Rogue Trader Reference Navigator Mutations

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Navigator Mutations

d100 Roll Description


01-05 Unnatural Skin: Your skin gains a slight shade not normally found in nature. Your skin gains a hue
based on what you rolled. 01 – Violet, 02 – Yellow, 03 – Green, 04 – Orange, 05 - Purple
06-10 Slender Frame: You grow dramatically in height, with your limbs lengthening proportionately. You
lose 1d10 Toughness, but gain 1d10 Agility and are now treated as Size (Hulking).
11-15 Inhuman Visage: Your features have been changed, making you look less human. You gain Fear (1).
16-20 Fingers like Talons: Your fingers have grown and hardened into Talons. You gain the Natural Weapons
and Warp Weapon trait for your nails (1d5 Rending), but suffer a -10 penalty to any Tests with devices
held in your hands.
21-25 Putrid Blood: Your blood has warped into a slow-oozing black liquid. You suffer a -10 to all
Fellowship Tests with anyone that can witness your blood.
26-30 Extra Membranes: You grow a set of horizontal eyelids that grant you a +10 to any Tests made to
resist Blindness, or against any poison that comes in contact with your eyes.
31-35 Disturbing Grace: Your third eye allows you to see paths that have not yet been taken. You move with
a grace and fluidity that others find unsettling. You gain the Unnatural Agility (x2) Trait.
36-40 Hairless: You are completely unable to grow any hair, including eyebrows, eyelashes or even protective
nasal hairs. You suffer a -5 to Toughness Tests made to resist Inhaled Toxins.
41-45 Unusual Pupils: Your pupils have changed shape into something disturbing. Lose 1d5 Perception.
46-50 Hunchback: Your spine twists and folds on itself. You are unable to run and lose 1d10 Agility.
51-55 Unnatural Odour: Your body emits a subtle, but unpleasant smell. Lose 1d10 Fellowship.
56-60 Warpsight: Your perception of the Warp now extends to the waking world, and you can see the outline
of people's souls. Gain +10 to Awareness tests to detect people, but -10 to Scrutiny Tests in interactions
as you can no longer perceive fine details about their facial expressions.
61-65 Teeth Like Needles: Your teeth are now razor sharp, and you gain a Natural Weapon with them (1d5 +
2 R)
66-70 Eyes like the Void: Your sclera turns completely black. You gain the Dark Sight Trait.
71-75 Strange Vitality: Your wounds knit almost as fast as they were given. You gain the Regeneration Trait.
76-80 Unnatural Presence: You emit a disturbing and uncomfortable aura for other people to be around. You
take a -10 penalty on all positive social interactions (like Charm), but gain a +10 bonus to all hostile
social interactions (like Intimidate)
81-85 Warp-Fed: You draw sustenance from the Warp itself and no longer need to eat, breathe or sleep.
However in the presence of a Null Rod or other Anti-Psyker phenomenon, you are treated as
Suffocating.
86-90 Strangely Jointed Limbs: Your limbs have extra joints that articulate differently to a normal human.
You gain the Contortionist Skill as a Trained Skill. If you already possess Contortionist, you gain the
Talented (Contortionist) Talent.
91-95 Maddening Clarity: Your third eye has begun to throb and radiate a strong Warp Energy. Whenever it
is open, you gain the Unnatural Perception (x2) Trait. However when you gain this mutation you gain
2d10 Insanity.
96-100 Warp-Addicted: For every week you do not spend in the Warp, you lose 1 point of toughness. This
Toughness can only be healed when in the Warp, and regenerates at the rate of 1 point per day. Decrease
the difficulty of all Tests made in the Warp by one step.

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