This is the OOC thread. Sign up here! Once you are in play and accepted, you will start in Port Hope, where you can take or wait for missions and interact with others in town.The Iron Coast is a frigid hellscape to the far north of Art. Drakes, trolls, werebears (arktothropes) and constant murderous snow threaten to kill you at any given time, food is scarce, shelter is scarcer and for half the year the sea freezes enough that almost no ships can reach you from the outside world. No one in their right mind would come here voluntarily.
Except Temzin Arthrus, noted explorer and madman, an Udanese noble who had an obsession with travelling to the arse end of nowhere for no other reason than saying that he had been there. While on his travels to the Iron Coast, as well as losing two toes he discovered that the coast was not only rich in iron (and diamonds, surprisingly enough) but contained natural sources of kyrite, the most valuable mineral in the world for its magical properties.
Ten years later, the Udanese had the bright idea of setting up a colony to work their intended mines along the coast. Since nobody would come voluntarily, they made it a prison colony. Other nations from across the world, seeking the wealth of the Iron Coast, set up trade companies staffed by prisoner labour that would establish their own mines, using the Udanese colony as a port. In exchange for the appropriate tarriffs, the Udanese agreed.
It is late in the year 783a, thirty years on, and you have been shipped off to the town of Port Hope, the only stable settlement on the Iron Coast. Even now, in the depths of winter, prison ships still come to Hope. Prisoners like yourself are dropped off on the edge of the ice field, given some basic supplies and told what direction to walk - and that's exactly what just happened to you.
To sign up, you need a few things. For skills and equipment you also get three XP, which you must spend.
Name: Race: See 'races'.
Origin: Where do you come from? Some hints in the 'races' section, but you don't have to come from the same place as your race.
'Sponsor' Company: Who exiled you? See 'companies' for information.
Crimes: What crimes are you guilty of? You can be here on made-up charges, if you're a political prisoner or a slave.
Goal: What do you want out of the Iron Coast? "Escape" is perfectly valid.
Skills: See 'skills'.
Equipment: See 'equipment'.
[Strongly inspired by the format of Einsteinian Roulette, set in a certain world, far from the established lands. I intend this to be an adventure of certain and repeated death, so be ready to re-roll on occasion. Low fantasy world, with varying tech levels. Just about pre-industrial, although the Golden Reaches suffer from schizo-tech because totalitarianism. This is a bit of a semi-experimental game for me mechanics-wise, so we'll see how it goes.]
Don't necessarily take these descriptions as canon for other games in the YaKverse, especially that of Udan or Korlan. This is my own take on what Udanese culture might be, and should not be considered canon with regards to YaK 5.
Mirish: You come from one of the broken nations of the Mirish Coast, which borders the Sea of Storms; Miring, Preston, Suul, Lonemine, Brighthall or whichever nation has currently conquered Elbreth. The Mirish tend to be red-haired and pale skinned, living in temperate climes with lots of rain. The Mirish Coast is somewhat behind the times, relying still on knights and pikemen, with only limited use of musketry by Preston and Brighthall. The biggest industry across the Mirish Coast is textiles, as it is excellent sheep country. Religious leanings are primarily Suulian Orthodoxy (a monotheistic faith) with Elbrethans practising Cyclisism (a polytheistic off-shoot of Orthodoxy). Typical names include George, Alice, Alfred and Beatrice.
Mirish players start with a +1 to a Craft skill of their choice and a starting toolkit relating to their craft.
Samakhet: You come from one of the many nations of the Storm Coast, which borders the Sea of Storms; the Confederacy, Vasir, Moun, the Samakhet Isles and the kingdom of Grune. The Samakhet tend to be brown or black haired with olive skin, living in fairly hot temperate weather. The Storm Coast is at the head of technology amongst humans, with line infantry and cannons being the standard and in the Confederacy there is even talk of rifling. They have even begun to formalise the teaching of magic, formerly anathema to the Samakhet. The biggest industries across the Storm Coast are arms, tools, wine and oil. Religious leanings vary from the Thousand Gods of Samakhet (an animistic faith) to Mounish Heterodoxy (a polytheistic, organised religion which combines Orthodoxy and the Thousand Gods). Typical names include Ilario, Juliet, Terenos, Alyssa.
Samakhet players start with either a +1 to a Craft or Social skill of their choice, or access to Destruction magic, or +1 to Marksmanship and a crossbow or musket.
Korlanese: You come from one of the small jungle nations of the Ashen Coast, the largest of which are Korlan, Apthi and Swastamik. The Korlanese tend to have dark, almost black skin with black hair, living in tropical climes. The Ashen Coast is technologically backwards by comparison to the rest of the Sea of Storms, primarily relying upon archery and melee weapons, but they have a longstanding tradition of magic as part of their culture. The biggest exports from the Ashen Coast are coffee, diamonds and kyrite. Religious leanings are primarily Korlanese Shamanism (an animistic faith), although a Mirish colony in Korlan has begun to spread Orthodoxy there as well. Typical names include Adisa, Chike, Ime and Mbali.
Korlanese players start with either a +1 to Melee or Archery and a +1 to Stealth, or access to Necromancy.
Weylander: You come from the nation of Weyland, a breakaway culture from Udan which just borders the Storm and Mirish Coasts. The Weylanders tend to be blonde-haired with slightly tanned skin, and are often taller than other races, living in semi-mountainous country with lots of rainfall. Weyland has typical technology for the time, but militarily focus almost entirely on melee combat, training small armies of highly skilled troops with the best armour and weaponry they can provide. Weylander culture is militaristic and trade-oriented, with raiding and pillaging a lauded pastime in their culture alongside seafaring, and Weylander mercenaries can be found all around the Sea of Storms and rarely even as far as Hatcur. The biggest exports from Weyland are wool, iron, slaves and violence. Religious leanings are extremely varied, with faiths from all corners of the Sea of Storms being found in Weyland. Typical names include Bjorn, Hilda, Erik and Gertrude.
Weylander players start with a +1 to Melee and a melee weapon and wooden shield.
Udanese: You come from the Udanese High Kingdom, which dominates much of north-eastern Art. The Udanese tend to have light brown skin and hair ranging from brown through blonde to red, and share the tallness of the Weylanders, living in a variety of regions across the temperate zone. The Udanese High Kingdom, which covers no less than twenty different 'Low Kings' under its suzerainty, varies in cultural technology from the medieval to that of the Storm Coast, with more southern provinces generally being more advanced. The general army of the High King, which can be found in most provinces alongside the local armies, typically tend to be mounted knights in chainmail and silks, bearing lances and muskets (heavy dragoons). Magic is generally outlawed across Udan. Exports from Udan range from silk to grain to dyes to books, depending on which region of the High Kingdom is doing the exporting. Religious leanings are typically Udanese High Pantheism (a pantheistic religion in which the High King serves as god-ruler). Typical names include Ananth, Manish, Lila and Kishori.
Udanese players start with either a +1 to a Scholarly skill and a reference text or a +1 to Riding and Marksmanship.
Eldanic: You come from from Eldania, the Blessed Lands, a series of kingdoms in far north-eastern Art; Eldania, Adrania, Aldania amongst others. The Eldans are typically pale-skinned with black or blonde hair, coming from cold, inhospitable climes. The Eldanic nations are extremely backwards for the time, with high medieval technology being the best that they can offer. On the other hand, they tend to be the most easily adapted to the climes and absurd dangers of the Iron Coast, with many of the hostile fauna being native to the Blessed Lands as well (such as drakes and trolls). Exports include coal, iron, cotton and rarely kyrite. Religious leanings are generally Eldanic Syncretism (a pantheistic religion that attempts to combine the many different faiths of the Blessed Lands, which notably include a horned snake and a winged bear at the head of their pantheon), which is a faith generally found nowhere else in the world. Typical names include Boleslaus, Casimir, Radmilla and Sonja.
Eldanic players start with a +1 to Survival and a +1 to a Crafting skill.
Golden: You come from the Golden Reaches, an Empire in the far west of Art. The Golden are typically yellow, gold or rarely silver-skinned, with hair ranging from black to copper, and are generally shorter than other human races, coming from a variety of temperate and tropical climes. The Golden Reaches are ruled by the iron fist of the Emperor in Yellow, who is the supreme commander of the Golden armies as well. The culture and technology of most of the provinces of the Golden Reaches are extremely backwards, with most peasants living tied to the land as serfs. The capital and major cities enjoy technology and culture that rivals and at times surpasses that of the Storm Coast, with a well-supported and highly active academic and bureaucratic class. Local lords are not permitted armed forces, and the typical Golden army footsoldier is equipped with a repeating rifle, grenades and a short sword. Support soldiers cart around wheeled rocket launchers and artillery that would put mere cannon to shame. Exports from the Golden Reaches include silk, tea, opium and slaves. All religions except the Cult of the Emperor in Yellow (a personality cult revolving around their god-emperor) are outlawed and punished by exile or execution. Only the imperial line is permitted to make use of magic. Typical names include Dae-won, Nam-il, Min-chul and Soo-hiang, with family names coming before the given name.
Golden players start with either a +1 to a Crafting or Scholarly skill, or +1 to Marksmanship and a free musket or rifle (at extra cost).
Hatcuri: You are one of the hatcuri, from the empire of Hatcur, an island nation to the far south-east of Art. The only non-human race, the hatcuri are typically blue or slightly purple-skinned humanoid lizards with tails, finned ears and occasionally head crests, coming from generally tropical climes. The upper limit of age for a hatcuri is not known, as most deaths are by accident or disease. Hatcur is ruled by a single hatcuri emperor, although practically it is more of a series of kingdoms and suzerainties beneath imperial government, such as the scholar city of Oritzteten. Technologically, Hatcur is static and has shown little real change in the last four hundred years; a well-organised bureaucracy which makes much use of magic to assist rule and day-to-day living. Hatcuri warrior culture is largely devoted to posturing and duelling, as few real revolts come up to put down and the emperor has not seen fit to war beyond Hatcur for a thousand years. As such, hatcuri armies are small, absurdly well trained and have overmuch focus on melee combat with magical assistance. As a people, the hatcuri are naturally magical and it is encouraged and developed in all layers of their society. Few hatcuri leave Hatcur, except for scholars wandering the earth to record history and bring it back home. Exports from Hatcur generally do not happen, but occasionally include gold and kyrite. There are too many religions in Hatcur to mention, although religious freedom is accepted by the local and imperial governments, and most faiths revolve in some way around the spiritualisation of magic. Typical names include Locanil, Syriss, Retycl and Iloctis.
Hatcuri players start with +1 to a Scholarly skill and access to either Force or Mental magic. (There are many more schools of magic practised by the Hatcuri, including summoning, but you can't start with those because I haven't sorted out how to do them yet.)
Several companies have joined the Udanese venture to Hope:
House Ival: The original colonial venture from the Udanese High Kingdom, this 'company' is primarily owned by Prince Ishtan Ival of the Udanese Royal Family. If you were from Udan, you were likely picked up by House Ival and shipped away, assuming you weren't just sold to them as a slave. House Ival owns and manages Hope, so they are primarily concerned with keeping the flow of trade going and making sure they are making lots of money.
Confederate Trading Company: This company is owned by a conglomeration of merchants from around the Sea of Storms, based out of the Confederacy. If you were exiled by one of the Mirish or Samakhet nations, or perhaps you were sold as a slave to them by someone, you probably ended up a captive of the CTC. The CTC operates the kyrite mine in the region, but it is some distance out from Hope. They are often concerned about security and maintain an unofficial garrison against trolls and raiders.
House Chan: One of the merchant houses of the Golden Reaches, they buy condemned prisoners from the Emperor's prisons on the assumption that they can get back the money from forced labour. If you were part of the Golden Reaches, this is probably the company that sold you down the river. House Chan operates the iron mines just outside Hope, and are primarily concerned with getting profit from iron and any associated industries - and in reducing the tarriffs placed upon them.
Captain Erikssen: Not exactly a trading company, this Weylander pirate has been taking slaves from Hatcur to Eldania and selling them off to the other three companies for a pretty penny. There's a good chance you got captured by these people no matter where you're from. The good news is, your imprisonment is completely illegal. The bad news is, nobody cares. Captain Erikssen has no strong stake in Hope beyond the fact that the companies pay him for slaves. He does like the diamonds, though.
Everybody starts with 6 hitpoints. Most weapons do at least 1d6 damage. This is pretty much the only 'stat' that matters to you.
Wearing armour lowers your hit chance (from weight) but soaks damage. It will save your life in combat. Wear it.
Firing from cover with a ranged weapon reduces your hit chance by 1, but lowers the chance of you getting hit by at least 2. Use it.
There are only two ways to regenerate hitpoints. Resting for a day regenerates a single hitpoint (enough time passes between Missions that you always regain full hitpoints). Necromancy can also regenerate hitpoints, but mostly it just 'transfers' them instead.
Taking a skill to level 1 (before racial bonuses) costs 1 XP. Taking it to level 2 after that costs 2 XP. The pattern continues as you would expect. Each skill level gives a +1 to skill checks when made.
Skill checks are almost always 2d6. A natural 12 is always a success, and usually a spectacular one in some way. Snake eyes (a natural 2) is always a failure, and usually catastrophic in some way. And I mean catastrophic - be prepared to lose life or limb and be ready to roll up a new character. As a general rule, ordinary tasks that you would expect to make 50% of the time have a difficulty of 7 - roll a seven or higher and you're golden.
Social Skills
Streetwise - Used for checks to gather information from the local population. Additionally, high Streetwise might give you a bit of a heads-up about things that are likely to happen.
Persuasion - Used when trying to convince people of things. The more believable the lie or amenable the offer, the lower you have to roll to get what you want.
Canny - Used when someone's trying to get the better of you. The higher your Canny, the more likely it is you figure out when someone's lying to you, and possibly notice any clues as to what they might be lying about.
Leadership - Each point of leadership allows you to take one minion with you on a mission. Minions are generally much weaker than player characters, but they have their uses - as meat shields if nothing else. You still have to recruit the minion manually.
Crafting Skills
Smith - You work metal. Passively, once you have a forge you can work at you make 10 ducats per Mission per level from smithing work you do in the down time. Actively, you can attempt to forge metal items from tools to weaponry with Smith checks during or between Missions.
Woodworker - You work wood. Passively, once you have a workshop you can work at you make 10 ducats per Mission per level from carpentry work you do in the down time. Actively, you can attempt to make wooden items from furniture to bows with Woodworker checks.
Machinist - You make machinery, everything from ploughs to locks to guns. Passively, once you have a workshop you can work at you make 10 ducats per Misison per level from tinkering work you do in the down time. Actively, you can attempt to make complex items of all types with Machinist checks. You can also use this skill to attempt to pick locks, as locksmithy is part of your skillset.
Other - There are lots of crafts available to the world; lawyer, potter, glassblower, butcher, chemist, prostitute, farmer, miner, chandler. Pick one! I'll try to make it work.
With the crafting skills, note that you can only work at one job during downtime to earn ducats.
Scholarly Skills
Detective - You investigate a scene for clues, everything from tracks to hidden doors to who killed Lord Black.
Science - You have a solid background in the scientific method, as well as a fair bit of education in the natural sciences. You can use this to try and recall useful knowledge, and maybe conduct research.
Knowledge - You have a good background in all sorts of general knowledge about the world. You can use this to try and remember or learn details about things.
Arcane - You have a solid background in magic and what it can and cannot do - even if you can't necessarily do it yourself. You can use this to identify and perhaps screw with magical effects, as well as to try and research new spells.
Surgery - Also covers field medicine. You can use this to try and save a life, and you can also perform general care to speed up the healing process (2hp a day, rather than 1). You can also use this instead of a Craft skill to earn a day-to-day living, as surgeons are rare.
Military Skills
Survival - When travelling through difficult country with little food or shelter, you will need to make Survival checks. Failure will result in hitpoint loss. This skill is also used for feats of athleticism, such as sprinting and climbing.
Melee - Hitting things in melee combat, armed or unarmed. Gives a +1 per level to your hit chance and damage when using a melee weapon. You can dual-wield to get two attacks in, but you take a -2 to both attacks.
Archery - Hittings things from afar with a bow and arrow or throwing weapon. Gives a +1 per level to your hit chance and damage when using bows or thrown weapons.
Marksmanship - Hitting things from afar with a crossbow or gun. Gives a +1 per level to your hit chance and damage when using crossbows and firearms, including cannons and siege weapons.
Parry - Blocking with your weapon or shield and dodging out of the way. Gives a +1 per level to not getting hit in melee. If you are using a shield or disposable item, you can have the shield take damage for you so long as the attacking roll was not a natural 12.
Stealth - Getting you and your party around without being seen. Increases the chance of succeeding at stealth checks.
Perception - Noticing hidden things; a more instinctual skill than Detective. Good for spotting ambushes or hidden weaponry.
Riding - Your capacity to ride horses. If you succeed at a riding check while charging on a pedestrian enemy, and you succeed at your melee roll, you deal double damage. Also good for when you need to make an escape or catch someone down.
Miscellaneous Skills
Luck - Luck doesn't let you do anything deliberately. But sometimes life calls a Luck check, and that's when being Lucky really helps.
You can only start with magic if you took one of the backgrounds that permits access to a type of magic. When you are starting out, you can spend each of your starting XP on knowledge of a single spell from your starting school. After that, you just have to try and find a way of learning it. Magic appears to work on some fairly screwy rules, as well.
What you learn when you pick up a 'spell' is a sort of 'element' or 'note' to the style of magic you are operating in, along with a guaranteed, safe way to use it. You can tweak the spell with an Arcane check. You can go completely off-script with an Arcane check, and even combine elements. But magic, outside of spells, is pretty gods-damned unpredictable. Anything can happen with 'free' magic, which is why people restrict themselves to spells.
Destruction
Fire - Conjures flames. Requires a rod of bronze with a tiger's eye tip. For each fingernail-sized garnet you crush, you will conjure fire enough to do 1d6 points of damage.
Blood - Calls forth blood, straight out of someone else's body. Requires a tattoo in ink of crushed bloodstone in the form of a spiral teardrop, and an obsidian dagger to cut yourself. For each hitpoint's worth of blood you sacrifice, 2d6 points' worth of blood shall flee your target's form.
Shatter - By shattering an effigy, the damage is done to the target. Requires a clay or glass effigy of the form to be destroyed - it need only be as approximate as species. When creating the effigy it must be bathed in blood from the same species as the target. For each hitpoint's worth of blood blended into the effigy's creation, 1d6 points of damage will be done to the target when the effigy shatters.
Necromancy
Draw Blood - Steals life from another. Requires a necklace or belt through which are threaded fourteen skulls, and further skulls to hand. For each skull you crush (not the ones on the necklace) you may drain a target you touch with the shards of 3 hitpoints and regain 1 yourself.
Share Blood - Transfers life between two willing subjects. Requires a preserved heart, studded with a ring of bloodstones. For each heart (not the preserved one) you burn, you may transfer up to 3 hitpoints between subjects, yourself included.
Animate - Resurrects a fallen corpse for a short time. Requires the preserved brain of the target species. Also requires black beeswax candles whose wax contains blood from the target species (at least 1 hitpoint's worth). For as long as the candle burns (1 hour, regardless of size) the fallen foe will reanimate and serve the caster as a zombie. Note that his effectiveness will be limited by how intact the body is.
Force
Bolt - Shoots a blade-like bolt of force (requires an Archery or Marksmanship check at +1). Requires a crystal replica of an arrow, etched with a command to 'fly true' in silver. For each real arrow you snap (the arrow is irreversibly damaged) a blade of force will shoot forth doing 2d6 points of damage. The shot is both silent and visible only to the caster.
Shield - Summons an invisible half-dome of force before the caster. Requires a crystal ball, with commands to protect etched across one half in gold. Once you shatter a glass ball, bound in a lattice of steel wire, a hemispherical dome of force will appear before you, completely invisible to anyone else. So long as you are shot or attacked from the front, the dome will take damage instead of you. On the downside, all attacks are guaranteed to hit. On the upside, the dome can take up to 15 points of damage before it breaks. Additionally, any attacks from you will pass through the dome.
Levitate - Summons a telescopic platform of force beneath the caster, lifting him. Requires a tiny perfect sphere of diamond, etched with the command 'to lift' in gold. Once you burn the feather of a bird of prey, a platform of invisible force will grow beneath your feet, lifting you (or a designated target) up to 500ft into the air. To everyone else you will appear to be levitating. Once you have no need of the platform (or an hour has passed) it will descend slowly back into the ground and disappear. Note that the platform is both real and tangible and can be attacked. If it takes 15 points of damage it will shatter and anyone standing on it will fall to the ground. If you try to levitate someone else, they can make a Survival check to get off the platform before it would be dangerous for them to fall.
Mental
Rage - Temporarily infuse the caster or another with bloodlust. Requires the perfectly constructed mental image of a gladiatorial arena, which takes 15 minutes to refresh every morning and a full day to create from scratch. Upon paying the price, the target is filled with rage-induced strength and fury. If they immediately make a melee attack they receive +1d6 to their attack and damage (roll separately). The price is tranquility - the next time the caster is in a life-threatening situation (or the following round this time) the caster will not be able to take any hostile actions, including spellcasting.
Calm - Temporarily calm down a foe or steady another's aim. Requires the perfectly constructed mental image of an island amidst calm seas, which takes 15 minutes to refresh ever morning and a full day to create from scratch. Upon paying the price, the target either cannot conduct any offensive actions for a round, or gets +1d6 to attack and damage on a ranged attack, provided they take it immediately. The price is discord - either on the next round or an hour later the caster will be compelled to violently attack the nearest person with their bare fists or a weapon.
Befriend - Improve the disposition of someone to yourself. Requires the perfectly constructed mental image of a banquet, at which all of the caster's friends are sat, which takes 15 minutes to refresh ever morning and a full day to create from scratch. Upon paying the price, the target's disposition towards the caster improves by however much the caster desires. The price is love - one of the caster's friends or family will grow to dislike the caster as much as his new friend has grown to like him.
If you want to spend starting XP on equipment, convert XP into ducats at a 10:1 ratio.
Weapons
Concealable weapons are small enough to hide on your person with a Stealth check. All ranged weapons except thrown weapons are two-handed.
Unarmed - Free - Fighting unarmed in melee does a flat 1 point of damage, plus bonuses from melee skill.
Improvised Weapon - Free - Grabbing a chair in a bar, or a pint glass. Generally does 1d6 melee damage, or 1d6 short range thrown damage, but only lasts for one attack.
Dagger/Throwing Axe - 1 ducat - 1d6 melee damage. Concealable. Can be thrown at short range.
Obsidian Dagger - 4 ducats - As dagger, but useful for ceremonial purposes.
Mace/Handaxe/Shortsword/Club - 2 ducats - 2d4 melee damage. Concealable.
Spear - 2 ducats - 1d6 melee damage, but if you are prepared you get a free attack against a foe who charges to meet you. You can attack opponents at short range as well as melee range with this weapon.
Battleaxe/Longsword - 5 ducats - 2d6 damage.
Rapier - 8 ducats - 1d12 damage, but +1 to Parry checks.
Pike - 8 ducats - 2d6 damage, and if you are prepared you get a free attack against a foe who charges to meet you. You can attack opponents at short range as well as melee range with this weapon. Two handed weapon.
Claymore - 10 ducats - 2d8 damage. Two handed weapon.
Buckler - 5 ducats - A small metal shield that requires active blocking. -1 to Parry, but takes up to 15 points of damage before breaking.
Shield - 2 ducats - A cheap wooden shield. Takes up to 3 points of damage before breaking.
Metal Shield - 10 ducats - A large shield of sheet metal. Takes up to 15 points of damage before breaking.
Sling - 1 ducat - 1d6 ranged damage, up to medium range. Concealable. Bullets are free (just find stones), and you start with a pouch of 25.
Longbow - 15 ducats - 2d6 ranged damage, up to long range. Ignores 4 points of armour. If you pick this as a starting weapon, it comes with a quiver and 25 arrows.
Crossbow - 12 ducats - 1d8+2 ranged damage, up to medium range. Ignores 3 points of armour. If you pick this as a starting weapon, it comes with a case and 10 bolts.
Musket - 10 ducats - 1d10 ranged damage, up to medium range. Ignores 3 points of armour. If you pick this as a starting weapon, it comes with 10 bullets and cartridges.
Rifle - 30 ducats - 4d4 ranged damage, up to long range. Ignores 5 points of armour. You can only pick this as a starting weapon if you are of Golden origin, and if you pick this as your free firearm it will still cost you 20 additional ducats. If you do, it comes with 20 rifle bullets.
Arrows - 1 ducat per 10.
Bolts - 1 ducat per 5.
Cartridges & Bullets - 1 ducat per 10.
Rifle Bullets - 1 ducat per 5, if you know where to get them.
Armour
Generally, armour comes with helmets as well. Armour value (AV) reduces damage from attacks, Encumbrance (EN) reduces your attacks in melee or at range.
Leather - 5 ducats - Leather body armour. AV 2, EN 0.
Studded Leather - 8 ducats - Leather armour with metal studs to reinforce it. AV 3, EN 1.
Light Chain - 15 ducats - A chain shirt over leather leggings and a jerkin. AV 4, EN 1.
Chainmail - 20 ducats - A full chain shirt and leggings. AV 5, EN 2.
Splint Mail - 30 ducats - An armour composed of several layered plates. AV 6, EN 3.
Platemail - 50 ducats - An armour consisting of plates shaped to the contours of the body. AV 8, EN 2. (You can't buy this at creation, it's just here for comparison.)
Equipment
Toolkit - 10 ducats - The necessary tools of a trade for a craftsman. Provide a +1 bonus to checks made to craft things or perform related tasks.
Reference Text - 10 ducats - Books are rare and hard to come by in Hope. This text will provide you a +1 to Knowledge, Science or Arcane checks pertaining to a specific field, such as History, Geography, Physics, Chemistry or Destruction.
Surgical Kit - 10 ducats - All the tools required for a field surgeon. Provides a +1 to Surgery checks.
(Other equipment can be purchased in town.)
Bronze rod with tiger eye tip - 10 ducats
Fingernail sized garnet - 1 ducat
Bloodstone spiral teardrop tattoo - 8 ducats
Preserved heart, studded with a ring of bloodstones - 10 ducats (for the bloodstones)
Crystal arrow, with 'fly true' in silver - 10 ducats
Crystal ball, one half covered in gold etchings of 'protect' - 10 ducats
Glass ball, bound in steel wire - 3 ducats
Minuscule diamond sphere, etched with 'to lift' in gold - 10 ducats
A fleck of kyrite - 100 ducats. (Ha ha. You can't start with this. This is just for comparison.)
Staff
Generally, people don't follow you into imprisonment here, but perhaps you earned the support of a fellow inmate aboard ship.
Thug - 10 ducats/3d per - No skills, comes with a club, 2 HP. If he survives past missions he may gain skills. Expects pay of 3 ducats per Mission.
Horse - 20 ducats/3d per - A standard riding horse, bloody hard to come by in these climes. Has 6 HP, but won't attack independently. Consumes 3 ducats' worth of food per Mission.