Endzeit Ausrüstung

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ACHTUNG: HIER IST VIELES NICHT MEHR KORREKT! TUT MIR LEID, ES MUSS ÜBERARBEITET WERDEN!

Es können Gegenstände von TL0-10^ im Spiel vorkommen. Ihr könnt Euch also bei folgenden Büchern bedienen mit Ausrüstung, GM Entscheid vorbehalten!

  • Basic Set
  • Low Tech
  • High Tech
  • Ultra Tech

Clothing and Personal Items[Bearbeiten | Quelltext bearbeiten]

Just like the name says; clothing and small, personal items the character may need on his journeys.

Name Weight Cost Techlevel
Clothing 2 10 1
Clothing, Ancient Varies Varies 8+
Toiletries Kit 1 20 5
Cleaning Gel 1 60 9

Clothing[Bearbeiten | Quelltext bearbeiten]

Most of the clothing PCs will be starting the game with aremade from leather, wool, linen, etc. Styles vary by culture.

Clothing, Ancient[Bearbeiten | Quelltext bearbeiten]

Some finds consist of rare and weird clothing that only harks back to a time when mankind was able to be frivolous and wasteful. Rare and exotic textiles were used to create fantastic and futuristic clothing in the years leading up to the Fall; from fancy three-piece suits made of black shimmer velvet to liquid gold gowns for the ladies. Other textiles included Synthisilk (just like the real thing, all but impossible to get after Red China spread the Silk Plague), SexySatin (a cross between satin and crushed velvet), Luminessence (glowing and color-shifting fabric), and Neosamite a synthesized gold thread intertwined with real fur follicles – the latter a real rarity prior to the Fall).

Toiletries Kit[Bearbeiten | Quelltext bearbeiten]

Good hygiene disappeared when civilization did. A toiletries kit contains miscellaneous hygiene items such as a comb and toothbrush, as well as consumables such as soap and shampoo.

Cleaning Gel[Bearbeiten | Quelltext bearbeiten]

A quick-hardening gel that the user applies, then peels off along with any dirt. Using it is akin to the ancient technique of applying olive oil and scraping it off. Bottle with seven applications.

Electronics[Bearbeiten | Quelltext bearbeiten]

Useful consumer electronics from the years before the fall. This is by no means a complete list, but the items listed are the most commonly found.

Name Weight Cost Techlevel
Antigrav Pods 50 5,000 10
Communicator 1-2 500-2,000 6+
Hologram Projector 3 1,000 10
Language Translator 1 2,600 9
Motion Detector 4 5,000 8
Night Vision Googles or Visor 4 2,000 9
Optic Scanner 3 8,000 8
Pipboy 2000 3 5,000 8
Stealthboy 3 5,000 9

Antigrav Pods[Bearbeiten | Quelltext bearbeiten]

This small metallic pod, 3 feet in length, is shaped somewhat like a torpedo. It generates an antigravity field when activated. It supports the first 1200 pounds of mass attached to it. The pod must be secured to the object in question as securely as if it actually held the weight, or else the pod tears itself free. The most common source for antigrav pods are scrapped robots.

  • Power Source: Microfusion Pack

Communicator[Bearbeiten | Quelltext bearbeiten]

The Ancients used a wide variety of portable communications devices, from those similar to walkie-talkies, to headset communicators or hand-held gizmos with similar parameters. A typical communicator uses either radio or microwave emitters/receivers, giving a range from 1 to 10 km and weighs about 1-2 lbs.

  • Power Source: Small Energy cell.

Hologram Projector[Bearbeiten | Quelltext bearbeiten]

This item appears similar to a flat black trophy stand, with a button or dial concealed inconspicuously on the front, back, or bottom. When the button is pressed an emitter creates a 3D holographic image, floating roughly three inches to a foot above the unit. The image created rotates a full 360 degrees over the course of thirty seconds. The image programmed into the hologram projector can be virtually anything; a commemorative image of a popular movie star, medical diagrams, flashy advertisements, an American flag billowing in the wind, etc. A small port on the side permits a different image card to be inserted if desired, but such cards are exceedingly rare finds so long after the Fall.

  • Power Source: Microfusion Cell.

Language Translator[Bearbeiten | Quelltext bearbeiten]

A special device, testament to the genius of the Ancients before the fall of mankind, a language translator consists merely of a small angular box, often with a leather or rubber strap allowing it to be slung over the shoulder or strapped to the arm. A translator listens to any vocal emissions in the area (i.e. talking), taking 5d minutes to analyze the vocal emissions fully. Once a comparison with its memory banks can be made the translator translates any spoken communication into the language in which it was programmed (for instance, an American-made translator translates anything spoken nearby into English). The translator can either display the translation on a screen or can emit the translation through its speakers. The translator translates the closest or loudest speaker in its range of 25 ft. The translator works on all forms of verbal communication, including “alien” languages (such as post-apocalyptic languages). However, it only translates into a known language from before the Fall.

  • Complexity 5.
  • Power Source: Small Energy Cell.

Motion Detector[Bearbeiten | Quelltext bearbeiten]

This item appears to be a large metal device, with a glass T.V. tube on its upper side. The device, when activated and pointed in a certain direction, detects all motion in a cone (at 30 degrees) some 50 ft long. Things that are moving within this area appear as dots on the screen, showing their relative position in the cone and the rate of their speed. The detector will only detect motion by things Tiny or larger. A motion detector is unaffected by darkness, smoke or fog, or concealment.

  • Durability: DR 3, HP 3
  • Power Source: Small Energy Cell.

Night Vision Goggles or Visor[Bearbeiten | Quelltext bearbeiten]

These devices use near-infrared and computer-enhanced light intensification to amplify ambient light levels. Night Vision Goggles grant Night Vision 9 and 4x magnification. However, they have no effect on the -10 penalty for total darkness.

  • Durability: DR 3, HP 1
  • Power Source: Small Energy Cell.

Optic Scanner[Bearbeiten | Quelltext bearbeiten]

An alternative security lock is the “optic scanner”, which guards computer terminals, doorways, and buildings in the manner of ID cards. Mutants with aberrant eye deformities (including albinism, photosensitivity, mongoloid, bilirubin imbalance, etc.) are not recognized by such scanners and will not be granted admission by them. Such security systems can be bypassed through normal means (by way of the Electronics Operation (Security) skill; most optic scanners are of exceptional or maximum security, giving a skill check penalty of -2 or -3).

Pip-Boy 2000[Bearbeiten | Quelltext bearbeiten]

Small, simple but very rugged laptop/PDA computer which was mass-produced by the Vault-Tec corporation before the Great War. Complexity 1, with a 40 gigabyte hard-drive. Comes complete with Vault-Tec operating system, datalink, automapping and GPS software.

  • Powered by a small integrated plutonium battery, which lasts for centuries.
  • Skills to use: Computer Operation or Computer Programming
  • Durability: DR 5, HP 3

Stealth Boy[Bearbeiten | Quelltext bearbeiten]

The RobCo Stealth Boy 3001 is a personal stealth device worn on one's wrist. It generates a modulating field that transmits the reflected light from one side of an object to the other, making a person much harder to notice (but not completely invisible; gives a +5 bonus to Stealth skill, And removes the penalty for hiding without a natural hiding place). The technology was developed by Robert Mayflower, based on captured Chinese Hei Gui stealth suits, belonging to the Black Ghost counterinsurgency/terror units. Though the Stealth Boy is more portable and capable of projecting a more powerful stealth field, it has severe drawbacks. The effects of the stealth field only last for about an hour, at which the Stealth Boy will run out of power and require recharging if possible. Also, repeated usage has been found to have unpleasant mental side-effects on the user, as was found by the Brotherhood of Steel, who quickly discontinued it in light of this discovery (make a Will check per hour of use; on a failure the user gains the Paranoia disadvantage). After the war, it was used by the Nightkin elite super mutant units of the Master's army.

  • Power Source: Small Energy Cell.

Food[Bearbeiten | Quelltext bearbeiten]

What Ancient foodstuffs that still exist are, in general, those products that were made mostly with preservatives to withstand the years since civilization’s fall. As a result, the value of certain food items may vary considerably. For example, even though a certain food has the same nutritional value as another, the fact that it is canned (and thus less likely to have been tampered with) may increase its appeal.

Name Weight Cost Techlevel
Canned Food 1 5 5
Dehydrated Pills neg. 20 9
DriedMeat 0.5 1.5 0
Goo Tube neg. 5 9
HEVE Candy neg. 20 9
Nuka Cola 1 3 9
Power Bar neg. 10 7
Pre-War Liquor 0.5 20 9
Readi-Meal 1 20 9
Salt Pills neg. 20 8
Soup Mix neg. 5 5

Canned Foods[Bearbeiten | Quelltext bearbeiten]

Super-advanced food preservation techniques developed years prior to the Fall (even beyond modern methods) permitted the canning of perishable and non-perishable goods alike. Though so far in the future such delectable foods are increasingly rare, they are nonetheless valued as a commodity and as trade goods everywhere. Canned foods, if intact, are almost impervious to outside contamination, the effects of age, and tampering. In addition, they contain real food, fruit, etc. – considered a luxury by most wasteland communities. A single can of food provides for about one meal’s worth of nutrition.

Dehydrated Pills[Bearbeiten | Quelltext bearbeiten]

Developed for use in long-range space missions, these food items are small colored pills that are simply “meals” reduced in size due to the extraction of all moisture. Quite tasty (they come in various flavors, such as French fries, hamburger, etc.), they also manage to meet the nutritional requirements of a full meal.

Dried Meat[Bearbeiten | Quelltext bearbeiten]

This well spiced brahmin jerky stays chewy-licious for years. Cost and weight are per meal's worth of the stuff.

Goo Tube[Bearbeiten | Quelltext bearbeiten]

A so-called “goo tube” is a disposable plastic container filled with a nutrient-rich “mush”. This mush comes in one of four flavors – green, red, yellow, and white (though what these flavors were once meant to duplicate, one can only guess). The product of super-advanced foodprocessing techniques, the goo tube is only the size of a roll of quarters but is enough to feed a man for an entire day. Goo tubes also have the benefit of never spoiling, and their packaging protects them fully from chemical contamination. Goo tubes were an increasingly common food item during the latter years of civilization as food resources worldwide became more and more scarce, replacing Readi-Meals as real food grew rare.

HEVE Candy[Bearbeiten | Quelltext bearbeiten]

The name, HEVE, stands for “high-energy vitamin-enriched”, but was also a common nickname used by soldiers to describe what the taste made them want to do. This candy, when eaten, supplements nutrition intake (each candy cube provides for one full meal).

Nuka Cola[Bearbeiten | Quelltext bearbeiten]

The ingredients of Nuka-Cola are Carbonated Water, Caramel Color, Aspartame, Phosphoric Acid, potassium Benzoate (To Protect Taste), Natural Flavors, Citric Acid and Caffeine. What gives it the unique flavor is the essence of seventeen different fruits mixed in just the right proportion to give the beverage its trademark taste. During the Great Passion Fruit Famine of 2044, people actually noticed the taste difference when the flavor was changed. Some versions of the drink also include vitaminerals and health tonics. There are several types of Nuka-Cola, including Nuka-Cola Classic, Cherry Nuka-Cola, Nuka-Cola Quantum (it has twice the calories, twice the carbohydrates, twice the caffeine and twice the taste!... It also causes the drinker's urine to glow), Nuka-Cola Clear is also said to exist, but if so it's very rare.

Power Bar[Bearbeiten | Quelltext bearbeiten]

These large candy bars are packaged in silver wrapping, and can remain preserved for a great deal of time. Although the taste is far from delicious, these bars are full of protein and vitamins; each provides for about one-half a meal’s worth of nutrients.

Pre-War Liquor[Bearbeiten | Quelltext bearbeiten]

All the brands and flavors you've come to know and love are still out there, for those who know where to look.

Readi-Meal[Bearbeiten | Quelltext bearbeiten]

These excellent examples of pre-Fall food technology come in either tray, envelope, or cylinder form, and are the ultimate in preserved foods. At one end of the package (regardless of shape and size) is a pull ring, which when peeled off creates a chemical reaction in the package that either heats, cools, or rehydrates the food within (depending, of course, on the type of dish). In addition, a spork is usually attached to the package to eat with. Ready meals remain preserved for centuries due to space-age packaging, and are actually quite delicious and nutritious. The nutrition value of one meal is equal to a full day’s nutritional requirements.

Salt Pills[Bearbeiten | Quelltext bearbeiten]

Salt pills increase the salt content in the body, which as a result helps retain ingested moisture. One pill, taken daily, reduces the need for ingested moisture by one half for 1-4 weeks.

Soup Mix[Bearbeiten | Quelltext bearbeiten]

A variety of soup mixes (most from oriental companies) are available even decades after the holocaust. Dehydrated and vacuumpacked, these mixes are somewhat nutritious (equal to about one full meal), but require mixing with a certain amount of heated, drinkable water – a rarity in a world without adequate water resources.

Hazard Detection Devices[Bearbeiten | Quelltext bearbeiten]

There are various types of chemical/biological/nuclear detection devices available; some are hand-held devices, some are worked into clothing, others are mounted on helmets and gloves. The numerous models, produced during the final stages of civilization’s wars, vary in size, shape, color, and name, but pretty much work the same. The three main types are as follows:

Name Weight Cost Techlevel
Chemical Sensor 1 10000 8
Geiger Counter 3 10000 8
Rad Tab Neg. 300 7

Chemical Sensor[Bearbeiten | Quelltext bearbeiten]

These devices, typically hand-held and possessing a microphone-like protrusion, detect the general presence of toxic chemical gasses in the vicinity. Such an item detects only chemical agents (not radiation), including hazardous chemicals (any form), chemical contaminants, and various nerve/irritant/blood agents. A chemical sensor’s range is 50 ft.

  • Power Source: Small Energy Cell
  • Skill to use: Electronics Operation(Sensors) or NBC Warfare
  • Durability: DR 5, HP 3
  • Rolls to build: Scrounging -5, Engineer(Electric) +0
  • Tools: Basic Toolkit (Electronics)
  • Design Blueprints: 14 hours
  • Limited Production: 5 hours

Geiger Counter[Bearbeiten | Quelltext bearbeiten]

This type of item can be hand-held, mounted on a shoulder harness, or even installed in some advanced infantry combat suits like a modified “HUD”. Such an item detects the exact Rad level in an area, displaying it on a numbered dial (sometimes digital), emitting a highpitched whine when the user gets close to the source of radiation. A Geiger counter has a range of 75 ft and weighs 3 lbs.

  • Power Source: Small Energy Cell
  • Skill to use: Electronics Operation(Sensors) or NBC Warfare
  • Durability: DR 5, HP 3
  • Rolls to build: Scrounging -5, Engineer(Electric) +0
  • Tools: Basic Toolkit (Electronics)
  • Design Blueprints: 14 hours
  • Limited Production: 5 hours

Rad Tab[Bearbeiten | Quelltext bearbeiten]

Such items come in all shapes and sizes, but are usually installed as a colored strip on an I.D. badge, arm band, etc. The strip changes color when the wearer comes close to dangerous radiation level areas. Such an item changes from black to yellow at mild levels, yellow to orange at low levels, and orange to red at moderate levels or more. After exposure to radiation, a Rad Tab cannot be used again. Range is immediate.

Medicine[Bearbeiten | Quelltext bearbeiten]

Numerous drugs and chemicals were devised by the Ancients, some capable of saving lives, others capable of enhancing mankind’s inherited abilities - dictating what was once the sole domain of nature. These items, though limited in uses (i.e. they are consumed when used) are often among the greatest treasures. Medicines are known by many names in the post holocaust world. To the primitive wasteland dwellers, they are “good juju”, or “good magic”, while to those who hold some semblance of civilization they are known as “drugs” or simply “meds”. Medicines, though vastly misunderstood by the savage survivors of the holocaust, are still considered priceless because of their “magic” - they are some of the few things that maintain their value over time (due to futuristic preservation techniques, that is).

Here is a table of all the stuff, that is currently known and used in wastes... there may, of course, be more:

Name Weight Cost Techlevel
Auto-Doc 2000 lbs 250000 9^+1
Diagnostic Scanner 0.5 lbs 10500 9^+1
Healing Powder 0.5 10 4
Voodoo 1 50 4
Stimpack neg. 200 9
Super Stimpack 1 600 9
Trauma Pack 1 1200 9^+1
Ultra Stimpack 0.5 3000 9^+1
Antidote 1 150 7
Afterburner Gum neg. 350 7
Mentats neg. 300 8
Buffout neg. 300 8
Psycho 0.5 475 8
Mutie 0.5 700 9
Jet neg. 25 8
Rad-X neg. 600 9
Radaway neg. 400 9
VaulTec First Aid Kit 5 400 9
VaulTec Crash Kit 10 1200 7
Pocket Nurse 2 2000 9
Analgine neg. 80 9
Hyperstim neg. 100 9
Morphazine neg. 50 9
Soothe neg. 50 9
Crediline neg. 50 9
Ascepaline neg. 300 9
Antibiotic neg. 50 9

Auto-Doc[Bearbeiten | Quelltext bearbeiten]

Back to Medicine

Auto-Doc

This most advanced of all Ancient medical devices is a machine used by some doctors to assist in patient recovery and the healing the serious wounds. An Auto-Doc is a robotic “doctor” consisting of a steel table with several mounted robotic arms ending in surgical tools and scanners. Note that attempting to use a malfunctioning Auto-Doc could result in an extremely gory death. Such devices require a great deal of power to operate effectively, usually coming from the reactor of a medical facility. The patient is effectively unconscious and vulnerable while strapped to the machine. An Auto-Doc has the skills Diagnose, Physician and Surgery at a level of 20.

Diagnostic Scanner[Bearbeiten | Quelltext bearbeiten]

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This hand-held electronic device, when used within 10 ft. of a given subject (the scanner must be directed towards the target), will scan its bloodstream, electrical impulses, and general chemical content with a variety of sophisticated sensors. The scanner has a compressed memory bank filled with a large library of diseases and general illnesses, and the information gleaned from the scan is crossreferenced with its memory to diagnose whatever disease or sickness (if any) is affecting the target. The diagnostic scanner detects and accurately identifies diseases, chemical contaminant levels, the presence of parasitic infestations, radiation levels, broken bones, degenerative genetic illness, poison, etc. It also grants a +3 bonus to Diagnosis checks.

  • Power Source: Micro Fusion Cell

Healing Powder[Bearbeiten | Quelltext bearbeiten]

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Mixture of powdered mutant plants Brock Flower and Xander Root, a dose of healing powder acts as a coagulant, painkiller and intoxicant, all at once. Healing powder is applied to the wound, it then almost instantly heals +1 hit points worth of damage and gives +4 bonus to any bleeding related HT rolls. As with stimpacks, only one dose of healing powder can be applied per wound.

  • Form: Powder (Applied). It takes about 3 seconds to apply one dose of Healing Powder.
  • Drawbacks: The mildly intoxicating effect gives a cumulative -1 penalty per dose to any Perception rolls, and this penalty applies also to any ranged attacks like firing a gun or throwing a spear. If senses go down to zero, the patient passes out and sleeps until the penalties have gone away. Accumulated sense penalty decreases at the rate of 1 per hour. The healing powder is most commonly made by Tribal medicine men, it is carried in small pouches which contain one dose each.
  • Time: Takes effect immediately.

Voodoo[Bearbeiten | Quelltext bearbeiten]

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Voodoo is a potion brewed by tribal witchdoctors from the parts of dead critters. Drinking it will make the user feel invincible: 2 DX, +1 active defenses. The effects last 25-HT minutes.

  • Form: Beverage. It takes about 3 seconds to apply one dose of Voodoo.
  • Drawbacks: Gives Overconfidence for the duration. Also gives -2 DX, -1 active defenses and Chronic Depression (12) for a number of minutes equal to the time it was in effect.
  • Time: Takes effect in 1 minute.

Stimpack[Bearbeiten | Quelltext bearbeiten]

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A small disposable first-aid item, when a Stimpack is injected into a wound, it instantly closes the wound and restores +5 hit points. Only one Stimpack can be used per wound, except for a gunshot wound which goes all the way through the patient (one stimpack for entry wound, another for the exit wound, heals a total of +10 hit points). Millions of stimpacks were made before the war, and any surviving high-tech medlabs can produce these.

  • Form: Injection. Injections require a First Aid roll with a +2 bonus. It takes about 1 second to apply one Stimpack.
  • Drawbacks: None.
  • Time: Takes effect immediately.

Super Stimpack[Bearbeiten | Quelltext bearbeiten]

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Fitted around the arm, the Super Stimpack is ready to inject chems into a soldier's body during combat. When activated, a Super Stimpack restores +15 hit points.

  • Form: Injection. Injections require a First Aid roll with a +2 bonus. It takes about 1 second to apply one Super Stimpack.
  • Drawbacks: The healing comes with a cost. The user will lose 10 fatigue points after HT minutes.
  • Time: Takes effect immediately.

Trauma Pack[Bearbeiten | Quelltext bearbeiten]

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Developed by the Brotherhood of Steel, a Trauma Pack is basically an advanced Super Stimpack. When activated, a Trauma Pack will restore +25 hit points.

  • Form: Injection. Injections require a First Aid roll with a +2 bonus. It takes about 1 second to apply one Trauma Pack.
  • Drawbacks: After HT minutes, the user will lose 10 fatigue and 5 hits (the hits must be healed naturally) after HT minutes.
  • Time: Takes effect immediately.

Ultra Stimpack[Bearbeiten | Quelltext bearbeiten]

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Used by both the Enclave and the Brotherhood of Steel, an Ultra Stimpack iwill restore +25 hit points when used.

  • Form: Injection. Injections require a First Aid roll with a +2 bonus. It takes about 1 second to apply one Ultra Stimpack.
  • Drawbacks: After HT minutes, the user will lose 15 fatigue and 5 hits (the hits must be healed naturally) after HT minutes.
  • Time: Takes effect immediately.

Antidote[Bearbeiten | Quelltext bearbeiten]

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This antidote, coming in a bottle or syringe, is usually made from distilled poisons and antibodies. The exact formula (and efficiency) depends on who made the antidote.

  • Form: Beverage or injection. Beverages take 3 seconds to apply, injections take 1. Injections require a First Aid roll with a +2 bonus.
  • Drawbacks: None.
  • Time: Takes 1 minute to take effect (beverage) or immediately (injection).

Afterburner Gum[Bearbeiten | Quelltext bearbeiten]

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Afterburner is an amphetamine gum legalized before the war. “It's time to kick ass and chew gum, and I'm all outta gum!” Afterburner gives +1 ST, +1 DX and High Pain Threshold for 25-HT minutes.

  • Form: Gum. Takes 3 seconds to apply.
  • Drawbacks: Gives -1 ST and -2 DX at the end of the duration, lasting an amount of time equal to the time the drug was in effect.
  • Time: Takes 1 minute to take effect.

Mentats[Bearbeiten | Quelltext bearbeiten]

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The ultimate 'smart drug', a dose of mentats greatly increases the patients intelligence for a short period of time. Mentats give +2 IQ, +2 Perception, +1 Charisma for (25-HT)/4 hours.

  • Drawbacks: -2 IQ, -2 Perception, -3 Charisma and Absent Mindedness at the end of the duration, lasting the same amount of time the drug was in effect.
  • Time: It takes about 1 second to apply a dose of Mentats.

Buffout[Bearbeiten | Quelltext bearbeiten]

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A dishonest olympic weightlifters dream come true, Buffout greatly increases recipients strength and endurance for a short period of time. Gives +2 ST, +2 DX, Hard to Kill 2 ad Hard to Subdue 2 for (25-HT)/4 hours.

  • Drawbacks: -3 ST, -3 DX, and -1 HT at the end of the duration, lasting the same amount of time the drug was in effect.
  • Time: It takes about 1 second to apply a dose of Buffout

Psycho[Bearbeiten | Quelltext bearbeiten]

A pre-war combat drug cocktail with nasty side effects, high addiction rate and very impressive increase in combat ability for a short period of time. Gives +2 DX and +1 Speed for (25-HT)/4 hours.

  • Drawbacks: -2 IQ and hallucinations for the duration; also gives -3 ST, -3 DX, Low Pain Tolerance, and Paranoia at the end of the duration, lasting the same amount of time the drug was in effect.
  • Time: It takes about 1 second to apply a dose of Psycho. Injections require a First Aid roll with a +2 bonus.

Mutie[Bearbeiten | Quelltext bearbeiten]

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Mutie is a chemical that duplicates the mutative effects of FEV for a short period of time. Mutie gives the user a boost of +4 ST and +4 Perception, lasting 1 week.

  • Drawbacks: -4 Charisma and -4 IQ for the duration, ad the loss of 10 hit points when the drug wears off that must be recovered naturally.
  • Time: It takes about 1 second to apply a dose of Mutie. Injections require a First Aid roll with a +2 bonus.

Jet[Bearbeiten | Quelltext bearbeiten]

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Courtesy of Reno, Jet is the premier street drug of the Wastelands. Jet gives the user +2 Speed, +1 ST, and +1 Perception for (25-HT)/4 hours.

  • Drawbacks: Gives -2 Speed, -3 ST and -3 Perception at the end of the duration, lasting for the same amount of time the drug was in effect.
  • Time: It takes about 1 second to inhale a dose of Jet.

Rad-X[Bearbeiten | Quelltext bearbeiten]

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Halves new radiation effects per dose, preventive drug, lasts 2h

  • Time: It takes 1 second to apply one dose, which takes effect after 10 minutes.

Radaway[Bearbeiten | Quelltext bearbeiten]

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This drug heals radiation damage, but cannot heal patients 'Lifetime Radiation History' damage, which never heals. One dose cures 1D6 rads worth of damage upon application, after which HT roll is made after each hour, for 1D6 hours - Successful HT roll results in additional 1D6 rads being healed.. Taking Radaway results in symptoms such as diarrhea and vomiting, which results in some dehydration - It is advisable to drink lots of water while under the influence of radaway. Dehydration damage points equals to the duration of the drug in hours (Fatigue points are lost first, until fatigue drops into 3, after which actual hit points are lost - Drinking one quart of water restores 1 point of dehydration damage). Taking more than one dose simply increases the duration of the drug, too many doses might result in life-threatening dehydration damage. Radaway is not addictive.

  • Time: It takes 1 second to apply one dose, which takes effect after 10 minutes.

VaulTec First Aid Kit[Bearbeiten | Quelltext bearbeiten]

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More than a simple bandage, here is a complete kit for treating wounds. Including a can of plastiskin spray.

  • Gives +2 to First Aid skill when using the plastiskin spray (6 uses), else +1

VaulTec Crash Kit[Bearbeiten | Quelltext bearbeiten]

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Contains a defibrillator, an oxygen mask, sutures, a bandage spray can, and no-shock drugs. It provides a +2 (quality) bonus to First Aid skill and counts as improvised equipment (-5) for Surgery skill.

  • Gives +2 to First Aid skill, +3 skill when using bandage spray can (6 uses)

Pocket Nurse[Bearbeiten | Quelltext bearbeiten]

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This is a flat, rectangular metal device fixed to an adjustable belt, attached either to the hip or worn around the waist. Three cylindrical ports line the top of the device, where special “drug cylinders” can be inserted. The “pocket nurse” is a marvel of advanced technology that monitors the vital functions of the wearer, injecting one of three chemicals into his system as needed. The pack can carry a maximum of three drugs of any kind, injecting these as needed, one at a time, once per round, immediately following an injury, poisoning, etc. The pack will always use the most potent chemical first to remedy the threat (such as in the case of loading a Stimpack and a Super Stimpack, it will use the Super Stimpack first). Since the pack itself does all the work, this is considered a free action. The pack can be reloaded, one drug at a time, as a standard action.

  • The Pocket Nurse runs a small energy cell.

UV Sterilizer[Bearbeiten | Quelltext bearbeiten]

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This electronic device was used for scientific and medical research before the fall of civilization. The device appears to be a small hand-held “television” or flash screen, used much like a hand-held scanner. The UV sterilizer emits a continuous pulse of UV-C (at a short wavelength from 2800A to 150A), a strong enough radiation to sterilize surfaces, killing all known viruses and bacteria. Whatever the UV ray passes over is totally “cleansed” in a matter of 1d minutes. This works on all viruses and bacteria, but is harmful to living tissue (inflicting 1d in heat damage for every two minutes of direct exposure; 3d vs. fungi and plantlike creatures). One discharge is used for each minute of operation.

  • The UV sterilizer runs on one Micro Fusion pack.

Analgine[Bearbeiten | Quelltext bearbeiten]

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Masks Pain HT/2 h, numbs

Hyperstim[Bearbeiten | Quelltext bearbeiten]

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Instantly wakes unconscious, can't fail HT roll while drug is active, lasts 10 min, when wears off roll vs HT, failure -1HP, crit fail heart attack,

Morphazine[Bearbeiten | Quelltext bearbeiten]

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Puts Patient to sleep, HT-3 to resist, sleep 8h - margin of error, works in 1s

Soothe[Bearbeiten | Quelltext bearbeiten]

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Puts user in dreamy state of sleep, no memory of events, 6h

Crediline[Bearbeiten | Quelltext bearbeiten]

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roll HT-3 or suffer the Gullibility (9) disadvantage for (25-HT)minutes

Ascepaline[Bearbeiten | Quelltext bearbeiten]

Back to Medicine

Regenerates 1 HP every 1 hours. Lasts 1 day, week should elapse before used again. If not, roll vs. HT+2 for the second dose, HT+1 for the third, etc. Failure means the user’s natural ability to heal without the drug is permanently damaged: the user gains Unhealing (Partial) (p. B160). He may still use Ascepaline, however.

Power Sources[Bearbeiten | Quelltext bearbeiten]

Various items of this type were created to supply power to the various technological devices of mankind’s creation, just prior to the end of civilization. The power source (or “fuel cell”) is an electrochemical device that converts the chemical energy of the fuel into a direct-current output, like a “continuous-process battery”. Most fuel cells made on preholocaust Earth used hydrogen as a fuel.

Name Weight Cost Techlevel
Induction Transformer 0.5 30,000 7
Small Energy Cell 0.5 300 8
Micro Fusion Cell 2 800 8
Micro Fusion Pack 20 10,000 8
Fusion Cell 20 35,000 10
Portable Petrol Power Generator 100 20,000 7
Solar Panel Battery Charger 1 20 7
Solar Panel 8 350 7

Induction Transformer[Bearbeiten | Quelltext bearbeiten]

The induction transformer, or “leech”, appears to be a small electronic device, no larger than a cigarette pack, with a small digital readout, numerous buttons, and ports for numerous kinds of plugs of all types. An attached cord of durable rubber, with a jack on one end, can be uncoiled from a slender compartment on one side. The induction transformer, when jacked into any form of generator or industrial-sized storage capacitor that will permit it, draws off some of the machine’s power to re-charge a smaller, depleted power battery also hooked to it. Assuming the source-generator is currently in operation (or, in the case of a power storage unit, charges are still left in it), the transformer will recharge any power cell at a rate of one charge per hour. If the transformer’s hook-ups are detached at any time, the charge is lost from both source and destination. A transformer itself requires no power.

Small Energy Cell (TL9)[Bearbeiten | Quelltext bearbeiten]

Small Energy Cells are a kind of advanced fuel cells. Each cell weights half a pound and its size is about 2.5×5×5cm (1×2×2"). The recharging process is rarely known (except for Vaults or BOS for example). This process requires specific hardware (TL 9), 4 hours and an Electronics Repair roll (Power Sources - TL9). Failure means the cell lost half his capacity, critical failure means the cell is destroyed (becomes useless).

Micro Fusion Cell (TL9)[Bearbeiten | Quelltext bearbeiten]

Micro Fusion Cells are ultra-powerful cells. They weigh about two and a half pound each, and their size is about 5×10×10cm (2×4×4"). The recharging process is even more difficult and dangerous. In addition of the specific hardware (TL 10), it requires 8 hours and an Electronics Repair roll (Power Sources – TL10). Failure means the cell is destroyed (useless). Critical failure means the cell shatters (6d cr[ex]+6d burn).

Micro Fusion Pack (TL9)[Bearbeiten | Quelltext bearbeiten]

Micro Fusion Pack is like a big MFC, designed to hold much more energy. It is designed to be recharged, and so, despite the need of specific hardware, the process is easy: Electronics Repair roll at +3 (Power Sources – TL10).

Fusion Cell[Bearbeiten | Quelltext bearbeiten]

A portable fusion reactor. It may produce a huge amount of power. It is not radioactive while it is sealed.

Power Source Uses Power
Small Energy Cell Gizmos, small electronic devices 1 year use
Micro Fusion Cell Energy weapons, large electronics devices By weapon type†
Micro Fusion Pack Energy weapons By weapon type†
Fusion Cell Unknown Unlimited‡
  • † When used to power non-discharge items, will provide indefinite use.
  • ‡ 20 uses per day.

Portable Petrol Power Generator[Bearbeiten | Quelltext bearbeiten]

This appears to be a heavy machine with plastic or metal carrying bars (it’s the size of maybe two or three car batteries, very heavy, but still man-portable). This type of miracle device uses petrol (25% of these devices use alcohol instead) to generate a steady current of electricity. The generator produces 1 Megawatt per half liter of petrol, per hour. The tank in the generator generally holds two liters. It can generally only be linked to household devices (not weapons), but it’s flow is enough to power most devices in a small community.

Solar Panel Battery Charger[Bearbeiten | Quelltext bearbeiten]

About the size of a small book, recharges any standard sized batteries and some internals.

  • Power: 0.012kW

Solar Panel[Bearbeiten | Quelltext bearbeiten]

About one square yard in area when assembled. Used to convert sunlight into electric power, which is usually either stored into batteries or used for powering other equipment. Can fully recharge a typical car battery in a bit over one hour under ideal conditions.

  • Skill to use: Any Electronics Operation. No roll necessary except with default skill.
  • Durability: PD 2, DR 3, HP 1
  • Power: 0.2 kW
  • Rolls to Build: Scrounging-5, Electronics Operation+0
  • Tools: Mini-toolkit (Electronics)
  • Design Blueprints: 19 hours
  • Limited Production: 7 hours

Professional Equipment[Bearbeiten | Quelltext bearbeiten]

With the degenerate and backwards mentality of the chaotic wasteland, what constitutes “professional equipment” often becomes the basis for a community’s entire way of life. As a result, common kits, instruments, and individual tools are often considered strategic resources to be jealously guarded. A simple chemical kit could become the basis for a community’s drug-based economy, or an electronics tool kit could be vital to keeping a sheltered dome community in power. Professional equipment is seldom for sale.

Name Weight Cost Techlevel
perMark Pen Neg. 100 8
Books 2 3,000-10,000 Varies
Boron Solution Spray 3 1,000 9
Electronic Skeleton Key 2 60,000 9
Sticky Tape 12 800 9
Lockpicks Neg. 30 3
Lockpicks, Advanced Neg. 250 5
Portable Up-Link Communicator 4 7,000 8

perMark Pen[Bearbeiten | Quelltext bearbeiten]

This is a fantastic pocket pen made from high-durability titanium, with a 1,000-year guarantee of operation. An astronaut pen can write on wet surfaces (even underwater), upside down, and for an unlimited period of time.

Books[Bearbeiten | Quelltext bearbeiten]

Books are among the last evidence that a culture beyond the warring, desperate civilizations of today once existed on the Twisted Earth. The books, propaganda, and other educational devices of the Ancients are called “Arcanum”, and are as revered as artifacts as firearms, fancy armor, and their fancy gizmos. Some cults actually worship old books and readings – “Archie” comics and Disney storybooks have spawned a number of odd cults in the wasteland. Books are useful as well, providing in many cases access to skills otherwise denied primitive or uneducated people (e.g. texts on cybernetics, robotic repair, and the use of laser weapons). In game terms, the referee may permit the owner of a book on a certain skill to earn that skill, one rank at a time, through study, even without a mentor. Most books are written in the language of the Ancients, however, requiring knowledge of that language to be used with any appreciable effect.

Boron Solution Spray[Bearbeiten | Quelltext bearbeiten]

This advanced tool looks just like a portable fire extinguisher, except that it contains a special chemical mixture (primarily of boron powder) used to dampen and inhibit neutron activity (in other words, it reduces radioactivity). When the solution is sprayed on any radiating source (a cracked power cell, nuclear waste, anything emitting radiation), it lowers the level of Radiation by one level for each application (thus, applying two charges of spray on a high radiation source would bring it down to low radiation). Each boron spray container generally contains 2d spray charges.

Electronic Skeleton Key[Bearbeiten | Quelltext bearbeiten]

This type of device was highly illegal before the Fall, and is thus very rare. Used by safecrackers and burglars, the electronic skeleton key looks like a small metal box with a computer chip sticking out of one end. This end is inserted into keycard slots, and the device automatically attempts to duplicate the electric signal produced by the required card. Using the key, a normally invincible keycard lock can often be bypassed. Using an electronic skeleton key provides a +3 bonus to Electronics Operation (Security) checks to open electronic locks. Military security of stage IV and above cannot be bypassed with this device, however.

  • Power Source: Cell.

Sticky Tape[Bearbeiten | Quelltext bearbeiten]

This is a super-advanced form of binding material that bonds easily to most surfaces, even slippery metal. A typical roll has about 2,000 feet of tape. Ion tape requires an ST check to tear or detach.

Lockpicks[Bearbeiten | Quelltext bearbeiten]

Basic lockpick set. Allows lockpicking at no penalty to skill.

Lockpicks, Advanced[Bearbeiten | Quelltext bearbeiten]

Comprehensive fine quality lockpick set. Professional thieves choice of tools. Gives a +1 skill bonus for picking any mechanical lock.

Portable Up-Link Communicator[Bearbeiten | Quelltext bearbeiten]

This appears to be a small metal box (a portable computer of sorts), with a telemetry dish and plexiglass screen. When activated, the communicator makes a direct link to one of several orbital platforms around the planet. Since none of these platforms are still operable, however, the effects of using this device will vary depending on the referee’s whim. The up-link communicator weighs 4 lbs.

  • Power Source: Pack.

Riding and Draft Animals[Bearbeiten | Quelltext bearbeiten]

After the Resource War and the nuclear Armageddon that followed, both riding and draft animals became scarce (and therefor valuable). The following prices are for threaded, or non-mutated specimens. Mutie livestock will sell for half the listed price.

Name Weight Cost Techlevel
Brahmin 2,500 1,500 -
Cavalry Horse 1,400 4,000 -
Donkey 500 1,000 -
Draft Horse 2,000 2,000 -
Heavy Warhorse 1,900 5,000 -
Mule 1,400 2,000 -
Pony 800 1,500 -
Saddle Horse 1,200 1,200 -
Bit and Bridle 3 35 1
Horseshoes 4 50 3
Saddle and Tack 15 150 2
Saddlebags 3 100 1
Spurs - 25 2
Stirrups 20 125 3
War Saddle 35 250 3

Brahmin[Bearbeiten | Quelltext bearbeiten]

Brahmin are mutated Brahman cattle with two heads. In the real world, "Brahman" are a kind of cow named after the priestly caste of India. When the bombs fell, cows mutated and grew two heads, and were given the name Brahmin. They also have 8 stomach compartments, twice as many as normal cows.

Donkey[Bearbeiten | Quelltext bearbeiten]

The best kind of pack animal around, donkeys are stolid in the face of danger, they are hardy, surefooted, and capable of carrying heavy loads over vast distances. Unlike a horse, a donkey is willing (though not eager) to enter strange and threatening places.

Combat Horse (Cavalry, Warhorse)[Bearbeiten | Quelltext bearbeiten]

A combat horse is identical to a riding horse (see below), except that it has been trained for use in combat. See Mounted Combat, B396. For more information on horses, see B124

Mule[Bearbeiten | Quelltext bearbeiten]

The sterile offspring of a horse and a donkey. Large enough to ride, but more frequently used as a draft animal.

Pony[Bearbeiten | Quelltext bearbeiten]

A small horse (too small for an adult to ride).

Saddle Horse[Bearbeiten | Quelltext bearbeiten]

The horse is a good all-around work animal and the best mount for riding. Horses can be skittish, however, and riding horses are not trained for combat. For more information on horses, see B124.

Services[Bearbeiten | Quelltext bearbeiten]

There are still places in the wastes where you can buy services, you will just have to find them.

Name Weight
Armor Repair ¼ cost of armor
Bodyguard 35+/day
Hunting Party 15+/day
Manual Labor 5+/day
Slave 1000
Trade Labor 20-1000/day
Transportation 60/trip or 100/day
Whore/Pleasureboy 40+/night
Wilderness Guide 25+/day

Armor Repair[Bearbeiten | Quelltext bearbeiten]

Repair of any type of armor using construction, smithing, chemistry, and/or armor repair skills, including labor and materials.

  • Cost: The cost to repair one DR on any piece of armor is equal to ¼ of the cost of an undamaged piece of armor of the same type.

Bodyguard[Bearbeiten | Quelltext bearbeiten]

The cost of hiring one person skilled in combat skills, who will defend you in hostile circumstances. How much you’ll be able to trust him depends on how much you are willing to pay. Bodyguards usually bring their own equipment, but you might want to provide better gear if you can afford it.

  • Cost: 35 per day or much more, depending on the danger.

Hunting Party[Bearbeiten | Quelltext bearbeiten]

The cost of hiring one person skilled in outdoorsy skills such as Stealth, Tracking, Search, and Missile Weapon skills for use in a hunting party.

Manual Labor[Bearbeiten | Quelltext bearbeiten]

Employing someone to lift, carry, or other similar mindless duties.

Slave[Bearbeiten | Quelltext bearbeiten]

Many markets around the globe allow for slave trading. Slave trading is not officially condoned, though many people do use slave labor. Keep in mind that you must feed and water your slaves, so there will be additional costs.

  • Cost: 1,000 is a good cost base for a young, healthy slave.

Trade Labor[Bearbeiten | Quelltext bearbeiten]

The minimum cost of hiring a person to perform skilled labor or provide information as the result of a skill. Does not include any equipment costs, raw materials, or cost of finished products.

Transportation[Bearbeiten | Quelltext bearbeiten]

Transportation: The costs of private transportation inside a town or city and the surrounding farms or communities. Usually on carts or animals.

  • Cost: 60 per trip or 100 per day is generally a good cost base.

Whore/Pleasureboy[Bearbeiten | Quelltext bearbeiten]

The cost of hiring one person skilled in attending your sexual needs. Some may charge more (or less) than the standard price for obvious (or not so obvious) reasons. Cost: 40 per night, sometimes varying depending on the nature of the service.

Wilderness Guide[Bearbeiten | Quelltext bearbeiten]

The cost of hiring one person skilled in Pharmacy (Herbalism), Naturalist, Navigation, Tracking, Climbing, Survival, and Search. Expeditions longer than two weeks cost an additional 50 per week.

  • Cost: 25 to 50 per day, depending on area. More than 2 week expeditions cost +50/week.

Survival Gear[Bearbeiten | Quelltext bearbeiten]

Of the various basic categories of equipment, survival gear is by far the most important to the inhabitants of the post-nuclear world. While there is great demand for most items useful in surviving the world’s terrible dangers and climate hazards, a number of communities have virtual “cottage industries” that produce these vital items to make life in the wasteland possible.

Name Weight Cost Techlevel
Advanced Breathing Apparatus 8 19,000 7
Bedroll 5 5 4
Cigarette Lighter Neg. 90 6
Cooling Suit 5 600 8
Emergency Raft 2 1,000 7
Firestarter Cube Neg. 25 9
Gas Mask 1 12,000 5-8
Gas Mask Filter 0.5 250 5-8
Halazone Tablets Neg. 50 6
Instant Pillow Neg. 50 7
Light Rod Neg. 15 7
Magnesium Firestarter Neg. 350 5
Portable Stove 5 500 6
Potassium Iodine Neg. 200 5
Survival Kit 4 300 9
Tent, 2-man 12 80 4
Tent, 4-man 30 150 4
Water Flask 1 10 4
Waterproof Matches Neg. 2 6
Water Purifier 2 7,500 8

Advanced Breathing Apparatus[Bearbeiten | Quelltext bearbeiten]

This is a generic term used to describe a variety of breathing-assistance devices, such as diver air tanks, firefighter oxygen masks, or internal air supply systems for spacesuits, radiation suits, etc. Most apparatus include a backpack-mounted air tank (not always the case, as in the case of the most advanced - which employ oxygen recycling systems, negating the need for tanks), good for 1 hour of use (some are even good for up to 10 hours of use). Unlike a gas mask, which only filters air, the apparatus generates or carries its own supply. The apparatus renders the wearer immune to inhaled toxins, including poisonous gas, inhaled radiated dust, and airborne diseases.

Bedroll[Bearbeiten | Quelltext bearbeiten]

Either hides, blankets, or an ancient sleeping bag used for a bed while camping.

Cigarette Lighter[Bearbeiten | Quelltext bearbeiten]

This tiny, priceless object creates a steady flame even in wet or windy conditions due to a shielded cover. They come in a number of colors and styles. A typical lighter will have d100 “charges”.

Cooling Suit[Bearbeiten | Quelltext bearbeiten]

This flexible undergarment uses electric power to keep the wearer at comfortable temperature even in the midday heat of a desert. Especially useful for wearing full armor suits in hot climates, it can cancel out any temperature related fatigue losses as long as the power lasts. As it reduces sweating a lot, it also allows the wearer to get by with drinking notably less water. Using one power cell, the Cooling Suit can reduce the effective temperature by 10 degrees for 16 hours, 20 degrees for 8 hours, 30 degrees for 4 hours and so on. Can also attach larger energy cells or a powerplant externally if longer operating duration is required. Note that the Cooling Suit offers no protection at all to extremely high temperatures, such as produced by bonfires, flamethrowers or plasma blasters.

  • Power Source: Micro Fusion Cell.

Emergency Raft[Bearbeiten | Quelltext bearbeiten]

This is essentially a bright orange plastic container (cylindrical or box-shaped) with a thick rubbery shoulder strap for easy carrying. When opened and a tab pulled, an auto-inflating raft literally “pops” out. The raft is generally large enough to support eight Mediumsized people steadily on all but the roughest seas, remaining buoyant for about 1-2 weeks. A fold out tent top can be deployed to protect against cold and high winds. It can be used only once, however, and cannot be repackaged.

Firestarter Cube[Bearbeiten | Quelltext bearbeiten]

A clear plastic cube, 1 inch x 1 inch; when the side tabs are pulled, the cube heats chemically to ignite flammable materials within contact, even in extreme dampness or high winds. Ideal for starting a campfire in a storm. A firestarter cube is a one-use item.

Gas Mask[Bearbeiten | Quelltext bearbeiten]

Old-style gas masks are found in a wide variety of styles, shapes, and colors, from military to police issue, and even some colorful (and stylish) ones of civilian manufacture (used extensively during civilization’s final years). Gas masks, in general, work to filter out biological and chemical agents that work through inhalation (they have no effect against skin-affecting agents), but not radiation. The masks work to absorb all inhaled agents, for up to four hours of continuous use, before the filter must be replaced.

Gas Mask Filter[Bearbeiten | Quelltext bearbeiten]

Gas mask filters appear in a number of varieties, from cylinders to “hockey pucks”. In the later stages of civilization, most were made to a universal specification. As stated under the gas mask, such items work for up to four hours at a time before becoming clogged and useless. All filters are disposable (they cannot be re-used).

Halazone Tablets[Bearbeiten | Quelltext bearbeiten]

One of these tablets, when combined with one liter of water, will purify it of most simple contaminants and parasites. Heavily contaminated water sources (GM’s discretion) may require the use of two tablets per liter. Halazone tablets will not work on salt water, or water tainted with gritty minerals.

Instant Pillow[Bearbeiten | Quelltext bearbeiten]

This item is often packaged in a “high-tech” looking metallic package, no larger than a pack of sealed baseball cards. When torn, the slip of pink material inside is cast on the ground, where a chemical reaction (the stuff is made of a material that foams on contact with simple atmospheric nitrogen) turns it into a good-sized pillow. The pillow only opens up once, however, and cannot be re-packaged. The item was, obviously, ideal for weekend camping trips for the whole family.

Light Rod[Bearbeiten | Quelltext bearbeiten]

These are hard plastic rods (three feet in length), filled with two chemicals which, when combined by pulling a tab on the rod, glow brightly and intensely. Colors range from vibrant orange to fluorescent blue. The glow of a light rod provides illumination up to 50 ft, and lasts up to eight continuous hours, before the rod is used up.

Magnesium Firestarter[Bearbeiten | Quelltext bearbeiten]

These are high quality magnesium starters, operable in even the wettest conditions. The starter consists of a magnesium bar, which when scraped produces magnesium shavings that are highly flammable (a built-in sparking rod is included).

Portable Stove[Bearbeiten | Quelltext bearbeiten]

For individual use while camping or for survival in the wilderness, this is a small rectangular device with two burners attached to it, adequate to heat two small pots or pans. Foldout metal utensils are stored in a compartment in the device’s side. There are many versions of this item available; some older models are powered by gas cylinders, but the majority are powered by electric cells.

  • Power Source: Micro Fusion Cell

Potassium Iodide Tablets[Bearbeiten | Quelltext bearbeiten]

These pills help reduce the amount of radioactivity the body absorbs during a 24 hour period. For a character that has taken a potassium iodide tablet, calculate the time of radiation exposure normally, but drop the final result by one category. For example, a character that has spent 10 minutes exposed to radiation counts as only having been exposed for 1 minute. There is no additional benefit for taking more than one pill in a 24-hour period.

Survival Kit[Bearbeiten | Quelltext bearbeiten]

This type of item was issued to soldiers in the field, and many types are available. The kit contains a water-purification bag (which holds up to one liter of water), four halazone tablets, a simple sewing kit, a book of 20 matches, compass, four gobs of chewing gum, eight pieces of sweet candy (these offer no nutrition, but consuming one raises the eater’s energy level due to sugar content), a razor blade and holder, thirty pieces of HEVE candy, and a single Stimpack.

Water Flask[Bearbeiten | Quelltext bearbeiten]

1 quart metal canteen, covered with quilted felt.

Waterproof Matches[Bearbeiten | Quelltext bearbeiten]

Will light even after being underwater (dry them off first). One box contains one hundred matches.

Water Purifier[Bearbeiten | Quelltext bearbeiten]

A variety of models of this device exist, but in use, it operates along the same principle as a water filter; it purifies water of any kind and makes it digestible by the human metabolism. The purifier runs on electricity, which is used to separate the chemicals in the water. This device requires one hour to purify one day’s water requirement for a Medium-size creature.

  • Power Source: Micro Fusion Cell.

Surveillance Gear[Bearbeiten | Quelltext bearbeiten]

Like computer equipment, surveillance gear is a dwindling category of gear in the post-nuclear world. In most cases characters would be very hard pressed to locate operable examples of this type of equipment. Black boxes, caller ID defeaters, cellular interceptors, lineman’s buttsets, tap detectors, and telephone taps do exist, but their usefulness in a world without widespread electronic communication would be limited at best. Metal detectors and night vision goggles, however, would be far more useful to most characters.

Name Weight Cost Techlevel
Detector 3 5,000 9
Portable Detection Radar 5 14,000 9
X-Ray Goggles 4 25,000 10

Impulse Detector[Bearbeiten | Quelltext bearbeiten]

This device looks vaguely like a boxy, hand-held set of binoculars, with a digitalized display on the user’s end. The impulse detector, when pointed at a subject within 20 feet, uses a combination of microwave and x-ray sensors to detect unnatural electric impulses occurring within the target. In effect, the device detects whether the subject is natural and organic, or artificial and robotic. Using an impulse detector is a standard action. However, if a full-round action is taken, the detector also reveals the presence of built-in weapons or special android features, such as infrared photoreceptors, an internal power source, etc. Such devices were used by late-war Ancients (the few remaining left) to find human-mimicking androids within their midst. An impulse detector is 100% effective in determining whether or not a target is an android.

  • Power Source: Micro Fusion Cell.

Portable Detection Radar[Bearbeiten | Quelltext bearbeiten]

This appears to be a plastic screen on a metal backing, attached to a small tripod-mounted radar dish. The radar is lightweight, can be carried easily, and can detect movement by Mediumsized or larger creatures within 3 miles. The radar detects in a 120-degree arc, and monitors general size, distance, and speed, displaying this information on its screen. A Portable Detection Radar is unaffected by darkness, smoke or fog, or concealment

  • Power Source: Small Energy Cell.

X-Ray Goggles[Bearbeiten | Quelltext bearbeiten]

This form of super-advanced eyewear permits the wearer to see into and through solid matter. The range is as per normal sight (not limited by darkness, however), with the viewer seeing as if he were looking at something in normal light even if there is no illumination (for example, if looking through a wall into a darkened room, he can see beyond even if it is utterly dark). The vision provided by x-ray goggles can penetrate 20 feet of cloth, wood, or similar animal or vegetable matter. It can see through up to 10 feet of stone, 10 inches of iron, steel, copper, and brass, but cannot penetrate lead, gold, or platinum.

  • Power Source: Small Energy Cell.

Tools[Bearbeiten | Quelltext bearbeiten]

A few tools in the right hands can turn scrap into wonders. Henry Ford’s first engine was built from a discarded steam pipe; his first workshop was a backyard shed. Charlie Taylor hand-built the Wright brothers’ airplane engine in a bicycle shop in just six weeks, using little more than a drill press and a lathe.

Name Weight Cost Techlevel
Ammunition Kit 10 500 5
Autograpel 6 3,000 8
Backpack, Heavy 10 100 3
Backpack, Small 3 60 3
Binoculars 2 400 5
Candle - 5 0
Compass - 60 5
Entrenching Tool 3 60 6
Ethanol (2 Gallons) 10 20 5
Ethanol Still, Large 40 5,000 5
Ethanol Still, Small 20 3,000 5
Fire Extinguisher 4 600 6
Flashlight 2 90 6
Food Canner 25 300 5
Gasoline (1 Gallon) 5 20 6
Gun Cleaning Kit 1 20 4
Metal Detector 3 5,000 7
Multitool 0.5 80 5
Parachute, Ram-Air 25 3,500 8
Rope, Hemp (1000 lbs, 30 feet) 10 25 5
Rope, Nylon (1000 lbs, 30 feet) 5 50 7
Shell Casings (10) 1 10% of ammo cost 5
Shovel/Pick 8 30 2
Toolkit Varies Varies 5-8
Torch 1 3 0
Web Belt 2 100 6
Wire (100 feet) 4 20 2

Ammunition Kit[Bearbeiten | Quelltext bearbeiten]

This kit includes everything needed to reload ammunition, provided the user has shell casings and the Armoury (Small Arms) skill.

Autograpnel[Bearbeiten | Quelltext bearbeiten]

This piece of equipment appears to be a plastic rectangular device with a hard steel grapnel on one end, and an internal coil of tensile plastic rope. The autograpnel may be used to fire the grapnel (which draws the rope with it) up to 75 ft. straight into the air; the device may be used to retract from 5 ft. to 60 ft. per minute (it can, for example, be used to draw a person up into the air after the grapnel; the rope is strong enough to support the weight of roughly two SM 0 beings).

  • Power Source: Small Energy Cell.

Backpack, Heavy[Bearbeiten | Quelltext bearbeiten]

This pack has a metal frame and numerous pockets and straps, can contain up to 100 Lbs of gear and in addition it is possible to strap a packed sleeping bag and a small tent on top of it.

Backpack, Small[Bearbeiten | Quelltext bearbeiten]

Typical frameless backpack, with side pockets. Can contain up to 40 lbs of items.

  • Special Upgrade: Can be fitted with a folding seat, this adds 2 lbs to the weight and 10 to the cost.

Candle[Bearbeiten | Quelltext bearbeiten]

A candle dimly illuminates a 5-foot radius and burns for 4 hours.

Ethanol[Bearbeiten | Quelltext bearbeiten]

Any vehicle or device that uses gasoline can be modified to accept ethanol, although doing this takes a toll on the vehicle’s performance. Rather than being able to increase speed up to the Acceleration score each turn (as standard GURPS rules), speed may only be increased by ½ the Acceleration score each turn. Furthermore, a vehicle running on ethanol subtracts 5 miles per gallon from its mileage.

Ethanol Still[Bearbeiten | Quelltext bearbeiten]

An ethanol still converts biological material into fuel. The still is most effective if food items are used as raw material, but it can run on plant roughage also. A small still creates 12 gallons per batch. A large still creates 36 gallons per batch.

  • Using Food: Each pound of food produces 3 gallons of ethanol. (A small still requires 4 pounds of food to produce a full batch; a large still requires 12 pounds to produce a full batch.) The distilling process takes 24 hours.
  • Using Plant Roughage: Each pound of plant roughage (rotten vegetables, corn husks, straw) produces 1 gallon of ethanol. (A small still requires 12 pounds of plant roughage to produce a full batch; a large still requires 36 pounds to produce a full batch.) The distilling process takes 48 hours. In addition, the roughage must be gathered and prepared, which takes one person 30 minutes per pound (six hours to fully load a small still; 18 hours to fully load a large still).

Fire Extinguisher[Bearbeiten | Quelltext bearbeiten]

There are various models of this type of device available. Chemical extinguishers usually work poorly because of years of chemical settling, but some surviving examples so far in the future still perform their function admirably.

Flashlight[Bearbeiten | Quelltext bearbeiten]

This wand-sized light source typically illuminates a cone 60 feet long and 20 feet wide at the end. A flashlight weighs 2 lbs.

  • Power Source: Small Energy Cell.

Food Canner[Bearbeiten | Quelltext bearbeiten]

A pressure cooker and/or mechanical canner, plus all of the tools and supplies needed for canning in glass jars; double price for equipment to seal tin cans.

Gasoline[Bearbeiten | Quelltext bearbeiten]

The standard fuel for cars, trucks, tanks, electrical generators, and other internal combustion engines. What little gasoline to be found is generally scavenged. Gasoline is more valuable than ethanol, because it lasts longer and doesn’t affect vehicle performance.

Gun Cleaning Kit[Bearbeiten | Quelltext bearbeiten]

Basic tools required to clean and maintain guns. Especially useful for cleaning up black powder residue from automatic firearms. Thorough cleaning of a gun may take over half an hour or more, if it is especially dirty.

Metal Detector[Bearbeiten | Quelltext bearbeiten]

This appears to be a long metal staff with a circular or donut-shaped pad at one end. The device chirps and whines as it nears any source of metal within 10 feet (getting stronger as one gets closer).

  • Power Source: Small Energy Cell.

Multitool[Bearbeiten | Quelltext bearbeiten]

An improved version of the Swiss Army knife, this tool can replace a small toolkit. Skill penalty of -3 applies when working with only the multitool.

Parachute, Ram-Air[Bearbeiten | Quelltext bearbeiten]

A highly maneuverable parachute. It can glide at Move 15 relative to the ground – and with a good tailwind at 20,000’, jumpers routinely cruise as fast as Move 35, flying dozens of miles under canopy in the right conditions. Jumpers attempting such stunts require an advanced breathing apparatus to avoid passing out due to lack of oxygen; see Atmospheric Pressure (B429). Maximum suspended weight is 400 lbs.

Shell Casings[Bearbeiten | Quelltext bearbeiten]

Ammunition kits allow characters to reload ammunition—if they have the shell casings to reload. Empty shell casings are valuable trade commodities. Characters can collect shell casings (theirs and those of their opponents) after a battle. Doing so requires a successful Search skill check; failure indicates that only half the fired shell casings are found.

Toolkits[Bearbeiten | Quelltext bearbeiten]

  • If the 'Skill' gives two values, use the first for major repairs and the second for minor repairs.
  • TL8 versions of the toolkits cost x4 the price, if available.
  • Using a TL7 kit to repair a TL8 item gives a -2 skill penalty.
  • Using a kit of another specialty can be done with -3 skill modifier, so a wrong kind of kit is much better than nothing.
  • Note that a workshop also requires an external power source capable of at least 0.5 kW constant power output while the powertools are being used. To meet this requirement, it is possible to combine the outputs of several solar panels or to use a bunch of car batteries.
Name Skill Cost Techlevel
Mini-Toolkit -4/-2 2 400
Portable Toolkit (Mechanic/Engineering) -2/+0 20 600
Portable Toolkit (Armoury/Electronics) -2/+0 10 900
Basic (Electronics/Armoury) +0 100 1200
Basic (Mechanic/Engineering) +0 300 800
Workshop (Electronics) +2 1500 7000
Workshop (Engineer/Armoury/Mechanic) +2 3000 4000
Complete Workshop +2 10,500 19,000

Torch[Bearbeiten | Quelltext bearbeiten]

A typical torch is a length of wood capped with old cloth soaked in turpentine or other solvents. A torch burns for 1 hour, brightly illuminating a 20-foot radius and providing shadowy illumination to a 40-foot radius. If a torch is used in combat, treat it as a one-handed axe/mace weapon that deals sw-1 points of bludgeoning damage plus 1 point of fire damage.

Utility Belt[Bearbeiten | Quelltext bearbeiten]

Big belt with pockets, straps and hooks for holding equipment. Can carry up to 20 lbs of gear easily accessible.

Web Belt[Bearbeiten | Quelltext bearbeiten]

This is an efficiently designed belt used by military, police, or technicians for tools and other equipment. The typical web belt has six to eight clip-sized pockets (as well as a pistol holster for military and police versions). Drawing a clip or other Small object is a standard action.

Wire[Bearbeiten | Quelltext bearbeiten]

Insulate electrical wire is as tough as rope, but thinner. It can be used to tie up items (and people) just like rope can be, but it’s too thin and smooth to grip easily, so it can’t be used for climbing. Wire can also be used to connect electrical devices to a power source.