Lineages and Strains

Strains are the mutations of humans that have evolved since the fall of the world. There are 24 different strains to choose from, and they fall under 8 different Lineage categories. Each Lineage has their own advantages, and each strain has specific traits. These are all listed here, and can also be found in the main Dystopia Rising: Evolved handbook.

ELITARIAT

  • Elitariat were born from the wealthy upper crust. Their forefathers were business tycoons, innovators, and the cream of society - and they all know it. Their wealth is built on the backs of their parents and grandparents and great-grandparents, stretching all the way back to before the Fall. Their ancestors sealed themselves away when the Fall occurred, having enough influence, money, or information to be able to find safety away from the chaos outside.

    This Lineage is used to power, wealth, and getting their way. That said, they’re also natural born leaders and innovators. Their flaws come from being perhaps too used to being in charge, which can make them difficult to deal with as subordinates. In general, Elitariats tend to be most comfortable with others doing their bidding. However, they’re not above getting in the trenches with members of other Lineages in order to set an example. And all of them tend to know their family line stretching back for generations.

    Most Elitariats wear well-tailored clothing that makes them stand out in the position that they hold, whether it’s as a general, a researcher, or a business leader. They prefer bright colors to subtle ones, and their outfits almost always make an impression.

  • An Elitariat with Basic Financial Influence may spend 5 mind points to gain 1 local currency. An Elitariat with Proficient Financial Influence may spend 10 Mind points to gain 5 local currency. An Elitariat with Master Financial Influence may spend 15 mind points to gain 10 local currency. As an example: A total of 16 local currency could be gained if a character possessed and used all three skill levels. The use of this Advantage is handled via the Public Works and may only be used once per level of Financial Influence a character has per event (one use of Basic, one use of Proficient, one use of Master).

  • Body: 8 Mind: 12 Resolve: 4 Infection: 4

Pure Blood

The most notable of the Elitariats, Pure Bloods are known for their bright colors, deep pockets, and family loyalty. They won’t necessarily be the ones to get their hands, dirty, but they generally can pay off anyone who will.

Easy OOG explanation: Have you seen Hunger Games? Think the inner districts aesthetics and personalities.

  • When people think of Elitariats, they often think of Pure Bloods. Pure Bloods are the most notable of all three Strains in this particular Lineage. With brightly colored outfits that are best described as “postapocalyptic chic,” Pure Bloods are sure to always make an entrance.

    This strain is known to have a high degree of family loyalty, viewing their parents and grandparents as individuals who helped pave the way for them. Good at talking, politicking, and acting as businesspeople, Pure Bloods are stereotyped as having a lot of cash on hand.

    While Pure Bloods may often look like peacocks; however, they can be shrewd and ruthless when it comes down to it. If you try and cross a Pure Blood, you won’t have to look out for the Pure Blood - but you may have to look out for the five assassins they hired to stab you in the back after you’ve left the city.

    Members of many other Lineages believe that Pure Bloods loath to get their hands dirty. The fact of the matter is that they’re not above doing what needs to get done if need be. However, they will always look for a way to do things through the cat’s-paws first.

  • Pure Bloods always wear at least three bright colors in their outfit and tend to avoid duller shades such as blacks and browns. This is largely because Pure Bloods have trouble seeing different shades of colors, and thus choose distinct colors instead.

  • The Lily family was a long-term antagonistic family in the Fort Seymour area, buying out a number of financial institutions and funding a less-than-savory lab that ran experiments on animals and lineages.

    The King family is less invasive and is known for their massive family library, but every family has its dark secrets.

Solestros

Solestros are a charismatic strain who are willing to work to gain and maintain their positions of power. They tend to be the most practical of the Elitariats, carrying on them what they need with only small accessories for flair.

Easy OOG explanation: Literally middle-management as a strain.

  • Solestros share many of the characteristics of Pure Bloods and Digitarians, but have gotten their heads out of the clouds enough to realize that Elitariats didn’t get where they are by sitting around and letting others do things for them. Highly charismatic and willing to get down in the trenches with members of other Lineages, Solestros are seen as battlefield commanders and leaders in the field rather than generals issuing orders from an ivory tower.

    Solestros tend to dress with practicality, depending on their line of work. However they still dress well, preferring to look efficient and sleek rather than flamboyant or weighted down with excessive clothing. Many times they will add bits of jewelry or small bits of flair to their outfits rather than entire outfit choices that inhibit their ability to do their everyday work.

    Similar to the rest of the Lineage, Solestros also carry something that has belonged to their family. However, the item they carry is usually practical. If their family is a soldiering family, it will often be a gun or sword. If their family is known for medical research, it may be a medical journal passed down and updated.

  • While Solestros don’t possess the same arrogance as Digitarians, they do see themselves as natural leaders. Because of this, they will often fight for a higher position in whatever group they are a part of. Solestros will also always try and “one up” a Pure Blood or Digitarian if they happen to be in their presence.

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Digitarian

Descedents of generations of scientists and researchers, Digitarians often take roles to help further society with a strong sense of honor. They have the memory keep a betrayal for generations, and the pride to hold the grudge through lifetimes as well.

Easy OOG explanation: Last generation of humans to mutate - hidden away in scientific bunkers.

  • Researchers, scientists, and others knowledgeable about the world, Digitarians are truly the brainiacs of the Elitariat Lineage. They come from generations and generations of researchers and scientists who have plumbed the depths of knowledge not only after the Fall, but also before it. It’s often a rite of passage for a young Digitarian to conduct research about the Fall of humanity - and discover the truth behind it.

    It’s said that Digitarians were the last Strain of humanity to fall to the Infection. Because of this, their families pass down pieces of knowledge of what happened during this turbulent time. Sealed in high-tech bunkers, labs, and underground rooms away from the Infection, it took more time before they finally succumbed and mutated to become what they are today.

    Digitarians dress in what could pass for postapocalyptic SWAT team armor, or in clothes accented with bits and pieces of old-world technology that has long ago rusted and become more like a decoration than anything else. Old wires are used as trimming, circuits are often turned into jewelry, and pieces of metal are sometimes incorporated into armor. Many Digitarians have a broken piece of technology that has been passed down within their family, generation to generation.

    With their knowledge, Digitarians often feel like they have a debt to the world as a whole. Because of this sense of honor and debt, they often take roles that help further humanity and society as a whole.

  • Due to the structure of their brains and a larger hippocampus and prefrontal cortex, Digitarians have the ability to recall memories clearly and accurately. This means that a Digitarian will hold a grudge for generations. They also never forget something a family member has done, which means it can be years before a Digitarian who has wronged a family member finally works off their “debt” to the family. If someone wrongs a Digitarian, that person immediately becomes their enemy and they will work toward vengeance or negotiation to find a way to right the wrong that has been done to them.

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TOWNIE

  • Townies are the city slicers and the town-dwellers. When the world went to shit, their ancestors stayed in major metropolitan areas, sheltering in place as the bombs fell around them. They saw the importance of infrastructure in a dying world, and some of them paid dearly for that.

    The hardiest of them survived, though. While people died by the hundreds, a brave few managed to beat the odds and survive within the bombed and destroyed remains of cities. Here, they sheltered in mostly abandoned buildings and managed to make lives for themselves.

    Townies thrive in humanity, forming groups that stick together in order to better survive. In fact, they feel out of place if they are alone in the wastes or happen to not be within civilization. They are also hardened by their environment, wearing clothing that is practical but still has some style. They’re used to large crowds and louder voices, knowing when to show a hard outer shell and when to show vulnerability. After all, one of the largest threats to humanity can be humanity itself.

  • All Townies think they know best when it comes to their home. If a Townie engages in Active Role-play outlining the local history, folklore, war stories, or tactics for survival in the area to at least 5 non-locals (traveling players) and/or new players (characters with less than 50 experience points) for twenty minutes, the Townie will regain 5 mind at the end of this Active Role-play.

    Examples: Tours of town, teaching classes to rookies, teaching local social customs, teaching local scams, explaining local politics.

  • Body: 10 Mind: 10 Resolve: 4 Infection: 4

Baywalker

Generally the most level-headed of the Townies, Baywalkers dress and act practically for their professions. Their skin holds scars and tattoos more than other strains, which gives them an easy conversation starter.

Easy OOG explanation: Evolved in river-side cities, tend to be survivalistic.

  • Baywalkers are clever - very clever. And sometimes, that cleverness gets them into trouble. Similar to many other Townies, they appear hard-edged or stoic at first. In addition, they often possess a wry, dry sense of humor.

    Interestingly, Baywalkers usually live on the outskirts of larger cities, creating small communities that thrive on dockyards or in areas where the hustle and bustle of the city has died down somewhat. Their most defining feature is their tattoos, which normally tell the histories of their lives in ink. A Baywalker normally gets their first ink at an extremely young age and adds to it over time. Baywalkers who don’t have ink have many scars that are clearly visible. This is due to the unique set of genetics they possess that cause their skin to retain scars more easily.

    Baywalkers dress practically for their profession, preferring to have pouches and pockets attached to their clothing to make it easier to carry tools and items around with them. However, they also tend to dress lighter than their Yorker cousins, making themselves more streamlined in appearance. They also intensely dislike loud, boisterous individuals, or people who tend to let their passions rule them as opposed to common sense.

  • Baywalkers have a unique set of genetics that cause their skin to retain scars more easily, even after passing through the Mortis Amaranthine. Because of this, many Baywalkers have multiple tattoos that tell a bit about their life and history to cover these scars. These tattoos are often conversation pieces, and many Baywalkers will happily tell the stories of their ink to someone who asks about them.

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Yorker

Often using their brawns over their brains, Yorkers are known for being a bit brute-ish and quick to anger. However, they have a fierce loyalty to their crews or gangs, and it’s rare to see a Yorker roaming solo.

Easy OOG explanation: City and gang pride wrapped into a bundle. Evolved from inner city folk.

  • Yorkers are quintessential Townies, living within the hallowed-out remains of cities and learning to cope with cramped quarters and confined spaces. Although they are just as intelligent as Baywalkers and Vegasians, they use their intelligence in a more brutal way, preferring to leave wit behind in favor of tactics and practical application.

    Yorkers wear clothing that defines the area that they live in and normally looks bulky. If a Yorker comes from a hallowed out remains of Old York, they may wear sewed-on cloth patches that show pre-Fall sports symbols that appear over and over in their area along with armor made from scrap metal from the region. If a Yorker comes from Lost Angels, they may wear lighters clothing and prefer adornments such as shaded goggles that protect their eyes from the sun, along with symbols that are inherent to the city they come from.

    Yorkers are also known for their fiery tempers. While Baywalkers will plot revenge for years, a Yorker will settle things quickly and cleanly - sometimes in the middle of the street. Because of this, Yorkers tend to dislike individuals who are passive-aggressive, or who tend to not confront an issue head-on.

    It’s also important to note that Yorkers will naturally form up with a group, and never feel quite right unless rolling with a larger organization or gang. It’s not uncommon to see masses of Yorkers either living or traveling together due to the amount of trust that they can build with one another.

  • Due to their need to belong, Yorkers will always be part of an organization or group of some kind and will be loyal to that group to a fault. They will often proudly display an outward symbol of that group. The only exception is if that group betrays them, in which case Yorkers will often settle the score quickly.

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Vegasian

Vegasians are known for being garish and flashy in their appearance, but due to a heightened adrenaline response, have a tendency to let the “flight” in fight or flight win. They are, however, generally pretty socially competent wherever they land.

Easy OOG explanation: If you’re thinking sleezy Vegas strip, you’re headed in the right direction.

  • Vegasians are often seen as duplicitous and shady, but that’s just a product of their ability to navigate the social waters of a larger settlement. Often labelled as “cowardly,” Vegasians simply know how to survive a tricky situation. Hiding and running are just two tools in a Vegasian’s arsenal, and they’re far more likely to use them than other Strains.

    Vegasians usually dress in what they view as more upscale outfits. However, they’re not to be mistaken for Pure Bloods. Pure Bloods will maintain classiness, while Vegasians will aim for the downright showy and garish.

    They prefer colorful clothing that catches the eye, the better to grab the next customer that comes their way.

    In cities, Vegasians are usually the ones that broker deals, talk up the wares they’re selling, and get themselves into back rooms to make more of a profit. While some may claim they’re slimy, that’s only because they’ve been wronged by a smooth-talking Vegasian in the past. Vegasians are the ones who are sure to ingratiate themselves into any group or organization they’re a part of - and make sure to get some profit out of it.

  • Vegasians have a heightened adrenaline response whenever something spooks or scares them, which makes their “flight’ response stronger than those of other lineages. Because of this, Vegasians have a greater sense of self-preservation, and will never sacrifice themselves for others.

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NOMAD

  • Nomads are the travelers and the wanderers, the people who never settled down and instead decided to roam the wastes. When the world fell, these bands of roving people took to the roads and the oceans, constantly traveling as they sought resources and ways to survive. Their ancestors learned the best places to stop and the best routes to travel. They met other travelers and soon an entire Lineage developed.

    Nomads often wear clothing that’s easy to travel in, whether their transportation is a ship, vehicle or their own feet. Because of their constant traveling, they tend to look similar to the rest of the group they travel with rather than looking like they belong to any one geographical location.

    As a general rule, most Nomads know how to ingratiate themselves into different towns and societies. This means that they’ll learn the local customs and etiquette of whatever place they pass through. however, they also have traditions that they pass among the members of local caravan or other group that they’re part of.

    That said, Nomads also have their own culture within their group. While there is some variance from group to group, many groups that travel the same routes have picked up ideas from one another along the way.

  • As long as a Nomad has a vehicle item card, they may choose to ignore any “traveling to of from a game” local plot mechanics unless that plot specifically outlines that it directly affects Nomads. In the instance that a plot mechanic kit does target Nomads, a Nomad with a Vehicle may spend 1 Resolve to avoid plot mechanics that affect players traveling to a game. This does not, however, prevent mechanics caused directly by players targeting other players.

    In addition, when a module takes place on a vehicle (Diesel Jock ride, Boat, Caravan, or Airship), Nomads may spend 20 minutes Active Role-play tending to the care, upkeep or navigation of the vehicle to regain 5 mind.

  • Body: 9 Mind:11 Resolve: 5 Infection: 3

Diesel Jock

As warriors of the road, Diesel Jocks, or DJs, are seldom seen without their loyal ride nearby. Grittier and dirtier than the other nomads, DJs often wear leather and metal for protection from windburn and roadrash.

Easy OOG explanation: Let your Mad Max fantasies come true.

  • Diesel Jocks are warriors of the road, the ones that made bikes and other vehicles out of rusted scrap and the remains of engines in order to travel across the wasteland. Their ancestors realized that if you could travel fast enough, you could outdrive any threat.

    Diesel Jocks usually wear leather and metal, using materials that will protect them from windburn and road rash should they ever fall off their rides. They’re often covered in oil and grease from working on their vehicles, and many of them are experts at mechanics and engineering. They treat their vehicles with respect and reverence, often naming them and acting as if they’re a valued member of their group - which, in some respects, they are.

    This Strain is grittier and steelier than the other Nomads. Rough and rugged from the road, they form gangs and groups that are thick as thieves. They also tend to be blunter than other Nomads, and are often more violent.

    However, this Strain will also make sure to protect their own. A group of Diesel Jocks will always band together if there is a threat from the outside.

  • Due to the fact that Diesel Jocks evolved on the road, they have a less defined sense of smell. Because of this, Diesel Jocks are often covered in dust, grease, and dirt from the road that they don’t wind up noticing until long after the fact.

  • The LaRue clan recently moved into the region and has acquired massive trade ties to Fort Seymour - although their means of these trade supplies are questionable.

Rover

Known for being incredibly hospitable, Rovers often travel in family caravans and offer food, drink, and shelter to those in need. However, do not take advantage of this hospitality or go back on your word with a Rover. Their sense of honor is strong.

Easy OOG explanation: Family clans are marked by scarves. Don’t mess with the family.

  • Rovers are the most hospitable and socially graceful of the Nomads. Their traveling caravans are legendary for offering food and drink to those in need on the road, and for offering a comfortable place to stay when someone is in need.

    Rovers usually dress in sturdy and comfortable clothes that include natural colors, tans, and browns, including good walking boots for the road. After all, a good pair of shoes can be the difference between a comfortable walk and a painful bout of torture. Rovers also wear scarves and pieces of fabric that act as a code to one another, denoting things such as who the members of their family are, what they do for a living, and what hardships they face.

    Rovers also often use this same code to mark areas along the road for other Rovers, so that they know whether a place is a good place to stay or if they should try and find somewhere else.

    Because of their musculature, Rovers can often walk far longer than members of other Strains and Lineages. They also often feel a restlessness that others don’t, and most Rovers travel often to satisfy their wanderlust.

    Rovers also have a sense of honor amongst themselves. They will never break a deal they have made. By that same token, though, they will get revenge on or recompense from anyone who breaks a deal with them.

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  • Due to the need to be honest on the road, generations of Rovers eventually developed the traits of being terrible liars and great judges of people. Because of this, Rovers can never tell an outright lie when they give their word, though they can tell partial truths and use selective word choices.

Saltwise

Evolving from the people who fled to the sea, Saltwise mutated heavily to sustain their waterbound lifestyles. They acquired gills along their necks, along with their fully formed lungs, and are generally androgynous to the average passerby.

Easy OOG explanation: A strain of people who evolved in and around waterways to the point of mutating gills.

  • When the world fell, groups of people took to the sea as they fled to oil platforms and massive, militarized ships. These people showed the most drastic mutations over time as they continued to sail across the open ocean, developing a set of gills on their necks in addition to their fully functioning lungs, as well as the ability to change their sex from male to female and back again.

    Due to the gills on their necks, Saltwise don’t wear scarves or anything that might cover them. They also dress in layered, loose clothing that’s perfect from removal if they need to enter the water. Saltwise appear androgynous to most people in terms of their physical attributes and expression.

    These days, Saltwise travel the oceans to trade, fish, and visit port towns. They are also sometimes hired as ocean-based mercenaries to deal with threats on the water.

    There’s a great variety in Saltwise appearances, with Saltwise near the equator developing faint, iridescent coloring on their cheek bones and temples. Those who were born in the northern and very southern reaches of the world have duller colorings that range from tans to browns.

  • Saltwise need to be near salt water due to the prominent gills on their necks. If they are not within 75 miles of the ocean, they become more lethargic and thirstier. They normally carry some kind of container on their person to constantly drink from and often show signs of dried skin.

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GORGER

  • Not everyone survived the end of the world, but some of those who died rose once again. Gorgers are a unique Lineage in that they must feed on the Infection in other Strains in order to continue living themselves.

    The first of the Gorgers were the full Dead and the Semper Mort, which were reanimated in different ways. While they look different physically, they both are Strains that were effectively created from corpses. Because of this, these Strains need to consume flesh or blood on a regular basis in order to maintain the Infection within their own bodies.

    The third branch of this Lineage is the Lascarians. Interestingly enough, Lascarians are simply an evolved branch of the Semper Mort. Maintaining the ability to consume the Infection from flesh, Lascarians have also developed other traits that make them aa distinct Strain within the Gorger Lineage.

    As a whole, Gorgers are often mistrusted by other lineages due to their need to consume flesh or blood. Many times, they will have trophies of “hunts,” hanging from their clothing or belts, which makes them even more off-putting.

  • Gorgers have the ability to spend 2 minutes of role-play consuming the flesh or blood of an incapacitated or dead Target to regain 1 body point. The dead Target must have been dead for fewer than 10 minutes and can’t have already sunk into the ground. If the Target is in Bleed Out, this acts as a Killing Blow. If the Target is not in Bleed Out, the use of this Advantage is extremely painful to the Target and they lose 5 body points.

    This Advantage only works on members of other Lineages and Raiders. This Advantage may only be used up to 5 times on a single corpse per Gorger for a maximum of 10 minutes and 5 body points regained, if the body is still present. Up to 6 Gorgers may use this Advantage at the same time on one target (each causing individual damage and having individual timers).

  • Body: 11 Mind: 9 Resolve: 5 Infection: 3

Full Dead

Full Dead are, basically, reanimated corpses. Many of them hold onto echoes of “memories” from the pre-fall, and try to mimic those lifestyles. They also heavily resemble undead, needing to feed on flesh of Strains and hold little to no emotions.

Easy OOG explanation: Rumored to be folks from the pre-fall, reanimated.

  • Full Dead did not survive the end of the world. They breathed their last when the bombs fell and the world darkened. And yet the Infection - the thing that destroyed the world - is also what brought them back to life.

    This strain of the Infection reanimated corpses across the world, implanting memories of people who may or may not have existed before the world ended. Full Dead are effectively, badly created copies of people who existed before the Fall. They often wear dark colors and try to mimic pre-Fall clothing, with limited success. The fact of the matter is that the bodies they now inhabit are not the same as those that died during the Fall. They are simply reanimated copies. This may explain why so many Full Dead have stories of “coming to themselves” in the midst of a zombie horde.

    Because of their lack of functional adrenal glands, Full Dead do not feel emotions like members of other Strains and see the world through a muted lens. They are often described as stoic, though many Full Dead learn to mimic emotions as a survival instinct for living among other Lineages. This is especially true because with their corpse-like appearance and drive to consume the flesh of Strains, much like the undead do, members of other Lineages distrust Full Dead.

  • Full Dead are, for all intents and purposes, walking, sentient corpses. Because of this, Full Dead are affected by any effects that would impact an undead creature and also must consume the flesh of one living creature per event in order to survive. This acts as their Lineage’s advantage.

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Semper Mort

Cryo-frozen from before the fall, the infection affected this strain unusually. They grew bone-like claws and shark-like teeth, with a strong urge to feast on other lineages and raiders. Unfortunately, unlike Full Dead, they do not hold any memories of the pre-fall, and often suffer from memory loss.

Easy OOG explanation: Humans cryo-frozen until they’re almost vampires.

  • Before the Fall, some people attempted to preserve their loved ones in ice in the hopes that a cure for the Infection would be found. While no cure was found, the Infection itself invaded these frozen bodies, changing them over time.

    The hands of the Semper Mort mutated to the bone-like claws that emerge from the tips of their fingers. These claws are often used for grasping and slicing prey. Their teeth are also all sharpened to points, giving them an almost shark-like appearance. Because of their unique origins, the Semper Mort must feast on Infection that lies within the blood of members of other Lineages and some Raiders. Any other food will not fill them, and Semper Mort deprived of blood will eventually starve to death.

    Unlike Full Dead, the Semper Mort fully live and breathe as members of other Strains do. However, the freezing process has taken its toll on their physiology. Their long-term memories are usually severely damaged, and most Semper Mort cannot remember more than 5 years into their past. This means that newly emerged Semper Mort have no memories whatsoever, and Semper Mort who live within a settlement usually keep to a regular routine so as to make it easier on them as they forget things over time. It’s not unusual to find a Semper Mort keeping a daily journal so they can be reminded of their history on a daily basis.

  • In order to survive, a Semper Mort must drink the blood of a living Raider or member of another Lineage once per event. This acts as their Lineage’s advantage, and can only be done on a willing Target or a Target who has been incapacitated.

  • Lab X, under the leadership of the Lilys, experimented on Semper Morts to turn them into super weapons. Very few, if any, of the Sempers survived these experiments; their bodies giving out after a time.

    Some Semper Morts tubes are still being found in Crane, Lab X compounds, and in a submerged submarine outside of Fort Seymour.

Lascarian

Evolved in the harsh depths of bunkers and underground tunnels, Lascarians have mutated to have sharp teeth and large pupils to survive. Unfortunately, their traits make them unable to effectively deal with sunlight, and they must cover their skin and eyes during daylight hours.

Easy OOG explanation: Strains that evolved underground and became cannibals.

  • With slightly sharper teeth and large pupils, Lascarians look as if they’ve lived underground for most of their lives. Lascarians were spawned from the very first Semper Mort that retreated to the subterranean reaches of the world in order to escape persecution from other Lineages. Over time, they became their own Strain.

    Lascarians can be found in abandoned subway tunnels or even in underground bunkers. While many people believe that there are vast, underground networks, that’s usually not the case. Instead, soft-spoken Lascarians usually wind up sleeping in a room-like underground space during the day and emerge at night.

    This Strain wears tattered clothes that vary widely, depending on what Lascarian group they’re with or where they’re from. However, all Lascarians cover all of their skin if they emerge during daylight hours. They are very susceptible to burns and their eyes are extremely sensitive to light.

    Lascarians also have the ability to consume raw flesh. Unlike Semper Mort and Full Dead, however, Lascarians prefer to consume the flesh of creatures that have recently died. Interestingly, Lascarians can also consume what is considered “normal” food for Lineages. However, they often choose a corpse diet due to their bodies’ need for certain nutrients.

  • Lascarians cover all of their skin at all times during the daylight hours due to their sensitivity to light. When outside during sunny days, Lascarians must cover their exposed skin when out of the shade and in direct sunlight. During summer months, Lascarians often switch over to gauzy, lighter fabrics that still provide sun protection.

  • Nightwing Clan has been a part of Fort Seymour since its founding. They began antagonistic, as the townfolk began dropping mines around their homes. Over the years, the relationship improved, as Fort Seymour has helped the Nightwings out of local war fallout and through attacks from the Lilys.

MUTANT

  • When radiation spread across the world, there were those who thought that sentient life was over for our planet. However, these people didn’t take the incredible adaptability of the Infection into account. This infectious material combined with varied genetics to produce the most adaptable Lineage out there: Mutants.

    Mutants are known for their extreme genetic adaptability to their environment. Each Strain of Mutant shows varied genetics that reveal how they’ve specifically adapted to their corner of the wasteland. Mutants, unlike other Lineages, show a greater variety in their genetics and also a greater propensity to show outward changes in their physiology.

    The ancestors of Mutants were those who simply outlasted everyone else among the harsh conditions of the wasteland. These were individuals who, over generation, were able to survive just long enough to reproduce and develop resistance to radiation, diseases, and other environmental factors of the wasteland.

    Generally, Mutants dress in clothing that suits whatever environment they’re living in. They often live on the outskirts of other settlements, eking out an existence.

  • Due to their ability to quickly mutate within a few short generations, Mutants cannot die due to Disease. This does not mean that they cannot suffer from a disease and experience the most extreme form of a Disease. It also doesn’t mean they can’t turn into a Raider due to Bad Brain Disease. Mutants may spend 1 Resolve and call “Mutated Immune System” to not be affected by a single source of Radiation damage or contracting a new disease at the time of contact with the Contagion. This does not prevent a disease that has taken hold from progressing.

  • Body: 12 Mind: 8 Resolve: 3 Infection: 5

Remnant

Remnants are often the misfits and mixes of other strains, not properly falling into any other strain. They always have some kind of outward mutation, and tend to have a draw towards some kind of obsession to fill their internalized void.

Easy OOG explanation: Mutated strains that don’t really fall well into any category.

  • Remnants are often known as genetic anomalies - mistakes. Some even claim that Remnants are not a real Strain and, in a sense, they’re right. Remnants display so many genetic anomalies that it’s difficult to identify two Remnants as being part of the same Strain.

    There are, however, some traits that Remnants share in common. Remnants always have an outward physical mutation of some kind. In addition, Remnants often are predisposed to an addition of some kind - whether it’s an addition to religion, drugs, or even violence. Remnants will always seek to satisfy the hole that always remains in their lives.

    Remnants are usually born from other Remnants or members of two different Strains who have a child together. While many think of Remnants as being strange, their genetic diversity has helped give rise to the creation and evolution of other Strains and Lineages. Remnants are often looked down on, yet many researchers believe that Remnants may truly be the next step of evolution for Lineages and Strains as whole.

    Remnants usually dress in clothing that seems to be a patchwork of different styles taken from other Strains. As an example, a Remnant born from a Yorker and Pure Blood may dress like a Yorker but have trinkets and jewelry accents.

  • Remnants always have an outward physical mutation of some kind, and will always have an obsession of some sort that must be satisfied once per event, whether that obsession is satisfied by drinking, attending a faith ritual, or doing something else that is typically considered to be an obsession or addiction. Mutations must e approved after an Action Request submission.

  • A primarily Remnant settlement became an experimental zone for disease prevention. Most of the non-remnants died in these experiments, while the remnants, while being inoculated for bad brain, became Tainted.

Retrograde

Evolving to survive the worst of the world’s radiation, Retrogrades have a bit of an unsettling appearance. Their skin reproduces at such a fast rate, that they are often mistaken for rotting zed.

Easy OOG explanation: Fallout Ghouls.

  • You’ll know a Retrograde when you see one, that’s for sure. This Strain developed out of the most irradiated areas of the wasteland. They developed a genetic anomaly that helps them in irradiated areas but appears repulsive to those of almost all other Strains.

    The cells in Retrogrades are produced at a rapid rate, and this extends to their skin. While newer skin cells are fresh, the older skin cells quickly decay. This causes a Retrograde to have a rotted, bloody, zombie-like appearance. It’s not uncommon to find a Retrograde who’s missing pieces of their face, only to find the next day that these sections have regrown and other sections are missing.

    Retrogrades normally dress for their environment, wearing clothes that are sturdy and practical for what they do. They often wear masks, to show that they’re not zombies but are instead a living Strain. They also wear masks because when Retrogrades pass through the Mortis Amaranthine for the last time, they often come out as truly horrifying monstrosities. After the Retrograde dies for the last time, the masks are meant to keep their zombies from being able to bite friends and loved ones. Needless to say, Retrogrades can be mistaken as zombies are are sometimes shot because of it.

  • Because they evolved in an environment filled with high levels of radiation, Retrogrades always have rotted, decaying skin. Many often wear masks to cover their faces so that members of other Strains do not mistake them for zombies.

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Tainted

Genetically co-evolved with the Bad Brain disease, Tainted are permanently altered to have Bad Brain, but will never succumb fully to the disease. They are often socially aggressive and fearsome in battle, and tend to rove countrysides rather than settle in any one location.

Easy OOG explanation: “Bad Brain” is a disease that turns strains into Raiders. Tainted have permanent, but non-lethal, Bad Brain.

  • The Tainted are thought to have evolved from Remnants, but it is uncertain when this occurred. What is certain, however, is that the Tainted are the product of genetic diversity and the evolution of the Raider disease, Bad Brain.

    The Tainted are what happen when a Strain co-evolves with a Disease. Instead of the Disease being a hindrance, it has actually become this Strain’s strength. A Tainted will never fully succumb to the Disease due to the immunity that they carry. At the same time, though, a Tainted is also never truly free of its effects.

    The Tainted are often mistaken for Raiders, dressing in natural leather with accents of bones and other trophies that they collect. Fearsome in battle and socially aggressive, the Tainted usually form groups that rove the nearby countryside rather than settling in any particular location. There have also been instances where Raiders have been witnessed being less aggressive toward the Tainted and vice versa. However, many believe that this decreased animosity may be determined on a case-by-case basis.

  • The Tainted always have stage two of Bad Brain Disease, but it will never progress and it can never be cured. This is because the Tainted are a Strain that was changed and genetically altered by the Disease.

  • There is a local settlement of Tainted that were used for Lab X experiments. They live alongside a number of Raiders who used to be strains in their settlement.

    A southern Old Road cult is in the Fort Seymour area. Their tenets don’t match the northern Old Road cult’s exactly, causing tension.

LANDSMEN

  • When the world fell, there were hundreds of thousands of people who didn’t live in cities or even in large towns. They lived in the rural landscape outside cities, making a living by working the land and helping the food production industry, or patrolling forests and national parks. Instead of fleeing, these individuals stayed on the outskirts, creating small refuges within the wasteland.

    This Lineage as a whole despises people who think they’re better than others, or who act deceptively. They prefer honestly, hard work, and team effort, A Landsman always feels more at home in a rural area than a bustling city, and will usually take the side of fellow Landsmen rather than those of any other Lineage.

    Landsmen tend to dress for the environment that they live in, though many prefer homespun shirts and pants. Many of them create armor from leather and bits of metal they find within the wasteland.

    Landsmen are stronger than the average Lineage, and tend to have social quirks that members of other Lineages describe as “awkward” or “strange.” However, it’s always good to have a few Landsmen on your side, especially in the wasteland.

  • Landsmen are all about their local community. If five Landsmen come together as a group and spend 20 minutes discussing Landsmen community matters (Quiet Folk), drinking as a group (Merican), or discussing group battle tactics (Natural Ones), then all Landsmen participating with Active Role-play for the full amount of time receive 5 mind points that do not go above their Mind point total. During this Active Role-play, Landsmen cannot use any other skills during that time nor can this advantage be done while walking/fighting/sleeping. Keep in mind that participating Landsmen must be clearly Landsmen during such a role-play session.

  • Body: 12 Mind: 8 Resolve: 5 Infection: 3

Merican

Seldom the quiet one in the room, Mericans are loud, proud, and not likely to hide any emotion that they’re feeling, positive or negative. Mericans vary wildly from region to region, but they can always be found.

Easy OOG explanation: ‘MURICA

  • Mericans are everywhere. They can be found to the south, to the north, and to the east and west. With their blunt way of talking and boisterousness, they’re more often than not the loudest person in the room.

    Mericans tend to have a larger forehead than other Strains, which is why they often wear a hat to cover it. This hat has become a point of pride for most Mericans, and no self-respecting Merican would go anywhere without one. Depending on their locale, Mericans’ hats might be made of straw, cloth, leather, or other materials. The style of hat also ranges widely, depending on where the Merican is located.

    In addition to their boisterousness, Mericans tend to navigate between extremes in terms of their emotions. It’s not uncommon to see a Merican openly weeping, laughing loudly, or appearing almost unreasonably angry at a slight - all within the span of a few hours.

    Mericans are greatly influence by where they live, sporting the styles and colors of that area. A Merican near Old York may sport an old ball cap or fedora, while a Merican from Lone Star may wear a cowboy hat. It’s also worth noting that Mericans are often very loyal to their settlement, displaying pride in their particular town or city.

  • Mericans never go anywhere without their hat and will always come out as a shambler upon losing their last Infection.

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Natural One

Descended from park rangers and military survivalists, Natural Ones learned to survive off the land from the very birth of their existence. They tend to be very community focused, but are often paranoid or skeptical around newcomers.

Easy OOG explanation: When the doomsday preppers were right.

  • The ancestors of Natural Ones were park rangers and military survivalists. These were the people who had learned to live off the land as hunters and gatherers and did it well. Natural Ones these days have become formidable when it comes to living off the land and surviving in the wilderness.

    Natural Ones dress in materials that they’ve scavenged from the area that they live in and around. They often dress in a combination of leather, scrap metal, and other materials that are common in their area. They also usually wear face paint to mark their history and the group they belong with, though historians believe that this tradition started from the militaristic ancestors of Natural Ones who wore paint as camouflage. They also almost always have a weapon at hand as a way to defend themselves when scavenging or exploring.

    Natural Ones are often more likely to exhibit symptoms of paranoia when it comes to those they don’t know or who they don’t see regularly as part of their community. A Natural One who grows up around Retrogrades, as an example, may view visiting Baywalkers with suspicion.

    Natural Ones are also very community focused They normally form groups and squads where they work together in order to survive.

  • Due to their paranoia, Natural Ones not only view perceived outsiders with suspicion, but are also not likely to rely on complex equipment to defend themselves. Instead, they often equip themselves with knives, axes, rope, and other survivalist items that can’t be broken easily.

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Quiet Folk

The quietest of the Landsmen lineage, Quiet Folk live up to their name, building peaceful communities among their louder Merican and Natural One cousins. They always give newcomers the benefit of the doubt, but rumors spread of those who betray that trust going missing near Quiet Folk towns.

Easy OOG explanation: Secluded, small-town folks who are trusting. Do not betray that trust.

  • Once thought to be quiet Mericans or their Remnant cousins, Quiet Folk have long existed in the world as the surprisingly demure relatives of Mericans. Soft-spoken with overly large eyes, Quiet Folk are the quintessential small towners who want to make sure that their settlement is doing just fine.

    Quiet Folk usually dress in practical and neat clothing, preferring to wear something that fits with the local culture rather than something that stands out. They don’t like loud noises, are soft-spoken, and tend to err on the side of being too nice rather than ever lashing out at someone. Quiet Folk often gather in groups, and Mericans and Natural Ones are both oddly protective of their quieter cousins. It’s not uncommon to see a group of Quiet Folk having a community meeting while Mericans and Natural Ones act as guards around the perimeter.

    That said, there’s another reason people are nice to Quiet Folk. There are rumors of people who caused trouble in a Quiet Folk town and were never seen again. Friendly, well organized, communities can very quickly become a mob of large eyed killers stalking through the wheat fields with every intent of burning the offender alive. Of course, those could only be rumors. Who would ever think that someone as nice as a Quiet Folk could ever be a danger to anyone?

  • Quiet Folk are the quintessential culture of insular post-apocalyptic small towns where community takes priority over privacy. Quiet Folk will give new people the benefit of the doubt as a general rules. If it’s shown that an individual was lying or untrustworthy, Quiet Folk will always seek out others from their community to let them know of the danger to the community - and what to do about it.

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DEVOTED

  • When the world fell, there were those who clung to their beliefs like a lifeline. Their faith is what got them through the hardest of times, buoying them up when everything seemed like it was about to crumble.

    These days, the Devoted are known far and wide for for their strong sense of devotion to a singular causes, whether their faith is in humanity, in religion, or in the Grave Mind. In fact, these individuals are so single-minded that they often are looked on as zealots.

    While the Devoted were once classified separately, it’s apparent that the same areas of their brains, the frontal lobes of the cortex, are enlarged, showing that the only reason these strains were classified differently was because the common theme of “faith” was never thought of.

    Most of the Devoted Lineage express their faith outwardly through their style of dress and their actions. Accensorites wear outer symbols of their religion, Red Stars have items and materials that can help humanity, and the Unborn often have items that relate to the Mortis Amaranthine.

  • The Devoted may meditate on their chosen faith, whether that’s a religion, humanity itself, or the Mortis Amaranthine, for half an hour in order to regain 5 mind points. This advantage must be recorded on the player’s character sheet as “Devoted Meditation.” Meditation can include many forms of Active Role-play including speaking with others about one’s chosen faith, organizing the members of the cell to help others, or debating the state of life and death for 30 minutes, but cannot include using any other skills during that time or walking/fighting/sleeping. Focusing on the core of one’s existence should not be something done “on the run” or in a way that attempts to make one’s devotion as unobtrusive as possible. If a Devoted is interrupted during this time period by combat or something else, they must start over.

  • Body: 10 Mind: 10 Resolve: 2 Infection: 6

Accensorite

The chosen religion of an Accensorite will begin to physically manifest, causing visible mutations to the strain as they grow. Accensorites will view any attack on their faith as a personal insult, and many Accensorites begin to grow distant to anything, or anyone, outside of their faith.

Easy OOG explanation: Literally have faith imbued into their genetics. Their faith means more than their survival.

  • Accensorites clung to their religion as the world fell around them. They believed in it so strongly that it became something more - something essential. It helped get them through the hardest of times of their lives, and it was this faith in their religion that helped change them.

    A chosen religion means everything to an Accensorite, a fact that becomes more apparent over time. Most Accensorites are born to a specific faith. Over time, their dedication to that faith grows and begins manifesting physically.

    The Accensorite begins exhibiting mutations that reflect their chosen faith, such as white eyes, growths from the forehead that look like horns, or webbed hands. These mutation usually begin manifesting gradually and fully merge after puberty.

    Accensorites dress in clothing that expresses their faith. They also often wear talismans and symbols to show what religion they follow.

    Accensorites will view any affront to their religion as a personal insult, and it shouldn’t be a surprise that many fights have started because an Accensorite was offended by something said. They also view members of other Lineages as “lesser” beings and believe themselves the chosen representatives of their faith.

  • With every 100 experience points earned, Accensorites will exhibit a physical mutation that is a physical representation of their faith. This can include strangely colored eyes, abnormal growths, or other attributes. Mutations must be approved after an Action Request has been submitted.

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Red Star

Red Stars’ belief in humanity is so strong that their faith in it actually holds power. They work as a community to a fault, and will often try to “convert” other strains to have the same belief in the world as they do. They do not have any other religion.

Easy OOG explanation: When the comrades and family are so strong, they are your faith.

  • While some believe in religion and others believe in power, there are those who believe in humanity. They believe in good intentions and the power of humanity. They believe in it so strongly that they now thrive on it, becoming something stronger than before.

    Red Stars don’t believe in any religion, instead putting their faith into the progress of humanity. They worked together to survive the Fall and have since built a civilization out of the wastes. Human beings are strong enough to survive almost anything as long as they band together.

    Red Stars dress in clothing that signifies the Red Star group they’re part of. This can range as widely as militaristic clothing to looses, flowing clothing. Usually, Red Stars prefer natural tones or darker colors.

    Interestingly, Red Stars do not produce dopamine unless they are around other Red Stars. This means that when among members of other Lineages, they appear stoic and without a sense of humor. It also means that, similar to Accensorites, Red Stars have a hard time viewing other members of other Lineages as people they can be friends with. However, many of them will often attempt to “convert” other Lineages to their way of thinking - the understanding that humanity is the highest power.

  • Red Stars believe in the goodness of others and will do their best to assist other Lineages and Strains as a community.

    Red Star cannot be baptized to a religion. They may use “Faithful” Anomaly skills where they may replace (Faith) with the name of their community (Society Membership). Red Star cannot use “Faithful” Anomaly skills on anyone, Society Member or not, that is baptized to any faith. See “Society Membership” in the main book for more details.

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Unborn

Born with the strongest concentration of Infection, Unborn are a strange, green tint, and do not view the Gravemind or even death as negative things. They have pure white eyes and can often seem alien to those outside of the Devoted lineage.

Easy OOG explanation: Spooky people rumored to be sprouted directly from the gravemind.

  • The unborn are one of the strangest Strains that evolved after the spread of the Infection Carrying a more concentrated Infection than other Strains, the Unborn have skin that tinged green in color, and often have dark green veins that show up along their bodies. However, it’s their eyes that are the most disturbing. They possess no irises or pupils and instead are solid white in color.

    The Unborn believe in the Infection and the Mortis Amaranthine. After all, the Infection and the Mortis Amaranthine. After all, the Infection is what saved humanity and allowed it to evolve. The Infection is what gave human beings life and allowed them to survive.

    Because of this connectivity, the Unborn are often psionic in some way, and when an Unborn lies dying on the ground, they often feel more at peace than when they are well and whole and alive.

    Unborn dress in natural materials, similar to Natural Ones. They also tend to embed local, precious or semiprecious gems into their flesh as a form of jewelry. This is made easier because of the excess fungal infection contained in their bodies.

    Similar to other Devoted, the Unborn appear alien to members of other Lineages and they often have a hard time connecting to others who are not Devoted or who do not believe in the power of the Mortis Amaranthine.

  • Because of their psionic connectivity to the Infection, the Unborn receive a blast of dopamine whenever they lie dying on the ground. Because of this, an Unborn will never cry out for help when dying.

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EVOLVED

  • Other Lineages evolved from environmental factors and the Strains of the Infection that they carry. However, Evolved were engineered - created for unique situations that allow them to be experts in their field. Evolved are all similar in that they have developed traits that set them apart from other Linages and make them truly unique in this fallen world.

    Evolved often view themselves as being superior to other Lineages, possessing traits that set them above all others. With their strange appearance and strange abilities, it’s not surprising that other Lineages sometimes ostracize them.

    While most Evolved were engineered, they have since taken power into their own hands. While they may appear strange, they also are acknowledged as being the future of the Strains. After all, it’s through them that humanity can evolve.

  • Evolved have been engineered, which means that they are often naturally stronger than other Lineages. Due to their unique physiology, an Evolved may ignore one use of Mangle Limb skill on one of their limbs per event at no cost. To do so, the Evolved must call “No Effect; Evolved,” and record it on their character sheet afterward. Evolved may expend 1 Resolve after the first free use of this advantage to gain the benefit of the advantage additional times. Each expenditure of 1 resolve results in one additional use of this Advantage.

  • Body: 11 Mind: 9 Resolve: 3 Infection: 5

Iron

Created generations ago to work in mines and factories, Irons have evolved to be incredibly physically strong and resilient. Wearing sturdy gear to survive their hard lifestyle, Irons are strong-willed and follow their own code of beliefs. Their blood glows red, letting them see in moonless nights or deep in underground caves.

Easy OOG explanation: Genetically formed to be incredibly resilient. So much iron in their blood that they glow in the dark.

  • The history of the Iron Strain is long, stretching back generations to when they were created to work in mines and factories. Since then, though, Irons have broken free and become something more, stronger than ever before.

    Irons are usually strongly built, preferring sturdy outfits that will last hard wear and tear. Many of them also have tattoos inked into their skin that show off their heritage. Unlike Baywalker tattoos, though, this ink may disappear after Irons pass through the mortis Amaranthine.

    The feature that Irons are most known for is their bioluminescence. At their wrists, ankles, and neck, a faint red glow can be seen through the skin is dim light. Many Irons find that this trait comes in handy when exploring underground areas, or when light is unavailable on moonless night.

    Irons are strong-willed and have their own code of beliefs. Their stubbornness makes them strong allies and deadly enemies.

  • All Irons’ skin clearly glows red at their ankles, necks, and wrists in dim or no light. Because of their bioluminescence, Irons tend to avoid stealth related skills. If an Iron uses Stealth, they should role-play obscuring their glow.

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reclaimer

Reclaimers are known for their icy blue or silver gaze and unique musculature that can be seen through their skin in the arms and legs. They often wear bindings or straps around their torso to support their unique structure.

Easy OOG explanation: Mutated to be resilient to survive brutal weather conditions of the frozen north.

  • Reclaimers fled to the north when the end came, sequestering themselves away in pine forests and frozen tundra. There, they had to become strong or risk dying from the elements. This is where the Reclaimer Strain was fist born.

    Reclaimers are known for their icy and piercing blue or silver eyes. Their unique muscle structure, very similar to an Iron’s, is such that their back often becomes tired over long periods of time. Because of this, they will often wear bindings and straps around their torso to help with the burden.

    The flesh on a Reclaimer’s arms and legs is leathery and thin. It’s not surprising to see a Reclaimer’s entire musculature poking through their skin.

    Fortunately for Reclaimers, they are missing most pain sensors in their arms and legs, which allows them to run for extreme distances and lift heavier loads than they would otherwise be able to.

  • Reclaimers have unique physiology that causes them to have piercing, unnaturally blue or silver eyes and leather arms and legs where their muscles are exposed.

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Unstable

Evolved from a heavily engineered strain that used to control undead and anomalies, Unstable have found a more stable physical form, but have lost the ability of unnatural control. Their blood glows blue and they often need support for their joints, but they haven’t forgotten their past powers, and often seek to regain it.

Easy OOG explanation: Glowing blue strains that originally formed to control zed, priests, and psions, but have since genetically leveled out.

  • The Unstable were born from experimentation with Remnants, crafted to e the ultimate Strain across the wasteland. They were born with the ability to control the undead and anyone with psionic powers. However, that power came at a high cost: Their bodies degraded over time and eventually fell apart. The first of the Unstable lived glorious but short lives.

    Yet some Unstable found their own way; their bodies adapting to the environment and becoming stronger. With their stronger bodies, though, the Unstable also lost their ability to control psions and the undead. However, they still exhibit some traits of the first of the Unstable. They “bleed” blue liquid that clearly glows in the dark from their joints and neck, and they also usually have a strange pallor to their skin and wear clothing with straps and bindings, the better to offer support to their joints.

    The Unstable often have a superiority complex, believing themselves to be the pinnacle of all Strains and Lineages. Interestingly, they do not view undead as enemies, but instead as tools they use. They also view psions as “lesser” in many ways - tools of a higher power.

    Many of the Unstable have taken power into their own hands, as well. Their forefathers were able to do amazing things, so they often believe that they will be able to do the same again, given time.

  • The Unstable will do what they can to survive but will never run from a horde of undead, since they do not view them as a threat (the subconscious connection calls to them even now), but will still defend themselves if necessary. They also glow a faint blue at night near their joints, causing them to stand out in the dark.

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