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Mike Wallace

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About Mike Wallace

  • Rank
    Minion
  • Birthday July 20

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  • Gender
    Male
  • Location
    Alberta, Canada
  • Interests
    Malifaux, Miniatures, Pathfinder, Roleplaying Games, Video Games, Wargaming, Warhammer, Writing

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  1. Is this taking any more applicants? Because I sent mine in days ago.
  2. All the single ladies, all the single ladies...
  3. There are probably a fair amount of humans in the Bayou; especially in the town of Edgepoint (from the TTB "Into the Bayou" book) which is nominally held by the Guild. Explorers, hunters, smugglers... there's a meat distributor in Malifaux who receives and sells Bayou pig in secret (Peregrine's Porcine Products), so he's likely got connections to the Gremlins and men to act as envoys. Through The Breach also has Bayou Born who seem to be human kids kidnapped from the city and raised in the swamps?
  4. EDWARD, PERSONAL PHYSICIAN TO LUCIUS MATHESON During his travels to London, Lucius happened to meet a gifted yet troubled physician and chemist named Henry. Intrigued by his studies of man's evil nature, Lucius became a generous patron, delivering all manner of substances from around the Earth and Malifaux beyond at great expense. But as Henry's research continued, it gave rise to rumors of a sinister figure lurking in his lab at night, or stalking the streets to engage in depravity and murder. With the authorities closing in, Lucius decided to move Henry to Malifaux as his "personal physician," setting him up in a new lab that was more prison than work space. Now "Henry" is but an afterthought, a cowering and nerve-addled wretch of a man utterly dependent on the rare substances Lucius delivers. When Lucius heads into the Neverborn-haunted quarantine zones of Malifaux, he is instead accompanied by the leering and sadistic "Edward." Edward apes Lucius' regal attire, but is barely capable of containing his lust for blood and violence. With a gesture Lucius unleashes him on a victim, then sits back and quietly revels in the rewards of a shrewd investment. Edward is a Neverborn Henchman inspired by The Strange Case of Dr. Jekyll and Mr. Hyde, and is designed to compliment Lucius in particular, making him a good pick for Lucius' Neverborn Crew. He's a devoted Melee monster, able to deal out plenty of damage and bog down the enemy, but will be dependent on the buffs granted to him by Lucius and other friendly Mimic models to keep him alive in the long-term. EDWARD Neverborn Cache/Cost Henchman, Living, Rare 1 3/9 MIMIC DF WP WD WK CG HT 6 6 12 5 6 2 —Abilities— Get Back Here: Disengaging Strikes from this model deal 2 damage upon success. If the target is Slowed, increase the damage to 3 which cannot be reduced. The Evil Men Do: Whenever this model kills an enemy, other enemy living models within 3 and LoS must pass a TN 13 Wp Duel or become Slowed. Models that succeed this Duel do not need to Flip again for the rest of the game. Henry is Still Inside: Whenever this model fails a Wp Duel, the opposing player may push it up to 3” in any direction. The controlling player may negate this movement by removing this model’s Focused Condition, if any. Trample: At the end of this model’s Activation, any enemy models in base contact that have the Slowed or Paralyzed Condition suffer 2 damage. —Attack Actions— (1) Iron-Capped Cane (Ml 6 / Rst: Df / Rg: 1): Target suffers 2/3/4 damage. Kneecapped: After damaging, target is Slowed. Shove: After damaging, push the target up to 3”. (1) Have a Taste (Ca 5 / TN: 10 / Rst: Wp / Rg: 8): Target gains the following Condition until the end of its next Activation: The Formula: This model cannot perform Defensive Stance or Focus Actions, and Interact Actions are (2) Actions. If this model Activates within 8 and LoS of an enemy model, it must declare a Charge or immediately end its Activation. —Tactical Actions— (0) Top Myself Off: This model discards a single card to immediately gain the Focused +1 Condition. (1) More Monster Than Man: Destroy all corpse markers within 1. This model’s next Wp flip receives for every marker destroyed, to a maximum of .
  5. Me too. It used to be you'd get a book once a year, now we're lucky if we can get one every two years. I know he's got lots of other projects he wants to pursue and he publishes a ton of short stories but those are harder to track down.
  6. Hey guys. Being the creative sort, I've decided to set this thread aside for myself. I wanted to post some homemade Malifaux Masters, characters I enjoy from other settings and mediums who I believe would translate well into Malifaux's setting or gameplay mechanics. There's no real goal to this, other than teaching myself the mechanics of the system and having fun with some of the concepts I come up with. There are no original characters here, just those taken from popular culture, and thus are the property of their respective owners. If you like these ideas, feel free to give me some feedback. Comments, critiques and opinions are welcome. TAHM KENCH, THE RIVER KING Tahm Kench is an almost perfect pick for a setting like Malifaux, a swamp-dwelling demon who lures in the desperate and greedy. Tahm has a boundless hunger for the misery of his victims, and delivers them to their heart’s darkest desires only to devour everything they coveted, savoring the despair that follows. As a Malifaux Master, Tahm is a damage-soaking tank with the ability to reposition enemies and allies alike. With a Neverborn Crew, Tahm stands out in his ability to shrug off damage while building up the momentum to deliver it right back to his foes. In a Gremlins Crew, Tahm is a bulldozer, rolling over enemies and occasionally snapping up a hapless “ally” for a quick healing boost. TAHM KENCH Neverborn, Gremlins Cache Master, Living 3 RIVER KING DF WP WD WK CG HT 6 6 14 5 — 3 —Abilities— River King’s Feast: When this model kills an enemy model it may heal 2/3/3 wounds. Thick Skin: When this model suffers damage, reduce that damage by 1 to a minimum of 0. Savor the Flavor: Ml Flips performed against this model by models with the Acquired Taste Condition receive . Attack Actions— (1) Tongue Bath (Ml 6/ Rst: Df / Rg: 1): Target suffers 1/2/4 damage, and the initial target gains the following Condition until the end of their next Activation: Acquired Taste +1: This model suffers +1 damage from Damage Flips by River King models. Buffet: After damaging, all models damaged gain Acquired Taste +1 until the end of their next Activation. (1) Tongue Lash (Ml 6 / Rst: Df / Rg: 4): Target model suffers 2/3/5 damage and gains Acquired Taste +1 until the end of their next Activation. Snatch: After damaging, place the target in base contact with this model. Slimy: After damaging, target is Slowed. (1) Devour (Ca 7 / Rst: Df / TN: 14 / Rg: 1): This attack must declare a trigger: Chomp!: Target suffers 2/3/6 damage. When this attack kills an enemy model, draw a card. Regurgitate: Push target up to 8” or until it contacts another model. It and the model it contacts suffer 2/3/6 damage. Swallowed: Move this model up to its Wk distance as an instant Action. Place the target model in base contact with it. Abyssal Voyage: Place a Scheme Marker anywhere within 12” of this model. Then place this model and target friendly model in base contact with the Scheme Marker. LEORIC, THE SKELETON KING Leoric was once a beloved king, but the schemes of demons drove him to madness and he butchered hundreds of his own subjects before he was himself cut down. Death could not hold him however, and he rose from the grave to continue his reign of terror, binding his victims to serve him eternally. Leoric is a ponderous but dangerous beatstick/tank, stalking his victims without fear of death. His abilities allow him to survive long enough to corner his enemies, where few can survive his onslaught. If Leoric is somehow cut down, the Skeleton King returns as a spectral wraith, and if he restores a set amount of health he can return to unlife once more! LEORIC Resurrectionist Cache Master, Undead 3 SKELETON KING DF WP WD WK CG HT 6 4 14 4 — 2 —Abilities— Armor +2: Reduce all damage suffered by this model by +2, to a minimum of 1. Undying: If this model is reduced to 0 Wounds, Summon the Spectral Leoric model in base contact with this one, then Sacrifice this model. Hard to Wound +1: Damage flips against his model suffer . Attack Actions— (1) Skeletal Swing (Ml 6 / Rst: Df / Rg: 1): Target suffers 2/3/4 damage. Consume Vitality: After damaging, this model may heal 1 Wd. Paralyzing Rage: After damaging, target is Slowed. Renewed Swing: After damaging, take a Skeletal Swing Attack Action against the target. This Action may not declare any Triggers. (1) Drain Hope (Ml 6 / Rst: Wp / Rg: 3): Target suffers 1/2/2 damage and gains the following Condition: Drained +3: At the end of the turn this model suffers 1 damage, healing 1 Wound to the Skeleton King model that caused this Condition. Then lower this model's Drained Condition value by 1. Tactical Actions— (1) Wraith Walk (Ca 6 / TN: 10): This model immediately moves up to its Wk, ignoring intervening terrain and models during the move. (1) Entomb (Ca 6 / TN: 10): Place three Entombment Markers in base contact with each other anywhere within 6” and LoS. Entombment Markers are treated as Impassable Terrain with Ht 3. These Markers remain until the start of this model’s next Activation. (2) March of the Black King: This model may discard a card, if it does, this model may make 3 Ml Attack Actions with an AP cost of 1 against a single target. These Attack Actions may not declare any Triggers. SPECTRAL LEORIC Resurrectionist Cache Master, Undead — SKELETON KING, SPIRIT DF WP WD WK CG HT 6 4 5 4 — 2 —Abilities— Incorporeal: This model ignores, and is ignored by, other models and terrain during any movement or push. Reduce all damage this model suffers from Sh and Ml Attack Actions by half. My Rule is Eternal: When this model has healed 5 Wounds, summon the Leoric model in base contact with this one and Sacrifice this model. The summoned Leoric starts with an amount of Wounds equal to this model’s remaining Wounds +5 (max 10). Intangible: This model may not take Interact Actions. Unbound: This model may never be hired into a Crew. This model may only be summoned by the Undying Ability. This model is immune to Slow and Paralyzed. Attack Actions— (1) Ghastly Swing (Ml 6 / Rst: Df / Rg: 1): Target is Slowed. Consume Vitality: After succeeding, this model may heal 1 Wd. (1) Drain Essence (Ml 6 / Rst: Wp / Rg: 3): Target gains the following Condition: Drained +3: At the end of the turn this model suffers 1 damage, healing 1 Wound to the Skeleton King model that caused this Condition. Then lower this model's Drained Condition value by 1. HARRY DRESDEN, WIZARD FOR HIRE Harry Dresden is a spell-slinging private eye who deals with the supernatural, being drawn into the world of warlocks, vampires, werewolves, faeries, and other dangers. This version of Harry comes from about a quarter of the way into his books, when he’s still a down-on-his luck wizard with a lot of potential but short on experience, wisdom, and scars. As a Malifaux Master, Harry is a fairly typical spellcaster who has plenty of endurance in his casting abilities. What really sets him apart is the fact that, as a private eye for hire, Harry can hire onto any Faction, reflecting his novel counterpart’s tendency to be hired (or blackmailed or simply threatened) into working for parties he wouldn’t normally run with. HARRY DRESDEN Arcanists, Outcasts Cache Master, Living 4 WIZARD FOR HIRE DF WP WD WK CG HT 4 6 12 6 6 2 —Abilities— Hell’s Bells: Whenever a friendly model dies within 6 and LoS, this model gains Reactivate. Stars and Stones: At the start of its Activation, this model may discard 2 cards to gain a Soulstone. In the Phone Book Under Wizards: This model may serve as a Master for any Faction. Reduce its Soulstone Cache by 2 if hired for any Faction other than the Arcanists or Outcasts. Attack Actions— (1) Feugo! (Ca 7 / TN: 9 / Rst: Df / Rg: 6): Target suffers 2/4/6 damage. If Severe damage is flipped, the target gains the Burning +2 Condition. The Building Was On Fire And It Wasn’t My Fault: After succeeding, a target with the Burning Condition gains the following Condition until that Condition ends: Pyrofuego: All friendly models in 2 treat all terrain as having the Hazardous trait. (1) Ventas! (Ca 7 / TN: 9 / Rst: Df / Rg: 3): Target suffers 1/2/3 damage and is pushed 3”. The target’s Burning Condition is reduced by -1 (minimum 0), if any. Ventas Servitas: After succeeding, the target is pushed an additional +3”. This extra movement can be in a different direction, if this model chooses. Tactical Actions— (1) Shield Bracelet (Ca 7 / TN: 9): Until the start of this model’s next Activation, it gains the following Condition: Hard to Wound +2: Damage flips against his model suffer . (0) I Ran: This model may discard a card to automatically succeed a Horror Duel. Move this model its Cg distance away from the model that caused the Horror Duel. LEO MAJOR, LIBERATOR OF ZWOLLE Leo Major isn’t a fictional character, he was a real Canadian WWII soldier who is one of the biggest badasses who ever lived. This is a man who walked into the city of Zwolle alone, announced he was there to kick ass and chew bubblegum (I’m paraphrasing) and proceeded to liberate the city over a single night, running around shooting at Nazis and blowing shit up until the occupying Germans—convinced they were under attack by a real army—fled. As a Master, Leo isn’t particularly noteworthy in any one field, an average-looking soldier. His trick is his survivability and ability to run schemes alone, leaving his Crew to sort out the details of picking up the pieces. Don’t try to charge the enemy, instead make clever use of his abilities and the terrain to sew terror into the enemy, and convince them that one man is an army. LEO MAJOR Guild Cache Master, Living 4 HERO OF ZWOLLE DF WP WD WK CG HT 5 5 14 5 6 2 —Abilities— Death Can’t Touch Him: Whenever the opposing Crew uses a Soulstone, this model may heal 1 Wd. Hard to Wound +1: Damage flips against his model suffer . Hard to Kill: When this model has 2 or more Wd remaining when it suffers damage, it may not be reduced to below 1 Wd. Terrifying (13): Enemy models must pass a TN 13 Horror Duel if they end a Walk Action within this model’s engagement range or target this model with an Action. Attack Actions— (1) STEN Mk II Canadian (Sh 6 / Rst: Df / Rg: 8): Target suffers 2/4/6 damage. Critical Strike: When damaging the target, this attack deals +1 damage for each in the final duel total. Pinned Down: After succeeding, target must perform a TN 12 Horror Duel. (1) Bayonet (Ml 5 / Rst: Df / Rg: 1): Target suffers 1/2/4 damage. Critical Strike: When damaging the target, this attack deals +1 damage for each in the final duel total. Tactical Actions— (1) Invading One-Man Army (Ca 5 / TN: 10): This model gains the following Condition until the start of his next Activation: Invader: Enemy models that fail Horror Duels against this model suffer 2/3/4 damage. (0) Shrug Off: This model may discard a card to remove one Condition from this model. WOLVERINE, THE BEST THERE IS AT WHAT HE DOES The unstoppable X-Man, Wolverine is an odd fit for Malifaux but hey, Logan is big right now in this craze of Superhero films. Gameplay-wise, he’s actually a really good fit for the game. As Master Wolverine is a focused beatstick. While he can soak damage, he’s at his best when he’s dishing it out. His goal then is to clear ground quickly and cut the enemy to ribbons, counting on his regenerative abilities to keep him alive. As for why he’s with the Ten Thunders, it’s a thematic choice to reflect his involvement with the Japanese. WOLVERINE Outcasts, Ten Thunders Cache Master, Living 3 MUTANT DF WP WD WK CG HT 6 5 12 5 6 2 —Abilities— Berserker: When this model is reduced to half or fewer wounds, it gains the following Condition: Berserk: This model receives +1 to Wk, Cg, and Regeneration stats. Regeneration +2: When this model Activates it heals +2 damage. Superhuman Senses: This model can declare Charge Actions against Disguised models. Attack Actions— (1) Adamantium Claws (Ml 7 / Rst: Df / Rg: 1): Target suffers 2/4/5 damage that ignores Armor. Critical Strike: When damaging the target, this attack deals +1 damage for each in the final duel total. Savagery: When damaging the target, this Attack’s damage flip becomes 2/4/5. This trigger may only be declared when this model has the Berserk Condition. Tactical Actions— (1) Fastball Special (Ca 5 / TN: 12): This model immediately moves up to its Cg, ignoring intervening terrain and models during the move. Snikt!: After succeeding, the model may treat this Action as a Charge Action. (0) I’m The Best There Is…: Remove all Corpse and Scrap Markers within 1. CECIL PALMER, NIGHT VALE COMMUNITY RADIO HOST This one is my favorite, if only for it being such an odd choice. Welcome to Night Vale is a comedy podcast about the desert town of Night Vale, where every conspiracy theory is true, Lovecraftian horrors twist reality daily, and everyone okay with that, thanks to constant observation and manipulation by secret polish, hooded figures, a vague-yet-menacing world government, and the simply acceptance the people have for weirdness. Cecil Palmer is the host of the show, a community radio journalist and reporter who has his own share of normal weirdness surrounding him. This might make a casual observer conclude that Cecil himself is eldritch entity in human form, hence why he’s a Neverborn Master, though if Cecil existed in Malifaux, he’d likely scare the bejejus out of them. As a Master, Cecil’s focus is on anti-magic, and spreading that effect to his allies. Spells washed over them like puffs of air. As a radio host, Cecil isn’t about maneuverability, he does best if he’s out in the open to give his allies his protection. To keep him safe and to perform scheme runs, he has a seemingly limitless number of Interns ready to live and die for the sake of community radio, and if worse comes to worse, he can announce a weather report to halt everyone in their tracks while he makes a getaway or signs off for the night. CECIL PALMER Neverborn Cache Master, Living 4 NIGHT VALE RADIO, JOURNALIST DF WP WD WK CG HT 5 6 10 5 -- 2 —Abilities— Community Radio Host: Friendly models within 4 of may use this model’s Wp. Night Valian: This model receives +1 to their Wk and Cg if they start their Activation within 3” of a Hooded Figure model. Manipulative 12: If this model has not yet Activated this Turn, when an enemy model targets this model with an Attack Action, the enemy model must pass a TN 12 Wp duel or the Action immediate fails. Smooth, Sonorous Voice: This model receives on Df and Wp Flips against all Ca Actions. Attack Actions— (1) This Has Been, Traffic (Ca 7 / Rst: Df / Rg: 4): Target suffers 1/2/4 damage. Welcome to Night Vale: After damaging, the target model must succeed a TN 13 Horror Duel or receive -1 to its Ca and Wp for the rest of the game. (2) And Now, The Weather (Ca 7 / TN: 14 / Rst: Wp / Rg: 3): Affected models are Paralyzed. Any Intern models affected by this action are Sacrificed. Disparition: Affected models gain the following Condition until their Paralyzed Condition ends: Incorporeal: This model ignores, and is ignored by, other models and terrain during any movement or push. Reduce all damage this models suffers from Sh and Ml Attack Actions by half. Tactical Actions— (1) Intern [Your Name Here] (Ca 7 / TN: 10): Summon an Intern model within 3” of this model. This Action receives +1 to its Ca value for every friendly Intern model that has been destroyed during this battle. To The Families of Intern [Your Name Here]…: After failing, draw a card then discard a card. (0) Goodnight, Night Vale, Goodnight: Bury this model until the start of its next turn. This Action removes all Conditions from this model. The Intern is included here so Cecil players would know what the benefits of having an easy-to-summon Intern are. While frail, Interns are super scheme runners, and very dispensable! INTERN Neverborn Cost Minion, Living, Rare 1 4 JOURNALIST DF WP WD WK CG HT 5 5 5 5 6 2 —Abilities— Investigate: At the start of this model’s Activation, it may be placed into base contact with an enemy Scheme Marker within 5” and LoS. Night Valian: This model receives +1 to their Wk and Cg if they start their Activation within 3” of a Hooded Figure model. Manipulative 12: If this model has not yet Activated this Turn, when an enemy model targets this model with an Attack Action, the enemy model must pass a TN 12 Wp duel or the Action immediate fails. Attack Actions— (1) Stapler (Ml 4 / Rst: Df / Rg: 1): Target suffers 1/1/2 damage. Post-It: Place a scheme marker in base contact with the target. Whenever the target moves for any reason, the Post-It scheme marker is placed in base contact with it. Removing Post-It scheme markers is a (2) Interact Action. Tactical Actions— (1) Hot Scoop (Ca 5 / TN 12): Move this model up to its Cg into base contact with an enemy scheme marker. Remove that scheme marker and place a friendly scheme marker anywhere within 3”. (0) Gave My Life in the Name of Community Radio: Sacrifice this model, then then draw two cards.
  7. Hey guys. Being the creative sort, I've decided to set this thread aside for myself. I wanted to post some homemade Malifaux Masters, characters I enjoy from other settings and mediums who I believe would translate well into Malifaux's setting or gameplay mechanics. There's no real goal to this, other than teaching myself the mechanics of the system and having fun with some of the concepts I come up with. There are no original characters here, just those taken from popular culture, and thus are the property of their respective owners. If you like these ideas, feel free to give me some feedback. Comments, critiques and opinions are welcome. First, the character that inspired me to try this... TAHM KENCH, THE RIVER KING And really, could there be a more perfect pick? For those who don't play League of Legends, Tahm Kench is an ancient entity that haunts the rivers of the world, a swamp-dwelling demon with a boundless hunger for the folly of mortals. Like many denizens of Malifaux, Tahm lures in the desperate and greedy with the promise of their heart's darkest wish, returning later to devour everything their foolish mark has gained, all to savor his victim's despair. In League of Legends, Tahm is a tanking character, able to relocate friend and foe alike. I've adapted these aspects into his Master card, giving him the ability to soak lots of damage while dividing enemy mobs or moving his allies in and out of danger. In a Neverborn Crew, he makes for a solid (if slow) tanking model in a sea of glass cannons. In a Gremlin crew, Tahm would be a juggernaut, able to swallow an ally or two to keep his Wounds up while he rolled over everything in sight. TAHM KENCH Neverborn, Gremlins Cache Master, Living 3 RIVER KING DF WP WD WK CG HT 6 6 14 5 — 3 —Abilities— Savor The Flavor: Ml Flips performed against this model by models with the Acquired Taste Condition receive . Thick Skin: When this model suffers damage, reduce that damage by 1 to a minimum of 0. River King’s Feast: When this model kills a model it may heal 2/3/3 wounds. Attack Actions— (1) Tongue Bath (Ml 6 / Rst: Df / Rg: 1): Target suffers 1/2/4 damage, and the initial target gains the following Condition until the end of their next Activation: Acquired Taste +1: Damage flips performed River King models against this model receive +1 to the result. Buffet: After damaging, all models damaged gain the Acquired Taste +1 Condition. (1) Tongue Lash (Ml 6 / Rst: Df / Rg: 6): Target model suffers 2/3/5 damage and gains the Acquired Taste +1 Condition until the start of their next Turn. Snatch: After damaging, place the target in base contact with this model. Slimy: After damaging, target is Slowed. (1) Devour (Ca 7 / Rst: Df / TN: 14 / Rg: 1): This attack must declare a trigger: Chomp!: Target suffers 2/3/6 damage. When this attack kills an enemy model, draw a card. Regurgitate: Push target up to 8” or until it contacts another model. It and the model it contacts suffer 2/3/6 damage. Swallowed: Move this model up to its Wk distance as an instant Action. Place the target model in base contact with it. Abyssal Voyage: Place a Scheme Marker anywhere within 12” of this model. Then place this model and target friendly model in base contact with the Scheme Marker. LEORIC, THE SKELETON KING Leoric, of the Diablo and Heroes of the Storm games, is an imposing undead presence, one who absolutely refuses to stay dead. Once a respected king, he was driven mad by the schemes of demons and murdered hundreds of his own subjects before he was finally put down. But Leoric's madness was so great that he returned as the Skeleton King, with all those who died under his rule bound to him in death. Like Tahm, Leoric is a tanking master, but with a greater emphasis on endurance, and is a formidable beatstick to boot. Instead of summoning additional minions, Leoric instead can summon himself! After dying, his soul rises in a Spectral Leoric form, and if his consumes enough of his enemies vitality he can return himself to life! While he's slow, he has a few tricks to corner his opponents, allowing him to lay down some devastating melee attacks. LEORIC Resurrectionists Cache Master, Undead 3 SKELETON KING DF WP WD WK CG HT 6 4 10 4 — 2 —Abilities— Armor +2: Reduce all damage suffered by this model by +2, to a minimum of 1. Undying: If this model is reduced to 0 Wounds, Summon the Spectral Leoric model in base contact with this one, then Sacrifice this model. Hard to Wound +1: Damage flips against his model suffer . Attack Actions— (1) Skeletal Swing (Ml 6 / Rst: Df / Rg: 1): Target suffers 2/3/4 damage. Consume Vitality: After damaging, this model may heal 1 Wd. Paralyzing Rage: After damaging, target is Slowed. Renewed Swing: After damaging, take a Skeletal Swing Attack Action against the target. This Action may not declare any Triggers. (1) Drain Hope (Ml 6 / Rst: Wp / Rg: 3): Target suffers 1/2/2 damage and gains Poison +2. For each point of damage inflicted by Poison, this model heals 1 Wound. This effect does not stack with other Poison Conditions, including additional uses of Drain Hope. Tactical Actions— (1) Wraith Walk (Ca 6 / TN: 10): This model immediately moves up to its Wk, ignoring intervening terrain and models during the move. (1) Entomb (Ca 6/ TN: 10): Place three Entombment Markers in base contact with each other anywhere within 6” and LoS. Entombment Markers are treated as Impassable Terrain with Ht 3. These Markers remain until the start of this model’s next Activation. (2) March of the Black King: This model may discard a card, if it does, this model may make 3 Ml Attack Actions with an AP cost of 1 against a single target. These Attack Actions may not declare any Triggers. SPECTRAL LEORIC Resurrectionists Cache Master, Undead — SKELETON KING, SPIRIT DF WP WD WK CG HT 6 4 5 4 — 2 —Abilities— Incorporeal: This model ignores, and is ignored by, other models and terrain during any movement or push. Reduce all damage this model suffers from Sh and Ml Attack Actions by half. My Rule is Eternal: When this model has healed 5 Wounds, summon the Leoric model in base contact with this one and Sacrifice this model. The summoned Leoric starts with an amount of Wounds equal to this model’s remaining Wounds +5. Intangible: This model may not take Interact Actions. Unbound: This model may never be hired into a Crew. This model may only be summoned by the Undying Ability. This model is immune to Slow and Paralyzed. Attack Actions— (1) Ghastly Swing (Ml 6 / Rst: Df / Rg: 1): Target is Slowed. Consume Vitality: After damaging, this model may heal 1 Wd. (1) Drain Essence (Ml 6 / Rst: Wp / Rg: 3): Target gains Poison +3. For each point of damage inflicted by Poison, this model heals 1 Wound. This effect does not stack with other Poison Conditions, including additional uses of Drain Hope. HARRY BLACKSTONE COPPERFIELD DRESDEN, WIZARD FOR HIRE The star of The Dresden Files series of books, Harry Dresden is a private eye who happens to also be a wizard. Over the series Harry has dealt with evil warlocks, werewolves, vampires, faeries, and creatures stranger still, making him an easy fit for a settling like Malifaux even though the series takes place in modern-day Chicago. This particular Master card deals with Harry early on in his series, making him a fairly potent if undisciplined spellcaster who has yet to acquire the ridiculous amounts of power he has accrued in later books. His most remarkable ability is the option to field him as a Master in any Faction, reflecting Harry's "wizard for hire" nature and how he often found himself working for the oddest clients whom he sometimes didn't see eye to eye with (a trope typical of noir detective novels). HARRY DRESDEN Arcanists, Outcasts Cache Master, Living 4 WIZARD FOR HIRE DF WP WD WK CG HT 4 6 12 6 6 2 —Abilities— Hell’s Bells: Whenever a friendly model dies within 6” and LoS of this model, it gains Reactivate. Stars and Stones: At the start of its Activation, this model may discard 2 cards to gain a Soulstone. In the Phone Book Under Wizards: This model may serve as a Master for any Faction. Reduce its Soulstone Cache by 2 if hired for any Faction other than the Arcanists or Outcasts. Attack Actions— (1) Feugo! (Ca 7 / TN: 9 / Rst: Df / Rg: 6): Target suffers 2/4/6 damage. If Severe damage is flipped, the target gains the Burning +2 Condition. The Building Was On Fire And It Wasn’t My Fault: After succeeding, a target with the Burning Condition gains the following Condition until the Burning Condition ends: Pyrofuego: All models (including this one) treat the terrain surrounding it as Hazardous, to a maximum range of 2. (1) Ventas! (Ca 7 / TN: 9 / Rst: Df / Rg: 3): Target suffers 1/2/3 damage and is pushed 3”. The target’s Burning Condition is reduced by -1 (minimum 0), if any. Ventas Servitas: After succeeding, the target is pushed an additional +3”. This extra movement can be in a different direction, if this model choses. Tactical Actions— (1) Shield Bracelet (Ca 7 / TN: 9): Until the start of this model’s next Activation, it gains the following Condition: Hard to Wound +2: Damage flips against his model suffer . (0) I Ran: This model may discard a card to automatically succeed a Horror Duel. Move this model its Cg distance away from the model that caused the Horror Duel. LEO MAJOR, LIBERATOR OF ZWOLLE You know all those cheesy action films from the 80's, where a one-man ass-kicking party with a Manly McCool name single-handedly gunned down a city's entire population of criminals? Well Leo Major is their real-life Canadian grand-daddy. Leo Major was a WWII Canadian soldier who was so badass he was blown up by a mine and walked it off by liberating the city of Zwolle in the Netherlands. After his fellow scout was gunned down, Leo went into the city alone, found the Nazi commander in a bar and told him he was there to kick ass and chew bubblegum (I'm paraphrasing). Then, over a single night, he ran around the city shooting and blowing shit up, taking prisoners and convincing the Nazis an entire army attacking. So they fled. I remind you again, he did this alone. And that's only Part One of his badass war record. As a Master card, Leo is a solid soldier, but his focus is less on fighting and more on maneuvering, accomplishing objectives, and bogging down the enemy with Horror Duels. Because he'll rarely be fighting alongside his own Crew (he's too busy running off on his own, getting shit done), he's got an absurd amount of survivability and feeds on his opponent's dwindling morale. LEO MAJOR Guild Cache Master, Living 4 HERO OF ZWOLLE DF WP WD WK CG HT 5 5 14 5 6 2 —Abilities— Death Can’t Touch Him: Whenever the opposing Crew uses a Soulstone, this model may heal 1 Wd. Hard to Wound +1: Damage flips against his model suffer . Hard to Kill: When this model has 2 or more Wd remaining when it suffers damage, it may not be reduced to below 1 Wd. Prisoners of War: Enemy living models killed by this one drop Scheme Markers, not Corpse Markers. Attack Actions— (1) STEN Mk II Canadian (Sh 6 / Rst: Df / Rg: 8): Target suffers 2/4/6 damage. Critical Strike: When damaging the target, this attack deals +1 damage for each in the final duel total. Pinned Down: After succeeding, target must perform a TN 12 Horror Duel. (1) Bayonet (Ml 5 / Rst: Df / Rg: 1): Target suffers 1/2/4 damage. Critical Strike: When damaging the target, this attack deals +1 damage for each in the final duel total. Tactical Actions— (1) Invading One-Man Army (Ca 5 / TN: 10): This model gains the following Condition until the end of his next Activation: Terrifying (Living) 12: Enemy living models must pass a TN 12 Horror Duel if they end a Walk Action within this model’s engagement range or target this model with an Action. (0) Shrug Off: This model may discard a card to remove one Condition from this model. WOLVERINE, THE BEST THERE IS AS WHAT HE DOES Yes, the X-Man. I don't even need to say anything more, do I? As a Master, Wolverine is a tanky (yes, most of the masters on this list are tanks, I'm aware of it) who also happens to be one of the most deadly melee combatants on this last (and probably Malifaux in general). He can Charge almost anyone, clear terrain without trouble, and if he gets into melee range the battle is basically over. WOLVERINE Outcasts, Ten Thunders Cache Master, Living 3 MUTANT DF WP WD WK CG HT 6 5 12 5 6 2 —Abilities— Berserker: When this model is reduced to half or fewer wounds, it gains the following Condition: Berserker: This model receives +1 to Wk, Cg, and Regeneration stats. Superhuman Senses: This model can declare Charge Actions against Disguised models. Hard to Wound +1: Damage flips against this model suffer . Regeneration +2: When this model Activates it heals +2 damage. Attack Actions— (1) Adamantium Claws (Ml 7 / Rst: Df / Rg: 1): Target suffers 3/5/6 damage that ignores Armor. Critical Strike: When damaging the target, this attack deals +1 damage for each in the final duel total. Savagery: When damaging the target, this attack’s damage changes to 3/5/6. This trigger may only be declared when this model has the Berserker Condition. Tactical Actions— (1) Fastball Special (Ca 5 / TN: 12): This model immediately moves up to its Cg, ignoring intervening terrain and models during the move. Snikt!: After succeeding, the model may treat this Action as a Charge Action. (0) I’m The Best There Is…: Remove all Corpse and Scrap Markers within 1. CECIL PALMER, NIGHT VALE COMMUNITY RADIO HOST I'm particularly proud of this last one simply because of how distinct his abilities are. I'm a Welcome to Night Vale fan, and I love the surreal, creepy-yet-comedic style of the podcast. Cecil is the community radio host for the eerie desert town of Night Vale, a place where all conspiracies are true, Lovecraftian forces warp reality on a daily basis, and everyone in the town is perfectly okay with it. Or if not, they are carefully and gently re-educated by a system of secret police, enigmatic hooded figures, and vague yet menacing world governments. Because of the world he comes from, I envisioned Cecil as a Neverborn Master, though even the Neverborn would find his supernatural normalcy utterly horrifying. He and his allies can brush off abilities that affect Willpower the way they brush off the strangeness of their home town. As a radio reporter, Cecil doesn't move around much on his own, preferring to summon a seemingly endless army of Interns to do the dying for him. If Cecil finds himself surrounded, he can simply report the Weather, inexplicably causing everyone in range to stop and listen to the Weather report while Cecil makes his escape. CECIL PALMER Neverborn Cache Master, Living 4 NIGHT VALE RADIO DF WP WD WK CG HT 5 6 10 5 -- 2 —Abilities— Community Radio Host: Friendly models within 4 of may use this model’s Wp. Smooth, Sonorous Voice: This model receives on Df and Wp Flips against Ca Actions. Night Valian: This model receives +1 to their Wk and Cg if they start their Activation within 3” of a Hooded Figure model. Attack Actions— (1) This Has Been, Traffic (Ml 4 / Rst: Df / Rg: 1): Target suffers 1/2/4 damage. Welcome to Night Vale: After damaging, the target model must succeed a TN 13 Horror Duel or receive -1 to its Ca and Wp for the rest of the game. (2) And Now, The Weather (Ca 7 / TN: 14 / Rst: Wp / Rg: 3): Affected models are Paralyzed. Any Intern models affected by this action are Sacrificed. Disparition: Affected models gain the following Condition until their Paralyzed Condition ends: Incorporeal: This model ignores, and is ignored by, other models and terrain during any movement or push. Reduce all damage this models suffers from Sh and Ml Attack Actions by half. Tactical Actions— (1) Intern [Your Name Here] (Ca 7 / TN: 10): Summon an Intern model within 3” of this model. This Action receives +1 to its Ca value for every friendly Intern model that has been destroyed during this battle. To The Families of Intern [Your Name Here]…: After failing, draw a card then discard a card. (0) Goodnight, Night Vale, Goodnight: Bury this model until the start of its next Activation. This Action removes all Conditions from this model.
  8. Mince meat pie. With lungs, hearts, spleens and the like... just as mother used to make.
  9. McMourning, Guild or Res, with Nurses and Zombie Chi. Rush the little dog into the enemy mob, poison everyone I can, then allow him to die. Then raise Killjoy in his place.
  10. Everything you just said right there has me convinced I'm doing the right thing. Thanks!
  11. He'd make a great secondary beatstick for a pincer maneuver, though. Positioned correctly, he could cut a swath through the flank while Sebastian follows along outside of LOS, raising Canine Remains and inflicting Aura damage.
  12. Hey guys, I've spent months trying to decide on my very first crew and I think I'm ready to choose McMourning for his Faction options, aesthetics, and newb-friendly gameplay. However, I play Heroes of the Storm, Stitches is my main, so I'm really wanting to pick up Killjoy. I can't find anything too detailed on the two, but for the experts out there, is this a good idea? Killjoy is an unpredictable model, to be sure, but I like the idea.
  13. Those sets are gorgeous.
  14. In a Rose Tattoo Miriam ducked around a corner to squat behind some old crates. Fighting to control her breath, she tilted her head to the side and listened. The footsteps were distant, but it was impossible to tell which direction they came from. Another sound—cackling, no singing—had joined it, but seemed to come from a different location. Where was he? She clutched her rifle close to her chest. For the thousandth time, she wished Carter was with her. The thought stung, a pain that hadn’t faded in months. Maybe it never would. Grief threatened to overtake her and she had to mentally wrestle it away. The direction of the footsteps changed, as did the sound of off-key, Irish-accented rhyme. They were closer now, circling around her. Miriam weighed her options. Get up and run, or fight, or maybe find a defensible position? A hundred battle tactics ran through her mind, but her training had never prepared her for a situation like this. Out of the fog came the click-clack of high heeled shoes, and Miriam saw a woman appear on the street. Her hips swayed in a way that would scandalize a noblewoman and seemed too cartoonish for a real call-girl. A torn, but pretty umbrella hung over one shoulder, spinning it in her hand as she walked. Miriam balked. Who would be selling trysts on a night like this? In this part of Malifaux? She started to speak, to warn the woman, and realized that she had fallen for his trap the moment she opened her mouth. The call-girl turned on her heel, revealing a rotting head rolling on a broken neck. Milky gray eyes focused on Miriam and the undead let out a pitched scream. The singing paused in the distance, then grew more excited. Rapid footsteps echoed off every brick wall, coming closer and closer. Miriam leveled her rifle to her shoulder and fired, worked the bolt and fired again, a trained action that took her less than three seconds. The bullets ripped through the zombie prostitute’s face and chest, punching holes through her front and sending a shower of rotting gore out the back. The zombie collapsed, its body crumbling as if a puppeteer had simply cut its strings. The singing became enraged. The eeriness of a jaunty tune, sung with such raw malice sent a chill through Miriam’s blood. She reloaded as she ran, refusing to wait for her stalker to find her waiting. She didn’t make it three steps before the brick wall exploded before her, knocking her down and pelting her with debris. A burly, muscular shape smashed its way into the alley. The monster’s roars were almost human, but hollow and flat, the expulsion of gas from dead lungs. The monster was a horrendous amalgamation of flesh and pneumatics, bulging with layers of muscle stitched end over end. It smashed at the brick with its bare fists, ignoring Miriam completely. Fighting the urge to scream, she began to crab-walk backwards, trying to reach her gun which had fallen out of reach. She bumped into a pair of legs, and craned her head to look up at the mad, toothy grin of her stalker, Seamus. He licked his teeth, and began to sing under his breath, his eye twitching with a hint of the rage boiling under his skin. Drawn to the sound, the monster faced them both. They loomed over Miriam, who tried to make herself small and of no importance. Seamus grinned at the monstrosity, then waved it off as if he expected it to listen. The monster hesitated, its body flexing and relaxing, as if it were trying to move but couldn’t work its parts. It’s eyes—one human, the other a mechanical lens—narrowed on Seamus. The madman went back to singing, reaching into his coat to produce an oversized flintlock pistol with a wicked bayonet slung under the barrel. Emotions took turns screaming in Miriam’s head. Fear, panic, dread, grief, sadness, resolve. Death, it seemed, had come for her, in more forms than one. Her body wanted to scream, fight, flee, anything to save her from inevitability. The other almost felt… acceptance. A part of her had died not a month before. To go now, to go fighting? There was a symmetry in it. Her grandfather had not lived long after his wife had passed. Maybe this was a fitting death, a chance to be with Carter again. The monster growled at the sight of the gun, its body trembling with the urge to act. Miriam could see that it was not just one corpse, but many. The original body was still there, but it was broken and cut, stretch and stuffed with the muscle and bone and pneumatic parts of perhaps three other corpses, inflating its body into the shape of an almost comical musculature, and- -No. It’s barrel chest was marked with scars and stitching, but she had not and could never forget the mark that was tattooed over the location a heart would rest in a normal human. The skin seemed to have been framed, four metal plates set in a rectangular position to display the tattoo of a rose in its center. “Miriam” was written in a banner, just under the rose. A wordless cry of anguish broke from her lips, and in a flash she knew. She knew. His face was mutilated with pneumatics, but she saw it. The cleft of his chin that even his goatee couldn’t hide. The peak of his hairline even though the creature had been shaved almost bald. Leeroy Carter. * Carter tried to ignore it, but the sliver of sunlight peeking through the shuttered windows stubbornly lingered. He relented, digging himself out of a warm bed to shiver in the cool air of dawn. His mind felt pinched in his skull, the telltale signs of a hangover. Even in most piss-swill taverns of Malifaux, where drinks were more water than wine, there was always enough alcohol to make you regret it. He rubbed his eyes and reached for the bedside table. His hand found a dented tin ashtray, digging a hand-wrapped cigarette out of it that had only burned down about half-way the previous night. There were matches in his coat on the bedpost. He exhaled smoke into the air, watching its tendrils dance in the beam of sunlight. When he was finished he reached behind him to smack the smooth curve of an woman’s exposed rump. The body it belonged to writhed under the blankets, retreating from his touch. He gave the sheets a tug, revealing a pretty face with too-red hair. She winced, frowning at him hard enough to curl a dagger tip. He let her fight her way to consciousness and went to the wash basin, splashing a sleep-deprived but handsome face lurking under a mop of unruly black hair. He thought he could use a shave, but the stubble gave his goatee a distinct sharpness that he liked. The woman sat up behind him, yawning heavily. He returned to her, just to watch her being her. Her sleepy eyes took on a pleasant quality, the kind of a well-fed cat, as she stared back. There was a sharp knock at the door, followed by a crisp but almost wordless shout. The meaning was clear; all soldiers at attention. Carter shrugged and went to stand up, but his bedmate took his arm. Her fingers felt like warm electricity moving up his bicep to linger over a bandage held over his heart. A few drops of blood had stained through, but it had long since dried. With a gentleness she didn’t normally demonstrate, she peeled the bandage away. Underneath was a faded rose tattoo that was a few years older than his need to shave. “Miriam” had been written in the tattoo’s banner, in fresh black ink. Her faint smile turned into a mix of sheepish embarrassment and the same sly happiness she’d expressed shortly before inviting him to bed. Carter shrugged, letting the implication linger between them. Time for talk later. Duty called. Another sun, another scrip. * McMourning hummed to himself, walking a straight line down the corridors of his morgue. The silence was palpable, broken only by the soft tread of his padded boots on tiled floor and the muted sound of his rubber gloves clasped behind him. The air was crisp, cool, and filled with the scents of preserving agents and coppery blood. Today would be a good day, he knew. Every night to bed content at the knowledge of a hard day’s work. Every morning to rise with the prospect of new discoveries and ideas. He loved Malifaux. Life had such meaning here. Ignoring the bow-legged guard at the doors, McMourning stepped into the examination room. A body waited, as it often did, draped in a cloth from head to foot. Sebastian stood nearby, dressed in a clean smock with a tray of surgical tools next to him. He was joined by a Guild sergeant and one of his soldiers, who was weeping into her bare hands. Her hair was almost as red as her duster. Somewhat unbecoming of a soldier, but perhaps there were sentimental attachments to consider. No matter. McMourning paused over the body, put on his best sympathetic face, and gently lowered the cloth, revealing the handsome and quite-well preserved body of a man in a smooth goatee and black hair hanging to his shoulders. The female soldier shuddered, turning away. McMourning took the opportunity to glance at the report Sebastian had prepared. Leeroy Carter, age 26, born in—he set the report aside as unimportant. The sergeant said something, but McMourning was distracted by the tattoo on the man’s chest, just over his heart. A rose, its faded colors suggested it was several years old. But the name written across it; Miriam, was recent. Perhaps only a few weeks or a month. He glanced at the female soldier and deduced everything he needed to. More curiously was the placement of what he assumed to be the cause of death: a gunshot wound dead-center in the rose’s blossom, directly into the heart. It was almost too perfect. Feigning clinical detachment, he gestured to Sebastian for a scalpel, and the sergeant ushered Miriam out. The autopsy would not take long, but even as McMourning began his incisions, he could not take his eyes off the rose and the bullet hole. It would be a shame to see such a work of accidental art go to waste. He wondered briefly if he was getting sentimental with age. With a bemused chuckle, he set to work. * The monster flexed its oversized hands and glared at Seamus. The madman’s song had lost any coherency and had descended into a simple rhythmic babble of sound and repetition as he tested the sharpness of his bayonet. His latest fetch was a real prize, a lovely little Guild solider. A bit rough from combat training, but with such fine form. He couldn’t let such a lovely sight go to wrinkles. Now what would suit her best? A quick dash across the throat? Easy enough to stitch. A shot in the middle? A bit unseemly, for certain. But then, she had gunned down his Donna. Donna, who’d done such a proper job alerting Seamus of the little lovely’s location. A stomach wound, then. Slow, painful, and she’d remember it later, if she got unruly. He gave the girl a hard tap on the shoulder with his boot, drawing her eyes—wide and pretty-blue—to his. Her face spoke volumes, and she screamed, a sound that gave him a momentary paroxysm of satisfaction. How he loved his work. The monster—some stitched-together thing he assumed had broken free from the University—coughed, or choked or made some other odd sound. Seamus glanced up in time to see it swinging one of those ham-hock fists. He brought his own arms up just in time to block the blow, but it still sent him flying like a kicked puppy. * The soldiers from Earth were lead into an examination room, where a pair of unfriendly looking Witch-Hunters glowered at everyone, hands lingering on holstered rune weapons. Carter was sat down on a table, stripped down to his waist, and told to wait for the examiner. He was about to light a cigarette when his eyes were drawn to a pair of… well-adjusted undergarments on the torso of a woman sitting next to him. He didn’t even catch the smarmy retort she gave him when she caught him staring. He put on his best “yes ma’am” smile and started to introduce himself, but the examiner found time to interrupt, asking a bunch of seemingly random questions he guessed were related to the Breach sickness some folk got, and “sudden sensations of power” that sounded like something out of his kid brother’s dime novels. The examiner seemed to take his job seriously though, glaring at Carter’s attempts to be witty in front of his new female comrade in arms. The examiner moved on to the woman, and it was then he learned her name; Miriam. A nice one. Getting her name was just the first step in the battle though. She brushed him off like dry snow, but he kept a grin on his face the entire time; he loved a challenge. Something about that admittance broke through, and she smiled briefly before nodding at the faded rose tattoo on his chest, along with the empty banner under it. He said it was a good luck charm; he’d gotten the tattoo, but waited before adding the girl’s name just long enough to learn she was no good. Miriam said it might be a good idea, then, to keep it blank. Luck was in short supply in Malifaux. * Sebastian rubbed his chin, wondering what had possessed Dr. McMourning to pursue such an odd project. At the doctor’s insistence, Sebastian had ensured the body of the newly dead Guild soldier—the one with the tattoo—had been delivered to his private laboratory, and now that McMourning’s daily rounds had been complete, he had fallen into his latest work with a passion, constructing a Flesh Construct that was an amalgamation not just of man and machine, but men and machines. It would be enormous, powerful, and—Sebastian had reckoned—grotesque. Yet now Dr. McMourning moved about Construct with only the most delicate of instruments, performing the most artistic of surgical cuts. There was an artistic flair to his work that Sebastian hadn’t seen in some time. But perhaps that was a good thing? It never served to grow bored in your work, though he admitted he had never seen the chief mortician lethargic in his practice. McMourning reach for the first of the metal plates that would frame an insignificant piece of skin on the corpse’s chest. Well, insignificant to Sebastian’s thinking, anyways. Corpses came and went, and many of them had tattoos of some sort. This was the first time the doctor had taken an interest in one. He opened his mouth to ask, but after a moment of reflection, decided against it. It was invigorating to see McMourning taking such joy from his work, and he didn’t wish to spoil the moment. The rose tattoo would have a place of honor on this latest creation, and let no one say Dr. McMourning was lack an eye for the aesthetic. * Miriam screamed as the Carter-monster slugged Seamus hard enough to knock him off his feet. The madman rolled across the filthy alley, smashed through the old crates, and lay still. The monster reared back and thumped its fists into its chest like a gorilla, then brought them both up over its head and down towards her. Her training took over, and she rolled out of the way, just missing twin hammer blows cracked the cobblestones. It tore head-sized chunks of the road and hurled them about, cracking brick walls and smashing distant windows. Miriam reclaimed her rifle, and felt her hands shaking like she’d never felt them before. She came up to one knee and aimed the weapon at Carter’s deformed head. It whirled, saw her. Its eyes were devoid of recognition, it saw her only as prey, as a thing to be crushed. Who had done this to him? It didn’t matter. All that mattered was the here and now. One shot, just let one shot, it had to be enough to put him to peace. She put her finger to the trigger- A gunshot rang out. Numbness, then pain, spread through her chest. Her heart ached. She stared down at the redness spilling over her shirt, pumping from a hole in her still-beating heart, struggling to pump blood and killing her even as it tried to keep her alive. She turned her head, saw Seamus grinning at her with a smoking flintlock in his hand. He cackled something about the sharpness of his aim, and then she heard nothing. She fell to the alley floor and felt the last of her life drain away, her eyes lingering on Carter’s broken face, who’s human eye widened even as her own faded to black… Seamus kicked to his feet, ignoring the crack of bone in his chest that were almost certainly crushed ribs. No matter, a bit of spellwork and he’d be right as rain. What mattered more was his prize. A heart shot was a bit quick, but Seamus had to admit he’d been aiming with his hat low over his eyes. It was a devil of a shot though, and he twirled the gun in his fingers. Let’s see them Bull-heads fire a shot like that! The patchwork monster stared at the woman, dumbfounded. It had halted in mid-attack, confused. Stupid thing probably didn’t know how to respond to a target that had just dropped dead. Seamus snorted. His girls had better wits about them than whoever was pulling this thing’s strings. He waved it off again, but it only stared. Annoyed, Seamus put a little magical whoomph into his mental command and assailed the creature with it, and it took a step back, glaring at Seamus. Glaring with very human anger. Seamus paused. That wasn’t righ- The creature backhanded him, an almost casual move, but it sent him sailing again. A string of curses broke from Seamus’ lips before his head cracked against the brick and he slumped down to the floor again. Spitting curses, he began to furiously reload his flintlock. The creature crept towards the dead woman, staring down at her with a thoughtful expression. Seamus brought up his pistol and fired, and the bullet pang’ed off the creature’s head, exposing a skull that was more metal than bone. Cursing to himself again, Seamus loaded a third shot. This ugly thing was interfering in his fun time! The creature ignored its fresh wound, and instead plucked up the dead girl just as Seamus had. With a thumb that was bigger than her wrist, it clumsily wiped hair from her face. Well, this was an odd turn of events. What exactly was he seeing? Old memories? Mimicry? Some of the dead he’d risen occasionally showed a bit of- The monster glanced at Seamus with a look of pure hatred. Then it ran off into the night as fast as its heavy limbs could carry it. Seamus blinked at the empty alley, even more perplexed. Then he shot to his feet and roared at the night sky, demanding the useless cadaver bring back his latest fetch. * Through the Breach, through the fog and gloom. People said he would feel pressure as he passed through from one world to the next. That magic would surge through the body, potentially igniting a power it has never known before. Men became witches, monsters, or are consumed by supernatural flame. But Carter didn’t feel anything. One moment he was Earthside, the next Breachside. Nothing more dramatic than the feeling of momentum gained and lost as the train rolled along its track. Malifaux Station felt typical, the architecture was almost identical to its twin back on Earth. Oh, there were differences; the materials were a blend of both worlds, and the shadows seemed to creep along everything; the lantern light dying more abruptly than it would on Earth. But monsters and a sense of living dread watching you from every direction? Please. Carter hiked his rucksack higher up onto his shoulder and followed the line of soldiers as a Guild sergeant barked orders over the din of departing passengers and hissing steam trains. * Sebastian balked as the doctor’s latest Flesh Construct returned with a bundle in its arms; a dead woman with blood dripping all over the street. The creature ignored his protests as it trudged down the hallways of McMourning’s private lab without the slightest respect for decorum. The doctor was putting some fresh stitching on his Chihuahua as the Construct burst into the lab. The little dog growled at the sight. McMourning was surprised; the Construct had been set out to patrol the slums surrounding his lab and seemed to have found something. With a gesture of permission, he watched as the Construct set a corpse on the examination table. McMourning noted its red Guild duster, disturbed at the prospect of being discovered. The guard was a woman, oddly familiar to him, but he couldn’t place where he’d seen her. When Sebastian entered, sputtering apologies, McMourning sent him out to cover the Construct’s tracks as best he could. Sebastian jumped to obey with only minor grumbling. As he left, McMourning turned to the corpse. Freshly dead, yet with none of the wounds a Flesh Construct would inflict. A single bullet to the heart, and from the size of it not from a regular slug, either. As he worked he realized the Construct was looming over him, almost like a worried husband to an ailing wife. He waved it off, but it ignored him, and then growled when he tried again. Now that was strange. McMourning turned to face it, and its eyes were focused entirely on the woman. He watched it absently scratch at the tattoo over its heart, the name Miriam still bold and black on its pale skin. It didn’t take him long to realize what he was witnessing, nor did it take him long to remember where he had met the woman before. The sight brought a smile to his face. A whirlwind of ideas came to his mind, not the least of which was satisfaction at the progress of his work. How endearing! He had been a mortician all his life, and a good one. He had never been a proper doctor, but now… he felt the way such a doctor might. In a way, a life had been put in his hands. It was dizzying, exciting prospect. He patted the Construct’s arm reassuringly. That was how doctors did it, correct? Then he set out his tools and best stitching. Yes. She’d need a new heart, but there were plenty. Strong ones, too. Maybe he would make her into a Flesh Construct; a matching pair! Or perhaps something more distinct, a beauty for his beast? Wait. An idea occurred. Yes, yes! He went to his drawers and produced his own needles and ink. He perhaps lacked an artist’s skill, but he could copy the original. How perfectly symmetrical! Steadying his hands, he began to tattoo a rose onto the woman’s chest, around the bullet hole through her heart.
  15. Not a bad idea if you want an all-female Star Theater troupe.