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silentarcher00

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  1. Playing the 'Hight Spirits' adventure from chronicles 27 at the moment (it fitted into my campaign so well) and 2 fated infected. One had the destiny step 'If you step from the virtuous path' and I didn't even intend for that to happen so happy days. Anyway they haven't seen the hungering darkness yet but they will soon. Might make them realise their mistake
  2. Ok well I will give it a go, especially seeing as the chemist is managing to poison pretty much everyone each turn and he'll either have to shrug off poison or crazy. Might need to throw some more combat centering checks in to make it interesting with the negatives to mental checks
  3. I have two necromancers in the group I'm currently running as 2nd edition. Am liking some of the changes but as always something pops up that I feel needs to be popped onto the forum. The whisper allows you to add immuto but gain the crazy condition in the process. My issue is that this downside can be pretty much nullified by the Shrug off talent if the pc discards a card as a 0 action. Anyone have any ideas on how to maybe Cuddle this a bit?
  4. So Sawbone's level 0 pursuit is it gives people the 'Under my care' condition. It does not say how long this condition last for. I didn't think this was a problem till I looked at 'Patient files' and realised that this made the whole party Hard to Wound. Does anyone else think this is a little overpowered for a first level pursuit talent? Am I missing anything?
  5. I have a dedicated group of three friends who I play with every week and are very interested in the rule system, We'd all be able to give good feedback
  6. Can anyone remember which Chronicle the Decemberist advanced class was in?
  7. Huh... I was going to make up some skill rules based on there characters - and the skill ranks you got them at were rank 3 and 5... Seems someone was just projecting the new rulebook into my brain
  8. In regards to constructs: Page 233 of the Fated Almanac, subheading Building Inanimate Constructs and Limbs. Construction points: A crafter chooses a Height for his creation and multiplies this total by his Artificing skill, this is the number of construction points he has to spend on his construct. I don't think this is particularly clear as it doesn't explain what Height means exactly or is measured in. My assumption would be yards as other measurements like walk are, but then what about smaller things? My arm isn't a yard long.
  9. Thanks for the input everyone, I think I know what I'm going to aim for in campaign length. Now I just need to read through all the books and write a campaign before Friday...
  10. I've just picked up the rule books for this game and want to run it for a few friends. I was wondering how long session wise people have made their campaigns with regards to destiny steps fulfilled etc. The Fatemaster's guide says each session should complete a player's destiny step so campaign length should be no. of players x 5 sessions which made sense to me at first, but I'm a little confused about how advanced pursuits are achieved if the campaign will only focus on a player 5 times. As you can't start with an advanced pursuit, unless the player takes it as soon as possible they are never going to get very far up the ladder. So I was wondering, how are other people setting out their campaigns? I was thinking of having a destiny step completed every 3rd session, with each adventure being 3 sessions long (I have 3 players) so each little chapter has a session focussed on each player with one player completing a destiny step at the end. It also give plenty of time for people to go off and do their own little things (all my players have very different goals). Any thoughts on this?
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