|Canned goods||0.5 lb.||10|
|Preserved food||1 lb.||5|
|Trade food (1 pound)||1 lb.||5|
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 nuka cola 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.
Batteries and Power
|Power cable||500||1 lb.|
|Power receiver||5,000||1 lb.|
Power Cable: A power cable is a short length of flexible cord (typically no more than 5 feet long) that can be used to attach a technological device to a power generator. It takes a move action to attach a cable to a generator or a device—thus, it takes a full round to fully connect the two together. Once connected, the item draws power from the generator rather than from its internal power cell stores. If an item can be recharged, it automatically replenishes its missing charges from the generator (up to the generator’s available yield for that hour). This process is instantaneous.
Power Receiver: A power receiver is a device that attaches to any technological item’s power cell slot. The power receiver is then set to the same frequency as a nearby power generator capable of broadcasting power, after which the device draws power from the generator as if it were attached via a power cable. The generator determines the range at which the device can draw power; this signal can be enhanced by a signal booster or blocked by a signal jammer.
|First aid kit||50||3 lbs.|
|Trauma pack||500||5 lbs.|
|Trauma pack plus||1,250||5 lbs.|
First Aid Kit: Available at most drugstores and camping supply stores, this kit contains enough supplies (and simple instructions for their use) to treat an injury before transporting the injured person to a medical professional. A first aid kit provides a +2 circumstance bonus on Heal checks. A first aid’s kit is exhausted after 10 uses.
Trauma Pack: This small box of emergency medical gear can be used to augment a creature’s Heal skill to allow for enhanced healing. A full trauma pack has enough supplies to be used 5 times before it is depleted. When using a trauma pack to provide healing, attempt a DC 15 Heal check as a standard action. If he succeeds, the pack provides 1d8+1 points of healing. For every 5 points by which the Heal check’s result exceeds the DC, it provides an additional 1d8+1 points of healing.
Trauma Pack Plus: A trauma pack plus functions as a trauma pack, except that it’s advanced chemicals and tools allow someone to restore a recently slain creature to life if the healing provided by the trauma pack plus is administered within 1 round of the target’s death, as the spell breath of life. A trauma pack heals 2d8+2 points of damage on a successful DC 15 Heal check. For every 5 points by which the result exceeds the DC, the pack provides an additional 2d8+2 points of healing.
Other Tools and Accessories
|Fire extinguisher||600||7 lbs.|
|Gas Mask||25||1 lb.|
|Geiger Counter||200||3 lbs.|
|Gunsmith’s Kit||15||2 lbs.|
|Flashlight: Penlight||5||0.5 lbs.|
|Flashlight: Standard||10||1 lb.|
|Flashlight: Battery Flood||30||2 lbs.|
|Flashlight, solar||+30||1 lb.|
|Night Vision Goggles||400||3 lb.|
Camera: This handheld device can capture still photographs or record video. The device uses a charge when activated and consumes an additional charge each hour; during that hour, individual photographs or video recordings do not consume additional charges. Images and videos captured by a camera can be displayed on the camera’s palm-sized screen. A camera can hold up to 20 hours of video footage and 200 photographs.
Commset: This handheld device allows for communication between two commset users. A commset carries audio and visual signals, and includes a built-in camera that can record all communications being broadcast. Communication between two commsets requires both users to tune their individual devices to the same frequency. A commset has a range of 1 mile—beyond this range, communication is impossible without enhancing the signal strength with a signal booster. The price and cost listed for this item are for a single commset.
Fire Extinguisher: This cylindrical device has a nozzle at one end and a handle on one side. When activated as a standard action, a fire extinguisher creates a 15-foot cone of misty vapor that swiftly extinguishes fires within its area of effect. Against magical fire effects, such as those created by a wall of fire or similar spell, the fire extinguisher only extinguishes the part of the larger effect its vapors directly contact. Continual magic flames, such as those of a flaming weapon or fire creature, are suppressed for 6 rounds before they automatically reignite. To extinguish an instantaneous fire effect or spell, the wielder must use a readied action with the fire extinguisher to counter the effect; this can cancel the entire effect, provided the source of the effect is in the extinguisher’s area of effect.
When used against a creature of the fire subtype, a blast from a fire extinguisher deals 4d6 points of damage (Reflex DC 15 halves). A breathing creature exposed to a direct blast from a fire extinguisher is not harmed as long as the area is relatively well-ventilated—using a fire extinguisher in a confined area with poor or no ventilation can result in slow suffocation (at the GM’s discretion).
Flashlight: When activated, a flashlight creates a beam of normal light in a 60-foot cone. It also increases the light level in the area beyond this initial cone by one step, out to a 120-foot cone. It does not increase the light level in normal light or bright light. A flashlight has no effect in areas of magical darkness. A flashlight uses 1 charge per hour of continuous use.
Flashlights come in a wide variety of sizes and quality levels. Those covered here are professional, heavy-duty models, rugged enough to withstand the rigors of modern adventuring. Flashlights negate penalties for darkness within their illuminated areas.
Penlight: This small flashlight can be carried on a key ring. It projects a beam of light 10 feet long and 5 feet wide at its end.
Standard: This heavy metal flashlight projects a beam 30 feet long and 15 feet across at its end.
Battery Flood: Practically a handheld spotlight, this item projects a bright beam 100 feet long and 50 feet across at its end.
Flashlight, solar: A solar flashlight recharges by being exposed to sunlight, thus requiring no new batteries. A fully charged solar flashlight can provide light for a total of five continuous hours, after which it needs 1 hour of exposure to sunlight to recharge.
Night Vision Goggles: Night vision goggles use passive light gathering to improve vision in near-dark conditions. They grant the user the ability to see in darkness, also called darkvision (range 120 ft.)—but because of the restricted field of view and lack of depth perception these goggles provide, they impose a –4 penalty on all Perception checks made by someone wearing them.
Night vision goggles must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch-black cave or a sealed room doesn’t. For situations of total darkness, the goggles come with an infrared illuminator that, when switched on, operates like a standard flashlight whose light is visible only to the wearer (or anyone else wearing night vision goggles).
Gas Mask: Gas masks are rubberized-cloth masks fitted with thick glass eyepieces and a charcoal-dust filter in a rectangular canister that screws in near the mouthpiece. A gas mask is worn tightly around the head and face, allowing the user to breathe in hazardous environments. A gas mask grants immunity to inhaled poisons and other non-magical airborne attacks that require you to breathe them, and a +2 bonus on saving throws against magical cloud or magical gas attacks. Using a gas mask imposes a –2 penalty on hearing- and sight-based Perception checks.
Gunsmith’s Kit: This small kit has all the tools a person needs to create, repair, and restore firearms, except for the necessary raw materials. Without such a kit, you cannot properly construct or provide upkeep for firearms.
Lighter: This small handheld tool creates a tiny open flame when activated. Once triggered, a lighter’s flame (which gives illumination as a candle) continues to burn as long as the lighter’s trigger is depressed, consuming energy at the rate of 1 charge per hour. The flame can be used to light larger items on fire, but is not large enough to cause significant damage on its own.
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.