Starter Equipment

About Items

Each item that affects the game world in a mechanical way typically requires both a phys-rep and an item tag. All new characters can begin game with a number of item tags, as well as some in-game currency. You do not need to acquire an item tag for everything in your garb, such as your shirts, your backpack, and similar. You only require tags for your weapons, your armor, and any of the consumable items in the rulebook.

For a player's first three months, they are not required to phys-rep armor to gain the benefits of an armor tag. You  may also borrow weapon and garb phys-reps from plot during this time period, if necessary. Phys-reps for other common items, such as lockpicks, potion vials, and whetstones, can be easily acquired via our Basic Needs Store channel on the discord.

Item Tags fall under 3 different general categories: Alchemy, Mystic, and Smithed Goods. 

Item tags can be notoriously difficult to store and keep track of. We suggest small wallets or pouches for storing the tags effectively. Some of our players even utilize sorting binders for trading cards.

In addition to item tags, your character will enter game with some amount of in-game currency. Our in-game currency is represented through metal coins that represent copper, silver, and gold, as well as paper currency and marked gemstones. Our currency conversion rate is as follows: 

Choosing Starter Equipment

As a new player, your first character will start with 2000 Copper coins worth of equipment and currency. When you send in your character creation spreadsheet, look at the additional pages labeled "Smithed Goods", "Alchemy", and "Mystic". You may use these sheets to choose your starting equipment and calculate how much currency you have remaining. 

To choose your starting equipment you have the following options:

If you find after your first few events that you did not use an item, or you should have purchased other items, this is easily correctable. All new characters have a full rewrite they can use to change their skills and equipment in their first three months of play.

For descriptions of what each item does, please refer to the Legacies rulebook, or ask in the Discord.

Starter Kits

Basic Kit

Total Worth: 1000 Copper

*The abbreviations "SC" and "MC" in the starter kits refer to "Standard Crafted" and "Master Crafted" items, respectively.

We suggest this kit for almost all characters. Additionally, we recommend choosing an additional starter pack closest to what type of character you envision. Alternatively you can spend the remaining 1000 Copper on a personalized set of equipment for your character.

After choosing your starting equipment be sure to send the equipment list, along with a copy of your character sheet, to logistics@legacieslarp.org.

This starter kit is designed for characters primarily using the Weapon Master, Soldier, Duelist, and Skirmisher skills. Common substitution here include removing all armor tags, changing the one handed weapon and shield for a two handed weapon, or changing the shield for a second one handed weapon.

  • 1 SC Chain/Mixed Torso Armor
  • 2 SC Rigid Half Limb Armors
  • 1 MC Shield
  • 1 MC One Handed Weapon
  • 3 Iron Polish
  • 3 Silver Polish
  • 3 Gold Polish
  • 3 Whetstones

Total Worth: 780 Copper

This starter kit is designed for characters primarily using the Weapon Master, Soldier, Duelist, and Stalwart skills. Common substitution here include changing the armor tags to reflect your intended phys-reps or changing the one handed weapon and shield for a two handed weapon. If you have spare coin at the end of character creation, changing the SC shield to a MC one can be very useful for this kit.

  • 1 SC Soft Torso Armor
  • 1 SC Chain/Mixed Torso Armor
  • 1 SC Rigid Torso Armor
  • 2 SC Rigid Half Limb Armors
  • 1 SC Shield
  • 1 MC One Handed Weapon

Total Worth: 960 Copper

This starter kit is designed for characters primarily using the Scoundrel, Assassin, and Skirmisher skills. Common substitutions here include removing the lockpicks if not using the Scoundrel skills, removing the poisons if you don't have the "Assassin" skill, or adding a small amount of Armor.

  • 3 Iron Polish
  • 3 Silver Polish
  • 3 Gold Polish
  • 5 SC Lockpicks
  • 2 SC One Handed Weapons
  • 5 Black Solaris
  • 5 Hypnos
  • 5 Vitriol
  • 5 Wyvern Poison

Total Worth: 933 Copper

This starter kit is designed for characters primarily using the Smith skills. Most smiths spend part of game selling their wares, and part of game repairing armor. If you know you want to heavily focus on one or the other, drop either the Armor Repair Kits or the weapons and shields.

  • 15 Armor Repair Kit
  • 10 Whetstones
  • 10 Gold Polish
  • 10 Silver Polish
  • 10 Iron Polish
  • 2 SC One Handed Weapons
  • 2 SC One Handed Weapons
  • 2 SC Bucklers
  • 2 SC Shields

Total Worth: 945 Copper

This starter kit is designed for characters primarily using the Alchemist skills. It includes a wide variety of alchemies from all three discliplines. Some alchemists may wish to specialize their starter kit in only one of the three instead.

  • 5 Black Solaris
  • 5 Hypnos
  • 5 Pixie Dust
  • 2 Vitriol
  • 10 Aqua Vitae 50
  • 2 Argentum
  • 2 Inoculation
  • 2 Panacea
  • 2 Salvus
  • 5 Terra Corpus
  • 10 Krecian Fire 50

Total Cost: 942 Copper

This starter kit is designed for characters primarily using the Physician skills, the Vitality school of magic, or alchemists who focus purely on medicinals. It is designed so your characters can solve a wide variety of the problems that tend to afflict characters at Legacies.

  • Restoration Potion x5
  • Lay of Hands Potion x2
  • Life Potion x4
  • Faerrum x1
  • Holy Water x1
  • Quicksilver x1
  • AV 50 x 15
  • Inoculate x2
  • Panacea x5
  • Terra Corpus x2

Total Worth: 915 Copper

These starter kits are designed for characters primarily using the Incanter skills. Incanters generally choose to specialize in rituals that allow them to gain more information about the upcoming plot, or rituals that allow them to create magical items. Some ritualists choose to do both.

Common substitutions with these kits include removing the invocation scrolls if not playing a character with the "Invocation" skill, or combining these kits into one for a character interested in both categories of ritual magic. To combine them, take both kits, remove the scrolls for rituals you are less interested in casting within your first few months until total cost is below 1000 copper.

Seer:

  • Instill Expertise Scroll x2
  • Scry Scroll x4
  • Insight Invocation Scroll x5
  • MC (Simple Crafted) Book x1
  • MC (Simple Crafted) Mirror x1
  • Candle x10

Total Worth: 960 Copper

Artificer

  • Spirit Stitch Invocation Scroll x1
  • Keen Artifact Scroll x1
  • Intone Artifact Scroll x1
  • Empower Potion x2
  • Refined Gold Ingot x1
  • Refined Iron Ingot x1
  • Refined Silver Ingot x1
  • 1 SC (Moderate Crafted) Shaped Crystal
  • 1 SC Manacles
  • 1 whetsone

Total Worth: 900 Copper

This starter kit is designed for characters primarily using the Theurge skills. A common substitution with this kit is reducing the amount of Resurrection Stones purchased, and purchasing items from whichever additional starter kit best matches other aspects of your character.

  • x15 Resurrection Stone
  • x1 MC Simple Crafted Item, for use as a reliquary

Total Worth: 750 copper

Characters focused around casting magic, such as those using the Arcanist and Savant trees, have more customization heavy starting equipment. For both of these, take a Master Crafted object larger than 8 inches long to use as a grimault.

Characters using the Warder skills, who often are casters in addition to being a warder, have no specific starting equipment requirements. For these, we recommend choosing your starting equipment based on other aspects of your character.

For Arcanists, we recommend taking a variety of spells and potions of Weave, Wyld, and Wyrd levels. For example:

  • Release Potion x2
  • Protection Potion x2
  • Bind Scroll x2
  • Immobilize Scroll x2
  • Blizzard Scroll x2
  • Thunderstorm Scroll x2
  • Inferno Scroll x2
  • Empower Potion x2
  • Bastion Potion x2
  • Prowess Potion x2
  • Restoration Potion x5
  • Lay of Hands Scroll x2
  • Life Potion x5

Total Worth: 993 Copper

Savants choose to specialize in one specific spell school while blocking access to two others. We recommend taking a variety of potions and scrolls from the schools you have blocked access to, as well as from any schools you have not learned.

In general, spells in the Arcana, Confinement, Corruption, Necromancy, and Tempest schools are best taken as scrolls, while spells in the Valor and Vitality schools are best taken as potions. The exception to this is Protection, which is best taken as a potion.

Characters using the Oracle or Loremaster trees do not have any specific starting equipment requirements. We reccomend pulling from whichever other kits best match other aspects of your character. If no additional kits seem appropriate, choosing additional items similar to those in the basic kit is a good approach for these characters.

For Oracles who have the "Grimault" skill, we additionally recommend some sort of Master Crafted item larger than 8 inches long.

These starter kits were last updated on 08/11/2024, and were written using the Summer 2024 Rules Release. Some items and prices may change in subsequent rules releases. If there is a conflict between this page and the character creation spreadsheet, please defer to the current character creation spreadsheet.