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  1. World Z
  2. Lore

Mutated

The Mutated are people who caught the Z-Virus, went through the Fever and Black Veins, died, and woke up alive. The virus stopped halfway in their bodies. They still carry it, and it will never leave them. Their blood is the only source of the Booster Shot, the most valuable medicine in the world.

Mutated Traits

  • Creature Type: Humanoid

  • Size: Medium (about 5 to 6 feet tall)

  • Speed: 30 feet

As a Mutated, you have these traits.

  • Already Infected. You cannot become Infected again, and you are immune to disease. A Blood Test Kit always turns black for you.

  • Darkvision. Within 60 feet of you, you see in dim light the same as in bright light, and in darkness the same as in dim light. You see only shades of grey in darkness.

  • Faint Scent. Zombies have disadvantage on Wisdom (Perception) checks to notice you. When a zombie can reach both you and a Human, it attacks the Human.

  • Fever Burst. As a Bonus Action, you gain temporary hit points equal to 1d10 + your level, and your speed increases by 10 feet for 1 minute. The veins in your neck, face and arms turn black while it lasts. Once you use this trait, you cannot use it again until you finish a long rest.

  • Tainted Blood. Your blood and your bite carry the Z-Virus. If you bite a creature and deal damage, or your blood gets into its eyes, mouth or an open wound, it must pass a DC 13 Constitution save or become Infected. Goggles or a gas mask give advantage on the save. Only humans can catch it.

  • Last Turn. When you die, you rise as a zombie 1 minute later unless your head is destroyed or your body is burned first. The GM controls that zombie.

How You Become Mutated

A Human becomes Mutated at the end of an infection. At the Turn, 24 to 48 hours after exposure, the character dies and makes one DC 15 Constitution save. A Booster Shot given after the 5 minute window gives advantage on this save.

  • On a failure, the character rises as a zombie and is lost.

  • On a success, the character wakes up alive as a Mutated. Change the race to Mutated.

  • On a natural 20, the character wakes as a sentient Undead, but the player may pick Mutated instead.

How Society Treats the Mutated

Most strongholds test everyone at the gate. A Mutated fails that test every time. Most strongholds turn Mutated away, or keep them in a quarantine quarter outside or inside the walls. The Gate Compact limits where Mutated may live and work.

Lifeline makes the Booster Shot from Mutated blood. One donor gives about 3 doses a month. Some donors are paid. Many are held in donor camps, such as Camp Seven outside Atlanta, and are not paid.

The Marked are Mutated outcasts who live in the quarantine camps. They look after each other, smuggle Booster Shots and want the donor camps closed. The Burners want every Mutated dead and burned.

Many Humans are afraid of the Mutated because their blood can infect. Others see them as walking medicine. Few see them as ordinary people.

Playing a Mutated

  • Long sleeves, gloves and a scarf hide the black lines on your neck and arms. Fever Burst makes them darker and easy to see.

  • Be careful when you bleed near friends. A cut hand on a shared wound can infect a Human ally.

  • Faint Scent makes you a good scout in dead cities. Zombies notice you less and pick Humans first.

  • Tell your group what to do if you fall. Burn the body or destroy the head within 1 minute, or they will fight you.

  • The Marked can help you find work, shelter and a way past the gates. Lifeline will want your blood.

  • The Controlled Fever and Blood Donor feats (level 4) are only for Mutated.