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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