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Mason

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Everything posted by Mason

  1. After they cancel. When I said "calculate," I had included the cancelling. I shall edit my post above to be more clear.
  2. Calculate all of your and modifiers (cancelling each out as appropriate). If, after doing so, you have any modifiers, Fistload allows you to ignore one.
  3. He killed himself before the movie premiered, unfortunately.
  4. He does have very large sleeves. That's probably a coincidence. Probably.
  5. Probably because he's not Asian. Not everyone that plays for the Eagles is from Philly.
  6. Wanyudo have already shown up in Through the Breach. Specifically, in Under Quarantine.
  7. I think that would be perfectly fine, but that's certainly an exception to the rule. I'd probably allow the General Talent to function in that instance (cause, if you didn't want it to function, the Fatemaster could just... not give the talent to the construct).
  8. If the Construct is a Fated character (i.e., an Invested), then no. The Defense values of Invested is fixed, depending upon their chassis, and generally doesn't change. If the Construct is a subordinate construct, I don't believe that there is a way to give them General Talents.
  9. Some of the Advanced Pursuits require a character to be employed by the Guild, and a few Talents and magic-related things are also Guild-only, but otherwise the book should be quite a nice resource for any character, regardless of faction or allegiances.
  10. And have previewed them, no less! As a side note, that's where we're sitting for Pursuits and Advanced Pursuits: 6 basic pursuits and 5 advanced pursuits. I'm cutting back on basic pursuits a little bit in order to control Pursuit bloat and ensure that the ones that you're getting all have their place in the game. This is a trend that will likely continue into future books (or at least, the Neverborn and 10T books that I have planned out). In return, I'm giving Guild folks some Counter-Spelling Magia.
  11. A lot of that information can be found in the Through the Breach Core Rules.
  12. You can totes use it on friendies.
  13. I usually just name the session after the Destiny Step and toss it out there right from the start. This lets the player being focused on for the session realize that they are in the spotlight, which informs their decisions going forward for the session. This also signals to the other players that the session's focus is on so-and-so, allowing them to move into a more supportive role for the session (from a roleplaying perspective).
  14. The Fatemaster's Kit is 1e, so some of the information listed on it will be out of date for 2e.
  15. The only stupid questions are the ones you don't ask! Also, any questions dealing with Sasquatches and cosmic eggs. Those are stupid as well. It's not clear in the rules, so I will make sure to clarify that in the next FAQ. It should be Critical Effects and then Unconsciousness Challenges, as that makes the most sense from a narrative viewpoint (i.e., "you suffer damage, and this is how it plays out. Do you manage to stay conscious?"). The character is probably unconscious for awhile, then. If they're Living, they've got natural healing that will eventually pull them above the threshold and let them regain consciousness. If they're a Construct or Undead, then the other Fated might have to look into some independent Artefacting or Stitching to get their companions up and moving again.
  16. With great difficulty, usually. You basically need to have someone on hand to help you get through the more awkward moments of life. Fortunately, the Guild has a whole lot of minor criminals who don't want to end up on the Hanging Tree. It works itself out.
  17. Just for the record, Into the Steam has stats for Bandersnatches, and the Heart of Darkness adventure has a bunch of info on Bandersnatches (including eggs and webbing).
  18. It's fun to change stuff up once in a while.
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