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For each race, there is a list of edges and flaws that you can pick from. These will modify your character's attributes in certain quest and duel situations. These reflect natural strengths and weaknesses that are unique to you in addition to your skills and attributes, or mutations you've undergone that help or hinder you.
Every edge and every flaw has a points rating beside it. You must balance out the number of edge points with the number of flaw points. For example, if you pick a (2) point Edge, you can choose two (-1) point flaws or one (-2) point flaw. Each race has a maximum number of edge points.
Add the edges and flaws you have (and their point values) to the bottom of the 'Biography' section of your character sheet. These must be decided at character creation, and you cannot change them later.
Humans
Humans have managed to survive the wasteland by either hiding in large underground vaults, or by adapting to the wasteland. Humans have settled in areas where the radiation levels were low.
Background radiation has changed the human race over time. Birth defects are common. Human DNA has been altered ever so slightly, so while still retaining the human appearance and characteristics, at the genetic level humans of this era are different then humans of the pre-war age.
Humans are perhaps one of the most versatile races, with the abilities to be cunning, fast, strong or stealthy and adapt to most situations. Humans can, in some cases, live up to 80 years. Only one person in the wastes has lived past that, that person being Tandi, former leader of NCR.
Humans get 2 possible points in edges.
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Mutants
Because of the varying degrees of radiation and FEV intensity throughout the wastelands, there are so many different kinds of mutations thay they cannot be documented individually. They are simply referred to as 'mutants'.
Common mutations include the growth of extra limbs, or the lack of limbs, as well as what are referred to as 'enchancements' - enhanced sense of smell, infravision or night vision, extra muscles (i.e. extra leg muscles for the ability to leap higher). Many mutants have mutations that are not obvious: mutations to their intelligence, to their internal systems, and similar effects.
Physical statistics of mutants vary greatly. Some may be sterile due to extreme radiation exposure. Lifespans of mutant vary as well.
Mutants are still technically human. Almost all mutants are born as humans and later are changed by exposure to radiation.
Mutants get 7 possible points in edges. You may have more mutations for game flavor and character individuality, but these are the only ones that will affect game mechanics.
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Super Mutants
Products of the Forced Evolutionary Virus. FEV transformed ordinary humans into these hulking beasts.
History of FEV
The New Plague of 2053 led American scientists to attempt to develop a counter-virus. In 2055, scientists at the West Tek research facility in California began their research. What they though was going to be a counter-virus for the good of mankind became something much different and sinister.
In 2073, the government launched the Pan-Immunity Virion Project (PVP) using data attained from the earlier research in 2055. Batch 10-011 of PVP is tested successfuly on single celled organisms at West Tek. The project is renamed FEV- The Forced Evolutionary Virus.
FEV was tested on numerous subjects ranging from flatworms to mice to rabbits. Increased size, strength, intelligence and aggressiveness were noted in each subject. However, when different genes were spliced into the virus, the beneficial intellectual effects disappeared.
FEV was held at the West Tek facility up until the great war. When the bombs hit, they struck West Tek and destroyed the levels containing FEV. The virus was let out into the air where it was mutated by the radiation. It swept across the wasteland, mutating everything it came into contact with. Including humans.
First Gen. Super Mutants
Humans who were free of radiation were turned into gortesque Super Mutants when exposed to FEV. They nearly doubled in size and strength, but were relegated to a dumb, less than ape-like intelligence.
Second Gen. Super Mutants
Few SuperMutants are First Generation, as the wastes were quite empty during the initial, powerful wave of FEV. A man named Richard Grey, who later called himself the Master, was responsible for the majority of Super Mutants.
The Master was knocked into a vat of FEV at the Mariposa Military base (a secondary holding ground for FEV). He was mutated beyond recognition in both mind and body. He began to amass his army- called the Unity- by 'dipping' unfortunate humans into FEV vats, turning them into Super Mutants. The humans could not be radiated, or else they would be 'failures'. FEV only works on radiation-free humans.
Upon the Master's defeat, most Super Mutants either were killed, left the Military Base for the Broken Hills settlement, or became raiders.
Physical Statistics
Super Mutants generally stand between 6 1/2 and 8 feet tall. They weigh a minimum of 300 pounds, and specimens have been found weighing up to 800.
Most have green or grey skin which is almost leathery. It is common to see odd growths on the head or face of a Super Mutant. Most have burn marks if they were 'dipped'.
The intelligence of Super Mutants varies greatly depending on which batch of FEV they were infected with. Some are perfectly smart while others are dumb as bricks.
Super Mutants are completely sterile. 99.9% of all Super Mutants are male, because the Master only selected Males for his army, and few Vaults would have sent women out into the wastes to investigate (and get mutated). The full lifespan of a Super Mutant has never been documented, though some say they can life over 150 years.
((A Super Mutant character must have a minimum strength of 15))
Super mutants get 7 possible points in edges. You may have more mutations for game flavor and character individuality, but these are the only ones that will affect game mechanics.
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Ghouls
Are creations of extreme radiation, and/or the mix of radiation and FEV. (see Super Mutants page for more details on FEV)
When the bombs fell on October 23, 2077, all the vauls save one closed. Vault 12 failed to shut, and all its inhabitants were exposed to extreme radiation. Those that didn't die were mutated into zombie-like ghouls.
The outer layer of skin of a ghoul has a somewhat burned or shrivelled up appearance. Most skin peels off easily or falls off on its own. It is not uncommon to see a ghoul missing half the skin on his body. The exposed muscle and organs have become coated in a hard layer to protect them. Most organs, muscles, veins, etc. have become discolored.
Ghouls have a tendency to move slowly as their muscles and tendons have deteriorated over time.
Ghouls have the same physical statistics as a human, however they tend to weigh less due to the loss of much of their flesh. A Ghoul's lifespan can be 200 years or more.
Ghouls get 5 possible points in edges. There is 1 required Edge and Flaw for ghouls.
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Cyborgs
"Cyborg." There are some people with cybernetics that think of this term as derogatory. Some take it as a compliment.
The use of cybernetics to replace body parts began even before the Cataclysm, and it wasn't long before the use of cybernetics could be used to enhance physical and mental abilities for soldiers. After the bombs fell, this type of technology was all but lost, reclaimed by the Brotherhood of Steel eventually. The rest of humanity had to re-invent it.
Research in cybernetics made huge leaps in Vault City, but with better funding, NCR took it a step further. Now, cybernetic implants, also known as cyberware, have spread out of military use into the general public. Some people use it as performance enhancers; some to increase their mental and dextrous capacities as academics or doctors. Then there are those that use it all to get an edge in the mercenary career.
People can get cyberware in NCR hospitals after paying a pretty penny. Those who are too poor to pay for it, or on the wrong side of the law, can find chop-shops that can do it for a far smaller pricetag. They just have to ignore things such as "insurance", "sterile facilities", and "properly-working parts".
Almsot all cyborgs are humans or deathclaws that have had a significant number of cybernetic enhancements placed into their bodies. There are very few accounts of cyborgs that are completely automatons. You need GM permission to play a character that did not start his or her life as a human (includes ghouls and mutants) or deathclaw.
Cyborgs get 5 possible points in edges.
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Deathclaws
These snarling, beastly creatures are the things of nightmares. Known to have long claws and a short temper, these hardy, highly adaptable and highly volatile creatures are ones you would not want to cross.
Deathclaws have back legs about the same proportion as a human's, however their front legs are elongated. As well, they have strong tails, anywhere from a foot to four feet in length. Deathclaws may sometimes be seen walking on all fours, though it is not uncommon for them to travel solely on their hind legs. Deathclaw's front legs resemble arms. They are muscular and powerful, topped with hands the size of dinner plates and razor-sharp six inch claws on each finger. Deathclaws have devil-like horns made of bone that protrude from either side of their head. Their eyes are beady, generally red. Deathclaws have natural night vision as they generally den in dark, underground areas.
Deathclaws have an exceptional sense of smell. They are expert hunters and tear their prey apart in seconds with their claws and deadly teeth. One hits from a Deathclaw will generally knock a person out.
Deathclaws live in packs and reproduce by laying eggs. Generally a Deathclaw den will house as many as 25 Deathclaws at a time. They take turns hunting and guarding the nest of eggs.
Deathclaws are among the most intelligent of Wasteland animals. They are able to function together as a society. Some have learned English, and some have been genetically modified by Enclave or Brotherhood scientists. These Deathclaws are exceptionally smart, in some cases rivalling the intelligence of the smartest humans.
There are two species of Deathclaws: Northern and Southern.
Northern Deathclaws average out at about 6 and a half feet tall, with females only slightly shorter. Their skin is a dark brown and leathery, however it is covered patches of bristly fur, sometimes shades of brown and grey, usually on the back, head and legs.
Northern Deathclaws weigh from 300 to 500 pounds. They use this extra weight when food becomes scarce during the winter months. Northerns also have very large front and back feet in order to travel across the snow and ice without falling through.
Southern Deathclaws are 6 and a half feet tall at the smallest, but can be upwards of 8 feet. Their skin is shades of orange and brown, with horizontal red stripes across the back. It is scaley and hairless.
Southern Deathclaws weigh from 250 to 400 pounds, slightly lighter than their Northern cousins as they do not need the extra layer of winter fat. Southern Deathclaws have smaller feet, but are able to run much faster than Notherns.
Deathclaws get 4 possible points in edges. There is 1 required Edge and Flaw for deathclaws.
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