Rewards of The Gods (New and Tweaked)

In Black Crusade Core Rulebook Rewards of the Chaos Gods are far from equal between both themselves and other gods. This article aims to ease this problem by tweaking some of the more underwhelming rewards and adding new ones so all Gods have the same amount.

## Slaanesh

 11-20
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 51-60
 61-70
 71-80
 81-90
 91-100

### Demonic Name

*The character is granted a secret name, derived from the impossible vowels and consonants voiced in the sibilant, lilting tongue of the servants of Slaanesh. With that name also come drop of Dark Prince's children essence. Twisting character in their image, he finds greater control over his body and can affect its proportion at a whim.*

The character gains+1d5 Infamy. However, if the name is ever discovered by a foe the foe gains the use of an additional Infamy Point (or Fate Point) when battling this character. The most powerful servants of Chaos gain countless names, and so this gift may be taken multiple times. **In addition** Character may shrink his body to grotesque shapes and fit where his kin would otherwise not.Attacks targeting the character suffer a -10 as if he was one Size smaller than he is. This occurrence is as physicals as it is otherworldly and so armor that is worn by the character does not hinder its effects.

### Demonic Weapon

*The character is gifted with one of the most cherished blessings a servants of the Ruinous Powers can ever receive—a Daemon Weapon, imbued with the essence of a daemon of Chaos.*

The character may generate a Daemonic Weapon, bound with the essence of a Demon with Willpower Bonus of 3 and binding strength of 1. While being used by champion originally granted with this reward, demon within will not try to disobey him and attempt possession. If this reward is gained by a character with 60 or more Infamy Demon that gets bound has Willpower Bonus of 5 and if character has 80 or more infamy the demon has Willpower Bonus of 8.

### Face of Slaanesh

*The visage of the Dark Prince of Chaos is, to most mere mortals at least, both utterly horrifying and achingly beautiful to behold. Neither male nor female, human nor alien, it transfixes the soul and obliterates all other desires. Having looked upon such a face, all others are mere empty husks. The character’s face assumes the merest fraction of Slaanesh’s countenance and all who look upon him are utterly enslaved by his dark allure.*

The character gains the Fear 2 (Frightening) Trait (or increases his Fear Rating by +1 to a maximum of 4 if he already has it) plus the Peer (Mortal Followers of Slaanesh) Talent.

### Hermaphrodite

*Slaanesh is said to be both male and female, and neither, for mere mortal perception cannot begin to quantify its true nature and such terms are but pale shadows of the terrible truth. The character’s body is changed to reflect something of this state, assuming the characteristic single breast so common amongst the servants of the Dark Prince of Chaos, as well as features that are disturbingly attractive yet ultimately sexless. The character becomes an object of adoration to all around him, whether male or female, and finds his own identity assuming an amorphous, genderless quality where such petty mortal qualities as masculinity and femininity become meaningless.*

Whenever the character passes any Interaction Test, double the number of Degrees of Success by which it is passed.

### Mark of Slaanesh

*So driven is the character, so darkly does his soul shine in the stygian depths of the Sea of Souls, that he attracts the fleeting notice of the Dark Prince of Chaos. Slaanesh touches the character, bestowing upon him his mark and claiming his soul for all eternity. Having been touched in such a manner, the character is driven to such extremes of ambition and desire that entire worlds will tremble to hear his name, and no experience is forbidden to his dark desire.*

The character gains the Heightened Senses (All) Talent and the Unnatural Agility (+2) Unnatural Fellowship (+1) Trait. In addition, the Mark may grant further bonuses as determined by the GM, and may be a prerequisite when performing rituals and interacting with various beings of the warp, etc.

### One Thousand and One Senses

*Those most touched by the power of the Dark Prince are driven to ever-greater extremes of experience, the sensations of the material universe growing duller by the year. Most find themselves prisoners of their own senses and unable to experience sensations beyond those perceptible to the mortal body they were born into. The character has been gifted with an entirely new and previously unheard of array of sensory perceptions, the merest of which makes those he was born with pale into insignificance. Armed with his new perceptions, he sets out into the universe once more, determined to experience each to the fullest extent possible.*

Whenever the character passes any **Perception based Test**, double the number of Degrees of Success by which it is passed.

### Perfect Strike

*Great swordsman, shooters and duelists often found themselves in service to the Dark Prince. Their dedication to their chosen method of combat never fully complete and satisfied. Sometimes their attempts amuse Slaanesh enough that it brings them a small treat.*

Whenever the character uses Standard attack with melee or Single Shot with ranged attack he may chose which location of the enemy he targets disregarding limitations of Called Shot action. When he does so, he imposes additional penalty to target's evasion attempts of that attack equal to half of characters Agility Bonus (rounded up) times 5.

### Giggle in the audience

Goddess's c*hampions performed their craft tirelessly,* honing *it in to their limits and far beyond. But even the grates performer sometimes stumbles over. With a little twist of destiny's string by something amused by them their face is saved, only motivating endless improvement.*

Whenever the character uses infamy point to re-roll a dice roll, he may chose witch result to use, instead of abandoning the first one.

### Sensual Overflow

*Goddess*'

Character adds 3 to his Initiative and can't be affected by enemies Feint actions. In addition characters Initiative rolls gain Proven (6).

### Demonic Mount

*oddess*'

Character gains his personal Steed of Slaanesh (Tome of Excess pg.81). When riding it character doesn't need to perform Daemonic Mastery Tests, as this particular Steed is bound to him as a gift from the Dark Prince. If the Steed dies it reapers at characters side after 1d5 days. If this reward is generated for the second time either re-roll it or make the Steed more powerful (for example by using prifile from Dark Heresy 2ed.) The decision is up to GM.

## Nurgle

 11-20
 21-30
 31-40
 41-50
 51-60
 61-70
 71-80
 81-90
 91-100

### Demonic Name

*Nurgle’s tallymen know the name of every disease ever to beset the mortal realm and they know the true name of the character too. The name is revealed to the recipient and bestowed upon him, granting him equal status to the denizens of Father Nurgle’s bountiful Garden of Decay.*

The character gains+1d5 Infamy. However, if the name is ever discovered by a foe the foe gains the use of an additional Infamy Point (or Fate Point) when battling this character. The most powerful servants of Chaos gain countless names, and so this gift may be taken multiple times. **In addition** every character that begins it's turn within characters Toughness Bonus meters must pass (-10) Toughness Test or suffer Degrees of Failure of that test as penalty to his movement for that round.

### Demonic Weapon

*The character is gifted with one of the most cherished blessings a servants of the Ruinous Powers can ever receive—a Daemon Weapon, imbued with the essence of a daemon of Chaos.*

The character may generate a Daemonic Weapon, bound with the essence of a Demon with Willpower Bonus of 3 and binding strength of 1. While being used by champion originally granted with this reward, demon within will not try to disobey him and attempt possession. If this reward is gained by a character with 60 or more Infamy Demon that gets bound has Willpower Bonus of 5 and if character has 80 or more infamy the demon has Willpower Bonus of 8.

### Face of Nurgle

*The character is blessed with the most disgusting visage possible—that of Father Nurgle himself. His flesh becomes swollen and great lumps of it slough off entirely, revealing putrescent corruption beneath. Despite his loathsome, deathly countenance, the character’s eyes twinkle with Nurgle’s mischievous humor and darkling beneficence, and tiny Nurglings prance and caper in the putrid phlegm drooling from his ever-grinning maw.*

The character gains the Fear 2 (Frightening) Trait (or increases his Fear Rating by +1 to a maximum of 4 if he already has it) plus the Peer (Mortal Followers of Nurgle) Talent.

### Corpulent Immensity

*The character’s frame swells and distorts until he comes to resemble the massive form of Papa Nurgle himself. His innards bloat and swell, his skin sloughs off, and pus weeps from open sores, yet he is blessed with a vigour and strength entirely at odds with his appearance.*

The character gains an additional +10 Wounds, but may not make a Run Action. He also becomes one Size larger and loses 1d10 Agility.

### Mark of Nurgle

*The character is branded as a servant of Grandfather Nurgle and a place in the eternal cavalcade through the Gardens of the Plaguefather is reserved for him.*

The character gains the Stuff of Nightmares and Unnatural Toughness (+1) Traits. In addition to these Talents, the Mark may grant further bonuses as determined by the GM and may be a prerequisite when performing rituals and interacting with various beings of the warp.

### Nurgle's Rot

*Nurgle’s Rot is the most virulent and pleasing of all of Nurgle’s countless plagues, and the character is blessed to be its host. While the character himself does not fall victim to the rot, his very touch can bestow it upon another, consuming and destroying it.*

Characters unarmed attacks gain Decay Quality and count as deadly natural weapons.

### Nurgling Infestation

*The character’s skin stretches and writhes as loathsome shapes gestate beneath its surface. Soon after, the shapes become boils and then seeping pustules from which tiny Nurglings are hatched. These tiny creatures live in the recesses of the character’s body, finding warmth and sustenance in the most unlikely of places. They are fiercely loyal to their host and fight viscously to defend their home from attack.*

Once per combat the character may spill its distended guts and, in so doing, instantly summon a Swarm of Nurglings (Tome of Decay pg.115) with Wounds equal to 10x character's Toughness Bonus. In addition Nurglings constantly jabbing from characters deepest crevasse throw even the best opponents of balance. While engaged in Melee with the character, enemies suffer -1 to their initiative.

### Cancerous Growth

*Go*

Character gains Regeneration (2) Trait or adds +1 if he already has it.

### Bubonic Plate

*Goddess*'

Character gains +7 armor on all locations. However he becomes one with armor he wore and that armor becomes Poor Craftsmanship. If damaged armor will regenerate itself over time, but it may never benefit from effects like Armour-Monger Talent

### Demonic Mount

*oddess*'

Character gains his personal Rot Fly (Tome of Decay pg.115 Plague Drone take away Plaguebearer part of the profile). When riding it character doesn't need to perform Daemonic Mastery Tests, as this particular Fly is bound to him as a gift from Grandfather Nurgle. If the Fly dies it reapers at characters side after 1d5 days. If this reward is generated for the second time either re-roll it or make the Fly more powerful (for example by using prifile from Dark Heresy 2ed.) The decision is up to GM.

## Khorne

 11-20
 21-30
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 51-60
 61-70
 71-80
 81-90
 91-100

### Demonic Name

*The Blood God turns his vast consciousness towards the character for but the briefest instant, and recognises the mortal as one of his own. He bestows, or reveals, the character’s true name, as he is known to the denizens of the Realm of Chaos.*

The character gains+1d5 Infamy. However, if the name is ever discovered by a foe the foe gains the use of an additional Infamy Point (or Fate Point) when battling this character. The most powerful servants of Chaos gain countless names, and so this gift may be taken multiple times. **In addition** Add+8m to characters charge distance. Characters charge distance can't become greater than his run move value.

### Demonic Weapon

*The character is gifted with one of the most cherished blessings a servants of the Ruinous Powers can ever receive—a Daemon Weapon, imbued with the essence of a daemon of Chaos.*

The character may generate a Daemonic Weapon, bound with the essence of a Demon with Willpower Bonus of 3 and binding strength of 1. While being used by champion originally granted with this reward, demon within will not try to disobey him and attempt possession. If this reward is gained by a character with 60 or more Infamy Demon that gets bound has Willpower Bonus of 5 and if character has 80 or more infamy the demon has Willpower Bonus of 8.

### Face of Khorne

*The Blood God bestows upon the character something of his own visage—or a manifestation of it that mortals might be able to perceive, at least. The face is the very essence of bloodshed, its eyes shining with the inner light of Khorne’s bone-furnaces and the nostrils billowing the thick black smoke of every funeral pyre ever burnt.*

The character gains the Fear 2 (Frightening) Trait (or increases his Fear Rating by +1 to a maximum of 4 if he already has it) plus the Peer (Mortal Followers of Khorne) Talent.

### Collar of Khorne

*A brass collar, cruelly spiked and engraved with the sigils of the Blood God, materializes around the character’s neck. Forged in Khorne’s weapons-foundries, it may never be removed, but its blessings will protect the recipient from enemy sorcerers.*

This gift works in the same manner as the Blood God’s Contempt Talent (see page 120), except no Willpower Test is required to resist psychic powers.

### Mark of Khorne

*The fell skull rune of Khorne is branded on the character’s flesh, claiming his soul for the Blood God for all time and marking him as one of Khorne’s Chosen.*

The character gains the Resistance (Psychic Powers) Talent, the Brutal Charge Trait, and Unnatural Strength (+2) if he does not already have them. In addition to these Talents, the Mark may grant further bonuses as determined by the GM and may be a pre-requisite when performing rituals and interacting with various beings of the warp, etc.

### Flesh-fused Weapon

*The Blood God answers the champion’s prayers by instilling one of his favored weapons with a portion of his power and fusing it with the champion’s own body.*

 One of the character’s primary weapons fuses with one of the character’s arms. This weapon may not be removed, but it counts as Best-Craftsmanship if it did not previously, never requires maintenance, cannot be destroyed, and never runs out of ammunition. Additionally if it's a Melee weapon it gains Balanced, or if it already had it or was unwieldy it grants +2 to initiative instead. This weapon may be made into a Legacy Weapon.

### Hand of Khorne

*One of the character’s hands swells to two or three times its former size and the nails become distended and as hard as iron. The Hand of Khorne is the tool by which the Blood God’s will is enacted, and that will is nothing less than the slaughter of every living soul in existence.*

 Attacks made with the Hand of Khorne do not count as Unarmed and deal 2d10 plus Strength Bonus Damage with a Penetration of 8 **and Tainted quality.**

### Purity of Aggression

*The character is blessed with the utter clarity of Khorne’s will,all emotions other than those that fuel bloodshed driven from his mind. No foe is beyond his hatred, and the feeling is mutual.*

The character gains the Enemy (Everyone) Talent, as well as the Hatred (Everyone) Talent. He also gains +10 Willpower

### Chitinous Hate

*Goddess*'

Character's skin responds to physical trauma by hardening into armor plates of dark brass. He gains 2 armor on all locations and becomes immune to effects of bleeding and Crippling quality. In addition his hands count as deadly natural weapon.

### Demonic Mount

*oddess*'

Character gains his personal Juggernaut (Black Crusade Core Rulebook pg.355). When riding it character doesn't need to perform Daemonic Mastery Tests, as this particular steed is bound to him as a gift from Khorne. If the Juggernaut dies it reapers at characters side after 1d5 days. If this reward is generated for the second time either re-roll it or make the Juggernaut more powerful (for example by using prifile from Dark Heresy 2ed.) The decision is up to GM.

## Tzeentch

 11-20
 21-30
 31-40
 41-50
 51-60
 61-70
 71-80
 81-90
 91-100

### Demonic Name

*The character calls upon Tzeentch and Tzeentch recognises one of his own, revealing to the recipient the name by which he is known in the Realm of Chaos.*

The character gains+1d5 Infamy. However, if the name is ever discovered by a foe the foe gains the use of an additional Infamy Point (or Fate Point) when battling this character. The most powerful servants of Chaos gain countless names, and so this gift may be taken multiple times. **In addition** character gains Force Field with protection rating of 20 that overloads on any double. If it overloads it comes back after d9 hours. If character benefits from any other force field this one is does not work. If this reward is gained multiple times, add 5 to fields protection rating each time.

### Demonic Weapon

*The character is gifted with one of the most cherished blessings a servants of the Ruinous Powers can ever receive—a Daemon Weapon, imbued with the essence of a daemon of Chaos.*

The character may generate a Daemonic Weapon, bound with the essence of a Demon with Willpower Bonus of 3 and binding strength of 1. While being used by champion originally granted with this reward, demon within will not try to disobey him and attempt possession. If this reward is gained by a character with 60 or more Infamy Demon that gets bound has Willpower Bonus of 5 and if character has 80 or more infamy the demon has Willpower Bonus of 8.

### Face of Tzeentch

*The God of Change grants the character a face resembling his own. His features pucker and take on something of the inscrutable visage of Tzeentch, they shift and change constantly, his eyes, nose, and mouth moving around his face in a most disturbing manner.*

The character gains the Fear 2 (Frightening) Trait (or increases his Fear Rating by +1 to a maximum of 4 if he already has it), plus the Peer (Mortal Followers of Tzeentch) Talent.

### Changing of the ways

*Exposure to the raw, unknowable will of Tzeentch causes the character to undergo a complete change in his outward appearance and he assumes a form more pleasing to the God of Change.*

The character loses consciousness for d10 hours, and when he awakens finds that all of the gifts he has previously been granted are gone, and replaced with new ones. Randomly generate replacements for each gift, ensuring that the new gifts fall under the same categories as those they are replacing. If the character does not have any mutations, reroll.

### Mark of Tzeentch

Tzeentch shares with the character but a minute portion of his grand scheme for the universe, just enough to empower the recipient without blasting his soul to a cinder. The character is marked forever, the arcane rune of Tzeentch burned into his flesh and his soul claimed by the God of Change.

*The character gains the Unnatural Willpower (+1) Trait and the Psy Rating (+1) Talent. If he does not already have it, he also gains the Psyker Trait. He now counts as a Bound psyker, as the reward binds him to Tzeentch. In addition to these Talents, the Mark may grant further bonuses as determined by the GM, and may be a prerequisite when performing rituals and interacting with various beings of the warp.*

### Ecstatic Duplication

*The character is granted a most bizarre reward—one that truly befi ts Tzeentch’s inscrutable ways. Upon his death, the character’s body dissolves and melts, running in greater shimmering rivulets until its mass reforms into two Blue Horrors, the lesser daemons of Tzeentch.*

 If the character dies, he is immediately replaced by two Blue Horrors (see page 354), which the player may control for the remainder of the Encounter. Don’t forget that these two lesser daemons each become two Pink Horrors should they be slain. The character may still burn Infamy to survive, in which case he returns at the beginning of the next game session after congealing out of the remains of the daemons he became.

### Flaming Arm

*One of the character’s arms is replaced with the arm of a Flamer of Tzeentch, and he is able to project from its blunt tip a stream of mutating flame.*

One randomly determined arm is replaced by that of a Flamer of Tzeentch, a twisting limb capped with a hand that can become a gaping, tooth-ringed mouth that belches flame. The Character may use it to make ranged attacks as if it was a weapon with the following profile: (10m; S/–/–; 1d10+Intelligence Bonus E Damage; Pen 0; Spray, Tainted, Warp Weapon).

### Massive Intellect

*Exposure to the will of Tzeentch gifts the character with a vastly swollen intellect, enabling him to perceive something of the God of Change’s great scheme and align his own thoughts and deeds with it.*

Whenever the character passes a Intelligence based Test, double the number of Degrees of Success by which it is passed.

### Warpsmith

The character is rewarded with the ability to manipulate the tides of the warp as if he were born in its unknowable depths and not the mortal realm.

The character gains the Psy Rating (+2) Talent, plus the Psyker Trait if he does not already have it. He now counts as a Bound psyker, as the reward binds him to Tzeentch.

### Demonic Mount

*oddess*'

Character gains his personal Disc of Tzeentch ( ). When riding it character doesn't need to perform Daemonic Mastery Tests, as this particular steed is bound to him as a gift from Tzeentch. If the Disc dies it reapers at characters side after 1d5 days. If this reward is generated for the second time either re-roll it or make the Disc more powerful. The decision is up to GM.