Gear is personal equipment that can be carried or worn that is significant to the narrative and supports a character's actions.

Gear includes weapons, armor, tools, and other items that are portable and can be carried or worn by an individual. Gear also includes things like bio-mechanical augmentations, companions such as trained pets, and portable machines such as drones.

Character gear should be focused on gear that is significant to the narrative and relevant to supporting character actions. Depending on the setting or type of adventure, the kinds of gear that may or may not be relevant may change. By default, mundane personal items like a character's basic clothing and pocket items are ignored.

Common Gear

Standard (or common) gear grants permission to the narrative, so a character with a skill set such as a "Soldier" would need a firearm in order to shoot someone.

Tools of the Trade

Some skill sets might require a collection of small items that are impractical to list on a character sheet. For example, a Botanist might require a variety of vials, reagents and other tools or materials for collection and testing of samples. A player can define a "Botanist's Kit" to include all the relevant items in a single gear slot (within reason, use common sense).

Specialized Gear

Gear can also be specialized using boosts to increase its power and utility. Boosts can unlock special features and allow the impact of using gear to be enhanced. Boosts associated with specialized gear are considered to be integrated with the gear item. When specialized gear is acquired or traded between characters, the associated boost is transferred with the item. If a boost is added to a gear item during character creation or advancement, the boost is considered a modification to the item and the boost becomes integrated with the gear item moving forward.

Specialized Gear and Boosts

When boosts are associated with specialized gear, if the supporting gear is damaged or broken, the associated boost becomes unusable until the gear is repaired. If the gear is lost, stolen, traded, or sold, the boost is transferred with the item.

Weapons and Armor

There are no special rules or considerations for types of gear like weapons and armor.

Actions combine hits and damage into a single roll based on the ability to keep the game fast and fluid. A dagger in the hands of a skilled thief is probably more deadly than a mace in the hands of a novice, or a broadsword in the hands of someone who is unskilled.

Fictional Positioning already provides a director with the tools they need to accommodate protection from armor without needing detailed rules. If a character is wearing armor, the director can give them an advantage on rolls to defend against an attack from an adversary. Just remember that wearing armor is just one of many factors the director will consider when determining a character's position. A character's armor might not always be as effective in protecting them from harm as they might hope.

Boosts are the preferred way to model special rules for gear. If a group wants to add specific significance to a type of gear, consider creating a custom rule using Extras.

Beyond the initial gear granted to new characters during character creation, the gear may also be acquired during gameplay including salvage, rewards, theft, trade, or other means.

Wealth and Capital

By default, the game system limits the rules to the narrative value of gear and equipment and avoids detailed rules related to character wealth, the use of capital and money, specific costs, and other economic considerations related to resources like gear and equipment. Read the guide on Wealth and Capital in the Toolkit section for tips on adding additional rules.

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