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Fallout Bestiary (Long)

 
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Aki
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PostPosted: Mon Oct 31, 2011 6:47 am    Post subject: Fallout Bestiary (Long) Reply with quote

Ok, here goes. I'm only about 1/3rd of the way through this and its looking great for a first draft. I've tested out some of the creatures already. Need help on tightening up the rule implementations on some of these.


Brahmin, Bull
Two headed mutant cattle. The cattle are rather inoffensive. The bulls, not so much.
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d4, Notice d6
Pace: 7; Parry: 4; Toughness: 12
Special Abilities
  • Horns: Str+d6
  • Multiattack: As a brahmin has two heads, each can take a gore action seperately without penalty.
  • Gore: Bulls charge to gore their opponents with their horns. If they can move at least 6" before attacking they gain a +4 to their damage total.
  • Size +2: Brahmin are large creatures

Radscorpion
Radscorpions are mutants from the North American Emperor Scorpion. Though their ancestors where indigenous to the western deserts they where a popular pet store pet and can be found pretty much anywhere in the wastes.
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+3, Vigor d10
Skills: Fighting d8, Notice d4
Pace: 4; Parry: 6; Toughness: 11 (4)
Special Abilities

  • Armor Hide: +4 to armor from their thick exoskeleton.
  • Pincer Claws: Str+d6
  • Stinger: A radscorpion cannot stab with the tail stinger on a round it has moved. Str+d4 and Paralysis Poison


Radscorpion, Giant
They get bigger and meaner
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d10, Notice d6
Pace: 4; Parry: 7; Toughness: 13 (6)
Special Abilities
  • Armor Hide: +6 to armor from their thick exoskeleton.
  • Pincer Claws: Str+d8
  • Hardy: This creature does not take a wound from a shaken result while shaken.
  • Stinger: A radscorpion cannot stab with the tail stinger on a round it has moved. Str+d6 and Paralysis Poison (-2)
  • Large: Man sized creatures have a +2 to hit this creature.


Radscorpion, Albino
Without doubt one of the most feared denizens of the wastes. Even the most jaded of legendary heroes think twice about taking on these creatures without the aid of a small tank.
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+7, Vigor d12+2
Skills: Fighting d12, Notice d6
Pace: 6; Parry: 8; Toughness: 15 (8)
Special Abilities
  • Armor Hide: +8 to armor from their thick exoskeleton.
  • Pincer Claws: Str+d10
  • Hardy: This creature does not take a wound from a shaken result while shaken.
  • Stinger: A radscorpion cannot stab with the tail stinger on a round it has moved. Str+d8 and Paralysis Poison (-4).
  • Powered by Sunlight: When in direct sunlight an albino radscorpion has a +1 to all actions and each hour it recovers a wound.
  • Huge: Man sized creatures have a +2 to hit this creature.


Ant, Giant Worker
Giant ants are a problem throughout the wastes. About the size of a large dog with a nasty bite. Worker ants do most of the work of the colony.
Attributes: Agility d8, Smarts d4 (A), Spirit d4, Strength d12, Vigor d6
Skills: Fighting d4, Notice d4, Stealth d4
Pace: 4; Parry: 4; Toughness: 5
Special Abilities
  • Bite: Str
  • Frenzy: Damage to an ant's antenna sends them berserk as per the edge.


Ant, Giant Soldier
Larger, faster tougher guardians of the colony
Attributes: Agility d8, Smarts d4 (A), Spirit d4, Strength d12+2, Vigor d10
Skills: Fighting d8, Notice d6, Stealth d6
Pace: 6; Parry: 6; Toughness: 9 (1)
Special Abilities
  • Bite: Str+d4
  • Hardened exoskeleton: +1 Armor
  • Frenzy: Damage to an ant's antenna sends them berserk as per the edge.


Ant, Giant Queen
While hardly mobile, the queen is well guarded by her colony as her death spells the doom of all other members of the group. A giant ant queen has wings but cannot fly.
Attributes: Agility d4, Smarts d8 (A), Spirit d8, Strength d12+4, Vigor d12
Skills: Fighting d8, Notice d8, Stealth d6, Shooting d8
Pace: 6; Parry: 6; Toughness: 10 (4)
Special Abilities
  • Bite: Str+d8
  • Hardy: This creature doesn't take a wound while shaken from a shaken result.
  • Hardened exoskeleton: +1 Armor
  • Frenzy: Damage to an ant's antenna sends them berserk as per the edge.
  • Rally the Colony: When the queen buzzes her wings all other ants respond by attacking the threat as if berserk and gain a +1 bonus to all their rolls.
  • Acid Spit: 2d6 Range 5/10/20
  • Large: Man sized creatures have a +2 to hit this creature.


Bloatfly
A common pest of the wastes, it is unknown why they, unlike other insects, didn't mutate to something bigger.
Attributes: Agility d8, Smarts d4 (A), Spirit d4, Strength d4, Vigor d6
Skills: Fighting d4, Notice d6, Stealth d6, Shooting d6
Pace: 8 (Fly); Parry: 6; Toughness: 10 (4)
Special Abilities
  • Bite: Str
  • Larval Shot: d4 Range 10/20/40. Poison (sleep) +2
  • Small: Attackers subtract 2 from their attacks to hit.


Glowfly
Essentially giant fireflies - their incandescant underbellies light up an area around 30'. The glow remains 6 hours after their death - some enterprising wastelanders use them as torches.
Attributes: Agility d6, Smarts d4 (A), Spirit d4, Strength d4, Vigor d4
Skills: Fighting d4, Notice d6, Stealth d6, Shooting d6
Pace: 8 (Fly); Parry: 6; Toughness: 10 (4)
Special Abilities
  • Contact Burn: 2d6
  • Small: Attackers subtract 2 from their attacks to hit.


Skoonk
Descended from the common skunk, the skoonk is as big as a horse and has the ability to project an poisonous spray from glands near it's anus.
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Stealth d6
Pace: 9; Parry: 5; Toughness: 4
Special Abilities
  • Bite: Str+d4.
  • Super Stench: Cone template. Poison -2 (Nausea). All in the cone make a vigor check . Failure - Shaken for 1d4 minutes, Success Shaken 1d4 rounds, Raise: Fatigue. Character with a gas mask are immune, and an improvised gas mask grants a +4 to the check.


Mole rat
Breed as an invasive species to use against the Chinese in the great war, these creatures escaped and mutated to huge size during the war. They are a common and obnoxious pest.
Attributes: Agility d4, Smarts d4 (A), Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d6
Pace: 4; Parry: 5; Toughness: 5
Special Abilities

  • Bite: Str+d8.
  • Claws: Str+d4
  • Hardy: A shaken mole rat doesn't take a wound on a shaken result.


Naga
Intelligent and extremely large mutated rattlesnakes.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d10, Notice d8, Stealth d8, Intimidation d8
Pace: 4; Parry: 7; Toughness: 7
Special Abilities
  • Bite: Str+d6.
  • Fear -2: Anyone who sees a Naga must make a fear check at a -2.
  • Poison (-2): Lethal.


Super Mutant
Extremely large and powerful mutated humans, products of the Forced Evolutionary Virus. They are much taller, bulkier and muscular than pure strain humans and are gifted with superhuman strength and endurance. The gear given below is for the typical super mutant soldier
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d8, Intimidation d8, Notice d4, Shooting d6
Pace: 7; Parry: 6; Toughness: 12
Typical Gear:
  • Sledgehammer: Str+d8, AP 2, Parry -1
  • M2 Browning .50 cal: Range 50/100/200, 2d10 ROF 3, AP 2. A super mutant is large enough to use this gun like humans use an assault rifle.


Special Abilities
  • Sweep: May attack all adjacent creatures at a -2.


Super Mutant Behemoth
Towering at 12' to 15' tall, Behemoths are thankfully fairly rare.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+6, Vigor d12+2
Skills: Fighting d10, Intimidation d10, Notice d4
Pace: 8; Parry: 6; Toughness: 12
Typical Gear:
  • Telephone Pole: Str+2d12, AP 4, Parry -1


Special Abilities
  • Sweep: May attack all adjacent creatures at a -2.
  • Wounds 3: It takes 3 wounds to kill a Behemoth even if they AREN'T a wild card.
  • Hardy: A shaken result will not wound a shaken Behemoth.
  • Shrug it off: A shaken Behemoth automatically unshakes at the start of its turn.
  • Large: Attackers have a +2 to hit a behemoth.


Super Mutant Gargantuan
Dwarfing almost everything else in the wastes are the super mutant Gargantuans at 20' to 25' tall.
Attributes: Agility d4, Smarts d4, Spirit d8, Strength d12+9, Vigor d12+6
Skills: Fighting d12+2, Intimidation d12, Notice d4
Pace: 8; Parry: 6; Toughness: 20 (10)
Special Abilities

  • Improved Sweep: May attack all adjacent creatures.
  • Wounds 3: It takes 3 wounds to kill a Gargantuan even if they AREN'T a wild card.
  • Hardy: A shaken result will not wound a shaken Behemoth.
  • Shrug it off: A shaken Behemoth automatically unshakes at the start of its turn.
  • Armor 10: The skin of a Gargantuan acts as armor, making hurting it with non armor piercing weapons almost impossible.
  • Huge: Attackers have a +4 to hit this creature.


Death Claw
Without doubt the most feared creature in the wastes, these creatures are mutated from Jackson's Chameleon through extensive use of genetic engineering and FEV before the war. Thankfully they have lost their color changing ability during this process as they are quite dangerous enough.
Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+6, Vigor d12+2
Skills: Fighting d12+4, Intimidation d12, Notice d10, Stealth d8
Pace: 10; Parry: 12; Toughness: 16

Special Abilities
  • Improved Sweep: May attack all adjacent creatures.
  • Quick: A death claw discards any initiative deal 5 or lower.
  • Improved Counter Attack: Once a round a Deathclaw can attack a foe who fails a melee attack against the deathclaw.
  • Improved First Strike: The death claw may, once a round, attack a foe that approaches it unless shaken or unaware.
  • Improved Frenzy: The death claw may make an extra fighting attack each round.
  • Claws: Str+d12 AP 4.
  • Shrug it off: A shaken death claw automatically unshakes at the start of its turn.
  • Hardy: A shaken result will not wound a shaken death claw.


Death Claw Matriarch
As if the standard death claws aren't bad enough, the matriarchs are much, much worse..
Attributes: Agility d12, Smarts d8, Spirit d10, Strength d12+6, Vigor d12+2
Skills: Fighting d12+4, Intimidation d12, Notice d10, Stealth d8
Pace: 10; Parry: 12; Toughness: 20

Special Abilities
  • Improved Sweep: May attack all adjacent creatures.
  • Level Headed, Quick: A death claw matriarch draws 2 initiative cards and takes the better of the two. If both where 5 or lower they then keep drawing until they have an initiative higher than 5.
  • Supreme Counter Attack: Twice a round a Deathclaw matriarch can attack a foe who fails a melee attack against the deathclaw.
  • Supreme First Strike: The death claw may, twice a round, attack a foe that approaches it unless shaken or unaware.
  • Supreme Frenzy: The death claw matriarch makes 3 attacks a round.
  • Claws: Str+2d12 AP 8.
  • Shrug it off: A shaken death claw automatically unshakes at the start of its turn.
  • Hardy: A shaken result will not wound a shaken death claw.



I have more done, but that's enough for now.
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chitownroy
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PostPosted: Mon Oct 31, 2011 5:37 pm    Post subject: Reply with quote

Looking good so far.
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SlasherEpoch
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PostPosted: Mon Oct 31, 2011 6:01 pm    Post subject: Reply with quote

I think the Strength and Vigor of Radscorpions, Super Mutants, and Deathclaws are outrageously high.
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ValhallaGH
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PostPosted: Mon Oct 31, 2011 7:09 pm    Post subject: Reply with quote

SlasherEpoch wrote:
I think the Strength and Vigor of Radscorpions, Super Mutants, and Deathclaws are outrageously high.

Agreed (for once Confused ).

For Super-Mutants, just use the stock Orcs. Strong, tough, and mean enough to mess up anyone but not so awesome that they can't be killed by a strong man with a combat knife (or a mean left hook).
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Aki
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PostPosted: Tue Nov 01, 2011 8:21 am    Post subject: Reply with quote

ValhallaGH wrote:
SlasherEpoch wrote:
I think the Strength and Vigor of Radscorpions, Super Mutants, and Deathclaws are outrageously high.

Agreed (for once Confused ).

For Super-Mutants, just use the stock Orcs.


"Just use stock X" gets to be a tiresome dismissive around here that is hurled out so quickly and thoughtlessly that, in this case, you overlooked that they are essentially stock ogres. There is some merit to the argument - I just used the bear entry for the yao guai and dogs are unchanged except for gaining extra rad resistance (which seems to be an in joke in the Fallout universe that dogs just don't mutate with radiation). The Brahmin is a stock bull except for the 2 heads note. But that doesn't mean "use stock" is going to applicable most of the time. They make for good starting points but they aren't the end all be all.

As for the strength and vigor of the radscorpions and deathclaws - those things are almost impossible to take down in the game, especially the big specimens. Radscorpions started as a cross between Earth Elementals and snakes. By the time I got to death claws I felt comfortable stating something out without referencing an existing critter.

In any case those two in particular have a fearsome reputation from the game to uphold. Even if you're legendary, getting into hand to hand with a deathclaw matriarch is almost certain death as written - I know that. I didn't write these up to be easy kills. You gotta use the Fat man on something when you get one. Very Happy

(Fat man - 5d12 AP 100 large blast radius)

I will be at least starting with stock where it makes sense. Feral Ghouls start off as zombies for example.

Finally, what would be a reasonable strength and vigor for the death claw and radscorpions in your opinions?
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ValhallaGH
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PostPosted: Tue Nov 01, 2011 9:54 am    Post subject: Reply with quote

Aki wrote:
"Just use stock X" gets to be a tiresome dismissive around here that is hurled out so quickly and thoughtlessly that, in this case, you overlooked that they are essentially stock ogres.

Which is too good for super-mutants. They're strong and tough, but they aren't that strong and tough.
Given that a soldier is d6 in physical attributes and d6 in combat skills, the Savage Worlds stock Orc is almost perfect for super-mutants. Bigger and stronger than a human? Check (size +1, strength & vigor +1; you can even give them +1 armor for their tough skins, making them equivalent toughness to armored troops). Nearly immune to disease, poison, and radiation? Just add in the +4 to resist all negative environmental effects. Still killed by an assault rifle bullet to the head? Check (2d8+4 => 14 damage = 1 wound, which Incapacitates an extra).

I'm not being dismissive, I am merely saying that (in my informed and considered opinion) you're setting the relative power of the critters way too high.
Quote:
Finally, what would be a reasonable strength and vigor for the death claw and radscorpions in your opinions?

Which radscorps? The dog-sized ones I can kill with a 10mm pistol? d8 Strength (+d6 claw), d6 Vigor. The ones bigger than a brahmin? d10 Strength (+d8 claw), d8 Vigor.
Death claws, I'd peg an average strength of d12, with claws that do d8, AP 4. d12+d8 that completely ignores kevlar with inserts, almost bypasses the IBS, and nearly halves the effectiveness of power armor - average damage 12, which incapacitates a normal guy in anything less than power armor, and leaves him Shaken - that will get you the source-material appropriate deadliness.
Defensively, I'd probably go with a Size +2 or +3 (depends on if you see them a bear-sized or ogre-sized) and a Vigor of d10. With Armor 4 (Death claw hide is remarkably tough). Typical toughness of 13 (4) - enough to still go down to a well-placed rifle round but tough enough to seem invincible, especially with a good Stealth skill (they are hit-and-run predators that have very rarely been seen).
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SlasherEpoch
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PostPosted: Tue Nov 01, 2011 11:40 am    Post subject: Reply with quote

I'd start Super Mutants around d10 both Str and Vg for the most part - they're far stronger and tougher than a normal human, and their Size of +1 to +2 makes them difficult to put down plus gives them the reach/leverage to operate large weapons one handed. However, they're not immortal superbeings.

Yeah, they're tough in the game, but the Fallout games have to worry about providing level-appropriate challenges to the player. Savage Worlds characters get more Edges and Skills over time but they don't become quite as crazy-awesome as the Vault Dweller or Courier do.

So yeah, I think the base Super Mutant is around d10 Strength and Vigor, and they're dangerous because they're organized, disciplined, and have extensive pre-war technology. A Deathclaw might have d12 Strength and deal d8 damage with claws and bite, and they're dangerous because they're fast as hell with a lot of Edges to back up their claws. Radscorpions probably cap at d8 or so Strength and Vigor, maybe d10 for unusually large specimens, and they're dangerous because there's a lot of them, plus they have that poison and armor.
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kronovan
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PostPosted: Tue Nov 01, 2011 11:47 am    Post subject: Reply with quote

Three words: "combat - ratings - formula"

You can find it on page 124 of SWD.
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Aki
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PostPosted: Tue Nov 01, 2011 12:45 pm    Post subject: Reply with quote

I'll think on it - but I was going to point that out as well in support of the argument that the super mutants should be pretty bad news. Going by the size of the model in the GECK they clock 8' tall - ogre sized.

But orc size would work for some super mutants. The thing is they come in two varities that are canon - east and west coast. The FO3 super mutants are definitely bigger and meaner than the ones out of mariposa. The super mutants the party will be encountering where bred in the Secret City and are the largest of the bunch other than the Behemoths and Gargantuans.
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Kakaze
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PostPosted: Tue Nov 01, 2011 5:06 pm    Post subject: Reply with quote

I was reading through the fallout bible the other day, and they mentioned that the raiders called the Vipers worship giant mutated Pit Vipers. Maybe your Naga should be renamed Pit Vipers. Just a thought.

As for Death Claws, the matriarchs and alphas should be able to take a few sniper rifle headshots before they die- it's pretty accurate to the game. I'm thinking dragon level toughness isn't a bad thing. Hell, only the Gauss Rifle can headshot kill them with sneak attack- which would be the drop plus headshot damage i'd say. 2d10 sniper rifle plus 8 damage plus a raise would consistently wound even a 20 toughness.
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Aki
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PostPosted: Tue Nov 01, 2011 5:36 pm    Post subject: Reply with quote

Rattlesnakes are pit vipers. So are copperheads, the other major venomous species of the area. Nagas are perforce also pit vipers, but that name refers to a group of snakes, not a specific snake. Nagas are also intelligent to the point of being able to read lips.

In any event, the Fallout Bible is mostly concerned with the soutwest. This game is set in the southeast, the Smokey Mountains and surrounding areas. There's significant differences going on here.
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Aki
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PostPosted: Tue Nov 01, 2011 10:51 pm    Post subject: Reply with quote

Continuing with three robots...


Robot, Eyebot
Developed by RobCo, when these things are found they are used as scouts and the Enclave tends to use them as propaganda instruments.

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: Notice d6, Shooting d6
Pace: 6; Parry: 5; Toughness: 7

Special Abilities
  • Laser: 2d6 15/30/60 ROF 1
  • Construct.
  • Self Destruct: When wounded an eyebot will explode in a medium burst template for 2d6 damage.


Robot, Mr. Handy
The mister Handy series of robots are named because of their large number of hands.

Attributes: Agility d8, Smarts d8, Spirit d4, Strength d8, Vigor d8
Skills: Notice d8, Fighting d4, Science d10
Pace: 4; Parry: 4; Toughness: 8
Special Abilities
  • Sawblade: Str+d8
  • Blowtorch: Cone template, 2d6
  • Construct
  • Multiaction: Mr Handy can perform one action for each limb without penalty.



Robot, Mr. Gutsy
Military version of the Mr. Handy series of robots, they have improved armor plating and heavier weapons.

Attributes: Agility d10, Smarts d6, Spirit d4, Strength d8, Vigor d10
Skills: Notice d10, Shooting d10, Stealth d6
Pace: 4; Parry: 4; Toughness: 8 (4)

Special Abilities
  • Multiaction: Mr. Gutsy can attack with each of it's three limbs without penalty on the same action
  • Limb Bash: Str + d8
  • Plasma Shot: 2d12 ROF 3, AP 15
  • Flamethrower: 2d10 cone
  • Plasma Grenade Launcher: 3d8 AP 5 30/60/120
  • Construct
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Aki
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PostPosted: Wed Nov 02, 2011 9:56 am    Post subject: Reply with quote

Typed up S'Lanter last night - they are a monster which hit the cutting room floor in Fallout 1. They are sentient racoons. I'm using goblin stats, except they have low-light vision instead of "infravision" and a claw attack of just Str + 1. Thoughts?
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ValhallaGH
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PostPosted: Thu Nov 03, 2011 8:15 am    Post subject: Reply with quote

Check the derived stats on your robots - they don't add up.

I do see your point about "East Coast" super-mutants, and the bigger size isn't unreasonable (thought I'd go with a Size +2 instead of +3; bear-sized instead of fantasy monster sized); I can even be persuaded by Slasher's d10 attribute position.

The s'lanter sound okay - though REALLY big for racoons. (If they're normal raccoon size then making them Size -2 is the way to go.)
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Aki
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PostPosted: Thu Nov 03, 2011 9:59 am    Post subject: Reply with quote

They stand 3' to 4' in height

http://fallout.wikia.com/wiki/S'Lanter

So size-wise they'll be ok.

I'm still holding out on Super Mutants for the moment. I might split them into Super Mutants (orc derived) and Super Mutant Brutes (ogre derived) but I'm hesitant about that because I honestly don't want any 'chump' super mutants running around - mainly because the moment there are any super mutants close to human power level someone is going to want to play one.

The robots all need work.
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ValhallaGH
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PostPosted: Thu Nov 03, 2011 2:34 pm    Post subject: Reply with quote

Aki wrote:
mainly because the moment there are any super mutants close to human power level someone is going to want to play one.

Heck, that happens anyway. Mr. Green

I still think that base Size +1 is the correct way to go. I can understand str/vig d10; I'd probably make all of Vault 87 mutants Brawny and call it "good enough", because it makes them larger, stronger, and tougher, without giving them room to be ridiculous.

Good luck.
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dragonus45
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PostPosted: Sun Nov 06, 2011 10:02 am    Post subject: Reply with quote

Whats too wrong with wanting to play a super mutant anyways, it seems like an interesting idea.
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Shadowdragon
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PostPosted: Tue Nov 08, 2011 1:52 pm    Post subject: Reply with quote

The Fantasy Companion has stats for a giant scorpion. It's Size +1 though, so if you bring it down to Size +0 it would look something like:

Attributes: Agility d8, Smarts d4(A), Spirit d8, Strength d12, Vigour d10
Skills: Climbing d6, Fighting d8, Intimidation d8, Notice d6, Stealth d8
Pace: 8; Parry: 6; Toughness: 10 (3)
Special Abilities:
• Armor +3: Chitinous skin.
• Grapple: A scorpion may grapple a foe with one or both pincers. If it uses both, each must make a successful opposed Strength roll. Escaping from a double grapple gives the prey a –4 penalty to his Strength roll to escape. A stinger attack against a grappled foe is made at +2, +4 if the victim is held in both pincers.
• Improved Frenzy: Giant scorpions may make 2 Fighting attacks with no multiaction penalty.
• Pincers: Str+d4.
• Poison: Venomous
• Stinger: Str+d6.

For giant radscorpions simply increase Size to +3 (about the size of a warhorse). That would make it's Strength d12+3, it's Toughness 13 (3), and maybe bump it's Vigour up to d12. It's poison should also be increased to Lethal. Albino radscorpions would then be about what, Size +6? So Strength d12+6, Toughness 16 (3), and Lethal poison at -2. anyway, that would be my take on them.

I also agree that super-mutants should be orcs with Brawny and immunity to radiation, poison, and disease.
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Aki
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Joined: 06 Dec 2010
Posts: 149

PostPosted: Tue Nov 08, 2011 2:01 pm    Post subject: Reply with quote

Giant Radscorpions are a bit bigger than a horse in FO3.. They about the size of two cars.

I don't have a fantasy companion or I would have used the giant scorpion stats for the standard issue radscorpion. May need to pick that up.
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greyseerco
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Joined: 27 Jan 2009
Posts: 246

PostPosted: Wed Nov 09, 2011 3:24 pm    Post subject: Reply with quote

Only comment about Mr Gutsy and Mr Handy Multiaction ability.

In the game the robot can only bring one weapon to bear at a time on a target. If you were agile enough you could dance in and out of a Mr Gutsy range of his flame thrower and he would switch back and forth with the Plasma and the Flamer, never getting a shot off.

So perhaps all attacks have to be at different valid targets.
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