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Mutants

Mutants are beings whose forms have been warped by radiation, magic, or a cosmic force to become something other than what they were. Mutant humanoids existed long before the great war. In the time leading up to it, the nations of the world experimented radically with radiation, creating many horrid abominations across the globe. The most common form of bipedal mutants in the US came from its own leadership. America's government created the Forced Evolution Virus (F.E.V.) in an attempt to solve a global pandemic, but they quickly pivoted to use it for the creation of super soldiers. When the world ended it was still in the Beta phase, so as the world above was covered in death and rubble, the labs that housed the serum and its creations remained sealed away... until they weren't. Their application created this specific caste of mutants, that eventually came to be called Orcs, but radiation and magic have created a countless amount of unique mutants that roam the world. All mutants are treated with general disdain in most remaining bastions of civilization; however, when given the chance, they can prove themselves invaluable to any society they find themselves a part of.   Orcs - As the first kind of mutant created by the F.E.V. Orcs are twice the size of the humans they started as, with thick green skin, no body hair, and enormous muscles. The virus erases each subjects gender, leveling the playing field and creating a hulking green mass of muscles no matter what gender the subject was to start with, rendering them sterile. The only way they can increase their numbers is through dragging humanoids away to their lairs and forcefully injecting them with whatever remnants of the F.E.V. they have. The earliest Orcs called this process 'Unity' and spoke of a Master in their head that commanded them to make the world as they are. However, not all Orcs are part of the Unity cult. While the serum turns some into perfect soldiers, ready to kill at a moments notice; it can fracture the psyche of others, turning them into rambling husks who kill to survive or who simply wish to live peaceful lives away from persecution.   Ghouls - These are humans (and sometimes animals) exposed to large amounts of radiation and affected by a phenomenon lovingly referred to as ghoulification. In the case of humans, ghouls are sometimes referred to as "Necrotic Post-Humans" in circles where scientific terminology is still used. Despite their zombie-like appearance, the flesh of a ghoul is not actually rotten. Intense and prolonged radiation has ravaged their skin, much of their flesh, and in some cases many of their ligaments. Despite their infertility and mental deterioration, they have greatly extended overall lifespans and are immune to (and sometimes even healed by) background radiation and/or nuclear fallout. However, once enough time passes or they are subjected to an extreme amount of stress, a ghoul can turn feral. Feral ghouls wander the wastes killing every living thing they encounter. Eventually, they gather together in a hoard and present a real threat to any homestead or town. The people of the wasteland often mistreat ghouls for this reason, assuming they are always on the verge of becoming ravenous. Despite this, there are many Ghouls who lived as American citizens before the bombs fell. These folks can be a wealth of historical information provided you treat them right and they don't go feral.   Beastials - While all mutants can be considered by some to be beast-like in nature, there are some who are, quite literally, beasts. Radiation, magical or otherwise, has strange and unpredictable effects on wildlife. While almost every species that survives exposure to extreme amounts of radiation grows larger, they also usually grow more vicious. However, this is not the case for every creature on the planet; some develop sapience and leave behind the hunter gatherer lifestyle of their predecessors to join what remains of civilization. They're usually all just called Beastials, but they couldn't look any less similar. They range from sentient humanoid geckos, to mole people, to people with wings, beaks, claws, or even tentacles, and everything in between.    

Attributes

  Ability Score Increases: When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1.   Life Span: Mutants can sometimes die the moment they're born. While others never die and wander the wastes endlessly. It all depends on the nature of their mutation and its origin. Their methods and rates of reproduction range from constant duplication to completely sterile.   Size: Mutants can be Small, Medium, or Large. Small or Medium mutants are considered humanoids while Large mutants are considered monstrosities. Being size Large grants an extra damage dice to melee attacks and a -5 penalty to the radius of all aura based abilities and spells.   Traits: Mutants can select 4 racial and 2 general traits.

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