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
Category:DFCS