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THE GIFTS OF CHAOS!

Discuss new Rules for HeroQuest.

THE GIFTS OF CHAOS!

Postby Maalicia_Ironhoof » August 25th, 2023, 7:36 am

For my gaming group we throw in some nice random charts, the below is converted from the old Realm of Chaos Slaves to Darkness book I use in certain scenarios/quests:

THE GIFTS OF CHAOS!
The following list contains a number of Gifts or “mutations” that the GM can hand pick to bestow unto a monster as required to create unique bosses, or in certain circumstances another player! Of the twenty entries that follow half are positive characteristics, while the other half are negative. Roll a D20 and consult with the following results if the occasion calls for it.

1) ATROPHY: You suffer to varying degrees, from the wasting of limbs! Reduced to a leprous shuffle, you find it difficult to lift the simplest of weapons and are reduced to 1 CD in attack regardless of what weapons you carry.

2) BURNING BODY: Your body becomes surrounded by a smouldering and guttering haze of unnatural sulphurous smoke! When you enter combat you become wreathed in unearthly and hellish flames causing 1 defensible wound for each enemy you are adjacent to, each turn. The hell-born fire also makes you immune to fire based spells.

3) CLOUD OF FLIES: You are constantly surrounded by a great swarm of unhealthy flies and similar insects. Adjacent enemies suffer a -1 CD penalty to their attack and defend as the flies buzz into eyes, ears and mouths.

4) COWARDICE: You become extremely cowardly and a moral weakling. Each time you enter combat your resolve waivers and you must forfeit your first attack. Only after you have been attacked can you then do so.

5) ENORMOUS NOISE: You are prone to periodic bursts of uncontrollable noise: loud hoots, wild and manic laughter, crazed screams and wails, and repulsive gastric rumbles. Any time another character triggers a Wandering monster, it will instead
directly attack you.

6) ENORMOUSLY FAT: You become a morbidly obese and indolent creature! You can now only move 1D6 for each movement phase.

7) EXTRA JOINTS: Your limbs contort and pop as you develop additional elbows, wrists, knees or other joints in you limbs. This bizarre mutation gives you an additional 3 squares to each movement roll you make.

8) FANGS: You grow a pair of large and impressive teeth. These are fully developed canine fangs allow you to make an extra 1CD bite attack each combat phase.

9) HIDEOUS APPEARANCE: You become a creature of eldritch and terrifying appearance. Those who see you and are unfortunate enough to witness the full horror of a creature that has no right to live. You look so foul beyond all mortal comprehension - peculiar and unpleasant, you will be shunned by all armoury vendors except the most dubious.

10) HORNS: In an agonising display, your skull manifests a full set of horns, twisted and grown together into the shape of a symbol of the Chaos! The manifestation of these contorted horns offer you an additional 1 CD in defense but you may no longer be able to wear a helmet. Polished and sharpened to great effect you may make an additional 1 CD attack each turn to adjacent enemies.

11) HORRIBLE STENCH: Your flesh becomes tainted with a terrible stench and smell appalling! Adjacent Heroes suffer a -1 CD penalty to their attack and defend.

12) HUNCH BACK: Your spine pops and you sag forward with a grossly hunched and twisted back! Your grotesque new profile now means you can no longer wear Plate Armour!

13) LIVING ARMOUR: In a brutal transformation, shards of plate metal erupt from underneath you skin encasing your body in a suit of living armour which can not be removed! You have no need or ability to wear other body armour and now have 4CD defense. The Wizard can not gain this mutation and must re-roll if necessary.

14) MINDLESS: You become a mindless automata, incapable of even the simplest thoughts. As a result your mind points are reduced to 1, only magical artefacts can increase them!

15) MULTIPLE ARMS: You grow an extra arm, although in many cases it is only vestigial or too weak to be effective, but is strong enough to carry a shield.

16) ONE EYE: Your eyes become close-set and before long have melded Into a single cyclopean eye. Your loss of depth perception, makes firing a ranged weapon infeasible.

17) ROTTING FLESH: Your skin appears mottled, diseased and unhealthy and slowly you become an image of death and decay. With each passing round flesh drop from your diseased body and new welts and sores constantly appear. You loose 1 BP each turn!

18) SCORPION TAIL: You develop a scorpion-like tail, ending in a wicked, barbed stinger, which arches above your head! This new appendage allows you an additional poisonous attack of 1CD each turn but can only be made against an enemy in front of you.

19) SPITS ACID: Your face swells and you develop acid storing sacks inside your cheeks! Although you have a tendency to dribble, drool and spray saliva from your mouth while talking. You now have an additional highly corrosive 1 CD saliva attack and can spit acid up to 2 squares away each turn.

20) WINGS: You sprout fully developed bat or bird-like wings! Each movement phase you can move as normal OR choose to fly unobstructed, 1D6 squares.
Bradley Boruch / Maalicia Ironhoof (Previously Cyber333)
Fixing Avalon Hill's Rules and Quest Books by Maalicia Ironhoof
Maalicia_Ironhoof

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