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  1. Псякера.
  2. 1**М.
  3. Degenerate Mind -5int -5fel, fearless
  4. Tough Hide: The mutant gains the Natural Armour 2 Trait from dense skin and thick scar tissue.
  5.  
  6. 2**М.
  7. Brute: The mutant is physically powerful, with deformed masses of slab-like muscle. Increase its Strength and Toughness Characteristics by 10 each.
  8.  
  9. Multiple Appendages: The mutant has sprouted additional functioning limbs in the shape of arms, tentacles or a prehensile tail (or tails). It gains the
  10.  
  11. Ambidextrous and Two Weapon Wielder talents, and a +10 bonus on Climb Tests and grapple attacks.
  12.  
  13. 3**Ж.
  14. Misshapen(x2): The mutant’s spine and limbs are horribly twisted. The mutant may no longer run and reduces its Agility by -13.
  15.  
  16. 4**МЖ.
  17. 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
  18.  
  19. by +10, reduces its Intelligence by –9, its Fellowship by –10
  20. Degenerate Mind: -1int -1fell, fearless
  21.  
  22.  
  23. 5**Ж.
  24. Degenerate Mind: -8int -8fell fearless
  25.  
  26. Ravaged Body:
  27. +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.
  28. +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
  29.  
  30. 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
  31.  
  32. 1d10 Insanity Points.
  33. +Hellspawn: Saturated with the energies of the Warp, the mutant is more than part daemon, gaining the Daemonic, Fear (2), and From Beyond Traits.
  34.  
  35. 6**Ж.
  36. Misshapen: The mutant’s spine and limbs are horribly twisted. The mutant may no longer run and reduces its Agility by
  37. -16.
  38. 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
  39.  
  40. made to interact with ‘normals’, but gains a +10 bonus to Intimidate Tests.
  41.  
  42. 7**Ж.
  43. Corrupted Flesh: Beneath the mutant’s skin a blasphemous transformation has taken place exchanging living organs for writhing creatures and blood for
  44.  
  45. ichorous, maggot-ridden flth. Whenever the mutant takes critical damage, it gains Fear 2 for that round.
  46. Hideous Strength: The mutant gains the Unnatural Strength(+2) Trait.
  47.  
  48. 8**Ж.
  49. 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
  50.  
  51. reduces its Toughness and Intelligence Characteristics by 3. Should the mutant’s blood come into contact with a living creature, that creature must succeed
  52.  
  53. on a Diffcult (–10) Toughness Test or take 1d10 points of damage that ignores Armour and Toughness
  54. 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
  55.  
  56. penalty to any test requiring fne physical manipulation.
  57.  
  58. 9*Ж.
  59. 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
  60.  
  61. 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
  62.  
  63. choice.(+1Psy)
  64.  
  65. 10*М.
  66. 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
  67.  
  68. damage).
  69.  
  70. 11М.-
  71. 12+М.
  72.  
  73. Ничейный*:Venomous: The mutant’s natural attacks are toxic. It gains the Toxic Trait.
  74.  
  75.  
  76. Няшкины.
  77. 1**МЖ.
  78. Brute: The mutant is physically powerful, with deformed masses of slab-like muscle. Increase its Strength and Toughness Characteristics by 10 each.
  79. 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.
  80.  
  81. 2**М.
  82. 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
  83.  
  84. made to interact with ‘normals’, but gains a +10 bonus to Intimidate Tests.
  85. 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.
  86.  
  87. 3**Ж.
  88. 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
  89.  
  90. penalty to any test requiring fne physical manipulation.
  91. 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
  92.  
  93. all tests when in the area of bright light, unless its eyes are shielded and skin covered.
  94.  
  95. 4**МЖ.
  96. 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
  97.  
  98. all tests when in the area of bright light, unless its eyes are shielded and skin covered.
  99. 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
  100.  
  101. by +10, reduces its Intelligence by –3, its Fellowship by –10.
  102.  
  103. 5**М.
  104. Hideous Strength: The mutant gains the Unnatural Strength+2 Trait.
  105. Necrophage: The mutant gains +10 to Toughness and the Regeneration Trait, but must sustain itself on copious quantities of raw meat or starve.
  106.  
  107. 6**М.
  108. 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
  109.  
  110. all tests when in the area of bright light, unless its eyes are shielded and skin covered.
  111. 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
  112.  
  113. by +10, reduces its Intelligence by –5, its Fellowship by –10.
  114.  
  115. 7**Ж.
  116. Hideous Strength: The mutant gains the Unnatural Strength+2 Trait
  117.  
  118. 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
  119.  
  120. 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
  121.  
  122. 1d10 Insanity Points.
  123.  
  124. 8**М.
  125. 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
  126.  
  127. reduces its Toughness and Intelligence Characteristics by -6. Should the mutant’s blood come into contact with a living creature, that creature must succeed
  128.  
  129. on a Diffcult (–10) Toughness Test or take 1d10 points of damage that ignores Armour and Toughness.
  130. Necrophage: The mutant gains +10 to Toughness and the Regeneration Trait, but must sustain itself on copious quantities of raw meat or starve.
  131.  
  132. 9*Ж.
  133. Misshapen: The mutant’s spine and limbs are horribly twisted. The mutant may no longer run and reduces its Agility by -15.
  134.  
  135. 10*М.Nightsider: The mutant gains keen eyesight, allowing it to see clearly in areas of low lighting. It gains the Dark Sight
  136. Trait, but takes a –10 penalty to all tests when in the area of bright light, unless its eyes are shielded and skin covered.
  137.  
  138. 11М.
  139. 12+.
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