Important Notice: Our web hosting provider recently started charging us for additional visits, which was unexpected. In response, we're seeking donations. Depending on the situation, we may explore different monetization options for our Community and Expert Contributors. It's crucial to provide more returns for their expertise and offer more Expert Validated Answers or AI Validated Answers. Learn more about our hosting issue here.

What should the rules for Spook be?

rules spook
0
Posted

What should the rules for Spook be?

0

Since this was left out in the Outlaw Trading Post Rules because the Wyrd Rules were not finalized yet, here is what should work for Spook: Effect: A dose of Spook will temporarily give a model a minor Wyrd power. Generate the power by rolling d66 on the Wyrd minor powers Table at the start of the game. This may result in a power which is useless on its own, or indeed, no power at all – taking Spook is not what you call an exact science. Even if the model takes Spook twice in a row it will not get the same power. Duration: A single dose of Spook lasts for the duration of the game. Side-effects: Daemonic attack! See the Wyrd rules for more details of the peril of the warp. Daemonic attack can occur during the game whenever the Spooker uses their power and rolls a 2 or 12 for their Leadership test.

Related Questions

What is your question?

*Sadly, we had to bring back ads too. Hopefully more targeted.

Experts123