Wasteland HERO

The Post-Apocalyptic Role Playing Sourcebook for the HERO System

Copyright 1998-1999 by Ronald A. Miller

IV. The Essentials

Considering the collapse of monetary exchange, trade is now the dominant form of payment for goods and services. Each item should be assigned a trade value based on necessity, quality, rarity and usefulness in the immediate environment. Precious metals and gemstones can be used as tender, but are only really valuable to someone who spends enough time trading in towns and communities to make it worth their while (including the sub-species).

A trade value unit (TVU) has a minimum value of zero, representing a totally useless trade item with no buying power in the current situation. An item deemed as "useless" in one trade situation may have value in another, thereby making all trade value units totally dependant on the current negotiation. The upper limit has no boundary. The two parties (trader and buyer) have full control over the negotiations, and the actual value represents too many factors to list here. As a starting point 50 TVU can represent a common item that isn’t too hard to find, but is valuable enough to trade for in order to avoid the hassle of searching. The entire scale is used for a ruler of game mechanics only, and shouldn’t become part of a character’s dialogue.

Unless the item is one from the past (an "artifact" or "relic" - see section H below), the overall quality may be the biggest variable to the trade value equation. When an effort is put forth in making an item, the quality of the outcome is based on the quality of the starting materials, the level of expertise of the creator and the time spent crafting the item.

A. TRADING RULES

Base Trade Value (TVb) (assuming the item is in working condition) is the minimum suggested value (in Trade Value Units, or TVU) assigned to an item. In Wasteland Hero, any item that can be defined by the use of Hero System Powers, Skills or Talents will be assigned a value based on a certain number of factors. The following menu can help determine what the TVb of a given item is:

TVb = Active Points for items requiring Hero System definition (Power / Skill / Talent)

TVU Value = TVb + Modifiers

For simple items that require no Hero System write-up, use the following chart:

Item type

TVb

Novelty

1

Useful

5

Essential

10

Luxury

50

 

TVU MODIFIERS:

Tech Level

TVb Modifier

 

Manufacturing

TVb Modifier

Low

x1/2

 

Anybody can make it

x1

Middle

x1

 

Requires skill

x2

High

x3

 

Requires skill and is hazardous

x5

Advanced

x5

 

Requires rare materials

x5 - x10

Ultra

x10

 

Cannot be reproduced

x10 - x100

Availability

TVb Modifier

 

Condition

TVb Modifier

Found everywhere

x1/5

 

Broken

x1/5

Abundant after Apocalypse

x1/2

 

Broken but fixable / Salvageable

x1/4

Abundant before Apocalypse

x3

 

Working, but unpredictable

x1/2

Rare

x5 - x10

 

Working order

x1

Unique

Seller defines

 

Item has unique properties

x2 - x5

Additional Modifiers

TVb Modifier

Required components included

x2

Required components missing

x1/4 - x1

High maintenance item

x2/3

Survival equipment

x5

Multifunctional

x2 - x10

Medicinal application

x5

Ornate

x2 - x5

Hidden functions

x5

Concealable / "Mini" version

x3

 

B. STARTING FUNDS

Characters may begin with 1000-6000 (10D6x100) trade value units (TVU) in order to equip themselves with what they think that they may need. Starting characters should equip themselves initially to survive for one week in the Wastelands, even if they are a "towner". The way things are, an individual might have to leave a community immediately, so everyone has been bred to always be ready for flight. To simplify this process, the following list provides a bare bones inventory of survival gear. The character’s initial purchases should be considered as their only possessions.

The survival essentials are listed in three categories. Descriptions of each may be found in Section VI: The Arsenal.

  1. Weapons

  2. Defenses

  3. Survival Gear (six sub-categories)

  1. Miscellaneous (mostly luxuries)

 

C. PROVISIONS

There are some minimal requirements for daily and weekly sustenance for all living things, namely food, water and rest. The actual provisions selected aren't as important as the need to fulfil the daily requirements of nourishment and hydration. The table below gives a rule of thumb of judging what is the minimal daily requirement as a function of the character's lifestyle.

Character Type

Daily Food Requirement

Daily Liquid Requirement*

Holdout Period**

Towner

0.5 kg

2.0 L

2 Days

Wanderer

0.1 kg

2.0 L

5 Days

Thin Man

0.1 kg

3.0 L

3 Days

Reptilian

0.5 kg

0.5 L

7 Days

All other races will be judged according to their Character Type (Towner or Wanderer)

Note: These may be modified by the Fasting Talent under the Skills section.

 

STARVATION / DEHYDRATION

Should a character not meet the minimum daily food and/or liquid requirement, he will begin to suffer the effects of fatigue by means of a REC penalty. The penalty is first assigned as a -1/day (cumulative) when the character goes without the minimum sustenance requirement, this can be avoided by a successful EGO roll for the first number of days equal to the Maximum Holdout Period. After the Maximum Holdout Period, the penalty is automatic. The long-term END rules should be used in these cases.

Example: Crazy Jack, a wanderer, had to leave the city of New Hope in a hurry. He had no time to stock up on rations and water. Out in the wastes he hasn't had much luck in scavenging food, but he has had luck in finding water thanks to his Divining Talent. On the first day without food, CJ makes his EGO roll, so he suffers no REC penalty. On the second day he misses his EGO roll so he must apply a penalty of -1 every time he attempts to Recover. On the third day he also misses his EGO roll, so he is now at REC -2. He makes his EGO roll on the third day, so he stays at REC -2, but on the fourth he runs out of water also, so making his EGO roll for food he misses and he also misses his SEPARATE roll for water so he is at total of REC -4. He better avoid battle at all costs at this point. After 7 Days he is at a REC -5, if he doesn't remedy the situation soon he will die out in the wastes for lack of END (limiting his movement) and possibly lack of STN due to environmental stresses (see the Ecology section).

 

D. WEAPONS (not found in Cyber HERO or the HERO System Rules Book)

WEAPON PROFICIENCIES

A character who wishes to use a weapon outside of their Tech Rank will be penalized by a -3 OCV (treated as an "off-hand" attack). This is a cumulative penalty. For example, an Underworlder (Middle Tech) who wishes to use an automatic pistol (Advanced Tech) must suffer a -6 OCV to use it. The player may apply levels to offset the penalty and, with permission of the GM, may purchase Combat Levels normally to further reduce the penalty’s effects.

Organotechnology is a gray area. Since it is strictly alien to anyone outside of the Thin Men, other characters would get a penalty. The GM should decide on how much of a penalty is assigned, depending on how complex the operating procedure is. The range of penalties can be anywhere from 0 to -12. For further details see the "Organotechnology" section below.

These penalties do not apply to any weapon falling into the category of "clubs" (anybody can use a club with ease, barring size factors). A club can be anything from a baseball bat to a chair, see the "Low Tech Melee Weapons" section below. The explanation of a High Tech Character (Human) gaining a penalty when using a Low Tech Weapon (say, a dart) is found within the technical upbringing of that character. A Human who has access to a pipegun most likely will never handle a dart let alone practice with one in order to gain proficiency. This limitation can be overcome normally with experience via purchasing Weapon Familiarities and Combat Levels. Lower Tech Rank Characters might be suspicious of such advanced to ultra technology, never fully appreciating how much control may be gained over such weaponry, thus their penalties are also justified.

Example: Warren the New Human grabs a throwing dart from off of a fallen foe. Later, he decides to try it out in combat (after his gun jams, let’s say). Warren now has a -6 OCV to hit with a throwing dart in addition to any range penalties and other combat modifiers. He decides to apply his +2 Ranged Combat Levels and his +1 Overall level to overcome his awkwardness with the primitive technology. He now suffers only a -3 OCV and decides to give it a try.

This adjustment goes both ways so that the penalties are as follows (characters can only be from Tech Ranks of Low to High or Organic):

Tech Rank Difference

OCV Penalty

Tech Ranks Affected (both ways)

Combat Level Cost (+1 with specific weapon)

1

-3

Low/Organic to Middle, Middle to High, High to Advanced

 

2

-4

Low/Organic to High, Middle to Advanced, High to Ultra

 

3

-5

Low/Organic to Advanced, Middle to Ultra

 

4

-6

Low/Organic to Ultra

 

 

These penalties are in addition to any other penalties gained from various modifiers. With experience the user can get better with any weapon, buying Combat Levels with a weapon that he possesses reflects this. Weapon Familiarity with a weapon outside a character's Tech Rank is not allowed. Combat Levels with a weapon outside the character's Tech Rank is permitted, but for an elevated cost.

 

RANGED WEAPONS

Ultra Tech Ranged Weapons

Ultra Tech Ranged Weapons were manufactured in three styles, Rifle, Pistol and Wrist models. A brief description of the state of the art technology as it was just before the Apocalypse is given below. Ultra Tech was predominately used for military purposes, some models being available only as prototypes for purposes of dealing with the Androids during the Android Uprising.

 

Advanced Tech Ranged Weapons

Advanced Tech Ranged Weapons were manufactured in two styles, Rifle and Pistol. Advanced Technology is summarily that which was available to the common man prior to the Apocalypse. A brief description of the technology as it was just before the Apocalypse is given below. Different examples, such as flechette sidearms, can be found in the Cyber HERO Source Book.

 

High Tech Ranged Weapons

The Humans define High Tech as being manufacturable.

 

Middle Tech Ranged Weapons

Due to the inability to manufacture advanced mechanisms, several subspecies rely on bows (long and short) and slings (wristrockets, leather strip models are considered Low Tech) in order to attack at range. These weapons compliment the user's physique by augmenting muscle power with increased range and penetration potential.

Low Tech Ranged Weapons

The most primitive types of ranged weapons are just a step ahead of throwing projectiles. The Low Tech category is comprised of such weapons as blowguns and leather strap slings. Blowguns are typically used in conjunction with a poisoned tip dart. Slings are the rudimentary type which must be whirled around one's head by a long leather strap. Low tech ranged weapons are quite awkward to use and take time and space to use they rely heavily on the user's dexterity.

Organo Tech Ranged Weapons

Organotechnology may be considered as a wild card in terms of predictability and use. Each of the below are reusable as manufactured weapons are, the disadvantage is that only Thin Men have the resources to do so (except the seed launcher which can be reloaded quite easily). Thin Men have cornered the market on it's production and advancement. The class of ranged weapons includes (but is not limited to) the following:

 

E. DEFENSES

As far as definitions go, a "defense" is anything that protects an individual from harm. With this definition comes the concept of armor, but there is no reason to limit the definition to armor.  A list of defense values (DEF) for given materials can be found in the "Arsenal" section. A short description is given below for materials unique to Wasteland Hero.

 

F. SURVIVAL GEAR

A character can only manage a certain amount of technology outside his or her tech level. That amount depends on the character's INT score. Consult

the following tables:

Degrees away from PC's Tech Level

Real Points Usable

0

Limitless

1 (Middle-High/Low, High-Advanced/Middle, etc)

3xINT Score

2 (Low-High, Middle-Advanced, etc)

2xINT Score

3 (Low-Advanced, Middle-Ultra, etc)

1xINT Score

4 (Low-Ultra)

1/2xINT Score

 

The range is this, in decreasing order

Ultra (Space Age) > Advanced (Cyber Age) > High (Early 20th Century) > Middle (Medieval Age) > Low (Primitive Age)

Not all gear descriptions need a HERO-based write-up. They are all considered Independent (-2), Focuses (-1/4 to -1). Other limitations such as charges may be added on, but no real Active Point value exists for most of these items, those that do are listed under Notes. Unless indicated by a note superscript, all of the below are manufactured by and made available to Humans. Their trade interests make these universally available.

NOTE: Starting characters should be allowed to take any combination of clothing at no cost to their beginning TVU pool. Every player begins with one set of clothing to begin with by default (see "Luxuries" below). The GM may also wish to supply each character with a single weapon of choice to the player, but the weapon must be at or below the High Tech rank, determined by the GM as to the race and background of the character.

Tech abbreviations: U = Ultra, A = Advanced, H = High, M = Middle, L = Low, O = Organotech

An asterisk (*) indicates items that are not readily manufactured, existing items are left over from before the Apocalypse. The suggested TVU would be too speculative, since these items may never be available for trade due to their highly valuable nature. All items with TVU values are assumed to either be in great quantity or manufacturable with the proper resources. All weights are in kilograms (kg).

Signaling Group

TVU

Weight

Tech

Notes (#/# = Active Points/Real Points)

Binoculars

1800

 1.00

H

Telescopic Vision +6 to offset range penalties (9/2)

Communicator

2000

 0.50

A

Radio Listen and Transmit, requires batteries (one chemical -1/2) (5/1)

Emergency Whistle

30

 0.15

L

Range is 4-6 km depending on wind and reflective interferences (N/A)

Flare Gun (see also "Weapons")

40000

 8.00

H

Change Environment 32" radius, light, 8D6 EB heat, 1 Charge Dur. 1 min (-1) (75/15)

Fluorescent Flagging Tape

4800

 0.30

H

Glow in the dark (N/A)

Geiger Counter

35000

 2.50

A

Detect Radiation +5, Range, Discrim., Requires Batteries (two lithium -1/2) (23/5)

Reflector

10

 0.02

M

Reflection to light (non-focused)

Signal Mirror

50

 0.20

M

Deflection / Reflection to light and lasers only (-1) (10/2)

Strobe Light

12500

 1.50

H

Change Environment to "strobe effect", 4"r; DCV +3 to all in the AE (Radius +1), Requires Batteries (two lithium -1/2) (60/13)

 

 

 

 

 

Emergency Devices

TVU

Weight

Tech

Notes (#/# = Active Points/Real Points)

Chemical Lightstick

7500

0.25

H

Change Environment (colored light), 2"r, No Range (-1/2), 0 END, Persistent (+1), Always On (-1/2), One 5 hr Charge (-1/4) (20/4)

Compass

630

0.08

H

Detect Magnetic North, Targeting, +5 to roll, Subject to interference (-1) (33/7)

Firestarter Kit with tinders

500

0.25

M

+3 to Firebuilding Rolls, 100 uses (+3/4) (10/3)

Fishing Kit, 100+ piece

200

3.50

M

+2 to Fishing Rolls (4/1)

Flashlight

27000

5.00 

H

Change Environment to light 8", AE-Cone (only) (+1/2), No Range (-1/2), Requires batteries (two or four chemical) (-1/2) (30/6)

Knife Sharpener

5

0.80

L

Keeps sharp weapons from degrading over time (N/A)

Knife, 6" Serrated Edge

750

1.20

M

1D6-1 HKA (10/2)

Knife, Folding, Half-Serrated

6750

0.75

H

1/2D6 HKA (5/1)

Matches (wind and water-proof)

2700

0.07 

H

+3 to Firebuilding Rolls, Act 14- (-1/2), 50 Charges Duration 1 Turn (+1) (12/8)

Mini-Compass

1900

0.01 

H

Detect Magnetic North, Targeting, +5 to roll, Concealment +2, Passive (-1) (37/7)

Net

40/m2

10.00

L

Various sizes, 1D6 Entangle per 1 m2, No Range (-1/2), must be thrown (10/2)

Pocket Chainsaw

22500

7.50

H

1D6+1 HKA, AP (+1/2), Must wrap around (-1/2) (30/7)

Razor Blades

4000

0.01

H

1 pip HKA (5/1)

Razorknife (Boxcutter)

7500

0.05 

H

1/2D6 HKA (10/2)

Slingshot pouch

10

0.20

L

Capacity = 1 kg (N/A)

Snare Wire

300

0.02 

L

+2 to Hunting Skill (4/1)

Super Snips

15000

4.00 

H

1 1/2D6 HKA AP, to things that fit in pincers (-1) (25/5)

Super-Tool

50000

5.00

H

+2 to Mechanics Rolls, Multifunctional (4/1)

Surgical Tubing

1500

3.00 

H

Multiple uses (N/A)

Survival Candle, 1" x 4"

300

0.50 

M

Change Environment to light 4"r, No Range (-1/2), Continuous for up to 1 day (+1), Fragile (light can be blown out easily) (-1/4) (30/17)

Trowel

1000

5.25 

M

Effective on most terrain, may add bonuses to shelterbuilding/hunting plants (N/A)

Vise-Grips, small

25000

6.50 

H

 +1 to Mechanics Rolls, good for crimping metal (2/1)

Wire Saw

12500

12.00 

M

 1D6-1 HKA, Must wrap around (-1/2) (10/2)

 

 

 

 

 

Shelter / Protection

TVU

Weight

Tech

Notes (#/# = Active Points/Real Points)

Bandanna, cotton

5

 0.01

 L

Various uses (N/A)

Blanket, Cloth

5

 15.00

 L

Survival +1 during cold conditions (2/1)

Blanket, Heatreflecting

4500 

 30.00

 H

Survival +3 during cold conditions (6/1)

Ear Plugs

600 

 0.01

 H

Flash Defense 10 points vs hearing, Phys: Hearing PER -3 (-1) (10/2)

Gas Mask

9000

 20.00

 H

LS: Breathe in unusual environments (gasses/spores/pollens) (5/1)

Goggles

1800

 6.00

 H

Flash Defense 5 points, Eye Protection Armor 3rPD, Location 3 (-2) (11/2)

Gloves, Leather

250

 3.00

 M

Armor 2rPD for hands, Location 6 (-2) (3/1)

Insect Repellent

11250 

 1.25

 H

Force Field 2rPD vs insects only (-1 1/2), Gestures (must spray on) (-1/4) (2/1)

Lip Balm

6000 

 0.01

 H

Survival +1 for moisture draining conditions (2/1)

Mask, Envirosafe

 

 28.00

 A

LS: Breathe in unusual environments (gasses/spores/pollens); Extreme heat or cold, High radiation, high pressures and vacuums, Flash Defense 8 points for sight and hearing, 1 Continuous (5 hour) charge (-1/4), (requires oxygen cartridges -2) (

Nose Filters

 

 0.01

 H

LS vs. gasses, spores and pollens - only if not breathing through mouth

Poncho, Plastic

 

 12.00

 H

Survival +2 during damp/rainy conditions

Rebreather

 

 9.50

 A

LS Breathe in unusual environments (gasses/spores/pollens) (2x 1 hour charges - requires oxygen cartridge)

Scarf, Breathable

 

 2.50

 M

CON +2 to roll vs. gasses, spores and pollens

Shade Hat with neck flap

 

 3.75

 M

Survival +1 vs. hot and arid conditions and long exposure to the sun

Sleeping Bag

 

 25.00

 M

Survival +2 during cold conditions, full REC during resting period

Suit, Envirosafe

 

 28.00

 A

LS vs. gasses, spores and pollens; LS vs. sonics, heat or cold (body only), LS vs. radiation, high pressures and vacuum (head only) (1 hour duration - requires oxygen cartridges)

Sun Glasses/Goggles

 

 0.03

Flash Defense 5-10 points, eye protection 1rPD

Sunblock

 

 0.25

 H

LS vs. photoradiation (24 hour duration), Armor 2rED vs heat and light attacks

Sunscreen

 

 0.25

 H

LS vs. photoradiation (24 hour duration)

Tarp, Nylon

 

 7.30

 H

KS: Shelterbuilding Roll +2

 

 

 

 

 

Medical Group

TVU

Weight

Tech

Notes (#/# = Active Points/Real Points)

Adhesive Bandages

 

0.01

H

Paramedic +1 to Roll, Minor Transform 1D6 Bleeding to Stable State, Gestures

Advanced First Aid Kit

 

5.00

H

Paramedic +2 to Roll, Suppress Disease/Infection 4D6, Gestures

Antacid

 

0.01

M

Suppress damage from swallowed acid 8D6, Gestures

Antibiotic Salve

 

0.02

H

Paramedic +1 to Roll, Suppress Disease, Infection 4D6, Gestures 

Antibiotic, Oral

 

0.01 

H

Paramedic +1 to Roll, Suppress Disease, Infection 5D6, Gestures

Antiradiation Dose

 

0.01

A

Suppress effects of Radiation (Drain) 8D6

Aspirin

 

0.03

H

Aid 1D6 to STN, Mental Defense 2 points, Gestures

Burn Dressing

 

0.05

L

Paramedic +2 to Roll, Aid 2D6 to STN from burn damage

Compress Bandage

 

0.01

H

Paramedic +2 to Roll, Minor Transform 7D6 Bleeding to Stable State, Gestures 

Elastic Bandage

 

0.01

H

Paramedic +1 to Roll, Minor Transform 6D6 Bleeding to Stable State, Gestures

Field Dressing

 

0.75

H

Paramedic +2 to Roll, Suppress Disease, Infection 4D6, Gestures

Iodine Solution

 

0.04

H

Paramedic +1 to Roll, Suppress Disease, Infection 3D6, Minor Transform 6D6 Bleeding to Stable State, Gestures

Pain Killer

 

0.01

H

High Pain Threshold, Aid 1D6 to STN, Gestures

Radiation Solvent

 

0.02 

H

Suppress surface-related Radiation Effects 10D6, Gestures

Rehydration Capsules

 

0.01

H

Minor Transform Dehydration State to Rehydration State 6D6, Gestures

Splint

 

0.02

L

Paramedic +1 to Roll

Thermometer

 

0.01

H

Detect Temperature, Discriminatory, Gestures

Venom Pump

 

0.90

H

Paramedic +1 to Roll, Suppress Venom 3D6, Gestures

Wound Closure Strips

 

0.05

Paramedic +1 to Roll, Minor Transform 2D6 Bleeding to Stable State, Gestures

 

 

 

 

 

Water and Food

TVU

Weight

Tech

Notes (#/# = Active Points/Real Points)

Bag, plastic

 

0.01 

A

Capacity 1.0 kg, Preservation +1 when used right

Bottle, plastic

 

0.04

A

Capacity 1.0 L

Bullion Cubes

 

0.01

H

Makes 20 gallons of soup, bare basics of nutritional value

Candy

 

0.01

M

Nutrients

Carbohydrate Drink

 

0.50

H

1.0 L

Container, plastic

 

0.05

A

Capacity 2.0 L, Preservation +1 when used right

Dried Fruit

 

1.00

L

Nutrients, consumer drinks 2x as much, Survival +1

Drink Mix, electrolyte replacement

 

 

H

Nutrients, Survival +1

Food Rations 1000 Calorie

 

 

L

Nutrients, Survival +1

Food Rations 2000 Calorie

 

 

L

Nutrients, Survival +2

Iodine Water Disinfectant Tabs

 

 

H

2D6 Minor Transform dirty water to clean, all or nothing, Gestures (assembly)

Jerky

 

 

L

Nutrients, consumer drinks 2x as much

Protein Mix

 

 

H

Nutrients, Survival +2

Powdered Milk

 

 

H

Nutrients, Survival +2, requires water

Seeds / Tree Nuts

 

 

L

 Nutrients, Survival +1

Salt/Pepper

 

 

M

 Nutrients, consumer drinks 2x as much

Spice

 

 

M

 Nutrients

Skewer / Spit

 

 

 HKA 1D6, KS: Cooking +1 to Roll

Sugar Cubes

 

 

M

 Nutrients, 2D6 Aid to END (surpass normal level), consumer must rest for (1 hour - CON/2 minutes) after effects wear off.

Thermal Liquid Container

 

 

A

 Capacity = 1.5 Liters, Preservation +2 to Roll when used properly

Tea Bags

 

 

 Nutrients, requires water

Water Purifier with filter

 

 

H

5D6 Minor Transform dirty water to clean, all or nothing, Gestures (assembly)

 

 

 

 

 

Multi-Purpose

TVU

Weight

Tech

Notes (#/# = Active Points/Real Points)

Adhesive

 

0.75

H

Telekinesis 25 STR, Continuous (+1), Uncontrolled (+2), No Range (-1/2), Surfaces must be smooth and clean (-1/2), Only to hold things together (-1)

Aluminum Container/Pots w/handle

 

4.00

H

 

Aluminum Foil

 

3.50

H

Roll of 30m, Preservation +1, reflects light

Backpack, heavy

 

 18.00

H

 20 kg capacity, waterproof

Backpack, minimum load

 

 7.50

H

 7.5 kg capacity, waterproof

Backpack, traveling

 

 10.00

M

 15 kg capacity, waterproof with two easy-access side pockets (1 kg each)

Blasting Cap

 

0.750

H

Ignites dynamite

Can Opener - punch

 

 1.00

M

 1 pip HKA, AP

Chalk

 

0.01

L

 

Climbing Claws

 

12.00

M

+2 to Climbing Skill, 1/2D6 HKA, one set for hands, one set for feet

Climbing Pins

 

5.00 ea.

M

12 pins, used with rope give +3 to Climbing Skill

Cup

 

2.50

M/L

250 ml volume, Wood (L) or Metal (M)

Duct Tape

 

4.00

H

Telekinesis 15 STR, Continuous, Uncontrolled, No Range, must be applied to smooth, clean surfaces, up to 2rPD (Ablative) if layered.

Electrical Tape

 

5.00

H

Telekinesis 10 STR, Continuous, Uncontrolled, No Range, must be applied to smooth, clean surfaces, up to 2rPD (Ablative) if layered, up to 4rED protection from electricity and fire Electronics Roll +1 when used properly

Fishing Kit with Aluminum Container

 

10.50

H

 Adds up to +3 for KS: Fishing, or FAM w/ Fishing if Survival Skill Roll is made

Fork

 

0.05

 L-M

Wood (L) or metal (M)

Garbage Bag

 

0.02

Capacity = 10 kg

Magnifying Lens

 

0.15

H

Microscopic Vision 10x, KS: Fire Building +1 to Roll when sun is out.

Notebook Paper, waterproof

 

0.01

H

Per sheet

Pen, high durability

 

0.02

H

 

Plastic Bag, sealable

 

0.03

A

Capacity = 1 kg, Preservation +1 to Roll when used, waterproof when sealed right

Plate

 

0.50

L-H

Wood (L) or Metal (M) or Plastic (H)

Pouch, large belt

 

0.75

M

Capacity = 1.5 kg, waterproof

Pouch, large shoulderbag

 

0.75

M

Capacity = 5 kg, waterproof

Pouch, small belt

 

 

M

Capacity = 1 kg, waterproof

Pouch, small shoulderbag

 

 

L

Capacity = 2.5 kg, waterproof

Rope, Alumisilk

 

6.00

H

30 m or 15 m lengths

Rope, Hemp

 

15.00

M

15 m

Rope, Nylon

 

10.00

H

30 m

Safety Pins

 

0.01

M

Telekinesis 5 STR for holding cloth together, Continuous, Uncontrolled, No Range

Sewing Awl

 

0.05

M

HKA 1/2D6

Sewing Kit

 

0.08

Allows Preservation of cloth and leather

Split Rings

 

0.90

M

Telekinesis 40 STR for holding materials together end to end, adds +3 to KS: Shelterbuilding Roll if a tent is made, Continuous, Uncontrolled, No Range

Sponge

 

0.01

L

Can hold up to 500 mg of water or other non-viscous liquid

Spoon

 

0.05

 L-M

Wood (L) or metal (M)

Thin Pencil

 

0.01

M

 

 Walking Staff/Stick

 

1

L

2 m or 1 m, acts as club, +1 to DEX Roll to keep balance in areas of unsure footing

 

 

G. MISCELLANEOUS GOODS (LUXURY ITEMS)

These items are clearly the most valuable of all common items in that they afford the individual with some much needed comfort. Each item is definitely not essential, but the character’s life is a lot easier or pleasant with any of them. Trade values should be high, and each item should be considered rare and at a high risk for being stolen.

 

Maintenance Item

TVU

Weight

Tech

Notes (#/# = Active Points/Real Points)

Cheese Cloth

 

 0.01

H

Preservation +1 for cleaning metals and plastics

Cotton Swab/Pipe Cleaner

 

 

H

Preservation +1 for cleaning metals

Degreaser

 

 

H

Preservation +2 for cleaning metals, Preservation +3 for preserving mechanisms

Metal Polish

 

 

H

Preservation +3 for cleaning metals, Preservation +3 for preserving mechanisms

Oil / Lubricant

 

 

H

Gun oil, leather lube, etc., Preservation +3 for preserving mechanisms

Rust Remover

 

 

H

Preservation +5 for cleaning metals

Sand Remover

 

 

H

Preservation +4 for cleaning mechanisms

Waterproofing Solvent

 

 

H

Preservation +5 for preserving cloth, leather, furs, etc.

 

 

 

 

 

Entertainment Item

TVU

 Weight

Tech

Notes (#/# = Active Points/Real Points)

Dice

 

0.01

M

 Loaded dice are an extra 1000 TVU

Musical Instrument

 

Var.

M

Simple: harmonica, acoustic guitar, woodwind, etc

Book

 

Var.

H

 Non-humans may be arrested for possession of this item

 

 

 

 

 

Gadget Item

TVU

Weight

Tech

Notes (#/# = Active Points/Real Points)

Can Opener - mechanical

 

 0.08

H

 

Electrical Tool Kit

 

 Var.

H

Electronics +3, user must possess Electronics already

Hand generator - mechanical

 

 40.00

A

50 END REC 5 by manual cranking, bulky

Power Cell Recharger

 

8.00

A

See Power section below

Propane Torch

 

 5.00

H

1D6 HKA, Energy, AP

Tools (assorted)

 

 Var.

Mechanics +1 to roll, +2D6 HA (blunt tools), 1D6 HKA (sharp tools)

Umbrella

 

 1.00

A

+2 PD, 1rPD Force Wall, Limited to 0.5 m radius area, can act as a club

 

 

 

 

 

Clothing Group

TVU

Weight

Tech

Notes (#/# = Active Points/Real Points)

Bandana

 

 0.05

L

 

Belt

 

 0.30

M

 

Boots, Hard

 

 4.50

M

 

Boots, Soft

 

 2.50

M

 

Boots, Steel Toed

 

 6.00

H

 

Coat, Long

 

 2.50

H

 

Coat, Waist

 

 1.80

H

 

Gloves, Leather

 

 0.25

M

 

Gloves, Surgical

 

 0.03

H

 

Gloves, Thermal

 

 0.75

M

 

Groin Supporter

 

 0.25

H

 

Hat, Thermal

 

 0.15

M

 

Hat, with Visor

 

 0.15

H

 

Jacket, hooded

 

 2.00

H

 

Jacket, wind resistant

 

 1.50

H

 

Jumpsuit / Coveralls

 

 1.20

M

 

Pants

 

 0.50

M

 

Robe

 

 1.00

L

 

Shirt, long sleeved

 

 0.08

M

 

Shirt, short sleeved

 

 0.07

M

 

Socks, Wool

 

 0.02

M

 

Tunic

 

 0.20

L

 

Undergarment

 

 0.01

H

 

 

 

 

 

 

Hygiene Group

TVU

Weight

Tech

Notes (#/# = Active Points/Real Points)

Comb

 

 

 

 

Deodorizer

 

 

 

 

Razor

 

 

 

 

Soap, bar

 

 

 

 

Soap, liquid

 

 

 

 

Toilet Paper

 

 

 

 

Tooth Brush

 

 

 

 

Tooth Powder

 

 

 

 

 

 

 

 

 

Recreational Habits

 TVU

Weight

Tech 

Notes (#/# = Active Points/Real Points)

Coffee, Instant

 

 

 

 

Liquor

 

 

 

 

Rolling Parchment

 

 

 

 

Tobacco, chewing plug

 

 

 

 

Tobacco, dried

 

 

 

 

 

H. TECHNOLOGICAL ARTIFACTS

A technological artifact is an item of value left behind by the Elders who existed before the Apocalypse. Items of great mystery and power, and in some cases unrecognizable in function. They provide an edge to those left to exist in the Wasteland. They may even be seen as "mystical" in nature since they are mostly misunderstood as to their function and operation. Any writings found on them are in the form of cryptic languages. Characters who find such things must work to figure them out, which may at times be dangerous. There is always a chance of misinterpreting their function or even not recognizing the item’s full potential. Some examples follow.

The functional technical ranks of Artifacts are comprised of "Advanced" and "Ultra" technology types. "Advanced" technology represents the technology that was commonly available before the Apocalypse. "Ultra" Technology was the absolute cutting edge - prototype stuff.

For a complete list of "Advanced" rank technology, see the Cyber HERO Rules Supplement. The devices and weapons found within are a good representation of common civilian items that existed before the destruction of society. Some examples of "Ultra" weaponry can be found in the HERO System Rules Book in the "Weapons" section ("Futuristic Weaponry", i.e. laser pistols, gyrojet pistols, energy sabers, etc.).

ADVANCED AND ULTRA-TECH DEVICES (EXAMPLES)

Other than the items listed in the above tables, the following list gives examples of what kind of technology was available prior to the Apocalypse. These items should only be found as treasure, given their unique and imbalancing properties. Items listed with a "CH" have been taken from the Cyber Hero Sourcebook.

ADVANCED-TECH EQUIPMENT

ADVANCED-TECH ARMOR

Roadkiller Helmet (CH):

Powers: Armor 5rPD, +5PD, UV Vision, Flash Defense 10 pts

Limitations: OIF (-1/2), Independent (-2), Protects only Locations 3-5 (-2), Requires Batteries (lithium life-time) for UV only (-1/4)

Active Points: 28

Real Points: 5

 

ADVANCED-TECH MEDICAL EQUIPMENT

Antidote-X

Powers: Suppress Poisons 8D6

Advantages: All poisons affected (+2)

Limitations: OAF, Expendable (-1 1/2), Independent (-2), Human bias (-1/2), One continuing (5 hour) charge (-1/4), Extra Time = 5 min (-2), No Range (-1/2)

Active Points: 120; Real Points: 15

Aware

Powers: Cramming, Eidetic Memory, Lightning Calculator, Lightsleep

Limitations: OAF, Expendable (-1 1/2), Independent (-2), Human bias (-1/2), One continuing (1hour) charge (-1/2), Extra Time = 1 min (-1), Must rest 1 hour (-1)

Active Points: 31; Real Points: 3

Immunoboost

Powers: CON +10, Immune to Disease

Limitations: OAF, Expendable (-1 1/2), Independent (-2), Human bias (-1/2), One continuing (1hour) charge (-1/2), Extra Time = 1 min (-1), Must rest 1 hour (-1)

Active Points: 23; Real Points: 3

Medi-Pack, Advanced

Computer Stats: INT 20 DEX 20 SPD 3

Programs: Diagnose, survey wound damage, deduce symptoms, instruct procedures, prescribe and administer medicines

Powers: Healing (Aid) 6D6, Suppress Poisons 8D6, Paramedic Bonus +3; SC: Diagnostics, Pharmaceuticals, Toxicology, Medicine (Human), Anatomy and Physiology (Human)

Limitations: OAF (-1), Independent (-2), Requires batteries (three lithium) (-1/2), Incantations, Gestures

Active Points:

Real Points:

Medi-Pack, Standard

Computer Stats: INT 10 DEX 20 SPD 3

Programs: Diagnose, survey wound damage, deduce symptoms, instruct procedures, prescribe and administer medicines

Powers: Healing (Aid) 4D6, Suppress Poisons 8D6, Paramedic Bonus +2; SC: Diagnostics, Pharmaceuticals, Toxicology, Medicine (Human), Anatomy and Physiology (Human)

Limitations: OAF (-1), Independent (-2), Requires batteries (three lithium) (-1/2), Incantations, Gestures

Active Points:

Real Points:

Medi-Pack, Surgical

Computer Stats: INT 30 DEX 30 SPD 4

Programs: Diagnose, survey wound damage, calculate options, deduce symptoms, instruct procedures, prescribe and administer medicines

Powers: Healing (Aid) 6D6, Suppress Poisons 8D6, Paramedic Bonus +3; SC: Surgery, Diagnostics, Pharmaceuticals, Toxicology, Medicine (Human), Anatomy/Physiology (Human)

Limitations: OAF (-1), Independent (-2), Requires batteries (six lithium) (-1/2), Incantations, Gestures

Active Points:

Real Points:

Reflexamine

Powers: DEX +5, STR +3, SPD +1, PER +3 for all senses

Limitations: OAF, Expendable (-1 1/2), Independent (-2), Human bias (-1/2), One continuing (1hour) charge (-1/2), Extra Time = 1 min (-1), Must rest 1 hour (-1)

Active Points: 37; Real Points: 5

Submissitol

Powers: Drain EGO 4D6

Advantages: Fade 5 pts/5 minutes (+1/2)

Limitations: OAF, Expendable (-1 1/2), Independent (-2), Human bias (-1/2), Extra Time = 1 Phase (-1/2)

Active Points: 60; Real Points: 11

Ultramind

Powers: Skill Levels, +5 to all INT-based Skills

Limitations: OAF, Expendable (-1 1/2), Independent (-2), Human bias (-1/2), One continuing (1hour) charge (-1/2), Extra Time = 1 min (-1)

Active Points: 25; Real Points: 4

Vitadose, Standard

Powers: Healing (Aid) 3D6 to STN and BOD

Advantages: Lose 5 pts/day (+1 1/4)

Limitations: OAF, Expendable (-1 1/2), Independent (-2), Human bias (-1/2), One charge (-2), Does not heal broken bones or ligature trauma (-0)

Active Points: 19; Real Points: 3

 

ADVANCED-TECH GEAR

Blue Crystal Illuminator

Power: Change Environment to Light, 8"r

Advantages: Vary Brightness (+1/4), Adjustable Area (Radius to Cone) (+1/2), 0 END, Persistent (+1)

Limitations: OIF (Ring, Pendant, Belt Buckle, etc) (-1/2), Independent (-2), No Range (-1/2), Always On (-1/2)

Active Points: 55; Real Points: 8

Communication Earclip

Power: Mind Link with up to 8 people, Any Distance

Limitations: IIF (-1/4), Independent (-2), Requires batteries (one lithium) (-1/2), Only with others who have a Communication Earclip (-1)

Active Points: 25; Real Points: 5

Jumpboots

Power: Superleap +6", +10" with Acrobatics Roll (-1/2)

Limitations: IIF (-1/4), Independent (-2), Requires batteries (two Solar) (-1/2)

Active Points: 9; Real Points: 2

Omniview Headset

Power: 360o Vision

Limitations: IIF (-1/4), Independent (-2), Requires batteries (two lithium) (-1/2)

Active Points: 10; Real Points: 3

Spectravision Goggles

Power: Infrared Vision, Ultraviolet Vision

Limitations: IIF (-1/4), Independent (-2), Requires batteries (one lithium) (-1/2)

Active Points: 10; Real Points: 3

Structural Integrity Meter

Power: Detect Material Identity and Thickness, User's PER +3, Discriminate

Limitations: OAF (-1), Independent (-2), Requires batteries (one chemical) (-1/2)

Active Points: 14; Real Points: 3

 

ULTRA-TECH EQUIPMENT

ULTRA-TECH ARMOR

Ioncore Cloak

Powers: Armor 5rPD / 25rED, Missile Deflection vs. Energy Only (-1)

Limitations: OIF (-1/2), Independent (-2), Requires Batteries (one Fission) (-1), Real Armor (-1/4), Normal Mass (-1), Only protects areas covered by cloth (-1/4)

Active Points: 45; Real Points: 9

 

ULTRA-TECH MEDICAL EQUIPMENT

Rejuvenator

 

ULTRA-TECH GEAR

Envirosafe Generator (ESG):

Powers: Force Wall 2rPD / 2rED, 12" total perimeter x 1"height, forms a protective dome

Advantages: 1/2 END (+1/4)

Limitations: OAF (-1), Independent (-2), Requires Batteries (two Solar) (-1/2), Dome shape only (-1/2), No Range (-1/2)

Active Points: 44; Real Points: 8

Halodust

Power: Change Environment to Light, 16"r

Advantages: Vary Brightness (+1/4)

Limitations: OIF (Dust) (-1), Independent (-2), Requires Haloglove to control and make reusable (-2)

Active Points: 37; Real Points: 6

Hoverboard

Power: Flight 10" (2xNCM)

Limitations: OAF (-1/2), Independent (-2), Requires TF Skill roll beyond 3" (-1/2), Gestures (feet controls) throughout (-1/2), Requires batteries (two Fission) (-1)

Active Points: 25; Real Points: 4

Hoverdisk

Power: Telekinesis 40 STR

Limitations: OAF (-1), Independent (-2), Requires Controller to maneuver (-2), Disk must be under objects being lifted (-1/2), Requires batteries (Fission Cell) (-1)

Active Points: 60; Real Points: 8

Stealth Field Generator (SFG)

Powers: Invisibility to Sight (Normal and UV) with Fringe

Limitations: IIF (-1/4), Independent (-2), Requires Batteries (Fission Cell) (-1)

Active Points: 25; Real Points: 6

 

I. POWERING TECHNOLOGY

In order for most automated objects to function, they need a source of fuel or power to draw from. Cars need gas (or steam), plasma rifles need a nuclear battery, and flashlights need chemical batteries. These power sources are a major key to survival and trade. Each can be represented by the END BATTERY Power. The special effects of the power source will describe whether it is rechargeable (batteries) or not (liquid fuel), as well as any other factors affecting the Real Cost (gasoline evaporates and chemical batteries have limited shelf life due to corrosion.

Since power is a key area of the deprivation of the Wastelands, each item of equipment (and vehicles, etc.) needs to have the Limitations: Costs END and Requires Batteries (Fuel, etc.). The base penalty for the "Requires Batteries" Limitation is a -1/2 since the power can be very rare to uncommon, additional complications and safety hazards may increase the modifier. For example, a nuclear pack (self recharging) would be -2 due to rarity and potential harm, and a solar recharging battery might be -1/2 due to ease of recharge and fairly common distribution.

Some items might need several sources of "power". A car might need a battery and fuel, or a Gaussian Slug Thrower might need ammunition and batteries to launch the projectiles. The GM, so as to not make the item completely unavailable to the PCs must carefully scrutinize the accumulation of Limitations.

Power sources may be interchangeable between compatible items. Power ratings differ from device to device, so each item could consume power at a different rate.

For example, a character finds a Geiger counter with some life left in it, since he already has a better Geiger counter, he decides to strip it for parts and extracts the two lithium batteries. The two batteries are determined to hold a total of 200 END (the GM decides if they are equally drained or not), but are currently at 70 END. The batteries can recover END only through a special charger, so whatever device the batteries will go in, they will have 70 END. If the character puts it in a Medi-Pack, he will get a different amount of use out of them than if he put them in, say, a plasma rifle that he may only get a single blast out of. If the Medi-Pack uses them he may be able to "use the batteries up", potentially getting use from all 70 END, but the plasma rifle may take 50 END per shot, giving him one good shot that will have to count! The GM can decide if the extra 25 END will power the rifle enough to emit a half-strength shot or not, and this will depend on the item and it’s special effects.

 In short, each power device will have it’s own power rating, which is simply it’s END Cost per use and any modifiers which affect it’s power usage. Examples of good power supply limitations includes Increased END, Costs END, Charges (used for simplicity - but assuming full power capacity), Activation and special Limitations like "doesn’t work when wet" etc. Of course if a GM wants a laser pistol to have 10 shots, then so be it. However, in the Wasteland genre it is more appealing to keep the character guessing as to how much punch the item is still packing.

 

Power Source

END

REC

REC Mode

TVU

Tech

Notes

Chemical

50

1

Powered Recharger

550

H

Acid damage if damaged. Full drain makes useless, recharged by electrical power via recharger

Cryocell

2500

250

Automatic

 *

U

Rugged and reliable won’t lose its charge under any circumstances, delayed response while perpetually recharging in order to meet power demands (1 phase delay after 50 END used).

Fission

5000

500

Automatic

*

U

Perpetual but may be unpredictable. Oscillating power reserve even when unused (item single charge expenditure Act 15-)

Lithium

100

10

Powered Recharger

800

A

Sturdy upgrade of chemical cell. Maintains charge for 100 yrs+, recharged by electrical power via recharger

Nuclear

5000

100

Automatic

*

U

Bulky. Radiation danger if damaged, needs special refueling after 1000000 END used from it.

Solar

50

5

Sunlight Exposure

*

A

Simple and reliable, charge drains fast if unused for more than 24 hrs. Shoulder holsters available to recharge on person while being exposed to the sun.

*Only for trade in very desperate circumstances, or if an unreasonably high amount is available.

 

J. ORGANOTECHNOLOGY (OT)

Adaptations to the Earth's poisoned ecology have allowed some plants and animals to display some interesting and formidable abilities. The Thin Men, having been too innovative to take the Humans restraints on technology lightly, have exploited nature to its fullest extent in order to mimic and surpass the technology used by Humans. Without metal and plastic, the Thin Men have discovered natural equivalents of such things as power sources, armor, weapons and mechanisms.

The idea in creating these effects is a matter of definition for gaming purposes. A 1D6 HKA delivers the same damage whether it's from a blade or a "wood hook". In terms of game mechanics, it is of little consequence to make OT. The key is in the concept. A definite advantage that OT possesses is the concealment factor. To the untrained eye, organotechnology can "hide in plain sight". Should the possessor decide to conceal, for example, wrap weed (an effective strangling weapon), he or she could wrap it's thin length up the base of his or her arm and proceed. Thus all OT should have the additional advantage of Concealment +1 to +3 (+1/4 per level) for purposes of Active and Real point assignment.

Thus, for OT vs. conventional technology, there are limitations that OT experiences. Armor can only be so resistant. Bark armor should have a defense of no more than 2r, and it is probably Ablative - but it is lightweight (1/4 mass), and bark is a readily available material. Animal hides can be any defense depending on the species. Weapons are just as potent as their metal counterparts except they may suffer limitations due to material usage (lower DEF and BOD scores, easier to break) again, however, the items are lighter and easy to replace.

Replacement parts for Organotechnology can be found in common sources. Acid Jetpouches, for example, can be manufactured by using the stomach of any animal. The manufacturer does need the Weaponsmith skill for this. Most of the OT weapons are easily replaced in this way, if the manufacturer has access to the materials, naturally.

 

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