Difference between revisions of "Properties"
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===Melee Weapons=== | ===Melee Weapons=== | ||
− | A very basic melee weapon like a | + | A very basic melee weapon like a saber or a cutlass. Average reach, defensive capability and speed. |
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| '''Requisition TN:''' | | '''Requisition TN:''' | ||
− | | | + | | 2 |
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| '''Properties:''' | | '''Properties:''' | ||
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* Heavy (+2 property): Impact: +1, -1 speed, -1 defense | * Heavy (+2 property): Impact: +1, -1 speed, -1 defense | ||
* Very sharp (+1 Property): +1 Damage, but if two or more points of armour get hit roll Fight vs TN: 3, on a failure the blade is damaged (-2 damage, -2 AP). | * Very sharp (+1 Property): +1 Damage, but if two or more points of armour get hit roll Fight vs TN: 3, on a failure the blade is damaged (-2 damage, -2 AP). | ||
+ | * Unbalanced (-2 property): Speed: -1, Defense: -1, cannot have the same stance twice in a row. | ||
===Handgun=== | ===Handgun=== |
Revision as of 03:08, 19 February 2016
Properties are like aspects, except they're always active, they're set parameters or bonuses that are inextricably linked to an item or creature.
Some describe a series of very specific statistics such as: Handgun – Range : 1 zone
Range here is a specific property of a (hand)gun (like firing mode, ammo type, …) These 'basic' properties are part of the item.
There are also properties that provide a specific (situational) bonus, such as: 2 X Scope (Firearm modification) – Gives a +1 zones to the gun's range. Such bonuses range from a +1 (minor bonus, situational +1) to +2 (major bonus or permanent +1) increase in cost.
Properties can also provide (situational) penalties, such as:
Bulky (Item modification) - +1 to anyone observing to spot the item in question. Very Bulky (Item modification) - +2 to anyone trying to find or spot the item in question. Penalties lower the cost again by a -1 (small penalty) up to a -2 (for a serious penalty).
Properties can also give items a standard “Aspect”. All rules for using the aspect apply.
The difference with aspects being that to use the property one does not need to spend a Fate point to get the bonus in question. The bonus (or penalty) is technically paid for as part of the item or creature (this also counts for when others 'activate' the aspect).
Contents
Creating items
The idea is to provide a way to add distinctive items and equipment into the game, giving interesting choices and dilemmas on which to get or use, and finding combinations that complement the characters. As a rule of thumb an item should never have more than a +3 or -3 cost modifier (even +3 HAS to be very rare).
Property cost
An item will have one or more base properties. Some of these give a general template on which you can build other properties to make a distinctive new item. Properties will have a cost, the minimum cost of an item is part of its base properties. You can mix and match positive and negative properties to create the item you want without breaking the bank. Try basing it on a real item, if possible, for inspiration!
Weapon Templates
Range: Apart from Melee weapons, most weapons can go beyond their standard range. Each additional zone of range beyond the standard increases the TN by 1.
Ammo: Ammo of the same type is interchangeable. Large Calibre or other Properties that change the ammunition type, take away this compatibility. Some weapons have "special" meaning their ammunition is unique.
Damage: Basic damage for standard ammunition, any inherent Armour penetration or other damage types will be mentioned here too.
Firing mode: Revolver/ Bolt-Action / Pump action = Single-Shot, Semi-Automatic, Burst-fire, Automatic
Reload TN: Reload target number simulates the magazine size, general ammo usage and so on, in a given "attack" it's not always the exact same amount of bullets used and so on. The higher the TN the quicker you will run out of ammo (and generally the harder it is to reload quickly if it is not clip/magazine-based).
Requisition TN: The higher the number, the harder it is to requisition.
Melee Weapons
A very basic melee weapon like a saber or a cutlass. Average reach, defensive capability and speed.
Reach: | 2 |
Speed: | 2 |
Defence: | 2 |
Damage: | 1 |
Requisition TN: | 2 |
Properties: |
Typical Properties
- Not a weapon (-3 property): -1 Damage AND gets the "Not a weapon" and "Fragile" aspect.
- Tiny (-2 property): -2 defence, +2 speed, -2 reach, gets "Tiny" aspect
- Small (-1 property): -1 defence, +1 speed, -1 reach, gets "Small" aspect
- Blunt (+1 property): The weapon does impact damage. Gets AP: -1
- Sharp (+2 property): +1 Damage
- Stabbing weapon (+1 property): AP: +1
- Long (+0 property): Reach:+1, Defense: -1, gets "Long" aspect
- Heavy (+2 property): Impact: +1, -1 speed, -1 defense
- Very sharp (+1 Property): +1 Damage, but if two or more points of armour get hit roll Fight vs TN: 3, on a failure the blade is damaged (-2 damage, -2 AP).
- Unbalanced (-2 property): Speed: -1, Defense: -1, cannot have the same stance twice in a row.
Handgun
Generally legal (with a permit), will not be too obvious. The range is short and the magazine is small.
Standard Handgun | |
---|---|
Range: | 1 zone |
Ammo: | Pistol |
Damage: | 0 |
Firing Mode: | Semi-Automatic |
Reload TN: | 4 |
Requisition TN: | 3 |
Properties: |
Typical Properties
- Large calibre (+ 2 Property) : +1 damage, +1 Reload TN
- Burst-fire (+2 Property) : Allows burst-fire
- Master-crafted (+3 Property) : +1 to Shoot
- Wrist-breaker (-2 Property) : -1 Shoot next round
- Terrifying (+1 Aspect)
- Revolver (-2 Property) : Firing mode becomes single-shot, +1 Reload TN
- Light-weight projectile (+1 property): The default ammo works as APDS munition, and the magazine will contain more bullets. -1TN to reload. Ammo is shareable only with the same gun. Velocity is lost quickly so shooting beyond the range gives the double the normal range penalty (+2TN per zone beyond the range).
Ammo Properties
- Blessed (+1 Property) : +0 Holy damage
- Holy water (+2 Property): +2 Holy damage, -1 damage, -2 AP
- Hollow-point (+1 property): +1 damage, -2 AP
- APDS (+2 property): -1 damage, AP: 2
- Subsonic ammunition (+1 Aspect): -1 range, -1 AP, "Silent"
Submachine gun
Basically a pistol, usually with a longer barrel, slightly larger magazine and burst-fire.
Standard SMG | |
---|---|
Range: | 2 zones |
Ammo: | Pistol |
Damage: | 0 |
Firing Mode: | Semi-Automatic, Burst-Fire |
Reload TN: | 4 |
Requisition TN: | 3 |
Properties: |
Typical Properties
- Telescoping bolt design (+2 property) : -1 TN if you fired the round before, can be used one handed but loses the previous property and -1 Zone for range.
- Bullpup design (+3 property): +1 to shoot (2-handed only)
- Full-Auto capability: (+1 property removes burst fire, +2 property with burst fire) +1 reload TN
- Silencer adaption = Silent (+1 property) : another +1 TN to Notice when using both subsonic ammunition and a Silencer. Comes with a silencer.
- Large calibre (+ 2 Property) : +1 damage, +1 Reload TN
- Simplified design (-2 property): the gun only fires in burst-fire.
- Light-weight projectile (+1 property): The default ammo works as APDS munition, and the magazine will contain more bullets. -1TN to reload. Ammo is shareable only with the same gun. Velocity is lost quickly so shooting beyond the range gives the double the normal range penalty (+2TN per zone beyond the range).
- Cheap (-2 property): Some weapons are historically pretty cheap for their design. (Use RARELY, and only to balance it historically).
Ammo Properties
- Blessed (+1 Property) : +0 Holy damage
- Holy water (+2 Property): +2 Holy damage, -1 damage, -2 AP
- Hollow-point (+1 property): +1 damage, -2 AP
- APDS (+2 property): -1 damage, AP: 2
- Subsonic ammunition (+1 Aspect): -1 range, -1 AP, Silent
Rifle
The rifle is your bog-standard single-action rifled firearm. Long barrelled and reliable.
Standard Rifle | |
---|---|
Range: | 4 zones |
Ammo: | Rifle |
Damage: | 0 / AP: 2 |
Firing Mode: | Bolt-action |
Reload TN: | 2 |
Requisition TN: | 4 |
Properties: | Long Barrel / Bulky |
Typical Properties
- Long barrel (+1 Property) : +1 Zone to range
- Bulky (-1 Aspect) : Gives the bulky aspect.
- Semi-Automatic (+0 property) : +1TN to reload, provides Semi-automatic fire.
- Carbine (+0 property) : Removes the bulky and Long barrel properties.
- Reliable (+1 aspect) : Gives the "reliable" aspect.
- Cheap (-2, property): Also gives the Unreliable aspect, UNLESS they get reliable too. Some weapons were historically iconic in their reliability and simplicity (don't use this too often as this makes the weapon numerically superior - only when they historically are considered cheap).
- Clip (-1, property): +1TN to reload. Instead of a magazine they use a stripper clip to hold the bullets together. This makes ammunition non-interchangeable.
Ammo Properties
- Blessed: +0 Holy damage - Requisition: 1
- Holy water: +2 Holy damage, -1 damage, -2 AP - Requisition: 2
- Ball: +1 damage, -2 AP - Requisition: 1
- APDS: -1 damage, +1 AP - Requisition: 2
- Incendiary: -1 AP, +1 Fire, Ignites - Requisition: 2
- Armour Piercing - Incendiary: +1 AP, +1 Fire, Ignites - Requisition: 3
Shotgun
The shotgun is a smooth-bore fire-arm, that uses a fixed shell to fire a small spherical pellets or a solid slug. It's heavy damage but low accuracy.
Shotgun | |
---|---|
Range: | 0 zones |
Ammo: | Shotgun (buckshot) |
Damage: | 1 / 1 Imp |
Firing Mode: | Single-shot(Pump action) |
Reload TN: | 4 |
Requisition TN: | 3 |
Properties: | Bulky |
Typical Properties
- Double barrel (+0 Property) : +2TN to reload, you can fire both barrels at once to do +1 Damage and +1 Impact but you automatically fail the reload roll.
- Semi-Automatic (+0 property) : +1TN to reload, provides Semi-automatic fire.
- Fully Automatic (+1 property): +2TN to reload, provides Fully-automatic fire.
- Reduced Recoil (+1 property) : +1TN instead of +2TN when firing suppressing fire or focus fire.
Ammo Properties
Buckshot has the side-effect of not being very accurate or damaging at distances. +2TN per zone beyond the normal range. You get a +1 to hit if your target is at the exact optimal range for your gun. Slugs are hardly more accurate and tend to run out of steam quick, but the raw damage potential is stunning.
- Blessed buckshot: -1 damage, +0 Holy damage, +2 Impact - Requisition: 1
- Holy water glaser slug: +4 Holy damage, -2 damage - Requisition: 2
- Flechette (buckshot): +1 damage, -2 AP - Requisition: 1
- Less than lethal (buckshot): -3 damage, -2 AP, +1 Bl - Requisition: 1
- APDS slug: -1 damage, 3 AP - Requisition: 2
- Incendiary (Dragon's breath): Acts as a flamethrower for one target (instead of zone). Gives the Warped aspect to the shotgun. Requisition: 4
- Hellfire slug: +0 Damage, +2 Unholy, +2 Fire Extremely rare, said to contain embers from hell itself. Special access only. Requisition: 6
Assault Rifle
Assault rifles tend to have shorter barrels and larger clips than regular rifles.
Standard Rifle | |
---|---|
Range: | 3 zones |
Ammo: | Rifle |
Damage: | 0 / AP: 1 |
Firing Mode: | Fully-Automatic |
Reload TN: | 4 |
Requisition TN: | 4 |
Properties: |
Typical Properties
- Reliable (+1 aspect) : Gives the "reliable" aspect.
- Inaccurate (-1 aspect) : Gives the "Inaccurate" aspect.
- Accurate (+1 aspect) : Gives the "Accurate" aspect.
- Fire selector (+0 property): Allows for Semi-Automatic fire. When toggled the rifle gets -1TN to reload.
- Fire selector with Burst fire (+1 property) : Allows for both semi-automatic and burst-fire. When toggled to either of those two, -1TN to reload.
- Burst-fire (-1 property): Removes the Fully-automatic property. Allows for both burst-fire and semi-automatic fire. -1TN to reload.
- Heavy calibre (+2 property): Gives the "Heavy" aspect. You carry one less reload than for other weapons, and they're incompatible with other types of rifles (no ammo sharing). The weapon gains +1 to damage.
- Cheap (-2, property): Also gives the Unreliable aspect, UNLESS they get reliable too. Some weapons were historically iconic in their reliability and simplicity (don't use this too often as this makes the weapon numerically superior - only when they historically are considered cheap).
- Compact (+0 property): Gives the weapon the "Compact" aspect. Also gives it a -1TN when firing in the same zone but the maximum range is lowered by 1 zone.
- Gas regulator (+1 property): In semi-automatic fire mode the rifle gains +1 range, due to its low recoil.
- Proprietary design (-1 property): The magazines are incompatible (no ammo sharing), and you need specially adapted accessories (Requisition: +1TN)
- Bullpup design (+3 property): +1 to shoot
Ammo Properties
- Blessed: +0 Holy damage - Requisition: 1
- Holy water: +2 Holy damage, -1 damage, -2 AP - Requisition: 2
- Ball: +1 damage, -2 AP - Requisition: 1
- APDS: -1 damage, +1 AP - Requisition: 2
Sniper Rifle
The rifle is your bog-standard single-action rifled firearm. Long barrelled and reliable.
Standard Rifle | |
---|---|
Range: | 4 zones |
Ammo: | Rifle |
Damage: | 0 / AP: 2 |
Firing Mode: | Bolt-action |
Reload TN: | 2 |
Requisition TN: | 5 |
Properties: | Long Barrel, Bulky, Accessories |
Typical Properties
- Long barrel (+1 Property) : +1 Zone to range
- Bulky (-1 Aspect) : Gives the bulky aspect.
- Semi-Automatic (+0 property) : +1TN to reload, provides Semi-automatic fire.
- Reliable (+1 aspect) : Gives the "reliable" aspect.
- Cheap (-2, property): Also gives the Unreliable aspect, UNLESS they get reliable too. Some weapons were historically iconic in their reliability and simplicity (don't use this too often as this makes the weapon numerically superior - only when they historically are considered cheap).
- Clip (-1, property): +1TN to reload. Instead of a magazine they use a stripper clip to hold the bullets together. This makes ammunition non-interchangeable.
- High-powered round (+1 property): Gives the "Heavy" aspect. You carry one less reload than for other weapons, and they're incompatible with other types of sniper-rifles (no ammo sharing). +2 zones to range.
- Accessories (+1 property): You get a free bipod, Telescopic sight and a kit for maintenance.
- Average: (-1 property): Range: -1 zone.
- Police scope: (+0 property): A X3 scope is added (usually instead of the accessories).
- Well balanced (+1 property): No penalty for not bracing the rifle. Removes the bulky aspect for no extra cost.
- Heavy calibre (+2 property): Gives the "Heavy" aspect. You carry one less reload than for other weapons, and they're incompatible with other types of sniper rifles (no ammo sharing). The weapon gains +1 to damage and AP: +1 but the range suffers a bit, -1 Zone to range. Firing without Bipod is +2TN for this rifle. This designation makes armour-piercing explosive ammo cheaper (Requisition: 4)
Ammo Properties
- Blessed: +0 Holy damage - Requisition: 1
- Holy water: +2 Holy damage, -1 damage, -2 AP - Requisition: 2
- Ball: +1 damage, -2 AP - Requisition: 1
- APDS: -1 damage, +1 AP - Requisition: 2
- Incendiary: -1 AP, +1 Fire, Ignites - Requisition: 2
- Armour Piercing - Incendiary: +1 AP, +1 Fire, Ignites - Requisition: 3
- Armour Piercing - Explosive: +1 damage, +2 Impact, Ignites - Requisition: 5
- Long Range: +1 zones to range. - Requisition: 2
Projectile weapons
Projectile weapons, like bows, slings, crossbows. Anything that uses manual power to fire a projectile.
Bows don't reload. You fail your reload roll, you run out.
Standard Projectile weapon | |
---|---|
Range: | 2 |
Ammo: | Projectile (linked to the type of weapon) |
Damage: | 0 |
Firing Mode: | Single-shot |
Reload TN: | 2 |
Requisition TN: | 3 |
Properties: |
Ammo Properties
- Blessed arrow: +0 Holy damage - Requisition: 1
- Holy water: +2 Holy damage, -1 damage, -2 AP - Requisition: 2
- Explosive: +1 damage, Impact: +1, AP: -1 - Requisition: 4
- Incendiary: AP: -1, Fire: +1, Ignites - Requisition: 2
Typical Properties
- Recurve Bow (+0 property): Firing mode becomes equivalent to semi-automatic. Range: -1 zone, Reload TN: +1
- Compound bow (+2 property): AP: +1, Range: +1
- Crossbow (+1 property): AP:+2, reload takes a round. -1 Reload TN.
- Unwieldy (-2 property): You cannot carry many. +2 reload TN.
Military weapons
Standard Military weapon | |
---|---|
Range: | 2 |
Ammo: | Projectile (linked to the type of weapon) |
Damage: | 0 |
Firing Mode: | Single-shot |
Reload TN: | 4 |
Requisition TN: | 4 |
Properties: |
Typical Properties
- Spin activated (+0 property): You cannot attack anyone in your zone, or the next one. Should your grenade miss, on a + it goes to the next zone, on a - it goes one zone back (but will activate).
- Breach-action (-1 property): You need to put in a round every attack. This normally takes a round but you can speed it up by rolling a reload roll. Reload: -1TN
- Semi-Automatic grenade launcher (+3 property): Semi-Automatic. Damage doubles, reload TN: +2, Range: -1 zone
- Rocket-propelled grenade (+1 property): Projectile carries 4 charges. Reload: +2, gains the "Heavy" aspect.
Ammo Properties
Armour
Tools
Vehicles
Cars
Military Vehicles
Airplanes
Boats
Generic Properties
'Ignites:' Sets things that can burn, on fire. If there's fire protection: roll Fire damage VS any Fire protection (or aspects). If there's burnable Cover from the combat environment, it will start burning at a ratio of 1 per point of fire damage. Each piece of cover on fire will cause damage each round to others in the zone at Fire: 1 per point of cover on fire. 'On fire:'