Mutation
Result Type Odd Even
Minor Mutations
1-4 Oddity Innocuous: Through fortune or happenstance, the character only develops an excessively mild mutation, such as heterochromia, an unnatural hair colour, or pale alabaster skin.
5-12 Beast Primal: Animal-like instincts awaken within the character, providing the Heightened Senses (Smell) talent and +2 Initiative, but permanently reducing their Intelligence by 1d10. Feral: Whether needle-like fangs, razor-sharp claws, or possibly both, the character can now strip the meat from bones, gaining the Natural Weapons trait. Their unarmed attack deals Rending damage and has Penetration equal to half their Toughness Bonus.
13-20 Spawn Sightless Orbs: Cracked and opaque, the character's eyes no longer function in the traditional sense, providing the Blind and Unnatural Senses (CB×10) traits. Deepling: Membranes of skin grow between the character's limbs and digits, while fish-like gills allow them to breathe in water. They gain a +20 bonus on Swimming-related tests and the Amphibious trait.
21-28 Wretch Nightsider: The character's eyes turn into glossy orbs of featureless black. They gain the Dark Sight trait, but suffer a -10 penalty to all actions in bright light or daylight unless their eyes are shielded. Shrieker: Marked changes to the structure of their ears allows the character to navigate by sound alone. They gain the Heightened Senses (Sound) talent and Sonar Sense trait, but suffer a -10 penalty to resist sonic effects.
29-36 Scab Feels No Pain: Dulled or hardened nerves render the character extremely resistant to all sensation. They permanently reduce their Fellowship by 5, but gain 1d5 Wounds and the Orthoproxy talent. Thick Hide: The character's skin becomes toughened with layers of chitinous plates, flexible scales, leathery carapace, or slabs of skin. They gain the Natural Armour (3) trait (or increase their existing Natural Armour by 2).
37-44 Freak Cracked: The character's mind is warped, both more and less than human. They permanently reduce their Fellowship by 1d10, but increase their Perception and Willpower by 10. Swollen Brute: The character becomes enormous, growing excessively tall and/or grotesquely muscular. Their Strength and Toughness are both permanently increased by 10, and their Size becomes Hulking.
45-52 Twist Vile Alacrity: The character twitches or fidgets incessantly, showcasing inhuman reaction time as they gain the Unnatural Agility (3) trait. Excessive Arms: Additional arms sprout from the character's upper body, perhaps similar to their own or hideously different. They gain the Multiple Arms trait with a number of extra arms equal to their Corruption bonus (rounded up).
53-60 Ghoul Fell Hunger: Unnatural cravings set upon the character, forcing them to subsist on a diet raw meat. They gain a +20 bonus on Toughness tests and can survive on animal flesh, but feasting on the body of a sapient creature restores 1 Wound per round. Caustic Bile: The character's stomach becomes a churning cesspool of viciously acidic contents that can be projected at whim. They gain a 5m ranged attack that strikes with 1d10+TB Energy damage and has the Corrosive (3) and Tearing qualities.
61-68 Glutton Voracious Mind: A deep and consumptive desire for dangerous knowledge fills the character, permanently reducing their Willpower by 1d10, but increasing Perception and Intelligence by 10. Corpulent: Now bloated and obese, with a taste for rich cuisine to match, the character loses the ability to Run, but gains 1d5 Wounds and the Unnatural Toughness (3) trait (or increases their Unnatural Toughness by 1).
69-76 Scourge Blackblood: Sinister fluids mingle with the blood running through this character's veins. They impose a -20 penalty on Medicae tests to treat them, but gain a +30 bonus on tests to resist poisons and the Toxic (TB/2) trait. Venom Glands: The character now produces a biological toxin within their body. They permanently lose 1 Wound, but their unarmed attacks gain the Toxic (TB/2) quality.
77-80 Multiple Ravaged: Particularly unfortunate, the character suffers an unusually high number of mutations for their level of exposure. Roll 1d5+1 times on this table, ignoring duplicates (including this).
81-84 Wyrdling Taste of Power: With the energies of the Warp at their fingertips, the character gains the Psyker trait (or adds 1 to an existing psy rating), but only gains access to minor psychic powers.
85-88 Witch Foul Whispers: With the energies of the Warp at their fingertips, the character gains the Psyker trait (or adds 1 to an existing psy rating) and access to the Telepathy discipline. Vicious Will: With the energies of the Warp at their fingertips, the character gains the Psyker trait (or adds 1 to an existing psy rating) and access to the Telekinesis discipline.
89-92 Fiend Fleshworker: With the energies of the Warp at their fingertips, the character gains the Psyker trait (or adds 1 to an existing psy rating) and access to the Biomancy discipline. Flametongue: With the energies of the Warp at their fingertips, the character gains the Psyker trait (or adds 1 to an existing psy rating) and access to the Pyromancy discipline.
93-96 Herald Dark Oracle: With the energies of the Warp at their fingertips, the character gains the Psyker trait (or adds 1 to an existing psy rating) and access to the Divination discipline. Hellmouth: With the energies of the Warp at their fingertips, the character gains the Psyker trait (or adds 1 to an existing psy rating) and access to the Malefic Daemonology discipline.
97-00 Severe Transformed: Roll for a Major Mutation.
Major Mutations
1-15 Aberrant The Worm Turns: The character's legs fuse together into a snake- or worm-like tail. They gain 1d5 Wounds and the Crawler trait. Multipede: Additional limbs sprout from the character's lower body, either similar to their original set or hideously different. They gain the Quadruped trait with a number of extra legs equal to half their Corruption bonus (rounded up).
16-30 Horror Nightmarish: A terrifying, inhuman visage replaces or grows over the character's face, giving them the Fear (2) trait (or increasing their existing Fear trait by 1). On Black Wings: Massive feathered or leathery wings erupt from the character's spine, giving them the Flyer (CB×2) trait.
31-45 Fleshlorn Symbiote: Instead of blood, when the character's skin is broken, flailing tendrils, crawling worms, or flitting insects spill forth to seal their wounds. They gain the Undying and Regeneration (2) traits (or increase their existing Regeneration by 1). Amalgam: In a horrifying transformation, the character becomes a nonrigid mass of vile ooze, roiling flesh, or swarming individual organisms that can still imperfectly assume their original shape. They gain the Amorphous and Regeneration (2) traits (or increase their existing Regeneration by 1).
46-60 Wyrdlord Harbinger: Awakening with far greater power than lesser witches, the character gains the Psyker trait, a psy rating of 3 (or adds 2 to an existing psy rating), and access to all disciplines.
61-70 Everliving Denied Death: The character is touched by the power of the Warp. Fortune twists to keep them alive regardless of the terrible wounds they suffer, as though it is the will of some dark being that resides beyond the veil of reality. They can no longer burn a Fate point to survive lethal injuries. Whenever this character would die, they instead survive by the narrowest margin as though they had burned a Fate point. Each time this occurs, they gain 1d10 Corruption points.
71-80 Ascendant Denied the Earth: Regardless of their will, the character never again touches the ground. They gain the Hoverer (CB×2) trait.
81-90 Warptouched Fell Aura: Reality itself recoils at the character's touch. They gain the Baneful Presence (CB) trait. Immaterial: Reality itself seems to reject the character's existence. They gain the Phase trait.
91-98 Warptainted Empyrean Mind: Their mind suffused with Warpstuff, the character gains the From Beyond trait. Empyrean Body: Their body suffused with Warpstuff, the character gains the Stuff of Nightmares trait.
99-00 Warpwrought Witchspawn: The character becomes part Daemon, gaining the Daemonic (CB), Fear (2), From Beyond, and Warp Instability traits. They also gain the Psyker trait and a psy rating of 3 (or add 2 to an existing psy rating). Hellspawn: The character becomes part Daemon, gaining the Daemonic (CB), Fear (2), From Beyond, and Warp Instability traits. They also gain Unnatural Strength (5) and Unnatural Toughness (5).
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