Post by Admin on Apr 23, 2015 3:22:05 GMT
Equipment
All Weapons have a rating. Once you succeed, the target get X stress more. These ratings go from 1 to 8. 1 being a brass knuckle, 8 being an Anti-Tank Rifle. (Bitches love cannons)
Explosives: Same thing as weapons, only it affects things in their blast radius.
Special qualities: Weapons can have special qualities, usually being a maneuver upon the enemy.
Out of range
Weapons have individual ranges and using it at a higher range is a penalty of -1, up to -4.
Armor
Armor works the inverse of weapons, reducing stress by x amount. These go from 1 to 5. 1 being reinforced clothes, 5 being heavy battle armor. Furthermore, armor has a stress box, so you can rule that the armor takes the stress instead, though too much stress renders the armor worthless.
General Equipment
Basic tools grant no bonuses, and simply exist. They are treated as, in general, having a Cost 0. For instance, a pencil and paper grant +0 to any rolls to make a piece of artwork. A cheap Halloween makeup kit grants a +0 to Deception checks for disguise. FreeForums.net grants a +0 to make your own forum. However, they can add flavor to a character, and it's reasonable to have.
High quality tools grant a bonus from +1, to +4. +1 being significant, and +4 being incredible. Cost is equal to this bonus.
A quirky item with as many downsides as upsides, simply has an aspect.
If it is more useful for an expert, it requires an appropriate aspect or advantage to use.
Cost table.
0 resources can affords $5 items. 1 resource can afford $25 items, 2 $100, 3 $400, 4 $1,600, 5 $6,400, 6 $25,600, 7 $102,400, 8 $409,600, and finally 9 can afford $1,638,400
In addition, for weapons and armor, a special rule is considered. Especially at character creation:
Psychic gear.
Psychic gear are objects such as a bottomless bag, a sealed container that can support life, Demonic Familiars and other priceless artifacts. These vary from race to race, and are best discussed with the GM.
Vehicles.
Vehicles are bought with resources, and treated like characters with specialized Attributes and Gauges. They have their own Aspects, crew, etc. While the pilots' Advantages and Aspects can be used, generally it's the vehicles Attributes that are important, not the pilot's.
All Weapons have a rating. Once you succeed, the target get X stress more. These ratings go from 1 to 8. 1 being a brass knuckle, 8 being an Anti-Tank Rifle. (Bitches love cannons)
Explosives: Same thing as weapons, only it affects things in their blast radius.
Special qualities: Weapons can have special qualities, usually being a maneuver upon the enemy.
Out of range
Weapons have individual ranges and using it at a higher range is a penalty of -1, up to -4.
Armor
Armor works the inverse of weapons, reducing stress by x amount. These go from 1 to 5. 1 being reinforced clothes, 5 being heavy battle armor. Furthermore, armor has a stress box, so you can rule that the armor takes the stress instead, though too much stress renders the armor worthless.
General Equipment
Basic tools grant no bonuses, and simply exist. They are treated as, in general, having a Cost 0. For instance, a pencil and paper grant +0 to any rolls to make a piece of artwork. A cheap Halloween makeup kit grants a +0 to Deception checks for disguise. FreeForums.net grants a +0 to make your own forum. However, they can add flavor to a character, and it's reasonable to have.
High quality tools grant a bonus from +1, to +4. +1 being significant, and +4 being incredible. Cost is equal to this bonus.
A quirky item with as many downsides as upsides, simply has an aspect.
If it is more useful for an expert, it requires an appropriate aspect or advantage to use.
Cost table.
0 resources can affords $5 items. 1 resource can afford $25 items, 2 $100, 3 $400, 4 $1,600, 5 $6,400, 6 $25,600, 7 $102,400, 8 $409,600, and finally 9 can afford $1,638,400
In addition, for weapons and armor, a special rule is considered. Especially at character creation:
Psychic gear.
Psychic gear are objects such as a bottomless bag, a sealed container that can support life, Demonic Familiars and other priceless artifacts. These vary from race to race, and are best discussed with the GM.
Vehicles.
Vehicles are bought with resources, and treated like characters with specialized Attributes and Gauges. They have their own Aspects, crew, etc. While the pilots' Advantages and Aspects can be used, generally it's the vehicles Attributes that are important, not the pilot's.