TEXT: i
  100 Potentially Useful 
  Things to Find in the 
  Post-Apocalyptic
  Wasteland
  Azukail
  Games
  
  1
  100 Potentially Useful Things 
  to Find in the
  Post-Apocalyptic Wasteland
  Credits
  Written By: Adrian Kennelly
  Cover and Page Backgrounds: The Knotty-Works/John Buckley
  Published by Azukail Games, a trading style of eGDC Ltd
  Copyright Information
  The contents are copyright © 2018 Azukail Games. All rights reserved. As a purchaser of 
  this product your are entitled to print one copy for personal use. Reproduction, reselling 
  and redistribution of this work are strictly and expressly forbidden without written per-
  mission from Azukail Games.
  Compatability
  Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved.
  Mutant FutureTM is copyright 2008, Daniel Proctor and Ryan Denison. Mutant FutureTM and 
  Mutants & MazesTM are trademarks of Daniel Proctor. These trademarks are used under 
  the Mutant FutureTM Trademark License 1.0 (where 1.0 indicates the license version num-
  ber) available at www.goblinoidgames.com.
  Product Identity: The following items are hereby identified as Product Identity, as 
  defined in the Open Game License version 1.0a, Section 1(e), and are not Open Con-
  tent: All trademarks, registered trademarks, proper names (characters, deities, etc.), 
  dialogue, plots, storylines, locations, characters, artwork, trade dress and the “100 Po-
  tentially Useful Things to Find in the Post-Apocalyptic Wasteland” name. (Elements that 
  have previously been designated as Open Game Content or are in the public domain are 
  not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the 
  game mechanics of this Azukail Games product are Open Game Content, as defined in 
  the Open Gaming License version 1.0a Section 1(d). No portion of this work other than 
  the material designated as Open Game Content may be reproduced in any form without 
  written permission.
  100 Potentially Useful Things to Find in the Post-Apocalyptic Wasteland by eGDC Ltd un-
  der the Open Game License v 1.0a Copyright 2000 Wizards of the Coast, Inc.
  This PDF uses Adobe layers and the backgrounds and images can be disabled for a print-
  er friendly version.
  
  2
  Introduction
  In a Mutant Future setting, characters can 
  stumble across the high tech remnants of 
  the Ancients, technology far in advance 
  of the modern day - but what about other 
  items that may still have use? The items in 
  this list are generally not as advanced as 
  the technology from the core rulebook, but 
  they do still have use and value, usually 
  being more advanced than what is avail-
  able in the post-apocalyptic wasteland.
  Some of the items in this list have actual 
  game effects, whilst others are items that 
  have value in and of themselves as trade 
  goods or supplies, and can be therefore 
  classed as treasure. In some cases, guide-
  lines are provided with suggestions, rather 
  than explicit uses, as to what the items 
  could do.
  This modification of the original 100 Po-
  tentially Useful Things to Find in the 
  Post-Apocalyptic Wasteland simply adds 
  the relevant Mutant Future game infor-
  mation as appropriate; it is therefore not 
  recommended to buy both unless these 
  additions are desired.
  Using the List
  Either roll d100 for a random result or se-
  lect appropriate ones manually.
  1. Anaesthetic - 1d3 syringes of local 
  anaesthetic (One dose in each syringe, will 
  numb the pain for 5 hp of wounds, should 
  any rules on pain be used, otherwise worth 
  50 gp each)
  2. Antiseptic Skin Cream - 1d5 un-
  opened tubes of cream (These have 1d3 
  applications that can be used to cure spore 
  infestations and other infections with 20% 
  effectiveness)
  3. Box of Nails - Box of 2d100 nails 
  (Worth 1 sp each due to their superior 
  pre-apocalypse manufacture)
  4. Bandages - 4d4 bandages (Each ban-
  dage can be used to heal 1d2 hp; dam-
  age can only be healed when not doing 
  anything else, so these cannot be used in 
  combat)
  5. Barbecue Charcoal - 1d4 bags of char-
  coal (Each bag weighs 6 lbs and can be 
  used to make a total of four normal sized 
  campfires which will burn for 2d4 hours 
  without flames when lit, lighting requires 
  tinder, Firelighters or Charcoal Lighter 
  Fluid as well as a source of flame)
  6. Batteries - 2d10 batteries, roll 1d6, 
  1-4 regular, 5-6 rechargeable, GM should 
  choose size if desired (Batteries can be 
  used to power items in this list that need 
  batteries: Binoculars (with night vision), 
  Geiger Counters, Lamp, Night Vision 
  Goggles, Pumps (electric), Torches and 
  Water Condensers)
  7. Beer - 1d6 cans of beer, roll 1d6, 1-4 
  cans are sealed 5-6 they have either burst 
  or been opened (Sealed cans contain half a 
  pint, weigh half a pound and are worth 2d4 
  gp each)
  8. Bicycle - 1d2 bicycles (Worth 200 gp 
  each, these can travel at the same rate as 
  a horse but there is a chance that a tyre 
  will get a puncture, assume a 1% chance 
  per mile on poor terrain or possibly high-
  er, punctures can be fixed with a Puncture 
  Repair Kit)
  9. Binoculars - Pair of binoculars in a 
  case, roll 1d10, on 10 they have night 
  vision (Normal binoculars grant the same 
  increased sight as the increased vision 
  mutation in the core rulebook, but with-
  out ultraviolet vision and night vision; for 
  binoculars with night vision, the user also 
  gains the benefits, and disadvantages, of 
  the mutation as the same name in the core 
  rulebook, with the same range as the in-
  creased vision mutation, when the binoc-
  ulars are used, in addition to their normal 
  benefit, night vision requires Batteries to 
  operate, a full battery lasts 4 hours; re-
  placement batteries - see earlier - will be 
  needed when the battery runs out; the ML 
  should determine if any discovered batter-
  ies will work, power sources from the core 
  rulebook are not compatible)
  10. Bleach - 2d4 litre bottles of bleach (If 
  
  3
  consumed, functions as a Class 2 Poison; 
  will also sterilise items coated in disease 
  80% of the time)
  11. Box of Bullets - Roll 1d100 for the 
  number of bullets, roll d10, 1-6 the bullets 
  are of a suitable calibre for a character’s 
  weapon, 7-10 they are unsuitable (the ML 
  should decide what precise calibre the bul-
  lets are), roll 1d10, 1-9 the bullets are fine, 
  10 they are damaged and may misfire or 
  jam (Damaged bullets have a 30% chance 
  of misfiring or jamming; clearing a misfire 
  or jam will take 3d4 rounds)
  12. Cable Ties - 5d10 cable ties (These 
  can be used in a similar way to manacles 
  in the core rulebook on human-sized crea-
  tures with arms and legs, as well as for 
  securing other items)
  13. Candles - 1d10 unused straight can-
  dles (Worth 1 sp each, these better-made 
  Ancient candles illuminate a 10-foot radius 
  and burn for two hours)
  14. Canned Food - 2d10 unopened cans 
  of food (Each can has a full day’s nutrition-
  al requirement, see core rulebook for more 
  details)
  15. Charcoal Lighter Fluid - 2d6 500ml 
  bottles (Each bottle weighs 1/2 lb, the 
  liquid can be transferred into a glass bot-
  tle to work like a Molotov cocktail from the 
  core rulebook, if thrown in the plastic bot-
  tle onto a fire it will increase the size of the 
  fire by 2 square feet in 1d4 rounds)
  16. Cigarettes - Roll 1d10, 1-7 1d10 
  packets, 8-10 1d3 cartons (Worth 20 gp 
  per packet, 200 gp per carton)
  17. Coffee - Roll 1d12, 1-3 2d4 single 
  packets of instant, 4-10 1d3 jars of instant, 
  11-12 1d2 bags of beans (Worth 2 cp per 
  packet and 5 gp per jar for instant and 15 
  gp per bag for beans)
  18. Collapsible Chair - 1d2 camp 
  chairs (Worth 20 gp due to their superior 
  pre-apocalypse manufacture, these weigh 
  8 lbs)
  19. Combat Knife - 1d5 KA-BAR knives 
  (Worth 100 gp each due to their superi-
  or pre-apocalypse manufacture, they do 
  1d4+1 hp damage each and weigh 1 lb)
  20. Compass - 1d3 compasses (Worth 
  100 gp, a compass will detect north, unless 
  close to large ferrous deposits or magnets; 
  if the Mutant Lord decides no such metallic 
  masses are nearby, the chance of losing 
  direction in the wilderness is reduced by 
  half, regardless of terrain, will stack with a 
  Map and Sextant but reduce the chance 
  for each individually, rather than combining 
  all the percentages)
  21. Cord - 4d10 metres of nylon cord (Has 
  the same strength as silk rope, 20 feet or 
  6.15 meters weigh 1 lb, worth 4 sp/foot or 
  13 sp/meter)
  22. Crowbar - 1d2 crowbars (Worth 40 
  gp, crowbars add a +1 bonus to suitable 
  rolls, such as when attempting to open a 
  door, and will also cause 1d4 damage when 
  used in combat)
  23. Dosimeter - 1d10 unused radiation 
  film badges (Will change colour when ex-
  posed to radiation, see Rad Tab in the core 
  rulebook for details)
  24. Duct Tape - 1d4 unused rolls of duct 
  tape (Worth 100 gp each, can be used to 
  fix a variety of damage and leaks, the ML 
  should decide specific cases)
  25. Fire Blanket - 1d3 fire blankets (Each 
  can be used to extinguish a campfire or 
  conflagration of similar size and tempera-
  ture or put out a human-sized or smaller 
  creature who is currently aflame)
  26. Fire Extinguisher - 1d2 fire extin-
  guishers, roll 1d20 to determine type of 
  extinguisher, 1-5 water, 6-10 dry powder, 
  11-14 foam, 15-18 carbon dioxide, 19-20 
  wet chemical (Will extinguish the flames in 
  a 2’ square area in one round)
  27. Firelighters - 1d3 packets of firelight-
  ers (Each packet contains 20 uses of fire-
  lighters, these can be used to help start a 
  fire in adverse conditions, working 50% of 
  the time in heavy rain and wind, but still 
  require a flame source)
  28. First Aid Kit - Roll for contents, 2d3 
  bandages, 5d10 plasters, 0-1 eyewash, 
  1d2 slings, 0-1 tweezers, 0-1 scissors, 2d4 
  safety pins, 0-1 thermometer, 0-1 rolls of 
  micropore tape, 1d3 sterile gloves, 1d2 eye 
  dressings, 2d3 cleansing wipes, 0-1 bot-
  tles distilled water, 0-1 skin rash cream, 
  
  4
  0-1 antiseptic cream (Each first aid kit can 
  be considered to have a total of 3d4+4 
  charges, each of which will heal 1d4 hp of 
  damage; damage can only be healed when 
  not doing anything else, so these cannot 
  be used in combat)
  29. Fish Hooks - 2d10 fish hooks (Worth 
  1 gp each due to their superior, pre-apoca-
  lypse manufacture with a negligible weight)
  30. Fishing Line - 10d10 metres of fishing 
  line (Worth 2 sp/meter due to its superior, 
  pre-apocalypse manufacture)
  31. Freeze Dried Food - 4d4 freeze dried 
  meals (Each meal has a full day’s nutrition-
  al requirement, identical to canned food, 
  see core rulebook on canned food for more 
  details)
  32. Gas Mask - 1d2 gas masks (Old-style, 
  see core rulebook for details, will filter out 
  biological and chemical agents that work 
  by being inhaled)
  33. Gasoline Cans - 1d3 gasoline cans, 
  roll 1d6, 1-4 1 gallon plastic, 5-6 5 gallon 
  metal, roll 1d6, 1-3 empty 4-6 full (Gaso-
  line may be used to power suitable equip-
  ment, with a successful repair roll for Com-
  plexity Class 1; plastic cans may be used 
  in a similar method to a Molotov cocktail, 
  although they will not break when thrown, 
  metal cans, if thrown closed on a fire, will 
  explode in 1d6 rounds, causing  3d8 fire 
  and impact damage to all within a 10’ radi-
  us)
  34. Geiger Counter - 1d2 Geiger counters 
  (Small, battery powered Geiger counters 
  weaker than those in the core rules. They 
  work on Batteries, which last for 2 hours, 
  and only have an effective range of 20’; 
  replacement batteries - see earlier - will be 
  needed when the battery runs out; the ML 
  should determine if any discovered batter-
  ies will work, power sources from the core 
  rulebook are not compatible)
  35. Glow Stick - 1d10 bioluminescent 
  glow sticks, roll 1d6 for colour, 1 green, 2 
  yellow, 3 blue, 4 green, 5 pink, 6 red, roll 
  1d6 to see if they are still usable, 1-5 new 
  6 used (Glow sticks have an effective light 
  radius of 10’ and will glow for 6 hours once 
  lit. They cannot be extinguished, but are 
  totally waterproof and will work underwa-
  ter)
  36. Glue - Roll 1d10, 1-3 1d3 wood glue, 
  4-6 1d4 PVA glue, 7-9 1d6 craft glue,  10-
  12 1d2 superglue (May be used to repair 
  appropriate damaged materials at the ML’s 
  discretion, time and effectiveness is vari-
  able)
  37. Hammer - 1d3 hammers (Worth 30 gp 
  each due to their superior, pre-apocalypse 
  manufacture and weigh 1 lb)
  38. Handcuffs - 1d3 metal handcuffs with 
  keys (Similar to manacles, these can re-
  strain human-shaped and sized creatures, 
  but are worth 30 gp and only weigh 1 lb 
  due to their superior pre-apocalypse manu-
  facture)
  39. Hypodermic - 2d10 unused hypoder-
  mics (Can be used to inject appropriate 
  Illegal Drugs, see below, or drugs and 
  chemicals from the core rulebook)
  40. Illegal Drugs - In small sealed bags, 
  roll 1d20, 1-4 2d20 ecstasy tablets, 5-13 
  3d12 uses of marijuana, 14-16 2d3 uses 
  of meth amphetamine, 17-19 1d3 uses 
  of crack cocaine, 20 1d2 uses of heroin 
  (Worth 2d10 gp each for marijuana, 3d6 gp 
  each for meth, 3d20 each for crack cocaine 
  and 4d20+20 gp each for heroin, may be 
  prohibited in some area, crack cocaine and 
  heroin will need a save vs poison against 
  a Class 3 poison to avoid side effects, both 
  will also effectively incapacitate the user 
  for 2d6 turns unless another save is made, 
  injectable drugs can be used with a hypo-
  dermic syringe)
  41. Kinetic Torch - 1d2 kinetic torches, 
  charged by shaking them (Illuminating a 
  cone 30’ long by 10’ wide, vigorously shak-
  ing the torch for 30 seconds provides up to 
  5 minutes of light; after three minutes, the 
  area illuminated halves)
  42. Lamp - 1d3 battery powered lamps 
  (Illuminating a 60’ radius and weighing 
  3 lbs, a full battery lasts for 6 hours; re-
  placement Batteries - see earlier - will be 
  needed when the battery runs out; the ML 
  should determine if any discovered batter-
  ies will work, power sources from the core 
  rulebook are not compatible)
  
  5
  43. Latex Gloves - A cardboard box con-
  taining 1d50 pairs of latex gloves (Single 
  use, will allow the handling of items cov-
  ered in contact poisons or disease without 
  harm)
  44. Light Bulbs - 2d20 light bulbs (Can 
  only be used in pre-apocalypse light fit-
  tings; at the ML’s discretion, they may be 
  used to repair a broken Torch of any type 
  with a successful repair roll for Complexity 
  Class 1)
  45. Lighter - Roll 1d10, 1-8 2d10 dis-
  posable lighter, 9-10 1d2 refillable light-
  ers, roll 1d6, 1-4 full, 5-6 empty (Lighters 
  will not function in any conditions, unlike 
  those in the core book. Lighters have 4d10 
  “charges” if not empty; refillable lighters 
  can be refilled with Lighter Fluid)
  46. Lighter Fluid - 2d4 bottles of lighter 
  fluid for refillable lighters (Each bottle will 
  refill 200 “charges” for a refillable Lighter, 
  if a full can is thrown in a fire it will ex-
  plode in 1d4 rounds causing 2d6 damage 
  in a 10’ radius, cans with some of the fluid 
  used to proportionately less damage)
  47. Machete - 1d3 machetes (Worth 70 gp 
  each due to their superior pre-apocalypse 
  manufacture, they do 1d6+1 hp damage 
  and weigh 2 lbs)
  48. Maps - 1d3 maps, roll 1d10, 1-2 tour-
  ist map, 3-4 camping and hiking map, 6-10 
  standard road map, ML should choose the 
  area (Assuming the maps are still mostly 
  valid - 75% chance unless the ML decides 
  otherwise - they will reduce the chance of 
  getting lost in the wilderness by 75%, re-
  gardless of terrain, will stack with a Com-
  pass and Sextant but reduce the chance 
  for each individually, rather than combining 
  all the percentages)
  49. Matches - Roll 1d6, 1-2 book of 2d10 
  matches, 3-6 box of 5d10 matches (Worth 
  2 gp each for a full book, 10 gp each for a 
  full box, decrease the price proportionately 
  for less matches, lighting something using 
  the matches will take only half a round, 
  if 19 or less is rolled on 1d20, leaving the 
  remainder usable for movement or attack; 
  rolling a 20 means the match broke and 
  failed to light)
  50. Microscope - One microscope, in box, 
  with 1d50 blank slides, roll 1d6, 1-4 hobby 
  microscope 5-6 scientific (Worth 200 gp 
  each for a hobby microscope, 400 gp for a 
  scientific one, may give a bonus to suitable 
  technology related rolls at the ML’s discre-
  tion)
  51. Multitool - 1d5 multitools (Worth 100 
  gp each, function as a small hammer, saw, 
  pliers and any other use the ML decides)
  52. NBC Suit - 1d2 NBC suits, roll 1d10, 
  1-7 unused and boxed, 8-10 used, possi-
  bly on bodies (Whilst the suit is intact, the 
  wearer suffers no damage from radiation 
  up to and including Class 3, cannot catch 
  diseases and is immune to airborne and 
  contact poisons, including gasses, and can 
  breathe in otherwise poisonous air; the 
  suit’s air will last up to 30 minutes if un-
  used, after which it will need removing or 
  the wearer will suffocate, at the Mutant 
  Lord’s discretion, it may be possible to re-
  charge the air with a successful repair roll 
  for Complexity Class 1)
  53. Night Vision Goggles - 1d2 pairs of 
  night vision goggles, roll 1d10, 1-9 civilian, 
  10 military (Grants the night vision muta-
  tion as the core rulebook, with a range of 
  300’ for civilian goggles and 400’ for mili-
  tary, requires batteries with full ones last-
  ing for 4 hours for civilian and 6 hours for 
  military; replacement Batteries - see ear-
  lier - will be needed when the battery runs 
  out; the ML should determine if any dis-
  covered Batteries will work, power sources 
  from the core rulebook are not compatible)
  54. Pain Killers - 1d3 bottles of over the 
  counter painkillers each containing 60 pills 
  (Each pill will eliminate minor pain for 1d2 
  hours; consuming more than 10 will re-
  quire a saving throw vs stun to avoid being 
  the equivalent of stunned for 2d10 turns, 
  consuming more than 30 will require a 
  saving throw vs poison and death to avoid 
  suffering 2d6 damage + 1d6 for every 10 
  pills over 30 consumed)
  55. Pens - 2d20 ballpoint pens (Worth 1 
  gp each due to their superior pre-apoc-
  alypse manufacture, most popular with 
  those whose jobs involve writing)
  
  6
  56. Pepper - Roll 1d8, 1-6 2d10 individual 
  packets of pepper, 7-10 2d3 jars of pep-
  percorns (Worth 1 cp for a packet, 5 sp for 
  a jar)
  57. Pet Food - Roll 1d6, 1-3 1d2 bags of 
  dry food, 4-6 3d6 cans of food, roll 1d6 1-3 
  dog food, 4-6 cat food (Each can may be 
  eaten by other species; each has a quarter 
  day’s nutritional requirement, similar to 
  canned food, see core rulebook on canned 
  food for more details)
  58. Plasters - 1d5 unopened boxes of 
  plasters of different sizes, roll 1d6, 1-4 
  normal plasters, 5-6 waterproof (Each box 
  has 1d2 uses and cures 1d3 hp of damage 
  outside of combat)
  59. Pliers - 2d4 pliers (Worth 20 gp each 
  due to their superior, pre-apocalypse man-
  ufacture and weigh 1 lb)
  60. Poison - Roll 1d6, 1-4 2d3 bottles of 
  rodent poison, 5-6 2d4 bottles of insect 
  (Rodent poison will kill 3d6 normal rodents, 
  unless they are immune, similarly insect 
  poison will kill a single nest of normal in-
  sects; other creatures should treat these 
  as Class 3 poisons if an entire bottle is 
  consumed)
  61. Propane - 1d3 gas cylinders, roll 1d6, 
  1-4 full, 5-6 empty (If a full canister is 
  placed in a fire it will explode in 1d4 turns 
  causing 6d6 points of damage in a 30’ radi-
  us)
  62. Pump - Roll 1d10, 1-5 bicycle pump, 
  6-9 foot pump, 10 electric pump (A pump 
  will give a 1% bonus for technology or 
  repair rolls for bicycles and wheeled vehi-
  cles, bicycle pumps only give the bonus for 
  bicycles, electric pumps require Batteries, 
  each battery lasts 6 hours; replacement 
  batteries - see earlier - will be needed 
  when the battery runs out; the ML should 
  determine if any discovered batteries will 
  work, power sources from the core rule-
  book are not compatible, but Solar Panels 
  may be, at the ML’s discretion)
  63. Puncture Repair Kit - 1d3 puncture 
  repair kits, suitable for Bicycles (Each kit 
  will fix a total of 2d6 punctures)
  64. Razors - Roll 1d10, 1 2d4 razor 
  blades, 2-10 5d10 disposable razors 
  (Worth 1 cp for each razor blade, 2 cp for 
  each disposable razor)
  65. Rope - 10d10 metres of strong rope 
  (Worth double hemp rope at 2 gp for 50’ 
  and weighs half as much at 5 lbs for 50’)
  66. Salt - Roll 1d8, 1-2 2d10 individual 
  packets of salt, 3-8 1d3 bags (Packets are 
  worth 1 cp each, bags weigh 2 lbs and are 
  worth 2 gp)
  67. Saw - 1d3 handsaws (Worth 30 gp 
  each due to their superior pre-apocalypse 
  manufacture and weigh 1 lb)
  68. Scissors - 1d6 pairs of scissors (Worth 
  5 sp each due to their superior pre-apoca-
  lypse manufacture with a negligible weight)
  69. Scuba Gear - 1d2 sets of scuba gear 
  (Scuba gear works similar to advanced 
  breathing apparatus in the core rulebook, 
  and can be used to breathe underwater 
  and protect against airborne toxins as the 
  advanced breathing apparatus, but only 
  90% of the time due to the lack of a face 
  mask)
  70. Sewing Kit - Contains 3d2 needles, 
  4d2 reels of thread in different colours, 1d3 
  safety pins, 1d2 buttons, 1 soft measuring 
  tape, 1 small scissors, 1 metal thimble and 
  5d10+10 pins (Worth 5d10 gp each)
  71. Sextant - One sextant in a case (The 
  chance of losing direction in the wilderness 
  is reduced by a half, regardless of terrain, 
  will stack with a Map and Sextant but re-
  duce the chance for each individually, rath-
  er than combining all the percentages)
  72. Shotgun Shells - Roll 1d10, 1-4 rock 
  salt, 5-8 shot, 9-10 slugs (Usable with both 
  shotgun types in the core rulebook, rock 
  salt shells inflict 1d2 points of damage to a 
  target in a shotgun’s normal range, nothing 
  beyond, slugs inflict 2d6 damage at normal 
  range and 2d6 damage up to maximum 
  range, shot does normal damage as per 
  the core rulebook)
  73. Soap - Roll 1d6, 1-4 3d4 bars, 5-6 1d3 
  bottles of liquid, Roll 1d6, 1-3 antibacterial, 
  4-6 normal (Antibacterial soap gives a +1 
  bonus to save versus poison rolls for dis-
  ease in certain situations, at the ML’s dis-
  cretion; all types help keep hand clean)
  74. Soda - Roll 1d10, 1-6 3d6 cans, 7-10 
  
  7
  1d3 bottles, roll 1d12, 1-8 cola, 9-10 lem-
  onade, 11-12 orangeade (Worth 2 gp each 
  for cans, 6 gp each for bottles, weighing 
  1/2 lb for cans and 1 1/2 lbs for bottles)
  75. Solar Panel - 1d4 small, flexible, 
  weatherproof solar panels used for camp-
  ing, each generating around 20W of power 
  (As long as there is sunlight, these can be 
  used to power gizmos and small electron-
  ic devices with a successful repair roll for 
  Complexity Class 1)
  76. Solar Powered Torch - 1d3 torches 
  (Illuminating a cone 60’ long and 10’ wide 
  and weighing 2 lbs, a full battery lasts 
  for 3 hours and will recharge after being 
  exposed to normal sunlight for 4 hours; 
  cloudy conditions will increase this time)
  77. Space Blanket - 1d6 unused Mylar 
  blankets (Will function as a winter blanket, 
  but individually they are effectively without 
  weight)
  78. Spices - 1d20 jars of spices (Worth 
  2-20 sp each)
  79. Spirits - A single bottle, roll 1d20 to 
  determine contents, 1-3 brandy, 4-6 gin, 
  7-12 rum, 13-18 vodka, 19-20 whiskey 
  (Each bottle contains 2 pints and weighs 2 
  lbs, value 4d20+20 gp each, can be used 
  as a Molotov Cocktail)
  80. Sugar - Roll 1d12, 1-4 5d6 sugar 
  cubes, 5-8, 5d6 small packets, 9-12 1d4 
  bags (Cubes and packets are worth 1 cp 
  each, bags weight 2 lbs and are worth 2 
  gp)
  81. Sun Block - 1d3 bottles of sun block 
  (Each contains 3d6+6 applications which 
  will prevent sunburn on one human sized 
  creature for 3 hours; will also stop crea-
  tures with the epidermal photosynthesis 
  mutation from healing in direct sunlight 
  and reduce their movement by 25% for an 
  hour and will help protect against damage 
  from sunlight)
  82. Sunglasses - 2d4 pairs of sunglasses 
  (If worn by a creature with the albinism 
  drawback, it reduces the penalty to hit to 
  -1 in daylight)
  83. Telescope - Roll 1d20, 1-12 pock-
  et collapsible telescope in a case, 13-16 
  tripod mounted reflector, 17-20 tripod 
  mounted refractor, ML should choose exact 
  size if desired (Telescopes grant increased 
  sight as the increased vision mutation in 
  the core rulebook, but without ultraviolet 
  vision and night vision, with a range of 3 to 
  5 miles at the ML’s decision)
  84. Tobacco - Roll 1d6, 1-5 1d3 pouches 
  of rolling tobacco, 6 1d3 tins of chewing to-
  bacco (Worth 4d10 gp per pouch and 2d10 
  gp per tin)
  85. Torch - 1d3 battery powered torches 
  (Illuminating a cone 60’ long and 20’ wide 
  and weighing 2 lbs, a full battery lasts for 6 
  hours; replacement Batteries - see earlier 
  - will be needed when the battery runs out; 
  the ML should determine if any discovered 
  batteries will work, power sources from the 
  core rulebook are not compatible)
  86. Tyre Sealant - 1d4 bottles of emer-
  gency puncture repair (Each has 2d3 uses 
  and each use will seal any inflatable rubber 
  tyre)
  87. Vehicle Battery - Roll 1d10, 1-7 car 
  battery, 8 motorbike battery, 9-10 truck 
  or lorry battery, then roll 1d6 to see if the 
  battery is suitable for a character’s vehi-
  cle, if the vehicle is of the right type, 1-3 
  suitable 4-6 unsuitable, the ML should 
  choose a specific battery if desired (Vehicle 
  Batteries can be used to give a 3% bonus 
  on technology and repair rolls for internal 
  combustion engine powered vehicles
  88. Vehicle Jack - Roll 1d8, 1-5 scissor 
  jack, 6-8 trolley jack (Scissor jacks give a 
  1% bonus, trolley jacks a 2% bonus, on 
  technology and repair rolls for wheeled 
  vehicles powered by internal combustion 
  engines; they may also, at the ML’s discre-
  tion, in certain situations work in a similar 
  manner to crowbar from the core rulebook 
  for forcing doors and other objects open)
  89. Vitamins - 2d4 bottles of multivita-
  mins (Each bottle contains 30 tablets; one 
  tablet a day will give a temporary boost of 
  1 hp for that day and a +1 save modifier to 
  save vs poison rolls for disease, which will 
  be lost after 24 hours)
  90. Water Condenser - 1d2 water con-
  densers (Battery operated, will produce 1 
  pint of clean, fresh water per hour in nor-
  
  8
  mal conditions, 3 pints in humid and half a 
  pint every three hours in dry desert, a full 
  battery lasts 8 hours; replacement Batter-
  ies - see earlier - will be needed when the 
  battery runs out; the ML should determine 
  if any discovered batteries will work, pow-
  er sources from the core rulebook are not 
  compatible, but Solar Panels may be, at 
  the ML’s discretion)
  91. Water Purification Tablets - 5d10 
  tablets (Worth 1 gp each, each tablet will 
  remove bacteria, pathogens and other life 
  forms from 1 pint of water, making it safe 
  to drink but with a chemical taste)
  92. Wet Wipes - Roll 1d10, 1-2 2d5 in-
  dividual wipes in packets, probably lemon 
  scented, 8-10 1d2 packets of 50 wet wipes 
  (Worth 1 cp for an individual wipe, 5 sp 
  for a packet, no real benefit except fresh, 
  clean hands when used)
  93. Wheel - 1d2 wheels, roll 1d10, 1-8 
  wheel is unsuitable for a character vehicle, 
  9-10 will fit, roll 1d6, 1-4 usable 5-6 punc-
  tured or otherwise damaged (Changing a 
  wheel requires a successful repair roll for 
  Complexity Class 1)
  94. Whetstone - 2d4 whetstones (Worth 
  10 gp each, these can be used to keep 
  blades sharp)
  95. Wind-up Radio - 1d2 wind-up radi-
  os (5 minutes of winding will provide 30 
  minutes of listening time but the radio is 
  almost entirely useless, unless characters 
  can pick up any still transmitting pre-apoc-
  alypse channels or equipment)
  96. Wind-up Torch - 1d3 wind-up torches 
  (Illuminating a cone 20’ long by 10’ wide, 
  winding the torch for 1 minute provides up 
  to 7 minutes of light; after five minutes, 
  the area illuminated halves)
  97. Wine - 1d3 bottles of wine, roll 1d8, 
  1-4 white, 5-7 red, 8 rosé (Each bottle 
  contains 2 pints and weighs 2 lbs, value 
  3d10 gp each)
  98. Work Boots - Roll 1d6, 1-4 steel toed, 
  5-6 not, roll 1d10, 1-8 a pair, 9-10 a sin-
  gleton, roll 1d2, 1 left 2 right (Worth 20 gp 
  for steel toed pairs, 8 gp for singletons, 10 
  gp for regular pairs, 3 gp each for single-
  ton, due to their superior, pre-apocalypse 
  manufacture, may provide a bonus at the 
  ML’s discretion for attacks on feet)
  99. Work Gloves - 1d3 pairs of gloves, 
  roll 1d6, 1-4 reinforced with leather, 5-6 
  normal, roll 1d4, 1-3 new gloves, 4 used 
  (Worth 10 gp each for new leather rein-
  forced, 8 gp for used, 5 gp each for new 
  normal, 2 gp each for used, due to their 
  superior, pre-apocalypse manufacture, may 
  reduce the chance of damage to hands, at 
  the ML’s discretion)
  100. Ziploc Bags - 1d100 empty Ziploc 
  bags (A bag will, once, add two days to 
  how long standard rations from the core 
  rulebook remain fresh)
  
  9
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All 
  Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, exten-
  sion, upgrade, improvement, compilation, abridgment or other 
  form in which an existing work may be recast, transformed or 
  adapted; (c) “Distribute” means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)”Open Game Content” means the game mechanic 
  and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional con-
  tent clearly identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including transla-
  tions and derivative works under copyright law, but specifically 
  excludes Product Identity. (e) “Product Identity” means product 
  and product line names, logos and identifying marks including 
  trade dress; artifacts; creatures characters; stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, art-
  work, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or 
  audio representations; names and
  descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, loca-
  tions, environments, creatures, equipment, magical or supernat-
  ural abilities or effects, logos, symbols, or graphic designs; and 
  any other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs that are 
  used by a Contributor to identify itself or its products or the as-
  sociated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distrib-
  ute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” 
  means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content 
  may only be Used under and in terms of this License. You must 
  affix such a notice to any Open Game Content that you Use. No 
  terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using this 
  License.
  3.Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contribut-
  ing original material as Open Game Content, You represent that 
  Your Contributions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copy-
  right date, and the copyright holder’s name to the COPYRIGHT 
  NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not 
  to indicate compatibility or co-adaptability with any Trademark 
  or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or 
  Registered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the ownership 
  of that Product Identity. The owner of any Product Identity used 
  in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distribut-
  ing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any version 
  of this License.
  10. Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise 
  the Open Game Content using the name of any Contributor un-
  less You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply 
  with any of the terms of this License with respect to some or 
  all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game 
  Material so affected.
  13. Termination: This License will terminate automatically if You 
  fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be un-
  enforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the 
  Coast, Inc.
  System Reference Document Copyright 2000, Wizards of the 
  Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, 
  based on original material by E. Gary Gygax and Dave Arneson.
  System Reference Document Copyright 2000-2003, Wizards 
  of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, 
  Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, 
  based on original material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 2002-2004, 
  Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, 
  Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, 
  Christopher Perkins, Rodney Thompson, and JD Wiker, based on 
  material by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, 
  and JD Wiker.
  Castles & Crusades: Players Handbook, Copyright 2004, Troll 
  Lord Games; Authors Davis Chenault and Mac Golden.
  Cave Cricket from the Tome of Horrors, copyright 2002, Necro-
  mancer Games, Inc.; Authors Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax.
  Crab, Monstrous from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on origi-
  nal material by Gary Gygax.
  Fly, Giant from the Tome of Horrors, copyright 2002, Necro-
  mancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Golem, Wood from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; Authors Scott Greene and Patrick 
  Lawinger.
  Kamadan from the Tome of Horrors, copyright 2002, Necro-
  mancer Games, Inc.; Author Scott Greene, based on original 
  material by Nick Louth.
  Rot Grub from the Tome of Horrors, Copyright 2002, Necro-
  mancer Games, Inc.; Authors Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax.
  Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author 
  Daniel Proctor.
  Darwin’s World Copyright 2002, RPGObjects; Authors Dominic 
  Covey and Chris Davis.
  Mutant FutureTM Copyright 2008-2010, Daniel Proctor and Ryan 
  Denison. Authors Daniel Proctor and Ryan Denison.
  100 Potentially Useful Things to Find in the Post-Apoca-
  lyptic Wasteland © 2018, eGDC Ltd; Author: Adrian Kennelly
  
SOURCE: textdata/thevault/Mutant Future/Mutant Future Supplemental/100 Potentially Useful Things to Find in the Post-Apocalyptic Wasteland (MuFut).pdf