🎒 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 (2d10)
| 2d10 | Item | Description | Rarity |
|---|---|---|---|
| 2 | Bloom Filter Mask | Prevents spore inhalation, 12-hour filter life | Common |
| 3 | Decontamination Kit | Chemical wipes, UV light, anti-bloom spray | Common |
| 4 | Geiger-Bloom Counter | Detects bloom radiation and contamination levels | Uncommon |
| 5 | Sealed Water Canteen | Uncontaminated water, precious commodity | Common |
| 6 | MRE Pack (Pre-Bloom) | Edible food from before the apocalypse | Uncommon |
| 7 | Flare Gun | Signal others, scare bloom creatures, 6 flares | Common |
| 8 | Climbing Gear | Rope, carabiners, pitons - navigate ruins | Common |
| 9 | First Aid Kit | Bandages, disinfectant, painkillers, sutures | Common |
| 10 | Solar Charger | Recharge batteries and devices from sunlight | Uncommon |
| 11 | Multi-Tool | Swiss army knife, essential for repairs | Common |
| 12 | Hand-Crank Radio | No battery required, short-range communication | Uncommon |
| 13 | Waterproof Tarp | Shelter, ground cover, rain collection | Common |
| 14 | Portable Water Filter | Purifies contaminated water, not bloom-filtered | Uncommon |
| 15 | Emergency Blanket | Thermal insulation, lightweight, visible signal | Common |
| 16 | Paracord (50m) | Binding, trapping, shelter construction, rappelling | Common |
| 17 | Duct Tape (3 rolls) | Repairs gear, seals wounds, improvised everything | Common |
| 18 | Bloom Proximity Alarm | Triggers audible alert when bloom energy approaches | Rare |
| 19 | Portable Defibrillator | Pre-Bloom medical device, functional, single charge remaining | Rare |
| 20 | Reality Anchor (Portable) | Experimental device, stabilizes small zone, battery life unknown | Very Rare |
⚔️ Weapons (2d10)
| 2d10 | Weapon | Description | Rarity |
|---|---|---|---|
| 2 | Machete | Cut bloom growths, reliable melee weapon | Common |
| 3 | Baseball Bat | Simple, effective, easy to find | Common |
| 4 | Hunting Rifle | Long-range precision, ammo scarce | Uncommon |
| 5 | 9mm Pistol | Standard sidearm, relatively common ammo | Common |
| 6 | Shotgun (Pump) | Close-range devastation, shell scarcity | Common |
| 7 | Fire Axe | Breach doors, chop wood, deadly weapon | Common |
| 8 | Crossbow | Silent, reusable bolts, effective | Uncommon |
| 9 | Combat Knife | Last resort, utility tool, always useful | Common |
| 10 | Molotov Cocktail | Improvised fire weapon, bloom creatures fear fire | Uncommon (craft) |
| 11 | Crowbar | Tool and weapon, blunt trauma | Common |
| 12 | Spear (Improvised) | Pipe or rebar tipped with blade, good reach | Common (craft) |
| 13 | Compound Bow | Quiet, accurate, arrows reusable if recovered | Uncommon |
| 14 | Flamethrower (Jury-Rigged) | Short range, devastating, fuel consumption high | Rare (craft) |
| 15 | Tranquilizer Gun | Non-lethal, useful for capture or mercy kills | Uncommon |
| 16 | Submachine Gun | High rate of fire, light, ammo burns fast | Rare |
| 17 | Explosive Trap | Fragmentation device, set and forget, area denial | Rare (craft) |
| 18 | Anti-Bloom Spray (Weaponized) | Repels bloom creatures, short range, caustic mist | Rare |
| 19 | Military Assault Rifle | Automatic capable, high damage, ammo increasingly rare | Very Rare |
| 20 | Bloom-Shard Lance | Weapon fused with bloom crystal, unstable, corrupts wielder slowly | Very Rare |
🛡️ Protective Gear (2d10)
| 2d10 | Armor | Description | Rarity |
|---|---|---|---|
| 2 | Leather Jacket | Basic protection, light, flexible | Common |
| 3 | Motorcycle Gear | Good abrasion resistance, pads at joints | Common |
| 4 | Hazmat Suit | Full bloom protection, limited mobility | Uncommon |
| 5 | Riot Gear | Police armor, helmet, shield, good protection | Uncommon |
| 6 | Improvised Scrap Armor | Metal plates, padding, bulky but effective | Common (craft) |
| 7 | Kevlar Vest | Ballistic protection, light weight | Rare |
| 8 | Gas Mask | Protects from spores, limited filter life | Common |
| 9 | Hard Hat & Goggles | Head protection, eye safety in ruins | Common |
| 10 | Tactical Vest | Load-bearing, pockets, some protection | Uncommon |
| 11 | Military Body Armor | Professional-grade protection, heavy | Rare |
| 12 | Construction Kneepads & Gloves | Joint protection, grip, crawling through ruins | Common |
| 13 | Padded Overalls | Full-body coverage, comfortable, moderate protection | Common |
| 14 | Ballistic Helmet | Head protection, face shield optional, uncomfortable | Uncommon |
| 15 | Anti-Bloom Underlayer | Chemical-resistant bodysuit worn under other armor | Rare |
| 16 | Welding Apron & Mask | Heat and spark protection, improvised but solid | Common |
| 17 | EOD Suit (Partial) | Blast-resistant torso and arms, restrictive movement | Very Rare |
| 18 | Exo-Brace (Salvaged) | Mechanical joint supports, increases carrying capacity | Rare |
| 19 | Bloom-Integrated Carapace | Bloom crystal armor fused to skin, high protection, corrupting | Very Rare |
| 20 | Great One Ward-Suit | Experimental suit lined with reality-anchoring material, origin unknown | Very Rare |
🔬 Specialized Equipment (2d10)
| 2d10 | Equipment | Description | Rarity |
|---|---|---|---|
| 2 | Bloom Sample Kit | Collect samples safely, scientific research | Uncommon |
| 3 | Anti-Bloom Injector | Emergency treatment, halts early corruption | Rare |
| 4 | Reality Anchor | Bloom-tech device, stabilizes local reality | Very Rare |
| 5 | Spore Vacuum | Clear area of airborne spores temporarily | Uncommon |
| 6 | UV Flashlight | Shows bloom contamination invisible to naked eye | Uncommon |
| 7 | Bloom Energy Cell | Power source from bloom materials, dangerous | Rare |
| 8 | Night Vision Goggles | See in darkness, navigate at night safely | Rare |
| 9 | Grappling Hook | Scale buildings, cross gaps in ruins | Common |
| 10 | Binoculars | Scout ahead, spot threats from distance | Common |
| 11 | Lockpick Set | Access sealed areas, safes, vehicles | Uncommon |
| 12 | Portable Generator (Small) | Fuel-powered electricity, noisy, attracts attention | Uncommon |
| 13 | Drone (Consumer Grade) | Aerial scouting, limited battery, loud | Rare |
| 14 | Geothermal Tap Kit | Extract heat energy from ground in bloom zones | Rare |
| 15 | Bloom Compass | Points toward or away from corruption, user's choice | Uncommon |
| 16 | Medical Scanner (Pre-Bloom) | Assess injuries and infection levels, battery-dependent | Rare |
| 17 | Sanity Monitoring Device | Tracks psychological corruption markers, alarms at threshold | Very Rare |
| 18 | Dimensional Sniffer | Detects reality anomalies before they become visible | Very Rare |
| 19 | Anti-Psychic Helmet | Blocks Great One influence on the wearer's thoughts | Very Rare |
| 20 | Bloom Neural Interface | Links to bloom network, grants information at corruption cost | Unique |
💊 Consumables & Medicine (2d10)
| 2d10 | Item | Description | Rarity |
|---|---|---|---|
| 2 | Painkillers | Reduce pain, keep functioning when injured | Common |
| 3 | Antibiotics | Fight infection, prevent sepsis from wounds | Rare |
| 4 | Stimulants | Stay awake, boost alertness, addictive | Uncommon |
| 5 | Anti-Radiation Pills | Reduce bloom radiation damage | Uncommon |
| 6 | Blood Pack | Emergency transfusion, replace blood loss | Rare |
| 7 | Morphine | Extreme pain relief, powerful sedative | Rare |
| 8 | Adrenaline Shot | Emergency boost, cardiac restart, combat enhancement | Uncommon |
| 9 | Anti-Bloom Vaccine | Temporary resistance to infection (24 hours) | Very Rare |
| 10 | Alcohol (Strong) | Disinfectant, painkiller, morale booster | Common |
| 11 | Sedatives | Calm panic, induce sleep, manage trauma | Uncommon |
| 12 | Antiseptic Gel | Prevent wound infection, non-prescription grade | Common |
| 13 | Vitamin Supplements | Counter malnutrition, maintain function in lean times | Common |
| 14 | Insulin (Refrigerated) | Essential for diabetic survivors, cold storage required | Rare |
| 15 | Anti-Psychotics | Manage corruption-induced psychosis, dulls bloom whispers | Rare |
| 16 | Burn Dressing Kit | Treat fire and acid injuries, cooling gel included | Uncommon |
| 17 | Bloom Suppressant | Slows corruption progression by days, side effects severe | Very Rare |
| 18 | Neural Stabilizer | Halts Great One mental intrusion temporarily, disorients user | Very Rare |
| 19 | Experimental Purge Agent | Attempts to reverse Stage 2 corruption, 40% success rate | Very Rare |
| 20 | Bloom Communion Draught | Grants temporary bloom-touched abilities, accelerates corruption rapidly | Unique |
🔍 Common Scavenging Finds (2d10)
What survivors typically find looting ruins
| 2d10 | Find | Description |
|---|---|---|
| 2 | Canned Food (Edible) | Pre-bloom food, still good if sealed properly |
| 3 | Bottled Water | Clean water, extremely valuable currency |
| 4 | Batteries (Various) | Power devices, increasingly rare |
| 5 | Clothing | Warm, protective, or fashionable garments |
| 6 | Tools (Hand) | Hammer, screwdriver, wrench - useful for repairs |
| 7 | Blankets/Bedding | Warmth, comfort, shelter material |
| 8 | Electronics (Broken) | Salvage parts, sometimes repairable |
| 9 | Books/Magazines | Knowledge, entertainment, fire starter |
| 10 | Fuel (Small Amount) | Gasoline, diesel, propane - precious resource |
| 11 | Ammunition (Few Rounds) | Random caliber, may not fit your weapons |
| 12 | Medical Supplies (Partial) | Bandages and antiseptic, expired but usable |
| 13 | Seeds (Non-Bloom) | Uncontaminated planting stock, rare find |
| 14 | Map (Local Area) | Pre-bloom street map, roads may no longer match |
| 15 | Rope & Pulleys | Heavy-duty lifting or securing equipment |
| 16 | Candles & Matches | Light without electricity, precious in long-term camps |
| 17 | Cash & Valuables (Pre-Bloom) | Mostly useless now but some settlements still trade in old currency |
| 18 | Encrypted Drive | Pre-bloom data storage, contents unknown, decryption needed |
| 19 | Working Firearm (Unusual) | Functional weapon in uncommon caliber, ammo very hard to find |
| 20 | Sealed Experiment (Labeled) | Pre-bloom research canister, contents classified, visibly reacting to bloom |