Items

New Equipment

In addition to the equipment given in the d20 Modern Roleplaying Game, the gear in this section may be useful to postapocalyptic characters.

Food

Tradable food comes in several forms; canned goods from before the bomb, MREs (military rations), and preserved meats such as jerky are the most common.

Table 2–7: Food
Food Type Size Weight TU
Canned goods Tiny 0.5lb. 2
Cheer food Tiny 4
MRE Small 0.5 lb. 6
Preserved food Small 1 lb. 1
Trade food(1 pound) Small 1 lb. 1

Canned Goods: One serving of food in the form of canned goods (one can) feeds one person for one day. Canned goods last indefinitely, but they require a can opener to open. (Opening a can without an opener requires some work; a can has hardness 2 and 2 hit points.)

Cheer Food: Luxury foods from before the apocalypse—candy bars, coffee, cans of soda or beer—are highly prized by the survivors. One serving of cheer food gives one person a +1 morale bonus on all rolls and checks for 12 hours. Cheer foods are not generally nutritious, but they can be lived on: Two servings feed one person for one day.

MRE: The Meal, Ready to Eat was the U.S. military’s standard field ration. An MRE feeds one person for two days (or two for one day).

Preserved Food: Homemade preserved foods generally consist of jerky or similar items. One serving of preserved food feeds one person for one day. Preserved food goes bad one day after getting wet.

Trade Food: Flour, cooking oil, corn meal, sugar, potatoes, and other staple items don’t make for appetizing meals, but they can be traded and, in a pinch, survived upon. One serving (1/2 pound) feeds one person for one day, but the following day the character is fatigued.

Fuel

Fuel is a valuable commodity. Not only is it craved by road gangers and traveling merchants, but it’s also critical to settlements with generators, farm equipment, or other gear. Fuel takes two forms: gasoline and ethanol.

Table 2–8: Fuel
Fuel Type Size Weight TU
Gasoline (1 gallon) Small 5 lb. 1
Ethanol (2 gallons) Small 5 lb. 1

Gasoline: 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.

Ethanol: Any vehicle or device that uses gasoline can be modified to accept ethanol (see Modifying Vehicles, page 31), although doing this takes a toll on the vehicle’s performance. Rather than being able to increase speed by one movement category per round, as is standard in the d20 Modern Roleplaying Game rules, it takes two rounds to increase speed. Furthermore, a vehicle running on ethanol subtracts 5 miles per gallon from its mileage.

Medicine

In a world with little medical care, the value of good medicine is even greater than in the civilized world. Medicines give a +2 circumstance bonus on Fortitude saves made to resist the effects of a disease. Medicines come in a variety of strengths, depending on the severity of the disease to be countered as measured by the DC of the Fortitude save needed to resist it.

Table 2–9: Medicines
Medicine Type Size Weight TU
Mild (disease Fort DC 14 or lower) Dim 1
Moderate (disease Fort 15–18) Dim 3
Powerful (disease Fort 19–22) Dim 5
Advanced (disease Fort 23+) Dim 10

Parts

A character attempting to make an item or fix broken equipment can’t simply run down to the local hardware store for the necessary components. (Unless it’s to loot the hardware store’s ruins!) Instead, the character must obtain appropriate parts through barter or scavenging. Mechanical parts are used to make Craft (mechanical) checks and Repair checks on mechanical devices. Electrical parts are used to make Craft (electrical) checks and Repair checks on electrical devices. See Making and Fixing Items, page 30.

Table 2–10: Mechanical and Electrical Parts
Parts Type Size Weight TU
Electrical Small 1 lb. 1
Mechanical Medium 5 lb. 1

Items

The Waking JAS1988