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RebeccaJo

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About RebeccaJo

  • Birthday 02/04/1993

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  1. Hello everyone! I was just curious of how you guys have handled advanced pursuits. All of my players are interested in various advance, how have you guys handled, so example, someone wanting to become a guild based pursuit, like death marshal, and someone else is interested in something like necromancy based, like grave spirit. After spending several sessions working together, how do you keep them together but also allow them to developer their characters as they see fit?
  2. Hello friends! I am a long time Malifaux player and a huge RP fan. Sadly, I haven't played TtB since 1.0 kickstarter release. With the 2nd edition and finally having a job that allows me to play games again, my gaming group has decided to pick back up in TtB and get playing again. As I was reading through the core book, I did have some questions. Sorry in advance if these stupid questions; this feels like learning a brand new system again as it's been years since I've played last. My biggest question is Unconscious and how that effects the players. I know that once they hit 0 and below, they do critical effects and unconscious TN duels. From how I understand it, is once they reach that point, they do the critical effect flip then the unconscious flip. Is that correct [doing critical first then the duel]? Also, I know that when a player goes unconscious, they need to be healed up to at least 1 wd to regain consciousness. If no one if the party is adept at healing or has a way to heal, how do you hand that situation? I saw that anyone can take a (1) action out of dramatic time to kill an unconscious character [fated or otherwise], but how do you handle it when all the "baddies" are gone or fleeing and some of the fated are still unconscious? Thanks in advance! <3
  3. Just a quick question on ongoing challenges. How many times can a fated flip during 1 duration? Is there any exact number or is it up to the fatemaster's discrection to the situation? Thanks in advanced! <3
  4. Thank you guys so much for all the help! I think a lot of it is just my general fear of not having al the right answers. Another thing is having to look something up or getting rules wrong. I'm usually the rules marshal between my husband and I when it comes running our Malifaux tournaments/leauges/etc. I've been listening to a lot of podcasts of other RPGs and trying to soak up all the advice and knowledge I can get on how to keep the players engaged and understanding that it's okay if not everything goes to plan.
  5. Hello everyone, Long time Malifaux player looking to get my gaming group into TtB. My husband and I are both henchman and he is planning on taking over the Malifaux aspect and I am stepping up to lead the TtB part. Now, I've never GMed before... ever. I've played my fair share of games as a player, but never as the role of the GM. Besides just being completely nervous and a little overwhelmed, I'm wondering if all of you guys would have any advice or anything if able to help out in the coming weeks. I do have some questions though: 1] What general tips or tricks are there to building a self written adventure? 2] How many times can a person cast a spell? Are there a limit of spells per day like other RPGs? 3] How do you deal with or create manifested powers? 4] At the prologue, how do you handle the "leveling up" process? I know you can pick skills for people to level up or get, but how is that done? Is there any formula you guys use to determine this? 5] When using the one-offs [Penny Dreadfuls] without the pregenterated characters [whether they are provided or not] how do you handle leveling up and progression? 6] I know each session needs to focused towards advancing or defining a Fated's fate[destiny]. How do you go about this? 7] Is initiative flips for dynamic events [combat] used from the central fate deck? 8] How do you go about setting a target number? 9] I've read over the section several times, but I"m still having trouble understanding Margins of Success/Margins of Failure. Any easier way to understand it? I'm sure a lot of these questions are "noobish," and I feel kinda silly asking them, but I want to make sure I have a full grasp of understanding before I start creating and getting this moving forward. The ultimate goal is for everyone to have fun; I just want to make sure I have an understanding so my players can focus on having fun instead of flipping through rulebooks looking for what they can do. Thanks! <3 -RebeccaJo
  6. Hello Lovies! Just your friendly hench-woman Rebecca here. I will be offering demos on Saturday December 4th at Saltire games. The address/phone/times are listed below. If you are new to the game or just returning, feel free to stop by and play a game. Guarented to be a great time and that bad things will happen <3. -RebeccaJo Saltire Games: 11732 Pendleton Pike Indianapolis, IN 46236 317-823-1645 Saturdays 12pm to 3pm.
  7. You guys still alive and kicking?

  8. 2 things! 1. That crew is amazing... you never cease to amaze me. AND 2. You do not look anything like I expected you to... lol... As always it was nice to put a face to the name and talent
  9. Alright INDY! It's that time again. Time for some sweet 2.0 action. There will be a M2E demo/1.5 & 2.0 open play day at The Arsenal Game Room & Cafe on Sunday July 28th from 1pm-5pm. Their address is 874 Virginia Avenue. A map and directions can be found here: http://www.urbanspoon.com/r/40/14544...e-Indianapolis Please be aware, as this is a demo day, the focus will be on 2.0. If you are wanting to play 1.5, please go to the Facebook page below to set up some games. We are supportive of both versions, and just want to make sure everyone has a chance to play. Hope to see you guys there!! -RebeccaJo
  10. now is that on a fixed card or was it just a typo that we'll have to fix. the only reason why I'm hoping that it is a card that can be replaced is that we are currently assembling/painting a puppet wars set for a local game store to have as a demo. I would hate for the store to have the incorrect cards for new players.
  11. I searched the forum and I did not really find any answers to my questions. OKAY. So Jewomie and I played our first game of puppet wars: unstitched today. A couple questions came up during the game. 1. My executioner went up against his punk. The punk already had 1 rip (with 2 stitches left). My executioner, with the Power +1, did 2 rips which would tear him apart. The punk has the ability that he gets an attack action after suffering rips. Our question is, would the punk get to do his attack action before he was torn apart??? 2. The Razorspine Rattler has an ability that gives target paralyzed. It requires 1 tomb and ranged 2. There are a couple questions this raised. Would the rattler take an exhaust token for doing the ability? I didn't think it would because it is an ability not an action... but we were unsure. Also, does the target get to defend? I wasn't sure since it was an ability... not an action. 3. This may be a stupid question, but you don't shuffle your deck as the game goes on, right? If so, what do you do when you run out of cards? (probably shuffle. lol) Thanks guys!!!!
  12. I will definitely want 1 of these decks!!!! :D:D
  13. haha! i just spent a good amount of time procrastinating on your blog i love your stuff. keep up the great work!
  14. My husband and I are henchman in central indiana. I know that is a bit of a drive, but we have talked about driving down to kentucky to meet up with the local players there to build a regional group. If you have any questions, we'd be happy to help!!
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