Gear Considerations
Spymaster uses the Spycraft Core Gear system.
A gear item acquired during play carries
over to following event rounds
only if appropriate Possession
slots are dedicated to it, as well as all add-ons and upgrades
attached to it. Such an item is permanently lost at the start of the
first mission during which appropriate Possession slots are not
dedicated to it and each attached add-on and upgrade. If no
Possession slots apply to a given acquisition -- such as a building
erected using the Engineering skill or a back door established with
a class ability or a hacking Advantage -- the acquisition may
not
carry over to following event rounds.
These rules
apply to gear acquired from any source, including Build, Chemistry,
Engineering, Fabrication, Forgery, Genetics, Installation,
Mathematics, Modify, Pharmacology, Programming, and Super-Science
checks, as well as mission bundles, theft, and other means.
Lost and destroyed Possessions, such as a cover identity
shredded during a brainwashing Conflict, are automatically replaced
at the start of the following event round, unless otherwise
specified. Mission gear is chosen during the Intel Phase of each
event round and therefore is not replaced in this fashion.
Money gained and organizations developed during play
never
carry over to following event rounds, no matter how they're
acquired.
Unless otherwise specified, gadget Mechanisms
may not be installed in a
Spymaster character (i.e. a
Spymaster character may not be the Housing for a gadget
Mechanism).