Super-Mutants

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This page belongs to the world information as well as the character rules and contains everything one should know about these denizens of the Wasteland.

Super-Mutants: Super Mutants are humans that have been mutated by the FE-Virus developed before the Great War. FEV was developed in parallel to powered armors, to enhance the combat power of soldiers. In certain ways, the experiments were a great success: the mutated people became giant, musclebound creatures that could hold the heaviest weapons in their bare hands, had insane endurance and a “natural” resistance to poison and radiation. The big disadvantage of the mutation is, that Super Mutants are one and all sterile. Oh, and most of them have won a lot of muscles, but lost a lot of intelligence, too.
The few Super Mutants that were created before the Great War in the Mariposa Military Base did not survive the shutdown of the experiments (see also early history of the Brotherhood of Steel). Only when Richard Grey, better known as the Master rediscovered the FEV in the ruins of Mariposa, mutated and then began his quest to improve humanity, the first permanent generation of Super Mutants was created. Those Mutants dispersed in all winds, after the Vault Dweller destroyed the Mariposa Military Base and killed the Master.
The second generation of Super Mutants was created, as the Enclave put a large number of slave workers into the ruins of the Mariposa Base to get to the FEV, as they had their own plans for it.
Nightkin are very special Super Mutants of the first generation. They did not lose their capacity for thought to the FEV and thus became the elite force of the Army of the Master. In their time there they had access to the best weapons and other pieces of equipment, among them nearly boundless access to Stealth-Boys. The continuous use of Stealth-Boys had two effects on the Nightkin: for one thing, their skin turned from green more and more to blue and for the other, the Nightkin all developed mental problems. Those reach from relatively small problems, like little compulsion disorders or talking to themselves up to complex, continuous hallucinations and delusions.


Furthermore one should keep in mind that many humans as well as ghouls are still miffed about the first generation of Super-Mutants being the henchmen of the Master. Especially racist organizations, like for example Vault-City do not even distinguish between the various generations. For them, all mutants, whether first or second generation or Nightkin are simply a reason to shoot. The same goes for ghouls with the difference, that Super-Mutants require bigger guns. The Enclave hates Super-Mutants as well. Time will tell whether the new leadership of the Brotherhood of Steel will break their mutant-hating traditions.


Super-Mutants have the following minimal and maximal stats:


Strength Perception Endurance Charisma Intelligence Agility Luck Courage
Minimal 5 1 4 1 1 1 1 1
Maximal 13 11 12 9 8 8 10 10

Super Mutants receive a further 3 point resistance to any kind of damage, added to their armor.

Furthermore they are immune to radiation and all diseases and take only half the poison damage.

Super Mutants receive a perk every 4 experience levels.