Fantasy Races of the Fracture World
The fractured world is home to a diverse array of races, each shaped by the turmoil and transformation of their environment. While humans remain the most populous, many groups have evolved or emerged, each with unique abilities, appearances, and cultures.
Playable Races
Humans: Still the most widespread, humans display remarkable adaptability, forming the core of most factions such as the Remnants, Techno-Priests, and Wildborn. Their capacity for learning, negotiation, and survival allows them to thrive in varied conditions.
Mutants: The ever-changing energies of the Fracture mean that new races and sub-races can emerge unpredictably; blending characteristics of humans, machines, animals, or even unknown energies, ensuring the world remains ever dynamic and mysterious. To that end it is possible to play an Orc, Elf, Hobbit, Were-creature, Dwarves, Nymphs, Giants or Plant Hybrid etc.
Mutation in Fracture
Mutation is a defining force in the world of Fracture, shaping both its landscapes and its inhabitants. The Fracture’s energies have warped the natural order, resulting in a spectrum of mutations that affect humans, animals, and even the environment itself. For some, these mutations are subtle; glowing eyes, oddly textured skin, or heightened senses; while others experience dramatic transformations, such as the development of animalistic features, extra limbs, or unique abilities that border on the supernatural.
Across the various factions, the effects and acceptance of mutation differ greatly. The Chimera Clans embrace their mixed heritage, seeing mutation as a source of strength and identity. Remnants often bear practical mutations that aid survival, while the Techno-Priests are wary of biological mutations and instead favour cybernetic enhancements to replace what the Fracture might alter. Meanwhile, the Wildborn display mutations that merge them further with the wild, such as animal traits or elemental affinities, and the Devoted regard mutation as either a test of faith or a sign of spiritual significance, depending on their beliefs.
Mutation in Fracture is not just physical; it can also manifest in the mind or spirit, granting visions, driving individuals to madness, or awakening latent magical abilities. This ever-present possibility of transformation adds to the unpredictability of life in Fracture, making every encounter and every character unique within its ever-shifting world.
In game terms Mutation allows players to play a huge variety of Races and we use this term lightly. If you want to play an Elf, Orc, Dwarf, Giant, Snake-Man or Cat-Girl you can because you have a mutation, lots of people may have the same mutation and so many people can play Elves or Orc’s and will refer to themselves as being an Elf as that is the name they have given to that type of mutation. Mutations often run in families and in specific areas a mutation maybe more common.
Mechanically, there are two main skills trees one of which is based on skills that can be learnt (Technical Skills) and one is skills gained from mutations (Mutation Skills). As well as changing your look they might grant you what would you consider to be a magical power or the ability to heal. This will be explained in greater detail later in the rules.
Non Playable Races
The Wakened: Formerly human, the Wakened are the result of exposure to the mysterious energies of the Fracture. They exhibit profound mutations, granting them new powers, heightened senses, or unsettling physical changes. Their society is tribal, and they are often guided by visions and instinct.
The Ironbound: Once created as servants and guardians, the Ironbound are sentient mechanical constructs. They have developed a culture all their own, communicating through coded signals and driven by enigmatic goals. Some protect settlements, while others are driven by vengeance or corrupted logic.
The Chimera: The Chimera Clans are formed from humans merged with mutated animals, resulting in individuals with striking physical traits such as fur, horns, claws, or heightened senses. Their cultures blend human memory with animal instinct, and their appearance is as varied as their heritage.
Pure Animals and Beasts: The Fracture has also given rise to animal species altered by the world’s energies. Some have gained intelligence or new abilities, occasionally serving as companions, adversaries, or even leaders within the Chimera Clans or Wakened tribes.
This blend of races helps ensure the world of Fracture is vibrant, unpredictable, and rich in possibility; each group offering both new challenges and opportunities for those who journey through its shattered lands.
