Gear

Rule

PCs have the capacity for three pieces of gear on their person. They may select all three in one moment of dire need, or make each decision over the course of an assignment. Gear slots only reset once an assignment is complete.

Whenever possible, you should tailor your gear to your character. Though all members of Candela Obscura can carry a

, a wealthy Professor might carry an ornate revolver and never leave home without it. Meanwhile, a Criminal might swipe anything readily available, changing out blades and guns based on need rather than personal attachment.

Certain pieces of gear have descriptions of the mechanical effects that come into play when the item is used:

  • Soak Body/Brain/Bleed: When taking this kind of mark, you may expend one gear slot to say you have the item instead, keeping yourself from taking the relevant number of marks.
  • +1d on rolls: Take an additional die on specific rolls when using this gear.
  • Gild rolls: Gild an additional die on specific rolls when using this gear.
  • # of uses: You may only use the item a number of times before it is gone. When you expend a gear slot to use it, reduce this number by 1.