ABCDEFG
1
NameValueEffectDurationAddiction ChanceAddiction Effects
2
Stampede80 +20% DR, +2d10 damage (3d10 for Unarmed/Melee)4 minutes20%-1 END, -1 PER, C, Ps
3
RadSafe20Increases Rad Resistance by 25 + ((Medicine / 10, round down) x 5)2 hours-
4
Rad Away60Cure one level of radiation sicknessInstant-
5
Painkiller80 +20% DR4 minutes10%-1 AGI, -1 INT, C, Ps
6
Dash20 +15 AP4 minutes20%-1 AGI, -1 CHA, C, Ps
7
Rage20 +2d10 damage (3d10 for Unarmed/Melee)4 minutes20%-1 END, -1 PER, C, Ps
8
Buck60+ 3 END, + 2 STR , + 60 Hit Points4 minutes10%-1 STR, -1 END, C, Ps
9
Hydra60Cure all crippled limbsInstant10%-3 END
10
Mint-Als60 +2 INT, +2 PER, +1 CHA4 minutes20%-1 PER, -1 INT, C, Ps
11
Party-time Mint-Als80 +2 INT, +2 PER, +5 CHA20 minutes35%-1 PER, -1 INT, C, Ps
12
Healing Potion25Heals 20 + (Medicine / 10, rounded down) d10Instant-
13
Bandages5Stops bleeding.varies-
14
Magical Bandages20Healing divided over 5 turns. Heals 25 + (Medicine / 10, rounded down) d105 turns-
15
Super Restoration Potion100Heals 60 + (Medicine / 10, rounded down) d10Instant-
16
Doctor's Bag200Cures crippled limb and heals 40 + (Medicine / 10, rounded down) d10Instant-
17
Optional Rule: HighsC = Cumulative: each time an addicted individual takes the drug, roll for addiction to possibly gain another stacking level of this penalty when the drug wears off.
18
Addictive Chems have a base "high" duration of two hours, even though the beneficial Effects last only as long as the chem's stated Duration. The character is immune to the effects of withdrawl and addiction cravings during this period.Ps = Psychological: addicted characters must pass an Endurance roll to avoid taking the chem when it is available and useful.
19
Optional Rule: Dependency
20
For every cumulative level of addiction after the first that a character suffers for a drug, the length of the high is reduced by twenty minutes (to a minimum of the chem's Duration.) (Stacking levels of effect cannot reduce a SPECIAL below 1.)
21