top of page

Humans/Gen-3 Synths, the dominant species of Earth before the war and still afterwards. Their sheer will and determination make them dangerous alone, but together they can accomplish almost anything. As a species, they thrive when under pressure and tend to have an intimate relationship with luck.

 

While most humans try to reclaim the world from before the war, many have returned to a more tribal state. They are the only species observed practising this behaviour of reversion and have developed some rather interesting beliefs and governing systems. In some cases, even entirely new languages have been developed along with ritualistic practices and superstition.

SPECIAL ABILITY: Humans can reroll any roll they make, once per encounter.

PERK ACCESS:  Mutations perks under Endurance

Better Criticals

+0.2% crit on attack rolls for each + modifier in Luck

Ghouls are the result of a human that has been exposed to exorbitant amounts of radiation, surviving the process. Most of their soft tissue and hair do not, however, as their DNA is fossilized by the barrage of exotic particles resulting in a post-human state known as ‘ghoulification’.

 

The most widely known source of ghouls in the region were a result of a vault-tec experiment being conducted at Vault 12. Located under Bakersfield, California, also known as the Necropolis, the vault door was designed to unseal and expose the inhabitants to the radiation fallout outside. Every occupant was killed or transformed into a ghoul and those that survived still roam the countryside.

FERAL GHOUL: When a ghoul gains a rad, it loses some intelligence and charisma (-20 each rad), at three (max) rads, you are considered "feral" and can no longer communicate.

SPECIAL ABILITY: Ghouls can benefit from the effects of radiation without taking any health damage. But each rad they gain brings them closer to turning feral.

PERK ACCESS:  they gain much more benefit from any perk that increases in power with the number of rads you have. 

Feral

+5 to Attack and Defense for each rad you have

Robots/Gen-2 Synths.  From the aptly named Mister Handy to the workhorse Protectron, robots have been a staple in American life. Built to last, these mechanical servants have weathered everything war-torn Earth has thrown at them and still perform their primary functions even now.

Robots had been constructed by pre-War society to fill all niches and occupations. From general-purpose utility droids to full-fledged military battle machines, robots could be found in almost any environment and function.

SPECIAL ABILITY:  Robots have a +20 to hacking and lockpicking rolls, as well as +10 natural defense.

PERK ACCESS:  All robot perks under endurance.

Super Mutants are humans mutated by viral experiments. Green, massive and aggressive, they torment the wastes, raiding and hunting. A small few band together in crude tribes, but generally they are wanderers.

 

SPECIAL ABILITY: Super Mutants can equip and use 2 weapons at the same time and have access to "Huge Weapons" which deal more damage than other weapons. They can not wear any armors but they have a natural defense of +20

This race is immune to radiation and can never take any rads.

PERK ACCESS:  Unique Mutation Perk Cards across all attributes.

GREENSKINS

Gain +30 to your strength rolls.

Slags​

 

When the Great War came, many people had bunkers and vaults to find safety. Some were not so lucky. On the outskirts of Modoc at a place known as the Ghost Farm, a militia group seals their families underground to protect them from the bombs. This event would come to be known as 'the sealing' to the descendants who survived them.

 

Since this event, the inhabitants have mutated and few can bear to be on the surface anymore. The wide open space, the bright lights and pollution of noise are just a few reasons why. Despite this, since the sealing, the slags have multiplied beyond what can be supported and they now venture out to the surface world for supplies.

SPECIAL ABILITY:  Immune to stuns and taunts. Gain the effects of Friend of the Night perk.

PERK ACCESS: Mutations perks under Endurance

Silent Death

Double damage on your stealth attack but you miss your next attack turn and can’t use stealth for the rest of the encounter. (Usable once per encounter, must be stealthed)

Beastlords mutations are due to prolonged exposure to an unknown radiation present in the caves these people resided in. Beastlords have gained an inherent telepathic ability to control lesser creatures. 

Few beasts are beyond their control, from radroaches to deathclaws. Well, the unintelligent ones at least.  As the Brotherhood of Steel have hunted them to virtual extinction, they have a natural hatred for the organization and survive by hiding their abilities for fear of reprisal.

SPECIAL ABILITY:  You can speak telepathically with beasts, your companion gains +20 modifiers.

PERK ACCESS: Mutations perks under Endurance

Loyal Companion

Once per combat, if you are defeated, your animal, robotic, or wasteland companion will be defeated instead, The companion PERK will be unable to be used for 12 hours. Not Compatible with Diehard

Feral Mind

 Roll Charisma, at 60+ command the local wildlife to give you 1 sentence of information you seek. Limited only by what the animals would know. Contact a ST for this information.

Cyborg

While some scientists argue that cybernetic augmentation is superior to that of powered armor due to direct interfacing, it is a risky procedure and generally only done to save a patient's life. A cyborg is one such patient. Having survived the procedure, they are now symbiotic with their machine replacements, using them as true extensions of themselves and to their terrifying full potential. 

SPECIAL ABILITY:  You can consume either robo or bio items and wear any robot or regular armor. +20 to all weapons (does not stack with the other +20 weapon perks).

PERK ACCESS: Mutations perks under Endurance

Subdermal Implants

Gain +10 to Endurance and Strength rolls. Additionally, when using equipped armors, you are exempt from wearing armor on your avatar.

Adamantium Skeleton

+5 Defense for having metal limbs

Psyker​

Due to natural or unnatural selection, some wastelanders have been known to display rather peculiar abilities. Elemental blasts, the reading of minds, visions, premonitions and communicating through dreams to name a few.  Sometimes it takes a certain trigger for these powers to manifest such as the use of chems. 

SPECIAL ABILITY:  Able to stun your target once per encounter. Target will miss their next attack turn. Target becomes immune to further stuns from others. The psyker is typically keenly aware of their surroundings. (+75 Awareness)

PERK ACCESS: Mutations perks under Endurance

Premonition

Roll Int, at 60+ learn 1 sentence of important information regarding a plotline. Contact a ST for this information.

Mind Reader

+20 to Charisma

Telepathic Coordination

Gives the effects of Formation, Inspiration and Born Leader in a single perk. (not stackable with aforementioned perks)

© 2021 by Fallout: Wormwood, and is not for profit. All Fallout Content is owned by Microsoft/Bethesda. All stories and objects are owned by the respective writers/creators.

bottom of page