This is a table of modern potentially useful items that could be found following an apocalyptic event, from zombie apocalypse to nuclear war to alien invasion. These could be scavenged from buildings, corpses and vehicles, and most are useful one way or another.
The items are listed by name, followed by dice rolls to determine things such as quantities, item specifics and, in some cases, whether or not they are useful for things players already own.
To use the table, roll d100 to select random results, or choose appropriate ones manually, followed by rolling the relevant dice to determine item specifics and quantities.
This supplement is also available in a system-neutral version. Both copies are not needed.
Here are some sample results:
51. Multitool – 1d5 multitools (Worth 100 gp each, function as a small hammer, saw, pliers and any other use the ML decides)
52. NBC Suit – 1d2 NBC suits, roll 1d10, 1-7 unused and boxed, 8-10 used, possibly on bodies (Whilst the suit is intact, the wearer suffers no damage from radiation up to and including Class 3, cannot catch diseases and is immune to airborne and contact poisons, including gasses, and can breathe in otherwise poisonous air; the suit’s air will last up to 30 minutes if unused, after which it will need removing or the wearer will suffocate, at the Mutant Lord’s discretion, it may be possible to recharge the air with a successful repair roll for Complexity Class 1)
53. Night Vision Goggles – 1d2 pairs of night vision goggles, roll 1d10, 1-9 civilian, 10 military (Grants the night vision mutation as the core rulebook, with a range of 300’ for civilian goggles and 400’ for military, requires batteries with full ones lasting for 4 hours for civilian and 6 hours for military; replacement Batteries – see earlier – will be needed when the battery runs
out; the ML should determine if any discovered Batteries will work, power sources from the core rulebook are not compatible)
Released: 24th February 2018 Pages: 10
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