>>537584269
Humans work as normal.

Ghouls retain feral mechanic but it is more straightforward and does not make you into a power melee build. Basically a "mage" class in that you unlock abilities the ghouls have in game (Regen, radioactive gore projectile, radiation bursts, etc)

Super mutants are immune to radiation and are tankier but must use additional resources to either create super mutant armors or kill other mutants to acquire them, causing worse midgame circumstances. Lose the ability to use most pistols due to fat fingers. All melee damage increased by flat 20%, health increased by 50%, and damage taken reduced by 15%. Traits involve lower intelligence but higher physical attributes, or lesser innate damage bonuses but vastly increased intelligence depending on generation or breed (such as nightkin) Nightkin suffer sanity damage instead of radiation, but are among the strongest races in the game.

Synth: Suffer no radiation damage nor sanity loss, but no healing from chems, food, nor stimpaks. Instead, healing is done by taking spare parts from equipment, like the repair skill, healing for much higher, but much less uses. Innate increase to weapon accuracy. Gen 3's work the same as humans. Traits involve technological implants which grant abilities such as invisibility, temporary massive increases to damage resistance, and limited teleportation. Incredibly weak to pulse weapons.

Mirelurk: Breathe underwater. Melee weapons only. 30% increase to damage resistance and 10% to melee damage. No guns. Wild Mirelurks will fight at your side. Cannot speak to humans.