## The Gear
Freelancers regularly equip, use, and swap items. Gear is split into two parts
| | Equipment ![[Loadout-1.png]] | Inventory ![[Inventory.png]] |
| :----------- | :----------------------------------------------------------------------------------------------------------------------------------- | :------------------------------------------------------------------------------------------------------------------------- |
| What it is | Permanent, high‑impact items that define your playstyle. <br>(weapons, gadgets, cyberdecks, tools) | Consumables and backup supplies stored for quick access during missions.<br><br>(ammo, drugs, grenades, rations, etc) |
| How it works | 3 slots are available by default; up to 6 pieces may be carried, but each extra piece beyond the third reduces your Inventory Points | Capacity is measured by an Inventory Points, which depends on the armor you wear. More protective armor lowers the Points. |
| Inventory Point Cost | Equipment Sizes | Inventory Sizes |
| -------------------- | --------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------ |
| 3 IP | **Heavy**<br>Items larger than a leg. Items must be deployed or stationary to be effectively used. | **Large** <br>Resources larger than two hands One or two can fit inside a back pack or purse's main pouch. |
| 2 IP | **Two Handed** <br>Items larger than an arm but smaller than a leg. Items that require two hands to effectively use. | **Small** <br>Resources larger than a hand but smaller than two hands together. One fills up a regular pocket or pouch. |
| 1 IP | **One handed** <br>Items smaller than an arm that can be carried on the move with no or limited effort. | **Tiny**<br>Resources smaller than a hand and easily concealed. Multiple can fit inside a regular pocket. |
## Gear Grades
Every Gear tag is stamped with one of Six grades; Junk, Discount, Basic, Superior, Premium, or Exotic, to signal its potency and strategic weight it carries in your loadout.
| Grade | Find Roll | Cost Modifier | Alterations |
| :------- | :-------- | :------------------------------------------------------------------- | :------------------------- |
| Exotic | 12 | +1 ![[Bags.png]] | Exotic Perk, <br>+3 Kicker |
| Premium | 10, 11 | +1 ![[Racks.png]] | +2 Kicker |
| Superior | 7, 8, 9 | +1 ![[Stacks.png]] | +1 Kicker |
| Basic | 4, 5, 6 | None | None |
| Discount | 2 & 3 | cost is -1 tier<br>![[Racks.png]] become stacks, etc ![[Stacks.png]] | +1 Flop |
| Junk | 1 | Cost is -2 tier, minimum of 1 ![[Chips.png]] | +2 Flop |
For each kicker in an upgraded grade, you may assign a tier 1 sub-tag associated with using the item OR give the item a TRICK instead. You may combine available tier to make higher quality tags and stronger tricks.
### Tricks
_Tags_ provide broad, flexible applications built around generic concepts. _Tricks_, by contrast, are specific, deterministic effects that trigger exactly the same way each time: think of a diamond‑tipped projectile that more easily pierces metal armor or a flame weapon that consistently ignites a small fire.
Tricks also use the stepped dice ladder from weak (1) to ultimate (6), and consists of two parts: **stipulation** and **effect**.
- **Stipulation** defines when the trick applies. A good stipulation clearly shows both its condition and its exception. For example, a weak (1) trick that reads “+1 damage threshold against any target” is ambiguous; instead, “+1 damage threshold vs metal armor” makes it obvious that targets lacking metal armor do not trigger the effect.
- **Effect** is the outcome of an applied trick. The trick’s tier determines its numerical impact: a weak (1) trick might add +1 to damage, create a one‑round status, grant a weak tag (d4), or produce any other narrative consequence. an Ultimate trick would use (6) instead.
## Creation Process
>[!info]- Step 1: Choose item
>Identify the gear you wish to obtain. Most gear have multiple frames to choose from that are specific to that item or equipment category. For an example, we will choose the balanced one handed ranged weapon frame.
>
>![[Gear Builder Example.png]]
>[!info]- Step 2: Theme
>Choose (or create) the theme you wish your gear to resonate with. The theme helps flavor the effects and bets you can make or perform with your gear like any other tag. For this example, we will choose the **railtech** theme.
>
>![[gear builder example 2.png]]
>[!info]- Step 3: Character Sentence
>Remember that **Everything is a character**, including your gear. Make a character sentence using...
>- the Theme as the adjective
>- The specific item for the Noun.
>
>Lastly, the Verb is the items focus, or the "cool special thing that it is known for or able to do". The focus serves as the focal point or foundation for all bets or effects that this gear can perform or produce. It can be anything so long as it has a verb.
>
>![[Railtech-1.png|25]]![[Pistol.png]]Railtech Pistol **that pierces thick cover** ![[d6.png]]
>[!info]- Step 4: Grade, tags, and tricks
>Depending on the grade of your gear, it may have additional tags or tricks available. For this example, we will make our railtech pistol into a superior one, giving it either a tier 1 tag or a tier 1 trick.
>
>![[Gear Builder 3.png]]
>
>The Gear is now finished. our example gear costs 2 ![[Racks.png]] and 1 ![[Stacks.png]]
>
>![[Railtech-1.png|25]]![[Pistol.png]]**Superior railtech pistol that pierces thick cover** ![[d6.png]]
>- ammo ![[d6.png]], Synergy 1 with Forceful
>[!note]- Final: Character sheet
>Last step is to put it on the character sheet.
>1. Go to equipment cards
>2. Fill in the information shown
>
>![[Gear Builder sheet.png]]
>![[Gear Builder equipment card.png]]
>
>3. Go back to character sheet and select drop down menu and choose your item when you want to equip it
>
>![[Gear Builder character.png]]
>![[Gear Builder final final.png]]
# Armor
>[!armor]- Armor
>![[Armor Creator]]
# Equipment
>[!cyber]- Datadecks
>![[Datadeck Creator]]
>[!gadget]- Gadgets
>![[Gadget Creator]]
>[!Launcher]- Launcher Weapons
>![[Launcher Weapon Creator]]
>[!sword]- Melee Weapons
>![[Melee Creator]]
>[!rifle]- Ranged Weapons
>![[Ranged Weapon Creator]]
# Inventory
>[!specialammo]- Ammunition
>![[Ammo Creator]]
>[!drug]- Drugs
>![[Drug Creator]]
>[!explosive]- Explosives
>![[1. Go All In!/Gear/Creator Pages/Explosives|Explosives]]
>[!kit]- Kits
>
>[!material]- Materials
>![[Materials Creator]]
>[!ration]- Rations
>![[Rations Creator]]
# Others
>[!aug]- Augmentations
>![[Augmentation Creator]]
>[!ground]- WIP
>![[Vehicle Frame]]
>![[Vehicle Feature]]
>![[Vehicle Family]]