Mutants in the Empire

By frycook, in WFRP Gamemasters

I'd like to run a small encounter with some mutant NPC's. I don't really want to use the Cultist Mutant but rather some average, down-on-their-luck, left-out-in-the-woods-as-babies, trying-to-survive-they-best-they-can sorta mutants. I'd like for my PC's to have an experience similar to the way the v1 mutants were portrayed. Do those exist in the Creature Guide or somewhere else i missed? I was thinking that i'd just go with the town folk NPC stats and draw a random mutation card from WoM for each mutant in the group. Has anyone else attempted an "average" mutant?

~Fry

That's exactly the way I'm planning to handle it. Take the stats of normal people and add a randomly or specially chosen mutation (or two ;) )..

Or just simply a mark of chaos

yeah, the cult mutant is more for cultists that have been given a special blessing from the ruinious powers, and are stated to represent the power of a favored cultist. as for the run of the mill mutant, i agree with the others, as use any of the townsfolk stats and add a mutation or two to them to give them the feel of the isolated community, inbred, hiding the mutation from others, style of mutants.

Last night I ran a part of my campaign, and people in Ubersreik are starting to mutate, so to illustrate it I drew 4 sets of 2-3 mutations, each set represented a townperson mutating. Made it really easy for me to quickly describe the mutation, and thus I also had stats ready in case the PC's attempted to attack or likewise interact with the mutant.