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fate:equipment [2012/10/25 03:37]
127.0.0.1 external edit
fate:equipment [2021/12/03 23:37] (current)
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 ====== Equipment ====== ====== Equipment ======
  
-Equipment can be modified using either the [[Craftsman]] ​or [[Performance]] skills, depending ​on the nature of the enhancement.+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.
  
  
-===== War Gear =====+<WRAP tip round 80%> 
 +[[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. 
 +</​WRAP>​
  
-==== Armor ==== 
  
-^ Type  ^ Cost  ^  Armor  ^ Consequence ​ ^ Examples ​ ^ +===== Stunts and Aspects =====
-| Light  | Good(+3) ​ |  1  | 1 Mild  | Leather, Fur, Studded, Cuir-bouilli ​ | +
-| Medium ​ | Great(+4) ​ |  2  | 1 Moderate ​ | Mail, Splint, Banded ​ | +
-| Heavy  | Superb(+5) ​ |  3  | 1 Minor, 1 Moderate ​ | Brigandine, Plate  |+
  
 +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.
  
-==== Shields ====+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"​.
  
-^ Type  ^ Cost  ^  Bonus((requires [[melee_weapons#​stunts|stunt]])) ​ ^ Consequence ​ ^ 
-| Hand  | Average(+1) ​ |  0  | 1 Mild   | 
-| Small  | Fair(+2) ​ |  1  | 1 Mild  | 
-| War  | Good(+3) ​ |  1  | 1 Moderate ​ | 
-| Tower  | Great(+4) ​ |  2  | 1 Mild, 1 Moderate ​ | 
  
  
-==== Melee Weapons ​====+==== War Gear ====
  
-Type  ^ Cost  ^  ​Damage ​ ​^ ​Examples ​ ^ +Armor  ^^ 
-| Light  | Average(+1) ​ |  ​ | Hand Axe, Dagger, ​Club, Cestus, Main Gauche ​ | +^ Cost  ^ Description ​ 
-Medium ​ | Good(+3 ​| ​ 2  | Flail, Morning Star, Broadsword, Javelin, Staff, Rapier ​ | +| Average(+1) ​ | Leather, Fur  | 
-| Two-Handed ​| Great(+4) ​ ​| ​ 3  | Great Axe, Great Sword, ​Infantry SpearHalberd ​ |+| 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, LongbowArbalest ​ |
  
  
-==== Ranged Weapons ==== 
  
-^ Type  ^ Cost  ^  Damage ​ ^  Range  ^ Examples ​ ^ +==== Goods ====
-| Thrown ​ | Average(+1) ​ |  *  |  1  | Throwing Axe, Dagger, Javelin ​ | +
-| Short  | Fair(+2) ​ |  1  |  2  | Self Bow, Sling, Hand Crossbow ​ | +
-| Medium ​ | Good(+3) ​ |  2  |  2  | Crossbow, Short bow  | +
-| Long  | Great(+4) ​ |  2  |  3  | Longbow, Arbalest ​ |+
  
 +^ 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 ​ |
  
  
-===== Goods =====+==== Services ​====
  
-==== Mounts, Conveyance, and Structures ====+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.
  
-  * Maintenance cost rolled monthly, failure result in negative aspect 
- 
-^ Item  ^ Cost  ^ Maintenance ​ ^ 
-| Donkey ​ | Fair(+2) ​ | Mediocre(+0) ​ | 
-| Riding Horse  | Good(+3) ​ | Average(+1) ​ | 
-| War Horse  | Superb(+5) ​ | Good(+3) ​ | 
-| Cart  | Great(+4) ​ | Average(+1) ​ | 
-| Carriage ​ | Epic(+7) ​ | Good(+3) ​ | 
-| Canoe  | Fair(+2) ​ | Mediocre(+0) ​ | 
-| Rowboat ​ | Great(+4) ​ | Average(+1) ​ | 
-| Sailing boat  | 2x Superb(+5) ​ | Good(+3) ​ | 
-| Long ship  | 3x Superb(+5) ​ | Great(+4) ​ | 
-| Galley ​ | 3x Fantastic(+6) ​ | Superb(+5) ​ | 
-| Merchant Cog  | 3x Epic(+7) ​ | Fantastic(+6) ​ | 
-| War Galley ​ | 3x Legendary(+8) ​ | Legendary(+8) ​ | 
-| Merchant Carrack ​ | 3x Legendary(+8) ​ | Epic(+7) ​ | 
-| Cottage ​ | 2x Great(+4) ​ | Average(+1) ​ | 
-| House  | 2x Superb(+5) ​ | Fair(+2) ​ | 
-| Townhouse ​ | 2x Fantastic(+6) ​ | Great(+4) ​ | 
-| Manor House  | 3x Epic(+7) ​ | Fantastic(+6) ​ | 
-| Tower  | 3x Superb(+5) ​ | Great(+4) ​ | 
-| Keep  | 3x Fantastic(+6) ​ | Superb(+5) ​ | 
-| Fort  | 3x Epic(+7) ​ | Fantastic(+6) ​ | 
-| Castle ​ | 3x Legendary(+8) ​ | Epic(+7) ​ | 
-| Palace ​ | 4x Legendary(+8) ​ | Legendary(+8) ​ | 
- 
- 
-==== Equipment ==== 
- 
-^ Item  ^ Cost  ^ 
-| Backpack ​ | Mediocre(+0) ​ | 
-| Tent  | Average(+1) ​ | 
-| Bedroll ​ | Mediocre(+0) ​ | 
-| Book (blank, 50 pages) ​ | Great(+4) ​ | 
-| Candles ​ | Average(+1) ​ | 
-| Climbing Gear  | Fair(+2) ​ | 
-| Flask  | Mediocre(+0) ​ | 
-| Grappling Hook  | Fair(+2) ​ | 
-| Potion ​ | Good(+3) ​ | 
-| Healer'​s Kit  | Fair(+2) ​ | 
-| Lantern ​ | Fair(+2) ​ | 
-| Oil (1 pint)  | Mediocre(+0) ​ | 
-| Pick or Shovel ​ | Average(+1) ​ | 
-| Quiver (full) ​ | Average(+1) ​ | 
-| Rope (20 yards) ​ | Average(+1) ​ | 
-| Scroll Case  | Fair(+2) ​ | 
-| Thieves'​ Tools  | Good(+3) ​ | 
-| Tinder Box  | Average(+1) ​ | 
-| Waterskin ​ | Mediocre(+0) ​ | 
-| Writing Equipment ​ | Fair(+2) ​ | 
-| Riding Gear  | Fair(+2) ​ | 
-| Normal Clothing ​ | Average(+1) ​ | 
-| Formal Clothing ​ | Good(+3) ​ | 
-| Winter gear  | Fair(+2) ​ | 
-| Cheap Meal  | Mediocre(+0) ​ | 
-| Good Meal  | Fair(+2) ​ | 
-| Trail Rations (7 man-days) ​ | Fair(+2) ​ | 
-| Cheap Drink  | Mediocre(+0) ​ | 
-| Good Drink  | Average(+1) ​ | 
-| Poor Lodging ​ | Mediocre(+0) ​ | 
-| Good Lodging ​ | Good(+3) ​ | 
- 
- 
-===== Services ===== 
- 
-==== Healing ==== 
- 
-^ Item  ^ Cost / Quality of Healer ​ ^ 
-| Heal Extreme Consequence (1 month) ​ | Fantastic(+6) ​ | 
-| Heal Severe Consequence (1 week)  | Great(+4) ​ | 
-| Heal Moderate Consequence (1 day)  | Fair(+2) ​ | 
-| Heal Minor Consequence (1 hour)  | Mediocre ​ | 
-| Cure Disease / Poison ​ | Level of Disease/​Poison ​ | 
- 
- 
-==== Transportation ==== 
- 
-^ Cost  ^ Distance ​ ^ 
-| Average(+1) ​ | Anywhere less than a day by cart or river barge  | 
-| Fair(+2) ​ | Anywhere a few days away, includes cheap food and accommodation ​ | 
-| Good(+3) ​ | Anywhere less than a week, includes cheap board  | 
-| Great(+4) ​ | Any neighboring country ​ | 
-| Superb(+5) ​ | To distance country usually by sea or trading caravan. May take several weeks. ​ | 
-| Fantastic(+6) ​ | Another continent across the ocean. May take months ​ | 
-| Epic(+7) ​ | A great voyage of exploration or discovery. May take years  | 
-| Legendary(+8) ​ | A place extremely difficult to reach, hazardous, or remote. May take years. ​ | 
  
  
 {{tag>​fate equipment}} {{tag>​fate equipment}}
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