Dark Fantasy Core Set/Equipment

Each character starts with a set of clothes & the tools needed for their profession. Middle class & merchant characters have better clothes & tools appropriate to each skill. Upper class, noble, & aristocratic characters have multiple sets of clothing for each occasion, quality arms & gear, and a horse. Additional starting coins are based on Backgrounds. Each character also optionally starts with this kit:

Adventurer's Kit

A.K.A. The Munchkin Kit

The "Adventurer's Kit" contains nearly everything that a starting intrepid explorer needs. The kit costs 60 silver (or 3 gold) & has an effective encumbrance of medium. Adding lots of loot to this (there is some room left over) quickly increases the load to heavy encumbrance.
 * small rucksack that contains everything
 * 2 water skins, full
 * 1/2 pound smoked venison or sausage
 * 1/2 pound wedge of hard cheese
 * 2 apples
 * 2 loaves of bread
 * 5 potatoes
 * 3 carrots
 * 3 oz. jar of honey
 * bag of oats (for horse)
 * 20 feet of rope
 * 4 iron spikes
 * tinder box
 * 6 torches, untreated
 * 1 flask of oil
 * bit of wire
 * cloth rag
 * entrenching tool (small folding shovel, can also act as an axe, hammer, or crowbar)
 * extra pair of wool socks
 * needle & thread
 * piece of chalk
 * sacks, 1 large & 2 small
 * twine
 * utility knife
 * whetstone
 * wool blanket
 * and a towel

One common meal costs one silver. One mug of beer costs five pennies. One night's stay at an inn (private or shared room) costs ten silvers. Staying the night in the common room (sleeping in the straw with everyone else) costs one silver.

Light Leather Armour

Type: Light

Armour Class: +1 or base 6

Damage Reduction: 1

Weight: 10 pounds

Encumbrance: Light

Skill Penalty: -1

Cost: 75 silver

Chainmail Armour

Type: Medium

Armour Class: +3 or base 8

Special: 20% Hacking Resistance

Damage Reduction: 4

Weight: 45 pounds

Encumbrance: Medium

Skill Penalty: -4

Cost: 10 gold

Wooden Shield

Armour Class: +3

Block: +4

Special: Can be 'sacrificed' to guarantee a successful block

Weight: 5 pounds

Encumbrance: Light

Skill Penalty: -2

Cost: 20 silver

Battleaxe

Proficiency: Medium, or Mass-weapon

Initiative: -2

Parry: -1

Damage type: Hacking

Damage: 2D6 + Strength bonus

Handle: Hafted, often with loop

Size: 2 3/4-4 feet; 4 1/2-8 pounds

Encumbrance: Heavy

Cost: 40 silver

Big Stick

Proficiency: Medium

Initiative: -1

Attack: -2 from uneven shape

Parry: -2 from uneven shape

Damage type: Smashing

Damage: 1D6 + Strength bonus

Special: if a natural 20 is rolled on the parry, the stick breaks

Handle: Hafted

Size: 3-4 feet; 1 pound

Encumbrance: Medium

Cost: free--it's a stick

Dagger

Proficiency: Hand, or Knife/Axe

Initiative: +3

Preparation: Hurled

Reload time: N/A

Parry: -2

Damage type: Stabbing

Damage: 1D4 + Strength bonus

Special: may be used in melee or thrown

Handle: One-hand

Size: 10-20 inches; one pound

Encumbrance: None

Range Increment: 10 feet

Cost: 10 silver

Fist

Proficiency: N/A (hand-to-hand skills)

Initiative: +3

Parry: successful parries still cause damage (see text)

Damage type: Smashing

Damage: 0 (just Strength bonus unless you possess a skill that increases damage)

Special: successful parries still cause damage (see text)

Handle: redundant (see also: redundant)

Size: fist-sized

Encumbrance: None

Cost: free--just close your hand

Blocking a sword or other weapon with your bare hand hurts--lots. Damage from successfully blocking a stabbing weapon is 1 point, and hacking or smashing weapons do ¼th damage (round down).

Hunting Arrow

Attack: +1

Damage type: Stabbing

Damage: 1D6 + Bow

Size: 3 feet long; less than 1 pound

Cost: 2 silver each; typical deal is 20 per dozen

Longsword

Proficiency: Medium

Initiative: 0

Damage type: Hacking

Damage: 1D8 + Strength bonus

Handle: One-hand

Size: 3 feet; 4 pounds

Encumbrance: Medium

Cost: 5 gold

Shortbow

Proficiency: Bow

Initiative:

Preparation: Set

Reload time: 1 action

Damage type: by arrow, plus Strength bonus

Damage: by arrow

Handle: Bow

Size: 3 feet long when strung; 2 pounds

Encumbrance: Medium

Range Increment: 60 feet

Cost: 10 gold

Weapon & Armour Features
Weapons and armour can be customised by skilled craftsmen. These should be specified in the item's description. Balanced Crushing or Blow-through Custom Grip Damages Armour Dense Flaming Flexion Fork Ignore Armour Jagged Light Plating or Studs Reach Rolled Rolled-unalloyed Sacrifice Serrated Shieldbreaker Slick Spiked Thick Undefendable Weapon Breaker Weapon Catch

Weapon Grips
One-hand One-hand-exclusive Hand-&-a-half Two-hands Hafted Pole Loop Special Bow Pistol-grip Stock