Sunday, May 24, 2020

Esoteric Enterprises - Starting Equipment

Esoteric Enterprises Character Creation takes too long. In addition to painstakingly copying down their Saving Throws and Skills, then adjusting them based on their ability score modifiers, players are asked to fill out their character's equipment from a big list of gear.

But what if there was a list of recommended starting equipment for each class? Something like...


BODYGUARD
  1. Shotgun (D12+DEX) or Two Handed Weapon (D12+STR)
  2. Bayonet (D8+STR, Light) or Pistol (D8+DEX, Light)
  3. Riot Armor (16 AC)
  4. Light Source (Flashlight to attach to weapon, Smart Phone or Night Vision Goggles)
  5. Gas Mask

DOCTOR
  1. Laboratory Access Social Advantage
  2. Light Weapon (D8+STR, Light) or Pistol (D8+DEX, Light)
  3. Light Source (Flashlight, Smart Phone or Night Vision Goggles)
  4. Gas Mask
  5. First Aid Kit or Surgical Tools

CRIMINAL
  1. Light Weapon (D8+STR, Light) or Pistol (D8+DEX, Light)
  2. Protective Leathers (12 AC, Light)
  3. Light Source (Night Vision Goggles if maxing Stealth, otherwise Smart Phone or Flashlight)
  4. Gas Mask
  5. Crowbar
  6. Skill Specific Item (eg Toolbox for Technology, Climbing Gear for Athletics, etc)
  7. Vehicle, or Social Advantage if you've got a good ability score for it

EXPLORER
  1. Light Weapon (D6+STR, Light) or Pistol (D6+DEX, Light)
  2. Protective Leathers (12 AC, Light)
  3. Light Source (probably Night Vision Goggles for Stealth)
  4. Gas Mask
  5. Climbing Gear (to help the team using your superior Athletics)

MERCENARY
  1. Shotgun (D12+DEX) or Two Handed Weapon (D12+STR) or One Handed Weapon (D10+STR)
  2. Bayonet (D8+STR, Light) or Pistol (D8+DEX, Light)
  3. Bulletproof Vest (14 AC)
  4. Light Source (Flashlight to attach to weapon, Smart Phone or Night Vision Goggles)
  5. Gas Mask
  6. Upgrade for Weapon in slot 1 (Blessed, Silver or Cold Iron)
  7. Social Advantage, or Shield (+1 AC) if using a One Handed Weapon in Slot One 

MYSTIC
  1. Holy Symbol
  2. Light Weapon (D8+STR, Light) or Pistol (D8+DEX, Light)
  3. Bulletproof Vest (14 AC)
  4. Light Source (Flashlight, Smart Phone or Night Vision Goggles)
  5. Gas Mask


OCCULTIST
  1. Light Weapon (D8+STR, Light) or Pistol (D8+DEX, Light)
  2. Light Source (Night Vision Goggles if maxing Stealth, otherwise Smart Phone or Flashlight)
  3. Gas Mask
  4. Grimoire of Choice
  5. Ritual Mask (For Casting Dangerously) or Robes (For Casting Experimentally)

SPOOK
  1. Light Weapon (D8+STR, Light) or Pistol (D8+DEX, Light)
  2. Bulletproof Vest (14 AC)
  3. Light Source (Flashlight, Smart Phone or Night Vision Goggles)
  4. Gas Mask
  5. Grimoire or Holy Symbol if casting spells, or a Social Advantage if you've got a good ability score for it

Items are listed in order of priority, in case a negative INT modifier deprives a character of a starting item or two, or low STR keeps them from carrying it all into the dungeon. Bonus items from high INT are up to the player, but a social advantage such as Financial Investment is a great way to capitalize on a high INT score.

Spooks are difficult to recommend items for because they have a variety of playstyles

Anyone not worried about their equipment load can always swap out a Leather Jacket for a Bulletproof Vest and a Pistol or Light Weapon for a Shotgun or One Handed Weapon.

There's no point in Mercenaries taking an Automatic Rifle, since the Shotgun does more damage, the Mercenary can use both for Covering Fire, and the rifle's range advantage is unlikely to come into play in the dungeon.
If you've got both low STR and DEX, or you just want to make a mess, you can substitute a Flamethrower for your main weapon. It does good area damage (though the enemy can save against it) and you don't have to roll to hit.

3 comments:

  1. As someone who had all kinds of fun with the Doctor, I'd suggest taking surgical tools over a first aid kit. Neither have defined mechanical effects, but with surgical tools, it's easier to narratively justify having the equipment you need to cut apart monsters and harvest their guts.

    Speaking of which: we played it so that every part harvested from a monster took up an inventory slot. That means Doctors will want to travel with Bodyguards, or people with decent STR, who can carry their spoils for them.

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    Replies
    1. We've had Doctors with both. A Doctor wants to both bandage minor injuries and sew up critical ones.

      Hauling stuff hasn't been a problem for them, not when they're a large group of bums. They have been slowed down when they had to carry out a stash of soviet reserve currency or haul plutonium rods in a case.

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  2. I have given the PCs three free starting items. A 90's cellphone, a cheap crappy flashlight and a knife. If they want to have an item of negligable cost (something legal that a PC with Resource Level 1 can simply buy) such as a lighter or a glowstick they simply have it.

    Occultist PCs have, because of the difficulty to find new grimoires and translate the spells therein, often chosen to start with two grimoires. Starting grimoires are already translated after all.

    Like any other OSR game, you should not stop at the things spelled out in the equipment list. PCs can start with boltcutters, a small commercial drone, a roll of garbage bags, a portable diesel generator... If it is expensive or exotic, I just increase it to Rare.

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