Equipment list Drugs: Difference between revisions
(Created page with "This page is one of the equipment lists. The list with the quite related remedies and recreational drugs is here.<br><br> Warning: This stuff is <b>really</b> addicting.<br><br> In case a drug raises a main stat above the race maximum (Jet for example with its +2 to AG) this character now has more than the race maximum. For example, a human chara...") |
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! Name: !! | ! Name: !! Description: !! Effects: || Price !! Weight !! Addiction-Difficulty: !! Cold Turkey times: !! Cold Turkey Effects: | ||
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| Jet || | | Jet || This infamous drug, produced by the Mordino Family in New Reno, has taken the post apocalyptic northern California in a storm. <br>It accelerates the user and enhances natural body reflexes. | ||
|| [[Action points|AP]] + 4<br>[[Agility|AG]] + 2<br> [[Perception|PE]] - 1<br> All ranged combat skills: - 15<br>Duration: about 15 minutes || 20 $ || 0.2 Pfund (inhaler) || 25 % || After 7 hours (for about 14 days) || [[Action points|AP]]- 4<br>[[Agility|AG]] - 2 <br>[[Perception|PE]] - 1<br>All ranged combat skills: - 15 | |||
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| style="width: 15%" | Buffout || style="width: 35%" | | | style="width: 15%" | Buffout || style="width: 35%" | 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. || style="width: 10%" | [[Strength|ST]] + 2<br>[[Endurance|EN]] + 2<br> [[Intelligence|IN]] - 2<br> [[Melee weapons (skill)|melee weapons]] +10 <br>[[Unarmed]]: +15 <br>[[Close combat damage]]: +3 <br>[[Hit points]]: + 10<br>Duration: about 30 minutes || style="width: 5%" | 40 $ per pill|| style="width: 5%" | 0.02 pounds<br> (per pill) || style="width: 10%" | 35 % || style="width: 10%" | After 5 hours (for about 8 days) || style="width: 10%" | [[Strength|ST]] - 2<br>[[Endurance|EN]] - 2 <br>[[Intelligence|IN]] - 2<br>[[Unarmed]] -15 <br>[[Melee weapons (skill)|melee weapons]]: -15<br>[[Close combat damage]]: -3<br>[[Hit points]]: -10 | ||
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| Psycho || | | 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. || [[Strength|ST]] + 4<br>[[Endurance|Endurance]] + 4<br>[[Intelligence|IN]] - 4<br> All close combat skills: + 25<br> [[Close combat damage]]: + 5<br>[[Hit points]] + 20<br>Duration: about 90 minutes<br>All social interactions: - 40 || 50 $ || 0.5 pounds (syringe) || 70 % || After 24 hours (for about 20 days) || [[Strength|ST]] - 4<br>[[Endurance|EN]] - 4 <br>[[Intelligence|IN]] - 4 <br>All close combat skills: - 25<br>[[Close combat damage]]: - 5<br>[[Hit points]] - 20<br>All social interactions: - 40 | ||
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| Mentats || | | 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. || [[Perception|PE]] + 2<br>[[Intelligence|IN]] + 2<br>[[Strength|ST]] - 2<br>[[Endurance|EN]] -2<br> All science skills: + 10<br>Duration: About 150 minutes || 65 $ || 0.02 pounds (pill) || 40 % || After 4 hours (for about 5 days) || [[Perception|PE]] - 2<br>[[Intelligence|IN]] - 2 <br>[[Endurance|EN]] - 2 <br>All mental skills: - 10 | ||
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| | | The gift of the Earth Mother || A mushroom only found in the forest of [[Oasis Valley]]. The women who take it there speak of strongly sharpened senses and gently increased concentration. Often just called "The Gift". || [[Perception|PE]] + 2<br>[[Intelligence|IN]] + 1<br>[[Strength|ST]] - 1<br>[[Endurance|EN]] -1<br>[[Sensual acuity]]: +20<br>All social skills: + 10 <br>Duration: about 120 minutes || 25 $ || 0.02 pounds (mushroom) || 30 % || After 48 hours (for about 5 days) || [[Perception|PE]] - 2<br>[[Intelligence|IN]] - 2 <br>[[Endurance|EN]] - 2 <br>All social interactions: - 25 | ||
|} | |} | ||
<br><br> | <br><br> | ||
<br> | <br>A word on the addiction difficulty::</b> 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.</i> | ||
Latest revision as of 11:12, 17 April 2025
This page is one of the equipment lists. The list with the quite related remedies and recreational drugs is here.
Warning: This stuff is really addicting.
In case a drug raises a main stat above the race maximum (Jet for example with its +2 to AG) this character now has more than the race maximum. For example, a human character with AG 10 would have AG 12 while he's riding the high. For this short time, they would be more agile than a human being can be. None the less, the negative effects can not lower a value beneath the race minimum.
| Name: | Description: | Effects: | Price | Weight | Addiction-Difficulty: | Cold Turkey times: | Cold Turkey Effects: |
|---|---|---|---|---|---|---|---|
| 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. |
AP + 4 AG + 2 PE - 1 All ranged combat skills: - 15 Duration: about 15 minutes |
20 $ | 0.2 Pfund (inhaler) | 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. | ST + 2 EN + 2 IN - 2 melee weapons +10 Unarmed: +15 Close combat damage: +3 Hit points: + 10 Duration: about 30 minutes |
40 $ per pill | 0.02 pounds (per pill) |
35 % | After 5 hours (for about 8 days) | ST - 2 EN - 2 IN - 2 Unarmed -15 melee weapons: -15 Close combat damage: -3 Hit points: -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. | ST + 4 Endurance + 4 IN - 4 All close combat skills: + 25 Close combat damage: + 5 Hit points + 20 Duration: about 90 minutes All social interactions: - 40 |
50 $ | 0.5 pounds (syringe) | 70 % | After 24 hours (for about 20 days) | ST - 4 EN - 4 IN - 4 All close combat skills: - 25 Close combat damage: - 5 Hit points - 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. | PE + 2 IN + 2 ST - 2 EN -2 All science skills: + 10 Duration: About 150 minutes |
65 $ | 0.02 pounds (pill) | 40 % | After 4 hours (for about 5 days) | PE - 2 IN - 2 EN - 2 All mental skills: - 10 |
| The gift of the Earth Mother | A mushroom only found in the forest of Oasis Valley. The women who take it there speak of strongly sharpened senses and gently increased concentration. Often just called "The Gift". | PE + 2 IN + 1 ST - 1 EN -1 Sensual acuity: +20 All social skills: + 10 Duration: about 120 minutes |
25 $ | 0.02 pounds (mushroom) | 30 % | After 48 hours (for about 5 days) | PE - 2 IN - 2 EN - 2 All social interactions: - 25 |
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.