Medical Supplies (5e Fallout Campaign Setting)

This page may resemble content endorsed by, sponsored by, and/or affiliated with the Fallout franchise, and/or include content directly affiliated with and/or owned by Bethesda Softworks LLC. D&D Wiki neither claims nor implies any rights to Fallout copyrights, trademarks, or logos, nor any owned by Bethesda Softworks LLC. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.

Medical items

Name Cost Rad pool+/Rad+ HP+ Effects Container Form
Stimpack50 caps03d10A highly compressed, automatically injecting hypodermic needle.SyringeLiquid
Super Stimpack80 caps06d10An even more potent stimpack that decreases Strength and Dexterity by 1 for 1 minute.SyringeLiquid
Doctor’s Bag50 caps0A set of tools that heals broken limbs. Can be used endlesssly. Can't be diluted.N/AN/A
Blood pack25 caps02d41 pint of clean blood that removes poisonsIV bagLiquid
Healing Powder15 caps01d6A 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 restBottlePowder
Rad-X6 caps1d4+Con rad poolA small assortment of pills.BottlePills
RadAway60 caps-2d8 radsAn I.V. of bright orange sludge.IV bagLiquid
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.BottleLiquid
Antivenom8 caps0A bottle of plant grounds and water. Can be consumed as a reaction to avoid taking poison energy damage. Can't be diluted.BottleLiquid
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.InhalerGas
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 2 hours.InhalerGas
Mentats39 caps0A box of medicated breath mints that grants +4 Charisma and Intelligence for 1 minute.TinPills
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.SyringeLiquid
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.InhalerGas
Buffout20 caps0A bottle of pre-War steroid pills that grant +2 Strength and Constitution for 1 minute.BottlePills
X-Cell100 caps0An experimental black and blue, dual chamber inhailer that grants +2 to all ability scores for 1 minute.InhalerGas
Med-X15 caps0A manual syringe of pink liquid that grants +15 temporary hit points.SyringeLlquid
Hydra20 caps0A pressurized soda bottle filled with cave fungus and antivenom that heals broken limbs.BottleLiquid
Day Tripper40 caps0A bottle of pre-War psychedelics that grant advantage on Charisma saving throws, disadvantage on attack rolls for 1 minute.BottlePills
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.SyringeLiquid
Coyote Tobacco Chew5 caps0Mutated tobacco that grants +2 to Wisdom and Dexteirty checks and saving throws for 1 minute.TinPowder
Cateye10 caps0A bottle of pre-war chems that grants 30 feet of Darkvision for 1 minute.BottlePills
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(reduced by 1/4 when diluted).SyringeLiquid
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. Can't be diluted.N/AN/A
X-111100 caps-5d10 radsA bottle of BoS produced chems.BottlePills
Fixer20 caps0A bottle of medicated breath mints that suppresses the effects of all addictions for 1 minute.BottlePills
Addictol100 caps0A gray inhaler that cures all addictions. Can't be diluted.InhalerGas
Bandage10 caps01d4Grants advantage on 1 save within 1 hour to resist infection or poison. Can't be diluted.N/AN/A
Sterile Disinfectant Bandage30 caps02d6removes infection after 1 hour or +3 against poison or to healing(made at that time). Can't be diluted.N/AN/A
Disinfectant10 caps0Removes infection if its covered up with a clean rag or bandage. Deals 1d12 energy damage.BottleLiquid
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).IV bagLiquid
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. Can't be diluted.N/AN/A
Robot Repair Kit60 caps06d6A tool used for hotfixing machinery. Only works on constructs and electrical equipment. Can be used endlessly. Can’t be dilutedN/AN/A

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. 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

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

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

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 Plants10 caps.51/2Tato, Carrot, Onion, Cactus, Handful of Honey Mesquite Pods
Cooked Plants10 caps.51Vegetable Soup, Noodles, Pie
Tiny Creature Meat10 caps21Coyote, Cat, Bird, Chicken, Buzzard, Fish
Small Creature Meat15 caps52Dog, Gecko, Rat
Medium Creature Meat25 caps103Mongrel, Mole Rat, Young Deathclaw, Human
Large Creature Meat35 caps204Adult Deathclaw, Super Mutant, Yao-Guai
Huge Creature Meat50 caps505Ghoul Whale
Gargantuan Creature Meat75 caps1006Super Mutant Behemoth
Egg20 caps12Radscorpion, Deathclaw, Ant
Pre-War Food15 caps11Potted Meat, MRE, Dog Food, Yum Yum Deviled Eggs
Food Ration30 caps13
Alien Food30 caps.12Strange Squid, Weird Worm
Pre-War Candy5 caps.11/4Dandy Boy Apples, Sugar Bombs, Gum Drops, Bubble Gum
Pre-War 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. 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.

Back to Main Page 5e Homebrew Campaign Settings Fallout Equipment

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.