A Champion of Tzeentch has the option of refusing a Chaos Reward generated from the Chaos Rewards Table (except Eye of God) in favour of a randomly generated Reward of Tzeentch. Roll a D100 and consult the following table. Once a gift of Tzeentch has been generated, it cannot be refused, even if it should turn out to be a Chaos Attribute. Players are not permitted to refuse a Patron's gift, as to invite a Power's wrath in this way would be very foolish indeed, and would certainly result in their immediate destruction!
D100 | Result | ||||||||||||
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01-06 |
Face Of Tzeentch The Champion's face sinks beneath his shoulders and becomes puckered and inscrutable like that of Tzeentch himself. Small eyes and mouths appear on the face and move about, multiply or disappear with bizarre irregularity. His unnerving appearance causes Terror in living creatures as a result. | ||||||||||||
07-15 |
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. He also gains an additional bite attack as a result of the vicious beak (A +1). The Champion also causes Fear in living creatures due to his strange and threatening appearance. | ||||||||||||
16-22 |
Face Of A Horror The Champion is gifted with the face of a Lesser Daemon of Tzeentch. His head turns pick or blue, or a combination of both colours, and his face changes so that is 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. | ||||||||||||
23-27 |
Ecstatic Duplication The Champion's arms grow very long and gain an extra joint like those of a Lesser Daemon of Tzeentch. His skin turns pink or blue and his face acquires the broad toothsome grin of a Lesser Daemon of Tzeentch. If the Champion is slain in combat, his body divides into two Blue Horrors which continue to battle against the enemy for D6 rounds, or until they are destroyed. The Blue Horrors then vanish and return to their master Tzeentch in the Realm of Chaos. | ||||||||||||
28-33 |
Hand Of Tzeentch One of the Champion's hands changes and develops three long multi-jointed fingers which end in tiny suckers. The thumb has a vicious claw. A Champion cannot use the hand to carry anything, including weapons, but he can make a single claw attack. A Champion gifted a second or subsequent time with a Hand of Tzeentch can only pass it onto a follower if all of his hands are already Hands of Tzeentch. | ||||||||||||
34-39 |
Flaming Arm One of the Champion's arms turns into a pliant trunk like that of a Flamer. The trunk has a toothed mouth at the end and spits magical fire. The Champion cannot use the hand to carry anything, but he can use it to make a single bite attack. In addition, the arm can be used to either shoot fire or to burn an opponent in hand-to-hand combat. A shooting flame attack has a range of 12 yards and can shoot in any direction. If the flame hits its target, it causes D6 S 3 hits. In hand-to-hand combat the Champion rolls to hit as normal, a successful hit causing D6 S 3 hits. | ||||||||||||
40-44 |
The Gift Of Magic If the Champion is already a wizard, his magic level is increased by 1, he gains an extra 3D6 magic points, and acquires the new spells for that level. If the Champion is not a wizard then he gains the powers of a level 1 Wizard with 3D6 magic points and spells as appropriate. | ||||||||||||
45-50 |
Reckoning Of Tzeentch Tzeentch surveys his Champion and, as he does so, his very gaze causes changes. Roll a D6 for each of the Champion's characteristics in turn. On the roll of a 1, 2 or 3, deduct 1 from the characteristic; on the roll of a 4, 5 or 6, add 1. If a Champion's W are reduced to 0, he is killed. If his S is reduced to 0, then hand-to-hand combat hits cause no damage on his enemy. If T is reduced to 0, then all hits on the Champion automatically cause damage. If his Ld, Cl, Int or WP are reduced to 0, the Champion is turned into a Chaos Spawn. In this case, he will gain D6 Attributes, Int is reduced to 0 (if it isn't already), and he becomes subject to stupidity. | ||||||||||||
51-54 |
Crossbreed With Flamer The Champion mutates into a hybrid between himself and a Flamer of Tzeentch. Roll a D6.
Apart from M, the Champion's characteristics are averaged between his current profile and that of a Flamer, rounding fractions down to the nearest whole number. Each flamer arm makes a bite attack with the snapping jaws at its end, and can also make flaming attacks in combat and shoot flames at distant targets in the same way as Flamers. | ||||||||||||
55-58 |
Magic Of Tzeentch The Champion is gifted with one of the following magic items.
The magic item can only be used by the Champion, it cannot be passed on to a follower. | ||||||||||||
59-62 |
Familiar The Champion is gifted with a Familiar, often the miniaturised form of a Horror. The familiar has D3 Chaos Attributes. Every time the Champion gains another attribute, the familiar gains the same attribute. Champions can have several familiars.
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63-69 |
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 through the air as a swooper. | ||||||||||||
70-77 |
Changing Of The Ways Tzeentch decides that it is time for his servant to assume an entirely different appearance. All current Attributes are replaced by the same number of new ones. Any profile modifications gained from the old attributes are retained, and new changes made for the effects of new attributes. This gift cannot be passed on to a follower if gained a second or subsequent time. | ||||||||||||
78-84 |
Withering Gaze The Champion has the gaze of the Lord of Change. In hand-to-hand combat, opponents must make a Cl test or are unable to look the Champion in the face and all their attacks that round are resolved with a -10 to hit modifier. | ||||||||||||
85-93 |
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. Roll a D6 to determine the form of the rune.
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94-97 |
Daemonic Name Tzeentch honours his most favoured Champion by granting him a special daemonic True Name. Second and subsequent rewards make the name longer and more impressive. | ||||||||||||
98-00 |
Chaos Attribute Tzeentch awards his Champion not with a conventional gift but with D3 Chaos Attributes. Although arrived at as a single gift of Tzeentch, this reward counts either as 1, 2 or 3 Chaos Attributes when determining a Champion's fate under the Eye of God. It does not count as a gift. |