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Old 12-17-2015, 03:00 PM   #8
Fossilized Rappy
 
Join Date: Jun 2015
Default Re: Fallen Stars: A Setting in a Mutant-Filled Post-Apocalyptic America

Intercontinental Near-Human Mutants
The following section contains a collection of noteworthy near-human mutant species that are found both in and outside of North America. Most are written with an emphasis on their place in post-starfall America (and particularly the Lower 48) in mind, given the current small scale focus of the setting, but will have expanded details if there are ever future supplements focused on other continental regions. Note that not all near-human mutants are necessarily suitable as player characters.

Bogger
Scientific Name: Homo palustris
Range: Swamps, marshes, and lowland jungles in the southeastern United States, South and Central America, central Africa, and southeast Asia

Physical Characteristics: A typical bogger stands around the same height as an average human, though with proportions slightly askew – namely, a shorter, pot-bellied torso contrasted by gangly arms and legs. Their facial features are dominated by large eyes with horizontally slitted pupils, wide and thin-lipped mouths, and noses and ears that have barely any external definition, with the body diverging from the human norm through webbed hands and feet, engorged throats that can be inflated for loud vocalizations, and hairless rubbery skin that comes in a variety of shades of gray, green, brown, and red. While not truly cold-blooded, the amphibious boggers have a higher starting point for what constitutes intolerably cold, as well as what is too hot.

Psychological Characteristics: Boggers suffer from isolationism and introversion.

Other Information: Most individuals found in America live in Cajun-style shacks or houseboats built in out of the way locations. The edges of bogger settlements sometimes have trading posts that are arranged on the boggers' terms, usually being made as an elevated structure perched above any travel route, allowing them to stay in control and feel safe while they engage in any business.

Racial Template [35 Points]
Attributes: DX +1 [20], HT +1 [10].
Secondary Characteristics: Per +2 [10].
Advantages: Acute Hearing 3 [6], Amphibious [10], Breath-Holding 3 [6], Nictitating Membrane 1 [1], Slippery 2 [4].
Perks: Penetrating Voice [1], Sure-Footed (Slippery) [1].
Disadvantages: Appearance (Ugly) [-8], Disturbing Voice (Raspy and croaking) [-10], Ham-Fisted 1 [-5], Shyness (Severe) [-10].
Quirks: Slightly Unusual Biochemistry [-1].
Features: Base temperature comfort zone falls between 55° and 110° [0].



Deep One
Scientific Name: Homo ichthyocephalus atlanticus
Range: Temperate and cold Atlantic coastline

Physical Characteristics: Deep ones are carnivorous aquatic mutants identified by their heavyset bodies, gill slits on their necks, soft blue scales, thick heads with prominent fins and ridges, a vaguely fish-like head with needle sharp teeth, “scuba fin” feet, and long webbed hands with four fingers. There is no sexual dimorphism and little individualistic physical variation present in deep ones. While they are still capable of breathing air as well as filtering water through their gills, deep ones require regular immersion in at least partly saline water to avoid stress on their organs.

Mental Characteristics: Deep ones are strongly agoraphobic. Even without their need to stay in or near saltwater or brackish water habitats, this severely limits their interaction with other species outside of confined areas.

Other Information: Deep ones congregate in the claustrophobic, labyrinthine environments of flooded caverns, rocky outcroppings beneath the waves, and the submerged ruins of the cities that suffered the worst of the starfall's great flood. The underwater state of Delaware, the waterlogged subway tunnels of New York City, and the brackish swamps of DC in particular are home to large populations in America.

Racial Template [20 Points]
Attributes: ST +1 [10], DX -1 [-20], HT +1 [10].
Secondary Characteristics: Per +5 [5], Basic Move -1 [-5], Water Move +2 [10].
Advantages: Acute Taste and Smell 3 [6], Amphibious [10], Discriminatory Smell [15], Doesn't Breathe (Gills, -50%) [10], Nictitating Membrane 1 [1], Night Vision 5 [5], Teeth (Sharp) [1], Terrain Adaptation (Slippery) [5], Thick Blubber [18], Vibration Sense (Water) [10].
Perks: Scales [1].
Disadvantages: Appearance (Monstrous) [-20], Dependency (Brackish or saltwater; hourly) [-20], Ham-Fisted 1 [-5], Phobia (Agoraphobia; 9 or less) [-15], Restricted Diet (Carnivore) [-10].
Quirks: Photosensitivity [-1], Slightly Unusual Biochemistry [-1].



Forest Giant
Scientific Name: Homo giganteus hirsutus
Range: Northwestern United States, Canada, Alaska, northern England and Scotland, Scandinavia, northern China and Mongolia, and Russia

Physical Characteristics: Forest giants stand at an imposing 9 feet in height, with bodies that are covered in thick fur that can be white, black, or any of the many shades of brown from beige to taupe; this fur is thickest on the head and shoulders, and thins out to become bare on the face, palms, soles, and parts of the chest and abdomen. While their legs and feet are still clearly human-like, their arms are long, their hands end in thick claws, and their heads are extremely similar to those of gorillas. Most forest giants are muscular and broad-shouldered.

Psychological Characteristics: In spite of their startling appearance, forest giants are one of the species of mutant that have no major mental characteristics different from humans.

Other Information: Most human dwellings created both before and after the starfall are simply not created with giants' heights in mind. Some forest giants that wish to remain in contact with humanity create their own ramshackle oversized tents in human settlements or (if lucky) find and gather in pre-apocalyptic buildings with large and tall architectural design, while others have created their own villages of large huts and cabins in the wilderness.

Racial Template [50 Points]
Attributes: ST +5 [45]; DX -1 [-20]; HT +2 [20].
Secondary Characteristics: SM +1; Per +3 [15].
Advantages: Acute Hearing [6], Acute Taste and Smell 3 [6], Claws (Blunt) [3], Night Vision 5 [5], Temperature Tolerance 2 (+2 to lower range) [2].
Perks: Fur [1], Sure-Footed (Snow) [1].
Disadvantages: Appearance (Monstrous) [-20], Disturbing Voice (Guttural and growl-inflected) [-10], Ham-Fisted 1 [-5].
Quirks: Slightly Unusual Biochemistry [-1].
Features: Base temperature comfort zone falls between 25° and 80° [0].



Ghoul
Scientific Name: Homo sapiens hypocola
Range: Worldwide

Physical Characteristics: Ghouls are emaciated, lanky figures with gnarled fingers ending in sharp claws, digitigrade feet, and leathery gray or tan skin that has a variety of sores, pustules, rashes, or other conditions. Ghoul faces are similarly varied – while all ghouls have sharp dagger-like teeth, their facial features are asymmetrical in a variety of ways, and some even display further inhuman facial traits such as noses without cartilage, pointed or jagged ears, and slightly muzzle-like mouths.

Mental Characteristics: Most ghouls, accustomed to a society where their entire existence would be taboo, tentatively feed on corpses they scavenge up or attempt to subsist entirely on animal flesh in spite of the potential illness it could cause. There are some, however, who have no moral compunction with not only feeding on humans and near-humans, but actively hunting and killing them to do so. Such ghouls are referred to as ravagers, and range from pre-apocalyptic murderers to individuals whose sense of social order broke entirely during or soon after the starfall. Ravager ghouls are likely to have disadvantages such as Berserk, Compulsive Murderer, Callous, and Sadism.

Other Information: Regardless of whether or not they are ravagers, ghouls are eschewed by most of society. Communities that accept ghouls do exist, as do individual ghouls that have been with a specific settlement so long that they are well known and treated as an exception to the rule, but as a whole it is not uncommon for characters to have Chauvinism or Intolerance towards ghouls even if they are accepting of other mutants. Their sensitivity to sunlight means they are typically found in extensive urban ruins, though some can be found in rural or natural areas such as caverns and abandoned farm houses.

Racial Template [25 Points]
Attributes: HT +1 [10].
Secondary Characteristics: Per +1 [5].
Advantages: Acute Hearing 3 [6], Acute Vision 1 [5], Acute Taste and Smell 3 [6], Claws (Sharp) [5], Dark Vision [25], Filter Lungs [5], Immunity to Disease [10], Reduced Consumption 3 (Cast-iron stomach, -50%) [3], Resistant to Poison (+8) [7], Teeth (Sharp) [1].
Perks: Pestilent [1].
Disadvantages: Appearance (Ugly) [-8], Odious Racial Habit (Eats other sapients) [-15], Restricted Diet (Human or near-human flesh; substitution, animal flesh, retching, -50%) [-10].
Quirks: Photosensitivity [-1], Slightly Unusual Biochemistry [-1], Sunburns Easily [-1].

Last edited by Fossilized Rappy; 05-23-2016 at 07:43 AM.
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