Mechanics (5e Fallout Supplement)
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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:
- Bleeding (activates on all damage types except energy).
- Critical Hit Table
- 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 ranged 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 1d20, 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.
|1||Loose 1 Eye||(-5) to Perception checks, Passive Perception, and attack rolls.||On two occurrences, Blind.|
|2||Loose/Break 1 Arm||Can not use two-handed weapons.||On two occurrences, can not use weapons.|
|3||Loose/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||Loose/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 on reroll||Massive Damage/Instant Death||You are reduced to 0 hit points or killed instantly.|