OTHER SETTING RULES

THINGS FALL APART

Complex mechanical and electronic devices tend to malfunction especially often in TWIST, due to the post-apocalyptic nature of the setting. Any time a character using a complex mechanical or electronic device (guns, vehicles, computers, etc.) rolls a 1 on the relevant skill die (Shooting, Driving, etc.) the device ceases functioning. This means that Characters with All Thumbs experiences malfunctions on a 1 or a 2.

REPAIRING ITEMS

Items will need to be repaired relatively frequently in TWIST, compared to other settings. Characters must have enough Scrap to make repairs. Items come in four conditions:

  1. Good: The item is working well and unlikely to break down (this item ignores the THINGS FALL APART rule). Such items are very rare.
  2. Decent: The item is functioning well for now, but needs maintenance, and could break down at any time. Most items fall into this category.
  3. Broken: The item is non-functional, but could be repaired.
  4. Scrap: The item is damaged beyond repair, and can be disassembled to produce 1 bundle of Scrap per Size category (minimum of 1).
REPAIR ATTEMPTS

To improve a Broken Item to Decent condition, a character must succeed on a Repair roll at -4. A toolkit reduces this penalty to -2. Each Repair attempt takes up a number of hours and bundles of scrap equal to the Size category of the item being repaired (minimum of 1). Each Raise on the Repair roll reduces the time spent by half, and the amount of Scrap required by 1 (minimum of 1).

To improve a Decent Item to Good condition, a character must succeed on a Repair roll at -8. A toolkit reduces this penalty to -4. Each such Repair attempt takes double the time and scrap it would take to improve the item from Broken to Decent. Raises affect such attempts as normal.

CONDITION AND VALUE

Generally, items are assumed to be in decent condition, and Barter Values are calculated with this in mind.

Items in Good condition grant a +2 bonus to rolls made to increase their perceived BV, and inflict a -2 penalty on rolls made to decrease it.

Broken items inflict a -2 penalty to rolls made to increase their perceived BV, and grant +2 on rolls made to decrease it.

Scrap items are valued as Scrap by default.

ARMOR

Armor works slightly differently in TWIST than in other settings. Whenever a player wearing armor would take a wound, roll a d6. On a 1 or 2, the armor absorbs the wound instead, and its Armor Bonus is reduced by 1. If this reduces the bonus to 0, the armor is now Scrap, although it may be used to repair other armor of a similar type.

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OTHER SETTING RULES

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