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Bakuriel

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Everything posted by Bakuriel

  1. I'm just waiting for the cape to come alive and say Edward
  2. Recently, due to a rather busy daily schedule that mostly involves chasing a very active toddler, I realized that I've been having a lot of quick but simple ideas that I've been throwing into my personal rp sessions, and it got me thinking, why not make a thread for quick, quirky ideas for ttb? The concept is simple; any idea posted here shouldn't be too fleshed out, just a what if question that can lead a fatemaster in strange and engaging directions in their personal campaigns. I'll start us off with one I've been toying with to hilarious effect. What if the voice of the whisper sounded like the narrator from Naughty Bear? And that's as far as the suggestion goes. Obviously feel free to post the more entertaining results from this thread, but for any ideas submitted, they should just be a very basic jumping off point for whoever intends to use it. Look forward to seeing some interesting thoughts!
  3. Apologies for the lack of updates, life has been quite busy of late. I'll try to get back to this as soon as possible.
  4. After some deliberation I've decided on my adaptation, The Shack in the Bayou. Five friends decide to take a trip into the bayou and spend the night in a mysterious abandoned shack. Little do they know the shack actually belongs to the Swamp Hag, Zoraida. The night quickly devolves into a parade of nightmarish monsters as Zoraida attempts to sacrifice the five friends in order to keep her most frightening and uncontrollable creation, The Worst Juju, slumbering beneath her swampy home.
  5. Are we limited to one entry? Cause I have several ideas that could all work.
  6. Act I Prologue ---------------------- Act I begins with a series of rumors. None of these directly refer to Alexander Barrows or his location, due to Alexander's growing paranoia over his current condition. Fated characters will only know two things for certain: somebody is sick, and whoever it is has a lot of money to spend on curing themselves. Rumors suggest there's a general call for anyone with medical knowledge to attempt to help Alexander, but if the party lacks a doctor, there are some in the city willing to risk the trip so long as they have sufficient protection for the journey. (This post will be periodically updated whenever I am able to continue working on the module)
  7. Player Motivations For most Fated there will only be one major motivation for helping Alexander Barrows: the money. Whether they plan to cure him and take the sizable reward, or attempt to rob him blind, Alexander has the majority of the Barrows fortune stashed away somewhere in his mansion. Fated attached to certain factions might find themselves with other reasons to infiltrate the Barrows manor. The Guild: For the longest time, the Guild barely patrolled the Quarantine Zones, mostly enforcing the border and rarely venturing beyond the barricades and regularly accepting bribes from folk wanting to pass by with less than legal intentions That all changed with the arrival of Governor General Marlow. Equipment quality and wages increased, and patrols became regular through much of the city, including the quarantine zone. While a few groups evacuated due to the increased patrols, the well equipped mercenaries in the Barrows have allowed them to resist occupation. Without Alexander, or at least without his fortune, the mercenaries would leave for better prospects and break the back of the Barrows' resistance. The Ressurectionists: With the increased Guild presence, territory in the quarantine zone has become much more volatile. The Barrows represents both a bastion for those fleeing patrols as well as the promise of power. Be they refugees looking for sanctuary or marauders hoping to claim new territory, Alexander's illness presents a grand opportunity for the Fated. The Outcasts: Among those vagrants, mercenaries, and other pariahs is a man by the name of Parker Barrows, a bandit who spends his time robbing others to make his way in life, always sure to announce to his victims who it is taking their money from them. This particular quirk came about after Parker's brother, none other than Alexander himself, stabbed his brother in the back and made off with his inheritance, hiding behind crooked lawyers and obscure laws before fleeing into Malifaux with his prize and, supposedly, Parker's former fiancee. Parker would love nothing more than to storm his way into Alexander's life and take everything he owns, not for the money itself so much as the principle, but the money is a nice bonus. Fated belonging to the Outcasts could offer knowledge of Alexander's location, for the right price. Alternatively, Fated belonging to Parker's gang of thieves could take it upon themselves to track the man down out of respect for their boss, and a generous cut of the plunder, of course.
  8. So, I'm putting this here initially as a placeholder post, but I will be updating and adding to it as necessary. Like the Dark Carnival module I worked on before, I'm getting the itch to write another one, this time much larger than before. My goal this time is to write an adventure module on a scale similar to Northern Aggression or Fire in the Sky. Lofty goals, I know, but it's been sticking with me for a while now. The first thing I'd like to ask for help with is a name for the module. I don't have time tonight to start writing down the actual module pieces I've put together so far, but I do have an outline. I just haven't decided on a name for the adventure yet. To help with the idea process, this is the basic outline: Act I: Rumors begin spreading throughout certain circles in malifaux that Alexander Barrows has fallen ill, and is spending large sums of his fortune on doctors seeking to cure himself. Thus far his efforts have failed. The focus will be on finding a doctor, if there isn't one in the party, and getting into the quarantine zone following Governor Marlow's increased patrols and security around those areas. Act II: After getting into the quarantine zone, the party will have to find their way to Barrows and convince him to let them help, and try to figure out what's wrong with him. There will be a number of potential setbacks with people in the area trying to capitalize on Alexander's illness. Act III: Parker Barrows will eventually hear of the rumors and begin amassing his gang in order to storm the Barrows and get revenge on his brother. Damage to the surrounding area will create an influx of refugees as well as draw the attention of the Guild into the area. Focus will be on preparing for the confrontation. Act IV: The actual showdown between the two brothers which will eventually turn into a three way crossfire between both sides of the feud and the Guild. The party will have to survive the bullet riddled altercation, and deal with the aftermath, which might involve discovering the real reason this all started in the first place. Still working on the specifics of that detail, but it'll be a doozy when finished. Feel free to post any ideas you have while I'm drawing up the actual posts for this, inspiration comes from all sorts of places after all. Appreciate any help I can get.
  9. Bear in mind that when acting on behalf of a fated via order or other methods, subordinate characters flip as if the controlling player was acting. When not being commanded, the subordinate character just stands around doing nothing, and thus gets static flips like a regular FMC.
  10. Does this mean I can use Deathclaw models as proxies for the new alps, or whatever they are?
  11. I feel like a soulstone arrow head would be equivalent to using obsidian or something else with a moderate hardness but high shearing potential. I'd allow them in my games, under the assumption that missing runs the risk of breaking the arrow and missing with a margin of failure would guarantee that it breaks. On the other end, hitting too well might also make it break.
  12. My personal take on blasts is in favor of this change. While I understand strategically sacrificing your own units, and even enjoy doing so in certain games *cough*Skaven*cough* it's usually been a negative experience in malifaux. The fact that somebody can completely bypass my defenses, allowing for large chunks of damage against models that I've positioned for the sake of their survival. If my opponent can simply ignore that by firing at a friendly unit, then I've wasted all my effort trying to keep that model safe and those defensive moves may as well not exist in the game at all at that point.
  13. It is powerful, but it's also tricky to use at times. If you flip low all you have to use is low cards. You can cheat and gain that card again potentially, so that's definitely strong. But it also says no fate modifiers, so if there are any twists at all on the duel, it's a moot point. It's one of those things that's probably stronger on paper than in practice. Not necessarily weak, but not necessarily overwhelming.
  14. I think the fact that Toni actually sold Ramos to the guild, regardless of her reasoning, would do way more damage than a half baked false flag.
  15. It's getting a slow but definitive start out where I am currently, and it's unique enough to draw attention. The rules are somewhere between malifaux and Bolt Action, so it appeals to an entirely different demographic than you might expect. If you've got bolt action players nearby try checking out their games and it could encourage crossover. (True with any game really)
  16. At least Wyrd isn't current day Blizzard... otherwise they might cut back on malifaux, cancel tournaments at Gencon, focus the majority of their attention on jetpack unicorn, and port the other side to a mobile game.
  17. Under quarantine and into the steam were designed during 1st ed ttb, and back then the stat line for the red joker was 0/0/0/3. The intent behind the new stats was to shift some of the character balance, so I might be inclined to use the new setup stats.
  18. At FM discretion you could technically use the counterspelling skill as part of the (#) Wait action in an attempt to interrupt a spell, but the written operation of the skill only lets it end ongoing effects, so at best you you shut down an ongoing effect the instant it entered play. Instant spells like elemental strikes and such appear to be unaffected, as Mason said.
  19. Any more than 10-ish rats and you're slowing the game down so much it's hard to play at that point. Personally that's about the most I've ever managed to get into play at once so I tend to keep about 10 on hand at all times.
  20. Inspiration with Malifaux can come from practically anywhere, depending on how you typically draw inspiration for your games, but if you want a rather fun way to get into the Malifaux spirit, I'd suggest looking up podcasts that are imitating or recreating early 20th century radio serials, like The Shadow. Through the Breach is an episodic adventure set in the early 1900's, and campy old radio shows are the sort of thing you'd likely be hearing over the aethervox in any given area in Malifaux. Most of them keep to the spirit and tone that a good TTB adventure wants to have, and they keep to a very similar pace, as most radio serials didn't want to use the "to be continued" too often for fear of losing listeners. That would be my suggestion.
  21. The only thing that upsets me about this post is that I didn't think of it first.
  22. I believe Wyrd opens their products up to retailers before putting it up on the webstore in a lot of situations. It might be a bit until you see it online, but your local game store can probably get it on the shelf already.
  23. Summoning in the guild makes me happy, but I'm not half as amused by that as the idea of dashel rummaging through dead people's pockets looking for soulstones.
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