You are Equipped!
And here we go! This is the final major mechanics update on this worldbuilding tour and all, and I hope you enjoy. So there are three types of equipment that it's important to talk about now, ignoring things like cars for now since they're so rare. First, weapons.
So, each weapon can have the following categories.
Wounds: This is how many Wounds of damage each successful hit does, and weapons can range from doing only a single Wound to doing enough that a hit is death.
Range: This is how far away a weapon can be effectively used. You can use a ranged weapon at a range of one greater than it states, but at a -7 (will have to playtest this, mind) penalty, thus meaning that in truth, effective range is effective range. Ranges run from Melee, to Short, Medium, Long, and Extreme, a range that very few weapons except a very, very souped up Sniper Rifle would ever even come close to reaching.
With some exceptions, a weapon that works at a certain range works at all lower ranges equally effectively. There is some chaos with shotguns, and how some long guns can be less useful when the enemy is too close for you to aim, but then they're also close enough that it's not hard to hit someone, and so all in all, unless it is noted otherwise, a Medium range weapon can also kill equally well at short range.
Accuracy: Some weapons are more or less accurate than others. The penalties and bonuses are rarely huge, with the exception of some particularly souped up sniper rifles and some missile launchers (since it's not meant to be targeting a single person), but +1 to Accuracy can be the difference between a Crit Headshot for 4 Wounds and a 2 wound regular attack. Obviously, with few exceptions, close-up weapons don't have an accuracy bonus,and very rarely have penalties.
Requirements: Most guns and weapons do not have requirements, but if you want to wield a Bazooka without taking an even larger penalty to accuracy and a whole host of 'You fall down after you fire' sorts of problems, you might need to not have made Strength your dump stat. Note, though, that even the heaviest non-Super-Mutant weapon can be wielded by anyone. There's no twenty pound swords here.
Weapon Perks: Special abilities the weapons have, or slight modifications to how things work. This gun can ignore one point of cover, that gun can keep its Condition better longer, this one has an 'overclock' mechanic, and that power fist can shake, rattle and roll you. Or, as an example, a Shock Pistol can be used to create what are called "Non-Lethal Wounds" in which a person is put down to 0 without being dead.
Condition: Alright, this is a big, complicated part of how everything works. Everything has a condition, and everything can be improved in condition or not. Some things are easier to improve than others, and there will be items that have a default state of "Broken/Not Broken." But most items, melee and otherwise, have the following categories.
Broken: Can't use
Poor: -3 to all rolls with the weapon
Average--+0
Good: +1
Great: +2
Perfect: +3
In general, Repair is used for most weapons, though Survival might have its place for, say, bows and arrows.
So, what does it take to repair a weapon from Broken to Poor? It depends. Literally, it depends, which is why it's often easier to just make sure it never breaks in the first place, as it can sometimes be a rather difficult challenge indeed.
It is a DC 12 Repair+Intelligence+dice check to maintain a single object in Poor condition, and involves sitting down and taking the time to look it up, work on it, etc, etc. Not something you can do in a hurry, and the more objects you have to maintain, the more you might be tempted to, for example, take a penalty on your roll in order to process more objects, etc, etc.
It is a DC 15 roll to raise something from Poor to Average, with failure tending to degrade its condition further, and that *same* roll to maintain it. Note: access to certain tools can remove penalties or create bonuses to repairing a weapon or other such tool, which means that a mediocre repairman might be able to improve something to 'Average' but then has to struggle to be able to repair it in the field without taking penalties that give bonuses. IE: "I'll take an extra hour to repair this gun for a small bonus so I can actually succeed."
DC 25 to go from Average to Good. DC 32 to go from Good to Great. DC 40 to go from Great to Perfect. So almost nothing is in perfect condition… and certainly few things stay there for long.
Now, how does something degrade? Each weapon has its own individual degradation track that notes down how many separate uses (as I'll define it: thus, a short gunfight might count as one use, whereas a single, protracted two hour long battle with plenty of shooting, while only a single event, counts as more than one) it takes before the object degrades. Some weapons are more finicky than others, of course!
Weapons:
Name: Jian
Description: A well-maintained weapon, nobody knows where it came from, and it's outnumbered by the cavalry sabers, which are just as effective as it. But it's a curiosity, to say the least. It's currently held by a collector. When asked if he knew anything about it because he was a chinaman and they know all about chinese swords with their 'way of the blade Samurai', Samuel was said to have started cursing and did not stop until the hapless questioner had retreated
Wounds: 2
Range: Melee
Weapon Perks:
Condition: 7/7/6/5/4
Name: Power Fist
Description: A whole new meaning to what a fist can do, the power fist is a gauntlet that is so bad people run in terror from the thing. It's quite effective, and uses Unarmed Skills. It doesn't use ammo, unlike some Power Fists, instead running on a pneumatic spring process to help give that extra oomph to attacks. And make them automatically Lethal, there's that too.
Wounds: 2
Range: Melee
Weapon Perks: N/A
Condition: 10/8/7/6/5
Name: Super Sledge.
Description: A terrifying sledge-hammer like weapon, it is cumbersome but incredibly deadly, and if it hits you just right, there's nothing left of you, at all. Anywhere.
Wounds: 3
Range: Melee
Requirements: Strength 7
Weapon Perks: Ow: Crit on a roll of 8 above, Heavy: Agility -1 while wielding.
Condition: 5/4/3/3/2
Name: .32 Pistol
Description: The classic pistol, quite common in Missouri, which is a state that takes seriously its right to concealed weapons. Hunting Rifles were even more common. It's pretty hard to actually take the thing apart, and so plenty have survived, honestly, compared to how few there might be.
Wounds: 1 Wound
Range: Medium
Accuracy: +0
Weapon Perks: N/A
Condition: 5/4/3/2/2/1
Name: Assault Rifle
Description: This is of course a general description of a wide range of semi-automatic rifles, some of which are pre-war, but most of which are kludged together post-war creations that look far uglier than the sleek pre-war guns, but more or less work as well.
Wounds: 3
Range: Medium
Accuracy: +0
Weapon Perks: N/A
Condition: 4/3/2/2/2/1
Name: "Gutfucker"
Description: A very crudely named Shotgun that was owned by one of the most dangerous raiders of the last era, it's now in the possession of a collector in River Market, who admires the thing. It is a cut-down gun, with the barrel cut down, and a lot of hard to understand modifications done to the barrel and the weaponry itself that seems to make it far more lethal than it should be.
Wounds: 3
Range: Close
Accuracy: -1
Weapon Perks: Ignore 2 points of Armor bonus. In your Guts--At Melee range, pressed against the body of the target, it automatically crits if the attack succeeds.
Condition: 6/3/2/1/1
Name: AEP 7 Laser Pistol
Description: The classic weapon sidearm for those with a desire to really mess with their enemies, it entered wide production and was well on the way to replacing a mere bullet pistol as the primary and standard issue side-arm of the U.S. military. And then the bombs fell.
Wounds: 2
Range: Medium
Accuracy: +1
Weapon Perks: Laser Weapon--Ignore 2 points of Armor bonus. Smoking is Bad for Your Health--A crit only takes a roll of 8 above the enemy.
Condition: 3/2/2/2/1
Name: Plasma Rifle
Description: One of the rarest and most powerful types of Energy Weapons in the Wasteland, it far outstrips its cousin, the Laser Rifle, and whereas you can find a few of those bopping around, the parts to get it are really, really rare. But then again you have a weapon that has a great range, is startlingly accurate, and can just burn through your enemy like nobody's business.
Wounds: 3
Range: Long
Accuracy: +1
Weapon Perks: -3 to Repair rolls, Ignore 4 points of armor, Burn Baby Burn--A crit only takes a roll of 5 above the enemy
Condition: 3/2/2/2/1
Name: Samuel's Shock Pistol
Description: Samuel "Tommy" Day's custom shock-pistol, given to him as a gift and carefully modified to add a sight and a grip, both of which, combined with a few other tweaks that the Electro-Smith added, make it a very, very accurate weapon, especially when kept in good condition. It's the main thing he uses outside of full-on war, and it has served him very well, and he would never part with it while he has breath in him. It's a strange looking pistol, all silver and chrome, with a barrel that sparks when it's been used too much.
Wounds: 1 (see perk), 2(base), 3 (see perk)
Range: Long
Accuracy: +3
Weapon Perks: Non-Lethal: By switching a setting, Samuel can make it non-lethal. It does 1 Wound of damage, but when the target is put down, they're not dead. Overcharging: By changing some settings, Samuel can overcharge the pistol, making a single shot that deals +1 Wound (so from 1 to 2 with non-lethal, or from 2 to 3 with lethal), but for each shot done that way, its condition degrades by 1, effective immediately, meaning that one can shoot the whole thing to pieces if you're scared. Shocking-- -1 to rolls not to be affected by the Wound loss/Wounds left penalties. Zounds!: +1 Speech towards anyone with a Science of 50 or higher.
Condition: 3/2/2/2/1
Armor:
Armor is simpler, in some ways, though also harder. Armor too degrades, and it has a Condition, and a condition chart and all of that, but its main effect, or at least the main effect of most armor, is to provide a bonus to resisting an attack. Sometimes this resistance is conditional. A bulletproof vest might stop a handgun round but not a sword blow. Etc, etc. Sometimes it is universal. Resistance usually ranges from +1 to +6, and some armor has special values or properties on top of that, thus they too have Tool Perks.
Armor that is in Poor condition protects worth 1 point less, while Armor in Great condition protects one point greater.
Some armor has special "Perfect" Perks in which, by being in Perfect condition, it benefits you or harms the enemy.
Power Armor, though, that's different entirely. It has a Resistance value, yes. Usually 6 or above, though there are some that have it a little lower. The most special thing about them, though, is their Health.
They have their own Wound track. Thus, a pair of Power armor might have, for instance 10 Wounds. That means that just to get to the actual person, you have to 'kill' the armor. Of course, as expensive and hard to repair as the armor is, requiring Science 50 to even attempt it, a 'wounded' suit of armor is hardly a good thing, and as rare as the armor is, many would say that it's worth far more than just about anyone wielding it, and in the Kansas City Wasteland, what with the lack of Brotherhood presence, it's a lot like shielding your body with solid gold.
Additionally, all Power Armor has "Damage Reduction" ranging from 1 for lighter or scout models to 3 for the most advanced types of suits, which are literally not found at all in the Kansas City Wasteland among any factions at all. As the name says, it reduces the number of Wounds an attack does by the number: thus an average suit of T-51B Power Armor can ignore the shots of a hunting rifle unless it is fired to carefully hit one of the joints or otherwise exploit the weaknesses that any armor might have.
This is why energy weapons are so dangerous and important, and why the Brotherhood were so fucking terrifying. They wielded energy weapons STANDARD and were equipped in Power Armor, which meant that not only did you need overwhelming firepower to put them down, but meanwhile they'd be hitting your fragile troops harder than you can hit them.
Even a single man in Power Armor, at the right place and with enough training not to think "I'm invincible, so I'll stand out in the open and dare people to shoot me with rockets", can and has turned the tide of an entire battles in the Kansas City Wasteland.
Examples:
Name: Advanced Raider Armor
Description: Build with bullet-proof materials, and more than many raiders wind up wearing, it's designed so that some elements are strong against bullets while others can deal with stabs and slashes, and thus it is equally effective against both, unlike an old-fashioned bullet-proof vest, which is slightly less effective against a hard, strong thrust with a melee weapon.
Armor Rating: +3
Armor Perks: None. Perfect--Intimidation!: +1 to all Speech rolls involving threatening others: anyone who cares so much for his armor has to
Condition: 3/3/2/2/1 (Poor to broken/Average to poor/Good to Average/Great to Good/Perfect to Great)
Name: Housing Authority (Menial) Combat Gear
Description: Drab, grey leather armor with drab, slightly less grey plates over vital areas. One size fits all!
Armor Rating: +2
Armor Perks: +2 to any Sneak rolls to blend in with Housing Authority groups. Perfect: Some Soldiers are more Equal than Others -- +4 to all Speech rolls involving Housing Authority citizens
Condition: 5/3/1/1/1
Name: Riverman's Longcoat
Description: A moderately dashing article of clothing, made with genuine Redstag hide! Waterproof, Bullet resistant, and designed with more concealed pockets than you could ever conceivably need.
Armor Rating: +1
Armor Perks: +1 to all Cha checks Perfect: Smuggler's Dream -- +5 to Larceny checks involving hiding objects on your person.
Condition: 3/2/2/1/1
Name: Scavenger's Robes
Description: A set of mottled, dirty robes that cover almost your entire body, perfect for both camouflage and protection from the brutal Wasteland weather (summer and winter!) Favored by scavengers, caravaneers, and Saintist pilgrims.
Armor Rating: 0
Armor Perks: +5 to all survival checks involving enduring the elements, +5 to Sneak checks outside urban areas. Perfect: One with the Wasteland -- Provides a +2 concealment bonus to armor in combat outside urban centers.
Condition: 6/5/3/2/1
Name: Archbishop's Robes
Description: The ceremonial uniform worn by the spiritual and temporal leader of the Saintist Archbishopric. How did you even get this?
Armor Rating: +0
Armor Perks: +5 to Bluff checks involving impersonating important Saintist religious figures Perfect: I Have So Many Questions -- +10 to Speech checks involving proving your skills as a thief.
Condition: 3/2/1/1/1
Name: Jayhawk Wargear
Description: Elaborately painted and festooned with ornaments, this leather-and-steel armor is nonetheless highly effective.
Armor Rating: +4
Armor Perks: None. Perfect: Rukchak! -- +2 to intimidation rolls.
Condition: 4/3/2/1/1
Name: The Spiked Samurai Suit!
Description: Some mad idiot's idea of what Samurai armor looks like, it was stolen by a raider and is still in use. It is...pretty cool looking, if you like metal spikes painted red the color of blood and a helmet that makes it hard to see.
Armor Rating: +4
Armor Perks: -2 to all people trying to attack with Melee, -4 to Unarmed. Perfect: The Samurai Way--+2 to your own Melee attacks.
Condition: 2/2/2/1/1
Name: T-51b Power Armor
Description: The classic Power Armor, of a type that has only been seen once, wielded by Vault 42. Even the Atkins armor is a little more outdated, and rumors that there are even stronger types of power armor are generally scoffed at.
Armor Rating: +7
DR: 2
Wounds: 10/10
Condition: 3/2/1/1/1 (Poor Condition makes the DR 1)
Special Notes: Restoring each Wound of armor requires first raising it to Average condition, and then a D10*point check in order to restore a certain amount in a session. Thus, if you have 2-3 hours and armor at 1/10 Wounds, then it'd take a success on a D90 roll to get it back all the way up in a single session. Instead you'd, you know, aim lower and accept that you were going to spend a lot of time hammering away at the damn thing. Thus, without special tools and equipment, even maintaining one is an absolutely bitch.
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Tools:
Also known as everything else! That cool set of wrenches and a workbench? Gives you +2 to repair rolls, or etc, etc! That gas mask? Has a perk that makes you immune to chemical warfare attacks of a certain kind. It's a pretty simple concept, and unlike Weapons and Armor, I'll be handling the Condition method a lot more forgivingly, by which I mean I'll treat it narratively. If you get into a situation where a Deathclaw might maul your gas mask to pieces, then yes, it'll happen, but unlike Weapons and Armor, keeping track of how well a wrench is holding together seems a little iffy.
I mean, I already know that Condition as it works is very much not a forgiving sort of thing, but then neither is the wasteland.
So, example Tools:
Name: Gas Mask
Description: To think, people were once afraid of this, and not nuclear attacks! Though, the Confederacy has used chemical warfare before.
Tool Perk: Immunity to all gas-based chemical attacks!
Name: Three Piece Suit
Description: Most suits come in dozens and dozens of pieces. Or as the kids call them: shreds. Based on a Pre-War design, this is pretty expensive, but you have to admit, it looks nice.
Tool Perk: +3 to Speech rolls when in circumstances where it'd be advantageous (IE, it's not going to help you talk down Raiders, no siree).
Name: Master Gunsmith's Workbench
Description: This large bench is not very mobile, but then a very good Gunsmith can afford to stay put, because he or she is always useful.
Tool Perk: +5 to Repair rolls involving Guns.
Requirements: In order to use it properly without fucking something up, you need a Repair of at least 25.
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A/N: So, this is really rough.