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Sandwich

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Posts posted by Sandwich

  1. Oh, but I am discounting it and I will do so time and again, I really don't see the purpose of it between A Blinding Flash and simply healing..

    (That's not to say that you couldn't think up some obscure situation where Death Defying wouldn't be the best/only option though..)

    Two models are attacking Colette.

    One model kills Colette.

    Other model hasn't activated.

    It's not obscure at all.

    Death Defying is just like a Healing flip +1.

    It can heal more than a maximum of 3 Wd, and you know exactly how much you'll be healing, and you can move her to practically anywhere you'd like.

  2. They either need mist or the action that puts them in friendly mist to be a 0. At present they're terrible.

    Absolutely agreed, although they might be balanced more with (+1)Fast, honestly.

    And Return to Sender should for sure be a (1) action, 2 AP is too much to be effective right now.

    Even worse in a Hamelin crew as you can only take 2. Should have realised that before I got excited and ordered a load :(

    Ouch!

    Do you have any other resser players around, or a Levi player?

    A couple Crooligans would probably be a decent Christmas gift, even if they're a little bit terrible. :P

  3. So I'm really working hard on getting facts straight for my Seamus Tactica, I've been playing a stupid high amount of games with all 4 Resurrectionist masters and trying to utilize the Crooligan as best as possible. Even with Molly summoning them remove the Special Forces limitations, I just can make them work for me.

    My personal opinion absolutely withdrawn, would anyone agree the Crooligan needs a buff or am I just totally missing the point here?

    OP now invalid.

  4. Well I disagree, I think that this is Ham-lame players taking advantage of awkward wording. I think its ridiculous that pipes is able to "go around" immune to influence.

    While you're correct in that there is a large amount of Hair Splitting for a lot of rules, (See the war of the Voracious Rats, circa 2010) this one is actually very clear.

    Immune to Influence is designed in a way that stops spells, but not other effects which use the Wp stat.

    The original incarnation of Haunting Melody was Terrifying and Morale Duels, but as of Rising Powers (and a few specific cases in the first book) it's expanded to a fairly large amount of Actions and Spells.

    - - - -

    I understand the frustration as Hamelin is already fairly overwhelming but understand that Bully, and in extent, Haunting Melodies, is the lynch pin of his survival.

    If he had to rely on solely (1)Understand the Soulless to keep things from killing him and his Catchers, there'd be way too many models that could just run in and murder him without batting an eye.

    - - - -

    A couple of counter play techniques would be to use Terrain advantageously or engage him with a strong model early on so that your I2I model can't be targeted with his Pipes, he can't fire out of melee.

  5. Bahahahaha.

    Lalo wins pretty hard right now.

    It's no surprise that more people weren't bored enough to do this.

    1. If you could have one Talent or Spell for use in the real world, what would it be, and why?

    Regeneration 2. So I could do all kinds of stupid things and get better the next day! :D

    2. If you could introduce any one character from any other work of fiction, who would it be, what faction would they be, and what would their basic theme be?

    Ezio Auditore, Arcanist, and murder.

    3. What is the most powerful model combination in Malifaux?
    I'm going to say probably Pandora and Lelu are in the top 5. I'm not sure what the most powerful would be. :/

    4. If you could rewrite one Talent or Spell, while still keeping in line with its basic intention, how would you rewrite it?
    Anathema: This model's Terrifying ability and all Terrifying effects generated by this model or any friendly models within 3" of this model affects all enemy models that do not have the Anathema ability. This model's Terrifying ability and any Terrifying effects generated by this model ignore any immunity to Morale duels.

    5. If you could make one model from Malifaux into a real person or thing, who or what would you bring to life and why?
    Ramos, hands down. Works for the people and can turn into Doc Ock on crack? Yup.

    6. Pick your favorite master. What Grammy Award do you think they are most deserving of?
    Best Antagonist for Seamus.

    7. You get to change one Aspect of Malifaux's lore that will affect future character developement as well as any affected Model's statecard, what do you change?

    I really wouldn't change anything.

    8. Ahh crap, you're now a Tyrant entity! Who took over your body? What would your signature Talent or spell be?
    December, for sure. My signature talent would be an ability to wreck my own crew to make me more awesome.

    9. Pick your favorite song (None of Sue's!) Make it into a Talent or spell.

    Run - Snow Patrol is kinda tough since pretty much every other kind of movement effect already exists. :/

    Run: This model cannot be targeted by parting strikes.

    10. Nathan Caroland just called you and said that it's up to you to design the new master and crew for your favorite Faction. What's their theme? What new mechanics do you introduce?

    Mummies for the Resurrectionists.

    Regeneration, low damage, low mobility, high movement, burying scarab objective grabbers.

    Debuffs.

    11. Swap two abilities on two models from seperate factions. Make both models OP.

    Easy, Nekima loses Terrible Beauty, but gains Hamelin's The Void.

    Hamelin loses The Void but gains Terrible Beauty.

    12. You've been given 50$ store credit, what is the first thing you buy?

    Save it for the Avatar of Contagion, for sure.

    13. It's up to you to Demo Malifaux to a group of people who've never seen a single Miniature game. What two crews do you choose to use?

    Colette versus Victoria's with Von Schill.

    Has a ton of exciting elements and is perfectly mentally engaged for someone who has never seen a miniature game with mechanics that are easily explainable.

    Shows off high Damage versus High mobility.

    Loads of fun.

    Et cetera.

    14. Pick your favorite consumable product. Using it's name, make a (2)Spell.

    Coke was already taken, so

    (2)Dr. Pepper

    (CC: 15:tomes / Rst: Wp / Rg: 12)

    Target model must win a Wp->12 duel or push its Wk towards this model, if target model ends this push in Base contact with this model, it suffers 3 Wd.

    15. Your favorite Television show is now the name of a brand new Strategy, what are the requirements?

    The Walking Dead is already taken, so

    Hell on Wheels

    Place three 50 MM markers touching each other in the center of the board. When more friendly models than enemy models are within 3" of one or more Hell on Wheels markers, push all three markers 2" towards your deployment zone. If more enemy models are within 3" of the Hell on Wheels markers than friendly models, push all three markers 2" towards your Opponent's Deployment Zone.

    -Score 4 VP if all 3 Hell on Wheels markers are completely within your Deployment zone.

    -Score 2 Vp if at least 1 Hell on Wheels marker is completely within your Deployment Zone.

    -Lose 1 Vp if at least one Hell on Wheels marker is completely within your Opponent's Deployment Zone.

    Lose 2 Vp if all three Hell on Wheels markers are completely within your Opponent's Deployment Zone.

  6. Stupid bored and about to go out of Christmas shopping.

    So I realized one thing this forum was missing,

    Stupid generic questions!

    Hopefully I have stuff to read when I come back!

    - - - -

    1. If you could have one Talent or Spell for use in the real world, what would it be, and why?

    2. If you could introduce any one character from any other work of fiction, who would it be, what faction would they be, and what would their basic theme be?

    3. What is the most powerful model combination in Malifaux?

    4. If you could rewrite one Talent or Spell, while still keeping in line with its basic intention, how would you rewrite it?

    5. If you could make one model from Malifaux into a real person or thing, who or what would you bring to life and why?

    6. Pick your favorite master. What Grammy Award do you think they are most deserving of?

    7. You get to change one Aspect of Malifaux's lore that will affect future character developement as well as any affected Model's statecard, what do you change?

    8. Ahh crap, you're now a Tyrant entity! Who took over your body? What would your signature Talent or spell be?

    9. Pick your favorite song (None of Sue's!) Make it into a Talent or spell.

    10. Nathan Caroland just called you and said that it's up to you to design the new master and crew for your favorite Faction. What's their theme? What new mechanics do you introduce?

    11. Swap two abilities on two models from seperate factions. Make both models OP.

    12. You've been given 50$ store credit, what is the first thing you buy?

    13. It's up to you to Demo Malifaux to a group of people who've never seen a single Miniature game. What two crews do you choose to use?

    14. Pick your favorite consumable product. Using it's name, make a (2)Spell.

    15. Your favorite Television show is now the name of a brand new Strategy, what are the requirements?

  7. I have been searching for tactics on her but I havent found hardly anything. I'm about to get NE Lady Justice and really want to use her as undead I just cant find what she does or how she works.

    I've got about 20 minutes of downtime in between house cleaning so I'll write up a real quick Dead Doxy tactica, just for you!

    Dead Doxy - 5 Soul Stones

    The Dead doxy is the new Belle introduced in the third expansion of Malifaux, Rising Powers. She fills a specific niche that is more tailor-made for a Seamus crew, that is, the in-combat summon damage / support.

    A big problem most players are going to have when looking at the Doxy for the first time is that she brings very little to the table for Seamus (Or any other Resurrectionist master, for that matter.) She's got the standard 'Low Df, Hard to Wound, moderate Wd' combo that most Resser models have. However, the Dead Doxy also has Strangly Attractive, which makes them pretty effective Spell Tanks versus quite a few crews that rely on multiple models laying down the law. It also works to slow down crews like Von Schill (Or several Vicky lists) from absolutely chewing you apart. Keep in mind it's a Simple duel, so Stubborn won't come into effect and no talent can ignore it.

    Doxies are fairly more mobile than Belles, they only have a maximum Wk of 7, (9 with Molly, 12 with (1)Imbue Vigor) which is only 1 higher than your standard Belle, but they also get a Ca 7 push that has a debuff attached to it, so they do move significantly faster than your run of the mill Belle.

    They're fairly solid 5 Pt. models without Molly Squidpiddge, with a decently reliable debuff that has incredibly powerful reprecussions (:-fate:-fate to Defense and Resist duels spells certain death in most cases. Their (1)Undress will work only slightly better than a Rotten Belle's but does help to increase the usage of the spell because you often spend all of a Rotten Belle's AP on (1)Lure.

    If you're bringing in Molly Squidpiddge, the Doxies' (1)Seduction can be stolen and then cast with a Ca 7 and Use Soulstone, which pretty well ensures a successful cast.

    (1)Seduction is probably in the top 5 most powerful spells in the game, especially with Resurrectionists (Or Levi.) Because they're all very spell reliant, (Yes, even McMourning needs to cast spells) and (1)Seduction downright guarantees things going your way on whoever is afflicted.

    - - - - -

    Abilities

    Flirtatious Wink: Gives the Doxy 7 Ca when casting (0)Inviting Approach. This is often either an autowin, or a forced high card. It makes the Doxy fairly menacing in most games because it allows her to drop onto a model, cuddle its defenses, and then still have 2 AP to run the hell away. (Or try, try again.)

    Hard to Wound 1: Makes this girls super tanks, even with 6 Wd, against ranged and spell crews. Moderate Wp makes them pretty hard to hit in the first place with a lot of spells and medium low Df means that you can actually compete in flips with smaller models.

    Part of the Harem: Just lets Seamus summon them. Which is always a good idea to do as soon as possible. Always gauge the situation, "Who would be better here, a Rock(Rotten Belles) or a Hard Place(Dead Doxy)?" Remember Rotten Belles have a higher melee Cb than Doxies and will be better for keeping a model in place, but Doxies can whittle down an enemy model and run away easily. So pick wisely which you're summoning.

    Shambling: Standard issue mobility buff.

    Slow to Die: I'll explain a trick on when this is great in a second.

    Strangely Attractive: Models 4" or more away targeting the Doxy with an Attack have to win a Wp->12 duel or the Action immediately fails. Please for the love of [generic deity] do NOT forget about this ability. A Doxy can stand in front of a gun line and flash them all in to absolute failure. It's ridiculously powerful for such a simple ability.

    Actions

    (1)Final Encore: This is pretty useless unless you have the Avatar of Dread on the table. Why? Because then all of your models become Terrifying->12. If a model has already pass the Terrifying Duel to hit the Doxy and you pull a switcheroo, that model has to beat ANOTHER Terrifying->12 immediately. It took me a little to figure this out but it is stupid powerful with Avatar Seamus. Try it out a few times and tell me how many people go for the Doxy afterwards.

    Triggers

    Fatal Distraction: Gives you a free swing if you succeed in casting (1)Seduction or (1)Undress. It's an autotrigger for (1)Seduction because you need to flip a :tomes anyway. You'll occasionally hit things with your gun, so it's always worth a try if you can pull it off.

    Rot: It's nice when you flip a crow in a melee strike, but I just don't really see the practicality of it. This trigger is present for the fluff and nothing more.

    Regret: Super situational defensive trigger, works great when it works, completely forgotten when it doesn't. It's nice to stop Teddy from instabanning your Doxy, but doesn't do much else.

    Spells

    (0)Inviting Approach: Usually an autocast, you need 6 of anything to get it off. It gives you a free push towards a model and a free (1)Seduction if you end within 4" of that model, which you usually will. Fairly powerful mobility tool.

    (1)Seduction: Has a pretty difficult cast, you need a moderate-high :tomes to get it to go, but it has incredibly destructive capabilities. A :-fate:-fate to Defense and Resist duels usually spell D E A D for whatever model failed to resist. It can be annoying when you have this spell and no reliable means to cast it, but when you've got that high :tomes sitting in your hand and a 9 point model right down the road, it feels great.

    (1)Undress: Moderate CC, decent debuff. You'll be casting this more often with the Doxy than your Rotten Belles, so don't be shy to blast an enemy model with a Focus Cast undress to pave the way for Seamus' gun, or meaty green giant fists.

    - - - -

    Final Thoughts,

    1. Is the Dead Doxy worth getting?

    Hell yes it is. They're powerful niche models with high mobility, powerful defense and sleeper OP Spell. It's great to drop a fate twist bomb on a clutch model and then just wreck it with your crew. They're low cost models with a high movement rate so starting with them isn't always taboo, and they can be summoned into the middle of things if you're in a pinch.

    2. What counters the Dead Doxy?

    Fast models. The Doxy is pretty solid in the defensive area, and is moderate high speed compared to a lot of other models. But anything that can outrun her will just leave her in the dust. You can always focus down bigger models with the Doxy but if your opponent is someone like Colette, you'll just be constantly frustrated with how little they accomplish.

    3. What does the Dead Doxy Counter?

    High Risk, High Reward models like Von Schill, Cassandra, Shikome, or Nix. She can easily lock down models when you couple her with a Belle, can drop a bomb on objective Grabbers and can escape a lot of dreary situations that players will use for counters versus her.

    4. How well does a Doxy work for

    • McMourning: Badly, sort of. They can move with your crew and increase McMourning or Simulcrum's damage output, but that's about it. You've got far better tanks and way better damage dealers than the Doxy that will be replaceable. I'd skip the Doxy for this one.
    • Nicodem: Pretty great. They can be summoned, so mobility isn't an issue. They're great tools to use with Punk Zombies and can actually deal respectable damage because of (0)Bolster Undead. Definately suggest using them.
    • Kirai: They aren't terrible, but most experienced players will skip them. I haven't had much playtime with a Doxy and Kirai so I can't say definitively, but, they're too slow, don't fit the meta and aren't very useful for anything.
    • Leveticus: You tell me, I've never tried it.

  8. Hell, I've even heard "Mollyfox." :D

    I don't know if it's just me, but have you ever heard someone call it Maul-e-faux?

    Wow, really? That's incredibly cheap as rulebooks go. And surely to new players you need to be pushing the RM as the one book you need to get started? The older books are entirely optional.

    You say you're short of players, but it's hardly the best way to entice people into playing the game by leading with the irrelevant: "Well, the first edition of the rules had loads of mistakes in it"

    Mike

    It's not the price, but the principle.

    I don't push any books on them, I let them use my models and my books.

    If they ask what other books are available, I tell them.

    Some people still have an old-world expectation of business, I can't really do much to change that.

  9. I need to get this out because it's a constant annoyance.

    Regardless, Wyrd is rad.

    Faction to Faction Balance.

    It didn't really kick in until I played multiple crews across each of the factions that I realize how absolutely underpowered Seamus, Justice, Nicodem, Ramos, Marcus, and the Gremlins are versus a massive plethora of other crews.

    That's not to say they can't win, just that they start a lot of games far, far behind most other crews. This is because all of these crews lack a "hard counter" ability. There's balance in the fact that these masters are in the same faction as Kirai, McMourning, Perdita, C. Hoffman, Viktorias, Leveticus, or Hamelin the Plagued.

    But how does that even make sense? I love Seamus, I think he's probably the coolest nexus of 19th century legends I've ever seen in any work of literature, gaming, or art.

    But I could care less about Kirai or McMourning.

    While someone is going to argue that masters like these are just "higher difficulty cap masters," they aren't. Nicodem is no more difficult to play than Lilith, Seamus is probably the easiest master to play behind Perdita. And the Gremlins? Are you kidding me?

    But all of these crews are considered balanced because they're listed in the same index as McMourning, Perdita, Colette, and Hamelin?

    How is that at all fun?

    I don't think anyone should have to buy an entire faction just to be competetive.

    Rules

    It's inevitable that something is going to be misprinted, or the creators will miss a gap in their rules that allows for an exploit. When this happens its expected to fixed quickly.

    And sometimes, it is. Sometimes you'll receive a straight answer immediately and can then go about your business. It's great when this happens, problem solved, game on. You can't fault Wyrd, they're busy as hell making Malifaux great. Many times they just figure we'll figure it out sooner or later, and we do.

    This is where the unfortunate players are left absolutely in the gray as to what is right and wrong, officially. So they turn to the community for answers. This is where the real problem begins, as the community is almost always arift in proper ruling due to differences in belief, faction biases, past rulings on similar problems, et cetera. The list of reasons people believe what they believe is never ending.

    What you come into, however, is a massive pool of differing ideas that almost all make sense, leaving whoever asked the question to just pick the answer that best suits them.

    The Rules Manual

    So Wyrd had to go back and rewrite a lot of rules. The problem? Everyone already owned the main two books, and weren't about to buy another set just for corrections.

    The solution was to release the Rules Manual. For 20$ you could purchase an answer to any mistakes present in the two main books. For those who didn't want to buy the book, there was a free PDF you could download that was missing about 60% of the important content.

    -Wait, what?

    Yeah, the Rules PDF is completely lacking in most places that require a picture explanation to rules that Wyrd had failed to properly explain before.

    Players are expected to dish out an extra 20$ because the two main books had enough mistakes to warrant a third book dedicated exclusively to correcting those mistakes and properly explaining rules that were too vague before.

    Three prospective new players this past week were turned away because of the cost of the actual book and the pitiful state the PDF is in.

    They refused to pay a company that attempted to profit from its own mistakes, and I can't say I blame them.

    I will, though, because we need more people to play in Tacoma. :/

    - - - - -

  10. If we get a new Resurrectionist henchman, it has to be able to summon, that's just the staple of the faction.

    I could for sure get behind Sebastian, especially because he wouldn't need a new special forces, considering McM made the Rogue Necromancy.

    Mortimer would need a new thematic Special Forces, and Madame Sybelle is just too set already as a mindless zombie mistress.

    And Seamus already has his fluff Henchman.

  11. Oh he's incredibly OP, intentionally.

    At least, I think.

    I suppose there's balance in the fact he can only successfully hit one model every 2 turns and he's only going to hit for 7/8/9 if you sit around for 2 turns, so its probably going to useless anyway.

    Which is totally Un-Ezio.

    And yeah, I suppose the 0 should break if anything really happens to the model, because then its obviously not stealthed. :P

  12. I've been playing too much Assassin's Creed lately and get bored occasionally, so I figure, why not make a crazy OP Assassin model?

    Hailing from all corners of the globe, the mysterious men and women of the Assassin's Brotherhood follow the haunting Assassin's Creed, "Nothing is True, everything is permitted."

    Determined to fight the corruption of Templar Influence, they have sent only the most elite warriors of their Order to investigate possible Templar influence beneath the Guild banner.

    Master Assassin

    Mercenary

    30 MM Base

    7 SS Cost

    Wk/Cg: 6/8

    Ht: 2

    Wp: 6

    Ca: 5:masks

    Df: 5

    Wd: 5

    Hidden Wrist-Blade

    Rg: :melee 1

    Cb: 7 :crows

    Dg: 2/3/4

    Hidden Pistol

    Rg: :ranged 10

    Cb: :rams

    Dg: 2/3/3

    Talents

    Abilities

    Acrobatic: This model may use its Cg when climbing at no penalty. This model may climb vertical walls.

    Teachings of Il Mentore: If this model kills an enemy model, draw one control card and push this model 3" towards the nearest terrain piece.

    Way of the Hashishin: When this model Charges a model on lower terrain, its Cg action cost 1 AP and deals +1 Dg for every 3" this model was above target model. This model's Charges from higher terrain ignore intervening models. This model cannot be targeted with parting strikes when it Charges from a higher elevation than its target and does not require LoS when declaring a Cg from a higher elevation than its target.

    The Final Moment: This Ability may only take effect once. Gain 1 Vp if this model kills an enemy model with a Soul Stone Cost of 5 or higher in 1 AP with all additional conditions met,

    • - This model is Under the Effects of (0)Stealth and (1)Leap of Faith,
    • - This model charged the model from a terrain piece of at least 3" above target model.
    • - Target model was affected by (1)Eagle Vision

    Harmless

    Ruthless

    Scout

    Weapons

    Hidden Wrist-Blade: Strikes made with this weapon against models with less than 5 Wd remaining receive :+fate to Attack and Damage flips. Reduce this Weapon's Cb stat by 3 after the first Strike with it is made. This effect resets after no enemy models have LoS to this model.

    Hidden Pistol: This weapon requires 2 AP to use. If this weapon is used, this model may not benefit from (0)Stealth this turn and loses any benefits from the spell until its next activation. Additionally, models damaged by this weapon lose Armor, Hard to Wound and Hard to Kill for the next melee Strike the Master Assassin makes targeting that model.

    Actions

    (+1)Fast

    (1)Leap of Faith: This model suffers no Fall Damage until the end of its next Activation.

    (1)Eagle Vision: Target one model within 8". Increase this models Cg range when targeting that model by 4. This effect lasts until the end of this model's next Activation. If Target model takes a Movement action, you may push this model 4".

    (1)Master Camoflage: This model gains Harmless as if it had not activated this turn.

    Triggers

    Cb(:crows:crows)Requiescat En Pace [Hidden Wrist Blade]: This Trigger cannot be activated if this model did not activate in Target model's melee range. When damaging Defender with a Hidden Wrist-Blade Strike, deal no damage. Kill defender unless its Controller discards one Control Card or One Soul Stone.

    Spells

    (0)Stealth

    (CC: 14:masks:tomes/ Rst: -/ Rg: C)

    This model may not be targeted by Ranged Strikes or Charges. This model's Melee strikes receive +1 Dg and :+fate to Attack and Damage flips. For each additional turn after the first that this Effect persists, this model's Melee Strike gain +2 Dg, up to a maximum of +4 Dg. Stealth ends after this model resolves a melee Strike or suffers any Wd.

    (1)Smoke Bomb

    (CC 12:masks/ Rst: -/ Rg: 4)

    Discard up to 3 Control Cards. For each Card you discard, place 1 50 MM Smoke Marker touching each other within 4" of this model. This marker may be placed touching or under any model. Smoke Bomb markers count as Ht 3 Obscuring Terrain. Models in or on a Smoke Bomb Marker may not take the Strike or Charge action. This effect ends at the start closing phase.

    (1)Poison Dart

    (CC: 15:masks:crows / Rst: Df / Rg: :ranged 8)

    Dg 2. Poison 3. Target model receives Slow. This spell may be cast once per turn.

  13. so... I'm sorry to necro this thread but... ROE doesn't exist any more. Seems like the blessings of desolation should get a SPA and not a rat. just wanted to check my thinking there.

    You still don't get a SPA.

    If you search through Ratty's many, many posts, you'll find one where he gives the official ruling.

    Voracious Rats prohibits ANY summoning, even if it would be summoned by an acting model (Sonia Criid, Leveticus) and also stops models from dropping counters. You can still use (1)Entropic Transformation on a rat to get a Waif, because it's a sacrifice.

    I'll go search through his posts to find the ruling.

  14. What about them in a Kirai crew? i know we can use only one (as they are not spirit). But for 3 SS they add some firepower before turning into a sieshin. Is it worth t use this model with kirai?

    Honestly, no.

    They're just too slow to keep up, even with ranged.

    I'd say if you could manifest kirai early, he transposition spell could probably put them where ever you want, but I doubt a single Autopsy would last in a Kirai list, let alone carry his own weight.

    They're good for summoning, really, really good for summoning, but fairly useless to start with.

    They only move at 3", so it'd take you 3 turns to get them anywhere near anything anyway, and then they'd be fine.

    However, you can try it a share your experiences, if you'd like! :D

  15. Guild Autopsies are incredibly powerful minions.

    They often get overlooked because they don't match the Resurrectionist meta, that is, slow-moving, utility tanks. (Except Kirai)

    What they do bring is a great ranged weapon to counter many crews that are probably built to counter you.

    They have very limited strength in being hired into a crew, but do shine greatly with the models that can summon them.

    Cb 4 may seem low and in some cases it is, but if you sic three or four Autopsies on a high SS beatstick, that 2/3/4 Dg with a :+fate is mighty fine.

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