And something the poster of this idea missed was: HOW THE HELL IS THE CHARACTER GOING TO SURVIVE THE GRAFTING OF AN ALIEN MATERIAL TO THE ENTIRE SKELETON? Sorry for the caps, guys but seriously, pal. Logan from the X-Men could survive that because he had a MUTANT healing factor that offset the trauma that the intrusion of a non-organic material caused in his body. Of course that took years, and when Wolvy gets his Adamantium yanked out by Magneto (ouch!) he goes savage. Mutations in the Fallout world are highly random but they stay "in the real world" (which means, no friend, you ain't getting optic blasts, or wings or telepathic powers [I think this one could pass but in the levels of Professor X, is highly ridiculous] or shooting lightning bolts out of your anus). Fact is that in the real world, most mutations are fatal for lifeforms if they are forced (as the ones that radiation causes) upon. Still we have to remember that Fallout is based in the 50's knowledge of radiation. Genetics weren't a very developed field in those trying times. So the "anything can happen" approach on mutations can be kept without hurting the storyline, within a limit of course. The focus of Fallout is about survivalism on a post-apocaliptic world, not mutations. The closest to this idea, that I can remember is in Shadowrun for the Genesis. In that game, there was a special operation that you could had on you. The upgrade grafted Carbon claws on on the Phalanges (or is that Falanges? The bones before your fingers [no, not the wrist, the back of the hand]). Of course, in Shadowrun, you couldn't have ALL the implants because there was a stat in your character that dealt with your form (the line where you become more implant than man). To close this, I have to back up the rest of the gang when they give the cold shoulder to the idea. It doesn't belong in Fallout (unless you have them done late in the game when there is GOOD medical technology and you won't die of septicemia, which means the implants won't serve you any real purpose).