Chaos Gifts/Mutations/Etc
Hi,
It looks like my group of Heroes will be heading into the Chaos Wastes. Sure, why not. Knowing them, they'll just wander straight towards the North Pole. Anyway, thinking ahead I've got a few ideas for mechanics to mix into Quests/Encounters in the area. Most aren't well developed yet, but one, probably the larger one is underway. I really like this concept, I'm just a bit uncertain about the execution...but it may be workable just as is. Anyway...here is the current rules text and cards. Cards will get better flavor text as they are more developed, also, more proofreading.
Chaos Gifts
When in the presence of a source of great Chaos the Heroes run the risk of suffering mutations. At the start of each Hero or Monster's turn, that figures controller rolls 1 Red Die. On a 6 that figure suffers a mutation due to the effects of the nearby source of Chaos. Zargon or that Player's controller draws 1 Chaos Gift Card. That Monster or Hero gains the attribute listed on the card. A Hero or Monster may accumulate more than 1 Chaos Gift. The effects of Chaos Gifts do not end with the quest, but are persistent until removed. At the end of every Quest/Encounter an afflicted Hero may roll 1 Red Die. If a 5 or 6 is rolled, that Hero may choose 1 Chaos Gift to remove. Any Hero afflicted by a Chaos Gift may not enter towns or shops, buy weapons or potions (though he may give money to other Heroes to purchase on his behalf), hire or retain mercenaries, or participate in any encounter that takes place in a town or establishment inside a town. That player may control a generic mercenary or Hero for such Quests or Encounters.
I'm thinking I want to add a Mind Point effect in here somewhere, otherwise, most Heroes will just have their comrades buy items in town for them.
At present I have only one draft of where these cards are used, that being a Chaos Beast (I have the figures from Descent 1/2). They will have a status line of "Any Hero or Monster in the same room as a Chaos Beast must roll for a Chaos Gift each turn". But the card set and mechanic could be easily adapted to other situations they may encounter in the wastes, like a Chaos Pit in the Ogre Horde.
Here are the cards, they aren't complete and some art will change and the text will be made more flavorful before finishing, if anyone has ideas for more I'll add to them. There will be multiple copies of some of them, the more powerful ones being much more rare compared to the run of the mill ones. Theses are drafted into an HQ mode from a Warhammer Card game, I'm not all that original.
Thoughts on the mechanic? Good as is, bad, suggestions?
It looks like my group of Heroes will be heading into the Chaos Wastes. Sure, why not. Knowing them, they'll just wander straight towards the North Pole. Anyway, thinking ahead I've got a few ideas for mechanics to mix into Quests/Encounters in the area. Most aren't well developed yet, but one, probably the larger one is underway. I really like this concept, I'm just a bit uncertain about the execution...but it may be workable just as is. Anyway...here is the current rules text and cards. Cards will get better flavor text as they are more developed, also, more proofreading.
Chaos Gifts
When in the presence of a source of great Chaos the Heroes run the risk of suffering mutations. At the start of each Hero or Monster's turn, that figures controller rolls 1 Red Die. On a 6 that figure suffers a mutation due to the effects of the nearby source of Chaos. Zargon or that Player's controller draws 1 Chaos Gift Card. That Monster or Hero gains the attribute listed on the card. A Hero or Monster may accumulate more than 1 Chaos Gift. The effects of Chaos Gifts do not end with the quest, but are persistent until removed. At the end of every Quest/Encounter an afflicted Hero may roll 1 Red Die. If a 5 or 6 is rolled, that Hero may choose 1 Chaos Gift to remove. Any Hero afflicted by a Chaos Gift may not enter towns or shops, buy weapons or potions (though he may give money to other Heroes to purchase on his behalf), hire or retain mercenaries, or participate in any encounter that takes place in a town or establishment inside a town. That player may control a generic mercenary or Hero for such Quests or Encounters.
I'm thinking I want to add a Mind Point effect in here somewhere, otherwise, most Heroes will just have their comrades buy items in town for them.
At present I have only one draft of where these cards are used, that being a Chaos Beast (I have the figures from Descent 1/2). They will have a status line of "Any Hero or Monster in the same room as a Chaos Beast must roll for a Chaos Gift each turn". But the card set and mechanic could be easily adapted to other situations they may encounter in the wastes, like a Chaos Pit in the Ogre Horde.
Here are the cards, they aren't complete and some art will change and the text will be made more flavorful before finishing, if anyone has ideas for more I'll add to them. There will be multiple copies of some of them, the more powerful ones being much more rare compared to the run of the mill ones. Theses are drafted into an HQ mode from a Warhammer Card game, I'm not all that original.
Thoughts on the mechanic? Good as is, bad, suggestions?