Mechanics (5e Fallout Supplement)
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Getting started[edit]
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 (cauterized with Burning energy).
- 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[edit]
When you score a critical hit on an attack roll, you must roll 1d10, taking the respective result. Critical Hits 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. Effects 1, 2, 3, 6, and 8 can be cured with a single use of a doctor's bag(no ability check required). Certain effects have unique results if they happen more than once. All these effects are dealt to the enemy whom was damaged.
Number | Effect | Mechanics | Repeat Effect |
---|---|---|---|
1 | Disable 1 Eye | (-5) to Perception checks, Passive Perception, and attack rolls. | On two occurrences, Blind. |
2 | Break 1 Arm | Can not use two-handed weapons. | On two occurrences, can not use weapons. |
3 | Break 1 Leg | Movement speed is halved. | On two occurrences, movement speed is reduced to 5 feet. |
4 | System Shock | stunned until beginning of next turn. | |
5 | Lucky Hit | Damage is doubled. | |
6 | 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 | Disadvantage on Constitution saving throws. | |
9 | Adrenaline | Your Movement speed is doubled and you have advantage on melee attack rolls and disadvantage on ranged attack rolls until the end of your next turn. | |
10 | Reroll | ||
10 on reroll | Instant Death | You are killed instantly. |
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