Gear (9e)
From Traditional Games Wiki
A character's gear is their noncombat equipment, such as rope, bottles, lockpicks, and so on. Rather than relying on an overly-long and overly-specific list, players point-buy their equipment much like their traits. An item's cost is based on its rarity and usefulness, as well as its size and weight.
The budget for gear can change depending on the scope of the game, but the default is 25. While players are encouraged to consider the value of items on their own, the DM has final say, including whether items are permissible or not. Any equipment points left over can be saved for later purchases.
| Value | Potency: How useful will this item be? |
|---|---|
| 1 | Rarely; this item has a very specific use for certain situations, or cannot be used more than once. |
| 3 | Infrequently; this item can be used in a variety of ways, but isn't required for that many situations. |
| 5 | Frequently; this item will be used time and again to help out greatly in many different scenarios. |
| Value | Rarity: How common are items like this? |
|---|---|
| +0 | Common; you can obtain items like this from anywhere, or make them yourself. |
| +2 | Obscure; items like this aren't particularly common, and require some effort to obtain. |
| +5 | Esoteric; there may be only one place in the world where you can get items like this. |
Example Equipment
- Flask (1): Rarely, common. This solid glass container can hold a couple of pints of any liquid securely.
- Lantern (7): Frequently, obscure. This small lantern can hang easily off a belt while providing enough light for someone to work by.
- Letter of Marque (6): Rarely, esoteric. An official signed document that allows the bearer to commit acts of piracy under the flag of a nation.
- Lockpicks (5): Infrequently, obscure. Hooks and rakes for coaxing the most stubborn of locks to yield.
- Pocketwatch (3): Rarely, obscure. Reasonably accurate, this pocketwatch can keep its owner apprised of the time.
- Portable Sun (10): Frequently, esoteric. A magical orb that follows its owner at a distance, shining bright sunlight to illuminate their surroundings.
- Rope (5): Frequently, common. Fifty feet of good strong rope.
- Shovel (3): Infrequently, common. A digging implement that can also be used as an impromptu weapon.