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Frank Horrigan is major chacter in Fallout: The Roleplaying Game.

Background[]

Frank Horrigan was once a simple man, serving as a personal bodyguard to President Dick Richardson. This was not to last forever, as he was eventually demoted to patrol the Wastelands after an episode of psychosis. During a routine patrol, he came into contact with the FEV and the Enclave took notice. Moved to their oil rig headquarters for testing and observation, Frank Horrigan was kept inoculated and unconscious as he transformed. Already a man of impressive physique, stature, and low intellect, the FEV took to him naturally. Mixing this with the genetic tampering and enhancements of the Enclave, what came out of hibernation was more monster than man.

Now fused to experimental power armor and having grown to a colossal size, Frank is unlike anything the Wasteland has seen. The Enclave preying on his low intelligence and prior allegiance to the president conditioned him to become their lap dog. An unforeseen result of his transformation was the genetic instability it has caused, and now, without the constant feed of stabilizers and drugs his armor provides, he would die.

Strangely, Franky does not consider himself a mutant, often referring to others as "muties". This is not a mindset shared by his allies, who are so scared of this freak that they often blankly refuse to take part in any mission to which he is assigned.

Frank is a violent man choosing guns and steel to resolve his problems over words, a decision he often comes to with alarming speed.[1]

Attacks[]

  • Agitated Recoil Compensated Tactical Targeting Plasma Rifle: Perception + Energy Weapons (TN 15), 10 Combat Dice Vicious Physical/Energy Damage, Fire Rate 3, Range C, Two-Handed
  • Big Bad Knife: Strength + Melee Weapons (TN 17), 11 Combat Dice Vicious Physical damage, Two-Handed

Special abilities[]

  • Big: Frank Horrigan is bigger than most characters, towering over them. He receives an additional +1 health point per Level, but his Defense decreases by 1, to a minimum of 1. Further, he only suffers a critical hit if an attack inflicts 7+ damage (after damage resistance) in a single hit, rather than the normal 5+.
  • Integrated Armor: Frank Horrigan has become bonded with a suit of Power Armor, his Strength is increased to 13 and he can breathe underwater and in toxic environments. They are immune to damage from falling and inflict 3 Combat Dice Physical damage to all creatures within reach of their landing.
  • Big Hands: Frank Horrigan may wield Two- Handed weapons with one hand.
  • Let Rip: Once per combat, Frank Horrigan may ‘let rip’ a volley from his Plasma Rifle. This adds the weapon’s Fire Rate of 3 to the weapon’s damage for a single attack (for 13 Combat Dice total).
  • Immune to Radiation: The deathclaw reduces all Radiation damage suffered to 0 and cannot suffer any damage or effects from radiation.
  • Immune to Poison: Frank Horrigan reduces all Poison damage suffered to 0 and cannot suffer any damage or effects from poison.
  • Stim pump: At the end of each of his turns, Frank Horrigan heals 3 health points.
  • Legendary Damage: Genetically modified for combat, Frank Horrigan is a master of his craft. His Plasma Rifle inflicts +3 DC damage (included) and may use Let Rip once more per scene. When Frank Horrigan is reduced to below half of his maximum HP, he mutates, and his attacks become faster. While mutated, Frank Horrigan may spend 1 AP to make an additional major action to attack with his Plasma Rifle, and he does not suffer any increase in difficulty. In addition, he regains one use of Let Rip.

Inventory[]

Apparel Weapon Other items On death
Agitated Recoil Compensated Tactical Targeting Plasma Rifle
Big Bad Knife (Mutant Slayer’s Combat Knife)

References[]

  1. Wanderer's Guide Book supplement, p. 210
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