# Gear This is an item that is part of the Hero’s story. This doesn’t have to be hand held personal equipment, but it usually is, the main exception are things like vehicles. Stationary gear, should probably be purchased as {{Locations}}. Getting any gear requires an in-game opportunity to acquire it. Gear is purchased with xp and so is part of the Hero. The Hero can not be denied access to their gear for prolonged period of time (much longer than a scene or two) except for plot related reasons. Even then, they should be rewarded with Favor. These items can’t be destroyed without replacement or compensation. ```{image} /_static/sword_set.jpg :width: 33% :align: right ``` ## Gear Groups Gear can be purchased as a discreet item or as a gear group. Generally speaking it is more advantageous to buy a gear group but not all unique gear lends itself to a gear group. A gear group is a set of boons representing a description of the same item at various tiers of effectiveness. For example the unique sword, Excalibur, can be purchased as Unique: Excalibur (tier 3), Rare: Magic Sword (tier 2) or Normal: Sword (tier 1). A character could buy a gear group which would include all three boons for 6 points. This gives the character extra flexibility and allows them to be more effective when Excalibur isn’t present. However, an item like a portable hole requires more creativity to create a gear group around. A xp starved Hero that acquires *Excalibur* during the course of the game could first buy the tier 1 *Sword* for 10xp as the base of the gear group and work their way through *Magic Sword* at tier 2, before being able to buy *Excalibur* at tier 3. {.small} ## Normal Gear Tier: 1 Group Cost: 10xp Group Requirements: None Cost: 10xp This is common gear that the Hero can basically get anywhere. It's so common it probably doesn't even represent a specific item, but a set of gear that the Hero uses as part of their normal professional identity. ```{admonition} Sample Common Gear ```{hlist} :columns: 2 * Swords * Priestly Vestments * Spell Components and Foci * Engineers Toolkit * Lockpicking Tools * Cache of Guns ``` {.small} ## Rare Gear Tier: 1 Group Cost: 10xp Group Requirements: A Common Gear version of this item. Cost: 20xp Rare gear is more specialized and harder to find. A lot of utility gear that is hard to find and doesn't lend itself to being a gear group exists at this level. This gear is more specialized, often requiring contacts or special skills to make or use effectively. ```{admonition} Sample Rare Gear ```{hlist} :columns: 2 * Magic Sword * Saintly Holy Symbol * Enchanted Wizard's Staff * 3D Parts Printer * Masterwork Lockpicks * Sniper Rifle * Bag of Holding * Wizard's Staff ``` {.small} ## Unique Gear Tier: 3 Group Cost: 10xp Group Requirements: A Rare Gear version of this item. Cost: 30xp These are specific particular items. They have names and histories, possibly name and histories that people know. This is either a one of a kind item or an item whose replacement would require the skills of a true master and prolonged effort as well as rare resources. Or recover it from whoever currently has it. ```{admonition} Sample Unique Gear ```{hlist} :columns: 2 * Excalibur * Token of Athena's Attention * Staff of Kathras Everliving * Prototype Nanobot Assembler Colony * Nocturn's Skeleton Key * Orbital Laser Control Unit * Mirror of Worlds * Orb or Annihilation * Zendari Lightning Gun * Dad's Lucky 9mm ``` {.small} ## Kit Gear ```{sidebar} Kit Gear vs Props Kit Gear differs from [Props](../../tools/modifiers.md#props) in that that Props can be used in Attribute Rolls, and it's the GM's duty to take Props away. A player may choose to convert a Prop to Kit Gear or the other way around, but such a decision is permanent. ``` Tier: N/A Group Cost: N/A Group Requirements: None Cost: 0xp Kit Gear is not actually a Boon and thus not Gear in a game mechanics sense. These are things the Hero normally or always has on them, that the player wants to make a note of. * Kit Gear offers no level of advantage for an Attribute Roll. * Kit Gear doesn't have the same protection as actual Gear, but the GM shouldn't make any special effort to take it away or destroy it. Being Kit Gear doesn't imply that the Gear is mundane or easily acquired, only that the Hero doesn't use it to overcome challenges effectively. Kit Gear may also be actual Gear that the Hero doesn't yet have the XP to capitalize on. If a Hero acquires *Excalibur*, but doesn't have the 30xp to buy it as [](#rare-gear), or even the 10xp for [](#normal-gear) yet They might buy it as Kit Gear with the intent to upgrade it as xp becomes available. A player can't start with any more than two pieces of Kit Gear.