====== Equipment ====== A large list of equipment is not well-suited to a Fate game given that finances are handled by a single skill (Resources) with treasure often treated as limited stunts or free invokes on aspects. Instead the list below is intended simply as a guideline for the basic goods and services that would be offered. [[people:Tharen Starlight]] has purchased a house within the city of [[atlas:Celinus]] to use for her guild of entertainers (some might called them thieves and spies) that she has been given royal permission to form. Several stories later involve an arsonist plot within the city. The GM fingers the fate token and says, "boy that fancy gilded house sure makes a tempting target." Jackie winces, but accepts the compel against her guild house and now has to worry about her house while attending to a royal ball. ===== Stunts and Aspects ===== In Fate equipment can be defined by a character as [[extras]] using a combination of stunts and aspect if they want something unique or different. In most cases equipment is just listed or known to exist for a character and is the method they use to accomplish their skills. A character could use their Shoot skill through Throwing Knives, javelins, or a crossbow - it really depends on the character in question. This holds true for aspects as well. Most of a character's normal equipment will not have an aspect - it will simple have a name. It is possible for equipment to be compelled along an understanding or invoked for effect. If a character has a pike it is understood to be a long-shafted weapon. It could be compelled in tight spaces or invokes against charging opponents - there is no reason to write down "Long-shafted infantry spear". ==== War Gear ==== ^ Armor ^^ ^ Cost ^ Description ^ | Average(+1) | Leather, Fur | | Great(+4) | Mail, Brigandine, Plate | ^ Shields ^^ ^ Cost ^ Description ^ | Average(+1) | Small wooden shields, bucklers | | Fair(+2) | War shields, Knight's shields, metal or metal rimmed | | Good(+3) | Tower shields | ^ Weapons ^^ ^ Cost ^ Description ^ | Mediocre(+0) | Hand Axe, Dagger, Javelin, Cestus, Main Gauche | | Fair(+2) | Flail, Morning Star, Broadsword, Staff, Rapier | | Great(+4) | Great Axe, Great Sword, Longbow, Crossbow | | Average(+1) Short bow, Light crossbow | | Good(+3) | Heavy Crossbow, Longbow, Arbalest | ==== Goods ==== ^ Mounts ^^ ^ Cost ^ Description ^ | Average(+1) | Donkey, Mule, Pony | | Good(+3) | Riding Horse | | Superb(+5) | War-trained or Imported | | Epic(+7) | Griffon, Pegasus | ^ Conveyances ^^ ^ Cost ^ Description ^ | Fair(+2) | Cart, Canoe, Wagon, Skiff | | Great(+4) | Carriage, Fishing boat | | Fantastic(+6) | Sailing boat | | Epic(+7) | Long ship, [[wp>Caravel]], [[wp>Cog_(ship)|Cog]] | ^ Structures ^^ ^ Cost ^ Description ^ | Good(+3) | Cottage | | Great(+4) | House | | Superb(+5) | Tower, Crafting House | | Fantastic(+6) | Townhouse, Merchant's House | | Epic(+7) | Small Shell Keep, Walled Tower | | Legendary(+8) | Country Manor, Keep | ^ Equipment ^^ ^ Cost ^ Description ^ | Terrible(-2) | Basic supplies | | Poor(-1) | Serviceable Labor clothes | | Mediocre(+0) | Camping equipment, Peasant clothes | | Average(+1) | Mining equipment, Books, Normal clothes | | Fair(+2) | Specialty gear, Weather clothing, Craftsman clothes | | Good(+3) | Formal clothing | ^ Lodging ^^ ^ Cost ^ Description ^ | Poor(-1) | Peasant Fare, Barn Lodgings | | Mediocre(+0) | Standard Fare | | Fair(+2) | Weekly travel rations, Nightly lodging | | Good(+3) | Guilder quality lodging | ==== Services ==== The cost of services depends on the quality of the person who is giving the service. To gain a service generally requires that the player overcome an obstacle equal to the level of the service that they wish. This obstacle can be increased by the GM depending on the circumstances. If someone is trying to find a Great(+4) thief in a //Heavily Policed// city then the GM could invoke the aspect making the difficult to contact the thief a Fantastic(+6) effort. {{tag>fate equipment}}