Post by Malcadon on Mar 9, 2016 17:19:02 GMT
One of the things that *really* bogs down CharGen is were the players choose equipment. Basically, after roll starting funds, the players run down a list of weapons, armor and adventuring gear. The last part really slows things down, as there are a lot to choose from, and there are some things that are usually a given for anyone spelunking, like a backpack, rope and provisions. Newer additions to D&D (Pathfinder, 4e and 5e) solve this by introducing Equipment "Kits" or "Packs": Basically a set of items with a total cost and weight, effectively treating them as a single item with record-keeping. Each set includes the items typically needed for a particular activity, like traveling, dungeon exploration, scribbling, and so forth. In a way, this goes all way back to Thieves' Tools: an expansive, highly specialized set of items needed by the Thief class.
As I like to keep things simple, I compiled my own list. By default, I like to use the item lists form Mongoose's Conan the RPG, as its is basically the same as 3e D&D, but with some additions that works well for my settings, and its uses the the silver standard. That is, all items are worth 1/10th their listed value — or 1 gp becomes 1 sp — down to ¼ sp (although, I ignore this system of fractions). For items that cost 1/10th of a cp, I use bp (base piece), which is made of brass, bronze, and/or tin, with maybe some mix of copper. They are nearly worthless things, really, but they takes to place of CPs being at
the bottom of the coin value.
<shameless game plug>
There is a neat RPG called Crimson Blades that uses a greatly simplified (I'm talking about dirt-ass simple) encumbrance system that lists bulk items as "Things." Here is how items are measured:
Ammunition (arrows, quivers, stones, plus container) = ½ a thing
Small concealable weapon (dagger, dart, sling, etc.) = ½ a thing
Standard-size melee weapon (mace, hand axe, sword, etc.) = 1 thing
Small range weapon (short bow, light crossbow) = 1 thing
Large one-and-a-half-handed melee weapon (spear, flail, bastard sword) = 1½ things
Large range weapon (short bow, light crossbow) = 2 things
Two-handed melee weapon (polearm, great sword) = 2 things
Standard-size shield (normal or buckler) = 1 thing
Large-size shield (tower) = 2 things
Light armor (quilted/padded, hide/fur, etc.) = 1 thing
Light-medium armor (leather, jack of plates, etc.) = 1½ things
Medium armor (mail, scale, etc.) = 2½ things
Medium-heavy armor (half-plate) = 3½ things
Heavy armor (full-plate) = 4 things
"Normal" level of miscellaneous items (along with clothing and a few coins) = 1 thing
Additional bulk items = 1 or more things (left up to the GM)
The following numbers (in things) are adjusted by Strength:
0-5 things = 12 yards per round
6-8 things = 9 yards per round
9-10 things = 6 yards per round
11-12 things = 3 yards per round
As you can see, its not that hard to add-up — you can do this in your sleep! All the weapons and armor note the bulk in the CB book, although, not for the miscellaneous gear.
</shameless game plug>
Now, here is were equipment packs/kits comes in. Unlike the newer D&D kits, my kits are highly partitioned, and assumes that the Traveler's Pack forms the basis for one's adventuring gear. And to make thing even more simple, players can spend a little bit of money to replenish lost items from the kits between adventures, or while in town. This assumes that they are just replacing the perishable items, like food, nails/spikes/pitons, oil/torches, ink, paper, etc. If much of your items form a kit was used-up, destroyed and/or left behind, you might want to replace the entire kit, or replace the items individually.
Here is the rundown for equipping your character:
1.) Roll Starting Funds:
Each player rolls 3d6x10 to determine starting funds in silver pieces.
2.) Start Buying Shit:
You can do the following in any order:
a.) Choose Clothing:
What you choose as clothing should be in keeping with your character's background. If you choose poor clothing, then mostly likely your character comes form a poor family, while good clothing assumes that your character comes form an affluent family or is a self-made man.
Nude is not just ones "birthday suit", but it could also be something as simple as a loincloth. You might be a former slave (freed or escaped); form a civilized culture with no strong sense of modesty; or is of a race that is feral in nature. A character like this would have a difficult time moving about a civilized community, and would be treated poorly by the locals. If you are human, this would not be an option in environments that are too hot or too cold, as the character would likely die form heat stroke or hypothermia. The only benefit is that it cost nothing to be buck-ass neeked.
Poor clothing are found among surfs, buggers, vagrants and outcasts. They are old and threadbare, ether made of cheap materials or are secondhand versions of better clothing. You'll get no respect with clothing like this. People will treat you like a bugger or a leper. The only advantage of this sort of clothing, is that one can practically be invisible when in a busy street. This type of outfit cost 1 sp.
Average clothing are found among commoners and freemen. They are well-worn but well-maintained, being made of common materials with little or no fancy detail, save for some base metal (brass, bronze, tin, copper) coins and buttons, and maybe some common dyes (brown and green). This type of outfit, with no frills, costs 5 sp, with each added feature (buttons, dyes, etc.) adding 1 sp.
Good clothing are found among fairly wealthy people, like merchants, priests, guildmasters and off-duty mercenary commanders. They are made of better quality wool, typically adorn with gold or silver ornaments, along with some less common dyes (red, yellow orange and pink). People dressed like this usually gets respect. The down side is that this outfit is like a magnet to thieves and muggers. This type of outfit, in a more modest state (lacking in much of the above frills), cost 50 sp, with each added feature (buttons, dyes, ornamentation, etc.) adding 5 sp.
Noble clothing are found among rich, power figures, like ruling lords, merchant princes and high-ranking priests. They are made of high quality cloths (silk, velvet, etc.), typically decorated with rare metals (gold, platinum, aluminum), and colored in rich dyes (blues and purples). This dress inspires awe! Although, if you get captured in this outfit, your captives would assume your family is rich enough to pay a king's ransom. This type of outfit, at the vary least (with much of the frills being what you find on good clothing), cost 500 sp, with each added feature (buttons, dyes, ornamentation, etc.) adding 50 sp.
b.) Buy Weapons and Armor:
Nothing fancy here. Just look through the lists and buy what you want.
c.) Choose You Basic Kits:
Characters can have any number of kits, as long as they can afford or carry them. If there is anything not covered on the kits you can buy them individually in the next step.
A Traveler's Pack are some basic essentials for anyone on a road trip. This should be the most essential kit for any adventurer. This kit includes a backpack with bedroll, 50-feet of hemp rope, 1-pint flaskwhetstone, mess kit and a week's worth trail rations. This kit costs 12 sp (plus mess kit) and counts as 1 thing. If the kit is intact but needs replenishment, 2 sp can be spent to restock it.
• Mess Kit contains a spoon, bowl, cup, and plate. The bowl, cup, and plate can be made of wood (+1 cp), clay (+2 cp), pewter (+6 cp) or silver (+60 cp). Wood and clay items add half-a-thing, while pewter and silver are too light to effect the load.
A Wilderness Kit has what you need to survive in the wilderness, without the comforts of civilization. Food is not included with this set (you'll still need a Traveler's Pack for that), as it gives characters the tools to find it on their own. This kit includes a hunting knife, shovel, hammer, 2 square yards canvas, fishing line and hook, flint and steel, iron pot, and tent. (Items are assumed to be within the backpack of the Traveler's Pack; otherwise, it would be in a sack.) This kit costs 20 sp and counts as 2 things. If the kit is intact but needs replenishment, 2 sp can be spent to restock it.
An Explorer’s Pack is whats needed to explore a cave system, catacombs or crumbing old ruins. This kit includes a hooded lantern, 4 pints of oil, crowbar, 12 iron spikes, grappling hook with 40 feet of knotted hemp rope, 3 pieces of chalk, 10-foot pole, and a leather bag of caltrops. (Items are assumed to be within the backpack of the Traveler's Pack; otherwise, it would be in a sack.) This kit costs 15 sp and counts as 1½ things. If the kit is intact but needs replenishment, 3 sp can be spent to restock it.
A Climber's Kit includes the equipment needed to scale a wall or cliff-face, to set anchors, as well as mounting gear that allows other people to climb without preparation. This kit includes apickaxes, hammer, 24 iron pitons, 150 feet of of hemp rope, spiked boot tips, leather gloves, chalk bag (belt pouch with powered chalk), and a leather climbing harness. The climbing harness contains mounts to hold all the gear, across the body. This kit costs 20 sp and counts as 1½ things. If the kit is intact but needs replenishment, 5 sp can be spent to restock it.
A Scholar's Kit includes a writing box/slope with compartments to hold an assortment of stationeries. This kit includes a writing box with 5 candles, 8 oz of ink, pen, 10 sheets of parchment, 2 scroll cases, sealing wax, personalized stamp, wax tablet with stylist. This kit costs 40 sp and counts as 2 things. If the kit is intact but needs replenishment, 20 sp can be spent to restock it.
A Merchant's Set is added to a Scholar's Kit, to allow for trading goods. This kit adds an abacus, touchstone, weights & scales, and any credentials necessary for trading (if any). This kit adds 15 sp to the cost of a Scholar's Kit and adds 1 thing to the bulk. This kit does not effect replenishment costs.
An Alchemist’s Portable Lab is a striped-down version of an Alchemist’s laboratory, that allows for field research and the brewing of potions. This set also requires a Scholar's Kit be be effective. The kit contains an alembics, sorted glass beakers and bottles, tongs and twisters, mixing and measuring instruments, and a miscellany of chemicals and substances, all in a fold-out large box with compartments. This kit adds 150 sp and counts as 3 things. If the kit is intact but needs replenishment, 50 sp can be spent to restock it.
A Wizard's Kit cantains the items needed for magic-users to cast spells and preform magical research. This kit adds can be used on its own for spell-casting, but when added to a Scholar's Kit, the Wizard can do research and copy spells from scrolls. This kit contains a component pouch set with small, leather pouches to hold material components and other special items need to cast spells, a leather satchel with a 100-page spell book, and a spell focusing device (see below). This kits costs 50 sp (plus spell focus), and counts as 2 things. If the kit is intact but needs replenishment, 25 sp can be spent to restock it.
• A Wand is used to focus directed spells.
• A Staff is used to extend spells that project a wide area of effect round the caster.
• A Rod is used to better direct spells that require a "touch attack."
• A Crystal Ball or Black Mirror is used for scrying and clairvoyance.
• A Totem is used to contact a natural spirit.
• A Diadem/Chaplet is used to maintain mind-effecting spells.
• A Talisman is used to maintain personal enchantments.
• Crystals are used to enhance the effects of healing.
• Powder or Sprig of [aconitum/mistletoe/holly/etc.] is used for protection and warding.
A Priest's Set includes everything a cleric needs to do his work as an agent of his respective deity. All items have been blessed at a temple and are considered sacred enough to not be miss-used or miss-handled by non-believers and heretics. This set includes a censer with coal and incense, bottle of holy water, prayer beads, silver holy symbol, priestly vestments (counts as good quality clothing), and any other item(s) essential to the cleric's particular faith. This kit costs100 sp and counts as 1 thing. If the kit is intact but needs replenishment, 40 sp can be spent to restock it.
A Vampire Hunting Kit
includes everything you'll need to hunt and slay some unholy blood-suckers and even werewolves. This kit includes bottle of holy water, pouch of beans or seeds, silver dagger, pewter holy symbol, small silver mirror, mallet with three stakes, 5-feet of fine iron chains, three heads of garlic, and a bunch of wolfsbane. This kit costs 145 sp and counts as 2 things. If the kit is intact but needs replenishment, 50 sp can be spent to restock it.
A Healer’s Kit contains items needed to help recover injuries, treat the sick and stabilize the dying. This kit is a wooden box cabinet is full of assorted herbs, ointments, bandages, treads, needles, bottled leeches, bottles of alcohol and mild narcotics. This kit costs 50 sp and counts as 1 things. If the kit is intact but needs replenishment, 20 sp can be spent to restock it.
Surgical Tools contains highly specialized tools needed to treat people beyond what can be done with a simple Healer's Kit. The diffidence is that this kit often inflicts short-term injury to prevent long-term injury or death. (e.g. amputating a limb to stop the spread of gangrene or moving skin form the forehead to cover a severed noes.) This set is best used with a Healer's Kit. This set includes a large wooden case with scalpels, hooks, forceps, catheters, speculum, bone-drills, bone-saws, probes, and more potent drugs. This kit costs 70 sp and counts as 2 things. If the kit is intact but needs replenishment, 30 sp can be spent to restock it.
Herbalist's Kit contains simple items to gather and produce herbs. This is often added to a Healer’s Kit, but it is unessential for the effectiveness of this kit. This set contains a pair of shears, a hooked stick, a couple of small iron pots, a simple colander, and a drying net. This kit costs 2 sp and counts as half a thing. If the kit is intact but needs replenishment, .2 sp can be spent to restock it.
Disguise Kits are standard equipment with Thespians and other performance artists, but are also used by assassins, swindlers, wanted fugitives and specialized prostitutes. This set contains cosmetics, wigs, hair dyes, and assorted physical props. This kit costs 15 sp and counts as 1 thing. If the kit is intact but needs replenishment, 2 sp can be spent to restock it.
Thieves’ Tools contains the instruments needed to pick locks, and to disable traps and alarms. This kit contains skeleton keys, lockpicks and pries, long-noes pliers, small handsaw, metal files, small clamps, and small wedges with hammer. This kit costs 25 sp and counts as 1 thing. If the kit is intact but needs replenishment, 5 sp can be spent to restock it.
A Socialite's Set includes items for someone concerned with appearance and social status. Jewellery and fancy clothing are not included, but any true socialite would have good (or better) clothing and expensive accessories in order to make proper use of this set. This kit includes a small fancy coffer chest for coins and jewellery with lock and key, and a fancy wooden cabinet full of cosmetics, a small silver mirror, twisters, a signet ring, colored sealing wax, a vial of perfume, two crystal goblets, two ceramic plates and bowls, two sets of silverware, animal bladder condom, pittens (overshoes), silken sleepwear, and a jar of powderedsoap. This kit costs 100+ sp and counts as 2 things (socialites have other people carry their sets). If the kit is intact but needs replenishment, 50 sp can be spent to restock it.
Artisan’s Tools are the tools needed to pursue a craft or trade, like Glassblower’s tools or Painter’s supplies. This is not essential to most adventures, but are just to compliment a character's side profession. To keep things simple, it is assumed that this kit costs 20 sp and counts as 1½ things. If the kit is intact but needs replenishment, 5 sp can be spent to restock it.
Brewer’s supplies (20 gp)
Calligrapher's supplies (10 gp)
Carpenter’s tools (8 gp)
Cartographer’s tools (15 gp)
Cobbler’s tools (5 gp)
Cook’s utensils (1 gp)
Glassblower’s tools (30 gp)
Jeweler’s tools (25 gp)
Leatherworker’s tools (5 gp)
Mason’s tools (10 gp)
Painter’s supplies (10 gp)
Potter’s tools (10 gp)
Smith’s tools (20 gp)
Tinker’s tools (50 gp)
Weaver’s tools (1 gp)
Woodcarver's tools (1 gp)
Note: If you buy a Bow or Crossbow, you also get a bracer (arm guard) (bows only) and bow-string wax for free. (This can be added to any other kit)
d.) Buy Individual Items:
Unless listed otherwise, loose items not attached to a kit counts as a "thing" until ten normal-sized items are reached, then it counts a thing. Bulky items like a barrel, book, black & tackle, large sock of coins, etc. count as 1 thing. A small sack of coins count as half-a-thing.
(As noted, the item lists form the MGP's Conan RPG rulebook)
3.) Count the Pocket Change:
The remaining cash becomes cold, hard cash and/or jewellery.
In my settings, coins are typically warn as jewellery, by threading them together by wire. The higher value the coins; the more wealthy the individual appears. Basically, wealthy people in my games strut around like gypsies and belly-dancers.
I hope someone else finds this method useful. I should note, that is list is always subject to change and revision.
As I like to keep things simple, I compiled my own list. By default, I like to use the item lists form Mongoose's Conan the RPG, as its is basically the same as 3e D&D, but with some additions that works well for my settings, and its uses the the silver standard. That is, all items are worth 1/10th their listed value — or 1 gp becomes 1 sp — down to ¼ sp (although, I ignore this system of fractions). For items that cost 1/10th of a cp, I use bp (base piece), which is made of brass, bronze, and/or tin, with maybe some mix of copper. They are nearly worthless things, really, but they takes to place of CPs being at
the bottom of the coin value.
<shameless game plug>
There is a neat RPG called Crimson Blades that uses a greatly simplified (I'm talking about dirt-ass simple) encumbrance system that lists bulk items as "Things." Here is how items are measured:
Ammunition (arrows, quivers, stones, plus container) = ½ a thing
Small concealable weapon (dagger, dart, sling, etc.) = ½ a thing
Standard-size melee weapon (mace, hand axe, sword, etc.) = 1 thing
Small range weapon (short bow, light crossbow) = 1 thing
Large one-and-a-half-handed melee weapon (spear, flail, bastard sword) = 1½ things
Large range weapon (short bow, light crossbow) = 2 things
Two-handed melee weapon (polearm, great sword) = 2 things
Standard-size shield (normal or buckler) = 1 thing
Large-size shield (tower) = 2 things
Light armor (quilted/padded, hide/fur, etc.) = 1 thing
Light-medium armor (leather, jack of plates, etc.) = 1½ things
Medium armor (mail, scale, etc.) = 2½ things
Medium-heavy armor (half-plate) = 3½ things
Heavy armor (full-plate) = 4 things
"Normal" level of miscellaneous items (along with clothing and a few coins) = 1 thing
Additional bulk items = 1 or more things (left up to the GM)
The following numbers (in things) are adjusted by Strength:
0-5 things = 12 yards per round
6-8 things = 9 yards per round
9-10 things = 6 yards per round
11-12 things = 3 yards per round
As you can see, its not that hard to add-up — you can do this in your sleep! All the weapons and armor note the bulk in the CB book, although, not for the miscellaneous gear.
</shameless game plug>
Now, here is were equipment packs/kits comes in. Unlike the newer D&D kits, my kits are highly partitioned, and assumes that the Traveler's Pack forms the basis for one's adventuring gear. And to make thing even more simple, players can spend a little bit of money to replenish lost items from the kits between adventures, or while in town. This assumes that they are just replacing the perishable items, like food, nails/spikes/pitons, oil/torches, ink, paper, etc. If much of your items form a kit was used-up, destroyed and/or left behind, you might want to replace the entire kit, or replace the items individually.
Here is the rundown for equipping your character:
1.) Roll Starting Funds:
Each player rolls 3d6x10 to determine starting funds in silver pieces.
2.) Start Buying Shit:
You can do the following in any order:
a.) Choose Clothing:
What you choose as clothing should be in keeping with your character's background. If you choose poor clothing, then mostly likely your character comes form a poor family, while good clothing assumes that your character comes form an affluent family or is a self-made man.
Nude is not just ones "birthday suit", but it could also be something as simple as a loincloth. You might be a former slave (freed or escaped); form a civilized culture with no strong sense of modesty; or is of a race that is feral in nature. A character like this would have a difficult time moving about a civilized community, and would be treated poorly by the locals. If you are human, this would not be an option in environments that are too hot or too cold, as the character would likely die form heat stroke or hypothermia. The only benefit is that it cost nothing to be buck-ass neeked.
Poor clothing are found among surfs, buggers, vagrants and outcasts. They are old and threadbare, ether made of cheap materials or are secondhand versions of better clothing. You'll get no respect with clothing like this. People will treat you like a bugger or a leper. The only advantage of this sort of clothing, is that one can practically be invisible when in a busy street. This type of outfit cost 1 sp.
Average clothing are found among commoners and freemen. They are well-worn but well-maintained, being made of common materials with little or no fancy detail, save for some base metal (brass, bronze, tin, copper) coins and buttons, and maybe some common dyes (brown and green). This type of outfit, with no frills, costs 5 sp, with each added feature (buttons, dyes, etc.) adding 1 sp.
Good clothing are found among fairly wealthy people, like merchants, priests, guildmasters and off-duty mercenary commanders. They are made of better quality wool, typically adorn with gold or silver ornaments, along with some less common dyes (red, yellow orange and pink). People dressed like this usually gets respect. The down side is that this outfit is like a magnet to thieves and muggers. This type of outfit, in a more modest state (lacking in much of the above frills), cost 50 sp, with each added feature (buttons, dyes, ornamentation, etc.) adding 5 sp.
Noble clothing are found among rich, power figures, like ruling lords, merchant princes and high-ranking priests. They are made of high quality cloths (silk, velvet, etc.), typically decorated with rare metals (gold, platinum, aluminum), and colored in rich dyes (blues and purples). This dress inspires awe! Although, if you get captured in this outfit, your captives would assume your family is rich enough to pay a king's ransom. This type of outfit, at the vary least (with much of the frills being what you find on good clothing), cost 500 sp, with each added feature (buttons, dyes, ornamentation, etc.) adding 50 sp.
b.) Buy Weapons and Armor:
Nothing fancy here. Just look through the lists and buy what you want.
c.) Choose You Basic Kits:
Characters can have any number of kits, as long as they can afford or carry them. If there is anything not covered on the kits you can buy them individually in the next step.
A Traveler's Pack are some basic essentials for anyone on a road trip. This should be the most essential kit for any adventurer. This kit includes a backpack with bedroll, 50-feet of hemp rope, 1-pint flaskwhetstone, mess kit and a week's worth trail rations. This kit costs 12 sp (plus mess kit) and counts as 1 thing. If the kit is intact but needs replenishment, 2 sp can be spent to restock it.
• Mess Kit contains a spoon, bowl, cup, and plate. The bowl, cup, and plate can be made of wood (+1 cp), clay (+2 cp), pewter (+6 cp) or silver (+60 cp). Wood and clay items add half-a-thing, while pewter and silver are too light to effect the load.
A Wilderness Kit has what you need to survive in the wilderness, without the comforts of civilization. Food is not included with this set (you'll still need a Traveler's Pack for that), as it gives characters the tools to find it on their own. This kit includes a hunting knife, shovel, hammer, 2 square yards canvas, fishing line and hook, flint and steel, iron pot, and tent. (Items are assumed to be within the backpack of the Traveler's Pack; otherwise, it would be in a sack.) This kit costs 20 sp and counts as 2 things. If the kit is intact but needs replenishment, 2 sp can be spent to restock it.
An Explorer’s Pack is whats needed to explore a cave system, catacombs or crumbing old ruins. This kit includes a hooded lantern, 4 pints of oil, crowbar, 12 iron spikes, grappling hook with 40 feet of knotted hemp rope, 3 pieces of chalk, 10-foot pole, and a leather bag of caltrops. (Items are assumed to be within the backpack of the Traveler's Pack; otherwise, it would be in a sack.) This kit costs 15 sp and counts as 1½ things. If the kit is intact but needs replenishment, 3 sp can be spent to restock it.
A Climber's Kit includes the equipment needed to scale a wall or cliff-face, to set anchors, as well as mounting gear that allows other people to climb without preparation. This kit includes apickaxes, hammer, 24 iron pitons, 150 feet of of hemp rope, spiked boot tips, leather gloves, chalk bag (belt pouch with powered chalk), and a leather climbing harness. The climbing harness contains mounts to hold all the gear, across the body. This kit costs 20 sp and counts as 1½ things. If the kit is intact but needs replenishment, 5 sp can be spent to restock it.
A Scholar's Kit includes a writing box/slope with compartments to hold an assortment of stationeries. This kit includes a writing box with 5 candles, 8 oz of ink, pen, 10 sheets of parchment, 2 scroll cases, sealing wax, personalized stamp, wax tablet with stylist. This kit costs 40 sp and counts as 2 things. If the kit is intact but needs replenishment, 20 sp can be spent to restock it.
A Merchant's Set is added to a Scholar's Kit, to allow for trading goods. This kit adds an abacus, touchstone, weights & scales, and any credentials necessary for trading (if any). This kit adds 15 sp to the cost of a Scholar's Kit and adds 1 thing to the bulk. This kit does not effect replenishment costs.
An Alchemist’s Portable Lab is a striped-down version of an Alchemist’s laboratory, that allows for field research and the brewing of potions. This set also requires a Scholar's Kit be be effective. The kit contains an alembics, sorted glass beakers and bottles, tongs and twisters, mixing and measuring instruments, and a miscellany of chemicals and substances, all in a fold-out large box with compartments. This kit adds 150 sp and counts as 3 things. If the kit is intact but needs replenishment, 50 sp can be spent to restock it.
A Wizard's Kit cantains the items needed for magic-users to cast spells and preform magical research. This kit adds can be used on its own for spell-casting, but when added to a Scholar's Kit, the Wizard can do research and copy spells from scrolls. This kit contains a component pouch set with small, leather pouches to hold material components and other special items need to cast spells, a leather satchel with a 100-page spell book, and a spell focusing device (see below). This kits costs 50 sp (plus spell focus), and counts as 2 things. If the kit is intact but needs replenishment, 25 sp can be spent to restock it.
• A Wand is used to focus directed spells.
• A Staff is used to extend spells that project a wide area of effect round the caster.
• A Rod is used to better direct spells that require a "touch attack."
• A Crystal Ball or Black Mirror is used for scrying and clairvoyance.
• A Totem is used to contact a natural spirit.
• A Diadem/Chaplet is used to maintain mind-effecting spells.
• A Talisman is used to maintain personal enchantments.
• Crystals are used to enhance the effects of healing.
• Powder or Sprig of [aconitum/mistletoe/holly/etc.] is used for protection and warding.
A Priest's Set includes everything a cleric needs to do his work as an agent of his respective deity. All items have been blessed at a temple and are considered sacred enough to not be miss-used or miss-handled by non-believers and heretics. This set includes a censer with coal and incense, bottle of holy water, prayer beads, silver holy symbol, priestly vestments (counts as good quality clothing), and any other item(s) essential to the cleric's particular faith. This kit costs100 sp and counts as 1 thing. If the kit is intact but needs replenishment, 40 sp can be spent to restock it.
A Vampire Hunting Kit
includes everything you'll need to hunt and slay some unholy blood-suckers and even werewolves. This kit includes bottle of holy water, pouch of beans or seeds, silver dagger, pewter holy symbol, small silver mirror, mallet with three stakes, 5-feet of fine iron chains, three heads of garlic, and a bunch of wolfsbane. This kit costs 145 sp and counts as 2 things. If the kit is intact but needs replenishment, 50 sp can be spent to restock it.
A Healer’s Kit contains items needed to help recover injuries, treat the sick and stabilize the dying. This kit is a wooden box cabinet is full of assorted herbs, ointments, bandages, treads, needles, bottled leeches, bottles of alcohol and mild narcotics. This kit costs 50 sp and counts as 1 things. If the kit is intact but needs replenishment, 20 sp can be spent to restock it.
Surgical Tools contains highly specialized tools needed to treat people beyond what can be done with a simple Healer's Kit. The diffidence is that this kit often inflicts short-term injury to prevent long-term injury or death. (e.g. amputating a limb to stop the spread of gangrene or moving skin form the forehead to cover a severed noes.) This set is best used with a Healer's Kit. This set includes a large wooden case with scalpels, hooks, forceps, catheters, speculum, bone-drills, bone-saws, probes, and more potent drugs. This kit costs 70 sp and counts as 2 things. If the kit is intact but needs replenishment, 30 sp can be spent to restock it.
Herbalist's Kit contains simple items to gather and produce herbs. This is often added to a Healer’s Kit, but it is unessential for the effectiveness of this kit. This set contains a pair of shears, a hooked stick, a couple of small iron pots, a simple colander, and a drying net. This kit costs 2 sp and counts as half a thing. If the kit is intact but needs replenishment, .2 sp can be spent to restock it.
Disguise Kits are standard equipment with Thespians and other performance artists, but are also used by assassins, swindlers, wanted fugitives and specialized prostitutes. This set contains cosmetics, wigs, hair dyes, and assorted physical props. This kit costs 15 sp and counts as 1 thing. If the kit is intact but needs replenishment, 2 sp can be spent to restock it.
Thieves’ Tools contains the instruments needed to pick locks, and to disable traps and alarms. This kit contains skeleton keys, lockpicks and pries, long-noes pliers, small handsaw, metal files, small clamps, and small wedges with hammer. This kit costs 25 sp and counts as 1 thing. If the kit is intact but needs replenishment, 5 sp can be spent to restock it.
A Socialite's Set includes items for someone concerned with appearance and social status. Jewellery and fancy clothing are not included, but any true socialite would have good (or better) clothing and expensive accessories in order to make proper use of this set. This kit includes a small fancy coffer chest for coins and jewellery with lock and key, and a fancy wooden cabinet full of cosmetics, a small silver mirror, twisters, a signet ring, colored sealing wax, a vial of perfume, two crystal goblets, two ceramic plates and bowls, two sets of silverware, animal bladder condom, pittens (overshoes), silken sleepwear, and a jar of powderedsoap. This kit costs 100+ sp and counts as 2 things (socialites have other people carry their sets). If the kit is intact but needs replenishment, 50 sp can be spent to restock it.
Artisan’s Tools are the tools needed to pursue a craft or trade, like Glassblower’s tools or Painter’s supplies. This is not essential to most adventures, but are just to compliment a character's side profession. To keep things simple, it is assumed that this kit costs 20 sp and counts as 1½ things. If the kit is intact but needs replenishment, 5 sp can be spent to restock it.
Brewer’s supplies (20 gp)
Calligrapher's supplies (10 gp)
Carpenter’s tools (8 gp)
Cartographer’s tools (15 gp)
Cobbler’s tools (5 gp)
Cook’s utensils (1 gp)
Glassblower’s tools (30 gp)
Jeweler’s tools (25 gp)
Leatherworker’s tools (5 gp)
Mason’s tools (10 gp)
Painter’s supplies (10 gp)
Potter’s tools (10 gp)
Smith’s tools (20 gp)
Tinker’s tools (50 gp)
Weaver’s tools (1 gp)
Woodcarver's tools (1 gp)
Note: If you buy a Bow or Crossbow, you also get a bracer (arm guard) (bows only) and bow-string wax for free. (This can be added to any other kit)
d.) Buy Individual Items:
Unless listed otherwise, loose items not attached to a kit counts as a "thing" until ten normal-sized items are reached, then it counts a thing. Bulky items like a barrel, book, black & tackle, large sock of coins, etc. count as 1 thing. A small sack of coins count as half-a-thing.
(As noted, the item lists form the MGP's Conan RPG rulebook)
3.) Count the Pocket Change:
The remaining cash becomes cold, hard cash and/or jewellery.
In my settings, coins are typically warn as jewellery, by threading them together by wire. The higher value the coins; the more wealthy the individual appears. Basically, wealthy people in my games strut around like gypsies and belly-dancers.
I hope someone else finds this method useful. I should note, that is list is always subject to change and revision.