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Parker Barrows

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Everything posted by Parker Barrows

  1. I have decided to fight for the kid this round for the Arcanists. The more I think about it, I love the turn of events. Toni Ironsides becoming an inspirational hero by just being herself is awesome. Really fits her Rippling Fates story and endears her to me more. The girl not losing either of her parents, but still finding strength on her own. Her parents can still come later and be a future story point for her. And of course, the Tiny Teddy and the Wicked Dolls also learning how to box which could potentially give them entirely different flavor than a regular Teddy and Wicked Dolls. EDIT: Also, kinda wanting to try out my Ice Dancers, so that helps.
  2. 1. Eh. We don't know how these abilities will wind in the end. They're vague enough that Wyrd has the ability to fit them into the faction and theme they wind up in. Though looking at how they're growing and the way things are offered, I'm giving them a lower percentage of being a Master than I was first week. 30-40% I'd say. Otherwise, Henchman or simply whatever the faction needs (example: Self-Righteous Man is an Enforcer, Trickster is a Master, and Inquisitive Child is a Henchman). 2. Book 5 is way too early. It probably takes at least a year to design a model and put it through proper playtesting. Probably even more so with these models taking bits and pieces from different factions. *points to the Nythera TtB winning character still not having his model yet* So, Book 6 should be exciting. 3. But both of those are very Totems designed to support their specific Masters. Now, there is no reason that they can't make an Enforcer or Henchman Totem, but I don't think it would be a good idea. It would limit Crew selection and make them less playable. Certain Masters need their Totems to function (Jakob Lynch for example). Most others could give up the specific Master's Totem, but it could still result them in being picked less than if they were regular models. 4. Agreed about the Mercenaries. It would probably upset those who stuck to their Faction when they could have hopped around and pick whatever option they wanted and still play the character in whatever faction they wanted.
  3. Not sure if I'll go Gremlins for the Self Righteous Man, but I in my mind, this is how is now more or less reality:
  4. This became a debate among the playgroup tonight. So, I would like see what people say (especially Wyrd if they would be so kind). When Wong flips two cards for the Pulse (thanks to Gremlin's Luck), does he use one of the cards or both? These were the three arguments that came up (mainly the first two, but the third was mentioned at a point). 1. Wong uses both cards. The "as well" on Fzzzzap! indicates that you use both cards meaning Wong's Pulse can potentially deal 4 damage. 2. Wong uses a single card. A Positive Flip always is flip X number of cards and pick one. The "as well" on Fzzzzap! means that a Tome or Crow will cause 2 damage not use both cards from a Positive Flip. 3. Wong uses both cards only if he gets a Crow and a Tome. The "as well" on "Fzzzzap!" indicates that you can get a Tome as well as a Crow (writing this, I realize this would need further clarification on rather or not a Tome by itself can be used or it only does an additional 2 damage if the Crow is flipped).
  5. Rezzer McMourning and Reva fought for the Trickster. McMourning won. Most interesting thing, I did the math. My opponent had to have done over 40 damage to McMourning (counting all damage prevented) and probably did more like 50. I spent 6 Soulstones on damage prevention and at least 3 flips prevented 3 damage (9+), McMourning healed himself 5 3 times (15, 24 total), and Sloth healed him him twice (6, 30 total), and of course, McMourning has 14 Wounds and did eventually die (14, 44 total). Those are the things that I remember. I don't remember what my other three prevention flips were. I got very lucky with them and think I actually had 4 flips that prevented three. I don't think I ever flipped 1 for prevention. So, yeah, I'm 90% sure McMourning took over 50 damage throughout the game. Also, my lawyer got Fees +5 to Hannah which was very nice (especially considering how much damage she did to my Crew by blowing up the many, many corpses. But one of the greatest parts of the match goes to my opponent. His Shieldbearer "died" and gave his own corpse to the Trickster. That still cracks me up.
  6. Wokou Raiders!!! Damnit. I was going to try to not buy much other than (hopefully) Reva during the Black Friday Sale. *puts Zipp on his post-Christmas money list*
  7. *Rippling Fates SPOILER* . . . . .. . . . . . . . . Actually, Molly is working again as a reporter, so it works.
  8. Magic is used by casting Magica that can be combined with Immuto. For example, you can cast Invisibility by itself or combine it with Focus Object to lower the TN. Multiple Immutos can be used. For example, you can Elemental Projectile and combine it with Water, Blast, and Increased Damage to make a standard Elemental Projectile have the water effect, gives it blasts to (if you flip the damage high enough) cause harm to those near the target, and have more damage. Note: Once someone gains a spell or Manifested Power, they must choose a Magic Theory. Magic theories can have multiple varations. Magica Sorcery Elemental Engulf (Tenacity): Set your opponent on [Insert Element]. Elemental Projectile (Intellect): Shoot your opponent with [Insert Element]. Elemental Retribution (Tenacity): Hurt your enemies by being near them or make them suffer more if you are seriously hurt with [Insert Element]. Elemental Strike (Intellect): Power your punches with [Insert Element]. Obscuration (Intellect): Create an area of a soft cover. Elemental Engulf (Intellect): Cause a Pillar to rise up with a bonus if you add an Element to it. Telekinetic Movement (Tenacity): Move things with your mind (and yes, you can attack with the weapon). Telekinetic Push (Intellect): Shove people with your mind. Shield (Tenacity): Give yourself Armor. Sleep (Tenacity): Put Living creatures to sleep. Summon Beast (Intellect): Summon a Beast (GM Note: I reserve the right to deny certain Henchman and Master Beasts despite the spell having no such restriction). Summon Gamin (Intellect): Summon a/n [Insert Element] Gamin, magic creatures made up of their element. Wrench (Tenacity): Cause a Critical Effect in Living Creatures. Enchanting Animate Construct (Charm): Target Construct comes to life under your control. Animate Limb (Charm): Target limb comes to life. Berserk Fury (Cunning): Target gains 1 AP for a Close Combat Attack. If 3 or more Close Combat attacks are made, the target suffers some damage. Disassemble Creation (Cunning): Target Construct or Undead suffers damage ignoring Armor and hard to Wound. Elemental Weapon (Cunning): Weapon gains the effect of [Insert Element]. Heal (Cunning): Heal yourself or someone else. Mend Critical (Cunning): Remove an effect (must a Critical Effect or from a non-magical effect). Mend Flesh (Cunning): Living creature gains Regeneration +1. Mental Enhancement (Charm): Increase your Mental Aspects for 1 hour. Physical Enhancement (Charm): Increase your Physical Aspects for 1 hour. Reckless Advance (Cunning): Allow a target to suffer damage to take a Charge as a 1 AP Action instead of a 2 AP Action. Shapeshift (Cunning): Turn yourself into a Beast. Unnatural Shifting (Cunning): Part of the target’s body changes into a Beast. Necromancy Beckon (Charm): Target must move its Walk and end as close to the caster as possible. Bury (Tenacity): Remove target from reality. Target will reappear at the End of the Turn next to the caster. Cadaver Mask (Charm): Remove the face of a corpse to gain its appearance and voice. Drain Life (Tenacity): Living target suffers gain and the caster heals the same amount. Forget (Charm): Force target to permanently forget something that recently happened. Interrogate (Tenacity): Force target to answer a yes-or-no question. Mind Control (Charm): Force target take an action of your choice (you may not cause target to sacrifice themselves directly). Raise Undead (Charm): Raise a zombie from the dead or take control a non-sentient uncontrolled undead. When the spell ends, zombies will become uncontrolled and violent. Self-Harm (Charm): Cause opponent to attack themselves with their own weapon. Subsume Corpse (Tenacity): Turn a corpse into dust and make healing flip. Terrifying Aura (Tenacity): Gain an aura that forces living creatures to make Horror Duel. Touch of the Grave (Tenacity): Target suffers damage and gains a condition that will cause them to suffer additional damage when they suffer damage. Vengeful Guardian (Intellect): Target gains a condition that will cause them to take additional damage from a ranged attack. Weaken (Charm): All of the target’s Physical Aspects are lowered. Prestidigitation Conjuring (Cunning): Summon a prepared item. Divination (Cunning): Spy on a location. Float (Intellect): Cause target to float. Gravity Flux (Tenacity): Target may move or be moved. If flying, they take damage when they hit the ground. Improved Fate (Cunning): Gain a bonus to all Skill Challenges for a turn. Invisibility (Cunning): Turn someone invisible. Occultation (Intellect): Target gains the ability to reduce damage steps (example: Sever become Moderate). Parlor Tricks (Intellect): Choose a minor illusionary trick from a list. Phantasm (Intellect): Create a realistic illusion. Phantasmal Weapon (Cunning): Target weapon can target Willpower instead Defense. Teleport (Intellect): Teleport yourself, someone, or something else. Vortex (Intellect): Cause a gravitational pull that will draw in characters and loose items. Immuto Alteration Alternative Resistance (Increase TN): Change whether the spell targets Defense or Willpower. Blast (Increase TN): Add Blasts to your Magic. Combined Spell (Increased TN): Combine two spells (must follow restrictions). Delay (Increase TN): Cast a spell, but cause its effects to happen later. Ignore Caster (Increase TN): Spell effects do not affect caster. Focus Object (Decrease TN): Use an object as a focus to cast your magic. The decrease depends on size and rarity of object. Augmentation Additional Suit (Decrease TN): Add a suit requirement to spell. Alter Range (Increase/Decrease TN): The caster increase TN to increase range. The caster can decrease TN to decrease range. Increase AP (Decrease TN): Increase AP used for a spell. Increased Damage (Increase TN): Increase the damage level of a spell. Increase Pulse (Increase TN): Increase Pulse range and resist TN. Increase Resistance (Increase TN): Increase the resist TN of the Spell. Increased Severity (Increase TN): Increase the Severe damage of the damage track or static damage. Pulse (Increase TN): Add a Pulse affect to the spell. Reduce AP (Increase TN): Decrease AP used for a spell. Reduce Damage (Decrease TN): Decrease the damage track used. Reduce Resistance (Decrease TN): Decrease the resist TN of the Spell. Reduce Severity (Decrease TN): Spells that deal a set amount of damage deal no damage. All other effects still happen including those that only happen when damage is dealt. Selective Targeting (Increase TN): Only affect those the caster wants to affect. Elemental Darkness (Increase TN): Add Darkness to the spell. Decay (Increase TN): Add Decay to the spell. Electric (Increase TN): Add Electric to the spell. Fire (Increase TN): Add Fire to the spell. Ice (Increase TN): Add Ice to the spell. Infected (Increase TN): Add Infected to the spell. Light (Increase TN): Add Light to the spell. Natural (Increase TN): Add Natural to the spell. Poison (Increase TN): Add Poison to the spell. Spirit (Increase TN): Add Spirit to the spell. Terror (Increase TN): Add Terror to the spell. Water (Increase TN): Add Water to the spell. Wind (Increase TN): Add Wind to the spell. Genus Note: All Genus Immutos can increase or decrease the TN. They can add the listed type to the legal targets which will increase the TN. They can make the spell only legally target the listed type which will decrease the TN. Beast Construct Living Location Inanimate Spirit Undead Magic Theory The Oxford Method This is what people think of when they think of wizards. Students from Oxford often use things like wands, runes, and stave. This is one of the two legal Magic Theories. The Oxford Method Talent: The character increases AP of the spell, but gains a bonus of spells that are 2 or AP. The Refined Oxford Method Talent: The character may choose to increase AP to add a suit of their choice. The Whisper You hear voices. Unfortunately, you’re not crazy. They teach you the dark secrets of Necromancy. The Whisper Talent: The character gains bonus to all Necromancy Duels. But the craziness it causes penalties to all Intellect duels. The Murmur Talent: The character may add Immuto they do not have in a Grimoire. This will increase TN. When adding Immuto, the character will take damage equal to the amount of Immutos added. The Darlin Theories The Darlin Theories take an almost scientific approach to magic. The Darlin Theories Talent: The character must use a pneumatic device to focus their spells. This will lower TN and can stack with the Focus Object Immuto. The Cutting Edge Research Talent: The character gains extra points when creating a Cobbled or Construct. Unfortunately, their research leaves them little time for social interactions causing them to suffer a penalty to all Social duels. The Court Procedure The Court Procedure is a set of magical laws that revolve around the Gates of Power. The users of the Court Procedure are often ambitious as the method both encourages and punishes casters to break its own rules. The Court Procedure Talent: The character increases the TN of spells targeting Defense, but decreases the TN of spells that target Willpower. Due Process Talent: The character may increase the TN to lower the amount of AP the spell takes. The character may never may use more than one Immuto, including multiple uses of the same Immuto. Thalarian Doctrine The officially Guild endorsed Magic Theory. The idea is that magic is to be used for the common good. Enchantment is supposed to be used exclusively. This is one of the two legal Magic Theories. The Thalarian Doctrine Talent: The character may not increase Sorcery, Necromancy, or Prestidigitation Skills above 3 (and must lower them to 3 if they are above) without a special dispensation of the Guild. The character gains bonuses against anyone who does not have the Thalarian Doctrine. The Special Allowances Talent: The character gains a bonus to Counter-Spelling and takes less damage from spells and Manifested Powers. The character chooses a Magia. Any other Magia cast by the character will have an increased TN. The Balanced Five Coming from the Three Kingdoms (Japan, China, and Vietnam united as one country), this theory is about finding harmony among the 5 elements. The Balanced Talent: The character may add two Elemental Immutos instead of just one to a spell. The character may not have a Counter-Spelling than Tenacity. The Sixth Element Talent: The character may flip second card to add its value to the duel total when using a Soulstone or Soulstone dust. When not using a Soulstone or Soulstone Dust, all spells have an increased TN. Hedge Magic Hedge Magic makes no sense. Each one is entirely unique and seems only to work for that caster. Often practitioners come off as insane (because many of them are). They cannot teach others or write down their ways without things going wrong. Hedge Magic Talent: The character chooses an Elemental or Genus Immuto. This Immuto is always active and must be applied to all spells. It will never increase TN but can still lower it. Personal Theory Talent: The character gains no bonuses or penalties. Tradition Magic Although magic was rare before the Breach was opened, it still existed. Tradition Magic is a style that is taught by and passed down family lines. Tradition Magic Talent: The character will pick one of the listed pairs of spells. Pick one to gain a bonus in. The other one cannot be raised above 1. Fragments of the Past Talent: The character cannot add or remove suits to their spells, but gain a bonus to the cast.
  9. General Talents Addict (Requirements: Brilliance Condition): Gain an ability to be drawn to others with Brilliance Condition. Advanced Sensors (Requirements: Invested Character/Light Chassis): Gain a bonus to Notice duels and a chance to detecting things others can. Armor Training (Requirements: None): Reduces penalty to Defense for wearing Armor. It can be taken multiple times. Avoidant (Requirements:-1 Resilience): Gain Defense, but lose a Wound. Bent Fate (Requirements: Fated Character/2 Destiny Steps Completed): Remove some cards from your deck. Better Part of Valor (Requirements: -1 Tenacity): Increases Walk at the cost of Charge. Blissful Ignorance (Requirements: -1 Cunning): Reduces the penalty for losing a Horror Duel. Bloated Stench (Requirements:-1 Charm): Enemies suffer damage after dealing Close Combat damage to you. Blood Scent (Requirements: Blood Sickness Condition): Gain Fast by discarding a card if enemies are killed near you while you have the Blood Sickness Condition. Blot the Sky (Requirements: +3 Archery): Fire multiple arrows to gain blast effects to your Archery damage. Book Smart (Requirements: -1 Cunning): Gain bonuses to non-Magical Intellect duels while taking a penalty to Initiative. Brain Surgery (Requirements: +4 Doctor): Perform Brain Surgery for fun and profit (and to increase the intelligence of your flesh constructs). Burning Man (Requirements: Must have had Burning +5 resolve against Fated): Gain a Defensive Trigger that sets people on fire for missing you. C-C-C-Combo (Requirements: +3 Martial Arts): Gain a Trigger on Martial Arts attacks that let you attack again. Called Shot (Requirements: None): Change the suit of a Critical Effect by paying the cost. It can be taken multiple times but choose a different Skill each time. Calm & Collected (Requirements: -1 Speed): Gain more Focus than normal. Ceaseless Advance (Requirements: Fated/+1 Tenacity): Get a Free Walk Action if you have no cards in hand. Channel Destiny (Requirements: None): Take damage to add a suit to your duel total. Cheating So and So (Requirements: +3 Gambling): Gives you a Trigger on all of your Expertise Decks that lets you manipulate your deck. Clear Orders (Requirements: +3 Leadership): Gain a bonus to Disengaging Strikes using Scrutiny. Combat Reading (Requirements: +1 Cunning): Reduces Common Sense (Requirements: +2 Cunning): Discard a card to gain bonuses during Narrative Time. Concussive Force (Requirements: +2 Might): Push enemy away any time you punch them. Counter-Spell (Requirements: +3 Counter-Spelling): Magical skills do not work so well against this character. Critical Strike (Requirements: Specialized Skill with Chosen Skill): A Combat Skill gains a Trigger to increase damage to attack. It can be taken multiple times but choose a different Skill each time. Cynic (Requirements: -1 Charm): Gain bonuses to resisting deception. Demanding Taskmaster (Requirements: +3 Flexible): Gain a Trigger to Flexible attacks that cause the enemy to move where you want. Disarming Attack (Requirements: +3 Martial Arts): Gain a Trigger to Martial Arts attacks that lets you disarm an item at reduced damage. Evil Eye (Requirements: +6 Willpower): Gain a Defensive Trigger that will Curse the enemy if you succeed. Fate’s Messenger (Requirements: Fated, 2 Destiny Steps Completed): Suffer damage in place of discarding a card. Favored by Fate (Requirements: Fated, 1 Destiny Step Completed): Suffer damage in order to redraw a card. Ferocious Loyalty (Requirements: +3 Leadership): When ordering a subordinate character, discard a card to give the subordinate a bonus on its turn. Fickle (Requirements: -2 Tenacity): Gain a bonus the first time you use a skill that session. Increasing Skills to higher levels becomes more costly. Final Repose (Requirements: +1 Cunning): Make things you kill unsuitable to be raised from the dead. Flick of the Wrist (Requirements: -1 Might): Use Grace for Close Combat attacks with one handed weapons. From Beyond (Requirements: Haunted Condition): Become Immune to the Haunted Condition. Lower Haunted Condition to possibly change the outcome of a duel. Frozen Heart (Requirements: None): Become Immune to Horror Duels and Paralyze. Gaussian Logic Engine (Requirements: Invested Character): Reduces a Physical Aspect to increase a Mental Aspect. Glimpse Fate’s Plan (Requirements: Fated Character): Increase hand size. It can be taken multiple times. Governor’s Gift (Requirements: +1 Charm): Pick a gender. Gain a bonus to Bewitch and Scrutiny duels against people of that gender. Great Fate (Requirements: None): Draw extra cards at the beginning of the session, then discard to the normal amount. It can be taken multiple times. Gruff (Requirements: -1 Charm): Penalties to Scrutiny duels against you. Hard to Kill (Requirements: +1 Resilience): Ignore a Critical Effect. Heavy Mount and Bracing (Requirements: Invested/Heavy Chassis): Attach your Heavy Weapon to your chest (with faster readying). Hobbling Attack (Requirements: Specialized Skill with Chosen Skill): Gain a Trigger that reduces enemy movements. Hole in the Chest (Requirements: Stitched Character/-1 Resilience): Gain a Trigger to Defense Duels that will cause a Ranged Attack to deal no damage. Honest (Requirements: -1 Cunning): Gain a bonus to Convince and Leadership against friendly or neutral people. Hunter (Requirements: +3 Wilderness): Gain a bonus to damage done to Beasts. I Thought You Died?! (Requirements: +3Resilience): Void a death. ONE USE ONLY. Imposing Mass (Requirements: -1 Grace): Gain a bonus to Disengaging Strikes. Improvised Parts (Requirements: +1 Intellect): Increase Construct Points when you create a Construct. Ingenious (Requirements: -1 Might): Gain a bonus to duels that require tools. Inscription (Requirements: +3 Literacy): Increase your Grimoire’s Spells. Interface (Requirements: Invested Character): Gain a Trigger to all Social Skills that will give bonuses after succeeding against Constructs. It’s Raining Scrip (Requirements: Fated Character): Get extra Scrip when gaining Scrip. Just a Graze (Requirements: Fated Character): Cheat damage done against you in most circumstances. Killswitch (Requirements: +3 Explosives): Make your Constructs and/or Undead characters explosive upon death. Leg Modification (Requirements: Invested Character): You can change out your legs for different effects. Let Me Show You (Requirements: +3 Teach): Discard a card to let others use a Skill you know for a day. Lightning Rod (Requirements: -1 Grace): Gain bonuses to resisting magic, but opponent gets to add a suit to their duel. Man’s Best Friend (Requirements: +3 Husbandry): Gain a dog. Mechanized Undead (Requirements: Stitched Character): Gain the Construct characteristic and may buy Invested Talents. Medical Genius (Requirements: +3 Doctor): Gain a Trigger on Doctor Challenges that increase the effect of success. Metal On Metal (Requirements: Invested Character): Gain a Defensive Trigger that reduces damage taken. Mind in the Sewer (Requirements: +3 Toughness): Become immune to Blight and Infected Conditions. Ignore severe terrain penalties from moving in water. Mostly Blind (Requirements: -1 Grace): Gain bonuses to Close Combat attacks and penalties to Ranged Combat Attacks. Mountaineer (Requirements: +1 Grace): Gain bonuses to Climbing. Mow Down (Requirements: +3 Heavy Guns): Use 2 AP to attack with Heavy Guns to gain bonuses without the ability to Cheat Gate and using triple bullets. Necrochemist (Requirements: +3 Alchemistry +3/+2 Necromancy): May make potions that affect Undead instead of Living characters. Noxious Undead (Requirements: Alchemistry): Undead you create gain the Noxious Cloud Ability. Open Hand Fighting (Requirements: None): Disengaging Strikes deal damage while fighting with a one handed weapon. Pair Weapons (Requirements: +3 in Chosen Skill): Gain a bonus to attacks when using two weapons. Plain Spoken (Requirements: -1 Intellect): Gain bonus to Social Skills during Dramatic Time. Pyromaniac (Requirements: Character must Inflict 10 Burning in a Single Combat): Give more Burning. Queensbury Rules (Requirements: +3 Pugilism): Gain a Pugilism Trigger letting you knock people to the ground. Quick (Requirements: +2 Speed): You can resist Pulse effects better. Pulse and Blast effects are deal less damage. Quick Study (Requirements: +1 Intellect): May chose a Skill that you saw someone else use when improving Skills at the end of the session. Reattach (Requirements: Undead/-1 Resilience): Heal and gain the Fragile Condition. May reattach limbs. Rebound (Requirements: +3 Thrown Weapons): Gives a Trigger allowing you to damage another enemy while using Thrown Weapons. Reset Fate (Requirements: Fated Character): Shuffle Discard and Twist Decks together at the end of Dramatic Time. Riposte (Requirements: +3 Melee): Gain a Defensive Trigger to that allows you to strike back when an enemy fails and you are wielding a blade weapon. Rush (Requirements: +1 Speed): Gain more Charge. It can be taken multiple times. Rust n’ Oils (Requirements: +3 Alchemistry/+2 Engineering): May make potions that affect Constructs instead of Living characters. Sadistic Streak (Requirements: None): Deal damage to a subordinate to push them around. Scoundrel (Requirements: None): Gain a Trigger to Social Skills that will allow you to make a Pick Pocket attack. Self Sufficient (Requirements: -2 Charm): Gain Willpower, but lose the ability to help others. Shambling Gait (Requirements: Stitched/-2 Speed): Gain a huge bonus to Physical or Mental Bonuses, but permanently have Slow. Shot Studies (Requirements: +3 Shotgun): Can shoot farther with a shotgun if Focused. Shove Aside (Requirements: +1 Might): Move through people shorter than you. Shrug Off (Requirements: -1 Resilience or Ortega Station): Discard a card to remove a condition. Simple Logic (Requirements: -1 Intellect): Gain bonuses to resisting Bewitch, Convince, and Deceive Duels. Skill Mastery (Requirements: Fated Mastery): Gain a bonus to a Skill during Challenge Duel. Slow Learner (Requirements: -1 Intellect): Gain an Aspect, but let the Fatemaster choose what you advance. Mwhahahaha. Specialized Skill (Requirements: Fated Character): Skill gains a Suit of your choice. It can be taken multiple times but must choose a different Skill each time. Specialized Toxins (Requirements: +2 Alchemistry): Pick a characteristic (Living, Undead, etc.) Spelunker (Requirements: None): Gain bonus to Navigation, Track, and Wilderness Duels. You are immune to the Claustrophobia condition. Spiritual Sensitivity (Requirements: Character Must Fail an Unconscious Challenge while at Negative Wounds): Gain an Ability to become aware of any Spirits (including invisible or hidden spirits). Steel Wall (Requirements: Invested Character): Gain Armor and provide Cover if you don’t move. Street Fighter (Requirements: +3 Pugilism): Gain a Defensive Trigger to that allows you to strike back when an enemy fails and you are wielding no weapons. Stubborn (Requirements: +2 Tenacity): Gain bonuses to all Willpower duels, but negatives on Convince duels. Sturdy (Requirements: -1 Grace): Gain a Wound. Sure-Footed (Requirements: -1 Speed): Get pushed around less. Swagger (Requirements: -1 Speed): Gain defensive bonus for only walking. Sycophant (Requirements: +2 Charm): Gain a follower! Taskmaster (Requirements: +3 Flexible): Help your friends with non-Social Skill Challenges by whipping them. Threading the Needle (Requirements: +3 Archery): Ignore other characters for determining Line of Sight and randomizing when shooting into engagements with archery weapons. Torso Modifications (Requirements: Invested Character): You can change out your torso for different effects. Touched by the Grave Spirit (Requirements: Character has Died or been at -10 Wounds): Heal some damage when you fall unconscious. Tough as Nails (Requirements: +2 Resilience): Give a Negative to Critical Effect Flips against the character. Twisted Fates (Requirements: Fated Character): Increase or decrease a card in your Twist deck by 1. Twisted Mind (Requirements: None): Gain Trigger to your Willpower that will deal damage if you succeed. Unassuming (Requirements: -1 Might): Gain bonus to avoid being noticed in a group or angering someone. Unceasing (Requirements: -2 Speed): Discard a card for extra movement. Undermine Confidence (Requirements: +1 Resilience): Gain a bonus to Intimidate Duels in Narrative Time. Unequaled Accuracy (Requirements: +2 in Chosen Skill): Do not randomize when shooting into an engagement. Unimpeded (Requirements: +1 Grace): Ignore terrain penalties. Wall of Muscle (Requirements: +1 Resilience): Increase Height to 3. Gain a longer range for Close Combat Skills. Warding Gestures (Requirements: -2 Resilience): Reduce damage by discarding a card. Well-Preserved (Requirements: Stitched/+1Charm): It becomes harder to tell that you are undead. Will of Ages (Requirements: +1 Tenacity): Make Counter-Spelling able to protect more people. Note about Requirements: It is only the minimums that are covered. So, if it is +1 Charm, then Charm 2 will qualify. Likewise, if it is -1 Charm, -2 Charm will work. Invested are robots and Stitched are undead.
  10. McMourning was on the clock when he fought Lucius over the Self-Righteous Man. Ultimately, McMourning came up with the win slaughtering all but Lucius himself. Admittedly, not exactly a surprise that the the Guild won, but it was a fun game (well, except for my opponent who took it hard from the Werewolf during Turn 1).
  11. Most of Lynch's tale is about his PoV of the Nytheria events. Once Titiania is released, the Hungering Darkness freaks out. Eventually, they come up with a plan where Lynch starts buying up other taverns in Malifaux and tainting their liquor with Brilliance. Yan Lo returned to the Oyabun to finally learn about his own past. Apparently, he summoned a powerful oni named Lingxuzi. The six sages eventually defeated it and cursed Yan Lo. He started to remember a few things, but not enough. Eventually, he went oni-hunting and forced them to tell him about it. They told him the oni had actually possessed the sages when they turned on Yan Lo. When the Breach opened, Lingxuzi was able regain a physical form. Yan Lo has started to return to Malifaux to hunt down the oni.
  12. Actually, from my understanding, she's not undead. The Rezzer win from the first round says she'll be alive and the story has her heart pounding.
  13. Eh. He may get some lawyer-like ability, but if he's not a Mimic, Guardsman, or in Lucius's Factions, then he can't be used by him. I think I'm going Ten Thunders for the Child. Giving her some Oni powers could be pretty awesome.
  14. Wot? I admit, it's probably the caliber of the players who are really good (father/son duo). But I've at least beaten every other Guild Master I've come across (never faced a Guild McMourning or Nellie) at least once. It's become a running gag with them that playing Hoffman against me is an auto-win. (BTW: I don't really think Hoffman is overpowered besides his ability to beat me.)
  15. I think I'm going to try to win one for the Guild. I don't have much Guild, so it will be rough. But Werewolf lawyer. Once it was said out loud, I can't not try for it. Or if my Hoffman player wants it, I'll probably play something else (I have never won a game against Hoffman, obviously, he's overpowered). I'll still try to win, but it's almost certainly a win for Guild.
  16. Ugh. This is a tough one. So many good choices. Self-Righteous Man: Guild, Rezzer, or Outcasts Trickster: Rezzer Inquisitive Child: Guild, Rezzer, or Ten Thunders Of course, these are just the ones I might go for. There's more I'd be happy to see.
  17. Played yesterday. I played Arcanist. My opponent gave me a choice between him playing an Arcanist Crew or a Guild Crew he's not as good with (he liked the idea of a werewolf). I made the right choice and said Arcanist. Cards turned against me and many woodland creatures were burned.
  18. Achievement League Who: Anyone in the Rockford area who wants to join. Where: Any of the local LGS What: Trick or Treat Achievement League (Regular Achievements plus some Halloween Achievements) When: October 7th - October 27th Why: Fun first of all. Plus, $10 gift card to Top Cut for the overall winner and a bag of candy for the winner of the Trick and Treat categories respectively. One prize per person.
  19. Crossroads Seven. I've ran a whole tourney with just that box. Just go Rezzers so you can summon some Guild Autopsies in case Hunting Party comes up (or a faction with a 2 point hire).
  20. Academic Art (Cunning): You are in artist. Bureaucracy (Cunning): You can get through the legal and government system. Engineering (Intellect): You understand and are able to design mechanics and abilities. Geography (Intellect): You can make maps and realize how the land relates with itself (ie “This place would make a good place to put a town”). History (Intellect): You know history. Literacy (Cunning): You can read good. Mathematics (Intellect): You know that 2+2=4. Damn intellectuals. Close Combat Flexible (Grace): You know how to use chains, whips and other fun things. Grappling (Speed): You know how get the upper hand in a grapple. Heavy Melee (Might): You can use two-handed weapons. Martial Arts (Speed): You know how to use martial arts. Melee (Might): You know how to use one-handed weapons. Pneumatic (Might): You can use weapons with mechanical parts. Pugilism (Might): You punch things in the face. It works for you. Crafting Alchemistry (Intellect): You know how to mix chemicals. Artefacting (Cunning): You know how to make constructs, pneumatic limbs, or other machines. Blacksmithing (Intellect): You can make metal objects. Culinary (Charm): You can make food. Farming (Tenacity): You farm. Homesteading (Tenacity): You can make mundane items and various “home projects.” Printing (Intellect): You can create printed materials. Stitching (Cunning): You know how to sew clothes and corpses. Expertise Appraise (Cunning): You know what stuff is worth. Doctor (Intellect): You keep people alive. Explosives (Intellect): You make things go BOOM! Forgery (Cunning): You can produce forgeries completely legitimate documents. Gambling (Cunning): You know the rules of the games, probability, and (if you’re that kind of person) cheat. Husbandry (Charm): You know how to take care of animals and driving wagons. Lockpicking (Grace): You can pick locks. Music (Charm): You know music. Navigation (Tenacity): You can find your way. Pick Pocket (Speed): You can pick pocket people. Scrutiny (Cunning): You can get a read on people. RECOMMENDED!!! Track (Cunning): You can track people. Wilderness (Cunning): You know how to survive in the wild. Magical Counter-Spelling (Tenacity): You can dispel magic. Enchanting (Charm or Cunning): You can use Enchanting magic. Harness Soulstone (Charm): You can use soulstones effectively and refill their energy. Necromancy (Charm or Tenacity): You can use Necromancy magic. Sorcery (Intellect or Tenacity): You can use Sorcery magic. Prestidigitation (Cunning or Intellect): You can use Prestidigitation magic. Ranged Combat Archery (Grace): You can use bows and crossbows. Heavy Guns (Might): You can the big ‘uns. Long Arms (Intellect): You can use rifles. Pistol (Grace): You can use pistols. Shotgun (Grace): You can use shotguns. Thrown Weapons (Grace): You can use thrown weapons like throwing knives and ninja stars. Social Barter (Tenacity): You can haggle with the best of them. Bewitch (Charm): You know how to make people like you. Convince (Intellect): You know how to get people to see things your way. Deceive (Intellect): You can convince people of the truth (as you see it, objectively speaking, it would be defined as “liar, liar, pants on fire”). Intimidate (Tenacity): You make sure people know better that to not do what you want. Leadership (Charm): You not only know how to inspire people, but able to put that into effective action. Teach (Intellect): You can teach other people your wisdom. Training Acrobatics (Grace): You can do acrobatics. Besides that, you can get out of the way when you need to (like say an explosion happens near you). Athletics (Might): You can physical activities. Carouse (Resilience): You can hold your liquor. Centering (Tenacity): You can keep yourself calm in the most stressful situations. [It can be used for figuring out your Willpower or your ability to resist mental attacks.] Evade (Speed): You can avoid enemy attacks. [It can be used for figuring our your Defense or your ability to resist physical attacks.] Labor (Resilience): You can do manual labor. Notice (Cunning): You notice when things seem amiss. RECOMMENDED!!! Stealth (Cunning): You can be a sneak. Toughness (Resilience): You can take a hit. [It is used for figuring out Wounds.]
  21. I still want: Miss Aim: Ten Thunder Archer If you have the Dark Circus box, there's the Wild Ones: Rollins Black = Lucas McCabe Rollins Dismounted = McCabe Dismounted Iggy Pup = Luna Cherri Bomb = Sidar alChibi (I don't have the card in front of me, so it may be spelled wrong) Elli Ramone = Mounted Guard Patti Ramone = Mounted Guard Most of the Crew is even gender-swapped.
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