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GURPS After The End Loadouts: Chemist

I've been working on loadouts packages for the character templates in GURPS After The End 1: Wastelanders. Each template has four archetypal skill packages, and I'm creating a loadout for each of them. Loadouts follow the format in the Loadouts series. Each package builds off of the common Basic Gear package here:

Basic Gear

$127, 16 lbs.

  • Small backpack [Torso]. Holds 40 lbs. $60, 3 lbs.
  • Canteen [Backpack]. Holds 1 quart of liquid (2 lbs. if water). $20 ($10 x 2), 1 lb.
  • Clean water, 1 quart. [Canteen]. $2, 2 lbs.
  • Personal basics [Backpack]. $5, 1 lb.
  • Blanket [Backpack]. $20, 4 lbs.
  • 10x Rations [Backpack]. $20, 5 lbs.

The first package is for the Doc's Chemist archetype.


+$1,373, +26 lbs.
Points for Cash: 4 (150-point minimum)
The chemist doesn’t have much gear, but a few doses of antibiotics can save a life out in the wasteland. The suitcase lab includes various acids and precursor chemicals in ancient test tubes, a hand-cranked centrifuge, etc.
  • Fragile, hard-to-use suitcase lab for Pharmacy (Synthetic) [Backpack]. HT 9. Allows skill roll at -3. $1,200 ($3,000 x 2 x 0.2), 20 lbs.
  • 2x Ceramic bottle [Backpack]. Each holds 1 quart of liquid (2 lbs. if water). $6, 2 lbs.
  • 2x Antibiotic [Backpack]. Prevents or cures (in 1d days) infections. $160 ($20 x 4 each), neg.
  • Cloth cap [Skull]. DR 1*. $5, neg.
  • Shoes [Feet]. DR 1*. $2, 2 lbs.
  • Ordinary clothes [Body, Limbs]. First outfit is free; additional outfits cost $120. 2 lbs.

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