Character creation mutations question

By Malkavianmadman, in Rogue Trader Rules Questions

Ok, so one of my players decided to make a tainted character with the mutant option, the character is a deathworlder and rolled ravaged body (with a roll of 5) his mutations were as follows:

Brute
Hideous strength
Hideous strength
Corpulant and
Hulking.

My questions are. does hideous strength stack? and for starting wounds do you use the unnatural toughness of corpulant (thus giving the character a TB of 10) and then double it for wounds?
oh and finally how much could a person with a combined SB adn TB of 34 carry?

thanks in advance.

omg

nice rolls

however, page 368 clearly states "Always reroll duplicate results."

ok

well we re-rolled the duplicate mutation...

the guy is now also a necrophage.......

What I've always done is let the player keep the character and if it's way overpowered then come up with a creative way to... destroy him! Most items and powers in the rules don't stack so I would just make the player reroll for the sake of keeping balance or if they want to keep the character then lower the characters Fellowship rating and make a back story whereas a group of missionaries is chasing the PC across great expanses of space to destroy him!

As a GM I don't see how this mutant can be a member of a RT crew. It's quite simply a Mutant Abomination. Seriously the we are talking a character who is 8-12 feet tall, and wieghs 400-700 pounds. A deformed bloated massive Abomination. He can't pass for human or even an Orgyn. He can't wear any sort of normal armor or void suit.

Dalnor Surloc said:

As a GM I don't see how this mutant can be a member of a RT crew. It's quite simply a Mutant Abomination. Seriously the we are talking a character who is 8-12 feet tall, and wieghs 400-700 pounds. A deformed bloated massive Abomination. He can't pass for human or even an Orgyn. He can't wear any sort of normal armor or void suit.

uh and an Ork Freeboota isn't possible as a crew member as well because he is clearly a Xenos...

yes he is obviously mutated but that does not make him unplayable

Sirion said:

Dalnor Surloc said:

As a GM I don't see how this mutant can be a member of a RT crew. It's quite simply a Mutant Abomination. Seriously the we are talking a character who is 8-12 feet tall, and wieghs 400-700 pounds. A deformed bloated massive Abomination. He can't pass for human or even an Orgyn. He can't wear any sort of normal armor or void suit.

uh and an Ork Freeboota isn't possible as a crew member as well because he is clearly a Xenos...

yes he is obviously mutated but that does not make him unplayable

Well, running into any Imperial authorities ain't gonna be peachy for such an ogre, but out there in the Expanse, it's the Rogue Trader who makes such calls, so there won't be any problems. And he should make quite an impression upon the primitives ;)

Sirion said:

yes he is obviously mutated but that does not make him unplayable

True. Technically. But Emperor help him if he wants to interact in any element of Imperial society that isn't a bunch of mutant outcasts or hardcore cultists/recidivists. Or if he wants to get appropriately sized weapons and armour.

Out in the Expanse, who cares though?

Dalnor Surloc said:

As a GM I don't see how this mutant can be a member of a RT crew. It's quite simply a Mutant Abomination. Seriously the we are talking a character who is 8-12 feet tall, and wieghs 400-700 pounds. A deformed bloated massive Abomination. He can't pass for human or even an Orgyn. He can't wear any sort of normal armor or void suit.

Considering that he's also a necrophage as well I doubt that'd he be very welcome at the formal dining table either gran_risa.gif unless of course the rogue trader of that particular vessel keeps him locked away and only brings him out on particularly special or dangerous occasions.

Keep in mind that most humans in the expanse are anti-mutant. The only one that aren't are generally barely hanging in there, or are chaos followers. Not to mention the crew is generally imperial, and follows the Imperial Creed. Having a mutant like this as a member of the command crew won't go over well.

I think quite a number of Void-born are moderately ok with Mutants, so long as those Emperor damned freeks stay in the lower decks and blildges where they belong. If I remember Dark Fronter correctly, even the trapped pilgrum ship had a few hundred+ mutants to eject to the old hulk in an attempt to 'purify the vessel'.

That being said, putting a really big obvious chaosy one on the ships bridge might lower morale a little.

@Dalnor

Most humans everywhere are pretty anti-xeno as well. Now look where that got us.

Quicksilver said:

I think quite a number of Void-born are moderately ok with Mutants, so long as those Emperor damned freeks stay in the lower decks and blildges where they belong. If I remember Dark Fronter correctly, even the trapped pilgrum ship had a few hundred+ mutants to eject to the old hulk in an attempt to 'purify the vessel'.

SPOILERS!!!!

No the trapped pilgrum ship had no mutants and hated the survivors on the moon who did have mutants. "They will only follow Martek or the Explorers if all the mutants are purged and Martek submits to a ritual of purification and supplication to the God-Emperor." The mutants on the moon were from a number of other vessels. "The settlement also boasts a sizable mutant population—drawn from the bilges of countless vessels...." The survivors on the moon were actually worried that at the birth rates they'd be a handful of mutant savages in a few generations. "The Survivor’s settlement is dying—within a generation or two, its population will all be gone." "The mutant population are restless and will soon outnumber the non-mutants." So it in Dark Frontier even the guy dependent on the mutant population for survival didn't trust them much...

The new errata out now states that the mutations available for rolling have been changed to 74 and below, instead of 76 or below, which now rules out rolling a necrophage. I think he may have to reroll that yet again! If you have the campaign underway already though, I wouldn't worry about it.

Even without bad feeding habit, I don't think this guy will ever show in any social event. RT is a game that, from my point of view, put social interaction in the foreground (trader means trading which means interacting with other people). So, I don't think such a mutant will be fun to play.

My players have a mutant in their rank, the arch-militant. She rolled the dark vision mutation ("child of the night"), we stated that she come from some ever dark planet and she is a abhuman. Even so, she is almost all the time wearing "Riddick" like sunglasses to hide her "Riddick" like eyes...

Even without bad feeding habit, I don't think this guy will ever show in any social event. RT is a game that, from my point of view, put social interaction in the foreground (trader means trading which means interacting with other people). So, I don't think such a mutant will be fun to play.

Depends entirely on the play style - trading can be the main part of the game, or it could be handled in two or three sentences at the end of an endeavour ("You sell the xeno artifacts and the newly found warp route. Make a commerce check.")
While Rogue Traders are called traders, there's a reason many of them prefer Raider class ships to freighters.

As for what the mutant in question can/cant do....i had a player roll similarly on the mutation table

hideous strength

brute

hulking

mental issues ( forget which one exactly was the name but it was a dice roll and he got from beyond trait as mindset )

Now normally this would scare the hell outa a avg crew having such a hulk lumbering around...HOWEVER there are ways to emulate this that are known and used in the imperium....being Glanded for instance ( initial space marine indoctrination for instance ) make extensive use of glands to cause all of their wonderous abilities...including their size...and the astartes arent the only ones with the ability to get their hands on some glands...black market can get them as well....and i have a simple house ruling on mutations as this

IF the cause of the mutation ( in this case character backstory ) is due to some NON chaos effect ( such as radiation exposure due to poor upkeep or falling into a vat of chemicals for whatever reason ( think the joker ) ) then the mutations while fairly obvious are NOT marked by chaos...just some damned lousy luck. Anything that can be played off by the PC as being something else ( half ogryn for the size for instance or even glanded for whatever reason ) will work...obviously certain mutations ( like corpulent or a few of the other seriously blatantly obvious ones ) wont work in-game and will get a character killed on site by any imperial citizen...and the crew WILL mutiny ASAP against ANY captain that consorts with such vile agents of chaos...So i will force a reroll on those paticular mutations until something suitable can be given.....I dont want to kill a PC outright due to one bad luck roll on a mutation table of all things...but if it happens in combat rolls...thats something else entirely. Consequently the PC with the above mutations does quite well and is generally well liked and more than a little feared ( he has aquired full power armor ) so he easily passes at a glance as some type of chapterless space marine....added he wont discuss his past with anyone so....everyone just assumes hes some kind of glanded warrior type ( he is afterall a arch militant class )

I'm having a similar issue in that I've gone for Mutant and rolled Hulking Size. I was already a Death Worlder. I'm genning an Arch Militant.

One Question though about the Size (Hulking) Trait: How do Hulking Characters treat Great Weapons? Obviously a Great Weapon for a Hulking character will be considerably larger than one for an Average character; do they adjust the damage to 3d10 rather than 2d10?

The new errata out now states that the mutations available for rolling have been changed to 74 and below, instead of 76 or below, which now rules out rolling a necrophage. I think he may have to reroll that yet again! If you have the campaign underway already though, I wouldn't worry about it.

It is only 74 and below if you spend the 200 exp and choose the mutation. If you roll randomly then you can get any of the mutations on the chart.

I'm having a similar issue in that I've gone for Mutant and rolled Hulking Size. I was already a Death Worlder. I'm genning an Arch Militant.

One Question though about the Size (Hulking) Trait: How do Hulking Characters treat Great Weapons? Obviously a Great Weapon for a Hulking character will be considerably larger than one for an Average character; do they adjust the damage to 3d10 rather than 2d10?

I don't think there's any rulings on this, but I would say that they could use a Great Weapon one-handed instead of two-handed as is the normal requirement. Adjusting the damage to 3d10 would probably be a little overkill.

What would you rule if they wanted to use a Great Weapon made for their size? I.e. if they wanted to wield a two-handed weapon?

I'd add the Unnatural strength bonus as a Proven rating or something, maybe. Reflects that it's a bigger weapon with more hit to it, scales with the player neatly, doesn't throw things off massively. That said, I use Unnaturals as flat modifiers rather than multipliers. YMMV.

Ok, so one of my players decided to make a tainted character with the mutant option, the character is a deathworlder and rolled ravaged body (with a roll of 5) his mutations were as follows:

Brute

Hideous strength

Hideous strength

Corpulant and

Hulking.

My questions are. does hideous strength stack? and for starting wounds do you use the unnatural toughness of corpulant (thus giving the character a TB of 10) and then double it for wounds?

oh and finally how much could a person with a combined SB adn TB of 34 carry?

thanks in advance.

Someone already answered this, but I figured page references would help.

Pg 26 RT, Tainted, you roll once on the Table 14-3: Mutations (pg 369), or pay 200 xp to select results of 74 or lower. (Errata corrected).

The PC has Brute, Hideous Str, Corpulant, Hulking and Necrophage because his initial roll was Ravaged Body (how in the name of Terra all the good traits where rolled is beyond me, but hey, it's a game so if the rolls were skewed in his/her favor so what).

Page 17 RT states that a Deathworlder starts the game with double starting T bonus and 1d5+2 in Wounds. In essence, his starting T bonus is his Unnat T. And then add all the additional wounds the PC gained from the mutations. This is debatable though, and up the GM and PC deliberation. As for this character being highly exceptional and possibly unbalancing the game, it's quite probable this could happen. Up to the GM and PC to determine a course of action on this.

For some of the other posts on here that are worried that ships crew members are Imperial citizens highly indoctrinated to Imperial creed, I ask that you please examine this concept with me. In no way, shape, or form does it ever explicitly state that this is always the case. Yes, the norm is that most ship crew members are average Imperial Citizens, and for most games it is easier to just leave it at that. But the game concept can dramatically change by the roll of the dice (as seen above) and by the GM's and PC's choices.

Say if the PC's play a Dark Eldar, an Ork, a Kroot, a Seneschal Acquisitionist, an Arch-Militant Xenographer and a RT, then obviously the RT would need to have crew members of a similar mind or else they would always mutiny. How much you say? Up to the GM and PCs. How does this affect the gameplay? Once again, up to the GM and PC's. You can have it be a huge impact that is always present when the RT looks at a crew members disgusted face or over hears a conversation that the RT has sex with mutants, or no impact at all and leave it at that. It is truly up to the GM's and PC's imagination in determining the impacts of having a Mutant as part of the senior staff. And heck, if you keep the mutant wearing heavy robes, armour, beast furrs, etc etc, then possibly no crew member would ever know that he/she is a mutant, but rather just an Ogryn that always covers its revolting features. Anyhoot, happy gaming ppl.

I would like to point out that other PC careers who gain Unnatural Toughness in character generation, i.e Orks, do NOT count their Unnatural bonus when calculating Wounds, as far as I know.

You are correct. Page 63 ITS states "Ork characters roll 1d5+1 and add twice their starting Toughness Bonus to the result to determine their starting number of wounds. They do not take the effects of Unnatural Toughness into account for this purpose." Totally forgot Orks had this trait at character creation. One could argue that this is for Orks physiology and not a warp spawned human hybrid, but I would go with what ITS says as it is less rules bending and better suited for gameplay.

Edit: See, stuff is always up for deliberation and views can change. So is life right? :)

Edited by Nameless2all