Degenerate
“They’re what happens when you strip away the last safeguards. Ixionen are born in hardship and learn to fight to survive. Degenerates? They never learned when to stop. Pain, fire, and ruin are their only inheritance, and they wear it like armor.”
Children of Annihilation
Degenerates are the Ixionen pushed past the breaking point — not survivors, but celebrants of collapse. They turned deprivation into theater, brutality into ritual, and desperation into identity. Where Ixionens still cling to community and neon-lit defiance, Degenerates burn everything they touch and call it living.
Their settlements are fortresses of wreckage: towers of scrap welded together at insane angles, walls painted with blood, and engines constantly roaring. Noise and spectacle are weapons as much as their crude guns and jagged blades. Degenerates are not only unafraid of chaos — they worship it, dance in it, scream it into the void.
Naming Traditions
Family names
Family names are clannish and optional. They can resemble warbands or cults. Major clans include: The Polk Family, Haysteens, Blood Tribe, Skulltower Crew
Culture
Common Dress code
Tatterdemalion armor, welded plates ripped from vehicles and tied together with chain, and trophies.
Art & Architecture
When Degenerates decorate, it's in leather and bone. When they build, it's in the hollowed out remains of ghost architecture.
Foods & Cuisine
Quite literally anything they can fit into their mouth and at least partially digest without dying. Their favorite is meat, typically raw or roasted.
Common Customs, traditions and rituals
Every raid is a carnival. Drums, horns, engines, and fire turn their assaults into nightmares of light and sound. Degenerates revel in warpaint, gasoline rituals, and scream-choirs that echo through ruined streets. Their motto is “If it breaks, it belongs to us.”
Birth & Baptismal Rites
Newborns are held over roaring engines or near open flames while the band screams their name into existence. If the child does not wail, they are said to be cursed — and sometimes abandoned.
Coming of Age Rites
Adolescents are hurled into the “Crash Rite”: driving a salvaged vehicle at reckless speed into enemy territory, or surviving a bare-fisted brawl against older warriors. Death is common; survival means immediate status.
Funerary and Memorial customs
The dead are fuel. Corpses are strapped to engines, hung on poles as banners, or burned in gasoline pyres to light the night sky. Their bones may be forged into armor or jewelry, worn proudly by survivors. Cannibalism, ritual or otherwise, is always on the table.
Common Taboos
Weakness is despised. Displays of mercy are ridiculed and often punished. Cooperation with outsiders (especially corporations or Houses) is viewed as cowardice — though raiding or ambushing them is celebrated.
Silence is weakness. Stillness is death. To be quiet, to retreat, or to seek peace is the ultimate shame. Degenerates despise secrecy — everything must be loud, violent, and undeniable.
Ideals
Beauty Ideals
Where Ixionens favor neon contrast and scar-pride, Degenerates lean into grotesquerie. Burn scars, tusks, and grafted armor plates are aesthetic as much as functional. Many deliberately mar themselves, inserting hooks, rivets, or shards of metal into flesh to display resilience. They embrace mutation as evolution, and moral degeneracy is celebrated.
Gender Ideals
Gender roles collapse entirely; dominance is the only currency. Whoever asserts the loudest, bleeds the most, or kills the hardest is respected, regardless of gender or identity.
Courtship Ideals
Flirtation is indistinguishable from intimidation. Brawls, thefts, or reckless acts of sabotage are common methods of courtship. Partnerships are forged in violence and often broken in it.
Relationship Ideals
Families are unstable and temporary. What persists are warbands: shifting groups bound by fear, loyalty, or charisma of a leader. Within a band, intimacy can exist, but betrayal and abandonment are always looming.
Major organizations
Various family clans and warlord groups.
Game Template
Template: 10 pts
- Advantages (30 pts): High Pain Threshold (10), Fearlessness 2 (10), Damage Resistance 2 (Scar Tissue & Grafts) (10).
- Disadvantages (35 pts): Bloodlust (10), Berserk (10), Odious Personal Habit (Constant Noise, Smell of Fuel/Blood) (5), Social Stigma (Barbarian) (5), Enemy (Everyone — local forces, 9 or less) (5).
- Perks (2 pts): Improvised Flamethrower Proficiency (1), Trademark Scream (1).
- Quirks (3 pts): Laughs During Violence (1), Paints Self Before Battle (1), Can’t Sit Still (1).


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