Mutants Faction and Classes

"The Change came upon us quietly. Even those that would become the first of The Changed did not yet realize their destiny, the destiny brought to them when the sky rained stars upon the world. The first of us were very much like Man, only the color of our flesh separated us. It was enough. To Man our differences were plagues, The Change was an unfortunate affliction to be cured with their science. To them we were helpless victims. They did not understand The Change, or what it meant for us all. They soon learned the truth, and their folly brought the time of troubles to us all in a Night of Righteous Fire..."

- Excerpt from Mutant Oral History, as told by Ariana Santos, Prime Archon

Mutants regard pure Humans as inherently evil heretics, as they so obviously resist the divine changes the Mutant people embrace and worship. As for the Biomeks, The Changed find their approach to evolution grossly sickening and harbor a deep resentment towards Biomeks as their historical oppressors.

The Mutants revel in the bizarre environmental conditions of the planet with religious zeal. As a result, they have developed interesting talents with surviving mutated flora and fauna.

When augmented with a strong energy source, trained Mutants can manipulate the ever present Contamination, performing awesomely powerful phase-shift effects. Out of thin air, these ghastly apparitions decimate any potential threat.

Many Mutant construction materials now incorporate elements of Contamination in production and shaping, resulting in strange regenerative capabilities on armor plating and structures.

South of the town of Tocado lies The Vast, a massive field of radioactive rubble and slag left over from the Night of Fire. Many young Mutants travel to the edge of this area before they perform their Rites of Ascension to prove that they are ready to become a Warrior of The Tribes.

Now that the third generation of warriors is coming of age, things have changed for the Proving Grounds. The Tocado council has built a repair station to help young Mutants who might get in over their heads, and the bandits that move through the ruins of the region are cleared away regularly, though they still sometimes get out of hand...

 
Class Information
Champion
 

The Mutant race needs its front-line warriors to defend the race from its hated enemies and to enforce the righteous will of its religious leadership. These warriors must use all of the abilities and skills available to them to deal with the more technologically-adept unbelievers and unchanged - the Mutant population simply refers to them as Champions.

Mutant Champions are adept at the use of various chassis and weapons, including heavy assault vehicles. However, Champions can also augment their skills with their inherent ability to manipulate the Contamination to their uses - to protect their own vehicles from contaminants, enhance munitions, and repair damage using the Contamination itself.

Furthermore, the Champions can draw upon what the Mutants call the Ursaic Spirit or "Ursa Temper" that harkens to their Champion Tribes, which gives them special abilities in combat that manifest in the form of a bear. For instance, an attack can appear in the form of a swipe from an enormous bear claw or a thunderous roar that increases battle morale.

 
Shaman
 

The Mutants are a very cohesive race, bound by their relationship to the Contamination and their religious zealotry. While the ability to live and bond with the Contamination comes somewhat naturally, the Mutants' intense and passionate spiritual devotion - bordering on righteous fanaticism - is fueled by the Shamans.

Mutants look to their Shamans for both spiritual and physical healing, who utilize their bond with the "botanic spirit" to signify both personal growth and mutation. Through these bonds Mutant Shamans can manipulate the Blood that is integrated into their vehicles, allowing many varieties of healing and protective shielding. Shamans can even restore destroyed vehicles back to operational status, or transmute seemingly useless objects left in the wastelands into a commodity that can be used for barter.

The healing and defensive skills of the Shaman make them powerful enemies in battle. However, Shamans can manipulate the Contamination in other dangerous ways, giving their attacks a dazzling appearance. They possess the normal arrangement of Mutant offensive capabilities, and also use their phaseforming ability to create devastating spiritual attacks, as well as spawn phase-formed mutated creatures at will.

 
Archon
 

It may not be as obvious as the other two races, but the mighty fervor and zealotry inherent in the Mutant culture requires its own special brand of leadership - a type of Mutant that can shape and mold a proper path for The Changed. These leader or officer positions within the Mutant hierarchy are known simply as Archons.

Mutant Archons can be extremely useful in battle. Usually not found alone, an Archon can act as a religious centerpiece of any Mutant attack, able to single out opponents for rigorous attack, or to increase the passion of a defending ally to extraordinary heights. They do not hang back in battle, however - an Archon is a very capable opponent in battle and should not be underestimated.

The greatest powers of the Archon however lie in the Mutants' abilities to manipulate the Contaminated surroundings on a fundamental level. Archons can call upon phase-formed Contaminated creatures at will. These creatures follow the will of the Archon, and can be very dangerous to vehicles and structures. Archons may even use the environment itself against an opponent, manipulating the atmosphere to create a massive shockwave.

 
Avenger
 

While the Mutants fully embrace the Contaminated world they now inhabit, there are those that have taken their relationship one step further. These Mutants link themselves to the “Insecta Spirit,” giving them an unusual affinity for Mutant insects and other creatures, as well as the environment in general. They also happen to be some of the most fanatic, taking their cues directly from the religious leadership of the tribes.

These Mutants have sworn an oath to are called "Avengers." They are extremely dangerous opponents, able to use the Blood in any number of fashions, from generating explosive blasts to deflect heat damage, from increasing a vehicle's overall speed to reducing an enemy's resistance to harm. Allies can benefit from having Avengers in their Convoys, increasing their combat abilities with negating the enemy's willpower. Powerful Avengers even have access to various Phaseform abilities.

Infused with the “Insecta Spirit,” the Avengers' link with the Contaminated world allows them to summon various forms of mutated insects to do their bidding. A swarm of bugs can physically restrain vehicles, while Bloodflies can relay what they sense to a nearby Avenger – out of harm's way. Summoned carrion can reduce wasteland junk to usable Blood as a waste product, while an Avengers' vehicle can blend into the environment utilizing a form of biological camouflage.

 
AUTO ASSAULT STRATICS