Larok narrows his eyes menacingly. Pretty intimidating look.
"You are hardly better than the dirt beneath my boots, miserable wretch."
Boop.
That kind of
hint is plenty enough for me, although I can also pick up
more subtle ones.
In other news I've finally figured out weapons and armour. (at long last).
So, we currently have equipment aspects for what your character is armed with. That'll stick around. They're aspects which can be relied just as much as your other aspects-
Taking a stealth check? "Jonah is wearing
Dust-covered travellers clothes, so he blends in better."
You've been grabbed? "Because of Alanah's
Silks, she has an easier time slipping out of that"
Or the GM could use them against you.
"Because of your
heavy armor you sink like a stone in the cold water"
Never be afraid to fork in aspects for most of your checks, or even fork in more than one.
(Yes,
another gameplay change from standard FATE now.
Every cumulative relevant aspect is another +1 to a check, borrowed from the Burning Wheel system.)
Weapons are slightly different. Sure, you can prop things up with your
spear or cut holes in a tent with your
knives, but their real value is dealing extra stress to armor- that being, blunt vs free-moving armor, slashing vs non-metal armor and piercing vs plate. (Some damage types may be OP, please advise)
Finally we get to quality and crafting.
Weapons and armor of a sufficient quality have a stress value and an equipment consequence.
All equipment has a consequence slot, however the stress value of any particular piece of equipment is commensurate to the difficulty of the craft check in order to make it.
Equipment can be made 'Masterwork' quality if a check is succeeded with style- which is naturally harder to do the harder a check the crafter decides to attempt.
Most crafters will have to choose between sturdy, pragmatic gear or subtle, delicate gear. Great crafters may get away with attempting to reach both.
Armor:
Armor's stress is added directly onto your personal physical stress. If you were to take 2 stress and your armor has a [2] stress box, you can tick that box instead of taking the damage.
Armor only ever has a single stress box, which is equal to the craft check attempted to craft it. (check, not result)
Likewise the armor's consequence box can be ticked instead of you taking a consequence, however rather than healing on its own it will require an investment to repair.
Light armor confers a Mild [2] consequence, medium armor a moderate [4] consequence, and heavy armor a severe [6] consequence, although they also have many downsides to their aspects.
When the armor's consequence boxes are ticked, that armor is considered 'damaged', and cannot be used until time and money (or skill checks) have been put into fixing them.
Broken light armor will just require an afternoon's sewing, whereas broken heavy armor will require a full refit and can be far more expensive.
Armor cannot be taken out of action. If damage dealt is too high to fill a consequence box, it is instead put directly onto your health.
Masterwork armor does not confer a direct combat bonus, instead it allows you to add extra positive 'flair' onto your equipment aspect, making it more useful later.
"Light" chainmail would allow you to move more freely, giving an athletics bonus, whereas "gilded" plate armor would make you appear ostentatious, possibly helping rapport or provoke checks.
Weapons:
Weapons have stress much like armor does, however weapons of quality have commensurate stress boxes all the way up to their highest box. The reason for that is simple.
Whilst a weapon is being used, it automatically confers a +1 to all physical stress dealt by attacks using that weapon- however it is also accumulating stress as it is dealing damage.
The amount of damage you deal with a weapon is also dealt back to that weapon (and that weapon alone!) as stress. If you cause [2] stress with a nick, your weapon will become less damaged than if you were to cause [6] stress by cleaving through something important (and solid).
Weapons all have a Moderate [4] consequence slot. If that slot is filled, then the weapon is 'blunted', 'cracked' or 'chipped'. At this point you can choose not to use the weapon's bonus, you can assume your character is being more wary with their weapon. However, if the weapon is ever taken 'out of action', it is broken and is treated as a consequence for the purposes of actions, advantages and actions.
(Yes! Enemies can use invokes from your broken sword!)
Crowdsourcing ideas time:
1: What looks Overpowered/Underpowered?
2: Should masterwork weapons work in the same way as armor, confer a ++1 to stress, or something else?
3: Are the equipment rules too complex?