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==Diagnostic Scanner==
==Diagnostic Scanner==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
This hand-held electronic device, when used within 10 ft. of a given subject (the scanner must be directed towards the target), will scan its bloodstream, electrical impulses, and general chemical content with a variety of sophisticated sensors. The scanner has a compressed memory bank filled with a large library of diseases and general illnesses, and the information gleaned from the scan is crossreferenced with its memory to diagnose whatever disease or sickness (if any) is affecting the target. The diagnostic scanner detects and accurately identifies diseases, chemical contaminant levels, the presence of parasitic infestations, radiation levels, broken bones, degenerative genetic illness, poison, etc. It also grants a +3 bonus to Diagnosis checks.  
This hand-held electronic device, when used within 10 ft. of a given subject (the scanner must be directed towards the target), will scan its bloodstream, electrical impulses, and general chemical content with a variety of sophisticated sensors. The scanner has a compressed memory bank filled with a large library of diseases and general illnesses, and the information gleaned from the scan is crossreferenced with its memory to diagnose whatever disease or sickness (if any) is affecting the target. The diagnostic scanner detects and accurately identifies diseases, chemical contaminant levels, the presence of parasitic infestations, radiation levels, broken bones, degenerative genetic illness, poison, etc. It also grants a +3 bonus to Diagnosis checks.  
*Power Source: Micro Fusion Cell
*Power Source: Micro Fusion Cell
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==Healing Powder==
==Healing Powder==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
Mixture of powdered mutant plants Brock Flower and Xander Root, a dose of healing powder acts as a coagulant, painkiller and intoxicant, all at once. Healing powder is applied to the wound, it then almost instantly heals +1 hit points worth of damage and gives +4 bonus to any bleeding related HT rolls. As with stimpacks, only one dose of healing powder can be applied per wound.  
Mixture of powdered mutant plants Brock Flower and Xander Root, a dose of healing powder acts as a coagulant, painkiller and intoxicant, all at once. Healing powder is applied to the wound, it then almost instantly heals +1 hit points worth of damage and gives +4 bonus to any bleeding related HT rolls. As with stimpacks, only one dose of healing powder can be applied per wound.  
*Form: Powder (Applied). It takes about 3 seconds to apply one dose of Healing Powder.
*Form: Powder (Applied). It takes about 3 seconds to apply one dose of Healing Powder.
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==Voodoo==
==Voodoo==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
Voodoo is a potion brewed by tribal witchdoctors from the parts of dead critters. Drinking it will make the user feel invincible: 2 DX, +1 active defenses. The effects last 25-HT minutes.  
Voodoo is a potion brewed by tribal witchdoctors from the parts of dead critters. Drinking it will make the user feel invincible: 2 DX, +1 active defenses. The effects last 25-HT minutes.  
*Form: Beverage. It takes about 3 seconds to apply one dose of Voodoo.  
*Form: Beverage. It takes about 3 seconds to apply one dose of Voodoo.  
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==Stimpack==
==Stimpack==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
A small disposable first-aid item, when a Stimpack is injected into a wound, it instantly closes the wound and restores +5 hit points. Only one Stimpack can be used per wound, except for a gunshot wound which goes all the way through the patient (one stimpack for entry wound, another for the exit wound, heals a total of +10 hit points). Millions of stimpacks were made before the war, and any surviving high-tech medlabs can produce these.
A small disposable first-aid item, when a Stimpack is injected into a wound, it instantly closes the wound and restores +5 hit points. Only one Stimpack can be used per wound, except for a gunshot wound which goes all the way through the patient (one stimpack for entry wound, another for the exit wound, heals a total of +10 hit points). Millions of stimpacks were made before the war, and any surviving high-tech medlabs can produce these.
*Form: Injection. Injections require a First Aid roll with a +2 bonus. It takes about 1 second to apply one Stimpack.  
*Form: Injection. Injections require a First Aid roll with a +2 bonus. It takes about 1 second to apply one Stimpack.  
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==Super Stimpack==
==Super Stimpack==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
Fitted around the arm, the Super Stimpack is ready to inject chems into a soldier's body during  combat. When activated, a Super Stimpack restores +15 hit points.  
Fitted around the arm, the Super Stimpack is ready to inject chems into a soldier's body during  combat. When activated, a Super Stimpack restores +15 hit points.  
*Form: Injection. Injections require a First Aid roll with a +2 bonus. It takes about 1 second to apply one Super Stimpack.
*Form: Injection. Injections require a First Aid roll with a +2 bonus. It takes about 1 second to apply one Super Stimpack.
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==Trauma Pack==
==Trauma Pack==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
Developed by the Brotherhood of Steel, a Trauma Pack is basically an advanced Super Stimpack. When activated, a Trauma Pack will restore +25 hit points.
Developed by the Brotherhood of Steel, a Trauma Pack is basically an advanced Super Stimpack. When activated, a Trauma Pack will restore +25 hit points.
*Form: Injection. Injections require a First Aid roll with a +2 bonus. It takes about 1 second to apply one Trauma Pack.
*Form: Injection. Injections require a First Aid roll with a +2 bonus. It takes about 1 second to apply one Trauma Pack.
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==Ultra Stimpack==
==Ultra Stimpack==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
Used by both the Enclave and the Brotherhood of Steel, an Ultra Stimpack iwill restore +25 hit points when used.
Used by both the Enclave and the Brotherhood of Steel, an Ultra Stimpack iwill restore +25 hit points when used.
*Form: Injection. Injections require a First Aid roll with a +2 bonus. It takes about 1 second to apply one Ultra Stimpack.
*Form: Injection. Injections require a First Aid roll with a +2 bonus. It takes about 1 second to apply one Ultra Stimpack.
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==Antidote==
==Antidote==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
This antidote, coming in a bottle or syringe, is usually made from distilled poisons and antibodies. The exact formula (and efficiency) depends on who made the antidote.
This antidote, coming in a bottle or syringe, is usually made from distilled poisons and antibodies. The exact formula (and efficiency) depends on who made the antidote.
*Form: Beverage or injection. Beverages take 3 seconds to apply, injections take 1. Injections require a First Aid roll with a +2 bonus.
*Form: Beverage or injection. Beverages take 3 seconds to apply, injections take 1. Injections require a First Aid roll with a +2 bonus.
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==Afterburner Gum==
==Afterburner Gum==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
Afterburner is an amphetamine gum legalized before the war. “It's time to kick ass and chew gum, and I'm all outta gum!” Afterburner gives +1 ST, +1 DX and High Pain Threshold for 25-HT minutes.
Afterburner is an amphetamine gum legalized before the war. “It's time to kick ass and chew gum, and I'm all outta gum!” Afterburner gives +1 ST, +1 DX and High Pain Threshold for 25-HT minutes.
*Form: Gum. Takes 3 seconds to apply.
*Form: Gum. Takes 3 seconds to apply.
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==Mentats==
==Mentats==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
The ultimate 'smart drug', a dose of mentats greatly increases the patients intelligence for a short period of time. Mentats give +2 IQ, +2 Perception, +1 Charisma for (25-HT)/4 hours.  
The ultimate 'smart drug', a dose of mentats greatly increases the patients intelligence for a short period of time. Mentats give +2 IQ, +2 Perception, +1 Charisma for (25-HT)/4 hours.  
*Drawbacks: -2 IQ, -2 Perception, -3 Charisma and Absent Mindedness at the end of the duration, lasting the same amount of time the drug was in effect.
*Drawbacks: -2 IQ, -2 Perception, -3 Charisma and Absent Mindedness at the end of the duration, lasting the same amount of time the drug was in effect.
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==Buffout==
==Buffout==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
A dishonest olympic weightlifters dream come true, Buffout greatly increases recipients strength and endurance for a short period of time. Gives +2 ST, +2 DX, Hard to Kill 2 ad Hard to Subdue 2 for (25-HT)/4 hours.
A dishonest olympic weightlifters dream come true, Buffout greatly increases recipients strength and endurance for a short period of time. Gives +2 ST, +2 DX, Hard to Kill 2 ad Hard to Subdue 2 for (25-HT)/4 hours.
*Drawbacks: -3 ST, -3 DX, and -1 HT at the end of the duration, lasting the same amount of time the drug was in effect.
*Drawbacks: -3 ST, -3 DX, and -1 HT at the end of the duration, lasting the same amount of time the drug was in effect.
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==Mutie==
==Mutie==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
Mutie is a chemical that duplicates the mutative effects of FEV for a short period of time. Mutie gives the user a boost of +4 ST and +4 Perception, lasting 1 week.
Mutie is a chemical that duplicates the mutative effects of FEV for a short period of time. Mutie gives the user a boost of +4 ST and +4 Perception, lasting 1 week.
*Drawbacks: -4 Charisma and -4 IQ for the duration, ad the loss of 10 hit points when the drug wears off that must be recovered naturally.
*Drawbacks: -4 Charisma and -4 IQ for the duration, ad the loss of 10 hit points when the drug wears off that must be recovered naturally.
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==Jet==
==Jet==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
Courtesy of Reno, Jet is the premier street drug of the Wastelands. Jet gives the user +2 Speed, +1 ST, and +1 Perception for (25-HT)/4 hours.
Courtesy of Reno, Jet is the premier street drug of the Wastelands. Jet gives the user +2 Speed, +1 ST, and +1 Perception for (25-HT)/4 hours.
*Drawbacks: Gives -2 Speed, -3 ST and -3 Perception at the end of the duration, lasting for the same amount of time the drug was in effect.
*Drawbacks: Gives -2 Speed, -3 ST and -3 Perception at the end of the duration, lasting for the same amount of time the drug was in effect.
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==Rad-X==
==Rad-X==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
Halves new radiation effects per dose, preventive drug, lasts 2h
Halves new radiation effects per dose, preventive drug, lasts 2h
*Time: It takes 1 second to apply one dose, which takes effect after 10 minutes.
*Time: It takes 1 second to apply one dose, which takes effect after 10 minutes.
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==Radaway==
==Radaway==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
This drug heals radiation damage, but cannot heal patients 'Lifetime Radiation History' damage, which never heals. One dose cures 1D6 rads worth of damage upon application, after which HT roll is made after each hour, for 1D6 hours - Successful HT roll results in additional 1D6 rads being healed.. Taking Radaway results in symptoms such as diarrhea and vomiting, which results in some dehydration - It is advisable to drink lots of water while under the influence of radaway. Dehydration damage points equals to the duration of the drug in hours (Fatigue points are lost first, until fatigue drops into 3, after which actual hit points are lost - Drinking one quart of water restores 1 point of
This drug heals radiation damage, but cannot heal patients 'Lifetime Radiation History' damage, which never heals. One dose cures 1D6 rads worth of damage upon application, after which HT roll is made after each hour, for 1D6 hours - Successful HT roll results in additional 1D6 rads being healed.. Taking Radaway results in symptoms such as diarrhea and vomiting, which results in some dehydration - It is advisable to drink lots of water while under the influence of radaway. Dehydration damage points equals to the duration of the drug in hours (Fatigue points are lost first, until fatigue drops into 3, after which actual hit points are lost - Drinking one quart of water restores 1 point of
dehydration damage). Taking more than one dose simply increases the duration of the drug, too many doses might result in life-threatening dehydration damage. Radaway is not addictive.
dehydration damage). Taking more than one dose simply increases the duration of the drug, too many doses might result in life-threatening dehydration damage. Radaway is not addictive.
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==VaulTec First Aid Kit==
==VaulTec First Aid Kit==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
More than a simple bandage, here is a complete kit for treating wounds. Including a can of plastiskin spray.
More than a simple bandage, here is a complete kit for treating wounds. Including a can of plastiskin spray.
*Gives +2 to First Aid skill when using the plastiskin spray (6 uses), else +1
*Gives +2 to First Aid skill when using the plastiskin spray (6 uses), else +1
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==VaulTec Crash Kit==
==VaulTec Crash Kit==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
Contains a defibrillator, an oxygen mask, sutures, a bandage spray can, and no-shock drugs. It provides a +2 (quality) bonus to First Aid skill and counts as improvised equipment (-5) for Surgery skill.
Contains a defibrillator, an oxygen mask, sutures, a bandage spray can, and no-shock drugs. It provides a +2 (quality) bonus to First Aid skill and counts as improvised equipment (-5) for Surgery skill.
*Gives +2 to First Aid skill, +3 skill when using bandage spray can (6 uses)
*Gives +2 to First Aid skill, +3 skill when using bandage spray can (6 uses)
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==Pocket Nurse==
==Pocket Nurse==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
This is a flat, rectangular metal device fixed to an adjustable belt, attached either to the hip or worn around the waist. Three cylindrical ports line the top of the device, where special “drug cylinders” can be inserted. The “pocket nurse” is a marvel of advanced technology that monitors the vital functions of the wearer, injecting one of three chemicals into his system as needed. The pack can carry a maximum of three drugs of any kind, injecting these as needed, one at a time, once per round, immediately following an injury, poisoning, etc. The pack will always use the most potent chemical first to remedy the threat (such as in the case of loading a Stimpack and a Super Stimpack, it will use the Super Stimpack first). Since the pack itself does all the work, this is considered a
This is a flat, rectangular metal device fixed to an adjustable belt, attached either to the hip or worn around the waist. Three cylindrical ports line the top of the device, where special “drug cylinders” can be inserted. The “pocket nurse” is a marvel of advanced technology that monitors the vital functions of the wearer, injecting one of three chemicals into his system as needed. The pack can carry a maximum of three drugs of any kind, injecting these as needed, one at a time, once per round, immediately following an injury, poisoning, etc. The pack will always use the most potent chemical first to remedy the threat (such as in the case of loading a Stimpack and a Super Stimpack, it will use the Super Stimpack first). Since the pack itself does all the work, this is considered a
free action. The pack can be reloaded, one drug at a time, as a standard action.  
free action. The pack can be reloaded, one drug at a time, as a standard action.  
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==UV Sterilizer==
==UV Sterilizer==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
This electronic device was used for scientific and medical research before the fall of civilization. The device appears to be a small hand-held “television” or flash screen, used much like a hand-held
This electronic device was used for scientific and medical research before the fall of civilization. The device appears to be a small hand-held “television” or flash screen, used much like a hand-held
scanner. The UV sterilizer emits a continuous pulse of UV-C (at a short wavelength from 2800A to 150A), a strong enough radiation to sterilize surfaces, killing all known viruses and bacteria. Whatever the UV ray passes over is totally “cleansed” in a matter of 1d minutes. This works on all viruses and bacteria, but is harmful to living tissue (inflicting 1d in heat damage for every two minutes of direct exposure; 3d vs. fungi and plantlike creatures). One discharge is used for each minute of operation.  
scanner. The UV sterilizer emits a continuous pulse of UV-C (at a short wavelength from 2800A to 150A), a strong enough radiation to sterilize surfaces, killing all known viruses and bacteria. Whatever the UV ray passes over is totally “cleansed” in a matter of 1d minutes. This works on all viruses and bacteria, but is harmful to living tissue (inflicting 1d in heat damage for every two minutes of direct exposure; 3d vs. fungi and plantlike creatures). One discharge is used for each minute of operation.  
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==Analgine==
==Analgine==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
Masks Pain HT/2 h, numbs
Masks Pain HT/2 h, numbs


==Hyperstim==
==Hyperstim==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
Instantly wakes unconscious, can't fail HT roll while drug is active, lasts 10 min, when wears off roll vs HT, failure -1HP, crit fail heart attack,
Instantly wakes unconscious, can't fail HT roll while drug is active, lasts 10 min, when wears off roll vs HT, failure -1HP, crit fail heart attack,


==Morphazine==
==Morphazine==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
Puts Patient to sleep, HT-3 to resist, sleep 8h - margin of error, works in 1s
Puts Patient to sleep, HT-3 to resist, sleep 8h - margin of error, works in 1s


==Soothe==
==Soothe==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
Puts user in dreamy state of sleep, no memory of events, 6h
Puts user in dreamy state of sleep, no memory of events, 6h


==Crediline==
==Crediline==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
roll HT-3 or suffer the Gullibility (9) disadvantage for (25-HT)minutes
roll HT-3 or suffer the Gullibility (9) disadvantage for (25-HT)minutes


==Ascepaline==
==Ascepaline==
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
[[Endzeit Ausrüstung#Medicine|Back to Medicine]]
Regenerates 1 HP every 1 hours. Lasts 1 day, week should elapse before used again. If not, roll vs. HT+2 for the second dose, HT+1 for the third, etc. Failure means the user’s natural ability to heal without the drug is permanently damaged: the user gains Unhealing (Partial) (p. B160). He may still use Ascepaline, however.
Regenerates 1 HP every 1 hours. Lasts 1 day, week should elapse before used again. If not, roll vs. HT+2 for the second dose, HT+1 for the third, etc. Failure means the user’s natural ability to heal without the drug is permanently damaged: the user gains Unhealing (Partial) (p. B160). He may still use Ascepaline, however.


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