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Wednesday, 30 August 2017

5e: Class Preview, The Reliquarist

Today I want to talk about a new class I'm working on for D&D Fifth Edition. Now that I have a blog and a growing audience, it seems like the smart move is to develop the class with consumer participation, much as Wizards of the Coast have been doing with their Unearthed Arcana articles.

With that in mind, I'm going to lay out what I have for the class so far and ask for your comments and, if you're open to it, assistance with playtesting the class. If you would like to playtest the Reliquarist in your home game, I'd ask that you message me to let me know so I know to expect your feedback.

To provide feedback or let me know you want to playtest the class, either post to the comments, or reach out via twitter or curiouscat.me/spilledale.

The Reliquarist

Reliquarists are hunters and collectors of magical treasures. To that end, they join adventuring parties and risk everything to plunder ancient ruins. Reliquarists are specialists, better able to understand and eke out the capabilities of the items to which they attune. 

Before their heroic career begins, a Reliquarist discovers a powerful artefact known as a Relic and attunes themselves to that item (or items). As they become more skilled and their time attuned to the Relic grows, so too do the Relic's own powers.


The Reliquarist

Level Prof. Bonus Class Features Rituals Ritual Level
1
+2
Intuitive Mastery, Occult Secrets, Personal Relic
2
+2
Shrewd Action
3
+2
Relic Enhancement
1
2nd-level
4
+2
Ability Score Improvement
1
2nd-level
5
+3
Extra Attack, Superior Attunement
2
2nd-level
6
+3
Relic Feature
2
2nd-level
7
+3
Relic Enhancement
3
3rd-level
8
+3
Ability Score Improvement
3
3rd-level
9
+4
Powers of Detection
4
3rd-level
10
+4
Stubborn Survivor
4
3rd-level
11
+4
Relic Enhancement
5
4th-level
12
+4
Ability Score Improvement
5
4th-level
13
+5
Relic Feature
6
4th-level
14
+5
Construct Reliquary
6
4th-level
15
+5
Relic Enhancement, Superior Attunement
7
5th-level
16
+5
Ability Score Improvement
7
5th-level
17
+6
Relic Feature
8
5th-level
18
+6
Reliquary Improvement
8
6th-level
19
+6
Ability Score Improvement
9
6th-level
20
+6
Relic Feature
9
6th-level


Class Features

As a reliquarist, you gain the following class features.

Hit Points

Hit Dice: 1d8 per reliquarist level.
Hit Points at 1st Level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per reliquarist level after 1st.

Proficiencies

Armor: Light armor, shields.
Weapons: Simple weapons.
Tools: Thieves’ Tools.
Saving Throws: Intelligence, Wisdom.
Skills: Choose two from Athletics, Arcana, History, Insight, Investigation, Nature, Perception, Persuasion, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a spear and a shield or (b) two handaxes.
  • (a) a dungeoneer’s pack or (b) an explorer’s pack.
  • a light crossbow and 20 bolts, studded leather armor, two daggers, thieves’ tools, and a component pouch

Intuitive Mastery

Starting at 1st level, you are considered proficient with any magic item to which you are attuned, even if you are not normally proficient with items of its type.

Personal Relic

At 1st level you select your relic, a magic item to which you are bound that defines your future growth as a reliquarist. Your relic choice grants you features at 1st level and then again at 6th, 13th, 17th, and 20th level.

You are attuned to your relic, which cannot be attuned to anyone else while you live or your spirit remains willing to be resurrected. The relic does not count against your normal allowance of attuned magic items.

A relic is always sentient and has Intelligence, Wisdom, and Charisma scores of 10. Its special purpose is simply to aid the creature to whom it is attuned (you), so the relic and yourself are never in conflict. It can only communicate with you, and does so by transmitting emotion when you carry or wield it. The relic has hearing and normal vision out to 30 feet.

If you are ever separated from your relic, you can summon it to your location across any distance and even planar boundaries.

Some Relic features require saving throws. A creature's saving throw against your Relic features is 8 + your Proficiency + your Intelligence bonus.

Work with your Dungeon Master to establish a story about how your relic came to be in your possession.

Occult Secrets

Also at 1st level, you acquire a ritual book that contains the detect magic and identify spells. You can cast these spells as rituals while the ritual book is in hand.

At 3rd level and every odd-numbered level thereafter, you may choose one additional spell that has the ritual tag from any class’s spell list, adding the spell to your ritual book. The maximum level of a ritual you choose is determined by your class level, as shown in the ritual level column of the Reliquarist class table.

Regardless of which class’s spell list a spell you choose comes from, when you cast it your spellcasting ability is Intelligence.

If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell’s level can be no higher than level shown in the ritual level column of the Reliquarist class table, and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Shrewd Action

Starting at 2nd level, your actions are informed by your awareness of your own weaknesses as well as your strengths and those of your allies. You can take a bonus action on each of your turns in combat. This action can be used only to Disengage, interact with an object, or switch places with an adjacent allied creature who can see or hear you, is intelligent enough to understand your desire to shift into their space, and is willing.

Relic Enhancement

At 3rd level, 7th level, 11th level, and 15th level, your relic grants an additional benefit while wielded, chosen from the following lists:

Relic Accessory

  • +2 to one of your ability scores (to a maximum of +4).
  • Advantage on one saving throw of your choice.
  • Resistance to one damage type of your choice.
  • The relic gains the features of an uncommon wondrous item, subject to common sense and DM approval.

Relic Armour

  • +1 to your Armour Class (to a maximum bonus of +3).
  • Advantage on one saving throw of your choice.
  • Resistance to one damage type of your choice.
  • The relic gains the features of an uncommon set of magic armoursubject to common sense and DM approval.

Relic Weapons

  • +1 to your attack and damage rolls while wielding relic, to a maximum bonus of +3.
  • +1d6 damage (your choice of damage type).
  • The relic gains the features of an uncommon magic weapon subject to common sense and DM approval.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Superior Attunement

Also at 5th level, your superior understanding of magic items allows you to master their use. You can now attune up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items.

Powers of Detection

At 9th level, you have advantage on Investigation ability checks, as well as advantage (+5) to your passive Investigation and Perception in relation to discovering hidden doors and switches, concealed guardians, traps, and the presence of illusions.

Stubborn Survivor

By 10th level, your experience of dungeon delving in pursuit of magic treasures has honed your reflexes and toughened you up. If you are not already proficient, you add half your proficiency bonus to your Constitution and Dexterity saving throws. Additionally, any time you are subjected to an area effect that allows you to make a Constitution or Dexterity saving throw to take only half damage, you roll that saving throw with advantage if you are more than half way from the area’s middle to its nearest edge.

Construct Reliquary

Starting at 14th level, you gain proficiency with carpenter’s tools and woodcarver’s tools. If you are already proficient with one or both, you may select an alternative type of artisan’s tools. You also learn how to construct a reliquary, a container to house your relic. You can have more than one reliquary, but can only carry one on your person. Constructing a reliquary takes a minimum of a week’s worth of downtime and costs 500 gp.

Your reliquary absorbs residual magic from your relic. If another magic item other than your relic is stored in the reliquary for the duration of a short rest, that magic item gains the benefit of a single relic enhancement until your next short rest. If you store another magic item in the reliquary for the duration of a long rest, that magic item gainst the benefit of a single relic enhancement until your next long rest.

No matter how many of your reliquaries contains a magic item, only one magic item can be enhanced at a time, or none. You choose if an item gains a relic enhancement and if so which item.

If someone else places an item inside one of your reliquaries or removes an item from it, you know immediately that this has occured.

Reliquary Improvement

From 18th level, up to two magic items can be enhanced by your reliquary at once.

Relics

Each reliquarist chooses a relic, a powerful magic item or set of linked magic items which is intrinsically bound to them and grows in power as they do.

Reliquarists come by their relics in all manner of ways. Some inherit a relic passed down through a family line or become a relic’s guardian as the successor to an ancient tradition. Others seek out a relic, solving the mystery of its whereabouts where all others failed. A few are gifted their relics by deities or other powerful entities, always with some great purpose in mind. Then there are those treasure hunters who simply chance upon a relic and whose destinies are forever changed.

The Herald’s Armour

The herald’s armour is a set of gleaming half plate said to once have belonged to the celestial messenger of a deity of supreme good.

The Herald’s Protection

At 1st level, you gain the champion’s armour, a set of magical half plate. While wearing it you are resistant to Radiant damage. In addition, when you take any type of damage other than bludgeoning, piercing, radiant, or slashing, you can spend your reaction to gain resistance to that damage type until the end of your next turn.

Holy Weapon

Beginning at 6th level when you are wearing the herald’s armour, you can spend an object interaction to either form a blade of radiant energy in a free hand, a bow of radiant energy in both free hands, or channel that energy through a weapon you carry.

When you form a blade of radiant energy, you may use it to make melee attacks against adjacent creatures, dealing 2d4 radiant damage plus your Strength or Dexterity bonus, whichever is higher.

When you form a bow of radiant energy, you may use it to make ranged attacks with a range of 150/600, dealing 2d4 radiant damage plus your Dexterity bonus.

When you channel the energy into an existing weapon, any bludgeoning, piercing, or slashing damage it deals becomes radiant damage instead. Any bonus damage a magic weapon deals through its enchantments retains its own type, but weapons that normally deal bonus necrotic damage do not do so while channeling radiant energy from the herald’s armour.

Heart of the Herald

From 13th level, you have advantage on saving throws against the charmed and frightened conditions while wearing the herald’s armour.

Wings of Light

Starting from 17th level, you gain a fly speed of 40 feet while wearing the herald’s armour. If you are ever knocked prone or paralyzed while flying, you descend to the ground as though under the effects of feather fall. When you fly, wings of radiant light sprout from the armour’s back plate.

Ultimate Armour

At 20th level, the herald’s armour transforms into a set of full plate. In addition, you regain 10 hit points at the beginning of each of your turns on which you have less than half of your maximum hit points.

The Watcher’s Pavese

A tower shield emblazoned with an eye-shaped insignia, the Watcher’s Pavese was forged by githzerai craftsmen for a great zerth warrior.

Floating Guardian

At 1st level, you gain the watcher’s pavese, a magical shield that grants half cover (+2 to your AC and Dexterity saving throws) while wielded.

You can activate the watcher’s pavese as a bonus action or deactivate it as a free action.

After activating the shield, it floats in an adjacent space of your choice within 5 feet and grants three-quarters cover (+5 to AC and Dexterity saving throws) against area effects, ranged attacks that have to pass through the shield’s space, and melee attacks from creatures that are adjacent to the watcher’s pavese.

You may move the watcher’s pavese to any other adjacent space as a bonus action.

If you or the watcher’s pavese are ever moved more than 5 feet away from each other, the shield automatically moves as near as it can to your current location.

Third Eye

From 6th level, you can see through the watcher’s pavese as though its eye were your own, allowing you to look round corners. While wielding or looking through the shield, you have advantage on Perception checks and can see through magical darkness out to 120 feet.

Watchful Warding

Starting at 13th level, when an allied creature within 30 feet is hit by an attack, you can spend your reaction to teleport the watcher’s pavese to their location, granting a +5 bonus to their AC. The watcher’s pavese then immediately returns to its original space.

Blinding Gaze

Beginning at 17th level, as a bonus action you can teleport the watcher’s pavese adjacent to a hostile creature within 30 feet of your location. The target must make a Wisdom saving throw or look into the shield’s eye and be magically blinded until the end of its next turn.

See the Unseen

At 20th level, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

Additionally, while wielding or looking through the shield, you have truesight out to 120 feet.

Mazia’s Masks

Made in antiquity by a powerful archmage named Mazia, the seven “Courtly Masks” each depict a caricature of a figure that might be found within a royal court.

Sevenfold Courtly Masks

At 1st level, you choose one of the seven masks. You acquire one additional mask at 6th, 13th level, and 17th level, immediately gaining access to all level-based features of the new mask for which you qualify.

You can switch between masks as an action.

Assassin’s Mask.
While you wear the assassin’s mask, you are proficient in Deception, Stealth, and Thieves’ Tools. At 13th level, wearing the mask also grants advantage on checks using those skills and tools.

In addition, while wearing the mask you gain the Rogue’s Sneak Attack feature, dealing 1d6 extra damage. Your Sneak Attack damage increases by a further 1d6 at 6th, 13th, and 17th level.

General’s Mask.
While you wear the general’s mask, you are proficient in Athletics, Intimidation, and Land Vehicles. At 13th level, wearing the mask also grants advantage on checks using those skills and tools.

In addition, while wearing the mask you can spend your action to allow one allied creature within 30 feet who can hear you to make a single attack using an unarmed attack, melee weapon, loaded ranged weapon, or single target cantrip. At 6th level, up to two allied creatures within range can make an attack when you use this feature.

High Priest’s Mask.
While you wear the high priest’s mask, you are proficient in Medicine, Religion, and Persuasion. At 13th level, wearing the mask also grants advantage on checks using those skills and tools.

In addition, while wearing the mask you have a single spell slot with which you can cast a 1st-level spell from the cleric spell list. You choose which spell you know for the day the first time you put on the magister’s mask after taking a long rest, but you can also change the spell after taking a short rest. At 6th level, you can use your slot to prepare a 2nd-level spell. At 13th level, you can prepare a 3rd-level spell. Finally at 17th level, you can prepare a 4th-level spell.

Jester’s Mask.
While you wear the jester’s mask, you are proficient in Acrobatics, Insight, and Performance. At 13th level, wearing the mask also grants advantage on checks using those skills and tools.

In addition, while wearing the mask you can use your acrobatics or performance to distract enemies as an action. All hostile creatures within 30 feet of you must make a Wisdom saving throw. On a failed save, they suffer disadvantage on attack rolls, ability checks, and saving throws and cannot apply their Dexterity bonus to their AC (if applicable) until the beginning of your next turn. Once you use this feature, you can’t use it again until you finish a short rest. At 13th level, targeted creatures have disadvantage on their saving throw.

Magister’s Mask.
While you wear the magister’s mask, you are proficient in Arcana, History, and Medicine. At 13th level, wearing the mask also grants advantage on checks using those skills.

In addition, while wearing the mask you have a single spell slot with which you can cast a 1st-level spell from the wizard spell list. You choose which spell you know for the day the first time you put on the magister’s mask after taking a long rest, but you can also change the spell after taking a short rest. At 6th level, you can use your slot to prepare a 2nd-level spell. At 13th level, you can prepare a 3rd-level spell. Finally at 17th level, you can prepare a 4th-level spell.

Minister’s Mask.
While you wear the minister’s mask, you are proficient in Deception, History, and Insight. At 13th level, wearing the mask also grants advantage on checks using those skills and tools.

In addition, while wearing the mask you can speak for a minute or more to make all creatures within 60 feet who can hear you make a Wisdom saving throw unless you have previously discussed what you are planning to say with them. A creature that fails their saving throw is charmed by you until an hour after you part from them, or until you or your companions do anything overtly threatening or harmful. A charmed creature regards you as a respected official and trusts your guidance. Once you use this feature, you can’t use it again until you finish a long rest. At 13th level, targeted creatures have disadvantage on their saving throw.

Sovereign’s Mask.
While you wear the sovereign’s mask, you are proficient in Insight, Intimidation, and Persuasion. At 13th level, wearing the mask also grants advantage on checks using those skills.

In addition, while wearing the mask you can project an aura of royal authority. All creatures with 60 feet who can see you must make a Wisdom saving throw. A creature that fails its saving throw is frightened by you for one minute. It may repeat its saving throw at the end of each of its turns. A creature that succeeds at its initial saving throw is immune to this effect for the next 24 hours. Once you use this feature, you can’t use it again until you finish a long rest. At 13th level, targeted creatures have disadvantage on their saving throw.

Mazia's Gaze

Starting at 6th level, you can see, hear, and smell though any of your masks that you are not currently wearing, as long as it is on the same plane of existence as you. While you are looking through a mask your actual body has the blinded and deafened conditions, and you cannot smell anything in your actual location—you can’t take advantage of any racial trait relating to a keen sense of smell, for instance.

While using one of your masks to see in this way, you cannot fall prey to an effect that works only when you meet a hostile creature’s gaze.

Many Eyes Make Sight Work

From 13th level, while at least one mask other than the one you’re wearing is carried in a place on your person where its eyes can “see” your surroundings, you have advantage on Wisdom (Perception) checks, even while you are sleeping.

One-Person Masquerade

Beginning at 17th level, you can magically switch between masks as a bonus action. The one you wish to wear appears on your face and the one it is replacing (if any) takes its replacement’s previous location, wherever that might be.

Tuesday, 29 August 2017

Your Nightmare Made Reality!

I am currently running a giveaway of sorts on twitter. Once I reach 300 followers, I will select a follower at random and design a D&D 5e monster for them based on the following information: target CR range, monster name, and concept. The lucky winner can give me as much or as little of that information as they want, and I'll fill in the blanks if there are any. The created monster will be designated OGL content.

If you'd like to be in the running, follow @spilledale via the button on the blog's sidebar!

5e: Fifth Edition Fallout, A Date with the Queen, Wasteland Wanderers!

Today marks the end of my series on hacking D&D 5e so that we can run games in the Fallout setting. It would be more accurate to say that it is a soft ending, because truthfully more content will come. As promised today's update includes some monster statblocks, enough to get you started with your games, but there are many more iconic Fallout creatures to make stats for! But now enough of the rules are there that you and I can start running Fallout adventures, I'll be moving on to other topics and returning to the wasteland every few weeks with additional monsters.

I honestly have mixed feelings about the end of this series. I had a great deal of fun working on it, but it was also a lot of work. A far larger chunk of work than I initially realised it would be. All new inventory tables along with new subsystems for modifications and power armour saw to that! Committing myself to writing a starter adventure was probably also a foolish move. But now here we are, and it's all done. Whatever else I'm feeling, I know I feel fantastic for clearing that hurdle. This was a good challenge, a fun exercise, and I would consider doing a similar series hacking the game for other popular settings (or perhaps next time explore the development of a homebrew world) in the future. After an appropriate rest period, at any rate.

A lot of that work is coming to fruition now, all at once. It's a big news day! Let's get started.

Terrors of the Wasteland

So about those promised monster statblocks: it took me a while to decide how to handle sharing this content with you. I have a css template for monster statblocks, but it's quite time consuming to copy statblocks over to the blog, so it works best for just one or two at a time, and not the large number I would have to do.The article would also reach an unwieldy size. Ultimately I realised that since the statblocks are included in the compiled rulebook anyway, the most appropriate thing to do is simply to let you know what creatures the rulebook currently includes.

Beasts

  • Trained Dog (CR 1/8)
  • Vicious Dog (CR 1/8)
  • Mole Rat (CR 1/8)

Deathclaws

  • Deathclaw (CR 8)
  • Alpha Deathclaw (CR 13)

Raiders

  • Raider (CR 1/8)
  • Raider Scum (CR 1/4)
  • Raider Scavver (CR 1)
  • Raider Psycho (CR 1/2)
  • Raider Waster (CR 3)
  • Raider Survivalist (CR 1/2)
  • Raider Veteran (CR 5)
  • Raider Boss (CR 7)

Robots

  • Assaultron (CR 8)
  • Eyebot (CR 1/8)
  • Mister Handy/Miss Nanny (CR 1/8)
  • Mister Gutsy (CR 3)
  • Flamer Gutsy (CR 3)
  • Lieutenant Gutsy (CR 5)
  • Major Gutsy (CR 8)
  • Colonel Gutsy (CR 11)
  • Protectron (CR 1/2)
  • Protectron Fire Brigadier (CR 1)
  • Protectron Guardian (CR 6)
  • Protectron Medic (CR 1)
  • Protectron Policeman (CR 3)
  • Utility Protectron (CR 4)
  • Robobrain (CR 8)
  • Sentrybot (CR 15)

Fifth Edition Fallout

Fifth Edition Fallout Cover © RDD Wilkin / Spilled Ale Studios.


All of the rules discussed in the series along with the monster and NPC statblocks listed above have been compiled into a single PDF, which you can download here.

A Date with the Queen

A Date with the Queen Cover © RDD Wilkin / Spilled Ale Studios.


A Date with the Queen is a short introductory adventure I wrote so that those of you interested in playing Fifth Edition Fallout have an easy place to start. The adventure can be found here.

Wasteland Wanderers

Wasteland Wanderers Cover © RDD Wilkin / Spilled Ale Studios.


After I started thinking about ways to modify Fifth Edition classes to suit a post-apocalyptic setting early on in the series, not to mention realising that the Artificer simply wasn't a good fit for an engineering or science type, I started tinkering with ideas that would evolve into the Scientist and Shepherd classes. Before I knew it, a new project evolved around these classes, and Wasteland Wanderers was born.

Wasteland Wanderers can be purchased here. This sourcebook presents six all-new and modified classes designed to suit Post-Apocalyptic campaign worlds and pre-published settings. You could also find homes for these classes and their archetypes in modern, futuristic, or even fantasy settings with minimal conversion effort.

Wasteland Wanderers contains 30 pages of classes and archetypes including:
  • The Savage, a class based on the SRD's Barbarian with post-apocalyptic appropriate archetypes including the Implacable Hunter, the Mad Gunner, and the Survivor.
  • The Scientist, a new class which focuses on intellect and experise. Archetypes include the Chem Cook, the Engineer, and the Programmer.
  • The Scoundrel, a class based on the SRD's Rogue with post-apocalyptic appropriate archetypes including the Con Artist, the Hitman, and a nonmagical variant of the Thief.
  • The Scout, a new class that fills a niche similar to the SRD's Ranger. These wilderness experts rely on their Instinct to enhance their fortunes, and wield a signature weapon known as their Old Reliable. Archetypes include the Beast Hunter, the Bounty Hunter, and the Guerilla.
  • The Shepherd, a new class that fills a niche similar to the SRD's Bard. They are political leaders, officers, and other inspiring figures. They use their Command to deal psychic damage, restore hit points, and charm or frighten foes. With their Comrades' Bond, nearby allies who are adjacent to each other can choose to suffer damage on each other's behalf. Archetypes include the Chronicler, the Commander, the Regent, and the Tyrant.
  • The Soldier, a class based on the SRD's Fighter with post-apocalyptic appropriate archetypes including the Fist Fighter, the Pit Fighter, and the Sharpshooter.

If you are interested in running a Fifth Edition Fallout campaign, theses classes would be a perfect fit for your game. Even if you've got no immediate plans to do so, if you've enjoyed this series and would like to help the ongoing development of my blog and published content, picking up a copy would be a fantastic way to help. I'm confident you'll find a use for at least a few of the archetypes in your home games, whatever genre the setting happens to be!

You can report any errors, make comments and suggestions, feedback on potential balance issues, or simply reach me for a chat about any of the above products on twitter @spilledale. If your comments are too long for twitter's character limit, you can also curiouscat.me. I'd also love to hear from you if you plan to run a one-off or a campaign using Fifth Edition Falloutt!

Wednesday, 23 August 2017

Post-Apocalyptic/Fallout Maps

A few weeks ago I posted a work in progress of a map for my upcoming Fifth Edition Fallout adventure, A Date with the Queen. It has been significantly updated and improved since then, and has been joined by two additional maps!

Click on the previews below for larger versions. You are welcome to use these maps in your personal campaigns.

Atom-Mart Exterior © RDD Wilkin / Spilled Ale Studios. Personal use permitted. Do not redistribute.


Atom-Mart was a popular supermarket chain before the Great War and the collapse of civilisation. This particular store has become the location of Mart Town, a settlement built inside the supermarket itself.


Mart Town (Atom-Mart Interior) © RDD Wilkin / Spilled Ale Studios. Personal use permitted. Do not redistribute.


The settlers of Mart Town stripped out the shelving and refrigeration units from the shop floor in order to make room for their homes and communal areas which have been constructed from wood and scrap metal. Some of the fridges were relocated to the town's communal eatery for longterm food storage (powered by the supermarket's private backup generator). Some of the other units are kept in the warehouse for spare parts and potential trade value.

Mart Town is quite defensible thanks to its wall and a security checkpoint where visitors are funneled through a single doorway. Both the employee door and the secured dock door at the rear of the building are always guarded. The employee door has been camouflaged on the outside.


Burlow's Hardware Megastore © RDD Wilkin / Spilled Ale Studios. Personal use permitted. Do not redistribute.


Burlow's Hardware Megastore is a DIY chain. This particular store has recently been taken over by a female and female-identifying raider group known as the Wasteland Queens and serves as the gang's base of operations. They are camped out in the warehouse and administrative office areas, though there are always some guards in the storefront.

Given the size of the store and the value of many of the products that used to be sold here, the owners installed two charging stations for a pair of protectron guardians. The Wasteland Queens have yet to figure out how to activate them, and they could be a powerful advantage to anyone hoping to take on the Queens if they can reach one of the terminals unobserved.

Tuesday, 22 August 2017

5e: Hacking the Game, Fallout Part X

Fifth Edition Fallout

Since this series was completed, the reskins and rules discussed have been compiled into a single sourcebook I've called Fifth Edition Fallout, which also includes new additions conceived after the conclusion of the series, as well as a bestiary of wasteland creatures! You can find Fifth Edition Fallout, a starter adventure called A Date With the Queen, and several resources including a tailor-made character sheet over at the Fifth Edition Fallout hub page.
Today we're continuing  the D&D 5e system hack for games played in the world of Fallout. The topic of the week is backgrounds. Following that, I'll be talking about the plans I have for this system hack's future, including a compatible product I'll be releasing soon.

If you're new to the series, check out the earlier articles here.


Backgrounds in Fifth Edition Fallout.

Backgrounds work essentially the same as they do in the core game, with the following exception: because the starting packages listed for classes aren't appropriate in this setting, players will be purchasing their character's equipment. However, starting equipment is still listed for the backgrounds below, and should be given to characters in addition to the caps they gain from their class.

Most of the backgrounds in the Player's Handbook can work with some effort to update them. The ones I feel are most appropriate for the setting are included in the list below, although they are not reproduced in full as they aren't included in the System Reference Document.

The list is mostly new backgrounds created especially for the setting.


Background List

Caravanner

You belong to one of the caravan companies that keep trade moving throughout the Mojave and other areas of the wasteland. Examples include the Crimson Caravan and the Happy Trails Caravan Company.

Skill Proficiencies: Perception, Survival
Tool Proficiencies: One type of gaming set, Vehicles (Land) 
Equipment: an iron pot, a lighter, a set of traveler’s clothes, a symbol of your affiliation to your caravan company, a pouch containing 15 caps.

Feature: Caravanner’s Contacts

As a member of a caravan company, you can expect to receive room and board at any of that company’s own wayhouses, if it has any. You also establish relationships with in major settlements, allowing you to find a place to stay at a 50% discount. Finally, you understand the caravanner’s code, and know how to approach other traders out in the wastes. You can almost always persuade other travellers to share their fires, their shelter, and sometimes their food with you and your comrades. Of course, you are expected to offer the same courtesies. 


    Charlatan

    This background is as the Player's Handbook background of the same name and is appropriate with the following change.

    Equipment: a set of fine clothes, tools appropriate to the con of your choice (examples include: ten bottles or needles of fake chems, a deck of marked cards, or a set of weighted dice), a pouch containing 15 caps.


    Child of Atom

    You belong to the Church of Atom, a post-nuclear religion that believes that each atom contains an entire universe within it, and that splitting an atom is therefore an act of creation. Nuclear blasts such as those that created the wasteland, far from destructive horrors, are therefore to be desired as a holy event. Life in the wasteland is a mere trial until the true believer can do Atom’s work and be brought into its divine light.

    Skill Proficiencies: Insight, Persuasion
    Tool Proficiencies: Calligrapher's Supplies, one type of gaming set.
    Equipment: A holy symbol of Atom, a book of Atom’s doctrine, a set of common clothes.

    Feature: Atom’s Grace

    You know the religious lore and practices of the Children of Atom, and are accepted by other faithful as a true believer. You can perform the religion’s ceremonies, and you and your companions can expect to recieve hospitality and succor from other Children of Atom, within their means to do so.

    You might also have ties to a specific church or mission and be considered a resident there. While near this place, you can call upon the other Children who live there for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with them.

    Zealot Ware
    Zealot Ware (Screenshot from Fallout 4: Far Harbor DLC © Bethesda Softworks)

    Criminal

    Larger settlements in the wasteland are often plagued or even run by large criminal families such as the Chairmen and the Omertas. You belong to one of these organisations.

    This background is as the Player's Handbook background of the same name and is appropriate with the following changes.

    Equipment: a crowbar, a set of common clothes, a pouch containing 15 caps.

    Feature: Family Connections

    Your position and influence within your crime family is recognized by other members, as well as among the family’s rivals. Members of the organization defer to you if they are of a lower position and you are able requisition simple equipment for temporary use.

    You can also get messages to and from other criminals you know, even over great distances, by exploiting vast networks of contacts including sympathetic or blackmailed couriers and caravan masters.


    Follower of the Apocalypse

    You are a member of the Followers of the Apocalypse, a beneficent organisation devoted to the care of the needy, to preserving precious knowledge, and to ensuring that the follies that led to the Great War are never repeated. They are never shy about speaking out against those in power when they believe that the best interests of the common man are not being protected, which sometimes has them branded as seditious anarchists.

    Skill Proficiencies: Insight, either Medicine or Science
    Tool Proficiencies: Two types of artisan’s tools
    Equipment: healer’s kit or herbalism kit, a set of commoner’s clothes.

    Feature: Follower’s Favour

    You command the respect of other Followers, as well as many citizens of the wasteland who appreciate the work that the Followers do. You and your companions can expect to receive hospitality and succor from other Followers, within their means to do so.

    You might also have ties to a specific mission and be considered a resident there. While near this place, you can call upon the other Followers who live there for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with them.


    Former Enclave 

    You were raised among the Enclave, a group descended from political and military officials who saw out the bombs from the safety of their bunkers, and now believe themselves to be the rightful successors to the governance of the United States. The Enclave are known for being extremely isolationist, unsympathetic, and often violent toward all other factions due to their belief that exposure to radiation and the FEV virus has made other humans “impure”. However, you abandoned the teachings that you were raised to believe and found a way to escape the oversight of the Enclave and make your own way in the world. Such treason would naturally make you a target for reprisals from your comrades of old.

    Skill Proficiencies: History, Intimidation
    Tool Proficiencies: Vehicles (Land)
    Equipment: Enclave dog tag, a set of fine clothes, 20 salvage (Pre-War Money).

    Feature: Ex-Enclave 

    You are a former member of the Enclave, and still have useful knowledge about their operations. You know the location of local facilities other than top-secret sites above your old clearance level.

    Additionally, when you are in an Enclave location, there is a 30% chance that you know or can guess the access codes for terminal-locked doors to non-critical areas when their Hacking DC is 15 or less.

    If you encounter other former Enclave, they are predisposed to offer you assistance if it doesn’t unduly endanger them and is within their means.

    Finally, duing any physical conflict in which you are opposed by members of the Enclave, they always attempt to take you alive unless you leave them no choice but to kill you. Some officers might simply want to see you interrogated and punished for your betrayal, while others might be sympathetic towards you. The exact reason for your attempted capture is left to GM discretion.


    Former Brotherhood

    You are a former member of the Brotherhood of Steel, a militant organisation formed in the wake of the apocalypse from remnants of the Armed Forces and government scientists. In spite of the high-minded ideals of the group, their heavy-handed approach to dealing with other factions and tendency to hoard technology that would help right now to be preserved for a purely hypothetical future turned you away from their doctrine.

    Skill Proficiencies: Investigation, Athletics (Knight only), Persuasion (Paladin only), Science (Scribe only)
    Tool Proficiencies: Mechanics’ Tools
    Equipment: Brotherhood dog tag, a set of traveler’s clothes, a minor technological widget, a pouch containing 15 caps.

    Feature: Brotherhood Intelligence 

    You are a former member of the Brotherhood, and still have useful knowledge about their operations. You know the location of local facilities other than top-secret sites above your old clearance level.

    Additionally, when you are in an Brotherhood location, there is a 30% chance that you know or can guess the access codes for terminal-locked doors to non-critical areas when their Hacking DC is 15 or less.

    If you encounter other former Brotherhood, they are predisposed to offer you assistance if it doesn’t unduly endanger them and is within their means.

    Finally, duing any physical conflict in which you are opposed by members of the Brotherhood of Steel, they always attempt to take you alive unless you leave them no choice but to kill you. Some officers might simply want to see you interrogated and punished for your betrayal, while others might be sympathetic towards you. The exact reason for your attempted capture is left to GM discretion.


    Initiate of Steel

    You are an active member of the Brotherhood of Steel, a militant organisation formed in the wake of the apocalypse from remnants of the Armed Forces and government scientists. Their goal is the preservation of technology they see as necessary to revitalise civilisation, but over the years some factions of the Brotherhood have also sought to police attempts by other groups to use technology they perceive as dangerous.

    Skill Proficiencies: Investigation, Athletics (Knight only), Persuasion (Paladin only), Science (Scribe only)
    Tool Proficiencies: Mechanics’ Tools or Vehicles (Land)
    Equipment: Brotherhood dog tag, a set of traveler’s clothes, a minor technological widget (refer to the trinket table for examples), a pouch containing 15 caps.

    Feature: Bond of Brothers

    You are a loyal and respected member of the Brotherhood of Steel. Other members of the Brotherhood recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

    Paladin Danse
    Paladin Danse (Screenshot from Fallout 4 © Bethesda Softworks)


    Raider 

    You are, or were, affiliated with one of the many raider gangs that group together for mutual survival in the wastes at the expense of other, less unscrupulous souls.

    Skill Proficiencies: Intimidation, Survival
    Tool Proficiencies:  Three types of gaming set
    Equipment: A set of traveler’s clothes, a trophy from a past victim (refer to the trinket table for examples), a pouch containing 15 caps.

    Feature: Part of the Gang

    You know how to behave among Raiders to ensure you are treated with respect, or at least caution. You are usually able to gain access to camps belonging to your gang (or former gang), as long as you remain on friendly terms with them. Additionally, you can generally negotiate access to raider camps for your comrandes and yourself, provided the gang in question can be reasoned with and they are not aware ofyour own gang affiliation if  you happen to be rivals.


    Railroad Agent

    You are a full agent of the clandestine organisation known as the Railroad, and assist them in their goal of freeing Gen-3 Synths from the control of the Institute.

    Skill Proficiencies: Deception, Stealth
    Tool Proficiencies: Disguise kit
    Equipment: A set of traveler’s clothes, a disguise kit, a pouch containing 5 caps.

    Feature: Railroad 

    You know up-to-date countersigns used to identify other members of the Railroad, and understand codes used to encrypt communications between cells. You are also fluent in Railsigns, symbols used by the Railroad to mark caches, dead drops locations, safe houses, and the presence of allies or danger.

    If you encounter other Railroad Agents or sympathisers, they are predisposed to offer you assistance if it doesn’t unduly endager them and is within their means.

    You also know the location of your local cell’s current headquarters and are always welcome there as long as you don’t compromise it to outsiders. In addition, you know the location of dead drops currently used by your cell.


    Scientist

    You are one of a rare few individuals actively trying to preserve and restore the advances of pre-War science and have dedicated your life so far to the pursuit of scientific achievement.

    Skill Proficiencies: Medicine, Science
    Tool Proficiencies: One of Chem Cook’s Tools, Herbalism Kit,  Mechanic’s Tools.
    Equipment: Tour choice of chem cook’s tools, healer’s kit, herbalism kit, or mechanic’s tools. A set of traveler’s clothes, a set of fine clothes.

    Feature: Scientific Enquiry

    You intuitively grasp the purpose of most old world devices, technologies, and scientific experiments you encounter without needing to make any kind of ability check to identify them, though you may sometimes require an hour to read through relevant materials. This does not confer any special ability to make use of the things you identify without appropriate skills.

    Additionally, you are generally afforded the respect and goodwill of other members of the scientific community, provided you don’t waste it. Other scientists you know generally agree to assist you with tasks that won’t be hazardous or significantly costly to them in resources or time, provided you remain in good standing with them.

    MacCready
    Curie (Screenshot from Fallout 4 © Bethesda Softworks)



    Soldier

    You are an active or former member of a military force. Examples include the Minutemen, an armed forces from the people and for the people dedicated to protecting the citizens of the Common Wealth, andt he NCR Army, whose members defend the territories and people of the New California Republic. Mercenary companies such as the Gunners or Talon Company also find employment in the wastes. Unfortunately, when not legitimately employed many squads within such companies often turn their training and armaments to ill use, behaving no better than common raiders.

    This background is as the Player's Handbook background of the same name and is appropriate with the following changes.

    Equipment: Dog tag, a trophy taken from a fallen enemy, a set of common clothes, an iron pot, a lighter. a pouch containing 15 caps


    Vault Dweller

    You emerged into the wasteland from one of Vault-Tec’s extraordinary fallout shelters. You likely came from a shelter running one of their less dangerous experiments, explaining the continuing survival of the community within your vault. It’s also possible that the intended experiment was never begun. If you’re unlucky, the sudden activation of a nightmarish experiment may have been what forced you out into the wastes to begin with. For such a character, the horrors of the wasteland might be as nothing compared to what they have escaped from.

    Skill Proficiencies: History, Science
    Tool Proficiencies: Pip-Boy
    Equipment: A numbered vault suit, a Pip-Boy

    Feature: Secrets of the Vault

    Due to access to superior education, you intuitively grasp the original purpose of most old world locations, devices, and practices without needing to make any kind of ability check to identify them. This does not confer any special ability to make use of the things you identify without appropriate skills.

    Additionally, you possess a secret which could dramatically alter the local balance power or the unfolding history of post-nuclear America. The secret should have something to do with your vault of origin, and can be determined in conjunction with your GM. Examples might include the location of the vault itself if it is currently hidden, knowledge that you brought with you when you left the vault, or a device or other piece of significant technology.

    Vault Dweller (Screenshot from Fallout 4 © Bethesda Softworks)

    Next for Fifth Edition Fallout

    With everything we've discussed so far, it should now be possible to run a game set in the Fallout universe provided you are willing to homebrew monster statblocks. Of course, I'll be providing statblocks of my own making—The original outline for the series calls for a final week of monsters while the series is still weekly (that'll be next Wednesday). It's too much to expect statblocks for every type and variant of creature in the wasteland in one go, but the idea is to revisit the series  with more monsters every so often after I move on to other topics. That's still the plan, but I've come to some other decisions over the course of this series, and I want to discuss those with you now.


    Fifth Edition Fallout Guide

    Firstly, while it's true that we've covered all the rules necessary to play in the Fallout setting using D&D 5e, those rules are broken up over a length series of articles. They are also interspersed with discussion, and not necessarily in the ideal order. With that in mind, I have been compiling the actual game content from this series into a single PDF document called Fifth Edition Fallout, which I'll make available to download from this site. Currently, the plan is to release this next Wednesday (30/08/2017, or 08/30/2017 for any Americans reading), the same day I post the first set of monster statblocks. Following the completion of the series, the  Fifth Edition Fallout PDF will be the definitive way to access the rules, and it will be much easier for me to keep it up to date with any errata that may turn out to be necessary. As I post additional monsters in the future, I'll also add them to the PDF, expanding the bestiary.


    A Date with the Queen 

    I don't know if any of the people who've followed this series are considering running their own Fallout campaigns using the rules we've talked about. I hope so, and I know I for one will be running a game next time I get a chance! Maybe it will be a little more tempting when the compiled guide is available next week.

    If you are interested in running games set in the world of Fallout, you should know that I'm working on a 1st level adventure which can be used as the launching point of your campaigns or as a one-shot. The adventure concerns the problems suffered by a small settlement after their mayor's son becomes the unwilling romantic interest of a super mutant gang leader!

    I'm still working on the adventure. The hope is that it will be finished in time to coincide with both the other releases described above, although I can't be certain that will be the case. Failing that, it should still be released within the next fortnight or so.

    As with Fifth Edition Fallout, A Date with the Queen will be downloadable from this site (once it becomes available).

    A Date with the Queen Preview 1 A Date with the Queen Preview 2
    A Date with the Queen Preview 1

    A Date with the Queen Preview 2


    Wasteland Wanderers

    Secondly, while looking at solutions for modifying classes and archetypes I became inspired to create some explicitly designed for use in a non-magical, post-apocalyptic setting. I've been quietly plugging away at that project ever since, and the result is a product I'm calling Wasteland Wanderers. It is unrelated to Fallout but compatible with Fifth Edition and the 5e Fallout rules I've created for this blog. Wasteland Wanderers includes six classes, including the Savage, the Scientist, the Scoundrel, the Scout, the Shepherd, and the Soldier, which you could use in Fallout and other campaigns in place of D&D's usual core classes.

    The Scientist and its archetypes are all-new. The Scout and the Shepherd are balanced against the Ranger and the Bard, respectively, and are a mixture of brand new and existing features. There are significant differences in both, the biggest of which is the removal of magic. Additionally:

    • The Scout makes use of an expendable resource called Scout's Instinct to improve upon certain rolls, and wields a signature firearm known as their Old Reliable.  
    • The Shepherd is intended to be a natural leader rather than an entertainer. Members of the class have access to Command  (a points resource discussed in Part 3 of this series as a solution to the non-magical bard) which it can use to deal psychic damage, restore hit points, and charm or frighten foes. Another interesting feature of the class is the Comrades' Bond, which allows nearby allies who are adjacent to each other to suffer damage on each other's behalf. 

    The core chassis of Savage, Scoundrel, and Soldier are reskinned from the Barbarian, Rogue, and Fighter respectively with minor changes eg. proficiencies. They are included primarly for the aforementioned changes and to make Wasteland Wanderers a self-contained reference book for the players. The important part of these classes' sections are the all new archetypes!

    All told, Wasteland Wanderers is 30 pages of actual game content, including:

    • Three new classes: the Scientist, Scout, and Shepherd.
    • Three SRD classes (with post apocalyptic setting-appropriate updates): the Savage (Barbarian), Scoundrel (Rogue), and Soldier (Fighter) included for convenience of reference. 
    • Three new archetypes for the Savage (compatible with the Barbarian): including the Implacable Hunter, the Mad Gunner, and the Survivor. 
    • Three new archetypes for the Scientist: the Chem Cook, the Engineer, and the Programmer.
    • Two new archetypes for the Scoundrel (compatible with the Rogue): including the Con Artist, and the Hitman. 
    • A nonmagical variant of the Thief archetype for the Scoundrel (compatible with the Rogue).
    • Three new Scout archetypes: the Beast Hunter, the Bounty Hunter, and the Guerilla.
    • Three new Shepherd archetypes: the Chronicler, the Commander, the Regent, and the Tyrant. 
    • Three new Soldier archetypes: the Fist Fighter (previously seen on this blog!), the Pit Fighter, and the Sharpshooter.

    Although designed for post-apocalyptic play, many of the classes and archetypes in Wasteland Wanderers will work just as well in other settings, including fantasy games.

    I will be self-publishing Wasteland Wanderers on drivethrurpg at $3.99. The PDF is finished save for a final editorial pass, so all being well it should be released on the same day as the Fifth Edition Fallout pdf. Whether you're considering running a Fallout 5e game, want to use some of the classes and archetypes for another campaign world, or simply want to help support this blog, please consider purchasing it on release.

    Wasteland Wanderers Preview Cover Wasteland Wanderers Preview Scientist
    Wasteland Wanderers Preview (Cover)

    Wasteland Wanderers Preview (Scientist)

    Wasteland Wanderers Preview Scout Wasteland Wanderers Preview Shepherd
    Wasteland Wanderers Preview (Scout)

    Wasteland Wanderers Preview (Shepherd)

    Will You Visit the Wasteland? 

    Whether you've followed this series from the beginning or just found it, I want to hear from you. Share your own thoughts about the ideas presented in the series or how you would  run a game of wasteland survival. Let me know if you're excited for one or more of the releases described above. And if you're thinking of running your own Fallout game when I post the compiled guide, it would make my day to know that and talk to you about your campaign ideas! Please comment or tweet me @spilledale!

    Friday, 18 August 2017

    An Isometric Map #2

    A couple of weeks ago I shared my first attempt at an isometric dungeon map, which I think came out pretty well. I also shared Burlow's Hardware Store, a map I'm working on for a Fallout themed adventure for DMs wanting to run games using my D&D 5e/Fallout rules hack. It would be just as useful for other post-apocalyptic games, and perhaps have a place in some modern or sci-fi campaigns.

    Maps are always useful for the tabletop games I run and for inclusion in future products, so now I've got an idea what I'm doing, I'll probably be creating more from time to time—just as I did this week. This time I thought I'd try adding some new features - trapdoors and a tunnel!

    You are free to use the map below for your private campaigns, but not for any other purpose.

    Dungeon Map © RDD Wilkin / Spilled Ale Studios. Personal use permitted. Do not redistribute.

    Wednesday, 16 August 2017

    5e: Hacking the Game, Fallout Part IX

    Fifth Edition Fallout

    Since this series was completed, the reskins and rules discussed have been compiled into a single sourcebook I've called Fifth Edition Fallout, which also includes new additions conceived after the conclusion of the series, as well as a bestiary of wasteland creatures! You can find Fifth Edition Fallout, a starter adventure called A Date With the Queen, and several resources including a tailor-made character sheet over at the Fifth Edition Fallout hub page.
    Today's article continues the series hacking D&D 5e for games played in the wasteland setting of Fallout hack series. We're going to be discussing Skills and other Proficiencies. This is followed by a brief discussion of changes to make to existing feats, as well as a list of new feats.

    If you're new to the series, check out the earlier articles here.

    Lockpicking (Screenshot from Fallout 4 © Bethesda Softworks)


    Skills and Tools

    First, let's list out the skills that are available in a standard game of 5e D&D, organised by the ability score they're most frequently combined with.

    For the purposes of this discussion, I have grouped Tool Proficiencies in with Skills as they are essentially the same thing other than the fact they require the presence of a tool to be used.

    Strength


    • Athletics

    Dexterity


    • Acrobatics
    • Sleight of Hand
    • Stealth

    Intelligence


    • Arcana
    • History
    • Investigation
    • Nature
    • Religion

    Wisdom


    • Animal Handling
    • Insight
    • Medicine
    • Perception
    • Survival

    Charisma


    • Deception
    • Intimidation
    • Performance
    • Persuasion

    Tool Proficiencies


    • Alchemist's Supplies
    • Brewer's Supplies
    • Calligrapher's Supplies
    • Carpenter's Tools
    • Cartographer's Tools
    • Cobbler's Tools
    • Carpenter's Tools
    • Cook's Utensils
    • Glassblower's Tools
    • Jeweler's Tools
    • Leatherworker's Tools
    • Mason's Tools
    • Navigator's Tools
    • Painter's Tools
    • Potter's Tools
    • Smith's Tools
    • Tinker's Tools
    • Thieves' Tools
    • Weaver's Tools
    • Woodcarver's Tools
    • Gaming Set: Dice Set, Playing Card Set
    • Musical Instrument: Bagpipe, Drum, Dulcimer, Flute, Lute, Lyre, Horn, Pan Flute, Shawm, Viol
    • Vehicles and Mounts: Land, Water

    Skills to Exclude

    What we find is that almost all of the skills are equally as useful in our post-apocalyptic Fallout game as they would be in a typical high fantasy. But a couple of the Intelligence-based skills are less appropriate.

    The obvious stand-out is Arcana. Without magic, our game clearly doesn't need a skill themed around magical knowledge. Oh sure, there are a few supernatural oddities in the Fallout world, but nowhere near enough and certainly not well enough understood to justify the presence of a knowledge skill in the system. We can safely strike this one from the skill list.

    The second I think we can get rid of is Religion. Certainly, pre-War religious beliefs are still upheld by some citizens of the wastes, and a few peculiar cults have also sprung up such as the Church of Atom and the Hubologists. Yet these faiths have a less direct bearing on events in the wastes than the religions of D&D have on its myriad worlds where gods are real and present powers. There are going to be few religion-themed puzzles, and no undead creatures for which it might act as a knowledge skill. The final nail in the coffin, to my mind, is that knowledge of all history is going to be somewhat spotty and even a successful knowledge roll made about pre-nuke America is not going to result in detailed specifics. Pre-war religions belong to that same vague and oft-misremembered history, so why not roll them into the History skill itself?

    Skills to Introduce

    Then what about skills that we need to add?

    Characters in the Fallout universe need to be able to pick locks, but that's covered by Thieves' Tools proficiency. Thieves' Tools proficiency should also grants proficiency with bobby pins. Actual lockpicks is a very rare find in the post-nuclear world, so a typical set of thieves' tools includes a supply of bobby pins instead.

    We can also add a Hacking skill for dealing with electronic security measures and reprogramming machines.

    There is also room for a broad Science skill that would help characters decipher the purpose of machines, vault experiments, and other pre- and post-war technologies. Science might also impart knowledge about who developed a certain piece of technology - for instance, the character would know the difference between a RobCo component and one manufactured by General Atomics International. Similarly, methods of construction or clues in appearance might suggest a device was put together by an organisation such as the Brotherhood of Steel, the Enclave, or the Institute.

    Tool Proficiencies

    Tool Proficiences can mostly be left as is, though some could do with renaming. Instead of Alchemist's Tools, characters might be proficient in Chem Cook's Tools. Instead of Tinker's Tools, a character might become proficient in Mechanics' Tools.

    A few other gaming sets might be available, such as chess or draughts.

    More modern instruments such as guitars, pianos/keyboards, and drum kits should be available instrument proficiencies, but that doesn't need to rule out the existing ones. Characters may not benefit much from choosing an exotic and/or archaic instrument such as a Lyre, but instrument proficiencies are ultimately more about flavour than usefulness in any case. If a player wants their character to have mastered an obscure instrument, that's perfectly fine and could be an interesting aspect of their character to explore.

    In the world of Fallout, aerial vehicles such as vertibirds and zeppelins exist. Air Vehicle proficiency should be available, though ought to be adequately supported by a character's background. For instance, they should likely be a member or former member of a well-funded and supplied organisation such as the Brotherhood of Steel or the Enclave.

    Class Profiencies

    Almost no changes need to be made to the skill and tool proficiencies of the classes that are appropriate for use (as discussed in back in Part 3). Hacking should be added to the Rogue's choice of skill proficiencies. Science doesn't particularly map to any class, though it can be taken by the magic-free variant bard I proposed since a bard can take any 3 skills. It doesn't need to be added to any class' skill list, because scientific expertise is better expressed by a character's background anyway. When we explore backgrounds (next week), there just need to be a few that grant Science proficiency.

    Feats

    Many feats from the Player's Handbook will work just fine. Only the magical feats should be excluded: Elemental Adept, Mage Slayer, Magic Initiate, Ritual Caster, Spell Sniper, Weapon Master.
    The damage reduction from Heavy Armor master only applies if a character is wearing a complete set of heavy armour. At the DM's option, they can allow a heavy chest piece to reduce bludgeoning, piercing, and slashing damage by 1, and two heavy arm/leg pieces to do the same. Coverage of the chest and all four limbs would therefore add up to the full reduction of 3 damage per incoming attack.
    A selection of new feats inspired by perks from the Fallout games follows.

    Bloody Mess

    You excel at targeting vulnerable points and causing deadly and typically messy damage.

    Several of this feat's features require a target to make a saving throw. The DC is equal to 8 + your proficiency bonus + the ability bonus you used for the attack)

    • When you score a critical hit, double your ability bonus to the damage roll.
    • Whenever you attack a living creature and roll the maximum possible result on at least one of your weapon's damage dice, the target takes 1d4 damage at the beginning of each of its subsequent turns if it is not already suffering from this effect. The creature may make a Constitution saving throw at the end of each of its turns to end this effect.
    • Whenever you reduce a creature to 0 hit points and the damage is lethal, you can choose to dismember them in gory fashion. All hostile creatures within line of sight of both you and the target must succeed at a Wisdom saving throw or be frightened of you. An affected creature can repeat its saving throw at the end of each of its rounds. Once a creature has succeeded at its saving throw, it is immune to this effect for the next 24 hours.

    Chem Resistant

    Your constitution is naturally strong against the dangerous side-effects of chem abuse.

    • Increase your Constitution score by 1, to a maximum of 20.
    • You reduce by 5 the DC of saving throws against addiction.
    • You are immune to the Recovering Addict condition, and never need to make rolls against temptation to take or use a substance to which you were once addicted.

    Devastating Allure

    You possess great physical beauty and potent animal magnetism. Characters who possess devastating allure and use it to manipulate members of the opposite sex are sometimes referred to as Lady Killers or Black Widows, though in fact their appeal could be useful against people with a wide variety of gender identities.

    • Increase your Charisma score by 1, to a maximum of 20.
    • You have advantage on Charisma (Deception) and Charisma (Persuasion) checks made against anyone whom is attracted to members of your sex, and add +5 to the result of a Charisma (Performance) check against any member of the audience who is attracted to your sex.
    • You add 1d4 bonus damage to attacks made against any target whom is attracted to members of your sex.

    Note that when an NPC's preference has not been predetermined, the DM may choose to do so randomly. While a gross oversimplification of the demographics of sexuality, here is one possible method rolled on a d12:
    1-3: attraction to the same sex (homosexual).
    4-5: attraction to the male and female sexes (bisexual).
    6: attraction to all genders (pansexual).
    7: attraction to multiple genders, but not all (polysexual).
    8: attraction to non-binary persons (skoliosexual).
    9: not attracted to anyone (asexual).
    10-12: attracted to the opposite sex (heterosexual).

    Ghoulish

    You have become partially mutated in a similar fashion to a ghoul, and are resistant to radiation.
    • Increase your Constitution score by 1, to a maximum of 20.
    • You have advantage on saving throws against radiation poisoning.
    • You reduce damage that you take from a source of radiation by 3.

    Gun Fu

    In your hands guns are an extension of the body, and you wield them with the grace of a martial artist.

    • You ignore the loading quality of pipe guns, ballistic firearms, and energy firearms with which you are proficient.
    • When you miss a creature with a ranged weapon attack roll but the difference between your attack roll and their AC is 5 or less, you may move that creature to a free space withhin 5 feet of their current location.
    • Whenever you make ranged weapon attack rolls against two or more targets during the same turn and at least two of those attacks hit, deal an additional d4 damage to one of those targets.

    Inspirational Presence

    You are a person whose very presence comforts and instils confidence in those around you.

    • Increase your Charisma score by 1, to a maximum of 20.
    • You may spend your reaction to grant an ally within 30 feet of your location advantage on an attack roll or saving throw.

    Lead Belly

    Your digestive tract has adjusted to the radiation present in the wasteland's food and water.

    • Increase your Constitution score by 1, to a maximum of 20.
    • You do not suffer radiation poisoning from consumption of food and liquids.

    Lone Wanderer

    You are cunning or tough enough to survive the wastes, even when you can't rely on comrades to watch your back.

    • You gain temporary hit points equal to your Constitution or Intelligence bonus (whichever is highest) at the beginning of any turn in which you have no allied creatures within 30 feet of your location.

    Miss Fortune

    When your need is great, you are sometimes aided by an enigmatic and dangerous woman, who appears as if from nowhere and disappears as quickly. Is it always the same woman, tied to you by fate? Or do multiple women of the wastes find themselves drawn to your aid by a mysterious power?

    • Increase your Luck score by 1, to a maximum of 20. If the Luck ability score is not being used, you increase your Charisma score by 1 instead.
    • When you have fewer than half of your hit points, at the end of any of your turns in which the last creature you attack still has more than 0 hit points, there is a 30% chance that Miss Fortune appears, increasing by a further 10% on each subsequent roll until she appears.
    Miss Fortune deals 1 piercing damage for each character level you possess to that creature and any other creatures within 30 feet of it. All targets who take damage from Miss Fortune must also make a Constitution saving throw with a DC equal to 8 + your proficiency + your Luck ability score bonus (or your Charisma ability score bonus if Luck is not being used). On a failed saving throw, their speed is halved and they cannot take bonus actions until the beginning of your next turn.

    Once she appears, the Miss Fortune will not reappear again until after your next long rest. Miss Fortune and the Mysterious Stranger never appear at the same time: if you have both feats, you roll only once per turn to see if either of them will appear. Once your roll on the d100 is lower than the chance of an appearance, randomly determine which of the two appears. Afterwards, reset the probability of the second appearing to 30% for future rolls. 

    Moving Target

    You are always on the move, making it hard to target you.

    • Increase your Dexterity score by 1, to a maximum of 20.
    • When you take the Dodge action and move on the same turn, you are treated as though you have half cover until the beginning of your next turn. If you move behind actual cover, the degree of cover it provides is increased by one step.

    Mysterious Stranger (Screenshot from Fallout 4 © Bethesda Softworks)

    Mysterious Stranger

    When your need is great, you are sometimes aided by an enigmatic and dangerous man, who appears as if from nowhere and disappears as quickly. Is it always the same man, tied to you by fate? Or do multiple men of the wastes find themselves drawn to your aid by a mysterious power?

    • Increase your Luck score by 1, to a maximum of 20. If the Luck ability score is not being used, you increase your Charisma score by 1 instead.
    • When you have fewer than half of your hit points, at the end of any of your turns in which the last creature you attack still has more than 0 hit points, there is a 30% chance that the Mysterious Stranger appears, increasing by a further 10% on each subsequent roll until he appears.
    The Mysterious Stranger deals 1d4 piercing damage for each character level you posses to that creature.

    Once he appears, the Mysterious Stranger will not reappear again until after your next long rest. The Mysterious Stranger and Miss Fortune never appear at the same time: if you have both feats, you roll only once per turn to see if either of them will appear. Once your roll on the d100 is lower than the chance of an appearance, randomly determine which of the two appears. Afterwards, reset the probability of the second appearing to 30% for future rolls. 

    Pack Alpha

    You take advantage of the distractions caused by your allies, striking when your enemies are most vulnerable.

    • Increase your Charisma score by 1, to a maximum of 20.
    • For every one of your allies that has already damaged a target since the end of your last turn, your own attacks against that target deal an additional point of damage.

    Pyromaniac

    You love fire, especially when you're the one lighting it.

    • You are proficient with any weapon that deals fire damage.
    • Whenever you hit with a weapon that deals fire damage, you deal 3 additional damage. Additionally, this bonus damage is unaffected by a target's fire resistance.

    Scrounger

    Through a combination of observation, experience, and sheer luck, you are adept at finding hidden stashes that others might miss.

    • Increase your Luck score by 1, to a maximum of 20. If the Luck ability score is not being used, you increase your Wisdom score by 1 instead.
    • Whenever you are present when your party discovers a supply of ammunition for any weapon type except for heavy weapons, you might find additional secret stashes. Roll 1d4-1 for every type of ammunition found for which you carry a compatible weapon. You gain that much ammo, which must be kept and used by you personally. The ammunition already in the stash can be divided between the party as normal.
    • Whenever you are present when your party finds one or more meals, drinks, and snacks, you might find additional sustenance, which must be kept and used by you personally. The food and drink already in the stash can be divided between the party as normal. Roll 1d12:
    1-6: you find no additional food or drink.
    7-8: you find an additional solid snack.
    9-10: you find an additional liquid snack.
    11: you find an additional meal.
    12: you find an additional drink.

    Next Time

    That's skills and feats covered, and we're reaching the end of this series too! Next week: Backgrounds.