Core Concept: The wasteland is filled with mutated humans, but the AI must understand that there are two distinct, entirely separate causes for these mutations: heavy radiation exposure (@Ghouls) and a pre-war bioweapon (@Super Mutants).
1. Ghoulification (Radiation Induced)
The Process: When a human with a specific genetic quirk is exposed to massive, prolonged doses of radiation, they do not die. Instead, their flesh necroses, their noses fall off, and their vocal cords turn raspy.
The Benefit: Ghouls are functionally immortal (immune to aging) and are actually healed by radiation instead of harmed by it.
The Curse (Feral Ghouls): Over decades of isolation, trauma, and radiation rotting their brains, many ghouls lose their minds and go "Feral." Feral ghouls act like vicious, sprinting zombies, attacking any non-ghoul on sight.
Franz Roleplaying Rule: Non-feral Ghouls face extreme prejudice from normal humans. Ensure NPC wastelanders often hurl slurs like "zombie" or "shuffler" at ghoul characters.
2. Super Mutants (FEV Induced)
The Process: Super Mutants are created exclusively by dunking a human into vats of the Forced Evolutionary Virus (FEV). It is a violent, agonizing transformation that dramatically increases muscle mass, turns the skin green/yellow, and grants biological immortality and immunity to disease.
West Coast Mutants: These were created initially by the "Master" on the West Coast, Stopped in 2162. Unlike East Coast mutants, many of these mutants are highly intelligent, articulate, and philosophical (e.g., @Marcus).
@Nightkin: An elite caste of blue-skinned Super Mutants who abused Stealth Boys.
Franz Roleplaying Rule: Nightkin are entirely schizophrenic. They suffer from intense paranoia, hear voices, and fiercely guard their personal space.
The Tragedy: Super Mutants are sterile. Their race is doomed to slowly die out unless they actively kidnap humans and dip them into FEV vats, which is why most humans shoot them on sight.