A Warhammer 40K/D20 hybrid game played on IRC. Set on Terra during the Age of Strife in the 29th Millennium.
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Posts : 41
Join date : 2015-12-01

PostSubject: Mutants    Thu Dec 03, 2015 6:20 pm

Mutants are the millions of people across the colonies of Man who have been deformed from the baseline human phenotypic state by genetic mutation. This mutation can be caused by environmental factors or by exposure to the raw psychic power of Chaos. These people are destined to become the outcasts and lower classes of society. They are shunned and are often hunted down and killed. Human mutants are often terribly misshapen creatures, abominably deviating from the normal human form. On the other hand, not all mutants are degenerate beasts; many only bear a few extraordinary traits setting them apart from the rest of Mankind. While many mutants are born mutated as a result of their ancestors' exposure to mutagens like radiation or extreme planetary environments over many generations, exposure to the psychic energies of Chaos can also lead to rampant mutation. Because those who secretly worship the Chaos Gods as Chaos Cultists are known to be granted mutational "gifts" by their dark masters, physical mutation can be an indicator of inner spiritual corruption by Chaos.

Navigators are also considered mutants, but were actually intentionally created through the use of genetic engineering in the distant past, probably during the Dark Age of Technology to make it possible for Mankind to use the Warp-Drive for interstellar travel.

There are many types of mutations and some affect the mind rather than the physical body, producing individuals with the ability to access the psychic energy of the Immaterium and use it to reshape the physical world. These psychic individuals always run the risk of becoming a host for the malevolent entities dubbed daemons that inhabit the Warp. These mutants are generally referred to as psykers in Low Gothic and they are among the most feared of human mutants. Humanity is not a naturally psychic species like the Eldar or the Orks and the ratio of physical to mental mutation among humans is approximately 1000:1, or 1000 physically mutated individuals for every one born with psychic abilities.

Psykers wield many and various powers, including the ability to gaze into the future, to shoot lightning out of their hands, to control the actions and minds of others and, most dangerously, to open portals from realspace into the Warp. The Warp is inhabited by many horrible and powerful entities such as daemons and the Enslavers. Psykers are like lights in a dark cave to these entities who can see them when they use their power and who desire an entry into the physical universe where they can unleash great mayhem among mortals. Therefore, whenever psykers use their powers they are at risk of possession by these Warp entities. A possessed psyker acts as a portal for daemons into the material world and may become a horrific daemonhost himself, spreading the corruption of Chaos wherever he goes. As more daemons come through the portal, they tear open the gateway further, slowly pulling a portion of the physical world into the Immaterium until reality begins to warp and reform under the strain of Chaos. Untrained psykers have no hope of survival against such an attack, and it was the occurrence of such tragedies when uncontrolled human psykers first began to appear at the end of the Dark Age of Technology that helped bring on the terrible destruction that consumed human space during the Age of Strife.


Mutant Characters pick two abilities to add 2 points to, then must pick one to remove 2 from. The bonus point represent their altered human bodies in whatever way the player wishes, but with such changes come drawbacks as well. +2 +2 -2 to whatever stat combinations the player chooses.

Medium: Mutants are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Mutants have a base speed of 30 feet.

Bonus Feat:Mutants select one extra feat at 1st level.

Waste Runner: Mutants have reduced reaction to Radiation Poisoning, they also have easier times moving in and out of hazardous areas through Terra, giving them a +2 bonus to their Fortitutde saves against environmental hazards
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