Wednesday, May 30, 2018

Fallout 5e - The Surivor Class Part I

Bethesda teased this today....


I don't know if it's an anniversary release of a previous game, the next main game, or a different style of Fallout game. Based on the song, I hope it's a new Fallout based in West Virginia and the Appalachian mountains and foothills.

I still think it would fun (and not too complicated) to do a Fallout game using 5e. Here are my initial thoughts on that and a few of the races (Robots, Humans, Ghouls, and Super Mutants). I think the game should only have one class with a wide variety of options in it. Below you'll find part one of that class.

Quick note: To keep the flavor of Fallout I'm using SPECIAL instead of the classic abilities. They break down like this:
Strength = Strength
Perception = Wisdom
Endurance = Constitution
Charisma = Charisma
Intelligence = Intelligence
Agility = Dexterity
Luck = new ability, GM's may have players roll their luck modifier in addition to other abilities on checks


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Survivor

Survivors come in all shapes and sizes, but they all know one thing, to survive in the wasteland you have adapt and have a wide variety of skills and abilities. 

Class Features
As a survivor, you gain the following class features.

Hit Points
Hit Dice: 1d8 per survivor level
Hit Points at 1st level: 8 + your Endurance modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Endurance modifier per survivor level after 1st

Proficiencies
Armor: Non-Power Armor
Weapons: Simple
Tools: Two of your choice
Saving Throws: Two of your choice
Skills: Choose four from: Acrobatics, Animal Handling, Athletics, Computers, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Repair, Science, Sleight of Hand, Stealth, Survival

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
  • one simple weapons
  • (a) another simple weapon or (b) extra ammo
  • wasteland wonderer outfit, backpack, canteen
  • 1d10 bottle caps
Perks
Beginning at 1st level, you can pick a perk. These make grant you new abilities, proficiencies, or provide other bonuses. You can choose any perk you meet the prerequisite for.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th, 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 two ability scores above 20 using this feature.

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