Gear
Gear is any relevant equipment your character carries - weapons, armor, tools, or even less portable assets like bases, businesses, followers, spells, and spirits. The same rules apply to all of them.
Keep inventory simple. Characters are competent people who pack what they need for their expected challenges. If it's reasonable for them to have something, assume they do. When in doubt, make a roll. If you prefer OSR style play that counts every caltrop and iron spike, just write them down. We aren't here to tell you how to play your game, just to tell you how you can use our game to do it.
Gear is transient - it's just stuff. Swords break, tents catch fire, packs wash away downstream. This might feel devastating, but characters can get more stuff. Equipment comes and goes. If an item matters to a character concept, consider representing it as a Hook or Maneuver. Add a Conceit, or just make a House Rule that "the hero never loses his hat."