Equip Cardspt1v2

7
-1 Diff "PER-Survival" When worn 0 Carry CU Damage: 1d6 Damage: 1d6 1 Resource removes Carries 3 CU of items 25 Arrows = 1 CU 10 Arrows = 1 CU d6 Degradation (no items larger than 1 CU) 50% Chance to recover Compound Bow Used for Fishing/Hunting, Items in belt can be used spent arrow +25 Lethality Small Game Missions "Defensively" Normal bow +10 Lethality 25% Breakage Chance (75% Breakage if hit solid target) +5 to ZE% for every CU Used to Power Items When worn 0 Carry CU Dur: High -1d3 Diff to "PER-Hide" Degradation according No items larger than 1 CU Damage: 1d6 and "PER-Sneak" to item being powered Items not readily avail. Dulling checks per CU used Tool: Misuse, Noise (if 0 then auto success) +30 STR as Tool +25 to Objective of +25 to delive Coup de Hunting Mission Grace Min STR 25 for full use When worn 0 Carry CU 0 CU when attached to +25 to "PER-Spot" and Up to 2 items of 2+ CU Rifle Dur: Very High "PER-Navigation" Items not readily avail. 1) Use Rifle as Defensive Damage: 1d6 - OR - Tool: Gross Misuse, Noise Reduce Risk by d3 on 2) Counts as "Combat -1 Diff "PER-Navigation" daylight missions Knife" when Grappling in Urban Environments -1 Diff "PER-Search" Bonus for Crow's Nest Cut padlocks and chains use No items larger than 1 CU -1 Diff "PER-Survival" Requires Batteries When worn 0 CU Can be locked with Degr. 2 Requires service or Wi-Fi Defensive (Require 1 Turn to open) -2 Diff "PER-Survival" Can allow for Uplink +10 STR for Grapple Items not readily avail. with Degr. 4 checks -1 Diff for Heat per Degr. Counted as "Armed" Replenish if fresh water source found 1 CU per 4 ft of length Noise if running only Damage: 1d6 Damage: 1d6 Can Secure barricades Requires Gasoline Requires Gasoline Damage: 1d6 (1 CU Gas = d3 Time) (1 CU Gas = d3 Time) Requires Gasoline Noise is Sustained Noise is Sustained (1 CU Gas = d3 Time) d6 Diff "STR-Lift/Pull" to d6 Diff "STR-Lift/Pull" to Noise is Sustained start start d6 Diff "STR-Lift/Pull" to Can be used 1-handed start d3+1 d3+1 d3+1 Lethality: 30 / - / - ooo ooo Noise Noise Noise ooo ooo ooo -- Chains Chainsaw Chainsaw, Compact Chainsaw, Pole Hiking Pack -- -- CU CU CU CU 1 1 1 1 FC Value 2 1 FC Sp. Sp. Sp. Value Value Value Value -- -- -- -- FC FC CU Sp. 3 4 Lethality: 90 / - / - Lethality: 70 / - / - Lethality: 10 / 55 / - CU CU CU Noise 1 Range: 5-12 / - / - Degr. Sp. 1/2 Time Noise ooo Value Briefcase Canteen Cellular Phone Noise 1 Value -- -- -- -- CU 1 1 1 0.5 Value Value Value Cap. 2 CU 1 1 1 Arrows, Target Arrows, Broad Head 1 3 Value Value Value Value 5 -- OL -- Degr. ooo ooo CU 2 CU 1 1 Cap. 4 Survival Kit Tactical/ Tool Belt Axe CU CU CU Brass Knuckles Bait Batteries -- -- CU CU Cap. 6 FC 2 1 Bayonet Bolt Cutters Value 1 Value 3 Degr. 3 (Before Trailing Zombies check) (Fog and Smoke render useless) Lethality: - / - / - Value Value CU CU CU Backpack Value -- Binoculars Value -- Lethality: 15 / - / - Used oo Degr.

description

Equip Cardspt1v2

Transcript of Equip Cardspt1v2

Page 1: Equip Cardspt1v2

-1 Diff "PER-Survival" When worn 0 Carry CU Damage: 1d6 Damage: 1d6

1 Resource removes Carries 3 CU of items 25 Arrows = 1 CU 10 Arrows = 1 CU

d6 Degradation (no items larger than 1 CU) 50% Chance to recover Compound Bow

Used for Fishing/Hunting, Items in belt can be used spent arrow +25 Lethality

Small Game Missions "Defensively" Normal bow

+10 Lethality

25% Breakage Chance

(75% Breakage if hit solid target)

+5 to ZE% for every CU Used to Power Items When worn 0 Carry CU

Dur: High -1d3 Diff to "PER-Hide" Degradation according No items larger than 1 CU

Damage: 1d6 and "PER-Sneak" to item being powered Items not readily avail.

Dulling checks per CU used

Tool: Misuse, Noise (if 0 then auto success)

+30 STR as Tool +25 to Objective of

+25 to delive Coup de Hunting Mission

Grace

Min STR 25 for full use

When worn 0 Carry CU 0 CU when attached to +25 to "PER-Spot" and

Up to 2 items of 2+ CU Rifle Dur: Very High "PER-Navigation"

Items not readily avail. 1) Use Rifle as Defensive Damage: 1d6

- OR - Tool: Gross Misuse, Noise Reduce Risk by d3 on

2) Counts as "Combat -1 Diff "PER-Navigation" daylight missions

Knife" when Grappling in Urban Environments

-1 Diff "PER-Search" Bonus for Crow's Nest

Cut padlocks and chains use

No items larger than 1 CU -1 Diff "PER-Survival" Requires Batteries

When worn 0 CU Can be locked with Degr. 2 Requires service or Wi-Fi

Defensive (Require 1 Turn to open) -2 Diff "PER-Survival" Can allow for Uplink

+10 STR for Grapple Items not readily avail. with Degr. 4

checks -1 Diff for Heat per Degr.

Counted as "Armed" Replenish if fresh water

source found

1 CU per 4 ft of length

Noise if running only Damage: 1d6 Damage: 1d6

Can Secure barricades Requires Gasoline Requires Gasoline Damage: 1d6

(1 CU Gas = d3 Time) (1 CU Gas = d3 Time) Requires Gasoline

Noise is Sustained Noise is Sustained (1 CU Gas = d3 Time)

d6 Diff "STR-Lift/Pull" to d6 Diff "STR-Lift/Pull" to Noise is Sustained

start start d6 Diff "STR-Lift/Pull" to

Can be used 1-handed start

d3+1 d3+1 d3+1

Lethality: 30 / - / -

ooo ooo

Noise Noise Noise

ooo ooo

ooo

--

Chains Chainsaw Chainsaw, Compact Chainsaw, Pole

Hiking Pack

-- --

CU CU CU CU

1 1 1 1

FC

Value

2

1

FC

Sp. Sp. Sp.

Value Value Value Value

-- -- -- --

FC FC

CU

Sp. 3 4Lethality: 90 / - / - Lethality: 70 / - / - Lethality: 10 / 55 / -

CU CU CU

Noise

1

Range: 5-12 / - / -

Degr.

Sp. 1/2 Time

Noise ooo

Value

Briefcase Canteen Cellular Phone

Noise

1

Value

-- -- -- --

CU

1 1 1 0.5

Value Value Value

Cap.

2

CU

1 1 1

Arrows, Target Arrows, Broad Head

1 3

Value Value Value Value

5 -- OL --

Degr.

ooo

ooo

CU

2

CU

1 1

Cap.

4

Survival Kit Tactical/Tool Belt

Axe

CU CU CUBrass Knuckles

Bait Batteries

-- --

CU CU

Cap.

6

FC

2

1

Bayonet Bolt Cutters

Value

1

Value

3

Degr.

3

(Before Trailing Zombies check)

(Fog and Smoke render useless)

Lethality: - / - / -

Value Value

CU CU CU Backpack

Value

--

Binoculars

Value

--

Lethality: 15 / - / -

Used

oo

Degr.

Page 2: Equip Cardspt1v2

Cannot be used Untrained

+10 to "PER-Navigation" Durability: Very High Durability: Very High 1 Resource at Degr 6 on

checks (+30 if used Damage: 1d6 Damage: 1d6 Craft, Repair, and Upg

with a map) Defensive Defensive Can temporarily seal

-1 Risk in wilderness Tool: Misuse Tool: Misuse wounds/prevent blood

+25 STR when used as +35 STR when used as loss. 50% chance

a lever tool a lever to reopen wound if

-10 Lethality against -10 Lethality against activity is too

multiple targets multiple targets strenuous

Degr. 2

Sufficient nutrition for 10 Sufficient food for 20 1 Resource at Degr 4 on No items larger than 3 CU

Time period Time period Craft, Repair, and Upg Items not readily avail.

-2 Diff "PER-Survival" if -5 Diff "PER-Survival" if Turn improvised weapon Strap makes CU 0

consumed consumed into weapon. Degr 2 Actions +2 Diff if carried

+1 Dur to item Degr 2 (no penalty if stabalized)

Leave Trail (+10 "PER-

Navigation", -1 Risk).

Degr 1

All targets w/n 10' 15%ZK -20 to PER when worn Meal with Water +10 to

All targets w/n 5' 25%ZK (min 5%) Counts as 'Survival Kit' "STR-Endurance"

PER check to determine When worn +1 to Time in automobile for next 3 Time

how to demolish any spent Resting Meal no Water, no bonus

structure and amt. to "STR-Endurance"

20% chance per turn of

detonation if 'Engulfed'

1 Munition with detonator

-2 Diff "PER-Survival" Flying firecrackers count Can coat 10 sq ft area

when consulted as 'Signal Flares" Dur: High Can put out "Engulfed"

Can Reduce Risk by 1 Damage: 1d6 characters 3 times

Can produce Sustained Tool: Misuse, Noise

Noise +35 STR when breaking

40% chance per turn of through obstacles

detonation if 'Engulfed' +30 to coup de grace

Deals 1d6 DMG Min 30 STR

Can coat 90-100 sq ft +1d6 Health during Requires Batteries Remove Degradation

area Natural Healing No penalty to PER checks by winding crank

Can put out "Engulfed" -1 Diff "PER-First Aid" due to darkness generating Noise

characters 10 times -2 Diff "PER-First Aid" to -1d3 Risk on Night No penalty to PER checks

Staunch Wound Missions (min. 1) due to darkness

1 Resource removes -1d3 Risk on Night

d3 Degradation Missions (min. 1)

Value

OL OL 1

Dried Rations CU Dried Rations, MRE CU Duct Tape CU Duffel Bag CU

1 1 1 1

Compass CU

0.5

Value

--

Crowbar CU Crowbar, Large CU Cyanoacrylate CU

1 2 0.5Lethality: 30 / - / - Lethality: 45 / - / - (aka SuperGlue)

Value

Dynamite CU Earplugs CU Emergency CU Energy Bar CU

1 0.25 2 1Roadside Kit

Value Value Value Value

OL 3xOL OL --

Degr. Degr. Degr.

6 6 Sp.

ooo ooo

Value Value Value Value

-- -- 3 OL

Degr. Degr. Degr.

6 1 6

ooo ooo ooo

ooo

ooo ooo ooo

Field Manual CU Firecrackers CU Fireman's Axe CU Fire Extinguisher (Small) CU

1 1 2 1Lethality: 35 / - / -

Value Value Value Value

--

3 2 1 0.5

Value Value Value Value

Used

Fire Extinguisher CU First Aid Kit CU Flashlight CU Flashlight, Disaster CU

-- -- --

Noise FC Degr.

1 1 3

Degr. Noise ooo

6 1 ooo

ooo

ooo

oo

-- 3xOL -- 1

Degr. Degr. Degr. Noise

1 1 1/5 Time 1

ooo ooo ooo Degr.

ooo ooo ooo

ooo

ooo

2/Time

ooo ooo ooo

ooo

Cap.

6

FC FC Degr.

2 1 Sp.

ooo

ooo

Value

Page 3: Equip Cardspt1v2

Holds 2 Resource of Fuel Requires Batteries Requires Batteries Requires Ranged Attack

2 CU = 1 Gallon, else 1 CU Automatically pass +25 to "PER-Navigation" Requires Rope

Each Resource = 1 "PER-Navigation" check checks -1 Diff to "PER-Navigation"

Molotov Cocktail w/in city limits Requires active satellite checks

10% per Resource of Requires active satellite infrastructure

early detonation for 9d6 infrastructure

5 rounds = 1 CU 1 Time required to clean, Dur: Medium Reduce CU of any large

Explosive Rounds can ignore first Jam, Tool: Noise item or weapon by 1

can clean on Rest Time -1 Diff to "PER-Search" or (min 1) for Carry, still

Flame Rounds "PER-Navigation" check count for Cargo

Increase manufacture

Tear Gas Rounds* Mission success by 5%

* Only Causes Pain

-1d6 Time for Equipment

Dur: High Manufacture or Allows for Advanced Dur: Medium

Damage: 1d6 Stronghold Upgrade Medicine Missions Damage: 1d6

Tool: Misuse, Noise Missions (min 1) without prior training Tool: Gross Misuse

+15 STR breaking through +25% Stronghold Upgrade 2xTime and 1d6 Diff +20 STR to climb icy

walls and doors Missions success for untrained medical surfaces, req. pair

+20 coup de grace Missions (can use one at 1 CU in combat)

Requires Kerosene Tank Requires Kerosene Tank Can purify water

Pressurized fuel tanks Allow "PER-Spot" or "PER- -1d3 Diff to "PER-Survival" 1 tablet per character

to power various Search" check in checks per 20 Time

camping items darkness

Degradation by Item fueled

Can refuel a torch/lantern Lethality: +20 / +10 / +5 Starts fires Removes Degradation

Degr. 2 +5 to Objective of from Lighter

Can douse a Zombie Dur: Low Campfire Cooking

Degr. 6 Requires Batteries Mission

+3 DoS on successful Use Lighter Fluid to

attack remove Degradation

Pistol: Short can re-roll

10s or 1s die, single

stationary shot

Calibrate: 1 Time,

0.5 CU ammo

Used

oo

Used

oo

Used

ooo

ooo

oo

Lethality: - / 65 / 40

Lethality: - / 70 / 50

Lethality: 20 / - / - Reference Lethality: 30 / - / -

Sp. 1/2 Enc 1/2

Value Value Value

Lamp Oil CU Laser Sight CU Lighter

1/8

ooo ooo ooo ooo

ooo ooo ooo ooo

Value

-- 5xOL 1 --

Degr. Degr. Degr. Degr.

(Lethality: +30/+20/+10 if Deployed)

Degr. Degr. Degr.

Lighter Fluid CU

2 1 0.25 1

2 Time 3 1/5

ooo ooo ooo

ooo ooo ooo

CU

Used

ooo

oo

2 2 3 0.5

Value Value Value Value

2xOL -- 2 3xOL

1

Kerosene/Propane CU Kerosene Lantern CU Kerosene Stove CU Iodine Tablets CU

Tank

FC FC

1 1

Noise

1 1+ 1 2

Value Value Value Value

-- 1+ -- --

ooo

Hatchet CU How-To Manual CU Physician's Desk CU Ice Axe CU

Degr.

1

ooo

Value Value Value Value

-- 3 -- --Lethality: - / 70 / 50

Noise

1

1 Time 1 Time

ooo ooo

ooo ooo

40mm Grenade CU Gun Cleaning Kit CU Hack Saw CU Harness CU

1 1 1 1

Value Value Value Value

-- -- -- --

Degr. Degr.

Gasoline Can CU GPS (Road) CU GPS (Topographical) CU Grappling Hook CU

2 1 1 1

Page 4: Equip Cardspt1v2

Cannot use untrained 5' Range, Ranged attack 10' Range, Ranged attack

+20 to "PER-Search" Causes Pain in target and Causes Pain in target and Dur: High

checks halts Intended action, halts Intended action, Damage: 1d6

Must spend 1 additional Pain lasts 5 Time Pain lasts 7 Time Dulling

Time searching area Diff 5 "STR-Resist Pain" Diff 7 "STR-Resist Pain" Tool: Misuse, Noise

will reduce Time spent will reduce Time spent +25 STR cutting through

in Pain by DoS in Pain by DoS vegetation and brush

No effect on Zombies No effect on Zombies +20 to "PER-Navigation"

checks in overgrowth

+10 to "PER-Navigation" +10 to "PER-Navigation" Requires Batteries Reduces Risk by 1

checks in urban areas checks in non-urban No darkness penalties to Used for Bell the Cat

areas Perception checks Mission

Requires combo or key +1 Morale if left at Lasts 1 Time

Can combine with chain Stronghold (max +1) Dur: Low +10 "PER-Search" checks

to secure barricade Negate Biome "Desolate" Damage: 1d6 in darkness

+1 Structure (+2 if effect Defensive Can be spotted through

combined with chain) Degr. indicates interest Tool: Gross Misuse smoke/fog at great

Cannot upgrade Structure +10 to "PER-Survival" distances

of vehicle or Stronghold Reduce Risk by 1

Combo locks can't be picked

1 CU per 15 ft of length Requires Batteries Durability: Low +20 to Will if equipped

+15 to "STR-Climbing" Using this for 1 Time +5 to Ranged Attack at Loses effectiveness for

checks reduces Risk by d3 all but Close Ranges 10d10 Time if char is

Used for Tree Snare PER check required to +15 to attacks, +1 DoS, & "Panicked" while used

Mission recover car +50% range if firer If Lost, suffer -15 Will until

doesn't move recovered or 20d10 Time

Calibrate: 1 Time, Can't be traded, unless Religious

0.5 CU ammo Religious Icon only +10 Will but no

Used for Crow's Nest consequences from loss

Mission Must always carry if owned

Removes "Dulling" Requires Flares

penalties by 1d3 per Dur: High Dur: Very High Lasts 1 Time

1 Time spent Damage: 1d6 Damage: 1d6 Reduce Risk by d3 when

Tool: Gross Misuse Tool: Gross Misuse used to mark arrival

-1 Diff to Fortify Missions -1 Diff to "PER-Survival" or goal completion

+20 to Knock Prone checks in some biomes Hold 6 Flares

Zombie +15 to Knock Prone +10 "PER-Spot"

Used for Fox Used for Fox Hole/

Hole/Pitfall Pitfall Missions

Missions

CU

1 0.25 0.5 1

FC

2

FC

-- -- 3xOL --

ooo ooo

ooo

FC Degr.

1 6

ooo

ooo Noise

ooo ooo 1

Degr.

1/2

ooo

Lethality: 20 / - / -

Lethality: 3 / - / -

1 3 1 1

Degr.

2 Time

ooo

1

0.5 1 0.5 1

Value Value Value Value

Value Value Value Value

-- -- -- --

ooo

1

Lethality: 20 / - / - Lethality: 15 / - / -

Cap

1

Sharpening Stone CU Shovel, long CU Shovel, trench CU Signal Flare CU

FC

1

-- 4xOL Emp

ooo

Rope CU RC Racecar CU Scope CU "Security Blanket" CU

1 1 1

Value Value Value Value

--

ooo

Used

oo

Padlock CU Pastimes CU Multi-tool CU Road Flare CU

Degr. Degr.

2 Time 6

ooo ooo

1 1 1 1

Value Value Value Value

-- -- -- --

Map (city) CU Map (topographical) CU Night Vision Goggles CU "Noisemaker" CU

-- 2 2 --

Degr. Degr. FC

3 2 2

Value Value Value Value

Lock Pick Kit CU Mace (civilian) CU Mace (professional) CU Machete

Page 5: Equip Cardspt1v2

When used, +1 to Time -2 Diff to "PER-Survival" Requires special

Dur: High spent Resting and "STR-Endurance" recharger

Damage: 1d6 When used, +1d3 to Time Defensive

Can damage brick, stone spent Resting Inflicts Panic and Pain

cement, & metal Can hold 3 people 25% chance to knock

Min STR of 40 to wield zombie prone

w/o penalties (pg 316)

Attaches to rifle OR pistol +25 to "PER-Spot" and Durability: Very Low Requires Batteries

+1 Diff to Ranged Attacks "PER-Navigation" Requires Lamp Oil -1 Risk on Missions for

Reduce listening range of (Requires clear conditions) Requires Lighter or 1 Degr.

shot by 50% Reduce Risk by d3 on Matches If prereq for Mission

-1 to FC on pistol if used daylight missions Removes PER penalties 1d6 Degr.

Defensively (min 1) from darkness If Degr. roll is Natural 6

No Risk or Noise when Must be stationary then next Mission is

used Bonus for Crow's Nest +2 Risk

Mission

When used in conjunction Requires Needles

Dur: High Help to prevent blood loss with clean dressings Cures "Poison"

Damage: 1d6 -1d6 Diff to "PER-First will prevent infections -1 "Viral" (to min 1)

Tool: Misuse, Noise Aid" checks to staunch and heal additional (if Viral can be treated)

Min STR of 30 to use open wounds 1d3 Health, no bandage

+15 STR to break down no Health

obstacles

+30 to coup de grace

Requires Needles Allow 1 re-roll for failed Requires Lighter +1d3 Health during Nat.

+2d6+2 Health healed Adrenaline Boost roll or Matches Healing

during Natural Healing (double effects if 2nd +5 to "WIL-Resist Panic"

or Advanced Medicine roll failed) check for 1 Time

Missions For 2 Time all STR checks +1 Diff to "STR-Endurance"

+1d6 Health otherwise can be boosted, any checks for 2 Time

(+1 per DoS on "PER- failed checks still Addiction Handicap +1 to

First Aid/Diagnosis") succeed, but Degradation (+2 if

+2 Diff to next Serious)

"STR-Endurance"

check

Induces vomiting which Use to prevent Health loss Requires Needles

eliminates effect of due to Open Wounds +15 to "STR and -2 Diff to "WIL-Resist Pain"

ingested poisons if -2 Diff to "PER-First Aid" WIL-Resist Pain" checks checks for 4 Time

used w/n 1 Time to staunch wound -5 to PER

Lasts 1+1d3 Time

Ignore failures due to

rolling Mishap Die

Wounds will still accrue

aggravated damage

Used

ooo

2 3 3 1/2

ooo ooo ooo ooo

ooo ooo ooo ooo

Used

oo

Value Value Value Value

OL 5xOL 5xOL OL

Degr. Degr. Degr. Degr.

Ipecac CU Gauze Pad CU Opiates CU OTC Painkillers CU

1 0.5 1 0.5low dose

6 6 1/3 2

ooo ooo ooo ooo

ooo ooo ooo ooo

Value Value Value Value

3xOL OL 2xOL 3xOL

Degr. Degr. Degr. Degr.

Blood Unit CU Caffinated Drinks/Pills CU Cigarettes CU Disinfecting Spray CU

1 1 1 1

1 2 1 6

Noise ooo ooo ooo

1 ooo ooo ooo

Value Value Value Value

-- 3xOL OL 4xOL

FC Degr. Degr. Degr.

Wood Splitter CU Antihemorragic/ CU Antiseptic CU Anti-toxin CU

2 1 1 1Lethality: 25 / - / - Haemostatic Meds

1/Time Sp

ooo ooo

ooo ooo

Value Value Value Value

15xOL -- -- --

Degr. Degr.

(Before Trailing Zombies check)

Suppressors CU Telescope CU Tiki Torch CU Walkie-Talkie CU

1 3 2 1

1 2/Turn

ooo

ooo

Value Value Value Value

-- -- -- --

FC Degr.

3 1 2 1Lethality: 50 / - / -

Sledgehammer CU Sleeping Bag CU Camping Tent CU Stun Gun CU

Page 6: Equip Cardspt1v2

Can require Needles Prevents further wound When used, +1d3 to Time

-3 Diff to "WIL-Resist Pain" Cures "Poison" from aggravation from spent Resting

checks for 5 Time bacterial sources activity after broken +3 Diff to "STR-Endurance"

Cures Infection arm is set check for d3 Time

+1d3 Health during Nat. Grappling is still handicapped

Healing

Prevents further wound -1 Diff to "PER-First Aid" +10% to success of any -2 Diff to "PER-First Aid"

aggravation from Does not combine with Adv. Medicine Mission to staunch wound

activity (must change other antihemorragic Can stop "Open Wound" If used longer than

once every 10 Time) bonus 2+d3 Time on any limb

+1d3 Health during Nat. -2 Diff if Hospital/Military limb will be damaged

Healing permanently

Combine with Disinfecting

Spray for +1d6

Healing

Box of Needles used Remove Degradation +15 to "PER-Repair"

to administer IV drugs -2 Diff "PER-Survival" by winding crank +5% to Repair and

Can be re-used but has 1 Resource removes at 1 Noise Workshop Missions

30% chance to pass d6 Degradation Can receive AM/FM radio

1-d3 Viral (min 0) to transmissions

subsequent patients

-1d3 Diff to any Repair Holds up to 12 CU +1 Morale if left at 1 Resource for Upgrade

checks on cloth Stronghold Missions

+5% to success of any +5 to "WIL-Resist Panic" +1 to Structure (+2 if

Adv. Medicine Mission as -5 to all PER checks combined with lumber)

Suture replacement Lasts for 2+d3 Time of Stronghold

Use as Suture req antiseptic or Can be used as antiseptic

wound can be infected Heals 1 Health

+1 Morale if left at All items 2 CU or less +1d3 Health during Nat. +1 Morale if left at

Stronghold Keep Perishable Food Healing or on Adv. Stronghold

+5 to "PER-Survival" from spoiling for d3 Medicine Missions Emergency antiseptic,

days, req. 1 Resource Can keep spoilable for heals no additional

dedicated to ice extra 10 Time Health, but prevents

Infection. Causes Pain.

(if re-used, no Degr check required)

Survival Kit

1/Day

Toiletries CU

ooo

2

1 1 1

ooo

ooo

Cap.

8

ooo

ooo ooo

Value Value Value Value

2xOL -- 1 2

Degr. Degr.

Cooler, Large CU Ice Pack CU Cleaning Supplies CU

1 3 0.5 1

1/Day

3

ooo ooo

ooo ooo

Value Value Value Value

-- OL OL --

Degr. Degr.

Sewing Kit CU Wheelbarrow CU Liquor/Spirits/Wine CU Spikes/Nails/Pitons CU

1 4 1 1

ooo ooo Degr.

ooo ooo 2 Time

Value Value Value Value

2xOL 2xOL 1 2xOL

Degr. Degr. Noise

Hypodermic Needles CU Premium Pre-packed CU Emergency Radio CU Portable Tool-Kit CU

1 2 0.5 3

3 1 2 6

ooo ooo ooo ooo

ooo ooo ooo ooo

Value Value Value Value

OL OL 2xOL --

Degr. Degr. Degr. Degr.

Sterile Gauze CU Styptics CU Sutures CU Tourniquet CU

1 1 0.5 1

2 3 1

ooo ooo ooo

ooo ooo ooo

Value Value Value Value

2xOL 4xOL -- 2

Degr. Degr. Degr.

OTC Painkiller CU Penicillin CU Sling CU Sleep Aid CU

0.5 1 0.5 1high dose

Page 7: Equip Cardspt1v2