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Products / Mistborn Adventure Game / Re: Twinborn ideas
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on: May 10, 2013, 12:17:22 PM
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hi this is my first post to the forums, but i just wanted to say that i don't think that gold/gold is the most overpowered compounding combination. in my opinion it would have to be chromium/chromium, because it would give you infinite luck and that would let you do anything.
ex. falling twenty stories and walking away unharmed or randomly throwing a knife over shoulder and hitting the assassin sneaking up on you.
Yeah, I agree. Statting Matt Couthon would have to include double chrome, and look what he can do.
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Products / Mistborn Adventure Game / Re: Kandra and tattoos
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on: May 10, 2013, 12:57:14 AM
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Thanks for the thoughts everyone. I had forgotten that all ministry officials would have a tattoo to some degree. I'm planning on just having him replicate them perfectly (3rd gen kandra. Lots of practice) and maybe use them as a circumstance if he is queried about them.(since he does not know which is his clan mark, or which is the one he got that one time when he was drunk...) And yes Kadrok, I am quite glad you all did not decide to go that route in the interrogation... Having a kandra wave his own hand at him was good enough to be going on with I think.
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Products / Mistborn Adventure Game / Kandra and tattoos
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on: May 09, 2013, 11:34:29 AM
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So, I have a knadra in one of my Mistborn adventures and he is currently ingesting a smoker with some tattoos. It got me wondering, are there references to tattoos in the books? Would a kandra be able to mimic tattoos correctly (I suspect yes, since they can obviously correctly mimic birth marks/scars.) Would they be able to shift the ink around to form new tattoos? Would they need the body-pocket stunt?
Thoughts?
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Products / Mistborn Adventure Game / Re: Adventure Ideas
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on: April 30, 2013, 12:39:42 PM
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I was thinking storing into aluminium To store the memory without it being linked to any one person. Brings in a new metal or two... but an identical twin would be interesting as well.
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Products / Mistborn Adventure Game / Re: Adventure Ideas
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on: April 28, 2013, 06:43:42 PM
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-Perhaps once he finds the metalminds and regains his memory he realizes that he had unearthed a dangerous secret, or clues leading to a dangerous secret (setting the stage for the next adventure)?
Perhaps he drains his memory out and finds it is still full of someone elses memories. someone else that needs saving, that cant remember he/she needs saving?
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Products / Mistborn Adventure Game / Re: Hou do YOU play shelldry
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on: April 22, 2013, 12:57:49 AM
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This finally came up in our game, so I thought I should post what we came up with here.
The game of shelldry is an ancient game of kings and mathematicians. The deck is 104 cards in five suits. Four suits with cards from negative 5 to 15, including zero; Coins, Canes, Capes, and Cups. Then thee is the suit of faces which runs from 1 to 20 all negative. Each hand, players are dealt 13 cards and a single cart is placed face down. A round of bidding ensues to determine who will play first and set the trump suit for that hand. At the end of the bidding the face down card is revealed. The card's number is the number that each pair of players must get closest to to win the trick. The pair that wins the most tricks win the hand. The second hand of each round is dealt from the cards that were not used in the first hand.
In game terms, each hand roll wits + half spirit rounded down to win. or wits minus half spirit to loose. The outcome of both partners are added together and compared to the combined outcome of the other pair. The highest outcome wins.
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Products / Mistborn Adventure Game / Re: Bad Allomancy-related jokes
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on: April 08, 2013, 08:54:16 PM
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There once was a smoker hermit that lived on the side of an ashmount. HE never wore any shoes so his feet were like leather. The high concentration of ash effected his health and made his bones brittle. To help his health he ate garlick and onions with every meal. All this made him a Super-calloused-fragile-mystic-hexed-by-halitosis.
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Products / Mistborn Adventure Game / Re: Narrating Question: Killing of your Player's Characters
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on: April 06, 2013, 10:31:34 PM
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One thing I have used a few times, not in abundance but a couple, is always or most of the time I have the crew secretly backed by a financier. Someone they dont know and are completely unaware of, that way you as the GM can always have a mistborn swoop in at the last minute and save a pc or 2. Similar to the flashback rule, but not as known to the pc's.
I am currently doing something similar, but have not had need to use him. Most of the time though, since the rules say I can kill or incapacitate, I choose to have the hero knocked out of the fight and if the others don't save them; they get captured. Adds alot of tension. If the character is new enough they might roll a new one and leave that poor character for me to play with (FORESHADOWING), but most of the time they try to save the character. Then I can do nice torture scenes, or extended willpower battles. Could be a problem if they face a horde of hemalurgic Ents or wolves or something.
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Products / Mistborn Adventure Game / Re: Upcoming releases!
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on: March 17, 2013, 08:52:38 AM
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Maybe he has a weekly poker night with Ruin. That's actually what the Steel Inquisitors are for, someone needs to hold Ruin's cards.
Ruin could change the card values too easily unless they were made out of metal. Perhaps gold pounded real thin? Interesting shuffling sounds... and wounds.
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Products / Mistborn Adventure Game / Re: Question about combat
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on: February 26, 2013, 06:49:26 PM
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Or can he form defense dices from Steel/Iron (such as: moving metal objects to distract the soldier?)
That is what I have always done. The coinshot pushes against a random door hinge to dodge the blow, or the lurcher pulls on it. The rioter shifts his target to the attacker to make him hesitate just enough to dodge. The smoker just sits there and takes it like a man! Once you have the action dice, you got to use them, and only them.
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Products / Mistborn Adventure Game / PBP game needs a few new players
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on: February 25, 2013, 11:29:41 AM
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We've been playing an adventure at Steelministry.com for about 6 months now, and our mistborn just dropped out due to RL commitments. Consequently, we have space for about 2 new players.
Any characters should be acceptable except feruchemists. Skaa, Noble, misting, mistborn, alloyborn(misting with spike), kandra. We currently have a misting and a hazekiller. The crew is an infiltration/espionage crew with fixer leanings.
The adventure takes place in a city to the East called Tyreel. It is about 50 years before the books, and is a non-canonical adventure. The players(not the characters) have experienced a new metal( think external feruchemical copper), and have discovered the goal of their quest, but still have not found it's location, but new players would not need to know what all went on before so no need to read all the archives.
Here is the story seed.
"Can of Worms"
The city of Tyreel is located in the Eastern Dominance of the Final Empire. It is considered the last edge of civilization on the Eastern border of the empire. Often used as a staging point for the Lord Rulers armies to put down rebellion, Tyreel is situated on the intersection of the north south road, and the East west canal. The city is ringed by a high wall; higher than most due to the distance from other cities. Like most walled cities the people have expanded beyond the wall and many buildings abut the wall on both sides.
The politics of the city rest on the intersections of the three most powerful houses. House Montanue is the least of the three high houses. Montanue's power is built on the simple fact that they have an almost complete monopoly on the shipping in and out of Tyreel. Their fleets of canal boats and of land barges ferry the goods of house Lekandril, and house Belaqua both, but Montanue's power can never be flexed more than the other two houses are willing to pay.
House Lekandril is your target. Lekandril's farms of fruits and grains are second only to house Belaqua, but their city holdings are the largest of the three.
The house of Belaqua is why you are here in Tyreel. They have the largest holdings of crop lands of the three, but not so much that the other two are inconsequential to them. You are sure that this fact is why you are here in this inn talking to a person you believe to be an agent of house Belaqua. "House Lekandril has been unnaturally quiet of late. Our regular agents have been unable to ferret out what they are hiding as usual, and some have gone missing all together." The representative hands you a high value letter of credit. "Here is your first payment. Infiltrate house Lekandril and find out as much as you can about what they are planning. There will be another payment when you return with the information. My employers will then let you know how they would like you to help... deal with house Lekandril."
The representative goes one to say that the one piece of information their agents HAVE been able to ascertain is a couple of likely places to start your efforts. The first is the Lekandril delicatessen. He leaves the Lekandril estate regularly and is usually to be found in the market and the fine foods merchants. He is very talkative especially after he has "Sampled" some new wines.
The second is the Daughter of Lord Lekandril. She gets bored with the family estate easily, and likes to shop in the afternoons. You might be able to get her to talk, but her guards could be a problem. "Whatever you have to do to get the information, we don't care! Just don't lead the city guard back to us!" says the representative on his way out.
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Products / Mistborn Adventure Game / Re: Feruchemy, Pewter and Monster Wraiths
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on: January 24, 2013, 02:36:03 PM
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There does seem to be one problem that you are overlooking. The ferruchemist can tap 10x his rating per action - not 10x his rating in each metalmind. Reading though your description, he has tapped 110 charges in 1 action.
But he has a rating in each and every metal. After a few long breathers he can have a high rating in one metal. Does he use that metal as his rating limit for every action, or one of the other metals? We see in the books that Feruchemists can tap lots of different metalminds at the same time. "Tapping: The maximum number of charges a Feruchemist may tap from a metalmind per action is equal to his rating × 10 with that metal." So from his copper bracers he can pull such and such an amount of memories, and from his steel nose ring he can pull such and such an amount of speed. "More detailed explanations of each style of tapping follow. A Feruchemist can use these options in any combination, but the maximum number of stored charges that may be tapped for each action or roll is equal to 10 × the Feruchemist’s rating with that metal. A Feruchemist may also tap any number of metalminds at once, though only one of each metal for any action or roll. Tapped charges are immediately used, even if the current action or roll fails."
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