MUTANT

RADCHILD

Pulse with contaminating radiation

Some Mutants, known as Radchildren, feed on energy itself. Radiation does not harm them; it fuels them. They soak it in, heal from it, and can release it in devastating pulses of plasma, like entropy. Their presence warps tech. Shuts down shields. Kills plants.

They are often surrounded by silence. Not by choice, but because anything that gets close enough... melts.

Radchildren are living reactors, born from irradiated wombs, fallout storms, or experimental biogenesis. Rather than withering beneath toxic exposure, they thrive in it absorbing radiation, mutating, and repurposing energy that would annihilate ordinary beings.

They don't just resist harm, they feed on it. Radchildren can soak up ambient radiation, weaponized decay, and energy blasts to fuel regeneration or devastating retaliation. Their bodies glow faintly in low light. Their blood is tainted green. And when they laugh, the air crackles.

Some believe they are nature’s answer to Void corruption, a primal immune response cloaked in flesh and fury. Others see them as walking environmental disasters, always on the brink of meltdown.

Wherever they go, Geiger counters scream.

LEVEL 1

Irradiated

Start of Turn (while in combat)

"You’re leaking,” they said. I laughed. “You’re burning."

— Korran "Glowgut", Radchild Nomad

The Radchild is never truly stable. Even at rest, their body pulses with stored radiation. In battle, this energy builds, warps, and burns its way outward—scorching their own flesh with every breath. But this isn’t a curse. It’s a forge—pain that fuels potential.

While in combat, the Radchild’s internal reactor destabilizes slightly, causing them to suffer Radiation Damage at the Start of their Turn.

Damage taken is equal to (Physique / 3), rounded down.

This damage ignores resistance and is always considered Radiation type.

Radiotrophy

"Most people run from fallout. I bathe in it."

— Sylvi the Green, Radchild of the Iron Wastes

Where others wither and die, the Radchild adapts and thrives. Their cells don’t decay—they recycle. Each pulse of radiation is metabolized, converted, and used to repair, strengthen, and fuel. The glow isn’t sickness. It’s sustenance.


Radchildren are completely Immune to Radiation Damage.

Instead of taking damage, you heal for half of the Radiation Damage that would have been dealt (rounded down).

This applies to all sources of Radiation—environmental, enemy abilities, status effects, and even self-inflicted radiation (e.g. from Irradiated).

This healing cannot exceed your maximum Health unless otherwise stated.

Unleash Radiation

Action

"There’s a line between suffering and control. I burn it every time I exhale."

— Sylvi the Green, Radchild of the Iron Wastes

The Radchild is a walking fallout bloom, and when pushed, they can force a breach—venting raw radiation into the air around them. Flesh blisters, steel warps, and enemies recoil—not just from pain, but from the sheer wrongness of it. The core may cool for a moment, but the warning lingers: they are never safe to stand near.

The Radchild can release a controlled burst of radiation, damaging enemies and temporarily stabilizing their core.

You may lose HP equal to any amount up to your Physique Mod.

All other creatures within 10ft take Radiation Damage equal to half the amount you sacrificed (rounded down).

After use, your Irradiated passive is disabled for your next 2 turns, giving you temporary downtime from self-healing.

LEVEL 2

Irradiated Leap

"I don’t leap—I eject."

Residual energy in your tissues lets you launch farther than should be natural.


You can Jump double the normal distance and height. When you land adjacent to or on an enemy, they take (Physique ÷ 2, rounded down) Radiation Damage and must pass a Resilience Save (tn10 + Physique Mod) or be knocked Prone.

Rad-Hardened

"Toxins? Heat? Pressure? They’re just seasoning."

Your mutated physiology shrugs off strain where others break or falter.


You gain Advantage on Resilience and Endurance checks.

Toxic Presence

Your body radiates something wrong — a low hum of wrongness that puts everyone nearby on edge.


Enemies that start their turn within 10ft of you must pass a Resilience Save (tn10 + Physique Mod) or become Weakened until the end of their next turn.

LEVEL 3

Double Mod Punch

"Strength lifts it. Physique delivers it."

Your mutant musculature uses both raw force and internal mass to enhance every unarmed strike.


Add your Physique in addition to your Strength to Unarmed Damage.

Irradiated Strikes

"Every swing’s a dose."

Your strikes, whether crude or precise, hum with lingering radiation.


You now add 2 Radiation Damage to all of your Attacks (both Melee and Ranged).

Toxic Knuckles

"I don’t need weapons. I’m made of them."

Your bare hands now pulse with latent toxicity.


Your Unarmed Melee attacks now deal Radiation Damage.

LEVEL 4

Internal Battery

Quick Action
Once Per Long Rest

"Sometimes I keep the light inside, just to run hotter."

You’ve developed the ability to redirect the energy of your mutation inward—fueling raw function over flare.

You may deactivate Irradiated and pay 5 Health to use your Physique instead of Strength for all Skills.

This benefit lasts as long as Irradiated remains deactivated.

Quick Reignite

"You can’t keep the glow down for long."

After cooling off for only a moment, your irradiated surge returns with renewed urgency.


You may re-activate Irradiated after only 1 turn of it being deactivated.

Radiant Focus

"Shape the burn. Control the fallout."

You refine the way you vent your radiation, focusing destructive force into deadly precision.


When using Unleash Radiation, you may now choose between a 10ft sphere or a 30ft beam (5ft wide).

LEVEL 5

Improved Statistic

"The stronger the flesh, the brighter the burn."

As your mutation refines, so too does your foundation.


Increase one of your Statistics by 1.

Irradiated Core

"My blood hums with heat you can’t see."

The radiation within you intensifies, causing constant, measurable damage when active.


While Irradiated is active, any creature that takes damage from Irradiated or Radiation Pulse additionally takes damage equal to half your Physique (rounded down).

Kinetic Battery

"Why lift with arms when you can lift with essence?"

You’ve learned to push your Physique into your movements and strikes.


Your Melee and Unarmed attacks may use Physique in place of Strength for Hit and Damage. While Internal Battery is active, melee attacks additionally deal Physique Mod Radiation Damage on hit.

LEVEL 6

Chain Reaction

"One falls. Ten wilt."

Your radiation kills not only directly, but through the collapse it causes in others.


If you kill an enemy with Radiation Damage, all enemies within 10ft take 1/2/3 Radiation Damage.

Each must pass a Resilience(tn12) check or become Weakened for 1 turn.

Endless Charge

"Woke up charged. Still burning."

Your internal power reserves replenish faster than most can measure.


You may activate Internal Battery a number of times per day equal to your Physique.

Radiation Pulse

"Stand too close, and you'll feel it too."

The energy leaking from your body lashes out in every direction.


While Irradiated is active, all creatures within 5ft of you take its damage each round.

LEVEL 7

Desperate Eruption

"On the edge of death, I burn brighter."

In your final moments, your body vents raw radiation instinctively.


You may use Unleash Radiation for free when you are in the Grasping for Life state.

Full Output

"No filters. No diffusion. Just fallout."

You release energy in its purest, most destructive form.


Unleash Radiation no longer halves its damage.

Overcharge Burn

"Burn deeper. Burn harder."

You may now expend more of your vitality to fuel stronger blasts.


You may pay up to twice your Physique Mod as HP when using Unleash Radiation. When you do, the damage dealt scales with the full amount sacrificed rather than being halved.

LEVEL 8

Living Conduit

Quick Action
Once Per Encounter

"Hook me up. I’ve got more than enough to share."

Your body now functions as a mobile power core.

Once per encounter, you may connect yourself to any powered device, vehicle, construct, or turret within reach. For 1 turn it gains Overcharge — choose one: +1 Action, double range, or double damage. You take 1 Vitality Damage when this triggers, ignoring Resistance.

Radiant Muscle

"Strength radiates from my core."

Your body refines its channels for damage output.


Add your Physique twice, along with your Strength, to all Unarmed Damage.

Reactive Overload

Reaction
When you take 5 or more Damage in a single hit

"Hit me, and you’ll get a faceful of regret."

Your body lashes out with stored radiation the moment it’s harmed.

If you take 5 or more Damage in a single hit, you may immediately activate Unleash Radiation as a Quick Action.

The radiation damage equals the amount of damage you took.

LEVEL 9

Concurrent Burn

"I can vent and glow at the same time now."

Your internal systems have stabilised to the point where outbursts no longer disrupt your radiant state.


Unleash Radiation no longer disables Irradiated. Additionally, Unleash Radiation may now be used as a Quick Action.

Fission Bloom

"When I focus inward, my fallout spreads farther."

The intensity of your internal energy causes a wider irradiated field during stabilised discharge.


While Internal Battery is active, the radius of Irradiated and Radiation Pulse increases to 10ft. Enemies who enter or start their turn in this expanded radius must pass a Resilience Save (tn11 + Physique Mod) or become Weakened until the end of their next turn.

Overgrown Core

"My body knows no limit to healing—only containment."

Radiotrophy within you now restores more than what the body should contain.


Radiotrophy can now Overheal you by up to half your max Health. While you are above your maximum Health through Overheal, you gain +1 to all damage rolls.

LEVEL 10

Atomic Godhood

Action
Once Per Long Rest

"I am a walking cataclysm, and time is running out."

You can channel your meltdown to its final stage—unstoppable, glorious destruction.

For 3 rounds, you enter a meltdown state:

You cannot be reduced below 1 HP.

Your Radiation Damage is doubled.

All creatures within 10ft take 3 Radiation Damage per round.

Unleash Radiation does not disable Irradiated.

At the end of 3 rounds, flip a card:

Red: You survive with 1 HP but are Dazed.

Black: You explode in a 40ft radius, dealing 10/15/20 Radiation Damage to all creatures—including yourself—then collapse to 0 HP.

Improved Statistics

"Your very cells refine toward perfection."

Your mutation and training both reach new thresholds.


Increase two of your Statistics by 1.

Irradiated Apex

"My presence alone is fatal."

Your aura intensifies into a searing, ever-present field of devastation.


Irradiated now deals damage equal to your full Physique.

Any targets within 5ft of Unleash Radiation take 1.5× damage.

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