Rewards of the Gods

Those characters that are Dedicated to one of the four Dark Gods of Chaos are entitled to generate a reward of their patron god instead of rolling for a Gift of the Gods. To do this, the character must fi rst pass a Challenging (+0) Infamy Test. Success means that he has gained the attention of his patron god, who bestows a reward upon him and he may roll on the relevant table. Failure means he must generate a Gift of the Gods instead. Note that some of these Rewards are Marks of the various Chaos Gods. If a character already has a Mark, then he must reroll this result. However, he can gain a Mark as a Reward without having 20 advances in that God—he need only have 5 advances (counting as Devoted). If he ever leaves the path of Devotion to that God, he loses the Mark as described. [Page 78]

## Rewards of Khorne

Few indeed are the warriors who gain any notice from the Lord of Battles, but those who do are truly amongst the most potent of fi ghters in the entire galaxy. Many come to lead vast hordes of blood-hungry savages, conquering worlds, systems, and sectors using the power they have been granted. In truth, Khorne cares nothing for these champions, for the strongest are strongest alone and only the weak seek the aid of others.

Table 9-7: Rewards of Khorne
 89-100 | Purity of Aggression

### Collar of Khorne

A brass collar, cruelly spiked and engraved with the sigils of the
Blood God, materialises 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.

### Daemonic 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.

### Daemon Weapon

The character is gifted with one of the most cherished blessings
a servant of the Ruinous Powers can ever receive—a Daemon
Weapon, imbued with the essence of a daemon of Chaos..
The character may generate a Daemon Weapon, bound with
the essence of a Bloodletter, as described on page 192.

### 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.

### Flesh-Fused Weapon

The Blood God answers the champion’s prayers by instilling
one of his favoured 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. 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. (see page 243)

### Mark of Khorne

The fell skull rune of Khorne is branded on the character’s
fl esh, 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.

### 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.

## Rewards of Nurgle

Unlike his brother the Blood God, Grandfather Nurgle is ever willing to answer the pleas of the weak and the dispossessed. To the Plague God, such pathetic mewling is a joyful chorus and it is his greatest pleasure to grant eternal life to those on the verge of death. Even greater is the jest that in accepting his gift, they damn themselves for an eternity and become the means by which countless more contract Nurgle’s glorious plagues.

Table 9-7: Rewards of Nurgle
 87-100 | Nurgling Infestation

### 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 +5 Wounds, but may not make a Run Action. He also gains the Size (Enormous) Trait.

### Daemonic 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

### Daemon Weapon

The character is gifted with one of the most cherished blessings a servant of the Ruinous Powers can ever receive—a Daemon Weapon, imbued with the essence of a daemon of Chaos. The character may generate a Daemon Weapon, bound with the essence of a Plaguebearer, as described on page 192 in the Armoury Chapter.

### 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 humour 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.

### 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. The character may spend a Full Action and roll a d100. If he rolls equal to or under his Corruption Point Total (in effect, he Tests Corruption) everyone within a number of metres equal to his Corruption Point bonus suffers 1d10 Damage with the Tainted and Toxic (4) qualities. The Damage from this power ignores Armour unless it is environmentally sealed. Those Devoted to Nurgle are unaffected by this power.

### 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 number of Nurglings equal to its Toughness Bonus.

## Rewards of Slaanesh

To gain the fell attentions of the Dark Prince of Chaos, a would be champion must drive his body and soul beyond every excess in the eternal quest for perfection. He must mould himself into a living embodiment of unremitting sacrilege and dark perfection. Few survive the quest, but for those who do, an entirely unheard of dimension of sensation and experience awaits.

Table 9-5: Rewards of Slaanesh
 85-100 | One Thousand and One Senses

### Rewards of Slaanesh

To gain the fell attentions of the Dark Prince of Chaos, a would be champion must drive his body and soul beyond every excess in the eternal quest for perfection. He must mould himself into a living embodiment of unremitting sacrilege and dark perfection. Few survive the quest, but for those who do, an entirely unheard of dimension of sensation and experience awaits.

### Daemonic 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. 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.

### Daemon 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 Daemon Weapon, bound with the essence of a Daemonette, as described on page 192.

### 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 Fellowship (+2) 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 an Awareness Skill Test, double the number of Degrees of Success by which it is passed.

## Rewards of Tzeentch

To attain the blessings of the Changer of the Ways, a mortal must demonstrate the ability to perceive something of his impossible schemes, see the nature of reality for what it truly is, and bend that reality to his own will. In accepting Tzeentch’s gifts, the mortal is granted power and perspective that would shatter the minds of all but one in a million—even a billion—men.

Table 9-8: Rewards of Tzeentch
 90-100 | Warpsmith

### Rewards of Tzeentch

To attain the blessings of the Changer of the Ways, a mortal must demonstrate the ability to perceive something of his impossible schemes, see the nature of reality for what it truly is, and bend that reality to his own will. In accepting Tzeentch’s gifts, the mortal is granted power and perspective that would shatter the minds of all but one in a million—even a billion—men.

### 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.

### Daemon Weapon

The character is gifted with one of the most cherished blessings a servant of the Ruinous Powers can ever receive—a Daemon Weapon, imbued with the essence of a daemon of Chaos. The character may generate a Daemon Weapon, bound with the essence of a Horror, as described on page 192.

### Daemonic 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, an so this gift may be taken multiple times.

### Ecstatic Duplication

The character is granted a most bizarre reward—one that truly befits 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.

### 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.

### 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 Logic Skill Test, double the number of Degrees of Success by which it is passed.

### 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.

### 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.