Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Псякера.
- 1**М.
- Degenerate Mind -5int -5fel, fearless
- Tough Hide: The mutant gains the Natural Armour 2 Trait from dense skin and thick scar tissue.
- 2**М.
- Brute: The mutant is physically powerful, with deformed masses of slab-like muscle. Increase its Strength and Toughness Characteristics by 10 each.
- Multiple Appendages: The mutant has sprouted additional functioning limbs in the shape of arms, tentacles or a prehensile tail (or tails). It gains the
- Ambidextrous and Two Weapon Wielder talents, and a +10 bonus on Climb Tests and grapple attacks.
- 3**Ж.
- Misshapen(x2): The mutant’s spine and limbs are horribly twisted. The mutant may no longer run and reduces its Agility by -13.
- 4**МЖ.
- Aberration: The mutant has become a weird hybrid of man and animal (or reptile, insect, or some other beast). The mutant increases its Strength and Agility
- by +10, reduces its Intelligence by –9, its Fellowship by –10
- Degenerate Mind: -1int -1fell, fearless
- 5**Ж.
- Degenerate Mind: -8int -8fell fearless
- Ravaged Body:
- +Hulking: The mutant grows in stature and body-mass. It gains the Hulking Size Trait, increases its Strength Characteristic by 10 and gains +5 Wounds.
- +Mental Regressive: The mutant has regressed mentally. Roll 1d10 for Intelligence-8, Perception-7, Willpower/2, and Fellowship/2 separately. On a 1–5, reduce
- the Characteristic by 1d10; on a 6–7, halve the Characteristic; on an 8–9, there is no change; on a 10, reduce the Characteristic to 5. The mutant also gains
- 1d10 Insanity Points.
- +Hellspawn: Saturated with the energies of the Warp, the mutant is more than part daemon, gaining the Daemonic, Fear (2), and From Beyond Traits.
- 6**Ж.
- Misshapen: The mutant’s spine and limbs are horribly twisted. The mutant may no longer run and reduces its Agility by
- -16.
- Grotesque: The mutant is either badly deformed, scarred, or bestial, marking them as accursed and impure. The mutant takes a –20 penalty on Fellowship Tests
- made to interact with ‘normals’, but gains a +10 bonus to Intimidate Tests.
- 7**Ж.
- Corrupted Flesh: Beneath the mutant’s skin a blasphemous transformation has taken place exchanging living organs for writhing creatures and blood for
- ichorous, maggot-ridden flth. Whenever the mutant takes critical damage, it gains Fear 2 for that round.
- Hideous Strength: The mutant gains the Unnatural Strength(+2) Trait.
- 8**Ж.
- Tox Blood: The mutant’s system is saturated with toxic pollutants and poisonous chemicals. It gains a +20 bonus to Toughness Tests made to resist poison, but
- reduces its Toughness and Intelligence Characteristics by 3. Should the mutant’s blood come into contact with a living creature, that creature must succeed
- on a Diffcult (–10) Toughness Test or take 1d10 points of damage that ignores Armour and Toughness
- Malformed Hands: The mutant’s hands fuse into slab-like appendages. Reduce its Weapon Skill and Ballistic Skill by 10. Furthermore, the mutant takes a –20
- penalty to any test requiring fne physical manipulation.
- 9*Ж.
- Wyrdling: The mutant has minor psychic powers that it has so far been able to conceal. The mutant gains the Psy Rating 2 talent. If it already has this
- talent, it gains the next highest Psy Rating talent that it doesn’t have. The Mutant gains 2 Psychic Techniques of his choice from the discipline of his
- choice.(+1Psy)
- 10*М.
- Clawed/Fanged: The mutant gains razor claws, a fanged maw, barbed fesh or some other form of natural weapon. It gains the Natural Weapon Trait (either I or R
- damage).
- 11М.-
- 12+М.
- Ничейный*:Venomous: The mutant’s natural attacks are toxic. It gains the Toxic Trait.
- Няшкины.
- 1**МЖ.
- Brute: The mutant is physically powerful, with deformed masses of slab-like muscle. Increase its Strength and Toughness Characteristics by 10 each.
- Hulking: The mutant grows in stature and body-mass. It gains the Hulking Size Trait, increases its Strength Characteristic by 10 and gains +5 Wounds.
- 2**М.
- Grotesque: The mutant is either badly deformed, scarred, or bestial, marking them as accursed and impure. The mutant takes a –20 penalty on Fellowship Tests
- made to interact with ‘normals’, but gains a +10 bonus to Intimidate Tests.
- Hulking: The mutant grows in stature and body-mass. It gains the Hulking Size Trait, increases its Strength Characteristic by 10 and gains +5 Wounds.
- 3**Ж.
- Malformed Hands: The mutant’s hands fuse into slab-like appendages. Reduce its Weapon Skill and Ballistic Skill by 10. Furthermore, the mutant takes a –20
- penalty to any test requiring fne physical manipulation.
- Nightsider: The mutant gains keen eyesight, allowing it to see clearly in areas of low lighting. It gains the Dark Sight Trait, but takes a –10 penalty to
- all tests when in the area of bright light, unless its eyes are shielded and skin covered.
- 4**МЖ.
- Nightsider: The mutant gains keen eyesight, allowing it to see clearly in areas of low lighting. It gains the Dark Sight Trait, but takes a –10 penalty to
- all tests when in the area of bright light, unless its eyes are shielded and skin covered.
- Aberration: The mutant has become a weird hybrid of man and animal (or reptile, insect, or some other beast). The mutant increases its Strength and Agility
- by +10, reduces its Intelligence by –3, its Fellowship by –10.
- 5**М.
- Hideous Strength: The mutant gains the Unnatural Strength+2 Trait.
- Necrophage: The mutant gains +10 to Toughness and the Regeneration Trait, but must sustain itself on copious quantities of raw meat or starve.
- 6**М.
- Nightsider: The mutant gains keen eyesight, allowing it to see clearly in areas of low lighting. It gains the Dark Sight Trait, but takes a –10 penalty to
- all tests when in the area of bright light, unless its eyes are shielded and skin covered.
- Aberration: The mutant has become a weird hybrid of man and animal (or reptile, insect, or some other beast). The mutant increases its Strength and Agility
- by +10, reduces its Intelligence by –5, its Fellowship by –10.
- 7**Ж.
- Hideous Strength: The mutant gains the Unnatural Strength+2 Trait
- Mental Regressive: The mutant has regressed mentally. Roll 1d10 for Intelligence/2, Perception/2, Willpower+0, and Fellowship/2 separately. On a 1–5, reduce
- the Characteristic by 1d10; on a 6–7, halve the Characteristic; on an 8–9, there is no change; on a 10, reduce the Characteristic to 5. The mutant also gains
- 1d10 Insanity Points.
- 8**М.
- Tox Blood: The mutant’s system is saturated with toxic pollutants and poisonous chemicals. It gains a +20 bonus to Toughness Tests made to resist poison, but
- reduces its Toughness and Intelligence Characteristics by -6. Should the mutant’s blood come into contact with a living creature, that creature must succeed
- on a Diffcult (–10) Toughness Test or take 1d10 points of damage that ignores Armour and Toughness.
- Necrophage: The mutant gains +10 to Toughness and the Regeneration Trait, but must sustain itself on copious quantities of raw meat or starve.
- 9*Ж.
- Misshapen: The mutant’s spine and limbs are horribly twisted. The mutant may no longer run and reduces its Agility by -15.
- 10*М.Nightsider: The mutant gains keen eyesight, allowing it to see clearly in areas of low lighting. It gains the Dark Sight
- Trait, but takes a –10 penalty to all tests when in the area of bright light, unless its eyes are shielded and skin covered.
- 11М.
- 12+.
Add Comment
Please, Sign In to add comment