DUCT1

"DUCT: The Handy Marshal's Secret Weapon"

Deadlands Universal Currency Table

by Ronnie Gustaveson

Introduction

"Hey there Scavvie! What the hell you think you're doin' in my pile!?! That's right! My pile, and if ya want to blow yer arm off, keep diggin'. You should come across the mine I left there in about three more strokes. Grief, amateurs! Now sit back junior and watch a pro. By the way spud, if ya want ta shoot me, you'll need your gun.

Didn't catch that either did ya? Well, don't feel too bad, I used to have the fastest hands on Bourbon Street. That and the fact that you're greener than a fresh cow pie. Nice piece though , I think I'll hold on to it till we get a bit more friendly.

You may be a young kid, but ya got a sharp eye - I'll give ya that. Most wasters would've just walked over my pile and never been none the wiser. I'm good at hidin' things kid. REALLY good. Which tells me must be awfully good at findin' things, else we wouldn't be havin' this conversation. Yeah, ya got talent kid, but ya ain't the only one, which is why I like ta leave these surprises on top of my piles. Tends to keep away any Scavvies that get too nosey. Which reminds me, hold this.

NOW QUIT YER SHAKIN!!! It won't go off if ya don't jingle it to much. Grief, how'd you stay alive so long? Someone as raw as you shoulda been six feet under years ago. Damned kids, I ain't ready to die today either.

Okay, okay now just calm down and let's try this another way. Nice ta meet ya. Name's Gus, and I'm the richest man in the Wasted West.

Quit that smirkin' cuz it's true. I can see that you're old enough ta remember when rich meant nice cars and big houses. Nowadays the only thing that junk is good for is drawing a lot of unwanted attention. Yeah I'm the richest, not because I got the fanciest things, but because I can get anything I want. Ya see I got piles like this spread out from Mississippi to the Maze and all points North and South. Plus I got a few friends that are as good at finding things as I am, if I ain't already got it, I can trade for it. And, of course, if I can't trade for it I can always go out and look for it. I'm real good at that too.

Ya ain't smirkin' anymore kid. Good, cuz' ya quit shakin too.

Now then, unless I'm mistaken, you're wondering:

A. Why am I tellin ya all this...And,

B. why I didn't just put ya down and take all your stuff in the first place.

Let me answer the last one first. Bushwackin' ain't my style, and I don't ever put folks down that don't convince me they deserve it. Sides you really ain't got anything I want. Instead o' wastin' a shell, I suppose I coulda just let ya keep digging, but that would have destroyed some real talent, not to mention most of my pile.

Now, why am I tellin' ya all this? Well for one thing I like to talk. For another, I ain't getting any younger, and my insight tells me, with a little training, you might make a decent scrounger. Ya got genuine talent kid, but ya ain't got no real skill or experience. That same insight tells me that if you don't get some help, you'll be dead inside of a year. Ya know something kid, my insight is rarely wrong.

Don't know if ya can trust me or not, huh? Well why don't we discuss it over dinner. Let's see what's on the menu... how does Pork and Beans and Creamed Corn grab ya? Even got some Dr. Pepper ta wash it down with. All non-radiated and fresh from the can. Oh yeah, I know that look. Ya been livin' on Rad Rats for quite awhile ain't ya? Well, why don't ya gently put down that landmine and go gather us some wood. Hey kid, ain't ya forgettin' somethin'. That's right, don't ever wander off without your gun. (Shaking his head) AMATEURS

Explaining the List

We'll get back to Gus and his new friend in few minutes. Before we do though I feel that I (name's Ronnie by the way,) better explain these tables and how they work first. Before I do, I'd like to mention that while there are a few new items, these tables require the basic HOE rule book and the Wasted West to be effectively used.

Alright Marshals I've broken this puppy down into five Major tables:

First are the Scroungin' Tables (better known as the "Kunian system of LoME's.") These only require your action deck, and are designed to help you determine what's available in a given area, and how easy it is to find.

Secondly, you got the Universal Currency Tables themselves. This mainly requires your action deck and a d6 to help you determine just exactly what your posse has found. I tried really hard to keep it down to just the cards and a d6, but occasionally you're going to need a d8 or d10.

Third is the Condition/Value Table (also called "Marshal Patty's Facts of Life.") This is used to determine what kind of shape the Usable Currency is in. It requires your deck and shows what percentage of the listed price the item is worth. You'll probably note that on some of the more expensive items I written in a "-1 on Condition/Value Table." That's completely optional. I simply included it to keep the price of more expensive items down.

Fourth, I added a Haggling Table to determine how interested other Wasters are in what your Brainer is selling. It uses your action deck, and is the real meat of these charts. On successful Persuasion (Haggling) checks, I normally boost the final price by 20% (+ 10% for every raise,) and I ALWAYS round down, if I can. Especially, if they're trading for things like bullets or weapons.

Finally, I included a quick index for fast use of these tables.

That's it Marshal, now use this chart and keep your posse in line. Before I sign off I'd like to again thank Scott, Marshal Patty, and a couple other good Marshals that made the cut, (but forgot to tell me who they are.) Thanks just the same Marshals X.

- Ronnie

The Kunian System of LoME's (Scroungin' Tables)

(Later that night.)

"Tasty huh? Here kid, its toothpaste. I don't know what the hell you been eatin' but trust me, you're in serious need. I've always had the philosophy 'people think better on full stomachs.' Now that yours is, its time to get down to business.

You're gonna work for me kid, and I do mean work. 99.9% of the wasters that are still ventin' air would kill to know one tenth of what I'm gonna teach ya. So let's understand each other right to begin with. I promise to teach you how to find or trade for what you need, and how to make sure someone else don't take what ya got. You will promise not to waste my time. Do we have an agreement?

Real good kid, I knew that you were smart. One last thing though, I don't look too kindly on betrayal. You cross me kid and I'll make sure your death is REAL slow. Do we understand each other?

Right then, let get down to business. The first thing that I'm gonna teach ya is The Kunian System of LoME's. Don't laugh! I know the name sounds funny, but it's a damned good system. It's kept me well fed and armed for over a decade. Also, Scott Kunian is a good friend of mine, and I don't think he would appreciate your sense of humor.

Before the war Scott was some kind number cruncher. Apparently he was real good at "Logically Mathematic Equations." Yeah I know, he spent nearly two months just tryin' to explain the name. I call em' LoME's for short.

Scott's a real nice guy (and awfully quick with his sawed-off,) but he was one of those wasters that was way to smart for his own good. Still, when I first met him I was amazed how quickly he could find anything his posse needed. I knew he was on to somethin' so I decided to follow him and his friends for a while. Took me about a year, but I finally figured it out.

The System is basically a way of figurin' how rich or poor a scrougin' area is. It's not so much doin' fancy math, as it is knowing what to look for and where to "logically" find it. Now I'm good at usin' Kunian's System, but it still takes me a good hour or so to determine how rich an area is. Compared to most folks I'm incredibly good at findin' stuff real quick. Compared to Kunian I'm as blind and slow as a rock. That man misses nothin'- not a damn thing I tell ya. I once spent a whole day tryin' to clear out a poor spread, and all I could find was a dull, buck knife and a wooden nickel. Fifteen minutes to Sundown, he walks in and finds enough food to feed the posse for a week. Yeah, ole' Kunian he's something else, he'd be richer than me too if he knew how to hide his stuff better, but I guess ya can't be a genius at everything. Come with me kid. I'll show you what I mean

Using the Kunian System (Scroungin' Tables)

These tables are designed to help Marshals determine what (if anything,) there is for your posse to find out in the waste lands. They use the Action deck to determine the Scroungin' TN for a given area. These tables are based on the idea that just because the posse has incredible Scoungin' abilities doesn't means that there is always going to be something to scrounge.

These tables assume that the Scroungers are searching a given plot of land for four hours (not many people are as good as Kunian or Gus.) For every hour less than four that they spend searching (declared before making the initial roll,) increase the TN by one step. Obviously they can search the same area twice, but that also increases the Scroungin' TN by a step.

For every success and raise draw a Universal Currency (UC) card for the posse, (see the Gus' Currency Lists.) Failing a Scroungin' role means the area is probably picked clean and there's nothing to be found. Going bust means the posse is in a "Vacant Lot" (see the Black Joker description.)

The tables work like this, draw a card, and based on the Suit, determine the T

Scroungin' Tables:

1. Clubs: "Nothin' left kid. Let's move on." (Scroungin' TN of 11)

2. Diamonds: "There might be somethin' here." (Scroungin' TN of 9)

3. Hearts: "Keep a sharp eye, kid." (Scroungin' TN of 7)

4. Spades: "Amateurs! How they miss this stuff?" (Scroungin' TN of 5)

5. Black Joker: "Good thing we got supplies, cuz I think we're in a "Vacant Lot."

(All Scroungin' rolls automatically fail for the next d6+1 days.)

6. Red Joker: "Mother Load! Kid, we're gonna be richer!" (Draw another card to determine TN. If you draw the Black Joker, ignore it and redraw. Have them make the Scroungin' TN as usual, but for every success and raise, draw d6 cards instead of just one

Gus' Universal Currency List

(A few months later.)

"Ya done repackin' them shells kid? Well hurry the hell up, we got a blind date with a Lurker tonight and I hear she's the impatient type.

Huh? What am I doin'?

I'm tellin' ya ta hurry up! We got places to see and monsters to do.

Huh?!? What this? Why are ya so damned inquisitive tonight, kid?

(Sighs) Fine. If I tell ya will ya finish your work? Alright Kid, you win.

I call it the Deadlands Universal Currency List. I started it a couple years ago to help some friends of mine in Near Wichita. There's a rancher there that's gotta be the greediest SOB, I ever met. My friends knew that I was something of an expert on the value of usable goods, so they asked me to make a list that would help em' get square deals. No biggie I thought, but the next thing I knew, word of mouth had gotten around and everybody wanted one. Seems that now paper money only makes fine toilet paper, people like the idea of a list gives the value of useful items, hence the name 'Universal Currency.' My thinkin' was if somethin' had a use, it also had some kind o' value. Ya know what the going rate for a pack of Juicy Fruit is nowadays?

Yeah, me neither...

So I did the next best thing I compiled a list of 'BASIC' trading items and gave those items a value, based on the old money system. It ain't perfect, but it works, and it gives them folks (that are smart enough to use it,) an idea of just how much their junk is worth. Problem is every time I turn around someone else had thought o' something else to trade. And the more scarce pieces o' the old world become, the more willing people are willing to pay for em'. Keepin' on top of it all is like tryin' to hold back the tides with a push broom.

Still ... I shouldn't complain. It's given me a bit of renown in my own time, and I can always find someone willing to trade for an updated data slug. Keepin' it current is just proving to be a royal pain in the ass is all. Price of fame, I guess.

Now I'm gonna go scope out our target, and when I get back, them shells better be finished. Otherwise, my list ain't gonna be the only one with a pain in the ass

Using the Universal Currency List

Taken mainly from the HOE Rule book page 58 & 59 and HOE Wasted West pages 21 - 32. There are a few new items, but the prices and any special benefits are listed. Feel free to use these descriptions and benefits as much or as little as you please.

These table are designed to give Marshals an idea just exactly what their posse has found. They require the action deck, a d6 and occasionally, a d8 or d10. Any cards used for this list are called UC (Universal Currency) cards.

You may notice that deuces carry serious (or even fatal) items, (see the charts below.) That's part of the fun of using these tables, and is a major reason I recommend Marshals keep the cards they draw secret. Also, as an optional rule, I encourage you to keep each Deuce in it own suit. That means if you draw a 2C (Cursed) and redraw a 5D (Leg Splint), change the suit back to clubs (5C = a Cursed Back Pack). Keep in mind that the "Same Suit Rule" is completely optional. I just noticed that it helps the deuces to make a bit more sense, (but there is no reason to believe Death didn't accidently step on that bag of trail mix, and forever doomed the person who ate it to a tragic end.)

I guess what I'm trying to say is have fun with these lists, (especially the Deuces.) See if your is posse is clever enough to figure out that they all got the Glows from those irradiated mil-rats they ate last week.

The Aces represent either powerful items or large caches of usable currency. If you don't want your posse, to become so rich, simply redraw, or make them work for the prize. For example, maybe they come across one of 'Gus' piles' with a little surprise waiting for them on top, or maybe they find a untouched bunker guarded by walkin' dead. You're the Marshal - be creative

If all else fails, try the rules for cheatin' listed in Children of the Atom on page 117.

Universal Currency Tables

Clubs: Survival gear and other "can't live without" items

2C: Cursed - "Touched by Death" On his long trek across the Wasted West, Death brushed up against the item and forever doomed it's possessors to a tragic end. Redraw to determine item, Posse member that owns item gains the Damned hindrance even if they get rid of it - see the HOE Rule Book pg. 202.

3C: Misc. (d6)

1. Playing Cards (HOE-59 / $5)

2. Soap (HOE-59 / $5)

3. Sunglasses (HOE-59 / $10)

4. Toothpaste (HOE-59 / $10)

5. Handcuffs (HOE-59 / $20)

6. Watch (HOE-59 / $30)

4C: 50 ft. o' Rope (HOE-59 / $25)

5C: Back Pack (HOE-59 / $25)

6C: Flashlight (HOE-59 / $30)

7C: Extra Clothes (d10)

1. Shirt (HOE-59 / $25)

2. Shoes(HOE-59 / $25)

3. d3+1 Bandoliers (HOE-59 / $10 ea.)

4. Holster (HOE-59 / $30)

5. Cowboy Hat (HOE-59 / $50)

6. Jeans (HOE-59 / $50)

7. Jacket (HOE-59 / $50)

8. Boots (HOE-59 / $100)

9. Running Shoes (HOE-59 / $100: +1 to Pace)

10. Sneakers (HOE-59 / $100: +1 to Sneak)

8C: Geiger Counter (HOE-59 / $100)

9C: Tent (HOE-59 / $100: Sleeps two)

10C: Binoculars anda Compass (HOE-59 / $150)

JC: Pocket Knife (draw a card)

Club: Sm. Buck Knife - Speed 1 and Str +d4 Dam. ($50)

Diamond: Lg. Buck Knife - Speed 1, Db of +1 and Str +d6Dam. ($75)

Heart: Sm. Army knife - Speed 1 and Str +d4 Dam.($100)

Spade: Swiss Army Knife - Speed 1 and Str +d4 Dam.($150)

Black Joker: Cursed Knife - hero gains the "Bad Luck hindrance"(HOE pg. 42.)

Red Joker: Templar's Sword - Speed 1, Db of +2 and Str + 2d8 Dam ($500 in Boise, $150 any where else: Be aware, Templars don't take to kindly to non-Templars using they're fallen Brother's and Sister's weapons.)

QC: Spare Parts & Power Sources(d6)

1. d4x2 Small Batteries - 10 (HOE-59 / $20 a piece)

2. d3-1 Medium Batteries - 50 (HOE-59 / $100 a piece)

3. Large Batteries - 100 (HOE-59 / $200 a piece)

4. Spare Vehicle Part ($25 + d6x25: roll d6 for type)

1. Economy Car

2. Motorcycle

3. Sport Car

4. Truck

5. Hoverbike (+$25)

6. Speciality and Unique Parts (+d4x25)

5. Spare Electronic Parts ( $50 + d4x50)

6. d4-1 lbs o' Ghost Rock (HOE-59 / $160 lb: $10 oz.)

KC: Night Vision Goggles (HOE-59 / $1000)

Ace C: Relic - (Marshal is free to choose any Relic found in any HOE or DL book with it's appropriate powers and taints

Diamond: Sawbones Delight (Medicine and Medical Equipment)

2D: Contaminated - The item or Medicine in question has been contaminated by one of Pestilence's minions. Redraw to determine item. All posse members that come in contact with the object must make a Hard - 9 Vigor or pick up the Minor - Ailin, see HOE pg. 41. If they go bust, they get the Chronic - Ailin' Hindrance.

3D: Dirty Bandages and gauze ($2/ $10 if properly cleaned.)

4D: Splint ($10: +2 to Med. roll if setting a broken bone.)

5D: Box of Sterile Gauze ($20: +2 to Med. roll to stop bleeding wind loss.)

6D: Leg Brace ($25: Add 1 pace to lame character.)

7D: Blanket ($25)

8D: Bottle of Aspirin ($30:100 tablets)

9D: Bottle of 50 SPF Sun Block($50: enough for 25 uses)

10D: Sm. Bottle of Pain Killers ($100: 10 tablets that subtract the effects of two wound levels for 2d6 hours. Any side effects are left up to the Marshal.)

JD: Speciality Drugs (d6)

1. d6 Hot Dogs (WW-32 / $50 a dose)

2. d6 Brain Burst (WW-32 / $50 a dose)

3. d3 Rage (WW-32 / $100 a dose)

4. d3 Slo-Mo (WW-32 / $150 a dose)

5. d3 Super Antibiotics (WW-32 / $150 a course: +10 on Hag. Chart)

6. d3+1 Iron Man (WW-32 / $150 a dose)

QD: d6 Long lasting Healing Poultices (WW-105/ $100 a dose: good for d6 weeks)

KD: Mind Seeds (draw a card)

Clubs: d6 Blue Seeds (WW-106/ $100 a seed)

Diamonds: d6 Green Seeds (WW-106/ $100 a seed)

Hearts: d6 Red Seeds(WW-106/ $150 a seed)

Spades: d6 Black Seeds (WW-106/ $200 a seed)

Black Joker: Contaminated Seed (See "Contaminated" under 2D)

Red Joker: Rebirth seed (The hero's hair starts falling out. She doesn't realize it, but she has just taken one of the rarest of Mind seeds. A rebirth seed awakens a human's latent psychic abilities. The Skyers at Jericho have been trying to harvest these little wonders for years without success. "Rebirth Seeds" look just like regular Mind Seeds, but they have none of their original effects.

What actually happensis the hero becomes a Greenie, see BrainBurners pgs.39 and 40. What power develops and how long the changing process actually takes is entirely up to the Marshal. I recommend Marshals not tell the lucky hero what's going on. Have fun letting them worry, while they try to figure it out.

One last thing, Rebirth Seeds have no effect if taken by a Syker. or other characters with Arcane Backgrounds.

In case you didn't catch it Rebirth Seeds look like regular Mind Seeds and will therefore net you the same price. Redraw a card if you need to determine the seed's color.

Ace D: Army Med-kit ($2,500 complete: contains d6 of each speciality drug, Gauze, Band-aids, those annoying Scissors with the edges broke off, Burn Cremes, Salves, etc. Basically it gives a +2 to all Med rolls, and a +4 if the person has Medicine: Surgery skill of 2 or better.

Hearts: All Things Edible, (Sometimes.)

Note: the duration that the food feeding your waster assumes they're not rationing, see WW pg. 8 for the effects of starving one self to death. As a good rule of thumb, if your posse declares they're rationing food, times the duration by three. However, everyday the Wasters lives on a rationed diet decreases their Total Wind by 1. Rationing may keep you alive, but it won't keep you healthy. Eating regular amounts of food will increase their Total Wind by one a day, up to it's original tota

2H: Irradiated food stuffs - I sure hope your posse has a Geiger Counter, because the food looks (and possibly tastes) fine, but anyone that consumes it, must make a Hard - 9 Vigor check or pick-up a serious case of the Glows, see HOE pg.103 and WW pg. 6.

3H: Water Purification Kit (HOE-59 / $10)

4H: Mess Kit (HOE-59 / $15)

5H: Bag of Trail Mix ($10: 1 bag a day.)

6H: d3 lbs Jerky (HOE-59 / $16 lb: 3oz a day)

7H: d6 Canned Goods ($10 a can: 2cans a day)

8H: d6 Mil-rats (HOE-59 / $20 a rat: 1 a day)

9H: d6 lbs o' coffee ( HOE-59 / $20 lb)

10H: Bottle of good Rot Gut ($60)

JH: Water Tester - (HOE-59 / $100)

QH: Bottle o' old Whiskey (HOE-59 / $100 + 10xd8)

KH: Soda (draw a card)

Clubs: can o' soda (HOE-59 / $50)

Diamonds: Can o' Dr. Pepper (HOE-59 / $100)

Hearts: 6-pk o' soda (HOE-59 / $50 a can)

Spade: o' 6-pk Dr. Pepper (HOE-59 / $100 a can)

Black Joker: Irradiated6-pk of soda (see the 2H description for information on irradiated food stuffs.)

Red Joker: 24 case of Dr. Pepper (HOE-59/$100 a can)

Ace H: Food Cache (Marshal's design.) Maybe they found an half buried supply truck, a fully loaded vending machine, or a defense pod brimming with mil-rats. It's up to you. Using the "Same Suit Rule" Draw 2d6 cards to determine what they found, or simply draw one card and times the final total by ten. In other words, instead of one 6-pk, your posse just found a crate full of te

Spades: Instruments of War

2S: Gremlin infected Weapon - Yeah them nasty little beasties are still around and causing trouble.The weapon in question, has a reliability of 18 which must be rolled for every time it's used. Use the standard rules for malfunctions found in Smith and Robards, or the more current rules for instability in The Junkman Cometh (pg. 58.)

3S: Thrown/Primitive Weapons (d8)

1. Sharpened hubcap (HOE-58 / $5)

2. Boomerang (HOE-58 / $10)

3. d3 Small Knives (HOE-58 / $10 ea.)

4. d3 Shurikens (HOE-58 / $10 ea.)

5. d3 Large Knives (HOE-58 / $20 ea.)

6. Bow (HOE-58 / $25)

7. Crossbow (HOE-58 / $50)

8. Basic Grenade (HOE-58 / $100)

4S: Hand Weapon (d6)

1. Knife (HOE-59 / $10)

2. Brass Knuckles (HOE-59 / $20)

3. Bowie Knife (HOE-59 / $25)

4. Hand Axe (HOE-59 / $75)

5. Bayonet (HOE-59 / $75)

6. Mini-Chainsaw (HOE-59 / $400): -1 from Condition/Value Table

5S: Handful of Pistol Ammo (d10)

1. 2d20+2 Arrows/Bolts (HOE-59 / .50 ea.)

2. 2d6 .22 shells (HOE-59 / $.50 ea.)

3. 2d6.38 shells (HOE-59 / $.50 ea.)

4. 2d6 9mm shells (HOE-59 / $1 ea.)

5. 2d6 10mm shells (HOE-59 / $1 ea.)

6. 2d6 .44 Mag. shells (WW-21/ $1 ea.)

7. 2d6 .357 shells (WW-21/ $1 ea.)

8. 2d6 .45 shells(WW-21/ $1 ea.)

9. 2d6 .50 shells (HOE-59 / $2 ea.)

10. Spare Pistol clip (HOE-59 / $20)

6S: Handful of Rifle and Shotgun Ammo (d8)

1. 2d6 .30 shells (HOE-59 / $1 ea.)

2. 2d6 .30-06 shells (HOE-59 / $1 ea.)

3. 2d6 5.56 shells (HOE-59 / $1 ea.)

4. 2d6 7.62 shells (HOE-59 / $1 ea.)

5. 2d6 .50 Rifle shells (HOE-59 / $ 2 ea.)

6. Spare Rifle clip (HOE-59 / $20)

7. 2d6 Buck Shot (HOE-59 / $2 ea.)

8.2d6 Solid Slug (HOE-59 / $5 ea)

7S: Bullet Press (WW-24 / $100: +2 cards on Haggle Chart)

8S: RadioEquipment (d6)

1. d4x2 Micro batteries (WW-22 / $20)

2. Civilian Walkie-Talkie (WW-22 / $100)

3. Standard Headset (WW-22 / $150)

4. Military Walkie-Talkie (WW-22 / $200)

5. CB Radio (WW-22 / $200)

6. Concealable Headset (WW-22 / $300)

9S: Grenades (draw a card - for caliber, d8 - for type)

Caliber (card):

Club: d6 20mm

Diamond: d640mm

Hearts: d6 Hand Grenades

Spade: Marshal's choice

Black Joker: Combine Standard issue (with it's booby trap still very active. If your in a good mood, let them have a hard - 9 Knowledge roll to recognize it as a Combine Grenade. Drop the TN to 5 if they'veany real experience with Denver or the Combine before.)

Red Joker: box of 30 Hand Grenades

Type (d8):

1. Smoke (WW21 / $25)

2. Improved Smoke (WW21 / $50)

3. Frag. (WW21 / $100)

4. Tear gas (WW21 / $100)

5. Flechette (WW21 / $100)

6. Flash Bang (WW21 / $100)

7. Inferno (WW21 / $150)

8. HEPD (WW21 / $175)

10S: Boxes o' Ammo (draw a card)

Clubs: Ammo - Pistols (d10)

1. Quiver of 50 Arrows/Bolts (HOE-59 / $25)

2. d3 Boxes of 50 o' .22 (HOE-59 / $25 ea.)

3. d3 Boxes of 50 o'.38 (HOE-59 / $25 ea.)

4. Box of 50 o' 9mm (HOE-59 / $50)

5. Box of 50 o' 10mm (HOE-59 / $50)

6. Box of 50 o' .44 Mag. (WW-21/ $50)

7. Box of 50 o' .357 (WW-21/ $50)

8. Box of 50 o' .45 (WW-21/ $50)

9. Box of 50 o' .50 (HOE-59 / $100)

10. d6+2 Spare Pistol clips (HOE-59 / $20 ea.)

Diamonds: Ammo - Rifles(d6)

1. d6 Boxes of 20 o' .30 (HOE-59 / $20 ea.)

2. d6 Boxes of 20 o' .30-06 (HOE-59 / $20 ea.)

3. d6 Boxes of 20 o' 5.56 (HOE-59 / $20 ea.)

4. d6 Boxes of 20 o' 7.62 (HOE-59 / $20 ea.)

5. d6 Boxes of 20 o' .50 Rifle (HOE-59 / $40 ea.)

6. d6+2 Spare Rifle clip (HOE-59 / $20 ea.)

Hearts: Ammo - Shotguns (Draw another card)

Numbered Cards: d3 Boxes of 25 o' buck shot (HOE-59 / $50 ea.)

Face Cards: d3 Boxes of 25 o' Solid Slug (HOE-59 / $125 ea.)

Spades: Speciality Rounds (d6: Draw additional card to determine caliber)

1. d6x10 Hollow Points (WW-24 / +$2 ea.)

2. d6x10 Frangible (WW-24 / +$2 ea.)

3. d6x10 Tracer (WW-24 / +$2 ea.)

4. d6x10 Gyrojet (WW-24 / +$5 ea.)

5. 2d20 Armor Piercing (HOE-59 /d6: +$2x-5x Depending on AP)

1-2: AP-1

3-4: AP-2

5: AP-3

6: AP-4

6. d3 Bags of 50 Percussion Caps (WW-24 / $100 per bag)

Black Joker: Duds - there's a lot of bullets here, but they sure ain't worth much. Only 1 out of every 6 shells fires. The rest are just nice paper weights. Problem is you can't tell which is which.

Every time a waster shoots one of these pieces of crap, roll a d6. On a 1 it fires normally, anything else and it's just dead in the barrel. They look perfectly fine, so the heroes (unknowingly - we hope,) can sell them for their original price, but they better be out of town before anyone tries to use them.

Have fun with this one Marshal, the possibilities are limitless.

Red Joker: Pill Box - like the Military used to lug all over the place. Draw again to determine caliber, but instead of d6 boxes, it's now d6x10 boxes. Note: Pill Boxes are usually quite heavy.

JS: Armor (d6)

1. Boiled Leather Shirt (HOE-58 / $100)

2. Boiled Leather Pants (HOE-58 / $100)

3. d6 Kevlar Plates (1) ($50 ea.)

4. Police Helm (2) (HOE-58 / $250)

5. Armored Duster (HOE-58 / $500)

6. Kevlar Vest (HOE-58 / $750)

QS: Sidearms (d6)

1. SW .38 Stubnose (WW-21 /$50)

2. Marlin .22 Target Pistol (WW-21 / $75)

3. Blunderbuss (WW-21 / $75)

4. Police Pistol (RB-58 / $100)

5. NA Sidearm (RB-58 / $100)

6. SA Sidearm (RB-58 / $100)

KS: Gun Accessories (d8)

1. Brass Catcher (WW-24 / $10)

2. Bi-pod (WW-24 / $20)

3. Flashlight (WW-24 / $50)

4. Pistol Compensator (WW-24 / $100)

5. Laser Site (WW-24 / $200)

6. Silencer (WW-24 / $200)

7. Rifle Compensator (WW-24 / $250)

8. Scopes (d6)

1. 2x (WW-24 / $200)

2. 4x (WW-24 / $300)

3. 8x (WW-24 / $500)

4. 2x w/ Tritum Night Sight (WW-24 / $275)

5. 4x w/ Tritum Night Sight (WW-24 / $375)

6. 8x w/ Tritum Night Sight (WW-24 / $575)

Ace S: Weapon Cache - The posse really hit the jackpot with this one. Count em' d6 Guns (Marshal's choice which,) each with d6 boxes of the appropriate ammo, and 3 more UC draws. Come up with a good story Marshal, maybe they found a fallout shelter or came across an recent battlefield.

Black Joker: Marshal chooses any Deuce.

Red Joker: Marshal choose any Ac

Marshal Patty Facts of Life (Condition/Value Tables)

(Later that night)

"Can I call it, or can I call it? I gotta tell ya when it comes to findin' good swag, nobody knows there business like Lurkers. How ya doin' kid? Ya stop pukin' yet? Ain't never takin' coup from a Lurker before have ya. Sorry, I should have warned ya. Hurts real bad the first time, don't it?

Now come on, quit sulkin' and show me what ya got. Huh, a real fancy lookin' assault rifle. Toss it kid. It ain't worth scrap, and we got enough junk that worth takin.' Don't want ta listen tonight, huh? Damn, kid! Is it your time of the month? You sure are moody lately. Sit down spud! I got ta teach you a lesson. Yeah I know we're in a dead land so I'm gonna teach ya real quick like!

Marshal Patty was the meanest bitch I ever knew. Guess she had a right to be though. She was over 240 years old. She'd been fightin this crap right from the start. I once asked how she made it so long. If I live to be hundred and fifty, I'll never forget what she said. "Take only what you can use, use only what you have." She may not have been a poet, but she made a damned good point. We only got two arms kid and a few backpacks. If you want waste precious space on a "Scared Arms" assault rifle that's fine kid, but you'll be throwin' away that locked up piece of shit inside of a week. Now grab them grenades and let's walk, it's gettin' a little creepy around here.

Huh, where's Patty now? Heaven I hope. Stone caught up to her last year. To her credit, she blew off part of his right ear. Still she wasn't fast enough. <Rest in peace, Patty. Ya earned it.> You know somethin' kid? Someday I gonna figure out how to kill that son of a bitch. When I do, me and Mr. Stone are gonna have a little meeting. I'm gonna teach him what 'Reckoning' really means.

Now two step it kid. We're being followed, and I think you've had enough coup for one night

Using the Condition/Value Table (d6)

Just because you have some Usable Currency doesn't mean its in great shape. This table is used to determine the over all value and/or condition of your merchandise. It also can be used to lower the value of an item that the Marshal feels is too expensive or if he thinks that the posse is becoming to wealthy. You see the Condition/Value of items, not only determines prices, it also directly effects how tradable it is. To show this, I've included the number of Haggling cards (see the Haggling section,) the condition determines the item is worth.

Also if the Marshal allows her posse to use Persuasion tests to knock up the price of Usable Currency, the condition of certain items should give them a bonus (as noted

Condition/Value Table:

1. Broken (20% of listed price; draw 1 Haggling card)

2. Cheap (50% of listed price; draw 1 Haggling card)

3-4. Useable (100% of listed price; draw 2 Haggling cards)

5. Hi-Quality (100%, draw 2 Haggling cards; +2 to Persuasion Tests)

6. Still in the Package (120%, draw 3 Haggling cards; +4 to Persuasion Test

The Art of Haggling

(Several weeks later)

"I love it when the Convoy comes around. Hey, I'll be able to introduce you to Ole' Max. You think, I got a mouth - he'll bore ya to tears tellin ya about the part he played in the 'Battle of Burning Tires.' You'll probably love it though, I sure did...the first twenty times.

All fun aside though, we're catchin' up to the Convoy for a very special reason. I've taught ya a lot kid, and ya been a good student, but tonight I'm gonna start ya on your last major lesson, the Art of Haggling. Ya see it's a lot easier to trade for something, than it is to try to go and find it. A LOT EASIER! I know you think we got it pretty good, but that's because I been stashin' piles for over 10 years. You're just startin' out, kid and you have to learn how to convince people they want what you have. It ain't easy and it's gonna take some practice. Still, I sure you'll get it. There's no better place to start than the Convo

Haggling Table (draw a card)

Just because your brainer has some nice stuff and it in great shape, doesn't mean that every scavie is willin' ta trade. This last table is designed to help you determine how interested the Waster might be in what your character has to sale.

It uses your action deck. On the Condition/Value tables you may have noticed that the quality on the currency directly effect the number of "haggling cards" drawn. This is done for a special reason, its easier to modify to the situation. For example, its doesn't matter how pretty ya smile, a Savage isn't going to very interested in a hand radio, (-1 Haggling card.) However, a Junker might treat that smashed Walkie-Talkie, like its pure ghost rock (+1 Haggling card.) Always take the highest card drawn, to determine how interested the trader is. The only exception to this rule is the Black Joker, if drawn, the hero automatically get the "Highway Robbery" trade, (see below.)

Finally don't forget Persuasion checks to knock up the final price, +20% for a success and +10% for every raise. Don't forget that your hero will normally be trading for other usable currency, so ALWAYS round the final price down, if you ca

Haggling Tables: (draw a card)

2: "Don't Want it." (Trader will not trade. No persuasion tests either.)

3-8: "Not interested." (Trader offers 50% of value, -2 to persuasion.)

9-J: "Might be interested." (Trader offers full value.)

Q&K: "Interested!" (Trader offers full value, +2 to persuasion.)

Ace: "How Much?" (Trader offers 120% of value, +4 to persuasion.)

Black Joker: "Highway Robbery!" (Trader cheats the hero out of the Usable Currency. The item in question is lost and hero receives nothing for it.)

Red Joker: "I gotta have it!" (Double valued price, +6 to persuasion

A Final Note

(Several months later)

"Alright spud, I think it's gettin' to be time for you move on. No, not today! There's still a thing or two I need ta show ya. But ya need to start thinkin' about it. Fact is I'm runnin' outta things ta teach. Now don't look at me like that. You knew right from the start this living arrangement was only temporary. Ya been a good student, and you've become a good friend, but you need to become a great hero. And you're never gonna do that hidin' in my shadow. Fact is kid, I think I'm holdin' ya back. There's a lot o' people out there that need a hero like you.

Now don't ya worry, I ain't gonna leave ya all alone. I got a posse o' friends we're gonna meet up with in a few weeks. Turns out they need a good scrounger. They're good, solid folks, I'd trust my life with (or at least yours.) Hey, I'm just kiddin' kid. Key word there is "friends," you know how hard it is to become one o' those. Truth be told, they can teach you things I can't.

Anyway, I knew this day would be comin' so I prepared a little slug for you. Nothing much, just some of my best secrets. Be real careful, who ya share it with. Yeah, I love ya too kid. Now stop that teary eyed shit - ya ain't leavin' today. Remember somethin' kid, if you're ever in trouble, get the word out and ole' Gus'll come a runnin'. There ain't nothin' I value more than friendship.

Now, go get us some firewood. I think we'll have pork and beans tonight. It's your favorite if I remember correctly

1. . Used in Kevlar Vests, can be sewn into regular leather Armor (its too heavy for anything else,) on a Trade: tailoring test of 7. However at the start of combat the Marshal rolls a d6. If she rolls a 1, the Plates rip out, completely ruining the Leather Armor.

2. .Same as Motorcycle Helmet