Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
fate:equipment [2012/11/28 05:19]
galacticcmdr
fate:equipment [2021/12/03 23:37] (current)
Line 1: Line 1:
 ====== Equipment ====== ====== Equipment ======
  
-Equipment can be modified using either the [[Craftsman]] or [[Performance]] skills, depending on the nature ​of the enhancement. Each peice of Equipment listed below is assumed ​to be of Average(+1quality, lower quality equipment can be purchased at -1 Cost but gain an aspect ​as determined by the GM. Higher quality equipment ​is available ​as well with costs dependent on if the addition is an aspect or skill bonus.+A large list of equipment ​is not well-suited ​to a Fate game given that finances are handled by a single skill (Resourceswith 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.
  
-==== Armor Rating (AR) ==== 
-This determines the amount of stress that the armor can "​soak"​ upon a successful hit. If character wearing AR 1 armor gets hit for 5 stress then the armor will absorb 1 and 4 gets through to the character. 
  
-==== Armor Stress === +<WRAP tip round 80%> 
-In addition ​to "soaking" ​stress many armors have the ability ​to take stress instead of the character.+[[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>​
  
-==== Weapon Rating (WR) ==== 
-The Weapon Rating is the amount of damage that a weapon inflicts in addition stress on a successful attack. If the attack misses then the WR has no effect. 
  
-==== Equipment Rating (ER) ==== +===== Stunts and Aspects =====
-Equipment Rating is the skill bonus afforded to the character when using the equipment to execute the skill in the correct way.+
  
 +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.
  
-===== War Gear =====+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"​.
  
-==== Armor ==== 
  
-^ Type  ^ Cost  ^  Armor  ^ Consequence ​ ^ Examples ​ ^ 
-| 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  | 
  
 +==== War Gear ====
  
-==== Shields ​====+^ 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 ​ |
  
-^ 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 ​====+==== Goods ====
  
-Type  ^ Cost  ^  ​Damage ​ ​^ ​Examples ​ ^ +Mounts ​ ^^ 
-Light  ​| ​Average(+1)  |  ​ ​| ​Hand AxeDaggerClubCestusMain Gauche ​ | +^ Cost  ^ Description ​ ^ 
-Medium ​ | Good(+3) ​ |  ​ ​| ​FlailMorning StarBroadswordJavelinStaff, Rapier ​ | +| Average(+1) ​ | Donkey, Mule, Pony  | 
-Two-Handed ​Great(+4)  |  ​ ​| ​Great AxeGreat SwordInfantry SpearHalberd ​ |+Good(+3) ​ ​| ​Riding Horse  | 
 +| Superb(+5)  | War-trained or Imported | 
 +| Epic(+7) ​ | Griffon, Pegasus ​ | 
 +^ Conveyances ​ ^^ 
 +^ Cost  ^ Description ​ ^ 
 +| Fair(+2) ​ | CartCanoeWagonSkiff  | 
 +| Great(+4) ​ | CarriageFishing 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) ​ ​| ​TowerCrafting House  | 
 +| Fantastic(+6) ​ | TownhouseMerchant'​s House  | 
 +| Epic(+7) ​ | Small Shell KeepWalled Tower  | 
 +| Legendary(+8) ​ | Country ManorKeep  | 
 +^ Equipment ​ ^^ 
 +^ Cost  ^ Description ​ ^ 
 +Terrible(-2)  ​Basic supplies ​ | 
 +| Poor(-1) ​ | Serviceable Labor clothes ​ | 
 +| Mediocre(+0)  | Camping equipment, Peasant clothes ​ 
 +| Average(+1) ​ ​| ​Mining equipmentBooksNormal clothes ​ | 
 +| Fair(+2) ​ | Specialty gearWeather 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 ​ |
  
  
-==== Ranged Weapons ​====+==== Services ​====
  
-^ Type  ^ Cost  ^  Damage ​ ^  Range  ^ Examples ​ ^ +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(+4thief in a //Heavily Policed// city then the GM could invoke the aspect making the difficult to contact the thief a Fantastic(+6effort.
-| 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 ​ |+
  
- 
- 
-===== Goods ===== 
- 
-==== Mounts, Conveyance, and Structures ==== 
- 
-  * 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}}
-