Characters can attempt to scavenge abandoned buildings looking for food, fuel, ammunition, trade goods, and other useful items. Scavenging requires Search checks; the items found depend on the degree of success, the type of building searched, and whether or not scavengers have already stripped the building of its loot.
Scavenging Results
The size of a building determines the number of scavenging Search checks. In general, one check is made for every 1,000 square feet of building space. A typical gas station or apartment is about 1,000 square feet, a convenience store or small single-family home is typically 1,000 to 2,000 square feet, and a large single-family home might be as much as 3,000 square feet. Office buildings, department stores, and other structures may be many thousands of square feet. A building large enough to allow several Search checks can yield more findings—a character might find three times as much stuff, for instance, in a 3,000-square-foot house as he would in a 1,000-square-foot house. The Scavenging Results table gives typical building sizes for a variety of building types.
Scavenging Results | |||||
Check Result | |||||
Building Type | Building Size (×1,000 sq. ft.) | DC 20 | DC 25 | DC 30 | DC 35 |
Office | 2d8 | 1d4–1 electrical | 1d2–1 mechanical | 1d2–1 food | 1d2–1 medicines |
Restaurant | |1d3 | 1d3–1 electrical | 1d10–1 food | 1d6–1 food | 1d6–1 food |
Arsenal | 1 | — | 1d6–1 mechanical | 1d12–1 ammo | 1d8–1 food |
Single-family home | 1d3 | 1d2–1 electrical | 1d6–1 food | 1d8–1 gas | 1d2–1 medicines |
Department store | 3d6 | 1d4–1 misc items | 1d2–1 electrical | 1d2–1 mechanical | 1d2–1 food |
Police station | 1d3 | — | 1d2–1 electrical | 1d6–1 ammo | 1d3–1 medicines |
Hardware store | 3d6 | 1d3–1 misc items | 1d6–1 mechanical | 1d4–1 electrical | 1d6–1 electrical |
Gas station/garage | 1 | 1d8–1 mechanical | 1d10–1 gas | 1d10–1 gas | 1d10–1 gas |
Convenience store | 1d2 | 1d2–1 misc items | 1d8–1 food | 1d10–1 gas | 1d10–1 gas |
Factory | 3d6 | 1d6–1 mechanical | 1d4–1 electrical | 1d10–1 gas | 1d2–1 medicines |
Warehouse | 4d8 | 1d2–1 misc items | 1d2–1 electrical | 1d3–1 mechanical | 1d8–1 gas |
Hospital | 2d10 | 1d4–1 electrical | 1d3–1 medicines | 1d4–1 medicines | 1d4–1 medicines |
Fire station | 1d4 | 1d6–1 mechanical | 1d4–1 medicines | 1d10–1 gas | 1d4–1 food |
Specialty retail | 1d6 | 1d2–1 misc items | 1d2–1 mechanical | 1d2–1 food | 1d2–1 electrical |
Supermarket | 3d4 | 1d2–1 misc items | 1d8–1 food | 1d4–1 medicines | 1d8–1 food |
Drug store | 2d4 | 1d2–1 misc items | 1d4–1 medicines | 1d4–1 food | 1d4–1 medicines |
The condition of the building and whether or not it has been previously scavenged might have an effect on Search checks made when scavenging. In general, it’s assumed that a building to be scavenged is largely intact, and that it has been lightly scavenged in the past. (Perhaps previous passersby have checked it out, taking the most obvious items of value but not searching it in detail.)
Apply the following modifiers as appropriate.
Circumstance | Search Check Modifier |
Structure condition | |
Undamaged/minor damage | +0 |
Major damage | –5 |
Severe damage | –10 |
Collapsed | –15 |
Previous scavenging | |
Building has never been scavenged | +15 |
Building has been very lightly scavenged | +5 |
Building has been lightly scavenged | +0 |
Building has been moderately scavenged | –5 |
Building has been heavily scavenged | –15 |
Scavenging takes 10 minutes per Search check. A scavenger can take 20, requiring 3 hours and 20 minutes to complete a check.
Ammunition
d% | Ammunition Type |
01–08 | 5.56mm |
09–12 | 7.62mm |
13–14 | 7.62mmR |
15–16 | 0.444 |
17–18 | 0.5 |
19–26 | 9mm |
27–28 | 10mm |
29–36 | 0.22 |
37–44 | 0.32 |
45–52 | 0.38 |
53–60 | 0.357 |
61–62 | 0.44 |
63–70 | 0.45 |
71–72 | .50AE |
73–76 | 10 gauge buckshot |
77–84 | 12 gauge buckshot |
85–88 | Arrow |
89–96 | CO2 cartidge |
97–100 | Crossbow bolt |
Miscellaneous
d% | Item |
01–03 | Backpack |
04 | Battery charger |
05–09 | Battery |
10 | Binoculars, standard |
11–13 | Bolt cutter |
14–19 | Book |
20–24 | Briefcase |
25–27 | Chemical light sticks (5) |
28–33 | Cigarette lighter |
34 | Compass |
35–40 | Day pack |
41–45 | Digital camera |
46–48 | Duct tape |
49–49 | Electrical tool kit, basic |
50–52 | Fatigues |
53–58 | Fire extinguisher |
59–61 | First aid kit |
62–66 | Flashlight, penlight |
67–69 | Flashlight, standard |
70–74 | Map, road atlas |
75 | Mechanical tool kit, basic |
76–78 | Multipurpose tool |
79–83 | Parka |
84 | Rope (150 ft.) |
85 | Tent, 2-person dome |
86–91 | Toolbelt |
92 | Walkie-talkie, basic |
93–97 | Windbreaker |
98–100 | Zip-tie (25) |
To determine the result of the scavenging Search check, consult Table 2–4: Scavenging Results. The table gives results for several DCs. The results are cumulative; if the character succeeds at DC 30, she gets the results for DC 30, DC 25, and DC 20.
Heroes can scavenge a building more than once. If more than half of a building has ever been scavenged, the building is considered moderately scavenged. If anyone has taken 20 on Search checks over half of the building, the building is considered heavily scavenged.
For example, Brandon comes across an old fire station. Fire stations are typically 1,000–4,000 (1d4 × 1,000) square feet; rolling 1d4, the GM determines this one is 3,000 square feet in size. Brandon can make three Search checks. The fire station has minor damage and has been lightly scavenged in the past, so there will be no modifiers on the checks.
On his first check, Brandon rolls a 9, and with his +11 Search modifier, he gets a 20. That’s enough to find 1d6–1 mechanical parts. Brandon rolls a 3, giving him a total of two mechanical parts for his trouble—useful, but not as successful as he’d hoped. For his second check, Brandon decides to take 20. This gives him a check result of 31, enough to find 1d6–1 mechanical parts, 1d4–1 medicines, and 1d10–1 gas—much better results, and he still has one more check to make.
Electrical
Electrical parts consist of miscellaneous materials needed to build and repair electrical devices. The actual scavenged items may be parts from old televisions, coffee makers, or power transformers, but they all count as parts.
Mechanical
Mechanical parts consist of miscellaneous materials needed to build and repair mechanical devices. The actual scavenged items may be parts from lawnmower or automobile engines, air conditioners, or other devices, but they all count as parts.
Food
Scavenged food consists of canned goods from before the apocalypse.
Medicines
Medicines are antibiotics and other pharmaceuticals. The number indicated on the Scavenging Results table is the number of doses found; consult the table below to determine the type of medicine found.
d% Medicine Type
01–60 Mild (disease Fort DC 14 or lower)
61–90 Moderate (disease Fort DC 15–18)
91–97 Powerful (disease Fort DC 19–22)
98–100 Advanced (disease Fort DC 23 or higher)
Ammo
Functioning ammunition is rare and valuable indeed. The number indicated on the Scavenging Results table is the number of bullets found. Consult the table on the right to determine the type of ammunition found.
Gas
Gasoline is the preferred fuel for automobiles. The number indicated on the Scavenging Results table is the number of gallons found.
Miscellaneous
Miscellaneous items are just that: the miscellaneous leftovers of the age of civilization. The number indicated on the Scavenging Results table is the number of items found. Consult the table on the right to determine each individual item found.
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