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fate:equipment [2012/12/17 16:06]
galacticcmdr [Healing]
fate:equipment [2021/12/03 23:37] (current)
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 ====== Equipment ====== ====== Equipment ======
  
-Equipment can be modified using either the [[Crafts]] 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.
  
-===== Aspect ===== 
-Every peice of equipment has an aspect that is the name of the equipment. So if you have a Great Sword listed as equipment, then its aspect is "Great Sword."​ This aspect may be compelled or invoked as normal. 
  
 +<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>​
  
  
-===== War Gear =====+===== Stunts and Aspects ​=====
  
-==== Armor ==== +In Fate equipment ​can be defined by 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.
-Armor can absorb ​consequence instead of you when it is being worn properly. In addition the [[Open Stunts#​General|Armor Training]] stunt allows armor to "​soak"​ stress as well.+
  
-^ Type  ^ Cost  ^  Consequence ​ ^ Examples ​ ^ +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"​.
-| Light  | Average(+1) ​ |  1 Mild  | Leather, Fur, Studded, Cuir-bouilli ​ | +
-| Medium ​ | Good(+3) ​ |  1 Moderate ​ | Mail, Splint, Banded ​ | +
-| Heavy  | Superb(+5) ​ |  1 Minor, 1 Moderate ​ | Brigandine, Plate  |+
  
  
-==== Shields ==== 
-A shield can also grant a defensive bonus through the use of the [[Open Stunts#​General|Shield Training]] stunt. 
  
-^ Type  ^ Cost  ^  Bonus((requires [[melee_weapons#​stunts|stunt]])) ​ ^ Consequence ​ ^ +==== War Gear ====
-| Hand  | Average(+1) ​ |  1 Mild   | +
-| Small  | Fair(+2) ​ |  1 Mild  | +
-War  | Good(+3) ​ |  1 Moderate ​ | +
-| Tower  | Great(+4) ​ |  1 Mild, 1 Moderate ​ |+
  
 +^ 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 ​ |
  
-==== Weapons ==== 
-Using a weapon may grant its wielder a damage bonus to the amount of stress that they cause when using the [[actions#​attack]] action. In order to gain the damage bonus you must at least [[outcomes#​succeed]] on your attack to inflict Physical [[Stress]] upon the target. 
  
-Range is the number of zones that the weapon can reach when using the [[Shooting]] skill. The weapons are not broken out in a huge list of various weapons with little differences,​ instead they are categorized in broader strokes. Narration determines what weapon can be used with Shooting - Crossbow (yes), Great Sword (no). 
  
-^ Type  ^ Cost  ^  Damage ​ ^ Range  ^ Examples ​ ^ +==== Goods ====
-| Light  | Mediocre(+0) ​ |  0  | 1  | Hand Axe, Dagger, Javelin, Cestus, Main Gauche ​ | +
-| Medium ​ | Fair(+2) ​ |  1  | 2  | Flail, Morning Star, Broadsword, Bow, Staff, Rapier ​ | +
-| Heavy  | Great(+4) ​ |  2  | 2  | Great Axe, Great Sword, Longbow, Crossbow ​ |+
  
 +^ 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 ==== 
- 
-The cost of a healer depends on the highest level of consequence that you wish to have "​healed."​ The effects of being healed is that the consequence will recover at one step lower (i.e. a Severe Consequence will recover as a Moderate Consequence). 
- 
- 
-^ 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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