Notes from a small Fallout RPG game Pt.I

Mozzies (Gigaculex pipiens molestus)

Mutated mosquitoes descended from the mosquitos of the London Underground. During and after the Great War many people took shelter in the London Underground and were easy prey. Their irradiated blood and – later on – drifting spread of the FEV, caused these insects to mutate.

Mozzies no longer have eyes, but their antennae have evolved into combination hearing/sense organs like huge feathers, which allows them to hunt in total darkness. They still infest many tunnels, wherever undisturbed water can be found, and now range all over the UK, nesting in underground spaces and emerging at night to feed.

Level 5, Mutated Insect, Normal Creature (38xp)
Body 5, Mind 6
Melee 1, Guns -, Other 2
HP 8, Initiative 12, Defence 2
Phys DR 0, Energy DR 0, Rad DR Immune, Poison DR Immune

Attacks
Proboscis: Body + Melee TN 6, 5d Physical Damage

Special Abilities
Flying: Must spend a minor action moving each turn to maintain flight. If knocked prone it falls to the ground taking 3D stunning physical damage, +2 for each zone above ground.
Little: Smaller than most characters, their HPis reduced but Defence increased. Any damage that inflicts an injury causes death.
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation. Feeding on irradiated blood (such as successfully hitting a ghoul with their proboscis) restores 1 hp.

Butchery: End +Survival difficulty 0 to yield 1 portion of meat and 1 uncommon material.

Bluebarrels (Gigantocalliphora Vomitoria)

Giant, irridescent bluebottle flies. The adults are vegetarian, with a preference for anything sweet, but the maggots are voracious eaters of carrion. The adults will attack and kill living prey with their acidic vomit, in order to create more corpses in which they can lay their eggs. Bluebarrels are a particular concern to those raising livestock, as they can and will kill a whole herd and lay hundreds of eggs.

Level 2, Mutated Insect, Normal Creature (17xp)
Body 4, Mind 5
Melee 1, Guns -, Other 2
HP 5, Initiative 10, Defence 2
Phys DR 0, Energy DR 0, Rad DR Immune, Poison DR 0

Attacks
Poison Vomit: Body + Melee (TN5) 3d radioactive piercing damage.

Special Abilities
Flying: Must spend a minor action moving each turn to maintain flight. If knocked prone it falls to the ground taking 3D stunning physical damage, +2 for each zone above ground.
Little: Smaller than most characters, their HPis reduced but Defence increased. Any damage that inflicts an injury causes death.
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.

Butchery: End+Survival difficulty 0 to get 1 portion of meat and 1 uncommon material.

Aurochs (B. Taurus Ardens)

A mutated cow with large, downswept horns which it uses to dig for roots and other organic detritus. The Auroch is huge, muscular, but covered in warts and sores that mean relatively little skin is usable as leather, and the top section of muscle is relatively inedible.

Level 4, Mutated Mammal, Normal Creature (31xp)
Body 10, Mind 4
Melee 2, Guns -, Other 2
HP 14, Initiative 9, Defence 1
Phys DR 2 (all), Energy DR 0 (All), Rad DR (Immune), Poison DR 0

Attacks
Gore: Body+Melee (TN12) 5d piercing physical damage.

Special Abilities
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.

Butchery: End+Survival difficulty 0 to gain 2 portions of meat and 2 uncommon material.

Chuggy Pigs (Armadillidium Gigantomutatus)

A giant, mutated woodlouse found across the post-atomic British Isles. These creatures can be found in somewhat large numbers, feeding on rotten wood and vegetation, usually close to bodies of water. Chuggy Pigs have regressed to being somewhat amphibious and will immerse themselves to soak up large quantities of water to carry with them. They lay eggs but carry them with them under their bodies. Compared to their smaller cousins, Chuggy Pigs are quite territorial and, lacking natural predators, haven’t learned to be wary of men either.

Level 7, Mutated Isopod, Normal Creature (45xp)
Body 8, Mind 4
Melee3, Guns -, Other 3
HP 15, Initiative 11, Defence 1
Phys DR 5 (3 underside), Energy DR 2, Rad DR (Immune), Poison DR 4 (3 underside)

Attacks
Grinding Jaws: Body+Melee TN 10, 4d piercing physical damage.

Special Abilities
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.
Amphibious: The chuggy pig can submerge itself in water for a number of rounds equal to its body before coming up for air. It takes no penalty for moving or attacking underwater but can only scuttle along the bottom.
Butchery: End+Survival difficulty 0 to gain 1d portions of meat, 1 uncommon material and one ration of (horrible) but drinkable water. There is a 5% chance that the chuggy pig is carrying 1d6 portions of eggs.

Molmon (Talpa Britannicus Gigantomonstro)

A gigantic, mutated mole, swollen to the size of a medium-sized dog. The molmon is an accomplished hunter, living singly, in pairs, or in small family groups. They drag the bodies of the wounded or dead down below ground and store them in stone-lined chambers to feast upon later. When hungry, or rabid, they are known to attack stronger prey, but otherwise only usually attack weakened or helpless prey.

Level 2, Mutated Mammal, Normal Creature (17xp)Body 4, Mind 5
Melee 3, Guns -, Other 1
HP 6, Initiative 10, Defence 1
Phys DR 1, Energy DR 0, Rad DR Immune, Poison DR 0

Attacks
Bite: Body+Melee (TN 7) 4 piercing physical damage.

Special Abilities
Burrow: As a major action the molmon can burrow underground to get away and prepare its next attack.On its next turn it can use its minor action to emerge from underground anywhere within medium range and it can spend 1AP to add an extra 1d to its bite attack after it emerges.
Keen Senses: The molmon can attempt to detect creatures or objects that are normally impossible to sense, and they reduce the difficulty of all PER tests by 1 – to a minimum of zero. This includes creatures above ground while the molmon is burrowing.
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.

Butchery: End+Survival difficulty 0 to gain 1 portion of meat and 1 common material.

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Goldfish (Lepisma Saccharina Grandefulgens)

A mutant version of the silverfish, the ‘goldfish’ (a play on silverfish, but better) competes with chuggy pigs for sources of rotting vegetation and wood. The goldfish is better suited to decaying buildings than chuggy pigs are, and has a particular fondness for the taste of rubber, plastic and solvents. Goldfish also don’t need as much water as chuggy pigs, allowing them to range further away from water. The goldfish’s scales are built up with toxic metals and materials from the things they digest, making them a good source of radioactive materials and toxins. Endless opportunists, goldfish will attack people if it seems safe to do so, or if they are disturbed. They can be easily learned with sugar, honey or anything else sweet.

Level 1, Mutated Insect, Normal Creature (10xp)
Body 6, Mind 3
Melee 1, Guns -, Other 2
HP 7, Init 8, Defence 2
Phys DR 0, Energy DR 2, Rad DR Immune, Poison DR Immune.

Attacks
Bite: Body+Melee (TN 7) 1d Radioactive Physical Damage.

Special Abilities
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.
Immune to Poison: Reduce all poison damage to zero and cannot be harmed by poison.
Little: HP is reduced to Body +½ level, defence is raised by +1.
Reflective: When hit with an energy weapon, roll a single combat dice. Reduce the damage taken by that amount and deal it to the attacker.

Butchery: End+Survival difficulty 0 to get 1 portion of meat OR 1 portion of rare material (radioactive material). Roll a combat die to determine, rolling a vault boy (5-6) means you get the rare material, otherwise it’s the meat.

Wyvernfly (Sympetrum Striolatum Magniradiatus)

A giant, mutated version of the common darter dragonfly, the Wyvernfly carries a faint glow, like a firefly, which seems to partially fuel its metabolism, supplementing the food it gets from devouring prey. Wyvernflies have adapted to the drier, colder environment, surviving in swamps and bogs as well as in bodies of water. Their nymphs are even more aggressive, though they do not leave the swamps and waters where their eggs are laid. Wyvernflies devour most of their prey and carry pieces of what remains back to their egg swamps and ponds to help feed their young.

Level 5, Mutated Insect, Normal Creature (38xp)
Body 7, Mind 4
Melee 4, Guns -, Other 1
HP 10, Initiative 10, Defence 2
Phys DR 1, Energy DR 0, Rad DR Immune, Poison DR 0

Attacks
Bite: Body + Melee TN 11, 3d piercing physical damage.
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.
Immune to Poison: Reduce all poison damage to zero and cannot be harmed by poison.
Little: HP is reduced to Body +½ level, defence is raised by +1.
Flying: Must spend a minor action moving each turn to maintain flight. If knocked prone it falls to the ground taking 3D stunning physical damage, +2 for each zone above ground.

Butchery: End+Survival difficulty 0 to gain 1 portion of meat.

Wyvernfly Nymph

Body 8, Mind 3
Melee 4, Guns -, Other 1
HP 11, Initiative 9, Defence 2
Phys DR 1, Energy DR 0, Rad DR Immune, Poison DR 0

Attacks
Bite: Body + Melee TN 12, 4d piercing physical damage.

Special Abilities
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.
Immune to Poison: Reduce all poison damage to zero and cannot be harmed by poison.
Little: HP is reduced to Body +½ level, defence is raised by +1.
Aquatic/Amphibious: The nymph can swim and submerge itself indefinitely without needing air. It suffers no difficulty increase for attacks or movement underwater. It can also exist out of water for protracted periods without harm.

Butchery: End+Survival difficulty 0 to gain 1 portion of meat.

Dagfad (Ovis Aries Armifera)

Named after a mixture of ‘dafad’ (Welsh for sheep) and ‘dag’ (meaning shit-contaminated fleece), the dagfad are some of the most common mutant animals being raised and herded in the new world. Their fleece absorbs metals and toxins from the plants they graze, depositing them in a thick dirty fleece that wards off energy, including radiation.

Level 4, mammal, normal Creature (XP 24)
Body 5, Mind 5
Melee 3, Guns -, Other 2
HP 9, Initiative 9, Defense 1
Physical DR 1, Energy DR 2, Radiation DR Immune, Poison DR 0

Attacks
Ram: BODY + Melee (TN 8) 3d Physical damage, Stun.

Special Abilities
Note: Males have large, tangled horns that do 6d physical stun damage and only males can charge.
Charge: If the dagfad has moved at least one zone to get into reach of its target, it may re-roll 2d on its damage roll and anyone hit must make STR+athletics test difficulty 1 or fall prone.
Immune to radiation: The Bighorner reduces all Radiation damage suffered to 0 and cannot suffer any damage or effects from radiation.

Butchery: END + Survival difficulty 0. This yields 2d meat and one uncommon component. The fleece can be used to make/knit radiation protective armour with a DR of 1 against energy and 2 against radiation weapons.

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Marshal

A heavily modified British Robotics Corporation JACK, MkII. Marshal looks after a car repair and body-shop garage, as well as a sales room. He has scavenged virtually ever car or other land vehicle within range and has stocked all the parts in his small warehouse. Now he has begun harvesting people, animals and other robots for parts as well, and to try and build cars and motorbikes out of flesh, without much success. He is an extremely aggressive salesman, and the garage used to primarily sell atomic-powered American cars.

Body 5, Mind 5
Melee 3, Guns 1, Other 2
HP 8, Init 10, Defence 1
Phys DR 4, Energy 3, Rad Immune

Attacks
Power Fist: Body+Melee TN 8, 4d damage.
Rivet Gun: Body+Guns TN 6, 5D, Piercing physical damage, Inaccurate, unreliable.

Special Abilities
Cowboy Hat: Marshal wears an oversized cowboy hat of genuine American leather, the same kind used to upholster the comet. He can re-roll a single die on a Body roll once per scene when called upon to show grit, sand, or whatever the yanks use to mean ‘Endurance’. If looted it only fits very big and tall characters, but lets them re-roll a single die once per scene when rolling Endurance.
Robot: Marshal is immune to starvation, thirst, doesn’t need air to breathe and cannot be harmed by radiation or poison. He is capable of self-repair, with a TN of 7.
Immune to Poison, Radiation and Disease: Marshal takes zero damage from any of these and suffers no ill effects.
Wait Right There, Pardner: An AP can be spent for Marshal to make a normal attack with his rivet gun. If successful he shoots the target in the foot, bolting them to the ground in place. Such a victim drops their defence by 1 and cannot move until they free their foot, which costs 1 HP per attempt, and requires 2 successes on a Strength+Athletics roll. Otherwise you can be slowly and carefully freed over the course of a few minutes without taking extra damage.