Professional Documents
Culture Documents
Special Thanks to Jason Mical, for his work on Fallout PNP 3.0,
which served as the groundwork for this game.
Dam: 3d6+37 AP S: 5 T: / B: 6
Rng: 4 W: 8 lbs Str: 4 Mag: 2
Dam: 1d6+39 AP S: 4 T: / B: 5 12 Gauge Shotgun: $300
Rng: 6 W: 10 lbs Str: 5 Mag: 20
The “Gold Standard” of Pre-war
12.7mm SMG: $6000 home security. A 12 Gauge double
The primary close combat weapon barrel shotgun is very reliable in
of the U.S. Mechanized Cavalry short-range circumstances.
from before the war. These
massive submachineguns will rip
through even the heaviest of
armor. Dam: 3d6+52 AP S: 5 T: / B: 6
Rng: 6 W: 12 lbs Str: 5 Mag: 2
12 Gauge Pump Shotgun: $600
This 12 Gauge shotgun is pump-
Dam: 1d6+54 AP S: 4 T: / B: 5 action, thus eliminating the need
Rng: 8 W: 12 lbs Str: 6 Mag: 20 to reload after just 2 shots, it
also has superior range due to the
Shotguns nature of its firing mechanism.
Representing the “Last Word” in
close quarters gunfighting,
shotguns bring huge damage to
the table at the cost of pathetic Dam: 3d6+52 AP S: 5 T: / B: /
Range. Shotguns must be reloaded Rng: 6 W: 12 lbs Str: 5 Mag: 5
1 shell at a time unless they use
magazines, at a cost of 3 AP/1
shell.
10 Gauge Shotgun: $1200 5.56 Rifle: $100
A large hunting lever-action A common rifle, semi-automatic or
shotgun, the buckshot this beast bolt-action. The 5.56 rifle is lethal
fires will tear through its target at most ranges. These rifles are
with ease. common and effective, requiring
little maintenance.
Dmg: 3d6+67 AP S: 5 T: / B: /
Rng: 8 W: 10 lbs Str: 7 Mag: 5 Dmg: 2d6+38 AP S: 5 T: 6 B: /
10 Gauge Combat Shotgun: $6000 Rng: 20 W: 8 lbs Str: 4 Mag: 8
This combat shotgun is extremely 7.62 Rifle: $300
powerful and is military grade. The These rifles are powerful,
combat shotgun reloads with a accurate, and deadly, as the large
drum magazine. This shotgun can 7.62mm round can punch through
fire a 3-round burst. most modern body armor.
Dam: 2d6+48 AP S: 5 T: 6 B: /
Dam: 3d6+67 AP S: 5 T: / B: 6 Rng: 25 W: 10 lbs Str: 5 Mag: 8
Rng: 8 W: 12 lbs Str: 7 Mag: 6
.300 Magnum Rifle: $600
Rifles This is a large caliber hunting rifle,
The Kings of long-range not kept in the best working
engagement, no squad is complete condition, but sports all the power
without at least one rifleman. of a big game rifle.
Rifles do unfortunately have an
effective range penalty at point
blank meaning if an enemy is Dam: 2d6+58 AP: 5 T: 6 B: /
adjacent you will suffer a -40 on Rng: 30 W: 12 lbs Str: 6 Mag: 5
chance to hit. Rifles will also
provoke Melee Attacks of
Opportunity when adjacent.
7.62 DMR: $4000 Repeaters
This is a military grade scout rifle. Repeaters are long range firearms,
The advanced recoil system allows built with a lever action, allowing
this rifle to be fired rapidly. for fast paced shooting.
Repeaters do not suffer a close
range penalty for firing.
.357 Repeater: $300
Dam: 2d6+48 AP: 4 T: 5 B: /
Rng: 30 W: 10 lbs Str: 5 Mag: 10 A classic lever-action rifle,
chambered in the .357 magnum
.50 Anti-Material Rifle: $8000 round. A familiar friend to many a
This weapon is supposed to be young cowboy.
used against vehicles, and other
heavily armored targets. But if
you feel like popping heads with
this rifle then more power to you! Dam: 2d6+43 AP S: 5 T: 6 B: /
Rng: 12 W: 8 lbs Str: 5 Mag: 4
.44 Repeater: $600
Dam: 2d6+138 AP: 5 T: 6 B: / This rifle has great power and is
Rng: 40 W: 30 lbs Str: 8 Mag: 8 accurate enough to shoot the
M72 Gauss Rifle: $25000 head off a quarter.
Dmg: 2d6+138 AP S: / T: / B: 7
Dam: 2d6+38 AP S: / T: / B: 7 Rng: 16 W: 80 lbs Str: 10 Mag: 50
Rng: 10 W: 40 lbs Str: 7 Mag: 50
Energy Weapons Wattz 1200 Laser Pistol: $1600
Flame weapons set targets on fire. Military grade Laser Pistol, the
Laser weapons sport the greatest Wattz 1200 was mass-produced
range. Plasma weapons are the before the
deadliest weapons available. war, and these
weapons are
Energy Pistols highly sought
Recharger Pistol: $50 after.
Dam: 2d6+88 AP S: 5 T: 6 B: /
Rng: 30 W: 12 lbs Str: 5 Mag: 10
Dam: 2d6+38 AP S: 5 T: 6 B: /
Rng: 20 W: 12 lbs Str: 4 Mag: / P94 Plasma Rifle: $8000
AER9 Laser Rifle: $500 The Winchester P94 was originially
intended as an industrial grade
The civilian model of Laser Rifle, superconductor, as such it is
usually not found except at gun highly effective against armor.
shows due to its extreme lethality
and high market value.
Dam: 2d6+108 AP S: 5 T: 6 B: /
Dam: 2d6+48 AP S: 5 T: 6 B: / Rng: 12 W: 15 lbs Str: 6 Mag: 10
Rng: 24 W: 8 lbs Str: 3 Mag: 10
Pulse Rifle: $10000
Plasma Rifle: $1000
The big brother of the Pulse
These makeshift Plasma rifles are Pistol, this rifle is the ultimate
constructed from the parts of countermeasure to Robots and
salvaged Microfusion reactors, and Power Armor. Deals Normal Damage,
carry incredible power in a ignores DT of Robots and Power
relatively compact package. Armor.
Dam: 3d6+52 AP S: 5 T: / B: 6
Rng: 12 W: 30 lbs Str: 8 Mag: 15
L30 Gatling Laser: $20000
The pinnicle of mobile Laser
Dam: 3d6+37 AP S: 5 T: / B: /
Weaponry. The Gatling Laser
Rng: 6 W: 25 lbs Str: 5 Mag: 3
posseses increbile power, and can
Flamer MK II: $2000 fire a 5-round burst. Can Double
A simple upgrade to the standard Burst.
Flamer, this weapon propels the
gasoline at a much more rapid rate.
Can fire a 3 shot burst.
Dam: 2d6+88 AP S: / T: / B: 7
Rng: 20 W: 30 Str: 7 Mag: 30
M30 Blaster Launcher: $40000
Dam: 3d6+37 AP S: 5 T: / B: 6
Rng: 6 W: 30 lbs Str: 6 Mag: 9 The M30 supercharges Plasma to
completely ionize the target. This
Incinerator MK I: $900 is the most powerful energy
The Incinerator launches balls of weapon created by mankind.
fire, as opposed to just blasting.
Dam: 2d6+88 AP S: 5 T: / B: /
Rng: 18 W: 30 lbs Str: 8 Mag: 1
Dam: 2d6+58 AP S: 5 T: 6 B: 6
Rng: 8 W: 15 lbs Str: 6 Mag: 10
Explosive Weapons Incendiary Grenade/Mine: $400
This section of weapons is all A Powerful Fire weapon loaded with
about the weapons that go boom. extremely dangerous compounds to
Explosives governs use of Thrown create an exceptionally deadly
and Launched Explosives. blast. Deals Fire damage.
Grenades and Mines
Grenades and mines deal full
damage to their Target Hex and 9 Dam: 5d6+120 AP S: 3 T: / B: /
surrounding hexes, and half Rng: Strx2 W: 1 Str: 1 Mag: /
damage after that. Plasma Grenade/Mine: $600
Molotov: $50 An extremely powerful explosive.
Molotovs are simple, but very The Plasma blast from these will
effective thrown explosives. A reduce anything in the blast radius
glass bottle filled into a puddle of human tissue and
with oil and a rag bio-material.
stuffed in the end
and lit on fire, then
thrown. Lights the
Target on fire.
Dam: 5d6+70 AP S: 3 T: / B: / Dam: 5d6+120 AP S: 3 T: / B: /
Rng: Strx2 W: 1 lbs Str: 1 Mag: / Rng: Strx2 W: 1 Str: 1 Mag: /
Frag Grenade/Mine: $200 Mini Nuke: $1200
Frag weapons deal damage with The Mini Nuke is meant as
high-grade explosions and ammuniton for the portable nuke
fragmentation. Fragmentation launcher:
weapons are light and deadly and the Fat Man.
deal Explosive damage. The Blast
Radius
covers 3
hexes out
from the center. Throwing this as
Dam: 5d6+120 AP S: 3 T: / : / if it were a grenade is a BAD IDEA.
Rng: Strx2 W: 1 lbs Str: 1 Mag: / Dam: 5d6+320 AP S: 3 T: / B: /
Rng: Str W: 10 lbs Str: 1 Mag: /
Launched Explosives M19 Grenade Machinegun: $4000
25mm Grenade Launcher: $500 A man portable rapid-fire grenade
launcher. The M19 spits out 40mm
The lightest infantry model of shells at an alarming rate. Can
grenade launcher. Perfect for fire a 3-round burst.
soldiers without a good arm for
throwing, or for taking out the
trash in style.
Dam: 5d6+120 AP S: 6 T: / B: 7
Dam: 5d6+70 AP S: 5 T: / B: / Rng: 16 W: 30 lbs Str: 8 Mag: 15
Rng: 12 W: 10 lbs Str: 4 Mag: 1
M235 Missile Launcher: $4000
40mm Grenade Launcher: $1000
A heavy duty Anti-Tank Weapon.
A beefier Grenade Launcher, 40mm Deals full damage at center and at
Shells are very powerful against a 3 hex diameter, as well as half
light infantry and will really put a damage surrounding that.
dent in most armor.
Dam: 5d6+120 AP S: 5 T: / B: /
Rng: 16 W: 15 lbs Str: 6 Mag: 4 Dam: 5d6+320 AP S: 7 T: / B: /
Rng: 30 W: 35 lbs Str: 10 Mag: 1
Melee Weapons “American Legend” Knife: $150
This section covers all Bladed, These massive Buck Knives make
Blunt, or Fist Weapons. every other blade look like a
toothpick, the blade is over a
One-Handed Melee Weapons foot long and 5 inches Wide.
These Melee Weapons are lighter
and faster. They don’t pack quite
as much punch as Two Handed.
Dam: 1d6+29 AP S: 3 T: 4 B: /
Improvised Weapon: $25 Rng: 1 W: 5 lbs Str: 3 Mag: /
This ranges from kitchen knives to Ripper: $750
lead pipes, and anything in
The Ripper is a sick combination of
between, these weapons are light,
chainsaw and knife, a favorite of
cheap, and plentiful.
raider groups
that enjoy
their targets
blood and
guts spilling
all over.
Dam: 1d6+19 AP S: 3 T: 4 B: / Dam: 1d6+39 AP S: 3 T: 4 B: /
Rng: 1 W: 3 lbs Str: 1 Mag: / Rng: 1 W: 8 lbs Str: 4 Mag: /
Combat Knife/Baton: $50 Proton 1h Axe: $1500
Combat Knives and Security A pre war handaxe produced for
Batons are highly lethal close those too lazy to try getting
quarters weapons. Security Batons 99 Woodcutting in real life. The
are standard issue for Vault Tec “blade” will open up any armor with
Security Officers. ease.
Dam: 1d6+24 AP S: 3 T: 4 B: /
Rng: 1 W: 3 lbs Str: 2 Mag: / Dam: 1d6+44 AP S: 3 T: 4 B: /
Rng: 1 W: 10 lbs Str: 5 Mag: /
Two-Handed Melee Weapons Katana: $1000
These are large Melee Weapons Sometimes, the threat of violence
that require the use of two hands. alone is a deterrent. Sometimes,
Melee Damage is increased to 150% by taking a life, others can be
when using Two-Handed Weapons. preserved. Find your Sensei.
Primitive/Improvised Weapon: $50
This covers any weapons that are
improvised, such as Sledgehammers,
or Crowbars. Dam: 2d6+48 AP S: 4 T: 5 B: /
Rng: 2 W: 16 lbs Str: 5 Mag: /
Super Sledge: $2000
This Sledgehammer is probably not
Dam: 2d6+23 AP S: 4 T: 5 B: / ideal for putting the paintings up
Rng: 2 W: 12 lbs Str: 4 Mag: / on the wall, unless you want to
buy a new wall for your house.
Fire Axe: $100
These Axes are intended for
breaching doors during rescue
operations, they
have extreme
weight in the
Head. Dam: 2d6+58 AP S: 4 T: 5 B: /
Dam: 2d6+28 AP S: 4 T: 5 B: / Rng: 2 W: 20 lbs Str: 8 Mag: /
Rng: 2 W: 16 lbs Str: 5 Mag: / Proton 2h Axe: $6000
Chainsaw: $500 A pre-war weapon created for no
If you feel like role-playing as a real purpose other than being cool,
mass murdering slasher psycho this massive axe
villain with would make even
a hockey the most beastly
mask, then barbarians
this is the weapon for you! jealous.
Dam: 2d6+38 AP S: 4 T: 5 B: / Dam: 2d6+68 AP S: 4 T: 5 B: /
Rng: 2 W: 20 lbs Str: 6 Mag: / Rng: 2 W: 30 lbs Str: 10 Mag: /
Fist Melee Weapons Mega Power Fist: $2000
These weapons are fitted upon What happens when you put a
ones fist, and can be used to cave Beatco Power Fist on a diet of
in skulls with every punch. Fist Buffout and
Melee Weapons have special heavy weights.
attributes related to them. This will reduce
your enemies
Brass Knuckles: $25 into paste.
Brass Knuckles are, well, large Dam: 1d6+39 AP S: 2 T: 3 B: /
brass knuckels. They are fitted Rng: 1 W: 10 lbs Str: 7 Mag: /
upon your hand and
can easily knock teeth Ballistic Fist: $4000
out. The genius idea of slapping a
Dam: 1d6+14 AP S: 2 T: 3 B: / shotgun on the end of a Power
Rng: 1 W: 2 lbs Str: 4 Mag: / Fist. This
weapons recoil
Spiked Knuckles: $50 can easily rip
These gross weapons will gouge your arm off.
and rip flesh, they are easily
concealable and a
favorite of Raider Dam: 1d6+44 AP S: 2 T: 3 B: /
groups. Inflicts Rng: 1 W: 12 lbs Str: 8 Mag: /
Bleeding effect. Hands of the Warrior: $0
Dam: 1d6+19 AP S: 2 T: 3 B: / When ones’ body has surpassed all
Rng: 1 W: 3 lbs Str: 5 Mag: / limits, it becomes the only weapon
Power Fist: $1000 one needs. By learning to use the
Hands of the
The “Big Frigger” Power Fist from Warrior, one
Beatco Arms. This humorus weapon must surrender
employs oneself to the
pneumatics to ultimate Zen.
pulverise your
opponents faces. Dam: 1d6+54 AP S: 2: T: 3 B: /
Rng: 1 W: 0 lbs Str: 10 Mag: /
Dam: 1d6+34 AP S: 2 T: 3 B: /
Rng: 1 W: 6 lbs Str: 6 Mag: /
Part 2: Armor Leather/Vault Security: $125
There are three classifications for The most basic protection
armor: Light, Medium, and Heavy. available, fairly weak to most
The Modifiers provided by armor incoming damage.
break down into two categories. This armor is
Armor Class (AC) is a flat modifier made from pieced
that acts as a penalty on enemies’ together pre
accuracy for avoiding all damage. war leather.
Damage Threshold (DT) is a Vault Security
reduction of damage taken by the armor is issued to Vault Security.
value. AC is always checked when W: 4 lbs AC: 0 Str: 2
under Attack, then if hit, DT will N: 7 L: 7 F: 10 P: 7 E: 12
be used to reduce incoming Damage.
The table will detail the statistics Hard Leather/Reinf. Vault: $250
for each type of Armor. Hard leather armor is made from
W: Armor weight in lbs the hide of mutated creatures and
AC: Armor Class Penalty treated to be
Str: Strength Requirement to tough. These
wear without Movement penalty Vault Suits
have reinforced
N: Normal Damage Threshold hard points,
L: Laser Damage Threshold with padding or
F: Fire Damage Threshold ballistic fortifications.
P: Plasma Damage Threshold
E: Explosive Damage Threshold W: 8 lbs AC: 0 Str: 2
N: 14 L: 14 F: 20 P: 14 E: 24
Failing to meet an Armors’
Strength Requirement will reduce Reinf. Leather/Vault Suit: $500
Move Speed by 1 point for every Leather or a Vault Suit that has
point under the requirement. been throuroughly upgraded with
Composites.
Light Armor Very light and
Light Armor provides the lowest effective, but
overall DT, but is completely utilizes many
unrestrictive. Light Armor does high grade
not inhibit Armor Class or apply Polymers.
penalties to skills. W: 12 lbs AC: 0 Str: 3
N: 21 L: 21 F: 30 P: 21 E: 36
Leather MK II/Recon Armor: $1500 Kevlar Vest: $250
Reinforced Leather utilizing plates A thick padded vest lined with
of Combat Armor instead of Kevlar Plates. This vest can be
Kevlar. The worn over most
Recon Suit is clothing, but not over
Combat Armor other armors. Kevlar is
that was dense and very
commissioned tolerant of heat.
for Spec Ops. Athletics, Stealth -20
W: 16 lbs AC: 0 Str: 3 W: 15 lbs AC: -10 Str: 3
N: 28 L: 28 F: 40 P: 28 E: 48 N: 10 L: 12 F: 12 P: 10 E: 20
Deathclaw Hide/Recon MKII: $3000 Kevlar Armor: $500
Deathclaw Hide is Armor fashioned A suit of Pre War Riot Gear. This
from the Hide of the most Armor has Thick Padding and
fearsome Shaped Kevlar covering
creature in the the entirety of the
Wasteland. The body. The Protection
Recon MKII is Provided by this armor
the epitome of is worth every penny.
stealth gear. Athletics, Stealth -20
W: 20 lbs AC: 0 Str: 4 W: 20 lbs AC: -10 Str: 4
N: 35 L: 35 F: 50 P: 35 E: 60 N: 20 L: 24 F: 24 P: 20 E: 40
Medium Armor Combat Suit: $1000
Medium Armor provides the highest The first version of Combat Armor
total DT. Medium armor is very ever mass-produced. This armor
resistant to Laser, Fire and lacks reinforcement in
Explosives and has no real several key points on
weakness, it also provides a the plating, but makes
moderate amount of AC. Medium up for it with an
Armor is extremely expensive, and advanced Polymer
is a favoite of many mercenary Bodysuit.
groups in the Wasteland. Medium Athletics, Stealth -20
Armor does impede several skills, W: 25 lbs AC: -10 Str: 5
such as Stealth. N: 30 L: 36 F: 36 P: 30 E: 60
Combat Armor: $3000 Heavy Armor
Standard issue to U.S. Soldiers Heavy Armor utilizes Heavy Metal
during the Anchorage War. This or Composite Plates. Heavy Armor
Armor is the best benefits from very good
example of why resistances to Normal, Laser, and
America suffered Explosive damage, but is quite
so few casualties weak to Fire and Plasma damage.
compared to other Heavy Armor also does not
nations during contribute to AC and gives
conflict. The sheer significant skill penalties. Heavy
resistance of this Armor is relatively inexpensive and
armor will stop most small arms highly durable, but, as its’ name
weapons, allowing soldiers to fight implies, is quite heavy.
without suffering serious injury
easily. Athletics, Stealth -20 Makeshift Metal Armor: $200
W: 30 lbs AC: -10 Str: 6 This Metal Armor is crafted from
N: 40 L: 48 F: 48 P: 40 E: 80 scrap metal and welded plates
pieced together.
Combat Armor MK II: $6000 This armor is a favorite
Combat Armor MK II was only of Raider groups due to
deployed for U.S. Shock Troopers its low maintenance.
to spearhead an Athletics, Stealth -50
assault alongside W: 30 lbs AC: -20 Str: 6
normal infantry. N: 12 L: 15 F: 7 P: 7 E: 25
It was retired
when the first Metal Armor: $400
model of Power By cutting out the junk and scrap
Armor proved metal, this armor is composed of
viable on the shaped Metal Plates and
frontlines. This a thick leather
armor is incredibly protective, undersuit. This armor
especially given its’ weight. covers the wearer quite
Athletics, Stealth -20 effectively in a heavy
W: 35 lbs AC: -10 Str: 7 suit of plates.
N: 50 L: 60 F: 60 P: 50 E: 100 Athletics, Stealth -50
W: 40 lbs AC: -20 Str: 7
N: 24 L: 30 F: 14 P: 14 E: 50
Reinforced Metal Armor: $800 Power Armor
Taking Metal Armor to the next Power Armor is the ultimate
level. This armor is Reinforced at protection available. Power Armor
its weak points with provides phenomenal resistances
Ballistic Mesh, and has against all damage types and
thicker, shaped steel immunity to Gasses. To use Power
covering all the main Armor effectively, you must have
sections of the body. Power Armor Training. Without
Spikes optional. Training your Action Points and
Athletics, Stealth -50 Move Speed will be reduced by 3.
W: 50 lbs AC: -20 Str: 8 Donning and removing Power Armor
N: 36 L: 45 F: 21 P: 21 E: 75 requires 1 full hour uninterrupted.
Plate Metal Armor: $2400 When wearing Power Armor:
The limit of Metal Armor as -Weapon Strength Req. removed.
protection in the Wastes. This is -Cover provides no AC bonus.
Metal that has not only -Melee Damage is increased by 50%
been shaped, the plates T45d Power Armor: $10000
interlock, covering the
joints and all previous Developed and manufactured by
weak points in the armor. West Tek, T45d Power Armor was
Athletics, Stealth -50 the first suit of Power Armor to
be succesfully
W: 60 lbs AC: -20 Str: 9 deployed in battle.
N: 48 L: 60 F: 28 P: 28 E: 100 This armor has
Salvaged Power Armor: $4800 powerful built in
Servo Motors that
A now-defunct suit of Power will allow the wearer
Armor. The Armor half of it still to carry and wield
functions just fine, but heavy weaponry while
the Power half does not. staying fairly mobile.
As such, wearing this
Armor will likely cause a -Increases Carry Weight to 180.
massive loss in mobility. -Provides 25 Radiation Resistance.
Athletics, Stealth -50 -Non Combat Skills: -100.
W: 70 lbs AC: -20 Str: 10 W: 120 lbs AC: -50 Str: 1
N: 60 L: 75 F: 75 P: 35 E: 125 N: 60 L: 75 F: 75 P: 35 E: 125
T51b Power Armor: $20000 Advanced Power Armor MKII: $40k
T51b powered Infantry armor or This armor represents the pinnicle
power armor represented the peak of The Enclave’s research into
of armored infantry Power Armor on the
technology before West Coast. The MK II
the Great War. Now, model pushes the
only the most thresholds of its
technologically materials to the limit.
advanced factions This armor would be
with ties to the exceptionally rare,
pre-Great War only acquired through
American military or federal The Enclave themselves. Advanced
government have access to this Power Armor MKII provides the
type of power armor. following bonuses.
-Increases Carry Weight to 200. -Increases Carry Weight to 240.
-Provides 50 Radiation Resistance. -Provides Radiation Immunity.
-Non Combat Skills: -100. -Non Combat Skills: -100.
W: 100 lbs AC: -50 Str: 1 W: 80 lbs AC: -50 Str: 1
N: 72 L: 90 F: 90 P: 42 E: 150 N: 90 L: 100 F: 100 P: 90 E: 150
Advanced Power Armor: $30000 Hellfire Armor: $50k
This armor was created by the Utilizing the most advanced
Enclave's skilled team of engineers technology available: Duraframe.
and scientists after Duraframe represents
the Great War, as a 10 giant steps forward
result of a research for armor plating
program initiated in technology. Duraframe
2198. It is composed of is not only much
lightweight metal alloys, sturdier than any
reinforced with ceramic other Composite
castings at key stress points. Polymer, it is also much lighter.
-Increases Carry Weight to 220. -Increases Carry Weight to 240.
-Provides 75 Radiation Resistance. -Provides Radiation Immunity.
-Non Combat Skills: -100. -Non Combat Skills: -100.
W: 80 lbs AC: -50 Str: 1 W: 70 lbs AC: -50 Str: 1
N: 80 L: 100 F: 100 P: 80 E: 150 N: 100 L: 100 F: 100 P: 100 E: 150
Part 3: Aid Items Stimpak, Expired: $25
This section covers in detail all This is a Stimpak that has passed
items such as drugs and medicine its expiration date. The Healing
that can be used for healing or properties of it are
boosting stats. Some of these significantly
items are addictive. Many Items can reduced as a result.
be crafted with specific Restores: 2d6+13 HP
components and a skill challenge Medicine Check: Add 1d6+4 HP
which will be listed on the side.
Stimpak, Homemade: $50
Healing Items This Stimpak is homemade by mixing
These items primary use is 2 Blue Chemicals.
restoring damage, these items are Making Stimpaks is a
non-addictive, they can be used to -20 Skill Check.
treat wounds. Use of Healing Items Homemade Stimpaks
will stop the effect of Bleeding. are very cost effective.
Healing Powder: $5 Restores: 2d6+18 HP
Medicine Check: Add 1d6+4 HP
This thick powder is made from a
Xander Root and a Broc Flower Stimpak: $150
mashed together, then This is a preserved Stimpak from
spread onto your open before the Great War. It has
wounds to facilitate obviously been kept
healing. in a cool place, which
Restores: 1d6+9 HP is a relative rarity
Time 1 Hr: SE -5 in the Wasteland.
Healing Poultice: $25 Restores: 2d6+23 HP
Medicine Check: Add 1d6+9 HP
The Healing Poultice is a much more
potent version of the Healing Super Stimpak: $750
Powder. You must mix This is an extreme version of a
Mutated Cave Fungus Stimpak, it rapidly
into a normal Healing accelerates the healing
Powder to make this. processes of the body.
Restores: 1d6+19 HP Restores: 2d6+88 HP
Time 1 Hr: SE -5 Time 1 Hr: Then reduce HP to half.
Doctors Bag: $1000 Compression Tourniquet: $20
This kit provides all the supplies This is a Torso Compression Band.
needed to fix any broken or This can be used on a damaged
damaged limbs. Torso to stop
The Doctors Bag Heavy Bleeding
can be used with a from continuing,
Medicine Check to and to allow the
restore ANY damaged Limb with no limb to begin healing. Attempting
penalty. Otherwise this is a -50 to fix limb damage without
skill check. Has enough supplies equipment is a -50 skill check.
for 5 uses. Provides 1 use.
W: 5 lbs W: 3 lbs
Sling: $10 Chems
This is a ready-to-go sling to be Chems range from basic compounds
used on a Broken Arm. If one of such as focus-boosting Mentats,
your Arms is down to the combat stimulant
damaged, you may Psycho. Chems can be crafted
use a Sling to Fix it using specific Chemicals, which will
up to avoid having be listed in each Chems’ description
any skill check penalty. Otherwise and in a collective table, after the
fixing limb damage is a -50 skill Chemicals section. Each Chem has
check. Provides 1 use. its own addiction percentage
W: 1 lbs chance and properties as well.
Splint: $10 Antivenom: $50
This is a ready-to-go splint for a Usually extracted from an actual
large limb, such as a leg. If one of poison source and diluted to help
your Legs is create antibodies.
damaged, you Antivenom will clear the
may use a blood of any and all
Splint to fix (except the deadliest) of
it up to avoid toxins. Antivenom is very easily
having any skill check penalty. made, requireing little more than
Otherwise, fixing limb damage is a heat and a poison source.
-50 skill check. Provides 1 use. W: 1 lbs Addiction: 0%
W: 4 lbs Remove *all* Poisons
Alcohol: $10 Hydra: $500
Alcohol includes the usuals such as A tribal Concoction mixing
Tequila, Whiskey, Rum, Vodka, Antivenom and Mutant Cave
Moonshine, Scotch, Fungus, Hydra is a powerful
etc. Hard Alcohol Chem, and will cause your
will easily limbs to heal just from
intoxicate most injesting this drug. 1 Dose will
anyone who consumes it, but restore ALL damaged limbs.
everybody becomes more Making Hydra is a -40 Skill Check.
personable when intoxicated.
W: 2 lbs Addiction: 30%
W: 1 lbs Addiction: 10% Restores ALL Limb Damage
Time 1h Speech Skills +10 Jet: $50
Beer: $5
A Post-War creation by one of the
The drink of choice for many a drug families in New Reno. Jet is
wanderer. Beer is easily distilled, an intense high, referred
and many wasters pride to as “flying” by its users.
themselves on their Jet is highly addictive, and
homebrews and microbrews. can be crafted from 1 Red
Beer is cheap and a good Chemical and a -30 Skill Check.
way to wet your whistle. W: 1 lbs Addiction: 50%
W: 1 lbs Addiction: 5% Time: 1 Min: AP: +2
Time 1h: Speech Skills +5 Med-X: $200
Buffout: $200 An extremely potent version of
Buffout is a highly advanced the Opiate derivative Morphine.
steroid that was popularized Med-X is a massive
before the Great War by painkiller, greatly
professional athletes and reducing incoming
their clandestine use of damage. Med-X can be
the drug. Can be crafted crafted using 2 Blue Chemicals and
with 1 Green Chemical and 2 Red 2 Yellow Chemicals alongside a -30
Chemicals, making Buffout is a -30 Skill Check.
Skill Check. W: 1 lbs Addiction: 20%
W: 1 lbs Addiction: 20% Time 1 Hr: DR: +20%
Time 8 Hr: HP: +25, MD: +5, MS: +2
Mentats: $200 Radaway: $200
A Pre-War drug used mainly by An anti radiation drug. Radaway is
students or people in power. injected through an IV and will run
Mentats improve through the body,
focus massively, clearing out all
boosting your ability radioactive damage to
to process information and speak. your cells and tissues. Radaway
Can be crafted from 2 Green can be crafted with 2 Blue
Chemicals and 1 Red Chemicals with Chemicals and 2 Yellow Chemicals
a -20 Skill Check. and a -20 Skill Check.
W: 1 lbs Addiction: 10% W: 1 lbs Addiction: 0%
Time 1Hr: +10 Misc Skills Time 4Hh: -25 RADs Per Hour
Psycho: $500 Medicine Check: +2 Hr Duration