BINOCULARS
Effect: +6 versus the Range Modifier for Sight Group Target: Self Duration: Constant Range: Self END Cost: 0 Breakability: 2 DEF
Description: Binoculars increase a character’s abil- ity to see over a distance by magnifying the subject viewed. They range from small versions (including monoculars) that provide only slight amplification, to larger military and hunting models that also have electronic readouts on distance, direction, and the like.
Game Information: +6 versus the Range Modi-
fier for Sight Group (9 Active Points); OAF (-1). Total cost: 4 points.
Options:
1) Large Binoculars: Increase to +10 versus the Range Modifier for Sight Group (15 Active Points); OAF (-1) (total cost: 7 points) plus Absolute Range Sense (3 Active Points); OAF (-1) (total cost: 1 point) plus Bump Of Direction (3 Active Points); OAF (-1) (total cost: 1 point). Total cost: 9 points.
GEIGER COUNTER
Effect: Detect Radiation (INT Roll +8) (no Sense Group)
Target: Self Duration: Constant Range: Self END Cost: 0 Breakability: 4 DEF
Description: One of the most sought-after devices in Post-Apocalyptic settings where the holocaust that ended society involved nuclear war, a Geiger counter can detect ionizing radiation. A particle of radiation causes the inert gas in the device to become conductive, creating an electrical signal that indicates the presence of radiation. Some Geiger counters use the electrical signal to move a needle, some to light an indicator, but most indi- cate the presence and intensity of radiation with a distinctive “clicking” sound that becomes faster and more intense the stronger and closer the source of radiation is.
Game Information: Detect Radiation (INT
Roll +8) (no Sense Group), Range (18 Active Points); OAF (-1), Nonpersistent (-¼). Total cost: 8 points.
50 ■ Building A Better Mutant: Post-Apocalyptic Character Creation Hero System 5th Edition Revised
Survival And Protective Gear
In addition to the gear listed here, one of the most sought-after types of “survival” gear in many Post-Apocalyptic settings is food. Canned foods, preserves, or best of all “ration packs” (such as the US Army’s Meals Ready to Eat [MREs]) are as good as gold in some cases — particularly ration packs, which contain a balanced meal with enough calo- ries to keep a person alert and active for at least a day (if not longer). There’s no particular need to write these up in game terms; the GM just needs to determine how many man-days’ worth of food a character finds... and, of course, whether it’s still safe to eat....
DECONTAMINATION FOAM (SF)
Effect: Major Transform 7d6 (radioactive person or object into non-radioactive one)
Target: One character or object Duration: Instant
Range: No Range Charges: 4 Charges Breakability: 21 DEF
Description: This yellowish foam, which comes in sturdy cannisters about the size of a 12 ounce beverage can that contain four doses, can totally remove radiation from a single person or object. It can’t correct the effects of exposure to radiation that someone’s already suffered, but it can prevent him from getting any worse going forward, and it can make irradiated objects safe to handle.
This item also comes in pill/powder form so it can be mixed with radioactive food to render it safely edible.
Game Information: Major Transform 7d6
(radioactive person or object into non-radio- active one, heals back through further expo- sure to radiation) (105 Active Points); OAF (-1), No Range (-½), 4 Charges (-1). Total cost: 30 points.
GAS MASK
Effect: Life Support: Self-Contained Breathing plus Sight Group Flash Defense, Only Protects Against Tear Gas-Type Flashes
Target: Self
Duration: Constant/Persistent Range: Self
Charges: 1 Continuing Fuel Charge/0 END Breakability: 4 DEF
Description: A gas mask covers the entire head and either screens out harmful gases or gives the wearer his own self-contained air supply for a short time. This protection extends to tear gas.
Game Information: Life Support: Self-Con-
tained Breathing (10 Active Points); OIF (-½), 1 Continuing Fuel Charge (easy to replenish, 1 Hour; -0) (total cost: costs 7 points) plus Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½), Only Protects Against Tear Gas-Type Flashes (-1) (total cost: 4 points). Total cost: 11 points.
SURVIVAL KIT
Effect: +2 to Survival rolls Target: Self
Duration: Constant Range: Self END Cost: 0 Breakability: 1 DEF
Description: This incredibly useful package of items and materials make it a lot easier for someone to survive in the wild. It includes a tent made of mate- rial that reflects heat internally to keep most of the user’s body heat inside, water purification tablets, a selection of fishhooks and line, a survival knife, handy waterproof reference materials, and the like.
Game Information: +2 with Survival rolls (4
Active Points); OAF (-1). Total cost: 2 points.
Miscellaneous Gear
UNIVERSAL BATTERY (SF)
Effect: Endurance Reserve (100 END) plus Endurance Reserve (10 REC), Slow Recovery (1 Hour)
Target: One electricity-powered device Duration: Persistent
Range: Self END Cost: 0 Breakability: 2 DEF
Description: This amazing item is a small, portable battery that can provide power to virtually any device that uses electricity. It’s about six inches wide, six inches tall, and three inches deep. Using a broadcast power system it can provide power (in game terms, END) to electrical devices within roughly two feet of itself; it can power more than one device at once if set up to do so. Once its power reserves run out it slowly “regenerates” its power (at the GM’s option it has small solar panels and if exposed to direct sunlight it Recovers on a once per 5 Minutes basis instead of its usual once per Hour).
Game Information: Endurance Reserve (100
END) (10 Active Points); OAF (-1), Restricted Use (electrical devices only; -0) (total cost 5 points) plus Endurance Reserve (10 REC) (10 Active Points); OAF (-1), Slow Recovery (1 Hour; -¾) (total cost: 4 points). Total cost: 9 points.