Equipment: Chems and healing items

Medication for common injuries:

Healing
powders




Stimpak




Super-Stimpak



Mega-
Stimpak







A powder to be applied to the wound, made by the shamans of the wild tribes by mixing Xander root and Broc flower.
It does weaken the perception for a short time.



Before the Great War they made millions of this cell regeneration booster. Based on natural resources
that are still readily available after the war.



More potent stimpak. Can have side effects.



Extremly potent healing agent.
WARNING: Can lead to EXTREME side effects. Please consult your Doctor or Pharmacist





Effects:
PE-1 for 4 hours
1D10 + 10 Healing



Effects:
1D10 + 10 Healing



Effects:
1 D20 + 20 Healing
-(1D6-1) Damage after 1 hour


Effects:
2 * D20 Healing +10 (repeatable)
- (1D20 after 90 minutes)

13 $

1 pound




30 $
0.3 pounds



250 $
0.7 pounds



500 $
1.6 pounds




Anti radiation medication:

Nuka-Cola



Rad-X



Rad-Away




As popular after the Great War as it was before. A  caffeinated soft drinks. Some people say it's addictive.



A radiation tolerance enhancing medication from before the War.


A true miracle drug from before the Great War. An IV that binds irradiated particles in the body and helps to release them the natural way.

Effects:
1D3 Healing
-5 Rad


Effects:
Rad-toleration: +40


Effects:
- 50 Rad

3 $ (prices vary greatly depending on location)
1 pound


35 $
0.2 pounds


50 $
1 pound



Drugs:


(Beware, this stuff is really addicting)

Jet

This infamous drug, produced by
the Mordino Family in New Reno,
has taken the post apocalyptic
northern California in a storm.
It accelerates the user and  enhances natural body reflexes.

Effects:
AP +4
AG + 2


PE - 1
All ranged combat skills - 15

20 $

Addiction-Difficulty:


Cold Turkey:


→ Effects:

25%


after 7 hours (for about 14 days)


AP -4
AG – 2
PE– 1


All ranged combat skills - 15

Buffout

A pre war concotion by the West-
Tek Research Group, made shortly
before they started their work on the FE-Virus. It enhances bodily
strength and endurance for a short period of time.

Effects:
ST + 2
EN + 2
IN - 2


Melee + 10
Unarmed +15


Unarmed damage: +3


Hitpoints +10

40 $

Addiction-Difficulty:


Cold Turkey:


→ Effects:

35%


after 5 hours (for about 8 days)


ST – 2
EN – 2
IN – 2


All close combat skills – 15

Unarmed damage: -3


Hitpoints: -10

Psycho

Another “mistake” on West-Tek's
way to create a super soldier. Once
injected, this serum turns muscles to steel – and brains to mush.

Effects:
ST + 4
EN + 4
IN – 4


All close combat skills + 25


Unarmed damage: +5

Hitpoints + 20


all social Interactions: - 40

50 $

Addiction-Difficulty:


Cold Turkey:


→ Effects:

70,00%


after 24 hours (for about 20 days)


ST – 4
EN – 4
IN – 4


All close combat skills– 25


Unarmed damage: - 5
Hitpoints: - 20


all social Interactions: -40

Mentats

It's the consciousness altering drug par excellence. The user will think in all new ways and will experience the world wholly different, they say.

Effects:
PE + 2
IN + 2
ST -2
EN - 2


All mental skills: + 10

65 $

Addiction-Difficulty:


Cold Turkey:


→ Effects:

40 %


after 4 hours (for about 5 days)


PE – 2
IN – 2
EN – 2


All mental skills: - 10

A word on the addiction difficulty: This is the difficulty that is applied to a test on the carousing skill. A character with a carousing skill of 30 will definitely become addicted to Psycho, but has a good chance of nearly 50/50 to withstand addiction to Jet. Tested will be on each and every
consumption! Unless the character is already addicted, of course.

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