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Chaos God Powers
Posted: Fri Aug 20, 2010 2:30 pm
by Glamdryn
Sooooo, the NYBBL has started a Chaos League using the ARBBL Chaos rules.
We have 4 teams and I want to make each team follow one of the Chaos Gods.
My question is: If we were to give each Chaos God a specific rule to change the game a bit, what would those rules be?
Any thoughts are much appreciated.
Re: Chaos God Powers
Posted: Fri Aug 20, 2010 2:43 pm
by nazgob
nothing game changing, just something characterful.
possibly a player gains a mutation skill and a minor neg trait? this would represent a mark of chaos.
khorne = claw (blood lust - can bite any of your players)
slaanesh = very long legs (animosity - slaaneshi types are selfish)
nurgle = tentacles (decay)
tzeentch = hypnotic gaze (-AV - is a spellcaster)
Re: Chaos God Powers
Posted: Fri Aug 20, 2010 2:45 pm
by Darkson
Glamdryn wrote:Sooooo, the NYBBL has started a Chaos League using the ARBBL Chaos rules.
Please let me know how it goes.
Re: Chaos God Powers
Posted: Fri Aug 20, 2010 5:37 pm
by Glamdryn
nazgob wrote:nothing game changing, just something characterful.
possibly a player gains a mutation skill and a minor neg trait? this would represent a mark of chaos.
khorne = claw (blood lust - can bite any of your players)
slaanesh = very long legs (animosity - slaaneshi types are selfish)
nurgle = tentacles (decay)
tzeentch = hypnotic gaze (-AV - is a spellcaster)
I want something that occurs pre match setup. I like your ideas a lot. I think Ill take them a little further.
PreMatch:
Khorne - Roll 1d6 for each player. On a 1, that player gains Blood Lust for the match.
Slaanesh - Roll 1d6 for each player. On a 1, that player gains Animosity (against all other players) for the match.
Nurgle - Roll 1d6 for each player. On a 1, that player gains Decay for the match.
Tzeentch - Roll 1d6 for each player. On a 1, that player recieves a niggling injury for the match.
Whatdya think?
The ARBBL rules also only give Nurgle a different Big Guy - Beast of Nurgle. I thought it might be cool to give each Chaos God a special Big Guy. Any ideas?
Re: Chaos God Powers
Posted: Fri Aug 20, 2010 10:11 pm
by mattgslater
At the beginning of the match, randomly select one player on your team, and roll 1d3.
Khorne:
1: Wild Animal, Frenzy
2: Frenzy
3: Frenzy, Mighty Blow
Nurgle:
1: Decay, Foul Appearance
2: Foul Appearance, Disturbing Presence
3: Foul Appearance, Disturbing Presence, Regeneration
Slaanesh:
1: Bonehead
2: Claw or Extra Arms
3: Claw or Hypnotic Gaze
Tzeentch:
1: Big Hand
2: Disturbing Presence and Prehensile Tail
3: Leap and Very Long Legs
Re: Chaos God Powers
Posted: Fri Aug 20, 2010 10:20 pm
by Darkson
Why do the other 3 get a negative, whilst Tzeentch gets 3 positives?
Re: Chaos God Powers
Posted: Fri Aug 20, 2010 10:31 pm
by mattgslater
Because those positives aren't very good, if randomly assigned to a random player. For any given player, there's a credible chance he won't like what he ends up with.
I guess that's not true on elf teams. Maybe Leap should be Extra Arms instead. Alternately, No Hands is an option to go with DP/PT?
Re: Chaos God Powers
Posted: Mon Aug 23, 2010 4:17 pm
by Glamdryn
@ matt
Remember we are using The ARBBL goes chaos rules. The god affiliations already give players a better chance to gain good mutations that fit with each god. Our league will be using what I wrote above, to add in a taint feel to each lure of the gods. Also since the lesser daemon is pretty bad, it might make a coach consider not affiliating with a god.
-seth
Re: Chaos God Powers
Posted: Mon Aug 23, 2010 4:26 pm
by Glamdryn
@ Darkson
What do you think about this pre-match taint roll?
-seth
Re: Chaos God Powers
Posted: Mon Aug 23, 2010 4:33 pm
by Darkson
Completely unbalanced and unfair - should fit right in.
As for the Lesser Daemon not being so good, the two non-affliated teams did much better with their daemon than the 2 affilated teams did (Khorne and Tzeentch).