Gifts of the Gods - Alt. Corruption rules
Aug 27, 2024 15:52:47 GMT -6
Post by insertnamehere on Aug 27, 2024 15:52:47 GMT -6
Corruption
Corruption is a measure of the favor the gods have bestowed upon a character, or how steeped in the dark energies of the warp his soul has become. For many Corruption is a bad thing as it is capable of changing the body in unspeakable ways and also runs the risk of ones soul being forfeit. Once a character reach a certain threshold of it, their souls are lost and who they are is destroyed, they turn into a gibberish mass of writhing flesh. But there are those, including most exalted, that know the truth of it, for many have already crossed that invisible line. Their eyes are open to the truth of the universe. Where the ignorant see corruption, those who tread the Path to Glory see favor, power, and opportunity.The Path to Glory
Characters can aspire to the ultimate power granted by apotheosis—the ascension to daemonhood. Very few, however, ever attain such a fate, for the power of the warp and the favor of the Gods is a terrible thing that no mere mortal soul can hope to contain. Most are overwhelmed by the power, body and spirit unable to bear the soul-searing vigor of the immaterium. Their bodies are overcome with mutation and they devolve to mindless spawn —thrashing masses of tentacle and teeth. A very few do find sufficient strength of mind, body, and soul to resist the all-consuming energies and to wield them as weapons in the service of the Gods. These are granted apotheosis, and they ascend to become daemon princes, the ultimate champions of the Gods and symbols of their dominion.As a character progresses through an ongoing campaign, he garners Corruption Points (CPs). Starting out at 0, these slowly rise until they eventually reach 100. At various points along the way the character earns the right to beseech their god for their favor, but its not guaranteed that it'll be the chosen god that'll answer. At that point, the character rolls on Gifts of the Gods table to determine which Gift he has earned. But the Gods are often fickle, capricious, or downright cruel, and there is no guarantee the character will be gifted with a power he desired. Regardless how a Gift is obtained, most Gifts will have something that marks the character as having received the Gift from that particular god, especially if its something that physically alters the character in some way. This has drawbacks and benefits as it makes the characters allegiances clear at a glance. When the character finally reaches 100 CPs, his journey is complete. How it will end depends very much on the deeds he has performed in the name of the his God. One who has embraced the full power of their divine patron, discarded the petty limitations of his mortal soul, defeated every foe, and steeped himself utterly in the energies of the warp might—just might—earn apotheosis. More likely, however, he will be found wanting and condemned to the gibbering insanity of existence as a spawn.
A Mortal character generates a Gift of the Gods when he reaches 10, 20, 40, 60, and 80 CPs. Exalted, having been born/created stronger in body and spirit than normal men, generate Gifts of the Gods at 20, 40, 70, and 90 CPs. Corruption Points can either be awarded at the end of a game session along with Experience or during a game session as events take place. However, any effects such as Gifts should be resolved at the end of the session.
Service to the Gods
Corruption Points can be earned in many different ways and the SM is always free to issue them as he sees fit. There are some circumstances, however, that are sure to draw the attention of the gods to the character for which Corruption Points will be earned. When the character passes a point on the Corruption Point Track and rolls on the Gifts of the Gods table, he can choose the alter the result after the fact equal to half his Devotion. For example, a character with 6 Devotion and rolls a 25 on the table can choose to alter the result anywhere from 22 to 28. The following instances should result in the character gaining Corruption Points, at the SM’s discretion. Note that all of these are guidelines, and if the SM decides that a character does not receive Corruption from a certain action, his decision is final.
- Defeating a major enemy of your god can result in 1d5 Corruption Points. The bigger the threat they pose (e.g. being exalted, can use hero points, etc.) can result in more Corruption being gained
- Leading or assisting in performing rituals can result in 1 to 3 Corruption Points. Not just simple prayers and séances but ancient powerful rituals that take days to prepare that can change the tides of the warp in your gods favor
- Defiling places of worship of those that are opposed to your god can result in 1 to 3 Corruption Points depending on how sacred the location was.
- Sowing doubt in the followers of other gods and/or converting others to your faith grants 2 Corruption Points.
If or when the character reaches 100 CP's and the gods are pleased with his actions, he has achieved apotheosis and has transcended his mortal limits and has joined the ranks of daemonhood as a Daemon Prince. He gains the From Beyond and Stuff of Nightmares traits, and the Pseudo-daemonhood gift but without the penalties (if he already has it, remove the resilience penalty and get a gift of the characters choosing). Treat disposition as 2 higher when interacting with those with the same alignment. If the characters alignment is a pantheon, the disposition is 1 higher instead but it affects all creatures with an alignment within the pantheon. Lastly, the character can spend 2 Devotion instead of burning a Hero Point to cheat death. However, the characters soul is forever tied to the will of the gods meaning any action against them will have serious consequences. When the character permanently loses dot of Devotion, in place of a Degeneration the character loses 1d5 Hit Points per dot that cannot be healed. This follows the same rules as Degenerations meaning that the character will heal back up once his Devotion is restored to the point before the Devotion loss.
Price of Failure
Just as it is possible to gain power by furthering the ends of the Higher Powers, so too is it possible to anger them and invoke their wrath. The path to glory is paved with the bones of those who aspired to power but fell short in some way, earning punishment in the form of all manner of curses, random mutations and afflictions. The price of failure is expressed by the gain of Corruption Points. This, of course, is not the Gods granting favor to the character. Instead, the Gods are hastening his decent into spawndom by infusing him with the warp. Whenever the characters fails an Alignment test, he gains a number of Corruption Points equal to the amount of Devotion missing (e.g. a character that goes down to 8 Devotion after failing the test gains 2 CP's). If the character passes a point on the Corruption Point Track by gaining Corruption via a failure that resulted in his gods anger, he still rolls on the Gifts of the Gods table. However, he only rolls once and cannot use feats or abilities that would allow otherwise, and he may not modify it with his Devotion. He is stuck with what he gets. Of course, this may turn out to be a beneficial roll— but it may not. It’s all in the hands of the Gods.
If or when the character reaches 100 CP's and the gods are angered by his actions, the character becomes a writhing mass of flesh becoming a Chaos Spawn. The character is removed from play and cannot be resurrected due to his soul being burnt out by the massive amounts of warp energy. Additionally, whatever bystanders and companions the character was in company with will now have to deal with the insane mass of tentacles and claws. It'll be especially bad if he was exalted of high level.
Other Sources of Corruption
Not all instances of corruption gain is the result of a patron deity. The most common source outside of the gods is psychic phenomena. Any rolls on the Psychic Phenomena or Perils of the Warp table that result in Insanity Point gain also result in an equal amount of Corruption Points unless its from a die roll (i.e. 1d5, 1d10, etc.). In which case roll the die used to determine Insanity again to determine Corruption. Daemons, the denizens of the warp, can spread corruption with just their very presence. If the character is adjacent to a creature with the Daemonic trait, he must roll a TN 5 + (5 x daemon level) Willpower or Constitution test per Round or gain CP's equal to half the daemons level (rounded up). Lastly, the character can gain corruption simply from the environment. It could be the result of a warp-based technology suffering a leak, the forces that sperate real-space from the empyrean being weak in the local area, or any number of other worldly hazards. How these phenomena came to be, how corrupting they are, if its chronic or momentary, and what tests need to be rolled, if any, to resist is up to the SM's discretion.Corruption gained through a means outside of the characters alignment counts as a failure in terms of rolls on the Gifts of the Gods table. However, since most of these sources are not associated with a specific god, if the Gift has options depending on what god the character is aligned with than have it be determined randomly or by the SM, as appropriate. Any Gifts gained that isn't the result of the alignments god result in a -1 to Alignment tests per Gift because the Gods don't appreciate their followers consorting with other gods, willing or otherwise, and will make their jealousy known.
Gods, Pantheons, or None of the Above
There are those that worship more than one god. Pantheistic worship has benefits but it comes with just as many risks from being under the scrutiny of many different gods. If a character who has a pantheon as his alignment receives a Gift of the Gods that isnt from a failure and has different effects depending on the god, the character can select any option he wants so long as its for a god within the pantheon. Conversely, should the character ever fail an alignment test for a pantheon, he doubles the amount of CP's gained and Gift of the Gods from a failure that has effects dependent on the characters alignment is instead determined randomly within the pantheon (i.e. Failure from the Ruinous Powers randomly selects an effect between Khorne, Nurgle, Slaanesh, Tzeentch, Malal, or Tiamat).The Grey Council, however, is more a defensive pact than a pantheon. Unlike the Blessed Pantheon or Ruinous Powers, there really isnt an overarching goal that all the grey council gods will work towards, as their individual domains are so polarizing, and so there isnt any pantheon alignment for them.
As for the Unaligned, they are completely outside the scrutiny of the gods meaning they dont gain CP's for following or not following alignment. The unaligned can still gain corruption as described in Other Sources of Corruption and follow the same rules.
Reversing Gifts
It is possible, indeed quite likely, that PCs will be bestowed with mutations they would rather not have. In some ways this is the price of walking the path to glory, but particular combinations of mutations might really inconvenience a character, while others might simply run counter to the vision the player had for how he wanted his character to develop. The SM is responsible for keeping his players entertained and engaged, and may have to take this into account as the campaign progresses. So, what to do if a player is truly unhappy with the mutations his character has received? Here are a couple of suggestions.Firstly, the character could petition the Higher Powers to change or even rid him of some curse they have sent down upon him. This should take the form of a ritual of some sort, perhaps with the character trading something of value to him or performing some deed in the name of the Gods. An Alignment test would be appropriate, modified according to how convincing the player’s case is and by whatever offerings he has made. If successful then the character has whatever Gift he had removed or, if the player so chooses, can have the Gift replaced with another one by rolling on the table using Devotion to modify the result. The SM may even allow the player to pick a Gift themselves if they did exceptionally well in whatever ritual or task the god set the character on. Of course, failing the test might result gaining additional Corruption as a Failing; the Higher Powers have taken exception to the character’s presumption and ingratitude.
Another solution is to allow Gifts of the Gods attained later in the campaign to replace mutations gained earlier on. Thus, a player whose character has gained a less than desirable mutation can find some solace in the fact that it may be overcome later on, and he can work towards doing so. In fact, this should result in a far more engaging gaming experience as the character’s long-term goals evolve over the course of the campaign.
Gifts of the Gods | |||||||||
D100 Roll | Gift Received | D100 Roll | Gift Received | ||||||
1-2 | *Addiction | 51 | Divine Will | ||||||
3 | Animal Hybrid | 52-53 | Inside Out | ||||||
4-5 | *Bestial | 54 | Pseudo-Daemonhood | ||||||
6 | Blood Substitution | 55-56 | Intelligent Cyst | ||||||
7 | *Blasted Senses | 57 | Warp-Eater | ||||||
8 | *Winged | 58-59 | *Limb Loss | ||||||
9 | Blessed Fits | 60 | Magnificent Crown | ||||||
10 | *Steel Hearted | 61-62 | *Warped Appearance | ||||||
11 | Boneless | 63 | Mechanoid | ||||||
12 | Burning Body | 64 | Nerveless Ennui | ||||||
13 | *Daemon Organ | 65-66 | Pervasive Miasma | ||||||
14 | Cyclops | 67 | Breath Attack | ||||||
15 | *Darksoul | 68 | *Grossly Fat | ||||||
16 | Dimensional Instability | 69 | *Slayer limb | ||||||
17-18 | Emaciated | 70 | Strange Voice | ||||||
19 | Eye of the Warp | 71 | *Additional Limb | ||||||
20 | Eye-Stalks | 72-73 | Strange Walk | ||||||
21 | Centauroid | 74 | Tail | ||||||
22-23 | Featureless Face | 75 | *Tentacle | ||||||
24 | Illusion of Normalcy | 76-77 | *Vampire Addiction | ||||||
25 | Flaming Skull | 78 | *Mind-Touched | ||||||
26 | Headless | 79 | Spirit Sight | ||||||
27 | Icon of Blasphemy | 80 | Wreathed in the Warp | ||||||
28-29 | Aethyric Leak | 81 | Beast Head | ||||||
30 | Boundless Energy | 82-83 | Corrupting Dependency | ||||||
31 | Familiar | 84 | Hopper | ||||||
32 | Lolling Tongue | 85-86 | Lonely Spirit | ||||||
33 | Necrophage | 87 | Nightsider | ||||||
34-35 | *Phobia | 88 | *Ravaged Body | ||||||
36 | *Shorter | 89 | *Taller | ||||||
37 | *Tough Hide | 90 | Wall Climber | ||||||
38 | Warp Frenzy | 91 | Webbed Feet | ||||||
39-40 | Withered | 92 | Worm | ||||||
41 | Zealous Hate | 93 | *Wyrdling | ||||||
42 | *Soul Seared | 94 | Spiked Skin | ||||||
43-44 | Rotting Flesh | 95-96 | Shaky Morale | ||||||
45-46 | *Lunatic | 97 | Mangled Hands | ||||||
47 | Inhuman Beauty | 98 | Living Armor | ||||||
48-49 | Crawling Skin | 99 | *Extra Mouth | ||||||
50 | Big Ears | 100 | Blasted Mind |
ADDICTION
The character’s brain chemistry is altered to such an extent that he develops an all-consuming addiction to one particular substance determined by the SM. The object of the addiction can be almost anything, from the last thing the character ate to something he has never even heard of. The substance, whatever it is, has Moderate Addictivity.
ADDITIONAL ARM
A fully functional arm sprouts from the characters body providing all the benefits that having an additional limb would have.
ANIMAL HYBRID
The character’s body is fused with that of a beast, creating a bizarre hybrid combining the qualities of both. Far more than a cosmetic mutation, the character’s very essence takes on something of that of the animal it merges with, altering his thought patterns to something other than a human’s. However, his abilities to think and reason are largely unaffected, unlike those unfortunates who suffer from Bestial. The type of animal is determined by the SM and the character gains the Wild Empathy feat and a Minor Disorder (animal instincts)
AETHYRIC LEAK
The characters very being acts like a tear into the empyrean causing magic to be unstable around him. The character is always treated as Unsanctioned and rolls on Psychic Phenomena table within 10m of him gain a +10
BEAST HEAD
The characters head grows horns, fangs, or plumage, and eventually morphing entirely into that of an animal. The character gains a natural weapon (1k1 R; Brawling)
- Khorne/Malal/Luna: The characters head develops traits of an apex predator. The characters natural attack gains the Tearing property
- Nurgle/Lolth: The head becomes that of an arachnid or insect. The characters natural attack gains the Toxic property
- Slaanesh/Vectron/Corellon: The head becomes a gorgeous or cute example of whatever animal it became. The character gains +2k0 to Charm tests
- Tzeentch/Raven Queen: The head becomes bird-like with a long and sharp beak. Natural weapon gains +2 Pen and the Razor Sharp property
- Tiamat/Bahamut: The characters head develops traits of a dragon, including their ability to invoke fear. The character gains +2k0 to Intimidate tests
- Cuthbert/Sigmar: The character head turns into an animal often used in law enforcement or as symbols of authority. The character gains +2k0 to Command tests
- Moradin/Omnissiah: The characters head doesnt turn into an animals but more an facsimile of one made of metal or circuitry. The characters head gains +2 AP
- Pelor: The characters head becomes that of a creature capable maintaining large stores of raw energy. Beast head natural attack now does E damage
- Acerath: The head turns into a creature capable of changing its appearance like a reptile or cephalopod. Character gains +2k0 to Disguise tests
BESTIAL
While the character does not completely mutate into a beast, he adopts the physical appearances and mannerisms of a certain type of animal. Unfortunately, while he is still capable of intelligent thought, his bestial mannerisms make it more difficult. Permanently increase either the characters Strength, Dexterity, or Constitution by 1 as appropriate for the animal. However, reduce the character’s Intelligence and Willpower by 1.
BIG EARS
The characters ears stretch and widen growing bigger and allowing better hearing. Gain +2k0 to hearing based Perception tests but loud noises can be debilitating. At the SM's discretion, the character may need to roll a Constitution test to save against temporary deafness or even being Stunned as well.
BLASTED MIND
The character sanity is so close on the edge of breaking that he goes all the way back to being sane. At least for a brief moment. The character gains 1d5+5 Insanity. The first time the character gains Insanity Points within a Scene he is immune to further insanity gains for a number of rounds equal to 1/10 of his current insanity. Afterword's, he must roll on the Trauma table with no modifiers.
BLASTED SENSES
The character’s senses are assaulted— burning out nerve endings and searing the brain’s ability to translate what his perceptions are trying to tell it. The character is unable to use one randomly determined sense from the following list (sight, hearing, smell, or touch), with all the penalties that may apply. However, his body does compensate slightly for this deformity and he gains the Heightened Senses feat for one different, randomly determined, sense.
At the SM’s discretion, the character can obtain cybernetic augmentation to partially overcome the loss, although even then the character still suffers a –2k0 penalty to all Perception Tests made with that sense.
BLESSED FITS
The character is prone to bouts of severe seizures—shaking uncontrollably, frothing at the mouth, and thrashing about wildly. Many consider these fits to be special gifts from the gods, during which the afflicted is experiencing intimate communion with them. Should the character ever declare that he is using an Hero Point to reroll a failed Test and then fail on the reroll, he is struck by a seizure and Stunned for 1d10 Rounds even if he's immune to stunning. When he awakens, however, he does not count as having used the Hero Point.
BLOOD SUBSTITUTION
Something other than blood pumps through the character’s veins, though the exact substance is dependent upon his own character or that of his patron. Ordinarily, the exact nature of the blood substitution has little relevance and may even be unknown to the character until he is wounded. When that happens, the warp-tinged fluid spews forth, forming a weapon in its own right. Should the character ever be wounded or suffering from Blood Loss, one randomly determined character within 1m of him immediately takes 2k1 Impact Damage.
- Khorne/Sigmar/Moradin: The blood is replaced with substances of intense heat such as magma, molten metal, or even boiling blood. The damage gains the Tearing property
- Nurgle/Luna/Lolth: Deadly substances like venom or toxic chemicals replace the blood of the character. The damage gains the Toxic property
- Slaanesh/Cuthbert: The blood is a chemical cocktail of chemicals that elicit intents euphoria or pain subduing targets. The damage gains the Torturous property
- Tzeentch/Acerath: Magical energies replace the blood causing the character to emit a wave of warp energy. Damage is reduced by aura instead of armor
- Malal: Ashy smoke pump through the characters veins proving to be just as much as a danger to himself as well as his enemies. The damage gains the Black Smoke property but only with a radius of 2m
- Tiamat/Bahamut: The blood is replaced with elemental fire. The damage gains the Fire property
- Pelor: Sparks of radiant light replaces the characters blood. The damage gains the Annoying property
- Omnissiah: Instead of veins the character has power cables to spread energy through the body. The damage gains the Shocking property
- Raven Queen: Instead of replacing the blood, a curse is put upon it that insures that those touch it never cheat death. The damage gains the Festering property
- Vectron/Corellon: The blood is replaced with praises to the characters god in both visual and auditory form. The damage gains the Righteous property
BONELESS
Some of the character’s bone tissue dissolves into his blood stream, weakening him while at the same time making his body more flexible. There are those who may be disgusted with his constantly shifting features.
The character permanently loses 1 Strength, but gains 1 Dexterity. Also, he's able to contort his body in such a way that allows him to move through small openings and fit tight spaces without issue.
BOUNDLESS ENERGY
The characters body is overcharged with warp-stuff causing his nerves to distend and bulge like glowing varicose veins. This allows the character function near endlessly without the need to rest.
The character ignores penalties from Fatigue and no longer needs to sleep.
BREATH WEAPON
The character is gifted with the ability to summon forth a stream of unreal matter brewed from the raw stuff of warp projected from the characters mouth, and the exact nature this matter assumes upon leaving the character’s body varies enormously. The character may make a Standard Attack Action to unleash a projectile attack with the profile: 3k2; Pen 3; S/-; 10m; Spray. Obviously, the character cannot perform this attack with an enclosed helmet on.
- Khorne/Tiamat/Bahamut/Moradin: Primordial fire burns in the characters breast and can be unleashed on his foes. The attack gains Fire. Deals E damage
- Nurgle/Raven Queen: The character unleashes a miasma of death and disease. The attack gains Toxic. Deals R damage.
- Slaanesh: The character lets loose a cacophony of seductive moans and shrill screams. The attack gains Deafening. Deals I damage
- Tzeentch: A kaleidoscope of colors spew forth as energies from the warp envelop the targets. The attack gains Orgone Array. Deals X damage.
- Malal/Acerath: An invisible force slithers from the characters lips taking targets unaware. The TN to avoid damage is increased by 5. Deals R damage
- Cuthbert/Luna/Lolth: The character spits globs of webbing, mucus, or other sticky substances. Targets that are hit are Immobilized for one round. Deals I damage.
- Sigmar/Corellon: The characters utters a single word demanding submission from his lessors. The attack gains Concussive. Deals I damage.
- Pelor: A beam of radiant light sears flash in an intense but brief flash. The attack gains Annoying. Deals E damage
- Omnissiah: The characters throat turns into a miniature missile launcher capable of saturating the area in tiny explosives. Attack damage gains +1k0. Deals X damage.
- Vectron: The character unleashes twin-walls of force showing Vectrons greatness. Replace Spray with Line(1), +10 range, and two lines are fired at the same time. The attack can be made at different targets and deals R damage.
BURNING BODY
The character’s body is wreathed in empyreal flames. While his own body is unaffected, others who approach too close may be burned or consumed entirely. The character’s body is constantly aflame and may damage his surroundings, betray his presence, and the like, as determined by the SM. In addition, the characters natural attacks deal E damage and targets that start their turn adjacent to the character must pass a TN 15 Dexterity test or be set on fire. In addition, the character always emits 10m of light.
- Khorne/Tiamat/Bahamut: The flames in which the character is wreathed in burn with extreme intensity. Targets adjacent to the character suffer 2k1 E damage per round.
- Nurgle/Luna/Lolth: The flames of corpse-gas or poisonous chemicals eat away at targets flesh. The characters flames gain Festering.
- Slaanesh/Tzeentch: Beautiful multi-colored warp fire dances around the character literally whispering irresistible temptations and terrible secrets. When targets roll to avoid catching on fire from the characters flames, they must also roll a TN 15 Composure test or become confused (as per the Confusion spell) for one round.
- Malal/Acerath: The characters flames are completely invisible making him appear completely normal and others ignorant of the danger, unless forewarned. The flames no longer provide light and the TN to avoid catching fire is now 20.
- Cuthbert/Sigmar: The fires that emanate from the character are controlled and tempered. The characters environment is in no danger of being set alight by the flames though creatures can still be set on fire if too close.
- Moradin/Omnissiah: The flames that surround the character are the fires of industry. The character gains a +2k0 bonus to tests involving working with metal (e.g. smithing, smelting, soldering, welding, etc.) and takes no damage from sources of non-weaponized heat.
- Vectron/Corellon: The characters flames inspire awe in others, either in the character or, more likely, his god. The characters flames gain Inspiring and the character can perform the Aid Another action on targets up to 5m away.
- Pelor: The character is a beacon of holy light, doused in pure white flames. Targets become Dazzled while adjacent to the character or are set on fire by his bodily flames. The light radius is doubled and it is all but impossible to reliably hide short of sitting in a completely sealed (and fire proof) container.
- Raven Queen: Pitch black flames writhe around the character that burn not just the body but the soul. If a target dies to the characters flames, there is no bringing them back by any means short of divine intervention.
CENTAUROID
The character’s entire lower body has been replaced with that of a quadruped, creating a bizarre, centauroid form. In many cases the beast in question is entirely random, and may be drawn from some alien world never before witnessed by man. The character gains the Quadruped Trait and his body from the waist down is replaced by that of an animal.
- Khorne/Malal/Tiamat/Bahamut: The lower body of the character is that of a predator or beast of war. The character gains a natural weapon (2k1 I or R; Brawling).
- Nurgle/Pelor: Whether its due to a thick hide or a minor healing factor, the character body becomes tougher. The character gains +2 Hit Points
- Slaanesh/Vectron/Corellon: The characters lower body is finely groomed and graceful like a well-breed show animal. The character gains +2k0 to Social Attack rolls.
- Tzeentch/Acerath: The characters lower body is completely alien in appearance and capable of changing shape. The character can shift from being quadruped to bipedal and vice versa as a half action. Useful for when the character needs to get into small spaces or trying to avoid suspicion.
- Cuthbert/Luna: The characters lower body turns into an animal capable of long pursuits. The character gains +2 Speed
- Sigmar/Moradin/Omnissiah: Instead of an animal, the characters lower body becomes more akin to a vehicle or warmachine. The characters Legs gain +4 AP
- Raven Queen: The characters lower body becomes griffon-like with pitch black feathers. The character can use his avian feet to grab and hold onto objects and surfaces freeing his arms for other uses. The character cannot use his feet for fine manipulation.
- Lolth: The characters legs become long and thin making it easier to more evenly distribute his weight allowing him to walk on delicate surfaces. The character can walk on any solid surface, even if it would not normally support his weight.
CORRUPTING DEPENDENCY
The character has an ever-growing need to spread the essence of the gods or, failing that, take it within himself. The character must gain or cause another intelligent creature to gain at least 1 Corruption Point on a weekly bases. Failing to do so will result in the character suffering one point of Fatigue that cannot be ignored or negated in anyway, with multiple instances stacking if he goes multiple weeks without exposing himself or others to corruption. The only way to remove the Fatigue is to expose himself or another to an amount of corruption equal to double the minimum amount required that was missed.
CRAWLING SKIN
The character constantly twitches and shutters as little warp creatures have made their home right underneath his skin. The character suffers a -2k0 penalty to any rolls that require quick or precise movement but his natural attacks gain the Infest property as the little warp critters defend their home.
CYCLOPS
In return for one of their eyes, the character is given the ability to see something of the future. Unfortunately, the only part of the future he is able to see is his own death, and he turns maudlin or enraged as he dwells upon his doom and seeks to plot how it might be avoided.
The character permanently loses one of their eyes as it seals over, turns into a gaping socket, or morph into a single eye, granting all the penalties associated with having only one eye, and gains the Paranoia feat. If the character only has one eye to begin with then they are now blind.
DAEMONIC ORGAN
This gift confers upon the character an organ or appendage normally only found attached to a daemon in service of the gods. Such a gift is sure to be regarded with awe by other mortals, who will regard it as a sure sign of the character’s favor in the eyes of his otherworldly patrons. This could take the form of unnatural eyes burning with daemonic fire, a long forked tongue, or skin changing color and texture. Select a skill. That skill gains a free specialization and any tests that fall under that specialization gain a +1k0 to the roll in addition to the usual benefits.
DARKSOUL
The character radiates the power of the warp and his soul glows darkly radiating an aura of wrongness. His eyes flicker with the lambent energies of the warp and the air chills with his passing.
The character gains the Fear(1) Trait or, if he already causes Fear, increases the level by +1, up to a maximum of 4.
DIMENSIONAL INSTABILITY
The character’s connection to the physical realm begins to slip, his consciousness segueing between real space and the empyrean. At times, he appears to fade away entirely as he walks the otherworld of spirits and daemons.
Once per session, the character may choose to be subject to the Phasing Trait for a number of consecutive Rounds equal to 1/10 of his Corruption Points and while phasing can see, hear and interact with the Umbra and vice versa. The character may suffer penalties at the SM's discretion as this in-between state can be a bit disorienting as what's in the material realm and umbra doesn't always align.
DIVINE WILL
The needs and desires of the mortal realm hold no power over the character, and his drives and passions are entirely those of the warp. He is motivated by the will of the empyrean, and his deeds make little sense to mere mortals.
The character is entirely immune to the effects of Fear and treats any feats as optional. Should the character fail any Skill Test by two or more Checks, however, he must immediately roll on Shock table.
EMACIATED
The character’s frame withers until he is all but skeletal and he becomes weak and frail. He is afflicted by an eternal hunger that can never be satiated as all food he imbibes never to strengthen his body.
The character suffers a –2k0 penalty from Fatigue, rather than a –1k0.
EXTRA MOUTH
A deep gash appears somewhere on the characters body and in a brief instant teeth and a tongue grow within the wound, forming a new mouth. Select a random body location for the new mouth. The mouth is fully functional, meaning the character can speak, breath, and even eat with it.
EYE OF THE WARP
If the eyes are the window to the soul, the characters is a fell gaze imbued with the weirdling light of the empyrean, and to fall under it is to have one’s soul desiccated as if looking into the warp itself. The character can see magical aura's such as from artifacts, spells, and the like as a glow in the air. The more intense the glow, the more powerful the magic.
EYE-STALKS
The characters eyes extend out of their sockets and causing them to wave above his head on elongated stalks. Though better able to see his surroundings, the danger to his exposed eyeballs should not be understated.
The character gains a +2k0 bonus to sight based Perception tests and the stalks allow him to peak from corners without exposing himself, but whenever he suffers Critical Damage to the head for any reason he adds +1 to the result. Additionally, he may not be able to wear certain helmets, though the eye-stalks can coil up.
FAMILIAR
The character gains the aid of a daemonic familiar, much to its chagrin. The character gains the Find Familiar and Improved Familiar feats
FEATURELESS FACE
The character’s features fade away to nothing, leaving him without eyes, nose, or mouth. Despite appearances, the character is left with his senses intact. The effect of this affliction varies, for while the character cannot speak in the conventional manner, he is both intensely disturbing and powerfully intimidating. The character can see normally even without eyes, but he cannot speak but may be able to communicate in other ways, such as telepathically or with hand-signs. Any social Tests (except Intimidation Tests) suffer a –2k0 penalty and any attempts of Scrutiny against you suffer -1k1.
FLAMING SKULL
The champion’s skin is seared away by unnatural flames that may never be extinguished. The character gains the Fear(1) Trait or, if he already causes Fear the rating is increased by one level to a maximum of 4. His Fellowship is reduced by 1. This may also cause additional disorders depending on the character’s temperament and personality.
GROSSLY FAT
The character’s flesh swells and distorts, muscle turning to blubber before his very eyes and expanding until he is two or three times his previous mass. The character gains +2 Size and require double amount of food to survive. Additionally, Max Dex is treated as one point lower due to his rotund physique making it difficult to move properly.
HEADLESS
The character’s head shrinks into his shoulders, until his features are merged into his upper chest. The character is slow to react in combat and suffers a -2 to Initiative rolls. However, any attacks that hit the head count as hitting the Body location instead.
HOPPER
The characters legs twist and bend granting a greatly improved jumping ability but also an awkward gait due to the limbs being mangled and contorted. Lower the characters Speed by 2 but counts strength as double in terms of movement for jumping.
ICON OF BLASPHEMY
The character embodies all that is blasphemous to those who blindly worship his patrons enemies. His blasphemies take many forms, from iconoclastic scripts tattooed upon his skin to a mocking resemblance to a figure such as a Saint. Some are capable of channeling their very essence into their blasphemies, and these are truly a scourge on the weaklings that denounce the true faith. Once per session, the character may unveil or unleash his blasphemy upon his foe. For one round, he gains the Fear(3) Trait against targets that arent of his alignment.
ILLUSION OF NORMALITY
Perhaps the most bizarre of all Gifts of the Gods is that which lends the recipient the outward appearance of complete normality when he is, in fact, a seething mass of mutation. To most, the character appears to have the unaltered form he was born with, while to those touched by the warp the truth is more likely to be visible, and truly horrific.
The character gains the Unremarkable feat and appears as a standard member of his species, regardless of how many mutations he has or what weapons he is carrying. This gift is more than a quirk, it is an active power, and as such it may be detected by enemies using a Arcana + Wisdom test with a TN equal to half your total Corruption Points. For each Gift the character has, deduct 5 from the difficulty of the Test.
INHUMAN BEAUTY
The characters features are flawlessly perfect and never tarnish. The character gains a +2k0 bonus to social rolls that benefit from his good looks. His looks will never sully by scars or bruise no matter what injury he suffers though that doesnt make him immune to the lost of limbs or body parts.
INSIDE OUT
In a brief but horrific transformation, the characters innards (or equivalent) burst through his flesh so that his body appears clothed in a hideous skin of glistening organs—a fickle caprice that cannot be understood by mere mortals.
The character suffers a –2k1 penalty to all social Tests (except Intimidation Tests), but gains a +2k0 to Intimidation Tests.
INTELLIGENT CYST
A new, cyst-like organ grows inside the character’s body, developing a mind and will of its own. Periodically, the cyst attempts to gain control of the character’s body and, when it does so, it pursues its own ends, which may be entirely different from those of the character. The cyst gains brief control whenever the host’s concentration slips. Should the character ever fail a Skill Test, he fails it by an additional Check, as the Cyst momentarily causes him to do or say something contrary to his interests.
LIMB LOSS
The unknowable powers of the warp claim one of the character’s limbs, leaving behind nothing but a healed stump. Most find that the lost limb still feels like it is there, while others claim to feel the pain of its slow dissolution somewhere in the depths of the Empyrean. The character loses one randomly determined limb.
LIVING ARMOR
In a painful transformation as metal and fabrics fuse with the characters skin, becoming one and the same. Whatever armor the character is wearing is permanently fused to the characters body granting all the associated benefits and drawbacks that would come with wearing armor.
LOLLING TONGUE
The characters tongue becomes so long and large that it sticks out of his mouth. The character takes a -2k0 to any rolls involving him speaking but gains a +2k0 bonus to Perception rolls involving taste.
LONELY SPIRIT
The character cannot stand being alone and is always afraid that those he considers comrades will abandon him. The character suffers 2 Checks when performing any task alone. Keep in mind that loneliness isnt limited to only lack of physical presence as emotional isolation can also affect the character in this way, at the SM's discretion.
LUNATIC
The character is told great and terrible secrets and his psyche is close to cracking because of it. There are things that a mortal mind was never meant to know. The character gains 1d5+5 insanity points and any instance of insanity gain from now on adds an additional +5 to the roll.
MAGNIFICENT CROWN
The character is marked for greatness as the gods saw fit to coronate him with anything from an impressive set of horns, an incandescent halo, or literally just a normal looking crown. The crown serves as a status symbol amongst the ranks of the patrons faithful and causing dread to the characters enemies as he leads from the front. The maximum amount of minions that the character can team up with is increased by 2.
- Khorne: Add +2 to the total minion team up bonus for Athletics skill tests
- Nurgle: Add +2 to the total minion team up bonus for Scrutiny skill tests
- Slaanesh: Add +2 to the total minion team up bonus for Disguise skill tests
- Tzeentch: Add +2 to the total minion team up bonus for Arcana skill tests
- Malal: Add +2 to the total minion team up bonus for Larceny skill tests
- Tiamat: Add +2 to the total minion team up bonus for Intimidation skill tests
- Cuthbert: Add +2 to the total minion team up bonus for Academic Lore skill tests
- Sigmar: Add +2 to the total minion team up bonus for Persuasion skill tests
- Bahamut: Add +2 to the total minion team up bonus for Command skill tests
- Moradin: Add +2 to the total minion team up bonus for Crafts skill tests
- Pelor: Add +2 to the minion total team up bonus for Medicae skill tests
- Omnissiah: Add +2 to the total minion team up bonus for Tech-use skill tests
- Raven Queen: Add +2 to the total minion team up bonus for Perception skill tests
- Vectron: Add +2 to the minion total team up bonus for Deceive skill tests
- Corellon: Add +2 to the minion total team up bonus for Performer skill tests
- Luna: Add +2 to the minion total team up bonus for Animal Ken skill tests
- Acerath: Add +2 to the minion total team up bonus for Forbidden Lore skill tests
- Lolth: Add +2 to the minion total team up bonus for Charm skill tests
MANGLED HANDS
The characters fingers contort and their flesh fusing together, resulting in misshapen and stumpy digits. The character suffers a Check to all Ballistics and Weaponry tests and is unable to perform tasks that require fine manipulation.
MECHANOID
The recipient’s body is fused with the machine, his bone replaced with metal and his muscles with pistons. His psyche is absorbed into the new form, until nothing of the biological remains at all. The character gains the Machine(2) Trait.
- Khorne/Raven Queen: The fuel cells that energizes the characters new body run on blood. When the character is adjacent to a living creature that has suffered wounds, he regains 1 Hit Point.
- Nurgle/Malal/Luna: The characters body is covered in rust-like ichor that can break down most substances. The characters melee attacks deal double damage against structures and vehicles
- Slaanesh/Corellon: The characters muscles are replaced with an impossibly fine mesh of micro actuators. The character gains +2 to Initiative.
- Tzeentch/Acerath: The characters chassis is mostly comprised of delicate warp-sensitive crystals that offer greater protection from magic. The Machine trait provides Aura instead of Armor.
- Tiamat/Bahamut: The characters robotic body takes on aspects of the biomechanical metal dragons. The characters melee attacks gain the Power Field property.
- Cuthbert/Lolth: The characters chassis is designed to subdue foes into submission. Tests to maintain control of grapples gain a free raise while opponents suffer a check to slipping free of grapples.
- Sigmar/Moradin: The characters body is heavily armored becoming better built for war. Gain +3 AP to all locations
- Pelor: The characters body becomes a construct of hard-light greatly reducing his weight. The character gains the Hover trait.
- Omnissiah: The characters body is a mobile factory as his limbs can turn into a myriad of tools. The character always counts as having the needed tools for most situations. Though sometimes something may be too esoteric for the character to benefit from this ability, at the SM's discretion.
- Vectron: The volume of the characters audio outputs is greatly increased so that all may know about Vectron. The range the character is immune to effects that make him mute and his voice can travel double the normal distance in a given situation.
MIND-TOUCHED
Those who pursue glory by walking the path are all but immune to what mortals call madness, for they have already seen and done things that would shatter the frail minds of the weak willed. However, some are afflicted by such capricious or contrary natures that they appear all but insane to others, expressing themselves and pursuing goals all but impenetrable to many around them.
The character gains a Minor Disorder appropriate to the characters Alignment unless its to a pantheon or unaligned, in which case the Disorder is random. If the character already has a Minor Disorder appropriate for his alignment, then that disorder becomes a Major Disorder or an Acute Disorder if the character has an appropriate Major Disorder.
NECROPHAGE
The characters genetic makeup has been modified to the point that he now has a healing factor as his cells multiply and heal faster than a normal persons. However, this requires an steady supply of biomass to facilitate such healing as the body uses too much energy to heal itself. The character gains Regeneration(1) Trait, but must sustain himself on several pounds of raw meat equal to his Size per day or starve. Even if the character doesnt need to eat, they lose the Regeneration trait if they forgo a day without eating the needed amount.
NERVELESS ENNUI
The character is incapable of feeling physical stimuli, caring for neither a kiss on the lips nor the caress of the blade. The character’s physical senses are so dulled that he feels little in the way of pain. The character gains the Iron Jaw feat and reduce any critical damage suffered by 1. However, any touch based Perception Tests suffer a -2k1 penalty and cannot gain any bonuses ever. At the SM's discretion, the character may even be unaware of injuries that are otherwise not obvious.
NIGHTSIDER
The character gains keen eyesight like that of a nighttime predator, allowing him to see clearly in areas of low lighting. The character gains the Dark Sight Trait, but suffers the Dazzled condition when in areas of bright light, unless with the proper eye protection.
PERVASIVE MIASMA
A drastic imbalance in the character’s humours brought about by prolonged exposure to the baleful energies of the warp causes him to be surrounded by the creeping, noxious stench. When the character fails Stealth Tests, he suffers an additional Check.
PHOBIA
The character develops an intense fear to something determined by the SM. The phobia can be anything such as heights, enclosed spaces, germs, so long as its something common enough for it to be an issue. When the character is exposed to his phobia, he needs to roll a save against Fear(1). This fear cannot be lessened or negated in anyway.
PSEUDO-DAEMONHOOD
A gift held by many as both a curse and a blessing, the recipient’s body is twisted and mutated until they come to resemble that of one of the myriad lesser daemons of the warp. The character’s very nature becomes melded with the warp and his perception of the material universe fades while that of the unreal beyond is magnified a thousand-fold. The character gains the Daemonic and Fear(3) Traits. However, being overcharged with warp energy has resulted in the character having difficulty maintaining physical form and suffers a -1 to Resilience.
RAVAGED BODY
The Characters body has been entirely remade by the Warp. Roll 2 times on the Gifts from the Gods table and take both results. However, these rolls cannot be altered by Devotion level in anyway.
ROTTING FLESH
The characters flesh is discolored and gangrenous with chunks occasionally sloughing off leaving him in a constant state of agonizing living decay. The characters Hit Points are reduced by 2 and suffers an extra point of Fatigue whenever he is inflicted by it.
SHAKEY MORALE
The character suffers from extreme insecurity and just shuts down mentally whenever his apparently flaws come into light. At the end of a Scene, if the number of failed tests the character has made is higher than successful tests he must roll on the Trauma Table without modifiers.
SHORTER
The characters limbs literally recede into his body resulting in him becoming shorter. The character Size is reduced by 1 (min. 1)
SLAYER LIMB
One of the character’s limbs fuses with a weapon, either one he already owns or a new weapon granted as part of the gift. The limb becomes a twisted mass of metal and flesh, mechanisms and muscles flowing together while blood vessels and ammunition feeds become as one. Any trigger mechanism the character had before is bypassed and it operates with but a thought. The character’s metabolism hybridizes with the working of the weapon, and the two become as one, such that it can even derive power or ammunition from his body.
The character must choose one weapon carried to become fused with his body. The weapon conjoins with a single limb of the player’s choice, replacing it from the elbow (or equivalent joint) down (and therefore replacing any hands). The weapon may be of any type, and henceforth never requires reloading or any other type of maintenance. If the character doesn't have any weapon to fuse with at the time of gaining this gift, the weapon that replaces one of his arms uses the profile of the Unnatural Ranged Weapon feat but without the Arm Mounted property or the Unnatural Weapon feat. If the gained property would be redundant, add +2 to damage instead.
- Khorne/Luna: The characters arm vibrates with killing intent with bulging muscles and veins. The weapon gains the Tearing property.
- Nurgle/Raven Queen: The weapon literally oozes omens of death. The weapon gains the Toxic property.
- Slaanesh: The weapon screams in pained delight with such intensity its capable of physical force. The weapon gains the Momentum property.
- Tzeentch: The weapon radiates warp energies and randomly shifts in appearance. The weapon gains the Orgone Array property.
- Malal: The weapon is designed to cause as much destruction regardless of collateral damage. The weapon gains the Blast(3) property.
- Tiamat/Bahamut: The weapon becomes covered in scales and radiates burning energies. The weapon gains the Fire property.
- Cuthbert: The weapon is designed to subdue as death can only be issued once an official sentence is made. The weapon gains the Benign property.
- Sigmar: The characters weapon and arm have a radiance capable of piercing the heavens. The weapon gains the Power Field property.
- Moradin: Metal bursts forth from the characters arm and wraps around the weapon. The weapon gains the Armored property.
- Pelor: Sparkling lights flitter around the weapon causing brief flashes when used. The weapon gains the Blinding property.
- Omnissiah: Wires and circuitry tangle around the weapon causing energy to course around it. The weapon gains the Shocking property.
- Vectron: The characters weapon sends out Vectron approved subliminal messages. The weapon gains the Torturous property.
- Corellon/Acerath: Whether through skill or providence, the characters arm always seems to hit the foes weak point. The weapon gains the Razor Sharp property and +2 pen if the weapon has none.
- Lolth: The arm and attached weapon develop chitinous plating and even silk producing spinneret. The weapon gains the Immobilizing property.
SOUL SEARED
A violent burst of warp energy causes a terrible wound directly to the characters soul. Such an injury is not easily healed, but when it does this now scabbed over soul allows the character to better resist magic but at the cost of his own magical potential. The character gains Aura(2) and a +2k0 bonus to resist magical effects but Focus Power tests take a -1k1 penalty.
SPIKED SKIN
Rows of jagged spikes of bone, chitin, or even pure warp-stuff jut out all over the characters body. Whenever the character performs a successful Charge or Grapple action, he automatically deals his unarmed strike damage to the target but is unable to wear armor that isn't fashioned for his spiky body. The character does not deal double unarmed damage when performing a charged grapple.
SPIRIT SIGHT
The character is able to see the world as it really is – the souls of the living gutter like lanterns in the night while the predators of the warp circle all about like sharks scenting blood.
The character literally sees the souls of his enemy. Gain a +2k0 bonus to sight based Perception tests against soul-baring creatures; however, any Scrutiny Tests suffer a –2k0 penalty as the character is less able to see such mundane things as facial expressions.
STEEL-HEARTED
Some have seen into the depths of the warp and, know how trivial the concerns of mortals truly are. The character’s heart is steeled to the terrors of the material universe, and only what lies beyond it concerns him.
The character counts Fear caused by enemies as one level lower than described in that enemy’s profile. If the enemy causes Fear (1), then no effects are suffered at all. If the character is already immune to fear, rolls on the Shock table gain a -1 to the roll.
STRANGE VOICE
The character’s vocal chords are twisted and distorted. A lucky few find their voices have become deep and resounding, while the less fortunate are left sounding like a Grot with cranial distemper or merely incomprehensible. More likely, a character may find that his voice fluctuates depending on the situation.
At the beginning of the game session, roll 1d10. If the result is a 4 or lower, the character gains +1k0 to Intimidation Skill Tests, but suffers –1k0 to Stealth Tests. If the result is a 5 or higher, he suffers –2k0 to all social Tests. These effects last until the end of the game session.
STRANGE WALK
Any number of afflictions could result in the character suffering from a strange walk—from a minor change in proportions to an acute imbalance of the mind. This may result in the character gaining a disturbing gait, perhaps appearing to slide across the ground, or something more debilitating, such as a crabwise shuffle or a rigid, straight-legged march. The character’s movement rate is halved.
TAIL
The powers of the warp have granted the character the gift of an impressive tail. More than a mere status symbol, the tail makes a formidable weapon too. The character gains a natural tail attack that does damage equal to his unarmed attack and can either do Impact or Rending damage (chosen when this gift is taken).
- Khorne/Tiamat/Bahamut: The characters tail is thick and heavy and my even have spiky scales. The characters tail attack gains +1k1 damage.
- Nurgle/Luna: A long scorpion tail dripping with venom sprouts from the characters backside. The characters tail attack gains the Toxic property
- Slaanesh/Corellon: The characters tail is swift and flexible, able to bypass defenses in close combat. The characters tail attack gains the Flexible property
- Tzeentch/Pelor: The characters "tail" is more a writhing mass of energy capable of searing flesh and super heating metal. The characters tail attack gains the Tearing property.
- Malal/Acerath: The characters tail is coated in a thin membrane the reflects light that makes it more difficult to see. The characters tail attack gains the Ambushing property
- Cuthbert: The characters tail has incredible gripping strength, good for keeping perps at bay while leaving the hands free. The character can use his tail to grapple targets, gaining a +2k0 bonus to maintain and remain in control.
- Sigmar/Moradin: The tip of the characters tail is replaced with a flaming brazier, representing the flames of ambition and industry. The characters tail attack gains the Fire property
- Omnissiah: Instead of an animal, the characters tail is more akin to a industrial power cable sheathed in an energy field. The characters tail attack gains the Power Field property
- Raven Queen: The tip of the characters tail is thick with black raven feathers that help keep balance and control descents. The character gains a +2k0 bonus to tests to maintain balance and falling.
- Vectron: Vectron is such a cool god that the character gets not one but two tails. When the character performs a Multiple Attack with his tail, he performs an additional tail attack. The attack can be made at different targets.
- Lolth: Instead of a normal tail, the character develops a round and stubby growth capable of producing silk. The characters loses his tail attack but can ignore most material requirements when making cloth items. With the use of objects in the environment, the character can cobble together simple (no moving parts) weapons using his silk as a Full Action, or spend a Scene to make some large otherwise-environmental feature that might be useful, such as a simple bridge over a gap for others to cross.
TALLER
The characters skin tears as his body stretches and elongates, making him taller in the process. The characters size increases by 1
TENTACLE
One of the character’s limbs shrivels and warps into a boneless tentacle or, in some cases, a writhing mass of them extending from where the limb once was.
Randomly determine which limb is affected. If it is an arm then the character may not bear any weapons with that limb (in effect, he can only wield one-handed weapons). If it is a leg then his movement rate is reduced by 1. However, having a tentacle does give him a +2k0 bonus to Grapple Tests and may allow him to reach into tight spaces such as ventilation ducts.
TOUGH HIDE
The character body becomes armor plated either from thick scar tissue, scales, or literal metal plating fusing into his skin. The character gains the Armor Plating(2) Trait
VAMPIRIC ADDICTION
The character is infused with a burning desire to partake of a particular substance and, soon becomes unable to function normally without doing so on a regular basis. Despite the drawbacks, the character is able to draw power from his addiction, which he utilizes to propel himself further along the path to glory.
The character is addicted to a substance chosen by the player with the GM’s approval. The substance must be something obtained from a living creature, such as the blood, marrow, or cranial fluid. The first time the character partakes in his addiction during a session, he gains a free Hero Point that can be spent as normal but not burned. If the character doesn't use this free hero point by the end of the session, he loses it. The substance, whatever it is, has High Addictivity and withdrawal symptoms immediately start at Major.
WALL CLIMBER
The characters hand and feet mutate to allow him the ability to climb on most surfaces without issue. This change could be anything from hooked claws, suction cup like organs, or the palms and soles oozing a sticky substance. The character moves at normal speed while climbing and doesn't need to make any rolls to do so. However, he needs to have his hands and feet exposed to gain this benefit.
WARP-EATER
Physical sustenance tastes as ashes to the character and, instead of imbibing normal food and drink, he must derive nourishment from the infinite fount of the warp, same as the gods. Doing so carries certain risks, however.
The character need never eat or drink, and so may survive for extended periods while others wither away and die. However, once per week he must take a TN 25 Constitution Test. If he fails, he gains 1d5+1 Corruption points as if from a Failure.
WARP FRENZY
The characters mind and body are so saturated with the stuff of the warp that he will spontaneously mutate while experiencing heightened emotions. Gain the Frenzy feat (or one of its equivalents) and whenever the character frenzies he rolls for a random mutation on the Gift From the Gods table that cannot be altered by Devotion. If the mutation selected has an affect that occurs after a period of time that is longer then a Round, have the effect occur when the character is no longer frenzied.
WARPED APPEARANCE
The character’s appearance mutates and changes with the Immaterium’s touch, making him utterly unmistakable. The player and GM should work together to determine some way the character’s appearance has warped, whether it be skin stained with colored blotches, purple hair, black veins running beneath the skin, or something even more hideous. Whatever the cosmetic affect, the character suffers a –1k1 to any Tests made to disguise himself or cover up his appearance.
WEBBED FEET
The flesh between the characters fuses together, forming a soft membrane, granting improved swimming ability. Gain the Amphibious trait.
WINGED
The Higher Powers hear the character’s pleas for aid and bestow upon him a pair of mighty pinions with which he is able to soar through the air and visit death from above upon the heads of his enemies. These wings can be anything from feathery and bird-like, tough and leathery, or something completely bizarre and nonsensical that is somehow able to keep the character afloat. The character gains the Flyer Trait equal to his base speed.
WITHERED
The character ages extraordinarily fast in a blink of an eye to the point of turning so wizened and decrepit that the only thing preventing him from keeling over on the spot is the fickle will of the gods.
The character cannot run and Constitution provides half the amount of Hit Points it normally does.
WORM
The characters lower limbs have fused together to form an insectoid or reptilian lower body. The character gains the Crawler Trait.
- Khorne/Cuthbert: The characters lower body thickly muscular that can easily excert incredible force and crush unsuspecting foes. Gain a +2k0 bonus to strength based tests
- Nurgle/Lolth: The character lower body is insectoid or arachnoid in appearance. The character is capable of walking on walls and ceilings without issue.
- Slaanesh/Corellon: The characters lower body becomes swift and snake-like. The characters is unaffected by the Crawler traits speed reduction.
- Tzeentch/Pelor/Vectron: A geyser of energy makes up the characters lower body. The characters Legs are immune to damage unless it is magical or has the Power Field property. He also cannot be tripped or knocked down.
- Malal/Acerath: The characters lower body becomes that of a creature capable of great stealth. The character gains a +1k1 bonus to stealth rolls.
- Tiamat/Bahamut: The characters lower body becomes that of a Amphiptere, one of the many offshoots of dragonkind. The character gains the Flyer trait with half the characters base speed.
- Sigmar/Moradin/Omnissiah: The characters lower body is a dense array of actuators and shock-absorbers. The character gains the Auto-Stabilized trait.
- Raven Queen/Luna: The characters lower body allows him to move easily through the earth. The character gains the Burrower trait
WREATHED IN THE WARP
The warp so infuses the character that it leaks from his very pores and coils from his eyes, nose, and mouth. The character gains a +1k0 bonus to all social Skill Tests with those that have an alignment within the same pantheon. Against others, he gains a +1k0 to Intimidation Tests only.
WYRDLING
The character has minor sorcerous powers that he has so far been able to conceal. The character gains the Minor Magic feat. If he already has ranks in at least one magic school, he instead can choose to get the Spellbook feat but only for level one spells.
- Khorne: Instead of Minor Magic feat, the character gains the first rank of a Sword School. If he already has ranks in at least one sword school, he instead can choose to get 2 free Style Points
ZEALOUS HATE
The character is filled with cold, bitter hatred for those not of the creed. Gain the Hatred (Heretics) and Red Scare feats. Whenever in the presence of iconography or individuals of an alignment not of your own, roll a TN 20 Willpower test to not deface, insult, or antagonize them.