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Old 02-13-2005, 06:31 PM   #21
Kyle Aaron
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Default Re: Fallout ghouls and Super-mutants

Here is a useful webpage about a GURPS Fallout campaign for 3e. The webpage is in French, but all their downloadable pdf files are in English, for some reason. It's pretty good, and I'm glad to have found it, since my GM found it and uses the stats there:D
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Old 02-13-2005, 06:52 PM   #22
Wonder Lemming
 
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Default Re: Fallout ghouls and Super-mutants

I believe that website is in 4e, at least all the weapon stats are and the title states it's in 4e.

Also, you missed the fact that all Super Mutants are sterile, which is a pretty big disadvantage as far as survival of their race is concerned
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Old 02-13-2005, 08:50 PM   #23
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Default Re: Fallout ghouls and Super-mutants

Quote:
Originally Posted by Wonder Lemming
Also, you missed the fact that all Super Mutants are sterile, which is a pretty big disadvantage as far as survival of their race is concerned
Sterile? Not according to Marcus the Super Mutant Sherrif in Fallout 2.

He explains that it is a temporary after effect of being dipped.
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Old 02-13-2005, 10:55 PM   #24
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Default Re: Fallout ghouls and Super-mutants

"It just takes a while to get the juices flowing." Yeah, but in Fallout Tactics they were doing research to overcome their sterility. These two facts taken together means to me that not only are they sterile for decades after being dipped but after that after that they're fertility is still rather low.
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Old 02-14-2005, 01:55 AM   #25
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Default Re: Fallout ghouls and Super-mutants

Quote:
Originally Posted by lunar
"It just takes a while to get the juices flowing." Yeah, but in Fallout Tactics they were doing research to overcome their sterility. These two facts taken together means to me that not only are they sterile for decades after being dipped but after that after that they're fertility is still rather low.
Low fertility is a good excuse to practice allot more then normal :D. Keep humpin Guys :D
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Old 02-14-2005, 04:08 AM   #26
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Default Re: Fallout ghouls and Super-mutants

Only thing I can say is WOW, Six Gun Sam! I got much more than I expected. If you don't mind I'll just use that stuff in my campaign and just give it little twist whenever I think it is needed. I don't think you made all that up just for this thread did? For if you did I'll need to bow down low for your effort.
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Fallout GURPS-campaign blog at:
http://lprfallout.blogspot.com/

Last edited by Finnwolf; 02-14-2005 at 04:11 AM. Reason: Oopsie
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Old 02-14-2005, 08:38 AM   #27
Wonder Lemming
 
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Default Re: Fallout ghouls and Super-mutants

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Originally Posted by Six_Gun_Sam
Sterile? Not according to Marcus the Super Mutant Sherrif in Fallout 2.

He explains that it is a temporary after effect of being dipped.
Oh right, I hadn't realised that, I just went along with the fact that they were reported sterile by BoS autopsies in the first game.

*SPOILER*

(which is how I completed the first game, showing the Master that his creations would die off so he self-destructed the cathedral, guess I really did fool the bastard)
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Old 02-14-2005, 04:56 PM   #28
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Default Re: Fallout ghouls and Super-mutants

Anything for our friends in Finland!

About a year ago I started doing Fallout conversions to GURPS 3.0
I still have a ton of stuff on villagers, raiders and wasteland rangers.
I would love to make a websight but I am such a techno dummy.

I used to have conversions of The Vault Dweller, Ian, Katya and Tycho but they got lost due to a nasty 'puter crash.

If anyone has a request I would be more than happy to try and oblige.

I admit that I cannot do the Deathclaw though. Perfect killing machines are a bit beyond my skill level.
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Old 02-14-2005, 06:24 PM   #29
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Default Re: Fallout ghouls and Super-mutants

Well I Certainly wouldn't mind having some more ready NPC-characters for my campaign. I usally am lazy at making complete NPC'. Just too lazy usually cause I am tend to be bit perfectionist too and small NPC can turn into several hour project. So usually i just give them names, personality and maybe the attributes and couple most important skills. Anyway, thanks for the huge amount of information.

If someone happens to be interested, I have set up a blog of my campaign and it can be found at http://lprfallout.blogspot.com/ I intend to record the most important parts of the characters adeventures on that site. Feel free to visit and comment it. Right now it doesn't yet have anything except short world history, but I am just trying to find time to write first part of the adventures.
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Old 02-14-2005, 08:08 PM   #30
Six_Gun_Sam
 
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Default Re: Fallout ghouls and Super-mutants

Quote:
Originally Posted by Finnwolf
Well I Certainly wouldn't mind having some more ready NPC-characters for my campaign.
I have the entire population ready for a settlement larger than Shady Sands but smaller than Junktown. From the Mayor down to the gaurd at the front gate.

I won't be able to post them for probably a few days though. The wife needs to play cards on the 'puter for a while.
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