Fallout 3
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This mod changes so many things, please read the full description for great stuff.

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Evolution
~~~~~~~~

Professor Charles Xavier: "Mutation. It is the key to our evolution. It is how we have
evolved from a single-cell organism into the dominant species on the planet. This
process is slow, normally taking thousands and thousands of years. But every few
millennia evolution leaps forward."

James (Your Father): "Every once in a few thousand years of so, there comes a cataclysmic
event that triggers the next stage...a mutation in the DNA of Humans...an evolution.
That event came when the bombs fell and nearly wiped our entire world. Now we can see
a world where Humanity has already evolved in many different ways. What about you my son,
what kind of person will you be in this new world of ours?"

Permissions: Do whatever you wish this I leave this project to any who want it.

Important: Food is not finished thus food itself and food-related Perks & Mutations may
not all function as described. Any are welcome to finish this as I leave this project to any
who want it.

Power Armor Users do not carry Pulse Weapons or Mines any more than they may have already before this mod.

Not all Skill Books been reduced in quantity.


Global Changes: All Resistance Maximums have been raised to 100%.

Slow Heartbeat will Sound at 50% Health.

Fast Heartbeat will Sound at 25% Health.

Karma Awards for Killing Good or Evil NPCs & Creatures has been Reduced by 90% to
10 from 100, making your Non-Killing Decisions affect your Karma much more.

Karma now has 2x the affect on NPC Disposition.

Grab Item Distance has been increased by 2x

Jumping Height has been increased.

Swimming Jump Height has been increased.

Jump Movement has been increased.

No Falling Damage.


Level Changes: Creatures, NPCs, and Items will no longer Scale to Your Level instead
they have their own set Levels and they will appear regardless of your Level.

You will gain Experience at 1/2 the Rate from before regardless of Difficulty.


Faction Changes: All Animals, except Insects, have been added to the AnimalFriendFaction
used by Animal Friend.

Created InsectFriendFaction used by Entomologist.

Ghoul and Super Mutant Factions are now Friends.


Quest Changes: If you reach a peaceful solution where the Ghouls and the Humans live
together in peace in the Tennpenny Tower, the Ghouls will no longer kill the Humans after
a few days has passed and Tennnpenny will no longer automatically get killed when you
tell Roy Philips the Ghouls can move in.


Creature & NPC Changes: Fire Ants are now completely Immune to Fire,

Radscorpions are now categorized as Mutated Animals instead of Mutated Insects as
Scorpians are Arachnids not Insects.

All Companions have been raised to level 30 and some changed to match the Karma
they require you to have to recruit them.

Jericho's Faction ties have been deleted meaning no one will care if you kill him.

Moritarty's Karma has been changed to Evil and his Faction ties have been deleted
meaning no one will care if you kill him.

Tenepenny's Faction ties have been deleted meaning no one will care if you kill him.

All Ghouls are Immune to Poison, have 50% Resistance to Energy & Fire, and they
can aborb Radiation to Heal themselves for 1 Limb & Overall Health Per Second.

Glowing Ones are Immune to Energy & Fire, are always Radioactive at a Deadly Level,
are Healed for +2 Limb & Overall Health Per Second by Radiation, Radiation Increases
their END by 3, their AGL by 2, & their STR by 2, and their Radiation Burst Attacks will
now cause 50 Radiation per second for 2 seconds.

Ghouls have around the Same Amount of Health as Humans this makes them have
Higher Health Regeneration than Super Mutants when Radioactive and a Glowing One
is always Radioactive while all other Ghouls Absorb Radiation until they are no longer
Radioactive.

All Feral Ghouls now have a Neutral Alignment.

All Super Mutants start with 200 Health that Increases by 100 for every Higher Type, are
Immune to Poison & Radiation, have 50% Damage & Fire Resistance, and Regenerate
1 Limb & Overall Health Per Second.

Super Mutant Brutes are also 25% More Resistant to Fire for 75% total.

Super Mutant Masters are also Immune to Fire and have 25% Resistance to Electricity.

Super Mutant Overlords are also Immune to Fire, 25% More Resistant to Electricity for
50% total, have 25% More Damage Resistance for 75% total, have 25% Energy
Resistance, and Regenerate +1 Limb & Overall Health Per Second for 2 total.

Super Mutant Behemoths have all the abilities of Super Mutant Overlords and also
Immune to Damage, are 25% More Resistant to Electricity for 75% total, have 50%
Energy Resistance, and Regenerate +1 Limb & Overall Health Per Second for 3 total.

Super Mutants' have High Health this makes their Health Regeneration Slower the Higher
their Health is as it is based on a Number and not a Percentage.

Centaurs have the same abilities as Super Mutants and their Centaur Spit will now
Paralyze you for 5 Seconds if your Poison Resistance is less than 50%.

All Machines are Immune to Poison & Radiation, will not Drown as they do not need to
Breathe, have 75% Resistance to Electricity, have 50% Resistance to Damage &
Fire, and are 500% Weak to EMPs except for Mr. Handys & Mr. Gutsys.

EyeBots are also Immune to Energy & Fire.

Mister Handys are also Immune to EMPs.

Protectrons are also 25% More Resistant, for 75% total, to Damage, and 75% Resistant
to Energy.

Mister Gustsys are also Immune to Electricity & EMPs and 25% More Resistant, for 75%
total, to Fire.

Robobrains are also Immune to Energy & Electricity.

Sentry Bots are also Immune to Damage, Energy, Electricity, and Fire.

Power Armor Users will carry Pulse Grenades and Mines.


Item Changes: I've decided to treat Carrying Capacity Numbers as Units instead of
Pounds in order to take Volume into consideration as well as Weight, thus an Item's
Listed Weight also takes its' Volume into Consideration.

Buffout, Jet, Mentats, and Psycho now weigh 0.5 units and are worth 50 Caps
instead of 20 Caps.

Med-X now gives 15% Damage Resistance instead of 25% and is Addictive.

Rad-X now gives 15% Radiation Resistance instead of 25%, is Addictive, weighs
0.5 units, and is worth 50 Caps instead of 20 Caps.

RadAway Removes 1 Radiation Per Second for 25 Seconds, weighs 10 units, is
worth 100 Caps, and is Addictive.

Stimpaks will now Heal 1 Health Per Second for 40 Seconds, they are treated as
Non-Addictive Chems thus injecting more than one Stimpack will only extend the
duration, they weigh 0.5 units, and they are now worth 50 Caps instead of 25 Caps.

You can now become Addicted to Buffout, Jet, Ultra Jet, Mentats, Psycho, Alcohol,
NukaCola, NukaCola Quantum, StealthBoys, and Ant Nectur.

Most Addictions will wear off after 15 Days.

Alcohol Addiction will wear off after 30 Days.

NukaCola & NukaCola Quantum Addictions will wear off after 40 Days.

StealthBoy Addiction will wear off after 50 Days.

Jet, Ultra Jet, Psycho, & Ant Nectur Addictions are Permenant.

Doctors will only Cure Ant Nectur, Jet, Ultra Jet, and Pyscho Addictions.

Doctors will only Cure 200 Radiation for each treatment.

Blood Packs will now Damage 1 Health Per Second for 40 Seconds when consumed
and they are now worth 25 Caps.

Dirty Water will now Restore 1 Health Per Second for 40 Seconds, Increase Radiation
by 2 Per Second for 40 Seconds, and is worth 50 Caps.

Purified Water and Aqua Pura will now Restore 1 Health Per Second for 80 Seconds
and are worth 100 Caps.

Drinking Water from the environment will have the following effects:

Purfied Water = 1 Health Per Sip
Good Water = 1 Health & Radiation Per Sip
Average Water = 1 Health & 2 Radiation Per Sip
Bad Water = 100 Radiation Per Sip
Terrible Water = 200 Radiation Per Sip
Lethal Water = 1000 Radiation Per Sip

You can now give Purfied Aqua Pura to Beggars for Positive Karma that won't kill them
and you can still give them Modified FEV Infected Aqua Pura for Negative Karma that
will kill them.

All Food now weighs 4 units and is worth 35 Caps.

All Freshly Made Food (Any Food Not in a Box) will now Restore Health and Increase
Radiation Per Second for 20 Seconds.

All 200 Year Old Food (Any Food in a Box) has 4x the Amount of Radiation as Freshly
Made Food.

The Food Sanitizer will make all Food Healing Effects last 50% Longer regardless of
Perks & Mutations.

The number of Skill Books scattered and hidden throughout the Wasteland have been
reduced to 5 from 24 for each Skill.

Every Skill Bobblehead now only gives 2 Skill Points instead of 10.


Weapons: All Plasma Weapons now deal Electric Damage.

The Tesla Cannons now deal Electric & EMP Damage.

EMP Damage does only 5-50 Health Damage to everyone and will cause Paralysis for
1 Second, but is based upon EMP Resistance now.

Fat Man, Missile Launcher, and Nuka Grenades can now be Resisted by Radiation
Resistance.

Bare Fists, Rolling Pins, Police Batons, Pool Cues, & Baseball Bats will now also deal a
Fatigue Damage of 4 Per Hit, this Fatigue Damage can be Resisted by Damage
Resistance thus it could take longer to knock out Foes with a High Damage Resistance
and if using a type of Weapon you are highly Skilled in you would probably kill your Foe
before you knocked them out, I created this type of damage source for more peaceful
players seeking a non-lethal way to deal with Foes. Machines do not get Fatigued and
are therefore Immune to this type of Damage.

Rockets weigh 7 units

Mini Nukes weigh 10 units


Explosions: Frag Grenades and Mines' Explosions have been Doubled in Force,
Damage, & Radius and they will Always Knock You Down.

Car Explosions have been Increased in Force & Damage and they will Always Knock
You Down.

Nucleur Explosions have been Increased in Force, Damage, Radiation, Radiation
Radius to Match Explosion Radius, & Radiation Time Before Dissaption and they will
Always Knock You Down.


Clothes: All Adult Clothes now weigh 10 units and All Children Clothes weigh 5 units.

Light Armor weighs 15 units.

Combat Armor weighs 25 units.

Metal Armor weighs 40 units.

Radiation Suits give 25% Radiation Resistance.

Advanced Radiation Suits give 40% Radiation Resistance.

All Power Armor is 350% Weak to EMPs.

All Power Armor Helmets are 150% Vulnerable to EMPs and grant the ability to Breathe
Underwater.


Without having the Minimum Strength, Intelligence, Endurance, and Science Skill
Requirements for Power Armor, you will only have the Negative effects of Power Armor
even after you have Completed Power Armor Training.

Who gives Power Armor Training can only be asked about Once A Day and Requires a
an Easy Speech Check.

Elder Lyon's Permission to get Power Armor Training can only be asked about Once A Day
and Requires an Average Speech Check, an Intelligence of 6, and a Science skill of 60.

Power Armor Training from Paladin Gunny can only be asked about Once A Day and
Requires a Hard Speech Check, a Strength, Intelligence, & Endurance of 6, and a Science
Skill of 60.

You will not automatically get Power Armor Training Perk after Completing The American
Dream Quest.

After you have Completed The American Dream Quest there will be no Speech Checks for
asking for Elder Lyon's Permission to get Power Armor Training and Paladin Gunny's Power
Armor Training Speech Check will be reduced to Easy.


Power Armor and Power Helmets Require a Strength, Intelligence, & Endurance of 7 or
more and a Science & Repair skill of 70 or more.

Power Armor Weighs 60 units, gives 45 Armor Rating, Reduces Agility by 5, Reduces
Movement Speed by 45%, give 35% Energy & Electricity Resistance, 25% Fire Resistance,
and 20% Radiation Resistance.

Power Armor Helmets Weigh 20 units, give 10 Armor Rating, Increases Perception by 3,
Reduces Charisma by 3, Reduce Movement Speed by 30%, give 15% Energy &
Electricity Resistance, 10% Fire Resistance, and 5% Radiation Resistance.


Enclave Power Armor and Power Helmets Require a Strength & Endurance of 6 or more,
an Intelligence of 8 or more, and a Science & Repair skill of 80 or more.

Enclave Power Armor Weighs 45 units, gives 55 Armor Rating, Reduces Agility by 3,
Reduces Movement Speed by 25%, gives 40% Energy & Electricity Resistance,
30% Fire Resistance, and gives 30% Radiation Resistance.

Enclave Power Armor Helmets Weigh 15 units, give 15 Armor Rating, Increases
Perception by 3, Reduces Charisma by 5, Reduce Movement Speed by 20%,
give 20% Energy & Electricity Resistance, 15% Fire Resistance, and
give 10% Radiation Resistance.


Crippled: Crippled Head Reduces Perception by 7 now instead of 4.

A Crippled Chest will Stagger You 90% of The Time.

One Crippled Leg Reduces Movement Speed by 50% now.

Two Crippled Legs Reduces Movement Speed by 75% now.


S.P.E.C.I.A.L.: You start with 4 in Every S.P.E.C.I.A.L. Attribute instead of 5.


Skill Changes: All Skills have a Base of 0 instead of 2, S.P.E.C.I.A.L. Attributes have
2x the Affect on them, and when Leveling Up You have 10 Skill Points Available to Use

Without using Perks or Mutations to Increase how many Skill Points you have Available
to put into any Skill you want when you Level Up you will have 300 Skill Points Available
at Level 30 for 23 Skill Points in every Skill

If you read every Skill Book you will 5 Skill Points in Every Skill for 28 Skill Points in every
Skill total

With the Educated Perk you will have 33 Skill Points in every Skill total

With the Swift Learner Mutation you will have 38 Skill Points in every Skill total

With the Comprehension Perk you could have 28-48 Skill Points in every Skill total if you
waited until after you got the Comprehension Perk before you started to read every Skill
Book

If you have collected every Skill Bobblehead you could have 30-50 Skill Points in every
Skill

Base Carry Weight is now 0, with 1 Strength it is 20, and with 10 Strength it is 200, this
takes Volume into Consideration

All Weapons will do 100% Damage at 0 Weapons Skill and 2x Damage at 100 Weapons
Skill

With 0 Barter Skill Merchants will Sell Items for 2x their Actual Value and Buy Items for
25% of their Actual Value

With 100 Barter Skill Merchants will Sell Items for 25% of their Actual Value and Buy
Items for 2x their Actual Value

For example: Purified Water's Actual Value is 100 Caps, at 0 Barter Skill it is 200 Caps
when Bought from Merchants and 25 Caps when Sold to Merchants, but at 100 Barter
Skill it is 25 Caps when Bought from Merchants and 200 Caps when Sold to Merchants.

Intelligence no longer gives any bonus skill points for all skills when leveling up.

Tagged Skills Start with a 10 Point Increase instead of 15 and Increase 2 Points for
Every Skill Point Put In Them.


Perks & Mutations:

Adamantium Skeleton: Your Limbs receive 0 damage, but you are 50% Weaker to
Electricity & 250% Weaker to EMPs and you move 25% Slower & 50% Slower when
Swimming.

Animal Friend: You form an unspoken link with Animals allowing you to befriend them.
At first, they simply won't attack you, but as you develop this ability they will eventually
come to your aid in combat. This excludes Insects.

Antenna Head: You have the ability to connect with & understand Machines using your
mind allowing you to heal machines by touching them and persuade most AI Machines
to become your Friends, but you also become 250% More Vulnerable to EMPs. as you
develop this ability you will be able to heal AI Machines faster and they will fight alongside
you in combat, but your vulnerability to EMPs will double to 500%. Your ability does not
affect Computer Terminals as they have a system installed to block outside signals and
RoboBrains as they are part Human. TechnoJinx cancels out this ability.

Black Widow: You can make yourself look like an attractive Woman to any Man giving
you +25% Bonus Damage & +10% Chance to land a Critical Hit on Males, +1 Charisma,
and sometimes access to unique dialogue options, but wearing any clothing or using any
kind of weapon will diminish your effectiveness cutting your speed & damage in half and
decreasing your Charisma by 2.

Bloody Mess: There is a 25% Chance during Combat & a 12.5% Chance outside of
Combat you will enter into a blood-lusting frenzy gaining a Super-Strength of +10 and
making the things you kill explode often into a red, gut-ridden, eyeball-strewn paste,
but during this frenzy there is a 50% Chance during Combat & a 25% Chance outside
of Combat that you will attack everything friend or foe. As you gain better control of
your ability the Chance that you will frenzy in & out of Combat will increase and the
Chances that you will attack everything will decrease. Nerd Rage cancels out this ability.

Bullet-Proof: You are completely Immune to Damage, but you are 2x as Weak to
Radiation, as your Radiation Poising increases your Damage Resistance will decrease,
and as long as your Damage Resistance is 100% your skin is too tough to be
penetrated by Stimpaks giving you no benefits from them.

Candor: As your Health decreases your Candor will increase decreasing your Chance
to Score a Critical Hit and increasing your Critical Hit Damage. Finesse cancels out this
ability.

Child at Heart: You can intuitively understand Children and when talking to Adults you can
appear to have the qualities of a Child at will increasing your Charisma by 1, giving you a
+15% Bonus to Sneak Attack Critical Hit Damage on Adults, and greatly improving your
interactions with Children in the form of unique dialogue choices.

Comprehension: Whenever you read a Skill Book you might learn a little bit more, you
might learn a lot more, or you might learn nothing at all making the amount of Skill Points
you could gain from reading a Skill Book 0-3. Swift Learner cancels out this ability.

Chem Resistant: You are 50% less likely to develop an Addiction to Chems, like Psycho
or Jet and you become 50% Resistant to Poison, but 50% Weaker to Fire.

Cyborg: You have become part machine! Your limbs take 50% less damage, you now
have 50% Poison & Radiation Resistance, 32% Electricity Resistance, and 25% Damage
Resistance, but your Charisma is Reduced by 5, you become 500% Weak to EMPs, and
you Move 25% Slower. TechnoJinx cancels out this ability.

Demolition Expert: All of your explosive weapons do an additional 20% damage as you
practice blowing things up.

Educated: Consider yourself educated! You gain 5 Skill Points in Every Skill.

Entomologist: Your skin hardens like an exoskeleton giving you an additional 15% Damage
Resistance, 15% Weakness to Fire, and all Insects will no longer attack you. Further
mutation along with earning many Insects' trust gives you 35% Damage Resistance,
35% Weakness to Fire, and all Insects become your Allies who will often come to your
aid in combat.

Explorer: Your Telepathy extends to the farthest reaches of the Wasteland making every
location in the world revealed on your map. So get out there and explore!

Fast Metabolism: Stimpaks, Chems, Water, & Food Work Almost Instantly for you and you
Move 2x Faster, but anything you put into your body is only half as effective due you needing
2x as much of it to fuel your Metabolism, Poisons have 2x More Effect on you, and your
Radiation Level Increases 2x as Fast.

Finesse: As your Health decreases your Finesse will increase increasing your Chance
to Score a Critical Hit and decreasing your Critical Hit Damage. Candor cancels out this
ability.

Grim Reaper: When your Weapon is Sheathed you take No Damage from Physical Attacks
& half Damage from Energy Attacks and if you kill a target while Time is Stopped, all your
Actions are restored upon Resuming Time.

Gruesome Delicacies: When you're in Sneak mode, you gain the option to eat any Animal's
corpse to regain Health, but all corpses are Radioactive and you now crave fresh flesh
thus you gain no benefits from packaged or cooked food & Stimpaks. As you develop this
ability you will be able to eat more types of corpses each type providing different effects.

Gun Nut: You're obsessed with using a wide variety of conventional firearms. With each rank,
you gain an additional 25% Bonus Damage with Small Guns, but you do 25% Less Damage
with all other Weapons.

Gunslinger: While using a pistol (or similar one-handed weapon), you can shoot with
25% Better Accuracy & 25% More Action Cost while Time is Stopped and with
25% Faster Speed & 25% Less Damage while Time is Resumed as you develop this ability.

Impartial: Everyone will be far less likely to attack you or help you... so long as you keep your
weapon holstered. This only works on Humans and Civilized Ghouls. Master trader cancels
out this ability.

Intellectual: Just like dear old Dad, you've devoted your time to intellectual pursuits.
You gain an additional 1 point to Intelligence & Charisma, but you deal
25% Less Damage in combat with each rank.

Iron Fist: When in combat your body takes on the qualities of Iron decreasing your
Speed by 75%, your Agility by 5, & your EMP Resistance by 500%, doubling your
Unarmed & Melee Damage & Action Attack Cost, increasing your Radiation Resistance
by 25% & your Damage, Fire, & Electricity Resistance by 50%, giving you Immunity to
Poison & Drowning, making your Limbs take 50% More Damage when your Health
drops below 50%, and preventing Food, Water, Drinks, Drugs, and Stimpaks from
having any effect on you.

Kamikaze: As your Health drops you will Regenerate Health faster and your Damage
with all Weapons will increase, but your Damage Resistance will decrease and there
is always a 25% you will randomly frenzy causing everyone to attack you.

Lady Killer: You can make yourself look like an attractive Man to any Woman giving you
+25% Bonus Damage & +10% Chance to land a Critical Hit on Females, +1 Charisma,
and sometimes access to unique dialogue options, but wearing any clothing or using
any kind of weapon will slow you down cutting your speed & damage in half.

Lead Belly: You take 50% less Radiation every time you Drink from an Irradiated Water
Source or Eat Irradiated food, and you gain the ability to Breathe Underwater.

Life Giver: You can not die, you regenerate Health, and you can Heal others just by touching
them, but if your Health drops below 25% you will be Paralyzed, the greater your injuries the
faster your Health will regenerate & the slower you will move, anything you put into your
body is only 25% as effective as your body needs 4x as much of it to fuel your abilities,
and your ability to regenerate Health & Heal others is limited to 1 Health regeneration &
10 Healing to others' Health both unable to regenerate or Heal Limbs. As you develop this
ability your Health regeneration & your Healing will increase in power and you will eventually
be able to regenerate and Heal limbs.

Light Step: You can further lessen the effect Gravity has on you increasing your Damage,
Energy, Electricity, EMP, & Fire Resistance by 25%, increasing your Speed by 25%, and
you'll never set off an enemy's mines or floor-based traps again, but your Damage is
decreased by 25% and your Perception needs to be at or above 7 to maintain this ability
thus a Crippled Head will cancel out this ability.

Little Leaguer: Years as the Vault little league MVP have honed your hitting and throwing.
With every rank, you gain 15% Bonus Damage when using Melee Weapons & Grenades
and you run 10% Faster, but it takes you longer to warm-up increasing the AP Cost of
Melee Weapons & Grenades and slowing your speed down while your Melee Weapon
is out by 15%.

Master Trader: You have the ability to convince almost anyone that you are worth
saving...for the right price without actually having to pay them. If you have your weapon
holstered most people will come to your aid if you are attacked and you have over
500 Caps with you, but if you have over 1,000 Caps they will attack you to steal the
money for themselves. This doesn't work on Traders. Impartial cancels out this ability.

Nerd Rage!: You can absorb the energy of all attacks and convert them into destructive
power, but they will still damage you increasing the power of your attacks as your Health
decreases.

Night Person: When the Sun is down, a Night Person gains +5 to both Perception &
Agility and when Sneaking & Not Moving with their Weapon Holstered blends in with
the Night, but during the Day you lose 5 Perception & Agility and the camouflage
granted by the Night will immediately end if you Move or Take Your Weapon Out.
This perk directly affects your "internal clock," and remains active both inside and
outside.

Ninja: You are one of the fabled shadow warriors. You gain a +10% Critical Hit Chance
on every strike and Sneak Attack Critical Hits do 20% More Damage, both double when
attacking with Melee Weapons & Unarmed, but if you are Detected your Critical Hit
Chance will be cut in half.

Nucleur Anomaly: You are Immune to effects of Lethal Radiation Poisoning and once you
reach Lethal Radioactivity you will erupt into a devastating Nuclear Explosion that will effect
everything.

Pocket Dimension: You have gained a Pocket Dimension that is connected to your body &
mind that you can open a portal to at will. This dimension can hold various objects that you
can retrieve at will and its' size increases as you develop this ability effectively granting you
50 More Carrying Weight Capacity, but any injuries to your body or mind will decrease the
access you have to this Pocket Dimension.

Pyromaniac: You can absorb and release the destructive powerful energy of Fire, but Fire
needs a fuel source to burn thus giving you a 2x Damage Bonus with Fire-based weapons
and Immunity to Fire. However, when it is Raining & while you are Swimming the heat will
be drained out of your body reducing your Damage with Fire-based weapons to 25%,
Slow your Movement Speed by 75%, and slowly kill you.

Rad Absorbtion: You can absorb Radiation gaining positive effects from it, but you can only
absorb up to 1,000 Rads thus Lethal Radiation Poisoning will still kill you. Without Radiation
Tolerance these positive effects are canceled out by Radiation Poisoning.

Rad Regeneration: An experimental treatment has triggered a mutation, as your Radiation
Level increases your Health and Crippled Limbs will Regenerate faster. Without Radiation
Tolerance regeneration will only be half as effective.

Radioactive: Your body creates Radiation which you need to release through the use
of Energy or Radiation based weapons doubling their Damage to prevent yourself from
becoming sick with Radiation Poisoning.

Rad Tolerance: You have developed a high Tolerance for Radiation, you do not suffer any
ill effects from any Radiation up to Lethal Radiation Poisoning which will still kill you.

Silent Running: When Running while Sneaking you are completely Invisible and only you
can hear the sounds of your foot-steps.

Size Matters: You're obsessed with really big weapons. You gain an additional 25% Bonus
Damage with Big Guns, but you do 25% Less Damage with all other types of Weapons.

Sniper: You have the ability to see from extremely long distances with incredible Accuracy
doubling the Range and increasing the Accuracy of all Projectile Weapons by 50% while
Time is Stopped, but because your eyes are more attuned to seeing far away your
Close-Range attacks from Non-Projectile Weapons do 50% Less Damage and you take
longer to prepare before attacking increasing your Action Cost by 50%.

Solar Powered: You gain an additional 5 points to Strength & Endurance when in direct
Sunlight and slowly Regenerate lost Health, but outside of direct Sunlight you lose 5
points of Strength & Stamina.

Swift Learner: You learn 50% faster than many others gaining 5 More Skill Points when
you Level Up, but your hunger for knowledge drives you to seek experience over theory
excluding any benefits of reading books.

Techno Jinx: Your body emits a constant low-frequency EMP weakening any Machinery
allowing you to bypass Computer Terminal Locking Systems, Deactivate any Robot from
behind while undetected by simply touching them, and deal 2x Damage against all Machines,
but you deal 1/2 Damage with all Energy Weapons and Power Armor is only half as effective.