Artisan's Kit
Tier IA maker's own tools, which they will not lend and will not sell.
Tome X · Starting Equipment
A kit is the equipment a character starts play with, granted by their origin. Each lists the gear, the starting money, and one personal item carried over from the life before. 15 kits, one per origin.
A maker's own tools, which they will not lend and will not sell.
Everything a working thief can afford to be caught holding, and nothing they cannot.
The portable observance.
Light enough to carry all day, complete enough to sleep rough.
The tools of somebody used to being obeyed.
A working performer's road case.
Enough to keep someone breathing until better help arrives.
The portable part of a comfortable upbringing.
Taken off the land and maintained for it.
What a working hand owns outright. At higher tiers the crowbar becomes a powered prybar and the boots become mag-boots; the list does not otherwise change.
Trade goods and the means to account for them.
What someone leaves with when leaving is not planned.
The working end of an education. At Tier III and above the book becomes a reader and the ink becomes a stylus.
Issue gear a discharged soldier tends to keep. Substitute the tier-appropriate sidearm and armour at Tier III and above.
A crew hand's own gear, kept in a bag that fits a bunk locker.