Professional Documents
Culture Documents
(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. Weapons
Page 1: Guns
Page 9: Gun Mods
Page 10: Explosives
Page 14: Melee Weapons
Page 18: Unarmed Bonus Damage Weapons
Page 19: Energy Weapons
Apparel
Page 21: Clothing
Page 23: Light Armor
Page 23: Medium Armor
Page 24: Heavy Armor
Aid
Page 24: Alcohol, Drinks
Page 25: Chems, Non-consumable Items, Food
Misc.
Page 26
Ammo
Page 27
Weapons
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Guns:
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Pistols
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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
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Name: 10mm pistol
One Handed
Ammunition: 10mm
Damage: 12
Weight: 3
Max Attacks per turn: 3
Clip Size: 12
Value: 225 Caps
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Scoped by default
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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
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Name: Red Ryder BB Gun
Two Handed
Ammunition: BB
Damage: 4
Weight: 2
Max Attacks per turn: 1
Clip Size: 100
Value: 36
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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
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Name: Hunting Rifle
Two Handed
Ammunition: .32 Caliber
Damage: 30
Weight: 6
Max Attacks per turn: 1
Clip Size: 5
Value: 150
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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
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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
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Shotguns
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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
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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
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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
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Submachine Guns
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Name: 10mm SMG
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Heavy Weapons
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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.
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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
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Gun Mods
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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
One Handed
Damage: 101
Weight: 1
Value: 50
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Name: Pulse Grenade
One Handed
Damage: 5
+200 Damage to robots
Weight: 1
Value: 80
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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
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Name: Missile Launcher
Two Handed
Ammunition: Missile
Damage: 150
Weight: 20
Max Attacks per turn: 1
Clip Size: 1
Value: 500
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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.
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Name: C-4 Plastic Explosive
Damage: 250
Weight: 1
Value: 150
Required Explosives to set: 20
Required Explosives to disarm: 50
Needs Detonator
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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.
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Name: B-Series Bomb Collar
Damage: 50 x 5 (Instant point blank shot)
Weight: Value: 300
Required Explosives to set: 20
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Melee Weapons:
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Name: Axe
Two Handed/One handed at -2 accuracy
Damage: 20
Weight: 6
Max attacks per turn: 1
Value: 30
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Name: Chinese officers sword
Two Handed/One handed at -2 accuracy
Damage: 20
Weight: 3
Max attacks per turn: 1
Value: 75
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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
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Name: Kitchen Knife
One handed
Damage: 4
Weight: 1
Max attacks per turn: 3
Value: 20
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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.
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Name: Baseball Bat/ 9 Iron
Two handed
Damage: 9
Weight: 3
Max attacks per turn: 2
Value: 55
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Name: Lead pipe
One handed
Damage: 9
Weight: 2
Max attacks per turn: 2
Value: 75
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Name: Nail Board
Two handed
Damage: 8
Weight: 4
Max attacks per turn: 2
Value: 30
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Name: Police Baton
One handed
Damage: 4
Weight: 2
Max attacks per turn: 3
Value: 50
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Name: Pool Cue
Two handed
Damage: 4
Weight: 1
Max attacks per turn: 2
Value: 15
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Name: Rolling Pin
One handed
Damage: 3
Weight: 1
Max attacks per turn: 2
Value: 10
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Name: Sledgehammer
Two handed
Damage: 20
Weight: 12
Max attacks per turn: 2
Value: 130
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Damage: 6
Weight: 3
Max attacks per turn: 2
Value: 40
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Unarmed Bonus Damage Weapons:
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Name: Brass Knuckles
Extra Unarmed Damage: 6
Weight: 1
Value: 20
Max attacks per turn: 2. (One attack for each fist)
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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.
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Value: 50
Max attacks per turn: 2. (One attack for each fist)
Bonus: Deals nonlethal damage
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Energy Weapons
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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
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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
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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
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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
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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
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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
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Apparel
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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
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
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
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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
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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-towater 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.
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Aid
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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 Endurance
Scotch Weight: 1 Value: 10 Effect: +1 Charisma, -1 Intelligence, +2 Strength, -2 Endurance
Vodka 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 Endurance
Wine Weight: 1 Value: 10 Effect: +3 Charisma, -1 Intelligence, +1 Agility, -1 Endurance
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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
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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)