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  1. I had a little bit problems how to describe the pure environment from Malifaux, or some aspects from it. - how long is a standart day in Malifaux 24 Hours like on earth?? - Weather / Seasons? The only thing I know is the rain and the Stormseason -> fall/autumn? from the sewer section in the book - colors (I mind I read something about a "green" sky, strange (black) sun and so on) I can define such things on the fly but are there any official Infos about it? I try to find it, but this basics are everywhere in the whole descriptions from the city and the land arround the breach. That´s one of the very few flaws of the book I think. There aren´t such basics about the "World" arround. I hope I only didn´t find it and you tell me where it is
  2. Okay thx for the information. I think about, but thats at this point is realy realy theoretical, giving the players a new fate after they complete ther first. Simply let them layout a new tarot and only use the Fate.
  3. To resolving a stage of your fate is the only? way to raise aspects or gain a manifested power, right? What happens if the fated solved all steps from their destiny and didnt die or reach a status where the player says "It´s okay my char retired, getting a wife, a handfull of little children and become a settler..." or something else. He can gain Skills...Money (if it a task for him)...a new pursuit and so on...but he cant improve his aspects and also cant get any new manifested powers. I know its a far point from now on (just reading the rules), but for me as a fatemaster its important to plan a Campaign. How fast should I be with the fate steps, should I stretch them...should I give the frist two after a few plays and than stretch the time between the steps and so on. Playing with the characters fate seems to be funny, but all funny thins become boring at some point you overuse them. On the other hand, I know my players, and they have a lot of fun at charakterprogression and the Aspects / manifested powers are a part of it. I undestand that both (Aspects n´ powers) are very "heavy" progressions bcs. they have influence over a handfull of skills or are mighty powers but strictly to chain them to the fate-steps made me a little bit headache about the storytelling. I think about an houserule...like whenever a player reachs a skillmaximum he qualify for another aspectraise or a new power he can buy with exp. Points (value worked out later). Something like this so I am a little bit more flexible with the fateaspect of the game. [Edit] Had a little bit of time to think over my idea and it didnt fit´s well. So I think I will separate it (powers and aspects) Aspects can be trained like in real life you can train your muscles, train your brain and so on. But not indefinite, your birth still limits your aspects. If I remember it right the min / max lies between -6 to +6 and fated have starting range from -3 to +3. So players can raise at max 3 points per Aspect. A aspect with -3 would never reach the +6 bcs. of its body/mind limitation but he can train to become a little better in his aspects. XP should be arround 10/15/20 for each increase or maybe aspectpoint-dependet, actual Points x 4. So a char with a -3 Aspect needs a lot of training to become better bcs. its a weak aspect he need 12 points to come to -2. on other hand if he trains further it´s a little bit easyer. He will become a little bit mor comfortable with the aspect, use it more an daily routine and "trains" it on the fly so the the points to reach his maximum "0" are reduced. 8 to come from -2 to -1 and 4 to come to his maximum of "0" what is at least average but the maximum this Char can achieve. But become a Master in an aspect it´s realy hard. You must be favored from birth on (+3) and need 12 Points to go to +4 16 to go to +5 and 20 to got to +6. The fee spent points from the charakter creation didnt count on this. So your starting aspects are the scale for the calculating. The Powers will remain fate-dependent as we know it from the rulebook.
  4. Now I think I am done with her. The final changes are made. I dived the skills to root, endavor and station skills, each with some small (story driven) explanation why she learnd it. I also update the Backround a little bit acordingly to the station skill explanation. Shotgun and Art Change to Centering and Stitching and I mention that I forgot one 2 Point Skill from the Black joker. This points went into Deceive bcs. she need to lie alot if she was asked for her parents / her childhood and so on. Sometimes a shy smile didnt help. thx for all who help with their comments to create this char. Feel free to use it as a fatemaster char or randome encounter in Malifaux if you want.
  5. Nice...I think than I would give the personal Twist deck to the players. I (maybe) need it for a Forum RPG, so we will play post by post and each char had his owen Thread with stats, backround and so on. And there he can write down his/her 3 cards and the Twist Deck. If I understand it right each player got 13 twist cards and a hand of 3. So i can use a D10 for the rest whenever the Player had to draw a card. I know not realy perfect but for a little try...easy to manage. [Edit] okay I test it a littel bit but that didnt help me out. I seek a simple chat where I can draw the cards like the dice roller I mention above. The roll20 is nice but a little bit too mutch for a mainly foren rpg. I dont know how good your german is, but we play like this (Cthulhu Now Campaign / or Gaslight Setting thats also from me).
  6. yes right, I understand that but realy such a "luck" to flip this card. Thats a sign of true fate and I will follow this calling :crow Maybe the stage comes later and until this moment she dreams from it. With this parents and her life she didnt had a chance to train her expressionistic skills. And one fine day in her future her fate change and somenone teach her, ther are more than dead corpses to follow. Atm her childhood is to present as she can break with what she had learnd.
  7. If someone find an online fate deck simulator (like the hamet virtual dice server only with cards) pls tell it here
  8. Okay, I need more skillpoints. Than the Shotgun change to centering and art to stitching. Painting graveyards are than a fluff only, but nothing what she makes very professionel. Sometimes she try to sell a picture...but with no great success.
  9. a little bit story added...uh...far more complicated in english than I tough. The whole time I think more about the translation than focus on the story But it should give some little hints about the charakter.
  10. thx DGRAZ / ZEEBLEE (your comment comes in at I wrote this post) yes you´r both right the skills where choosen on the flight. It was a little bit like the summer sale "i need this, this, this, this...and...yes this all too!" So Centering would be the smarter choice! Nice to know that with the right cards a char can cast spells at the beginning and yes you are right again "...be carfull..." Yeah I like it too and it helps other to understand why I do something and can help to help me bcs. they know my idea behind it. I think so. It should be a little bit situational Darkness -> Blinds a target so I can run away if I dont need to finish him. Poisen, for this char, was the same Idear...let the Poison do the work during I run away. Maybe that makes him busy and he wont follow me. It give´s me a bigger chance to survive, indirect style of fighting for a not so tough char. So realy thx for you post and opinions about the char.
  11. A few days ago my ruleboke arrives and after I read through the rules I create my first Fated Char. From "normal" roleplaying I used to have an Idear what I want to play before I create a char. So I want to play a Performer bcs. I am in love with the showgirls crew from Colett back the days I played the tabletop. But all changed after the card flipping thats malifaux and it becomes a little bit complicated. Mybe you can tell me if I do it right. I shufle my deck and the Station Card was: 13 = Resurrectionsts -> mhh...okay... The Western Card was: 13 = -1/-1/-1/+3 The Northern Card was: 5 = 3/2/2/1/1 The Eastern Card was: 3 = -2/-1/+1/+2 The Southern Card was: black joker = 2,2,2,2,2,2 All after all some good drawing but the Station changes all. Anything else than a Graverobber will be a shame I think I put the Physical Aspects like this: Might: -1 Grace: +3 Speed: -1 / +1 (later modified with the 2 free points to +1) Resilence: -1 The Mental Aspects are the following: Intellect -1 Charm +2 (the Showgirlidear dont left my mind) Cunning +1 Tenacity -2 The Derived Aspects are: Defense 4 (with skill) Willpower 4 Walk 5 Charge 5 Wounds 4 Height 2 As mention earlyer I think I should now choose the Graverobber as a Pursuit. Under Gear it was written "I must choose a Magical Theory" okay I think I dont read about magic atm bcs. I dont think my first char should cast spells...malifaux strikes hard and I go over to the Magic chapter in the rulebook. As the normal (?) Magic Theory for a Resurrectionist my choice was "The Whisper" to all Necramancy duels / to all intellect duels (thats match my Mental Aspects and feels right for the char) Than I got a spellbook...Grimoire with 1 Necrmancy Magia, 1 Enchanting Magia and 3 Immuto. I choose Mind Control and Elemental Weapon for the Magia and Darkness, Poison and Alternate Resistance für the Immuto. Ovarall I was a little bit suprised that there are no more spells for each magic, but maybe with later books comes more spells. The skills I allocate like this: Root Skills Her parents waste no time, as long a little girl laugh if she tear off the wings of fly´s she had to learn the cruel art of the Resurrectionsts and think thats normal! Necromancy 3 (5) Enchanting 2 (4) Evade 2 (3) Stitching 1 (2) Doctor 1 (2) Endavor Skills As she grows up she had to learn the hard and the sneaky way to gain what she want without to expose her true nature. Pistol 2 (5) Flexible 2 (5) Stealth 2 (3) Bewitch 2 (4) Deceive 2 (1) (Intellect -1) Centering 2 (0) (Tenacity -2) Station Skill One last gift from her parents in darkness was the art to work with this gems called soulstones. She see the light in the gems when her parents die. Souls are never lost and death means nothing behind the breach. Harness Soulston 1 (3) At last I chose my Talent: Specialized Skill -> Adding for Necromancy (Idk if it is usefull, but I will see after a few games). I think that was all...a nice Char...oh no my Fate : Once your soul has been stained by silence your journey will never begin and you will pan the gutter´s glitter. The Circle will bind as well as the grave and you stumble upon the line of life and death. Sounds good for a graverobber...whatever it means So now some questions. Can this Char, with this equipement cast spells from the first minute on, or have I do anything else after the first game? Choose another Talent or something else!? I understand that with the graverobber pursuite and the grimorie and the "must choose a magical theory" the Char can cast spells? If not pls tell me! A short story to the Char comes if I know it´s right what I do. The skills should be match with the life an earth the char had, ghastly necromancy parents and ever an the run. Weapons who arent to heavy and easy to hide (Revolver, cut down shotgun, whip), and skills to avoid beeing imprisoned or executed on sight, and after all something that their parents teach her. At last I have to say sorry for my english but I am not a native speaker and far from a good writer with horrible gramma Alice real Name isnt known, she was an unloved child from a Eastend so called easy girl and a sailor from Ire. Her Mother gives her the deep black hair and her father the clear, deep blue eyes but nothing more. Short after her birth her mother was annoyed, the crying of the small girl upset the "customers". She decided to give her to the fate, a small piece of wood, a basket and two pence for the feryman were her last gifts to the child than she throw the baby in the brown water of the Thames. But the fate was gracious to the little child and she reach a dark, deep cavern, one of the dead ends under London and this cavern where the hideout of a strange couple. Three Finger Sue und John the One a pair of Necromancers who dwell deep under the city. At first they only take the pence but later this night they came back for the little girl. They dont know why, but they both here the Whisper and it says it was right. So they call the Girl Alice and later as her hair grows longer and revealed the deep shining black like crowfeathers she gives her the surename Crow. Alice grow up and as she becomes old enought the they helps Sue and John, cooking, housworking, carrying equimpent and later they teach her reading and the dark arts of her magic. Her childhood was marked with constant secrecy. How older she grew ye more she are a part in the rituals and on one sad day her parents got caught, and there where no way to escape. The both end at the execution docks and three times the flood washes over her dead bodys. Finaly the death collects his fees. And the young woman where alone again. One last gift from her parents in darkness was the art to work with this gems called soulstones. She see the light in the gems when her parents die. Souls are never lost and death means nothing behind the breach so she comes throug the breach. She know as long there are soulstones she never truly die. During the day she works for a morgue, her parents teach her a little bit about human anatomy and she isnt shy when she saw a corps. At night she sneak around the city to find something to help her to improve her magic skills. [PERSONALITY] Alice thrust noone, never. She learns the magic and know its forbidden, the fate of her parents in mind she dont want do die because she talks to someone wrong. So for other people she acts cold and stay at distance, watch and maybe later make the decission to trust someone. With the living she is a little bit uneasy and someone may misunterstand her and think she are conceited. In lack of human company she often talks to herself or the corpses she washes and prepare for the coroner. She had the repuation to be a little bit creazy, a corps whisperer, but (luckly) innocent one. No one sees in this young woman the resurrectionsts she are. [Appearance] Her outstandig marks are her deep blue eyes and her black hair. She is from leight build, with slender, rangy hands. She wears old but sturdy cloathings with a wide leather coat for the rainy and cold days and against the dust in the hot summer. Her all day companion is a old hat with a single crowfeather at the hatband. During her wanderings through the nightly Malifaus her Gun and a whip completes her outfit.
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