Abominations

More beast than man, abominations are those whose mutations have rendered them slavering monstrosities of flesh. Abominations come in an abundance of shapes and sizes, ranging from stunted creatures with swollen brains harboring a fearsome intellect and latent psychic abilities to barely sentient massive hulking brutes hellbent on destruction. Abominations are outcasts from society, forming their own clans away from the cities out in the wastelands wherever resources and shelter can be found. Hated by all, abominations have no place to call their own in this future. Their humanity lost, these creatures, of varying degrees of intelligence and capabilities, form very loose hierarchies based on the principles of "might makes right". Their human empathy having degraded over the centuries, these creatures have reverted to the role of barbarians and raiders, often attacking human and machine settlements for access to new bio-material and the scarce resources that are still available. Abominations have a massive potential for raw power; they are natural selection and adaptation made manifest. They have the ability to radically alter the base form of their bodies; abominations can be seen with insectoid, avian, feline, molluscoid, and amoebic body forms, among a vast plethora of potential options. No race has the ability to physically mutate to the extent that an abomination is capable of. An abomination is able to evolve its body to suit a variety of needs based on several evolutionary paths by adding numerous types of organic weaponry, limbs, senses, and poisons. This adaptability is paid for by high levels of instability. Abominations are highly susceptible to unwanted negative mutations and biohacking due to the volatility of their genetic code. Likewise, they have a high chance of rejection from cybernetic augs because of their bodies' highly hostile immune response. All in all, abominations offer a highly intriguing set of possibilities, but come with extreme risks.