Nocturns

Chris Van Deelen

No. Enc: 3d10
Alignment:  Neutral
Movement: 90’ (30’)
AC: Based on Armor
HD: 10
Attacks: by melee weapon or 2 fists or kicks
Damage: by melee weapon +3 damage, or 1d4+3 / 1d4+3, or 1d6+3 / 1d6+3
Save: L10
Morale: 8
Hoard Class: VI, VII, XXII - coin only, never artifacts for all. 1 suit of non-technological armor (ballistic cloth the exception), 1d4-1 various melee and ranged weapons each.

Many different biological weapons were released during the final wars. Some were modified diseases, made far deadlier than their original forms, others were the creation from sick and twisted minds, made to terrorize the population and demoralize the enemy.

One disease had a high mortality rate, and destroyed millions of lives, but there were survivors. Those who were not killed by the disease were mutated, their minds likewise twisted by the disease so that they feared and loathed technology.

These survivors gathered together in small ‘family’ groups for mutual survival and support, and as the years progressed, the origin of their species was lost in the mists of time and legend.

Physically they appear as regular humans, but they are pure albino’s, white skin, white hair but unlike other albino’s they possess white eyes instead of pink. They typically dress in robes that cover them from head to toe, and are overly sensitive to light.

As a society, they live in small communities of extended families, with one overall leader which can be alternately a father or mother figure. They generally shun most outsiders, rarely interacting with anyone with the exception of other family groups and those who reject technology as well.

They actively hunt down technology in order to destroy it. They will never allow any tech to come into their communities, except if it is being brought to them to dispose of. Doing so will win favor with the community and open up the possibility of trade with them.

If engaged in combat, these people are far from helpless. They train to fight with melee weapons, ranged weapons and their bodies from the earliest years. They are fast and deadly, proving that they don’t need technology to protect themselves. They are not averse to using armor, however, and have even learned how to create ballistic armor – although they use mainly leather and natural hides. When using any melee or ranged weapons, they gain a +3 to hit and the weapon will always inflict +3 damage, this is on top of bonuses for high strength.

They do have one serious drawback, and that is their sensitivity to light. Lasers and other light-based weapons do an additional +2 points of damage per dice, and if there is a chance they could be blinded (some weapons have that effect), the saving throw is made at a -4, and the duration is always tripled. Likewise, they are vulnerable to Ultraviolet radiation, and suffer 2d6 points of damage per turn if exposed to natural sunlight. UV weapons have the same effect as light-based weapons.

These people are likewise completely immune to disease and poisons, never taking damage or having to make saving throws when exposed to such substances. They also have a dim view of mutations. They are not immune to radiation and as such they are just as susceptible to mutation as any other humanoids. The difference is that any obvious mutations are either ejected from the community or outright killed. If obvious mutants are born into the community, they are quietly disposed of.

As such they will never deal with outsiders that possess obvious mutations. There are rumors however that some of these families have begun to develop mental mutations, and the view towards mutants with psionic ‘gifts’ are now being accepted. The most common mental mutations that have been rumored to be found in the families are empathy, increased will power, intellectual affinity, mental barrier, mind thrust, neural telepathy, and precognition.

If the rumors are to be trusted, those with these mental mutations often rise to control the community, and sometimes will capture human-looking mutants with these abilities for strict breeding purposes.

None of the rumors have been substantiated however.

Mutations: Albinism, immunity to disease and poison, vulnerability (light and UV).

Source: Omega Man (1971)