This is all some time ago... But I was still interested and looked into this from time to time. During that I found those “IN 10” “easter egg” dialogue options with ZAX. Which I thought may be interesting in regard to FEV/Dipping: Following this explanation the outcome of FEV treatment is as individual as the person dipped. This may not really help when deciding on the outcome, but it may help to explain the wide range of variations (Master, Lou, Harry, Talius/Harold, Psykers, Centaur (mixture of men and dog), smart deathclaws, raccoons, worms etc.). So that weird range of outcomes (“unpredictability”) can be explained at least (it's the subject's DNA). Consequently even a “pure-strain” can fail the dipping (genetic diseases etc.), it is just much more unlikely that they do as the radiation factor is removed. (although the vault-dweller may have been radiated (the glow) during the journey and suffered DNA damage). Still, a “normal” human being should turn into a super-mutant, normally. But it would explain oddities (the master) and wild variations (i.e. even human beings and animals may turn out differently or the DNA mixture of men/dog aka centaur). At least that's how I understand it. However, I have not yet found any hint of what a pure-strain human being would turn into, other than Talius [oddity] and that the usage of FEV on “pure-strains” resulted in the mutiny of Maxson and his men (i.e. the pre-war experiments at Mariposa). Which suggests something revolting (like a government experiment in the cynical FO world, I guess). I also remembered that Fallout Tactics has stats for ghouls & mutants. Probably one of the few “official” sources on how SPECIAL of Human, Ghoul & Mutant look like. Which may be interesting, too: The following are the numbers I noted down (years back), and I believe they can be found in the multi-player of FT. (The first number is the change to human (average of 5) and the second min to max): Ghouls are (compared to human): low ST -2 (1 to 6), high PE +3 (4 to 14), average EN +/-0 (1 to 10), slightly low CH -1 (1 to 9), improved IN +1 (2 to 13), which may represent “experience”, reduced AG -1 (1 to 8) and “lucky bastards” LK +2 (5 to 13), which is possibly a joke as they survived the fallout. A “mutant” like Harold or Talius may need some adjusting (like the LK joke), but it's an orientation (actually both Harold & Talius are smart & lucky). Besides, mutants & ghouls do have similarities like life-expectancy, plus FEV should grant radiation & poison resistance as does ghoulification. All in all, they could be treated fairly similar. Super-Mutants are (compared to human): high ST +3 (5 to 13), average PE +/-0 (1 to 10), improved EN +1 (4 to 12), which could be higher if looking at their min/max (perhaps +2?), unchanged CH +/- 0 which is odd as their min/max is reduced (1 to 8), so CH should probably drop, too, perhaps by -1, reduced IN -2 (1 to 8), reduced AG -2 (1 to 8) and average LK +/- (1 to 10). Regarding super-mutants and stupidity I would go with these stats (i.e. super-mutants' IN is 1 to 8, aka -2). That may be the most sensible thing that most can agree with (i.e. it allows for smart mutants (Lou or the super-mutant scientist in FoTactics), dumb mutants (like Harry) and the mostly intelligent mutants (i.e. the majority of mutants in FO (aka 1, 2 & tactics) are fairly articulated)). But also explain why super-mutants are generally considered dumb (i.e. their average is IN 4 not 5) (which may be the memory loss). Although if it helps with the whole dialogue issue, it may also be decided that the vault-dweller always dips to IN 3 or less. This is not the most likely outcome, but neither is it out of the question.