Mutant origin - seeking opinions

By LuciusT, in Dark Heresy

I'm looking at writing up a Mutant origin, for PCs who want to play a mutant. (I know there will be a hive mutant origin in Radical's Handbook but I'm impatient) For simplicity I'm planning on following the example for the unique background from IHB, taking an existing origin and modifying.

Right now I'm looking starting with the Feral Worlder as a base because it has the Characteristics I want (high S and T, low WP and Fel) and I think the Primitive trait is appropriate for mutants as social outcasts.

I'm looking at having Mutation as a trait replace one (or more) of the other Feral Worlder traits. The Mutation trait would allow a roll on the Lesser Mutation chart (table 12-3 on page 334). Being a nice GM, I would probably allow a player to either reroll or roll again if they get a purely negative results (like misshapen or malformed hands) but I don't feel a need to write that into the rules.

One thing I'm not sure of is which Feral Worlder trait to remove in favor of Mutation. Iron Stomach seems really appropriate for a mutant, so I don't really want to drop it, but Rite of Passage or Wilderness Savvy don't seem to be "enough" to trade of a mutation. I'm considering trading them both for Mutation... so a mutant would get the traits: Iron Stomach, Primitive and Mutation.

Thoughts?

To build a mutant based on a feral worlder i would 3 rolls on the lesser mutantions then let the player those of the 3 he wants(minimum 1), but theres no wilderness savvy and no rite of passage and -1 fate point.

I'm working on my own system for Mutant PCs as well. For my purposes, I'm treating being a Mutant as an Elite Advance that must be taken at character creation rather than a new Origin. The Mutation Advance grants the character rolls of the mutation chart (I haven't decided how many). The character also has a threshold (set by their Toughness of Fellowship, I haven't decided which) that determines how obviously mutated they are. A character with few mutations and a high threshold can pass for human even under limited medical scrutiny. The moment the mutations exceed the threshold they become obvious and the character must takes steps to conceal their true nature. I'll post more on this as it becomes defined.

Hmm.. not all Twists are tough/strong like a feral worlder.

Why not make it a purchase with initial 400xp regardless of world of origin, after all Twists are every where..

A good line of play might be like the old AD&D Teiflings heritage from the Plane Walkers Manual if you have acess to that for a bit of inspiration, but off the cuff heres something that might be usable, full of bonuses and negetives.

Had it on the HD for a while but never saw fit to pop it on here..

Feral World Mutant Package: cost 200xp

"I weren't sure if it were beast or man, but i swung its club and howled 'fer der empra' with the rest of them twists" Gustav Olson, only survivor of the Trex VI crash landing.

Gains one of the following Mutations: Grotesque, Tough Hide, Brute, Tox Blood, Wyrdling

Also gain 1 roll on the Mutations (minor) chart, re-roll any of the above mutations if already selected.

Has a 40% chance of a Major Mutation (rolled, not chosen)

Starts play with 10 + 2 D10 Corruption Points

Starts play with 10 + 1 D10 Insanity Points

Gains one of the following negligable Mutations: Furry, Bald, Sharp Teeth, Long Fingers, Mono Eyebrow, Rancid Smell, Snarling Voice

Imperial World Mutant Package: cost 200xp

"She was real sweet to me she was, letting me buy her drinks all night after seeing her up on that stage with her honeyed voice, when we got back to her place it was a different tale all together" Banger Harley, former scribe, on a penitents pilgramage.

Gains one of the following Mutations: Feels No Pain, Brute, Night Sider, Wyrdling, Hermaphrodite*

Also gain 1 roll on the Mutations (minor) chart, re-roll any of the above mutations if already selected.

Has a 30% chance of a Major Mutation (rolled, not chosen)

Starts play with 10 + 1 D10 Corruption Points

Starts play with 15 + 1 D10 Insanity Points

Gains one of the following negligable Mutations: Perfect Skin, Extra Digits, Sweet Smell, Rotten Teeth, Hump Backed, Enlarged/Shrunken Genitalia, Obvious Birth Mark

Void Born Mutant Package: Cost 200xp

"The Stars are propitous with the birthing of our brother, he is gifted with a closeness to the Aether." Slither Pogue, Gunnery Sergeant onboard the Corialis Nox

Gains one of the following Mutations: Misshapen, Feels No Pain, Night Sider, Big Eyes, Wyrdling

Also gain 2 roll on the Mutations (minor) chart & select one, re-roll any of the above mutations if already selected.

Has a 55% chance of a Major Mutation (rolled, not chosen)

Starts play with 10 + 2 D10 Corruption Points

Starts play with 10 + 2 D10 Insanity Points

Gains one of the following negligable Mutations: Bird Like Bones, Long Fingers, Unusual Irises, Squinting Eyes, Scentless, No Finger Prints, Shallow Breathing (small lungs).

Hive World Mutant Package: Cost 200xp

"Give me your poor, your tired your pimps, your voidhops your cogboys, your midgets your chimps, give me your freaks, your whores your harlots, your flunkies your junkies........ give me your starlets" Cecilia Previn, Popular Voxtress & Rumoured Twist.

Roll 3 times on the Mutations (minor) chart and select 2.

Has a 40% chance of a Major Mutation (rolled, not chosen)

Starts play with 15 + 1 D10 Corruption Points

Starts play with 10 + 1 D10 Insanity Points

Gains one of the following negligable Mutations: Roll 2 times on Any of the Quirks list and apply to your character sheet.

* Hermaprodite Mutation: the character registers as both Male & Female in any Medical scans. They appear quite androgenous in appearance. When, or IF, they breed, there is only a 5% chance of conception/impregnation. This type of Twist is sought after by many brothels as they sell well to every one. Any Fellowship skills are raised by +10 when essentially selling themselves (open to interpretation by GM's)

All Mutants gain the following Trait: Hunted.

Hunted : once a Mutant is found out, they are at -30 Fellowship to any tests around "Normals" unless the Normal goes out of their way to show no negative feelings to Mutants.

Anyone attacking the Mutant who has the Hatred/Mutants talent also deals an additional 2 points of damage if they really know the Mutant to be a Real Mutant, as opposed to just being accused of it or suspecting they're a Mutant.

Yes they are all "cheap", a mere 200xp each, but imagine how difficult survival for them would be once it's known they're Mutants.

Velvetears said:

Yes they are all "cheap", a mere 200xp each, but imagine how difficult survival for them would be once it's known they're Mutants.

Interesting, though the Hunted trait suggests that these are "secret" mutants and what I'm going for is really more the mutant-serf... someone who is openly a mutant on one of those worlds where mutants are used as cheap/slave labor.

LuciusT said:

Velvetears said:

Yes they are all "cheap", a mere 200xp each, but imagine how difficult survival for them would be once it's known they're Mutants.

Interesting, though the Hunted trait suggests that these are "secret" mutants and what I'm going for is really more the mutant-serf... someone who is openly a mutant on one of those worlds where mutants are used as cheap/slave labor.

As per some of the Minor Mutations, they're pretty obvious ones, the Negligable Mutations are the pretty easy to hide ones.

For an Obvious twist, i'd say half their effective Fellowship (around Normals), give them the Grotesque mutation automatically (on top of the package mutations as well) and then saddle them with the following Traits:

I Cant Sell That To You

All purchases are made as if the item is 2 grades higher in scarcity.

Item availability is effective in Character Creation.

Hi, My Name Is...

Much like a Sanctioned Psyker, the Character carries papers showing they have passed a a series of stringent checks and are considered to not be a Threat to the Imperium, however they are required to notify the Proper Authorities when moving from area to area to prevent the usual lynch mobs.

Bad Blood

Anyone attacking the Mutant who has the Hatred/Mutants talent also deals an additional 2 points of damage.

Liege Lord & Lacky

The "Sanctioning" papers the character carries give the details of who Owns the Mutant, meaning that They are responsible for anything the mutant does, and they must put down the mutant if he breaches the imperial edicts of law.

Failure to terminate the Mutant means their life is also forfeit.