TEXT: Gregorius21778: 
  Weird, Irradiated Loot
  of Pigmen and other Mutated Dogs of War
  Version 1.1; created by Kai Pütz 
  (c) 2017
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2017
  Artwork by:
  The Knotty Works (background artwork)
  Pig-picture by the Terrible Character Portraits // Jeff Preston.
  All used under license and with permission
  My blog:
  www.gregorius21778.wordpress.com
  My other products
  Mutant Future(TM) is copyright 2008, Daniel Proctor and Ryan Denison. Mutant Future(TM) and Mutants & 
  Mazes(TM) are trademarks of Daniel Proctor. These trademarks are used under the Mutant Future(TM) Trademark 
  License 1.1  Got no copy of MutantFuture(TM)? Get it for here free!
  Now, what do we have here...?
  After I finished 20 Weird, Irradiated Encounters for a Mutated, Post-Apocalyptic Swamp (a mouthy title, I
  know...) I still had the picture of Mutant Future(tm) pigmen in my mind (probably because of of the encounter
  with Squealer, the lone pigman, that I wrote). I envision pigmen as nasty, dirty, brutal grunts, the type one
  will find in gritty-sleazy action movies of the 70s and 80s (of cause, always among the enemy and never with
  the hero). Pigs are very similar to us humans, so much that people think that it might be possible to use pig-
  organs as donations for humans. To me, pigmen are genetically altered swine that were used as cheap front
  line soldiers and cannon fodder, created by mixing human DNA in. And of course, they have all the worst of
  what makes us human. And they are not ashamed of it.
  This list contains 100 items that may be found with a pigman. I included weapons of war and explosives, tools,
  rations, survival bric-a-brac, stuff looted somewhere else, curios and a handful of items that are meant to
  show that these are nasty, mean sons of a sow. Not all of the items will be actually useful to the PC, but they
  will make looting those pigmen more memorable to the players.
  As a lot of the entries simply refer to those in the Mutant Future(tm) core rules, thereby this title is pay-
  what-you-want. But please still toss me a coin, I like to add artwork to such releases, and artwork costs
  money. 
  That´s all, folks! Now,  ...enjoy!
  
  01# 2-person tent that reeks of sweat, urine and
  swine from the inside (and will do so for days to
  come).
  02# Aluminium foil (1d8 rolls) that was used for
  cooking, sun protection and lures (by hanging some
  into trees: there is always somebody who checks to
  see what is sparkling there).
  03# Ammo belt for a machine gun (a total of 2d100
  shots).  The  pigman  kept  it  in  hope  of  finding  a
  machine gun sooner or later.
  04# Ammo (5d6 rounds) that does not match any
  gun found in the encounter. It is up to the GM if
  some or all of the ammo matches any weapon a PC
  owns.
  05# Anti-fugal spray (1d4 small spray cans)looted
  from a drug store. This is a male health item for
  those with... “problems”... in the crotch.
  06#  Apples  and  onions,  3d6  of  each,  that  were
  harvested in the area. They were kept together so
  that  the  onions  keep  the  vermin  away  from  the
  apples, but now the apples taste a bit like onions and
  became “kinda ripe”.
  07# Automatic weapon (without ammo) that the
  pigman kept in hope of finding some matching ammo
  sooner or later (d10): 
  1-5:
  Automatic pistol
  6-8:
  Machine pistol
  9-0:
  Submachine gun
  08# Bandages, enough to tend 2d6 wounds.
  09# Barbed wire, pincers and gloves for handling.
  There is a total of 3d6 meters left on the coil, the
  whole affair weights about 3 lbs. 
  10# Battered “ERNIE” (see p. 122). As the energy
  cell  began  to  fail,  the  pigman  grew  angry  and
  hammered onto the device. While it is as battered as
  it looks, it is still of operable (for 1d12 sessions) if the
  energy cell is exchanged for a fresh one.
  11# Binoculars that run on an e-cell and offer 20x
  zoom and IR-vision. 
  12# Boots that have been looted from dead bodies. A
  total  of  1d4  pairs  are  found,  all  used  but  still
  “alright”. 
  13# Boron Solution spray with 1d10 applications
  left. 
  14# Bottles with a strange liquid and assorted rags.
  The  reek  tells  anybody  who  knows  a  bit  about
  chemicals that these 1d4+1 bottles are ready-made
  molotov cocktails: all one needs to do is to open them
  up, insert the rags and light them up
  15# Bungee cord, 1d10+5 meters of it.
  16# Burning glass; made from a salvaged lens. 
  17# Caltrops, 2d6+6 of them in a burlap bag.
  18# Camo nets in a pattern that matches the local
  area. 1D4 of them are found, each of them 2m x 2m
  when unfolded; weighing 3 lbs each.
  19# Candy bars, 1d20+2 of them. Seems this one was
  a sweet tooth. 
  20# Canned foods (see p.123). 2D6 still sealed meals
  are found.
  21# Cargo nets for securing or carrying goods. A
  total  1d4+1  nets  are  found,   each  will  hold  the
  equivalent of a large backpack full of items.
  22# Chewing gum, dry and brittle but still with a bit
  of taste left to them. 1D100 stripes are found.
  23#  Cigarette  lighter,  and  a  50%  chance  to  also
  find...
  24# Cigarettes! There is a total of 3d6 packages (and
  one has only 2d6 left). Seems that this one was a
  smoker. 
  25# Collapsible camping chair
  26# Collapsible spade with sharpened edges (1d6 in
  close combat)
  27# Compass
  
  28 Contaminated water, a total of 1d4 quarts of it. If
  a Saving Throw isn´t passed (Poison or Radiation, as
  the GM wishes) those who consume the water will
  lose 1d4 hit points (per quart) over the cause of the
  day. If this item is found together with means to
  clear water, those means have become useless due to
  age and/or neglect.
  29# Coolerbox that runs on an e-cell. The box itself
  has a volume equal to a gallon and was used to store
  rations.
  30# Crowbar
  31# Disassembled sniper rifle and 1d8+2 rounds of
  matching ammo. The pigman found it like that but
  was never able to reassemble it. A PC that knows
  what a rifle is may do so with a successful technology
  roll (Base Roll: 15%). 
  32# Dried human ears and fingers that are found
  in a small plastic box. This pigman liked to have
  some snacks.
  33# Duffel bag, empty and folded. It is never wrong
  to have a second loot bag, just in case one scores BIG
  TIME.
  34# Dynamite, 1d8 sticks of it. They are very old and
  have  begun  to  “sweat”  nitro.  Damage  is  2d6+1
  (instead of 3d6) per stick, but in case of careless
  handling the GM should roll 2d6. “Doubles” mean
  that the dynamite explodes.
  35# Electrical camping stove with an e-cell. The
  device is the opposite of clean but still functions. 
  36# Empty plastic canisters, 1d4 of them and half a
  gallon each. 
  37# First aid pack of a rather old-fashioned kind. It
  contains tubes of synti-flesh, a gel that begins to
  foam as it comes into contact with the air, then melts
  with the wound it was applied to. It provides a skin-
  like cover, local painkillers and sanitizes the wounds.
  1D6 tubes are left, each tube restores 1d4 hit points
  within one turn.
  38# Flashlight, large and sturdy enough to double as
  a club. 
  39# Full-enclosing helmet with visor. The pigman
  was unable to wear it due to its snot. This advanced
  item of armor provides an electronically enhanced
  180-degree  field  of  view,  flare  protection  and  an
  automated collision alarm to object in its field of view
  and close enough to crash into it with 5 seconds,
  based on the relative speed of the wearer. It is a
  futuristic motorcycle or jetpack rider helmet, and
  runs on an e-cell.
  40# Gas mask with 1d4 sealed filters. The elastic gas
  mask fits over a pigman snot, but also over a human
  head. 
  41# Grapnel and rope
  42# Grenades (for a mortar), 2d4 in total, all of the
  following type (d10):
  1-5:
  Frag Grenades
  6-8:
  Nerve Gas
  9-0:
  Inferno Grenade
  Mortar grenades are larger than hand grenades, and
  thereby their radius is increased by two meters. They
  have  been  looted  from  a  supply  depot  of  some
  reserve unit or militia, and were already outdated
  before the world went south. Thereby, each of them
  has a 30% chance of being a dud.
  43# Hammer and nails (2d20)
  44# Hammock
  45#  Hand  grenades,  a  total  of  1d8,  all  of  the
  following type(d10):
  1-2:
  Concussion
  3-6:
  Frag
  7:
  Energy
  9-0:
  Smoke
  Each has a 10% chance of being a dud.
  46# Hand saw and rubber tubes
  
  47# Hand-drawn map with an X. It is crude, but
  features the local area and anybody with an INT of at
  least 11 will figure out where the X is pointing. At the
  spot the PC will find (d10):
  1-2:
  A  hidden  weapon  stash  with  3d6  
  random weapons
  3-5:
  A cave with a large lake
  6-7:
  A camp of 2d4 pigmen
  9:
  A camp of 2d6 suidoids
  0:
  A field of steaming, hot mud around a
  small geyser.
  48# Hatchet and whetstone
  49# Heavy duty sleeping bag
  50# Heavy duty trash bags, two rolls with 1d20+20.
  They  may  be  used  as  impromptu  bags  (even  for
  water), cut into pieces to create body wraps (to keep
  the heat near the body) or may be cut up to be used
  as covering (for cheap pit traps or as sun protection).
  51#  Hercurine,  in  capsule  form  in  a  small  glass
  bottle without label. 1d12 capsules are left.
  52# Insect repellent (pump spray), itch stopping
  gel (tube) and sun screen (tube); 1d6 of each are
  found.
  53# Ion Bonding Tape
  54# Jaw Traps, a total of 1d4+1. These are not bear
  traps, but they are still enough to break the leg of a
  deer, human or mutant. 
  55# Land mines! A total of 1d4 of them are stored in
  a separate burlap bag with dried grass and leaves as
  packing. There is a 10% chance that any of those is a
  dud  once  they  have  been  set  up.  ...wait,  do  the
  characters  even  know  what  land  mines  are...?
  (Technology roll: 10% base chance).
  56# Large rags that used to be clothes at one point
  or another. Now, they are just filthy rags used for...
  whatever.
  57# Las pistol Mk I, without an energy cell.
  58# Light Anti-Tank Weapon (LAW), kept collapsed
  in  separate  plastic  case.  This  one  is  in  working
  condition.
  59# Meat cleaver, tenderizer and stainless steel
  hooks
  60# Medical supplies, consisting of... 
  (1d8-3) doses of anti-tox
  Medi-Spray II (1d6 applications)
  (1d12-5) RAD-Purge shots
  (1d12-5) Stimshot A
  All but the Medi-Spray II may end up with a “zero”, 
  which means that none are found. 
  61# Mortar (without grenades)
  If the characters get their hands on some mortar
  grenades,  this  weapon  has  twice  the  range  of  a
  grenade launcher, but may only be used to attack
  (rather) stationary targets. 
  62# Old military MRE rations, a total of 2d12 of
  them. They taste HORRIBLE but haven´t spoiled yet.
  63# One-man rubber boat /w collapsible paddle.
  The color is up to the GM.
  64#  Panties: 1d6  of  them.  Worn  and  stored  in
  separate zip bags. Don´t ask.
  65# Petroleum jelly, a total 1d4 small cans.
  66# Power cells (roll d6)
  1-3:
  2d6 power cells
  4-5:
  1d4 power clips
  6:
  one power pack
  67# Protective glasses, a total of 1d3
  68# Proton Energy Pills, a total of 2d6 in a small 
  plastic tube with a faded label.
  69# Radioactive battery; there is a 50% chance that
  it has been damaged as the pigman removed it, and
  thereby counts as a Class 1 radiation source with a
  frequency of one Saving Throw per day.
  
  70# Rain ponchos; disposable. A total of 2d6 in  
  sealed plastic bags.
  71# Rations, slightly off. There are a total of 1d6+1
  rations that a pigman is still able to stomach, but all
  beings with a lesser (regular) resistance to spoiling
  food must pass a Saving Throw vs. Poison or will
  suffer from food poisoning [vomiting, (-1) penalty to
  all rolls for this day and the next, loss of 1d3 hit
  points over the course of the next three days]. Two
  more days and this food is just inedible. 
  72# Root tubers and dried mushrooms, enough for
  1d4 rations.
  73# Rope, 2d6 meters
  74# RPG grenades, but no RPG to fire them.  There
  are a total of 1d4+1 of the following type (d10):
  1-5:
  Frag
  6-8:
  Energy
  9-0:
  Plasma
  75# Salt Pills, 2d20 in total
  76#  Self-made  black  powder  weapon with  1d12
  shots worth of powder and ammo. This weapon is
  equal to a black powder pistol, but with only 1/3 of
  the range, and when the damage die shows a natural
  12 the weapon explodes and the shooter suffers 1d6
  points of damage.
  77# Short-wave radio
  78#  Signal  mirror which  the  pigman  uses  to
  communicate with other pigmen before an actual
  encounter.
  79# Simple culinary dried herbs, collected in the
  local area (a pound in total).
  80# Jerky, a total of 1d8 rations.
  81# Socks  made  of wool, 2d6  pairs  of  them.  In
  humid  conditions  (fog,  dense  underdgrowth,  etc.)
  those may absorb moisture and may later be wrung
  out for water. Or one may wear them as socks. Or use
  them in both ways.
  82# Spray can with weapon oil; small
  83# Straight razor with a blood stained blade.
  84# Stuffed animal (a piglet)
  85# Sunglasses (80s style, with large glasses and a
  gold-colored frame)
  86# Survival Kit with missing components. Roll 3d6,
  the numbers that come up indicate what is NOT there
  1:
  Water purification bag
  2:
  Sewing kit
  3:
  1d12 waterproof matches
  4:
  Compass
  5-6:
  Medi-Spray /w d10 doses
  87# Swiss army knife
  88# Talcum powder
  89# Tea lights and matches; 2d20 of each.
  90# Vodka; 1d6 bottles in total.
  91# Walkie-Talkie
  92#  Water pump /w hose; the pump is a small,
  portable version that is operated with a hand crank.
  93# Water purification tabs, 4d6 in total
  94# Wire (for traps); 5d6 meters with a clipper. 
  95# Wire cutters and different screw drivers
  96# Wormer; for cattle and swine. The glass bottle
  contains 2d20 doses, and 1d4 clean syringes are found
  with it.
  97# Worn cook pot & mess kit
  98# Zip bags (3d20) and  1d4 small rolls with 10 small
  plastic bags .
  99# Zip fasteners, one bag with a total of 2d20+10
  00# Zip-gun; an improvised one-shot junk pistol that
  was build around a bullet that will deal... (d8)
  1-2:
  1d8 damage
  3-6:
  1d10 damage
  7-8:
  1d12 damage
  There is a 30% chance that the gun will explode
  when fired, and thereby deals 1d6 damage to the
  shooter. 
  
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