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General Traits

Imperial All of the lesser Imperial Deviants covered by these rules


share a number of common elements, detailed below.

Deviants
There but for the Emperor’s Grace…: Save for their
mutations and low standard of living, deviants are much
like other citizens. They chose Home World, Generate
By David “Serpine” Rosson Characteristics, and select Career Path in the regular ways
Approved Abhumans with mostly the usual restrictions. However, they may not
Tolerated Mutants choose to be Adepta Sororitas, Arbiters, or Clerics do to
Latent Psykers the required purity of those roles. They may also not be
Noble Born (such accidents of birth are quietly
Biological deviation is a plague that has gripped the eliminated) and may not be Ogryns, Ratlings, Squats or
Imperium for much of its recorded history. Whether other extreme deviants best covered elsewhere. Latent
caused by chaos, exposure to ancient technologies, or Psykers may not also be Imperial Psykers.
specific (usually heretical) experimentation there are
many who struggle under the label of mutant or witch. In The Emperor’s Contempt: To live as an abhuman or
some cases a change becomes so widespread in a mutant is to be the most reviled thing that can possibly be
population that it even stabilizes, leading to the so-called still allowed to survive in the Imperium, and even that is
abhumans. While the afflicted are blights in eyes of the uncommon. In His wisdom the Emperor grants no special
Emperor, and farcical tales that He once accepted such guidance to such beings, so they may not roll on the
beings are obviously the creation of the adversaries of Imperial Divination table.
man, a select few are not killed outright. The grim truth of
the age is that necessity binds the hands of the faithful, Opportunity Equals Purity: Imperial Deviants spend
and that sometimes the deviant must be tolerated, though most of their early days just trying to survive and, more
never truly accepted. importantly, to prove themselves more of a use then a
threat. As such they lack the initial training and life-
The most severe examples of this include fully developed lessons that a common citizen would so gain. To reflect
Imperial Psykers, the cursed Untouchables, and extremely this, deviant characters must spend 200 of their starting
altered abhuman “races” like the Ogryn and Navigators. experience points (300 if a Latent Psyker) just for the
These cases are so extreme, and frequently so intertwined “privilege” of having lived this long.
with the nature of the Imperium, that they must be
handled separately. Most cases of mutation are not nearly My Brother’s Keeper: No deviant is trusted fully. To
so distinctive however. move about in the Imperium they must have all three of
the following at all times (barring inquisitorial mandate):
The otherwise unremarkable citizens of an isolated planet • Explosive Collar: (DH p147). Local authorities
may have developed a simian build, better adapted to are equipped with general codes to activate
climbing: If their loyalty to the Imperial Creed is clear these, and Handlers (see below) will usually
enough, the Administratum may declare them Approved have the code for just this collar. Sometimes this
Abhumans. Meanwhile, some of the literally warped may also be time triggered (requiring check-ins)
denizens of the deep hives and broken lands are and it could instead be represented by a poison
frequently used as a cheap, powerless work force or in or even a psychic “program” in the deviant’s
vast mutant slave levies as a weapon of war: If one of mind, though it will be just as lethal in any case.
those proves themselves loyal or useful enough, they may
find employment as a Tolerated Mutant in the retinue of • Handler: Another (usually player) character who
a criminal lord, desperate official, or even on rare takes responsibility for the actions of the deviant
occasions a particularly radical inquisitor. Lastly, an and suffers like punishment for their crimes. An
orphan raised in the Schola Progenium may demonstrate a inquisitor will usually assign this role to another
minor psychic aptitude, but the faith and strength of will even if present, to keep his own hands clean.
to resist the lure of chaos: With neither the potential • Papers: Practically unforgeable (-30 modifier);
power to serve as a Sanctionite or Astropath, or the These documents stipulate the rights (few) and
weakness that brands one for sacrifice, such Latent responsibilities (many) of the deviant. Losing
Psykers are sometimes trained to serve and protect them usually results in an early demise, and
officials, or even the Imperium itself. many illiterate, suspicious, or unhappy officials
are notorious for declaring them fake, just to be
on the safe side. +5 Int, -5 Fel, Can’t spend or burn Fate.
Approved Abhumans
Approved Abhumans are large populations of mutants
who have a physical change that breeds true over
generations. Technically Ogryns, Ratlings, Squats, and
Navigators (among others) fall into this category, though
they are so developed that they are practically nonhuman
and usually have a separate culture, unlike those who are
still classified as an Imperial Deviant.

Considered the most “acceptable” type of deviant by


naive citizens, abhumans can erupt naturally on isolated
planets, usually making them better adapted to their
environment. A handful are scientifically engineered as
well, though such experiments are considered ill-advised
at best, and more typically an act of Heresy. In any case,
once an abhuman race is documented, the Administratum
reviews their history, biology, culture, and level of faith
with a series of complex calculations and tests. Those
found wanting are exterminated, while those that pass are
allowed to serve the Imperium as low-rung citizens.
Commonly they are isolated to their home-world unless
part of military levies or an official’s retinue.

Radical inquisitors frequently rely on any tool available,


and the extreme traits, desperation to prove their people
worthy, and relative tolerance in the Imperium (compared
to regular mutants) of an abhuman is a useful and
powerful mix. A rare few puritan inquisitors also have
occasionally stomached singularly useful abhumans to
work for them, though only under careful watch and
usually for but a short time.

Approved Abhuman Traits


All abhumans have a set of traits that set their kind apart
from the rest of humanity. These are usually less severe
then those of a “true” mutant, and many such beings can
pass among normal citizens if they exercise reasonable
care. On the other hand, some abhuman races have such
extreme traits that they are assumed to be mutants when
off their home world and should thus be handled
according to the Tolerated Mutant section of this
supplement. Determine traits for an Approved Abhuman
(or more subtle mutant) by choosing from the list below.
A range for a d100 roll is included with each option
should random selection be desired.

Afriel Strain (01-05): Allegedly engineered from the


DNA of great Imperial heroes, the Afriel are seemingly
perfect in mind and body (aside from being mostly
albinos), but inspire instinctual disgust in others and seem
fated to experience the most horrible turns of chance as
punishment for their nature. Other abhumans with similar
traits have been found, created, or bred during the
Imperium’s long history. Traits: +5 Str, +5 Tgh, +5 Agi,
Beastkin (06-15): Heretical tales claim that Beastmen,
obvious servants of Chaos, once served the Imperium.
Tolerated Mutants
Perhaps the occasional use of abhuman Beastkin as Tolerated Mutants are individuals of unique deviancy.
suicide troops accounts for this lie? Shaggy and with Their mutations may be similar to those found among
other vaguely animal features, Beastkin have a strong abhumans but are not shared from parent to child, even in
connection to lower animals, but are among the most long family lines where mutation plagues every member.
frequently discriminated against abhumans. Traits: Must Packs, families, and even colonies of mutants exist in the
be Feral World origin, +5 Perception, Wrangling skill foul and secluded corners of the Imperium. Pollution
(or Talented (Wrangling) if they have it normally), -5 Fel. fouled worlds, former battlegrounds against chaos, and
the pits beneath Hive Cities all can conceal the taint of the
Gland Warrior (16-25): Most famously represented by mutant. Even the higher born are not immune to the
the Lostok 23rd company on the polluted world of Dantis potential of a corrupted child, though they are quick to
III, the gland warrior process equips a human with drug dispose of it lest their hidden sins be revealed.
secreting organs that allow them to better function on the
harsh battlefield at the cost of their reason and self The best that such beasts can usually hope for is to be
control. A disturbing number of populations in the used as slave labor, to be thrown against the enemies of
vicinity of the Eye of Terror develop such capabilities man in a suicidal wave, or to evade authorities in the
“naturally.” Traits: Frenzy talent, Resistance (one) talent, underbellies of a hive. They are hunted as signs of
-5 Int, -5 Wil, +5 Insanity. corruption by the citizens of the Imperium, and can never
hope to earn the level of respect granted to even the
Lesser Ogryn (26-40): Unlike true Ogryn, Lesser Ogryn lowest abhuman.
(sometimes called “Brutes” or “Feral Ogryn” depending
on their planet of origin) maintain some loose elements of This makes them an almost perfect tool in the hands of an
their original nature. Sadly this, combined with their inquisitor: A mutant can have great personal capabilities
instinctive aggression, makes them slightly more likely to but has no allies, no rights, and no hope save that granted
fall from the Imperial path. Traits: +10 Strength, Hardy by his master. No one will miss them if they die, and no
talent, -10 Agility, +5 Corruption. one will believe them if they reveal their liege’s darkest
secrets. Of course, care must be taken in using such
Longreachers/Longstriders (41-60): A relatively creatures: Harboring a mutant, let alone employing one,
common type of abhuman on planets with more will almost certainly brand one a radical and catch the
impassable terrain, Longreachers and Longstriders have often violent attention of the puritan members of the
elongated legs or dangling arms and an atypical level of Inquisition and the Sororitas.
agility. Unfortunately their narrower frames are also more
easily broken. Traits: Sprint talent or Talented (Climb) Tolerated Mutant Traits
talent, +5 Agility, -2 Wounds. As with abhumans, tolerated mutants have a set of traits
that set them apart, in this case from all others. Usually
Nightsider (61-70): Nightsiders have erupted on some these are severe and very visible, but in a handful of cases
planets cursed with continual darkness or underground they can be subtle enough that the creature more
populations. Their usually bulbous eyes allow them to resembles one of the common types of racial deviant
function in near perfect darkness but painfully rather then an inhuman monster. In these cases, using the
overcompensate in better lit conditions. Traits: Dark Approved Abhuman rules for such characters makes more
Sight (DH p329), -10 to tests in bright light. sense, just as particularly freakish abhumans should be
instead treated as Tolerated Mutants.
Sensate (71-90): Another common abhuman type,
Sensates have a singularly large sensory organ or folds of All Tolerated Mutants (and freakish abhumans) have a +5
sensitive skin in the case of touch. While visually off- Toughness and -5 Fellowship to represent hardening from
putting, it is normally fairly concealable. Traits: their harsh struggle for survival and the public hatred they
Heightened Senses (one), +5 Perception, -5 to resist endure. These modifiers are cumulative with the
sensory attacks, -5 Fel. individual mutant traits detailed later. Individual mutant
traits should be determined by choosing from the
Watcher (91-100): Not to be confused with Ratlings or following list. A range for a d100 roll is included with
the similarly named Watchers in the Dark that serve the each option should random selection be desired.
Dark Angels, the hairless Watchers have large craniums
but tiny bodies. They are used as familiars and servants in
the Imperium with alarming frequency. Traits: +10 Int,
-5 Str, -5 Tgh, Scrawny (DH p332).
Claws/Teeth (1-10): The deviant has either elongated
fangs, or bladed fingers. Either way their natural weapons
are as much hindrance as help. Trait: d5+1 R damage
natural weapon, Either -5 to all language skills or -5 to
checks requiring manual dexterity.

Grotesque (11-25): The mutant is foul of visage, with


possibly misplaced, distorted, or even missing body parts.
Being a horror themselves, they are hard to frighten.
Abhuman populations afflicted by this mutation are
frequently called “Subs”. Traits: +10 Intimidate tests,
+10 vs Fear, -15 Fel.

Misshapen (26-40): The limbs and spine of the mutant


are bent and aligned in an unnatural pattern. While
clumsy, the twisted are unusually capable in battle. Trait:
+5 WS, +5 Str, +10 Contortionist checks, -5 Agi, -5 Fel.

Natural Armour (41-55): Via carapace, leathery folds of


flesh, or massive scar tissue, the deviant’s skin is hard to
puncture. Ironically, this mutation frequently goes
unnoticed among the often brutally damaged citizens of
the Imperium. Traits: +1 AP natural armour, -10 to tests
involving sense of touch.

Polluted (56-65): The blood of the polluted is fouled by


toxins or poison, generating an unpleasant smell and
typically bloated appearance. Traits: +10 resistance to
toxins, poisons, and disease, -5 Int, -5 Fel.

Stunted (66-80): Unlike the shorter abhumans, who look


relatively normal, a stunted mutant is shrunken and bent,
almost as if crushed or hacked down to their small size.
Likewise their voices sound horribly torn between those
of child and animal. Traits: Disturbing Voice talent, +5
Perception, -5 Str, -10 Tgh, Scrawny (DH p332).

Tail (81-90): A long flexible tail extends from the


mutant’s back. Typically hairless and leathery, it
improves balance and can even be seen as “exotic” by the
weak-minded. Oddly however, mutants with this trait
frequently appear easily distracted by both their
appendage and things around them. Traits: Catfall talent,
+5 Agility, -5 Awareness tests, -5 Search tests.

Unnatural Excretion (91-100): A foul mucous oozes


from the flesh of the mutant, gradually soaking their
garments and leaving a slimy trail in extreme instances.
While useful defensively, it harms both their grip and
their ability to hide. Traits: +5 Dodge checks, +10
Grapple checks, -1 damage from fire, -5 BS, -5 WS, -5
Fel, -5 Concealment tests.
On rare occasions, a particular strong willed Latent may
Latent Psykers even be selected to serve the inquisition. Typically bound
Psykers are a particularly troubling form of deviant to the to a choir of other latents, merging their powers to
Imperium. Born connected to the warp, and thus the improve effectiveness but spread the risk a single
purest enemies of mankind, their existence is a constant powerful psyker would generate, they serve many roles
threat. However, without such as them there would be no including detection and suppression of other psychic
civilization. Interstellar navigation and communication is enemies. After proving themselves, a handful of these
performed with psychic guidance. Many staunch may be find themselves tasked with direct service to an
defenders of mankind including the Space Marine inquisitor. Some lucky souls among those, after decades
Librarians, the Grey Knights, and even members of the of proving their loyalty to the Imperium and their master,
Inquisition wield such powers in some capacity. And of even find themselves promoted to Interrogator or beyond,
course, the Emperor himself was a psyker of unparalleled casting at last aside the shackles of their deviancy.
power before his ascension to the Golden Throne.
For this reason Latent Psykers, unlike other Imperial
To allow for this inherent contradiction, the simultaneous Deviants, can cling to the hope of absolution and even
need for psykers and need to keep them in check, a series respect at the end of their service and sometimes even
of constant checks has been put in place. The Black Ships during it. They are the only type that is recruited with
ply the space lanes, taking their tithe of psychics to be put regularity by puritan inquisitors, and the number of
through terrible tests of mental resolve and spiritual inquisitors of both factions that formerly were considered
purity. The placement programs of the Schola Progenium latents would terrify the average Imperial citizen if it
and the selection methods of the Adeptus Astartes both became public knowledge. For their part, such deviants
watch vigilantly for any sign of the ability to bend the are particular scrupulous in their behavior and work ever
warp. Even primitive societies and noble houses watch to improve their self-control: The ultimate reward can
constantly for those who will manifest power that they only be gained by perfect service, after all.
can control for their own ends.

However discovered, a psyker faces one of several fates. Latent Psyker Traits
Those strong of both will and potential may be sanctioned An Imperial Latent Psyker is distinguished by three
and trained to serve, depending on their background and particular traits, beyond those of other Imperial Deviants.
purity, as Sanctionites, Librarians, or even Grey Knights. First, they possess the Psy Rating 1 talent (and its
Those found wanting of will, but with supreme potential, standard allotment of free Minor Psychic Powers), even
may find themselves reborn in the Emperor’s presence as though they are not an Imperial Psyker. Second, they
Astropaths. Those lacking both will and potential, or any must roll on the Sanctioning Side Effects (I-5) table, or an
of the above lacking sufficient loyalty to the Imperium, equivalent replacement such as table UA-6 of the
are sent to Terra to serve in an… important but brief… Unearthed Apocrypha Character Generation supplement.
capacity. And lastly, those few of powerful will but Third, they get the Invocation Skill, and may advance it
relatively meager potential, being to useful to dispose of (costing 200xp each time) to +10 at rank 4 (2000+ xp)
but insufficient for other uses, may receive training to and +20 at rank 6 (6000+ xp).
become Imperial Latent Psykers.
It should be noted that increases in the Psy Rating of a
An Imperial Latent Psyker, sometimes called a “Latent”, Latent Psyker, and acquisitions of new Psychic Powers, is
“Licensed Psyker”, or “Sanctioned Wyrdling” is put restricted purely to Elite Advances.
through most of the same sanctioning tests as a full
Imperial Psyker. However, after sufficient lessons to Optional Rule: A GM may permit a Latent Psyker who is
master their limited selection of psychic powers are also an Approved Abhuman or Tolerated Mutant,
completed, the training shifts to that appropriate to the combining the traits of both. Such characters must spend
career that has been chosen for them by the authorities all 400xp to meet the requirements of the Opportunity
that permitted them to live. Most frequently, they are Equals Purity rule, and tend to lead extremely short but
trained as Adepts with the intention of becoming servants very colorful lives.
to an administrative official. But it is not unheard of for
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© Fantasy Flight Games. Warhammer 40,000 is a trademark of Games Workshop, Ltd. All Rights Reserved.
40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device,
them to receive more martial training so they can serve as Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, ‘Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror,
Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon,
Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the Inquisitor logo, the Inquisitor device,
bodyguards or more predictable psychic liaisons to a Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo, Ork,
Ork skull devices, Sisters of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine
commander then a pure psychic would be. Others are chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer,
Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters,
vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games
trained in assassination, their unique talents creating a Workshop Ltd 2000-2007, variably registered in the UK and other countries around the world. Used without permission. No challenge
to their status intended. All Rights Reserved to their respective owners.
frightening and yet expendable Imperial weapon without Note: The above disclaimer was copied from a document at the website Dark Reign, because it covered things so well…

the years of training that might otherwise be required. Special thanks to peacekeeper_b at Unearthed Apocrypha for advice and inspiration.

Origional document available at: http://home.earthlink.net/~serpine/DarkHeresy.htm

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