
thegreenteagamer |

Or it happens again just now.
Against Fitz.
And man was that a crazy hit.
And every action after depends on if he soaks or not, and he's the last to update most nights.
...wow.

thegreenteagamer |

Geeze, and that's why my RL players say Savage Worlds is the deadliest system out there.
I argue nWoD is more so, but, yeah...that was...I mean wow.
But hey that same group had a guy soak a hit with four raises like it was nothing. Only takes a result of 16. (If you soak all the wounds and the knockout blow, the Shaken is gone for free.) This was after he took a grenade with a fumble on the agility check to jump out of the way.

The Green Tea Overseer |

So, yeah, since you're new I should explain. If you want to try to soak the damage like "pain don't hurt", you spend a Benny. You then get to roll vigor (and wild die), and every success soaks a wound or incapacitation blow. If you soak them all, you're not shaken. You can spend another Benny to try again, and as with all Benny rerolls, you take the better result. This is resolved before the damage, and you have no wound penalties on the roll.
If you soak nothing, or have no bennies, then you are f***ed right proper. You're incapacitated...at the least knocked out. You make a vigor roll WITH wound penalties (and fatigue and radiation and other penalties you may have), which is at this point a max of 3 wounds. If you get 1 or less you die. 2-3 is a permanent injury, 4-7 a temporary injury, 8+ and you're annoyed, and wake up with three wounds but nothing else.
I will point out Fallout's major cities can have doctors who can correct permanent injuries, because I'm not a dick, but it isn't cheap or without, I dunno, a major quest.
I hope you soak it. I like Fitz.

thegreenteagamer |

So like I said earlier, everyone dings. Also, New scene, so Bennies reset.
So remember, the standard stuff is available, as well as the novice edges I shared on the recruitment page themed off Perks in Fallout games. I will try to share some of the seasoned, veteran, and heroic stuff later this week to give you a sneak peak and help you plan your concept a little more in advance. At the latest I'll get it done Wednesday. Some of the higher level stuff, like Slayer, Sniper, or Plasma Spaz have prerequisites. In the meantime if you have an idea for your concept I can give you a heads up.
For example, I see you're unarmed with Fitz. You should know standard edges, like Martial Arts and Brawler (brawling? I forget the name, the +2 damage with unarmed) edges both suit that in the core book.
There's two Veteran edges, Ninja and Paralyzing Palm that fit pretty well, too. Ninja requires d10 fighting and d10 stealth, but gives +1d6 damage to fighting rolls when you're hidden (and yes, if you took Assassin they stack). Paralyzing Palm requires Martial Arts and Brawler and d10 fighting, but gives enemies -2 to recover from shaken when it's caused by your unarmed attacks. They're Veteran, though, so it'd be a while before you can get them.
I've got most of the perks done from FO1-3 and NV. Most of the good ones start at Seasoned. Let me know if there's something you're looking for in particular from the games.
And when you level up, just tell me what you're picking for this level so I can keep up. Appreciate it.

Rynjin |

I never saw the point of Martial Artist since you put these Brass Knuckles here. Unless it stacks, it has the same effect as a Fist weapon. It seems it'd only be useful if I wanted to go full unarmed, and I believe items are going to be a much more common commodity than Perks (well, Edges).
Edit: Well, I see now. Brawler (and Bruiser) specify Bare-Handed, so if you want that sort of thing you need to be fully unarmed. Hm. I'll think on it.

Spencer Collin |

Well, I think that with developments as they are, it makes sense that Spencer would pick up Quick Draw, getting used to situations like this and realizing that a fast trigger finger will save his life more often than not. And it's a good Edge to have for situations like this. So that's what I'll spend this Advancement on.

thegreenteagamer |

I never saw the point of Martial Artist since you put these Brass Knuckles here. Unless it stacks, it has the same effect as a Fist weapon. It seems it'd only be useful if I wanted to go full unarmed, and I believe items are going to be a much more common commodity than Perks (well, Edges).
Edit: Well, I see now. Brawler (and Bruiser) specify Bare-Handed, so if you want that sort of thing you need to be fully unarmed. Hm. I'll think on it.
I did specifically say, when I gave out the weapon, that they raise damage type by 1 die category if you have the martial arts edge.
All the "unarmed" weapon types work like that.
I suppose the way I worded it wasn't very clear. So without the edge, they're Str+d4,for example, with martial arts you become str+d6. They just raise damage by one dies type if you have the edge.
Yeah, I had originally thought to let brawler work with unarmed type weapons. It seems a bit more powerful, but melee weapons get pretty powerful at high end. Like the super sledge is Str+d12+2, or the shishkebab is Str+d6+2, or the ripper has a ridiculous armor piercing value.

Spaulding Dunn |

Spaulding now realizes that somebody in the group needs to speak to outsiders encountered, and takes that roll on. He knows he has always been popular, and might be the best choice in the group for negotiating.
Therefore he adds a d4 in Persuasion.
Also, it might be best to try and take care of his existing wound. I forgot about the "golden hour" thing, so is Spaulding stuck with the wound for 5-days, or can he make a vigor roll now. Or is there some other way to get rid of this pre-existing wound?
1d6 ⇒ 2 Vigor
1d6 ⇒ 3 XD
And if a Benny... which are getting ready to re-set can be spent.
1d6 ⇒ 2 Vigor1
1d6 ⇒ 2 WD
Might as well spend the last one since they're re-setting.
1d6 ⇒ 5 Vigor2
1d6 ⇒ 5 WD2

Rynjin |

Rynjin wrote:I never saw the point of Martial Artist since you put these Brass Knuckles here. Unless it stacks, it has the same effect as a Fist weapon. It seems it'd only be useful if I wanted to go full unarmed, and I believe items are going to be a much more common commodity than Perks (well, Edges).
Edit: Well, I see now. Brawler (and Bruiser) specify Bare-Handed, so if you want that sort of thing you need to be fully unarmed. Hm. I'll think on it.
I did specifically say, when I gave out the weapon, that they raise damage type by 1 die category if you have the martial arts edge.
All the "unarmed" weapon types work like that.
I suppose the way I worded it wasn't very clear. So without the edge, they're Str+d4,for example, with martial arts you become str+d6. They just raise damage by one dies type if you have the edge.
Yeah, I had originally thought to let brawler work with unarmed type weapons. It seems a bit more powerful, but melee weapons get pretty powerful at high end. Like the super sledge is Str+d12+2, or the shishkebab is Str+d6+2, or the ripper has a ridiculous armor piercing value.
Ah, in that case I will take Martial Artist. It'll help if I ever get disarmed anyway, come to think of it.

thegreenteagamer |

Yeah. I wasn't sure how long he had been injured before the journey. He was wounded (Due to my snake-eyes) before the trip I assumed, not in the fight.
We're close to where I live in real life. Can we go to my house... I know where there are a couple of guns there. :-).
True. Well then you can still use the stimpak. It eats a wound even after the golden hour. They're not gonna be nearly as prevalent as in the videogames though.
My mom lives in Port Saint Lucie, and I went to high school in Jupiter, and Community College in Palm Beach gardens, so I'm familiar with the area, although that's still about an hour drive south of the Space Coast.

Mickey Rios |

Had a really busy weekend. Sorry for the radio silence.
I raised my spirit from d6 to d8. I really want my first edge to be Elan.

Mickey Rios |
1 person marked this as a favorite. |

I see what you did there, you sexy, shoeless god of war, you.

thegreenteagamer |

Low wisdom, arrogant, powerful, able to take a beating and keep coming, phenomenally chaotic, borderline morals.
Yeah, I guess I portray that image around these parts.

thegreenteagamer |

Sorry about that guys. Again, new to the PbP thing. Figured responding ASAP to each one was the best I could do, but I guess in dialogue it's better to wait and in combat to press on. I'll try to make more of an effort in the future. Thanks for hanging in.

Rynjin |

No problem. Most games kinda have this issue starting out.
Personal conversations can be carried out rapidly without much issue, but when you have the guys turn around and walk off immediately it kinda shuts people out.

The Green Tea Overseer |

Alright, here's a general item price list for future sales. I'm copying and pasting this from a table, so I know it won't fit perfect, and I'm gonna try to do my best. The first number is the price in caps, the second number is the weight in pounds. As usual in RPGs, selling is 1/2 buying price. I have bartering rules, but I don't think they'll work well in a PbP, where buying and selling should just be done in the background. Some of the items are a little different than you're used to, more for consistency of price and items...most meat has rads, most veggies don't, etc.
Abraxo Cleaner
5
1
Compare it to Comet or Ajax or other powdered cleaners
Acoustic Guitar
50
3
Classic wooden frame
Action Figure
5
1
“Action Abe” is the most popular
Alien Crystal, large
20
0
Its purpose is a mystery.
Alien Crystal, small
10
0
Its purpose is a mystery.
Ant Egg
4
1
Irradiated Food
Ant Meat
4
1
Irradiated Food
Ashtray
1
1
Almost any material composition.
Backpack
50
2
Standard camper's size
Banana Yucca Fruit
6
0.5
Rad-Free Food
Bark Scorpion Poison Gland
35
1
Can be used to make poisons.
Barrel Cactus Fruit
5
0.2
Rad-Free Food
Baseball
2
1
Regulation size and everything
Baseball Glove
4
1
Adult size leather
Basketball
1
1
Regulation size and everything
Bedroll Kit, Roughin' It! (I had to REALLY reduce this one's price to make it fair)
75
5
Seems pricey, but sleeping anywhere is a big deal in the apocalypse
Bighorner Meat
5
1
Irradiated Food
Bighorner Steak
5
0.8
Irradiated Food
Billiard Ball
2
1
Regardless of whether it's cue or what number
Bitter Drink
1
0
Rad-Free Drink
Binoculars
50
1.5
Look at stuff from far away
Blanket
10
2
Thick and winterized
Blamco Mac & Cheese
5
1
Irradiated Food
Bloatfly Meat
4
1
Irradiated Food
Bloatfly Slider
4
0.5
Irradiated Food
Blood Pack
5
1
Rad-Free...Drink?
Bobby Pin
1
0
One-time use for Lockpicking
Bonesaw
5
2
Not exactly surgically clean...
Book, Burned/Destroyed/Ruined
1
1
Hey, at least you can use it for TP.
Book, Pre-War
2
1
Better than the above, but not very desired in the Wasteland
Brahmin
2000
Carries Self
Pack Animal
Brahmin Meat
5
1
Irradiated Food
Brahmin Skull
2
1
Okay...it's a skull...
Brahmin Steak
5
0.8
Irradiated Food
Brahmin Wellington
5
0.8
Rad-Free Food
Broc Flower
3
0.01
Rad-Free Food
Bug-On-The-Shell
5
1
Irradiated Food
Bubblegum
1
1
I suppose if you're McGyver you can find a use for this
Buffalo Gourd Seed
2
0.02
Rad-Free Food
Camera
5
1
It's not like film is around, or a decent photo lab, but parts maybe?
Canteen
5
1
More sturdy than a bottle
Caravan Lunch
15
2.5
Rad-Free Food and Drink
Card Deck
1
0
Entertainment and Gambling are both still popular
Cazador Egg
4
1
Irradiated Food
Cazador Poison Gland
85
1
Can be used to make poison
Centaur Blood
15
0
Irradiated...Drink?
Cheezy Poofs
5
1
Rad-Free Food
Cherry Bomb
5
0
Not useful as a weapon, but as a detonator or part of one, yes.
Chessboard
1
1
The hollow box ones that can hold the pieces
Chitlins
2
1
Irradiated Food
Chlorine, Container
45
1
So useful in so many ways
Cigarettes (Carton)
20
2
Cheaper to buy in bulk, but heavier due to the packaging.
Cigarettes (Loose)
1
0
More expensive, but lighter due to the lack of packaging.
Cigarettes (Pack)
10
0.5
See the above? And above it? Yep. In the middle.
Clipboard
1
1
Regular, medical, expense, whatever...it holds paper.
Cloud Residue, (enough to fill a jar)
100
0.1
Not available everywhere, but useful. ((I still need to decide where I'm going to have more of “the cloud” similar to Sierra Madre))
Coffee Mug
1
1
You don't have to use it for coffee.
Coffee Pot
1
1
It's just the glass pot. It's not the whole maker.
Collar and Harness
215
3
What, these wagons won't magically follow the brahmin.
Compass
40
0.5
Knowing your direction is useful.
Conductor
30
5
Machinery part for...conducting...stuff.
Cookie
20
0
Rad-Free Food
Cooking Pot
1
1
Probably metal, but I suppose a glass pot would be the same price.
Cooking Pan
5
1
I'm guessing it's more expensive because it's cast iron?
Coyote Hide
7
0
Many practical applications.
Coyote Meat
4
1
Irradiated Food
Coyote Steak
4
1
Irradiated Food
Cram
5
1
Irradiated Food
Crispy Squirrel Bits
5
1
Irradiated Food
Crunchy Mutfruit
5
1
Irradiated Food
Crutch
5
2
Losing a leg sucks. Without one of these, it sucks a lot more.
Cup
1
1
Regardless of composition material.
Cutting Board
1
1
Regardless of composition material.
Dandy Boy Apples
5
1
Irradiated Food
Deathclaw Egg
400
7
Rad-Free Food
Deathclaw Hand
75
1
Popular trophy and useful for making the famous weapon.
Deployable Ballast
300
5
The only problem is it's missing the inflation device.
Desert Salad
15
0.2
Rad-Free Food
Detergent, Box
5
1
Tide, perhaps? Powdered, in either case.
Dino Toy
0
0
Or other toys, within reason.
Dog Bowl
1
1
Regardless of composition material.
Doggie Treat
1
1
You could eat it too. Radiation or lack depends on material.
Dog Hide
4
0
Many practical applications. You sicko.
Dog Meat
1
1
Irradiated Food
Dog Steak
4
1
Irradiated Food
Duct Tape
10
1
If you don't see the use of this, you're not creative enough.
Duffel Bag
20
2
Useful for carrying, but requires a free hand.
Egg Timer
1
1
Still works.
Empty Bottle
1
1
Regardless of what it once was a bottle of, it's empty now.
Empty Syringe
8
1
You can put what you want in it. This isn't the 1980s. AIDS is the
least of your concerns these days.
Explosive Charge
30
5
Useful for, you know, making bombs.
Fancy Lads Snack Cakes
5
1
Irradiated Food
Fiend Stew
25
1
Rad-Free Food
Fire Ant Egg
4
1
Irradiated Food
Fire Ant Fricassee
8
1
Irradiated Food
Fire Ant Meat
6
1
Irradiated Food
Fire Gecko Egg
65
3
Irradiated Food
Fire Gecko Hide
25
1
Many practical uses.
Firehose Nozzle
5
1
I'm sure you can find a use or two.
Fishing Pole
10
1.5
Does not include line or hook.
Fission Battery
75
6
It actually has a charge.
Flare
35
1
Twist it to create fire and light for a short period of time.
Flint and Steel
7
0.5
Reusable, but it takes time and Survival skill.
Flour
2
1
Bread will always be delicious, even in the apocalypse.
Food Sanitizer
450
7
I can not emphasize enough how useful this can be.
Forceps
5
1
Like big tweezers.
Fork
1
0.5
What? This is the apocalypse, not a madhouse. I need utensils.
Fresh Apple
15
1
Rad-Free Food
Fresh Carrot
15
1
Rad-Free Food
Fresh Pear
15
1
Rad-Free Food
Fresh Potato
15
1
Rad-Free Food
Garden Gnome
1
5
Somehow, they still survive after the bombs drop.
Gas Mask
100
5
Protects from gas, obviously
Gecko Egg
10
1
Irradiated Food
Gecko Kebab
4
0.25
Irradiated Food
Gecko Meat
4
1
Irradiated Food
Gecko Steak
5
1
Irradiated Food
Geiger Counter
650
4
Measures atmospheric radiation level
Giant Rat Meat
4
1
Irradiated Food
Gold Bar
10349
35
Dude, it's a bar of stinkin' gold!
Golden Gecko Egg
50
1
Irradiated Food
Golden Gecko Hide
20
1
Many practical uses
Golf Ball
1
0.1
It might even not be pink
Green Gecko Egg
80
4
Irradiated Food
Green Gecko Hide
30
1
Many practical uses
Grilled Mantis
8
1
Irradiated Food
Gum Drops
2
1
Just candy
Guard Dog
200
Carries Self
Doggie!
Hammer
2
3
The tool. Not the weapon. Improvised can be a weapon.
Harmonica
5
1
Useful for playin' the blues
Holotag
1
0
Like dogtags, but...holographic, I guess.
Honey Mesquite Pod
15
0.1
Rad-Free Food
Hot Plate
5
2
Apparently, hungry college students are everywhere in the Wasteland
Human Flesh
0
1
Irradiated...Food?
Iguana Bits
5
1
Irradiated Food
Iguana-on-a-Stick
5
1
Irradiated Food
Imitation Strange Meat Pie
2
1
Irradiated Food
InstaMash
5
1
Irradiated Food
Iron (the appliance)
2
5
Or the worst paperweight ever
Jalapeno Pepper
15
0.02
Rad-Free Food
Junk Food
5
1
Irradiated Food
Knife, Butter
1
1
For snacking not stabbing
Lakelurk Egg
4
1
Irradiated Food
Lakelurk Meat
12
1
Irradiated Food
Lamp (Cell powered)
25
3
Light is useful
Lawn Mower Blade
10
2
For the making of weaponry, perhaps
Leaf Blower
15
2
Admittedly, lawn care is not priority number one in the Wasteland
Leather Belt
5
1
Children still misbehave in the future, am I right?
Lighter (Cell powered)
2
0
Fire, fire, heh heh heh!
Lighthouse Bulb
60
5
Big frickin' light bulb
Lock Picks, Electronic
375
2
Usable on mechanized doors
Lock Picks, Electronic Mark 2
700
2
Usable on mechanized doors; Provides a +1 bonus on Lockpicking
Lock Picks, Expanded
400
2
Provides a +1 bonus to Lockpicking when used on standard locks
Lock Picks, Standard
150
1
Reusable, unlike bobby pins
Lunchbox
3
1
With fun designs
Maize
14
1
Rad-Free Food
Mantis Egg
12
1
Irradiated Food
Mantis Leg
1
0
Irradiated Food
Medical Brace
10
2
Brace yourself
Meat Jerky
15
1
Rad-Free Food
Meat Pie
20
0
Rad-Free Food
Mole Rat Meat
4
1
Irradiated Food
Mole Rat Stew
5
1
Irradiated Food
Mole Rat Wonder Meat
20
1
Irradiated Food
Motorcycle Gas Tank
25
5
But yet there's no gas
Motorcycle Hand Brake
15
1
I have nothing clever to say here
MRE
50
0.2
Rad-Free Food
Mushroom Cloud
50
1
Rad-Free Food
Mutant Cave Fungus
50
1
Irradiated Food
Mutfruit
5
1
Irradiated Food
Nevada Agave Fruit
13
0.2
Rad-Free Food
Nightstalker Blood
5
1
Wait, what?
Nightstalker Egg
45
2
Irradiated Food
Nightstalker Tail
18
1
Irradiated Food
Nuka Cola Truck (toy)
5
2
Collect all One
Opthalmoscope
4
1
Play Doctor. Be Doctor.
Noodles
5
1
Irradiated Food
Paint Gun
15
5
No, it's not a gun that uses paint as ammo. That would be cool...
Paperweight
1
1
It does something literally anything else can do.
Pencil
1
0
Write with it.
Pickaxe
25
5
Not a great weapon, but good for mining.
Pie Floater
15
1
Rad-Free Food
Pilot Light
14
1
We didn't start the fire...but we can with this.
Pitcher
1
1
Regardless of material composition
Ping Pong Ball
1
0.1
I'm sure you could come up with something useful to do with this.
Pinto Bean Pod
0
0.05
Ceramic Plate
Pinyon Nuts
5
0.03
Rad-Free Food
Plate
3
1
Regardless of material composition
Plunger
1
1
Considering there aren't really functioning toilets most places...
Pork n' Beans
5
1
Irradiated Food
Potato Crisps
5
1
Irradiated Food
Preserved Meat
15
1
Rad-Free Food
Pressure Cooker
15
5
I'm actually surprised this isn't worth more money.
Pre-War Donut
12
0
Rad-Free Food
Pre-War Money
10
0
Regardless of Denomination
Pre-War Steak
15
1
Rad-Free Food
Prickley Pear Fruit
11
0.07
Rad-Free Food
Radio, Two-Way
500
1
Hand-held and cell powered.
Radroach Meat
2
1
Irradiated Food
Radscorpoion Casserole
5
1
Irradiated Food
Radscorpoion Egg
5
2
Irradiated Food
Radscorpion Poison Gland
25
1
Can be used to make poison
Rake
1
2
Set up Sideshow Bob traps all around your houseboat.
Rat Meat
2
1
Irradiated Food
Roller Skate
4
1
Xanadu, eat your heart out.
Room (double)
12
N/A
Price is average, and may differ from location to location
Room (private)
30
N/A
Price is average, and may differ from location to location
Rope (50ft)
100
10
This is standard hemp rope; lighter and/or stronger materials can be found, but not everywhere, for more money.
Salient Green
50
0.25
Rad-Free Food
Salisbury Steak
5
1
Irradiated Food
Scalpel
8
1
For cutting when you're trying to prevent death
Scissors
3
1
For cutting when you're trying to...do arts and crafts?
Scrap Electronics
1
1
Just miscellaneous electronic junk
Scrap Metal
1
1
It's just a pound of metal.
Scripture
5
1
Wouldn't you know, even after the world ends people are talking about it happening all over again?
Sensor Module
30
2
For computers to, well, sense things.
Shot Glass
1
0.5
Completely impractical. Seriously, who drinks that little in the Waste?
Shovel
55
3
For digging...or smacking heads, if you really need to.
Spatula
1
1
Because flipping burgers or eggs with a fork is impractical.
Spoon, Big
1
1
Dangit, I want to eat my cereal faster than usual!
Spoon, Regular
1
0.5
Dangit, I can't fit that other spoon in my mouth!
Spore Carrier Sap
0
0.02
Rad-Free Food
Spork
1
0.5
A fork AND a spoon in one. Truly, this IS the future.
Squirrel on a Stick
5
1
Irradiated Food
Squirrel Stew
5
1
Irradiated Food
Steam Gauge Assembly
25
10
Not really sure what this actually is, to be honest.
Stinky Meat Platter
1
1
Rad-Free Food; Requires a Vigor roll to consume
Strange Meat Pie
2
1
Irradiated Food
Sugar Bombs
5
1
Irradiated Food
Sunset Sasparilla
3
1
Rad-Free Drink
Surgical Tools
1000
1
Sterilized, and in actual surgical condition
Surgical Tubing
10
1
Tubes. For surgery.
Teddy Bear
3
1
Soft, cuddly, and with centuries worth of disgusting stuff in it to hug.
Tin Can
1
1
They're everywhere in the city, for some reason. Bent or otherwise.
Toaster
5
3
For making toast.
Torch
5
1
Because sometimes light isn't around, and fire is easy.
Tool Kit
750
5
Provides a +1 bonus on Repair rolls
Tool Kit, Super
1500
10
Provides a +2 bonus on Repair rolls
Toy Car
5
1
Priorities when spending in the Wasteland require purchasing these.
Trail Mix
5
3
Irradiated Food
Triangle (instrument)
1
1
For when the Harmonica is too complicated of an instrument.
Tunneler Hide
20
1
Many practical uses.
Turpentine
10
2
Chemicalicious.
Tweezers
3
1
Just because the world ended doesn't mean I need ugly nails.
Vacuum Cleaner
20
10
This thing sucks.
Wasteland Omelet
100
1
Rad-Free Food
Water, Dirty (bottle)
10
1
Irradiated Drink
Water, Purified (bottle)
20
1
Rad-Free Drink
Whet Stone
4
1
Sharpening weapons is a good idea.
Whistle
5
0.01
Signal. Prevent rape. Annoy parents by giving it to a kid.
White Horsenettle
2
0.02
Rad-Free Food
Wires (50')
25
0.5
Not very thick gauge, but it has a few uses.
Wonderglue
10
1
Still works after all these years.
Wood Chipper
25
50
Let's be honest, you're using this to dispose of bodies.
Wrench
1
1
Not adjustable. What? It's ONE cap!
Wrench, Adjustable
25
2
See? See, I added another one to be fair and reflect the usefulness.
Xander Root
10
0.02
Rad-Free Food
Yao Guai Meat
30
1
Irradiated Food
Yeast
2
1
After the world ends, people will still like beer and bread.
Yum Yum Deviled Eggs
5
1
Irradiated Food
WOW, that took a lot longer than I expected, even copying and pasting, because taking it from a table to here had no spaces.

The Green Tea Overseer |

Weapons
Weapon notes
*All Pulse Weapons completely ignore armor, but are incapable of giving wounds to living creatures. When an electronic creature, such as a robot, or humanoid wearing power armor is hit with a pulse weapon, (even if undamaged), they must make a Vigor roll or be Shaken. Stunned creatures cannot attempt to recover from being Shaken for 1d6 rounds. The Vigor roll is at -2 if the hit was a raise.
^Electric weapons ignore metal armor or shields. On a raise, all creatures and humanoids wearing power armor must make a Vigor roll or be Stunned (even if undamaged). Stunned creatures cannot attempt to recover from being shaken for 1d6 rounds.
#Fire weapons have a chance of catching an enemy on fire 1/6 of the time. Only totally sealed fireproof armor adds to Toughness against Fire attacks. Creatures on fire take 2d10 damage each round if engulfed, 1d10 if it only part of their body.
†All Area Effect weapons (Flamers, Explosives) ignore Armor if it does not fully envelop the body. Cover modifiers apply and are added to Toughness.
1-Handed Fighting Weapons
Minimum Strengths listed are for 1-handed.
Can lower die requirement by for fixed dice weaponry (not “strength plus” weapons) by two-handing the weapon, if it has a sufficient grip. You can also 2-hand a 1-handed weapon, if it has sufficient grip and you have the minimum strength, for +1 damage.
Weapons that increase unarmed damage cannot increase power beyond strength, similar to melee weaponry.
Name
Alternates with similar stats
Damage
Price in Caps
Weight in Pounds
Minimum Strength and/or thrown range
Other Notes
Bladed Gauntlet
Bear Trap Fist
Mantis Gauntlet
+1 dice unarmed, AP1
200
10
Standard Melee Rules
Piercing and/or Slashing type damage
Bowie Knife
Combat Knife
Cosmic Knife
Strength+d4+1
250
6
Standard Melee Rules
Piercing and/or Slashing type damage
Brass Knuckles
Spiked Knuckles
+1 dice unarmed
120
1
Standard Melee Rules
Blunt or Piercing and/or Slashing type damage
Cattle Prod
2d4
450
3
D6 minimum
Electricity^ type damage, +2 attack (touch only)
Club
Baton, Crowbar, Pipe, Pool Cue
Strength+d4
75
3
Standard Melee Rules
Blunt type damage
Deathclaw Gauntlet
Yau Guai Fist
+1 dice unarmed
DC=AP6, YG=AP3
1500
10
Standard Melee Rules
Piercing and/or Slashing type damage
Hatchet
Tomahawk
Strength+d6
175
2
5/10/20 if ranged
Slashing type damage
Knife
Cleaver
Strength+d4
20
1
Standard Melee Rules
Piercing and/or Slashing type damage
Machete
Officer's Sword
Strength+d6
50
2
Standard Melee Rules
Slashing type damage
Power Fist
Ballistic Fist
Displacer Glove
+2 dice unarmed, AP1
800
6
Standard Melee Rules
Blunt type damage
Proton Throwing Axe
Strength+d6
2000
3.5
5/10/20 if ranged
Electricity^ and/or Slashing type damage
Razor
Switchblade
Strength+d4
35
1
Standard Melee Rules
Piercing and/or Slashing type damage
+2 to stealth rolls to conceal
Ripper
2d6, AP3
1500
6
D6 minimum
Slashing type damage, +2 attack (touch only)
Shishkebab
Strength+d6+2
2500
3
backpack = 10
Standard Melee Rules
Fire# and Slashing and/or Piercing type damage
Throwing Knife
Strength+d4
30
0.5
5/10/20 if ranged
Piercing and/or Slashing type damage
That should cover all the 1-handed melees....next up, 2-h melees.

The Green Tea Overseer |

2-Handed Fighting Weapons
Weapons that increase unarmed damage cannot increase power beyond strength, similar to melee weaponry.
Name
Alternates with similar stats
Damage
Price in Caps
Weight in Pounds
Minimum Strength and/or thrown range
Other Notes
Arc Welder
3d4
3000
15
D10
Electricity^ type damage, +2 attack (touch only)
Baseball Bat
Nail Board
Strength+d6+1
250
3
Standard Melee Rules
Blunt or Blunt and Piercing type damage
Bumper Sword
Strength+d10
500
12
Standard Melee Rules
Slashing type damage; Parry -1
Chainsaw
Auto Axe
3d6; AP4
2500
20
D8 minimum
Slashing type damage; +2 attack (touch only)
Fire Axe
Strength+d8
500
8
Standard Melee Rules
Slashing type damage
Katana
Strength+d6+2
2500
3
Standard Melee Rules
Slashing type damage
Nuka Breaker
Strength+d8+1
4000
8
Standard Melee Rules
Electric^ and blunt type damage
Proton Axe
Strength+d8
3000
8
Standard Melee Rules
Electric^ and blunt type damage
Rebar Club
Strength+d8; AP1
500
9
Standard Melee Rules
Blunt type damage; Reach 1; Parry -1
Spear
Strength+d6
100
4
5/10/20 if ranged
Piercing type damage; Reach 1; Parry+1
Sledgehammer
Strength+d8; AP2
180
12
Standard Melee Rules
Blunt type damage; Parry -1
Super Sledge
Strength+d12; AP2
5000
20
Standard Melee Rules
Blunt type damage; Parry -1
Thermic Lance
2d10
6000
20
D8 minimum
Fire# type damage; +2 attack (touch only);
Parry -1
Next, shields! Shields? Yeah, I thought it's stupid that there aren't police riot shields, or at least trash can lids you can pick up with your off hand. Shields!
Shields
Name
Examples
Parry Bonus
Price in Caps
Weight in Pounds
Other Features
Small Shield
Garbage Lid, etc.
1
25
4
Medium Shield
Road Sign, etc.
1
100
6
+2 Toughness vs. Ranged Attacks (from front or off-hand side only)
Large Shield
Police Riot Shield, etc.
2
400
10
+2 Toughness vs. Ranged Attacks (from front or off-hand side only)
Next up, Guns!

The Green Tea Overseer |

1-Handed Guns
Minimum Strengths listed are for 1-handed. Can lower die requirement by 1 type by two-handing.
Name
Alternates with Similar Stats (Sometimes I gave different weapons the same stats because they were so similar that in SW they wouldn't really be different...I should have mentioned that earlier. That's what this title means in the legends.)
Range
Damage
Rate of Fire/Number of shots per round
Price in Caps
Weight in Pounds
Shots to Reload
Ammo Type
Minimum Strength
Other Notes
.32 Pistol
12/24/48
2d6
1
100
2
5
.32 Caliber
No Minimum
Revolver
.357 Magnum
Police Pistol
12/24/48
2d6+1; AP1
1
150
2
6
.357 Magnum
D6 Minimum
Revolver
.44 Magnum
12/24/48
2d6+2; AP1
1
250
3.5
6
.44 Magnum
D8 Minimum
Revolver
.45 Auto Pistol
12/24/48
2d6+1; AP1
1
175
1.5
7
.45 Auto
D6 Minimum
Semi Automatic
.556 Pistol
.223 Pistol
12/24/48
2d6+2; AP1
1
250
3.5
6
.556mm
D8 Minimum
Revolver
9mm Pistol
12/24/48
2d6
1
150
1.5
17
9mm
No Minimum
Semi Automatic
9mm SMG
12/24/48
2d6
3
850
4
30
9mm
D6 Minimum
Automatic
10mm Pistol
Chinese Pistol
12/24/48
2d6
1
100
1.5
17
10mm
No Minimum
Semi Automatic
10mm SMG
12/24/48
2d6
3
850
4
30
10mm
D6 Minimum
Automatic
12.7mm Pistol
15/30/60
2d8+1; AP1
1
800
4
7
12.7mm
D8 Minimum
Semi Automatic
Desert Eagle
15/30/60
2d8+1; AP1
1
800
4
7
.40-.70 govt
D8 Minimum
Semi Automatic
HN Needler
05/10/20
2d4
1
2000
4
10
HN Needler Cartridge
D6 Minimum
Semi Automatic; Silent; Can be Poisoned
Hunting Revolver
12/24/48
2d6+2; AP1
1
500
3.5
6
.40-.70 govt
D8 Minimum
Revolver
Nail Gun
05/10/20
2d4+1
3
3000
4
30
Nails
No Minimum
Automatic; Silent
Sawed-Off Double Barrel Shotgun
05/10/20
1d6 to 3d6
1 or 2
650
4lbs
2
12 gauge
D6 Minimum
Break Action; +2 to Guns if within close range
Silenced .22 Pistol
10/20/40
2d6-1
1
200
3lbs
9
.22LR
No Minimum
Semi Automatic, Silent
(There's a lot of Guns...probably the biggest category of weapons.)
2-Handed Guns
Name
Alternates with Similar Stats
Range
Damage
Rate of Fire
Price in Caps
Weight in Pounds
Shots to Reload
Ammo Type
Minimum Strength
Other Notes
.45 Auto SMG
12/24/48
2d6+1; AP1
3
1750
11
50
.45 Auto
D8 Minimum
Automatic
12.7mm SMG
15/30/60
2d8
3
3500
5
21
12.7mm
D8 Minimum
Automatic
5mm Minigun
10/20/40
3d8; AP2
3
6500
25
240
5mm
D12 Minimum
Automatic; Heavy Weaponry, Snapfire
Anti-Material Rifle
50/100/200
2d10; AP4
1
6600
20
11
.50 MG
D10 Minimum
Heavy Weaponry; Semi Automatic, Snapfire
Assault Carbine
24/48/96
2d8+1; AP2
3
1950
6
24
5mm
D6 Minimum
Automatic or 3 Round Burst
Assault Rifle
Chinese Assault Rifle
24/48/96
2d8+1; AP2
3
1950
6
24
5.56mm
D6 Minimum
Automatic
Automatic Rifle
Battle Rifle
FN Fal
15/30/60
2d8+1; AP1
3
2500
16
20
.308 Caliber
D8 Minimum
Automatic
BB Gun
15/30/60
2d4-1
1
50
2
100
BBs
No Minimum
Lever Action; Silent
Brush Gun
15/30/60
2d8+1; AP1
1
1900
5
8
.40-.70 Govt
D8 Minimum
Lever Action
Caravan Shotgun
12/24/48
1d4 to 3d4
1 or 2
675
3
2
20 gauge
D6 Minimum
Break Action; +2 to Guns if within close range
Combat Shotgun
Riot Shotgun
12/24/48
1d6 to 3d6
1
5500
5
12
12 gauge
D10 Minimum
Semi Automatic; +2 to Guns if within close range
Cowboy Repeater
20/40/80
2d6+1; AP1
1
800
5
7
.357 Magnum
D6 Minimum
Lever Action
Dart Gun
Bow
12/24/48
2d6
1
500
3
1
Darts/Arrows
No Minimum
Can be Poisoned; Silent
Double Barreled Shotgun
12/24/48
1d6 to 3d6
1 or 2
1200
7
2
12 gauge
D6 Minimum
Break Action, +2 to Shooting if close range
H&K G11
H&K G11E
20/40/80
2d6+2
1 to 3
4500
8
50
4.7mm caseless
D8 Minimum
Automatic, Semi Automatic, or 3 Round Burst
Hunting Rifle, newer
24/48/96
2d8+1; AP2
1
1200
6
15
.308 ammo
D8 Minimum
Bolt Action
Hunting Rifle, older
24/48/96
2d8+1
1
800
6
15
.32 Caliber
D8 Minimum
Bolt Action
Hunting Shotgun
12/24/48
1d6 to 3d6
1
2800
7.5
6
12 gauge
D8 Minimum
Pump Action; +2 to Guns if within close range
Jackhammer Shotgun
H&K CAWS
12/24/48
1d6 to 3d6
1 or 3
7000
12
10
12 gauge
D8 Minimum
Automatic or Semi Automatic
Lever Action 10mm Rifle
20/40/80
2d6+1; AP1
1
800
5
7
10mm
D6 Minimum
Lever Action
Lever Action Shotgun
12/24/48
1d4 to 3d4
1
1500
3
5
20 gauge
D6 Minimum
Lever Action; +2 to Guns if within close range
Light Machine Gun
Bozar
16/32/64
2d8+2; AP1
3
3200
15
90
5.56mm
D10 Minimum
Automatic
Marksman Carbine
30/60/120
2d8+1; AP1
1
3200
6
20
5.56mm
D6 Minimum
Semi Automatic or 3 Round Burst
Modified Water Gun
05/10/15
2d6+2
1
400
7
10
Canister of Acid
D6 Minimum
Pump Action; +2 to Attack (touch only)
Pipe Rifle
20/40/80
2d6
1
20
10
1
10mm
D6 Minimum
Railway Rifle
10/20/40
2d6+1
1
800
9
8
Rail Spikes
No Minimum
Revolver; +1 damage from Called Shots
Rock-It Launcher
10/20/40
2d8
1
800
8
1
Anything
No Minimum
Can use almost anything for ammunition
Service Rifle
24/48/96
2d8+1
1
950
6
15
5.56mm
D6 Minimum
Bolt Action
Silenced .22 SMG
10/20/40
2d6-1
3
2250
8
180
.22LR
No Minimum
Automatic
Single Shotgun
08/16/32
1d4 to 3d4
1
175
7
1
20 gauge
D6 Minimum
+2 Shooting if within close range
Sniper Rifle
48/96/192
2d10
1
4000
8
5
.308 Caliber
D6 Minimum
Semi Automatic; Snapfire
Spear Gun
06/12/24
2d6
1
450
2
1
Spears
D6 Minimum
Silent
Trail Carbine
15/30/60
2d8+1; AP1
1
1900
5
8
.44 Magnum
D8 Minimum
Lever Action
Varmint Rifle
20/40/80
2d4+1
1
175
5.5
5
5.56mm
D6 Minimum
Bolt Action
Vindicator Minigun
10/20/40
3d8; AP2
3
6500
25
240
4.7mm caseless
D10 Minimum
Automatic; Heavy Weaponry; Snapfire
PHEW! Okay, let's hope I have time to squeeze in Energy Weapons, Explosives, and Ammo before work...

The Green Tea Overseer |

1-Handed Energy Weapons
Minimum Strengths listed are for 1-handed. Can lower die requirement by 1 type by two-handing.
Name
Alternates with Similar Stats
Range
Damage
Rate of Fire
Price in Caps
Weight in Pounds
Shots to Reload
Ammo Type
Minimum Strength
Other Notes
Alien Atomizer
15/30/60
4d4; AP4
1
5000
2
10
Alien Power Module
No Minimum
Semi Automatic; Heavy Weaponry
Flare Gun
08/16/32
2d4
1
500
2
1
Flamer Fuel
D6 Minimum
Fire#; +2 to Attack (touch only)
Gauss Pistol
16/32/64
3d6+2; AP2
1
2800
5
1 clip
(3 ammo)
Microfusion Cells
D8 Minimum
Single Action
Laser Pistol
15/30/60
2d6
AP2
1 or 2
200
3
30
Energy Cells
No Minimum
Semi Automatic
Plasma Pistol
Plasma Defender
12/24/48
2d6+2
AP3
1
250
3
16
Energy Cells
No Minimum
Semi Automatic
Pulse Pistol
12/24/48
3d8+1
1
5000
5
5
Energy Cells
D6 Minimum
Semi Automatic, Pulse*
Recharger Pistol
15/30/60
2d6
AP1
1 or 2
1000
7
20
Microfusion Breeder
No Minimum
Semi Automatic, 1 round without using reloads
Solar Scorcher
15/30/60
2d6
AP1
1 or 2
1000
7
20
Solar Powered
No Minimum
Semi Automatic, sun will automatically reload
2-Handed Energy Weapons
Name
Alternates with Similar Stats
Range
Damage
Rate of Fire
Price in Caps
Weight in Pounds
Shots to Reload
Ammo Type
Minimum Strength
Other Notes
Alien Disintigrator
20/40/60
4d6; AP5
1
5000
7
100
Alien Power Module
No Minimum
Semi Automatic; Heavy Weaponry
Flamer
Cone Template
2d10
1
2350
15
60
Flamer Fuel
D8 Minimum
Fire#; +2 to Attack (touch only); opposed Agility roll to avoid
Gatling Laser
12/24/48
2d6+1; AP2
4
7000
18
240
Electron Charge Pack
D10 Minimum
Automatic; Heavy Weaponry; Snapfire
Gauss Rifle
40/80/160
4d6; AP3
1
4000
7
1 clip
(5 ammo)
Microfusion Cell
D8 Minimum
Single Action; Heavy Weaponry; Snapfire
Holorifle
LAER
30/60/120
3d6
1
2500
8
4
Microfusion Cell
D6 Minimum
Semi Automatic
Incinerator
20/40/80
2d12
1
1500
12
30
Flamer Fuel
D8 Minimum
Fire#; +2 to Attack (touch only)
Incinerator, Heavy
20/40/80
2d12+1
1
6000
14
24
Flamer Fuel
D10 Minimum
Fire#; Heavy Weaponry; +2 to Attack (touch only)
Laser RCW
25/50/100
2d6; AP2
3
3250
4
60
Electron Charge Pack
D6 Minimum
Automatic
Laser Rifle
35/70/140
2d6+1; AP2
1 or 2
850
8
24
Microfusion Cell
D6 Minimum
Semi Automatic
Mesmetron
08/16/32
Special
1
15000
2
5
Mesmetron Power Cell
No Minimum
Target rolls Spirit at +2 vs attack roll or “Puppet” spell; raise = death
Multiplas Rifle
10/20/40
3d6+1; AP2
1
6000
7
10
(30 ammo)
Microfusion Cell
D6 Minimum
Semi Automatic; Uses 3x Ammo; if one attack hits, act as if three hit
Plasma Caster
20/40/80
4d6+2; AP3
1
7000
20
10
Microfusion Cell
D10 Minimum
Semi Automatic; Heavy Weaponry; Snapfire
Plasma Rifle
20/40/80
3d6+2; AP3
1
1500
8
12
Microfusion Cell
D6 Minimum
Semi Automatic
Pulse Rifle
20/40/80
4d10+2
1
9000
9
20
Microfusion Cell
D8 Minimum
Semi Automatic
Recharger Rifle
35/70/140
2d6+1; AP1
1 or 2
250
15
8
Microfusion Breeder
D8 Minimum
Semi Automatic; 1 round without using reloads
Tesla Cannon
24/48/96
4d6+4
1
8800
8
4
Electron Charge Pack
D10 Minimum
Snapfire; Electric^
Tri-Beam Laser Rifle
20/40/80
2d6; AP1
1 or 2
5500
9
8
(24 ammo)
Microfusion Cell
D6 Minimum
Semi Automatic; Uses 3x Ammo; if one attack hits, act as if three hit

The Green Tea Overseer |

Explosives (Shot and Two-Handed)
Name
Alternates with Similar Stats
Range
Damage
Rate of Fire
Price in Caps
Weight in Pounds
Shots to Reload
Ammo Type
Minimum Strength
Other Notes
25mm Grenade APW
16/32/64
3d6; AP3
1
4500
8
5
25mm Grenade
D8 Minimum
Semi Automatic; Medium Burst Template
Fat Man
15/30/60
10d6+5; AP10
1
20000
30
1
Mini Nuke
D10 Minimum
Leaves area light radioactive; Large Burst Template; Heavy Weaponry
Grenade Launcher
12/24/48
3d6+2; AP5
1
5000
12
4
40mm Grenade
D8 Minimum
Pump Action; Medium Burst Template; Heavy Weaponry
Grenade Machine Gun
16/32/64
3d6; AP3
3
7000
15
30
25mm Grenade
D10 Minimum
Automatic; Medium Burst Template; Heavy Weaponry
Grenade Rifle
12/24/48
3d6+2; AP5
1
800
6
1
40mm Grenade
D6 Minimum
Medium Burst Template; Heavy Weaponry
Missile Launcher
20/40/80
4d8+4; AP6
1
4000
20
1
Missile
D8 Minimum
Medium Burst Template; Heavy Weaponry
Rocket Launcher
30/60/120
3d6+1; AP3
1 to 3
15000
20
13
Rocket
D8 Minimum
Automatic or Semi Automatic, Medium Burst Template; Heavy Weaponry
--
Explosives (Thrown, dropped or set)
Name
Alternates with Similar Stats
Range
Damage
Price in Caps
Weight in Pounds
Other Notes
Acid Canister, rigged
04/08/16
2d6+2; AP1
30
1
Small Burst Template
Bottlecap Mine
Drop Only
3d8+3; AP3
150
0.5
Large Burst Template, Proximity Based; Heavy Weaponry
C-4 Plastic Explosives
Set Only
4d10+4; AP4
750
4
Large Burst Template, Timer or Remote; Heavy Weaponry
Cryo Grenade
05/10/20
Special
50
0.5
Medium Burst Template; Agility roll versus attack or paralyzed until passing a Vigor roll and then Shaken
Cryo Mine
Drop Only
Special
25
0.5
Medium Burst Template; Agility roll versus attack or paralyzed until passing a Vigor roll and then Shaken
Dynamite (any fuse)
04/08/16
3d6+1; AP1
25
0.3
Small Burst Template; Heavy Weaponry
Fat Mine
Drop Only
8d6+5; AP8
275
3.25
Large Burst Template; Heavy Weaponry
Flash Bang
05/10/20
Special
50
0.5
Large Burst Template; Spirit roll or blind and deaf
Frag Grenade
05/10/20
3d6+1; AP1
150
0.5
Medium Burst Template; Heavy Weaponry
Frag Grenade, Holy
05/10/20
10d8; AP10
2500
0.5
Large Burst Template; Heavy Weaponry
Frag Mine
Drop Only
3d6+1; AP1
75
0.5
Medium Burst Template, Proximity Based; Heavy Weaponry
Gas Bomb
03/06/09
3d6+2; AP2
100
5
Medium Burst Template, Proximity Based; Heavy Weaponry
Gas Grenade
05/10/20
Special
50
0.5
Medium Burst Template; Leaves a cloud in blast area for 1 minute; Vigor roll or gain a fatigue if in cloud
Incendiary Grenade
05/10/20
2d10
200
0.5
Medium Burst Template; Fire#
Microfusion Cell Grenade
05/10/20
3d6+1; AP1
15
0.5
Large Burst Template; Heavy Weaponry
Microfusion Cell Cluster
03/06/09
4d8+4; AP4
110
0.5
Large Burst Template, Proximity Based; Heavy Weaponry
Molotov Cocktail
Fire Bomb
04/08/16
2d10
50
1
Small Burst Template, Fire#
Nuka Grenade
05/10/20
4d10+4; AP4
50
0.5
Medium Burst Template, leaves area lightly irradiated; Heavy Weaponry
Plasma Grenade
05/10/20
3d8+3; AP3
300
0.5
Medium Burst Template; Heavy Weaponry
Plasma Mine
Drop Only
3d8+3; AP3
300
0.5
Medium Burst Template, Proximity Based; Heavy Weaponry
Powder Charge
Drop Only
3d6+1; AP1
25
0.5
Small Burst Template, Proximity Based; Heavy Weaponry
Pulse Grenade
05/10/20
6d8+2
40
0.5
Medium Burst Template, Pulse
Pulse Mine
Drop Only
6d8+2
20
0.5
Medium Burst Template, Pulse
Satchel Charge
Drop Only
3d12+3; AP3
250
0.75
Medium Burst Template, Proximity Based, -2 to avoid with Agility roll; Heavy Weaponry
Time Bomb
Set Only
3d10+3; AP3
750
0.5
Medium Burst Template, Timed Only; Heavy Weaponry
Time Bomb, High Yield
Set Only
5d10+5; AP5
1100
0.5
Large Burst Template, Timed Only; Heavy Weaponry
Tin Grenade
05/10/20
3d6; AP2
25
0.5
Medium Burst Template; Heavy Weaponry

Spaulding Dunn |

Thanks for the list. Might want to consider spoilering the categories so we don't have to scroll down through things to find what we're looking for, or maybe send this in a pdf format, or make a link to one, and put this in the campaign info, as we'll probably be consulting it often throughout the game.
Just a suggestion...

thegreenteagamer |

I'll probably reformat it as a spoiler for now. My wife is going to be making it a rather nice PDF, for posting on a personal homepage to fet some ad traffic...(that is why I've been giving stuff out piecemeal, sorry)...but...well...we're kind of rearranging the house for a new family member, soooo...yeah, that's gonna be a delay. I thought I would try to squeeze stuff out before work for you, because Wednesdays I bring my laptop to work cause after work I go gaming with my live group so I figured it would be good to post all I could while I had some wifi.
Well...I'll copy and paste since it's too late to edit.

The Green Tea Overseer |

On my 15 minute break...that's dedication! I tried doing spoilers WITHIN the spoilers, but, well, the forum didn't want any of that, no matter how much I tooled with it.
Abraxo Cleaner
5
1
Compare it to Comet or Ajax or other powdered cleaners
Acoustic Guitar
50
3
Classic wooden frame
Action Figure
5
1
“Action Abe” is the most popular
Alien Crystal, Large
20
0
Its purpose is a mystery.
Alien Crystal, Small
10
0
Its purpose is a mystery.
Ant Egg
4
1
Irradiated Food
Ant Meat
4
1
Irradiated Food
Ashtray
1
1
Almost any material composition.
Backpack
50
2
Standard camper's size
Banana Yucca Fruit
6
0.5
Rad-Free Food
Bark Scorpion Poison Gland
35
1
Can be used to make poisons.
Barrel Cactus Fruit
5
0.2
Rad-Free Food
Baseball
2
1
Regulation size and everything
Baseball Glove
4
1
Adult size leather
Basketball
1
1
Regulation size and everything
Bedroll Kit, Roughin' It! (I had to REALLY reduce this one's price to make it fair)
75
5
Seems pricey, but sleeping anywhere is a big deal in the apocalypse
Bighorner Meat
5
1
Irradiated Food
Bighorner Steak
5
0.8
Irradiated Food
Billiard Ball
2
1
Regardless of whether it's cue or what number
Bitter Drink
1
0
Rad-Free Drink
Binoculars
50
1.5
Look at stuff from far away
Blanket
10
2
Thick and winterized
Blamco Mac & Cheese
5
1
Irradiated Food
Bloatfly Meat
4
1
Irradiated Food
Bloatfly Slider
4
0.5
Irradiated Food
Blood Pack
5
1
Rad-Free...Drink?
Bobby Pin
1
0
One-time use for Lockpicking
Bonesaw
5
2
Not exactly surgically clean...
Book, Burned/Destroyed/Ruined
1
1
Hey, at least you can use it for TP.
Book, Pre-War
2
1
Better than the above, but not very desired in the Wasteland
Brahmin
2000
Carries Self
Pack Animal
Brahmin Meat
5
1
Irradiated Food
Brahmin Skull
2
1
Okay...it's a skull...
Brahmin Steak
5
0.8
Irradiated Food
Brahmin Wellington
5
0.8
Rad-Free Food
Broc Flower
3
0.01
Rad-Free Food
Bug-On-The-Shell
5
1
Irradiated Food
Bubblegum
1
1
I suppose if you're McGyver you can find a use for this
Buffalo Gourd Seed
2
0.02
Rad-Free Food
Camera
5
1
It's not like film is around, or a decent photo lab, but parts maybe?
Canteen
5
1
More sturdy than a bottle
Caravan Lunch
15
2.5
Rad-Free Food and Drink
Card Deck
1
0
Entertainment and Gambling are both still popular
Cazador Egg
4
1
Irradiated Food
Cazador Poison Gland
85
1
Can be used to make poison
Centaur Blood
15
0
Irradiated...Drink?
Cheezy Poofs
5
1
Rad-Free Food
Cherry Bomb
5
0
Not useful as a weapon, but as a detonator or part of one, yes.
Chessboard
1
1
The hollow box ones that can hold the pieces
Chitlins
2
1
Irradiated Food
Chlorine, Container
45
1
So useful in so many ways
Cigarettes (Carton)
20
2
Cheaper to buy in bulk, but heavier due to the packaging.
Cigarettes (Loose)
1
0
More expensive, but lighter due to the lack of packaging.
Cigarettes (Pack)
10
0.5
See the above? And above it? Yep. In the middle.
Clipboard
1
1
Regular, medical, expense, whatever...it holds paper.
Cloud Residue, (enough to fill a jar)
100
0.1
Not available everywhere, but useful. ((I still need to decide where I'm going to have more of “the cloud” similar to Sierra Madre))
Coffee Mug
1
1
You don't have to use it for coffee.
Coffee Pot
1
1
It's just the glass pot. It's not the whole maker.
Collar and Harness
215
3
What, these wagons won't magically follow the brahmin.
Compass
40
0.5
Knowing your direction is useful.
Conductor
30
5
Machinery part for...conducting...stuff.
Cookie
20
0
Rad-Free Food
Cooking Pot
1
1
Probably metal, but I suppose a glass pot would be the same price.
Cooking Pan
5
1
I'm guessing it's more expensive because it's cast iron?
Coyote Hide
7
0
Many practical applications.
Coyote Meat
4
1
Irradiated Food
Coyote Steak
4
1
Irradiated Food
Cram
5
1
Irradiated Food
Crispy Squirrel Bits
5
1
Irradiated Food
Crunchy Mutfruit
5
1
Irradiated Food
Crutch
5
2
Losing a leg sucks. Without one of these, it sucks a lot more.
Cup
1
1
Regardless of composition material.
Cutting Board
1
1
Regardless of composition material.
Dandy Boy Apples
5
1
Irradiated Food
Deathclaw Egg
400
7
Rad-Free Food
Deathclaw Hand
75
1
Popular trophy and useful for making the famous weapon.
Deployable Ballast
300
5
The only problem is it's missing the inflation device.
Desert Salad
15
0.2
Rad-Free Food
Detergent, Box
5
1
Tide, perhaps? Powdered, in either case.
Dino Toy
0
0
Or other toys, within reason.
Dog Bowl
1
1
Regardless of composition material.
Doggie Treat
1
1
You could eat it too. Radiation or lack depends on material.
Dog Hide
4
0
Many practical applications. You sicko.
Dog Meat
1
1
Irradiated Food
Dog Steak
4
1
Irradiated Food
Duct Tape
10
1
If you don't see the use of this, you're not creative enough.
Duffel Bag
20
2
Useful for carrying, but requires a free hand.
Egg Timer
1
1
Still works.
Empty Bottle
1
1
Regardless of what it once was a bottle of, it's empty now.
Empty Syringe
8
1
You can put what you want in it. This isn't the 1980s. AIDS is the
least of your concerns these days.
Explosive Charge
30
5
Useful for, you know, making bombs.
Fancy Lads Snack Cakes
5
1
Irradiated Food
Fiend Stew
25
1
Rad-Free Food
Fire Ant Egg
4
1
Irradiated Food
Fire Ant Fricassee
8
1
Irradiated Food
Fire Ant Meat
6
1
Irradiated Food
Fire Gecko Egg
65
3
Irradiated Food
Fire Gecko Hide
25
1
Many practical uses.
Firehose Nozzle
5
1
I'm sure you can find a use or two.
Fishing Pole
10
1.5
Does not include line or hook.
Fission Battery
75
6
It actually has a charge.
Flare
35
1
Twist it to create fire and light for a short period of time.
Flint and Steel
7
0.5
Reusable, but it takes time and Survival skill.
Flour
2
1
Bread will always be delicious, even in the apocalypse.
Food Sanitizer
450
7
I can not emphasize enough how useful this can be.
Forceps
5
1
Like big tweezers.
Fork
1
0.5
What? This is the apocalypse, not a madhouse. I need utensils.
Fresh Apple
15
1
Rad-Free Food
Fresh Carrot
15
1
Rad-Free Food
Fresh Pear
15
1
Rad-Free Food
Fresh Potato
15
1
Rad-Free Food
Garden Gnome
1
5
Somehow, they still survive after the bombs drop.
Gas Mask
100
5
Protects from gas, obviously
Gecko Egg
10
1
Irradiated Food
Gecko Kebab
4
0.25
Irradiated Food
Gecko Meat
4
1
Irradiated Food
Gecko Steak
5
1
Irradiated Food
Geiger Counter
650
4
Measures atmospheric radiation level
Giant Rat Meat
4
1
Irradiated Food
Gold Bar
10349
35
Dude, it's a bar of stinkin' gold!
Golden Gecko Egg
50
1
Irradiated Food
Golden Gecko Hide
20
1
Many practical uses
Golf Ball
1
0.1
It might even not be pink
Green Gecko Egg
80
4
Irradiated Food
Green Gecko Hide
30
1
Many practical uses
Grilled Mantis
8
1
Irradiated Food
Gum Drops
2
1
Just candy
Guard Dog
200
Carries Self
Doggie!
Hammer
2
3
The tool. Not the weapon. Improvised can be a weapon.
Harmonica
5
1
Useful for playin' the blues
Holotag
1
0
Like dogtags, but...holographic, I guess.
Honey Mesquite Pod
15
0.1
Rad-Free Food
Hot Plate
5
2
Apparently, hungry college students are everywhere in the Wasteland
Human Flesh
0
1
Irradiated...Food?
Iguana Bits
5
1
Irradiated Food
Iguana-on-a-Stick
5
1
Irradiated Food
Imitation Strange Meat Pie
2
1
Irradiated Food
InstaMash
5
1
Irradiated Food
Iron (the appliance)
2
5
Or the worst paperweight ever
Jalapeno Pepper
15
0.02
Rad-Free Food
Junk Food
5
1
Irradiated Food
Knife, Butter
1
1
For snacking not stabbing
Lakelurk Egg
4
1
Irradiated Food
Lakelurk Meat
12
1
Irradiated Food
Lamp (Cell powered)
25
3
Light is useful
Lawn Mower Blade
10
2
For the making of weaponry, perhaps
Leaf Blower
15
2
Admittedly, lawn care is not priority number one in the Wasteland
Leather Belt
5
1
Children still misbehave in the future, am I right?
Lighter (Cell powered)
2
0
Fire, fire, heh heh heh!
Lighthouse Bulb
60
5
Big frickin' light bulb
Lock Picks, Electronic
375
2
Usable on mechanized doors
Lock Picks, Electronic Mark 2
700
2
Usable on mechanized doors; Provides a +1 bonus on Lockpicking
Lock Picks, Expanded
400
2
Provides a +1 bonus to Lockpicking when used on standard locks
Lock Picks, Standard
150
1
Reusable, unlike bobby pins
Lunchbox
3
1
With fun designs
Maize
14
1
Rad-Free Food
Mantis Egg
12
1
Irradiated Food
Mantis Leg
1
0
Irradiated Food
Medical Brace
10
2
Brace yourself
Meat Jerky
15
1
Rad-Free Food
Meat Pie
20
0
Rad-Free Food
Mole Rat Meat
4
1
Irradiated Food
Mole Rat Stew
5
1
Irradiated Food
Mole Rat Wonder Meat
20
1
Irradiated Food
Motorcycle Gas Tank
25
5
But yet there's no gas
Motorcycle Hand Brake
15
1
I have nothing clever to say here
MRE
50
0.2
Rad-Free Food
Mushroom Cloud
50
1
Rad-Free Food
Mutant Cave Fungus
50
1
Irradiated Food
Mutfruit
5
1
Irradiated Food
Nevada Agave Fruit
13
0.2
Rad-Free Food
Nightstalker Blood
5
1
Wait, what?
Nightstalker Egg
45
2
Irradiated Food
Nightstalker Tail
18
1
Irradiated Food
Nuka Cola Truck (toy)
5
2
Collect all One
Opthalmoscope
4
1
Play Doctor. Be Doctor.
Noodles
5
1
Irradiated Food
Paint Gun
15
5
No, it's not a gun that uses paint as ammo. That would be cool...
Paperweight
1
1
It does something literally anything else can do.
Pencil
1
0
Write with it.
Pickaxe
25
5
Not a great weapon, but good for mining.
Pie Floater
15
1
Rad-Free Food
Pilot Light
14
1
We didn't start the fire...but we can with this.
Pitcher
1
1
Regardless of material composition
Ping Pong Ball
1
0.1
I'm sure you could come up with something useful to do with this.
Pinto Bean Pod
0
0.05
Ceramic Plate
Pinyon Nuts
5
0.03
Rad-Free Food
Plate
3
1
Regardless of material composition
Plunger
1
1
Considering there aren't really functioning toilets most places...
Pork n' Beans
5
1
Irradiated Food
Potato Crisps
5
1
Irradiated Food
Preserved Meat
15
1
Rad-Free Food
Pressure Cooker
15
5
I'm actually surprised this isn't worth more money.
Pre-War Donut
12
0
Rad-Free Food
Pre-War Money
10
0
Regardless of Denomination
Pre-War Steak
15
1
Rad-Free Food
Prickley Pear Fruit
11
0.07
Rad-Free Food
Radio, Two-Way
500
1
Hand-held and cell powered.
Radroach Meat
2
1
Irradiated Food
Radscorpoion Casserole
5
1
Irradiated Food
Radscorpoion Egg
5
2
Irradiated Food
Radscorpion Poison Gland
25
1
Can be used to make poison
Rake
1
2
Set up Sideshow Bob traps all around your houseboat.
Rat Meat
2
1
Irradiated Food
Roller Skate
4
1
Xanadu, eat your heart out.
Room (double)
12
N/A
Price is average, and may differ from location to location
Room (private)
30
N/A
Price is average, and may differ from location to location
Rope (50ft)
100
10
This is standard hemp rope; lighter and/or stronger materials can be found, but not everywhere, for more money.
Salient Green
50
0.25
Rad-Free Food
Salisbury Steak
5
1
Irradiated Food
Scalpel
8
1
For cutting when you're trying to prevent death
Scissors
3
1
For cutting when you're trying to...do arts and crafts?
Scrap Electronics
1
1
Just miscellaneous electronic junk
Scrap Metal
1
1
It's just a pound of metal.
Scripture
5
1
Wouldn't you know, even after the world ends people are talking about it happening all over again?
Sensor Module
30
2
For computers to, well, sense things.
Shot Glass
1
0.5
Completely impractical. Seriously, who drinks that little in the Waste?
Shovel
55
3
For digging...or smacking heads, if you really need to.
Spatula
1
1
Because flipping burgers or eggs with a fork is impractical.
Spoon, Big
1
1
Dangit, I want to eat my cereal faster than usual!
Spoon, Regular
1
0.5
Dangit, I can't fit that other spoon in my mouth!
Spore Carrier Sap
0
0.02
Rad-Free Food
Spork
1
0.5
A fork AND a spoon in one. Truly, this IS the future.
Squirrel on a Stick
5
1
Irradiated Food
Squirrel Stew
5
1
Irradiated Food
Steam Gauge Assembly
25
10
Not really sure what this actually is, to be honest.
Stinky Meat Platter
1
1
Rad-Free Food; Requires a Vigor roll to consume
Strange Meat Pie
2
1
Irradiated Food
Sugar Bombs
5
1
Irradiated Food
Sunset Sasparilla
3
1
Rad-Free Drink
Surgical Tools
1000
1
Sterilized, and in actual surgical condition
Surgical Tubing
10
1
Tubes. For surgery.
Teddy Bear
3
1
Soft, cuddly, and with centuries worth of disgusting stuff in it to hug.
Tin Can
1
1
They're everywhere in the city, for some reason. Bent or otherwise.
Toaster
5
3
For making toast.
Torch
5
1
Because sometimes light isn't around, and fire is easy.
Tool Kit
750
5
Provides a +1 bonus on Repair rolls
Tool Kit, Super
1500
10
Provides a +2 bonus on Repair rolls
Toy Car
5
1
Priorities when spending in the Wasteland require purchasing these.
Trail Mix
5
3
Irradiated Food
Triangle (instrument)
1
1
For when the Harmonica is too complicated of an instrument.
Tunneler Hide
20
1
Many practical uses.
Turpentine
10
2
Chemicalicious.
Tweezers
3
1
Just because the world ended doesn't mean I need ugly nails.
Vacuum Cleaner
20
10
This thing sucks.
Wasteland Omelet
100
1
Rad-Free Food
Water, Dirty (bottle)
10
1
Irradiated Drink
Water, Purified (bottle)
20
1
Rad-Free Drink
Whet Stone
4
1
Sharpening weapons is a good idea.
Whistle
5
0.01
Signal. Prevent rape. Annoy parents by giving it to a kid.
White Horsenettle
2
0.02
Rad-Free Food
Wires (50')
25
0.5
Not very thick gauge, but it has a few uses.
Wonderglue
10
1
Still works after all these years.
Wood Chipper
25
50
Let's be honest, you're using this to dispose of bodies.
Wrench
1
1
Not adjustable. What? It's ONE cap!
Wrench, Adjustable
25
2
See? See, I added another one to be fair and reflect the usefulness.
Xander Root
10
0.02
Rad-Free Food
Yao Guai Meat
30
1
Irradiated Food
Yeast
2
1
After the world ends, people will still like beer and bread.
Yum Yum Deviled Eggs
5
1
Irradiated Food
*All Pulse Weapons completely ignore armor, but are incapable of giving wounds to living creatures. When an electronic creature, such as a robot, or humanoid wearing power armor is hit with a pulse weapon, (even if undamaged), they must make a Vigor roll or be Shaken. Stunned creatures cannot attempt to recover from being Shaken for 1d6 rounds. The Vigor roll is at -2 if the hit was a raise.
^Electric weapons ignore metal armor or shields. On a raise, all creatures and humanoids wearing power armor must make a Vigor roll or be Stunned (even if undamaged). Stunned creatures cannot attempt to recover from being shaken for 1d6 rounds.
#Fire weapons have a chance of catching an enemy on fire 1/6 of the time. Only totally sealed fireproof armor adds to Toughness against Fire attacks. Creatures on fire take 2d10 damage each round if engulfed, 1d10 if it only part of their body.
†All Area Effect weapons (Flamers, Explosives) ignore Armor if it does not fully envelop the body. Cover modifiers apply and are added to Toughness.
Minimum Strengths listed are for 1-handed.
Can lower die requirement by for fixed dice weaponry (not “strength plus” weapons) by two-handing the weapon, if it has a sufficient grip. You can also 2-hand a 1-handed weapon, if it has sufficient grip and you have the minimum strength, for +1 damage.
Weapons that increase unarmed damage cannot increase power beyond strength, similar to melee weaponry.
Name
Alternates with similar stats
Damage
Price in Caps
Weight in Pounds
Minimum Strength and/or thrown range
Other Notes
Bladed Gauntlet
Bear Trap Fist
Mantis Gauntlet
+1 dice unarmed, AP1
200
10
Standard Melee Rules
Piercing and/or Slashing type damage
Bowie Knife
Combat Knife
Cosmic Knife
Strength+d4+1
250
6
Standard Melee Rules
Piercing and/or Slashing type damage
Brass Knuckles
Spiked Knuckles
+1 dice unarmed
120
1
Standard Melee Rules
Blunt or Piercing and/or Slashing type damage
Cattle Prod
2d4
450
3
D6 minimum
Electricity^ type damage, +2 attack (touch only)
Club
Baton, Crowbar, Pipe, Pool Cue
Strength+d4
75
3
Standard Melee Rules
Blunt type damage
Deathclaw Gauntlet
Yau Guai Fist
+1 dice unarmed
DC=AP6, YG=AP3
1500
10
Standard Melee Rules
Piercing and/or Slashing type damage
Hatchet
Tomahawk
Strength+d6
175
2
5/10/20 if ranged
Slashing type damage
Knife
Cleaver
Strength+d4
20
1
Standard Melee Rules
Piercing and/or Slashing type damage
Machete
Officer's Sword
Strength+d6
50
2
Standard Melee Rules
Slashing type damage
Power Fist
Ballistic Fist
Displacer Glove
+2 dice unarmed, AP1
800
6
Standard Melee Rules
Blunt type damage
Proton Throwing Axe
Strength+d6
2000
3.5
5/10/20 if ranged
Electricity^ and/or Slashing type damage
Razor
Switchblade
Strength+d4
35
1
Standard Melee Rules
Piercing and/or Slashing type damage
+2 to stealth rolls to conceal
Ripper
2d6, AP3
1500
6
D6 minimum
Slashing type damage, +2 attack (touch only)
Shishkebab
Strength+d6+2
2500
3
backpack = 10
Standard Melee Rules
Fire# and Slashing and/or Piercing type damage
Throwing Knife
Strength+d4
30
0.5
5/10/20 if ranged
Piercing and/or Slashing type damage
Weapons that increase unarmed damage cannot increase power beyond strength, similar to melee weaponry.
Name
Alternates with similar stats
Damage
Price in Caps
Weight in Pounds
Minimum Strength and/or thrown range
Other Notes
Arc Welder
3d4
3000
15
D10
Electricity^ type damage, +2 attack (touch only)
Baseball Bat
Nail Board
Strength+d6+1
250
3
Standard Melee Rules
Blunt or Blunt and Piercing type damage
Bumper Sword
Strength+d10
500
12
Standard Melee Rules
Slashing type damage; Parry -1
Chainsaw
Auto Axe
3d6; AP4
2500
20
D8 minimum
Slashing type damage; +2 attack (touch only)
Fire Axe
Strength+d8
500
8
Standard Melee Rules
Slashing type damage
Katana
Strength+d6+2
2500
3
Standard Melee Rules
Slashing type damage
Nuka Breaker
Strength+d8+1
4000
8
Standard Melee Rules
Electric^ and blunt type damage
Proton Axe
Strength+d8
3000
8
Standard Melee Rules
Electric^ and blunt type damage
Rebar Club
Strength+d8; AP1
500
9
Standard Melee Rules
Blunt type damage; Reach 1; Parry -1
Spear
Strength+d6
100
4
5/10/20 if ranged
Piercing type damage; Reach 1; Parry+1
Sledgehammer
Strength+d8; AP2
180
12
Standard Melee Rules
Blunt type damage; Parry -1
Super Sledge
Strength+d12; AP2
5000
20
Standard Melee Rules
Blunt type damage; Parry -1
Thermic Lance
2d10
6000
20
D8 minimum
Fire# type damage; +2 attack (touch only);
Parry -1
Shields
Name
Examples
Parry Bonus
Price in Caps
Weight in Pounds
Other Features
Small Shield
Garbage Lid, etc.
1
25
4
Medium Shield
Road Sign, etc.
1
100
6
+2 Toughness vs. Ranged Attacks (from front or off-hand side only)
Large Shield
Police Riot Shield, etc.
2
400
10
+2 Toughness vs. Ranged Attacks (from front or off-hand side only)
Minimum Strengths listed are for 1-handed. Can lower die requirement by 1 type by two-handing.
Name
Alternates with Similar Stats
Range
Damage
Rate of Fire/Number of shots per round
Price in Caps
Weight in Pounds
Shots to Reload
Ammo Type
Minimum Strength
Other Notes
.32 Pistol
12/24/48
2d6
1
100
2
5
.32 Caliber
No Minimum
Revolver
.357 Magnum
Police Pistol
12/24/48
2d6+1; AP1
1
150
2
6
.357 Magnum
D6 Minimum
Revolver
.44 Magnum
12/24/48
2d6+2; AP1
1
250
3.5
6
.44 Magnum
D8 Minimum
Revolver
.45 Auto Pistol
12/24/48
2d6+1; AP1
1
175
1.5
7
.45 Auto
D6 Minimum
Semi Automatic
.556 Pistol
.223 Pistol
12/24/48
2d6+2; AP1
1
250
3.5
6
.556mm
D8 Minimum
Revolver
9mm Pistol
12/24/48
2d6
1
150
1.5
17
9mm
No Minimum
Semi Automatic
9mm SMG
12/24/48
2d6
3
850
4
30
9mm
D6 Minimum
Automatic
10mm Pistol
Chinese Pistol
12/24/48
2d6
1
100
1.5
17
10mm
No Minimum
Semi Automatic
10mm SMG
12/24/48
2d6
3
850
4
30
10mm
D6 Minimum
Automatic
12.7mm Pistol
15/30/60
2d8+1; AP1
1
800
4
7
12.7mm
D8 Minimum
Semi Automatic
Desert Eagle
15/30/60
2d8+1; AP1
1
800
4
7
.40-.70 govt
D8 Minimum
Semi Automatic
HN Needler
05/10/20
2d4
1
2000
4
10
HN Needler Cartridge
D6 Minimum
Semi Automatic; Silent; Can be Poisoned
Hunting Revolver
12/24/48
2d6+2; AP1
1
500
3.5
6
.40-.70 govt
D8 Minimum
Revolver
Nail Gun
05/10/20
2d4+1
3
3000
4
30
Nails
No Minimum
Automatic; Silent
Sawed-Off Double Barrel Shotgun
05/10/20
1d6 to 3d6
1 or 2
650
4lbs
2
12 gauge
D6 Minimum
Break Action; +2 to Guns if within close range
Silenced .22 Pistol
10/20/40
2d6-1
1
200
3lbs
9
.22LR
No Minimum
Semi Automatic, Silent
Name
Alternates with Similar Stats
Range
Damage
Rate of Fire
Price in Caps
Weight in Pounds
Shots to Reload
Ammo Type
Minimum Strength
Other Notes
.45 Auto SMG
12/24/48
2d6+1; AP1
3
1750
11
50
.45 Auto
D8 Minimum
Automatic
12.7mm SMG
15/30/60
2d8
3
3500
5
21
12.7mm
D8 Minimum
Automatic
5mm Minigun
10/20/40
3d8; AP2
3
6500
25
240
5mm
D12 Minimum
Automatic; Heavy Weaponry, Snapfire
Anti-Material Rifle
50/100/200
2d10; AP4
1
6600
20
11
.50 MG
D10 Minimum
Heavy Weaponry; Semi Automatic, Snapfire
Assault Carbine
24/48/96
2d8+1; AP2
3
1950
6
24
5mm
D6 Minimum
Automatic or 3 Round Burst
Assault Rifle
Chinese Assault Rifle
24/48/96
2d8+1; AP2
3
1950
6
24
5.56mm
D6 Minimum
Automatic
Automatic Rifle
Battle Rifle
FN Fal
15/30/60
2d8+1; AP1
3
2500
16
20
.308 Caliber
D8 Minimum
Automatic
BB Gun
15/30/60
2d4-1
1
50
2
100
BBs
No Minimum
Lever Action; Silent
Brush Gun
15/30/60
2d8+1; AP1
1
1900
5
8
.40-.70 Govt
D8 Minimum
Lever Action
Caravan Shotgun
12/24/48
1d4 to 3d4
1 or 2
675
3
2
20 gauge
D6 Minimum
Break Action; +2 to Guns if within close range
Combat Shotgun
Riot Shotgun
12/24/48
1d6 to 3d6
1
5500
5
12
12 gauge
D10 Minimum
Semi Automatic; +2 to Guns if within close range
Cowboy Repeater
20/40/80
2d6+1; AP1
1
800
5
7
.357 Magnum
D6 Minimum
Lever Action
Dart Gun
Bow
12/24/48
2d6
1
500
3
1
Darts/Arrows
No Minimum
Can be Poisoned; Silent
Double Barreled Shotgun
12/24/48
1d6 to 3d6
1 or 2
1200
7
2
12 gauge
D6 Minimum
Break Action, +2 to Shooting if close range
H&K G11
H&K G11E
20/40/80
2d6+2
1 to 3
4500
8
50
4.7mm caseless
D8 Minimum
Automatic, Semi Automatic, or 3 Round Burst
Hunting Rifle, newer
24/48/96
2d8+1; AP2
1
1200
6
15
.308 ammo
D8 Minimum
Bolt Action
Hunting Rifle, older
24/48/96
2d8+1
1
800
6
15
.32 Caliber
D8 Minimum
Bolt Action
Hunting Shotgun
12/24/48
1d6 to 3d6
1
2800
7.5
6
12 gauge
D8 Minimum
Pump Action; +2 to Guns if within close range
Jackhammer Shotgun
H&K CAWS
12/24/48
1d6 to 3d6
1 or 3
7000
12
10
12 gauge
D8 Minimum
Automatic or Semi Automatic
Lever Action 10mm Rifle
20/40/80
2d6+1; AP1
1
800
5
7
10mm
D6 Minimum
Lever Action
Lever Action Shotgun
12/24/48
1d4 to 3d4
1
1500
3
5
20 gauge
D6 Minimum
Lever Action; +2 to Guns if within close range
Light Machine Gun
Bozar
16/32/64
2d8+2; AP1
3
3200
15
90
5.56mm
D10 Minimum
Automatic
Marksman Carbine
30/60/120
2d8+1; AP1
1
3200
6
20
5.56mm
D6 Minimum
Semi Automatic or 3 Round Burst
Modified Water Gun
05/10/15
2d6+2
1
400
7
10
Canister of Acid
D6 Minimum
Pump Action; +2 to Attack (touch only)
Pipe Rifle
20/40/80
2d6
1
20
10
1
10mm
D6 Minimum
Railway Rifle
10/20/40
2d6+1
1
800
9
8
Rail Spikes
No Minimum
Revolver; +1 damage from Called Shots
Rock-It Launcher
10/20/40
2d8
1
800
8
1
Anything
No Minimum
Can use almost anything for ammunition
Service Rifle
24/48/96
2d8+1
1
950
6
15
5.56mm
D6 Minimum
Bolt Action
Silenced .22 SMG
10/20/40
2d6-1
3
2250
8
180
.22LR
No Minimum
Automatic
Single Shotgun
08/16/32
1d4 to 3d4
1
175
7
1
20 gauge
D6 Minimum
+2 Shooting if within close range
Sniper Rifle
48/96/192
2d10
1
4000
8
5
.308 Caliber
D6 Minimum
Semi Automatic; Snapfire
Spear Gun
06/12/24
2d6
1
450
2
1
Spears
D6 Minimum
Silent
Trail Carbine
15/30/60
2d8+1; AP1
1
1900
5
8
.44 Magnum
D8 Minimum
Lever Action
Varmint Rifle
20/40/80
2d4+1
1
175
5.5
5
5.56mm
D6 Minimum
Bolt Action
Vindicator Minigun
10/20/40
3d8; AP2
3
6500
25
240
4.7mm caseless
D10 Minimum
Automatic; Heavy Weaponry; Snapfire
Minimum Strengths listed are for 1-handed. Can lower die requirement by 1 type by two-handing.
Name
Alternates with Similar Stats
Range
Damage
Rate of Fire/shots per round
Price in Caps
Weight in Pounds
Shots to Reload
Ammo Type
Minimum Strength
Other Notes
Alien Atomizer
15/30/60
4d4; AP4
1
5000
2
10
Alien Power Module
No Minimum
Semi Automatic; Heavy Weaponry
Flare Gun
08/16/32
2d4
1
500
2
1
Flamer Fuel
D6 Minimum
Fire#; +2 to Attack (touch only)
Gauss Pistol
16/32/64
3d6+2; AP2
1
2800
5
1 clip
(3 ammo)
Microfusion Cells
D8 Minimum
Single Action
Laser Pistol
15/30/60
2d6
AP2
1 or 2
200
3
30
Energy Cells
No Minimum
Semi Automatic
Plasma Pistol
Plasma Defender
12/24/48
2d6+2
AP3
1
250
3
16
Energy Cells
No Minimum
Semi Automatic
Pulse Pistol
12/24/48
3d8+1
1
5000
5
5
Energy Cells
D6 Minimum
Semi Automatic, Pulse*
Recharger Pistol
15/30/60
2d6
AP1
1 or 2
1000
7
20
Microfusion Breeder
No Minimum
Semi Automatic, 1 round without using reloads
Solar Scorcher
15/30/60
2d6
AP1
1 or 2
1000
7
20
Solar Powered
No Minimum
Semi Automatic, sun will automatically reload
Name
Alternates with Similar Stats
Range
Damage
Rate of Fire/Shots Per Round
Price in Caps
Weight in Pounds
Shots to Reload
Ammo Type
Minimum Strength
Other Notes
Alien Disintigrator
20/40/60
4d6; AP5
1
5000
7
100
Alien Power Module
No Minimum
Semi Automatic; Heavy Weaponry
Flamer
Cone Template
2d10
1
2350
15
60
Flamer Fuel
D8 Minimum
Fire#; +2 to Attack (touch only); opposed Agility roll to avoid
Gatling Laser
12/24/48
2d6+1; AP2
4
7000
18
240
Electron Charge Pack
D10 Minimum
Automatic; Heavy Weaponry; Snapfire
Gauss Rifle
40/80/160
4d6; AP3
1
4000
7
1 clip
(5 ammo)
Microfusion Cell
D8 Minimum
Single Action; Heavy Weaponry; Snapfire
Holorifle
LAER
30/60/120
3d6
1
2500
8
4
Microfusion Cell
D6 Minimum
Semi Automatic
Incinerator
20/40/80
2d12
1
1500
12
30
Flamer Fuel
D8 Minimum
Fire#; +2 to Attack (touch only)
Incinerator, Heavy
20/40/80
2d12+1
1
6000
14
24
Flamer Fuel
D10 Minimum
Fire#; Heavy Weaponry; +2 to Attack (touch only)
Laser RCW
25/50/100
2d6; AP2
3
3250
4
60
Electron Charge Pack
D6 Minimum
Automatic
Laser Rifle
35/70/140
2d6+1; AP2
1 or 2
850
8
24
Microfusion Cell
D6 Minimum
Semi Automatic
Mesmetron
08/16/32
Special
1
15000
2
5
Mesmetron Power Cell
No Minimum
Target rolls Spirit at +2 vs attack roll or “Puppet” spell; raise = death
Multiplas Rifle
10/20/40
3d6+1; AP2
1
6000
7
10
(30 ammo)
Microfusion Cell
D6 Minimum
Semi Automatic; Uses 3x Ammo; if one attack hits, act as if three hit
Plasma Caster
20/40/80
4d6+2; AP3
1
7000
20
10
Microfusion Cell
D10 Minimum
Semi Automatic; Heavy Weaponry; Snapfire
Plasma Rifle
20/40/80
3d6+2; AP3
1
1500
8
12
Microfusion Cell
D6 Minimum
Semi Automatic
Pulse Rifle
20/40/80
4d10+2
1
9000
9
20
Microfusion Cell
D8 Minimum
Semi Automatic
Recharger Rifle
35/70/140
2d6+1; AP1
1 or 2
250
15
8
Microfusion Breeder
D8 Minimum
Semi Automatic; 1 round without using reloads
Tesla Cannon
24/48/96
4d6+4
1
8800
8
4
Electron Charge Pack
D10 Minimum
Snapfire; Electric^
Tri-Beam Laser Rifle
20/40/80
2d6; AP1
1 or 2
5500
9
8
(24 ammo)
Microfusion Cell
D6 Minimum
Semi Automatic; Uses 3x Ammo; if one attack hits, act as if three hit
Name
Alternates with Similar Stats
Range
Damage
Rate of Fire/Shots Per Round
Price in Caps
Weight in Pounds
Shots to Reload
Ammo Type
Minimum Strength
Other Notes
25mm Grenade APW
16/32/64
3d6; AP3
1
4500
8
5
25mm Grenade
D8 Minimum
Semi Automatic; Medium Burst Template
Fat Man
15/30/60
10d6+5; AP10
1
20000
30
1
Mini Nuke
D10 Minimum
Leaves area light radioactive; Large Burst Template; Heavy Weaponry
Grenade Launcher
12/24/48
3d6+2; AP5
1
5000
12
4
40mm Grenade
D8 Minimum
Pump Action; Medium Burst Template; Heavy Weaponry
Grenade Machine Gun
16/32/64
3d6; AP3
3
7000
15
30
25mm Grenade
D10 Minimum
Automatic; Medium Burst Template; Heavy Weaponry
Grenade Rifle
12/24/48
3d6+2; AP5
1
800
6
1
40mm Grenade
D6 Minimum
Medium Burst Template; Heavy Weaponry
Missile Launcher
20/40/80
4d8+4; AP6
1
4000
20
1
Missile
D8 Minimum
Medium Burst Template; Heavy Weaponry
Rocket Launcher
30/60/120
3d6+1; AP3
1 to 3
15000
20
13
Rocket
D8 Minimum
Automatic or Semi Automatic, Medium Burst Template; Heavy Weaponry
Name
Alternates with Similar Stats
Range
Damage
Price in Caps
Weight in Pounds
Other Notes
Acid Canister, rigged
04/08/16
2d6+2; AP1
30
1
Small Burst Template
Bottlecap Mine
Drop Only
3d8+3; AP3
150
0.5
Large Burst Template, Proximity Based; Heavy Weaponry
C-4 Plastic Explosives
Set Only
4d10+4; AP4
750
4
Large Burst Template, Timer or Remote; Heavy Weaponry
Cryo Grenade
05/10/20
Special
50
0.5
Medium Burst Template; Agility roll versus attack or paralyzed until passing a Vigor roll and then Shaken
Cryo Mine
Drop Only
Special
25
0.5
Medium Burst Template; Agility roll versus attack or paralyzed until passing a Vigor roll and then Shaken
Dynamite (any fuse)
04/08/16
3d6+1; AP1
25
0.3
Small Burst Template; Heavy Weaponry
Fat Mine
Drop Only
8d6+5; AP8
275
3.25
Large Burst Template; Heavy Weaponry
Flash Bang
05/10/20
Special
50
0.5
Large Burst Template; Spirit roll or blind and deaf
Frag Grenade
05/10/20
3d6+1; AP1
150
0.5
Medium Burst Template; Heavy Weaponry
Frag Grenade, Holy
05/10/20
10d8; AP10
2500
0.5
Large Burst Template; Heavy Weaponry
Frag Mine
Drop Only
3d6+1; AP1
75
0.5
Medium Burst Template, Proximity Based; Heavy Weaponry
Gas Bomb
03/06/09
3d6+2; AP2
100
5
Medium Burst Template, Proximity Based; Heavy Weaponry
Gas Grenade
05/10/20
Special
50
0.5
Medium Burst Template; Leaves a cloud in blast area for 1 minute; Vigor roll or gain a fatigue if in cloud
Incendiary Grenade
05/10/20
2d10
200
0.5
Medium Burst Template; Fire#
Microfusion Cell Grenade
05/10/20
3d6+1; AP1
15
0.5
Large Burst Template; Heavy Weaponry
Microfusion Cell Cluster
03/06/09
4d8+4; AP4
110
0.5
Large Burst Template, Proximity Based; Heavy Weaponry
Molotov Cocktail
Fire Bomb
04/08/16
2d10
50
1
Small Burst Template, Fire#
Nuka Grenade
05/10/20
4d10+4; AP4
50
0.5
Medium Burst Template, leaves area lightly irradiated; Heavy Weaponry
Plasma Grenade
05/10/20
3d8+3; AP3
300
0.5
Medium Burst Template; Heavy Weaponry
Plasma Mine
Drop Only
3d8+3; AP3
300
0.5
Medium Burst Template, Proximity Based; Heavy Weaponry
Powder Charge
Drop Only
3d6+1; AP1
25
0.5
Small Burst Template, Proximity Based; Heavy Weaponry
Pulse Grenade
05/10/20
6d8+2
40
0.5
Medium Burst Template, Pulse
Pulse Mine
Drop Only
6d8+2
20
0.5
Medium Burst Template, Pulse
Satchel Charge
Drop Only
3d12+3; AP3
250
0.75
Medium Burst Template, Proximity Based, -2 to avoid with Agility roll; Heavy Weaponry
Time Bomb
Set Only
3d10+3; AP3
750
0.5
Medium Burst Template, Timed Only; Heavy Weaponry
Time Bomb, High Yield
Set Only
5d10+5; AP5
1100
0.5
Large Burst Template, Timed Only; Heavy Weaponry
Tin Grenade
05/10/20
3d6; AP2
25
0.5
Medium Burst Template; Heavy Weaponry
Man, it's amazing how little can get done in 15 minutes, even with copying and pasting...I'll try to squeeze the rest in during lunch, all spoiler'd this time.

The Green Tea Overseer |

“vs energy” provides an additional bonus vs gauss, laser, plasma, or other non-flame, non-pulse energy weapons
“vs bullets” provides an additional bonus vs traditional guns, but not nail guns, bows, dart guns, etc.
Name
Alternates with Similar Stats
Toughness Bonus
Price in Caps
Weight in Pounds
Body Parts Covered
Other Notes
Assassin Suit
2
7500
20
Covers entire body (not head)
+1 to Stealth rolls
Chinese Stealth Armor
1
10000
20
Covers entire body and head
+1d6 to Stealth rolls; can Stealth while being observed without penalty
Combat Armor
3; 4 vs bullets
6500
25
Covers torso and legs
Pace -1
Combat Armor Mark 2
3; 5 vs bullets
8000
25
Covers torso, arms, and legs
Pace -1
Combat Helmet
3; 4 vs bullets
800
3
Covers head
50% chance to block head shots
Combat Helmet Mark 2
3; 5 vs bullets
1500
2.5
Covers head
50% chance to block head shots
Doctor's Outfit
0
6
2
Covers torso and arms
+1 Healing skill
Enclave Advanced Power Armor
6
7000
45
Covers entire body (not head)
Requires training; +1 die type Strength; Pace -2; +1 Radiation
Resistance (if combined with a power helmet)
Enclave Advanced Power Armor Mark 2
6
20000
45
Covers entire body (not head)
Requires training; +2 die type Strength; Pace -2; +1 Radiation Resistance (if combined with a power helmet; +2 if AP Helm Mark 2)
Enclave Advanced Power Helmet
6
1100
5
Covers head
+1 Radiation Resistance (if combined with a set of power armor)
Enclave Advanced Power Helmet Mark 2
6
4000
5
Covers head
+1 Radiation Resistance (if combined with a set of power armor; +2 if combined with AP Armor Mark 2)
Enclave Tesla Armor
5; 7 vs energy
8200
45
Covers entire body (not head)
Requires training; +1 die type Strength; Pace -2; +1 Radiation Resistance (if combined with a power helmet)
Enclave Tesla Helmet
5; 7 vs energy
2800
5
Covers head
+1 Radiation Resistance (if combined with a set of power armor)
Enclave Hellfire Armor
5; 7 vs fire
8000
40
Covers entire body (not head)
Requires training; +2 die type Strength; Pace -2; +1 Radiation Resistance (if combined with a power helmet)
Enclave Hellfire Helmet
5; 7 vs fire
2000
4
Covers head
+1 Radiation Resistance (if combined with a set of power armor)
Football Helmet
Legion Helmet
Motorcycle Helm
2
70
3
Covers head
75% chance to block head shots
Football Pads
Legion Armor
2
120
10
Covers torso
Gambler's Outfit
0
6
1
Covers torso, arms, and legs
+1 Gambling
Lab Coat
0
8
2
Covers torso and arms
+1 Science
Leather Armor
Tribal Armor
1
6
15
Covers torso, arms, and legs
Leather Armor Mark 2
1; 2 vs bullets
100
15
Covers torso, arms, and legs
Leather Duster
0; 1 vs ranged
70
3
Covers torso and arms
Leather Jacket
0; 1 vs melee
50
2
Covers torso and arms
Mechanic Jumpsuit
0
6
1
Covers torso, arms, and legs
+1 Repair
Metal Armor
3; 4 vs energy
1000
30
Covers torso and legs
Pace -2
Metal Armor Mark 2
3; 5 vs energy
3000
30
Covers torso, arms, and legs
Pace -2
Metal Helmet
3; 4 vs energy
200
3
Covers head
50% chance to block head shots
Metal Helmet Mark 2
3; 5 vs energy
250
3
Covers head
50% chance to block head shots
Non-Armored Hat
Pre-War Hat
Pre-War Dress Hat, etc
0
8
1
Covers head
+1 Notice
Pre-War Clothes
0
8
2
Covers torso, arms, and legs
+1 to Charisma (+2 if clean and wearing a matching hat)
Radiation Suit
1
60
5
Covers entire body and head
+2 Radiation Resistance; Pace -1
Radiation Suit, Advanced
1
100
7
Covers entire body and head
+3 Radiation Resistance; Pace -1
Recon Armor
2
2000
20
Covers torso, arms, and legs
Pace -1; +1 Stealth
Recon Helmet
2
400
2
Covers head
50% chance to block head shots; +1 Notice
Salvaged Power Armor
4
3000
40
Covers entire body (not head)
Pace -2; Does not count as Power Armor
Salvaged Power Helmet
4
800
5
Covers head
Does not count as Power Helmet
T-45d Power Armor
4
4500
45
Covers entire body (not head)
Requires training; +2 die type Strength; Pace -2; +1 Radiation Resistance (if combined with a power helmet)
T-45d Power Helmet
4
2000
4
Covers head
+1 Radiation Resistance (if combined with a set of power armor)
T-51b Power Armor
5
5200
40
Covers entire body (not head)
Requires training; +1 die type Strength; Pace -2; +1 Radiation Resistance (if combined with a power helmet)
T-51b Power Helmet
5
2300
4
Covers head
+1 Radiation Resistance (if combined with a set of power armor)
Wastelander Clothes
0
6
2
Covers torso, arms, and legs
Makes character appear as if from the wastes
Vault Suit
0
6
1
Covers torso, arms, and legs
Makes character appear as if from a vault
Vault Suit, armored
2
250
15
Covers torso, arms, and legs
Bonuses from Chems never stack with themselves or other things within their own categories.
Repeated use of the same Chem types simply stacks the duration of benefits, and the effect of penalties.
Using the same addictive Chem within the same 24 hour period increases the penalty to reduce addiction by 1.
Name
Price in Caps
Weight in Pounds
Addiction (and roll modifier)
Duration
Effects
Alcohol, Absinthe
20
1
Yes (+1)
30 minutes
+1 Notice; +1 Charisma; -1 Smarts-related rolls (except Notice)
Alcohol, Atomic Cocktail
25
1
No
30 minutes
+1 Toughness vs. Energy and Fire; Irradiated
Alcohol, Bargain Whiskey
10
1
Yes (-3)
30 minutes
+1 Strength-related rolls; -2 Smarts-related rolls
Alcohol, Battle Brew
150
1
Yes (+1)
30 minutes
+1 Toughness; draw an additional initiative card; -1 Strength-related rolls; -1 Smarts-related rolls.
Alcohol, Beer
2
1
Yes (+2)
30 minutes
+1 Strength-related rolls; +1 Charisma; -1 Smarts-related rolls
Alcohol, Booze
10
1
Yes (0)
30 minutes
+1 Strength-related rolls; +1 Charisma; -1 Smarts-related rolls
Alcohol, Gamma Gulp Beer
5
1
Yes (0)
30 minutes
+1 Strength-related rolls; +1 Charisma; -1 Smarts-related rolls
Alcohol, Irradiated Beer
1
1
Yes (+2)
30 minutes
+1 Strength-related rolls; +1 Charisma; -1 Smarts-related rolls; Irradiated
Alcohol, Irradiated Scotch
5
1
Yes (+1)
30 minutes
+1 Strength-related rolls; +1 Charisma; -1 Smarts-related rolls; Irradiated
Alcohol, Irradiated Whiskey
5
1
Yes (+1)
30 minutes
+1 Strength-related rolls; +1 Charisma; -1 Smarts-related rolls; Irradiated
Alcohol, Jake Juice
10
1
Yes (+1)
30 minutes
+1 Strength-related rolls; +1 Charisma; -1 Smarts-related rolls
Alcohol, Moonshine
20
1
Yes (+1)
60 minutes
+1 Strength-related rolls; +1 Charisma; -2 Smarts-related rolls
Alcohol, Ol' Flakey
15
1
Yes (-1)
30 minutes
+1 Strength-related rolls; +1 to Agility-related rolls; -2 smarts-related rolls
Alcohol, Roentgen Rum
10
1
Yes (0)
30 minutes
+1 Strength-related rolls; +1 Charisma; -1 Smarts-related rolls
Alcohol, Rot Gut
5
1
Yes (0)
30 minutes
+1 Strength-related rolls; +1 Charisma; -1 Smarts-related rolls
Alcohol, Rum & Nuka
20
1
Yes (0)
30 minutes
+1 Strength-related rolls; Ignore 1 Fatigue penatly; -1 Smarts-related rolls
Alcohol, Scotch
10
1
Yes (+1)
30 minutes
+1 Strength-related rolls; +1 Charisma; -1 Smarts-related rolls
Alcohol, Sierra Madre Martini
20
1
Yes (0)
30 minutes
+1 Toughness
Alcohol, Vodka
20
1
Yes (+1)
30 minutes
+1 Strength-related rolls; +1 Charisma; -1 Smarts-related rolls
Alcohol, Wasteland Tequila
20
1
Yes (+1)
30 minutes
+1 Strength-related rolls; +1 Charisma; +1 Vigor rolls vs Poisons; -1 Smarts-related rolls
Alcohol, Whiskey
10
1
Yes (+1)
30 minutes
+1 Strength-related rolls; +1 Charisma; -1 Smarts-related rolls
Alcohol, Wine
10
1
Yes (+2)
30 minutes
+1 Strength-related rolls; +1 Charisma; -1 Smarts-related rolls
Alcohol, XXXXXBeer
15
1
Yes (+2)
30 minutes
+1 Strength-related rolls; +1 Charisma; -1 Smarts-related rolls
Alcohol-Z
20
1
No
N/A
Counts as alcohol for the purpose of satisfying addiction needs, even though it has no chemical effect
Antidote
100
1
No
Immediate
Instantly removes any poisons infecting the body.
Antivenom
25
0.5
No
Immediate
Instantly removes any animal-sourced poisons infecting the body.
Antivenom, Datura
50
0.5
No
Immediate
Instantly stops the effect of any poisons infecting the body.
Antivenom, Fiery Purgative
30
0.2
No
Immediate
Cures animal poison.
Antivenom, Snakebite Tourniquet
20
0
No
Immediate
Cures animal poison; Automatically used; can only have 1 “in prep”
Ant Nectar
20
0.25
Yes (+1)
3 Hours
+2 to Strength die type; -1 Charisma; -1 to Smarts-related rolls
Ant Nectar, Fire
20
1
Yes (+1)
2 Hours
+4 Toughness vs. Fire; +1 to Agility-related rolls; -2 to Smarts-related rolls
Ant Nectar, Queen Pheremones
75
1
Yes (+1)
1 Hour
+2 Charisma; -2 to Smarts-related rolls except Notice; -3 Notice
Blood Shield
50
0.5
No
30 minutes
+2 Poison Resistance
Buffout
200
0
Yes (0)
2 Hours
+1 Strength die type; +1 Agility die type
Caffeine, Black Coffee
5
1
Yes (+2)
1 Hour
+1 to Smarts-related rolls; Ignore 1 Fatigue; -1 Agility-related rolls
Caffeine, Fusion Cola
2000
1
Yes (-4)
3 Hours
+1 to Agility-related rolls; +1 to Strength-related rolls; +1 to Vigor-related rolls; -1 to Smarts-related rolls; -1 to Spirit-related rolls
Caffeine, Iced Cold Nuka Cola
20
1
Yes (+2)
30 minutes
Ignore 1 Fatigue penalty
Caffeine, Nuka Cola Classic
8
1
Yes (+2)
30 minutes
Ignore 1 Fatigue penalty
Caffeine, Nuka Cola Cherry
8
1
Yes (+2)
30 minutes
Ignore 1 Fatigue penalty
Caffeine, Nuka Cola Quantum
50
1
Yes (+2)
60 minutes
Ignore all penalties from Fatigue
Caffeine, Nuka Cola Quartz
75
1
Yes (+2)
30 minutes
Gain the ability to see in total darkness
Caffeine, Nuka Cola Victory
100
1
Yes (+2)
30 minutes
Draw an additional initiative card; -1 to Notice
Caffeine, Nuka Cola Yellow
0
0
No
N/A
Actually, it isn't really caffeinated. Actually, it isn't really Nuka Cola. Actually, it's exactly what you think it is...In live game, when we had a player chug this, the reaction was priceless.
Cateye
20
0
No
5 minutes
Ignore all penalties from Dim or Dark lighting (but not total darkness)
Cave Fungus
50
1
No
Immediate
Instantly removes one level of Radiation; requires eating an entire pound, which is not feasible in combat
Coyote Tobacco Chew
1
0.01
Yes (+1)
30 minutes
+1 Notice; Ignore 1 Fatigue penalty
Datura Hide
20
0.5
No
5 minutes
+1 Toughness as Armor
Daturana
30
0.02
No
30 minutes and Immediate
Instantly remove a single wound; Ignore 1 fatigue; -1 to Agility-related rolls
Doctor's Bag/First Aid Kit/Medical Supplies
55
1
No
Immediate
Provides a +1 bonus to Healing when used; potentially allows repair of crippled body parts; has limited uses before needing to be refilled
Fixer
20
0
No
12 Hours
Temporarily ignore addictions
Ghost Sight
40
0
No
5 Minutes
Invisibility provides no bonus against user; +2 Notice rolls
Healing Powder
20
1
No
Immediate
Instantly heal 1 Wound; Instantly gain 1 Fatigue
Healing Poultice
100
0.03
No
15 minutes and Immediate
Instantly heals 1 Wound; Treats a single disabled limb over time; -1 to Agility-related rolls
Hydra
55
0
Yes (+1)
5 minutes
Over time heals a single disabled limb
Hypo
1500
0
No
Immediate
Instantly heals all wounds; Instantly removes all Radiation; Instantly removes all Poisons
Jet
25
0
Yes (0)
5 Minutes
Draw an additional initiative card and +1d6 pace
Jet, After Burner Gum
1000
0
Yes (0)
5 Minutes
Draw an additional initiative card and +1d6 pace; reusable 2/day
Jet, Bargain
5
0
Yes (-2)
5 Minutes
Add +1d6 to your Pace
Jet, Rebound
20
0
Yes (0)
5 Minutes
Multi-action penalties reduced by 1
Jet, Rocket
20
0
Yes (-1)
5 Minutes
Draw 2 additional initiative cards and +1d6 Pace
Jet, Rushing Water
20
1
Yes (0)
5 Minutes
Take 2 actions without a multi-action penalty
Jet, Turbo
20
0
Yes (0)
1 Round
Take no multi-action penalties, no matter how many actions you take in a single round (but you may take no more than 1 of each action, as usual).
Jet, Ultrajet
50
0
Yes (-1)
5 Minutes
Redraw cards as if you had the Quick edge (if you have the Quick edge, increase the maximum re-draw by 2); +1d8 Pace
Med-X
20
0
Yes (0)
2 Hours
Ignore all Wound penalties
Med-X, Slasher
20
0
Yes (-2)
5 Minutes
+1 Attack and Damage with all weapons; Ignore all Wound penalties
Mentats
20
0
Yes (+2)
2 Hours
+2 to smarts-related rolls
Mentats, Party Time
20
0
Yes (+1)
2 Hours
+2 to smarts-related rolls; +2 Charisma
Mutie
200
0
No
1 Hour
+2 to Strength die type; +2 to Vigor die type; -2 Charisma; -2 to Smarts-related rolls
Poison, Bleak Ventom
100
0.5
No
Immediate
Vigor roll at +1 or gain a Wound
Poison, Cloud Kiss
150
0.5
No
Immediate
Vigor roll at +1 or gain a Wound; can apply multiple doses to add 1 to the Vigor roll's penalty (ex. 2 = no penalty, 3 = -1).
Poison, Dark Datura
150
0.5
No
30 Minutes
Vigor roll at -2 or -2 to all Smarts-related rolls
Poison, Datura Root
120
0.02
No
30 Minutes
Spirit roll or -4 to Notice rolls
Poison, Generic
200
0
No
Immediate
Vigor roll or gain a Wound
Poison, Mother Darkness
100
0.5
No
30 Minutes
Vigor roll or -2 to all Agility-related rolls and to Notice rolls
Poison, Silver Sting
200
0.5
No
30 Minutes
Vigor roll or Strength die reduced by 2 types
Poison, Tremble
100
0.5
No
30 Minutes
Vigor roll or -2 to Energy Weapons, Explosives, Fighting, and Guns rolls
Psycho
20
0
Yes (0)
5 Minutes
+1 Attack and Damage with all weapons
Psycho, Slasher
75
0
Yes (-2)
5 Minutes
+1 Attack and Damage with all weapons; Ignore all Wound penalties
RadAway
500
0
Yes (+1)
Immediate
Instantly removes a level of Radiation
Rad-X
200
0
No
3 Hours
+2 Radiation Resistance
Red Paste, Thick
250
0.6
No
Immediate
Allows the user to make an immediate Natural Heaing roll at +2
Red Paste, Thin
125
0.1
No
Immediate
Allows the user to make an immediate Natural Healing roll
Smooch
50
1
Yes (0)
30 Minutes
+1 to Spirit-related rolls
Spore Plant Pods
0
0.02
No
1 Hour
+2 Poison Resistance
Stealth Boy
500
1
Special
10 Minutes
+1d6 to Stealth; only addictive to Super Mutants (-2)
Stealth Boy Mark 2
5000
2
Special
1 Minute
+1d6 to Stealth; Rechargeable with Energy Cells; only addictive to Super Mutants (-2)
Steady
20
0
Yes (-3)
5 Minutes
Double range increments
Stimpak
175
0
No
Immediate
Instantly removes a Wound
Stimpak, Auto Inject
275
0.2
No
Immediate
Instantly removes a Wound; automatically activates at 3 wounds; can only have 1 “active” at a time.
Stimpak, Auto-Inject Super
350
0.2
No
Immediate and 12 hours
Instantly removes 2 Wounds; -1 to die type Strength; automatically activates at 3 wounds; can only have 1 “active' at a time.
Stimpak, Super
225
1
No
Immediate and 12 Hours
Instantly remove 2 Wounds; -1 die type Strength
Stimpak, Ultra
1000
1
No
Immediate
Instantly removes all Wounds, Poison, and Radiation; After 1 hour, the user becomes incapacitated from Fatigue.
Voodoo
800
0
Yes (0)
20 Minutes
Gain a temporary Benny; dangerous to use too frequently...
Weapon Binding Ritual
50
0.5
No
Immediate and 15 minutes
Take a single Wound; +1 Fighting and damage from Fighting weapons; Potentially heal disabled limbs.
Weapon Repair Kit
65
1
No
Immediate
Can be used to raise a weapon's Condition by 1 with a successful repair roll (and no other parts necessary).
Implants are not available in most locations...I've included them in case you want to save up for when you find them.
Name
Price in Caps
Surgery and Recovery Time Required
Effects
Prerequisites or Required Materials
Agility Implant
5000
21 Days
Increases Agility die by 1 category and increases maximum Agility die by 1 category
None
Artificial Heart
20000
8 Days
Cannot be Poisoned or have a Heart Attack from fear.
Cosmetic Surgery
4000
1 Day
+1 Charisma
None
Cosmetic Surgery, Advanced
20000
3 Days
+2 Charisma (overlaps with Cosmetic Surgery)
Cosmetic Surgery
Dermal Impact Armor
7000
2 Days
+1 Toughness vs. Non-Energy Weapons
Combat Armor
Dermal Impact Armor, Assault Enhancement
40000
5 Days
+2 Toughness vs. Non-Energy Weapons (overlaps with Dermal Impact Armor); -1 Charisma
Dermal Impact Armor
Combat Armor Mark 2
Endurance Implant
3000
7 Days
Increases Spirit die by 1 category and increases maximum Spirit die by 1 category
None
Fire Ant DNA Infusion
10000
1 Day
+1 Notice; +1 Toughness vs Fire; 1.5x carrying capacity
Ant Nectar, Fire Ant Nectar, and Ant Queen Pheromones
Implant C-13
12000
4 Days
Provides a +1 damage bonus on all attacks against creatures you pass a Knowledge roll for (must have relevant Knowledge skill; not Common knowledge).
None
Implant GRX
10000
2 Days
Auto-inject a single pre-loaded drug into your system
Empty Syringe, Sensor Module
Implant M-5
17000
14 Days
Allows you to move at full speed while using Stealth without penalty
Recon Armor
Implant Y-3
8000
2 Days
Can consume Irradiated food or drink without issue
Food Sanitizer
Implant Y-7
8000
2 Days
Food and Drink necessity reduced by half
None
Intelligence Implant
6000
21 Days
Increases Smarts die by 1 category and increases maximum Smarts die by 1 category
None
Luck Implant
4000
3 Hours
+1 Benny per session
None
Metabolic Enhancement
16000
1 Day
Increases Vigor die by 1 category and increases maximum Vigor by 1 category
None
Monocyte Breeder
12000
3 Hours
Natural Healing occurs 1/day instead of 1/week
None
Perception Implant
4000
7 Days
+1 to Notice rolls
None
Phoenix Armor Implants
8000
3 Days
+1 Toughness vs. Fire and Energy Weapons
Metal Armor
Phoenix Armor Implants, Assault Enhancement
50000
6 Days
+2 Toughness vs. Fire and Energy Weapons (overlaps with Phoenix Armor Implants); -1 Charisma
Phoenix Armor Implants, Metal Armor Mark 2
Pre-War Inoculations
1000
2 Hours
+1 to Radiation Resistance and Poison Resistance
None
Pre-War Inoculations, Inoculation Nanobots
10000
3 Hours
+2 to Radiation Resistance and Poison Resistance (overlaps with Pre-War Inoculations); Chems no longer have positive or negative temporary effects
Pre-War Inoculations
Reinforced Spine
10000
14 Days
Double Carrying Capacity
None
Steel-Plated Skull
10000
21 Days
+2 Armor in head
None
Strength Implant
2000
21 Days
Increases Strength die by 1 category and increases maximum Strength die by 1 category
None
Wired Reflexes
15000
21 Days
Called Shots penalties are reduced by 1
None
I've removed the "bargain ammo" because it uses my option Condition rules, to simulate FO3 and NV, and frankly that didn't playtest well...it was cumbersome and annoying. I'm CONSIDERING doing the same with all variant ammo, but it does give guns a way to catch up to energy weapons in power...
Source Ammunition
Variant
Price in Caps
Weight in Pounds
Other Notes
.22LR
.22LR Standard
1
0.01
Standard
.22LR Hollow Point
2
0.01
+1 damage to unarmored targets; -2 damage to armored
.308 Caliber
.308 Standard
4
0.06
Standard
.308 Armor Piercing
9
0.06
-1 damage; AP+2
.308 Hollow Point
9
0.06
+1 damage to unarmored targets; -2 damage to armored
.308 JSP Hand Load
5
0.06
+1 damage; can only be crafted
.32 Caliber
.32 Standard
1
0.01
Standard
.357 Magnum
.357 Standard
2
0.04
Standard
.357 Hollow Point
3
0.04
+1 damage to unarmored targets; -2 damage to armored
.357 JSP Hand Load
3
0.04
+1 damage; can only be crafted
.44 Magnum
.44 Standard
3
0.04
Standard
.44 Hollow Point
7
0.04
+1 damage to unarmored targets; -2 damage to armored
.44 SWC Hand Load
4
0.04
+1 damage; can only be crafted
.45 Auto
.45 Standard
3
0.07
Standard
.45 Armor Piercing
5
0.07
-1 damage; AP+2
.45 Hollow Point
5
0.07
+1 damage to unarmored targets; -2 damage to armored
.45 Super Hand Load
8
0.07
+1 damage; can only be crafted
.45-.70 Govt
.45-.70 Standard
4
0.07
Standard
.45-.70 Hollow Point
8
0.07
+1 damage to unarmored targets; -2 damage to armored
.45-.70 SWC Hand Load
5
0.07
+1 damage; can only be crafted
.50 MG
.50 Standard
6
0.25
Standard
.50 Armor Piercing
14
0.25
-1 damage; AP+2
.50 Match Hand Load
8
0.25
+1 damage; can only be crafted
.50 Incendiary
18
0.25
+1 damage to unarmored targets; -2 damage vs armored; fire#
.50 Explosive
40
0.25
+1 damage and small burst with 1 less die outside of original target
20 Gauge
20 Gauge Standard
1
0.07
Standard
20 Gauge Slug
1
0.07
Damage is always “Mid Range” category; Range +5/10/15
20 Gauge 3/0 Buck
1
0.07
-1 Damage; AP+2
20 Gauge Pulse Slug
4
0.07
Damage is always “mid range” category; +1d6 damage; Pulse
12 Gauge
12 Gauge Buckshot
2
0.08
Standard
12 Gauge Bean Bag
3
0.08
Nonlethal
12 Gauge Coin Shot
40
0.08
+1 damage; can only be crafted
12 Gauge Slug
2
0.08
Damage is always “mid range” category; range +5/10/15
12 Gauge 4/0 Buck
2
0.08
-1 damage; AP+2
12 Gauge Dragon's Breath
4
0.08
Damage changes to 2d10 Fire damage ; Small burst; short range only
12 Gauge Flechette
3
0.08
-2 damage; AP+3; range +2/4/6
12 Gauge Pulse Slug
5
0.08
Damage is always “mid range” category; +1d6 damage; pulse type
4.7mm Caseless
4.7mm Standard
60
1lb (for 50)
Cannot be loaded or sold individually, entire clips only
5mm
5mm Standard
1
0.02
Standard
5mm Armor Piercing
3
0.02
-1 damage; AP+2
5mm Hollow Point
3
0.02
+1 damage to unarmored targets; -2 to armored
5mm JSP Hand Load
1
0.02
+1 damage; can only be crafted
5.56mm
5.56mm Standard
2
0.03
Standard
5.56mm Armor Piercing
4
0.03
-1 Damage; AP+2
5.56mm Hollow Point
4
0.03
+1 damage to unarmored targets; -2 to armored
5.56mm Match Hand Load
2
0.03
+1 damage; can only be crafted
9mm
9mm Standard
1
0.03
Standard
9mm Hollow Point
3
0.03
+1 damage to unarmored targets; -2 damage to armored
9mm Armor Piercing
3
0.03
-1 damage; AP+2
9mm JHP Hand Load
1
0.03
+1 damage; can only be crafted
10mm
10mm Standard
2
0.03
Standard
10mm Hollow Point
5
0.03
+1 damage to unarmored targets; -2 damage vs armored
10mm JHP Hand Load
3
0.03
+1 damage; can only be crafted
12.7mm
12.7mm Standard
3
0.06
Standard
12.7mm Hollow Point
7
0.06
+1 damage to unarmored targets; -2 damage vs armored
12.7mm JHP Hand Load
3
0.06
+1 damage; can only be crafted
25mm Grenade
25mm Standard
8
0.25
Standard
25mm High Explosive
20
0.25
Increases burst template by 1 size category; +1AP
25mm Plasma
8
0.25
Decrease burst template by 1 size category and +1 damage
25mm Pulse
8
0.25
Decrease burst template by 1 size categoy; +1d6 damage; Pulse*
25mm Timed
8
0.25
Changes blast from impact to timed (standard grenade rules)
40mm Grenade
40mm Standard
12
0.5
Standard
40mm Incendiary
18
0.5
Decreases burst template by 1 size category, -1 damage, Fire#
40mm Plasma
12
0.5
Decreases burst template by 1 size category, +1 damage
40mm Pulse
12
0.5
Decreases burst template by 1 size category, +1d6 damage, Pules*
Alien Power Cell
Alien Power Cell Standard
10
0.02
Cannot be purchased or crafted
BB
BB Standard
1
0
Standard
Canister of Acid
Acid Standard
30
1
Standard
Dart
Dart Standard
1
0
Standard; Can be poisoned
Electron Charge Pack
ECP Standard
1
0.03
Standard
ECP Overcharge
2
0.03
+1AP; Crafted Only
ECP Max Charge
2
0.03
+1 damage, +1AP, Crafted Only
Energy Cell
EC Standard
2
0.08
Standard
EC Overcharge
3
0.08
+1 AP; Crafted Only
EC Max Charge
3
0.08
+1 Damage; +1 AP; Crafted Only
EC Optimized
2
0.05
+1 Damage; Crafted Only
Flamer Fuel
FF Standard
1
0.02
Standard
FF Homemade
0
0.03
Weapon explodes on a roll of 1, regardless of Wild die
FF Optimized
1
0.01
+1 damage; can only be crafted
HN Needler Cartridge
HNNC Standard
8
0.03
Standard; can be poisoned
HNNC Armor Piercing
30
0.1
+1AP; can be poisoned
Mesmetron Power Cell
MPC Standard
10
0
Standard
Microfusion Breeder
MFB Standard
200
0
Standard; necessary for rechargeable weaponry.
Microfusion Cell
MFC Standard
3
0.1
Standard
MFC Overcharge
5
0.1
+1AP; Crafted Only
MFC Max Charge
5
0.1
+1 Damage; +1AP; Crafted Only
MFC Optimized
3
0.06
+1 Damage; Crafted Only
Mini Nuke
Mini Nuke Standard
250
3
Standard
Mini Nuke Big Kid
500
3
+1d6 Damage; Leaves area medium radioactive; -5/-10/-15 range
Mini Nuke Low Yield
125
3
Decreases burst template by 1 size category; -2d6 damage; +10/+20/+40 range
Mini Nuke Timed
250
3
Functions with grenade rules instead of impact bomb (but a direct impact does 1d6 in addition to explosion)
Mini Nuke Tiny Tots
100
3
Fires 5 bombs with 1/5 the damage and a burst template 1 size category smaller; all bombs must be within range of one another.
Missile
Missile Standard
50
1.5
Standard
Missile High Explosive
150
1.5
Increases burst template by 1 size category; +1 damage
Missile High Velocity
150
1.5
+2 to the attack roll
Missile Hive
60
2
Fires 4 missiles with ¼ damage and a burst template 1 size smaller; all missiles must be within range of one another
Nail
Nail Standard
1
0.01
Standard
Railway Spike
Railway Spike Standard
2
0.5
Standard
Rocket
Rocket Standard
25
0.25
Standard
Rocket High Explosive
150
0.25
Increases burst template by 1 size category; +1 damage
Rocket Incendiary
150
0.25
-1d6 damage; Fire#
Speargun Bolt
Speargun Bolt Standard
40
1
Standard
Spear (Improvised)
100
4
-2 attack roll; Can wield as a regular Spear

The Green Tea Overseer |

Let's just say between the fission batteries and the MF cells you got from McMillian, you end up getting about 200 caps per player, just because I don't want to go through all the annoyance. Imagine you found not junk in the houses if it helps. :-)
I will tell you here to help with your shopping, even though you'll need to find out in game, "registered merchants" with the Brotherhood get one meal and drink in the tent and a cot to stay the night in if you drop off at least 100 caps worth of tech, but you're only allowed to do so once a month. It's a way to encourage regular drop offs.
The Brotherhood specializes in tech, and doesn't carry tribal stuff. You have a limit in what they'll sell outsiders, but you can't afford the high class stuff, so it isn't a factor for now.

Rynjin |

Coolio.
Can I make Pipe Weapons with Repair or McGyver? In Fallout 4 they're like crudely slapped together metal piping and random blocks of wood, so I figure they'd be pretty easy to make. Likewise the Armored Vault Suit (Which seems oddly expensive). If not I'll probably purchase some leather armor.
Which I can still wear my Vault Suit under, I assume?
Also, you seem to have changed how Unarmed weapons work, Brass Knuckles giving "+1 die type Strength" instead of an extra d4. What does that mean? Does it increase my die to d10, or just give a flat +1?
And do they still increase the Martial Artist die to d6?

thegreenteagamer |

It increases it by one dice category, which is what I said before. So martial arts becomes d6 instead of d4, but advanced martial arts would become d8 instead of d6. Get it? Knuckles only give you a d4 if you have no skill whatsoever (because d4 is a die type better than nothing).
Yep, you can totally make that stuff with repair skill. McGyver is for emergency right now stuff, like your water filter; you can use repair just to make stuff, like pipe rifles, dart guns, etc, with raw materials and enough time.
The armored vault suit price just reflects buying one straight out on the basis that its 2 armor everywhere and lighter than football pads.

Rynjin |

It increases it by one dice category, which is what I said before. So martial arts becomes d6 instead of d4, but advanced martial arts would become d8 instead of d6. Get it? Knuckles only give you a d4 if you have no skill whatsoever (because d4 is a die type better than nothing).
I see. It sounded weirder the way you had it written this time, since previously it changed my unarmed from d8 to d8+d4 (with no skill).
"+1 dice unarmed" doesn't sound like that's what it does.
Yep, you can totally make that stuff with repair skill. McGyver is for emergency right now stuff, like your water filter; you can use repair just to make stuff, like pipe rifles, dart guns, etc, with raw materials and enough time.
The armored vault suit price just reflects buying one straight out on the basis that its 2 armor everywhere and lighter than football pads.[/quote
Neat. I assume I'd still need to buy or find the raw materials though. What would it be made of, primarily? Brahmin Hide made into leather or something?

thegreenteagamer |

Hm, I'll have to find a better shorthand way to write the unarmed stuff in the future.
Well, leather armor would use Brahmin hide or another animal hide, but if you look at the armored vault suit it's basically got what looks like various plates of metal scattered in various strategic (although visibly it's like the least strategic ever) locations. Plus it's armor 2, where leather is only armor 1. Full metal armor is 3, so yeah, that fits.
You can convert your suit to an armored vault suit with, I dunno, let's go with like 3/4 the caps worth of materials, and about a day of work. You can call them whatever you want...duct tape, wonderglue, whatever, but, you get the point. I figure 3/4 is fair, because it's the house rule I always used in Pathfinder for crafting without a feat (because I think requiring feats to craft is stupid; it already takes time, which is a penalization in most games).
Since you have McGyver, I'll ring you down to 2/3...if you also get Jury Rig later (a Seasoned edge requiring Smarts d6 and Repair d6), I'll let you do 1/2 the cost of materials, since I'm not using the optional condition rules I made, it's almost a useless edge otherwise.

Rynjin |

Well, it has a metal shoulderpad, then leather kneepads and other shoulder, so mostly leather in the games, but that's nitpicking and TBH doesn't look very good, so I like yours better.
So, 167 caps? That's quite a bit of bang for the buck, I think I'll take it.
Depending on how long we want to stick around, I can spruce up the suits of anyone else who wants to stay Vault fresh as well.
I'm thinking more rounded metal on the shoulders, not those weird DBZ pads, bracers, a Breastplate with a big 2 painted on it, knee pads and "greaves", and some chain mail and sloth under the suit. Kinda like this or this bit metal, and with a Vault suit underneath, visible. Anybody got better ideas?

Spencer Collin |

Hmm, that sounds pretty good to me. Depending on how much time and money we want to spend on armor, anyway. I was thinking of perhaps picking up a cheap gun or something, and we probably also want some food and drinks.

Spaulding Dunn |

Well, it has a metal shoulderpad, then leather kneepads and other shoulder, so mostly leather in the games, but that's nitpicking and TBH doesn't look very good, so I like yours better.
So, 167 caps? That's quite a bit of bang for the buck, I think I'll take it.
Depending on how long we want to stick around, I can spruce up the suits of anyone else who wants to stay Vault fresh as well.
I'm thinking more rounded metal on the shoulders, not those weird DBZ pads, bracers, a Breastplate with a big 2 painted on it, knee pads and "greaves", and some chain mail and sloth under the suit. Kinda like this or this bit metal, and with a Vault suit underneath, visible. Anybody got better ideas?
Spaulding would be interested in a suit of this armor as well.

Spaulding Dunn |

"Wow! You've got quite a collection of fine merchandise here... but these items we have to trade are in very good, first hand condition. Are you sure you don't have any "first time buyer" discounts for good trading in the future?
1d4 + 2 ⇒ (4) + 2 = 6 Persuasion Total of 16!
1d4 ⇒ 4 XD
1d4 ⇒ 2 XD1
1d6 + 2 ⇒ (6) + 2 = 8 WD
1d6 ⇒ 6 XD2
1d6 ⇒ 2 XD3

Mickey Rios |

Guys, sorry. Had a real busy day. I'll be checking in tomorrow to catch up. We're short staffed at work because of the holidays so I'm clocking overtime.
Heh. That almost sounds as if I'm being compensated for the extra hours. Not so much.

Spencer Collin |

I also have an out of character question that I just thought of while posting that and thinking about things to purchase.
I know that in Savage Worlds we have the Persuasion skill, to represent your character's ability to talk to people and get them to believe what you're saying or do what you want. But for this game, have you thought about including other "Speech" options like there are in the Fallout games, based on other skills? They'd probably be more specific in how often they could be used and what subjects they'd be used for, but I thought it might be interesting as an option.
For example, Scribe Jamison commented that 10mm ammo was standard-issue before the War; I was thinking that Spencer may well have known that already, with his interest in pre-War culture and firearms. But short of just rolling Common Knowledge or handwaving it, I'm not sure how we'd establish that... unless we could use other skills the way they are in Fallout, representing activity as well as knowledge and the ability to talk to people about those subjects.
Just a thought I had, like I said.

thegreenteagamer |

Yeah I have no problem with that. My players in my live group do it all the time, it's just time consuming to ask for rolls on PBP, so you can just sort of roll a skill that makes sense to see if you know about something.

Spencer Collin |

Another question occurs to me, since it looks like we're trying to head out, and I'd like to finalize my shopping list: Would we be able to "stack" armor and clothing? I don't recall if it's ever brought up in the Savage Worlds book. I'm mostly wondering if it would be possible to, say, purchase a Doctor's Outfit and Leather Armor, and enjoy a +1 to Medicine along with +1 to Toughness.
If it works at all I figure it wouldn't work with everything, obviously--the armored vault suit comes to mind as something that combines an outfit with the armor, and any sort of really heavy armor or power armor would probably prevent you from accessing the clothing underneath, logically removing any bonuses it gave. Figured I'd ask and see, anyway.

thegreenteagamer |

No, I get what you're saying, but it kind of breaks the system to do that. I don't mind you keeping a lab coat in your backpack to change for sciencing up a bit, but, it ruins the intent to do that.

Rynjin |

No, I get what you're saying, but it kind of breaks the system to do that. I don't mind you keeping a lab coat in your backpack to change for sciencing up a bit, but, it ruins the intent to do that.
Well in a similar vein, can an "Armored lab coat" be created like an Armored Vault Suit?
Assuming it would cost more than armors of roughly similar qualities due to the stat boosts.

The Green Tea Overseer |

I'd have to think about that. Would take me a bit to balance something like that out.
One of the problems I had with SW converting from FO was I lost a lot of the simplicity and generic feel. I tried to replicate that by having a lot of weapons overlap in stats, but...it ended up still more crunchy than the core.

thegreenteagamer |

Since Fitz is usually the last to update, around 4pm EST at the earliest, I'm gonna start the trip north tonight, unless anyone has objections. I figured starting after 5 will give you all time to object, ask questions, etc. Feel free to continue asking stuff here or otherwise RPing in the main thread; it would help make this Friday pass quicker. Ugh. Long week.
You might want to decide if you're stopping to scavenge ruins along the way, making a detour at The Dome (Daytona), or just making a B-Line for Palatka ASAP.
Before the trip is also probably a decent time for your characters to gather world information in the form of Streetwise.