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J4bberw0ck

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Posts 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.

    • Agree 10
  2. I love the idea of the upgrade itself giving +1 hand size. Forces a choice of "which is worse, them having an extra card and me hiding this guy, or potentially losing him and them getting a new Guilty?" Forcing bad choices feels very appropriate for JD, without providing the negative play experience he gave the opponent in m2e. 

    • Agree 1
  3. I think the push makes him more versatile. Sometimes you need to shove an enemy onto (or away from) a marker, and now he can do that. Since his cost didn't go up, I'm totally fine with more potential positioning tools. 

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  4. I love this idea thematically, and I think it would be less frustrating for opponents. I haven't played a game with Jack Daw yet, though, so I can't really speak to the mechanics. On paper, it seems like it could work! 

  5. Yeah, I've played a few Tara games with friends and never had a problem getting a summon unburied either. Well, ok, that's not exactly true. I've had problems getting them unburied, and sometimes Karina or Aionus has to unbury them in a less-than-ideal place, but I've never felt like it was unbalanced.

     

    As others have said, using Tara's second activation to hand out Fast is great, and once you get the combats going my opponents have been faced with a tough choice: do I use this high card to fight off Tara's beaters, or save it to stop an unburying? This actually makes her crew more resilient than you'd otherwise expect, as your opponents are very wary of blowing their hand on attacks, when they know TNB or a Void Hunter is just waiting for them to be vulnerable. It kinda makes the crew feel like stalking predators, which I think is very appropriate. Even if I only get 2 or 3 models unburied in a game, they're brutal!

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    • Agree 2
  6. 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?

  7. 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.

  8. 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.

    • Like 1
  9. 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. :D

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  10. 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.

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  11. 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!

  12. 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.

  13. 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?

  14. 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.

  15. 1 hour ago, Mikey_C said:

    That is usually how I play Tara.
    I posted a list further up the thread. 

    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?

  16. On 12/25/2016 at 1:33 PM, Khoregard said:

    Would like to point out just for safety reasons that using the scions zero to unbury anyone will still deal two damage to the scion, so plan accordingly.

    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.

  17. 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! 

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