Every adventurer is expected to have weapons, armor, and magical or fantastic widgets. In many cases that is all the GM looks for on their equipment lists. Yet what else does a well equipped adventurer have? And why?
1) Don’t list weapons, armor, or magical/ fantastic widgets. We have other places for those.
1b) Thieves kits are nearly as expected, as are bundles of magical components. So unless they are special or unexpected in some way
2) Each important item should be number.
2b) Each item should have a quick explanation showing their usefulness.
2c) Others can add uses to the items by replies or by siting the item number.
2d) Try to put one item per scroll post, but if you don’t try to make the items related.
3) Make sure to put the genre of the adventurer down. Many items are useful to any genre of adventurer, but a couple are only available at a given tech level.
Additional Ideas (111)
If you ever have tried to carry a ten foot pole you know that these are collapsable/ breakdownable. In most cases, the wooden poles are in 4 segments of 2.5 feet/ .5M. The segments screw together.
At higher tech levels, the poles are often metal. Usually they will click together or telescope out. I tend towards high impact plastic ones as they do not conduct electricity.
There is going to be a scroll of this soon. 101 uses for a 10 foot pole
*Poking things from a distance to check for traps.
*Wedge in doors.
*Use as a lever
*As vaulting tools
*As things to walk across 9 foot chasams.
*Use for tent poles
*Attach a spear point to the end
*Use as a measure for maps
This is your standard belt with some additions. The primary is about eight tool pouches. These are pouches which slip onto the belt by a clip loop. If you look these days, you will never find them. Most leather workers are calling them Book Pouches now, as they will carry a medium sized paperback book tightly. These normally have a tie that goes around a button or bidge several time (for security). When not adventuring, you might wrap this several times; when in an area of danger, you might just loop it loosely once, if not at all.
To properly load each pouch, think quadrants. You put things you need, but can take your time to get in the bottom half of a given pouch. Some of these will be loose, some will be in small bags, some will be in small leather boxes. (In point of fact, usually a historical tool pouch will come with two to four leather boxes or trays that fit in the pouches). On the top of this bottom load, you will put one or two pouches of things that you need quickly. So it is a flip, yank, out.
Some things will be slipped between the belt and your pants/ tights. There may be little slit purses that you put there.
This arrangement is not always comfortable, but it is comforting.
What goes in these pouches? Tons of things. Read on MacDuff.
Oh, in a different Milieu this is called a Utility Belt. However, if you use this term your GM (even in a super hero game) will freak out and never let you have it. Yet, if you just have a belt with a number of pouches... they don't get it.
This is the modern version of the Belt of Many Pouches. They have dozens or so pockets of various sizes. They will also have loops and long pockets on the back. These are designed for use for tripod pieces, but they can be used for 10 foot pole pieces and rope.
The vests often have clips for other things to be placed on. Better quality vests will have vents on the back and even zip on sleeves. More recently, new designs have have internal pockets to slip ballistic plates and extra insulation (for cold climes).
In another milieu, a Rigger's vest, used by sailors to carry tools and glues in pockets and slides, would be the equivalent.
I like iron pointed wedges, but spikes are good too.
See 3158 These things have a 101 uses.
Other than the obvious, the weapon kit holds a number of useful items that while many a GM will often not keep track of, are important to an adventurers lifestyle. This includes...
5a) Whetstone: To keep dings out of bladed weapons. Any skilled master of weapons would know that a dull or chipped blade is an enemy to its owner.
5b) Oil Soaked Cloths: To keep the metal weapons and armor free from rust and other hazzardous material.
5c) Small Hammer: To fix dings and dents in your metal armor. Contrary to fantasy belief wearing armor is not really comfortable, (Worn it) and if there are dents in the metal peices it makes it that much more uncomfortable.
As a side note. In some settings the games make you keep track of weapon damage or certain character classes are required to keep up with their weapons as an almost religious duty.
A very handy item to have if traversing the depths. Sometimes a hammer or maul is too much and you need something designed for the job. It can be used for opening locked chests, nailed crates, locked doors (pop hinges off if accessable), a makeshift billy club, jar a door, planted far enough in the ground can be used as a stake for a tent line or support for a rope.
What can you not use it for.
A make shift tent.
To haul treasure.
Slip two poles around the endges for a makeshift stretcher.
As a cover for a pit or hole.
Lauching small objects at people as a makeshift weapon, like a trampoline.
There are more of course.
Salt: I always keep this in my ready spot where I can just dip in and grab it, so I can:
a) Fling it in the eyes of people
b) Throw it at people who have open wounds
c) Leave it on the floor to stymie people sneaking up on me.
d) Make this crap the Dwarf made palitable
e) To bollox many a trap which requires smoothly moving parts. Throw in enough salt and it seizes.
This could be ground pepper or a mix of ground pepper and large pepper seeds. I always keep this in my ready spot where I can just dip in and grab it:
a) Throw it in people's faces. Sure I can't hurt or kill them, but if they can't see me... they can't hurt or chase me. It also lasts longer than salt in the face. And if they crush it.. it becomes more effective.
b) Drop on my scent trail. Once a tracker smells this, they will be unable to spell anything for a while.
c) Burn it to make a cloud of bad smelling stuff to make monsters move.
d) Sometimes I put it in my scabard so when I draw the weapon, it flings out in a cloud.
These are normally kept in my kit, but not in a ready position. It varies by what is available.
Cloves and many plants have anticeptic properties.
Garlic oil (to be rubbed on blades) prevents the proper closing of wounds (slowing healing and causes scars).
Wolfsbane- The smelliest crap I have ever smelled, use as distraction.
Ah Olive Oil, the Romans had it right. Olive Oil can make the world go around.
1) You can eat it
2) You can light a lamp with it
3) You can preserve things with it
4) You can lubricate traps and stuck mechanisms with it, for ease of use or disarm.
5) You can toss a clay cask of it on the floor (or pour it out behind you) and it is really slippery. (Whoops... slide... ow)
6) If the animals are wild and not too feral, they might stop and eat it if you leave a slick.
In the 20th Century, plastic squeeze bottles can make this really handy. If you spike it with salt, pepper, and garlic, not only does it make a good addition to a sandwich, but it makes a bane delivery system.
I certainly did not learn that from Snakes on a Plane.
However, the off chance of ingestion or contact infection of the poison is actually pretty minimal. Unless you have a mouth cut or ulcer, your stomach acid will deal with the poison and you will have minimal absorbtion. Though your lips do get to go numb often. You do get a chance to save the life of your friend.
(Most of the time. Guessing notable exception is the austarilian snake which causes an advanced, extra-intestinal digestion when you get bitten... Probably depends on toxin mode. Some toxins have to be bloodborn to do any harm.)
Just pray that you dont have an ulcer, thats all...
Who wants caltrops? They have only one purpose. Small glass balls, ball barrings, bbs, shot, caps, or even small clay balls, make wonderful tools. Get good at shooting/ flicking them with your thumbs. Not only can you admuse yourself playing with them, but:
a) Spread on floor when someone is chasing you (especially on stairs) for loads of fun.
b) They make good sentry pieces. Spread on any hard floor in the dark.
c) Put them behind doors to roll open when the stealthy person opens the door.
d) Drop to check distances
e) Put on the floor to check the level.
f) Fling them for distractions.
g) Slings are handy weapons.
h) Throw them to hit the button to open the cell door
i) Roll them to wedge them into certain places to stop mechanisms.
j) (with metal ones) Heat and apply to enemy to be "persuaded"
k) (with metal oens) Heat and put in bag with sand, makes a good first century AD hand warmer.
l) Use them as weights in a variety of contraptions.
m) Give them away to kids as toys. Earn eternal gratitude.
Even if you aren't literate, chalk can be handy to:
a) Mark paths
b) Mark deceptive paths so others (like the monsters) follow you incorrectly.
c) Draw holy/ mystic symbols
d) To work out puzzling traps
e) If you suspect rotating doors and such, mark them.
Grind to dust to:
a) make clouds to spot invisible figures..
b) check for breezes in cracks to see for secret doors
c) To mark certain things and create a trail
One of the many innocuous, and yet versatile items out there:
a.) Obviously, you can cook it up; Biscuits for everyone!
b.) You can toss it in the air or spread it on the floor to reveal invisible creatures.
c.) You can rub it onto surfaces to bring out cracks or scratches.
d.) If you can blow it into the air with an open flame present, the dust cloud can explode!
e.) You can spread it on a surface, anyone passing that way afterward will leave obvious tracks.
f.) You can make dough from it, which has many uses itself.
g.) You can make paste from it, which isn't quite so useful.
h.) It's an unidentified white powder: In some settings, that's an issue by itself.
Why? Because they're cheap and have some decent uses
Fuel: You don't have to go out hunting for as much firewood when you camp. They're light and can be stuffed into empty spaces in you bag.
Smoke Producer: Use in combination with other smokey materials, at the mouth of a cave, to smoke out the crazy raiders/evil orcs.
Sun-dried organic recreational-aerodynamic-device: cow patty Frisbees
If one knows their knots and is willing to cut, one can make a huge number of things out of the cord. All manners of bindings, traps, alarms (why small bells are handy) and so on. Cord can substitute for rope even when climbing, though the weight might be a bit much.
My favorite use for cord, besides tripping traps and hammocks, is bolos. Three weights, a little cord, and some practice, and you too can entangle knights/ horse/ monsters. You can even use bolos attached to longer lengths of cord/rope as grapples.
These tiny candles can be useful in any number of situations OR just trying to have some light. They are small, compact, and long burning. Wax is often a good substitute for chalk (if you have other powders). Burning candles make good timers.
Even in Modern and Future Milieu games I will often have some tucked away. Sure flashlights and glowsticks are more useful, and I have those too... but there are times that battery power is not right. If nothing else, candle light seems to universally add +s to seduction.
Tallow is smokier than wax, but it can also be used as a superior source of impromptu lubrication, and if you're in REAL trouble, they're a lot more nutritious.
1. Need impromptu earplugs? Pinch off a bit.
2. Need to copy a key: Make a wax impression.
3. Faking a noble's seal? Warm the wax and push it against the original, then cool it and use it to stamp some softer wax...
4. Make a wax death mask of your foes! (Much more hygienic than carrying thier severed heads...)
In 80s and laters game, zip lock bags, usually quart sized, take the place of the small pouches. They make mini containers, gloves in a pinch (you want me to touch what?), impromptu pillows, and so on.
I never have a weapon skill with this thing. I keep it around to shoot lines up walls, across chasams, out of pits, into ceilings, and so on. My bolts have screw on parts, where I screw on a mini grapple or masonry head.
I will use one of the segments of the 10 foot pole as a trunchon and slide down a line. It works well.
In modern and future games, I carry the compress coil batton or staff. These are used by hikers and spelunkers to shoot grapples up when they get stuck. Expensive ones use compressed air to shoot the grapple/ bolt. If nothing else, they do make interesting weapons of opportunity.
I use this for:
a) Measuring distances
b) Setting up trip alarms (add a small bell and...)
c) putting in door slots to see if people have opened them.
d) keeping the cat-girl admused
e) Drawing various occult symbols
f) using them to make a grid so I can properly copy a map or image.
g) keeping the party together in the dark.
h) silent sentry/ scout messages (tug if you see X or hook it to a bell)
I will utilize melted wax to help keep some of these strings out of the way.
Because you don't always have to kill them (or can't). In addition you can use these to connect various things.
Of course, if you have a safety pin and you are incorrectly hooked up and left alone, it is actually easier to slip out of cuffs.
For the record: One around each wrist, those loops connecting or linked by a third is the proper way to go. This should be behind your back.
However, anything is possible given enough time, the right position, and nobody checking on you, for about 20 minutes. Just hope your fellow inmate was a beaver in a past life.
a) Many of the same uses as string or cord, but the additional stiffness allows pushing and hooking manipulations, making it good for subtle manipulations of mechanical devices. Not quite so hot as a restraining device.
b) Electrical / Electronic havoc.
c) Often more difficult to see in trap setting than eqivalent cord or rope, possibly more dangerous. Hitting a rope on a galloping horse or motorcycle at chest level will knock you off. A wire can cut a man in half. Bonus points for monomolecular / monofilament.
d) Handy garrote in a pinch
e) If sufficiently stiff, can be cut or broken into a stylus capable of carving flesh.
a)There comes a time in every adventure when its time to get drunk. Often, the most stressful times occur not during 'tavern hangin', but during deadly delves into gory dungeons. Taking the edge off helps.
b)If you EVER come across an Executioner's Hood, you will be able to prevent it from suffocating your friend!
c)The wineskin is water-tight, remember? So many applicable uses!
d)Speaking of monsters, countless humanoids can be bribed and "de-clawed", with a timely offering of your finest red.
e)If you dump the wine, the skin can sure hold a lotta potion baby!
f)In a pinch, the leather strap can be used as a rudimentary garrote.
g)Wanna act the drunk? Splash on some cologne.
h)It looks cool, hanging off your shoulder.
i)As a last resort an empty skin can be used as a highly undesirable, emergency flotation device.
j)Wine doesnt burn, but stupid goblins dont know that. You can stand there with a torch in one hand and the wineskin in the other and threaten to blow them to Kingdom Come.
a) Water misting:
1) In modern+ eras, can be used to reveal light-beam traps.
2) Fog windows / mirrors
4) Revealing imprints, much like chalk
b) Lend extra 'punch' to liquid weapons such as acid.
Sigmund was right. Sometimes, a cigar is NOT just a cigar.
a) Thin smoke source.
b) Easily concealed, very dim light.
c) A stink-source.
d) Leech removal.
e) Torture impliment.
g) Unwrap for scraps of paper, loose leaves.
a) Get drunker, quicker. Use the Wine from Number 24 as a chaser.
b) It burns!
c) It's a solvent!
d) It's a disinfectant. Studies have shown that whiskey kills germs better than any mouthwash on the market. Tell people you're not a drunk; you're just practicing sound dental hygiene!
e) You can trade it for information.
f) All the stuff Muro said in Number 24.
g) Man, does it ever sting when it gets in the eyes!
h) It's a style thing! Sure, you might score points by pulling out a dry chianti, but for 'hard boiled' types, a bottle of bourbon is mandatory.
They're not the most handy things you'll ever have, but they aren't without their uses:
a) Use a caged chicken as a bad air detector while underground.
b) Fresh meat for dinner.
c) Ideal trade item for primitives you encounter.
d) Tie a message to them and try to get them to serve as carrier pigeons. It won't work, but it'll provide great entertainment for those watching.
e) Perfect distraction for underfed sentries or predatory animals: Let a bunch of chickens loose.
The only bad thing about this is the noise, the smell, and the sound a chicken makes. Have you ever been around a chicken in a cage. I have. Not a good idea. (though poop makes a smelly, but good fuel). Really, this is not an item I would bring along. Not enough "bang" for the encumbrence.
No matter what the exact form or material make up, these boxes have a number of individual drawers/ section, perfect for holding a number of small bottles or containers. The higher the tech level, usually the better/ more indestructable/ more air and water tight, the various little bottles. About 80% of these are full of useful materials; many are empty- ready for samples.
If you are playing in an occult genre or investigative genre, or are playing in a game system that requires tons of specific components (spells/ potions/ banes, these little containers filled with various herbs, dried components, small bits of chemicals/ alchemicals, medicines, electronic components, and tiny tools), this is invaluable. Now this is not something you carry on your belt, but it is either in your pack OR the trunk of your car for easy access to "just the right thing". Many GMs, will throw up their hands trying to keep exact track of your materials, just like they ignore bullet or arrow inventories, so often you can just say, "I go to the apothocary shop/ craft shop/ chemical or laboratory supply shop/ Radio Shack and spend X amount to replenish my kit".
To be honest, a 20th century female makeup case is the best one of these. And if your character is female (and you are not in the 1970s), you just need to put one layer of actual makeup on the top of the case, and nobody will look at it twice.
This palm sized mirror can be very useful.
a) Signalling with either sunlight or an alternate lifesource
b) Looking around corners
c) Seeing through illusions
d) Getting pluses to grooming rolls
e) Improving illumination on a give spot
f) Reflecting beams/ lasers/ spells/ gazes back at people/ things (depends on the genre really).
g) Bonus to hypnosis rolls
My characters usually carry a number of small cheap toys, beads, crystals, baseball cards, and video game cartridges in their pockets. This can be used to bribe children and kids to be look outs, run errands, and so on. Depending on what you have, you can even affect adults. They also make good trade items with goblins and such as well.
Now they are normally to buy good will, but every now and again, a wind up toy car has made a great distraction, a yo-yo a great weapon, baseball cards fuse material (a little etoh and they burn quite nicely), and so on.
Sharpened in your spare time to razor sharpness.
Excellent for throwing in hallways for pursuers. (leather shoes and all that)
Bottom of ropes too.
Work well in slings of all sorts.
Careful how you pack and grab them though.
So about 30 bucks at "RadioHut" will score you a 6"x2.3"x.25" easy to carry packet of various electrical tools (in a wrap case). Double the price and you can get a tiny cold solderer, a big bonus to electrical work (and the occasional impromptu torture or mcguivering).
Even if your character is not fully versed in electronics, having an electrical kit is handy for your modern and post modern character. A few gator clips can make the elimination of certain traps, locks, and alarms. As will a simple set of wire snips. An LED volt/amp/ current tester will let you figure out "which wire" to cut. Wire is always handy in any number of situations (see above). And throw in some handy resisters, a few leds, and a jewel scredriver, and you are ready to begin to McGuiver.
Swiss Army Knives, Mechnician's Tool 2882, Leatherman, SOG-Multitool, Sonic Screwdrivers, and a variety to similar equipment will let you have a dozen or so blades, prys, files, wrenches, hammers, and so on, at your finger tips. I can't believe we have not posted this up before.
While most multi-tools are set up for camping or general construction aid, there are multi-tools for a variety of specialized purposes. You can get them for electrical work (wire stripping, cutting, opening cases, picking joints, tweezering), locks (plies and picks), motorwork (never seen one, but I guess it has a gap guage, blades, files, and mini wrenches). In the future, there will be tools like force spanners (forcefields being shapped heads) or for various other specialized technologies.
A box full of nails can be extremely useful and versatile. Much like small iron spikes, these items have numerous uses. The difference is that if you told yhe game master that you were bringing 200 iron spikes, he'd start calculating encumberance, but he won't bat an eye at a box of nails and a claw hammer.
a.) Obviously, they're nails. Nail doors closed, shutters open, fix leaky roofs, the usual stuff.
b.) Stuck into small objects like potatoes, they make good field-expedient caltrops.
c.) They help you make quick shelters or wooden objects like jury-rigged travoises.
d.) Throw them into mechanisms to mess up the works.
e.) Nail keyholes so they can't be unlocked.
f.) Drive them through clubs to make them spiked (or baseball bats, for that "Jets vs. Sharks" ambiance), or nail silver coins to clubs for an impromptu anti-werewolf weapon.
g.) Temporarily nail down objects that you don't want moved: Nail treasure chests to the floor, tarps to the ground, sleeping party members into their beds...
h.) They are the easiest way to set up wire trip lines or the like.
A lot of the uses for nails are similar to those for iron spikes; in order to best use them, it is wise to find a way to muffle sound. In many fantasy games, a humble "silence" spell suffices. This allows the party to creatively nail things without their enemies suspecting. Few scenes are more amusing than the moment some burly fighter tries to grab his battle axe and discovers that a stealthy, silent rogue has nailed it to the table.
While we are used to thinking of nails as cheap, they were comparitively expensive at the technology levels seen in most games; while they cost nothing compared to plate armor, they were hardly the throwaway items they are today. Claw hammers have been around for centuries and should not be hard to acquire.
A set of tubes that can be sealed at each end can come in handy. These can be simple cylinders with snug corks at each end. Metal caps are even better.
a.) Keep dry things dry and wet things wet. No worrying about those precious scrolls or delicate powdered spell components.
b.) Impromptu snorkel.
c.) Something to hold those nasty little critters in; don't forget to punch air holes for this!
d.) Blowgun to spray nasty powders or fluids on your foes. Seal the stuff in with a wad of paper. (Remember spitballs in Jr. High?)
e.) The best way to carry caltrops.
This can be 10 Krugerrand, 10 electrum, 10 Open Cred Sticks with 200 New Yen, or with any 10 "some high ranking coin". These are normally sown into the bottom hem of your cloak, back lining of your jacket/ tunic/ shirt/ or so on.
Not only do they make the item of clothing hang nicely, they are a secret stash of money in times of need (status post robbery too).
If you are of the fencing persuasion, there is another use for these if you put them in your cloak or long jacket. Using the Italian Style, you use the cloak to guard or whip with your off hand. The coins make a night or day difference in the amount of "snap" you can generate with the cloak. But remember, just a few oz weights will do the difference.. do not use a lb or so worth of weights.. as you will fatigue yourself.
Oh, the cloaks/ garb so weighted will stay down in the high wind and rain quite nicely, so several of my SCA friends have weighted their garb this way. They swear by it (and are all Dukes/ Queens/ Princesses/ Laurels/ Pelicans).
A friend of mine puts a silver dollar into bottom hems of the evening gowns she wears, as they hold them in place as well.
The Amex of AD&D. In every hoard, accepted nowhere.
This is how magicians make all that smoke to go with their mirrors. The Formula is commercially available since the early 1800s, and can be made, as I understand it, from material available in Europe since the late 1300s (in Italy). It could of been made earlier, but the components were not readily available.
It is used for distraction. In additon to augmenting your spell casting flare, it can be handy to confuse others and set up your escapes.
The mixture can make a rapid flash to a nice cloud of smoke, it all depends on the mix. (Real flash powder is a totally different chemical set and much more dangerous). It is normally kept as a binary compound, two parts that need to be mixed to be reactive. It is unstable once mixed, so any quick jarring motion can set it off (thus coat the thumb and forefinger with B and A respectively and snap your fingers for a nice little flash). It does take about a half oz of material to make a great cloud or great flash.
It can be used for smoke pellets (a touch of paper mache to keep it seperated and bind it into a spheroid). With a little preplanning, you can put on quite the show with the stuff. If you know you are going to be chased.. drop some B powder on the floor and put some A powder in a slurry on your shoes.. they chase you.. you create distracting smoke.. and if you do this in the hall just before a sharp turn (crash into a wall) or a railing (oops over the rail). Like most prestidigitation (magic with a c) or thaumaturgy for that matter (magik with a k) a little preplanning and some ingenuity goes a long way.
This would normally go in Case of Holding in its binary state, maybe a few ready to be dosed pellets in there too. From there, the pellets, would go into my Belt with Many Pouches.
"One Hundred and one uses, now a hundred and two".
A handy thing to have around to leave nasty surprises for people, jam things, put things together, and make any number of things.
Yes there are probably a 101 uses for an adventurer, but the ones I like best....
Jamming a lock
Jamming a door
Coating your fingers to block your finger prints (does not work perfectly by the way).
A few drops on the floor and hope they come up behind you (quickly).
Glue a door knob the opposition will touch in the next few minutes.
Glue a holster or scabbard shut.
And it does not have to be superglue. Regular glues, given enough time, can be just as effective. Plus sticky palms and fingertips can be handy when climbing or snatching things. Binary Glues can be a lot of fun and up to three times as strong. Plus you can use them for a variety of traps.
Normally considered the providence of comic books, such items actualy exist. They are sold by more serious outdoors outfiters for emergency use if one falls into a sinkhole/ cave, or down a ravine.
They are small batons (18-24" 60cm) with belt clips. Some enterpising person might mount one to a walking stick. You pull it out and open out the grapple. After attaching a line (though some come with 30 feet of cord attached), you aim and fire. Most frequently it is a spring loaded affair, but more modern ones will use compressed air. You actually want a spring loaded one because it can be repacked and reused (taking a couple of minutes and a lot of effort to reset.) The compressed air version is usually only worth one and a half shots per cartridge. The distance range about 30 feet.
Now this is not the exclusive providence of the 20th century. A spring loaded one could be built as early as good steel exists.
The ability to find your way is often very handy. A compass is the primary navigation tool for sailing, but it has uses in the overland world as well.
Once compasses are smaller than a small (jewelry) chest, they are more practical for personal uses. (of course in small chest also hold a sextant of some sorts).
While prevolent in the mid to late 20th C, I am thinking of a solid outdoors compass with solar angle guides (think of them as really rough sextant guides). This keeps you from having to carry both and with a little orienteering skill ( http://en.wikipedia.org/wiki/Orienteering ) you can navigate easily.
Now a GPS solves all these problems. However a GPS can give away your position to those who have a radio sniffer up AND can not detect radiation.
Experienced adventurers will often find themselves somewhere and sometimes somewhen else in a blink of an eye without warning. You never know what to pack (and why you always have your backpack with you). After a few years of Waundering and three campaigns playing Amber, a generic adventurer's uniform was developed.. as it seemed to fit in easily with a majority of places we seemed to land.
A nice solid pair of black riding boots, English style. Useful for affecting a military style or actually riding.
A pair of tan cotton jopurs or similar slacks. You have seen these before in old movies as Englishmen were on safari or "out in the bush". It is important to note that the pants can not have zippers, elastic, nor buttons (as such things had not been invented in so many places). Sure nobody will notice immediately, but eventually it will be glaring evidence that you are not from "anywhere around here". The pants must have a belt, perferably good sized, leather, and black. This will allow you to hang various weapons and gear from it, as fashionable (or needed).
A white cotton shirt of good quality, in a tunic cut with collar, blousey sleeves, and french cuffs. It is the classic Pirate Shirt of Ren Fair/ SCA/ fandom aquaintance. It also should have no buttons, but a lace at the top.
A leather backpack of moderate size to carry your gear. Leather Gloves can be handy.
Now together this can be mixed and matched. In the near future and modern times, you just come across as a style eccentric, but throw a leather jacket over it and you are with it. Over the last century and a half, it would be perfectly acceptable garb, though someone might wonder where your jacket (riding or uniform) is. Earlier, simply untuck things and let it "blouse out" a bit. Thrown on a overtunic or other more period garb and you being to look more presentable. Given the style of the cuffs, the cut of the sleeves and so on, you can adapt it to many a period with a minimum of effort. Untuck the pants out of the boots as needed. Want to get a little more feudal? Untuck it and belt it over, so it shows like a tunic. Go Greek or such, lose the pants and the boots, it will pass as an odd tunic. To go Asian, open the cuffs and uncuff them. You have longer sleeves that you can tuch your arms into. Do the belted tunic thing and it works.
Now these are not perfect disguises. However they will help you avoid awkward questions until such time as you can get appropriate gear.
You would be suprised at the number of people who don't buy any eating equipment for their characters. This leaves you at the mercy of the seedy/ cheap taverns adventurers frequent and when was the last time they actually cleaned their stuff. It also makes eating problamatic when you are "on the road". A small camp set of knife/spoon/fork or two proper chop sticks, plus a small bowel or two, can do wonders for your ability to eat. The Utensils could be in a wrap case (stick items in pocket and roll it up) or clipping together by either holes and tongs or some kind of sliding arrangement.
Modern adventurers might substitute saved plastic ware from various fast food joints.
How ever it plays out, having something to eat with and on, is a great thing.
Having things to cook WITH is a better thing.
Did you ever see Indian Jones and The Last Crusade? Remember that little book? Heck, have you seen any number of movies when someone recieves a little book in the mail that everyone seems to want.. and launches the person into a whirlwind adventure? You know. That kind of book?
Well, this book is something like that. It contains all the clues and notes and things that your character is not committing to memory. It includes little maps and logs of expenses and so on. It may even be a diary of sorts. This is a great way for your character to keep all these things straight in their head.
This starts as a small notebook. It can be any format, but the traditional is a small leather covered book about the size of a thin paperback with blank pages. This plus some travel stationary equipment (pens, ink, pencils, etc) makes for a great plus for your character's deduction and memory die rolls.
Now, for your next character, the one who recieves your journal in the post, it IS that kind of book.
Now your high tech characters would do this with a PDA. Then the fateful post would be an email of the backup from an electronics deadman's drop OR a memory sim chip that arrives in the mail.
This is a modern invention, but very useful. Two five inch (10 cm) cups are the ideal. This size or larger usually has handles built in. The ability to hold on to smooth surfaces is an ability with 101 uses.
Window removal. Strip the sealent or simply cut the glass. This will allow you to hold on to the glass without dropping it and making noise.
Climbing, when appropriate.
Hanging someplace. "Need to avoid a guard, jump up and stick these to the ceiling.. now you can hang around easily up there where they can not see you."
shiftin/ pulling/ moving smooth objects.
Attact your line to it and you can use it as a repell point for climbing down. You can also use it as a grapple point as well, on a glass building.
And Honest, I don't know how that "stuff" got into the Principal's office.
While it's handy to have a skilled forger in the party, a lot of trouble can be avoided if the more larcenous members of the group habitually grab a few pieces of letterhead whenever they're left alone in an office. In more archaic settings, a few documents marked with the seal of some bigwig can form a handy "get out of jail free card". You don't want to have these things on you all the time, lest they be found and prove embarrassing, but keeping a few sheets stashed away ahead of time can avoid that last-minute rush when your party's forger is tossed in the local hoosegow.
One popular scheme is to toss a few fake orders in the local noble's "out" basket. When the Captain of the Guard is ordered to put all his men on high alert, lest someone sneak into the palace, few people are going to suspect that the real scheme is to tire the men out so they'll be careless later. Fake love letters, threats, and requests for money can all help spread confusion.
You can use it to mend tears in clothes, naturally.
It can also be bent into an impromptu fishook, in case you neglected to bring one.
Useful for poking people. No real harm done, unless it's got some sort of poison on it, but I know from experience that it hurts.
It can also be used to write with, although that would almost be more trouble than it's worth.
Really, if matches are commonplace in the game world, there is absolutely no reason not to carry them. Same thing with lighters. And really, there's no reason not carry both.
Catching your dinner, if you're out camping.
Minor boobytraps- wedge it barb up into any cracks in the floor or chests. Particularly nasty if used in conjunction with various poisons.
If you have several, tie them together to make a impromptu weapon. (You'd probably lose it after the first successful hit, but it would huuuuuuuuuuuuurt...)
These are also known as stacking bags. This is a small, thin, narrow bag for coins, about the width of a man's palm long, with a small drawstring. If coins are actually placed inside of it, they must be in a long stack. Other things can be kept in a stacking bag; rune coins, travel tokens, city script coins, and sometimes just Dwarven Steel Slugs.
This is a fantasy equivalent of a roll of quarters. You make a fist around them and the added mass makes your punch/ strike much harder (small brass nuckles). It is a completely deniable "weapon", as you just happen to have your coins in your hand when the fight broke out, and lets face it real weapons were probably drawn.
Yes I know this was also posted in the Barfight Scroll, but it is correct for this scroll as well.
Very useful for pointing things out from a distance or finding small object laying on the ground (like LEGOs!). In modern/future times they can make guards think someone is aiming a rifle at them, good if you cant afford the rifle. Or shine it in someone's eye!
- these are edible alternatives to some of the above items, think about it. Round hard fruity candies? Marbles! Who needs chalk when you have Chocolate! and Flour? Screw flour, get Sugar! Plus they make the barbarian's rage a little more twitchy. And... Bribes! It always comes down to bribes! You don't need small toys when you have Candy! Bwa!
However candy, candy I can get behind. And it keeps your PCs in line too. Also fun props to have at the table. :)
Injections aren't just for putting in people anymore, though this can do that too. Anytime you need to guide liquid precisely, this can do the job.
While in real life, most acid is a lot slower than it tends to be depicted in the media, it doesn't mean this can't be useful stuff. It can dissolve delicate workings, reveal sub-surface details, and, of course, be thrown to give the other guy a bad day. The REALLY good stuff, HF, can etch glass and condemn a man to a painful and excruciating death from a patch of exposure the size of your palm. HNO3 forms the basis of a vast array of explosive chemistry. Be inventive.
It makes a loud, shrill noise, but it is still less intrusive than a horn, and a good tin whistle will carry a great distance. This makes it an excellent communication tool in the wild, and even the city. If nothing else, in many eras, they can get the attention of the guard / police.
B. Make someone else THINK you called the police.
C. Call your own party.
D. Kids love these things, and will annoy the crap out of people.
E. Call the police to another location as a distraction.
F. Deafen a caster
G. Some whistles may summon animals, which is nifty for druids.
Slip sliding away, slip sliding away
You know the nearer your destination,
the more you slip sliding away
Yeah. Quiet that squeaky wheel, grease your armor against grab attacks, guard your sword and yourself against acid, set up slip-traps, etc.
No, not a brassiere. These are cute little dishes that you can load up with charcoal and use to make heat, sort of the ancient version of a space heater. While they may be of great use to priests, wizards, alchemists, and plain ol' chemists if they exist yet, their primary function is going to be to make those cold nights in tents suck a little bit less, as long as the PCs are smart enough to rig a way for smoke to escape the tent.
It is difficult, but possible to cook small things on a brazier.
Primarily for the older eras, a signet ring or seal is as close to a notarized signature as possible to get. With a little bit of wax, probably from, you know, your candles, you can simultaneously sign and seal a message. Alternatively, they may be dipped in ink and used much like a stamp. In 'western' settings, only those with a reasonable claim to the gentry may have these, though in other settings, there may be a family seal or simply a guild who's primary function is registering and distributing personal seals. Asian cultures in particular are known for a proliferation of seal devices.
It's portable fire. On a stick. Yes, it's obvious. Yes, we haven't posted them up yet. However, it's fire on a stick. It's a light source, it's a weapon, it's a torture tool, it wards off the chill(Okay, not really). It can be the basis of a thousand traps and time-delayed tricks. Use em.
The best stable explosive you can get for your era, be it gunpowder/cotton, TNT, or Compound 4. You never know when you need to blast something. Or someone. And you often don't need very much at all to wield it to tremendous effects.
These tiny wooden slivers are great for wedging, for detection traps, and for cleaning your teeth. You can also build some wicked cool sculptures if you're a little patient.
They're stretchy. They can fling stuff. They're rubber when you need small amounts of rubber. They hold things together temporarily well. They're just good stuff.
Rounding out the trio of 'office trickery toys', paper clips are really not much but small, stiff pieces of wire. They pick locks, they short circuits, they scratch and eventually cut, they hold together sheaves of paper with ease. The dexterous can work many a miracle with the combination of the three.
Another of the 'universal marking tools', this low tech equivalent of the magic marker can write on a wide variety of surfaces, and is much less prone to water-washout than chalk, although it has slightly fewer of the side uses. It is easy to use this in conjunction with paper or parchment to make copies of engraved surfaces, tablets, etc.
Leave notes! Copy notes! Foil traps! Fling paper airplanes! Make paper mache! Shield your eyes from Medusa! Yes, you need it too, even if you can't read and write.
... How many times have we already mentioned writing? Add the coloration uses of ink, the blindness application of a thick ink, etc, etc. Some kinds of ink (india ink) can even be used to polish glass and metal. Use it and abuse it, gentlemen, but have it.
While there are many uses for all kinds of cloth, if it is available, silk is a generally superior choice for the adventurer, because of it's excessive comparative strength and puncture resistance. An object that generally has to go in the horse's pack, silk can be used in strips for bandages and slings, twisted for impromptu cord or rope, worn as an under-armor against arrows, burned as a fuse, traded in the proper cities, and so forth.
For those times when nothing lighter will do. They happen. Unlike a wire or cord, a chain is somewhat difficult to cut, and they are generally much sturdier than standard rope against a pull. Chain gates shut. Chain people up. Pull heavy objects out of the mud. Chain-whip people.
Far, far more precise and generally far sharper and less sturdy than a standard knife, these tools allow small, precise cutting motions that a heavier knife simply can't accomplish. While generally more useful as a medical tool or craftsman's tool, sometimes you need to make those fine cuts in the field.
While this comes in a wide variety of forms and shapes throughout the eras, from the medicine man's pouch to the Victorian house doctor's kit, in all cases, it is a bag of small and generally useful items for anyone with the appropriate skills. Typical contents may range from simple bandages, splints, tourniquets, alcohols, and analgesics clear up to a field surgery kit with serious antibiotics, narcotics, scalpels, saws, suture thread, and so forth.
The Herbalist's kit is a variation on this theme, containing mostly naturally occurring, and quite possibly randomly effective treatments for a variety of ailments.
Gilette. The best a man can get... or not? In most eras, this kit will consist of a straight razor, a cake of shaving soap, a small tufted brush, some form of a mirror, and a whetstone for the razor.
In one place, you have your fine powder brush, your hand mirror, and the sharpest knife a man will usually handle in his life - And you can stay clean shaven to boot.
In modern eras, the straight razor may be replaced with the much less generally useful safety razor.
You're going to get bored around the campfire, play dice! Much cheaper than playing cards in most eras, dice let you bring the gambling to the corrupt - The man who owns the dice is popular indeed at the tavern, unless they always come up in his favor. Then it gets him killed. Most dice in most eras will be the gamer's D6, making them small cubes that can have a variety of secondary functions based around stacking things on top of them.
Moreover, in many eras, these are cast of lead, making them surprisingly effective throwing or sling bullets.
It is a fun little domestic toy that comes in its own little convient egg shaped case. It is a plasticine putty for those outside North America and Europe. It can be traded off as a toy, or used by itself.
While the changes in print technology have made the image transfer fun with putty seldom possible, you can utilize this stuff in any number of ways.
Jam locks, drawers, and doors with the stuff. Jamming buttons and computers with it is also fun.
Key Impressions/ Finger Print Impressions. Given a little dust or graphite, it can also be used to lift fingerprints if you are lacking any real materials.
Stick notes and small objects places. While I like placing small triggered things (smoke bombs, recorders, etc), you can use it for holding small tools "near the hand" in small places. I like to cache things on the way in or while casing locations, so I can pull them out later.
The ew factor if spread on the right surfaces.
Now if you add some "household chemicals" to it, it will make a base for a supposedly explosive/ burning reaction. There were websites on the net that explained this process, but they all seem to be gone now. So unless you are a chemist, this goes in the urban myth category. (And if you are a chemist, no details please, just a confirm or deny... there is a reason those sites went away).
I wouldn't want to be around impure, unstable nitroglycerine. Even at its most stable, nitro is touchier than a tiger with a toothache.
These are awesome little devices for modern settings. Since the magnesium can be readily used for more then just lighting campfires (flares, fireworks, as a chemical, etc) these are truely cool.
Well, these things are far too useful to leave at home.
This + Steel Wool = Firestarted.
This + matches,electrical tape and a little copper wire, primative detonator.
This + Graphite lead from click-pencil = Temporary Carbon Arc Lamp.
Can be taken apart to obtain 6 1.5 volt (sorta) short-life batteries, allowing you to generate anything from 1.5 v to 9 in 1.5 volt increments.
Two stuck together = dangerous handwarmer.
This + two electrodes and water = hydrogen/oxygen generator (in small quantities).
Will ignite readily if exposed to sufficent voltage (surprising little)
Can be used to make Thermite in addition to other ingredients.
Shredded it can be dropped into electronics to short circuit them.
And of course, scrubbing pots :)
Loaded with useful hacking software, images, etc. Some machines can even be booted from these puppies. And of course, for downloading useful info.
These are getting to have insane capacity.
This is a solution at lower tech levels for a lighter and a hand warmer. It is a small box, often metal, but sometimes ceramic. (Some indian tribes made them of leather and woven materials). It has a lid which slides open on a pivot hinge. Inside this small box is usually kept some embers, some wet tinder, and possibly a bit of wax.
To make this work, one puts some fire embers in the box. The tinder will slowly catch and keep the fire going over time. When opened, the burst of oxygen usually fans up the fire. Thus you can have a ready made fire source in short order, without messing with flint and steel or a firebow.
It will also keep your hands warm in your pockets.
Many, many uses. Perhaps the children's versions of these cameras might be best, as they are simpler and more durable then normal version, but the image quality is fine for most purposes.
Alternately, a Cell Phone with a camera could also fit this role.
Consists of a metal drill, mallet and a number of wooden spikes. To use, drill an array of holes along where you want to cut, insert wooden spikes and hammer in hard. Then add water, causing the spikes to expand and cracking the stone.
Might be useful in getting out of somewhere in a dungeon. The tools have other uses as well.
Or a lock in general. Yes, they had them back then. Yes, they ARE useful. Yes, they WILL buy you the extra minute or two you need to run or finish setting up the trap.
Somewhat akin to its higher tech cousin, silly putty, clay is a highly useful crafting material, readily useful to fill small gaps, plug keys and traps, make molds, etc. In a pinch, it can even be used as drinking ware, then squished back into a ball and forgotten about till needed for something else.
Everyone loves an adventurer more when he doesn't smell like the road and monster guts. It's also essential in preventing quite a few sicknesses. It can also be used in much the same manner as grease, as well as to dispose of said grease. Can also make bubbles, for children and PCs of dubious intelligence.
Sometimes, you do need to see farther than your own nose. It happens. High tech versions may include lowlight or spectrum augmentation. Disassembled, lower tech versions provide a ready source of lenses, and binoculars may be designed to include a small, easily overlooked compartment.
Fire starters. Magnifying glasses. Laser-dispersers. Rube Goldbergian timing devices. The lens is a surprisingly useful device out in the field, if you can resist scratching it up like mad.
Make marks. Blind the foe. Get unsuspecting guards to huff it. Add Zippo for Fireball, 5' radius. Improvise explosives. Bow before the mighty graffiti artist.
For fantasy settings, a variation on 'Arcane Mark' may replace the paint when 'tagging'. Or chiselled letter for a (dwarf or) stonecrafter.
No, really. Have a look.
Just imagine the mayhem you can cause. "Of course, the holy artifact of Hermatos is in there. Please spare our lives!!!". Perfect to give to a power hungry villain while you quietly make your escape. (he'll be too busy to notice.) Just make sure that it is a box that CANNOT be opened, rather than a box that SHOULD NOT be opened. (look where it landed Pandora)
Well, where to start:
-Occult rituals, (eg summon the great Mathom)
-Throw off construction works while you "discover" archeologically important remains
-Plant evidence of murder in someone's house. (in medieval times, bones under your bed would probably get you burned at the stakes.)
-Do you have a dog?
-Sell as relics to unwary pilgrims.
God protects his children. Or at least, you can try to ask for the favors of a particular church. If you have many different Icons, just make sure you don't wear them at the same time, It could lead to difficult questions.
In some settings, you can even repel the undead!
(you can always pawn them off for a quick coin)
Although not technically equipment, you canine companion has many uses besides the obvious ones:
-will alert you of intrusion at night
-will suffocate before you do in a dungeon, serving as an early warning system for cave gas
-will help you hunt and find food
-will defend you in dire situations
-He'll help you carry all the other wacky equipment you've put on your damned equipment list
-cold? well, that fur would make a mighty fine coat...
-Feeling peckish? He'd make a mighty fine meal...
Cut lots of things, ingrave messages, drill holes, many uses.
A small journal book with notes on each of the creatures the characters have encountered along with whatever information could be found about them back at the "Wizards' Guild" (or similar stronghold of lore). When a character maintains a summary of the strengths and weaknesses of previously encountered foes, the player can make a convincing argument that he should be allowed a few crib notes of his own. Never again struggle to remember whether you need cold iron or silver weapons to kill that demon! Can't recall whether the horror you face is immune to fire? A quick glance and you're set!
Knowledge is Power!
Can be safer to use when cutting then a simple knife or sword. Scissors have been around for a long time. (Wiki says 1500BC ancient Egypt)
"One of the first recorded mentionings of cross-blade scissors, however, was in the Fifth Century. The scribe Isidore of Seville described a cross-bladed shear, with a center pivot, used by barbers and tailors. These scissors did not gain widespread use in Europe until the 1600's. (One thousand years later!)"
So Roman, Dark Age and Renassiance on can all have scissors... Wonder what squelched them in the middle ages?
*Between plague and violence, key people in various communities were lost. They took their knowledge and skills with them.
*After the reduction of population (post barbarian hordes and the fall), there was less need to make certain things. So the knowledge to make them, if it was there, was lost.
*Lastly, the materials to make certain things were lost to many communities because of the violence (or the threat of violence when traveling). Trade came slamming to a halt at the fall of the Empire. Real trade only slowly came back to most of Europe in the 1400s.
Aside from the fangirl-drool factor, a cape is just all around useful to have on your equipment list. It works as a blanket, a holder-of-items, and who knows how many other things? Mandatory for fencers.
Besides, there's nothing quite as cool as being able to say, "He stands on the mountaintop, facing the wind with his cape billowing out behind him, awaiting the destruction the next few hours would bring."
These tiny devices are great for collecting evidence, creating distractions, and being MacGyvered into other things. Digital Recorders are great, small and powerful (as well as cheap). Mini Tape Recorders from the Mid 20th Century are also handy and were often used in the espionage field (even when the tapes did self destruct in 30 seconds). However wax recording cylanders in a late 1800s were possible. This would be handy in the Steam Punk campaigns. (And technically before, if the concept was discovered.)
This material has been discovered and rediscovered over time, (though growing/ changing in strength each time developed). By combining the two clay like elements, a strong putty is developed. It makes for an strong clay that can be shaped in a variety of ways. As it dries (the effects become notable in about 10 minutes), it becomes stronger than any ceramic and will lock tight (act as a powerful glue (with modern ones being some of the strongest adhesives known) two sides.
If you want to see what this sort of product is, check out Mighty Putty
Used on door hinges to reduce noise, this stuff can help loosen stuck bolt (on occasion), treat 1st degree burns (I'm truthfully not lying), it dissolves cocaine, and can double as a sort of pepper spray.
http://news.bbc.co.uk/1/hi/magazine/4566526.stm - The cocaine story is #6
Depending on your tech level, this can take many forms. In the 1800s it is a hand pumped canister with a spray nozel (when pressure got too great or the "trigger pulled" it would release. Finger pumped waterguns are also an option in the plastics age. Those are soon followed up by battery powered pump augmented super water guns. You can even extend this into paint ball guns and force field projected water streams. You can finish the list of with "perfume spritzers" of various sizes and powers (upto and including a bag pipe-esk arrangement).
So why a water gun? Well the delivery of liquids quickly and in a stream has many, many uses. Bane delivery for Holy Water is my most common use. Waters doped with chemicals of all sorts can be useful. Drugs with a DMSO carriers work wonders. Acid spiked water (or straight acid) is always a kick. But one does not need it as a weapon. Oils spread quickly on the floor. Dyes in water sprayed on targets.
This goes with the water gun, spray bottle, and some other submissions. You can drink it. In fact, all living things must drink it. It's useful for washing, cooking, putting out fires, cleaning equipment, cooling engines, cooling yourself (dampen a cloth & put it on the back of your neck), and acts as a solvent or mixer for just about any substance.
The importance of writing implements has been addressed previously, but this little item has multiple benefits. As a writing tool, it doesn't dry out, and the amount left in its useful life is readily apparent. Plus, it works in zero gravity without costing a small fortune for a special pen. It even works underwater.
Pencils can also be used in crime scene investigations. Writing a phone number, name, et cetera, on a pad leaves an impression on the sheets under it. Lightly going over the top blank page can reveal the message. In addition, pencil lead can be used as an improvised fingerprint kit, either to take prints of a person, or off of an object (when ground into powder).
Keys, coins, and other items can be recorded using an impression on a piece of paper with a pencil. Place the paper over the object & rub the pencil over it lightly.
The graphite in pencil lead also makes a great waterless & greaseless lubricant, when ground into fine powder. Even carefully twisting a pencil into a stuck lock can grind enough off to make it again operational.
As an improvised weapon, pencils are sharp and hard enough to penetrate Human skin. They are designed to fit a person's hand very well, and are mostly hidden by a fist. I cannot imagine any law enforcement officer (or guard, or thug) who will consider it an implement of destruction. As an added bonus, you can psychologically torture your stabbing victim (or at least the less intelligent ones) by telling them they now have lead poisoning...
Aluminum handled & steel bladed, this is an essential part of a soldier's kit. Entrenching tools--e-tools for short--have been in use since the Roman Legions. The e-tool folds up into a small package, & comes with a carrying case designed to fit on a belt or rucksack. Not only does it dig holes, but with the handle folded at a ninety-degree angle & locked into place, it makes a fair axe or weapon. The sort I used only weighs 1.12 kg (2.46 lbs). The most recent version is half that weight. Typically they have a ridged side for sawing through roots (or other obstacles) and the other side is either straight or concave as a chopping edge. The back end--with the head folded to the side--acts as a hammer.
Today, Petroleum Jelly (Vaseline) is found in nearly every medicine chest, glove compartment, purse, desk drawer, garage, emergency kit and winter coat pocket. It is still used for cuts and scrapes, but over the years the list has grown by leaps and bounds.
Petroleum Jelly in it's raw form was a curse to U.S. oil drillers in the late 1800's. It had a paraffin like consistency that stuck to the shaft of their rigs and caused them to seize up. The chemist, Robert Cheseborough created a gel by distilling thin oil rendered from the raw material the drillers liked to call "rod wax."
Super Glue Cap:
Often after it's first use, the super glue cap ends up stuck fast to the tube and can't be used again. Put a thick coating of jelly inside the cap threads to keep it from gluing itself shut. This will work on any cap or lid that may stick.
Quiet a squeaky door hinge with a coating of petroleum jelly on the hinge pin. Your door will be quiet and you don't have to worry about messy drips.
Keep Your Hands Clean:
No matter what the chore, if it is messy rub on Petroleum Jelly before you begin. It will keep paint, stain, car grease, and garden dirt from embedding in your skin. It will soften your hands while protecting your skin. Just wipe off with paper towel or an old rag for clean up.
Cuts and Sores:
When Petroleum Jelly first hit the market, it's purpose was for protecting cuts and scrapes by acting as a barrier to keep out moisture and bacteria. First aid tool extraordinaire
If you have sensitive skin Petroleum Jelly can be used as an all over body moisturizer. It contains no chemicals or perfumes.
Petroleum Jelly forms an air tight seal when applied around the inside edge of the jars/ cans.
Sticky Drawers and other stuck mechanisms:
Apply petroleum Jelly along the runner on a sticky drawer to make it slide more freely. Move the item partially out, put the jell down, move it back. Repeat as neccesary.
To keep your locks from freezing, smear Petroleum Jelly on the shaft of the key and insert it into the lock. Work the key and lock 4 or 5 times to lubricate the tumblers. This is also a good remedy for keys and locks that just don't seem to work smoothly together.
Apply the jelly to exposed body parts and they will resist the cold, wet, and other elements.
Protect your hands:
Petroleum Jelly rubbed over the hands will act as an emergency glove protecting you from various reactive chemicals.
Preventing the freezing stick
With a little foresight you can coat something that might stick before it has a chance to freeze tight.
Tight Finger Rings:
Apply to your finger and the ring will slide off.
Nuts and Bolts:
Keep nuts, bolts and screws from rusting by coating with Petroleum before using.
Make Makeup: A little food coloring (or plant dye) plus the gel will make a makeup that works pretty well. This is handy when you are McGuyvering a disguise.
Makeup Remover: Use as you would any makeup remover. It removes makeup safely while softening your skin.
Use in place of expensive ointments and creams to prevent rash. Okay not really a big issue for most heroes except for those astronauts.
Slip and slide:
Apply to any floor and watch someone chasing you slide out of control (you of course jumped over the patch).
Put the jelly down outside of the various escape routes. Once the bad guy escapes (because you know they will this early in the story), you can track them down with a simple UV light. Shine the light down, and the foot prints will appear.
Extra pairs of ocks are invaluable in a jungle environment for helping prevent jungle rot to the feet.
Other uses are:
-Filling them with rocks or coins to create a makeshift cap or club
-Bunching up and putting under your shirt sleeves for "muscles" or padding your bosom.
Pantyhose can be used in a similar method and also for the following.
-Make shift mosquito netting or to keep leeches from sticking on
-Pulled over the head as an emergency disguise
-Worn over a injured limb to keep the wound clean
-A make shift fishnet
-Replace a broken belt on a engine
This wondrous device can be used for lots of things besides hanging clothes.
-Straightened out as a makeshift weapon or spear for fishing
-Wrapped around a broken muffler or car part to secure it
-Used to bind or tie up a prisoner
-Melted with a welder as make shift solder
-Cut into little bits as chaff or loaded into a shotgun shell as buckshot
-Bent into various shapes and heated up as a brand
-Wrapped around someones hands to add extra heft to hand to hand attacks.
It has multiple uses, especially if you are in wilderness.
Clean/wipe dry dishes, hands etc.
Start fire, although not as well as wood chips or other means designed for it, they're usually kept in water tight or nearly watertight container or bag, and they're close. All you need is matches(or other means of making fire) and some firewood and you'll have fire quickly, which is important if you're in risk of freezing to death. If you're using oil or gasoline to start fire, they work better if you soak toilet paper in them.
As a towel.
Even in urban environment it's handy to have something to wipe your hands with. You can fit enough of it for most purposes in pocket.
If you don't have it in another kit of somekind, having one is important. Sharpening any blade is a useful thing in a world with softer steel (and iron and... ) than today. Plus, it can be used to start a fire.
*Lodestones for compasses
*The occasional securing of things.
*Attached to thread or string, it can be used for "fishing" keys and other things.
*In a modern setting where they can screw with computers, electronics and data storage. If you want to shut down the villain's computer program before it can launch the nuclear missiles, don't try and hack the damn thing, just slap a neodymium magnet on it and corrupt the memory. Also handy because you don't even have to touch it for the magnet to work.
Not only are they a great fashion accessory, they are effective tools. These are moderately thick leather gloves with sharp metal studs stucking out. They are normally on the back of the hand and the nuckles. but some have small sharp studs on the finger tips.
They are a ready weapon at nearly all times. And at those other times, you just have to drop what is in your hand.
Pluses for climbing as well as unarmed combat. Intimidation pluses at your GM's discression.
A simple 50' or 100' length of rope.
- Can be knotted for easy climbing
- Easier to use than chain, and easier to throw than wire or cord
- Can tie up opponents
- Can be used to fasten excess treasure to a person or cart
109. A portable trap
A lightweight trap. Could be as simple as a handful of caltrops or as heavy duty as a bear trap. Caltrops are also pretty useful when placed on the other side of a tripwire.
A portable trap is a great way to discourage pursuit or to weaken an enemy before attacking. Whenever you have some time to plan an attack or escape, a portable trap will almost always come in handy.
110. Pack Mule and Cart
Make life easy on yourself, and purchase a pack mule to carry your stuff around for you. You never know when you might come across more loot than you can carry, so be prepared. Purchase a cart to go with the mule for extra hauling capability. If that dwarf in your party is always complaining that he wants to stop at every town to fill his need for ale, you can buy a whole keg and mount it to your cart! If the fat barbarian gets his legs melted off by a dragon, you certainly don't want to be stuck carrying him home. Be ready for whatever your adventuring days may bring by buying a pack mule and cart today!