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GURPS: FALLOUT - Fallout GURPS - Free

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Ghouls<br />

• Super Berserker [+15]<br />

Hyper-Strength (ST+3; costs 1 FP per second), Berserker (-12).<br />

• Tough Customer [+5]<br />

DR +4 (Tough Skin -40%), HP +4, Bad Temper (-12).<br />

• Bruiser [+8]<br />

DR+2 (Crushing damage only), HP+4, ST+2, DX-1.<br />

• Kamikaze [+0]<br />

Combat Reflexes, On The Edge (-12).<br />

• One Hander [+5]<br />

Using primary arm only +2 DX, using secondary arm only -1 DX,<br />

using both arms -1 DX.<br />

• Tough Luck [+5]<br />

Deadly Karma, Unluckiness.<br />

• Bloody Mess [+0]<br />

Frighteningly Gruesome Deaths for all kills. (Everyone who<br />

witnesses the character killing a living being larger than a rat<br />

must roll a fright check, including the character himself...).<br />

• Good Natured [+5]<br />

IQ+1, Sensitive, Charitable, Versatile.<br />

• Night Person [+0]<br />

Night Vision, -5 to Perception in bright daylight.<br />

• Fast Shot [+0]<br />

No called shots, Semi-auto ROF is at +(DX/8) (Does not affect<br />

melee or unarmed attacks).<br />

Ghouls are mutated humans, suffering from the effects of radioactive<br />

fallout combined with exposure to the forced evolutionary virus. Extremely<br />

ugly with zombie-like appearance, they look like decayed, dried up walking<br />

corpses. Despite their apparent physical frailty, ghouls are very long-lived<br />

and are highly radiation resistant by nature. (Majority of ghouls, especially<br />

most of the glowing ones, are non-sentient creatures, they have IQ scores<br />

of 7 or below, and are not suitable for player characters - a PC ghoul must<br />

have at least IQ 8.)<br />

Ghoul [+10 points]<br />

Attribute Adjustment: DX+1 [20]; ST-1 [-10].<br />

Secondary Characteristic Adjustment: Perception +2 [10]; Basic Move<br />

-2 [-10].<br />

Racial Advantages: Unaging [15]; Immune to Disease [15]; Regeneration<br />

(Slow) [10]; Temperature Tolerance +6 [6].<br />

Racial Disadvantages: Appearance -4 (Hideous) [-16]; Skinny [-5]; Racial<br />

Reputation (Mutant; -2 Reaction; Almost everyone; All the time) [-10];<br />

Social Stigma -3 (Mutant) [-15].<br />

<strong>Free</strong> Skills: Language (Native); Area Knowledge (at IQ; Home City). Most<br />

ancient Ghouls are literate.<br />

Racially Learned Skills and Skill Bonuses: Nil<br />

Features/Taboos: Sterile [0].<br />

Traits: A ghoul character may take maximum of two Advantage /<br />

Disadvantage packages which replace S.P.E.C.I.A.L. systems traits in<br />

<strong>GURPS</strong>. These can be taken in addition to normal Advs/Disadvs. Traits<br />

suitable for a ghoul are listed below:<br />

Robots<br />

• The Stench of Rotten Flesh [+0]<br />

5 yard radius, -1 to IQ and DX of everyone exposed. Gives -3 to<br />

all social reaction rolls.<br />

• Glowing One [+10]<br />

10,000 rads, x100 rad recovery rate, radiates 1 rad per hour to<br />

nearby people (unarmed attack also inflicts rads equal to the<br />

damage done), illuminates surroundings, no permanent lifetime<br />

rad history; Increased Life Support (Radioactive).<br />

• Frightening Looks [+5]<br />

Monstrous Appearance, Fright Checks at -3 upon seeing the<br />

character, also gives a +3 bonus for the Intimidation skill.<br />

• Light Frame [+5]<br />

DX +1. Heavy Enc max threshold is 8x ST.<br />

• Kamikaze [+0]<br />

Combat Reflexes, On The Edge (-12).<br />

• One Hander [+5]<br />

Primary arm +2 DX, Secondary arm -1 DX, Both arms -1 DX.<br />

• Strong Immune System [+2] (prerequisite HT11+)<br />

Immune to Disease, Fit, Cyber Rejection, Sterile.<br />

• Tough Luck [+5]<br />

Deadly Karma, Unluckiness.<br />

• Bloody Mess [+0]<br />

Frighteningly Gruesome Deaths for all kills. (Everyone who<br />

witnesses the character killing a living being larger than a rat<br />

must roll a fright check, including the character himself...).<br />

• Good Natured [+5]<br />

IQ+1, Sensitive, Charitable, Versatile.<br />

• Alert [+5]<br />

Hearing +5, Light Sleeper.<br />

• Night Person [+0]<br />

Night Vision, -5 to Perception in bright daylight.<br />

• Fast Shot [+0]<br />

No called shots, Semi-auto ROF is at +(DX/8) (Does not affect<br />

melee or unarmed attacks).<br />

• Trigger Happy [+10 or +5]<br />

Combat Reflexes, Automatic Reflexes L1 or L2 (L1 allows for an<br />

IQ roll to resist any inappropriate instinctive actions, L2 does<br />

not.)<br />

Robots suitable for use as a player character are more or less human<br />

shaped autonomous models with learning neural net computers. All robots<br />

are either genuine pre-war items, or are based on advanced pre-war<br />

technologies - Functional robots are extremely rare, and spare parts are<br />

hard to come by. Note that ST and HT attributes of a robot are fixed at<br />

creation - A robot's physical form can be improved only with a refit or a<br />

serious tune up. Because the robot can learn, it is possible to buy off any<br />

mental disadvantages from the racial package, either with xp-points or at<br />

creation. Even though the robots basic shape is often generally humanoid,<br />

they cannot wear unmodified rigid human armor. In the case of 'serious<br />

wounds' of over 8 hit points, only half of the damage can be repaired with<br />

work - the other half must be replaced with spare parts (which are either<br />

hard to find or cost at least D6x100 bottlecaps per HP replaced).<br />

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