Here are a couple of house rules I've bolted together to allow the purchase of cheap and unreliable equipment.
Wealth: replenishment house rule
Wealth bonuses replenish at one point per day while the character remains regularly employed.
Equipment: Cheap and Second Hand
Basic versions
Basic versions of consumer electronics, (-2 equipment penalty on associated checks) can be purchased at the listed DC - 1.
Upkeep and Maintenance
Computers and associated equipment (including PDAs, Modems, Printers and Scanners) degrade each year of game time – a -1 equipment penalty per year applies to check on a computer over 1 year old (to a maximum penalty of -5). Maintaining a computer (installing latest software, swapping out older components, etc) counteracts this degradation, and has a purchase DC of 1 + one half of the listed computer’s purchase DC. Once a computer or associated item has degraded by 2 points, it is considered “Second-hand” (see below).
Second-hand Items
Second-hand items can be bought at the listed purchase DC – ¼ of the DC (rounded up, with a minimum DC of 1). Second hand items are older, less robust and often unreliable.
All checks with second-hand items are subject to a -2 equipment penalty. Hit points are reduced by 10% (rounding up). Hardness and saves are reduced by 1. Top speed is reduced by 10%.
Any check associated with a second-hand item may result in a failure. The mechanic to resolve this works similarly to a Critical Hit.
If the check result is a 1 on the die, the equipment may have failed to work, and may have broken. Roll the check again with all the same modifiers to confirm the failure. If the confirming skill check is a success, the equipment is not at fault, the character simply failed their check. Any subsequent checks are made as normal.
However, if the confirming skill check is not a success, the equipment has failed to work (a mechanism is jammed, a catch cannot be opened, the engine has stalled, a keyboard has failed to respond) and a move action must be used to try again.
If the “try again” skill check results in a roll of 1 on the die, confirm the failure again as above – however, an equipment failure at this stage means that the equipment is broken and requires a Repair or Computer Use or appropriate Craft check (DC15) as a full round action to fix.
A success on the confirmation check of a “try again” failure means that another check may be made to try the equipment again (as a move action).
Scrap-heap Items
Scrap-heap items may be bought at the listed purchase DC – ¾ of the DC (rounded up, to a minimum DC of 1). Scrap-heap items are rusty, nearly broken and prone to failure.
All checks with scrap-heap items are subject to a -4 equipment penalty. Hit points are reduced by half (rounding up). Hardness and saves are reduced by 2. Top speed is reduced by 15%.
Any check associated with a scrap-heap item may result in an equipment failure. If the check result is 10 or more less than the DC of the attempted task, or a 1 on the die, the equipment has failed to work, and may be broken. Roll the check again with all the same modifiers to confirm the failure. If the confirming skill check is a success, the equipment is not permanently damaged, but has failed to work (a mechanism is jammed, a catch cannot be opened, the engine has stalled, a keyboard has failed to respond). A move action must be used to try again.
If the confirming skill check is a failure, the equipment is broken and requires a Repair or Computer Use or appropriate Craft check (DC15) as a full round action to fix.
If the “try again” skill check results in a roll of 1 on the die, confirm the failure again as above. If the confirming check on a “try again” fails the original DC, then the equipment is broken and damaged, taking 1d4 per size category (starting from Small). This damage must be repaired before the equipment can be used again.
Fixing used items
Second-hand and Scrap-heap items may be repaired into a more reliable state. To fix an item from Scrap-heap to Second-hand quality (or a Second-hand item to be as reliable as new) requires 1d4 Repair (or appropriate Craft) checks of DC20 (Complex checks), each taking at least one hour, and requiring spare parts with a purchase DC of 5. A Scrap-heap item must first be fixed to Second-hand quality before attempting to make it as new.
NOTE: These house rules are on trial - if they work, we'll keep them; if they're broken, we'll ditch them. My intent is to allow characters to buy cheap and shoddy goods at reduced DCs, as some of the DCs listed by the RAW* mean you'll never be likely to own a Ford Fiesta.
Feel free to comment if you can see a glaring hole in my text or intent.
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*RAW = Rules As Written. Leads to the gamers' exclamation: "By the RAW!"
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