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Witchfire bog
Witchfire bog






witchfire bog

What is the problem with that? You don't roll to hit with a witchfire template (the witchfire rules tell you that) so there's no chance to roll precision shots even if the psyker is a character.īut back to the question of precision witchfire.there seems to be disconnect in the rules that doesn't make sense. I would leave it as it is for and wait for the warring human factions first.Blaggard wrote:What about precision strike template withfire, such as some found in Pyromancy? Well, that would be really complex to create and to balance. Same could work for robber knights and highwaymen, or necromancers and vampires. Orcs and Goblins are not working together as some may think (only on rare occasions according to the faction text). Yeah, I think they will be added sooner or later. You’ve probably seen them in Psens art thread. Vampire Lord:/Primal Werewolf:/Ghoul Tyrant: Quarterstaff and recurved bow sound nice. “Blessings” like in most fantasy-rpgs is out of questions, because it’s to similar to magic, but maybe they could provide the player with information and lore from their archives? Makes me think of a “Witchfire!”-Expansion! :DĪside from the details it adds to the setting, we’d have to think of some actual gameplay elements that involve the church. Would be a cool addition if an easy re-skinning is an option.Ī lone monastery in the mountains, priests as quest givers and the church in quarrel with the cultists. My experienced fighters don’t get hit more than once per turn unless overwhelmed. Could be very powerful though, for late-game characters with heather shields. Hm, I agree that this is one perk that has to be redone. The undead usually start out in the north and don’t come down far enough to reach the swamp. Not sure if it’s worth the work though, as it would be a rather situational unit. Also they’d become significant stronger then highwaymen over the time. Robber knights on the other side, will expand and increase their territory, just like bandits work right now. Instead the number of highwaymen depends on the prosperity of the towns and villages. Also the highwaymen faction doesn’t expand by amassing riches. Poorly armed, like the thugs we’ve got now. Highwaymen are only farmers who dearly need the coin to survive the next winter. The bandit faction could be split into two subfactions: robber knights and highwaymen. It sounds a bit overpowered, but I like the idea. These would be very powerful and strangle trade completely. Metal is common here, but food might be in high demand. Villages in the mountains are build of stone, too, but are much taller and look stronger. A village in the swamps to the east would have low houses build of stone and reed, and metal tools are rare. Maybe instead of cultural transition, villages could instead adapt to region they’re in. It’d probably difficult to implement, but once the map gets bigger there will be more room for these transitions.

witchfire bog

That would be a really interesting addition. You know how demons a usually associated with flames and hellfire? Well, these are not, a unique twist. They could be demons summoned by a cultist faction. When the players enters such a place, thinking “Is it Orcs? Is it the Undead?… Wait… Oh sh*t what is that?!”. They could roam long forgotten dungeons instead. Because as a large faction you would face them rather often and they would loose more of their unique charm every time you fight them. I’d rather have them as monsters that you can find in caves and/or sunken/buried castles. It would not really fit into the setting, at least not as a faction. That’s my main complaint about this idea, too. Now this I’m a bit uncertain of, since depending on the execution it might not gel with the atmosphere you’ve build up so far








Witchfire bog