01-11-2017, 02:21 PM
(01-11-2017, 02:18 PM)Okor Wrote:(01-11-2017, 02:15 PM)ElFailzalot Wrote: Okor:I was thinking that the suppressing effect and the damaging effect may make it cost more. Would 300 be preferred?
[spoiler](01-10-2017, 08:48 AM)Okor Wrote: Cultists (Tier One Assist, Requires 1000 OM)
ATK: 2
DEF: 2
SPD: 0
TEC: 1
Okor's efforts at spreading the good word of Nurgle have met with some success. He is almost always accompanied by a small retinue of Cultists, desperate men and women who have embraced the simple truths of Nurgle, and have found peace in his gifts. They are cursed and blighted individuals, disease running rampant through their scarred bodies. Boils and weeping sores are accentuated, rather than hidden with dirtied rags, salvaged and scavenged armour providing further protection on top of Nurgle's gifts. Devotional trinkets festoon their ragged clothes, the entirety of their possessions carried on their person. These possessions vary from cultist to cultist, with Okor finding new converts in every realm he visits: A former citizen of Coruscant raises their voice in prayer next to a denizen of Darkshire. Many of them were not in their right mind from the beginning, but rare is the one who can accept the depreciation of their body with their psyche remaining untouched. They possess a lesser variant of Okor's blessings, allowing them to ignore pain and slowly regenerate their wounds.
Cultist Barrage (Requires ranged proficiency, debuff proficiency, area attack proficiency cultists, 600 OM)
Okor's Cultists clutch damaged and much-used ranged weapons in cloth-wrapped claws. Depending on the nature of the 'verse he dwells within, the cultists wield appropriate weapons: Within a primitive verse, they let loose crossbow bolts and arrows, whereas in the dominion of Coruscant, low-caliber firearms are favoured. While various afflictions prevent the cultists from achieving accuracy, the enthusiastic fusillade of fire serves to suppress a small group of targets within 30 meters, forcing them to choose between finding cover or weathering the storm.
Cultist Blades (Requires physical proficiency, debuff proficiency, cultists, 300 OM)
The Cultists arm themselves with twisted shivs, drenched in noxious mixture of blood, disease, dirt, and sewage. Should a foe fall victim to their frenzied assault (A difficult task, considering their patient gait and lack of skill, but a likely occurrence should they be surrounded), they will begin to sicken. The disease spreads quickly, inflicting nausea, dizziness, and possibly vomiting, should their defense be equal to or lower than 2. While unpleasant, these effects fade after twenty seconds.
Cultists is good.
Cultist Barrage: Why's it cost 600? Only seems to do the one thing every time.
Cultist Blades: Disgusting. But approved.[/spoiler]
It'd only cost more if it was a choice between being able to just shoot normally with whatever accuracy they could manage or just firing wildly for the suppressing part of it. If that's the intention, then yeah it'd be 600, but if it always does both things, just firing wildly to suppress with the chance for damage if they actually hit something, then 300 would be the cost.
If you see me around and you got questions, just give a shout. I'm happy to assist.
Mark Wrote:[9:32:26 PM] Mark I.: Nuggets are serious McBusiness, Jade
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[9:08:45 AM] Alexander Seifert (Proto Man/Shang Tsung): OM does sparkle like cocaine
[9:10:00 AM] Zack Fair: Yea totally. We have a horse snorting sparkling white orbs.
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