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1  Products / Mistborn Adventure Game / Re: Thoughts on dragons... on: December 01, 2012, 10:52:20 AM
Nifty ideas.

The main reason i went with feruchemy rather than hemalurgy was cause i didn't want every non human beastie to be hemalurgic. That and im not worried about fitting it into the cannon of the mistborn world. I also liked the idea that the terris(or whoever can use feruchemy in my world) would have dragon blood in them which is why they'd be feruchemists, but not have the full capabilities that the dragons have. the power is diluted over the generations as is in the books.

again, purley my take on dragons with a mistborn twist. If it helps out someone else's campaign, mores the better cause i don't know if ill ever get to actually run what im tooling around with.
2  Products / Mistborn Adventure Game / Thoughts on dragons... on: November 17, 2012, 09:36:10 AM
I've been tooling around with the idea of merging the alloy of law era with some ideas from the eberron setting. most transitions without issue (ie, replacing mage tech with steampunk tech), and most races(if my world is going to have things beyond humans and kandra) aren't an issue other if i just eliminate racial bonuses and it becomes more flavor for roleplaying rather than mechanical benefit.

But dragons...i like dragons and think they should be beyond mere mortals.

i was thinking of having dragons have an advanced form of ferucemy(sorry for spelling) where they form a bond with the treasures they hoard in their lairs and can access their power from range(this is how they fly despite their bulk and why they hoard gold).

another thought was that there'd only be metallic dragons(not coordinating with alignment) and whatever kind they are, the have the compounding effect of that metal. (gold dragons would be nigh unkillable)

thoughts? also, please forgive ramblings and spelling, this is posted via my phone while im on a break
3  Products / Mistborn Adventure Game / Re: The biggest problem I have with the system. on: September 01, 2012, 10:28:53 AM
I think my post go lost among the bigger ones.

I think an easy way for monies is to keep resources as they are and treat it as skilled investing of money and contacts and such. use either props or prizes as suggested above or your own inventory system as will work for you.

For extra cash and scores, rather than some tally mark and extra maths, describe the big treasure and give a number of points to be divided as the party chooses to be cash on hand as i heard when i listened to a podcast campaign of Burning Wheel.

Treat the cash on hand as bonus dice that can be used on any Resource roll whenever they choose, but any dice they use are lost after the roll, showing the easy come easy go nature of monies.

i.e. Kol needs a vial of atium, but only has a resources of 2. He could risk it and try, and he might get lucky, but his crew just had a big score and he has some extra cash to throw around so he throws in an additional 3 dice from his cash on hand, so his pool is temporarily boosted to a total of 5.

whether he succeeds or not, he still losses all 3 bonus dice from his extra cash. This would be in addition to the normal costs of making a resource roll.

seems to be pretty easy to implement and not to game breaking. ill probably use it if i can ever manage to get a Mistborn game running.
4  Products / Mistborn Adventure Game / Re: Mistborn Campaign and Adventure Seeds on: August 29, 2012, 01:56:16 PM
More of a what if scenario, and forgive me if this is in the book, I read it when I got the PDF however long ago and haven't finished my reread yet, and its also a big idea that can be played off with lots of smaller ideas.

What if the Lord Ruler wasn't really immortal, what if he died way back when and was replaced by Kandra on contract to various houses. Namely the 10 major Noble Houses. Each time a new Kandra is needed a new house is "in control".

Just something that popped in my head.
5  Products / Mistborn Adventure Game / Re: The biggest problem I have with the system. on: August 29, 2012, 01:01:45 PM
Just want to say I too have some issues with setting and dealing with canon, but I'm trying to work around that cause, for me at least, its just a mental block I've got to get over.

One thing you could do as far as accumulating wealth is to give a "cash on hand" pool of dice that is separate from resources. Treat resources as normal income/sources and such. Use the cash on hand as bonus dice they can choose to use a divide how they want, but when they use the dice they dissapear. If they choose to use 3 bonus dice on a bribe, all three go away once the roll is resolved.

As far as getting cool equipment, just let the players keep it if it makes sense that they could, a person running around the middle of a city with a Koloss blade would draw a lot of unwanted attention. This also means that all advancements would be just for improving the characters, not giving them stuff.

For adventures, your post about the style of games you'd like to run gave me a few ideas. Bring in a new player that's operating behind the scenes that is trying something new. Stealing people to experiment with new metals, or spikes, or doing anything and slowly reveal who's behind it. The party may even have to work with the obligators.

Just my 2
6  Products / Mistborn Adventure Game / Re: Star Wars -> MAG Conversion on: January 26, 2012, 10:33:07 AM
As a potential option, Average powers (or snapping to a misting) could be representative of a force sensitive person just accessing their powers enough to be considered a padawan or just before a padawan by having a 1 in each force school. Maybe allow either a stunt or one of the three schools to start at 2 or both to represent their talent.

I dunno, might work. What do you guys think?
7  Products / Mistborn Adventure Game / Re: Star Wars -> MAG Conversion on: January 15, 2012, 07:05:07 AM
I figured the force jumping was general enough, works just like a general use of pewter, same with sensing emotions. Obviously, my list is in no way complete, final, or official in any way so feel free to mod it to your hearts content.

Now its somebody's turn to make ships, equipment, and droids  Grin
8  Products / Mistborn Adventure Game / Re: Star Wars -> MAG Conversion on: January 14, 2012, 10:51:47 AM
Updated the list. Should have realised the blindsight thing. Projected telepathy I was kinda iffy on. A list of powers I found for the d6 star wars game had the combination powers, but I was trying to link each stunt to just one pool.

 Same with the affect others stunt. Maybe it fits better under the Alter pool?

I also added far seeing and visions to the sense pool which had the happy coincidence of giving each pool six stunts.Tongue

Also, I'm not spending any time on the dark side stuffs, its not something I plan on using really. As an NPC thing I'll just go with what feels right. I always prefer goodish heroes.  Smiley

Again, I'm not super familiar with the star wars universe, so edit away.
9  Products / Mistborn Adventure Game / Re: Star Wars -> MAG Conversion on: January 14, 2012, 09:01:28 AM
So I was tooling around, looking things up and what not, and this is what I got:

Alter: Basically telekinesis and such.
     Multiple targets: You may effect a number of objects equal to your Alter rating.
     Telekinetic Savant: You add 1 nudge to your roll when doing anything telekinetic. You may take this one additional time up to a total of 2 nudges.
     Increased Velocity: You may throw objects up to 250mph, increasing damage by 1.
     Long Range: You may throw objects up to 300 paces away (long range).
     Projected Telepathy: You can send your thoughts to another being. Difficulty is based on distance.
     Mind Trick: You may "mind trick" a person.

Control: Roll for healing, adding to physical attribute and such.
     Reduce Injury: If suffering a physical burden, you may immediately make a Control roll to reduce it one level. Difficulty 3 for Serious burdens, 4 for grave (making it a serious burden instead), and 5 for a mortal burden (instead only making it a grave burden). This can only be done when suffering the burden initially, may not be used later to heal from it.
     Heal Others: You may make a Control roll and heal another person a number of points equal to the outcome, plus nudges. If three nudge, you can reduce a grave burden to serious or a serious burden to nothing.
     Resirect Blasters: You can use your control rating as a reaction to a blaster bolt attack to direct it at another being in range. The target may roll defense against the initial attack roll. You may apply you nudges as if you made the attack roll.
     Extreme Speed: works like the pewter stunt.
     Iron Will: Works like the Copper stunt.
     Denser Tissue: Works like the pewter stunt.
    
Sense: Mental and physical senses.
     Combat Sense: Add your Sense rating to your Wits to declare actions.
     Danger Sense: You can never be surprised, you always get to act normally in combat situations unless cut off from the force.
     Life Bond: You may form a bond with a number of beings equal to your Sense rating and know their state of being/mind with a Sense test. Difficultly is harder the weaker the state and farther the distance.
     Blindsight: You can act in darkness or when blinded as if you could see. You can't do anything that requires sight, such as reading or seeing color.
     Far seeing: scrying. Distance and knowledge of area impact difficulty.
     Visions: can receive visions of past or future. Can be used in conjunction with far seeing, but raises difficulty.

So what do you guys think?
10  Products / Mistborn Adventure Game / Re: Star Wars -> MAG Conversion on: January 11, 2012, 10:45:07 AM
Oops, when I said changing in my earlier post, I meant changeling. I can't really think off hand any others that might benifit from having average powers
11  Products / Mistborn Adventure Game / Re: Star Wars -> MAG Conversion on: January 11, 2012, 05:29:02 AM
I don't think the ships would be all that hard to do especially using Zeta's idea as a base since it uses the base rules to describe it (to many converaions of other simple systems try to add to much from other systems and ruin the idea that they liked in the first place  Smiley).

I do think that the powers should be worked out first cause everything else can be glossed over to suite the story if need be, but Strong powers as the force is good, and the split between different powers needs to be figured out, al a Agent 333's idea so that you have areas of expertise for Jedi (force healers and such). Anything too specific should be a stunt, like the ability to deflect or reflect blaster bolts.

I'm not to familiar with a lot of the other species' abilities in star wars, I do think that average could represent the changing species, but I don't know as I'd use it for wookie strength, but that's just me. Droids could potentially be average power representing their hard drive memories and ability to download knowledge?

Sorry if I come off as anything rude or what not, only trying to get my thoughts out......also its 5:30 in the morning and would rather be in bed rather than getting ready for work.  Tongue
12  Products / Mistborn Adventure Game / Re: Mistborn Demos goodness on: January 10, 2012, 10:26:42 AM
Had we been able to play longer or more sessions I think it would have really been something cool. *Hint hint Skywalker* Wink

I was almost keen. And then I remembered the time differential Smiley

Valid point. I don't know what it was for you, but it was a nice afternoon game for me  Wink

Thanks again for running it though, had lots a fun.
13  Products / Mistborn Adventure Game / Re: Are you using the Mistborn rules for anything else? on: January 10, 2012, 10:24:06 AM
Hmm, that Star Wars idea could actually work quite well.../gears turning

If you come up with anything cool, let me know. I'm unfortunately have other priorities at the moment.
14  Products / Mistborn Adventure Game / Re: Mistborn Demos goodness on: January 09, 2012, 03:59:02 PM
Playing Thorrow was a blast in that game. Being allied with Sev and Sayna was also great cause it forced me to not want to fully throw down and risk the other two.

It felt like it took q bit to get used to, for me at least since I was coming off a long Pathfinder stint. But we eventually started to get the rules and what would fly with the dm and things felt better. Had we been able to play longer or more sessions I think it would have really been something cool. *Hint hint Skywalker* Wink
15  Products / Mistborn Adventure Game / Re: Are you using the Mistborn rules for anything else? on: January 09, 2012, 03:51:16 PM
I was thinking about trying a star wars adaptation. I think it would work pretty well.
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