Mutation
Mutations function
as Traits, meaning that characters cannot purchase them with
Experience Points.
Always re-roll duplicate results on either Table.
Minor Mutations | |
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Roll | Effect |
1–20 | Grotesque: The mutant is either badly deformed, scarred or bestial, marking it as accursed and impure, Fellowship Tests with ‘normals’ are made at –20, but the mutant has a +10 bonus to Intmidate. |
21–30 | Tough Hide: The mutant has 1 AP worth of Natural Armour thanks to dense skin and scar
tissue. |
31–40 | Misshapen: The mutant’s spine and/or limbs are horribly twisted, giving it a penalty of –1d10 to its Agility. |
41–50 | Feels No Pain: The mutant cares little for injury or harm and gains +1 Wound. |
51–60 | Brute: The mutant is physically powerful with deformed masses of muscle. Apply +10 Strength, +10 Toughness and –10 Agility. |
61–70 | Nightsider: The mutant gains the Dark Sight trait, but suffers a –10 penalty to all Actions in bright light or daylight conditions unless its eyes are shielded. |
71–80 | Big Eyes: The mutant’s eyes are virtually lidless and watery. Apply +10 Perception and –10 Fellowship. |
81–85 | Malformed hands: Apply –10 to WS and BS and the mutant suffers a –20 penalty to all tasks
involving fine physical manipulation. |
86–89 | Tox Blood: The mutant’s system is saturated with toxic pollutants and poisonous chemicals. As a result it has a +10 resistance to toxins and poisons, however it suffers a –1d10 penalty to its Intelligence and Fellowship. |
90–99 | Wyrdling: The mutant has Minor Psychic Powers that it has so far been able to conceal. The mutant has a PsyRating of 1. |
100 | Roll on the Major Mutations Table. |
Major Mutations | |
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Roll | Effect |
01–25 | Vile Deformity: The mutant is marked by some terrible deformity that shows the touch of the warp and should not exist in a rational universe. There is no end to the dire forms this might take such as writhing tentacles in place of arms, skinless glistening flesh, re-arranged facial features or thousands of restless eyes studding the body, to name but a few. The mutant gains the Fear (1) trait. |
26–35 | Aberration: The mutant has become a weird hybrid of man and animal (or reptile, insect, etc.) Apply +10 Strength, +10 Agility, –1d10 Intelligence, -10 Fellowship and the Sprint Talent. |
36–40 | Degenerate Mind: The mutant’s mind is warped and inhuman. Apply –1d10 Intelligence, +10 Fellowship, roll 1d10 and apply the following Talents or Trait: 1–3: Frenzy, 4–7: Fearless, 8–0: From Beyond. |
41–50 | Ravaged Body: The mutant’s body has been entirely re-made by the warp. Roll 1d5 times on the Minor Mutations Table, re-rolling duplicate rolls. Such mutations, regardless of their nature, still show the obvious taint of Chaos. |
51–60 | Clawed/Fanged: The mutant gains razor claws, a fanged maw, barbed flesh or some other form of Natural Weapon that inflicts 1d10 R or I Primitive damage in close combat. |
61–65 | Necrophage: The mutant gains +10 Toughness and the Regeneration trait, but must sustain
itself on copious quantities of raw meat or starve. |
66–70 | Corrupted Flesh: Beneath the mutants’ skin a blasphemous transformation has taken place,
exchanging living organs for writhing creatures and blood for ichorous, maggot-ridden filth. If the mutant suffers Critical Damage, those witnessing it must take a Fear Test at –10. |
71–75 | Vile Alacrity: The mutant is constantly juddering and shaking unnaturally and can move almost faster than sight. It gains the Unnatural Agility (x2) trait and the Sprint Talent, with a penalty of –10 to Weapon Skill and Ballistic Skill. |
76–80 | Hideous Strength: The mutant gains the Unnatural Strength (x2) trait. |
81–85 | Multiple Appendages: The mutant has sprouted additional functioning limbs in the shape of arms, tentacles or a prehensile tail (or tails). Gain the Ambidextrous and Two-Weapon Wielder Talents and +10 bonus on Climb Tests and Grapple attacks. |
86–90 | Worm: The mutant’s lower limbs have fused together to form a worm or snake-like tail. They gain the Crawler trait, +5 Wounds and the Fear (1) trait. |
91–92 | Nightmarish: So warped and horrific is the mutant’s appearance, it can cause enemies to flee in fear. It gains the Fear (2) trait. |
93–94 | Malleable: The mutant possesses a sickeningly liquid flexibility and is able to distend and flatten its body. Apply +10 Agility and +20 to Climb Tests, and Grapple attacks. They may also fit through spaces only one-quarter its usual body dimensions. |
95–96 | Winged: The mutant’s body has warped to accommodate a pair of leathery wings or the like. They gain the Flyer (1d10+5) trait. |
97–98 | Corpulent: The mutant’s huge and bloated frame gives them +5 Wounds and the Unnatural Toughness (x2) trait. This mutation means that the mutant may not run. |
99 | Corrosive Bile: The mutant may vomit burning bile, flesh-eating grubs or some other horrific substance instead of attacking normally in close combat. The attack uses the mutant’s BS, is a Full Action and can be Dodged but not Parried. This attack inflicts 1d10+5 R (or E) Tearing Damage. |
100 | Hellspawn: Saturated with the energies of the warp, the mutant is imbued with Daemonic
energies and gains the From Beyond, Fear (2) and Daemonic traits and a Psy Rating of 2. |
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