Tuesday, 11 September 2018

5e: Legendary Magic Items - The Suit of the Spider

I've been playing a lot of the new Spider-Man game since its release. This isn't a review, so I'll just say I think it's excellent, and I'm having great fun swinging around the game's version of New York!

Since Spider-Man is currently occupying much of my thoughts and free time, I should at least channel that towards some content, right? So here's a set of magic items inspired by Spider-Man! Why not disperse these through your game's world as the mythical treasures of a renowned rogue from antiquity?


Spider-Man from Spider-Man by Insomniac Games. Character © Marvel.

Boots of the Spider

Wondrous item, Legendary | requires attunement



These boots grant you enhanced speed and the ability to traverse walls and ceilings. You gain a climbing speed equal to your walking speed, and both your walking and climbing speeds are increased by 20 feet. You have the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

In addition, you ignore the stickiness of a tightrope web created by the bracers of the spider.

If you also wear and are attuned with the gloves of the spider, you can use your hands to "wall crawl". You may only move at half your normal movement speed, but you have advantage on saving throws and opposed ability checks to resist any attempt to physically remove you from the surface you are crawling on.


Bracers of the Spider

Wondrous item, Legendary | requires attunement



These bracers grant the wearer the ability to fire webbing at a distance. You can use the following webs:

Grappling Web


You can use the Attack action to make a special ranged attack with a free hand, a web grapple. You choose whether you want to grapple a creature within 30 feet and create a line to you, with which you can control them, or else fire a web which grapples a creature within 60 feet, sticking them to a surface within 5 feet of them. If you're able to make multiple attacks with the Attack action, your web grapple attack replaces one of them.

The target of your grapple must be no more than one size larger than you and must be within your reach. You make a Dexterity-based ranged attack roll, for which you are proficient, contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition. At the end of the grappled target's subsequent turns, it may make a DC 15 Strength (Athletics) check to break free of the web.

If you also wear and are attuned with the gloves of the spider, your target can be up to three sizes larger than you.

Traversal Web


As a bonus action using a free hand, you fire a web that sticks to a wall or ceiling within a range of 60 feet, allowing you to swing or pull yourself across a great distance.

If you target the web at an anchor point above and roughly in the middle of the distance you're jumping, you may make a standing long jump with a maximum distance of 1 foot times the distance to the anchor, or to make a running long jump with a maximum distance equal to 2 feet times the distance to the anchor.

If you target the web at an anchor point opposite you across the distance you wish to traverse, you may add +10 feet to the maximum distance of your standing long jump, or +20 feet to the maximum distance of your running long jump. When you use your traversal web, each foot of distance crossed costs 1 foot of your movement speed, up to a maximum of your total movement speed.

Finally, you can also fire a traversal web at two points within 60 feet of each other, creating either a climbing rope or a tightrope. However, anyone who is not equipped with gloves of the spider must make a DC 15 Strength (Athletics) check when they first touch a web rope and at the beginning of each subsequent turn for which they are still on the rope. Similarly a creature not equipped with boots of the spider must make a DC 15 Strength (Athletics) check when they first touch a web tightrope and at the beginning of each subsequent turn for which they are still on the rope. On a failed save, the creature is grappled.


Spider-Man from Spider-Man by Insomniac Games. Character © Marvel.

Gloves of the Spider

Wondrous item, Legendary | requires attunement


These gloves grant you great strength comparative to your physical size. Your Strength is 23 while you wear these gloves. They have no effect on you if your Strength is 22 or higher without them. You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.

In addition, you ignore the stickiness of a climbing web created by the bracers of the spider.


Mask of the Spider

Wondrous item, Legendary | requires attunement



While wearing this mask, you gain a powerful danger sense, a tingling sensation that warns you of impending danger. You have a +2 bonus to armour class, as well as advantage on Initiative checks and Dexterity saving throws you make.


Completing the Set

Together, the four legendary items comprising the suit of the spider, are easily powerful enough to be considered to be an artefact, though they must be attuned as separate items. However, you may attune to all four items in the suit of the spider at once in exemption to the normal limit of three attuned magic items.

When you are attuned to and wearing the complete suit, you gain the following additional powers.

You have increased manual dexterity and agility, gaining advantage on all Dexterity ability checks.

If you have more than 0 hit points at the start of your turn, you regain 10 hit points. When you are knocked unconscious, the time required for you to regain consciousness is halved.







Friday, 7 September 2018

5e Fallout: PDF Updates, New Feats III, New Streams, and Other News

Okay, folks. I've a fair amount of Fifth Edition Fallout news to update you on today! Let's get right to it.

The Fifth Edition Fallout PDF Rulebook has received a major update.

The new version of the rules is already online, and can be downloaded from the Fifth Edition Fallout hub as usual.

So what's new? Well, technically, nothing. If you've been following my progress for a while, you'll know that ever since I created the wiki, it's been the source for the most up to date content. That's because it's a lot less hassle to keep the wiki up to date than it is to make the same updates to the PDF. Rather than make constant small updates to the PDF, I like to save up until I can make a larger update all at once.

If you like to refer to the PDF when you're away from an internet connection, as a printed copy, or for any other reason, you'll want to get hold of the new version simply because it updates the PDF to have all the content currently on the wiki, with the single exception of Knowledge Checks for monsters (which are far from complete on the wiki in any case). The update includes:

Version 1-0-7 sits at a page count of 223! Every time I update the PDF, it hits me all over again just how much effort has gone onto Fifth Edition Fallout. It's always an incredible feeling.

Wasteland Wanderers updated, with Wasteland Wares to follow (hopefully soon).

As mentioned above, the awesome
@gCrusher also sent me notes on Wasteland Wanderers which has been updated accordingly. If you allow DriveThruRPG to send you emails when your purchases are updated, you should already have received an email, but I know plenty of people don't.

Enough has been improved that I would certainly recommend downloading the latest version. Alongside the corrections and a few rewrites, there are a small handful of mechanical changes throughout the document.

@gCrusher has also informed me he'll be providing similar notes for Wasteland Wares in the near future, so expect an update to it soonish.

New Feats

Some of those feats mentioned above? You won't have seen them before. They've been added to both the PDF and the wiki as of last night. These 11 new feats are inspired by perks from Fallout 2.

Feats

As of today, feats include:
  • Action Boy/Girl.
  • Adrenaline Rush. NEW. Inspired by the Fallout 2 perk.
  • Animal Friend.
  • Bloody Mess.
  • Chem Resistant.
  • Cult of Personality.
  • Demolition Expert. NEW. Inspired by the Fallout 2 perk.
  • Devastating Allure.
  • Dodger.
  • Educated.
  • Empathy. NEW. Inspired by the Fallout 2 perk.
  • Faster Healing. NEW. Inspired by the Fallout 2 perk.
  • Gambler. NEW. Inspired by the Fallout 2 perk.
  • Ghoulish.
  • Gun Fu.
  • Harmless. NEW. Inspired by the Fallout 2 perk.
  • Heave Ho!
  • Inspirational Presence.
  • Lead Belly.
  • Light Step. NEW. Inspired by the Fallout 2 perk.
  • Lone Wanderer.
  • Master Trader.
  • Miss Fortune.
  • Miss/Mister Fixit.
  • Moving Target.
  • Mutate.
  • Mysterious Stranger.
  • Night Vision.
  • Pack Alpha.
  • Pathfinder.
  • Pickpocket.
  • Pyromaniac.
  • Quick Pockets. NEW. Inspired by the Fallout/Fallout 2 perk.
  • Rad Resistant.
  • Salesman. NEW. Inspired by the Fallout 2 perk.
  • Scrounger.
  • Silent Running.
  • Slayer.
  • Smooth Talker. NEW. Inspired by the Fallout 2 perk.
  • Snake Eater.
  • Sniper.
  • Stonewall. NEW. Inspired by the Fallout 2 perk.
  • Strong Back.

Excluding feats from other sources including the Player's Handbook, there are now 43 feats in the game. Which is a lot! There are plenty more perks from Fallout 3 and New Vegas that could be mined for inspiration, but I'm tempted to leave it be for now, and maybe come back to it later. Or perhaps I should allow submissions for homebrew feats and other content, the same way I've opened up the possibility for monsters? If you've got any thoughts on the subject, let me know.

Google Doc Character Sheet

Fifth Edition Fallout already has a character sheet, but that's really most useful for games played in person with printed sheets. I recently created a character sheet on Google Docs that I intend to use when running online games. You can view the sheet here. To use or customise it for your own cames, simply make a copy to your personal google drive (click "File", then "Make a copy" from the menu).

Another Fifth Edition Fallout stream!?

You read that right. @ZerthSpirit has recently teased a streamed game to start sometime in October.

You may remember @ZerthSpirit from part 1 of my own one-shot game, The Hunt For Spring-Heeled Jack (as an aside, I swear I'll find the time and arrange to finish that one day, players willing). She played Tenoka, the prototype synth. Joining her as one of the players will be @DSC_Nick, who himself is GM for DumpStatCharisma's Fallout: King's Ransom. It's very exciting to see these superfans get together, I'm looking forward to the game and you should too! More news on this game when I get it.

By the time it starts airing, the as yet untitled game will join two others: King's Ransom, which you can watch every other Tuesday at 5.30 pm (Pacific) at twitch.tv/dumpstatcharisma, and @saevrick's Fallout: 304, which begins in two days! It first airs on Sunday the 9th September at 8.30 pm (Eastern) over at twitch.tv/saevrick.

It's utterly incredible to think my work on Fifth Edition Fallout has inspired so many games, and that fellow fans will be spoiled for choice. If you're into streamed games at all, try to support these games!

Wednesday, 29 August 2018

Announcing a new 5e Fallout Stream: Fallout 304!

Great news for Fifth Edition Fallout fans! @saevrick will begin running a campaign on the 9th September! You'll be able to watch it then and each subsequent Sunday at 8.30 pm (Eastern) over at twitch.tv/saevrick.

Saevrick and his players join the Dump Stat Charisma crew who are already streaming their own Fifth Edition Fallout game every other Tuesday at 5.30 pm (Pacific) at twitch.tv/dumpstatcharisma.

Make sure to check out both games!

Thursday, 9 August 2018

5e Fallout: Weird Wanamingos and New Feats Part II

I've got another update for Fifth Edition Fallout fans today!

Wanamingos and other Weirdness

The wiki now has statblocks for the CR 5 wanamingo and CR 9 wanamingo queen. Check them out here.

I also added the CR 9 twin centaur, based on Fallout 3 cut content!

I'll likely add West Coast Centaurs and Floaters next.

New Feats

Following on from the recent update of new feats, nine more feats have been added to the wiki, each of which is inspired by a perk from the first Fallout game.

As of today, the Fifth Edition Fallout feat options include 33 feats, 9 of which are new today:
  • Action Boy/Girl.
  • Animal Friend.
  • Bloody Mess.
  • Chem Resistant.
  • Cult of Personality.
  • Devastating Allure.
  • Dodger.
  • Educated.
  • Heave Ho!
  • Ghoulish.
  • Gun Fu.
  • Inspirational Presence.
  • Lead Belly.
  • Lone Wanderer.
  • Master Trader.
  • Miss Fortune.
  • Miss/Mister Fixit.
  • Moving Target.
  • Mutate.
  • Mysterious Stranger.
  • Night Vision. NEW. Inspired by the Fallout perk.
  • Pack Alpha.
  • Pathfinder. NEW. Inspired by the Fallout perk.
  • Pickpocket. NEW. Inspired by the Fallout perk.
  • Pyromaniac.
  • Rad Resistant.
  • Scrounger.
  • Silent Running. NEW. Inspired by the Fallout perk.
  • Slayer. NEW. Inspired by the Fallout perk.
  • Snake Eater. NEW. Inspired by the Fallout perk.
  • Sniper. NEW. Inspired by the Fallout perk.
  • Strong Back. NEW. Inspired by the Fallout perk.

Thursday, 2 August 2018

Announcing our #GenForAll sale, now through Sunday!

Whether you'll be at #GenCon2018 or #GenCant2018 this year why not celebrate the hobby you love this weekend? I'm celebrating by putting all of my products over at DriveThruRPG on sale! That means until 9am Monday morning (CST), you can get any or all of the following products for 30% off!

Also between now and Monday, you can download a free preview of Wasteland Woes, the next product in the Wasteland Worlds series. Wasteland Woes will be a compendium of environmental hazards, traps, and statblocks designed for post-apocalyptic play. The preview Wasteland Woes: Merchants of the Wastes includes statblocks for traders, guards, couriers, and other wasteland service providers that are bound to be useful if you're running Fifth Edition Fallout or any other post-apocalyptic setting!

Sunday, 29 July 2018

5e: A Random Character Creation Walkthrough, Part I

A few weeks back I talked about various resources I know of that can help you randomly create your character's backstory, and even their race and class if you wish. These resources include: Xanathar's Guide to Everything, the Player's Handbook, the Dungeon Master's Guide, @TheKindGM's Character Creation Tables, and @giffyglyph's Darker Dungeons.

You can read that post for more details.

Today, I'll start randomly rolling a character using a combination of tables from some of these sources and weaving their story together. For the sake of this exercise, I'll be making a Forgotten Realms character while limiting myself to only official sources (excluding Unearthed Arcana and the recent Eberron guide).

Origins Part 1: Parents, Birthplace, and Siblings

First, I'll roll up the traits decided my character's beginnings, including their race, their sex assignment, their family, and their birthplace.

Their sex is a simple binary: let's say a result of 1 for female and 2 for male.


As discussed in the previous post, there are two possible options for rolling the character's race. Darker Dungeons has weighted tables, meaning that you're more likely to roll a human or one of the core races. That's very useful if you want to factor in the relative rarity of each race, but for the sake of this exercise it really doesn't matter. Therefore I'll be using The Kind GM's character creation tables.

This does involve a little extra work on my part, as the default assumption in these tables is that the player chooses their preferred sourcebook. I want to do things completely at random. Fortunately, I already created the appropriate table for this last week:

Race Options
(Official Only)

d20
Source
1-10
Player's Handbook
11-13
Elemental Evil Player's Companion
14-20
Volo's Guide to Monsters



Looks like I'm getting a race from the Player's Handbook! Referring to the Kind GM's tables, I see I'm to roll a d10 next:


A 7 is perhaps the worst result I could have gotten for the sake of this creative exercise: a Human. But oh well, I'm committed to following the rolls where they take me!

We now know that our character is a human woman (or depending on either preference or where the emergent narrative takes us, was assigned the female sex at birth). Next I turn to This Is Your Life in Xanathar's Guide to Everything to go through the Origins stage. First is a d100 roll on the table to decide whether my character knows who her parents were.

Oh dear, it seems like the DuckDuckGo search engine's otherwise useful dice roller can't handle a d100! I suppose I'll be rolling a d10 twice. Note that in the following image and all future d100 rolls I'm taking the two results (the numbers in squares) rather than the numeric total in bold.


A result of 58 means that the characters knows who her parents were. So where was she born?



There are more interesting options on the table, but a result of 13 means the character was born in her parents' own home. So far she's shaping up along fairly expected lines!

How about siblings? First, I'm told to roll a d10 to determine the number of siblings my character has. Based on the result of that roll, a 3, I get to roll d3 and have that many siblings.


Two siblings! Are they older or younger? For each, I roll 2d6 and compare the totals of each to the table in Xanathar's Guide.


The first result is an older sibling, while the second result is a younger sibling.

I can also determine the siblings' sexes in the same way I generated the character's. Remember, if the result is 1 they're female, and if it's 2 they're male.


So! Our female character's birth was sandwiched between two brothers.


Tangent: Current Status of Siblings

There are several supplementary tables we can roll on to determine further details about who the siblings evolve into, and now is as good a time as any to do it. Xanathar's Guide recommends rolling on the following supplementary tables: Occupation, Alignment, Status

Occupation. What does the sibling do for a living?

Alignment. What is the sibling's alignment? If you've followed this blog for a while, you'll probably know that I don't really care for D&D's alignments. But in the context of random character creation, I think they are a useful tool for quickly determining what sort of attitudes a given character might possess, which can be fully developed later.

Status. Is the sibling alive? Dead? Unwell? In trouble?

Relationship. How does the sibling feel about you?

Now, a slight criticism of the supplemental tables as presented: they all assume that the sibling is an adult. If a sibling has died, fallen ill, or come to hate my character, I would like to know if the event occurred during their mutual childhood, teenage years, or after they became an adult.

Sibling Status - Timing of Event

d6
Event Timing
1-2
Event occurred during your character's childhood.
3-4
Event occurred during your character's teenage years.
5-6
Event occurred during your character's adulthood.


I'd also suggest reordering the supplementary tables and rolling for the sibling's status first. After all if they tragically died as a child, they don't need an occupation.

So let's start there: the status roll is 3d6.


Oh dear, it appears that the character's older brother is "doing poorly due to injury, financial trouble, or relationship difficulties." Fortunately for our younger brother he is alive and well. I'll roll a further d6 to decide the nature of the older brother's difficulties (1-2: Injury, 3-4: Financial Trouble, 5-6: Relationship Difficulties).


It looks like our dear brother is having money troubles. I do hope he doesn't owe money to the wrong people!

Next, what are the occupations of the two brothers? This is a d100 roll. You'll see that for one of these rolls a d10 came up "10" which as you no doubt already know, is actually a "0" on a d10.


A result of 71 means the older brother is a laborer. 09 is a far more exciting result, as it means that our character's younger brother is also an adventurer! This means that I roll on the supplementary class table.


A result of 80 means our younger brother is an adventuring rogue!

Next, we'll determine the alignments of the two brothers. The table for alignment requires a 3d6 roll, creating a bell curve that will skew probabilities toward neutrality. Which makes sense.


Looks like the brothers aren't interested in bucking the trend!

Finally, what about our character's relationship with both brothers? This is a 3d4 roll, which skews towards friendly in the middle with hostile and indifferent to either end of the range.


It seems that both brothers are friendly with our character. While we're at it, why don't we roll on that table once more to determine the relationship between the brothers?


Well, apparently all the siblings are friendly with each other. Some friction might have been more exciting, but we're at the mercy of the dice here.

Origins Part 2: Family & Friends

Our character knows who her parents are, but did she actually know them in person? Was she raised by them? We roll on the Family table, a d100, to find out!


A result of 42 means that the character was raised by a single father. We can roll a d4 on the absent parent table to discover why.


This is an interesting, unfortunate result: the character's mother abandoned the family. Of course there are many reasons why this might be the case. Before I make any decisions about that, I'm going to find out some more details about the family. Starting with a 3d6 roll for their quality of life.


This result means that the family lifestyle was comfortable. It comes with a +10 modifier to the childhood home table, so let's roll that now.


Well. This is a twist! That's a 94 on the dice, with a +10 modifier thanks to the comfortable lifestyle we've already rolled. A result of 104 means our character's childhood home was a mansion, suggesting they are from the aristocracy. The fact that their lifestyle was merely comfortable, rather than either wealthy or aristocratic, might suggest that the family was either particularly frugal or had begun to fall on hard times.

So how did oldest son and heir of this noble family become a laborer? What brought the other two into the world of adventuring? We've already surmised that the family might have had a downturn in fortune. Perhaps they lost their mansion and lands. We could assume that their father has either passed away or is in no fit state to lead the family, leaving the oldest brother to take responsibility for trying to recover the estate. Swallowing his pride, he entered into the service of another noble family, using his knowledge of the aristocracy as a butler or majordomo (this seems possible because there is no servant entry on the table, indeed laborer is the closest match).

We could further surmise that one reason, if not the only reason, that both younger siblings became adventurers is to help restore their family's fortunes.

There's a final table in this section called Childhood Memories, but it requires the use of the character's Charisma modifier (3d6 + Cha). Since we don't know that yet, we could just leave it for now. Rather than that, I'm going to just assume an average modifier (+2). It's really not a big deal if our character winds up with a different modifier, this is only generating story.


A result of 6 means "Others saw me as being different or strange, and so I had few companions." This is quite an informative result. It'll pair very well with certain classes if we happen to roll them. Otherwise it might represent an unusual personality or peculiar hobby. Whatever it is, it hasn't stopped the character's family from loving her.

Tangent: Current Status of Parents

As we did for the siblings, we can roll on supplementary tables to find out a bit more about the two parents.

First is to determine their occupations. Before I do so, it's worth noting that I may get results that seem incompatible with what we already know. Since the family home was a mansion, they must have been wealthy, suggesting aristocracy or perhaps a rich merchant. A different result might only suggest that the parent had an extreme reversal of fortunes to become a wealthy landowner in the first place.


A result of 02 means the character's mother is or was an academic. 45, on the other hand, makes the father a "farmer or herder". I think the most likely possibility here is that the aristocratic mother was also an aristocrat. Perhaps she inherited the estate and was thereafter able to marry for love, choosing a simple local farmer? But if the family land is technically hers, why did she abandon her home along with her family? Is it possible that she had a reason for leaving without a word? Perhaps something to do with her research?

I'm not going to roll on the Status table for the mother: I've just decided that her status is missing or unknown. I'm also going to use a modified table for the father, because my thinking about the family condition suggests that he's either deceased or not fit to head the family. Therefore, I'm going to roll a single d6. On a 1-3, he's passed on. On a 4-6, he is alive but unwell.


Unfortunately, the character's father has passed away. This means that I can roll a d12 on the cause of death table.


Another big twist here: Our character's father didn't pass on naturally, but was "consumed by a monster". Aside from rebuilding the family fortunes, it seems that she and her brother may have another clear motivation for becoming adventurers. We already know that the character was raised by her father, so this can't have happened during her early childhood. So I'll roll to determine whether it happened when she was a teenager, or when she would have been considered an adult.

Father's Death - Timing of Event

d4
Event Timing
1-2
Event occurred during your character's mid-late teens.
3-4
Event occurred during your character's adulthood.



Apparently the death occurred during our character's adulthood. Given everything else we know about the character and her siblings, and the fact that both she (and presumably her younger brother) are 1st level adventurers, we can surmise that she hasn't been an adult for very long, making the father's death a relatively recent event, perhaps four years at most. This helps us determine our character's approximate age, which is likely between 20-25. Why not split the difference, and call it 22 and a half. Being a bit more specific is nice, as once we know on what calendary day the DM's game begins is set we'll even have a rough idea of when the character's birthday is!

Finally, let's determine the alignment of the two parents:


It appears that both parents were neutral, not just the two brothers. This suggests strongly that the children were raised with the morality and ethics of their parents, and it's quite likely that our developing character would also be neutral. If she isn't, it might be interesting to think about why she differs from her entire family.

We'll leave it there this time! Next time, I'll move onto the character's Life Decisions!

In Summary (So Far!)

  • Our character was born female.
  • She is a human (therefore so were both of her parents, and her siblings).
  • She was born in the family home, which was a mansion.
  • She is from an aristocratic lineage, but the family no longer has its wealth and properties.
  • Her mother was the sole heir of said aristocratic line and a noted academic. She married for love, not politics. She has since seemingly abandoned the family, but unknown to the family there are mysterious reasons why she had to leave. She is or was neutrally-aligned.
  • Her father was a simple farmer until marrying the character's mother. His being out of his depth after the mother left may have exarcebated the family's already waning fortunes. He was eaten by a monster around 3-4 years ago. He was neutrally aligned.
  • She has an older brother, who now works as a major domo or butler. He is trying to shoulder the responsibility of regaining the family's lost fortunes alone. He is neutrally aligned.
  • She has a younger brother, who is now an adventuring rogue. He is neutrally aligned.
  • She and her younger brother are likely motivated by the desire to help rebuild their family fortunes, and because of the loss of their father to a monster.
  • All three siblings are friendly with eachother.
  • Other than her siblings, the character had few friends owing the perception that she was somehow different or strange.
  • At the time of the game start, the character is roughly 22 and a half years old.


Update

You can now read the concluding part of this walkthrough here.

Saturday, 28 July 2018

5e Fallout: New Feats!

Fifth Edition Fallout fans can now enjoy another small content update: a selection of new feats inspired by perks from the Fallout series! You can find them on the wiki. I started with perks from the original Fallout game, converting only those I felt made for good, flavourful feats that aren't already a function of either a class feature or an existing feat (you won't find a Bonus Move or Bonus Ranged Damage feat for instance, but you will find Cult of Personality and Heave Ho!). I'm not finished yet—I got as far as the letter "M". At some point I'll finish up the perks from Fallout and then go over the perks from later games for further additions.

Feats

As of today, feats include:
  • Action Boy/Girl. NEW. Inspired by the Fallout perk.
  • Animal Friend. NEW. Inspired by the Fallout perk.
  • Bloody Mess.
  • Chem Resistant.
  • Cult of Personality. NEW. Inspired by the Fallout perk.
  • Devastating Allure.
  • Dodger. NEW. Inspired by the Fallout perk.
  • Educated. NEW. Inspired by the Fallout perk.
  • Heave Ho! NEW. Inspired by the Fallout perk.
  • Ghoulish.
  • Gun Fu.
  • Inspirational Presence.
  • Lead Belly.
  • Lone Wanderer.
  • Master Trader. NEW. Inspired by the Fallout perk.
  • Miss Fortune.
  • Miss/Mister Fixit. NEW. Inspired by the Fallout perk.
  • Moving Target.
  • Mutate. NEW. Inspired by the Fallout perk.
  • Mysterious Stranger.
  • Pack Alpha.
  • Pyromaniac.
  • Rad Resistant.
  • Scrounger.

Excluding feats from other sources including the Player's Handbook, there are currently 24 feats in the game, 9 of which are new as of today.

Other News

In case you missed it, I recently added Soldier statblocks to the wiki which you can use to represent mercenaries, Minutemen, NCR Soldiers, Caesar's Legion, and other armies.

You can also now submit your own homebrew creatures to the wiki!

More details here.