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PC Reproduction :: A free download for Society of Excavators members 

Player Character Reproduction Version 1.0

Free downloadable PDF for the Adult section of the SOE (Society of Excavators) members area at www.mutantepoch.com .
By Otto Toms Illustration William McAusland

M yths, legends and epic fiction all incorporate the story ele-
ment of procreation, lineage, and dynasty, along with tales
about the plight of the orphan, illegitimate heir, or kidnapped child
character types. Bioreplicas and clones are sterile and do not re-
produce themselves organically, although surrogate mother clones
were widely used in the ancient world and if found, could be bred
of main characters. In a tabletop role playing game, which can with as if they were pure stock humans.
see characters grow and mature through long campaigns, there The genetic features for various parent species could be used
is always the likelihood that player characters will bare offspring. to establish a race of NPC humanoids, or even a player character,
In The Mutant Epoch, with trans humans, ghost mutants, beastial which was born many years ago and enters play at the current time
humans and mutant humans, how is the game master to decide in the campaign. This is handy if the GM wants to spring a half
which traits and mutations or beastial aspects carry over to the skullock brother on a player character, or introduce a human-wolf
offspring of two, often very different parents? beastial human as a evil uncle who sets out to the destroy the fam-
The following rules detail how to handle the results of suc- ily that abandoned him as a misshapen, hideous pup-thing, the
cessful breeding between various TME character and NPC types, product of the character’s mother who was raped by a beastial hu-
including the crossing of skullocks and warmorts with common man wolf.
PC Reproduction :: A free download for Society of Excavators members 

While this concept may seem dark, strange and downright score of about 34. If the d20 had been rolled and resulted in a 19,
wrong, and well deserving of being included in an adults only sec- then 9% would have been added to the base endurance value of
tion of a gaming website, one need only think of the story of King 37 to yield 40.
Arthur, and how his own son, Mordred, came about and sought If two of the same human character type produce young,
his father’s demise. Likewise, What of Perseus, the demi-god pro- their offspring will be very similar to themselves, however, as men-
duced by the coupling of his Father, the God Zeus, with a mortal tioned below on page___ under mutations, the child will have a
mother. The repercussions and drama posed by the offspring of 50% chance of bearing each mutation that any parent had (or 80%
PCs, or the illicit fornications of the character’s parents, make for chance, with two attempt rolls allowed, if both parents had an iden-
some very intense and unforgettable gaming mayhem. tical mutation).
To create truly odd crossbreeds, with animals which share no
How it works human DNA or are mated to beastial humans of similar lineage,
traits can also be determined by finding the listing for the parent
The motivations and details of how two characters set about mak-
creature, dividing each trait or numerical or dice feature in half,
ing a child is not what this supplement covers, as that’s all in-
and adding the scores together with the other parent specimen’s
game narrative, or character background if he or she is the child
halved traits. It is important not to merely add the traits of both
of unique parents, has a half breed sibling or once had a child of
creatures together then divide by two, as smaller creature’s stats
his or her own with a different species or character or note. Suffice
would insignificantly change that of the larger parent.
to say, that the following list of genetic features for each character
This dividing and adding process is also done for movement
type and humanoid are a brief but workable road map for generat-
rate, strike value, experience factors, weight, size the odds of a mu-
ing crossbreeds as well as normal offspring. Where these rules are
tation, or whatever else. Using this system, it is possible to gener-
most often helpful is when trying to figure out which mutations a
ate truly freakish creatures, such as a horse-bear crosses, rubble-
child is born with, when his or her parents were both mutants with
spider-urcellia crosses or dragon lizard-garnock crosses. These are
totally different mutations.
the sorts of nightmarish beasts that biogenetics technicians dream
Basically, 50% of the father’s genes and 50% of the mother’s
of, and often succeed at making. This mad scientist-style breeding
go into every newborn, however, a breakdown of what each charac-
is usually done in a lab using genetic manipulation, implanting the
ter type and reproduction eligible humanoid is listed below. Simply
fertilized egg in a host woman or animal’s womb and waiting to
add the list of genetic features, such as trait plus or minus or roll
see what is born. The game master can spend many hours con-
modifier for each parent to get the stats of the adult specimen.
structing new adversaries for his players simply by combining two
Many beastial humans will have a reduction in their animal gifts,
or more beasts from the creature section of the TME Hub Rules,
including their beastial human parent’s bite or claw attack, speed
and throwing in a few random mutations or implants into the mix to
and any defensive value bonus when crossed with regular or mu-
make them even more bizarre and challenging.
tant humans. If a beastial human crosses with another beastial
human, such as a beastial human wolf with a beastial human Spi-
der, both lists of genetic features are combined. Likewise, should Human Character Types
a beastial human mate with a related animal, such as a beastial The following common human character types include all those
human rat mating with a giant rat, then the offspring would half the that are capable of non-mechanical, organic reproduction, thus
beastial human rat’s features plus half the traits of the giant rat. excluding bioreplicas and clones. Updates to this document will in-
In such rare cases as a PC cross breeds with a mutant animal, per- clude new character types as seen in upcoming releases of Excava-
haps through biogenetic, test tube baby making process instead tor Monthly magazine or The Mutant Epoch Expansion Book.
of traditional copulation, the Game Master will need to work with Consult each human parent type from the list below, or see
the player to sort out the traits, speed and damage of the final beastial humans on page___ or Common Cross Bred humanoids
creature. on page__ if either is mixed with a human.

Establishing Traits Mutant Humans


Traits for the offspring of characters and NPCs can be established As noted under mutations, below on page___, the odds of a mu-
by one of two ways. The first method is used for adding species tations transferring to a child quite high (50% for each mutation
specific modifiers from humanoids to randomly generated charac- the parent has), so too are the odds of a new prime and minor
ters. See Common Crossbred humanoids in this document for the mutation occurring (70%). See Mutations for greater detail on this
results character having a parent who was either a skullock, war- important aspect of PC reproduction.
mort or garnock on page___ . Mutant children gain no special benefit other than the poten-
The usual method for figuring out the establishment of human tial for carrying on and adding new mutations to the family line.
offspring character’s trait values are to combine the trait score of
each parent’s individual trait, such as both their strength scores Ghost Mutants
or both their appearance scores, divide the resulting number by If one parent is a ghost mutant, the child will have a 50% chance
two, then add or subtract up to 10% of this to mirror slight genetic of having each ghost mutations that the parent has, plus a 70%
changes in the next generation. The 10% variation in an offspring’s chance of one new ghost or latent mutation from table TME-1-59.
traits are determined by rolling a d20, with a roll of 1-10 being a Additionally, if both parents are ghost mutants, the child is also
minus of that much in percent, while an 11 to 20 means add 1 to 50% likely to have each ghost mutation of the parents, or 80%
10 percent to the trait. For example, the father has 46 endurance, chance, rolled twice for mutations that both parents possess, plus
the mother 28, combined to equal 74. This amount is dived by 2 a 95% chance of d3 new ghost mutations.
to get a base endurance value of 37, however, a d20 is rolled and The child will only have hidden mutations if his or her other
a 7 comes up, meaning subtract 7% from this trait to yield a final parent is either another ghost mutant, trans-human, pure stock, or
PC Reproduction :: A free download for Society of Excavators members 

some other sort of mutant or a humanoid which doesn’t occur with tants is 95% likely to have d2 extra random prime mutations (or
dormant mutations, such as a warmort. On the other hand, if the ghost mutations from table TME-1-59 if both parents were ghost
non-ghost mutant parent is a regular mutant, or a humanoid which mutants, and no minor mutations or flaws) and d3 minor muta-
may occur with a dormant mutation, such as a skullock, then the tions, along with a 16% chance of one flaw mutation. Should the
child will have a mix of mutations, both hidden and obvious. child exhibit these extra mutations, there is a further 52% chance
of another prime and another minor mutation present in the child.
Pure Stocks If these second batch or random mutations are present, the child
The offspring of two pure stocks are straight forward, and at the is 18% likely to exhibit a further d2 prime mutations, d3 minor mu-
GM’s discretion can allow the player one roll on table TME-1-11 tations and a 37% chance of a flaw mutation.
(Pure Stock Starting Bonus), although any trait benefits may al- If both parents had the same mutation, the child is 80% likely
ready be incorporated into the parent’s stats. When crossing with to have that mutation, with two rolls to see if it is present at these
other human types, humanoids or beastial humans, these hybrid odds allowed.
young get +d6 to each trait as a benefit from having pure stock If a parent’s mutation is present in the offspring, yet that mu-
survivor’s genes. tation has variations then re-roll to determine the specific variation.
For example, a skullock parent has the mutation of energy blade,
which can appear as 7 different colors, each with its own damage
Trans-humans type and damage inflicted. In this case, the offspring would roll to
Trans humans who mate with each other, as they prefer to do, can
see what variety of energy blade he or she would have. Some muta-
be generated quickly. Each has traits given to him or her by both
tions that have variations, but are obvious physical features, and
parents (see Establishing Traits, above on page___ to see how to
occur as a list of related deviations instead of degrees of intensity
handle this). There is no need to apply the Trans Human trait bonus
or number of appendages a mutation may exhibit.
from table TME-1-14 of the Hub Rules if both parents are trans-
As another example, the mutation body disproportion is actu-
humans, since these benefits where already incorporated when
ally a list of separate mutations that are similar, although if a par-
generating the parents.
ent has one of these, the offspring is likely to have the same dispro-
If, however, only one parent is a trans-human, apply his or her
portioned body part. In short, if the parent has one massive arm,
traits to the blend with the other parent; however, the child is gifted
then the offspring who turns out have the same mutation would
with the following trait bonuses:
also have one massive arm, instead re-rolling and perhaps ending
up with giant hands and feet. For mutations like tentacles, multiple
Endurance +d10 arms or multiple heads, roll the number of such extra limbs as this
Strength +d6 can be different between parent and child, even though it is the
same mutation. Mutations such as tailed and wings act much like
Agility +d10 body disproportion, in whatever the parent had, the child will ex-
Accuracy +d10 hibit the same sort of wings or tail, if having that mutation at all.
Intelligence +d10 +5 Should both parents exhibit the same mutation, and the devi-
ation is carried through to the offspring, and this mutation in ques-
Willpower +d6 tion has some feature which has variations in either power, size,
Appearance +d6 number of appendages, or other feature, the player of the child
gets to make two rolls for this variable and can pick the better re-
sult, such more bladed limbs or more arms, tentacles, or heads or
pick the higher potency energy blade, body regeneration amount,
Mutations or other feature. This option to pick the better result reflects evolu-
tion’s tendency to improve life forms.
Each mutation a parent character or creature exhibits is 50% likely
As this subject of variations is somewhat confusing, and the
of being present in the offspring. New mutations may also arise
main point of this whole reproductive document focused on how to
due to the mutagenic agents passed along through the deviant
handle the passing along of mutations from one generation to the
parent’s DNA. If only one parent was a mutant, then the offspring
next, including flaws, the following table clarifies which mutations
will be 70% likely to have one new prime and one minor mutation. If
require a random roll and for what aspect. Keep in mind that the
the new prime and minor mutation were present, there is a further
child is only 50% likely to have each mutation exhibited by the par-
40% chance of yet another prime and minor mutation occurring
ents, or 80% chance, rolled twice, if for some reason both parents
in the child. Finally, if this too should be present, there is a further
have the same mutation.
10% chance of d2 extra prime mutations in the child, and an 18%
chance of a flaw. Procedure for determining variation or
Ghost mutant parents can only pass along ghost or latent Mutation
potency of mutation in child
mutations, even if newly occurring in the young. Should a ghost
mutant and regular mutant cross, then all new mutations are rolled Bladed Limbs Roll for how many the child has
as if a prime mutation, but, could very well turn out to be a hidden Child has the same disproportion as the par-
Body Disproportion
mutation, anyhow. ent
If both parents were mutants, the above rules apply with the Body Regeneration Roll d100 for the child’s life long healing rate
same 50% odds of each mutation they had appearing in the child, Roll separately for the child’s pincer formation
Crab Pincers
however the chances of previously unseen mutation occurring in and size
the offspring are increased due to the much higher concentrations Deviant Skin Structure Child has the same skin structure as parent
of deviated, mutagenic rich DNA. Given this, the child of two mu-
PC Reproduction :: A free download for Society of Excavators members 

Energy Blade
Roll d100 for details of offspring’s energy
blade Skin, hair and eye color of mutants
Children of mutants with abnormal skin, hair and eye color are
Extreme Size Decrease Roll altogether new size of offspring
commonly born with the some of the same non-typical pigmenta-
Fanged Roll d10 for fang size
tion as one or both of their parents. If both parents are mutants
Force Field Roll d100 to determine field intensity with different pigmentations, then roll d8 to determine each fea-
Furred Roll d10 for fur type of child ture of these features: skin color, hair color, and finally eye color,
50% chance same gas emitted as parent, oth- to see which parent he or she picked up genetic material from.
Gaseous Discharge
erwise re-roll for type This same d8 roll can be used to determine pigmentation if one
Gaping Maw Roll d10 for size of mouth parent is a beastial human, such as a beastial human jaguar who
Heightened Attributes Same as parent may pass along a spotted coat or cat eyes to a very unique looking
Roll d4 to determine how many horns child three-quarter human mutant.
Horns If one parent had no unique color, such as being a pure stock,
has
50% chance same immunity parent has, other- ghost mutant, or trans-human or merely a mutant who simply
Immunity lacked abnormal pigmentation, roll d12 on the same table below
wise re-roll d6
Mandibles Roll d10 for size of offspring’s mandibles for each pigmentation (once each for skin, hair and eye color):
1,2. Pigmentation as the father.
Multi-Arm Roll d100 to see how many arms child exhibits
3,4. Pigmentation as the mother.
Roll d100 to see how many heads the child 5. Dulled down, almost undetectable pigmentation of one parent
Multi-Head
has
or the other, roll d6: 1-3. mother, 4-6. father.
Roll d100 to determine type of poison offspring 6. Completely new pigmentation according to random roll on table
Poison Bite
possesses TME-1-18 of the Hub Rules.
Roll d6 to see how many tendrils the child was 7. Blended pigmentations, stripes or spots for skin or eyes, and
Paralysis Tendrils
bon with alternating streaks for hair color.
Shell Roll d10 to see child’s shell rating 8. Both pigmentations. For skin, the character’s face, underside,
Roll altogether new height, -d100 cm from nor- inner arms and legs are the mother’s pigmentation, while the
Size Decrease
mal human height of 180cm back, buttocks, sides of legs and arms, and scalp and back of neck
Add 4d100cm to the offspring’s height of are all the father’s pigmentation. For hair, the character has the
Size Increase
180cm father’s pigmentation on his head, and the mother’s hair color for
Stalked Eyes Roll d3+1 for number of stalked eyes body hair and pubic hair. For eye color, the character has one eye
50% chance spray tube grows from same body the same as the father, while the other is the color of the mother.
Stench Spray
location as parent’s, other wise re-roll 9. The character lacks abnormal pigmentation for this aspect (ei-
Tailed Same tail as parent ther skin, hair or eye color).
If parent has no arms, then child is 50% likely 10. The pigmentation is the same as one parent (d6: 1-3. mother, 4-
to be the same Otherwise roll for 2d4 tentacles 6. father), however added to it are spots and camouflage-like patterns
Tentacles of a totally new pigment from table TME-1-18 of the Hub Rules.
if the child has arms, or 2d4+2 if the offspring
was born without arms 11. Character’s mutant side pigmentation only occurs when he or
Same as parent’s wings in type, and 50% she is excited, enraged, horny, afraid or otherwise experiencing in-
Wings tense emotions.
chance the same size, otherwise re-roll for size
Minor Mutations 12. Character’s pigmentation for this feature changes from the
50% chance same as parent, otherwise re-roll father’s side from the months of April to September, and back to
Blood Color Alteration the mother’s pigmentation from October to March.
d20
50% each is same as each parent, otherwise
Physical Alteration
re-roll for each
Wakefulness Roll 2d6 for child’s sleep needs
Underdeveloped Limb
50% chance same limb as parent, otherwise Beastial Humans
re-roll. For this version of the PC reproduction document, the easiest way
Flaws to determine the traits, life span, DV bonus, move rate, weight and
Altered Digestive Tract 50% chance same as parent, otherwise re-roll height and length aspects of any half beastial human is as follows.
Basically, there are two ways of doing this. If the beastial human
70% chance same defect as parent, otherwise
Birth Defect character actually exists, has a character sheet and full stats, then
re-roll
add those stat to the other parent’s stats, and divide by two to deter-
70% likely to be same disorder as parent, oth-
Hormone Disorder mine what the offspring will exhibit when adult. The other method,
erwise re-roll
which is more in depth, is used when only the parent species of beas-
50% chance to be same allergy as parent, oth-
Intense Allergy tial human is known, not its actual stats. This second system might
erwise re-roll
be employed when the scenario or character background states that
Reactionary Scent 50% chance same as parent, otherwise re-roll
the player character is the product of a human mother, and unknown
Visual Disorder 30% chance same as parent, otherwise re-roll beastial human coyote or bear, which defiled the mother during a raid
Voice Disorder 60% chance same as parent, otherwise re-roll 20 years ago. To construct the child of that long ago rape, who is to
be a player character or important NPC in a game, the GM and player
work together to roll up the unique hybrid using the following system.
PC Reproduction :: A free download for Society of Excavators members 

To construct a half human, and half beastial human hybrid,


the first step is to consult table TME-1-20 in the Mutant Epoch Hub
Common Crossbred humanoids
Each of the following humanoids from the Hub Rules have a trait and
Rules book called Beastial Human Traits and Stats Table.
a stat listing showing either modifiers or add and divide numbers for
Each trait shown on table TME-1-20 for the parent beastial hu-
melding with humans, trans-humans, ghost mutants and mutant
man is divided in half, rounded up, and applied to the offspring by
humans. Simply roll up a normal character of the appropriate type,
the other parent specimen. Thus, if a beastial human’s trait value
then apply the modifiers shown under the links below. Crossing a
shows a straight plus or minus, cut this amount in half and add
beastial human with one of the following three humanoids is also
that to the trait offered by the other parent creature. If a dice roll is
possible, but to use this system, first roll up the beastial human nor-
shown, select the closest dice needed to get to the half way point
mally then apply the modifiers shown with the humanoid below.
(see table below which shows suggested dice half way values), in-
Trait modifiers are shown as either a plus or minus, as in -5 or
corporating half of any bonus to the roll, and add that to the other
+8, or as a dice value such as d8 or d12. If a dice value or a plus or
features supplied by the other parent. For example, if the offspring
minus number is shown, this is the amount to add or deduct from
is half beastial human wolverine, he adds +10 endurance (half of
a normally rolled trait for the new character. This modifier is not ap-
the +20 shown on table 1-20), +7 strength (13 divided by two,
plied to the d100 roll for a trait, as on tableTME-1-2, but rather ap-
rounded up to 7, instead of 6), +3 to both agility and accuracy in-
plied to whatever the result was from the Trait Value Determination
stead to the shown +6, and 7+d10 total intelligence, which is rolled
Table. Additionally, a genetic feature by of the humanoid parent
an added to whatever intelligence score the other parent species
may have a special rule for it such as for the Appearance of a half
supplies. Willpower is +11, and Perception +3, while the half beas-
skullock, which will have a -10 penalty to whatever APP trait value
tial human wolverine’s appearance is 2+d6 (half of 4+d12).
the character rolls up, but the trait can never start higher than 40.
The Beastial Human traits and stats table also shows a col-
Of course, all traits can go higher than their rank one starting point
umn for age. This is the starting, adult age for this species. Add this
due to relics, rank gain or other circumstances while no trait can
age to the starting adult age of the other parent; divide this result
ever be lower then 1 point. If a parent creature’s trait or feature
by two to get the adult age of the new species. Lifespan is handled
states no change, then the feature is whatever is determined by
identically by adding both parent species lifespan and dividing by
rolling up a normal character; hence, whatever the parent species
two to get the upper reaches of how long this new character might
is which crosses with a human, this species does not increase or
live, if not killed before reaching old age. For the purposes of this
deplete the offspring’s resulting value.
document, the upper extent of a human lifespan is 70 years old.
Reptilius and bipedal rats are not included here as they are
Beastial human defense values (DV) are always shown as ben-
not directly able to breed with human based creatures; however,
eficial ( -22 or -5 or -5/18, etc.). Divide the beastial human parent’s
they can be cross bred with the appropriate beastial human.
base DV by two and combine it with whatever modifier, if any, the
To create half breeds which involve beastial human-humanoid
other parent brings to the new breed. Most humans and mutant
crosses, or even odder creatures like half garnock, half skullock
humans have a DV of zero, although agility, which is rolled sepa-
freaks, see the notes on Establishing Traits, which basically says
rately for the offspring, can of course change this.
to simply divide each parent’s traits and other numerical or dice
Movement rates for beastial humans vary widely, and some in-
ranges by two, add the resulting halved traits of each life form to-
clude flying speeds. These are all added to the other parent’s move-
gether to arrive at the offspring’s stats.
ment rate and divided by two to get the offspring’s movement rate.
The weight and size of beastial humans is also rolled up, add-
ed to the human parent’s scores, divided by two and the result is Dormant mutations
that of the adult offspring. Certain humanoids listed on the following pages have a row in
their listing which states Chance of a dormant mutation. This is a
Special abilities of parent Beastial humans percentage chance that by crossing with this specimen, the result-
Many beastial humans have a bite, claw antler or horn attack. Basi- ing offspring has a chance of exhibiting an all new, random prime
cally, this is cut in half when occurring in the human hybrid version mutation that was dormant in the parent, but was triggered in the
of the species. When a human or mutant human fornicates with creation of this new life form.
a beastial human, and a pregnancy results, the offspring is only
quarter of the original animal from which the beastial human par-
ent is derived.
Adulthood
The age of adulthood is not a modifier, but the set amount for the
Standard dice break downs from their full version to half dam-
species. Simply add the adult ages of both parent species and di-
age versions are as follows:
vide by two to get the new age of adulthood for the new being.
Dice used for damage Dice used for half damage or If one parent creature was human, its adult age is 17+d8 years
or trait modifer half trait modifer old. Example: skullocks are adult at age 9 and a human PC at 18.
Therefore, 9 years +18 years = 27 years, divided by 2 = 13.5 years
d20 d10 old for this sub-species to reach sexual maturity and be of the age
of consent in his or her community.
d12 d6
2d6 d6 Lifespan
d10 d5 (roll d6 and re-roll 6s) The lifespan row, if noted, shows the average age at which this spe-
cies dies of old age. The average lifespan for different humanoids
d8 d4
varies greatly, but is often half of this due to warfare, predation,
d6 d3 disease and accidents. For the sake of these reproduction rules,
the average age at which a human character dies of old age is 70,
PC Reproduction :: A free download for Society of Excavators members 

while trans humans die at about 110 years old. Simply add the Half Garnock Features
lifespan numbers of both parent species and divide by two to get Endurance: +100
the anticipated longevity of the offspring. All beastial humans have Strength: +50
their own longevity noted on table TME-1-20. Agility: -10
Intelligence: -18 and no higher than 24
Half Skullock Features Perception: -3
Endurance: -5 Willpower: +23
Strength: -5 Appearance: -10, and no higher than 40
Agility: +8 Movement: -0.5 meter
Intelligence: -10 Initiative: no change
Perception: +12 Strike Value: +10
Willpower: +9 Damage: bite or fist d10+9
Appearance: -10, and no higher than 40 Size: +2 meters
Movement: 7m Weight: + 300 kilograms
Initiative: no change Adulthood Age: 16
Strike Value: no change Lifespan: 30
Damage: bite d6 Chance of dormant mutation: 6%
Size: -20cm
Weight: -20kg Note: Human mothers of half Garnock offspring take d100 dam-
Adulthood Age: 9 age at childbirth, and therefore rarely survive the ordeal of giving
Lifespan: 30 birth to a child that is often 20 or more kilograms at birth. Addi-
Chance of dormant mutation: 5% tionally, any human sized woman to survive giving birth to such
a creature is 87% likely to be sterile thereafter, and suffer sever
Note: Character’s hair is white 37% of the time, otherwise whatever permanent injuries, walk with a limp and suffer uncanny back pain
the non-skullock parent is but much lighter than normal. Additional- for the rest of her life.
ly, unless being crossed with something already toothy and savage, On the other hand, for whatever twisted reason, a female gar-
a half-skullock human cross will have a mouth full of sharp teeth nock to give birth to a half human offspring will do so with remark-
and be able to bite for d6 damage plus any strength or unarmed able ease, although any tribe mates will most likely kill and eat the
combat skill bonuses applied to this attack. Half skullocks tend to newborn within hours of its birth, detecting the imperfection of the
have gray blotches on their skin 80% of the time, otherwise are as baby.
the non-skullock parent’s skin color except duller and lighter. Those half garnocks who survive grow up to be enormous
men and women, with ugly, misshapen faces, trunk-like limbs,
huge mouths and pulverizing fists. Should one grow up in a human
Half Warmort Features community, and be accepted by the people therein, it would easily
Endurance: +10
make for a ferocious militia warrior, bouncer or walking tank if plat-
Strength: +20
ed in layers of scrap metal, chainmail and modified suits of relic
Agility: +2
body armor. A creature of this size could carry a light laser cannon
Intelligence: -8
like a rifle, use either light or heavy ballista as crossbows, and wield
Perception: +12
a custom built axe or warhammer that does the same damage as
Willpower: +12
that of a normal garnock (3d20 +any strength and weapon expert
Appearance: -10, and no higher than 40
skill bonuses to damage).
Movement: no change
Traveling without a cohort of normal looking humans will
Initiative: no change
result in this character being hunted and killed as some sort of
Strike Value: +5
freak, or diminutive garnock, while finding acceptance in non-mili-
Damage: no change
tary matters within his or her home town may also prove trying,
Size: +20cm
since being hideous and gargantuan makes it hard to get a date,
Weight: +30kg
enter most bars and eateries, or make new friends. Most half gar-
Adulthood Age: 15
nocks join an excavation party and use their size and strength to
Lifespan: 30
improve their circumstances in the ruins, alongside other freaks
Chance of dormant mutation: 2%
and misfits, although due to their size, they cannot fit inside many
underground passages like human sized companions.
Note: Normal warmorts only occur as males, as all girls born to captive
or defiled female humanoids appear as sickly, sterile monstrosities
with at least one flaw each. In traditional warmort societies, these
females are born as their mother species and are usually left to die of
There is more to come
As new supplements, monster books, and issues of excavator
exposure. Very rarely, a true half breed occurs, which is the case for monthly come out, the list of humanoids which can be crossbred
this character. Rarer still is a true half warmort female, but rumors of with humans will continue. Look for update sheets in this section
such specimens do exist. of the website or where you found this PDF.
Half warmorts are usually mottled gray and green along with the
non-warmort parent’s skin color. They tend to be larger, muscular and
inclined toward violence, raping, pillaging and assorted blood sports.

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