Chaos Champion: New Hero Type
Back to Heroes
Champion of Chaos

 

These rules, inspired by Warhammer Fantasy Battles, 4th Edition, may be used for an (anti-)Hero Warrior or Wizard aligned with Chaos, or to generate an NPC enemy.


Shaman of Tzeentch In the northernmost reaches of the Warhammer World, reality has been split asunder by the flow of magic from the Warp Gate that hovers like a great black disc over the north pole. Though such records have been lost to history, long ago there was a race of powerful reptilian beings known as the Old Slann. These beings ruled an empire that spanned countless worlds, and they ruled over these rules with machines and magic, sailing the distance between the stars in strange ships that passed through a chaotic realm known as the Warp. They passed in and out of the material realm through openings known as Warp Gates, and the hole at the top of the Warhammer World is one of these gates, though destabilized by an ancient cataclysm.

The Slann did not realize it, but the Warp was very alive with powerful beings who were awakened by these trespasses upon their realm. When the Chaos Gods arose from their slumber, the empire of the Slann fell, and the Warhammer World was cut off from the others. Many races had been transplanted from other worlds by the Slann, for their own unknown purposes, and the Warhammer World became theirs ... but it was not theirs alone.

The destabilizing energies of the Warp flow in through the Warp Gate, flowing over the Warhammer World like invisible winds, forming into small eddies or massive storms that may be unseen by mortal eyes, or accompanied by manifestations of foul weather. The dead stir restless in their graves, strange little imps pop into being in the wilderness, and powerful Wizards grasp at the flows of magic and bend it to their will. This intrusion upon the normal laws of reality varies in its intensity, but is most strong in the Chaos Realms of the north, underneath the Warp Gate. There, the land is saturated with magic, so unstable that living things cannot truly exist there -- not without being hopelessly warped by the magic found there, and swallowed up in its madness.

Magic ebbs and flows in its intensity, and where it is strongest, creatures of the Warp live -- for what is lethal to mortals is life-sustaining to them, and they cannot exist long in the mundane world without Chaotic energies to feed them. When the magic flows stronger, these creatures of Chaos march further south, destroying all that represents order, and spreading death and mayhem. With each victory, the fear of the mortal masses gives them more power, and so the vicious cycle continues, with the cancerous growth of Chaos spreading ever further south.

When in time it has been fought back, the armies of Chaos retreat further north, and the powers of magic ebb as well. Areas once transformed by magic slowly melt away into lifeless, bleak wastelands, and the threat to life and sanity is stemmed -- for a time.

Not all mortals shrink away from the threat of Chaos, however. There are some who willingly cast in their lot with the Chaos Gods -- most often the major four of Khorne, Slaanesh, Nurgle or Tzeentch, but sometimes the lesser known Chaos Powers as well. Most of these are dregs of society -- criminals, madmen, outcasts -- but sometimes they are otherwise heroic men wrongfully accused of horrible crimes, or in some other way forced out into the lifeless wastelands, and given no choice but to either cast their lot with Chaos -- or die.

These mortals -- those who haven't the command of magical powers to serve the Chaos Gods as sorcerers -- are generally known as Chaos Thugs or Chaos Warriors. Many of them do not grasp the full reality of their fate, or simply blind themselves to it as they throw themselves with wild abandon into a murderous frenzy at the behest of their new masters. Others serve the Chaos Gods because of the promise of gifts from their masters in the forms of increased power.

The Chaos Gods are fickle, and more often destroy followers that fail to meet their expectations (or simply because the Chaos Gods feel like some entertainment at the expense of whomever happens to be within reach at the time) than they give boons. However, the promised rewards are great indeed, if somewhat mixed. Those especially favored by the Chaos Gods are granted various mutations that are marks of their devotion, and signs of their progression toward the ultimate state of ascension to become a "Daemon" of a warp, and thus gain immortality.

CHAOS CHAMPION HEROES
Given the desire of the Chaos Gods to ultimately destroy the world as anyone knows it, and their love for treating mortals as playthings to be tortured and destroyed for amusement, those who willingly serve them do not make for very good Heroes, as a general rule of thumb.

However, in a Chaotic campaign (such as the MonsterQuest scenario), such a character might fit in well, or else the Hero could be secretly playing a servant of Chaos who is fitting in with the Heroes for some ulterior purpose. It is entirely possible to play a "reformed" servant of Chaos who has joined the Heroes, but in that case, it is best to just treat the character as a normal Warrior or Wizard who happens to have a more colorful past than most -- for the various boons that the Chaos Gods have given him will most assuredly be taken away if he strays from their path and lives to tell the tale.

THE SECRET ANTI-HERO
An ambitious GM might try allowing a player to secretly play a servant of Chaos joining the group, privately working to undermine their missions, or working toward some ultimate goal. This could be quite rewarding, but it should be noted that such a plot may be foiled all too quickly by a chance blow of a sword or a trap here or there, as lifespans of Heroes in Advanced HeroQuest can be notoriously short.

The simplest way to handle this is to presume that for whatever reason, the Chaos Champion's patron deity has decided that he should work to fit in with the Heroes, to attain some trusted position in order to hatch some nefarious scheme in the far future that has yet to be revealed to anyone. In other words, the Chaos Champion is free to act in the group just like any other Hero, but he simply needs to be more discreet about his special powers, and if he gets too "blessed" by his patron, it could get increasingly difficult to hide his true leanings.

In this case, the GM should try to insure that the Heroes will not be up against monsters that consist of Chaos forces aligned with this particular patron Chaos God -- Rather, the group will always be going up against this Chaos God's rivals (for there is always a great deal of in-fighting amongst them).

If the player of such a character should ever be so indiscreet as to reveal his true allegiance, please be aware of the possibility of in-fighting within the group, and should he even escape the dungeon, he's likely to be hunted down and burned at the stake once word reaches the next settlement he tries to flee to.

CHAMPIONS OF CHAOS
The Chaos Warrior or Wizard must choose which Chaos God he is a Champion of. He could very well be equally devoted to all four Chaos Gods, or serving some lesser Chaos Power that is not influential enough to grant significant powers to its followers -- In either of these cases, it is just as well to treat the character as a normal Warrior or Wizard, since no special "boons" apply -- save that a Chaos Wizard can choose for his spell book either that of Tzeentch, Nurgle, or Slaanesh. There is no spell book for Khorne, and therefore there are no Chaos Sorcerers of Khorne.

Each of the four major Chaos Gods confers different benefits (and mixed blessings) to its followers. Accompanying these "blessings" are various mutations, often concealed by armor or cowled robes. The following distinctions apply:

  • Champion: These rules apply to a Chaos Champion in the service of this Chaos God. These do not necessarily apply to all Chaos Warriors or Wizards serving this deity -- It is assumed that the Hero has already distinguished him- or herself in battle or special missions, and is therefore worthy of such blessings.
  • Hero: Upon earning at least 4 Fate Points, the Chaos Warrior or Wizard is now a Hero of this Chaos God, and gains an additional blessing.
  • Lord: Upon earning at least 10 Fate Points, the Chaos Warrior or Wizard is now a Chaos Lord, and is an especially esteemed follower of this Chaos God, gaining more blessings yet.
  • Khorne: Khorne, the War God of Chaos, grants his champions full suits of Chaos Armor. This armor is primarily colored in black, bronze and red (the favored colors of Khorne), and grows to become part of the wearer; it cannot be removed. If it is damaged, the armor "heals" along with the wearer. The Axe is the favored weapon of Champions of Khorne.

  • Champion: The Champion of Khorne starts out with a suit of Plate Armor which may never be sold or given away. It cannot be removed or destroyed short of killing the wearer.
  • Hero: This Warrior is blessed in the use of axes, such that he may wield a Two-Handed Axe as if it were one-handed (and hold a shield at the same time), or wield an Axe in each hand (granting him two attacks per round as Paired Weapons.
  • Lord: The Warrior's armor is now full-fledged Chaos Armor, and poses no penalty to Speed.
  • Slaanesh: Slaanesh, God of Pleasure, grants his champions such experiences that they are quite detached from reality as mortals experience it, seeking all experiences -- even those that would normally be considered quite painful and unpleasant -- as a means of gaining new pleasure. They tend to dress in garish attire and armor colored in pinks and pastels, favoring rich materials.

  • Champion: The Champion of Slaanesh is innured to fear as mortals understand it. Add +2 to Starting Bravery.
  • Hero: The Hero of Slaanesh is immune to Fear.
  • Lord: The Lord of Slaanesh is immune to all Psychology, including any attacks based on Pain (such as Spasm).
  • Nurgle: Nurgle, God of Pestilence, blesses his servants with all manner of foul infections. The flesh of his most favored champions rots away, skin renting open and revealing foul innards -- the end result is that his servants are largely innured to such trivialities as pain. One of Nurgle's servants serving secretly amongst humans and other civilized races may not have such obvious afflictions, but he would still do well to hide what sores he inevitably does carry, and to cover his stench in musk and perfumes. Servants of Nurgle often wear concealing cowls, or armor decorated in deep greens with markings of bright orange or purple.

  • Champion: The Champion of Nurgle gains +1 to Starting Toughness, and is immune to all spells that specifically do not affect followers of Nurgle.
  • Hero: The Hero of Nurgle gains another +1 to Toughness. This bonus does not count against the maximum that a character can improve his Toughness by (2 points above Starting), but the total still cannot exceed 12.
  • Lord: The Lord of Nurgle is immune to the effects of Disease.
  • Tzeentch Lord

  • Tzeentch: Tzeentch, the Changer of Ways, blesses his servants with various strange deformities, thus necessitating concealment of these changes if they wish to hide amongst human-kind. His champions dress in bright and garish colors, especially bright yellow and blue.

  • Champion: The Champion of Tzeentch has a chance to dispel any spell that is directed against him (or a group that includes him), by rolling 2 or less on 1d12.
  • Hero: The Champion of Tzeentch's chance to dispel is increased to 4 or less on 1d12.
  • Lord: The Lord of Tzeentch's chance to dispel is increased to 6 or less on 1d12.
  • Sorcerer CHAOS SORCERERS
    These same rules apply for Sorcerers who choose to throw in their lot with Chaos. A Chaos Sorcerer may be created in the same way as a Wizard, except that for his spell list, he may choose the spell list of his patron Chaos God -- and, to repeat, there are no Sorcerers of Khorne.

    For spells that require an Intelligence test to successfully cast, if he fails that roll, he will immediately suffer 1 Wound for invoking his deity's wrath. (Chaos Magic is dangerous that way.)

    THE COST
    So far, it would seem that, aside from the nebulous chance of being discovered, and the insubstantial threat of having some sort of undefined "mutation", being a servant of Chaos is an all-win deal. However, some significant drawbacks apply.

  • Servant of Chaos: The character is most certainly a servant of Chaos, and any sort of spells or weapons that do extra damage or have special effects against servants of Chaos will affect this character.
  • Unholy: The character is unable to use any magical/holy item consecrated to any deity other than his Chaos God. This includes cursed items consecrated to rival Chaos Gods. (The Chaos Gods are very jealous of each other, after all.)
  • Cursed: The character cannot benefit from blessings from other deities (though in this case, Chaos Sorcerers can freely use their spells on the servants of other Chaos Gods). This includes healing from Warrior-Priests and the like. Healing spells and the like of Light Wizards do not count, however, as "Hysh" is not a true deity, but rather a personification of the Light Wind.
  • Mutations: The character cannot seek the services of a Healer in the Settlement. There is too much of a chance of the character's mutations being discovered, and often such Healers are in the service of a deity anyway, so the "Cursed" rule would apply as well.

  • Games Workshop Logo
    HeroQuest, Advanced HeroQuest, Warhammer Quest, Warhammer Fantasy Battles, Khorne, Tzeentch, Slaanesh, Nurgle, Daemonette and Skaven are trademarks of Games Workshop UK, and their use here does not constitute a challenge to trademark status. This is not an official site, and the contents of this site should not be considered indicative of the quality of Games Workshop products. With the exception of the "Advanced HeroQuest" logo, and except where otherwise noted, all artwork and all articles on this page are (c) by T. Jordan "Greywolf" Peacock, and may not be reproduced without permission.