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About Sernus

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  • Birthday January 14

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    Knoxville, TN, USA
  • Interests
    Table-top wargames; role-playing games, board games; collecting, converting, and painting miniatures and scale models; collecting game rules sets; reading and collecting background materials from games settings; other nerdgeekery as it strikes my fancy......

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  1. "If the gaming was fun, it means that you won!" Sounds like you did just fine with the DM/GM/Keeper/FM's primary role: run a session that the players enjoy! Not to worry too much about the rules fumbles... you'll get that dialed in as you get more time using the system. Keep on keepin' on!
  2. I'd like to add just a suggestion for Fatemasters, especially the relatively newer FMs, based on my own experiences across many years game-mastering many different RPGs (and yes: I'm much older than dirt, I freely admit): If you feel like that last injury probably should've killed that NPC Boss Guy/Gal/Critter/Thing.... then just declare it dead, and let the players game on!
  3. Yep, the Peacebringer is a Guild weapon - although it's commonly associated with the Death Marshals, other Guild personnel do use them. Being a "Made by the Guild for the Guild" weapon, it's illegal for non-Guild personnel to have them... which doesn't stop non-Guild folks from getting hold of them on occasion, of course! If you've got a non-Guild character who comes into possession of a Peacebringer and doesn't want to risk getting strung up if caught with it, might I suggest looking into the services of a good forger? (I might even be able to make a referral...)
  4. I've been doing something similar to the method zeeblee describes, with the added restriction that "session" doesn't equal "a night of gaming" in our group's case. My crew tend to get really into the role-playing aspect of things: we've had four-hour game evenings that only covered an afternoon of in-game time talking to people in the Little Kingdom or the Northern NCZ or somesuch! I typically review a new adventure before starting them on it, to decide where the logical "mid-points" exist for experience points and Pursuit steps. The TtB "Penny Dreadfuls" published by Wyrd are typically already arranged in a way that makes this fairly easy to do.
  5. "Into the Bayou" supplement is well worth having, btw, just for the background material.... 'course, I say that about all of the TtB supplements!
  6. The original run had some mis-prints in it (I've got one of these), so they've had them re-done. I imagine it's taken a while because this had to be worked into the existing schedule of product runs.
  7. I think the Mage Pursuit is your best bet if you want to add Enchantment Magia of your choice to the character. Adding them as Manifested Powers per that Pursuit seems to me to tie in pretty well with the concept you have in mind.
  8. See if you can get them to listen to the "Breachside Broadcast - Tales of Malifaux" audios.... those are great! Reading any of the available background material on either the TtB or the Malifaux skirmish game pages on the Wyrd web pages can be helpful. The free downloadable Wyrd Chronicles E-zines always have in-setting stories in them, as well as all kinds of other stuff. These are well worth getting!
  9. Absolutely! Hook 'em up with new flesh limbs, or mechanical/pneumatic limbs, or both... there's plenty of in-setting precedent for all of these options!
  10. I'm not actually sure on that point.... I've got hard-copies of both of them, so I haven't needed to get the PDFs. If they're 100% identical, they'll have a quick-start version of the game play rules.... but I don't know for sure that they are in fact identical.
  11. The "Free RPG Day" scenarios are designed as introductions to TtB: in addition to pre-generated characters, they also have basic "quick-start" rules of the game. Both "Recruitment Drive" and "Sixteen Tons" are available as PDFs at DriveThruRPG.
  12. Goodreader is one of the apps that I have in my iPad toolbox, but it displays the same problem with the callout box dark background color not loading properly that is seen in iBooks. Interestingly, I have a PDF version of the Malifaux "Ripples of Fate" supplement, and get none of the problems with callout box / dark backgrounds not loading when I open it in iBooks.... this does seem to point toward some sort of a variable in the export settings as the likely factor.
  13. Hmmm.... interesting. I've got both of them successfully downloaded into iBooks on my iPad Air running iOS 10.2; the only problem I'm regularly seeing is the call-out box background colors not loading. I have a couple of other reader apps that'll pull up PDFs, maybe I should do some experimenting....
  14. I agree with Ampers&nd: I'd place "Into the Steam" as highest on the must-have list for the same reasons. That said, "Under Quarantine" runs a very close second, and "Into the Bayou" an equally close third! I personally think that these three supplements came out in the perfect release order, at least from a Fatemaster's perspective, each one adding nicely onto the material in the one before.
  15. Long ago in the Early Age of Roleplaying Gaming (no Internet back then, that's how ancient it was), I had RPG characters that I played.... but then came a day when I must needs take my turn at being the DM, and run some scenarios. And, LO! I soon found myself being pretty good at it.... and I enjoyed it such that it came to pass that I was doing more of that than playing of characters. So I accepted my Fate: I have been Dungeon Master, Game Master, Keeper, and diverse other titles..... And now I am a Fatemaster. And I do like it! TL;DR - Give it a go: offer to run some beginner sessions, offer to provide ready-made Fated characters (many Penny Dreadful One Shots available that include them), see if some folks you know are willing to just experiment with a game that doesn't push buttons or roll dice.... you might end up with some people finding that they like it too!