| Fallout races - Super Mutants and Ghouls Having been playing Fallout 3 recently, I've been thinking about how to incorporate the setting's ideas into D&D, or even how to run Fallout game when the Amethyst book is released.
For Eberron, the conversions are easy. Super Mutants become magebred humans, with ghouls becoming Mourning victims.
So anyway, here are the stats I'm playing around with. Let me know what you think! Super Mutant Average Height: 6’5”-8’0” Average Weight: 180-300 lb.
Ability Scores: +2 Strength, +2 Constitution Size: Medium Speed: 6 squares Vision: Normal Languages: Common Skill Bonuses: +2 Athletics, +2 Endurance Rad Resistance: You have resist necrotic 5 + one-half your level. Unnatural Endurance: You gain a +2 bonus to saving throws against ongoing damage. Unstoppable: You can use unstoppable as an encounter power. Unstoppable Super Mutant Racial Power Nothing can get in your way. Encounter
Minor Action Personal
Effect: Until the end of your current turn, you do not provoke opportunity attacks. Ghoul Average Height: 5’6”-6’2” Average Weight: 130-190 lb. Ability Scores: +2 Constitution, +2 Wisdom Size: Medium Speed: 6 squares Vision: Low-light Languages: Common Skill Bonuses: +2 Dungeoneering, +2 Streetwise Feral Urge: You gain a +1 bonus to attack rolls against bloodied enemies. Rad Resistance: You have resist necrotic 5 + one-half your level. Regeneration Mutation: You can use regeneration mutation as an encounter power. Regeneration Mutation Ghoul Racial Power For better or for worse, something is keeping you alive. Encounter
Minor Action Personal
Special: You must be bloodied to use this power Effect: You gain a number of temporary hit points equal to 3 + one-half your level. In addition, for as long as you are bloodied, you gain regeneration 2 (regeneration 4 at 11th level, regeneration 6 at 21st level).
How do they look? |