ABCDE
1
TypeItemValueWeight Effect
2
Gathered
Material
General Trash (tin cans, empty bottles, etc)12Why are you even carrying this? DM can randomise how much of this is found. 2d6, 3d6, etc.
3
Bundle of Kitchen Supplies (spoons, dishes, toasters, etc)85Nice for cooking.
4
Box of materials (duct tape, wonder glue, turpentine, wrenches, etc)125Used to build stuff or resupply Maintenance Kits. Many wrenches were harmed in the making of this armour/battle saddle/robot of ill repute.
5
Bundle of components (pilot lights, capacitors, conductors, etc)2010Depending on your Repair skill, you could search for specific components at the DM's discretion (if you need them for a recipe or something).
6
Bundle of Medical Supplies (scalpels, scissors, tweesers, medical braces, surgical tubing, crutches, etc)256Used to build stuff or resupply Doctor's Bags.
7
8
Survival
Gear
Rope (per 10 Yards)35You never know when a surprise skipping contest might break out.
9
Two-Way Radio754A simple radio that lets you talk with somepony else on the same frequency. Has a range of 1 mile (1.6 km)
10
Canteen51holds up to 5 bottles worth of water (or other liquid). When full, the weight is 5.
11
Compass301+10 Survival for the purpose of navigating.
12
Bedroll155Sleep anywhere!
13
Shovel253May be used as a melee weapon (1xSTR+10, 35 AP, Reach)
14
Lighter5 -Burn baby burn.
15
Lantern102Let there be light.
16
Hot Plate52Used for cooking or alchemy. May be used to replace the iron kettle in an alchemy kit to reduce the kit's weight to 7. (Found in Bundle of Kitchen Supplies.)
17
Screwdriver10.5Needed for Lockpicking.
18
Bobby Pins0.5 -They seem to turn up everywhere. Is there some kind of Bobby Pin fairy? Needed for Lockpicking.
19
Binoculars101They let you see farther... that's it.
20
Night Vision Goggles1003Rare, Gives night vision you crazy stalker
21
22
Example
General
Goods
Pack of Cigarettes100.5Smoke 'em if you got 'em.
23
Carton of Cigarettes4024 Packs or Cigarettes, Smoke 'em if you got 'em.
24
Food Sanitizer1507Reduces radiation in food (but not drink) by half.
25
Scrap electronics11Could be useful. Do not eat. (Found in Bundle of Components.)
26
Scrap metal11Could be useful. (Found in Box of Materials.)
27
Scalpel51Because performing surgery with your teeth gives onlookers the wrong impression. (Found in Bundle of Medical Supplies.)
28
Empty Bottle10.5Could be filled with water if you're too cheap to get a canteen. Add a bottlecap to keep from leaking. (Found in General Trash.)
29
30
Tool Kits
Sewing kit51Good for mending clothes and sometimes ponies too!
31
Hackers Tools501Expert tools for hacking into terminals and maneframes. Gives +5 to all Science rolls for hacking.
32
Maintenance Kit205All the tools a toaster repairpony might need. Gives +5 to Mechanics rolls.
33
Weapon/Armor Repair Kit751Used to repair and maintain weapons/armor. Not consumed when performing general maintenance. Can be consumed to repair weapon/armor by 25%. May not bring a weapon/armor above 100% or 'Good' condition.
34
Reinforcement Mod Kit10010Used to turn Stable jumpsuits, clothing and armors into reinforced versions of those bardings. For 'Light Armor' and clothing adds +4 DT and 5 wg. 'Med Armor' adds +3 DT and 5 wg. 'Heavy Armor' adds +2 DT and 5 wg. 'Power Armor' can not be reinforced. Increases value of armour by 25% of base cost, to a minimum of 100caps.
35
My Little Chemistry Set120050Used to create chems. (Not portable.) Gives +10 to Science and Medicine for creating chems or poisons.
36
Alchemy Kit2015Includes all the tools you need to brew, including an iron kettle. Gives +5 to Survival for alchemy.
37
Doctor's Kit306Everything a wasteland doctor needs. (Not to be confused with Doctor's Bag.) Gives +5 to Medicine.
38
Winterized Clothing Mod Kit203Requires sewing kit to apply. Adds cold environment protection and +2 lbs to clothing or armor.
39
Schematic (Rank 1)300 -Plans for crafting new stuff.
40
Schematic (Rank 2)400 -Plans for crafting good new stuff. Rare to find for sale.
41
Schematic (Rank 3)500 -Plans for crafting great new stuff. (Never found for sale from NPCs, but they may have a quest for you to earn it.)
42
43
Carrying
Equipment
Saddle Bags105Holds your stuff (it can be assumed that characters start off with one of these)
44
Backpack755Increases carry capacity by 20wg.
45
Battle Saddle105Reduces Str requirement of weapon(s) by 2 - Cannot hold Big Gun
46
Large Battle Saddle2010Reduces Str requirement of weapon(s) by 2
47
Bandoleer303May hold 3 items that may be accesed for half AP during combat. Weapons may be reloaded for -5 AP. Dose not benifit weapons mounted on battle saddles. ((Item must be placed in the Bandoleer beforehoof) example: 1 Grendade, A healing potion, A single reload for a weapon, etc.) May be combined with any 'Clothing' or 'Light Armour'.
48
Tac Vest1506May hold 8 items that may be accesed for half AP during combat. Weapons may be reloaded for -5 AP. Dose not benifit weapons mounted on battle saddles. ((Item must be placed in the Bandoleer beforehoof) example: 1 Grendade, A healing potion, A single reload for a weapon, etc.) May be combined with any 'Clothing' or 'Light Armour'.
49
50
Stable-TechArcanoTech Port3500.5A small device designed soley to run a peripheral. (Note: All PipBucks, Magically Powered Armors and functional Terminals have an integrated ArcanoTech Port, as do some cyberponies.)
51
PipbuckNSFS4Grants the wearer the following spells at no strain: Light, Locate Object (tagged objects whose tagged codes I know), Organize and Target (aka S.A.T.S.).  These spells are considered to be cast at Expert level, but with a Potency and Versatility of only 1 each.  Activating any of these abilities is a 10 AP action.  Additionally, the PipBuck effectively grants the wearer the Detect Others (aka E.F.S.) spell at Advanced level with a Potency of 1.  Activating this ability is a 25 AP action.  All PipBucks and suits of magically powered barding have tags. PipBucks also include a radio and automapping features, as well as a port for a peripheral.  PipBucks are subject to disabling through damage or anti-matrix weaponry.
52
Stealthbuck 1000.5Peripheral: requires a port. Grants the wearer the following spell at no strain: Invisibility (aka Sensory Foil: Visual) cast at Expert level but with a Potency of only 1. Activating a StealthBuck is a 25 AP action.
53
BroadcasterNSFS0.5Peripheral: requires a port. Allows short-range radio broadcasting. Activating a broadcaster is a 25 AP action.
54
55
Pool Ball21
56
Ashtray11
57
Baseball21
58
Baseball Glove41
59
Basketball11
60
Bent tin can11
61
Big spoon11
62
Bonesaw52
63
Box of detergent11
64
Brahmin skull12
65
Butter knife11
66
Buttercup toy 1502
67
Camera51
68
Ceramic dinner plate11
69
Chessboard11
70
Clipboard11
71
Coffee mug11
72
Coffee pot11
73
Cup11
74
Cutting board11
75
Dinner plate11
76
Dog bowl11
77
Empty syringe51
78
Fishing pole 101.5
79
Flour21
80
Forceps51
81
Fork10.5
82
Geiger Counter2003
83
Glass pitcher11
84
Hammer32
85
Harmonica21
86
Iron25
87
Medical brace21
88
Metal cooking pan51
89
Metal cooking pot51
90
Nuka-Cola truck52
91
Opthalmoscope41
92
Paperweight11
93
Pencil10
94
Plunger11
95
Pre-War Book51
96
Pre-War Bits0.250
97
Rake12
98
Red plate11
99
Scalpel51
100
Scissors31
101
Shot glass11
102
Spatula11
103
Spork10.5
104
Teddy bear31
105
Tin plate11
106
Toaster53
107
Triangle11
108
Tweezers31
109
Whet stone12
110
White plate11
111
Wood chipper2550
112
Wrench11
113
Yeast204