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Found 16 results

  1. I was thinking of creative ways of making golems beyond a summon spell or mud calling. My first thought was like a ritual with a sacrifice for a blood golem. Then my second was an animate construct spell with the inanimate genus an the required amount of materials there for the golem to be created from. What are your thoughts on this feel free to post any of your creative golem creation ideas here
  2. Mage pursuit (from Into the Steam) has the New Manifestation or Triggered Immuto on the first level. With the New Manifestation I can alternatively add one free (no additional TN cost) Immuto to one Manifestation I already possess. With Triggered Immuto I can add one free (no additional TN cost) Immuto to one Manifestation I already possess that activates on a trigger with a specific suit. Either I misunderstood something or there is no reason to take Triggered Immuto EVER. To make things more complicated, in TTB 2ED the Manifested Power looses the information about alternative free Immuto. So according to the rules, which one should it be?
  3. 1. I must pick a Theory to be able to cast 1a. Thalarian Doctrine and Lifewell are safer choices 1b. Players using Lifewell's open healing of others are usually not punish. 2. Grimoire: 2a. How many do you usually have? 2b. Do you usually keep them (even your active one) hidden at a location since you only need to consult it once a week? 3b. Most Grimoires only have one to three spells. So do you need to switch Grimoires for each particular story? Is this a pain only have so few spells available? 4. Casting (here we go :/ ) 4a. Players usually only pick one Magica ( Enchanting, Necromancy, Sorcery, etc). 4b. Player picks spell they know from their Grimoire (Say Beckon 7 crow pg 266). they also want to let it effect a group of 4 (Immuuto 3 - made that up. Correct me if there is an actual one) making the total 7Crow+3 = 10 Crow. So do you need to flip a 10 or better to successfully cast the spell? Can you cheat? How does the Crow fit in? So if you successfully cast then each opponent needs to make a will save or they fall under the Beckon. What is the limit to the number of people that can fall under beckon besides the range? 5. How many Soulsones do players usually carry? 5a. Soulstones can be used by anyone (even if they do not know magic) to heal with the Absorb Soul option.
  4. 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?
  5. Into the Steam offers optional triggers for magical skills (chosen at ranks 3 and 5 respectively). However, most (all?) Magia have a required trigger built in. So, other than spending a soul stone charge to add a suit, how is your typical mage going to utilize this mechanic? For example, Mind Control (Fated Almanac pg 235) requires a mask and Fray Life (Into the Steam pg 139) requires a ram: how is this character ever getting both suits on the duel total without a soul stone? Thanks!
  6. Hey guys I'm working on converting alot of goodies from Pathfinder, D&D 3.5, World of Warcraft and more! Its going to be a large personal project that Ill be sharing with you guys. Feel free to use my creations in your own games and leave feedback. Opinions on everything from balance to phrasing, and even grammar are welcome! Craft Spell Scroll. Requirement: Literacy 3 or higher, A magic Skill 3 or higher. This character can use soulstone dust infused ink to scribe spells upon parchment for later usage. This process requires materials costing the spells target number in scrip plus 3 scrip per immuto placed upon the magia . The magia and immuto inscribed upon the Spell Scroll need not be in your active grimoire, but must be magia or immuto you have access to in a grimoire or are treated as always having in your active grimoire; the base magia must use a magic skill of which you have a rating of 3 or higher. A Spell Scroll may be used by any character capable of reading it, and its ink fades away after one use. The Spell Scroll’s casting AV is calculated using the creator's literacy+the magical skill rating used to create the Spell Scroll; however, the creator may choose to lower the Av if they so wish. Creating a scroll uses the following Ongoing Challenge: Craft Spell Scroll: Skills allowed: Literacy Target Number: 10+ 1 per immuto Duration: 1 Hour Success Requirement: 1+1 per immuto Failure Requirement: 2 Special: Calculate your Literacy AV for this ongoing challenge using the magical skill rating for the Spell Scrolls Magia in place of the appropriate Stat. This Challenge Automatically fails if Attempted without both a Literacy and appropriate magical Skill-kit available. Success: 1 Spell Scroll is created. If the creator wishes they may encode the Spell Scroll. An encoded Spell Scroll requires the bearer to succeed on a Scrutiny Duel vs Tn 10+The Creators literacy rating; unless they either know the Spell Scrolls code or have decoded the scroll in the past. Failure: The materials used are destroyed, and the scrolls creator takes half of the Spell Scrolls AV in damage(rounded up.)
  7. Is there any kind of limit on who can use a grimoire(aside from any restrictions imposed by the grimoire itself) or can anyone who studies one start slinging spells? Since a character doesn't have to have the grimoire physically on them to "access" it, would that allow two characters to access the same grimoire at the same time? I'm probably not going to allow it in my campaign since I like the idea of the players stopping some magic throwing bad guy by taking control over its grimoire. just curious as to what the official(or just popular) ruling is.
  8. While no Fatemaster would allow this, rules as written it seems as though you can change the TN of a spell to an arbitrary number by applying the Terror Immuto and the Reduce Resistance Immuto. For example, let's take a Magia with TN 5 and add the terror immuto (TN +1). It is now TN 6, then we add the reduce resistance immuto, lowering the TN of the horror duel provided by terror by 1 with the benefit of reducing the spells TN by 2. This leaves us with TN 4. Both of these immuto can be applied infinitely and the terror immuto increases the TN by 1 each time while the reduce resistance reduces it by 2 while the effect of the spell remains the same. By doing this you can increase the TN of the spell by 50 with 50x Terror and then reduce it by 100 with 50x Reduce Resistance. This means you can either increase the horror duel provided by the terror immuto to an arbitrarily high TN or you can add another immuto (such as increased duration, range or severe damage) as much as you possibly can (infinite for severe damage) without increasing your TN. Obviously this isn't intended and no sane person would allow it but I'm wondering if I missed something in the rules or FAQ that invalidates it... I assumed that the reduce resistance Immuto could only apply to target numbers of the Magia but the FAQ states that it can be applied to any duel that is the result of a spell, which should include immuto right?
  9. Having played two magic using characters, it's definitely come to my attention that the magical theories in the core book are not at all balanced with each other; obviously this needs fixing: Magical Theories: Oxford Method: Easily one of the worst theories, featuring a disproportionately harsh downside that rendered fairly impractical the use of 2 AP spells outside of the AP reduction Immuto, I've changed it like so: Oxford Method Talent: During Dramatic Time, the character may increase the final AP cost of any Spell cast by 1 (after making any adjustments for Immuto). If he does, that Spell's Duels can either have 2 suits of the player's choice, , or a chosen suit and . Outside of Dramatic Time, the character may spend 10 minutes casting a Spell to gain this benefit. Spells the character casts that do not have this benefit gain to its Duels. Why? Captures the flavour/characteristic of Oxfordian magic being slower, more formalized, deliberate and complicated in exchange for greater control and power without featuring a downside that makes it nearly unplayable, or virtually locks the player out of taking/using 2 AP spells. Also provides a significant enough benefit that doesn't get overshadowed by a talent like Calm and Collected. Outside of Dramatic Time the casting time for the benefit is increased substantially because AP cost is almost irrelevant in that context (Oxfordian Mages become much more efficient under pressure!). The Whisper Talent: Fine. Darlin Theory: Unplayable mess out of the box. Starting characters will either be completely unable to use magic at the beginning, or at best, be severely restricted in what they can cast assuming they spend all 10 starting script on their pneumatic device. Darlin Theory Talent: The character must have a pneumatic device of some kind to manifest any magical effect; a new character who begins with this theory may start with such a device, investing any amount of their initial/starting scrip into its value. When a Spell is cast, if the pneumatic device's scrip cost (per its street value) is lower than the TN of the Spell, that Spell's Duels gain . Creating a Suitable pneumatic device requires one hour and an Artefacting skill equal to a tenth of the device's value, and scrap parts worth the device's final value (which is readily available for sale). When such a device is destroyed it becomes scrap (unless the GM deems otherwise) worth the cost of the device (and it may therefore be used to create a new device). In addition, the character gains the Construct Genus Immuto as a Mastered Immuto, and applies a -2 TN modifier to any Spell that targets only Constructs (even if it can target something else; Constructs that classify as other types of targets still count). This may be combined with the Focus Object Immuto (and it often is). Why? Keeps the theory highly Construct focused while letting even a starting player cast spells with TNs above 10 without having to repair their pneumatic focus every time. Also prevents corner case gamey applications of the TN reduction when including non-Construct targets along with Constructs. Giving Darlin Theory the Construct Genus Immuto plays to its theme and allows a player with it to consistently enjoy the benefit of its theory without devouring precious and scarce Immuto slots. Thalarian Doctrine: Probably the least OP of the ones that are, but OP nonetheless. Thalarian Doctrine Talent: The character reduces his Sorcery, Necromancy, and Prestidigitation skills to 3 (if they are higher) and may never have any of those skills at a rating above 3 without special dispensation from the Guild (or becoming a heretic). All Duels made with these skills without such special dispensation and instruction from the Guild (such as that which might be given for Witch Hunters or Death Martials) gain. In addition, the character gains on any Spell that has a target with a Magical Theory Talent other than the Thalarian Doctrine. Unless deemed a heretic by Guild authorities, the user may practice magic freely in Guild territory within the confines of its law. Why? Mechanically reinforces and makes salient the taboo nature of non-Counterspelling/Enchantment magic per the Thalarian Doctrine theory. Though the penalty may initially seem outsized relative to the mechanical benefit, it's worth keeping in mind the huge narrative benefit of not having to worry about arrest, execution or worse from the Guild. Without this change the downside of the Thalarian Doctrine is rather limited vs its benefits in the sense that Enchantment is one of the strongest spell schools in the game, and that a skill level of 3 still affords an excellent probability of success for most spells; meanwhile, even if you _do_ exceed the threshold of 3 to become a heretic/outlaw, all this means is that you merely take on the con suffered by every other Theory, which also have additional material downsides. Court Procedure Talent: Fine. Balanced Five: More like the Unbalanced Five. The downside is practically negligible as written. Balanced Five Talent: The TN for Spells without at least one Elemental Immuto applied to it that has a material effect on that Spell increases by +2. However, the character may apply up to two Elemental Immuto to a single Spell (instead of 1). Why? Keeps a Balanced Five mage concretely focused on elemental magics via a material carrot and stick without excessively penalizing him in areas outside of his expertise. Hedge Magic: Needs a minor tweak to prevent unlimited stacking of Elemental Immuto effects which is clearly degenerate. Hedge Magic Talent: The character chooses an Elemental or Genus Immuto. The character may only cast Spells that can have the chosen Immuto applied to it, and the character must apply the Immuto to every Spell he casts. However, the Immuto is always treated as being in the character's active Grimoire, and the TN of any spell that Immuto is applied to is reduced by 4. Why? Stops degenerate stuff like insta-paralyze Cold Immuto spells, unlimited damage Fire Immuto spells, infinite Blind Darkness Immuto spells etc..., while making Immutos with lower TN increments attractive vs ones with higher TN increments. Tradition Magic: Way too min/max; the downside is usually negligible, as a player usually only specializes in one or two magical skills. Tradition Magic Talent: The character chooses one Magical Skill. All Duels with the chosen skill gain. All Duels with other Magical Skills gain. Why: Generally a player only specializes/focuses on one or two magical skills so providing a benefit to the one the player specializes in at the cost of penalties to all others presents a fair tradeoff despite on the surface seeming particularly harsh. This cements Tradition Magic as the premium choice for a specialized caster. Magica/Immuto: Magica: Teleportation (Entry Modified): During Dramatic Time, this Magica's range is reduced to 10 yards. Why? Ridiculously strong during Dramatic Time at 30 yards which is close to the entire length of a standard Malifaux combat area. As starting value of 30 feet also makes it hilariously easy to increase its range to sight for teleporting troublesome opponents into the horizon, or escaping with trivial ease. Physical/Mental Enhancement (Entry Modified): For each character affected in addition to this Spell's target (such as via the Pulse Immuto), increase its TN by +3. Each time this Spell has been cast (successfully or not) by a character since the last sunrise or sunset, increase its TN by +3 for that character. This Spell's effects last 1 Minute and cannot have its duration increased beyond 1 Hour. Why? Prevents brokenly spamming this spell with the Pulse Immuto as needed to make a group of Fated into de facto gods, while making it impossible to extend pretty much indefinitely using the Increased Duration Immuto. Summon X (Entry Modified): Monsters summoned by this spell are summoned with damage equal to half of their maximum wounds (rounded down) that cannot be reduced. Why? As a bottomless source of meatshields this spell is in serious need of limits on the health of monsters summoned; this is also in keeping with Malifaux summoning convention of most summons being conjured in a damaged condition. Bury (Entry Modified): If this Spell's duration is increased, during Dramatic Time, its target makes an Opposed WP Duel against the caster at the end of each turn to escape, returning to reality on a success as specified by this Spell. During Narrative Time time it does this every Hour instead with a cumulative +2 bonus to its Duels to escape for each Duel made in this way during Narrative Time beyond the first. Why? Prevents Bury from being insanely overpowered via destroying enemy action economy wholesale, especially when used in conjunction with the Pulse and Increased Duration Immutos. Also synchronizes the effects with its tabletop counterpart. Telekinetic Push (Entry Replaced): The target is pushed a number of yards up to this spell's Range in a direction of the caster's choice. If the target's movement is interrupted by an obstacle (such as another character or object other than the floor) by colliding with it, the push ends, and the target and interrupting obstacle each take 1 damage for every 5 yards the target has yet to move (maximum 4 damage) and must make a Toughness + Resilience Duel with a TN equal to 8 + 1 for each point of damage taken in this way or be knocked prone. A character other than the target that can move can make a Walk + Acrobatics or Evade Duel with a TN equal to half the target's remaining push movement (maximum TN 13) to avoid such a collision on a success. A target may be pushed into the air with this Spell to a maximum of 30 yards, but each yard the target is moved in this way counts as 3 yards for the purposes of determining how far it can be moved. Why? The spell is basically useless without this change, and not nearly worth a precious and limited Magica slot. Immuto: Cold (Entry Replaced): Any character that suffers damage from the Magia also gains the Slow condition. This Magia may be taken any number of times. If taken twice, a character that gains the Slow condition from this Immuto also gains the Paralyzed condition if it fails a TN 10 Resilience + Toughness Duel. The TN of this Duel increases by +2 each time it's taken beyond the second. Why? Guaranteed paralysis at the cost of +6 TN is blatantly overpowered. Gets even worse when combined with duration extension and Focus Object Immutos. Delay (Entry Modified): This Immuto increases Spell TN by an additional +2 for each existing Spell the caster has active using the Turns option, and by +5 for each of these Spells using the Defined option. Why? Prevents indefinite and arbitrary stacking of delayed Spells which is obviously broken (imagine keying a teleport spell, 10 elemental bolt or summon spells to key off being punched in the face!). Pulse (Entry Modified): This Immuto increases Spell TN by an additional +1 for each character that would be affected by the modified Spell beyond the fourth. Why? Helps keeps the impact of a Pulse modified Spell in proportion to its TN. Focus Object (Entry Modified): Replace: When this Immuto is learned, the Focus Object is also chosen, and cannot be changed later on. With: When this Immuto is learned, the Focus Object is also chosen, but may be changed later on by attuning to a new object over the course of an hour. Replace the Portability and commonality segment with the following: The TN reduction is based on the commonality and value of the Focus Object, and whether or not the Focus Object is portable without much effort.: Portability: TN -1: Any object that is easily man portable. TN -3: Objects that are effectively immobile without much effort, such as an engraved summoning circle or large iron cauldron. TN -4: Objects that are completely immobile and fixed; a giant statue or carving, a massive altar, etc... Commonality: -0 TN: Extremely common object that can be readily purchased for under 10§, such as a length of rope or a pistol. -1 TN: Object with a few requirements but that is reasonably available, such as a certain make/model of pistol, or a wand made from oak. -2 TN: Object that must be specifically crafted by or for the caster (requiring at least 2 hours of work), but that can be replaced, such as a special staff, or a customized weapon/pneumatic limb. -3 TN: Objects that are irreplaceable. If the object is lost or destroyed the character is just out of luck! Why? Not nearly as important a fix as most other Magic fixes, this one nonetheless addresses some needless gradients that enable too great a TN reduction relative to the difficulty of acquiring/using an object, while allowing flexibility in the Focus Object, permitting it to change with the character. More to come.
  10. Okay so someone mentioned an airship captain as a new master they wanted to see. Got me thinking. Can I construct one in TtB? I believe the answer is Yes. Here's how I got it. Take a ship ( no I haven't figured the Script cost yet) and modify with a special area to work magic ( Focus Object) If you can stack the Float spell on an Object multiple times (needs a public or a private ruling form the Fate Master) you could make an object raise up to 3 yards a round and hold that position for up to a day with relativity lil problem. Thus a floating ship exists. Movement would be trickier, obviously sails gives you an option of wind power. I have a trick or two in mind for the movement too, alas its time to go to work and ill have to post again later once I get those options on paper. Anyone have an issues with the basic ideas of my air ship so far?
  11. Jack Daw Question: Oldest Magic states that this models ignores and is ignored by other models and terrain during any movement or push. Would this include disengaging from an enemy model ? For instance Jack Daw is engaged with model X, Jack Daw walks away to leave engagement, model X and jack Daw ignore each other therefore no disengaging strike ?
  12. 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.
  13. 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.
  14. This is the situation: Sam Hopkins was paralyzed by Ramos' spider. I still have 2 Witchling Stalkers to active and Sam has not activated during this turn (but paralyze forfeits his activation). Now, can I use the Wtichling Stalkers to cast Dispel Magic on Sam Hopkins (assuming I get to target Sam Hopkins - he's in melee after all)? Second, can Sam pass on the Resist: Df flip? third, if Sam is a legal target and the Witchling Stalker successfully cast Dispel Magic, does this remove paralyze on Sam Hopkins? For extra credit: Does Dispel Magic remove Poison tokens on my friendly models. Please give me an answer because I have a spider and shikome infestation to deal with...
  15. Looking for Somer Avatar, Flesh Construct II, Carver model (will OVER trade for this one) and GW WHFB Skaven "large vehicles" (not sure what they are called really only want them for the bitz). The stuff I have for trade is below. Shoot me a note at pen-dragon@howdy.net and let me know what you are looking for. I prefer trades in the US/Canada since shipping can be insane over seas. But, I’m willing to look into it if it’s a large trade or your willing to pay for shipping (i. e. if you’re trading me cash for an item…I do take PayPal).  Thanks, Kevin GamesWorkshop (pre-1995): I have lots of GW (40k orcs, Necron and some misc IG); all bare metal/plastic, but not all in the boxes. If you are looking for any issue White Dwarf i have LOTS. Wizards of the Coast: NIB Magic (FNM foils, GenCon foil card, booster packs and other pre-built decks) and D&D Tiles, books and module/map sets. Malifaux: I have Nightmare Lady J Crew, Nightmare Teddy, and Miss Demanor (all MIP) Rackham/Confrontation: (all is bare metal, but due to storage space, most are loose and not in the original box/blister. I’ve marked those that are still MIP). Also have all the War Cry magazaine from 1-20ish with all the "cards" that came with them. The Venerable Ambirosius Temple Purifier Templar of Hod Seneschal Templar of Hod Griffin Minelayer Sered, Templar Commander Griffin Inquisitor Reaper of Alahan Knight Templar of Hod Saphon The Preacher Griffin Fusiliers Dirz Musician The Executioner Griffin Executioner Syd d Kairder Aldenyss the Quiet Sinshera Predateurs Sanglants Les Crocs de La Deeseee-Lune box set Wolfen Warrior Ultimate Predator Nekhar the Ecstatic box set The Watcher Bysra, the Black Shaman Predateurs Sanglantis box set Sasia Samaris, the rose - blister, not the box set Ysis, the Viper of the Dessert Pest of Flesh Soldats des Plains Box Set Yh-Sabahal box set Etat-Major Des Plaines (sealed) Dai-Bakemonos (sealed) Etat-Major de Mid-Nor (sealed) Guerriers des Gouffres box set Clan Goblin box set Clan Nain box set Ejhin de Vanth (GenCon Version) MIP Kelzaral the Diabolical MIP Mahal the Enchanger Yh-Ibenseth, Dominant Calaliers Thallions Justiciers, Juges et Bourrreaux box set (sealed) Cynwall Akhamial MIP
  16. I'm not 100% sure that this is the place for this post, (and if not I apologise) but it is a Malifaux matter as opposed to fanfic or modelling or introductions matter, so Ive stuck it in Malifaux Matters! I was reading a piece of Malifaux fanfic (on this very forum!) entitled 'A little bit of steampunk' by Redben (which I would urge people to read) and in it the author talks about the political climate in western europe. It got me thinking; 'I wonder what the rest of the world is like outside of Malifaux and how the rest of the world has reacted to the emergence of soulstones and this great new demand for magical power'. I've not thought too deeply about it yet myself but certainly will be an was hoping that if anyone else had any ideas they might share with me (us?) what they think the world would be like with magic or how the Guild has affected other parts of the world. I've not yet scoured the forums searching for this and haven't read the rule book or associated fluff (gotta wait for payday!) so please don't jump down my neck if there is already reams of this stuff out there already, just let me know where it is! Thanks Jamie
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