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fate:equipment [2013/08/27 21:23]
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 the [[Crafts]] skill, depending on the nature ​of the enhancement. Each piece 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.
  
-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. 
  
-<note tip> +<WRAP tip round 80%
-[[people:Ridolf]] wants to have an axe that was given to him by his dwarven friends from [[atlas: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 axeBy 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 ​side story to recover it.+[[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 formSeveral stories later involve ​an arsonist plot within ​the city. The GM fingers the fate token and says, "boy that fancy gilded house sure makes 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>​
  
-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. 
-</​note>​ 
  
 +===== Stunts and Aspects =====
  
-===== Aspect ===== +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 skillsA character could use their Shoot skill through Throwing Knives, javelins, ​or a crossbow - it really depends on the character in question.
-Every piece of equipment ​has an aspect that is the name of the equipment. So if you have Great Sword listed ​as equipment, then its aspect is "Great Sword." This aspect may be compelled ​or invoked as normal.+
  
 +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  ^^^^ +==== War Gear ====
-^ Type  ^ Cost  ^ Armor Value  ^ Examples ​ ^ +
-| Light  | Average(+1) ​ |  1  | Leather, Fur  | +
-| Heavy  | Great(+4) ​ |  2  | Mail, Brigandine, Plate  |+
  
 +^ 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 ​ |
  
-^  Shields ​ ^^^ 
-^ Type  ^ Cost  ^ Notes  ^ 
-| Small  | Average(+1) ​ | Can use Fighting to defend missiles ​ | 
-| War  | Fair(+2) ​ | Can use Fighting to defend all physical attacks ​ | 
-| Tower  | Great(+4) ​ | Can use Fighting to defend all physical attacks ​ \\ +1 Armor Value  | 
  
  
-^  Weapons ​ ^^^^^ +==== Goods ====
-^ Type  ^ Cost  ^  Damage ​ ^  Range  ^ Examples ​ ^ +
-| Light Melee  | Mediocre(+0) ​ |  1  |  1  | Hand Axe, Dagger, Javelin, Cestus, Main Gauche ​ | +
-| 1-Handed Melee  | Fair(+2) ​ |  2  |  n/a  | Flail, Morning Star, Broadsword, Staff, Rapier ​ | +
-| 2-Handed ​ | Great(+4) ​ |  3  |  n/a  | Great Axe, Great Sword, Longbow, Crossbow ​ | +
-| Light Bow  | Average(+1) ​ |  2  |  2  | Short bow, Light crossbow ​ | +
-| Heavy Bow  | Good(+3) ​ |  3  |  Scene  | Heavy Crossbow, Longbow, Arbalest ​ |+
  
- +^ Mounts ​ ^^
-===== Goods ===== +
- +
-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. +
- +
-<note tip> +
-[[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. +
-</​note>​ +
- +
- +
- +
- Mounts ​ ^^+
 ^ Cost  ^ Description ​ ^ ^ Cost  ^ Description ​ ^
 | Average(+1) ​ | Donkey, Mule, Pony  | | Average(+1) ​ | Donkey, Mule, Pony  |
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 | Superb(+5) ​ | War-trained or Imported | | Superb(+5) ​ | War-trained or Imported |
 | Epic(+7) ​ | Griffon, Pegasus ​ | | Epic(+7) ​ | Griffon, Pegasus ​ |
- Conveyances ​ ^^+^ Conveyances ​ ^^
 ^ Cost  ^ Description ​ ^ ^ Cost  ^ Description ​ ^
 | Fair(+2) ​ | Cart, Canoe, Wagon, Skiff  | | Fair(+2) ​ | Cart, Canoe, Wagon, Skiff  |
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 | Fantastic(+6) ​ | Sailing boat  | | Fantastic(+6) ​ | Sailing boat  |
 | Epic(+7) ​ | Long ship, [[wp>​Caravel]],​ [[wp>​Cog_(ship)|Cog]] ​ | | Epic(+7) ​ | Long ship, [[wp>​Caravel]],​ [[wp>​Cog_(ship)|Cog]] ​ |
- Structures ​ ^^+^ Structures ​ ^^
 ^ Cost  ^ Description ​ ^ ^ Cost  ^ Description ​ ^
 | Good(+3) ​ | Cottage ​ | | Good(+3) ​ | Cottage ​ |
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 | Epic(+7) ​ | Small Shell Keep, Walled Tower  | | Epic(+7) ​ | Small Shell Keep, Walled Tower  |
 | Legendary(+8) ​ | Country Manor, Keep  | | Legendary(+8) ​ | Country Manor, Keep  |
- Equipment ​ ^^+^ Equipment ​ ^^
 ^ Cost  ^ Description ​ ^ ^ Cost  ^ Description ​ ^
 | Terrible(-2) ​ | Basic supplies ​ | | Terrible(-2) ​ | Basic supplies ​ |
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 | Fair(+2) ​ | Specialty gear, Weather clothing, Craftsman clothes ​ | | Fair(+2) ​ | Specialty gear, Weather clothing, Craftsman clothes ​ |
 | Good(+3) ​ | Formal clothing ​ | | Good(+3) ​ | Formal clothing ​ |
- Lodging ​ ^^+^ Lodging ​ ^^
 ^ Cost  ^ Description ​ ^ ^ Cost  ^ Description ​ ^
 | Poor(-1) ​ | Peasant Fare, Barn Lodgings ​ | | Poor(-1) ​ | Peasant Fare, Barn Lodgings ​ |
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- +==== Services ====
-===== 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. 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.