Burst your bonds and fight for justice, we are traveling to the world of Thundarr!
After a rogue planet passes between the Earth and the Moon in 1994 the massive changes in gravity wreak havoc on the world. Two thousand years later man is reduced to a savage existence in the wreckage of the 21st century. Also, there is magic and a ton of wizards. The world of Thundarr is very similar to Numeria on Golarion, just world spanning. For the most part, if you have the Technology Guide and Numeria, Land of Fallen Stars, you’ve got everything you need to set your game in Earth 3994. You could easily run an Iron Gods campaign in this setting and would have to change nothing but place names. You need just one more thing…
Moks are a race of leonine humanoids with tremendous strength and courage. Their vocal biology prevents them from making the sounds necessary for most languages (other than their own) but they are able to learn and understand them with no problem.
It is unclear how the mok race came to be, whether they are some mutant form of human or something else entirely, but they bred true and have been quite successful at forming primitive clans and staking out territory in the wastes of what is left of Earth.
+4 Strength, -2 Dexterity, -2 Charisma while few creatures can match a mok in raw strength, they are not agile and have trouble relating to non-moks.
Mok: Moks are humanoids with the Mok and Catfolk subtypes
Medium: Moks are medium creatures
Normal Speed: Moks have a speed of 30ft
Low-Light Vision: In dim light, moks can see twice as far as humans.
Mighty Blows: a Mok with both hands free can make a 1d8 slam attack as a primary natural attack.
Languages: Mok begin play speaking Mok and understanding Common. Mok with high Intelligence scores can choose from the following languages: Catfolk (which they can speak, not just understand), Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan