FATE: Resources & Equipment in Afterlight | World Anvil

FATE: Resources & Equipment

Science continues to advance at an accelerated pace. With new technologies appearing all over the world. The largest advances known to the public are in the fields of Cybernetics and Information Technologies. With the creation of the Neural Link the line between machine and man has begun to blur with humans interacting with machines at a biological level.   In most Fate games equipment is only window dressing on the character's skills. However, here it is a bit more spicy. With technology so powerful we thought it best to give a bit more punch. Because equipment matters more we have also fleshed out the rules for money a bit more, in Cyberpunk settings money is extremely important Afterlight is no different.   Remember, equipment can be broken, lost or stolen. While it is more powerful here, it cannot be relied upon. Use at your own risk.   These rules are available in Fate Condensed  

Weapons & Armor

Each weapon or armor type is given a rating, either as Weapon:X or Armor:X. That’s how many shifts of damage the weapon adds to an attack, and how many shifts of damage armor subtracts from an attack. Here’s how some common weapons and armor are rated:

Rating Weapon Armor
1 Small pistol, knife, big wrench, chair Concealable armor, bullet proof vest
2 Heavy pistol, sword, laser welder, table Military body armor
3 Rifle, concussion grenade, speeding motorcycle Heavy Combat armor
4 Heavy Machinegun, vehicle‐mounted weapon, speeding car, frag grenade Nothing known.

Now, unless we wind up playing a military‐centered game, wearing armor and hauling around heavy weapons – that’s anything above Weapon:2 rating – is going to attract attention. And for special things, like a heavy machinegun or combat armor, you’re going to need to convince me that one of your aspects makes it reasonable that you would have such a thing.  

Items as Extras

Lastly there are certain items in the world which possess special properties that may go beyond these guidelines such these items should be treated as Extras and fleshed out as appropriate.  

Resources Skill: Expanded

At the start of each session the characters draw coins equal to their Resources score. Each time the character succeeds on a resources roll, but does not succeed with style, they use one of these coins. When they are out of coins, they are out of money. This reflects existing rules under Limiting Resources.   These coins can also be earned by in game actions, such as doing a job or acquiring a valuable. Players have the option of spending coins to gain a bonus to a resources roll. Coins spent in this way are lost, even if the character succeeds with style.   Between sessions these are reset in the same manner as Fate points. Meaning that if a character ends the session with more resources than their Resource score they carry them over to the following session.

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