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Ampers&nd

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Everything posted by Ampers&nd

  1. played a game the other night with one of the creators on a demo day, the combat mechanism is a lot of fun. Still some rough edges to the rules need smoothing off but I had a blast.
  2. its a great idea, perhaps too many spells but great nonetheless:)
  3. Lazarus worked well for me as a starting payer with Ramos, think my earliest purchases were Ramos, Lazarus and Soulstone Miners and I made a mobile toolkit and Rail Golem. usually I took Joss and two beaters with a couple of SS miners to scheme with then summoned my way to victory from there. I never used my mech Rider but he should be good with Ramos if you want to turn summoning up to 11.
  4. I'm considering using a raptor simply to give Banasuva beast, which should allow me to use the new upgrade to swap him and a construct around- as it's a place it ignores the chained in earth restrictions of push and move and it gives greater mobility then just copying Sandeeps place, but am I thinking too hard about getting around the upgrade? should I just get him in, wait for him to die and summon again in a better place?
  5. not really, ramos is almost pure summoner, he can run a support build (sort of) but even then he's not great. His summoning is excellent though. Joss and Ironsides are a beautiful thing, Joss with warding runes and the mages giving him condition immunity, regen etc and gaining the benefit from handpicked men is just deadly, (and though it means sacrificing his speed to stay in the bubble, Howard is utterly lethal with ironsides)
  6. it is only 1 yard, but considering it with other actions- he could run into a crowd of civilians and paralyse all of them, stop a minion attack dead (few minions will get a rank+Wp of 10) I like the fluff and I love the idea- it should be relatively powerful as it's an advanced pursuit with some big downsides (becoming lucius gopehr being the main one.)
  7. or change it to grant a manifested power instead of a spell, that way no immutos can be added. (currently a lot of minutes can make it a bit mental, mass objection in a pulse? Ouch.) Try going through all the immuto from various books and comparing them to each spell- if it seems silly then its probably best to stop them adding it.
  8. on a first glance I like the idea:) I would definitely increase the TN on objection however, 3 is horrifyingly low (as stands you could add increased damage 3 times for 5/5/5 and it would still be only TN.9
  9. Master flips could just be taken straight from the Malifaux card, they have an insanely high AV mind, so you may want to aim for either Collodi holding back a bit for plot reasons or having them aiming for another collodi-esque abandoned construct with Henchman stats? The puppets are all pretty good antagonists, my fated have already grown to dislike wicked dolls, and the last time Stitched got involved they bottled it after the first time cost them a fair whack of damage;)
  10. Ampers&nd

    Magic

    Few things on this I've not noticed before, but I have a few comments- firstly soulstone value- I fixed the soulstone dust problem by simply taking soulstone dust out of the equation, it will never be seen by my fated and as far as I'm concerned it doesn't exist. no need to worry about teh pricing of the rest after that. The theories are problematic, and I agree with a lot of the comments above, the only defense I'll say is a theory should be part of the character, and for me they should play to match it, if not then the FM needs to give them a 'get into character' nudge- an example is one of my players is a native american shaman dragged into malifaux, he's using tradition magic, but he's really into the tradition thing, he won't use any modern weaponry or equipment, and he's pretty much decided that the 'land spirits' (or Neverborn to the rest of us) are the good guys. this puts him at odds with the guild, some other fated, and has severe disadvantages in a non-magic fight, all great roleplaying points and the all came from his initial choice of tradition theory. (If he's chosen oxfordian I imagine he'd be running around with a massive sack of candles and skulls...) Theories aren't just a word on a card- they should be part of the character, otherwise you may as well just stat some fated up and play malifaux with them. (which may be what you want to do, so hell, go for it). If a player manages to game their stats but roleplays all the advantages and disadvantages then it makes the game better, and makes it much easier to turn the tables on them so everyone has a bit of fun:) Combat is brutal. Fated will ruin most lower level minions pretty quickly, and at first I took to either swamping them with minions or chucking in multiple enforcers, however I've since realised that it's much easier to throw in situations they can't fight their way out of and challenging their mind more than their card flipping. The weapons are sometimes overpowered, especially custom stuff, so use the whole plethora of malifaux goodies at your disposal to counter them. Have you got an armoured tank- send in things that ignore armour. combat monster great with martial arts or pugilisim? Black blood will teach them a lesson. Master sniper one shotting everything? have your minions use more cover, fast minions that can pop out and shoot before disappearing (run and gun), at the very least Incorporeal will make him think a bit harder about what he's doing. (one wanyudo gave my whole party a bit of a scare) if you make a game easy it will be, so give them reason to think. My players have fairly custom weapons, but by god they paid for them (several soulstones have changed hands and a fair whack of script, plus a mission to rescue the guy who did the work before he'd even consider it) they give them an edge in most fights, but in reality I want the fated to win most of the time, I just want them to think they are going to lose;) I think a fair few bits of the original post have been answered in extra books- we know more about grimoires from under quarantine, there is now a character that starts with manifested abilities in Into the Steam, so before people read this and think the game is horribly broken- it's not, and the design team are obviously intent on filling gaps as they go along. Finally Teleport- as for the teleporting dynamite, there's a lot of ways to handle this, but as an FM I would allow it with the following procedure- firstly (1AP) I'd require an explosives test to set the charge, as well as a WP test to see if they have the nerve to cut a fuse that short (neg flips on every other action if failed). Then they have the spell itself (1AP) and if that goes well an accuracy test to see how well they place it (not as easy as teleporting yourself) finally the opposing character gets to evade if they have the skill, or just a SP test if they don't. If any part of that lot goes wrong they'd get heavily punished for it (goes off in hand, teleports next to an ally or it gets buried, next time character tried to teleport anything I'd unbury it next to him) I'd also consider giving a character that over-used teleport a condition, possibly haunted? to signify his grip on the material world becoming thinner as he keeps throwing himself in and out of reality. This is a really interesting discussion and I'm shocked I've missed it for this long:)
  11. damn you and your new fangled terminologies! how many cubits is that? is that a cloth-yard or a megalithic yard?
  12. soulstone miners. she's great with willie, gunsmiths, johan (really good), arachnids and pretty much any other M&SU model in the game, but soulstone miners would be my first pick for two reasons- 1) Unlike the rest of her box they don't need to be in her bubble for optimum carnage, they are a good, self sufficient scheme runner and 2) the ability to give Ironsides even more SS for getting those all important suits is not to be underestimated. my second box would be johan/johanna all the way, but personally i think she's the one model all malifaux players should own regardless of faction;)
  13. thanks:) he needs more table time mind...
  14. cheers- there's some slightly better pictures of the rail golem here- http://tacticsandtea.blogspot.co.uk/2016/09/rail-golem-and-archie.html
  15. not the best picture but my Ramos was converted into a wasp-bot, was my first Malifaux mini and I wanted him to look more construct like.
  16. can sensei yu not push markers? or is that a remove and place type effect?
  17. they are somewhat whimsical in my group, they can ask for anything that would reasonably be in there based on the skill, and I remind them sometimes that they have tools around if they get stuck. you could go down the road of writing whats in it but it seems a lot of effort for little gain.
  18. that's a cool idea:) gives lots of scope fir plot hooks, remember it doesn't need to a tyrant, there are plenty of other powerful entities out there (buggy, riders, emissaries etc). And in general the neverborn want the tyrants destroyed rather than helping them (except nytemare, who seems to have a permanent hall pass) as for the potentially out of hand player, Ove had one of those in other systems, one trick I've found working is giving them some sort of geaes or moral rule as a character flaw, one that can rein in their worst aspects, (for instance- if he's prone to getting too killy give him an attack trigger he must take that causes him damage if the victim is innocent/unarmed etc, representing an inner spirit tortuting him to be 'good', balance it out with a second trigger giving bonus damage against 'evil' to keep him interested.)
  19. one of my players is neverborn, and recently another pretty much threw his lot in with them too. It works for me because they are both more subtle players- think lucius or lynch rather than Lilith or collodi. Point out to them that even the most powerful neverborn move incognito amongst humans most of the time and let them feel more like Machiavellian conspirators rather than action movie thugs. If that doesn't work remind them that any overt neverborn aggression gets dealt with by The Ortega's on the one hand, and by Lilith if it isn't part of the 'plan'.
  20. 2 scrip is a fair amount, but not worth getting killed over if the gremlin looks like he can handle himself. In one book Wong goes for a wander to a wrestling match with his lightning bugs, and whilst he gets a raised eyebrow or two (and thats probably the hat abd moustache) it doesn't seem like a huge problem to anybody.
  21. decoy is a likely sounding plan. if I was the gg I'd have watchers flying ahead of the train, and scouting the track all the previous day or so, and hunter detachments' ready to deploy at the first sign of trouble too.
  22. nice, may print some of those off and transfer my players fates across, good work:)
  23. there's always this version- its not quite as polished as the one in the Chronicles, so you may need to amend a few bits to make t fit:)
  24. hey- there's the original draft of the meat market in the player creations ttb section (glad you like it btw) it's not quite as polished but it'll do in a pinch:) I had the same issues, I got around it by downloading Dropbox to both my phone and pc, it seemed that opening it from there actually got the pdf reader involved and it opened fine:)
  25. okay, very limited resources! Take a look at the small one offs in wyrd chronicles then, either use the as is or steal the characters for tour own ends. You could also put a shout out to your local community see what spare stat cards they have (if they've been playing a while there'll be a fair amount:)) failing all that- write your story, then just make stuff up to fit it. In the player creations section you'll find some original creations from players, and I'll be adding more at some point:)
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