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Bazlord_Prime

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Everything posted by Bazlord_Prime

  1. We're just playing through "One Night In Rottenburg" at the moment - it has a setup where a cannonball can do a nasty amount of damage to the Fated, and suggest that if any of them die, the player may be given the option to come back as a Revenant (Advanced Pursuit, Under Quarantine), looking to avenge their death. So that's an "official" version of how it can be done. All of @Steamtastic Vagabond's ideas are excellent. As already mentioned tho, I'd make sure to figure out first whether the players would actually be okay with playing a Stitched. Some may hate the idea, so basing a storyline around it might not fly.
  2. I'm guessing it'll still be a year or so before M3e lands, and there's playtesting and feedback to give before then, so let's get onto that beta-test crew and see what we can make of the new propositions. Looking forward to seeing what's in store for my favourite Faction, and I want to be involved in maintaining the Gremlin madness, against the tide of whinging "Reckless is SOOOOO OP" types (who I suspect are likely to make up a large portion of the playtesters...). Not that I'm saying Reckless necessarily needs to stay in - I just want to see the Bayou remain a place of unpredictable joy to those who run with it 🙂
  3. Yeah, existing NB players are getting hit hard in terms of Masters disappearing. I only just bought Lynch's crew (to expand on my NB as I also have Zoraida), and while I can still play him in 10T, I won't have an existing stake in 10T any longer either (Brewmaster going solo Bayou), so that's a shame. Was also just about to pick up Collodi and Lilith as my next NB Masters, but I'm rethinking that for now. Probably not any kind of deal breaker (for me), but I completely comisserate with y'all who are looking at three of your Masters, and thinking "Damn...". Sure, Nekima should be able to pick up where Lilith has left off. But Lynch and Collodi have both gone buh-bye (what will become of the Bunraku, Wicked Dolls, Hinamatsu, etc?), and it's especially sour given that a few releases that were meant to be released some months ago (again, Hinamatsu, etc), but this announcement has pipped them before they've even been released. I'm guessing it'll still be a year or so before M3e lands, and there's playtesting and feedback to give before then, so let's get onto that beta-test crew and see what we can make of the now proposition. Can't whinge too hard about things if we don't take the opportunity to contribute feedback to the process.
  4. Dammit - another question, sorry! Got a Fated who's starting down the Augmented Pursuit (from Into The Steam). He's got a Partial Limb pneumatic arm, with a Piston Driver augmentation. I told him (getting it wrong, I think), that he'd need the Pneumatics Skill (Rank 3) in order to be good at using that limb for Combat. He also got the Martial Arts & Melee Skills at Ranks 3 & 1 respectively. Then, he bought Fighting Claws, and a Club. We're currently saying he's got the Fighting Claws attached to his pneumatic, so they're out on display. So, how wrong have we gone?! I assumed the Pneumatic Skill was needed to use the limb as a weapon, but the Pneumatics actually have no damage themselves, right? He doesn't even need that Skill to utilise the Piston Driver ability, does he? Because it just augments the Might Aspect. So we got all confused about how he's actually attacking, which skills he's using, and what Pneumatics is used for (and whether he actually needs it). Think we've settled on: - Pneumatics will come in if he gets an Augment that allows an integrated weapon; - if he's using his Claws, he uses the Martial Arts Skill (and Damage Track). If he's using the Club, it's the Melee Skill; - the Claws just add "Fistload" to the Martial Arts Skill damage track; Sound about right? Thanks!
  5. I've only just started in TTB myself, but our group has made good use of the supplements. They all have thematic Pursuits that the Core 2.0 book doesn't have (it's got the standard ones), Character Creation is unique in each one (only slightly different, but enough to bring the flavour out), and there are loads more enemies/characters in the Beastiary of each supplement, plus the occasional new Magia or Immuto, Conditions and other bits and pieces. So yeah, the Core book certainly doesn't make them redundant, and they expand the game a lot. For instance, if you want to play an Undead character, you need Under Quarantine. If you want to play a Construct, Into The Steam, etc. And they each fill out the geography, history and peoples of the different regions that they cover, so you get more environments to utilise. All are highly recommended, just for the Emeline Bellerose commentaries alone 🙂
  6. Haven't got me the metal ones, but that's not a bad idea. Was also thinking to use slightly modified Bushwhackers - Gadzooks can't even give theirs away, so it's cheap to get alt sculpts that way.
  7. If you ever get tired of the positivity here, Flinroz, you can always go check out the Nightmare Ulix box thread!! 😉
  8. Yeah, this topic goes to a whole new level when you're talking about how to differentiate all your Bayous in a Som'er Crew... Same for Ramos' little spiders, tho. Friend of mine paints numbers on the spiders (they're constructs, so they can have serial numbers, of course!), and has the corresponding number on each stat card. Could just number the Bayous' bases and do the same, or give each one a name?
  9. It's been pretty fun listening to SoulStory so far. Thanks for putting in all the effort! I just hope Al manages to come through the adventure without contacting syphilis...
  10. Another question: Does gaining/increasing a Fated's Toughness Skill also increase their Wd Aspect? Or is that set at Character Creation, only to be modified by Talents etc? Also, from the Skill Advancement options given out by the Fatemaster at the Epilogue, if the Fated takes one as a new Skill at Rank 1, can they then use their 1 XP to increase Rank 2 in an existing Skill as well? Or gain another new Skill at Rank 1? And can that Skill be absolutely anything, or should it still be from the options presented by the FM, plus any options given by their particular Pursuit? I think that they way I read it (on pg 318), is that the Fated can advance in only one Skill in the Epilogue, and that Skill must be from the options given. If it's a new Skill, she gains it at Rank 1, and retains her XP. If it's an existing Skill, she will need to spend XP equal to her current Rank to advance it. Right? Thanks again!
  11. @Kimberly Ahhhhh! I see (or do I? 😉) Yeah, that's pretty sweet. My wallet might just be into that 😁
  12. So, what do y'all reckon Alt Lenny is up to? He's looking (to me), part Rambo (head-band), part head-Wrastler with his belts (or maybe it's meant to be Rocky Balboa?). https://www.wyrd-games.net/news/2018/7/16/gen-con-2018-newsletter
  13. Now, of course one of those ponies ought to be a unicorn with a jetpack... ;-)
  14. What keeps bugging me though is the supposedly immense cost of producing the metal molds for casting in plastic. (smaller) Companies do Kickstarters in order to be able to afford this kind of thing, so it feels off to assume that Wyrd might just go through the expense (not to mention the potential for hassles, mistakes and losses due to scale issues, like they had with Mounted Guard (and others?)), just on a whim. I'm not involved in the industry, so I have no idea what their process is for arriving at a Nightmare Crew concept, but I'd be pretty sure it isn't at all random, or just whatever concept was the first one that blindfolded Nathan's dart ended up hitting.
  15. "Crew". @SoylentRobot said "'their own' Nightmare crew", and that's correct. There's plenty of individual Alt/Nightmare models floating around for different factions - hell, the Gremlins might even have more than anyone else! - but a full crew is a rare thing. Personally, I just got so impressed by the WIld Ones, the Dark Carnival and the Crazy Cat Lady (a little less so, but not much), that the MLP thing just doesn't compute. I feel I need to emphasise tho: that just MY opinion, so it's not a right/wrong thing.
  16. Another question tho: How do y'all resolve Destiny steps: in the order they come in, or randomly as opportunity allows? Feels like the last part of the Destiny phrase should probably always be done last, at least.
  17. That's how I'm thinking about it currently. One example: Doctor Skill. Someone with a high Intelligence aspect probably still won't know exactly what to do to fix someone up after they've been shot. Unless you assume they're just doing First Aid (which, incidentally, is described as something that a character with the Doctor Skill can do for (2) AP), while someone with training (even if it's just at Rank 1) will know about applying pressure, elevating the wound, cleaning out the bullet and any associated cloth, etc. I dunno. I probably wouldn't want to tell my players that they couldn't make a (2) First Aid attempt unless they had the Doctor Skill, but allowing them to do so already assumes that their character has some kind of knowledge, that's either come from training, or hands-on experience, rather than just being generally clever.
  18. My players agreed to house-rule this as above, but you make a good point about metagaming/min-maxing those few key skills (Toughness, Notice, etc). We're just starting out, so I expect we'll need to face that once the first combat is over and the dust settles from that. Unconsciousness tests may just have to be an exception, as they're so key to the mechanics.
  19. This. Dead Justice only counts as Minion models in Rezzers, and <personal opinion only> Nightmare Tara is a cop out, since the only differences from normal were Tara's sword position, and the bigger, armier Nothing Beast. Karina & the Wretches are all the same, right? So yeah, everybody's got something, but only a few Nightmare crews have a true alternate theme. Of those, Arcanists have 2, Guild 1 (2 if you want to count Dead Justice), Outcasts 1, Gremlins 1, Ten Thunders 1, Neverborn 0, Rezzers 0. I'm absolutely for Neverborn & Rezzers to get the treatment next, and hope the alt themes fit those players well.
  20. Pssst! <Nightmare Crew> is what I was talking about (and you know it 😉). As for Black Friday etc, I want talking about availability, but opportunity. Yeah, there's plenty of other Factions that haven't had a Nightmare crew yet, which is why it'll be a long time before the G-men get another shot at it, which is why I'm a little bummed about it. Still - can't fault the enthusiasm of some of the reactions here. Sounds like Wyrd will shift quite a few of these boxes!
  21. Gotta side with most of the above posters whom I recognise as staples of the Gremlin forum: not at ALL digging this. Was really hoping for something cool for Gremlins, because honestly - when will this opportunity come around for us again? But I also appreciate the comments from those who are excited about it. Good for you! If it does bring in new players, that's great. I'm pretty sure that's exactly what Wyrd are shooting for with this box, rather than pleasing the faithful.
  22. I like that. Doesn't feel as though just a "+1" to the flip would suitably account for the difference in competence between a Fated who has no experience in a Skill, from one who has spent a point training in it. Thanks!
  23. Hey! Ran our first session last night, and a couple of questions cropped up. Please help! - Is Initiative flipped just at the first round of Dramatic Time, with the resulting order set for the remainder of that time (barring effects that modify Initiative)? - Can a Fated use any Skill, even if it doesn't have rank in it? For example, all Fated must be able to attempt Unconsciousness tests, even if they don't have the Toughness Skill, right? They just use their Resilience Aspect alone to modify the flip.Does that mean that any old Fated could attempt a Doctor Skill test -for example - just using their Intellect Aspect as a modifier? Thanks!
  24. Thanks @goddog We're all just starting out with RPG with this, so we'll take it easy with Sixteen Tons, and learn from our mistakes. I like the point about not saying "No", and I'll try to not be surprised if the Fated somehow do something weird, even in this adventure which looks pretty solidly railroaded. I suppose they might do something off the rails once they get into town...
  25. Haha! Hmmm...I might use Fatemaster's privilege before it gets to that, and if Corinne Zegher just won't just die, perhaps it'll have to turn out that she's actually a T-X terminator, sent from the future to ... ummm ... acquire mineral exploration rights at Contract Town #22?? 😕
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