**The key idea:** Your equipment is useful only when you can **carry it, retrieve it and activate it**. The item entry is the final authority for what it does.
## Where is the item?
| State | Table consequence |
|---|---|
| **Held** | In your hand; ready for relevant actions if you have the right number of hands. |
| **Wielded** | Held in enough hands to use the item effectively (not merely being carried). |
| **Worn** | Sheathed, clipped or carried in an accessible pouch; usually **Interact** to draw. |
| **Stowed** | In a backpack or similar container; takes more effort to retrieve. |
Most worn-item draws, swaps and pickups use **Interact [1 action]**. Dropping a held object uses **Release [free action]**. A serum from your belt typically takes an Interact to draw and another action to activate/drink, if its entry says so. *(Player Core, pp. 234–236, 408–410.)*
## Bulk and credits
- **Bulk** combines weight and awkwardness. **10 light (L) items = 1 Bulk**; negligible Bulk usually does not count.
- You become **encumbered** if carrying more than **5 + Strength modifier** Bulk. You cannot carry more than **10 + Strength modifier** Bulk (subject to ancestry/size-specific rules).
- **Credits** are ordinary currency; **UPBs (universal polymer bases)** can function as crafting materials and often exchange like currency.
- An item's **level** measures complexity and affects Crafting restrictions; it is **not** a universal prohibition against using higher-level gear. A GM controls the availability of powerful equipment.
*Source: pp. 233–236.*
## Armour and environment
- Armour only protects you while **worn**, and armour statistics determine your AC item bonus, Dexterity cap and any speed effects.
- **Environmental protections** on appropriate armour can protect against a **vacuum**, **thin/thick atmospheres** and permit breathing while submerged in suitable liquids; they **do not automatically protect** against toxic atmospheres, inhaled poisons, smoke or corrosive conditions.
- Check if your armour has the **exposed** trait or needs a protection upgrade. Do not assume every garment includes vacuum protection.
- Energy and environmental-protection upgrades have their own item descriptions and usage requirements; read before relying on them.
*Source: pp. 244–249, 268.*
## Field checklist
| Before leaving | Check |
|---|---|
| Defence | Armour equipped, shield ready if used, environmental protection understood. |
| Weapons | Correct weapon drawn, ammunition/charges tracked, Reload and expend noted. |
| Medicine | Medkit or medical consumables accessible and correct action costs known. |
| Information | Comm unit works, available infosphere/communications coverage understood. |
| Technical work | Hacking toolkit, repair toolkit, or other relevant kit actually carried. |
| Spare capacity | Bulk under limit; no assumed access to items left in storage. |
**Official sources:** *Starfinder Player Core*, pp. 233–244, 244–249, 253–258, 268, 408–411. **See also:** Sheets 01, 05, 07, 09 and 11. **Campaign note:** Any Society-issued loadout for Commencement is a campaign equipment decision, not an automatic general character-creation entitlement.