Builder's Manual · Chapter 5

Equipment That Earns Its Space

This game has no economy. There is no shopping, no prices to haggle, no reason to own anything except the things you can grab when the snakes come out. Equipment exists for exactly one reason: to give the players verbs.

What belongs in the game

List the things a panicking passenger would grab, throw, swing, or hide behind:

  • A fire axe in a glass case.
  • The drink cart — heavy, wheeled, full of glass.
  • Someone's golf trophy.
  • First-class champagne (a consumable, technically).
  • Grandma's urn (treasure, technically).

An item's job is to enable a fun roll: swing the axe (Guts), wheel the cart down the aisle (Nerve), reason with the guy holding the champagne (Charm). If an item doesn't make anyone want to roll dice, it's a prop — and props don't need files.

The fields

The Equipment file type keeps it lean:

  • category — Weapon, Armor, Gear, Consumable, Treasure. The fire axe is a Weapon. The seat cushion is Armor. The pretzels are Consumable. It works as-is.
  • weight — flavor only. There's no encumbrance on this plane, but keep it plausible enough that nobody carries a grand piano.
  • description, notes — what it is, and why it's funny to hold during a snake attack.

There are no prices. There's no gold on a plane. A bottle of scotch worth 400 gp in a fantasy campaign is worth "the only thing in first class worth fighting over" here.

The starter items

The project ships with plane-flavored starter gear, each built to give a panicking passenger a verb: a Carry-On Kit, a Flight Jacket, a Golf Club, a Bag of Practice Balls, and a Fire Axe in a glass case. Reskin them or add your own — the bar is low and the aisle is narrow.

Keep inventory light. A passenger with two or three items has everything they need to be interesting. A passenger with twenty items has a spreadsheet, and spreadsheets don't survive snake attacks.

Manual updated Aug 14, 2026.