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==Equipment== Money in the wasteland does not exist, except for some towns and cities that print their own currency. However, almost all actual trading is done using the Barter system. Thus, GURPS $ is equivalent to it's price in barterable goods (usually light jewelry or the like). Still, most measure the "worth" of goods in "bucks", but that is more for ease of transaction than because "bucks" are a form of currency. Most "long term" items in the book (items meant to last for years if taken care of properly) go by the same price as in the GURPS manuals. However, items that are disposable, 1-use, or used quickly, cost X5 their normal price; this includes most medical supplies such as First Aid Kits. The exception are items that can be manufactured by the average person; this includes almost all the "Dirty Tech" items listed in High Tech. Items that can be manufactured by the average person with some simple skills (such as Armoury) and without a professional factory go by normal price. '''COMMON GEAR''' First, check the links below to a GURPS Fallout fan site, for the various firearms that are available. Anti-tank weapons and machineguns/miniguns are not allowed for beginning characters. Second, look below for some "Dirty Tech" or useful items (for details, PM GM or look up their entries in GURPS High Tech). Note that if you have the requisite skills to create any of these materials, you may halve their price if your skill is 12 or higher. "Dirty Tech" is bought at listed price, and is not subjected to the X5 price for disposable items rule if the average person with simple skills may create them. ''Dirty Explosives'' *Hand Grenade Booby Troop: Soldier OR Traps *Home-Made Fuse for explosives: Explosives (Demolition) *Home-Made Black Powder (Mealed powder or Serpentine): $4 a pound -- Skills used: Explosives (Demolition) OR Explosives (Fireworks) OR Chemistry *Home-Made Plastic Explosives: $100 -- Skills used: Chemistry OR Explosives (Demolition) *Home-Made ANFO: $4 a pound. -- Skills used: Chemistry OR Explosives (Demolitions) *Jam-Tin (Improvised) Grenade (TL 6): Cost depends on materialsX2 -- Skills used: Explosives (Demolition) *Molotov Cocktail: Cost as for gasoline or diesel fuel used -- Skills used: NONE ''Dirty Firearms'' *Zip Gun (Single shot .22 pistol): $50 -- Skills used: Armoury (Small Arms) OR Machinist ''Dirty Body Armor'' *Paper Armor (DR 3): $20 -- Skills used: Armoury (Body Armor) *Plastic Improvised Armor (DR 3): $50 -- Skills used: Armoury (Body Armor) *Improvised Inserts (DR X): $X -- Skills used: Armoury (Body Armor) *Various other armor designs: Armoury (Body Armor) -- contact GM for examples or details. Third, these are items that ''any'' survivalist with any sense will be interested in: *Camouflage, Average Quality (TL 6): Normal clothing cost *Camouflage, Good Quality (TL 7): +100% clothing cost *Compass (TL 5): $125 *Diesel Fuel: $50 a gallon -- Gasoline is not as popular as diesel in the Wasteland. It's also only slightly more expensive than water! *Geiger Counter (TL 6): $800 *Radiation Badge (TL 7): $25 per badge -- Measures how high a dosage of radiation it's been exposed to. *Survival Kit, Covert (TL 7): $500 -- Includes Compass, empty 1-quart plastic water bag, fishing kits, matches, micro-flashlight, multi-function knife, notebook, sewing kit, signal mirror, snare, water purification tablets. *Survival Vest, Pilot's (TL 7): $1,250 -- Includes lighter, compass, emergency blanket, empty 1-quart plastic water bag, fishing kit, insect repellant, magnifying glass, matches, multi-function knife, pen flare, signal mirror, small first aid kit, snares, strobe marker, sunscreen, water purification tablets, and a whistle. *Water: $5 per pint, $40 per gallon -- To find water in the wild requires both a Survival roll for your terrain (such as Woodlands), and another roll at Survival/Radioactive (+2 with Geiger Counter) *Traveller's Ration: $10 per meal, 0.5 lbs. Ammunition costs: (NOTE: Ammunition is actually X10 cost instead of the usual X5; this is because ammunition is one of the most desired resources on the Wastes, and one of the most used!) Price is per bullet. Pistol rounds: *.22 Long Rifle: $1 *.38 Special: $3 *9x19mm Parabellum: $3 *.380 ACP: $2 *.357 Magnum: $4 *.44 Magnum: $7 Rifle rounds: *.223 Remington: $5 *7.62*51mm NATO (.308 Winchester): $8 *.30-06 Springfield: $8 ''Super Drugs'' These TL 8+1 "Superdrugs" are available to the average person in the Wasteland. *Buzz: - A very powerful stimulant, this drug will instantly awake an unconscious person, regardless of HP or FP. Cannot fail an HT roll to avoid consciousness. After the drug wears off, roll vs. HT; failure causes 1 HP damage, while critical failure also results in a heart attack. Also, the user loses 1d Fatigue. $50 per dose. *Antirad: Halves the amount of rads from a new exposure. Two doses will halve exposure again, and so on. Does not heal radiation damage; comes in pill form. $150 per dose. *Radiation Purification Tablets: Designed to neutralize the radiation found in water sources. $150 per pack of 10 tablets. Each tablet neutralizes 1 pint of water. *Radiation Purification Fluid: Designed to neutralize the radiation found in food or water sources. 1 dropper can purify up to 5 lbs. of food or 5 pints of water. $150 *Lizard: This regenerative drug accelerates cellular regeneration; anyone using it regenerates 1 HP per 4 hours. Each dose lasts one day, but a week should elapse before another dose is taken. If not, roll vs. HT+2 for second dose, HT+1 for third, etc. Failure means that the user's natural ability to heal without the drug is permanently damaged; user gains Unhealing (Partial). He may still use Lizard, however. $100 per dose. *SuperLizard: This drug acts much like Lizard, only it works much faster. Heals 1 HP every 2 hours. HT roll starts at HT instead of HT+2. Also, the accelerated healing also increases one's appetite; double eating and drinking times in it's duration. $500 per dose *Radpurge: heals 5d temporary Rad damage, and 1d Permanent rad damage. Comes as an injection. $300 per dose. *Rage: A combat drug, designed to turn a soldier into a fast killing machine. Grants Berkerk [9-], +1.00 Speed, Combat Reflexes, and High Pain Threshold. Works in 1d6 rounds after injection, and lasts for around 30-HT rounds, minimum 15. Costs 1d fatigue after it fades. Highly Addictive; Addiction includes a lowered Reputation along with Addiction. Is not considered an illegal drug. $200 per dose. *Bulk: A super-steroid drug, this drug can justify quick increases in ST. Only meant to be used for a few weeks; afterwards, one dose of Bulk should be used per 2 weeks along with normal exercise regimens. If abused, can lead to serious side effects (physical and mental).
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