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MackMcWicked

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  1. So I know the guild frowns on unsanctioned magic. what about firearms, swords, constructs? For instance I assume a pistol or knife is fine and concealed. on the other hand a huge heavy weapon is not. What about the middle ground? A rifle, a sabre, a combat construct. Just looking for some flavor guideline as I see the guild as fairly draconic in their controls.
  2. Hi and sorry for all the basic questions but, How do Fatemaster characters generate suits for their triggers?
  3. All good points I will adjust for next session thanks. I'm sure to have more questions:)
  4. 2 of four players. Seems overpowered melee guy engages I reduce my spell to melee 2 and reduce the TN I'd almost say higher TN for each rank shifted in any direction
  5. Hi, I had a question on change range Immuto. We ran for the first time the other day. Here's the scenario Casters were lowering thier spell range thus lowering thier spell TN. They then added a number of effects until the TN equaled out TN to hit the Fatemaster character. In essence they reduce the range allowing them to beef up the spell without much consequence, besides less range and also eliminating the problem of shooting into melee. What am I doing wrong ? I'm aware of Grimiore rules and how they need to be attuned to use said immutos.
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