Mutation Without Corruption Within

By Khorne-ucopia, in Dark Heresy Rules Questions

I just wanted to see how everyone else felt about this divination. Would the character get the corruption points associated with the mutation?? Do they just have no side effects except for the mutation?? I rolled a character with Thick Hide so it says that from thick skin or scars I receive the 1 natural armor. Would you say that this is something noticeable?

Thanks

Not all mutation is caused by Warp exposure, though the Imperium generally doesn't care what sort of mutant you are when it comes to burning you alive. I'm guessing that in the case of the divination you were simply born wrong due to some twist of the genetic code as opposed to being altered by some dark force.

I would give mundane fluff to those that would appear normaly (scars, burns, birth defects), as for the others a story line involving a Radical Inquisitor would explain why your were allowed to live after this became known. Since this was during a rite of the Inquisition maybe a re-roll would be called for if too hard to hide/account for. Wings, abberation and such.

I would say, for the divination, no you won't receive the CP's. After all, the Warp Mutant is but one kind of mutant. Your character is probably born from the poor dregs that live too close to a waist site, in a poorly shielded station, or something else that caused a degradation of his or her genetic code. As for how noticeable the mutation is, I would say fairly noticeable, though he might just be marked as "ugly" or "scared" or some such. I imagine your character might resemble a walking callus or his skin might have the same feel and look as a rhino's skin (though not gray, just rough, craggy, and, well, thick).

Agreed, its quoted ( even in the book, I think ) that it is "No longer the age of man, the animal, but dawning the age of man, the psyker" or something like it. The Imperium is due for a major evolutionary shift. Some of the planets have it, such as ratlings and ogryns, but others have perfectly natural genetic mutations which give them wings, or psychic powers. Decide for yourself if they were lucky enough that a Radical inquisitor came up and said it was okay, and they could live on, or maybe even if their parents managed to keep them well hidden, or cleverly disguised the wings behind the numerous implants of a techpriest, where normal people might not even question it. No corruption points though.

IMHO

No one "correct" way to handle this divination except in the context of your particular game and story.

The game I run has the acolytes in service to Inquisitor Astrid Skane of the Ordo Hereticus (DH core book). While she is far from a mindless frother like Witchfinder Rikuss she is still a no-nonsense former Arbitrator-turned Inquisitor. During character creation one of my players rolled this and I simply had them re-roll, the thought being she was more likely to execute such a sorry excuse for a human than to recruit them and entrust them to secrets not meant for better men than them.

In another game that I was to be a player it was announced that our team was recruited by a rather radical inquisitor who wishes to use the secrets of the Warp and other methodologies that would make a puritan Inquisitor spit teeth. Our team consisted of a Scum and two Psykers. Naturally, the more "bent" of the two psykers rolled this divination, and it fit the character in question just fine. In fact, this character STARTED the game with double-digit insanity points due to his mind-wiped origin, mutation AND a rather troubling background package.