| A | B | C | D | E
--- | --- | --- | --- | --- | ---
1 | Item | Value | Wg | Effect |
2 | Gathered Materials |  |  |  |
3 | General Trash/Junk (tin cans, empty bottles, etc) | 1 | 2 | Why are you even carrying this? DM can randomise how much of this is found. 2d6, 3d6, etc. |
4 | Bundle of Kitchen Supplies (spoons, dishes, toasters, etc) | 8 | 5 | Nice for cooking. |
5 | Box of materials (duct tape, wonder glue, turpentine, wrenches, etc) | 12 | 5 | Used to build stuff or resupply Maintenance Kits. Many wrenches were harmed in the making of this armour/battle saddle/robot of ill repute. |
6 | Bundle of components (pilot lights, capacitors, conductors, etc) | 20 | 10 | Depending on your Mechanics skill, you could search for specific components at the DM's discretion (if you need them for a recipe or something). |
7 | Bundle of Medical Supplies (scaples, scissors, tweesers, medical braces, surgical tubing, crutches, etc) | 25 | 6 | Used to build stuff or resupply Doctor's Bags. |
8 | Survival Gear |  |  |  |
9 | Rope (per Yard) | 1 | 3 | You never know when a surprise skipping contest might break out. |
10 | Canteen | 2 | 1 | holds up to 5 bottles worth of water (or other liquid). When full, weight is 5. |
11 | Bedroll | 15 | 15 | Sleep anywhere! |
12 | Shovel | 55 | 3 | May be used as a melee weapon |
13 | Lighter | 5 | - | Burn baby burn. |
14 | Lantern | 10 | 2 | Let there be light. |
15 | Hot Plate | 5 | 2 | Used 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.) |
16 | Screwdriver | 1 | 0.5 | Needed for Lockpicking. |
17 | Bobby Pins | 0.5 | - | They seem to turn up everywhere. Is there some kind of Bobby Pin fairy? Needed for Lockpicking. |
18 | Example General Goods |  |  |  |
19 | Pack of Cigarettes | 10 | 0.5 | Smoke 'em if you got 'em. |
20 | Carton of Cigarettes (small) | 40 | 2 | 4 packs |
21 | Carton of Cigarettes (large) | 100 | 5 | 10 packs |
22 | Food Sanitizer | 150 | 7 | Reduces radiation in food (but not drink) by half. |
23 | Duct Tape | 5 | 1 | The ultimate tool. (Can be found in Box of Materials.) |
24 | Wonderglue | 10 | 1 | Glue all the things. Just don't ask what it is made of. (Can be found in Box of Materials.) |
25 | Scrap electronics | 1 | 1 | Could be useful. Do not eat. (Found in Bundle of Components.) |
26 | Scrap metal | 1 | 1 | Could be useful. (Can be found in Box of Materials.) |
27 | Scalpel | 5 | 1 | Because performing surgery with your teeth gives onlookers the wrong impression. (Found in Bundle of Medical Supplies.) |
28 | Empty Bottle | 1 | 0.5 | Could 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 | Example Crafting Materials |  |  |  |
30 | Detergent/Bleach | 5 | 1 | Often found in ruined kitchens. (Found in Bundle of Kitchen Supplies) |
31 | Magic Fission Battery | 6 | 75 | Rare. Valuable since they can be used to power whole houses. Can sometimes be scavenged from destroyed robots. Gears of Harmony makes this much more likely. Has a greater chance to be recoverable from a non-destroyed robot (e.g. from a robot that was disabled with Robotics Expert.) |
32 | Magic Fusion Battery | 6 | 300 | Very Rare. Like the Fission Battery but much more powerful. These can only be found in heavy combat robots or things of a similar nature. A Fusion battery may even create a spectacular explosion upon the robot's death... Very little chance of being recovered from a wreck without Gears of Harmony. |
33 | Civilian Laser Pointer | 1 | 20 | Rare. Originally used as toys or teaching aides, they have a variety of uses in the Wasteland. Rarely found in unlooted houses. |
34 | Telescope/Binoculars | 2 | 25 | Uncommon. Bird watchers unite! Sometimes found in unlooted houses. |
35 | Military Binoculars | 2 | 250 | Rare. Improved magnification and sturdiness over the civilian model. Features useful mil-dots to help estimate range. Found amongst military supplies, such as an old guard post or entombed bunker. Like most military supplies it would be highly sought after by other scavengers. |
36 | Tool Kits |  |  |  |
37 | Sewing kit | 5 | 1 | Good for mending clothes and sometimes ponies too! |
38 | Hackers Tools | 50 | 1 | Expert tools for hacking into terminals and maneframes. Gives +5 to all Science rolls for hacking. |
39 | Maintenance Kit | 20 | 5 | All the tools a toaster repairpony might need. Gives +5 to Mechanics rolls. |
40 | Armor Repair Kit | 200 | 5 | Used to repair and maintain armor. Not consumed when performing general maintenance. Can be consumed to act as armor one condition level below the armor being repaired. Cannot be used to repair above Good condition. Semi-rare. |
41 | Weapon Repair Kit | 200 | 1 | Used to repair and maintain weapons. Not consumed when performing general maintenance. Can be consumed to act as a weapon one condition level below the weapon being repaired. Cannot be used to repair above Good condition. Can be consumed to reset the number of critical failures a weapon has accumulated to zero. Semi-rare. |
42 | Reinforcement Mod Kit - Light | 300 | 10 | Used to turn Stable jumpsuits and light bardings into reinforced versions of those bardings. Adds +4 DT and 5 lbs weight. (Requires Mechanics 25) |
43 | Reinforcement Mod Kit - Medium | 300 | 10 | Used to turn Combat Armor into Combat Armor, Reinforced. Adds +3 DT and 5 lbs weight. (Requires Mechanics 50) |
44 | My Little Chemistry Set | 1199 | 50 | Used to create chems. (Not portable.) Gives +5 to Science and Medicine for creating chems or poisons. |
45 | My Little Workbench | 725 | 100 | Used to create schematics, install mods and all manner of work. (Not portable.) Allows a pony to attempt any task that requires a workbench (assuming she meets other prerequisites). For all workbench-appropriate tasks not requiring a workbench, grant +10 to mechanics and science checks. |
46 | Alchemy Kit | 20 | 15 | Includes all the tools you need to brew, including an iron kettle. Gives +5 to Survival for alchemy. |
47 | Doctor's Kit | 30 | 6 | Everything a wasteland doctor needs. (Not to be confused with Doctor's Bag.) Gives +5 to Medicine. |
48 | Winterized Clothing Mod Kit | 20 | 3 | Requires sewing kit to apply. Adds cold environment protection and +2 lbs to clothing or armor. |
49 | Schematic (Rank 1) | 300 | - | Plans for crafting new stuff. |
50 | Schematic (Rank 2) | 400 | - | Plans for crafting good new stuff. Rare to find for sale. |
51 | 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.) |
52 | Carrying Equipment |  |  |  |
53 | Saddle bags | 10 | 5 | Holds 200 Wg of stuff (it can be assumed that characters start off with one of these) |
54 | Battle saddle | 10 | 5 | Reduces Str requirement of weapon(s) by 2 - Cannot hold Big Gun (heavy) |
55 | Large battle saddle | 20 | 10 | Reduces Str requirement of weapon(s) by 2 |
56 | Special Equipment |  |  |  |
57 | ArcanoTech Port | 350 | 0.5 | A 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.) |

58

PipBuck

NSFS

4

Grants 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.

59 | StealthBuck | NSFS | 0.5 | Peripheral: 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. |
60 | Broadcaster | NSFS | 0.5 | Peripheral: requires a port. Allows short-range radio broadcasting. Activating a broadcaster is a 25 AP action. |
61 |  |  |  |  |
62 |  |  |  |  |
63 |  |  |  | NSFS = Not Suited For Sale |
64 |  |  |  | Semi-rare = GMs should strictly control availability. (Any given settlement is unlikely to have more than one or two of these items between caravan deliveries, if any.) These kits include specialized equipment and are not craftable by player characters. |