I’m considering playing one of several archetypes in an upcoming US game and I was curious about other people’s…

I’m considering playing one of several archetypes in an upcoming US game and I was curious about other people’s…

I’m considering playing one of several archetypes in an upcoming US game and I was curious about other people’s experiences with the Vamp. Anyone care to share pros and cons of this archetype?

Hey guys! Reaching out again since I always get great answers from you.

Hey guys! Reaching out again since I always get great answers from you.

Hey guys! Reaching out again since I always get great answers from you.

Our table recently got a new addition, The Fae! Played by a good friend of mine who right away started to work with the words of the NPCs and tricking me as a roleplayer into making promises with him through roleplay (well done player!).

He took the move “Words Are Wind”–and that got me thinking: ususally the moves puts the action into the players hands, but this seemed different.

If any of you have a Fae at their table who uses this, could you please help me out on when it gets into play?

Thanks! 🙂

Hi everyone.

Hi everyone.

Hi everyone. I need some help preparing my next session of US. My main issue right now is to get the players using their archetypes moves and unique skills more.

I’m having problems specially with the oracle and the predictions he gets at the start of the session, no one is really sure when and how this move should happen during play and I am having difficulties coming with situations where they could use it. He picked the one the let’s them choose mortality as a second faction and is proving useful to help other players advance their characters though.

The other players are more or less using their moves, the fairy haven’t used her magic yet because it seems to expensive to the player (maybe harder moves that force situations where their magic powers would be an easy answer is a good idea?) but is using the other moves.

Hello Folks

Hello Folks

Hello Folks,

Can someone explain to me how exactly The Vamp’s Web works?

My Vamp player when asked about how does it work, told us that she gets something like flashbacks/visions (when she learns a secret about someone at the beginning of the session).

That snowballed into the idea of being mentally linked to the people in her Web.

Are we doing it allright? It’s a cool idea but it’s on a verge of some serious telepathic shit (like Vampiric Blood Bonds in True Blood) and could open the opportunity to lend a hand/get in the way for people who are in the Web.

Better safe than sorry, right?

Hello community.

Hello community.

Hello community.

Me and other players together with MC are trying to establish the fiction for all the archetypes before the actual game session. During that process we encountered some disagreements. As one player will be playing Vamp we need to elaborate on the feeding and hunger for that archetype. We designed a few stages of vampirism. Corps eaters -> blood suckers -> emotion eaters (last the highest). Players is the emotion eater.

I think that it should be a nuisance for the character. I would go as far as feeding dayly is necessity. Being a vampire gives immortality and supernatural powers but with cost.

The player and MC want hunger to be kick in only in presents of a tasty bit (person with intense emotions) not as regular feeding need.

In your opinion what is the intention of playbook? How important the feeding process should be for a vamp? Should feeding only be used when character wants benefits of the move? How often in your experience should a vamp eat?

We know that in fiction we can go with everything but we don’t want to loose the essence of the archetype.

Is there guidance anywhere on the Schemes mechanic of the Immortal?

Is there guidance anywhere on the Schemes mechanic of the Immortal?

Is there guidance anywhere on the Schemes mechanic of the Immortal?

The Archetype sheets themselves lack the mechanic for advancing schemes, though it discusses a move that presumably has a role in advancing them.

It also lists Interruptions that can occur, but not the manner in which they would occur and their effect upon the scheme affected.

It seems something is simply missing. It isn’t a self-sufficient explanation.

Was there an intermediate step between the Kickstarter version of the Immortal and the current one that I could crib mechanics from?

I have a player who would be very interested in playing one once her Wizard goes out in a blaze of glory, but neither of us can make sense of the sidebar, and schemes got added after my old Immortal from 2.0 playtesting.

Wanted to get feedback on a premise before I go ahead and write a whole playbook: The Martyr/Confessor/Sin-Eater, a…

Wanted to get feedback on a premise before I go ahead and write a whole playbook: The Martyr/Confessor/Sin-Eater, a…

Wanted to get feedback on a premise before I go ahead and write a whole playbook: The Martyr/Confessor/Sin-Eater, a Mortality (or possibly Power?) archetype who can take on the corruption of others and help people remember what they once stood for at inevitable cost to themself.

One of Wolf transformation options is “You are all but immune to magical attacks while transformed”.

One of Wolf transformation options is “You are all but immune to magical attacks while transformed”.

One of Wolf transformation options is “You are all but immune to magical attacks while transformed”.

What does it mean, as wording “all but” is quite often very confusing??

Have you had it in your game and what was it’s influence??

It allows Wolf to almost blindly jump on anyone dealing that type of harm and chose option to take damage on Unleash while being immune to it??