Medical Supplies (5e Fallout Campaign Setting)

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Medical items[edit]

Name Cost Rad pool+/Rad+ HP+ Effects Container Form
Stimpack 50 caps 0 3d10 A highly compressed, automatically injecting hypodermic needle. Syringe Liquid
Super Stimpack 80 caps 0 6d10 An even more potent stimpack that decreases Strength and Dexterity by 1 for 1 minute. Syringe Liquid
Doctor’s Bag 50 caps 0 A set of tools that heals broken limbs. Can be used endlesssly. Can't be diluted. N/A N/A
Blood pack 25 caps 0 2d4 1 pint of clean blood that removes poisons IV bag Liquid
Healing Powder 15 caps 0 1d6 A bag filled with a mix of Xander Root and broc flower. -1 on perception checks with each bag consumed(this isn't affected by dilution), cleared after every long rest Bottle Powder
Rad-X 6 caps 1d4+Con rad pool A small assortment of pills. Bottle Pills
RadAway 60 caps -2d8 rads An I.V. of bright orange sludge. IV bag Liquid
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. Bottle Liquid
Antivenom 8 caps 0 A bottle of plant grounds and water. Can be consumed as a reaction to avoid taking poison energy damage. Can't be diluted. Bottle Liquid
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. Inhaler Gas
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 2 hours. Inhaler Gas
Mentats 39 caps 0 A box of medicated breath mints that grants +4 Charisma and Intelligence for 1 minute. Tin Pills
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. Syringe Liquid
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. Inhaler Gas
Buffout 20 caps 0 A bottle of pre-War steroid pills that grant +2 Strength and Constitution for 1 minute. Bottle Pills
X-Cell 100 caps 0 An experimental black and blue, dual chamber inhailer that grants +2 to all ability scores for 1 minute. Inhaler Gas
Med-X 15 caps 0 A manual syringe of pink liquid that grants +15 temporary hit points. Syringe Llquid
Hydra 20 caps 0 A pressurized soda bottle filled with cave fungus and antivenom that heals broken limbs. Bottle Liquid
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. Bottle Pills
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. Syringe Liquid
Coyote Tobacco Chew 5 caps 0 Mutated tobacco that grants +2 to Wisdom and Dexteirty checks and saving throws for 1 minute. Tin Powder
Cateye 10 caps 0 A bottle of pre-war chems that grants 30 feet of Darkvision for 1 minute. Bottle Pills
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(reduced by 1/4 when diluted). Syringe Liquid
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. Can't be diluted. N/A N/A
X-111 100 caps -5d10 rads A bottle of BoS produced chems. Bottle Pills
Fixer 20 caps 0 A bottle of medicated breath mints that suppresses the effects of all addictions for 1 minute. Bottle Pills
Addictol 100 caps 0 A gray inhaler that cures all addictions. Can't be diluted. Inhaler Gas
Bandage 10 caps 0 1d4 Grants advantage on 1 save within 1 hour to resist infection or poison. Can't be diluted. N/A N/A
Sterile Disinfectant Bandage 30 caps 0 2d6 removes infection after 1 hour or +3 against poison or to healing(made at that time). Can't be diluted. N/A N/A
Disinfectant 10 caps 0 Removes infection if its covered up with a clean rag or bandage. Deals 1d12 energy damage. Bottle Liquid
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). IV bag Liquid
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. Can't be diluted. N/A N/A
Robot Repair Kit 60 caps 0 6d6 A tool used for hotfixing machinery. Only works on constructs and electrical equipment. Can be used endlessly. Can’t be diluted N/A N/A

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. Diluting (where applicable) removes any chance of addiction.

  • 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.

Dilution[edit]

While chems can get people addicted, there are ways to avoid it. The most popular way is dilution. You can dilute any chem except for those that say they can't be diluted. Provided you have one of the chem in question, one of the container the chem is in, and 1 pint of water (only needed for liquids, see appropriate column), you can attempt to dilute it with a Survival check with a DC equal to the addiction DC (15 if the chem is nonaddictive)(check isn’t necessary if chem is pills or powder). On a failure, one diluted chem is made. On a success, two diluted chems are made instead. A diluted chem's numerical effect's potency is halved, or the duration if it does not have one. You also can't get addicted to it.

Skill Magazines[edit]

While not technically medical supplies, skill magazines function similarly. Each skill magazine typically costs about 25 caps. A skill magazine may be read as an action, crumbling the ancient paper in the process, thus destroying it. When read, you gain one the following depending on the magazine for 1 minute:

  • Boxing Times - your next attack that deals melee damage has advantage.
  • Fixin' Things - your next Arcana check has advantage.
  • Future Weapons Today - your next attack that deals energy damage has advantage.
  • Lad's Life - your next Survival check has advantage.
  • ¡La Fantoma! - your next Stealth check has advantage.
  • Locksmith's Reader - your next Sleight of Hand check has advantage.
  • Meeting People - your next Persuasion check has advantage.
  • Milsurp Review - your next attack that deals ballistic damage has advantage.
  • Patriot's Cookbook - your next attack that deals explosive damage has advantage.
  • Programmer's Digest - your next Investigation check has advantage.
  • Salesman Weekly - your next Deception check has advantage.
  • Tales of Chivalrie - your next Intimidation check has advantage.
  • Today's Physician - your next Medicine check has advantage.
  • True Police Stories - your next Insight check has advantage.

Food[edit]

In the wasteland, food is few and far between. Each food item has a Food Score. You have a Satiation count. Whenever you eat something and don’t vomit it, your Satiation count goes up by the food item’s Food Score. Your Satiation count decreases by 3 at the end of each day. If this causes it to go below 0, 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 lose 1 level of exhaustion.

One meat can be cut into 2 meats of 1 size category lower as a DC 15 Survival 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’t become rotten.

On eating raw or rotten 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.

Cooked meat and plants can be turned into a food ration with a DC 12 Survival check, so long as you have a fire and food worth a score of 3 or more. You can bulk make rations, which is recommended because if you fail, the result will be 1/4 the intended rations (round down, minimum of 0).

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 2 1 Coyote, Cat, Bird, Chicken, Buzzard, Fish
Small Creature Meat 15 caps 5 2 Dog, Gecko, Rat
Medium Creature Meat 25 caps 10 3 Mongrel, Mole Rat, Young Deathclaw, Human
Large Creature Meat 35 caps 20 4 Adult Deathclaw, Super Mutant, Yao-Guai
Huge Creature Meat 50 caps 50 5 Ghoul Whale
Gargantuan Creature Meat 75 caps 100 6 Super Mutant Behemoth
Egg 20 caps 1 2 Radscorpion, Deathclaw, Ant
Pre-War Food 15 caps 1 1 Potted Meat, MRE, Dog Food, Yum Yum Deviled Eggs
Food Ration 30 caps 1 3
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
Pre-War 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. Counts as cooked meat for the purpose of determining whether you vomit when consumed, as well as whether swamp folk and super mutants can eat it.

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