YARD SALE

“Trade efficiently, or suffer exponentially.”

                                           -Martine
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You begin play with 1,000 Caps to purchase weapons and equipment for your journeys through the Wasteland. Keep in mind that the prices presented below are standard market value, and are about as fair as you will come across. Traders in the Wasteland are renowned for jacking up prices if their customers are desperate, so expect to pay many times more for ammo and supplies from a wandering trader in the middle of nowhere than you would in a bustling Sidehook market where supply is plentiful.

Essentials
Rations (25c)
Whether it’s Iguana on a stick, Fancy Lad Snack Cakes, or a box of Sugar Bombs, the Wasteland is full of tasty treats to fill your belly and wet your whistle. Every 25 Caps you spend nets you 10 Rations worth of yummy Wasteland goodness.

Healing Powder (50c)
This small pouch of strange power is made by mixing Broc Flower and Xander Root. Sprinkling this on a wounded individual restores 5 Energy.

Stimpak (100c)
Ah, that’s the stuff! You can take an Interact Half Action to pop a Stimpak, or juice up your friend! A Stimpak causes the beneficiary to immediately roll a Vigor check with Knack. They are then healed for 5 + 5 Energy for each success rolled. For example, someone who rolled two successes on this roll would be healed of 15 Energy instantly. If you have the Doctor or Hearth Healer Boons and are administering a Stimpak to someone else (not yourself), then add your Smarts or Presence Stat to this amount.

Super Stimpak (250c)
This astonishing upgrade to normal Stimpaks can immediately mend grievous wounds that normally would take some time to heal. Whenever you use a Super Stimpak, you are either healed of your Vigor score x10 Energy OR immediately healed of one Wound.

Radaway (125c)
A vital part of everyday life in the Wasteland, one dose of Radaway immediately lowers your current Contamination Points (Rads) by 1d6.

Radio (50c)
This small handheld Radio picks up surrounding broadcast signals and can also play and create Holotapes.

Blank Holotape (5c)
These small orange cassettes contain recorded messages, and sometimes, super fun Pip-Boy games to delight and entertain!

Geiger Counter (50c)
This handy device can immediately detect the presence of Radiation, and waving it near someone will instantly display exactly how many Rads they currently have.

Pip-Boy (Restricted)
This device is only issued to Vault Dwellers, and combines the abilities of a Radio and Geiger Counter in one handy, stylish wrist accessory.

Gas Mask (100c)
This breathing apparatus makes you immune to airborne toxins like smoke grenades or similar compounds. Beyond this, wearing a Gas Mask allows you to roll all your tests to resist Radiation twice and use the better result as long as you were wearing the gas mask when you were exposed.

Binoculars (100c)
Believe me, there are many things in the Wasteland that you'd rather see from far away as opposed to up close...

Armor and Shields
Reinforced Clothing (50c)
This counts as Very Light Armor and is a good balance of comfort and protection. While wearing Reinforced Clothing, you gain the benefit of wearing armor while appearing to be in casual Wasteland clothes. Vault suits count as Reinforced Clothing, and are standard issue to Vault Dwellers.

Leather Armor (150c)
A Wasteland classic, the tattered Leather jacket is an iconic fashion statement that lets the world know you mean business in this harsh and terrifying world. This counts as Light Armor.

Metal Armor (300c)
Hefty and stiff, Metal Armor offers enhanced protection at the lack of functionality. Worn primarily by those who expect to encounter a great deal of violence. This counts as Medium Armor.

Combat Armor (500c)
For the professional mercenary, Combat Armor is made of reinforced plating and sturdy materials designed to endure harsh punishment. This counts as Heavy Armor.

Power Armor (Not for Sale)
The pinnacle of battlefield evolution is the technological marvel that is Power Armor. While offering peerless protection, Power Armor also protects the wearer’s vital organs from harm where most other Armors would fail. The wearer enjoys enhanced strength and immunity to falling damage, as well as a lovely assortment of available paintjobs. This counts as Very Heavy Armor. Good luck finding some...

Hubcap Shield (75c)
For the Wasteland Knight in all of us. Using a Shield allows you to take the Guard action in Combat.

Melee Weapons
Whip
(30c/Code Yellow/Traits: Entangle)
If you ever come across an irradiated Lion, boy are you gonna be fearsome!

Shiv
(25c/Code Yellow/Traits: Light, Makeshift)
Little more than an icepick with a taped handle, but often times enough good enough to do the job.

Switchblade
(50c/Code Yellow/Traits: Light)
Easy to conceal and far more reliable in a fight, Switchblades are widely available and often used to settle disputes.

Survival Knife
(100c/Code Yellow/Traits: Light)
An ideal blade for the rugged outdoorsman, the Survival Knife increases its damage value by 1 when used against Critters and beasts (not Humans or robots).

Ripper
(175c/Code Yellow/Traits: Damage Over Time)
Take a chainsaw and mate it with a knife. Ya feel me? Rippers cause heinous injury and are known to make their targets bleed up a storm.

Simple Fist Weapon
(75c/Code Yellow/Traits: Light)
Whether you prefer spiked boxing gloves, brass knuckles or spiked knuckles, if you want to pack a little extra punch, then slip a pair of these on! You gain the Prize Fighter ability while using these weapons in combat, and any enemy above Extra rank that you defeat nets you 50 caps. Way to go, Champ!

Clubs
(50c/Code Yellow/Traits: Versatile)
Ranging from Baseball Bats to Police Batons and the subtle majesty of the Crowbar or Tire Iron, clubs beat things down the old fashion way. Cheap, effective, and easy to maintain, Clubs lack style and finesse, but more than make up for it in fun factor and utilitarian appeal.

Machete
(150c/Code Yellow/Traits: Versatile, Brutal)
Great for clearing brush AND hacking limbs!

Tomahawk
(125c/Code Yellow/Traits: Versatile, Light Thrown)
Tribal weapon of choice and savage fashion statement.

Short Spear/Javelin
(100c/Code Yellow/Traits: Versatile, Light Thrown)
Ideal when paired with a shield for control of any battlefield situation. Short Spears are ideal throwing weapons, and you may re-roll any one attack die when doing so.

Long Spear
(200c/Code Orange/Traits: Two-Handed, Heavy Thrown, Reach)
Often ornately decorated in feathers and charms and symbols, Spears are a reliable method of defense in The Long Dry. Using this weapon allows you to take a Brace action, which automatically increases the damage of your next attack to Code Red against a Charging enemy.

Long Blade
(225c/Code Orange/Traits: Versatile)
Whether you want to rock the classic Cavalry blade or perhaps a Chinese Officer sword is more to your liking, these well-made, lengthy blades have a hard-earned reputation on the battlefield.

Power Fist
(300c/Code Orange/Traits: Stun)
The last word in a slugfest, Power Fists batter opponents into loopy states of fugue and commonly end a fight in a KO. Using a Power Fist grants you the Prize Fighter Boon, but ups your payoff to 100 caps!

Sledgehammer
(250c/Code Orange/Traits: Stun, Heavy, Two-Handed)
Pretty much a cement block on a stick. You have fun with that, because your opponent sure won’t!

Super Sledge
(500c/Code Red/Traits: Stun, Heavy, Two-Handed)
A bigger, badder, meaner version of the original. Very popular with Super Mutants and anyone big enough to carry the thing.

Ranged Weapons
Boomerang
(50c/Code Yellow/Traits: Light Thrown)
A simple weapon that can either be used to hack at enemies up close, or sail through the air to batter at range, a Boomerang allows you to spend a point of Spark once per battle to use the Double Strike ability, allowing you to make a second attack roll on the same target minus 1 die as your hurled weapon returns the way it came for a second chance at bloodshed.

Bow
(125c/Code Yellow/Traits: two-Handed, Silent)
Often considered the ultimate weapon of Skill, this classic is still highly used by those who prefer to kill without a sound.

Derringer
(100c/Code Yellow/Traits: Light/1 Round/Reload: Full)
These diminutive, tiny pistols pack a punch, but deal Code Blue damage any further than 10 feet away. Targets wearing Medium Armor or higher are immune to this low caliber weapon.

Saturday Night Special
(125c/Code Yellow/Traits: Light, Unreliable/5 Rounds/Reload: Half)
Cheaply mass-produced and quite prone to malfunction, these small, cheap revolvers are cost effective at the cost of quality. As you might expect, these are everywhere.

Revolver
(225c/Code Yellow/Traits: Light/6 Rounds/Reload: Half)
A step up from the cheap wheel gun it improves upon, Revolvers are durable and easy to operate.

Semi-Automatic Pistol
(350c/Code Yellow/Traits: Light/15 Rounds/Reload: Half)
A balance between firepower and capacity, semi-auto pistols are coveted in the Wasteland for the quality of their construction and overall utility.

Laser Pistol
(500c/Code Yellow/Traits: Light/10 Rounds/Reload: Half)
Favored weapons of the tech-savvy Brotherhood of Steel, Laser Pistols discharge superheated energy that can disintegrate foes. Whenever this weapon Wounds a target, have them roll an immediate Vigor check with Knack. If they roll no successes, they are immediately turned into a smoldering cloud of dust.

Heavy Semi-Automatic Pistol
(500c/Code Orange/Traits: Heavy/8 Rounds/Reload: Half)
Less bullets, but much bigger ones! Heavy Semi-Automatic Pistols pack a punch and kick like a mule, so pump some iron before investing in one.

Double Barrel Shogun
(350c/Special Damage/Traits: Two-Handed, Heavy, Velocity/2 Rounds/Reload: Full)
This weapon is responsible for many marriages throughout the Wasteland. Keep the tradition alive!

Pump Action Shotgun
(500c/Special Damage/Traits: Two-Handed, Heavy, Velocity/5 Rounds/Reload: Full)
Same boom. More shells.

Pipe Rifle
(200c/Code Orange/Traits: Two-Handed/1 Round/Reload: Half)
These single-shot rifles are commonly used throughout the Wasteland by would-be snipers who haven’t graduated to (or been lucky enough to find) more advanced firepower yet.

Hunting Rifle
(300c/Code Orange/Traits: Two-Handed, Accurate/7 Rounds/Reload: Half)
For the serious survivalist, these scoped works of art can bring down beast or man at a cozy distance.

Laser Rifle
(Not for Sale/Code Orange/Traits: Two-Handed/12 Rounds/Reload: Half)
A more focused beam emits from this devastating device. Targets who roll against a Laser Rifles Disintegration ability do not gain Knack on this roll.

Minigun
(Not for Sale/Code Red/Traits: Two-Handed, Heavy, Rapid Fire, Mayhem/100 Rounds/Reload: Full)
This massive instrument of pain fills the air with lead and fills the graveyard with bodies!

Flamer
(Not for Sale/Code Red/Traits: Two-Handed, Heavy, Damage Over Time, Mayhem/20 Rounds/Reload: Full)
Wasteland barbecues are sometimes not as pleasant as you might think they would be. This ferocious weapon often times sets its victims ablaze in a campfire spectacle for all to enjoy.

Missile Launcher
(Not for Sale/Code Red/Traits: Two-Handed, Heavy, Mayhem, Radius/1 Round/Reload: Full)
Well, that’s one way to clear out a room...or town.

Ammunition
(20c/50c/100c)
Quality ammunition is rather pricey, and the cost per 5 rounds depends on the potency of the weapon. Code Yellow Ammunition costs 20 Caps per 5 rounds, Code Orange ammo costs 50 caps per 5 rounds, and Code Red ammo costs 100 caps per 5 rounds.

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