Actions

Stuff

From Discovered

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

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 μB100,000/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);
Game Mechanics

For most game play wealth is a lot like a super-flexible stunt. It lets the character do a lot without having to justify much. Large purchases or expenses can put a significant strain on the character's resources, however. For example, a multimillionaire (6R) who drops all her ready cash on a high-stakes poker game will be effectively tapped out of funds for a while, and has an effective Wealth Pool of 0/6. Each session where stress is recovered, the pool recovers one wealth point. This doesn't drastically alter their lifestyle, but it does limit what else they can purchase until their cashflow improves again. The character might sell off an asset to recover their wealth, but of course they lose that asset.

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.