Health
Overview
Throughout the Wasteland you will encounter not only dangerous foes but harsh environments, sickly npc's, dieseased creatures, poisonous fauna and tempting chems and brews. In interacting with these things there are chances for you to acquire addicitons and illnessess.
Doctor's Bag
A doctor's Bag is a special item that is more powerful then using a regular stimpack. This bag has the capability to heal all broken and crippled limbs. These are hard to come by but can be bought at a doctors clinic for a base price of 300 CAPS. It can also be crafted using the following items and succeeding on a successful Doctors Skill Check. If you fail the check one of the items is randomly destroyed and becomes unusable and cant be scrapped.
- Scalpel or Surgical Scalpel x1
- Bandage Scissors x1
- Medical Tray x1
- Duct Tape x1
- Tongs x1
- Yardstick x2
Addiction
Addiction can happen from using too many chems. An addict suffers withdrawal symptoms that can cause ill effects when a drug wears off. Many substances in Fallout are addictive. Each chem has a chance of addiction. One of the most addictive chems is Jet.
Chance of Addiction
You have a stacking 5% chance with alchohol and a 10% chance with Chems each time you take or use something that has the addiction tag. Example. If you drink a beer you have a 5% chance to become addicted. If you dont become addicted, the next time you drink a beer you have a 10% chance to become addicted. See the table below for length of time for addiction and to have your addiction chances reset. If you partake in the substance again before your duration is up, the timer resets and you must wait the full time before your chance is reduced.
Jet is the most addictive substance in Fallout and starts off att a 30% base chance and increases by 20% each time. Additinally, Nuka Quantum falls under the Alcohol type.
Duration of Effects
Type % Chance % Stack Time until % Decreases Amount Decreases
Alcohol 5% 5% 1 day 5%
Chems 10% 10% 3 days 10%
Jet 30% 20% 4 days 10%
Effects of Addiction
ADDICTION CLASS EFFECTS TYPE
Alcohol addiction Alcohol CHA/AGI -1 Various alcoholic
Buffout addiction Chem STR/END-1 Buffout, Buffjet, Bufftats
Daddy-O addiction Chem INT/PER -1 Daddy-O
Day Tripper addiction Chem LCK/CHA-1 Day Tripper
Fury addiction Chem STR/PER -1 Fury
Jet addiction Chem Agility -1 Jet, Jet Fuel, Ultra jet
Med-X addiction Chem AGI -1 DR -10 Med-X
Mentats addiction Chem Charisma -1 Berry, Grape, Orange variants)
Overdrive addiction Chem STR/AGI -1 Overdrive
Psycho addiction Chem STR-1 DR -10 Psycho, Psycho jet, Psychobuff
Diseases & Illness
There is a chance of contracting a disease after eating uncooked meat, drinking unpurified water, taking damage from disease-ridden creatures, and using harmful chems; diseases convey a general drawback after contraction. Items the cleanse the body of radiation also come with the side effect of a suppressed immune system, leaving one more vulnerable to contracting a disease.
Diseases can be cured by visiting a doctor and paying them to remove it. Alternatively, antibiotics can be used to get rid of diseases.
Diseases
Roll Disease Effect
- Molerat Suffers from -10 to Max Hit Points( (Stacks). Caused by Molerats
- Insomnia Sleep is 50% less effective (i.e. the player character needs to sleep at least 12 hours instead of 6 to gain a Long Rest
- Lethargy Action Points regenerate 50% slower Speed is set to 5
- Fatigue Sleep deprivation accumulates twice as fast (i.e. character needs to sleep twice as often, need a Long Rest every 12 hours)
- Parasites All positive food and drinks are 50% effective and last half as long. (acquired from food and drinks)
- Weakness All incoming damage is increased by 25%. STR based skills get -20
- Infection Character takes periodic damage 1d4+1 every 30m. Cannot reduce below 1.
- The Blight -1 to all S.P.E.C.I.A.L stats
- Blood worms You deal 25% of your damage
- Bone worms Take 50% more limb damage
- Buzz brain INT -3 (this counts against skills learned if you have it during level up)
- Fever claw -50% Damage with Ranged Weapons
- Flap limb STR -2, PER -2, AGI -2
- Glowing Pustules Bleed radiation from wounds when hit, Gain Rads equal to half the damage you take.
- Jelly fingers Double Ranged VATS AP Cost, -20 to Traps
- Lock joint Melee AP cost double, -20 to Sneak
- Needle spine -20 Carry Capacity
- Snot ear PER -2, -10 Skill checks with detection
- Swamp gas CHR -2, you smell badly, -20 to Charm
- The Woopsies LCK -2, -20 to Throwing
Contracting
The chance for contracting a disease is determined by a roll, depending on the current Disease Risk Pool (DRP). The DRP is a cumulative indicator of the current risk of the character becoming diseased and starts at 0, accumulating percentage points from various environmental and food/drink sources. The DRP decays at a natural rate of -1% per hour.
Sources include:
- Food: Unprepared and uncooked always adds +1% to the DRP. Foods can also have a low disease risk (+3% to the DRP), standard (+7%), high (+12%), or very high (+20%).
- Drink: Dirty drinks adds +2% to the DRP.
- Chems: Dirty chems add +7% to the DRP. These include Buffout, Daddy-O, Day Tripper, Fury, Jet, Med-X, Mentats, Overdrive, Psycho.
- Fighting: Infected enemies will add +5% to the DRP if hit in combat.
- Swimming: Swimming in contaminated water will add +3% to the DRP. The effect stacks every 2 hours.
- Rain: Exposure to rain adds +3% to the DRP. The effect stacks every 4 hours.
When the DRP reaches the threshold of 25%, the GM starts rolling for diseases. Whenever applicable. When you do you can roll a d20 and consult the table above or choose one that applies. Once a disease is acquired their DRP is reset to 0.