TEXT: By Chris “Outlander” Van Deelen and the Skirmisher Game Development Group
  This publication is dedicated to providing useful information, game content, and ideas to players of modern, science
  fiction, and post-apocalyptic table-top and role-playing games in general and to fans of Goblinoid Games’ Mutant
  Future RPG in particular. The material contained herein are compatible with it and any others that use the “Basic”
  system introduced in the most popular role-playing games of the early 1970s and are easily adaptable to many other
  games (especially successor systems, to include those covered by the Open Game License).
  Inside this issue
  Weapons .................................................... 2
  Primitive Firearms,
  Advanced Firearms ................................. 3
  Powered Devices, Medical Drugs ............ 4
  Power Sources, Explosives,
  Personal Shields ..................................... 5
  Issue #50:
  Artifact
  Quality
  As a real-world example of how to envision these mechanics,
  consider pounding nails. In a pinch, you can use a wrench as
  a hammer. This does not work well, but it is better than using
  your hand or your forehead, and could be free, if you already
  have the wrench. This “hammer” would have a Quality Level
  of -1. You could also buy a dollar store hammer for a few
  bucks; it will drive a nail, but the handle might come off in a
  couple months. This is a run-of-the-mill Quality Level of 0.
  Or, you could get a titanium and poly-carbonate, shock-
  absorbing, power-converting wonder tool designed by former
  NASA engineers for the demigods of carpentry. Flaming glory
  dances over your toolbox as you carry it. You just shake this
  puppy at nails and they pound themselves: it’s the Chuck
  Norris of hammers. And it probably has a Quality Level of
  +4 or higher. Given these various tools, which do you think
  your players would like to carry?
  Note 1: Some MLs might consider assigning numerical
  values too mechanical, and would prefer a more descriptive
  system. In this case, consider using the following adjectives
  to represent the various “grades” or Quality Levels: Poor,
  Average, Good, Excellent, Professional, Superior, Master.
  F
  antasy games thrive on magical weapons and items, giving players something to shoot for — and to shoot with. These
  are rewards for overcoming obstacles and defeating monsters, both reflecting and boosting the characters’ growing
  power and expertise. To provide your science fiction game with similar options, this issue describes a system for
  including equipment of exceptional quality. While your elf might draw a +5 vorpal sword from a dark knight’s sarcophagus,
  your replicant gets to haul a master quality Gauss Pistol from a brain lasher’s lair. This system also includes the shoddy end
  of the quality spectrum, for those times when patchwork or jury-rigging is the best your tech mutant can manage.
  Note 2: This article was designed for use with other,
  previously published issues of Wisdom from the Wastelands,
  especially those covering high tech weapons (#3, #9, #21,
  #26, and #46), medical devices (#13), and personal shields (#22).
  Armor Quality
  Although rumors float of tech wizards with an artisan’s touch
  still producing Ancient-quality armor and weapons
  “somewhere beyond the wastes,” these tales are never verified.
  As far as most can tell, the pinnacles of armor crafting know-
  how and technology vanished during the final wars.
  High-quality materials, exceptional craftsmanship, and
  
  2
  Wisdom from The Wastelands
  bleeding-edge technology produced exceptional armor that
  protects better, weighs less, and lasts longer than lesser gear.
  Unfortunately, this comes at a (steep) cost: better armor is
  much less common and much more expensive than the everyday.
  The Armor Quality Table describes the bonuses and
  costs that can be applied to any armor. This protection might
  be the Ancients’ high-tech powered suits, reproductions of
  medieval armor (e.g., chainmail, plate, etc.) made by hobbyists
  just before the final wars, or gear made after the cataclysm.
  Only a few armors, such as LazAb and Environmental
  Armor, have a Damage Reduction (DR) capacity, so this
  column does not apply to most protection; i.e., if a normal
  set of the armor does not have a DR, a high quality set will
  not have one either. Also, even though DR percentages/results
  might be very low, this modifier will always be at least a one
  point bonus or penalty. Otherwise, when calculating the DR
  bonus, always round to the nearest number. Calculating an
  armor’s Weight Modification is similar: the result will always
  be at least a one-pound change from the weight listed for a
  regular suit of the same armor.
  The Item Saving Throw Modifier applies only when
  the armor must save to avoid condition level damage (see
  WftW issue #1 for more information); it does not apply to a
  wearer’s saving throw, unless the ML wishes. Even if the
  armor fails to save, its superior construction and materials
  provides a Condition Level Damage Reduction (DR), and
  the armor may avoid damage all together.
  Weapon Quality
  Melee and ranged weapons can also be crafted of the finest
  materials, with the greatest skill. These weapons are more
  likely to hit and inflict greater damage, while being lighter
  and stronger than normal weapons. Like the equivalent
  armor, these guidelines can be applied to high tech, archaic
  reproduction, or recently-made weapons of the highest
  qualities.
  For the most part, the Weapons Quality Table resembles
  the Armor Quality Table, with two additions. As the column
  heading indicates, a weapon’s To Hit and Damage Modifier
  is added to both the initial d20 attack roll and the resulting
  Armor Quality Table
  Quality
  AC
  DR
  Weight
  Item Saving
  Condition
  Cost
  Level
  Modifier
  Modifier
  Modifier
  Throw Modifier
  Level DR
  Multiplier
  -1
  +1
  -50%
  +25%
  -2
  +1
  -50%
  0
  0
  0
  0
  0
  0
  0
  1
  -1
  +10%
  -10%
  +1
  0
  x5
  2
  -1
  +30%
  -20%
  +2
  -1
  x10
  3
  -2
  +50%
  -30%
  +3
  -1
  x15
  4
  -2
  +70%
  -40%
  +4
  -2
  x20
  5
  -3
  +100%
  -50%
  +5
  -2
  x25
  Weapon Quality Table
  Quality
  To Hit/Damage
  Range
  Weight
  Item Saving
  Condition
  Cost
  Level
  Modifier
  Modifier
  Modifier
  Throw Modifier
  Level DR
  Multiplier
  -1
  -2
  -50%
  +25%
  -2
  +1
  -50%
  0
  0
  0
  0
  0
  0
  0
  1
  +1
  +25%
  -10%
  +1
  0
  x5
  2
  +2
  +50%
  -20%
  +2
  -1
  x10
  3
  +3
  +75%
  -30%
  +3
  -1
  x15
  4
  +4
  +100%
  -40%
  +4
  -2
  x20
  5
  +5
  +150%
  -50%
  +5
  -2
  x25
  
  damage roll. The modifier stacks with any other bonuses the
  character has, and is added to the damage total, not per
  damage die. For a weapon’s Range Modifier, always round
  up to the nearest whole number.
  The modifications and materials described in WftW issue
  #21 can be included in exceptional, perhaps legendary
  weapons. The ML should be careful, though, because doing
  so can result in truly game-breaking creations.
  Primitive Firearm Quality
  Before the final wars, “primitive” firearms were everywhere,
  and their quality varied widely. On the low end, the criminal
  and the desperate used 3D printers to make throw-away guns;
  these sometimes exploded when fired. But there were also
  boutique gunsmiths who used the best materials and most
  precise engineering to lovingly craft revolvers, automatic
  pistols and rifles, and other weapons with chemically-
  propelled ammunition more akin to works of art than tools
  of war. Most weapons were mass-produced, but still of a
  quality difficult to achieve in the wastelands. The Ancient
  weapons weigh less and perform better than recently-
  produced weapons, which can, at times, be more of a threat
  to firer than target. This questionable craftsmanship is
  represented by the negative Quality Level, and embodies the
  old adage, “you get what you pay for.”
  Advanced Firearm Quality
  Like their more primitive cousins, advanced firearms like
  energy weapons were manufactured to a variety of standards,
  depending on construction techniques, engineering advances,
  and component materials. The concept of “planned
  obsolescence” too often met the practice of “made by the
  lowest bidder” and turned out a lot of ugly offspring. But
  there also remained a pride of craftsmanship to balance this out.
  Primitive Firearm Quality Table
  Quality
  To Hit/Damage
  Range
  Weight
  Item Saving
  Condition
  Cost
  Level
  Modifier
  Modifier
  Modifier
  Throw Modifier
  Level DR
  Multiplier
  -1
  -2
  -50%
  +25%
  -2
  +1
  -50%
  0
  0
   0
  0
  0
  0
  0
  1
  +1
  +10%
  -10%
  +1
  0
  x5
  2
  +2
  +25%
  -20%
  +2
  -1
  x10
  3
  +3
  +50%
  -30%
  +3
  -1
  x15
  4
  +4
  +75%
  -40%
  +4
  -2
  x20
  5
  +5
  +100%
  -50%
  +5
  -2
  x25
  Issue #50: Artifact Quality
  3
  Advanced Firearms Quality Table
  Quality
  To Hit/Damage
  Range
  Weight
  Item Saving
  Condition
  Cost
  Level
  Modifier
  Modifier
  Modifier
  Throw Modifier
  Level DR
  Multiplier
  -1
  -1
  -25%
  +25%
  -2
  +1
  -50%
  0
  0
  0
  0
  0
  0
  0
  1
  +1
  +10%
  -10%
  +1
  0
  x5
  2
  +2
  +25%
  -20%
  +2
  -1
  x10
  3
  +3
  +50%
  -30%
  +3
  -1
  x15
  4
  +4
  +75%
  -40%
  +4
  -2
  x20
  5
  +5
  +100%
  -50%
  +5
  -2
  x25
  
  4
  Wisdom from The Wastelands
  Powered Device Quality
  All other artifacts — gadgets, gizmos, medical equipment,
  etc. — also come in varying grades, ranging from disposable
  near-junk to state of the art. As with other items, you pay for
  quality, but the better artifacts are more effective. This is
  reflected in the Bonus Per Die column. As an example of
  using this column, a normal healing pack cures 3d10 points
  of damage per discharge, while a healing pack of Quality
  Level 2 would restore 3d10+6 points.
  The increased Power Efficiency is generally seen
  through longer battery life. For example, a typical flashlight
  might normally run for eight hours on an energy cell; a 10%
  increase allows the light to run for eight hours and 48
  minutes. High quality devices also weigh less and last longer,
  as seen in the remaining columns.
  Medical Drug Quality
  Most medical drugs available in Mutant Future were created
  using standardized chemicals and compounds. But some
  pharmaceutical companies went further and used far more
  refined ingredients, while others sold inferior, inert
  (worthless), or even dangerous material as medication.
  In this system, the better a drug’s quality, the more
  effective it is. This can be reflected in a couple different ways:
  either by changing an effect’s die type or by adding a per-die
  bonus. For example, a normal kit of medi-spray heals 2d8
  points of damage per dose. If the PCs find a Quality Level 2
  medi-spray, the ML could indicate its greater potency by
  increasing the die type one level from d8 to d10, so each
  dose heals 2d10 damage. Or, she could keep the 2d8 as is,
  but have a +2 bonus per die (i.e., 2d8+4). The ML should
  choose one bonus or the other for each medication, not both,
  as that could make a game-changing (or breaking) drug.
  Not every column in the Drug Quality Table applies to
  all medications. For example, a drug that boosts Strength
  might not heal damage. MLs should choose modifiers
  appropriate for each drug. The table includes two similar
  columns: Saving Throw Modifier and Item Saving Throw
  Modifier. The former refers to a bonus the medication might
  give a patient (e.g., for a save against poison), while the
  Device Quality Table
  Quality
  Bonus
  Power Efficiency
  Weight
  Item Saving
  Condition
  Cost
  Level
  Per Die
  Modifier
  Modifier
  Throw Modifier
  Level DR
  Multiplier
  -1
  -1
  -50%
  +25%
  -2
  +1
  -50%
  0
  0
  0
  0
  0
  0
  0
  1
  +1
  +10%
  -10%
  +1
  0
  x5
  2
  +2
  +25%
  -20%
  +2
  -1
  x10
  3
  +3
  +50%
  -30%
  +3
  -1
  x15
  4
  +4
  +75%
  -40%
  +4
  -2
  x20
  5
  +5
  +100%
  -50%
  +5
  -2
  x25
  Medical Drug Quality Table
  Quality
  Die Type
  Bonus
  Saving Throw
  Statistic
  Item Saving
  Condition
  Cost
  Level
  Change
  Per Die
  Modifier
  Change
  Throw Modifier
  Level DR
  Multiplier
  -1
  -1 Level
  -1
  -2
  -1
  -2
  +1
  -50%
  0
  0
  0
  0
  0
  0
  0
  0
  1
  +1 level
  +1
  +1
  +1
  +1
  -1
  x5
  2
  +1 level
  +2
  +2
  +1
  +2
  -1
  x10
  3
  +2 levels
  +3
  +3
  +2
  +3
  -2
  x15
  4
  +2 levels
  +4
  +4
  +2
  +4
  -2
  x20
  5
  +3 levels
  +5
  +5
  +3
  +5
  -3
  x25
  
  Issue #50: Artifact Quality
  5
  latter refers to the medication’s ability to resist being damaged
  by force, contamination, aging, etc. For information on how
  the Condition Level Damage Reduction might affect
  medications, see WftW issue #17.
  Power Source Quality
  Even simple batteries can be created from superior materials,
  lasting longer than their lesser brethren. Higher quality power
  sources also hold more power and resist damage better. The
  battery’s Efficiency Modifier means it likely provides more
  charges or has a longer run life. For example, using a Quality
  Level 5 power cell in a laser pistol gives the weapon 150%
  more shots (i.e., 25 instead of 10).
  Explosive Quality
  Superior explosive devices and materials, to include grenades
  and bombs do more damage, in a greater radius, with better
  penetration. The Radius Change refers to the explosive’s
  area of effect, and should be rounded up to the nearest number.
  An explosive’s Bonus Per Die is the amount added/subtracted
  from each damage die. For example, a frag grenade normally
  does 5d6 to everything in a 20' radius. A Quality Level 3
  frag grenade does 5d6+10 in a 35' radius. The Saving Throw
  Power Source Quality Table
  Quality
  Efficiency
  Weight
  Item Saving
  Condition
  Cost
  Level
  Modifier
  Modifier
  Throw Modifier
  Level DR
  Multiplier
  -1
  -50%
  +25%
  -2
  +1
  -50%
  0
  0
  0
  0
  0
  0
  1
  +25%
  -10%
  +1
  -1
  x5
  2
  +50%
  -20%
  +2
  -1
  x10
  3
  +75%
  -30%
  +3
  -2
  x15
  4
  +100%
  -40%
  +4
  -2
  x20
  5
  +150%
  -50%
  +5
  -3
  x25
  Explosive Quality Table
  Quality
  Radius
  Bonus
  Saving Throw
  Item Saving
  Condition
  Cost
  Level
  Change
  Per Die
  Modifier
  Throw Modifier
  Level DR
  Multiplier
  -1
  -50%
  -1
  +2
  -2
  +1
  -50%
  0
  0
  0
  0
  0
  0
  0
  1
  +25%
  +1
  -1
  +1
  -1
  x5
  2
  +50%
  +1
  -2
  +2
  -1
  x10
  3
  +75%
  +2
  -3
  +3
  -2
  x15
  4
  +100%
  +2
  -4
  +4
  -2
  x20
  5
  +150%
  +3
  -5
  +5
  -3
  x25
  Personal Shield Quality Table
  Quality
  Hit Point
  Regen
  Weight
  Battery Life
  Item Saving
  Condition
  Cost
  Level
  Modifier
  Modifier
  Modifier
  Modifier
  Throw Modifier
  Level DR
  Multiplier
  -1
  -25%
  -1
  +25%
  -50%
  -2
  +1
  -50%
  0
  0
  0
  0
  0
  0
  0
  0
  1
  +10%
  +2
  -10%
  +10%
  +1
  -1
  x5
  2
  +20%
  +4
  -20%
  +20%
  +2
  -1
  x10
  3
  +30%
  +6
  -30%
  +30%
  +3
  -2
  x15
  4
  +40%
  +8
  -40%
  +40%
  +4
  -2
  x20
  5
  +50%
  +10
  -50%
  +50%
  +5
  -3
  x25
  Modifier indicates how a victim’s saving throw is affected,
  for explosives that allow a save versus an effect or damage.
  Personal Shield Versions
  WftW issue #22 introduced a wide variety of personal shields;
  this entry provides the ability to customize those items even
  more. Higher quality versions provide greater protection,
  regenerate faster, and last longer on a single power source.
  The Hit Point Modifier should be rounded up to the nearest
  whole number. Lower end models barely benefit, given the
  low modifier percentage, but the increase/decrease is always
  at least 1. A shield’s regeneration rate regenerates can never
  exceed its initial protection. For example, a shield with 10
  hit points has a normal regeneration rate of 5 hp/round. A
  Quality Level 5 version, with a Regen Modifier of +10, has
  a maximum regeneration rate of 10 hp/round, not 15 as the
  numbers would indicate.
  A shield generator’s weight is always modified by at
  least one pound, even if the result is less than that, to the
  minimum weight of one-half pound. The Battery Life
  Modifier indicates how much longer a shield can run on an
  energy source. This time period does stack with the extended
  life provided by higher quality power sources.
  
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