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.
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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
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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!
holwinkle@oocities.com