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Items for use with fallout tabletop game from guns to armor and knives to swords Get your caps good and ready!
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ITEMS LIST FOR FALLOUT: A POST NUCLEAR ROLE-PLAYING GAME.(Note that this is not the ENTIRE collection of items you may find in the game. It is, however, the items you will be allowed to start with. You may also start with various misc. items.)
1. WeaponsPage 1: GunsPage 9: Gun ModsPage 10: ExplosivesPage 14: Melee WeaponsPage 18: Unarmed Bonus Damage WeaponsPage 19: Energy Weapons ApparelPage 21: ClothingPage 23: Light ArmorPage 23: Medium ArmorPage 24: Heavy ArmorAidPage 24: Alcohol, DrinksPage 25: Chems, Non-consumable Items, FoodMisc.Page 26AmmoPage 27
Weapons_______________________________________________________________
Guns:
______________________________________________________________________________________________Pistols______________________________________________________________________________________________Name: .32 Snub Nose Revolver
One Handed
Ammunition: .32 Caliber
Damage: 9
Weight: 2
Max Attacks per turn: 3
Clip Size: 5
Value: 110 Caps
Bonus: Concealable as a holdout weapon at 50 sneak or more______________________________________________________________________________________________Name: 10mm pistol
One Handed
Ammunition: 10mm
Damage: 12
Weight: 3
Max Attacks per turn: 3
Clip Size: 12
Value: 225 Caps
______________________________________________________________________________________________
Name: Chinese Pistol
One Handed
Ammunition: 10mm
Damage: 7
Weight: 2
Max Attacks per turn: 3
Clip Size: 10
Value: 190 Caps
Bonus: Concealable as a holdout weapon at 70 sneak or more______________________________________________________________________________________________Name: .357 Magnum revolver
One Handed
Ammunition: .357 Magnum
Damage: 27
Weight: 2
Max Attacks per turn: 3
Clip Size: 6
Value: 260 Caps______________________________________________________________________________________________Name: .44 Magnum revolver
One Handed
Ammunition: .44 magnum
Damage: 37
Weight: 4
Max Attacks per turn: 3
Clip Size: 6
Value: 340______________________________________________________________________________________________
______________________________________________________________________________________________
Name: Police Pistol
One Handed
Ammunition: .357 magnum
Damage: 17
Weight: 2
Max Attacks per turn: 3
Clip Size: 6
Value: 234
Bonus: Concealable as a holdout weapon at 50 sneak or more______________________________________________________________________________________________Name: .45 Auto pistol
One Handed
Ammunition: .45 auto
Damage: 27
Weight: 2
Max Attacks per turn: 3
Clip Size: 7
Value: 270______________________________________________________________________________________________Rifles______________________________________________________________________________________________Name: Anti-materiel rifle
Two Handed
Ammunition: .50 MG
Damage: 100
Weight: 20
Max Attacks per turn: 1
Clip Size: 8
Value: 900
Scoped by default______________________________________________________________________________________________Name: Assault rifle
Two Handed
Ammunition: 5.56mm
Damage: 8
Weight: 20
Max Attacks per turn: 8
Clip Size: 24
Value: 300
Penalty: Not suited for long-range combat like most rifles are______________________________________________________________________________________________Name: Red Ryder BB Gun
Two Handed
Ammunition: BB
Damage: 4
Weight: 2
Max Attacks per turn: 1
Clip Size: 100
Value: 36______________________________________________________________________________________________Name: Chinese assault rifle
Two Handed
Ammunition: 5.56mm
Damage: 11
Weight: 7
Max Attacks per turn: 6
Clip Size: 24
Value: 500
Penalty: Not suited for long-range combat like most rifles are______________________________________________________________________________________________Name: Hunting Rifle
Two Handed
Ammunition: .32 Caliber
Damage: 30
Weight: 6
Max Attacks per turn: 1
Clip Size: 5
Value: 150 ______________________________________________________________________________________________Name: Lever-Action rifle
Two Handed
Ammunition: 10mm
Damage: 35
Weight: 8
Max Attacks per turn: 2
Clip size: 10
Value: 200
Penalty: Not suited for long-range combat like most rifles are ______________________________________________________________________________________________Name: Sniper Rifle
Two Handed
Ammunition: .308 Caliber
Damage: 60
Weight: 10
Max Attacks per turn: 1
Clip Size: 5
Value: 300
Scoped by default ______________________________________________________________________________________________Shotguns______________________________________________________________________________________________Name: Combat Shotgun
Two Handed
Ammunition: 12 ga
Damage: 25
Weight: 7
Max Attacks per turn: 3
Clip Size: 12
Value: 200
For every space beyond 4 spaces away, add -3 to the hit chance ______________________________________________________________________________________________Name: Double-barrel shotgun
Two Handed
Ammunition: 12 ga
Damage: 40
Weight: 6
Max Attacks per turn: 2
Clip Size: 2
Value: 175
For every space beyond 4 spaces away, add -3 to the hit chance ______________________________________________________________________________________________Name: Sawed-off shotgun
One Handed
Ammunition: 12 ga
Damage: 30
Weight: 4
Max Attacks per turn: 2
Clip Size: 2
Value: 190
For every space beyond 4 spaces away, add -3 to the hit chance
Bonus: Concealable as a holdout weapon at 70 sneak or more______________________________________________________________________________________________Submachine Guns______________________________________________________________________________________________Name: 10mm SMG
Two Handed/One handed at -4 accuracy
Ammunition: 10mm
Damage: 7
Weight: 5
Max attacks per turn: 10
Clip Size: 30
Value: 330
For every space beyond 5 spaces away, add -3 to the hit chance
Bonus: Concealable as a holdout weapon at 85 sneak or more ______________________________________________________________________________________________Name: .45 Auto SMG
Two Handed
Ammunition: .45 Auto
Damage: 14
Weight: 11
Max attacks per turn: 6
Clip Size: 30
Value: 420
For every space beyond 7 spaces away, add -3 to the hit chance
______________________________________________________________________________________________Heavy Weapons______________________________________________________________________________________________Name: Minigun
Two handed (-5 penalty to hit for each 1 strength below 4 the user has)
Ammunition: 5mm
Damage: 10
Weight: 18
Max attacks per turn: 30
Clip Size: 240
Value: 1000
Spray: If someone is behind or adjacent a victim of a Minigun bullet, the adjacent person/person behind them takes the damage as well. Spray doesnt work on those over 10 feet behind a victim.______________________________________________________________________________________________Name: Flamer
Two Handed
Ammunition: Flamer Fuel (Uses 3 Flamer Fuel each attack)
Damage: 42 (Spray, Flamer: Fires in a maximum of 3x3 space area, which means it can attack up to 9 people in its radius, but very close ranged. The same attack qualifies for EVERY attack made that turn to hit the other 2-9 people)
Weight: 15
Max attacks per turn: 1 (Potential 9, if in range)
Clip Size: 60
Value: 500
______________________________________________________________________________________________Gun Mods______________________________________________________________________________________________
Revolver Long Barrel - +3 Damage - Value: 150
Revolver Speed Loader - -1 to normal actions required to reload - Value: 50
Revolver scope - Value: 150
Revolver Light Frame -1 Weight - Value: 150
Pistol Silencer - Reduces Weapon Noise - Value: 20
Pistol Extended Mags - +4 to clip size - Value: 30
Pistol laser sight - +1 to hit - Value: 150
Anti-Material Rifle Carbon Fiber parts - -7 Weight - Value: 150
Anti-Material Rifle Suppressor - -10 Damage, Reduces Weapon Noise - Value: 50
Assault Weapon/SMG Extended Magazines - +6 clip size - Value: 150
Assault Weapon/SMG light bolt - +1 attacks per turn - Value: 150
Hunting Rifle extended mag - +5 clip size - Value: 30
Hunting Rifle Scope - Value: 150
Sniper Rifle Carbon Fiber parts - -5 Weight - Value: 150
Sniper Rifle Suppressor - -10 Damage, Reduces Weapon Noise - Value: 50
BB gun Titanium Spring - +4 damage - Value: 25
______________________________________________________________________________________________Explosives:
______________________________________________________________________________________________
Name: Frag Mine
Damage: 115
Required Explosives to set: 25
Required Explosives to disarm: 40
Weight: 1
Value: 50
______________________________________________________________________________________________
Name: Pulse mine
Damage: 10
+200 damage to robots
Required Explosives to set: 50
Required Explosives to disarm: 80
Weight: 1
Value: 80
______________________________________________________________________________________________
Name: Frag Grenade
One Handed
Damage: 101
Weight: 1
Value: 50
______________________________________________________________________________________________
Name: Pulse Grenade
One Handed
Damage: 5
+200 Damage to robots
Weight: 1
Value: 80 ______________________________________________________________________________________________Name: Fat Man
Two Handed
Ammunition: Mini Nuke
Damage: 300, +50-300 Radiation
Weight: 30
Max Attacks per turn: 1
Clip Size: 1
Value: 1000 ______________________________________________________________________________________________Name: Missile Launcher
Two Handed
Ammunition: Missile
Damage: 150
Weight: 20
Max Attacks per turn: 1
Clip Size: 1
Value: 500 ______________________________________________________________________________________________Name: Grenade Launcher
Two Handed
Ammunition: Any Grenades
Damage: The Grenades Damage +10
Weight: 20
Max Attacks per turn: 1
Clip Size: 1
Value: 215
Bonus: Adds perception bonus/penalty to the attack instead of just explosives. ______________________________________________________________________________________________Name: C-4 Plastic Explosive
Damage: 250
Weight: 1
Value: 150
Required Explosives to set: 20
Required Explosives to disarm: 50
Needs Detonator______________________________________________________________________________________________Name: A-Series Bomb Collar
Damage: 100 x 5 (Instant point blank shot)
Weight: -
Value: 400
Required Explosives to set: 40
Required Explosives to disarm: 50
Needs Detonator
Worn. Intended for use on enemy to force them to take certain actions.______________________________________________________________________________________________Name: B-Series Bomb Collar
Damage: 50 x 5 (Instant point blank shot)
Weight: -
Value: 300
Required Explosives to set: 20
Required Explosives to disarm: 30
Needs Detonator
Worn. Intended for use on enemy to force them to take certain actions.______________________________________________________________________________________________Name: C-Series Bomb Collar
Damage: 20 x5 (Instant point blank shot)
Weight: -
Value: 300
Required Explosives to set: 10
Required Explosives to disarm: 20
Needs Detonator
Worn. Intended for use on enemy to force them to take certain actions.______________________________________________________________________________________________Name: M.A.O.E. Nuclear Bunker Buster
Damage: 100,000 + 500 Radiation
Weight: 5
Value: 1000
Required Explosives to create: 85
Fired from: Missile Launcher
The MAOE Nuclear Bunker Buster is a missile that can be crafted with the explosives skill. It has the power to destroy a base with a single hit. It must be crafted with the components from 10 mini nukes and 10 Missiles.
______________________________________________________________________________________________
______________________________________________________________________________________________Melee Weapons:
______________________________________________________________________________________________Name: Axe
Two Handed/One handed at -2 accuracy
Damage: 20
Weight: 6
Max attacks per turn: 1
Value: 30______________________________________________________________________________________________Name: Chinese officers sword
Two Handed/One handed at -2 accuracy
Damage: 20
Weight: 3
Max attacks per turn: 1
Value: 75 ______________________________________________________________________________________________Name: Combat Knife
One handed
Damage: 7
Weight: 1
Max attacks per turn: 3
Value: 50
Bonus: Concealable as a holdout weapon at 30 sneak or more______________________________________________________________________________________________Name: Kitchen Knife
One handed
Damage: 4
Weight: 1
Max attacks per turn: 3
Value: 20
Bonus: Concealable as a holdout weapon at 30 sneak or more______________________________________________________________________________________________Name: Ripper
One handed
Damage: 30
Weight: 6
Max attacks per turn: 2
Value: 100______________________________________________________________________________________________Name: Katana
Two handed
Damage: 40
Weight: 3
Max attacks per turn: 2
Value: 2000
______________________________________________________________________________________________Name: Shovel
Two handed
Damage: 12
Weight: 3
Max attacks per turn: 1
Value: 30
______________________________________________________________________________________________Name: Switchblade
One Handed
Damage: 5
Weight: 1
Max attacks per turn: 3
Value: 35
Bonus: It takes no action to draw or sheath a switchblade- not even an opportune action can interrupt the drawing of a switchblade.______________________________________________________________________________________________
Name: Baseball Bat/ 9 Iron
Two handed
Damage: 9
Weight: 3
Max attacks per turn: 2
Value: 55
______________________________________________________________________________________________Name: Lead pipe
One handed
Damage: 9
Weight: 2
Max attacks per turn: 2
Value: 75______________________________________________________________________________________________Name: Nail Board
Two handed
Damage: 8
Weight: 4
Max attacks per turn: 2
Value: 30
______________________________________________________________________________________________Name: Police Baton
One handed
Damage: 4
Weight: 2
Max attacks per turn: 3
Value: 50______________________________________________________________________________________________Name: Pool Cue
Two handed
Damage: 4
Weight: 1
Max attacks per turn: 2
Value: 15______________________________________________________________________________________________Name: Rolling Pin
One handed
Damage: 3
Weight: 1
Max attacks per turn: 2
Value: 10______________________________________________________________________________________________Name: Sledgehammer
Two handed
Damage: 20
Weight: 12
Max attacks per turn: 2
Value: 130______________________________________________________________________________________________
Name: Super Sledge
Two handed
Damage: 32
Weight: 20
Max attacks per turn: 2
Value: 180______________________________________________________________________________________________Name: Tire Iron
One handed
Damage: 6
Weight: 3
Max attacks per turn: 2
Value: 40______________________________________________________________________________________________Unarmed Bonus Damage Weapons:
______________________________________________________________________________________________Name: Brass Knuckles
Extra Unarmed Damage: 6
Weight: 1
Value: 20
Max attacks per turn: 2. (One attack for each fist) ______________________________________________________________________________________________Name: Power Fists
Extra Unarmed Damage: 20
Weight: 6
Value: 100
Max attacks per turn: 2 (One attack for each fist)
Extra effect: Will often knock the enemy back, and/or prone. ______________________________________________________________________________________________
Name: Spiked Knuckles
Extra Unarmed Damage: 9
Weight: 1
Value: 25
Max attacks per turn: 2. (One attack for each fist) ______________________________________________________________________________________________Name: Boxing Gloves
Extra Unarmed Damage: -1
Weight: 2
Value: 50
Max attacks per turn: 2. (One attack for each fist)
Bonus: Deals nonlethal damage______________________________________________________________________________________________Energy Weapons
______________________________________________________________________________________________Name: Laser Pistol
One Handed
Ammunition: SEC (Small Energy Cell) (NOTE: ONLY 1 SEC IS NEEDED TO COMPLETELY FILL THE CLIP)
Damage: 12
Weight: 3
Max Attacks per turn: 3
Clip Size: 30 (30 Shots until a new Small Energy cell is needed)
Value: 150______________________________________________________________________________________________Recharger Pistol
One Handed
Ammunition: Microfusion Breeder (Included) (Recharges 1 per full turn)
Damage: 10
Weight: 7
Max Attacks per turn: 3
Clip Size: 20
Value:450______________________________________________________________________________________________
Name: Plasma Pistol
One Handed
Ammunition: SEC (Small Energy Cell) (NOTE: ONLY 1 SEC IS NEEDED TO COMPLETELY FILL THE CLIP)
Damage: 25
Weight: 3
Max Attacks per turn: 3
Clip Size: 16 (16 Shots until a new Small Energy cell is needed)
Value: 360______________________________________________________________________________________________
Name: Plasma Rifle
Two Handed
Ammunition: MFC (Microfusion Cell) (NOTE: ONLY 1 MFC IS NEEDED TO COMPLETELY FILL THE CLIP)
Damage: 36
Weight: 3
Max Attacks per turn: 2
Clip Size: 12 (12 Shots until a new Small Energy cell is needed)
Value: 360
______________________________________________________________________________________________Name: Gauss rifle
Two Handed
Ammunition: MFC (Microfusion Cell) (NOTE: ONLY 1 MFC IS NEEDED TO COMPLETELY FILL THE CLIP)
Damage: 100
Weight: 12
Max Attacks per turn: 1
Clip Size: 1 (1 Shot until a new Microfusion cell is needed)
Value: 700______________________________________________________________________________________________Name: Laser rifle
Two Handed
Ammunition: MFC (Microfusion Cell) (NOTE: ONLY 1 MFC IS NEEDED TO COMPLETELY FILL THE CLIP)
Damage: 23
Weight: 8
Max Attacks per turn: 2
Clip Size: 24 (24 Shots until a new Microfusion cell is needed)
Value: 200______________________________________________________________________________________________
Name: Gatling Laser
Two handed
Ammunition: Electron Charge Pack (NOTE: ONLY 1 ECP IS NEEDED TO COMPLETELY FILL THE CLIP)
Damage: 15
Weight: 18
Max attacks per turn: 30
Clip Size: 240 (240 Shots until new ECP is needed)
Value: 1000
Spray: If someone is behind or adjacent a victim of a Gatling Laser bullet, the adjacent person/person behind them takes the damage as well. Spray doesnt work on those over 10 feet behind a victim.
-5 penalty to hit for each 1 Intelligence below 4 the user has______________________________________________________________________________________________
______________________________________________________________________________________________
Apparel_______________________________________________________________
_______________________________________________________________________________CLOTHING
Brahmin-skin outfit Weight: 2 Value: 6 Effect: Agility +1, Endurance +1
Caravaneer Outfit Weight: 2 Value: 30 Effect: DR +8
Civilian Engineer Jumpsuit Weight: 1 Value: 5 Effect: Repair +10
Aviator Sunglasses Weight: - Value: 6 Effect: Intimidate +1, Pilot +5
Dirty black Gamblers Suit Weight: 1 Value:40 Effect: +1 Luck
Dirty black Pre-war hat Weight: 1 Value: 20 Effect: Luck +1
Dirty Pre-war Businesswear Weight: 2 Value: 8 Effect: Agility +1
Dirty Pre-war Casualwear Weight: 2 Value: 8 Effect: Agility +1
Dirty Pre-war Parkstroller outfit Weight: 2 Value: 8 Effect: Agility +1
Dirty Pre-war Relaxedwear Weight: 2 Value: 8 Effect: Agility +1
Dirty Pre-war spring outfit Weight: 2 Value: 8 Effect: Agility +1
Doctors Coat Weight: 2 Value: 70 Effect: Medicine +10 Lab Technician Outift Weight: 2 Value: 70 Effect: Science +10
Handyman Jumpsuit Weight: 1 Value: 60 Effect: Repair +15
Leather Jacket & Black pants with Leather Gloves Weight:2 Value: 50 Effect: Charisma +1, Intimidate +1
Leopard Skinned Nightwear Weight: 1 Value: 20 Effect: Luck +1
Prostitute Outfit Weight: 2 Value: 30 Effect: Charisma +1
Roving trader outfit Weight: 2 Value: 5 Effect: +15 Speech when bartering
Roving Trader Hat Weight: 1 Value: 2 Effect: +1 Charisma
Mad Scientists Coat Weight: 2 Value: 100 Effect: +20 Science, -1 Charisma
Pilots Jumpsuit Weight: 2 Value: 20 Effect: +10 Pilot
Top Hat Weight: 1 Value: 50 Effect: +1 Luck
Pre-War business hat Weight: 1 Value: 15 Effect: Perception +1
Biker Goggles Weight: 1 Value: 3 Effect: +10 Pilot
Slave Rags Weight: 1 Value: 6
Eyeglasses Weight: 1 Value: 20
Sunglasses Value: 5 Effect: Intimidate +1
Baseball Cap Weight: 1 Value: 5 Effect: +1 Perception
Bandana Weight: - Value: 6
Aviators Helmet & Goggles Weight: 1 Value: 8 Effect: +10 Pilot
Trenchcoat Weight: 3 Value: 40 Effect: Deception +10, Sense Motive +10
Vault Jumpsuit Weight: 1 Value: 45 Effect: Melee Weapons +5, Speech +5
Wasteland Doctor Fatigues Weight: 2 Value: 100 Effect: Medicine +15
Wasteland Settler Outfit Weight: 2 Value: 2 Effect: Agility +1, Endurance +1
_______________________________________________________________________________LIGHT ARMOR
Armored Vault Jumpsuit Weight: 15 Value: 70 Effect: DR +8
Vault Security Armor Weight: 15 Value: 70 Effect: DR +12
Vault Security Helmet Weight: 3 Value: 10 Effect: DR +3
Assassin Suit Weight: 20 Value: 500 Effect: Sneak +20, DR +14
Leather Armor Weight:15 Value: 160 Effect: DR +6
Leather Armor, Reinforced Weight: 15 Value: 210 Effect: DR +10
Raider badlands armor Weight: 15 Value: 40 Effect: DR 4, Intimidate +1, Endurance +1
Raider blastmaster armor Weight: 15 Value: 40 Effect: DR 4, Intimidate +1, Explosives +10
Welders Mask Weight: 3 Value: 20 Effect: DR +1
Raider painspike armor Weight: 15 Value: 40 Effect: DR +4, Intimidate +2
Raider sadist armor Weight: 15 Value: 50 Effect: DR +4, Intimidate +3
Radiation Suit Weight: 5 Value: 150 Effect: DR +2, 50% Radiation Resistance
Duster Weight: 3 Value: 70 Effect: DR +1, Charisma +1, Guns +10, Intimidate +1
Mercenary Adventurer Outfit Weight: 8 Value: 40 Effect: DR +1, Speech +10, Perception +1
Mercenary Charmer Outfit Weight: 8 Value: 40 Effect: DR +1, Speech +10, Deception +10, Charisma +1
Mercenary Cruiser Outfit Weight: 8 Value: 40 Effect: DR +1, Guns +10, Pilot +10
Mercenary Grunt Outfit Weight: 8 Value: 40 Effect: DR +1, Melee Weapons +10, Strength +1, Endurance +1
Mercenary Veteran Outfit Weight: 8 Value: 120 Effect: DR +4, Intimidate +1, Perception +1, Guns +10, Explosives +10_______________________________________________________________________________MEDIUM ARMOR
Metal armor Weight: 15 Value: 200 Effect: DR +12
Metal Armor Motorcycle Helmet Weight: 3 Value: 100 Effect: DR +5
Metal armor, reinforced Weight: 16 Value: 240 Effect: DR +14
Combat Armor Weight: 25 Value: 390 Effect: DR +15
Combat Armor, Reinforced Weight: 26 Value: 420 Effect: DR +17
Recon Armor Weight: 20 Value: 430 Effect: DR +18
Chinese Stealth Armor Weight: 30 Value: 1000 Effect: DR 8, Sneak +60_______________________________________________________________________________HEAVY ARMOR
T-45d Power Armor & Helmet Weight: 45 Value: 900 Effect: DR +27, +2 Strength, -2 Agility, uses 1 SEC per hour
T-51b Power Armor & Helmet Weight: 40 Value: 1000 Effect: DR + 31, +3 Strength, -1 Agility, Human-waste-to-water filtration system, unconsciousness response program, 50% Radiation Resistance, air conditioning system, underwater rebreather, uses 1 Microfusion Pack per century
T-61e Power Armor & Helmet Weight: 70 Value: 1,200, Effect: DR +36, +4 Strength, -3 Agility, Human-waste-to-water filtration system, unconsciousness response program, 100% Radiation Resistance, air conditioning system, underwater rebreather, auto-stimpack injector at 20 Health or less, uses 1 Microfusion Pack per hour.
______________________________________________________________________________________________
Aid______________________________________________________________________________
Alcohol
(Stacks together for effects related to drunkenness- At 0 Endurance, you must roll against passing out. At 3 Endurance or less after drinking alcohol, you must roll against vomiting.)
5% chance for Alcohol Addiction
Beer Weight: 1 Value: 10 Effect: +1 Charisma, -1 Intelligence, +1 Strength, -1 EnduranceScotch Weight: 1 Value: 10 Effect: +1 Charisma, -1 Intelligence, +2 Strength, -2 EnduranceVodka Weight: 1 Value: 10 Effect: +1 Charisma, -2 Intelligence, +2 Strength, -2 Endurance Whiskey Weight: 1 Value: 10 Effect: +1 Charisma, -1 Intelligence, +3 Strength, -1 EnduranceWine Weight: 1 Value: 10 Effect: +3 Charisma, -1 Intelligence, +1 Agility, -1 Endurance
______________________________________________________________________________________________
Drinks
Atomic Nuka-Cola Weight:1 Value: 100 Effect: +20 Radiation, Sleep is reset, Dehydration is reset, +1 normal actions per turn for 4 minutes. (40 Turns)
Dirty Water Weight: 1 Value: 10 Effect: +6 Radiation, cures Dehydration
Nuka-Cola Weight: 1 Value: 20 Effect: +2 Radiation, +5 Health, cures Dehydration a small bit, cures sleep a lot. 15% Chance for Nuka-Cola addiction
Nuka-Cola Quantum Weight: 1 Value: 100 Effect: +6 Radiation, All needs are reset, +2 Movement speed
Purified Water Weight: 1 Value: 50 Effect: cures Dehydration
______________________________________________________________________________________________
Chems
Berry Mentats Value: 20 Effect: +5 Intelligence for 2 Minutes (20 Turns) (20% Chance for Mentats addiction)
Buffout Value: 20 Effect: +10 Health, +10 Endurance, +2 Strength for a minute (10 turns) (35% Chance for Buffout addiction)
Grape Mentats Value: 20 Effect: +5 Charisma for 2 minutes (20 Turns) (20% Chance for Mentats addiction)
Jet (Drug) Value: 20 Effect: -5 Endurance, +5 Agility, -3 Intelligence, +3 Strength (45% Chance for Jet addiction)
Med-x Value: 20 Effect: +10 DR for 2 minutes (20 turns) (20% Chance for Med-x addiction)
Mentats Value: 40 Effect: +5 Intelligence, +5 Perception for 2 Minutes (20 turns) (30% Chance for Mentats addiction)
Orange Mentats Value: 20 Effect: +5 Perception for 2 Minutes (20 Turns) (20% Chance for Mentats addiction)
Psycho (Drug) Value: 20 Effect: +20 damage with melee and unarmed, +2 to hit with ranged weapons (35% Chance for Psycho addiction)Radaway Value: 20 Effect: -150 Radiation
Rad-x Value: 20 Effect: 50% Radiation Resistance for 4 minutes (40 turns)
Steady (Combat Drug) Value: 20 Effect: +4 to ranged weapon accuracy. Also adds +8 to the perception check needed to snipe enemies for 4 minutes (40 turns) (40% chance for Steady addiction)
Stimpack Value:40 Effect: +Medicine skill of user in health
Super Stimpack Value: 100 Effect: +Medicine skill of user in health x2
Ultrajet Value: 70 Effect: +10 Agility, -3 Intelligence for 6 minutes (60 turns) (90% chance for Ultrajet addiction)
______________________________________________________________________________________________
Non-Consumable Items
Doctors Bag Value: 50 Effect: Heals Crippled limbs and health by Medicine x4. Must succeed medicine check to use.
Stealth Boy Value: 100 +100 Sneak for 2 minutes (20 turns)
______________________________________________________________________________________________Food (All weighs 1)
BlamCo Mac & Cheese Value: 5 Effect: +3 Radiation, cures hunger
Brahmin Steak Value: 6 Effect: +3 Radiation, cures a lot of hunger
Bubblegum Value: 1 Effect: Nothing
Cheesy Poofs Value: 10 Effect: Cures a lot of hunger
Cram Value: 5 Effect:+3 Radiation, Cures hunger
Crunchy Mutfruit Value: 5 Effect:+3 Radiation, Cures hunger
Crispy Squirrel Bits Value: 5 Effect:+3 Radiation, Cures a lot of hunger
Dandy Boy Apples Value: 5 Effect: +5 Radiation, Cures hunger
Dog Meat Value: 5 Effect:+3 Radiation, Cures a lot of hunger
Fancy Lad Snack Cakes Value: 5 Effect: +3 Radiation, Cures hunger
Fresh Apple Value: 10 Effect: Cures hunger
Fresh Carrot Value: 10 Effect: Cures hunger
Fresh Pear Value: 10 Effect: Cure hunger
Vault Ration Value: 10 Effect: Cure hunger
Fresh Potato Value: 10 Effect: Cures a lot of hunger Gum Drops Value: 1 Effect: +1 Radiation, +1 Health
Human Flesh Value: 1 Effect: +10 Radiation, +25 health, cures a lot of hunger, -1 Karma
Iguana Bits Value: 5 Effect:+3 Radiation, Cures hunger
InstaMash Value: 5 Effect:+3 Radiation, Cures a lot of hunger
Junk Food Value: 5 Effect:+3 Radiation, Cures hunger
Mutfruit Value: 5 Effect:+3 Radiation, Cures hunger
Noodles Value: 5 Effect:+3 Radiation, Cures a lot of hunger
Pork n beans Value: 5 Effect:+3 Radiation, Cures a lot of hunger
Potato Chips Value: 5 Effect:+3 Cures hunger
Salisbury Steak Value: 10 Effect: +3 Radiation, Cures a lot of hunger
Squirrel on a stick Value: 5 Effect:+3 Radiation, Cures a lot of hunger
Squirrel Stew Value: 5 Effect:+3 Radiation, Cures a lot of hunger
Sugar Bombs Cereal Value: 25 Effect:+3 Radiation, Cures hunger, resets sleep
YumYum Deviled Eggs Value: 5 Effect:+3 Radiation, Cures hunger
______________________________________________________________________________________________
Misc. Items related to Character Creation
Bobby Pin Value: 10 Effect: Allows lockpicking
Toolbox Value: 50 Weight: 1 Effect: Allows you to use the repair skill away from a workbench at a -1 penalty
Rope Value: 10 Effect: +2 to Climb Checks if used
Portable Chemistry Set Value: 100 Weight: 5 Effect: Allows creation of drugs & chems away from a lab
______________________________________________________________________________________________
Ammunition Types:
BB Value: 1 cap per 20 bbs
12 ga Value: 1
5mm Value: 1
5.56mm Value: 1
10mm Value: 1
.308 Sniper Rifle Rounds Value: 2
.32 Caliber Value: 1
.357 Magnum Value: 1
.44 Magnum Value: 2
.45 Auto Value: 1
.50 MG Anti-Material Rifle Rounds Value: 4
Electron Charge Pack Weight: 1 Value: 25
Microfusion Cell Value: 5
Small Energy Cell Value: 2
Mini nuke Weight: 5 Value: 250
Missile Weight: 5 Value: 50
Flamer Fuel Weight: 2 Value: 2