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

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.