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Mutations
When a mutant PC or NPC is required, first determine the number of mutations the character has. Normally this will be either D3 for lightly mutated characters, D3+3 for heavily mutated characters and D6 when the level of mutation is unimportant.
The GM should exercise discretion when determining multiple mutations that may clash. Often, re-rolling is probably the best idea (e.g. a character who is both Invisible and has a Burning Body), but some combinations of mutation can be interesting, to say the least (Additional Arms, one of which is actually a cluster of Tentacles). The GM should use judgement to decide advantages/disadvantages caused by ‘overlapping’ mutations.
Just because a character has severely debilitating mutations does not mean that the GM should allow a re-roll. Mutant characters have to learn to live with their mutations, and so should their players. If a player comes up with a way of restricting their mutation’s negative effects, this is worthy of an experience points bonus.
To determine the nature of a mutation, roll a D100 for its location, and then roll on the table referenced:
D100 |
Location |
01-15 |
Legs |
16-30 |
Arms |
31-50 |
Head |
51-75 |
Miscellaneous physical mutation |
76-00 |
Unnatural ability |
Leg Mutation Table (D100)
Unless the character’s mutation affects his mobility, leg mutations can often be disguised in some way, for example, with a long robe or prosthetics. Leg mutations often increase or decrease a character’s height. This is indicated in the rules for each mutation.
D100 |
Mutation |
Effects |
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01-05 |
Additional Leg |
The character has an additional leg, sprouting from his hip. Randomly determine which side the leg is on. There is a 50% chance that this leg is atrophied and useless (although the character gains no penalty for this, provided the original leg is useable). |
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06-20 |
Atrophied Legs |
Roll a D6. On 1-4, one leg is affected (determined randomly). On 5-6, both legs are affected. A character with one atrophied leg walks, runs and evades 1 yard less per action and cannot sprint. A character with both legs atrophied always moves at half speed, cannot run, evade or sprint, and must use crutches or some other form of support. |
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21-25 |
Birds’ feet |
The character suffers from a mutation that leaves the feet clawed and scaled like a bird. At the GM’s discretion, the character gains bonuses when perching on ledges. | |||||||||||||||||||||
26-40 |
Cloven feet |
The character’s feet are cloven in the manner of a goat. There is a 50% chance that the legs and lower body are excessively hairy. |
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41-45 |
Extra joints |
The character has an additional joint in one or both legs. Other than making the character look unusual when walking, this has no other effect. |
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46-50 |
Hopper |
The character has a single, huge foot, and moves along by hopping. This has no effect on movement, but the character must pass a Strength test for every 5 yards of ladder climbed, or fall. |
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51-60 |
Limb loss |
Roll a D6. On 1-3, one leg is missing (determined randomly). On 5-6, both legs are affected. A character with one missing leg always moves at half speed, cannot run, evade or sprint, and must use a crutch or some other form of support. A character with both legs missing moves at quarter speed by dragging himself along with his arms (this is increased to half-speed on a successful Strength test, taken once a minute), cannot run, evade or sprint and is 3’ shorter. |
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61-70 |
Limb transference |
One of the character’s legs has been moved or swapped with another part of the body. Determine the affected leg randomly and roll on the Hit Location Table to determine the leg’s destination. Re-roll results that indicate that the leg has not moved (i.e. has stayed where it is). If the leg moves to a place normally occupied by an arm or the other leg, there is a 50% chance that, rather than be replaced, the destination limb moves to the place previously occupied by the transferred limb (e.g. it is possible for legs to swap over). Any limbs that are transferred, rather than lost, will be fully useable, albeit in the wrong position. A character with an arm in a leg socket walks, runs, evades and sprints 1 yard less than normal. If using one arm to stand, a character cannot use it in combat. If the leg moves to the torso location, there is a 50% chance that the leg is still functional, and, depending on where the leg is exactly, the character may still walk, evade and run 1 yard less than normal, although he may not sprint. If the leg moves to the head, there is a 50% chance that the leg is still functional, allowing the character to walk, evade and run 1 yard less than normal, although he may not sprint. The head is always fully functional! There is a 50% chance that the head will be transposed to the leg socket. Otherwise, the head shares the neck with the leg. Multiple rolls of Limb Transference may result in some extremely bizarre-looking mutants. The GM should use judgement when determining advantages/penalties for such characters. |
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D100 |
Mutation |
Effects |
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71-75 |
Long legs |
The character has extremely long legs, adding 2D10" to his height. The character may also moves 1 extra yard with every movement action. |
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76-85 |
Overgrown legs |
The character’s legs or feet are swollen and overgrown, affecting his movement abilities. Roll a D6 to determine the exact part affected:
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86-90 |
Powerful legs |
The character has immensely powerful legs and doubles his Strength when determining the distance he can leap horizontally. The height of obstacles that can be jumped vertically over are also doubled. |
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90-00 |
Short legs |
Thanks to the character’s improbably short legs, penalties imposed by difficult terrain are doubled. Also, the character halves the height of obstacles that can be jumped vertically over. The character’s height is also reduced by 2D10". |
Arm Mutation Table (D100)
Most arm mutations are easily concealed, yet may require substantial effort to avoid public disclosure, for example, not eating or writing with a mutated limb.
D100 |
Mutation |
Effects |
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01-05 |
Additional arms |
Roll a D6. On a 1-4, the character has a single additional arm (randomly determine which shoulder this sprouts from). On a 5-6, the character has an additional arm hanging from each shoulder. Each additional arm has a 50% chance of being useable, exactly like a normal arm. Otherwise, the arm counts as being Atrophied (see below). There is a 25% chance that the original arm on a shoulder with an additional arm (useable or not) is Atrophied, thanks to the restricted blood supply. |
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06-25 |
Atrophied arms |
Roll a D6. On 1-4, one arm is affected (determined randomly). On 5-6, both arms are affected. Atrophied arms cannot be used, with the usual effects on Strength. A character with no useable arms can kick and bite in combat (unarmed, -10 WS), and may be able to manipulate items (with penalties), using toes. |
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26-35 |
Beweaponed extremities |
Roll a D6. On 1-4, one arm is affected (determined randomly). On 5-6, both arms are affected. Each affected limb cannot hold or manipulate items, but can be used in close combat as one of the following weapons (roll a D6 for each affected arm):
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36-40 |
Elastic arms |
The character has a bizarre construction of ligaments and muscles instead of normal arm bones. The character can attack in close combat from up to three yards away. Resourceful PCs may find alternate uses for this mutation. |
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41-50 |
Extra joints |
The character has an additional joint in one or both arms. Other than making the character’s arm movements look unusual, this has no effect. |
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51-65 |
Limb loss |
Roll a D6. On 1-3, one arm is missing (determined randomly). On 5-6, both arms are affected. Missing arms cannot, obviously, be used, with the usual effects on Strength. A character with no useable arms can kick and bite in combat (unarmed, -10 WS), and may be able to manipulate items (with penalties), using toes. |
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66-75 |
Limb transference |
One of the character’s arms has been moved or swapped with another part of the body. Determine the affected arm randomly and roll on the Hit Location Table to determine the arm’s destination. Re-roll results that indicate that the arm has not moved. If the arm moves to a place normally occupied by a leg or the other arm, there is a 50% chance that, rather than be replaced, the destination limb moves to the place occupied by the transferred limb (e.g. it is possible for arms to swap over). Any limbs that are transferred, rather than lost, will be fully useable, albeit in the wrong position. A character with an arm in a leg socket walks, runs, evades and sprints 1 yard less than normal. If using one arm to stand, a character cannot use it in combat, and is probably a bit lop-sided. If the arm moves to the torso, there is a 50% chance that the arm is still functional, and, depending on where the arm is, exactly, the character may still use it in combat or when manipulating objects. If the arm moves to the head, there is a 50% chance that the arm is still functional. The head is always fully functional! There is a 50% chance that the head will be transposed to the shoulder socket. Otherwise, the head shares the neck with the arm. Multiple rolls of Limb Transference may result in some extremely bizarre-looking mutants. The GM should use his judgement when determining advantages/penalties for these characters. |
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76-85 |
Overgrown arms |
The character’s arms or hands are bloated with additional muscle and fat. Roll a D6 to determine the exact part affected:
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86-95 |
Razor sharp claws |
The character’s fingers are tipped with viciously sharp claws. Although the character can use weapons and manipulate objects normally, all unarmed close combat hits count as being from natural weapons. |
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96-00 |
Tentacles |
Roll a D6. On 1-4, one arm is affected (determined randomly). On 5-6, both arms are affected. Affected arms are replaced by one or more tentacles. A tentacled hand may still be used for basic actions like pulling levers or turning a steering wheel, but triggers, keypads and zips will be impossible in most cases. |
Head Mutation Table (D100)
The least concealable of all mutations, and often the most grotesque, those with deformities to the head are the most ostracised of all mutants.
D100 |
Mutation |
Effects |
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01-05 |
Beaked |
The character’s jaws are distorted into a hardened beak. The character counts as using natural weapons when fighting unarmed. |
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06-15 |
Bestial face |
The character’s face is somewhat degenerated from the human norm, and may even bear traces of animal appearance. Apart from being exceptionally visible, this mutation causes no other effects. |
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16-20 |
Big ears |
The character’s ears are far larger than a normal human’s, doubling the range at which sounds can be heard. |
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21-25 |
Crest |
The character has a large crest of stiff hair sprouting from his head. There is a 50% chance that the crest is mobile, thanks to muscles at its base. If this is the case, there is an additional 50% chance that the movement is not voluntary, but instinctive, and changes according to the character’s mood. The GM should determine how certain moods affect the movement of the crest, and mention to the player that his crest is moving. Crests are not necessarily frowned upon, or even recognised as mutation, especially in communities where it mimics a local hair style. Mobile crests may cause some degree of alarm or disgust, however. |
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26-30 |
Enormous mane of hair |
The character has an enormously bushy mane on their head and neck. At the GM’s discretion, it may also extend into thick sideburns and/or a beard. The mane can be shaved off, but will grow back at roughly twice the rate of normal male facial hair on male characters, or at approximately the same speed on female characters. Like a crest, this is not necessarily a negatively viewed mutation (except when a female character develops facial hair). |
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31-35 |
Eyestalks |
The character’s eyes are on crab-like stalks, and may be smaller and beadier than human eyes. The character cannot wear normal glasses, goggles, visors etc. |
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36-40 |
Feature transference |
The character’s facial features are distorted and may not even be positioned on the head, but on another part of the body. D3 facial features are affected, each of which is randomly determined by rolling a D6:
Determine which location the part is moved to by rolling a D10:
There is a 25% chance that the transferred feature is merely vestigial and has no operational function. When moving pairs of eyes or ears, the GM may rule that each eye/ear moves to a different location, if he so wishes. |
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41-45 |
Featureless face |
The character has no facial features at all and was subject to intense surgery immediately upon birth, just to enable his survival. He is blind, although he can hear using tiny pits in the side of his head (but all listening ranges are halved). Food must be intravenously injected, or possibly inserted directly into the stomach by some kind of surgically implanted device. Breathing is carried out via a surgically inserted tube in the throat. Mutants of this kind often unconsciously compensate for their sensory deficiencies. There is a 20% chance that a character with the Featureless Face mutation also has the Wyrd ability, in addition to any other mutations rolled. |
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46-50 |
Great fangs |
The character’s teeth are exceptionally long and sharp and can deliver a punishing bite. The character counts as using natural weapons when fighting unarmed. |
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51-60 |
Great horns |
One or more horns jut from the character’s head. The character counts as using natural weapons when fighting unarmed. |
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61-65 |
Headless |
The character has no visible head. All of its normal cranial functions take place within its chest. Every time the character takes a hit to the torso, the head is also assumed to have been hit, and vice versa. When a Serious injury affects the chest location, assume that the head takes no additional damage, although all other level injury effects are combined. There is a 50% chance that facial features are visible on the torso. Otherwise the character will be blind and deaf and unable to speak. Headless characters with no faces are still able to eat, by pouring liquids directly down their surgically modified gullet or through a drip. |
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66-70 |
Huge head |
The character has a massive head that wobbles ridiculously on its narrow, deformed shoulders. However, the character gains +10 Sagacity, thanks to his overgrown brain. |
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71-75 |
Long neck |
The character has an extremely long neck that makes him D10" taller. |
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76-80 |
One eye |
The character has only one eye, either because the other socket is empty (and possibly has sealed eyelids), or both eyes have merged together to form a single large, cyclopean eye. General eyesight is unimpaired, but depth perception is distorted, meaning that at ranges in excess of 20 yards, shooting is at –20 to hit. |
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81-85 |
Pin head |
The character’s head is freakishly small, dwarfed by his normal-sized shoulders. The character’s Sagacity is reduced by 10. |
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86-90 |
Skull face |
The character’s head looks remarkably like a skull. Whether this is literally exposed bone, or merely the result of missing muscle and fat on the head, the character may count as having the Fearsome special ability, at the GM’s discretion. The character is incapable of making any kind of facial expression beyond rolling eyes or sticking out tongues. |
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91-95 |
Three eyes |
The character has a third eye, located either in a socket where the bridge of the nose would normally be, on the forehead, or even crammed into a socket with one of the already existing eyes. There is a 50% chance that this eye works, and a 25% chance that the character also has the Wyrd ability. |
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96-00 |
Vestigial head |
The character has a second head, often that of a foetal twin that died and was absorbed into the character’s body during gestation. It may not be fully formed, but will usually either share a neck with the main head, or hang off the skull. There is a 25% chance that the head will be fully conscious and self-aware, in which case the character may have two personalities. If the head is not self-aware, there is a 50% chance that its unconscious thoughts confuse the main head, causing the character to suffer from distorted perceptions. If this is the case, treat the character as having incurable Schizophrenia. If either head takes Crippling damage (i.e. dead), then there is a 75% chance that the shock and trauma will kill the other head as well. If the character survives the death of one of his heads, then every day (until the dead head is amputated), the character runs a 50% risk of contracting a dangerous blood infection from the necrotic tissue (see the Injuries section). |
Miscellaneous Physical Mutations Table (D100)
This chart covers those visible physical mutations that can affect any part of the body, or even the entire body.
D100 |
Mutation |
Effects |
01-03 |
Acid excretion |
The character’s skin constantly sweats a powerful chemical substance. The character is not affected by the acid, although any clothes or other possessions may be. Roll a D6 to determine the potency of the acid (1-3 = Potency 1, 4-5 = Potency 2, 6 = Potency 3). Potency 1 acid is mildy caustic and will burn through natural fabrics and organic materials in minutes. Artificial fibres or materials may last for several days or weeks, depending on the quality. It will also corrode untreated metal, although no further than minor pitting. Unarmed close combat hits from a character with Potency 1 acid excretion inflict an additional D3 damage. When grappling an opponent, D3 hits are automatically inflicted each round that the grapple is held, each causing D3 points of damage. Potency 2 acid is fairly powerful and will burn through even man-made fibres in a matter of hours. Natural fibres and organic material will smoulder and fall apart after a few second’s contact. Untreated metal will crumble to rust after prolonged exposure (for example, holding the hilt of a sword or pistol grip for longer than a few minutes. Treated metal may last up to twice as long, but will eventually begin to corrode, although not so that it becomes unusably weak. Unarmed close combat hits from a character with Potency 2 acid excretion inflict an additional D6 damage. When grappling an opponent, D3 hits are automatically inflicted each round that the grapple is held, each causing D6 points of damage. Potency 3 acid is incredibly powerful and makes the mutant’s life a living torture. The character cannot wear clothes or carry possessions. The character’s footprints leave scorchmarks on carpets and vegetation and discolour concrete, making it easy to track him. Most items picked up will crumble in seconds. The character can, however, melt through steel barriers at a rate of 10cm per minute. Other substances melt at a faster or slower rate. Unarmed close combat hits from a character with Potency 3 acid excretion inflict an additional D10 damage. When grappling an opponent, D3 hits are automatically inflicted each round that the grapple is held, each causing D10 points of damage. |
04-10 |
Albino |
The character is albino with pure white hair, pale skin and pink or red eyes. Because the eyes are not as efficient, the character halves his Initiative when making visual Awareness tests, and is extremely sensitive to bright light, becoming stunned for D6 rounds, rather than D3, when blinded by a photon flash flare. There is a 50% chance that they are knocked prone in that situation. |
11-12 |
Black skinned |
The character’s skin is perfectly black, absorbing all incoming light without reflecting even the tiniest amount. As such, the character can only be seen as a two-dimensional shadow with no detail or structure. Other character’s can only perceive the mutant character’s 3D form by moving around him, or by the three-dimensional nature of clothing or equipment the mutant is carrying. There is a 50% chance that the eyes are still a normal colour and can be seen. The character is normally invisible in darkness, but only when naked and uninjured. If, however, the character is wounded, the blood will spread out over the skin, revealing detail, and injuries will appear as holes ‘into’ the shadow. |
13-15 |
Burning body |
Something is horribly wrong with the creature’s body chemistry, resulting in the skin burning constantly. This makes the character immune to fire, and halves all damage from all heat-based weapons (melta, plasma, lasers, but not las-weapons, which rely primarily on kinesis for their hitting power). There is a 50% chance that any unarmed close combat hits caused by the character will set the target location on fire (D3 damage). The character’s appearance is extremely disturbing, to say the least, and he gains the Fearsome special ability. |
16-20 |
Cloud of flies |
This unpleasant mutation causes the flesh to become loose and putrescent, even while alive. The character is permanently surrounded by a great swirling mass of flies that live off, and lay their eggs in, the disgusting, semi-liquid mess. Maggots can be seen wriggling beneath the skin. Not only does the character gain the Fearsome special ability, but the cloud of flies tend to gather around the mouth and eyes of attackers, and crawl into their noses, causing anyone trying to hit the mutant character in close combat to suffer a –20 penalty to their Weapon Skill. The character’s Toughness is decreased by D10. |
21-25 |
Enormously fat |
The character’s metabolism is wildly out of control, leaving him bloated to a disgusting, yet often comical, degree. He also sweats constantly, having to dab himself with a handkerchief to avoid dripping everywhere. The character takes up two seats in most vehicles, bars, offices and so on, and will be unable to sit comfortably (if at all!) in armchairs. If the character attempts to go through a normal-sized door, there is a 50% chance that he becomes stuck in the doorframe, and can only release himself on a successful Strength test (+10 Strength per person helping). The extra bulk increases the character’s Toughness by D10. |
26-30 |
Extreme growth |
The character’s entire body is much larger than it should be, yet without uniformity, leaving several parts (facial features in particular) looking distinctly shrunken in comparison. The distorted bone and muscle tends to make the creature slower and clumsier. The character’s characteristics are affected as follows: Weapon Skill: -D10 Strength: +3D10 Toughness: +4D10 Initiative: -2D10 Height: +D3’ |
31-35 |
Extremely small |
The character is shrunken and misshapen. Notably, the head is usually at normal size, so brain functions are not affected. The character’s characteristics are affected as follows: Strength: -2D10 Toughness: -2D10 Initiative: +2D10 Height: -D3’ (minimum 1’) |
36-40 |
Extremely thin |
The character is unnaturally thin and emaciated, and reduces his Strength by 2D10. |
41-45 |
Feathered / furry |
D6 locations on the character’s body are covered in feathers. Feathered characters may also have vestigial wing membranes between arm and body. If fur is shaved off, it regrows at double the rate of male facial hair. |
46-55 |
Hunchback |
The character has an extremely conspicuous and ugly hump of bone in his back, usually in the middle, but occasionally offset. Although gross and a great inconvenience, there are no further effects. |
56-60 |
Incredibly strong |
The character is freakishly strong, thanks to a bizarre muscle structure. The character gains +4D10 Strength. If this results in an increase of 30 points or more, Toughness is also increased by 2D10. |
61-65 |
Iron hard skin |
The character is mutated in such a way that his skin is far tougher than usual. This can take the form of bony plates, naturally deposited metals/minerals, secreted crystal growths or simply knobbly growths beneath the skin. D6 locations on the character’s body are affected, each location gaining D6 points of armour. Duplicate rolls increase a location’s armour further. Protected locations cannot have their armour rating improved by wearing conventional armour, although psychic or force fields can be used normally. |
66-70 |
Long spines |
The character’s body is covered in long spines, preventing attackers from coming too close for fear of injury. Any attackers have a –10 modifier to their Weapon Skill. |
71-75 |
Quadrupedal / bipedal |
A bipedal character with this mutation becomes quadrupedal (i.e. his arms are legs). The character cannot use weapons and equipment requiring hands to operate, and his height is halved. The Hit Location table is not affected, but treat all hits to arms as having the effects of a leg hit. A quadrupedal creature with this mutation becomes bipedal and has some form of hands replacing its front legs. Hits to the front legs count as arm hits. If the creature has a Sagacity score of 15 or more, it is capable of manipulating objects in these hands. |
76-80 |
Rotting flesh |
The character’s flesh is necrotic, visibly decomposing upon the character’s body. This is a sickening sight and the character smells dreadful as well. Digits may be missing from hands and feet, the face is barely recognisable and bones and internal organs may be seen through ruptures in the weakened flesh. Other characters may make an olfactory (smelling) Awareness test to detect this character within 10 yards. The character has the Fearsome special ability, but also suffers –2D10 to his Strength, Toughness and Initiative. |
81-90 |
Scaly / warty / patterned skin |
The character’s skin on D10 locations is disfigured in some way (player’s choice). Other than being a visual marker of mutation, there are no additional effects. |
91-95 |
Tail |
The character has a tail. Many tails are little more than vestigial primate regressions, measuring no more than D10+2", but there is a 50% chance that the tail is fully developed to a length of several feet and can be manipulated to hold items. Close combat weapons may be wielded in a fully developed tail at –20 Weapon Skill and allow an extra attack for every close combat attack action. A tail may not be used to fire ranged weapons. Other than that, a fully developed tail may be treated as an extra hand. |
96-00 |
Transparent skin |
The character’s skin and much of its organic tissue is completely transparent. Deeper organs can clearly be seen pulsating and throbbing away within a mesh of blood vessels and translucent bones. This may be a source of fascination for some scientists, but the character still gains the Fearsome special ability. |
Unnatural Abilities Table (D100)
D100 |
Mutation |
Effects |
01-02 |
Belch fire |
The character’s digestive system is so freakishly distorted that the character is able to belch fire at will. Despite their naturally selected internal flame retardance, characters with this mutation often have difficulty speaking, thanks to the amount of damage that their ability has done to their throat and tongue. Once per round, even when in a close combat at arm’s length, the character can spend an action belching fire at a single enemy within 2 yards. This attack always hits, unless the enemy is aware of the character’s mutation and can pass an Initiative test to dodge it, and causes a single hit with the effect of a hand flamer. |
03-07 |
Cowardice |
The character is genetically chicken. He will never willingly enter close combat and will run away to avoid attackers if at all possible. When faced with Fearsome or Terrifying enemies, the character must pass a Nerve test (with a –40 modifier in the case of Terrifying enemies) in order to shoot at it or pass within 5 yards. |
08-12 |
Embarrassing noise |
The character’s digestive system is exceedingly unstable and occasionally produces unexpected, involuntary and very loud noises. These may be of a flatulent or oral nature, or even just loud pops, bangs or whines from the character’s stomach. There is a 10% chance of a noise occurring at the start of every round of combat, or once a minute in less stressful times. Long-term colleagues, comrades and friends will become used to these noises (the GM judges if this is the case). Anyone else within earshot (10 yards) is distracted by the sudden noise and suffers a –10 modifier to all dice rolls against characteristics (Strength tests, rolling to hit, etc., but not Action Rolls or damage rolls). |
13-14 |
Gas belcher |
The character emits noxious gases, either flatulently, via breathing, or perhaps through some specially grown orifice. There is a 50% chance of a gas release at the start of any combat or at any other stressful time. Gas is also released automatically whenever the character is hit in combat, whether the shot wounds or not. The character is immune to the gas, but any other character within D6 yards is affected if they fail a Gas Resistance test. The GM should select the type of gas to be emitted (see the Poisons section for suggestions). |
15-16 |
Gills |
The character has gills in the side of his neck, and can breathe normally underwater. He may also have a strangely fish-like appearance as well. |
17-21 |
Horrible stench |
The character’s metabolism is savagely distorted, producing a variety of foetid, sweaty, methanous odours. Long-term colleagues, comrades and friends will have become accustomed to the stench (the GM judges if this is the case). Anyone else within 5 yards is nauseated by the vile odour and suffers –10 to all dice rolls against characteristics (Strength tests, rolling to hit, etc., but not Action Rolls or damage rolls). |
22-24 |
Illusion of normality |
The character always has at least one other mutation, but appears perfectly normal, thanks to an unconscious Wyrd protective power that alters the perceptions of those nearby. The illusion is maintained until another character touches the mutant, whereupon that character gets a glimpse of the mutant character’s true form. The illusion of normality does not work when the character is viewed through electronic filters like video cameras, bionic eyes, image filters etc. Characters can also see through it with the Psychic Sense special ability. |
25-26 |
Invisible |
The character’s cell structure somehow refracts light in such a way that he appears almost totally invisible. Movement disturbs the refraction of light, causing the character’s faint outline to erupt into a flurry of translucent blurs. There is a 10% chance of seeing the character when he is standing motionless in good light, increasing to 50% when moving. Darkness and other modifiers reduce these chances, possibly to the extent that the character becomes impossible to see. |
27-31 |
Irrational fear |
The character has an incurable phobia that causes him to flee (or freeze in terror, should the GM prefer) if he fails a Nerve test when confronted by any one of the following stimuli (roll a D6): 1 Any creature larger than himself 2 Any alien creature 3 Any creature of his own race 4 Anything causing loud noises or gunfire 5 Plants 6 Any creature smaller than himself |
32-36 |
Irrational hatred |
The character has an incurable hatred of any one of the stimuli described under Irrational Fear. If the character fails a Nerve test when confronted by this stimulus, he will attack them, preferably in close combat. |
37-41 |
Massive intellect |
The character is extremely intelligent, far beyond any normal human. Add +50 to the character’s Sagacity. There is a 50% chance that this mutation is manifested visibly, with swelling of the cranial region. |
42-46 |
Mindless |
The character is utterly mindless and cannot make decisions by itself. It will, however, follow orders issued to it by any other character. The creature’s Sagacity is reduced to 5, representing an exceptionally basic understanding of language and most (but not necessarily all) instincts. This is probably not going to be a popular mutation to give to a PC. If the player objects, the GM should allow a re-roll on this table to generate a new Unnatural Ability. |
47-51 |
Moronic |
The character is incredibly dense. The Sagacity score remains as normal, but every time the character wishes to use a piece of equipment or tries to speak, he must pass a Sagacity test in order to do so. This applies no matter how simple or complex the activity (although tasks that would normally involve a test of some kind still require that test to be taken for the task to be completed successfully). Even pressing a button or using a sword require a Sagacity test. |
52-56 |
Poison blood |
The character has poisonous blood. Anyone coming into contact with the character’s blood must test for being exposed to bloodfire toxin – the number of doses being left to the GM’s discretion. If an injury is inflicted in close combat that results in the character bleeding, the attacker is splashed with one dose of bloodfire for every ‘D3’ of bleeding caused. |
57-60 |
Regeneration |
The character can heal wounds and injuries that would leave ordinary mortals crippled and dying. His flesh and bones can knit themselves together, sealing gaping cuts and miraculous restoring mangled limbs. The character gets a free location recovery action at the end of every round he is still conscious. The character is not restricted to a maximum of two injury levels below the worst injury on a location – it is possible for a location to go from being crippled to undamaged. Additionally, severed limbs can be regrown. Hands and feet take D3+3 days to become useable, while entire arms or legs take D3 weeks. |
61-63 |
See In The Dark |
Somehow, possibly by having extremely efficient, cat-like eyes, or perhaps by seeing in the infra-red spectrum, the character is able to see perfectly in the dark up to distances of 20 yards. |
64-66 |
Silly voice |
The character’s voice is squeaky, stuttering, trumpeting, honking or ridiculous sounding in some other way. For added enjoyment/cruelty, the GM may insist that all in-character speech by the player of a character with this mutation should be in an appropriate voice. |
67-71 |
Silly walk |
An extreme mannerism in the character’s perambulatory technique endows it with a ridiculous gait. |
72-73 |
Spit acid |
The character can spit toxic saliva in close combat. The attack is resolved as if the character were firing a pistol. The attack does D6 damage, to which is added the character’s Strength divided by 20. |
74-78 |
Subject to fits |
The character is subject to stress-induced fits. Whenever a stressful situation occurs (a combat begins, for example), the character must pass a Nerve test. If this is failed, the character is thrown into a convulsive fit, rendering it stunned until it manages to pass a Nerve test at the start of a round. |
79-80 |
Timeline slip |
This is an exceptionally bizarre mutation, presumably brought on by exposure to the warp, where the character is capable of literally jumping out of time for a brief period. At the beginning of any of his rounds, the character may disappear, jumping ahead of time. D6 rounds later (or D6x10 seconds), he will reappear in exactly the same spot. The character does not know exactly when he will re-emerge, (the D6 should be rolled by the GM) but has a limited degree of control over the distance jumped, and so can ask the GM to add or subtract 1 from the roll, depending on whether he wants to make a long or short jump. At the GM’s discretion, the character may be forced to make a Nerve test when he reappears to avoid being disorientated by changes in his surroundings. If the test is failed, the character counts as stunned for a round, but does not fall prone. |
81-85 |
Vampirism |
The character can leech power from other life forms by drinking their blood, absorbing their psychic aura, taking in their body heat or otherwise drawing energy from them. This can only be done by physical contact with a stunned, unconscious or willing victim. If the victim is only stunned and wishes to resist, the vampiric character must make a successful unarmed close combat attack to drain his victim. A successful vampirism attack adds D6 to the victim’s injury total and reduces the vampiric character’s injury total by the same amount. Vampirism has no effect on location injuries, neither causing them in the victim, nor healing them in the vampire. |
86-90 |
Very fast |
The character’s reflexes are incredibly fast, almost at a blur. The character can perform an additional action per round. |
91-95 |
Wytch sight |
The character can see the souls and psychic traces of other life forms. Every mutant with wytch sight sees the world differently – some see flickers of flame overlaying a person’s brain or heart, even through walls, others see everything as hollow mesh outlines, while still others see things purely in terms of emotional colours flowing through space. In effect, the character is capable of seeing up to 20 yards using wytch sight, which ignores light levels and intervening obstacles. On a successful Sagacity test, the character is able to determine the emotional state of anyone within this range, such as if they are happy, lying, worried, under the influence of drugs or alcohol, and so on. |
96-00 |
Choose, or make one up |
The GM and player should either pick a mutation from any of the above tables, or come up with one of their own. |
Chaos Mutations
The mutations here are the kind that could feasibly occur (even if only in a science fiction universe) as a result of genetic damage caused by radiation, environmental factors, pollution, natural evolution or in some instances, exposure to the warp. All such mutations are assumed to be present from birth, or at least to exist latent within a character before emerging in later life (e.g. puberty or the beginning of middle age decline).
Chaos worshippers often sport mutations as gifts or rewards from their masters. These generally develop spontaneously or over the course of several months, weeks, days or even seconds. Most Chaos mutations can be represented using the mutation tables above – the Chaos powers are notably devoid of forward planning when it comes to the effects of their ‘gifts’. Some gifts, however, are thoroughly beneficial, and far less likely (if at all) to appear naturally. These include weapons (even guns) merging with hands, or for two followers to meld together into one, or even the gradual ascent to Daemonhood.
More guidelines for Chaos mutations and gifts can be found in the Chaos bestiary.
Mutant Offspring
If mutant PCs have children, or if the GM wishes to generate a family of mutants, use the following guidelines to determine the nature of the offspring. The GM can feel free to use or ignore these as he or she wishes.
Both parents are mutants:
There is a 90% chance that a mutant couple will have a mutant child. The child has the same level of mutation as the parents (D3, D3+3 or D6 – when there is variation between parents, the offspring has D6 mutations).
Additionally, there is a 75% chance that each mutation the child bears will be the same as that borne by at least one parent. (When parents with the same mutation have a child without that mutation, it is assumed that the mutant gene is recessive, and has not become active in the offspring. Just wait until the offspring has children of his or her own though…)
One parent is a mutant, the other is a human:
In this case, there is a 40% chance that the child will be a mutant. The child has the same level of mutation as the mutant parent, although this can be reduced at the GM’s discretion.
There is a 75% chance that each mutation is inherited from the mutant parent.
Neither parent is a mutant:
There is a flat 5% chance of any child being born a mutant. This can vary, depending on the environmental conditions and previous record of mutation within the family. Normally, only D3 or D6 mutations will be present, although the GM can increase this to D3+3 if he or she is feeling vicious.
Offspring of humans with mutant parents:
There is a 10% risk of a character with one mutant parent having a mutant child. The number of mutations is generally smaller than that of the grandparent.
This risk is increased to 20% if two grandparents are mutants, or 30% for three or four mutant grandparents.
If the partner of the human parent is a mutant, use the probabilities described above, regardless of grandparentage.