Freak Families are bloodlines of people (HUMANS) who have a predominant mutation that is dominant in their bloodline. That-is, they breed true among themselves, or if they mate with people outside of their respective families. These Freak Families often live in larger communities, working in a variety of roles, often used as laborers, entertainers and a number of low-paying positions.
These are not the psychic-powered mutants you get in many sci-fi games. But there is no reason why these people cannot also be Psions or have Psychic Wild Talents as detailed in the Appendix of Grit and Vigor.
A few of the Freak Families of Mythos Space are:
Gigantes
Munchkin (left) and Gigante (right) |
Intelligence: Average (9-12)
Hit Dice: 4
Movement: 20/80
Armor Class: 16
Attacks: Fists (1d6) or by weapon
Saving Throws: F10, R14, W15
Skills: Bend Bars, Break Down Doors, Lift Gates.
Environment: Any
No. Appearing: 1d8
Alignment: Neutral
XP Value: 200 (CL 4)
Gigantes (Goons, Lugs, Mooks, etc) are humans that are afflicted with Acromegaly or Gigantism, resulting in people between 7 and 9 feet in height. Exaggerated features such as heavy facial bones, big jaws and distorted ears are common. Despite the fact that many of them suffer from all manner of aches and pains, they are usually gentle, soft-spoken people. Regardless of their behavior and abilities, most people see all gigantes as brutish and quickly accuse them of all sorts of wrongdoing, just because of their size.
Gigantes are particularly plentiful on rugged planets, where the harsh climates make their great strength an asset. In the Bai Hu sector, Gigantes are the most plentiful on Skarl in the Kaiwan System and on Mnar of the Bullseye system. They are widely sought out as soldiers, guards, thugs and enforcers wherever they dwell. Along the trade routes, more than a few Gigantes can be found piloting Tramp Freighters and as mercenaries..
GIGANTES CHARACTER CREATION
Gigantes modify their starting ability scores as follows: Str +4 (max 20), Dex -2, Wis -1 and Cha -2. Gigantes are large-sized persons with a base speed of 20 feet. They have a knack for Break Down Doors and Lift Gates. Gigantes have a +25% increased carrying capacity. They are large creatures, and must pay double the normal price for armor and clothing. Gigantes suffer a -2 penalty on Reflex saving throws due to their distorted legs and bodies. Gigantes speak any language that normal humans can. They are limited to 9th level, except as fighters, at which they can advance to 11th level.
Munchkins
Size: Small
Intelligence: Average (9-12)
Hit Dice: 1d6
Movement: 45/220
Armor Class: 11 (leather jacket)
Attacks: Switchblade (1d4)
Skills: Hide, Move Silently
Saving Throws: F13, R15, W15
No. Appearing: 1d20
XP Value: 100 (CL 2)
Munchkins are form of mutated human that is of unusually short stature (3-4ft) that is afflicted with hypopituitarism (or pituitary dwarfism). These "little people" are quite numerous both in the Sol system and beyond. And though widely accepted they are often treated with the same affectionate condescension extended to children, a disrespect which they rightfully dislike but will often play up in an effort to catch enemies off-guard. Munchkins are well-proportioned and hearty, and are often possessing of striking features and excellent minds. They are often found in mixed communities and working as entertainers and as assorted clerks and functionaries.
Munchkins can be found across settled space and on colony ships. They are particularly plentiful on asteroid and deep-space colonies. Large numbers of Munchkins can be found on Baktun Station in the Chakumuy system, Ona in the Urizen system and in many other places. Along the trade routes there are many Munchkin captains and pilots, with such "Half-Pint Heroes" often becoming the stuff of folklore.
MUNCHKIN CHARACTER CREATION
Munchkins modify their starting ability scores as follows: Str -1, Dex +2, Int +1, Cha -1. They are small persons and have a movement rate of 30. Munchkins have a knack for hide and move silently and have -25% reduced carrying capacity. They speak any language that normal humans can. Munchkins are limited to 9th level, except as scholars, at which they can advance to 11th level.
Pinheads
Type: Scoundrel
Size: Medium
Intelligence: Low (3-8)
Hit Dice: 2d8
Movement: 45/220
Armor Class: 11 (Heavy clothes)
Attacks: Club (1d4+2), or fists (1d2+2)
Skills: Bend Bars, Break Down Doors, Endure
Saving Throws: F12, R15, W16
No. Appearing: 1d20
XP Value: 100 (CL 2)
Pinheads are humans that are born with microcephaly, a neurodevelopmental disorder that leave them with a small brain and skull. They stand about four feet in height and usually have protruding noses and ears. Though widely disliked, pinheads are affectionate, exuberant, sociable people who love dancing, singing and spending time with friends and family.
Pinheads are most numerous on industrial worlds, working as low-wage drudges and heavy-laborers. They are well-regarded as hard workers and loyal employees. However they are often paid poorly and given the less pleasant tasks. In the Bai Hu sector, Pinheads are most numerous on the planet Skarl in the Kaiwan system, the planets Khem and Mnar in the Bullseye system and in the Ori star system. Along the trade routes, Pinheads make excellent crews on heavy freight haulers and on mining ships but very few of them ever captain or pilot their own vessels.
PINHEAD CHARACTER CREATION
Pinheads modify their starting ability scores as follows: Str +2, Int -2 and Cha -1. Pinheads are medium-sized persons (though short) with a base speed of 30 feet. They have a knack for Endure. Pinheads are disturbing for most people, and so the reactions of human NPC's always begin as hostile (see Grit & Vigor page 69). They speak any language that normal humans can. Pinheads are limited to 9th level, except as rogues, at which they can advance to 11th level.
Wolfmen
Type: Warrior
Intelligence: Average (9-12)
Hit Dice: 2d8
Movement: 45/220
Armor Class: 10
Attacks: By weapon or fists (1d2+1)
Skills: Bend Bars, Break Down Doors, Lift Gates
Saving Throws: F12, R15, W15
No. Appearing: 1d6
XP Value: 200 (CL 3)
Wolfmen are a type of freak that is afflicted with congenital hypertrichosis (also called Ambras syndrome) and are called Wolfmen because their appearance is similar to the mythical werewolf. Some werewolf families resemble lions or even apes. Of all types of freaks, wolfmen are the healthiest but are still not considered fully human in the eyes of baseline humans. Many play up their animal-like stereotype, using it to gain advantage and to maintain mystique.
In the 51st century, Wolfmen are most numerous on rugged colony worlds, especially ones with cold or temperate climates. They often adhere to many of the stereotypes of Wild Men of the Woods, with more than a few keeping and raising dogs or other wild beasts for hunting and war as well as to confuse their enemies. In the Bai Hu sector, Wolfmen are most numerous on the colder moons of Demhe in the Bullseye system and on Skarl in the Kaiwan system but can be found almost anywhere. A great many Wolfmen work the spacelanes, especially on tramp freighters and even in the Space Patrol as enforcers.
WOLFMAN CHARACTER CREATION
Wolfmen modify their starting ability scores as follows: Str +1, Con +1, Cha -2. Wolfmen have a natural armor class of 12, and suffer only 1/2 damage from cold attacks. They speak any language that normal humans can. Wolfmen can advance in any class to 11th level.