Here are some new genotypes open to experienced Ground Zero player characters. Pure-strain and tweaked humans are the result of pre-Crash genetic modification. Furries are human-animal hybrids, with some degree of non-human mammalian genetics. Leeches are life-draining mutant healers. Munchkins are a strain of savage mutant midgets. Finally, phrenic humans are mutants blessed with strange mental powers.
(Furries and munchkins are appropriate for the Tribal Defenders campaign. Most of these new genotypes are suitable for the Ruins of Gary and Wastelords campaigns.)
Also check out the Additional Backgrounds page for more character options.
Essentially identical in appearance to stock humans, pure-strains nonetheless show far less diversity than their non-pure bretheren. In response to widespread mutagenic retroviruses, pre-Crash geneticists developed a number of techniques to 'stabilize' the DNA of an individual, rendering them immune to the mutating effects of agents such as DNA plagues, industrial chemicals, and radiation exposure. Pure-strains pass this stability to their offspring. They are a dwindling race, however, since they cannot breed succesfully with mutants of any type.
Pure-Strain Human Traits:
Pure-Strain humans possess the following species traits:
- Attributes: Instead rolling randomly like other characters, pure-strains start with 10 in each attribute and must spend BPs to modify them. (This allows the player much greater control over the character creation process.)
- Size & Speed: Pure-strain humans are medium-sized creatures and have a base speed of 30 ft.
- Creep Immunity: Pure-strains are immune to all known mutagenic agents and are not affected by Creep. Pure-strains have no special resistance to any other effects of toxins, diseases, or radiation, however.
- Medical Compatibility: Most pre-Crash medicines, cybertech, biotech, and nanotech was originally designed for humans. Unlike many others, pure-strain humans can use these medicines, grafts, and implants normally; no medical incompatibility check is required. They also have an easier time controlling nanotech powers (base DC 10).
Tweaks descend from genetically modified parahumans who had their DNA 'tweaked' to grant enhanced capabilities. Tweaks come in an several varieties, each specialized for a specific role or task. Tweaked humans look very similar to normal humans, and generally do not suffer the same prejudices experienced by the more freakish mutant breeds.
There are several different types of tweaks, each with its own specialization; players must select one particular type for their character.
Tweaked Human Traits:
All tweaked humans possess the following species traits:
- Attributes: Tweaks determine their attributes randomly and receive modifiers based on their type (see below).
- Size & Speed: Tweaked humans are medium-sized creatures and have a base speed of 30 ft.
- Medical Compatibility: Most pre-Crash medicines, cybertech, biotech, and nanotech was originally designed for humans. Tweaks are close enough, so they can use these medicines, grafts, and implants normally; no medical incompatibility check is required. They also have an easier time controlling nanotech powers (base DC 10).
In addition, each tweak receives the following species traits based on their type:
- Aquatic Tweak: Aquatics are engineered for an amphibious lifestyle. They gain a +2 bonus to Strength, have a -2 penalty to Wisdom and Charisma, and can hold their breath for a number a number of minutes equal to their Constitution score before the onset of drowning.
- Deadeye Tweak: Deadeyes have enhanced hand-eye coordination and make excellent drivers, pilots, and sharpshooters. They gain a +2 bonus to Dexterity, have a -2 penalty to Strength, and possess low-light vision.
- Egghead Tweak: Eggheads have heightened mental capabilities and make excellent scientists and engineers. Eggheads gain a +2 bonus to Intelligence and have a -2 penalty to Constitution.
- Honeytrap Tweak: Honeytraps are engineered to function as companions and courtesans. They gain a +2 bonus to Charisma and have a -2 penalty to Wisdom.
- Hunter Tweak: Hunters have heightened senses that enable them to better track down targets. Hunters gain a +2 bonus to Wisdom, have a -2 penalty to Charisma, and possess low-light vision.
- Meathead: Meatheads make good soldiers and grunts, and are very popular with slavers, raiders, and other such groups. They gain a +2 bonus to Strength, have a -2 penalty to Intelligence and Charisma, and possess low-light vision.
- Praetorian: Taking their name from an ancient pre-Crash order of bodyguards, praetorians often serve as the protectors of powerful raiders and petty despots. They gain a +4 bonus to Constitution and have a -2 penalty to Intelligence and Charisma.
Furries are genetic chimerae, hybrids with a mixture of DNA from homo sapiens and one or more other mammalian species. 'Furry' is actually a derogatory nickname (along with 'beast-men' and 'taheen'); 'moreau' is the politically correct term. Other types of moreaus with reptilian ('scaly') and even insectoid ('clicky') genes also exist.
Furries select their mutant perks and flaws from a list of stock mutations instead of rolling randomly.
Furry Traits:
Furries possess the following species traits:
- Attributes: +2 Con, -2 Int. Furries tend to be hardier than normal humans, but not as smart.
- Size & Speed: Furries are medium-sized creatures and have a base speed of 30 ft.
- Thick Fur: All furries have the Thick Fur mutant perk (hence their name), which gives a +2 natural armour bonus and cold resistance 5. This perk must be paid for at a cost of 3 BPs.
- Stock Perks: Furries possess one or more mutant perks, selected (by the player) from the following stock list and paid for with Build Point: Advanced Tail (2 BPs), Bite Attack (2 BPs), Environmental Acclimation (2 BPs), Fleet Feet (2 BPs), Horns (2 BPs), Keen Ears (2 BPs), Keen Eyes (2 BPs), Keen Scent (2 BPs), Nightvision (2 BPs), Padded Feet (2 BPs), Swimmer (2 BPs), Adrenaline Jolt (3 BPs), Claws (3 BPs), Tougher (3 BPs), Blindsight (echolocation; 4 BPs), Rager (4 BPs), Plus-Sized (5 BPs), Gliding Membrane (as a flying squirrel; 6 BPs), Gigantism (8 BPs), and Wings (bat-like wings; 12 BPs). Perks may be advanced once for the listed cost; an additional advancement costs double.
With GM permission, the furry may also select from among following uncommon perks (standard rules apply to their selection): Catfall (2 BPs), Second Wind (2 BPs), Uncanny Dodge (2 BPs), Prehensile Feet (3 BPs), Prehensile Tail (not tendril; 3 BPs), Rapid Move (3 BPs), Diurnal (4 BPs), Nocturnal (4 BPs), Simian Posture (5 BPs), and Tauric Posture (6 BPs).
- Stock Flaws: Conversely, every furry also has one or more mutant flaws. The character must select at least as many BPs worth of stock flaws as his single most costly stock perk. Stock flaws for furries (and the number of BPs they grant) are: Aberrant Deformity (2 BPs), Bizarre Appearance (2 BPs), Distinctive Odour (2 BPs), Malformed Mouth (2 BPs), Medical Incompatibility (2 BPs), Heightened Metabolism (3 BPs), Light Sensitivity (4 BPs), Brachydactly (4 BPs), Light Blindness (4 BPs), Night Blindness (4 BPs), Pint-Sized (4 BPs), Atrophied Cerebellum (5 BPs), Dwarfism (5 BPs), Pack Mentality (5 BPs), Crude Hands (6 BPs), and Fear Response (6 BPs). Flaws may be advanced once for the listed number of BPs; an additional advancement earns only half (rounded down).
The following uncommon flaws may also be selected (with GM permission): Frenzy (3 BPs), Learning Disability (4 BPs), and Weapon Incompetent (6 BPs).
- Mutation Limit: Furries can have a maximum of ten separate mutations (perks and flaws), including Thick Fur and Medical Incompatibility (see below). Advanced versions of the same perk or flaw only count as a single mutation. Some mutant perks and flaws (such as Wings) can include sub-mutations, but they are treated as only one total towards the overall limit.
- Medical Incompatibility: Furries have the Medical Incompatibility mutant flaw and do not benefit as easily from medicines, cybertech, biotech, or nanotech designed for normal humans. They must make a Fortitude save (base DC 15) or suffer a random medical incompatibility effect when using most medicines, grafts, and implants. They also have a harder time controlling nanotech powers (base DC 15).
- Mutant Talents: Furries can select mutant talents in place of class talents as long as all prerequisites are met. These talents can strengthen mutant perks, mitigate mutant flaws, and provide additional mutation-related abilities.
- Level Adjustment: Furries are more powerful than other genotypes and are treated as being one class level higher than for purposes of overall character effectiveness, for challenge levels, and for determining how many experience points the character needs to gain a new level.
Sample Strains:
The following mutant strains (which can be selected as PC genotypes) give examples of several types of furries, along with the net BP cost for each. Uncommon perks and flaws are denoted by italics:
- Camazot (Net Cost 10 BPs): Camazots are freakish human/bat parahumans with the following stock perks: Keen Ears (2 BPs), Thick Fur (3 BPs), Blindsight (4 BPs), Nocturnal (4 BPs), and Wings (12 BPs). Most possess a wide range of mutant flaws, including Bizarre Appearance (2 BPs), Light Sensitivity (4 BPs), Light Blindness (4 BPs), and Dwarfism (5 BPs). Camazots typically have exceptional Dexterity scores.
- Catfolk (Net Cost 14 BPs): These human/feline hybrids commonly possess the following stock perks: Advanced Tail (2 BPs), Bite Attack (2 BPs), Catfall (2 BPs), Keen Ears (2 BPs), Nightvision (2 BPs), Padded Feet (2 BPs), Claws (3 BPs), and Thick Fur (3 BPs). Smaller than normal humans, most have the Pint-Sized (4 BPs) mutant flaw. Catfolk typically have high Dexterity and Charisma scores.
- Dogface (Net Cost 14 BPs): These human/canine crossbreeds commonly possess the following stock perks: Advanced Bite Attack (2 BPs ×2), Keen Ears (2 BPs), Keen Scent (2 BPs), Thick Fur (3 BPs), Tougher (3 BPs), and Plus-Sized (5 BPs). Most have the Pack Mentality (5 BPs) mutant flaw. Dogfaces typically have high Strength and Constitution scores.
- Jagrilla (Net Cost 15 BPs): These engineered soldiers combine human, jaguar, and gorilla genetics. Jagrillas possess the following mutant perks: Bite Attack (2 BPs), Nightvision (2 BPs), Claws (3 BPs), Thick Fur (3 BPs), Simian Posture (5 BPs), and Gigantism (8 BPs). They have the Aberrant Deformity (2 BPs), Malformed Mouth (2 BPs), and Learning Disability (4 BPs) flaws. Most jagrillas concentrate on physical attributes.
Leeches are a near-human race who are named for their ability to suck the life force from other living creatures. Leeches gain their sustenence in this manner, requiring only minimal amounts of food and water to survive.
Although leeches are best known for their life-draining diet, they are also renowned doctors - using psionics to transfer wounds to themselves then healing them. Most communities allow one or two leeches to live peacefully amongst them, where they drain patients' life force in payment for their healing services. Most people do not entirely trust leeches, however, which drives many individuals to become nomads.
Physically, leeches closely resemble stock humans. Most are tall and gaunt; their skin is unusually pale with veins visible just beneath the surface. Their major identifying feature is their eyes - leeches' pupils are white while the rest of their eyes are jet black.
(Leeches are meant to address the lack of magical healing in Ground Zero. Although non-mutants can often rely on advanced medicines, most characters will have to resort to natural healing. This can lead to annoying delays in adventures while PCs recuperate from an encounter. With a leech or two in most communities - or in the adventuring party - characters will have less downtime.)
Leech Traits:
Leeches possess the following species traits:
- Attributes: Leeches determine their attributes randomly and receive no modifiers to their rolls.
- Size & Speed: Leeches are medium-sized creatures and have a base speed of 30 ft.
- Biofeedback: A leech can psionically heal himself of 1d12 points of damage or 2 points of attribute damage. This can be performed once per day as a full-round action. This perk must be paid for at a cost of 6 BPs.
- Empathic Transfer: A leech's psionic power also allows him to heal another person's wounds by absorbing their damage. As a standard action, a leech can touch another creature and restore up to 2d10 hit points or 5 points of attribute damage, inflicting an equal amount of damage upon himself. A leech can use this power once per day. This perk must be paid for at a cost of 4 BPs.
- Leech Life: Leeches feed on the life force of other creatures. At will, the leech can make a touch attack that drains 1d4 points of Constitution from a target (Fort save vs. DC 11 + one-half the character's class levels to resist). These drained points may be used to restore Constitution damage suffered by the leech (but does not increase his Con score beyond the normal maximum), and removes fatigue or improves exhaustion to fatigue. Leech Life is a unique mutation that must be paid for at a cost of 6 BPs.
- Variant Metabolism: Because leeches feed directly on the life force of others, the character has minimal requirements for food and water. He can survive a week at a stretch without food or water, but must drain at least 1 point of Constitution per day (using Leech Life) or begin to suffer from the effects of starvation.
- Advancing Mutations: At character creation, a leech can spend Build Points to advance his psionic perks at the following costs: Empathic Transfer (4 BPs), Biofeedback (6 BPs), and Leech Life (6 BPs). The first advancement costs the listed amount; the second advancement costs double. Advancing the Leech Life mutation increases the damage die (1d6, 1d8) and the Fortitude DC by 2.
- Medical Compatibility: Most pre-Crash medicines, cybertech, biotech, and nanotech was originally designed for humans. Leeches are close enough, so they can use these medicines, grafts, and implants normally; no medical incompatibility check is required. They also have an easier time controlling nanotech powers (base DC 10).
- Level Adjustment: Leeches are more powerful than other genotypes and are treated as being one class level higher than for purposes of overall character effectiveness, for challenge levels, and for determining how many experience points the character needs to gain a new level.
An example of a mutant strain which has bred true, munchkins are usually considered subhuman savages. Clans of the diminutive mutants inhabit deserted ruins and radioactive wastelands in the Deadlands. Although most groups are entirely feral, some semi-civilized munchkins do exist. They even coexist with some tribes of primitive humans and mutants, acting as warriors or as a martial ruling caste. With their serrated teeth, fearsome claws, and murderous tendencies, they generally do not mix well in more advanced societies.
Munchkin Traits:
Munchkins possess the following species traits:
- Attributes: +2 Con, +1 Dex, -1 Int, -2 Cha. Munchkins are tenacious little buggers (and strong for their size), but not overly socialized.
- Size & Speed: Munchkins are small-sized and have a base speed of 20 ft. As small creatures, munchkins gain a +1 bonus on attack rolls, a +1 bonus to Defense, and a +4 bonus on Sneak checks, but have fewer hit points, must use smaller weapons than normal, and carrying limits are three-quarters of those of medium-sized creatures.
- Natural Weapons: All munchkins possess fierce claws and serrated fangs. They can make 2 claw attacks (for 1d6 damage each) and 1 secondary bite attack (also 1d6 damage) per round. Both attack forms score a critical hit on a natural 20.
- Multiattack: Munchkins gain the Multiattack mutant talent for free and are adept at using all of their natural weapons at once (as a full attack action). A munchkin's secondary bite attack suffers only a -2 penalty, instead of the regular -5 penalty.
- Frenzied Rage: A munchkin that takes damage in combat flies into a frenzied rage on his following round, clawing and biting madly. The character gains +4 Str, +4 Con, but suffers a -2 penalty to Defense. Only natural weapons can be used when the munchkin is frenzied. The frenzy lasts for a number of rounds equal to 3 + the munchkin's (newly improved) Constitution modifier. The character must engage in combat for the frenzy's entire duration - if he runs out of foes he will turn on his allies! The character can be forced out of a frenzy only if he is rendered unconscious or dead.
- Attention Deficit: Munchkins suffer -4 penalties to Craft, Disable Device, Perform, and Repair checks. Don't feed them too much sugar, either.
- Medical Incompatibility: The munchkin does not benefit as easily from medicines, cybertech, biotech, or nanotech designed for normal humans. They must make a Fortitude save (base DC 15) or suffer a random medical incompatibility effect when using most medicines, grafts, and implants. They also have a harder time controlling nanotech powers (base DC 15).
Mental powers are common in the new mutant age, where even the most normal-looking individuals can possess frightening psionic abilities. No genotype exemplifies this more than phrenics. Although phrenics look no different from stock humans, their minds are as alien as the most physically deformed mutant.
Phrenics are an example of a mutant strain with non-random mental and psionic mutations. Their mutations are selected from a stock list instead of being randomly determined.
Phrenic Human Traits:
Phrenics possess the following species traits:
- Attributes: Phrenic humans determine their attributes randomly and receive no modifiers to their rolls.
- Size & Speed: Phrenics are medium-sized creatures and have a base speed of 30 ft.
- Stock Perks: Each phrenic has one or more psionic perks, selected (by the player) from the following stock list and paid for with Build Points: Call to Mind (2 BPs), Conceal Thoughts (2 BPs), Detect Psionics (2 BPs), Empathy (2 BPs), Missive (2 BPs), Cloud Mind (4 BPs), Detect Hostility (4 BPs), Object Read (4 BPs), Thought Shield (4 BPs), Danger Sense (5 BPs), and Negate Psionics (5 BPs)
The following non-psionic mental perks can also be selected: Amazing Will (2 BPs), Independent Cerebral Control (2 BPs), Resistant to Psionics (2 BPs), Dual Brain (4 BPs), and Immune to Psionics (5 BPs).
With GM permission, the furry may also select from among following uncommon perks (standard rules apply to their selection): Autistic Savant (3 BPs), Charm Person (3 BPs), Burst (3 BPs), Entangling Ectoplasm (3 BPs), Far Hand (3 BPs), Precognition (3 BPs), Vigour (3 BPs), Unflappable (4 BPs), Clairvoyant Sense (5 BPs), Concealing Amorpha (5 BPs), Concussion Blast (5 BPs), Dimension Swap (5 BPs), Empathic Transfer (5 BPs), Mental Reflection (5 BPs), Read Thoughts (5 BPs), Body Adjustment (6 BPs), Ectoplasmic Cocoon (6 BPs), False Sensory Input (6 BPs), Fate Link (6 BPs), Telekinesis (6 BPs), and Time Slip (6 BPs).
- Mutation Limit: Phrenics can have a maximum of six separate mutant perks. Advanced versions of the same mutations only count as a single mutation.
- Medical Compatibility: Most pre-Crash medicines, cybertech, biotech, and nanotech was originally designed for humans. Phrenic humans are close enough, so they can use these medicines, grafts, and implants normally; no medical incompatibility check is required. They also have an easier time controlling nanotech powers (base DC 10).
- Mutant Talents: Phrenics can select mutant talents in place of class talents as long as all prerequisites are met. These talents can strengthen mutant powers and provide additional psionic-related abilities.
- Level Adjustment: Phrenics are more powerful than other genotypes and are treated as being one class level higher than for purposes of overall character effectiveness, for challenge levels, and for determining how many experience points the character needs to gain a new level.