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What Is Gear?

Gear is our catchall term for anything that isn’t weapons or armor. Generally, gear needs fewer rules than either of those, so we can lump everything together in this third category.

In Part II: Settings, we often split gear into subcategories, depending on the type. These subcategories may include communications equipment, medical equipment, tools, or survival gear. However, these subcategories exist just for organization.

Gear Characteristics

Unlike the host of characteristics that come with armor and weapons, only three describe gear: price, encumbrance, and rarity. All three work exactly the same as we’ve described in the weapon section, on page 90.

The Right Tool for the Job

Besides their characteristics, most pieces of gear have just one rule. It’s a rule we like to call “the right tool for the job.”

The rule is this: Due to the narrative-driven nature of our game, not every piece of equipment grants a unique rule or bonus to gameplay mechanics. Instead, most pieces of gear assist your character in performing tasks they might not be able to accomplish without them. A pair of binoculars allow your character to spot foes from a long way away, for example; a cell phone lets you communicate over long distances, and a camp stove lets your character cook food in the wilderness. In these cases, your character’s equipment makes a task possible. The gear doesn’t grant any additional bonus in the rules; it just lets your character do something they normally couldn’t.

At other times, a piece of gear helps your character do something better. For example, a compass may not be vital to successfully following a trail through the woods, but it probably would be useful. Likewise, a propane lantern would be helpful in starting a larger fire, since it has a fuel source and igniter. Whenever a character uses a piece of gear to aid in a task that the character could still normally perform without the equipment, you and the GM can agree to add b to the dice pool.

That’s what we mean by the right tool for the job. The whole thing is a bit of a judgement call for you and your GM, but as is the case in most of these situations, the GM has the final say.

Unique Rules

Other pieces of gear have rules unique to that item described in the item’s entry.

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