Wealth and Equipment
A characters wealth is typical for whatever background they have chosen (if any) by their aspects. A basic rule of thumb is that most mundane items are easily purchasable and has no effect on their wealth.
If a character wishes to have special equipment, which is defined as equipment that provides bonuses beyond the mundane, they must have access to Resources. There are two ways to have resource points, either through aspects or the resources special attribute. These two ways are weighted differently, with aspects being worth 3 points apiece, while the attribute is used one for one. The second difference between the two ways is that aspects must be specific (except something like wealthy which may be spent normally, but only gives 2 points)
The resource attribute does reflect a certain amount of wealth. As a character “spends” those points on equipment their ability to use those points diminishes. In effect a character reserves those points for upkeep of the items in question. If a character has free points, they may use them as a bonus in certain wealth related rolls. A character may also cash in their equipment for those points to either spend (or create) other objects, or to use those points as a bonus.
As described above mundane items are typically not counted. Special equipment works on a point system with each point being worth one resource point. Weapons, armor, computers, and other personal equipment typically maxes out at three points. Vehicles and Bases (if used) will be quite a bit more expensive and may be paid over a series of characters.
- Personal Items
Determining points for personal equipment is quite easy with each point being equal to one bonus ability. So at most an object with three points will have three bonuses. A small list below give some examples for such bonuses.
Hardened – Gain a bonus 1/2/3 physical or mental stress track based on the amount of points used. (recharge/scene)
Silenced – Gain a boost on stealth checks
Compact – Item can shrink or break down to a fraction of the size.
Atmos – Item protects against different atmospheres.
Jumper – Increases the amount of movement (once per scene) by 1/2/3 (recharge/scene)
Exceptional – +2 Bonus in one of the following actions. Attack/Defense/Overcome/Advantage (Does not stack with Stunts)
Enhanced Vision – Night and/or Thermal vision
Cargo Space – Based on size of object 1/8th of the size per point.
Vehicles in many ways are like characters (Brass Rule) in Fate. Each vehicle has their own aspects, attributes, and stunts. This is important because each operator adds both their attribute and the ships attribute to determine success. Making combat between vehicles equally important between ship and operator, while allowing vehicles bonuses to easily overcome pedestrians.
When buying a vehicle first give it a High Concept (type of vehicle) and a Trouble (size of vehicle). Then apply attributes per normal, followed by stunts or bonuses (like items) to reflect the ships specialties. Each vehicle has a normal stress and consequence track. This is the basic vehicle, with a cost determined as follows.
Size: Personal (1-2) 1 pt, Small Group (6-12) 3 pts, Large Group (50-100) 6 pts, Massive (1000+) 10 pts
Type: Land + 1, Sea/Air + 2, Space + 3 (additional types are cumulative)
A player may buy bonuses like a personal item, with the added bonus of being able to purchase increased attributes as well. If a character wants to purchase a vehicle at a discount simple fill in a ships consequences (going first to last) getting a 1 point discount per point. These can be bought off later at cost.