Imperial Deviants
By David “Serpine” Rosson
Approved Abhumans
Tolerated Mutants
Latent Psykers
Biological deviation is a plague that has gripped the Imperium for much of its recorded history.Whether caused by chaos, exposure to ancient technologies, or specific (usually heretical) experimentation there are many who struggle under the label of mutant or witch. In some cases a change becomes so widespread in a population that it even stabilizes, leading to the so-called abhumans. While the afflicted areblights in eyes of the Emperor, and farcical tales that He once accepted such beings are obviously the creation of the adversaries of man, a select few are not killed outright.The grim truth of the age is that necessity binds the hands of the faithful, and that sometimes the deviant must be tolerated, though never truly accepted.
The most severe examples of this include fully developed Imperial Psykers, the cursed Untouchables, and extremely altered abhuman “races” like the Ogryn and Navigators. These cases are so extreme, and frequently so intertwined with the nature of the Imperium, that they must be handled separately.Most cases of mutation are not nearly so distinctive however.
The otherwise unremarkable citizens of an isolated planet may have developed a simian build, better adapted to climbing: If their loyalty to the Imperial Creed is clear enough, the Administratum may declare them Approved Abhumans. Meanwhile, some of the literally warped denizens of the deep hives and broken lands are frequently used asa cheap, powerless work force or in vast mutant slave levies as a weapon of war: If one of those proves themselves loyal or useful enough, they may find employment as a Tolerated Mutant in the retinue of a criminal lord, desperate official, or even on rare occasions a particularly radical inquisitor. Lastly, an orphan raised in the Schola Progenium may demonstrate a minor psychic aptitude, but the faith and strength of will to resist the lure of chaos: With neither the potential power to serve as a Sanctionite or Astropath, or the weakness that brands one for sacrifice, such Latent Psykers are sometimes trained to serve and protect officials, or even the Imperium itself.
General Traits
All of the lesser Imperial Deviants covered by these rules share a number of common elements, detailed below.
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 Characteristics, and select Career Path in the regular ways with mostly the usual restrictions. However, they may notchoose to be Adepta Sororitas, Arbiters, or Clerics do to the required purity of those roles. They may also not be Noble Born (such accidents of birth are quietly eliminated) and may not beOgryns, Ratlings, Squats or other extreme deviants best covered elsewhere. Latent Psykers may not also be Imperial Psykers.
The Emperor’s Contempt: To live as an abhuman ormutant is to be the most reviled thing that can possibly be still allowed to survive in the Imperium, and even that is uncommon. In His wisdom the Emperor grants no special guidance to such beings, so they may not roll on the Imperial Divination table.
Opportunity Equals Purity: Imperial Deviants spend most of their early days just trying to survive and, more importantly, to prove themselves more of a use then a threat. As such they lack the initial training and life-lessons that a common citizen would so gain. To reflect this, deviant characters must spend 200 of their starting experience points (300 if a Latent Psyker) just for the “privilege” of having lived this long.
My Brother’s Keeper: No deviant is trusted fully. To move about in the Imperium they must have all three of the following at all times (barring inquisitorial mandate):
- Explosive Collar: (DH p147). Local authorities are equipped with general codes to activate these, and Handlers (see below) will usually have the code for just this collar. Sometimes this may also be time triggered (requiring check-ins) and it could instead be represented by a poison or even a psychic “program” in the deviant’s mind, though it will be just as lethal in any case.
- Handler: Another (usually player) character who takes responsibility for the actions of the deviant and suffers like punishment for their crimes. An inquisitor will usually assign this role to another even if present, to keep his own hands clean.
- Papers: Practically unforgeable (-30 modifier); These documents stipulate the rights (few) and responsibilities (many) of the deviant. Losing them usually results in an early demise, and many illiterate, suspicious, or unhappy officials are notorious for declaring them fake, just to be on the safe side.
Approved Abhumans
Approved Abhumans are large populations of mutants who have a physicalchange 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 haveoccasionally 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. Theseare usually less severe then those of a “true” mutant, and many such beings canpass 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 worldand 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, +5 Int, -5 Fel, Can’t spend or burn Fate.
Beastkin (06-15): Heretical tales claim thatBeastmen, obvious servants of Chaos, once served the Imperium. Perhaps the occasional use of abhuman Beastkin as suicide troops accounts for this lie? Shaggy and with other vaguely animal features, Beastkin have a strong connection to lower animals, but are among the most frequently discriminated against abhumans. Traits: Must be Feral World origin, +5 Perception, Wrangling skill (or Talented (Wrangling) if they have it normally), -5 Fel.
Gland Warrior (16-25): Most famously represented by the Lostok 23rd company on the polluted world of Dantis III, the gland warrior process equips a human with drug secreting organs that allow them to better function on the harsh battlefield at the cost of their reason and self control. A disturbing number of populations in the vicinity of the Eye of Terror develop such capabilities “naturally.” Traits: Frenzy talent, Resistance (one) talent, -5 Int, -5 Wil, +5 Insanity.
Lesser Ogryn (26-40): Unlike true Ogryn, Lesser Ogryn (sometimes called “Brutes” or “Feral Ogryn” depending on their planet of origin) maintain some loose elements of their original nature. Sadlythis, combined with their instinctive aggression, makes them slightly more likely to fall from the Imperial path. Traits: +10 Strength, Hardy talent, -10 Agility, +5 Corruption.
Longreachers/Longstriders (41-60): A relatively common type of abhuman on planets with more impassable terrain, Longreachers and Longstriders haveelongated legs or dangling arms and an atypical level of agility. Unfortunately their narrower frames are also more easily broken. Traits: Sprint talent or Talented (Climb) talent, +5 Agility, -2 Wounds.
Nightsider (61-70): Nightsiders have erupted on some planets cursed with continual darkness or underground populations. Their usually bulbous eyes allow them to function in near perfect darkness but painfully overcompensate in better lit conditions. Traits: Dark Sight (DH p329), -10 to tests in bright light.
Sensate (71-90): Another common abhuman type, Sensates have a singularly large sensory organ or folds of sensitive skin in the case of touch. While visually off-putting, it is normally fairly concealable. Traits: Heightened Senses (one), +5 Perception, -5 to resist sensory attacks, -5 Fel.
Watcher (91-100): Not to be confused with Ratlings or the similarly named Watchers in the Dark that serve the 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).
Tolerated Mutants
Tolerated Mutants are individuals of unique deviancy. Their mutations may be similar to those found among abhumans but are not shared from parent to child, even in long family lines where mutation plagues every member. Packs, families, and even colonies of mutants exist in the foul and secluded corners of the Imperium. Pollution fouled worlds, former battlegrounds against chaos, and the pits beneath Hive Cities all can conceal the taint of the mutant. Even the higher born are not immune to the potential of a corrupted child, though they are quick to dispose of it lest their hidden sins be revealed.
The best that such beasts can usually hope for is to be used as slave labor, to be thrown against the enemies of man in a suicidal wave, or to evade authorities in the underbellies of a hive. They are hunted as signs of corruption by the citizens of the Imperium, and can never hope to earn the level of respect granted to even the lowest abhuman.
This makes them an almost perfect tool in the hands of an inquisitor: A mutant can have great personal capabilities but has no allies, no rights, and no hope save that granted by his master. No one will miss them if they die, and no one will believe them if they reveal their liege’s darkest secrets. Of course, care must be taken in using such creatures: Harboring a mutant, let alone employing one, will almost certainly brand one a radical and catch the often violent attention of the puritan members of the Inquisition and the Sororitas.
Tolerated Mutant Traits
As with abhumans, tolerated mutants have a set of traits that set them apart, in this case from all others. Usually these are severe and very visible, but in a handful of cases they can be subtle enough that the creature more resembles one of the common types of racial deviant rather then an inhuman monster. In these cases, using the Approved Abhuman rules for such characters makes more sense, just as particularly freakish abhumans should be instead treated as Tolerated Mutants.
All Tolerated Mutants (and freakish abhumans) have a +5 Toughness and -5 Fellowship to represent hardening from their harsh struggle for survival and the public hatred they endure. These modifiers are cumulative with the individual mutant traits detailed later. Individual mutant traits should be determined by choosing from the following list. A range for a d100 roll is included with each option should random selection be desired.
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.
Latent Psykers
Psykers are a particularly troubling form of deviant to the Imperium. Born connected to the warp, and thus the purest enemies of mankind, their existence is a constant threat. However, without such as them there would be no civilization. Interstellar navigation and communication is performed with psychic guidance. Many staunch defenders of mankind including the Space Marine Librarians, the Grey Knights, and even members of the Inquisition wield such powers in some capacity. And of course, the Emperor himself was a psyker of unparalleled power before his ascension to the Golden Throne.
To allow for this inherent contradiction, the simultaneous need for psykers and need to keep them in check, a series of constant checks has been put in place. The Black Ships ply the space lanes, taking their tithe of psychics to be put through terrible tests of mental resolve and spiritual purity. The placement programs of the Schola Progenium and the selection methods of the Adeptus Astartes both watch vigilantly for any sign of the ability to bend the warp. Even primitive societies and noble houses watch constantly for those who will manifest power that they can control for their own ends.
However discovered, a psyker faces one of several fates. Those strong of both will and potential may be sanctioned and trained to serve, depending on their background and purity, as Sanctionites, Librarians, or even Grey Knights. Those found wanting of will, but with supreme potential, may find themselves reborn in the Emperor’s presence as Astropaths. Those lacking both will and potential, or any of the above lacking sufficient loyalty to the Imperium, are sent to Terra to serve in an… important but brief… capacity. And lastly, those few of powerful will but relatively meager potential, being to useful to dispose of but insufficient for other uses, may receive training to become Imperial Latent Psykers.
An Imperial Latent Psyker, sometimes called a “Latent”, “Licensed Psyker”, or “Sanctioned Wyrdling” is put through most of the same sanctioning tests as a full Imperial Psyker. However, after sufficient lessons to master their limited selection of psychic powers are completed, the training shifts to that appropriate to the career that has been chosen for them by the authorities that permitted them to live. Most frequently, they are trained as Adepts with the intention of becoming servants to an administrative official. But it is not unheard of for them to receive more martial training so they can serve as bodyguards or more predictable psychic liaisons to a commander then a pure psychic would be. Others are trained in assassination, their unique talents creating a frightening and yet expendable Imperial weapon without the years of training that might otherwise be required.