Tuesday, December 1, 2020

Big Wet Two: Equipment Boogaloo

 Continued from the first post.

This post is about stuff. Mostly gear. 

Remember that bullets are currency. I'll do an actual inventory rules-post at some point, but for now, assume the standard 10-12ish slots per person.

GIANT LIST OF WET WEAPONS

As we all know, blogger hates tables, so here's the table instead:

https://drive.google.com/file/d/1aKnuVFENGQlBSLqO13aaYQprWbihgICB/view?usp=sharing
Here's the link to the PDF.

If you're unfamiliar with Mothership, here's a brief overview of the bits you might not understand:
  • Underlined numbers are multiplied by 10. 2d10 has a range between 20 and 200. 
  • Short range suffers no ill effects; medium range imposes a -10 penalty; long range imposes disadvantage
  • [+] means advantage, [-] means disadvantage
  • Crits are any double (11, 22, etc.)
  • Automatic weapons fire in bursts. If you're trained in firearms, you get to use the (parenthesized) number, otherwise it's spray and pray. 
  • An average person has about 60 health, give or take. That might go down for Big Wet.
Everything else on this table should be relatively self-explanatory. 

Some rules and stuff about guns:
  1. Shooting a gun is a regular combat action.
  2. Reloading is a regular combat action.
  3. If you spend 30 seconds lying or kneeling down with your gun braced on something, taking careful aim, you can give yourself advantage on the next shot you take.
  4. As established previously, guns generally don't mind getting wet, but firing underwater is essentially impossible.
  5. Remember that bullets are currency, so all the costs listed are in bullets.
Some notes and thoughts about this table:
  • Melee weapons are very cheap, and deliberately so. Fighting in melee is a messy, dangerous gamble, and in the Big Wet, there's no guarantee you can make it to your opponents without having to swim or wade through muck. 
  • It lacks a lot of the common "improvised weapons" you see in apocalyptic settings (bricks, screwdrivers, bicycle chains, etc.), mostly because there are too many to list. If you need rules for those, I'd have them deal 1d10 by default, +1d10 if they take two hands, +1d10 if they have sharp or exposed edges. 
  • Guns get pricey fast. This is also deliberate: post-apocalyptic settings don't often have much to work towards, and so I think having some visible-but-not-available rewards for players is a good thing. Also, they can just fucking shred people (and things...?), so they shouldn't be cheap.

GIANT LIST OF WET GEAR

Most of this gear should be pretty self-explanatory. 

Tracking bullets, batteries, and slots I realize is extremely fiddly, but at the same time, this is a survival game: those kinds of small details really, really matter. You could maybe hack in Usage Dice (a la the Black Hack) for batteries and gasoline and stuff, but because bullets are currency, you really do have to track them. (On the flipside, you'll never have that many, so there's isn't much to track anyway!)

BIG WET FUTURE II

That's all I've got for now. Next time, I'll hopefully get to vehicles, food, and armor, all of which I have a few ideas for, but nothing 100% certain yet. 

Also, if there's interest, I might outsource some of this, and run a Big Wet Challenge for the good folks over on the spillway, in true GLOG style. 

Let me know, in any case. 

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