Gear, Property, and Money
Items carry no numbers at all. There is no damage, no armor, no bonus, and no place to put one. What an item does in the fiction is its entire effect, and the design depends on you not smuggling stats back in through the description.
Write what it does and what it means. A blade that belonged to someone's father is doing more work than any modifier would.
Slot tagging
Twelve worn slots exist on characters, which are head, eyes, ears, mouth, neck, shoulders, back, top, wrists, hands, legs, and feet. Each item carries a slot tag and an optional second one, and those tags decide which slots will accept it.
Two tags is the maximum and it is enough. @Missing file is tagged head and mouth because a bandana genuinely goes in either place. If something feels like it needs three, it is usually two items.
Leave both tags empty for anything that is only ever carried. The two hand slots ignore tags entirely and take anything, because any object can be held.
One item, one place
An item is linked in exactly one location at a time, whether that is a worn slot, a hand, or a carried list. When it moves, the old link is removed. This is the rule most likely to get quietly violated at scale, and the symptom is a character wearing a thing that is also in their pack.
Deliberate exception. A shared prop catalog, where common everyday items are linked from many different characters, is a legitimate pattern and not a violation. The one place rule is about a single character holding the same object twice, and about handoffs during play.
Property versus items
Anything ridden or piloted is Property of kind vehicle. Land, buildings, and businesses are the other kinds. The split matters because the Inventory tab filters on it, and because Property is the thing that carries sale terms.
Fill the state field and what the property provides. Whatever a property provides is supposed to come back on screen as income arriving, shelter used, or standing that opens a door.
The market layer
Tick the purchasable flag on an Item or Property and a Cost card appears. Property additionally declares the deal.
| Sale type | What it means |
|---|---|
| Purchase | Paid once, owned outright |
| Lease and Rent | Paid per period, never owned |
| Finance | Full price split into ongoing payments |
The rule that makes this matter is that finance, lease, and rent always get a matching Expense file. The Property file says what the thing is. The Expense file says what it costs to keep, and missed payments come collecting.
Money and currency
The currency type field ships deliberately blank. Name it once for your setting and let it be, whether that is gold, credits, marks, or favors owed.
Money is bookkeeping and never a stat. Amounts change only when money moves on screen. There is no wealth level and no lifestyle rating, and adding one would put a number back into a system built on not having any.
Jobs are how money arrives and Expenses are how it leaves. Both are documented at length in their own rules files, and both are worth seeding for a starting character, because a character with a job and a debt has a shape before the first scene begins.