It's funny how players are always drawn to rogue-type characters in post-apoc/modern/future game settings.
Stealth is always a major winner as soon as there's guns involved. The best place to shoot someone is in the back
It's funny how players are always drawn to rogue-type characters in post-apoc/modern/future game settings.
Yeah, I'm gonna buy the book this weekend, tuesday at the latest. I'll let you know if I think it's worth the 10$
A few questions:
I've got the psychic power 'burrow' which allows an arcanist, when standing on loose earth, to sink into the ground and to move underground to a certain limit, then come out of the ground, with the possibility of surprising an opponent. (the power can be maintained to go further)
I'd like to change it so that instead of going underground you can step into a shadow and move to another shadow within range, possibly through the realm of shadow with its inherent dangers whichever that may be.
Another thing I want to discuss is having the rate in which my char recovers power points halve when exposed to direct sunlight and double when exposed to moonlight.
Last question : have you decided how many advances we start with?
Hindrances don't give advances precisely. But 1 major/2 minor give you roughly the same bonus as one Advance....
4 Advances from Hindrances
...
grackle. Having trouble nailing down a concept.
Could I get a quick list of what other people are bringing in, just so I have some idea of what folks are doing?