Builder's Manual · Chapter 5

Preparations and Equipment

Use a Preparation when players deliberately create leverage: traps, rituals, lures, treatments, wards, decoys, containment geometry, environmental setup, software exploits, bait, disguises, or tactical plans. A Preparation should name its prerequisites, trigger, effect, access, cost, and limits.

If a Preparation depends on knowledge, reference the Quarry and list the required Truth keys. If it depends on gear, reference the Equipment rather than copying the item's capability into the Preparation. One fact should have one owner.

Equipment grants a specific capability. Avoid '+1 hunting gear' unless your World truly needs numeric equipment. 'Can detect repeating spectral patterns' gives the GM a usable boundary; 'advanced scanner' does not.

Reserve Preparation records for repeatable, setting-significant leverage worth defining once. Players can improvise ordinary plans; if the same technique keeps mattering, promote it to a Preparation later.

Manual updated Aug 21, 2026.