Greenskins
Experiments across America with FEV had a tendency to yield dramatically different results during the height of its use on humans. While super mutants on the east coast are known for their pronounced mental and speech impairments, this was not the case with the majority of the batch created by the Master. Many retained enough of their former selves to understand their situation and fled the west coast after the defeat of Richard Moreau.
They brought with them his teachings however, still searching for a world united under a super mutant rule. Preaching the gospel of Unity, they have tried to establish themselves as more than mindless brutes across the wastes to little effect. Most are forced to resort to brutality to get by all these years, further fueling the cycle of pain and ignorance.
They brought with them his teachings however, still searching for a world united under a super mutant rule. Preaching the gospel of Unity, they have tried to establish themselves as more than mindless brutes across the wastes to little effect. Most are forced to resort to brutality to get by all these years, further fueling the cycle of pain and ignorance.
Not without hope, their leader has offered a solution he claimed to have learned about while at the Mariposa Military Base. Using a GECK and a sample of FEV he believes corrections can be made to their DNA to allow them to produce offspring that will evolve naturally as hybrids of both species. Though some growing pains have been projected, the end result is said to be a cross between human and super mutant capable of thriving in the wastes without disfigurement or weakness to radiation.
As Characters
Those exposed to radiation before their transformation will use the standard starting stats and gear listed in the core rulebook on pages 53 and 78, however those pulled directly from a Vault before their exposure to FEV can begin with their sentience intact and the following changes.
Raise Intelligence and Charisma maximums to 8, raise skill maximums to 5, however each day your character must make an attempt to resist the madness that comes with being aware of your current condition and past life.
Using Idashroomcloud's Horror in Fallout homebrew supplement, you will make an Intelligence + Survival check at Difficulty 2 or suffer a Temporary Psychosis until you make the next check the following day.
Raise Intelligence and Charisma maximums to 8, raise skill maximums to 5, however each day your character must make an attempt to resist the madness that comes with being aware of your current condition and past life.
Using Idashroomcloud's Horror in Fallout homebrew supplement, you will make an Intelligence + Survival check at Difficulty 2 or suffer a Temporary Psychosis until you make the next check the following day.
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