A great location - though given the size/quantity of the equipment down there, there would have to be another entrance - a cargo elevator that perhaps leads to a mom n' pop garage a block or so away. That way you could have a vehicle lift and garage.
This would also be where the debris from all the underground escalation could be extracted.
Apparently I have logistics on the brain for some reason :)
Not bad, the secret certainly helped it. I have a some suggestions:
"However, usually around 1 in 10 people can make it out, as they're familiar with the terrain. "
To this, or something similar:
"Occasionally some exiles survive, either by blind luck or exceptional skills at woodcraft."
"Whatever the reason, John soon discovered a necromancy spell, as well as sorcery, that can help with one's public speaking, and your talent for it."
Such magics are not normally considered the area of necromancy, but perhaps sorcery. It feels forced - you needed him to have exceptional public speaking, and he uses necromancy, so poof - charisma enhancing spell.
I'd say instead he became possessed by some spirit during his dabbling that wanted to use him for some evil end. It helped him in his quest, grooming him for bigger things. In the end, perhaps John figured it out, and killed himself, or he began to disobey the spirit and the spirit killed him. The tomb may in fact still harbour this evil spirit.
Quite a mixed bag of characters here. Some are rather dull, but they generally improved as their numbers moved up. They felt kind of safe, without a lot of the truly dark edges that the Cosmic Era. That said, there are some that certainly could be the keystone for an adventure, or a significant element.
I like the delayed effects - makes for perhaps anime-ish combat scene.
The dwarf runs among a group of stone monsters, striking one, than another, then another. He runs clear and takes cover for a moment as as one, they all shatter...
Given its described as an Artifact, a term that conveys special meaning for me, and so I would amp up the power a little:
Multiple symbols could be used concurrently, but each one pending would draw upon the hammer holders vigour and attention.
To get mechanical, after 3 rounds, the hammer wielder would need to make a willpower check to keep from letting them go. A natural 1 on a check would discharge the symbols without effect.
The check would be at a -2 penalty for each symbol so held. For damage, I would multiply it by # rounds/2 capping at 5x damage. When max damage (5x) is discharged, I'd also add a thunderclap special effect :)
(13:57:46) valadaar: I think the point blank range increment would balance off using no sights.
(13:58:04) valadaar: Though I'd be tempted to give you a -4...
(13:58:15) Gossamer: Is that a feat?
(13:58:30) valadaar: Have to check.. It would seem to make sense.
(13:59:26) valadaar: I think I'd put a -2 on scoped weapons used without the scope.
(13:59:37) valadaar: Since the scope interferes with aiming.
(13:59:55) valadaar: There is a seperate feat for +1 at point blank
(14:00:03) Gossamer: Makes sense, you can't really fire a rifle from the hip anyways...not very good at least.
(14:00:26) Gossamer: But at melee though...
(14:00:37) Gossamer: Poke* Blam.
(14:00:49) valadaar: But the rifle is also easy to grab.
(14:00:56) valadaar: no so much with pistol
(14:01:01) Gossamer: Hmm, yeah. Good Point.
(14:01:16) Gossamer: Unless it was an animal.
(14:01:21) valadaar: Get inside the rifle, and its a wrestling match
(14:02:21) Gossamer: Carnegie is pretty much the opposite of Verity. In so many ways.
(14:03:01) valadaar: gotta go .. Go to Comment
This one needs a bit more - it was just getting going when I scrolled into the comments.
I hoped for more about
" Their aren't as many ghosted workers as rumors and fear represent, but there are always some and they are highly valued as their deaths provide a necessary benefit, and a requirement, in certain mines."
What _is_ the benefit? A bounty for working the prisoner to death? Go to Comment