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Old 02-18-2005, 08:13 PM   #31
Six_Gun_Sam
 
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Location: Arizona
Default Re: Fallout ghouls and Super-mutants

Dr. Janet Jennings

(150 Points)
Female; Age 19; 5'8", 135 lbs
Thick curly strawberry blond hair and bright green eyes.

ST: 11 [10] IQ: 17 [100] Speed: 5.75
DX: 12 [20] HT: 11 [10] Move: 6
Dodge: 6 Parry: 9/10

Advantages:

Doctor; Composed [5] (Fright Check: 21); Combat Reflexes [15] (Fright Check: 21); Empathy [15]; Fit [5] (HT: +1; Fatigue Loss: Normal; Fatigue Recovery: Double Rate); Charisma +2 [10] (Reaction: +2); Voice [10] (Reaction: +2).

Disadvantages:

Code of Honor (Doctor's) [-5]; Curious [-5] (Roll: IQ); Extremely Hazardous Duty [-20] (Campaign Disadvantage); Honesty [-10]; Secret (Vault Dweller) [-30]; Sense of Duty (Vault) [-15].

Quirks:

Chews gum. [-1]

Skills:

Armoury/TL7-15 [½]; Biochemistry/TL7-15 [2]; Botany/TL7-15 [1]; Brawling-12 [1] (Parry: 9); Camouflage-16 [½]; Chemistry/TL7-15 [1]; Climbing-11 [1]; Computer Operation/TL7-16 [½]; Cooking-16 [½]; Diagnosis/TL7-15 [1]; Electronics Operation/TL7 (Medical)-15 [½]; Fast-Talk-15 [½]; First Aid/TL7-16 [½]; Gambling-15 [½]; Genetics/TL7-15 [2]; Guns/TL7 (Pistol)-16 [4]; Herbalist-15 [1]; Herbary-15 [½]; Hiking-11 [2]; Hypnotism-15 [1]; Knife-12 [1] (Parry: 6); Merchant-15 [½]; Nuclear-Biological-Chemical Warfare/TL7-15 [½]; Orienteering-15 [½]; Pharmacy/TL7-15 [1]; Physician/TL7-15 [1]; Psychology-18* [1]; Research-15 [½]; Running (Move: 7)-10 [2]; Savoir-Faire (Vault)-18* [½]; Scrounging-16 [½]; Spear-11 [1] (Parry: 6); Surgery/TL7-15 [2]; Survival (Wasteland)-15 [½]; Throwing-10 [1]; Zoology-15 [1].

*Cost modifiers: Empathy.

Equipment:

Vault Suit (PD 1, DR 1; 2 lbs.); Pip Boy 2000 (2 lbs.); Colt 10mm Semi-Automatic Pistol (cr 2d+2, Skill: 16; 2 lbs.; $500; SS: 10; Acc: 3; Half DMG: 150; MAX: 1867; RoF: 3~; Shots: 15; ST: 9; Rcl: -1; TL: 8; 10mm, USA, 2017); 48 10mm JHP bullets (1 lb.; $48); 4 Stimpaks ($400); 2 Flares (2 lbs.; $20); Knife (large) (cut 1d-1, imp 1d-1, Skill: 12, Parry: 6; 1 lb.; $40; Reach: C, 1;C); Medkit, Emergency (2 lbs.; $30; +1 First Aid); Medkit, Emergency (2 lbs.; $30; +1 First Aid); Anti-Toxin Kit (½ lbs.; $25); Anti-Toxin Kit (½ lbs.; $25); Doctor's Black Bag (15 lbs.; $300; Skill (First Aid): 18; Surgery Skill Bonus: +2); Raven Arms "Slimline," .38 Sp (cr 2d-1, Skill: 16; 1½ lbs.; $290; Malfunction: Crit.; SS: 10; Acc: 2; Half DMG: 120; MAX: 1900; RoF: 3~; Shots: 6; ST: 8; Rcl: -1; TL: 7; AWt: 0.2; Hold: 1); Swiss Army Knife ($25; -3 if only tool mechanic has).
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Old 02-19-2005, 07:01 AM   #32
Wonder Lemming
 
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Location: Old York
Default Re: Fallout ghouls and Super-mutants

Hmm, on the Super Mutant sterility issue, the Fallout Bible has the following to say on the matter:

Quote:
Originally Posted by Fallout Bible
FEV causes sterility in some creatures. FEV does cause sterility in Super Mutants and Ghouls - Marcus' comment in New Reno was a joke only (and it was an inappropriate one, for which I apologize for). For other creatures ,however, the FEV does not cause sterility - in fact, it may actually speed up their reproductive cycles (in tandem with potential drawbacks). Known species that can reproduce after being mutated with the FEV include most species of rats, the mantises (who are known to have bred so quickly they cover the salt lake city area like blankets), the radscorpions, and the deathclaws, this is only a partial list
The Bible is written by Chris Avellone who worked on several sections of both games including Marcus' dialogue, as you can see he apologises for giving the indication Super Mutants are able to reproduce.
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Old 02-19-2005, 04:01 PM   #33
Six_Gun_Sam
 
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Default Re: Fallout ghouls and Super-mutants

Quote:
Originally Posted by Wonder Lemming
The Bible is written by Chris Avellone who worked on several sections of both games including Marcus' dialogue, as you can see he apologises for giving the indication Super Mutants are able to reproduce.
I hope you didn't spend an excessive amount of effort trying to discredit my hypothesis.

See, I am extremely familiar with the Fallout Bibles and Mr. Avellone's apology. However, his apology is not canon. Marcus's dialogue is.

It seems very unreasonable for a no-nonsense character such as Marcus to have a comedy bit half-way through the game. It would be on the same level as Myron being charismatic.

So with all the evidence available Lunar summed it up nicely:

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.
So there. Nyah nyah nyah.

:-p
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Old 02-19-2005, 04:20 PM   #34
Wonder Lemming
 
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Default Re: Fallout ghouls and Super-mutants

feh, live & let live, I'm not going to start a flamewar.
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Old 03-01-2005, 02:59 PM   #35
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Default Re: Fallout ghouls and Super-mutants

I'd be interested in seeing a lot more of this material.
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