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1  Products / Mistborn Adventure Game / Re: Hemalurgy Rules Question on: April 04, 2014, 09:12:13 AM
I chalked Marshes 2 spirit up to the fact that he isn't human any more, he is a hemalurgical construct.

He is no longer in the same "rule set" as a normal character, Inquisitors are over with Koloos and Kandra.  While we have rules for playing Kandra, we don't have them for the other two (yet)
2  Products / Mistborn Adventure Game / Re: Upcoming releases! on: March 25, 2014, 07:57:35 AM
Did they mention if the Alloy of Law hangouts for April 7th was still on?  When I search I find the fururexones for wrought, but I didn't see the one for alloy.

I am pretty sure I heard/read that there was one lol
3  Products / Mistborn Adventure Game / Re: Upcoming releases! on: February 23, 2014, 08:48:43 PM
On the 17th share site they mentioned 3 hangouts for the Ferris suppliment the 3rd being April 21.  Would this mean that we shouldn't expect a release before than?

I know vyou don't like to say when it will be out until it is done (I am Kool with that), but how about a "it will not be out by....." lol

4  Products / Mistborn Adventure Game / Re: Upcoming releases! on: February 05, 2014, 04:29:43 PM
I am not sure if that is good news or bad news. Lol

Looking foreword to anything related to new MAG content!
5  Products / Mistborn Adventure Game / Re: Upcoming releases! on: February 04, 2014, 11:55:31 AM
Any one who watched the hang out wanna share what was said about the next release?
6  Products / Mistborn Adventure Game / Re: Question about copper feruchemy and learned trait on: September 10, 2013, 09:17:05 AM
I like the idea of starting a copper mind full and having the player pick the topics it covers.  Than if they get a new one via changing props or upping resources we can "backstory" it and say that the character has been preparing it in their "off time" and now it is complete.

I am still not sure about the  "tap 2 get +1 rule" v. the each charge is a "learned trait" though.

I think I will do "learned trait" for the copperminds acquired as props from resources that you have to pre-select the topic and than use the "tap 2 get +1" for copper minds made during role playing

Thanks for the input!
7  Products / Mistborn Adventure Game / Re: Question about copper feruchemy and learned trait on: September 05, 2013, 12:39:55 PM
Methinks yours understand the intent  Smiley all this means is that by using the charge you can gain the benefits of a Trait (e.g. +1 die) to a roll. The Trait is not "put in" nor is it "taken out" - and it is not part of your character. It simply replicates the effect of a Trait for a single roll at the cost of one charge. Such is the necessity of abstraction to make Copper function as a game mechanic and not a purely narrative device.

Ok, I think I get it for tapping, but not so much for storing, sorry lol.  The char will have to have the trait to be able to store it right?

When it comes to tapping the charge, hows does the "benefit of a trait" work with "for every two charges you tap you gain 1 die that may be added to any pool for a task related to or supported by the regained memory"

So if I tap two "learned traits" that happen to be related I get +3 die, one for each trait and one from tapping two related?

Thanks for the help!
8  Products / Mistborn Adventure Game / Question about copper feruchemy and learned trait on: September 05, 2013, 09:51:32 AM
So the rules for copper feruchemy state "each charge represents one peice of usefel and important information, or one learned Trait (such as a profession, skill, or bit of training."

My question is why would a ferchemist store the trait?  Assuming you have to buy the trait with advancments, and (as far as I know) there is not max number of traits you can have, what advantate comes from storing it?

9  Products / Mistborn Adventure Game / Re: Nudging failure in combat on: July 21, 2012, 01:47:28 PM
True. It is nice to have a consistent mechanic you can use to spice things up if the combat is turning into a monotonous meat grinder.

I imagine it would also help to balence out the conflict if the narrator feels its getting to lopsided, and was starting to impact the feel you are looking for.
10  Products / Mistborn Adventure Game / Re: Nudging failure in combat on: July 21, 2012, 07:34:22 AM
Ok, so you can take damage and suffer complications as a result of an attack. Conflict just got more intense in my game lol.

Thanks for the help!
11  Products / Mistborn Adventure Game / Nudging failure in combat on: July 20, 2012, 05:01:53 PM
on page 183 it says that "Attacks have a special Outcome ..."

I took this to mean you use the damage and defeat rules in stead of the "outcome - difficulty" rules that can result in complications

for example during our last session one of my players was involved in an honor duel.  His opponent got a pair of fours and the player got a pair of twos, they both got two nudges.

The question is, can the player use those two nudges for anything?  Or should I count the pair of 4s as the difficulty and give the player two complications in addition to the reputation damage he took from the honor duel?

12  Products / Mistborn Adventure Game / Re: Probabilities? on: July 09, 2012, 06:37:37 AM
check page 454, there is a change of success by difficulty table
13  Products / Mistborn Adventure Game / nothing of note beyond resting on: March 12, 2012, 08:15:38 AM
Characters naturally recover 1 of each Resilience per day. Certain magic
particularly Pewter Allomancy and Feruchemical goldminds can accelerate
this process (see pages 299 and 355).
Additionally, during a Short Breather, a character...
...recovers half of any lost Health, rounded up, though only if he or she sits
the Breather out (doing nothing of note beyond resting).

my question is this, does storing in a mettle mind count as something of note beyond resting?  So if my Ferchamist needs to recover some health during a long breather can he also store charges?

I was thinking that this might be a way to balance out the power of a keeper, that and sticking to no more than one short rest per session.  

14  Products / Mistborn Adventure Game / Re: Pewter Problems on: February 22, 2012, 09:18:00 AM
its times like this I wish I hadn't loaned out my mistborn trilogy lol

I think in the conversation that kelsier had with vin when he was first explaining allomacny was that a non "allomantic" alloy of a metal wouldn't make you sick, you just wouldn't get as much power.  So non allomatic pewter just wouldn't give you as much juice

A different alloy of a allomatic metal would make you sick, they discribed it one point as being worse than a pewter drage.  Vin mentioned this at the begening of well of ascension when she was trying to discover the proper alloy of alluminum.  She didn't die, but it made her sick until, on the 5th try, they found the right one.

A metal that is no allomatic entirely would kill you, like if you tried to burn mercury or something lol. 

If I ever get my books back I'll check for sure
15  Products / Mistborn Adventure Game / Re: Multiple Targets on: February 20, 2012, 03:48:02 PM
I don't have my well of ascension in front of me at the moment, but I think when they had the "secret" meeting to make a plan to get Eland and Vin out of the city Breeze flared on Ham and Doxon  to stop them from fighting, but my memory could be fuzzy,

eather way it isn't a big deal if someone wants to allow it the same rules used for multiple targets of a coin shot should work, the two powers would have similar sized dice pool and your swapping on resilience for another.  I think it would work out, and I like soothers/riotors being effective in combat.  It wouldn't lower health but I could add burdens that more physical type guys could take advantage off.

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