Mutants / Biomass

Biomass: Biomass still lingers in present mutant areas, having RAD-10’s producing “Hybrid-Biomass”, able to withstand anything, like a tardigrade. Instead of the normal biomass infecting a person with RAD-I, the hybrid sweeps memories, and turns the human into a RAD-IV or above in a matter of hours.

De-Rads: These are still fairly common, still having relative use to cure RAD, the RAD-Vaccine would come out later, rendering these dead and useless.

= Mutants = RAD-1, A stage where the RAD-X takes over the body, visible through blood pricking and stool tests.

RAD-2, Skin starts to turn yellow/greenish, flu-like symptoms, such as coughing, fever, sweating, diarrhea, vomiting, swelling, and weakening the immune system are prominent in this stage.

RAD-3. A: Refugee, More serious conditions start to occur. Hair loss, skin pigmentation change to pale yellow or green. Infected become deeply paranoid and suffer schizophrenia-like symptoms. The symptoms of the previous stage continue.

RAD-3. B: Outcast, If the infected person is treated with multiple Deradiators at this stage over the course of a month, the infection is halted and the disease dies off. This process is extremely painful and not a guarantee, with a noticeable side effect that the skin pigmentation turns to a deep red color. This pseudo cure is a mixed blessing, as while they’re no longer capable of being infected and won’t mutate further, the fear of mutation by most survivors drives these “Outcasts” out. Likewise, health problems plague them for the rest of their lives. Their skin is incredibly prone to burning from sunlight, and their immune system is degraded, resulting in many dying from disease. In some cases where the Deradiator treatment fails, the infected will continue to advance along the stages, but their skin will maintain the red pigmentation. It gradually fades over time, but is nonetheless noticeable. However, the years of isolation means many suffer from emotional and mental trauma or illness.

RAD-4, Marauder. Skin fully changes to a deeper shade of yellow or green. At this stage, RAD-X begins influencing the infected’s mind. Away from higher stage mutants, Marauders become reclusive, continuing the symptoms of the previous stage. However, when in groups or when higher stage mutants are present, Marauders seemingly shift to the single minded purpose of infecting others. Retaining human intelligence and strength, they plan and coordinate with other mutants to spread the disease.

Marauders act as frontline commanders for the disease, whether to kidnap uninfected or to raid towns to further spread the virus. Fully capable of using firearms, their numbers and capabilities mean they offer a significant challenge against opponents.

Sapien, Once an infected human has reached this stage, the disease takes full control. Infected will attempt to find a source of radiation, and then will stay close to it. At this point, intensive physical altering of the human body begins at this stage. Limbs may detach, bones snap, and muscles contort, giving a horrific visage that sometimes has them referred to as the Undead. Victims of this stage seem to be locked inside of their own bodies, with reports that Sapiens have been seen talking and moaning to themselves. However, when sighting uninfected, they go eerily silent while attempting to kill or maim those who entered their vicinity.

Sapiens act as guards for mutant dens, spreading spores to create biomass from their exposed wounds. Lacking any feeling of pain, Sapiens are capable of wielding their exposed bones as makeshift blades, spreading the disease to those unfortunate enough to be hit. If a Marauder is present, they can be given orders, but lack the intelligence to do anything other than blindly attack if not.

Creeper: A possible transformation from Sapiens, Creepers' bodies undergo further mutation. Their skin tightens around their bones and muscle structure, going so far as to prominently show off their ribs as the skin tightens around them. Their joints change to allow inverted movement, and combined with their streamlined body grants them the ability to climb surfaces at high speeds. A lumpy growth appears on their upper back, a precursor of their next stage, forcing the Creeper into a quadrupedal hunchbacked form. While all mutants save for the Sapiens are capable of communication through speech, the A strain is unique as both Creepers and Leachers are able to mimic the voices of survivors. They usually fake a cry for help in order to lure unsuspecting prey into their ambushes. Additionally, they gain their characteristic Cat-Eye look, as their eyes are altered to give near perfect low light vision.

Creepers act similar to scouts for the mutants, using their skills to lure away patrols. Creepers rely heavily on other mutants for frontal combat as their weakened bodies means they are unable to use weapons more powerful than a basic knife, or wear any meaningful armor for protection. When a Marauder is present, they can further coordinate their traps with fellow mutants.

Hitman: The alternate transformation after Sapiens, the Hitman’s mutations are muscular focused. Bones strengthened and muscular growth are accelerated disproportionately, with one arm staying relatively human and the other growing to massive proportions. All over the arm, portions of skin harden and grow in patchwork fashion. Hitmen possess superhuman strength in this arm, capable of shattering bone and throwing full grown men. This disproportionate weight means the Hitman moves at a slow gait, incapable of matching the speeds of an average person’s full sprint.

Hitmen act as frontline troops for mutation, breaking down defenses and attacking defenders. Their mind is weakened after their transformation, meaning Hitmen’s only tactic when a Marauder is not present is to simply rush the opponent and pound them into submission. However, this does not mean they’re incapable of communication or in any means stupid, merely that they prefer aggressive tactics.

Leacher: The following stage after the Creeper, Leachers are even more physically altered. From the lumpy growth on the back of the Creeper, Leachers grow an additional limb. They also gain a second head, with the purpose of spitting barbed biomatter filled with disease and acidic fluids. Additionally at the knuckles, the skin peels back to reveal bones sharpened into a claw like form, while overall their form grows taller and thinner. Leachers new transformations allow it to combat uninfected toe to toe. Their extra limb allows them to climb walls and suspend themselves from ceilings to ambush unsuspecting people, while the exposed bones are sharp enough to stab through clothing and skin, infecting those they injure. Their slim stature, longer limbs, and internal mutations allow for bursts of speed seemingly unnatural, making them fearsome in close quarters. The barbed biomatter their second head spits can fly up to 15 feet, piercing exposed flesh and burning skin, infecting those it injures. Much like their predecessor, Leachers are not built for frontal combat, but are more than capable of dragging away a victim. *Leacher barbed cells can be blocked by thick clothing as simple as a leather or heavy jacket

Crusher: The following stage of the Hitman, Crushers' other arm grows to equal size as the enlarged one, bones become denser, and their skin thickens all over the torso and arms. The patches originally on the arm now spread to the torso and arms, becoming thick and hard enough to fully block blade slashes and blunt trauma, while also absorbing the impacts of small bullet calibers. With the redistribution of weight, Crushers are able to move at higher speeds, capable of matching a human in sprint but the altered center of mass means their control at speeds is diminished, causing many Crushers to simply charge in a straight line until they stop, forcibly or gradually.

Crushers are significantly better in combat than their previous stage. With their thickened skin and weight, their invulnerability to the common pistol calibers and wastelander weapons, Crushers can easily attack multiple uninfected. However without the presence of a Marauder, their tactics are the same as their smaller brethren; blindly attack until incapable or successful. *Pistol calibers consist of all calibers small and including .45 ACP. Higher calibers, such as rifles, will penetrate their skin.

Malicious Ones: The final form of the the Type-A variation, Malicious Ones seem more like RAD-X personified than as a human being transformed. Growing a third head capable of spewing corrosive acid capable of melting metal, Malicious Ones’ limbs also grow longer, and a second hooked limb grows alongside the other. This allows them total control for climbing and hanging, and also increases their overall speed and agility to superhuman levels. Some instances have hair-like follicles. Their overall intelligence is also regained along their transition into the final stage of RAD-X, allowing them to be able to create complex traps and manufacture items for other mutants. Like Malevolent Ones, they seemingly lack emotions, with the purpose of spreading the disease as efficiently as possible. As a result of their increased intelligence, Malicious Ones are the de facto leaders of the mutants, capable of issuing orders to Marauders and organizing all other mutants. When in the presence of a RAD-8, lower stages of mutants seem to gain intelligence due to proximity.

Malevolent One: The final form of the type-B variation, Malevolent Ones grow even more physically adept. Larger than an average human, all of their bone and muscular structure is enlarged to allow incredible strength. Their skin also hardens into a chitinous-like substance, capable of deflecting or halting most small arms fire, but does nothing to stop explosives or fire. Unlike the Hitman or Crusher, their intelligence can be compared to humans, though they seemingly lack emotions, with their only goal being infecting more and more people. Like the Malicious Ones, they too can command other mutants and seemingly increase lower stages intelligence within proximity.

The Beast: The Beast is a hybrid of Strain-A and Strain-B. Seemingly coming from the Malicious Ones and Malevolent One family, this monster is extremely deadly, and can easily kill multiple enemies in one go.

Their skin will fully seal into a rocky substance that is harder than diamond. They are impervious to anything, except 105+ mm rounds, and nuclear blasts. They grow 3 heads, 5 limbs, and their arms can flip over tanks and small aircraft with relative ease. Their third head spits a rocky substance that, when in direct contact with anything, hardens it into a chitinous-like substance.

Their relative size can be from 7 to 9 feet tall, meaning they have to wear special armor plates to be clothed, if none are around, they use torn rags and bandages. Their overall intelligence is extraordinary compared to a Malicious. They are able to squeeze their way out of 50v1s, and can take on a whole fleet of USCPF without them even noticing.

They are the head of the mutants, only behind RAD-10, they organize raids, and are able to talk like marauders.

Note: This and RAD-10 are only exclusive for veterans of the LPM+ community, regular LPM+ cannot use these.

RAD-10: Eerie One

This is a very powerful being, they are direct descendants of RAD-9. Their skin is as hard as Graphene, being able to survive anything but nuclear blasts over level 5, as level 6 nukes are world-ending, this thing is basically immortal. It can take on a 100-man squad of SEAL, SLF, USCPF, and every other faction in CDF, MKII, and BNL suits. Their overall size can range from 7 feet to 12 feet.

White noise is currently the only one that exists, currently. He stands at 11 feet tall, 328 lbs, and is 32 years of age. Their natural skin is either black, green, or yellow. White noise is green, with spray-painted white all over him.

Eerie ones have no issue flipping over anything from tanks, to small homes. They can move industrial-sized aircraft with only a small bit of issue, and have been known to rip off entire stories of apartment buildings. They are the main faction of the biomass, commanding almost every single raid it is apart in.