Servant who tries to avoid Mutations?

By Dulahan, in Black Crusade

Or even gains control of them. You do see some examples of this in the Third Grey Knights novel, where a lot of the most powerful servants of Khorne there are essentially choosing their form (Admittedly, the more powerful choose even better ones - like the Dragon Guy).

But I'm wondering how possible it will be to try and toe the line, doing things for Chaos without being horrifically changed. Admittedly, this could easily be a problem in not gaining as much power as those who embrace them. But I am curious if this will even be an option. After all, some of the great champions seem to not have any obvious ones at all.

Or even if we'll have some broad way to influence our mutations. Even if it is so far as make your roll, and somehow able to choose to take the one directly above or below potentially?

I am guessing the NDA sorts can't answer, so this is currently conjecture and hopes. But you never know!

maybe not control but like direct ? i don`t know

BC main setup up seams too be too me is 'how far are you willing too go. and who are what do you trust too get you there'

do you strike a deal with the cult leader that doesn`t have the knowlege you need too help you but is willing too send manpower

or do you deal with the deamon for knowlege but without the extra man power, or both. and do you stick too you deal or betray them and how too you react if/when they betray you?

i don`t think your ever going too be clean or pure but just how dirty and evil might just be up too you

It seems that at least some mutations are essentially talents, meaning you as a player have full control over whether you get them.

Cifer said:

It seems that at least some mutations are essentially talents, meaning you as a player have full control over whether you get them.

Though I believe (And this I might be remembering wrong) there was still talk of rolling on tables as well. With your chosen god giving you that tiny bit of choice in helping direct what table you roll on, or possibly what it looks like).

EDIT: Also, some level of self-direction could also be useful in the case of, say, a vain follower of Slaanesh who tried to be ever more beautiful/handsome but would freak at getting a lobster claw limb, as it would mar their perfection. Or the perfect "Seed" for Nurgal, a "Typhoid Mary" sort who has a bunch of diseases, and is infectious, but doesn't show signs of them so as to more easily mingle without being noticed. In a lot of cases, having subtle enhancements instead of obvious mutations seems more useful for those trying to bring down the Imperium, after all.

I am actually hoping willpower comes into it somewhere, in stopping mutation. The Thousand Sons were almost destroyed by mutation at their foundation with only the strongest willed & lucky (musta rolled dice) surviving.

So avoiding mutations is appropriate for Thousand Sons character, the oldest did cast the 'Rubric of Ahriman' to avoid it.

Undivided/renegades would probably try to avoid them as well.

Some should be sort, the most beneficial, the rest random.

Sincerely;

Dracurian

8-)

Taking a look at earlier warhammer RPGs could be appropriate. Like the Tome of Corruption for WFRP2 which is pretty much geared towards playing servants of chaos. I know it was Black Industries who made that but still. I think mutations are unavoidable if you spend alot of time in a warp storm such as the Screaming Vortex, naturally Astartes would be more resistant towards gaining those than unenhanced humans.

The more time your character spends in tainted places the more likely "it" is to gain mutations... On the other hand, the Dark Gods are fickle and may decide to reward their plaything with a mutation just because they can. No follower of Chaos is immune to Chaos;)

I think that the more you stick to Undivided, the less mutations you may get. I mean, Abaddon isn't really mutated, and he's been the most Chaosy dude for ten thousand years...

Dracurian said:

So avoiding mutations is appropriate for Thousand Sons character, the oldest did cast the 'Rubric of Ahriman' to avoid it.

Since the Thousand Sons are now basically armors and dust, I doubt that mutations would apply to them. That was, after all, the purpose of the Rubric, and Tzeentch's chaotic reward/beguilement.

allworkandnoclay said:

Dracurian said:

So avoiding mutations is appropriate for Thousand Sons character, the oldest did cast the 'Rubric of Ahriman' to avoid it.

Since the Thousand Sons are now basically armors and dust, I doubt that mutations would apply to them. That was, after all, the purpose of the Rubric, and Tzeentch's chaotic reward/beguilement.

Only those with little or no psyhic/sorcerous powers were turned to Rubric marines. Those with the strength of will to wield the high sorceries, such as Ahriman & his cabal, were not turned into Rubrics & are still mostly human/astartes.

Sincerely;

Dracurian

8-)

Yeah, but these ones are not especially prone to mutations. The Rubric was made in order to avoid mutations - and it worked, somehow, only those with the greatest strength of will - and therefore, those who had the least chances to mutate, resisted it.

Hmmm...if they follow good old Warhammer tradition, mutations are one of the risks you take as a follower of the Dark Gods. You might be lucky, but if mutations are nothing more then boons, I would be disappointed. The risk of getting a debilitating mutation should always be there, as that is just one of the consequences of chaos.

Friedrich van Riebeeck, Navigator Primus, Heart of the Void

The earlier comment about Chaos Undivided not giving out mutations riled me a bit - mutations are caused by warp energies having an effect on mortals, simple as. Mutations of a specific Chaos god are simply a bit geared in one direction (Khorne isn't one to gimp his favoured killers for example).

Finally mutations have little to do with your strength of will, and everything to do with your purity of soul. Having you test against you're corruption rating would make much more sense if you ask me, maybe with a bonus from your Infamy rating as the truly powerful servants of Chaos can just bully their way to what they want.

Mutations work as follows:

You roll on the "gifts of the gods" when you reach certain Corruption Point totals. (10, 20, 40, 60 and 80 for humans, or 10, 30, 60, and 90 for CSMs). You may modify this roll by your Infamy bonus. If you are unaligned with one of the Gods, you roll twice and pick. If you are aligned with a god, you may test Infamy in order to roll on a cooler table that has more powerful and less obvious effects.

Hardcore Heathen said:

Mutations work as follows:

You roll on the "gifts of the gods" when you reach certain Corruption Point totals. (10, 20, 40, 60 and 80 for humans, or 10, 30, 60, and 90 for CSMs). You may modify this roll by your Infamy bonus. If you are unaligned with one of the Gods, you roll twice and pick. If you are aligned with a god, you may test Infamy in order to roll on a cooler table that has more powerful and less obvious effects.

Yep. Ended up with the book at Gen Con. I was getting it no matter what! Just hoping to get some info beforehand with the original post.

Though I'd argue the God ones aren't always any 'less' obvious. ;)