Friday, June 3, 2011

Additional creatures

Some stats for a couple of critters who'll make an appearance in my next dungeon:

Spore Carrier
St d8 Ag d8 Vi d8 Sm d4 Sp d6
Fighting d8, Notice d8, Stealth d8
Pace 7, Run d10, Toughness 7(1), Parry 6
Claws: St+d6
Armor +1: Leathery skin
Weakness (Fire): Spore Carriers take an additional 1d6 damage from fire-based attacks

Upon death: the Spore Carrier explodes. All characters in a Med Burst Templ must make an Agility check at -2, if unsuccessful, they take 2d6 damage.

Spore Plant
St d8 Ag d6 Vi d6 Sm d4 Sp d4
Fighting d8, Shooting d8, Notice d6
Stationary, Toughness 5, Parry 5
Bite: St+d6
Seed Spike: 5/10/20 2d4
Weakness (Fire): Spore Plants take an additional 1d6 damage from fire-based attacks


  1. Oh these sound fun. I've been taking a break from GMing, but I definitely want to run all your locations when I start up again. I appreciate the work you put into them. (And for sharing!)


  2. I'm loving this blog too. I'm running a Savage Fallout game and thankfully none of my players have ever even heard of Fallout, so I can make liberal use of the Fallout wiki for pics, quests, persona, etc. The addition of your conversions and ideas are pretty stellar, too. I almost feel like a voyeur sometimes reading your session caps, haha.

    Do you play face to face or do you use Fantasy Grounds or some other gaming app to run your games? Also, I was wondering if you had considered including the custom weapon creation and repair system of Fallout 3? I've thought about it on occasion but wondered maybe if especially the repair feature might needlessly slow things down via additional accounting for everyone during play.

    In any case, keep posting and I'll keep reading!

  3. Thanks all, hope you get back in the saddle soon Angela!

    NEPHiLiX: I'm in the same situation, with none of my players ever having played any Fallout game. I think it has both advantages and disadvantages, but it's certainly to have a huge backlog of content to fall back on if need be. ;) We all meet in person btw.

    Custom weapon creation: this is indeed an idea I've been toying with, together with campfire crafting, but so far I haven't found any satisfactory way to convert it to SW. I considered a separate Crafting skills but in the end I think it's too much hassle and not really worthwhile. Instead I'll probably use the McGuyver Edge as a prerequisite for building weapons from schematics. Campfire crafting can be done by anyone who knows the recipe and has a high enough Survival skill.

    I don't use any repair system/weapon condition tracking. The only time when I ask for a weapon Repair check would be when a player rolls a critical fumble on his Shooting roll, and his weapon jams/malfunctions/overcharges and what not. For advanced weapons this would be at -2 or -4 etc.