Character
Types
There
are four genotypes, or “races,” open
to Gamma World player characters (PCs). Stock humans
are the descendants
of the survivors of the Final Wars,
who
have lived, bred and prospered in the aftermath of Armageddon.
Pure-strain humans have managed to shield themselves
from the social, environmental and biological ravages
of the
Final Wars. Mutants are the vast diversity of “human-like” beings
that roam the Gamma World, though as often as not they
are the products (or descendants) of intentional design
rather than random mutation. Finally, by the end of the
Final Wars humanity had gone beyond customizing life,
to creating it out of whole cloth. Synthetics include
everything
from armored robots to passably human androids, and even
hybrids of man and machine.
STOCK
HUMAN
Stock
humans are the most common characters. They are like
us in nearly every way, though they are perhaps
somewhat
hardier than the people of the modern Western world,
and possess the same infinite potential. Despite
the competition
from other races, mutants in particular, stock humans
may yet reclaim their position as the dominant species.
PURE-STRAIN
HUMAN
Pure-strain
humans are those individuals who have, through technology
and physical isolation, remained
largely unmolested
by the ravages of the Final Wars. Hailing from
remote communities or protected environments built before
the Final Wars,
pure-strain humans are the oldest new members of
the Gamma World. Though blessed with the technology and
knowledge of the previous age, pure-strain humans
lack personal
experience
and often even theoretical information about the
environments
of the Gamma Age.
MUTANT
In
Gamma World, the term “mutant” refers
to any and all non-synthetic, non-human creatures.
When speaking
of PCs, the definition is much the same, with
the added distinction that they are intelligent, talking
things.
Despite the nearly infinite varieties of mutants,
PCs will fit into one of these four basic groups.
•
Engineered Animals: These are some of the most common mutants
in the Gamma World, and the most likely to breed true and
create communities of their own. Final Wars era scientists
designed these “moreaus” primarily as living
weapons and hyper-specialized workers and soldiers, though
some breeds were made for entertainment, pleasure and experimentation.
Whatever a particular strain’s origins,
many of them escaped into the wild during
or immediately following the
Final Wars and not only survived, but prospered.
Almost any mammal imaginable, and a few reptiles
and birds, have
been elevated to this man-like status, and
to varying degrees.
• Engineered Humans: Engineered humans were almost as common
as engineered animals during the Final Wars
but served different purposes. In the case of engineered humans,
certain advantageous traits were either enhanced from within or
grafted onto the standard human genome. Far
more valuable than mere animals, engineered humans served as spies,
scientists, explorers, crusaders and super-soldiers. Only the strains
of engineered humans that could breed true
remain in the Gamma Age, but scholars suspect that a far greater variety
of sterile engineered humans existed during
the Final Wars. Their genetic material may yet remain in hidden laboratories,
pure-strain human arcologies or similar locations.
•
New-Men: New-men are the result of accidental mutations
caused by the rampant environmental damage of the Final
Wars and ambient biotech pollutants; unlike true mutants,
they breed true (at least one generation must pass on their
mutated traits to earn the name new-men). Much rarer than
engineered mutants and even true mutants, new-men represent
nature’s ability to adapt in even the direst of circumstances.
New-men make up a very small percentage of the mutant population,
and are rarely encountered in groups larger than an extended
family or small village, but nonetheless qualify as a species
all their own — and may very well be
the inheritors of the Gamma World.
•
True Mutants: These, the most numerous sub-group,
are the result of random genetic accidents that occur
because of
the biotech soup floating in the air and
water, the background radiation left over from the Final
Wars’ final
volleys, and the desperate attempts by
nature to put things right.
Degenerate humans, elevated animals and
hybrids between the two: No two true mutants
are
alike. Most true mutants
die shortly after birth, their bodies so
twisted by defects that they cannot survive.
Other
true mutants
are those
who have been blessed even as they have
been cursed, whose defects do not overwhelm
their
advantages.
Stock humans
and even other sorts of mutants who metamorphose
further after exposure to mutagens during
the course of their
lives also fall into the category of true
mutant.
SYNTHETIC
Even
as one contingent of the world’s scientists
was wrestling with the gamma subunit,
others were pushing the limits of robotics and computer
programming. No one
can say when the line between “robot” and “synthetic” was
crossed; but by the height of the Final
Wars, these machines, intelligent and
self-aware, were fighting
alongside (or
in lieu of) human and engineered soldiers.
Efficiency was the rule of the day,
and the
same self-repair
and ambient
power subsystems that kept the machines
out of the workshops and on the battlefields
keep them
running
in the Gamma
World. Though rarer than the other
playable genotypes, synthetic characters
represent
an unusual roleplaying
opportunity.
Synthetics come in any number of shapes,
types and sizes. Some were plush toys
equipped with
robotic endoskeletons and AI brains.
Others were hulking
chrome monstrosities,
designed to inspire terror before laying
waste to
the enemy. Androids (synthetics designed
to appear mostly
human or
at least pleasing to human sensibilities)
were common as well, as entertainers,
spies and
articles of pleasure.