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Qualvanda

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Everything posted by Qualvanda

  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?
  16. It's been moved. It's now a pursuit talent if you play drudge
  17. Since the groups of players can vary so much, it's really difficult to do a "Balance list". If you have a group of 4 players, a Henchman can be a balanced encounter, if you have 3 players, and one of them thought that the Academic Pursuit would be amazingly fun to roleplay, that Henchman would probably TPK the group in 4 rounds. It all depends on your groups setup... If you don't have any AoE damage, large group of minion characters could ruin your day, but if 2 or more have some AoE that same group of minions could be dead before they even reach the players. If you don't have anyone with the doctoring skill, a peon with the ability to give you "Bleeding Out +1" can outright kill a PC. Anything with Black Blood can ruin a group with melee focus, but if everyone is an expert marksman, those Nephilim will be dead before they reach you, however, THAT group will get brutally murdered by a swarm of rats, since they probably won't be able to defend themselves in melee. See where I'm going with this? You have to get a feel for your group, where are their strengths/weaknesses, try to start small, and ramp up the difficulty if they start to steamroll. Have encounters with hidden reinforcements that can barge in from the back door after 5 rounds if the fight is too easy, or if you notice that the fight is balanced, or even too hard, maybe the reinforcements don't show up, or they are a separate fight after the PCs have had a chance to catch their breaths.
  18. Yes, but someone with the skill knows what they're doing, while someone with natural talent just seem to have an affinity for it. So in that regard someone who has practiced the art of something, should be more inclined to have a few tricks up their sleeve
  19. Yes, that was a rule in 1st edidtion, we just kept it. It's so easy to die in the game though, so putting one rank in toughness doesn't hurt anyone anyway But I see your point, doesn't feel like OUR group suffered too much from it, though... but I can't speak for every group.
  20. Yes, you keep your initiative all through Dramatic Time, some actions can change this number (Wait actions lowers by 1, and Pass actions raises by 1) Yes, you can use any skill, and you just go by your aspect, since you have no skill ranks to modify it with. Some skills can be tricky though, mostly crafting, since you need a certain skill rank to be able to do specific things. (You can't make Artillery weapons until you have rank 4 in blacksmithing) In our group we have houseruled that you can't cheat fate on skills that you have no ranks in, because you're not supposed to be good at them, but you can still get lucky. However, that is just an optional rule, and has nothing to do with the REAL game mechanics
  21. I must say that I like the new version of this class! I have one pointer though, and that is that Rapid fire comes really early, all the other classes that get that ability (Rapid fire or Flurry) get it at level 5. I think it's a bit too strong at level 3. I would suggest switching Rapid Fire with Improved Fletching, to get it more balanced.
  22. Yes, that I am aware of. I was just wondering about if I could heal 17 wounds and all crit effects in one round, and then change back and start swinging my axe once more. Also, if this works, can I get back loss of limbs in the same way? If my arm would get amputated, can I Shapeshift into a jackalope, die, and get it back?
  23. Do Jackalopes keep their critical effects when they "die"? If you read the flavor text it doesn't seem like it, but nowhere in their skills does it state anything about it. I was wondering because of the Shapeshift magia. It says that you gain all of the creatures talents, and in my last fight I was at -16 wounds and the last one standing in my party, so in that case it would be nice to just have a nice way to heal 17 wounds and get rid of all crit effects as a fail safe. I mean I would never break the game in that way myself, but I was wondering if it was possible for people less honorable than me would think of it (A)
  24. I think you're confusing Ability Manifested Powers with Spell-like Manifested Powers. In a Spell-like Manifested Power, you choose magias and immutos and try to make a "Spell" that doesn't use any Grimoire. In an Ability Manifested Power, you try to come up with an ability you would like your character to have, think of it more as Pursuit or General Talents. You can actually steal Pursuit Talents from a different pursuit that you don't have any ranks in, if you want your Drudge to have the Relentless Talent from the Criminal, but it doesn't fit in well with your character to go down all the steps in the Criminal Pursuit. But you might as well make something up from scratch, I made a character that had a trigger on throwing "(M) Made you Look: After failing, discard a card to immediately make another attack with + to the attack flip." Nowhere in the book can you make that ability, but it worked with the theme of the character, as he relied very heavily on tricking people. All the examples you gave are examples of Ability Manifested Powers, and as such, they do not follow the Magia/Immuto creation.
  25. Why not something along the lines of: "That STILL only counts as one! Anyone can shoot from afar, where's the fun in that? The competitive nature of this character likes a bit of rivalry to keep him focused. So he tends to make everything a challenge. When this character gains this ability, choose a friendly character. Both characters gain the condition 'Friendly Rivalry: When this character scores the killing blow on a target, if his rival can see or hear him, that character gain Focus +2' If the rival would die or leave for more than two weeks, you may discard a card to appoint a new rival"
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