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Augments are people who have altered themselves significantly from baseline for their species, or the specific alterations they have made to their bodies and minds. The most common augments are mechanical/cybernetic, neural, genetic, or chemical. Augments begin with 24R for approaches and abilities, 4R of normal Refresh, and 4L for their Unstable Augment limitation. They can take up to 44R/20L. This kind of min/max character is likely to be very fragile. The Cyborg Collective ideologically pursue replacing the frail meat of the human body with mechanical and cybernetic improvements. Homo Celestes, the children of the Post Darwinists, have heavily modified their genomes, as have the DQE. Neural laces are rare but powerful integrations of computers into the brain.

Basic chemical enhancements are used by almost everyone and are generally not considered transhuman as long as the drugs are not 'cheating' (too much fun or too much productivity).

Augment Sophant Type

Augments use the same baseline stats as Humans, but their augmentations can alter their abilities to be superhuman.

High Concept: Find a single phrase or sentence that neatly sums up who you are, what you do, what your “deal” is.
Trouble: Describle that thing that always makes your life more complicated, such as a personal weakness, or a recurring enemy, or an important obligation.
Appearance and Backstory: These descriptions include relationships, family, work history, and other relevant characteristics. Remember that FATE characters start off highly skilled and experienced. Their backstory should reflect this. Note why the character is augmented.
Sophant Type: Sophant may refer to self aware, self directed, conscious individuals of an organic or inorganic species, or to the species itself. Sophant species have some standard aspects and abilities. Individuals inherit these, along with many personal characteristics. In terms of game mechanics, Sophants may have Fate Points and Refresh. Non-sophants may have power and act on the world, but they can not bend fate. Copy this text to the "Sophant Type" section:
{{:Category:Augments}}[[Category:Augments]];
Character Aspects: Character Aspects define who you are while allowing you to twist fate in ways that tie in with your character’s tendencies, skills, or problems.. At least one of these should connect the character to another character. At least one aspect should reflect the way the character is augmented.
Approaches: Unaugmented humans start with 9 points of approach: 3, 2, 2, 1, 1, 0. For most characters, start with these stats. From there, spend 1R to add 1 point of approach (max +5) or gain 1R by removing 1 point of approach (min -2). These changes must be accompanied by an aspect that justifies the alteration. Starting characters must have at least 4 points of approach in at least 2 slots.
Fate Points & Refresh: Start with 10 points of Refresh. Fate Points are a temporary pool of points that are spent to twist your fate and bend your character's narrative. Players can use 1 Fate Point to:
  • invoke an Aspect to gain +2 on a roll, or
  • resist having an Aspect compelled, causing trouble for their character.

Usually characters start each session with a Fate Point pool equal to their Refresh plus any bonus Fate Points earned from compels. A character can have more Fate Points than their Refresh score. A new character can dedicate all but 1 point of Refresh to create abilities.

Abilities: Start with no abilities. Abilities extend the standard Fate stunt to include Stunts, Teams, Augments, Magic, and Stuff. These all function like normal stunts in a broad sense, but may have specific rules that govern them, like Magic and Teams. Choose Stunts, Augments, Magic abilities, Teams, and Stuff for your character from your pool of Refresh. Like Stunts, each ability costs 1 Refresh.
Stress & Consequences: Stress and consequences can be purchased as slots or as a pool.
Slots: Each slot costs 1 Refresh, so human characters have 9R invested in 3 mental stress slots (1, 2, 3), 3 physical stress slots (1, 2, 3), and 3 consequence slots (2, 4, 6).
Pool: A stress or consequence pool costs 1 Refresh for 2 points. This is expensive compared to slots, but grants a lot of flexibility. The sophant species should have an aspect that explains why they can handle a single huge hit or many small ones, compared to the normal slots system.
Limits: '''Unstable Augment''': Every time you alter your aspects, abilities, or resilience using augments, there is a chance that the change gets messed up. This is a 4 point limitation (uncommon, damaging) so the DC for the roll is 4. The player can use any approach to overcome this DC as long as they can justify it narratively. The final roll is ''/roll 4f DC-4 +Approach'' - as long as it is narratively justified. A failed roll adds the aspect '''Unstable''' to one of the character's augments - not necessarily the new or changed one.

Common Abilities

Dedicating Refresh to Abilities

An ability that requires an investment of 1 Refresh can provide:

  • a temporary +2 to an approach under specific circumstances (e.g., a Stunt).
  • a permanent +1 to an approach (e.g., an Augment or Stuff). Maximum 5 for new characters.
  • a permanent +2 to approach points under very specific and limiting circumstances (e.g., not while in combat, only IVR, only in my power armour).
  • 1 additional stress or consequence slot (e.g., an Augment).
  • 2 additional points to a stress or consequence pool (e.g., an Augment or Stuff).
  • 1 point of Damage Resistance to something specific. Each point of Damage Resistance (DR) removes one point of damage in a narrow domain (e.g., heat, radiation, crushing, projectiles). Characters with DR take no damage under conditions that normally cause harm.
  • 1 point of Healing Factor. A Healing Factor grants the ability to regenerate rapidly and completely. Each point of HF erases a point of physical stress every minute, or a point of physical consequence in 1 hour. Stress and consequence slots are healed from smallest stress slot to largest consequence slot. Mental stress and consequences that affect the psyche are not affected by this augment. If this augment is selected multiple times the rate of healing is increased. At +2 it takes 30s/PS and 30min/Consequence. At +3 it takes 20s and 20mins. +4 is 15s/15min, etc.

Gaining Refresh with Weaknesses

A character's Refresh Pool can be expanded several ways.

  • Gain 1R for a permanent -1 to an approach (e.g., an Augment or Stuff). Minimum -2 on 2 approaches.
  • Gain 1R for a permanent -2 to approach points under specific circumstances (e.g., not while in combat, only IVR).
  • Gain 1R for 1 point of Damage Vulnerability to something specific. Each point of Damage Vulnerabilty (DV) adds one point of damage in a narrow domain (e.g., heat, radiation, crushing, projectiles). Characters with DV take damage under conditions that normally cause no harm.
  • Gain 2R for an automatic consequence triggered by rare event or circumstance (e.g., electrical shocks strong enough to cause stress add the 2 point consequence "Blind: Bionic eyes short out and must be replaced."
  • Gain 4R for an automatic consequence triggered by an uncommon event or circumstance (e.g., when anyone with a smart dust perfusion takes physical stress that involves accelerating the head, they must take a 2 point consequence called Concussion).
  • Gain 6R for an automatic consequence triggered by an common event or circumstance (e.g., when my cybernetic legs get visibly wet or immersed add a 2 point consequence called "Unreliable: Bionic legs may malfunction at any time until thoroughly dried and serviced."
  • Gain 1R to 8R from Limits. Gain 1 or more Refresh per vulnerability, disadvantage, or weakness, up to 20R total. The severity and rarity of a vulnerability affects the number of Refresh points gained. For example, Vampires have a vulnerability to UV light that does 1 stress slot of damage per second of exposure. UV is common and the vulnerability is fatal in seconds, so Vampires get +8R to work with as a species from this limitation. If a limitation requires a roll, the magnitude of the limitation sets the DC for that roll. For example, Augments are limited by instability across their abilities (uncommon, damaging) which gives them an extra 4R and causes them difficulty every time their augments change. Limitations can make for unbalanced characters that are not enjoyable to play. Use with caution.
Limitation Bonus Severity Example (Vampire)
Fatal Damaging Inconvenient
Rarity Common -8 -6 -3 Garlic
Uncommon -6 -4 -2 Wooden Stake
Rare -3 -2 -1 Silver Bullet
Example (Vampire) UV Light Holy Symbol Invitation to enter


Common Stunts

Follow the normal rules of FAE for these. Stunts are tricks, maneuvers, or techniques your character has that focus your abilities and let you twist fate in focused ways.

Common Teams

Teams tend to be customized to specific circumstances. Follow the rules for Teams. Teams are groups of sophants who work together to achieve a goal. Most of these teams are described using the same form as is used for Characters, but with a lot less detail and personality.

Common Augments

Augments are people who have altered themselves significantly from baseline for their species, or the specific alterations they have made to their bodies and minds. The most common augments are mechanical/cybernetic, neural, genetic, or chemical. Augments begin with 24R for approaches and abilities, 4R of normal Refresh, and 4L for their Unstable Augment limitation. They can take up to 44R/20L. This kind of min/max character is likely to be very fragile.

Title: Imact to Approaches, Abilities, or Resilience. Description. Cost if applicable.

In general, an augment provides

  • a temporary +2 to an approach under specific circumstances (e.g., a Stunt),
  • a permanent +1 to an approach,
  • 1 additional stress or consequence slot,
  • 2 additional points to a stress or consequence pool,
  • 1 point of Damage Resistance to something specific, or
  • 1 point of Healing Factor.

Some augments relatively common, and are described here, to be easy to a character sheet.

Enhanced Senses

Choose 2 for 1R. This augment can be taken up to 3 times for a given sense. The actual text of the enhancement can be altered to better fit the character. Like any stunt, the enhancement has to help the character Attack, Defence, Overcome, or Create an Advantage. If several sensory enhancements have the same purpose - to detect deception, for example - the bonuses can be stacked into a single roll. Syd has enhanced vision, hearing, and chemosenses that are all honed to detecting deception, so if he can see, hear, and smell/taste a person all at once, his roll to Cleverly Overcome Deception is made with an extra +3.

'''Enhanced Vision''': +1 to [approach] see something tiny, obscured, subtle, or distant with my amazingly sharp sight - even in dim light. (Overcome);
'''Enhanced Hearing''': +1 to [approach] hear something quiet with my amazingly sharp ears - even in noisy environments. (Overcome);
'''Enhanced Chemosenses''': +1 to [approach] detect, analyze, identify, and even track a scent or taste using my incredible tongue and nose. (Overcome);
'''Enhanced Kinesthetics''': +1 to [approach] move with amazing precision because of my amazing body awarenesss balance, and sensitive sense of touch.(Overcome);

Resilience

The capacity to absorb physical damage and recover from it. Augments need to justify the number of stress and consequence slots they have if they differ from baseline human (3 Physical Stress, 3 Mental Stress, 3 Consequence (2, 4, 6). The broad template for these augments is below.

'''Damage Resistance''': +1DR to defend against [attack type] due to [augmentation].;
The attack type usually refers to the way damage is done, such as kinetic (usually projectiles), piercing, crushing, heat, radiation, etc. The cost of +1DR vs Physical Stress is 10R.
'''Healing Factor''': +1HF {{:Healing Factor}};
'''Mental Stress Pool''': Instead of slots to absorb stress, the character has a pool of stress that can be drawn down. Adding 2 points to a stress pool costs 1R.;
Melded minds and Teams may use a Stress Pool instead of slots, but this augment is rarely used, since a 'character' is usually a single consciousness.
'''Physical Stress Pool''': Instead of slots to absorb stress, the character has a pool of stress that can be drawn down. Adding 2 points to a stress pool costs 1R. Often used for multi-body sophants ([[plurals]]).;
'''Consequence Pool''': Instead of slots to handle consequences the character has a pool of points that can be drawn down. Adding 2 points to a consequence pool costs 1R. Often used for multi-body sophants ([[plurals]]).;

Neural Lace

A neural lace is a mesh of tiny wires surrounding and permeating the brain. An ideal neural lace has a resolution of at least 1 sensor/stimulator to one neuron (1:1). The lace is controlled by a bonded AI, which translates the human's neural activity into standard APIs and protocols. These are available to authorized Assistant AIs that provide a consciously accessed interface to the capabilities of the lace. Laces are generally considered augments, but some components (the Assistant AI, for example) may be better described as Stuff. There are many kinds of lace, each with a different set of pros and cons, including costs and risks. For details on the many options for neural laces visit the main lace page.

Integrated Augmented Reality Interface

AR refers to a wide range of ubiquitous technologies that superimpose information on meatspace, blending the real world with a virtual world. Characters with implanted AR tech are considered Augments. If something happens in augmented reality (IAR) the consequences could be felt IRL, IVR, or both. AR interfaces may be worn externally, or implanted internally. The deeper the integration of the device and the human the more effective it is.

Augmented Reality can refer to tech as simple as a Heads Up Display (HUD) or teleprompter, or as immersive as a complete virtual reality envionrmnent. AR overlays can be generated reliably for sight, hearing, and many elements of touch using compact portable devices (AR glasses and gloves). Force feedback and other physically intimate experiences require specialized equipment built into AR/VR environments.

Almost everyone uses some form of AR all the time. The most common use is a contextually relevant and unobtrusive information overlay that assists a person through their day, providing reminders of events, names, and directions. AR is also the most common form of telepresence, where te AR glasses continuously scan the caller's face and body to provide a real-time 3D view to the other people on the call. Almost everyone has one or two AR interfaces that they wear or use every day. Glasses are the most common form factor, but contacts are also available for a higher price. Implants are too expensive for most people, but are available. Neural lacees are the ultimate AR and VR device. These devices do everything you do on a phone or computer or tablet now, but without any of those big bulky devices. To make a phone call you can make a gesture to have your contacts appear in front of you or just say "Call Julian" and nod to confirm the action. Don't speak the language? Real time translations are very good - good enough for most situations. These interactions are less obtrusive and distracting than pulling out a phone to look something up. Also, immersive gaming? Seeing the MRI superimposed on the patient? Controlling a robot or drone as if you're in the thing? Easy.

AR can be much more sophisticated, as found in the DreamPark facilities and some work environments (e.g. PAIL-VAIL). All AR environments have real physical existence (meatspace, In Real Life, or IRL), coupled with computer generated augmentations. IAR is distinct from In Virtual Reality (IVR) because the virtual is mixed with the real. AR environments can cause physical stress or mental stress. Interactions usually use a metaphorical programming interface for the virtual effects, but specialized task-dependent interfaces are also common.

No matter the monetary cost noted of a device, if your character can dedicate the appropriate refresh to it, they can own it - or at least have ready access to it. If your character is impoverished but has an advanced integrated AR installed you will need to justify that oddity with an aspect and some supporting backstory.

External AR Devices

These descriptions can be copied directly into the Stuff section of a character sheet.

AR Glasses

'''[[AR Glasses]]''': This is the cheapest option for audio and video augmented reality. These are ubiquitous and free. They cannot fully isolate a person into a full VR environment, but provide a serviceable audio/visual interface into AR and VR gestalts by tracking the wearer's body position and local environment. (Cost 0R)
:* 0 advantage to actions in AR
:* -1 to actions in VR
:* -2 [[Scripts]]
:* -3 [[Hacking]]
:* No [[Metamancy]];

AR Contacts, Inphones, and Haptic Rings

'''[[AR Contacts]], [[Inphones]], and [[Haptic Rings]]''': Unobtrusive and inexpensive, this hardware can be worn for extended periods. These are the most common personally purchased AR interface tech. Inphones are thin rings of fabric that sit inside the ear canal, producing high quality augmented sound. This setup cannot fully isolate a person into a full VR environment, but provide a serviceable audio/visual interface into AR and VR gestalts by tracking the wearer's body position and local environment. (Cost 0R)
:* 0 advantage to actions in AR
:* -1 to actions in VR
:* -2 [[Scripts]]
:* -3 [[Hacking]]
:* -4 [[Metamancy]];

AR Haptic Suit (Basic)

'''[[AR Haptic Suit (Basic)]]''': This skinsuit is bulky, obvious, and provides full-body touch and force feedback sensation to the wearer. It is worn by the user, allowing the wearer to interact with the real world and virtual world. Even cheap versions are expensive , but affordable to most middle-income people. Made of artificial muscles, sensors, and haptic sensation generators, basic models don't handle excretion or sex. Can be worn for up to 6h without side effects. It can isolate a person into a full VR environment with audio, visual, and haptic experiences. (Costs 1R)
:* +1 to actions in AR
:* 0 advantage to actions in VR
:* -1 [[Scripts]]
:* -2 [[Hacking]]
:* -3 [[Metamancy]];

AR Haptic Suit (Advanced)

This skinsuit is sleek enough to be worn under normal clothes and may not be noticed until the head is enveloped. It provides full-body touch and force feedback sensation to the wearer. It is worn by the user, allowing the wearer to interact with the real world and virtual world. Advanced AR suits are expensive, requiring some wealth or serious savings, like a luxury car. Made of artificial muscles, sensors, and haptic sensation generators, advanced models can handle eating, excretion and sex. They can be worn for 24h without side effects. It can isolate a person into a full VR environment with audio, visual, and haptic experiences. +1 to actions in AR and VR. -1 Hacking and Metamancy. (Cost 2R)

VR Rig (Basic)

'''[[VR Rig (Basic)]]''': A large spherical unit that the person climbs inside, wearing an integrated haptic suit. Major joints are connected to the exterior of the sphere by wires. It is possible to get tangled, but the motors are not powerful enough to do serious injury. The sphere has 3 degrees of rotational freedom and 3 degrees translational freedom. These large devices are expensive, but provide an intimate connection to virtual spaces. Usually owned by millionaires, governments, corporations, or rented by individuals. It can can handle excretion and sex, and can be inhabited for up to 24h without side effects. (Cost 3R)
:* No AR
:* +2 to actions in VR>/nowiki> ::<nowiki>:* +1 [[Scripts]]
:* 0 [[Hacking]]
:* 0 [[Metamancy]];

VR Rig (Advanced)

'''[[VR Rig (Advanced)]]''': A small spherical unit that the person climbs inside, wearing an integrated powered exoskelital haptic suit. These devices are very expensive, and are usually owned only by multimillionaires, governments, MNCs, or rented at absurd rates by individuals. They provide an incredibly intimate connection to virtual spaces. The sphere has 3 degrees of rotational freedom and 3 degrees translational freedom. Includes waste management, ongoing synthesis of basic foods, and even, in-suit water cleansing (it can simulate swimming and produce actual wetness). It can be inhabited indefinitely without side effects. (Cost 4R)
:* No AR
:* +2 to actions in VR>/nowiki> ::<nowiki>:* +2 [[Scripts]]
:* +1 [[Hacking]]
:* +1 [[Metamancy]];

Internal AR Devices

There are a few options. In general, bionic sensory organs can have AR functions added to them.

Implanted AR Interface (A/V)

'''[[Implanted AR Interface (A/V)]]''': +1 to [Approach] actions in VR and AR gestalts. This bonus applies to ''Attack'', ''Defend'', ''Overcome'', and ''Create an Aspect'' rolls. The nerves going from eyes and ears into the brain are wrapped in induction coils that allow for a full sensory overlay for those senses. These interfaces are shielded against ambient interference, but can be disrupted or hacked. This is a relatively simple and inexpensive procedure available to almost anyone. (Cost 2R);

Implanted AR Interface (A/V/H)

'''[[Implanted AR Interface (A/V/H)]]''': +2 to [Approach] actions in VR and AR gestalts. This bonus applies to ''Attack'', ''Defend'', ''Overcome'', and ''Create an Aspect'' rolls. The nerves going from eyes, ears, and spine into the brain are wrapped in induction coils that allow for a full sensory overlay except smell (and tastes are muted). These interfaces are shielded against ambient interference, but can be disrupted or hacked. This is a complex and expensive procedure with significant costs. (Cost 4R);

Implanted AR Interface (Full Sensorium)

'''[[Implanted AR Interface (Full Sensorium)]]''': +3 to [Approach] actions in VR and AR gestalts. This bonus applies to ''Attack'', ''Defend'', ''Overcome'', and ''Create an Aspect'' rolls. All nerves sending signals into the brain are wrapped in induction coils that allow for a full sensory overlay. These interfaces are shielded against ambient interference, but can be disrupted or hacked. This is a very complex and expensive procedure with significant costs. (Cost 6R);

Implanted AR Interface (Chemically Enhanced Full Sensorium)

'''[[Implanted AR Interface (Chemically Enhanced Full Sensorium)]]''': A total of +4 to all actions (A/D/O/CA) only in VR and AR gestalts, distributed across up to four approaches (e.g., +2 Quick, +1 Forceful, +1 Flashy). In addition to having all nerves sending signals into the brain are wrapped in induction coils that allow for a full sensory overlay, implants that can synthesize most hormones and neurotransmitters in the body are installed. All interfaces are shielded against ambient interference, but can be disrupted or hacked (no damage resistance). This is a complex and very expensive procedure, requiring 4R+ of wealth to pay for it. This liability may be paid for directly or become a pernicious debt owed to the person who paid for the procedure. (8R/4L cost);


Common Magic

Magic refers to one of several ways to draw on the enormous energy contained in dark matter and dark energy to cast spells or use powers. Magic users are called Wizards, Sorcerers, or Adepts. Follow the rules for magic to create spells or modify existing spells listed on the Category:Spells page.

Common Stuff

There are a few items or categories of items that are commonly chosen. Equipment and specialized items that grant special abilities and have narriative impacts, including significant wealth. Essentially a stunt that depends on a specific object.

Money

Having a lot of money can solve a lot of problems - which can make a game boring. Be careful when allowing characters to have significant wealth. Similarly, being poor or impoverished can be hard to play unless the whole party takes it. Normally characters have enough money to carry out day-to-day adventures. If a character can bend fate with wealth they need to dedicate points of Refresh to that resource. This includes access to expense accounts and slush funds that they may not personally own. For example, Rebecca doesn't have a lot of ready cash of her own, but her growing business empire is working in the "millions" range. It is usually less expensive to buy specific wealth rather than ready cash. For example, it only costs 1R to own a mansion that lets you find a marvellously useful item once per session. Having the money to afford a mansion and those wonderful toys would cost 6R.

  • '''Impoverished''': Staying clothed and fed is a struggle, let alone having a place to sleep. Ready cash in the μB10/B0.00001 range. You likely live on the streets, begging for money to stay fed. Your life is a constant struggle with predators - hoodlums, petty criminals, and the like - and you don't see any way out. (Gain 4R);
  • '''Poor''': Making ends meet is a constant struggle. Ready cash in the μB100/B0.0001 range. You barely have enough money to make ends meet, and are constantly scrounging and saving. Going out for a meal means not paying a bill, or being late on rent. You don't own much [[stuff]], and what you do own is mostly second hand, worn down, or cheaply made. (Gain 2R);
  • '''Middle Class''': Ready access to enough money that travel, lodging, and new high-end phone purchases are not an issue. Ready cash in the μB1000/B0.001 range. You have enough money to buy your way out of basic scarcity issues, such as broken machines, small living spaces, slow transportation, etc. This is similar to being upper middle class: you have enough to rarely worry much about budgeting and can still go on a great vacation on short notice, or buy that new device. This is the baseline wealth that all characters are expected to have. (Cost 0R);
  • '''Well Off''': Ready access to enough money that buying a ticket to a far off location at the spur of the moment is no issue. Ready cash in the μB10000/B0.01 range. You have enough money to buy your way out of many of life's issues. In many cases you don't need to make a purchase: your wealth works for you to open helpful doors and seal damaging portals. (Cost 2R);
  • '''Millionaire''': Ready access to enough money that buying a car to throw away is no issue. Ready cash in the μB100000/B0.1 range. You have enough money to buy your way out of many of life's issues. In many cases you don't need to make a purchase: your wealth works for you to open helpful doors and seal damaging portals. In other cases a 'donation' or strategic purchase can grease the wheels. (Cost 4R);
  • '''Multimillionaire''': Ready access to enough money that buying a plane to get somewhere is not an issue. Ready cash in the B1 range. You have enough money to buy your way out of many of life's issues. In many cases you don't need to make a purchase: your wealth works for you to open helpful doors and seal damaging portals. In other cases a 'donation' or strategic purchase can grease the wheels. (Cost 6R);
  • '''Billionaire''': Your wealth rivals MNCs and smaller countries. Ready cash in the B10 range. You have enough money to buy the bank that's foreclosing on your pal's mom. (Cost 8R);

Armour

Armour provides protection against stress and consequences for the wearer. Armour is defined by a precis to <onlyinclude> in other pages, a longer description with images, Coverage, Damage Resistance, Weaknesses, and Trade Offs. Unless it is part of your Aspects (e.g., Police Officer) it may be difficult to gain access to armour. If powered, it may come with bonuses to some approaches (especially Forceful and Quick) as well as damage resistence and a stress pool.

All armour starts with a common and inconvenient limitation:

'''Only When Equipped''': All effects of this item are only applicable when equipped. Armour cannot be donned while in active combat. (Gain 3R for Common/Inconvenient limitation);

This means something like police riot gear could have 1 point of damage resistance against kinetic attacks and a 2 point Physical Stress pool for a cost of 0R.

If a character' has invested Refresh in armour, it can still be destroyed or stolen. They will be able to acquire similar armour in short order, however. Alternately, the points of Refresh bound to the armour can be regained as Refresh (not as available Fate Points). These can be spent on another Ability at the next milestone when such things are allowed.

Weapons

Advancements in warfare, ballistics, and materials have not yet supplanted the common archetypes of 20th century weapons. As with Armour, weapon damage shifts are exponential. Basic weapons - fists, feet, small knives, small arms) have a shift of 0. These can still kill a normal person quite easily, especially if the attacker's approach bonus is large. Unless it is part of your Aspects (e.g., soldier) it may be difficult to gain access to weapons more powerful than handguns. Self-guided weapons may provide bonuses to some approaches.

Some weapons come with limitations, such as:

'''Only When Equipped''': All effects of this item are only applicable when equipped. (Gain 2R for Uncommon/Inconvenient limitation);
'''Limited Ammunition''': The weapon runs out of bullets after [#] shots, and you can only carry [#] magazines. (Gain 2R for Uncommon/Inconvenient limitation);
'''Heavy Weapon''': The weapon must be mounted on some weapons platform to be used. (Gain 1R for Rare/Inconvenient limitation);

If a character's weapon is destroyed or stolen, any points of Refresh bound to it are regained as Refresh - not as available Fate Points. These can be spent on a replacement or another Ability at the next milestone.