TEXT: Gregorius 21778:
  50 Small-Time Vendors
  for a Weird, Irradiated Post-Apocalypse
  by Kai Pütz © 2019
  Version 1.0
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2019
  My blog:
  www.gregorius21778.wordpress.com
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  on drivethrurpg.com
  Artwork:
  Cover and page background artwork copyright “The Knotty-Works”; 
  used with permission.
  Cover artwork copyright by Jeshields; used with permission.
  Further artwork copyright Skortched Urf´ Studios; used with permission.
  Mutant Future(TM) is copyright 2008, Daniel Proctor and Ryan Denison. Mutant Future(TM) and Mutants & 
  Mazes(TM) are trademarks of Daniel Proctor. These trademarks are used under the Mutant Future(TM) 
  Trademark License 1.1 
  Got no copy of MutantFuture(TM)? Get it for free!:  http://www.goblinoidgames.com/mutantfuture.html
  50 Small-Time Vendors for a Weird, Irradiated Post-Apocalypse is a collection of hawkers, hucksters, peddlers
  and other NPC that have something to sell in small quantities. It is all Mutant Future(tm) compatible, so the goods
  are from the equipment and technological artifact section of said game. A few offer services instead of goods. Each
  vendor (humans, mutants, robots, mutant plants and mutant animals) comes with a very brief description and a
  name as well as what is on sale for what money (or whatever else a given vendor may ask for in return). Use them
  on a “a few per settlement” basis in your game, or round them all up in one location for a big, colorful, post-
  apocalyptic flee market. 
  Have fun!  
  
  #01: A heavily bandaged human in his late 40s sells
  the kind of equipment that would be found with an
  adventurer and ruins scavenger: a crowbar, a pick and
  shovel, grappling hook, 2 two long ropes, three metal
  saws, a pouch of crow feet,  modern binoculars, climbing
  gear, a quilted vest (counts as  furs, but weighs only 6
  lbs), a flashlight and a geiger counter.  The balding man
  nearly died during his last adventure, and decided that
  he finally became to old for this. So, he decided to work
  as a farm aid (or laborer) from now on and to sell the
  majority of his gear. He also owns an automatic pistol
  (with 11 rounds left in his final 12-round clip), but will
  only offer it for a trade when a character buys all of his
  other gear AND is able to provide immediate healing
  (through an advanced medical device or drug). 5 gp for
  the flashlight, 20 gp for the geiger counter. Everything
  else, he offers for about half of the list price. 
  #02:  A buoy  shaped  robot  with  flaking  pale-green
  paint sells advanced medicine out of his barrel-shaped
  body. The robot used to be a mobile pharmacy vending
  machine  and  offers  painkillers  (5),  antitox(15),  filter-
  doses(25), medi-spray I (50), proton energy pills (30 for a
  vial containing 12 pills), ready syringes (2 for a pack of
  six) as well as running a diagnostic scan (with a scanner
  it is equipped with) as a service (20). The currency he
  expects payment in does not exist anymore. There is a
  50% chance per coin(!) that a silver piece will be accepted
  as the correct currency. Furthermore, he will not sell to
  mutants  or  robots  that  differ  greatly  from  the
  appearance of a regular human or appear to be younger
  than  21  years  “unless-  you-  are-  able-  to-  produce-
  credentials- that- proof- your- age”. After each sale, there is
  a 2-in-6 chance that the given stock is now depleted, and
  the  robot  is  not  programmed  to  give  “unauthorized
  personal” any information about its current stock. If the
  robot is attacked, it will defend itself with the immediate
  release of an irritant gas (like a gas grenade with a radius
  of 5 feet). After each release, there is a 2-in-6 chance that
  the  gas  tank  is  now  empty  and  the  robot  thereby
  defenseless. 
  #03: An old mutant human with hands for feet and
  cheeks  like  a  British  Bulldog  sells  a  mix  of
  technological artifacts: six (still sealed) gas mask filters,
  a grenade launcher with five lethal photon grenades, a
  pair of shock gloves and a sport rifle with five shots in
  the internal magazine. The mutant has a mental power
  that allows him to turn invisible for a turn as long as he
  does not have to fool more than five people at once like
  this.  He  was  hired  as  a  local  guide  by  a  group  of
  adventures in the next settlement, but he robbed them at
  night. Now, he tries to sell his loot but has no idea what a
  given item is worth (and demands 1d6 x50gp per item).
  He is nervous and jumpy as he is not sure if the ones he
  stole from are after him or not. If the characters show
  interest but do not buy anything from him in the end, he
  will try to find them 1d4 hours later and offer them a
  piece of their choice for 50gp. One way or the other, he
  will move on after 1d4 hours. 
  #04: An intelligent six-legged dork, the size of a dog
  and  with  a  light  blue/gray-white  color  pattern,
  slowly waddles over to the PC. One of the locals will
  explain to them that this is one of a colony from a
  nearby lake. They come to town to offer a very strange
  deal: for a number of A-cells (1d3+2) or a B cell (which
  the creature will take into its mouth), it will allow a
  character to chop ONE of its legs off. The leg can be
  literally wrung out to gather a slime in a jar that acts
  like one dose of Stimshot B. The strange mutant dorks
  are able to regrow their limbs after a while. Licking
  power cells gives them a kind of “drug kick”. The locals
  only know all that due to a wandering telepath that
  once  visited  them.  “Before  that  point,  we  did  not
  understood at all why the showed up here”. If a character
  attacks the dork without consent, it will spit a class 13
  poison slime at the offender (auto hit, it may only do so
  once per hour) before fleeing (150´/ 50´; HD:3 creature,
  no armor). A different dork will show up in the location
  every day. 
  #05: A sentient humanoid mushroom-thing offers a
  set of Plastic Plate armor (AC: 4) for sale. The thing
  seems to be completely made of spongy mushrooms.
  There are no sensory organs and the fingers are short
  and  plump,  but  deep  within  the  mouth  opening
  something akin to decaying human teeth are visible,
  and its breath reeks sickeningly. The concept of trade is
  new to this awakened plant gestalt. It is not sure what it
  wants or should want for the armor. It will approach a
  PC with the slowly (and throaty) spoken words “You...
  want... to... trade...?” while it shows the armor it carries in
  its arms. When a PC makes an offer, the thing will be
  silent  for  a  round  before  it  asks  “...is  this....  a  good
  offer...?” A Reaction roll is in order, and on anything but
  a Friendly/Helpful response the gestalt will “...need ...to
  think.... about it.” It will take a turn to do so, but if the
  character that made the offer does not stay, it will not
  think about it any longer and try to sell the armor to
  somebody else. If the PC meet it again, the process
  starts all over again. After it had a turn to think, there is
  a 5 in 6 chance that it agrees to the deal (WHATEVER
  the offer was!), otherwise it  will demand  the PC  to
  “Make.... a better offer”. If a new (or simply different
  offer) is made, the process repeats itself all over again. 
  #06: A Spider-Girl Mutant sells Dehydrated Pills and
  Survival Kits out of her large, framed backpack. She
  looks human but for her eyes (compound eyes), her
  fingers (spider limbs growing out of a normal hand) and
  her hair (her head is covered in three inch long spider
  legs  instead  of  hair,  which  twitch  and  move  about
  without rhyme or reason). She wears a shocking pink
  lipstick, a ragged t-shirt under a net top, shiny, tight
  fitting nylon leggings, a pink sweater jacket, mittens
  and army boots. A tube of 20 pills she offers for 3 sp
  (her backpack is full of them) and a survival kit (of
  which she only offers 2d6) for 6 gp. For characters with
  a negative CHA bonus the price goes up by a third, for
  those with a bonus of at least +2 it goes down by a third.
  
   
  #07: A pack of four huskies offers a cargo sled for
  sale. Their  pack  leader  is  a  sentient  telepath  that
  demands 15 lbs. of meant as a price. The sled may be
  pulled by a human (so it still has the slightly chewed
  leather harnesses for four dogs attached) and my be
  packed with a load of up to 200 lbs. All the weight on
  the sled will be treated as 1/3 of the actual weight for
  encumbrance purposes. The sled itself weights 15 lbs. 
  If the pack leader is asked about their “owner”, he will
  give a quick and snappy “NOBODY owns us!” as a reply,
  accompanied  by  short  growls  by  the  other  pack
  members. 
  #08: An intelligent chimpanzee offers her services
  as guard, carrier and scout to the party. Her name is
  “Angy” and she communicates by writing on a small
  blackboard that hangs around her neck (together with a
  small leather pouch with a few pieces of chalk). Angy is
  really out of her luck, hungry and in sever need of a job.
  She offers to work for food and a dry place to sleep
  (when she is not on guard), but will demand an up-front
  payment:  a  meal  and  a  small  blanket.  Angy  is
  affectionate, likes to louse those she is with as well as
  braiding their hair and will try to comfort those that
  seem  to  feel  sad  or  lonely.  She  is  NOT  brave
  (automatically fails all Moral checks during combat),
  and her loyalty as a retainer should be determined as
  usual.  She  is  quick,  a  good  and  quick  climber  and
  surprisingly stealthy. She will not steal things (“What
  kind of monkey do U take me 4?”).
  #09: An old mutant woman that is a half-slug offers
  suits of chain mail. Her name is Gliss, her lower half is
  that of snail, her upper body is human but covered in
  slime as well (Dermail Poison Slime Mutation). Aside
  from a large burlap sack with her goods, she carries an
  enormous snail shell on her back. She has four sets of
  chainmail to offer (all made for regular humanoids: one
  will fit anybody whose summed up CON and STR bonus
  is not greater than +2. Two other fit those whose sum is
  at least that large but is not great than +4, the last one
  fits those whose bonus at least sums up to +4, but its not
  greater than +6. She demands 180 gp per set at first, and
  will make a great display of being upset if a lower offer
  is made, but will haggle anyway (complaining on the
  long way to get to this forsaken place, how dangerous
  the trip is, how expensive board and lodging is here,
  etc). She will drop her price by 10 gp at the start, and
  may be haggled down in steps of 10 gp IF the bargaining
  character  makes  good  argument  why  it  should  be
  cheaper AND the result of a roll with a d6 modified by
  CHA bonus is 5 or more. As soon as this is not the case
  anymore, Gliss will lower her price by 5gp again and say
  that this is “my final offer” (which it is). If the PC do not
  take it and she turns to leave, she will not sell it to them
  unless they rise the price again on their own by at least
  2 gp. 
  #10: A completely drunken cow-taur (human upper
  half, cow horns and cow body) offers herself for
  sale. The female mutant (that has two pairs of breasts
  wrapped under a leather corsage but no udder) will
  babble that she will “be yurrz foa a WIEK...if..if you gimme
  me nuff drinkz soa thadd I drop toanite..” Getting Charlotte
  (that´s her name) drunk enough to drop is impossible,
  as she simply does not drop. But when she passes out
  (which she will after 100 sp in xeno liquor) the PC may
  overturn her. The next morning, she will suffer from a
  terrible hangover (and will be good for nothing but
  walking along slowly), but will not doubt the agreement
  (“I did that AGAIN...? CHEEEZZ.. should stop drinking...”).
  She will not fight or endanger herself, but may function
  as drafting animal or beast of burden. Using her as a
  guard  lowers  her  Moral  by  1  (which  should  be
  determined as usual). 
  #11: A woman in a worn, orange heavy-duty hazmat
  suit offers advanced firearms.  She is slim, her face as
  weathered as her hazmat suit, her brown-blond hair is
  bound into a french braid and she smokes a rolled-up
  cigarette made of a strange smelling mix of herbs and
  tobacco. A laser pistol hangs from her hip, her offers
  hang on a coat rack next to her. Her name is Nelly, and
  she will not say hello but instead monotonously name
  her  prices  and  conditions  for the  five  weapons  she
  offers: “20 gp for the Stun Pistol. 40 for the Gauss Machine
  Pistol and 60 for the Gauss Rifle. 150 for the Fusion Rifle and
  250 for the Blast Rifle. No ammo, no guarantee of function.
  Buy three and get the stun pistol for free.” She will let the
  characters inspect her goods. If THEY have ammo they
  may fire them into the air for testing, but Nelly will pull
  her laser pistol than  “just to make sure that you don´t
  forget that you have to fire into the air”. All the weapons
  are worn by time and neglect: The two gauss weapons
  are Condition Grade 4, the other are Grade 3. If any
  character tries  to haggle or asks to have a weapon
  explained, the morose Nelly will tell him or her to “...get
  lost...” before  blowing  cigarette  smoke  towards  the
  character. She is really not in the mood to suffer fools
  or to have things go anyway but her way. 
  #12:  A middled-aged Mutant with a face covered in
  blisters and two wrapped-covered feet on his left leg
  loudly  announces  “GAS  MASKS!  FILTERS!  POWER
  FISTS! CIGARETTE LIGHTERS!” that he all sells from a
  hawker´s tray in front of his bulging belly. On top of
  said belly, a malformed baby face with blind eyes peeks
  out of the partially unbuttoned shirt, lips constantly
  moving without saying a word. He introduces himself as
  Vinny and offers his goods for the following prices:
  Lighters for 3 cp a piece (“Four for ten!”; he has 55 of
  them),  Gas  Masks  for  6  pg  (three  available),  sealed
  filters come in packs of four for 12 gp (four packs) and
  the one power fist he has left he sells for 25 gp (no
  power cell included). Attempts to haggle are met with a
  “Oh, come on!! My lil´ pal and me really need the money!” He
  will lower his prices to 2/3, but will whine and argue (as
  he REALLY needs the money).
  
  #13:  A  gecko-like  small  humanoid  mutant  comes
  over to the PC and chats them up with a “Hiii! YOU
  need power cells don´t you?” The 5 feet gecko-girl is
  Dina. She wears  an  ill-fitting cheap blond wig with
  piggy tails,  a khaki cargo vest and a jeans skirt as well
  as a large pink shoulder bag that contains her personal
  belonging as well as her wares (43 power cells, five
  power  clips  and  one  plutonium  clip).  The  cells  she
  offers for 5 sp a piece, the clips for 30 gp a piece. The
  plutonium  clip  she  will  only  offer  if  she  spots  a
  matching piece of a equipment with the characters or
  when they ask for one. She wants no less than 100 gp
  for it. If the PC try to haggle, she will (instead) offer a
  free power cell with every ten they buy or three free
  cells if the buy a  power clip “because I like your hair.” If a
  character wants to haggle over the plutonium clip, she
  will tilt her head, make big eyes and say “Oh SWEETY! Do
  you even know how hard it is to get one of those...? I can offer
  you two clips AND the plutonium clip for 140, but that´s it”.
  #14: A mute plant humanoid offers wicker baskets
  and shields. It looks like a stick man made up of gnarly
  vines, with a thick knot for a head, and has three eye
  stalks that may move individually. It is able to perceive
  sound and does understand the human language, but
  cannot speak it self. It will communicate by shaking its
  head, nodding and by lifting its gnarly fingers (and
  other appendages it is able to uncoil from its form) to
  indicate numbers. It offers a dozen different wicker
  baskets for 3 cp each and the wicker shields for 3 gp
  each. The money it will put into a small leather satchel
  it carries on its body. The wicker shields only weigh 4
  lbs, but have a 1 in 6 chance to break in a fight. A d6 is
  rolled on the beginning of the fight, and if a “1” comes
  up the shield will break after the (1d6+1) hits. 
  #15: A mutant woman offers four canisters of Boron
  Solution Spray. He name is Greta, she wears a worn
  business pantsuit, has hair like a lion´s mane and the
  eyes of a snake. Her deal is simple: 50 gp for a canister,
  180 if they take all four of them. She is unwilling to
  haggle as she knows that “radiation is still one of the Great
  Killers of our time.” She offers a different deal instead.
  “All the amenities of my home run on power packs. My
  reserves run low and none are available on the local market
  anymore. I am willing to trade two flasks for 12 power packs.
  You look like the type who might be able to get some...”
  #16: A mutant woman with a hawker´s tray and an
  additional set of vestigial, T-Rex like arms on her chest
  sells  a  variety  of  different  bullets. Whatever  the
  characters are looking for, Emily will be able to offer
  them 1d20+9 rounds of that type of ammo. She offers
  black powder and shot for 3 sp per load, pistol and
  carabine ammo for 5 sp per round, rifle and shotgun
  ammo for 8 sp, and all other primitive firearm rounds
  for 1 gp a piece. Gauss projectiles of any type she offers
  for 2 gp each.
  #17:  An  about  15  feet  tall  woman  that  wears
  different tents as tunics sits on the ground. She has
  several revolvers hanging around her a thin nylon
  rope around her neck, and sometimes reaches into a
  large burlap sack at her side to grab a some corncobs
  which she lazily stuffs into her mouth before munching
  on them. In front of her, several shovels and picks are
  lined up neatly on the ground. Patricia offers the picks
  and shovels for 1 gp each (all of which she found in a
  partially looted shop). The eight revolvers she offers for
  50 gp a piece, but has no ammo to sell with them. The
  PC thereby may be able to haggle the price down to 40
  gp if they at least buy two revolvers. If the PC ask for
  other weapons she will draw away a blanket and to
  reveal a canon that she dislodged from an APC. “It is in
  no good condition, I guess. Tell me what you want to
  pay for it”. Patricia will in fact accept any price, as most
  people are unwilling to carry the thing, yet search for
  ammo. The cannon is Condition Grade 2. 
  #18: A bare chested mutant whose upper body is
  covered in spines like that of a porcupine offers
  several horses for sale. Titus  has a mental power that
  allows him to communicate with and to subvert non-
  predatory pack animals. He currently has four tamed
  and “saddle-broken” riding horses up for sale (two are a
  sandy yellow in color, one is checkered black and white
  and one that is brown-yellow with dark spots). He offers
  his horses (Rita, Dixie, Mellow and Olga) for 75 gp each,
  but might be haggled down to 60 gp. Characters that
  haggle with him must make a Reaction roll. On a result
  of Unfriendly or worse (or if the PC try to press his price
  to lower than 60gp) he will sell them the desired horse
  but will give it the mental command to buck off the
  rider after next sunrise and to then return “home”.
  Titus never did this to locals, his reputation is thereby
  flawless to them. 
  #19: A damaged, genderless android with a light-
  blue plastec surface approaches the characters “EX-
  cuse ME! IIEEE seek parts for repair and offer PARTS for
  biological  repair.” Ted-423 is  a personal manservant
  model that ran afoul of some rather barbaric survivors.
  Half  of  the  face-shell  is  bashed  in,  the  left  arm  is
  missing, the right leg is stiff at the knee and the left hip
  and waist are missing whole chunks. All of this damage
  has been haphazardly covered with duct tape. Ted-Four
  is able to repair some of its own damage with the right
  parts,  but  has  found  no  suiting  ones  so  far.  It  has
  however found one dose of Antitox and five doses of
  Stimshot A, and will trait them for robotic parts (it
  needs 16 hit points to be restored and will offer one of
  his barter items for 4 hit points. Ted-Four will STOP
  bartering as soon as he has enough parts). If the party
  finds a destroyed or ruined robot, it may be salvaged for
  1d12 -5(!) hit points for Ted-Four.
  
  #20: A two-headed old mutant woman with over-
  sized  eyes  and  hair  like  bristles  sells  self-
  manufactured  crossbows  and  black  powder
  weapons. Darla & Hella are true masters of their craft.
  Their  light  crossbows  increase  the  AC  of  primitive
  armor by one step and cost 20gp a piece (quarrels and
  case are sold for the standard list price). The black
  powder  weapons  they offer use  a  mix of chemicals
  salvaged  from  cannon  rounds  and  common  black
  powder. This would bust the barrels of most common
  black powder weapons, but those of Darla & Hella are
  build for this mix. Their pistols cost 60 gp and the
  muskets cost 80 gp. Primitive armor is increased by 2
  against  the  special  ammo  used  with  this  weapons.
  Ammunition (powder and ball) cost 5 sp per shot. 
  #21: A young, obese mutant with a body shape like a
  pear  drowses  under  a  large  parasol  in  a  sitting
  position (supported by his own mass). In front of
  him, heaps of salvaged pre-apocalypse clothes pile
  up, as well as three sets of quilted armor. Paul will
  snap wide awake as soon as he is addressed or his wares
  are touched. He is the son of a local merchant who buys
  clothes from ruin pickers. As soon as he wakes up he
  will greet the PC as “dear customers”, introduce himself
  and begin his sales pitch about  “the finest wears of the
  ancestors” . The diverse cloth items are up for sale for
  2d6 cp a piece, the quilted armor costs 8 gp and offers
  AC: 8 (weight: 6 lbs). If the characters want to sell
  looted clothes, he will buy everything but racks and
  tatters for 1 cp a piece. 
  #22: A young woman with blond-red hair and lots of
  freckles has a market stall with a wide range of
  melee weapons and some relic weapons on display.
  Margie sells all kind of swords and some axes, which
  were all manufactured in the surrounding settlements.
  The prices for the swords are 10% above list price. The
  things that draw the most attention to her stall are four
  “relic weapons” whose exact nature she does not even
  know about herself. Characters that know a bit more
  than her may identify them as a Vibro Sword, a Gauss
  Pistol, a Blaster Rifle ...and a leaf blower. If anybody is
  interested in them, she tries to sell them for 100 gp
  each, but may agree to 45 gp a piece if at least three are
  bought (otherwise, 55 gp is her minimum). She bought
  them from a group of scavengers who did not know the
  nature of these items either. 
  #23:  Perhaps  three  dozen  different  shoes  are
  scattered  in  front  of  a  stinking  compost  heap
  overgrown with vines. The compost heap is in truth
  the  “home”  of  a  sentient  vine  that  wrapped  itself
  around it so that it may carry it along. The vine has no
  eyes, only perceives heat signatures and communicates
  whistling sounds it may produce with some of it leaves.
  It understands the human language. Most of the boots
  and shoes do not match, and the vine-thing does not 
  understand this. Among them are a pair of boots with a
  hidden stash of designer drugs as well as some non-
  matching but equal-sized serviceable boots. The vine
  wants 6 coins per shoe (and is still puzzled why “the
  flesh-things”  always  buy  in  groups  of  two).  The
  difference  between  cp,  sp  and  gp  is  beyond  its
  understanding.
  #24: A rather chatty grandma sells insulated active
  cooler boxes. Each of them comes equipped with a
  handle, is big enough to store a 4 gallon canister and
  operates on an power cell (for up to three month). With
  a dial, the inside temperature may be set to anywhere
  between “cool” and “freezing.” Grandma Harps sells
  what  the  younger  of  her  family  bring  along  “from
  digging sites in the wasteland. I have been digging myself
  when I was as young as you, you know? It was a wonderful
  time... we were free and lived and loved as we pleased...” The
  price for a box is  5 gp, and they do not come with an an
  power cell. Gramma Harps -has- a few of those  “but
  these are just to proof that they work, you know? We would
  never sell something that does not work, this is against our
  pride. We do not guarantee how long it works, so. Artifacts
  may be fickle, but the one I have worked for a year by now,
  and I only had to change cells about three times by now. I do
  not use it to freeze stuff, so. I hate the feel when the cold
  creeps up inside your head...”
  #25: An exceptionally well kempt older gentleman
  that pulls a trolley with a plastic trunk along hails
  the PC from afar. “Excuse me for intruding on you, but
  you look like people that value their ability of self-defense.
  May I introduce myself and offer my wares to you?” His
  name is Mr. Thomson Wesson (so he claims), and the
  large plastic trunk (which in truth is a refurbished and
  modified domestic fridge) holds his wares: a collection
  of automatic rifles. There are seven in total, all well-
  maintained and in good condition. One of them comes
  with a mounted “night sight” but only has a 25 round
  magazine  (30  is  standard)  and  comes  with  two
  magazines, two are only half-automatic (max. 2 shots
  per round) and come with four magazines each, one
  comes with an attached sound suppressor (good for
  1d20+10  shots;  only  single  shot  with  the  mounted
  suppressor) and two magazines. The other three are
  “standard”and come with three magazines each. 
  130 gp for the “Night Sight”.
  100 gp for one of the two Half-Automatics.
  120 gp for the “Silencer Model”.
  150 gp for one of the three standard assault rifles.
  The ammo does not mix, and Mr. Wesson will only sell
  them as written above: “I understand your wish to stock
  up on as much ammo as possible, but so will you understand
  that I will not be able sell a remaining rifle without providing
  a comfortable supply of it.”
  
  #26: A barrel chested, short legged female mutant in
  a dirty gray coverall offers an assortment of tools.
  Aside from pick-axes and spades, Brandy offers two sets
  of lock picks (20 gp), several bolt cutters (8 gp) eight
  spray cans of oil (5 sp), several flashlights (15 gp); 28
  Rad Taps (3 sp), several can openers (3 cp); 18 power
  cells (1 gp); four power packs (5 gp), a high-powered
  hand drill (30 gp), three wrist-worn chemguards (10 gp)
  and 12 Lockblasts (3 gp each). Brandy carries a power
  belt herself, but will be unwillingly to sell it or to even
  haggle about it. It takes an offer of more than 250 gp to
  change her mind.
  The high-powered drill comes with drill bits that allow
  to even penetrate steel if it is connected to a power
  belt.  Operated  on  power  cells  instead,  it  is  just  a
  powered drill.
  The wrist-worn chemguards are equal to a chemical
  sensor with a range of 5 feet, and operate for up to 72
  hours on two power cells.
  Lockblasts are swat-issue shape charge explosives in
  the shape and size of a hockey puck, with one small red
  button on one side and a deductible plastic covering on
  the other. It  was  used  to overcome sturdy locks in
  emergency situations. The surface under the covering is
  highly adhesive and will stick to anything non-organic
  on contact. The charge will explode four seconds after
  being activated by pressing the button three times in
  quick succession. It will deal with anything but military
  grade armor.
  #27: A small, elderly guy with waxy skin approaches
  the characters to offer an old metal detector. Barny
  (who actually is only 36 years old but suffers from a
  pituitary deformation) used it to comb through ruins,
  but has no use for it anymore. It runs on a power pack,
  and he wants 25 gp for it (but will accept any offer
  above 10 gp without a second thought). The item will
  uncover metal up to 5 feet below the ground, but it
  takes  a  Technology  Roll  to  master  the  fine  tuning
  (unless somebody wants to know about any stainless
  steel screw or piece of shrapnel).
  #28: An intelligent, telepathic giant scorpion offers
  his recently peeled off old shell (which it drags along)
  for 10 lbs. of flesh. With just a few adjustments, the
  shell may be turned into a AC:7 armor (10 lbs weight)
  and a shield. If a smart characters wants the scorpion to
  press  some  of  its  Class  13  Poison  into  a  prepared
  container, the baffled scorpion will provide enough for
  one application for 1 lb of flesh, but will not provide
  more than two applications (“You don´t think I let you
  drain me dry so that I am defenseless? Do you, Softshell...?”).
  #29: A murder of intelligent crows that nests in a
  ruined building has a strange way of offering a deal.
  Three of them will fly to a PC, one of them carries an old
  piece of paper in its claw. All will land in front of the PC
  and form a line . The one in the middle will let go of the
  paper, the and all of them hob two feet away from
  before they line up again. The paper is an old  magazine
  cover that shows a goat. After a character picked it up
  and then looks at them, all three will begin to caw and
  hack at the ground with their beaks. This will go on for
  about three seconds before they all become silent again.
  If the characters bring a goat (or an animal similar in
  size) to the ruins, three crows will come towards them
  again. If they kill the animal, the whole murder will
  gather around them while a really large one will bring a
  strange technical device to the characters: the main
  unit of a force screen. If connected to a minifusion cell
  and attached to armor, it will generate a field that is
  able to absorb up to 11 points of damage from energy
  attacks (the unit is damaged and does not operate at full
  power).  After  the  deal  was  made,  the  murder  will
  vociferously descend on its feast.
  #30:  A  brawny,  four-armed  woman  sells  self-
  wrought melee weapons and armor in her smithy.
  Svantje forges axes and swords of all kind, and offers
  chain mail as well as plate armor. Her weapons are so
  well-crafted and finely balanced that every character
  with a DEX of 14+ gains +1 attack bonus using her
  swords, and every character with a STR of 14+ gains +1
  attack bonus using her axes or two-handed swords. All
  her melee weapons she sells for 20% above list price.
  #31: A guy with a pleasant smile and crooked nose
  sells pistols and revolvers that he builds himself out
  of parts of broken weapons. Josh will currently offer a
  six-shooter, as well as a half automatic with a five round
  magazine and another that can take up nine rounds. He
  will sell the revolver for 22 gp, and the pistols for 25 gp
  and  33  gp  respectively  (all  fully  loaded).  While  the
  barrels  are  all  good  and  non  of  the  weapons  is
  dangerous to the user, the moving parts may give at
  some point and leave the weapon useless. Each time
  after one of them has been emptied (or is reloaded), the
  GM should roll for them as for a Condition 3 item. On a
  failure, the mechanics that transport the ammo to the
  barrel stops functioning. Josh guesses that something
  like this might happen at some point. This is why he
  sells the weapons rather cheap (compared to bows and
  crossbows). He will buy damaged firearms for 3d6 sp
  each, and bullets for 1 GP a piece (which is also the rate
  he sells them at). 
  
  #32:  A  sentient  creature  akin  to  a  gigantic  Gila
  Monster rests right outside of the boundaries of the
  [village, city or homestead] the PC currently visit. The
  locals tell the characters that they have some kind of
  symbiotic relationship with it: it never attacks humans
  (or human mutants) and does not bother fields and life
  stock, but stops by once in a while so that the locals
  may  pick  the  fist-sized  ticks  out  from  between  its
  overlapping scales. It is an easy task, especially as the
  Gila Monster remains still through the process. When
  one breaks the legs away from the ticks (and stays clear
  of their mandibles), they may be stored as rations for
  up to three days. Boiling  four of them (in their shells)
  makes for a rather slimy but never the less healthy
  meal. Its “poor man´s food”, and as the last harvest was
  plentiful the locals do not mind at all if the PC help
  themselves. Picking the lizard clean takes two turns
  and produces 6d6+6 ticks.
  #33: A mutant guy with a simian deformity offers
  one of his four dogs for sale. All of the dogs are of a
  mixed breed, but the most dominant traits are that of
  an American Mastiff. Nathan, the simian mutant, has
  trained all four of them as guard dogs, but one of them
  (the smallest, a checkered 100 lbs dog he named “Tiny”)
  has been wounded badly by Spider Goats. The left fore
  paw  and  body  are  bandaged,  the  animal  pants
  constantly and whines sometimes. “I know that he is no
  good as a guard in this condition, but I cannot bring it over
  me to end him myself.... Look, if you kill him painlessly and
  slaughter him proper, we are talking about at least 10 rations
  of meat.” The PC can buy “Tiny” for 3 gp*(or 2 gp if they
  haggle). Of course, if they can cure him the dog will
  become -their- loyal guard dog. Tiny is well trained and
  was the lowest ranking dog in the pack, and thereby
  easy to integrate if the characters do know a thing or
  two about handling a dog. 
  *To me, the prices for a dog in MF p.17 do not really seem to 
  reflect what such an animal should be worth. 
  #34:  A  guy  in  a  complete  Hazmat  Suite  offers
  different  protective  gear. Viggo  is  a  pale  skinned
  mutant that suffers from an allergic reaction to light
  exposure and the pollen of 1/3 of all plants, a reduced
  immune system and an increased susceptibility against
  radiation. “Basically, I am not meant to be still alive. But as
  creation fucked me up like that, I spit into its face once per
  day, for as long as I can.“ Viggo picks through ruins out of
  necessity “as I would never be able to pay other scavengers
  to get the gear I need to survive. Stuff that I do not need twice
  or thrice, I sell.” He offers a badly damaged and patched-
  up suit of Environmental Armor for 200 gp (AC is down
  to 5, Radiation Protection is down to Class 1 – 2. No
  protection  against  anything  else,  no  other  features
  active,  NO  force  screen),  two  Advanced  Breathing
  Masks for 1 gp each (no air tanks), four gas masks for 5
  sp each (no filters), a chemical sensor for 25 gp (no
  power source) “and whatever THIS thing is” (a plutonium
  clip) for 5 gp.   
  #35: A plant mutant that looks like a cross between
  a  giant  crab  and  a  tree  with  vine  tentacles  for
  pincers tries to sell different power packs. In front of
  it sit ten different power packs in an opened cargo
  net(each  the  size  of  a  car  battery),  four  power
  backpacks  and  three  different  radioactive  batteries
  (each the size of a car battery, but much heavier than
  they look). IT cannot speak and does not understand
  speech, and but may communicate with other nearby
  plant mutants via telepathy. IT is very frustrated about
  that. IT demands 2d6 gp for a power pack, 5d6 gp for a
  back pack and 6d6 gp for a radioactive battery. It is
  unable to tell individual items apart, and prices will
  change if IT is asked again after a while. IT is somewhat
  aware of that and gets VERY annoyed if asked for prices
  over and over again. After the third question for the
  same type of item a Reaction roll determines if IT just
  packs up and leaves (Unfriendly or worse). IT does not
  know that two of the radioactive batteries are actually
  damaged, as IT is immune against irradiation from Class
  2 or lower sources. Everyone that spend some time
  handling IT´s wares must Save against Class 1 Radiation
  (with damage and ill effects setting in after about a
  turn).
  #36:  A  heavily  armed  basic  android  in  ragged
  military  clothes  and  a  half-melted  plastic  face
  approaches the characters. “Hey! You there! You want
  to trade? I have food and medicine”. He sounds stern,
  but not aggressive. Nevertheless, he has a hand on the
  pistol in his hip holster. Mike-706 is a Semi-AI soldier
  model  that  was  originally  designed  to  deal  with
  insurgences and guerilla warfare. This programming for
  “irregular military assignments” included the ability to
  barter with “natives” for supplies. He offers 10 unites of
  canned goods (5 sp per unit), 2 pre-filled and vacuum-
  sealed injectors with Filter-Doses (12 gp), a plastic tube
  with 8 Proton Energy pills (8 gp) and three cans of
  Medi-Spray II (10 GP per can). If the characters offer
  ammo for his revolver (stowed away) or clips for his las
  pistol or assault rifle (slung over the shoulder) he will
  pay 12 gp for a power clip, 30 gp for a beltpack or 75 gp
  for a backpack (up to 24 gp in coins, everything else in
  barter goods).
  #37: A huge, six armed robot on a self-propelling
  four-wheeled  carriage  slowly  turns  towards  the
  party. With what looks like a cyclops eye in the
  center of its cylindrical head, it scans each of them
  from head to toe.  This is a Commercial Autonomous
  Repair  Service  Unit  (C.A.R.S.U.).  Before  the  Fall,  it
  responded to  repair calls of hover-cars and automated
  drones in the area, but also accepted requests from
  other interested parties. If it detects broken equipment
  (or damaged  androids) with  the PC, it will offer its
  services. In exchange, it will ask for “Linkless Credit
  Transfer”  first,  but  will  also  accept  “classic  silver
  dollar” (silver coins). It is able to repair all devices of
  Condition 3 to 5 BUT advanced weapons for 5d6 x4 sp,
  and may restore 1d10 hit points to a robot for (hit
  points x 30) sp. All payments must be made in advance. 
  
  #38: An old guy in a mix of rags loudly appraises
  “Blood  Milk  Xeno  Liqour!” which  he  sells  in  old
  marmelade  jars  out  of  a  rickety  shopping  card.
  Killhawk (he thought the name was cool when he was
  young) claims that his “Blood Milk Xeno Liqour” is
  based on an old family recipe and made out of strong
  alcohol, cinnamon and xeno cattle entrails  “and some
  other stuff I´ ll keep to myself, yet my ol´Momma will rise
  from the dead to tear my tongue out! HAHAHAHAH!! Not for
  the weak of stomach, I tell you! But if you are tuff enough for
  this drink, it will just make you tuffer!” He sells his brew
  for 7sp per jar. After drinking one of them, a character
  must pass a Save vs. Poison or will throw it all up again
  over  the  course  of  the  next  turn.  Otherwise,  the
  unbelievable SOUR drink will inure the the character
  for (Toughness Bonus) days against ingested Poisons (+1
  bonus to all Saving Throws). If poisoned food is eaten
  while drinking a jar of Bood Milk with it, the Poison
  Class of the food will be reduced by one if the Save is
  passed. Otherwise it is all puked up together with the
  Blood Milk.  
  #39: A local guy in a farmer´s attire approaches the
  PC on the streets. “Excuse me. You look like the kind of
  people that may want to buy armor from before the fall.
  I have some in my home. Care to see?” Guss belongs to a
  family that can trace its line back to very first settlers
  in this place. Since these days, three suits of riot squad
  plastic place armor (AC:4 against melee weapons; AC:5
  against firearms; AC:6 against advanced firearms) have
  been handed down from generation to generation. The
  last two generations had no need for them anymore,
  and so Guss decided to sell them for 200 gp a piece. 
  #40:  “IDENTIFICATION!  I  can  tell  you  what  your
  artifact is good for!” a guy with cat-like eyes and
  tame rat sitting on his left shoulders shouts over
  and over again, to gain the attention of the locals.
  Ziggi travels from settlement to settlement to offer his
  services. He charges 1 gp for the identification of an
  item, and is in fact pretty good at it (40% bonus on all
  technology rolls). If an item is broken, Ziggi will tell so
  and only demand 1 sp in that case. If he cannot identify
  an item, he will make up some function but claim that it
  is broken on Reaction Roll result of 8+ (instead of telling
  the truth and thereby not charging anything).
  #41:  A man  with  antennas  like  an  ant  sits  in  a
  roking chair in front of his re-furbished ruin. A
  large table to his left holds an assortment of pre-
  apocalyptic jewelry, belts and glasses that are up for
  sale. Characters  that  look  through  his  wares  may
  recognize that one of the belts is actually a worn Force
  Screen Belt. Timothy is not aware of it and will sell it
  for  2d6+2  sp  (like  all  the  rest  of  his  jewelry  and
  accessories). The plutonium clip inside of the belt is
  empty,  and  the  belt  may  turn  out  to  be  broken
  (Condition 3 item). 
  #42: A young woman in a black sarong and a loose
  shirt sewn out of four different other blouses sits in
  front  of  her  tent.  From  the  top  of  it  dangles  a
  partially  blood  stained  white  lab  coat. Miriam  is
  skilled in the treatment of wounds (+1 hit points if the
  character has at least half of the maximal hit points left;
  +2  if  more  of  them  have  been  lost)  and  offers  her
  services for 20 sp. Aside from cleaning, dressing, sewing
  and  bandaging  wounds  and  setting  bones  back  into
  place,  she  offers  applications  of  her  Advanced
  Medicines for an extra charge.  An application of Med-
  Spray I comes for 3 gp (5 gp for Med-Spray II), a shot of
  Superegen costs 10 gp. When the characters visit her
  again on a later day, her prices for high-tech medicine
  treatment will increase by 1d4 gp each. “My supplies are
  limited, and the demand seems to be high.” 
  #43: A robot that wears a very long brown coat and 
  looks like a creme colored manikin seems to stare at
  the PC. When they approach him, he will whisper to 
  them “follow me” and head to a less public place. There, 
  he will open up his coat WIDE. The inside is lined with 
  dozens of small pockets: all but a few hold different goo 
  tubes. The robot will close the coat quickly again and 
  move closer to the PC before whispering “just 10 silver 
  dollars a piece”. This household android had been re-
  programmed before the fall to act as a black-market 
  dealer for its owner. The owner is long dead now, but 
  the robot still has goods to sell and his programming is 
  still what it is. The prices may even be unreasonable, 
  depending on where the robot is found.  He will accept 
  sp for silver dollar. 
  #44: An older woman in a ragged hoodie, a long coat
  and a wraparound skirt approaches one of the guys
  (!) in the group with a smile.  “Hey there. You look
  really strong.” No matter what the PC responds, she will
  keep her smile and asks  “Would you like be stronger?”
  Katica  sells  Hercurin  for 5sp  a  piece in  neat, small
  plastic zip bags. She can explain what the drug does and
  knows about the side effects, but will only tell that “you
  will feel tired when it wears of. Lay down then a sleep for a
  few hours. Your body will really need to.“
  #45:  A  telepathic,  black  hairy  giant  spider  will
  slowly approach the PC. “I come in peace. Do you like
  risky deals?” The sentient monster offers a simple yet
  morbid  deal. It will bite a willing (!) character once. If
  the character survives the bite, he or she will become
  immune against  “weaker poisons” (class 1 and 2)  “and
  against my very own poison. Furthermore, you will become
  more resilient to other venom.” (permanent +1 bonus on
  Saving  Throws).  “If  you  die  while  the  poison  takes  its
  course, you agree that I may spin you up and claim you as my
  meal.” The poison of this spider is unique: when a Save
  is passed, it acts like class 3 poison (3d6; half damage). If
  the Save is failed, 4d6 damage is dealt and the victim
  must Save again. As long those are failed, the damage is
  rolled  for  again  (one  test  per  round)  and  the  base
  damage is increased by 1d6 each time.
  
  #46: “Hi! Do you have ..you know, ancient gear? I have
  the stuff you need for those. The discs and sticks.” so
  says the young mutant lady with the cyclops eye and
  the much to long fingers as she opens her burlap
  hand back to show you  several power cells and
  clips. Sheila has 27 used power cells and seven used
  power clips for  sale, which she salvaged out of items
  during a trip to “the ruins” (use a d-percent to find out
  how much of the charge is left. “00” equals “empty”).
  She offers the cells for 5 sp a piece, the clips for 2 gp a
  piece. She thinks that it is a fair price. 
  #47: A fit looking guy in military camo clothes in
  seemingly  pristine  condition  leans  against  an
  equally  untouched  (but  dirty)  small  military
  hovercraft  (with  a  pintle-mounted  twin-linked
  automatic gauss rifle). He smokes a cigarette and
  keeps an eye on those that come and go. He will
  whistle and gesture to the PC to come closer, so that he
  may show  them what he intends to sell. Lincoln was
  one of few synthetic androids that a defunct cryo-sleep
  bunker released into this world a couple of month ago.
  From the 80 troopers, only a hand full survived in the
  malfunctioning  cryo  chambers.  The  war  they  wear
  meant to fight and the nation they were meant to fight
  it for... are no more. So, the try to make themselves
  comfortable in their hidden bunker and head out from
  time to time to sell surplus military gear for “hard
  currency.” They never sell the weapons but only gear
  and armor. This time, it is a load of ballistic nylon vests
  and metal-inserts (180 gp for the vests, another 50 gp
  for a set of inserts). 
  #48: A woman in biker clothes with braided black
  hair  waves  to  PC  from  afar  “Hi  there!  You  are
  strangers to this area, aren´t you? Want to have a look
  at some old maps of the surroundings? Just 3 sp!” With
  this words, she pulls a battered looking ERNIE out of
  her jacket. Rena knows very well that the maps are not
  up to date “but they will show you where roads used to be,
  and where cities and settlements used to be. And nobody
  flattened the mountains around here, or erected new ones so
  far! You thereby can use them as land marks.” When the PC
  study the maps and try to memorize them, they will
  gain a bonus on Navigation tests in this area equal to
  their INT. 
  #49:  The  loud  cry  of  a  parrot  will  come  to  the
  characters  attention.  Near  them,  a  particularly
  large examples of this species rests on an elevated
  point, with a gleaming piece of silver jewelry in its
  large, black talons  “Want food!” it caws repeatedly,
  while lifting the leg with the jewelry in it so that it
  clatters. Patty is a sentient parrot and a reckless thief.
  He  has  FUN  stealing  everything  that  is  not  pinned
  down, and then sells it to strangers for just a fist full of
  crackers. When the PC put some food somewhere and
  move away from it, Patty drops the jewelry, takes the
  food and flies away. The silver necklace is worth 15 sp.
  #50: A haggard young mutant with bat ears sells an
  assortment of different pills and other substances
  out of a suitcase with inlays. He will WINCE as soon as
  a robot comes closer as 10 feet and yell at him to “GO
  AWAY! I cannot stand the noise you make!!” Nelson
  sells Salt Pills (4 cp per pill), soup mixes (1 sp per
  package), a few fire starter cubes (1 sp per cube), Rad
  Tabs (5 cp per tab); anticilin capsuls (+2 bonus on all
  Saves vs Disease on the day consumed; 5 sp); water
  purification tabs (will remove illness causing bacteria
  from a gallon of water after 4 hours, but will not filter it
  or remove other poisons; 2 sp). Suicide pills are for free.
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  portion of this License to include the exact text of the COPYRIGHT NOTICE
  of any Open Game Content You are copying, modifying or distributing, and
  You must add the title, the copyright date, and the copyright holder's
  name to the COPYRIGHT NOTICE of any original Open Game Content you
  Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity,
  including as an indication as to compatibility, except as expressly licensed
  in another, independent Agreement with the owner of each element of
  that Product  Identity. You agree  not  to  indicate  compatibility or  co-
  adaptability with any Trademark or Registered Trademark in conjunction
  with a work containing Open Game Content except as expressly licensed in
  another, independent Agreement with the owner of such Trademark or
  Registered Trademark. The use of any Product Identity in Open Game
  Content does not constitute a challenge to the ownership of that Product
  Identity. The owner of any Product Identity used in Open Game Content
  shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly
  indicate which portions of the work that you are distributing are Open
  Game Content.
  9. Updating the License: Wizards or its designated Agents may publish
  updated versions of this License. You may use any authorized version of
  this  License  to  copy,  modify  and  distribute  any  Open  Game  Content
  originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with
  every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open
  Game Content using the name of any Contributor unless You have written
  permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the
  terms of this License with respect to some or all of the Open Game Content
  due to statute, judicial order, or governmental regulation then You may
  not Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to
  comply with all terms herein and fail to cure such breach within 30 days of
  becoming  aware  of  the  breach.  All  sublicenses  shall  survive  the
  termination of this License.
  14  Reformation:  If  any  provision  of  this  License  is  held  to  be
  unenforceable,  such  provision  shall  be  reformed  only  to  the  extent
  necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  
SOURCE: textdata/thevault/Mutant Future/Mutant Future Supplemental/50 Small-Time Vendors for a Weird Irradiated Post-Apocalypse (MuFut).pdf