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J4bberw0ck

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Everything posted by J4bberw0ck

  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.
  16. I'm with you on this one, it doesn't seem like that's how it should work. I would treat is as simply "whenever a friendly character within (Aura) 6 discards a card".
  17. I’ve played a lot of TtB, it’s actually the preferred system for my play group, and most of the reasons for that are the mechanics. The world is fantastic, obviously, but there are lots of RPG worlds, most of which are really cool. The card mechanic is really great, and players (Fated) being able to cheat in better cards means it’s much less swingy than other games. We tend to hate situations where a really cool moment is ruined by a bad dice roll, and cheating fate avoids that entirely. Plus, if someone has taken a few ranks in Wastrel, then they can give their cheat cards to other players, which opens up tons of new options. Personally, I think switching “classes” (Pursuits) every session keeps everything fresh, too. Getting locked into a single playstyle for 20+ levels is mind numbing to me, and by the fact that you have 15 keywords I’d say you agree. The Pursuit switching works really well, and it makes every session unique. As for campaigns vs one-shots, I think they both work well. One shots give you the chance to try out wacky character ideas (and crazy-ass enemies), whereas campaigns get really into character development. As an example, here are my wife’s 2 characters, the first from a one-shot: Madelyn Dalton, a Medium who is possessed by the spirit of her mother. She doesn’t know that she can speak to the dead, or even summon them, and blacks out whenever she uses her powers. And now her character from our current campaign: Flora Fauna Fanny-Sutton, a Gremlin who stole some mining gear and convinced a friend to make a Gatling gun out of them. Her adopted mother, a swamp witch named Auntie Fanny, believes all kids grow up, so Flora got big. Now she’s roughly the size of an adult human, and has decided to make her fortune out in the wide world. Both are fun characters based on crazy ideas, but Flora seemed more fun, so she used Madelyn for a one-shot and will come back to her later. Campaigns can get a bit difficult to run once the characters get really powerful, but you can slow down their progression a bit to help with that, and make each new power feel meaningful. Anyway, that’s my massive ramble to say “this game is great, definitely start playing, you won’t regret it.”
  18. Hey, congrats on starting the game, I hope you and your group have a ton of fun! The Penny Dreadfuls are great, especially if you're new to the setting, so definitely find a few you like to sprinkle into your campaign. As for your questions... 1. I like this adventure a lot, and yeah it definitely drives home the "everything is not as it seems" nature of Malifaux. If any of your Fated are trained in Stitching, like a doctor or necromancer (or even a tailor/hatmaker), then you can suggest it to them, perhaps with something like "looking at her ankle, you think you might be able to stitch it back together. Would you like to try?" Scrutiny/Notice duels are a bit different, as I generally leave it up to the players to decide if they want to make one of those flips. I would remind them at the beginning of the session that those skills are available and what they do, but otherwise let them decide. That being said, if they are talking about "I don't know if we can trust her/them", or anything along those lines, certainly prompt them with "would you like to make a Scrutiny check?" or something like that. 2. Yes, this can be a tricky dilemma. What I generally do is give one other Fated a chance to intervene if they're standing close enough to the one that failed a check. To use your example, if another Fated happens to be standing next to Sessa, allow them to make their own flip. Alternately, you can require a different skill check from anyone who wants to help. If an Athletics check is used to lift the luggage, call for a Speed check to catch them before they fall, etc. The only real problem with this system is social encounters or the aforementioned Scrutiny/Notice checks. Some people treat them as group checks, but I prefer to let my Fated each make their own check, then rely on their RP skills to avoid mixing player knowledge with character knowledge. If the players are not experienced RP'ers, remind them of this, just to be safe. 3. Well, now you have an opportunity to show that in Malifaux, "bad things happen". They are keeping a murderous doll with them. Eventually they might want to untie it, at which point it would most likely go for the eyes then run off. Also keep in mind that Collodi, the Master of Puppets, is wandering around, and might be really upset if it hears about the Fated's little "pet". Perhaps they come home to find a window smashed, and a group of puppets in the act of freeing the captive. Whether the puppets flee or attack, now the Fated have a psychotic construct with an army of creepy little dolls stalking them, out for revenge... However, you might decide that the puppet can be "converted" to their side with some difficult Social checks, and now they have a minion. It's still a little murder puppet, though, so its interpretation of "scout ahead" might include "also murder that small child that won't leave you alone". Let us know how your future games go!
  19. This just reminded me that we’ll get to see the further misadventures of Mlle. Emmeline Bellerose! I love that character so much, I incorporated her into my own games. Can’t wait to see how she gets mixed up with the Neverborn.
  20. Oh I’m so excited for this expansion. I’m toying with the idea of converting my next campaign to use it. It’ll still be spooky weird noir, but now the Fated will be the spooky ones! Any word on when it’ll be available as a PDF?
  21. Honestly, this is one of the things that makes me love them as a keyword. Come to think of it, my favourite keywords tend to be the ones where people have had crazy weird stuff happen to them and just gone "ok, I guess this is life now. Moving on!" Tara, Molly, even McCabe, they approach the mind-bending horror of unknowable beings and their own twisted fate with a "yes, that's nice, and?" attitude that I find endearing. You know, this:
  22. My personal fave is Gamble Your Life. Watch and laugh as Oogie Boogie Jr cries!
  23. Testing for unconsciousness when taking critical hits is a toughness check, so it’s mostly relevant when the Fated has lost all their wounds. There are a few attacks from FM characters that trigger toughness checks, too, but they’re rare.
  24. This will be especially helpful on Ivan. Preventing his summoning will be particularly tricky if you can't tell when he's actually trying to summon something.
  25. Personally, I’m very excited for EVS: Handing out any condition you want with Maxine is absolutely amazing, and the triggers are super useful. Give Kira +2 shielded, give Fast to both Beebe and Calypso, or give any number of debilitating conditions to enemies. Fire, poison, slow, staggered, stunned, you name it! The rest of the crew embodies this versatility. Throw people around with the Tidecaller, deal irreducible damage with Kira, control the field with Harpooners, etc etc. They support each other and do great things when they’re all clicking together.
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