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Lithaine

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  1. Lithaine

    Ticket to Ride

    Additionally, the game assumes the characters are paying for their living expenses (or at least I remember reading it somewhere) either through adventuring money or by doing a 'day job' and thus not adventuring during that time. As much as the players would like the characters to sleep in the gutter so as to not incur costs, it's probably a good idea to remind them that the characters will not want to sleep in the gutter (would you no matter what you're saving up for?). After all, it is about roleplaying that character, right?
  2. Lithaine

    Ticket to Ride

    @diki Definitely, there are many ways for the players to make money in the game (and having the pricing sheets for goods and sundries besides equipment tells me it was probably anticipated characters will be buying and selling for various reasons). Another example: Cheap is relative to the player's ability to afford it. Characters that can make money easily will find it cheap, characters who cannot find it expensive. Another way to look at it: is the [insert item] cheap or expensive? Equipment is cheap or expensive depending on the character's ability to pay for it. Starting out their first adventure, my players had a hard time buying 'good' gear (there were some complaints about the starting funds), but to your point, it takes very little to get going and being able to afford better stuff - that starting pistol is now cheap in comparison. Not sure if this is a more helpful way to look at it than pure economics: do you as the Fatemaster want the ability to purchase the ticket to be hard or easy for your characters? The assumption that a ticket is cheap signals to me that you would like it to be difficult for your characters to get the tickets, perhaps to prevent them from making the trip? Cheap is also the same as easy until money is no longer an issue, so if it's the case that you want it to be difficult, then finding non-monetary obstacles sounds like the way to go. Some things that spring to mind: Fated are infamous and can't buy tickets normally; travel Earthside is temporarily closed; passengers need special permission from the Guild in addition to the ticket; Fated have their money stolen/jailed/ other direct delays.
  3. Lithaine

    Ticket to Ride

    The Chronicles #14 introductory adventure "An Easy Mark" also states that it costs 20scrip for a ticket into Malifaux. It may not sound like a lot, but a lot of regular weapons are sub 20scrip for example. If your players are just starting out, that could mean pawning their good(only) equipment for a ticket back Earthside. Also, from what I have read of the one-shots at least (we don't play enough to warrant one of the longer modules/custom adventure), cash rewards are pretty small and often spread amongst the party. It would probably take them some time to save up enough for each person to afford the 30scrip ticket, assuming they aren't spending it on equipment and living expenses.
  4. Lithaine

    good one-shots to string together?

    This is what I plan to do if our group can meet regularly. I started with one chronicles one-shot, but one of the players had to leave after the first session, while our other player was able to join in at that point, and we had only just gotten started with the combat. Someone suggested it was a flashback for the 2 players, which sounded good and allowed them off the hook - they didn't lose the combat but didn't complete the investigation. This made it easy to write the players in and out, where the one Fated would leave the party after the combat, and the new Fated would be hired by the party to help out the next mission. I gave them the option to either pick up the investigation some time later, where I would extrapolate on what was pre-written and where the adventure would be several days later - i.e. where would the bad guy be now and what would they be/have been doing, since the Fated found the hideout but didn't located the bad guy. They opted to start fresh, so I started the next session with them retelling that story to the 'new' party member in the tea house where the new one-shot kicks off. Stringing together one-shots seems to be pretty easy, depending on your game type and characters of course, since it can be like TV shows' 'Monster of the week' type format. Approaching it that way means you can take things or leave them as the Fated move through those one-shots, and you could inject a larger arc almost at any point, either through expanding on something that happens in one of those one-shots or just in between them have a scenario that kicks off the campaign. You could still throw one-shots in there to break things up a bit (or stall while reacting to something that happens in the campaign). Running a few of these until you work out a longer arc is what I plan to do. That said, things are already looking grim for the Fated in the beginning of this 'first' one-shot....
  5. Lithaine

    Reading the Bestiary

    This.
  6. Lithaine

    Tinkerer Constructs

    Quickly glancing back at the 1e book, it does seem like the talent would be ineffective unless you manage to get a construct through some other means besides the animate construct spell. This is under the assumption the limit applies only to those animated by the spell, depending on how you interpret the spell text "A caster may only control one construct at a time."p - I only managed a brief time in 1e so I missed any discussions that may have come up about this. @MasonMy Tinkerer player would probably be glad this was changed in 2e had he started under 1e!
  7. Lithaine

    Tinkerer Constructs

    The Tinkerer gains the Animate Construct magia when they start the pursuit at level 0. This character always has access to the Animate Construct Magia, no matter her current Grimoire. If this character does not possess a Grimoire, she may act as if she possessed a Grimoire with this Magia. The entry for the Animate Construct magia doesn't specify a limit to the number of animated constructs one can create/be subordinate to the character, only a duration of 1hr of animation for the construct being animated by that casting instance of the spell. Effect: Target inanimate construct comes to life as a subordinate character under the caster’s control for 1 hour. If it does not have a Rank Value, its Rank Value becomes Minion (5). When this Spell ends, the construct becomes inanimate but may be later reanimated. To me, this reads that the Tinkerer can animate as many constructs as they have action points for (assuming the spell is cast successfully), and each success would animate 1 construct for 1hr. They would then have to spend action points to give orders to the construct(s) that are animated, otherwise, the constructs do not act.
  8. Lithaine

    List of Status Effects

    Most of the conditions can be found starting on pg. 306. in the Core book. Prone is a callout box on pg. 294 under movement actions: A character who is Prone gains to her Defense flips against Projectile attacks but suffers to her Defense flips against Melee Attacks.
  9. Lithaine

    Crafting Starting Gear

    This was what I went as well. It doesn't make sense for one player to be able to turn their 10 scrip into 40 worth of weapons/armor (buying at 1/4 list price) from a game/player balance perspective.
  10. Lithaine

    2nd Ed Errors

    @Guyon Mason just posted it earlier today. Through the Breach FAQ and Errata
  11. Lithaine

    Tinkerer starting focus

    I agree it seems to make sense that they would have the necessary tools to use their starting abilities. I was less concerned about the money directly, more so that it would give that player more starting gear/value of gear than the other 3 players - [25(gear)+10] vs. [25(gear)+10+10or15(gear)]. That and I thought there must be a reason it is that way and wanted to play towards intent, at least for the intro to the system.
  12. Lithaine

    Tinkerer starting focus

    I just saw the FAQ go up and was going to post in this thread but you beat me to it! Reference: Q: Can a character with the Darlin Theories Magical Theory create a focus at a lower Rank than her current Artefacting Skill Rank (so as to be able to afford the focus at character creation, for instance)? A: Yes. Thanks @Mason !
  13. Lithaine

    Tinkerer starting focus

    Thanks for the responses all! This was my suggestion as well as Frankatron's FM. He could always increase the skill later pretty easily, particularly after earning enough money to pay for the associated focus. I haven't done the math on it but having a lower artefacting would mean fewer construct points, however, I think those extra points would be wasted due to cost as well so it's not much of a detriment. The suggestions of creating a weaker focus for the time being sound like possibly the way to go. As a new FM, I was hesitant to start house ruling until I had a better handle on the game (a request of "These rules make things hard for me, let's ignore them" from a certain someone ). Another possibility: since he doesn't start with a grimoire, the only spell he has is animate construct. Perhaps a cheaper focus that allows only casting that particular spell? It would be enough to get started playing the character, but doesn't circumvent the Theory in the event of gaining more spells early on.
  14. Lithaine

    Tinkerer starting focus

    @Frankatron You beat me to the post. Adding to the above, this would seem to include being unable to cast the Animate Construct spell gained from Tinkerer until he saves up enough scrip to make the device. It also would follow that he cannot animate the construct from character creation until after the game gets underway enough to earn some money. The wording seems pretty clear, but was this the intent? The pursuit starting gear is effectively shelved at the start. @Frankatron did request a hard game with lots of player disadvantages, I would be happy to oblige.....
  15. Lithaine

    new FM with questions

    I think you could also make the argument that it is fluffy - cheating fate could imply you came out ahead in a situation where you shouldn't have otherwise, such as not being skilled (or being actually bad) at something. By sheer luck (aka cards in your hand), you stumbled across the clue or dodged the bullet.
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