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J4bberw0ck

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About J4bberw0ck

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    Vancouver, CA

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  1. I love the old metal ronin models, but they've been out of print for so long that I can't find them anywhere. If anyone has the set of 3, I'll happily pay or trade for newer Outcasts models. I have almost the entire faction, plus a few LE models.
  2. My favorite FM character comes from my current campaign. One of my players is wonderfully trusting, and the other is...not. So I decided to throw a Doppelganger at them and see if I could fool my wife (the suspicious one). It worked better than I could have imagined, with both characters becoming extremely protective of her. The naive one even developed a minor crush on her. They got a little suspicious when she showed up at the ritual site they were trying to disrupt, but I played it off well enough. The payoff came when my doppelganger, posing as the sweet, somewhat traumatized shopkeeper's daughter, clung onto the naive player in fear, then drew a knife and plunged it into her ribs. Nothing like starting a combat off with a critical wound to keep things interesting! Both my players were screaming, and my wife actually threw a pillow at me. They ended up cornering the doppelganger by the end of the session, and she killed herself before they could interrogate her. I haven't introduced another since then, but every new character my players come across is met with extreme suspicion. Muahahahahaha. 😈
  3. As someone who is jumping into Neverborn for 3e with Dreamer, this is super helpful. Thank you!
  4. Along the lines of the ritual sacrifice, I could see a fire golem (or any kind, really) resulting from a death in the chosen element. For example, say there's an NPC that the Fated really connect with. Now let's say he/she dies in a fiery inferno. The Fated are upset that their friend is gone, when suddenly a fire golem stomps out of the flames and begins a rampaging quest for revenge against those who killed him/her in life. Think of it like a cross between a Draugr and a Drowned. The Fated are just trying to keep up and point the golem away from innocent bystanders. Maybe Social/Wp checks of some sort to command it, rather than just a (1) action? If they fail, it goes charging into something, heedless of the consequences.
  5. I tend to skip the map unless there's a big/complex fight. For minor incidental fights, I just let my players say what they want to do and keep track in my mind. None of my players are wargamers, but they all find it way too hard to keep track of a big fight if they're just trying to imagine it. I draw my maps out on graph paper, and I'm generally pretty fast and loose with ranges and such, but laying out where everything is helps everyone, I find.
  6. My best roleplaying experience was playing Call of Cthulhu with some friends. We lived in the San Francisco Bay Area at the time, so naturally I ran an adventure which took place in the city. The introductory session saw the investigators on the last ferry from Oakland to San Francisco for the night. The investigators were: a rich heiress, charming but not overly bright; a paranormal investigator named Fox who was willing to believe anything; and a sailor looking for a new life on shore. They ran across a derelict junk and decided to investigate. The crew were below-decks, nothing but desiccated husks sitting around an opened pouch of opium, pipes still in their hands. The investigators were debating what to do when the junk was boarded by cultist smugglers. While the sailor and the heiress tried to talk their way out of the problem, I got a text message from Fox's player which simply read "I stay below-decks and try the opium". Immediately, thick black tendrils erupted from his palms and snaked up to the deck, plunging into the cultists and ripping their hearts out. Fox failed his sanity check and could do nothing but stand there in horror. The sailor also failed his check, and began screaming and climbing the rigging. His player demonstrated this by throwing himself over the couch and clinging desperately to a floor lamp while hollering out what his actions. The heiress, through it all, passed every sanity check, noticed every clue, and correctly interpreted every cryptic message. Her player (my wife) did a great job of playing her in character, but her dice were on FIRE. We decided she was an idiot savant, staying cool and calm by virtue of not knowing any better. "Yes, there are nasty black tentacles ripping hearts out, but doesn't that just happen sometimes? I'm pretty sure I've heard about that." We laughed about that first adventure all through the campaign, and it completely flipped the planned character roles on their heads. The sailor never fully recovered his nerve, Fox became an unrepentant drug addict, and the heiress took charge of fighting off an ancient evil because it ripped her new dress.
  7. Perfect, thanks folks! I honestly might pick it up just for the centerfold and the maps, those would be great to have in print!
  8. Those of you who have the physical M3E rulebook, is it just rules, or is there some lore as well? I know it's available as a free PDF, but oftentimes such things strip out the lore. If there is lore, is it just the standard description of the game world, similar to the beginning of the M2E or TtB core books, or is there new material? I generally prefer PDFs for this sort of thing, but I'm a fiend for fiction!
  9. I would just love to see something to do with the turn-of-the-century obsession with Egyptology. I was re-watching The Mummy (the one with Brendan Fraser), and couldn't stop thinking "these guys would make an amazing Malifaux crew". Still not sure if Imhotep and the undead would be better than O'Connell and the treasure hunters, though the latter might be stepping on the toes of a certain other treasure hunter we know about. Maybe just a researcher/librarian who can summon swarms of flesh-devouring scarabs?
  10. That's an excellent point! This could even be the hook for an adventure. The Fated get caught with illegal soulstones, and have to do a job for a corrupt Guild official to avoid prosecution. It could even be the start of a Shadowrun-esque campaign, with the Guild official acting as the Fated's handler, or Fixer, as they take on ever-more-dangerous jobs to stay ahead of the hangman's noose. Ok, now I've got too many fun ideas. I need a new group of Fated to run this campaign with me!
  11. I would say 2 is fair. As for the first question, I guess I would say to frame it as something you're doing to keep the pursuits useful for the first few games. Most other pursuits get an allotment of scrip for purchasing items, or even a free toolkit (which can be worth a lot), so I don't see it as unreasonable. Of course, you can also just let the other players know that if they branch out into a spell caster pursuit, they might acquire some souls tones of their own. As for the legality, that's part of why I don't consider it too much of an advantage. Fated still have to be careful about flashing them around or casting spells around Guild agents, but that's true even without the soulstones. If you cast a spell using The Whisper and the Guild sees you, you're going to be in for a bad time.
  12. My solution for my current campaign was to start my players out as convicts in a soulstone mine. When the adventure started, I let them take advantage of the confusion to pocket a couple of low-lade soulstones. They made spells cast-able until suits were able to be built in, at which point they became an easy way to mitigate damage or boost a particularly important spell. I was worried that they'd just sell them immediately and become crazy rich, but this was mitigated by 2 factors: 1. These were uncut, low-lade soulstones. They would have had to find a disreputable dealer upon which to offload them, which would have been an adventure in and of itself. 2. My players were so dependent on their spells (2 of them were primarily spellcasters), that they wouldn't give them up for the world. Soulstones are much more valuable to a spellcaster than the scrip they'd get for selling them. It ended up working really well, and gave a Malifaux feel to casting spells. Plus it made for a couple of tense situations where the casters resorted to stabbing and/or bashing in heads with a rock to recharge their soulstones. In general, I think this is a good way to go. Give anyone who starts a spellcasting pursuit a soulstone or two. They're a cool resource, both from an RP perspective and a mechanical one. What if a soulstone has the soul of the Fated's friend/spouse/child in it? They would never want to use or sell it, except in the most dire of circumstances. Under 1st edition the Fated could just take a General Talent to add a suit to a particular skill, and this was always taken from the outset. With 2nd edition, this wasn't available until later, which I feel was done to push soulstones as a more valuable resource.
  13. Yes! Like this: Look at that and tell me that cat's not a mimic.
  14. Yup, that was my thought as well. The model looked awkward by itself, but placed next to the rest of the crew, the awkwardness makes sense. They're all awkward because they're not really human. Imagine if you had a human in a super realistic dog costume, on all fours, pretending to be a dog. It's still not going to look quite right, because the proportions are wrong. Given the on-purpose-awkwardness, I don't see how the knives could be positioned better. If they were going for fluid motion with this crew, then there are a million other ways they could have gone, but that's not the point. I mean, just look at the name. He's clearly a play on Agent 47 from the Hitman series, and that guy is not flexible. He can climb and hang and shimmy along ledges to a degree which shouldn't be possible for the human body, and he can change his appearance at will (holy cow he's just straight-up a mimic), but he's no Ezio Auditore. Once I changed my expectations for the character from spinning, leaping acrobat to inhuman killer, the sculpt became excellent in my eyes.
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