Wasteland Campaign House Rules, Edits, and Group Notes.   Posted by Wastelands Narrator.Group: 0
Wastelands Narrator
 Narrator, 1 post
 For the D&D 5e
 Wastelands Campaign
Fri 19 Jan 2018
at 03:52
Wasteland Campaign House Rules and Edits
Hand Taser is based on the Melee Taser from Hypercorps 2099 5e, 2d6 Lightning Damage with the Finesse, Light, and Shock properties. It has a weight of 2lbs and a cost of 100gp.

1 Gallon of Fuel has a trade value of 3sp (Basic for value 1 Natural Resource = 1 day of food and water  per PC, average party size 5 means 6sp*5=3gp & 1 Natural Resource = 10 Gallons fuel Therefore 3gp = 10 Gallons of fuel or 3sp = 1 Gallon of Fuel.

No need to aim to get proficiency bonus when attacking with guns. (I don’t like that rule in Hypercorps 2099 anyways since no other weapon needs to aim like that.) Also, EVERYONE is proficient with Relic and Science weapons despite them being listed as Martial weapons. Guns were invented to be easy to use after all

PCs can use the Grease Spell to coat an object like in 3.5th edition or Pathfinder, doing so makes it require a dex save to keep a grip on or pick up said object. If you coat clothing or armor being worn then the person gains advantage on checks on escaping a grapple with a +5 bonus to the check. If the grease is set on fire it burns for 5 fire damage each round until the spell ends.

All Player Handbook classes may take a Scavenger kit instead of the normal kit selection for starting gear. Also letting Barbarians once per day regain rages up to one-half their constitution bonus on a short rest (which will increase their constitution bonus at level 12, as per the wasteland suggestion for modifying Barbarians. (Despite keeping short rests at 1 hour and long rests at 8 hours.)

The Medicine skill DC to salvage, or remove, bodytech gear from a corpse (or willing individual) is 8 + 2 per mark (minimum 10) and requires technological resources equal to 3 times the mark of the bodytech gear (minimum 3) or the medicine check is made with disadvantage. It takes 2 hours per mark to remove the bodytech gear from a living person without harming that individual or 30 minutes per mark to remove the bodytech gear from a corpse as you don’t have to avoid injuring the body.
Upgrading bodytech is similar to upgrading magical items (pay for differences in cost and time) but still uses the higher mark’s DCs.

During a short rest in which an individual is not maintaining or crafting ammo for a customized weapon they

Using Unearthed Arcana: Revised Ranger which means Apocalypse Scout receives changes to Nuclear Ranger and Atomic March. Additionally, it gains Extra Attack at 5th level.
Nuclear Ranger: At 3rd level, you have advantage on saving throws against radiation and poison. You also gain resistance to poison damage. You also learn to ignore a number of levels of radiation equal to half your ranger level when casting spells.
Extra Attack: At 5th level, you can attack twice instead of once, whenever you take the attack action on your turn.
Atomic March: At 7th level, your group’s overland speed is doubled (this does not affect movement speeds in combat). While traveling, your group (including yourself) ignores a number of radiation levels equal to 1/3rd your ranger level, rounded down.

Revisions for Commando (Fighter Archetype):
Weapon Builder: In addition to listed benefits you also can maintain two weapons in a short rest (providing ammo for both of them as normal.) Also after a fight, you scavenge up enough bullets, needles, or razor disks to completely reload two weapons which use those types of ammunition. This is in addition to the amount of ammunition you can craft while resting. Also during a long rest, you scavenge together twice your proficiency bonus ammunition clips for your highest capacity weapon firing bullets, needles, or razor disks. This personally scavenged ammunition cannot be sold or traded to others.
Student of War: You gain proficiency with one type of artisan’s tools of your choice.
Rad-Training: Starting at 3rd level gain advantage on saving throws against Radiation. Also by spending a bonus action, the Commando can ignore a number of levels of radiation equal to his levels in Fighter for up to 1 minute per point of proficiency bonus. After using this ability, the Commando cannot do so again until after finishing either a short or long rest.
Close-Quarters Shooting: Starting at 3rd level, when you attack a creature within 5 feet of yourself with a ranged attack on your turn, that creature can’t take reactions until the end of your turn. If you hit the creature with the ranged attack, then the creature can’t take reactions until the start of its next turn. When you can make a reaction attack against a creature, you may make a ranged attack against that creature so long as it is the only target of the attack. You also treat ranged weapons as melee weapons for the purpose of threatening adjacent squares. You can also now stow a two-handed weapon, or a pair of one-handed weapons, and draw a new two-handed weapon, or pair of one-handed weapons, as part of an action.
Long-Distance Shooting: Starting at 7th level, you no longer suffer disadvantage for ranged attacks beyond effective range out to the ranged or thrown weapon’s maximum range. (Replaces the no disadvantage for ‘point-blank shooting’ as Fighter is being given that ability at level 2.)
Aimed Strikes: Starting at 7th level you may now make ‘Aimed Shots’ with melee weapons as if you had the Aimed Shots feat.
Marksman’s Eye: Now recharges on a short rest instead of a long rest.

A Fighter gains ‘no longer has disadvantage for making a ranged attack when within 5ft of an enemy starting at level 2.’

Aimed Shots: The DCs for the three shot types are all changed to 10+your proficiency bonus.

Tactical Warrior Feat: is not allowed in the campaign.

A battery can be recharged when connected to a mechaframe or other power source in 10 minutes.

Chainswords do 1d10 damage base instead of 1d8.  (Electric versions exist that use a Meta Pack power supply and uses 1 shot worth of power (1gp worth) each round it is activated.)

A Cyber Ninja Rogue can use Ghost Dive to enter or leave Irradioworld but using Ghost Dive but can only make one transition per usage of Ghost Drive and can only take what they can carry with them. With Ghost Strike, you can use Ghost Dive to take a number of people with you equal to the number of uses you expend at once to a maximum of your proficiency bonus.

Cyber Ninja Rogues and Netjacker Rogues (Archetypes from Hypercorps 2099 5e) have the following changes to Drone Artistry at level 3. Instead of the 1 mile per character level range limit, they gain a Stealth Cyber Comm-link which functions like the Innate Radio feat even if they are not an android, and if they are an android with that feat then the ranges combine for 400ft per level. Stealth Cyber Comm-links continually resonate with the energies in Irradioworld and do not require any checks in order to affect the Material Plane while there and your bonus to ability scores from the Irradiated ability score double (minimum +2). A Stealth Cyber Comm-link is always attuned to Irradioworld in a subtle manner and does not draw attention thereby not increasing the likelihood of a combat encounter or settlement attack. (This increases the range for a class feature Cyber Comm-link to 2000ft per level or 4000ft for androids with the Innate Radio feat.)

Other characters can gain a Cyber Comm-link as a cybernetic implant for a cost of 500gp.  These Cyber Comm-links do not inherently resonate with Irradioworld and lack a constant connection to it but can be attuned with a DC 17 Intelligence (Science or Technology) check for 1 day per level before requiring half as many days to recharge. While attuned a non-class feature Cyber Comm-link draws attention like any other attuned radio antenna.

The Primitive Drone feature for Scrappers and Mechanics will be changed to the following: At 2nd level for Scrappers and 3rd level for Mechanics, they gain Primitive Drones feature except they get Intelligence Modifier number of drones but otherwise as per ability from 10th  or 11th level ability. Unlike normal familiars, these drones can make attacks as per the drone artistry feature. At 6th level for Scrappers and 7th Level for Mechanics, they can swap out two drones for a single larger drone that is any animal no bigger than large size and ½ CR. (This lets them use drones for pack animals like Drone Riding or War Horses or Mules, etc...) At 10th level for Scrappers and 11th level for Mechanics, they can swap also swap out 2 drones for an animal that is large or up to CR 1 or a Drone like the Cyber Ninja and Netjacker Rogue Archetypes, Drone artistry archetype feature. The mending cantrip will heal a drone for 1d4 hit points per casting. Scrapper drones may mount a single Scrapper spell device with a range of touch on them. (If that device is a cantrip, then multiple copies of that device can be made for multiple drones and is powered by the drone.)

Doctors will use Wisdom for their abilities instead of Intelligence to better match their primary skill Wisdom (Medicine) with their primary stat.

Scrappers will use the Bard’s spellcasting table for the number of spells known, the number of cantrips known, and spell slots per day. They also gain the feat Ritual Caster (Scrapper) for free and ritual spells known do not count against the number of spells known. The Spell level slots are still physically represented by photonic cores used in physical devices that trigger the spells or cantrips. Trapper’s gun traps always ignore up to 10x your intelligence modifier number of people.

Will allow lead-lined clothing and other objects items at 3x the normal weight costing an extra 2gp per pound of increased weight. This would allow someone inside a lead-lined tent to treat the surrounding radiation as if it was 5 levels lower. Lead-lined cloth items weigh three times as much as they would if not lined with lead fibers. While lead-lined cloth can be made into clothing, most people do not like dealing with its weight and wearing cloth over their entire bodies if they don’t have to so typically only clothes, common are available with lead-lined cloth costing 12.5gp and weighing 9 lbs. A lead-lined tent is more common for a portable shelter with some protection against radiation and a lead-lined two-person tent costs 82gp and weighs 60 pounds. Tents can also have a copper mesh incorporated into them for +15cp per pound (round up) and increasing the total weight of the object by 1lb per 5sp increase in price (+3gp and +6 pounds for two-person tents), this insulates the contents of the tent from EM effects but also prevents radio waves from passing into or out of the tent. A lead-lined with copper mesh two-person tent, aka a Wasteland Emergency Shelter, costs 85gp and weighs 66 pounds.
Lead-Lined Common Clothes cost 12.5gp and are 9lbs in weight
Lead-Lined Backpacks cost 22gp and are 15lbs in weight
Lead-Lined Sack cost 2gp 1cp and are 1.5lbs in weight (holds same as backpack, 30lbs)
Lead-Lined & Copper-mesh Sack cost 2gp 2sp 4cp and are 2lbs in weight
Lead-Lined 2 person Tents are 82gp and 60lbs
Wasteland Emergency Shelter (2 person tent) is 85gp and 66 pounds (lead-lined and insulated with copper mesh to protect occupants from EM storms and Radstorms, but blocks radio communication)
Lead-lined chests are 105gp and weigh 75 pounds.
Lead-lined Copper-mesh chests are 108gp 7sp 5cp and weigh 82 pounds.
Copper-mesh Pouches 1lb in weight, 6sp 5cp cost, holds 6lbs.
Lead-lined Pouches 3lbs in weight, 2gp 5sp cost, holds 6lbs.
Lead-lined Copper-mesh pouches are 3lbs in weight, cost 2gp 6sp 5cp, holds 6lbs

The Enhanced Mechaframe feat cannot be taken.

With Mechaframe point changes to Mechanic, they carry over for the Nuclear Knight (Paladin) so that starting at level 3 the Nuclear Knight gets a number of mechaframe points equal to 1/2 your proficiency bonus plus 1/3 your paladin level. (Starts at 2 points at level 3 and maxes out at 9 points at level 20, up from 1+1/3rd paladin level, Variant Power Source is still required leaving up to 8 points for customization, which is half of what a level 20 mechanic gets, so this is reasonable.)

New level 1 Fighter feature: (For wasteland only)
Confident aiming: You ignore disadvantage for making a ranged attack when an enemy is adjacent to you so long as either half of your class levels are Fighter levels or you have at least 5 levels of Fighter.

New Fighting Style
Marksman
- When you spend a bonus action to ‘aim’ in addition to any other effects that might have (such as from the Aiming Shot feat) you can either ignore one-half cover, three-fourths cover, or one source of disadvantage (such as from an enemy being within 5ft of you, or a shot at long range, or an ability from an enemy that is affecting you) that would affect the shot.
- You get a +1 to ranged attack rolls.

Note: Hyper bonuses to AC from Cybernetics will not stack with a shield and will not stack beyond the value of the highest mark of bodytech you possess. (This allows for up to a bonus of 4 AC, instead of a theoretical bonus of +16! to AC. +4 AC is equivalent to a +2 shield so it won’t break the bounded accuracy, unlike the +16 that can stack with a shield using 4 Mark 4 bodytech limbs, which would give someone in Plate Armor and a shield an AC of 36 before magical boosts! This would require at least a +17 to hit just to be able to hit on a roll of 19… which is obscene. Then again it would be a GM fiat to even let someone have that much Hyper Armor.)

If the individual has a racial natural attack that does more than 1d6 damage, they may use it in place of the mechaframe’s default 1d6 damage, this replaces the mechaframe’s default 1d4 damage unarmed attack. (Mechaframes are not compatible with a Monk’s unarmed striking as a Mechaframe is armor.)


WEAPONS CRAFTING
Detailed system for making and modifying weaponry (predominantly firearms)
    • Weapons and modifications are crafted with the same rules
    • When crafting/modifying any weapon, custom or normal/relic/science, increasing a weapon value (like range or damage) by one step or adding a quality (like shock or bleeding) adds +50% of the items original weight. Alternatively, a weapon modification that grants a quality that is one step higher than its model only increases the weight once, not twice. The only exception is adding the Light property instead lowers the weight.
    • Only custom-built weapons can gain modifications unless you possess a class feature or feat that allows you to modify relic or science weapons.
    • You can craft and maintain a number of custom-built weapons equal to your proficiency bonus + Intelligence modifier. If you can modify relic and/or science weapons then you can also maintain the same amount of modified weapons, with the Wasteland Crafter feat doubling that number.
    • Model-A and Model-B ranged weapons require the ammunition quality.
        ◦ A weapon capable of holding ammunition has a capacity equal to five times the creator’s class level.
    • All ranged weapons of Model C or higher require the reloading quality.
    • Your custom-built weapons and modifications require your constant attention in order to function. A custom-built weapon functions for one day where you engage in combat or otherwise use it. You work to craft and maintain weapons during a long rest (8 hours preparing all your weapons) or in spurts during short rests (1 hour each, choosing which weapon you’ll prepare for use). Until fired them, a prepared custom-built weapon is ready to be used.
        ◦ By spending a number of weeks equal to the minimum proficiency bonus required to craft a custom-built weapon or modification working on that weapon (without using it for combat), it no longer requires constant maintenance and you may sell the weapon at 125% of its cost. Custom-built weapons are never available for purchase.
    • For each weapon value (damage, qualities, range, or weight) less than the initial model, the cost to craft it is reduced by 5 gold
    • Costs 10 gold per day of crafting. This daily cost is increased by 5 for every model step above A. (Default total costs: A → 10gp, B → 30gp, C → 60gp, D → 100gp, E → 150gp, F → 210gp)
    • In order to craft a model of custom-built weapon, you require the listed minimum proficiency bonus.
    • The Possible Qualities column in the Custom Weapons Table is cumulative—you might craft a Model-C Rifle with the launcher quality, making it able to lob grenades or a Model-D Pistol that has settings to fire normally, in a cone, or in a line.
    • You may only have a number of qualities in a custom-built weapon equal to your proficiency bonus. The Finesse, Ammunition, and Loading qualities do not count against the maximum number of qualities that may be on a custom weapon.
    • For custom weapons that can fire in multiple different ways, switching from one mode to another is a bonus action. When you reach 10th level, switching firing modes is a free action.
    • Class features that allow you to modify values on the custom weapons tables can only increase them to one step above the listed value (to a maximum of Elite).

Weapon Modifiers:
Bleeder. A bleeder weapon deals an additional point of bleed damage on a critical hit. Creatures that have taken bleed damage continue to take that damage at the start of their turn until it is healed by magic or a DC 15 Wisdom (Medicine) check. Creatures that do not have a natural armor bonus or protective gloves take 1 point of slashing damage when handling this weapon’s ammunition.
Collapsible. Gain advantage on checks made to hide the weapon while it is collapsed. Collapsing or deploying it is a free action.
Sheer. When you roll an attack roll with advantage and hit your target with a natural 19 on the d20, you deal critical hit damage.
Shock. Shock weapons can be switched between lethal (lightning damage) and non-lethal modes as a bonus action. In non-lethal mode, a shock weapon that reduces a target to zero hit points is automatically stabilized but unconscious until healed and paralyzed for an hour even if healed. On a critical hit, a target must make a DC 15 constitution save or be stunned until the end of its next round.
Telescoping. As a bonus action, you can increase the reach of a simple melee weapon by 5 feet. Attacks against the weapon are at advantage and its hit points are halved. A bonus action retracts it.
Autofire. A character wielding an autofire weapon may spend a bonus action to gain an additional attack at disadvantage. If the wielder is able to make an additional attack as a bonus action for some other reason, they may make both attacks but with disadvantage.
Bullet Spray. Bullet spraying weapons can expend five times as much ammunition as normal to spray a 5-foot-cube area within its first range increment as an action. Creatures in the area of effect that fail a Dexterity saving throw (DC equal to the wielder’s attack roll) take the weapon’s normal damage. By expending 10 times as much ammunition as normal, the wielder can increase the area to a 10-foot-cube.
Cone. A cone weapon can fire at single targets as normal, or expend twice as much ammunition to spend an action firing in a 15-ft.-cone instead. Creatures in the area of effect receive a Dexterity saving throw to negate this damage; the DC is equal to a single ranged attack roll made by the wielder of the weapon.
Increased Ammunition. You increase the weapon’s ammunition capacity by an amount equal to its original value.
Insulated. An insulated weapon runs on electronics but is protected from electromagnetic effects (like EM storms and magnetic pulse grenades) and has resistance against lightning damage.
Launcher. A launcher weapon can be used to lob grenades and similarly sized objects (like grappling hooks) using its superior range.
Line. A line weapon can fire at single targets as normal, or expend three times as much ammunition to spend an action firing in a 30-ft.-line instead. Creatures in the area of effect receive a Dexterity saving throw to negate this damage; the DC is equal to a single ranged attack roll made by the wielder of the weapon.
Metaweapon. The wielder of a metaweapon may switch the weapon’s damage type as a bonus action: cold, fire, electricity/lightning, or thunder.
Silenced. The barrel of the weapon has a muzzle or suppressor on it that muffles the noises it makes when fired. Near misses with a silenced weapon (attacks that are within 2 points of the target’s AC) glance off of armor or rip through clothing to notify a creature, but otherwise the target becomes suspicious if the wielder’s attack roll is equal to or less than the target’s passive Perception score. Whether or not a missed shot pangs off of metal, buries itself in the dirt, slams into concrete, or otherwise draws attention is at the GM’s discretion. Weapons that deal energy damage cannot be fit with a silencer.
Slow-Firing. Slow-firing weapons may only fire once a round, regardless of what abilities its wielder possesses. When worked into a custom built weapon, this property increases the damage dice as one model higher (maximum 3d8) and its cost is treated as one model lower. A slow-firing weapon cannot have the autofire or bullet spray modifications.
Splash Effect. Weapons with the splash effect quality affect the target of their attack as well as all squares within reach (listed with the quality). When the wielder of a splash effect weapon misses their target by 5 or less, their shot lands in an adjacent square (roll 1d8 to determine which). Creatures in the area of the splash effect receive a Dexterity saving throw to negate this damage; the DC is equal to a single ranged attack roll made by the wielder of the weapon; on a successful hit, the target of a splash effect weapon receives no save. A custom-built weapon cannot fire a bullet spray and use this modification at the same time.

Creators of custom-built weapons have advantage to avoid being disarmed of customized weapons they made.

Regardless of the number of ‘shifts’ a custom weapon builder can make, you cannot shift beyond one model above what you can make without shifts, instead, multiple shifts mean multiple properties, not double, triple, or more adjustments to the same property.
Also, the qualities that can be added to a custom weapon without needing a ‘shift/step’ are those from its Model and all lower models as the lists are accumulative.
The maximum number of qualities a custom weapon can have is equal to the builder’s proficiency bonus, with the one exception that finesse is excluded from this limit. Finesse can be added freely to any custom melee weapon of Model B or higher.
For each weapon value (like damage, qualities, range) less than the initial model, the cost to craft it is reduced by 5 gold
Costs 10 gold per day of crafting. This daily cost is increased by 5 for every model step above A.
(Default total costs: A → 10gp, B → 30gp, C → 60gp, D → 100gp, E → 150gp, F → 210gp)

Removed Intelligence bonus from Custom crafting and made it dependent only on Proficiency Bonus.
Melee Custom Weapons Table
Model   Minimum      Time      Minimum     Base    Base    Possible Modifications
        Proficiency  Required  Technology  Damage  Weight  and Qualities
                               Resources
A       +1           1 day     2           1d8     1 lb.   Collapsible, thrown (20/60)
B       +2           2 days    4           1d10    2 lbs.  Bleeder, finesse*, light*
C       +3           3 days    8           1d12    3 lbs.  Reach, versatile^, thrown(30/120), Shock
D       +4           4 days    12          2d6     4 lbs.  Sheer, telescopic
E       +5           5 days    16          3d4     5 lbs.  Insulated, thrown (40/160)
F       +6           6 days    20          2d8     6 lbs.  boomerang@
Elite   Special      7 days    21          2d10    7 lbs.  Metaweapon>, thrown (50/200)

Custom-built weapons with the two-handed qualities deal one additional damage dice step to a maximum of 2d12 as a Two-handed Elite. The exception to this maximum is for custom-built melee weapons that are two-handed and designed with a custom-built weapons class feature to increase the damage value to 4d6.
Note that Two-handed increased the damage by one step, so having both qualities increases the damage by two steps. Heavy weapons weigh 50% more than default.
* Finesse and light weapons cannot also have the heavy, versatile, or two-handed quality or deal more than 2d8 damage (2d10 with class features) The Light weapon quality does not increase the base weight and instead reduces total weapon weight by 50% (rounded down), and Finesse allows Dexterity to be used instead of Strength. Finesse also does not count against the maximum number of qualities that may be on a custom weapon of Model B or higher when creating the weapon.
^ Versatile weapons deal their normal damage with one hand and the next step of damage dice when wielded with two hands.
> Custom weapons with the Metaweapon quality requires a Meta Cartridge which will expend one charge for each round in which the weapon is utilized, regardless of the number of attacks during that round, before being drained and needing to be swapped out as part of the attack so long as another Cartridge is available. If integrated into a mechaframe it recharges at the same rate as an energy ranged weapon. (1 charge per minute.)
@Boomerang weapons also require the thrown property and return to the wielder in time for the wielder to keep attacking with the weapon.

Ranged Custom Weapons Table
Model   Minimum      Time      Minimum     Base       Range     Base    Possible Modifications
        Proficiency  Required  Technology  Damage               Weight  and Qualities
                               Resources
A       +1           1 day     2           2d6 (1d10) 60/240    1 lb.   Light* [3], Collapsible [3]
B       +2           2 days    4           3d4 (1d12) 80/320    2 lbs.  Launcher [6]
C       +3           3 days    8           2d8 (2d6)  100/400   3 lbs.  Bleeder [8], Line [10], Cone [11]
D       +4           4 days    12          4d4 (3d4)  150/600   4 lbs.  Shock [12], Metaweapon [13], Increased Ammunition [14], Bullet Spray [15]
E       +5           5 days    16          2d10 (2d8) 200/800   5 lbs.  Insulated [16], Splash effect (10ft square) [18], Autofire [19]
F       +6           6 days    20          2d12 (4d4) 250/1,000 6 lbs.  Silenced [20], splash effect (15ft square) [21]
Elite  Special       7 days    21          3d8 (2d10) 400/1,600 7 lbs.  Splash effect (20ft square) [24]

Custom-built weapons with the slow-firing or two-handed quality deal one additional damage dice step each to a maximum of 4d6 (2d12 if energy) if slow-firing or two-handed and 7d4 (3d8 if energy) if both. The singular exception to this maximum is for custom-built ranged weapon made by using a custom-built weapons class feature that are slow-firing, two-handed, and designed to increase the damage value to 3d10 (4d6 if energy). (‘Elite Plus’ base range is 500/2,000 when the class feature increases range.)
# Default damage type for any Model is either any of the Physical damage types or a split between any two physical damage types. Custom weapons that by default deal non-physical damage uses the damage dice listed in () and require an additional +2 to the Minimum Technology Resource and may only do Fire or Acid damage if the TR level applied in making them is less than 12. All modifications or qualities require a fixed Minimum Technology Level listed within []. Since modifications/qualities have a fixed Minimum Technology Resource, each ‘reduction’ of Required Technology Resource decreased this number by 4. The minimum Technology Resource to craft a custom weapon is the greater of the Technology Resource for the damage based on model and type and the highest requirement for a quality/modification.
Custom ranged Weapons with the two-handed property have their damage upped by one step and +50% longer effective/long ranges while increasing the weight by 50% (rounded up).

Custom-built weapons that deal bludgeoning and/or piercing damage use regular bullets but depending on a weapon’s modifications, it may require different cartridges, slugs, or even missiles. You may craft 2 gold pieces worth of ammunition for each level you possess over the course of a short rest as you maintain your weapons.
Fire weapons use flasks of alchemist fire that holds 25 shots per flask costing 50gp.
Acid weapons use vials of acid that hold 25 shots per vial costing 25gp.
Meta weapons use Meta Cartridges (of Meta Packs if two-handed).
Piercing weapons that deal only piercing damage may also fire Needle Rounds (this does not change the amount of damage they deal).
Shock weapons use taser cartridges (as above).
Splash weapons use ammunition that costs 3 gold per point of damage (calculated using the weapons average damage output before modifiers). For example, a splash weapon that deals 1d12 damage has ammunition that costs 18 gold per shot and if it dealt 4d4 damage its ammunition costs 30 gold per shot.
Slashing weapons use razor discs.

New Feat:
Mechaframe Expert
Requirement: This feat may not be taken by a Mechanic or a Nuclear Knight.
You learn how to incorporate a few modifications into a Basic Mechaframe and can now customize and maintain a Basic Mechaframe with a number of mechaframe modification points equal to one half your proficiency bonus rounded down, furthermore you have +1 AC while wearing a mechaframe and can now mount a single two-handed weapon onto a special subarm attached to the backpack of your mechaframe that will help you aim and reload the weapon. Using this weapon still requires a single free hand. This modification cost 1 mechaframe point.

This message was last edited by the player at 04:16, Fri 19 Jan 2018.

Wastelands Narrator
 Narrator, 2 posts
 For the D&D 5e
 Wastelands Campaign
Fri 19 Jan 2018
at 03:52
Wasteland Campaign House Rules and Edits
Mechanic
CLASS FEATURES
As a mechanic, you gain the following class features.

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

Proficiencies
Armor: Light armor, medium armor, heavy armor, and shields
Weapons: Simple weapons and martial weapons
Tools: technologist’s kit, mechanic’s kit
Saving Throws: Constitution, Intelligence
Skills: You gain proficiency in Technology. Choose two from Athletics, Investigation, Perception, and Science.

Equipment
You begin play with the following equipment, in addition to any gear acquired through your background.
    • (a) wrench that can also be used as a club or (b) a hammer that can also be used as a maul
    • (a) an auto slingshot and 15 bullets or (b) a heavy crossbow and 20 bolts
    • a mechaframe
    • a mechanic’s kit
    • an (a) explorer’s pack or (b) scavenger’s pack

Table: Mechanic
Level Proficiency Bonus Mechaframe Points Features
1st +2 2 points Integrated Targeting System, Mechaframe, Mechaframe Points
2nd  +2 3 points Radio Transmitter, Security Countermeasures
3rd +2 3 points Mechanical Aptitude, Technological Tricks, Primitive Drones
4th +2 4 points Ability Score Increase
5th +3 5 points Extra Attack
6th +3 6 points Genius Mechanic, Weapon Mechanic
7th +3 6 points Enhanced Sensors
8th +3 7 points Ability Score Increase
9th  +4 8 points Mechanical Aptitude
10th +4 9 points Mechaframe Mastery, Nutrient Monitor
11th +4 9 points Extra Attack (2), Primitive Drone
12th  +4 10 points Ability Score Increase
13th +5 11 points Augmented Sensors
14th +5 12 points Sacrifice the Rig
15th +5 12 points Mechanical Aptitude
16th +5 13 points Ability Score Increase
17th +6 14 points Innate Resistance
18th +6 15 points Augmented Sensors
19th +6 15 points Ability Score Increase
20th +6 16 points Mechaframe Master
Multiclassing Prerequisites: Constitution 13, Intelligence 13

**********SIDEBAR
Mechaframe (1,400 gold, weight 60 lbs). A mechaframe is a harness apparatus that fits over a humanoid’s torso and limbs, functioning as a suit of medium armor. Donning or removing a mechaframe provokes opportunity attacks and takes 3 consecutive rounds. Mechaframes are usually powered from the wearer’s ambient body heat and surrounding environment. While wearing a mechaframe, a creature gains the following bonuses:
    • the wearer’s AC becomes 16.
    • the wearer’s Strength score increases by 2. (This allows Strength to reach a maximum of 22.)
    • the wearer is able to jump as far as 15 feet horizontally or 10 feet vertically without the need for a check (these distances are added to the distances that result from any jump checks).
    • the wearer reduces all falling damage by an amount equal to double their proficiency bonus. (This amount is further increased for specialized mechaframes.)
    • the wearer’s unarmed strike damage changes to 1d6.
    • the wearer gains disadvantage on Stealth checks.
    • the amount of weight the wearer can carry doubles (the weight of the mechaframe does not count against the wearer’s carrying weight.)
**********END SIDEBAR

Integrated targeting system
Starting at level 1, with your first modifications to your mechaframe you can now add your Intelligence stat bonus to the damage inflicted by the mechaframe modifications that let enable an attack or Save with a ‘cantrip’.

Mechaframe
At 1st level, you salvage or build your own mechaframe. Over time you fit and customize this mechaframe to your specifications; unless specifically noted otherwise, you are considered to be repairing and working on your mechaframe during a long rest.

Mechaframe Points
At 1st level, a number of mechaframe points equal to your proficiency bonus to customize your mechaframe with modifications. Adding a modification to your mechaframe takes 1 day of work for each mechaframe point it costs. You gain additional mechaframe points at 2nd level and every even level thereafter, you gain an additional mechaframe point. When your proficiency bonus increases you also gain a mechaframe point. Only you are able to effectively use modifications that are not passive. Each time you gain a level in mechanic you may change the modifications on your mechaframe.

Radio Transmitter
Beginning at 2nd level, you incorporate gadgetry into your mechaframe that turn the entire suit into a radio transmitter. You are capable of receiving any radio waves in your area and are able to transmit your own radio waves to a distance equal to 200 feet per mechanic level.

Security Countermeasures
Starting at 2nd level, when any creature other than you is wearing your mechaframe the suit contorts painfully, rejecting the foreign user. At the beginning of its turn, the creature makes a Dexterity saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or takes 1d4 points of bludgeoning damage. In addition, the creature is at disadvantage to all checks while wearing your mechaframe.
A creature made identical to you because of a polymorph effect is able to fool your mechaframe, but there is no other way to do so.

Mechanical Aptitude
At 3rd level, you choose a mechanical aptitude: light specialization, medium specialization, or heavy specialization. The mechanical aptitude you choose grants you features at 3rd level, 9th level, and 15th level.

Primitive Drone
At 3rd level you can cast the find familiar spell as a ritual, summoning (i.e.: activating) a number of drones equal to half your proficiency modifier.  The drone familiars you create are constructs with the appearance and abilities of any of the animals listed under the spell, or drones with an appearance chosen by you. Drones that are not duplicating the appearance and abilities of an animal use the Homunculus stat block (without poison). As a construct, the drones do not need to eat, sleep, or breathe, and are immune to both poison damage and the poisoned condition. If you are able to cast spells, you cannot do so through a drone. Unlike normal familiars, these drones can make attacks as per the drone artistry feature in Hypercorps 2099 5e. At 7th level, you can swap out two drones for a single larger drone that is any animal no bigger than large size and ½ CR. (This lets you use drones for pack animals like Drone Riding or War Horses or Mules, etc...) At 11th level, you can swap also swap out 2 drones for an animal that is large or up to CR 1 or a Drone like the Cyber Ninja and Netjacker Rogue Archetypes per the Drone artistry archetype feature.
Your drones may not be dismissed as the spell. You may share senses with the drones or communicate with them while they remain within distance of your radio transmitter.

Technological Tricks
At 3rd level, you have managed to incorporate a few tricks into your mechaframe alongside the modifications. You start off with two technology charges, or tech points, that you can spend to activate a known technological trick. You gain a 3rd technology charge at 6th level, and at 9th level. You recover all spend technology charges after taking either a short or long rest.
You learn two different Technological Tricks at 3rd level, learn a third one at 6th level, and a fourth at 9th level. Any time you gain a level you can replace a single known trick with a new one as this represents changes in the daily work on your mechaframe.
The various Technological Tricks are:
Auto loader: Spend one tech point so that you may either use a slow-firing weapon twice this round, two separate slow-firing weapons once, or ignore the loading property of your integrated weapons so long as you have sufficient ammo to carry out the attacks. Add half your prof bonus to the to-hit.
Crusher Arms: On a hit with an integrated melee weapon, you may spend one tech point to ‘max out’ the base weapon damage and any extra damage resulting from mechaframe modifications. Add half your Proficiency bonus to the DMG roll as well. Starting at 11th level this enables maxed out damage on your next melee hit as well.
Tethered Weapon: Spend one tech point as you declare your attack and before making the attack roll. Add 25 feet of range to your integrated melee attacks this turn. Add half your proficiency bonus, round up, to-hit. One target hit by this ability, your choice, must make a strength save with a DC of 8 + your Intelligence Modifier + either your Strength or Dexterity Modifier + you proficiency bonus or be pulled into an unoccupied square adjacent to you.
Long-Ranged Targeting: Spend one tech point so that until the end of your turn, you ignore disadvantage due to attacking at long range and add half your proficiency bonus to your damage rolls.
Alpha Strike: Spend one tech point to simultaneously cast a number cantrips equal to the number of attacks you get as part of an action plus one as a single action. If you have multiple cantrips then you do not have to use the same cantrip for each casting. Each cantrip gets a bonus to damage equal to one-half your proficiency modifier rounded up.
Target Marking: When you damage a target with a cantrip, spend a tech point. Until the end of your next turn, you and each of your allies get advantage on the first attack made against the target. At 11th level, this increases to the first two attack rolls you and each of your allies make against the target. While marked, the target creature is unable to benefit from invisibility or concealment and suffers a penalty to AC and saves equal to one half of your proficiency bonus rounded up.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class.

Genius Mechanic
At 6th level, you gain the Genius Mechanic feat. (Can be ‘swapped out for Chain Master’ or possibly another feat.)

Weapon Mechanic
Starting at 6th level, you gain useful insight into how to make your own firearms. When you build a weapon, you are able to craft one weapon value (damage, qualities, range, or weight) as one model level lower or higher than normal. For example, a Model C-Pistol deals 2d8 bludgeoning and piercing damage, weighs 3 lbs., and has a range of 100/400, but this feature allows you to make its damage 4d4 piercing and slashing instead, or lower its weight to 2 lbs. You might also choose to add the line firing option to it!
Alternatively, you may instead treat the time required or minimum technology resources requirement as though it was one level lower, meaning you could craft the Model C-Pistol in 2 days or with only 4 Technology at your disposal. This weapon still costs the same amount of gold to craft as it normally would.
When you reach 10th level and again at 14th and 18th level, you may craft additional improvements one additional step higher or treat requirements as an additional step lower.

Enhanced Sensors
At 7th level, while wearing your mechaframe you have advantage on Perception checks based on sight or advantage on Perception checks based on sound.
In addition, you can overload your enhanced sensors to gain blindsight (range equal to 10 feet per mechanic level) for a number of rounds equal to your proficiency bonus. Afterward, this feature becomes inert and grants no bonuses until you finish a short rest.

Mechaframe Mastery
Beginning at 10th level, Light Specialization frames gain advantage on Acrobatics checks, Medium Specialization no longer has disadvantage on Stealth checks, and Heavy Specialization gains advantage on Athletic checks.

Nutrient Monitor
Beginning at 10th level, your mechaframe naturally draws in organic matter and water from the environment to sustain you. You only require half as much food and water as normal and you have advantage when making saving throws against dehydration or starvation.

Augmented Sensors
Starting at 13th level, you have improved your mechaframe’s sensors enough to continually provide 30ft blindsight, which will have its ranged boosted by 10ft per mechanic level and function as Truesight for a number of rounds equal to your proficiency bonus when you overload your sensors with Enhanced Sensors. Your sensors will also detect any sources of radiation, revealing their position and rad-levels, within 100ft per mechanic level. This will reveal invisible and ethereal creatures and objects that are radioactive or irradiated, however, it will not reveal an irradiated creature standing in a radioactive zone where the rad-levels between the creature and the zone are identical.
Starting at 18th level, your constant blindsight becomes 60ft and your radiation detection expands out to 200ft per mechanic level.

Sacrifice the Rig
Starting at 14th level, you can spend your reaction to turn a critical hit made against you into a regular hit. You may use this feature a number of times equal to your proficiency bonus before it damages your armor. Each time you use this feature after that, it damages one of your modifications (randomly determined).
Any modifications damaged this way are repaired when you finish a long rest.

Innate Resistance
Beginning at 17th level, you have advantage on saving throws against spells and other magical effects even when you are not wearing your mechaframe.

Mechaframe Master
When you reach 20th level you are able to sleep in your mechaframe without any discomfort. Any features that recharge on a long rest now recharge on a short rest, features that recharge on a short rest require 1 minute to recharge, and in the case of mechanics with light specialization, you may add up to 20 feet to horizontal jump checks and up to 10 feet to vertical jump checks.

Light Specialization
Being quick on your feet is important and you know it. You whittle down your mechaframe until it is an unencumbered suit of light armor that weighs 20 pounds. Your mechaframe single +2 bonus defaults to Dexterity but can be swapped to Intelligence, with the boosted stat’s maximum being 22.
While wearing your mechaframe, your AC becomes 13 + your Dexterity modifier and you are not at disadvantage on Stealth checks and you now ignore difficult terrain. When you fall while wearing your mechaframe you further reduce any falling damage by an amount equal to three times your mechanic level.
Mobility Servos
Starting at 3rd level, while wearing your mechaframe your speed increases by 15 feet and you gain advantage on checks made to jump.
Finessed Fists
Starting at 3rd level, you may also use Dexterity for any unarmed strike you make with your mechaframe as if it had the finesse weapon quality.
Evasion
Beginning at 9th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage while wearing your mechaframe, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You also treat any Acrobatics check result of a 9 or less as a ten. You can now use Acrobatics instead of Athletics checks for determining the distance you can jump and always jump as if you had a running start.
Scrap Launcher
At 9th level, you save up the scrap you find and produce when maintaining your mechaframe and make use of it as ammunition for a holdout scrap launcher that can be fired as a bonus action. This ranged attack has a range of just 60ft and does 1d4 + Dexterity bonus + one half proficiency bonus (rounded down) slashing or piercing damage. Over a short rest, the damage type can be switched between slashing or piercing damage.
At 15th level, you can either make the launcher more accurate gaining a bonus to hit of half your proficiency bonus (rounded down) or an extra +1d6 energy damage with a short rest determining the type of energy damage (cold, fire, electricity, lightning, or thunder). Over a long rest, you can switch between the energy damage and the increased accuracy.
Ion Field Emitters
At 15th level, while wearing your mechaframe you gain advantage on saving throws against radiation and treat any radiation level at half value (round down, minimum 0; for example, radiation level 3 would be treated as radiation level 1). When you are damaged by fire or radiant damage, the first 2 points of damage are negated.

Medium Specialization
The basic design of the mechaframe has been tested by time and to add too much or take too much away would ruin it, instead, you optimize its performance. Your improvements to your mechaframe are seamless and integrated, truly honing its finest qualities.  Your mechaframe’s single +2 bonus can be to either Strength, Dexterity, or Intelligence, to a maximum of 22.
While wearing your mechaframe, your AC becomes 16 + half your stat modifier, to a maximum of +3, for whatever stat you receive the +2 bonus in (Maximum of +3 when you have a +6 bonus from having a 22 in your boosted stat). When you fall while wearing your mechaframe you further reduce any falling damage by an amount equal to four times your mechanic level. When you use your action to attack with either an integrated weapon or a ‘cantrip’ modification, you may spend a bonus action to make a single attack with an integrated weapon.
Close Quarters
Starting at 3rd level, when making weapon attacks with weapons incorporated into your mechaframe you score a critical hit on a roll of 19–20. This feature stacks with the sheer weapon quality.
Extra Modification
At 3rd level, you gain a single extra mechaframe modification point that must be either spent on a mounted ranged weapon, a sub-arm equipment mount, or a modification granting a cantrip.
Exceptional Radshielding
At 9th level, while wearing your mechaframe you gain immunity to radiation damage and the irradiated condition. Your mechaframe is substantial yet mobile enough that you are able to incorporate a refractive coating that grants you resistance to radiant damage.
 Variable Response
At 9th level, enemies provoke an attack as a reaction when they approach within 10ft although you can delay this response until the enemy comes within 5ft for non-reach melee weapons. This opportunity attack can only be carried out with a ranged or melee weapon integrated into one of the mechaframe’s arms.
Also whenever you gain an opportunity attack you may use your reaction to cast a cantrip your mechaframe is equipped with so long as the cantrip only targets the creature triggering the reaction.
Overdrive Stimulator
Beginning at 15th level, you can spend a reaction to activate an overdrive stimulator worked into your mechaframe. Once activated, you receive an additional action, movement, bonus action, and reaction that you must take before the end of the round (spending them during the turns of other creatures in the initiative order).
You must finish a short rest before you can use this feature again.

Heavy Specialization
Bigger is better and you firmly believe it, adding parts onto your mechaframe until it is a veritable tank that weighs 80 pounds or more. Your mechafame’s single +2 bonus remains Strength.

While wearing your mechaframe your AC becomes 19, you gain advantage on saving throws made to avoid the grappled and prone conditions. When you fall while wearing your mechaframe you further reduce any falling damage by an amount equal to five times your mechanic level.
Powerful Servos
Starting at 3rd level, attacks with integrated weapons, unarmed attacks,  or other mechaframe modifications, may treat damage rolls of 1 or 2, as 3. (See: Elemental Adept).
Old School Charging
Starting at 3rd level, when using an Action to attack, you may add the following benefits to a Melee single attack while still getting any Extra Attacks you posses. Before the melee attack, you move up to your speed towards a target that is at least 10 feet away from you. So long as each 5 feet worth of movement brings you closer to said target, and reaches the target you may take any path you choose. You may also make a Bull Rush in place of a melee attack. This attack gets an extra bonus equal to half of your proficiency bonus rounded down. At 5th level, this charge ignores difficult terrain and may dash for twice your speed and still make this attack, at the cost of any extra attacks. At 10th level, this charge may move up to twice your speed, or three times your speed if you dash. At 15th level, this charge may move up to three times your speed, or four times your speed if you dash. If you dash instead of move, you may only make the single attack.
Radiation Dynamo
At 9th level, while wearing your mechaframe you gain immunity to radiation damage and the irradiated condition. Your mechaframe now can passively stores up radiation energy while you rest, storing a number of rad-levels equal to twice your proficiency bonus after a short or long rest. These stored rad-levels can be expended as a free action on a hit augment either an integrated melee weapon attack, an integrated ranged weapon that targets a single creature, a cantrip that targets a single creature or an unarmed strike. You add an extra 1d6 radiant and fire damage per rad-level spent up to a half your proficiency bonus, round down, to a single attack.
Siege Mode
At 9th level, you improve your mechaframe’s AC to 20 and you may use 15ft of movement during a move action to ‘kneel’ which gives you advantage on any save or check to avoid forced movement and you double the normal range, to a maximum of the long range for ranged weapons and the maximum range of your cantrips. You also do double damage to structures and objects you hit. To protect you, your mechaframe will automatically leave this mode if you are attacked or targeted with a save effect before the start of your next turn. At the start of your next turn, your mechaframe automatically leaves this mode as a non-action. You can enter this mode as often as you desire and have the available movement for it.
Motorized Servos
At 15th level, while wearing your mechaframe you gain advantage to Strength saving throws and Dexterity saving throws. When you use the Dash action to move in a straight line, you can move triple the normal distance.

Mechaframe Modifications
You improve your mechaframe with custom modifications; at the GM’s discretion, certain parts and pieces of technology may need to be salvaged before you can add a modification. Modifications can only be used while you are wearing your mechaframe.
For modifications that require it, your spell attack is equal to your proficiency bonus + Intelligence modifier and your spell save DC is equal to 8 + your proficiency bonus + your Intelligence modifier. Spells cast via a mechaframe are immune to the effects of radiation.
Some modifications have a cumulative cost—the first rank in the modification costs the listed amount of mechaframe points, the second rank costs double, the third rank costs triple, and so on.
Mounted Weapons. There is no modification cost to mount a melee weapon onto your mechaframe’s arms but you are only able to mount one weapon on each. You cannot use a shield in the hand of an arm with a mounted weapon, and when using that hand to make ability checks or attack rolls with other weapons you are at disadvantage. Any mechaframe can mount simple or martial weapons with no properties or the light property, but other types of weapons you can mount vary depending on the type of mechaframe you wear. A mounted weapon cannot be disarmed.
Light. You are able to incorporate melee weapons with the finesse quality into your mechaframe.
Medium. You are able to incorporate non-heavy martial melee weapons into your mechaframe, but you cannot utilize the finesse quality while wielding them. (Basic frames count as medium frames for modification purposes.)
Heavy. You are able to incorporate any melee weapon into your mechaframe, but you cannot utilize the finesse quality while wielding them.


    • Armor Plating (Vehicles only, 1pt) Each point spent on this modification increases the AC of the vehicle by one.
    • Articulated Weapon (Free). You are able to use the hand of one arm that has a mounted weapon without issue, whether to utilize a shield or pick a lock. You can deploy and retract the weapon once a round as a free action.
    • Augmented Mobility Hydraulics (2 points; light or medium only) Your base speed increases by +15ft plus your leaping distances increase by +15 feet for vertical jump checks and +30 feet for horizontal jump checks.
    • Corrosive Jet (1 point). You are able to cast the acid splash cantrip without the need for components.
    • Cryo Spitter (1 point). You are able to cast the ray of frost cantrip without the need for components.
    • Defensive Countermeasures (1 point). Creatures that grapple you or swallow you take 1d8 piercing damage at the beginning of your turn. If you have energized gauntlets you may spend an extra mechaframe point on this modification to also deal your additional energy damage.
    • Energized Gauntlets (2 points; requires Enhanced Strikes). Your unarmed strikes or mounted melee weapons deal an additional 2d6 energy damage of one of the following types: acid, cold, fire, lightning, or radiant. You may change the type of energy damage you deal during a short rest.
    • Enhanced Strikes (1 point). Your unarmed strikes deal an additional 1d6 damage. This modification can only be taken once per two points of proficiency bonus, or part of, that you possess.
    • Flamethrower (1 point). You are able to cast the produce flame cantrip without the need for components.
    • Hard-Wired Reflexes (2 points; light or medium only, mutually exclusion with Reinforced Hydraulics and requires 10th level). While wearing your mechaframe you add your proficiency bonus to your Dexterity Saves and +2 to your initiative rolls.
    • Hermetically Sealed (1 point; medium or heavy only). You gain immunity to poison damage and the poisoned condition, and you are able to survive underwater or in space for 1 hour before running out of air.
    • High-Capacity Magnets (1 point). You can spend a bonus action to activate high-capacity magnets that are shielded from but worked into your armor. Once activated, your high-capacity magnets grant you advantage on any checks made to disarm a creature or resist being disarmed. Your high-capacity magnets deactivate after a number of rounds equal to your proficiency bonus. You must finish a short rest before you can use this feature again.
    • Incendiary Laser (1 point). You are able to cast the fire bolt cantrip without the need for components.
    • Irradioworld Transistor (2 points). You enhance your radio transmitter to resonate with the energies in Irradioworld. You do not require any checks in order to effect the Material Plane while there and your bonus to ability scores from the Irradiated attribute double (minimum +2).
    • Jet Boots (2 points, requires 4th level). You can spend a bonus action to activate jet thrusters worked into the legs and feet of your mechaframe. Once activated, you gain a fly speed of 40 feet. Your jet boots deactivate after a number of rounds equal to your proficiency bonus and cannot be reactivated again until after a number of minutes equal to your proficiency bonus.
    • Labor Mode (2 points). You have reinforced your mechaframe with hydraulics and pistons that make it as powerful as a construction vehicle. Activating or deactivating labor mode takes 1 minute. Once activated your weight limits increase (triple for light mechaframes, quadruple for medium mechaframes, and quintuple for heavy mechaframes). Your Strength modifier is added twice to melee weapon rolls, you cannot use any weapons with the finesse quality, and enemies gain advantage on attack rolls made against you.
    • Lightning Fist (1 point). You are able to cast the shocking grasp cantrip without the need for components.
    • Magic Detector (1 point). You are able to cast detect magic as though it were a cantrip without the need for components.
    • Mounted Ranged Weapon (1 point). You mount a single one-handed ranged weapon with the loading quality onto one of your mechaframe’s arms. A mounted energy-based weapon that has exhausted its shots regains uses at a rate of 1 per minute. You do not suffer disadvantage on ranged attack rolls due to adjacent enemies when attacking with your mounted ranged weapon.
    • Overcharged Capacitor (2 points, requires any one Cantrip modification) When you deal damage with a cantrip you treat any die roll of 1 as a 2. Additionally, when you cast the cantrip you can choose to overcharge it. When you overcharge the cantrip you roll double the amount of dice for damage. This does not increase static modifiers to damage or dice of damage gained from other sources, like with an aimed shot. After you overcharge a cantrip a number of times equal to your proficiency bonus, you must wait until you complete a short rest to overcharge another cantrip.
    • Painkiller Nodes (2 points, requires 4th level). You can spend a bonus action to activate desensitizing pins arrayed throughout the interior of your mechaframe. Once activated, you gain resistance to all types of damage (except for psychic and radiation) for a number of minutes equal to your proficiency bonus. Activating this ability again before finishing a long rest causes you to take one level of exhaustion (no saving throw).
    • Power Laser (1 point). You are able to cast the eldritch blast cantrip without the need for components.
    • Radiation Emitter (1 point). You are able to cast the radiation pulse (page @@) cantrip without the need for components.
    • Reactive Pistons (1 point). While wearing your mechaframe, you can spend your reaction to negate forced movement so long as you are standing on solid ground
    • Reinforced Hydraulics (2 points; medium and heavy only, mutually exclusion with Hard-Wired Reflexes and requires 10th level). While wearing your mechaframe, you add your proficiency bonus to your Strength Saves and your carrying and lifting capacity is treated as if your Strength score was five points higher than it actually is. (This increases your effective carrying capacity with your mechaframe by 150lbs.)
    • Sub-arm equipment mount (1 point) You add a sub-arm with integrated equipment to the backpack of your mechaframe which counts as a single hand towards holding the integrated object, this can allow you to have a hands-free one-handed item like a weapon or a shield, or act as one of the two hands needed to operate a two-handed weapon. For two-handed weapons, the ‘second hand’ must be one of your free hands able to operate that weapon and on its own the sub-arm merely counts as holding the two-handed weapon. Light and Medium mechaframes can have a maximum of one sub-arm equipment mount, while Heavy mechaframes can be equipped with two sub-arm equipment mounts. It is possible to change the equipment integrated into the sub-arm over a short rest.
    • Targeting HUD (2 points). These function as Sharp-Eye Goggles and doubles the range of any cantrips you can cast via modifications. You also ignore half and three-fourths cover for all attacks involving integrated weapons or cantrips. If you possess the Sharpshooter and/or Spell Sniper feats, then you add twice your attack stat modifier (Strength for thrown, Dex for ranged, and Int for cantrips/spells) to damage rolls. If you have the Aimed Shooting feat, then you deal an additional amount of damage equal to your proficiency bonus when you successfully hit with an aimed shot.
    • Weaponized Gauntlets (Free but requires Enhanced Strikes). Your unarmed strike damage type changes from bludgeoning to piercing or slashing. You can change this over a short rest.
    • Variant Power Source (1 point). Your mechaframe runs on hydraulics, pressurized gasses, or some other non-electrical means, making it immune to the effects of EM storms and electromagnetic attacks. A creature vulnerable to EM effects that is wearing a mechaframe with this modification gains immunity for 1d6 rounds and advantage on saving throws to resist EM effects after their immunity ends.

This message was last edited by the GM at 07:12, Fri 19 Jan 2018.

Wastelands Narrator
 Narrator, 3 posts
 For the D&D 5e
 Wastelands Campaign
Mon 24 Jun 2019
at 23:27
Current Statistics for the Hope Settlement
Hope Settlement

Invested Resources
Manpower: 14
(Alex, Retainer Goldie, Retainer Sam, Riardon Naïstacia, Lynza ƩѠ Naïstacia, 5 Shelter Survivors, and 4 Halfing Farmers)
Natural Resources: 12
(Clean Aquifer via Well in Settlement, Minerals from the Abandoned Mine, and Livestock from Halfling Settlement)
Technology Resources: 10
(Secured the functional Abandoned Mine and Hidden Experimental Laboratory equipment)

Attributes (Combined Total: 82)
Appeal (Natural Resources + Technology): 22
Necessities (Natural Resources): 10
Order(Manpower+Natural Resources): 26
Security (Manpower+Technology): 24 (With the +8 in bonuses roll 1d100+32 for settlement defense)

Follower Capacity: 8 with 1 Follower being skilled. This skilled follower is a Human Wizard (with the Technomagic Gloves feat) that runs the mine for the party while they are out adventuring
1 & 2 Retainer Goldie and Retainer Sam are from Pyrus' Background feature.
3 Alex, former Bandit that was recruited after being captured and well treated while followers 4 through 8 are unnamed atm.


Special Notes:
Radio Tower (200lbs, AC 16, 100hp, and 15-mile radio transmission range)
Disabled Shuttle (Disguised with scrap, rope, and tarps, Investigation DC 13 to reveal it is a shuttle.)
+ 1 Security roll checks when the settlement is attacked due to the Rigged Defenses as encampment area is enclosed off with a chain-link fence. Ramps and lower mine entrance are closed with scrap doors rigged with noise alarms. (+1 Security but only counts towards the defense of the settlement not its total attribute score.)
112 Irridated Awakened shrubs are growing and tamed around the settlement. They give the Settlement a +7 bonus on its d100 rolls when attacked by raiders or warlords. This serves as a 'thorn wall around the settlement'.
8 empty 55-gallon drums within settlement encampment.
5000-gallon Fuel Tank with 500 gallons of fuel in it. (Each Gallon has a trade value of 3sp)

This message was last edited by the player at 23:30, Mon 24 June.

Wastelands Narrator
 Narrator, 4 posts
 For the D&D 5e
 Wastelands Campaign
Mon 24 Jun 2019
at 23:29
Wastelands Party Information Summary
Ammunition Totals (Everyone can craft 2gp worth of ammo per short/long rest)
Katy: 23 Bullets (1gp/shot) with 2 of 4 in Beatup Shotgun and 5 of 5 Bullets in Gun, 20 of 20 shots for Laser Pistol with 1 spare laser battery (20 more shots)
Matthew: 14 Sling Stones (4cp/20 shots) with 4 of 4 in Autoslingshot; 14 Bullets (1gp/shot) with 1 of 1 in Hunting Rifle, 2 of 2 in Tazer with 2 extra tazer packs (4 more shots)
Mike: 100 Arrows (1gp/20 shots) for Longbow; 97 sling stones (4cp/20 shots) with 4 of 5 in Auto-Sling Turbo; 10 Bullets (1gp/shot)
Miku: 5 Sling Bullets (4cp/20 shots) with 1 of 5 in Autoslingshot; 10 Bullets (1gp/shot), 20 of 20 shots for Laser Pistol with 2 spare laser batteries ( more 40 shots)
Pryus: 40 Arrows (1gp/20 shots) for Longbow; 82 sling stones (4cp/20 shots) with 0 of 5 and 0 of 5 in the two Micro-Machine Slings; 10 Bullets (1gp/shot)
Samuel: 65 Needles (2gp/3shots) with 5 of 5 in Light Gauss Gun; 6 bullets
Sevro: 25 Bullets (1gp/shot) with 2 of 5 in Custom Sniper Rifle, 25 Acid Rounds (1gp/shot) with 25 of 25 shots in Custom Acid Rifle, 24 Fire Rounds (2gp/shot) with 24 of 25 shots in Custom Fire Pistol

Claimed Gear
2 pieces of chalk claimed by Katy
1 Laser Beam Pistol with extra Laser Cartridge (6lbs total, claimed by Katy)
1 Bulletproof vest claimed by Miku
1 Diguised Laser Pistol and 2 Laser Cartidges claimed by Miku
1 Fedora Hat claimed by Pyrus
2 Sharp-eye googles claimed by Sevro and Mike
2 Walkie Talkies claimed by Mike and Matthew
2 Badges claimed by Katy and Pyrus
1 Hand Tazer claimed by Matthew
1 Tazer with 2 extra Tazer Packs claimed by Matthew (4lbs total)
1 Flash Grenade - Claimed by Sevro
1 Bang Grenade - Claimed by Sevro
1 Frag Grenade - Claimed by Sevro
1 Beatup Shotgun claimed by Sevro (Sevro has left his bedroll and blanket on gravwagon)
1 Terrestrial Diagnosticator (150gp, 2lbs) claimed by Miku - Auto identify toxins, disease or poison, DC 10 Science or Medicine to determine species (even of a shapechanger) or the presence of a parasite (like a brain slug)
7 Improved Medisparys (0.25lbs each, one claimed by each party member)

Vehicles

Armored Truck  (160mph, Driver+7 Passengers, 1 Ton internal cargo capacity and can tow up to 2 additional Tons of cargo, AC 15, HP 300/300 Damage Threshold 20, Fuel Tank 40/40, Fuel Cost 5, Ramming Attack 5d10)
Armored Van Internal Cargo (0/2,000lbs)
Armored Van Towed Cargo (0/4,000lbs) - Needs something hooked up to tow cargo, The Gravwagon can be towed and counts as 1/20th of the weight placed on the Gravwagon against the total weight the Armored Van can tow.)

Unclaimed Looted Items on Gravwagon (A total of 1172.6lbs out of 2,000lbs of unclaimed gear on Gravwagon, claimed gear is not included in this weight.)
Keys to the Armored Truck
1 Slaarsh Brain Slug Corpse (0 days old)
6 doses of Combat Drugs (off gear grunts)
28 Bullets
1 Walkie Talkie
22 scimitars (25gp each, 66lbs, 3lbs each)
15 Light Crossbow with 160 bolts (25gp each, 75lbs total plus 8gp and 12lbs of bolts )
2 Radcards (45gp each)
200 crossbow bolts (30lbs, 1gp/10)
6 Heavy Crossbows (108lbs, 50gp each)
1 Longsword
1 Greatsword
1 Warhammer
5 HALE Tertiary Units (Distribute 1 to Matthew, Katy, Mike, and Pyrus to link up with Miku's HALE unit. Will have 1 left over.) 30gp and 0.5lb each)
2 knife (counts as a shortsword)
1 Breastplate (20lbs, 400gp)
1 chain shirt (50gp, 20 lbs)
3 Studded Leather uniforms (39lbs total, 135gp total)
9 Maces (36lbs total, 5gp each)
1 Tazer (3lbs total, 500gp total)
1 gaxian locator beacon (-lbs, 100gp)
32 leather armor (320lbs, 10gp each)
6 Rapiers (12lbs, 25gp each)
2 Auto-slingshots (10lbs total, 15gp each)
1 Bent pipe (functions as a mace) (4lb, 5gp)
5 Beatup Revolvers (30lbs total, 75gp each)
32 Iodine Pills (32gp)
2 Lead-lined Copper-mesh pouch (5.3gp, 6lbs)
3 Sets of Common Clothes (1.5gp, 9lbs)
19 Day's worth of Trail Rations (9.5gp, 38lbs)
7 waterskins (7cp, 7lbs))
2 Bullet Casings
4 Filtration Masks (40gp, 2lbs each) -Wearing one grants immunity to damage and conditions from gasses and vapors that are inhaled.
8 Batteries (1gp, 0.25lb each)
2 Flashlights (1gp, 0.5lb each) - Activating or deactivating a flashlight is a free action. When activated, a flashlight shines a bright light in an 80-foot cone and dim light in a 160-foot cone. Flashlights run on batteries, requiring one for every 2 hours of use.
2 Electric Lanterns (5gp, 1lb each) - An electric lantern casts a bright light in a 40-foot radius and dim light for an additional 40 feet. Once activated, it illuminates for 8 hours on the charge from one battery. As a bonus action, you can turn switch it to sleep mode, reducing the light to dim light in a 15-foot radius.
2 Medisprays (50gp, 0.25lbs each)
1 Geiger Counter (3gp, 0.25lbs) - Can detect radiation within 30ft by ticking and reveal the irradiated ability score of an item or creature it is pressed against.
1 Nightvision Goggles (250gp, 3lbs) - Grants 60ft darkvision with a bonus action to turn on/off. If exposed to a flash of bright light blinded for 1d4 rounds. Has an 8-hour charge and recharges spent time in sunlight at a rate of 2 hours for every hour of use.
1 Empowered Bonds (200gp, 6lbs) - Empowered bonds consist of two matching bracelets which lock together when a command word is spoken (a bonus action). Once activated, the bracelets pull together and give the wearer the grappled condition. Escaping empowered bonds requires a DC 23 Strength (Athletics) check (which leaves the bonds on) or a DC 25 Dexterity (Sleight of Hand check). Failure on either check results in a shock that inflicts 1d6 lightning damage. Placing empowered bonds on a creature with the incapacitated condition requires a bonus action while putting them on otherwise requires a successful opposed Strength (Athletics) check.
1 Laser Forge (50gp, 12 lbs) This compact steel device is composed of a complex array of framework emulating an anvil filled with small lenses that shoot superheated lasers onto a specific point into a central plate. A laser forge requires 4 hours of sunlight to recharge after '1 day' (8 hours) of use.
1 Wasteland Emergency Shelter (85gp, 66pounds) A two-person tent that is lead-lined and insulated with copper mesh to protect occupants from EM storms and RadStorms.
1 Hazmat Suit (300gp, 14lbs) - While wearing this bulky suit (which can only fit over light suits of armor), a creature suffers disadvantage to Dexterity and Charisma saves and checks, but gains immunity to poison damage and the poisoned condition from non-gas attacks. In addition, the wearer’s Irradiated ability score is immune to the effects of radiation (though not the fire damage the radiation might deal).
Disassembled Radio Tower (200lbs, AC 16, 100hp, and broadcast range of 15 miles) [No further checks necessary to assemble the tower]
Computer Terminal (15lbs)
Isomogrifier (40lbs)
30 Batteries (7.5lbs, total)
8 Light crossbows (40lbs, 25gp each)

Items left at Settlement:
None at the moment

This message was last edited by the player at 23:41, Mon 24 June.

Wastelands Narrator
 Narrator, 5 posts
 For the D&D 5e
 Wastelands Campaign
Mon 24 Jun 2019
at 23:40
Naïstacia's Current Merchant Inventory
Weapons and Armor Available (Price/unit)
1 Longbow (50gp)
2 Shortbow (25gp)
2 Crossbow, Light (25gp)
1 Crossbow, Heavy (50gp)
1 Disguised Laser Pistol (750gp)
1 Hunting Rifle (200gp)
1 Beatup Shotgun (150gp)
1 Hand Taser (100gp)
1 Razor Pistol (150gp)
1 Longsword (15gp)
3 Shortswords (30gp)
1 Flamethrower (250gp)
1 Molecular Whip (1000gp)
5 Autoslingshots (15gp)
1 Morningstar (15gp)
2 Mace (5gp)
2 Handaxe (5gp)
4 Daggers (2gp)
1 Light Hammer (2gp)
4 leather Armor (20gp)
5 Studded Leather (45gp)
2 Shields (10gp)
1 Splint Armor (200gp)
2 Sale mail (50gp)
Ammunition and Grenades available (Price/unit or price for each)
50 bullets (1gp)
100 Arrows (20 for 1gp)
100 Crossbow Bolts (20 for 1gp)
100 Sling bullets (20 for 4cp)
60 Razor Disc (2gp)
30 shots of Igniter Fluid (5gp)
5 Bang Grenades (20gp)
2 Concussion Grenades (60gp)
1 Flash Grenade (45gp)
2 Frag Grenades (65gp)
5 Gas/Smoke Grenades (15gp)
Other Stuff Available (Price/unit or price for each)
2 Medisprays (50gp)
40 batteries (1gp)
1 Bulletproof vest (250gp)
50 Iodine pills (1 gp)
2 Walkie-Talkie (20gp)
2 Geiger Counters (3gp)
2 Radcards (No exposure) (45gp)
2 Flashlight(1gp)
2 Electric Lantern (5gp)
2 Sharp-eye Goggles (150gp)
1lb C-4 Explosive (50gp/ounce)
20 sets of Traveler’s Clothing (2gp)
1 Nightvision Goggles (250gp)
1 Lead-lined Common Clothes (12.5gp )
10 Bedrolls (1gp)
30 Days worth of Trail Rations (5sp)
3 Filtration Mask (40gp)
2 Rebreathers (200gp)
6 Rebreather Filters (50gp)
4 Hunting Traps (5gp)
5 Whetstones (1cp)
5 Bars of Soap (2cp)
5 Candles (1cp)
48 Pieces of Chalk (1cp)
200ft Silk Rope (50ft for 10gp)
500ft Hempen Role (50ft for 1gp)
2 Tents, two-person (2gp)
2 Wasteland Emergency Shelters (86gp)
5 Lead-lined Copper-mesh sacks (2.24gp)
4 Waterskins (2sp)
1 Lead-lined Copper-mesh chest (108.75gp)
1 Copper-mesh pouch (0.65gp)
Any liquids from an Alchemical Jug (Varies: Options are: Acid, Basic Poison, Beer, Honey, Mayonnaise, Oil, Vinegar, Water, Salt, Wine)