Shimmering Kingdoms FATE
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.