Game Ideas Wiki
Game Ideas Wiki

Template:Fallout The Traveler Overview This page lists all mutations in Fallout: The Traveler.

Mutation[]

Based on the system from Fallout 76. Mutations are acquired by the Human and Ghoul travelers when exposed to radiation. They provide both positive and negative effects (unless the Survival Skill is reached to Virtuoso tier). Mutations are semi-permanent effects that provide both positive and negative effects. Acquiring mutations are depending, For example a Human Traveler takes radiation damage, they have a chance to gain a mutation, depending what the human Traveler suffers a level of Radiation Poisoning (i.e 25% chance if the Traveler suffers a Advanced Radiation Poisoning) while a Ghoul Traveler can get a mutation by gathering in any irradiated zone with a chance of how high the radiation levels are (i.e 15% chance by 25 rads/second). This can occur from being struck by excessive background radiation from a source such as zones devastated by nuke explosion, irradiated creatures, radioactive waste, etc.

Some factions and NPCs don't like the Traveler mutations in their body, while others (i.e Hancock or Charon) like that. Only Human and Ghoul travelers can have mutations, while Super Mutant or Synth Travelers does not.

Removal and prevention[]

Every time the player uses RadAway, RadAway: diluted or a decontamination shower at entry gate to Halcyon, there is a chance that a randomly selected mutation will be removed. They can keep using RadAway for more attempts to remove a mutation. Nuka-Grape, brahmin milk, or the perks Healing Hands, Rad Sponge and What Rads? can also be used to remove rads without risk of curing mutations.

Mutation Lists[]

Mutation Positive Effects Negative Effects
Abs of Steel +20 Seduction, +10 DT when wearing any inner torso that showing off (female) or not wearing any inner torso (male) AGL -2
Adrenal Reaction +Weapon DMG at low HP
Bird Bones AGI +4, Fall from heights more gradual STR -4, -50% limb health
Blank -50% vision damage CHA -4
Carnivore Eating meat provides double the hunger satisfaction (Sawyer Mode), HP restoration, and consumable buffs, with no disease chance (Sawyer Mode)
Compound Eyes Close objects are blurry
Blackened Skin +15 Sneak, less detection END -2, +10% Karma loss per crime
Eagle Eyes Critical Damage and Chance +25%, PER +4, Long Guns +15
Egg Head INT +6, +25% Vision Damage
Electrically Charged Chance to shock melee attackers and increases damage with Electro visions The Traveler takes 33% (40% as a Synth Traveler) more damage
Empath Companions take 25% less damage
Grounded +30 DT against Energy weaponry Energy Damage -50%
Gills
Healing Factor Health Regeneration while not in combat +300% Chem Effects -55%
Herbivore Eating plant-based food provides double the hunger satisfaction (Sawyer Mode), HP restoration, and consumable buffs, with no disease chance Eating meat does not satisfy hunger (Sawyer Mode), restore HP, or apply buffs
Herd Mentality All SPECIAL stats +2 when on party with the Companions All SPECIAL stats -2 when solo
Hyper Albino -5% health, PER -8 when outside during 6am to 6pm
Marsupial Carry Weight +20, +jump height, +climbing speed INT -4
Scaly Skin +30 Damage Threshold AP -50
See-Through Skin
Speed Demon Movement speed +20%, faster reload +20% +50% drain on hunger and thirst while moving (Sawyer Mode), -5% AP drain when moving
Talons Punching attacks do 25% more damage + bleed damage -20 Lockpick and non-unarmed skills
Twisted Muscles Melee Damage +25%, better chance to cripple limbs Gun accuracy -50%

Serum[]

By consuming a mutation serum, the corresponding mutation will be applied to the player and its negative effects will be nullified for 1 hour. If the player already has that mutation, then the negative effects of the mutation will be suppressed.

Trivia[]

  • Mutations does not stack when applied with Cybernetic implants