Showing posts with label House Rules. Show all posts
Showing posts with label House Rules. Show all posts

Tuesday, February 14, 2017

Ruminations of the Rune Priestess

A buddy of mine is planning a viking-themed hex crawl using Lamentations of the Flame Princess. He wanted some help on fluffing out the classes, so I obliged. The rough draft of classes to follow:

Ruminations of the Rune Priestess


Myrkr, by TheFoxAndTheRaven


Ability Scores generated per normal. Classes are as follows:

Thegn: The warrior class. Maps to fighter in every way.

Goethi: Seers and spiritual advisors. Maps to cleric. Shuffle the spell list around to make it more of a divination/will of the gods type character.

Seidermenn/Volva: Sorcerers that are distrusted by society at large. Volva at least have the respect of being wise-women, but as sorcery is seen as women's magic, Seidermenn are doubly stigmatized. Maps to Magic User.

Carl: low-born men who haven't the martial training of the warrior class, but make themselves useful in other ways. Maps to Specialist.

Berserker: warrior-shaman that follow bear totems and work themselves up into a frenzy before battle. Maps to dwarves as a class, but loses Architecture. Instead, they get a bonus to AB and Damage when they work themselves into a rage. This bonus starts at +3 at level 1, and increases by 1 at levels 4, 7, and 11. Working themselves into a state of berserk takes a full round and can last for a number of rounds equal to Constitution mod+level.

Wolf-Skins: Warrior-shaman that follow a wolf totem. Maps to halfling, but they lose the size restriction and gain access to the same combat options as a fighter.

Blooded: Men who can trace their ancestry back to the Alfar or other land spirits. Maps to elf, save that they use Charisma as a casting stat instead of Intelligence and cannot make use of spell research. Their powers are innate. Like Seidermenn or Volva, if their status is known they will suffer a stigma.

Changes to Equipment
The cost of items are unchanged. Plate armor does not exist. Chain and leather only, though adding a helmet is worth +1AC and costs 25SP. Horses do not wear barding in this period. Lances, Polearms, Mancatchers, Rapiers and crossbows as listed in the standard equipment list are unavailable. There are no ships larger (or more expensive) than a Cog. Otherwise, use common sense for equipment availability.

I'll dabble with the spell list later, but this is enough to get us started.

Friday, August 26, 2016

Loaded for Bear - Speciality Ammo for Stars Without Number (or similar Modern or Sci-Fi Old School Games)

I do have a healthy love of science fiction, especially in a space opera environment. There is so much cool stuff to explore and play with. Fantastic technologies, alien races, ancient ruins on lost planets, shooting people with.. uh.. little beams of light?

Confession time. I've never really liked energy weapons. Yeah, melting someone's face off with a plasma gun sounds cool in theory, and some of the more exotic concepts (gravity manipulation, crazy tesla guns) can be pretty interesting, but none of them quite have the same kind of visceral impact as the rapport of a rifle, the smell of burning powder, spent brass flying. I sometimes have similar thoughts about gravcars and the like. Yeah, it can fly, sure.. but does it sound like this?


I didn't think so.

I admit, there's a certain amount of self-interest in this topic. You're talking to a man whose character is the captain of a space vessel capable of traversing the stars - yet carries a single-action revolver. This remains doubly true when one considers the sentimental nature of this character makes it extremely unlikely that he would swap out his sidearm of choice even if I by strange choice found an artifact revolver of similar make. What's a man to do?

Well the thing about good ol' slug throwers is that you can get a lot of variety out of them. Even today, there are nearly as many loads of ammunition as there are calibers to manufacture it in. While that level of granularity would be absurd in a game like this, I thought some variety might spice things up for us old-fashioned types.

Specialty Ammo for Stars Without Number

Broken down by weapon type for which it is available. Unless otherwise noted, assume range is identical to the standard for that weapon. The majority of the following can be produced by TL3 societies, though a few are TL4. Legality of various ammunition at GM's discretion. More exotic ammunition to come later.

Any 
Standard: Semi-jacketed or full metal jacket rounds, meant for a variety of situations. Standard per weapon description. TL2, 10 credits for a box of 20.

Hollow Point: round cast with a hollowed end in order to cause maximum deformation and energy transfer to a soft target. Practically useless against hard targets, however. +2 to Damage, but imposes a -2 penalty on any hard armor of AC5 or better. TL3, 20 credits for a box of 20.

Incendiary: round built around a core of phosphorus or other hotly burning chemical compound designed to ignite flammable targets or slag the inside of sensitive electronics from the heat. Any flammable target struck has a 2-in-6 chance to catch flame. If it pierces into something with sensitive circuitry, it has a 1-in-6 chance of slagging from the heat. If fired on burst, it increases by a further 1-in-6 to each. Targets caught on fire continue to take d4 damage per round until put out. TL3, 70 credits for a box of 20.

Manstopper: a heavier grain cartridge often using a higher than normal amount of propellant. It produces a significant jump in the amount of force delivered to a target at the expense of creating heavier recoil. +1 to damage, but burst fire gains no to-hit benefit. Burst fire damage, however, is increased as normal. Shotguns can use this in scattershot loads as well as slugs. TL2, 30 credits for a box of a box of 20.

Penetrator: armor penetrating rounds build around a core of hardened steel, tungsten, or similar material made to defeat body armor at the expense of transferring less kinetic energy to the target. -2 to damage, but treats any TL4 or earlier physical armor as being 2AC worse. Force fields and the like are unaffected. TL3, 30 credits for a box of 20.

Riot: bullets made from rubber or a high-impact gel intended for non-lethal use against civilian targets. Deals nonlethal damage, deals no damage against a natural AC5 or better. TL3, 10 credits for a box of 20.

Safeties: highly frangible rounds intended to completely fragment on impact with a soft target. Safeties are used in a number of delicate combat conditions in order to minimize danger to bystanders through ricochets or over-penetration of a target, and to prevent damage to sensitive or pressurized environments, such as aboard a space station or ship. Deals normal damage, but does no damage at all against a natural AC5 or better. Shotguns can also use these as breacher rounds to blow out mechanical locks at point-blank range. TL3, 20 credits for a box of 20.

Shotguns Only
Shotguns can also use any of the above ammunition, but only in the slug format unless otherwise noted. 

Birdshot: a scattershot load of lighter but more numerous pellets with a wider spread pattern, generally used for fowling or hunting other small game. +2 to hit, but damage is reduced to 2d4. TL2, 10 credits for a box of 20.

Caustic: biochemical slug with an acidic payload. Target takes d6 damage from the initial impact, but the acid will continue to burn into the target for d3 damage each round until it is either neutralized, or the affected surfaces are removed. TL4, 60 credits for a box of 3.

EMP: short-range slug that houses releases an electromagnetic discharge on impact. Uses scattershot ranges despite being a slug. Does d6 damage on impact, but has a 3-in-6 chance of slagging anything electronic it hits (including power armor). Specially shielded electronics reduce this to 1-in-6. TL4, 300 credits for a box of 3.

Flare: a standard thermal flare built around a shotgun cartridge. Uses the scatter-shot range despite being a slug. Mostly used as a signaling device, though it will provide dim illumination in a 50m radius along its path. If used as an attack, it does 1d6 damage at a -2 to hit. TL3, 30 credits for a box of 3.

Grenade: a miniature grenade that fires like a slug to project its payload over long distances. Roll all attacks against as though the target had a base AC9 (dex will improve this as normal). Force fields retain their AC as normal. On a miss, figure out what's behind the target as the thing will go off somewhere. On a hit, it has an effect as follows:
  • Explosive: a miniaturized grenade. Explodes for 3d4 damage against the target struck. Anyone within 5m makes a Luck save or takes 2d4 damage. TL3, 90 credits for a box of 3.
  • Flash-bang: an nonlethal explosive that blinds and deafens anyone within a 5m area. Target struck takes d4 damage from the impact. Everyone takes a Luck save or is blinded/deafened for 1 round and takes a -1 to all rolls for d3 rounds following. TL3, 75 credits for a box of 3.
  • Gas: A gas canister that releases its payload on impact. Target makes a Physical save or succumbs to the effect. Generally used for tear gas, though more nefarious compounds may be used if one can acquire them. TL3, 75 credits for a box of 3.
  • Incendiary: pyrotechnic payload that detonates and ignites on impact. Target hit is set alight for 3d4 damage. Anyone in the 5m splash zone is hit for 2d4 damage. All targets can take a luck save for half damage. The entire area is set alight for d4 rounds while the chemicals burn themselves out. Characters who remain in the area suffer an additional d4 damage per round. TL4, 90 credits for a box of 3.
  • Shredder: anti-personnel fragmentation grenade that sends a cloud of razor-edged shrapnel in every direction. Everyone within a 5m area of the impact point takes a Luck save, with the damage for failure depending on their unmodified AC. 3d6 vs AC6 or worse, 2d4 to anyone with better armor. TL3, 90 credits for a box of 3.
Hellfoam: a frangible slug filled with a chemical payload that reacts with oxygen on impact, rapidly expanding into a thick, sticky foam that covers the target and nearby surfaces. After but a few seconds, this foam hardens into a thick rubber, making normal movement almost impossible and potentially gluing them to their surroundings. Deals no damage, but attacks as though the target had a natural AC of 9. Dexterity modifies as normal. Fields are unaffected by this effect. Target makes a Luck save. On a failure, the target takes a -1 penalty to all actions the following round. If they do anything other than spend that round scraping the goo off of them, the following round will be a -3 penalty. If they are still covered in goo on the third round it hardens, encasing them in a stiff foam rubber until either a solvent is applied or they are carefully (and potentially painfully) cut out of the material. TL4, 60 credits for a box of 3.

Lawful Compliance: short-ranged slug that is little more than a flying taser, delivering maximum voltage at range. Uses scattershot range despite being a slug. Does 1d8 nonlethal damage. Mechanical/electronic targets struck have a 1-in-6 chance of being shorted by the discharge. TL3, 150 credits for a box of 3.

Peppershot: a load of frangible ball rounds filled with powdered chemical irritants that aerosolize on impact, potentially disabling a single target without risk of injury. Fires against an base AC9, though dexterity modifies this as normal. If the character's eyes, nose, or mouth are exposed to the elements, they make an immediate Physical save. On a success, they roll a d3, which indicates the penalty they will take to any rolls that round. The penalty will reduce by 1 each round until it disappears. On a failure, the target is overwhelmed by the effect and can do nothing for d3 rounds, after which they may proceed as though they had succeeded on the roll.  TL3, 15 credits for a box of 3. 

Sabot: solid slug in a case that helps impart spin to a projectile, giving a more rifle-like range and accuracy to a shotgun slug. Uses slug damage, but extends the weapon's effective range to 50/100m. TL3, 40 credits for a box of 20. 

Shrapnel: A scattershot load of razor-tipped flechette rounds that fulfills a similar role to hollow point rounds. Perfect for turning someone into hamburger but significantly disadvantaged against hard targets. +2 to Damage, but imposes a -2 penalty on any hard armor of AC5 or better. TL3, 15 credits for a box of 3.

Volcanic: a scattershot load that replaces the standard pellets with some kind of high-energy pyrotechnic load. No attack roll required. Instead, the target makes an Evasion save to avoid the ridiculous gout of flame. If they fail, they take 3d4 damage as normal, but anything flammable on them automatically catches fire and continues burning for d4 damage per round until put out. TL3, 30 credits for a box of 3.

UPDATE: Changed quantities/prices around a bit. While I initially had everything listed in boxes of 20 simply because the original game listed ammunition in quantities of 20, I wanted a bit more scarcity involved. That, and I was chastised about specialty shotgun ammunition coming in boxes of 3. Fine. I'm fixing it. After a bit of research, I also realized how ridiculously under-priced some of these were compared to their real-world equivalent (and arguably, their power level), so prices have been adjusted.

Wednesday, August 3, 2016

The Adept: Revisited (A Class for Lamentations of the Flame Princess and other Old School Fantasy Games)

A while back I propose an adept class that was ripped off from inspired by force-users from the star wars canon. I've been tinkering with an update, so I figured I'd just repost the whole thing. 

The Adept

Nazgul by Martawadman
XP and Saves as Magic-User, d6 HP per level. Same combat options as Fighters, Dwarves, and Elves. Must choose to be either Chaotic OR Lawful.

Where others search outwardly for answers, the adept looks within. Through secret rituals, rigorous discipline, mind-altering drugs and intense medication, they walk the wyrding way giving them preternatural abilities and influence on those around them.

The Wyrding Way:
Adepts can channel the wyrd and use it to add an extra die to any ability, save, attack, or damage roll they must make, or can be rolled and added to their AC for a single combat round (from the beginning of their turn to the beginning of their next turn). At first level, this begins as a d4 and goes up by one die-size every four levels. d6 at 4, d8 at 8, d10 at 12, d12 at 16. This can be used on any roll as often as the adept wishes, but every time a 1 appears on either die rolled, their Wyrd goes down one die size. If it is reduced to less than a d4, their will is depleted and they can summon it no further until they've had time to rest and perform the proper meditations (treat the same as a magic-user regaining their spells).

Reaching Out:
No power is without temptation.Though different sects and philosophies will argue as to where originates the wyrd, they can all agree on one thing - it is a power that comes from beyond the adept. The mind is a but a focusing lens, the body an empty vessel. Particularly ambitious (or foolhardy) adepts can attempt to drink deeply of the wyrd -- and at their own peril. On any single roll, the adept may attempt to roll equal to or under their Wisdom on a d20. On a success, they increase their Wyrd die for any checks made that round, including giving them a d4 even after they have spent their powers. If their die is already at d12, the die becomes a d20. However, doing this is not without terrible price. If the Wisdom roll fails roll the die they would have received. The number on the face is temporarily subtracted from their Constitution. If this would adjust their HP, remove any lost hit points from their current HP first. If either their HP would be reduced to zero, or their Constitution would be reduced to zero, the character is slain. If the character survives, their constitution will recover at a rate of one point per day but cannot be restored any other means (including magical).


Friday, July 29, 2016

Simple Bards for Lamentations of the Flame Princess (Or Other Old School Fantasy Games)

The bard is an interesting character concept. On the one hand, it's got a definite style and flair of its own. On the other, there's a number of nagging issues that make it a poor fit for a game with classes centered around the Big Four (Fighter, Cleric, Magic-User, and Thief).
  • Main draw is that it does a little bit of everything, which isn't quite as bad for the magic-user and fighter, but sucks for the thief - especially since "skill guy" is the specialist's shtick in LotFP. 
  • Magical Music as a class feature is either something you either love, or despise.
  • As I wrote once before, creating a class whose abilities are social in nature is weird in a game without strict social mechanics. 
So what can we do?  After some thinking, the first decision I made was to remove the idea of bard as a class entirely. Instead, we add another skill to the specialist's repertoire, making it another possibility to mix and match with rather than a separate class that has significant overlap with specialists anyway.
Inspire: through impassioned speeches, battle music, or a booming voice of command, you can affect the hearts and minds of those around you. On a success, you can add the number rolled as a modifier on a reaction roll. On a failure, you roll 3d6 instead of 2d6 and drop the highest die.

If used in battle, you can use your action to play music, orate, or command in order to aid your allies. The number rolled can be applied to one of the following, at your discretion: attack rolls, damage, armor class, saving throws, or morale checks. This will apply to all intelligent allies within earshot capable of understanding your message. If a roll of 6 would result in a failure, roll a second d6. If the second roll is also a 6, it forces all allied NPCs to make an immediate morale check. 

Alternatively, you can choose to try to demoralize your opponents instead, applying the number rolled as a negative modifier to your opponent's attack rolls, damage, armor class, saving throws, or morale checks. This will apply to all intelligent enemies within earshot capable of understanding the message. If a roll of 6 would result in a failure, roll a second d6. If the second roll is also a d6, your attempt has the opposite effect instead giving a +d3 attack bonus to any enemy that would have been affected.

Either effect consumes the character's whole action and remains in affect until the character's next action. If the character is attacked, silenced, or otherwise prevented from communicating with their intended audience, the effects cease immediately.
Not only does that make "bard" a potential variant of the specialist without adding an additional class, but with the lateral advancement rules, it could also be a nice way to work on a fighter character who is a warlord/commander type. More traditional bards can also attempt to either multi-class with a magic-user to gain spells, or make use of the arcana skill to represent their dabbling.



Monday, July 25, 2016

Multi-Classing for Lamentations of the Flame Princess and other Old School Fantasy Games

Continuing the last post's theme of giving more character options within the framework of LotFP specifically, today we'll be talking about multi-classing rules.

I have suggested before an idea for hybrid classes that worked reasonably well, but they still wound up in many ways being too inflexible for what I wanted them to do. They still make for a nice base upon which to build custom classes, but today we're doing something different.

Multi-Classing for LotFP

Creating a multi-classed character is relatively simple. Any two classes can mix, with the following exceptions
  • Classes with opposite alignment requirements (you can't as a character have multiple alignments)
  • Racial classes cannot mix with other racial classes (No multi-classed Halfling/Dwarfs)
  • Spell-casting classes cannot mix (no multi-classed magic-user/clerics, magic-user/elves, or cleric/elves)
After two classes are chosen, you can figure out the combined features as follows:
  • The character gets all of the class-features of both classes (advancing AB, combat options, skills, spell slots, or other special abilities).
  • The XP for each level is the combined total of both classes. (A Fighter/Magic-User would cost (2,000+2,250) 4,250xp to get to level 2.
  • The HD and Saving Throws are the worst of the two classes. Add up the first level saving throws and choose the set with the worst (read: highest total, as lower is better). If they are equal the player may choose which set they would prefer but may not switch at any time.

Multi-Classing After Character Creation.

Characters can optionally choose a second class after character creation, but the road is a difficult one. The character's advancement in their main class is frozen, but advancement continues using their current XP track until the other class has caught up. Each time they would have leveled up their primary class, they instead level up their secondary class and then drop back down to the bare minimum amount of XP required to be the current level in their current class.

A level 6 fighter has a minimum of 36,000xp and needs 64,000xp to get to level 7. They decide to multi-class into specialist. Each time they would hit 64,000xp, they gain 1 level of specialist and are dropped back down to 36,000xp until they are level 6 in both fighter and specialist, at which point they continue advancing as a normal multi-classed character.   

The character gains all the benefits of the secondary class as a normal multi-classed character as described above. HD are determined by the lesser class each level. If the primary class has the smaller HD (a Specialist who is now multi-classing into Fighter), they can re-roll their HP each level and take the new result if higher, but may not add additional dice until that class advances. If the HD of the secondary class is the lower, then they may roll the secondary classes's HD as they gain it, but will not increase their HP until the secondary class's roll is better than their primary.

Our level 6 fighter has a statistically low 30HP, normally rolling 1d8 per level. Each time they gain a level of specialist, they may roll their specialist's HD (1d6 per level), but won't increase their HP at all until the roll on the specialist's HD is greater than 30 (after Con mods).

Saves are determined in a similar fashion. If the primary class has worse saves than the secondary, then saves are simply frozen until the character continues advancing as normal. If the secondary class has worse saves, then the character's saves don't improve until the secondary class's saves are better than their current saves, at which point the new saves are recorded. 


Multi-classing a character is a big deal, mechanically and requires significant sacrifice. This is even more pronounced if the shift comes later in a character's career. Between multi-classing and lateral advancement, however, I now feel fairly confident that I can create more or less whatever I could want inside of the LotFP framework without having to push for a classless style system as is sort of popular at the moment.

Friday, July 22, 2016

Lateral Advancement for Lamentations of the Flame Princess and Other Old School Fantasy Games

One of the strengths of OSR games is how simple the advancement scheme tends to be. No worrying about builds or feats or whatever. You just gain your xp, roll your Hit Dice, and go. The B/x style class scheme tends to help this quite a bit. They are nice and broad, defining your character by your skill set rather than forcing specific fluff to make its way into your character. Your Fighter could be a wandering mercenary, an archer, a tribal barbarian, or a chivalrous knight depending on how you want to picture them.

The big four (Fighter, Magic User, Cleric, and Thief) do an excellent job both of providing broad umbrellas to build characters under and providing some niche protection. As I've written before, though, there are certain character concepts that just don't fit comfortably under any of the above. How do you handle a Ranger who can actually fight? How would you build Conan under such a system? Or Elric?

This brings me to my idea for Lateral Advancement for LotFP. OSR already works with the understanding that not everyone advances at the same rate. More powerful classes already cost more XP to advance, and in AD&D multi-classing was literally just "take both classes, divide XP between them." The premise "choose to advance slower in exchange for more power" is baked in from the start. I think there was a kernel of something useful in there, and I've expanded it here.

Lateral Advancement

Any time a character would gain a level they can choose instead to purchase a lateral advancement, burning the XP they would have used to gain said level in exchange for one of the following non-standard benefits.
  • Increase an Ability Score: the character may increase any one ability score by 1 point if they can explain how their character improved it. No score can ever be improved in this fashion by more than 2 (read: a character who rolled 15 strength can only purchase two increases bringing it to 17), but may be purchased separately for each of the character's ability scores as desired. 
  • Increase a Skill: the character may add a single pip to any one skill if they can explain how they learned it. Obviously, this is useless for Specialists. 
  • Increase Attack Bonus: the character may increase their base attack bonus by 1. Obviously, this is useless for Fighters.
  • Improve a Save: the character may improve any one category of saving throw by 1. This may be purchased up to twice for any single save, but may be purchased separately for each save as desired. Obviously, less useful for demi-humans.
  • Learn a new class ability: In my home campaigns, I often design rituals and other special abilities that can be gained through play but not necessarily earned automatically as a class ability. If the Fighter got inducted into a berzerkergang cult, this would be his way to buy the ability.   
Characters who purchase a lateral advancement are immediately set back to the minimum amount of XP required to have reached their previous level.

 In LotFP, a Fighter gains level 4 at 8,000xp and 5 at 16,000xp. Upon gaining 16,000xp the Fighter could choose to take a lateral advancement and would then be back at 8,000xp again having burnt the remaining as the cost of advancement. 

I rather like the above as a setup. It allows characters to dip their toes into different fields without being in any danger of overshadowing anyone else's niche as well as giving the DM a way to let characters earn special abilities they want without just handing them out willy-nilly. You want your Fighter to be a Paladin? Do good deeds for the church  and in the course of it, I'll give you the ability to learn some paladiny abilities. Now I can do that without being unfair to the other fighter who is perfectly happy just smacking things with a sword. It's also perfect for when you have a character who just wants a skill to fit a concept (survival comes up a lot with fighters who want to be barbarians or rangers) without having to do some kind of multi-classing setup or hacking together an entirely new concept. Want to be a Witch-Hunting Specialist? Increase your Save vs. Magic a couple times to keep an edge on your prey.

If you're wondering why there's no "purchase magic" to go along with the options for skills and attack bonuses, it's because I'm already using Ten Foot Polemic's Arcana Skill.

Would you use it? Tell me what you think.

Wednesday, April 13, 2016

Random Starting Equipment for B/x (or Other Old School Fantasy Games)

Unnecessary Background (Feel free to skip to the good stuff)

I'm going to be doing a weekly OSR actual play series on youtube/twitch through roll20. Roll20 has some great features for automating certain things, and we wound up throwing together character generation macros so you can roll up 3 sets of stats at once and pick your poison. In that spirit, I decided to make a random starting gear table for it as well, so players can dive right in without going shopping if they like. The following works on our current (ever so slightly tweaked) B/x rules. You can also download it as a handy reference pdf.

Random Starting Gear for..

Clerics (3d6)

3club, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, wooden holy symbol, d6 GP
4club, shield, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, wooden holy symbol, d6 GP
5mace, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, wooden holy symbol, 5 GP
6quarter-staff, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 12 iron spikes, wooden holy symbol, 3 stakes & mallet, steel mirror, 2d6 GP
7chain armor, war hammer, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, wooden holy symbol, 2 small sacks, 2d6 GP
8chain armor, shield, mace, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, wooden holy symbol, 2 small sacks, 2d6 GP
9chain armor, shield, war hammer, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, wooden holy symbol, 2 small sacks, 3 stakes & mallet, steel mirror, 2d6 GP
10plate armor, shield, mace, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, wooden holy symbol, 2d6 GP
11plate armor, shield, war hammer, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, wooden holy symbol, small sack, d6 GP
12plate armor, quarter-staff, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50' rope, silver holy symbol, d6 GP
13club, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, wolfsbane, holy water, wooden holy symbol, scroll, 2d6 GP
14plate armor, shield, mace, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50' rope, silver holy symbol, 2d6 GP
15leather armor, mace, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, wooden holy symbol, random divine scroll, 2 flasks oil, 1 GP
16plate armor, shield, war hammer, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50' rope, silver holy symbol, 3 stakes & mallet, steel mirror, 12 GP
17chain armor, war hammer, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, wooden holy symbol, divine scroll, 10 GP
18plate armor, shield, mace, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50' rope, silver holy symbol, vial holy water, 12 iron spikes, 3 stakes & mallet, small sack, healing potion, 10 GP

Fighters

3polearm, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, d6 GP
4club, dagger, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
5leather armor, mace, shield, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, d6 GP
6leather armor, battle axe, hand axe, dagger, sling, pouch with 20 sling bullets, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, 2d6 GP
7chain armor, spear, shield, dagger, sling, pouch with 20 sling bullets, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 3d6 GP
8chain armor, shield, sword, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
9chain armor, sword, light crossbow, case with 30 quarrels, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 3d6 GP
10plate armor, shield, sword, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
11plate armor, two-handed sword, 3 daggers, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 2 flasks oil, 2d6 GP
12plate armor, shield, sword, crossbow, case with 30 quarrels, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
13plate armor, warhammer, dagger, short bow, quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, small sack, 2d6 GP
14plate armor, shield, sword, crossbow, case with 30 quarrels, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, d6 GP
15plate armor, polearm, shield, short sword, dagger, light crossbow, case with 30 quarrels, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 5 flasks oil, 3d6 GP
16plate armor, two-handed sword, short sword, dagger, long bow, quiver of 20 arrows, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, 2 small sacks, 3d6 GP
17plate armor, polearm, dagger, long bow, quiver of 20 arrows, 2 silver tipped arrows, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50' rope, 3d6 GP
18plate armor, shield, sword, 2 daggers, light crossbow, case with 30 quarrels, 4 silver tipped quarrels, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, 2d6 GP

Magic Users (3d6)


3dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
4staff, 2 daggers, 6 torches, backpack, waterskin, 1 week iron rations, 2 flasks oil, 50' rope, 2d6 GP
5dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, 2d6 GP
6staff, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, vial of holy water, 2d6 GP
72 daggers, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole 5 flasks of oil, silver mirror, belladona, 2d6 GP
8staff, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 2 vials holy water, d6 GP
93 daggers, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, vial of holy water, 5d6 GP
10dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 2 vials holy water, 6d6 GP
11dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, 2d6*10 GP
12staff, dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50' rope, 2d6*10 GP
13dagger, 6 torches, backpack, waterskin, 1 week iron rations, arcane scroll, 10' pole, 4 GP
142 daggers, 6 torches, backpack, waterskin, 1 week iron rations, arcane scroll, 50' rope, 2d6 GP
15dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, arcane scroll, 10' pole, d6 GP
16staff, dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, arcane scroll, 50' rope, 4d6 GP
17silver dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, arcane scroll, 10' pole, 5d6 GP
18staff, silver dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, arcane scroll, 50' rope, 2d6*10 GP

Thieves(3d6)


3club, sling, pouch with 20 sling bullets, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, d6 GP
4club, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, 2 small sacks, d6 GP
5club, dagger, sling, pouch with 20 sling bullets, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 2d6 GP
6sword, dagger, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, 2d6 GP
7cudgel, light crossbow, case with 30 quarrels, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 2 small sacks, 2d6 GP
8sword, light crossbow, case of 30 quarrels, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 1 bag caltrops, 10' pole, 2d6 GP
9sword, 2 daggers, 35 short bow, quiver of 20 arrows, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, d6 GP
10sword, dagger, leather armor, backpack, waterskin, lantern, 4 flasks oil, 1 bag caltrops, 1 week iron rations, 10' pole, 2 small sacks, d6*10 GP
11sword, crossbow, case of 30 quarrels, 2 silver tipped quarrels, leather armor, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50' rope, 2d6 GP
12sword, dagger, short bow, quiver of 20 arrows, leather armor, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, 6d6 GP
13sword, leather armor, backpack, waterskin, lantern, 4 flasks oil, 1 bag caltrops, 1 week iron rations, 50' rope, 2d6*10 GP
14sword, dagger, crossbow, case of 30 quarrels, 6 silver tipped quarrels, leather armor, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, 4d6 GP
15sword, dagger, short bow, quiver of 20 arrows, 6 silver tipped arrows, leather armor, backpack, waterskin, lantern, 1 bag caltrops, 4 flasks oil, 1 week iron rations, 50' rope, 6d6 GP
16sword, 4 daggers, leather armor, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, 2 small sacks, 2d6*10 GP
17sword, 3 daggers, crossbow, case of 30 quarrels, leather armor, backpack, waterskin, lantern, 1 bag caltrops, 4 flasks oil, 1 week iron rations, 50' rope, small sack 2d6*10 GP
18sword, 1 silver dagger, short bow, quiver of 20 arrows, 8 silver tipped arrows, leather armor, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 2 small sacks, 10' pole, 6d6 GP

Dwarves (3d6)

3leather armor, battleaxe, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, d6 GP
4leather armor, handaxe, shield, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
5chain armor, warhammer, shield, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, d6 GP
6chain armor, battle axe, hand axe, dagger, sling, pouch with 20 sling bullets, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, 2d6 GP
7chain armor, hand axe, shield, dagger, sling, pouch with 20 sling bullets, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 3d6 GP
8chain armor, battleaxe, shield, hand axe, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
9plate armor, polearm, hand axe, crossbow, case with 30 quarrels, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 3d6 GP
10plate armor, shield, handaxe, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
11plate armor, battleaxe, warhammer, shield, 3 daggers, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 2 flasks oil, 2d6 GP
12plate armor, shield, handaxe, crossbow, case with 30 quarrels, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
13plate armor, battleaxe, dagger, 35 crossbow, case with 30 quarrels, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, small sack, 2d6 GP
14plate armor, shield, warhammer, crossbow, case with 30 quarrels, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, d6 GP
15plate armor, helmet, 2 battle axes, dagger, crossbow, case with 30 quarrels, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 5 flasks oil, 3d6 GP
16plate armor, two-handed sword, dagger, crossbow, case with 30 quarrels, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, 2 small sacks, 3d6 GP
17plate armor, polearm, handaxe, dagger, crossbow, case with 30 quarrels, 2 silver tipped quarrels, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50' rope, 3d6 GP
18plate armor, shield, warhammer, 2 daggers, crossbow, case with 30 quarrels, 4 silver tipped quarrels, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, 2d6 GP

Elves (3d6)

3leather armor, sword, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, d6 GP
4leather armor, spear, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
5leather armor, spear, shield, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, d6 GP
6leather armor, shield, short sword, dagger, short bow, quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, 2d6 GP
7chain armor, spear, shield, dagger, short bow, quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 3d6 GP
8chain armor, shield, sword, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
9chain armor, spear, long bow, quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 3d6 GP
10plate armor, shield, sword, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
11plate armor, two-handed sword, short sword, 3 daggers, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 2 flasks oil, 2d6 GP
12plate armor, shield, sword, long bow, quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
13plate armor, sword, dagger, 35 short bow, quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, small sack, 2d6 GP
14plate armor, shield, sword, long bow, quiver of 20 arrows, dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, d6 GP
15plate armor, shield, sword, dagger, long bow, quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 5 flasks oil, 3d6 GP
16plate armor, two-handed sword, dagger, short bow, quiver of 20 arrows, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, 2 small sacks, arcane scroll, 3d6 GP
17plate armor, spear, dagger, long bow, quiver of 20 arrows, 2 silver tipped arrows, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50' rope, 3d6 GP
18plate armor, shield, sword, 2 daggers, long bow, quiver of 20 arrows, 4 silver tipped quarrels, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, arcane scroll, 2d6 GP

Halfings (3d6)

3club, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, d6 GP
4club, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
5leather armor, mace, shield, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, d6 GP
6leather armor, hand axe, dagger, sling, pouch with 20 sling bullets, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, 2d6 GP
7chain armor, short sword, shield, dagger, sling, pouch with 20 sling bullets, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 3d6 GP
8chain armor, shield, short sword, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
9chain armor, short sword, short bow, quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 3d6 GP
10chain armor, shield, short sword, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
11chain armor, short sword, 3 daggers, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 2 flasks oil, 2d6 GP
12plate armor, shield, short sword, crossbow, case with 30 quarrels, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
13plate armor, short sword, dagger, short bow, quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, small sack, 2d6 GP
14plate armor, shield, short sword, crossbow, case with 30 quarrels, backpack, waterskin, lantern, 4 flasks oil, 1 bag caltrops,1 week iron rations, 10' pole, d6 GP
15plate armor, shield, short sword, dagger, short bow, quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 5 flasks oil, 3d6 GP
16plate armor, short sword, dagger, short bow, quiver of 20 arrows, backpack, waterskin, lantern, 4 flasks oil, 1 bag caltrops,1 week iron rations, 10' pole, 2 small sacks, 3d6 GP
17plate armor, shield, short sword, silver dagger, short bow, quiver of 20 arrows, 2 silver tipped arrows, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50' rope, 3d6 GP
18plate armor, shield, short sword, 2 daggers, crossbow, case with 30 quarrels, 4 silver tipped quarrels, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, 2d6 GP

Credit for the original idea goes to Brendan S. I've since seeded some extra nonsense in my version across the board, both making it a better fit for B/x and flavoring it a little (dwarves tend to have more dwarfy weapons, elves have more elfy weapons). I have no doubt that my results will not be as mathematically elegant, but they will serve my purposes.