Gear and Scavenging

STARTING GEAR

The process of obtaining Gear works a little differently in TWIST than in most settings – almost nothing is manufactured anymore, and what few things can be made are made by hand by skilled individuals. Many of the items that characters own will be makeshift or jury-rigged, and was probably found rather than purchased/bartered for, although larger settlements do tend to have barter-based economies.

Depending on how difficult/random the GM and players want to make things, new characters should draw 4 times on the Scavenge Table or choose 4 BVs worth of items. (For more information on BVs and the barter system in TWIST, see BARTER AND VALUE below.)

SCAVENGING

Scavenging is the process of searching an area of ruins (generally somewhere around 2500 square feet, depending on the exact setting) for useful items and resources. To scavenge, a character makes a Survival roll and consults the chart below. Scavenging a area takes approximately 1 hour, and each subsequent time a given area is Scavenged inflicts a cumulative -2 penalty on the Survival roll. No area may be Scavenged more than 4 times.

SURVIVAL ROLL
Survival Check Result
Raise Draw 1 card; Scroungers draw 2 cards.
Success Draw 1 card.
Failure Draw 0 cards; Scroungers still draw 1 card.
Critical Failure Trap/Encounter; Scroungers still draw 1 card.

After making the survival roll (and assuming the character is successful enough), the character draws a card on the Scavenge Table below.

SCAVENGE TABLE
Card Result Card Result
2 of any Suit Nothing 3-6 of Clubs 2d6 gallons of fuel
3-6 of Spades 2d20 random ammo 7-10 of Clubs 1d6 bundles of Scrap
7-10 of Spades random melee weapon J-K of Clubs random vehicle in need of minor repairs
J-K of Spades random ranged weapon Ace of Clubs random vehicle in working condition
Ace of Spades random ranged weapon + 2d20 ammo 3-6 of Hearts random general item, or by player request
3-6 of Diamonds 1d6 days supply of food 7-10 of Hearts random armor
7-10 of Diamonds 1d6 days supply of potable water J-A of Hearts treat as any as 3-10, but double
J-K of Diamonds 1 First Aid Kit Red Joker Trap/Encounter
Ace of Diamonds 1d6 days supply of food and water Black Joker Draw again and double the result

BARTER AND VALUE

Representative money has gone the same way as the rest of the old civilization; in TWIST, players will have to rely on the barter system to trade for goods and services they can’t find, make, or do on their own. While this does mean players have no need to keep track of money, they do have to keep track of the relative value of their gear when trading. Value and equivalency are much simplified in this system, so that items of similar value in monetary terms are generally considered interchangeable in the barter system. Each item has a Barter Value (or BV) ranging from 0-11, which can be matched up approximately to the following price ranges:

BARTER VALUE TABLE
BV Price Range BV Price Range
0 < $1 6 $250-499
1 $1-9 7 $500-999
2 $10-24 8 $1000-4999
3 $25-49 9 $5000-10,000
4 $50-99 10 $10,000-24,999
5 $100-249 11 $25,000+

For the purposes of trading items, value is considered to be a function of 2. That is, an item with a BV of 11 is worth two items with BVs of 10, which are each worth two items with BVs of 9, and so on down the line. This is not intended to be an entirely accurate/perfect simulation of a barter system, but merely to streamline game play – heroes should be able to find or steal plenty of gear.

PERSUASION, INTIMIDATION, AND BARTER

Normally, players will use the relative BVs from the table above when engaging in trade. However, those players wishing to “turn a profit,” or make someone an offer they can’t refuse, can use the Persuasion or Intimidate skills to alter the perceived value of their items. To do so, they make an opposed skill roll versus the target’s Smarts (for Persuasion) or Spirit (for Intimidate). Success with a Raise means the item’s perceived BV for this trade is increased by 1. Success causes no change, but the roll may be attempted again (the target is open to further haggling). A Failure causes no change, and the roll may not be attempted again. A Critical Failure instead lowers the item’s perceived BV by 1 for this trade. The same method may be used to attempt to devalue an item the character wishes to purchase (with the results reversed, obviously).

GEAR

On to OTHER SETTING RULES.

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Gear and Scavenging

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