Professional Documents
Culture Documents
Like ordinary humans, ghouls can be found in all walks of life. Some travel from place to place, while others live in
colonies and settlements. Others become raiders or gangsters, and are as vicious as human bandits. Some ghouls have recently
turned to their new condition due to the trials of their lives, while others are centuries old; pre-war survivors gifted immortality
by their special condition.
Ghoul Adventurer
Armed ghouls like these can be found almost anywhere, their skills and natural defenses make survival in the wastes
fairly easy unless they get overconfident. On the road or in ruins they may or may not attack depending on their personality and
mood. In towns they might be an outsider that frequents the local bar, or they may end up as town sheriff.
When less friendly these survivors like to fight dirty, usually in areas they know, in the dark with ferals nearby. To
create a memorable encounter consider sending the party into a hospital or police station at night – somewhere likely populated
with useful salvage – but the survivor has gotten there first and has lured a group of feral ghouls into the building, taunting the
party as they go.
Ghoul Elder
This ghoul’s magnetic personality seems to have transformed the people around him – they have a sense of purpose
uncommon in the wasteland. Frequently serving as the mayor of ghoulish settlements, these ghouls are likely to be in charge of
whatever group they find themselves in.
Ghoul mayors like to be seen, and tend to greet all visitors to the town, and may act as the town’s barterer for outsiders,
usually with the town watching suspiciously at the outsiders.
However, an elder could also serve as a chieftain to larger bands of bandits or ghoulish gangs. In combat, they stay
close to their allies, bolstering their aids and distracting their enemies.
Ghoul Expert
Ghoul experts can fill any number of professions in a town or city: doctor, handyman, engineer, locksmith, etc.
Whenever you need someone with skills this may be the best you can hire. An expert reacts to combat in much the same way
that other civilians would, however situations where they need to be protected while performing some sort of critical work may
certainly arise.
Ghoul Gangster
Dressed in a surprisingly clean suit and hat, these glorified thugs strut around their territory like kings. Harkening back
to pre-war fashion and mannerisms, these gangsters may almost seem comical – however they are fierce fighters that will grab
any advantage to keep their territory.
In combat they prefer to set up ambushes couched as meetings, preferably where a gang member or a civilian they trust
can cut the lights right before shooting starts. Before the fight, they do their best to erode their foe’s morale and possibly even
cause some of them to run. While reloading, they like to hide behind cover and use their demean combat influence to further
erode their opponent’s will. It is due to these dirty tactics that they feel justified eschewing the use of armor in favor of style –
which only helps their frightening reputation.
Ghoul Marauder
Its piecemeal armor covered in dust and bits of scenery in a form of makeshift camouflage, this ghoul smiles as it raises
its shotgun. Ghoul marauders embrace the changes that the radiation has caused and use it to their advantage. M arauders usually
will setup base somewhere too irradiated for human habitation, raid human settlements and caravans, and return to their home
where they cannot be pursued. Some have even managed to attract a group of feral ghouls and use the ferals as cannon fodder
and distractions.
In combat the marauders will usually attack at night, using distractions such as ghoul attacks or fires from their
molotovs before attacking from another direction. M arauder bases are located in areas that are at least mildly irradiated, and
frequently are dark with many narrow passages some of which may lead to packs of feral ghouls less interested in following the
raiding parties.
Ghoul Settler
Garbed in sturdy, makeshift clothing, this ghoul is working unhurriedly in town. Ghouls have several advantages in
surviving in fringe colonies, and many areas may sport all-ghoul towns in areas uninhabitable by smooth-skins. In a mixed
human-ghoul town these settlers may find natural work as repairmen or rudimentary doctors; however their ghastly appearance
may inspire suspicion or even violence from their human neighbors.
Ghoul settlers, like most settlers, will usually flee from combat. If pressed or motivated into a fight, they will usually
fire wildly with their pistols without heed for ammo, and then will rush onward brandishing their tools as weapons.
In combat ghoul wanderers will generally try to setup in cover with their rifles, and if this is not possible they will
usually flee.
Call Ferals: Once per day, a ghoul can summon feral ghouls to aid them in battle. This action is performed as a move action. The
feral ghouls will arrive at the top of the next turn. Either chose a level appropriate selection of ferals to come or roll on the
random feral ghoul chart. When rolling on the chart, use the area’s threat level as normal to determine what feral ghouls arrive.
Patience: The ghoul has learned patience and can spend extra time lining up their shots. They can spend a standard action to
prepare an attack within line of sight. If they attack that target on their next turn, they gain +5 accuracy and +5 damage with all
their attacks.
Recovery: Some ghouls are able to jumpstart their mutations to heal themselves when injured. When a ghoul uses a second wind
action, it gains regeneration 5 for a number of rounds equal to its Endurance. This is not cumulative with multiple second winds.
Tough Talk: The ghoul has lived since more civilized times and knows how to talk tough. They can spend a standard action to
perform a combat influence action to taunt. When they do, they effect all enemies with 10 squares. In addition, when taunting
enemies, all of the ghoul’s allies gain +2 accuracy against taunted foes.
Ghoul Adventurer
Level 20 Medium-sized Character (Heroic Ghoul), Medium Threat
Hit Points: 181 Healing Threshold: 9 Damage Threshold: 33
Defense: 26 Toughness: 22 Resolve: 24
S peed: 7 S hift S peed: 2 Initiative: +7
S pace: 1 square Reach: 1 square
Luck Points: 2 Luck Bonus: +10
Damage Resistance: 13 Radiation Resistance: Immune
-Laser Pistol w/ Dual-Wielding: 1d20+11 accuracy, 23 damage, +4 strikes maximum, Special Traits: Laser
-Plasma Pistol w/ Dual-Wielding: 1d20+9 accuracy, 34 damage, +2 strikes maximum, Special Traits: Penetration 2, Plasma
-Land Mine: 1d20 + 10 accuracy, 40 damage, Special Traits: Burst (2), Land M ine, Planted Explosive, Destructible, Hidden
-Hand Grenade: 1d20 + 8 accuracy, 40 damage, Special Traits: Penetration 5, Burst (2), Grenade, Delay
-C-4 Explosive: 1d20 +15 accuracy, 60 damage, Special Traits: Burst (1), Timed Explosive, Planted Explosive, Destructible
-Pistol Whip 1d20-1 accuracy, 20 damage, 1 strike maximum; Special Traits: NA
S kills: Acrobatics 9, Athletics 7, Defensive Training 9, Detection 5, Durability 9, Energy Weapons 11 [Tag!], Explosives 9,
Lockpicking 5, Lore 8, M ental Training 10 [Tag!], Sneak 4, Survival 5, Tactics 5
Perks: Adamantine Skeleton, Close Combat Shot, Dual Weapon Skill, Dodger, Energy Spaz, Gun Slinger, Quick Recovery,
Weapon M astery (energy)
S trength: 3 Perception: 8 Endurance: 8 Charisma: 3
Intelligence: 4 Agility: 7 Luck: 5
Gear: Tier 2 Laser Pistol with Improved Potency and 2 charge packs; Tier 2 Plasma Pistol with Improved Potency and 2 charge
packs; Tier 2 Security Armor with Extra Reinforcement; 3 Land M ines; 2 Hand Grenades; 1 C-4 Explosive; 2x Equipment Belts,
Stimpack x3, 500 Bottle Caps
S pecial Ability (Ghoulkin): Feral Ghouls are generally not aggressive towards sentient ghouls. Feral Ghouls do not attack
ghouls, unless the ghoul is hostile towards them.
S pecial Ability (Mutant Metabolism): Ghouls are already fully mutated by radiation and are no longer affected by it. When
exposed to radiation, ghouls heal 50% of the radiation damage they would be dealt. In addition, feral ghouls suffer ½ the normal
amounts of poison damage.
Ghoul Elder
Level 13 Medium-sized Character (Non-Heroic Ghoul), Medium Threat
Hit Points: 115 Healing Threshold: 8 Damage Threshold: 29
Defense: 18 Toughness: 19 Resolve: 20
S peed: 4 S hift S peed: 1 Initiative: +1
S pace: 1 square Reach: 1 square
Damage Resistance: 3 Radiation Resistance: Immune
-Plasma Pistol: 1d20+7 accuracy, 22 damage, 1 strike maximum, Special Traits: Penetration 2, Plasma
-Pistol Whip 1d20-2 accuracy, 14 damage, 1 strike maximum; Special Traits: NA
S kills: Defensive Training 7, Durability 7, Energy Weapons 7, Influence 7, Leadership 7, Lore 7, M ental Training 7, Survival 5,
Tactics 5
Perks: Close Combat Shot, Distraction, Great Speaker, Negotiator, Smooth Talker, Team Play er
S trength: 2 Perception: 6 Endurance: 6 Charisma: 5
Intelligence: 3 Agility: 1 Luck: NA
Gear: Plasma Pistol with 2 charge packs, Equipment Belt, Stimpack x2, Healing Powder x4, 90 Bottle Caps
S pecial Ability (Ghoulkin): Feral Ghouls are generally not aggressive towards sentient ghouls. Feral Ghouls do not attack
ghouls, unless the ghoul is hostile towards them.
S pecial Ability (Mutant Metabolism): Ghouls are already fully mutated by radiation and are no longer affected by it. When
exposed to radiation, ghouls heal 50% of the radiation damage they would be dealt. In addition, feral ghouls suffer ½ the normal
amounts of poison damage.
Ghoul Expert
Level 8 Medium-sized Character (Non-heroic Ghoul Colonist), Medium Threat
Hit Points: 69 Healing Threshold: 6 Damage Threshold: 24
Defense: 13 Toughness: 12 Resolve: 14
S peed: 5 S hift S peed: 1 Initiative: +3
S pace: 1 square Reach: 1 square
Damage Resistance: 1 Radiation Resistance: Immune
-S hotgun 1d20+5 accuracy, 14 damage, 1 strike maximum, Special Traits: Scatter, Hailfire (1), Burns through Bullets
-Unarmed 1d20+0 accuracy, 9 damage, +2 strikes maximum, Special Traits: n/a
S kills: Computers 5, Detection 5, Durability 5, Energy Weapons 5, Explosives 5, Guns 5, Influence 5, Lockpicking 5, Lore 5,
M edicine 5, Repair 7, Science 7
Perks: Educated, M r. Fixit, Robotics Expert, Try Again II
S trength: 2 Perception: 4 Endurance: 3 Charisma: 3
Intelligence: 4 Agility: 3 Luck: NA
Gear: Shotgun with 6 shots, Backpack, Doctor’s Bag, Repair Kit, Equipment Belt, Stimpack, 50 Bottle Caps
S pecial Ability (Ghoulkin): Feral Ghouls are generally not aggressive towards sentient ghouls. Feral Ghouls do not attack
ghouls, unless the ghoul is hostile towards them.
S pecial Ability (Mutant Metabolism): Ghouls are already fully mutated by radiation and are no longer affected by it. When
exposed to radiation, ghouls heal 50% of the radiation damage they would be dealt. In addition, feral ghouls suffer ½ the normal
amounts of poison damage.
Ghoul Gangster
Level 5 Medium-sized Character (Non-heroic Ghoul), Medium Threat
Hit Points: 68 Healing Threshold: 7 Damage Threshold: 24
Defense: 16 Toughness: 17 Resolve: 16
S peed: 5 S hift S peed: 1 Initiative: +2
S pace: 1 square Reach: 1 square
Damage Resistance: 2 Radiation Resistance: Immune
-Brass Knuckles 1d20+3 accuracy, 13 damage, +1 strike maximum; Special Traits: Smashing, Concealed, Unarmed
-Tommy Gun 1d20+4 accuracy, 22 damage, +1 strike maximum, Special Traits: Penetration 2, Long reload, M asterwork
Construction, Automatic
S kills: Acrobatics 2, Athletics 2, Defensive Training 4, Detection 4, Durability 4, Guns 4, Influence 4, Lockpicking 2, M elee 3,
M ental Training 3, Sneak 4, Tactics 4
Perks: Demean, Weapon M astery (guns)
S trength: 3 Perception: 3 Endurance: 4 Charisma: 3
Intelligence: 3 Agility: 2 Luck: NA
Gear: Thompson SM G with 2 magazines, Brass Knuckles, Equipment Belt, Stimpack, 50 Bottle Caps
S pecial Ability (Ghoulkin): Feral Ghouls are generally not aggressive towards sentient ghouls. Feral Ghouls do not attack
ghouls, unless the ghoul is hostile towards them.
S pecial Ability (Mutant Metabolism): Ghouls are already fully mutated by radiation and are no longer affected by it. When
exposed to radiation, ghouls heal 50% of the radiation damage they would be dealt. In addition, feral ghouls suffer ½ the normal
amounts of poison damage.
Ghoul Marauder
Level 7 Medium-sized Character (Non-heroic Ghoul), Medium Threat
Hit Points: 75 Healing Threshold: 8 Damage Threshold: 26
Defense: 17 Toughness: 19 Resolve: 18
S peed: 4 S hift S peed: 1 Initiative: +2
S pace: 1 square Reach: 1 square
Damage Resistance: 9 Radiation Resistance: Immune
-Combat Knife 1d20+4 accuracy, 12 damage, +1 strike maximum; Special Traits: Throwing
-S hotgun 1d20+5 accuracy, 14 damage, 1 strike maximum, Special Traits: Scatter, Hailfire(1), Burns through Bullets
-Molotov Cocktail 1d20 +2 accuracy, 20 damage, 1 attack (consumable), Special Traits: Burst 1, Grenade, Flames
S kills: Acrobatics 4, Athletics 4, Defensive Training 5, Detection 4, Durability 5, Explosives 4, Guns 5, Lockpicking 2, M elee 3,
M ental Training 5, Sneak 5, Survival 4, Tactics 5
Perks: Cancerous Growth, Cannibal, Toughness
S trength: 4 Perception: 3 Endurance: 5 Charisma: 1
Intelligence: 3 Agility: 2 Luck: NA
Gear: Shotgun with 10 shots, Combat Knife, 2 M olotov Cocktails, Scrapper M etal Armor, Equipment Belt, Stimpack, 35 Bottle
Caps
S pecial Ability (Ghoulkin): Feral Ghouls are generally not aggressive towards sentient ghouls. Feral Ghouls do not attack
ghouls, unless the ghoul is hostile towards them.
S pecial Ability (Mutant Metabolism): Ghouls are already fully mutated by radiation and are no longer affected by it. When
exposed to radiation, ghouls heal 50% of the radiation damage they would be dealt. In addition, feral ghouls suffer ½ the normal
amounts of poison damage.
Ghoul Settler
Level 3 Medium-sized Character (Non-heroic Ghoul), Medium Threat
Hit Points: 59 Healing Threshold: 7 Damage Threshold: 23
Defense: 14 Toughness: 16 Resolve: 15
S peed: 5 S hift S peed: 1 Initiative: +1
S pace: 1 square Reach: 1 square
Damage Resistance: 2 Radiation Resistance: Immune
-Light Tool 1d20+1 accuracy, 11 damage, 1 strike maximum; Special Traits: NA
-Light Pistol 1d20+3 accuracy, 12 damage, +1 strikes maximum, Special Traits: NA
S kills: Athletics 3, Defensive Training 3, Detection 2, Durability 3, Guns 2, Influence 3, Lore 1, M elee 2, M ental Training 2,
M edicine 3, Repair 3, Sneak 3, Survival 3
Perks: NA
S trength: 3 Perception: 4 Endurance: 4 Charisma: 2
Intelligence: 3 Agility: 1 Luck: NA
Gear: Light Pistol with 1 magazine, Light Tool, Equipment Belt, Healing Powder x3, 10 Bottle Caps
S pecial Ability (Ghoulkin): Feral Ghouls are generally not aggressive towards sentient ghouls. Feral Ghouls do not attack
ghouls, unless the ghoul is hostile towards them.
S pecial Ability (Mutant Metabolism): Ghouls are already fully mutated by radiation and are no longer affected by it. When
exposed to radiation, ghouls heal 50% of the radiation damage they would be dealt. In addition, feral ghouls suffer ½ the normal
amounts of poison damage.
Ghoul Survivor
Level 12 Medium-sized Character (Non-heroic Ghoul), Medium Threat
Hit Points: 106 Healing Threshold: 8 Damage Threshold: 26
Defense: 10 Toughness: 19 Resolve: 19
S peed: 6 S hift S peed: 1 Initiative: +4
S pace: 1 square Reach: 1 square
Damage Resistance: 3 Radiation Resistance: Immune
-Combat Knife 1d20+6 accuracy, 16 damage, +2 strikes maximum; Special Traits: NA
-Assault Rifle 1d20+9 accuracy, 16 damage, +2 strikes maximum, Special Traits: Penetration 2, Automatic
-Rifle Butt 1d20+3 accuracy, 20 damage, 1 strike maximum; Special Traits: NA
S kills: Defensive Training 6, Detection 6, Durability 6, Guns 8, Lockpicking 6, Lore 2, M elee 5, M ental Training 5, Repair 6,
Sneak 3, Survival 5, Tactics 3
Perks: Close Combat Shot, Lifegiver, M arksmanship, Night Vision, Toughness
S trength: 3 Perception: 5 Endurance: 5 Charisma: 2
Intelligence: 4 Agility: 3 Luck: NA
Gear: Assault Rifle w/ 2 magazines, Combat Knife, Leather Armor, Equipment Belt, Healing Powder x3, 60 Bottle Caps
S pecial Ability (Ghoulkin): Feral Ghouls are generally not aggressive towards sentient ghouls. Feral Ghouls do not attack
ghouls, unless the ghoul is hostile towards them.
S pecial Ability (Mutant Metabolism): Ghouls are already fully mutated by radiation and are no longer affected by it. When
exposed to radiation, ghouls heal 50% of the radiation damage they would be dealt. In addition, feral ghouls suffer ½ the normal
amounts of poison damage.
Ghoul Wanderer
Level 2 Medium-sized Character (Non-Heroic Ghoul), Medium Threat
Hit Points: 50 Healing Threshold: 7 Damage Threshold: 22
Defense: 15 Toughness: 16 Resolve: 13
S peed: 5 S hift S peed: 1 Initiative: +2
S pace: 1 square Reach: 1 square
Damage Resistance: 24 Radiation Resistance: Immune
-Rifle Butt 1d20-2 accuracy, 20 damage, 1 strike maximum; Special Traits: NA
-Hunting Rifle 1d20+3 accuracy, 20 damage, 1 strike maximum, Special Traits: Penetration 2
S kills: Athletics 2, Defensive Training 3, Detection 2, Durability 2, Guns 2, Sneak 2, Survival 3
Perks: M arksmanship
S trength: 3 Perception: 3 Endurance: 4 Charisma: 2
Intelligence: 3 Agility: 2 Luck: NA
Gear: Hunting Rifle with 2 magazines, Leather Jacket, Equipment Belt, Healing Powder, 10 Bottle Caps
S pecial Ability (Ghoulkin): Feral Ghouls are generally not aggressive towards sentient ghouls. Feral Ghouls do not attack
ghouls, unless the ghoul is hostile towards them.
S pecial Ability (Mutant Metabolism): Ghouls are already fully mutated by radiation and are no longer affected by it. When
exposed to radiation, ghouls heal 50% of the radiation damage they would be dealt. In addition, feral ghouls suffer ½ the normal
amounts of poison damage.
Ghouls, Feral
Feral Ghouls are humans who were transformed into ghouls, but lost their higher brain function. These are no longer
people, but dangerous, flesh eating, monsters. They have no empathy or compassion, and are essentially zombies from myth.
Feral Ghouls are only not-hostile to other ghouls, feral or otherwise, and often group with others of their kind like a
vicious pack of animals. Feral Ghouls vary quite dramatically in power and threat, as different levels of radiation exposure and
mutation varies between feral ghouls. While most feral ghouls are simply vicious predators, others are aberrations of seemingly
unnatural strength and agility, with the power to control and create radiation around them. Generally, the longer the exposure to
extreme radiation, the more dangerous the ghoul is.
Feral ghouls have lost all sense of humanity and are therefore creatures instead of characters.
Feral Ghouls live forever, and unless a feral ghoul is removed from the location it is haunting; that place will always
unsafe. When they are tired, feral ghouls simply collapse to the ground. They are nearly impossible to tell from ordinary corpses
when they do so, and this gives them an advantage on ambushing their prey.
Feral Ghoul
Level 2 Medium-sized Creature (Non-Heroic Mutant), Low Threat
Hit Points: 50 Healing Threshold: 7 Damage Threshold: 18
Defense: 16 Toughness: 16 Resolve: 11
S peed: 6 S hift S peed: 1 Initiative: +4
S pace: 1 square Reach: 1 square
Damage Resistance: 2 Radiation Resistance: Immune
-Claw 1d20+2 accuracy, 12 damage +6 radiation damage, +2 strike maximum; Special Traits: Rending 1
S kills: Athletics 2, Acrobatics 2, Detection 2, Defense Training 2, Durability 2, M elee 2, Sneak 2
Perks: NA
S trength: 4 Perception: 3 Endurance: 4 Charisma: 2
Intelligence: 1 Agility: 4 Luck: NA
Gear: Claw
S pecial Ability (Infused Radiation): All the feral ghoul’s melee attacks also deal 5+ 1/2 level (6) radiation damage on a
successful hit.
S pecial Ability (Mutant Metabolism): Ghouls are already fully mutated by radiation and are no longer affected by it. When
exposed to radiation, ghouls heal 50% of the radiation damage they would be dealt. In addition, feral ghouls suffer ½ the normal
amounts of poison damage.
Feral Ghoul, Charred
Charred Feral Ghouls are amongst the rarest of their kind. They are feral ghouls whose bodies have been exposed to
both extreme radiation and overwhelming heat. M any charred ghouls are found the result of victims within the blast wave of a
nuclear missile. Their bodies are recognizable, as they are swollen with blisters, swelling burns, and radioactive growths. Even
telling the original gender of a charred feral ghoul is nearly impossible.
These ghouls have unique abilities. Flamethrowers and other incendiary weapons have no effect on them, as no fire can
hurt them more than they already have been. In addition, their claws strike like flint on steel, and can spark upon striking hitting a
foe. Therefore, charred ghouls are known to, on occasion, horrifically set their foes on fire with their bare claw strikes.
S pecial Ability (Infused Radiation): All the feral ghoul’s melee attacks also deal 5+ 1/2 level (15) radiation damage on a
successful hit.
S pecial Ability (S corched and S carred): The feral ghoul is so mutated it resists fire, and its claws and spark a flame. The feral
ghoul takes 1/2 damage from weapons with the Flames weapon trait and cannot gain the Burning condition. In addition, the feral
ghoul’s claw attack gains the Flames weapon trait.
S pecial Ability (Inhumanly Tough): The feral ghoul never takes bleed damage, ignores the ongoing penalty of crippling
wounds, and reduces all crippling wound points that it suffers by 1.
S pecial Ability (Mutant Metabolism): Ghouls are already fully mutated by radiation and are no longer affected by it. When
exposed to radiation, ghouls heal 50% of the radiation damage they would be dealt. In addition, feral ghouls suffer ½ the normal
amounts of poison damage.
Feral Ghoul Glowing One
Glowing Ones are ghouls that are so infused with radiation that the emit a brilliant emerald cloud of pure radioactivity
wherever they go. They are easy to find, but difficult to deal with. Their extreme infusion of radiation has made them incredibly
hardy and powerful, and simply being near one is hazardous due to the nuclear aura. Lesser ghouls often flock to glowing ones,
and bathe in their auras which is revitalizing to them. For this reason, glowing ones are often found leading packs of ordinary
ferals.
S pecial Ability (Infused Radiation): All the feral ghoul’s melee attacks also deal 5+ 1/2 level (12) radiation damage on a
successful hit.
S pecial Ability (Nuclear Aura): The feral ghoul glowing one projects an aura of radiation around it. This aura is a Burst 3 that is
centered around the ghoul. This nuclear aura counts as an area of dim light that breaks through complete darkness. Because of the
shimmering aura, the feral ghoul can never gain the benefit of sneaking or cloaking, and suffers a -10 penalty to sneak checks.
However, the nuclear aura is filled with deadly radiation that is dangerous to non-mutated creatures. Any creature that begins or
ends its turn within the area takes 19 radiation damage. Feral ghouls, including the glowing one, benefit from this aura through
radiation healing. The aura of multiple glowing ones does not stack.
S pecial Ability (Radioactive Nova): The feral ghoul glowing one can spend a standard action to release a burst of radiation from
its body, smothering nearby beings with radiation. This effects every target within the glowing one’s Nuclear Aura. The feral
ghoul makes an attack roll using its melee skill (1d20+7) against the toughness of everyone within the aura. Any target hit by the
attack takes 30 radiation damage, or half that much damage on a miss. In addition, any ghouls or feral ghouls in the aura instantly
recover 30 hit points without needing to spend a healing threshold, rather than normal amount of recovery from radiation
damage.
S pecial Ability (Reckless Charge): When the feral ghoul glowing one performs a charge action, they gain +10 accuracy on the
attack roll and deal +10 damage instead of the normal benefits. However, if the attack misses its target, the feral ghoul falls prone
at the end of its movement and their turn is instantly ended.
S pecial Ability (Mutant Metabolism): Ghouls are already fully mutated by radiation and are no longer affected by it. When
exposed to radiation, ghouls heal 50% of the radiation damage they would be dealt. In addition, feral ghouls suffer ½ the normal
amounts of poison damage.
S pecial Ability (Genetic Resistance): Aberrations gain great strength from their genetic oddities. Aberrations add ½ their
strength to their endurance for determining hit points whenever endurance would be used to determine or add to their hit points.
~Feral Ghoul Glowing One (above) ~Putrid Feral Ghoul Glowing One (below)
Feral Ghoul Glowing One, Putrid
Putrid Glowing Ones are especially old glowing ones that have become so gorged on radiation that they have become
bloated and deformed by radioactive growths. They are so mutated that they are immune to pain, injury, and suffering, and are
impractically difficult to kill. Worse, the radiation they emit is so infectious that it can kill ordinary humans in mere moments.
Putrid Glowing Ones are found in areas where non-mutated life cannot possibly survive, such as enclosed, radiation
infected vaults or inhospitable, barren, wastelands wrecked with constant rad storms. This, thankfully, makes human contact with
these deformed monsters quite rare and allows their hideousness to be disguised from society for the long term.
S pecial Ability (Infused Radiation): All the feral ghoul’s melee attacks also deal 5+ 1/2 level (15) radiation damage on a
successful hit.
S pecial Ability (Putrid Nuclear Aura): The feral ghoul glowing one projects an aura of radiation around it. This aura is a Burst
5 that is centered around the ghoul. This nuclear aura counts as an area of dim light that breaks through complete darkness.
Because of the shimmering aura, the feral ghoul can never gain the benefit of sneaking or cloaking, and suffers a -10 penalty to
sneak checks. However, the nuclear aura is filled with deadly radiation that is dangerous to non-mutated creatures. Any creature
that begins or ends its turn within the area takes 25 radiation damage. Feral ghouls, including the glowing one, benefit from this
aura through radiation healing. The aura of multiple glowing ones does not stack.
S pecial Ability (Greater Radioactive Nova): The feral ghoul glowing one can spend a standard action to release a burst of
radiation from its body, smothering nearby beings with radiation. This effects every target within the glowing one’s Putrid
Nuclear Aura. The feral ghoul makes an attack roll using its melee skill (1d20+9) against the toughness of everyone within the
aura. Any target hit by the attack takes 40 radiation damage, or half that much damage on a miss. In addition, any ghouls or feral
ghouls in the aura instantly recover 40 hit points without needing to spend a healing threshold, rather than normal amount of
recovery from radiation damage.
S pecial Ability (Inhumanly Tough): The feral ghoul glowing one never takes bleed damage, ignores the ongoing penalty of
crippling wounds, and reduces all crippling wound points that it suffers by 1.
S pecial Ability (Mutant Metabolism): Ghouls are already fully mutated by radiation and are no longer affected by it. When
exposed to radiation, ghouls heal 50% of the radiation damage they would be dealt. In addition, feral ghouls suffer ½ the normal
amounts of poison damage.
S pecial Ability (Genetic Resistance): Aberrations gain great strength from their genetic oddities. Aberrations add ½ their
strength to their endurance for determining hit points whenever endurance would be used to determine or add to their hit points.
Feral Ghoul Reaver
Feral Ghoul Reavers are the most dangerous breed of feral ghouls known. T hey are typically created from exceptional
individuals, such as veteran soldiers or adventurers, that have succumbed to ghoulification. These individuals, through legendary
resolve, have maintained more of their intelligence than ordinary ghouls, but their humanity and identity have been thoroughly
exterminated. Now they exist as cunny, savage hunters, that hunt through the world of man looking to kill anyone who reminds
them of what they used to be.
Reavers are unnaturally powerful and resilient, and clever enough to hunt, trap, and ambush their prey. They exude
large amounts of radiation, like glowing ones, but their clouds are mostly invisible and do not reveal their location. Only a slight
green haze reveals their death aura. They can conjure globs of potent, explosive radiation to hurl at their victims. Their very touch
contains enough deadly radiation to cause instant cellular degeneration.
Only the mightiest travelers of the wastes should challenge a feral ghoul reaver. Even then, they will be lost without
extreme radiation protection.
S pecial Ability (S calding Radiation): All the feral ghoul’s melee attacks also deal 10+ level (33) radiation damage on a
successful hit.
S pecial Ability (Radiation Blast): The feral ghoul is able to throw concentrated blasts of radiation at their enemies. The feral
ghoul reaver can spend a minor action to prepare a radiation blast, and then throw it as a normal attack action. This attack
functions identically to using a plasma grenade, except for the following changes: the attack deals radiation damage, loses the
Plasma and Delay weapon traits, and counts as one of the creature’s natural weapons. It retains the penetration of the plasma
grenade, except the penetration applies against radiation resistance. The feral ghoul can only have one active radiation blast at a
time.
S pecial Ability (Death Aura): The feral ghoul projects an invisible aura of radiation around it. This aura is a Burst 2 that is
centered around the ghoul. The death aura is filled with deadly radiation that is dangerous to non-mutated creatures. Any creature
that begins or ends its turn within the area takes 33 radiation damage, and must make a DC 21 Durability test or be staggered.
Even living creatures that are immune to radiation damage, such as mutants and ghouls, must make the durability test that is part
of the death aura. Only non-living creatures are immune.
S pecial Ability (Inhumanly Tough): The feral ghoul never takes bleed damage, ignores the ongoing penalty of crippling
wounds, and reduces all crippling wound points that it suffers by 1.
S pecial Ability (Genetic Resistance): Aberrations gain great strength from their genetic oddities. Aberrations add ½ their
strength to their endurance for determining hit points whenever endurance would be used to determine or add to their hit points.
S pecial Ability (Mutant Metabolism): Ghouls are already fully mutated by radiation and are no longer affected by it. When
exposed to radiation, ghouls heal 50% of the radiation damage they would be dealt. In addition, feral ghouls suffer ½ the normal
amounts of poison damage.
Feral Ghoul Roamer
Feral Ghoul Roamers are often the result of wanderers who wandered the wastelands for too long, eventually losing
their humanity and identity after a life of exposure to radiation. Even as their minds evaporate, their habit of wandering never
truly left them. Roamers travel the wastelands, alone or in small packs, out of instinct more than anything else. These ghouls are
slightly more dangerous than common feral ghouls, and are known to be more nimble and dexterous than more common ferals.
S pecial Ability (Infused Radiation): All the feral ghoul’s melee attacks also deal 5+ 1/2 level (8) radiation damage on a
successful hit.
S pecial Ability (Reckless Charge): When the feral ghoul performs a charge action, they gain +2 attack dice on the attack roll
and deal +10 damage instead of the normal benefits. However, if the attack misses its target, the feral ghoul falls prone at the end
of its movement and their turn is instantly ended.
S pecial Ability (S tagger S tep): The feral ghoul can perform a shift as a minor action once per turn.
S pecial Ability (Mutant Metabolism): Ghouls are already fully mutated by radiation and are no longer affected by it. When
exposed to radiation, ghouls heal 50% of the radiation damage they would be dealt. In addition, feral ghouls suffer ½ the normal
amounts of poison damage.
Feral Ghoul Stalker
Stalkers are the most successful of the most common feral ghouls, and have had long lives prowling cities and ruins for
prey and food. They have become stronger and more resilient than lesser ghouls, and have the tendency to always sneak up on
their prey. They move through their hunting ground without making a sound and keeping to the shadows. Usually, the first sign a
feral stalker is nearby is when they are clawing into the hide of their victims.
S pecial Ability (Infused Radiation): All the feral ghoul’s melee attacks also deal 5+ 1/2 level (10) radiation damage on a
successful hit.
S pecial Ability (Reckless Charge): When the feral ghoul performs a charge action, they +10 accuracy on the attack roll and deal
+10 damage instead of the normal benefits. However, if the attack misses its target, the feral ghoul falls prone at the end of its
movement and their turn is instantly ended.
S pecial Ability (S talker): The feral ghoul is very skilled at stalking its prey. It begins every encounter sneaking, unless it was
surprised. If its sneaking condition is broken, it can reactivate it at the end of its turn by making a DC 15 sneak check. If there are
any enemies with 6 squares of it when it tries to reap ply sneaking, those characters get to make a detection check versus the
stalkers sneak check to prevent it from reapplying its hidden state.
S pecial Ability (Mutant Metabolism): Ghouls are already fully mutated by radiation and are no longer affected by it. When
exposed to radiation, ghouls heal 50% of the radiation damage they would be dealt. In addition, feral ghouls suffer ½ the normal
amounts of poison damage.
Feral Ghoul Withered
Withered are very old feral ghouls. Their bodies have become crusty, hard, and powerful with muscles and inherent
strength. They no longer have many identifying features marking gender or identity, having become thin and skeletal. Any
clothes they once wore has burnt, withered, or rotted away. Withered are resilient, and their hands have become gnarly and
twisted claws. Withered are so infectious with radiation that is very difficult to resist their infectious touch.
Withered have lived so long in their half-life that they spend more time dormant than regular ghouls, and wander much
less. M ost withered have a haunt where they lurk, and lay dormant in wait for prey to come for them. A withered feral ghoul can
lie in wait for months or years for their victims to come for them.
S pecial Ability (Infused S carring Radiation): All the feral ghoul’s melee attacks also deal 5+ level (20) radiation damage on a
successful hit. This radiation damage has a penetration of 10 versus the target’s resistance against radiation damage.
S pecial Ability (Inhumanly Tough): The feral ghoul never takes bleed damage, ignores the ongoing penalty of crippling
wounds, and reduces all crippling wound points that it suffers by 1.
S pecial Ability (Mutant Metabolism): Ghouls are already fully mutated by radiation and are no longer affected by it. When
exposed to radiation, ghouls heal 50% of the radiation damage they would be dealt. In addition, feral ghouls suffer ½ the normal
amounts of poison damage.
Super Mutants
Super mutants are former humans that have been horribly mutated by a genetically engineered virus known as the FEV
(Forced Evolutionary Virus). They have transformed into hulking, monstrous individuals that have amazing strength and
resilience. Super M utants are genderless, although the appear largely masculine in body structure, no matter what gender they
were before. They have odd colors of skin, often green and yellow, and have no hair. Although they are completely sterile, but do
not age or die of natural causes.
M ost super mutants have greatly reduced mental capacities but enhanced adrenaline. Therefore, they tend to be brutish,
aggressive, bullies. M any super mutants are essentially barbaric raiders, who decorate their lairs with mutilated corpses, spikes,
and ‘gore bags’. They have very little humanity, and simply seek to constant exercise their might over weaker creatures.
However, some super mutants have retained their humanity and seek to live ordinary lives amongst humans and ghouls.
This is especially common for super mutants originating from the west coast of Old America. These super mutants typically find
roles in society that fits their strength, such as miners, guards, sheriffs, and scavengers. Despite this, most super mutants that a
group of players will encounter will be hostile savages.
Some types of super mutants will grow increasingly larger as they age. As they do, their brains grow smaller. Other
types of super mutants will go insane. These super mutants may function more as creatures than NPCs, and may have special
abilities or natural weapons.
Body S lam: When the super mutant charges a foe with a melee weapon, the raw impact can send a foe reeling. If the melee
attack roll surpasses the target’s defense and toughness, they are pushed back 1 square and knocked prone in addition to normal
effects.
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Mangle: M any super mutants are known for their cannibalistic brutality that is unsettling for other races. A super mutant can
spend a full-round action to main or rip asunder a dead or dying individual. If they were not already dead then they are
considered so, as if they suffered 5 crippling wounds to the core. This act of brutality gives the super mutant and all allied super
mutants within 6 squares 10 temporary hits and advantage on attack rolls during their next turn. Enemies of the super mutant who
witness an ally being mangled suffer disadvantage on all checks during their next turn.
Outburst: Super mutants are known for violently outbursts. When a super mutant with this rule suffers a crippling wound, they
can make an instant opportunity attack against a target within range.
Terrifying Howl: A super mutant can make a terrifying, monstrous howl that is unsettling to others. This counts as a demoralize
attempt against all enemies, even animals but excluding robots, within 6 squares. The super mutant gains +8 to their influence
test for this purpose.
Super M utant Adventurers sometimes grow tired of wandering, and settle down in local communities. They often find a
good living functioning as a sheriff or mayor. They are fervently protective of their followers.
S pecial Ability (Mutant): Super M utant are already fully mutated by radiation and are no longer affected by it. Super M utants
are immune to radiation damage and the negative effects of radiation.
S pecial Ability (Hulking): Super M utants are grotesque and large creatures. They are large sized instead of normal size, and
follow all the rules for large creatures. Because of their size, they can use rifle-class ranged weapons in a single hand, but cannot
use pistol-class ranged weapons. They also gain +5 to their maximum strength based on level. However, they can only use
scrapper armor.
S pecial Ability (Aberration): Super M utants are beings genetically engineered to be living weapons. They qualify for any perks
that are restricted to aberrations, but are also vulnerable to any effect that targets aberrations.
S pecial Ability (Tough): Due to their large size and aberration trait, when a super mutant takes a rank of the Durability skill,
they gain 10 maximum hit points plus their ½ their strength and full endurance instead of normal hit point gain.
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Super M utant behemoths are, thankfully, quite rare. The presence of one in an area precludes any possibility of
peacefully settling there, and it can be catastrophic if one wanders too close to an existing settlement. They feel neither pain nor
fear, and are almost impossible to kill. Super M utant behemoths are some of the greatest threats in the wasteland, and only t he
most skilled and well-equipped survivors should try to fight one.
S pecial Ability (Goliath S masher): A super mutant behemoth is usually equipped with a giant impromptu weapon, such as a
street lamp, a fire hydrant on a tube, or a metal guardrail. It uses this weapon, known as its goliath smasher, as its primary melee
attack. The goliath smasher counts as a huge-sized super sledge with the Cleaving (2) weapon trait, and is usable in one hand by
the behemoth. To anyone outside the behemoth, it is unusable and worthless for anything other than scrap metal.
S pecial Ability (Earth S trike): As a move action, a behemoth can use its free hand to scoop up a rock, pile of earth, or debris
that it can hurl as a weapon. This attack uses the earth strike weapon profile.
Earth Strike
Thrown Gun
Damage: 40 Accuracy: +0
RoF: Thrown Range: M edium
S hots: 1 (Consumable) Damage Type: M elee
Power Rating: +5 Weight: 10lbs
S pecial Traits: Grenade, Close Quarters
S pecial Ability (Off Hand): The super mutant behemoths bash and earth strike attacks can be made as minor actions in the same
turn that it uses a standard action attack. These extra attacks do not suffer duel-wielding penalties.
S pecial Ability (Bloodlust): When a super mutant behemoth reduces a target to 0 hit points with their attack, they can make an
instant melee attack or ranged attack against another target. This effect can only occur once per round.
S pecial Ability (Feel No Pain): The super mutant has become completely numb to all pain. They do not suffer ongoing injuries
from crippling wound. Finally, the super mutant receives half damage from all attacks that do not have the Come, Line, Flames,
or Burst weapon traits, determined after damage resistance and hailfire.
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S pecial Ability (Virtually Immortal): The super mutant behemoths is virtually immortal and can be killed by traditional means.
If brought to 0 hit points or lower, it is instead prone and helpless for 5 rounds. After 5 rounds, it automatically stands back up
and regains half of its maximum hit points (283). To permanently kill a behemoth requires spending a full-round action while
adjacent to it to execute the behemoth, disintegrate it with a laser or plasma weapon, or kill it with crippling wounds to the core,
vitals, or critical locations.
S pecial Ability (Mutant): Super M utant are already fully mutated by radiation and are no longer affected by it. Super M utants
are immune to radiation damage and the negative effects of radiation.
S pecial Ability (S uper Mutant Aberration): Super M utants are beings genetically engineered to be living weapons. They
qualify for any perks that are restricted to aberrations or super mutants, but are also vulnerable to any effect that targets
aberrations or super mutants.
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S pecial Ability (Mutant): Super M utant are already fully mutated by radiation and are no longer affected by it. Super M utants
are immune to radiation damage and the negative effects of radiation.
S pecial Ability (Hulking): Super M utants are grotesque and large creatures. They are large sized instead of normal size, and
follow all the rules for large creatures. Because of their size, they can use rifle-class ranged weapons in a single hand, but cannot
use pistol-class ranged weapons. They also gain +5 to their maximum strength based on level. However, they can only use
scrapper armor.
S pecial Ability (Aberration): Super M utants are beings genetically engineered to be living weapons. They qualify for any perks
that are restricted to aberrations, but are also vulnerable to any effect that targets aberrations.
S pecial Ability (Tough): Due to their large size and aberration trait, when a super mutant takes a rank of the Durability skill,
they gain 10 maximum hit points plus their ½ their strength and full endurance instead of normal hit point gain.
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S pecial Ability (Mutant): Super M utant are already fully mutated by radiation, and are no longer affected by it. Super M utants
are immune to radiation damage and the negative effects of radiation.
S pecial Ability (Hulking): Super M utants are grotesque and large creatures. They are large sized instead of normal size, and
follow all the rules for large creatures. Because of their size, they can use rifle-class ranged weapons in a single hand, but cannot
use pistol-class ranged weapons. They also gain +5 to their maximum strength based on level. However, they can only use
scrapper armor.
S pecial Ability (Aberration): Super M utants are beings genetically engineered to be living weapons. They qualify for any perks
that are restricted to aberrations, but are also vulnerable to any effect that targets aberrations.
S pecial Ability (Tough): Due to their large size and aberration trait, when a super mutant takes a rank of the Durability skill,
they gain 10 maximum hit points plus their ½ their strength and full endurance instead of normal hit point gain.
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Enforcers can be used as town guards or soldiers in peaceful super mutant settlements.
S pecial Ability (Mutant): Super M utant are already fully mutated by radiation and are no longer affected by it. Super M utants
are immune to radiation damage and the negative effects of radiation.
S pecial Ability (Hulking): Super M utants are grotesque and large creatures. They are large sized instead of normal size, and
follow all the rules for large creatures. Because of their size, they can use rifle-class ranged weapons in a single hand, but cannot
use pistol-class ranged weapons. They also gain +5 to their maximum strength based on level. However, they can only use
scrapper armor.
S pecial Ability (Aberration): Super M utants are beings genetically engineered to be living weapons. They qualify for any perks
that are restricted to aberrations, but are also vulnerable to any effect that targets aberrations.
S pecial Ability (Tough): Due to their large size and aberration trait, when a super mutant takes a rank of the Durability skill,
they gain 10 maximum hit points plus their ½ their strength and full endurance instead of normal hit point gain.
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S pecial Ability (Mutant): Super M utant are already fully mutated by radiation and are no longer affected by it. Super M utants
are immune to radiation damage and the negative effects of radiation.
S pecial Ability (Hulking): Super M utants are grotesque and large creatures. They are large sized instead of normal size, and
follow all the rules for large creatures. Because of their size, they can use rifle-class ranged weapons in a single hand, but cannot
use pistol-class ranged weapons. They also gain +5 to their maximum strength based on level. However, they can only use
scrapper armor.
S pecial Ability (Aberration): Super M utants are beings genetically engineered to be living weapons. They qualify for any perks
that are restricted to aberrations, but are also vulnerable to any effect that targets aberrations.
S pecial Ability (Tough): Due to their large size and aberration trait, when a super mutant takes a rank of the Durability skill,
they gain 10 maximum hit points plus their ½ their strength and full endurance instead of normal hit point gain.
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Nightkin have spent so much of their time utilizing stealth boys, that they have further mutated to have a natural stealth
field around them at all times. It makes them dangerous hunters and predators. Nightkin typically make use of sword-like
weapons, made from the modified bumpers of automobiles. These ‘bumper swords’ are often available for purchase in super
mutant settlements.
S pecial Ability (Partially Invisible): Super mutant nightkin have grown addicted to the use of stealth boys, and their mutations
have grown to include a permeant partial invisibility. Nightkin always counts as Sneaking, not requiring stealth checks, actions,
or special conditions to enter the sneaking state. Anyone using a spotter or detector action must make a DC 18 detection test (DC
10 + nightkin’s sneak score) in order to reveal the super mutant. Even detected nightkin are automatically sneaking again at the
start of their next turn.
S pecial Ability (Mutant): Super M utant are already fully mutated by radiation and are no longer affected by it. Super M utants
are immune to radiation damage and the negative effects of radiation.
S pecial Ability (S uper Mutant Aberration): Super M utants are beings genetically engineered to be living weapons. They
qualify for any perks that are restricted to aberrations or super mutants, but are also vulnerable to any effect that targets
aberrations or super mutants.
*Bumper S words: Bumper swords are large, impromptu weapons designed by super mutant nightkin, They are essentially the
rear bumper of a vehicles that has been fixed into a giant sword. They may be available to purchase in super mutant communities.
They use the following profile.
Bumper Sword
Two-handed Melee
Base Cost: 1,800 caps
Damage: 23 Accuracy: +2
RoF: Average Range: M elee
S hots: NA Damage Type: M elee
Power Rating: +4 Weight: 10lbs
Component Cost: 18 Framing, 4 Fiber
S pecial Traits: Cleaving (1), Parry
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Super M utant Overlords have gained the resilience of behemoths, while still being small enough (barely) to use
advanced weapons. Because of their reduced mental capabilities and special traits, overlords are creatures instead of characters.
S pecial Ability (Bloodlust): When a super mutant overlord reduces a target to 0 hit points with their attack, they can make an
instant melee attack or ranged attack against another target. This effect can only occur once per round.
S pecial Ability (Feel No Pain): The super mutant has become completely numb to all pain. They do not suffer ongoing injuries
from crippling wound. Finally, the super mutant receives half damage from all attacks that do not have the Come, Line, Flames,
or Burst weapon traits, determined after damage resistance and hailfire.
S pecial Ability (Mutant): Super M utant are already fully mutated by radiation and are no longer affected by it. Super M utants
are immune to radiation damage and the negative effects of radiation.
S pecial Ability (S uper Mutant Aberration): Super M utants are beings genetically engineered to be living weapons. They
qualify for any perks that are restricted to aberrations or super mutants, but are also vulnerable to any effect that targets
aberrations or super mutants.
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While Primus are mighty and formidable, they still yield to their masters, the Super M utant Warlords.
S pecial Ability (Mutant): Super M utant are already fully mutated by radiation and are no longer affected by it. Super M utants
are immune to radiation damage and the negative effects of radiation.
S pecial Ability (Hulking): Super M utants are grotesque and large creatures. They are large sized instead of normal size, and
follow all the rules for large creatures. Because of their size, they can use rifle-class ranged weapons in a single hand, but cannot
use pistol-class ranged weapons. They also gain +5 to their maximum strength based on level. However, they can only use
scrapper armor.
S pecial Ability (Aberration): Super M utants are beings genetically engineered to be living weapons. They qualify for any perks
that are restricted to aberrations, but are also vulnerable to any effect that targets aberrations.
S pecial Ability (Tough): Due to their large size and aberration trait, when a super mutant takes a rank of the Durability skill,
they gain 10 maximum hit points plus their ½ their strength and full endurance instead of normal hit point gain.
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S pecial Ability (Mutant): Super M utant are already fully mutated by radiation and are no longer affected by it. Super M utants
are immune to radiation damage and the negative effects of radiation.
S pecial Ability (Hulking): Super M utants are grotesque and large creatures. They are large sized instead of normal size, and
follow all the rules for large creatures. Because of their size, they can use rifle-class ranged weapons in a single hand, but cannot
use pistol-class ranged weapons. They also gain +5 to their maximum strength based on level. However, they can only use
scrapper armor.
S pecial Ability (Aberration): Super M utants are beings genetically engineered to be living weapons. They qualify for any perks
that are restricted to aberrations, but are also vulnerable to any effect that targets aberrations.
S pecial Ability (Tough): Due to their large size and aberration trait, when a super mutant takes a rank of the Durability skill,
they gain 10 maximum hit points plus their ½ their strength and full endurance instead of normal hit point gain.
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S pecial Ability (Explodes!): The suicider carries a mini nuke around with it, that it primes and then rushes at its foes with.
Priming the mini nuke requires a minor action, and setting it off requires a standard action. If the mini nuke is primed, but is not
set off within 3 rounds, it goes off automatically. The super mutant charges into groups of enemies and sets off the mini nuke to
do maximum damage. The super mutant suicider is automatically killed on their kamikaze attack, and they are the only primary
target of the attack. The attack takes a -2 accuracy penalty and can be evaded.
S pecial Ability (Mutant): Super M utant are already fully mutated by radiation and are no longer affected by it. Super M utants
are immune to radiation damage and the negative effects of radiation.
S pecial Ability (Hulking): Super M utants are grotesque and large creatures. They are large sized instead of normal size, and
follow all the rules for large creatures. Because of their size, they can use rifle-class ranged weapons in a single hand, but cannot
use pistol-class ranged weapons. They also gain +5 to their maximum strength based on level. However, they can only use
scrapper armor.
S pecial Ability (Aberration): Super M utants are beings genetically engineered to be living weapons. They qualify for any perks
that are restricted to aberrations, but are also vulnerable to any effect that targets aberrations.
S pecial Ability (Tough): Due to their large size and aberration trait, when a super mutant takes a rank of the Durability skill,
they gain 10 maximum hit points plus their ½ their strength and full endurance instead of normal hit point gain.
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While super mutant thugs are tactless and unskilled, they are still very strong, and a significant danger to unexperienced
survivors.
S pecial Ability (Mutant): Super M utant are already fully mutated by radiation and are no longer affected by it. Super M utants
are immune to radiation damage and the negative effects of radiation.
S pecial Ability (Hulking): Super M utants are grotesque and large creatures. They are large sized instead of normal size, and
follow all the rules for large creatures. Because of their size, they can use rifle-class ranged weapons in a single hand, but cannot
use pistol-class ranged weapons. They also gain +5 to their maximum strength based on level. However, they can only use
scrapper armor.
S pecial Ability (Aberration): Super M utants are beings genetically engineered to be living weapons. They qualify for any perks
that are restricted to aberrations, but are also vulnerable to any effect that targets aberrations.
S pecial Ability (Tough): Due to their large size and aberration trait, when a super mutant takes a rank of the Durability skill,
they gain 10 maximum hit points plus their ½ their strength and full endurance instead of normal hit point gain.
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Super M utant Warlords usually lead their kin from the most fortified building in a region, such as an army base or
missile bunker. They carry the greatest weapons available to them, much of it optimized for optimal killing factor. They have an
army of mutated monsters to help defend them. They are great and terrible threats, that only the most heroic individuals have a
chance of overcoming. The death of a warlord can bring peace to an entire region.
S pecial Ability (Mutant): Super M utant are already fully mutated by radiation and are no longer affected by it. Super M utants
are immune to radiation damage and the negative effects of radiation.
S pecial Ability (Hulking): Super M utants are grotesque and large creatures. They are large sized instead of normal size, and
follow all the rules for large creatures. Because of their size, they can use rifle-class ranged weapons in a single hand, but cannot
use pistol-class ranged weapons. They also gain +5 to their maximum strength based on level. However, they can only use
scrapper armor.
S pecial Ability (Aberration): Super M utants are beings genetically engineered to be living weapons. They qualify for any perks
that are restricted to aberrations, but are also vulnerable to any effect that targets aberrations.
S pecial Ability (Tough): Due to their large size and aberration trait, when a super mutant takes a rank of the Durability skill,
they gain 10 maximum hit points plus their ½ their strength and full endurance instead of normal hit point gain.
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S pecial Ability (Mutant): Super M utant are already fully mutated by radiation and are no longer affected by it. Super M utants
are immune to radiation damage and the negative effects of radiation.
S pecial Ability (Hulking): Super M utants are grotesque and large creatures. They are large sized instead of normal size, and
follow all the rules for large creatures. Because of their size, they can use rifle-class ranged weapons in a single hand, but cannot
use pistol-class ranged weapons. They also gain +5 to their maximum strength based on level. However, they can only use
scrapper armor.
S pecial Ability (Aberration): Super M utants are beings genetically engineered to be living weapons. They qualify for any perks
that are restricted to aberrations, but are also vulnerable to any effect that targets aberrations.
S pecial Ability (Tough): Due to their large size and aberration trait, when a super mutant takes a rank of the Durability skill,
they gain 10 maximum hit points plus their ½ their strength and full endurance instead of normal hit point gain.
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Mutant Hound
M utant Hounds are nasty beasts that serve as guard dogs for super mutants. They are created from ordinary dogs that
have been exposed to the FEV infection, and turned into savage creatures. Super mutants and their hounds have a close bond like
humans and ordinary dogs do, but this relationship has been twisted by the fierce hostility and brutality of both species. M utant
hounds sometimes accompany their masters on raids, but most often stand guard over mutant camps, releasing a warning howl
whenever enemies get too close.
M utant Hounds can be domesticated, but only by super mutants. Once trained, they can be taught to obey non-super
mutant masters, however.
Mutant Hound
Level 12 Medium-sized Creature (Non-Heroic Animal/ Aberration), Medium Threat
Hit Points: 122 Healing Threshold: 8 Damage Threshold: 31
Defense: 22 Toughness: 23 Resolve: 16
S peed: 8 S hift S peed: 2 Initiative: +6
S pace: 1 square Reach: 1 square
Damage Resistance: 10 Radiation Resistance: Immune
-Bite 1d20+8 accuracy, 36 damage, 1 strike maximum; Special Traits: Penetration 8, Rending 2
S kills: Athletics 5, Acrobatics 5, Defensive Training 6, Detection 5, Durability 6, M elee 6, M ental Training 5, Survival 5
Perks: Weapon M astery (melee), Power Strike II, Toughness
S trength: 7 Perception: 6 Endurance: 6 Charisma: 4
Intelligence: 1 Agility: 6 Luck: NA
Gear: Tier 2 Large-sized Bite, Tier 2 Thick Creature Hide
S pecial Ability (Mutated Maw): The mutant hound has an overly large, mutated mouth with powerful jaws. Its bite attack
counts as 1 size category larger for the purpose of base damage, and gains bonus penetration equal to the hound’s strength.
S pecial Ability (Warning Howl): The mutant hound can let out a loud warning call that signals nearby allies of damage. This
warning howl is performed as a standard action, and effects all allied super mutants within medium range. The super mutants t hat
hear the howl are aware of danger, and are not surprised in the encounter. In addition, all effected super mutants can make an
immediate movement action. M utant hounds cannot use their warning howl on two subsequent turns and allied super mutants
cannot benefit from more than 1 mutant hound in a single turn.
S pecial Ability (S wift): Animals are swift-footed and move faster than other beings. Animals gain +1 to their base movement
speed based on size.
S pecial Ability (Hardy): The animals that have survived the apocalypse have done so by being tough and hardy, and able to
compete with the horrors of the new world. Animals add 1/2 their strength in addition to endurance to their damage threshold.
S pecial Ability (Mutant Resistance): Aberrations are already victims of radiation, and have through time become immune to its
effects any further. Aberrations are immune to radiation damage, never keep track of gathering radiation, and do not die from
radiation exposure.
S pecial Ability (Genetic Resistance): Aberrations gain great strength from their genetic oddities. Aberrations add ½ their
strength to their endurance for determining hit points whenever endurance would be used to determine or add to their hit points.
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Creature Templates
Templates are modifications that can be applied to creatures to change them. Templates generally have a theme as to
how they change the creature, representing a mutation or other factor that makes them different than others of their kind.
To apply a template to a creature, simply chose a template and follow the instructions and restrictions to remodel the
creature. Templates do not cost characteristic points. M ost templates are restricted to certain creature types. Templates may
increase or decrease a creature’s threat level. If they do, do not recalculate their characteristic points. Once all the changes have
been applied, recalculate their statistics based on any changes to ability scores, skills, size, etc.
Any creature with the animal or insect type can gain the ‘Giant Creature’ template.
-A giant creature is one size category larger than normal, to a maximum of huge-sized. It gains all the normal benefits
of a size increase, such hit points, maximum strength, and extra power ratings to natural attack damage. If becoming at least large
sized, its space and reach extend 1 square. Therefore, a medium creature that has a space of 1 square, will become a large
creature with a space of a 2 by 2 square.
-The giant creature gains +4 strength and +2 endurance, even if this would take them over their normal ability score
maximums based on level. However, the giant creature has -2 agility, to a minimum of 1.
-Giant creatures are overgrown, hulking, monstrosities, and do not suffer greatly under the weight of pain. On top of
their other benefits, this template grants the creature +2 to all damage resistances and +4 damage threshold. Finally, if the
creature receives a crippling wound point, roll a d20. On a 12+, the crippling wound point is ignored. Roll this for every crippling
wound point dealt.
S pecial Trait (Gushing Wounds): A giant mole rat’s claws tend to leave bleeding, infectious wounds. Any living target
damaged by a mole rat’s attacks suffer 2 bleeding damage on each of their turns.
S pecial Trait (Burrow): As a move action, the mole rat can dive underground and dig through the ground. While underground,
the mole rat gains the Cloaked condition and has improved cover against all at tacks. While underground, the mole rat can travel
at ½ its normal move speed through the ground (normally 3 squares) as a normal move action. It can emerge from the ground as a
minor action. If it attacks a target the same turn it emerges, the target is considered flat-footed. M ole rats can only dig through
soil and dirt and cannot burrow in stone or concrete. M ole rats can detect motion on the ground around them within 6 squares
while underground
S pecial Trait (Lurker): When attacking ambushing unaware targets from underground, mole rats always get to act on a surprise
round. During surprise rounds, they can make a full-turns worth of actions, instead of just a standard action.
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S pecial Ability (Overwhelming Resilience): Finally, if the massive mole rat receives a crippling wound point, roll a d20. On a
12+, the crippling wound point is ignored. Roll this for every crippling wound point dealt.
S pecial Ability (S wift): Animals are swift-footed and move faster than other beings. Animals gain +1 to their base movement
speed based on size.
S pecial Ability (Hardy): The animals that have survived the apocalypse have done so by being tough and hardy, and able to
compete with the horrors of the new world. Animals add 1/2 their strength in addition to endurance to their damage threshold.
Any creature with the animal, insect, or aberration type can gain the ‘Starving Creature’ template.
-A starving creature counts as having 75 points of fatigue. Therefore, starving creatures undergo the following penalties
to all their actions
-The creature rolls suffers -6 to all skill checks, accuracy, and defenses
-The creature recovers half as many hit points whenever they heal using a healing threshold.
-The starving creature is fearless, and fights like it has nothing to lose. It never retreats, can be reasoned with, or runs
away. It is not affected by any sort of influence or intimidation attempt.
S pecial Ability (Hunger): When the Yao Guai harms an enemy with a bite attack, it can spend a healing threshold to recover 10
hit points. If it dealt a crippling wound, it instead heals 20 hit points.
S pecial Ability (Bestial Roar): The Yao Guai can emit a bestial roar, terrifying all nearby. This is done as a standard action.
This counts either as a combat influence attempt to demoralize and terrorize all enemies within 6 squares. This action uses t he
yao guai’s melee skill plus charisma for the check (+4 bonus).
S pecial Ability (Quick Claw): The Yao Guai can make a single claws trike as a minor action, in addition to any other attacks it
makes in a turn. If this quick claw attack bypasses defense and toughness, the target is knocked prone.
S pecial Ability (Mauling Blow): The Yao Guai hits with incredible force. Their melee attacks gain the Smashing weapon trait.
S pecial Ability (S wift): Animals are swift-footed and move faster than other beings. Animals gain +1 to their base movement
speed based on size.
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S pecial Ability (Weak and Desperate): The yao guai recovers half as many hit points whenever it spends a healing threshold to
heal. This includes using the Hunger ability. The creature is similar immune to attempts to intimidate or influence it, and never
runs away from battle.
S pecial Ability (Hardy): The animals that have survived the apocalypse have done so by being tough and hardy, and able to
compete with the horrors of the new world. Animals add 1/2 their strength in addition to endurance to their damage threshold.
S pecial Ability (Mutant Resistance): M utants are already victims of radiation and have through time become immune to its
effects any further. M utants are immune to radiation damage, never keep track of gathering radiation, and do not die from
radiation exposure.
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Glowing Template
A glowing creature has been so infused with radiation that they are literally pulsing with radioactive energies. These
dangerous mutants are now living emitters of deadly nuclear radiation.
-Any creature with the glowing template is a mutant, and no longer takes damage from radiation. They do not mutate or
suffer any penalties under the effect of radiation.
- All the glowing creature’s natural weapon attacks also deal 5+ level radiation damage on a successful hit.
-The glowing creature projects an aura of radiation around it. This aura is a Burst 1 that is centered around the creature.
This radiation aura counts as an area of dim light that breaks through complete darkness. Because of the shimmering aura, the
glowing creature can never gain the benefit of sneaking or cloaking and suffers a -10 penalty to sneak checks. However, the
radiation aura is filled with deadly radiation that is dangerous to non-mutated creatures. Any creature that begins or ends its turn
within the area takes 5+ the creature’s level in radiation damage.
S pecial Ability (Mutated Maw): The mutant hound has an overly large, mutated mouth with powerful jaws. Its bite attack
counts as 1 size category larger for the purpose of base damage, and gains bonus penetration equal to the hound’s strength.
S pecial Ability (Warning Howl): The mutant hound can let out a loud warning call that signals nearby allies of damage. This
warning howl is performed as a standard action, and effects all allied super mutants within medium range. The super mutants t hat
hear the howl are aware of danger, and are not surprised in the encounter. In addition, all effected super mutants can make an
immediate movement action. M utant hounds cannot use their warning howl on two subsequent turns, and allied super mutants
cannot benefit from more than 1 mutant hound in a single turn.
S pecial Ability (Infused Radiation): All the mutant hound’s melee attacks also deal 5+ level (17) radiation damage on a
successful hit.
S pecial Ability (Radiation Aura): The glowing mutant hound projects an aura of radiation around it. This aura is a Burst 1 that
is centered around the creature. This radiation aura counts as an area of dim light that breaks through complete darkness. Because
of the shimmering aura, the mutant hound can never gain the benefit of sneaking or cloaking and suffers a -10 penalty to sneak
checks. However, the radiation aura is filled with deadly radiation that is dangerous to non-mutated creatures. Any creature that
begins or ends its turn within the area takes 5+ level (17) in radiation damage.
S pecial Ability (S wift): Animals are swift-footed and move faster than other beings. Animals gain +1 to their base movement
speed based on size.
S pecial Ability (Hardy): The animals that have survived the apocalypse have done so by being tough and hardy, and able to
compete with the horrors of the new world. Animals add 1/2 their strength in addition to endurance to their damage threshold.
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S pecial Ability (Mutant Resistance): Aberrations are already victims of radiation, and have through time become immune to its
effects any further. Aberrations are immune to radiation damage, never keep track of gathering radiation, and do not die from
radiation exposure.
S pecial Ability (Genetic Resistance): Aberrations gain great strength from their genetic oddities. Aberrations add ½ their
strength to their endurance for determining hit points whenever endurance would be used to determine or add to their hit points.
S pecial Ability (Two-headed): Radstag possess two separate heads, that gives them some advantages. Radstag gain advantage
detection and initiative tests, and their gore attack gains the Hailfire (1) weapon trait.
S pecial Ability (Infused Radiation): All the mutant hound’s melee attacks also deal 5+ level (12) radiation damage on a
successful hit. The hailfire from their two-headed trait applies to the radiation damage also.
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S pecial Ability (Radiation Aura): The glowing mutant hound projects an aura of radiation around it. This aura is a Burst 1 that
is centered around the creature. This radiation aura counts as an area of dim light that breaks through complete darkness. Because
of the shimmering aura, the radstag can never gain the benefit of sneaking or cloaking, and suffers a -10 penalty to sneak checks.
However, the radiation aura is filled with deadly radiation that is dangerous to non-mutated creatures. Any creature that begins or
ends its turn within the area takes 5+ level (12) in radiation damage.
S pecial Ability (S weeping Charge): When a radstag charges with its gore attack, it gains +10 accuracy and gains the Cleaving
(1) weapon trait. In addition, if any targets of the charge are dealt a crippling wound, they are staggered for a single turn.
S pecial Ability (Quick S tep): A radstag can shift as a minor action once per round.
S pecial Ability (S wift): Animals are swift-footed and move faster than other beings. Animals gain +1 to their base movement
speed based on size.
S pecial Ability (Hardy): The animals that have survived the apocalypse have done so by being tough and hardy, and able to
compete with the horrors of the new world. Animals add 1/2 their strength in addition to endurance to their damage threshold.
S pecial Ability (Mutant Resistance): M utants are already victims of radiation and have through time become immune to its
effects any further. M utants are immune to radiation damage, never keep track of gathering radiation, and do not die from
radiation exposure.
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Special Thanks
Thi s project has been a l abor of l ove for me, a nd I’d like to thanks everyone who helped me bring i t to completion.
My fa mi ly, Ni ck, Susan, a nd Jeff, who have a lways s upported me on my cra zy projects.
I’d l i ke to thank all the fans of Fallout out there who contributed to the Fallout Wiki, which was a n a bsolutely essential
tool i n the creation of this game.
La s tly, but not l east, I’d l ike to thank Bethesda Entertainment, which has cra fted the deep, wondrous worlds for us to
expl ore. You work has inspired this project.
I’d a lso like to thank all of my s upporters on Pa treon, who are the reasons I can continue to produce this work.
Nick Skuda
Jeff Skuda
Andrew M erriman
Jordan Weiler
Christopher Piper
Josh M cNatt
Robert Vancel
Jeremy Lang
Yelnar Duissenov
Justin Carlisle
Bink
Daniel Jenkins
*Fa l lout i s a tra demark of Bethesda, who hold a ll creative ri ghts to their i ntellectual property. Leovaunt’s Fallout Roleplaying
Ga me is a fan-made project, and I am by no means a representative of Bethesda.