Mechanics (5e Fallout Supplement)
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Getting started
Congratulations! Vault Tech welcomes you to join us in our new Endeavor. The "Vault Tech 5e Supplement" will guide you through simulating various possibilities of the world outside your patented Vault-Tech Vault! There are a handful of additional rules one must keep in mind:
- Radiation
- Bleeding (activates on all damage types except energy).
- Infection.
- Critical Hit Table.
- Stacking Advantage.
- As magic generally does not exist in this setting, Arcana is used to determine one’s ability to maintain, repair, and mechanically control weapons and other machinery, such as terminals or robots.
- You regain 1/4 of your hit die maximum at the end of a long rest.
- Being prone only grants disadvantage on attack rolls that are made against creatures within 10 feet.
Critical Hit Table
When you score a critical hit on an attack roll, you must roll 1d10, taking the respective result. Mechanics that have (+/-X) means that you can make a DC 15 Medicine check once per hour. On a success, the DC and effect decreases by 1. Once this has happened X amount of times, you no longer suffer from the effect. Certain effects have unique results if they happen more than once. If a result has a slash, flip a coin and call the result while it’s in the air. On a successful call, the effect is cured with one use of a doctor’s bag or 5 successful DC 15 Medicine checks that can be made once per hour. On a failed call, the effect becomes permanent.
Number | Effect | Mechanics | Repeat Effect |
---|---|---|---|
1 | Lose 1 Eye | (-5) to Perception checks, Passive Perception, and attack rolls. | On two occurrences, Blind. |
2 | Lose/Break 1 Arm | Can not use two-handed weapons. | On two occurrences, can not use weapons. |
3 | Lose/Break 1 Leg | Movement speed is halved. | Movement speed is reduced to 5 feet. |
4 | Shock | stunned until beginning of next turn. | |
5 | Lucky Hit | Damage is doubled. | |
6 | Lose/Break 1 Finger | (-1) to attack rolls and Arcana checks. | On 5 occurrences, can not use two-handed weapons. On 10 occurrences, can not use weapons. |
7 | Concussion | unconcious for 1 minute. May repeat saving throw at the end of each turn. | |
8 | Break Ribs/Pierce Organ | Disadvantage on Constitution saving throws. | |
9 | Adrenaline | Your Movement speed is doubled and you have advantage on attack rolls until the beginning of your next turn. | |
10 | Reroll | ||
10 on reroll | Massive Damage/Instant Death | You are reduced to 0 hit points or killed instantly. |
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