Gear
Gear is a general term for tools and supplies designed to perform a specific task. In Chimera, gear is bundled into gear packs, collections of related (but unspecified) tools. For example, Burglars’ tools include any gear related or useful to burglary: wire snips, lock picks, cord, glass cutter, and whatever else makes sense to include in the setting.
While a gear pack’s contents aren’t specifically identified, assume that it contains whatever is needed to support its purpose. In other words, if you have a pack related to the task at hand, you have the equipment you need.
Naturally, some items vary by Tech Level, though their general purpose is consistent.
| Gear | Enc | Cost | Ability* | Possible Contents† |
|---|---|---|---|---|
| Academia | 2 | $200 | Academics | Books, database or Internet access, library card |
| Artists' supplies | 1 | $100 | Perform | Materials appropriate to the artist's media |
| Burglars' tools | 1 | $100 | Tinker | Lock picks, glass cutter, shears, twine, wax |
| Camping supplies | 2 | $100 | Survival | Bedroll, tarp, flint & tinder, rations, water skin/canteen |
| Cartography desk | 1 | $200 | Academics | Ink, paper, rule, compass, sextant, quills/pens |
| Chemistry set | 1 | $200 | Academics | Beakers, chemicals, microscope, Ph kit, reagents |
| Craftsmans' tools | 2 | $100 | Profession | Materials and tools appropriate to the craft |
| Explorers' pack | 1 | $100 | Survival | Backpack, local map, canteen, flares, rope, compass |
| Fighting gear | 1 | $50 | n/a‡ | Whetstone, armour repair kit, oil |
| Gun kit | 1 | $50 | n/a‡ | Cleaning kit, ammo mould, oil |
| Holy kit | 1 | $200 | Miracles | Holy symbol, holy water, lectionary, prayer candles |
| Medical kit | 1 | $100 | First Aid | Bandages, ointments, antiseptic, syringes, snake bite kit |
| Mountaineering pack | 2 | $200 | Survival | Carabineers, hammer, pitons, rope, survival tent |
| Scribe' desk | 1 | $100 | Academics | Ink, paper, quills/pens, wax, official seal(s) |
| Spellbook | 1 | $200 | Spells | Parchment, quills, rare inks, scrolls, scroll tubes |
| Spelunking pack | 1 | $200 | Survival | Hammer, iron spikes, torches, lantern, rope, oil |
| Survival pack | 1 | $100 | Survival | Backpack, bedding, flint & tinder, fishing tackle, saw |
| Toolbox | 2 | $200 | Tinker | Diagnostic gear, repair tools, spare parts |
| * This is the Ability that may suffer a penalty if the gear is missing, lost, or damaged (see below) † Example items based on Tech Level; not meant to be an exhaustive list ‡ Possibly required for weapon or armour repair in the field |
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Gear Durability
Each gear pack has 7–12 (1d6+6) uses—when it’s used up, you’ve worn out or consumed all the items it contained. But some gear is more durable than others, and it’s possible for a character to husband his supplies carefully.
Every time you use the gear pack, you must make a Gear Check (i.e., an Observe roll against TN 12). If the Gear Check fails, the pack is depleted by one use; when a pack is empty, it must be replaced.