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Making each "tithe" over different things is the lazy and worthless way.
Tzeentch actually fits like a glove to codex daemons. Warp storm, random unpredictable effects, gear, mutations, etc - and then sprinkle some ways to control it.
Naturally the "God attacks" results will need to be changed, but the general concept should follow the unpredictable chaos path.
Nurgle is about endurance and spreading. Giving him abilities revolving around controlling objectives will do nicely. Constant spread, effects over time and piling up apparently insignificant effects that build up to be overwhelming should be the theme.
Slannesh is...difficult, what is s/he even really about of the battlefield? What IS excess? Where is the connection between sonic guns, speedy deamons and striking first in melee?
Time to do some research.
I think I'll actually make these for my amusement, starting tzeentch.
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