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  1. Nice over-the-top ideas, and very nice pictures to go along! The only picture that could use adjustment is the rotary axe.. Though it could be fun to recount the time your character murdered a khornate berserker with an oversized pizza cutter
  2. I meant to write that I'm in with the "narrative device" crowd, but it's actually nice to have a stat block. Just in cause a PC decides to randomly shoot the inquisitor. I wouldn't build him using the character generation though. There is simply no reason why anyone should be compelled to do that. You're not adding him to your "Random Encounter"-list, are you? It's not really practical compared to just giving him the stuff that you see fit, and it is hardly justified in-universe, what with inquisitors being described as total hipsters so diverse and often outright excentric.
  3. I'd interpret the rule as meaning "Yo, you're entitled to that protection against anything with type "Flame" or "Melta", and the GM can permit you to have protection against stuff that uses heat without having the whole table accuse him of favouritism" Though that information from Inquisitor is very useful as a basis for a "canonical" house rule, so thx for digging it up, Lynata!
  4. Threadnecromancy is heresy! BLAMMBLA...oh wait, this is actually interesting. Thanks for writing this stuff up
  5. I too would't try mixing these lines for a longer campaign. You have other options at hand, though. First, being a villain doesn't necessarily mean acquiring corruption on a regular basis (well, not more than usual for an acolyte ). In fact, a memorable villain might be smart enough in his dealings with daemons to avoid that fate for a long time. But let's assume that whatever the player/character wants to do brings corruption with it. You're probably best off with inventing ways to stave that effect off and handle them narratively, meaning there things the character has to do in order to keep him safe from corruption which on the other hand might get him in trouble with his other duties. Covering himself in hexagrammically warded clothing for most of the time, inflicting sacrificial wounds with a holy relic on a regular basis...analogous to the optional rules for removing insanity. Though, if your player accepts that sooner or later, the character WILL go down in a blaze (monstrous, fiery or otherwise), there is a much cooler option. Dark Pact! Think about it, it shelters you from corruption to a certain degree, if i recall correctly, because you're already "pledged" to a specific entitity, it gives the character a bunch of stuff to hide from his teammates...and he does get abilities that are very useful to their work, in the short run. So you could just portrait these as "miraculous", the character could claim to see saints when these things happen. And then, at a point where it has maximum impact, there comes the pay day. Whatever the team is doing goes to hell, and all they might be able to achieve is to try and save their comrades soul while destroying his possessed body. Sound good? Anyway, if you're already in the midst of it, let us now how it went .
  6. Stop right there, why would you traumatize your child with GrimDarks™????? I was thinking something along the same lines...well, not quite so dire, but I am curious. How will you present the grimdark future of body-mutating mind **** and endless (justified) witch burnings to her?
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