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Tisis

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  1. I never specified how many; just that Living Saints were aboard the vessel. Even then I was thinking around the whole Adeptus Sororitas cadre with Living Saints on board. The idea being that an entire squad, platoon, whatever would sacrifice themselves to protect the living embodiment of the Emperors essence. I was simply trying to come up with something special to have reason behind the power. IMO if a Gm is going to make a power item that is forged by the gods, you need to have an unique base to correlate its formation. Inspiration came from Relics like WorldBreaker, Father of Blades, Black Blade of Angron, Black Mace, Sword of St. Aquitaine ....etc All of these items can never be reproduced. Let alone the circumstances that brought them into existence. Worldbreaker was allegedly forged by the Emporer. Father of Blades is rumored to be created by Nurgle's birth as a god.The killing of living Saints is huge, and in all likely hood not really cannon; sure I can see that. Yes they are Uber rare but 40k is all about things that shouldn't be cannon, as cannon. Look at Kaldor Draigo....so much impossible stuff that he does that is made cannon. But without the unique circumstances, you get just another item that is impressive but is not reality changing. I added the info from one of the 40k wikis for you also. I checked Lexicanum, and I was pleased to see that they listed some living saints. Sorry if this comes off as me being a jerk/arrogant. Not my intent! Living Saints of the Adepta Sororitas"Living Saints are those members of the Adepta Sororitas who are said to be so holy in mind, body and spirit that they somehow manifest something of the power of the Emperor himself. Living Saints are not beatified after their death, but rather are spontaneous manifestations of the Emperor's grace. Living Saints literally glow with power, and even the least faithful will have no choice but to collapse to his knees in her presence. A Living Saint will usually, though not always, manifest, from among the ranks of the Adepta Sororitas, of whom are all strictly female. Typically, the manifestation of a Living Saint will presage some great endeavour, in which countless millions of the faithful take up arms in the name of the Emperor and truly extraordinary feats are performed. Sadly, the phenomenon is often short lived, for it appears that the Living Saints are beacons of faith that burn blindingly bright, yet tragically brief. Before her death however, a Living Saint will have changed the course of history for the better. Living Saints are of great interest to the Thorian faction of the Inquisition, who regard them as vessels of the Emperor's power in the model of Sebastian Thor himself. This also makes them a target for the enemies of the faction, who have on several occasions, sought to capture a Living Saint and dissect her in order to discover the source of her powers."
  2. I must admit I am in the same boat. My players in my current group just fizzled and I am pretty bummed about it. That being said, I am certainly interested in playing. I live in Minnesota so Central time zone. I've played all the 40k lines except DH2. Send me a message and we can figure something out!
  3. No problem.. I'm interested to know how the situation turns out! If you do write down stats, I'd love to see them. Also I forgot to include the bonus of +10 WS from best quality weapons, just in case you missed it too.
  4. In my game the Pcs' are getting to end game status. The point now is to obtain favour from all 4 dark gods to run a true black crusade. Each god has a different item if the pc's are successful in the venture. The Blood god would gift this Archaroths hand Sword One-Handed Melee Ranged S/-/- 1d10+6 R; Pen 5*;Felling 4, Hellish Balanced, Tainted, Devastating 5, Proven 3 30M 1d10+10E Pen 6; Disintegrate Unique Hellish: Weapon adds the wielder's strength bonus to penetration The Blade is immune to the effects of a power field. The Weapon also acts as a Null rod Null:Any psychic power which includes the wielder of this weapon as a target suffers an additional –30 penalty on the Focus Power Test. Disintegrate:after inflicting zealous hatred, opponent makes a toughness check with a penalty equal to 10X degrees of success on the attack or be blasted into a cloud of ash and be destroyed. A blade created from the greatest pits of violence, it is rumored that the blade was forged from the heat emanating from the lord of skulls hate and detestation. Formed from Brass from the Mighty throne and the ground up bones of several Imperial psyker saints sorta fluff: The sword was crafted from saints of imperial space that were captured during one of Abbadons Black Crusades. A small fleet of traitor legion abandoned his quest for their own path of glory, only to happen upon a small cruiser class The Bright Dawn. Aboard this vessel were living saints making a pilgrimage to bless and oversee the religious formation of a new shrine world. Many of these Saints were prominent psykers who were gifted in the ways of telepathy and divination. The legion set upon the cruiser with unimaginable fury, many worshipers of Kohrne sought to slay these living stains. Seeking salvation the Saints fought but when all hope was lost, they enacted a ritual to transport themselves and their retinue to safety. It is believed that Kohrne himself altered the end destination. Instead of arriving safe within the Imperium, they're were transported to the Daemon planet Crucible.
  5. In the Tome of Decay the section on Apothesis Starting on page 68. It covers the basic of how the fundamentals of the game change. You are apocalyptically powerful, your a rare sight even in the vortex. you are a herald and leader of your gods daemonic armies etc. Not super in depth but its helpful
  6. I agree. The book addresses that issue directly. Being a big bad creature of the warp you really limit your ability to RP with the other players. Your goals become different and mortals tend to be weak in comparison. The idea that your CP acts as a penalty to your Infamy is an interesting take.
  7. I am definitely going to use this!
  8. In the core book the also mention "A powerful and near immortal agent of the dark gods such as Kharne" at 140-149 infamy. just with how the game is made, it is easier to gain corruption just by "doing" what a character would do. Like the glorified acts; taking skulls of enemies, on the 7th one, you gain 1 Infamy and 2 CP. Unless you just hardcore it with the compacts and succeed a lot, your going to be a spawn. At least thats my take on the system. Coming back to RAW, I would think that Abbadon would be a chaos spawn by now; dude has run 13 black crusades...none of which have been That successful. He did gain a foothold in Imperial space on the 13th try though. In the grand scheme of things, unless they create more fluff saying that all of his 13 crusades were to do something minor that was successful and upon launching his 15th crusade all those minor things will factor together and will achieve the true hidden goal all along... That being said; perhaps a system where after reaching 100+ infamy, you no longer worry about your corruption score, so long as your infamy is marginally higher. Thoughts? Another Idea I had was saying that characters who gain 100 corruption do not instantly turn into a spawn. Instead, they gain new mutations from the core book, or maybe even the old Fantasy Warhammer rpg Tome of Corruption. using 1d000 mutations. Characters would test new mutations after every 10 CP past 100 and could not modify the roll based on infamy. In addition, they would lose 1d5 permanently to int, fel, or wp. Upon reaching 0 in a stat, they devolve into a spawn. I need to know how this unfolded. Too many Slanneshian advances?!
  9. So it dawned on me that BC really only has a few real endings. which is more to say then most of the 40K rpg lines; since they dont have end goals really laid out. This got me thinking; has anyone toyed with the idea of not making a character become a Daemon Prince or a chaos spawn? A new option could be along the line of becoming a legend within your own 40k cannon. A near immortal being whos patron God bestows immense power, wealth, influence. etc. I am talking about legends like Kharn the Betrayer, Fabious Bile, Lucious the Eternal, Abbadon the Despoiler, Ahriman...List goes on. Just curious if anyone else has toyed with this concept or if I am just going to write what I think would be balanced.
  10. He did the blade one also and yah... it would be warp, felling 5, Proven 6. It made most monsters a joke when combined with Echos of Malice( Using the correct version mind you)
  11. Having no knowledge of this person, I went to 40k Wiki. Here is my take on the items and its really just my thoughts. I am basing it on Eldar stuff in the RPG line but I dont have the books on me atm So here we go! Phoenix Armour - The legendary Phoenix Lords wear ancient, invaluable Aspect armour so finely wrought it is proof against almost any weapon.Best quality Aspect armour AP 9 All; Forceshield of 70 overload on 4 or less Mask of Jain Zar - The first and greatest of all Howling Banshee masks, this artefact has the power to turn its wearer's warcry into a devastating barrage that robs the mind of all those who hear it.Best quality Banshee Mask: as part of a charge action (or half action if not during a charge) All enemies within 5M suffer -20 WP test or count as surprised ( Ignores Rapid reaction Talent) and suffer 1 wound per degree of failure. This damage ignores armour and toughness (environmentally sealed with auto senses gains +10 Wp vs the attack) Zhai Morenn - Known as the "Blade of Destruction" in the Eldar Lexicon, this long and elegant polearm was made in the distant past, yet retains much of its original power. It is amongst the most potent of blades to survive from the time of the Fall, yet it is light and easy to wield with blurring speed.Best quality Power Halbred Can be used 1 or 2 handed 1 handed: 1d10+7E; Pen 7 Powerfield, Balanced, Razor Sharp, Swift Death* 2 Handed: 1d10+7E Pen 7 Powefield, Balanced, Razor Sharp, Proven 5, Swift Death* May make called shots with Weapon at no penalty *Swift Death: if the wielder succeeds on a weapon skill test with 3 or more degrees; the weapon gains the Felling (3) trait for all hits associated with the initial WS roll. Jainas Mor - Known as "Silent Death" in the Eldar Lexicon, this triple-bladed throwing weapon possesses sharpened edges that were forged in the anti-flame of the Warp. Black fire licks around its keen surfaces as the Silent Death describes an elegant loop through the air, leaving decapitated bodies in its wake before returning to its mistress.Best Quality Power Chakrum 1d10+8E Pen - Range 20M Powerfield, **Returning, Warp **Returning:On a successful Weapon/Ballistic skill test, the weapon returns to the thrower. This is negated if the opponent succeeds a parry maneuver with at least 5 degrees of success. Thrower may make an attack against all opponents equal to their perception bonus as a half action. Rolling to hit as normal against each opponent. This weapon ignores cover bonus AP. This weapon may use the Weilders Weapon skill or Balistic skill to attack; whichever is higher
  12. A big difference as stated is that it will never scale with the player. Crushing blow in theory could but that would be a gm rule. I'd personally say no since its a mechanical implant, not the characters innate ability to swing a sword in style. Starting out, that is an insane amount of damage but in all fairness, the Heretek would be very weak compared to a marine or even more so, a Warpsmith. Other players will eventually get items like chain fists which are probably the most powerful weapon IMO or the beloved Hellblade. Melta guns, Hellhammer lasgun etc. Let alone Daemon weapons or the accursed Legacy weapon. On that same note, he is a support character, meaning theyre not running into melee... at least they really shouldnt be. But still even if he is, he is only going to hit at most 2x. one for the normal attack and then a reaction for the claw. Killing 1 opponent is not a big deal. I have a player ( and this is pretty common) who is a CSM, who pushs the spell warp time and then sustains it all day. Meaning if he hits 1 opponent with lightening attack; they get struck 8 times. and 1d10+20 pen 6 force is next to impossible to survive. For this I've adopted minion rules like in Only war. They have 1 Wound and standard armour and toughness for their type. Meaning you can have a ton of them and not get bogged down like you do with hordes. just a thought.
  13. Heresy of the highest degree! Ultra heretical! As a devout sisters of battle player, there is no problem that cannot be solved with the use of more fire. If it hasn't gone away then you are not using enough of it and should add more. Fire solves all problems, period. Restistance (fire)- Terminator armor-mechanical assimilation and full nurgle allignedSee previous. Fire solves all problems, if not add more.Melta bombs, cyclone torpedos, supernova...all count as fire. We just need more of it. Do heretics burn better if you bless them first? ;-) Everything burns better when its blessed first
  14. Due to my work schedule, we haven't played in 2 weeks and its looking like it will be at least another week before we start up again. Losing a player due to his new hours at a second job and another player backed out on account of being an douchecanoe. So looks like it will be a while before I get to resolve anything. I've decded to take the story in a new direction; Pc's are all getting to start a new characters. Its the genetic engineering of one pc's ambition to create his own space marines, using the gene seeds from loyalists. It should be fun, taking a break from the absurd scale and bringing it back down to only slightly ridiculous for a while.
  15. Gotcha. Any particular reason why? I'm mostly just curious here. This came from many years ago when we played Dark Heresy. The bonus multiplier added to the DoS, although that system you needed 10 points over your roll to get 1 DoS! We started with that and moved through the product line keeping it. It just made more stats more viable outside of combat. Figure a CSM would add an additional 4 points of damage on a hit whereas a tech pries with Unnatural Intelligence 2 would only get +1Dos on a successful roll for tech use. Just didn't seem that worth while to have any unnatural stats that weren't combat oriented, although its not like you have to really earn those stats, can just requisition, infamy, acquisition test to get items. Oh Dark Heresy; buying items was so stupid but man did you feel like a badass when you could afford your big ticket item like a melta gun, or a best quality chain sword. "Yah I got a Godwynn Bolter, gonna mess some heretics up! but not too many...I only make 100 thrones a month so I can only fire half a clip...a month..." those were the days. Actually I think I will just give them the legendary Pc destroyers: Angry Marines Although the Lictor might be an issue for me! Excellent point, I'll be certain to play that out. Although I miss the original possession..you lose utter control of your character! Possession is ridiculous with TOD The Daemonic manifestations are well worth the sacrifice... realistically they would make for a disgusting melee character. Getting increases to Strength and toughness, additional damage in melee, dealing toxic damage or tainted..let alone felling and razor sharp. All tied to your corruption. Just sayin
  16. I cannot thank you all enough. pointing out that EOM is a penalty to the characteristic and not damage makes all the difference. Sure opponents will not hit you with their next attack (hordes excluded) but at least its not literal insta death like he claimed it to be. I cannot tell you how many times I read and reread to ensure I was understanding it. Its been a fault on my shoulders mostly. We've been playing together for years and currently sharing a house with his GF. He has a strong grasp of the mechanics of the game but I wonder if he uses abilities to his interpretation. The whole rolling 2 sets of 3d10 and picking the best roll is not a thing. its 1d00+1d10 for perils and for phenomina but not both simultaneously. I should have looked into all of this to begin with...old adage "trust but verify". Needless to say, its going to be a discussion. This is his thing. He combs the books for absurdity and stacks to builds a pc around that fact. we started a 2nd deathwatch story where I wasnt a GM. With all of his mathing, he has an Iron Hands Devastator with heavy bolter and special shells that do blast damage. Vs a horde, he dealt I want to say around 70 magnitude damage in a turn... As for his possession, he has a Tzeentch daemon; its WP is I think a 68, his is 70 Unnatural +2 For the DoS thing with Unnatural stats; the player consensus was to keep it at the 1 degree per 1 unnatural. House rule that wasnt an issue until his psyker came along lol. For DH2, is the temple assassin pretty much the same as DH:A? gain additional reactions per round = your agility modifier. Can dodge attacks that should be undodgeable; IE invisible psychic attack, or a titans descending foot.
  17. The war scythe is so awesome, bypasses force fields and does insane damage. The necron horde was a threat, undodgeable attacks plus gauss.
  18. Calgor Grim; you are just the person I was hoping to see in this I've enjoyed your posts on a myriad of topics, its great you dropped by. That being said.... This campaign were playing started with Hand of Corruption. Pc's have reached about 80 or so Infamy and about on par Corruption. Been playing for almost a year. I should go on to mention I have been Gm'ing all of our 40k games, from DH,BC,RT,DW; owning all respected books for each so I've poured through many and found some gems but I wanted additional input since I know I've missed things that counter the powergamer. In HoC when the players encountered the Necrons I added a hard encounter of Litch Gaurd + homebrew Paraiahs. Once he couldnt use his Psy powers he said his character was useless and left the fight via his disk of Tzeentch.... Needless to say Iv'e used items to make things a challenge. A Lathe Pattern Null Blocker field that had an extended range to protect mutiple allies; Null Rods; Pariahs. Anything that disrupts his Psykerness; he just shrugs and leaves the combat. Several times he has caused tech scorn with his perils and player consensuses is; it shuts down power armor and for 1 round all the players hate him. But this comes down to the GM singling out one specific player and punishing them; which I am not a fan of. I design encounters with Pc's in mind when they need to be hard; but again he tends to negate all the work with Echoes of Malice. Going on to say that this Pysker is not the only party member. I have plague marine with a Toughness of 90, plus UnT 5, termi armour and 30+wounds, He's a melee build so no issue, Hellhammers have put him in his place but he's not munchkin PC from a mechanic perspective. Slaneshi Raptor with Psy4 and warptime. Push/ Sustain, means his lightening attacks are at 8DoS per single hit. Again, not an issue; one opponent is dead every round from his daemon forcesword. Hordes or 3 enemies shooting at him is his downfall so long as they would hit (only 2 dodges per turn) Khornate chosen warrior with Hellblade only; no issue Worldbearer Apostate, No issue Veteran of the long war of Nurgle, ( essentially an Apothicary) no issue I apologize for the lack of using Quote function, But I'll address valid points. You are correct about the perils but, it should be phenomina; but with the Favored of the warp talent and rubric of Ahriman trait he rolls 2 sets of 1d00+ an additional die to both set and chooses the best combination. He has rolled Perils but fate has been kind, and clearly The lord of change is pleased with what he does... Although I found in ToE Reality Bleeds glorifying act. I am certain to use this going forward. Echos of Malice is in the TOF pg 45 Opponents at least get a WP save against the effect but the dice tend to roll 96's when I try. Chaos Stuff The Lord of Change, I ran an hypothetical encounter where he killed the entire party, no issue. Using Warp time from DH:A 134; being allowed to have 2 full turns and thus cast 2 Stasis shells DH:A 134 to negate 2 players off the bat for 1d5 rounds. Problem is from a campaign standpoint, I can't just drop a Greater Daemon on them. I mean I can but it would be very forced from my standpoint and wouldn't work thematically. Xenos Filth They encountered Tau and the epic planned encounter of 50 Mag horde of Fire warriors, 30 Drones, 2 Crisis battle suites and 20 mag horde of Kroot, never happened. The other players role-played the crap out of the session and despite the odds, the dice prevailed and it was so disheartening. Haven't encountered Orks yet but that will be on the list. I think they have that gun in RT, the Navis primer or into the storm....maybe hostile acquisitions...looks very familiar. He missed the session when the other pc's battled the C'tan shard. It was an epic battle. All the players had their Daemon weapons destroyed, all of them had the Daemon appear using the rules in TOB and had to contend with them and the C'tan.Also they all lost their power armour. fun times! Imperial Scum Greyknights...the ones in the book are ok but vastly underwhelming for this tier. Love the idea of building one. Looking through the DH:DHH I could build one up Their is a stat line for a Vindicare Assassin in DW:EP p92; Eversor DH:A 198; Culexus RT; NP 117 [in my mind is the weakest of the 3] I'd add the Arcane eye does an additional point of damage per psy rating of the target..maybe felling (1) Fluff wise this is the literal embodiment of death to psykers..RAW attacking a CSM would do at most 16 damage ignoring armor; most marines can soak half that. Maybe its just me but I envision these to be a one shot your dead type deal. -Realized its accurate, meaning it be much much meaner with many DoS. 3d10+6 no armor mmmm I loved Sinpoders point of fluff about how Daemons cant see Culexus; perhaps it gets a +30 to attack every time! I have yet to purchase any of the DH2.0; I've heard nothing of its merits (shame on me for not making my own opinion and buying the damned thing) only its shortcomings on how it takes cannon and negates it entirely. I was told a Feral world, Psyker, techpriest is a player option. Reading some of your points, I think I will just have to give it a read. Corrupting This has been wonderful. He has missed the Major turn points during the campaign, so his Infamy is around 60 vs other pcs of 80. However he has 80+Corruption. Unfortunately the concept of spending XP to reduce corruption has been introduced thank you GM Guide; now that's what I assume he will be buying. Perhaps a limit on it.. you cannot reduce your CP below your current modifier. IE Corruption 92 couldn't spend XP to get it below a 90. His character concept is to survive possession; he is contemplating to bind his soul into an item and be immortal. then try for Apothesis once he gets a machine frame. Concept is an Eldar Soulstone but more advanced Like Pontious Glaw. "knowledge check passed at a hellish test on Lore &Legends " All in all this was monumental in being helpful. I appreciate everyone's input and time to think of concepts. Since the Pc's are nearing end game and will be running a Black Crusade; Grey knights + Assassins are going to happen. Until then the campaign is on hiatus while I flesh out the goals and how to's of obtaining god specific favor for Apothesis for some. A My other idea is to just hand him an encounter of broken hot mess. Say Abbadon heard the plans of another marine attempting a Black crusade; not on his watch! Pc's now have to deal with me making whatever combo I want to mess with them! fter reading the Protean Form + Boon of Tzeentch loop... Hello psyker who's rocking a psy of 50+ for a turn.
  19. So running a BC game, I have a player who loves to look through all the books to find the most BS stuff he can get his hands on. Short of an Untouchable, I am at a loss on how to deal with him. My problem is with a Thousand Son Sorc. Here's the basis of his stats Psy rating 6/10 pushing WP of 70 with Unnat WP X2 He is possessed using the rules for ToD; he does not suffer the effects of Perils when he pushes powers. A typical round of combat goes like this. Cast Boon of Tzeentch. +1psy rating/DoS factoring in the +50 Push on focus power test because of his psy rating and adding Unnat WP we have 70+50(PSY) +2DOS on successful roll Say he rolls a 10. which means 12 DOS+ 2 DOS for UnWP bonus to his psy rating for 1 turn Next round, Cast Echos of Malice Psy rating 20 Makes his -20WP test Now all enemies within 100 Meters now suffer -100 to all stats and lose their reaction for 1 round Page 256 Corebook, zero characteristic in toughness = death. Nothing can withstand this except Nulls (Untouchables from Dark heresy rule set) Maybe Warded armor? Other fun facts that add to the absurdity Toughness is 45, factor in the Unnatural toughness (4) + daemonic (5) and Unholy Res(3) we have a toughness bonus of 16 + armor bonus of 8 all around Also likes to cast Chitin Shell to add to his armor. I think its 1 AP per DoS sustains the power so usually he is adding an additional 7 points to his armor 16 Toughness+15 armor = 31 reduction Face of Tzeentch( Fear 2) + (Fear 3) [Causing fear from possession] and has Daemonic Visage thus double DoF when opponents fail a wp test so WP-50 vs fear and double the failure. If he actually takes damage from whatever. Cast regeneration or unnatural healing after combat. Random items Talisman of Tzeentch, Opponent tests wp, and reduce psy rating by 1 per DoF. Psychic hood focus power test to impose a -10 focus test to opponent no matter the range. Shimmering Robes Gain forcefield =psy rating X9, so 54. if you count the boon of Tzeentch roll above it be effectively 100 for 1 turn At this point he can destroy anything that he encounters. Even if he doesn't roll well on his Boon of Tzeentch test, he can spend a infamy point to increase the DoS by 1d5. Who else has these types of problems in their campaign? Any thoughts? Thanks in advance
  20. Thats an awesome idea! I can never think of a simple answer when were playing so I just wing it everytime. Thanks for the advice!
  21. Quick question. players want to use the grapnel like Batman and zip around places. It has an auto ascender which I would assume would allow this but I have no idea what a good movement rate while grapneling would be or how to rule it. In the past we've just said sure whatever but now its kind of become a common practice with one of the players who wants to get a 'best' craftsmanship grapnel which can be placed in his cybernetic arm that would allow him to cling to nearly any surface and shoot out 30 meters. Any one else had this come up? Thanks
  22. I searched the forums but had no luck locating an answer. I've learned though that Ascension is very broken and unbalanced but I figured it would be fun to try it out for a while. We were going over the whole influence thing to requisition items and equipment and we ran into a few dilemmas. Since I havn't yet played ascencion I have no idea what these answers are so I'm hoping that someone can help me out here. Questions: " whats to stop the whole party from making tests to try and get a rosarious?" since reading the rules on these things they are pretty absurd. if I understand this right it would go (Player is hit: does rosarious absorb damage;No rolled 84 player; rolls to dodge, dodge is successful player takes no damage.) Is that right? Does the whole party get a chance to procure an item or is it 1 attempt per item per mission? Thanks
  23. Cobramax76 said: Gun Katas The Gun Katas are forms of motion designed through centuries of intensive study of potential angles of trajectory deflection and avoidance to be used with the Clerics signature twin pistol combat method that grants him the equivalent the Hard Target Talent ( whether hes moving or not ) as long as the Cleric is using his twin pistols. A Temple Cleric does not revel in the blood and pain of his victims, but only cares that they are dead. If the Cleric kills (reduces to 0 wounds or less) an opponent in his turn, then he gains a +10 to BS (if the kill was made with a ranged weapon) in his following turn against a new target. This can continue if the Cleric continues to make a kill each turn up to a maximum of +30 to BS. Does this ability last until the end of combat or is it a per round type bonus? IE: round 1 you kill enemy so you get +10 on next round versus new opponent however you do not kill him in the second round so would you lose the +10 bonus granted from the 1st round?
  24. I looked into the metallican gun slinger but when I rolled the character up he was born on a forge world, the slinger is a gun metal city which sounds like a hive background. Also I believe it can be taken as a rank 1 career which would have worked but it wasnt in the dice.. erm, destiny of the character to be born. Again I cant thank you enough for all your help Cobra, youve been a monumental help and I look forward to convincing the DM that this is going to be my career, even if I have to burn a fate point to get it!
  25. I read through the career and I love it. I'm hoping that the GM would allow it. I can see that the multiple dodge ability may be a bit over powered but makes perfect sense going from fluff. perhaps if you were allowed a number of doges equal to 1/2 agility modifier? Is it the same ability as the vindicare assassin? Also I was a bit confused about the effects table, are those abilities that are granted from going into the career? Thanks again!
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