Homebrew Super Mutant Species Details

Super Mutants are mutated humans, products of infection by the Aggressive Growth Virus (AGV).

Super Mutant Traits

Super Mutants were designed as a master race, superior in almost every way. A stronger breed of Human. They gain more strength than normal Humans, but their brutal nature and horrifying looks make people less likely to like them.

Personality

While they will not normally die due to the normal effects of aging, super mutants are prone to senility, leading to tendencies to engage in near-psychotic, aggressive attacks against other humans and other creatures.

Physical Description

Average Super Mutants stand about 10' 4" tall (although they typically stand with hunched backs that reduce them to about 7' 8") and weigh around 800 pounds, possibly even more. Their skin color is predominately grayish green in case of Budak mutants and yellow with tints of red and green in the case of Bunker 87 ones, although some mutants with other skin colors also exist. Their skin is extremely tough, and their muscle and bone structure are enhanced well beyond the humanoid norm. Super Mutants usually have no reproductive organs and therefore are hard to differentiate if one is female or male.

Relations

The Super Mutants relations with the other 'races' diverge greatly.

Ghouls: Most Super Mutants view Ghouls as the closest thing to themselves other than other Super Mutants, and therefore tend to accept them into their societies much more often than humans. However, some will share the human view of Ghouls as just useless zombies.

Humans: Super Mutants originally held hatred for humans inspired by their master, and thought them to be weak. However, once the Bunker Dweller defeated their master, many began to see that humans too can be strong. Super Mutants hold a diverse view of humans, some harbor hatred at the defeat of their master, while others work together with humans, viewing them as near equals. Others still hold a much more aloof position, preferring to stay away, or holding no real opinion on the "race".

Lands

Super Mutants can be found anywhere, from living as hermits in the wastes, to coexisting in Human/Super Mutant towns, to living in old Bunkers or city ruins.

Religion

Super Mutants tend to worship The Master......even after his death. Some might join religions that humans are apart of. A group called the Greyforge (who are EXTREMELY similar to super mutants) worship a cow skull called Kipathy, suggesting that they may also worship idols and create their own religions.

Language

Super Mutants can speak in a series of grunts, or a language such as Common.

Names

Super Mutants usually keep their pre-transformation name...if they can remember it.

Ability Score Increase

+4 Strength, +4 Constitution, -4 Charisma: Super Mutants were designed as a master race, superior in almost every way. A stronger breed of Human. They gain more strength than normal Humans, but their brutal nature and horrifying looks make people less likely to like them.

Build/Size

Super Mutants are mutated humanoids. They are a large sized humanoid. Super Mutants weight 600-800 lbs and on average they grow to be 10'4" tall but due to their hunched backs they usually don't stand taller than 7'8".

Age

Super Mutants reach adulthood at age 18 and are considered young until they are 74. They get no bonus to their STR, DEX, and CON and a +1 to INT, WIS, and CHA.
At age 75 they are considered middle aged and now look like a full Super Mutant. They do not have any bonuses but are now a large humanoid.
At age 85 they are considered Old Age and receive a +1 bonus to their STR, DEX, and CON ability scores and a -1 to their INT, WIS, and CHA ability scores.
At age 95 they are considered Venerable and receive a +2 bonus to their STR, DEX, and CON ability scores and a -2 to their INT, WIS, and CHA ability scores and reach a height of 17 ft. They are then considered a Huge Creature and have a walking speed of 35 ft.
When a Super Mutant reaches it's maximum age of 115 years old it receive a +3 bonus to their STR, DEX, and CON ability scores and a -3 to their INT, WIS, and CHA ability scores and reaches 35 ft tall and is considered a Gargantuan creature. Their walking speed is increased to 40 ft. At maximum age it must make a DC 14 Wisdom saving throw once a week. On a success you still remember who your companions are. On a fail you slip completely into senility and becomes and NPC.

Vat Born

Super Mutants were created by the Phobic Syndicate introducing humanoids to the Aggressive Growth Virus (AGV). Once they started mutating certain groups of mutants started introducing others to it, kidnapping creatures and forcing the virus on their victims to create a super race. Every time a mutant would reach a certain age they were then kicked out of the group to maintain stability and control. The biggest group is the Chosen Legacy. Their leaders are those who are younger than 74 and have not reached full mutation yet. Their armies are made up of those mutants that have reached full mutation but have not yet reached the age where their intellect will become an issue. Being Vat born means that Super Mutants gain +2 to their CON and WIS saving throws and resistance to necrotic damage.

Aggressive Negotiations

Due to their size and violent nature Super Mutants have +4 to intimidation checks.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Speed

Super Mutants have a walking speed of 30 ft

Firearm Proficiency

Super Mutants like to use any weapon they can find and in doing so have gained the necessary skills needed to use all firearms. Their firearm of choice is a laser rifle or an automatic rifle.

Ancestry

What you were before you were introduced to high levels of the A.G. Virus. Player Handbook only

Engineering

You worked in engineering learning how to tinker and build useful items out of things that seem worthless. You are a very accomplished tinker and because of that you are proficient with tinker's tools.

Magical Protection

Due to your magical background the bunker recruited you to help them maintain the bunkers magical defenses. You know the magical phrase to engage and disengage the defenses as well as cast protection from evil and good twice per day. You were also given the wand of enemy detection shortly before the bunker was abandoned.

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