Ghoul Template (Fallout)

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Ghouls or necrotic post-humans, are decrepit, rotting, zombie-like mutants. They are recipients of intensive, elongated radiation sickness which decays their skin, as well as their ligaments. Paradoxically, they also have greatly extended overall lifespans and are, allegedly, immune to and even regenerate health by the hazards of background radiation and/or nuclear fallout.[1]

Ghoul (-5 points)

Feral or glowing ghouls (IQ generally 7 or below) are not suitable for player characters, thus a PC ghoul needs to have IQ 8 or more.

Attribute Modifiers: ST -1 [-10].
Secondary Characteristic Modifiers: Perception +2 [+10]; Basic Move -2 [-10].
Advantages: Regeneration (Regular) (1HP/h) [+25]; Immunity to Metabolic Hazards [+30]; Immunity (Radiation) [+10]; Unaging [+15].
Disadvantages: Dependency (Radiation, Weekly) [-40]; Disturbing Voice [-10]; Monstrous [-20]; Skinny [-5].
Features: Sterile [0].

Generally, you can't buy off the Monstrous disadvantage, the immunities, and the radiation dependency. Some rare ghouls look better, being merely Hideous (or possibly even up to Ugly, if GM allows). Some ghouls do have normal or even nice voices, as much as having the Voice advantage.

While immune to metabolic hazards, ghouls can feel (some) pain, and they cannot hold their breath indefinitely unless they are near a radiation source. Ghouls can eat and drink, and most have normal (if muted) senses of taste and smell.

References