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Doing a job (be it fixing your ride, or fixing your buddy) requires tools of a specialized nature. It isn't often that the tools you need appear singularly. Many times specialist and tradesmen have an assortment of tools, reference works and supplies to aid them in their work. These rules allow characters to "buy" sets of tools to help them in their travels. Note, the term "buy" is applied loosely. Actually, the purchase of a collection of tools in character creation represents the accumulation of various components into a more or less effective set. A tool group varies in size (from kit to plant facility) representing how much "stuff" (and assistance) that set provides. Each tool set is different, depending on it's function. Rarely will tools from one group help in another. This is up to the Marshal, Construction tools would be more helpful than Electronics tools in a lost-in-the-woods, survival situation.
Set sizes There are many different ways to carry tools. The size of the set determines how useful it is to you. Conversely, The smaller the kit, the easier it is to carry. The description of each size set tells roughly how big the tool set is, how much it costs, and its effect in game terms. Also, each size has a stability rating. This represents how long the kit is effective for. Every time the tool set is used, the Marshal will roll to see if the kit can still be of assistance to the player. This doesn't neccessarily mean the kit "breaks", but supplies (like bandages in a first aid kit, fishing hooks in a survival kit) get used up or lost, and need to be replaced. The price to "fix" the tool set is one half the cost of the original kit. Note: Some of the various types of kits may modify stability, or price, see "Tool Set Types" for further details. |
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Size Example of Container Stability Price Effect
Kit Small pocket sized case 15 $50 See "Kits" below
Set Back pack, med. toolbox, duffle bag 16 $250 +1 to all relevant rolls
Workshop Back of pickup truck, U-haul-it trailer 17 $5,000 +3 to all relevant rolls
Plant Building size or bigger 18 Yeah, right. +5 to all relevant rolls.
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Note on plant-sized tool sets: Factories are very, very rare in the Wasted West. They are included on this table for completeness, and to give the Marshal an idea of what plants in places like Denver and Junkyard can do. Plants should never be owned by the player. They might know the owner, who might let them work in one, but to own a factory would be beyond the scope of a player in this game. (Author's note: Marshals, if you allow a player in your posse to own and operate a factory, contact me, I will come over to your house and knock some sense into you with my yardstick).
Kits: By definition, kits are compact and small enough to be carried around. While darn handy, a kit may not give you everything you need for the given situation. In fact, you may have to be creative and improvise a bit to get any use out of it at all. Ordinarily, a kit simply gives a skilled user the benefit of being able to perform the desired "repair" without suffering additional negative modifiers/higher target numbers due to not having the neccessary tools (it's a bit hard to stitch a wound without needle and thread, for example). Sometimes, however, a kit might not have quite the right tools for the job, neccessitating a need for improvisation with its materials (like using part of the tube from a blood pressure cuff for an emergency tracheotomy). This is reflected through an intentional reduction of the kit's stability, as materials are used for purposes they weren't perhaps intended for. For each point of stability a user is willing to deduct, he gains a +1 to the related "repair" roll he's trying to make (to a maximum of a three point reduction/ +3 bonus for a given roll...after all, there's only so much one can do in some situations). The kit's stability must be rolled as normal after the reduction is made. Failing the roll still results in the reduction of the kit's stability, and the reduction/bonus may only be attempted by someone skilled in the attempted type of repair with the appropriate type of kit (an electronics expert can't attempt to use a mechanics kit to attempt a medical roll...duh).
Types of Tool Sets:
"Different tools for different jobs..." -Chelsa "Boom-Boom" McHatrick, 19 Century Saloon Gal
As stated before there are different types of tool set. Each one represents items needed to accomplish a task. The types of tool kits are as follows.
Aircraft Maintenance: Keep your spiffy jets in the air. These allow Aircraft mechanics to "Keep 'em flying." This tool package is not available in kit size or Plant size (unless of corse you work for the Combine) and can't be used unskilled.
Blacksmith: Since horses have come back in fashion, many former reenactment hobbyists have found a practical use for their pastime. This type of tool does not come in plant size (The horse just wouldn't stay on the assembly line).
Construction: Used to build everything from Dressers to Duplexes. Includes things like hammers, and nails. Very popular with people named Norm in plaid flannel shirts. There is no such thing as a Construction kit as the "basic" tools are just to bulky to carry around in that convenient form. However, because most of these tools are "built to last" add +2 to the listed stability.
Cyborg: AI got you down? Use one of these to give your favorite borg or cyber part a tune up. Because of the nature of these tools, lower the listed stability by 2, and double the price.
Educational: Best part of Back-to-school, buying school supplies before the year starts. These allow teachers to do their job effectively. These could range from calculators, plan books and filler paper, to computer-operated dry erase boards. Because no one thought to loot this stuff, much of it is still locked away safe in educational supply shops. The listed price for this kit is half. Educational "Plants" have a special name-"Schools." (Duh)
Electrical: Everything needed for wiring up someplace. Because this tool kit relys heavily on technological devices, subtract two from the stability.
Forensics: Used to solve crimes. Many large police departments had a "workshop" level forensic lab available. Because these tools don't really mass produce anything, there is no such thing as a "Forensics Plant."
Gunsmithing: Can be used to repair broken weapons or reload ammo. Gunsmithing kits can really only clean weapons and sight scopes but cant re-load ammo. (No, your players may not have a Gunsmith Plant - that is wrong, wrong, wrong.)
Junker: Helps with the Spiritual creation process. Not even the Chamber has enough mojo to create a Factory for Junker devices. Double the price for all Junker tool groups because the equipment is rare.
Mechanical: Things that make you go VVVRRROOOM!!! This is the bread and butter of the shade tree mechanic. A "Mechanical Kit" is basically a few essential tools that can handle a few repairs. In effective game terms, these tools can also repair boats.
Medical: These are for people who want to do some carving...er...caregiving. People usually call Medical Plants "Hospitals." Because things are used up quickly in an emergency medical situation (like bandages and aspirin) - lower the stability on Medical Kits and sets by 2.
Survival: These are the things that make your stay in the hostile, radioactive wastes almost pleasant. These tool sets can include things like snare wire and matches all the way up to canvas sheets for tents. There are no Survival Workshops or Plants. (If you were in one, you wouldn't be in a survival situation now would you?) Note: Survival kits offer no protection against radiation.
Veterinary: Like Medical kits, only for animals. Same rules apply.
Cheapo Tools Some folks are short on funds, some people are just stingy. You can buy Kits, sets and such on the cheap, but instead of degrading the effectiveness as a whole, it reflects on how long the tools work. Every 10% you discount a Tool package lowers the Stability of the Set by 1. While this might be OK for some tools, you really don't want a survival kit rated at -7 (unless you have harrowed aspirations and a lot of Grit).
Note on Sources: The idea for this system came from the concept of "labs" in Pinnacle's Smith and Robard's Mad Scientist book. The structure is modified from the Shadowrun rule system (thanks guys). |
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