Therafter 5th Edition · Legacy archive
Races
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Races
#1
Normal Human
These are the survivors who have been outside for at least a couple of generations and avoided becoming mutated or severely irradiated.
Ability Score Increase. +1 Strength, Intelligence, Wisdom, Dexterity and Charisma, +2 Constitution.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Feat Normal humans get a free feat.
Languages. You can speak, read, and write Common and one extra language of your choice.
Hardy. Normal Humans gain +2 on saves against disease, poison and radiation.
Pureblood Human
Purebloods are fairly rare - leftovers from Before. Vaultdwellers, Crynos, and Archologians mainly, those shielded from the Hell that was the Happening.
Ability Score Increase. +1 Strength, Intelligence, Wisdom, Dexterity and Charisma, +2 Constitution.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write English and one extra language of your choice.
Disease Resistant. Pureblood humans are resistant to disease, and gain Advantage when resisting. Any point loss is halved.
Genetically Engineered: Despite their name, virtually all Pureblood humans had some degree of genetic modifications. You may pick one beneficial Mutation from chapter 8.
Mutant Human/Genemod
Ability Score Increase: You have 6 Bonus points which can allocated to any stat, with a maximum of 22.
Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium, unless changed by one of your mutations.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common
and one extra language of your choice.
Mutations:
Select 2 points of mutations in Customization Options.
Supermutant
Their precise origin is unclear, though deliberate manipulation seems the most likely cause. In any case, the Supermutants are formidable in the extreme.
Ability Score Increase: +2 to Strength and Con.
Size: Supermutants are Large creatures.
Speed: Your base walking speed is 25 feet.
Languages. You Speak simple Common unless your intelligence exceeds 12 in which case you speak normal Common.
Heavy Weapons. You can use weapons that normally require 2 hands with one with no penalty.
Menacing. You gain the Intimidation skill, and have Advantage using it against small creatures.
Resistance to Radiation. In addition to being resistant to Radiation damage, Radiation of intensity less than 3 has no effect on you, regardless of duration.
Improved Healing. You have double the normal Hit Dice for healing.
Relentless Endurance. When reduced to 0 hp, but not killed outright, you can drop to 1 hp instead. This ability cannot be used again until you finish a long rest.
Hunted. Supermutants have a tendency to sow suspicion wherever they go. Negotiations with those unfamilar with, or actively hostile to supermutants will be at a disadvantage. There are also NPC groups who specifically target Supermutants.
The Stricken
The Stricken are humans who have natural mutations that prevented them from succumbing to lethal radiation poisoning. While they are quite hardy, their appearance has been severely impacted giving them the look of a traumatic burn victim.
Ability Score Changes: +2 Con and Dex,+1 Int and Wis, -1 Strength -2 Charisma. If Comeliness is used, you have 1d4.
Size: The Stricken are Medium creatures.
Speed. Your base walking speed is 30 feet
Radiation Immunity You are immune to radiation of intensity lower than 10, and resistant to that above.
Perceptive. You are proficient in Perception, or gain a +2 bonus if proficient due to class or other feature.
Lucky. Perhaps in compensation for their poor status in life, you have increased luck. You may take Advantage on an attack or proficiency roll of your choice but may not do this again until you take a long rest. At 6th level you may use this twice, 12 - three times and 18th 4 times.
Stealthy. You are proficient in Stealth.
Shunned. The Stricken are rarely trusted, and often persecuted by most humans. Positive social interactions with most other beings is at a Disadvantage.