I have always thought that the Lovecraftian god, Cthulhu, might make an interesting addition among the Chaos powers. I know it might seem shocking and unbalancing to make an entirely new god, but hopefully I can make Cthulhu balanced and interesting to play.
Rules for Cthulhu:
The Horned Rat CANNOT be in play. The setup if Cthulhu is in play should be: 3 Warpstones, 2 Nobles,.2 Peasants, 2 Flooding.
Flood Markers function exactly like Hero tokens. There are 6 in all.
The One who Lays Dreaming
Draw Phase: Draw two Chaos cards.
Dial Advancement Condition: Place a counter on your dial each time you place two or more corruption tokens in a region with no enemy figures.
Special: Your figures cannot be removed from the board by Flooding tokens.
Starting PP: 6
Cthulhu has 1 Greater Daemon, 3 Warriors, and 7 Cultists.
Fishermen Cultist Attack: 0 Defense: 1 Cost: 1
Deep Ones Warrior Attack: 2 Defense: 2 Cost: 2
Star Spawn Greater Daemon Attack: 3 Defense: 4 Cost: 3
Cultist Upgrade: At the end of the Summoning Phase, remove any number of Fishermen from one region to kill twice the number of enemy figures in that same region.
Warrior Upgrade: When a region is ruined, gain 3 VP for each Deep One in that region.
Greater Daemon Upgrade: Star Spawn gains +3 Attack
Plans in Motion Cthulhu Upgrade: The cost for your opponents to summon figures into regions with Flooding tokens is increased by 1.
Ascension to Rl'yeh Cthulhu Upgrade: You may treat regions with Flooding tokens as adjacent regions. You may move a Flooding token from one region to an adjacent region every time you collect a Dial Advancement Counter.
That's all I have so far! I will design a deck of Chaos cards and a Dial for Cthulhu soon. In the meantime, feedback is appreciated!