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explorator

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  1. 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.
  2. 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
  3. 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.
  4. 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.
  5. 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 Exo
  6. 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
  7. 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.
  8. 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.
  9. 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.
  10. I would say there is no exception for magic damage, as long as the source is a Ranged or Close-combat attack.
  11. 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.
  12. 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
  13. Boo hoo hoo!? How old are you? I use Witchling Stalkers ALL THE TIME....same with BELLES. I don't play 10T. AGAIN! I never said I hate Wyrd over this, just that is seems like an odd choice.
  14. Why not 3 Wardens? I have a metal hunter, which I RARELY use, so buying THREE more is just throwing money away. I don't hate Wyrd because they choose odd combos in some boxes, but it certainly influences what I buy.
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