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CREDITS

Author
ELH

Cover Art
MakkuroMurasaki

Patreon Backers
Jay Grey, Kaleb Bridges, Bogan Willyard, James Bowkett, Genesis, Daniel Fox,
Benjamin Bravo, KT WDY, Ethan Lynch, Jeffery Flint, Paweł Dąbrowski, Doug H

Version & Last Updated


V2.0 – July 28th, 2021

This content is available free of charge and licensed under a


Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License

Neither the author (ELH) nor the content within is endorsed, sponsored, or affiliated with Bethesda, ZeniMax Media,
Modiphius Entertainment, or any FALLOUT franchise. The FALLOUT® franchise and related logos are owned and a
registered trademark of ZeniMax Media Inc.

Any trademarked names are used in a fictional manner; no infringement is intended. This is a work of fiction. Any similarity
with actual people and events, past or present, is purely coincidental and unintentional except for those people and events
described in an historical context.
Table of Contents
Introduction .................................................................................................................................................. 4
What are Intelligent Deathclaws?................................................................................................................. 5
Origin Option: Intelligent Deathclaw ............................................................................................................ 6
Brawns Variant .......................................................................................................................................... 6
Brains Variant ............................................................................................................................................ 7
Trait: Deadly Intelligence .......................................................................................................................... 7
Deathclaw Perks............................................................................................................................................ 8
Alarming Presence .................................................................................................................................... 8
Alpha/Matriarch........................................................................................................................................ 8
Chameleon ................................................................................................................................................ 8
Glowing One.............................................................................................................................................. 8
Nimble Claws............................................................................................................................................. 8
Quantum’d ................................................................................................................................................ 8
Rending Strike ........................................................................................................................................... 9
Introduction
Hello there!

My name is ELH. I’ve been a TTRPG Game Master for over a decade, with extensive experience with
Modiphius’ 2d20 system. Before this, I was an avid homebrew contributor to Star Trek Adventures, with
nearly 200 pages of content designed around the 2d20 system. I’m therefore excited to continue my
homebrewing work with the newest, official Fallout TTRPG!

Contained within this book is insight and guidance on how to play an Intelligent Deathclaw in the Fallout
2d20 system. It is not official content and should not be treated as such. It is my hope that providing
this content to you that Game Master and Player alike can enjoy a type of roleplaying experience only
hinted at back in Fallout 2. Which, by the way, is your warning that there are spoilers for Fallout 2
contained within.

For those of you returning to these rules since the April 1st release, you’ll find that many numbers and
perks have been tweaked, in addition to new rules about S.P.E.C.I.A.L. scores, new perks, and more.
These changes resulted as part of playtesting with Draxis on my Motley Heights Actual Play.

Let’s get to it!


However, in the July 10th update of the same
What are Intelligent year, Chris Avellone, the game designer that

Deathclaws? compiled the Fallout Bible and would go onto


work on Fallout: New Vegas, straight out denied
Like all good things, Intelligent Deathclaws are a that any intelligent Deathclaws lived past the
type of Deathclaw that were experimented on events of Fallout 2. This sort of quasi-canon
by the Enclave in 2235. Exposing captured would persist until Emil Pagliarulo, the lead
Deathclaws to FEV boosted their intelligence designer for Fallout 3, Fallout 4, and Fallout 76,
and gave them the ability to talk, among other commented in 2020 that the Fallout Bible was
perks. It was the Enclave’s hope that these not entirely canon. Specifically, that writers of
mutated Deathclaws would be intelligent the Fallout series would often use the Bible as a
enough to obey orders without question. supplementary source after first taking a look at
Naturally, that didn’t go so well. what was in the games. They would then have
Eventually the Intelligent Deathclaws would to make a judgment call whether something in
abandon the Enclave and move into Vault 13, the Bible was canon or not.
which they cleared out with the Enclave in So, in short, it’s entirely up to your Game
2242. Some humans in the surrounding area Master if Intelligent Deathclaws are an option in
moved in to live under the Deathclaws’ your game. Some may rule that they are not
protection, as well as provide a means to canon, while others may forbid players from
interface with the Vault’s computer system playing them based on their perceived “power
other than by voice. This was especially level”. Both are perfectly valid, and should not
important when the computer’s voice module reflect poorly on any such Game Master.
malfunctioned. This would eventually be fixed However, on the chance that your Game Master
by the arrival of the Chosen One (Fallout 2’s has allowed such a thing, continue to read on!
Protagonist), but it was already the beginning of
the end.

An Enclave team, led by Frank Horrigan,


massacred nearly the entire population of Vault
13. The only survivors were Goris, a possible
companion for the Chosen One, and Xarn, a
Deathclaw held captive at Camp Navarro. From
there it gets messy and into the realm of
speculation.

In the March 11th update to the Fallout Bible in


2002, the creator and designer of much of the
talking Deathclaw content, John Deiley,
indicated that both Goris and Xarn could go
onto repopulate the species. Though both male,
Deiley explained that the intelligence gene was
made male-specific and dominant, meaning any
intelligent male that mated with a non-
intelligent female would, hypothetically,
produce intelligent offspring.
Origin Option: Intelligent
Deathclaw

It’s likely that you can trace your origins to


either Goris or Xarn, the only two survivors of
the massacre of Vault 13. How you came to the
Commonwealth (or other setting location) is
something you should work out with your Game
Master.

There are two variants that starting Intelligent


Deathclaw characters can choose from: Brawns
or Brains. The table at the bottom of the page
breaks down the differences in starting
S.P.E.C.I.A.L. scores and their limits. Further
differences are as follows:

Brawns Variant
• Your Melee Bonus Damage is
considered to be one category higher
You are a creature feared throughout the (i.e. if you have Strength of 7-8, your
wasteland, made even more deadly thanks to bonus is +2 rather than +1)
the Enclave exposing your ancestors to the • Your tough hide grants 3 natural
Forced Evolutionary Virus (F.E.V.). With vicious Damage Resistance (All)
claws and horns, a stature that towers over • You cannot have any ranks in Lockpick,
most humans, terrifying speed, and intelligence Medicine, Pilot, Repair, or Science due
comparable to humans, you are truly an apex to having inhuman claws for hands that
predator. you only know how to use for
slashing/mauling. This can be negated
by taking the Nimble Claws perk.

S.P.E.C.I.A.L. Brawns Starting Brawns Limit Brains Starting Brains Limit


Strength 8 (+3) 13 6 (+1) 11
Perception 5 10 5 10
Endurance 8 (+3) 13 6 (+1) 11
Charisma 2 5 3 7
Intelligence 5 10 6 (+1) 11
Agility 5 10 6 (+1) 10
Luck 2 5 3 6
Brains Variant • You may not have more than 4 ranks in
• Thanks to practice with your claws, you any Skill unless otherwise stated
can take ranks in Lockpick, Medicine, previously.
Pilot, Repair, and Science (up to the • You cannot tag the Big Guns, Energy
limit of 4). However, the complication Weapons, or Small Guns skills. You may
range for these skills is increased by 2 still allocate ranks to them.
(18-20). This can be negated by the • If you are not adequately disguised
Nimble Claws perk. (such as wearing a loose robe), Humans
• You start with one of the following skills will more than likely shoot you on sight
tagged: Lockpick, Medicine, Pilot, or go running screaming in the opposite
Repair, or Science. This chosen skill can direction.
be raised to a maximum of 6, rather • Your torso is considered to be a weak
than the base 4 limit. This does not spot. If an attacker chooses to target
count against your starting three tags. your torso specifically (i.e. not targeted
• Your tough hide grants 1 natural due to random chance) then their
Damage Resistance (All) damage ignores your natural Damage
Resistance.
With that in mind, all Intelligent Deathclaws
receive the following Positives and Negatives as
part of their Trait:

Trait: Deadly Intelligence


Positives:

• You start with the Unarmed Skill


tagged. This does not count against
your starting three tags.
• You are completely immune to
Radiation
• You receive +1 Health Point per Level
• You are capable of lifting and throwing
objects as large as a standard car
• Thanks to your keen senses, you reduce
the difficulty of all PER tests by 1 to a
minimum of 0. You may also detect
creatures or objects that characters
normally cannot.

Negatives:

• Due to your immense size, your Art by Endermoonfur


Defense is locked to being 1. You can
also only wear armor that has been
made to fit a Deathclaw.
Deathclaw Perks providing light within Close Range, you inflict 2
Combat Dice of Radiation damage to anyone
The following are Deathclaw-specific Perks. (including allies) within Reach, and your
Other origins may not take these Perks (unless unarmed attacks gain the Radioactive damage
your Game Master says otherwise). effect.

Alarming Presence Each rank in this perk increases the Radiation


Ranks: 2 damage per Effect rolled by +1. At Rank 3, you
Requirements: STR 7, CHA 4, Deathclaw, Level inflict Radiation damage to anyone (including
3+ allies) within Close Range.

This perk functions the same as the Terrifying Each time you take this perk, the level
Presence perk found in the Core Rulebook. Each requirement increases by 5.
time you take this perk, the level requirement
increases by 3. Nimble Claws
Ranks: 1
Alpha/Matriarch Requirements: AGI 7, Deathclaw, Level 3+
Ranks: 1
After many hours spent practicing, you are able
Requirements: STR 11+, END 11+, Deathclaw,
to finely manipulate your claws to approximate
Level 8+
the range of a normal human’s.
You have truly become an apex predator. You
If you are a Brawns variant, you may now
now only suffer a Critical Hit if an attack inflicts
perform tasks requiring fine motor control
7+ damage (after damage resistance) in a single
(such as computer use), as well as begin to put
hit, rather than the normal 5+. This stacks with
ranks into the Lockpick, Medicine, Pilot, Repair,
the Adamantium Skeleton perk. You also now
and Science Skills. However, the complication
gain +3 Health per level instead of +1.
range for these skills is increased by 2 (18-20).
In addition, both Intelligent and Non-Intelligent
If you are a Brains variant then your
Deathclaw will consider you a peer worthy of
complication range increase is removed
respect. They will not actively attack you or
completely.
your allies unless you attack them first.
Quantum’d
Chameleon
Ranks: 1
Ranks: 1
Requirements: END 8, Deathclaw, No Ranks in
Requirements: Deathclaw, Level 1+
Glowing One, Level 5+
Your hide is capable of displaying vibrant colors
Similar to the Glowing One Perk, consumption
based on your mood and activity. As a free
and/or exposure to copious amounts of Nuka
action, you may change your hide’s color.
Cola Quantum has left you glowing blue in the
Glowing One dark. In addition to providing light within Close
Ranks: 3 Range, you are now immune to Poison and may
Requirements: END 10, Deathclaw, No Ranks in roll one less Combat Die when determining if
Quantum’d, Level 5+ you become addicted to chems, to a minimum
of 0. If taken with one Rank in the Chem
Exposure to extreme levels of radiation has left Resistant Perk, you become immune to
you glowing green in the dark. In addition to addiction.
Rending Strike
Ranks: 1
Requirements: STR 10, Deathclaw, Level 2+

You are capable of delivering a lethal blow more


easily with your claws. You may increase the
Difficulty of an unarmed attack by +1. If
successful, the attack’s damage increases by +2
Combat Dice.

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