Chems | |
---|---|
Item | Cost |
Addictol | 125 caps |
Antibiotics | 75 caps |
Buffout | 120 caps |
Calmex | 100 caps |
Daddy-O | 50 caps |
Day Tripper | 100 caps |
Jet | 100 caps |
Med-X | 200 caps |
Mentats | 120 caps |
Psycho | 70 caps |
Rad-X | 40 caps |
RadAway | 80 caps |
Stimpak | 40 caps |
X-Cell | 300 caps |
Chem Special Properties
Addictol (Nonaddictive). Taking Addictol as an action reduces the level of all a character’s addictions by 1 and suppresses the effects of withdrawal for 24 hours. Addictol is not an addictive substance.
Antibiotics (Nonaddictive). Taking antibiotics as an action ends the effects of all diseases currently suffered by a character. Antibiotics are not an addictive substance.
Buffout. (Addiction DC 11) Taking Buffout as an action increases a character’s AC and Strength or Dexterity-based damage rolls by +2, and grants advantage on Strength, Dexterity, or Constitution-based attack rolls, checks, and saving throws. It also grants temporary hit points to the target equal to twice their character level. The effects of Buffout last for one minute.
Calmex (Addiction DC 10). Taking Calmex as an action increases a character’s AC and Dexterity or Wisdom-based damage rolls by +2, and grants advantage on Dexterity and Wisdom-based attack rolls, checks, and saving throws. The effects of Calmex last for one minute.
Daddy-O (Addiction DC 10). Taking Daddy-O as an action increases a character’s AC and Dexterity or Intelligence-based damage rolls by +2, and grants advantage on Dexterity and Intelligence-based attack rolls, checks, and saving throws. The character has a -2 penalty on Charisma-based damage rolls (to a minimum of 1), and disadvantage on Charisma-based attack rolls, checks, and saving throws. The effects of Daddy-O last for one minute.
Day Tripper (Addiction DC 13). Taking Day Tripper as an action increases a character’s Charisma-based damage rolls by +2, and grants advantage on Charisma-based attack rolls, checks, and saving throws. The character has a -2 penalty on Strength-based damage rolls (to a minimum of 1), and disadvantage on Strength-based attack rolls, checks, and saving throws. If the optional Luck ability is used, the character also temporarily increases their Luck by +4 (increasing their bonus by +2 and therefore effectively granting them two Luck points to spend before the effects of the Day Tripper expire). If not, the character gains two points of inspiration, which do not count against the normal inspiration maximum. The effects of Day Tripper last for one minute.
Jet (Addiction DC 13). Taking Jet as an action increases a character’s AC by +2, grants advantage on Dexterity saving throws, and gains an additional action on its turns to make a single attack, use an Object action, Dash, Disengage, or Hide. The effects of Jet last for 30 seconds (5 rounds), after which a wave of lethargy sweeps over the user, preventing it from moving or taking actions until after its next turn.
Med-X (Addiction DC 13). Taking Med-X as an action grants resistance to all damage, cures the poisoned condition, and immediately ends any ongoing poison damage. The effects of Med-X last for 30 seconds (5 rounds).
Mentats (Addiction DC 10). Taking Mentats as an action increases a character’s Intelligence, Wisdom, and Charisma-based damage rolls by +2, and grants advantage on Intelligence, Wisdom, and Charisma-based attack rolls, checks, and saving throws. The effects of Mentats last for one minute.
Psycho (Addiction DC 13). Taking Psycho as an action increases a character’s damage rolls by +4 and grants 10 temporary hit points at the beginning of each of the user’s turns. The effects of Psycho last for 30 seconds (5 rounds).
Rad-X (Nonaddictive). Taking Rad-X as an action grants radiation resistance and advantage on saving throws versus radiation poisoning for an hour.
RadAway (Nonaddictive). Taking RadAway as an action removes two levels of radiation sickness and removes up to 10 of the character’s current geiger counters.
Stimpak (Nonaddictive). Using a Stimpak as an action on a living creature restores 6d4 hit points.
X-Cell (Addiction DC 15). Taking X-Cell as an action increases a character’s AC and all their damage rolls by +2, and grants advantage on all attack rolls, checks, and saving throws. If the optional Luck ability is used, the character also temporarily increases their Luck by +4 (increasing their bonus by +2 and therefore effectively granting them two Luck points to spend before the effects of the X-Cell expire). If not, the character gains two points of inspiration, which do not count against the normal inspiration maximum. The effects of X-Cell last for one minute.