Equipment for professions by Russell Whyte One problem I have with the skill descriptions in the DQ rulebook is that there are no description of typical tools or equipment a character would typically have. While some things are hinted at (navigator's maps, thief's picks), there are no real details on what a character would be equipped with. This file attempts to deal with that! So, I'm listing skills and typical items a character would likely possess. Some skills will require more tools than others. Also, this list obviously shows my personal preferences for skills, since they're the ones with the most equipment defined! Any other ideas anyone comes up with will be most welcome. Finally, the first category is basic equipment I feel all characters should have. It's rather pathetic watching characters plan out watch schedules, set up a defensible camp, and settle in, only to discover they're going hungry because noone brought cooking gear or utensils to eat with! To prevent that, the following is a suggested list of items a character should possess. Miscellaneous sharpening stone and oil bow repair kit (glue, small knife, sections of wood/horn) weapons repair kit, includes: sharpening stone and oil small files mess kit: mug or cup knife, fork, spoon bowl plate extra set of clothes money purse blanket or sleeping bag extra set of footwear cloak or overcoat hood, cap, or hat travel rations - jerky, hardtack, dried fruits (small quantity) canteen, jug. flask, or other container for water/wime/ale/whatever a backpack, knapsack, shoulder bag, or similiar transportable storage container for their possessions. Emphasize "transportable". A chest or trunk is not appropriate. (Yes, I've had characters try this. They wanted to travel everywhere by wagon.) Maybe a cooking kit with food? Other basic items may be suggested, depending on your campaign. ------------------------------------------------------------------------ Acrobat long staff (for tightrope walking or pole vaulting) appropriate clothes juggling items (pins, balanced knives, coloured balls) soft shoes or slippers Administrator pens, pencils, paper or parchement abacus or slide rule where appropriate, copies of the book(s) of law or manuals of policy Alchemist very few tools are usable by an alchemist outside the lab. Specimin containers (sealed jars mostly) are the most common. Maybe a small chemical kit, with portable scales, basic instruments, and a small selection of base chemicals/elements. (Acid and other dangerous items usually won't be carried due to the risk of breakage) Assassin camoflage/disguises concealed weapons (knife, sap, garrote, blowgun) Basic torture implements (knives, needles, candles, branding irons, pliers, etc) Astrologer Telescope (the more powerfull, the better) Star charts (basic ones are given by the character's instructor at Rank 0, the character will probably create his/her own, and perhaps trade with other astrologers.) Ephemeris (tables containing calculated positions of key planets/bodies) Clear view of the night sky Possibly tarot cards, runes, or numerology texts to be used to help clarify an astrological reading Adventure tip - characters could have to guard a famous astrologer to a site where a new astrolonomical event is about to occur. Competition wants to prevent the astrologer's arrival so they can take the credit. Beast Master Leash or harness for the animals food whip or crop (optional) medical kit for treatment of animals (I give basic veterinary first-aid to beast masters) Other items dependent on type of animal ie, glove and harness for hawks, strong leash for a wolf, shoulder bag for a ferret Boat Handler gaff belaying pin marlin spike (use as a knife/dagger) or a knife wet weather gear (picture your typical east coast fisherman in rain gear) Maps and log books Courtesan Makeup kit (for quick touch-ups), includes perfumes Other items dependent upon specific skills chosen Sewing kit (to fix sudden tears in clothing) small shoeshine kit, to touch up scuffmarks Craftsman Depends on the exact craft. Examples include: Carpenter - hammer, nails screwdrivers chisels awls sandpapers levels various jars of stains and finishes brushes glue Smith - hammers, tongs portable anvil (used by some celts, it's a spike with a crossbar and a 4x4 inch flat head. Drive the spike down into the ground until the crossbar is on the ground. Place the metal to be hammers on the flat head, and start pounding). chisels files Tailor - needles, threads pattern books extra cloths and accessories (buttons, zippers) Engineer Shovel Pick Compass Small telescope with a collapsing tripod (for surveying) Ropes A small eyepiece for examining detail work Ruler, scale, and any other small measuring device appropriate An abacus, slide-rule, or any other computational device you may have available in your campaigns Farmer Pipe and tobacco Jug of white lightning Fisher some sort of fishing knife or a marlin spike maybe a gaff Healer Healer's bag, Contains: needles thread and/or sutures variety of bandages and linens scalpels, scissors, tweezers, probes washcloth and towels herbs - GM's choice, I usually allow the player to choose, limited to local geographic climate, and common and uncommon herbs only. If a player wants a rare herb, the GM should send them on a quest for it. Refer to Arcane Wisdon section 94 for more info on typical herbs. I limit the quantity to 5 doses of each herb to start. Small flask of grain alcohol for cleaing wounds and equipment Basin, cup, and small kettle Candles, flint & steel, and candle holders soap water cords (for tying splints, or to tie patients down while they're being worked on. Anasthetics aren't always available) a small, very sharp saw hardwood sticks for splints (patients can also clench one to distract from the pain of being mended) Mechanician Basic tools such as screwdrivers, wrenches, pliers A small eyepiece for examining detail work Ruler, scale, and any other small measuring device appropriate An abacus, slide-rule, or any other computational device you may have available in your campaigns Merchant Pack animal and harness (if you can afford one) backpack with external frame for carrying goods yourself cash box maps with trade routes marked out (In a competetive area, these could be worth a fortune. Adventures could be based around obtaining these, or rescuing them) goods to sell Eyepiece to evaluate goods Scales If appropriate, catalogues Miner/Prospector Picks Shovels Sample bags or jars Compass Naval Scientist Maps Telescope Navigator Maps Rutters Telescope Sextant Ranger Backpack, with external frame, contains: (quiver and scabbards can also be attached to the frame) extra clothes tarp blanket cooking kit - pot, skillet, plate, bowl, mug, knife, fork, spoon herbs and spices for cooking basic foodstuffs (flour, coffee/tea, small sack onions, potatos, etc) 50' rope 50' cord ball of twine, 20' 10' wire - for snares Various large and small pouches on the backpack and the harness for the frame, for storing smaller items A bush knife/machete or a hatchet small shovel Candles, or a lantern with oil flint and steel birch bark for starting fires small woodcarving knives Mapbook and/or journal, pens/quills, inks, pencils compass foul weather clothing (poncho for rain, furs for winter, robes for desert) Camo paint Animal calls fishing line, tackle, misc fishing gear Emergency Kit (usually a small bag worn around the neck by a thong) Typically Carries: couple of gold coins (for emergency purchases) small reel of fishing line with a couple of fishing hooks folded sheet of paper and a charcoal/graphite pencil small piece of chalk small tin whistle razor blade folded handkerchief jerky/dried fruits/any other typical trail food that keeps forever flint, steel, some birch shavings Tent, if desired, or some other appropriate type of shelter Snow goggles (Eskimos made this one famous) Musk oil, or some other type of insect repellant Bear traps (substitute desired animal) Walking/hiking staff - mine usually have a hidden blade installed for emergencies Good boots - anyone who spends most of their time walking in the outdoors cannot live without this item! Where appropriate, a mode of transportation can include: a horse/donkey/pony/camel/any other appropriate riding animal kayak or canoe dogsled chariot snowshoes or skis needle and thread, cloth patches Sailor Gaff belaying pin knife Spy/Thief lockpicks crowbar or large screwdriver jemmy/claw nail extractor pliers screwdriver set awl chisel set (wood and masonry) hammer hacksaw keyhole saw 150 feet of twine bag of marbles (toss these little darlings on a floor while being chased, and watch your pursuers go flying.) tool bags and pouches extra-long lockpicks (for those locks set in deep) key blanks wax for key molds files climbing spikes (strap on version) bit and brace set (for drilling out locks, etc) thin sheet of metal for slipping latches probes for checking for traps small round mirror mounted on a telescoping rod small hand mirror for checking around corners oil listening horn lodestone or magnet razor ring or a sharpened coin soft shoes or thick socks for scouting tacks coal-black appropriate clothes (ie black for night work, fingery for scams, disguise for spies) Troubador Extra parts for instrument ie strings for fiddle/lute/mandolin/guitar horse hair for fiddle's bow skins for drums reeds for oboe, clarinet oil for wooden instruments Small carving knife for repairs to instruments ----------------------------------------------------------- Russell (russell.whyte@sheridanc.on.ca) Feb. 1996 Copyright - I hereby place this into the public domain. It may be freely given away to anyone who asks for it. All I ask is that if any improvements are made, please let me know so everyone can benefit, and leave my name in. Thanks!