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J4bberw0ck

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Everything posted by J4bberw0ck

  1. Love everything about this model, from the stats to the backstory. However, that pose just feels so oddly static. The models' rules and flavour imply a ton of movement and fluidity, and yet the render has him just standing there, awkwardly holding knives like he doesn't know what to do with them. Am I alone in this? If so, I'll just have to re-sculpt his arms and legs, I guess.
  2. I’m stoked! So many other factions have posts whining about losing someone, and we lost Misaki, who was better in 10T anyway, and gained Zipp! I just can’t wait to start dropping pianos on people...🎶
  3. Well sure, but I believe every other Advanced Pursuit has 5 steps. I'd hate for my player to feel cheated (must not make cheating fate pun...).
  4. This has been mentioned before but I never saw it answered, so here goes. One of my players wants to follow the Demolitionist advanced pursuit, but it looks like her 3 ranks in Explosives already let her craft most of the stuff she can make with the first talent. Does anyone have an official word on tweaking this? Personally, I think the description of the talent holds the answer. It says that the Fated learns to make explosives out of common household items. What if the talent allowed you to craft explosives without having to pay the cost, as long as there are sufficient resources nearby? This could be ludicrously powerful though, so maybe it can only be used a number of times equal to your rank in Explosives per session, or equal to the number of Demolitionist talents you have? Along these lines, it’s been said before that explosives are waay too expensive. We’re talking about one-use items which, if thrown, could miss. I would think it should be something like 0.25-0.5 scrip for a flaming bottle, 1-3 scrip for dynamite, and maybe 5-8 for a demo charge? The simple fact that they cause blast damage means they’re also a danger to other Fated, so they can’t be used all the time. What do y’all think of these tweaks?
  5. So as part of the whole "bonus model for Miss Anne Thrope shipping super late" thing that happened recently, I ended up with an extra Vintage Sonnia. I'm looking to trade her, and I'm not picky, so make me an offer! I'm growing my Guild collection, so I'll give preference to anyone offering Guild models. If you're interested in buying, I'm looking for around $20 CAD (yes, I'm in Canada). I do also play Infinity (Nomads and Haqq), so if you've got anything from that game to trade, I might be interested.
  6. Honestly, Tara can't do much without her upgrades. Those upgrades give her a ranged bury attack, let her deploy the dreaded 'Beast Bomb', where she buries the Nothing Beast, then unburies it in your face, and all sorts of shenanigans. Also, Katrina's 0 cost upgrade makes her a summoner. Without it, she's basically useless. For your opponent, he should really pick up the Scion of the Void. It adds a whole new level to Tara's lists, and is great for leading Henchman games.
  7. Thanks for the advice everyone , I'm working more on my improvisation in games, and will be factoring in your tips. I think my problem is that I get too attached to certain NPCs or events and want them to come to the forefront. In an interesting way, I think doing more writing for myself will help me avoid railroading my players, since I was already able to tell the story the way I would do it. Now I can allow them to tell their own story together, since I'm not forcing my narrative onto them. It kinda reminds me of John Scalzi's Redshirts. I don't want them to suddenly act out of character whenever The Narrative takes over.
  8. Ok, I love this thing, but cards on the table, I kinda wish it had the crazy elephant/snake face that you see Grootslang have sometimes. This is fantastic, but it's not quite what I pictured. Ah well, if nothing else, the head will make for a great base to sculpt something onto so I can realize my nightmare-elephant-snake-thing dreams.
  9. Very interesting, and I like the idea of fate steps just being woven into existing adventures without necessarily being the focus. It also allows the players to go off the rails a bit more. That scene with the child and the water could happen anywhere, so if the Fated decided to wander off into the Badlands, it could still fit perfectly. Thanks for the ideas!
  10. I suppose that's an ongoing problem of mine. It's so hard coordinating people to meet regularly, that I tend to feel like every game has to have something important happening. Maybe for my next group I'll try to let go of that.
  11. Interesting, I forgot about that! Denying them any sort of bonus might be too harsh sometimes, but it would definitely be interesting to change what the bonus is. Instead of, say, gaining a power or contact for being a champion of the people, they start causing fear in non-criminals or something like that. That's opens up a lot of very cool ideas.
  12. I recently had a TtB campaign I was running fall apart due to schedules and people moving away. I wasn't all that sad to see it end, though, as I really wasn't enjoying the role of FM. The primary problem I found was the need for each session or adventure to adhere to the fate steps. I'm trying to avoid railroading players, but to a certain extent I need some things to work out a certain way in order for the fate step to make sense. For example, in one case I had an adventure planned out where they would track down by this first breach murder machine and kill it, but ,y players got distracted by an NPC about 30 seconds in and went off after him. I try to let my players do what's interesting to them, so they hared off after him and spent 2hours embroiled in his personal life, including all kinds of interesting little scenes which played to their individual strengths. Most of them enjoyed it, but the plot fell by the wayside and the session didn't end up matching the fate step at all. Now I learned a lot from that game, like don't make NPCs too interesting if they're not plot-related, and make sure the players have a good reason to go after the main plot mcguffin, but still. How do you all handle keeping the fated on track for a plot while still giving them the freedom to explore this extremely cool world?
  13. Good point. Hannah's bury only lasts one turn, so it could be tricky to make it work, but it could work, and TNB doesn't need to take any damage, which is nice. Of course, at that point you're talking about taking 3 henchmen to pull off 1 trick, and I wonder if it's worth it. Luckily the Scion and Hannah can get a lot of work done when they're not setting up TNB.
  14. I'd love to hear more about this tactic, since the beastie bomb can be so all-or-nothing. Care to elaborate some tips and tricks for a relative newbie?
  15. Ok, I'm confused here. On her card it says she only suffers 2 damage when a friendly model uses her Actions while she's buried. If the Scion is unburied and uses The Hollowing on TNB, where does the 2 damage come from? Also, I'm super excited for this errata. Tara is my favorite Master and I'm stoked to get her back on the table. I'm thinking The Bigger They Are for TNB, but that's mostly just because I've been 1 or 2 points away from killing Joss on more than one occasion.
  16. And I promptly failed to keep this thread updated. D'oh! Anyway, there are 2 new play sessions reported on my blog, feel free to check them out! Here's the short and sweet of it: Session 2: the Fated accidentally set an ancient construct free, then promptly ignored it and went about investigating a random npc I'd made up on the spot, eventually double-crossing and killing him. Then they finally deigned to kill the construct. Session 3: the Fated were drafted by the Death Marshals to help with hunting down a resser and his Drowned minions. It went OK (only 1 limb lost), but when they met up at the hanging tree afterwards, Jack Daw appeared and marked the one who killed the NPC in session 2. Cliffhanger! Session 4: coming in early December!
  17. Ok, that was a really fun read. More fun than a battle report has any right to be, I'd say. Very well done, and I hope you'll post more in the future! I'm sure Sue's next companions will hear the Ballad of Beauregard Buckets.
  18. Looks like a great game! Have fun making characters, it's a really interesting system and encourages the players to really get into their characters' heads. I love that Fated often end up with skills that might seem marginally useful, but which make sense for their background.
  19. Recruitment Drive was designed as an intro for new players, and it features a lot of different types of things for the Fated to do. Of the one-shots, it's probably the best for a new group, and the pre-gens are pretty fun if your players aren't ready to make their own yet.
  20. Can't wait to read it! I just ran Recruitment Drive myself, and it's a lot of fun. The only thing I will say to look out for is that the Iron Zombies are pretty hard to deal with for Fated without a heavy combat focus. Encourage them to find other ways to participate in fights if they're having trouble doing straight-up damage, or allow them to go accomplish other objectives while the fight is happening (sneak in and rescue hostages, etc.).
  21. BTW all, since a few people mentioned being interested in a play report, I've made a post in the Player Creations section with the details of our "session zero", including the Recruitment Drive playthrough. Had a great time, and RD was spot-on for a new group. My only criticism of it is that the Iron Zombies have a lot of defensive abilities, which could make players feel a bit incompetent for their first game. It hadn't occurred to me until we got to the combat, but it's not a huge deal, just something to make the players aware of ahead of time if anyone else plans to start off with this Penny Dreadful. Oh, side question on a bit of forum etiquette: I'm posting the playthroughs on my new blog for ease of reference, and just linking to them in my forum post. Is that kosher, or should I include the entire playthrough on the forums here?
  22. SORRY FOR THE DOUBLE POST! Hi all, I've just finished the first session of my Through the Breach campaign, which was more of a "Session 0", since we spent the first half building characters and talking about what sort of a game the players are interested in. Our inaugural game was the Penny Dreadful Recruitment Drive, thanks to some excellent advice from people on this forum. Full details are in my new blog (link at the bottom of this post), but here's the party, just to give you a taste of how utterly nutbar this game will most likely be: Tidal-Graverobber who sees Necromancy as just another branch of science. Zoe-Wastrel, blacksmith, amateur pugilist, and ne'er-do-well William-Mercenary who really just wants to go home Winston Thurmond III-Dabbler son of Oxfordian academics Leent-Crazy girl raised by Gremlins, likes hitting things with her sticks The full reports can be found here: https://herrklank.wordpress.com/ I'll try to keep this thread updated whenever I update the blog with new play sessions. I'll also be posting Malifaux batreps and general thoughts on both games. Please comment with any thoughts or suggestions, I'm always open to new ideas!
  23. Hi all, I've just finished the first session of my Through the Breach campaign, which was more of a "Session 0", since we spent the first half building characters and talking about what sort of a game the players are interested in. Our inaugural game was the Penny Dreadful Recruitment Drive, thanks to some excellent advice from people on this forum. Full details are in my new blog (link at the bottom of this post), but here's the party, just to give you a taste of how utterly nutbar this game will most likely be: Tidal-Graverobber who sees Necromancy as just another branch of science. Zoe-Wastrel, blacksmith, amateur pugilist, and ne'er-do-well William-Mercenary who really just wants to go home Winston Thurmond III-Dabbler son of Oxfordian academics Leent-Crazy girl raised by Gremlins, likes hitting things with her sticks The full reports can be found here: https://herrklank.wordpress.com/ I'll try to keep this thread updated whenever I update the blog with new play sessions. I'll also be posting Malifaux batreps and general thoughts on both games. Please comment with any thoughts or suggestions, I'm always open to new ideas!
  24. Dang man, I just got the Guild Autopsies to go with Tara, now there's more models with the weird west vibe, and I MUST HAVE THEM!
  25. Thanks for the suggestions, all! Looks like I'm running Recruitment Drive, though most likely with some different Fated. I have a sneaking suspicion my wife's Graverobber is going to take one look at the kid trapped under the train and Bury him to safety. Poor kid might end up with some subconscious mental trauma from that one. I'll be writing up the play reports as often as possible, though this first game may be more "meet the characters" than play, but we shall see. Hell, I might even record our sessions podcast-style!
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