Choosing a Strain

It’s been at least seven generations since the Fall of Man to the zombie apocalypse. Your character is part of a Strain of Humanity, an evolutionary leap forward to survive in the harsh wastelands of the post-apocalypse. Much like choosing a species in a role-playing game like Dungeons and Dragons, this choice can give you some unique advantages in game. Similar Strains are grouped together by LINEAGE, harking back to how your ancestors first survived the zombie plague.

Below you will find the available Strains of Humanity available for you to play as at your first Dystopia Rising: Texas Event. Your Strain will provide you with guidelines for a cultural background, costuming, and what archetype professions your character can learn to become. All Strains at DR:TX are open, but some require additional costuming or roleplay requirements.

We’ve created a cool, two-question survey you can take to help you choose what Strain might be right for you — check it out HERE!

The pictures below are of some our talented players in DR:TX, many taken by our Photo Team.

The Lineages & Strains

Each Lineage has three (3) Strains that are loosely related. Strains will involve some roleplay or costuming requirements but have no mechanical advantages. The in-game advantage for your Strain comes from your choice of Lineage instead.

Elitariat (p. 35)

These are Strains that survived the fall by hiding in bunkers or using their wealth and power to hire protection. They have a powerful ability to spend Mind to earn in-game currency at the Post Office once per game, making them one of the best choices for Lineage if you want to be involved in the in-game economy.

  • Pure Bloods - These strains are known for family loyalty and like to wear bright and flashy colors that flaunt their wealth. Good at politicking, socializing, and business, Pure Bloods are highly regarded by many of the powerful factions of the San Saba.

  • Solestros - These strains try to dress with practicality, preferring to look efficient and sleek rather than flamboyant. Solestros often carry something that belonged to their family as an heirloom, like a hat, a trinket, or a family weapon, and tend to be natural leaders on the battlefield rather than some general in a bunker.

  • Digitarians - These strains survived the fall in high-tech bunkers, labs, and underground bunkers, and grew up around discarded technology. They tend to be scientists and researchers and carry trinkets like decayed circuit boards and pieces of oldcestor tech as trophies.

Pure Blood

Solestros

Digitarian

Townies (p. 39)

When the world went to shit, the Townies stayed in the major metropolitan areas, sheltering in place as the bombs fell around them. Townies have a lot of pride in their hometowns and have well developed communities. Townies have a useful ability when sharing local history, war stories, or tours of town with travelers or new players alike to regain Mind points at the end of the roleplay.

  • Baywalker - These strains are clever and tend to live on the outskirts of larger cities, creating small communities in the dockyards and bars. They favor practical clothing with pouches, pockets, and most Baywalkers have elaborate tattoos and scars.

  • Yorker - They learned to cope in the cramped quarters and confined spaces, using their intelligence in a more brutal way to survive in the hollowed-out remains of cities like New Austen. Yorkers proudly wear patches, sports symbols, or icons of their hometowns.

  • Vegasians - Duplicitous and shady, but well accustomed to navigating the social waters of a larger settlement, Vegasians simply know how to survive. They might be seen as cowards by some, but can even be mistaken for Pure Bloods if you could look past the showy and garish outfits.

Baywalker

Yorker

Vegasian

Nomad (p. 43)

Nomads are the travelers and wanderers who took to the roads and oceans, traveling constantly to survive the undead. They learned the best places to stop and the best routes to travel and are called by that wanderlust to stay moving. Nomads can avoid mechanics that would normally require them to do a mod when they arrive to town and can regain Mind by upkeeping and tending to their vehicles.

  • Diesel Jocks - Loud and boisterous, these warriors of the road prize their scrap metal vehicles most of all, knowing they can outdrive any threat. They favor leather and metal and are often covered in oil and grease from working on their rides.

  • Rovers - One of the most hospitable strains, the Rovers are legendary for offering food and drink to those in need on the road. They wear elaborate scarves and fabric that denote things like what they do for a living, what family they belong to, or what hardships they’ve faced.

  • Saltwise - These strains took to the sea when the world fell, either to oil platforms or massive ships. They developed one of the more drastic mutations, developing a set of gills on their necks, and a faint iridescent coloring on their skin.

Diesel Jock

Rover

Saltwise

gorger (p. 47)

Many of this Lineage were effectively created from corpses, surviving the end of the world by feeding on the Infection of other Strains in order to continue living themselves. Mistrusted by many due to their need to consume flesh or blood, this unique advantage allows them to heal by devouring a corpse or feeding from the living.

  • Full Dead - These strains are functionally reanimated corpses, badly created copies of people that existed before the Fall. They lack many of the motions of normal Strains and have an undead like appearance that can lead some to confuse them for a zombie.

  • Semper Mort - Many of these strains were people preserved in ice, hoping that a cure for the zombie virus owuld be found. However, the Infection invaded their frozen bodies, changing them to blood-drinking vampires with bone-like claws from their fingers and sharpened teeth.

  • Lascarian - These strains are descendants from those that sought shelter underground for most of their lives. They cover their skin during daylight hours due to a sensitivity to light and are much more comfortable in the dark of night or indoors.

Full Dead

Semper Mort

Lascarian

mutant (p. 52)

Not everyone died with radiation spread across the world, and some adapted and mutated to survive. One of the most varied genetic species to evolve into a strain, the Mutants were simply those that outlasted everyone in the harsh wasteland. Mutants are resistant to most diseases and cannot die or turn into a Raider from extreme diseases like Bad Brain.

  • Remnant - Sometimes thought as genetic anomalies, no two Remnants are alike. They often have some outward physical mutation, such as horns, scales, enlarged ears, or even fur. They are often thought to be the cross between two different strains and may be the next step of evolution for Lineages as a whole.

  • Retrograde - These mutants evolved in the most irradiated areas of the wasteland and are covered in rot and blood as their skin constantly regrows. They are often mistaken for zombies from afar, and many choose to wear masks to mark them as a living Strain. Retrogrades often come back as dangerous and powerful undead when they finally succumb to the zombie virus.

  • Tainted - These strains evolved to survive the Raider disease known as Bad Brain. When most succumb to the sanity warping disease and become a crazed cannibal, the Tainted thrived and survived. They are nearly immune to the disease but are also never truly free of its anger and aggression. They favor bones and other trophies of their kills, displaying a fierce countenance.

Remnant

Retrograde

Tainted

Landsmen (p. 56)

Many people didn’t live in cities when the zombie virus ended the world, and those in the rural landscape survived by working the land and living in the forests and outskirts. They tend to dress for their environment but can be a bit awkward and strange around others. Landsmen can regain Mind when in a group with other Landsmen by discussing community matters, practicing or training with weapons, or even sharing a drink.

  • Merican - One of loudest and most common strains, the Mericans are everywhere. They often take pride in their hats, and never go anywhere without one. They are very loyal to their settlements and tend towards a blunt way of talking and boisterousness.

  • Natural One - The ancestors of park rangers and military survivalists, they learned to live off the land as hunters and gatherers. They tend to favor camouflage and face paint and are deeply paranoid of outsiders. They often equip themselves with knives, axes, rope, and other tools of surviving in the wastes.

  • Quiet Folk - Soft-spoken with overly large eyes, the Quiet Folk are small towners who want to make sure their settlement is neat and hospitable. They don’t like loud noises and tend towards being too nice rather than insult another. But, friendly well-organized communities can quickly become a mob of large eyed killers stalking through the wheat fields…

Merican

Natural One

Quiet Folk

Devoted (p. 60)

When the world fell, some clung to their beliefs like a lifeline. Their faith got them through the hardest times, and their devotion to a singular cause is legendary. This connection to faith caused a mutation that made many of the Devoted develop psionic abilities or exhibit strange powers of faith. They have a powerful ability that can regain Mind by spending time in meditation or quiet contemplation and prayer.

  • Accensorite - These strains resonant so strongly with their religion that it physically begins to change their appearance. They mutate in a way that reflects their faith, such as glowing eyes, abnormal growths, horns, or even an alien mindset. They always wear the symbols of their faith and view any affront to their religion as a personal insult.

  • Red Star - While some believe in religion or power, these strains believe in humanity itself. Red Star survived the fall by banding in small cells and groups of their kin and can never be baptized in a faith or use Faithful anomaly skills.

  • Unborn - Carrying more concentrated Infection than other Strains, Unborn tend to have skin that is tinged green and have dark green veins that show up on their bodies. They have solid white eyes and are almost always connected to psionics and the Grave Mind.

Accensorite

Red Star

Unborn

Evolved (p. 64)

While others evolved from environmental factors, some strains were engineered to survive in the fallen world. They are the newest set of Strains to emerge since the Fall, and they are naturally stronger than other Lineages. Evolved are often employed with physical duties like guard work or crafting. They can ignore the first Mangle Limb skill used against them due to their strong limbs and can spend Resolve to resist each additional attack afterwards.

  • Irons - These strains were engineered to work in the mines and factories, but have since broken free, becoming something stronger than before. They are sturdy and strong, with a reddish bioluminescence that shines through their wrists, ankles, and neck in dim light.

  • Reclaimers - Hailing from colder climates, they have a unique muscle structure that lets them run for extreme distances and lift heavier loads. They have unnaturally blue or silver eyes, and the flesh on their arms and flesh is thin, showing the musculature beneath.

  • Unstable - This strain was born from experimentation with Remnants, crafted to be the ultimate strain. They once had the ability to control psions and the undead, but all of that ability that remains now is a blue glow at their joints and neck, and they bleed a blue liquid that glows in the dark when they are injured.

Irons

Reclaimer

Unstable