2.2 Genotype

Stock Human

Scorched Earth is inhabited a wide range of humanoid species. A character’s race, or ‘genotype’, determines his mutations, medical compatibility, and other traits. You may pick from the following three genotypes:

  • Stock humans descend from the ‘normal’ survivors of the Fall, who have lived, bred, and prospered in the aftermath of Armageddon.
  • Near-humans possess some minor mutations, but are more-or-less human.
  • Mutant humans are the decidedly inhuman descendants of pre-Fall humanity.

Additional PC genotypes will be introduced as the game progresses.

Stock Human:

Stock humans, the genetic baseline in Scorched Earth, 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. Despite the competition from other genotypes (mutants in particular), stock humans may yet reclaim their position as the dominant species.

Of the various genotypes, humans are the most curious about the lost arts of the Ancients and seem to have a knack for technology.

Game Rule Information:

Stock humans possess the following genotype traits:

Size & Speed: Stock humans are medium-sized creatures and have no special bonus or penalties due to size. Your base speed is ‘normal’ (1 range category per round) and your running speed is ‘fast’ (2 range categories per round).

Additional Prime: Stock humans are allowed to select an additional Prime Attribute, for a total of three (3).

Medical Compatibility: Genetically speaking, near-humans are ‘close enough’ to the normal human baseline. You can benefit from pre-Fall medical technology and related relics without requiring an Endurance check.

Near-Human:

Near-humans (sometimes called half-mutants) are one step removed from their human forbears. Unlike mutants, most near-humans can probably still pass as a ‘normal’, if required. Near-humans actually outnumber stock humans and are the most common single genotype in Scorched Earth.

Near-humans can possess additional trivial mutations with inconsequential game effects (a vestigal tail or forked tongue, for example). Such abnormalities are considered unremarkable in this post-apocalyptic setting.

Size & Speed: Most near-humans are medium-sized creatures and have no special bonus or penalties due to size. Unless you possess a mutation which rules otherwise, your base speed is ‘normal’ (1 range category per round) and your running speed is ‘fast’ (2 range categories per round).

Adaptable: Near-humans must adapt to survive and add one (+1) to all non-Prime Attribute checks (they still receive the normal +4 bonus to Prime checks).

Medical Compatibility: Most pre-Fall medical technology was originally designed for humans. Near-humans are close enough, so they can use Ancient medicines and related relics normally.

Mutations: Near-humans possess a few randomly-determined mutations. You can have up to two (2) minor mutant perks or one (1) medium mutant perk. You must also roll a corresponding number of mutant flaws.

Mutant Human:

Humans were the masters of the Ancient Age, but after the Fall it is their mutated descendants who populate the wilds. Mutants (also known as ‘new-men’) 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.

Mutants are always visibly inhuman. In addition to their perks and flaws, mutants typically possess a host of additional abnormalities that have no game effects (such as odd skin colouration or an unusual number of fingers and toes).

Game Rule Information:

Mutant humans possess the following genotype traits:

Size & Speed: Most mutants are medium-sized creatures and have no special bonus or penalties due to size. Unless you possess a mutation which rules otherwise, your base speed is ‘normal’ (1 range category per round) and your running speed is ‘fast’ (2 range categories per round).

Increased Creep Threshold: Mutants are naturally tolerant to Creep-inducing agents. Your base Creep Threshold is two times (2×) your Endurance score, instead of being equal to Endurance.

Morphic Genetics: Mutants respond differently than others to Creep-inducing agents. Instead of sickening with exposure, you develop additional mutations (mostly detrimental) with increasing Creep contamination.

Medical Incompatibility: Mutants do not benefit easily from pre-Fall medical technology that was originally designed for normal humans. You must succeed an Endurance check (base DC 15) or become ill when using Ancient medicines and related relics.

Mutations: Mutants are blessed with a variety of special abilities, possessing one or more randomly-determined mutations. You can have up to four (4) mutant perks of any grade (minor, medium, or major). You must also roll a corresponding number of mutant flaws.

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