Survival Gear: Food Rules: All characters consume 1 ration of food and water per day. 1 Ration is equal to a full day of meals (Breakfast, Lunch, Dinner) and prices fluctuate great depending on location. In these dark times, the resurgance of native wildlife means hunting is common, as is fishing and roasting insects. Even Irradiated and sickness-infected creatures can be safely consumed with a good roasting, which kills the mycelium that blooms in the lungs, nasal cavities, brain and is strung throughout the flesh. And if all else fails, scraping off lichens, moss and mushrooms will help, as well scavenging off corpses (Anyone for maggot gruel?) in the field. Food and water is gained through 1D20 INS+Survival Rolls, with success creating 1 ration plus additional rations per 2 Ranks of Survival achieved. Survival Gear has no Encumbrance rating. Fishing Gear: Allows for fish, crab and other edible sealife to be caught. Effect: +1D to INS+Survival rolls when fishing. Value: 5 Cooking Gear: Even if it's only a skillet and a long pointed stick for use as a spit, it's better than holding it over a fire with your bare hands. Effect: Lets you cook things. Obviously. Value: 30 Flask: A Bygone-era metal drinking bottle. Can also be represented by water/wineskins. Effect: Stores 2 days worth of water. Value: 10 Water Filter: A simple, compact system using various membranes, ash and sand to make filthy and some radiated water drinkable. Effect: Purifies dirty water. (Roll 1d4 to see how many days of water you purify.) Value: 120 Repair kits: This is used for keeping weapons and armor together. Every weapon is a small baby that you need to care for, my friend. Effect: +1d4 to Engineering and Crafting rolls when repairing weapons or other items. Value: 30. Traps: Trap Rules: Traps are set or dug with AGI+Stealth against a Difficulty of 2. Enemies and prey must make a 1d20 INS+Perception roll against the Challenge (xC) rating of the trap. Trip Wires and Pit Falls can be made with available materials and as such are not listed. Land Mines are only found in Bygone-era bases or are hand-made. Bear Trap: Two serrated jaws connected by a spring-based pressure switch can cripple most prey or do enough damage to distract them from the ambush. Challenge Rating: 14C Effect: 8 Damage per round Special Rule: The trapped prey must make a escape roll (1D20+Dex) to get out of the trap or suffer another round of damage. Survival Gear: Food Rules: All characters consume 1 ration of food and water per day. 1 Ration is equal to a full day of meals (Breakfast, Lunch, Dinner) and prices fluctuate great depending on location. In these dark times, the resurgance of native wildlife means hunting is common, as is fishing and roasting insects. Even Sepsis-infected creatures can be safely consumed with a good roasting, which kills the mycelium that blooms in the lungs, nasal cavities, brain and is strung throughout the flesh. And if all else fails, scraping off lichens, moss and mushrooms will help, as well scavenging off corpses (Anyone for maggot gruel?) in the field. Food and water is gained through INS+Survival Rolls, with success creating 1 ration plus additional rations per Trigger achieved. Survival Gear has no Encumbrance rating. Fishing Gear: Allows for fish, crab and other edible sealife to be caught. Effect: +1D4 to INS+Survival rolls when fishing. Value: 5 Cooking Gear: Even if it's only a skillet and a long pointed stick for use as a spit, it's better than holding it over a fire with your bare hands. Effect: Lets you cook things. Obviously. Value: 30 Flask: A Bygone-era metal drinking bottle. Can also be represented by water/wineskins. Effect: Stores 2 days worth of water. Value: 10 Water Filter: A simple, compact system using various membranes, ash and sand to make filthy water drinkable. Effect: Purifies dirty water. (Roll 1D3 to see how many days of water you purify.) Value: 120 Traps: Trap Rules: Traps are set or dug with AGI+Stealth against a Difficulty of 2. Enemies and prey must make a INS+Perception roll against the Challenge (xC) rating of the trap. Trip Wires and Pit Falls can be made with available materials and as such are not listed. Land Mines are only found in Bygone-era bases or are hand-made. Bear Trap: Two serrated jaws connected by a spring-based pressure switch can cripple most prey or do enough damage to distract them from the ambush. Challenge Rating: 4C Effect: 8 Damage Special Rule: The trapped prey must make a BOD+Force (4) roll to escape, or else suffer a penalty to all actions equaling the Challenge Rating. Body Armor that covers the entire body reduces damage, but a Scourger Flak Jacket or Bulletproof Vest offer no protection. Encumbrance: 1 Value: 30 Light And Fire Sources: Matches: The brand names are faded, but boxes of matches are still found and still work. Effect: Contains anywhere between 10 to 100 Matches. Value: 25 Rag And Twigs Torch: Made of oil-soaked rags and/or dry twigs, these torches are a common source of light when navigating the wilderness, but highly visible. Effect: Reduces the Darkness Penalty by 1. Lasts for 30 Minutes. Value: 3 Flint And Tinder: The earliest way to start a fire, flint and tinder ranges from flintstone found in the wild to decorated flint boxes that also store some dry leaves and small twigs picked up in the field. Effect: Easily available source of sparks. Takes a few minutes to reliably start a fire, modified with an INS+Survival Roll. Value: 20 Lighter: These Bygone-era Lighters use a special reservoir of oil and a special sparkwheel to create a constant flame. The light is weak, but it's a longer lasting and faster way to start a fire than matches. The Neolibyans have begun making their own copies as a way to further flaunt their riches. Effect: Operates the same as Matches, but can be refilled with either Petro or Lamp Oil when it runs out. Reservoire is good for weeks. Value: 180 Oil Lamps: These come in a variety of styles, but they are a more reliable and brighter source of light than a bundle of rags and twigs on a stick. Effect: Reduces the Darkness Penalty by 2 for 1 Hour. Value: 40 Lamp Oil: For Oil Lamps, but also suitable for Lighters and can be used to set fires or soak Torches before lighting. Effect: Has a variety of uses. Value: 10 Orienteering And Tracking Tools: Regional Map: These maps are often drawn on oilcloth to help preserve them, or else are made by a printing press or skilled cartographer on fine paper and kept inside a water-tight leather case. Effect: +1D to INS+Orienteering Value: 40 Compass: Using a magnetic Lodestone, these devices unerringly mark the way towards the Magnetic North Pole, unless they encounter someone or something that has a more powerful magnetic signature. Effect: +1D to INS+Orienteering Value: 220 Climbing Tools: Climbing Harness: An ingenious harness festooned with various ways to secure a rope to one's body. Effect: +1D to AGI+Acrobatics when attached to a length of rope. Value: 400 Rope, 10m: Made of strong hemp fibers or interwoven with steel cable for added resilience. Effect: Rope has many uses. Value: 60 Overnight Gear: Sleeping Bag/Warm Blanket: Sleeping bags these days are made of thick, waterproofed fabrics secured with rope ties, but in the wilderness a thick and warm blanket can offer a restful sleep even when resting on the cold earth. Effect: Heals 1 Flesh Wound per night. Value: 10 Encumbrance: 2 Insect Net: Insects are the tools of the Sepsis to spread the infection through contact or bites, making these essential camping equipment. Effect: Keeps insects away, preventing hidden infestation rolls. Value: 80 Encumbrance: 2 Camo Netting: These come in many forms, but their purpose is the same, to hide a resting spot or camp from hostile attention. Effect: +2C to finding the camp site. The owner presumably has hidden markers or signs to point it out or knows the best route to find it. Value: 60 Encumbrance: 2 Tent: Unless you have an encyclopedic knowledge of every suitable cave in a region, a tent is essential when the weather turns bad. Effect: Protects the owner from the weather. Can comfortably hold 3 people if they don't mind being huddled together. Value: 120 Encumbrance: 3 Travel Aids: Backpack: These large canvas or leather bags with their numerous pockets and sturdy wood or metal frames can hold a great deal of equipment and supplies inside and outside their confines. Properly loaded, they greatly reduce the burden of carrying large amounts of equipment. Effect: Reduces the Encumbrance rating of all items placed inside/strapped outside the backpack by 2. Backpack can hold 10 times the Player's BOD+Force rating. Can be dropped in combat without using an Action. Value: 15 Encumbrance: 1 Sleigh/Hand Wagon: These little platforms on skids or wheels have items strapped down to them and the act of pulling them behind the owner is accomplished by holding onto a set of leads. Effect: Reduces the Encumbrance of all items strapped to the Sleigh or Hand Wagon by 3. Can hold 20 times the Player's BOD+Force rating. Can be abandoned and recovered during and after combat. Value: 20 Encumbrance: 1 Shadowy Aids: Lockpicks: Ranges from a bobby pin and a screwdriver to elaborate tools kept in leather rolls that can defeat any mechanical lock. Effect: Allows using AGI+Dexterity to open locks without a penalty. Electronic Locks require different tools, or explosives. Value: 20 Camouflage Paints: A pot or pots of special paints that when used in the right way, make it nearly impossible to spot the painted individual. Effect: +2D to AGI+Stealth rolls. Value: 15 Communications Gear: Radio: A salvaged Bygone-era radio system or one manufactured by either the Hellvetics or Chroniclers. Expensive and rare, with a decent range. Effect: Allows communication with another radio over a 5km range. Encumbrance: 1 Value: 1500 Gas Masks: Breathing Cloth: Layered cloth and rags that provide emergency defence against a Spore Storm, pheromones and gas. Don't rely on this in a Spore Field or near an Earth Chakra Effect: +1 Success (+1S) but renders the mask contaminated and unusable once removed. Value: 5 Charcoal Absorber: These replaceable, bulky filters are attached to the many styles of gasmask in use across the known world. Reliable, long-lasting but expensive. Effect: +2S to resistance rolls. Value: 200 Breathing System: Combines a charcoal absorber with a self-contained air canister connected via a valve. This fully-sealed mask is the best protection a person can acquire, but the air tank lasts for only 1 hour. Effect: +3S for one hour, then reverts to +2S. Value: 600 There. General Gear Lists are done. For now. The list's update once you find more things in shops.