Medical supplies (5e fallout Campaign Setting)

Medical items

cost rad pool+/ rad+ hit points+ other
Stimpack50 caps03d10A highly compressed, automatically injecting hypodermic needle.
Super Stimpack80 caps06d10An even more potent stimpack that decreases Strength and Dexterity by 1 for 1 minute.
Doctor’s Bag50 caps0A set of tools that heals broken limbs.
Blood pack15 caps02d41 pint of clean blood that removes poisons
Rad-x6 caps1d4+Con rad poolA small assortment of pills.
Rad away60 caps-2d8 radsAn I.V. of bright orange sludge.
Alcohol5 caps0A bottle of assorted alcohol that grants +3 to Strength and Charisma saving throws and skills, -3 to Dexteirty saving throws and skills for 1 minute.
Antivenom8 caps0A bottle of plant grounds and water. Can be consumed as a reaction to avoid taking poison damage.
Jet15 caps0An orange inhaler that grants +10 feet of movement speed and can make 1 additional bonus action until the beginning of your next turn, increases maximum time before sleeping by 1 hour.
Turbo30 caps0A Jet inhaler combined with a can of hairspray that grants +15 feet of movement and can make 1 additional action until the beginning of your next turn, increases maximum time before sleeping by 1 hour.
Mentats39 caps0A box of medicated breath mints that grants +4 Charisma and Intelligence for 1 minute.
Psycho15 caps0A manually injected hypodermic needle of dark red sludge that grants +2 to attack and damage rolls with Melee attacks and -2 to ranged attacks for 1 minute.
Steady15 caps0An inhaler made from a glass bottle and assorted chems that grants +2 to attack and damage rolls with ranged attacks and -2 to Melee attacks for 1 minute.
Buffout20 caps0A bottle of pre-War steroid pills that grant +2 Strength and Constitution for 1 minute.
X-Cell100 caps0An experimental black and blue, dual chamber inhailer that grants +2 to all ability scores for 1 minute.
Med-X15 caps0A manual syringe of pink liquid that grants +15 temporary hit points.
Hydra20 caps0A pressurized soda bottle filled with cave fungus and antivenome that heals broken limbs.
Day Tripper40 caps0A bottle of pre-War psychedelics that grant advantage on Charisma saving throws, disadvantage on attack rolls for 1 minute.
Daddy-O20 caps0A dual-chamber syringe of bright orange liquid that grants +5 to Wisdom and Intelligence checks and saves, -5 to Charisma checks and saves for 1 minute.
Coyote Tobacco Chew5 caps0Mutated tobacco that grants +2 to Wisdom and Dexteirty checks and saving throws for 1 minute.
Cateye10 caps0A bottle of pre-war chems that grants 30 feet of Darkvision for 1 minute.
Mutie100 caps0A dual-chambered syringe of red sludge that grants +10 to Strength saving throws, skills and attack rolls for 1 minute. After 1 minute, your hit point maximum is halved until the end of your next long rest.
Mutated Toe10 caps+2d6 radsDecreases your maximum hit points by -5 for 1 week, after which your maximum hit points are permanently increased by +5. Most vendors will refuse to buy or sell this.
X-111100 caps-5d10 radsA bottle of BoS produced chems.
Fixer20 caps0A bottle of medicated breath mints that removes the effects of addiction for 1 minute.
Addictol100 caps0A gray inhaler that cures 1 addiction.
Bandage10 caps01d4Grants advantage on 1 save within 1 hour to resist infection or poison.
Sterile Disinfectant Bandage30 caps02d6removes infection after 1 hour or +3 against poison or to healing(made at that time)
Disinfectant10 caps0Removes infection if its covered up with a clean rag or bandage. Deals 1d12 energy damage.
I.V.30 caps-1d6 rads1d6A bag of iv fluid that grants +5 to saving throws against poison and disease or to healing (made at that time).
Stealth Boy500 caps0A pre-war handheld computer that makes the user invisible for 1 minute. One of 2 chems that can be used on constructs.
Robot Repair Kit60 caps06d6A tool used for hotfixing machinery. Only works on constructs and electrical equipment.

Addiction

While chems may grant helpful benefits they are not without fault. With every dose one takes, one must succeed a Constitution or Intelligence saving throw. On a failure, they are addicted. They may repeat this saving throw at the end of a long rest. While addicted to a chem, they do not receive its benefits and must take another dose to become immune to its addiction effect for 1 minute. The following are chems one can be addicted to, its addiction DC, and its addiction effect.

  • Alcohol: 18. Disadvantage on Dexterity and Charisma saving throws and skills.
  • Jet: 18. Your movement speed is decreased by 5 feet and you have disadvantage on Dexterity saving throws.
  • Turbo: 15. You are paralyzed for 1 minute randomly every 3 hours.
  • Mentats: 10. You have disadvantage on Intelligence checks and saving throws.
  • Psycho:15. Once every minute and at the beginning of each of your turns, you must succeed a DC 12 Charisma saving throw or attack the closest creature.
  • X-Cell: 15. All ability scores are decreased by -2.
  • Med-X: 15. Your hit point maximum is decreased by 20%.
  • Hydra: 12. You gain disadvantage on Constitution and Dexterity saving throws.
  • Day Tripper: 12. Disadvantage on Charisma saving throws.
  • Daddy-O: 12. -5 to Intelligence and Wisdom saving throws and skills.
  • Coyote Tobacco Chew: 10. Disadvantage on Charisma skills.

Food

In the wasteland, food is few and far between. Each food item has a food score. If your food score for a day is less than 3 at the end of the day, your Starvation count goes up by 1. Your Starvation count can go up to your Starvation Threshold (ST) is equal to 1/4 your Constitution score rounded down. Fulfilling your food requirement for each day decreases your Starvation count by 1. Every time your ST is passed, you gain 1 level of exhaustion. Every time you reduce your Starvation count below your ST, you loose 1 level of exhaustion.

One meat can be cut into 2 meats of 1 size category lower as a DC 15 Animal Handling check. On a failure, it instead becomes 1 meat of 1 size category lower. Rotten food has half the weight and food score of the original food. Pre-War food can not become rotten.

On eating raw meat or eggs, you must succeed a DC 15 Constitution or Charisma saving throw. On a failure, you vomit. You do not benefit from the item’s food score and the food becomes inedible.

Name Cost Weight Food Score Examples
Raw Plants10 caps.51/2Tato, Carrot, Onion, Cactus, Handful of Honey Mesquite Pods
Cooked Plants10 caps.51Vegetable Soup, Noodles, Pie
Tiny Creature Meat10 caps.51Coyote, Cat, Bird, Chicken, Buzzard, Fish
Small Creature Meat15 caps.52Dog, Gecko, Rat
Medium Creature Meat25 caps13Mongrel, Mole Rat, Young Deathclaw, Human
Large Creature Meat35 caps24Adult Deathclaw, Super Mutant, Yao-Guai
Huge Creature Meat50 caps35Ghoul Whale
Gargantuan Creature Meat75 caps46
Egg20 caps12Radscorpion, Deathclaw, Ant
Pre-War Food15 caps11Potted Meat, MRE, Dog Food, Yum Yum Deviled Eggs
Alien Food30 caps.12Strange Squid, Weird Worm
Pre-War Candy5 caps.11/4Dandy Boy Apples, Sugar Bombs, Gum Drops, Bubble Gum
Soda15 caps11/2Nuka-Cola, Sunset Sarsaparilla, Bawls Guarana
Salient Green30 caps.13A green paste made of the basic structure of plants.
Red Paste30 caps.14A red paste made of the basic structure of meat. Does not count as raw meat.

Back to Main Page 5e Homebrew 5e Campaign Settings Fallout Equipment

gollark: It's very thaumaturgic. You should make a build tool which automatically shuffles the coords around and puts the modules into place.
gollark: Cool! The language is more powerful than you think, I guess. Did you find out if it was TC?
gollark: What do you mean a "self hook"?
gollark: Or twice maybe, we'll be nice.
gollark: Heavpoot: how about functions with a linear type thing such that they can only be used once.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.