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1

In a game I've mastered, my players managed to acquire some cash, but that was one-time event. So it became an aspect "a nice purse of gold" with some free invocations that could be used in Resource rolls (or actually Burglary because of Black Market stunt). In a similar way you can handle it mechanically as a "Create advantage" with Steal which can be used ...


10

There are a number of parts to this. First of all, the pure mechanics of looting stuff. Stealing things would often come under the Burglary and Stealth skills, but other skills might get involved too. Find a likely target (Contacts), observe it to find the best time and way to break in (Burglary, creating an aspect to use later if needed), pick the lock ...


4

I think you've got it a bit wrong - stealing stuff is totally under burglary. If your player wanted to increase his wealth through theft, he could continue to steal things and occasionally play a scene with fencing it that would involve a social roll, like deceive or rapport. Then, at a milestone, he could bump his resources by trading it with a higher ...


4

I would simply change the difficulty. You want to kick open that door? Sounds like a you need a great (+4) effort. But with the right tools the difficulty might drop to fair (+2). But opening a door does not sound like something your want your players to roll on - remember: Only let them roll if both results (success and failure) are interesting.


9

There is no such thing as a weapon (or anything else noteworthy in a Fate game) without an aspect, so invoke away! But see the bottom of my answer for a challenge to the idea you need a numerical bonus (or an action!) at all. Aspects are explicit statements about implicit narrative truths. This means that everything which is true about your story has an ...



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