MUNDANE POCKET JUNK more tables below
01) AUSPEX- As per Dark Heresy Rulebook p.150.
02) AUTO QUILL- As per Dark Heresy Rulebook p.150.
03-05) BACKPACK- As per Dark Heresy Rulebook, p.146; roll 1d5+1 more times for contents, ignoring this result if it occurs again.
06) BAG OF BALL BEARINGS- If dumped on the floor, these cover a 1d2 meter radius; anyone taking more than a single Move Action through the covered area must make a Challenging Agility test or fall.
07-08) BOOK- (roll %) 01-20: Penthrift Dreadful (Inquisitor’s Handbook p127), 21-40: religious allegory, 41-60: military history, 61-80: local history, 81-99: biography of a famous Imperial hero, 00: a Dismal Text (details should be tailored to the current scenario).
09-11) BOTTLE OF LIQUID- (roll %) 01: This is the Good Stuff- high-end amasec! 02-20: mid-grade alcohol, 21-60: rotgut booze, 61-90: lubricant (mildly toxic; Challenging [+0] Awareness test to tell it’s not booze), 91-00: vermicide (highly toxic; Routine [+20] Awareness test to determine as much). There is a 50% chance the bottle is labeled; d100% of the liquid remains. (See Dark Heresy Gamemaster’s Screen for rules on toxins.)
12-13) BOX OF METAL FASTENERS- These are basic nuts, bolts, and washers.
14-15) CANDLES- 1d5 total, plus an igniter.
16-18) CHANGE OF CLOTHING- 50% chance these are cleaner than the ones being worn.
19-20) CHRONO- (roll %) 01-02: a very fancy gold-plated timepiece (50% chance with an inscription) worth 10x standard, 03-20: high-end model (water-proof, shock-resistant) worth 2x standard, 21-00 a basic model (10% chance it’s broken).
21-25) COGNOMEN- As per Inquisitor’s Handbook p.126; (roll %) 01-90: valid identification card of the bearer, 91-99: counterfeit card with alternate identity, 00: the identification card of a completely different individual.
26-27) COINPURSE- This contains 2d10 Thrones over and above the amount that would normally be carried.
28-30) CORD- 2d10 meters in length.
31) CREDIT SCRIP- Issued by many employers in place of wages, these coupons can be used to make purchases at specific businesses owned by the issuer.
32) CREDIT WAND- a pencil-sized piece of plastek tipped with a datacrystal containing codes to draw from an account at a local financial institution, up to 1d100 Thrones (the amount is also the % chance that a specific cognomen is required to utilize the wand).
33-35) DATASLATE- (roll %) 01-02: Classified information about the local government, 03-40: mind-numbing technical drivel, 41-60: maps of local environs, 61-80: religious sermons, 81-99: pornography, 00: heretical treatise (reading it requires an Ordinary [+10] Willpower test or gain 1 Corruption Point).
36-37) DICE- 5% chance they are loaded, adding +20 to Gambling skill; the modification is noticeable on a Difficult (-10) Awareness test.
38) FILTRATON PLUGS- As per Dark Heresy Rulebook p.147.
39-41) FOOD- (roll %) 01-75: pre-packaged meal (25% chance it’s half-eaten), 76-00: left-overs of a home-cooked meal (10% chance spoiled; if eaten, make a Challenging Toughness test or gain 1 level of Fatigue per degree of failure 1d5 hours later, and lasting 2d10 hours).
42) GAS MASK- As per Dark Heresy Rulebook p.147.
43) GEW-GAW- Something the bearer picked up because “it looked interesting”- a rusted wafer that looks like a face, a bit of congealed chemical waste resembling a gemstone, etc. Usually worthless, there is a 1% chance it actually has some value: roll a d10 for it’s worth in Thrones; on a ‘10’, roll again and add 10 to the result (multiple times if necessary).
44-46) GOGGLES- (roll %) 01-05: count as Good Quality Photo-Visor (Dark Heresy Rulebook p.147), 06-75: standard darkened lenses (add +20 to Toughness tests to resist damage to eyes), 76-00: simply wind/dust resistant, with no other benefits.
47) HANDKERCHIEF- 75% chance it’s dirty; if used, a Routine (+20) Toughness test must be made or gain 1 level of Fatigue 2d10 hours later. This cold lasts until a Challenging Toughness test is passed- check every 24 hours after symptoms develop.
48) JEWELRY- (roll %) 01: highly valuable, worth 2d10x100 Thrones, 02-10: moderately valuable, worth 1d100x5 Thrones, 11-90: costume jewelry, worth 3d10 Thrones, 91-99: fake, requiring an Ordinary (+10) Appraisal test to spot or be mistaken for being worth 100 Thrones, 00: high-end fake that requires a Difficult (-10) Appraisal test to spot or be mistaken for being worth 1000 Thrones.
49-51) LAMP-PACK- As per Dark Heresy Rulebook p.150; roll % to determine amount of battery life remaining.
52) LASCUTTER- As per Dark Heresy Rulebook p.150.
53-57) LHO-STICKS- As per Dark Heresy Rulebook p.147; 2d10 remaining.
58) LIVE PET- (roll %) 01-35: a tame rodent, 36-50: a not-so-tame rodent, which tries to bite anyone who provokes it (no chance of dealing real damage, but it could be amusing to see how hardened Acolytes try to deal with an enraged rat…), 51-80: a large, harmless arthropod (of course, the PCs won’t know it’s harmless…), 81-98: a small, none-too-smart reptile, 99-00: an exotic species imported from off-world (possibly illegally), worth 2d10x10 Thrones.
59) LOTTERY TICKET- Illegal in most Imperial communities (but rarely prosecuted), secret lotteries usually sell tickets for a Half Throne. There is a 50% chance this ticket is expired; otherwise, a % roll of 01 twice in a row indicates a winner, worth 1d100 Thrones- if you can find the bookmaker who sold the ticket.
60) LUCKY CHARM- This can take a number of forms, from an empty shell casing to a preserved rodent appendage; in any event, there is only a 1% chance it works like an actual Charm (Dark Heresy Rulebook p. 146).
61-62) MAGNOCULARS- As per Dark Heresy Rulebook p.150; 10% chance they are the high-quality version.
63) MIRKER’S GREAVES- As per Inquisitor’s Handbook, p.125
64-66) MUD TAPE- As per Inquisitor’s Handbook, p.183 (under Tool Kit entry).
67-71) PASSKEY- Accesses (roll %) 01-50: a residence, 51-75: a vehicle, 76-85: a business, 86-99: a storage unit, 00: something illicit (such as a mistress’ residence…).
72) PICT RECORDER- As per Dark Heresy Rulebook p.151; 75% chance it contains previously recorded images.
73-76) PLAYING CARDS- (roll %) 01-10: missing 1d10 cards, 11-99: a standard deck, 00: Heretic’s Wake Deck (Inquisitor’s Handbook p.122).
77) SALVATION AUGER- As per Inquisitor’s Handbook, p.127; 10% chance it is a superior model.
78-79) SCROLLS- 2d5 total; (roll %) 01-05: star charts, 06-15: floorplans of a building, 16-30: legal contracts, 31-50: transcriptions of depositions, 51-94: Administratum records, 95-99: ‘wanted’ posters, 00: occult ritual.
80) SLITHER BOOTS- As per Inquisitor’s Handbook, p.151.
81-82) SPOOL OF WIRE- 1d10 meters total length.
83-87) TOOLS- (roll %) 01: Combi-Tool (Dark Heresy Rulebook p.150), 02-10: fine detail tool kit (cannot be used on anything larger than a chrono), 11-90: 1d5 standard tools, 91-00: one heavy duty tool (+20 to Strength tests requiring torque or leverage; can be used as an Improvised Weapon).
88-91) TRANSIT PASS- Allows use of local public transportation system; (roll %) 01-20: good for unlimited rides, 21-00: can only be used on a narrowly defined route.
92-94) TUBE OF ADHESIVE- Sets in 1d5 minutes; requires a Hard (-20) Strength test to pull apart once set.
95) VOLT GLOVES- Thick, insulated gloves for handling high-voltage cables. These provide 2 AP to the Arms and negate Shock effects to the same location, but impose a -10 penalty to any tests that require fine manual dexterity.
96) VOX-CASTER- As per Dark Heresy Rulebook p.151.
97-98) WHISTLE- As per Inquisitor’s Handbook, p.183
99-00) WRITING KIT- As per Dark Heresy Rulebook p.151.
OCCULT ITEMS
1-02) 1d5+1 Shrunken Heads
03-04) Basin filled with razor blades, crusted with dried blood
05-06) Dried length of umbilical cord, tied into an elaborate knot
07-08) Defaced brass aquilla
09-10) Necklace of finger bones
11-12) Cup full of small tiles inscribed with runes in the Unholy Tongue
13-14) Carved wooden shaman mask
15-16) Tiny glass bottle labeled ‘Tears of an Innocent’
17-18) Jar containing the pickled fetus of a mutant
19-20) Fetish doll sewn from canvas and stuffed with human hair, pierced with pins
21-22) Tambourine made from stretched human skin
23-24) Leather strap tied with 2d10 beast claws
25-26) 1d10 corpse fat candles
27-28) Dried lizard
29-30) Ceramic rattle containing human teeth
31-32) Dessicated human hands, wrapped in barbed wire
33-34) Cut obsidian chalice (worth 3d10x10 Thrones)
35-36) Hangman’s noose (used)
37-38) Human skull painted with occult symbols
39-40) Heart of a virgin, wrapped in shroud-cloth
41-42) Blood-fed root shaped like a man
43-44) Dried human tongue branded with a rune (‘liar’, to anyone who can read the Unholy Tongue)
45-46) Large fossilized egg
47-48) Grave earth, kept in 1d5 miniature coffins
49-50) Black velvet bag containing 13 coins of outdated denominations
51-52) Small piece of meteor rock
53-54) Glass jar full of eyes
55-56) Jewelry box containing 2d10 feminine ring fingers, with wedding rings still attached (valued at d10x100 Thrones in total)
57-58) Ornate sacrificial knife (worth 1d100 Thrones)
59-60) Dried membranous wings in a clay jar
61-62) 2d10 vials of various forms of animal venom
63-64) 1d5 pieces of charcoal
65-66) Brass brazier engraved with unholy symbols
67-68) Pouch full of fish scales
69-70) 1d5 scrimshawed leg bones
71-72) Wreath of razor wire, woven through with dead flowers
73-74) Small stone idol from a feral culture
75-76) Astrological charts
77-78) 2d5 feathers from an extinct species of bird, bound by their quills with copper wire
79-80) Tricobezoar (a compacted ball of hair, cut from a corpse’s stomach)
81-82) Carved wooden juju stick
83-84) Skull of a carnivorous beast
85-86) Urn containing the ashes of a cremated psyker
87-88) Cauldron (either stained with various foul substances, or bubbling over a fire, as appropriate)
89-90) 1d5+2 large dead insects skewered on long pins
91-92) Sinister portrait
93-94) Mummified cat
95-96) Crystal Prism
97-98) Clay vessel containing a carefully preserved vital organ
99-00) Torture implements (used)