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Found 6 results

  1. What do you all think on allowing a player to use the location immuto with say raise the dead magia? Would it work like that it does it need the inanimate immuto added? Or does it not work at all?
  2. 2 questions 1) in 2e Core it doesnt state that you are limited to 1 elemental immuto when casting a spell, Can you add more than one or are you limited to one elemental immuto per spell cast? 2) How would you conclude the effects of a elemental bolt or strike that would have the Natural and the Wind immuto? reason for this is if Natural goes off first then the target is rooted then pushed, or is the target pushed then rooted.
  3. I just started playing through the breach with a tinker, and when it comes to combat my magic seems far more powerful than a lot of the other players attacks. So I wanted to check we weren't doing things wrong. First off, the pertinent character information. - My character is a tinker, with intellect 3, and sorcery 3. - My theory is Tradition magic, specialising in Sorcery with the paired skill of necromancy. - I have the specialised skill talent to add Tomes to Sorcery. - I have the Animate Construct and Elemental Strike Magia. - For immutos i have Fire, Reduce AP and Focus Object. - My focus object is a custom built full pneumatic arm. Giving me -4 to TN, calculated as -2 for commonality, -2 for portability (though not sure if this should be -1?) In combat I am therefor able to cast Elemental strike (base TN3 tomes) with the Focus Object Immuto (-4TN), and 7x Fire Immuto (+14TN), for a target number of 13. With my sorcery A.V of 6 (3 rating + 3 intellect) and the specialised skill talent adding tomes, I essentially only need to flip a 7 or more (with a positive flip from the theory). On a hit it will be 1/2/3 damage and 7 burning tokens. What it seems I can do with this is charge an opponent, hit twice with the ability above, and then use the reduce AP immuto to make a third (0) action, albeit at a +5 TN), totaling 1/2/3 damage 3 times and approximately 21 burning tokens. More than enough to effectively kill anything at the end of the round (boss NPCs included). Granted I can also reduce the target number on each attack by slicing a couple of fire immutos off (say 1 of each normal and 2 less on the 0 action). Are we playing it wrong? Or have I just capitalised on the system too much? The one downside to the fire immuto is the damage doesn't kick in until the end of the combat round and thus the opponent always gets to act, but its practically a one round kill, or if spread around in a tighter space up to 3 weaker npc minion kills a round. Thanks in advance for any help!
  4. I've alluded to this problem before, but when crafting a grimoire for your players (or for NPCs whom the players can kill or steal from) how do you force the use of the Focus immuto? Effectively, if you want spells from said grimoire to require a focus (especially a specific one) is there a technical way to prevent players from just not applying Focus immuto to a magia when they create a spell? Similarly, what is the use of chaining a Genus immuto? Well... I know one use is to chain it to only one target type so that AOE spells won't affect other targets (ie: chaining undead on an Elemental Projectile blast so that living targets in the area will be unaffected). But what if the point of the Genus being present is to specialize the grimoire, and thus the intent is for every spell to be chained? Now, the current solution I'm playing with is just house-ruling and letting players know that said grimoires come with particular limitations. But I'm curious if anyone has come up with other ideas. Or how many people go with the, "No need to mess with it." solution.
  5. Much and more has been said about potential changes to Magic and the Magical Theories- most notably by Zeeblee, KJR, and Kadeton. I wanted to throw my hat into the ring and socialize the House Rules I plan on using in my TtB game. Criticism/Comments always welcome. Magic and Magical Theory House Rules The following rules clarify or replace the rules in the Fated Almanac: · Magical Theory is considered a General Talent. It may be gained at any time a character could gain a General Talent, including Pursuit steps and Character Creation. A fated may only have one Magical Theory. · The Dabbler, Graverobber, and Tinkerer Pursuits gain a Magical Theory at Character Creation, but do not gain another General Talent in addition to this. · Immuto is applied to Magia to create spells. Unusual Magia/Immuto combinations require FM approval. · Creation of spells is not allowed during combat. · A character may add a number of Immuto to a given Magia equal to their rating in the Magia’s Skill. (For example, a character with Sorcery: 3 could add the “Fire” Immuto twice and the “Blast” Immuto once to the Sorcery Magia “Elemental Projectile”. No further Immuto could be applied without removing one of the others.) · The Harness Soulstone skill is the exception to the previous rule. In addition to the existing rules for using Soulstones (FA, pg. 226) character may use a Soulstone Charge to add an additional number of Immuto to a Magia equal to their Harness Soulstone Rating. (Continuing the previous example, a character with Sorcery: 3 and Harness Soulstone: 2 could add the “Fire” Immuto twice and the “Blast” Immuto once to the Sorcery Magia “Elemental Projectile”- and then use a Soulstone charge to add the “Increased Damage” and “Additional Suit” Immuto as well.) The following rules replace the rules for Magic Theory on pages 221-224 of the Fated Almanac: The Oxford Method Associated Symbol: Tomes Description: A regimented craft that focuses on the disciplined study of Magic. Adherents are keepers of the ritualistic practices and arcane formulae commonly associated with Old Magic. Advantage: The first time in a turn the character takes the (1) Focus action, they gain the “Focused +1” condition a second time. Drawback: If this character does not benefit from the “Focused” condition, their Skill Duels to cast spells suffer a Negative Twist. Twist: This character is adept at understanding the workings of Magic and is able to recognize Arcane devices such as Grimoire, magical implements, arcane runes and magical foci. In game terms, this could provide a Positive Twist on any Duel to recognize such an object or discern its purpose. The Whisper Associated Symbol: Crows Description: More a condition than a Theory, this spellcaster benefits from the “tutelage” of the disembodied voice of an otherworldly patron. Resurrectionists are known to refer to this entity as “The Grave Spirit” Advantage: This Character adds an additional Crows Suit to the AV of any Necromancy Duel or to any Spell that uses the Immuto “Decay” or “Undead”. Drawback: This character receives a Negative Twist on all Social Skill Duels, except Intimidate. Twist: This character is plagued by disturbing nightmares and visions, which grow more frequent and intense as the spellcaster continues down this path. These omens sometimes provide useful insights- but, more often than not, only serve to chip away at the sanity of the afflicted. The Darlin Theories Associated Symbol: Clocks Description: A collection of magical and scientific treatises, The Darlin Theories seek to quantify magic in academic and scientific terms. Adherents to this theory are most concerned with experimentation, discovery, and the practical application of Magic. Advantage: Add the character’s Artefacting Skill to the AV of any Spell that targets a construct. In addition, when crafting an inanimate construct (FA, pg. 233) the character gains additional Construct Points equal to half the sum of their Engineering and Artefacting Ratings, rounded up. Drawback: Unleashing a spell with the “Construct” Immuto adds 4 to the TN of the Spell Duel (rather than 2). Chaining a spell with this Immuto works as normal. Twist: This Character has an intuitive sense for the workings of constructs and may mentally “probe” a construct to understand its function or any protocols it is obeying. The Court Procedure Associated Symbol: Masks Description: A collection of nearly 8,000 laws governing the access and use of magical power, the Court Procedure has its origins in the Aristocracy. It centers on the belief that power comes from forcing others to obey rules that the powerful do not abide by. Advantage: The character adds an additional Masks Suit to the AV of any Social Duel or to any Spell resisted by WP. Drawback: All damage flips from this character’s Spell Actions receive a Negative Twist. Twist: Adherents of the Court Procedure are expected to wear a mask when practicing their art. In addition, these characters benefit from having contacts among “The Gathered” – a highly regimented society of Court Procedure adherents. Senior members within the society may offer assistance to the character- or demand favors as proof of loyalty. Thalarian Doctrine Associated Symbol: Rams Description: The Guild’s officially sanctioned magic style. It focuses on protection against the magical arts and on making its power available to all through Artifice. Advantage: When using the Magical Shielding ability (FA, pg. 245) this character gains a Positive Twist on any DF or WP Duel to defend against spells. Any character currently protected by this character’s Magical Shielding ability gains this benefit as well. Drawback: This character’s Sorcery, Necromancy, and Prestidigitation Skill Duels add an additional Rams Suit to their final TN. Twist: The magical sensing ability of this character has been honed. The range of this ability is doubled, and if the character can pinpoint the Magic’s source they gain additional insight into the type of magic being used and its strength. The Balanced Five Associated Symbol: Dragons Description: A magical theory from the Three Kingdoms. Practitioners believe that Magic is the very stuff of life and nature, and that harnessing its effects comes from upsetting the natural balance. Advantage: If cast by this character, any Magia with an Elemental Immuto requirement may apply up to two different Elemenal Immuto (rather than just one). In addition, the first Elemental Immuto applied to this Magia does not raise its TN. Additional applications of the same Immuto increase the TN as normal. Drawback: This character’s Counter-Spell Skill Rating may not be higher than their Evade or Centering Skill Ratings. Twist: The character has contacts within Little Kingdom who may provide assistance, access to black market goods- or even access to Three Kingdoms safehouses. Hedge Magic Associated Symbol: Roses Description: A catch-all term for those who have developed their own magical style without formal training or guidance. This unorthodox approach to magic can result in powerful spellcraft. However, practitioners of Hedge Magic are left to their own devices when seeking to advance their training. Advantage: This character may discard a single card before a Spell Duel to add the card’s Suit to the AV. Drawback: This character loses the benefit of any Pursuit Talent that would allow them to advance in any Magical skill in addition to those presented by the Fatemaster. Twist: The character has contact with other Hedge Mages who can offer training for a price- or who would pay dearly for the Arcane secrets the character has unlocked. Tradition Magic Associated Symbol: Keys Description: This practitioner of magic comes from a long line of Mages who have perfected their own casting styles for a particular school of Magic. Few can match a Traditionalist in their practiced art- but the trappings of tradition can prove burdensome in some situations. Advantage: Choose Sorcery, Necromancy, Prestidigitation or Enchanting. This character gains a Positive Twist in Duels of the chosen Skill. Drawback: Increase the TN of this character’s Spell Duels by 3. Spells cast by this character must apply Immuto such that the final TN of the spell is reduced by at least 3. Twist: The character has contacts within their Family who may provide all manner of assistance to the character. However, it’s expected that the character will place the concerns of the Family above all others.
  6. Similar to other FMs and players here, my group has encountered some issues which I've figured out some fixes for. But there is one issue I'm still mulling over. To start, the issues which I've found "fixes" for (there are definitely limitations, but they generally fit with theme) Darlin Theories being unappealing due to breaking focus: Since this theory is sold as a crafting theory, the easiest fix to nuke TNs down is to take the Increase AP immuto. Since I rarely see people animating constructs or limbs in the middle of combat, there really isn't much of a problem with those spells taking 3, 4, or 5 AP. Though this doesn't fix the issue of whether or not the focus' cost is the book listing for cost, or the 25% cost of construction. Soulstones mostly being useful to non-magic users using Critical Strike: Utilize the Extra Suit immuto. This is a nice way to drop a spell's TN by 2, and it can definitely be (ab)used for more than just making soulstones useful. For example: Dabbler 1, Graverobber 1, Specialized Skill (Sorcery, Tomes), and soulstone could have a spell with the suits of TCTT. This example doesn't even have to cheat to guarantee the casting, so really if your player has a high card in their hand they could apply Extra Suit one more time. This gets you a total of -8 to TN, which allows for some powerful augmenting immutos (like four applications of Fire to get Burning +4.) The other issue with soulstones is cost, but everything in the book is supposedly as a Guild marked up value, so why not assume the same of soulstones? I imagine the listed value is how much they sell for across the Breach, but in Malifaux (especially in soulstone rich mines) I expect they are much easier/cheaper to come by as long as you don't buy them from an official Guild storefront. Now, going with the standard 25% value still doesn't quite make the full stones as efficient as dust (assuming dust doesn't get dropped in cost), so there is still more adjustment needed (but as a Fatemaster you can technically set the prices at whatever you feel like, so...) But now the issue that I'm still having. Outside of house-ruling the limitation I can't think of a way to keep a grimoire themed in its actual application. For example, if I want the players using the awarded grimoire to only be able to affect living targets, so I include the Living immuto, there is no reason for them to just not apply the immuto to something like Elemental Strike if they want to smack a construct. As stated, we can always just house-rule the thing, but I am finding it rather awkward from a RAW perspective. Any responses to my proposed FM fixes as well as ideas for my continued problem would all be appreciated.
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