Example Kit - Musketeer

## Musketeer Kit

The Musketeer Kit is suitable for Characters who are Trained in Medium Armor, Shield and Complex Weapons. It also assumes you have a good Dexterity Bonus (at least +2) and are likely to train this further in your future adventures. They have the tools necessary for fighting well at both long distances and close distances.

It is the perfect Kit for Players looking to embody the Light Rifleeer Fantasy, combining both skill with arms and the sword.

### Quick Inventory

\*It is assumed that these items are either held or worn by you and therefore do not contribute to your Bulk Capacity.

#### Weapons

* Light Rifle
	+ You must be Trained in Complex Weapons to use a Light Rifle
	+ A Light Rifle is a Ranged Weapon with the Two-Handed, Loading and Firearm Properties, with a Short Range of 60ft and a Long Range of 180ft. You must have two hand on the weapon to use it and reload it (it is assumed to be preloaded) and it may only be used Once Per Turn (although many features such as the Fighting Style: Loading Weapon Specialist feat may allow you to fire it multiple times per turn).
	+ You may use it to make a Ranged Attack against Targets within 60ft of you, or between 65-180ft of you with Disadvantage. Firearms create noise when used. Medium Caliber Weapons may be heard upto 300ft away when fired.
	+ It's Damage Rating is 6 and it causes Piercing Damage.
	+ A Light Rifle contributes no bulk when Held, and 3 Bulk when carried.
* Medium Caliber Ammunition
	+ A Light Pistol requires Light Caliber Ammunition to be used.
	+ Ammunition of upto 10 rounds contributes 1 Bulk, and an additional Bulk for each set of 10 rounds after this.
* Rapier
	+ You must be Trained in Advanced Weapons to use a Rapier.
	+ A Rapier is a Finesse Melee Weapon, meaning it may be wielded in one hand and may use your Dexterity Bonus instead of your Strength Bonus for Attacks.. It may be used to Attack Characters within 5ft of you.
	+ It's Damage Rating is 4 and it causes Slashing Damage.
	+ A Rapier Contributes no bulk when Held, and 1 Bulk when carried.

#### Armor

* Breastplate and Hardened Leathers
	+ You must be Trained in Medium Armor to wear a Breastplate and Hardened Leathers
	+ Your Armor Class while wearing a Breastplate is equal to 11 + your Dexterity Bonus.
	+ Breastplate and Hardened Leathers are Noisy. Checks you make to remain unheard have Disadvantage while you are wearing this Armor.
	+ While Worn, a Breastplate and Hardened Leathers Contributes no Bulk. When carried it contributes 3 Bulk.

* Standard Shield
	+ You must be Trained in Shields to wear a Shield.
	+ While Wearing a Shield on one hand you generally cannot use that hand to interact with objects, use weapons or grapple Character.
	+ Your Armor Class while wearing your Shield is increased by + 2.
	+ If it is worn in addition to your Breatplate Leather, your total Armor Class is 13 plus your Dexterity Bonus. This makes you much harder to Damage with Attacks. It does however prevent you from using your Light Rifle (but not your Rapier)
	+ While Worn, Shields Contribute no Bulk. When carried it contributes 2 Bulk.

### Tools

* Check which Tools you are Skilled in. For each one, you gain a Set of Tools.
* Each set of Tools contributes 1 Bulk.

### Spellcasting Focus

* If your Archetype grants you the Spellcasting Focus feature, you gain a Spellcasting Focus as described by that feature if you do not already have an Object which would serve as a Spellcasting focus.
	+ Spellcasting Foci contribute negligible Bulk.

### Light Source

* You gain 5 Torches (which are sticks wrapped in cloth, doused in lantern oil). Once lit, a Torch remains lit for 1 hour. It casts bright light for a distance upto 15ft and Dim Light for a further Distance of 15ft beyond that. You have Disadvantage on Focus Checks to See in areas which are only Dimly Lit.
	+ 5 Torches contribute 1 Bulk.
* You also gain a Fire Starting Kit, consisting of flint, steel and tinder. This may be used to light Torches or start a small fire.
	+ Fire Starting Kits contribute 1 Bulk.

### Food to Last 5 Days

* You gain 5 Sets of Rations.
	+ Rations each provide sufficient nourishment for your Character to survive for 1 day.
	+ The food is very basic, and more food of better quality is required for a Character to gain the benefits of being Well-Rested.
	+ Each set of Rations contributes 1 Bulk.
* Waterskin
	+ A Waterskin provides enough water for a single days nourishment.
	+ A Waterskin when unfilled contributes negligible bulk. When filled it contributes 1 Bulk.

### Money/Means of Transportation

* You have 50 Gold.
	+ Less than 1000 Gold is assumed to have negligible bulk, and 1 Bulk for each 1000 Gold.
* You also have a Backpack capable of storing up to 10 Bulk.
	+ Backpacks have a Bulk of 5, irrespective of how laden they are and are assumed to be worn at all times.

### Personal Possessions

* Personal Possessions are small objects of importance to your Character. They contribute no bulk, and while they may have some monetary value they are of significant sentimental importance to you such that you are unlike to part with these.
* This Kit suggests the following Possessions, but Players are encouraged to change these to match their vision of their Character.
	+ Documents indicating your role, rank and allegiances to a particular Faction in your setting.
	+ A letter from your sworn enemy.
	+ An explicit letter from a lover, which may ruin you if it fell into the wrong hands.

### Clothing

* You have a set of Flamboyant Clothing, which is sufficient to remain comfortable in most weather conditions.
	+ This is clothing is likely to arouse conversation from those around you, inspiring some distaste from those of higher standing but a some admiration from those of low standing.
* While Worn, Clothing Contributes no Bulk. When carried it contributes 2 Bulk.

### Means for Long Distance Communication

* You have a set of Writing Tools and 5 Sheets of Paper.