Stuff

What you wear is cosmetic. What makes a difference in your survival is your STATS, SKILLS, and RINGS. The Worlds are magical places and slapping on a suit of heavy plate won’t save you if a Legend wants to rip you in half. A thick coat won’t help when an overgrowth of Ice freezes you in place.

GETTING KITTED OUT

Reality is dictated by the strength of your will; power comes from within. What this means is that you can wear whatever you want. Environmental difficulties can be solved or at least lessened by the use of appropriate Wonderworks. There are no penalties or bonuses for wearing certain items.

This doesn’t mean that what you wear doesn’t matter to your character though. Think about how your Hand would dress given this freedom. Are they big into clothing or jewelry or makeup? What materials feel good to wear? How do they like to present themselves to the world? Are there ways they like to decorate themselves with piercings, scars, or tattoos? Feel free to write down what your character carries with them when they travel in order to feel like themselves.

MISSION EQUIPMENT

That doesn’t mean mundane objects aren’t useful; just that they’re considered separate items from your character’s personal effects. Before being sent into the field, every Hand is provided with the standard CORSAIR loadout:

Sleeping bag Mobile light source Cutting implement
Two weeks of rations Basic medkit CORSAIR mission coordinator linkstone
Emergency beacon Rope Roll of strong tape
Water Waterbreather (Wonderwork) Change of clothes
Writing implements and paper Mobility aids (if desired)

 

WHAT IF I WANT OTHER STUFF?

That’s totally fine, but you wil have to specify what you want and how you get it…and make sure it’ll work where you’re going. The standard kit has been rigorously field-tested to function anywhere Hands have ever been whereas the fancy blowtorch you want to lug along will stop working the second you cross the ice.

There may be restrictions on goods you can import into certain Worlds, especially weapons, plants and animals. Your GM will let you know if there’s a problem with anything you’re planning on bringing.