Twist Enclave
Mutants are feared, hunted, and cast out — but never broken. Whether born into deformity or twisted by exposure, these fighters have embraced their condition. In exile, they find strength in their shared curse, becoming something far more dangerous than they once were.
- This Exile Path has been moved to its own dedicated page.
- Mutation rules have been separated out and clarified.
- The path still centres around:
- buying or rolling for mutations
- gaining further mutations through advancement
- improved resilience on mutated fighters
- Mutation progression for Gangers, Champions, and Leaders has been cleaned up for easier campaign use.
Overview
A Twist Enclave is a gang that embraces mutation as both identity and strength.
Fighters may gain access to Outcast Mutations
Twisted Soul
When recruited, fighters in this gang may undergo mutation.
- Any fighter may roll once on the Outcast Mutation Table for +10 credits
- This must be done at the time of recruitment
Leaders and Champions
- Leaders and Champions may instead:
- Select a mutation of their choice from the table
- Pay the listed credit cost instead of rolling
Embrace the Curse
Mutation replaces traditional advancement for many fighters in the enclave.
Gangers
When a Ganger gains an Advancement:
- They may choose to gain a random Mutation instead of rolling on the Advancement Table
- They may re-roll the result once, but must accept the second result
Leaders and Champions
- May gain mutations as if selecting a Primary Skill
- 6 XP for a random mutation
- 9 XP to select a mutation
Mutation Limits
The body can only withstand so much corruption before it collapses.
- A fighter may have a maximum of 2 mutations
- Leaders and Champions may have up to 3 mutations
If a fighter would gain a mutation beyond this limit:
- They must instead roll on the Lasting Injury Table
Tainted Resilience
Mutant physiology is unpredictable, but often unnaturally durable.
When a fighter with one or more mutations suffers a Flesh Wound, roll a D6:
- Leader or Champion: ignore the Flesh Wound on a 5+
- Other fighters: ignore the Flesh Wound on a 6
A fighter may only make one Tainted Resilience roll per instance of damage. So if 2 flesh wound results are rolled they will always take at least 1.