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SStreet

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Posts posted by SStreet


  1. Yes, more combat style cards would be great.  I also agree that we need more dark magic cards that would tempt players to consider the dark arts. 

     

    I would also like to see a pack of mutation cards.  Our current set of mutations are weighted toward blatant or undesirable traits.  Drawing from the mutation deck could be more like drawing from a Deck of Many Things.  Knowing that there are some really cool and subtle things in there would add a tension to every draw.  Things like enhanced characteristics and weird magical abilities like teleportation and clairvoyance.


  2. Yes, it sounds like Dilettante is the way to go with this idea.  Sure, he does not start with any military skills, but that is for him to grow into as he charms folk across the empire (or royally ticks them off) gui%C3%B1o.gif  Student might work also, but he may be wandering because that is exactly what he does not want to be.  With charm, education, and guile as skills, plus his exotic background, he can ingratiate himself to scholars, nobles, and upper class merchants.  He might never have to pay for a meal.  And I bet the bored merchant wives loooove him......

    From there, Agent, Mercenary, Messenger, Charlatan, or just about anything depending on what he is doing (and he could be positioned to do a lot of things).

    Do you have any specific questions about making the character?


  3. I don't know how well it fits the theme, but this would be a good place to fill in the rules for curses.  With drugs and poisons, that would finish up the list of nasty effects that a character can get. 

     

    This would also be a good place for those subtle mutations that pass in normal society.  The ones that players are hoping for when they draw from the mutation deck (or roll on the mutation table in the old days). 


  4. Fresnel said:

     

    In any case, as you note amethyst wizards are screwed.

     

     

     

    An Amethyst wizard just looks at the pipe sternly and it behaves gui%C3%B1o.gif

    Conversely to some of the above opinions, one could allow cantrips to do just about anything, to underscore the fact that magic really does not follow the rules that humans have imposed on it.


  5. I had huge fun running it also.

    Unfortunatly there was not a large turnout here, so my first game was a bit small, with only the two brothers.  The second had three players, adding the hunter to the party.

    Unfortunately, I did not make it to  part three either, but for a much more sad reason.  Neither party made it past the orc ambush (aarrrgghh)  I thought I had pulled enough creatures out of the combat to balance it, but apparently not.  Both groups did well though, and the second game was a knife's edge as the last orc was down to 1 wound left.  (They also did well to concentrate on the orcs rather than the goblins, so that the goblins ran and the orcs were demoralized after the orc boss fell)  That looks like a tough fight though, even for a full party.

    Other fun things:

    One group actually paid Rudi to find out where the elf got the map from.  I had the penny pincher negotiate anyway.  The other group did not have Rudi pay up his translation fee.  Neither group got into a position were Rudi needed  to drug them.

    The hunter ws able to hit Datzda (the goblin scout) with a knock back shot, knocking him off his wolf and stunning him, allowing the rest of the party to jump him before he could alert the orcs.

    The agent in the first game and (IIRC) in the second also were considering telling Rudi that the map was a fake, even before reading it and finding it was actually a fraud.


  6. I am considering the same rule also, but with the addition that the player can only have two of the same type of talent active if his current career has two of that type available.  So wardancer could have two tactics active, for example.

    Currently, it feels kind of clunky to have to consider a future career path when choosing current talents.  Wasted advances don't seem in spirit with the rest of the game.


  7. I use Mayday's Euro size card sleeves.  I could not get the action cards to fit into the USA card sleeves; they were cut too close.  Unfortunately, the larger card sleeves do not fit in the deck boxes I was going to use. 

    Their premium sleeves are about the right thickness though.  Their standard ones seem too thin.  I have not been able to compare them with FFG's sleeves.

     


  8. If the goal is to shorten character creation time, you could just make the rule apply to the initial action picks.  That way characters start out differentiated by the career they have chosen, but there is no need to worry about future ramifications of the house rule.  There should be plenty of time to thumb through the rest of the cards during down time in regular play.  When it comes time to spend the advance, the player just buys the one he decided on earlier.


  9.      You could certainly allow a character who does the work to gain access to a different school's teachings to learn a spell outside his college. 

         Then give them a corruption token each time they cast it demonio.gif

         I like how the specialization of the various colleges balances the power of magic vs. a standard mundane character.  While they are not exactly one trick ponies, no wizard has a spell for every situation.  When their situation comes up though, the party can point the wizard at it and say "DO!" and the wizard does beautifully. 

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