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Spacewolves using the Thu um


Spacefrisian

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Just been playing Skyrim again, and was wondering "what if Spacewolves could use shouts like that". 

 

So could it be a funny thing to have in game? And what shouts could they have, should it be random like psychic powers, should it be limited to 1 model eg your Warlord? 

 

What do you all think of the idea.

 

BTW: would also add bragging rights when you can say "my Warlord shouted your Warlord in to pieces".

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Well, get a Space Wolf enraged enough and he will shout a mammoth into a corner. As for the actual Thuum, I also had that idea :D the entire Skyrim thematic really fits Space Wolves and if someone makes a DIY project with shouts instead of psychic powers (just rename them), it would be awesome.

The new frost special rule could be used for a frosty shout.

 

If its used as if a psychic power during psychic phase each word could be 1 extra warp charge for use. 

 

Example:

 

Frost frozen breath "Fo-kra-diin"

The lord shouted his opponents frozen solid, his voice becoming as cold as the coldest winters of Fenris themselves.

Template Strength 4, ap5 Frost, each warp charge increases strength with 1 and improves ap by 1 (s6 ap 3 at max) 

Okay so I had this all typed out and lost the post, so I finally conjured up the motivation to retype it all....

 

Dragon shouts, or Thu'um are a unique category of psychic powers that can only be used by the Dohvakiin, or Dragonborn.

 

The Dragonborn

One Rune Priest per army (including all detachments, allies and formations) may forgo all upgrades and become Dragonborn for 125pts. A Dragonborn Rune Priest has the following statline and special rules (in addition to his standard rules)

WS5 / BS5 / S4 / T4 / W3 / I5 / A4 / LD10 / Sv2+/6++, Fearless, Psyker (Mastery Level 3).

 

Using a Thu'um

Thu'um are cast in the psychic phase, and are generated by harnessing warp charges in the same manner as normal psychic powers. Most importantly, when rolling the dice the player must shout the words of power at the top of his lungs in order to please the dice gods and ensure a favourable roll. 

 

Channelling a Thu'um

Some Thu'um can be channelled to use additional words of power, increasing both their potency and the number of warp charges they consume. All Thu'um with a lasting effect remain active until the Dragonborn's next psychic phase unless otherwise stated.

 

--------

 

Aura Whisper; "Laas Yah Nir" - Malediction - Warp Charge 2

Your Voice is not a Shout, but a whisper, revealing the life forces of any and all.

All enemy units within 18" of the Dragonborn lose the Stealth & Shrouded USRs if they have them, and any friendly units targeting these models gain +1 to their BS. 

 

Battle Fury; "Mid Vur Shaan" - Blessing - Warp Charge 2

Your Thu'um enchants your nearby allies' weapons, allowing them to attack faster.

All friendly units from Codex: Space Wolves within 12" of the Dragonborn receive +1 to their Attacks and Initiative.

 

Become Ethereal; "Feim Zii gron" - Blessing - Warp Charge 2

The Thu'um reaches out to the Void, changing your form to one that cannot harm, or be harmed.

Until the start of his next psychic phase, the Dragonborn becomes totally impervious to damage--he cannot be targeted by shooting attacks nor declared the target of a charge; any template or blast weapons that fall over him ignore the Dragonborn when calculating wounds. While ethereal, the Dragonborn himself cannot make any shooting attacks, conjur Thu'um or assault. He may still move normally and run in the shooting phase.

 

Bend Will; "Gol Hah Dov" - Malediction - Warp Charge 3

Your voice bends the very stones to your will. As it gains power, animals, people, and even dragons must do your bidding.

The Dragonborn and the targeted unit must immediately make a roll-off on a D6, adding their leadership value. If the enemy wins the roll, nothing occurs. If the Dragonborn wins, he may command the unit to either make a shooting attack or declare a charge. The Dragonborn may force the primary target to target one of it's allies with these attacks. If the Dragonborn chooses to make the primary target to charge at a secondary enemy target, resolve the charge and subsequent combat in the assault phase as if the primary target belonged to the Dragonborn's owning player. After the assault phase, the primary and secondary target immediately cease combat and may each make a consolidation move.

 

Call Dragon; "Od Ah Viing" - Conjuration - Warp Charge 4

Odahviing! Hear my Voice and come forth. I summon you in my time of need.

The Dragonborn summons a fearsome Drake to fight alongside him. The Dragon has the following profile:

Flying Monstrous Creature WS5 / BS1 / S7 / T7 / W5 / I4 / A4 / LD10 / Sv-/5++, Fearless, Feel No Pain, Psyker (Mastery Level 1). It knows the "Fire Breath" and "Frost Breath" Thu'um. The Dragonborn can only conjur one Dragon per game.

 

Call of Valor; "Hun Kaal Zoor" - Conjuration - Warp Charge 2

The valiant of Sovngarde hear your Voice, and journey beyond space and time to lend aid.


The Dragonborn summons a spectral warrior to fight alongside him. The spectre has the following profile:

Infantry (character) WS5 / BS1 / S4 / T4 / W2 / I4 / A3 / LD10 / Sv3+, Fearless, Feel No Pain, Eternal Warrior. It is armed with a Frost Blade and a Frost Axe. The Dragonborn can only conjur one warrior per game.


 

Cyclone; "Ven Gaar Nos" - Witchfire - Warp Charge 1/2/3

Your Thu'um creates a whirling cyclone that sows chaos among your enemies.

This is a psychic shooting attack that scales in power;

WC1: R6" / S5 / AP- 1" Blast, Tempest

WC2: R6" / S6 / AP- 3" Blast, Tempest

WC3: R6" / S7 / AP- 5" Blast, Tempest

Tempest: This attack does not scatter. After placing the blast marker in it's initial position, draw a straight line 2D6 long in any direction. The Cyclone will travel along this path hitting all units it passes over. Once wounds have been resolved, all units hit by the cyclone must also take a dangerous terrain test. Unlike other blast attacks, this attack is treated as a column that extends upwards, and as such can effect fliers. Any skimmers/fliers hit with this attack must roll their dangerous terrain test on 2D6, keeping the worse of the two results.

 

Disarm; "Zun Haal Viik" - Malediction - Warp Charge 2

Shout defies steel, as you rip the weapon from an opponent's grasp.

An enemy unit within 12" becomes either BS0 or WS0 (not both) until the start of the Dragonborn's next Psychic Phase.

 

Dismay; "Faas Ru Maar" - Malediction - Warp Charge 1

And the weak shall fear the Thu'um, and flee in terror.

An enemy unit within 18" must immediately make a morale test at -2 Leadership. If they fail, they must fall back on 3D6, picking the two highest. (4D6 and three highest for bikes/cavalry). Stubborn units ignore the modifier, and Fearless units are unaffected by this Thu'um.

 

Dragon Aspect; "Mul Qah Diiv" - Blessing - Warp Charge 4

Take on the mighty aspect of a dragon, delivering colossal blows, with an armored hide, and more powerful shouts.

The Dragonborn gains +2 to his Weapon Skill, Strength, Toughness, max Wounds, Initiative and Attack characteristics. He gains Psyker (Mastery Level 4) It Will Not Die, Feel No Pain (4+), Armourbane and Eternal Warrior USRs, and his Invulnerable save increases to 4+. This may only be used once per game.

 

Dragonrend; "Qah Diiv Joor"  - Malediction - Warp Charge 1

Your Voice lashes out at a dragon's very soul, forcing the beast to land.

May only target an enemy Flying Monstrous Creature or Jump/Jetpack Monstrous Creature/Infantry unit. These units lose the ability to move as Jump/Jetpack infantry and all bonuses assosciated with it until the start of the Dragonborn's next psychic phase. Flying Monstrous Creatures who are swooping must also take a grounding test at the end of the phase.

 

Elemental Fury; "Su Grah Dun" - Blessing - Warp Charge 2

The Thu'um imbues your arms with the speed of wind, allowing for faster weapon strikes.

The Dragonborn gains +2 Attacks and +2 Initiative. He also gains the Shred USR.

 

Fire Breath; "Yol Toor Shul" - Witchfire - Warp Charge 1/2/3

Inhale air, exhale flame, and behold the Thu'um as inferno.

This is a template shooting attack that scales in power;

WC1: S5 / AP4, Soul Blaze

WC2: S6 / AP3, Soul Blaze

WC3: S7 / AP2, Soul Blaze

 

Frost Breath; "Fo Krah Diin" - Witchfire - Warp Charge 1/2/3

Your breath is winter, you Thu'um a blizzard.

This is a template shooting attack that scales in power.


WC1: S3 / AP-, Helfrost, Icy Chill

WC2: S4 / AP-, Helfrost, Icy Chill

WC3: S5 / AP-, Helfrost, Icy Chill

Icy Chill: Units hit by this attack move as if in difficult terrain during their next movement phase and lose -1 Initiative until the start of the Dragonborn's next psychic phase. Any charges declared by this unit during this time count as a disorganised charge.


 

Ice Form; "Iiz Slen Nus" - Focussed Witchfire- Warp Charge 2

Your Thu'um freezes an opponent solid.

This is a shooting attack with an 18" range. The attack itself is S- / AP -, however it forces a Helfrost check as per the Space Wolf codex, with the exception that it does not have to cause a wound first--merely being targetted by the attack is enough to force the strength test. In addition, targeted units take the Helfrost test at -1 Strength.

 

Kyne's Peace; "Kaan Drem Ov" - Blessing - Warp Charge 1

Kyne's Peace has no effect, because in the grim darkness of the 41st millenium there is only war.

 

Marked for Death; "Krii Lun Aus" - Malediction - Warp Charge 2

Speak, and let your Voice herald doom, as an opponent's armor and lifeforce are weakened.

Until the Dragonborn's next psychic phase, an enemy unit within 18" receives -1 to their Toughness, Armour Save, and Invulnerable Save (if any). Any to-wound rolls against this unit may be re-rolled. 

 

Slow Time; "Tiid Klo Ul" - Blessing - Warp Charge 3

Shout at time, and command it to obey, as the world around you stands still.

Until the beginning of his next psychic phase, the Dragonborn gains Initiative 10, a 2+ Invulnerable Save, and the Fleet USR. He may also move up to 12" in the movement phase.

 

Storm Call"Strun Bah Qo"- Nova - Warp Charge 1/2/3

A Shout to the skies, a cry to the clouds, that awakens the destructive force of lightning.

This attack has different profiles depending on the warp charges expended;


WC1: R6" / S5 / AP- / Assault D6, Rending

WC2: R9"  / S6 / AP- / Assault 2D6, Rending

WC3: R12" / S7 / AP- / Assault 3D6, Rending


 

Unrelenting Force; "Fus Ro Dah" - Witchfire - Warp Charge 1/2/3

Your Voice is raw power, pushing aside anything - or anyone - who stands in your path.

This is a template shooting attack that scales in power.

WC1: S4 / AP- / Assault 1, Strikedown

WC2: S5 / AP- / Assault 1, Strikedown, Rending

WC3: S6 / AP- / Assault 1, Strikedown, Rending, Ragdoll

Ragdoll: Any infantry model hit by a Lvl.3 Unrelenting Force (whether it wounds them or not) is blown backwards--move them 6" directly away from the Dragonborn in a straight line. Should they pass into difficult or dangerous terrain, they must make a dangerous terrain check in additon to wounds caused by the attack itself. Should this 6" move knock them into impassible terrain (ie, a wall or a vehicle) they take another S6 / AP- hit. Monstrous Creatures, Artillery and Vehicles are still effected by this, however they only move 3". All models hit by Unrelenting Force will move as though in difficult terrain on their next movement phase

 

Whirlwind Sprint; "Wuld Nah Kest" - Blessing - Warp Charge 1/2/3

The Thu'um rushes forward, carrying you in its wake with the speed of a tempest.

The Dragonborn may immediately make a move up to 6/12/18" in any direction. His movement must be horizontal; i.e. he cannot climb levels in a building with this movement. He may pass through difficult terrain unimpeded, and is not required to make a dangerous terrain check unless any difficult terrain he goes through is also dangerous. This does not count as a run move, and therefore does not disallow him from declaring a charge in the following assault phase.

 

--

 

There are quite  a few I missed because I couldn't think of a use for them in a 40K game (animal allegiance, throw voice, etc...). Some of these powers are ridiculously OP, but that's intentional--you're the Dragonborn darn it! I'm still not totally up to speed with the 7th edition psychic rules so I may have made some basic mistakes, let me know if that's the case. Anyways, tell me what you think! 

 

[...]
 
--
 
There are quite  a few I missed because I couldn't think of a use for them in a 40K game (animal allegiance, throw voice, etc...). Some of these powers are ridiculously OP, but that's intentional--you're the Dragonborn darn it! I'm still not totally up to speed with the 7th edition psychic rules so I may have made some basic mistakes, let me know if that's the case. Anyways, tell me what you think! 

 

 

Holy crap, this thread just got awesome. You actually did it :D Very good work. I'm going to save it somewhere for future reference.

 

Anyway, have this massive keg of internet ale while I upload this one picture...

 

1396907703801.jpg

You forgot some, dont mind if i add them yes?

 

Clear skies: "Lok Vah Koor": The weather itself yeilds to the dragonborn, night becomes day 

-It stops raining and snowing, and nightfight is canceled, but no further effect. Warpcharge 1

 

Drain Vitality: "Gaan La Haas": The target feels its own life force drained from him.

-Target and Dragonborn both roll a d6 and add there toughness value to it, if target scores higher nothing happens, if target has equal or lower than Dragon born, it loses a wound and the Dragonborn regains 1 wound earlier lost. If target is a psyker he will also lose one of its warpcharge dice, this is added to the Dragonborn but only he may use it. Warpcharge 1

 

Okay so I had this all typed out and lost the post, so I finally conjured up the motivation to retype it all....
 
Dragon shouts, or Thu'um are a unique category of psychic powers that can only be used by the Dohvakiin, or Dragonborn.
 
The Dragonborn
One Rune Priest per army (including all detachments, allies and formations) may forgo all upgrades and become Dragonborn for 125pts. A Dragonborn Rune Priest has the following statline and special rules (in addition to his standard rules)
WS5 / BS5 / S4 / T4 / W3 / I5 / A4 / LD10 / Sv2+/6++, Fearless, Psyker (Mastery Level 3).
 
Using a Thu'um
Thu'um are cast in the psychic phase, and are generated by harnessing warp charges in the same manner as normal psychic powers. Most importantly, when rolling the dice the player must shout the words of power at the top of his lungs in order to please the dice gods and ensure a favourable roll. 
 
Channelling a Thu'um
Some Thu'um can be channelled to use additional words of power, increasing both their potency and the number of warp charges they consume. All Thu'um with a lasting effect remain active until the Dragonborn's next psychic phase unless otherwise stated.
 
--------
 
Aura Whisper; "Laas Yah Nir" - Malediction - Warp Charge 2
Your Voice is not a Shout, but a whisper, revealing the life forces of any and all.
All enemy units within 18" of the Dragonborn lose the Stealth & Shrouded USRs if they have them, and any friendly units targeting these models gain +1 to their BS. 
 
Battle Fury; "Mid Vur Shaan" - Blessing - Warp Charge 2
Your Thu'um enchants your nearby allies' weapons, allowing them to attack faster.
All friendly units from Codex: Space Wolves within 12" of the Dragonborn receive +1 to their Attacks and Initiative.
 
Become Ethereal; "Feim Zii gron" - Blessing - Warp Charge 2
The Thu'um reaches out to the Void, changing your form to one that cannot harm, or be harmed.
Until the start of his next psychic phase, the Dragonborn becomes totally impervious to damage--he cannot be targeted by shooting attacks nor declared the target of a charge; any template or blast weapons that fall over him ignore the Dragonborn when calculating wounds. While ethereal, the Dragonborn himself cannot make any shooting attacks, conjur Thu'um or assault. He may still move normally and run in the shooting phase.
 
Bend Will; "Gol Hah Dov" - Malediction - Warp Charge 3
Your voice bends the very stones to your will. As it gains power, animals, people, and even dragons must do your bidding.
The Dragonborn and the targeted unit must immediately make a roll-off on a D6, adding their leadership value. If the enemy wins the roll, nothing occurs. If the Dragonborn wins, he may command the unit to either make a shooting attack or declare a charge. The Dragonborn may force the primary target to target one of it's allies with these attacks. If the Dragonborn chooses to make the primary target to charge at a secondary enemy target, resolve the charge and subsequent combat in the assault phase as if the primary target belonged to the Dragonborn's owning player. After the assault phase, the primary and secondary target immediately cease combat and may each make a consolidation move.
 
Call Dragon; "Od Ah Viing" - Conjuration - Warp Charge 4
Odahviing! Hear my Voice and come forth. I summon you in my time of need.
The Dragonborn summons a fearsome Drake to fight alongside him. The Dragon has the following profile:
Flying Monstrous Creature WS5 / BS1 / S7 / T7 / W5 / I4 / A4 / LD10 / Sv-/5++, Fearless, Feel No Pain, Psyker (Mastery Level 1). It knows the "Fire Breath" and "Frost Breath" Thu'um. The Dragonborn can only conjur one Dragon per game.
 
Call of Valor; "Hun Kaal Zoor" - Conjuration - Warp Charge 2
The valiant of Sovngarde hear your Voice, and journey beyond space and time to lend aid.
The Dragonborn summons a spectral warrior to fight alongside him. The spectre has the following profile:
Infantry (character) WS5 / BS1 / S4 / T4 / W2 / I4 / A3 / LD10 / Sv3+, Fearless, Feel No Pain, Eternal Warrior. It is armed with a Frost Blade and a Frost Axe. The Dragonborn can only conjur one warrior per game.
 
Cyclone; "Ven Gaar Nos" - Witchfire - Warp Charge 1/2/3
Your Thu'um creates a whirling cyclone that sows chaos among your enemies.
This is a psychic shooting attack that scales in power;
WC1: R6" / S5 / AP- 1" Blast, Tempest
WC2: R6" / S6 / AP- 3" Blast, Tempest
WC3: R6" / S7 / AP- 5" Blast, Tempest
Tempest: This attack does not scatter. After placing the blast marker in it's initial position, draw a straight line 2D6 long in any direction. The Cyclone will travel along this path hitting all units it passes over. Once wounds have been resolved, all units hit by the cyclone must also take a dangerous terrain test. Unlike other blast attacks, this attack is treated as a column that extends upwards, and as such can effect fliers. Any skimmers/fliers hit with this attack must roll their dangerous terrain test on 2D6, keeping the worse of the two results.
 
Disarm; "Zun Haal Viik" - Malediction - Warp Charge 2
Shout defies steel, as you rip the weapon from an opponent's grasp.
An enemy unit within 12" becomes either BS0 or WS0 (not both) until the start of the Dragonborn's next Psychic Phase.
 
Dismay; "Faas Ru Maar" - Malediction - Warp Charge 1
And the weak shall fear the Thu'um, and flee in terror.
An enemy unit within 18" must immediately make a morale test at -2 Leadership. If they fail, they must fall back on 3D6, picking the two highest. (4D6 and three highest for bikes/cavalry). Stubborn units ignore the modifier, and Fearless units are unaffected by this Thu'um.
 
Dragon Aspect; "Mul Qah Diiv" - Blessing - Warp Charge 4
Take on the mighty aspect of a dragon, delivering colossal blows, with an armored hide, and more powerful shouts.
The Dragonborn gains +2 to his Weapon Skill, Strength, Toughness, max Wounds, Initiative and Attack characteristics. He gains Psyker (Mastery Level 4) It Will Not Die, Feel No Pain (4+), Armourbane and Eternal Warrior USRs, and his Invulnerable save increases to 4+. This may only be used once per game.
 
Dragonrend; "Qah Diiv Joor"  - Malediction - Warp Charge 1
Your Voice lashes out at a dragon's very soul, forcing the beast to land.
May only target an enemy Flying Monstrous Creature or Jump/Jetpack Monstrous Creature/Infantry unit. These units lose the ability to move as Jump/Jetpack infantry and all bonuses assosciated with it until the start of the Dragonborn's next psychic phase. Flying Monstrous Creatures who are swooping must also take a grounding test at the end of the phase.
 
Elemental Fury; "Su Grah Dun" - Blessing - Warp Charge 2
The Thu'um imbues your arms with the speed of wind, allowing for faster weapon strikes.
The Dragonborn gains +2 Attacks and +2 Initiative. He also gains the Shred USR.
 
Fire Breath; "Yol Toor Shul" - Witchfire - Warp Charge 1/2/3
Inhale air, exhale flame, and behold the Thu'um as inferno.
This is a template shooting attack that scales in power;
WC1: S5 / AP4, Soul Blaze
WC2: S6 / AP3, Soul Blaze
WC3: S7 / AP2, Soul Blaze
 
Frost Breath; "Fo Krah Diin" - Witchfire - Warp Charge 1/2/3
Your breath is winter, you Thu'um a blizzard.
This is a template shooting attack that scales in power.
WC1: S3 / AP-, Helfrost, Icy Chill
WC2: S4 / AP-, Helfrost, Icy Chill
WC3: S5 / AP-, Helfrost, Icy Chill
Icy Chill: Units hit by this attack move as if in difficult terrain during their next movement phase and lose -1 Initiative until the start of the Dragonborn's next psychic phase. Any charges declared by this unit during this time count as a disorganised charge.
 
Ice Form; "Iiz Slen Nus" - Focussed Witchfire- Warp Charge 2
Your Thu'um freezes an opponent solid.
This is a shooting attack with an 18" range. The attack itself is S- / AP -, however it forces a Helfrost check as per the Space Wolf codex, with the exception that it does not have to cause a wound first--merely being targetted by the attack is enough to force the strength test. In addition, targeted units take the Helfrost test at -1 Strength.
 
Kyne's Peace; "Kaan Drem Ov" - Blessing - Warp Charge 1
Kyne's Peace has no effect, because in the grim darkness of the 41st millenium there is only war.
 
Marked for Death; "Krii Lun Aus" - Malediction - Warp Charge 2
Speak, and let your Voice herald doom, as an opponent's armor and lifeforce are weakened.
Until the Dragonborn's next psychic phase, an enemy unit within 18" receives -1 to their Toughness, Armour Save, and Invulnerable Save (if any). Any to-wound rolls against this unit may be re-rolled. 
 
Slow Time; "Tiid Klo Ul" - Blessing - Warp Charge 3
Shout at time, and command it to obey, as the world around you stands still.
Until the beginning of his next psychic phase, the Dragonborn gains Initiative 10, a 2+ Invulnerable Save, and the Fleet USR. He may also move up to 12" in the movement phase.
 
Storm Call"Strun Bah Qo"- Nova - Warp Charge 1/2/3
A Shout to the skies, a cry to the clouds, that awakens the destructive force of lightning.
This attack has different profiles depending on the warp charges expended;
WC1: R6" / S5 / AP- / Assault D6, Rending
WC2: R9"  / S6 / AP- / Assault 2D6, Rending
WC3: R12" / S7 / AP- / Assault 3D6, Rending
 
Unrelenting Force; "Fus Ro Dah" - Witchfire - Warp Charge 1/2/3
Your Voice is raw power, pushing aside anything - or anyone - who stands in your path.
This is a template shooting attack that scales in power.
WC1: S4 / AP- / Assault 1, Strikedown
WC2: S5 / AP- / Assault 1, Strikedown, Rending
WC3: S6 / AP- / Assault 1, Strikedown, Rending, Ragdoll
Ragdoll: Any infantry model hit by a Lvl.3 Unrelenting Force (whether it wounds them or not) is blown backwards--move them 6" directly away from the Dragonborn in a straight line. Should they pass into difficult or dangerous terrain, they must make a dangerous terrain check in additon to wounds caused by the attack itself. Should this 6" move knock them into impassible terrain (ie, a wall or a vehicle) they take another S6 / AP- hit. Monstrous Creatures, Artillery and Vehicles are still effected by this, however they only move 3". All models hit by Unrelenting Force will move as though in difficult terrain on their next movement phase
 
Whirlwind Sprint; "Wuld Nah Kest" - Blessing - Warp Charge 1/2/3
The Thu'um rushes forward, carrying you in its wake with the speed of a tempest.
The Dragonborn may immediately make a move up to 6/12/18" in any direction. His movement must be horizontal; i.e. he cannot climb levels in a building with this movement. He may pass through difficult terrain unimpeded, and is not required to make a dangerous terrain check unless any difficult terrain he goes through is also dangerous. This does not count as a run move, and therefore does not disallow him from declaring a charge in the following assault phase.
 
--
 
There are quite  a few I missed because I couldn't think of a use for them in a 40K game (animal allegiance, throw voice, etc...). Some of these powers are ridiculously OP, but that's intentional--you're the Dragonborn darn it! I'm still not totally up to speed with the 7th edition psychic rules so I may have made some basic mistakes, let me know if that's the case. Anyways, tell me what you think! 

 

 

Oh wow, that is both awesome and scary.  I would hate to see the points on the character that had all of that.

It is quite jaw-dropping.  Your rules do look good, as you say, with a few powers being OP.  You'd fix this by making the Dragonborn RP higher cost.  He is seriously undercosted.  Something around 200-250 points seems more in line with the abilities.  

 

Nice work!

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