Medical supplies (5e fallout Campaign Setting)
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|cost||rad pool+/ rad+||hit points+||other|
|Stimpack||30 caps||0||3d10||A highly compressed, automatically injecting hypodermic needle.|
|Super Stimpack||60 caps||0||6d10||An even more potent stimpack that decreases Strength and Dexterity by 1 for 1 minute.|
|Doctor’s Bag||50 caps||0||A set of tools that heals broken limbs.|
|Blood pack||15 caps||0||2d4||1 pint of clean blood that removes poisons|
|Rad-x||6 caps||1d4+Con rad pool||A small assortment of pills.|
|Rad away||60 caps||-2d8 rads||An I.V. of bright orange sludge.|
|Alcohol||5 caps||0||A 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.|
|Antivenom||8 caps||0||A bottle of plant grounds and water. Can be consumed as a reaction to avoid taking poison damage.|
|Jet||15 caps||0||An 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.|
|Turbo||30 caps||0||A 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.|
|Mentats||39 caps||0||A box of medicated breath mints that grants +4 Charisma and Intelligence for 1 minute.|
|Psycho||15 caps||0||A 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.|
|Steady||15 caps||0||An 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.|
|Buffout||20 caps||0||A bottle of pre-War steroid pills that grant +2 Strength and Constitution for 1 minute.|
|X-Cell||100 caps||0||An experimental black and blue, dual chamber inhailer that grants +2 to all ability scores for 1 minute.|
|Med-X||15 caps||0||A manual syringe of pink liquid that grants +15 temporary hit points.|
|Hydra||20 caps||0||A pressurized soda bottle filled with cave fungus and antivenome that heals broken limbs.|
|Day Tripper||40 caps||0||A bottle of pre-War psychedelics that grant advantage on Charisma saving throws, disadvantage on attack rolls for 1 minute.|
|Daddy-O||20 caps||0||A 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 Chew||5 caps||0||Mutated tobacco that grants +2 to Wisdom and Dexteirty checks and saving throws for 1 minute.|
|Cateye||10 caps||0||A bottle of pre-war chems that grants 30 feet of Darkvision for 1 minute.|
|Mutie||100 caps||0||A 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 Toe||10 caps||+2d6 rads||Decreases 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-111||100 caps||-5d10 rads||A bottle of BoS produced chems.|
|Fixer||20 caps||0||A bottle of medicated breath mints that removes the effects of addiction for 1 minute.|
|Addictol||100 caps||0||A gray inhaler that cures 1 addiction.|
|Bandage||2 caps||0||1d4||Grants advantage on 1 save within 1 hour to resist infection or poison.|
|Sterile Disinfectant Bandage||25 caps||0||2d6||removes infection after 1 hour or +3 against poison or to healing(made at that time)|
|Disinfectant||10 caps||0||Removes infection if its covered up with a clean rag or bandage. Deals 1d12 energy damage.|
|I.V.||30 caps||-1d6 rads||1d6||A bag of iv fluid that grants +5 to saving throws against poison and disease or to healing (made at that time).|
|Stealth Boy||500 caps||0||A pre-war handheld computer that makes the user invisible for 1 minute. One of 2 chems that can be used on constructs.|
|Robot Repair Kit||45 caps||0||8d6||A tool used for hotfixing machinery. Only works on constructs and electrical equipment.|
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.
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 5 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 modifier 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.
|Raw Plants||10 caps||.5||1/2||Tato, Carrot, Onion, Cactus, Handful of Honey Mesquite Pods|
|Cooked Plants||10 caps||.5||1||Vegetable Soup, Noodles, Pie|
|Tiny Creature Meat||10 caps||.5||1||Coyote, Cat, Bird, Chicken, Buzzard, Fish|
|Small Creature Meat||15 caps||.5||2||Dog, Gecko, Rat|
|Medium Creature Meat||25 caps||1||3||Mongrel, Mole Rat, Young Deathclaw, Human|
|Large Creature Meat||35 caps||2||4||Adult Deathclaw, Super Mutant, Yao-Guai|
|Huge Creature Meat||50 caps||3||5||Ghoul Whale|
|Gargantuan Creature Meat||75 caps||4||6|
|Egg||20 caps||1||2||Radscorpion, Deathclaw, Ant|
|Pre-War Food||15 caps||1||1||Potted Meat, MRE, Dog Food, Yum Yum Deviled Eggs|
|Alien Food||30 caps||.1||2||Strange Squid, Weird Worm|
|Pre-War Candy||5 caps||.1||1/4||Dandy Boy Apples, Sugar Bombs, Gum Drops, Bubble Gum|
|Soda||15 caps||1||1/2||Nuka-Cola, Sunset Sarsaparilla, Bawls Guarana|
|Salient Green||30 caps||.1||3||A green paste made of the basic structure of plants.|
|Red Paste||30 caps||.1||4||A red paste made of the basic structure of meat. Does not count as raw meat.|