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War Disciple

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Everything posted by War Disciple

  1. If an Ongoing Challenge is made during Dramatic Time, can characters take Focus Actions to add to the flips?
  2. Thank you for the reply, it will come in handy. Though I am in no way eagerly anticipating what my James Beckett player may next try with Bury...
  3. Hokay, so... when the Bury spell ends, does the person who cast the spell need to have line-of-sight to the target when the target becomes unburied? For my own group, I ruled yes--the target must appear in a safe location and how do you know it's safe if you can't see it?--but there is an argument that the spell could not be cast if the ultimate destination of the target was not safe, even if the caster could not see that destination (and someone also asked if Bury was how the Death Marshals get people into those lovely coffins they carry if the coffins are always chained up). Sorry, I thought this was pretty much resolved as far as my own group goes, but the fellow who pays James Beckett in Nythera is determined to develop new and clever uses for the Bury spell regardless of my rulings.
  4. Excellent - thank you. Didn't even occur to me about potentially burying a wall, or a building. I was more concerned about smaller-scale shenanigans. I need to think bigger!
  5. What is a valid target for the "Bury" Magia? In the miniatures game, Bury must target a "model" but in TTB the description refers to a "target" without elaborating. For my own games, I've ruled that the target must be a character, but there was some discussion with my group during the Nythera 1 session about whether or not Bury could be used to remove a control collar (essentially just teleporting it to within 1 yard of the caster) or target inanimate objects in general.
  6. Thanks! If you don't mind me tossing in a thought, I also usually like to think about "kill switches;" that is, what could end the combat before the to-the-death point is reached. TtB is very transparent with card flips/challenge results, and even carefully thought-out encounters can go south on the Fated if they get bad flips they can't cheat. Often, if things get really bad really fast it's hard for the Fatemaster to come up with ideas on how the players can get their characters out in once piece while right in the thick of the action. I find that, as part of prepping for a session, making a few notes about defusing worst-case scenario outcomes can go a long way to save player characters and campaign alike. I should add that I'm not opposed to player characters dying, but I see them as stars in a TV show. If they're going to go, it should be dramatically appropriate. Not punked in some two-bit encounter where, when it's over, everybody (including the Fatemaster) wonders just what the heck happened.
  7. Very nice! In fact, these would be great additions to several games I play where twisted things walk in the darkness...
  8. War Disciple

    New Webstore

    Beautiful new look, everyone. After poking around in the store, I think this is much better. I have one teensy thing - it's not a glitch, just a note: The "Flame Insert and Accessories" would it be possible to add a description with the size of base the insert is meant to fill? It looks like 30mm to me, but it would be helpful to have that stated on the page.
  9. War Disciple

    New Webstore

    Perhaps to celebrate the move to the new store, a limited edition figure of that gremlin could be produced...?
  10. Jack, my boy! Ye'r looking rather fit for a fella who spends most of his time just hanging around. (rimshot!) I knew undeath had a good weight-loss plan but the workouts must be killer! (rimshot!) Why don't you swing by some time and tell everyone your secret? (rimshot!) B)
  11. If there's room for one more, I'd love to have a seat at the table.
  12. Here's a question: If a character gains the Focused condition, the bonus applies to the next "non-Focus" action. But what if the next "non-Focus" action is like a Charge, which combines several actions? Is there no bonus, because the first element is actually movement? Is the bonus applied to the first element to be resolved with a flip (e.g., the first attack after making the Charge move)? Is the bonus applied to every element of the overall action (e.g., both the attacks that come after making the Charge move)?
  13. I'm hoping there will be rules for horses at some point, but until then I've whipped up some very generic stats for horses in Through the Breach. Any feedback would be welcome, as I have little personal experience with horses (though I have ridden one!) and have created these stats based largely on the Malifaux characters who ride horses. These stats assume the horse has not been trained for a special role or environment, like combat. I was also thinking that anyone shooting at a rider on a horse would randomize hits between the horse and rider, as if firing into melee. Anyone who can call shots can choose between horse and rider. There's a new General Talent to go along with this: Trick Riding Prerequisite: Husbandry Rank 3 or higher The character is lithe and agile in the saddle, capable of doing things most people wouldn't dream of attempting. Trick Actions taken while in the saddle gain when resolving. The character does not suffer from the Unstable Platform penalty when attacking on from horseback. The Fatemaster may also allow the character to attempt other acrobatic feats from the saddle, or while mounting or dismounting the horse (e.g., jumping into the saddle from a second-story window, mounting a riderless horse as it gallops by, hanging off the horse to pick up something on the ground, etc.) Riding Horse This represents a wide variety of breeds trained to bear a saddle and rider. Physical Might 4 Grace 2 Speed 4 Resistance 3 Mental Charm -3 Int -4 Cunning 0 Tenacity 1 Calculated Df 6 Wp 3 Walk 6 Charge 10 Height 2 (3 with rider) Wounds 6 Skills Notice 1 Pugilism 2 Talents Shove Aside: See The Fated Almanac, p137. Treat the horse as Height 3 if it has a rider. Attacks (1) Nasty Kick: AV 6, Range :melee2, Resistance: Df, Target takes 2/3/5 damage Tail Over Teakettle: The character is pushed 2 yards directly away from the horse and is considered prone. ​​ Draft Horse This represents a wide variety of breeds trained to work in a harness and pull a load. These breeds are typically larger and more heavily muscled than "riding" horses. Physical Might 5 Grace 2 Speed 3 Resistance 3 Mental Charm -3 Int -4 Cunning 0 Tenacity 1 Calculated Df 5 Wp 3 Walk 7 Charge 9 Height 2 (3 with rider) Wounds 8 Skills Notice 1 Pugilism 2 Toughness 1 Talents Beast of Burden: If put in a yoke with at least one other horse with this Talent, any duel involving the team gains when resolving. Shove Aside: See The Fated Almanac, p137. Treat the horse as Height 3 if it has a rider. Attacks (1) Nasty Kick: AV 7, Range :melee2, Resistance: Df, Target takes 2/3/5 damage Tail Over Teakettle: The character is pushed 2 yards directly away from the horse and is considered prone.
  14. Until the next FAQ, if it's of any help... I have a player who asked exactly the same thing. I decided to "fudge" the value of the limb at half the SS cost (rounding up) when used as part of Darlinist spell casting. I didn't use the full value, because the book says the prices for the limbs include the cost of surgery. Important as proper grafting may be to the use of the limb, it has no bearing on the value of the limb itself. I'm also assuming that the price includes paying for someone's labour to build the limb. I didn't use the 1/4 value, because arguably some of the discount comes from scrounging parts and not just ignoring surgery and labour costs. Scrounged parts may cost less, but the quality might place the parts' worth on par with purchased parts. So far it's worked out alright. The character can cast Magia with some Immuto, but there's still a limit to make the character think about the consequences of raising the casting target number too much.
  15. Thanks, Orcface! Sorry for the late reply - real-life stuff kept Earthside for a while. I fixed the Hail of Metal. Y'know, I can't tell you how many times I looked right at that and didn't realize... I also added some line art, just to pretty the document up a bit. For those of you thinking about downloading it, the PDF file size is ~385kb.
  16. Howdy, all. I have a player who wants to create constructs that are actually swarms (lots of little constructs acting as a single entity). I'd really appreciate feedback on the house rules I created. I've linked to a PDF on my own site. Please let me know if there are any problems grabbing the file. Get It Here (PDF) I can't post them directly here in their entirety as the rules grew a little larger than I originally envisioned. I wanted to include construction rules and a few special instances in addition to game mechanics. I know there will eventually be more detailed construct rules, but in the mean time I wanted to create something comprehensive. Thanks!
  17. The "Living" Immuto allows the spell to target things with the Living Characteristic. Now that the FAQ is out, seems like the Immuto might do one of two things. 1) Nothing. If the unanimated construct doesn't have the Living Characteristic (which is going to be the case nearly all the time), the spell still works if the construct was built using the "standard" methods (e.g., some kind of a machine just waiting for a power source). The Living Immuto adds nothing to it. 2) If the Fatemaster agrees, it could be possible to animate constructs made out of "living" material, such as wood or plants (provided the materials are, in fact, still alive). You and the Fatemaster would have to hash out the specifics of this, but it might allow you to animate vines as tentacles or trees as giant limbs (unlikely they'd uproot themselves). The reason I mention this second choice is that the FAQ gives suggestion using the Ice Elemental Immuto with Animate Construct to create constructs of ice. I had a question similar to yours - a player wanted to know if adding the Poison Elemental Immuto to Animate Construct would give the construct poison attacks. I was thinking for a while that it would actually make the entire construct toxic, poisoning everything it touched. After the FAQ, I think I'm just going to say the Immuto adds nothing and if the player was the construct to have a poison attack then a poisoned weapon needs to be built into the thing (and reloaded when empty).
  18. Hello, everyone. I'm very, very new to Malifaux. So new, my rules book is still on order at my FLGS and my first crews are less than a day old (I picked up two, Relic Hunters and the Rail Crew, with a third, Dark Debts, also on order). I am not new to gaming, though. I played RPGs back when Dungeons & Dragons started with the word "Advanced" and my first mini game had the words "Rogue" and "Trader" in the title. One of my favourite games from back in the day was Deadlands, the Wild West with magic, undead, monstrous creatures, bizarre machinery... I think you can see why I decided to get into Malifaux. The fact that there's going to be a Malifaux RPG just cemented the deal. I run a small blog at http://wardisciple.com I haven't posted in a while because of real life happenings, but I'm excited to get back to it--especially with a game that seems quite focussed on telling a good story. So howdy, my friends. I'm through the Breech, fresh off the train and lookin' to where my dusty ol' boots might take me next.
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