From russell.whyte@sheridanc.on.ca

Equipment for professions

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!

DJA
holwinkle@oocities.com