In Therafter with the massive amount of debris, wrecked houses, and the like, many items are free for the taking with relatively little effort. Examples of such items are as follows:
Tires (bald, damaged, etc)
Items that actually require some time (Survival/Scavenging) but still easily found:
Usable Tires (generic)
Food And Water
A decent day's food & water costs 5 Casings in most communities that are stable. Lower quality food can usually be purchased, and better items can frequently be found. This number changes during the winter or when bad weather has limited agriculture or hunting. Salvaged food of the ancients costs about the same, the fact it is very well preserved canceled by the rather poor taste making them also 5 caps for a days worth of food. Water in Kenebac is essentially free – nuclear weapons were not used in close proximity, nor has most water been contaminated by chemical weapons.
Many items can be manufactured with a minimum amount of skill, cobbled together but functional. These items are the most common and start with Condition 4. You may create such items by acquiring the raw materials through trade or scavenging, and simply spending the necessary game time. A single roll using either your Intelligence or Dexterity mod may be used and if you succeed in a DC 10 check, you have a Condition 4 item. DC 15 gives a Condition 3, and DC 20 a Condition 2. Only a natural 20 can produce a Condition 1 item. DIY items cannot be brought down to Condition 1 through repair unless they were created as Condition 1 items.
Items built by a proficient craftsman from scratch start at Condition 2 with a DC 10 check, 1 with a DC 15 check, and 0 on a natural 20. Super quality items – those with negative condition, require much greater investments of time than normal, doubling normal manufacture time for each level beneath 0.
n Therafter, equipment value is quite loose, and given the open ended nature of potential items, only guidelines are given. Items are priced based primarily on utlity. Very few people care about collectability. ‘Useless’ and unrefined items are quite cheap, many of which can simply be ‘acquired’ with a successful scavenging roll.
Uncommon items are relatively fragile Before items which did not survive in large numbers, or are only produced by a small number of people. They can usually be salvaged only in lightly salvaged regions where their presence would have made sense.
Items which can be produced in low-tech cottage workshops would qualify as well.
Items in this category range in 10 - 100 Casings in value
Class I Chems
Functional mechanical devices
Common Electrical Devices
Quality ‘equipment’ such as camping gear
Quality food items
Metal and Leather DIY Armor
Rare items share the conditions uncommon items, but also were fairly expensive, fragile, or highly sought after. Items in this category range from 100-1000 casings in value, unless they are quite small or of low utility.
Functioning electrical (not electronic) devices
Water Treatment systems
Functioning ubiquitous electronics (cell phones, etc.)
Class I Chems and Biochems
Quality standard armor
Quality melee weapons
Very Rare Items
Expensive, very useful, or really unlikely to have survived to this point. Prices are generally between 1000 and 10000 casings.
Class II Chems (The good stuff)
Functioning Electronics (computers, radios
Extremely Rare items
These are generally placed by the GM, or only found in perfect locations. Prices for these are generally 5000 casings and higher.
Military grade weapons and devices
Advanced electronic devices