Special Gear

As with powers, gear usually enhances what your character does, so a stunt based approach seems the most reason able at first blush. (Spirit of the Century vets will remember the Personal Gadget stunt.) However, gear can also have a lot of story value. An enchanted sword may have its own legend and personality, or a cursed heirloom might reflect the family that’s been forced to keep it for centuries. Use aspect to describe these, and remember that the aspect should provide opportunities for invocations and compels. If you want, you can give the invocations themselves some special flavor, giving them a one time, stunt-like bonus.   An aspect on gear might also suggest the best situation in which to use it or delineate what makes it different from others of its kind (like a sniper rifle being ideally suited For Long Range Work or a particular model that Never, Ever Jams). We recommend against going over board with this and giving every single item your PC owns an aspect or stunt. This is a game about your character, not about his or her stuff. For the most part, you should assume that if your character has a particular skill, that includes the appropriate stuff to use that skill effectively. Reserve extras for items that have unique or personal value, something that you’re not going to be changing constantly through the course of the campaign.  

Quick and Dirty

Story-Based Gear If you don’t want to deal with extras , there’s a way to do gear that doesn’t require too much rigmarole: think of them as auto-created advantages that you bring into a scene. GMs, you already get to put stuff like Narrow Alleys and Rough Terrain out there—you can also apply this to describe the situational advantages that characters get from gear.   So, if your PC has a full-auto rifle and is taking on some one with a pistol, add a Better Firepower aspect to your character with a free invoke at the start of a scene, just like you would if you’d created that ad vantage with a roll . That way, you can tune the benefits to narrative circumstances—if you’re fighting in a really narrow alley, your sword might be a poorer tool than your opponent’s knife, so they’d get a free invoke on a Poor Choice of Weapon aspect attached to you. In those rare situations where you have the absolutely ideal tool for a job, the aspect you get might count as being “with style”, and come with two free invokes.     extra : Demonbane, The Enchanted Sword Permissions: Finding the sword during the game Costs: None The sword Demonbane has an aspect called Slayer of Demon-Kind. If you are the sword’s bearer, you can invoke this aspect when fighting or opposing demons. You may also be subject to a compel due to the sword’s enchantment; it continually pushes its bearers to destroy demons with total abandon, and may cause you to lose sight of other objectives, prevent you from escaping a demon’s notice, or other complications. In addition, invoking the sword’s aspect has another pair of special effects: it can banish any nameless NPC demon instantly, with no conflict or contest, and it can reveal the presence of a concealed demon under any circumstances.     extra : Brace Jovannich’s Dueling Pistol Permissions: Possessing the aspect The Legacy of Brace Costs: One aspect slot (for the permission aspect ) and one point of refresh Brace Jovannich is the most feared, most respected gunfighter the world of Aedeann has ever known. His gun, known worldwide for the slaying and maiming of hundreds, is yours now. Only you know why you don’t just throw it in a canal and save yourself the trouble of its reputation. Prepare for compels on that aspect when people recognize the gun and require proof that you’re worthy of it, vengeance for the wrongs it’s been a part of, or other kinds of unwanted attention. On the other hand, besides the obvious combat benefits, you can invoke the aspect when you’re using Brace’s fearsome reputation to your advantage. The pistol gives you a +2 bonus to any Shoot attack made in a one on-one duel. We’re talking formal duels here, not just singling someone out in a normal gunfight—you challenge or get challenged by someone, there are seconds, etc., etc. If you’re using Weapon values in your game, it also has a rating similar to other pistols.

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