Jump to content

quindraco

Vote Enabled
  • Posts

    17
  • Joined

  • Last visited

About quindraco

  • Birthday 09/28/1982

quindraco's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. This is a very important use-case for Ongoing Challenges which has nothing to do with timing or importance to the story: it's the game's only mechanic for handling situations where it's demonstrably absurd for success or failure to boil down to a single skill/stat. It doesn't actually matter how many characters are working at the challenge, only that multiple skills and/or stats are involved.
  2. Armor wouldn't really match the werewolves from most of the relevant stories. I'd suggest the following, as a passive (even when in human form): 1) Werewolves are automatically Resilience and Toughness 6 base, regardless of what they had before they contracted Lycanthropy. 2) Werewolves receive a Healing Flip and recover from one Critical Condition every round (resolve these as Conditions). 3) Werewolves do not die, even with all body parts Obliterated - they will use item 2 to recover. If the body is actually systematically destroyed, such as by incineration, assume the werewolf regenerates from a fragment of brain tissue from its brain stem. If the body is wholly destroyed, such as by a magical curse, then the wolf cannot regenerate and stays gone. 4) A silver weapon which deals at least 1 damage to a Werewolf reduces its Resilience AND its Toughness (minimum 0) by 1, which will last until the wound is thoroughly cleaned (at least 2 AP spent washing it) and any projectile removed (ordinarily, a TN 10 Doctor duel will suffice). Multiple blows stack. A werewolf who reaches Resilience -4 immediately dies - item 3 does not apply. Note that any "silver" damage suffices, including e.g. a silver barbed arrow dealing damage because the werewolf takes too many actions during its turn. 5) Werewolves are immune to the Poisoned condition, except for Wolfsbane, which works via both Ingestion and Injury vector on them. While Poisoned by Wolfsbane, in addition to taking the Poison damage, Werewolves lose item 2 above, but not 3 - you still need silver to put the beast down for good. 6) Werewolves are notoriously panicked by Fire. A werewolf with the Burning condition takes its current Burning tokens as a penalty on all Centering and Counter-spelling duels. Naturally, this is separate from rules for its bite, claws, scent, vision, hearing, and homicidal rage.
  3. Yes, Reduced Resistance is one of the most easily abused Immutos in the book; you can build some truly obnoxiously powerful spells out of it. Last time my group played we specced out a Bury spell with Reduced Resistance taken an arbitrary number of times to fix being made to last a year, for example.
  4. Should be noted that *anyone* with Toughness 5 and Tenacity 4 (which requires a destiny step normally, so presumably rare) virtually autopasses that test, only failing on a Black Joker - so the game is clearly intended to allow for entities who autopass. That said, my group ordinarily has the NPC in question flip normally.
  5. Remember, if you have a Master for each magic school, the Enchanting one will be more powerful than the other three politically, due to the explanation of the Thalarian Doctrine on page 223. Also, his job title won't be that. The Guild also seems to wrap Sorcery and Necromancy into the same department - Witch Hunting. More likely: *Master of Magewrights: Runs the Guild's primary corps of magic wielders, with a major interest in promoting the Thalarian Doctrine globally, including recruitment of new magewrights. Skillset: Counter-Spelling, Enchanting, Harness Soulstone, Bewitch, Leadership, Teach. *Master of Witch-Hunters: If the Master of Magewrights' job is promoting Thalarianism, this Master's purview is demonizing all other magical theories. He and his department have special dispensation to use potent Sorcery and Necromancy magic to these ends. Skillset: Counter-Spelling, Sorcery, Necromancy, Harness Soulstone, Barter, Intimidate. *Master of the Treasury: Publically, this Master is the chief financial officer of the guild, with a well-known interest in managing their soulstone reserves and acquisition of new stones, but secretly, it's also this Master's purview to keep the Guild's soulstones charged; he and his department have special dispensation to use Prestidigitation magics to keep anyone not in Guild's innermost councils from discovering why the Guild is always so free with donating resources to hospitals. Skillset: Counter-Spelling, Prestidigitation, Harness Soulstone, Convince, Deceive, Appraise. *Master of Logistics: Not everyone can practice magic - and those who do often need a support network, providing them with supplies, assistance, etc. This Master's job is keeping the Guild running on a real, practical level, making sure everything gets where it needs to go. Skillset: Bureaucracy, Engineering, Mathematics, Literacy, Alchemistry, Artefacting, Blacksmithing.
  6.   The Advanced Pursuits all follow the same basic structure: 1) Some pre-reqs, which seem to be deliberately arbitrary, so feel free to slap on anything you like as befits your campaign. 2) 5 levels of pursuit-specific talents: advanced pursuits seem to preclude access to the general talent pool. I would start with the Steamfitter's Union and go from there. I like the approach it and the martial arts one takes with letting the player choose from an AP-specific pool, rather than a pre-set sequence. Some example talents that might befit a lawyer: Rhetoric: A lawyer may use charm or intellect for all social skills. Ad Hominem: A lawyer may cast aspersions on people with uncommon skill - typically opposing counsel, a witness, or even the defendant! Flip Intimidate vs Scrutiny when talking to someone; if you win, they are unaware you have manipulated them, and instead think they have succeeded on a Scrutiny flip against the person you are talking about. You may tell them what they think of the person. Bandwagon: Lawyers are practiced hands at jury manipulation. When talking to a group, you may flip Leadership vs Scrutiny; anyone you beat is convinced the majority of their group agrees or disagrees with you, as you prefer. Cult of Personality: A good lawyer NEVER lets the facts stand in his way. A lawyer may always flip Bewitch instead of Convince, and may force anyone using Convince against him to use Bewitch instead, provided he has a chance to speak. Plea Bargain: The best lawyers never go to trial - trial risks failure. Every time you finish a Barter duel, you may discard a Twist card to force another Barter duel; add all of your margins of victory from all of the duels together to work out your total for the core duel. Just some ideas to get you started.
  7.   I don't know how any other groups are playing it, but my gaming group refuses, in *any* RPG, to "leak" knowledge between the attacker and the defender they have no practical way of knowing. Accordingly, we don't tell the flipping caster the defender's total defense rating until *after* the cheating is done, and the same for a flipping defender not being told the caster's total. Note that the caster, naturally, always knows what he needs to beat to get the spell to fire - just not what he needs to beat the defender.
  8. The FAQ says all set damage which causes a critical automatically causes a *weak* critical, which means the question of the suit of the critical is still open. How do you determine the suit of a set critical?
  9. Pages 153 and 161, Fated Almanac: The Blunderbuss special rule makes reference to Short and Long Range, which I can't find in the rule book. Page 206 is pretty clear that a weapon's range is simply the one used in combat, implying Short and Long Range do not exist. How does the Blunderbuss special rule actually work?
  10. Alright, barring any further feedback, I guess I have my list! I'm surprised no one made a case for Sue or the Student, but I'm pleased you did for the Rider, since I also thought he was pretty good. Thanks, everyone.
  11. When does the relic hunters box come out? Current list: 2 votes: Relic Hunters Box Guardian Watcher (Should I buy Hoffman's box instead? This only saves me money eventually if I'm buying a Hunter anyway.) 2 Clamshells of Guild Hounds Witchling Stalkers (Should I buy Sonia's box instead? It only saves me money eventually if I'm buying Samael anyway.) Exorcist Brutal Effigy Santiago Ortega 1 vote: Pale Rider Peacekeeper Additional feedback welcome.
  12. I'm just getting into the Guild, but I'm looking to expand my collection rapidly, via one large bulk order. Here's what I have: Lady Justice Death Marshal x3 Guild Rifleman x3 Judge Austringer Here's what I intend to buy, based on proxying and/or being impressed on paper: Austringer (second) Drill Sergeant Lucius Nino Ortega What else should I look into? I'm not prepared yet to change masters (Lucius is intended to be a 10 point member of an LJ list), but I'll buy e.g. the Ortega box if all the Ortegas are good, since I'll want to use Perdita eventually anyway. I've heard good things on this forum about Sue and the Student of Conflict, but the extra point they cost is a bit discouraging. I'm explicitly looking to drop a lot of money, so feel free to suggest expensive options like the Pale Rider (he's more of a Hoffman model, from what I can tell).
  13. I agree, it seems to be the same situation in essence. I'll stick with this rule until I hear otherwise.
  14. We went with "rewind the move" because least disturbance might move the model out of melee, which seemed to be against the spirit of a disengaging strike. If the book doesn't cover it, I guess we'll use this. I'm just getting started with Malifaux, but are there official tournaments? It would be nice to know before going into a tourney the right way to resolve the situation.
  15. It can easily come up. For example, to reiterate, a flying model taking a disengaging strike while inside another model (flying models are not immune to these from enemies they started in melee with, but melee ranges can be long enough for the strike to resolve while the model is inside another). There's no rule covering it? I've only had one game so far but it came up, and my opponent and I couldn't decide whether to use Least Disturbance from Warmachine (move the model the least possible distance to get it out of the base) or simply rewind the offending move until the model could legally be put down. We ended up doing the latter.
×
×
  • Create New...

Important Information