Equipment list Drugs

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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.