๐Ÿ” Scavenging & Artifacts Reference

The wasteland is littered with remnants of the old world. Some items are valuable, some are dangerous, and some are worthless junk. Knowing what to look for and where to find it can mean the difference between prosperity and starvation.

๐Ÿ’ฐ Item Value Tiers

Tier Trade Value Examples Frequency
Junk 1-5 caps Bent nails, broken glass, rusty cans, scrap cloth Everywhere
Common 5-25 caps Scrap metal, duct tape, wire, basic tools Very common
Uncommon 25-100 caps Working electronics, ammunition, clean water filters Moderate
Rare 100-500 caps Pre-war weapons, medical supplies, functional tech Uncommon
Very Rare 500+ caps Power armor parts, advanced technology, rare chems Very rare
๐Ÿ’ก GM Tip: Value is relative. In a water-scarce region, a working water filter is priceless. Near a vault with purifiers, it's common. Adjust values based on local scarcity and demand.

โ˜ข๏ธ Radiation Levels

Level Rads/Hour Effects Safe Duration
Safe 0-10 None. Background radiation only. Indefinite
Low 10-50 Minor nausea after prolonged exposure. Geiger counter clicks occasionally. Several hours
Moderate 50-150 Headaches, fatigue, radiation sickness if unprotected. Visible contamination (green glow). 1-2 hours
High 150-500 Severe radiation sickness, hair loss, vomiting. Hazmat suit required. Geiger counter screaming. 15-30 minutes
Extreme 500+ Lethal without power armor or mutations. Permanent damage in seconds. Visible radiation (glow, particles). Minutes
โš ๏ธ Warning: Many valuable items are found in highly radioactive areas. High-value scavenging requires protective gear, rad-away drugs, or beneficial mutations. Risk vs. reward is the scavenger's constant calculation.

๐Ÿ“ Scavenging Locations

Location Type Common Finds Rare Finds Typical Radiation Dangers
Urban Ruins Scrap metal, cloth, building materials, books Safes, weapons, jewelry, electronics Low Structural collapse, raiders, feral ghouls
Military Bases Ammunition, MREs, tactical gear, sandbags Power armor, plasma weapons, classified documents Moderate Automated defenses, unexploded ordnance, security robots
Hospitals Medical supplies, pharmaceuticals, surgical tools Experimental drugs, rare medicines, cybernetics Low Disease, feral ghouls, medical experiments gone wrong
Shopping Malls Clothing, consumer goods, food (spoiled), mannequins Luxury items, electronics, jewelry stores Safe Raider camps, structural damage, rival scavengers
Industrial Sites Chemicals, tools, machinery parts, fuel residue Functional vehicles, industrial robots, rare metals Moderate Toxic chemicals, machinery accidents, contamination
Nuclear Sites Irradiated everything, glowing waste, mutant creatures Nuclear material, advanced tech, mutation samples Extreme Instant death without protection, super mutants, rad-storms
Residential Areas Household goods, basic tools, furniture, photos Hidden valuables, personal weapons, emergency supplies Safe Squatters, minor structural hazards, trapped doors
Vehicles Scrap metal, tires, car batteries, seats Fuel tanks (intact), vehicle computers, cargo contents Low Explosive fuel tanks, raiders using as shelter, booby traps

๐ŸŽฒ Random Scavenging Tables

Junk Pile Contents (d20)

1-4Rusty scrap metal (common)
5-8Broken electronics (parts salvageable)
9-11Tattered clothing/fabric
12-14Empty containers (bottles, cans)
15-16Working tool (wrench, screwdriver, etc.)
17-18Useful chemical (adhesive, solvent)
19Ammunition (1d6 rounds)
20Valuable find (GM choice, uncommon tier)

Dangerous Finds (d12)

1-2Explosive trap (grenade rigged to box)
3-4Highly irradiated (+100 rads)
5-6Toxic chemical leak (poison gas)
7-8Unstable structure (collapse risk)
9Nest of mutant insects
10Raider stash (they're coming back)
11Diseased corpse (infection risk)
12Active robot on standby mode

๐Ÿ”ง Salvageable Components

Many seemingly worthless items can be broken down into useful components for crafting and repair.

Component Found In Used For Trade Value
Scrap Metal Vehicles, appliances, buildings, furniture Armor repair, building, weapon modification 2-5 caps/pound
Circuitry Electronics, computers, robots, appliances Repairing tech, upgrading weapons, trading 10-20 caps
Adhesive Duct tape, glue, certain plants (mutated) Crafting, repairs, modifications 5-15 caps
Copper Wire Electronics, motors, lamps, walls Electrical repairs, traps, trading 3-8 caps
Glass Windows, bottles, lab equipment, mirrors Optics, chemical containers, fiber optics 1-5 caps
Plastic Containers, toys, packaging, electronics Crafting, insulation, lightweight repairs 1-3 caps
Rubber Tires, hoses, seals, boots, gloves Sealing, insulation, crafting 2-6 caps
Gears/Springs Clocks, machinery, toys, weapons Weapon mods, mechanical repairs, traps 5-15 caps

๐Ÿ’ก Scavenging Tips

Check Everything: Seemingly worthless locations often hide valuable items. Toilet tanks contain clean water. Desk drawers hide ammunition. Ovens protect documents from fire damage.
Weight vs. Value: A handful of screws (5 lbs) worth 10 caps is worse than one energy cell (0.1 lbs) worth 25 caps. Consider carrying capacity.
Know Your Market: Items worthless in one settlement are priceless in another. Water filters are cheap near vaults but valuable in desert settlements.
Timing Matters: Scavenge early morning (mutants sleep) or during rain (raiders seek shelter). Avoid scavenging at night in high-danger areas.
Leave Markers: Mark picked-clean locations to avoid wasting time returning. But don't mark them obviously - other scavengers will know you found something.
Containers Lie: First-aid boxes might contain duct tape. Military crates might hold toilet paper. Pre-war people used whatever container was handy.

โš ๏ธ Scavenging Dangers

Traps: Other scavengers protect their territories with traps. Raiders booby-trap valuable-looking containers. Always check for tripwires, pressure plates, and unusual mechanisms.

Claim Jumpers: Finding something valuable attracts trouble. Other scavengers will kill for a working laser pistol. Be discrete about valuable finds.

Structural Hazards: Buildings are 200+ years old. Floors collapse. Stairs crumble. Roofs cave in. Test weight-bearing before committing.

Territorial Creatures: Mutants, ghouls, and animals make homes in ruins. Disturbing nests brings swarms. Recognize warning signs: bones, waste, unusual smells.