Fallout Equipment 2 of 8

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Rarity Consumable Rads HP Rest Wt Cost Effects

0 Dirty Water 1D 2 0.1 5 Heal 2, Disease Vector


1 Beer 0 0 1 5 Alcoholic
1 Purified Water 0 3 0.1 20 Heal 3
2 Blood Pack 0 3 0.1 10 Heal 3
2 Bourbon 0 0 1 7 Alcoholic, Re-roll 1d20 on END tests
2 Brahmin Milk 0 1 0.1 15 Heal 1 / Heal 2 Radiation Damage
2 Irradiated Blood 2D 3 0.1 50 Heal 3
2 Melon Juice 0 3 0.1 6 Heal 3 / Heal 1 HP at start of each turn
2 Mutfruit Juice 0 3 0.1 8 Heal 3 / Re-roll 1d20 on all AGL tests
2 Nuka-Cola 1D 2 1 20 Heal 2 / Gain +1 AP
2 Rum 0 0 1 8 Alcoholic, Re-roll 1d20 on AGL tests
3 Dirty Wastelander 0 0 1 10 Alcoholic, -1 Diff all STR tests / +2 Diff all Int tests
3 Glowing Blood Pack 0 4 0.1 30 Heal 4 / +5 Radiation DR
3 Moonshine 0 0 0.1 30 Alcoholic, +2 Max HP
3 Nuka-Cherry 1D 3 1 40 Heal 3 / Gain +2 AP
3 Tato Juice 0 3 0.1 7 Heal 3 / +1 Max AP Pool
3 Vodka 0 2 1 5 Heal 2 / Alcoholic
3 Whiskey 0 0 1 5 Alcoholic / Re-roll 2d20 on STR tests
3 Wine 0 0 1 5 Alcoholic / +1 AP
4 Tarberry Juice 0 3 0.1 5 Heal 3 / Gain +6 AP
5 Nuka-Cola Quantum 1D 10 1 50 Heal 10 / Gain +5 AP
5 Refreshing Beverage 0 11 1 110 Heal 11 / Heal 10 Radiation Damage / Cures all Addictions

Alcoholic: Re-roll 1d20 on STR and CHR tests, +1 Diff on all INT tests, roll for addiction at end of session

Rarity Consumable Duration Addiction Wt Cost Effects


1 Healing Salve Instant No 0.1 20 Heals 2 HP*
1 Rad-X (Diluted) Lasting No 0.1 25 +3 Radiation DR
1 RadAway (Diluted) Instant No 0.1 50 Heals 2 Radiation Damage*
1 Stimpak (Diluted) Instant No 0.1 30 Heals 2 HP*
2 Buffout Lasting Yes 2 0.1 45 +3 Max HP, Re-Roll 1d20 on all STR and END tests
2 Daddy-O Lasting Yes 1 0.1 50 -1 Diff to PCN and INT tests / +1 Diff to CHR tests
2 Jet Brief Yes 2 0.1 50 -1 AP to cost of extra actions
2 Med-X Lasting Yes 2 0.1 50 +3 Physical DR
2 Mentats Lasting Yes 3 0.1 50 Re-roll 1d20 on all PCN and INT tests
2 Psycho Lasting Yes 2 0.1 50 +3 Physical DR / +2D all damage
2 Rad-X Lasting No 0.1 40 +6 Radiation DR
2 RadAway Instant No 0.1 80 Heals 4 Radiation Damage*
2 Skeeto Spit Lasting No 0.1 40 +2 Max HP
2 Stimpak Instant No 0.1 50 Heals 4 HP*
2 Ultra Jet Brief Yes 3 0.1 67 -1 AP to cost of extra actions / +6 Temp AP
3 Addictol Instant No 0.1 125 Removes all Addictions
3 Antibiotics Instant No 0.1 75 Cures all Illness
3 Berry Mentats Lasting Yes 2 0.1 60 -2 Diff of all INT tests
3 Day Tripper Lasting Yes 1 0.1 40 -1 Diff to CHR and LCK tests / +1 Diff to STR tests
3 Grape Mentats Lasting Yes 2 0.1 60 -2 Diff CHR tests, Re-roll 1d20 on Barter tests
3 Jet Fuel Lasting Yes 1 0.1 60 +1 AP at start of each turn
3 Orange Mentats Lasting Yes 2 0.1 60 -2 Diff PCN tests / Re-roll one additional D20 when Aiming
3 Overdrive Lasting Yes 1 0.1 55 +3D all damage / Re-roll 3D per damage roll
4 Buffjet Brief Yes 1 0.1 75 -1 Diff all STR & END Tests / +4 Max HP / +3 Temp AP / -1 cost extra actions
4 Bufftats Lasting Yes 1 0.1 75 -1 Diff all STR, END & PCN tests / +4 Max HP
4 Calmex Lasting Yes 1 0.1 100 Re-roll 1d20 on all PCN and AGL tests / +2D sneak attack damage
4 Fury Lasting Yes 1 0.1 30 +3 Physical DR, +3D melee damage / +2 Diff all PCN tests
4 Psycho Jet Brief Yes 1 0.1 70 +4 Physical DR, +2D all damage, +4 Temp AP
4 Psychobuff Lasting Yes 1 0.1 70 +2D all damage, +4 Max HP, -1 Diff all STR & END tests
4 Psychotats Lasting Yes 1 0.1 70 +2 Physical DR, +2D all damage, -1 Diff all PCN tests
4 Super Stimpak Instant No 0.1 90 Heals 8 HP*
4 X-Cell Lasting Yes 1 0.1 60 Free d20 on all tests
5 Stimpak Diffuser Instant No 0.1 200 Heal 4 HP to all within close range

Brief = 1 Round
Lasting = End of next Scene

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