Hiding Physical Deformities
Many mutations come with physical
deformities. Some mutations are easy to hide, while others are harder to
conceal. For those familiar with d20 Future game or the SRD you will notice the
table has been altered to make cosmetic mutations drawbacks. The truth is that
in the universe of Warhammer 40,000 visible mutation is a very real drawback.
Non-mutants are very prejudiced and afraid of mutation and may behave violently
or irrationally towards you. For this reason any cosmetic mutation counts as a
0.5 point drawback.
Any mutation that alters a
creature’s physical appearance imposes a penalty on the creature’s Disguise
checks. For creatures trying to conceal multiple physical deformities or
alterations, the penalties stack. Each cosmetic drawback imposes a –1 penalty
on Disguise checks, while a minor or major mutation imposes a –2 penalty on
Disguise checks unless otherwise specified. Non-cosmetic drawbacks do not apply
penalties to Disguise checks. Chaos gifts incur a –4 penalty on Disguise checks
unless otherwise specified.
Hiding mutations from an active
observer is generally a DC 15 disguise check or an opposed Disguise/Spot check.
Mutation Descriptions
Minor Mutations: A minor
mutation not only changes a creature’s appearance in some fashion but also
grants it a beneficial (if minor) special ability or useful feature, such as
darkvision or gills. A minor mutation costs 1–3 MP and can usually be offset by
a single drawback.
Major Mutations: A major
mutation fundamentally changes the genetics and physiology of a particular
creature. Moreover, it grants the creature a beneficial special ability or
feature it couldn’t otherwise possess, such as telekinesis or the ability to
fly. A major mutation costs 4 or more MP and must be offset by one or more
drawbacks.
Cosmetic Mutations: The
simplest and least mechanically complicated mutation is a cosmetic mutation. A
cosmetic mutation has no consistent game effect other than to change a
creature’s appearance in some fashion thus imposing a penalty on disguise
checks. It can however alter peoples behaviours. Depending on whom you interact
with however the GM might rule that non-mutants start with a worse category of
attitude (see Diplomacy skill) towards you.
Drawbacks: A creature
with minor or major mutations generally also has drawbacks to offset them.
Drawbacks are special disabilities or vulnerabilities that negatively affect a
creature. Each drawback has an MP value, and a creature can spend these MP on
minor and major mutations to offset the negative effects of the drawback.