New Realm of Chaos 1980s Oldhammer Chaos Gifts!

Asslessman

Member
ardyer":2xbuuikp said:
55. Cheat Code

The character has become blessed by the minor chaos power Neen-tin'doh. In order to activate his blessing, he must perform a ritual dance, granting him super human characteristics.

If the character can move in one direction per move phase, over several turns, forward, forward, back, back, left, right, left, right without being interrupted, all of his characteristics are increased to 10.

Just brilliant 8-) God mode !
 

Zhu Bajie

Member
56. Hacker. The creature is a gifted techno-magical warp hacker, and may upgrade any of his statistics by 1 point. Once per game, the Hacker may choose to play a game of naughts and crosses (or Tic-Tac-Toe) to decide the outcome of any combat on the table.
 
57. Hand of God

The creature has apparently a normal hand however when attacking, for a split second it actually becomes the hand of their chosen Chaos God.

Whenever there is a GM or umpire overseeing the game and the creature attacks any failed "to hit" rolls must be declared as hits by the GM/umpire. If the opponent complains the number of hits is doubled.

Normal hits also apply.
 

Zhu Bajie

Member
58. Morr, is he The Smith This charming man is now a follower of the god of death Morr in his aspect as The Smith. His weapon turns into 1d6 gladioli which he waves around his head in an ineffectual manner while moaning and wailing about lifes complexities. Every turn, roll 1d6 for its state of mind.

1. Happy in the hour of a drunken haze +1 WS +2 WP +1 Cl
2. Miserable now. -2 WP -1 WS
3. Looking for a job. +2 WP Moves in a random direction.
4. Found a job. +2 WS +2 WP
5. Miserable now. -2 WP -1WS -1BS
6. Wasting valuable time. Refuses to move.
 

Zhu Bajie

Member
59. Kashin Seekwell. When the creature dies, it apparently returns, at the same spot, 1d3 turns later. However this is not the original creature, but a lesser quality reproduction created purely to generate wealth, known as the Kashin Seekwell. In game terms, the Kashin Seekwell is identical to the original, except all of its attributes are lessened by 1, except Wounds, which are returned to their full compliment. If there is a source of gold on the battlefield, the Kashin Seekwell must attempt to capture it.
 

Asslessman

Member
60. Blackadder

The champion's body turns into that of an adder while his skin turns to black.
The champion becomes crossbred with a snake (average stats with that of a giant snake rounded up). He gains +1 to I and Cl and loses -1 to Ld.


oh and applauses for n°59 Zhu.
 
61. Go Go Gadget...

The Gods have blessed the Champion and have rebuilt his body to include several pieces of Technology, however the Gods seem to have a strange sense of humor and the Champions control over his gifts are spotty at best.
The Champion receives 2D3 Gifts randomly generated from the table below. However every time the champion wants to use one of his gifts roll a 6 on the roll of a 1 or 2, the champions control over his gifts fails and a random other gift is activated instead to hilarious consequences (GM's discretion). However sometimes the Gods are benevolent, and give the Champion a protector.

1. Go Go Gadget Roller skates
The Champion can extend wheels from it's feet giving him +3 movement, however when his control isn't absolute the champion moves of in a random direction at full speed.

2. Go Go Gadget Legs
The Champion can extend his legs like a pair of telescopes, giving him a +1M and the ability to see over stuff in front of him, measure his Line of sight as if the champion is 6" higher, however the reverse is also true and anyone that can be seen by the Champion can also see the champion, making him an excellent target,

3. Go Go Gadget ears
The Champion can hear everything that happens around him giving him an excellent feel for the battle, the Champion is immune to Panic. However the enhanced hearing can also have a disadvantage, whenever anyone within 12" fires a cannon, pistol or handgun or any other black powder weapon, the deafening sound distracts the Champion and he receives a -2 on all skill rolls for the rest of the turn

4. Go Go Gadget Laser
One of the fingers of Champion is replaced by a high tech laser, which he can fire in combat, the laser has a S3 and a range of 30", However the laser has a tendency to fire randomly when the champion's control isn't perfect, the laser will fire in a random direction, if model or unit happens to lie in that direction, roll to hit as usual and resolve any hits as usual.

5. Go Go Gadget extra arm
The Champion summons another arm that extends from the top of his head, it provides him with an extra arm to use giving him +1 attack, however when his control over the gadget isn't perfect it often goes of on it's own and will attack the anyone in base to base contact including allies, when several models are in base to base contact, randomly determine which model the extra arm attacks.

6. Go Go Gadget binoculars
The Champion's eye sight is greatly enhanced, and he can see details that are many yards away as if they were right in front of him, he get's +3 on BS, however he has difficulty seeing things that are right in front of him, which is especially troubling in hand to hand combat so he receives a -3 penalty on WS

7. Go Go Gadget Copter
Helicopter Rotors appear from the Champions head, he can use these to fly, however when his control isn't absolute the champion moves of in a random direction at full speed.
min speed 6" max speed 24" acc/dec 6"

8. Go Go Gadget Arms
The Arms of the Champion can extend to a great range, the Champion can make a single strike attack during the shooting phase, this strike hit's automatically up to a range of 6" and causes a hit with the S of the Champion which is resolved normally. However when his control isn't absolute, there's a change he arms shoot of and he gets them tangled, giving the champion -1 attack and -2 WS, it takes the champion one turn to untangle his arms.

9. Go Go Gadget Raincoat
The Champion get's a coat that when activated can act as armour and gives the Champion a 4+ save, no other armour can be worn, however chaos armour is an exaptation to this rule and can be worn over the raincoat as normal providng the Champion with a 1+ save. However when the coat is activated the Champions movement is restricted, and he suffers a -1 penalty on M, WS, BS and I

10 Brain
Sometimes the Champion not only gains technological gifts, in some cases the champion receives a familiar that aids the Champion and protects him from harm, unlike the other gadgets brain is not activated but is a familiar that joins the champion in the form of a dog with the following profile:
M6 WS4 BS0 S2 T8 W4 I8 A0 Ld10 Int10 CL10 WP10
Brain has a tough skin giving him a basic save of 5 or 6 on a d6
Special rules: When the Champion receives damage, brain will try to prevent the damage from happening even at the expense of his own health. whenever the Champion is hit roll a D6 on a roll of 6 brain manages to negate the attack, on a roll of 4 or 5 brain receives the hit instead, resolve the damage as if Brain is hit.
 
ardyer":2numtscq said:
55. Cheat Code

The character has become blessed by the minor chaos power Neen-tin'doh. In order to activate his blessing, he must perform a ritual dance, granting him super human characteristics.

If the character can move in one direction per move phase, over several turns, forward, forward, back, back, left, right, left, right without being interrupted, all of his characteristics are increased to 10.

very good!
 
Zhu Bajie":1fmz3ifu said:
59. Kashin Seekwell. When the creature dies, it apparently returns, at the same spot, 1d3 turns later. However this is not the original creature, but a lesser quality reproduction created purely to generate wealth, known as the Kashin Seekwell. In game terms, the Kashin Seekwell is identical to the original, except all of its attributes are lessened by 1, except Wounds, which are returned to their full compliment. If there is a source of gold on the battlefield, the Kashin Seekwell must attempt to capture it.


that took me a few seconds to get :grin:
 
62 INTO THE FANTASY REALM!: The character has been warped into the warhammer world. The character was watching TV and got sucked through the screen into warhammer, or was riding a roller coaster and ended up in warhammer. Or had their baby brother stolen by the goblins and is now trying to get them back. Or a talking gypsy fortune telling machine did it. Anyway, the character is now a scrawny kid from 80s America.

The character's stats become those shown below. May be accompanied by D6-1 friends who have the same profile. There is a 10% chance that a single one of the friends will be a randomly generated familiar.

M WS BS S T W I A Ld Int CL Wp
4 2 2 2 3 1 3 1 7 8 6 10

The character retains all armour, equipment and weapons. If the character had magic it is reduced to a level 1 magician.
 

Fimm McCool

Member
63:
Training Montage

Over an unfeasibly short period of varied exercise the character becomes ridiculously pumped (+2 S), massively motivated (+2 WP) and incredibly skilled (+2 WS). Curiously these advances are directly proportional to the awesomeness of the music being played as the character works out. These effects last only so long as the character continues to win, should they be defeated in combat all the benefits of the montage are hopelessly lost.
 

ardyer

Member
Fimm McCool":26bbt4th said:
63:
Training Montage

Over an unfeasibly short period of varied exercise the character becomes ridiculously pumped (+2 S), massively motivated (+2 WP) and incredibly skilled (+2 WS). Curiously these advances are directly proportional to the awesomeness of the music being played as the character works out. These effects last only so long as the character continues to win, should they be defeated in combat all the benefits of the montage are hopelessly lost.

I would suggest that these effects should also be contingent on the controlling player playing the awesome music :lol:
 

Asslessman

Member
yes, I'm THAT a fan...

64. Eyes without a face

The mutant's face vanished in the void of the warp, leaving nothing but his eyes at the very pace they'd have occupied otherwise
Mutant gains +1 fearpoint

65. Rebel Yell

The mutant has drawn the attention of Malal upon him. The champion gains teh ability to scream so widly it leaves his foes puzzled. Any model attacking the champion suffers -1 on "to hit" rolls
Champion gains +1 to Cl

66. Flesh for Fantasy

The champion absorbs the flesh of his victims in his quest for pleasure. On a natural roll of 6 on a "to hit" roll, the champion can earn a Wound back if it's not saved by his foe.
 
67. I'll be back
The champions skeleton and brain are replaced by advanced cybernetics, making the Champion a nigh unstoppable cyborg, this change is not apparent at first, but with each wound the metal endoskeleton is slowly exposed, gain +1 fear point for each wound it receives. The metal endoskeleton makes the Champion near indestructable, when the Champion has lost his last wound, make a CL test, if the Champion passes the test he regains his last wound.
As an unfortunate sight effect the Champion gains a funny accent, -1 fear point
 

Aiteal

Member
68. Bernie'd
The champion's body goes limp, requiring that all their physical actions be manipulated by two young chaos thugs from his retinue.
Decrease the champion's Initiative by 4 and his Weapon Skill and Ballistic Skill by 2.
Increase the champion's Wounds and Toughness by 3.
 

Asslessman

Member
69. Black Cauldron

The Champion has become so intimately accustomed to death some say it has become his mistress and the object of his wildest fantasies. the champion is granted a magical black Cauldron making him a level 20 Necromancer. He also gains a pair of horns (+1 A) and a skelettal face (+1 FP).
 

ardyer

Member
70. Wickedly Wide Forearms

The character begins to swell, putting in large amounts of muscle, granting him +1 strength and toughness. Although he no longer good into his armor, he is able to absorb wounds that would kill a normal human, so all armor saves are retained.

Further, the champion had a 20% chance of receiving a demonic assistant, usually in the form of a beautiful woman or a short man carrying a briefcase.

The character also gains a strong sense of bravado, flexing and posing during battle. He will hurl insults at opposing champions, referring to them as "Brotha" and describing how he will hurt them with his "24 inch pythons." In game terms, he must issue a challenge to all opposing champions. Further, if he has a demonic assistant, it may make a stun attack prior to the challenge. On a 4+, the opposing champion fights addy half initiative.

However, after each battle, there is a 5 % chance the champion will "turn face" and abandon his war bands.
 
71. Bad fashion choices.

The character wears awful clothes and has a stupid haircut, and probably really ridiculous looking glasses.

Cool (Cl) is reduced by 2. Very un-cool.
 

Zhu Bajie

Member
72. Cube of Slannesh. This creature is now in possession of a Cube of Slannesh. This cube has several forms, but the most common is each face of the cube being a 3x3 grid of varicoloured squares. Other than the creatures comrades, who are bored of it's effect, anyone within 12" of the Cube of Slannesh must roll 3D6 under their WP or else will be overcome with the urge to arrange the discordant multicoloured patters into some semblance of order. As such they will ignore any other combatants (fighting defensively only if attacked) and attempt to move directly into base-to-base contact with the Cuboid Headed Demon. Once they have done so, they sit transfixed, twisting the Daemons head through nearly infinite configurations, and must test their WP against 3d6 at the start of each turn, or else continue to fiddle with it. If the 3D6 at any time all roll identical numbers the head of a Cuboid Demon is "solved" and 1d4 pale, thin, leather-clad Lesser Daemons of Slaanesh appear to drag the solver to hell, where they proceed to tear their soul apart. Otherwise, after 4 turns, the victim will get frustrated and will attempt to just smash the damned thing (enter combat normally).
 
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