Quoted By:
The next hour are a flurry of deals, bargaining, and getting items from the facility to the shop to trade with. While working with abnormalities is more simulating on an intellectual level, this is far more engaging on the lizard brain.
ACCQUIRED:
>Fancy Perfume. Heavily calms down an employee on use. Might be useful for certain abnormalities.
>Rusty Spade. Incredibly heavy (Requires high FORCE and STA to wield properly). +3 FORCE dice, Presence++, rolls two successes on maximum rolls. Deals STA damage occasionally to the user when swung.
>Winter Parka. Offers decent cold resistance and slows down STA drain from cold exposure. Offers mild physical protection against blunt attacks.
>Bubbling Jar. Filled with a dark, tar-like substance. Melts through most non-heavily reinforced substances and deals heavy STA damage when exposed to flesh.
>Shadowman Meat x3. Tastes like cigarette butts and football leather. Grants Observe+ and highly improved vision for a limited time when consumed.
>Miniature Lemon Tree. Produces a few lemons at the start of each shift. Prevents scurvy.
>Coffee Beans x2. They're average quality beans, keeps you or Adama's addiction pleased.
>Iced Coffee. Restores 3 STA and 3 WP, turns your blood into pure caffeine. Can't heal critical injuries or meltdowns.
>BIG SHOT REVOLVER. A heavily modified revolver that has insane stopping power and recoil. Offers an additional +3 FORCE dice over regular revolvers at the cost of -1 to all FORCE rolls.
>FLESH IDOL. A small, rusty cross with flesh and scrap metal fused onto it. Radiates a foul yet holy energy. Unknown effects, requires research.
>PIPIS. This just looks like a blue egg. You feel a bit uneasy when you move it too much. Edible?
>SPAMTON NUTRINOSE x4. A small plastic case in the shape of Spamton's face. When used, randomly raise/lowers maximum STA temporalily and randomly heals/deals STA damage.
>ENCYOPLEDIA OF BEING AFRAID. Skimming it reveals some pretty horrid stuff. Raises maximum Willpower and Mental Protection at the cost of morale and willpower damage when read.
>THE BIG ONE. It's a sword broken in half. Still pretty damn heavy. +1 FORCE dice, can add up to 3 +1s to any dice (in any configuration). Might need repairs.
>BLOODY CLEAVER. Presence++, Extraction+, +1 FORCE dice. Occasionally lowers morale while you have it in your facility.
>Metal Bottle of Spring Water. Heals morale and one WP state when consumed. Helps to recover from prolonged heat or exertion.
>Six piles of low quality scrap. Yeah, they are what they are.
>O- Bloodpack. Can be used to quickly heal bloodloss. Can be used on anyone.
>Vampiric Cloak. Presence+++ to anomalies on first exposure, Presence+ afterwards. Adds a small bonus to any die roll involving intimidation.
>Remote Controlled Drone. Can be used to assist in scouting floors or to see further into the City. Has a 30 minute battery life.
>ANTIQUE CLOCK. Rings when a certain event is about to happen, chosen by the user. Is destroyed upon use.