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Le gob

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Everything posted by Le gob

  1. If the character took the "Alter range" immuto in his grimoire's immutos or gained it from a talent, he can absolutely do that. Keep in mind that if the spell's range has a , it must still be in the ranges with a and same if it has a . You can't go from the ranges to the ranges and vice versa. If the spell has no range symbols (like elemental engulf), then there is no limitations this way. Nevermind it was V1, in V2 you can. But still, to do what you described, your Dabbler needs to have taken with his 3 starting immutos -Alter range immuto -One elemental immuto -Increase damage immuto (or equivalent immuto to increase damages) And to properly cast the spell his needs a X of to meet the TN of his opponent's DF/WP, so less than a 1/4 chance.
  2. The mecanics seems balanced. The poison trigger is good for an extra damage but if the action really matters I can use a more potent poison that inflicts slow via the neurotoxin, even though I can't use it too often, as it costs a lot to craft.
  3. We play in hardcore mode. In our games any failure increases the margin of failure by 1, as we found the core rule too easy.
  4. The goal isn't to increase the difficulty, just to understand exactly what is considered ok, and what isn't. We relalised that our group have a TN high enough already for this challenge and weren't so sure we took everything into account. So far, we have 2 people carrying rifles and an undead, that makes a TN 10 already. But if augmented limbs/weapons should be included, the TN would be much higher.
  5. Avoiding patrols It says the difficulty of the ongoing challenge in increased by 1 for each instance of: • Heavy Melee Weapons • Long Arms Weapons • Shotgun Weapons • Heavy Weapons • Constructs (including Invested and subordinates) • Undead (including Stitched and subordinates) • Animal Companions So I guesse, the above is prohibited in the areas patrolled by the guild. What about: Gremlins ? Magic users /active spells ? Pneumatic weapons ? Augmented limbs ? Augmented limbs with enhanced fist ? Augmented limbs with crusher ? Soulstones ? People with disease ? 1) Are they legal ? 2) Does it mean trouble from the guards? And I'm sure I forget some other things of interest for the guild guards...
  6. I switched my character for a chemist and have a few questions about Alchemistry. I can use a compound with a (1) action, but let's say I use a poison to put it on my knife: How long does it stay ? 1 attack? until the 1st succesful attack ? until the end of dramatic time ? I also have a clockwork bow, wich have a 6 bolts clip, now let's say I use the poison on my bolts. Is 1 compound needed per bolt, or is it enough for the full 6 bolts clip?
  7. Maybe take a look at the Exorcist from under quarantine.
  8. It might, but defenitely not for starting players.
  9. You can go with any appropriate carreer and take the general talent "Forgotten lore" from Into the Bayou, it gives you a grimoire with 3 magia and 3 immutos. You need Appraise 3 to take it (v1), or Notice 3 (v2)
  10. It's a blast damage. It means the target gets the full damages and the guys around (friends and foes) gets the one before the "/". Yep Up to you. It may also mean the character has been raised by neverborns/gremelins. Usualy we got enough to improve to buy a piece of gear but not enough to get all what we want. You have the rank peon, minion, enforcer, henchman, master and a number besides that tells you what the total score of the ennemy is. A classic encounter set up is 1 minion per player +1 enforcer for an easy/medium encounter depending of your party's fighting skills.
  11. After a quick look at your document: -if you build a weapon from scratch, what is the base damage of the weapon? -why not incraease the damage acccording to the scale of the "increase damage immuto" from the magic chapter -all features should not be worth the same, some are really better than others As it is I can't test your system, mainly because there is no base damage for the weapons
  12. The rulebook says maintenance for a limb is 3-4 scrips a month but Soulstone dust alone costs 5 scrip in the book. The book p244 says if you have Artefacting and the Animate limb spell, maintenance becomes cheap and simple. Could we get some more detailed prices? What would the maintenance cost be if you only have Artefacting? If you have the spell, but not Artefacting? If you have both but no soulstone dust?
  13. 1. Yep 1a. true 1b. It should be ok, unless there's an angry guild officer around. 2a. one and you can only bind one at a time. 2b. Yes, you don't want to get caught by the guild with a grimoire on you or in your house. 3b. Most have 2 spells and 2-3 immutos. You can switch grimoire if you spend 4 hours doing so and you have another available. If ,you choose your spells well, it's ok to have few. Dabbler's carreer for exemple lets you get more as you progress. 4a. No they pick 2, as your starting (dabbler) carrer gives you one grimoire with 2 spells from different schools. 4b. If you want to affect a group of people, you will use the "pulse" immuto. Nope, you need to get a 10 OF CROW to successfuly cast your spell, and as long as you don't have a negative flip, you can cheat as usual. See pulse to get how it works, but usually, any people affected that isn't the main target have a WP or DF 10 challenge to avoid the spell. None, unless they buy some, and the guild doesn't lke people walking around carrying soulstones. It seems so.
  14. What about soulstone availability ? Is it something you find in every general store in Malifaux, or do you need a special dispensation from the Guild to get one? Prices of the smaller ones tend to the first option, but the fluff says the Guild doesn't want people to have one.
  15. Some carrers gives you a suits for a specific skill, like Dabbler's 3rd step gives a for Sorcery and when you reach the 2nd destiny step, you can take the Specialized talent under general talents to add a suit of your choice to a skill.
  16. Your have to picture Malifaux as a huge city, really huge, which has been reclaimed by the guild, but it's so big they can only keep about 1/4th of it under their watch. In the rest of the city, the quarantine zone, anybody can more or less claim anything they have the means to keep, some parts are relatively safe and populated with humans who can't afford to, or don't want to live in the guild part of the city, some others infested with zombies. Undeads are killed on sight by the guild, but they can disguise themselves to pose as regular humans. If any of your players want to play a gremelin, an undead or a construct, you have to make sure they understand that if they make any mistake, they will be hunted down by the guild. I don't know much about undead abilities, but I think it's close to the ones from the wargame.
  17. There is a different method to create your player's characters in each book. The core book let you make a factionless character, Into the bayou is meant for gremelins, Under quarantine for undeads or human who had a near death experience and Into the steam for constructs or humans with ties to an organisation like the arcanists or 10T. If you make characters by the book, they will have no ties to any faction, unless you build up a background story with the fatemaster to give you one If you use Into the steam, but you will have a random link to a random organisation generated by a card flip. That being said, you can also make a scenario to have your players build a link with one of the faction. In our campaign, no one had a link to any faction, but as things happened, we started to come colser to the resurectionnists, even if many of our characters ain't to happy about it. From what I understood (but maybe it's just our group) , most characters come from earth and just arrived in Malifaux.
  18. From what I read in the books, you can't play a neverborn yet, but the book on neverborns is expected. As for the gremelins, you can encounter some in Malifaux or the nearby towns, but it's uncommon, and they will strike people as odd. Sometimes the guild puts a bounty on gremelin heads, so a gremelin character should watch his back. My take on it, and it's completely a personal point of view: it's better to play a gremelin in a group of gremelins or in a campaign taking place outside the city. Nevertheless, it's ok to play one in a "normal" group of players, but it will bring you troubles. Depending on which clan the gremelin his from, the relations with humans goes from outright hostile to friendly trade.
  19. That's exactly why I bring it up. In my opinion, there should have been a restriction saying you must be able to cast spells when you take the Oxfordian method. And probably some other restrictions on most of the other magical theories.
  20. Asked differentely, does it make sense to take this magical theory when you are not a spellcaster?
  21. A quick question about oxfordian method, in V2 it gives you a suit of your choice for all your manifested powers, for a +1 AP for your spells. Let's say my character is never going to use a spell, but must choose a magical theory when he gains a manifested power and wants to take this one. Does the suit include class given manifested powers (like the sawbone's take your meds) or only the ones from destiny steps?
  22. What is the position of Abyssinia about Malifaux? Would it be wierd to meet a guy from Abyssinia there? It seems that Abyssinia has been completely left out of both the Malifaux wargame and TTB. Is this because the game didn't catch up with this new faction yet or is it intended?
  23. So far Nekima has been terrifying all my opponents, regardless of their faction, so I'd like an upgrade that gives her Terrifying (all), to reflect that.
  24. It's a beckoner, I spelled it wrong.
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