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| Eminently severe in the work of violence... |
It's mostly Slaine, part Cronenberg and part Warhammer. Enjoy!
A barbaric warrior, skilled in harnessing the raw energies of Chaos to augment his berserker state and gain temporary, advantageous mutations.
As Fighter/Warrior but restricted to light armour only, as well as being unable to use “civilized” weaponry such as crossbows.
Experience points needed as Magic-user.
Warp Spasm: You can enter the enraged state of a berserker, granting +2 to hit and to damage. In this state you also channel the twisted energy of Chaos into your own physical form, warping and mutating it.
Your ability to harness this energy allows you to utilize the warp spasm without terrible consequences at least once at first level, with the number of warp spasms increasing by one at 4th, 6th, 8th and 10th level. The berserk state and mutations last for 1d3+level rounds.
To determine the mutations gained during each warp spasm, roll 1d6 on the following example table or use the physical mutations chart of your choice.
Example Mutation Table:
1. YOU CAN SEE EVERYTHING: Your eyes can see all sorts of weird shit (through illusions, see invisible creatures, things hiding between dimensions, etc.). Most importantly, your enhanced perception allows you to more accurately strike the weaker points of your opponent’s body, giving you +level to your crit range.
Manifestations (1d4):
1. Your eyes force themselves out of your eye sockets and orbit your head, glowing different unearthly colours each round.
2. Your eyes appear milky white. If anyone else looks closely into your eyes, they can see the reflection of their own soul in them.
3. Your eyes bug out, literally.
4. Your eyes seem to shrink back into your skull and are replaced with burning stars. The stars burn more brightly each time you slay a foe.
2. WELL FUCKING ARMED: One of your arms (determine randomly) twists and mutates into a bizarre bodily weapon. The “weapon” deals 1d8 + 1/3rd level (rounded down) damage and counts as a magic weapon for the purposes of striking creatures immune to mundane weaponry.
Manifestations (1d4):
1. Overlapping, growing flesh solidifies on your hand to become a large club.
2. The flesh and muscle on your arm strips away and the sides of the remaining bone become incredibly sharp.
3. Your fingers and thumb bend backwards and are absorbed into your hand. In your palm a toothless circular mouth opens, allowing you to gush out of it a stream of boiling blood towards your enemies.
4. As the second result but instead of your arm bones becoming sharp at the sides, they fuse into a bone spike.
3. SCREAMING HEAD BUSTER: You have a singular, hideous shriek within you that you can unleash whenever you want. Those around you in a 10’ radius must save or suffer deafness for 1d4+4 rounds as well as 1d4+level damage (save still only halves the damage).
Manifestations (1d4):
1. A parasitic creature with an infant’s face has grown in the back of your throat. You must open your mouth and let it emerge, xenomorph style, to let it scream.
2. You allow a grieving soul to inhabit your body, warp your own features into that of the spirit and emit a terrible wail.
3. Your very soul is sick of this warping shit! You let it loose from your body (not incapacitating the character in their battle trance!) and it screams before returning to you.
4. You place your hand on the back of another party member’s head, your fingers burrowing into their skull, and they let out a scream in your own voice. This is oddly painless for the other character and the small holes heal quickly.
4. TROLLING THEM: Your wounds heal extremely quickly, healing 2HP per round, and any lost body parts will grow back instantly. You can still die or get Highlandered though.
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| Sound advice. |
Manifestations (1d4):
1. Little flesh imps emerge from your wounds and stitch them flawlessly with extraordinary speed. With regards to severed limbs or lost body parts, flesh imps will emerge from the wound and fuse together to create a new body part.
2. Your wounded flesh rots off to reveal new, unharmed flesh underneath. A severed body part will wither immediately while a fresh part emerges.
3. You are gelatinous, kinda. You look normal enough but, when struck, your fluid form regenerates much like the T-1000. Intense glare is optional.
4. Your regenerated body parts and flesh become that of a different race! Get your favourite reincarnation chart and hope to God/The DM that you don’t get one normal leg and one Halfling.
5. HEADS UP: Your head becomes…
(1d6): 1. A dragon’s. 2. A maggot’s. 3. A grinning, ghoulish skull. 4. Yours with a swirling void instead of an actual face. 5. Your own face but aged fifty years. 6. A snarling hell hound’s.
This head can breathe/spit/vomit/whatever… 1. Acid. 2. Fire. 3. Decay. 4. A torrent of enraged spirits. 5. A smaller, screaming head. 6. Insects (50% chance to be just bees).
Damage is 1d8+level, save for half, and you can use this "breath weapon" thrice.
Manifestations (1d4):
1. Your normal head just falls off and a new one pops up from the stump.
2. You crack your own head open and it falls to pieces, revealing the new head inside.
3. It's actually a second head on your shoulder that emerges. It can talk too and is probably very bitter about being relegated to an extra head.
4. You peel your face off like a mask, revealing the new head.
6. SKINTIGHT (Courtesy of Eric from The Goblinburg Notebook): Your skin functions as heavy armour. Any armour you were wearing is destroyed. Don't expect many clothes either after you're done warping. Not that you would care much anyway, you fucking savage, but the city guard might take offense.
1. Your bones grow through your flesh and turn into spikes that fall off painfully afterwards.
2. Everything you were wearing fuses with you skin and muscle, growing into a number of thick protective layers. If you weren't wearing enough clothes or armour, you have to touch someone's and absorb it. They will get it back in unusable, bloody bits.
3. You grow d3 heavy, clawed, furry wings that shield you from harm. If you have two, you can attempt flying for a short distance.
4. Your skin melts off and your muscle tissue oozes acid. Any weapon that touches you is -1 cumulative to damage every time it connects. This includes the weapons you are wielding, which take -1 to damage every round. The DM says if the weapons can be fixed.
Warp spasms past the limit: If the player wishes to warp spasm above their normal limit, they must roll a save (DC 15 or more for DCC, maybe save vs. Magic for everything else?) or suffer one of the following consequences (1d6):
1: Permanent (affects appearance, with none of the benefits) mutation relating to first warp spasm mutation roll.
2-3: Lose 1d6 WIS (or equivalent) and go berserk on everyone nearby, including allies! 0 Wisdom means that you are permanently mad.
4-5: Lose 1d6 points from a randomly determined physical stat and the ability to warp spasm for 1d4+1 days.
6: Lose the ability to warp spasm for this day and the next. Stat damage recovers as per system of choice, or one point per day of rest.
Warp spasms past the limit: If the player wishes to warp spasm above their normal limit, they must roll a save (DC 15 or more for DCC, maybe save vs. Magic for everything else?) or suffer one of the following consequences (1d6):
1: Permanent (affects appearance, with none of the benefits) mutation relating to first warp spasm mutation roll.
2-3: Lose 1d6 WIS (or equivalent) and go berserk on everyone nearby, including allies! 0 Wisdom means that you are permanently mad.
4-5: Lose 1d6 points from a randomly determined physical stat and the ability to warp spasm for 1d4+1 days.
6: Lose the ability to warp spasm for this day and the next. Stat damage recovers as per system of choice, or one point per day of rest.
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| Cu Chulainn from Irish mythology was the original warp warrior. No, seriously. |



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