Name: Throg G'Nflor
Weapon Skill: 4(5)
Ballistic Skill: 4+
-Equipped - Wound-Stealing Axe of Mighty Striking (Chaos artefact): Once per adventure, this weapon will cause 8D6 damage (Toughness and armour may be deducted as normal). The Chaos Warrior must state he is going to make this special attack before he rolls to hit. If he misses, the attack is wasted. Once per turn, the Chaos Warrior may heal himself for all Wounds caused by a single blow with this weapon (attack used to steal Wounds is chosen after it is a confirmed hit, but before rolling for damage). Worth 0 gold (Chaos artefact).
-Equipped - Glittering Death Helm (Chaos artefact): +2 Toughness, +1 Attacks, +1 Weapon Skill. Enemies attacking the Chaos Warrior are at -1 to hit. Worth 0 gold (Chaos artefact).
-Equipped - Ring of Desolation (Chaos artefact): Allows the Chaos Warrior to make an Ice Missile attack once per turn, as well as any other attacks he might make. He must roll his normal Ballistic Skill to hit. The victim is frozen for one whole turn, during which it can do nothing and cannot be attacked. Worth 0 gold (Chaos artefact).
-Equipped - Ring of Illusion (Chaos artefact): Allows the Chaos Warrior to conceal his true appearance. He looks just like any other normal human warrior. Apart from anything else, this means that the Chaos Warrior no longer needs to worry about hiding his mutations or being thrown out of settlements for his strange appearance. Worth 0 gold (Chaos artefact).
-Equipped - Bladed Boots: Allow for a single kick attack per turn at -1 to hit and +1 Strength. Worth 200 gold.
-Equipped - Light Armour: +2 Toughness. Worth 350 gold.
-Equipped - Lantern: Light source. Worth 0 gold.
Chalice of Night (Chaos artefact): Roll a D6 at the start of each adventure. This is the number of Attacks that will hit automatically this adventure. The Chaos Warrior may choose which attacks hit automatically. Worth 0 gold (Chaos artefact). *5 uses remaining
Khorne Statue: Whenever the bearer wishes, the statue's power can be used to modify a dice roll by +1 or -1. Each time the statue is used, roll a D6. On a result of 1, the statue becomes red hot and must be dropped, at which point it shatters and is permanently destroyed. Worth 0 gold.
Grunnson Full Healing Potion: Full restoration. Permanently adds +1 Starting Wounds. One use. Worth 0 gold.
Healing Potion: Restores 1D6 Wounds. Worth 75 gold.
Stonebread: If a dwarf does nothing else for the turn, except stay where he is and eat stonebread, he regains 1D6 Wounds. Throg is not a dwarf. He cannot use these. He doesn't remember how he got them. 5 loaves remaining.
Fine Elf Wine: Restores 1D3 Wounds. -1 to hit for the next 1D3 turns. 2 bottles remaining. Worth 100 gold per bottle.
Gem of Life: Dorgath is carrying the matching gem.
Dawnstone: Can be used to resurrect someone once. Throg can't use magic items, but he can at least hold onto this. Worth 500 gold.
Onola, Donkey of Chaos: She carries Throg's stuff. If the party is attacked outdoors and Onola is nearby, she might use her powers if she feels like doing so. Cannot be sold. Cannot be stolen. You're never getting rid of her. Never.
Broken lyre: Covered in blood and candle wax for some reason. Throg doesn't remember: he was black-out drunk. It seems likely that this is evidence in the case of a crime that took place, which Throg also doesn't remember. Worth 0 gold. Should probably dispose of this where the authorities will never find it?
Fancy Boots: Throg somehow wound up with a lot of brand new boots. He doesn't remember how. 486 pairs remaining. Worth 10 gold per pair.
Elf Waybread: Delicious rations that function as provisions, but do not spoil as easily as normal provisions. 7 cakes remaining.
Wand of Ariel: +2 to break from pinning. If the roll to escape from pinning is a 1, the wand's enchantment is exhausted and fades away.
Helm of Possession: +1 Toughness. Each turn the wearer may attempt to hypnotize a monster. Roll a D6. On a 6, the target loses 1D6 Attacks for the turn. Worth 1,000 gold.
Healing Balm: Fully restores all Wounds. Worth 200 gold.
Poison: Can be applied to a bladed weapon. For the rest of combat, the weapon deals 1D3 poison damage in addition to its normal damage. Worth 150 gold.
Potion of Flying: drinking this potion grants Flight for one turn with 1D6+2 extra Move. Worth 150 gold.
Magic Potion: drinking this potion will make something magical happen (to the person who drinks it). Worth 60 gold each. 2 remaining.
Mark of Chaos: Emblazoned on the Chaos Warrior's flesh, it allows him to re-roll one outcome per adventure (it may be used outside adventures as well if it was not used in the previous adventure).
Poisonous Bite: Once per turn, the Chaos Warrior may make a special bite attack, in addition to his normal attacks. The bite attack is at -1 to hit, and causes 2 Wounds, with no modifiers.
Levitation: Each turn, the Chaos Warrior may attempt to levitate. On a D6 roll of 5+, he succeeds.
Alcoholism: The Chaos Warrior is taken with an insatiable desire for alcohol. His constitution is changed by the power of the chaos such that anything he drinks is now turned to alcohol inside his stomach. Apart from any other effect potions have on him, there is a chance that they will also render him insensible.
Every time he drinks a potion (or anything else) roll a dice and apply this result.
1 The Chaos Warrior falls to the ground, insensible. He will awaken after remaining prone for a whole turn with no recollection of what happened to him.
2 The Chaos Warrior becomes aggressive and attacks the nearest Monsters, with +1 Attacks and -1 WS. If there are no Monsters around. He will attack the nearest Warrior instead. after a full turn, he reverts to normal.
3 The Chaos Warrior staggers around slightly but otherwise seems unaffected. He is at -1 M and -1 WS this turn, after a full turn he is back to normal.
4-6 The Chaos Warrior is unaffected.
For every day he spends in a Settlement, the Chaos Warrior must roll a dice before doing anything else. If he scores a 1 then he spends the day in the alehouse and may do nothing else all day. He must still roll on the Alehouse Events Table, roll for a Settlement event, pay for accommodation etc as usual.
Hypnotic Gaze: The Chaos Warrior's eyes glow with a piercing light. Once per turn, he may attempt to hypnotise his foe. Select any one model that is within his line of sight. Roll a dice: on a score of 6, the model is hypnotised for the duration of the turn. Whilst hypnotised, the model loses 1D6 Attacks.
Fast: The Chaos Warrior's reactions speed up immensely, boosting his Initiative and Move by +1 each.
Razor Claws: Once per turn, the Chaos Warrior may make a special claw attack. The claw attack does normal damage and ignores armor.
Arcane Knowledge: All manner of arcane knowledge fills the Chaos Warrior's head, secrets revealed to him that mortals should never know. Whenever the Power Phase roll is 6, the Chaos Warrior is affected. Roll a D6. On a 1-2, the Chaos Warrior drops to his knees, overwhelmed by a whirlwind of knowledge within his mind. While in this state, attacks against him are at +2 to hit. At the end of the turn, he returns to normal. On a 3-6, the Chaos Warrior gains 1D6 Initiative for the turn. He draws a spell card, which he may cast at any point during the turn.
Atrophy: The Chaos Warrior's flesh withers and ages. The aging process is purely cosmetic, leaving the Warrior looking somewhat haggard and ancient, yet not affecting his profile at all (this time).
Telepathy: The Chaos Warrior can read minds to some extent. Also, he can never be ambushed. When monsters appear who would normally ambush the Warriors, he is not affected. Instead, roll a D6. On a 5 or 6, he may move and attack before the ambush occurs.
Warp Magic: The Chaos Warrior gets a random level-appropriate spell that he may cast once per adventure. *Iron Skin
Fangs: The Chaos Warrior may nominate 1 of his attacks each turn. If that attack hits, then he gains an extra Bite attack, which automatically hits. The target loses 1D6 Wounds with no modifiers for anything.