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6. Loadout

Before heading into the unknown, you can choose a starting loadout, based on your background:

KITS

If during the game, you feel like it would make sense to have an item in your kit, ask your DM !
You can also make a custom kit if you do not find something that fits here.

Adventurer’s Kit

Bedroll & Tent Kit
Rope
Lantern
Compass
Two weeks of rations
Waterskin
Tinderbox
Utility Knife

Soldier’s Kit

Bedroll
Lantern
A week of rations
Canteen
Tinderbox
Whetstone
Tourniquet
Armor repair tools

Scholar’s Kit

Bedroll
Lens Lantern
A week of rations
Waterskin
2 Maps of your choice
Feather / Pen and ink
Paper
Sample collecting tools

Noble’s Kit

A few days of high quality food
100 GP
A family crest
Enough material to create 10 sealed messages
A change of fine clothes

CLOTHES & ARMOR

Depending on your background and character concept, you can start with the following:nan lma

Urchin Clothes

Halfway between rags and actual clothing, usual for beggars and people on the run.

Average Clothes

Nothing differentiates you from those walking around you.

Work Clothes

Whether you’re a blacksmith or a pit fighter, everyone looking at you can tell what you do for a living.

Fine Clothes

Extravagant or simply well made, the attentive eye will be able to tell your clothes are more expensive than theirs.

Criminal Clothes

You’re a thief, a criminal, an assassin or a member of a secret organization. In these you can move fast and quiet.

Light Armor

Made out of leather, wood or thin plates of metal, this can lower the amount of bruises you take.
Worn on top of Clothes
Can be damaged.
Reduces the amount of damage taken by 3 when worn.

Medium Armor

Made out of strong leather, plated wood, chain mail or a low coverage of metal plates.
Worn on top of clothes modified for the occasion.
Can be damaged.
Reduces the amount of damage taken by 6 when worn.

Heavy Armor

Made out of lamellar metal, full plates, or exotic materials.
Comes with its own undergarment.
Can be damaged
Reduces the amount of damage taken by 9 when worn.

WEAPONS & COMBAT

From the most seasoned soldier, to the bluest of scholars, if you want to survive at there you need something to defend yourself and your team. You can only choose Light Weapons and up to Medium Shields.

One-Handed Head Weapons

Improvised Weapons: +1D
Club: +1D
Stuns even if an attack deals 0 damage.
Mace: +1D+2
Stuns even if an attack deals 0 damage.
Axe: +2D
Upon inflicting wounds, +1D to hit next chained attack
Warpick: +2D
Stuns even if an attack deals 0 damage.

Two-Handed Head Weapons

Broad Axe: +2D
Upon inflicting wounds, +1D to hit next attack
Sledgehammer: +3D
Stuns even if an attack deals 0 damage.
Great Axe: +3D
Upon inflicting wounds, +1D to hit next chained attack

One-Handed Bladed Weapons

Knife: +1D
+4D during a regular Grapple
Swords: +2D
Use an action to Counter attack on a successfull Block (Cannot trigger on a Counter)

Two-Handed Bladed Weapons

Longsword: +2D
Every Attack can hit two enemies in hand-to-hand range
Highlands Sword: +3D
Every Attack can hit two enemies in hand-to-hand range

Polearms

Quarterstaff: +2D
You can attack out of turn when an enemy gets in melee range (no penalty)
Billhook: +3D
You can attack out of turn when an enemy gets in melee range (no penalty)
Halberd: +3D+1
You can attack out of turn when an enemy gets in melee range (no penalty)

Bows (1 action to reload)

Shortbow: +2D
Longbow: +3D

Crossbows (2 actions to reload)

Light Crossbow: 4D
Heavy Crossbow: 6D

Shields

Light Shield: +1 to TN
1D to Block (Can block projectiles)
Medium Shield: +2 to TN
2D to Block (Can block projectiles)
Heavy Shield: +3 to TN
3D to Block (Can block projectiles)

Spellcasting Equipment

Component Pouch: Used to store spell components
Focus: Reduces the amount of movement required to cast a spell.

ANYTHING ELSE ?

For anything else, ask your DM !


NEW LOADOUT ITEMS IN THE EXPANSION PACK 🌳

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