Character Genotype:

The first step in character creation is genotype selection. This is the equivalent of the character race in other games. The world of Ground Zero offers a wide selection of post-human genotypes to choose from. Stock humans descend from the 'normal' survivors of the Crash, who have lived, bred, and prospered in the aftermath of Armageddon. Near-humans possess some minor mutations, but are more-or-less human. And mutant humans are decidedly inhuman. Additional Genotypes are also available at the GM's discretion.

(For the Tribal Defenders campaign, you must pick either the near-human or mutant human genotype. Depending on player experience, PCs from the Ruins of Gary can be of any these genotypes. All three genotypes are also available for the Wastelords campaign.)


Stock Human: [Genotype]

Stock Human

Stock humans, the genetic baseline in Ground Zero, are the most familiar branch of humanity - though no longer the most common. They are like us in most ways, though they are hardier than the people of the modern Western world. Despite the competition from other genotypes, mutants in particular, stock humans may yet reclaim their position as the dominant species.

Stock Human Traits:

Stock humans possess the following species traits:


Near-Human: [Genotype]

One step removed from their stock human forbears, near-humans (also called 'sports', or 'spooks' if they have no obvious physical mutations) are the most common genotype in the world of Ground Zero. Each near-human possesses several abnormalities, but can probably still pass as a 'normal' human, if required.

Near-humans can possess additional trivial mutations with inconsequential game effects (a vestigal tail or forked tongue, for example). Such abnormalities are considered normal in this post-apocalyptic setting.

Near-Human Traits:

Near-humans possess the following species traits:


Mutant Human: [Genotype]

Mutant Human

Humans were the masters of the Ancient Age, but in the world of Ground Zero their mutated descendents populate the wastes. Mutants (also known as 'new-men') are a diverse lot; they include men with scales and gills and women with wings, individuals with amazing mental powers and great physical prowess (and sometimes both). The only certainty about mutants is that when you see one, you probably have never seen another like it before.

An individual's mutations may originate from the deliberate genetic engineering of their ancestors, accidents that occured because of the biotech soup floating in the air and water, the background radiation left over from the Crash, or the desperate attempts by nature to put things right. In addition to their notable perks and flaws, mutants typically possess a host of additional abnormalities that have no game effects (such as a different number of fingers and toes, or perhaps a third nipple).

Though the player can spend BPs to reroll unwanted mutant perks and defects, the PC may be saddled with undesired or innapropriate mutations. See the Mutations page for more details.

Mutant Human Traits:

Mutant humans possess the following species traits:

Level Adjustment:

PCs of some genotypes are more powerful than other characters of the same level. Such genotypes are assigned a level adjustment - a number that, when added to a character's class levels, determines the overall level to which he would be equivalent. A level adjustment provides a numeric comparison with a standard stock human, showing how much 'better' that genotype is than the genetic baseline.

Effectively, characters with a level adjustment have one or more 'genotype levels' because they can succeed at greater challenges than their class level would indicate. They will also advance more slowly and face stronger foes than a stock human character with the same number of class levels.


Next: Character Background...