Tools, Skills and Rules
Artisan's Tools
Specialists Tools
Use this skill to solve advanced computer related problems:
• Know your way around a computer’s OS.
• Access secured systems via bugs and exploits.
• Change a machine or robot’s programming. Religion is replaced with Engineering Skill: Engineering
Use this skill to solve problems related to obscure and forgotten advances in scientific achievement:
• Figure out how to repair devices, structures, and systems.
• Attempt to create new devices, structures, and systems.
• Decipher the purpose of machines, experiments, and other technologies you encounter.
• Identify the company or organization responsible for developing and producing machines, experiments, and other technologies you encounter.
Chem Cook’s Tools are the items you need to put together a makeshift lab, such as pots, vials, common chemicals, a Bunsen burner, and a canister of gas. With this proficiency you can cook up chemical substances when you have access to a lab. Using these tools while proficient grants advantage on Medicine checks to make chems. Climber's Kit
This kit includes pitons, carabiners, rope, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor Interfacing Kit
An interfacing kit is required to connect to a computer, robot, security system or other computer-controlled system. Using this kit you can attempt to hack into the system using your Technology skill, reprogram it or disable it. Without a proper way to interface with these systems and to upload your own code, you may not be able to access the administrator functions. An interfacing kit contains wireless technology for short-range remote access, however many systems do not allow access through wireless protocals. While thieves tools are necessary for non-electronic looks, an interacing kit would be used in its place for gaining access to electronically locked areas. Demolitionist's Tools
Demolitionist’s Tools include detonators, blasting caps, wire, and long nose pliers. When you have this proficiency and access to the tools you’re better able to construct, arm, disarm, and dismantle explosive devices. Using these tools while proficient grants advantage on Engineering checks to make, break, arm, or disarm explosives, as well as to identify explosive devices, their properties, and possible exploits. Disguise Kit
A Disguise Kit includes cosmetics, hair dye, small props, and a few pieces of clothing. When you have this proficiency and access to the tools you’re able to put together basic disguises for both others and yourself. Proficiency in these tools grants advantage on certain Charisma-based ability checks. An appropriate disguise can grant advantage on Deception and Persuasion checks that are aided by the appearance of being a particular person or belonging to a particular group or rank. You may also gain advantage on Intimidation checks if disguised to look more fearsome or off-putting, or Performance checks if you “disguise” yourself with a costume appropriate to your performance. Forgery Kit
A Forgery Kit includes several different types of ink, a variety of papers, several pens and pencils, seals, sealing wax, small tools to sculpt melted wax and mimic seals. When you have this proficiency and access to the tools you’re able to put together forgeries of hand-written documents and primitive seals. Proficiency in these tools also allows you to attempt forgeries of print documents and even currencies, provided you have access to the necessary machinery to produce them. Proficiency grants advantage on Deception checks when you provide a forged document to support your lie, as well as History and Investigation checks to determine if a historical relic or modern object is the genuine article. Herbalism Kit
A Herbalism Kit includes pouches or other containers for storing herbs, clippers and leather gloves for collecting plants, a mortar and pestle, several jars, glass vials, a mortar and pestle, chemicals, and a stirring rod. Proficiency in these tools grants advantage on Nature checks to identify plants, Survival checks to spot places edible plants might grow, Investigation checks to notice something unusual or out of place among plant growth, and Medicine checks to treat minor illnesses and wounds with the aid of natural remedies. When you have access to the tools you’re able to safely extract and prepare poison. Proficiency in these tools allows you to apply poisons to objects without personal risk. You also have advantage on Medicine checks to treat poisoned patients, Nature checks to identify poisonous plants and animals, and both Investigation and Perception checks to notice poison or carefully handle objects to avoid being poisoned. Engineer's Tools
Engineer’s Tools include a drill, adjustable wrench, saw, screwdriver set, hammer, a pair of pliers, cutting devices, fasteners, leads, and wires. When you have this proficiency and access to the tools you’re better able to dismantle, put together, and repair mechanical and electrical devices. You also become proficient in power tools and industrial tools. Using these tools while proficient grants advantage on Engineering checks to make or break machines, as well as to identify machines, their properties, and possible exploits. Doctor's Bag
The complete medical kit includes most necessary to perform basic diagnosis and treatment as well as those for simple surgury. This includes a scalpel, surgical drill, bone chisel, bone cutter, saw, needles and thread, forceps, a set of clamps, a dilator, narrow-bladed scissors, a curette, a small amount of anaesthetic, and disinfectant. Without proficiency in these tools, an attempted surgery is likely to be botched. Using these tools while proficient grants advantage on Medicine checks to perform surgical procedures. It also grants advantage on Medicine checks to diagnose medical problems and treat simpler cases. Thieves Tools
Thieves’ Tools include a crowbar, a small file, a small mirror, a set of narrowbladed scissors, a pair of pliers, and 10 bobby pins. Some thieves are lucky enough to possess proper lockpicks, but they’re a rare and valuable treasure in the wasteland and don’t come with a standard set of Thieves’ Tools. You can use these tools to make a Dexterity (Thieves’ Tools) check in order to unlock doors as well as set or safely bypass traps. Proficiency in these tools also grants advantage on Investigation checks to find traps.
Make both a Physical and Mental Exhaustion check. This is equal to DC8 + 2 * (The Amount of times you have been reduced to 0 today). Traumatic Event
Make a mental Exhaustion Check (DC Variable). Eats or Drinks too Little
After a day of getting less than the minimum amount of food or water, you gain an automatic level of Physical Exhaustion. Sleeps too Little
After a day of no rest, you gain an automatic level of Physical Exhaustion. Make a Mental Exhaustion Check equal to DC8 + 2 * (The Amount of days you have gone without sleep). Drugs/Implants
Make a variable DC check based on the Implant or Drug upon use.
• Catatonia - The character loses their sense of awareness and retreats to their innermost happy place. They can take no actions other than following a single trusted companion, eating and drinking, and sleeping. They cannot speak or react to events around them, and attempts to bring their consciousness back to the surface results in intense fear and panic responses. Catatonia is more likely in characters with low mental stats.
• Sociopathy - The character does not immediately appear insane, but begins to act on machinations that could destroy the lives of many. For an intelligent character, this is the most dangerous form of insanity. The character acts like a cartoonish villain, manipulating others against each other or themselves to cause group suicide events, gang wars, and otherwise attempting to cause mass hysteria. Sociopathy is more common in characters with high mental stats.
• Paranoia - The character believes the world is out to get them. They will isolate themselves and avoid contact with other sentient life. They may resort to violence when cornered, but are more likely to attempt to flee. Paranoia is more likely in characters with low physical stats.
• Psychosis - The character is overcome with persistent delusions and hallucinations. They may treat any character near them, even allies, as threats to be destroyed or hindered. They are liable to undergo dangerous, self-destructive behavior to save an imaginary creature or in order to achieve an incomprehensible goal. Psychosis is more likely in characters with high physical stats.
Tool Set | Cost | Weight |
Brewer’s Supplies | 40cr | 8 lb. |
Calligrapher’s Supplies | 20cr | 5 lb. |
Carpenter’s Tools | 16cr | 6 lb. |
Cartographer’s Tools | 30cr | 6 lb. |
Cobbler’s Tools | 10cr | 5 lb. |
Cook’s Utensils | 2cr | 8 lb. |
Glassblower’s Tools | 60cr | 5 lb. |
Jeweler’s Tools | 50cr | 2 lb. |
Leatherworker’s Tools | 10cr | 5 lb. |
Mason’s Tools | 20cr | 8 lb. |
Painter’s Supplies | 20cr | 5 lb. |
Potter’s Tools | 20cr | 3 lb. |
Smith’s Tools | 40cr | 8 lb. |
Tinker’s Tools | 100cr | 10 lb. |
Weaver’s Tools | 2cr | 5 lb. |
Woodcarver’s Tools | 2cr | 5 lb. |
Tool Set | Cost | Weight |
Chem Cook’s Tools | 50cr | 8 lb. |
Climber's Kit | 50cr | 12 lb |
Demolitionist’s Tools | 100cr | 5 lb. |
Disguise Kit | 50cr | 3 lb. |
Engineer's Tools | 75cr | 15 lb. |
Forgery Kit | 50cr | 5 lb. |
Herbalism kit | 50cr | 3 lb. |
Interfacing Kit | 50cr | 1 lb. |
Mechanic’s Tools | 50cr | 10 lb. |
Navigator’s Tools | 50cr | 2 lb. |
Doctor's Bag | 100cr | 10 lb. |
Thieves’ Tools | 25cr | 1 lb. |
Skill Replacements
Arcana is replaced with Computers/Technology Skill: Computers/TechnologyUse this skill to solve advanced computer related problems:
• Know your way around a computer’s OS.
• Access secured systems via bugs and exploits.
• Change a machine or robot’s programming. Religion is replaced with Engineering Skill: Engineering
Use this skill to solve problems related to obscure and forgotten advances in scientific achievement:
• Figure out how to repair devices, structures, and systems.
• Attempt to create new devices, structures, and systems.
• Decipher the purpose of machines, experiments, and other technologies you encounter.
• Identify the company or organization responsible for developing and producing machines, experiments, and other technologies you encounter.
Tools
Chem Cook's ToolsChem Cook’s Tools are the items you need to put together a makeshift lab, such as pots, vials, common chemicals, a Bunsen burner, and a canister of gas. With this proficiency you can cook up chemical substances when you have access to a lab. Using these tools while proficient grants advantage on Medicine checks to make chems. Climber's Kit
This kit includes pitons, carabiners, rope, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor Interfacing Kit
An interfacing kit is required to connect to a computer, robot, security system or other computer-controlled system. Using this kit you can attempt to hack into the system using your Technology skill, reprogram it or disable it. Without a proper way to interface with these systems and to upload your own code, you may not be able to access the administrator functions. An interfacing kit contains wireless technology for short-range remote access, however many systems do not allow access through wireless protocals. While thieves tools are necessary for non-electronic looks, an interacing kit would be used in its place for gaining access to electronically locked areas. Demolitionist's Tools
Demolitionist’s Tools include detonators, blasting caps, wire, and long nose pliers. When you have this proficiency and access to the tools you’re better able to construct, arm, disarm, and dismantle explosive devices. Using these tools while proficient grants advantage on Engineering checks to make, break, arm, or disarm explosives, as well as to identify explosive devices, their properties, and possible exploits. Disguise Kit
A Disguise Kit includes cosmetics, hair dye, small props, and a few pieces of clothing. When you have this proficiency and access to the tools you’re able to put together basic disguises for both others and yourself. Proficiency in these tools grants advantage on certain Charisma-based ability checks. An appropriate disguise can grant advantage on Deception and Persuasion checks that are aided by the appearance of being a particular person or belonging to a particular group or rank. You may also gain advantage on Intimidation checks if disguised to look more fearsome or off-putting, or Performance checks if you “disguise” yourself with a costume appropriate to your performance. Forgery Kit
A Forgery Kit includes several different types of ink, a variety of papers, several pens and pencils, seals, sealing wax, small tools to sculpt melted wax and mimic seals. When you have this proficiency and access to the tools you’re able to put together forgeries of hand-written documents and primitive seals. Proficiency in these tools also allows you to attempt forgeries of print documents and even currencies, provided you have access to the necessary machinery to produce them. Proficiency grants advantage on Deception checks when you provide a forged document to support your lie, as well as History and Investigation checks to determine if a historical relic or modern object is the genuine article. Herbalism Kit
A Herbalism Kit includes pouches or other containers for storing herbs, clippers and leather gloves for collecting plants, a mortar and pestle, several jars, glass vials, a mortar and pestle, chemicals, and a stirring rod. Proficiency in these tools grants advantage on Nature checks to identify plants, Survival checks to spot places edible plants might grow, Investigation checks to notice something unusual or out of place among plant growth, and Medicine checks to treat minor illnesses and wounds with the aid of natural remedies. When you have access to the tools you’re able to safely extract and prepare poison. Proficiency in these tools allows you to apply poisons to objects without personal risk. You also have advantage on Medicine checks to treat poisoned patients, Nature checks to identify poisonous plants and animals, and both Investigation and Perception checks to notice poison or carefully handle objects to avoid being poisoned. Engineer's Tools
Engineer’s Tools include a drill, adjustable wrench, saw, screwdriver set, hammer, a pair of pliers, cutting devices, fasteners, leads, and wires. When you have this proficiency and access to the tools you’re better able to dismantle, put together, and repair mechanical and electrical devices. You also become proficient in power tools and industrial tools. Using these tools while proficient grants advantage on Engineering checks to make or break machines, as well as to identify machines, their properties, and possible exploits. Doctor's Bag
The complete medical kit includes most necessary to perform basic diagnosis and treatment as well as those for simple surgury. This includes a scalpel, surgical drill, bone chisel, bone cutter, saw, needles and thread, forceps, a set of clamps, a dilator, narrow-bladed scissors, a curette, a small amount of anaesthetic, and disinfectant. Without proficiency in these tools, an attempted surgery is likely to be botched. Using these tools while proficient grants advantage on Medicine checks to perform surgical procedures. It also grants advantage on Medicine checks to diagnose medical problems and treat simpler cases. Thieves Tools
Thieves’ Tools include a crowbar, a small file, a small mirror, a set of narrowbladed scissors, a pair of pliers, and 10 bobby pins. Some thieves are lucky enough to possess proper lockpicks, but they’re a rare and valuable treasure in the wasteland and don’t come with a standard set of Thieves’ Tools. You can use these tools to make a Dexterity (Thieves’ Tools) check in order to unlock doors as well as set or safely bypass traps. Proficiency in these tools also grants advantage on Investigation checks to find traps.
Exhaustion Check
Exhaustion Checks are made when a character drops to 0 HP, experiences a traumatic event, eats or drinks too little, sleeps too little, or uses certain drugs and implants. A Constitution Exhaustion check is made to counter physical exhaustion, where a Wisdom Exhaustion check is made to counter mental exhaustion. It is up to the DM to determine the type of exhaustion save as well as the saving throw. Keep track of your level of Mental and Physical Exhaustion separately. You lose a level of each exhaustion after a long rest. If you fail a Mental or Physical Exhaustion Check by 10 or more, you instead take 2 Levels of Exhaustion. Dropping to 0 HPMake both a Physical and Mental Exhaustion check. This is equal to DC8 + 2 * (The Amount of times you have been reduced to 0 today). Traumatic Event
Make a mental Exhaustion Check (DC Variable). Eats or Drinks too Little
After a day of getting less than the minimum amount of food or water, you gain an automatic level of Physical Exhaustion. Sleeps too Little
After a day of no rest, you gain an automatic level of Physical Exhaustion. Make a Mental Exhaustion Check equal to DC8 + 2 * (The Amount of days you have gone without sleep). Drugs/Implants
Make a variable DC check based on the Implant or Drug upon use.
Save Difficulty | DC |
Very easy | 5 |
Easy | 10 |
Medium | 15 |
Hard | 20 |
Very hard | 25 |
Nearly impossible | 30 |
Mental Exhaustion / Physical Exhaustion
Level | Physical Exhaustion | |
1 | Disadvantage on physical (Str/Dex/Con) based ability checks | |
2 | Speed halved | |
3 | Disadvantage on melee attack rolls and physical stat (Str/Dex/Con) based saving throws | |
4 | Hit point maximum halved | |
5 | Speed reduced to 5 | |
6 | Unconscious |
Level | Mental Exhaustion | |
1 | Disadvantage on mental (Wis/Int/Cha) based ability checks | |
2 | Roll on the Minor Madness Table. This lasts until the character finishes a Short Rest. | |
3 | Disadvantage on ranged attack rolls and mental stat (Wis/Int/Cha) based saving throws | |
4 | Roll on the Minor Madness Table immediately and at the beginning of every combat. This effect lasts for d10 minutes. | |
5 | Roll on the Major Madness Table. This lasts until the character can receive therapy and long-term rest lasting at least a week of uninterrupted downtime. | |
6 | Insanity. |
Minor Madness
d100 | Effect | |
01–10 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting rocks. | |
11–20 | The character experiences vivid hallucinations and has disadvantage on ability checks. | |
21–30 | The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. | |
31–40 | The character regards something (usually the source of madness) with intense revulsion, and gain the Antipathy effect. See below. | |
41–45 | The character experiences a powerful delusion. Choose an effect from the following list. The character imagines that he or she is under its effects and will make up any excuse to explain why it is true.
• The character believes they are being stalked, mistreated, betrayed, or otherwise persecuted by another. • The character believes they are suffering a physical disability that they do not have, such as a broken limb. • The character believes another character is in love or otherwise obsessed with them. • The character believes they are someone else, probably someone important or famous. • The character believes that every situation they are in is hopeless and cannot succeed. • The character believes they can do magic, despite having no such ability. |
|
46–55 | The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on ALL (not only mental) attack rolls, ability checks, and saving throws while more than 30 feet from it. | |
56–65 | The character is blinded (25%) or deafened (75%). | |
66–75 | The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity. | |
76–85 | The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn’t recognize other people or remember anything that happened before the madness took effect. | |
86–90 | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throws or be affected as though under the confusion effect. The confusion effect lasts for 1 minute. See below. | |
91–95 | The character loses the ability to speak. | |
96–100 | The character falls unconscious. No amount of jostling or damage can wake the character. |
Major Madness
d100 | Effect | |
01–20 | The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. | |
21–30 | The character becomes incapacitated and spends the duration screaming, laughing, or weeping. | |
31–40 | The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. | |
41–50 | The character begins babbling and is incapable of normal speech, typing or using tools. | |
51–60 | The character must use his or her action each round to attack the nearest creature. | |
61–70 | The character experiences vivid hallucinations and has disadvantage on ability checks. | |
71–75 | The character does whatever anyone tells him or her to do that isn’t obviously self-destructive. | |
76–80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. | |
81–90 | The character is stunned. | |
91–100 | The character falls unconscious. |
Antipathy
The creature feels an intense urge to leave the area and avoid others. When such a creature can see a creature or comes within 60 feet of one, they must succeed on a DC15 Wisdom saving throw or become frightened. While frightened by a target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.Confusion
This effect twists creatures' minds, spawning delusions and provoking uncontrolled actions. A confused creature can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. 1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. 2-6: The creature doesn't move or take actions this turn. 7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10: The creature can act and move normally.Insanity
A character that has reached the 6th stage of mental exhaustion loses their mind. This can manifest in a few different ways, but all result in the loss of a player’s character until the character is reduced to exhaustion 0 or dies. While a character is experiencing insanity, they are immune to other effects caused by exhaustion.The GM decides on which effect takes hold.• Catatonia - The character loses their sense of awareness and retreats to their innermost happy place. They can take no actions other than following a single trusted companion, eating and drinking, and sleeping. They cannot speak or react to events around them, and attempts to bring their consciousness back to the surface results in intense fear and panic responses. Catatonia is more likely in characters with low mental stats.
• Sociopathy - The character does not immediately appear insane, but begins to act on machinations that could destroy the lives of many. For an intelligent character, this is the most dangerous form of insanity. The character acts like a cartoonish villain, manipulating others against each other or themselves to cause group suicide events, gang wars, and otherwise attempting to cause mass hysteria. Sociopathy is more common in characters with high mental stats.
• Paranoia - The character believes the world is out to get them. They will isolate themselves and avoid contact with other sentient life. They may resort to violence when cornered, but are more likely to attempt to flee. Paranoia is more likely in characters with low physical stats.
• Psychosis - The character is overcome with persistent delusions and hallucinations. They may treat any character near them, even allies, as threats to be destroyed or hindered. They are liable to undergo dangerous, self-destructive behavior to save an imaginary creature or in order to achieve an incomprehensible goal. Psychosis is more likely in characters with high physical stats.
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