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Post by CELS on Feb 2, 2005 17:05:00 GMT -5
There is one thing that I feel the Anargo sector is missing at the moment. We've got the heretic, the traitor, the alien, but... where is the mutant?
The way I see 40k, there are a lot of mutants. Not just the odd toothless guys in the underhive that came too close to toxic waste, but mutant bands, mutant communities, mutant rebel armies, mutants, mutants, mutants! Mutants are a vital part of most sci-fi universes, and 40k is no exception.
Another interesting thing about mutants is that mutants might have different positions on different worlds. On some worlds, there can be relatively low numbers of mutants, as there are special kill squads that go around shooting at sight. On other worlds, there could be large mutant underground communities, as seen in the Eisenhorn novels, where the mutants actually have a lot of power. Hell, maybe on some worlds, mutants are so powerful in the underworld that they actually influence the rest of the world, and even the government. On yet another group of worlds, mutants might be a persecuted people who are used in labour camps. They are still hated, like everywhere else, but they are allowed to live and earn forgiveness for their existance by serving the Emperor.
Of course, I'm sure you all know that there are mutants everywhere in the Imperium, and I'm not saying that mutants are vital to the work that is being done now and what has been done, but I think it could add some more flavour to the Anargo sector to put some emphasis on the position of the mutants.
As I said above, we've already got heretics, traitors, and aliens. I think it's time we discussed the importance of mutants.
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Post by Kage2020 on Feb 2, 2005 18:51:30 GMT -5
The only problem here is that the response to each individual world to the 'mutant question' ( X-Men now springs to mind ) is, well, individual to that world. While the lex imperialis and the Imperial Commanders own feudal obligtations have it that the mutant population must be 'culled' - controlled or even exterminated - one can cynically point out that putting them in concentration camps (even just specific shanty towns) is control, with death through work extermination. As always there are multiple solutions to the problem. The question is what you would want to see be done with it. I don't think that it is necessary to go back over the SRs, or even the rectified UWP/concepts, to incorporate specific mention of mutants...
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Post by malika on Feb 3, 2005 5:54:54 GMT -5
Oh does this also mean the return of the Beastmen? That would indeed be very interesting and kick ass! Savage mutants fighting for the Emperor's forgiveness!!! But like posted earlier it would all depend on the world and government, some worlds would be more "tolerant" towards mutants while others would simply exterminate them. Would there also be room for something in the lines of mutant concentration camps? They would give a cool feel to it all, fitting the dark theme of the Imperium, but I dont want to offend some users of viewers with this so I ask it first
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Post by CELS on Feb 3, 2005 9:37:00 GMT -5
As always there are multiple solutions to the problem. The question is what you would want to see be done with it. I don't think that it is necessary to go back over the SRs, or even the rectified UWP/concepts, to incorporate specific mention of mutants... I don't think it's necessary either. I'm just urging members to remember the mutants. Since one of our goals is to have a sector that is rich in terms of contrast, mutants can add to this. So, I'm not saying people should go back over their SRs and add something about mutants, even if they don't want to. I just recommend that they consider it, especially when they want to dig deeper and write appendices and whatnot. In reply to your post, Malika, I think beastmen are out of the picture, except when you include chaos. It's just too fantasy, and not something that I see happening naturally, without the touch of chaos. I'm obviously all for mutant concentration camps on some worlds (since I suggested it above
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Post by Sojourner on Feb 3, 2005 9:44:58 GMT -5
Yeth Marthter...
Ahem. Ghettoising or burning the revolting blasphemies to the human form would be the best approach on most worlds IMO...
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Post by malika on Feb 3, 2005 12:02:51 GMT -5
I don't think it's necessary either. I'm just urging members to remember the mutants. Since one of our goals is to have a sector that is rich in terms of contrast, mutants can add to this. So, I'm not saying people should go back over their SRs and add something about mutants, even if they don't want to. I just recommend that they consider it, especially when they want to dig deeper and write appendices and whatnot. In reply to your post, Malika, I think beastmen are out of the picture, except when you include chaos. It's just too fantasy, and not something that I see happening naturally, without the touch of chaos. I'm obviously all for mutant concentration camps on some worlds (since I suggested it above Okay...but I was more thinking in the lines of death camps, similar to the ones used during WW2, not like the ones used by the English in South Africa, so I thought that this might offend some people which was not my intent.
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Post by CELS on Feb 3, 2005 17:07:54 GMT -5
Sounds fine to me. Sure, it might offend some people, but there's enough in the Warhammer 40,000 universe to offend people already.
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Post by Kage2020 on Feb 3, 2005 19:30:57 GMT -5
Humanising and "fluffy bunny-fying" the 40k universe is not what we're about here. Let GW continue the technofantasy changes. Let's stick with a bit of the grit, at least.
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Post by Tynesh on Feb 4, 2005 8:13:33 GMT -5
It will also be important for members to consider the type of mutants that may be present on a world.
The Deformed and Twisted Mutants and mutations fall into two broad categories, which in some cases can overlap, effecting each other and the outward appearance of the mutant
Type I: Genetic Mutations
A broad category that covers many of the observed mutants common in the Imperium such as the more common Homo Giganticus (Ogryns), Homo Minimus (Halflings) and the now extinct Homo Rotundus (Squats); it also includes mutations that may arise in humans of low genetic stock as well as inflictions caused by exposure to potential mutangens and carcinogens. Homo Psychana also fall into this group.
Homo sapiens sub species:- homo giganticus, homo minimus and homo rotundus. These are in effect new and separate species of homo sapiens, they are the descendents of early human explorers who have adapted over the millennia to survive on their new homeworlds. They are seen as being a sub-level of humanity, lesser creatures yet looked upon with pity by the Imperium who make use of their deformities in combating the enemies of Man.
Inbreds and twist communities:- On many isolated settlements and indeed entire worlds there exist small groups of humanity that have engaged in co-sanguination due to their remoteness from the Light of the Emperor. Over successive generations their gene stock has degraded and detramental alleles have become fixed in the population. The effects and appearance of these mutants is varied and everchanging. Some have inherent developmental problems resulting in multiple limbs or distorted features. Others may show the signs of hereditary diseases causing abnormal pigmentation of the skin, eyes or hair, allepecia, scaly or loose skin, extreme or stunted growth and more too numerous to list.
Depending on the world and its interpretation of the Pax Imperialis these mutants may be exterminated or gathered into workcamps, separated from the main population of high humans to prevent further spread of the mutations. Worlds on the edge of the Imperium may be so lax in these policies that mutants may be free to mingle with the population spreading their taint of Humanity's genepool.
Mutagens and carcinogens:- On many worlds in the Imperium there are substances that can trigger spontaneous mutations within healthy humans causing disfigurement or death. These include chemical compounds that cause mutation or in some cases the development of a cancerous growth, they may be airborne, water borne or present in the alien flora and fauna of a world. Many factory worlds utilise such chemicals or radioactive materials in their industrial processes, as a result great numbers of the population may be exposed to levels capable of triggering mutations.
For the seasoned traveller in the Imperium there exists another powerful mutagenic force. It is the very power of the Empyrean itself, a force that pervades the entire Galaxy. Prolonged exposure to the presence of the Warp can result in mutations arising within the body. This is the Taint of the Warp, that can infect the bodies of the unwary traveller or citizen exposed to the beneign influcence of Chaos.
Sanctioned Mutants:- These are the Psychic human, possessed of a rare ability within their genes that allows the higher brain functions required for manipulation of the warp. The Navigator, the Astropath and Battle Psycher are those tolerated by the Imperium. The Navigator Houses are institutions tasked with maintaining the unique ability that allows Humanity to travel the Galaxy and indeed many of their kind may succumb to the mutating effects so common to populations with a closed gene pool.
Sorry Gotta dash now!
Type II Mutations - warp spawned, and gifts from the Gods or a warp power
Comments Please!
Tynesh
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Post by Sojourner on Feb 4, 2005 12:01:04 GMT -5
Tynesh, your ability to justify such segregation frightens me somewhat
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Post by Lordof on Feb 4, 2005 21:28:25 GMT -5
I think anywhere near an Imperial Shrine world turning them into living torches would be the norm (See what the Romans are supposed to have done to Early Chrisitians here for inspiration, eg cover them in tar and hay set them on fire so they can light up the roadways at night)
In the areas further away from the Shrineworlds they may be more lenient by letting them live in a segregated work camp where there maybe enough of a population for the camp to be self sufficient.
But i can't see the Anargo sector having any worlds remote enough that the Mutants are allowed to roam freely amongst the population. (By freely i mean that the authorities allow them to. there are of course those which will roam amongst the population unauthorised)
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Post by malika on Feb 5, 2005 7:31:06 GMT -5
Well perhaps on some worlds in the Sargassos subsector? What about that world Lomendil was creating ages ago, where xenos trades and humans trade illegally, hidden from the Imperium sort of? Would be a great place for mutants to hide and offer their services
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Post by Lordof on Feb 6, 2005 6:27:33 GMT -5
That may well be a possibility since its not exactly a well known world (Probably little more than a question mark on a patch of space to the Administratum.)
But we would have to have a fairly reasonable reason for why nobody exactly goes looking into that area too much. (A suitably nasty Warp anomaly or Space Myth, which can always be maintained by some pirates who dont exactly want people looking around near their base)
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Post by HighInquisitor on Mar 14, 2005 14:30:28 GMT -5
What about Sistina in Archaios? Doesn't it have a high radiation level that has caused the creation of brahm... *cough* two-headed grox?
Anyway, I would love to see mutants in Anargo sector.
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