Editing
Viskeons
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== On the Tabletop == The Viskeons made their debut in [[White Dwarf]] 263, with a single individual represented in the [[Inquisitor_(role-playing_game)|Inquisitor]] [[Specialist_Game|specialist game]], Krashrak the Stalker. He had a base profile with WS79, BS11, S81, T73, I70, Wp56, Sg68, Nv93, and Ld23, but this could be modified depending on if it was high noon or midnight. If it was the heat of the day, he lost -2d6 WS, -2d6 S, -1d6 T, and -2d6 I, whilst if it was the cool of the night, he gained +2d10 WS, +2d10 S, +1d10 T, and +2d10 I. If the time of day hadn't been determined by the [[GM]] already, you had to roll 1d10 to figure it out yourself, with 1 to 3 being high noon, 8 to 0 being midnight, and everything inbetween being just normal. Skills included Subdue, Nerves of Steel, Furious Assault, Spit Acid, and Ambidextrous. Krashrak was equipped with chest Carapace Armour, a Runic Talisman that counted as a Hexagrammic Ward, a Backpack that counted as a Psi-Tracker, and a pair of Neurogauntlets that counted as Drug Injectors with four doses of Reflex and unlimited does of Chlorintone. He was armed with a [[Basic_Close_Combat_Weapons#Sword|Knife]], which was just a Knife, but he also had a [[Miscellaneous_Weapons#Shockthrottle|Shockthrottle]], which was Reach 2 Damage 1d6+4 Parry Penalty -10%, on a Critical Hit couldn't be dodged, and injects the target with Chlorintone if the Damage roll exceeds the hit Location's Armour. At normal dosage levels, an affected target loses one point of Speed at once, and another every subsequent turn until incapacitated, but the dose can be upped to lethal levels. This adds +1d10 Damage to further Crits that penetrate Armour. Outside of Inquisitor, there's potentially a more sinister representation of them in the main game. What with their distinctive head fin and acidic spit, it could very much be the case that the [[Hive Mind]] decided to retain these traits in the genepool, and used them to spawn one of its most numerous and successful strains, [[Gargoyle_(Tyranids)|Gargoyles]]...
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information