This is one of the aspects of WAR that I am most looking forward to - Chaos Rewards.
Just to give you an idea of what you could expect Mythic to draw upon for your Chosen, Magus, Zealot or Marauder - here's some info about the Rewards of Chaos.
GAINING REWARDS
If a Champion of Chaos does something to please his God he is given a blessing or a reward. Rewards aren't always what they seem - the fickle nature of a Chaos God may result in one of his favoured Champions receiving a worthless mutation or a mental disorder. However, a Champion could just as easily be granted a Gift, a true blessing from his Chaos God. As the Chaos God in question for WAR is Tzeentch, rewards are likely to be of a magical or intellectual nature. The most honourable reward a follower of Tzeentch can get is The Mark of Tzeentch.
THE MARK OF TZEENTCH
The Chaos Champion of Tzeentch is given increased intellect and a number of random Chaos Mutations or other Chaos Rewards.
CHAOS REWARD TABLE
01-15 NO REWARD The Chaos God isn't sufficiently moved to grant the Chaos Champion anything. The God may have been impressed but has since changed his mind.
16-55 CHAOS MUTATION The Chaos Champion is rewarded with a Chaos Mutation - Tenticles, Crab Claws, Mice for Blood... etc.
56-60 CHARACTERISTIC GAIN The Champion's God imbues him with the power of the Realm of Chaos. The Chaos Champion gains a bonus to one of his characteristics . Subsequent Characteristic Gains are cumulative.
61-65 DISORDER For whatever reason, the Chaos God has decided to reward his Champion with a randomly determined mental disorder. Subsequent disorder Rewards can result in the Champion gaining several disorders - and become a gibbering, foaming at the mouth lunatic.
66-70 VITALITY The Chaos Champion is invigorated with the raw power of Chaos. The Champion may take a bonus to his Strength or Toughness to his Hitpoints total. Subsequent Vitality Rewards are cumulative.
71-75 MAGICAL DISABILITY The Chaos Champion is rewarded with a magical disability. The nature of the disability is randomly determined.
76-80 DAEMONIC STEED The Chaos Champion has been gifted with a Daemonic Steed. Although a Chaos Champion could have the Daemonic Steed if his chosen deity it is preferred that they have the standard entity of its type, i.e. a great big horse.
81-00 GIFT OF THE GODS The Chaos Champion has pleased his patron enough to be rewarded with a random Gift.
101+ THE EYE OF GOD The Chaos God turns his attention on the Chaos Champion, weighing his deeds against his usefulness, and decides what his fate will be.
If the Chaos Champion has 6 or more Rewards/Gifts his patron decides whether to immortalise him with daemonhood. The chances of a Chaos Champion attaining daemonic status is equal to the number of Rewards/Gift multiplied by two per cent. The Champion will achieve daemonhood and a place at the side of his patron in the Realm of Chaos. Even if the Champion fails on this count to attain daemonhood he will still be rewarded (see below.)
If the Chaos Champion has 6 or more Chaos Mutations then his patron maybe moved to reduce him in status to a Chaos Spawn. The chances of a Chaos Champion becoming a Chaos Spawn is equal to the number of Chaos Mutations multiplied by five per cent. For example, a Chaos Champion with 6 Chaos Mutations has a 30% chance of becoming a Chaos Spawn (which is BAD). A Champion who does not become a Chaos Spawn is not given the Eye of God reward (see below.)
A Chaos Champion who has failed to achieve daemonhood or has less than 6 Rewards/Gifts or Chaos Mutations is given the following rewards instead.
The Chaos Champion immediately gains a fate point (think "get out of death free card").
The Chaos Champion gains the powers of a level 1 wizard with knowledge of random level 1 spells from a randomly determined spell deck: Battle, Daemonic, Illusionist, Elementalist or Necromantic. If the Champion already has a magic level then this is increased by 1.
CHAOS ARMOUR
Chaos Armour is a suit of strangely worked and unnatural metal and is generally accepted as a mark of a Chaos God's favour. It is usually made as a complete suit of plate mail, wrought from some alien and unearthly material, and is only made in Chaos-saturated areas, such as the Chaos Wastes. It is rarely of some simple, honest steel or iron, but has a lustre all of its own, reflecting in its colours the allegiance of its wearer. Chaos Armour often includes a closed helmet, which completely hides the face of its wearer and, in many cases, a shield of the same material. The symbol of the wearer's Chaos god forms a repeated motif across the surface of the armour, or is worked into an elaborate helmet crest.
Chaos Armour has many strange properties, but all suits have the following.
Chaos Armour is extraordinarily light and is half the weight of normal armour of its type (always plate).
Chaos Armour grants far greater extra protection on all locations and includes: vambraces, greaves, gauntlets, breastplate and backplate, and knight's helm.
Chaos Armour can warp and morph itself to accommodate any disfiguring mutations.
Chaos Armour does not inhibit spellcasting abilities whatsoever.
Chaos Armour functions as normal plate if worn by a non-Chaos-aligned character.
Chaos armour often fuses itself to become part its wearer's body like an armoured skin, but that is not always the case.
GIFTS OF TZEENTCH
01 FACE OF A LORD OF CHANGE
The Champion develops a long evil-looking hooked beak and grows an impressive crest of feathers on top of his head like a Lord of Change. As a result of this beak the Champion may get an additional attack in hand-to-hand combat with a bite. While not actually being that of the Greater Daemon it is nevertheless disturbing to any non-Tzeentchian cultist who sees the Champion's face and must pass a fear test as a result (effects living creatures under 10' tall only.) To Tzeentchian worshippers the Champion gains a bonus to Fellowship or Leadership tests.
02-06 FACE OF A HORROR
The Champion's head turns pink or blue, or a combination of both colours, and his face changes so that it resembles a Lesser Daemon of Tzeentch with a massive broad grin like a Pink Horror or a snarling frown and knobbly topped head like a Blue Horror.
07-12 THE GIFT OF MAGIC
The Champion is granted the ability to cast spells and gains a magic level of 1. He gains D6 randomly determined spells from any magic lore, i.e. Petty, Battle, Illusionist, Elementalist, Necromantic, Daemonic and Druidic. If the Champion is already a wizard then his magic level is increased by 1, and gains extra randomly determined spells.
13-15 HAND OF TZEENTCH
One of the Champion's hands changes and develops three long multi-jointed fingers which end in tiny suckers. They might be concealed by the appropriate handwear, such as gauntlets or gloves for example. The Champion may shoot multi-coloured fire from his suckered hand. The fire has a range of 12 yards and has a low strength. If there are several targets within this range then up to 6 will be hit. Non-magical armour does not protect against this attack.
16-19 WINGS
The Champion is gifted with feathered wings like those of the Greater Daemon of Tzeentch, the Lord of Change. The Champion is able to fly as a lander. Second and subsequent gifts of this type will make the Champion a more competent flyer, so lander will become hoverer, and hoverer will become swooper.
20-25 RECKONING OF TZEENTCH
The Champion's deeds are measured up by Tzeentch himself who makes judgements upon them. Every statistic has a chance of being modified to a random degree, depending upon the mood of the God at the time..
26-45 SKILLS
The Champion is granted the knowledge of up to 6 random skills.
46-50 ENHANCED INTELLECT
The Champion is granted more capacity to learn and solve problems and gains a bonus to his Intelligence characteristic.
51-58 CHANGING OF THE WAYS
Tzeentch decides that it is time for his servant to assume an entirely different appearance. All current mutations are replaced by the same number of new ones. Any profile modifications gained from the old mutations are lost, and new changes made for the effects of new mutations.
59-62 MAGICAL SENSITIVITY
The Champion gains the skills Magic Sense, Magic Awareness, and Identify Magical Artefact. Second and subsequent gifts of this type increase their effectiveness by +5%.
63-65 MAGIC OF TZEENTCH
One of the Champion's possessions, a sword, a dagger, a piece of armour, boots, rope, an item of jewellery, becomes randomly enchanted with a random effect.
66-75 TONGUE OF TZEENTCH
The Champion is granted the knowledge of up to 3 languages so that he can now both read and speak them. The nature of these languages should be randomly determined.
76-82 ARCANE KNOWLEDGE
The Champion gains one of the following Arcane Language skills: Magick, Necromantic, Daemonic, Illusion, Elemental, Druidic, Dwarf, Elf, Slann.
83-90 RUNE OF TZEENTCH
The twisting S-shaped rune of Tzeentch is branded onto the Champion's body. Runes of this kind are often brightly coloured or take other interesting forms.
1. The Rune glows either blue or pink.
2. The Rune writhes over the Champion's skin as if it were alive.
3. The Rune moves about the Champion's body - sometimes on his head, at other times moving to his arms, legs etc.
4. The Rune is duplicated thousands of times over the Champion's skin forming a complex interlocking pattern.
5. A horn, shaped like the Rune of Tzeentch, sprouts from the Champion's forehead.
6. Two of above.
91-95 TRUE NAME
Tzeentch honours the Champion by giving him a special name, a True Name. Second and subsequent gifts make the name longer and more impressive. A few examples are given here: The Unraveller, The Watcher, The Transformer, The Everchanging One, The All-Knowing One.
96-00 CHAOS MUTATION
Tzeentch awards his Champion not with a conventional gift but with up to 3 Chaos Mutations.
So there you have it...
Comments
Seriously.
It's Are'el. This forum doesn't allow apostrophes in usernames.
Yes i do realise that. These are Rewards, not mutations - mutations are an entirely different system. Please note - I mentioned that Mythic can draw upon this information for Chaos Rewards - I didn't say that this would be the system in place - it just gives you an idea of what to expect..
Yes i do realise that. These are Rewards, not mutations - mutations are an entirely different system. Please note - I mentioned that Mythic can draw upon this information for Chaos Rewards - I didn't say that this would be the system in place - it just gives you an idea of what to expect..
Sure you not getting mixed up with GODS&HEROES cos it seems like an identical system that they are using with there gods.WAR IS COMING....
Ghost Squad...
WAR IS COMING....
Ghost Squad...
Well I haven't heard of GODS & HEROES....
The information I posted here is right out of the Games Worshop Realms of Chaos and Warhammer Fantasy Roleplay books (which I edited a little, removing the dice rolls and GM information etc). So yep - it's Warhammer through and through. These rules go back to 1989, if I remember correctly, and were the basis for all future Games Worshop games rules for Chaos.
If you say that this GODS & HEROES game is new and they're using a system like this, then they're probably taking it from this - or from from various classic D&D rules.
Slightly confusing but im getting a hang of this system.
Take the Magic: The Gathering 'What Color Are You?' Quiz.
nice post killer, i can still see these lines in the back of my head when i was reading the books back in the early -90s
Well the mutation is no problemo, just steal WoWs, Druid transformation if needed
about the other effects and stuff, they could be worked out as to fit as a skill-tree maybe. we'll see
Hahahaahaaa, how hilarious would it be if your RVRing and your battling a Chosen one whos kicking your ass. All of a sudden he gets blessed with madness and falls to the ground crying, and thus allowing you to stab him repeatedly.
I highly doubt they will allow your charcter to turn into a frothing lunatic. The other stuff, maybe?
Personally I want the blessings of Khorne, screw magic and intelligence. I want the Blood God to pour the crimson of his enemies over my head that I might be infused with his power so that I may go forth and slaughter in his name.
Ooh! Who hear would contribute to a Warhammer story topic? Like we all post a section of the story. If you're dumb, we'll delete it! Simple as that. We could base it off the upcoming game, maybe narrating the Chaos Hellfire body-part-raining-down-upon-the-city starting scenario/ Who's in?
haha... oh gawd, i hope not. I hope Mythic has a naming policy - at least on the RP servers. As for tenticle attacks.. I think the Chaos Marauder will have fun with those - perhaps as a snare ability??
Be interesting to see how Mythic will implement Chaos Rewards - and I think it's a safe bet to say that they will be in the game in some form or another - this is exactly what makes Chaos so unique. I'm still wondering whether rewards will be dynamic (random) or choice based with the skill trees - or even seperate from that?
And if you think Choas Rewards will be fun - just wait until you see the spells of Warhammer - IMO some of the best spells ever.
I really don't care what the other races bring to the table I'm chaos 100%.