Your character will generally be considered to have whatever equipment is reasonably implied by your abilities. Having an “Athenian Hoplite” ability will mean that your character possesses bronze armor, a shield, a spear, and a short-sword; while a “Country Doctor” would be expected to have a well-stocked medical-bag and possibly a horse & buggy in the right setting.
However, if you wish your character to possess something that is particularly special, interesting, or unusual, you may also enumerate it as a rated ability in its own right, just like any other ability your character might use to solve a problem.
In play, the degree to which you can overcome story obstacles with your possessions depends not on any qualities inherent to the objects themselves, but to the rating of your relevant ability. However the significance of various sorts of gear lies in the types of actions you can credibly propose, and what their impact might reasonably be. An “Invisibility Cloak” ability implies very different fictional capabilities than “Souped-up Muscle Car” does.
Conversely, if in the course of play you find your character in a situation without equipment essential to utilize an ability effectively, or where your character’s gear is poorly suited to the task at hand, your GM may take into account in assessing credibility-based modifiers.
In QuestWorlds, wealth is treated as just another way to overcome story obstacles. Many characters may not even have an explicit wealth ability, with their wealth or assets instead implied by abilities representing their background, profession, or status. Whether explicit or implied, the relevant rating is not an objective measure of the size of your fortune, but instead indicates how well you solve problems with money and resources.
Similarly, treasures and other windfalls that arise during play may be represented in the rules via plot augments (see § 2.4.3) in contests where using the resource is relevant.
- 2.1 Abilities
- 2.3 Contest Procedure
- 2.4 Augments
- 2.5 Advanced Mechanics
- 2.6 Resolution Methods
- 2.7 Resistance Progression
- 2.8 Degree of Victory or Defeat
- 2.9 Benefits and Consequences
- 2.10 Modifiers
- 2.11 Combined Abilities
- 2.12 Mobs, Gangs, and Hordes
- 2.13 Ganging Up
- 2.14 Mass Effort
- 2.15 Pyrrhic Victories
- 2.16 Mismatched and Graduated Goals
- 2.17 Difficult Automatic Victory