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GURPS After The End Loadouts: Herbalist

The next After The End loadout package is for the Doc's Herbalist archetype.


+$1,373, +34.9 lbs.
Points for Cash: 4 (150-point minimum)
The herbalist is more comfortable in the wilderness than other docs, and he carries a rifle-musket primarily for hunting larger game. In a pinch, he can use the weapon in combat, but he is best off hiding and taking the occasional shot from behind cover. Take the Guns (Rifle) skill. The suitcase lab includes various enzymes and alcohol solutions in fragile, poorly marked vials, a chipped mortar and pestle, etc.

  • Fragile, hard-to-use suitcase lab for Pharmacy (Herbal) [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.
  • 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.
  • Cheap Rifle-Musket [Torso]. HT 9. Acc 3. Malf 15. $120 ($150 x 2 x 0.4), 8.5 lbs.
  • 8x Paper cartridge [Torso]. Halves reloading time for rifle-musket. $40, 0.4 lbs. 

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