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GrahamA

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  1. Victoria: Thanks for the input. I too enjoy playing flawed characters, but only in systems I understand. I think I'm going to enjoy Through the Breach and its interesting mechanisms.
  2. Manson: Thanks, it's only that this is our 1st game ever so I'm not at all confident about Twist Deck optimization; even knowing where I want to take my character. He starts of as a Doctor with initial pursuit Academic, and then "bends" towards Sorcery and Necromancy as loosing a patient becomes more and more unacceptable to him. Brewmaster: Yep that's where my mind is at right now. Once we've played a few games I'll be a lot more comfortable on how important I feel this issue is and take appropriate action. I do like my characters to have flexibility over time - I'm used to playing long games of DnD (twice a month for over 2 years) and the character can evolve and adapt to various play styles. Thanks, Graham....
  3. On page 190: "During the course of character creation, every character creates a Twist Deck (see page 63) of thirteen cards." Given this statement it means that before the game begins and no matter how many sessions are played or pursuits followed, the Twist Deck is created and remains constant? This seems problematical to me. That would mean that I'd need to be a very experienced player who knew all the Talents my character was going to gain during the game so that I'd know the relative importance of each suit to my character. I don't think this is in keeping with the various combinations and directions that any Fated character could take through game time. Surely the ability to rebuild the Twisted Deck after the Epilogue where a Destiny was resolved would seem more reasonable? The idea being to retune the Twist Deck as the character advances, much as the Aspects, Skills and Talents can be? Thoughts? Thanks, Graham....
  4. Zeeblee: Thanks for pointing out my mistake. Initially I was going to start with the Academic pursuit, with an eye to moving on to Graverobber (Necromancy). Then I thought I could combine both goals by starting as Graverobber (because of the Grimoire etc.), Toolkit (Necromancy) and add an additional Toolkit(Doctor) for 10 Script and have Doctor Skill. Now I'll go back to Academic with Toolkit(Doctor). Later I'll switch to Graverobber as soon as the FM has allowed my char to find a Grimoire and spend 10 Script to add Toolkit(Necromancy) to my existing toolkit. I think that should work and still be correct as far as starting conditions apply. Also, my FM has agreed with Mason's suggestion to allow my Graverobber to have Sorcery and Nectomancy. Really looking forward to this new RPG. Graham....
  5. Brewmaster: So, if I wanted Sleep for my Doctor character. During the session my character was comforting a patient and trying to get them to take bed-rest, or just get extra sleep to help heal. I could bring this up in the epilogue and try to persuade the FM that finding a copy of some kind of "sleep spell" would have been, and will be, useful and appropriate to my character. That kind of thing? Graham....
  6. I'm creating my 1st TTB character. I want to be able to cast spells from Sorcery and Necromancy magia. I've chosen Graverobber as my 1st pursuit because of the gear it gets me: Grimoire, 1 Enchant magia, 1 Necromancy magia, 3 Immuto and Toolkit(Necromancy) I've spent my initial 10 Guild Script on an additional Toolkit(Doctor). I've also put skill points in Doctor, Sorcery and Necromancy (all AVs positive). Our entire group, including Fate Master, are new to TTB. So my/our question is how/when does my character get the opportunity to learn his 1st Sorcery spell? Do I get to decide which Sorcery spell is learnt? Etc. We're all excited to try this new RPG, thanks for any and all help, Graham....
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