Consumable

Consumable(s) are items that have a single use. This encompasses items such as food and chems.

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.

Antibiotics (Nonaddictive)
Taking antibiotics as an action ends the effects of all diseases currently suffered by a character.

Buffout (Addiction DC 11)
Taking Buffout as an action increases a character’s AC by 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 halves the character’s current Geiger counter pool.

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.

Food and Beverage Special Properties
Note that the costs given for food and beverages in the Meals, Drinks, and Snacks table are expressed as ranges. Prices for meals vary wildly based on multiple factors including: scarcity of food and drinks in the area, whether the meal represents supplies or a restaurant dining experience, and the class of customers an eatery is attempting to attract.

Beverage
Beverages are any liquid consumables, such as Nuka-Cola or water.

Pure Drink (15-40 caps)
Imbibe 2-3 drinks per day to avoid dehydration.

Irradiated Drink (2-12 caps)
Make a DC 10 Constitution saving throw at the beginning of the next day following the drink (or drinks), gaining a level of radiation poisoning on a failed save. Imbibe 2-3 drinks per day to avoid dehydration.

Pure Liquid Snack (10-20 caps)
Drink to temporarily recover a step of Exhaustion. Moves one step along the Exhaustion track again at the end of the current encounter. You may only gain the benefit of one snack per encounter. Imbibe 3 liquid snacks to substitute for a drink.

Irradiated Liquid Snack (1-5 caps)
Drink to temporarily recover a step of Exhaustion. Moves one step along the Exhaustion track again at the end of the current encounter. You may only gain the benefit of one snack per encounter. Make a DC 10 Constitution saving throw at the beginning of the next day following the snack (or snacks), gaining a level of radiation poisoning on a failed save. Imbibe 3 liquid snacks to substitute for a drink.

Alcohol (caps varies)
A character can consume a number of alcoholic drinks (bottles of beer/cider/alcopops, glasses of wine, shots of spirits, etc.) equal to their Constitution modifier without significant effect. For each subsequent drink, they must make a Constitution saving throw beginning at DC 10 and increasing by 2 with each additional drink after the first save.


 * 1) On the first failed save, the character becomes drunk and suffer disadvantage on ability checks, attack rolls, and saving throws.
 * 2) On the second failed save, the character’s speed is halved.
 * 3) On the third failed save, the character falls unconscious for 3d4 hours.

The effects of drunkenness end after a long rest or a minimum of 8 hours unconsciousness, after which the character makes a DC 10 Constitution saving throw, becoming hungover until their next short rest on a failed save. While hungover, a creature has disadvantage on its ability checks.

Food
Food encompasses any solid consumables, such as MRE's or InstaMash.

Pure Meal (15- 40 caps)
Eat 2-3 meals per day to avoid starvation.

Irradiated Meal (2-12 caps)
Make a DC 10 Constitution saving throw at the beginning of the next day following the meal (or meals), gaining a level of radiation poisoning on a failed save. Eat 2-3 meals per day to avoid starvation.

Pure Solid Snack (10-20 caps)
Eat to temporarily recover a step of Exhaustion. Moves one step along the Exhaustion track again at the end of the current encounter. You may only gain the benefit of one snack per encounter. Eat 3 solid snacks to substitute for a meal.

Irradiated Solid Snack (1-5 caps)
Eat to temporarily recover a step of Exhaustion. Moves one step along the Exhaustion track again at the end of the current encounter. You may only gain the benefit of one snack per encounter. Make a DC 10 Constitution saving throw at the beginning of the next day following the snack (or snacks), gaining a level of radiation poisoning on a failed save. Eat 3 solid snacks to substitute for a meal.