Thursday, 25 July 2024

Fallout 4 RPG Rules and Notes


First off, S.P.E.C.I.A.L. Rules.

Unlike your traditional Dungeons and Dragons 6 character statistics, Fallout uses its own S.P.E.C.I.A.L character statistics to calculate a characters traits and abilities. In my version of the RPG, I too am using their version as just like the video game. Each letter corresponds to a specific trait and I have also added what the conversion from D&D would be. More explanations below.,

S = Strength      = Strength
P = Perception   = Wisdom
E = Endurance  = Constitution
C = Charisma    = Charisma
I = Intelligence  = Intelligence
A = Agility        = Dexterity
L = Luck            = (My personal Favourite)

For players who are familiar with D&D, the minor changes here are as followed. Perception is now both a stat and a skill so there is no need for Perception to be added into the skill list. Being proficient in this stat also increases your Passive Perception score. Rolling to spot something is now a stat check instead of a skill check.

The Luck stat can be important depending on the GM. In my case, I find that the luck stat can add a new dimension to the game as it adds a little diversity to the session. GM's who follow a strict story plan where everything is already laid out might not want to use this as much as it does change things unexpectedly.

Example, minor, players are scavenging the area for loot. they find loot based on what is stated. A GM can then ask to roll a luck save. If they pass, they might find something extra, or something that might lead them to another story hook later on.

Example, major, the alarm has gone off and the players are scrambling to find the exit. it has been 5 minutes and they hear several guards approach where they are hiding. Ask one person, or the entire team to roll for a luck check. Group roll could be averaged out to see if they beat the difficulty as a group. If they pass, then the guards take a path or corridor that leads them away from the party. If they fail, they pick the direction that they are hiding. Then the guards will have to find them but that's a different scenario altogether. 



Rules for Fallout RPG (Base: D&D 5e)

Stats will be by point-buy system. All stats start at -1 with 24 point to spend. Each point, no matter the number will cost 1 point per increase. Maximum stat points depends on race.

Stats may alter depending on class chosen but the total cannot exceed the maximum of the race. Minimum stat points is -1.

There is no ‘class skill’. All bonuses to skills will be based on the class proficiencies.

There is no more “Fortitude”, “Reflex” or “Will” saves. It is now changed to attribute saves.

There are 6 base classes, however, each class has 2 to 3 different career paths.

When climbing, swimming or crossing difficult terrain, you take a penalty in your movement speed. It takes 10 feet of movement to move 5 feet.

Standing up takes up half your movement speed.

When shooting into melee, a disadvantage roll is incurred with no chance of hitting a team mate.

Call shots are no longer available in this version of the game except for V.A.T.S or specific abilities only.

Rolling a critical score is an automatic success and does double die damage unless specifically stated otherwise.

There is no Karma system however there a reputation system might be implemented.

There are 8 weapon proficiencies in this game. They are; One-Handed Melee Weapon, Two-Handed Light Melee Weapon, One-Handed Ballistic Weapon, Two-Handed Ballistic Weapon, Heavy Ballistic Weapon, , One-Handed Energy Weapon, Two-Handed Energy Weapon, and Heavy Energy Weapon.

If you are proficient in a weapon type, you may add your proficiency bonus to your attack. If you are not proficient in the weapon you are wielding, you do not add your proficiency bonus to your attack.

This is the same for skills and saves. If you are proficient in a type of skill or save, you may add your proficiency bonus to that roll.

Perception has a new use called Passive Perception. The total will be 10 + your Perception attribute + your proficiency bonus should you be proficient in Perception it.

Double tap, burst, autofire and suppression fire will be brought back to the game.

Double tap cannot be used by any cylinder based firearms. Double tap also incurs a -1 penalty to attack. This penalty is present regardless of whether the user is proficient with the weapon. If the target is hit, the damage dealt is increased by 1 die.

Burst fire can only be used by weapons that are not cylinder based and have the burst or autofire option. Unless stated, burst weapons use 5 ammo of its type. Burst fire incurs a -2 penalty to hit but deals an additional 2 dice damage.

Autofire can only be used by weapons that are not cylinder based and have the autofire option. Autofire weapons always uses 10 ammo of its type. This action incurs a -4 penalty to hit but the user only needs to roll a minimum attack score of 10 to succeed.  This has an area effect of 2x2 squares. The damage dealt to the area and any target in that area is equal to the weapon’s base damage.  Any target in the affected area may attempt an Agility save, DC 8 + attackers Agility + their proficiency bonus for half damage. Autofire cannot critical.

If for any reason the attacker has to roll his/her attack with a disadvantage while using the Double Tap or Burst or Autofire feature, the penalties are still counted when rolling the disadvantage dice.

Suppression fire is similar to autofire except it covers a 30ft cone of within the weapon’s first range increment only. Suppression Fire also takes up a player’s Action, Bonus Action and Reaction to activate. Suppression fire uses 20 ammo of the weapon type. Anyone who enters, leaves or ends their turn in the affected area and does not have full cover before the attackers next turn takes the weapon base damage. An Agility save of DC 8 + attackers Agility + their proficiency bonus for half damage. Again, suppression fire cannot critical.

Radiation appears in this game however, instead of mutations, the player’s character’s HP CAP is equal to their MAX HP minus the amount of radiation they have suffered. Example. Jake’s MAX HP is 30, however, he has suffered 10 points of radiation. His HP CAP is now only 20 and he cannot gain any more HP than that until he finds a way to cure himself of his 10 points of radiation sickness. Temporary HP can still be used on the affected player.

One and two handed ranged weapons require a move action to reload. This can be done during a move action. As for cylinders or internal magazines, reloading actions reloads ammo equal to your proficiency bonus + half your Agility rounded down to a minimum of 1.

When fighting with two weapons without any two-weapon based feats or abilities, you can only attack once with your off-hand weapon without adding your proficiency bonus to your off-hand attack. You also do not add your strength to off-hand melee damage
Extra attack bonuses do not apply to off-hand weapons unless stated otherwise.
You can only attack with both weapons on the same turn if both weapons are of the same type. (Melee, ballistic or energy)
Off-handed weapons must be of one-handed variety.

Critical damage is basically rolling the weapon damage twice before adding any other damage bonus.



Actions taken during gameplay

Each round, during your turn, you can move, take one action, use a bonus action, and use a reaction (if you have abilities that use each action).

You don’t have to move, but if you choose to, you can move a distance up to your speed. You can move before or after you take an action, or you can move first, take an action, and then move again, as long as the total distance moved doesn’t exceed your speed.


You don’t have to take an action during your turn, but if you choose to, you can attempt to do anything that could be accomplished in 6 seconds or less. The most common action taken in combat is the attack action. See below for a list of actions that can be performed in combat.


If your action permits multiple attacks, you can move between attacks so long as you haven’t used all of your move distance based on your speed.
Your move can include jumping onto or off of things, jumping over things, climbing walls or ropes, swinging on ropes or chandeliers, or moving in any way that your character is capable of such as swimming or flying for example.

You can interact with one object as part of either your move or your action.

You can manipulate the object in an uncomplicated way. Some examples include:
•    Draw or sheath a weapon [You can normally draw only 1 weapon for free on your turn however, the Dual Wielder perk lets you draw 2.]
•    Transfer an item from one hand to the other
•    Retrieve or put away a stored item*
•    Pick up an item
•    Move an object
•    Open / Close a chest
•    Open / Close a door

* you may only retrieve an item if it was stowed for easy access. If you must dig through your backpack to find something inside, it may require use of an action to retrieve it.
Doing more than one of these things requires the use of an action.


As part of your move or your action, you can do things that take little or no time and don’t interfere with your movement.

These activities take very little time, though there may be limits to the number you can perform in a turn. Examples include:
•    Drawing ammunition for use with a ranged weapon (such as a clip, speed loader or a throwing weapon).
•    Dropping an item to your feet or within 5 feet of your current location.
•    Dropping to a prone position. (Standing up from prone, however, takes half of your movement for the turn.)
•    Speaking (you can always speak, even when it isn’t your turn – within reason.)


You may be able to take an additional, bonus action.

• A special ability or other feature of the game may allow you to do something as a bonus action. However, in this version, there are not many actions that use a bonus action. Should you have no actions that count as a bonus action, then you do not have a bonus action. You are only allowed one bonus action in a round if applicable.
•    Example: If you have the option to make a Dash movement as a bonus action, anytime between actions on your turn, you may take a move action for a distance of your movement speed.


You are allowed one reaction each round.

A reaction is an action that is triggered by an external event.
• A special ability or other feature of the game may allow you to react to a specific triggering event.
• If an opponent attempts to move past you or attacks you and then attempts to move away, you get a free swing at him. This is called an opportunity attack, and it is the most common reaction. This may only be accomplished with a melee weapon.
• Your reaction does not have to occur during your turn, but can occur at any time during the round. If it occurs during another’s turn, his turn is suspended until your reaction is resolved.


Surprise

If surprised, you lose your turn for the first round of combat. This includes losing use of any reaction for one round, measured from the beginning of combat until the start of your turn on round two.



Actions in Combat

During your turn in a combat round, you can perform any one of the following actions.

Attack

You can make one melee or ranged attack. Some features may allow you to make more than one attack with this action.
Two-Weapon Fighting (Combat Rules)
When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
When using two one-handed ranged weapons such as a pistol, you may use your bonus action to make one attack with your off-hand.
Your off-hand may only attack once per round regardless of how many extra attacks you may have. This rule may change based on class abilities and/or feats.
Two-Weapon fighting is restricted to when both weapons are either melee or ranged only.

Dash

Rather than performing any other action, you spend the entire round moving. This allows you to move twice as far this round. It is effectively a double move action. [You use your dash action to move your speed then use your move to go that distance again.]

Disengage

If you start the round within 5 feet of an opponent that can see you, you can use this action to move away from him without provoking an opportunity attack. [The disengage action does not include a move. You use the disengage action to avoid an opportunity attack while you use your move to travel up to your speed.]

Dodge

This is a total defence action. You spend the round trying to avoid being hit. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage.

Help

You can use your action to help an ally attack an opponent within 5 feet of you. You don’t make an attack yourself, but when your friend attacks, his first attack roll is made with advantage.
Or you can help him with any other task. If you are in position to do so, and your assistance could reasonably be seen to be of help, he will gain advantage on his ability check to accomplish the task.

Hide

The act of hiding requires an action to attempt. You must make a Dexterity (Stealth) check to see if you successfully hide from your opponents.

Ready

Rather than taking and action during your turn, you wait for some specific event and then take your action as a reaction. You can still move up to the distance indicated by your move rate, but you can take no other action this round. You must specify two things –

1) What the triggering event will be.
This can be anything you think might happen that you can observe. If the event occurs before the start of your turn on the next round you can perform your readied action at that time. Some examples could be: If the sniper sticks his head up, If more enemies come around the corner, If the rope brakes, If the water level rises, If the enemies attacks my team mate, If the guard spots the thief, If the prisoner attempts to escape.

2) What action you will take.
This can be any of the combat actions.
Note that this action will be a reaction and you can only have one reaction per round. This means that if you take another reaction, such as taking an attack of opportunity, you lose your readied action. Conversely, if you use your readied action you can have no other reactions this round.
• If the triggering event occurs, you can choose to not take your readied action.
• If you choose Dash as a readied action, you can move up to your move rate.

Search

You can use your action to attempt to find something. The DM might require you to make a Perception check or an Intelligence (Investigation) check.

Use an Object

An object may require an action for you to use it, or you may need to use this action to interact with more than one object in a round.

Improvised Action

There are many more things that a combatant could do during a round than can be accounted for in the above actions. When you want to attempt something that is not covered by any of the above actions, you can use an improvised action.
Examples of an improvised action:
“I want to pull the rug out from under that guy.”
“I want to jump on the monster and attack him with my sword while I ride on to his back.”
“I want to talk them into surrendering.”
“I want to break that flask the bad guy is holding.” (attack an object)
“I want to slide down the stairs on my shield while I fire arrows at the enemy.”
“I want to intimidate then into running away.”
“I want to grab that piece of folded parchment that is sticking out of his vest pocket.”
“I want to slide under the table and stab that guy in his ankle with my dagger.”
“I want to sheath my sword and walk up to that guy and tweak his nose.”
“I want to hit that rope with my arrow in such a way as to cut the rope and let the body that is hanging from it fall to the ground.”
“I want to disarm my opponent.” (This could be a called shot to the hand, shattering an opponent’s weapon, severing a spear shaft, entangling a sword arm, or using the flat of a blade to smack a weapon from an enemy’s hand.)
“I want to push him into the pit.” (Use the rules for “Shoving a Creature” – this could include shield bashes, tackles, bull rushes, overruns, tables hurled into enemies, doors smashed into opponents on the other side, and so on. Generally speaking, this could be any attempt to use brute strength to move an opponent. Any attempt to shove creatures off a nearby cliff, through a railing, out a chapel’s stained-glass window, and so on will allow the creature a dexterity save.)
“I want to trip that guy.” (This could be any attempt to knock an enemy off its feet. Whether it’s hooking an enemy’s leg, stabbing a kneecap, knocking an opponent off-balance, hurling an enemy away, sweeping an enemy’s legs, or some other maneuver, this improvised action would allow the warrior to knock an enemy prone.)


The following rules apply to improvised actions:
1. You must explain the improvised action to the DM. The DM may rule that what you want to do will require more than one round, or that it is simply impossible (you can’t fire an arrow into the sky and hit the moon). He may ask you to be more specific regarding the action you want to take and how the action will achieve the results you want.
2. The improvised action can also include all or part of your move. Successfully jumping on – or diving into a creature will give you advantage on the attack roll. A failed attempt results in your move stopping at the point there the attack takes place and may grant your opponent an advantage on his next attack against you.
3. To perform the improvised action the DM will normally have you make an ability check. The DM will assign an appropriate difficulty class and will explain possible consequences if the attempted action fails. For example, if you attempt to jump off of the balcony onto the monster in the center of the room and miss you may end up prone.


Most improvised actions can be resolved as simple contests.

Player: “I want to try to [describes some form of physical contest other than an attack roll].”
DM: “Okay, make a Strength (Athletics) check.”
DM compares result to opponent’s Strength (Athletics) or Agility (Acrobatics) check, perhaps giving someone advantage or disadvantage.


In the end, it is up to the GM to decide if the player's action is feasible and if it is, what skill or stat check is needed to be rolled in order to succeed.


I hope the rules have not been too complicated and if you use my homebrew rules, I hope you have fun. 



Wednesday, 24 July 2024

Fallout 4 RPG - Races


Race

In Fallout 4, a player has 7 stats which are known as S.P.E.C.I.A.L. This stands for Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck.
The first line under the Race will state what is the maximum points that a Race can reach.
The second line states what bonuses that race receives on which stat. Please remember that no stat points can go higher than the Maximum stated after adding the bonus.
All stats start at MINUS ONE (-1) and you get 24 points to distribute.
After that is the special abilities that each race gains.



Human
Max stats (+5)
+1 to any 2 stats



Ghoul
Max stats (+5)
-1 Strength, +1 Perception, +1 Endurance, -1 Charisma, 

Radiation Regeneration
Regain 1 HP for every 3 Radiation damage you'd normally receive.

Disfigurement
Disadvantage to all Charisma checks when socializing with non-Ghouls unless stated otherwise



Mutant
Max stats (Str +7, Per +5, End +7, Cha +3, Int +3, Agi +5, Luck +3)
+1 Strength, +1 Endurance, -1 Charisma, -1 Intelligence

May not choose the Vault Dweller class.
Mutants are immune to radiation and do not suffer any ill effects from radiation

Special Perk Choice : Strength requirement 6 – 7

Power Grip
A Mutant can wield a two-handed weapon with one hand leaving his other hand free

Massive Fist
A Mutant’s unarmed attack is now 1d8 + Str. This increases to 1d10 at level 8 and again to 1d12 at level 12

Special Perk Choice  : Endurance requirement 6 – 7

Regeneration
A Mutant regains health equal to twice his Endurance score during a short rest before rolling any dice.



Synth
Max stats (+5)
+1 to any 2 stats, -1 to any 1 other stat

Possible programming
Synth may be a sleeper agent. Discuss with your GM.




Mr. Handy
Max stats (+5)
+1 to any 2 stats, -1 to any 1 other stat

Robot
Mr Handy cannot benefit from food, drugs, alcohol or medicines. Mr. Handy does not require rest or sleep. Cannot heal naturally and needs to be repaired to regain health.

Mr. Handy has their own Classes/ To be Updated soon


Tuesday, 23 July 2024

Fallout 4 RPG Character - Vault Dweller


Vault Dweller

Stat Modifier
-1 Perception, +1 Intelligence,

Hit Points

Hit Dice: 1d8 level
Hit Points at 1st Level: 8 + your Endurance.
Hit Points at Higher Levels: 1d8 (or 5) + your Endurance per Vault Dweller level after 1st

Starting Proficiencies

You are proficient with the following items, in addition to any proficiency provided by your race or background.

Weapons : Choose 4 weapons from any non-heavy list..
Tools: Any two. (Specific)
Skills: Choose two skills from
Acrobatics (Dex), Athletics (Str), Demolition (Int), History (Int), Insight (Wis), Investigation (Int), Medicine (Wis), Nature (Int), Religion (Int), Technology (Int)

Saving Throw: Intelligence, Charisma and one more of your choice

Starting Equipment

You start with the following items.

• (a) any melee weapon.
• (a) a basic one-handed Ballistic weapon or (b) a basic laser pistol
• (a) any tool
• (a) Vault-Tec Armour


Level
Proficiency Bonus
Features
Pip Boy Usage
Attack Bonus
1st
+2
Pip Boy Access
2
+2
2nd
+2
Fighting Style
2
+2
3rd
+2
Career path
3
+2
4th
+2
Ability Score Improvement
3
+2
5th
+3
Extra Attack, Pip Boy Upgrade
3
+2
6th
+3
Career path, Plan
4
+2
7th
+3
Calculated Defence
4
+2
8th
+3
Ability Score Improvement
4
+2
9th
+4
Career path
5
+3
10th
+4
Exploit Weakness
5
+3
11th
+4
Pip Boy Upgrade
5
+3
12th
+4
Ability Score Improvement, Career path
6
+3
13th
+5
Tactical Retreat
6
+3
14th
+5
-----
6
+3
15th
+5
Career path
7
+3
16th
+5
Ability Score Improvement
7
+4
17th
+6
Pip Boy Upgrade
7
+4
18th
+6
Career path
8
+4
19th
+6
Ability Score Improvement
8
+4
20th
+6
Pip Boy Battery Enhancement
9
+4


 
Abilities
Pip Boy Access

At level 1, the Vault Dweller gains access to his signature device, his Pip Boy. The Vault Dweller may use this device a number of times indicated on the table every long rest. For now, he may use the Pip Boy to assist him in his attacks. This works for both range and melee attacks. For ranged attacks, the range limit is 50 feet.
Using the Pip Boy allows the Vault Dweller to call shots. Basically, by using the Pip Boy, a Vault Dweller may target a specific location on the target, example arm or leg. Depending on the location hit, the player may choose one effect from the following.
Head    : Stun, Dazed, Blinded or Critical Damage.
Body    : Bleeding damage, knockback 10 feet.
Arm     : Drop held item, Disadvantage to attacks
Leg      : Drop speed by 10 feet (min: 5 feet, does not stack), fall prone,
However, the damage dealt does not count as a critical and is not doubled.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Gunnery (Ballistics)

You gain a +2 bonus to Attack rolls you make with Ballistic Weapons.

Gunnery (Energy)

You gain a +2 bonus to Attack rolls you make with Energy Weapons.

Defense

While you are wearing armour, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Career Path
At 3rd level, you choose a career path that you branched into, such as the Soldier or Technician, all detailed at the end of the class description. Your choice grants features at 3rd level, and again at 6th, 9th, 12th, 15th and 18th level.


Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. You may also choose to forgo this benefit and take a feat instead.


Extra Attack.
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Plan
Prior to an encounter the Vault Dweller can develop a plan of action to handle the situation. Using this ability requires preparation; the Vault Dweller can’t use this ability when surprised or otherwise unprepared for a particular situation. Creating a plan requires (8 – Intelligence) rounds.
After creating the plan the Vault Dweller makes an Intelligence save (DC 13). Success provides the Vault Dweller and allies with an inspiration that can only be used in the coming encounter. This inspiration point is separate from the normal inspiration. A Vault Dweller can’t take 10 or 20 when making this check. Only one attempt is allowed before an encounter.


Calculated Defence
When the Vault Dweller is wearing light or no armour, he may add his Intelligence as well as his Agility to his AC.


Exploit Weakness
After 1 round of combat, the Vault Dweller can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Vault Dweller uses a move action and makes an Intelligence check (8 + opponent’s proficiency + opponent’s Intelligence). If the check succeeds, for the rest of the combat the Vault Dweller uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as he or she finds ways to out-think the opponent.


Pip Boy Upgrade
The use of the Pip Boy improves as the Vault Dweller continues to tinker and adjust it. The improvements the Vault Dweller makes is as followed.

Lvl 5    : The Pip Boy’s use range doubles. This includes any other ability the Pip Boy may have.

Lvl 11  : The Vault Dweller may now attack the number of times he may normally attack using the   Pip Boy.

Lvl 17  : The range of the Pip Boy’s abilities doubles again.


Tactical Retreat
It is said a good defence is offence. This might be true, but sometimes, a good defence is running away to fight another day. At level 13, a Vault Dweller knows when it’s time to run. When activated, and until the Vault Dweller’s next turn, the Vault Dweller and any team mates within 30 ft who can hear and see him may disengage as a bonus action whether or not they could normally do it in the first place.


Pip Boy Battery Enhancement
At level 20, the Vault Dweller has found a way to boost their Pip Boy beyond its basic parameters. The Vault Dweller may now choose one upgrade from the two provided.
Improved battery         : Number of Pip Boy uses increases by +4
Improved Recharge     : You may use the Pip Boy a total number of 3 times per short rest. Full charge after long rest.


Vault Dweller Career Path

As a member of the Vault, many if not all its citizens will one day lend a helping hand in keeping the vault going. As such, vault dwellers usually split off into two types of careers. The Soldier is the security and the Technicians to keep the Vault running.


Security Officer

Pip Boy Targeting Aid
At 3rd level, all attacks made with the Pip Boy are made with an advantage.


Specialty Training

At level 6, the Soldier can specialize in a particular field. Whichever field you choose, you gain proficiency in those skills. However, if you are already proficient, you gain expertise instead.
            Investigator  - Forgery (Int), Investigation (Int), Perception (Wis), Persuasion (Cha)
            Enforcer       - Athletics (Dex), History (Int), Insight (Wis), Intimidation (Cha),
            Commando   - Acrobatics (Dex), Demolition (Int), Stealth (Dex), Survival (Wis)

Tactical Aid

At level 9, the Vault Dweller’s training in combat teaches him to visualize possible tactics that may be used in overcoming any combat situation. When activated, any team member within 30ft that can see and hear the Vault Dweller (including himself) gains a +1 bonus to attack and damage until the Vault Dweller’s next turn. The bonus increases to +2 at level 13 and to +3 at level 17.
The Vault Dweller may use this ability any number of times as long as he passes an Intelligence check DC 15.
This action counts as a bonus action

Pip Boy Energy Upgrade

After several tweaking, a level 12 Vault Dweller learns how to improve his Pip Boy to be better equipped for combat. By installing a small energy converter and a focusing lens, the Vault Dweller can now use the Pip Boy in an additional way. Choose one of the upgrades below.
Using this ability still counts to the number of times per long rest the Pip Boy may be used.

Laser   The Pip Boy has a laser attached to it. It has an effective range of 40 ft. Deals 3D6 energy damage and cannot be upgraded. This weapon can only be fired once per turn and gains the normal bonuses for using an energy weapon. The Vault Dweller cannot combine this weapon and the call shot ability of the Pip Boy in the same turn. Each use of this weapon counts to the number of times the Pip Boy may be used after each long rest.

Shield  The built in shield may be activated at any time as a reaction to an attack. Upon activation, the Vault Dweller’s AC increases by +5 for that turn only. However, this ability must be used after the initial attack roll but before the GM announces the total. Each use of this ability counts to the number of times the Pip Boy may be used after each long rest.

Pip Boy Ingenuity
At level 15, the Vault Dweller learns how to use their Pip Boys in a more efficient way. Whenever the Vault Dweller uses the Pip Boy for any reason, he may roll a D20. On a natural 20, the charge is not used.


Pip Boy Energy Power UpgradeAt level 18, the Vault Dweller improves their Pip Boy’s energy upgrade a little more. Depending on what was chosen at level 12 dictates what upgrade is gained.

Laser   The Pip Boy’s laser weapon increases in damage and distance. The weapon now does 3D8 damage and has a 80 ft range.

Shield  The built in shield’s bonus now increases to +10 instead.



Technician

Specialized Skill Tree.
At level 3, the technician can specialize in a particular field of study. Whichever field you choose, you gain proficiency in those skills. However, if you are already proficient, you gain expertise instead.
            Scientist - History (Int), Insight (Wis), Investigation (Int),
            Medic - Medicine (Wis), Nature (Int), Survival (Wis)
            Engineer - Demolition (Int), Sleight of Hand (Dex), Technology (Int),

Build Expert

At 6th level, you develop your own build style. Choose one of the following as a favourite style.
Tools - You enter a zone like state when building new items. When you use this ability, you may roll with an advantage whenever you attempt to build a new part for any weapon or armour. This ability is useable a number of times equal to your Intelligence every long rest.
Time – Clearing your mind, you are able to ignore any outside influence and concentrate on your work. Each time you use this ability, you may half the time required to build a new part for any weapon or armour. This ability is useable a number of times equal to your Intelligence every long rest.


Build or Break

At level 9, your technical skills divert to either fixing stuff or breaking stuff. Choose one of the methods below.
Build – When attempting to repair an item, you may roll with an advantage. If successful, you remove the ‘broken’ status from the item.
Sabotage – Making sure no unauthorized person touches your stuff, you may attempt to rig the item to either break apart or explode when someone else uses it. Causing it to explode requires 1 extra use of mechanical AND electronical parts to complete and the DC increases by 5. Anyone who attempts to discover your modifications rolls with a disadvantage.
Sabotaging an object without this ability allows another to detect it normally.

Smart Survival

At level 12, the Technician knows how to roll, or in this case, fall with the punches. When the Vault Dweller is hit and after the damage dice have been rolled, the Vault Dweller may choose to fall prone as a reaction to half the damage he has taken. The Vault Dweller may only use this ability once every short rest.

Specialty Bonus

At level 15, the Vault Dweller’s knowledge of his craft has increased. Whenever the Vault Dweller rolls for any skills he gained at Level 9 is made with an advantage.


Savant
At level 19, the knowledge he has gained has reached its peak. The Vault Dweller may now take 10 on any skill he has proficiency or expertise in.