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There Are Numerous Categories of Items

The document outlines various item categories available for searching in a location, including ammunition, armor, clothing, food, beverages, chems, oddities, junk, and weapons. It provides rolling tables for determining specific items within these categories, along with rules for modifying rolls using Luck points. Additionally, it includes details on modded items and specific tables for food and beverages, including foraging and Nuka-Cola machine contents.
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0% found this document useful (0 votes)
22 views33 pages

There Are Numerous Categories of Items

The document outlines various item categories available for searching in a location, including ammunition, armor, clothing, food, beverages, chems, oddities, junk, and weapons. It provides rolling tables for determining specific items within these categories, along with rules for modifying rolls using Luck points. Additionally, it includes details on modded items and specific tables for food and beverages, including foraging and Nuka-Cola machine contents.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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There are numerous categories of items, and the location you are searching lists which categories of

items can be found there. A successful search yields a minimum number of items of some of those
categories, and each item is determined by rolling on the tables below.

Item categories are as follows:

Ammunition

Armor

Clothing

Food

Beverages

Chems

Oddities and Valuables

Junk

Weapons (split into Ranged, Melee, and Thrown/Explosives)

For each item category found, roll on the relevant table, below. After rolling, you may spend 1 Luck point
to add or subtract an amount up to the location’s level to or from the roll: that is, if you’re searching a
Level 6 location, you may increase or reduce your roll by up to 6 after rolling, by spending 1 Luck point.

Modded Items
A few items appear in the loot tables with existing mods. These are most often the most basic forms of
mods, such as turning a laser gun into a laser rifle or providing the automatic version of a 10mm pistol.

Ammunition

Random Ammunition

2d20
Ammo (quantity)
Roll

2mm EC (6+3

2mm EC (6+3

2mm EC (6+3

Plasma Cartridge (10+5

Missile (2+1

)✱

7 Fusion Core (1)✱✱


2d20
Ammo (quantity)
Roll

5mm (12+6

×10)

5mm (12+6

×10)

.50 ammo (4+2

10

.50 ammo (4+2

11

Syringer Ammo (4+2

12

Syringer Ammo (4+2

13

14 Gamma Round (4+2


2d20
Ammo (quantity)
Roll

Flamer Fuel (12+6

15

Flamer Fuel (12+6

16

.45 Rounds (9+4

17

.45 Rounds (9+4

18

10mm (8+4

19

20 10mm (8+4
2d20
Ammo (quantity)
Roll

.38 Ammo (10+5

21

.38 Ammo (10+5

22

Flare (2+1

23

.308 ammo (6+3

24

Shotgun Shells (6+3

25

26 Shotgun Shells (6+3


2d20
Ammo (quantity)
Roll

Fusion Cell (14+7

27

Fusion Cell (14+7

28

Railway Spike (6+3

29

Railway Spike (6+3

30

.44 Magnum (4+2

31

32 .44 Magnum (4+2


2d20
Ammo (quantity)
Roll

5.56mm (8+4

33

5.56mm (8+4

34

Missile (2+1

35

)✱

36 Fusion Core (1)✱✱

Plasma Cartridge (10+5

37

Mini-Nuke (1+1

38

)✱✱

39 Mini-Nuke (1+1
2d20
Ammo (quantity)
Roll

)✱✱

Mini-Nuke (1+1

40

)✱✱

✱ Characters with the Scavenger perk receive only +1

per rank additional Missiles. ✱✱ Characters with the Scavenger perk do not receive any additional
Fusion Cores or Mini-Nukes.

Armor

Armor is listed in

Equipment

of the Fallout: The Roleplaying Game rulebook.

Power Armor Frames do not come with a fusion core.

Some entries may ask for a roll for location. This means to roll on the hit location table (Fallout: The
Roleplaying Game,

Combat

) to determine which location that piece of armor covers, re-rolling any inapplicable results (head results
for Raider leather armor, as there is no corresponding helmet).

Random Armor

2d20 Roll Armor

2 X-01 Power Armor Piece

3 X-01 Power Armor Piece


2d20 Roll Armor

4 X-01 Power Armor Piece

5 Power Armor Frame

6 Power Armor Frame

7 T-60 Power Armor Piece

8 T-60 Power Armor Piece

9 Heavy Dog Armor

10 Heavy Dog Armor

11 Sturdy Combat Armor

12 Heavy Metal Armor

13 Raider Power Armor Piece

14 Medium Dog Armor

15 Sturdy Metal Armor

16 Heavy Raider Armor

17 Vault-Tec Armor

18 Sturdy Raider Armor


2d20 Roll Armor

19 Leather Armor

20 Sturdy Raider Armor

21 Raider Armor

22 Sturdy Raider Armor

23 Metal Armor

24 Light Dog Armor

25 Sturdy Leather Armor

26 Combat Armor

27 T-45 Power Armor Piece

28 Heavy Leather Armor

29 Synth Armor

30 T-51 Power Armor Piece

31 Heavy Combat Armor

32 Heavy Combat Armor

33 Sturdy Synth Armor

34 Sturdy Synth Armor


2d20 Roll Armor

35 Sturdy Raider Armor

36 Power Armor Frame

37 Power Armor Frame

38 Heavy Synth Armor

39 Heavy Synth Armor

40 Heavy Synth Armor

Clothing

Clothing and outfits are listed in

Equipment

of the Fallout: The Roleplaying Game rulebook.

Random Clothing

2d20
Clothing
Roll

2 Brotherhood of Steel Fatigues

3 Welder’s Visor

4 Brotherhood Scribe’s Hat

5 Brotherhood of Steel Hood

6 Brotherhood Scribe’s Armor

7 Brotherhood of Steel Uniform


2d20
Clothing
Roll

8 Hard Hat

9 Army Helmet

10 Lab Coat

11 Lab Coat

12 Engineer’s Armor

13 Engineer’s Armor

14 Road Leathers

15 Road Leathers

16 Casual Clothing

17 Casual Clothing

18 Hides

19 Hides

20 Harness

21 Harness

22 Sack Hood

23 Sack Hood
2d20
Clothing
Roll

24 Military Fatigues

25 Military Fatigues

26 Tough Clothing

27 Tough Clothing

28 Heavy Coat

29 Heavy Coat

30 Utility Overalls

31 Utility Overalls

32 Casual Hat

33 Hood or Cowl

34 Vault Jumpsuit

35 Formal Clothing

36 Formal Clothing

37 Formal Hat

38 Gas Mask

39 Cage Armor
2d20
Clothing
Roll

40 Hazmat Suit

Food

Food items are listed in

Equipment

of the Fallout: The Roleplaying Game rulebook.

There is one additional table here separate from the rarity tables: Foraging. The Foraging table contains
food items which can be found by foraging in the wilderness.

Many Food items listed in the Equipment chapter are not listed on the tables below. They can only be
obtained through cooking, described in the Crafting section later in this chapter, or butchering the
bodies of dead creatures.

Random Food

2d20 Roll Food

2 Tarberry

3 Perfectly Preserved Pie

4 Melon (non-irradiated)

5 Carrot (non-irradiated)

6 Institute Food Packet

7 Sugar Bombs (preserved)

8 Mutfruit (non-irradiated)

9 Fancy Lads Snack Cakes (preserved)

10 Sweet Roll
2d20 Roll Food

11 Razorgrain

12 Iguana Bits

13 Cram

14 Carrot

15 BlamCo Brand Mac and Cheese

16 Sugar Bombs

17 Potted Meat

18 Pork ‘n’ Beans

19 InstaMash

20 Dandy Boy Apples

21 Canned Dog Food

22 Fancy Lads Snack Cakes

23 Gum Drops

24 Mutfruit

25 Potato Crisps

26 Salisbury Steak
2d20 Roll Food

27 Yum-Yum Deviled Eggs

28 Brain Fungus

29 Corn

30 Gourd

31 Melon

32 Silt Bean

33 Tato

34 InstaMash (preserved)

35 Salisbury Steak (preserved)

36 Food Paste

37 Noodle Cup

38 Corn (non-irradiated)

39 BlamCo Brand Mac and Cheese (preserved)

40 Tarberry

The Foraging table, below, is used for gathering food from wild plants while in the wasteland. An hour’s
foraging and a PER + Survival test with a difficulty of 1 finds a number of items this table equal to your
Survival score, +1 item per AP spent. Roll once to determine which item is found.

Foraging
D20 Roll Food Found

1-2 Brain Fungus

3-4 Carrot

5-6 Corn

7-8 Gourd

9-10 Melon

11-13 Mutfruit

14-15 Razorgrain

16-17 Silt Bean

18-20 Tato

Beverages

Beverages are listed in

Equipment

of the Fallout: The Roleplaying Game rulebook

There is one additional table here separate from the rarity tables: Nuka-Cola. This is used specifically
when searching Nuka-Cola Machines.

Some Beverage items listed in the Equipment chapter are not listed on the tables below. They can only
be obtained through cooking, described in the Crafting section later in this chapter.

Random Beverages

2d20
Beverage
Roll

2 Wine
2d20
Beverage
Roll

3 Wine

4 Whiskey

5 Whiskey

6 Nuka-Cherry

7 Nuka-Cherry

8 Nuka-Cherry

9 Nuka-Cola

10 Nuka-Cola

11 Nuka-Cola

12 Bourbon

13 Bourbon

14 Bourbon

15 Beer

16 Beer

17 Beer

18 Beer
2d20
Beverage
Roll

19 Dirty Water

20 Dirty Water

21 Dirty Water

22 Dirty Water

23 Dirty Water

24 Purified Water

25 Purified Water

26 Purified Water

27 Purified Water

28 Brahmin Milk

29 Brahmin Milk

30 Brahmin Milk

31 Rum

32 Rum

33 Rum

34 Moonshine
2d20
Beverage
Roll

35 Moonshine

36 Moonshine

37 Vodka

38 Vodka

39 Wine

40 Wine

The Nuka-Cola table, below, is used when a Nuka-Cola machine is found while scavenging. Roll twice to
determine the machine’s contents.

Nuka-Cola

D20 Roll Item

1-8 Empty

1+2

9-12

glass bottles (junk, scavenge for 2 common materials each)

13-15 1 Nuka-Cola

16-17 2 Nuka-Cola

18 1 Nuka-Cola, 1 Nuka-Cherry
D20 Roll Item

19 2 Nuka-Cola, 1 Nuka-Cherry

20 1 Nuka-Cola Quantum

Chems

Many Chems items listed in the Equipment chapter are not listed on the tables below. They can only be
obtained through crafting, described in the Crafting section later in this chapter.

Random Chems

2d20
Chem
Roll

2 Super Stimpak

3 Calmex

4 Day Tripper

5 Addictol

6 Stimpak

7 Stimpak

8 RadAway

9 RadAway

10 Psycho

11 Psycho

12 Med-X
2d20
Chem
Roll

13 Med-X

14 Daddy-O

15 Daddy-O

16 Rad-X (diluted)

17 Rad-X (diluted)

18 Healing Salve

19 Healing Salve

20 Dirty Water

21 Dirty Water

22 Dirty Water

23 Stimpak (diluted)

24 Stimpak (diluted)

25 RadAway (diluted)

26 RadAway (diluted)

27 Buffout

28 Buffout
2d20
Chem
Roll

29 Jet

30 Jet

31 Mentats

32 Mentats

33 Rad-X

34 Rad-X

35 Stimpak

36 Stimpak

37 Antibiotics

38 Overdrive

39 Fury

40 X-Cell

Weapons (Ranged)

Any found Ranged weapons come with a standard quantity of their ammunition.

WEAPONS (RANGED)

Ranged Weapons are listed in

Small Guns

of the Fallout: The Roleplaying Game rulebook.


Ranged weapons found come with a standard quantity of their ammunition (standard quantities shown
on the ammunition table in this chapter and in

Ammunition

).

Random Ranged Weapons

2d20 2d20 2d20


Ranged Weapon Ranged Weapon Ranged Weapon
Roll Roll Roll

Institute Laser Rifle Pipe Rifle (Long


2 Fat Man 11 (Long Barrel, Standard 20 Barrel, Standard
Stock) Stock)

3 Fat Man 12 Syringer 21 Pipe Gun

Auto Pipe Gun


4 Missile Launcher 13 Hunting Rifle 22
(Automatic Receiver)

5 Missile Launcher 14 Assault Rifle 23 Pipe Revolver

Pipe Bolt Action Rifle


6 Railway Rifle 15 Laser Musket 24 (Long Barrel, Standard
Stock)

10mm Auto Pistol


7 Junk Jet 16 Submachine Gun 25
(Automatic Receiver)

Double-Barreled
8 Flamer 17 10mm Pistol 26
Shotgun

9 Plasma Pistol 18 Pipe Bolt Action 27 .44 Pistol

10 Laser Rifle 19 Auto Pipe Rifle 28 Combat Rifle

29 Scoped Hunting 33 Minigun 37 Heavy Incinerator


Rifle (Long Barrel,
2d20 2d20 2d20
Ranged Weapon Ranged Weapon Ranged Weapon
Roll Roll Roll

Short Scope)

Plasma Rifle (Long


30 Combat Shotgun 34 Barrel, Standard 38 Heavy Incinerator
Stock)

31 Institute Laser Pistol 35 Gatling Laser 39 Gamma Gun

32 Laser Pistol 36 Gauss Rifle 40 Gamma Gun

WEAPONS (MELEE)

Random Melee Weapons

2d20 2d20 Melee 2d20


Melee Weapon Melee Weapon
Roll Roll Weapon Roll

Deathclaw
2 15 Walking Cane 28 Pipe Wrench
Gauntlet

3 Shishkebab 16 Walking Cane 29 Knuckles

4 Shishkebab 17 Pool Cue 30 Knuckles

5 Sledgehammer 18 Pool Cue 31 Tire Iron

6 Sledgehammer 19 Switchblade 32 Tire Iron

7 Ripper 20 Switchblade 33 Sword

8 Ripper 21 Board 34 Sword

9 Boxing Glove 22 Board 35 Aluminum Baseball


2d20 2d20 Melee 2d20
Melee Weapon Melee Weapon
Roll Roll Weapon Roll

Bat

Aluminum Baseball
10 Boxing Glove 23 Lead Pipe 36
Bat

11 Baton 24 Lead Pipe 37 Power Fist

12 Baton 25 Rolling Pin 38 Power Fist

13 Machete 26 Rolling Pin 39 Super Sledge

14 Machete 27 Pipe Wrench 40 Super Sledge

WEAPONS (THROWN/EXPLOSIVES)

Items are found in the quantity listed.

Random Thrown and Explosive Weapons

2d20 Thrown/Explosive 2d20 Thrown/Explosive 2d20 Thrown/Explosive


Roll Weapon Roll Weapon Roll Weapon

2+1 2+1

2 1 Nuka Grenade 15 28

Javelins Molotov Cocktails

2+1 2+1

3 1 Pulse Mine 16 29

Javelins Molotov Cocktails

4 1 Pulse Mine 17 2+1 30 2+1


2d20 Thrown/Explosive 2d20 Thrown/Explosive 2d20 Thrown/Explosive
Roll Weapon Roll Weapon Roll Weapon

Javelins Tomahawks

2+1 2+1

5 1 Plasma Mine 18 31

Javelins Tomahawks

2+1 2+1

6 1 Plasma Mine 19 32

Javelins Tomahawks

4+2

7 1 Bottlecap Mine 20 33 1 Frag Mine

Throwing Knives

4+2

8 1 Bottlecap Mine 21 34 1 Frag Mine

Throwing Knives

4+2

9 1 Bottlecap Mine 22 35 1 Frag Mine

Throwing Knives

10 2+1 23 2+1 36 1 Plasma Grenade


2d20 Thrown/Explosive 2d20 Thrown/Explosive 2d20 Thrown/Explosive
Roll Weapon Roll Weapon Roll Weapon

Frag Grenades Baseball Grenades

2+1 2+1

11 24 37 1 Plasma Grenade

Frag Grenades Baseball Grenades

2+1 2+1

12 25 38 1 Pulse Grenade

Frag Grenades Baseball Grenades

2+1 2+1

13 26 39 1 Pulse Grenade

Molotov Cocktails Baseball Grenades

2+1 2+1

14 27 40 1 Nuke Mine

Molotov Cocktails Baseball Grenades

ODDITIES AND VALUABLES

These tables cover a variety of different items not covered in other lists. Unlike the other loot tables, this
table requires rolling 3d20 rather than 2d20.

Unusual Items

A small number of items appear on the Oddity table which are not described elsewhere.

Note or Holotape
This is one or more pieces of paper, or a single holotape recording, from someone who was in this
location previously. They may be relics from before the Great War, or journals kept by other survivors
who passed through years or even decades earlier. They have no inherent value, but they can often
provide useful information. The GM determines what information is found in a note or on a holotape,
which could include directions to a previously unknown location, clues towards a secret to uncover, a
rare crafting recipe, something which inspires a new question, or simply a bit of extra worldbuilding
information about the wasteland.

Container

A large duffel bag, a cooler or picnic hamper, or some other kind of unsecured container. Normally
portable, these containers are likely to have been dropped by a previous survivor in the area and aren’t
part of the normal items found in that location. The GM chooses an item category: the container holds
an item rolled from that category’s table at the rarity of the container.

Container, Locked

Ammo boxes, foot lockers, locked toolboxes, and similar. Someone took the time to secure this container,
so there must be something good inside. A successful PER + Lockpick test with a difficulty equal to the
container’s rarity opens the lock, and within are two items from categories determined by the GM, of a
rarity equal to that of the container.

Key

A key or a note containing a password for a computer system. For the sake of the game, each key opens
a lock with a difficulty of the key’s rarity or lower (or unlocks a computer system of that difficulty if it’s a
password). This can be used in the same location, or it can be used in a later location.

Random Oddities and Valuables

3d20 3d20 3d20


Oddity/Valuable Oddity/Valuable Oddity/Valuable
Roll Roll Roll

3 Regeneration Field 12 Diagnosis Mod 21 Lockpick Set

4 Regeneration Field 13 Geiger Counter 22 Holotape Player

Pre-War Money
5 14 Doctor’s Bag 23 Large Backpack
worth 5d20 Caps

6 Pre-War Money 15 Magazine (see 24 Pre-War Money


3d20 3d20 3d20
Oddity/Valuable Oddity/Valuable Oddity/Valuable
Roll Roll Roll

worth 5d20 Caps Equipment worth 3d20 Caps

Pre-War Money
7 5d20 Caps 16 25 3d20 Caps
worth 4d20 Caps

8 5d20 Caps 17 4d20 Caps 26 Integral Boiler Mod

1+2

9 5d20 Caps 18 Container 27

Signal Flares

Hazard Detection Pre-War Money


10 Stealth Field 19 28
Mod worth 2d20 Caps

11 Recon Sensors 20 Radio 29 2d20 Caps

2+1

30 41 Multi-Tool 52 Key

Bobby Pins

31 1d20 Caps 42 Hacking Module 53 Key

Pre-War Money
32 43 Lockpick Module 54 Key
worth 1d20 Caps

33 4+2 44 Container, Locked 55 10+5


3d20 3d20 3d20
Oddity/Valuable Oddity/Valuable Oddity/Valuable
Roll Roll Roll

Bobby Pins Bobby Pins

8+4 10+5

34 Small Backpack 45 56

Bobby Pins Bobby Pins

10+5

35 Torch 46 Stealth Boy 57

Bobby Pins

36 Note or Holotape 47 Deluxe Toolkit 58 Stimpak Diffuser

6+3

37 48 Flashlight 59 Stimpak Diffuser

Bobby Pins

Behavioral Analysis
38 Robot Repair Kit 49 60 Tesla Coils
Mod

39 First Aid Kit 50 Radiation Coils

40 Lantern 51 Sensor Array

JUNK

Junk items have little immediate benefit, beyond amusement or nostalgia, but they’re still potentially
valuable for the materials they’re made from.
Junk items have no rules effect on their own. Their only effect is to be found and broken down into
useful materials, which can be used for crafting and repairing other items.

When you find junk while scavenging, roll 2d20. That is the quantity of junk items you scavenge. Junk
items have a weight of 2 and are worth 2 caps each in trade. You may spend 1 Luck point to increase the
number of junk items scavenged by an amount equal to your LCK score.

You can salvage materials from junk items and from other items you wish to dispose of to use them later
for repairs and for crafting. Salvage requires that you have appropriate tools or facilities, such as a
workbench.

Salvaging items takes 10 minutes per item being salvaged and requires an INT + Repair test with a
difficulty of 0. Roll 1

for each junk item salvaged: you receive common materials equal to the total rolled. You may roll +1

for every AP spent after succeeding on this test, as you salvage more efficiently and secure more
materials.

If you have the Scrapper perk, you also receive one uncommon material for each effect rolled. If you
have two ranks in the Scrapper perk, you’ll also receive one rare material for every two Effects rolled.

Consumable items cannot be salvaged: you cannot unmix chems, nor uncook meat.

You cannot salvage ammunition: the means to do so requires tools that are nearly impossible to find in
the wasteland.

Common materials include wood, steel, plastic, rubber, cloth, concrete, bone, and ceramics; substances
that are easy to find and easy to salvage. A single unit of common materials has a cost of 1 cap, and a
weight of 1.

Uncommon materials are rarer and harder to salvage, and include copper, aluminum, lead, silver, as well
as cork, glass, fertilizer, fiberglass, and small components such as gears, springs, and screws. A single unit
of uncommon materials has a cost of 3 caps, and a weight of 1.

Rare materials are the rarest and most difficult to salvage. Asbestos, ballistic fiber, circuitry, fiber optics,
corrosive and antiseptic chemicals, and even nuclear material are found in many items, but are difficult
to salvage. A single unit of rare materials has a cost of 5 caps and a weight of 1.

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