Jump to content

We're currently updating the site and a few things may run slow or not as expected at the moment. Give us a day or two to get everything sorted out and changed up if you would.

One of the new things you'll see about are the 'sticky notes' which you will occasionally see from the site Admins if something important shows up or is newsworthy, or if you happen to be in one of our many beta testing groups giving you an additional heads up when something new needs to be looked at or sorted.

You can send these amongst yourselves as well if you wish, just don't abuse it. 

Thanks for your patience!

Nathan Caroland Nathan Caroland


  • Content count

  • Joined

  • Last visited

About Sernus

  • Rank
  • Birthday January 14

Profile Information

  • Gender
  • Location
    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......

Recent Profile Visitors

286 profile views
  1. New FateMaster - Frustrations

    You seem to have a penchant for wicked tough adventures, CCL... I like that! Ghost House and Night of the Carver can both be really hard on Fated crews... especially if there are players who don't get that there are definitely times when one needs to just turn and run away! There are some tough opponents, and tough situations, in both of them... folks who tend to just dig in and fight might get significantly damaged. In my view the Carver is the (relatively) easier of the two. Organ Donors is also a little easier than Ghost House... or would be, if it weren't for everyone starting out stark naked, unarmed, and with no idea where they are... This one falls into the "most times, probably best to just run away" category, too, I think! The above being said, if you feel like Ghost House is the best fit for your plans, then Ghost House it should be! It might teach your D&D-indoctrinated folks to embrace the Breachside saying: "This is Malifaux... Bad Things Happen..."
  2. Immuto that alters range

    Would help our evaluations to know which Magia were being used for this... but in general, yes, cutting the Range is a valid way to drop a spell's TN, thus allowing damage or duration to be increased or something else to be added, etc. However, I don't know that I'd refer to having to be at 1-yard range to pull this off as being a "little-consequence" situation: that's within engagement range of, well, pretty much everything... so.... I also concur with Solkan on the "more gunfights" thing... especially against Gunfighters, who also don't randomize when firing into engagements... >:)
  3. Adding suits to skills

    Several of the magical Pursuits have early-step Talents that will let the character add a particular Suit to a particular Skill, as well: look through the Dabbler and Grave Robber Pursuits. Of course, one can always get a Suit by using up a Soulstone, too...
  4. New FateMaster - Frustrations

    Mindless Zombies are good practice opponents for getting a new group used to successfully hitting an enemy: a character only has to come up with a 6 on the Attack flip to match their Defense. The MZs get an auto on damage flips, making them a little harder to take down, but they're Slow (only 1AP available), have bad Initiative and don't move quickly, so the players will mainly dictate the pace of engagement. Characters also only need a 7 to avoid the MZs' attacks. (They're much tougher in a Horde!) Most of the other lower-level opponents (Minion (5) characters) will have Defense of from 8 to 10, and an Attack AV in a similar range, so they're the next step. A player's Fated ought to find them more challenging, but not impossible, to hit and damage. One Minion per Fated is a typical "starting-out" number, with some Minion (6) characters and/or an Enforcer (7) or two added as players get more used to the game's mechanics and their Fated get a bit of experience. On the subject of Ghost House: that adventure can be a tough one for some parties! Not only is the chief adversary a very strong opponent, the Fated can come out of that place being significantly Haunted...!
  5. New FateMaster - Frustrations

    Firstly, tell those experienced D&D players and DMs: "One cannot add to one's cup if the cup is already full, Grasshopper!" (I've been a [Whatever]master for 40 years - since 1977... this is the best advice I can give to anyone: toss out your old preconceptions and open up to learning this game!) More to follow later, when I'm not sitting at work...!
  6. These are written to the newest "TtB 2.0" Core Rules: "Heart of Darkness" "Earthly Desires" These need a bit of modification, as they were written for 1st Edition TtB, but they're good adventures: "Sixteen Tons" "Recruitment Drive" "Legacy of Darkness" "Honor Among Thieves"
  7. Oxfordian method and manifested powers

    My take on this subject is: if the player's Fated character develops a Manifested Power that involves a Magical Skill in calculating its AV (e.g. Prestidigitation for "Take Your Meds"), then the Fated character IS in essence casting a spell, and so would need to choose a Magical Theory.
  8. new FM with questions

    I believe this is no longer supposed to be the case in TtB 2.0. The explicit requirement to have at least Rank 1 in a Skill to be able to Cheat Fate from the TtB ver 1.0 Fated Almanac isn't included in the new Core Rules. Fated should be able to Cheat a flip, whether they have any Ranks in the active Skill or not, so long as there are no Fate Modifiers (and the Black Joker hasn't been flipped, of course).
  9. unconsciousness/ toughness challenge

    Q1 answer: Wounds remain at zero. The player would need to pass another Unconsciousness Challenge if the character takes any further damage, but not just for being at zero (or less). Q2 answer: A character pretty much needs to have a grimoire in order to cast a spell. That being said, if a player wants their Fated to have Magic Skill(s)and to be able to cast spells, then the Fatemaster should figure out a way to make an appropriate Grimoire available for them. (See pp. 260 - 261 in the new Core Rules book for more details on this.) There are also a few Talents that allow spell-like powers without needing a Grimoire; these are described under the appropriate Pursuit Step descriptions. Q3 answer: Magia and Immuto are "mix and match:" one can add whatever Immuto to any Magia, so long as it makes sense that they would actually work together. In other words, a character who has a grimoire with two Magia and three Immuto in it can add any of those Immuto to either of those Magia when casting a spell.
  10. Magical buffs issue

    I don't think you folks are doing these things correctly, if you're having this many problems of these kinds....
  11. The TTB Spell Deck

    I've received my copy of the Spell Deck... and it is just an awesome game accessory! !!!
  12. Monday Preview - August 28th

    Ventilation, perhaps....
  13. TTB Core Rules Discussion

    Animate Construct Magia uses Enchanting Skill + Charm Aspect for AV. is required as part of the TN. The Engineer Pursuit (Into the Steam) has the Mechanical Animation Talent, using Engineering + Artefacting Skills for AV; is required as part of the TN. I don't recall seeing a Magia that is associated with Cunning that animates Constructs.... but there is one in Into the Steam that damages them: Disassemble Creation (Enchanting + Cunning).
  14. A Stitch in Time (Sign Up Announcement)

    The sign-up campaign phase is long over on this one.... but the retail version of the adventure ought to be available fairly soon! It was one of the pre-releases available during GenCon.
  15. The TTB Spell Deck

    I don't believe that's what he meant... this is a pre-release sale, both at the Wyrd booth at GenCon and on the Wyrd webstore. It'll be available in retail stores later on.