So, your heroes have been captured by the bad guys and they tell them to empty out their pockets. Naturally the character with the Resourceful Pockets trait will have a wide variety of junk on hand. The GM has discretion about how many times rolling is needed.
Once again you roll two dice. Reading each one separately.
1-1 A vacuum tube
1-2 Pocket watch (normal)
1-3 a sandwich wrapped in paper (roll 1 die, on an even number it's still edible)
1-4 An 8 track tape of Polka music
1-5 Oolon Colluphid's Origins of the Universe
1-6 A piece of charcoal
2-1 A ball of rubber bands
2-2 5 meters of rope
2-3 A very old cell phone (circa 1992)
2-4 The last hand held gadget the players built in an adventure
2-5 quarter kilo of unobtainium-127
(totally useless right now, but there's a materials engineer somewhere
who would sell his mother for this!)
2-6 That pen you nicked off President Taft's desk
3-1 shoe polish
3-2 a DVD of whatever movie is currently in theaters
3-3 a stationary pad from the Europa Hilton
3-4 A 3 1/4" floppy drive marked "Skynet 0.0176 DO NOT USE!!!"
3-5 A miniature theremin
3-6 A Mouse
(roll 1 die; 1-2: USB Computer, 3: Living, 4: Dead, 5-6: Rubber,)
4-1 An Etheric Beam Locator
4-2 A Lighter
4-3 A Slide Whistle
4-4 A wad of lint
4-5 2d6 Coins from different planets (none of which are legal tender where you are right now)
4-6 A hip flask
(roll 1 die; 1: Whiskey, 2- Vodka 3: Janx Spirit, 4: Holy Water, 5: Grape juice, 6: Vinegar)
5-1 A Cricket Ball
5-2 A pirate treasure map.
5-3 A rather dubious Hungarian to English Phrasebook
5-4 A glass bottle of soda
5-5 A rubber balloon
5-6 A tin cup
6-1 A string of fire crackers
6-2 An invitation to the time traveller's convention at MIT
6-3 A ball of twine
6-4 A Credit Card (roll 1 die; odds: still useful, evens: won't work)
6-5 A Swiss Army Knife
6-6 A bag of Jelly Babies