Equipment list Drugs
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.