Mutant Classification Document

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Dreamworld: After The End Mutant Classification Sheet

The classification of mutants is a major talking point in post-modern society. This document details a very rough system for differentiating various mutants and humans from one another. In no way is this document final and it is ever subject to change as new creatures are discovered.

Mankind and Those Who Came After

American society survives, for the most part, due to the innate ability for humans to adapt to their surroundings and overcome most any hardship they're presented with in one way or another. As such, the modern human remains largely unchanged from it's pre-apocalypse form with most mutations taking the form of slightly altered physical characteristics or enhanced bodily function. After the end of the world the average person lucky enough to find themselves within the borders of a major city live their lives much in the same way those before the war did; they get up, go to work, get paid, go home, and spend their leisure time consuming media or other entertainment. Retail, food prep, office work, and civil maintenance jobs are the standard form of employment for most people. In short, modern society in the apocalypse mirrors it's pre-war counterpart quite well, just with more ruined buildings and the occassional mutant rampage.

Those who live on the fringes of society are often mutated by the atomic radiation that still covers much of the world outside major cities. Most persons fall into one post-human racial classification or the other, each with it's own social norms and racial affiliations.

Sub-Normal Humans

Traits

  • Largely unmutated.
  • Genetic purity compromised by background radiation, considered an "imperfect" version of humanity before the war.
  • Any mutations present take the form of unusual physical traits such as odd eye color, altered metabolisms, or immune system changes that result in heightened resistance to radiation.
  • The average human falls into this category, the vast majority of mankind comprising it's population.
  • Prone to great ambition.

Racial Relations

  1. Tolerant, though often terrified, of Freaks.
  2. Considered at war with all Abominations and Trouncers, though pockets of peaceful coexistance exist.
  3. Frequent infighting with new factions splintering from one another almost daily.
  4. Tolerant of Dustmen, though unease exists due to the unique diet Dustmen require.
  5. Considered unclean by Prime-Normal Humans.

Prime-Normal Humans

Traits

  • Unmutated.
  • Genetic purity intact, considered the perfect version of mankind from before the war.
  • Any mutations acquired result in immediate reclassification into Sub-Normal, expensive gene therapy exists to maintain genetic purity but the cost is prohibitive to all but the ruling elite.
  • Immense perceived societal worth, Prime-Normals are often elected leaders, own or are part of sprawling business empires, or work in entertainment.
  • Physically frail, unable to survive outside major cities due to radiation.

Racial Relations

  1. Considered elite among humans.
  2. Often carry immense prejudice toward any and all mutants, especially Freaks, Trouncers, and Abominations.
  3. Use their influence to keep the war between mankind and posthumans ongoing.
  4. The wealthiest of the wealthy, Prime-Normals often live in highly secure compounds where only other Prime-Normals may own property.
  5. Adored by modern society at large.

Freaks

Traits

  • Hugely mutated in one form or another.
  • Often appear monstrous with warped bodies, extra appendages, or inhuman diets.
  • Many have embraced their mutations leading to a culture of "the uglier the better" having sprouted up in Freak society.
  • The average mutated creature falls into this category, the vast majority of those outside human society comprising it's population.
  • Often persecuted by humans.

Racial Relations

  1. Tolerant of humans, see no distinction between Prime-Normals and Sub-Normals.
  2. Allied with and protected by Abominations. A small city policed by Abominations has been founded in the name of giving Freaks, Abominations, and Dustmen a place to call home.
  3. Cautious but welcoming of Dustmen.
  4. Disliked by Trouncers despite numerous similarities.
  5. Considered a threat to humanity by Prime-Normal Humans.

Abominations

Traits

  • Monstrous beasts.
  • Mutations too numerous and varied to list effeciently.
  • Often immune to, if not physically healed by, radiation.
  • Mental ability often impaired, seemingly to compensate for immense innate physical strength.
  • More akin to animal than man.

Racial Relations

  1. View humans and Trouncers as prey, often target small settlements for predation.
  2. Friendly toward Freaks and Dustmen.
  3. Frequent infighting occurs due to the simple pack-life social structure most Abominations adhere to.
  4. Unwelcome in most human settlements.
  5. Considered an afront before creation by most humans.

Dustmen

Traits

  • Dead humans reanimated by viral pathogen known only as "VG-47."
  • Infertile and immortal, Dustmen do not require sleep or food to survive.
  • Ashen skin and brightly glowing veins.
  • Voices take on a metallic reverb.
  • Cognitive ability takes a sharp decline, remedied by eating human brain matter.

Racial Relations

  1. Considered a link between human and freak.
  2. Tolerated by most, though due to their diet are often distrusted or shunned.
  3. The Bowl, city of Dustmen, exists as a neutral settlement.
  4. Not preyed upon by abominations.
  5. Valued as mercenaries and guards due to not requiring rest or food.

Trouncers

Traits

  • Inhuman, but not able to be classified as Freak or Abomination.
  • Simpleminded, unable to integrate into human or Freak society.
  • Extreme localized mutations. Trouncers in one region will be wildly different from those in another.
  • Considered to be a "catch-all" classification for humanoid mutants of minimal mental ability.
  • Extremely varied social hierarchy.

Racial Relations

  1. Unwanted by most sapient beings.
  2. Considered a pest at best, a hostile entity at worst.
  3. Can be fed upon by Dustmen to retain their mental ability and sanity.
  4. Incapable of assimilation into larger society.
  5. Considered feral by almost all other races.