Most of the narrative-mode scenarios do not include a specific list of item cards to with which to create the item deck during set up, so you’ll need to create your own if you want to use searchables.
I’ve found that sifting through my giant set of wave 1 item cards that are sorted according to type, and trying to put together an item deck that isn’t too swingy is fairly time consuming and requires a lot of table space for me to go through all my cards.
I decided that not only would be useful to save a list of different item search decks for different purposes, but if I didn’t have to sort through all the cards during set up to create the deck, and just make a table to roll dice against, set-up would go faster.
So to start, I’ve made this first table of 39 items, mean for you to use 2d20’s to roll on. I use 2d20’s to normalize the results a little bit so they skew toward the middle numbers. This let’s me make certain items more common to find, and others more rare, which I like. The more separate dice you use, the more normalized the results will be.
Here is my first table of what I’m considering a “standard” search deck for narrative mode:
- Psycho
- Mutant Hound Meat
- Institute Laser Rifle
- Camera
- Alien Blaster
- Damaged Hazmat Suit
- Admin Password
- Reflex Sights
- Military Grade Circuit Board
- Rum
- Molotov Cocktail
- Day Tripper
- Pack of Duct Tape
- Cryo Grenade
- Eyeglasses
- Bourbon
- Fragmentation Grenade
- Stealth Boy
- Alarm Clock
- Whiskey
- Skeleton Key
- Machete
- Caps Stash (53)
- Fragmentation Mine
- .44 Revolver
- Baseball Grenade
- Comfort Grip
- Fire Extinguisher
- Molotov Cocktail
- Mentats
- Combat Armor
- Spiked
- Headlamp
- Molerat Meat
- Economy Wonderglue
- Camoflauge
- Jet
- Nuka Cola
- Caps Stash (112)
Roll 2d20 of two different colors, and call out one of the colors beforehand. If the result on the table is something that has already been picked up, look at the colored die that you called before the roll. If it’s even, select the next available item in ascending numerical order on the table, if it’s odd: descending.
This is just a first run of a list to use for Settlement Mode missions, hence the inclusion of a lot of caps. The items I consider more average and less swingy are toward the middle of the list, but on either end, more valuable/rare/powerful items can be found which you are less likely to roll.
I like to include utility items like the Admin Password, Skeleton Key, and Fire Extinguisher so that if you are playing a faction that has really bad abilities in a scenario where that is a detriment, they have a small chance of finding something to help. So if you are playing Super Mutants and there is a big benefit of hacking a computer, there is always a chance they could find the Admin Password.
I try to stay away from things like Heavy Weapons where there are a lot of models that can’t make good use of them. I find that thrown weapons are really good because they are interesting in the scenarios, not too overly-powerful, and most models can chuck them around.
Food and Chems are very powerful, so I only put a few in on the edge results.
I’ll probably end up creating more tables for different purposes. Once I do, I plan to put up a PDF so you can print out all these tables, and cut them out as cards that you can just put next to your game table and get going.