Equipment

Currency
The primary form of currency is made from a crystalline mineral called arcalite, which began to appear not long after the rifts formed. It seems to have magical properties and is valued highly by both Illithids and Earthlings.

Conversion

 * 1 clod = 1 cp
 * 1 sliver = 1 sp
 * 1 grist = 1 gp

Weapons
Weapon Properties
 * Junk: A junk weapon is half the price of a normal weapon, but its damage is reduced by one step and it becomes nonfunctional on a critical failure. It can be restored with the mending spell, or during a short or long rest using tinker's tools, smith's tools, or other appropriate artisan's tools. Any weapon can be bought as a junk weapon.
 * Ammunition: The ammunition of a firearm is destroyed upon use. Modern firearms use bullets. For simplicity's sake, I'm not tracking different types of bullets for each and every type of firearm.
 * Burst Fire: A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition.
 * Reload: A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or bonus action (the character's choice).
 * Short Range: A weapon weapon that has the short range property deals less damage when firing past its normal range. For the first half of long range, the damage die is reduced by two steps. For the second half of long range, the damage dice is reduced by one more step. (2d8 -> 1d10 -> 1d8)

Tools

 * Mechanic's tools: This set of tools includes the necessary equipment to maintain and repair vehicles and Old World machinery, although more complicated repairs may require a dedicated workshop or special parts. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to restore, repair, and disassemble machinery.
 * Computer kit: This kit contains both the tools needed to hack Old World computers as well as those needed to repair those that can still be recovered. If you have proficiency with computer kits, you can add your proficiency bonus to any ability check you make to hack or repair computers.

Vehicles
I'm not gonna get specific with this and make stats for every single type of vehicle out there. Deal with it.
 * Cost: Broken down and abandoned cars are everywhere, anyone who's buying a car instead of snatching one out of the wasteland is a darn fool.
 * Speed: The maximum speed a vehicle can travel at. However, in combat, traveling more than 60 ft. in a single move action gives you disadvantage on all vehicle (land) checks until your next turn. You can travel up to 120 ft. in a round with no penalty with the Dash action.
 * Passengers: The number of people beyond the driver that can fit in or on a vehicle. You could squeeze more people in, or put some people in the bed of a pickup; this is just the number of seats.
 * HP: How much of a beating a vehicle can take before it stops functioning. Vehicles can not be healed with potions, medicine, healing spells, or any of that nonsense, but someone with mechanic's tools can repair a damaged vehicle at a rate of 3 HP per hour of work, double that if you're proficient. A vehicle that is "killed" can not be repaired without a dedicated workshop and replacement parts.
 * Motorized vehicles are immune to poison, psychic, and necrotic damage. They are resistant to non-magical bludgeoning, piercing, and slashing damage.


 * AC: How hard it is to hit a vehicle in motion. A stationary vehicle can usually be hit without having to roll for it.

Vehicle Combat

 * Ramming: When trying to ram a creature of object, the target makes a Dexterity saving throw against a DC of 10 + your Dex mod + your proficiency bonus if you have proficiency in vehicles (land). If you drive your vehicle into another creature or object, both your vehicle and the target take damage. For a motorcycle, the damage is 1d8 and the driver and passengers fall off the vehicle, goes prone, and take 1d8 damage unless the driver succeeds on a DC 20 Dexterity check. For a car or truck, the damage is 2d8.
 * Weapon Attacks: A driver can attack with a one handed weapon while driving, and passengers can attack with a two handed weapon if they are somehow secured in the vehicle.
 * Disabling a Vehicle: While fighting against a vehicle, you can target the tires or other parts of a vehicle to stop it from moving. Tires have the same AC as vehicles, but attacks made against tires are made at disadvantage. Tires do not have resistance to bludgeoning, piercing, and slashing damage. A vehicle with no tires can not be driven until they are somehow repaired, a Mending spell will usually work though.