Mutant Future new race: Radspawn

Post date: Sep 30, 2013 6:20:51 PM

For those who really want to bring the chaos!:

Radspawn

Hit Dice: 1d6 per point of CON

Mutations: d4+4 physical, mental or plant mutations.

Radspawn appear to be a patchwork of parts from humans animals and plants. They have a 2 in 6 chance of having a natural weapon as does a Mutated Animal, damage from which should be rolled as follows: d6; 1-2 1d4; 3-4 1d6; 5-6 1d8. Due to their chimeric nature, they receive +3 to Con, but their long term memory is impaired receiving -2 to Int, and being found horrific to all races receive a -1 to Cha, as well as receiving -3 reaction adjustment to all races beyond their own.

Radspawn are highly mutated and start with d4+4 mutations randomly from physical, mental and plant mutations. Radspawn do not take damage from radiation, and instead are healed by it, healing 1 point of damage for each die a source of radiation would normally do, they are unable to heal from any other sources, but heal d6 hp overnight. If a Radspawn has been exposed to any radiation sine their last sleep period, they will further mutate during their next sleep period. Randomly determine one of it's existing mutations and replace it with a new random mutation. Even without exposure to radiation, a Radspawn will mutate at random as above (replace a mutation between sessions if the Radspawn did not mutate during the game).