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.

Some describe a series of very specific statistics such as: Handgun – Range : 20m

Range here is a specific property of a (hand)gun (like firing mode, ammo type, …)

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).

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.

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.

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.

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!