Signature Gear

"Me and the pipe... We go way back." -- description for A Broken Pipe, Sonny 2Signature Gear is a social advantage that represents distinctive, valuable possessions unrelated to your wealth level.Basic Set, p.85 These are important bits of gear that are important to a character dramatically, and purchasing gear this way effectively "insures" that gear from being destroyed or lost under most circumstances. Gear purchased with Signature Gear often has a way of finding its way back to its owner.
Cost: Variable 
==Building Signature Gear==
*Item can be bought with money: Each point in Signature Gear gives goods worth up to 50% of the average campaign starting wealth.
*Item is built like a character: treat as an ally.
*Item is enchanted: Each character point invested in Signature Gear buys 25 energy points of enchantment.Supers, p.55
If the Signature Gear is misplaced, stolen, or the character is unwillingly forced to sell it, the item should always be able to be returned. If the item is lost through no fault of the character, the points can be refunded to get another piece of Signature Gear. 
By rules-as-written, Willingly selling or giving away Signature Gear causes the loss of both the advantage and the points used to get it. 
The perk versions are Equipment Bond and Weapon Bond but you don't get the point back even if the conditions of Signature Gear are met. For this reason it is recommended that Signature Gear be used in conjunction with those perks.
== Variations ==
=== Ubiquitous Items ===
"Why, that's a Walther PPK! Only one man in the world has that gun!" -- The Kill James Bond! PodcastparaphrasingSometimes Signature Gear isn't a specific, unique item, but a type of item that a character seems to always get their hands on, even if it's a bit silly, unlikely, or merely difficult. See Consumable Signature Gear. This can have some overlap with gizmos!
=== Assets Insured ===
A character can have an entire vehicle -- even a starship insured against utter destruction with Signature Gear.Spaceships 1, p.34 At least, in theory. A character may even have a larger item as part of an inheritancesee Signature Assets, Spaceships 2, p.26-27 -- even if it's cursed.Horror, p.8
=== Fuhgettaboutit! ===
Ain't that car a little too fancy for a civil servant? Wouldn't it be easy to trace a custom-built .50 cal or a rare Holland & Holland .600? Don't worry about it! It's Signature Gear.Action 1: Heroes, p.27
=== In the DFRPG ===
In the Dungeon Fantasy Roleplaying Game, Signature Gear is a per-item perk, which vastly simplifies most special-order items. Imagine it as a blessing that protects a weapon or kit from being snapped in half by a monster or swallowed up by a manaplasm.
=== Behold, My Ultimate Weapon! ===
Supers and mad scientists often have signature gear -- but it is odd that the Bioterrorist lens from Bio-Tech has Signature Gear for Terrorist Bioweapon. Presumably this takes the form of some mystery goo that, despite being stored in finite and fragile vials, always manages to get back into their hands.Bio-Tech, p.203 Sometimes, an organization or group has standardized, supernatural gear that needs a little plot insurance -- supersuits, magic/ultratech rings, and the like.GURPS Boardroom and Curia, p.9
==Quotes==
===Kromm===
in 2009 http://forums.sjgames.com/showthread.php?p=750563#post750563
===Boris===
Bruno in 2010
:Supers suggests that "Consumable" equipment that "refills" every adventure (you always start the adventure with a silver arrow and 10 fine arrows, or you always start with two spare magazines of bullets for your signature gear gun) can be bought as signature gear worth 5x the base cost.
== Trivia ==
* In GURPS Crusades, both Crusaders and Saracen Warrior templates have Signature Gear. Possibly
==See Also==
*Consumable Signature Gear
*Some metahumans can make Duplicates that also have Duplicated Gear (calculated as part of their Duplication advantage)
== References ==
* Basic Set, p.85
* Power-Ups 2: Perks p.9
Category:Advantages
Category:Social Traits