TEXT:  
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  Gifts of the Dark Gods 
  When rolling for your Chaotic Reward as described in the Savage Age of Sigmar core rulebook, you may replace the two Hindrance results with Chaos Mutations. This 
  involves rolling on the table below. GM’s may grant a bonus to the player’s roll from 0 to 4, depending on their performance since their last mutation. Players can 
  attempt to re-roll their mutation result with a successful Spirit Test, however this incurs the same risks as all other Spirit tests for Chaos characters. 
  D12 
  Nurgle 
  Khorne 
  Slaanesh 
   
    Tzeentch 
  1 
  Spawndom 
  2 
  Degenerate 
  Hulking Brute 
  Wandering Limb 
  Overgrowth 
  3 
  Beweaponed Extremity 
  4 
  Acid Excretion 
  Bloodrage 
  Eye for Desire 
  Essence of Change 
  5 
  Centauroid 
  6 
  Detachable Limbs 
  Magic Resistant 
  Alluring 
  Multiplication 
  7 
  Boneless 
  Vampirism 
  Hypnotic Gaze 
  Were 
  8 
  Zoological Mutation 
  9 
  Swarm of Flies 
  Invigorating Blood 
  Draining Tongue 
  Absorb 
  10 
  Extra Limb 
  11 
  Daemonic Appearance 
  12 
  Bestial Appearance 
  13 
  Foetid Touch 
  Weapon Master 
  Radiant Flesh 
  Magic-Infused 
  14 
  Absorbing Flesh 
  Iron-Hard Skin 
  Crystalline Perfection 
  Fate Guarded 
  15 
  Grandfather’s Bloat 
  Vessel of Strength 
  Fleshly Extension 
  Majesty 
  16 
  Ascension 
  
   
   
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  Spawndom 
  Your body spasms and convulses, then rips and twists 
  apart, leaving you a gibbering mass of flesh and limbs. 
  Your character is killed, and in their place is a Chaos 
  Spawn hostile to all. 
  Degenerate 
  The flesh about your bones melts and collapses from the 
  weight of your grandfather’s love. Charisma and Pace is 
  reduced by 1 for each increment of this mutation. 
  Beweaponed Extremity 
   From one of your limbs (Use the Location table below) 
  erupts a large bony spike or blade. When applied to 
  arms or legs, you become unable to wield 2h weapons or 
  your pace is reduced by 2” respectively. In all cases, you 
  gain a Str+d6 melee weapon. 
  Acid Excretion 
  Your body begins to produce a strange foul liquid, 
  burning to anything un-tainted it touches. Among 
  other uses, Enemies that grapple you, or are the victim 
  of a natural weapons attack from you must pass a Vigor 
  test or suffer a wound. 
  Centauroid 
  The lower half of your body is transformed into that of 
  an inhuman creature (roll on the Animal table below to 
  determine which), while the GM and Player should 
  come together to decide fun and appropriate abilities 
  from this mutation, a Pace increase of 2” and Natural 
  Weapons of Str+d6 is a good baseline. 
   
   
  Detachable Limbs 
  Nurgle has freed you from the inconvenience of 
  connected limbs, and you can now remove and lose 
  limbs while still retaining control of them. This 
  mutation applies to all limbs save the head and body. 
  Boneless 
  Your body becomes like sludge in the shape of a person, 
  only by your will do you keep from collapsing into a 
  foul puddle. You gain +2 Toughness against blunt 
  weapons, and may fit into any gap your mass will 
  allow. However, your Strength is reduced by 2 die 
  types. 
   Zoological Mutation 
  One of your body parts (Use the Location table below) 
  takes on the form of a random bestial creature (Use the 
  Animal Table below). While in most cases this results 
  in a new Str+d4 weapon from your limb, the GM and 
  player should come together to design unique abilities 
  for this mutation (Like grabbing tentacles etc). 
  Swarm of Flies 
  Your body becomes the perfect hive for a friendly 
  swarm of flies. You suffer -2 charisma as people find 
  the swarm disturbing, but gain a +1 bonus to all 
  intimidation tests. Furthermore, enemies suffer -1 to all 
  melee attacks as the swarm emerges from you to defend 
  its hive. 
   
   
   
  Extra Limb 
  For each iteration of this mutation you gain, roll for a 
  limb in the location table below, you can a copy of this 
  limb next to its originator, with all the benefits that 
  brings. In future, you must toss a coin or roll a dice to 
  differentiate each limb if the location is rolled again. 
  Your body can only be duplicated if your head has been 
  already. 
  Daemonic Appearance 
  One of your limbs (Use the Location table below) takes 
  on the form of your god’s chosen servants. Your eyes 
  melt together into a single plague eye, your chest gains a 
  large purple bosom, your head lengthens and protrudes. 
  Now you feel so much closer to your master. 
  Bestial Appearance 
  Your whole body takes on some of the aspects of a 
  random animal (see Animal table below), such as fur, a 
  snout and bestial eyes. You gain the ability to make a 
  Persuasion or Intimidate roll (Depending on the 
  creature) to control these animals, you also gain +1 to 
  all Intimidate tests as a result of your new form. 
  Foetid Touch 
  From your very fingers flows the infecting power of 
  Nurgle, capable of dissolving armour and melting 
  vitality. With an Agility test, you may attempt to 
  infect an adjacent character with a wasting disease as an 
  action. If the opponent has armour, it loses 1 Armour 
  each round until they leave your vicinity. If contact 
  with flesh is made, the opponent suffers -1 Pace and 
  Toughness for a number of rounds equal to your Spirit 
  trait. 
  
   
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  Absorbing Flesh 
  Your flesh becomes tough and capable enough to receive 
  blows without injuring you. You gain +2 Toughness 
  against blunt weapons, and may make a Natural Healing 
  roll every hour instead of the usual time. Combine this 
  with Boneless for the macemen’s worst nightmare. 
  Grandfather’s Bloat 
  The fell energies of the Plague God course through 
  your veins, Your size is increased by 2 as your body 
  swells and pulsates, however, you lost 1” of pace from 
  the swelling in your legs. Furthermore, the maximum 
  amount of wounds you can sustain is increased to 4.  
  Hulking Brute 
  Your mind and body degenerates into a more primitive 
  form, with your walk becoming a stooped gait, your 
  fists large and hairy, and your forehead large. Your 
  Smarts traits is reduced by 2 die types, however, you 
  may add 2 to all Spirit tests to avoid being shaken, and 
  your Vigor and Strength is increased by 1 die type each. 
  Bloodrage 
  The sight of blood awakens an innate fury in your very 
  soul, forcing you to do battle against whatever foe you 
  can find lest madness take you. You may make a 
  successful Spirit test at the sight of blood or lose control 
  of your character for d4 rounds/minutes, as you lash 
  out frothing in all directions looking for a fight. 
  During a bout of bloodrage, you gain +2 to all 
  Fighting rolls made, and do not suffer from being 
  Shaken. 
  Magic Resistance 
  There are few things Khorne hates more than the 
  servants of Tzeentch and their cowardly use of magic. 
  To help combat this scourge, he fills you will the 
  power to ward off harmful magics. You gain +1 to all 
  tests to avoid or resist magic, and damaging spells suffer 
  -2 damage against you. 
  Vampirism 
  Food is worthless to you now, all that matters is the 
  sweet richness of blood and gore. You no longer need to 
  eat or drink, and need only sustain yourself on drinking 
  the blood of recently fallen enemies. Only foes slain 
  yourself can suffice.  
  Invigorating Blood 
  Khorne has gifted you the ability to absorb the blood of 
  foes you’ve slain into your own body, the rush of 
  power clotting your wounds and draining fatigue. For 
  every round spent consuming the blood of your foes, 
  you may either heal 1 wound or recover 1 fatigue. 
  Having the Vampirism mutation allows you to do both. 
  Weapon Master 
  Weapons are the tools of bloody battle, and you are the 
  servant of both blood and battle incarnate. If it causes 
  blood to flow, you know it like the back of your hand. 
  The die type of your two weakest combat skills is 
  increased by 1 die type up to the max of your highest 
  combat skill (This increases with each iteration of this 
  gift gained). Furthermore, you may now draw weapons 
  as a free Action.  
  Iron-Hard Skin 
  Khorne does not care from where the blood flows, 
  though he’d prefer if you stayed alive to maintain the 
  slaughter. Your skin becomes as hard  as hell-forged 
  iron, with a smell of brass and sulphur. You gain +2 
  armour in all locations, susceptible to all the same 
  armour piercing qualities as regular armour.  
  Vessel of Strength 
  As powerful as a typhoon of blood, your inner rage has 
  broken free. Your size increases by 2 as your muscles 
  grow and your limbs stretch to accommodate your fury. 
  Furthermore,  you may now wield Two-Handed 
  weapons as if they were One-Handed., this reduces your 
  parry by 2 however. 
  Wandering Limb 
  One of your limbs gains a mind of its own, groping 
  and dancing at most inopportune times. This distraction 
  adds +1 to taunt tests made by you in combat, but you 
  suffer -2 from tests that require usage of the effected 
  limb (Use the location table below to decide which). 
  Rolling the head effects your tongue instead. 
   Eye for Desire 
  You gain the ability to see the innate desires and wants 
  of any you look upon. You may case the Mind Reading 
  power once per session without cost. Depending on the 
  desires read and how they are used, you may gain 
  bonuses to your Taunt, Intimidate or Persuasion tests, 
  With creative use. 
   
  
   
   
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  Alluring  
  Something about you is just… engaging. People just 
  seem to like looking at you, no matter your appearance.  
  You gain +1 to your Charisma. Furthermore, double 
  the number of followers join you when you take the 
  Followers edge.  
  Hypnotic Gaze 
  The powers of the Lost Prince glow in the centres of 
  your irises, bringing the weak-willed to follow your 
  commands and the strong-willed to pause for the strike.   
  You may cast the Puppet spell using your Spirit for 
  free once per session. Against foes with a Spirit of less 
  than d8, characters with a Spirit higher are instead 
  Shaken rather than put under your control. 
  Draining Tongue 
  Like the proboscis of a mosquito, you may insert your 
  tongue into the body of another individual (willing or 
  unwilling) to drain the energy from them. For every 
  round you are able to grapple a character for, you may 
  drain a point of fatigue from the character instead of 
  damaging after the opposed Str/Agility test. This heals 
  any fatigue sustained by your character if present. 
  Radiant Flesh 
  Your skin shines with blinding energy, like a corrupted 
  form of the fires of Azyr. Your character gains a +1 
  bonus made to all intimidate tests, and may cast the 
  Blind power for free once per session.  
  Crystalline Perfection 
  Your inner need for perfection is now reflected on the 
  outside, as your body takes on a shimmering form of 
  dancing violet, barely noticeable until it shatters its 
  form. Your natural weapon attacks now deal +1 AP 
  damage, and any wound you sustain forces all characters 
  within 3” to make a successful Agility test suffer d6 
  damage from the shards of shattered crystal. 
  Fleshly Extension 
  Slaanesh is the God(ess) of excess among other things, 
  and you know that better than most. Every limb you 
  have stretches and lengthens, leaving you a taller spindly 
  specimen of fleshly excess. Your size is increased by 2, 
  and the unnatural contortion of your limbs grants you 
  the Fear(0) trait. 
    
  Overgrowth 
  One of your limbs (Use the table below to determine 
  which) grows disproportionately to the rest of your 
  body. This has the result of being far heavier than 
  usual, imposing an extra 4 weight on you.  However, 
  You gain +1 Toughness in this area.  
  Essence of Change 
  All bodily manipulation is Tzeentch’s domain. Roll 
  again on the Gifts of the Dark Gods table, rolling a d4 
  to determine which god’s result to choose from (left to 
  right). You gain this mutation instead.  Mutations 
  shared across god always apply to Tzeentch. 
  Multiplication 
  You have now gained the ability to split yourself into 
  two exact copies, save their size is reduced by 2 and all 
  skills and traits are halved (rounding up). These clones 
  may also divide themselves and so forth for as many 
  times as possible until their toughness reaches 0. You 
  retain control of all clones unless Tzeentch decides it 
  more interesting otherwise.   
  Were 
  You now have the ability to transform yourself entirely 
  into a creature of the realms, while maintaining your 
  own mental capacities in the process. This creature is 
  random (determined with animal table below) unless an 
  animal-themed mutation is already gained. For a 
  number of hours equal to your Spirit Trait, you may 
  become this creature with all strengths and weaknesses 
  that entails. 
  Absorb 
  You may meld yourself with organic matter to 
  temporarily increase your size. This process requires 1 
  round to meld and biomass equal to your current size.  
  Every meld increases your size by 2 for a number of 
  hours equal to 10 – your new size. Each size increase is 
  less stable than the stage before, and requires a Spirit 
  test with a cumulative penalty (starting at -0) to be able 
  to successfully meld with the biomass. The more 
  respectable Tzeentchians with this mutation tend not to 
  use it however, due to how uncivilised and messy it can 
  be. 
  Magic-Infused 
  You find much invigoration and joy from having 
  magic wash over you. All support spells casted on you 
  gain a +1 bonus and are treated as if they succeeded on a 
  raise. Alongside this, these spells also remove a point of 
  fatigue when you are effected by one. 
  
   
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  Fate Guarded 
  It seems as if every enemy strike against you goes awry, ever arrow 
  originally borne for your heart passes safely above your shoulder, 
  like you are being protected by an entity capable of twisting fate to 
  your benefit.  All non-magical attacks suffer a -2 penalty to hit you. 
  However, this effect can be negated for a round with the use of a 
  successful Dispel Power.  
  Majesty 
  You are the very avatar of mortal change, and your physical abilities 
  reflect such. With a successful Vigor  test, you may modify your 
  size to any level you deem appropriate, adding a penalty of 1 to the 
  roll for every level above or below your original size you want to 
  change. Failing this is roll forces you to make a successful Spirit test 
  or be turned into a Chaos Spawn. 
  Ascension 
  Your master has seen fit to elevate you above your mortal form, to 
  bring you into his realm and reshape you into a Greater Daemon, a 
  Prince of Chaos. While it is generally recommended that a player 
  loses control of their character permanently once they have become a 
  Daemon prince (What possible goal is there after that?), Replacing 
  their traits with those listed under Greater Daemon in the Savage 
  Age of Sigmar core rulebook while retaining all of their skills, 
  Edges and Hindrances would allow for a suitable transition between 
  characters’ numbers-wise. I just gave you the rules, I’m not going to 
  tell you how to use them.  
   
  D20 
  Animal 
  D20 
  Animal 
  1 
  Ant 
  11 
  Owl 
  2 
  Bat 
  12 
  Rabbit 
  3 
  Bear 
  13 
  Spider 
  4 
  Boar 
  14 
  Tiger 
  5 
  Deer 
  15 
  Warthog 
  6 
  Goat 
  16 
  Elephant 
  7 
  Cat 
  17 
  Scorpion 
  8 
  Dragon 
  18 
  Bull 
  9 
  Horse 
  19 
  Slug | Canine |Serpent |Bird 
  10 
  Lion 
  20 
  Toad |Ape |Cephalopod| Reroll 
  D8 
  Limb 
  1 
  Head 
  2 
  Body 
  3 
  Left Arm 
  4 
  Right Arm 
  5 
  Left Leg 
  6 
  Right Leg 
  7 
  Tail 
  8 
  Wings 
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/The Savage Age of Sigmar/Savage Worlds - The Savage Age of Sigmar - Gifts of the Dark Gods.pdf