Latest Posts | Fallout: Abdication City; Shops/Item guide
Ben's Big Arms
Always Sells: Battered Knife (one handed, blade) 6 caps Battered Sword (two handed, blade) 10 caps Battered Switch Blade (one handed, blade) 5 caps Battered Cricket Bat (one handed, blunt) 8 caps Battered Lead Pipe (one handed, blunt) 10 caps Battered Police Baton (one handed, blunt) 4 caps Battered Sledge Hammer (two handed, blunt) 16 caps Battered Rebar Club (over sized, blunt) 14 caps Battered Super Sledge (over sized, blunt) 23 caps Battered Spiked Knuckles (one handed, punching) 4 caps Battered Ripper (one handed, blade) 13 caps --Rares:-- -Pristine Supersledge (two handed, blunt); Critical attacks stun the opponent and knock them back 3 spaces. 225 caps -Pristine Spiked Knuckles (one handed, punching); Critical attacks also cause a bleed. 31 caps -Pristine Power First (one handed, punching); Critical attacks also knock the opponent prone. 125 caps
The Shirt on your Back
Always Sells: None. Rares: -Dog Armour.This heavy armour can only be worn by dogs. They gain 1 die of armour but loose 1 from their agility. 150 caps -Soldier Fatigues; The camouflage pattern helps you to be stealthy, and your gun feels especially natural! +1 to agility when worn 100 caps -Leather Armour; A simple, light weight armour, providing 1 die of protection 200 caps -Raider Leg Piece; On it's own, this item has no effect. when combined with Raider arm piece and raider chest piece, the player gain a 1 die of armour. Raider pieces can be worn over clothing, such as SPECIAL boosting clothing, but not armour. 88 caps -Combat Armour; The best armour you can get without needing fusion cores to run it! Combat armour gives 2 dice of protection with no penalty 488 caps
Doc Bach's Chop Shop
Services Available: -Medical Patch Up - Fully heal any human, ghoul, or super mutant 50 caps -Veterinary Service - Fully heal any dog 50 caps or Deathclaw 60 caps -Addiction Therapy - Fully heal any addiction 50 caps* *+10 caps for each previous addiction. -Advanced Surgery - Fully heal and remove any status effects from 0 life 100 caps + your race's full heal cost Items always for sale: -Stimpak; restore 2 life per star on a medicine check to target (including self) 31 caps -Doctor's Bag; Restore 1 life per star on a medicine check to target (including self) and remove all of their current status effects (0 life status effects removed until end of session) 70 caps -Rad - X; Target (including self) gains +3 to any radiation resistance checks. Effect lasts for 2 turns per star rolled on a medicine check 25 caps -Fixer; Relieves addiction withdrawal for 3 turns 25 caps -Psycho; Addictive. Target (including self) gains 1 extra die for all attacks. Effect lasts for 2 turns per star on a medicine check. 25 caps -Buffout; Addictive. Target (including self) gains a temporary pool of 2 hit points per star on a medicine check. Damage is inflicted to this pool before doing proper damage. The pool automatically decreased by 1 at the end of each turn the target makes. 25 caps -Med-X; Addictive. Reduce the damage taken from all attacks by 1 for target (including self). Effect lasts for 1 turn per star rolled on a medicine check 25 caps -Mentats; Addictive. Target (including self) gains +1 INT, +1 PER, +1 CHAR for 2 turns per star on a medicine check25 caps -Turbo; Addictive. When consumed, gain an immediate additional quick action and main action. 25 caps Jet; Very Addictive. Regain 1 power point 25 caps -Chewing Tobacco; Slightly Addictive. +1 PER, +1 AGI for 3 turns 25 caps
The Loaded Shotgun Tavern + Mercenary Guild
Always Sells: Beer; +1 STR, +1 CHR, -1 AGI for 3 turns. 8 caps Dirty Water; +1 life then inflicts 1 damage if you fail an endurance check 10 caps Pre War Food; +1 life then inflicts 1 damage if you fail an endurance check 10 caps Irradiated Meat; +1 life then inflicts 1 damage if you fail an endurance check 10 caps Nuka Cola; +1 life then inflicts 1 damage if you fail an endurance check. +1 cap when drunk 11 caps Purified Water; +1 life 20 caps Clean Food; +1 life 20 caps
Oswald's Oddities
Services Available: -Robo Workshop; Fully heal a robot or synth 60 caps Always Sells: -Ant Nectar; +2 STR, -1 CHR, -1 INT for 3 turns when consumed. 25 caps -Stealth Boy; Roll 10 dice for any stealth rolls you make for 3 turns 63 caps -Repair Kit; Repair a broken item, or restore 1 life to a robot or Synth 25 caps -Frag Grenade; Convert 1 ranged attack into an AOE attack, effecting everything within 2 squares of a main target. Cannot be stacked with the effect of a pristine weapon. 25 caps -Plasma Grenade; Convert 1 ranged attack into an AOE attack, effecting everything within 2 squares of a main target then inflict 1 additional damage to everything you hit. Cannot be stacked with the effect of a pristine weapon. 50 caps -Pulse Grenade; Convert 1 ranged attack into an AOE attack, effecting everything within 2 squares of a main target then deal 2 additional damage to robots/synths, 1 additional damage to power armour and -1 damage to everything else hit. Cannot be stacked with the effect of a pristine weapon. 50 caps -Throwing Knife; ranged weapon with limited + tracked ammo. Uses agility but allows melee skills relating to 'blades' to stack. If you pass a luck check you can recover all knives you threw at the end of combat. 3 caps (each) -Cricket Ball; ranged weapon with limited + tracked ammo. Uses agility but allows melee skills relating to 'blunts' to stack. If you pass a luck check you can recover all balls you threw at the end of combat. 3 caps (each) -Bobby Pin; A bobby pin is required to attempt to pick any lock. A bobby pin is lost each time you fail a lock picking roll. 3 caps (each) Don't see what you need? Tell the store clerk and we'll try and source the item for you! Rares (book section); -Nikola Tesla and You!; Collect 3 of this book to add 'plasma and electrical weapons' to your tagged skills 63 caps -Encyclopedia; Collect 3 of this book to add 'knowledge' to your tagged skills 63 caps -30 Handy Flame Thrower Recipes ; Collect 3 of this book to add 'big guns' to your tagged skills 63 caps Please log in to add a comment. |
The Gun 'N' Run:
Always sells:
Battered Assault Rifle ( two handed, projectile) 38 caps
Battered Shotgun (two handed, projectile) 25 caps
Battered SMG (one handed, projectile) 41 caps
Battered Pistol (one handed, projectile) 15 caps
Battered Hunting Rifle (two handed, projectile) 19 caps
Battered Sniper Rifle (two handed, projectile) 38 caps
Battered Scoped Hunting Revolver (one handed, projectile) 38 caps
Battered Laser Pistol (one handed, laser) 40 caps
Battered Laser Rifle (two handed, laser) 100 caps
Battered Plasma Pistol (one handed, plasma) 45 caps
Battered Plasma Rifle (two handed, plasma) 119 caps
--Rares:--
-Pristine Tri-Beam Laser Rifle (two handed, laser); when attacking a target, half of the damage you deal is inflicted to everything within melee range of that target (this applies to both allies and enemies). This weapon deals +1 critical damage. 1250 caps
-Pristine Scoped Hunting Revolver (one handed, projectile) - if you roll no stars, roll your attack again. If you have to re roll you are then limited to a maximum of 1 damage from the attack. 375 caps
-Pristine Flamer (over sized, fire); Deals only half a point of damage per star (rolled up) but sets your opponent on fire, causing 1 damage per turn until they extinguish it. 625 caps