TEXT: wisdom
  Wastelands
  From
  The
  Inside this issue
  Aquatics ..................................................... 2
  Body Masters ............................................ 2
  Exotics ....................................................... 3
  Humans, Regular ...................................... 4
  Insectoids ................................................... 4
  Mind Masters ............................................. 4
  Rules Option: AI Recognition .................. 5
  Issue #4: New
  Races
  By Chris “Outlander” Van Deelen and the Skirmisher Game Development Group
  ven though some post-apocalyptic game worlds have only allowed Humans, mutants, mutant plants, and animals as
  characters, there has always been room to expand upon this. Mutant Future did an admirable job by introducing
  androids and other similarly “created” races but not enough to please many players and game masters. With that in
  mind, this issue of Wisdom from the Wastelands contains seven new “races” for players and GMs to use in their campaigns.
  Two are essentially mirror images of one another, while another brings in a group that was completely missed in the Mutant
  Future game.
  These are general guidelines and are as such subject to the whims and moods of the GM. The GM can use as many or as
  few of the races presented here, as they stand or with his own modifications. Rules for dealing with robots are also included
  at the end of the article.
  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 rules 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).
  E
  Ancients
  Whether through being caught in a bizarre time warp, being
  in suspended animation during the apocalypse, or dumb luck,
  there are members of the Ancient people who have found
  themselves in the mutant future. There are always players
  who want to play Ancients and this will give them a chance
  to do so.
  Ancients are, for the most part, pure Humans. The pure
  Humans of the Mutant Future game, however, are the
  descendants of the Ancients and, even though they do not
  have mutations, benefit from the genetic modifications that
  made the Ancients the undisputed masters of the world before
  it came crashing down around them.
  Ancients do have several advantages over pure Humans
  but also suffer from distinct drawbacks as well.
  When a GM allows a player to use an Ancient, they
  should come up with a good background story as to why and
  how the character is now in the radioactive future. Depending
  on how well the background is written up, the GM may award
  the player with a couple of technological items (but should
  be careful when doing so!).
  Also, there is no reason that a player should not have
  knowledge of what the world was like before the apocalypse.
  The GM and player should work together in helping “flesh
  out” the world of the past. Just because the character has
  certain memories and knowledge of the way things were
  before, however, does not mean this has to have a major
  impact on the campaign world. While the character might
  know the layout of a city like the back of his hand, for
  example, it will not help him much if that same city is nothing
  more than a huge crater whose glow can be seen for hundreds
  of miles even during the daytime!
  Appearance: Ancients are pure Humans. They are
  generally taller, fitter, and more attractive than even those
  who have come from a long line of pure Human descendants.
  
  2
  Wisdom from The Wastelands
  Ancients never have to worry about AI recognition. If the
  GM allows, a player may opt to have an Exotic look for his
  Ancient (see below). If that is the case, the player is not
  allowed to take any extra “mutations” (see below).
  Hit Dice: 1d8 per point of Constitution.
  Mutations: Ancients are allowed to take 1d3 non-defect
  physical mutations, subject to approval by the GM. These
  are not actually mutations per se but are instead cyberware
  or “inserts” that give their users an edge. Radical mutations
  should not, in any event, be allowed. Ancients cannot gain
  mutations throughout the game, with the exception of certain
  drugs, technological devices, or parasite mutations.
  Note that the cyberware or inserts can be harmed by
  certain types of attacks, such as EMP, electrical, or energy.
  The GM will have to decide if and when the enhancements
  are subject to attacks and if they can be repaired.
  Statistic Modifiers: Like Pure Humans, Ancients are
  granted a bonus of +3 to Charisma, Intelligence and
  Constitution (although the Constitution score cannot exceed
  18).
  Bonuses/Drawbacks: Ancients do have several
  advantages that separate them from the rest of the world.
  First, they are familiar with technology and, when attempting
  to figure out an artifact, they gain a 30% bonus. Not every
  Ancient was a technician however, and they this do not gain
  any bonuses to repairing technology. Also, because medical
  healing drugs were tailor-made for them, they gain a +2 per
  dice bonus whenever they use any artifact drug or equipment
  that heals.
  The downside is that, unlike their descendants, they have
  not grown up in a world that is filled with all manner of
  toxins and mutated diseases. As a result, they suffer a -4 to
  saving throws versus poisons and diseases and take +1 per
  dice extra damage from the effects of these.
  Aquatics
  An offshoot of Exotics (see below), Aquatics are Humans
  that have been genetically modified to thrive in watery
  environments. Unlike Exotics, who often have issues with
  AI recognition, robots, androids, and artificial intelligences
  recognize Aquatics as being Human and not as some
  strangely-shaped animals.
  There are a couple of sub-varieties of the Aquatics, with
  several actually taking on a more bizarre or exotic appearance.
  The main two varieties, however, are those adapted to living
  and working in tropical and sub-tropical conditions, while a
  third variety was designed to live in temperate or even colder-
  water conditions.
  Appearance: The only really visible differences in
  appearance between most Aqautics and normal Humans in
  their gills, which can be conveniently covered by a collar,
  and webbing between their fingers and toes.
  In addition to gills, both the tropical and subtropical
  varieties have fingers and toes are slightly longer than most
  Humans, typically being about an inch lengthier, and these
  are fully webbed. Both these subspecies also have clear
  nictitating membranes that can cover the eyes and provide
  protection from the harsh water conditions that they
  encounter.
  The third variety of Aquatics have a far more exotic
  appearance that can include blue skin or even scales, shark-
  like skin, or fur. Some even go as far as having natural
  weapons grafted into their genome, giving them deadly shark-
  like teeth or natural claws. This variety of Aquatic is subject
  to AI recognition, depending on just how obvious the change
  in appearance is.
  Hit dice: 1d8 per point of Constitution. They are limited
  to a maximum of 18 Constitution.
  Mutations: All variants gain aberrant form
  (xenomorphism — webbed fingers and toes, nictitating
  membrane, gills). For those who choose to go exotic, the
  GM can allow up to two physical mutations that are for the
  most part cosmetic, bizarre appearance being the most
  common by far, with fur, natural weapons (although no toxic
  weapons), and echolocation being allowed. As usual, the GM
  has the final say in whatever mutations are taken by the
  player. Mental mutations are not allowed.
  Movement: These mutants are natural-born swimmers
  and gain the swim movement trait 120’ (40’). This is in
  addition to their regular movement rate.
  Statistic modifiers: Physically, Aquatics are a little
  heartier than other Pure Humans and as such gain a +2 to
  their Constitution scores.
  Body Masters
  Mutants often outnumber the number of Humans and Pure
  Humans by a significant factor. With each generation that
  passes, some of these mutants further deviate from the human
  genome. Many of these mutants have begun specific breeding
  practices, trying to cull out drawbacks and undesirable traits.
  Body Masters are an offshoot of the mutant Human race
  that has concentrated on breeding out mental mutations. They
  find that these mutations are a weakness and that only
  perfection of the body matters. The result is that they have
  far more physical mutations compared to mental mutations,
  and that their physical attributes tend to be higher than their
  mental attributes. Also, Body Masters are heartier when it
  comes to resisting physical damage, poisons, and disease.
  Note that Body Masters are subject to AI recognition
  
  Issue #3: new races
  3
  Note that Body Masters are subject to AI recognition
  (see below), if that optional rule is used.
  Appearance: Body Masters appear as Humans, but
  obvious physical mutations will set them apart from the rest
  of Humans and Pure Humans. Appearance varies greatly from
  individual-to-individual.
  Hit Dice: 1d6 per point of Constitution.
  Mutations: Body masters begin the game with 2d4
  physical mutations and 1d4-2 mental mutations. Due to
  careful breeding, Body Masters have managed to do an
  admirable job of removing genetic drawbacks from their
  genome. As a result, when a drawback is rolled, the player is
  allowed a second roll, with a modifier equal to double the
  character’s Constitution score subtracted from the roll, giving
  them a slight bonus to avoid gaining a defect.
  For example, say a character has a Constitution score of
  16. He rolls a 98 and thus would gain the slow mutant
  drawback. The GM has the character re-roll the mutation
  and this time he rolls a 68. The character subtracts 32 from
  the roll, making that 68 a 36 instead, giving the mutant night
  vision instead.
  This reduces the number of drawback mutations the
  character will gain. This also applies when the character gains
  new mutations through game play. Note, however, that such
  characters still have an equal chance of gaining a mental
  mutation.
  Statistic Modifiers: When the character is generated,
  the player is allowed to modify its physical attributes by up
  to 2 points each, but for whatever attributes they modify in
  this manner they must drop a mental statistic by the same
  amount. For example, say a character rolls 12 for strength, 9
  for Constitution, and 14 for Dexterity. The player decides
  that he wishes to increase the character’s Constitution and
  Dexterity by 2 points each, and must then must reduce two
  of the three mental statistics.
  Saving throws: Body Masters gain a +2 bonus to saves
  against poison, disease, and radiation, but suffer a -2 penalty
  to saves against death, stun and energy attacks.
  Exotics
  Before the final wars destroyed civilization, many of the richer
  nations’ populations enjoyed the opportunity for body
  sculpting and a large subculture existed in which people
  would undergo permanent changes to their physical
  appearance (although they still retained their status as Pure
  Humans).
  These exotics would often take the form of “furries” or
  even fantasy creatures that were popular in the “pop culture”
  of the time.
  Because these physical changes were done at a genetic
  level, and the genes were made to be dominant, they were
  passed down from parent to offspring. As a result, there are
  many “exotics” in the world that, even though they might
  appear to be mutants, are in fact Pure Humans.
  Like Pure Humans, Exotics cannot gain mutations
  throughout gameplay.
  The drawback is that they do have deal with robot
  recognition.
  Appearance: The appearance of Exotics runs the entire
  gamut and can include anything from having deep blue skin,
  to fur, to scales, and even natural weapons or strange eyes.
  The physical appearance is entirely up to the player.
  Hit Dice: 1d8 per point of Constitution, although they
  are limited to a maximum of 18 Constitution.
  Mutations: Up to four physical mutations that are for
  the most part cosmetic, with bizarre appearance being the
  most common by far. Fur and natural weapons (although no
  toxic weapons), are allowed. The GM has the final say in
  whatever mutations are taken by the player. Mental mutations
  are not allowed.
  Statistic modifiers: None.
  Yamavu/Wikimedia Commons
  
  4
  Wisdom from The Wastelands
  Humans, Regular
  No one knows why or how — maybe they are missing some
  important genetic trait that was common in most pre-war
  humanity — but, if it was not for Regular Humans, mutated
  Humans would not exist.
  Pure Humans were the “elite” of the human race. They
  had undergone extensive genetic modification to ensure that
  there was no chance of genetic mutation slipping into and
  corrupting the genome. This was done at the genetic level
  and, as such, the traits were passed down to their Pure Human
  offspring.
  When the final wars nearly destroyed the planet, the
  majority of humanity in developed nations was of this Pure
  Human stock. Regular humans were still common in many
  of the poorer countries, however, and were still found doing
  menial labor and other such jobs in the richer countries.
  Regular Humans function like Pure Humans in nearly
  every way and can benefit from medical equipment and drugs,
  as well as full AI recognition (see below). The difference is
  that they can be mutated when exposed to radiation or
  mutagenic toxins.
  Appearance: Humans look like modern people.
  Hit Dice: 1d8 per point of Constitution until a mutation
  is gained, then the hit dice drop to 1d6 (and a subsequent
  drop in hit points of 1 per point of Constitution occurs). Their
  Constitution score is limited to 18 as well.
  Mutations: None (but mutations can be gained through
  play; see above).
  Statistic modifiers: Regular Humans receive a +1 bonus
  to Charisma, Intelligence, and Constitution
  Insectoids
  Insects outnumber all life on Earth, other than plants, by an
  uncounted factor. Even though many species were wiped out
  during the apocalypse, many more survived and, due to the
  fact that most insects have a short lifespan (and short time
  between generations), many thrived and mutated in the
  radioactive and toxic wastes of the new world.
  Because of the sheer number of insect life forms that
  cover the entire planet, there is no reason that they should
  not be used as player characters. When creating an Insectoid,
  the GM and the player need to work together to come up
  with the type of insect and any advantages or disadvantages
  it might have. This entry covers some generic advantages
  and disadvantages when it comes to playing a member of
  this “race” and covers other types of insects such as arachnids,
  centipedes, and the like. Essentially, anything that is creepy
  crawly.
  An Insectoid is considered to be man-sized, although
  the GM can allow them to be bigger or smaller. Also take
  into account that the character should have a near-human
  lifespan (playing a bug that dies in 24 hours would not be all
  that much fun, after all).
  Appearance: It’s a bug! The player should decide what
  type of insect he is playing. All insects are subject to AI
  recognition if this option is used (see below).
  Hit Dice: 1d6 per point of Constitution.
  Mutations: 1d3 physical mutations and 1d4 mental
  mutations. The GM and player can choose two mutations
  from the following list of mutations that they will gain
  automatically: aberrant form (natural weapon), chameleon
  epidermis, complete wing development, natural armor, toxic
  weapon.
  Statistic Modifiers: Insectoids are immensely strong,
  but their intellect is quite strange to most of the other life
  forms on the planet. As a result, they gain a +3 bonus to
  Strength and a +2 bonus to Willpower (as their minds tend
  to be very alien), but a -3 to intelligence and charisma.
  Save Modifiers: All insects gain a +3 bonus on saving
  throws against radiation.
  Mind Masters
  Mind Masters are an offshoot of the mutant Human race that
  has concentrated on gaining as many mental mutations as
  possible through breeding (just as Body Masters have done
  with physical mutations). They often seek out those with
  powerful minds to potentially add to their gene pool,
  increasing the mental powers with each generation. The result
  is that they have achieved superior intellect but often have
  weakened physiques, something that many Mind Masters
  consider to be a fair tradeoff.
  The result of all this is that Mind Masters have far more
  mental mutations that physical mutations, and their mental
  attributes tend to be higher than their physical attributes.
  The drawback is that they are not as physically sturdy as
  other mutants, and as a result have fewer hit points and tend
  to have more difficulty in defending against natural toxins
  and the like, but have better resistances against mental
  
  Issue #3: new races
  5
  acknowledgements
  Several of the races in this issue are similar to some
  that appeared on the Goblinoid Games forums, and as
  such several people need to be mentioned here. So,
  special thanks go out to Edsan, K-slacker, Sniderman,
  and Malcadon. Thanks, guys!
  attacks, stun, and the like.
  Appearance: Because most mental mutations do not
  alter the mutant’s physical appearance, a great many of Mind
  Masters appear as Human or Pure Human. Those who do
  possess obvious physical mutations, however, are clearly
  marked as mutants.
  Hit Dice: 1d4 per point of Constitution.
  Mutations: Mind Masters begin the game with 2d4+2
  mental mutations and 1d4-2 physical mutations. Due to
  careful breeding, Mind Masters have managed to do an
  admirable job of removing genetic drawbacks from their
  genome. As a result, when a drawback is rolled, the player is
  allowed a second roll, with a modifier equal to the characters
  Willpower score subtracted from the roll, giving them a slight
  bonus to avoid gaining a defect.
  For example, say a character has a Willpower score of
  16. He rolls an 86 and thus would gain the atrophied
  cerebellum drawback. The GM has the character re-roll the
  mutation and this time he rolls a 68. The character subtracts
  16 from the roll, making that 68 a 52 instead, giving him
  mental barrier instead.
  This reduces the number of drawback mutations the
  character will gain and also applies when the character gains
  new mutations through game play. Note, however, that they
  still have an equal chance of gaining mental mutations.
  Statistic Modifiers: When the character is generated,
  the player is allowed to modify its physical attributes by up
  to 2 points each, but for whatever attributes he modifies in
  this manner he must drop a mental statistic by the same
  amount. For example, if a character rolls 12 for Willpower,
  9 for Intelligence, and 14 for Charisma, the player may
  decide] that he wishes to increase their Willpower and
  Intelligence by 2 points each. The character then must reduce
  two of the three physical statistics.
  Saving throws: Mind Masters gain a +2 bonus to saving
  throws against death, stun, and energy. They suffer, however,
  a -2 penalty to saves against poison, disease and radiation
  attacks.
  Rules Option: AI Recognition
  Programmed robots will generally speak to or acknowledge
  Humans. They will, however, ignore obvious non-Humans,
  considering them to be nothing more than pets, or possibly
  constructs, similar to themselves. This also applies to sentient
  plants and full animals.
  Of course, unless a character is carrying ID that a robot
  will recognize and acknowledge, the robot will not follow
  any orders given to it, but may speak to the character (if
  capable of doing so), answer questions, etc.
  Robots or installations with AI capability will be able to
  interact with mutant Humans, plants, animals, and the like
  and will be able to determine the sentience of such a creature.
  They might, however, treat mutants or other non-Humans
  with disdain, perhaps as if they are little more than curiosities.
  Of course, a mutant carrying a proper identification will be
  obeyed, no matter what the robot thinks.
  To determine if a robotic unit will interact with a mutant
  character, roll 2d6. A Pure Human will always be recognized,
  but each obvious mutation reduces the chance of recognition.
  The modifier is based on the mutation itself:
  AI Recognition Table
  Mutation
  Modifier
  Aberrant Form
  +4
  Chameleon Epidermis
  +1
  Complete Wing Development
  +4
  Dermal Poison Slime
  +1
  Dual Headed
  +4
  Dwarfism
  +1
  Gigantism
  +2
  Natural Armor
  +3
  Prehensile Tail
  +1
  Spiny Growth
  +2
  Toxic Weapon
  +2
  Albinism (drawback)
  +1
  Bizarre Appearance
  +1 to +4
  Simian Deformity
  +4
  If the roll is less than or equal to the robot recognition
  target number then the AI will respond to the character in a
  desirable way. For example, because a character with albinism
  has a +1 to the roll, it would have to roll an 11 or less for the
  robot to treat it as Human. And if a character has the dual
  headed mutation (+4) and a prehensile tail (+1), it would
  have to roll six or less on 2d6 to be treated as Human.
  If the roll fails, the robot will ignore the character, unless
  the character attacks it, then the robot will defend itself or
  attempt to summon aid.
  Note that a roll is not required if the character presents
  the correct identification card.
  
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