CREATING EQUIPMENT

Adventurers need costumes and props for their adventures, such as pieces of personal equipment, vehicles, and structures.

Equipment within a setting implies a civilization of craftsmen, factory workers, or automation gathering and shaping materials into the ready-made items your Adventurers carry and use.

When creating equipment and items, consider the following possible core attributes:

Core Equipment Design

EQUIPMENT DESCRIPTION
What is this equipment commonly called?
Who manufactures it?
What does the Adventurer need to know about this equipment on first impressions?

EQUIPMENT USE
What does the equipment look like or do when started or activated?
What do Adventurers see, hear, feel, smell, or taste regarding this equipment while in use?

EQUIPMENT GAMEPLAY
What uses or effects will this equipment have on the Adventurers' game?
Does the equipment have any adventure hooks waiting to be discovered?

Extended (Optional) Equipment Design

EQUIPMENT TYPE
A general classification or grouping for the equipment.
What category of equipment is this?

Accessories

Ammunition

Armor

Augmentations

Containers

Clothes

Drugs: Potions, elixirs, ointments, salves, poultices, pharmaceuticals, medicines, poisons, and more …

Explosive Weapons: detonators, explosives, and

Lifestyles: Air, water, food, clothes, shelter, power, conveniences, luxuries, entertainment, and more …

Melee Weapons

Ranged Weapons: including missiles and thrown weapons

Screens

Shields

Supplies

Tools: Communications, exploration, musical Instruments, security, sensors, stealth, surveillance, survival, and more …

EQUIPMENT ILLUSTRATION / SCHEMATIC

Setting-Based Elements

TECH LEVELS
Starting and Ending Tech Level Availability
When does the item come into use as a prototype or as a common item?
What Tech Levels are this item appropriate in?
When does the item's technical abilities manifest?
(-10 to 0 to +10)

MAGIC LEVELS
Starting and Ending Magic Level Availability
What Magic Levels are this item appropriate in?
When does the item's magical abilities manifest?
(-10 to 0 to +10)

EQUIPMENT SOURCE
Where does an Adventurer obtain this equipment? (craftperson, corporation, maker template)

EQUIPMENT COST
What does the equipment cost in which currency?

EQUIPMENT RESTRICTIONS
Are there legal issues or requirements to obtain, possess, or use this equipment? (None, Licensed, Illegal/Black Market)

System- or Mechanics-Based Elements

ENVIRONMENTS
Are there requirements or constraints to use this item in specific environments? (land, sea, air, space)

MASS
How heavy or bulky is the item when carried or transported?

USES/SIZE/CAPACITY
How many times or how often may an Adventurer use this item? (1-unlimited)

REQUIRES
Does this item require an Adventurer to possess or use other items at the same time?

EFFECTS
What benefits and detriments will an Adventurer gain from using this item?
Does the item or service alter the wearer's or operator's abilities or reserves?

STRENGTH (-10 to 0 to +10)
Does this equipment grant a bonus or cause a penalty to the wearer's Strength?
How durable is this equipment?
How much capacity or lifting ability does the equipment possess?

ENDURANCE (-10 to 0 to +10)
How much damage can this equipment take?
How tough is the equipment superstructure and armor plating?

AGILITY (-10 to 0 to +10)
Does this equipment grant a bonus or cause a penalty to the wearer's Agility or movement?
How maneuverable is the equipment as a whole?

DEXTERITY (-10 to 0 to +10)
Does this equipment grant a bonus or cause a penalty to Adventurer's Dexterity?

SPEED (-10 to 0 to +10)
Does this equipment grant a bonus or cause a penalty to Adventurer's Speed?
How fast does the equipment itself operate?

APPEARANCE (-10 to 0 to +10)
How attractive or stylish does this equipment appear?

So called “smart gear” may add electronics, computers, bio-engineering, and synthetics bringing mental abilities into play.

INTELLIGENCE (-10 to 0 to +10)
Does this equipment grant a bonus or cause a penalty to the Adventurer's Intelligence during use?
How autonomous or aware is the equipment?

WILL (-10 to 0 to +10)
Does this equipment grant a bonus or cause a penalty to the Adventurer's Willpower or Will-based activity such as spell-casting, mysticism, or psionics?
How strong is the equipment effect or personality?

INGENUITY (-10 to 0 to +10)
Does this equipment grant a bonus or cause a penalty to the Adventurer's Ingenuity or creativity?
How capable is the equipment of creatively working around obstacles to orders, repairing damage, or making self-modifications?

AWARENESS (-10 to 0 to +10)
Does this equipment grant a bonus or cause a penalty to the Adventurer's Awareness or observation abilities?
How sensitive are the equipment internal and external sensors?
Are there any hidden attributes exposed to those with high Awareness?

REFLEXES (-10 to 0 to +10)
Does this equipment grant a bonus or cause a penalty to the Adventurer's Reflexes or response times?
How fast does the equipment react to events?

CHARISMA (-10 to 0 to +10)
Does this equipment grant a bonus or cause a penalty to others perception of the Adventurer?
How is the equipment personality perceived by others it interacts with?

DEGREE OF SUCCESS
Are there any notes relevant to specific Degrees of Success when using this equipment? (-10 to 0 to +10)

ADDITIONAL ATTRIBUTES OR POWERS
What additional abilities or powers does this equipment impart?

ALLOWED FOR STARTING ADVENTURERS?
Is this equipment allowed for starting Adventurers?

TOOLS OR SPELLS(S) REQUIRED TO USE
What tools or spells would an Adventurer need to use this equipment?

SKILL(S) REQUIRED TO USE
What skills would an Adventurer need to use this equipment?

CRAFTING RESOURCES
What resources and time are required to craft this equipment?

SKILL(S) REQUIRED TO CRAFT
What skills would an Adventurer need to craft this equipment?

TOOLS OR SPELLS(S) REQUIRED TO CRAFT
What tools or spells would an Adventurer need to craft this equipment?

CRAFTING RECIPE
What steps are required to craft this equipment?

IMPROVEMENTS OR UPGRADES
What resources, skills, tooling, and time are required to improve or upgrade this equipment?

REPAIR RESOURCES
What resources and time are required to repair or refurbish this vehicle after use or if damaged?

SKILL(S) REQUIRED TO REPAIR
What skills would an Adventurer need to repair this equipment?

TOOLS OR SPELLS(S) REQUIRED TO REPAIR
What tools or spells would an Adventurer need to repair this equipment?

REPAIR RECIPE
What steps are required to repair this equipment?

SALVAGE
What resources, skills, tooling, and time are required to salvage materials from this equipment?
What is the salvageable yield?

Worksheets

Attribute Equipment
Description
Use
Gameplay
Attribute Equipment
Strength
Endurance
Agility
Dexterity
Speed
Appearance
Intelligence
Will
Awareness
Ingenuity
Reflexes
Charisma

Technology Levels

TL TL DESCRIPTION EXAMPLES
-10 Prehistoric Before fire
-9 Stone Age Paleolithic, Ice Age
-8 Bronze Age Ancient Egyptian, Ancient Greek, Ancient Chinese
-7 Iron Age Ancient Greek, Ancient Roman
-6 Middle Ages ~500-1400AD Medieval, Medieval Fantasy
-5 Renaissance ~1400-1500
-4 Age of Sail/Exploration ~1500-1760 Pirates, Swashbuckling
-3 Industrial/Technological Revolutions ~1760-1914 Old West 1780-1920's, Horror 1890's-1920's
-2 World War I and II ~1914-1945 Pulp 1920's-1930's
-1 Atomic/Nuclear/Space Age ~1946-1970's Atomic Age Horror 1945-1970's, Superhero Era 1940's-1970's, Espionage Era 1940's-1980's, Space Age 1960s-1980s
0 Information Age ~1970s-2020s (Now) Modern, Modem-punk, Modern Conspiracy/Horror 1990's-
+1 Synthetic (Biological/Intelligence) Age ~2020-2199 Tomorrows, Cyberpunk
+2 Stellar Age ~2100+ Conquest of the Solar System, Trans-humanist, After the Apocalypse (Nuclear, Biological, Chemical, Technological, Ecological)
+3 Slower-Than-Light Interstellar Age
+4 Mass-less Faster-Than-Light (Communication) Moving energy/information only above c
+5 Mass Faster-Than-Light (Travel) Moving energy/information and mass above c
+6 Faster-Than-Light Interstellar Age Interstellar Expansion, Post-Scarcity, Federation
+7 Galactic Age Interstellar Empires, Decadent
+8 Extra-galactic Age
+9 Pre-Ascendant the Krell, Markovians, Xeelee, limited mass/energy conversion and control
+10 Post-Ascendance After the Singularity, Post-Instrumentality, total mass/energy conversion or control

Note: From TL+2 (Stellar Age) onward, multiple technology levels become possible in a setting as different distant locations diverge in their technological capabilities and social conventions.

Design Notes

Equipment capable of self propulsion, such as by wheels or jets, may be designed as a vehicle instead.

Equipment capable of autonomous action with or without a pilot or passenger may be designed as a robot instead.

Additional Resources

Roleplaying Tips #0192 Tips On Managing Mundane Equipment
Roleplaying Tips #0268 Special Equipment Tips

Salvage Space: Equipment

Salvage Space: Equipment
Salvage Space: Accessories
Salvage Space: Ammunition
Salvage Space: Armor
Salvage Space: Augmentations
Salvage Space: Containers
Salvage Space: Clothes
Salvage Space: Drugs (including Medicines and Poisons)
Salvage Space: Explosive Weapons (including Grenades)
Salvage Space: Lifestyles (including Food)
Salvage Space: Melee Weapons
Salvage Space: Ranged Weapons (including Missiles, Thrown Weapons)
Salvage Space: Screens
Salvage Space: Shields
Salvage Space: Supplies (including Power)
Salvage Space: Tools (including Communications, Exploration, Musical Instruments, Security, Sensors, Stealth, Surveillance, Survival )

Chronology :: ◢ References: Personal Equipment