Therafter 5th Edition · Legacy archive

Equipment

Started by valadaar Feb 16, 2015 1 post Locked

  1. Equipment

    #1
    Equipment is a big part of the Therafter world.  A few new concepts are added here - Condition, and Ballistic Protection.
    Full details on equipment can be found in the Therafter Equipment guide once it is available, in the meantime you may use Fallout figures, or standard D&D equipment given the GP to Casing conversion.

    Starting Equipment
    If background/class equipment not used, players start with an amount of wealth per core rules. 1 GP = 4 Casings.
    Wealth
    Much of the trade in Therafter is barter, but there are a couple of other currencies in use:
    Old Money - Mostly coins at this point.  $4 = 1 Casing.
    Casings - Expended casings from guns are both used for their original purpose, and used as currency.  For conversion to Fallout equipment lists, treat a casing as equal to a cap.  Heavy caliber rounds, such as .50 cal, count as 5 regular casings.

    Armor
    Ballistic Protection
    Ballistic Protection (BP) is a number deducted from each damage die of a weapon causing Ballistic damage. BP provides no protection for other damage types.

    Weapons
    To provide some additional granularity on damage, a few new Die types are used, D5,D7 and D9.  It is expected when such dice are needed you can make use of spreadsheets, chat roller, or other sources that allow for this. If analog dice are needed, simply use the next higher die and reroll results above the die rating.
    Weapon Proficiencies
    In addition to Simple and Martial weapons, there are added Firearms, Heavy Weapons and Energy Weapons.  Firearms covers what are considered to be small arms. Energy weapons cover any directed energy weapon, and Heavy weapons includes grenade launchers, mounted weapons, and artillery. Grenades are added the ‘martial’ category.

    Weapon Properties
    Automatic. This weapon can fire short and long bursts as well as perform suppressive fire if sufficient ammo provided.
    Silenced. Decreases the range at which the weapon’s discharge can be heard by 50%.
    Internal Magazine. This firearm contains its ammo internally and takes a full round action to reload.
    Two Handed. This weapon requires two hands to operate. If used with one hand, attacks are made at a disadvantage.
    Versatile. Sub-machineguns can be fired one or two handed.

    Special Weapons
    Shotguns
    Normal shotguns spread fairly slowly, so at Long Range you get two attacks for 1/2 damage dice. If there are two targets within 5’, each is subject to one attack.  This attack roll is modified only by weapon condition.  This only applies to shot - Slugs have no special treatment.
    Sawed off shotguns act as a Short Burst at short range, and cannot hit at long range.

    Adventuring Gear
    See the upcoming Equipment guide for details, or use the same conversion rates with D&D and Fallout lists.

    Tools

    In Therafter, tools are greatly expanded.  There are Standard and Advanced Tools. Advanced Tools have additional requirements.

    Hackers Kit - Provides ability to use Computers for programming and operation. Usually consists of a small computer, various cables, store devices, etc. 500 Casings
    Mechanic’s Tools 300 Casings
    Gunsmith’s Kit 300 Casings
    Electronics Kit 200 Casings
    First Aid Kit 200 Casings
    Demolitions Kit        300 Casings

    Advanced Kits
    Advanced Electronics Kit Includes mini-oscilloscope and advanced components 1000 Casings
    Doctors Kit
    Robotic Repair Kit

    Vehicles

    Vehicles also play a greater role in the world of Therafter.  Vehicle proficiencies include Automobile, Motorcycle, Large Truck, Tracked Vehicle, Helicopter, Fixed Wing, Small boat and Ship.  Normally only Automobile, Motorcycle and Small Boat are available at the start of a campaign.

    Chems
    There are a wide range of chems in Therafter, and chems come in three qualities - Poor, Normal and High Quality.

    Condition
    Weapons and Armor have condition which impacts their use.  The condition number is the roll required to exceed on  an attack/proficiency use for it to function normally. The smaller the number, the better the condition of the weapon.

    Each time an item fails - jams, directly damaged, etc, the number increases by 1.  Use as an improvised weapon, unless designed for that purpose, also increases Condition.
    When a failure is rolled when used, consult the following table modified by the weapon’s Condition:
    d10+ Condition:
    1-3 Item fails to fire/act this round.
    4-6 Item is jammed
    7+ Item severely malfunctions, +5 to condition and is considered jammed.

    Jammed items have suffered some form of easily reversed problem - power supply unplugged, actuator clogged, whathaveyou.
    Items with condition of 10 or more are inoperative until repaired to less than 10.
    Condition of 20 means item is scrapped, useful only as a single unit of spare parts.

    Weapons
    Jammed weapons can be cleared with a minor repair which can be completed without a roll (or parts) on a short rest, or a DC 15 + Condition check during combat.  You can use either your Tool - Gunsmith or Firearms proficiency to attempt this roll.
    Condition also impacts the accuracy of the weapon, causing a +1 to hit penalty for every 2 condition points accrued.

    Armor
    Armor has its condition increased by 1 whenever the wearer takes puncture or slash damage.  Each 2 points of condition reduces the armors protective values (AC,DR and BP) by 1.  Armor with condition of 5 or worse incurs Disadvantage on dexterity checks when worn and allow no dex bonuses to AC. 

    Repairing
    Condition can be restored with appropriate spare parts and tools. You need to spend as many spare parts as the condition number being restored, which will decrease the Condition by 1 point.
    You can also rebuild an functioning item if you have 10 units of spare parts. 
    Each repair requires a successful tool check of 10 + Condition being repaired.  A failed repair check expends 1d4-1 spare parts. Repairs take 1 hour per condition being restored.

    For example, John H. has a .303 rifle with condition 7.  To fix it completely he can either work away with it over time improving it 1 condition at a time (which costs a total of 27 spare parts) or get the 10 spare parts he needs for a rebuild.
    Functioning items of the same type provide 10 - condition spare parts.
    Scrapped items of the same type provide 1 spare part.

    Vehicles
    Vehicles use the same rules, however each condition point requires a greater duration to repair, 4 hours for cars and motorcycles, 8 hours for large trucks and light armored vehicles, 16 hours for very large vehicles and aircraft. Also, what constitutes a spare part changes as well. Part types are  Vehicle Parts, Large Vehicle Parts and Very Large Vehicle parts.  In addition, you need specialized facilities to repair Large and Very Large vehicles, and you are at a Disadvantage to repair any vehicle without an appropriate facility.
    Equipment parts for stationary equipment is handled the same way.
    Other characters can assist in a repair, each added character reducing the per point duration by 1 hour.
    Eg. John H. has come onto a smashed Mega-Dozer with a condition of 12.  With this condition it requires a full 10 units of Very Large Vehicle Parts to rebuild, and 160 hours of proficient labor. 

    Complex Systems
    On a DM’s discretion, very large vehicles can be treated as a number of sub-assemblies which can be treated separately.  So things like naval vessels could have a wide number of broken systems which can be repaired independently.



Therafter 5th Edition · All categories · Guildhall