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.

Tharen Starlight has purchased a house within the city of 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.

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, Caravel, 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.