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Everything posted by Kadrok
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I like it. There are some typos and at least one stunt that doesn't function properly, but these elements are far eclipsed by the awesomeness, in my view. There are networks, far more than in the Terris Supplement, many of which have some severe coolness to them and even whole sections devoted to explaining the background and context of the network. There are enough Skaa stunts to make being Skaa about equivalent to being a Misting in terms of the amount of stunts it makes available to you. A physical metal Misting, that is; the Physical Metals have the most Stunts and there are more Skaa stunts than most of those (if you don't have AoL), but still less stunts than Tin. It is also neat that some of the stunts are limited by background (Plantation Skaa, City Skaa, Canal Skaa). Hot tip: play Plantation Skaa, take both Plantation Stunts and then you don't have to worry about burdens anymore! Although that means missing out on Urban Runner, my favourite stunt of the lot (City only). Headcanon: parkour. It includes another adventure, which brings the total premade adventures for the system to 2.5 ("Beasts of Burden", "Justice, like Ash", and "Of Wits and Canes"). At present I've made (but not played with) several Skaa characters including new material, and I've made (but not played with) a noble character and a Terris character, both inspired by the new material. The Terrisman is living concealed among the Skaa, and the Noble is sympathetic to the Skaa and facing the collapse of his house, so he has a bunch of "servants" who are actually a thieving crew using his house (both physical and as a political entity) as a front and protection. Kurk is running Beasts of Burden, the adventure, over on Steel Ministry but I'm not going to watch it because I want to play it myself sometime (there weren't enough slots to accomodate me, unfortunately). EDIT: There's so much I want to say! But getting it in a logical order is proving difficult. Does anyone want to ask any questions about the supplement? I might not answer certain things (like... what is the exact wording on such and such a stunt) but I'm happy to clarify things or give an idea of what's in it.
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Good call. The squad of Allomancers is going to be rough.
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Will there be a Spoiler-full review?
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Wow, we had some killer luck with those rolls!
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So...?
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OOC - I was actually going to throw pretty much all my upgrades behind Standings, especially influence, from here on out. I've envisioned Kady as becoming a kind of rebel leader... I'd've started with Strong standings but by doing it this way everything is pretty much at the level I want it already which means I can now focus on building standings which is what I want to do narratively.
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OOC - I thought Kady was hanging out with Maill, since we're so charming. I guess Kady can play Maill's bodyguard? I'm also cool to do some scouting of the territory if Maill wants to head out alone. Wits 5 will put me in good stead to make the difficulty of 2, and I'd like to suggest that my 'Tactical Genius' trait also applies, given how much of tactics is assessing the lay of the land. With that approved I'll have 6 dice which has an 81% chance of succeeding at a Wits 2 Challenge (according to the table on page 454 of the core book). EDIT: Wow, did everyone but me and the Kandra treat Charm as a dump stat?!
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OOC: It didn't look like your outlining of the plan was in chracter so I didn't want to respond to it in character yet. But I agree with the plan, and Kady will get excited because he once saw some Skaa players maintained by a noble, and always wanted to try his hand at that. However, I would suspect we'd need some very clear documentation indicating we have permission from both a noble patron and the Steel Ministry to be travelling Skaa players, and even then I get the impression that such a thing would be an oddity in the Final Empire. Do we have a forger? As for horses, I don't think any of us took a horse as one of our props, but if we temporarily have a caravan taken from a raid, it should include horses. We may have to spend some actions altering it to fit the disguise, however, else we'll get murdered because the carts have Canton of Resources or the sigil of the recently robbed Noble house on them..
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Kady looked over the plantation and flashed his irrepressible grin, "Brothers!" he announced, gesturing dramatically, "Behold how we shall feed the armies of liberation! Let us claim this plantation for the people, and we shall see how much more easily the land shall yield its gains when those gains are going not into the bloated coffers of our powdered masters, but into the hands of those who work the land!"
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I know the feeling, but Crafty do have a play by post section of their own forums, and I'm pretty sure they're aware of our gaming at Steel Ministry. As long as we're encouraging people to buy the game at every turn (which I would actually do anyway for selfish reasons; the more money they make from this, the more supplements we get, and the more likely they are to do an Elantris or Warbreaker or even Stormlight Archive supplement; I've considered buying redundant copies of MAG supplements for this very reason; Crafty's success helps us all), and not posting huge swaths of the rulebook (you'll notice I haven't laid out the rules of my stunt on my character sheet) I'm sure we'll be okay. GENIUS! Maybe you could suggest that in character?
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Ah, fair enough. Rebellion! Let's overthrow the established order!
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So... when are we starting this game, and can we have a summary of the crew?
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Hooray! A happy ending!
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Man, that sucks. I piggybacked on Claincy's order. I need to grab the exclusive Aluminum dice to complete my set.
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I assume the editor is taking about the fact that Atium is actually a godmetal and not strictly part of the 16 framework.
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Alright, I'll play. Here, right? Name: Kady Gender: Male Crew: Cobalt Mists(?) Concept: Skaa Revolutionary Tragedy: There is only freedom for the Skaa in places of danger and distress, and only for the strong. Destiny: Bring about wide social change. Traits Drive: Free the people! Profession: Ex-Soldier Specialty: Tacticial Genius Feature: Winning smile Personality: Energetic Attributes Physique: 4 Charm: 4 Wits: 5 Standings Resources: 3 Influence: 3 Spirit: 3 Resiliences Health: 7 Reputation: 7 Willpower: 8 Powers Allomancy Pewter 5 -Extreme Speed Props Sword - Damage: +2; Range: Touch/Striking Leather Armour - absorbs 1 damage from physical attacks Misting Vial - contains 3 charges of Pewter
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Lurcher. Opening doors, picking things up, walking around with marginally less effort because I'm tugging on the metal around me. On a daily basis I am met with situations that leave me thinking Allomantic Iron would have made this better. That's not even considering Ironsight, or the limited flight (if I were more interested in flight I would have been more tempted by Steel, but as I am not, I prefer being able to pull things towards me). The thing about being a Lurcher is that you kind of build your life around it. You put metal in the spines of your books so you can pull them off the shelf. You design the doors of your house to swing both ways so no matter what direction you approach them from you can pull them open, and then pull them closed on the way through. Your dwelling's walls and roof have a sturdy Iron frame so you can levitate around your house. Being a Lurcher is the definition of controlling your environment to make life cooler. It takes a bit more set up than Steel, but you can do more with it. EDIT: If you wanted to be slightly more diabolical, you could have hidden levers in the walls to activate traps. I also had some ideas for Lurcher steering wheels for cars, and suchlike.
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http://steelministry.com/index.php Not all games are visible to the public. Especially the one where we all have private forums and no one knows what their characters don't see (that particular game is very intrigue based).
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Good man! It's cool. I've played this plenty of times, I can be flexible.
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How are you running dice rolls by the way? Also, not to steal traffic from 17S, but there is a site set up for forum based MAG gaming if you're interested in using it, including dice rolling within the forums. I play there, as does Hero, Kurk, Claincy and tecslicer (he founded it). I've been wrestling with whether to mention it, as I didn't want to come off as pushy (or be seen as stealing from 17S). Anyway, it's an option if you're interested. As for starting the game... I am tempted to join in, if you'll have me. If you're looking at being rebels, I have a few ideas. It's a pity you already have a Lurcher, since that's my favourite power. Hmmmm. Maybe I'll roll another Feruchemist? EDIT: It's a shame the Skaa supplement isn't out yet since I'm betting they'll release networks like the Skaa rebellion. Soon...
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They are. Additional traits are for when you level up and buy another trait, or for someone who started without powers; non-powered people get two additional traits to make up for not having powers, in addition to the slightly higher stats. You can buy it from: http://www.crafty-games.com/(Crafty created the game) or through: http://www.drivethrurpg.com/ EDIT: @Mailletc: Regarding having an additional knife... you can either buy one in game (but that will be lost during a long breather) by rolling resources, or drop one of your props to make room for another one; what's the mask for? EDIT 2: I'm not sure how detailed I should get on these public forums. I can PM if players have any questions, though your DM McKeeDee should obviously be your first port of call.
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Wicked. In that case, may I add the following: @Mailliw73: Your Profession and Personality traits are both currently... actually two traits each. You don't have to capture your character's whole professional history or whole personality in the one trait. If I were you I'd go "Pickpocket" (or even the slightly broader "Thief") for Profession, and either "Paranoid" or "Loyal" for personality (with their background as a Child Noble and the personality trait you don't take being part of the backstory). Basically, the way the traits work, they benefit (or penalize, though that's rarely happened in games I've played) you in situations in which the trait is relevant. Having "Child noble, then pickpocket" is basically having "Child Noble" and "Pickpocket" traits for the price of one, which is not how the traits are supposed to work. I suggested Pickpocket or Thief, both because they're more reflective of your character's present situation, and because they're likely to give you a better mechanical benefit in game. Does that makes sense?
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MAG caps the ratings for Weak Standings at 4, so the highest you can put Resources is 4 (MAG page 103; unless the host has changed that and I missed that post...). Maybe go 4/3/2 instead of 5/2/2? EDIT: Just by the way. Sorry, I can butt out. But I've played a fair bit of MAG so I thought I'd chime in here and there to help... only if you guys want.
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Coverage of the Mistborn Board Game from GenCon
Kadrok commented on WeiryWriter's article in Brandon and Book News
There's always playing by Forum if you can't find anyone in your area. I play by forum here: http://steelministry.com/- 23 comments
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