5e Conversion: Fallout Chems

 


5e Conversion: Fallout Chems

My obsession with the Appalachia wasteland continues unabated. So, of course, I must provide another conversion for Fallout into the Dungeons and Dragons setting (in contrast to creating a Fallout game using the 5e ruleset). I figured I'd take a look at some of the chems this time. 

In the Fallout setting, chems are a set of consumable items you use to heal yourself and to temporarily boost your character's stats. Think of them like potions. Unlike potions, however, each one has side effects and each one has a chance for your character to become addicted to it. The addiction itself causes its own side affects that can be temporarily relieved by taking another dose of the chem. The addiction can also be cured, thankfully, with a shot of something called Addictol.

For a faithful conversion, I feel like there are two ways to go. The most obvious would be to treat the chems as potions. Generally, magical potions don't have any addiction factor though. Another approach would be to treat chems as alchemical formulas similar to those that I wrote up in my gnome alchemy post a while back. I think this latter is the best way to go, especially given the tendency for gnome inventions to be less than safe. To that end, I present a few Fallout 76 chems as gnome alchemical formulas.

Usage

If you take the same chem more than once, its benefits, side effects, or addiction effects do not stack. Nevertheless, you must still check for addiction each time you take it. If you take different drugs at the same time, the benefits, side effects, and addiction effects do stack. This means you can be addicted to more than one chem at once. When you mix chems in this way, the addiction DC for each subsequent dose increases the addiction chance appropriately for each chem. For example, if you take Buffout and then Fury, the addiction DC for the Buffet is 12 (the base), but the DC for the Fury is 14 (because it is the second chem dose, and Fury's DC increases by 2 for each chem dose). 

Note that the benefits, side effects, and addiction effects form different drugs do stack.

Chems

Addictol

This vial of sparkling liquid contains one dose. The liquid evaporates when the cork is removed. Use an action to uncork the vial and inhale the fumes.

Duration: 8 - Constitution modifier hours, minimum one hour. (A negative modifier increases the duration.)
Benefit: At the end of the duration, cures all current addictions, as well as the physical and psychological symptoms of those addictions. This does not prevent future addictions. 
Side Effect: For the duration, extreme nausea, sunlight sensitivity, and general grumpiness. This can only be taken once in a 24-hour period.
Addiction Chance: None.
Addiction Effect: None


Buffout

This green pill smells like sulfur and body sweat. It doesn't taste much better.

Duration: 5 minutes
Benefit: For the duration, +2 Strength, +2 Constitution, 5 temporary hit points.
Side Effect: For the duration, -2 Intelligence
Addiction Chance: DC 12 Constitution saving throw. Each check made within a 24-hour period increases the DC by 1.
Addiction Effect: -1 Strength, -2 Constitution


Calmex

This swirling, metallic liquid leaves a nasty aftertaste in your mouth.

Duration: 5 minutes
Benefit: For the duration, +2 Dexterity, +2 Wisdom, +1 damage for your ranged weapon attacks
Side Effect: For the duration, -2 Constitution
Addiction Chance: DC 13 Constitution saving throw. Each check made within a 24-hour period increases the DC by 1.
Addiction Effect: -2 Dexterity, -1 Wisdom


Day Tripper

This rainbow colored liquid tickles the throat when you drink it and warms your tummy.

Duration: 3 minutes
Benefit: For the duration, advantage of Charisma saving throws, +1d4 on all your Charisma-based skill checks
Side Effect: For the duration, -2 Strength
Addiction Chance: DC 11 Constitution saving throw. Each check made within a 24-hour period increases the DC by 1.
Addiction Effect: -1 Charisma, -2 Wisdom


Fury

This bubbling red liquid is warm to the touch and burns like a strong liquor when consumed. 

Duration: 3 minutes
Benefit: For the duration, +1d4 damage for all your melee weapon attacks, -1d4 points of damage from all bludgeoning, piercing, and slashing attacks against you (cannot reduce damage to 0)
Side Effect: For the duration, -2 Dexterity
Addiction Chance: DC 12 Constitution saving throw. Each check made within a 24-hour period increases the DC by 2.
Addiction Effect: -3 Strength


Mentats

This iridescent pill fizzes in the mouth and tickles the nose.

Duration: 3 minutes
Benefit: For the duration, +2 Intelligence, +2 Wisdom
Side Effect: For the duration, -2 Charisma
Addiction Chance: DC 11 Constitution saving throw. Each check made within a 24-hour period increases the DC by 1.
Addiction Effect: -1 Intelligence, -2 Wisdom


Psycho

This murky gray syrup smells like ozone and causes you to sneeze violently when you first drink it. 

Duration: 3 minutes
Benefit: Resistance to all non-magical bludgeoning, piercing, and slashing damage, +1 damage for all your melee weapon attacks
Side Effect: For the duration, -2 Wisdom
Addiction Chance: DC 11 Constitution saving throw, Each check made within a 24-hour period increases the DC by 2.
Addiction Effect: Vulnerability to all non-magical bludgeoning, piercing, and slashing damage


I hope you enjoy this idea. If you use any of these, I'd love to hear about it.

Enjoy!


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