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 |
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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.
I like what you've done here, though I'm concerned about damage in the form of Health levels - interaction between that mechanic and the existing heal-at-end-of-scene rules for Health might turn weird? I dunno.
ReplyDeleteAlso, I'll probably lift your Molotov cocktail and blackpowder rules directly for the SIFRP-with-magic setting that I'm wanting to run. So thanks for those!
I figured Health lost to starvation would not heal until the player had started eating again. Or something like that.
ReplyDeleteGlad you liked the new weapon rules!
So I realize this post is from quite a number of years back, but I just had to say that I really, really think this is awesome. I've been using the basis of the rules you came up with for a zombie campaign with some old college buds.
ReplyDeleteI've been meaning to ask, though; is there any chance you have any notes or anything else along the lines of SoDaW? Particularly, I'd be interested in finding out more about vehicle statistics since these posts suggest an interesting ruleset there.
If nothing else, keep doing what you're doing; I enjoy reading all the new rule posts!
I should hopefully be posting some stuff over the next few weeks, but it may take awhile to get to vehicles.
DeleteAnd glad you liked it!
Delete