Gear Cards
A3. Gear Cards — Examples (Ready to Print)
Gear Card format: • Name • Shape/Slots • Gear Tags (invokable) • Special Rules • Break/Degrade Hook (how it tends to fail)
- name: "Hatchet" shape_slots: "Small (1)" gear_tags: ["Brutal", "Utility"] special_rules:
- "When used violently, you may add 1d8 EFFECT (only if 'Brutal' is invoked)." break_hook:
-
"On Major/Critical gear damage (Section 9.8), distort 'Utility' first."
-
name: "Crowbar" shape_slots: "Long (2)" gear_tags: ["Leverage", "Loud"] special_rules:
- "If 'Leverage' is invoked, you may treat a Sloppy CONTROL (1–2) as Adequate (3–4) once per Scene." break_hook:
-
"If 'Loud' is invoked during Dusk, add +1 Attention after the Scene."
-
name: "Lantern (Oil)" shape_slots: "Small (1)" gear_tags: ["Light", "Attracting"] special_rules:
- "If 'Light' is invoked at Night, ignore the 'no proactive actions' restriction for one narrow action (move/see/identify), but Exposure may still trigger." break_hook:
-
"On any COST 4 while lit, it becomes 'Sputtering' (distorted tag) until repaired."
-
name: "Lockpick Roll" shape_slots: "Small (1)" gear_tags: ["Lockpicks", "Delicate"] special_rules:
- "If 'Lockpicks' is invoked, add 1d6 CONTROL." break_hook:
-
"If COST is 3+, the tag becomes 'Bent Picks' (distorted)."
-
name: "Climbing Kit" shape_slots: "Wide (2)" gear_tags: ["Rope & Hooks", "Anchoring"] special_rules:
- "If 'Anchoring' is invoked, ignore one DANGER 7–9 'Threat Advances' consequence by converting it into COST 2." break_hook:
-
"If damaged, it loses 'Rope & Hooks' before becoming Broken."
-
name: "Med Kit (Field)" shape_slots: "Wide (2)" gear_tags: ["Field Dressing", "Sterile (Limited)"] special_rules:
- "Once per Cycle in a Downtime Scene, trash one Condition card from your deck if you can justify treatment." break_hook:
-
"Each use distorts 'Sterile' toward 'Picked Over'."
-
name: "Old Firearm" shape_slots: "Long (2)" gear_tags: ["Ranged", "Loud", "Reliably Dirty"] special_rules:
- "If 'Ranged' is invoked, add 1d8 EFFECT."
- "If used in a populated area, gain +1 Attention immediately." break_hook:
-
"If COST is 2+, it gains 'Jammed' (distorted) until repaired."
-
name: "Rations (3 Uses)" shape_slots: "Small (1)" gear_tags: ["Food (3)"] special_rules:
- "At Dawn, you may spend 1 use to remove 1 Fatigue (cannot go below Burden floor)." break_hook:
-
"On Exposure: Supplies Spoil, lose 1 use automatically."
-
name: "Water Skin" shape_slots: "Small (1)" gear_tags: ["Water (2)"] special_rules:
- "Spend 1 use to negate one Hunger/Fatigue Exposure effect for yourself." break_hook:
-
"On gear damage, it becomes 'Leaking' (distorted) and loses 1 use."
-
name: "Signal Flares" shape_slots: "Small (1)" gear_tags: ["Visible", "Emergency"] special_rules:
- "When used, cancel an immediate 'Footsteps Nearby' Exposure trigger, but gain +2 Attention." break_hook:
-
"Consumable: trash after use."
-
name: "Tool Kit (General)" shape_slots: "Wide (2)" gear_tags: ["Tools", "Heavy"] special_rules:
- "If 'Tools' is invoked during crafting/repair, add 1d6 CONTROL." break_hook:
-
"If Overstuffed when damaged, it is dropped first."
-
name: "Weathered Cloak" shape_slots: "Small (1)" gear_tags: ["Warm", "Travel-Worn"] special_rules:
- "If 'Warm' is invoked during Exposure, treat 'Cold Snap' as only +0 Fatigue for you (others still gain +1)." break_hook:
-
"On COST 3+, it becomes 'Soaked' (distorted) and no longer counts as Warm until dried."
-
name: "Clockwork Tool (Unstable)" shape_slots: "Small (1)" gear_tags: ["Precise", "Unstable"] special_rules:
- "Once per Cycle: if you would add 1d6 CONTROL, you may instead add 1d12 OPPORTUNITY." break_hook:
- "If OPPORTUNITY is 12, also trigger DANGER as if it were one band worse."