I also watched Isle of Dogs recently, which is surprisingly apocalyptic in aesthetic. Good movie. |
So I thought I'd put together some treasure tables, and then I had to tack on some rules ideas to explain some of their mechanics, and then I had some ideas for locations, gods, and creatures which I'll put up in another post. This is a D66 table, which means you roll a two D6s - the first one is the tens digit, the second the ones digit. So a roll of 2 and 5 becomes 25, a roll of 6 and 1 becomes 61, etc etc.
Some Assumptions
There are psychics. I have a homebrew system for psychics but it is poorly tested and not to everyone's taste - I've tried to make the psychic-related items be not too tied to my system.
Mutations are common and unrealistic. Think Nuclear Throne, not Mad Max.
The Old World got up to some crazy levels of technology. They may well have had extra-solar colonies by the time it all came tumbling down.
There may be supernatural elements (beyond psychics, of course). Some of the items are certainly a bit more than just mundane, but the setting need not be explicitly or even secretly supernatural.
Without Further Adieu...
All items occupy one inventory slot except for those in italics, which occupy none.
11 Brain
Enhancement Box: A metallic
box that can be attached to the back of a person's head. It drills
inside, attaching itself to the spine and prompting a Constitution
test. On a success, all mental stats are raised by 2. On a failure,
the BEB is simply wasted. On a critical failure, the BEB kills the
recipient. Some Old World machines can determine if someone is a
viable recipient (IE they make their test before actually plugging
the BEB in).
12 Laserblade:
A small metal handle which, when a button on it is pressed, projects
a beam of powerful energy the length of the average sword. The sword
counts as a Masterwork Sword (D6+1 damage, Melee range, 1 hand), but
ignores physical armour and can be used to (slowly) cut through all
but the hardest metals. However, energy shielding completely blocks
the blade. Casts dim light up to Reach distance.
13 Energy
Shield: A small metal belt that
can be worn comfortably (albeit taking up an inventory slot). It
provides 1 Armour while activated and blocks all energy damage, both
incoming and outgoing. While in use, it projects a light blue field
an inch above the wearer's body, that smells faintly of ozone.
14 Antigravity
Harness: A harness that can be
adjusted and worn comfortably over most forms of armour and
clothing. By manipulating dials on the harness' front panel, its
antigravity effect can be triggered, pulling the wearer up and down
up to ten metres above whatever is below them. If set to the
maximum, the antigravity effects will soften a fall, allowing the
wearer to ignore up to the first fifty metres of what would
otherwise be falling damage.
15 Neuromod:
A handheld device which can be placed against an eye and activated to
shoot inside and connect to the nervous system. It can then "drain"
a single skill the target knows, recording it and removing all
knowledge of it from their mind. The Neuromod can then be injected
into another person's eye to give them that skill, but in doing so,
the device is rendered unable to be used again. A target need not be
compliant but struggling will lead to their death and loss of the
knowledge. As such, unwilling targets should be coerced or rendered
unconscious.
From Prey (2017) |
16 Translator
Bracelet: Worn on the wrist,
this heavy computer automatically translates into and from all
languages known to the Old World. It is also capable of adapting to
new dialects and languages, recording, analyzing, and putting
together new discoveries about languages translated by whoever wears
it. However, the robotic voice, go-between nature of the device, and
tendency to speak as formal as possible incurs Disadvantage on tests
related to charisma – but not clarity, as the translation is
always sufficient.
21 Psi-Crown:
Whoever wears this ring of metal plates around their head is immune to all assaults on their mind. They cannot be
directly targeted by psionic powers that affect the mind and their soul is invisible to
creatures who can see them. They could be lifted by telekinesis, or set aflame by pyrokinesis, but not have their mind read or senses altered. Psychics who wear Psi-Crowns are unable to use any of
their powers. The metal is soft, chosen for its ability to block psionics and not bullets, and does not count as a helmet.
22 Pain
Grenade: When activated, this
grenade-like object projects a feeling of intense psychic pain after
a few moments (so that you can throw it), incapacitating everyone
within Reach distance. Each round they may make a Constitution or
Body Save to act, but only slowly and shakily. The grenade can be
deactivated early by pressing the button, but will deactivate
automatically after a minute.
23 Cloak
of Confusion: A blue, starry
cloak which, when worn, renders it and anything it covers unable to
be acknowledged by intelligent creatures. Anything that touches it,
however, is able to acknowledge it, and can actually see through
the cloak. If not touched by a living creature, its power will not
be activated, letting it be seen by people while not in use. The
power only affects creatures who see the cloak with their own vision
– recordings show it as normal, soulless (but not free-willed)
robots can see it, and it triggers things like laser alarms and
proximity activated doors.
24 Psi-Monitor:
A phone sized handheld computer. When psychic abilities are used
within proximity of it – either their effects or their user are
within range – it buzzes to alert its bearer and records what type
of psychic effect was used. The average range is Near, but
exceptionally strong uses of psionics may extend this range to Far
and exceptionally weak or well-controlled normal uses may shorten it
to Close.
25 Shimmer:
A psychic drug, purple and shimmering (hence the name) and inhaled
through the nose. If consumed by a psychic, they recover to their
maximum Psi, or recover to their maximum uses of psychic powers per
day, or recover all committed Effort for the day, or clear all the
cooldowns on their powers, etc etc. If used by a non-Psychic, they
get to use a single Precognition power with 4 Psi or 1 Effort, etc
etc. When Shimmer is used, roll a D6 – on a 1-2, the drug runs
out.
26 Curious
Icosahedron: A blue crystal
with twenty sides. It feels lucky. Whoever bears it can choose to
reroll any failed D20 roll they make, taking the new result if it is
better, but in doing so the crystal shifts to red and feels unlucky.
They must reroll another D20 roll and take the worse result in order
to shift it back to blue. The crystal can only be used once per
direction per day.
31 Autodoc
Helm: Worn on the head, this
white and red plastic and metal helm resembling a targeting rig.
Instead of assisting in combat, however, it gives advice and
information related to medicine. It allows the wearer to reroll
Fumbles on rolls related to medicine, surgery, and diagnosis.
32 Blood
Rifle: As a normal Assault
Rifle (D6+1 damage, Near range, 2 hands), but every time it deals
damage to an organic target, the wielder heals 1 HP. The rifle is
made of bone with red, fleshy decals between and beneath the bone.
While it loads normal ammunition, its shots are bright red and
splatter blood where they strike.
33 Shipskin:
An organic suit which remains in a dormant state until fed. One
ration gives the Shipskin enough energy for a day, during which time
it recycles oxygen, reduces radiation by one step (or otherwise
provides partial protection against it), and resists pressures from
0 to 100 P. It can be fed extra rations for up to a week of advance feeding. In an emergency, Shipskin can be eaten for one ration per stored ration, and one extra ration if you eat it all (which destroys it). When worn it appears a thin layer of pink transparent goop over
the body, but is warm to the touch and feels stretchy but not slimy.
It fits over everything except power armour, and fits under power
armour and similar clothing easily. It does not hinder movement at
all.
Shipskin is designed for use in space, and grows bloated when overfed. Image from Prophet. |
34 Diagnostic Scanner: A handheld computer that scans organic creatures within Reach distance of it when activated. It analyzes them over the course of a few seconds, determining what ails them, such as diseases, internal injuries, or mutations. If used on a corpse, it will determine what killed the corpse. The scanner can offer no aid in how to cure ailments, but has 95% accuracy in diagnosis.
35 Super-Salve
Injector: A salve injector,
but clearly marked as well beyond a normal injector's ability. Heals
a single organic to full HP, of all injuries, diseases, and
radiation, and raises all physical stats by 1. If used on someone
who has died within the past minute and whose body is still
relatively intact, it restores them to life but rather than raising
their physical stats, it lowers them each by 1.
36 Medical
Omnibus: A thicky, heavy
textbook that covers the most important details of nearly every Old
World medical discipline. It can be read before performing medicine
to gain access to the Medicine skill, or to gain Advantage on medical
rolls or the ability to perform complex procedures if you already
have the Medicine skill. It functions like a magazine in this
fashion, but unlike a magazine, the Medical Omnibus can be used
indefinitely as the breadth of its knowledge is wide and the quality
of its paper enough to prevent damage during reading.
41 Glowing
Headband: A green headband
which glows like radioactive materials. If worn, the headband
functions like a normal headband (+1 unarmed damage), but allows the
wearer's arms to stretch. Their melee and unarmed attacks have Reach
range, and they can grab things at that distance comfortably.
42 Irradiator
Rifle: A rifle (D6+1, Near
range, 2 hands) that loads batteries and fires large beams of
radiation. They do not cause mutations/saves against radiation, but
they do ignore armour and cover. Anti-radiation armour blocks the
beams entirely, and irradiated creatures and all robots are immune
to the damage.
43 Radsuit:
A HAZMAT Suit that protects against radiation like a normal HAZMAT
suit, complete with a gas mask. This one, however, is bright green
instead of bright yellow, and renders the wearer completely immune
to radiation. The kind of radiation that can penetrate it is the
kind that'll burn you before it poisons you.
44 Water
Purifier: A heavy object which
filters water of everything, including radiation and disease,
rendering it good to drink. It takes one hour to purify enough
irradiated water for a person to drink for a day. The energy it
consumes is so low that a handcrank attached to its outside can
charge it for an hour if wound for ten minutes by hand.
45 Mutagen
Injector: A tonic injector
containing a glowing green liquid clearly radioactive in nature. It
is warm to the touch, and yet it does not project radiation. When
injected, the target gains a random positive mutation. If injected
into a character of a mutant class or race, they roll twice and pick
which mutation.
46 Rad-Crystal:
A glowing hunk of green stone on the end of a pendant. It does not
cast its radioactive glow however, instead appearing to draw it in
from it surroundings. When worn, it grants the wearer Advantage on
Saves vs Radiation.
51 Warhelm: An Old
World military helmet. Counts as a helmet and targeting rig at the
same time.* Looks operator as fuck, granting +1 to reaction rolls
with soldier-types.
52 Rocket
Launcher: Loaded with one
rocket with D6-1 extra ones beside it. Attacks deal 2D6 damage to
all creatures within Reach distance of where it hits, or D6 vehicle
damage to a single vehicle. Autohits at Close or Near range, but can
fire up to Far range away with a successful Ranged Attack.
53 Carbide
Armour: The pinnacle of Old
World armour. This armour counts as Light Armour but provides 2
Armour instead of 1. The suit is clearly military in nature.
54 V8
Engine: A engine of unsurpassed
power. When installed in a vehicle, it grants Advantage to all tests
related to speed and endurance, and raises its top speed by a
suitable amount (enough to make it to the next "level" of
speed).
55 Meal Replacement
Pills: A tin of 28 dense, large
pills that can be chewed and swallowed in under a minute. Each pill
has a single, light flavour such as ice cream or butter chicken, and
provides all the nutrition you need for a day. As a result, a tin of
MR Pills provides a month of rations in a single inventory slot.
56 Terrarium:
A glass bottle full of dirt and a self-sustaining ecosystem. The
glass is heavy duty, very hard to break and able to hold out any
degree of radiation. Its mere presence inspires hope, and a party
that carries it has Advantage against Fear (if a PC) and +1 Morale
(if an NPC). If it breaks, however, the despair causes everyone in
the party to lose 2000 experience (but do not lose levels).
The world's oldest terrarium. Imagine this but the size of his head instead. |
61 Gashelm:
An unholy combination of gas mask and helmet that somehow manages to
combine the two without losing functionality. The wearer counts as
wearing both of those and grants +1 to reaction rolls with
tinkerers.
62 Jack
the Ripper: What can only be
described as a chainsaw sword, blue metal with the words "Jack
the Ripper" written on it in red paint. It counts as a normal
sword (D6+1 damage, Melee range, 1 hand). It clatters loudly as it
spins, and the blades rip through the toughest metals with ease –
but only if they catch right. Barring the most exceptional
circumstances (such as being wielded by true swordmasters, or those
with incredible hand-eye coordination), it has only a 50/50 chance of
dealing damage, but when it does, it deals double damage
automatically. Triumphs (critical successes) always deal damage, and four times the
result rolled, at that.
63 Rad-Diver's
Armour: A HAZMAT suit covered
in pieces of leather, chainmail, and thin sheets of metal. It
provides all the radiation protection of a normal HAZMAT suit and
comes with a gas mask, but also counts as Light Armour.
64 Carpoon:
To call it a weapon is inaccurate. It can be wielded in both hands
and fired with Disadvantage, but the Carpoon is meant to be mounted
on a vehicle. It fires a long metal rod which deploys hooks on
contact (but only grapples living creatures if it reduces them to 0
HP, at which point they're dead so it doesn't matter). It deals D6
damage or 1 vehicle damage. After an attack, it pulls back to reload
in a round, or to drag whatever it's hit along with the vehicle it is
attached to.
65 Uberhulk:
Hulk is a drug that strengthens the body at the expense of its
health, as the muscles work with strength that rips and tears them
apart. Uberhulk has a permanent effect, raising your Strength by 4
but lowering Constitution and Dexterity by 1 each, to the normal
maximums and minimums of 18 and 3. An injector only works once, and
being injected twice causes severe muscular atrophy.
66 Shaman's Bell: A bell made of scrap metal from at least a dozen sources. When shaken vigorously, the discordant noise it creates confuses all creatures and intelligent robots who can hear it (typically up to Close range away), stunning them for a round. The ringer is stunned as well, however, and cannot act the next round.
Radiation Rules
66 Shaman's Bell: A bell made of scrap metal from at least a dozen sources. When shaken vigorously, the discordant noise it creates confuses all creatures and intelligent robots who can hear it (typically up to Close range away), stunning them for a round. The ringer is stunned as well, however, and cannot act the next round.
Radiation Rules
Radiation provokes a Save vs Radiation after a
certain amount of time spent in its presence. Stronger sources prompt
quicker tests and radiation-blocking items reduce the effective
strength of a source. On a success you take 1 damage per level, on a
failure you take D6 damage per level. Being reduced to 0 HP or below
by radiation prompts Save vs Death. On a failure you die, on
a success you suffer an injury from the table below:
Radiation Injury Table
1 -2 Constitution, hair loss
2 -1 Constitution, -1 Wisdom
3 -1 Constitution, -1 Dexterity
4 Mutation, Save or gain another.
5 Blinded.*
6 Lose 1 maximum HP per level.
*Injuries
marked with asterisks prompt a Save vs Death at the end of a week to clear
them. On a failure, they persist until the next month, where another
Save vs Death clears them. If you fail both Saves the injury is permanent.
Severity
|
Save once
per...
|
Examples
|
Minimal
|
Watch
/ 4 Hours
|
Outer
space, the rad-desert.
|
Low | Hour | The toxic jungle, beneath the green comet. |
Medium | Turn / 10 Minutes | A long-dead city, in a poorly-filtered vault. |
High | Minute | A nuke's blast zone, next to leaking barrels. |
Extreme | Round / 10 Seconds | The heart of a reactor, a nuke's ground zero. |
Certain items reduce radiation severity. A HAZMAT suit, gas mask, and the chem known as Blocker all reduce a character's suffered severity by one step each.
My reasoning behind radiation is to make it really scary. Real world radiation is frightening, so should fantasy radiation. A level one PC is as likely to be killed by radiation as a level ten one, albeit not quite as much thanks to their saves, and it kills faster than normal damage does in my rules for injuries and death. The injuries are worse than average, too.
Resisting radiation isn't too hard if you have the proper gear, but you can only wear one armour, one helmet, and be on one chem at a time. To resist it fully, you have to forgo a lot of these items. In addition, radiation is not always easy to detect. Without a Geiger counter or careful observation, it's possible to stumble into doses much higher than anticipated. Both PCs and their players aren't made aware of hidden radiation until they must make Save.
Some anti-radiation gear. - by shaonizzit |
Chemicals
Chemicals provide a benefit and a
drawback for a certain amount of time. Excessive use of the same
chemical – think several times in a day, or once every day or two
for a week or so – can prompt addiction, which causes the PC to
suffer the chem's negative effect even when they are not using the
chem. Chems without negative effects are non-addicting. A PC can only be on one chem at a time. Taking a new chem does nothing but waste it.
Hulk:
A chem named for an Old World
god of strength and rage. When injected, the user's
muscles have their normal limits lifted, granting them Advantange on
all Strength and Melee Attack rolls for two minutes – but dealing D6-1 damage each time such a roll is made.
Salve:
An Old World chem found in injectors. Salve calms the nerves, soothes
pain, and pumps the body full of chemicals involved with healing and
adrenaline. In doing so it heals the recipient for D6+1 HP, and with
no negative side effects. Attempts to use it more than once every ten minutes fail due to the fact that one Salve is already doing all it
can do.
Blocker:
One of the few Old World chems successfully reverse-engineered, and for good
reason. It reduces incoming radiation by one step for a day, very
useful in the irradiated wasteland, and is hard to scavenge due to
the fact it was only rarely used in the Old World, and often in
locations which are now flooded with lethal radiation.
Helmets and Headgear
Pieces of headgear (usually, headbands are one exception) take up one
inventory slot and you can wear one at a time. They all provide
benefits to the PC who wears them, often in the form of letting them
reroll Fumbles (critical failures) of a certain kind.
Helmet:
Military helmets. Renders you immune to critical damage from enemies - critical hits are treated like normal hits.
Targeting
Rig: A military targeting
computers attached to the head. Let you reroll Fumbled ranged attack
rolls, as the computer helps aim your shots.
Gas
Mask: Filters all but the most
insidious gases, as well as airborne radiation, poison, and disease.
Old World filters last for months of use, long enough to be
irrelevant. This raises your radiation protection by one Rad Level,
or to Rad Level 1 from 0.
Headlamp:
A lamp attached to the head, which projects a strong beam of light up
to Close distance in front of the wearer's direction of view. They
usually run on Old World batteries as a flashlight, but some are
modified to function with oil or candle light. Needs no hands.
Snazzy
Hat: An Old World top hat, or
New World shaman's regalia, or anything else suitably impressive (and large enough to take up an inventory slot).
Grants +1 to reaction rolls with those who would look favourably upon
it (an officer's cap might grant +1 with soldier-types, while a
bishop's hat might grant +1 with the particularly religious).
Headband:
Signifies physical prowess, granting +1 damage with unarmed attacks.
Many headbands have storied histories and a large collection is said
to bring fate's favour. As a result, owning a headband will often
bring bounty hunters upon you.
Yes, headbands are mostly here to reference Afro Samurai. |
Magazines
Old World magazines, rotting and
falling apart. Opening and reading one requires an hour and will
render the magazine ruined once finished, but will give the reader
access to the skill the magazine concerns until they next sleep. If
they already have the skill, the magazine will instead give them
Advantage on such rolls or allow them to perform tasks beyond even
their capabilities. If using a system with skill points, treat them as granting a 4-in-6 or 66% rating.
From Fallout 4 |
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