Gear and Scavenging
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 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.
|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.
|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|
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).
On to OTHER SETTING RULES.
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