Starting Package

What a starting PC needs to add to their page.

This section is for Character Sheets specifically. Please make sure to read over the starting guides, rules, and the lost history information before completing a character sheet.

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Sat Feb 14, 2015 7:12 pm

Starting Package


A starting package (also known as a starter pack) is the set of items and abilities that a character is entitled to at creation. Starter packs, while somewhat flexible in specific regards, are rigid in others, with flexibility being the case with permission for specific story-related ideas. In this thread, players will learn what each of the different packs contain and how each pack is tailored to a specific character archetype. A player at creation, has a choice between the different packs. Hybridized packs are not possible, and asking a Prophet for items from one pack to give to another as a special permission will not be allowed. A player may use their allocated coin to purchase additional items at creation.

Starter Packs come in the following forms, which will be described in the following posts.
In addition to the items listed in each pack, characters are entitled to 50 skill points, five pieces of knowledge, one fluent language known and one basic language, as well as a prized possession. A prized possession can be any one item worth 30gn or less excluding any sort of artifact (arcane). Prized possessions must also be named and be precious to the character and/or related to their storyline.

Additional Notes regarding the Starter Packs.

In addition to each pack being tailoured to a character archetype, housing is also suited to match this. Housing can be purchased in future threads, but no character regardless of housing may change their housing without spending coin to purchase it.

Starter packs are able to be changed before the following conditions are met: 10 IC posts or Character Approval, whichever comes first. This applies to items. Skills can be changed BEFORE a single, solo thread is graded after character approval. This is to give a player a chance to test their character. However, submitting a thread for grading and having the grade handed seals a character completely and no further changes can be made to them or their equipment without further threads.
Skills and Knowledge


Skills - 50 points to distribute however a player wishes within constraints. Players cannot put more than 25 points into a specific skill or place less than 5 points in a skill at the start. They cannot place any starting points in their Racial Bonus skill. Racial bonuses are added separate from the 50 starting skill points which you will find these, including 'Fast Track Skills', on the Race Page.

Knowledge - Knowledge is what is used to help your character understand the world around them, whether that's from the skills they learn, the people they know, or anything else from the land, sea, and skies. Players may start off with 5 knowledge that can relate to anything from the character's history, place of residence, or skills. Here is a link of suggested knowledge for you to choose from if you're having trouble coming up with your own.

Players are also permitted non-skill knowledges from the following list. These knowledges are to allow you to flesh out your character's background. They must fit your character's history and you are permitted up to 10. These are optional.

Languages: Two maximum, one Fluent and one Broken. [Note: Full eídisi have the option to start with two Fluent and one Broken. ]

Non-Player Characters (NPCs) please reference the NPC Sampler Guide.
___________________
When Character Sheets are approved by the Senior Staff, they may add extra Skills and Knowledge. The value of these points is entirely dependent on the depth - and thus effort - put into the writing of the CS (and in particular the history of the character). If you are awarded Skills or Knowledge when your CS is approved, it will be added to your Player's Notes Thread.

When listing all Starting Skills and Knowledge, you must add a note beside the value so that the Prophets are aware of how you attained skills and when. The Key for this is as follows:
  • (SP): Starting Package
  • (RB): Racial Bonus
  • (FT): Fast Track
  • (SB): Slavery Bonus
  • (IM): Skill Bonus as part of Immortal Mark
  • (HI): History Non-Skill Knowledges
  • (JD): Award from Jade
  • (BK): Award from Basilisk
  • (AG): Award from Aegis
  • (WH): Award from Whisper
  • (PL): Award from Plague
  • (ML): Award from Maltruism
  • (PG): Award from Pegasus
  • (AO): Award from Anomaly
  • (CH): Award from Chronicle
  • (RM): Award from Rumour
  • (MK): Award from Munchkin
  • (BH): Award from Banshee
  • (OR): Award from Oracle
  • (TY): Award from Tyrant
  • (AS): Award from Astronomy
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Sat Feb 14, 2015 8:28 pm

City Dweller's Pack

A
City Dweller's pack, tailored to fit the common citizen of any of the many cities within Idalos is as follows:

Housing: This is city-specific, though all housing will be 400 sq ft. Houses include one bed, two chairs, one table, two knives, a set of six plates (assorted), one chest, and a fireplace. Depending on the city, this may be a tiny apartment, house, cubicle, or similar structure. Housing formats may be found in the cities in question, but will be listed for quick reference below:

Equipment
  • One set of clothing (adaptable as per race, though for humanoid races, this will include a coat or cloak, shirt or blouse, pants or skirt, undergarments, and a pair of boots. All clothing is standard quality.
  • One Set of Toiletries: Soap, A comb or brush, razor, toothbrush, toothpaste,
  • One waterskin
  • Two sets of eating utensils
  • Tinderbox
All additional items are in the housing section.

Coin: 100 gn.

Note: Housing may be forfeited to gain an additional 250 gn. This does not include the 100 gn you start with. In which case, a character MUST rent housing. (Players that wish to start out homeless cannot forfeit housing that they are not entitled to.)

Optional: City dwellers may elect to have a house pet, a potted plant, or no more than 15gn worth of home decorations to give their housing a unique flair.
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Sat Feb 14, 2015 8:55 pm

Traveler's Pack

A
Traveler's Pack, intended for use by a traveling PC (such as a mercenary, explorer, or adventurer) is as follows:

Equipment:
  • One set of clothing (Adaptable as per race, though for humanoid races, this will include a coat or cloak, shirt or blouse, pants or skirt, undergarments, and a pair of boots. All clothing is standard quality.)
  • One set of Weather Gear (Adaptable per race, per climate. Ranges from a second set of clothes listed above or it can include thick coat or cloak, thick pants, undergarments, and a pair of boots. All clothing is standard quality.)
  • One tent (sized to accommodate two people or one person and their possessions.)
  • One riding horse.
  • One horse-pulled wagon (two feet wide, three feet long, two feet deep)
  • 100 feet of rope
  • One tinderbox.
  • A set of six torches
  • One Lantern
  • One bedroll
  • A compass
  • A fishing net or fishing pole with a set of thirty hooks.
  • A blanket
  • Four rucksacks
  • A knife
  • One waterskin
  • One set of toiletries
  • Two rags.
Coin: 25gn.

Optional: A traveler may choose to have a hunting companion: a dog or similar creature worth no more than 30gn, A set of trapping equipment, or a hunter's pack which includes a shortbow and 12 arrows.
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Sat Feb 14, 2015 10:12 pm

Wilderness Pack

P
lease consult a Prophet if you wish to make a character that takes this pack.

A wilderness pack is intended for a person who strays completely away from cities. It differs from a traveler's in that a traveler's pack is not intended for long-term survival, whereas a character taking this pack will most likely adopt a cave or some other semi-permanent location and rarely, if ever, approach a city. Wilderness packs are adaptable for nomadic characters, as well. In addition to the equipment in the pack, a nomadic or hermit PC will also gain 10 skill points to be used in Field Craft or a skill related to surviving in the wilderness as well as a two pieces of knowledge relating to one terrain of their choice. (Note this skill with a [WP] next to the 10 point allocation.)

Housing: A wilderness PC may start out with one designated cave, forest clearing, or similar area of living of one choice. Note that players living in habitats rife with wild predators may be attacked if they do not take precautions to prevent entry.

Equipment:
  • Six torches
  • Two lanterns
  • Two tinderboxes
  • 200 feet of rope
  • Two barrels (for food storage)
  • A pull wagon (two feet wide, three feet long, two feet deep)
  • Two knives
  • One bedroll
  • One compass
  • Fisherman's net, fishing pole, and thirty hooks
  • Trapper's Kit
  • One blanket
  • One longbow (default, may be exchanged for a crossbow)
  • Thirty arrows
  • One set of toiletries
  • One set of unkempt fur clothing (or ragged standard clothing) - Poor quality
  • Three waterskins
  • Three rucksacks
Coin: 10gn.

Optional: A nomad may choose to have an animal companion worth no more than 50gn or double the provided quantity of arrows and more hunting equipment valued up to 50gn.
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Thu Jun 11, 2015 6:54 pm

Farmer's Pack

A
Farmer's pack, tailored to fit the rural life of any who choose to establish roots outside of the cities is as follows:

Land: 1/4 acres of land (Included in Starting Package, meaning you do not have to use your loan money to buy this) that also includes the character's home. Players must choose what kind of farm they wish to run, whether it will involve raising livestock or growing produce. At the start of the game, you may choose only one. As you progress, you may decide to incorporate both with the appropriate funds.

Housing: Farmer's housing will be 400 sq ft. Houses include one bed, two chairs, one table, two knives, a set of six plates (assorted), one chest, and a fireplace. Most farm houses will either appear as small cottages made of wood or stone, depending on the location. Housing formats may be found in the cities in question.

Equipment
  • 1 x set of clothing.
    1 x Set of Toiletries: Soap, A comb or brush, razor, toothbrush, toothpaste.
    1 x Ox.
    1 x Small, ox-drawn cart
    1 x Wheel Barrow
    1 x Tinderbox
In addition to this equipment, choose one of the following options:

Option 1: Growing Produce
  • 1 x Ox drawn plow
    Compost pile (Yields enough compost for a quarter acre)
    1 x Rake
    1 x Spade
    1 x Shovel
    1 x Hoe
    1 x Hand Fork
    1 x Watering Can
    You may choose a number of starter crops but only four different types: corn, beans, etc.
Option 2: Raising Livestock
  • Appropriate housing structure, if needed (hen house, pig pen, etc)
    1 x large Water container
    1 x large Feed container
    1 x cycle worth of animal feed
    Either 2 horses, three cows, 4 sheep, goats or pigs, twenty chickens or growing produce. You may only pick one animal type.
Option 3: Raising Bees
  • 1 x bee suit, complete with hood and gloves.
    2 x Beehives. This consists of boxes, supers, bottom boards, covers, and frames with patterned wax foundations.
    1 x smoker
    1 x hive tool (which is a mini pry bar specifically for beekeeping)
    5000 x Worker Bees
    2 x Queen Bees
All additional items are in the housing section.

Loan Amount: 300gn (to do with as you please)
Coin: 25 gn (starting cash)

Loan Information: The loan must be paid off within a year's time. Please remember to keep a record of how much you owe and how much you've paid towards the loan. You can use your loan to purchase more animals, land, seed types, or equipment for your farm.

Optional: Farmers may elect to have a house pet (dog, cat, etc), a potted plant, or no more than 15gn worth of home decorations to give their housing a unique flair.

A note on Feed: 1/4 acre will feed one horse, ox, or cow, 2 sheep, goats, or pigs, and 20 chickens for a year. Anything over this amount and you will have to purchase feed to keep your animals alive. One horse, ox or cow costs 2 gold nels worth of feed a cycle, sheep, goats, and pigs cost 1 gold nel and 5 silver nels per cycle and 20 chickens costs 1 gold nel per cycle.

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Tue Jun 16, 2015 6:13 pm

Deserter Starter Pack

T
his represents a character who has recently fled from military service.
The basis is that, as a result, this character starts with above average gear, but below average options.
He has not had the opportunities to learn much beyond what the campaign has encountered.
He does not know if his desertion was known, but chances are, there is a bounty on his head.

All "deserters" start with:
  • 1 "good" quality weapon of choice
  • 1 "good" quality dagger
  • Tinderbox
  • Whetstone
  • Soap
  • Razor
  • Tin plate, spoon and fork
  • 2 water skins
  • Standard shirt, pants, stockings, underwear
  • Small backpack
Field Medical Kit (A small shoulder bag containing the following items):
  • Bundle of 15 cloth bandage strips w/holding clips
  • Needle and thread
  • 3-use vial of antiseptic alcohol
  • Single-use vial of strong local anesthetic
  • 1 tourniquet kit
(It is assumed that you can use your dagger and tinderbox to cauterize anything worse than that.)

Knowledge:(These are instead of, not in addition to, the knowledge given in the base package.)
  • Knowledge of - (name of city you have deserted from)
  • Knowledge of (name of city's) military protocol
  • One Basic knowledge of choice
  • Knowledge of - (What led to your desertion - could be enemy, monster, pestilence, etc. - Explain in your CS history)
  • Knowledge of - (Choice of 1 additional local hazard)
"Deserters" then have two options:

Mounted Deserter:
This man was in the mounted forces, and simply bolted when the going was good. He has his own trusty steed, and concentrated more on leaving than looting.
  • Mid-grade set of leather armor (includes gloves, boots and helmet)
  • Your own trained war mount w/Mid-grade saddle, tack and full set of hardened-leather barding (this means the mount is fully trained, obedient and disciplined)
  • 10gn in a pouch
Skills:
These skills are reflected in your Base 50 skill points. These are not in addition to the Base 50 skill points.
  • Chosen Weapon: at least 25
  • Chosen Mount: at least 25 (same as "weapon")
  • Arcana is not allowed under any circumstances.

Infantry Deserter:
This man was in the thick of it when the opportunity arose to bail. He was able to do some looting as he made his way off the battlefield, faking his direction here, playing dead there. At the last moment he found an abandoned warhorse and climbed on, despite its protests.
  • High-grade set of leather armor or mid-grade set of chain mail type
  • Someone else's trained mount w/same gear as "mounted"- grabbed in the haste of your cowardly desertion (this means the animal is trained and fairly obedient. It will act with instinctive discipline, but knows you are not his rider and may not follow your commands).
  • 2nd "good" weapon of choice or "good" small or medium shield
  • 60gn, or that much worth of what-not, looted from friend and foe alike as you fled the field.
  • OR: 45gn worth in coin or loot and 1 small animal companion. (The items "looted" must be reasonably likely items.)
Skills:
These skills are reflected in your Base 50 skill points. These are not in addition to the Base 50 skill points.
  • Chosen Weapon: at least 25
  • 2nd Chosen Weapon (or shield): at least 15
  • Appropriate Mount: 10
  • Arcana is not allowed under any circumstances.
If mount is a more exotic type, downgrade all armor and barding to standard. No flying mounts, period. Water types are okay, but considered exotic.

*Note on armor
Okay, so you love starting with some good armor; and in the wild it is a real life-saver. BUT...this is all colored and liveried with emblems of some particular army. You do not have the means to neutralize these markings, and they make you immediately known wherever you go. This does not mean you are immediately known as a deserter, but you are possibly an enemy soldier in many towns. Something to think about.

*Notes on Arcana
Sorcerers are so rare and valuable in any Idalosian military that they monitored as to never have an opportunity to desert. More likely they would be ordered slain by their own commander to prevent them from being captured or defecting. Nor will he have abilities that he hid from his commander. He would have been extensively tested upon enlistment, and offered all kinds of perks. He would have disclosed all known Arcana.

This restriction, however, only applies to starting skill points. The deserter may yet discover latent abilities and develop them. But he starts completely in the dark about how to go about doing it.

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Sat Apr 30, 2016 8:52 am

Mer Pack

C
onsidering their environment, a mer is uniquely exempt from many needs of the surface races. While the kind of mer created often has some bearing on what sort of package can be selected, this is meant to be an encompassing reward to beginning Mer. The first is +10 points to a skill related to survival. Most Mer learn to survive on their own or complementing their tribe through trapping, or hunting. Wilderness Survival, Trapping, or Stealth are all appropriate skills for the +10 skill points to augment. In addition, one lore related to the Ocean terrain and another lore related to the skill chosen from this package is appropriate. [Put MP by skill points and lore to make it clear to graders]

Housing: A Mer PC may either choose to have a grotto or sea cave within the territory claimed by their tribe or one close to the shore of their chosen area to begin. It is assumed that this home will be chosen near an area plentiful with fish. Beware, if you're too close to shore it's likely your spot might be poached by local fishermen.

Equipment:
Two underwater scent traps: These simple pouches, fashioned from fishskin and kelp thread, often house unappetizing predator pheromones that diffuse in the water around ones home. Although the material inside must be replaced every few Trials, it effectively wards off ocean predators from the general area where the scent trap is laid.

1 x weapon of your choice with value no greater than 40gn
200 x Feet of kelp rope
2 x Knives
2 x Sea barrels- Especially well crafted and lightweight, these barrels seal objects and prey inside without leaving a scent trail for a predator to follow. Easily hidden under the sand, the water-proofing seal lasts for years.
2 x Long Hooks
1 x Compass
1 x Mer Hook Net designed to capture prey underwater, the net ends cascade hooks which dig into the prey as they frenzy trying to escape, weakening them and aiding only in tangling them further.
1 x Trapper's Kit
1 x Crab Cage usually left on the ocean floor with carrion, these traps attract crabs and other creatures to be trapped within the cages. These can be left anywhere within a territory and checked on every trial or so.
1 x Sea Crossbow / harpoon launcher (One or the other)
60 x Crossbow Bolts if Sea Crossbow is chosen.
20 x Harpoons if Harpoon Launcher is chosen
1 x Airskin: Easily inflatable to allow a Mer to secure something hanging from a floating buoy. Some will fill them with air to release in case of attack for a momentary bubble screen or to use the force of the air to quickly propel them away from weapons or waiting jaws.
2 x Strapped packs- worn around the front and back, these packs allow a mer to carry objects on long journeys while keeping their hands free.

Coin: 40gn.

Optional: A Mer may choose to have an aquatic animal companion (Subject to approval from mods).

Note: Animal companion must not be much larger than the character itself.

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Sat May 21, 2016 11:28 am

Tunawa Pack

H
ousing: A tree, underground, or cave dwelling or room of up to 5x5 square foot and no taller than a foot and a half high made of wood, dirt, or stone. Housing includes a chest, bed, four chairs, one table, four eating knives and forks, a set of four plates (assorted), a bookshelf, and four glow-lamps (enchanted jars with essence of firefly).

Equipment
  • One set of clothing including coat or cloak, shirt or blouse, pants or skirt, undergarments, and a pair of boots or shoes (all clothing is standard quality).
  • 1 x Waterskin
  • 1 x Pruning Knife
  • 1 x Ojogbon Weapon
  • 1 x Mount (small animal)
  • 1 x Set of Mount Riding Gear including: Leather saddle, halter, reins, and stirrups.
All additional items are in the housing section.

Coin: 100 gn.

Note: Housing may be forfeited to gain an additional 100 gn. This does not include the 100 gn you start with. In which case, a character MUST rent housing. (Players that wish to start out homeless cannot forfeit housing that they are not entitled to.)

Optional: Tunawa may elect to have a house pet (tiny), a potted plant, or no more than 20gn worth of home decorations to give their housing a unique flair.

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Tue Aug 02, 2016 4:28 am

Slave's Pack

T
he Slave's Pack is designed for any PCs starting out in slavery. It should be noted that any PCs who start play without this package and subsequently become enslaved will lose all coin and any items of monetary value but will not be entitled to claim the skill benefits of this package. It should also be noted that this package is not designed for PCs who were once enslaved but start out as runaway slaves. Note for PC slaves/owners: please see your dedicated Guide on Slavery.

Housing: a slave will be housed in one of three locations -
  • In properties owned by city slave traders before sale
  • In barrack blocks housing menial slave workers (for those who work in mines/quarries or on the land)
  • In the properties of their owners, which can be NPCs or PCs (for those owned as personal slaves). NPCs MUST be approved by a Prophet and added to a Player Notes Thread, as well as in the slave's Character Sheet.
Equipment
  • One set of clothing (tarnished/damaged)
  • One set of shoes
Skills
A starting slave PC may, as a result of the penalties on material items, take an extra bonus in one skill worth 10exp. This is a Slavery Bonus (SB). Skills accepted for the SB are:
  • Agricultural Skills, e.g. Farming, Mining, Fishing or Gardening
  • Artisanal Skills, e.g. Candlemaking, Handwriting, Medicinal or Poetry
  • Physical Skills, e.g. Acrobatics, Dancing or Combat/Weaponry (only personal bodyguards or slaves enlisted into armies)
  • Miscellaneous Skills, e.g. Seduction
  • OR, instead of +10(SB) to a skill, fluency in a second language
  • AND 2 Knowledges in a related skill (see above).
Coin: No slave may own any monies of their own. Exceptions of this rule are personal slaves, who may be trusted enough to receive "pocket money".

Optional: restraints of some form may be considered to be property of the owner, but are to be added to the slave PC's Character Sheet, rather than the owner's, if applicable. These items include, but are not necessarily limited to, fetters, manacles, wall-attaching chains, cages and collars. There is no monetary restriction on these items, but they must be justified through the PC's history, role and the status of his/her owner.

Other: Some slaves owners will receive documentation from their city's slaving authority which states their explicit ownership of said slave. Also, depending on the city, slaves will be marked, most often on the right side of their neck. This mark may take the form of a tattoo or a brand.


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Tue Aug 02, 2016 4:29 am

Seafaring Starter Pack

A
starting pack favoured by most Biqaj players and those who like the idea of living on and sailing across the seas of Idalos. This starting pack, however, is best suited to experienced players who can manage a character that is forced to start with a debt of 300 gold nels, this debt being outstanding payments on the sloop itself.

Housing: A one-masted sailing Sloop (boat) with a mainsail and jib rigged fore and aft. The sloop has a small hold and living quarters under the deck, enough room for a single bed, table or small writing desk, chair, storage chest, and shelf. Please note the restrictions on travel in a sloop identified here.

Sloop includes:

1 x Hammock
1 x Gangplank
1 x Small table
1 x Chair
1 x Chest
6 x Plates (assorted)
2 x Eating knives
1 x Fish smoker
1 x Lantern
1 x Map (for the shoreline of one major city)

Equipment:

1 x Set of clothing
1 x Set of toiletries
1 x Tinderbox
1 x Waterskin
1 x Compass
1 x Spyglass
1 x Small fishing net
1 x Small anchor
1 x Week’s worth of dried food rations

Coin: 20 gold nels

Debt: 300 gold nels. Debt must be paid off within an arc (year).

Stipulations: You cannot sell the sloop before your debt of 300 gold nels has been paid in full, after which time you are able to sell the sloop for 3/4 of the full price (750 gold nels, as long as there is no damage to the vessel) only if you intend to upgrade to a bigger and better boat (ketch or higher).

Optional: A seafarer may choose to have an animal companion, potted plant or a weapon worth no more than 30 gold nels.

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