Medical supplies (5e fallout Campaign Setting)

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Medical items[edit]

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.

Addiction[edit]

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[edit]

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.

Name Cost Weight Food Score Examples
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.

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