TEXT: wisdom
  Wastelands
  From
  The
  By Chris “Outlander” Van Deelen and the Skirmisher Game Development Group
  Issue #40:
  New Races 2
  This publication is dedicated to providing useful information, game content, and ideas to players of modern, science
  fiction, and post-apocalyptic table-top and role-playing games in general and to fans of Goblinoid Games’ Mutant
  Future RPG in particular. The material contained herein are compatible with it and any others that use the “Basic”
  system introduced in the most popular role-playing games of the early 1970s and are easily adaptable to many other
  games (especially successor systems, to include those covered by the Open Game License).
  Inside this issue
  Damaged, Lagrangers .............................. 2
  Shifters, Uploaded Intelligence ................ 3
  New Mutations ........................................... 4
  O
  ver time, mutations can become consistent, creating unique species and new creatures — for example, birds evolving
    from dinosaurs. But Mutant Future races need not be consistent, or even physical creatures. Two years ago, Wisdom
    from the Wastelands Issue #4 introduced a number of new racial possibilities for player characters. We continue
  that project here, with several more races and new mutations for your gaming pleasure.
  AVIANS
  The Ancients were obsessed with their bodies, modifying
  them into new and ever stranger forms as a means of self-
  expression. This went far beyond hair styles or surgery,
  reaching down into their very genes. Manipulation eventually
  produced another “race,” the Avians, which stabilized and
  bred true long after the final wars were over.
  Appearance: This race is actually two human sub-
  groups, cosmetically altered to give them wings (and other
  features). These changes make Avians subject to AI
  recognition (see WftW issue #4).
  Members of the first group appear to be normal humans,
  but have wings sprouting from their backs. These appendages
  can be anything imaginable: feathered bird wings; leathery,
  like bats or dragons; or translucent, like insects. It all
  depended on the whim of the Avian’s Ancient ancestor.
  The second group is an offshoot of the ‘Exotic’ race (see
  WftW issue #4). Although considered pure human, their
  appearance is limited only by the imaginations of player and
  Mutant Lord. Some look like humanoid hawks or eagles,
  some are insect-like, and a few echo the chimera of legend
  — having the physique of a humanoid hunting cat, with a
  bird’s head and wings.
  Of the various forms in this sub-group, angels and
  demons are the most common. The former are typically very
  attractive, with pale skin and oddly tinted eyes that often
  tend toward extreme colors (emerald green, ruby red, pure
  gold, sapphire, etc.). Demons can be beautiful or horrific,
  with leathery wings, deep red or other darker skin, tails, and
  horns.
  Hit dice: 1d6 per point of CON, with a maximum CON
  score of 18.
  Mutations: All have complete wing development and
  skeletal structure change (hollow bones) (see below for both).
  At the ML’s discretion, characters from the Exotic sub-group
  can have up to two physical mutations that are primarily
  cosmetic. The two most common choices are bizarre
  appearance (with feathers) and natural weapons (no toxic
  versions). As usual, the ML has final say. Mental mutations
  are not allowed.
  Movement: Avians have two movement types: ground-
  based and flight. Flight speed is determined by the character’s
  Wing Type (see the table below).
  Statistic modifiers: Avians are less hearty than other
  humans, but more agile. They have a –2 CON penalty and a
  +2 DEX bonus. Despite looking like mutants, Avians are
  pure humans and do not mutate from radiation exposure.
  
  2
  Wisdom from The Wastelands
  DAMAGED
  Mutation is a fickle mistress. It provides beneficial, powerful
  abilities to some, while others suffer crippling genomic
  insults. Many become hideous monsters, not only in body,
  but mentally as well.
  The Damaged are a collection of Mutant Humans so
  physically twisted and revolting, they are often exiled from
  their communities. This treatment leaves them bitter and
  angry, and they frequently react violently when encountered.
  Appearance: Most Damaged could be considered
  Human only in the broadest sense. Their physical deformities
  are extensive and clearly mark them as mutants. No two are
  alike, not even fraternal twins. Many are conjoined twins, or
  even triplets. A character’s final appearance is left up to the
  ML and the player.
  Hit dice: 1d6 per point of CON, with a maximum CON
  score of 21.
  Mutations: All Damaged have two forms of bizarre
  appearance, and 1d3+2 other drawbacks mixed between
  physical and mental (50% chance of either). This might seem
  overly debilitating, but during creation a Damaged character
  also gains 1d4 physical and 1d4 mental mutations that are
  all beneficial. The player chooses half (round up) and the
  rest are rolled randomly.
  Statistic Modifiers: Due to their hideous appearance,
  Damaged characters have a –6 CHA penalty.
  Bonuses/Drawbacks: Most creatures view the Damaged
  with loathing and disgust, outcasts of communities that could
  not bear to see or deal with them. As a result, the Damaged
  suffer a +3 to all reaction rolls.
  LAGRANGERS
  Before the final wars, humans spread across the entire solar
  system. There were colonies on the Moon and Mars; orbital
  mining or processing facilities around planets, moons, and
  asteroids; and even outposts and research facilities as distant
  as Pluto.
  Most installations were destroyed during the wars, but a
  few survived with their populations intact. These remaining
  “spacers” are called Lagrangers, after the ‘stationary orbit’
  points in space near or between larger bodies, e.g., Earth
  and the Moon.
  Because of their rarity, players creating Lagranger
  characters must each come up with a plausible backstory
  explaining how their “spacer” came to Earth. This might be
  a starship crash, teleportation ‘gateways’ from their home
  colonies to Earth, or something else the player imagines.
  Appearance: Lagrangers usually look human, though
  some possess obvious mutations. There are several different
  body types, with the most common typically 6"-12" shorter
  and 25% heavier than normal humans. Despite being raised
  off-world, spacers tend to have swarthy or dark complexions.
  Their hair is either very short (under 1/2" long) or absent,
  even on females. Lagrangers also have feet like the great
  apes, with long, multi-jointed digits and opposable ‘big toes’.
  Hit Dice: 1d6 per point of CON, with a maximum CON
  score of 21.
  Mutations: To survive the harsh, often lethal life in
  space, Lagrangers were genetically altered. All have aberrant
  form (new body parts: prehensile feet), increased balance,
  and unique sense (detect radiation). Some Lagrangers possess
  additional mutations; roll 1d4-2 for both physical and mental
  mutations during character generation.
  Statistic Modifiers: Because of their modifications,
  many Lagrangers are physically stronger, hardier, and more
  dexterous than Earthborn humans, gaining +2 to STR, CON,
  and DEX. At the same time, they tend to be less mentally
  and socially adept, suffering –2 to WIL, INT, and CHA. No
  statistic may rise above 21.
  Bonuses/Drawbacks: Early in space exploration,
  humans discovered radiation was not only lethal, but exposure
  could cause sterility and deform fetuses physically and
  mentally. To lessen these effects, Lagrangers were given extra
  resistance as part of their genetic design. They get a +2 bonus
  to all radiation saves, reduce radiation damage by one point
  per die, and must fail 10 radiation saves before mutating
  (instead of the usual five).
  If your game uses the optional radiation rules from WftW
  issue #38, Lagrangers must be exposed to 100 total classes
  before mutating. If, instead, you use the Radiation Poisoning
  Table’s chance of mutation, the percentage is cut in half
  (rounding down). For example, a Lagranger with Advanced
  stage radiation poisoning has a 7% chance of mutating
  (instead of 15%). They never mutate while in the Mild stage.
  
  Issue #40: new races 2
  3
  SHIFTERS
  As long as humans created stories, they told of those who
  could take animal form. These were not myths and legends,
  but truth. Even before humanity discovered other intelligent
  life in the cosmos, shape-changers, were-creatures, and other
  ‘monsters’ lived among us. They were bio-engineered
  servants of various alien races that visited Earth over the
  years.
  Unlike their mythic counterparts, these beings are not
  quite horrific killing machines, and in the wastelands, shifters
  are a fact of life. Some scholars believe those with any sort
  of shape-changing mutation descend from these bio-
  engineered humans.
  There are two different types of Shifters, and why they
  were created remains a mystery. Some suspect the first kind
  might have been a whim of the alien gengineers; others think
  these shifters were scouts or, quite literally, dogs of war. They
  are the most common and called Were, those who take animal
  form. The second branch are called Dopplers, those who
  change their appearance to look like another person. Dopplers
  are more enigmatic and harder to identify, possibly created
  as spies and assassins.
  Appearance: Both types normally look like Pure
  Humans, with no outward evidence to suggest otherwise.
  When Weres change, they assume an animal shape the same
  size and proportions as their human form, without gaining
  or losing any mass.
  Dopplers alter their appearance at will. They can look
  like either sex; change the color of their skin, eyes, and hair;
  modify the length and consistency of head and body hair;
  and even slightly adjust their height. Like the Were, mass is
  conserved and redistributed across the body when the Doppler
  changes.
  Hit Dice: 1d6 per point of CON, with a maximum CON
  score of 21.
  Mutations: Shifters possess only one mutations each:
  Dopplers have alter appearance (see below), while Weres
  have either metamorph or shapeshift (see below for the latter).
  The Were mutation depends on how a ML views the
  character’s ability to change. If the Were can assume multiple
  forms or gradations from beast to human (for example, a
  great wolf, an anthropomorphic wolf-woman, and a golden-
  eyed woman with fur), then a restricted shapeshift is the more
  appropriate mutation; however, if the character can only
  assume one other form (the great wolf), then use metamorph.
  During creation, a Were player must choose the one type of
  animal her character changes into.
  Statistic Modifiers: Neither type modifies their
  statistics.
  Bonuses/drawbacks: Despite being nearly as mutation
  resistant as Pure Humans, Shifters can still mutate with
  enough exposure — but this is rare. Scholars speculate the
  aliens built in safeguards to prevent mutation, but these
  became less effective with millennia of genetic drift. All
  Shifters gain a +4 to radiation saves, and require 15 failed
  saves before mutating.
  If your game uses the optional radiation rules from WftW
  issue #38, Shifters must be exposed to 150 total classes before
  mutating. If, instead, you use the Radiation Poisoning
  Table’s chance of mutation, the percentage is cut by two-
  thirds (rounding down). For example, a Shifter with
  Advanced stage radiation poisoning has a 5% chance of
  mutating (instead of 15%). They never mutate while in the
  Mild stage.
  UPLOADED INTELLIGENCE
  Many Ancients wanted immortality; some believed their only
  chance was to record their minds into computer data systems.
  They live on as new life forms known as Uploaded
  Intelligence, or UI. Though similar to Artificial Intelligence,
  UIs were actually an offshoot of memory recording technology
  developed to preserve the memories and personality of those
  in high-risk occupations, such as spacers and soldiers.
  UIs are able to upload themselves into robotic bodies
  and other computer systems they can access. This allows them
  the flexibility required to survive the final wars and thrive to
  this day: while a UI can access a computer or robotic body, it
  cannot die. UIs commonly leave copies of their minds and
  personalities in secure computer systems while using a
  physical body to interact with the world. Even if the body is
  destroyed, the UI only loses those memories generated since
  it last “updated” itself.
  Appearance: In pure form, UIs are merely lines of
  programming code; viewed on a computer system, they
  appear to be massive programs. While working in the physical
  world, UIs typically inhabit android or synthetic bodies.
  
  4
  Wisdom from The Wastelands
  However, they can take over any robotic unit they wish,
  dominating and then subduing the programming that
  normally controls the unit. To keep things simple, the ML
  should have the UI player choose a specific android, synthetic,
  or robot body (see Robots in the Mutant Future core rulebook).
  Hit Dice: None. The hit dice depend upon body the UI
  possesses: android, synthetic, or robotic unit.
  Mutations: None. If the ML allows, the android or
  synthetic body may possess up to 3 physical mutations. A
  robotic body may have equipment or weapons the UI can use
  at will.
  Statistic Modifiers: UIs only have inherent INT and
  WIL statistics; all others depend on the body inhabited.
  However, UIs gain a +6 to INT, representing many years’
  accumulated knowledge.
  Bonuses/drawbacks: Because of their nature, UIs are
  very familiar with technology, gaining a 30% bonus when
  trying to figure out an artifact. This bonus also applies to
  repairing artifacts; the UIs must have near absolute
  knowledge of the android, synthetic, and robotic bodies they
  possess to keep the constructs up and running. UIs are also
  immune to mental mutations, with two exceptions: those
  mutations that cause actual physical damage (not just mental
  harm) or specifically affect robotic units.
  Unfortunately, despite their best efforts to remedy the
  weakness, UIs are extremely sensitive to electromagnetic
  pulses (EMP). When hit with an EMP, UIs suffer +1 damage
  per die and -2 to all saves; any effects that come with the
  attack (e.g., stun) last 50% longer.
  NEW MUTATIONS
  Alter Appearance (Physical)
  The mutant may alter all aspects of his physical appearance,
  including sex. He can change the color of his skin, eyes, and
  hair; modify the length and consistency of hair anywhere on
  his body; and even adjust his height up to 10% by
  redistributing his body mass. The character can also hide
  any physical mutations he possesses. Unfortunately, while
  hidden, these mutations cannot be used.
  Using this mutation requires some time and
  concentration. Each change takes 1d3 rounds, and only one
  can be done at a time. For example, if the mutant wishes to
  change its sex characteristics, decrease its height, and darken
  its skin color, this requires 3d3 rounds to complete. Changes
  last as long as the mutant wants, and it can resume its natural
  appearance at any time, which require only 1d3 rounds.
  Complete Wing Development (Physical)
  The mutant has wings. Roll 1d12 on the table below to
  determine the kind:
  Mutants with Full or Bone wings, or Elytra can use them
  to make one physical attack per round, causing 1d6 damage.
  Some wing types have tiny hands or barbs located on the top
  joint. With the ML’s permission, the hands can be used as
  manipulator limbs; or, they could both be used in combat,
  where they do 1d4 damage as either a bash or barb.
  Wing Type Table
  Roll
  Type
  Effect
  1-4
  Full Wings
  The mutant has a fully developed set of wings, which could be fleshy membranes,
  feathery, bat-like, scaly, or insect-like. She has a flying movement of 120’ (40’), and
  may carry up to 25% of her body weight. Creatures over 150 pounds cannot use these
  wings for flight, but may make assisted leaps up to 120’, with a maximum height of 80’.
  5-6
  Gliding Wings
  Although they lack the utility of Full wings, Gliding wings allow a mutant to travel
  long distances by drifting on air currents (speed depends on wind conditions). He can
  fly 500 miles without rest, but must sleep after landing. The mutant must have at least
  1,000' feet of clear ground or 50' of elevation to build the necessary take-off speed.
  Landing requires a large open space.
  7-8
  Dragonfly Wings
  The mutant’s two pairs of wings double her flight speed to 240’ (80’). However, they
  are very fragile: any hit from behind or while flying has a 50% change of tearing the
  wings, and making them useless for one week. But they do heal, unlike insect wings.
  9
  Elytra
  These wings have a protective case, which could be anything from bone or chitin to
  leathery skin flaps. When the mutant initiates flight, his Elytra open to reveal the more
  delicate wings beneath. Treat as Dragonfly wings, but without the chance of being
  damaged in ground combat. If the mutant is flying, there is still a 50% chance the
  wings are damaged and made useless by a ranged attack. These wings often buzz
  loudly, which can be heard for quite a distance.
  10
  Bone Wings
  These wings are extensions of the mutant’s skeleton, making them heavier and tougher
  than most wings. A strong interlacing web of fine bones connects the support structure,
  allowing the mutant to fly. Due to her rugged wings, the mutant gets a 2-point AC
  bonus when attacked from behind. But the weight reduces flight speed to only 90’ (30’).
  11
  ML Choice
  The ML chooses the type of wings.
  12
  Player Choice
  The player chooses the type of wings.
  
  Issue #40: New Races 2
  5
  Shapeshift (Physical)
  A mutant with this ability can change his physical appearance
  to that of ANY creature he sees. Unlike metamorph, the
  character can gain the creature’s clearly visible physical
  mutations and other obvious abilities. These include natural
  attacks, flight, swimming, AC, etc., but no mental abilities,
  hidden physical mutations, or statistics. Unlike alter
  appearance, the character changes his whole form at one
  time.
  When the mutant changes, he retains his general size
  and mass. For example, if a human-sized, 180 pound mutant
  wants to becomes a wasp, he becomes a human-sized, 180
  pound flying insect. But, the mutant would also get wings, a
  stinger, biting weapons, possibly claws/leg spines, and minor
  body armor from the chitin exoskeleton. Despite the
  conservation of mass, the mutant should consider disrobing
  before any change, so he doesn’t ruin his clothes, and/or
  hurt himself.
  Skeletal Structure Modification (Physical)
  The mutant’s skeletal structure has been significantly altered.
  Roll 1d10 on the table below for the change and its effect:
  Skeletal Structure Modification Table
  Roll
  Change
  Effect
  1
  Bone Density
  The mutant’s bones are thicker and stronger than normal. She takes half damage
  (round down) from falls, kinetic attacks, and bludgeoning.
  2
  Metal Lace
  The mutant’s bones have metal veins running through them. He takes half damage
  (round down) from physical attacks.
  3
  Cartilage
  The mutant’s skeleton is made of cartilage. She can squeeze and flex her bones to fit
  through holes no larger than her head, and easily escapes bonds like ropes and handcuffs.
  Lastly, she takes 25% less damage from kinetic and bludgeoning attacks.
  4
  Spikes
  The mutant has bone spikes jutting from his body. They cause him no discomfort, but
  can be used as weapons. Treat the spikes as spiny growth for determining the damage
  they inflict. Any creature successfully grappling the mutant automatically takes damage.
  The mutant also suffers a +1 to AI recognition.
  5
  Bone Sheathing
  The mutant’s highly advanced skeleton encases her vital organs in a thin but strong
  sheath of overlapping bone plates. She takes half damage from piercing attacks.
  6
  Crystal Bones
  and Spurs
  The mutant has strong but brittle bones, and bone spurs erupt from various places on
  his body. Treat the spurs as spikes doing 1d6 points of damage. Unfortunately, blunt
  weapons and sonic attacks inflict double damage to the mutant, and he suffers a
  +1 penalty to AI recognition.
  7
  Increased Joint
  Flexibility
  The mutant’s bones and ligaments are exceptionally elastic. She can twist her body
  and turn her limbs, hands (or paws), and fingers in ways normal people would find
  excruciating. This gives her a +1 to hit in normal combat, and a +2 to grapple checks
  (if using the optional rules). With ML permission, she can fit into areas smaller than a
  creature of her size usually could, reach through holes, and similar feats of flexibility.
  8
  Hollow Bones
  The mutant’s lighter bones allow a 50% increase to any movement type, but he takes
  double damage from both kinetic and impact attacks.
  9
  ML Choice
  The ML chooses the modification.
  10
  Player Choice
  The player chooses the modification.
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  Wisdom from The Wastelands
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  ublications
  ublications
  “Castle Builder
  “Castle Builder
  “Castle Builder
  “Castle Builder
  “Castle Builder” SeriesUniversal Sourcebooks
  ” SeriesUniversal Sourcebooks
  ” SeriesUniversal Sourcebooks
  ” SeriesUniversal Sourcebooks
  ” SeriesUniversal Sourcebooks
  d-Infinity
  d-Infinity
  d-Infinity
  d-Infinity
  d-Infinity Multi-Platform Game Supplement
   Multi-Platform Game Supplement
   Multi-Platform Game Supplement
   Multi-Platform Game Supplement
   Multi-Platform Game Supplement
  Bestsellers
  Bestsellers
  Bestsellers
  Bestsellers
  Bestsellers
  
SOURCE: textdata/thevault/Mutant Future/Wisdom From the Wastelands (MuFut)/Wisdom from the Wastelands #40 New Races 2.pdf