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Equipment

Equipment can be modified using either the Crafts or Performance skills, depending on the nature of the enhancement. Each piece of Equipment listed below is assumed to be of Average(+1) quality, 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.

Equipment that is special or by itself plays a larger role within the story is built are built as Extras. This allows the equipment to have aspects, skills, stunts, and other story elements.

Ridolf wants to have an axe that was given to him by his dwarven friends from Stoneheart Hold. The axe itself is finely crafted, but not enchanted nor linked to a deeper story - it is simply important to Ridolf. Bill takes one of his personal aspects, “A gift from the finest dwarven weaponsmith” to represent the axe. By using an aspect on his sheet Bill is telling the GM that this is important to his character and even if he should lose it - its loss should be temporary and involve a side story to recover it.

If the axe gains notoriety or some chaotic enchantment that makes it more than an aspect the GM can call for Ridolf to use a stunt and turn the axe into a supporting Extra as well.

Every piece 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.

Armor

Armor can absorb a consequence instead of you when it is being worn properly. In addition the Armor Training stunt allows armor to “soak” stress as well.

Type Cost Consequence Examples
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 Shield Training stunt.

Type Cost Consequence
Hand Average(+1) 1 Mild
Small Fair(+2) 1 Mild
War Good(+3) 1 Moderate
Tower Great(+4) 1 Mild, 1 Moderate

Weapons

Using a weapon may grant its wielder a damage bonus to the amount of stress that they cause when using the attack action. In order to gain the damage bonus you must at least 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
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

Fate is a very broad strokes game that centers on narration with enough rules to control the “I shot you! No, I shot you first” problem. As such keeping track of all of the sundry stuff that a character might have on them is not within the scope of the game. Unless it is necessary for the story each character is assumed to have the various bits and bobs necessary to use their skills as the levels they have purchased them. A character with a Good(+3) Burglary skill is assumed to have lock picks good enough.

The list below is simply provided to give a general idea of the difficulty in acquiring something that the character make not necessarily have during that scene, session, story. If the narration has the characters just barely reaching the next town before collapsing of near starvation - it is not expected that any horses are with them.

For many of the larger items, just because you can acquire one does not mean that it presents itself well for the story - in that case it simply cannot be acquired. In addition to acquiring the equipment the GM is free to assign the occasional obstacle that must be overcome by compelling the aspect of your special equipment.

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.
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

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.