Chapter 9

ITEMS, CRAFTING AND LOOT

Items and Storage

Items in the Afterworlds game come in various forms such as item cards, props or tokens. No matter what form items come in, if they are in-game items (they have game rules associated with them) they need to be stored in in-game means. Do not hide item cards and props in strange places, like digging holes, or prying up floor boards. While thematic, this is terrible for the logistics of the game and will cause lots of damaged or missing props. You can store items in the following ways:

  • Carried on a character
    • You can store items on your character until your carrying capacity is reached. Items that don’t count against your capacity can still be carried however.
  • Stored in in-game containers
    • In-game containers are detailed further in this chapter and have their own special rules.
  • Turned in at ops
    • When items are destroyed, they need to be dropped off at collection points (these will be labeled as such) or taken to game ops and dropped off.

Crafting

Crafting in the Afterworlds game involves gathering the correct supplies, finding someone who knows how to make the item, and spending time crafting the item at the crafting hall. Some of these steps in crafting can be accomplished in a few different ways, but the steps are outlined in more detail here.

GATHERING SUPPLIES

While adventuring in the world, you will come across junk tokens, herbs and other item cards. These can be looted from monsters, obtained by scavenging (see chapter 10) or traded for with merchants or other characters. Regardless of how you obtain these supplies, if you want to craft something, you need to gather these supplies together based on the recipe for a craftable item.

THE CRAFTER

Players who have perks that allow them to craft an item or set of items can use the items listed in the crafting recipe for the item to craft them. Unless otherwise specified, the recipe for an item is for crafting a single instance of that item. Crafters may have other perks that allow them to craft more during a craft. Crafters also might have perks that allow them to alter recipes.

THE CRAFTING HALL

Once a crafter has gathered all the materials required for a craft, they must take them to the crafting hall. The crafting hall will have various timers available. A single crafting session may not craft more than one recipe at a time. During the time that you spend crafting, it is encouraged that you spend time roleplaying crafting the item that you are making with the various props available at the crafting hall or props that you have brought for yourself to roleplay with while crafting. 

By default, fulfilling one crafting recipe takes 5 uninterrupted minutes. If you take damage during a craft or are directly attacked by another character inside the craft hall, you must restart your timer. If you leave the craft hall, you must restart your timer.

COMPLETING A CRAFT

Once you have finished the craft, you may then use the crafter’s exit labeled at the crafting hall. The crafters exit cannot be used for any other reason than for turning in one or more crafts. This allows you to go out of game and walk to game ops to complete the craft using the Out of Game Hand Sign and turning in the supplies required for the craft. You can craft multiple times in a row before heading to game ops to turn in the items and finish the craft but the following rules apply until you use the crafter’s exit.

  • Any items being used in the craft (the ingredients in the recipe) are in game and can be looted from you.
  • The item you have crafted does not exist yet, and cannot be looted or traded.

Once you get to game ops to hand over the required items and receive the item you crafted, ops will add 2 XP to your character for the successful craft.

Materials and Crafting supplies

Crafting materials come in 2 different forms. Herbs and Junk tokens.

HERBS

Herbs are in-game items represented by colored popsicle sticks that can be used to craft items or even activate certain perks. Only players with the correct perks can pick herbs. Unused herbs are lost at the end of each event. Characters cannot carry herbs without the help of special items or perks (see ‘Bags’ later in this chapter). Herbs have a weight of 1. See chapter 10 for more information about herbs and herbalism.

JUNK TOKENS

Junk is the primary crafting material in the Afterworlds game. Junk tokens represent a handful of useful scavenge material that might be able to be turned into something useful. Recipes will almost always require junk in various amounts. Junk tokens themselves are small colored tokens that come in bronze, silver and gold colors. These token colors are used to activate different crafting perks. All junk tokens, unless specified by a perk, count as 1 junk towards a crafting recipe. Unused junk tokens are lost at the end of each event. Junk tokens have a weight of 1.

Items

Each item entry will include the item’s description, crafting recipe, and whether the item is lootable and/or counts towards your carrying capacity. Note that:

“Encumbrance” indicates how much of your carrying capacity this item takes to carry. “None” indicates that the item has no weight or takes negligible space.

Ammunition

ARROW/BOLT 

It's a very simple tool. Take a straight and flexible stick and attach some stabilizers and a sharp thing.

Description: This is a single piece of ammunition for bows or crossbows. After you fire an arrow, you may recover it from the ground and use it again. This item is lost at the end of each event.

Prop: Player provided approved and checked arrow, bolt, or packet.

Encumbrance: 1

Crafting Recipe: 1 Junk

BULLETS

In this post industrial world, scrap ammo is king. Just put some stuff that goes boom behind a piece of metal and hope for the best.

Description: This is ammunition for ballistic weapons. Once a bullet has been fired, it is spent and cannot be used again until it is picked up by the staff team and recycled into the game world. This item is lost at the end of each event.

Prop: Game provided regular foam dart round.

Encumbrance: None

Crafting Recipe: 2 Junk (6 rounds)

LASER CHARGE

Stolen alien tech weapons that emit a concentrated beam of searing light, with sufficient wattage to do considerable damage.

Description: This is ammunition for laser weapons. Once a laser charge has been fired, it is spent and cannot be used again until it is picked up by the staff team and recycled into the game world. This item is lost at the end of each event.

Prop: Game provided ball style foam round.

Encumbrance: None

Crafting Recipe: 2 Junk (4 rounds)

PLASMA ROUND

Compressed gas that is superheated into high-intensity plasma. 

Description: This is ammunition for plasma weapons. Once a plasma round has been fired, it is spent and cannot be used again until it is picked up by the staff team and recycled into the game world. This item is lost at the end of each event.

Prop: Game provided large foam dart round.

Encumbrance: None

Crafting Recipe: 2 Junk (5 rounds)

Ammunition (Special)

Special ammunition are rounds with special abilities that are activated by making a “RELOAD(X)(Att, Int, Vol)” count as indicated in the item's entry and moving the item to your out-of-game bag (to be returned the next time you visit game ops). After you have finished the count and burned the item card, the effect of the item is activated.

Ammunition item cards are fragile and must be handled with care. If your item cards get wet or otherwise destroyed, then these items are destroyed in game as well.

AP ROUND

This bullet generally carries its hardened penetrator within its tip and is good at punching through protective armor.

Effect: Call “PIERCE” on your next ranged attack with a ballistic weapon. This item is lost at the end of each event.

Reload count: 3

Prop: Small item card.

Encumbrance: 1

Crafting Recipe: 2 Junk 

BREACHER

This shell is designed to do focused damage to locks and security devices.

Effect: While using a shotgun weapon, you may use this special ammunition to destroy locks. You must make the reload count and fire your shotgun at the lock (firing its normal amount of rounds per shot) a single breacher slug can destroy a basic lock, two can destroy an advanced lock and three can destroy a strong lock. When using multiple breachers, you must make the reload count for each and fire each time. Remove the lock card from the lock sleeve and replace it with the burned breachers. You must burn the lock card and return it to game ops when you next visit there. This item is lost at the end of each event.

Reload count: 5

Prop: Small item card.

Encumbrance: 1

Crafting Recipe: 4 Junk 

LANCE ROUND

This bursting gas round is designed to assist plasma weapons with penetrating armor and almost anything else that can get in the way.

Effect: Call “TRUE” on your next ranged attack with a plasma weapon. This item is lost at the end of each event.

Reload count: 5

Prop: Small item card.

Encumbrance: 1

Crafting Recipe: 3 Junk 

POISONED TIP

It's simple really, put some deadly stuff on the pointy bits. Just don’t cut yourself while doing it.

Effect: Call “POISON” on your next ranged attack with a bow, crossbow or thrown weapon. This item is lost at the end of each event.

Reload count: 4

Prop: Small item card.

Encumbrance: 1

Crafting Recipe: 1 Junk, 1 Indigonia

RUBBER BUCK

This shotgun shell is filled with rounded chunks of rubber. It shouldn’t hurt that bad. You think.

Effect: Call “STUN” on your next ranged attack with a ballistic shotgun. This item is lost at the end of each event.

Reload count: 4

Prop: Small item card.

Encumbrance: 1

Crafting Recipe:  3 Junk 

SCORCHER

This over pressurized plasma round spits hot death in a large area.

Effect: Call “HARM IN FRONT OF ME” while firing a round into the ground in front of you with a plasma weapon. This item is lost at the end of each event.

Reload count: 5

Prop: Small item card.

Encumbrance: 1

Crafting Recipe: 4 Junk 

SLEEP DART

A syringe style dart with a special mix of your own making inside that puts your targets to sleep.

Effect: Call “KNOCKOUT” on your next ranged attack with a semi-automatic ballistic weapon. This item is lost at the end of each event.

Reload count: 6

Prop: Small item card.

Encumbrance: 1

Crafting Recipe: 1 Junk, 25 XP, 2 Indigonia, 2 Pumpkap

STIM DART

A syringe style dart with a special mix that boosts the receiver.

Effect: Call “NO DAMAGE RALLY” on your next ranged attack with a semi-automatic ballistic weapon. This item is lost at the end of each event.

Reload count: 4

Prop: Small item card.

Encumbrance: 1

Crafting Recipe: 1 Junk, 2 Bloodroot, 2 Azurecactus

TASER DART

This bullet is basically a small battery that gets shot at someone.

Effect: Call “NO DAMAGE STUN” on your next ranged attack with a ballistic semi-automatic. This item is lost at the end of each event.

Reload count: 6

Prop: Small item card.

Encumbrance: 1

Crafting Recipe: 2 Junk 

Bags

Bags and pouches are items that allow you to carry more items than your normal carry capacity would allow or to carry special items that are normally not able to be carried. You can only effectively use one bag or pouch at a time, although you can carry as many as you would like. Bags that you are actively using do not have any encumbrance.

AMMO POUCH

This small container has lots of little slots for sticking ammo in.

Effect: You can carry up to 5 special ammunition items that do not count against your carrying capacity. Any reload count you make is reduced by 1. This item cannot reduce a reload count to lower than 1.

Capacity Bonus: None.

Prop: Item card.

Encumbrance: 1

Crafting Recipe: 4 Junk 

BANDOLIER

This strap is designed to give you quick access to throwing weapons.

Effect: You can carry up to 8 thrown weapons that do not count against your carrying capacity.

Capacity Bonus: None

Prop: Item card.

Encumbrance: 1

Crafting Recipe: 3 Junk 

BOMB STRAP

This belt safely stores explosives for easy transport.

Effect: You can carry up to 6 explosives that do not count against your carrying capacity.

Capacity Bonus: None

Prop: Item card.

Encumbrance: 1

Crafting Recipe: 3 Junk 

BACKPACK

The stuff carrying apparatus that has served mankind since prehistoric times.

Effect: This item has no additional effects.

Capacity Bonus: 6

Prop: Item card.

Encumbrance: 1

Crafting Recipe: 3 Junk 

DOCTORS BAG

This bag is designed to effectively store medical supplies for easy access during procedures.

Effect: You can carry an additional 4 medic health flags that don’t count against your carry capacity. When performing a surgery, the difficulty is reduced by 1. This item cannot reduce difficulty to less than 1.

Capacity Bonus: None

Prop: Item card.

Encumbrance: 1

Crafting Recipe: 4 Junk 

FIRST AID KIT

This bag is made to allow you to quickly get to your medical supplies.

Effect: You can carry an additional 4 medic health flags that don’t count against your carry capacity. You may reduce any medic count you make by 1. This item cannot reduce your medic counts below 1.

Capacity Bonus: None

Prop: Item card.

Encumbrance: 1

Crafting Recipe: 4 Junk 

HERB POUCH

While terrible at carrying anything other than herbs, it is great at keeping your herbs from getting crushed or spoiled.

Effect: You can carry an additional 5 herbs on your character. These 5 herbs do not count against your carrying capacity.

Capacity Bonus: None

Prop: Item card.

Encumbrance: 1

Crafting Recipe: 4 Junk 

HERBALISTS PACK

This backpack has a special area to store a few herbs safely.

Effect: You can carry an additional 3 herbs on your character. These 3 herbs do not count against your carrying capacity.

Capacity Bonus: 3

Prop: Item card.

Encumbrance: 1

Crafting Recipe: 4 Junk 

MECHANICS BAG

This pack is basically a workshop in a sack.

Effect: You can carry an additional 4 durability repair flags that don’t count against your carry capacity. When performing maintenance, the difficulty is reduced by 1. This item cannot reduce the difficulty to less than 1.

Capacity Bonus: None

Prop: Item card.

Encumbrance: 1

Crafting Recipe: 4 Junk 

QUIVER

This fancy tube with straps is designed to carry arrows or bolts.

Effect: You can carry up to 10 arrows that do not count against your carrying capacity.

Capacity Bonus: None

Prop: Item card.

Encumbrance: 1

Crafting Recipe: 3 Junk 

TOOLKIT

This fancy carrying case has spots to put all your tools.

Effect: You can carry an additional 4 durability repair flags that do not count against your carrying capacity. You may reduce any repair count you make by 1. This item cannot reduce your repair counts below 1.

Capacity Bonus: None

Prop: Item card.

Encumbrance: 1

Crafting Recipe: 4 Junk 

Chems and Pre-War Chems

All chems are consumable items that grant temporary, or rarely, permanent character bonuses or drawbacks. All chems are lost at the end of the event. All chems have an encumbrance of 1. All chems require a count of “CHEM(5)(Int, Res, Vol)” to use. Once a chem has been used, it is burned

You can use a chem on yourself, but you can force a chem on a character that is downed, restrained or willing. When you use it on someone else, hand it to them so that they can read the effects of the chem.

Chems have 2 major classifications:

PRE-WAR

Pre-war chems are rare items that are found while adventuring. These chems cannot be crafted. Pre-war chems do not have drawbacks and only have a benefit. The game mechanic information for these chems are included on the props themselves and not listed here.

CRAFTED CHEMS

Chems are herbal mixtures that are created by wastelanders using mutated plant species of the wasteland to produce near miraculous effects in their users. Similar to old world chems, these concoctions do not require high tech facilities or factories to produce but have drawbacks to being as unrefined as they are. Chems are slips of paper with details about what the chem is expected to do.

Chems come in 3 categories, and players can obtain perks and abilities that make these chems affect them differently. The categories are:

  • Boosts: Boosts are chems that alter your physical or mental capabilities to make you more of a threat and are typically used for combat situations.
  • Extracts: Extracts are chems that have various effects that are not truly medical and do not boost your tags.
  • Remedy: Remedies are chems that have primarily medical uses. Some remedies can cure ailments and others heal physical damage.

Boost Chems

FLEX

An oil that causes a cooling feeling when applied to the skin increases your flexibility and lowers your ability to recover from damage.

Type: Booster

Effect: Increases your Agility tags by 4 until the end of the scene.

Drawback: At the end of the scene, you must burn a limit flag. If you can’t, you must burn a health flag.

Crafting Recipe: 1 Junk, 1 Bloodroot, 1 Indegonia, 1 Ambermoss

FORESIGHT

A bitter mixture that when chewed causes you to gain heightened reaction speed and while remaining cool and calm.

Type: Booster

Effect: Increases your Grit tags by 4 until the end of the scene.

Drawback: At the end of the scene, you must burn a limit flag. If you can’t, you must burn a health flag.

Crafting Recipe: 1 Junk, 1 Bloodroot, 1 Azurecactus, 1 Ambermoss

GHOST

A potent liquid that when ingested slows your heart rate and allows you to remain perfectly still and focused.

Type: Booster

Effect: Increases your Finesse tags by 4 until the end of the scene.

Drawback: At the end of the scene, you must burn a limit flag. If you can’t, you must burn a health flag.

Crafting Recipe: 1 Junk, 1 Bloodroot, 1 Jadegrass, 1 Indigonia

MEDUSA

A crystalline extract that when crushed in your teeth and consumed, increases your endurance and numbs your limbs.

Type: Booster

Effect: Increases your Defense tags by 4 until the end of the scene.

Drawback: At the end of the scene, you must burn a limit flag. If you can’t, you must burn a health flag.

Crafting Recipe: 1 Junk, 1 Bloodroot, 1 Jadegrass, 1 Pumpkap

RUMBLE

A burning and painful powder that when inhaled pumps your adrenaline and causes you to act very aggressively.

Type: Booster

Effect: Increases your Strength tags by 4 until the end of the scene.

Drawback: At the end of the scene, you must burn a limit flag. If you can’t, you must burn a health flag.

Crafting Recipe: 1 Junk, 1 Bloodroot, 1 Azurecactus, 1 Pumpkap

Extracts Chems

ANTIVENOM

This odorless pale blue liquid when swallowed prevents most poisons and venoms but causes the user to loosen their lips.

Type: Extract

Effects: Until the end of the scene, you must call “IMMUNE” to all attacks with the poison call that hit you and prevent any damage from those attacks and any attached calls.

Drawback: Until the end of the scene, you are immune to regen and rally.

Crafting Recipe: 1 Junk, 1 Jadegrass, 1 Azurecactus, 1 Pumpkap

BITTER BITE

Type: Extract

This pungent salve has a repulsive flavor and when applied to the skin causes creatures that use bites as a weapon to think twice.

Effects: Until the end of the scene, you must call “IMMUNE” to all attacks with the bite call that hit you and prevent any damage from those attacks and any attached calls.

Drawback: Until the end of the scene, you are immune to regen and rally.

Crafting Recipe: 1 Junk, 1 Indigonia, 1 Ambermoss, 1 Pumpkap

BOX BREAKER

A dry herbal powder that when swallowed causes a psychoactive trance that causes the user to see things from a different perspective.

Type: Extract

Effect: Increases your Charisma, Medical, Smarts, Teamwork and Technical by 2 until the end of the scene.

Drawback: Until the end of the scene, you are immune to regen and rally.

Crafting Recipe: 1 Junk, 1 Azurecactus, 1 Ambermoss, 1 Pumpkap

EAGLE EYE

This poultice when applied to a freshly opened wound causes a great amount of pain and sharpens your hand eye coordination to a razor's edge.

Type: Extract

Effect: Your aim and focus counts are lowered by 1 to a minimum of 1.

Drawback: Until the end of the scene, you are immune to regen and rally.

Crafting Recipe: 1 Junk, 1 Jadegrass, 1 Azurecactus, 1 Indigonia

GRAVE DUST

This powder when applied at just the right time can prevent someone from turning for the moment.

Type: Extract

Effect: When you use this on a character who is making a turning count, call “COMMAND: Stop turning” the target then burns a bite card. If this chem is used on a character who is not making a turning count, it has no effect.

Drawback: None.

Crafting Recipe: 1 Junk, 1 Azurecactus, 1 Indigonia, 1 Pumpkap

Remedy Chems

BOLT

A sour liquid that when swallowed invigorates your body while leaving you temporarily incapacitated.

Type: Remedy

Effects: You are immediately hit with the Rally call.

Drawback: You are immediately hit with the Stun call (the effects of this chem happen after the stun count ends).

Crafting Recipe: 1 Junk, 1 Jadegrass, 1 Indigonia, 1 Ambermoss

HEALING POWDER

This multicolored powder is poured onto wounds to cause them to start to rapidly heal in a very painful manner.

Type: Remedy

Effect: You are immediately hit with the regen call.

Drawback: You are immediately hit with the stun call (the effects of this chem happen after the stun count ends).

Crafting Recipe: 1 Junk, 1 Bloodroot, 1 Jadegrass, 1 Ambermoss

HOPE

A bitter brown liquid that when swallowed will hold off most diseases.

Type: Remedy

Effect
  • Until the end of the scene, you may ignore any effects of a disease that is affecting you.
  • When used during a surgery to cure a disease, this chem can instantly pass a drawn surgery card.

Drawback: None.

Crafting Recipe: 1 Junk, 1 Bloodroot, 1 Jadegrass, 1 Azurecactus

KLOG

A dry powder that is applied to wounds, not ingested or inhaled.

Type: Remedy

Effect: Hits a Dying character with revive.

Drawback: None.

Crafting Recipe: 1 Junk, 1 Jadegrass, 1 Ambermoss, 1 Pumpkap

PURGE

This tablet of pressed herbs when swallowed is able to help your body rid itself of radiation forcefully.

Type: Remedy

Effect: You burn 1 radiation bracelet.

Drawback: You are immediately hit with the poison call.

Crafting Recipe: 1 Junk, 1 Jadegrass, 1 Indigonia, 1 Pumpkap

Cybernetics

Cybernetic enhancements are treasure items you may come across while adventuring. You may be lucky enough to recover some cyberware from an abandoned facility, or purchase a piece from a traveling merchant. It is also possible that you will fight enemies enhanced with cyberware, which can be salvaged and installed on you by characters with specific perks.

Refer to the cybernetic item card to learn more about its special rules. Cyberware is generated by the plot staff with variable stats, and thus cannot be listed here in greater detail. 

INSTALLING CYBERWARE

Once you obtain a piece of cyberware, you will need to get it installed in order to use it. Cyberware installation is a procedure that can be performed by characters with the Cybersurgeon or Chop-Doc perks. See chapter 10 for more information on installing cyberware.

REMOVING CYBERWARE

Characters who possess the Cybersurgeon or Chop-Doc perk may perform procedures on characters to remove their cyberware. See chapter 10 for more information on this procedure.

IMPORTANT

Cyberware removal is a real, potential outcome of player-vs.-player encounters. If you have a cybernetic enhancement installed and are bested in combat, you may have your cybernetic enhancement removed from you by a player character with the Chop-Doc perk. In situations like these, always remember the safety and roleplaying rules outlined in chapter 2.

CYBERWARE DRAIN

Each piece of cyberware can grant incredible powers to those that get them installed. However, there is  a drawback, as each piece of cyberware has a drain value. These values start at 1 and have no limit to how high they can go. For every 10 points of drain from installed cyberware, your maximum limit flags are reduced by 1. If you have no maximum limit flags, your maximum health flags are lowered instead. Once you reach 0 maximum health flags from cyberware drain, you suffer immediate Permanent Character Death and must report to plot immediately.

CYBERWARE SLOTS

There is a maximum to how much cyberware a single person can install, due to only having so much flesh to replace. The limits are detailed below.

  • 2 Cyber-Arms
  • 2 Cyber-Legs
  • 2 Body Augs
  • 1 Carapace
  • 2 Cyber-Eyes
  • 2 Skill Wire

Explosives

Explosives are powerful single use items that cause area of effects calls. Each explosive prop has a specific design to help identify its and its use. 

FIREBOMB

Also known as molotov cocktails, this is a crude but effective tool.

Effect: Pull the string at the top of the prop, throw it and call "HARM 5 FT".

Prop: Bottle shaped prop with strings coming out the top.

Encumbrance: 1

Crafting Recipe: 2 Junk, 2 of any herbs

FLASHBANG

This little canister makes a loud noise and bright flash to catch opponents off guard.

Effect: Pull the pin from the prop, throw it and call "STUN 5 FT".

Prop: Canister shaped prop with a dart “pin”.

Encumbrance: 1

Crafting Recipe: 4 Junk 

GRENADE

This improvised explosive is a devastating weapon.

Effect: Pull the pin from the prop, throw it and call "BLAST 5 FT".

Prop: Can shaped prop with a dart “pin”.

Encumbrance: 1

Crafting Recipe: 20 Junk 

ROCKET

The ultimate explosive death dealing device.

Effect: Using an approved and checked launcher, fire this prop and call "TRUE BLAST 5 FT".

Prop: Very large orange or blue dart. These props are often found with the associated launcher prop, though you may find them without and will need to locate an associated launcher that fits the Rocket prop.

Encumbrance: 1

Locks, Containers and Traps

Storing items requires places to put things and locks to keep people from just taking things out of them. 

STORAGE

Storage containers have the following special rules: 

  • Storage containers must be at least 6” tall, 6” wide and 6” deep. They can be larger, but not smaller.
  • Storage containers must be clearly marked as storage containers. These markers are available at game ops. The markers cannot be hidden and must be visible from the outside of the container.
  • A storage container itself cannot be looted (the actual container).
    • The items inside a container however, can be looted unless other rules prevent this.
  • You can store any number of items in a storage container, as long as the items fit.
  • The player that owns the container (or anyone with permission from that player) can move a storage container, but if it contains any items, the character moving the container must be able to hold the total carry capacity of all items inside.
  • Locked containers cannot be moved in any way.
  • Storage containers can be placed inside of carts or wagons and the like. 

LOCKS

Locks are special items that combine item cards, physical props and their own special rule system. Locks can be found, looted or purchased from traveling merchants, but cannot be crafted. Lock props are 2 plastic card holders that are attached to a single clip. This clip must then be attached to a marked container to be active. The first card holder contains the lock card that has rules that indicate how to interact with the lock, The second card holder is where any attached traps are stored. Locks have the following rules:

  • If you have the matching key to a lock, you can open the lock and you do not trigger any attached traps.
  • Locks can have one trap attached.
  • If you attempt to open the lock without a key, you have to deal with any traps before you can access the container.
  • If a lock is picked, the lock card will be turned over to show that it has been opened.

TRAPS

Traps are item cards that are attached to lock cards. When a lock is opened without a key (with the Lock Picking perk as an example) any trap that is placed in the second card holder of a lock will trigger. Once a trap has triggered, it must be flipped over in the sleeve to show that it has been triggered. Traps can be reset, as detailed in their item entry.

ACID TRAP

If you can’t have your stuff, no one can.

Effect: When triggered, this trap destroys everything inside the container. This trap is destroyed as well.

Prop: Item card

Encumbrance: 1

Crafting Recipe: 6 Junk 

ADVANCED LOCK

This lock will keep entry level thugs out of your stuff.

Effect: This item secures containers and can have a trap attached to it. This lock is more secure than a basic lock. When you check out, any attached traps are stored with the lock and you can use them again the next time you check into an event.

Prop: 2 plastic card holders on a clip.

Encumbrance: 1

ALARM TRAP

No one likes other people knowing they are being sneaky.

Effect: When triggered, this trap forces the target to yell a count of “ALARM(5)”. If disarmed, this trap can be reset by anyone with the key to the container.

Prop: Item card

Encumbrance: 1

Crafting Recipe: 4 Junk 

BASIC LOCK

This basic lock is the lowest level of security. One step above not having a lock.

Effect: This item secures containers and can have a trap attached to it. It is the weakest lock. When you check out, any attached traps are stored with the lock and you can use them again the next time you check into an event.

Prop: 2 plastic card holders on a clip.

Encumbrance: 1

CRATER TRAP

This is the trap for when you want to make sure someone who tries to take your stuff knows how you feel about it.

Effect: When triggered, this trap destroys everything inside the container and hits the target with “BLAST”. This trap and the lock it is attached to are destroyed as well.

Prop: Item card

Encumbrance: 1

Crafting Recipe: 25 Junk 

DART TRAP

This trap is a great way to let intruders know what you think about them.

Effect: When triggered, this trap hits the target with “HARM POISON”. If disarmed, this trap can be reset by anyone with the key to the container but they must burn one bullet.

Prop: Item card

Encumbrance: 1

Crafting Recipe: 6 Junk 

LOCK PICK

The key to someone else's treasure!

Effect: You must have the Lock Picking perk to use this item. While holding this card in your hand, touch it to a lock you wish to pick and make a count of "PICK(5)(Int, Res, Vol)". When complete, after handling any traps that are present, you can access the locked container. Place this card in the lock to show that it is picked. Once used, a pick cannot be used again, and the owner of the lock must burn this card. 

Prop: Item card

Encumbrance: 1

Crafting Recipe: 2 Junk 

STRONG LOCK

One of the best locks you can get.

Effect: This item secures containers and can have a trap attached to it. This lock is more secure than an advanced lock. When you check out, any attached traps are stored with the lock and you can use them again the next time you check into an event.

Prop: 2 plastic card holders on a clip.

Encumbrance: 1

ZAP TRAP

A little electricity goes a long way.

Effect: When triggered, this trap hits the target with “PIERCE STUN”.  If disarmed, this trap can be reset by anyone with the key to the container but they must burn one laser charge.

Prop: Item card

Encumbrance: 1

Crafting Recipe: 6 Junk 

Special Items

There are a few items that don’t fit into larger categories, and they have their own special rules for each item.

JUMPER CABLES

Maybe you need to jump-start a car, or maybe you need to jump-start a friend.

Effect: You may burn this item when within arms reach of a robotic character who is Downed or Dying to call “REBOOT”.

Prop: Item card.

Encumbrance: 1

Crafting Recipe: 5 Junk 

MEDIC HEALTH FLAG

Bandages, disinfectant, sutures, its all here. 

Effect: This flag is used with various perks to restore lost health flags. These flags can only be used by characters who have perks that allow them to be used, but can be looted and carried by anybody. This item is lost at the end of each event.

Prop: Red Health Flag

Encumbrance: 1

Crafting Recipe: 2 Junk 

REPAIR FLAG

This small kit of nuts, bolts, zip-ties and other repair parts is just what the robo-doctor ordered!

Effect: This flag is used with various perks to repair lost durability flags. These flags can only be used by characters who have perks that allow them to be used, but can be looted and carried by anybody. This item is lost at the end of each event.

Prop: Green Health Flag

Encumbrance: 1

Crafting Recipe: 2 Junk 

RESTRAINTS

Ropes, cuffs, zip ties, whatever will hold a prisoner.

Effect: You can use this item with a “CAPTURE(5)(Int, Res, Vol)” count to restrain a willing, downed or dying character.  The captured player must grasp both ends of the rope with their hands. They can let go of the rope for safety reasons when necessary. Anyone with a melee weapon can touch the rope with the weapon to free the character. A captured character can start a dying count at any time. This item is lost at the end of each event.

Prop: Short length of string with rules attached.

Encumbrance: 1

Crafting Recipe: 2 Junk 

 

Chapter last updated:
2025-03-13 22:55:27