
Generic Centaur
(Fallout mutant)
Context
The Fallout video games series (1997-present) takes place in an over-the-top post-apocalyptic setting. It mixes a Mad Max aspect, 1950s atomic horror conventions and various “after the Bomb” influences.
For a primer, see our sample Vault Dweller (the Player Character in the first Fallout game). DC Heroes players can also refer to the generic deathclaw entry for scale explanations.
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Powers & Abilities
These nightmarish creatures are large and remarkably robust. They’re not bulletproof by any mean, but they can take significant gunfire.
They have been known to detect opponents from a surprisingly long way away. Our game stats assume a sharp sense of smell, and thus posit that discrepancies in detection range are caused by the wind. But this is hypothetical.
Centaurs do not appear to be able to communicate. Their intelligence level is indeterminable in the field.
Combat prowess
Centaurs can spit disgusting, radioactive projectiles over an arc. These can cover dozens of metres. These missiles like a small-calibre bullet (plus the radioactivity buildup). But while accurate they are slow and easy to dodge if one is paying attention.
They can also lash out at close range with their tongue.
In themselves centaurs aren’t much of a problem for highly-trained, armoured, well-armed veteran infantry with lots of ammunition. But precious few people in the Wasteland match this description. And centaurs seldom come alone.
History
Centaurs are abominations produced by a variant on the FEV treatment used to create super-mutants.
These chimeras have a human torso and head, and their “legs” are actually human arms, but they have various animalistic parts – hence their name. They are not quite as monstrous as the centaurs once created by the Master in California, but it’s still pretty bad.
How centaurs came to be and whether their creation was deliberate is unrevealed. One does not quite see why centaurs would be created instead of super-mutants.
Perhaps they are a specific type of failure when trying to create a super-mutant. Or perhaps they are a way to make failed attempts at creating a super-mutant useful by applying a second treatment salvaging the subject.
If so they might be comparable to “abominable mutants”, except they’re even more deformed and animalistic. Like “abominable mutants”, they occasionally roam alone but are more commonly seen accompanying super-mutants as a sort of attack dog.
If centaurs do have useful senses, they might be a close equivalent of K9, only monstrous and much tougher.
Game Stats — DC Heroes RPG
Tell me more about the game stats
Generic centaur
Dex: 02 | Str: 03 | Bod: 04 | Motivation: Psychopath |
Int: 01 | Wil: 01 | Min: 01 | Occupation: Unclear |
Inf: 00 | Aur: 00 | Spi: 01 | Resources {or Wealth}: N.A. |
Init: 003 | HP: 000 |
Powers:
Analytical smell/tracking scent: 03, Damage capacity: 04, Growth: 02, Projectile weapons: 03, Sealed systems: 05
Bonuses and Limitations:
- Growth is Always On and Already Factored In.
- Projectile Weapons is weakly radioactive. Nothing serious on its own, but for people who are already dangerously irradiated it’s a clear concern.
- Sealed Systems only protects against radiation.
Skills:
Accuracy (Projectile weapons): 04
Bonuses and Limitations:
Accuracy isn’t usable against a moving target (-2).
Advantages
Iron Nerves.
Drawbacks:
Strange Appearance, MPR (Mute), Serious Rage.
Design notes
My original estimates for the durability of centaurs were pretty high. But extracting numbers from the GECK (Fallout’s built-in editor) doesn’t support this. These game stats have been aligned with GECK numbers.
Perhaps the hit box of centaurs is odd, leading to shots that seem to connect but actually go wide as far as the engine is concerned. Or perhaps I just suck at shooting centaurs.
Design Notes
The game stats represent a heavily-modded version of Fallout 3.
Source of Character: Fallout 3 video game.
Helper(s): Roy Cowan.
Writeup completed on the 25th of December, 2014.