Aberrant Raiders are what happens when the Infection gets halfway through its work and stops. Homo insurrectus aberrans survived partial exposure to the symbiotic payload that transforms humans into Lineages, but the process failed. What emerged was neither Lineage nor purely Raider: grotesquely mutated creatures with heightened physical capabilities but fractured physiology and no capacity for the Mortis passage that gives Lineages their resilience. They face permanent death, every time.
The Naturally Born despise them. Aberrant Raiders are hunted by their own species as abominations, shunned from the larger Raider societies and driven to the fringes of the wasteland. They build nests in caves and hidden sites, forming small packs held together by violence and necessity. Despite being less numerous than the Natural Born, they are the Raiders most commonly encountered near settlements. The reason is simple: they are willing to attack while outnumbered. Where a Natural Born warband calculates odds and chooses its moment, an Aberrant pack will charge a defended position with feral abandon, driven by mutation-fueled aggression and the knowledge that there is nowhere else for them to go.
Three types define the Aberrant subspecies. Berserker Raiders are the blunt instruments: hulking, rage-fueled melee combatants that attack in swarms and do not stop until one side is dead. Haze Raiders weaponize their own biology, producing clouds of radioactive vapor that transform any battlefield into an irradiated killing ground. Dread Surgeons are the quiet horror of the group: patient stalkers who isolate victims, silence them, and harvest body parts with clinical precision, producing new Dread Surgeons from the remains.
All information within the Guide to the Wastes is the contribution of players of the Dystopia Rising LARP, intended to be used as a public reference. No ownership of the ideas or setting details contained within is implied or inferred.