Wednesday, January 2, 2019

36 Post-Apocalyptic Treasures + Simple Rules for Radiation, Chemicals, Magazines, and Headgear

I've always been a big fan of post-apocalyptic settings. The weirder they are, the more I like them. I loved Unlawful Games' D100 post-apocalyptic loot tables I saw a while back, or more accurately, the D10 treasures from the end. Dan's post-apocalyptic nuns post also brought the apocalypse back into my mind. So did an end of the year discussion about the best videogames this year where me and my friends agreed Slay the Spire will probably be Game Of The Year when it releases next year for a lot of people, which reminded me that the excellent dying earth science fantasy acid trip that is Caves of Qud likely will be mine.


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
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.*
  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.

In addition, drinking irradiated water, being struck by irradiated weapons, and other such events all provoke an immediate Save vs Radiation.

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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