There little point in getting caught up in exact numbers, the numbers I listed were essentially arbitrary. Their mainpurpose was to clarify what I meant, which is at least partially having Mark progression tied to challenges/daemonic pacts. As far as your numbers, unless you have a significantly larger timeframe they wouldn't work. Nobody is going to score a few hundred kills in that amount of time. For a lower tier upgrade/buff, the challenge must be possible (hence 50 kills in 30 min or something) while for more significant progression then a larger challenge with more time. My example was a base of sorts, of course any continuation would require increased difficulty like with any sort of progression system.
I think perhaps I have a more permanent God dedication system in mind. A system you're locked into with ONE specific Chaos God. A system where you're spending weeks of game play just for basic recognition... Before youre even a worthy aspirant. Sorry no rewards for being worthy. Once your recognized as an aspirant ... A grub, a maggot, a spec of sand on the beach, you are still nothing to your Chaos God. Once you attain Aspirant status you can start working towards the most basic of gifts. Trivial mostly... Perhaps a special execution. You spend a week or 2... Or a month if your effort is lacking ....working towards this goal. The next phase requires a longer investment of time. And so on.... After several months you might be recognized as an Aspiring Champion. Or you might not if your effort was found wanting. After a year or longer of gameplay you might ascend as a Champion of your Chaos God. It seems we are comparing checkers to electrical engineering. One system very basic with very fast gratification, another system quite complex that requires a myriad of components to be built, then assembled, then maintained along with a hefty investment of time in order to see any of the fruits of your labors. Perhaps my view is too much of a throw back(think Everquest grind or the old progression system from Eve Online). Or Perhaps it's not. You see when the instant gratification crowd moves on from EC after a few weeks or months of game play, I'll still be here with my friends and guild mates and we will be playing for the same faction and on the same characters we've been playing since the game went live. We want long term goals, gear and unlocks to work towards. Don't forget one character rules them all for your specific Chapter, Clan or Craftworld. There is no reason what so ever to roll alts. So it's imperative Behavior keeps the carrot on a humongous stick for that one character.
I'm saying that we're talking about the same idea, but I was slightly taken aback that you were a tad overcritical of exact numbers that were illustrative on my part. Also, that my original suggestion was a starting point, basically if you wanted to take a Khorne dedication to Level 2. It was a branch, not the whole tree.
My apologies. It's sometimes difficult to grasp concepts here on the forums without seeing the entirety of what you might have in mind.
I like this, perhaps a pure stat-boost isn't the way to go though. Seeing how it's already been pointed out that it'd create an all or few scenario. Perhaps the boons you get could be cosmetical? (Champion of Nurgle gets all bloated, rusty armour options, guts spilling out etc) And special execution moves (A Tzeentch Champion burns the victim with warpfire from the inside out during an execution). Maybe you could also throw sidegrades in there. A Khorne Champion might unlock an axe that has more direct damage (but less force or w/e). Or Slaanesh champions get a Noise cannon instead of a flamer (same effect, just different FX, model and stats). Just some thoughts.
I definitely think that a God Worship/Loyalty system would be great! You could level up your rank with that God by appeasing them. Daily sacrifices maybe?