Step 7: Equipment

Refer to Chapter 11: Marketplace

You’re almost ready to start your life as an adventurer, but some starting equipment might help improve your odds of survival.

There are a few different options for starting equipment. Verify with your game master which version they would like you to start with.

You should choose the combination of options one or two as a default. This combination allows you to either take an equipment pack or roll for your starting gold. If you decide on one, you cannot take the other. This means if you roll your gold but don’t like the amount rolled, you cannot back out and take the equipment pack.

Option One: Al a Carte

This option allows you to start with a random number of gold coins to purchase the equipment you want. To determine how many gold coins you start with roll 4d4 and multiply it by ten.

4d4*10 = starting gomitsu (gold coins)

This starting equipment option allows you to purchase anything in the marketplace chapter that your game master has allowed. This includes technology and equipment packs. However, once you have rolled these options, you cannot change to a different option.

Option Two: Static Gold

Start with 100gc worth of equipment. Any left over is kept for the adventure.

Option Three: Commoner Start

Challenging

This option has you starting based on your traits and how becoming an adventurer results in not having much to your name. Maybe you only have the clothes on your back, a sack or bag, a farming tool or blacksmith hammer and a small amount of food, but not much more. You can only spend 2d10 silver coins at the marketplace, but no weapons or armor.

2d10 samitsu (silver coins) & no buying weapons or armor

If you get any equipment, extra coin, or other objects from traits, you keep them on top of the starting silver.

The coins in this option represent the savings you have kept during your life or what’s left of your wealth before becoming an adventurer. Ultimately, the game master decides how many silver coins you start with based on how challenging they want their campaign to start.

Option Four: Escaped Slave

Extremely Challenging

Instead of having starting coins and items from your traits. For this variant start, you begin as an escaped slave on the run. You have no equipment or money and only the rags on your back. Only experienced players should attempt this difficult variant start, where they begin with no money or items, just the rags on their back.

Step Summary

Refer to Chapter 11: Marketplace

Ask your game master which options are available for their campaign.

Option 1: Al a Carte

4d4*10 starting gomitsu (you cannot change options one you roll).

Option 2: Static Gold

Start with 100gc worth of equipment. Any left over is kept for the adventure.

Option 3: Commoner

Challenging

2d10 Samitsu (silver coins)
Cannot purchase armor or weapons

Option 4: Escaped Slave

Extremely Challenging
You lose all equipment and money gained from traits (if applicable) and start with only the rags on your back.


Character Sheet Reference

Character Sheet Page 1 Reference

Character Sheet Page 2 Reference

Character Sheet Page 4 Reference


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