Loremasters:
PrivateNomad and Wowgain
The Deadbeats (Homo sapiens dirus) are a wasteland-wandering, barbaric people. A subspecies of Human who through hundreds of years of enduring radioactive fallout and gene splicing themselves with native animals, have managed to adapt to the vicious ecosystem of one of the deadliest planets in the Fringe - Schelor. The Deadbeats have adapted well to their wasteland, giving rise to a high amount of infighting, wars, raiders, scrappers, religious gun cultists, and more. In Schelor, only the strong survive.
The Deadbeats appear as bipedal humanoids, similar to their mother species aside from a few major differences. Deadbeats have very differently colored skin from humans, typically a shade of either red or blue as a result of a mutation causing the expression of the skin pigments eumelanin and melanin to change structure; the former red, the latter blue, though purple skin can also sometimes be found. Another trait is their horns, manifesting due to rapid selection causing the trait of hyperdontia to emerge, causing dental growths to appear in the face and head. For most Deadbeats, these dental buds are dormant at birth, typically requiring a large amount of physical shock to start their growth; thus, ‘earning your horns’ has become a vital cultural aspect of a Deadbeat’s growth, as larger trauma will typically result in larger horns due to them sprouting faster. Horns can be a variety of different shapes, such as bull horns, one horn, or short goat-like horns. Many Deadbeats also have a golden colored sclera in their eyes, an adaptation that helps their sight during dark desert nights when it is safer to travel.
The Deadbeats’ adaptation to a nuclear wasteland resulted in numerous changes in their biological makeup. The most notable is an adaptation to damage caused to DNA by radiation, a major mutation to the way Deadbeat cells repair DNA; Deadbeat cells can repair DNA to an extent in order to prevent cancer. This adaptation has a side effect that causes other DNA mutations to appear, which ended up being favorable for the Deadbeats, as a greater genetic diversity proved crucial for survival in a wasteland. Other important mutations is a sublayer of melanin under the skin that helps protect vital somatic cells from radiation, and a stronger liver that is able to deal with heavy metals such as uranium in order to prevent heavy metal poisoning that is common when ingesting foods or fluids that’ve been exposed to nuclear fallout.
Deadbeats are well known for the wild mutations that their bodies may have. These mutations resulted from generations of adaptation in a nuclear and intentional or accidental gene splicing with animals native to Schelor. However, not all of these mutations are necessarily positive for the body, and some Deadbeats are crippled from unhealthy, disease-forming mutations; these Deadbeats usually do not last long in the survival-of-the-fittest nature of Schelor. The following is a list of possible mutations that could be used; it is suggested to take a positive and a negative mutation. Other mutations not on this list are possible, just make sure to get them approved by the loremaster (same process if you want multiple mutations). Deadbeats tend to also have a variety of other negative mutations.
Mutation Name | Description |
Claws (+) | Splicing from several clawed mammals has resulted in sharp claws, similar to a chosen animal. |
Thick Skin (+) | This mutation causes the skin to callus, making it thicker and harder to cut. |
Scales (+) | This mutation results from a splicing of some of Schelor’s many reptiles, resulting in scales that harden the skin. |
Regeneration (+) | This mutation causes wounds to heal much faster. Tiny cuts and punctures can heal in minutes, whereas larger wounds can heal three times as fast. This causes even smaller wounds to scar easier. |
Fire Breathing (+) | A splice from various fire breathing reptiles in Schelor; an organ in the chest produces methane gas that can be jetted out and ignited by mineral deposits in the teeth. |
Venom (+) | There are many mammals in Schelor that can secret venom; glands in your neck allow you to secrete venom from your canines. |
Electric (+) | A splice from electric animals such as electric eels, these specialized muscle cells can produce a stunning electric shock along the arms and palms. Muscles will lock and spasm while they are administering a shock. |
Acid (+) | A splice from several species that spit acid; a gland is in your throat, allowing you to salivate and spit dangerous acid. Your cheek tissue is lined with anti-corrosive skin to prevent acid burns, but don't spit it on yourself. |
Darkvision (+) | A splice from various animals that give the eyes a tapetum lucidum, allowing the eyes to perceive more light in the dark and also see infrared light to an extent. The eyes can look unsettling sometimes. Nearly all Deadbeats have a lesser form of this mutation in their yellow sclera. |
Extended Limbs (+) | A mutation that causes arms or legs (or both) to become extended, increasing reach or height. |
Sharp Teeth (+) | A splice that gives sharp teeth. |
Stamina (+) | A heightened stamina, allowing a Deadbeat to fight or move longer. |
Bad Stamina (-) | This mutation disrupts respiration, causing the Deadbeat to fatigue easily. |
Reduced Healing (-) | Natural healing is disrupted, making even small wounds take a very long time to heal. A Deadbeat with this might have bandages over parts of their body. |
Osteoporosis (-) | You have osteoporosis. |
Deafness (-) | Partial or full deafness. |
Blindness (-) | Partial or full blindness. |
Hemophilia (-) | You bleed very easily. |
Cancer (-) | The mutation allowing the DNA repair of cancer is… fixed. You now have cancer, and it’ll keep coming back. |
Other major genetic disorders (-) | Umbrella for other genetic disorders not listed. |
The culture of the Deadbeats is one wrapped in conflict, a people forced to survive in an unfathomably dangerous wasteland, fighting amongst each other. In Schelor, one ideology is clear: to survive, you must be strong. Many roam the wastes as bands of raiders, taking their bread from others, while others band together for mutual protection in cities, making the best of life. Others seclude themselves as lone wanderers, and some may find refuge within the confines of the Cult of the Murder Cube as a worshipper of Nex Alea. Deadbeat life has many variables, but conflict is the one constant.
Suffering is a fact of life in Schelor. A Deadbeat rarely dies of old age; if a Deadbeat manages to survive childhood and without any debilitating mutations, they face a life of hardship on Schelor, from disease, the environment, or other Deadbeats. With all these factors, over 80% of Deadbeats in Schelor die before they reach 40; those that remain become elders, well respected wisemen of their clans for having fared in the wastes their entire lives.
Food and water are necessary for survival, and most of the time they can be hard to come by in Schelor; hunters of animals have to be careful with Schelor’s dangerous wildlife, and it can be very difficult to cultivate crops in Schelor’s dead sandy soils. Water is rare, and often is traded for among trade routes, many of them controlled by warlords. Some Deadbeats, however, have chosen to obtain their sustenance by darker means, turning to cannibalism to satiate their hunger.
Deadbeats, especially those who follow the Murder Cube, love guns. Almost every gun on Schelor is ballistic due to the lack of technology required for energy weapons, and they typically still use cased rounds. Deadbeat bullets are also still lead due to its abundance compared to rubium. The smell of burnt gunpowder is a good one. Their attire is often tattered or made from junk, leather vests, rubber tire pauldrons, etc, and many Deadbeats enjoy tattoos.
In a Deadbeat’s life, ‘earning your horns’ is a significant event. Due to their horns being dormant from birth and requiring physical shock to grow, this event is often an important one for Deadbeat youth, as the greater the physical trauma, the larger the horns. In Deadbeat society, risk-taking is an admired trait, and large horns are indicative of that.
The Deadbeat language is known affectionately as “trashtalk”, a gutteral mixture of a language that sounds like 2900s Human mixed with weird noises and a demented form of Latin.
Four hundred years ago, a group of humans departed from Sol on a long, long voyage into the other side of the galaxy. They were prisoners, political activists and criminals and scientists under death row - but they were given a choice: die in Sol, or die outside of Sol. They chose the latter, and set off on their journey.
The crew knew that their trip was one way, so they travelled until they ran out of antimatter. Unfortunately for them, their home wasn’t a green oasis like Earth was; it was Schelor. They landed on the planet, able to survive only due to the supplies on their ship, slowly expanding outward and beginning to build a settlement so that they could attempt to thrive. This settlement was called Siren’s Call, with the original ship they came in serving as its town center. With time, they did thrive, having a large city whose ruins can be found today. However, it soon ended early in its life span when war broke out between the criminals for water and other resources. Soon, the war escalated and thermonuclear warheads were thrown. Thus, Schelor became a nuclear wasteland. The remnants of Siren’s Call split up and formed their own clans and towns; war became the way of the land, and the discovery of a mysterious cube made of guns spurred the creation of the Cult of the Murder Cube, a religion that began to take over Schelor. Presidents turned to warlord, and a society reverted to primitive ways.
Today, the discovery of the hyperdrive has allowed Deadbeats to travel to the rest of the Fringe; though it is difficult to leave Schelor, some have managed to find a way, moving towards greater callings.
Most Deadbeat technology is based around salvaged scrap and junk, using it to create weapons, armor, vehicles, etc. Deadbeats primarily enjoy ballistic gunpowder firearms or melee weapons, and especially enjoy chemical explosives or fire; landmines dot across land that Deadbeats inhabit, and sometimes even torn vehicles such as hoverbikes are used by Deadbeats, makeshift weapons strapped to them and painted with symbols of their clan and such. Their vehicles are usually powered by loud erchius or gasoline engines, sometimes makeshift and trashy. Deadbeat bullets are typically lead instead of rubium, with brass casings used due to the lack of caseless ammunition. Energy weapons are rare across Schelor, typically only made by skilled gunsmiths who are able to obtain the components. Later on are some examples of Deadbeat technology. The Cult of the Murder Cube has more exotic technology due to their worship of weapons.
As a Deadbeat, you have a wide variety of character options. Here are some suggestions, but they are not the limit.
You’ve learned to pick the good scrap from the bad scrap, selling it or using it to build and engineer a wide variety of things. You’re fairly resourceful, but you might be lacking in combat skills.
You’re on the bottom of Deadbeat society, usually because of debilitating mutations and deformities affecting you. With luck, you’ve managed to survive on Schelor. Now, you continue to deal with your problems, learning to overcome them in the new world of the Fringe.
You love fighting. You love guns. Violence runs in your blood.
You’ve learned how to barter in Schelor; you might have a caravan, or maybe you even own a trading company or a water plant for a warlord.
Gunsmiths are highly respected craftsmen in Deadbeat society; your skill has led you to create a variety of different weapons, and you might even be a part of the Cult of the Murder Cube.
You are a Gun Priest of the Cult of the Murder Cube, far more devoted to Nex Alea than most Deadbeats will ever be. You carry a pouch of brass shell candles, holy gunpowder, and more, being highly learned in the lore of the Murder Cube. You might have devoted your body to Nex Alea, getting mods that makes your body a weapon as well, espousing the philosophy of war to others and spreading the usage of firearms.