New mutation guide here, edited by A_NotSoGentleBoi also. stop reading the unreliable wiki and join the atf discord for better info.
Marauders begin to see worse side effects from the virus, as the amygdala is getting attacked by the virus. They display psychotic tendencies, leading to irrational and possibly dangerous activities. Capable of using firearms, and blending in with society ( somewhat.) the Marauders have made quite a name for themselves. The skin fully changes to a deep yellow ( in rare cases) or a green tone, and their sole intention is to spread the virus. (Through bodily fluids, deep tissue contact, etc.) They are still humans and are 'intelligent' but have a hard time with conversations and understanding emotions like empathy. They wouldn't attack their fellow friends unless in dire situations, but would be open minded to attacking random civilians or friends they know little about.
As RAD-X spread across the continental United States, the USCPF began experimentation and investigation into the disease. One byproduct of these tests was the creation of Descendants. Hybrids of normal humans and the later stages of RAD-X, they lived lives of constant inhumane testing. This treatment eventually lead to revolts as Descendants and Outcasts overtook facilities, breaking out and escaping.
Much like Outcasts, Descendants were forced to live in seclusion. Whether through fear of USCPF retribution or the acts of terrified normal wastelanders, Descendants would disguise themselves if forced to interact with others. Many continue to wear clothing taken from their former prisons, the last reminder of their experience.
Some factions willingly acknowledge and accept the Descendants, as they are both incapable of being infected and unable to spread RAD-X to others, while others regard them warily, or in the USCPF’s case, willingly attack the Descendants to remove any trace of their former experiments.
These descendants were born with various mutations such as a Leacher, Hitmen, Crusher and etcetra. If you were to be a Descensant in Mirage that means you would be 10-23 years old which is the oldest you could be as a descendant and yeah Descendants in mirage are a bunch of kids and teenagers being experimented on gosh. Must be horrible to go through such experiments as a kid locked in a facility, growing up without parents and locked in a stasis pod you know. Im estimating that 70% of descendants should be around 13-19 which is damn young as hell for mutants.
Whats worse is that the USCPF actually HUNTS DOWN AND KILL these child mutants that has escaped from their facilities. Personally if I were a USCPF squad leader leading a patrol and encounter a group of these child mutants I would order my squad to let them go, because these kids are just too young to die.
Edit by A_NotSoGentleBoi
Crushers haunt wastelanders, to the very bone. These creatures have their LRP5 gene suddenly producing more calcium in the bones, becoming denser., and they have a P21 and P53 deficiency. Tumors grow amongst their body as they now no longer have any suppressants, giving them a hunched back due to the sheer weight they are dragging around. Despite losing most function to properly punch, they can swing their arm and cause fatal blows. They are called Crushers commonly due to the fact their swings are so powerful, that it can crush bones. They are unable to run, and are able to withstand melee weapons to an extent. They are a common fear to civilians, even despite the fact they are unable to run in any shape or form.
This is one of the transformations a Sapien can undergo, they are extremely strong in only one limb, this limb can deal a fatal blow. They can only communicate in grunts and moans at this point. RAD-6B. They are extremely staggenent, due to the massive weight in one arm. They are unable to run, as if they tried to do so they would fall almost instantly.
Physical alterations begin to be abundant. Limbs may begin to detach, muscles contort, bones begin to snap.. Wastelanders call these 'Undead' due to their appearance. They are the most common feral, however, most die due to the fact their deformities limit their movement, and they aren't very strong to catch prey. They have a 50-60% surface mortality rate. They exhibit mostly scavenging or surprise tactics, sometimes having compound (open) fractures which they can use much like a knife, but only in SOME cases. They do not feel much pain, being almost completely oblivious to it. Their surprise tactics would be similar to acting dead, and while unsuspecting individuals try to loot them-they go in for the bite. Their teeth would be immensely jagged with some even falling out, making it all the more painful to be bit by these things. If their legs are not impacted (broken too badly, or detached) they can run.
Now, all this being said-limbs wont always fall off.
This is one of the final playable transformation (unless you are an LPM.) which is truly haunting. A hooked limb grows on their back, with a full range of motion. They can utilize this to grab onto ceilings or pipes to hoist themselves up for quite a long period of time. They are the masters of ambushing prey (typically humans.) They also noticeably can grow a pseudo like head, which does not have many functions. However, they can merely use this mouth to eat food. Due to the physical alterations and the fact bones begin to become less-dense, their teeth have become jagged. They also have the ability to spit barbed biomatter at opponents from about 15 feet away with their newfound pseudo head. This can cause chemical burns, or if landed into an open wound (or mouth,) can infect the victim with RAD-1. The biomatter can be blocked with clothing as simple as a leather or heavy jacket. Leachers are also fast, due to their contorted size. Some may be tall, some maybe short. Typically they are around the size of a normal human. They can also communicate, repeating basic sentences and able to respond to marauders commands(depending on the command) with a yes or no. They may cry, or scream, to lure other unsuspecting humans to their location-either it be a bandit looking for some fresh loot off of a weak human (so they think) or a nice person looking to help out.
They will not work together. If two leechers come together, they will fight each other to prove who is the alpha and most strongest-often resulting in one dying from their injuries. If a marauder is present, they won't /instantly/ listen to them, the marauder is required to prove they are the alpha and intelligent one.
Just because they have this hooked like limb does not mean they defy gravity or can scale walls. Avoid rping as some sort of wendigo from before the dawn, they are not that fast or nimble-and can't scale walls like that.
Playable in ATF 1,2,3,5 (DW) and 7
A Creeper is a rare type of mutant, it walks on all fours. They are called Creeper because they're quiet and SUPER fast. It is hard to aim at one and it takes more then one shot to the head one to kill one. They are a rad 6B
This is, yet again, one of the possible transformations a Sapien can undergo, these creatures rely on ambush tactics to surprise unexpecting wastelanders. They generally are more agile due to their bodies contorting in size, and eyesight begins to improve-specifically at night time due to retroreflectors growing, much like other animals have. They can see you in the night, and you wouldn't even know they were near. Truly a terrifying creature, however they are physically inferior to the average male. It must be known that they cannot wear things like body armor, or scrap gear, as they are way too weak to do so. Also, there is protrusions by their tailbone, but there's nothing really there as of yet. ( can be elsewhere).
The Malicious and Malevolent
RAD-8A and RAD-8B
Two of the probably most terrifying beings on this planet (except for the beast) that have been exposed to GOD LIKE radiation for a long period of time. Almost always found near blast zones, or highly irradiated places, they have practically evolved to a different being at this point. They are talked about among folklore and mentioned as 'demons', almost like the boogeyman, taking men and woman-and children, and infecting them.. or worse.
This thing is made up straight of nightmares. Often times, they still have the second head from their leecher stage (rad7a) and along with that hooked limb-and they also grow another arm. They exhibit superhuman speed, capable of running XXmph+ for sustained periods of time. You are not going to be able to hit, or really be able to know what's going on. Fully intelligent compared to a human, even slightly more intelligent then your average person-able to make complex traps and communicate like any normal person would. Their brains evidently have regenerated portions of the temporal lobe
Cures and vaccinations
As of 2103 (ATFs Rain and Deep Six) a vaccine exists that can make one immune to the RAD virus. This was made in 2070, and wasn't widespread.
There is no known cure, (not like you people ever pay attention to that) however the effects can be eased with certain treatments on people RAD-3 and below. Deradiators , despite never being public, could shave off the effects of the virus at the lower stages. It becomes less infectious, and is usually used at RAD-3. Symptoms can be minimized, but the only sacrifice is the pain that it causes. Deradiatiors are a needle, which remove radiated isotopes from the genetic makeup in the cells. The side effects are a full body burn, after continuous use, giving off a pale/deep red look. Blisters and open sores are present throughout their skin, this is ONLY after 3-4+ uses. The pain is unbearable, subjects usually compare it to being shot all over their body. Also, if used after 3-4 times, it will cause scaring all over, giving them a more pink look even if they stop using it.
In ATF 2 there is a cure for the RAD-X Virus. It cured all of Asia within 5 days after put into use. It was found in a Clinic where scientists had been working on said cure for 5 years. The Asians used the cure on themselves but did not allow any other nation, notably the United States, access or knowledge to its existence.