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I have a Fallout quest idea that’s a bit whacky and reminiscent of the Wild Wasteland trait in New Vegas.
Our main character would be a deathclaw, experimented on and gaining basic communication skills, critical thought, and potentially a conscience. His origin would determine what special skills he can do (I.e. the Enclave origin would equip him with an arm mounted energy rifle, the Vault origin would give him Medicine skills).
But there will be things he just can’t do - lockpicking, handling guns, sneaking. There will be some buildings/interiors that he can’t enter, at least not without damaging the door frame/threshold (and potentially alerting those inside). Some settlements would refuse him entry, if not fire on sight.
On the flip side though, he’d be an engine of destruction in melee combat and immune to radiation. Kaiju/monster fights would be a feature of the quest. The idea of a deathclaw fighting super mutants, behemoths, hordes of ghouls, power armored humans, and other Fallout enemies just sounds like a good time.
This quest would be campy, but would have serious moments. Companions, factions and moral quandaries would still come into play. I think both the positive and negative traits inherent to a deathclaw would be interesting to play out.
What do you all think?