On top of the difference from feral and non feral ghouls there are also several sub-types as well. The most commonly known is the irradiated Glowing Ones, but there is also the even more deadly and powerful Reavers. These are still in play test and I actually recently had to nerf my ghouls a bit after a pretty brutal fight with my players, but as of now these are the shambling creatures populating Fallout First Survivors.
Ghouls
Feral Ghoul
St d6, Ag d6, Vi d6, Sm d4, Sp
d4
Climb d6, Fighting d4, Notice
d4, Stealth d4, Intimidate d6
Pace 8, Run d6, Toughness 5,
Parry 4
Radiation Resistant: +4
Toughness Vs Radiation Damage
Undead: +2 to recover from
Shaken
Claws: St+d6
Glowing One (WC)
St d8, Ag d6, Vi d8, Sm d4, Sp
d6
Fighting d6, Notice d4, Stealth
d4, Intimidate d8
Pace 8, Run d6, Toughness 6,
Parry 5
Radiation Immunity: Glowing
Ones are immune to damage from radiation.
Claws: St+d6
Pulse: With a successful Spirit
check a glowing one can emit radiation in a MBT centered on itself dealing 2d6
damage.
Explosive Death: Upon death the
Glowing One explodes. All characters in a LBT take 2d10 radiation
Damage and must make a Vigor
roll or suffer a level of Fatigue from radiation.
Reaver(WC)
St d12+2, Ag d6, Vi d10, Sm d4,
Sp d4
Climb d6, Fighting d8, Notice
d6, Stealth d4, Intimidate d6, Throwing d10
Pace 8, Run d8, Toughness 8[1],
Parry 6
Radiation Resistant: +4
Toughness Vs Radiation Damage
Rad Regen: While in a Hot Zone
a Ravager makes a natural healing roll every round.
Lunge: Reavers often lunge on
their prey to best bring
their mass and claws to bear.
It can hurl themselves 1d6” to gain +4
to its attack and damage. Its
Parry is reduced by –2 until
its next action when performing
the maneuver however.
Bits and Pieces: A reaver can
also throw chunks of itself at targets that explode on impact.
Claws: St+d6
Exploding Piece: [5/10/20] 3d6
radiation damage MBT
Sharpened Sword: Str+d6+1 [AP1]
Cool, thank you for the critters.
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