Weapon and Armor Ratings

Another little thing we’re trying out for this campaign that could be incorporated into future Fate and Famber games depending on how we like them in this game. This rule is subject to change as we are figuring out the its balance.

Weapon and Armor Ratings

Several of the entries in this section refer to Weapon and Armor ratings. You can use them in grittier games as a blanket assumption rather than relegating them to extras, if it’s appropriate—getting hit by a weapon will damage you more, and having armor keeps that from happening.

A Weapon value adds to the shift value of a successful hit. So, if you have Weapon:2, it means that any hit is worth 2 more shifts than it would normally be. This counts for ties, so when you’re using a weapon, you inflict stress on a tie instead of getting a boost. That makes weapons very dangerous.

An Armor value reduces the shifts of a successful hit. So, Armor:2 makes any hit worth 2 less than usual. If you hit, but the target’s Armor reduces the shift value to 0 or below, you get a boost to use on your target but don’t do any harm.

It is recommended setting a scale for Weapon damage from 1 to 4, keeping in mind that on a tie, a Weapon:4 hit will take out four Average nameless NPCs. Then set your Armor ratings based on what you think you’d need to fully protect against the weapons on each level.

Weapon and Armor Rankings

In some ways it’s kind of like enhancement bonuses in Pathfinder. In short, a weapon with a rank means it always does that much damage at a minimum. Armor with a rank dictates the maximum amount of damage the wearer can take.

For example, if you have a Weapon: 2 and roll 1 shift against an opponent, you deal 2 damage because that’s the minimum damage you can do. However, if you roll 3 shifts then you deal 3 damage as normal. If you tie on an attack roll you can choose to deal the 2 damage rather than take the boost.

The only time that you do not deal your maximum damage is when your opponent is wearing ranked armor. If you are wearing Armor: 3 then that is the most damage you can take. Keep in mind, this is not saying it reduces the amount of damage by 3. But this again can be negated if the armored character is hit with a success with style, in which case the armor is ignored.

So a Weapon: 4 vs an Armor: 2 would mean that the armored character will only take 2 damage from a successful attack unless the attacker succeeded with style, in which case the minimum damage is 4 as if the armor were not a factor.

Weapon ranks start from 1 and go as high as 4 where armor starts at 4 and progresses to 1. Each rank costs two refresh to obtain. It might be possible to come across ranked armors and weapons in game rather than buying them with refresh and might be able to be bought with wealth instead, but that remains to be seen. For the purposes of this game, you don’t actually need an item to give you ranked armor as long as you have a power that provides it.

Weapon and Armor Ratings

Fate: Venture City Nagryph