Properties

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Properties are like aspects, except they're always active, they're set parameters or bonuses that are inextricably linked to an item or creature. As a rule of thumb don't make an item should never have more than a +3 or -3 cost modifier (even +3 HAS to be very rare).

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 when firing at a target beyond the gun's range (minus any range bonuses). 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 trying 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).

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.

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 combat knife. Takes some practice to wield, quite solid, short range.

Basic Melee weapon
Range: 0 zone
Damage: 0
Requisition TN: 2
Properties:

Typical Properties

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 caliber (+ 2 Property) : +1 damage, +1 Reload TN
  • Burst-fire (+2 Property) : Allows burst-fire
  • Mastercrafted (+3 Property) : +1 to Shoot
  • Wristbreaker (-2 Property) : -1 Shoot next round

Ammo Properties

  • Blessed (+1 Property) : +0 Holy damage
  • Holy water (+2 Property): +2 Holy damage, -1 damage, -2 AP
  • Hollow-point: +1 damage, -2 AP
  • APDS : -1 damage, AP: 3


Submachine gun

Basically a pistol, usually with a longer barrel, slightly larger magazine and burst-fire.

Standard SMG
Range: 1 zones
Ammo: Pistol
Damage: 0
Firing Mode: Semi-Automatic, Burst-Fire
Reload TN: 4
Requisition TN: 3
Properties:

Typical Properties

Ammo Properties

Rifle

The rifle is your bog-standard single-action rifled firearm. Long barrelled and reliable.

Standard Rifle
Range: 3 zones
Ammo: Rifle
Damage: 0 / AP: 1
Firing Mode: Bolt-action
Reload TN: 2
Requisition TN: 4
Properties: - Long Barrel - Bulky

Typical Properties

  • Long barrel (+1 Aspect)
  • Bulky (-1 Property) : +1 to anyone observing to spot the item in question.

Ammo Properties

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 / Blud
Firing Mode: Single-shot(Pump action)
Reload TN: 4
Requisition TN: 3
Properties:

Typical Properties

Ammo Properties

Assault Rifle

Assault rifles tend to have larger clips than regular rifles, though Semi-automatic tends to invite more regular firing. Militarizing is an option to get other fire modes.

Standard Rifle
Range: 3 zones
Ammo: Rifle
Damage: 0 / AP: 1
Firing Mode: Semi-automatic
Reload TN: 3
Requisition TN: 4
Properties:

Typical Properties

Ammo Properties

Projectile weapons

Projectile weapons, like bows, slings, crossbows. Anything that uses manual power to fire a projectile.

Standard Projectile weapon
Range: (Physique) zones
Ammo: Projectile (linked to the type of weapon)
Damage: 1
Firing Mode: Single-shot
Reload TN: 2
Requisition TN: 3
Properties:

Typical Properties

Ammo Properties

Armour

Tools

Vehicles

Cars

Military Vehicles

Airplanes

Boats