Chapter 5

Rarity

Rarity Difficulty Examples
Simple Paper, Food
Easy D Small knife, Smartphone
Average DD Car, Gun
Hard DDD High Tech Gizmos, Explosives
Daunting DDDD Military Weapons
Formidable DDDDD Military Aircraft

Rarity Modifiers

Rarity Mod Examples
-1 Consumer-driven economy/big city/trading hub
0 Medium City / Civilization
+1 Small City or Rural/State Regulated Economy
+2 Frontier, contraband
+3 Active Warzone
+4 Post Apocalyptic Wasteland

Rarity Cost Modifiers

Rarity Cost Mod Examples
0-1 x1 cost
2 x2 cost
3 x3 cost
4+ x4 cost

Selling

Success Sell Price
^ 25% of purchase cost
^^ 50% of purchase cost
^^^+ 75% of purchase cost

NOTE: Prices include rarity modified prices

Trade Skills

- Negotiation or Streetwise

Encumbrance

On Person

Encumbrance Calculation Notes
None Less than 5 + Brawn
Light Up to 5 + (Brawn x 2) Add 1 Setback (S) for each point above encumbrance to each brawn/agility checks
Medium Up to 5 + (Brawn x 3) Only 1 Maneuver per turn. Second costs 2 strain
Heavy Above No Maneuver without 2 strain

Lifting/Carrying Heavy Items

  • Athletics Checks: +1 Difficulty Dice (D) per point above encumbrance threshold.
  • People weigh 5 + Brawn
  • Assisting adds the helper’s Brawn to the active user’s encumbrance threshold.
    NOTE: The Encumbrance rules On Person STILL APPLY (aka for each Difficulty Die, a Setback (S) is also added).

Concealing Items

  • Perception/Stealth = Used when an active search is taking place
  • Vigilance/Stealth = Used when a passive search is taking place
  • Add 1 Boost dice to the checker for each Encumbrance value over 1 of the item trying to be concealed

Item Qualities

Sometimes Items have modifiers to them.

Active Qualities

  • Auto-Fire = Add (D) to difficulty in auto-fire mode. ^^ activates another hit (Same damage as base hit).
  • Blast = Target takes full weapon damage. Anyone engaged with that target takes the blast damage plus 1 for each success.
  • Burn = TODO
  • Concussive = TODO
  • Disorient = TODO
  • Ensnare = TODO
  • Guided = TODO
  • Knockdown = ^^ to activate. Knocks user prone. +1 ^ for each silhouette beyond 1
  • Linked = TODO
  • Pierce(Active) = TODO
  • Stun = TODO
  • Sunder = TODO

Passive Qualities

  • Accurate = TODO
  • Breach = TODO
  • Cumbersome = TODO
  • Defensive = TODO
  • Inaccurate = TODO
  • Inferior = TODO
  • Limited Ammo = TODO
  • Prepare = TODO
  • Reinforced = TODO
  • Slow Firing(Passive) = TODO
  • Stun Damage = TODO
  • Superior = TODO
  • Tractor = TODO
  • Unwildly(Passive) = TODO
  • Vicious = On critical hit, 10x the vicious modifier to roll is added to damage.

Item Damage

Despair (Ø) can break weapons

Damage Cost Difficulty Penalty
Minor Damage 25% of Cost [D] Add Setback [S]
Moderate Damage 50% of Cost [DD] Add a [D] each time item is used
Major Damage 100% of Cost, Subtract 10% for each Advantage (^) if character repairing themselves [DDD] Unusable

Items

Fantasy Specific Items

Melee Weapons

Name Skill Dam Crit Encum Special
Axe Melee (L) +3 3 2 Vicious 1
Great Axe Melee (H) +4 3 4 Cumbersome 3, Pierce 2, Vicious 1
GreatSword Melee (H) +4 2 3 Unwieldly 3, Pierce 1, Defensive 1
Halberd Melee (H) +3 3 5 Defensive 1, Pierce 3
Light Spear Melee (L) +2 4 2 Accurate 1, Defensive 1
Mace Melee (L) +3 4 2
Shield Melee (L) +0 6 2 Deflection 1, Defensive 1 ,Inaccurate 1, Knockdown
Sword Melee (L) +3 2 1 Defensive 1

Ranged Weapons

Name Skill Dam Crit Encum Special
Bow Ranged 7 3 2 Unwieldy 2
Crossbow Ranged 7 2 3 Pierce 2, Prepare 1
Longbow Ranged 8 3 3 Unwieldy 3

Armor

Name Def Soak Encum Special
Heavy Robes 1 0 1
Leather 0 1 2
Chainmail 0 2 3 Add [S] to stealth
Plate Armor 1 2 4 Add [SS] to stealth
Magic Plate 2 2 3 Add [S] to stealth

Chapter 5

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