GalakStarscraper wrote:I'm not sure I get the Extra Arm as I don't recall seeing any images of Fimir wielding weapons or staffs with their tails. Prehensile Tail would see to be the limit to which the item was used.
The Fimir other than Maerges and Shearls have tails they can utilise for counter attacking and parrying in the RPGs though I must admit I had it in my head they had three arms as well, but obviously I don't want to go against the fluff so I am updating the list as follows.. Obviously I'm not claiming its anything but a idea though!
Rerolls 60k. Apothecary yes
Fimmir Dirach 0-1 110k This is a vampire with hypnotic gaze being Eye of the Balefiend, off for a bite being sacrifice to channel power the Dirach sacrifices a ally in a diabolic pact can only bite Shearls, Regeneration is a Pantoes Bargin. No rule changes just added the fluff as an explanation. Strength/general/Agility access
Fimmir Nobles 0 - 4 110K Ma 6 Str4 Ag1 Av8, Prehensile Tail, Mighty Blow, horns. 110k Strength and General access Lost the Extra Arms for mighty blow which is a trait they naturally should have.
Fimmir Warriors 0 -2 90k Ma7 Str3 Ag2 Av8 Prehensile tail, Block Strength and General Access The Warriors have Prehensile Tails over Extra Arms as they are more Weapon like.
Fimm 0-4 60k Ma6 str3 ag2 av8 Prehensile Tail, general & Strength Access. Again the larger Fimm get Prehensile tails and I've then reduced them down to a 0-4 option but given them Strength Access.
Shearls 0-12 40k Ma5 Str2 Ag3 Av8 Dodge, Stunty, Agility access. I've removed the tail effect entirely and then added increased armour for their scaly skin while losing there Decay, but I've also slowed them down. This is because I've turned them into a main line option for the team Providing fodder for the Balefiend and I do not want to nullify the teams overall poor agility especially since the Balefiend is a real monster in the line up and as such out side of its magically assisted Ag I don't want passing to be a viable option for the team.