Humanoid

These are humans with one or more mutations making them very different from pre-holocaust human stock. Humanoids can range from looking completely human externally, to near human, to almost none human all together.
==Attributes==
*Humanoids possess various Physical and Mental Mutations.
*They will if they resemble Pure Strain Humans be mistaken for that type by Robots, Security Systems, etc. and will, in such cases, be treated as Pure Strain Humans.
*They may suffer from new mutations during play as a result of exposure to radiation, or bio-genetic agents.
*They have only a limited ability to fight while unarmed, in comparison to Mutant Animals, and sometimes, Pure Strain Humans.
==Humanoid Society==
Humanoid society tends to be as diverse as Human society, though it often leans towards a tribal nature. Humanoids are often regarded as undesirables in Pure Strain Human societies, or in general as unsettling. They will generally be restricted to special districts in large urban areas, such as established City States. Pure Strain Humans have been known to fear them, and often portray them as animalistic sub-human brutes. Some, namely the Knights of Genetic Purity, actively hunt down humanoids as abominations, and a risk to the intellect, and survival, of the human race. The group goes so far as to claim that humanity, should it breed with these beings, will degrade into apish dimwits, or beings so poor in health that they will be unable to survive the harsh new world. Some communities however have been known to accept Humanoids openly, often these will be great centers of trade such as port cities that deal with a variety of people frequently.
==Factions==
The following Factions are associated with Humanoids.
===The Iron Society===
This humanoid organization is devoted to stamping out Pure Strain Humans, putting them in direct conflict with the Brotherhood, Purists, and Seekers. Members will refuse to deal with Pure Strain Humans in any way. Mutationist bases are often found in areas with high background radiation. Individual members will mingle with other Humanoids and Mutationist will be found at almost every settlement where there are humanoids. In such communities they will often attempt to scare off Pure Human business, and residence though intimidation so as to provoke fear. A good many times the intimidation does not end once they leave the settlement, as the Mutationist will often set up a 'farewell party' to kill, and pillage there targets. Distributing the gains to the needy of the mutant community, or using them to further equip the organization in preparation for either an attack by their Pure Human Neighbors, or for a rebellion against the oppression imposed upon mutant-kind.
Category:Gamma World
Category:Gamma World Character Types