Sunday, October 30, 2011

A Song of Dirt and Wind - Economy, Weapons, and Armor

There is no currency in the Bonelands; instead wealth is measured abstractly as supply days.  Each supply day represents the water, food, clothes, and other resources needed to get by for one day.  A supply day generally weighs five pounds.  Goods are generally measured in how many supply days they are worth.  For example a functional car may be worth thousands of supply days.  Generally a supply day is worth 1 ss in SoI&F RPG.  All costs are listed in supply days. 

Each day a character does not consume a supply day results in the character tacking 1 health damage.  If the character cannot take any further health damage, he begins taking a wound each day he does not consume a supply day.  If the character being consuming supply days again he regains 1 health per day.  Wounds must be healed normally. 

A character may consume additional supply days each day, granting a +1 to Endurance rolls for each supply day consumed up to the character’s Endurance. 

Item Grade

In the world of the Bonelands equipment is rarely factory fresh, so the Weapon Grade rules from SoI&F RPG are expanded to encompass all types of items.  Not only do finished goods have an item grade, but components used to make new items have an item grade as well.  A newly constructed item’s grade is equal to the lowest item grade component used in making it.
Grade
Weapon
Armor
Vehicle
Tools
Price Adjustment
Terrible
-1D on Fighting or Marksmanship tests, weapon breaks if any die rolls a 1.
-1 to Armor Rating and Armor Penalty, +1 to Bulk.

-1D on Piloting tests.
-1d on associated tests.
-50%
Poor
-1D on Fighting or Marksmanship tests.
-1 to Armor Penalty and +1 to Bulk.
-1 on Piloting tests.
-1 on associated tests.
-25%
Common
No modifiers.
No modifiers.
No Modifiers.
No modifiers.
+0%
Superior
Add +1 to the result of all Fighting or Marksmanship tests.
+1 to Armor Penality and  -1 to Bulk.
+1 on Piloting Tests.
+1 on associated tests. 
X2
Extraordinary
As Superior, plus increase the weapon’s base damage by +1.
+1 to Armor Rating and Armor Penalty, -1 to Bulk (minimum 0).
+1D on Piloting Tests. 
+1D on associated tests.
X10

New Equipment
Weapons
All the weapons in SoI&F RPG are available in A Song of Dust and Wind, though some may make more sense than others.  Also new weapons are available to represent the advanced tech levels, such as firearms, explosives, and energy weapons. 


Weapon
Specialty
Training
Damage
Qualities
Shots
Cost
Ammunition per clip
Light Revolver
Pistol

Agility +2
Close Range. Reload (Lesser), Piercing 2
6
2000
6
Heavy Revolver
Pistol
1B
Agility +3
Close Range, Reload (Lesser), Piercing 2
6
3000
12
Light Pistol
Pistol

Agility +2
Reload (Lesser), Piercing 2
17
2500
17
Heavy Pistol
Pistol
1B
Agility +3
Reload (Lesser), Piercing 2
12
3750
24
Light Submachinegun
Pistol

Agility +2
Automatic, Burst Fire, Reload (Lesser), Piercing 2
80
4000
100
Heavy Submachinegun
Pistol
1B
Agility +3
Automatic, Burst Fire, Reload (Lesser), Piercing 2
50
5000
120
Assault Rifle
Pistol

Agility +3
Automatic, Burst Fire, Reload (Lesser), Piercing 2
40
6000
120
Hunting Rifle
Rifle

Agility +4
Reload (Greater), Piercing 2
7
4000
21
Sniper Rifle
Rifle
2B
Agility +5
Reload (Greater), Piercing 3
5
5000
20
Heavy Sniper Rifle
Rifle
3B
Agility +6
Bulk 1, Reload (Greater), Piercing 4, Very Long Range, Vicious
1
10000
10
Double Barreled Shotgun
Rifle

Agility +4
Close Range, Reload (Greater), Spread, Stoppable
2
3000
4
Sawn-Off Shotgun
Pistol

Agility +4
Close Range, Reload (Greater), Spread, Stoppable
2
3000
4
Shotgun
Rifle

Agility +4
Close Range, Reload (Greater), Spread, Stoppable
5
4000
10
Combat Shotgun
Rifle
1B
Agility +4
Close Range, Reload (Lesser), Spread, Stoppable
20
6000
40
Frag Grenade
Thrown

Agility +5
Radius (5 yards)
1
750

High Explosive Grenade
Thrown

Agility +4
Radius (4 yards)
1
600

Stun Grenade
Thrown

Agility +3
Radius (5 yards), Non-Lethal
1
500

Phosphorous Grenade
Thrown

Agility +4
Radius (5 yards), Flaming
1
1000

Flamethrower
Flamethrower

Agility +3
Bulk 1, Burst, Close Range, Flaming, Reload (Greater), Tracer
40
3500
40
Hand Flamer
Flamethrower
1B
Agility +2
Burst, Close Range, Flaming, Reload (Lesser), Tracer
20
3500
20
Light Machinegun
Heavy

Agility +4
Bulk 1, Burst, Chain-fed, Automatic, Long Range, Piercing 2, Reload (Greater)
100
7500
300
Heavy Machinegun
Heavy
1B
Agility +5
Bulk 2, Burst Fire, Chain-fed, Automatic, Long Range, Piercing 2, Reload (Greater)
100
10000
500
Grenade Launcher
Rifle

As grenade
Reload (Lesser), Long Range
10
8000

Rocket Launcher
Shoulder-Braced

Agility  +10
Reload (Greater), Long Range, Radius (4 yards), Piercing 8
1
6500
200
Bazooka
Shoulder-Braced

Agility +8
Reload (Greater), Long Range, Radius (3 yards), Piercing 4
1
4500
150
Laser Pistol
Pistol
1B
Agility +3
Reload (Greater), Long Range, Piercing 3, Burst, Tracer
50
12500
300
Laser Rifle
Rifle
1B
Agility +4
Reload (Greater), Long Range, Piercing 3, Burst, Tracer
30
15000
300
Laser Sniper Rifle
Rifle
2B
Agility +6
Reload (Greater), Very Long Range, Piercing 5, Tracer
10
17500
300
Plasma Rifle
Rifle
2B
Agility +5
Reload (Greater), Close Range, Piercing 4, Burst, Tracer, Flaming
20
17500
500
Plasma Pistol
Pistol
2B
Agility +4
Reload (Greater), Close Range, Piercing 5, Burst, Tracer, Flaming
40
15000
500
EMP Blaster
Rifle
2B
Agility +5
EMP, Piercing 8, Close Range
35
12500
300
Mono-Blade
Longblades
1B
Athletics +2
Piercing 3

10000

Plasma Blade
Longblades
3B
Athletics +3
Piercing 5, Flaming

17500

Dynamite
Thrown

Agility +3
Radius (4 yards)

200

Molotov Cocktail
Thrown

Agility +1
Radius (3 yards), Flaming

50

Blackpowder Pistol
Pistol

Agility +3
Reload (3 Greater Actions), Piercing 2, Close Range
1
1000
1
Blackpowder Rifle
Rifle

Agility +4
Reload (3 Greater Actions), Piercing 2, Close Range
1
1500
1

New Weapon Qualities
Automatic
The weapon is capable of automatic fire.  When automatic fire is used the character fires ten bullets, gaining a +4B bonus but also suffering a -1D penalty; the character is more likely to hit but less likely to score a really strong hit.  If less than ten bullets are available this quality cannot be used.  Some weapons can only fire in automatic fire mode. 

Burst
The weapon is capable of burst fire, firing three or six round bursts.  When firing a three round burst the character gains +1B to the attack, while a six round bursts grants a +2B bonus.  If less than three or six bullets, depending on the burst desired, remain in the weapon this quality cannot be used. 

Chain-Fed
Chain-fed weapons use chains of bullets that can be linked together.  As long as the character links their ammunition chains together before opening fire, they do not need to spend an action to reload. 

Dangerous
Weapons with this quality can be as much a danger to their wielder as to the target.  If the wielder misses with an attack and rolls a 1 on any of their attack dice they hit themselves with the weapon, inflicting normal damage. 

EMP
EMP weapons fire an electromagnetic pulse that disrupts any manner of electronics., but does no damage to living beings.  Such weapons work on vehicles, robots, computers, etc. 

Flaming
Flaming weapons have a chance to light their targets on fire.  When a target is hit with a flaming weapon roll 1d6, adding the number of degrees of success scored on the attack.  If the result is 5 or higher, the target is on fire.  Targets on fire take 1d6 damage that ignores armor each round.  Targets remain on fire until they submerge themselves in water, spend a Greater Action to make a Routine (6) Athletics test to roll on the ground, or wait 1d6 rounds. 

Heavy
Heavy weapons are large, heavy, and produce a lot of kick.  If they are fire while not on a bipod, tripod, or other form of bracing, the character suffers a -1D penalty on any Marksmanship tests. 

Non-Lethal
Damage inflicted by this weapon heals in 1/10th the normal time. 

Radius
Radius weapons inflict their damage on everything within the radius listed of the target unless there is an intervening object, such as a wall. 

Spread
Spread weapons fire clouds of projectiles at their targets, increasing their chance of hitting the target.  If fired at a target within the weapons first range increment (30 feet for short range weapons and 300 feet for long range weapons) the character gains +1B. 

Stoppable
Stoppable weapons have trouble penetrating armor, doubling the armor rating of any armor they hit. 

Tracer
Tracer weapons  leave a visible trail on their path to the target, enabling the character to adjust his aim more easily to move his fire onto the target.  When using a tracer weapon with burst or automatic fire the character can treat any 1s rolled as 2s.

Very Long Range
Very long range weapons can fire at targets up to 1,000 yards before suffering a range penalty.  For every 1,000 yards from the target the character suffers -1D. 

Ammunition

Ammunition is very rare in the Bonelands with most soldiers who are lucky enough to have a firearm only having a handful of bullets to their name.  Weapon is usually bought per clip as detailed on the weapon table above, but they can also often be purchased per round by dividing the clip cost by the number of rounds it holds. 
Energy weapons, should they be available, tend to use standardized energy clips.  Laser weapons use one type of clips, while plasma use plasma clips and they are not interchangeable. 
Shotguns are assumed to be using shot rounds as opposed to slugs.  Shotgun slugs cost the same and remove the Spread and Stoppable qualities from the weapon. 
Specialty ammunition can be purchased to add any of the following qualities to a gun, double the cost of the ammunition for each quality added:
·         Piercing: Up to two levels of Piercing can be added to ammunition.
·         Tracer
·         Hollow Point: Increases damage by +2, but adds the Stoppable quality.  

Armor




Armor
Armor Rating
Armor Penalty
Bulk
Cost
Qualities
Clothing
0
0
0


Padded
1
0
0
200

Leather, Soft
2
-1
0
300

Leather, Hard
3
-2
0
400

Bone or Wood
4
-3
1
300

Ring
4
-2
1
600

Hide
5
-2
2
400

Mail
5
-3
2
800

Breastplate
5
-2
3
800

Scale
6
-3
2
600

Splint
7
-3
3
1000

Brigandine
8
-4
3
1200

Half Plate
9
-5
3
2000

Full Plate
10
-6
3
3750

Armored Clothes
3
0
0
3000
Hardened 1
Kevlar Vest
5
-1
1
2500
Hardened 3
Kevlar Bodysuit
7
-2
2
4000
Hardened 4
Flame Suit
3
-2
1
2000
Non-Flammable
Radiation Suit
2
-2
1
3000
Radiation Shielded
Combat Armor
9
-3
2
5000
Hardened 5
Heavy Combat Armor
11
-4
3
6500
Hardened 6
Sports Pads
4
-2
1
500

Driving Leathers
3
-1
0
500

Construction Armor
7
-6
4
10000
Powered 3
Power Armor
12
-6
4
15000
Sealed, Hardened 6, Powered 4










































New Armor Qualities
Hardened
Hardened armor reduces the Piercing qualities of weapons that hit it its Hardened value.  Effectively Hardened armor is harder to penetrate. 

Non-Flammable
Non-Flammable armor applies double its armor value to any fire damage and characters wearing it will not catch on fire when hit with flaming weapons.

Powered
Powered armor has built in motors in the armor, increasing the wearer’s strength.  The wearer gains a number of bonus dice to the Strength specialty equal to the number listed. 

Radiation Shielded
Radiation shielded armor adds +3D to any Endurance tests made by the wearer to resist the effects of radiation. 

Sealed
Sealed armor is sealed against atmospheric threats and has its own onboard air supply for at least eight hours.  The wearer is immune to gas attacks, drowning, and suffocation while wearing the armor.