Homebrew Waste Walker Species Details
It was only a few months after the shattering realms incident was first contact made with a Waste Walker individual. Oddly enough it was they who came to us. Most of our knowledge of Waste Walker society and culture comes from a man(?) named "Boneless" . Through his descriptions, we were able to gather that his home realm mostly consists of a "nuclear wasteland". At the time of writing it is still unclear what most if not any of these terms actually mean.
Waste walker society tells of "the great heat". An event far in the past that caused their ancestors to find shelter underground and in natural cave systems. Against their efforts, this ancient society eventually succumbed to the radiation. This wasn't the end however, as what doesn't kill you will absolutely mutate you and your decedents. Waste walkers are conditioned to live and thrive in the worst conditions imaginable. By taking advantage of their newfound abilities granted by their mutations, Most Waste walkers have managed to carve out a place for themselves in what little is left of the surface world.
Mutations are the Bomb!
Waste walkers come in all sorts of shapes and sizes but have a few common features. Besides being more bulky than most humans, Waste walkers tend to have one or more mutations that make them immediately identifiable in a crowd.
Waste walkers are defined by their multiple genetic mutations they are born with. From a second heart to a third eye, Waste walkers use their mutations to gain any advantage possible. Waste Walkers stand between 5 and 7 feet tall and usually weigh between 180 and 250 pounds.
Waste Walker "Society"
There are three main collectives of Waste Walkers. The Wanderers, The Machina, and The Uke Clan. (pronounced Ooo-kay).
The Wanderers: The Wanderers are the Largest clan in the Plain of Waste. They tend to loot and pillage anything ruins they find, and destroy anything else that gets in their way. This group is to be avoided by any means a they are extremely blood thirsty.
The Machina: The Machina is a relatively small collective of the smartest of waste walkers. They have retained the most knowledge of the before times and attempt to scavenge what they can to re-build and improve their civilization.
The Uke Clan: The Uke Clan is a dedicated church of individuals who worship "Roman, The god of the count". They show their worship by protecting a machine that counts down to the moment when their god returns.
Waste Walker Names
Waste Walkers tend to have very simple names. The trend seems to be one word or syllable, although that does not seem to be the rule. Another important note is that Waste Walkers are known to have a name that represents a lack of something (i.e. Boneless). The names of most Waste Walkers are usually not gender specific. Meaning both male and Female Waste Walkers can have the same name.
Waste Walker Names: Flask, Spiral, Brick, Lipless, Word, Whor, Sprit, Timeless, Tick, Weeee, Cah.
"Eee-yeah that place is pretty wacky wild If you know Eee-what I mean". *Breaks into a coughing fit.*
-Boneless
Waste Walker Traits
Your Waste Walker character has learned to adapt and has gained the following traits.Ability Score Increase
Your Constitution score increases by 2, and your Strength or Wisdom score increases by 1.
Age
Waste Walkers have a very unique ageing system. Some may die at 6 while others live for hundreds of years. there seems to be no middle ground.
Size
Waste Walkers are somewhat larger and bulkier than humans, and they range from 5 to well over 8 feet tall. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Improvise, Adapt, and Overcome.
You gain proficiency in the Survival skill.
Kick Start Heart
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Natural Waste Weapons
A Waste Walker is born with certain genetic mutations that allow them to use certain abilities. Following this passage is a list of genetic anomalies that your character may have. It is up to your DM on how many your character may have and whether or not you need to roll for them. These abilities will be found as equipable items in the items menu in d&d beyond.
1. Feather Plume: A small plume of feathers appears somewhere on your body, resembling those of a baby bird. You have access to the breath weapon of a dragon born.
2. Crustacean Limb: One of your limbs is resembles that of a crab or lobster. You have a climbing speed equal to your movement speed. This also allows you to climb on walls and ceilings and remain there.
3. Third Eye: A third eye appears somewhere on your body, You gain dark vision.
4. Natural Shell: You have a shell somewhere on your body which gives you +1 to your AC.
5. Webbed Appendages: Your fingers or toes become webbed giving you a swimming speed equal to your movement speed.
6. Prey's Instincts: You have the natural instincts of an animal pre apocalypse, you get advantage to perception.
7. Predator's Instincts: You have the natural instincts of an animal pre apocalypse, you get advantage to initiative.
8. Somnum Machina: You have learned that you are most vulnerable when you sleep. A long rest for you takes 4 hours instead of the usual 8.
9. Multicolored: Elements of your body are rainbow colored. Upon dealing damage of an elemental type (fire, cold, lightning, acid, or poison), you may swap the damage for another elemental damage type. This ability can only be used once per long rest.
10. Player's Choice: The player gets to choose which one to add to their character.
Languages
You can speak, read, and write Common
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