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*Ultra Tech
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==Clothing and Personal Items==
==Clothing and Personal Items==

Version vom 18. Februar 2012, 21:03 Uhr

Es können Gegenstände von TL0-9^ 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

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

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

Clothing, Ancient

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Goo Tube

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

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

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

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

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

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

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

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

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

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

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

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

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 Techlevel Weight Cost
Auto-Doc 9^+1 2000 lbs 250000
Diagnostic Scanner 9^+1 0.5 lbs 10500
Healing Powder 4 0.5 10
Voodoo 4 1 50
Stimpack 9 neg. 40
Super Stimpack 9 1 600
Trauma Pack 9^+1 1 750
Ultra Stimpack 9^+1 0.5 1000
Antidote 7 1 150
Afterburner Gum 7 neg. 350
Mentats 8 neg. 100
Buffout 8 neg. 100
Psycho 8 0.5 175
Mutie 9 0.5 700
Jet 8 neg. 25
Rad-X 9 neg. 600
Radaway 9 neg. 400
First Aid Kit 7 5 400
Doctor's Bag 7 10 600
Pocket Nurse 9 2 1000
UV Sterilizer 7 2 800

Auto-Doc

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

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

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

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

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

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

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

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

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

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

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

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 (TL8): 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

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

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

Anti-radiation drug, which protects against radiation damage. Must be taken before the radiation exposure. One dose gives an effective Protection Factor (PF) of 2, every additional dose after the first doubles the PF if HT+3 roll minus the amount of doses taken succeeds. Duration is equal to the margin of success on this HT roll, in hours - However, even with a failed roll the duration is always at least 1 hour. Rad-X is not addictive.

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

Radaway

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.

First Aid Kit

More than a simple bandage (or spray of plastiskin or whatever), here is a complete kit for treating wounds.

  • Gives +1 to First Aid skill.

Doctor's Bag

Contains what is needed for treating serious wounds.

  • Gives +2 to First Aid skill.

Pocket Nurse

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

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.

Melee Weapons

Ranged Weapons

Ammunition

Armor