โฃ๏ธ Mutations & Chemistry Reference
Radiation changes everything. Some changes are beneficial. Some are cosmetic. Some are deadly. And when mutations aren't enough, there's always chemistry - because in the wasteland, better living through chemistry isn't just a slogan, it's survival.
โข๏ธ Radiation Sickness Stages
| Stage | Accumulated Rads | Symptoms | Game Effects | Treatment |
|---|---|---|---|---|
| Stage 0: Healthy | 0-99 rads | None. Normal health. | No penalties | Preventative: Rad-X before exposure |
| Stage 1: Minor | 100-299 rads | Occasional nausea, fatigue, slight headache | -1 to physical tasks | Rad-Away, rest, clean food/water |
| Stage 2: Moderate | 300-599 rads | Vomiting, weakness, hair loss begins | -2 to physical, -1 to mental | Rad-Away (multiple doses), medical care |
| Stage 3: Severe | 600-899 rads | Severe weakness, bleeding, skin lesions, hair loss | -3 to physical, -2 to mental, max HP reduced 25% | Intensive medical care, Rad-Away IV drip, possible hospitalization |
| Stage 4: Critical | 900-999 rads | Organ failure, internal bleeding, delirium | -4 to all actions, max HP reduced 50%, death in days | Emergency medical intervention, experimental treatments, prayer |
| Stage 5: Terminal | 1000+ rads | Total organ failure, consciousness fading | Death imminent or ghoulification (10% chance) | None effective - make peace, or roll for ghoul transformation |
โ ๏ธ Ghoulification: At 1000+ rads, there's a 10% chance of becoming a ghoul instead of dying. Ghouls are radiation-healed,
immortal, and immune to further radiation - but face extreme social stigma and risk going feral over decades. Most choose death over ghoulification.
๐งฌ Mutation Types
Beneficial
Positive adaptations with minor drawbacks
Grants useful abilities but usually comes with cosmetic or social penalties. Examples: Rad Resistance, Night Vision, Enhanced Metabolism.
Grants useful abilities but usually comes with cosmetic or social penalties. Examples: Rad Resistance, Night Vision, Enhanced Metabolism.
Cosmetic
Visible changes without mechanical effects
Alters appearance but doesn't affect capabilities. May still carry social stigma. Examples: Bioluminescence, Scaled Patches, Heterochromia.
Alters appearance but doesn't affect capabilities. May still carry social stigma. Examples: Bioluminescence, Scaled Patches, Heterochromia.
Detrimental
Negative mutations with no benefits
Pure drawbacks from radiation exposure. Examples: Accelerated Aging, Fragile Bones, Chronic Pain.
Pure drawbacks from radiation exposure. Examples: Accelerated Aging, Fragile Bones, Chronic Pain.
Mixed
Powerful benefits with serious costs
Significant abilities balanced by major drawbacks. Examples: Grotesque Strength, Telepathic Sensitivity, Feral Instincts.
Significant abilities balanced by major drawbacks. Examples: Grotesque Strength, Telepathic Sensitivity, Feral Instincts.
๐งช Acquiring Mutations
| Method | Chance | Type Likely | Notes |
|---|---|---|---|
| Prolonged Radiation (500+ rads) | 20% per exposure | Random (weighted toward detrimental) | Most common method. Roll on mutation table. |
| Extreme Radiation (1000+ rads) | 50% if survive | Mixed or Detrimental | Survivors almost always mutate. |
| FEV Exposure | 100% | Beneficial or Super Mutant | Forced Evolutionary Virus. Unpredictable results. |
| Genetic Inheritance | 30% if parent mutated | Same as parent's | Mutations can pass to offspring. |
| Vault Experiment | Varies | Designed mutation | Some vaults intentionally induce mutations. |
| Chemical Mutagen | 40% | Designed or random | Experimental chems can trigger mutations. |
๐ Chemistry: Chems & Drugs
"Better Living Through Chemistry!" - Vault-Tec Corporation
| Chem Name | Effects | Duration | Side Effects | Addiction Risk | Cost |
|---|---|---|---|---|---|
| Rad-Away | Removes 300 rads over time | 1 hour | Nausea, weakness, immune suppression | None | 75-100 caps |
| Rad-X | +50% radiation resistance | 4 hours | Reduced agility | Low (5%) | 40-60 caps |
| Stimpak | Heal 30% HP instantly | Instant | Slight pain at injection site | None | 50-75 caps |
| Med-X | +25% damage resistance, pain immunity | 4 hours | Drowsiness, reduced perception | Moderate (25%) | 60-80 caps |
| Psycho | +3 damage, +25% damage resistance | 5 minutes | Aggression, reduced judgment, crash | High (50%) | 80-120 caps |
| Buffout | +2 Strength, +2 Endurance, +50 HP | 3 minutes | Extreme fatigue after, muscle soreness | High (40%) | 45-70 caps |
| Mentats | +2 Intelligence, +2 Perception | 5 minutes | Headache, eye strain | Moderate (20%) | 50-75 caps |
| Jet | Slow time effect (double actions) | 10 seconds | Severe crash, respiratory issues | Very High (75%) | 30-50 caps |
| Day Tripper | +3 Charisma, +3 Luck | 3 minutes | Hallucinations, poor decisions | Moderate (30%) | 40-55 caps |
| Grape Mentats | +5 Charisma, better prices | 8 minutes | Overconfidence, purple tongue | Moderate (25%) | 60-80 caps |
| X-Cell | +2 to ALL stats | 2 minutes | Severe crash, extremely rare | Very High (60%) | 200-300 caps |
| Addictol | Cures one addiction | Permanent | Severe withdrawal symptoms for 24 hours | None | 125-175 caps |
๐ Vault-Tec Approved! Remember citizen, these pharmaceuticals are scientifically designed for optimal performance!
Side effects are minimal and addiction is a sign of weak moral character. Consult your vault physician before use. Or don't, we're not your supervisor!
โ ๏ธ Addiction & Withdrawal
| Addiction Level | Trigger | Withdrawal Effects | Duration | Treatment |
|---|---|---|---|---|
| None | - | No addiction | - | - |
| Dependent | Using chem 3+ times | -1 to related stat when not using | 3 days | Abstinence or Addictol |
| Addicted | Using chem 5+ times | -2 to related stats, cravings, irritability | 1 week | Medical supervision + Addictol |
| Severely Addicted | Daily use for 1+ week | -3 to related stats, physical sickness, obsession | 2 weeks | Rehabilitation program, multiple Addictol doses |
โ ๏ธ Addiction Warning: Once addicted, characters will seek the chem obsessively. Withdrawal can be deadly for some chems (particularly Jet).
Many wastelanders trade everything they have for one more hit. Addiction destroys communities faster than radiation.
๐งช Experimental Chems
These rare or illegal chems have unpredictable effects. Use at your own risk.
Glowing Serum
Effect: Temporary radiation immunity, glow in dark
Risk: 20% chance of permanent bioluminescence mutation
Cost: 150-200 caps
Effect: Temporary radiation immunity, glow in dark
Risk: 20% chance of permanent bioluminescence mutation
Cost: 150-200 caps
Fury
Effect: +5 Strength, berserk rage, ignore injuries
Risk: Attack friends, can't tell friend from foe
Cost: 100-150 caps
Effect: +5 Strength, berserk rage, ignore injuries
Risk: Attack friends, can't tell friend from foe
Cost: 100-150 caps
Daddy-O
Effect: +3 Intelligence, +3 Perception, clarity
Risk: -2 Charisma, antisocial behavior
Cost: 65-90 caps
Effect: +3 Intelligence, +3 Perception, clarity
Risk: -2 Charisma, antisocial behavior
Cost: 65-90 caps
Rocket
Effect: +2 to ALL combat skills, fearlessness
Risk: 40% addiction rate, violent tendencies
Cost: 120-160 caps
Effect: +2 to ALL combat skills, fearlessness
Risk: 40% addiction rate, violent tendencies
Cost: 120-160 caps
Slasher
Effect: +25% damage with melee weapons
Risk: Can only use melee, extreme aggression
Cost: 70-100 caps
Effect: +25% damage with melee weapons
Risk: Can only use melee, extreme aggression
Cost: 70-100 caps
Calmex
Effect: +3 Perception, +3 Agility, steady hands
Risk: -2 Strength, lethargy after
Cost: 85-110 caps
Effect: +3 Perception, +3 Agility, steady hands
Risk: -2 Strength, lethargy after
Cost: 85-110 caps
๐ก GM Tips: Mutations & Chems
Mutation as Character Development: Don't just apply mutations randomly. Use them as story moments. Radiation exposure during
dramatic scene creates memorable character changes. Players should feel mutations, not just track them mechanically.
Social Consequences: Visible mutations affect social interactions. Some settlements ban mutants. Others worship them.
Vault dwellers fear mutation. Wastelanders accept it. Use mutations to create moral dilemmas and social conflict.
Chem Economy: Chems should be tempting but dangerous. Offer powerful chems before tough fights. Create chem-dealing NPCs
with dubious motives. Show consequences of addiction through NPCs. Make Addictol scarce enough that addiction has weight.
Better Living Through Chemistry: Embrace the retro pharmaceutical optimism. Vault-Tec marketed everything as safe and effective.
Pre-war ads promised miracle cures. Reality was messier. Show the gap between advertising and reality for dark humor.