Transadapts

Chris Van Deelen

No. Enc: 2d8
Alignment: Any
Movement: 90’ (30’)
AC: 4 (or by armor type, with an additional -2 to the AC)
HD: 6
Attacks: 2 weapon attacks
Damage: by weapon, but with a +4 damage to all weapons, +3d6+4 with any melee weapon
Save: L6
Morale: 7
Hoard Class: VI (100% x4), VIII (85%, x3), X, XII (75% for both coin), 1d2 high-tech weapons.

It is a well-known fact that before the final wars came to such a devastating end, that Mankind had spread to the stars, and had numerous colonies, stations, facilities and the like scattered throughout the solar system.

As the Ancients had a tendency to do, they often tinkered in genetic manipulation in order to allow those people who worked in space to adapt and survive, if not necessarily survive.

Transadapts are a breed of mutant human created to live and survive in the rarified atmosphere of Mars. These creatures were one of the more successful species to have been created as they thrived and even managed to spread out from Mars to other stations and colonies.

These genetically engineered creatures were originally designed to be a labor force, and during the late 20th century, clandestine organizations used the cover-up of alien abduction to kidnap and harvest eggs and sperm from donors in order to have the genetic material required to create these creatures.  The first several generations were used to construct several bases on the moon and Mars. These first generations were coded to be compliant and obedient, but as each new generation was born, more and more of the mutants were found to be lacking in this built-in control mechanism.

In the current post-apocalyptic era, this control gene no longer exists, and as such these mutant humans are now a free people. They live together in tight-knit communities that are ruled by an ‘overseer’ which is just an old term they have, but it means the same thing as a mayor. Everything is done by committee, with the overseer having the final say.

As with any other group, these mutant humans have the same personalities, wants and desires as any other person. They can be kind, cruel, good, evil, and so forth. They have no real political aspirations and even though there are communities that are perfectly ready to invade and take over colonies, stations and other facilities, there are others that are more interested in opening friendly relations and gaining trading partners, since the solar-system is such a deadly place to live.

These creatures that are found on the ruined Earth came here for various reasons. They could be refugees, having escaped from a dying colony, they could be scavengers, raiders, you name it. Often they will have ways and means of returning to where they came from, be it teleportation systems, space-craft or the like.

Physically, many find these humanoids to be quite repulsive. They are only around four feet in height on the average and are quite bulky, typically weighing around 200 pounds. They have squat, brutish faces that are quite reminiscent of a mythological troll. The skin-tone is typically quite dark, and the hair is very coarse and unruly, being either a deep brown or black in color. They eyes are also universally deep brown.   

Their feet are very reminiscent of a great apes, having an opposable thumb, and instead of the standard 5 toes, they have ten on each foot. They are able to use their feet in the same manner as hands and are quite dextrous, even capable of using firearms with their feet. This also allows them to climb and move along rough surfaces as fast as if they were moving on flat, even ground.

Despite their small stature, they are very strong, dextrous and very hearty, being immune to all known diseases. Each member of the species has a strength score of 16+1d8, and a Dexterity score of 14+1d6. They gain a +6 saving throw versus radiation and whenever they take damage, they suffer -2 damage per dice. If the rules presented in Wisdom from the Wasteland issue 38: Radiation Sickness are used, they are always considered to be one radiation sickness level less, and the chance of gaining a mutation is always 5% (or less, depending on the level), no matter what level they are at.

These mutant humans are also capable of breeding with Pure Humans and Humans (see Wisdom from the Wastelands issue 4: New Races), although for some reason they are incapable of producing offspring with any other mutant humans. Oddly enough, any offspring produced are always what one would call a perfect human specimen, albeit they are always dwarves, no taller than four feet. Unlike their Transadapt parents, they are always very handsome or beautiful.

Females of this group of genetically altered humans have the same gestation period as any other human woman, and the children reach sexual maturity at the same rates as other children.

Due to their very origin, these creatures typically have access to all manner of high tech equipment and items. They are also very adept when it comes to repairing and maintaining their equipment, and any items carried by these humanoids is always condition level 5.

Mutations: Aberrant form (new body parts), bizarre appearance (d), immunity to disease, increased physical attribute (Dexterity and Strength), intellectual affinity (tinker), resistance to radiation.

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.