- Pronouns
- He/Him
I'm good with that.
I'm just trying to figure out what the theme would be. That's honestly the toughest part.'Teenagers with attitude' does describe quite a bit of nearly every Skaven.
I think there's a group consensus there, yeah.As an aside, since there's been no objection, can I assume y'all wanna ask about the bone plain thingy? My laptop's not really turning on at the moment so it'll take me a few hours to write up, but I can probably have the answer up by tonight.
Oh right, I forgot to update that. I'll do that after I write the answer thingy, they can summon weakish ghosts that can't hurt/affect physical things but can't be hurt outside of magic, which they prove pretty fragile to.You know, it really is too bad that our necromancer's can't summon ghosts yet. If I recall correctly they can only be harmed by magic, magical weapons, and other things along that line, so some ghost support would be pretty great against Estalia and Tilea who, as far as I'm aware, have the least magic around of any faction.
At least, that's how I think they work? I haven't been able to find any rules on ghosts outside of the first edition of the roleplay version of Warhammer, so this could have been changed.
10/10 best motivation officially approvemotivated to suggest this so they can collaborate with Skyre to produce a super doom rocket and attempt to put a Mors on Morrslieb.
What can they do then?I'll do that after I write the answer thingy, they can summon weakish ghosts that can't hurt/affect physical things but can't be hurt outside of magic, which they prove pretty fragile to.
See, the thing is, I don't want to bother with rockets because I want to make a permenent warp portal to Morrslieb instead.Looking at the exploitable tech list. Would it make sense to teach the Lore of Azgorh to Clan Mors? It seems like it would help with their rudimentary runic gear.
Of course, partially I'm motivated to suggest this so they can collaborate with Skyre to produce a super doom rocket and attempt to put a Mors on Morrslieb.
They canWhat can they do then?
Do they get the inflict fear affect from the roleplay or does that count under affect physical things?
What's the effects of fear in this quest?They canbe spoopyinflict fear and such through their undead nature and psychological warfare and such, yeah. Also useful for scouting, since they can be hard to see when they wanna be and can go through walls and stuff, though only a certain distance from the caster or they poof. Also they're easy to summon so your average necromancer can summon a ton of them at once. Zombies and skeletons and such are the main battlefield utility your necro guys provide right now.
Pretty sure nothing works off hard mechanical stuff if that's what you're trying to ask for. If it causes fear, he'll just make a mental note of that to degrade their capabilities further so long as they're not fear immune.What's the effects of fear in this quest?
Cause, thanks to research I know at some point it changed to decrease weapon skill and it used to be something different, so, like, mechanically what does it actually do?
13 rangers, one for each major clan that's on the council of big shot clans?I'm just trying to figure out what the theme would be. That's honestly the toughest part.
I considered that, but I figured that's a bit much. At least to start with, I mean, sure, leave room in the design for more to come in, but I feel like unless we do a ton of prep work starting with 13 is a little much.13 rangers, one for each major clan that's on the council of big shot clans?
The four main clans + a Grey Seer?Thinking it's better to start with a 3 or 5 person team like standard, plus, it let's us see it in action and figure out any weak points or areas that need improving that the next member could help out with.
That could work. Now what to call them ....
Pretty much anything explicitly magical can effect them, if not be 'super effective', so basically all of Pestilens' stuff, Eshin's shadowcloaked gear, the Grey Seers, and Skyre's lighting stuff, though that's not super effective until you get to the more high-powered stuff.@Xantalos For clarification's purposes before I go write a dumb plan, what in our arsenal qualifies as anti-ethereal for the purposes of harming spirits? Will poisoned-wind globadiers work since Pestilens' plagues are part curse? Will Skyre lightning weapons?
Would enough artificial parts help?Pretty much anything explicitly magical can effect them, if not be 'super effective', so basically all of Pestilens' stuff, Eshin's shadowcloaked gear, the Grey Seers, and Skyre's lighting stuff, though that's not super effective until you get to the more high-powered stuff.
Skalm currently will probably keep Sleek alive one turn if applied in massive enough quantities, but no further, he's getting too old for his body to really hold out. The really blessed skaven like skrolk, nurglitch, the grey seers as a whole, and the council of thirteen are the ones that can live longer than normal skaven - Sleek isn't really pious enough to get notably blessed in that manner since the Horned Rat's normally pretty stingy, though you could theoretically try to apply it through some form of sacred ritual.
What about ripping his soul out and shoving it into a younger body?Pretty much anything explicitly magical can effect them, if not be 'super effective', so basically all of Pestilens' stuff, Eshin's shadowcloaked gear, the Grey Seers, and Skyre's lighting stuff, though that's not super effective until you get to the more high-powered stuff.
Skalm currently will probably keep Sleek alive one turn if applied in massive enough quantities, but no further, he's getting too old for his body to really hold out. The really blessed skaven like skrolk, nurglitch, the grey seers as a whole, and the council of thirteen are the ones that can live longer than normal skaven - Sleek isn't really pious enough to get notably blessed in that manner since the Horned Rat's normally pretty stingy, though you could theoretically try to apply it through some form of sacred ritual.