DUCT Table Index

Scroungin' Table

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.)

Red Joker: "Mother Load! Kid, we're gonna be rich!" (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).

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 & 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 Seedshave 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: Irradiated 6-pk of soda (see the 2H description for information on irradiated food stuffs.)

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

Ace H: Food Cache (Masrshal's Design) Maybe they found a 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 multiply the total by 10 (in other words, instead of one 6 pack, the posse finds a case of 10 6 packs).

Spades: Instruments of W

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 clips (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 recognizeit as a Combine Grenade. Drop the TN to 5 if they've any 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 Ace.

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 Package (120%, draw 3 Haggling cards;+4 to Persuasion Tests)

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.)

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