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GURPS: FALLOUT - Fallout GURPS - Free

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Medicines are known by many names in the post holocaust world. To the<br />

primitive wasteland dwellers, they are “good juju”, or “good magic”, while<br />

to those who hold some semblance of civilization they are known as<br />

“drugs” or simply “meds”. Medicines, though vastly misunderstood by the<br />

savage survivors of the holocaust, are still considered priceless because<br />

of their “magic” - they are some of the few things that maintain their value<br />

over time (due to futuristic preservation techniques, that is).<br />

Healing Powder (TL4): Mixture of powdered mutant plants Brock Flower<br />

and Xander Root, a dose of healing powder acts as a coagulant, painkiller<br />

and intoxicant, all at once. Healing powder is applied to the wound, it then<br />

almost instantly heals +1 hit points worth of damage and gives +4 bonus<br />

to any bleeding related HT rolls. As with stimpacks, only one dose of<br />

healing powder can be applied per wound.<br />

Form: Powder (Applied). It takes about 3 seconds to apply one dose of<br />

Healing Powder.<br />

Drawbacks: The mildly intoxicating effect gives a cumulative -1 penalty per<br />

dose to any Perception rolls, and this penalty applies also to any ranged<br />

attacks like firing a gun or throwing a spear.<br />

If senses go down to zero, the patient passes out and sleeps until the<br />

penalties have gone away. Accumulated sense penalty decreases at the<br />

rate of 1 per hour. The healing powder is most commonly made by<br />

Tribal medicine men, it is carried in small pouches which contain one dose<br />

each.<br />

Time: Takes effect immediately.<br />

Voodoo (TL4): Voodoo is a potion brewed by tribal witchdoctors from the<br />

parts of dead critters. Drinking it will make the user feel invincible: 2 DX,<br />

+1 active defenses. The effects last 25-HT minutes.<br />

Form: Beverage. It takes about 3 seconds to apply one dose of Voodoo.<br />

Drawbacks: Gives Overconfidence for the duration. Also gives -2 DX, -1<br />

active defenses and Chronic Depression (12) for a number of minutes<br />

equal to the time it was in effect.<br />

Time: Takes effect in 1 minute.<br />

Stimpack (TL9): A small disposable first-aid item, when a Stimpack is<br />

injected into a wound, it instantly closes the wound and restores +5 hit<br />

points. Only one Stimpack can be used per wound, except for a gunshot<br />

wound which goes all the way through the patient (one stimpack for entry<br />

wound, another for the exit wound, heals a total of +10 hit points). Millions<br />

of stimpacks were made before the war, and any surviving high-tech<br />

medlabs can produce these.<br />

Form: Injection. Injections require a First Aid roll with a +2 bonus. It takes<br />

about 1 second to apply one Stimpack.<br />

Drawbacks: None.<br />

Time: Takes effect immediately.<br />

Super Stimpack (TL9): Fitted around the arm, the Super Stimpack is<br />

ready to inject chems into a soldier's body during combat. When activated,<br />

a Super Stimpack restores +15 hit points.<br />

Form: Injection. Injections require a First Aid roll with a +2 bonus. It takes<br />

about 1 second to apply one Super Stimpack.<br />

Drawbacks: The healing comes with a cost. The user will lose 10 fatigue<br />

points after HT minutes.<br />

Time: Takes effect immediately.<br />

Trauma Pack (TL 9+1): Developed by the Brotherhood of Steel, a Trauma<br />

Pack is basically an advanced Super Stimpack. When activated, a Trauma<br />

Pack will restore +25 hit points.<br />

Form: Injection. Injections require a First Aid roll with a +2 bonus. It takes<br />

about 1 second to apply one Trauma Pack.<br />

Drawbacks: After HT minutes, the user will lose 10 fatigue and 5 hits (the<br />

hits must be healed naturally) after HT minutes.<br />

Time: Takes effect immediately.<br />

Ultra Stimpack (TL 9+1): Used by both the Enclave and the Brotherhood<br />

of Steel, an Ultra Stimpack iwill restore +25 hit points when used.<br />

Form: Injection. Injections require a First Aid roll with a +2 bonus. It takes<br />

about 1 second to apply one Ultra Stimpack.<br />

Drawbacks: After HT minutes, the user will lose 15 fatigue and 5 hits (the<br />

hits must be healed naturally) after HT minutes.<br />

Time: Takes effect immediately.<br />

Antidote: This antidote, coming in a bottle or syringe, is usually made from<br />

distilled poisons and antibodies. The exact formula (and efficiency)<br />

depends on who made the antidote.<br />

Form: Beverage or injection. Beverages take 3 seconds to apply, injections<br />

take 1. Injections require a First Aid roll with a +2 bonus.<br />

Drawbacks: None.<br />

Time: Takes 1 minute to take effect (beverage) or immediately (injection).<br />

Afterburner Gum: Afterburner is an amphetamine gum legalized before<br />

the war. “It's time to kick ass and chew gum, and I'm all outta gum!”<br />

Afterburner gives +1 ST, +1 DX and High Pain Threshold for 25-HT<br />

minutes.<br />

Form: Gum. Takes 3 seconds to apply.<br />

Drawbacks: Gives -1 ST and -2 DX at the end of the duration, lasting an<br />

amount of time equal to the time the drug was in effect.<br />

Time: Takes 1 minute to take effect.<br />

Mentats (TL8): The ultimate 'smart drug', a dose of mentats greatly<br />

increases the patients intelligence for a short period of time. Mentats give<br />

+2 IQ, +2 Perception, +1 Charisma for (25-HT)/4 hours.<br />

Drawbacks: -2 IQ, -2 Perception, -3 Charisma and Absent Mindedness at<br />

the end of the duration, lasting the same amount of time the drug was in<br />

effect.<br />

Time: It takes about 1 second to apply a dose of Mentats.<br />

Buffout (TL8): A dishonest olympic weightlifters dream come true, Buffout<br />

greatly increases recipients strength and endurance for a short period of<br />

time. Gives +2 ST, +2 DX, Hard to Kill 2 ad Hard to Subdue 2 for (25-HT)/4<br />

hours.<br />

Drawbacks: -3 ST, -3 DX, and -1 HT at the end of the duration, lasting the<br />

same amount of time the drug was in effect.<br />

Time: It takes about 1 second to apply a dose of Buffout<br />

Psycho (TL8): A pre-war combat drug cocktail with nasty side effects, high<br />

addiction rate and very impressive increase in combat ability for a short<br />

period of time. Gives +2 DX and +1 Speed for (25-HT)/4 hours.<br />

Drawbacks: -2 IQ and hallucinations for the duration; also gives -3 ST, -3<br />

DX, Low Pain Tolerance, and Paranoia at the end of the duration, lasting<br />

the same amount of time the drug was in effect.<br />

Time: It takes about 1 second to apply a dose of Psycho. Injections require<br />

a First Aid roll with a +2 bonus.<br />

Mutie (TL9): Mutie is a chemical that duplicates the mutative effects of<br />

FEV for a short period of time. Mutie gives the user a boost of +4 ST and<br />

+4 Perception, lasting 1 week.<br />

Drawbacks: -4 Charisma and -4 IQ for the duration, ad the loss of 10 hit<br />

points when the drug wears off that must be recovered naturally.<br />

Time: It takes about 1 second to apply a dose of Mutie. Injections require a<br />

First Aid roll with a +2 bonus.<br />

Jet (TL8): Courtesy of New Reno, Jet is the premier street drug of the<br />

Wastelands (after 2240). Jet gives the user +2 Speed, +1 ST, and +1<br />

Perception for (25-HT)/4 hours.<br />

Drawbacks: Gives -2 Speed, -3 ST and -3 Perception at the end of the<br />

duration, lasting for the same amount of time the drug was in effect.<br />

Time: It takes about 1 second to inhale a dose of Jet.<br />

40

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