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The Witch Hunters


Athlanter

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It's sad to say, but the best way to play a higher up in the Witch Hunter division is not to be one.

Bear with me: In 'Into the Steam' the Infiltrator Profession has access to a ability called Infiltration, and this ability allows access to assets of a certain organization of your choice.

So, your status as a 'Witchling Handler' allows you to request a minion and an enforcer of your organization.

Say Hello to your new friends Witchling Stalker and Witchling Thrall. Splash some Overseer for your command tricks, a little sorcery skill for the fire tricks and finally a touch of heavy melee skill for those delicious greatsword tricks; and viola everything you ever wanted, with none of that pesky 'Loyalty' to worry about.

Funnily enough, if you wanted to go the Samuel Hopkins route just take some notice, track, and pistol skills (maybe some counterspelling for flavour). Pretty straight-forward guy, he is.

That's not to say that a little talk with your FM beforehand could save you all this trouble. The magic of this game happens when the two of you work together and make something (or someone) memorable.

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On 9/16/2017 at 2:14 PM, veydan said:

Funnily enough, if you wanted to go the Samuel Hopkins route just take some notice, track, and pistol skills (maybe some counterspelling for flavour). Pretty straight-forward guy, he is.

That's not to say that a little talk with your FM beforehand could save you all this trouble. The magic of this game happens when the two of you work together and make something (or someone) memorable.

Until the book that Mason keeps hinting about drops, this is probably the best route. Notice, track, pistol, melee, and counterspelling would be the areas of focus from my point of view. Notice and track make you good at investigations that involve finding people. Pistol and some form of melee (even unarmed combat) bridge the gap between someone who can find people and someone who can kill/capture them. The only thing that's missing for being a low ranking Witch Hunter is something that gives you even just a slight edge against magic users. That's where counterspelling comes in.

For jumping from lower-mid to -mid-higher ranking, the abilities and advantages the hunter would need would be more focused on detecting active magic affects at range, resisting magical effects (individual or party), appraising soulstones, charging soulstones, and maybe even having some Sanctioned Spellcaster assets (or being one).

 

But that's where @veydan's remark comes in: Fated players can (and should) talk to their FM about this beforehand. The stuff I mentioned above is for the FM to chew on when they're incorporating the Fated's destiny (as determined by the Fated character's player) into various challenges during the session and especially during the Epilogue. It will shape how the story/campaign goes and can provide a different starting point for the campaign altogether (zombies in the sewers, rats in the basement, etc. get benched in order to run something more like Ironside's introductory fluff in M2E: tracking down a rogue spellcaster who has been murdering people).

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