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J4bberw0ck

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  1. I agree wholeheartedly (sorry Tara). Even if they go with the Johnny Cage-style echoes on the model, it's still a really boring pose. Nothing says "action and/or menace" like a light jog. She doesn't even have a heart, why is she doing cardio? ;D Thankfully, Lady J and 33 have AMAZING art, so I can console myself with the nightmare version of Tara. Maybe I'll look at buying some duplicates in the translucent plastic from Gadzooks and make my own echoes. As for the rules, wow this is a whole different direction, that's for sure. I can definitely see myself yo-yo-ing TNB behind cover after a charge. Rewind could definitely be used to set up an enemy model for Bait and Switch, or a friendly for Claim Jump. I'm excited to see what crazy shenanigans we come up with!
  2. I love the look of him, I’m hoping for some kind of interactions with the creepy side of Outcasts (Dead Outlaws, etc.). The title is also interesting. I wonder if he finally got caught and was saved from death by the arrival of TBM?
  3. I believe so, yes. It also prevents you from using any general actions, like Concentrate, for free with the trigger.
  4. Yup, multiple grimoires is a nifty way to allow primary spellcasters to really mix up their play styles. In the past I’ve given spellcasters one grimoire for combat-heavy sessions, and another for more investigative adventures.
  5. If you attune to a grimoire you’re automatically un-attuned to any others, so no benefit. That’s what manifested powers are for, and certain talents from magical pursuits like Dabbler (Mastered Magia/Immuto, for example).
  6. I think of Malifaux as a pretty gigantic city, probably bigger than any other city of the time, but with large sections unavailable due to the quarantine zone. I’m from Oakland myself, so I would say something like the size of the entire East Bay (Oakland, Berkeley, Richmond, etc) but the entire city of Oakland is cordoned off. There’s still a big city there, but nowhere near as much livable space as there could be. Id therefore think of Rotenburg as something like Piedmont Avenue in Oakland. A lot of people live around there, but it’s just one neighborhood, y’know?
  7. My current group is only 3 players, 1 who’s never played an rpg, 1 who is an rpg veteran but doesn’t know TtB, and 1 who has done 2 or 3 other TtB campaigns with me. For the 2 newer folks, I recommended they pick one or two pursuits and stick with them, to make things easier. I tend to find that as Fated progress along a pursuit, the talents they gain are more about improving what they already do, so it hasn’t been a problem. The other thing I do is tell them to look over their character sheets when we start a scene and see if anything jumps out at them. For example, if they’re investigating a murder scene, I’ll describe the environment and then say “ok, take a look at your sheets and see if you have any talents of skills that would be helpful here, then let me know what you want to do.” As they’ve progressed, I have to do this less and less, since they’re remembering most things themselves now.
  8. Honestly, I have a really hard time coming up with a standard template for encounters, at least in terms of FMC rank. What I tend to do instead is shoot for a mix of different types of enemies, to keep the encounter from feeling stale. If the minions/peons are Guild Guard who attack at range, make the Enforcer/Henchman a Witch Hunter who attacks in melee and maybe drags along a Sanctioned Spellcaster to throw some control around. Because FMC’s vary so wildly in their effects, I don’t really see their ranks as a good indicator of their power levels. For example, my current party will completely destroy anyone attacking at range, but get really nervous when people close to melee. Therefore, a Young Nephilim that ambushes them is a lot scarier than a Guild Rifleman doing the same. I will say that I tend towards having an equal ratio of Minions to Fated, and Peons tend to be Fated + 2 or 3, but again, that’s not a hard and fast number. Give your Fated ways to get out of a fight, and emphasize early on that discretion is sometimes the better part of valour. That way you can dial in combats to your particular group without wiping them.
  9. My players hang out in a cantina run by Gustavo, the Mexican bartender with ties to various mercenary groups. He’s super friendly, and very protective of his cantina, but he never turns away his friends, even if they’re not technically...alive. One of my players has also been flirting with Lucy, a travelling steamfitter who has been helping them with their gear. Lucy seems innocent and naive, but she’s survived in the Badlands for quite a while without any obvious protection, so maybe playing with her heart isn’t a great idea...
  10. I treat it as a summon only, there’s way more important things to spend stones on in a Levi list. When hired it’s a bit slow and easy to hit for my taste. As for why I’ve only summoned it once, my opponents tend to be very scared of it appearing in their lines, so they prioritize my aboms. It’s actually a good thing, as I generally don’t care if aboms die. If I can summon one, I will, but I’ll never include them in my game plans. This way, every attack that goes towards one is wasted, but if you don’t attack them I’ll summon a much scarier mirror monster in your face. “That’s a hell of a catch, that catch-22.”
  11. I’d say it’s nice to have, but not really necessary. Since M3E started I’ve successfully summoned it...once? Still, that may be because my opponents know that it’s sitting there, waiting to murder them. I’d say it’s good as a psychological threat, but I doubt you’ll be sad if you don’t have it. That being said, if they errata it and suddenly it’s great, you might kick yourself.
  12. So many... Seriously, there are dozens
  13. Yes, I expect so, I just think it's a shame. I really enjoyed building the complex, intricate models of M2E, and I thought one of Malifaux's big draws was having models with a sense of dynamic motion that no one else could touch. I won't complain about the game becoming more accessible, though. I'm glad you like the models, I really hope they'll grow on me.
  14. I’ll be honest, I’m really disappointed in the renders. Everyone is just so...static. I mean, Maxine has some of the most interesting abilities in the game IMO, but her model is SO BORING. I’ve noticed a lot of M3E models are really static, but these take the unfortunate cake for me. I can’t bring myself to play them when the models are so uninspired. It’s a huge missed opportunity to do something really cool with the first non-nightmare seafaring crew, could have been great. Maybe they’ll get a nightmare box someday that will change my mind. Does anyone else feel this way or were my expectations just too high?
  15. Well, the additional main sourcebooks are all about adding new ways to create characters, new pursuits, new powers, etc, but I wouldn’t say they’re for min/maxing. They’re more for exploring new areas of the world and getting more options. That’s not to say you can’t min/max with them, you can create some pretty broken builds, but that’s really not what TtB is for, so I’d steer players away from that idea. As for the published adventures, they vary between the Saturday morning cartoon ones you described, some that are jumping-off points for campaigns, some are better inserted into the middle of an ongoing campaign, and the bigger ones are almost full campaigns in their own right (In Defence of Innocence springs to mind). I’d say your best bet is to read the little descriptions of the adventures, and maybe ask for opinions here before buying one, but the vast majority are really great.
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