Players start with 3d6x10 barter points. These are used to buy starting possessions, not counting a set of traveling clothes. PREACHERS start with a holy book or symbol. Prices are in Town price/Junkland price format. Assume Town prices for starting possessions.
There is no more hard currency. To get new things, you must exchange goods worth equal barter points. These are guidelines, and some people may set their own prices.
You have 25 slots of inventory, not counting worn items. Bulky items take up 2 slots and small items take up slots in units of 25. Movement is reduced after 10 slots are full, and again after 15 and 20 slots. After 25, you can't move.
Slots
|
Turn
|
Round
|
Run
|
Day
|
0-10
|
120 ft
|
40 ft
|
120 ft
|
24 mi
|
11-15
|
90 ft
|
30 ft
|
90 ft
|
18 mi
|
16-20
|
60 ft
|
20 ft
|
60 ft
|
12 mi
|
21-25
|
30 ft
|
10 ft
|
30 ft
|
6 mi
|
Armor
|
Price
|
AC
|
Leather jacket
|
25/50
|
+2
|
Junk armor
|
100/200
|
+4
|
Ballistic armor
|
800/1,000
|
+6
|
Mechanical
|
Price
|
Notes
|
Blowtorch
|
200/400
|
Used to make structural mods or major repairs
|
Car battery
|
20/80
|
Lasts up to 3 years
|
Gasoline, 5 gal can
|
10/40
|
-
|
Gas generator
|
100/200
|
Burns 1 gal/hr
|
Toolkit
|
50/100
|
Used to make minor or medium repairs
|
Motor oil, 1 qt
|
5/20
|
-
|
Radio
|
50/100
|
Receives signals and transmits up to 5 mi
|
Scrap, 1 unit
|
1/1
|
Used for repairs and mods
|
Adventure
|
Price
|
Notes
|
Batteries
|
5/10
|
-
|
Binoculars
|
50/90
|
Objects appear 10 times closer
|
Canteen
|
2/4
|
Holds 4 DRINKS
|
First aid kit
|
7/14
|
Used to dress wounds at ≤0 HP
|
Grenade
|
8/10
|
Thrown, 3d6 damage, 10 ft radius
|
Landmine
|
6/9
|
Explodes on contact, 3d6 damage
|
Matches
|
1/2
|
50 matches
|
Molotov cocktail
|
3/4
|
Thrown, 2d6 damage, 10 ft radius, burns 10 rounds
|
Net
|
5/10
|
Entangles on failed BODY save, range 10 ft
|
Pots and pans
|
1/3
|
Used to cook meals from raw ingredients
|
Rope, 50 ft
|
3/6
|
-
|
Shovel
|
3/6
|
-
|
Sleeping bag
|
1/2
|
-
|
Tent
|
5/10
|
-
|
Watch
|
10/10
|
-
|
Light
|
Price
|
Range
|
Lasts
|
Notes
|
Flashlight
|
5/10
|
60 ft narrow arc
|
24 hrs
|
Requires batteries
|
Floodlight
|
30/50
|
90 ft wide arc
|
-
|
Requires ext power
|
Lantern
|
3/5
|
30 ft circle
|
24 hrs
|
Requires oil
|
Oil flasks, 2
|
1/1
|
-
|
-
|
24 hrs/flask
|
Torches, 5
|
1/1
|
30 ft circle
|
1 hr
|
-
|
Food
|
Price
|
Rations
|
Notes
|
Beer, 6 pack
|
6/12
|
6 DRINKS
|
BODY save or drunk for each after 2nd
|
Cricket chips
|
1/1
|
1
|
-
|
Fried lizard
|
3/3
|
3
|
-
|
Liquor
|
5/2
|
0
|
BODY save or drunk for each swig after 3rd
|
Raw meat
|
1/1
|
1
|
Must be cooked
|
Real vegetables
|
5/8
|
2
|
-
|
Spam
|
1/1
|
1
|
-
|
Skewered rat
|
2/2
|
2
|
-
|
Twinkies
|
1/1
|
1
|
-
|
Water, 1 gal
|
16/32
|
16 DRINKS
|
-
|
Melee Weapon
|
Price
|
Unarmored
|
Leather
|
Junk
|
Ballistic
|
Brass knuckles
|
10/10
|
+2
|
+1
|
-1
|
-2
|
Garrote*
|
5/5
|
-
|
-
|
-
|
-
|
Mancatcher**
|
20/20
|
-
|
-
|
-
|
-
|
Spear†
|
5/3
|
-2
|
-1
|
+1
|
+2
|
Staff†
|
5/3
|
+1
|
+1
|
0
|
-1
|
Weapon, great†
|
50/80
|
-2
|
-1
|
+1
|
+3
|
Weapon, medium
|
20/30
|
+2
|
+1
|
-1
|
-1
|
Weapon, minor
|
5/5
|
+3
|
0
|
-1
|
-2
|
Weapon, small
|
10/15
|
+2
|
0
|
0
|
-2
|
Whip
|
10/15
|
+2
|
0
|
0
|
-2
|
*Requires a successful grapple to do damage.
**Hit opponent must succeed in an INSTINCT save or be caught.
† Two-handed.
Ranged Weapon
|
Price
|
Range
|
Accuracy
|
Capacity
|
Jam
|
Boomerang*
|
10/10
|
150 ft
|
-1
|
-
|
-
|
Bow
|
30/30
|
600 ft
|
0
|
-
|
-
|
Crossbow**
|
30/30
|
150 ft
|
0
|
-
|
-
|
Longshot†
|
300/500
|
2700 ft
|
0
|
1
|
1-2
|
Revolver
|
60/80
|
90 ft
|
-1
|
6
|
1
|
Rifle
|
100/200
|
900 ft
|
0
|
5
|
1-2
|
Shotgun
|
80/120
|
120 ft
|
+1
|
6
|
1-2
|
Shotgun, sawed off
|
80/120
|
30 ft
|
+2
|
6
|
1-2
|
Uzi††
|
300/500
|
600 ft
|
0
|
50
|
1-3
|
Arrows/bolts/ammo - 0.5/1 each, not interchangeable.
*Returns to thrower after a missed ATTACK.
**Ignores 2 points of ARMOR.
† -4 to hit at less than 150 ft.
†† Automatic: 3 ATTACKS/round, uses d4 ammo per ATTACK.
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