Abhuman Race in Terra Incognita | World Anvil
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Abhuman Race

An Abhuman is a descendant of baseline Human settlers whose ancestors mutated and physically adapted to various extreme environmental conditions after being isolated for thousands of standard years on colony worlds across the galaxy. Some Abhumans may also be genetically engineered mutants created for a specific purpose.   The term may be short for "aberrant Human", "abnormal Human," or, less pejoratively, derived from the High Gothic term ab humanis, "from Humans."
  Abhumans are fundamentally human, so the process of character creation in Dark Heresy remains the same, however, Abhumans have physical differences that affects their mentality and physical abilities. Instead of choosing a Homeworld for a Dark Heresy character, pick an Abhuman Phenotype from the selection below. The Characteristic Modifiers, Fate Threshold, Phenotype Bonus, Phenotype Aptitude, and Wounds replace the same selections from the standard Character Creation process. Players should still consider the homeworld of their character for roleplaying and narrative purposes.   Each Phenotype also has a Size and Traits entry, these are additional and are related to the abhumans specific mutations, and an XP Cost which must be paid during character creation, this allows Abhumans to begin with slightly different abilities to baseline humans.   After selecting the Phenotype, continue the process as usual, selecting a Background and a Role.   Note: Genetic Conditioning replaces the Emperor's Blessing, but works in exactly the same way.  

Abhuman Phenotype

 

Beastman (Homo sapiens variatus)

Beastmen combine the physical appearances of humans and Terran animals, usually goats or rams. Beastmen do not necessarily look alike, and different animal traits can manifest themselves in each individual, but apart from this form of phenotypical variation they are a genetically stable human subspecies, and are considered to be a form of Abhuman rather than an actual mutant. The origin of Beastmen is unknown, though it is likely that they are the result of experiments in genetic engineering stretching back to the Dark Age of Technology before the birth of the Imperium of Man, who proceeded to breed true.  

Beastman rules:

  • Characteristic Modifiers: +Strength, +Weapon Skill, -Fellowship
  • Fate Threshold: 2 (Genetic Conditioning 3+)
  • Phenotype bonus: Feral Rage: Gains Frenzy as a starting Talent.
  • Phenotype Aptitude: Toughness
  • Wounds: 9+1d5
  • Size: 5
  • Traits: Sturdy, Stampede, Bestial
  • XP Cost: 500

Ogryn (Homo sapiens gigantus)

The dim-witted Human sub-species called Ogryns are huge and unusually stupid for a Human subrace, but unquestionably loyal once introduced to a guiding principle. Ogryns compensate for their mental deficiencies with overwhelming physicality -- the brutish creatures stand around ten Terran feet tall and can shrug off wounds that would kill a baseline human several times over. These qualities mean that Ogryns make exceptional shock troops, and are often deployed on the front lines of battle by war leaders. Ogryns are easily confused, meaning they work best when given simple, straightforward missions, and their lack of personal hygiene borders on the criminal.

Ogryn rules:

  • Characteristic Modifiers: +Strength, +Toughness, -Intelligence
  • Fate Threshold: 1 (Genetic Conditioning 5+)
  • Phenotype bonus: Strength from Ignorance: An Ogryn cannot gain more than 15 in its Intelligence characteristic, if at any time it would gain more (either during Character Creation or afterwards), immediately reduce the number back down to 15 and Increase the Strength Characteristic by the amount removed from Intelligence.
  • Phenotype Aptitude: Offence
  • Wounds: 10+1d10
  • Size: 6
  • Traits: Resistance (Cold), Bestial, Unnatural Toughness (2)
  • XP Cost: 800

Ratling (Homo sapiens minimus)

A small, loud, hungry and lecherous Abhuman species. Though less resilient than their baseline Human comrades, Ratlings are naturally excellent shots due to outstanding eyesight. It is said that Ratling marksmen can take the head off a target from over a kilometre away. Coupled with their knack for staying out of harm's way, this makes Ratlings formidable snipers who can exact a withering toll upon superior enemy forces.   Their skill as thieves, fences and black marketeers tends to win them acceptance. Indeed, anyone who give the Ratlings too much grief will often find themselves mysteriously short of ammunition in the heat of battle, while their diminutive tormentors watch gleefully through telescopic sights.  

Ratling rules:

  • Characteristic Modifiers: +Agility, +Perception, -Toughness
  • Fate Threshold: 2 (Genetic Conditioning 5+)
  • Phenotype bonus: Sharp Sighted: Ratlings have uncanny abilities with ranged weapons and start with the Precision Killer (Ballistic Skill) Talent trained.
  • Phenotype Aptitude: Fieldcraft
  • Wounds: 7+1d5
  • Size: 3
  • Traits: Dark-Sight
  • XP Cost: 300

Squats (Homo sapiens rotundus)

Short, stocky and physically hardy Abhumans, on average 1.4 metres tall and adapted to the heavy gravity conditions that predominated on the worlds they had settled near the core of the Milky Way Galaxy. Due to the hostile nature of these worlds' surfaces, the colonists formed underground societies. During the long isolation of Mankind produced by the Warp Storms of the Age of Strife, the Squat subspecies genetically adapted to their new homes, adapting or genetically engineering themselves to better suit their environment, becoming far tougher, more resilient and physically shorter with a denser skeletomuscular system than found in the baseline Human genome. The Squats have some of the best scientists and engineers in history who explored the frontiers of Human science and technology without the constraints of religion and ritual, in contrast with the dogma-bound Humans of the Adeptus Mechanicus who followed a very different path on Mars during the same period.  

Squat rules:

  • Characteristic Modifiers: +Intelligence, +Toughness, -Agility
  • Fate Threshold: 3 (Genetic Conditioning 8+)
  • Phenotype bonus: Pursuit of Data: Whenever a Squat character reaches Rank 2 (Trained) in a Scholastic Lore skill, he also gains Rank 1 (Known) in one related or identical Forbidden Lore skill specialisation of his choice. The GM is the final arbiter of whether the two specialisations are related.
  • Phenotype Aptitude: Knowledge
  • Wounds: 8+1d5
  • Size: 3
  • Traits: Sturdy
  • XP Cost: 300

Longshanks (Homo sapiens elongatus)

These Abhumans have genetically adapted to habitable worlds with particularly low gravity, and are tall, elongated and emaciated. They find it nearly impossible to survive on worlds with gravity heavier than what they endure on their homeworlds. Longshanks that are seen in the outside world are always augmented by technological or surgical means - either wearing electro-mechanical exoskeletons, enclosed in a full environment suit to support the fragile body, or having undergone extensive implantation surgery to strengthen bones, muscles and organs for normal gravity.

Longshank rules:

  • Characteristic Modifiers: +Willpower, +Intelligence, -Toughness
  • Fate Threshold: 4 (Genetic Conditioning 5+)
  • Phenotype bonus: Rely on None but Yourself: Longshanks characters gains a +20 bonus to Tech-Use tests when repairing damaged personal items, or, +20 to Medicae tests when used on themselves.
  • Phenotype Aptitude: Defence
  • Wounds: 5+1d5
  • Size: 4
  • Traits: Fragile, this character counts their Toughness Bonus to he halved (rounding up) for any test. Life-Support, this character relies on technology or augmentation to survive out of its natural habitat, the player and GM should agree what these are, they will always be reliant on these augmentations.
  • XP Cost: 300

Pelagers (Homo sapiens oceanus)

Pelagers have either evolved or were genetically altered during the Dark Age of Technology to live on Ocean Worlds, those habitable planets of the galaxy almost entirely covered in liquid water. They possess a set of both gills and lungs, and other adaptations for an aquatic lifestyle such as webbed hands and feet. They are a common sight on such worlds, but virtually unknown everywhere else. Pelagers often have a natural sense of the interconnectedness of their surroundings, since an ocean is a vast three-dimensional environment of complex interactions. Due to adaptations to allow the Pelagers to see underwater effectively, they have relatively poor eyesight out of water, some variants of the species may need additional technological or surgial modifications to function comfortably out of the water for extended periods.  

Pelagers rules:

  • Characteristic Modifiers: +Fellowship, +Perception, -Ballistic Skill
  • Fate Threshold: 2 (Genetic Conditioning 7+)
  • Phenotype bonus: Aquatic Native: Pelagers do not need to make an Athletics Test to Swim except in unusual circumstances. Underwater they gain the Dark-Sight Talent, but out of water they must wear sight-correcting goggles or be considered Blind.
  • Phenotype Aptitude: Finesse
  • Wounds: 8+1d5
  • Size: 4
  • Traits: Amphibious, Sonar Sense
  • XP Cost: 300

Felinid (Homo sapiens hirsutus)

Felinids are most likely the result of genetic modifications made to a Human population during the Dark Age of Technology or even earlier. They are virtually unheard of in the Imperium at large. Felinids are Humans who have had their genomes spliced with genetic sequences derived from various species of Terran felines, and they possess many felinoid traits, including a light covering of fur over their entire body, extended canine teeth and superhuman agility and grace.

Felinid rules:

  • Characteristic Modifiers: +Agility, +Perception, -Fellowship
  • Fate Threshold: 3 (Genetic Conditioning 3+)
  • Phenotype bonus: Nine Lives: Whenever a Felinid character spends a Fate point, they roll 1d10. On a result of 9, the character’s total number of Fate points is not reduced.
  • Phenotype Aptitude: Fieldcraft
  • Wounds: 9
  • Size: 4
  • Traits: Dark-Sight, Unnatural Agility (2), Natural Weapons
  • XP Cost: 600
 

Canidoid (Homo sapiens mongralus)

Canids are most likely the result of genetic modifications made to a Human population during the Dark Age of Technology or even earlier. They are virtually unheard of in the Imperium at large. Canidoids are Humans who have had their genomes spliced with genetic sequences derived from various species of Terran canines, and they possess many canine traits, including a light covering of fur over their entire body, extended canine teeth, and sensitive hearing and smell.  

Canidoid rules:

  • Characteristic Modifiers: +Fellowship, +Perception, -Ballistic Skill
  • Fate Threshold: 2 (Genetic Conditioning 3+)
  • Phenotype bonus: The Nose Knows: Canidoids characters start with the Keen Intuition Talent trained.
  • Phenotype Aptitude: Fieldcraft
  • Wounds: 9+1d5
  • Size: 4
  • Traits: Dark-Sight, Unnatural Perception (3), Quadruped
  • XP Cost: 300
 

Abhuman Traits

Abhumans begin the game with the following Traits:  
THE ABHUMAN IN THE IMPERIUM In an Imperium of Man where genetic mutation from the Human baseline and spiritual corruption are often viewed as interrelated or one and the same, Abhumans are a focus of much controversy for the Imperial government. Abhumans are distinct from true mutants in that they conform to a common physical phenotype, demonstrate reproductive stability and are no more susceptible to further mutation than normal humans.   Therefore, Abhuman player characters gain Traits dependent on their Mutations as detailed below.
   

Cast out the Mutant

This character is an obvious mutant, viewed with a mixture of fear and loathing by some. This character will find all Fellowship-based encounters more difficult when dealing with characters who are uncomfortable with Abhumans (the final arbitrator of this is the GM). The presence of one or more Abhuman player characters aboard a ship, station, habitation or settlement may have a significant impact on the warband’s Subtlety if it is revealed. NOTE: The tolerance of any given community will vary, as in reality every human in the 41st Millennium is wildly mutated from the ancient Earth-dwelling ancestry. In some societies deviations like abnormal eye colour is enough to incite a lynch mob, in others as long as the abhuman is capable of living within society and performing a useful function they would be tolerated. In a few societies abhumans may even be welcomed for the extra abilities they bring, but this is rare.  

Abhumans And Corruption

The temptations of the Ruinous Powers affect Abhumans in the same way as baseline humans, however due to mistreatment by Imperial society, many Abhumans find comefort in being openly welcomed and even lauded by the Ruinous Powers, so some Abhumans may find the call of Chaos much more appealing. Abhuman players may wish to discuss this with the GM.

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