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Tackle

+10 to Objective of any


Fishing Missions

CU
1
Value
-Degr.
1
ooo
ooo

Tranquilizer Gun, Pistol


Lethality: 30 / 20 / 10
Range: 3-15 / 16-45 / 46+
Hits Slow or Knock Prone
Target make "STREndurance" with a
Diff equal to DoS
on attack + Sedative
Level, lasts Enc.

CU
1
Value
-FC
1
Cap.
1

Trekking Poles
Lethality: 5 / - / Dur: Medium
Damage: 1d6
Defensive
Tool: Gross Misuse
-1 Diff "STR-Climbing,
Endurance" for
climbing and hiking
+15 STR defensive
-1 Target Defense at Close

CU
2
Value
-FC
1

Zip Line
250 feet in length
Additional 250 +1 CU
Load Limit: 300 lbs
Industrial Strength:
+2 CU
Load Limit: 500 lbs
Includes Handle
Req "STR-Endurance"
unless in Half or Full
Harness

CU
2
Value
--

Caltrops
Deploy when Fleeing
Req Confined Space
like building, +1 Time
to Living Pursuit

CU
0.5
Value
--

Tranquilizer Gun, Rifle


Lethality: 15 / 25 / 40
Range: 6-30 / 31-90 / 91+
Hits Slow or Knock Prone
Target make "STREndurance" with a
Diff equal to DoS
on attack + Sedative
Level, lasts Enc.

CU
2
Value
-FC
1
Cap.
1

Paddle, Double
CU
Lethality: 20 / - / 2
Damage: 1d6
Value
Tool: Gross Misuse
-+20 Knock Prone
FC
Allow propulsion in water
1
Wood: -5 Lethality, Dur: Low
Plastic: +5 Lethality, Dur: Low

Prescription Medication
Uncommon
This covers a wide
assortment of meds,
can specify for
particular medication
+10 to "PER-First Aid"
if not specified

CU
1
Value
2xOL
Degr.
1/3
ooo
ooo
Used
ooo

Automatic Electric Defibrillator


Rare
Specialist: Medical, Police,
Mall
+50 to "PER-First Aid"
for cardiac arrest

CU
2
Value
--

Cleanser/Disinfectent (Indu)
Each use counts as req
Resource for Sanitation
Missions for Gear

CU
1
Value
-Degr.
1
ooo
ooo

Disinfecting Cleanser
Each use counts as req
Resource for Sanitation
Missions for Character

CU
1
Value
-Degr.
1
ooo
ooo

Multivitamins
Negate "STR-Endurance"
check for eating same
food type consistently

CU
1
Value
2xOL
Degr.
1/2
ooo
ooo
Used
oo

Haz-Mat Suit
+2 Defense
+1 Diff to STR and PER
Immune to Rancid
suit can still get Rancid
Can do Sanitazation
Mission while wearing

CU
2
Value
-BR%
30
Flesh
0
Impact
0

Parachute
PER check to deploy for
no damage on High Fall
Altitude Diff Mods:
2000-1500 = +0 Diff
1499-1000 = +1 Diff
999-500 = +2 Diff
500 or Less = +3 Diff

CU
2
Value
--

Space Blanket
-2 Diff to "PER-Survival"
checks
Reflective, can be used
in sunlight as a signal

CU
0.5
Value
--

Solar Dynamo Torch


LED Light: No penalty to
PER for darkness,
-1d3 Risk at night
Siren: Reduces Risk by 1,
Radio: Can receive AM/FM
radio transmissions
Can charge Cellular

CU
0.5
Value
1
Noise
1
Degr.
2/Time

Cookware
Lethality: 15 / - / Damage: 1d6
Tool: Gross Misuse
+10 to "PER-Survival"
+1 Morale if left at
Stronghold (max 1)
Iron: +5 Lethality,

CU
1
Value
-FC
2

Cooking Utensils
Lethality: 5 / - / Damage: 1d6
Tool: Gross Misuse
+1 Morale if left at
Stronghold (max 1)
Wood: +0 Lethality,
Dur: Low

CU
1
Value
-FC
2

Silverware
Lethality: 10 / - / Damage: 1d6
Defensive
Tool: Gross Misuse
+1 Morale if left at
Stronghold (max 1)
Bypass 1 Defense

CU
1
Value
-FC
2

(ignore with PER check)

Deplot against Vehicle


Pop Tires, req "PERDrive" at +1 Diff, +1
Diff to additional Drive
checks

Phones

ooo

2 Time in sun
restore
Degr.

ooo

Cover: All

Dur: High
Steel: +10 Lethality,
Dur: Very High

Plastic: +5 Lethality,
Dur: Low

Winter Gear
Cover: Arms, Legs, Torso, Hands

+2 Defense
-3 Diff to "STREndurance" for cold
-2 Diff to "PER-Survival"
when resting in cold
+1 Diff to "STR-Leaping,
Climbing, Jumping"

Plastic: +5 Lethality,
Dur: Low
Metal: +5 Lethality,
Dur: High

CU
2
Value
-BR%
15
Flesh
0
Impact
0

Water Jug, 5 Gallon


Can be used to restore
Canteen, Degr. 1
Supply Stronghold with
Water, Degr. Pop/Day
Replenish if fresh water
source found

CU
2
Value
-Degr.
Sp.
ooo
ooo

Blankets, Light
-1 Diff to "PER-Survival"
checks

CU
1
Value
--

Exercise Mat
+10 to Objective of
Gym/Rec Room/Dojo
Stronghold Upgrade
Straps or bag allow for
1CU when carried

CU
2
Value
--

Matches, Small Pack


Starts fires
+5 to Objective of
Campfire Cooking
Mission

CU
0.25
Value
OL
Degr.
1/3
ooo
ooo
Used
ooo

Matches, Box
Starts fires
+5 to Objective of
Campfire Cooking
Mission

CU
1
Value
OL
Degr.
1/9
ooo
ooo
Used
ooo
ooo
ooo
CU
1
Value
--

Candles
Requires Lighter or
Matches
Removes PER penalties
from darkness

CU
1
Value
-Degr.
1/Time
ooo
ooo

Glow Sticks
-1 Diff to PER for
darkness

CU
0.5
Value
2xOL
Degr.
2/Time
ooo
ooo

Fire Starter Sticks


+10 to Objective of
Campfire Cooking
Mission

CU
1
Value
-Degr.
1/3
ooo
ooo
Used
ooo

Tire Iron
Lethality: 15 / - / Dur: Very High
Damage: 1d6
Defensive
Tool: Gross Misuse
+5 to "PER-Repair" checks
on Vehicles

CU
1
Value
-FC
2

Pillows
-5 to "PER-Survival"
for Shelter
When used +1 to Time
spent Resting

CU
1
Value
--

Screw Drivers
Lethality: 15 / - / Dur: High
Damage: 1d6
Defensive
Tool: Misuse
Ignore 1 Defense when
used defensively
+5 to Crafting and Upgrade
Missions

CU
1
Value
-FC
1

CU
2
Value
-Degr.

Laptops
Requires Batteries
Requires Network Cables
or working Wi-Fi
Can allow for Uplink
Mission
Can store data

CU
2
Value
-Degr.

Tablets
Requires Batteries
Can allow for Uplink
Mission with Wi-Fi
+5 to Objective of We
Know This Much
Mission

CU
2
Value
-Degr.

Seasonings
+5 to Objective of
Campfire Cooking
Mission

CU
1
Value
-Degr.
1/9
ooo
ooo
Used
ooo
ooo
ooo
CU
1
Value
--

Vehicle Charging Adapters


Allows charging of some
electronics like Cellular
Phones and Tablets
from a running Vehicle
Restores Degr. in 1 Time

Digital Cameras
Requires Batteries
+5 to Objective of We
Know This Much
Mission
When worn with strap
can Carry at 0 CU

Power Drill
Requires Batteries
+10 to Objective of
Repair or Stronghold
Upgrade Missions

1/2 Time

ooo
ooo
Used
oo

CU
3
Value
-Degr.
2/Time
ooo
ooo

Can Opener
Easily open any NonPerishable Food

1/2 Time

ooo
ooo
Used
oo

CU
0.5
Value
1

Charcoal
+10 to Objective of
Campfire Cooking
Mission

1/2 Time

ooo
ooo
Used
oo

CU
1
Value
OL
Degr.
1/6 Time

ooo
ooo
Used
ooo
ooo

Network Cables
1 CU per 15 ft of length
Allows for the connection
of Network devices
Can be used as Rope

Freezer Bags
Delay Spoilage of
Perishable Food by
1 Day
Prevent freeze damage
to Perishable Food

CU
1
Value
-Degr.
1/6
ooo
ooo
Used
ooo
ooo

Purse
When worn 0 Carry CU
No items larger than 1 CU
Items not readily avail.

CU
1
Value
-Cap.
2

Knee Brace
Can Move at Normal w/o
Penalties with leg
injury
Does not apply for
Broken Bones

CU
0.5
Value
1

Knee Pads
-1 Fall Damage
+5 to Objective of Dojo/
Rec Room/Gym Mission

CU
0.5
Value
0

Extension Cord
1 CU per 15 ft of length
Allows for running of
power to otherwise
inaccessable locations

CU
1
Value
--

Garden Hose
1 CU per 10 ft of length
can clean on Rest Time

CU
1
Value
--

Marijuana
+10 to "WIL-Calm Self"
check for 1d3 Time
-10 to all PER checks
for same Time

CU
0.5
Value
2xOL
Degr.
1/3
ooo
ooo
Used
ooo

Rolling Papers
Can roll tobacco or
Marijuana for smoking

CU
0.25
Value
--

Tobacco, Small Bag


Can be used to roll
cigarettes

CU
1
Value
-Degr.
1/3
ooo
ooo
Used
ooo

Tobacco, Large Bag


Can be used to roll
cigarettes

CU
1
Value
-Degr.
1/6
ooo
ooo
Used
ooo
ooo

Camping Chair
-1 Diff to "PER-Survival"
checks
+1 Morale if left at
Stronghold (max 1)

CU
1
Value
--

Filtration Pitcher
Requires Pitcher Filters
Can be used to purify
collected water
Does not filter microbes

CU
1
Value
-Degr.
1/6
ooo
ooo
Used
ooo
ooo

Resources
Generic resources for
Stronghold Missions

CU
1
Value
--

Munitions
Generic munitions for
Stronghold Missions

CU
3
Value
--

Water Jug, 1 Gallon


Can be used to restore
Canteen, Degr. 6
-1 Diff to "PER-Survival"
Degr. 2
-2 Diff "PER-Survival"
with Degr. 4
-1 Diff for Heat per Degr.
Replenish if fresh water
source found

CU
2
Value
-Degr.
Sp.
ooo
ooo

Air Mattress
Requires Air Pump
When used +1d3 to Time
spent Resting

CU
2
Value
--

Air Pump, Electric


Requires Power
Can inflate objects

CU
1
Value
--

Air Pump, Hand


Can inflate objects
"STR-Endurance" check
to successfully inflate

CU
1
Value
--

Antacid Tablets
Removes the effects of
Heartburn and
Indegestion

CU
1
Value
OL
Degr.
1/3
ooo
ooo
Used
ooo

Bismuth Subsalicylate
Removes many stomach
related effects like
Diarrhea and Nausea

CU
1
Value
2xOL
Degr.
1/6
ooo
ooo
Used
ooo
ooo

Notebooks
Requires Writing Utensils
Survivor Journal grants
+5 to "WIL-Calm Self"
for 1d3 Time
Record encounters grants
+5 to Objective of
We Know This Much
Missions

CU
1
Value
--

Writing Utensils
Allows written forms of
communication

CU
0.25
Value
1
Degr.
1/3
ooo
ooo
Used
ooo

Crutches
Lethality: 25 / - / Durability: Medium
Damage: 1d6
Tool: Gross Misuse
Allow Move at Normal
with leg injuries
including Broken
Bones
+20 to Knock
Prone

CU
2
Value
OL
FC
1

Blankets, Heavy
-2 Diff to "PER-Survival"
checks

CU
2
Value
--

Hair Ties
-1 Diff to PER checks
req long hair

CU
0.25
Value
0

Snack Food
3 Snacks = 1 CU
Ignore Hunger penalties
for 1d3 Time, not Meal
+1 Morale if left at
Stronghold, Used 1
per day

CU
1
Value
-Used
ooo

Measuring Tape
+5 to Objective of
Stronghold Upgrade
Missions

CU
0.5
Value
1

Level Gauge
+5 to Objective of
Stronghold Upgrade
Missions

CU
1
Value
--

Car Jack
+5 to Objective of
Motor Pool and Vehicle
Repair Missions

CU
0.5
Value
--

Pitcher Filter Replacements


Replacement filter for
Filtration Pitchers

CU
1
Value
-Degr.
2
ooo
ooo

Baclofen
-4 Diff to "WIL-Resist Pain"
checks for 3 Time
Antisposmodic

CU
0.5
Value
4xOL
Degr.
1/2
ooo
ooo
Used
oo

Feminine Products
Allows Move with no
penalty while ovulating

CU
1
Value
OL
Degr.
1/3
ooo
ooo
Used
ooo

Luggage, Large
No items larger than 3 CU
Carry as 2 CU
Items not readily avail.
Actions +2 Diff if carried

CU
3
Value
-Cap.
8

Luggage, Small
No items larger than 2 CU
Carry as 1 CU
Strap makes Carry CU 0
Items not readily avail.
Actions +1 Diff if carried

CU
2
Value
-Cap.
6

Luggage, Roller
No items larger than 2 CU
Items not readily avail.
Can be rolled on smooth
terrain
Actions +1 Diff if carried

CU
1
Value
-Cap.
6

Cooking Oils
+5 to Objective of
Campfire Cooking
Mission

CU
3
Value
OL
Degr.
1/Time
ooo
ooo

Jumper Cables
Transfer DC current from
one source to another

CU
1
Value
-Degr.
1/7
ooo
ooo
Used
ooo
ooo
o
CU
1
Value
--

(no penalty if stabalized)

(no penalty if stabalized)

Aluminum Foil
Delay Spoilage of
Perishable Food by
1d3 days

CU
1
Value
OL
Degr.
1/3
ooo
ooo
Used
ooo

Solar Panel
Can be used to charge
Battery, Large with
Jumper Cables in 4
Time or power Inverter

(no penalty if stabalized)

CU
3
Value
4xOL

Battery, Large
Used in Vehicles or
can connect to Inverter
for AC power

Pitchfork
Lethality: 25 / - / Dur: High
Damage: 1d6
Tool: Misuse
Ignore 2 Defense at
Close Range
+5 to Farming Missions

CU
1
Value
-FC
1

Spear
Lethality: 30 / - / Dur: Low
Damage: 1d6
Ignore 2 Defense at
Close Range
+5 STR for throwing

Walking Cane
Lethality: 20 / - / Dur: Medium
Damage: 1d6
Tool: Gross Misuse
+15 to Knock Prone
+5 to "STR-Balance"

CU
1
Value
0
FC
2

Goggles, Swimming
Provides eye protection
-1 Diff to PER underwater

CU
0.25
Value
--

Power Inverter
Converts DC current to
AC current for use

CU
2
Value
--

Radio Transmitter
Requires Power
Used for Beacon
Mission

CU
4
Value
--

Literature
Used for Sanctuary
Upgrade

CU
1
Value
--

Air Compressor
Requires Power
Used for Workshop
Upgrade

CU
4
Value
4xOL

Shoes, Walking
Cover: Feet, Ankles

Standard walking shoes


provide no bonus

Welding Mask
Cover: Head, Neck, Face

+2 Defense to attacks
to the Head
Protective Eye Shield
+2 Diff to PER

CU
1
Value
-FC
1

CU
1
Value
0
BR%
25
Flesh
0
Impact
0

CU
1
Value
-BR%
10
Flesh
0
Impact
0

Short Sword
Lethality: 30 / - / Dur (Modern): Medium
Dur (Traditional): High
Damage: 1d6
Dulling
+1 DoS for Wounds
+20 to "Coup
de Grace"

CU
1
Value
-FC
2

Long Sword
Lethality: 35 / - / Dur (Modern): Medium
Dur (Traditional): High
Damage: 1d6
Requires 30 STR
Dulling
+2 DoS for Wounds
+25 to "Coup de Grace"

CU
2
Value
-FC
1

CU
0.25
Value
0
BR%
0
Flesh
0
Impact
0

Goggles, Industrial
Provides eye protection
+1 Diff to PER

CU
0.5
Value
--

CU
1
Value
-BR%
10
Flesh
0
Impact
0

.50cal Handgun
Range: 3-15 / 16-45 / 46+
Pistol Weapon
Rare
Recoil
Use: Pistol Cartridges,
Massive

CU
2
Value
15
Noise
1

Searchlight
Requires Power
Used for Beacon
Mission
Used for Crow's Nest
Special

CU
4
Value
--

Religious Iconography
Used for Sanctuary
Upgrade

CU
1
Value
--

Generator
Requires Fuel
Used for Workshop
Upgrade
Supplies Power

CU
4
Value
5xOL
Noise
1
Degr.
2/Time

Acetylene Torch
Requires Fuel
Used for Workshop
Upgrade

CU
4
Value
4xOL
Noise
1
Degr.
1/Time

Bathing Suits
Cover: Not Applicable

+5 to "STR-Endurance"
when swimming

Helmet, Motorcycle
Cover: Head, Neck, Face

+2 Defense to attacks
to the Head
Additional +3 Defense
to head if in Bike
crash

ooo

ooo

ooo

ooo

Non-Perishable Food
3 Food = 1 CU
2 Food if also carrying
Resources
Each Population and
Player req 1 Food
per Day

CU
1
Value
-Used
ooo

Non-Perishable Food
3 Food = 1 CU
2 Food if also carrying
Resources
Each Population and
Player req 1 Food
per Day

CU
1
Value
-Used
ooo

Non-Perishable Food
3 Food = 1 CU
2 Food if also carrying
Resources
Each Population and
Player req 1 Food
per Day

CU
1
Value
-Used
ooo

Non-Perishable Food
3 Food = 1 CU
2 Food if also carrying
Resources
Each Population and
Player req 1 Food
per Day

CU
1
Value
-Used
ooo

Perishable Food
3 Food = 1 CU
2 Food if also carrying
Resources
Each Population and
Player req 1 Food
per Day
Spoil Rate: d3
per Day

CU
1
Value
-Used
ooo

Perishable Food
3 Food = 1 CU
2 Food if also carrying
Resources
Each Population and
Player req 1 Food
per Day
Spoil Rate: d3
per Day

CU
1
Value
-Used
ooo

Perishable Food
3 Food = 1 CU
2 Food if also carrying
Resources
Each Population and
Player req 1 Food
per Day
Spoil Rate: d3
per Day

CU
1
Value
-Used
ooo

Perishable Food
3 Food = 1 CU
2 Food if also carrying
Resources
Each Population and
Player req 1 Food
per Day
Spoil Rate: d3
per Day

CU
1
Value
-Used
ooo

Snack Food
3 Snacks = 1 CU
Ignore Hunger penalties
for 1d3 Time, not Meal
+1 Morale if left at
Stronghold, Used 1
per day

CU
1
Value
-Used
ooo

Snack Food
3 Snacks = 1 CU
Ignore Hunger penalties
for 1d3 Time, not Meal
+1 Morale if left at
Stronghold, Used 1
per day

CU
1
Value
-Used
ooo

Pet Food
Set by Animal Type
Pigs can eat any Food
Provides needed 1 Food
per Day, Degr. by Size
Humans can eat as Food
Req WIL check

CU
1
Value
-Degr.
Sp.
ooo
ooo

Pet Food
Set by Animal Type
Pigs can eat any Food
Provides needed 1 Food
per Day, Degr. by Size
Humans can eat as Food
Req WIL check

CU
1
Value
-Degr.
Sp.
ooo
ooo

Resources
Generic resources for
Stronghold Missions

CU
1
Value
--

Resources
Generic resources for
Stronghold Missions

CU
1
Value
--

Resources
Generic resources for
Stronghold Missions

CU
1
Value
--

Resources
Generic resources for
Stronghold Missions

CU
1
Value
--

Resources
Generic resources for
Stronghold Missions

CU
1
Value
--

Resources
Generic resources for
Stronghold Missions

CU
1
Value
--

Munitions
Generic munitions for
Stronghold Missions

CU
3
Value
--

Munitions
Generic munitions for
Stronghold Missions

CU
3
Value
--

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