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Mutation

Mutations function as Traits, meaning that characters cannot purchase them with Experience Points.   Always re-roll duplicate results on either Table.  
Minor Mutations
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
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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