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This can be a choice, by taking the Mutant Hindrance at charatcer creation,
Mutant
(Major/Minor)
Somewhere along the line, your waster came down with a bad case of the glows and gained a mutation for his troubles. As a Minor Hindrance, draw one card off the Action Deck to determine the mutation (your Marshal has the skinny on the results on page 95). As a Major Hindrance, your survivor has likely picked up a more nasty mutation. Draw three cards off the Action Deck to determine the mutation and keep the lowest (Doomsayers take the lowest of two cards).
Whatever the case, the mutation is difficult to hide, and some folks out there don’t look too kindly on mutants. Your hero suffers a –2 Charisma penalty when dealing with these narrow-minded norms.
During the game, it is possible, when dealing with an angry Doomsayer, Ghost Storms, Rad Storms, or something else that is radioactive to lose enough fatigue to warrant a mutation. just say you weren't warned...
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