Equipment

Wealth and Buying Things
Wealth Stress
General Equipment
Weapons
Armor
Mounts and Vehicles
Services

Selecting Beginning Equipment

Characters with access to an organization’s resources act as if they have Resources at Fair (+2) and, with the organization’s backing, can potentially make bigger purchases. These expenditures are tracked by the organization, so if subterfuge is important, personal resources are a wiser choice.

The character has the minimum amount of equipment that he needs for his current occupation. For example, a soldier will have a weapon of some kind (most likely a shortsword or spear). A healer will have a healing kit. These will be of basic quality, not too expensive and certainly nothing with a cost of more than 2.

Also during character creation, for each aspect or stunt reasonably connected to an item of some kind, the player can pick one item with a Mediocre (+0) cost.

Finally, you can also pick a number of other items equal to his Resources skill. These items must have a cost equal to or lower than his Resources skill. Buying further items may or may not require a Resources skill test, as described below

After Character Creation

The higher a character’s Resources skill, the more likely he can obtain gear when he needs it, either during an adventure in the middle of nowhere or during downtime in a city, hideout or castle preparing for a mission.

In The Field

Where resources aren’t readily available
In the middle of nowhere, when it’s really down to what the characters brought with them, you need to “retroactively” work out whether they actually did bring the thing they need. Characters use the Resources skill to add equipment to their inventory there and then: it turns out they actually had it with them but hadn’t confirmed it until they looked for it. The difficulty is 1 level higher than the equipment’s cost: if a character makes the Resources roll, he’s assumed to have the item with him.

For example: Yliria Nimble-Fingers is searching the tunnels of a pirate hideout, looking for Blackdrake the Assassin. The tunnel ahead is in darkness, and she realizes she’ll need some light. While it’s not on her list of equipment, it makes sense that Yliria, a thief and burglar, would have something like a hooded lantern for just this eventuality. Yliria’s player successfully makes a Good (+3) Resources check (the lantern’s Fair (+2) cost +1), and Yliria unties the lantern from her backpack!

Non-mundane equipment with a cost above Mediocre (+0), such as weapons, shields, mounts, or anything restricted, requires the expenditure of a Fate point to allow a Resources check “in the field”. The Fate point doesn’t provide any bonus, but just allows the attempt. The player must explain the presence of the equipment or agree with the Story Teller to provide a local means of acquiring it. Failure means the character can’t try again until they’re back at base or find a supplier.

For example: Yliria has discovered a trap and wants to deactivate it, for which she needs a set of thieves’ lockpicks and tools. The Story Teller says there’s a chance she has one – such tools are restricted, but Yliria has the Access to Restricted Equipment stunt. She pays a Fate point and makes a Resources roll against Great (+4) difficulty, since the tools’ cost is Good (+3), modified “in the field” by +1 to Great.
The difficulty is also affected by circumstances. For example, if Yliria had to strip off to swim through a flooded corridor and then realized she needed the picks and tools to deactivate the trap, this might increase the “in the field” difficulty by at least +1: it’s reasonable to assume the character chose only a few important items on her tool belt to bring with her.

Back at Base

Anywhere with access to resources
During adventures or downtime, if a character gets to a shop selling equipment or gets access to his own extra gear, the player can try a Resources roll, as below.

Wealth and Buying Things

In Shimmering Kingdoms, a character’s exact worth is not tracked. Gold pieces and silver coins are merely flavor and setting. Instead, every character has a Resources skill which is an abstract measure of spending power.

Buying Things

When it comes to buying things using Resources, any service, piece of property or treasure has an associated Cost. Cost of items is measured on the adjective ladder – with a number, generally between 1 and 10. Examples of the various costs of items are given in the appropriate sections, below.

Characters can buy reasonable quantities of anything with a cost less than their Resources skill worrying about it.

Buying something out of the ordinary for the character requires him to make a Resources Test, with a difficulty equal to the cost of the item.

Precisely what out of the ordinary means when it comes to making purchases is open to the interpretation of the table, but Resources checks are certainly needed when:

  • Buying an item with a cost of a character’s Resources score, or higher.
  • Buying equipment for henchmen, or other player characters, regardless of the listed cost.
  • Buying something rare where the character is, regardless of the listed cost.

Bear a few things in mind. Characters with a high Resources skill should be throwing money around – that’s the whole point of taking the skill. Also, while money can remove obstacles, it shouldn’t solve problems: a hefty bribe to the Red Cloak’s (Thieves Guild) gets you an audience with the guildmaster, but getting him to help you is another matter.

If a character is in a place where he can’t use his usual resources, buying things is more difficult – say +1 for a modest amount of red tape, to +4 if you’re limited to the already-converted local currency. Difficulty increases needn’t indicate an increase in the actual cost of the purchase, but more likely the increased effort required to make the purchase happen.

Generally, a character may only use the Resources skill to purchase an extraordinary item once per session. Each additional such purchase will require either the expenditure of a Fate Point, or checking off one of your Wealth Stress boxes (see below).

Outcomes

So what happens as a result of the Resources check.

Fail – Either what you want is not available, will take too long to acquire, or it is out of your price range. It may also mean you will have to compromise and accept a lesser quality item at a higher price. If the purchase is such that you cannot refuse the deal (such as Monthly Lifestyle Maintenance – below), you tick off one box on your Wealth Stress Track or pay one Fate Point to purchase the item. If the purchase is optional, you may spend the Fate Point or accept the Wealth damage. Alternatively you may choose to refuse to purchase the item, costing you nothing except the failure. But at this point in the process, your rebuff to the seller after the “negotiations” have been worked out will gain a negative situational aspect with respect to the merchant involved.

Tie – You get what you want but it either takes longer to acquire, or is of a lesser quality (details left to the storyteller), unless you tick off one box on your Wealth Stress track.

Succeed – You get what you want in a reasonable amount of time.

Succeed with Style – You might actually get an exceptional item, or some other benefit. An Exceptional item has some positive aspect associated with it, one that you can invoke in the future, depending on the nature of the item. For instance, a sword might turn out to be of Masterwork Quality, which can be invoked on Melee Combat rolls (this aspect will not increase the damage modifier, but it will give bonus shifts that might subsequently increase damage, or at least help to get past the opponent’s defenses). A jeweled necklace might be studded with Rubies the Size of Dove’s Eggs, which could be invoked in social situations, to impress or distract. Another benefit might include a new, positive relationship with the seller or situation, or perhaps the item’s purchase does not go against your usual one-per-session limit.

Haggling

When you try and buy something, generally the act of making the Resources roll represents everything from haggling, trying to beg, borrow and steal from your friends, to the exchange of money (or barter) for goods, etc; therefore you need not worry yourself about getting the best possible price for an item. The Resources test encompasses the whole process.

It is possible to use Rapport to negotiate the purchase of an item (or even Provoke if you are being a jerk about it).

This is usually only an option when buying something 1) out of the ordinary (see above), and 2) something which the seller claims to be currently available, or available within the negotiated terms. When you opt to use alternate skills for purchases, you bypass the rules for Resources, relying specifically on your charm (or intimidation) to affect the social relationship between you and the seller, and purchase the item.

In this case, you roll the appropriate skill (Rapport or Provoke) instead of Resources. The outcomes are fairly straight forward, based on the social skill used.

Fail – You are unable to come to a successful arrangement. You can walk away, or check a Wealth Stress box, paying too much for the item (see Wealth Stress). Either way, things did not go well, and you gain a negative Aspect regarding the seller, or the situation.

Tie – You get a lesser version of what was promised, or you can check a Wealth Stress box and get what you want.

Succeed – You get what you want.

Succeed with Style – You get what you want, and you also get an added benefit on top of that. Perhaps a new, positive relationship with the seller or situation, or perhaps the item’s purchase does not go against your usual one-per-session limit.

Lifestyle (Monthly Lifestyle Maintenance)

Characters are assumed to live within their means. If something costs two steps less than your Resources, you probably have one already, assuming it’s something it would make sense for you to have. Otherwise you just have to go somewhere you can buy it.

But as we don’t keep track the minutia of expenses such as paying for meals, hostels and the like, this rule takes those things into account.

If the character has a profession where their day-to-day expenses are easily met, there is no need to roll for Monthly Lifestyle Maintenance, unless they missed work, are living beyond their means, or if they have boxes of damage on their Wealth Stress Track. A character’s lifestyle is normally dictated by income from their occupation, a number equal to their skill level in Professions or Crafts minus one. For example, an apprentice blacksmith with Craft (blacksmith) at skill level 2, would generally live poorly (Lifestyle 1 – see below). If the character missed work, they are required to make a MLM roll, with a penalty of -1 per week or less missed as a penalty to the roll.

Certain aspects may be invoked to aid in this roll.

Monthly Lifestyle Maintenance is a Resource roll against a target number (set below). The following is a guideline for maintenance based on lifestyle:

Very Poor 0
Poor 1
Average 2
Moderately Wealthy 4
Wealthy 6
Very Wealthy 8
Filthy Rich 10

A character may always spend Treasure (see below) on their MLM. This is typical for characters who live off bounties or treasure hordes from creatures’ lairs.

Workspaces

Part of the passive Resources measure is the tools and workspaces the character has access to. Workspaces are places you can perform a certain type of work, and owning and maintaining a quality workshop or library requires resources.

A character may have, for free (as part of their MLM), a single library, laboratory, or workshop of a quality equal to his Resources minus 2. As described in Crafts, Lore and Professions (as well as most Magical Skills), a workplace’s quality determines the highest difficulty of a “question” or project you can pursue there: see the respective skill descriptions for more.

A player wanting a specialized workspace, such as a library containing only information about dragons, may have it at a quality equal to Resources minus 1. Higher quality workspaces may be constructed, but require a Resources roll against a difficulty equal to the quality +2 (or +1 in the case of a specialized space), and won’t be immediately available at the time of purchase (though shifts for succeeding with style may reduce the time, as usual).

Treasure

Adventurous characters often acquire wealth and other valuables like treasure chests full of gold, ancient artworks, or gorgeous jewelry. Each of these is a treasure (so, an ancient artwork is a “treasure”, as is a chest of gold); each treasure has a quality measuring how significant or valuable it is.

You can use treasures in conjunction with Resources rolls to purchase things. Make a Resources roll against the item value as normal; if the roll fails, you can use a treasure to make up the difference. Using a treasure this way reduces its quality by an amount equal to the Resources roll’s margin of failure. You can only use a single treasure to gain a bonus on a Resources roll. So, you can get a +3 bonus from a +3 treasure, but not from three +1 treasures.

For example: Jenth has Fair (+2) Resources and wants to buy a Superb (+5) sword, but his Resources check only nets a +3 total. Fortunately, Jenth has a pouch of silver coins he took off a hobgoblin on a recent adventure – a Good (+3) treasure. He adds this to his Resources effort for a total of +6, enough to afford the sword with one shift left over. He’s used up nearly all of his Good (+3) treasure, leaving him with only a few silver coins – an Average (+1) treasure.

We’re treating treasure in quite an abstract way here, in keeping with the abstraction of the Resources skill; we’re not interested in exactly how many silver pieces Jenth has – he literally has just a “pouch of silver coins”. If you find a pouch of silver coins yourself, that’s exactly what you have: a Good (+3) treasure.

One time cash rewards, or hoards of valuables are known as Treasure. Any treasure acquired has a Value, from 1 to 10. Treasure can be used instead of Resources to purchase an item with a Cost less than or equal to its Value. It can also be used to pay Monthly Lifestyle Maintenance (above). After the purchase or expenditure, the Treasure’s Value is reduced by the item’s Cost. Once Treasure is reduced to zero, it has all been spent.

Treasure may also be used to erase boxes from the Wealth Stress Track. It may also be used to “buy off” Wealth consequences, justifying the start of recovery.

A character might have more than one cache of Treasure. Different caches are kept track of separately, and not combined.

Selling an item gives a character Treasure with a value equal to one less than its cost. It is usually the case that the selling of an item regains less money than it cost to buy. Of course, just because an item has value, it does necessarily mean it is easy to find a buyer.

Treasure

Quality Mediocre (+0) A handful of coppers, some lint, etc.
Average (+1) A pouch of copper coins, a few silver coins
Fair (+2) A handful of silver coins, a gold coin, a semi-precious stone
Good (+3) A pouch of silver coins, a few gold coins, a handful of semi-precious stones, jewellery
Great (+4) A handful of gold coins, a gem, fine jewellery
Superb (+5) A pouch of gold coins, a small chest of silver coins, gem-set jewellery, bejewelled cup
Fantastic (+6) A small chest of gold coins, a large chest of silver coins, a large gem
Epic (+7) A large chest of gold coins, a few large gems
Legendary (+8) A huge pile of gold coins and gems

Wealth Stress

As discussed on the Stress page, each character possesses a Wealth stress track. When you attempt something that would be made easier by the liberal application of cash, you can check a Wealth stress box for a bonus to your roll. The bonus equals the value of the checked box. This may only be done once per session, and used only for exceptional purchases, (see above).

For example, if you’re haggling over the price of a fancy carriage using Rapport—or Provoke, if you’re being a real jerk about it—and you fail your roll, you could check a Wealth stress box to pay too much for it. Or perhaps you’re planning a heist and fail your Larceny roll, check a Wealth stress box to get—or have gotten—the expensive gear you need to pull it off. Can’t find the assassin you’re looking for with Contacts? Maybe checking a Wealth stress box will improve your informants’ memories. And so on.

In other words, it’s succeeding at a serious cost, where that cost is literally a cost.

General Equipment

The tables below contain short listings of equipment, detailing any game effects, bonuses, range (if any), cost (the difficulty to acquire). An asterisk next to the item means it’s restricted, requiring the Access to Restricted Equipment stunt before a Resources roll can be made. Some expensive or difficult to acquire items require more than one successful Resources check, representing the extra time, money and effort needed.

Once again it is worth pointing out that the Shimmering Kingdoms campaign is not about the details and minutia of keeping track of every silver and replacing your arrows as you use them. The Resources skill should only come into play whenever there are significant stakes involved. Certain items might be more expensive where they are harder to come by, or cheaper where they are plentiful and readily accessible. These things are part of the narrative, not part of the bookkeeping. Feel free to list your characters equipment, but know that you are not strictly limited to the items listed on your sheet. That is one of the beauties of FATE Core.

The following tables are merely guidelines, and are by no means exhaustive.

Miscellaneous Goods

Item Cost Weight (lbs)
Backpack Mediocre 2
Bedroll Mediocre 4
Book (blank, 50 pages) Great 2
Candles Average 1
Climbing gear Fair 6
Flask Mediocre 1
Grappling hook* Fair 2
Healer’s Kit Fair 1
Lantern Fair 3
Oil, 1 pint flask Mediocre 1
Pick or shovel Average 5
Quiver (20 arrows or bolts) Average 2
Rope (20 yards) Average 15
Scroll case Average 1
Tent (1 man) Average 8
Thieves’ Lockpicks and Tools* Good 2
Tinder Box Average 1
Torch (1 hour) Mediocre 1
Waterskin Average 1
Writing equipment Fair 1
Riding gear Fair n/a

Clothing

Item Cost Weight (lbs)
Normal clothing Average n/a
Formal clothing Good n/a
Winter gear (cloak and boots) Fair n/a

Room/Board/Food

Item Cost Weight (lbs)
Cheap meal Mediocre n/a
Good meal Fair n/a
Trail rations (1 week) Fair 5
Cheap drink (ale, per bottle) Mediocre 1
Good drink (wine, per bottle) Average 1
Lodging, poor Mediocre n/a
Lodging, good Good n/a
  • Requires the “Access to Restricted Equipment” stunt.

.

Weapons

There are many different types of weapons, from simple clubs to swords, to composite bows. This section provides a brief selection – players and Story Tellers are encouraged to come up with more!

Characters use either the Melee Combat or Missile Combat skills to attack with these weapons.

Not all weapons are purpose-made: since time immemorial bar fights have made productive use of tables, chairs, bottles, etc, to inflict copious amounts of damage. Such improvised weapons have a damage bonus just like normal weapons, but last only one attack before breaking, regardless of whether the attack is successful (see also the Bottles and Barstools stunt).

Weapon Aspects

Each weapon has features intended to provide advantages in one area or another: some are designed to punch through armor; others to reach a long distance and keep attackers at bay. In Shimmering Kingdoms, these features are handled using weapon aspects. Weapon aspects can be invoked or compelled like normal aspects; you have the aspect just by wielding the weapon. Sometimes weapon aspects are negative, representing a weapon’s shortcomings which your opponents may compel against you. In game terms, weapon aspects inject some tactical detail into combat; if you’re using a dagger, and use a maneuver to get into close combat with a great sword wielder, you can invoke their Poor in Close Combat aspect for a combat advantage.

Tasty Weapon Aspects

You can also take a tasty weapon aspect for a weapon you’ve been using a long time and have developed some particular techniques for. Maybe you have a Florentine Fighting Style with your dagger and rapier, or a Weeping Dragon Lunge with your estoc. Take these as an aspect, and you can pay a Fate point to use them in combat – as long as you can narrate the effect.

Melee Weapons

Type Bonus Weight (lbs) Cost Apects, notes
Hand Axe +2 4 Mediocre Poor Defence
Battle Axe* +3 9 Good
Great Axe (2H)* +4 18 Great Heavy, Cumbersome, Poor in Close Combat
Maul (2H) +4 14 Good Heavy, Cumbersome, Poor in Close Combat
Flail +3 10 Fair Entangling, Good Against Shields, Hard to Use
Morningstar* +3 12 Great Poor Defence
Light Mace +2 5 Fair
Heavy Mace* +3 10 Good
War Hammer* +2 7 Good Armour-Piercing
Dagger +1 1 Mediocre Small, Close Combat Weapon, Poor Defence
Bastard Sword* +3/4 10 Great May be used one- or two-handed
Great Sword (2H)* +4 14 Great Poor Defence; Poor in Close Combat; Heavy
Long Sword* +3 6 Good (Includes Scimitars)
Main Gauche* +1 1 Good Enhances Defence; Close Combat Weapon
Rapier* +2 4 Great Enhances Defence; Lightning Fast
Short Sword +2 3 Fair Close Combat Weapon
Club +2 4 Mediocre Unwieldy
Brass Knuckles +1 1 Average Uses Fists skill
Halberd (2H) +4 15 Great Long Weapon; Poor in Close Combat
Harpoon (2H) +3 10 Great Long Weapon; Poor in Close Combat
Pike (2H)* +4 20 Good Long Weapon; Poor in Close Combat; Enhances Defence in Formation
Staff (2H) +2 5 Mediocre Rapid; Long Weapon
Spear (1H/2H) +2/3 5 Average Long Weapon; Poor in Close Combat
  • Requires the “Access to Restricted Equipment” stunt.
    1H: Weapon is one-handed; may be used with a shield.
    2H: Weapon is two-handed; may not be used with a shield.

Missile Weapons

Type Range (Zones) Bonus Cost Weight (lbs) Apects, notes
Throwing Axe 1 +2 Average 2
Self Bow 2 +1 Average 3
Long Bow 3 +2 Fair 4
Composite Bow 3 +3 Good 4
Crossbow 2 +2 Great 10 Slow Reload; Armour-piercing
Harpoon 1 +4 Great 10
Throwing Knife 0 +1 Mediocre 1
Sling 1 +2 Mediocre 1 Highly Accurate
Spear 1 +2 Average 5

Special Weapons

Type Range (Zones) Force Area Cost Weight (lbs) Apects, notes
Alchemical Fire Grenade* 1 Superb 1 Fantastic 2 Area attack weapon: use Melee Weapons to throw. Force is damage bonus. Does the Burn special effect
Alchemical Fire Bomb* 0 Supurb 2 Epic 5 Area attack weapon: use Melee Weapons to throw or drop, or an appropriate manoeuvre to detonate by fuse. Force is damage bonus. Does the Burn special effect
Alchemical Fire Siphon* 1 Superb 0 Supurb x2 5 Ranged weapon; force is damage bonus. Does the Burn special effect
Smoke Grenade 1 Great 1 Good 5 Use Melee Weapons against Mediocre (+0) to throw. Force is Athletics skill check required to avoid a Lost in Cloud and Blind! aspect until you escape the cloud.
Smoke Bomb 0 Fantastic 2 Great 5 Area attack weapon: use Melee Weapons to throw or drop, or an appropriate Create Advantage to detonate by fuse. Otherwise as above.
  • Requires the “Access to Restricted Equipment” stunt.
Grenades, Bombs, and Petards

Grenades come in a pouch of 3; bombs come singly. All are deadly. Range is in zones. Unless otherwise stated, the weapon’s force is the difficulty to recover from the effects, get out of the cloud, release yourself, or get your senses together. Each exchange after being hit, the character may roll Athletics against the weapon’s force to recover, and may act on the same exchange they recover.

Armor

Armor is essentially clothing which protects a wearer from physical damage. In Shimmering Kingdoms, armor has two effects: first, it can absorb one or more consequences which would otherwise affect its wearer; and second, it can sometimes reduce stress damage affecting the wearer.

Armor which takes its full complement of consequences is no longer functional, and will absorb no further damage, although any consequences may still be invoked as long as the armour is worn. Damaged armour doesn’t “heal” naturally, but must be repaired.

Armour Aspects

Some armour has aspects, which may be invoked by the wearer or (more frequently) invoked by an opponent or compelled by the Story Teller. For example, the Story Teller may compel a character trying to sneak while wearing chain armour with the aspect Noisy.

Shields

To use a shield properly you need the Shield Training stunt. Without it, shields only provide the bearer with the Armour Bonus shown below; with the stunt, the Armour Bonus is treated as a Defence Bonus instead (ie it may contribute to spin), the shield may absorb an additional consequence, and the character may invoke the shield’s aspects or compel/invoke an opponent’s shield aspects.

Type Armor Bonus¹ Weight (lbs) Cost Comments
Light Armor (Leather, Studded, Cuirbouilli) -0 15 Great Absorbs 1 Mild consequence
Medium Armor (Splint Mail, Lamellar, Byzantine, Chain)* -1 22 Superb Absorbs 1 Mild, 1 Moderate consequence.
Aspects: Noisy, Hot, Heavy
Heavy Armor (Plate Mail, Full Plate )* -2 45 Fantastic Absorbs 1 Mild, 1 Moderate, 1 Severe consequence. Aspects: Noisy, Hot
Small Shield -1 3 Fair Absorbs 1 Mild consequence; Aspects²: Lightweight, Maneuverable
War Shield -1 5 Good Absorbs 1 Moderate consequence; Aspects²: Cumbersome, Wall of Protection
Craftsmanship Armor or Shield - - Armored Improvment³ Increases Armour Bonus by +1 per improvement

¹The Armor Bonus also applies as a penalty to any power skills, and to the Athletics skill except when used to defend in combat. With the Shield Training stunt, the Armor Bonus acts as a bonus to your defence roll instead of simply absorbing damage.
²Shield aspects may only be invoked and tagged if the character has the Shield Training stunt.
³Armored: The armor or shield has 1 point of armor per improvement; the improvement can be taken 3 times. If applied to armor, the maximum increase is equal to the armor’s initial value (so plate armor, with a -2 Armour Bonus, may gain a maximum
of 2 additional armour points as a result of this improvement).

Mounts and Vehicles

Characters may buy mounts and vehicles. Its owner must make a Resources skill check equal to its maintenance cost each month to keep it in top condition. If a roll is failed, the mount or vehicle gains the aspect In poor condition (which can be compelled and invoked as normal) and suffers a 1 point increase on all skill checks involving the mount or vehicle. Each subsequent failure adds another +1 difficulty. Returning the mount or vehicle back to its top condition costs the standard maintenance cost, plus +1 for every point of poor condition suffered, and can usually only be done “back in civilization”.

Mounts, Structures, and Vehicles

Item *Scale Cost Maintenance
Work horse 2 Good Average
Riding Horse 2 Good Average
War horse* 2 Superb Good
Donkey 2 Fair Mediocre
Mule 2 Good Average
Pony 2 Good Good
Cart 2 Great Average
Carriage 2 Epic Good
Wagon 2-3 Superb Good
Coracle 2 Fair Mediocre
Rowing Boat 2 Great Average
Small Sail Boat 3 2x Superb Good
Long Ship 3 3x Superb Great
Coastal Ship 3 Fantastic Great
Merchant Cog 4 3x Epic Fantastic
Merchant Carrack 4 3x Legendary Epic
Hovel 3 2x Superb Average
House/Shrine 3 2x Fantastic Good
Manor House* 4 3x Epic Fantastic
Keep*/Church 3 3x Fantastic Superb
Tower 3 3x Fantastic Superb
Small Castle/Fort* 4 3x Epic Fantastic
Medium Castle*/Cathedral 5 3x Legendary Epic
Large Castle*/Grand Cathedral 6 4x Legendary Legendary
  • Requires the “Access to Restricted Equipment” stunt.

Services

Access to Skills

There are plenty of experts out there selling their services. This is useful when characters want to consult a sage, sorcerer, or other highly-skilled individual and don’t have suitable contacts.

The cost of hiring a specialist for a defined project is a Resources skill check at a difficulty equal to the desired specialist skill level. If the check fails the characters don’t find the right person in that location and must try elsewhere. Success allows the characters to make one skill check with the hired skill, which they may use Fate points to improve as usual. A failure means the expert can’t help them.

Healing

If characters need healing fast they can visit a house of healing. The house of healing must have a skill level equal to the cost of the healing required. Houses of Healing may include religious organizations (such as at monasteries or nunneries, or small temples dedicated to Purgis or another god) but may or may involve powers of The Faithful. Many such Houses are attended by members of the Society of Physicians , but many also contain healers who follow different paths and professions. Some are solitary wise women who practice herbal remedies, others might be organized guilds within large cities that tend to the diseased, infirm and possibly even the insane.

Healing Required Cost/Quality of House of Healing
Restoring character from Extreme consequence to full health in a month Fantastic
Restoring character from Severe consequence to full health in a week Great
Restoring character from Moderate consequence to full health in a day Fair
Restoring character from Mild consequence to full health in an hour Mediocre
Curing disease or poison Level of disease or poison

Transport

The “Transport Costs” table shows the cost of basic transport per person to various distances. Increase the cost by +3 if you want something a bit more luxurious, one way.

Cost Distance
Average Anywhere less than a day away, by cart or river barge.
Fair Anywhere a day or two away, includes cheap food and accommodation.
Good Anywhere less than a week away, includes cheap board.
Great Any neighbouring country
Superb To a distant country, usually by sea or trading caravan. May take several weeks.

The Land of Shimmering Kingdoms is a great island continent, surrounded by magically cursed seas, thus no travel to other continents is possible, nor are there distant places available where one can explore. It may be possible to use magic to transport to one of the old world realms, but that feat would come with at least a Legendary cost, at minimum.


Return to Hero Creation
Return to Equipment

Equipment

Shimmering Kingdoms FATE PhoenixMark