Character Genotype

Mutant Human

UPDATE 18-Apr-13: These rules (along with some additions) have now been collected in the Genotype Summary supplement.

The post-Fall world is inhabited a wide range of humanoid species. A character’s race – or genotype – determines his appearance, mutations, medical compatibility, and other traits.

In a standard Tempora Mutantur campaign, Player Characters are expected to start as pure-strain Humans. Exposure to Creep contamination may transform into Near-Humans or even Mutants.


Humans

A character with no mutations is a pure-strain Human. Humans, the genetic baseline in the campaign, 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.

Human Genotpe Traits:

  • Humans do not possess any mutations.
  • Humans gain +2 bonus hit points.
  • Humans have a +1 bonus to all saving throws.
  • Humans have a base movement rate of 12″ while wearing light or no armour, 9″ in medium armour, and 6″ in heavy armour.
  • Humans can use light, medium, and heavy weapons (but must wield heavy weapons with two hands).
  • Humans gain a +10% bonus to all XP earned.

If a pure-strain PC gains one or more non-disfiguring mutations, he becomes a Near-Human. A character who acquires a disfiguring mutation or more than one major perk / flaw is considered a Mutant instead.


Near-Humans

Near-Humans are one step removed from their Human forbears. Unlike Mutants, most Near-Humans can still pass as a ‘normal’, but may possess additional trivial mutations with inconsequential game effects (a vestigial tail or extra nipples, for example).

Near-Human Genotype Traits:

  • Near-Humans possess one or more non-disfiguring mutations, and a maximum of one major perk or flaw.
  • Near-Humans gain +1 bonus hit point.
  • Near-Humans have a +1 bonus to all saving throws.
  • Unless modified by mutations, Near-Humans have a base movement rate of 12″ while wearing light or no armour, 9″ in medium armour, and 6″ in heavy armour.
  • Unless modified by mutations, Near-Humans can use light, medium, and heavy weapons (but must wield heavy weapons with two hands).

A Near-Human character who develops a disfiguring mutation or more than one major perk / flaw becomes a Mutant.


Mutants

Mutants are a diverse lot; they include men with scales and gills and women with wings, individuals with great physical prowess and amazing mental powers (and sometimes both). The only certainty about a Mutant is that when you see one, you probably have never seen another like it before…

Mutant Genotype Traits:

  • All Mutants are visibly inhuman. PCs with a disfiguring mutation or more than one major perk or flaw are considered Mutants, as are (most) surface-dwelling humanoids.
  • Unless modified by mutations, Mutants have a base movement rate of 12″ while wearing light or no armour, 9″ in medium armour, and 6″ in heavy armour.
  • Unless modified by mutations, Mutants can use light, medium, and heavy weapons (but must wield heavy weapons with two hands).
  • Mutants do not benefit easily from Ancient medical technology that was originally designed for pure-strain Humans. They must roll on the Medical Incompatibility table when attempting to use pre-Fall medicines (refer to the Mutations supplement for details).

In general, Mutants who succumb to on-going Creep contamination will eventually perish.

One Response to “Character Genotype”

  1. If you’re really keen on having a character with mutations, I would allow you to start out as a Near-Human with one minor mutant perk and one minor mutant flaw. You can pick one mutation (either the perk or the flaw), but the other would be randomly determined.

    We could assume that your character is one of the new generation who is starting to display genetic abnormalities.

    (Or you could just camp your pure-strain out in a Creep zone and go walking in rad storms…)

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