Player's Handbook · Chapter 6

Gear

Every item is a Gear file. You wear or hold it in a slot, and everything in a slot adds to your sheet automatically.

SlotHolds
Head, Face, Neck, Torso, Back, Hands, Belt, Legs, FeetOne worn item each
Main handA weapon
Off handA weapon or a shield
Accessory 1, 2 and 3Carried items
PackEverything else you own

There is no limit on equipped items. Fill every slot you can. Items in your pack give nothing until you move them into a slot.

Weapons

A weapon names the stat it attacks with. Roll 2d6 + that stat, and on a hit deal its damage. Some weapons also give a Feat Damage Boost to damaging feats of a matching pool and range. Your sheet uses the higher boost of your two held weapons, plus any boost from accessories. Read the total in the Feat Damage Boost panel.

Armor and Defense

Your torso armor names Might, Finesse or Wit. Your Defense uses that stat.

Defense = 7 + that stat + every Defense bonus from gear, your archetype and General Feats. With no torso armor you use Finesse. Defense caps at 20. Shields go in the off hand and add Defense.

Effects and uses per day

Each effect opens with a line such as "While equipped: +2 Precision, +10 Energy." Some gear also has an active use. If it heals or restores a pool, hits more than one creature, or lasts longer than one turn, it has uses per day, written like "1 Action, twice per day". Uses come back on a long rest.

Rarity and money

Gear runs Common, Uncommon, Rare, Very Rare and Legendary. Only Rare and rarer gear raises a core stat. Fantasy gear is priced in Gold and the rest in Credits. At creation you start Poor (Common only, 200), Comfortable (up to Rare, 2,000) or Wealthy (any rarity, 15,000). The design budget behind every item is in @Missing file.

Manual updated Sep 25, 2026.