Warhammer Fantasy - Warriors of Chaos JumpChain
Warhammer Fantasy - Warriors of Chaos JumpChain
Warhammer Fantasy - Warriors of Chaos JumpChain
“From the harsh snow lands they come. Blonde of hair they are, and blue of eye, and
tattoos upon the arms and face and chest. Their eyes are mad with bloodlust, for blood
they thirst for, driven forth on the whims of the Gods they seek to appease. Clad in but
few garments and wielding clumsy, brutal axes and maces, they rage against the
civilised lands of the south, burning, pillaging, looting all before them to offer up as
sacrifice to their uncaring masters beyond the gates of hell in the northern Wastes.”
The land of Norsca is thought by some to be the birthplace of all the evils of the world.
While not entirely accurate, it will become an understandable belief when one attempts
to travel through that hellish landscape. The contents of the lands themselves are poorly
understood, as those who attempt the perilous journey in the hopes of finding secret
treasure or other such riches rarely return. Those that do escape often return with little
in the way of wealth, except in the number of truly disturbing tales that they will try their
hardest to forget for their entire lives.
This is where the Norsemen call home. For this, the people of the North are often seen
as inhuman, some tales suggesting that they are some half-breed of human and
daemon. Other stories suggest that they are in fact the descendants of Giants. The truth
is not so grand. The Norsemen originate from the tribes that were united under Sigmar’s
rule to fight against against the barbaric Orcs and Goblins that threatened the Old
World. While some tribes accepted Sigmar’s rule and combined together to create what
became the Empire, the decision was far from unanimous. Some rejected Sigmar,
believing that he was not fit to rule them. For this they were exiled and forced to take
refuge in the lands to the North, leading those disenfranchised tribes to the snowy and
mountainous lands of Norsca. These pilgrims soon began to become more savage in
response to the grisly conditions they were forced to live in as a result of the influence
from the Chaos Wastes to their north. They had to become strong to so much as
survive in the lands of Norsca, let alone attempt to thrive.
Their savage nature is what makes the Norsemen so reviled in the more civilized lands
of the south. But not all men of the north are bloodthirsty barbarians who raid and kill to
appease their gods. Some simply establish small tightly-knit communities and attempt to
make the best of their situation. But this is overshadowed by the frequency of battle
between the northerners and the people of the Old World. Many people of the North
believe that Sigmar stole their lands from them and now raid and pillage purely out of
spite. When the people of Norsca come, many would prefer to hand over supplies,
wealth, and even their own children rather than ire the Northmen and have their people
killed and raped and their communities burned to the ground.
In an attempt to appease their gods or out of religious fervor, most Northmen will do this
anyways. The Norse people have turned from the gods of the Old World, believing them
weak and corrupt. Instead, they serve a more depraved pantheon of gods that seek to
bring an end to all things good and sane - The Chaos Gods. They are the masters of
the Northmen, now the constant Warriors of Chaos that wish only to bring a glorious
end to all things.
And for the next ten years, at least one of the Chaos Gods shall be your Master as well.
They can provide you with so much, and give you power beyond what any mortal could
ever dream of. All they ask of you is to provide them some...entertainment during your
stay.
Backgrounds:
Either background can be used as a Drop-In option if you so choose. Roll 18+1d8 for
your age. Gender is a free choice, though most Warriors of Chaos are male.
Chaos Marauder (+300CP): A crude and unruly warrior, the Marauder is usually
considered to be the lowliest killer in the warband - the rank and file. Do not be deceived
however, for there are very few Northmen that are incapable fighters. Even the most
mundane Warrior of Chaos is considered a powerful fighter, and despite usually using
low-quality equipment and poor tactics in comparison to the soldiers of the Old World,
Marauders are a force to be reckoned with on the holiness of the battlefield. The weak
usually do not last long enough to become a proper warrior as you have, after all.
A Marauder can still prove themselves mighty enough to become a proper Chaos
Warrior, but you will have to earn it yourself, and that is a far from trivial task.
Chaos Warrior: Clad in Chaos Plate Mail and armed to the teeth, Chaos Warriors are
considered by many to be the ‘true’ Warriors of Chaos, for many have forsaken their
previous lives in order to be an instrument of the Gods. Chaos Warriors are highly
respected, both by tribal societies as well as the warbands that utilize them for through
the destruction of their foes do they get closer and closer to the Gods. Their Plate Mail
is a sign of great prestige, as it is given only to the most favored and accomplished
warriors of a tribe. To become a Chaos Warrior is to be given a chance of obtaining
ultimate power by becoming favored by the Chaos God they venerate. Chaos Warriors
possess superhuman strength, and even more impressive hate in their souls. The
Chaos Warrior is still far from the summit, however. Chaos Warriors usually still answer
to the Chaos Champion that leads their warband, but there is nothing stopping you from
grasping at greatness and becoming a Champion, or possibly even more, through your
choices here.
The Chaos Gods:
The Ruinous Powers derive their powers from the dark emotions that fester in the
hearts of all beings in the world. Every blade swung in hate honors Khorne, as every
successful plot in the interest of personal gain pleases Tzeentch. This much is obvious
to the denizens of the Old World, who have struggled against the might of the Chaos
Gods and their mortal followers for so long.
But the Chaos Gods are not so simple as to derive from solely evil emotions.
The Chaos Gods also represent beliefs and concepts that may surprise those who do
not know them well, and even the most fanatical Chaos Lord can forget this fact.
Choose ONE God to swear fealty to for the entirety of the Jump.
You will gain discounts on their gifts and abilities in exchange for your service and
loyalty, although you are not necessarily barred from purchasing the blessing of other
Gods. Just keep in mind that none of the Gods are fond of a servant who betrays them
for the power of another Chaos God, and taking the Gifts of Slaanesh as a Warrior
dedicated to Khorne will likely have dire consequences.
Khorne, The Blood God:
Khorne is the God of Violence, Rage, and Hatred. Khorne is empowered by
sentient acts of killing, and smiles upon vicious warriors who kill using their
raw martial skill and continue to battle, no matter the odds. Many
Champions of Khorne kill completely indiscriminately, with the mentality
that Khorne cares not from where the blood flows. Khorne has an immense
hatred for mages, for they desecrate the battlefield with their cheap magics
and indirect approach of warfare. Khorne also detests the cowardly, and
none will feel his wrath more acutely than one who flees the battlefield.
Nurgle is the Chaos God of Death, Disease and Decay. Nurgle is the oldest
of the four Chaos Gods, for Death and Decay have been a part of reality
since Life came into existence. The gleeful servants of Nurgle seek to
spread the influence of their God by infecting as much of the world as they
can with vile toxins and diseases, their untimely deaths kept at bay by the
very diseases that they spread, their bodies bloated and decayed, their
organs so irrelevant to them that some barely notice that they drag on the
ground as they walk due to their opened chest cavities. Nurgle himself
often keeps to himself in the pantheon, concocting newer and more deadly
diseases to arm his followers with.
Yet, Nurgle represents Rebirth, a chance for all life to take their place in the
completely natural cycle of Life. All things are born, live, then finally die and
provide for the new form of life that comes after them with what they leave
behind. Nurgle also stands out from the other Chaos Gods in regards to his
feelings of paternal love for his followers. While other gods are mostly
indifferent to the fates of the mortals that worship them, Nurgle admires his
followers for their determination to stay alive.
Slaanesh, The Prince of Excess
Slaanesh also represents Love, Passion, and the Arts. Art created by
followers of Slaanesh are able to convey so much more than oil on a
canvas should be capable, and dance becomes more than choreographed
movements, it becomes impossibly seductive and enthralling to all viewers.
Some followers of Slaanesh are renowned lovers, keeping the many men
and women in their personal harems satisfied for the rest of their lives.
Chaos Undivided
You do not wish to be the lapdog of any one god? Very well. The Ruinous
Powers are intrigued by your choice, and on the condition that you reject
immediately receiving the greatest of their individual gifts, they are willing to
share their new...guest. I cannot guarantee that they are not bickering
between each other out of earshot, however...
Ahem. The path of Chaos Undivided is perhaps the least treaded path, as
only a few individuals have been able to accomplish the great task of truly
earning the favor of all the Gods. Warriors of Chaos Undivided have very
different philosophies and reasonings behind their faith. Some see the
Ruinous Powers as a pantheon, and other see Chaos itself as one entity
with the Gods only being different facets. Perhaps the most iconic Warrior
of Chaos to walk this path is Archaon the Everchosen himself, the most
favored of the Chaos Gods. Archaon actually has surprisingly little loyalty to
the Gods, and only uses them to further his own ends.
Chaos Undivided is perhaps the riskiest choice for you, Jumper, for you will
not excel in any one area. At least, not right away. There is a reason that
Archaon is considered to be one of the most powerful mortals of all time, if
he is in fact a mortal any longer. One immediate benefit, however, is that it
will be far easier to find common ground with the servants of every god by
default.
Perks:
General Perks (No discounts):
Barbaric Strength (Free and Mandatory for all):
The weak do not survive in the lands to the North for long. The tribes know this well,
and often test and vet newborn children to see if they will be capable of pulling their own
weight. If there is any sign of weakness, the child is killed as to not endanger the tribe
by forcing them to coddle the weak. As children grow into men, they are shaped by
constant brawling and fighting, and by the gruelling work necessary to contribute to the
tribe. This results in a people that are tall, strong, and hardy. A people unafraid of death
and, in some cases, a people so bitter that they will seek to tear down the cruel world
itself, as ordered by their dark masters.
You have now inherited this strength. Without even taking into account the work of the
Dark Powers on your body, you are almost at peak human strength and endurance,
able to sprint for miles in heavy plate mail without feeling a bit of fatigue, and swing an
axe or sword for even longer than that. You are so strong, in fact, that even the most
built men of the Old World struggle to keep up with you physically. You are also the
furthest thing from a coward, and even the nightmarish realms of the Chaos Wastes fail
inspire fear in you.
Resanguination (400CP):
Khorne’s warriors have no desire to stop the killing to nurse their wounds from battle,
but for many it is a simple fact that they will have to live with. Some of the truly blessed
of Khorne, however, have earned a highly coveted reward from him. Instead of requiring
first-aid or a sorcerer to use filthy magics to fix your wounds the unnatural way, Khorne
allows your victim’s last breath to serve the purpose of doing the healing for you. For
every kill your wounds will lessen slightly, the flesh mending of its own accord. This will
continue until all of your wounds are completely gone, so as long as you do not receive
an immediately fatal wound or run out of victims you can remain in the fight indefinitely.
A Humble Emissary(100CP):
Tzeentch requires his minions to spread his influence as deeply as possible so that he
may enact his plans. Like a certain old man, you’ve got the ability to easily quell
suspicions and insert yourself into various groups and factions. Despite typical elf
haughtiness, you could get the ear of an important figure among their kind, allowing you
to manipulate them personally. Even the brutish races like the Orcs and Skaven will
allow you a chance to speak with them civilly.
...Or, should you require something for off the battlefield, you may use the exact same
method to affect a person’s mind. On a small expenditure, you can implant ideas into
other people, making them assume the idea came from them. On a large one, you can
almost warp the mind, causing them to follow an order to the end or even fill them with a
false sense of hope. Keep in mind that all of this can only be done after physical contact
is made, no matter how small.
Arch-Sorcerer (400CP)
The servants of Tzeentch are more connected to the Winds of Magic than any other
beings of the Gods. Whether others desire to admit it or not, the truth is the same: All
magic comes from the realms of Chaos, and Tzeentch is the controller of magic. All
other theories are simply fools attempting to deny being truly damned. For your
dedication to Tzeentch, he will make you mighty indeed, for as magic is his, his magic is
yours. You ability to use the Winds of Magic to your own ends is impressive, and you
will come to find that your magical abilities from other jumps have been boosted greatly.
Where one meddler of magic would cause a rapidly growing fire, you would cause a
impressive maelstrom of fire that torches all it touches.
Destiny of Tzeentch (600CP):
One of the most infamous abilities that the powerful servants of Tzeentch possess is a
look into the very future itself, given to them by their dark patron so that they can
masterfully manipulate they very outcome of battles, and in some cases entire wars
have been orchestrated by Tzeentch’s chosen. By choosing to dedicate yourself fully to
Tzeentch, the Changer of Ways has given you this very same ability. By utilizing
magical relics or large amounts of magical energies, you can look into the future of the
mortal realm and even some places..beyond. The more used for this view, the further
you can look and the more information you can glean from it. What kind of fool thinks
that they can defeat an enemy that sees and knows all?
You may reset all these changes and return back to your original form when it please
you.
Perks of Nurgle
Sadist-Masochist (200CP):
The servants of Slaanesh often revel in pain, one of the strongest sensations your body
is capable of without requiring substances or strong blessings of Slaanesh. Who the
pain is delivered to is usually irrelevant, they love to give and take in equal measure.
Whenever you’re dealt a particularly painful wound or cause great pain on another, your
body is enhanced somewhat, making you slightly faster and stronger. It will also be
much harder to break your mind when you are feeling pain. The more pain, the better.
Aesthetic of Slaanesh (200CP):
You feel the invisible caresses of a thousand different hands, some caressing you like a
lover, some clawing at you with truly sharp nails, driving your body wild in so many
different ways. You feel both elevated and stooped low, dominating but also dominated.
This continues for some time, but when it stops you are shocked when you next look
into a mirror. Your face has been changed to what you would deem most beautiful for
yourself, your features perhaps more rough and sharp, oozing masculinity. Or perhaps
you desire something much more feminine, your skin becoming milky smooth and your
gender, if male before, becoming truly questionable. The rest of your body changes as
well, to match your face. This does not change your body's capabilities, your strength
and athleticism being the exact same as before. It is simply an aesthetic change to
match the ideal you.
Should the user survive through the whole process, they will fully acquire the skill that
was inside the drug and they will retain it permanently. Keep in mind that the skill must
be something that the user is actually capable of using. Attempting to make someone
who is completely incapable of a certain magic better at that magic is pointless.
Perks of Chaos Undivided
As stated before, Jumper, the Ruinous Powers have managed to set aside their
differences for the first time since...well, Archaon, and have all agreed to sponsor you.
The road of Chaos Undivided comes with many rewards, but it also comes with several
great risks. But we shall get to those later.
For now, let’s simply go over what you will receive for your choice.
● The Chaos Gods will no longer consider punishing you for taking the blessings of
different gods, both in-jump and in regards to the perks you buy here.
● You gain 600 extra CP to spend on perks, and perks alone. You may receive a
discount on one 200CP perk and one 400CP perk for each God.
I did say before that not all the Chaos Gods will not suddenly grant truly great favor to a
warrior that did not commit to any one God. Chaos Undivided is the path of great
rewards, but it is also one of great risks. Here is the catch.
This simply means that you are almost entirely denied the greatest of boons from the
Gods in regards to perks, but your decision has caught the eye of the Gods, and there’s
no telling how powerful you can become over the next ten years if you impress them
enough.
Great power still awaits you out there. But you will need to seek it yourself.
You may still buy items however you please, there are no restrictions.
Mutations
A mutation is the first step on the road to certain doom. Due to a foolish mistake or even
purely at random, a mortal’s body changes and marks them as a vile Mutant forever.
Although some mutations can be concealed, others mark the mutant so thoroughly that
their only choice is to die or flee to the only places in the world that could possibly
accept them. This exact scenario is how many Warriors of Chaos come to be, for no
one in the Old World will truly accept those touched by the taint. While most mutations
are useless or outright unhealthy for the mutant some are completely beneficial for the
mutant, for some mutations are not gained at random or the ire of the Chaos Gods, but
as invitations from the Gods towards a new path.
Chaos Warriors get two chosen Mutations for free, and Marauders get one. More
mutations may be bought by all for 50CP.
Tail:
You grow a prehensile tail that comes from the base of your spine. The tail’s look is
largely up you. It can be reptilian, demonic, or even outright bone. You become more
agile, since the tail acts as a counter weight and helps you keep your balance.
Thick Fur:
Fur rapidly grows across your entire body, giving you a very animalistic appearance.
The fur lessens the impact of blows and as a result you are now more durable.
Strange Voice:
Your voice rapidly changes into a totally different sound. You may choose to sound
however you like, perhaps gaining a loud, booming voice that demands attention from
all, or even something that sounds eerily close to something you know…
Spit Acid:
In your mouth you will suddenly grow special glands that slowly produce a very potent
acid. At will, you may release this acid in the form of spitting it wherever you want. The
acid is strong enough to easily melt flesh and even does quite a bit of damage against
good metals.
Powerful Legs:
New muscle will suddenly grow in your legs, and as a result you can now run at very
high speeds and make great leaps into the air. Your legs will still look the same as they
did before.
Multiple Arms:
Two new arms sprout underneath where your other two arms should be, giving you a
total of four. These arms are the exact same as the other arms that you already
possess, so they are just as strong and just as useful.
Horns:
Great horns sprout from your skull and are now a prominent part of your head. Your
neck is also strengthened so that you can reliably use them as a weapon when you
headbutt your foes. The design of them is left to you, but most horns carry marks of the
Dark Gods subtly engraved into them. The horns can disappear temporarily should you
need to don a helmet.
Fangs:
Your teeth sharpen and become surprisingly useful weapons when lacking anything
else. Whether your teeth become reminiscent of a vampire or all evenly sharp, they are
always just as effective. Try not to bite your tongue too much.
Claws:
The ends of your fingers rapidly change, sharpening to the point of becoming
dangerous weapons should the need arise.
Regeneration:
Initially it will seem as if nothing has changed about you, but the first time you take a
wound the mutation will become apparent. Your body slowly but surely stitches itself
together, wounds closing of their own volition faster than should be possible. While
great wounds are still a concern, medical attention for smaller cuts and gashes is
essentially pointless for you. Sadly, hacked off limbs seem to stay gone.
Wings:
You will suddenly sprout a pair of decently sized wing from your back, which are
capable of flight but the process of flying will tire you quickly, making long distance flying
quite an ordeal. If you pay 50CP, these wings are actually quite large in size and much
less tiring to use, allowing you to easily fly at your discretion. The design of the wings is
up to you. Chaos Warriors can use both their free mutations in order to get the Large
wings.
Unnatural Appetite:
You feel a strange shift in your belly, and find that you can eat and digest just about
anything that would be otherwise stupid to consume. Rotting meat and human flesh will
no longer lead to health issues. Low on food and willing to eat your own boots? Can’t
hurt to try!
Flatulence:
One night while you slept, a tiny dying daemon snuck into your residence and attempted
to take refuge inside your body. It ultimately perished and was left unnoticed, but as you
go through your day you find out that your flatulence is so potent that it can literally
knock those who smell it too long unconscious.
Zoological Mutation:
A part of your body that you choose changes into something closer to a certain
animal’s. You may now have the head of a Lion, for example. You might also grow the
tail of a particular animal if you wish. The change is for the most part cosmetic, but
some minor bonus appropriate for the animal is reasonable, such as a dog head having
an enhanced sense of smell.
Blackened:
Your skin begins to tingle and rapidly darken in color, rapidly doing so until it becomes
completely black. This has a surprising amount of uses, such as remaining camouflaged
at night or against dark surfaces.
Chaos Organ:
A benign growth comes into existence in your torso. The mass of flesh actually contains
miniature organs that serve as short-term backups should your organs cease working,
whether through some kind of complication or from a deep wound in battle. The Organ
will keep you alive when you would normally die for about a week, but if you cannot get
that organ restored or your body otherwise repaired through intensive surgery or magic,
you will finally die.
Headless:
With a good tug from yourself, you can remove your head from your body without fear of
death. The head acts completely normal, and you can see see and talk, but you will
need to carry your head or something in this state, for you have no neck to control your
head. Having your head chopped off will no longer kill you so long as it was cut off at
the neck. You may easily reattach the head.
Detachable Limbs:
Very similar to Headless, you can now tear off your and legs without any consequences.
You can manipulate your limbs while torn off, and easily reattach them when you need
them back onto your body. Tearing off your arm and throwing it at your enemies is likely
ineffective, but will probably scare the hell out of anyone that sees it.
Alcoholism:
Curiously, your body reacts very positively to the effects of alcohol. Your strength and
dexterity increases and your sense of pain dulls much more greantly than is normal.
Your motor skills only suffer a small amount as well. This makes fighting while drunk,
while normally a dubious advantage at best, a viable tactic.
Eyestalks:
Your eyes are now able to pop out of their sockets and be manipulated with the stalks
that lie behind them. You can use this to get a closer look at objects and look around
corners, as well as other advantages if you are creative with this.
Blood Substitution:
You blood has been permanently changed into something that is more amusing to the
Dark Gods. Perhaps your bloodstream carries a strong poison that debilitates all that it
touches, or tainted body fluids that disgust or even entice your foes. Even bugs are
quite possible. When wounded, the new blood will spray liberally instead of drip and
leak like normal blood.
Levitation:
You are surprised to find that your feet hover just an inch above the ground, although
you can walk totally normally as if your feet were on the ground. You will still need to
step over obstacles and can still trip, but even then you refuse to touch what lies below.
Perhaps walking on the ground is...beneath you?
Multiple Heads:
An extra head sprouts right next to your normal head. It has it’s own neck, thought
process and independence, but you maintain control of your body. The head can eat
and talk totally separately, and the other being is just as intelligent as you are. Try to get
along, you’re stuck with them now.
General Items
No discounts unless otherwise stated.
Many consider warriors wearing this armor to be almost invincible, and for good reason.
Arrows clatter off harmlessly and mundane weapons often fail to damage the armor in
any notable way. Some even say that they have seen weapons shatter outright when
they strike a set of Chaos Plate. What’s more,this armor feels like a second skin to the
user (although some Warriors of Chaos are unfortunate enough for this to become
literal), often feeling almost weightless and laughably easy to move in compared to
normal sets of armor. The armor will also change to fit the wearer, so it will still be
perfectly usable despite any sudden mutations. A final great boon of Chaos Plate is that
most sets will slowly repair any damage done to them over time, a massive advantage
for the Chaos Warriors, whose dark crusades are long and filled with bloodshed. You
may import a set of armor to gain the same protections and bonuses as a set of Chaos
plate if you like. You can also choose to change the armor to look more Chaotic or keep
its looks intact.
Teeth of the Chaos Gods (Two Free, Chaos Warrior Only):
You receive two high-quality melee weapons of your choice. Many Chaos Warriors opt
to carry two weapons into battle, eager to use both their hands for killing. These
weapons are still mundane, but highly reliable and you can depend on them always.
When this item is bought, you may choose TWO Traits from the Weapon Trait table to
grant to the weapon. If you possess a weapon that you would like to import as your
Chaos Weapon, you are allowed to do so free of charge.
Items of the Gods
The Chaos Gods has a plethora of artifacts scatters around the world, their dark taint
affecting them in unpredictable ways. They have agreed to allow you an opportunity to
acquire a few of them.
Servants of a particular God get a discount on their God’s items. They also receive their
100CP item for free. Those of Chaos Undivided get a discount on 100CP, 200CP and
400CP items.
Items of Khorne
Items of Tzeentch
Items of Nurgle
Mindrot (200CP):
This badge of honor previously belonged to a brave Bretonnian Lord before he was
graced with Nurgle’s touch, causing him to despair and join in servitude to the Plague
Lord. This badge’s meaning has been...technically preserved, for when it is affixed to
armor it protects the user from despair, instead transferring that mental affliction onto
others around them. In your case, the badge causes deep despair and horror when
seen by the enemy, and if your mind should be sent reeling from some manner of
horror, its effects will be passed onto your foe.
Items of Slaanesh
“For seventeen, long centuries have I remained in this blade, confined within these
metal walls. During all of my time of imprisonment you are the first I have seen who is
worthy to bear me into battle. Come, take my hilt, and I will serve you in the manner of
my kind, drawing blood of your enemies, protecting you in the midst of the fight, bringing
you safely home again. Now, draw me from the scabbard and test the fineness of my
balance. See how easily I swing, how my keen edge cleaves the air. A good choice, am
I not? Willingly you picked me up. Your first mistake. Willingly you drew me. Your
second mistake. I do not allow my servants to make three mistakes, foolish mortal...”
The Daemon Weapons of Chaos are perhaps the most terrible weapons in all of the
world, mighty not because of the sharpness of their blades or the weight behind their
strikes, but for the horrible evils that lie within it. Forged at the very heart of the Chaos
Wastes by truly mad servants of the Ruinous Powers, these weapons contain within
them a being feared by many - a Daemon. These weapons are no longer truly weapons,
but unholy vessels, and servants of Chaos in their own right for they are always sentient
in some fashion. Daemon Weapons are created with a specific warrior in mind and each
one is perfectly suited to their wielder.
Upon the purchase of this weapon, the very Chaos Voids themselves project the howls
of the daemon being forced inside your blade and upon its completion a whole cult of
eyeless cultists will claim the weapon and seek you out to bestow it upon you. Their
eyes are gone because they are unworthy of so much looking upon your new weapon.
Once you receive the weapon they shall disappear, never to be seen again.
● They are a beacon of unnatural energies, and most magic users not aligned with
Chaos may become utterly horrified with the truly unnatural thing that they can
not just see, but really feel. Mages in other universes may not react so
dramatically, for they have no true connection to the weapon, but they will still
have a good idea of what they are looking at and aren’t likely to overlook it.
● Daemon Weapons care not for whether their victims are even of the material
realm. These weapons can do harm to virtually anything they strike, including
spirits such as ghosts. The magical protections of this world are unlikely to be
sufficient to stop this weapon.
● You may make use of the abilities and weapons skill of the Daemon trapped
inside the weapon when you are using it.
If you are dedicated to a single God, you are required to take the Daemon dedicated to
your God for the weapon. Those who are on the Path of Chaos Undivided may freely
choose the Daemon inside. You may import any weapon you possess (Barring
Chaos Weapons) to be the host for the Daemon, including ranged weapons if it
please you. These Daemons are normally troublesome at the best of times, but as a
special consideration, you will find that your God(s) have totally broken the will of the
Daemon you receive, so while they may show their usual problematic traits to others if
you do not step in to reign the demon in, you are safe from their treachery.
The Daemon itself is a rowdy sort, and will happily urge on any slaughter you commit
with great fervor. Great prowess in battle will earn it’s surprisingly deep respect.
Tzeentch: Lord of Change.
The Lord of Change is Tzeentch’s greatest Daemon servant, known for being wholly
unpredictable and truly manipulative. Many short-sighted fools have attempted to outwit
these beings, only to be crushed utterly by the incomprehensible amount of trickery
these beings are capable of. These Daemons are true masters of magic, and having
this Daemon within your weapon will result in an absolutely monstrous amount of
magical power available to you from this world, secret spells and long forgotten
techniques and rituals revealing themselves to you by the Daemon’s will. The Daemon
will also give you counsel when desired, and it’s intelligence will quickly prove to be
valuable to you.
The Daemon is often sarcastic in its dealings with you, but press it enough and it will
eventually tell you the truth about what you wish to know.
This Daemon has a surprisingly fatherly view of you, and will often tell you tell you jokes
even while on the battlefield.
In times of peace, the Daemon will likely seek...entertainment from you, but the Daemon
knows better than to force you to try anything you are not interested in.
Chaos Undivided ONLY: Drach’nyen.
How incredibly unusual. A Daemon that has ties to all four of the Chaos Gods is virtually
unheard of, but it seems that the Ruinous Powers are willing to give you a Daemon that
has remained entirely silent...until now. This Daemon was born from the very first
murder that occurred long before Sigmar had even been conceived. The Daemon has a
truly immense amount of knowledge and lore it can grant you and no shortage of power,
but it has been in a sort of sleep for thousands of years and as a result is not
necessarily a great expert in any one area. The Daemon grants you some of the
benefits of all of the Daemons above, but their effects will be not be of full strength.
You’ve gained the immense power of a Greater Daemon, make no mistake, but the
term jack of all trades is only appropriate.
The Daemon is for the most part silent, but the process of forging it into a weapon has
served to simply awaken it rather than break it. It is very curious about your otherworldly
nature and desires to understand its wielder. You will find it surprisingly civil, so perhaps
it did not necessarily even need breaking.
Weapon Traits
Daemon Weapons are forged out of all kinds of different materials, and different smiths
can use different techniques in their almost infinite madness, so Daemon Weapons are
completely unique and take up a myriad of different Traits. Many Daemon Weapons are
capable of much more than what was listed above, but should you buy a Trait here you
can rest assured that the Trait is always within the weapon’s capabilities, regardless of
the circumstances.
Select five Traits for your Weapon. You may buy more for 100CP each (Daemon
Weapon only).
Breathe: When holding the weapon, you will be able to safely breathe in any
environment, including underwater or in a vacuum, should you end up on the receiving
end of some strange spell.
Blood Drinker: The weapon turns out to be completely hollow on the inside, with small
holes along the blade, but it remains an completely effective weapon. The reason for it’s
hollowness is revealed when it bites into its first victim. The weapon rapidly drains the
blood of the victim, potentially completely exsanguinating them with enough strikes.
Commanding: The runes etched along the blade inspire loyalty and fellowship in
others, indirectly making you more charismatic to absolutely all sorts of creatures,
including even daemons to some extent.
Animated: The weapon has gained the ability to control itself independently from
yourself. At will, you may allow the weapon to take control of itself and fight on it’s own
by levitating, allowing you to essentially fight side by side.
Cool: Looking at the weapon, for some strange reason, seems to fill you with
confidence. Your willpower becomes stronger when wielding the weapon, and you are
far more self-assured.
Singing: As the weapon is swung, it whistles with an oddly enticing tune that greatly
tempts enemies to drop their guard and come closer for a better listen. Those with high
amount of willpower can resist this effect somewhat.
Mutating: Your weapon is intrinsically tied to the energies of Chaos, and as a result
foes that you strike with this weapon may gain a minor mutation, such as growing a
horn or having extra extra eyes sprout on their arm. Consecutive strikes will result in
more mutations. Daemon Weapons are likely already corrupting, but now your foes will
rapidly mutate simply by being within proximity.
Mind Eater:
Strikes from this weapon will sap away at your victim’s intelligence, which grants a very
obvious advantage over your foe in their confused daze. Consecutive attacks can result
in greater losses, and your victims can eventually be rendered braindead and die.
Resilience:
Weapons with this Trait become extremely durable, with Chaos Weapons becoming
able to take horrid amounts of punishments, and Daemon weapons go from physically
unbreakable to completely unbreakable, regardless of what magics or other means are
used..
Screaming:
When drawn from it’s sheathe, the weapon makes an unearthly cry that terrifies all
enemies that hear it, and even great heroes are unnerved by the voice that cannot be.
Hurling:
The weapon becomes extremely easy to throw great distances, making it a good
ranged weapon in a pinch. When the weapon hits it’s target, it briefly shimmers and
returns to the owner’s hand. You may return your weapon to your hand regardless if it
was thrown or not.
Enchanted:
The blade is covered in glowing blue runes and feels much easier to handle, making the
weapon more quick. If it could not before, the weapon is now capable of dealing
damage to beings that are not susceptible to mundane weapons like spirits. If it already
could, it becomes far more powerful against these creatures.
Enfeeble:
Victims that are struck with this weapon lose muscle mass and generally become more
physically frail. Consecutive hits will result in more losses, and the victim’s body can
eventually completely shut down and die after too many hits.
Maddening:
Those struck with this weapon will feel their sanity begin to crack and crumble, their
grasp on reality rapidly slipping as they take damage from the weapon. At most, victims
can be reduced to a gibbering, cowardly mess that will never truly recover from the
weapon’s effects.
Relic:
Well, this is certainly odd. Most weapons of Chaos are made from materials found from
the forces of Chaos or other evil and maddening creatures, but perhaps in a fit of
madness or a strange oversight, some of the materials used for the weapon were from
a wholly good creature. Rather than corrupt, it cleanses the taint of Chaos and other evil
forces from it’s targets and as a result is effective against daemons and corrupted
beings. The wielder will also slowly feel the the blade remove the taint from their body
over the course of weeks, and if allowed to finish it’s ministrations the wielder will have
the taint totally removed and all traces of their fall are gone. What do you intend to do
with this? The gradual removal of Chaos taint is optional for the userif you have no use
for it.
Morbid:
Rather than directly destroy or corrupt, this weapon seems to affect its victims by
causing them to fall into a deep depression with every strike. With each blow, your
enemies lose all hope for the future and with enough strikes they may simply decide to
finish the job for you by killing themselves.
Swiftness:
The weapon was crafted with some of the lightest materials possible, and after the
weapon’s corruption the result was a weapon so unnaturally quick it leaves afterimages
of it’s previous locations when swung. Such a weapon is extremely difficult to defend
against.
Firestorm:
The weapon has been enchanted with the soul of a sorcerer who failed too greatly to be
allowed to live. The weapon’s blade will erupt into flames when drawn, and it burns so
hot that when it hits its target it often causes them to erupt into flames as well,
potentially causing a slow and excruciating demise.
Lashing:
The weapon initially appears oddly fragmented, but when you press a switch on the
weapon it extends into a bladed whip. Such a weapon requires quite a bit of skill to use,
but the unexpected shift and the extra length of the weapon will likely prove to be a
large advantage.
Summoning:
This weapon has the eye of the Gods, and it’s every movement is watched by some of
the beings beyond the veil. Whenever you kill a foe, there is a small chance that a
Lesser Daemon fitting of your god will arrive to assist you in battle. Those of Chaos
Undivided will receive a random Lesser Daemon from any of the Gods. These Daemons
are not truly loyal to you however, so should there be no more enemies to fight or if they
are bested in combat and slain they will disappear. It is possible to have more than one
Daemon at a time but the chances are very low unless your death dealing is simply that
quick.
Cursed:
Great magics were used on the weapon during it’s forging, and as a result each strike
carries with it a curse that causes wounds to refuse to heal. The wounds will remain
open regardless of how much time has passed or what medical practices are used. This
curse can be broken or overpowered, but the curse is unique and it would take some
time researching the curse before a magical cure could be made, and the magics
required to simply overpower the curse would have to be immensely powerful.
Sharpened:
Many of the unnatural weapons of Chaos can easily slice through mortal armor, but this
weapon has been magically enchanted to allow it to punch through even magically
enchanted armor with ease. If the weapon is a Deamon Weapon, this gets to the point
where physical armor has become essentially useless for your foes, the difference
between metal and flesh is non-existent.
Steeds of Chaos
Some of the elite Warriors of Chaos ride into battle on monstrous steeds, barely
controlled creatures with an ache to spill blood that rivals their master’s. For many of the
tribes of the north, horses are a necessity, since they are strong enough to carry each
man’s belongings and that is a necessity.
Should you have a mount already, you may upon the purchase of a mount here import
that mount into the role of the purchased mount - a mere horse becoming a mighty
Chimera or Chaos Dragon.
Manticore (400CP)
These giant beasts somewhat resemble lions, fur coating their entire bodies save for the
leathery wings that sit on their back. These creatures are considered to be the apex
predator in the north, easily killing and devouring anything in sight. Naturally, this means
that if tamed they are a force to reckoned with in battle but taming such a wild creature
is difficult to say the least. It’s often said that it is better to fight several Manticores rather
than a single Manticore and the one dangerous enough to ride it…
This Mount receives the Large Wings Mutation for free, as well as SIX free mutations of
your choice.
Arrogance (+100CP):
Many Champions of Chaos are sure of their great destinies, unafraid of what the future
brings. To some extent this can be a blessing, but your confidence has become far
more than that. When others tell you that your plan is bound to fail, you’ll shrug them off
and go through with it anyways. You’re not quite stupid, but you will probably make very
stupid mistakes.
Addiction (+100CP):
You are completely addicted to some sort of substance or action, and in your off time
will do little else but indulge yourself. Your addiction could be anything from killing
people to simple alcoholism, but your incessant need to partake in that thing will begin
to grate on others.
Rash (+100CP):
An unsightly rash forms on some part of your body. It will never stop feeling itchy, and
you feel the need to compulsively scratch and scratch until it subsides for a brief
moment or bleeds. No medicine seems to impact it significantly and it is quite simply
infuriating.
Five years into your adventure, you will receive a vision in your sleep of a major part of
your destiny in the deepest parts of the Chaos Wastes, at a location unknown to you but
somehow familiar. You feel inexplicably drawn to the place, and will make preparations
to search for the mysterious location. Travelling through the treacherous corrupted
wasteland is a gruelling experience, but something tells you that a great destiny lies in
the place that you seek. It may take you a few days, weeks, or even months, but
eventually you will arrive at a large staircase surrounded by giant Chaos Warrior statues
that tower over you and any of the company you may have brought. A feeling of corrupt
power seeps into your mind as you approach, and you know in your heart that this is
what you were looking for. Making your first step on the staircase results in a crackle of
energy at the top that grows in size as you continue. Your compatriots move to follow,
but the giant statues take the stone weapons in their hands and slam them into the
stairs behind you, blocking their entry. A flash of light and a sound like thunder turns
those crackles of energy into a large portal, and you can hear a voice in your mind.
Your Patron(s) have been adequately entertained, and as a reward they will grant you
the opportunity to face a challenge that will test the limits of your abilities. Your outside
powers will be stripped from you temporarily, and your Companions and other allies
shall remain behind. Beyond the gate you will find a realm that has been constructed
entirely for your test. You may choose to refuse and continue in this world as you are,
and the portal will simply close and the weapons from the massive Chaos Warriors will
be lifted up so that you may exit. Accept and step into the portal, and you will be face to
face with your trial. Immediately.
Khorne: You will enter a hellish colosseum, surrounded by 20 Bloodletters. You will
duel these Bloodletters one on one until you perish or kill them all. The Bloodletters will
wait until your foe has fallen, then another will immediately take their place. You will get
no time to rest or get your bearings. Prove yourself the better of even Khorne’s favored
beings and Khorne will smile in pride at his new chosen warrior.
Tzeentch: You must escape from a convoluted maze designed specifically for you by a
Changer of Ways. The maze is full of magical traps and Horrors wandering it’s halls,
given the task of killing you and making you fail in your trial. You will be beset by
illusions and lies, and it will seem like your chances of getting out of this hellish maze
are nil, but keep up your hopes yet, for a genius disciple of Tzeentch may still be able to
escape from these false halls...
Nurgle: You must survive a treacherous journey through a mutated swamp, the
personal growing grounds for a Great Unclean one. The journey will not last more than
a day, but for most it will take perhaps an hour or so to succumb totally to the horrible
pain and despair from the rapidly mounting poxes and diseases that are treacherous to
even a Champion of Nurgle. Surviving here pleases Nurgle, as it reflects your drive to
continue despite the cruelty of the world around you.
Slaanesh: You must quickly travel through a world made to appear to be your ideal
world - your own paradise. But you must not stop, for this world is an illusion, and you
will be offered the pleasures of the flesh by the most beautiful yet androgynous humans
you have ever seen in your life. Do not look for too long, for they are Daemonettes
disguised as different forms of your ideal lover. To take them up on their offer is to likely
invite a slow and painful death, for their pleasures are not the same as yours. But if
you’re confident enough, you may be able to overpower them and simply satisfy them
instead...
Chaos Undivided: A trial as a leader of men, you will be given an army of 1,000
phantasmal troops composed of Chaos Warriors, elite units of Chaos Chosen, two
Chariots, and three units of Chaos Knights, all temporarily granted to you for this trial.
The Gods have given you your battlefield and an enemy, composed of a similar roster
and led by another Champion of Chaos Undivided who wishes to build the largest
Warband ever seen by the world. His tactical acumen is stellar and he has a wide array
of other skills to utilize. Defeat not just him, but his whole army with your own.
Should you fail, you will be flung out of the portal, your life preserved but your pride not
quite as much, for you have been found wanting are unsuited for a better position. Your
powers will return and you may leave with your tail between your legs. Get thee hence.
But should you succeed, you will be granted the reward that you came for. No longer a
mere Warrior or Champion, a greater being you shall become. Mortals shall see you as
a demigod, a transcended being that shall lead the forces of Chaos towards greatness.
A Chaos Lord.
Chaos Lords are the highest beings to the men of the North. Clearly blessed by the
Gods and possessing battle prowess that no mortal could ever match, Chaos Lords
easily recruit warriors hoping that this chosen warrior will show them a path of death
and destruction, of pillage and conquest. When a Chaos Lord gathers his armies and
marches to war, the whole world shakes with fear. Chaos Warriors are like children
compared to the might of the Lords of Chaos, and for this reason they follow these
Lords into battle, hoping that one day they too will be exalted as the Chaos Lord clearly
has. An unmatched warrior and a merciless conqueror of the world, all it takes for you to
own the world now is an army and an iron will…
You exit the portal, any companions you brought with you are likely stupified by the
sudden promotion. Other Chaos aligned followers may swear their loyalty right off the
bat.
But there is more for you than that. From distant lands, a small army appears all around
you through the will of the Gods. These are the ideal warriors for your new Warband.
Use the Chaos Warband Supplement to create your new host of warriors.
Daemon Prince
Does not require the Chaos Lord Scenario, but can be taken after it.
There are but three fates for a mortal servant of Chaos: To die in glorious battle, to
displease his masters and be mutated into a Chaos Spawn...or to actually succeed in
their quest by pleasing his dark masters greatly and achieving the greatest gift the Gods
can grant: Ascension as a Daemon Prince. To become a Daemon Prince is the ultimate
achievement, the highest boon one can be granted. To become a Daemon Prince is to
be granted godlike power and the veneration of all the Servants of your Patron(s).
This is a gift that your Patron(s) are willing to grant you, but while you are their Guest,
this does not mean that you will get it for free. The Ruinous Powers choose only the
most successful mortals to receive this mighty blessing, and you will need to do
something that may change this world forever: Defeat one of the leaders opposing the
Ruinous Powers in this world. This means men such as Karl Franz, Louen Leoncour,
and Mannfred Von Carstein. Such a task will not be easy, as all of your targets utilize
powerful weapons and have massive armies that readily answers their summons.
This is a task that you will accomplish with all your strength. You may still use powers
from other worlds and your boons from this one, and your time shall be extended until
you fail with your death or complete the task by slaying them. Keep in mind that while
indirect methods may be used, assassins will almost certainly fail against such
protected and powerful individuals, and engaging them on the battlefield is perhaps the
most reliable choice. Doing such a thing may even make the skies themselves turn an
unnatural color and make you feel a massive presence watching you, as if the Gods
themselves were watching you closely to see if you are worthy...
Since you have chosen to undertake this task of your own volition, there is no turning
back. Should you fail and perish, you will return home with only what you have gathered
so far, robbed of your chance at immortality.
But should you succeed, your Patron(s) in their great surprise and satisfaction shall
make you a god among men, a beacon of might that crushes all that opposes it
underfoot. A being of eternal and undying darkness you shall be made, one of your
Patron(s) greatest agents in the material realm.
As a now truly ascended being that has cast off their mortal shell, you are fully
entitled to the following benefits, regardless of your following choices or Patron:
● You are now completely unravaged by time, your form maintained eternally and
completely untouched by magics that might seek to destroy you before you were
born or turn time back, for you are no longer a being entirely of the physical
realm.
● You gain a perfect memory that allows you to remember your mortal life even
eons after you’ve ascended. You are still no Slave of the Gods, and retain your
individuality.
● Your power swells massively, and your are capable of fighting toe to toe with
even the Greater Daemons of the Gods and the most powerful beasts in the
land. Mundane weapons are borderline useless, it takes something magical to do
more than annoy you.
● All of your equipment previously owned scales to your size, as does new items
when picked up in case you should desire for a change of pace.
● You may grow up to three times your current size, reflecting the new daemonic
might that you wield. You may also simply remain human sized if you wish,
retaining the same strength but exchanging the imposing height for convenience.
And now for the main course. Daemon Princes vary wildly in appearance, strength and
skill, so you shall now specify your new form. Simply keep your Patron in mind when
deciding how your Daemon Prince form appears. Khornate Daemon Princes are usually
full of muscle and taller than other Princes, Slaanesh Daemon Princes are unnaturally
beautiful and so on. As Daemon Princes of Chaos Undivided are relatively rare, jumpers
who have taken that particular route may have greater freedom in customization.
You may simply evolve your body into a Daemon Prince, or maintain your current form
and make your Daemon Prince from an altform that requires only that you wait a brief
moment for the transformation into it and back again.
Enjoy your new power, Jumper. I hope it was worth it.
Ending:
● Go Home: Spread the might of Chaos to your own home, or finally get some
well-deserved rest.
● Stay Here: ...Really?
● Move On: The rest of the multiverse itself shall know your might.
Version: 1.1
Made By: Karl Franz