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(Redirected from Stuff)

Equipment and specialized items that grant special abilities and have narrative impacts, including significant wealth. Stuff has several advantages and disadvantages over other abilities. If your stuff is an object that can be lost or destroyed, the majority of the R/L costs for the object are embedded in the object itself. All stuff has a limitation that it can be lost, destroyed, or taken away. This limitation is usually common and inconvenient (3L), in this form:

Only when [A] (3L): The benefits and weaknesses of this [stuff] are lost when it is not [A]. (Common, Inconvenient).

where [A] is held/possessed/worn/eaten/injected/smoked/etc. For example, armour is usually:

Only when worn (3L): The benefits and weaknesses of this armour are lost when it is recharging or not worn. (Common, Inconvenient).

If that suit of armour had a base cost of (20R/16L) taking it as stuff is massively beneficial to the character, since the cost is only (4R/3L). The 3L does not apply to the internal cost of the stuff, but to the overall ability. Important objects that do not give the character an ability can usually be noted in the background of the character or in their Aspects.


Money can take many forms in game, from dollars to yen to bitcoins, but the core measure of financial capacity in the game are slots of Financial Stress. Characters are assumed to be middle class, with enough to handle day to day living and consumer extras. (See money for more details.)


Armour provides protection against stress for the wearer - usually physical stress. The PS slots add to the PS of the wearer. Armour often has damage resistance, and may be powered and enhanced to augment the wearer. (See Armour for more details.) 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.


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.