Gear (PSR Supplement)

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PSR is an alternate ruleset compatible with most 5e content.

System Differences

The Basics

Time
Shifts
Phases

The d20

Ability Check
Saving Throw

Ability Scores

Strength
Dexterity
Constitution
Knowledge
Perception
Willpower

Skills
Carry Slots

Encounters

Group Turns
Round‑Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Defense
Cover

Hit Points & Damage

Temporary Hit Points
Massive Damage
Damage Types
Max Damage

Other Dangers

Defeat
Dramatic Death
Common Hazards
Extreme Climates
Conditions

Downtime

Downtime Trading
Downtime Enterprise

Items

Goods & Currency
Material Goods
Weapons
Improvised
Attire & Defense
Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Artillery

NPCs

Mount
Cohort
Stat Blocks
Vulnerability, Resistance, & Immunity
Special Senses

Gear is a catch-all term for all items that aren’t goods, attire, weapons, or tools. Examples include rope, chalk or other writing utensils, and light sources like torches or lanterns.

Potions are a type of consumable gear, but not all consumables are gear. Explosives would be weapons, for example.

Common gear tends to be inexpensive, usually little more than 1 gold unless it involves glass or multiple metal parts. Potions and other extraordinary gear usually costs at least 50 gold.

Example Gear

While there is practically infinite gear that could be useful to adventurers, the following common gear is essential to most campaigns and could be bought virtually anywhere. This list is just an example, and your narrator's campaign might have different gear available.

Gear Cost Weight Properties
Fishing Tackle 1 gold 4 pounds
Hourglass 25 gold 1 pound
Ration 1 gold 1 pound
Red Potion 50 gold 0.5 pounds
Tent 1 gold 20 pounds
Tinderbox 1 gold 1 pound
Torch 0.01 gold 1 pound Light
Traveler's Pack 50 gold 5 pounds
Waterskin 1 gold 5 pounds

Fishing Tackle. This kit includes everything you need to catch and prepare fish. At an appropriate fishing spot, as a phase activity you can make a Perception check. Your narrator determines the mark for this check, but a somewhat decent fishing spot has mark 15. On a success you catch and prepare a fish which can provide enough food for a Medium or smaller creature to camp; if uneaten, fish spoils when you start downtime.

Hourglass. After it's flipped and left undisturbed, this hourglass can be used to approximate how much of a phase has passed.

Ration. A single ration is a complete meal of dried and bland food. Consuming one is enough to provide enough food for one Medium or smaller creature to camp.

Red Potion. This sweet, fizzy fluid swirls vibrantly within its vial. You can Gulp this potion as a bonus action, or administer it to an Unconscious creature with your Use action. The drinker regains 2d4+2 hit points and becomes Stuffed.

Tent. This modest tent takes a phase to set up, and provides rudimentary shelter to one Medium creature or two Small creatures. Shelter is needed to successfully camp.

Tinderbox. This small box contains bits of flint, steel, and other instruments for cultivating a fire. As a Use action you can light aflame a highly flammable unattended object, such as a torch or a puddle of oil.

Torch. A torch burns for an entire phase, shedding bright light out to a radius of 20 feet, and dim light for another 20 feet. After it burns out, the torch becomes a worthless stick—not even sturdy enough to use as a weapon. Normally you need something like a tinderbox to light one, but anything that can deal fire damage to a torch can be used to light it. When using a lit torch as an improvised weapon, a hit deals fire damage equal to 1 + your Strength modifier.

Traveler's Pack. Sometimes this backpack seems much larger on the inside than it should be. While you're attuned to and carrying this backpack, you can carry 5 more items.

Waterskin. This pouch made of animal parts can hold a couple liters or a gallon of water, or potentially another fluid. If filled, a waterskin provides enough water for one Medium or smaller creature to camp. As a Use action, you can empty the waterskin to make yourself or a creature within 5 feet of you Soaked. For an unwilling creature, you must succeed on a melee attack roll using the waterskin as an improvised weapon, and on a miss the water is wasted.

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