)
L. Crossbow
(25 SP, heavy)
Shield
(10 SP, heavy)
Dagger
(5 SP, heavy)
10 Torches
(1 SP, heavy)
Spellbook
(free, heavy)
Quiver w/ 10 Bolts
(10 SP, heavy)
Med. Weapon
(20 SP, heavy)
Tinderbox
(1 SP)
Tinderbox
(1 SP)
--- Knife
(5 SP, heavy)
Sling
(1 SP)
Rapier
(15 SP, heavy)
And 9 SP 1 SP, 5 CP 4 SP, 5 CP 18 SP, 9 CP 1 SP, 5 CP

Note: There are a few house-rules included in the equipment packs, as you probably saw. Tinderboxes aren't heavy ('coz they're small and that's dumb), quilted armor exists as a step between leather and mail (it's encumbering too), and first-aid/surgery is a thing (taken from Last Gasp here).
It's a specialist skill. On a skill check you can bandage your friends and stop their lifeblood from watering the earth. You heal them for whatever the skill die says and they stop bleeding out. On a failed check they take 1d2 damage instead. You can only do this when they're at 0 or below, above that their wounds are relatively superficial. That healer's bag gives folks a +1 to this check. The idea is to decouple priestly folks from the healing role, allowing them to do other cool stuff.

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