HKRPG - Starting Equipment and Wealth

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HKRPG: Starting equipment and wealth

As a GM, you are encouraged to tailor starting items and currency to your
campaign's needs. Nevertheless, here are some guidelines you can use.

● High Power Equipment: For a game where characters are already hardened
veterans with multiple Path Ranks, you can give each character the following:
○ First item: A weapon from the Weapons list, or a focus from the Arcane Foci list.
○ Second item: A shield from the Shields list, or a suit of armor from the Armor list.
○ Charms: A rare Charm, or an uncommon Charm and one common Charm, or
three common Charms.
○ Currency: A thousand of the local currency (e.g. Geo) to modify this starting
equipment or buy additional items (except Charms).

● Medium Power Equipment: For a game starring bugs of some experience,


possessing one or two Path Ranks, you can give each character the following:
○ First item: A weapon from the Weapons list, or a focus from the Arcane Foci list.
○ Second item: A shield from the Shields list, or a suit of armor from the Armor list.
○ Charms: An uncommon Charm or two common Charms.
○ Currency: Two hundred of the local currency (e.g. Geo) to modify this starting
equipment or buy additional items (except Charms).

● Low Power Equipment: For a game involving bugs with little to no knowledge of
war or magic, perhaps about wanderers entering a dead kingdom with only an old
Nail to their name, you can give each character the following:
○ First item: A worn weapon from the Weapons list, or a talisman from the Arcane
Foci list.
○ Second item: A worn shield from the Shields list, or a piecemeal suit of armor
from the Armor list.
○ Charms: A common Charm.
○ Currency: One hundred of the local currency (e.g. Geo) to modify this starting
equipment or buy additional items (except Charms).

Optional: More Starting Charms


GMs may refer to this starting equipment option, which allows purchasing additional
Charms during character creation, as follows:
○ Common Charms may be bought for 100 of the starting currency
○ Uncommon Charms may be bought for 200 of the starting currency
○ Rare Charms may be bought for 300 of the starting currency
○ Unique Charms may be bought for 400 of the starting currency
Variant: More Starting Charms 2
As above. In addition, players may buy Fragile or Cursed versions of Charms for
lower prices (working with the GM to determine the effects of any Charm curses).

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