Oh, and something else similar, the Equipment and settlement lists mention being Cursed!- Here's what it means:
Cursed!: A Cursed player does not heal Mind points between games, never discovers treasure, traps or secret doors whilst searching and must reroll all successful attack dice until the Curse is removed.
Each player begins with D6+4 Spirit Points (rolls of 1 or 2 may reroll). If a player (for any reason) drops below 5 Spirit Points they become fallen and may only trade and heal in Evil or neutral settlements. Spirit Points may not be regained by healing. Under certain circumstances a player may become Marked. When this happens instead of removing Spirit Points they are flipped upside down (note- we use counters to mark body, mind and spirit points). If all the markers are ‘Tainted’ the hero becomes a Spawn of Chaos. The character’s features and personality adjust with the taint, so a character whose tainted markers take him below 5 Spirit Points will count as fallen, however tainted markers may be flipped back by special means.
To find the effect of acquiring Taint points add up the number of remaining untainted Spirit Points to find the ‘purity level’ and consult the following table. If a Chaos Reward is due and no Mark of Chaos has previously been generated then this must be rolled for before deciding on the Chaos Reward.
Purity level Effect
9 + One subtle mutation
8 + One subtle mutation
7 + One subtle mutation
6 + One obvious mutation
5 + One obvious mutation
4 + One Mark of Chaos + one subtle mutation
3 + One Chaos Reward
2 + One subtle mutation
1 + One Chaos Reward
0 Chaos Spawn
Subtle Mutations (2D6) Subtle mutations are undetectable by others.
2 Atrophied limbs
The character only rolls 1D6 for movement
3 Dulled vision
Only spaces up to 5 squares away are visible to the character
4 Misshapen lungs
The character loses 1 Body point from exertion each time they fight a round of combat or move over 8 spaces
The character hears strange prompting from the Warp, but other than that nothing happens
6 Acute vision
The character has the Farsight skill
7 Acute hearing
The character has the Attentive skill
8 Acute smell
The character has the Foescent skill
9 Powerful limbs
Add +3 to the character’s movement rolls
The character can feel movements in the warp, chaotic monsters and tainted adventurers are placed on the board when the character is within 10 spaces of their location
Instead of rolling to move the character can make a basic ‘spring’ of 7 spaces, ignoring any traps on the intervening spaces
12 Burning gaze
Monsters and adventurers are unnerved by the character’s glare. One opponent in close combat rolls 1 less combat die in attack, any opponents after the first attack normally
Obvious Mutations (2D6) Obvious mutations cause revulsion in untainted individuals. A character with at least 1 obvious mutation may not trade at neutral settlements.
2 Extra fingers
Reduce the character’s attack dice by 1 as their extra digits cause them to fumble
Reduce the character’s attack dice by 1 as their extra digits cause them to fumble
3 Forked tongue
The character has difficulty communicating, they may not trade at settlements but other adventurers may trade for them if they wish
4 Tentacle face
The character may not wear helmets
5 Four eyes
The character’s range of vision is increased but it has little or no effect in most gameplay
6 Massively obese
The character may not wear armour
The character makes an extra attack using 1 combat die on each model which attacks him in close combat
8 Scaly skin
The character rolls an extra combat die in defence
9 Very tall
The character adds 2 to their movement roll but rolls 2 less combat dice fighting through doorways
10 Scorpion tail
The character makes an extra attack with one combat die against any model in base contact after each round of combat
The character can wield three single-handed weapons or one double and one single-handed weapon at a time, gaining the bonuses from all
The character’s tough, leathery wings make movement in tight passages difficult, no adventurers may move through the character’s space and the character himself deducts 3 from his movement rolls, to a minimum of 1. However the wings provide excellent protection, only models in front of the character (either directly or diagonally) may attack him (provided they could normally do so).
Mark of Chaos (1D6) A character with a Mark of Chaos may not remove tainted Spirit points beyond the Mark (ie, they will always have at least 5 tainted Spirit points). If a Chaos Undivided Mark is rolled the character may choose Chaos Rewards from any of the four Chaos gods. For a wizard add 1 to the value rolled, for a dwarf subtract 1
1 No Mark2 Mark of Nurgle
3 Mark of Khorne
4 Mark of Slaanesh
5 Mark of Tzeentch
6 Chaos Undivided
Chaos Rewards Characters roll Chaos Rewards according to their Mark.
The character needs to taste blood in order to sustain himself. At the end of each turn in which the character has not inflicted wounds in combat he must lose one Body point
The character is driven by an insatiable desire for slaughter. If a character can see an enemy model at the start of the turn he must try to enter combat with it
The force of the character’s attack is brutal. Each time he wounds an enemy in close combat he does an additional Body point of damage (in total, not one per wound) which may be saved as usual
As he charges into combat the character lowers his fearsome horns, roll 1 combat die to see if a Body point is inflicted (may be saved as normal). This attack is in addition to any usual attacks
From his bestial throat the character sounds a terrifying, guttural roar. Instead of attacking, searching or casting a spell once per game
the character may let out a bellow. All models in the same room or
corridor must roll a combat die, if they roll a black shield they must
miss their next turn. Models may still defend if attacked
6 Breathe fire
Once per game, instead of moving and searching, attacking or casting a spell, the character may make an attack on a model within sight as if casting a fireball spell
The character’s limbs shrivels until they are wire-thin. Roll 1D6 each time a wound is inflicted upon them. On a roll of a 1 they break a limb, beginning with the left arm, then the right, then a leg. For each arm broken the character loses half their attack dice, for each leg broken they lose half their movement dice
The character breaks out in noxious purple pustules. Each time they take a Body point of damage a pustule explodes, spraying the opponent with corrosive slime. This inflicts one Body point of damage and may be saved in the usual way
3 Resist Pain
The character feels no pain, however they still lose Body points in the usual way. Because they are unaware of how serious their injuries are they might fight on beyond the point where they would usually die. If the character ends the turn with no Body points remaining roll 1D6, on a roll of a 1 they die. Each Body point sustained beyond this point decreases their roll by 1, so a character which has sustained 3 Body points since they would have died expires on a roll of 1-4
4 Fetid breath
The character’s halitosis is horrendous. Other adventurers which are not marked by Nurgle will not come within 5 spaces of the character
5 Maggot sac
Most of the character’s insides have putrefied and their body is full of maggots. For each Body point they sustain they must roll one combat die, on a roll of a black shield they sustain an extra Body point of damage.
6 Nurgling pets
The character is accompanied by a cluster of nurglings which feed off the horrible gunk which drips from the character’s orfices. These nurglings attack alongside the character, adding one combat die in attack and defence, and will also search, allowing the character to search for both traps and treasure in a single turn
The character is blinded to the real world, seeing only the energies of the warp swirling around them. Models are placed on the board when the character comes within 5 spaces of them (10 for magic users) but they cannot see doors, furniture or traps and may not search. They may move as normal through doors opened by other players
2 Bird head
Tzeentch bestows a beaked head upon the character
The energies of the warp stream through the character, whether he wants them to or not. Each turn draw a spell at random from any player or the unused spell deck. That spell must be cast upon any possible targets, the spell is then returned to its holder
4 Steal magic
Whenever the character can see a spell user he may pick a spell card at random from those held by that player. He may keep and use these spells as a normal spell user, whether he is normally able to or not
The raw power of the warp screams up from the character’s lungs in a terrifying avian screech. Instead of attacking, searching or casting a spell, once per game the character may let out a screech. All models in the same room or corridor must roll a combat die, if they roll a black shield they must miss their next turn. Models may still defend if attacked
A strange beast of indeterminate shape accompanies the character on their quests. The familiar is a separate model with Body 3, Mind 5. It attacks and defends with 1 combat die and moves the same number of spaces as the character. Any spells the character can cast may be cast by the familiar instead if you wish.
1 Crab claw
The character’s hand are replaced by chitinous crustacean claws. They have a base attack and defend of 5 combat dice and may not use other weapons or shields.
2 Long tongue
The character’s tongue grows to unnerving length, tipped with a slight fork. The character has difficulty communicating with others.
3 Crave pain
The character is possessed by a yearning for the pleasure of agony. Each time they may enter into combat they must do so and roll 1 die less in defence.
4 Sweet breath
A seductive aroma spreads from the character, dulling the senses of those around them. All attacks (from players and monsters) are at -1 combat die in the same room or corridor as the character. In addition, other than the character himself, players’ searches fail automatically in the same room or corridor as the character as their perception is clouded.
A powerful magnetic pull emanates from the character. All non-player models which have line of sight to the character will move towards him unless in combat. Any models which reach the character may not attack until next turn.
6 Relish pain
The character has an unhealthy craving for pain. Each turn the character is in combat with an opponent they will allow the attacker to inflict one Body point of damage automatically on them. Fortunately the character is also able to heal himself, at the start of each turn roll 1d6, on a roll of a 6 they regain one lost Body point.
When a character reaches 0 untainted Spirit Points they become a Chaos Spawn. Their mindless, aberrant bodies are thrown into convulsions as mutations vie for supremacy, contorting the adventurer into horrific and ever-shifting shapes. The character counts as dead for game purposes.