Post by Vault-Tec on Aug 11, 2019 5:56:53 GMT
The following are a list of items that take up a gear slot. They are categorized as follows:
Medical Items
Medical Items
Stimpak
"A small syringe filled with a powerful healing agent."
Item Type: Medical
Item Effect: Twice per thread, regain 2d6 points of lost health. This 2d6 becomes 4d6 with the fast metabolism trait, and the d6's become d10's with the medic perk.
Action Point Cost: 1
Cost: 150 Caps.
Radaway
"A pack filled with a chemical compound that absorbs radiation."
Item Type: Medical
Item Effect: Once per thread, if your maximum health was reduced, restore it to it's original amount.
Action Point Cost: 2
Cost: 150 Caps.
"A pack filled with a chemical compound that absorbs radiation."
Item Type: Medical
Item Effect: Once per thread, if your maximum health was reduced, restore it to it's original amount.
Action Point Cost: 2
Cost: 150 Caps.
Med-X
"A powerful pain ignoring drug that's administered via syringe."
Item Type: Medical
Item Effect: Twice per thread, increase your soak by 3 for 3 turns.
Action Point Cost: 2
Cost: 200 Caps.
"A powerful pain ignoring drug that's administered via syringe."
Item Type: Medical
Item Effect: Twice per thread, increase your soak by 3 for 3 turns.
Action Point Cost: 2
Cost: 200 Caps.
Chems
Jet
"A small inhaler that packs a huge punch, slowing down time."
Item Type: Chem
Item Effect: Once per thread, gain 3 additional action points on a turn. You suffer withdrawal on the next turn, reducing your AP by 1 on that turn.
Action Point Cost: 0
Cost: 200 Caps.
Psycho
"A syringe filled with nasty chemicals, causing users to rage."
Item Type: Chem
Item Effect: Once per thread, increase your strength stat by 5 (Even if it exceeds 10), for one turn. You can only make melee/unarmed attacks on that turn. You suffer withdrawal on the next turn, reducing your AP by 1 on that turn.
Action Point Cost: 1
Cost: 250 Caps.
"A syringe filled with nasty chemicals, causing users to rage."
Item Type: Chem
Item Effect: Once per thread, increase your strength stat by 5 (Even if it exceeds 10), for one turn. You can only make melee/unarmed attacks on that turn. You suffer withdrawal on the next turn, reducing your AP by 1 on that turn.
Action Point Cost: 1
Cost: 250 Caps.
Mentats
"A pill that increases mental awareness and intelligence."
Item Type: Chem
Item Effect: Once per thread, increase your perception stat by 5 (Even if it exceeds 10), for one turn. You suffer withdrawal on the next turn, reducing your AP by 1 on that turn.
Action Point Cost: 1
Cost: 200 Caps.
"A pill that increases mental awareness and intelligence."
Item Type: Chem
Item Effect: Once per thread, increase your perception stat by 5 (Even if it exceeds 10), for one turn. You suffer withdrawal on the next turn, reducing your AP by 1 on that turn.
Action Point Cost: 1
Cost: 200 Caps.
Throwing Weapon
Fragmentation Grenade
"A small grenade that can be used in combat."
Item Type: Throwing Weapon
Item Effect: Twice per thread, you can make an agility based ranged weapon attack against up to three opponents. The damage of this attack equals 3d6+ Your agility stat.
Action Point Cost: 2
Cost: 250 Caps.
Throwing Star
"A metallic star with razor edges that excels in sneak attacks."
Item Type: Throwing Weapon
Item Effect: Twice per thread, you can make an agility based ranged weapon attack against one opponent. The damage of this attack equals 1d8+ Your agility stat. If you are in stealth, this attack deals an additional 10 damage.
Action Point Cost: 2
Cost: 200 Caps.
"A metallic star with razor edges that excels in sneak attacks."
Item Type: Throwing Weapon
Item Effect: Twice per thread, you can make an agility based ranged weapon attack against one opponent. The damage of this attack equals 1d8+ Your agility stat. If you are in stealth, this attack deals an additional 10 damage.
Action Point Cost: 2
Cost: 200 Caps.
Cryo Grenade
"A grenade that is filled with cryogenic liquid."
Item Type: Throwing Weapon
Item Effect: Twice per thread, you can make an agility based ranged weapon attack against up to three opponents. The damage of this attack equals 3d4+ Your agility stat. 60% chance to inflict the frozen condition for 3 turns.
Action Point Cost: 2
Cost: 200 Caps.
"A grenade that is filled with cryogenic liquid."
Item Type: Throwing Weapon
Item Effect: Twice per thread, you can make an agility based ranged weapon attack against up to three opponents. The damage of this attack equals 3d4+ Your agility stat. 60% chance to inflict the frozen condition for 3 turns.
Action Point Cost: 2
Cost: 200 Caps.
Incendiary Grenade
"A grenade that is filled with combustive liquid."
Item Type: Throwing Weapon
Item Effect: Twice per thread, you can make an agility based ranged weapon attack against up to three opponents. The damage of this attack equals 3d4+ Your agility stat. 60% chance to inflict the Burned condition for 3 turns.
Action Point Cost: 2
Cost: 200 Caps.
"A grenade that is filled with combustive liquid."
Item Type: Throwing Weapon
Item Effect: Twice per thread, you can make an agility based ranged weapon attack against up to three opponents. The damage of this attack equals 3d4+ Your agility stat. 60% chance to inflict the Burned condition for 3 turns.
Action Point Cost: 2
Cost: 200 Caps.
Misc.
Fusion Core
"A small nuclear fusion device used as a battery for various objects."
Item Type: Misc.
Item Effect: An item that is required to operate power armor, or wield a Gatling laser
Action Point Cost: N/A
Cost: 400 Caps.
Cybernetic Arm
"You replace one of your arms with a cybernetically enhanced one."
Item Type: Misc.
Item Effect: Select one non-heavy weapon that you own. The selected weapon is infused into your robotic arm, and you have +3 to accuracy and damage rolls from that selected weapon. All other weapons receive a -1 accuracy and damage penalty. This Item cannot be removed from your gear slot unless you buy it a second time.
Action Point Cost: N/A
Cost: 600 Caps.
"You replace one of your arms with a cybernetically enhanced one."
Item Type: Misc.
Item Effect: Select one non-heavy weapon that you own. The selected weapon is infused into your robotic arm, and you have +3 to accuracy and damage rolls from that selected weapon. All other weapons receive a -1 accuracy and damage penalty. This Item cannot be removed from your gear slot unless you buy it a second time.
Action Point Cost: N/A
Cost: 600 Caps.