Sei sulla pagina 1di 6

Apocalypse World - Random Crap

2D6 Old World Curiosities 2D6 Consumables


2D6 Table 02 Dashboard hula girl 02 Foil packet dried cephalopod crunchies
02 Old World Curiosities 03 Fondue Fork 03 Bag of assorted blowpops
03 Entertainment 04 Glowcube 04 Can of dog food (Dinki-Di or pick)
04 Sports Gear 05 Chattering wind-up toy 05 Foil packet beef jerky ('gator or 'roo)
05 Consumables 06 Bundle of paper money 06 Canned food (3 days worth)
06 Supplies 07 Golden age memorabilia (postcards, etc.) 07 Pack of Goon (Golden Oak or pick)
07 Parts 08 Really cool sunglasses (one lens busted) 08 Jar of instant coffee
08 Tools 09 Dog whistle 09 Slab of beer (Victoria or pick)
09 Meds 10 Suitcase 10 Bottle of liquor (Bundy or pick)
10 Survival Gear 11 Old World maps 11 Carton of cigarettes (Kool Mild or pick)
11 Weapons 12 Pick one 12 Pick one
12 Pick one

2D6 Entertainment 2D6 Supplies


02 Vinyl Records 02 Sanitary products (toilet paper/diapers)
03 Spring-assisted Yo-Yo 03 Pack of disposable razors and blades
04 Wind-up barky toy 04 Three pack glow-in-the-dark condoms
05 Spiky ball 05 Hairspray
06 Two six-sided dice, vegas style 06 Candles
07 07 Pencils & paper
08 08 Jar of lubricant
09 09 Sewing and mending needles and yarn
10 Complete pack of playing cards 10 Vinegar and baking soda
11 Music box 11 Gardening seeds
12 Pick one 12 Pick one

2D6 Sports Gear 2D6 Parts


02 Ski Jacket 02 Spool of 100ft. Coaxial Cable
03 Snorkel and Mask 03 10ft. Heavy Chain
04 Rollerskates 04 Heavy plastic sheets and tarps
05 05 Batteries
06 D6 Pub Darts 06 Bag of assorted nails or screws
07 Ball (soccer-, rugby-, basketball, etc.) 07 Miscelaneous metal bits
08 Bat (baseball, cricket, hockey, etc.) 08 Tie wraps or duct tape
09 Adamantium golf club (driver) 09 Mechanical parts (valves, gears, bearings
10 Protectors (hockey, football, etc.) 10 Electronics parts (chips, wiring, diodes)
11 Helmet (hockey, football, etc.) 11 Vehicle parts (alternator, axle, gearbox)
12 Pick one 12 Pick one
2D6 Tools 2D6 Weapons 2D6 Fashion
02 Hand pump for both air and liquids 02 High heels with hidden hypodermic 02 Biking Gloves
03 Flashlight 03 2D6 caltrops 03 Mickey Mouse T-shirt
04 Empty spray- or squirt bottles 04 Roadsign shield 04 Wellies
05 Rusty meat cleaver or butcher knife 05 Net 05 Large neon green purse
06 Hand tools (hammer, saw, screwdriver) 06 Pepper spray 06
07 Rusty machete or hatchet 07 Knife 07 Leather Boots
08 Crowbar 08 2D6 bullets 08 Sunglasses
09 Lockpicking tools 09 Spiked glove 09
10 Mechanic's toolkit 10 Harpoon gun (1 shot) [] 10 Heavy Furs and Hides
11 Stick of dynamite 11 Light crossbow (4D6 bolts) 11 Biker Jacket
12 Pick one 12 Pick one 12 Pick one

2D6 Meds 2D6 Electronics 2D6 Valuables


02 Prescription drugs 02 Sonic toothbrush 02 Suitcase full of 100 $ bills (good for
03 Topical pain relievers 03 Handheld video game starting fire; actual valuable is suitcase)
04 Recreational drugs (marihuana, shrooms) 04 Electronic keyboard 03 Bottle of champaign (only worth
05 Med supplies (syringes, bandages, tubes) 05 Guitar something until opened)
06 Remedies (cough syrup, cortisone cream) 06 Lightbulbs, intact and unused 04 Canister of gasoline
07 Reading glasses 07 Rechargable batteries 05
08 First aid kit, sealed 08 Walkie Talkie 06
09 Antibiotics 09 Solar battery charger 07
10 Painkillers 10 Small electric generator 08 Precious gems ()
11 Hallucinogens (LSD, MDMA) 11 Drained but intact portable computer 09 Precious metals (gold or silver)
12 Pick one 12 Pick one 10 Suitcase full of Heroin
11
12 Pick one
2D6 Survival Gear 2D6 Military Gear
02 Metal spork 02 Night Vision Goggles
03 Can opener 03 Spool of 100ft. barbed wire
04 Fishing gear (line, hooks, lures) 04 Parachute
05 Firestarters (lighter, matches, flint & steel) 05 Gas mask
06 Mylar blanket 06 Canteen
07 30ft. Rope 07 Handcuffs
08 Compass 08 Binoculars
09 Portable water filter 09 Radsuit
10 Tent 10 Kevlar Vest
11 Bear trap 11 Grenade
12 Pick one 12 Pick one
Supplies
• Bags, including large garbage bags as well as smaller zip-close bags
• Latex or Nitrile gloves in a variety of sizes (**)

Gear
• Paracord
• Portable fruit/vegetable juicer

Tools and Parts


• Book on improvised explosive devices
• 4ft. of Rusty Chain
• Scavenged teflon

Reading
• Paperback books on a variety of subjects (mostly technical)

Stack of crossword puzzles or sudokus


Paperback book (light fiction or classic)
D6 issues of Cosmopolitan
Tech Levels

When you try to figure out crap, let thing speak, or open your brain to determine the function of an object, or make use of a certain object, you may modify the roll
according to the technology level of the object.

+1 for From Scratch


0 for Tinker
-2 for Golden Age
-3 for Pre-Collapse

From Scratch (Neolithic)


If your access to salvage is totally cut off, or your salvage has run out, and you're living off the land, you're basically in the stone age. Much of daily life is at this level,
particularly agriculture, which in many places involves a lot of hunter-gatherer activity.

Tinker (medieval through early 20th c)


This is salvage which you can understand without special insight or complex knowledge: analog stuff. A sharp tinkerer who finds a record player and some LPs is probably
at some point going to figure out how it works; she may have to bypass the electrical system and crank it by hand, but simply running the needle through the grooves and
amplifying that sound (eg by means of a gramophone bell) is going to produce a recognizable sound. It's discoverable. (Try that with a CD.) You can't blow glass or smelt
iron or make tubing, so you need salvage to create a still or a blacksmith's forge or a plow or a barbed wire fence, but if you have one of those around, you can pretty much
inspect it and figure out how to make another one out of salvaged raw materials.

Golden Age (late twentieth to early twenty-first century)


This is the stuff we have today, and, in my imagination, it's relatively common in Apocalypse World, more common than the subsequent category. Of course the functional
categories don't necessarily map to time periods; a ballpoint pen is Tinker even though it's a modern item, because you could probably make a second one by inspection
(using anything staining for ink). But cars, guns, and iPhones are in this category because nobody's really up to making them (there are no examples of front-loading
muskets and black powder lying around to copy from -- so Tinker armament is limited to the bow, knife, etc) or even, really, fixing them without Savvyhead weird insight or
some painstakingly preserved pre-Apocalypse tradition.

Pre-Collapse (future tech)


This is the freaky stuff in the rulebook -- painwave projectors, violation gloves, temporal transmitters, and so on. Clearly, the Apocalypse happened sometime after now,
because Pre-Collapse civilization had a chance to make this suff. You may wonder, then, why I say this stuff is rarer than the Golden Age stuff. I offer one out-of-game
reason and one in-game reasons.

The out-of-game reason is that I think that the game is more concrete, vivid, and interesting when most of the stuff the characters are using is stuff we all have the same
image of. When someone pulls out a sawed-off shotgun we have an instant common image, set of associations, etc. Pain wave projectors are also cool, but it's good, I
think, for me to insert them a bit sparingly, as spice to the meat. Since they're freaky and awesome to us, it doesn't hurt if they're also freaky and awesome to the
characters.

The first in-game reason -- and this is, at this point, just a guess, a suggestion I glean from the backstory -- is that AW is set in the United States of America, and in late
Pre-Collapse times the USA may not have been at the leading edge of tech. If the collapse happened in 2013 and the campaign was set in a remote area of Gambia or
Pakistan, there'd be plenty of stuff lying around that was 10, 20, 30, 50 years behind the current technological standard (as well as some stuff, like some of the cell phones,
that was cutting edge). The US was perhaps in decline long before the Apocalypse hit, and so most of the pain wave projectors and brainer violation gloves are import --
and sometimes the instructions are in Cambodian, Javanese and Estonian, another barrier to the non-Savvyhead tinker.
The second in-game reason that the backstory suggests is this: a lot of these pre-Collapse technological items actually use "the world's psychic maelstrom". They are
connected to it, designed for it. That says to me that the maelstrom wasn't something that just showed up one day and boom, the next day society collapsed. There was a
period of coexistence. Whether the maelstrom, including its apocalyptic effects, came from the outside but not everywhere at once, so that some areas adapted to it and
produced goods exploiting it before succumbing -- or whether the causal relationship is the other way around, and human experimentation with something which was,
produced, or presaged the world's psychic maelstrom was the cause of the Apocalypse, isn't clear. (Though it's suggestive that an apocalypse that happened in 1960
would have been an Atomic Age apocalypse, leaving radioactivity as its calling card, and the apocalypse we expect today would be all about climate change; of course, in
AW the climate may be screwed up and there may even be radioactive traces of small-scale tactical nukage, but those are secondary effects of the real Bad Thing That
Happened -- our descendant's chickens, as opposed to ours, coming home to roost). In any event, pre-Collapse tech, as opposed to Golden Age tech, is from a time when
limited areas of humanity were producing maelstrom-ready goods, while many other places were already reverting to wilderness.

Potrebbero piacerti anche