Once you have Levelled Up your Character to an appropriate Level for your Story, all that remains is to ensure they have the Equipment they would be expected to have.
If you chose a Trope, you may either use the recommended Equipment for that Trope or follow the below guidance regarding the Equipment you gain.
Equipment, Equipment Slots and Inventory Slots
Equipment represents Objects within the game which a Character may Hold or Wear which have a specific mechanical purpose.
They include such Objects as Weapons, Ammunition, Sets of Armor, Shields, Spell Foci and Fantastical Items.
Equipment Slots
You may wear one Set of Armor, Hold up to two Objects, and wear 5 Accessory Objects at any one time.
You may place one Set of Armor in the Armor slot, in the Equipment Section of your Character Sheet.
You may place one Object (typically a Weapon or a Spell Focus) in each of the Hand Slots in the Equipment Section of your Character Sheet.
If an Object requires two hands to use or otherwise would benefit from being used with two hands, place the Weapon in one of your Hand Slots only. To use an Object with two hands, your other Hand slot must be empty.
Many effects, such as Grappling, require you have a Free Hand.
You may also Wear as many other pieces of Equipment as would be considered reasonable by their description (upto a maximum of 5). For example, you could wear both a set of Fantastical Boots and a Quiver, but you could not wear two sets of Boots or two Quivers.
Any wearable pieces of Equipment which are not Sets of Armor are placed in one of the 5 Accessory Slots in the Equipment Section of your Character Sheet.
While you are wearing or carrying a piece of Equipment (i.e. they are in an Equipment Slot), you do not need to store them in your Bag, and you are always considered to be Holding or Wearing these Objects unless circumstances would reasonably dictate otherwise. For Example, while you are climbing you would not be physically holding weapons in your Hands, however if a Combat Conflict otherwise breaks out you would be considered to be prepared for the fight without the need to explicitly say what you are or are not holding prior to the fight.
Inventory Slots
Any pieces of Equipment your Character has which they are not Wearing or Holding are “Stored”. These are assumed to be in a bag, backpack or similar method of storage your Character keeps with them at all times. Unless otherwise stated, an Object will occupy one Inventory Slot.
The maximum number of Objects your Character can Store at any time are determined by your Inventory Slots.
You have a number of Inventory Slots equal to 5 plus your Strength Bonus. A negative Strength Bonus will reduce your number of Inventory Slots.
During a Conflict, you may use the Use an Object Minor Action to exchange Equipment in your Equipment Slots for Objects you have Stored, following the below Rules:
- You may swap any number of Objects in your Hand Equipment Slots for Stored Objects which may be Held in your Hands
- You may swap one Accessory Object for a Stored Objects which may be worn using an Accessory Slot.
- You may use two Use an Object Minor Actions to remove a Set of Armor you are wearing. It takes a further two Use an Object Minor Action to put a Stored Set of Armor on.
If you have a Free Hand you may also use the Use an Object Minor Action to both draw and use an Object you have Stored as part of the same Action.
You may drop an Object you are Holding at any time. Doing so on another Character’s Turn requires you expend your Reaction.
You need not update your Equipment Slots during a Conflict, as your Character may be assumed to reequip their usual Equipment after the Conflict has ended.
Starting Equipment
Below describes the Starting Equipment any Character will begin with.
Hand Held Slots: Spell Foci, Weapons and Shield
You may choose up to three pieces of Hand Held Equipment, which may include a Spell Foci (required for Casting most Spells), any Weapon which you are Skilled in and, provided you are Skilled in it, a Shield.
Available Weapons are described on the Weapons Page. Available Shields are described on the Armor and Shields Page. Your Spell Foci may take the form of a Wand or Staff, or another Object if a feature allows you to choose a different form for your Spell Focus.
Equipment chosen must be available to the Fantasies your Story uses, and also must be commonly available (i.e. not a Fantastical Item).
If a Weapon requires Ammunition, you also gain a set of Ammunition which may be used with that Weapon (add this to your Accessory Slots).
You may choose to take less than three Hand Held Objects. Doing so may allow you to gain additional Supplies (see Supplies below).
Objects with the Light Property (e.g. a Wand or a Dagger) may be placed in an Accessory Slot (saving slots for other pieces of Equipment or Supplies in your Inventory Slots).
Armor Slots: Armor
You may choose one set of Armor which you are Skilled in.
Armor chosen must be available in the Setting your Story takes place in, and also must be commonly available (i.e. not a Fantastical Item).
Available Armors are described on the Armor and Shields Page.
Supplies
Any Inventory Slots which are not already occupied by Equipment you are carrying may be assumed to be filled with Supplies.
Supplies are an abstraction of the various expendable Objects your Character may reasonably be expected to be carrying around with them as they participate in their Story.
When a Character takes a Long Rest and they find themselves away from shelter and in need of a good meal, they typically must expend one of their Supplies to gain the benefits of a Long Rest.
Additionally a Character may use the Use an Object Minor Action to draw and use an expendable Object which they would reasonably be carrying, including Torches.
A Character does not need to expend Supplies if they are using a Tool which they are Skilled in.
Full information regarding Supplies and their uses are discussed on the Equipment Page.
Money
You gain 50 Credits. Add these to the Money Slot of the Equipment Section of your Character Sheet.
Money is utilized for a range of purposes in the game, including but not limited to the purchase of Equipment, Supplies and services.
The form which Money takes in a Setting varies. It might be Gold Coins (or Gold) in a Traditional Fantasy Setting, Dollars in a Modern Setting or Galactic Credits in a Futuristic Setting.
Because of this, the costs of Equipment and other Objects in the game are always referred to in terms of “Credits”. How much Money a Credit might represent in each Setting may vary: each Credit might represent a single Gold Coin in a Fantasy Setting, it might represent 10 Dollars in a Modern Setting or it might represent 100 Galactic Credits in a Futuristic Setting.
Personal Possessions
Other Objects which are important to your Character, but otherwise have no narrative significance do not occupy Equipment or Inventory Slots.
Such Objects might include clothing, trinkets of sentimental significance and other Objects which your Character would generally be assumed to have (such as a Smartphone in a Modern Setting, Tools they are Skilled in etc).
Next Steps
The next Page in this Series is the Choosing a Perk Page.
The previous Page in this Series is the Levelling Up Page.