Medical Supplies (5e Fallout Campaign Setting)

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Medical items

cost rad pool+/ rad+ hit points+ other
Stimpack 50 caps 0 3d10 A highly compressed, automatically injecting hypodermic needle.
Super Stimpack 80 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 10 caps 0 1d4 Grants advantage on 1 save within 1 hour to resist infection or poison.
Sterile Disinfectant Bandage 30 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 60 caps 0 6d6 A 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 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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