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tallghost

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Everything posted by tallghost

  1. 1. decoy governor. 2. governor's car is a decorative shell around an armored capsule designed to hold up until help arrives. 3. governor's car has a rocket powered "escape pod" designed to fling him away from the scene of any wreck, to be recovered by reinforcements. 4. a caboose, or underslung "rocket rail sled" designed to jet the governor back along the rails from whence he came. 5, governors car contains an extremely secure hiding space and a burnt "decoy body" donated by some poor soul who had the bad look of looking just enough like the governor. these are just off the top of my head. let me think on it a bit.
  2. Also, I have a ghost eater who I know would like to dabble in necromancy, so I'm leaving him a gift/grimoire in the form of the knife that Tombsman gets stabbed with (Prologue complication The Long Road to Innocence) THE HEART'S BLADE This Grimoire takes the form of a long, ornate blade with a white pearl handle. The blade is inscribed with the words "Always and forever. Lovingly yours, Suzy" Magia: Berserk Fury, Elemental Weapon, Phantasmal Weapon Immuto: Elemental (spirit), Focus Object (all spells must use this knife itself -4TN), Combined Spells. Special: The spirit of Suzy Tombsman haunts this blade, and only the owner can see or hear her. Although she whispers the secrets of of necromancy (the owner gains the Whisper Theory as long as they use this grimoire if they do not already have it) she will also express her opinions on the owner's daily activities. She is very jealous and very misandronistic. If the owner argues with her, they will have to make a TN10 Counter-Spell or Necromancy every night or gain the Haunted +1 condition every night at sundown until they make a suitable apology.
  3. Hey all. My group and I are going to have a special TtB marathon day, where we run In Defense of Innocence the whole way through. We'll take breaks at each act to "level up" and eat (Giant Chicken Pot Pie, and Gremlin Gumbo) I really like to do at leas one cool prop for a game, so I'm typing up the entries from Allison Dade's journal, and I'll print them, age them, and give them a few "saved from the fire" burn marks. I've adjusted the entries so that the actual name and gender of the Ressurrrectionst is never exposed, and I'm adding a few extra entries composed from her comments in the tour of the town section in Chapter 2. See, I'm thinking that maybe Allison Dade isn't all that important to the adventure, and if she isn't killed outright by the inaction of the Fated at the end of Act I, she might be put out of action by , oh say, an errant bullet creasing her skull cap. That way, scraps of info on the town can be fed out a bit at a time. If she is alive but in a temporary coma, they can salvage the scrap, only to find they have been encoded, and must take time between bursts of investigation to decode the next bit. If she is dead, maybe her ghost will leave scraps of journal scattered around town for them to find. I guess what I'm asking here is, does anyone see a reason we need to keep Alison awake? And, does anyone have any miscellaneous tips for running this adventure?
  4. The only time i don't reveal a TN is when they are investigating or researching something, and I tell them "How much you discover will depend on how well you do on the flip" so they can decide if they want to push it for more granular info, or if they want to just get the basics.
  5. I agree with Cinnamon Bear. It feels like they've purposely left a ton of hanging threads, to that you can use them however you want. Detailing every last piece of a game world becomes restricting for play and creativity. However, I happen to know the real story is that there is a large underground vault that is being used by the spirit of a mad musician. He was building a choir of zombies to compose a song that would wake all of the dead who heard it, and drive them into a frenzy. The sounds of singing undead may have sounded like howls, shrieks, and gibbering to the uninitiated, but their tones and tempos, carried and amplified by the labyrinth of sewer tunnels, was musical necromancy. However, just as he was finishing the tune, his choir turned on itself and was obliterated. Now he has to begin the laborious task of stalking talented singers, teaching them his masterpiece, and then killing and raising them again so that he can have his opening night performance. Since he is a spirit, he has a hard time interacting with the physical world. However he is very good at using the power of his voice to not only attack (he can use an elemental blast with the Sonic Elemental Immuto*) but it also very skilled at different forms of persuasion. He has currently driven a music critic for the Malifaux Record quite mad, and is convincing him to stalk, abduct, and eventually kill the talent he requires. * Elelmental Immuto: Sonic (TN +1) any character that suffer damage from the Magia also gains the DAZED condition for 1 turn. This immuto may be taken multiple times, increasing the duration of the condition by one for each time.
  6. This is sound advice. I would only add that you could use the stats from your models/NiR to make your own adversaries. Take the stats for that zombie, and give it some armor and a buzz saw,(use the damage for a decent blade from the Fated almanac) call it a foresting construct.
  7. Yes, I used it all of the time (to keep my physical books in better shape) It is weird that it is only the fated almanac. The Fatemaster's one opens fine, as do my PDFs of Into the Steam and Under Quarantine.
  8. Hey all. I'm asking this question, becausse I'm trying to figure out if I have a problem with my Fated Almanac pdf file, or with my PdF reader. I recently had to get a new laptop, which is my first experience with Windows 10, and also with Adobe Acrobat Reader DC. whenever I try to open my copy of the Fated Almanac, I get a message that "the file is damaged and cannot be repaired" I have tried reloading the file from my backup drive, but I get the same message. All of my other wyrd PDFs work fine. Is anyone else having this problem? If it is my file (and my backup) how do I go about getting a new PDF? It was downloaded as a Kickstarter fulfillment, so I don't have a copy on Drivethru RPG or anything.
  9. Which Wyrd employee do I have to control a wax effigy of in order to get a page posted, like we did for the other splat books?
  10. looking forward to seeing that finished wastrel. Nice pants.
  11. O.K. I picked out my stuff from the easter sale, and placed my order for early access to a few things, and even better, access to rare stuff that can on be had once in a blue moon. Now, where is the thread where I go to complain that it hasn't shipped already? My order is at least an hour old!
  12. Will all of the March releases be available? I'm hoping to snag a copy of Under Quarantine, in addition to my Malifaux goodies.
  13. How was GAMA, Wyrd people? Or is there already a thread somewhere pertaining to this that I'm missing out on?
  14. Thanks for the advice guys! I figure I'm going to need some burning markers too, but I have a cube of red 6-siders that would do for that.
  15. I'm hoping to make some scheme markers, as I have a few weeks before the tourney. I was thinking some 30mm markers with campfires on them or something. But what is a reasonable number of markers to expect to need? should I make 5? 10?
  16. Hey gang, I'm entering my first tournament this month after exactly zero years of playing Malifaux. I'm familiar with the rules, I just don't have many nearby folks to play with (I'm driving an hour and a half for the tourney).Besides, the best way to learn is to just get stuck in, right? In any event, my question is this, How many markers is reasonable to bring with me? I'm playing a Sonia crew out of the box, with a couple of Austringers and a Handler thrown in. I want to make sure I'm prepared, and I know bringing your own markers is expected.
  17. Thanks for the feedback! I ended up submitting for a 3 hour event. Now all I need is to run a few play tests before June!
  18. O.K. Two points. (1) you do incredible work. The shading on those pigs is just awesome. (2) every time I see the title of this thread jump to the top of the list, I think of a fallen tree in the bayou that all of the gremlins paint dirty graffiti on.
  19. The railway bases are super sweet. Hopefully you'll do larger sizes as well.
  20. This is a great question. I actually do have a starter set, and it seems to do it's job very well (I have only tried it out twice) But I teach at a boarding school, and I am trying to get together a "club set" of crews so that any students who want to try out the game can pick from among the very flavorful factions before they buy in on their own. The idea would be to learn the rules from the starter set, then play with a couple of different box crews to get the feel for things, then buy your own. To be honest, it is kind of a throw back to our limtied run of a club based around a different tabletop game. Without mentioning names I will call it Schmore Schmammer 1000. The kids became super interested, dropped more money than they should have on starting armies, and then realized they didn't like the game/ factions they chose. I realize that the nature of Malifaux makes it cheaper than Schmore Schmammer, but I want to give the guys as much of a fighting chance as possible to try out the game so that they enjoy the hobby, not resent it.
  21. This is exactly what I'm looking for. Again, this is the kind of advice I'm hoping to get
  22. Hey all. I'm looking to get a collection of starter crews together so that when I want to introduce a friend or two to the game, I can give them a choice of crews. So my question is this. What would you say is the easiest crew to use out of the box, for each faction? I'm talking simplicity of rules here. They can graduate to more complex play styles once they get hooked.
  23. And now, the addition of The Jacob Lynch crew! I'm a little sad that I finished these guys before I saw Colossalsmurf's work on them, because I would have definitely stolen his color scheme for the Hungering Darkness. Linky link.
  24. I'm still relatively new to being a Fate Master, mostly because my group meets only sporadically (it was a hell of thing getting everyone together on a regular basis for the Nythera event), but I would like to take a crack at running a more standardized convention game. But they want to know how long my game is going to take. When you combine my inexperience with my group's play style ("Wait! He mentioned there were shops on the street, we need to investigate each one at length!") I am having a hard time judging how long a fairly straight forward one off event might take. My idea is a straight up three scene introduction adventure: one short intro battle (to give a taste for combat), one skill based tracking/investigation scene (to give a taste for skill work), and then a boss fight at the end (because boss fight= sense of accomplishment) how long have your groups taken to get through something like this in the past? I figure I will need to add a little time for a learning curve (since it is a convention, I'm hoping to attract some people new to the game) but I don't want the game to seem rushed, or too unorganized if I have to stretch for too much time. If I can get an educated guess from experienced Fatemasters, it would be helpful.
  25. The characters are incredibly customizable compared to a lot of systems. This means more chances for your players to do the things they want to do, and more options for you to add story elements as they grow and change.
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