Postapocalypse Equipment
In a postapocalyptic game set after a modern-era apocalypse, the following long-lasting and newly made modern items are generally available. Fuel, batteries, and devices that rely on such things, as well as items that break down quickly or are difficult to manufacture, will be much rarer. The GM might decide that such things are at least one price category more expensive than what they're listed as in the Real-World Equipment table, or say that they are essentially unavailable and treat them like artifacts rather than equipment.
Postapocalypse Equipment
Inexpensive Items
| Item | Note |
|---|---|
| Animal hide | Light armor, odor hinders stealth tasks |
| Candle | Dim light in an immediate area; one hour |
| Duct tape roll | Level 2 adhesive, level 3 with multiple layers |
| Knife (simple) | Light weapon; easily destroyed |
| Plastic bag | Easily destroyed |
| Preserved food (1 day) | - |
| Shield | Can block wounds |
| Wooden club | Medium weapon |
The item might break on a GM intrusion, through frequent use, over time, or for no apparent reason at all.
Moderately Priced Items
| Item | Note |
|---|---|
| Backpack | - |
| Baseball bat | Medium weapon |
| Binoculars | Asset for perception tasks at long range or longer |
| Bolt cutter | Cuts objects like bolts, chains, and bars up to level 5 |
| Bullets (50) | Ammo for handguns and rifles |
| Climbing gear | Asset for climbing tasks |
| Crank flashlight | Normal light out to short distance; recharges with built-in crank |
| Crowbar | Asset for prying open things |
| First aid kit | Asset for healing tasks; five uses |
| Gas mask | Breathable air for four hours |
| Handaxe | Light weapon, melee or thrown short range |
| Leather jacket | Light armor |
| Machete | Medium weapon |
| Multitool knife | Light weapon; asset to small repair tasks |
| Padlock with keys | Level 3 lock |
| Rope | Nylon, 50 feet (16 m) |
| Shield | Can block wounds |
| Scavenged doctor's bag | Asset for healing tasks; five uses |
| Sleeping bag | - |
| Water filter straw | Removes bacteria and parasites while drinking |
You might not want to track how many uses are left in your healer's kit or disguise kit, or how much ammunition you have left, and just leave it up to the GM to decide if you've run out - or the GM might give it a depletion stat like an artifact.
The character's limited-use piece of equipment (like a healer's kit, disguise kit, or box of ammunition) has run out. Perhaps they used it all up and didn't realize, they spilled some, it's expired, or it's been ruined somehow.
Expensive Items
| Item | Note |
|---|---|
| Antiradiation pill (5) | Asset on defense rolls against radiation effects for 12 hours |
| Electric lantern, solar | Normal light in an immediate area, dim light in a short area; three to four hours, recharges in eight hours of sunlight |
| Kevlar vest | Medium armor |
| Nightvision goggles | Reasonably accurate vision in darkness up to long range |
| Radiation detector | Alert noise increases with intensity |
| Radiation tent | Prevents radiation damage for three days |
| Riot gear | Medium armor |
Postapocalyptic settings usually "reset" the common currency and amounts to small, manageable numbers, and they don't generally have inflation to drive up prices of common items to more than what you can carry in one hand. Here are some suggested postapocalyptic currency values for the general price categories. Depending on the setting, currency units might be bottle caps, teeth, bullets, cans of food, quarters, or gold rings.
| Category | Currency Value |
|---|---|
| Inexpensive | 1-2 |
| Moderate | 5-10 |
| Expensive | 50-100 |
| Very expensive | 500-1,000 |
| Exorbitant | 10,000+ |