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Pitch your Fifth Master ideas.


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The shaman with benevolent spirits is a cool idea, as is the potion master/alchemist/charlatan. I'd give the latter a wild card "snake oil" ability where the effects depend on an additional card flip- buff, debuff, fast, slow, heal, wound, remove negative effects, poison, and so on. Red/Black Jokers could be Reactivate/Paralyze, respectively.

The Gambler is probably my favorite idea- it grants a big excuse to work in all sorts of crazy new abilities. A few ideas to throw out there:

(0) Counting Cards: Discard 2 cards. Opponent must reveal Control Hand.

(0) Nothin' up My Sleeve: Discard a card from your hand and replace it with a non-Joker card from your discard pile.

Trigger Cb Ace of Spades: If you flip a 1 for damage on a straight or :+fate flip, inflict 1 Wd in addition to any other damage. If the flip is :-fate, ignore any 1s flipped.

Trigger Df Double Up or Quit: When damaged by an opponent's successful strike, you may discard a card of the same value as the one in your defensive flip to reduce damage to 1 Wd. If your opponent can play a match of their strike flip card, this model is reduced to 1 Wd.

Spell (2) Five Card Stud: If successfully cast on an opposing Master or model with Use Soulstones, you may wager between 1 and 4 Soulstones. Once declared, players must show each other their hands and determine a winner based on poker hand strength. The winner gains the number of Soulstones wagered from the loser's cache, or all remaining Soulstones if the wager exceeds the master's remaining Cache. You may carry up to two more Soulstones than the Encounter's maximum if the excess is obtained through a successful casting of this spell.

Spell (2) Dead Man's Hand: Dmg: Special. Reveal your Control Hand. Inflict Dg based on the contents- 1 pair = 1 Dg, 2 pair = 2 Dg, 3 of a kind = 3 Dg, Straight = 4 Dg, Flush = 5 Dg, Full House = 6 Dg, 4 of a Kind = 9 Dg, 13-12-11-10-1 of same suit = 12 Dg.

Ability Card Shark: This model may cast the spell Nothin' up My Sleeve before casting Dead Man's Hand or Five Card Stud.

For a full crew he could have a croupier (board control), a dealer (card control), a casino bouncer (muscle), and a server (healing/status removal).

These are nowhere near properly balanced as written, but you get the idea. I think if/when I get a good handle on the game I'm going to whip up this crew for kicks.

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Really liked the idea of the internal affairs, or guild vs. guild master, so here is what I have!

Name: Isiah Atwood or John Smith (First name choice is just western sounding with hat tilt to him being IA <internal affairs>. Second name choice would be very generic, as he is essentially unknown to even his own Guild mates...)

Backstory: In the overly magical, oddity driven realm that is malifaux, John is so "normal" he sticks out. Starting as a guild gaurd, his lack of any magical prowess was quickly realized, he was put under Sonja as a possible witch hunter, but his lack of magic was not the same as anti magic and so he didn't fit, he was transfered to Lady J, as he is a competent swordsman to fight the undead, but again did not excel in this area. Gets shifted around a few more times between master/henchman before a lawyer, trying to get clarification on a review written by Lucius (John is noted as very competent in the report, but not useful for the mission assigned) finds that the Govenor's Sec, doesn't even remember John, this lawyer then goes to the other masters that John has been assigned to and they recall him as well, so lawyer takes this to the top and it is decided that this is the perfect person to watch his "masters" for he blends in, and is not corrupted by the enemies of the guild, so assigned to the task of making sure to the respective hunters don't join their prey...anywho thats enough backstory.

John Smith: Master, * Cache: 6

Wk/Ch: 4/6 HT: 2 WP: 5 CA: - DF: 5 WD:7

Melee (Halbred)

RG::melee3 CB:6 DG: 2/4/5

Abilities:

I am everyone...: After crews have been selected, give John a characteristic on one friendly model (i.e. deathmarshal, guardsman, witchling, etc.)

...and no one: when targeted by an enemy model, John may swap places with a friendly model that shares a characteristic with him that is within 4."

Leader of the mortal man: All friendly models that share a characteristic with John recieve +1 to their CB and DEF while within 10" and LOS

Remain unknown: John may not hire any unique minions or henchmen.

Outside consultant: John adds one soulstone to his pool for each mercanary he hires.

Hard to wound 1

Hard to kill

Duty (may not be obeyed or controled?)

Bulletproof 2

Triggers:

CB: (:rams) Truth: Draw 2 cards, discard one if this stike did not kill the target

CB: (:masks) Lies: Target's controller discards one soul stone per mask in the strikes total.

CB: (:rams,:masks) Truth and Lies: Gain 2 soulstones

DF: (:rams) Superior Defense: Reduce enemy damage by 1 per :rams in Johns defence total.

Actions:

Relentless (+1)

Instinctual (+1)

No Repieve (0) Enemies in John's :meleeRG have :-fate to CB & CA

Slight Repieve (0) Anytime an Enemy in John's :meleeRG heals WDS, John heals half that number of WDS

Stoic (0): :+fate to defence and WP duels until the start of the closing phase.

Mass Confusion (0): Move all models in John's LOS 1"

Focused (1): John may make a focused strike, this action may only be taken once per turn.

Flurry (2)

Hard Target (2) John gains hard cover

Spells:

NONE

Ok, so no idea on the balance of it, but basicly, a buffer/debuffer, with low wounds, very average stats, but that can twist the odds to deal with the bigger baddies and give a bonus to smaller minions, he is a soulstone hound to make up for low stats, but can potentially get soulstones back (with no suits, it has to be a really lucky SS flip). He would be able to work and jive with any lackeys, no uniques, so that you can't op with his Leaders of men, and the benefit of hiring a couple mercs to give him some variety over other guild lists...anyhow thats my 2 cents.

If it drinks blood, its a vampire! ;)

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Only if everything that's a hemophage is a vampire.

Which isn't the case.

Off topic: I'm a research assistant to a professor writing up an academic treatise on vampires. I was appalled to learn that modern folklorists don't even require vampires to drink blood to qualify for the title these days.

On topic: I'm working on a homebrew Special Force of 80's cartoon style morality characters who fell through a Breach from an alternate Earth. Ramos has convinced them that the Arcanists are the "good guys" (it wasn't hard, considering the alternatives don't bother to put on much of a pretty face). Sample rule:

Heroic: Models with this characteristic cannot kill living models. If damage from a Heroic model would kill a living model, it instead falls back with 1 Wd remaining. If a friendly model kills a living model, all Heroic models suffer -1 Wp for the remainder of the encounter.

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Heroic: Models with this characteristic cannot kill living models. If damage from a Heroic model would kill a living model, it instead falls back with 1 Wd remaining. If a friendly model kills a living model, all Heroic models suffer -1 Wp for the remainder of the encounter.

I'm using a variation of this rule for my Trigun game. Only the difference is that the model is (Paralyized) instead of falling back.

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I'm using a variation of this rule for my Trigun game. Only the difference is that the model is (Paralyized) instead of falling back.

I'm going for the GI Joe / Comic Book feel. The force of the "killer" impact knocks you a bit of distance, but even taking a grenade blast or getting punched through a brick wall won't put you out of commission. On the other hand, the Heroic models tend to be slow moving and need to stay bunched up if they want their teamwork benefits, so the falling back helps them from getting hedged in.

I want your job

Please note: I had to read Twilight. For minimum wage.

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So far I'm going to throw my weight behind:

Guild- either revealed Lucius or some kind of customs officer

Arcanists- alchemist/herbalist, Three Kingdoms preferably

Resurrectionists- someone who functions similarly to a Rider, based on how many body/corpse counters you have

Neverborn- maybe something based on fear of the dark?

Outcast- a gambler, maybe halfway between Somer and Colette :D

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