Fate Condensed · 2020 CC-BY SRD
Weapon and Armor Ratings
Optional Rules > Weapon and Armor Ratings
Want to tap into a little bit of that combat equipment vibe other games have? Consider weapon and armor ratings. In short, getting hit by a weapon will damage you more, and having armor keeps that from happening. (You could model this with stunts, but using stunt slots might not feel right to you.)
A weapon value adds to the shift value of a successful hit. If you have Weapon:2, it means that any hit inflicts 2 more shifts than normal. This counts for ties; you inflict stress on a tie instead of getting a boost.
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 attack’s shifts to 0 or below, you get a boost to use on your target but don’t do any harm.
Choose your range of ratings carefully. Keep an eye on how likely they make a consequence (or worse) on a tie. We recommend a range of 0 to 4 at most.