Jump to content

Qualvanda

Vote Enabled
  • Posts

    28
  • Joined

  • Last visited

About Qualvanda

  • Birthday 09/09/1990

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Qualvanda's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

23

Reputation

  1. They're talents from the Tinkerer Pursuit. You have to choose either one at step 7
  2. Hi, everyone! I've got a rules question for ya! "If your Vice Card replaces your Body Card, you may increase a Physical Aspect by +1. If it replaces your Mind Card, increase a Mental Aspect by +1 instead. Gain an additional Skill at Rank 2 if it replaces either your Root or Endeavor Card, or gain 25 extra Scrip if it replaces your Division Card." It doesn't say that you can't raise an Aspect above 3. And since you only get blackmail from the Black Joker, which is -2/-2/-2/+4... Does that mean that I can start with +5 to my Tenacity and be the most overpowered Bully that ever has seen a first session, or is this retconned somewhere?
  3. If you go by the wording, it should be possible to stack it. I haven't had it in any of my campaigns, but it seems like it could get really broken if you somehow manage to get 5 intellect (By Mental Enhancement, or Destiny Steps). And if you already have 5 in the skill for example Long Arms, you get an AV of 15 BEFORE cards... It's not an impossible scenario, it just require a bit of setup, and it will become really nasty. Also, I highly believe the Fatemaster will challenge you enough to get you killed somehow if you try it
  4. In that case, my current campaign is a twisted amalgamation of the book "The lies of Locke Lamora", and the movies Ocean's Eleven, and The Gangs of New York. My players are in a small gang that does heists, and sometimes turf wars between other gangs
  5. I've been using a lot of books that I've read as inspiration for events and storylines, and just translating it into something that fits into Malifaux. Characters can come from anywhere, I've done characters based from previous adventures, to video games, based on a single line in a song or even based on someone I know IRL.
  6. Generally, no. Some pursuits give bonuses to your subordinates, but that is a result of you advancing, and they get benefits from that. Otherwise it's up to your Fate Master if he/she feels extra benevolent that day However, nothing in the rules say that you can't give your subordinates ridiculously modded weapons and grimoires.
  7. No, XP is only spent on skills or skill triggers It can be pretty swingy because it's a limited amount of cards in the deck, so if you only draw awful cards at first, you know that the bottom half of the deck is mostly good cards, and vice versa. And sure, you can abuse , but it's not always a good thing either, since you are more likely to draw the black joker, which you can't cheat. Some skills are easier to geton than others though.
  8. The one thing I can think of is that you pretty much need someone in the group who can take care of Crit effects, especially the Bleeding out condition. Almost all the Crit effects are pretty balanced, but the bleeding out effect is horrible for players. If you don't have anyone with a high enough doctoring skill, you are dead within a minute, and if the doctor is the one who got it, there's almost no hope of survival, because removing it on yourself is really hard. That being said, I like the urgency of the effect, I just think it's a bit too hard to remove. Other than that, I like this system because it's not much that breaks the game, it's really thought through, and fairly well balanced. Sure, some pursuits are stronger than others, but all pursuits seem useful in what they do, so none of them seem underpowered.
  9. Oh, yeah... forgot about that one, but generally no, Manifested Powers are usually set in stone
  10. So no, unfortunately. However, if you go into Mage, their "New Manifestetion"-talent let's you add immutos to your existing manifested powers. or if you're looking for something less permanent, they also have "Triggered Immuto" which let's you have an immuto on a trigger. Besides that, I don't know if there are any ways to add more immutos to your manifested powers.
  11. It stays until used, so you can store it from every mob you kill during a campaign and have +3 to all attacks when fighting the end boss if you wish. (Wouldn't recommend it, but it works )
  12. I think Rank # is better, it's more exact, and you can figure out if it's an Enforcer or Minion or whatever from it. Also, thanks for this list!
  13. True, it just seemed really strong at first This seems just too fun, I really need to play one next time I get the chance. Do you think my players mind if I abort the campaign I'm holding and say "Screw you, I wanna play this instead!"? xD
  14. They sound amazing! I must play one! 😮 I read this, and in my upcoming campaign, one of my players is a performer who wants to join Collette, and this seems like a fitting theory for her. Is there any drawback for this, or is the theory just as stupidly op as I think it is? I mean moving and casting spells at the same time seems really strong.
  15. One thing I've been wondering ever since I first heard it is: How does the Bureaucrats favor-system work?
×
×
  • Create New...

Important Information