Morgan

Playing on Fallout Vancouver!




A stunted runt of a Nightkin, Morgan has endured a long history of being shunned by his own kind. Almost small enough to pass for human, he often hides his features under a wide brimmed hat he found during his travels. Due to this constant rejection from his stronger brethren, he often finds more solace in dealing with humans, and he uses his ‘disguise’ to get close enough to them to make conversation.

Originating from an expedition gone wrong at the Mariposa military base, Morgan came in contact with FEV at the end of the Great War. Although large gaps in his memory remain, his intellect was left mostly intact during his transformation. Capable of speaking normally and even remembering recent events with a decent amount of clarity, it seems what the goop spared him in brains, it robbed him of in physical strength. When he needs caps he will approach settlements and offer his services as a mercenary, although he will also band together with other super mutants in desperate times, always with the intent to sneak away as soon as he feels the larger danger has passed.

Coercered into joining the Master's army for a time, it was there that he developed a deeper dependence on chems and alcohol. There would pale in comparison to his new obsession however, as he would be given almost unlimited access to the use of Stealth Boys when he was carrying out Richard Moreau's will. Coming to hate himself for his actions and never really fitting in with his new brothers in arms, eventually Morgan slipped away with what he had hoped was a lifetime supply of his favorite vices and set off for greener pastures.

More than a little rough around the edges, he seems to have a particular fixation on what people wear on their heads. Perhaps fueled by his jealousy, born from only being able to fit the oversized Nuka Cola mascot hat he collected during his travels, he makes no apologies for his prejudice. He also prefers the company of those he perceives as on his intellectual level, big words and fancy articulation making him feel stupid and thus, angry.





Morgan's Reports



Inexplicably found stuffed into various pre-war mailboxes and tucked behind old toilet tanks, one can only speculate as to the logic or purpose behind the odd behavior. Though Morgan is plenty articulate, the writing style and tone don't seem to fit his attitude day to day at the Homestead.





nameMorgan
level3
xp earned368
xp to next level232
originNightkin
Attributes
strength
6
perception
6
endurance
6
charisma
4
intelligence
6
agility
9
luck
7
luck points
7
2d20 3d20 4d20 5d20
Roll equal or under target number: 1 success (TAG skills: 2 successes), roll of 20: creates complication, roll of 1: 2 successes
Skills
Name TAG Attr Rank
Athletics STR 2 8
Barter CHA 0 4
Big Guns END 0 6
Energy Weapons PER 0 6
Explosives PER 4 10
Lockpick PER 0 6
Medicine INT 3 9
Melee Weapons STR 2 8
Pilot PER 0 6
Name TAG Attr Rank
Repair INT 3 9
Science INT 0 6
Small Guns AGI 4 13
Sneak AGI 3 12
Speech CHA 0 4
Survival END 2 8
Throwing AGI 0 9
Unarmed STR 0 6
Combat
melee dmg
-
defense
2
initiative
15
health
15 / 15
poison dr
Protection
Location Phys. DR En. DR Rad. DR HP
Head (1-2) 0 0 -
Torso (3-8) 3 3 -
Left Arm (9-11) 0 0 -
Right Arm (12-14) 0 0 -
Left Leg (15-17) 2 2 -
Right Leg (18-20) 2 2 -
Weapons
Name TAG Type Dmg Ammo Type Range Rate
Hunting Rifle Small Guns 6d6 .308 M 0
  Effects Piercing 1, Vicious Qualities Two-Handed Weight 10
10mm Pistol Small Guns 4d6 10mm C 2
  Effects Qualities CG, Reliable Weight 4
Baseball Grenade Explosives 5d6 -
  Effects Qualities Thrown, Blast Weight 1
Molotov Cocktail Explosives 4d6 -
  Effects Persistent Qualities Thrown, Blast Weight 1
Board Melee Weapons 4d6 -
  Effects Qualities Two-Handed Weight 3
Double-Barrel Shotgun Small Guns 5d6 12 Gauge C 0
  Effects Spread, Vicious Qualities Two-Handed, Inaccurate Weight 9
Frag Mine Explosives 6d6 -
  Effects Mine, Blast Qualities Weight 1
Ammo
Caliber Type Count
.308 Physical 20
10mm Physical 11
12 Gauge Shell Physical 1
Baseball Grenade Physical 1
Molotov Cocktail Physical 1
Frag Mine Physical 1
Mini Nuke Physical 1
Perks & Traits
Perk Rank
Robot Wrangler 1
You choose to travel the wilderness with robotic company. You have a robot companion that serves as a friend and ally in the hazards of the wasteland. You gain an allied NPC creature that follows your commands (Fallout: The Roleplaying Game Core Rulebook, p.338). They cannot recover from injuries or heal health points without receiving repairs (see Fallout: The Roleplaying Game Core Rulebook, Chapter Two: Combat, Healing Robots, p.34), but do not require food or beverages nor can they gain benefit from consuming them or using chems. Options for robot companions for this perk can be found in Chapter 3: Companions and Automatrons, p.62. If your robot is destroyed, you either attempt to repair it, find or purchase a new one before the next adventure, or you may trade this perk for a different one after this quest
Demolitions Expert 1
Craft more explosives, adds Vicious damage effect to explosives.
Moving Target 1
Add 1 to Defense when you take the Sprint Action until end of turn.
Perk Rank
Stealth Boy Addict -
Your initial Strength and Endurance attributes are increased by +2 each, and your maximum Strength and Endurance are increased to 12, but your maximum Intelligence and Charisma are both reduced to 8. You may not have more than 4 ranks in any skill. You are completely immune to Radiation and Poison damage.   You stand over seven feet tall; your body is bulky and muscular, and your skin is blue. You do not seem to age, but you are sterile. You can only wear armor that has been made to fit a super mutant.   You can become easily addicted to Stealth Boys, and its prolonged use has taken a huge toll on your psychology and mental health. Whenever you use a Stealth Boys, you roll 1CD for each dose you’ve taken this session. If you roll any Effects, you gain the following symptoms:   Stealth Boy Addiction: A failed addiction roll renders you addicted to Stealth Boys. You increase the difficulty of Perception and Intelligence tests by +2, and Charisma tests by +1 until cured
Gear
Item Weight
Item Weight

caps 0

carry weight 19 / 210

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The 2d20 system and Modiphius Logos are © Modiphius Entertainment Ltd. 2015-2021. All 2d20 system text is © Modiphius Entertainment Ltd.
Fallout RPG Character Sheet v1.2, made by Tillerz - Updated: 2023-07-31

OOC Notes


Based on the idea of Frank Horrigan in Fallout 2, but in a Marvel 'What If?' episode where instead of becoming a behemoth he is turned into a Nightkin and driven mad by Stealth Boys/decades of chem abuse.

He comes off as your average murder hobo but there is something deeper beneath the surface for those that have enough patience to look, (good luck..).

Leaving a long trial of his exploits in 'dead drops' like the whacko from A Beautiful Mind, it is how I reflect the deep disconnection from what is happening in his head and what he is able to articulate with his speech and actions.

All the art is from WOMBO :]

Played by Zyxthylum
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