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Sernus

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Everything posted by Sernus

  1. Animate Construct Magia uses Enchanting Skill + Charm Aspect for AV. is required as part of the TN. The Engineer Pursuit (Into the Steam) has the Mechanical Animation Talent, using Engineering + Artefacting Skills for AV; is required as part of the TN. I don't recall seeing a Magia that is associated with Cunning that animates Constructs.... but there is one in Into the Steam that damages them: Disassemble Creation (Enchanting + Cunning).
  2. The sign-up campaign phase is long over on this one.... but the retail version of the adventure ought to be available fairly soon! It was one of the pre-releases available during GenCon.
  3. I don't believe that's what he meant... this is a pre-release sale, both at the Wyrd booth at GenCon and on the Wyrd webstore. It'll be available in retail stores later on.
  4. There are definitely Skill changes.... just don't know that it would be permissible to provide the amount of detail that answering your specific questions will require....
  5. Definitely lots of interest from where I sit (and Fatemaster)! In fact, my bunch would love major character stats, additional historical and/or current-times details, more detailed maps of areas and infrastructure.... pretty much anything you folks would be willing to have a try at doing!
  6. Without giving too much of a spoiler, I'd recommend new Fatemasters have a look at the "Penny Dreadful One Shot: The Ferryman." More specifically, take a look into Captain Kari Zotiko and her ship-board "security" measures....
  7. I'd most likely allow it in my campaign... this would essentially let the caster use Raise Undead to animate every corpse in a morgue instead of just one corpse, as an example. This is fine in my view: the base Range on Raise Undead is only 5 yards; the Alter Range Immuto would need to be added one or more times to get it to work from farther away. The newly-raised Undead will only be under control for 10 minutes, so either the spell must be re-cast at the end of that duration, or the Increased Duration Immuto would also need to be added initially. And, let us not forget: uncontrolled Undead are typically violent and don't have issues with attacking the person who animated them.... Yep, I'd most likely allow it!
  8. According to Wyrd's GenCon Newsletter, "A Stitch in Time" will be going on retail sale during GenCon, both at the Wyrd booth and in their online store.
  9. I, for one, am dying to get my hands on it!
  10. Yes... I know EXACTLY who - and what - she is!!!
  11. Let him breed 'em... and then you can mention off-handedly that Mama gators are fiercely, TREMENDOUSLY defensive of their young... just as he steps in there to look at 'em all up-close like... TN 16 Husbandry challenge for keeping Mama Gator tame when The Young'uns are approached, anyone...?
  12. @soulThe mentions of Nythera are just typos: they should also say "Kythera." If a character actually wants to use the Magia and Immuto of the grimoire gained with the Forgotten Lore Talent and they didn't already have a Magical Theory, they would need to choose a Magical Theory at that point. (I have a player whose character collects grimoires but never actually uses them; he sells them to "interested parties" instead. Since the character doesn't use magic - at least for now - he has no need to choose a Magical Theory.)
  13. I don't automatically try to have every single session be aimed a completing a Destiny step. My players enjoy side-excursions and lead-up adventures, and they really get into role-playing social interactions, so we tend to have several evenings of gaming between the ones that have a character directly facing their next choice to fulfill or deny their Destiny.
  14. It was Zathras. "Zathras is used to being beast of burden to other people's needs. Very sad life. Probably have very sad death. But, at least there is symmetry." Sounds like he's got quite the proper outlook for Malifaux, as well...
  15. "Cannot say. Saying, I would know. Do not know, so cannot say." - Zathras
  16. "If the gaming was fun, it means that you won!" Sounds like you did just fine with the DM/GM/Keeper/FM's primary role: run a session that the players enjoy! Not to worry too much about the rules fumbles... you'll get that dialed in as you get more time using the system. Keep on keepin' on!
  17. I'd like to add just a suggestion for Fatemasters, especially the relatively newer FMs, based on my own experiences across many years game-mastering many different RPGs (and yes: I'm much older than dirt, I freely admit): If you feel like that last injury probably should've killed that NPC Boss Guy/Gal/Critter/Thing.... then just declare it dead, and let the players game on!
  18. Yep, the Peacebringer is a Guild weapon - although it's commonly associated with the Death Marshals, other Guild personnel do use them. Being a "Made by the Guild for the Guild" weapon, it's illegal for non-Guild personnel to have them... which doesn't stop non-Guild folks from getting hold of them on occasion, of course! If you've got a non-Guild character who comes into possession of a Peacebringer and doesn't want to risk getting strung up if caught with it, might I suggest looking into the services of a good forger? (I might even be able to make a referral...)
  19. I've been doing something similar to the method zeeblee describes, with the added restriction that "session" doesn't equal "a night of gaming" in our group's case. My crew tend to get really into the role-playing aspect of things: we've had four-hour game evenings that only covered an afternoon of in-game time talking to people in the Little Kingdom or the Northern NCZ or somesuch! I typically review a new adventure before starting them on it, to decide where the logical "mid-points" exist for experience points and Pursuit steps. The TtB "Penny Dreadfuls" published by Wyrd are typically already arranged in a way that makes this fairly easy to do.
  20. "Into the Bayou" supplement is well worth having, btw, just for the background material.... 'course, I say that about all of the TtB supplements!
  21. The original run had some mis-prints in it (I've got one of these), so they've had them re-done. I imagine it's taken a while because this had to be worked into the existing schedule of product runs.
  22. I think the Mage Pursuit is your best bet if you want to add Enchantment Magia of your choice to the character. Adding them as Manifested Powers per that Pursuit seems to me to tie in pretty well with the concept you have in mind.
  23. See if you can get them to listen to the "Breachside Broadcast - Tales of Malifaux" audios.... those are great! Reading any of the available background material on either the TtB or the Malifaux skirmish game pages on the Wyrd web pages can be helpful. The free downloadable Wyrd Chronicles E-zines always have in-setting stories in them, as well as all kinds of other stuff. These are well worth getting!
  24. Absolutely! Hook 'em up with new flesh limbs, or mechanical/pneumatic limbs, or both... there's plenty of in-setting precedent for all of these options!
  25. I'm not actually sure on that point.... I've got hard-copies of both of them, so I haven't needed to get the PDFs. If they're 100% identical, they'll have a quick-start version of the game play rules.... but I don't know for sure that they are in fact identical.
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