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Atagro

The Beast God, Master of Rampaging Doom, Lord of Daemon Rage, Grand Patriarch of the Beast Masters
Description: Atagro is a huge vicious creature clad in glistening black armor and crowned with a fierce, horned helm atop his blackened, skeletal head. Atagros eyes burn with a fiery luminance, and he wears a huge shroud-like cloak. Tormented, vaguely human wretches struggle and writhe to peer out from under its folds. Atagros armor is decorated with all the symbols of chaos, as he was once their most powerful champion. His hands are filthy and rotted; capped with grim steel talons and dark metal studs. Atagros weapon, Kagorr, is a huge tooth edged sword with a second blade extending from the handle. The mighty god wields the blade with whirling grace and deadly precision. Kagorr is the most powerful weapon of chaos ever created and less powerful blades of similar appearance are often granted to Atagros followers. Worship: Atagro is worshipped by mortals as well as the majority of the chaos beasts of the wastes. Servants of Atagro are among those who cherish freedom and the wild spirit to do and go as they please. The savagery of the beast is his highest virtue and the lust for frenzied battle is his only vice. Atagros mortal servants disdain their humanoid likenesses and seek rewards for their services which will allow them to alter their shapes into that of beasts. The most powerful of the gods worshippers can morph into any number of strange and fantastic creatures; and even the lowliest of his children will have some sort of bestial power. Magic: Atagros champions may only use the magic that is afforded them from magical items or innate abilities. Magic spells are too distant and civilized for the gods liking, and so their use is forbidden. Friends & Enemies: Followers of Atagro are subject to hatred for any and all champions of Tristaris, the goddess of misery. Tristariss hopeless gospel and emotional bondage which she subjects her victims to goes completely against the wild, frantic, and physical nature of the Lord of Beasts. Atagro remains neutral to all the other gods of chaos. Strictures: Champions of Atagro must destroy followers of Tristaris wherever they may be found. His followers must also destroy wizards and all those that seek to psychologically influence those around them. His worshippers may not use magic and are forbidden to kill one another; though when two or more of them meet they may battle to see who has the right to take charge and command the rest. Followers of Atagro are also forbidden to stay in one place for more than three days and are encouraged to consume raw flesh of their enemies daily.

Beast Master Disciple of Atagro


M +5, WS +30%, BS +10%, S +3, T +3, W +9, I +40%, A +4, Dex +40, Ld +20 Int +20, Cl +40, Wp +40, Fel +10

Atagro
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The God Himself


Hajerior Kull was born to a poor family in some obscure village of the Empire. His parents treated him badly and he soon began to harbor a great hatred of the world and all that a normal child should grow to love. Kull, as he was called, grew to be a huge, intimidating man with an explosive temper and evil demeanor. After a time his physical and mental prowess and innate apathy even to the horrors of chaos attracted the attention of a powerful steward of the chaos god Shagraunt. This demonic being captured the evil man and began teaching him the secrets and ways of chaos. All that Kull wished was to be left alone; and soon his hatred for his master was growing in proportion to his power. Kull slew the demon one night; proving to be unaffected by its fearsome presence and powers. This in turn attracted the attention of Shagraunt himself; who began granting him powers almost at random as Kull wandered the world doing as he wished. After a time Kull came to recognize Shagraunt as his master; and upon this realization he began working to further the cause of chaos with such dedication and skill that many of the other chaos powers noticed the champions calling. After being given the demonic name of Atagro Kull began gathering his own troop of loyal followers. These champions of various other chaos gods called him their master and together the band spread destruction and terror. Atagros name and deeds came to be feared throughout the Empire. When he definitively proved his power and fearlessness by defeating the legendary sandworm that plagued the deserts of Araby, the dark forces of chaos behind him saw their chance and began draining power from many of their other worshippers so as to transform it into gifts that might be given to Atagro; should he continue to prove worthy. Though still a champion, Atagros powers soon outmatched those of all of his followers even though by now they were all daemons. They continued to serve him loyally and worship their chosen gods. Among them was Nadine, a demon princess of Blazzach; Adaire, an elven daemoness of Shagraunt; Jenna, an elven demon princess of Tzeentch; Diva, a lusty demon princess of Slaanesh; Jundros, a hulking prince of Javate; Ayton, a demon prince of Ziradd; and Hrinn, a powerful demon prince of Thain. All of Atagros followers were eventually slain by the daughter of the Prophecy of Light, Ehvine; though the would-be god himself was able to survive the cunning traps laid for him by Ehvine and her Starchild allies. Eventually Atagro had reached nearly ultimate power and stood ready to destroy the entire world; but was confronted by Ehvine in what became a truly epic battle atop Mt. Ghardoasa at the center of the northern chaos wastes. Eventually Ehvine was slain by the raging Atagro but she did manage to abate him long enough for a powerful spell to take effect. No less than 1000 priestesses of the lawful God of Light had stood watching the battle from the base of the hill. Together they weaved a spell so powerful that even Atagros enormous resistance to magic had not been enough to counter it. The spell caused searing white bolts of energy to seize the bellowing demon and hurtle him through the gate into the chaos wastes. The spell of the Prophecy thus saved the world from wrath of the man-god Atagro but it could not save their champion; the mighty daughter of Allumas, Ehvine. Nevertheless Ehvine was granted godhood by the gods of law for her monumental efforts against the chaos threat and for her hand in defeating the most powerful champion of the dark gods that had ever lived. Atagro was also far too powerful to be destroyed upon being banished to the wastes, however, and so established himself as the fifteenth chaos god...the Chaos God of Beasts. Atagros form can still take shape on the world as the binding forces of the warp gates fluctuate and sometimes weaken. When he does take shape he fights with all of the gifts and powers that were granted him during his life. M 20, WS 99%, BS 99%, S 30, T 30, W 1000, I 100%, A 20, Dex 99, Ld 99, Int 99 Cl 99, Wp 99, Fel 0 His powers represent the ultimate unity of chaos, and they draw on the strength of all of the dark gods from whom they originated. Atagros powers fall into several categories. Firstly there are the defensive powers: Bracer of Atagro: renders wearer immune to chaos weapons. Can completely heal its wearer of all afflictions and injuries up to six times per day. Can cause wearer to manifest 10 attributes of his choice; this choice may be changed daily. Allows wearer to triple in size once per day for up to one hour. This entails a bonus of S x2, T x2, M x3, W x2. Ignore normal maximums when using this ability. The bracelet was given Atagro after he defeated the great sandworm of the Arabian desert. Armor of Atagro: this intimidating suit of black mail grants the wearer 13 AP on all locations
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which even count against magical attacks (i.e. lightning bolt). Also grants immunity to acid, poison, fire, ice, lightning, gases, and all missile attacks. AP are doubled against good or lawfully aligned creatures. The armor was granted Atagro after he defeated Gog and Magog, Thains twin guardians. Skin of Atagro: reflects one attack per round back on the attacker. Can only be pierced by a magical weapon of at least five enchantments. Renders wearer immune to all attacks which drain anything other than wounds (like Int, Wp, etc.) and immune to attacks which cause instant death (like major death rune). This gift was given to Atagro after he defeated Krohxus, guardian of the Keys of Chaos. Helm of Atagro: reflects all magic. allows the wearer to see invisible creatures and through any type of disguise, obstacle, or illusion. At the tomb of Zahkash, the first chaos champion, Atagro had to destroy the warriors spirit before he could claim the helm. Mask of Atagro: granted to Atagro by Xouahva, after having to penetrate a maze of illusions; the black mask allows its wearer to transform into any creature it has ever seen with the time it takes to make a single attack. The new shape assumed grants the wearer all of its innate powers. Mark of Atagro: no creature of chaos can harm the owner of the mark. It also allows the owner to command all of the creatures of chaos within 1000 miles by telepathy. The mark was the final gift to Atagro and was given to him only after an elaborate test, orchestrated by Shagraunt, to determine whether or not Atagro could bear the strain of containing such power. Atagros true strength and powers rested not in his defensive abilities, but in his destructive prowess and ability to annihilate his foes. The following powers are more offensive in nature; and the man-god enjoys the use of every one of them. Roar of Atagro: the roar may be used once per round, as an attack. All who hear it (roughly 10 mile radius) immediately lose 3d10 wounds regardless of toughness and armor! The roar was given to Atagro only after he fearlessly confronted the dark god of destruction himself! Hands of Atagro: the grey skinned, onyx clawed hands of Atagro glisten with oily chaos energy. They make him perfectly ambidextrous and allow him to grapple a foe with only one hand. Foes suffer a -30 on their Dex test to avoid this; those caught suffer normal damage multiplied by d8. His fists will destroy any armor of less than five enchantments and he can combine his fingers into double barrels which can fire the projectiles of any technology weapon. He can catch weapons with a successful disarm roll and any weapon caught is automatically destroyed; he may attempt this once per round. Atagro won the hands only after a grueling sparring match with Javate himself. Fangs of Atagro: these fangs may bite anyone who has been successfully grappled. Biting inflicts double damage and instantly changes the victims alignment to chaos. Atagro had to battle his way through a living nightmare that threatened to rob him of all sanity to acquire this reward. Breath of Atagro: breath appears to be a 1000 diameter screaming cloud of multi-colored chaos energy. Anyone within this range is permanently struck with d6 chaos attributes of Atagros choice! Atagro had to defeat the powerful demon prince of Vymm, Hakrii, to get this ability. Hooves of Atagro: allows him to stomp once per round, as an attack. The stomp sends ripples of lightning along the ground which knock everything prone within 1000, plus inflict 6d6+6 damage. The hooves also allow Atagro to move with a rate of 20. Atagro had to defeat an enormous mutated dragon called Norn, to gain this ability. Eyes of Atagro: the eyes are grotesque and slitted lengthwise by narrow black pupils. Anyone who sees his eyes; whether or not Atagro is looking at the person, must roll three consecutive toughness tests -60 or begin to rot. While rotting the victim loses d20 wounds per round. Those who resist the eyes
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are safe from their effects forever, but lose d3 skills and gain d3 insanities. The eyes were given to Atagro after he literally battled Ziradd and managed to subdue her. Horns of Atagro: gives a S50 bonus when attacking structures and buildings. Against living targets Atagro suffers a -50% to hit but the horns will slay any living target they hit. The horns were given to Atagro after he proved his worth to Khorne by butchering six of Khornes mardaags in a single round. Gaze of Atagro: the man-gods eyes glow purple and searing beams of chaos energy stream from them striking whatever Atagro trains his gaze upon. The gaze takes an entire round for the god to use but he can look at d100 different targets during that round and may even look at the same target twice. The beams of energy from his eyes rip right through his foes and kill most everything. The gaze causes d100 wounds to each victim and rips right through all armor, destroying it utterly. The gaze was given to Atagro after he destroyed an entire temple of Sigmar and every living being within. Cape of Atagro: each time the wearer attacks he may add the power of a different chaos attribute. The cape also completely nullifies the effects of any attack that comes from the rear. The cape may be pulled around its wearer to protect him from any form of attack for up to six rounds; and the wearer may do nothing other than hold the cape up during this time, though abilities such as regeneration or telekinesis will still function normally. It takes one attack to cover up with the cape and one attack to release it. The cape was won after Atagro pounded the goddess Xouahva into submission and bedded her. Will of Atagro: Atagro can summon any living being right into his hand. This ability works on any target within sight and costs one attack. The target chosen cannot resist and will fly through the air right into his hand automatically. The victim may try to escape with a Dex test -60; otherwise they are prone and helpless the following round. Success means they take normal damage from Atagros claws. For one round per day Atagro may also use this ability to attack anyone within sight with his normal attacks as though the target were standing right in front of him. This ability was given to Atagro after he slew the Grand Theogonist and threw his head into the chaos warp. Head of Atagro: anyone seeing the decayed, grinning skull of Atagro is overcome with terror and will flee if they fail a cool test -30. From his lipless, fanged jaws Atagro may spew living, elongated tongues at his foes. This costs one attack and the tongues will wrap up d12 foes standing within 100. Roll against Atagros BS, success means the foes are prone and held as though by ensnaring tongues of Slaanesh. Also the tongues radiate a musk like effect at radius of 100, although the Wp test made to resist the smell is made at -30. The tongues will hold on forever; or until Atagro releases or kills the victim; though they can also be cut off by a third party. To receive this reward from the god Slaanesh, Atagro had to fight and kill the infamous Jinnara, Mistress of Lust, and the most powerful and sensuous living demon princess of Slaanesh. Kagorr: this deadly weapon appears to be almost like two swords connected at the ends of their handles. Kagorr was granted Atagro only after he defeated a powerful demon prince of Khorne named Stygion, as well as Stygions entire entourage. Stygion was a powerful hopeful of the Blood God and one who Khorne thought would prove to outdo Atagro. When proved wrong Khorne gave him the most powerful chaos weapon that has ever existed. Kagorr has many abilities that would grant its owner enough power to destroy any adversary. The weapons two blades have different properties. One of the blades is lined with hideous teeth which cause it to inflict 10d6 rather than d6 damage. The other end adds +30 damage due to hissing flames which shriek and shimmer in the blade; though the damage of that end is only d6. The weapon can parry 5 attacks and manifests 10 chaos properties, which the owner is permitted to select every sunrise. It holds the power of a greater death rune and if the owner spends all of his attacks for the round he may inflict maximum damage with the blade; combining its teeth and fire bonuses as well as all of the chaos properties. This attack cannot be dodged and even magical parrying abilities will only reduce the damage by half. Kagorrs last ability is that it can morph into any weapon that the owner has ever seen and even mimic that weapons abilities. This morphing takes one attack to perform. Kagorr cannot be destroyed except by Khorne himself, personally, as it is he who fashioned the blade.
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Rewards of Atagro
Killing demons of Tristaris Killing champions of Tristaris Killing Greater Demons of Tristaris Killing Demon Princes of Tristaris 1 1 2 3 Killing mages Killing hypnotists/mind meddlers Consuming an enemys flesh Taming wild beasts 1/2 1/2 1/2 1

Symbol & Number


Atagros number is six; after his most favored traits of the beast: fangs, claws, hooves, wings, horns, and talons. His symbol is a laughing skull with huge curved horns. The skull represents the head of Atagro himself; and the horns are those that adorn his great helm.

The Mark of Atagro


The mark of Atagro is a zoological mutation like the attribute, plus one invent your own attribute as well as an increase of +3 wounds.

The Magic of Atagro


Armor: The chaos armor of Atagro is invariably black and reflective, but is also rather bestial in appearance. The armor of Atagro is always fused to the champion but can be made to seemingly vanish into the champions body at will. The armor costs one attack for the mutant to summon it back into place. Special Runes (d4): 1- Burrowing: this rune allows the champion to dig through earth or vegetation at his normal movement rate and to dig through stone at 1/2 his normal move rate. 2- Flying: this rune allows the champion to fly as a swooper at his normal move rate. 3- Swimming: this rune allows the champion to breathe water and swim at his normal movement rate; even against a current. 4- Climbing: the mutant can climb up sheer surfaces as quickly as if he were running along solid ground. Even slick surfaces may be climbed in the normal way. Shields: Atagros shields have the ability to blast translucent spirits with the same statistics as Dragons once per day. These dragons have all of the special abilities of normal dragons, and are also immune to normal weapons and all forms of casting magic. Items: Atagros champions are on occasion granted a double bladed sword similar to the gods awesome weapon, Kagorr. The Beast-blade, as it is called, gains +10 damage and parries one attack. It may be thrown as normal and if received more than once the weapon gains a chaos weapon property of the champions choice.

Demons of Atagro
Storm Lasher Serpent-Giants Twisting Punishers Lashing Gargantuans
These disgusting creatures appear as bloated gray skinned giants with long flailing tentacles for
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heads. The creatures have thick, two fingered hands with each finger ending in huge dark tentacles. Their short opposable thumbs are their only true fingers. The storm lashers are so named due to their affinity for lightning. Lashers whip their enemies with tentacles and make a sound like thunder when they run. Their hideous appearance causes fear in all creatures that view them. The tentacles they attack with act as whips (ES 8) and simultaneously shoot lightning bolts into their targets with each hit. The lashers have no minds really and so are incapable of doing anything other than attacking whoever has offended their god. They are immune to all psychological effects and have 3 AP on all locations. They have d6 attributes. M 8, WS 80%, BS 80%, S 8, T 8, W 88, I 99%, A 3, Dex 89, Ld 89 Ld 89, Int 89, Cl 89, Wp 89, Fel 0

Gull Grinder Raging Slug Men Screaming Beasts of Frenzy Atagros Habitations
These creatures are among the more deadly of Atagros demons. They appear as huge brown skinned strongmen with slug bodies for legs. Their enormous muscled arms end in the heads of lions and their own flat, bald heads are featureless save for beady black eyes and huge mottled beaks. The Gull Grinders attack by biting or spewing fireballs with their lion heads. Each bite inflicts one zoological mutation on the victim unless a successful magic test is rolled. Each head can spew 6 fireballs per round; and all 6 may be shot at once if the demon desires; although this prevents the lion heads from taking any other action until the next round. Grinders may have d6 attributes and have 3 AP on all locations. They are known for their incredible endurance and immunity to all types of psychological effects. Grinders can screech once per day which causes a shock wave to travel up to 1000 away from the creature in every direction. Anyone caught within this radius suffers one S10 hit, regardless of armor (obviously). Victims caught within the radius also are affected as though a corrode spell had been cast on them. M 9, WS 66%, S 6, T 6, W 99, I 99%, A 9, Dex 99, Ld 39, Int 39, Cl 39, Wp 99 Fel 0

Corpse Render Butchers of Atagro Beast-Lords The Dark Titans


The horrifying Corpse Renders are absolutely Atagros most powerful greater demons. They look like massive 20 humanoids with black skin and the heads of rhinos. The Corpse Renders arms end in spherical masses of dark, twisted blades which spin and rotate at the will of the demons. The Renders awesome muscular legs end in flattened black hooves which they may scrape across the ground as they snort in anticipation of a coming fray. This action takes a full round but causes the demons next blow that connects to cause damage as if the creatures strength were doubled! Corpse Renders bodies reflect all magic and their eyes can see through any solid or other obstacle, whether magical or not. The blades of the Renders will mutilate their foes for an extra d20 damage if the demon rolls a 1 on d4 when hitting an opponent. The blades cannot be parried and will break any weapon that attempts to parry them on a roll of 1-3 on d6. The Renders can dodge two attacks per round and spend any two attacks to ram an opponent instead of attacking with the blades. If a foe is successfully hit by the creatures ramming attack roll damage on 3d6 instead of just d6. Persons hit by the demons horn also are flung up into the air behind the creature and take damage as though they fell 6d6 yards. Once per day the Renders can choose to charge forward on all fours (as an attack). This attack takes the demon 3d100 yards before it can stop and turn around (at move 20). Any foe hit by the demons charge takes 100 wounds of damage regardless of armor. Any foe rolling a successful test against 1/2 of his initiative score can completely dodge the blow. Renders have 6 AP on all locations and always have 6 attributes. M 12, WS 89%, BS 0, S 13, T 13, W 66, I 100%, A 10, Dex 89, Ld 89, Int 89, Cl 89 Wp 89, Fel 0

Rewards of Atagro
0-4 Head of Atagro: champions head changes into that of Atagro himself. His skin withers away leaving only a grim skull with long fangs. The champion causes fear in all those who behold him. 5-8 Fangs of Atagro: champion may perform a double damage bite attack on any creature that he has successfully grappled. Also anyone bitten must roll a magic test or their alignment instantly shifts to chaos.

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Eyes of Atagro: champions eyes become hideous and bloodshot, with narrow slits rather than pupils. Whoever the champion gazes at must roll three toughness tests. Failure results in the victim sustaining d6 wounds for each test that was failed. The damage is not negated for toughness or armor. This ability may be used once per round and costs the champion one attack. 13-16 Gaze of Atagro: champions eyes glow with a purple luminance and six times per day can blast streams of purple energy at his foes. This energy cuts through flesh and armor like butter. The champion may look at one foe for every 2 points of Dex that he has. Any foe looked at suffers an immediate S8 hit which goes right through armor and only 1/2 of his toughness score counts against the damage. The champion may only dodge or parry for the remainder of the round if he uses this ability. 17-20 Claws of Atagro: champions finger tips grow long vicious claws. Each hand may inflict normal damage xd8 once per day (once per hand). Armor does not negate the damage. After the claws are used to attack they retract and will not extend until the next sunrise. 21-24 Hands of Atagro: champions hands rot and become immensely strong. Any grappling attack causes the foe to roll the Dex test with a -20% penalty. Damage for wrestling holds is calculated using d12 instead of d6 (a roll of 6 or a roll of 12 indicates a chance for additional damage). Champion also gains the wrestling skill if he does not already have it. 25-28 Armor of Atagro: this ominous suit of black mail adds +3 AP to all locations of the champion excluding the head. The armor counts even against attacks which normally pierce right through armor (like gaze of Atagro or fireball, etc.). Chaos runes or rewards applying to armor are applied to the armor of Atagro from here on. 29-32 Skin of Atagro: champions skin flushes a dark blue color and gains the ability to reflect one attack per foe back on the attacker. 33-36 Hooves of Atagro: six times per day the champion can stomp on the ground causing all within 100 to roll a Dex test or fall and remain prone for the remainder of the round. Stomping in this way costs the champion one attack. 37-40 Blade of Atagro: champion receives one of the awesome Beast-blades of Atagro. 41-44 Shift of the Beast: champion can morph his body into that of any creature found in the WFRP bestiary. This form allows the champion to use all of the special abilities of the creature imitated but the champion retains his own wounds total, Dex, Ld, Wp, Cl, and Int. Champion may not cast spells unless he has morphed into
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something that normally can cast spells. The champions assumed form lasts for d6 turns automatically; and the champion is unable to return to normal any sooner. The champion may assume a new form at will and can even shift between attacks or right after he has already shifted. After shifting six times the champion must wait until the next sunrise before he shifts again. 45-48 Speed: champions rate of movement doubles permanently. 49-52 Reflexes of the Beast: champion is able to dodge any foes attack if he can roll less than the number the foe rolled to hit him on d100. 53-56 Horns of Atagro: champion gains an extra gore attack which strikes at -30% to hit but any foe hit suffers 6d6 damage plus the mutants strength. If the horns are used against structures the damage is calculated as though the mutant had a strength of 20. 57-60 Helm of Atagro: the helm reflects all magic cast at its wearer and allows its wearer to see through illusions and cast the dispel magic spell once per day. 61-64 Sign of Atagro: the mark of the Beast Lord allows the champion to summon d6 chaos beasts once per day. These creatures obey the champions every command for six hours; after which time they vanish. Roll a d6 to determine the type of creature summoned. 1- Centaur, 2-Minotaur, 3- Dragon Ogre, 4-Chimera, 5- Manticore, 6- Baalrukh. 65-68 Death Grasp: any victim which the champion successfully grapples for two rounds must roll a successful test against 1/2 toughness or suddenly die. This attack does not work on creatures significantly larger than the champion. 69-72 Voice of Atagro: champions voice becomes a low, rasping sound reminiscent of distant howling creatures of the wild. All who hear the champion must roll a Wp test -20 or lose 8d8 points of cool for the remainder of the day. Those whose cool is reduced to zero begin imitating wild animals and become prone if attacked. If the Wp test is successful the champion will never be able to unnerve that particular victim with his voice. 73-76 Will of Atagro: this ability allows the champion to completely ignore the results of any critical hit on his person. The champion can fight perfectly even at +6 critical and will only die if reduced to -7 wounds or lower. 77-80 Head of a Corpse Render: the champion gains the head of one of Atagros beaked demons. Champion causes fear in all creatures under ten feet tall and can ram in the same way as the aforementioned demon. 81-84 Rage of Atagro: champion receives a sudden burst of battle fury whenever he is heavy wounded. All the champions attacks will automatically hit and cannot be dodged so long as he remains heavy wounded. 85-88 Bestial Frenzy: champion of Atagro gains the ability to clone himself during one combat round per day. This can only be done during combat and the clone created will attack the champions enemies in whatever way the champion chooses. If no combat is currently under way the clone will instantly vanish and the champion will be unable to use this power again until the next sunrise. The clone and the original must also remain within ten yards of each other or the clone will vanish. The clone can be killed as normal; but is immune to all psychological effects.
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Bestial Frenzy may be used at any time; though the clone always shows up between rounds and not in the middle of one. 89-90 Animalistic Empathy: champion gains the ability to sense danger and basic emotions such as anger, fear, or lust in a 1000 radius. This ability functions all of the time and if used on a group it will show the champion the most dominant emotion present. Champions with this ability are never surprised. 91-92 Crossbreed: champion becomes a creature that is combined with the body and powers of any creature in the bestiary of the WFRP book. Average all of the champions stats; then give the champion all of the creatures special abilities. All psychological have a minimum of 20 after the conversion. The creature the champion combines with may be chosen by the player. 93-94 Growth: champion grows to one-and-a-half times his original size. Add +50% to wounds, +1 toughness, and +1 strength. The mutant also inspires fear in creatures under ten feet tall if he is less than that height. This reward may be rolled more than once. 95-96 Mark of Atagro: a symbol of the god appears on the champions flesh wherever the champion wishes. 97-98 Daemonic Name: champion gets a new name chosen by Atagro to commemorate his deeds. Increase the name by one syllable each additional time this reward is rolled. 99-00 Chaos Attribute: champion is judged unworthy of a true reward and so receives an attribute instead.

The Beast within shall destroy the world without...


- HruKodra, Champion of Atagro -Brian Hull (hope you like it, this is one of 26) Copyright(C) B. Hull 3-10-94 Ultimate Mind Co.

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