"Invent Your Own" Chaos Attributes and Mutations

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Vassal
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As you know, chaos attributes arose out of the rules for creating mutations in the 1st ed Rogue Trader rulebook.
In Slaves to Darkness, these are refined and expanded upon, and a further option is added in the random generation rules; the result "Invent Your Own".

For this thread, I would like to see compiled everyone's ideas for this "Invent Your Own" result, including ones you've used in the past or even those you've just come up with for the sake of posting here. That way when the old gamer's block hits, we'll have some good ideas to fall back upon.
(And compiling a list might manage to be fun in and of itself...)
I realise this is a tall order for some of us (hell, me too), but please try not to use this thread as an outlet for humor. I'd like this to actually evolve into a handy resource for us to use, and there's loads of silliness available elsewhere on the internet. So if you've got some seriously cool or interesting ideas, by all means let's hear them!
Please don't forget to include any relevant profile amendments as a consequence/benefit of your mutation or attribute.

By way of example, I'll go first:

Multidimensional
The mutant has a significant conscious presence in all dimensions at once. This enables the mutant to confront and battle ethereal creatures and entities subject to instability as though they were physical beings.

Healer
The mutant is able to bestow upon allied casualties in base-to-base contact the benefits of the mutation "Rapid Regeneration". However, the price of this is vulnerability; the mutant may never have more than a single wound and is forbidden to wear armor of any kind.

Huge Eye
The mutant has a gigantic eye growing out of their front, either on their chest or stomach, or on their back. They cannot now wear armour except chaos armor, which will adapt itself to this feature.
BS+2, T-1, Fear Points +2.
This mutation influences other mutations in the following ways:
Hypnotic Gaze range now becomes 24".
Evil Eye range now extends to 16".

Psychomancer
The mutant is able to mentally assail a single enemy model within LOS. So long as the mutant does not move, fire, or enter hand-to-hand combat, the targeted model becomes subject to stupidity. After the target has suffered the effects of stupidity for three consecutive turns, the mutant may 'swap minds' with the target. The target model is now controlled by the mutant's player. The mutant's body is now occupied by the target model's mind and is controlled by the opposing player, however, the target continues to be subject to stupidity while it occupies the mutant's body. If one of the characters is killed during such a 'mind swap' then the swap becomes permanent.

Pseudo-Ethereal
The mutant is able to pass through walls or other obstructions as though they do not exist simply by exerting their will. The down side of this is that the mutant cannot carry weapons or wear armour as these are not themselves capable of passing through solid objects and the mutant must rely on unarmed combat only. However, the mutant is also able to use their skill during combat, and ignores the armour saving throws of its opponents since its claws, teeth, or fists can pass right through to contact the flesh beneath. Additionally, with careful timing, they are able to become pseudo-ethereal skillfully enough to nullify hits landed against them in hand to hand combat, giving them a natural saving throw of 5+.

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Rust Plague Carrier
The mutant's flesh takes on a distinctly rusty cast and flaky texture as he becomes host carrier of an unnatural kind of warp rust which behaves like a virulent plague and acts upon anything he comes into contact with. Weapons and armor rust away to nothing within seconds; the mutant is unable to use or wear metal of any kind. (The mutant is forced to employ only the likes of leather armor and wooden weapons, for example. He may not even use a power field generator because the generator itself is made from metal parts...) Even metals not normally subject to the effects of rust succumb quickly to this strange form of supernatural metal-consuming rot.
If the mutant strikes an enemy model wearing metal armor in hand-to-hand combat, that armor is destroyed after the first hit (in other words, it may protect the wearer from the initial blow before crumbling to dust). If the mutant is struck with a metal weapon, the weapon may damage him, but is considered destroyed afterwards.
Vehicles and dreadnaughts are just as vulnerable, and crumble instantaneously into a mound of reddish-brown powder if hit by the mutant in (unarmed) hand-to-hand combat. This powder itself creates a hazard; it remains potent and similarly effects any metal approaching within 6".
The mutant is himself completely unable to ride in vehicles of any kind. Furthermore he is marooned on the planet on which he gained this chaos attribute, for he would corrode a starship away to nothing...


Haunted
The Mutant suffers from ghostly or demonic obsession; an invisible malevolent force is preoccupied with perpetually tormenting the Mutant. This torment always takes the form of non-lethal abuse that is predominantly harassing or irritating rather than damaging. At the beginning of the player's turn, if there are no enemy within 10" of the mutant, roll a D6:
1-2: No activity this turn.
3: The entity forcibly restrains the mutant, who may take no action this turn.
4: The entity bites or jabs the mutant, distracting him. WS/BS -2 this turn.
5: The entity assails the mutant with a flurry of blows, causing him to panic and bolt D6+6 inches in a random direction. The mutant may defend himself in hand-to-hand combat this turn, but that is all.
6: The entity turns its attention elsewhere and bites or jabs the nearest model to his victim, distracting him. WS/BS -2 this turn. (The invisible entity passes through armor or hulls in the case of vehicles or dreadnaughts.)

If an enemy model approaches the mutant within 10" however, the entity becomes angrily possessive, unwilling to allow harm to come to it's plaything. For all enemy models within 10" of the focus of the entity's obsession, roll a D6 and apply the result:
1: The entity forcibly restrains the enemy model (or the operator in the case of vehicles or dreadnoughts), which may take no action this turn (other than to continue moving forward in the case of vehicles).
2: The entity bites or jabs the enemy model, distracting him. WS/BS -2 this turn.
3-4: The entity assails the enemy model with a flurry of blows, causing him to panic and bolt D6+6 inches in a random direction. The model may defend himself in hand-to-hand combat this turn, but that is all.
5-6: The enemy model is flung 3D6+10" toward the controlling player's table edge and suffers as S4 hit. It may take no action for the remainder of the turn.

When there are no more enemy models within 10" of the mutant suffering from Haunted, the entity's attention returns to it's unfortunate victim once again.
 
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