Thursday, January 11, 2024

House Rules: Ghouls & Super Mutants for Savage Worlds

Today I realized that I hadn't typed up my builds of ghouls and super mutants (from the Fallout series) for Savage Worlds Deluxe. Since the original index card I wrote it on is currently missing in action, I'll do my best to recreate them here.

 

Ghoul

Ghouls are one of the most common mutants throughout North America. They were exposed to inappropriate levels of radiation, but instead of dying, their bodies adapted. Most ghouls are healed by radiation and virtually immortal, but more fragile and vulnerable to injury and necrosis.

Rad Regeneration: Ghouls' affinity for radiation makes them immune to infectious diseases. In addition, while exposed to high radiation (see page 103 in the Explorer's Edition), ghoul heroes can make a Vigor roll every round to heal any damage they have sustained; a success heals one wound (or removes Incapacitated status), and a raise heals an additional wound.

Hard To Kill: Killing a ghoul is easier said than done. When making Vigor rolls to resist Incapacitation or death, ghouls ignore their wound modifiers. Note that feral ghouls will keep attacking regardless of injury; ghoul heroes and non-feral ghoul NPCs are tough but not suicidally reckless.

What Are You Looking At, Smoothskin? Ghouls generally have a -2 modifier to Charisma among non-mutants. This is a combination of their unsettling appearance (necrosis, hair loss, etc.) and the assumption many humans make that a ghoul can turn feral unexpectedly.

Take A Look At My Life: Many ghouls' lifetimes are measured in centuries rather than years, though their bodies have suffered the ravages of the environment. At character creation, ghouls' Pace is reduced by 1, and their Strength and Vigor drop by one die type (minimum d4); these cannot be raised thereafter. However, their experience grants them 5 extra skill points that can be used for any skills linked to Smarts. This ability replaces the Elderly (Major) Hindrance, and ghoul heroes cannot take that hindrance again.

Super Mutant

Super mutants are the result of human exposure to the Forced Evolutionary Virus. The process has made them larger, stronger, and immune to disease, but they are unable to reproduce except by converting other humans into super mutants.

The Bigger They Are: Super mutants' mass gives them a +3 to Toughness, but also slows them down; their Pace is 5", and they use a d4 for running. They also have difficulty squeezing into tight spaces, or finding clothes & armor that fit.

The Next Advancement: Super mutants are immune to infectious disease and ionizing radiation, although they are not healed by the latter in the way that ghouls are. They also do not usually age, unlike ghouls who may develop arthritis and similar afflictions.

Simple, Efficient, Glorious: Even those super mutants old enough to remember the Master still have a firm sense of their own superiority - maybe a little too firm. They'll often take unnecessary risks.

Outsider: Widely distrusted, super mutants suffer -2 to Charisma among non-mutants.

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