The radiation and genetically engineered viruses after the End caused many mutations and monstrosities. Most of them quickly died, but a few lived a bred true. Humans have one such offshoot, the freaks. The term was initially given to them by those who hated and feared them, but they have come to embrace it as their own.
Physical Description: Freaks average the same height as humans, but tend to be slight stockier. Their skin appears inhuman. It comes in various shades of gray, from snow white to ebony black. Parts of their skin have rough toad-like texture. Nearly always the shoulders and top of the head have this patterns, and some have it covering their whole body save their face and palms. Their eye pigmentation also inhuman and is typically shades of red, orange, or yellow. Freaks are completely devoid of hair.
Society: Freak society varies just as much as humans. Some freaks live among the more tolerant human settlements that dot wastes. In areas where humans are more hostile they band together and live in their own communities. Because they are naturally resistant to radiation, freaks often live in areas were the radiation levels are high enough to keep most humans at bay.
Relations: Freaks relation to humans vary greatly from groups to group. Many get along well with pre-fall humans, provided the humans get along with them. In areas where human majorities hate or fear the freaks, they are often persecuted or even hunted, and must live life on the run. A few communities of freaks believe that they are the “next step in evolution.” The so-called “normal” humans will soon go the way of the neanderthal, and many of these freaks are happy to help them along the way.
Adventures: Like so many in the wastes, freaks are often forced into the adventuring life in order to survive. The need for food and water sends many out to wander the waste. Others adventure for a higher calling to discover remains of the civilization that once prospered in this barren land. Other has dark goals, seeking to become warlords and rule those weaker then themselves.
Names: Most freaks follow human conventions for naming, based on whatever culture their ancestors came from. A few who embrace their freakish nature favor more outlandish names. These might be descriptive, like “Blood-Eyes” or a string of terrifying syllables like “Graksash.”
Freak Racial Traits
+2 to One Ability Score: Like their human ancestors, freak characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Freaks are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Freaks have a base speed of 30 feet.
Extreme Radiation Resistant: Freaks gain a +20 bonus to Fortitude saves against radiation, making them immune to all but the most powerful sources of radioactivity.
Healthy: Freaks gain a +4 bonus on Fortitude saves against disease and poison (does not stack with their bonus against radiation.
Thick Skinned: Freaks have a +1 natural armor bonus to AC.
Languages: Freaks begin by knowing one language based on the area they came from (those beginning in the former U.S.A typically speak English). Those with high intelligence score may learn any other languages.