Hybrids

Chris Van Deelen
No. Enc: 1d6
Alignment: Any
Movement: 120’ (40’)
AC: 3
HD: 8
Attacks: 1
Damage: By weapon (+4 to hit, +1d6 damage) or mental attack (+4 to hit)
Save: L8
Morale: 5
Hoard Class: VII, VIII (x4 75%), IX (x2), XV, XXI (always 1 weapon and powered armor)

Even before humanity reached the stars, there had been talk and speculation that aliens had visited Earth for untold millennia. These various aliens went by different names, but the most common alien was a race known as ‘The Grey’. These aliens were generally shorter than the average human, had huge heads and black, bulbous eyes. These creatures were supposed to be incredibly intelligent and were here to either observe or directly influence humanity to follow certain paths.

Once mankind did reach the stars, many different alien races were encountered. Some were friendly, others were hostile and still others simply remained in the shadows, limiting their interaction with humanity as much as possible.

But the aforementioned Greys were there and they welcomed the Human race into the Galactic family. Shortly after this happened, a strange new breed of humans appeared. Strangely enough, these new humans were fully grown and fully aware about humanity. They were strange creatures, having lean bodies and large heads with strangely familiar eyes. It did not take long for mankind to learn that these creatures were in fact hybrids, created by mixing human and grey genetic material. The average creature stands at only five and a half feet in height and have a weight of no more than one hundred and twenty pounds. Both genders have fine silky hair that has the same color variation as most humans. The skin coloring can run the entire range as well, depending on the ethnicity of the human genetic donor. Their fingers are very long and delicate and they are not all that physically hearty, although the powers of their minds tends to make up for what they lack in strength and stamina.

At first, these new humans seemed to be cold and aloof. They allowed their far superior intellect to guide their choices and emotion was held firmly in check. When they do allow their emotions to come to the surface, they are nearly overcome by the powerful urges. Love, hate, anger, jealousy, all these various emotions can be dangerous to the creatures if there are no others of their kind to help them deal with what they consider to be primitive. Anytime one of these creatures allows emotion to come to the surface, they must make a saving throw versus stun. If it fails, the creatures are utterly overcome by the emotions and will act with impunity. All rolls required by the creatures suffer a -5 and this condition will last for 2d12 hours. Once they manage to overcome the emotions, they will fall into a coma-like state for an additional 1d4 hours.

These creatures also possessed powerful psionic abilities, such as neural telepathy, empathy, and several others. Each creature possesses an incredible level of Intelligence and Will Power, each statistic being 15+2d6.

Many of these creatures ended up migrating to Earth, where they quickly found their way into the various political circles in the worlds various ‘Superpowers’. From there they were instrumental in shaping policy and were striving to continue to push humanity towards greater heights.

Even more of these humanoids joined the scientific community and uncounted new technologies and breakthroughs resulted.

It is speculated by many of the wasteland scholars that these creatures had a far darker agenda. It is whispered that they were the ones who were behind the Ancient’s final wars that nearly destroyed the world. This is only speculation, but even several hundred years after the final wars, there are large enclaves across the globe that are ruled by these creatures and other members of their race. Some of these enclaves are peaceful and do what they can to help rebuild, while others are tyrannical and are determined to keep humanity firmly under their heels.

These new humans always maintain small colonies that are built with the best technology available and no matter what form of government they uphold, the vassals under their ruler ship are always better off than those who live in the wastelands. And it is not uncommon for these creatures to go to war with others of their own kind for control of territory or resources, and often if they find ‘old humans’ or other groups becoming too much of a threat or too ‘uppity’ for their liking, they will attack to destroy or drive out, using their vassals or special guardians (see below).

It is suggested that they are also responsible for the appearance of many of the various creatures that suddenly arrived around the globe, like the universally despised Stickies, although this has yet to be proven.

If forced to engage in combat, these creatures always have access to the most powerful artifact weapons and armor. It is not unheard of these creatures using powered armor as well. They loath to get involved in such activity, as it tends to trigger the more base emotions in them, which can be very deadly.

If they are not engaged in physical combat, they will use their powerful mental abilities against an opponent. Most of these beings have the same usual psionic abilities, but there are individual groups that possess different abilities as well. It is speculated that this was either from their ‘Grey’ parents or was programmed into their genome when they were created.  The Mutant Lord should add an additional 1d3 mental mutations other than the ones mentioned under the mutation listing below.

Both males and females are fully capable of sexual relationships with one another as well as other humanoids, although they find sex with anything but Pure Humans to be repugnant and only slightly above bestiality.

No matter where they live, these creatures always have a small entourage of special genetically modified Guardians that are loyal to a fault and will protect these creatures with their very lives.

It is possible for these humanoids to live hundreds upon hundreds of years. it is speculated that only disease or violence will kill these people. No one can ever recall hearing about one dying from old age. Another trait that was inherited from their alien benefactors is that they cannot be mutated. They can still suffer from the effects of radiation, but their genome is so stable that mutations will never occur.

Mutations: Bizarre appearance (d), empathy, increased longevity, increased willpower, intellectual affinity (all), mental barrier, mind thrust, neural telepathy, quick mind.

Source: Outlanders  by Mark Ellis

Chris Van Deelen is the author of the Skirmisher Publishing LLC sourcebook Creatures of the Tropical Wastes sourcebook, co-author of its Wisdom from the Wastelands game supplement and contributor to the 'Sword of Kos: Hekaton' Anthology.