Preparation and Gear
A Preparation is leverage you deliberately create before or during a Hunt: a trap, ritual, lure, ward, treatment, environmental setup, tactical plan, or tool configuration. It has requirements, a trigger, an effect, the access it creates, a cost, and limits.
Preparation scope is literal. An iron-and-salt circle binds the manifestations it is written for; a sonic lure draws what can hear it; a coolant flush opens the casing it targets. Flavor never adds extra effects.
Equipment follows the same rule. Read the item record. Names do not grant powers. A resonance lantern can make a repeating immaterial pattern observable; it is not automatically a truth detector, power scanner, or ghost amplifier. A field knife can cut exposed material; it cannot stab a metaphysical Anchor that has not been made interactable.
A successful Preparation changes permission at its written scope. If it binds a manifestation, that binding holds for the duration and limits on the Preparation record. Ongoing leverage stays on the active Preparation; persistent Aspect state changes only when the Quarry defines a lasting change. Once the setup succeeds, its stated effect is real.
Preparation can still cost something. A 7–9 might consume a charge, expose your position, advance Pressure, inflict Strain, or force you to hold a dangerous location while the effect works. The success remains true; the consequence changes what you must deal with next.