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  1. I think you can get away with a mixed group in TtB, as long as no players get too far ahead. You might have to experiement to get things just right, but if your players like their characters, they will probably be understanding when they fall a little behind after missing a session. There can already be an imbalance in Talents, even when players are all playing each session, because switching Pursuits often can net more Talents than sticking with the same Pursuit. Lastly, don't discount equipment as a way to uplift weaker characters; the right gun or even a toolkit can add a ton of utility, and as Fatemaster, you can make sure the players who are falling behind a bit better gear.
  2. Models with summon upgrades may no longer Interact with Strategy Markers. I think, in the long run it will be changes to Strats/Schemes that has the greatest influence on Guild playability in GG2. On the plus side, fewer changes should help transition.
  3. Yes, the caster must give all the details of the Illusion when it is cast. The Illusion could be of a model, of a crowd, or a building or whatever. I expect players to provide a reasonable amount of detail.
  4. I only allow Assists in Narrative time if both characters are actively using their skills; i.e., there is nothing else they can do. In some cases, I disallow Assists, for instance, if one character is playing a card game, no one would allow a bystander to give them hints in the game. Similarly, if only one character is in position to Notice a detail, no Assist is allowed. Mostly, you want your players to feel there is a mechanical benefit to working together, so give them a benefit when they think cooperatively. Only by using the Oxford Method can a caster extend his casting time past a single turn with the Increase AP immuto. Even in Narrative time, I enforce these restrictions, for the most part. I would actually allow a character who uses the Oxford Method to 'exploit' the Increase AP mechanic in Narrative Time if it served my campaign; because the Guild is always on the lookout for such mages, using thier spells in some cases very dangerous. Interrogate Magia could be gamebreaking, but honestly, a mage who really dedicates themselves to such a single purpose kind of makes sense. As Fatemaster, you will either have to impose some restrictions on using Increase AP in Narrative Time, or find a creative way to dissuade your players from kidnapping everyone they see for extened interrogation sessions.
  5. The rules say Illusions are believed to be real unless "there is a reason for them to doubt it" (WP duel), or "they come into physical contact with it". Nothing says the illusion disappears. Otherwise, illusions would be attacked as a normal opponent, requiring flips as per usual.
  6. Fated can always test untrained using whatever controlling atribute is used; in some cases, all Fated maybe required to participate in ongoing challenges, while in other cases it may be optional. Allowing players to use Skills not listed as part of the ongoing challenge is up to you as Fatemaster; if they can really explain a good reason, I usually allow it. Keeping Ongoing Challenges interesting and engaging can be a problem, so you have to really play up the narrative; if a couple of failed tests put the challenge in question, make it sound really bad.
  7. Without knowing anything other than your characters are very strong after 8 sessions it is hard to offer advice. I have certainly played more sessions than that without issue, but then each campaign is different. Honestly, double-positive on attacks and ignoring Armor and Incorporeal is tough for anyone to beat if the minimum damage is 5+. It is likely you will have to Meta-game pretty hard to take them down. Just attack their weaknesses; is WP low? Attack that. They rely on high-end weapons? Teleport them away. They use powerful magic? Send in the Death Marshalls,(include a couple of Exorcists to give the characters Undead so they lose all thier triggers). Get them in a large wooden structure, then send waves of Witchling Stalkers at them; after a few Stalkers die, the building will be an inferno. Moon Shinobi would turn those double positive attacks into double negative attacks. Someone will certainly take note of such powerful characters.....maybe a Tyrant?
  8. This is a great question, and managing the level of opposition can be tough in many rpg systems once characters advance. The basics for getting the most out of FM-controlled characters in combat is outlined on pages 312-313 of the rulebook. FM-characters get Fate Points based on Rank, which can be used to activate discard effects (like Flurry), or to gain advantages in combat; they can gain a Positive, gain an AP, remove a Condition, or Heal 2. Even with the Fate Point mechanic, many Minions are pretty weak in combat, but you can adjust their Rank if you like. Facing only Enforcers is really not fitting for some campaigns, so there are a few tricks. 1. Give Minions Hard to Kill; this lets them ignore a Critical Effect, but also means they do not automatically fail Unconsciousness challenges and will have to be taken out by Crits. 2. Abilities like Incorporeal give minions staying power, Horror Duel can slow things down, and every faction has synergy between leaders and Minions. Attacking a group of characters with a Sergeant AND some Guardsmen works better than just waves of Guardsmen, for instance. 3. Try to get your characters aligned with one of the major (human-led) factions in Malifaux. Every faction has natural enemies, and knowing who is after the Characters gives you a reference for building opposition. In my experience, it is better to underplay the opposition than to break your narrative.
  9. The nice thing about Lucius is you can stack focus wherever you need it, including on Riflemen. Lucius and a pair of Changelings can give your Riflemen a nice stack of focus. At least one Lawyer is a must for shielded and card draw. Investigators are only taken if the Scheme pool is made for them, because they cost a point too much, but can be game changing.
  10. The train going through the breach is a classic starter, and gives the FM a chance to kick off the campaign with whatever flavor they wish.
  11. Rottennurg is a nice module. It runs pretty straight-forwardly, but there is some room for FM's to play with as well. If you have a heavy emphasis on combat among your characters, you may need to beef up the opposition just a bit. I also added a nice reward to the end, and offered PC's either a small residence inside rottenburg, or a gas-powered wagon; they took the wagon and never looked back, however, there could be a whole campaign centered around that portion of the Quarantine Zone.
  12. I would say there is no exception for magic damage, as long as the source is a Ranged or Close-combat attack.
  13. They can interact with physical objects, but are semi-transparent, so I think your notion of an emotional manifestation sounds right. They are obviously not normal people, but not quite undead.
  14. The Dispatcher just got changed, so I do not see another rework while so many other models in the game still need a first-time refinement. Dashel is fine right where he is; a killable summoner who can fight. Is the Dispatcher a strong Totem? Yup! Is the Dispatcher easily killed? Yup! Can Dashel dominate with lucky card draws if the opponent ignores the Dispatcher? Yup! Dashel's crew is as vulnerable as the Dispather; few other crews rely so heavily on a 4-wound Totem, and even putting pressure on him can hinder Guild plans. The Dreamer crew has FAR better synergy, and REMOVING low cards from your deck is a TOP 3 ability at the Master level.
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