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ScareJester

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  1. Let me start out that I love the setting of Malifaux. A massive power struggle, with cosmic horrors lurking in the backgrounds and the chance that your neighbours are nightmares. But for a little pet project I have brewing in the back of my mind, I want to create a new pursuit that can be used in the regular setting. My pet project involves running a oneshot with this system in a "Mad Max: Fury Road"-esque world. I have a couple of things already figured out, but I think it would be interesting to see a pursuit that is basically a transporter or a getaway driver. Mounted combatant, if you will. But to figure things out, I need to know what kind of vehicles there are in Malifaux. I know there are blimps, trains, stagecoaches and mechs to be commanded, and horses and... other creatures to ride, but are there motorcycles? Prototype cars? I can't seem to find any info on this, though I can imagine that you don't necessarily need a bike or car if you can ride a modified hunter construct.
  2. After having read the Fated Almanac, I think I found the flaw in my thinking. I thought you didn't have access to your pursuit specific talents, but it was the ability to draw cards if you failed a skill-related duel. Correct?
  3. Yes, once again a question. I've gotten "Into the Steam", but I'm slightly puzzled. It was my understanding that if you change pursuits, you lose all specific talents but hold the general talents. But if you are an Augmented... you would technically lose your augmentations. "I'm sorry, but because I want to hurl fireballs using magic, my mechanical heart has magically disappeared." That can't be correct, right? Where am I mistaken? Does one keep all the talents one gains, or am I missing something?
  4. Thank you both for the quick and clear responses! Where can I find that errata? In the standard TtB FAQ+errata updates?
  5. So I've held my third session of Through the Breach with three players, and we all love it. However, I've got a couple of questions that I can't easily figure out from the books, all revolving around combat and Fatemaster characters. Say, my characters messed up horribly, and are faced with three Death Marshals. One of the Marshals wants to use the Pine Box on one of the Fated, but he needs a Crow to cast. Is the following the correct procedure? Determine acting values (10 for the Death Marshal, Wp for Fated) Apply modifiers Make Fated flip, add flip to Wp If Crows and total < 10, Pine Box succeeds If not-Crows or total >= 10, Pine Box fails Similarly, what if they are faced with an Executioner? If he wants to trigger Bloody Exhibition, he needs a Ram and a Crow. Does that trigger on the Flip that the Fated make (i.e. the Active Card)? Where does one of the suits come from, considering only one can come from the Active Card and none of its stats have a built-in suit. Or is this all done via the Card points the Fatemaster gets by using the enemies? Hopefully I've explained my problems clearly.
  6. Considering I live in the Netherlands and not in one of the more populated areas, making everything Wyrd about as easy to find as a bear on the moon, I'm fortunate enough to not only pick up both books at a fantasy fair, but also that I've found about 7 people interested enough to experiment with it. Currently running with a group of 3 players, but I'm definitely going to keep shouting "THIS IS DIFFERENT, TRY IT" where ever I go. So find experienced RPGers, show them the system (either by flipping the book open or gushing about it) and basically do what Shadowopal suggested. It worked for me.
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