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Edit Gear
Edit Gear
Name
Cost String
Cost per level
Relevant stat
Description
The Gear Attribute represents a character’s access to useful, but not overly powerful, equipment. Characters do not need to spend Character Points for objects that are utterly mundane in the campaign setting (such as clothing, a backpack, a knife, or normal consumer goods). GMs may require players to assign points to this Attribute, however, if their characters will begin the game with numerous pieces of specialised equipment to which the average person might not have easy access, such as weapons, body armour, or professional equipment. Gear cannot include technology more advanced than what is standard in the setting, magic items, or secret prototypes (see Item Attribute, page 101). Gear can include common civilian vehicles appropriate to the setting (for example, a car, truck, or motorcycle in the present day). For less common or more expensive vehicles and objects, once again use the Item Attribute. The GM always has the final say on whether or not specific Gear is available to the characters. Modern examples of Gear includes: guns, night vision goggles, burglary tools and other expensive tool kits, tactical armour, etc. Fantasy or medieval examples includes: melee and ranged weaponry, armour, poisons, and work animals. GEAR VS. ITEM When determining whether an object should best be classified as a piece of Gear or instead as an Item, consider whether a reasonably connected individual could legally purchase the object with a modest amount of money. If the answer is yes, then the object can be considered Gear. If no – because the item is illegal, beyond normally available technology, or too expensive for a casual purchase – then the object should instead be acquired through the Item Attribute instead.
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