Wasteland Treasures 1
February 10, 2017 | Author: Elque Esta Detras Deti | Category: N/A
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Rafael Ramos (order #6162871)
Wasteland Treasures: 1
The Mutant Epoch RPG
Wasteland Treasure Tables One to Three Three Random loot listings for The Mutant Epoch or other Post Apocalyptic RPG Written and Illustrated by William McAusland
Publisher’s Note: With the success of The Creatures of the Apocalypse line, one thing we discovered was that game masters love having random treasure tables at their disposal. Better yet, they appreciate having treasure lists with some sort of theme to them that made sense to the character’s location, or the sort of beast or humanoid who hoarded the items. Given this, and the fabulous response to the first Pay What You Want Double Feature of our One Day Digs, we thought we would make a set of treasure tables along the same lines. We imagined a 5 or 6 page document, and ended up with the 19 Page beast you see here. The addition of art did expand the document, but imagery in RPGs has always been important both to imbue the text with a mood, describe something, and serve as a reference point when flipping through a book. As a writer, I got into illustrating after seeing the importance of art to text. As a Game Master, I need more treasure tables, and fresh new ones that not only offer my players valuables, but so too, curiosities, perils and promising adventure hooks. I hope you enjoy using these loot lists at your table as much as my group will. They took months to compile, flipping through military catalogs, shipping resource sites, walking around my campsite, sitting at Starbucks® with my iPad®, laying at the beach, drinking wine around campfires, and poking about in my overflowing garage. It was an interesting process and I encourage any GM to look around while going about their daily tasks and recording items, assigning them a silver coin (sp) value, and dropping them into a d100 list. Randomness for some gamers is a dirty word, while others crave it in games. When I GM, I use random tables and their results as more of a suggestion, often rolling a couple of times and picking the best one or two outcomes to make for the most appropriate, amusing or memorable game session. If you don’t feel that a result is right for your group, perhaps given the mature nature of a roll, the time left in the game session to explore a listing or feel the result is too generous or similar to a previous result, just look at the die roll number below and go with that. Your players won’t know. Happy Gaming Will McAusland
Creator of The Mutant Epoch
Table of Contents
PDF users can click to go direct to a list
Table WT-1: Assorted Loot found in the Ruins Table WT-2: Loot and discoveries of Interest in Old Warzones Table WT-3: Loot, Trophies and Curiosities found on Skullocks,
Warmorts and other savage humanoids
Rafael Ramos (order #6162871)
Note: The silver pieces (sp) value could be converted into whatever currency system your game setting utilizes, such as teeth, shells, credits, barter points or ammo.
Table WT-1
Assorted Loot found in the Ruins Roll d100
01. Small brown glass bottle with amber liquid inside. No label. This is a 5ml vile of Ylang-Ylang essential oils and still usable. Worth 3d6sp 02. A smooth oval shaped rock, but with the word ‘family’ cut into it in a fine script font, worth 4+d4sp 03. Set of hobby paint brushes, 2+d4 brushes, each worth 8+d10sp 04. Roll of fine galvanized wire, 20 gauge, 30m length (98 feet). Still in plastic wrap and like new. Worth 50+2d20sp 05. Picture frame made of pewter, for 4 x 6” picture, glass intact, faded photo of a young couple in old world wedding attire. Worth 24+3d20 06. Plastic template with complete alphabet and numbers 1 to 0 for stenciling. Purple, worth 30+d20sp 07. Paint can, 4 liters, acrylic, worth 20+d20sp, roll d6 for color: 1. firetruck red/ 2. black/ 3. yellow/ 4. tan/ 5. olive green/ 6. day glow green 08. Blue polyester windbreaker with hood. DEA written on back in blocky yellow letters. Worth 3d6+20sp. 09. Small plastic box containing like-new set of 6 steak knives, serrated. Treat as regular knife but +3 SV and +1 DMG. Each worth 20+2d12sp 10. Bright red, 30 beverage can capacity rolling cooler with telescopic handle. Ancient sports team logo on all sides. Worth 50+d100sp 11. Frosted, clear plastic tumbler. This old cup has some sort of sports logo on it and can hold 750ml. Worth 5+d6sp. 12. Personal, bright purple solar powered fan. Hand held, suction cup bottom or fold out tripod mini-legs. One hour of sun-
Wasteland Treasures: 1 light charging yields 4 hours fan use. Worth 300+2d100sp 13. Somewhat tattered but otherwise wearable men’s hoodie in dark grey. Printed on front is an image or saying. Roll d8: 1. Image of leaping salmon/ 2. Saying ‘When God made Man, SHE was only kidding’/ 3. Image of red truck with enormous knobby tires driving over and crushing old world sedans./ 4. Saying alongside a cartoony picture of a roll of toilet paper next to a toilet ‘No job is complete until the paperwork is done!’/ 5. Saying ‘Volunteer’./ 6. Saying ‘SECURITY’./ 7. Image of an assault rifle with the words ‘The Second Amendment protects the First’/ 8. Image of two masculine stick people, holding hands and a rainbow flag beneath them along with the word ‘Pride’. Any hoodie worth 40+d100sp. 14. Plastic sleeve containing a tube of never opened, flimsy white plastic disks, each with a hole in them. The pressed writing on each of the 50 discs says ‘ 12 ounce Traveller Lid - Please Recycle. Each worth 1sp. 15. Large blue plastic drum with white hand pump on top. Will hold 50 liters of liquid. When found, contains disgusting brew of ruin dust, dead grass, and insect larva. Worth 50+2d20sp. Weighs only 2kg empty. 16. Large black anti-slip mat 2 x 3 meters, with yellow and black caution strip edging. Worth 16+d20sp, weighs 2kg. 17. Pistol grip tape dispenser with roll of packing tape loaded. d100 meters of tape on roll. A well taped up prisoner will need to make a type D strength based hazard check to snap free of tape, one try per hour. Worth 3d6+6sp plus 1sp per meter of tape still on roll. 18. Canister of spray adhesive. Instant dry. Each burst will coat a 3m square. Creatures as small as a domestic cat or smaller must make a type A strength based hazard check to break free of glue, one try per hour. Can has 3d6 bursts left in it. Worth 1sp per number of bursts remaining if sold. 19. Tiny 100ml bottle containing never opened and still viable super glue adhesive. If skin is glued to a surface, including other skin, it will take a type C strength based hazard check to separate, and then ripping away skin doing d2 damage. Each application uses 5ml. Worth 1sp per ml remaining in bottle when sold. 20. Paper Trimmer ‘guillotine’ 30cm (12”) cutting blade, self sharpening steel, poly carbonate square base with both Imperial and Metric measurements. Will do d6 damage per cut if used as a torture tool. Worth 4d10+30sp or double this to a despotic ruler and his cronies. 21. Roll of bubble wrap. 30cm wide by 6 meter long. In original plastic sleeve. Worth 2d6+5sp per meter length sold. 22. Large plastic bag contain- ing hundreds of pink foam
Rafael Ramos (order #6162871)
The Mutant Epoch RPG
packing peanuts. Bag is 1m tall and 50cm wide. Bag and contents can be sold for 3d6sp 23. Box of 24 nylon surgical gloves. Shrink wrapped and like new. Each pair could be sold for d4sp. 24. Magnifying glass with acrylic handle. Can be used to start a fire on sunny days. Worth 4d10+20sp. 25. Bullhorn. Bright yellow with orange handle. One mini power cell will allow loud speaking for up to 12 hours. Has volume control as well as siren, whistle, and air raid audio functions. If used against most wild animals, such as bears, wolves, dogs and whatnot, the deafening noise will likely force the oncoming animals to halt and reconsider attacking the user, and perhaps make a morale check in order to continue the hunt. Worth 100+2d100sp. Battery is drained 95% of the time, otherwise half drained. 26. Highway warning triangle, plastic with fold out stand. Worth 2d4sp 27. Yellow and black 2m long plastic speed bump. Has holes to allow it to be nailed to a roadway. Hard plastic and could be used as a stylish club. Worth 3d6+10sp 28. Alloy sign on 2m long steel post. Roll d6: 1. Stop sign/ 2. No Parking/ 3. Visitor Parking Only./ 4. Mutant Free Zone - Prepare to show ID/ 5. Yield/ 6. No Entry. Any sign worth 3d8+20sp and can be used as a junk shield if a strap is attached. 29. Bright yellow men’s rain suit. Happens to also resist acid, spores, dust and chemical splash attacks and gives wearer second hazard check against all these attack modes. Worth 60+d100sp 30. Small child’s chair, plastic, bright blue worth 2d6sp 31. Baggy of 24 bright orange foam ear plugs. Can be used as ear protection against most sonic attacks; however, loss of hearing causes user to suffer -2 initiative. 32. 2m long, flexible foamy plastic tube thing. Pool Noodle, plastic-foam, color roll d6: 1. pink/ 2. light blue/ 3. purple/ 4. yellow/ 5. Lime Green/ 6. Orange worth 4+d4sp 33. Pair of alloy mesh butcher’s gloves. Worn as armor improves user’s defense value by -4. Worth 80+d100sp 34. Alloy studded construction gloves. Black and yellow. Add +2 DMG from punches and protects wearer with a -3 DV improvement to his or her overall defensive value. Worth 120+d100sp 35. Yellow and orange high visibility vest, adjustable sizes. Worth 20+d100sp as a fashion statement in a large town. 36. Heavy Industrial Stapler. Uses a power cell to propel stainless steel woodworking staples. Can shoot 2 per round, range 6 meters, SV +5, DMG d6 each. Found with d100 staples loaded and a 47% chance of a box of 3d100+100 spare staples. Power cell is drained 88%
Wasteland Treasures: 1 of time, otherwise half full. Without power cell this unit is worth 300+3d100sp 37. Plastic restroom sign, roll d8: 1,2. Woman’s/ 3,4. Men’s /5. Non-Pure Stocks / 6. Co-ed/ 7. Family/ 8. Transsexuals Only. Worth 4+d4sp 38. Retractable utility knife with alloy blade. As a regular knife, but +1 SV and +1 DMG. Spare blade in handle. Bright green. Worth 50+2d20sp 39. Measuring tape made of an alloy, bright yellow with black grip area. 20 meter length. Worth 60+d100sp 40. Industrial wall clock. Simple black and white. Runs on mini power cell which will operate it for 4years. When found, battery is drained 89% of the time, otherwise half charged. Worth 100+d100sp 41. 3 liter glass lab jar containing some sort of mutant fetus in a brownish green preservative liquid. Writing on label very faded but perhaps dates from 2108. Name of specimen illegible. Worth d4+4sp only as a curiosity to a collector of weird old world things. 42. Paint can, label torn but if opened, roll d6: 1. Paint has gone toxic and releases a poison cloud in a 3m radius. All in area must make a type D agility based hazard check to leap back or else inhale a lung full of paralysis poison. Those who succumb are incapacitated for 3d6 minutes./ 2. red/ 3. yellow/ 4. pink/ 5. olive green/ 6. silver. Paint colors worth 20+2d20sp. 43. Nylon sling for a sporting rifle, complete with flexible slots for 6 high caliber rounds, of which d6 are present. 44. Wood print camo hunter’s parka, tattered but in good wearable order. 34% chance that in the left chest pocket are d6 shotgun shells, and a 19% chance that in the right pocket is a compass, lighter and pocket flashlight (battery drained). Worth 120+3d20sp 45. Camo t-shirt with a picture of a buck deer and a six pack of tinned beverage and the writing “Shootin’ Deers and Drinkin’ Beers”. Worth 50+d20sp 46. Digital Rangefinder-Monocular combo. Camo print. wrist strap. Mini power cell will operate this device for 50 hours, but found drained. Range finder out to 2 kilometers, magnification 12x zoom. Worth 600+3d100sp 47. Relic lock-blade knife (+2 SV and +1 DMG) however, the knife also has a magnifying lens for starting fires, a file that can saw through metal bars, as well as a pair of tiny scissors and built in flashlight (treat as pocket flashlight but mini power cell is drained. Worth 200+2d100sp 48. Huge 8 inch tall , wrist thick scented cinnamon candle, never used, worth 12+3d6sp 49. Slick black plastic food-prep apron, worth 10+d12sp
Rafael Ramos (order #6162871)
The Mutant Epoch RPG
50. 30cm tall sports trophy, made of fake stone and plastic, but looks like marble and gold and worth 20+d20sp. Sports figurine atop trophy, roll d6: 1. Baseball/ 2. Football/ 3. Hockey/ 4. Cricket / 5. Curling / 6. Skiing. 51. Large, 4 x 2m tattered rainbow colored flag with the word ‘Pride’ written across it in pink letters. Worth 15+d20sp 52. Steel sign, 4cm wide by 20cm tall that in red writing states ‘Beware of Dog’. Worth 5+d6sp 53. Pair of men’s hockey skates in plastic box. Stained but in good order. Worth 24+d20sp 54. Garden hose, 6m long, coiled and in original, but tattered, packaging. Worth 40+d20sp 55. Chef’s heat proof gloves. Cuff goes half way up wearer’s forearm. Can be used to handle burning objects for up to 5 rounds. Worth 70+d100sp 56. Electric guitar, uses plugged power or standard power cell which will allow it to operate for 100 hours. Built in speakers. Dark red with devil pictures and icons covering it. Banged up but in decent shape. Battery missing. Worth 400+2d100sp. 57. Bronze statue of a bighorn sheep ram standing on rocks. 40cm tall, 6 kilograms in weight, dented but remarkable workmanship. Worth 50+d100sp 58. Battery operated one handed vacuum cleaner. Power cell will run it for 200 hours. Battery missing. Worth 70+3d20sp. 59. Plastic envelope, bent and filthy, but inside is roll d6: 1. d4 Anti-toxin injectors/ 2. Wads of old world cash. Generally worthless./ 3. Zippy bag containing a fully loaded pocket pistol and spare, also loaded magazine/ 4. 3d6 Assorted access swipe cards from various military, law enforcement, industrial and security contractor facilities and personnel./ 5. Copy of a fantasy role-playing game and tube of polyhedron dice./ 6. Landmine. 60. Large metal chemical drum. Blue with torn labels on it. Bio-Hazard logo peeled off but more or less discernible to anyone with 30 or higher intelligence. Inside is 50 liters of some industrial liquid that if dumped out would pollute an entire river for d6 months. The fumes from the contents, if opened our poured out, is considered type C paralysis poison, with the duration of paralysis 3d6 hours. Worth 500+d1000sp to the wrong sort of people. Barrel weighs 100kg. 61. Tennis racket, paint somewhat peeled but workable. Worth 6+d6sp 62. Multicolored surfboard. 2m long and 50cm wide. Weighs 4kg and very awkward to carry. Worth 12+d12sp 63. Stained, but wearable white lab coat. Worth 3d6+10sp 64. GPS receiver, mini-power cell drained, but device is rubberized and operational. Satellites, however, are rarely as lucky, and on any given hour, only an 8% chance that a user can relocate a set waypoint. The device does show d100 pre-loaded waypoints, with one named ‘Weapon cache Delta’. GM: If powered up and a satellite does provide the location of the chance waypoint, it happens to be within the PC’s current region and only 3d20km away. 65. Binoculars, non-electric, magnification 10 x 30, worth 400+d100sp 66. Alloy relic military axe with pull out saw in handle, complete with survival kit inside grip with 20m fine twine, 6m snare wire, flint and steel, signal mirror, magnifying glass, tweezers, 5 fishhooks, 30m fishing line, micro-fiber 3m by 2m camo foil survival blanket and an alloy knife (+2 SV/ +2 DMG). Axe is +3 SV and +3 DMG. Whole set worth 500+3d100sp
Wasteland Treasures: 1 67. Hard plastic rifle case. Sealed and like new inside. Worth 22+d20sp. 9% chance that inside is a relic gun, usually empty but otherwise in great shape. Roll d6 for possible gun: 1. 22 cal. Sporting rile with scope and sling/ 2. Pump shotgun/ 3. Lever action sporting rifle. Holds 8 standard rifle rounds but has a rate of 1/ 4. Sporting rifle, with scope and bipod and spare 5 round magazine (treat as sniper rifle for stats)/ 5. Assault rifle with three fully loaded magazines, bullpup style/ 6. Sniper rifle with d3 full 10 round magazine and spare box of 20 high cal rifle rounds. 68. Child’s archery set, relic, still in shrink-wrapped cardboard sleeve. Comes with fold out target, 3 arrows, quiver, safety manual, and thin, composite bow. Range 15m, rate: half/ SV +0/ DMG d6. Bow worth 30+d20sp 69. Elk call, plastic, camo print. When blown, sounds like a bull elk in rut and could bring a real bull elk on to the scene, or more likely, any number of freakish predators. Worth 16+d20sp. 70. Zippy bag containing a mix of tarnished but viable ammo: d4 shotgun shells, d2 shotgun slugs, d6 standard pistol and d6 standard pistol rounds. Also, 2d6 .22 rounds, d3 high cal pistol rounds and d2 HC rifle rounds. There is a 21% chance of d2 .50 Cal cartridges. 71. Bright orange plastic utility trolley. Two shelves, handle, black wheels. Dented and scratched but works great. Will hold up to 200kg, weighs 5kg and bulky, wheels rattle if rolled on concrete. Worth 40+3d20sp 72. Gun-pen. A working, silvery-gold alloy pen with plenty of blue ink left. The rear of the pen is actually a barrel, and loaded with one high caliber pistol round, which can be shot by a combination of pen clicks and squeezing of the pocket tab. Range 10m, SV +3, DMG d20+10, Reloading is slow, taking two full rounds.
73. Pair of tiny kid’s pink mittens with cat face on each, strung together with plastic tag, worth 2d4+3sp 74. Standup, life-size poly-board figure flat of a photographed unimaginably gorgeous ancient woman. She is in a tiny bathing suit, standing in a very sexy pose and appears to have once been holding a product in her cupped hands. Bent, but in decent shape. Worth 10+d8sp most places, but if sold to a brothel or pub, will fetch 50+100sp. 75. Plastic sealed package of 6 paper towel rolls. Yellowed and flaky with time, but will still soak up spills. Each roll worth 2sp 76. Roll of silvery, foil covered bubble wrap with the words ‘Thermal Wrapping’ on the package. 30cm Roll is 30cm wide by 10m long. Puffs up when unrolled and sliced from roll. Worth 30+d20sp. Bulky as a backpack if carried along on an expedition. 77. Set of golf clubs in a tattered, Scottish tartan golf bag. 2d6 golf balls included. Clubs, d6 present, are all alloy Rafael Ramos (order #6162871)
The Mutant Epoch RPG
and make for +2 SV and +1 DMG clubs. Each club worth 20+d20sp, bag worth 3d6+10sp. 78. Black foam cartridge belt, usually found empty and can take up to 40 rounds of ammo. Worth 30+d20sp, but a 14% chance that there is ammo still inserted into the loops. If so, roll d6: 1. 3d6 Standard pistol rounds/ 2. 3d6 Standard rifle rounds/ 3. 2d6 Shotgun shells/ 4. 2d6 8 Gauge shotgun shells/ 5. 2d6 High caliber (HC) pistol rounds/ 6. d6 HC Rifle rounds. 79. Plastic sealed pink mosquito netting for little girl’s bed. Pink tassels on top fabric surround worth 3d12sp 80. Deluxe gun cleaning kit. Sealed and like new. Complete with swabs, rods, oils, cleaner and instructions. Worth 90+d100sp 81. Olive green plastic ammo box, airtight and sealed. Inside is, roll d6: 1. Nothing./ 2. d6 Pistol rounds/ 3. 2d6 Rifle rounds/ 4. 2d6 Shotgun shells/ 5. 40 Rifle rounds/ 6. Belt of high caliber rifle ammo, 50 rounds. 82. Ceramic mug, slightly chipped with words written on it, roll d6: 1. ‘I love LA’/ 2. ‘Give Me Coffee or Give Me Death!’/ 3. ‘Don’t Tread On Me’ with yellow flag depicting a coiled rattlesnake./ 4. ‘Starstruck Coffee’/ 5. ‘Make Mine a Double’/ 6. ‘USS Vengeance’. 83. Nylon ankle holster. Pocket pistol size. Worth 12+d12sp, however, 6% chance it is holding a fully loaded pocket pistol. 84. Solar Powered neon sign which states, roll d6: 1. ‘Grand Opening’/ 2. ‘Open’/ 3. ‘Wholesale Warehouse’/ 4. ‘Espresso’/ 5. ‘Coffee’ / 6. ‘Used Books’. Sign worth 70+d100sp, 6kg in weight and 2m long by 40cm wide 85. Sealed polybag enclosing a like-new relic chainsaw. Never used. No fuel. 86. 3d6m long roll of tiny bulk food baggies. 20 baggies per meter, each worth 1sp if sold. 87. Tube of plastic dinosaur toys. 12 in total, each worth 5sp. 88. 10cm by 10cm clear vinyl gift box containing a golden necklace and jeweled pendant. Jewel worth 300+d100sp. 89. Buttstock shot shell sleeve, capacity 8, black, worth 6+d6sp, 12% chance contains d8 shotgun shells. 90. Posh, metallic foil baggy with draw sting. Inside, and well protected, is 3d100 dollars worth of worthless old world cash, a gold wedding band worth 300+2d100sp, a security swipe card for a fancy hotel of old as well as a 13% chance of 2d6 high caliber pistol rounds. 91. Baggy of relic jelly beans. Rock hard and much of the taste gone, 3d6+50 in quantity. 5% chance they are now toxic and anyone to eat them must make a type A endurance based hazard check after a half hour or else fall sick and begin to hallucinate for 3d6 hours. 92. Drum magazine for an assault rifle. Inside are 10+d20 rounds of rifle ammo. 93. Decorative metallic red cookie tin. Inside are 100+d100 family photos from some old world couple, depicting scenes of beachside holidays, birthday parties, weddings, new babies, new cars, and road trips. Worth 5+d6sp to a collector of such old world sentimental ‘artifacts’. 94. Cookie pan, alloy. Worth 6+d8sp 95. Red plastic shopping basket, with black folding handles. Worth 3d6sp. 96. Nylon baseball glove, worth 7+d20sp. 97. Old world military metal, Purple Heart, USA, circa 1945, worth 80+d100sp
Wasteland Treasures: 1 98. Roll of red and white stickers, 100+d100, worth 10+d20sp. Stickers say, roll d20: 1. Fragile/ 2. This way up/ 3. Do Not Stack/ 4. Handle With Care / 5. Perishable/ 6. Do Not Freeze / 7. Do Not Use Blades To Open / 8. Do Not Fold / 9. Packing List Enclosed/ 10. Next Day Air/ 11. Lay Flat / 12. Biohazard/ 13. Toxic/ 14. Neuro Toxin/ 15. Expedite / 16. Caution: Sharp Objects Inside/ 17. Caution: Live Bioorganisms Inside/ 18. Radioactive Components Inside/ 19. Approved by______ / 20. Rejected. 99. Pair of red and black industrial bolt cutters, worth 90+d100sp 100. M99 Combo Battle Rifle, sealed in heavy shrink wrap. Treat as a regular assault rifle, with fold out bipod, combined with a flame unit. Set includes two 40 round magazines for the rifle and two 4 liter backpack carry fuel tanks. Ammo and ethanol fuel not included.
Table WT-2
Wasteland Treasure Table Two: Loot and discoveries of Interest in Old Warzones Roll d100
01. Land mine, pin depressed and under a random character’s foot. If the PC has the relic knowledge skill, he or she realizes his or her predicament. Without the skill, the PC is allowed a type A Intelligence based Hazard check; if successful, the character knows he or she has stepped on a mine and that to lift his or her foot will most likely detonate the ancient device. If the person has no idea what the click underfoot meant, see the third paragraph for the result. If some smart ass coaxes the person on the mine to jump for it, the potential victim is allowed a type D agility based hazard check to leap off and avoid any potential blast, see the next paragraph for the result. Alternatively, lacking some relic or other tactic, a comrade could bravely step up and try to slip a knife under the boot that is on the device. Once the blade is under the boot and wedged between the tread and the pin, the assistant can then slip a brick or rock on the knife to keep the pin depressed. The Person wedging the knife is allowed a type B accuracy based hazard check to succeed at keeping the pin depressed as the person steps off. If nobody is willing or able to perform the knife trick, one can try and do this him or herself, but the accuracy based hazard check is a type G, thus far harder. If the attempt fails, or an object is thrown at the knife and mine from a distance to see what would happen, see the next paragraph. The mine is triggered. Roll d6: 1,2. Detonation, Blast goes straight up, Strike Value 01-90, Damage d20+15/
Rafael Ramos (order #6162871)
The Mutant Epoch RPG
3,4. Nothing happens, pin rusted and stuck in engaged and about to explode position. To throw, bump or tinker with this device will force a re-roll on this list. / 5. Insipid detonation. The device merely pops in a puff of black smoke, giving off a sound like a gunshot but inflicting no harm. All first rank characters on or within 4m or the anticlimactic burst must make a type B willpower based hazard check to avoid pissing themselves. / 6. Nothing happens, mine is broken as far as detonation goes, but, if sold to a gunsmith in a barter town, who can fix it, will fetch 50+d100sp. 02. Land mine, armed and half exposed in the sand and junk, d12cm from a random character’s foot. If toyed with the see the third paragraph of roll 01 this table. 03. Half buried in the sand and debris is a metal sign, face down and bent. If pulled up and looked at, it says: Danger Minefield. The characters have inadvertently walked into an area covered in ancient mines. For the next 100m travelled in any direction, each PC is 4% likely to step on a mine. If so, see roll 01 this table. 04. Half buried in the sand, junk and scraggy vegetation is a burnt out tank of old. Its hatch is ajar, the tracks blown off, tiny holes penetrate its hull and it is thoroughly rusted and beyond repair. It is, however, the perfect place to sit out a storm, take cover from predators, or spend the night in relative security. Once inside, the hatch can be closed and wired shut for the night, the tiny puncture holes making for excellent peep holes or gun ports. There is a 12% chance that among the debris inside the tank, something tiny and dangerous has made its home: If so, roll d6: 1. Venomous Lizard/ 2. Spotted Scorpion/ 3. Small Snake, venomous/ 4. Sting Flies, 2d4+2/ 5. Rat, Aberrant/ 6. Insect, Tiger Hornet. 05. The remnants of an ammo belt, once held 200 rounds of ammo, but now only 3d6 standard rifle rounds. 06. Nearby, about 100+d100m away, 2d6 Ruin Vultures are busy picking clean what appears to be a dead person. If the PCs wish to investigate, the huge, ugly vultures will only give up their feast if driven off by gunshots, or a group of at least half as many humans as vultures in number. Even if driven off, they will circle high above and could possibly attract other scavengers or even curious humanoids. Looking over the dead thing, roll d6: 1,2. The near skeletal remains of a recently killed skullock. It has a machete, d3L of water, and 2 rolls on Wasteland Treasure Table 3, from page 16, this document./ 3,4. A dead pure stock human in some sort of blue jumpsuit with strange markings on it. The suit looks brand new, and on the arm of the mostly devoured victim is a strange tattoo (barcode). (Roll d4 to see what is on the cadaver: 1. It holds an empty automatic pistol in like-new condition./ 2. An advanced com-
Wasteland Treasures: 1 municator, battery drained. If recharged, the last number it called reaches a very agitated human woman’s voice, calling herself Corporal Hernandez, who will ask to speak to Private Leonard at once. She will not reveal where she is located. GM: Orbital Community? Underground Bunker Citadel? Clones?/ 3. Empty water canteen./ 4. Pump shotgun with folding stock, shoulder strap and barrel flashlight. No ammo, but 8 empty shell casing litter the ground around the scene, along with 8 dead ruin vultures.)/ 5,6. A dead excavator, torn to shreds and barely recognizable. If the characters came from a nearby digger support town, such as Pitford, then they are 89% likely to recognize this poor soul. The digger will have a saber, crossbow with 3d6 quarrels, d3 liters of water, a liter of wine, blanket, backpack, straw sun hat, and a 37% chance of a shotgun pistol still in its hand, empty but with d6 spare shells in the bottom of a hip pouch. 07. Half buried plastic water drum, square, ancient design with the word ARMY written across it. Just a bit of sand in it, and in great condition. Will hold 6 Liters of water. Olive Green. Worth 30+d20sp if sold. 08. Mug. porcelain-resin, slightly chipped and faded with ancient propaganda saying written on it: roll d8: 1. #1 Dad/ 2. Cup of Joe/ 3. Make mine a Double /4. World’s Greatest Sergeant/ 5. The Few, The Proud, The Marines!/ 6. Give me COFFEE of give me DEATH/ 7. The Cost of Liberty IS Blood / 8. No Guts, No Glory. Any mug worth 6+d12sp 09. Nylon web belt sticking up out of ground. If pulled on, roll d6: 1. Nothing attached. Great belt worth 3d6sp/ 2. Belt, as in roll 1, but has a plastic pouch attached containing 6+d6 mini grenades./ 3. Belt, as in roll 1, but, in a plastic pouch are a pair of magazines for an automatic pistol, fully loaded with 20 rounds each, but, so caked with a mix of oil and sand that they can’t be used without at least an hour’s cleaning per mag./ 4. Sheath containing a razor sword. The alloy this wonder weapon was cast from has resisted rust all these decades, and it is in perfect condition, The plastic handle, however, is cracked and falls apart at a touch. Using wire, cloth and other scrap, a functional handle can be made in a half hour./ 5. Several treasures are attached: an old ARMY canteen (1 liter capacity), sheathed Alloy knife (treat as a +2 DMG, +2 SV dagger), a pouch containing a magazine for an assault rifle, containing d12 rifle rounds, along with d3 fragmentation grenades./ 6. The belt is attached to the skeletal remains of an ancient soldier. Much of his uniform and gear have rotted away, but he does wear a functional ballistic vest and combat helmet. The helmet once had a communicator, but it is damaged and will require an electrical technician to repair, the battery, a mini power cell, is present but drained. Rafael Ramos (order #6162871)
The Mutant Epoch RPG
10. The skeletal remains of some ancient warrior. The clothing and gear are merely shredded scraps, but, clear this person was a cyborg and has parts that could be torn from the skeleton, cleaned, refurbished and reattached to another cyborg if desired. See page 89 of the TME hub rules for a random Optical Enhancement, and page 92 for a weapon arm. If the arm requires ammo or power cells, consider them missing. 11. Roll of Galvanized Razor wire. Decent condition and worth 10sp per meter if sold in a larger community or to a fortress community. There are 3d6 meters present. Passing through razor wire is akin to an attack, SV 01-40, DMG d6 per length forced to cross. 12. Some sort of shredded nylon hip pouch. Inside, among desiccated and moldy insta-meals, is something of value, roll d6: 1. A baggy of 3d6 standard pistol rounds/ 2. 2d6 Shotgun shells/ 3. A full magazine for an assault rifle/ 4. A spotted scorpion, which calls this bag home and sits on an Advanced Fragmentation Grenade within/ 5. Gasmask in original plastic sleeve/ 6. Green plastic ammo box containing 10+d6 .50 cal rounds. 13. Sticking out of the sand is a rusted heavy machine gun with front armor plates. Although corroded beyond repair, and the contraption partially blown apart, each character looking it over is allowed an Intelligence based type C hazard check to notice that within the gun’s action is a grime coated section of fifty caliber ammo on a scrap of belt. There are 2d4 of the huge rounds present, requiring cleaning before use. 14. In a shallow depression, which may once have been some sort of trench or crater, are heaps of bleached skeletons, scraps of ancient body armor, broken gear, rusted weapons and empty shell casings of all sizes. If a half hour is spent here rummaging about, characters will find the following: Enough relic armor to later assemble d6 suits of scrap relic armor, 0 to 6 (d8 -2) standard rifle rounds, 0 to 9 (d12 -3) standard pistol rounds, a 37% chance of a razor sword, a 28% chance of d2 M364 Howitzer shells, a 9% chance of a fully loaded and intact assault rifle, and a 21% chance of fully loaded automatic pistol in a nylon holster. After this search, the characters realize they have been watched as a random encounter for that terrain has been attracted to the dust and noise of the search and is now 10+d20 meters away! 15. Half buried in the debris is a ballistic shield with the word FEMA on it. 16. A strap for some long lost rifle. On the green nylon thing is a pouch and inside, roll d6: 1. A magazine for a survival rifle containing d12 standard rifle rounds/ 2. Plastic encased pack of 10 standard rifle rounds/ 3. Plastic box containing a gun cleaning kit, fire starter, 10 water purifi-
Wasteland Treasures: 1 cation tabs, and a fully loaded pocket pistol and spare 6 rounds of ammo/ 4. Baggy of 3d6 rifle rounds/ 5. Plastic coated six pack of mini grenades/ 6. Two advanced fragmentation grenades. 17. Protruding from the ground is a crushed, bent infantry support mortar. The weapon once fired standard grenades fed into it from a side hopper. The mortar is now merely rusted junk, but laying to one side, barely exposed by the wind, is a buried box. The plastic container is sealed shut and looks partially melted. If the PCs pull it out of the dirt and try and open it a knife or axe must be used to snap off the latches. Inside is, roll d6: 1. Nothing except faded instructions on how to use the mortar, and attached to it by a paper clip, a Military swipe card, level 4 Maximum Security Access/ 2. One remaining fragmentation grenade/ 3. d4 Frag grenades/ 4. 2d4 Fragmentation grenades/ 5. d2 Nerve gas and d3 advanced fragmentation grenades/ 6. d6+3 Regular frag grenades and d3+1 advanced frag grenades. 18. A random character steps onto a soft spot in the ground and must make a type C agility based hazard check to avoid falling through into a hole. Either way, the characters have discovered the junk covered open hatch to some rusted, inoperative old tank. Inside, there is a 7 in 10 chance that this 3m long by 2m wide space is home to a hostile and angry occupant(s), if so, roll d6: 1. d4 Spiderbots which activate and attack intruders. They are Mecha directed and will kill all living beings they encounter./ 2. d6 Small snakes/ 3. Nest of 2d6 red wasps/ 4. Combat android without legs. It takes 2-24 (2d12) rounds to activate and emerge from the dust and debris at the bottom of the tank, moving only 3m per round. Insane, it cannot be reasoned with and will make every effort to mash any being it can get a hold of./ 5. Black Centipede/ 6. 4d6 Gutter rats. Looting the inside of this tank will reveal 0 to 17 (d20 -3) standard rifle rounds, 0 to 7 (d10 -3) .50 caliber cartridges, 0 to 18 (d20 -2) standard pistol rounds, a 68% chance of a plastic box holding d8 frag grenades, and a 34% chance of a sealed case holding d6 M364 howitzer rounds that the great tank’s now splintered guns used to fire. The interior of the tank makes for a great shelter from storms and with little effort, can have its hatch re-covered for later occupation or retreat. 19. Several dead coyotes lay around a still smoldering blast crater. The animals seem to have been shredded by an explosive device, possibly a mine or artillery strike. There is enough partially cooked dog meat here to feed a team of 10 for two days. 20. Military lock box, black. Inside is a pair of submachine guns with slings, 2 fully loaded 40 round magazines each plus a box of ten fragmentation grenades. Rafael Ramos (order #6162871)
The Mutant Epoch RPG
21. In the distance, about a kilometer away, something metallic is glimmering under the sun (or moon) light. It appears to be moving parallel to the team’s own course. If approached, within 100 meters or a visual aide (such as binoculars, telescope, some similar mutation or implant is used), the metallic shape is revealed to be, roll d6: 1. A riderless, thirsty horse plated in scrap metal barding. It is very friendly to human characters and will turn and approach, acting playful. The animal’s saddle, made in the nearest large trade town, is covered in dry blood and the saddle bags punctured with black feathered crossbow quarrels. One saddle bag carries a day’s food for the horse, another bag, luckily missed by quarrels, is filled with 6 liters of fresh water. 2. The metallic shape is of a man, clad in full iron plate, dragging an empty water skin, staggering left and right and oblivious to the characters. If greeted, he pulls out a battle axe and is ready to fight. If not attacked outright, however, he will lift the visor on his spiked helmet and smile once before dropping over unconscious. If given water and shade, revived, he comes around and speaks. “Names Conrath Lopez, last of my expedition. We were attacked by a cult of junk worshipping fucktards. We got split up in the dark. I fought off many, but, they got my mates. I think the crazies are on my trail. Best you leave me to my fate... so I can join my comrades in hell.” If accepted into the team, he could become a new player character as mutant, clone, bioreplica, trans-human or pure stock. 3. The metallic shape is actually a skinless android. Its plastic and metal parts glossy in the light. The android is 77% likely to be a combat android armed with a fully loaded laser carbine, razor sword and d6 advanced fragmentation grenades. Its only objective is to patrol a specific multikilometer route and kill non-mechanical beings or drive off unauthorized robots from other hives. If not a combat android, it is instead a pleasure android that has carefully unsheathed it’s normally attractive tan skin and blonde hair and stowed it in a special plastic case it wears at its hip. It is 30% likely to be a fully functional male pleasure model, otherwise a female. It is very friendly, flirty and affectionate immediately upon meeting humans and more-generic looking humanoids (not too gross or bestial). If asked about its
Wasteland Treasures: 1 circumstances, it explains: “Name is Shawn. I’ve been out here looking for my master for ... well let’s just say since all this stuff happened, the battle I mean, silly. Keep finding old batteries. The odd solar charger pack, whatever parts from this or that. It’s been hard. Kinda need a bath and dust busting if you know what I mean. You got any parts that need attendance? There is a bush over there where we can be alone for a few minutes.” 4. The moving metal thing is an industrial repair robot on tracks. It has been shot through the head and is completely unaware of the characters. The thing has been going in circles out in the battle zone for who knows how long and using a small solar collector to keep itself going. Its processor is damaged and it is permanently in a travel mode, lacking self preservation or directives of any kind and can be knocked over, switched off and looted if desired. Its onboard solar collector and power back can also be harvested. The collector panel will recharge the power pack after 8 hours of sun exposure, yielding a full charge. The robot used this to charge for 8 hours and then travel for 16 hours, every day since the ancient battle took place when a sniper’s lucky shot punctured its cranial unit. 5,6. The machine is a heavy combot and when observed, the characters realize the robot is also looking them and aiming its main weapon, a heavy laser carbine at the viewers and about to eliminate a random PC (SV 0185, DMG 3d20+20, 4km range). This robot is not alone, and d6 light infantry bots are at that moment moving up from behind the character’s 2d100+50m away and about to make a surprise attack. These are Mecha units, operating in the wastes from a hidden hive in a nearby military bunker. Inside the bunker, amongst all manner of ancient artifact of old world warfare, are many more robots and androids, as well as a main computer which houses a self aware, malevolent digital being calling itself ‘Rommel 2.0’. 22. The characters come across a crashed, recently manufactured airship. The gondola lies on its side, torn open and mangled. The leather balloon is shredded and spread across a hundred meters. It appears as though there were survivors as a small campfire sits to one side of the gondola, sleeping rolls and shelters arranged inside the wicker and wood contraption as if people had slept there.
Rafael Ramos (order #6162871)
The Mutant Epoch RPG
Outside, a dozen meters away are a row of crude graves with crosses haphazardly placed at the head of each of the seven mounds. There is nobody around now, but the gondola would certainly offer great quarters for the night, or to sit out a sandstorm. GM: Any character can try his or her luck tracking any survivors (see the Tracking skill on page 55 of the TME hub rules), but, somebody with the tracking skill will have much better odds to discern a series of tracks leading away form the crash site, and that it looks like there were six people who headed off to an uncertain fate. The tracks appear to have been made only 2d4 days ago. The gondola may have some supplies or valuables remaining within: a 37% chance of a huge keg of red wine (20 liter), a 22% chance of a ballista on a tripod with 3d6 steel javelin projectiles in a nearby bundle, a 17% chance of a drum of alcohol fuel (d6 liters remaining and highly combustible), and a 7% chance of a heavy machine-gun bolted to a swivel at the front of the gondola. The thing was belt fed and still holds d10 high caliber rounds of ammo. 23. A gold plated booze flask is kicked up in the dirt at a random character’s feet. The flask has the initials s J.W. on it. Inside, although dust now, is the strong smell of scotch. Worth 100+2d100sp 24. Sticking out of the ground is the tail section of an ancient helicopter gunship. The craft is clearly beyond repair, but the side door can be accessed on one side, although thorn bushes and junk hinder easy access. If the dark interior is explored, there is a 3 in 6 chance that it is occupied by a very territorial resident, if so, roll d6: 1. A pair of rubble spiders/ 2. A huge snake/ 3. A nest of 3d6 red wasps/ 4. A cave scorpion/ 5. A pack of 2d6 green walkers/ 6. A dirty, bearded human named ‘Hairy Jack’. This man is a scavenger who calls this place home. Although an eccentric old loner, this filthy old timer is thrilled to have civilized company and is willing to trade an empty assault shotgun for a liter of any sort of booze, or, a sizable block of cheese. He knows all sorts of local sites, and hazards, and for a fee in booze, narcotics, or
Wasteland Treasures: 1 fine foods from town will serve as a guide within one day’s march of his home, avoiding all landmines and lairs of humanoids. The characters are welcome to camp with him at his chopper, and at night, the man will beg to hear news of the outside world. If the crashed helicopter is searched for valuables, roll d6: 1. Nothing salvageable remains/2. An empty assault rifle magazine is found/ 3. d6 Shotgun shells are located in a seat/ 3. A belt of 3d6 high caliber rifle rounds are found in an overhead compartment/ 4. A gasmask in a plastic case is uncovered/ 5. A tattered pocket bible is in the pocket of an ancient, crumbling skeletal pilot/ 6. A drum magazine for an assault rifle is jammed under a seat containing 50 rounds of ammo. 25. Half covered in soil and junk, is an olive green plastic crate. The thing is locked and sealed all around by a rubberized tube. To snap open the lock, a type D strength based hazard check is needed if done by hand, but using a crowbar, machete or other tool, a type A HC is all that is needed. Inside, and in like-new condition, is roll d6: 1. The mummified corpse of an ancient officer, still in uniform, a dark stain spread across his chest where long ago, a bullet passed through his heart. He lays with arms crossed, metals and insignia all over his crumbling dress uniform. At his hip is a nickel plated automatic pistol with gold engraving, ivory grips, full magazine loaded. In his chest pocket is a all-access military ID swipe card. His metals alone are worth 300+2d100sp if sold to a collector in a large trade town./ 2. A grenade launcher and 1 small box each of 10 fragmentation, 10 advanced fragmentation and 10 nerve gas grenades/ 3. A rocket launcher and 10 battle rockets./ 4. Ammo crate containing 100 standard rifle, 100 standard pistol, 100 high caliber rifle, 20 high caliber pistol, 50 shotgun shells, and 50 .50 cal rounds of ammo./ 5. Set of three assault rifles, bullpup style, with slings, barrel lights, 10 drained mini power cells each, three magazines each, and 4 boxes of standard rifle ammo for each, with each box containing 30 cartridges each./ 6. Light laser cannon with tripod. Separate shoulder straps exist for the cannon and tripod, with a power pack included complete with straps to attach the tripod to the pack. The power pack is drained but the whole set looks pristine. 26. A random character almost trips over a tube in the ground. If pulled on, the tube pulls up a canister containing 4 liters of fuel for a flame unit. There is a 3 in 10 chance that the other end of the tube is actually connected to a serviceable flame unit weapon! 27. Clear blue plastic water jug with handle but missing original lid can hold 2 liters liquid. Worth 2d8sp Rafael Ramos (order #6162871)
The Mutant Epoch RPG
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28. Plastic and steel floor mop with squeeze handle and partially remaining foam cleaning head. Bright red worth 2d4sp 29. Gasmask, desert camo print, military grade with non-reflective face shield and made of armored materials (improve defense value -4). 30. Plate of fresh looking sushi, plastic display, worth 2d8sp 31. Military jacket, digital camo print, urban grays, worth 3d12+40sp, but there is a 6% chance that in the shirt pocket is an advanced fragmentation grenade. 32. Alloy golf club, putter, treat as a club that is +3 SV and does an extra +2 DMG 33. Cybernetic arm attached to the skeletal remains of a shoulder blade, spine and upper arm bone. The limb is dirty and needs a few hours work by a technician before it can be implanted on to another cyborg. Details about the cybernetic limb can be found in the TME hub rules (or other resource containing cybernetic limbs). If the GM doesn’t have one in mind, then roll d6: 1. Weapon Arm, with grenade launcher and 20 grenade drum attached. Drum has a 50% chance of d6 frag grenades in it, a 17% chance of an advanced frag, and a 5% chance of d2 nerve gas grenades loaded/ 2. Cybernetic Power Arm with battery drained but otherwise in decent shape / 3. Weapon arm, Spring Spike, no batteries required /4. Weapon Arm, Chainsaw, electric powered. Power cell drained / 5. Weapon Arm, with assault rifle attached and 0 to 15 (d20 minus 5) cartridges of standard rifle ammo in magazine./ 6. Detachable Lower Arm. This unit doesn’t need more than to unscrew it from the other remains, a dusting and a bit of oil to make it operational. 34. Pair of military goggles, a bit sand blasted but in decent shape. 35. Arriving at the lip of an old bomb crater of roughly 60 meters diameter, the characters peer down to see a weed and junk choked opening to one side. Some sort of ancient opening presents itself down there about 6 meters, although all around the opening are the bones of beasts and humanoids, along with what appears to be several shredded backpacks. If the PC’s decide to investigate the packs or concrete lined cavern mouth, there are 3+d3 backpacks to explore, each with assorted rag tag clothing, a sleeping roll, dried up water-skin, moldy foodstuffs as well as one roll each from assorted loot from Table WT-1, in this collection. One random pack also reveals a random treasure item, roll d6: 1. An assault rifle magazine with d20 rifle rounds still inside/ 2. An advanced fragmentation grenade/ 3. A pair of binoculars/ 4. A fully charged standard power cell/ 5. d3 battle rockets/ 6. A folded up survival rifle, magazine empty, but it does have an attached barrel light with 50% charge remaining. GM: The cave entrance could lead to a maze of old
Wasteland Treasures: 1 bunkers, some of them possibly still served by their ancient micro nuke reactors and therefore guarded by automated traps and defensive robotics. The opening itself is the home to a predator that is 77% likely to not only be home, but observing the PCs outside. The beast will attack if anybody pokes their head into the dark tunnel entrance. Roll d6 to determine what lives within: 1. Scorpion, Cave/ 2. Spider, Freakish/ 3. Lizard, Skulking Render/ 4. Wolves, Mutant, 1 per PC/ 5. Insects, Tiger Hornets d3+1/ 6. Narkanna. 36. Cyborg’s skull. This unit w i l l have a random optical implant from page 89 of the Mutant Epoch hub rules, plus, an 18% chance of something else of interest. If something else, roll d6 here: 1. The skull is actually bait and attached to a fine wire wrapped around the pull pin of a fragmentation grenade. Lifting the skull releases the pin and those observing are each allowed a type C perception based hazard check to spot this peril in time to drop prone or behind cover. This assumes the characters know what a grenade is in the first place, however. Once the grenade detonates a band of humanoids leap up in a semi-circle to the front of the PC’s direction of travel and attack from 3d6+6 meters away. Use skullocks for low rank characters, numbering 3 per PC, or warmorts, one per PC for mid rank PCs, or, 2 warmorts per pc for high rank characters, with one warmort, their leader, hanging back behind an old rusted armored vehicle and taking pot shots with an assault rifle (-20 DV bonus for cover)./ 2-4. Computerized brain. Files deleted (mostly), any PC who inserts or plugs into the old brain will get flashbacks of ancient battles, sites, pass codes and horrors, usually seen within dreams)/ 5. A spotted scorpion leaps out onto the crotch of whoever picked up the skull, roll for initiative./ 6. Cables run down from the skull deep into the rocky, junk strewn ground. If the PCs continue to pull on the alloy cables and frayed wires, roll d8: 1-4. The cable is attached to a random weapon arm implant from the list on page 92 of the Mutant Epoch hub rules. Sadly, any power cells of the weapon are drained. Likewise, there is only a 19% chance of any ammo loaded and then only 10% of whatever the gun can hold./ 5-8. The wire’s snap free and sparks shoot put of the broken end. The eye of the skull gleams red for second and then goes blank. GM: A small Mecha hive have been using the eye on the old skull to observe the comings and goings of intruders into the area for decades. They have seen the characters and may or may not send out a detachment of 6+d6 light combots to eradicate the trespassers. Rafael Ramos (order #6162871)
The Mutant Epoch RPG
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37. Partially buried in the sand are a set of keys. Most of them are rusted metal, but attached is a security pass card. Anybody with relic knowledge will realize that the swipe card is of very high access and once belonged to a military person of very high rank, perhaps a general. GM: Can open nearly any military or government installation door within the area including those of vehicles. 38. In the distance, glinting in the sun (or moonlight) is a shimmering metallic object that looks like an ancient vehicle of some sort. Approaching it, the PCs see that it is an old tank, but in its turret is a slender finger that turns to face the approaching PCs and fires a laser carbine! GM: This is a light combot (page 180 of the TME hub rules, laser carbine SV 01-80, DMG 2d20+10, range 2km). The robot is rusted and partially melted into the turret of the inoperative tank, and can’t get out. The characters notice that all around the machine are the skeletal remains of deer, rabbits, and other beasts, which over the years must have gotten too close to the murderous robot. If the combot is defeated and the tank interior explored, the PCs find 2 rolls on the following list, rerolling duplicated results, roll d6: 1. The combot was attached to a Solar Generator Unit (pg. TME 198)./ 2. A broken heavy machine-gun, however, a belt of 20+d20 high caliber rifle rounds are still attached to the now useless gun./ 3. A Field Medical Kit (pg. TME 199)/ 4. A box of five M364 Howitzer shells for the tank’s now destroyed main gun./ 5. A military crate containing 3 assault rifles each with 2 full 30 round magazines, slings and cleaning kits./ 6. A pulse laser rifle in a plastic gun case. Comes with 4 drained power cells. 39. A chemical storm is brewing and appears to be heading the character’s direction. Many such storms are harmless, at least in the short term, but others can burn flesh, blind a person or expose one to lethal levels of toxins leading to a shortened life and a slow, painful death. The only shelter seems to be a wrecked armored personnel carrier (APC) about a hundred meters away. If the PCs wish to ride out the storm in the open, roll d6 here, but if they head for the APC, see the next paragraph. Storm results, roll d6: 1. The chem storm actually changes course and swings away to the east./ 2. The storm dumps yellow tinted rain on the characters that stains their skin, hair and clothing with a slight golden hue for the next month./ 3. The chem storm whips up abrasive grit, plastic strips, junk and then drops a torrent of bitter tasting, purplish water. Each PC not protected by some sort of chemical suit or wearing combat or better armor takes d6 damage from the storm/ 4. Bad news. The chem storm pummels the characters with corrosive rain as well as a hail of accompanying junk. All
Wasteland Treasures: 1 those not in some sort of protective relic suit, or combat armor or better, take 2d6 damage./ 5. The rain comes down in a torrential downpour turning the old war zone into a mud flat for the rest of the day. Worse, anyone not in a fully sealed suit complete with breathing apparatus is exposed to toxins. Those exposed must make a type E endurance based hazard check or be sickened and reduced to half movement rate for 24 hours, plus take d20 stun damage and d6 lethal damage. Likewise, each character with exposed skin suffers a terrible rash that reduces their appearance score by 20 for 6 months, and then leaves scars that permanently reduce APP by 2d4pts (minimum app of 1). / 6. Chem storm is devastating. Anybody with less than a fully protective relic suit or in relic combat armor or better is exposed to 3d6 damage from acid burns. Worse, the subject must make a type F endurance based hazard check to avoid a debilitating sickness that causes a 50% drop to movement rate, -4 initiative, -30 strike value, a permanent d6 drop to each trait and a 6% chance of developing lung cancer within 3d6 years (GM rolls this chance and the years before the cancer shows up). The APC is a wreck, punctured by holes that go clear through and show melted metal wherever a beam weapon once punched through the vehicle. The crumbling remains of four ancient soldiers lay heaped in the bottom of the partially buried vehicle. Somebody quickly looted the bodies long ago, but there are still a couple of items of value here, roll d12, 3 times, re rolling duplicated results: 1. An empty magazine for a submachine gun / 2. Scattered ammo: d4 .50 al rounds, d6 shotgun shells, d12 pistol rounds and d20 standard rifle rounds / 3. An empty 50 round drum magazine for an assault rifle / 4. A fragmentation grenade / 5. A drained power cell/ 6. An army helmet / 7. A pair of medium sized combat boots worth 20+d20sp/ 8. A magazine for an auto pistol with d4 rounds of ammo in it./ 9. A pocket flashlight, its battery drained but serviceable / 10. A 750ml bottle of scotch, never opened and worth 100+d100sp if sold in a large town / 11. A small, dark green plastic box containing 20 rounds of high caliber pistol ammo/ 12. A Long, flat plastic crate holding a pump shotgun with barrel light (drained), and loaded with 8 slugs. Shoulder strap and cleaning kit included. The Chem storm fails to harm the PCs who hide inside the APC, the tumult passing after an hour. 40. A random character is sees the dirt at his or her feet erupt! A metallic, skeletal hand reaches out and grabs at the PC, trying to tear away the person’s genitals or entrails. GM: This is a light combot whose legs have been blown off. Its laser carbine is drained so it resorts to using its hand in the initial attack. On its second round, it will reveal its spring spike to eviscerate the character. The first grab attack will do d6+12 damage if making a hit. This legless variant moves only 3m per round. If destroyed, the PCs can recover a power cell from its frame, plus, the laser carbine can be detached and taken to a gunsmith to be modified into a usable gun, at a cost of 200+2d100 silvers that is. Rafael Ramos (order #6162871)
The Mutant Epoch RPG
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41. The characters come across a giant, humanoid robot sitting in a ravine right before them. The machine, which must once have stood 6m tall, has been blown apart and is missing one arm, half a leg and much of the contents of its cranial unit. Weeds, vines and debris are hanging off it and it looks quite inoperative. If it, and the area around it, is searched, roll d6: 1. Nothing of value is found. Although it looks like somebody has lit a bonfire in the crotch area of the huge machine within the last few days. The remains of charred human bones are also discovered in the fire pit./ 2. The lost arm of the old machine is found and includes a destroyed machine-gun in the wrist. Here and there the characters find 3d6 scattered high caliber rifle rounds/ 3. There are several drained power cells clamped together and sealed in a plastic bundle hanging from the interior of the mighty machine. Climbing up to get the bundle of 4 rained cells is tricky however, treated as climb cliff on the climbing skill table, page 36 of the TME hub Rules, with a fall meaning dropping 3 meters onto Junk/Gravel./ 4. The giant war robot must once have fired rockets, as a belt of d6 battle rockets is kicked up right under the thing’s remaining arm!/ 5. The characters discover the heaped skeletons of many ancient dead soldiers all around the robot. They appear to have been there for a hundred years, as their bones crumble like dust. They do, however, offer up d6 army helmets, d3 ballistic vests and full suit of tactical armor./ 6. One of the many parts hanging down from the robot on rusted cables is actually an intact, but drained, power pack, complete with patch cables. 42. Plastic wine glass, a bit scuffed up but in serviceable shape, worth 5+d6sp 43. Roll of 30m digi camo duct tape, worth 4d6sp 44. Baseball cap, desert camo with the word INFIDEL written on front, worth 4d6sp 45. Olive green backpack, frameless, half buried. Worth 4d8sp, but 23% chance that inside is something else, roll d6: 1. Full 30 round magazine for an assault rifle/ 2. Drained but poly-sealed standard power cell/ 3. Plastic box of sealed pistol ammo, 40 rounds/ 4. Plastic zip bag containing a fully loaded automatic pistol and spare empty magazine/ 5. Gasmask and d4 nerve gas grenades/ 6. Rare, folding rocket launcher with sling and 4+d4 battle rockets. 46. Small black metallic pin with the statement ‘Take No Prisoners’ written on it. Worth 2d4sp 47. Knee Pads in mesh bag. Black, Made of armored material and improve wearer’s DV by -3, worth 40+2d0sp if sold. 48. Desert digi camo range bag with multiple pockets. Filled mostly with sand and rotted clothing, but also present is something of value roll d6: 1. Baggy of 6 mini grenades/ 2. Empty assault rifle magazines in plastic zip-bag / 3. Small, sealed black case containing a barrel light and 5 drained mini power cells/ 4. Small box containing 20 pistol rounds/ 5. Large plastic belt pouch containing a set of
Wasteland Treasures: 1 night vision headgear and 2 drained mini-power cells (see page TME 201)/ 6. Dark green plastic case containing a fully loaded, high caliber automatic pistol, complete with spare, fully 20 round magazine, and drop leg holster. 49. Ultra rare USMC combat knife and sheath. This model is black alloy is treated as a dagger, but gains +5 SV and inflicts and extra +5 DMG on a strike (DMG thus d10+5) 50. An ancient skeleton, or at least the upper portion, recently exposed by erosion. The crumbling remains are wearing a tattered but serviceable ballistic vest and army helmet. 51. A heap of olive green body bags sit in the bottom of an old, weed choked bomb carter. Many of the bags have been torn open by the elements, revealing bleached, white bones and shredded clothing. If the bags are torn open the PCs may reveal something of value on the long dead soldiers, or some other outcome, roll d6: 1. One corpse has an undetonated battle rocket lodged in its ribs. If tampered with further, there is a 2 in 6 chance it goes off (blast radius 5m, SV 01-80, DMG 2d20). If it doesn’t detonate when touched, it will eventually blow up if disturbed and is not safely reusable./ 2. Gold fillings within skull, worth 3d20sp/ 3. A ballistic vest/ 4. Skeleton of a cyborg with a drained or ammo depleted weapon arm along with an optical enhancement (pg 89 TME hub rules)/ 5. Empty drop leg holster, nylon, no gun but an ammo pouch attached to holster contains a magazine for an auto pistol containing d12 rounds./ 6. A relic razor sword pierces the rib cage of one skeleton. 52. Polarizing, wrap around safety goggles with red frames and headband. Worth 50+d100sp
53. Half buried olive green nylon duffle bag. Inside is, roll d8: 1. Nothing but rotted uniforms and girlie magazines./ 2. Life size blow-up doll of a blonde woman, worth 3d6sp./ 3. Full suit of tactical armor, desert camo, with helmet./ 4. Hard plastic case, inside is a black assault shotgun with fully loaded magazine (40 shotgun shells)./ 5. Desert camo Ghillie suit. Wearer gains 3 skill points in conceal self or concealed movement (see stealth skill page TME 51 hub rules) worth 40+2d20sp/ 6. Field Medical Kit, power cell drained (pg. TME 199) / 7. Solar Generator Unit (see page 198 TME hub rules)/ 8. Rare fold out mountain bike (see page 203 TME hub rules for normal mountain bike. This one is ultra-light weight and folds to fit in 90 x 70cm flat format, the knobby wheels being the biggest parts). 54. Three piece folding shovel, worth 4d8sp 55. Foil emergency sleeping bag in a fist sized case, worth 3d12sp 56. Pencil, half of its length remaining, HB, worth d3+2sp 57. In a wide depression in the ground, the characters see heaps of mangled armored vehicles, twisted warbots, burnt out choppers, jets and other machinery of ancient warfare. The weed choked mess offers plenty of places to seek shelRafael Ramos (order #6162871)
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ter, but so too, could easily be hiding a whole tribe of humanoids, or worse. Although it all looks well looted, the PCs can poke around and see what they discover. After rolling d6 for a discovery, roll a d8 for an event. Discovery roll d6: 1. A half dead human woman, tied hand and foot to the inside of a truck. She has 2d6 endurance left and if revived, says she has been kidnapped from her village and been the slave of a tribe of Skullocks, who just ran off a few minutes before. (89% chance that 4 skullocks, per PC, pop up all around the junk mound and begin to fire arrows at the PCs using regular bows. They are also armed with machetes and knives. /2. An unfired M364 howitzer shell/ 3. An empty magazine for a submachine gun/ 4. A rifle bipod/ 5. A heavy machine gun on a tank turret. No ammo preset/ 6. A rocket launching turret on a mangled light tank. Inside one of the 12 tubes is an operational advanced battle rocket. Event roll d8: 1. Skullocks in ambush, camouflaged in a sort of junk ghillie suit and at 6 meters range when they leap out, 2 per PC, The peskies are each armed with a machete and junk shield making their defense value –18 and movement 6.5m per round./ 2. While poking about between two tanks, the metal junk shifts and one tank tips over on a random character. The PCs is allowed a type C agility based hazard check to leap aside in time, otherwise gets crushed. Treat crushing as an attack, with any hit meaning the PC is pinned and must be dug
out (which takes 20+3d20 minutes). SV 01-95, damage d100. /3. A massive mutant snake lives among this metallic junk heap, a creature with both a poisonous bite (Type D hazard check required to avoid 3d6 minutes of paralysis) and the constriction abiltiy. It knows the PCs are in its lair, and hunts a random character, approaching from the rear and not seen until 2d6 meters away. /4. A forgotten soldier rises from the dust at the bottom of an overturned armored car. This android is a combat variant, armed with a fully loaded pump shotgun, with a pouch of 3d10 spare shot shells at the ready. It will evaluate intruders into its patrol zone and attack when the hostiles (PCs) split up, using cover when possible. If the PCs leave the area, it is only 13% likely to pursue and attempt to destroy them all. / 5. Somebody happens upon a landmine. The PC is allowed a type B perception based hazard check to spot the mine a fraction of a second before stepping on it. Failure results in a blast: SV 01-90, damage d20+15. / 6-8. As the PCs are looking about, the character with the highest perception score notices a dust cloud on the horizon. Approaching, about a kilometer away, are 20+3d6 skullocks. One of them, the largest (with 44 END), seems to be carrying a relic gun (an old Remington sporting
Wasteland Treasures: 1 rifle. Treat as a sniper rifle but only has a 5 round magazine. It has no scope or bipod but even so, with the skullock’s base SV of 01-50, this shooter has a SV of 01-68 with normally placed shots, or a 01-110 if taking two rounds to stop and aim carefully on a random PC. The Skullock chieftain has a pouch holding 3d6 spare high caliber rifle rounds. The gray skinned humanoids have not yet seen the PCs, but use the wrecked vehicles as a base camp. Moving 7 meters per round, the war band won’t reach the wreckage mound for 143 rounds, (20 rounds per minute so 7 minutes or so). 58. An army helmet with a crumbling skull still inside. 59. Foam sleeping roll, olive green, worth 20+d20sp 60. A zip baggy holding d6 standard rifle rounds along with 3d6 pistol cartridges. 61. A half buried skeleton wearing a tattered but serviceable ballistic vest. 62. A heap of skeletons in shredded uniforms many of them look like their bones were melted. Searching them results in two d8 rolls here: 1. Army helmet/ 2. Tactical helmet/ 3. Safety goggles/ 4. Switchblade knife/ 5. Ammo pouch with empty assault rifle magazine inside/ 6. Gasmask/ 7. Ankle holster under shredded pant leg, revealing a fully loaded pocket pistol in a nylon holster./ 8. Skeleton actually wearing a full suit of tactical armor, without helmet. 63. A mostly buried ballistic shield. 64. A blown apart deer lays sprawled across a rather fresh crater. Looks like it walked on a landmine. The blast moved plenty of dirt and reveals a buried skeletal leg wearing an army boot. If the PCs elect to spend a half hour digging out the remains, they uncover something, roll d6: 1. A long dead soldier whose uniform has rotted away. All he has left are a stinking pair of combat boots (worth 20+d20sp)/ 2. The Skeleton wears a ballistic vest, army helmet, and on his hip, a drop leg holster with a dusty but repairable auto pistol with two full magazines. Somebody with the gunsmith skill is needed to make this weapon function./ 3. Damn! The leg is not attached to anything at all and no loot is discovered here./ 4. The skeleton wears a full suit of tactical armor including a tactical helmet, however, it is laying on an unexploded landmine and to remove the armor means potentially blowing oneself up. GM: The PCs can try to drag the remains off the mine with rope, with the mine detonating 67% of the time and ruining the armor./ 5. The skeleton is that of a cyborg with a random optical implant and weapon arm, complete with ammo or drained power cells as befitting the implants. / 6. The skeleton still holds an assault rifle. The weapon needs a gunsmith to clean and make operational again, but the fully loaded 30 round magazine is serviceable after a half hour of cleaning and the application of a bit of gun oil. 65. A blown apart robot lays scattered across the ground before the characters. While inoperative, the parts rust-proof parts look valuable and can be stuffed in a sack and sold at a large trade town. If accomplished, the PCs end up with a 40 kilogram sack of noisy robot parts that they can sell for 2d100sp. 66. An old artillery piece lays tipped on its side nearby. The barrel is bent and eroded, but, among the weeds and crumbling skeletons, there is the chance of something of value. Roll d6: 1. The characters find nothing at all here/ 2. An army helmet on one skeleton / 3. A broken magazine for an assault rifle, the ammo, 3d6 rounds, scattered among the metal and grass/ 4. A brittle skeleton wears a decaying harness comRafael Ramos (order #6162871)
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plete with pouches. In one pouch are d3 fragmentation grenades/ 5. A small glass bottle is in the torn pocket of a mangled skeleton. The bottle contains 300+d100ml of fine and drinkable Rum. / 6. A dark green crate, almost impossible to see among the junk and weeds, is uncovered. Inside are six M364 Howitzer shells in perfect condition, their airtight foam lined case having protected them all these years. 67. Wind has eroded away the soil on this high ground, revealing coils of wire, tubing and strange electrical parts. Anybody with the electrical technician skill will recognize their value at once, at least for sale value. If pulled up and stashed in sack, the 30kg of invaluable wire and spare parts will fetch 3d100+20sp in a large trade town. 68. Half buried is an old paper book protected in a thick plastic zip-bag. The book is worth 200+2d100sp in a large town. Roll d6: 1. The Art of War by Sun Tzu / 2. The Rise of Napoleon Bonaparte by Robert Asprey / 3. Clouds of Glory: The Life and Legend of Robert E. Lee by Michael Korda / 4. We Were Soldiers Once... and Young: Ia Drang The Battle That Changed the War in Vietnam by Harold G. Moore, Joseph L. Galloway/ 5. The Conquest of Gaul by Julius Caesar, Jane Gardner and S. Handford / 6. The Prince and the Discourses by Niccolò Machiavelli. 69. Amid a tangle of metal, bones and flapping plastic sheets, the character with the highest perception is allowed a type D hazard check to notice a razor sword just laying in the filth. Failure to spot the sword means the sword is missed altogether. 70. A blown apart ancient army truck lays mostly buried in the sand and weeds. All about are scraps of metal and assorted junk. The box of the truck appears to have once been a solid container, but is now riddled with bullet holes. Nevertheless, in a pinch, this hold could make a serviceable camp or escape from a sand or chem storm. The character with the highest perception score happens to notice a handle sticking out of the ground abut a dozen meters from the wreck. If investigated, and pulled on, roll d6: 1. The handle is for one of the rusted doors of the truck/ 2. It is the handle of a ballistic shield with the word POLICE on it./ 3. The handle is that of an ancient rocket launcher. The impressive weapon was made of tough, rust proof stuff and even loaded with one live battle rocket. If somebody with the gunsmith skill cleans this device, he or she can have it operational in an hour; anybody else will require 5 hours to accomplish this task and has a 13% chance of inadvertently detonating the rocket on his or her lap./ 4. The handle is for a suitcase, which is pulled free easily enough. The closed, hard plastic case reveals what used to be assorted papers, now just shreds and unreadable, along with a targeting optics headset and 2 drained mini power cells./ 5. A military crate filled with 6 each of Fragmentation, smoke, teargas and advanced frag grenades. All sealed in original plastic and like new./ 6. A military case containing an oiled, dirt and rust free sniper rifle, scope, bipod, sling, carry case, two magazines and four boxes of 20 high caliber rifle cartridges. 71. Woodland camo military parka. Some tears and old bullet holes, but in decent shape. Worth 10+3d6sp, however there is a 21% chance that in the left hip pocket is a auto-pistol magazine with d12 rounds of ammo in it. 72. Pair of men’s urban camo (assorted grays) military trousers. Some rips but in nice shape and worth 3d10+20sp.
Wasteland Treasures: 1 27% chance that in on leg pocket is a random item of great worth, roll d6: 1. Plastic encased tube of 6 mini grenades/ 2. Switchblade knife/ 3. Fragmentation grenade/ 4. Set of three anti-toxin injectors in original plastic sheathing/ 5. Magazine for an assault rifle, loaded with 3d10 rounds of ammo./ 6. Fully loaded pocket pistol. 73. Unopened olive green military rain poncho. Big enough to accommodate a wearer and his or her backpack. Worth 30+d20sp if sold unopened, half that if used prior to sale. 74. Compass, military grade, rugged, folding and comes with pocket flashlight in cover but mini power cell drained. 12% chance has a hidden location beacon built into wrist strap. Worth 100+d100sp 75. Dark red plastic box, square with sturdy shoulder strap and snap latches. Writing on outside peeled off. If opened, contents reveal eight large, heavy orbs, 4 red, 4 green as well as one fist sized orb colored white. Any character with the relic knowledge skill is allowed a type C Intelligence hazard check to realize these are not some sort of ancient explosives, but a Bocci lawn bowling set. 76. Munitions crate, tipped over and half buried in a crater. Seals locked and melted. It must be hacked open to reveal the contents: 20+d20 standard rifle rounds, 4d20 +20 standard pistol rounds, d6 fragmentation grenades, d3 battle rockets, d6 fully loaded assault rifle magazines, d2 assault rifles with slings and sealed in oiled poly-sleeves. An 18% chance of a rocket launcher and a 9% chance of a sniper rifle with scope and bipod and four 10 round magazines with ammo. 77. Balaclava, faded black polyester, worth 2d4sp 78. Tactical penlight, uses drained mini power cell, has wrist strap as well as spring out switchblade, fold-out fire starter, whistle, and opening handle containing 10 water purification tablets, 10m micro-filament wire and a location beacon. Worth 300+2d100sp 79. Men’s medium size desert tan army boots, attached to half buried skeletal remains. Pair in battered but serviceable shape and worth 20+3d20sp 80. Small nylon pouch, folds open to reveal it houses up to ten shotgun shells with d10 present when found. Has a slip on belt loop but can also be adjusted to fit the butt of a fixed butt shotgun. Worth 20+d20sp without shells. 81. Black plastic wrist band with faded colors on one side. GM: Radiation detection wristband. When a color glows bright, it detects radiation or a lack thereof. Motion of wearer powers unit. Green means no radiation. Yellow means slight but harmless traces. Orange means radiation of dangerous levels within 1km, while red means the wearer is currently being exposed to some harmful level of radiation. If sold as a mere plastic trinket, will fetch only 2d4sp, but if its radiation detection capabilities are known and proven, or recognized by a well informed relics dealer, could sell for 200+3d100sp Rafael Ramos (order #6162871)
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82. An empty magazine for an assault shotgun. 83. Sling for some sort of small arms, such as an assault rifle or SMG. Single point, butt carrying mode. Olive green nylon, worth 10+d10sp. There is also a 16% chance its previous owner had slipped on a nylon pouch containing something of value, roll d6: 1. Baggy of 3d6 rifle rounds/ 2. Magazine for a submachine gun containing 3d10 rounds of pistol ammo/ 3. d4 Shotgun slugs and d6 standard shotgun shells/ 4. d3 Anti-toxin injectors/ Large flashlight with drained power cell/ 5. Plastic wrapped box of 20 pistol rounds/ 6. 2d6 .50 Cal cartridges. 84. Pocket Bible made with plastic cover and interior pages, worth 100+d100sp 85. This area is covered in the ruins of heavily fortified concrete and steel pillboxes. About a dozen can be seen, at least the ruins of them. Only one appears to have any sort of roof on it and could serve as a shelter for about 6 people. If entering it, the PCs notice that the old energy weapon that once fired from this position was an automated gun. It is beyond repair, but kicking about in the dust, trash and bones, the explorers could find something, roll d6: 1. More dust and bones/ 2. An empty assault rifle magazine/ 3. Scattered rifle ammo, 2d6 rounds/ 4. The skeleton of an ancient soldier in a suit of tactical armor, complete with helmet / 5. A buried box holding a now drained power pack that once powered the energy weapon/ 6. A steel hatch that when opened, reveals a ladder down 4 meters to a corridor below. If explored, the lower level grants access to the team to explore the tunnels that connects the pillboxes to a central command post and abandoned living quarters beneath the battlefield. A micro nuke reactor still hums someplace far below the control center, and automated defense systems serve as traps to eradicate unauthorized personnel. See page 119 of the TME hub rules and roll d20 on table TME-3-5. 86. Tri-fold wallet, flat tan nylon with 3d100 dollars in old world money, some credit cards and family photos along with a medium security access swipe card. 87. Roll of alloy razor wire, 10+d20m in length. Climbing through such wire, when deployed, is considered to be attacked. Strike Value 01-50, Damage d8. If sold, wire fetches 2sp per meter 88. Among a heap of empty M364 Howitzer rounds is one intact artillery shell, half buried in the dirt. 89. A crashed jet fighter laying on its side and broken beyond any hope of repair. The cockpit is open, the pilot’s seat missing and presumably ejected. Inspecting the craft for any valuables reveals something, roll d6: 1. A razor sword tucked into the cockpit on the left hand side, previously hidden by caked dirt and weeds / 2. A magazine of a pocket pistol laying pinned under a floor panel, fully loaded / 3. A smoke grenade sitting in
Wasteland Treasures: 1 a nylon pocket on the left side of the cockpit / 4. In the remaining wing, near a gun port, is a belt of 2d6 fifty caliber cartridges / 5. Gasmask in a cockpit panel / 6. A single advanced battle rocket still sitting in a nose mounted launcher bay. 90. Dark green 20L fuel Jerry Can, empty, but lid still screwed on, worth 28+d20sp 91. Rolled up olive green sleeping bag in nylon and plastic wrap. Never used, half buried, worth 30+d20sp 92. Desert digi camo Boonie hat, worth 3d6+6 sp 93. Mechanic’s tool box, plastic, dark green, filled with a dream tool set suitable for anyone with the robotics, electrical or electrician technician skill. If sold, would fetch 300+3d100sp. 94. Small green tube of dark and light brown face camo paint, worth 4+d12sp 95. Nylon hydration backpack, 8 liters capacity, with 6 side and back pockets and gear hooks, shoulder straps. Dark green. Worth 50+d100sp 96. An old nylon army belt protrudes from the ground. This desert camo items has an old plastic canteen still attached (void of water), as well as an alloy knife (treat as a relic switchblade but +2 SV and does +2 DMG), also present is a double pouch for an automatic pistol, but only a 17% chance that d2 full 20 round pistol mags are present. 97. In an old blast crater, strung up by their feet are the rotting, fly covered corpses of what appears to be a dig team. There are two cyborgs, four mutants and six pure stock appearing cadavers. All have been stripped clean of gear and clothing, skinned, partially eaten by scavengers, and the implants on the cyborgs yanked from their skulls and limbs. They hang from rusty metal beams and dangle 4 meters up in the air. In the ground around them, junk, stones and bones have been set about in cryptic symbols. The team notices that heaps of skeletons lay the outer edge of the crater, some many years old. GM: If the PCs wish to observe this site from a camouflaged position, they can wait and see if anybody returns to the grisly place. Besides the normal encounters for Old War Zones, there is a 18% per day, plus 2% per day thereafter (so on day 2 the odds are 20%, day 6 30%, etc) that the team sees a cloud of dust approaching a kilometer away. Soon, a procession of 20+d20 cultists in dirty red cloaks arrive, dragging an assortment of 4+d6 excavators by ropes. The excavators are beaten down to 3d6 endurance each, their arms and armor removed and loaded in a cart that the religious zealots also drag along behind them. These cultists consider the old battle zone to be holy ground and have banned all other humans and humanoids from entering this divine territory, the punishment being ritual sacrifice to the gods of rust, bone, and spent ammo casings. Treat them as raiders for stats on the typical human table, page 137 of the TME hub rules. One, treated as a bandit leader, is also the priest and carries a sniper rifle loaded with 10 rounds of ammo and supplied by a baggy of 3d6 spare high caliber rounds. The weapon comes complete with a scope (+20 SV bonus) 98. Munitions case, elongated, mostly concealed in junk and skeletons. The latches must be broken to reveal the airtight contents. Within are a Missile Launcher tripod and four Assault Missiles (pg. 197 TME hub rules). 99. Military drop drum, still attached to a shredded parachute. The drum has recently been exposed by a landslide, along
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with numerous skeletons. The drum is sealed and can take 50 points of damage before being broken open, DV -20. Inside is a heavy machine gun, tripod with shoulder straps, and crate of 2 separate 100 round ammo belts, loaded with high caliber rifle rounds. The whole drum, if closed up and lashed shut, weighs 60kg and may take two people to carry. 100. A partially exposed black munitions box. The thick plastic has sealed the contents and the latches must be hacked off to reveal the contents. Inside is a chaingun, optional tripod, and an ammo pack filled with 200 standard rifle rounds, which by way of the included ammo belt, can feed cartridges to the awesome weapon.
Table WT-3
Loot, Trophies and Curiosities found on Wasteland Savages Roll d100
01. Strapped to the humanoid’s back in an old plastic drum, is a collection of ferocious and enraged bog spiders (pg TME 171). The drum will smash open and release the spiders if the humanoid falls over, the arachnids attacking anybody around them. There will be 4+d8 of these deadly creatures in the drum and were intended to be used to hurl over an enemy fortification by way of a lacrosse stick. 02. The humanoid had a fragmentation grenade in its hand when it fell, managing to pull the pin and roll over on the explosive. When searched, the grenade tumbles out of the thing’s hand and goes off. The searching PC is allowed a
Wasteland Treasures: 1 Type D perception based hazard check to notice the grenade in time to drop prone on the far side of the fallen humanoid and escape any harm, otherwise he or she is attacked: SV 01-70, damage d20+10. There is a 57% chance that this humanoid has d3 extra frag grenades in a hip pouch. 03. The humanoid’s fur cloak begins to yelp and bark and the characters searching the body discover that the patchwork of pelts the thing wears has a farm dog puppy stitched into the furs. The hapless creature can be cut free and if given food and water, and love, could grow to be a loyal pet. 04. Snapped off side view mirror of an old car, worth 4+d8sp 05. Dusty and stained crank-up electric shaver, worth 50+2d20sp 06. Small tape dispenser with roll of 3d20m of clear tape still on roll. Worth 6+d6sp 07. Necklace of assorted teeth, mostly animal, but several are human and of these 2d6 have gold dental fillings each worth 10 silver coins. 08. Box of 3d6 nylon surgical gloves, adult, fit either hand each worth a silver coin 09. Humanoid wears a headdress made of fingers,, teeth and a whole hand sticking up like meaty feather. 10. Plastic bookmark with inspirational saying on it. Roll d6: 1. Why do today what you can put off until tomorrow?/ 2. Jesus Shaves/ 3. Do others as you’d have them DO you/ 4. Don’t hate me because I’m beautiful / 5. STOP human-animal Hybridization NOW! / 6. Save the mutants - its not their fault! 11. Collection of human and mutant human thumbs on a string made from a broken set of earbud headphones. 12. Plastic dinosaur on a string. T-Rex, bright blue and worth 3d6sp 13. Human foot, tried and peeling, fixed to the butt end of an axe. 14. Pair of human hands, sewn together and worn on the humanoid’s head as a pair of ear muffs. 15. Bright yellow adult man’s lifejacket worn over other clothing or armor. In decent shape and worth 20+d20sp 16. Ladies negligee, pastel purple with black lace frill. Worn as headdress and worth 3d6sp 17. Ancient toothbrushes worn on a dental floss string around humanoid’s neck. Toothbrushes filthy and worn down, but of some value. 3d6 of the things each valued at 1sp. 18. Head of a gorgeous female android worn on humanoid’s head, attached to bones and feathers. The head sings opera whenever the stick is shoved up into the still operational unit. Other than singing opera too loud, the head is unresponsive yet worth 50+d100sp to the right buyer in a large community. GM note: This head is actually relaying audio, video and current location data to a nearby Mecha hive. This particular anti-human robotic stronghold is searching for both solar panels or other power generation gear, or somebody with the robotics technician skill. Rafael Ramos (order #6162871)
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If either of these is located, several android agents will try to infiltrate a human community to acquire these high value targets. 19. Anti-toxin injector (see page 199 TME hub rules) worn on necklace of human teeth. 20. Headdress of 20+d20 old world action figures from assorted science fiction and super hero movies and comics. Each worth 5sp. Tied together with ancient wire and sinew. 21. Pelt of a jaguar, worth 60+2d20sp 22. Skinned human face worn as mask over humanoid’s true face. 23. Safety goggles worn by humanoid when engaged in combat. 24. Plastic hula skirt worn by humanoid, bright green and a bit tattered, but worth 2d4sp 25. Collection of assorted human and animal eyeballs strung on cord around humanoid’s waist. 26. Collection of human fingers worn on strings around humanoid’s ankles. 27. A single fifty caliber cartridge worn on a twine string around humanoid’s neck. 28. Series of 20+d20 empty relic water bottles, 500ml size with caps, worn on a series of strings as a sort of noisy, shiny cape. Each bottle worth 1sp if sold in a large town. 29. Plastic plate with palm tree and sail boat picture worn as a breast plate by this humanoid, worth 3+d4sp 30. Starstruck coffee, blue barista apron worn by humanoid, worth 2+d6sp 31. Child’s purple beach bucket and attached sand shovel worn at humanoid’s hip. Inside is an assortment of dried meat of questionable origin. Bucket and shovel worth 3d6+6sp 32. Bright yellow kids snorkel, without scuba mask. Worn at the humanoid’s crotch as a symbol of fertility. Worth 6+d12sp 33. Fashion doll, Hawaiian Pop Star, wearing rag tag bathing suit, worn on barbwire necklace, worth 20+d20sp 34. Army helmet with ancient, crumbling skull inside, worn on a frame of ribs and wire above humanoid’s head. 35. Grisly necklace of severed human body parts in a gut cord string: Roll d12 for parts on string: 1. Penis/ 2. thumb/ 3. right ear/ 4. left ear/ 5. finger/ 6. eye/ 7. gall bladder/ 8. heart/ 9. testicles/ 10. big toe/ 11. toe/ 12. tongue. 36. Cybernetic skull in a mesh bag worn at humanoid’s hip (see roll 36, on page 11 of the Old Warzone table 1 for details). 37. In a wooden a cage at the humanoid’s hip is a dangerous pet, which will be released if its owner is put down in a fight as the cage breaks and frees the thing. Roll d6 for pet: 1. Spotted scorpion/ 2. Venomous lizard/ 3. Small snake/ 4. Spider, bog/ 5. Insect, doom moth/ 6. Frog, Poisonous. 38. Small translucent plastic bottle made of red plastic, child safety lid. Inside are d100 muscle and flu pain relief pills. Each pill worth a silver coin and bottle worth 2d4sp Clear plastic spray bottle on a rope. Liquid inside is ethanol fuel that the humanoid may have been drinking or
Wasteland Treasures: 1 spraying on wood to start fires. 100+d100ml and bottle can hold a liter and worth 2d12sp. 39. A broken wrist watch worn on a string along with a collection of assorted teeth, claws and tusks worth 2d6sp 40. A pair of small blue handled needle nose pliers worth 2d8+8sp 41. Plastic hairbrush, filled with lice, blue, worth 2d4sp if cleaned. 42. Massive, noisy necklace made of old and new era coins, bells, office accessories and other metallic junk. Worth 3d20sp. 43. A belt made of human skin, complete with the faces of no less than 2d6 people. Punched through and hanging down like tassels are assorted fingers, eyes, and other dried body parts and organs. 44. Old world wedding ring, gold band set with a single tiny diamond, worth 400+4d100sp 45. Helmet made of pounded and riveted old world license plates. DV improved by -3, but otherwise no resale value. 46. Pendant of a human hand, desiccated but wearing 5 different old world rings. Each worth d100sp 47. Plastic makeup bag, clear, worn on hip and containing tweezers, nose hair scissors, nail clippers, d3 bottles of nail polish, eyelash curler, sponge and nail file. Set worth 20+d20sp. 48. Golden, Celtic cross, worn upside down, old world design, worth 200+d100sp 49. Pocket pistol, empty, carried in a pink plastic child’s purse. Purse worth 3d6sp 50. Plastic box containing 20 high caliber pistol rounds 51. 2d6 blank ammo rounds, usable by any standard pistol firing weapon. Harmless and used for starting races or film making 52. Headdress made of wire coat hangers, dried grass, scalps, finger bones, dried skin and plastic toys. Shaped like an eagle’s head with out stretched wings, Plastic portions will fetch 3d6sp 53. Mask made of sheet metal and human scalps. Dangling from chin are d6 standard rifle rounds lashed to mask with leather strips, interlaced with the fingers of several past victims. 54. Dried human hands on a string, 2d4 hands of various sizes, ages and genders. 55. Human baby in a mesh bag. Still alive but dehydrated and barely conscious. 56. Bottle of red wine, bottled last year and worth 6+d6sp 57. Zip bag containing assorted relic ammo: 2d6 .22 rounds, d4 shotgun shells, d2 .50 cal cartridges, d8 standard pistol and d12 standard rifle rounds. 58. Snap together relic spoon, fork and butter knife set, worth 4d6+20sp 59. Stuffed animal, appears to be red fox, ancient and tattered but worth 2d4sp Rafael Ramos (order #6162871)
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60. Milk jug, 4 liters, filled with a horrendously bad tasting alcoholic brew of some sort. 61. Small spray bottle with ancient writing on side stating ‘Eyeglass Cleaner’ worth 2d4sp 62. Pair of wrap around black sunglasses, worth 4d6+6sp 63. Press and seal foil bag containing dried apple chips. Ancient, but recently opened and very fresh. Half eaten. Worth d3+1sp 64. Plastic party hat, bright pink, made of some sort of plastic-paper. Worth 2d4sp 65. Roll of tinfoil, 3d6m remaining, valued at 1sp per meter length. 66. Ancient nylon rope, white with green stripe. 10+d20 meters in length and worth 1sp per meter. 67. Collection of animal and humanoid teeth in plastic zip bag. Worth a silver coin. 68. A human hand and 4 fingers on a necklace of teeth. Fresh and still bloody. 69. d6 Condoms in foil pouches. Very old and if used, 15% chance of breaking at most important moment of use. 70. Swimming goggles, bright blue, worth 18+2d12sp 71. Stainless steel pair of adjustable clamp pliers, in amazing shape and worth 20+d20sp 72. Plastic box with sealed case of 4 camo spray cans. One can each of olive green, desert tan, dark brown, and grey. Need a good shake but operational. Oil based matt paint for military purposes. Whole set could sell for 20+2d20sp 73. Sealed plastic crate filled with 12 packages of foil wrapped dried cheddar cheese powder. Each packet worth 5sp 74. Stainless steel pulley, freight sized and weighs 3kg, worth 2d6+6sp 75. Canister, clear, pump, minty smelling. 500ml of foot spray. Worth 2d6sp 76. Shampoo, army issue, half full of dried powder, but if reconstituted with water will turn back to a fine product. Worth 2d6sp. 77. Olive green, military issue folding table. Plastic with alloy legs. Banged up but folds out to different heights. Weighs only 2kg and worth 18+2d20sp 78. Necklace made of spent ammo casings, along with 3d6 unfired .22 caliber rounds. 79. An old world Balinese gong made of bronze, worn as a chest plate (DV improved by -4). Worth 50+d20sp 80. Assortment of pre-painted 28mm scale plastic fantasy figures. These are worn all around the humanoid’s body and tied to scalps and other hair, twine and string. 10+3d6 minis, each worth 3sp 81. Headdress in shape of crown, with 6 fifty caliber rounds laced among beads, plastic toys, 3d6 silver and 2d6 gold coins, along with assorted war trophies taken from victims, including eyes, ears, fingers, penises, toes and a whole hand hanging down the back. 82. A spotting scope in its original foam lined plastic box. Worn on rope at the thing’s hip.
Wasteland Treasures: 1 83. Worn as a crown, this humanoid shows off his achievements with a collection of fingers, teeth, scalps, and dried organs; as well as a set of old dog tags worth 2d6sp 84. Doll’s heads worn on a necklace of dog teeth. Worth 3d6sp 85. Shrunken head of a human, worn on a simple leather strap. Anyone to lift it notices it is heavy and has something ancient stuck inside. Roll d6 to see what’s in here: 1. Mini grenade/ 2. Fragmentation grenade/3. Smoke gas grenade/ 4. Advanced fragmentation grenade/ 5. Nerve gas grenade/ 6. Baggy of 4+d6 standard shotgun shells and d4 slugs. 86. Cigar wrapped in plastic with ‘It’s a boy‘ written on it Worth d4sp 87. Silver booze flasks with the words ‘Grad 2114’ engraved in it. Filled with disgusting tea-blood mix. Worth 30+d20sp 88. Fist sized, stainless steel trinket box. Lid opens and plays an classical tune (Dance of the Sugar Plum Fairy by Tchaikovsky, circa 1892). Needs to be wound up daily. Contains grisly trophies including fingers, worth 50+d100sp. 89. Three legged folding stool with camo print seat, worth 4d6+10sp 90. Small stainless steel and glass, 1 minute hourglass, worth 4+d8sp 91. Plastic clip board on a string, Snapped into it are dozens of scraps of old world papers, including a tattered map from the pre-devastation world of the very area that the characters currently stand, showing subways, military bases, no-go zones, shopping malls and warehouse districts. Clip board worth 2d4sp. 92. d6 bottles of red wine of recent vintage. Name of wine reflects that of the nearest agricultural community. 93. Tied to the back of the humanoid, like a cape, is a teenage human captive. The brutalized person is sun burnt, dehydrated, half starved and down to his or her last 2d6 endurance points. If saved, he or she relates that the sub human captured him or her on the edges of a farm field outside a nearby barter ville. The return of the teen will fetch the PCs a reward of 50+d100sp, d4 hogs, a goat and 2d6 chickens, plus a permanent welcome by the community and free room and board should the team make a home base of the ville.
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94. A live animal is tied by its feet to the humanoid’s belt, roll d6: 1. Piglet/ 2. Chicken / 3. Turkey/ 4. Goose/ 5. Rabbit/ 6. Cat/ 7. Gutter Rat/ 8. Marmot/ 9. Weasel/ 10. Mud worm/ 11. Baby Skullock/ 12. Otter. 95. An empty pump shotgun with folding stock and sling. 96. The living torso and head of a beautiful female concubine android. Her limbs have been removed and stuffed in a sack to stop the curvaceous machine from fleeing. This unit is very friendly to pure stock humans and says she once served an officer, over a hundred years ago, and survived a crash from space. She claims to know of the crash site fifty kilometers away and will take the PCs there so they can recover high tech gear and repair her in the ship’s workshop. If reassembled, she will happily tag along on expeditions, but doesn’t have a violent line of code in her nature and won’t even lift a finger to defend herself. She does, however, fail to see mutants and other non pure stock appearing individuals as valid entities, and ignores them completely. Running on some survival program, she will try to elicit the passions and adoration of the best looking male pure stock in the group, and refuse the affections and lust of others. 97. An empty submachine gun stuffed in a waterproof nylon bag and tied to a 6m long green retracto dog leash. Leash worth 2d6sp. 98. A belt of 10+2d20 high caliber rifle rounds, but no matching weapon to fire these cartridges. 99. Attached to the side of the head of this humanoid is a strange, high tech orb and antenna, with wires running directly into the skull and brain of the creature. The orb has a roaming red globe inside and seems to be following the movements and dialogue of the PCs, even if the sub human it is attached to is stone dead. GM: This humanoid has a master someplace, who sees and hears through the fallen humanoid. 100. Computerized Tablet with solar panel in lid. Device carries 12,000 old world songs, 15000 books, 7000 movies and documentaries, as well as GPS and advanced communicator capabilities. The Worth 1000+d1000sp if sold in an average trade town, double this to a computer technician in a new era city.
Pay What You Want’ PDF for personal use only. Get a preview of The Mutant Epoch RPG here or Learn more at www.mutantepoch.com The Mutant Epoch was Created By William McAusland © Copyright 2014 Outland Arts.com All Rights Reserved. Interested in buying The Mutant Epoch? Want the best deal? Check out our PDF and Mail Order Bundles page! http://www.outlandarts.com/TME-bundles-zone.htm
Rafael Ramos (order #6162871)
Wasteland Treasures: 1
Rafael Ramos (order #6162871)
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