To do:
Corruptions table for using evil/chaotic magic items
MUTATIONS
Roll 2d12:
2-3 Daemon Soul: Being possessed has its perks: The hero resists any magic (even beneficial spells) on a d12 roll of 7+. Unfortunately the hero cannot gain any new fate points, not even temporary points, until the mutation is removed.
4 Great Claw: Can no longer use two-handed weapons, bows, or a shield and weapon together. May attack with it using the `claws and fangs` column.
5 Cloven hoofs: This gives the model +2 to speed.
6 Tentacle: The arm can still carry weapons, but if it is left empty it can grapple enemies. Roll to hit as normal. If it is successful, no damage is dealt but the enemy has a -2WS penalty.
7 Blackblood: Whenever the model looses a wound, any model in his zones take a 3DD hit.
8 Spines: Attacking a model with spines is hazardous: Attacks against the hero will fumble on 1-4.
9 Hideous: The model becomes Fearsome but will no longer be able to gain henchman!
10 Wrath of Chaos: The model becomes mutated beyond recognition and vanishes into the dungeons. If
the character has a fate point left, this may be spent to avoid this 'orrible end.
11-13 Minor: Hair changes colour, fingernails become longer, or some other inconsequential effect.
14 Atrophy: One of the characters statistics is degraded by one point. Roll 1d12:
1=WS, 2=BS, 3-4=S, 5-6=T, 7-8=Spd, 9=Brv, 10=Int, 11-12=Wnds
15 I'm M..m..m...mad! The character becomes berserk. All the time.
16 Cause Disease: Nasty when a monster has it; worse when a hero has it. Each other hero and henchman in the group must roll 1d12 between expeditions. If the result is greater than their toughness they must visit the healer or loose 1 S and T until healed. The character himself is immune to diseases now.
17 Rubber skin: The character can no longer wear armour, but regenerates one wound and the end of each exploration phase.
18 Wings: The character can't fit into armour anymore, but can ignore death zones when he moves. Special armour can be constructed at five times the cost, this can be worn whilst having wings.
19 Bulging Muscles: One statistic is boosted by one point: Roll for random as with Atrophy above.
20 Extra arm: The model can either use a second shield, or an extra attack with another weapon.
21 Scorpion tail: The model causes a critical hit on 10-12, using the Claws column for the extra damage if it hits.
22 Champion Of Chaos: The dark ones are attracted to the character and choose him as their own. This is detailed below. A fate point may be spent to avoid this.
23-24 Possessed! Unless the model can spend a fate point he turns into a daemon host. No equipment can
be used except chaos armour and daemon weapons. No longer carries or cares about gold :- it is all lost. Wizards loose their spell-casting abilities.
Gain the following bonuses: +2 WS, +2 ST, +1 Wound, Two Attacks.
At the end of each expedition, roll 1d12. If the result is greater than the characters Bravery, he completely looses out to the daemon. It becomes an NPC, which may be ecountered in future. The other heroes may specifically hunt the daemon down if they wish to put him out of his misery, or if they just want the gold in his will...
To Do:
Chaos Champions
Mark of Khorne Berserk. Chaos armour.
Mark of Slaanesh Bravery 12
Mark of Nurgle +1 Toughness
Mark of Tzeentch Reroll one die per combat
expanded_heroquest_chaos, Rev. 1, Last changed on 2006-07-23 08:17, 319 page hits