| Roll 1d100 | Mutation |
|---|---|
| 01 - 15 | Strangely Jointed Limbs: Your limbs have extra joints that articulate differently to a normal human. You gain the Contortionist talent. |
| 16 - 30 | Elongated Form: You are extremely tall and painfully thin, and lose 5 Toughness permanently. Re-roll this mutation if you already have the Bloated Form mutation. |
| 31 - 45 | Pale and Hairless Flesh: Your skin is pale, marbled with veins and completely without hair. |
| 46 - 55 | Eyes as Dark as the Void: Your eyes are completely black and without iris; you ignore penalties to tests that result from the Dark or Poorly Lit Environmental Traits. |
| 56 - 60 | Withered Form: Your body is withered, your flesh hanging loosely from your bones. You reduce your Strength Characteristic by 10 permanently and your speed is now Slow. Re-roll this mutation if you already have the Bloated Form mutation. |
| 61 - 65 | Bloated Form: Your body is grossly bloated and your limbs thick with flesh. You gain wounds equal to your Toughness Bonus and the Sure-Footed talent, but do not gain the speed benefit and may no longer run. Re-roll this mutation if you already have the Elongated Form or Withered Form mutations. |
| 66 - 70 | Membranous Growths: You have membranes of skin between your limbs and digits and your skin sags in folds from your flesh; you suffer –5 Fellowship permanently. |
| 71 - 75 | Inhuman Visage: Your face is devoid of human features, your nose is nothing but a pair of slits, your ears are small holes, your eyes are unblinking. Creatures who meet your unobstructed gaze must make a Challenging (+0) Discipline (Fear) Test or become Frightened of you. |
| 76 - 80 | Fingers like Talons: The bones of your fingers have grown and hardened into talons. Your unarmed attacks gain the Mono-edge quality and lose the Ineffective trait. |
| 81 - 85 | Teeth as Sharp as Needles: Your mouth is filled with hundreds of fine, pointed teeth. Your unarmed attacks gain the Mono-edge quality and lose the Ineffective trait, and you suffer -5 Fellowship. |
| 86 - 90 | Disturbing Grace: You move with a fluid, sinuous grace that is somewhat unpleasant and unnatural in its quality. Agility-based Advances are halved for you. |
| 91 - 95 | Strange Vitality: You possess a vitality and resilience that is at odds with your physical form; wounds bleed translucent fluid and close quickly, bones knit together after being horrifically broken. Tests made to treat wounds or injuries are made with advantage. Injuries heal in the minimum time. Bleeding effects you for 1 round before stopping. Limbs regrow, in time: 1d10 hours for a finger; 1d10 days for a hand; 1d10 weeks for an arm, and so on. |
| 96 - 00 | Unnatural Presence: In your presence living things feel strange unpleasant sensations, a cloying touch to their skin, a keening whine in their ears and a metallic tang in their mouth. All your tests that involve positive social interaction are at –1SL, whilst all those that involve intimidation or inducing fear are at +1SL. |
‘They hide a darkness in their souls far more repulsive than any warping of flesh or disfigurement of limb. Would that they weren’t quite so useful then we could burn the lot of them.’
–Inquisitor Saffena Sengir, Ordo Hereticus
As sure as a star will dwindle and die, a Navigator will be warped by her heritage over time. “The sins of blood” as the old Imperial proverb goes, “will out.” As stable a mutation as the Navigator gene is, it still gives rise to countless other deformities of body and soul within its host. This, combined with long term exposure to the warp, almost always ensures that Navigators will be afflicted with some kind of physical aberration. Simply being born into a Navigator family means that an individual will be mutated in some way.
Gaining Navigator Powers
When a Navigator character is created, she will start play with a number of mutations determined by her lineage. She does not get to test to avoid these mutations, reflecting the fact that these have been with her since birth. Thereafter whenever the character gains a new Navigator power, or increases her level of mastery over a power she already has, she must test for mutation as her body begins to change as her mysterious power waxes.
Testing for Resisting Mutation
A Navigator’s resistance or susceptibility to mutation is almost purely down to the psychical purity of her gene-stock. When a Navigator learns a new power or increases mastery of a power, she must make an Ordinary (+10) Toughness Test. If she fails this test, then a flaw in her genes has revealed itself, and she must generate a mutation on the table below.