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Old 03-30-2016, 12:28 PM   #11
Fossilized Rappy
 
Join Date: Jun 2015
Default Re: Fallen Stars: A Setting in a Mutant-Filled Post-Apocalyptic America

All-American Near-Humans
Unlike the previously covered worldwide near-human mutants, the following four are widespread, but only within the confines of the North American continent.

Karkinos
Scientific Name: Homo osteodorsum
Range: Gulf Coast and Mississippi Bay

Physical Characteristics: Standing 6 ½ to 7 feet tall (though seemingly somewhat shorter due to their hunched posture), karkinoi have large dermal plates scattered across their body, under which is similarly hard pebbly skin. Their former human arms have engorged into exceedingly thick knee-length limbs ending in large foot-long pincers, secondary arms ending in still humanoid hands have sprouted a few inches below their standard shoulders, and thick legs end in padded feet with three stubby toes. Finally, a karkinos's thick head has small, deeply inset eyes, slitted nostrils, no ears, and a jagged mouth. The only external sexual dimorphism that karkinoi have is that males have circular pelvic plates and females have triangular pelvic plates.

Psychological Characteristics: Karkinoi are slightly less mentally developed than standard humans on average. While not crippling or severe enough to limit their ability to utilize and understand technology (though some clans may have Low Tech Level nonetheless), it does cause difficulties concerning innovative and creative concerns. This tends to also cause greater occurrences of stress and cases of species-based dysphoria from pre-apocalyptic changees than most near-human mutants, which typically retain their intellect.

Other Information: Like the deep ones of the Atlantic Coast, karkinoi are a semi-aquatic species that depend on moisturized bodies to avoid dehydration. Their enclaves are typically found scattered along shorelines and inside wrecked ships, submerged buildings, and oil rigs, though some groups engage in a nomadic existence. While karkinoi reach adulthood at the same time as humans, they typically reach the end of their lifespan at the time a human would be attaining middle age.

Racial Template [71 Points]
Attributes: ST +3 [30], IQ -1 [-20], HT +2 [20].
Secondary Characteristics: Basic Move -1 [-5].
Advantages: Acute Taste and Smell 3 [6], Amphibious [10], Arm ST 4 (Two arms) [20], Cutting Attack 2 (Limb, -20%; link with Extra Arms, +10%) [13], Damage Resistance 3 (Can't wear armor, -40%) [9], Doesn't Breathe (Gills, -50%) [10], Extra Arms 2 (Link with Cutting Attack, +10%; temporary disadvantage, Ham-Fisted 2, -10%) [20], Immunity to Disease [10], Injury Tolerance (No neck) [5], Nictitating Membrane 1 [1], Rapid Healing [5], Reduced Consumption 5 (Cast-iron stomach, -50%) [5], Regrowth (Minor, -50%) [20], Terrain Adaptation (Sand) [5], Terrain Adaptation (Water) [5], Vibration Sense (Water) [10].
Perks: Burrower [1], Injury Tolerance (No Nose) [1], Limited Camouflage (Sand) [1], Striking Surface [1].
Disadvantages: Appearance (Monstrous) [-20], Bad Sight (Nearsighted) [-25], Dependency (Brackish of saltwater, hourly) [-20], Disturbing Voice (Alternates between raspy and gurgling) [-10], Hard of Hearing [-10], Hidebound [-5], Hunchback [-10], Short Lifespan 1 [-10].
Quirks: Bulky Frame [-1], Slightly Unusual Biochemistry [-1].
Features: Early Maturation (reaches maturity at human age rather than Short Lifespan age) [0].


Pugwis
Scientific Name: -
Range: Northern United States and southern Canada

Physical Characteristics: Pugwis have thick, stocky bodies with a layer of blubber beneath rugose skin. Their hands have thick and hard nails with a short layer of webbing in between the fingers, not enough to endow a fully amphibious lifestyle but enough to aid in swimming beyond the average human level. Other defining characteristics of pugwis are their large and pointed ears, thick brow ridges above large and glossy black eyes, long and thick incisors sharpened into a vicious point, and a back covered in porcupine-like spines.

Psychological Characteristics: Pugwis are ill-tempered but socially active mutants, gathering in groups that often shun outsiders to keep in-community cohesion and avoid tension rather than out of isolationism.

Other Information: The largest groups of pugwis are found in the Pacific Northwest and around the Great Lakes. While not truly amphibious as previously noted, they tend to stay near water due to a taste for fish and mollusks, as well as feeling more comfortable with their bulk submerged in its cold liquid embrace.

Racial Template [29 Points]
Attributes: HT +1 [10].
Secondary Characteristics: Basic Move -2 [-10], Water Move +3 [15], HP +2 [4].
Advantages: Acute Hearing 3 [6], Acute Taste and Smell 2 [4], Claws (Blunt) [3], Damage Resistance 1 (Tough skin, -40%) [3], Long Spines [3], Nictitating Membrane 1 [1], Racial Skill Bonus (+2 to Swimming) [4], Teeth (Fangs) [2], Terrain Adaptation (Ice) [5], Thick Blubber [18].
Perks: Sure-Footed (Snow) [1].
Disadvantages: Appearance (Ugly) [-8], Bad Temper (9 or less) [-15], Chummy [-5], Restricted Diet (Carnivore) [-10].
Quirks: Bulky Frame [-1], Slightly Unusual Biochemistry [-1].


Stone Giant
Scientific Name: Homo giganteus pachydermus
Range: Major highland regions across temperate North America

Physical Characteristics: These muscular 10 foot tall humanoid figures gain their name from their extremely thick and pebbly gray skin (they are not truly made of stone like some Advanced Humanoid Aberrations). Other notable features include large hands with sharp claws, short legs, squashed faces, and chisel-like shearing teeth akin to those of piranhas.

Psychological Characteristics: Stubborn, vicious, and disturbingly violence-prone, stone giants are the terror of other near-human species that have communities near their dwellings. Their technological knowledge has also collectively regressed to around the Renaissance, with some tribes having even lower prowess in such matters.

Other Information: Stone giants are the bane of those who live or travel in the mountains, from the Appalachians and Ozarks to the Rockies and Sierra Nevada. Dwelling in tribes of between five and forty depending on the availability of resources in a region, stone giants spend most of the day asleep before waking to stalk the night, hunting for food to keep in their larders and tools they can use to craft more traps and weapons. Perhaps the most terrifying facet of these raids is that stone giants can and will kill entire groups of humans to keep stowed away as prime meat. While stone giants typically love weapons that rip and tear, some have been known to use makeshift sledges of rebar with an end encased in a chunk of concrete (GURPS After the End 1: Wastelanders, pg. 31) or TL 4 hand cannons. Tales from those lucky few who have crossed the Atlantic and returned alive claim that there are even larger man-eating giants in Europe, a truly terrifying concept if they are anything as ruthless and ravenous as the great gray giants of the American wilderness.

Racial Template [80 Points]
Attributes: ST +10 [90]; DX -1 [-20]; IQ -1 [-20]; HT +3 [30].
Secondary Characteristics: SM +1; HP -; Per +2 [10].
Advantages: Acute Taste and Smell 3 [6], Acute Vision 1 [2], Claws (Sharp) [5], Damage Resistance 3 (Tough skin, -40%) [9], Discriminatory Smell [15], Reduced Consumption 5 (Cast-iron stomach, -50%) [5], Resistant to Metabolic Hazards (+8) [15], Teeth (Sharp) [1], Terrain Adaptation (Uneven) [5].
Perks: Limited Camouflage (Stone) [1], Sure-Footed (Snow) [1].
Disadvantages: Appearance (Ugly) [-8], Bloodlust (12 or less) [-10], Callous [-5], Low Tech Level (TL 4) [-20], Odious Racial Habit (Eats other sapients) [-15], Stubbornness [-5].
Quirks: Slightly Unusual Biochemistry [-1].


Wampus
Scientific Name: Homo feliformus americanum
Range: United States, Canada, and northern Mexico

Physical Characteristics: Wampuses are lithe 5 foot tall mutants that have distinctive feline features – heads that are almost fully like that of a mountain lion, clawed hands, digitigrade legs, sinuous tails, and short coats of fur that can come in varying shades of gray and brown. While they do not have human hair, male wampuses have lower head fur that grows in a pattern not unlike a human beard, to the point that some even groom and trim it into traditional beard and goatee shapes.

Psychological Characteristics: Claustrophobia tends to keep wampuses away from any non-spacious human habitation and leads them to prefer open caves or large huts akin to the yurts of Mongolia for their lodging.

Other Information: Most wampuses live nomadic lifestyles, tending to keep to wooded areas or rocky highlands where animals to hunt are easily found. Those that set down roots typically live in isolated enclaves in the same wilderness regions rather than in more settled areas.

Racial Template [40 Points]
Attributes: DX +1 [20].
Secondary Characteristics: Per +2 [10].
Advantages: Acute Hearing 3 [6], Acute Taste and Smell 4 [8], Catfall [10], Claws (Sharp) [5], Flexibility [5], Night Vision 5 [5], Super Jump 1 [10], Teeth (Sharp) [1].
Perks: Penetrating Voice [1].
Disadvantages: Phobia (Claustrophobia, 9 or less) [-30], Restricted Diet (Carnivore) [-10].
Quirks: Slightly Unusual Biochemistry [-1].

Last edited by Fossilized Rappy; 05-23-2016 at 07:48 AM.
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Old 03-31-2016, 02:07 AM   #12
fchase8
 
Join Date: Dec 2015
Location: New York, NY
Default Re: Fallen Stars: A Setting in a Mutant-Filled Post-Apocalyptic America

Have you heard of The Morrow Project, a post-apocalyptic RPG from the 1980s that was recently revived? I only discovered it recently, and was fascinated by this website with detailed descriptions of all of the post-war 50 states: http://thesupplybunker.net/Travel_Guide/tg_index.htm

Your very detailed descriptions of the AAS and EAU made me think of these detailed descriptions.
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Old 03-31-2016, 11:26 AM   #13
Fossilized Rappy
 
Join Date: Jun 2015
Default Re: Fallen Stars: A Setting in a Mutant-Filled Post-Apocalyptic America

I hadn't heard of it before, and it's definitely interesting! They've done a lot of work, to say the least, and I feel a bit bad that my intended plans for the gazetteer thread for Fallen Stars feels a bit derivative in format in spite of it just being a case of convergent evolution.
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Old 04-01-2016, 10:44 PM   #14
fchase8
 
Join Date: Dec 2015
Location: New York, NY
Default Re: Fallen Stars: A Setting in a Mutant-Filled Post-Apocalyptic America

Quote:
Originally Posted by Fossilized Rappy View Post
I hadn't heard of it before, and it's definitely interesting! They've done a lot of work, to say the least, and I feel a bit bad that my intended plans for the gazetteer thread for Fallen Stars feels a bit derivative in format in spite of it just being a case of convergent evolution.
A lot of post-apocalyptic worlds are going to at least somewhat converge - it's a similar situation, especially when also situated in America. The whole idea of 'holding true to something of the pre-apocalypse America' is a very powerful one.

Also, The Marrow Project has been around for twenty-plus years. And it doesn't have any mutants...
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Old 05-22-2016, 07:51 PM   #15
Fossilized Rappy
 
Join Date: Jun 2015
Default Re: Fallen Stars: A Setting in a Mutant-Filled Post-Apocalyptic America

Mutant Variants
From a mechanical standpoint, not all mutants are built from the ground up. Some, like those here, are instead minor alterations to existing mutants. Sometimes these mutants are actually literal variants, another subspecies of an existing mutant species, while other times they are a different species that happens to be very similar. Mutant variant entries are somewhat condensed compared to standard mutant entries due to the fact that they are meant to illustrate the differences between the standard mutant and the variant rather than highlight already existing traits a second time. The following are some mutant variants found in Fallen America.

Balam (Wampus Variant)
Scientific Name: Homo feliformus maculatus
Range: Southwestern United States to Amazonia

The balam is another subspecies of "catfolk", like the wampus; unlike the wampus, however, the balam is built for power as much as it is speed. They are physically differentiated from their kin by thick, muscular physiques and fur that is yellow with black rosettes. While they do not suffer from the claustrophobia of their wampus kin, balams are both irritable and extremely uncomfortable in groups. Most individuals live a hermit-like existence deep in the wilderness and live by hunting and eating the native wildlife.

Variant Data: Increase Acute Hearing to 4 [2], remove Phobia (Claustrophobia) [30], and add ST +1 [10], Temperature Tolerance 2 (+2 to upper range) [2], Limited Camouflage (Thick vegetation) [1], (Bad Temper (9 or less) [-15], and Loner (6 or less) [-10]. Template point total is changed to 60.


Dwarf (Puck Variant)
Scientific Name: Homo diminius troglodytes
Range: Northern Hemisphere

A subterranean subspecies of puck, dwarves are stout, boxy-framed individuals with copious blubber beneath their pale and rubbery skin, large hands with long, thick fingers that act like scoops, and faces that are marked by rat-like ears and tiny milky white eyes. While completely blind, these underground dwellers make up for it with excellent hearing, well-honed echolocation, and microscopic sensory cilia lining their meaty palms.

Variant Data: Remove Acute Vision [-4], ST penalty [20], DX bonus [-20], and Robust Vision [-1], increase Acute Hearing to 4 [2], and add Sensitive Touch [10], Sonar (Extended arc, 240°, +75%) [35], Thick Blubber [18], Burrower [1], Robust Hearing [1], Blindness [-50], Ham-Fisted 1 [-5], Bulky Frame [-1], and Sunburns Easily [-1]. Template point total is changed to 45.


Orc (Goblin Variant)
Scientific Name: Homo tenax magnus
Range: Worldwide

An uncommon subspecies of goblin, orcs have their gangly bodies extended to human heights rather than those of standard goblins. While the height difference alone would be enough to help differentiate the two, orcs also have further unique traits as well: larger claws on hands and feet that do not have the gecko-like pads of standard goblins, sharp teeth, squared and somewhat downturned noses, and leathery skin ranging in color from bone white to dull brownish-gray. Their inability to naturally cling to surfaces seems to be beneficially coupled with a lack of the discomfort for ground living that standard goblins have. This, combined with slightly stronger but no less limber bodies, makes orcs more popular than goblins with some scavenger crews.

Variant Data: Change Size Modifier to +0 and Claws (Blunt) to Claws (Sharp) [2], remove ST penalty [10], Clinging [-20], and Won't Sleep on the Ground or Floor [1], and add Acute Taste and Smell 3 [6] Damage Resistance 1 (Tough skin, 40%) [3], Rapid Healing [5], Teeth (Sharp) [1], Robust Hearing [1], and Robust Smell [1]. Template point total is changed to 30.


Samebito (Deep One Variant)
Scientific Name: Homo ichthyocephalus pacificus
Range: Warm Pacific coastline

The deep ones' Pacific cousins, samebito have a distinctive shark-like appearance both in the shapes of their heads and their thick, leathery gray skin. They are also slimmer but more muscular, adapted to making powerful motions in open waters throughout the South Pacific and along the American Pacific Coast from California to northern Chile. Samebito do not suffer the ocular photosensitivity or agoraphobia of their kin as a result of this alternate habitat. As a rather disturbing trait instead, however, they can suffer sudden snaps of judgment and uncontrolled violence in the presence of blood. This makes many other beings – and even other samebito – hesitant to work with one in a situation where injury is likely, and many samebito intentionally use nasal blockages or other scent-fooling techniques to keep themselves in check.

Variant Data: Increase ST bonus to +2 [10], remove DX penalty [20], Thick Blubber [-18], Scales [-1], Phobia (Agoraphobia) [15], and Photosensitivity [1] and add Acute Vision 1 [2], Damage Resistance 2 (Tough skin, 40%) [6], Reduced Consumption 3 (Cast-iron stomach, -50%) [3], and Berserk (9 or less; trigger, scent of blood, -10%) [-13]. Template point total is changed to 45.


Sprite (Puck Variant)
Scientific Name: Homo diminius sylvestris
Range: Warm and temperate regions worldwide

Another subspecies of puck is the sprite, easily identified by the fact that its waifish body has almost human proportions at a lessened height rather than the almost caricature-like proportions of pucks and dwarves – the exception being fingers double the length of a standard human's. They can easily pop and twist their joints into contorted positions that even normal pucks wouldn't dare attempt, which combines with their thin bodies to allow them to squeeze into cracks and crevices to either travel to difficult to reach areas or evade pursuers. Sprites are easily startled by both loud noises and strangers, and typically move to even more remote locations than standard pucks dwell in.

Variant Data: Increase Flexibility to Double-Jointed [10] and Shyness to Severe [-5] and add Compact Frame [1], Long Fingers and Thumbs [1], Fearfulness 1 [-2], and Phobia (Brontophobia, 9 or less) [-15]. Template point total is changed to 30.


Troll (Ogre Variant)
Scientific Name: Homo mephitis grandis
Range: Northern hemisphere

The largest subspecies of ogre, trolls stand between 8 ½ and 10 feet tall. Their longer and sharper claws, ram-like horns, and slitted pupils all give them a decidedly predatory air that unnerves many smaller near-humans. Of course, this isn't all show – trolls are indeed carnivorous rather than omnivorous, as well as nocturnal – but caravan tales of monstrous man-eating trolls lurking in the dark are rarely if ever true. Most trolls have the same range of personality as ogres, merely living "on the night shift" rather than seen during the day.

Variant Data: Change SM to +1 and Claws (Blunt) to Claws (Sharp) [2], increase ST to +6 [14; size modifier alteration to price taken into account], and add Curved Horns [5], Night Vision 5 [5], Restricted Diet (Carnivore) [-10], and Photosensitivity [-1]. Template point total is changed to 60.


Vampire (Ghoul Variant)
Scientific Name: Homo sapiens hypocola, "Nosferatu phenotype"
Range: Worldwide

Vampires are a specific aberrant mutation within the ghoul population rather than a true unique species or subspecies; they are part the same subspecies, and are born randomly to standard ghoul parents. Unlike regular ghouls, their pale gray hides don't show any manner of rampant skin condition by default, their heads always default to having short rat-like muzzles and pointed ears rather than showing wide variation, and their incisors are particularly long compared to their other array of sharp teeth. The most unique part of the vampire condition, however, is that their need for humanoid meat is displaced with a need for their blood. Presumably as an aid to this sanguivorous lifestyle, vampires have an anticoagulating agent in their saliva. Unlike most ghouls, who often gather together for safety or strength in numbers, vampires are somewhat averse to communal living.

Variant Data: Change Restricted Diet from human or near-human flesh to human or near-human blood (no price alteration) and Teeth (Sharp) to Teeth (Fangs) [1], increase Acute Hearing to 4 [2], remove Pestilent [-1], and add Anticoagulant Saliva [13] and Loner (12 or less) [-5]. Template point total is changed to 35.

Last edited by Fossilized Rappy; 05-23-2016 at 07:49 AM.
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Old 05-23-2016, 05:49 AM   #16
Gold & Appel Inc
 
Join Date: Jul 2007
Location: One Mile Up
Default Re: Fallen Stars: A Setting in a Mutant-Filled Post-Apocalyptic America

RE: Ghouls: Night Vision is redundant if they already have Dark Vision.

RE: The mutant templates in general: I'd probably use a subtler touch with mental Disadvantages for a lot of these templates, if they're intended to have their own society. A culture of nothing but full-blown Paranoids wouldn't last long, for example, but if it was at Quirk-level it could function (with difficulty).

I'd also scale back the HT bonus on some of the templates; I'm seeing a tendency to equate big and strong with robustly healthy here, which isn't necessarily the case. For example, your Stone Giants as currently written have a base Speed of 6.0, are rolling 23- to resist poison, disease, and other metabolic hazards before penalties, and are rolling 15- to resist unconsciousness and death. If you were really picturing them having better dodge and reflexes than an average human, being able to suck down toxins at dosages that take their SM into account without breaking a sweat, and (coupled with race-wide Stubbornness) eating up an entire game session to beat in a fight, that works great, but if that wasn't your intention you might want to make some changes. I'd personally lower HT and raise HP, maybe Move.
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Old 05-24-2016, 02:16 PM   #17
Fossilized Rappy
 
Join Date: Jun 2015
Default Re: Fallen Stars: A Setting in a Mutant-Filled Post-Apocalyptic America

Quote:
Originally Posted by Gold & Appel Inc View Post
RE: Ghouls: Night Vision is redundant if they already have Dark Vision.

RE: The mutant templates in general: I'd probably use a subtler touch with mental Disadvantages for a lot of these templates, if they're intended to have their own society. A culture of nothing but full-blown Paranoids wouldn't last long, for example, but if it was at Quirk-level it could function (with difficulty).

I'd also scale back the HT bonus on some of the templates; I'm seeing a tendency to equate big and strong with robustly healthy here, which isn't necessarily the case. For example, your Stone Giants as currently written have a base Speed of 6.0, are rolling 23- to resist poison, disease, and other metabolic hazards before penalties, and are rolling 15- to resist unconsciousness and death. If you were really picturing them having better dodge and reflexes than an average human, being able to suck down toxins at dosages that take their SM into account without breaking a sweat, and (coupled with race-wide Stubbornness) eating up an entire game session to beat in a fight, that works great, but if that wasn't your intention you might want to make some changes. I'd personally lower HT and raise HP, maybe Move.
Just wanted to let you know that your complaints weren't ignored, I just figured I'd do some corrections silently rather than note the whys and hows of the mistakes you listed (both the ghouls' Darkvision/Night Vision and the boggards' Shyness/Paranoia issue stem from missing that I added one over the other in repeated drafts, and the stone giants are a long story that can be summed up with "they were a high Challenge Rating monster back in my earliest drafts when this setting used the d20 system, but times changed").

While not noted in your list, I also fixed the fact that I had several races with higher levels of Reduced Consumption than you can actually buy.
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