GURPS 4th edition. After the End 2: The New World
Book information
Description
http://www.sjgames.com/gurps/books/aftertheend/aftertheend2/ Contents Introduction Publication History Recommended Books About the Author About GURPS 1. The End Cause and Effects Supernatural Ends Tech Level How Long Ago? The Prodigal Colony Returns Even Shorter 2. Wasteland Hazards Adding New Hazards Chemicals and Munitions Toxic Waste Chemical Weapons Other Substances Bombs and Mines Climate Temperature Tolerance Cold Heat Storms Water Disease Dealing with Plagues Immunity Sample Diseases Weaponized Viruses Gangs Encountering Gangs Slavers Attitude Identity Sample Gang Members Hostile Townies Mutants One of Us? Identification Treatment Not Quite Human Mutated Animals Aliens Mutated Plants Nanotech Disassembler Nano Nanoviruses Paramilitaries Motivation Leadership Paramilitary Rank Resources Sample Soldiers Radiation Rogue Bots Fighting Steel Reprogramming Sample Bots Zombies Cause Smart Zombies Infection Sample Zombies Horde Combat So You’ve Been Grappled 3. Boldly Going Forth Survival Gathering Hunting Water Foraging Complementary Skills Travel Pack It Up! Camping Ruins and Bunkers Getting Inside Blowing Stuff Up This Old House Falls Traps Ruins Are Dangerous Scavenging Locations and Looting Results Stashes Inventions, Upgrades, and Repairs Parts Tech-Level Modifier Inventing Selling Inventions Upgrading Repairing Analyzing Gizmos Computers Hacking Debugging Combat Simplified Gunplay Range Band Table Fighting Smart Extra Effort Special Combat Situations Patching Up Persuasion Making Friends Bartering Services in Town New Gear Manipulation Fitting In Distraction Intimidation Mobs 4. Post-Apocalyptic Game Mastering Campaign Styles Keeping Heroes Alive Morality Downtime Gruesome Color Gear Making Everyone Useful Index
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