Great question, feel free to post any other questions or your general idea here so I know what I am working with.
Cash and Equipment
All characters begin play with wealth according to
their home culture (see Cultures, p.172). On top
of this they will have a suit of clothes suitable for
their culture (adapted to the dictates of fashion and
personal style, of course), a single weapon of their
choice and five other items of equipment associated
with their profession and past life. It is assumed
that most characters left their home culture leaving
most of their worldly goods behind, but they are
likely to have taken the items that meant the most
to them, whether that was their toolkit, favorite
guitar or great-grandfather’s speaking pocket watch.
No character is likely to begin rich, no matter what
their home circumstances may have been, or they are
unlikely to have become a pirate. The GM has the last
word in what is acceptable starting equipment, but
the chances are, if you can’t carry it, you can’t have it.