Gear

Generalist equipment characters need to perform activities and skill tests or otherwise help their characters. 

Handling Gear

Unless specified, gear should be handled narratively. Reliable gear that isn’t otherwise damaged or displaced can be reused, temporary things like torches usually can’t.

Traits

These are some of the traits gear might have used as shorthand for certain effects or uses.

gear-trait

Charges

An abstracted count of the number of times an item can be used. If charges are written as Charges(X), then the item has X charges.

Example: a tool kit has Charges(3) charges, means it can be used 3 times.

These can be replaced when finding relevant materials, or by purchasing charges.

gear-trait

Comestibles

Covers any type of gear that is destroyed or made useless by using. The act of using a comestible destroys it. There are a few specialized categories of comestible:

Munitions

Weapons with a Capacity will require munitions of some kind. The simplest forms of munitions just function as a cost to use these weapons.

Specialty ammunition exists however and could potentially influence Damage Type, add effects, or even increase or reduce Damage.

Throwables

A less sophisticated solution to ranged attacks, sometimes weapons or items are designed to be thrown.

As with Ammunition, specialized throwables exist either with larger damage bonuses, specialized effects or changed damage type.

Ingested and

#TODOcopy

gear-trait

Follower

This piece of gear is controlled like a Follower allowing you to direct them. They will have abilities like a Character.

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Free Action

Using this gear doesn’t require any time to pass.

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Passive

This gear is constantly active and does not require Action to use.

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Skilled

Gear that will usually require a skill test whill be refered to as Skilled(X) where X is the required skill. Some skilled gear may be used in scenarios where a skill test isn’t required.

gear-trait

Toolkits

Toolkits are a type of gear that abstracts a collection of tools necessary for a certain activity meaning a character doesn’t need to be as concerned with tracking really specific items on their character sheet. This doesn’t mean a character with a specific item can’t do a skill test or action with a specific item that they’ve obtained narratively just that a tool kit would have made it much easier.

gear-trait

Unskilled

Gear that doesn’t require skill to operate will be marked with “unskilled”. It is assumed most gear will otherwise still require you to perform a Skill Test of some kind. Generally, gear facilitates or aids with actions that would otherwise be impossible, it doesn’t make them guaranteed. Even gear marked as unskilled may, if used in unorthodox ways, still require a skill test.

Feeding someone medicine doesn’t require a skill test, but modifying it with other medicines and tools would even if the medicine is marked as “unskilled”.