Races

Post-War Humanity

Pure Strain Humans

When the old world perished in nuclear fire humanity survived in vast underground vaults emerging decades later into the harsh wastes.  Most of those have long since been opened (and plundered) but a few isolated vaults remain at least partially sealed.  You grew up in one of those vaults but have for whatever reason found yourself out in the world.  You may be from a Vault that just recently opened, or an advanced scout from a still sealed vault exploring the surface for your people. The other less common source of pure humans in the wastes is the remnants of the Enclave. The Enclave were descendants of the pre-war military and political elite who survived the war in their own sealed sanctuaries. 40 years ago the Enclave emerged from isolation and went to war with the communities of the west coast. Eventually the Enclave were defeated and the survivors scattered to the four winds.

  • Pure Strain Humans begin play with a Pipboy
  • Tech Familiarity: Begin with either d6 Science or d6 Repair free.
  • Advanced Training: +1 Free Edge
  • Clueless: Vault Dwellers take a -2 Penalty to common knowledge

Wastelanders

Wastelanders is the general term for humans whose ancestors long ago left the Vaults to live on the surface.  For generations, Wastelanders have struggled to survive in whatever communities they can build.  After generations of living on the surface few Wastelanders understand the intricacies of pre-war technology but exposure to the hazards of the wastes have created a hardy people who are somewhat resistant to the radiation.  Wastelanders can be broadly broken up into four main types: Scavengers, Tribals, Settlers and Raiders.

Scavengers are humans who comb the wastes looking for pre-war buildings to loot for supplies. Scavengers generally travel alone or in small groups and trade the goods they uncover with communities they encounter in their travels.

Tribals eschew the technology of the old world, living in the wilderness and relying on only what weapons and tools they can make for themselves.  Other groups tend to think of them as primitive but Tribals prefer not to rely on the limited pre-war supplies to survive.

Settlers are the farmers, merchants and soldiers of the wastes. Living in walled communities, growing their own food and seeking to rebuild civilization.  Settlers trade the food and goods they produce with scavengers to gain access to old world technology and protect themselves from dangers of the wastes.

Raiders are the most hated of Wastelander groups.  Rather than farm or salvage resources, they form savage bands of thugs that attack travelers and pillage supplies from towns in their path.

  • Survivor: +4 to resist Radiation
  • Survivalist: +1 Free Edge

Ghouls

Prolonged heavy radiation poisoning kills most humans but a rare few instead are transformed into Ghouls. The radiation erodes their skin giving them a decrepit, rotting, zombie-like appearance and, paradoxically, greatly extends their life (ghouls can live for centuries). Many ghouls suffer from a form of progressive mental degradation, eventually becoming animal like feral ghouls. Because of this Ghouls suffer discrimination in human dominated regions. Ghouls are naturally tougher than normal humans (who they call “smoothskins”), can see extremely well in the dark and are completely immune to radiation.

  • Tough S.O.B.: d6 Vigor to start
  • Zombie!: Outsider Hindrance, must choose one Hindrance: Decrepit, Feral, Glowing One or Old School Ghoul
  • Cheated Death: Fast Healer Edge and Chem Resistant Hindrance; Ugly Hindrance and cannot take Attractive Edges
  • Children of the Atom: Immune to Radiation
  • Low Light Vision
  • Medically Incompatible: (-1 to healing rolls)

Super Mutants

Super mutants are mutated humans, products of infection by the Forced Evolutionary Virus (FEV).  They are much taller, bulkier and muscular than pure strain humans, have mostly green, gray, or yellowish skin, are immune to disease, and are gifted with superhuman strength and endurance.  Although they are completely sterile, the rapid regeneration of their cells caused by FEV makes them virtually biologically immortal (but not immune to death from injury).  The Super mutant's in Colorado are remnants of the Master's experiments on the West Coast.  The Master sought to create a new type of life, one that could replace humanity.  However he was eventually defeated more than a hundred years ago by the Brotherhood of Steel and it's allies.  His army dispersed and many headed east into the wilderness.  Super Mutants are widely feared as monsters by the people of the wastes because of their strength and because of the atrocities they committed in the Master's name.  For the Super Mutants themselves the Master's reign is long in the past and most just want to live in peace.

  • Hulking size: Begin with d6 strength and +1 Toughness
  • Tough hide: +2 Armour
  • Immunity (Disease)
  • Outcast: (-2 to charisma rolls with non-mutated humans)
  • Way too big!: Supermutants can't use pistols or armour unless they have been specially modified for their use.

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