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RarerMonsters

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Everything posted by RarerMonsters

  1. You can get Breach on Fire, you just have to Sideload it. Download 1Mobile Market and then use that to search it out from the Droid Store and download it.
  2. Here's what I drafted up for you: Shenlong -Recalled Training -Servant of 5 Dragons -Wandering River Style 2 Peasants Sensei Yu -Promising Disciple Ototo -Call the Thunder -Smoke Grenades Monk of High River Monk of High River Shadow Effigy SS Cache: 5 For a little more thorough background, Sensei Yu starts without an upgrade since you'll immediately be passing him Wandering River Style with Shen. Shen pretty much does his thing in a straightforward way, with a pretty generous cache to keep him alive. The three minions are versatile for damage or scheme running, and Ototo and Sensei Yu can switch about between doing damage or helping scheme running. For schemey Yu, drop markers earlier using the Effigy and Monks, then Whirlwind them to where you want them. For offensive Yu, wind pull things back to him and then tap them to put slow on them, then charge in Ototo to clobber them but good. Put one focus on Yi early and then just reup it with your attack trigger with him for basically permanent +1 Ml and positive flips.
  3. There's any number of opportunity for Buzzsaws to emerge from it. This seems like pure desperation to find something to complain about on an otherwise awesome model.
  4. I thought this was fantastic, I really envy your command of prose, even with so much happening I always felt rooted in the events and the visualizations were clear. I loved the concept too, I like the feel of being one of those minor magic users who pop up around Malifaux, finding themselves unable to understand their powers and drawn into a more chaotic and violent world. Even without knowing her name or what she looked like, I found myself very concerned with your lead and wanting to see where it happened next.
  5. My favorite part of the story was definitely the character himself. You did a great job building up a sense of him without telling us: it's all about his little quirks like insisting his nickname is "Lucky" and clutching the treasure as he dies. There's legitimate charm all built up organically. I also very much like the structure of the story, you established the string at the beginning and then found a clever way to conclude using it. It felt like a logical progression while still surprising and clever. Where I'd change it is that I'd reconfigure where you use some of your language: for example you put a lot into describing the water moving around the walls and the mustiness of the tombs, but the snakes you described as "Razorspine Rattlers" and relied on our outside knowledge. The thing is, the mustiness of the tomb is important atmosphere, but the snakes are the climactic threat that should drive a lot of terror, I think we could benefit from more language building up the snakes. Yes, I know what a Razorspine looks like, but that also makes them mundane to me since I see them from the perspective of a badass master on the table. I'd like to see them built up from the perspective of a Gremlin who has to flee like hell from them. Overall it was a charming, fun read with a strong story structure. I left wanting to see more of Lucky's adventures (not that I expect to).
  6. I definitely think the strong point of this story is the sense of oddness about the magic. The metaphysical rules of the dolls have a sense of mystic weight to them but the rules are odd. As people work with them, you get a sense that there are items being manipulated and pushed about in ways that make me want to dig deeper and know more. Where I think you can build on this more is with the story of the Idol. He doesn't really have a character to speak of besides his place in the Faustian bargain. As such, I can tell things are going to end badly too early since I figure that's just kind of the way these stories go. What I'd like to see is a trajectory that's as unusual and arcane as the way that magic is presented: something with more irony involved and more twisting with its decisions.
  7. Awesome! Thanks so much for the support guys! I liked everyone's stories and I'll get my full feedback up now that the contest is done!
  8. I'm very fond of an Oiran with him. You can throw Hidden Agenda for free on something to give them a Promises upgrade, and then give Fast and Focused to an Oiran carrying the sword. Since her only real downside has been not having a good attack, all of the sudden you'll see her slashing up much tougher enemies with her charge of 8, free fast, and free focus.
  9. Ditto, he talked so much about all the conditions of pulling it off, but doing so ignored it's main benefit: No attack flip, no action spent. Whatever model you're up against, you can pick out 3 aces you've dug out and do 6 damage with no chance of failure without even spending a 0 action. Another great trick with it: Zero is a number. If you're decks' been running really hot and/or you've used the red joker, you can select your own models, reveal 0 aces, and then shuffle in your discard to reset your odds.
  10. There are no rules on who is responsible for stating that information because all of that information is public at all times. It may not be technically against the rules to withhold the information that your attack hasn't met a TN, but you couldn't withhold that information if they asked. Therefore, to purposely not share it is to build your strategy on your opponent's ignorance of your rules rather than actual play of the game. Very poor sportsmanship, and the kind of thing that would only work on someone once. It is best form to explain everything about your attack if your opponent hasn't seen it before, since Malifaux is a game with many many rules and attacks and people shouldn't be expected to memorize them all before a game.
  11. None of this information is hidden to either player, it should be declared unless both players are aware.
  12. So Brewmaster or Zoraida obeys an enemy into the Sow... Mancha Roja then Finishers them. We just autokilled any model not immune to fear or paralysis.
  13. I guess you could do that by cheating a low card. Thanks for the input!
  14. If a model is forced to take a Terrifying check as the result of an Obey type ability, who flips for and controls the check?
  15. Shipping problems happen, as long you're honest and make steps to correct them as best you can.
  16. Still doesn't explain how anyone can walk or even stand with them. Drunken boxing doesn't walk like a normal person would.
  17. Personally I will always take an Oiran in a Ten Thunders list. Their Appealing aura is extremely effective (people seriously neglect WP defense on their models) and their Lure, although it requires a Crow, is an extremely important tool to have since its high cast makes it effective in a pinch (It can often mean costing an opponent a VP or putting a target in Misaki's range.) Throw in Hidden Agenda if you have the spare slot but it isn't huge, since the Fast and Focus doesn't really make their offense better since they just plain don't have useful attacks. That said, the same thing also makes them less than useful in groups: You don't have enough Crows to throw at multiple lures, and the Appealing Aura doesn't stack.
  18. Are we getting a voting thread soon? No intention to rush, just wondering how it all works.
  19. Possible Explanations: The shoemakers were drunk. All the time. Even better explanation: They're specially made backward shoes to accomodate the confused, awkward stumbling of Fermented River Style.
  20. All definitely great points being made, glad to see people branching this into something a lot more intelligent than my original point! Mason's point is very well taken that Ten Thunders are not the governments but rather an organized crime family within the nations, also well taken are that there's no mandate that Malifaux fluff follow the real world no matter how close they look. (Nor is any of this set in stone until it makes it into some fiction!) I'd say in the realm of supposition, though, thinking about how history is informing a lot of this: Japan started it's rise to nationalism and imperialism by, as Solkan pointed out, seeing China fall victim to it and rising to the challenge. Now in Malifaux's Earth it's too late for that, but no in Malifaux proper. We see this in the Oyabun taking leadership and identifying the Earthside national leaders of the Kingdoms as guild pawns (As Yamaziko does in McCabe's story) The other two nations seem to be following suit, but clearly under a Japanese lead (The High River Temples taking Japanese philosophical influence, the Oyabun in charge, Mei Feng's rail crew doing the dangerous Grunt Work). This has a strong parallel with Asia after the Russo-Japanese War. Japan was, at the time, being seen as a leader in South and Eastern Asia because they were an Asian nation who routed a European imperial power in straight conflict. This support didn't last long because Japan went for a fully authoritarian approach, philosophically claiming to be the cure for the weakness in Asia and becoming pretty atrocious. Taking the parallel back to the game; Their Earth presence is pretty much doomed, but the guild has less power in the more conflicted Malifaux. The 10T start succeeding there, getting access to a Breach and building a presence. Tons of people and organizations across the kingdoms start putting their effort behind it. 10T grow in Malifaux while Guild grows Earthside. While the 10T wasn't the nations, as Malifaux becomes more important, it becomes closer to a nation within Malifaux and the last hope for life beyond the Guild. But things then start to turn around as the Japanese in charge start running roughshod and becoming abusive. Again, fitting the historical parallels and following a logical progression based on the reality we're given. Things turn around, all of the sudden Mei, who has some pretty strong "red china" leanings, starts openly opposing the Oyabun... Yep, I'm calling it. Ten Thunders Civil War in the near future.
  21. I'm intending to be there, I have tickets already and I'm not aware that there's a separate ticket for any kind of Malifaux. Is that the case?
  22. Didn't notice. Yeah, totally right. That's incorrect placement of those teeth. Guess we'll put that down to drunkenness
  23. Definitely, thanks for chiming in!
  24. Hmm... well that makes a lot of sense as an answer. Of course, it's also the kind of explanation with a lot of implications. Increased Japanese philosophical influence over the temples, add on the fact that the Oyabun and Misaki seem to be the biggest of wigs in the faction, let's go overreacting for a second: is this implying that the Japanese are subtly taking over? Break it down further [spoiler warning for Shifting Loyalties] The 10T clearly caused the equivalent Boxer Rebellion, strengthening the 10T presence in Malifaux at the cost of Mainland China, but nothing I'm aware of caused similar problems for Japan. Based on the time period, the historical analogues would be taking us right into the era of Japanese hyper-nationalism, the Sino-Japanese War, and the Japanese Empire. Mei Feng is already clearly fearful of the 10T... Are we preparing for a full blown Civil War?
  25. Okay, this is probably a really big deal out of nothing, but something that has REALLY bothered me about Ten Thunders Fluff. Shenlong and the other monks study around 5 classical elements: Air, Earth, Water, Fire, and the Void. This mirrors the Godai, presented in Miyamoto Musashi's Gorin-no-sho in which he uses them to mirror combat styles. My problem: This was a Japanese cosmology, built on representing swordsmanship. China had an entirely different philosophical cosmology, the Wu Xing, based on different classical elements: Fire Earth Water Wood and Metal. Shenlong is clearly Chinese, and is focused on hand-to-hand combat. Am I making too big a deal out of this?
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