Vault-Tec
Overseer’s
Operation Handbook
u/ThunderMateria 1.1 u/Mike_R_Phone
Table of Contents
Chapter 1: Surface Never, Vault Forever!
The Wasteland
Chapter 2: Oh, The Places You’ll Go!
Exploring the Wasteland
Chapter 3: Hard Work Is Happy Work
Questing in the Outside World
Chapter 4: Arms Race
Powerful Gear of the Wasteland
Chapter 5: Safety First
Rules Et Cetera
The Overseer has many
responsibilities.
They are the arbiter of the rules
set forth by Vault-Tec and may
need to settle disputes among
their players.
They must create an interesting
and dynamic Wasteland to explore.
However, the primary goal of the
Overseer is always fun. If
anything, including the rules,
comes in the way of the group
having fun it should be modified
or removed.
Chapter 1: Surface Never, Vault Forever
The Wasteland
Leaving the vault is never advised, but should you not have a
choice, there are a few pieces of information that will aid in
your survival in the treacherous outside world.
The wasteland stretches from coast to coast of our once great
country. Everywhere in the wasteland shares some characteristics
(nuclear annihilation, mutants, ruins, glorious vaults, etc).
However, the different areas of the wasteland, often divided into
pre-war commonwealths, have distinct features. For example, the
Southwest Commonwealth is an arid desert which almost makes you
wish for a nuclear winter.
In the years before the Great War, the states were merged to
form 13 Commonwealths. Choosing which Commonwealth to explore is a
good first step in planning a venture into the Wasteland.
Columbia Commonwealth East Central Commonwealth
Regions: Maryland, Virginia, Regions: Ohio, Kentucky,
Washington D.C. Tennessee
The Capital Wasteland is the The East Central Commonwealth
most well-known area in the was not hit as hard during
Columbia commonwealth. The the Great War, so many of the
swamps of Point Lookout are landmarks, cities, and
also in the Columbia forests in this area were
commonwealth. Power struggles largely untouched. However,
between powerful military in the years since then
organizations are the most Mutants, Raiders, and others
common conflict here. have moved into the area to
Powerful Factions: Brotherhood of fight over the resources that
Steel, The Enclave, Super Mutants survived the war.
Powerful Factions: Super Mutants,
Raiders, Mutants
Eastern Commonwealth Gulf Commonwealth
Regions: West Virginia, Delaware, Regions: Louisiana, Mississippi,
Pennsylvania, New Jersey, New York Alabama, Florida
Containing major cities such as The Brotherhood of Steel used a
New York City, Philadelphia, faulty G.E.C.K. that was
and Pittsburgh, the Eastern exposed to radiation. Instead
Commonwealth was hit of purifying the area, it
particularly hard during the caused it to become horribly
war. Raider factions sprung up mutated, even by the rest of
in the ruins of cities such as the Wasteland’s standard.
Pittsburgh, which now houses a The area is largely swampland
cruel slaver camp. The rural filled with mutated alligators
areas of this region were and other horrific creatures.
washed in extreme amounts of
radiation causing creatures to Powerful Factions: Brotherhood of
Steel, Mutants
mutate quickly and often.
Powerful Factions: Raiders, Mutants
Four States Commonwealth Great Midwest Commonwealth
Regions: Wisconsin, Minnesota,
Regions: Utah, Colorado, Arizona,
Illinois, Indiana, Michigan
New Mexico.
The area remains mostly under
The feared military empire,
the control of the Midwestern
Caesar’s Legion, originated in
Brotherhood of Steel. They
the Four States Commonwealth.
impose harsh laws on the area
Other notable locations include
but provide protection from
Zion National Park, which
mutants and outsiders. The
houses smaller factions that
Enclave is said to have some
skirmish with each other. Other
holdings in this area, making
factions occupy small areas
it likely to become a
such as the 80s, a raider gang
battleground between the two
that occupies an area in
factions.
northern Utah, but the might of
Caesar continues to dominate Powerful Factions: Brotherhood of
the region. Steel, The Enclave
Powerful factions: Caesar’s Legion
New England Commonwealth Northwest Commonwealth
Regions: Maine, New Hampshire, Regions: Northern California,
Vermont, Massachusetts, Rhode Island, Washington, Oregon, Idaho, Alaska
Connecticut.
Much of the Pre-War military
The area around Boston commonly was stationed in the Northwest
referred to as “The Commonwealth” Commonwealth due to the war
is also in this area. with China in Alaska. Leftover
Home of the feared “synth”. military resources can still
Synths are artificial humans be found in bunkers and
produced by the Institute, a warehouses in this area, which
technologically advanced faction has drawn the Brotherhood of
formed from the remnants of MIT. Steel who hope to reclaim it.
The citizens of the New England The area around the ruins of
Commonwealth are manipulated by San Francisco is controlled by
secret organizations making the a group called the Shi,
conflict here over the very descendants of a Chinese
identity and humanity of the submarine crew. The Shi are
people. extremely technologically
advanced and will sometimes
Powerful factions: Brotherhood of
sell advanced tech.
Steel, The Institute, The Minutemen,
The Railroad Other minor factions such as
the Oregon Cannibals roam in
the lower regions of the
Northern Commonwealth Northwest Commonwealth.
Regions: Montana, Wyoming, North The Northwest Commonwealth
Dakota, South Dakota would be a good location for
Some ruins are in the Northern reviving Pre-War conflicts.
Commonwealth, but most of the Powerful Factions: Brotherhood of
area is composed of harsh Steel, New California Republic, The
wilderness and mutated creatures Shi
never seen by humans. This would
be a good candidate for a
wilderness exploration campaign.
Powerful Factions: Mutants
Plains Commonwealth Southwest Commonwealth
Regions: Nebraska, Kansas, Iowa, Regions: Southern California,
Missouri, Oklahoma Nevada, Hawaii
After a Super Mutant migration The Southwest Commonwealth is
entered the area, the an arid desert which is
Brotherhood of Steel imposed exceptionally dangerous for
martial law on the locals for wastelanders. It is often the
their protection. War has raged location of war and political
for years between Super Mutant struggle, as many factions vie
armies, the Brotherhood, and for control of the area’s
other factions such as the scarce resources. Wastelanders
Calculator’s Robots and a cult- in the Southwest Commonwealth
like Raider gang called the are often dragged into conflict
Reavers who worship technology. between powerful factions and
are forced to choose a side.
Powerful Factions: Brotherhood of
Steel, Reavers, Ghouls, Super Powerful factions: Brotherhood of
Mutants Steel, Caesar’s Legion, Great Khans,
New California Republic
Southeast Commonwealth Texas Commonwealth
Regions: Georgia, South Carolina, Regions: Texas, Arkansas
North Carolina During the Resource Wars,
The Southeast Commonwealth Texas’ oil-dependent economy
contains many different areas. was the first to suffer. After
Mountains, Swamps, Forests, and the Great War it became a
the ruins of large cities such desolate wasteland that suffers
as Atlanta. The Southeast from terrible cyclones, which
Commonwealth is mostly some tribals believe are gods.
wilderness with some small The Brotherhood of Steel and
communities scattered Caesar’s Legion are both
throughout. present in the area but neither
have a strong hold over the
Powerful Factions: None
area.
Powerful Factions: Brotherhood of
Steel, Caesar’s Legion, Tribals
Legendary Enemies
In the wasteland some enemies are stronger than their normal
counterparts. They are more resilient, do more damage, and should
be handled with extreme caution.
Once a legendary enemy has been reduced to less than half of their
maximum HP they will “mutate”. They then regain all their HP, gain
+2 DR and ER, and receive an additional effect as determined by
the Legendary Mutations table.
Legendary Mutations
d4 Effect Aura
1 +30 RADs to Melee and Unarmed attacks Green
2 Additional +2 DR and ER, +15 Movement speed Blue
3 +3 to hit on all attacks Yellow
4 Add an additional damage dice to all attacks Red
Legendary Enemies are usually the strongest enemy type in the
group and make for good “Boss” enemies. Legendary Enemies usually
possess a Legendary Item that they might use if able. Defeating
them allows the players to take the Legendary Item. See Chapter 4
for Legendary Item tables.
Chapter 2: Oh, the Places You’ll Go
Exploring the Wasteland
Any Pre-War building can make a good location to explore,
but some are common throughout the Wasteland and
consistently hold useful items.
Factories, Hospitals, Office Buildings, Red Rocket
Stations, and Vaults are staples of the Wasteland and are
a good starting point for ruins to explore.
Factories
The economic and military prowess of the Pre-War
United States was largely due to the infrastructure of the
manufacturing industry. Because of this, derelict
factories litter all areas of the Commonwealth. From the
Corvega plants that manufactured beautiful vehicles to the
Nuka Cola bottling plants that provided families with
their favorite beverage, factories are an integral part of
the United States’ identity and as such are a defining
feature of the Wasteland.
Factories commonly contain Feral Ghouls, possibly the
employees, disfigured by the radiation of the Great War,
or maybe just searching for a meal. Factories are a useful
source for crafting materials such as aluminum and steel
and may even contain finished products left on the
production line, untouched for centuries.
Hospitals
Every Wastelander knows the medical cross that adorns
most hospitals, not because they are still in operation,
but because they are still chock full of medical supplies
that are more or less functional. In most Post-War
families, if a family member becomes sick, someone is sent
to the nearest hospital to scavenge for medical supplies
such as Med-X or Antibiotics.
Scavenging in Pre-War hospitals is sometimes dangerous
because robotic hospital staff such as Miss Nanny’s and
Protectrons still protect the cache of medical supplies
and technology. Some robot staff are still operational and
may offer medical assistance to injure individuals, but
many have reverted to their factory default modes and will
attack intruders with surgical lasers and buzz saws.
Offices
In the decades before the Great War, life shifted more
and more towards the urban lifestyle. Men and Women
flocked to office buildings to earn a living away from
manual labor. Office buildings may not appear to have much
to offer to a Wastelander at first glance, but many useful
things can be found among the wreckage. First-Aid kits and
office machinery are common, as well as experimental
prototypes of products produced by the company. The savvy
Wastelander knows that Pre-War executives are fond of
safes in their offices, filled with money, chems, and
other valuable items. Information left in a company’s
files may also prove useful.
Red Rockets
Red Rocket garages are found most commonly on the East
Coast but can be found scattered all over the Wasteland.
They have much to offer, from mechanic’s supplies, to the
Nuka Cola machines commonly found outside stations. Red
Rocket quickly realized the importance of using nuclear
power to fuel citizen’s automobiles, so Fusion Cells and
Fusion Cores can often be found here.
Vaults
As one of the few mostly intact remnants of the Pre-
War United States, Vaults embody many aspects of Pre-War
culture. Patriotism for the United States and the
individual Vaults is strongly encouraged. Along with this
come many of the issues that led to the Great War in the
first place. Twisted experiments are commonplace in the
Vaults, even unbeknownst to the dwellers. In some ways
they are the last vestige of the twisted greed and
capitalism that tore the country and the whole world
apart. Several Vaults are still operating as shelters from
the outside world, but many are abandoned or have no
survivors.
Vaults are the most reliable source for undamaged
goods and technology. They are also easily defensible, so
many Wastelanders envy the chance to live in a vault and
may even try to take one from its current occupants by
force.
Chapter 3: Hard Work is Happy Work
Questing in the Outside World
Adventures in the Wasteland are often driven by tasks or
missions, commonly referred to as “quests”. A quest is
most often the result of someone asking the adventurers to
do something for them, although quests can be started for
other reasons.
Types of Quests
- Retrieve an object
- Exterminate a monster or monsters
- Locate a Person
- Escort a Person
- Explore an area
Upon completing a quest, adventurers should be rewarded.
Rewards can come in many fashions. Legendary or Unique
items, Favors, Ammunition or Medical Supplies, and of
course every Wastelander’s favorite: Caps! The more
difficult a quest, the greater the corresponding reward
should be.
Some quests lead directly to other quests which is
referred to as a quest line and can make for a larger
story arc that takes a significant amount of time to
complete.
Between Quests
Some Wastelanders prefer to take some time between
expeditions into the Wasteland to live a relatively
peaceful life. They will often find a settlement to become
a part of for a time. The following table shows the cost
of maintaining certain lifestyles.
Lifestyle Caps
Poor 3 Caps per day
Average 12 Caps per day
Wealthy 30 Caps per day
Wastelanders can use their skills to find work within a
settlement that will help pay for the cost of their
lifestyle. For example, a high Medicine skill would allow
a Wastelander to find a job as a doctor, and a high Small
Guns skill would find them a job as a guard or caravanner.
Skill Level Caps
1-30 5 Caps per day
31-60 15 Caps per day
61-90 30 Caps per day
91-100 50 Caps per day
Chapter 4: Arms Race
Powerful Gear of the Wasteland
A = All Weapons, M = Melee, U = Unarmed
B = Big Guns, S = Small Guns, E = Energy Weapons
Legendary Weapon Effects
Name Rarity Types Effect
Assassin’s Uncommon A +2 to hit and damage against humans and gen 3 synths
Berserker’s Rare M, U +2 damage if DR and ER are under 15, +4 if under 13
Bloodied Rare M, U +2 damage if under ½ hp, +4 damage if under ¼ hp
Explosive Very Rare B, S +1d6 explosive damage in a 5ft area
Executioner’s Rare A +2 damage if target is below half health
Exterminator’s Uncommon A +2 to hit and damage against insects
+1d4 cold (energy) damage. On a critical hit target
Freezing Rare A
makes a DC 14 end save or is frozen for 1 turn
Furious Rare A Each attack after the first has an extra +1 to hit
Ghoul Slayer’s Uncommon A +2 to hit and damage against ghouls
Incendiary Rare B, S +1d4 fire (energy) damage
Treat any hit as a critical hit if the target is at
Instigating Very Rare A
full health
Irradiated Uncommon A +50 radiation damage
Junkie’s Uncommon A +2 damage if under effects of withdrawal
Lucky Rare A Add 1 extra damage dice on a critical hit
On a critical hit, roll a d10. You and all allies
Medic’s Rare A
within 20 feet heal this amount
Mighty Uncommon B, S, E +1 damage
Mutant Slayer’s Uncommon A +2 to hit and damage against super mutants
Nimble Uncommon S, E +5 movement speed when using this weapon
Nocturnal Uncommon A +2 to hit and damage between 6pm and 6am
Penetrating Rare A +2 to hit
Plasma Infused Rare B, S +1d4 energy damage
Target makes a DC 16 END save or take 1d6 poison for
Poisoner’s Rare A
1d4 rounds
Powerful Uncommon M, U +1 damage
Quickdraw A
Relentless Very Rare A Your AP is restored on a critical hit
Stalker’s Rare B, S, E When not in combat: +3 to hit, +3 AP cost.
When you hit an enemy, they have -2 damage until the
Suppressor’s Very Rare M, U
end of their next turn (Doesn’t stack)
Troubleshooter’s Uncommon A +2 to hit and damage against machines
VATS enhanced Very Rare B, S, E Advantage on attacks
VATS enhanced
Very Rare M, U Advantage on attacks
(melee)
Legendary Armor Effects
Name Rarity Effect
Acrobat’s Rare Half falling damage
Assassin’s Uncommon +1 DR and ER against Humans
Auto-stim Rare Uses a stimpak when under 1/4 HP. Can occur once every minute.
Bolstering Rare +1 DR and ER if under 1/2 HP, +2 if under 1/4
+1 DR and ER if you moved at least half your movement speed this
Cavalier’s Rare
turn
Chameleon Rare Stealth Boy effect if you did not move this round.
Cunning Rare +1 AGI and PER
On a melee hit, the target makes a DC 10 STR save or drops their
Duelist’s Rare
weapon, if any.
Exterminator’s Uncommon +1 DR and ER against Insects
Fortifying Rare +1 STR and END
Ghoul Slayer’s Uncommon +1 DR and ER against Ghouls
Hunter’s Uncommon +1 DR and ER against Animals
Lucky Rare +2 LCK
Mutant Slayer’s Uncommon +1 DR and ER against Super Mutants
Poisoner’s Rare +2 to END saves against poison
Punishing Very Rare When hit with a melee attack, the attacker takes 1d4 damage
Safecracker’s Uncommon +10 to lockpicking
+1 DR and ER if you moved less than half your movement speed this
Sentinel’s Rare
turn
Sharp Rare +1 CHA and INT
Sprinter’s Uncommon +10 movement speed
Troubleshooter’s Uncommon +1 DR and ER against machines
Vats Enhanced Very Rare +1 to hit with all weapons
Unique Items
Bobbleheads – Very Rare Cryolator - Rare
Official Vault-Tec bobbleheads. Finding
An advanced energy weapon that does cold
one grants a permanent benefit. Only one
damage, big gun category
person can receive the benefit.
Damage: 2d4 AP cost: 2
Strength +1 STR Range 10ft cone, +2 to hit and damage
Perception +1 PER
Endurance +1 END Cybernetic implants - Rare
Few in the wasteland possession the
Charisma +1 CHA technology required for cybernetic
Intelligence +1 INT implants. Those that do know the value
of such services and charge a steep
Agility +1 AGI price for surgeries.
Luck +1 LCK
Barter +10 Barter Strength Implant +1 STR
Big Guns +10 Big Guns Perception Implant +1 PER
Energy Weapons +10 Energy Weapons Endurance Implant +1 END
Explosives +10 Explosives Charisma Implant +1 CHA
Lockpick +10 Lockpick Intelligence Implant +1 INT
Medicine +10 Medicine Agility Implant +1 AGI
Repair +10 Repair Luck Implant +1 LCK
Science +10 Science Sub-dermal Armor +1 DR and ER
+2 HP every
Small Guns +10 Small Guns Monocyte Breeder turn, if not
Sneak +10 Sneak unconscious
Speech +10 Speech
Deliverer - Legendary
Unarmed +10 Unarmed
The Deliverer is a special modified pistol
popularly used by the commonwealth
Broadsider – Rare organization “The Railroad”. The Deliverer
The Broadsider is a powerful naval excels in taking out multiple targets
weapon repurposed to be wielded by a quickly and silently.
person instead of mounted on a ship
Damage: 1d6 AP cost: 2
Damage: 4d8 AP cost: 5 Range 30ft, +3 to hit and damage,
silenced
Range 120ft, Two Handed, blast radius
5ft, +2 to DC and damage
Elder Robe - Rare Jingwei’s Shocksword - Rare
The robes of a Brotherhood of Steel
elder. Wearing the robes is a sign of Damage: 1d8 AP cost: 3
great honor and distinction.
+2 charisma, +1 agility, +1 DR and ER, +1d6 energy damage, +2 to hit and
can not be worn with regular armor. damage
Food Sanitizer - Uncommon Louisville Slugger – Rare
You can use this item to remove half the
RADS from consumable items. Damage: 1d10 AP cost: 4
Two handed, +2 to hit and damage
G.E.C.K. – Legendary targets makes a DC 12 STR save or is
The Garden of Eden Creation Kit is a thrown 25 feet.
powerful item created by talented Vault-
Tec engineers. Using the G.E.C.K.
terraforms an area, making it a suitable Mechanist’s Costume – Very Rare
place to live and removing all RADS.
The outfit worn by the self-proclaimed
Ghoul Mask - Uncommon superhero, The Mechanist.
Wearing the ghoul mask might convince DR 16, ER 16, End +1 Cha -1, Science +5
feral ghouls that you are one of them,
causing them to leave you alone. When a
feral ghoul notices you, they must make
a DC 16 intelligence saving throw. On a Mysterious Magnum - Rare
failed save, the feral ghoul is
convinced you are also a feral ghoul. Damage: 1d10 AP cost: 4
The feral ghouls tricked by this mask Range 40ft, +2 to hit and damage, +2
will attack if you or an ally attack to mysterious stranger rolls
them.
Grognak’s Axe – Very Rare Nuka Breaker - Uncommon
The axe wielded by the legendary Damage: 1d12 AP cost: 5
barbarian, Grognak. His true stories of
Two handed, +1 to hit and damage, on a
battle and triumph were popularized by
critical hit the sign does an extra
the Hubris Comics company. 1d12 energy damage
Damage: 1d10 AP cost: 3
Two handed, +3 to hit and damage.
Target makes a DC 12 end save. On a
failed save they take 1d4 bleeding
damage every turn. The target can
repeat the save at the end of each
turn, ending the effect on a
successful save.
Pip-Boys Prototype Medic Power Armor –
Developed by RobCo, Pip-Boys are arguably Very Rare
the most sought-after item in the Military prototype power armor designed
wasteland. They provide many benefits to improve a soldier’s combat
including the only way to open a vault effectiveness. T-45d power armor.
with an intact door from the outside. Automatically uses Med-X when user is
There are four models of Pip-Boy. under 1/4 HP, if the user has any.
Contains an AI that will alert the
Pip-Boy 1.0 - Uncommon wearer to threats (+10 to perception
The 1.0 is an unreleased prototype for checks to detect enemies).
the modern Pip-Boy. It was soon replaced
because of its considerable size and
weight. Silver Shroud Costume - Rare
- Open vaults “Death has come for you… and I am its
shroud!”
Pip-Boy 2000 mk. VI - Rare
The original 2000 model was a handheld The costume of the legendary hero of the
device, but the mk. VI returns to the Commonwealth. +1 agility, +1 perception,
iconic wrist-mounted design. +1 DR and ER against humans, can not be
- Open vaults worn with regular armor.
- Map areas
- Geiger Counter
- +1 to hit for all attacks That Gun - Uncommon
Pip-Boy 3000a – Very Rare Damage: 1d10 AP cost: 4
The most iconic Pip-Boy. This model is Range 40ft, +1 to hit and damage, +1
the most famous and includes all the extra crit dice
iconic Pip-Boy functions such as a Geiger
Counter and flashlight.
- Open vaults Wazer Wifle - Uncommon
- Map areas
- Geiger Counter Damage: 1d8 AP cost: 4
- Flashlight Range 40ft, +1 to hit and damage, on a
- Biometric lock (user only) critical failure roll another d20. On
- +2 to hit for all attacks a 10 or higher, the gun’s condition
does not degrade.
Pip-Boy 3000 mk. IV - Legendary
The most powerful pip-boy to have been Weapon Repair Kit - Common
distributed for use in vaults. Many Used to repair weapons, increases
improvements have been made for comfort condition by 2 levels without requiring
and ease of use. a repair check.
- Open vaults
- Map areas
- Geiger counter
- Flashlight
Winterized T-51b - Legendary
- +3 to hit for all attacks T-51b power armor. This armor is always
in perfect condition. +1 DR and ER.
Chapter 5: Safety First
Rules Et Cetera
The following rules are optional additions to the game if your
players are looking for deeper mechanics or a more difficult
challenge
Survival Mode
In Survival Mode players suffer penalties if they do not eat,
drink, and sleep the proper amount.
Encumbrance
If a player exceeds their carrying capacity, they take 1d4 damage
per minute.
Hunger, Thirst, and Sleep
Without sufficient Food, Water, and Rest players will suffer stat
penalties. You must consume 1/2 lb. of Food every 6 hours, 1/4
gallon of Water every 4 hours, and 8 hours of Sleep after 16 hours
of being awake. Failing to do so moves you one level up on the
following table, while doing so moves you one level down.
Need Level 1 Level 2 Level 3 Level 4 Level 5
-3 STR -3 STR
-2 STR
Food -1 STR -1 PER -2 PER Death
-1 CHA
-2 CHA -2 CHA
-2 PER
-2 PER
-1 PER -3 END
Water -1 END -3 END Death
-2 END -1 INT
-1 INT
-2 AGI
-1 END -2 END
-1 INT
Sleep -1 AGI -2 INT -2 INT Death
-2 AGI
-3 AGI -3 AGI
Gun Jams
A weapon that is not a Melee or Unarmed weapon may become jammed
when it degrades in condition. If a player rolls a 1 on a weapon
attack with one of these weapons, the gun is jammed and takes 2 AP
to clear.
Mutations
Every time a player moves up to a new level of radiation there is
a chance that they will mutate. The player rolls an END save and
subtracts their new radiation level (200-399 Rads = -1, 400-599
Rads = -2, etc.) If the result is less than 8 the player mutates
and rolls on the Random Mutation table
Random Mutation
D20 Mutation Effect
You lose a number of HP equal to 2 times your
level and lose 2 HP every time you level up. When
1 Adrenal Reaction
your HP is below 25%, you gain +2 damage and heal
twice as much from any source
2 Bird Bones You take half damage from falling, AGI +2, STR -2
You heal twice as much from consuming meat, but no
3 Carnivore
healing from plant sources
If you are not wearing any armor and have not
4 Chameleon
moved more than 5ft this turn, you are invisible
You add an additional dice of the same type on a
5 Eagle Eyes
critical hit. PER +2, STR -2
6 Egg Head INT +3, STR -2, END -2
When a melee attacker hits you, you can use your
Electrically
7 reaction to roll a d4. If the result is a 4 you
Charged
deal 2d8 energy damage to the attacker
All attacks against you do +3 damage, attacks
8 Empath
against allies within 10ft of you do -1 damage
9 Grounded +2 ER, -2 damage to all energy weapons
Double the amount of healing you receive from
10 Healing Factor
rests. All chems have their duration halved
+1 DR, -1 ER, -5 movement speed, You can not wear
11 Heavy Build
power armor
You heal twice as much from plant sources, but no
12 Heribvore
healing from consuming meat
+1 to all S.P.E.C.I.A.L. when within 10 feet of an
13 Herd Mentality
ally, -1 to all otherwise
+20 carry weight, double the maximum height and
14 Marsupial
distance you can jump, -2 INT
You can spend 2 AP to deal an amount of poison
15 Plague Walker damage equal to 3 times the number of diseases you
have to all creatures within 5 feet of you
16 Scaly Skin DR +1, ER +1, -1 Max AP
+10 movement speed, you heal half as much from all
17 Speed Demon food items and require double the amount of food
and water per day
You gain a natural unarmed weapon which costs 3 AP
18 Talons
and deals 2d4 damage. -2 AGI
+1 damage with all melee and unarmed weapons, -2
19 Twisted Muscles
to hit with all ranged weapons
On a critical hit add a number of rads to the
20 Unstable Isotope
attack equal to your level times 4
When a mutated player moves down a radiation level by any means,
they roll an END save and subtract their new radiation level. If
the result is 10 or higher, they recover from 1 random mutation.