🎒 Survival Gear Reference
Essential equipment for surviving the bloom apocalypse. Use these tables to outfit NPCs, determine loot, or equip your party.
🔧 Essential Survival Gear (d20)
| d20 | Item | Description | Rarity |
|---|---|---|---|
| 1 | Bloom Filter Mask | Prevents spore inhalation, 12-hour filter life | Common |
| 2 | Decontamination Kit | Chemical wipes, UV light, anti-bloom spray | Common |
| 3 | Geiger-Bloom Counter | Detects bloom radiation and contamination levels | Uncommon |
| 4 | Sealed Water Canteen | Uncontaminated water, precious commodity | Common |
| 5 | MRE Pack (Pre-Bloom) | Edible food from before the apocalypse | Uncommon |
| 6 | Flare Gun | Signal others, scare bloom creatures, 6 flares | Common |
| 7 | Climbing Gear | Rope, carabiners, pitons - navigate ruins | Common |
| 8 | First Aid Kit | Bandages, disinfectant, painkillers, sutures | Common |
| 9 | Solar Charger | Recharge batteries and devices from sunlight | Uncommon |
| 10 | Multi-Tool | Swiss army knife, essential for repairs | Common |
| 11 | Bloom-Resistant Tarp | Shelter, waterproof, blocks spores | Common |
| 12 | Handheld Radio | Short-range communication (if towers work) | Uncommon |
| 13 | Duct Tape | Universal repair tool, seal breaches | Common |
| 14 | Flashlight (LED) | Essential for dark ruins, bloom zones | Common |
| 15 | Antibiotics | Combat infection, very valuable | Rare |
| 16 | Crowbar | Open sealed doors, weapon, pry tool | Common |
| 17 | Compass (Mechanical) | Electronics fail, old-school navigation works | Uncommon |
| 18 | Sleeping Bag (Insulated) | Warmth, shelter, protection from ground | Common |
| 19 | Fire Starter Kit | Matches, lighters, flint - make fire | Common |
| 20 | Pre-Bloom Map | Shows world before bloom, valuable navigation | Uncommon |
⚔️ Weapons (d20)
| d20 | Weapon | Description | Rarity |
|---|---|---|---|
| 1 | Machete | Cut bloom growths, reliable melee weapon | Common |
| 2 | Baseball Bat | Simple, effective, easy to find | Common |
| 3 | Hunting Rifle | Long-range precision, ammo scarce | Uncommon |
| 4 | 9mm Pistol | Standard sidearm, relatively common ammo | Common |
| 5 | Shotgun (Pump) | Close-range devastation, shell scarcity | Common |
| 6 | Fire Axe | Breach doors, chop wood, deadly weapon | Common |
| 7 | Crossbow | Silent, reusable bolts, effective | Uncommon |
| 8 | Combat Knife | Last resort, utility tool, always useful | Common |
| 9 | Molotov Cocktail | Improvised fire weapon, bloom creatures fear fire | Uncommon (craft) |
| 10 | Crowbar | Tool and weapon, blunt trauma | Common |
| 11 | Spear (Improvised) | Keep distance from threats, reach weapon | Common (craft) |
| 12 | Compound Bow | Silent hunting, retrievable arrows | Uncommon |
| 13 | Chainsaw | Loud, fuel-hungry, terrifying vs bloom growths | Rare |
| 14 | Taser/Stun Gun | Non-lethal option, battery-dependent | Uncommon |
| 15 | Flamethrower (Improvised) | Extremely effective vs bloom, very dangerous | Rare (craft) |
| 16 | Sledgehammer | Breach walls, crush skulls, slow but powerful | Common |
| 17 | AR-15 Rifle | Military-grade firepower, rare ammo | Rare |
| 18 | Nail Gun (Pneumatic) | Improvised weapon, needs air compressor | Uncommon |
| 19 | Bloom-Tech Weapon | Experimental energy weapon from bloom materials | Very Rare |
| 20 | Pre-Bloom Military Gear | Professional-grade equipment, excellent condition | Very Rare |
🛡️ Protective Gear (d12)
| d12 | Armor | Description | Rarity |
|---|---|---|---|
| 1 | Leather Jacket | Basic protection, light, flexible | Common |
| 2 | Motorcycle Gear | Good abrasion resistance, pads at joints | Common |
| 3 | Hazmat Suit | Full bloom protection, limited mobility | Uncommon |
| 4 | Riot Gear | Police armor, helmet, shield, good protection | Uncommon |
| 5 | Improvised Scrap Armor | Metal plates, padding, bulky but effective | Common (craft) |
| 6 | Kevlar Vest | Ballistic protection, light weight | Rare |
| 7 | Gas Mask | Protects from spores, limited filter life | Common |
| 8 | Hard Hat & Goggles | Head protection, eye safety in ruins | Common |
| 9 | Tactical Vest | Load-bearing, pockets, some protection | Uncommon |
| 10 | Military Body Armor | Professional-grade protection, heavy | Rare |
| 11 | Bloom-Resistant Coating | Spray-on protection, temporary (8 hours) | Uncommon |
| 12 | Bloom-Tech Armor | Experimental living armor, bonds to wearer | Very Rare |
🔬 Specialized Equipment (d20)
| d20 | Equipment | Description | Rarity |
|---|---|---|---|
| 1 | Bloom Sample Kit | Collect samples safely, scientific research | Uncommon |
| 2 | Anti-Bloom Injector | Emergency treatment, halts early corruption | Rare |
| 3 | Reality Anchor | Bloom-tech device, stabilizes local reality | Very Rare |
| 4 | Spore Vacuum | Clear area of airborne spores temporarily | Uncommon |
| 5 | UV Flashlight | Shows bloom contamination invisible to naked eye | Uncommon |
| 6 | Bloom Energy Cell | Power source from bloom materials, dangerous | Rare |
| 7 | Night Vision Goggles | See in darkness, navigate at night safely | Rare |
| 8 | Grappling Hook | Scale buildings, cross gaps in ruins | Common |
| 9 | Binoculars | Scout ahead, spot threats from distance | Common |
| 10 | Lockpick Set | Access sealed areas, safes, vehicles | Uncommon |
| 11 | Portable Generator | Small, fuel-powered electricity source | Rare |
| 12 | Bloom Detector | Portable scanner, shows nearby contamination | Uncommon |
| 13 | Rebreather Mask | Extends air supply in toxic environments | Uncommon |
| 14 | Thermite Grenades | Extreme heat, destroy bloom growths | Rare |
| 15 | Winch & Cable | Pull heavy objects, vehicle recovery | Uncommon |
| 16 | Hacking Deck | Access old-world computer systems | Rare |
| 17 | Bloom Nullifier | Creates small bloom-free zone temporarily | Very Rare |
| 18 | Drone (Recon) | Aerial scouting, cameras, limited battery | Rare |
| 19 | Medical Scanner | Diagnose corruption level, infections, injuries | Rare |
| 20 | Great One Ward | Mysterious artifact, protects from attention | Legendary |
💊 Consumables & Medicine (d20)
| d20 | Item | Description | Rarity |
|---|---|---|---|
| 1 | Painkillers | Reduce pain, keep functioning when injured | Common |
| 2 | Antibiotics | Fight infection, prevent sepsis from wounds | Rare |
| 3 | Stimulants | Stay awake, boost alertness, addictive | Uncommon |
| 4 | Anti-Radiation Pills | Reduce bloom radiation damage | Uncommon |
| 5 | Blood Pack | Emergency transfusion, replace blood loss | Rare |
| 6 | Morphine | Extreme pain relief, powerful sedative | Rare |
| 7 | Adrenaline Shot | Emergency boost, cardiac restart, combat enhancement | Uncommon |
| 8 | Anti-Bloom Vaccine | Temporary resistance to infection (24 hours) | Very Rare |
| 9 | Alcohol (Strong) | Disinfectant, painkiller, morale booster | Common |
| 10 | Sedatives | Calm panic, induce sleep, manage trauma | Uncommon |
| 11 | Anti-Psychotics | Combat madness from bloom exposure | Rare |
| 12 | Vitamins | Supplement poor diet, maintain health | Common |
| 13 | Epinephrine Injector | Treat allergic reactions, shock, cardiac arrest | Uncommon |
| 14 | Anti-Venom | Treat bites/stings from mutated creatures | Rare |
| 15 | Purification Tablets | Make contaminated water safer to drink | Common |
| 16 | Meal Replacement Bars | Compact nutrition, long shelf life | Common |
| 17 | Bloom Inhibitor | Slow corruption progression temporarily | Very Rare |
| 18 | Antiseptic Spray | Clean wounds, prevent infection | Common |
| 19 | Experimental Serum | Unknown effects, possibly helpful or harmful | Rare |
| 20 | Bloom Enhancement Drug | Temporarily boost bloom powers, addictive | Very Rare |
🔍 Common Scavenging Finds (d20)
What survivors typically find looting ruins
| d20 | Find | Description |
|---|---|---|
| 1 | Canned Food (Edible) | Pre-bloom food, still good if sealed properly |
| 2 | Bottled Water | Clean water, extremely valuable currency |
| 3 | Batteries (Various) | Power devices, increasingly rare |
| 4 | Clothing | Warm, protective, or fashionable garments |
| 5 | Tools (Hand) | Hammer, screwdriver, wrench - useful for repairs |
| 6 | Blankets/Bedding | Warmth, comfort, shelter material |
| 7 | Electronics (Broken) | Salvage parts, sometimes repairable |
| 8 | Books/Magazines | Knowledge, entertainment, fire starter |
| 9 | Fuel (Small Amount) | Gasoline, diesel, propane - precious resource |
| 10 | Ammunition (Few Rounds) | Random caliber, may not fit your weapons |
| 11 | Personal Items | Photos, jewelry, mementos - humanizing finds |
| 12 | Medications (Expired) | Still better than nothing, reduced effectiveness |
| 13 | Rope/Cord | Always useful, multiple applications |
| 14 | Plastic Containers | Store water, food, organize supplies |
| 15 | Lighter/Matches | Fire-starting capability, critical survival |
| 16 | Backpack/Bag | Carry more loot, organizational tool |
| 17 | Vehicle Parts | Keep transportation running, trade goods |
| 18 | Seeds (Pre-Bloom) | Grow uncontaminated food, extremely valuable |
| 19 | Luxury Items | Alcohol, cigarettes, coffee - morale boosters |
| 20 | Jackpot Find | Roll twice on this table or on specialized equipment |