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Found 16 results

  1. Hey all, so I was thinking about what I'd like to see in the next book and one thing that's stuck out of all of it is upgrades for some or all of our upgrade-less Henchmen (Amina, Firestarter, and Snow Storm). Theoretically they could do what wave 5 did with Masters and give all Henchman an upgrade, but I think it'd be cooler to see the ones without get some first. I don't have the first clue what Amina could get, she's already chock full of awesome stuff, but I had some thoughts on the Firestarter, depending on if we wanted to buff his strengths or give him something new to work on. So for Firestarter, I was thinking of some things like: ----- Volatile Chemicals - 1ss This model gains the following Abilities: Blasting Off Again: When this model would gain 1 additional General AP from the Reckless ability, it may instead generate 1 additional AP which may only be used to take Walk Actions. If you do so, this model gains +1 Wk until the end of its Activation. Punctured Tanks: When this model is killed, all models in 3 gain the Burning +2 Condition. ----- Conflagration - 1ss This model gains the following Ability: Gleeful Arsonist: When this model declares the Never Enough trigger, instead of flipping a card for each model within 4 of the target, you may instead choose a model within 4 of the target with the Covered In Gas Condition. This model gains the following Tactical Action: (0) Spread the Inferno (Ca 6 / TN 13): All models within 2 gain the Burning +1 Condition. At Any Cost: After succeeding, this model may suffer any number of damage up to its remaining Wounds count. Increase the Burning Condition on all models within 2 equal to the number of damage taken. Conflagration: After succeeding, this model may suffer 1 damage to increase the range to 4 ----- So, what do you all think? Would you be interested in our upgrade-less Henchmen getting some love?
  2. Hey all, so I've been wondering what sorts of things we'll be seeing in the future and after seeing the requirements on the Game Designer opening I decided to try and homebrew a character and see how it went. Turns out, it's super fun to do! So I thought I'd share it here, and see if anyone else has any ideas for what each of the Allegiances could get in the future too So, my little homebrew experiment is the following: ----- Dorothy Wells COBM, +25 Scrip, Unique Sp 7 / Df 5 / Wp 7 / Ar 8 Fireteam (50mm), Commander, Champion Ability Spreading Madness: The Burning Man Watches From Above also triggers when a Joker is placed in the discard pile. Actions Shifting Limbs (7 v Df | 2"): Strength 3, Piercing. If this Action kills one or more models, the target flips from Glory. Frighten: Target gains a Shaken Token (Morale) Intimidating Pose (6 v 12): Enemy units with one or more Fireteams within 2 of this Fireteam gain a Shaken Token. This Action may only be taken once per Activation. "Your Doom Has Come!": Take another Action against one of the affected units. Polite Applause: Friendly units with one or more Fireteams within 2 of this Fireteam gain a Shaken Token. Glory +1 to Sp, Df. + to Shifting Limbs, + to Intimidating Pose. Ability Hesitation: If this unit would take damage from an enemy unit which has one or more Shaken Tokens, you may reduce the number of Shaken Tokens on the enemy unit who reduce the damage this unit would take by the same amount, to a minimum of 0. Action (Magic) Murderous Rush (8 v Wp | 12"): Place this Fireteam into base contact with target Fireteam's unit. It then gains a Shaken Token. This Action may target a friendly Fireteam as if this Action had a TN of 12. If this unit does so, a model on the targeted friendly Fireteam is killed. From Out of Nowhere: Take a Action against the target, if it is in range. Upgrade: Fragile Minds 2 scrip, Disable 2 Abilities Shatter Their Minds: When an enemy Fireteam in LoS of this unit gains a Shaken Token from this unit or from its Company triggering The Burning Man Watches From Above, it also suffers an uncheatable Strength 2 Hit. "He's Near, I Can Feel It!": When this Company triggers The Burning Man Watches From Above, if targeting a friendly unit it may instead gain an Inspired Token. ----- Pretty much the core thought process behind this character was having a super-badass female Warped who is all about intimidation and fear rather than going Titan hunting or that sort of thing. I was also trying to think of new ways to use Shaken Tokens as well, since it seems to be the core mechanic behind COBM which doesn't have a Commander for it so far (Adeodatos for portals and Fenton for self deck milling). The name Dorothy is my grandma's and it seemed semi-appropriate since she was kind of a lone-wolf badass (ex: she actively learned how to use Linux when she was in her 80's for the heck of it). Spreading Madness is not my own original idea, that was one of the variations to The Burning Man Watches From Above we saw during the Kickstarter. I figured having it specifically for a Commander would be a pretty decent base ability, though. I noticed that with the exception of Horomatangi, all Commanders have 3 Abilities/Actions on their base card and up to 5 on the Glory card, so I tried to stick to that here as well. Shifting Limbs is basically the same as The Warped's Twisted Claws, but I decided that dropping the Strength by 1 and having the Piercing built in, plus de-Glorying units that have a killed model would better show her campaign of fear rather than her skill at blowing up heavily armored things. I'm most happy with Intimidating Pose (although I changed that name about half a dozen times for various threatening aura sounding things), especially the trigger names because they feel rather in keeping with Wyrd's dark humour I didn't want to make it effortless for Dorothy to have all COBM units insta-Glory when she activates, so having it be once-per-Activation and have the friendly units only get the Shaken Token on the Polite Applause trigger should work for that. On the Glory side, I noticed that most of the time models get a max of 7 changes but usually average more like 5, so I capped myself at 6. Hesitation is the most recent change I made to her. Originally I had Shatter Their Minds as her Glory Ability but I figured it would be better balanced on the upgrade instead. I'm still uncertain about Hesitation since she can put out mass Shaken Tokens, but in theory with her low Df and Ar it should even out. Murderous Rush is just a modified version of The Warped's Echoes of Existence, upgraded a bit to show her Commander status. Having it allow her to target a friendly at the cost of killing a friendly model seemed fair, and makes it so it isn't always just a get-out-of-jail-free ability. For her upgrade, I wanted to have the options for flexibility in options for The Burning Man Watches From Above, since early in the game I find I always put the Shaken Tokens on my guys for Glory and later in the game I always put them on enemy models (or Cinnamon). But giving the option to instead give an Inspired Token to a friendly, balanced with the chance to do uncheatable damage to an enemy model, gives you more choices. So, what do you all think? Is there anything you'd like to see on future models in the Allegiances?
  3. Greetings everyone! I have spent this time absent horrifyingly busy with work and novel writing penning my magnum opus! i just got it done, so feast your eyes on my greatest shitpost contribution to the TTB community ever! I swear to god an update for GRF is coming soon, this was just the least work my brain had to put in to something to fill out Into The Halls Malifaux Gets Schooled To mark the turn of the millennium, A spiraling portal split through the mountains in a quiet Arizona town. Nobody knew why it opened, or at first, what laid on the other side. It was expected to be some strange plane of terrors, beyond the reproach of man. Instead, It seemed to be any other suburban neighborhood, with the bizarre exception of a towering High school in the center of the town. A great brass plaque proudly announced the name; Malifaux Academy It was a bastion of modern age schooling without explanation. Classrooms came equipped with all the bells and whistles, stocked to the brim with supplies and textbooks. Despite it’s seemingly otherworldly origins, the first classes were enrolled posthaste, a lottery of some of the world’s top students. Everything was set to turn this new space into an academy capable of producing the saviors of the earth. Students started to notice bizarre materials in the curriculum, and teachers that weren’t even brought through the breach. They spoke of impossible actions, and trained students to manipulate arcane forces unfamiliar to their homes. To everyone’s surprise, those lessons started to pay off. The desire for enrollment flew through the in the general population flew through the roof. Then, ten years after the first graduating class, it happened. The breach flew shut. The greatest school in the world, and many of the students and families bunked therein, were gone. A single blackboard was embedded in the ground where the breach was, simply reading “Closed for Renovations” The graduating students were fought over viciously by various Pillars of Academia. The Ivy League, MIT, State Institutions and so many more colleges began fighting for control over those precious few students who’d re-integrated into earth society after malifaux. Sabotage began. College tournaments became much deeper than mere sports. And that was just in the United states. The international turmoil between varying colleges caused a rise to the Institute. It was decided that the knowledge gleaned in Malifaux needed to be properly controlled, and distributed earthside to prevent any further infighting. (all the burning elementary schools were starting to become a nuisance) The Institute's iron grip on modern academics were once again put to the test when one full academic cycle later, the breach re-opened. Not a single trace of the class trapped on the other side of the breach remained. This time around, recruitment was entirely done by the choice of the Institute, and travel to malifaux academy became tightly controlled… by price. Nowadays, any who find their way to malifaux can enroll their students in the academy. To many who live there, while the institute’s connection to the Academy is nebulous, it is infinitely clear malifaux is under their control. Officially, Malifaux academy is a place both led and owned by the students. The student council decides nearly everything, the final veto only handed to the principle (the only official Institute member in the entire school). They decide the lunch menu. What clubs get funded. The time, place, and intensity of school events. It’s also their job to make sure that the student death toll from the academy's trademark mysterious events are low. Their failure at task quite vividly crystallizes their purpose, as Institute schools would never have something as ludicrous as a death toll. Or armed students. Or firefights during school hours. This minor schism between stated authority and apparent control allows the wiggle room in which the factions of Malifaux academy exist. They all have their own opinions on how the academy should be run, and scheme in the bizarrely pastoral suburbs as to how exactly the school will become theirs. And then, there are those enrolled for mysterious circumstances. Those the academy itself seems to desire. For those unlucky few, pulled by the strings of fate like a puppet it’s going to be one hell of a ride. You will be used. Beleaguered. Driven wholly mad by the experience. You will be a pawn in a game of intrigue between factions beyond any conventional logic, and you should fear the day you are used for the winning move. And you thought High school sucked on earth. New Fated Supertype: Enrolled An individual’s reasons for coming to Malifaux Academy are often widely speculated upon. In the case of some currently enrolled at MA, it is to create a school after their own image. Graduation is a far-flung thought, while control of the student council becomes their onus if the school shall ever succeed. These students need no purpose laid out for them, they are utterly self driven towards the goal of those they back, and whatever missions hold their personal fancy. Then, there are those who just want to make it from freshman orientation to graduation day in one piece. To find a niece somewhere in between the killer vines in the greenhouse, and the homicidal vending machines. Many reach for that simple objective. Seemingly not one has received their penultimate wish. A simple request of returning some lost books to the library has a bizarre tendency of turning into some epic quest to clear the fourth floor east wing of some malevolent force. It’s no wonder the Cafeteria’s Automat is left on after the school closes. They are called the Enrolled, those fated to come to malifaux academy whether they like it or not. It has been quite common for Enrolled to band together in groups of four to five, watching each other's back to make sure they can all walk at graduation. At some point before receiving their enrollment letter, the fated gleans some form of prophecy in their day to day earthside life. It could be as stereotypical as a tarot reading, or as erstwhile as a Bizarre thought, or a ridiculously wordy fortune cookie. But the next time the fated checks their mailbox, they will be informed of their enrollment. And what parents wouldn’t be thrilled enough to let little timmy go to such a good school? The enrolled May be any sort of Fated, and used the associated Tarot reading for that specific kind of fated. There are only three true differences between your average fated, and one of the enrolled: Not Just a Number: The fated are old enough to enroll into Malifaux academy, which means they aren’t old enough to do quite a few things. Age restricted products such as firearms, weapons, alcohol, drugs, and any other such goods or services is not available to the fated unless given to them by an outside authority, or waived by special dispensation of the student council. If he fated’s pursuit requires such items, then they would need to find a source below the radar. This is far from impossible, as all of the above listed products are made in various corners of MA. The fated also, more often than not, either have a parent or guardian sponsoring their way into MA. this can be a source of somewhat more expensive items like Phones or Computers up to FM discretion. Taught a lesson: The fated’s classes are guaranteed to give some sort of homework, which can really put a damper on getting to the bottom of just what is going on in this school-centric dimension. Each week, the fated must pass an academic skill test of the Fatemaster’s Choice, with a TN of the fatemaster’s choice. During each dramatic time, the fated may discard a twist card as a (0) action, and come up with a reason this encounter is relevant to the week’s assingment. If the fatemaster finds it sufficiently convincing, the fated gains a the following condition until the test is made: “Hard knocks+1: this character gets +1 to their next assignment flip”. Characters who fail more than three consecutive assignment flps are considered to be “in detention”. Characters in detention will be confronted by any members of the student council they would meet should they be seen outside of their scheduled movements, and may not attend club actvities, as they are forced to report to the study hall during that time. Members of the council in detention lose all priviliges of their position, if they are not simply kicked out for meeting inattendance. Detention ends for a student if either the next assignment is passed, or if one of the failing grades is somehow “rectified” through whatever means become necessary. Enforced Schedule: Classes at Malifaux Accademy run 7 to 4, monday through friday, with club activities scheduled from 4-6, depending on running time, with club membership requiring attendance of at least one meeting per week. Outside of that, the school is off limits to all students, save for portions of the council’s underlings with the “Nightwatch” dispensation. Any council member encountering a fated without such a dispensation outside of hours will become hostile immediately, unless they have sufficient reason to do otherwise.
  4. UPDATED AS OF APRIL 4 2017 -Added Notes for the "Spiderlings" Ok, this is a very early version of a piece of Homebrew content I've been working on. I intend to add so much more, but I'm looking for temporary feedback on the subject. I do hope readers enjoy and perhaps even find a place for this in their Through The Breach games Please Enjoy Warfare on the Streets Even with the grip of the all-seeing ram, crime and gang related instances are still out of control in Malifaux city. While in the downtown regions of city are well protected by the Guild; the slums, the industrial district, and even to some extent the quarantine zones are rampant with crime. While the Guild is concerned about the gang wars is the slums, they simply have bigger problems, the Resurrectionists of the Quarantine Zone, the Neverborn of the Knot Woods, the Gremlins of The Bayou, and the Arcanists of the Northern Hills. Combined these factions pose a huge threat to the Guild’s stability in Malifaux. For these reasons, the Guild more or less ignores this issue. Sure, the Guild will stop a crime in progress in they catch it happening, but otherwise, they focus on the larger problems at hand. While the gangs don’t pose a large threat to the Guild, they do pose a threat to the citizens of Malifaux in one way or another. From protectorates, to thieving, to turf wars on the streets shared by the common folk of Malifaux city, the Gangs pose a real danger to the people of the Malifaux. The Gauntlets The Gauntlets earn their name from their favored accessory, a full arm length gauntlet. While people (mostly other gangs) ridicule their choices of equipment, but one can deny that is works. As unusual as it may seem, the gauntlets frequently eschew firearms in favor of swords, polearms and axes. While they still use firearms, they prefer close range weapons in favor of guns. No one really knows why they do this, but it is terrifying to other people, especially the ones receiving the pointy end of a Gauntlet’s blade. This tradition began with the leader of the Gauntlets; Tina Callahan. Tina was never really good with a gun of any kind, but she was an incredible sight to see when she had a sword and a shield. Tina used her natural talents with swords and shields to gain a reputation as someone to be wary of. Though things became interesting when Tina discovered a relic of old Malifaux: The Soulstone Forge. The Soulstone Forge The Soulstone Forge is a relic of old Malifaux discovered is a run-down building by Tina Callahan. Over time, Tina gathered enough Guild Scrip to repair the forge returning it to it’s once former glory. The forge it self it a wondrous item capable of so much, but without an instruction manual, the capabilities of the forge is quite limited. What the forge does is bind the power of Soulstone to metal objects such as swords and axes. Tina has done some experimenting with this and discovered a method to magically magnetize objects when the user needs it to be. Tina calls these magical gauntlets “The Gauntlets of Magnificence” a sort of play on words. After creating the first Gauntlet of Magnificence, Tina managed to acquire a rather large following. Tina’s Following Tina’s following is what now consists of the Gauntlets. Tina’s initial followers were people seeking to learn to the source of Tina’s martial strength. Overtime, these people evolved into the Gauntlet Knights. They wield a sword and a shield like Tina does, however; they only use a lesser version of the Gauntlets of Magnificence that Tina just calls a “Magnetized Gauntlet”. Other Gauntlets are the Gauntlet Templars and the Gauntlet Lumberjacks. The Gauntlet Templars are much like the Gauntlet Knights, with the exception that they wield short halberds and place of swords and shields. The Gauntlet Lumberjacks are given Gauntlets of Magnificence to use with throwing axes. People have learned to fear very the presence of Gauntlet Lumberjacks. The Gauntlets’ Purpose Tina’s Gauntlets seek to protect the neighborhood they reside in, and to protect the Soulstone Forge from other gangs. The Gauntlets themselves occupy an area of several blocks, and they care not so much to take land, but to protect the land they already have. The Blue Lanterns The Blue Lanterns are not a formalized organization (at least as far as gangs go). The Blue Lanterns do even think of themselves as members of the Blue Lanterns. This is because the gang itself consists of miserable people looking out for one another. The Blue Lanterns are everywhere, but no one notices, not even themselves. They are within the Guild, the Arcanists, the slums mostly, but they are found everywhere. The Blue Lanterns are miserable people, the people who were bankrupted, the people who were widowed. What sets these people apart is the light of hope they were exposed to, and through their sorrows, they find the strength to help others who are in the position as them. Damian Ellis Damian Ellis is the founder of the Blue Lanterns. The organization has its name because it was created by an enchanted blue lantern. After losing his job, wife, and savings, Damian fell into a deep depression. Before deciding to end it all, a blue lantern showed itself to Damian. The blue light the lantern was emitting gave Damian hope for the future and hope for humanity. Damian took the lantern as a reminder of that day and used the blue light to give others hope. The Lantern of Returning Hope The blue lantern is a Neverborn relic uncommonly known as “The Lantern of Returning Hope”. While Pandora is the death of hope, the Lantern is the resurrection of hope. People who are affected by the lantern’s light also begin to feel a need to help those who are in a similar situation as them. Then they themselves spread the affects of the lantern. In Plain Sight The members of the blue lanterns are quite easy to find in Malifaux city. If any of them are in trouble, there are usually 2 other lanterns nearby who can help out. While they rarely get involved in matters that don’t involve them, if a lantern actually needs help, others will often step out of the shadows to shed their light on the situation. The Blue Lanterns’ Purpose Because they are not a formalized gang or crew, the Blue Lanterns don’t take land, and they don’t have any to be taken. They simply seek to defend each other from the other people in Malifaux who seek to take more than they can give. The Bloodied Shamrock The Bloodied Shamrock is a primarily Irish gang with control of a decent portion of the Malifaux slums. The Shamrock consists of it’s leader; Cormac O’Malley, his clovers, and everyone else. Cormac was a reckless man Earthside, and still remains reckless in Malifaux. Whiskey frequently fuels his recklessness, and his friends’ recklessness. The people who live in Bloodied Shamrock territory frequently have to deal with sleepless nights, and violent clovers. This however is nothing compared to what people involved with the Jackalopes have to deal with. Life in the Blooded Shamrock mostly consists of drinking and fighting. Because of this, some of the clovers is more hardened than even some of the best Guild guards. The Blood Feud While Cormac often spends most of his time drinking and picking random fights. There is a special place in Cormac’s hateful heart for the Jackalopes. The Jackalope leader, an English man named Jackal Springs, is responsible for the death of Mick Walsh. Mick Walsh was the best friend of Cormac O’Malley, and because of his death, The Bloodied Shamrock and The Jackalopes have blood so bad, it might as well be black. The day after Mick’s death, Cormac swore vengeance on the Jackalopes, and Jackal in particular. This blood feud has lasted for quite some time, and many people have died in the fighting, some of it with each other. The blood feud between the Bloodied Shamrock and Jackalopes has lasted about 14 months now. The Clovers All members of The Bloodied Shamrock are called Clovers, even Cormac himself. They all identify as Clovers because they treat one another like family. Clovers always carry a shillelagh and several throwing knives wherever they go. The shillelagh they carry always has a bleeding clover engraved into it. People on the receiving end of this often get a massive head ache, before any other bodily trauma. The Clovers are mainly made up of Irish men, however, anyone who can swear loyalty, hold their liquor, and fight decently well can earn a place among the Bloodied Shamrock Clovers. The Purpose of The Bloodied Shamrock The Bloodied Shamrock exists to fight against the Jackalopes. The Clovers fight with throwing knives and their trusty shillelagh. When they aren’t fighting the Jackalopes for land or blood, they often can found drinking whiskey and a few other beverages. The Jackalopes The Jackalopes are a gang that mainly consists of English hooligans. The Jackalopes can typically be found causing trouble wherever they go. They don’t really respect anyone except their rival “The Bloodied Shamrock”, an Irish gang. The Jackalopes consist of their leader; Jackal Springs, his jackalopes and his horned hares. Jackal’s however doesn’t want to be part of the gang he is involved in, but the beast inside him does. Before the Jackalopes, Jackal was not much more than a common thief, but after a heist on a chemical lab. Jackal came into possession of some powerful Arcanist concoctions. Most of the chemicals where magically made and as such had magical qualities to them. One of the bottles was labeled “Strength Elixir”. Thinking that he could become stronger, Jackal downed the elixir. And he hasn’t been the same since. Jackal Doesn’t Hyde The Arcanist strength elixir was correctly labeled, the potion did indeed give Jackal significant amounts of strength. There was however, an unexpected side effect that would permanently change Jackal’s mind. The potion brings out the absolute worst in people. This turned a thief who was stealing to survive life in Malifaux, into a ruthless gang leader with very little of his humanity left intact. The Blood Feud The Bloodied Shamrock gang and the Jackalopes are locked in a state of rather violent conflict. This came about when Jackal decided to execute someone trespassing on Jackalope territory, and that person was Mick Walsh, the best friend of Cormac O’Malley; the leader of The Bloodied Shamrock. The execution was a rather brutal sight to see, I won’t describe it, but it involved a barbed spear and several other barbed spears. After news of the execution reached Cormac O’Malley, he swore vengeance upon Jackal and his entire gang. Since then, the two gangs have been locked in an unending and rather bloody conflict. The Horned Hares Horned Hare is the title given to Jackal’s enforcers. The hares can be recognized by the barbed spaulders that they wear. The Spaulders representing the antlers typically found on Twisted Malifaux jackalopes. The preferred weapons of Horned Hares are knives and their trusty firearms. The Horned Hares consist mainly of British hooligans, but anyone who can prove their capability to brutality can find their way into Jackal’s Horned Hares. Everyone else in the gang is considered a Jackalope and it doesn’t take much to become a Jackalope. The Jackalopes’ Purpose The Jackalopes exist mainly to spread the brutal philosophies possessed by their leader. They spend a lot of their time causing trouble in the Malifaux slums and fighting against the Bloodied Shamrock and it’s leader Cormac O’Malley. The Spiderlings The Spiderlings are a gang of people looking to stick anything they can within their vast web. In exchange for guild scrip, the Spiderlings defend local businesses with everything they have. With their firearms and oddly spider-like behaviors, the Spiderlings are prepared to defend their territory and protectorates with all that they’ve got. The gang leader; Rose Wilds, has an off-putting fascination with spiders. She says that she can see them dancing when they’re sung to. The only real reason that people follow Rose is because of her magical power. Amazingly enough she has managed to evade the Witch Hunters for quite some time now. She privately calls her grimoire “The Spider’s Dance”. The Spider’s Dance Rose’s Grimoire is very accurately named. The Spider’s Dance is a grimoire that is communicated by the spiders of Malifaux. While Rose watches them dance, she can feel a mystical energy in the area. The spiders’ dancing relay steps for casting a full grimoire’s worth of magia and immuto. However, because only she cares enough to watch the spider’s dance, only she presently has access to the grimoire. If any else cares enough however… Rose’s Spiders The lowest rank of The Spiderlings is called Rose’s Spider. These people carry a pin depicting a Rose behind a spider. The pin is recognizable to most people who have dealings with Rose’s Spiderlings, most often from paying a monthly fee to the Spiderlings. The typical equipment of a Spider is a sidearm of some sort and some form of blade. Rose’s Araneae Leaders Rose’s second in command; the Araneae Leader are forces to be reckoned with. These ones are identified with the same pin as the Spiders, but the Araneae Leaders’ pins have a golden finish to them. They typically have the same equipment the Spiders as well, with the exception that the Araneae Leaders carry powerful poisons with as well. The Protectorates The Spiderlings protectorates are their defining feature. The fee is always 10 Guild Scrip every month from any businesses in the area. In exchange for the cash, the Spiderlings will fight fang and venom to protect the businesses from any rival gangs. The costs of the protectorates are high enough that the Spiderlings profit, and businesses can handle the prices. Future Plans: Add the following gangs; The Smugglers Union, The Warthogs, and The Midnight Crew
  5. Definite WIP at this point, really just kicking around ideas; basing it on the Steamfitter advanced pursuit approach: https://docs.google.com/document/d/1v7o4Rw3e2VRkmONxw921P4tpPGLTA7F1gYPuBe_Z7W0/edit Feedback/suggestions are welcome.
  6. Having played two magic using characters, it's definitely come to my attention that the magical theories in the core book are not at all balanced with each other; obviously this needs fixing: Magical Theories: Oxford Method: Easily one of the worst theories, featuring a disproportionately harsh downside that rendered fairly impractical the use of 2 AP spells outside of the AP reduction Immuto, I've changed it like so: Oxford Method Talent: During Dramatic Time, the character may increase the final AP cost of any Spell cast by 1 (after making any adjustments for Immuto). If he does, that Spell's Duels can either have 2 suits of the player's choice, , or a chosen suit and . Outside of Dramatic Time, the character may spend 10 minutes casting a Spell to gain this benefit. Spells the character casts that do not have this benefit gain to its Duels. Why? Captures the flavour/characteristic of Oxfordian magic being slower, more formalized, deliberate and complicated in exchange for greater control and power without featuring a downside that makes it nearly unplayable, or virtually locks the player out of taking/using 2 AP spells. Also provides a significant enough benefit that doesn't get overshadowed by a talent like Calm and Collected. Outside of Dramatic Time the casting time for the benefit is increased substantially because AP cost is almost irrelevant in that context (Oxfordian Mages become much more efficient under pressure!). The Whisper Talent: Fine. Darlin Theory: Unplayable mess out of the box. Starting characters will either be completely unable to use magic at the beginning, or at best, be severely restricted in what they can cast assuming they spend all 10 starting script on their pneumatic device. Darlin Theory Talent: The character must have a pneumatic device of some kind to manifest any magical effect; a new character who begins with this theory may start with such a device, investing any amount of their initial/starting scrip into its value. When a Spell is cast, if the pneumatic device's scrip cost (per its street value) is lower than the TN of the Spell, that Spell's Duels gain . Creating a Suitable pneumatic device requires one hour and an Artefacting skill equal to a tenth of the device's value, and scrap parts worth the device's final value (which is readily available for sale). When such a device is destroyed it becomes scrap (unless the GM deems otherwise) worth the cost of the device (and it may therefore be used to create a new device). In addition, the character gains the Construct Genus Immuto as a Mastered Immuto, and applies a -2 TN modifier to any Spell that targets only Constructs (even if it can target something else; Constructs that classify as other types of targets still count). This may be combined with the Focus Object Immuto (and it often is). Why? Keeps the theory highly Construct focused while letting even a starting player cast spells with TNs above 10 without having to repair their pneumatic focus every time. Also prevents corner case gamey applications of the TN reduction when including non-Construct targets along with Constructs. Giving Darlin Theory the Construct Genus Immuto plays to its theme and allows a player with it to consistently enjoy the benefit of its theory without devouring precious and scarce Immuto slots. Thalarian Doctrine: Probably the least OP of the ones that are, but OP nonetheless. Thalarian Doctrine Talent: The character reduces his Sorcery, Necromancy, and Prestidigitation skills to 3 (if they are higher) and may never have any of those skills at a rating above 3 without special dispensation from the Guild (or becoming a heretic). All Duels made with these skills without such special dispensation and instruction from the Guild (such as that which might be given for Witch Hunters or Death Martials) gain. In addition, the character gains on any Spell that has a target with a Magical Theory Talent other than the Thalarian Doctrine. Unless deemed a heretic by Guild authorities, the user may practice magic freely in Guild territory within the confines of its law. Why? Mechanically reinforces and makes salient the taboo nature of non-Counterspelling/Enchantment magic per the Thalarian Doctrine theory. Though the penalty may initially seem outsized relative to the mechanical benefit, it's worth keeping in mind the huge narrative benefit of not having to worry about arrest, execution or worse from the Guild. Without this change the downside of the Thalarian Doctrine is rather limited vs its benefits in the sense that Enchantment is one of the strongest spell schools in the game, and that a skill level of 3 still affords an excellent probability of success for most spells; meanwhile, even if you _do_ exceed the threshold of 3 to become a heretic/outlaw, all this means is that you merely take on the con suffered by every other Theory, which also have additional material downsides. Court Procedure Talent: Fine. Balanced Five: More like the Unbalanced Five. The downside is practically negligible as written. Balanced Five Talent: The TN for Spells without at least one Elemental Immuto applied to it that has a material effect on that Spell increases by +2. However, the character may apply up to two Elemental Immuto to a single Spell (instead of 1). Why? Keeps a Balanced Five mage concretely focused on elemental magics via a material carrot and stick without excessively penalizing him in areas outside of his expertise. Hedge Magic: Needs a minor tweak to prevent unlimited stacking of Elemental Immuto effects which is clearly degenerate. Hedge Magic Talent: The character chooses an Elemental or Genus Immuto. The character may only cast Spells that can have the chosen Immuto applied to it, and the character must apply the Immuto to every Spell he casts. However, the Immuto is always treated as being in the character's active Grimoire, and the TN of any spell that Immuto is applied to is reduced by 4. Why? Stops degenerate stuff like insta-paralyze Cold Immuto spells, unlimited damage Fire Immuto spells, infinite Blind Darkness Immuto spells etc..., while making Immutos with lower TN increments attractive vs ones with higher TN increments. Tradition Magic: Way too min/max; the downside is usually negligible, as a player usually only specializes in one or two magical skills. Tradition Magic Talent: The character chooses one Magical Skill. All Duels with the chosen skill gain. All Duels with other Magical Skills gain. Why: Generally a player only specializes/focuses on one or two magical skills so providing a benefit to the one the player specializes in at the cost of penalties to all others presents a fair tradeoff despite on the surface seeming particularly harsh. This cements Tradition Magic as the premium choice for a specialized caster. Magica/Immuto: Magica: Teleportation (Entry Modified): During Dramatic Time, this Magica's range is reduced to 10 yards. Why? Ridiculously strong during Dramatic Time at 30 yards which is close to the entire length of a standard Malifaux combat area. As starting value of 30 feet also makes it hilariously easy to increase its range to sight for teleporting troublesome opponents into the horizon, or escaping with trivial ease. Physical/Mental Enhancement (Entry Modified): For each character affected in addition to this Spell's target (such as via the Pulse Immuto), increase its TN by +3. Each time this Spell has been cast (successfully or not) by a character since the last sunrise or sunset, increase its TN by +3 for that character. This Spell's effects last 1 Minute and cannot have its duration increased beyond 1 Hour. Why? Prevents brokenly spamming this spell with the Pulse Immuto as needed to make a group of Fated into de facto gods, while making it impossible to extend pretty much indefinitely using the Increased Duration Immuto. Summon X (Entry Modified): Monsters summoned by this spell are summoned with damage equal to half of their maximum wounds (rounded down) that cannot be reduced. Why? As a bottomless source of meatshields this spell is in serious need of limits on the health of monsters summoned; this is also in keeping with Malifaux summoning convention of most summons being conjured in a damaged condition. Bury (Entry Modified): If this Spell's duration is increased, during Dramatic Time, its target makes an Opposed WP Duel against the caster at the end of each turn to escape, returning to reality on a success as specified by this Spell. During Narrative Time time it does this every Hour instead with a cumulative +2 bonus to its Duels to escape for each Duel made in this way during Narrative Time beyond the first. Why? Prevents Bury from being insanely overpowered via destroying enemy action economy wholesale, especially when used in conjunction with the Pulse and Increased Duration Immutos. Also synchronizes the effects with its tabletop counterpart. Telekinetic Push (Entry Replaced): The target is pushed a number of yards up to this spell's Range in a direction of the caster's choice. If the target's movement is interrupted by an obstacle (such as another character or object other than the floor) by colliding with it, the push ends, and the target and interrupting obstacle each take 1 damage for every 5 yards the target has yet to move (maximum 4 damage) and must make a Toughness + Resilience Duel with a TN equal to 8 + 1 for each point of damage taken in this way or be knocked prone. A character other than the target that can move can make a Walk + Acrobatics or Evade Duel with a TN equal to half the target's remaining push movement (maximum TN 13) to avoid such a collision on a success. A target may be pushed into the air with this Spell to a maximum of 30 yards, but each yard the target is moved in this way counts as 3 yards for the purposes of determining how far it can be moved. Why? The spell is basically useless without this change, and not nearly worth a precious and limited Magica slot. Immuto: Cold (Entry Replaced): Any character that suffers damage from the Magia also gains the Slow condition. This Magia may be taken any number of times. If taken twice, a character that gains the Slow condition from this Immuto also gains the Paralyzed condition if it fails a TN 10 Resilience + Toughness Duel. The TN of this Duel increases by +2 each time it's taken beyond the second. Why? Guaranteed paralysis at the cost of +6 TN is blatantly overpowered. Gets even worse when combined with duration extension and Focus Object Immutos. Delay (Entry Modified): This Immuto increases Spell TN by an additional +2 for each existing Spell the caster has active using the Turns option, and by +5 for each of these Spells using the Defined option. Why? Prevents indefinite and arbitrary stacking of delayed Spells which is obviously broken (imagine keying a teleport spell, 10 elemental bolt or summon spells to key off being punched in the face!). Pulse (Entry Modified): This Immuto increases Spell TN by an additional +1 for each character that would be affected by the modified Spell beyond the fourth. Why? Helps keeps the impact of a Pulse modified Spell in proportion to its TN. Focus Object (Entry Modified): Replace: When this Immuto is learned, the Focus Object is also chosen, and cannot be changed later on. With: When this Immuto is learned, the Focus Object is also chosen, but may be changed later on by attuning to a new object over the course of an hour. Replace the Portability and commonality segment with the following: The TN reduction is based on the commonality and value of the Focus Object, and whether or not the Focus Object is portable without much effort.: Portability: TN -1: Any object that is easily man portable. TN -3: Objects that are effectively immobile without much effort, such as an engraved summoning circle or large iron cauldron. TN -4: Objects that are completely immobile and fixed; a giant statue or carving, a massive altar, etc... Commonality: -0 TN: Extremely common object that can be readily purchased for under 10§, such as a length of rope or a pistol. -1 TN: Object with a few requirements but that is reasonably available, such as a certain make/model of pistol, or a wand made from oak. -2 TN: Object that must be specifically crafted by or for the caster (requiring at least 2 hours of work), but that can be replaced, such as a special staff, or a customized weapon/pneumatic limb. -3 TN: Objects that are irreplaceable. If the object is lost or destroyed the character is just out of luck! Why? Not nearly as important a fix as most other Magic fixes, this one nonetheless addresses some needless gradients that enable too great a TN reduction relative to the difficulty of acquiring/using an object, while allowing flexibility in the Focus Object, permitting it to change with the character. More to come.
  7. Since my previous posts regarding my homebrew Call of Cthulhu Through the Breach fusion campaign, 2 sessions have been played with my players. Detailed below will be the players, their characters with appropriate information including their Destinies, and session notes. These notes will be implemented in a story I'm writing based in Malifaux centered around the Fated Character's antics within the context of the story. All of the Fated share 2 things in common: At some point in their lives, their Destiny was unveiled to them, and since then, were inexplicably drawn towards Malifaux, and all of them have received an invitation to come work for the President of the Miner's and Steamfitter's Union as field agents in a letter addressed to each character, enclosed with a coveted and expensive ticket Through the Breach. The Players: Dave: Farris Mickey, 20, A former circus performer who had discovered a natural talent for sorcery after an accidental spellcast during his last circus act. He took to stage acting for a short while, however his mind was ever focused on one day reaching the City Beyond the Breach. His Destiny reads: "When the accounting passes you by, the wondering hour will settle upon your hearth, and Time waits for no man but you. Then, in the middle of none, there was one, and the leaf will sink as the stone floats." Eric: Ruby Harris, 22, Born in Mississippi and raised in the hard reality of Southern racism of the 1890s, Ruby had been a transient worker for a number of years before falling into the employ of Dr. Victor Ramos as both his servant and his eyes and ears out in the field. Ruby also happens to be first cousin to Toni Ironsides of the Union. Her Destiny reads: "When you wake from the dream of ancestors, you will refuse the Call, As you remember the mirror and shatter the stream, You will hold the myth of Life in your hands, And you will forget yourself." Matt: Camilla Elyosea, 34, an Engineering and Artificing prodigy, Camilla had spent the last several years of her life venturing from trade school to trade school, working in numerous factories and tutored under the greatest engineering minds Earthside. An attractive woman, she isn't afraid to get dirty and jumps at every opportunity to bust out her tools. Her Destiny reads: "When you sup upon your pride and dance with cadavers, the Cauldron-Spawn will crawl to your Birth, As the living wither from your grasp, All of the screams will lead you Home, and you will drive the Chariot of Winter." Mike: Akemi Senhime, 22, Born the eldest of 4 orphaned siblings, Akemi had been adopted by Jewish-German tourists and raised in the strict Hasidic religion. Akemi had found a sense of belonging and purpose through her new faith, and had shown a knack for being a gifted surgeon and well read scholar of the sacred texts. She possesses a natural Healing touch which she has used to save patients that would have otherwise died on the operating table. Though small and often mistaken as a young boy, this devout priestess seeks to shine the light of God on those her miracles can reach. Her Destiny Reads: "Once you cross the bloody threshold, you will lead the Children through the Valley, and the Wolf will howl at the door, the bloodstained cheeks will weave the grasses, and you will thrice damn Him." Madison: Dirty Dan Marshall, 40. Born to a family of cutthroat outlaws, Dirty Dan spent most of his life causing other people troubles. From armed robbery to murder, to alleged illicit activities with a rancher's prized steer, Dan has made a reputation for himself among the criminals and chain gangs both Earthside and in Malifaux. Having recently finished serving his time for disturbing the peace, he spends his time loitering around Frampt's Saloon in Edgeport, drinking whiskey and waiting for his big pay day. His Destiny reads: "After the Branch snaps beneath your sorrow, He will know you not by your rage but by your temperance, for you know that a long life is a hundred curses, they sing for laughter tears and Tomorrow, and the penny paid is thrice earned." NOTE!: Madison was unavailable to attend session one and had originally been planned to arrive with the PCs on the train, so when session 2 came along I had him already in Malifaux. Session One: New Beginnings Session one begins the story in 1915 as economic boom and growth flourishes in the wake of the Breach reopening. Each of the Fated begin in their respective homes, Akemi and Farris beginning in New York City, Camilla in San Francisco, and Ruby in Arkham, the location of the Breach. Each of the characters are given a letter, written to them by none other than famed engineer and president of the Miner's & Steam Fitter's Union (abbreviated MSFU) Dr. Victor Ramos, who informs the PC's that each of them was hand selected out of a small pool of candidates to come work for him and the MSFU, calling it a "Once-in-a-lifetime-opportunity" with promises of beginning anew, substantial compensation and benefits, and the chance to come to the illustrious city of Malifaux. Enclosed with each envelope is a one way train ticket that departs Arkham's Guild Train Station in the next couple weeks. Each of the PC's was given time to prepare themselves before departure. Dave had Farris settle his bank accounts and make several withdrawals, as well purchased an information booklet about Malifaux. Camilla went about collecting her few belongings before departing via dirigible from California to New York. Akemi met with her Rabbi to seek guidance, and was told to take the opportunity by the horns, and was given a special copy of the Torah and golden Star of David for her journey. Ruby, who already lives in Arkham, waited patiently for the others to arrive under the guise of being another selected candidate, when in reality she had been sent to gauge the worth of the newcomers. After the Fated arrive, they all meet at Platform G-B, seeing the imposing Ram-shaped locomotive that would transport them. After some basic introductions, the PCs found themselves being hounded by the hoots and vulgar cat calls of prisoners being loaded into prison cars. What's worse, the Guild Enforcement officer who checked their tickets rudely jostled and tossed around Camilla and Ruby's baggage, paying no mind to Farris and Akemi who dressed impressively compared to the humble work clothes the previous two sported. Quickly gathering their belongings, they got aboard the only passenger car, and after a short time began their journey for the Breach. With the city of Arkham passing behind them, the train speeds along for an hour through the industrial fields south of the city before approaching the Blue Green light of the portal. All of the PCs with the exception of Ruby reacted to the overwhelming surge of energy that came over them as their passed through, with Farris visibly showing signs of physical arousal from the experience. Once through, the cityscape of Malifaux came into view, and within another half our arrived at Malifaux Station outside the General's Manor. The first thing that catches Akemi's eyes are the strange, semi humanoid figures hanging from the massive gray and gnarled tree opposite of the mansion and train station, with several children at it's roots throwing stones and rotten vegetables in vain up at the hanging bodies. Greeted by Toni Ironsides as their escort to meet Dr. Ramos, the Fated made their way towards the city, but were stopped by a pompous Guild official who decreed a $2000 toll per person to enter the city. While Ruby and Farris argued with the official, Toni stood by and observed the scene unfold. Without any luck persuading the lackey, Ruby produces the money and prepares to pay the corrupt official. As the Guildsman accepts the wad of cash, a rifle is fired from somewhere distant and the money goes flying from the official's hand. As the PC's frantically look around, the Guild Official turns pale and says "The Judge," looking sheepishly towards the far side of the Hanging Tree where a duster clad, rifle wielding man sat atop a mechanical horse, and the official quickly passes the Fated through. Farris gives a wave of thanks, to which the Judge offers a solemn nod before turning away and riding into the wasteland. What follows is a brief tour of Upper Down town, during which time Akemi assists a beggar before he is assaulted by Guild police. Shortly thereafter, a commotion in the square draws the PC's attention, and by the time they arrive, the find the pummeled and crushed body of a Gremlin lying by a sewer grate. Toni managed to get the PCs back on track, answering questions pertaining to life in Malifaux and expected duties of their new jobs as she leads them to the Industrial Zone and drops them off at MSFU's main office. Once inside, the PC's meet Rosie, a spectacled red head with a Queens accent who shows no particular love of Ruby, who in turn shows only contempt for the secretary, who eventually leads the fated to the elevator lift which takes them to Ramos' office. During the ride up, Farris noticed a mechanical spider tinkering with some wiring up in the corner. Brought upstairs, the PCs are led to the immaculate office of Dr. Ramos, who greets each PC in turn before explaining his need of them for varied assignments that go beyond typical mercenary work, detailing his need for individuals with unique talents to resolve problems in different ways other than violence. After answering several questions pertaining to their new jobs, Victor explains that the first job he has lined up came up suddenly and requires urgent attention. A few nights previous a small band of prisoners who were serving time in a chain gang work camp out in the Badlands managed to escape, stealing MSFU property in the process, including a priceless artifact and mechanical lift suit. Victor tells the PCs that he wants the stolen property recovered at all cost, saying he cares nothing for the prisoners' fate. Before leaving to rest up for their first assignment, Ruby stays behind under the guise of requesting compensation for the money destroyed by the Judge. However, once everyone had left and were down the elevator, Ruby gives a detailed assessment of her thoughts on the group, claiming they will need more time to assess their worth. Victor tells her he believes one or two of them have magical potential and wants to have them monitored for signs of aptitude. Before leaving, Ruby requests information about a gang who has robbed her and her family years prior of a precious heirloom as compensation for the 2000 dollars lost at the entrance. Victor says he has little information, but knows that the escaped convicts she was tasked to find had connections to this gang. As the session draws to a close, the PC's go about getting familiar with the lower downtown area, each of them taking time to relax. As night falls, Akemi comes upon a catatonic man in an alleyway outside a restaurant and attempts to offer him aid. When no response is made, she readies to leave the man, only for him to suddenly take hold of her and begin twisting into a horrid creature which manages to claw a deep gouge into her arm. Luckily, she managed to cry out, and as help from some burly workers arrives, the creature fades into the wall and vanishes. It is here after the attack do we end session one.
  8. Alright everyone, the following is my additional rules and character creation guide for my Call of Cthulhu/Through the Breach homebrew campaign. Anybody is welcome to use, criticize, make suggestions, or leave feedback on this. I'm rather proud with what I could manage and still keep the spirit of the Malifaux setting in the Call of Cthulhu table top rpg. Call of Cthulhu/Through the Breach Character Creation Guide Before characters are rolled up, each player will meet with the Game Master to have their crossroad’s tarot laid out to determine their character’s Destiny, bonus skills, and background. The Game Master will record each character’s personal Destiny so as to implement each of the 4 destinies into the game. After this, character creation will proceed as normal for Call of Cthulhu 6th Edition, however certain aspects of the character creation process will change to accommodate the new aspects exclusive to Through the Breach. -The Magic Points Section now determines the number of spells a character CAN know if they wish to perform magic in addition to serving as a mana pool which can be expended to cast spells. NOTE: if a player spends all of their character’s Magic Points, their character will become unconscious for 1d4 hours. -Most non-Sorcery based magic spells are gained either through tutelage or through study. Any non-sorcery spell is kept in a Grimoire or spell book, which can be created by the spellcaster or purchased from certain individuals. These books represent the accumulation of knowledge and power for many wizards and serves as the only means to tap into certain spells and rituals. -New skill will be available. Artificing: The ability to build, repair, maintain, and augment Pneumatic devices and steamfitter gear which is powered by Soulstone dust. Starting skill 5% Magic: The ability to safely draw on the aether and cast spells. Starting skill 10% while in Malifaux. (Note: each type of magic has a base 10% success, and players will have to invest points into these skills individually). There are 5 types of magic that can be cast, as listed below: -Sorcery: Being able to cast spells without the use of a grimoire; elemental based offensive spells, including fireballs, ice spikes, wind gusts, and minor stone manipulation. Offensive spells that would be used ranged are limited only to line of sight. -Enchanting: Able to magically enhance natural abilities on self or other participant; spells include adding elemental damage melee weapons, accuracy to ranged, power efficiency to pneumatics, healing, and temporary physical augmentations. This form of magic can be used in conjunction with artificing increase efficiency of maintenance and repair. -Necromancy: An illegal form of magic, punishable by death on site, the ability to animate the dead or grant temporary “life” to inanimate objects such as dolls or mannequins. Additionally, Necromancers are able augment their undead creations much like the Enchanting magic would, but only works on the undead. A skilled necromancer may use their knowledge to temporarily take control of another necromancer’s construct for 1d3 hours if a successful check is made. -Prestidigitation: Able to conjure illusions, tricks, sounds, smells, lights, and other effects to appear as something else. Additionally, this form of magic can be used to help persuade people or convince them a complete lie is the truth. This, however, cannot be continually used on the same individual as they will become hostile towards the caster. Most prestidigitations do not work on Neverborn or the Witch Hunter/Stalkers which can detect illusions automatically. -Immuto: Able to twist and augment spells of different schools, as well as safely channel Soulstone energy into spells. Immuto also determines the effectiveness of Soulstone recharge when in the presence of death or dying creatures. A successful Immuto check used to augment any skill gains a 5% advantage towards that skill or spell. Immuto is also very useful as it aids in disguising magic from detection or redirecting its detectable origin point temporarily. Pneumatics: Only accessible to characters who possess pneumatic prosthesis such as arms, legs, and even special breathing apparatus. This skill can be used in achieve the same effect as another skill if the pneumatic is outfitted to do so. Example, using a grappling hook to climb up a steep surface would require a Climb Check. Someone with a Pneumatic limb outfitted with a winch can make a Pneumatics check to use the machine to pull themselves instead. Starting skill with Pneumatics is 30%. Having a pneumatic installed will require surgery and at least 1 week of rest, in addition to a flat fee of $200 for a basic limb. Weaponized attachments will cost the same as the weapon being attached plus 10%. Any weapon attached to a pneumatic automatically gains a 15% bonus on top of it’s starting percentile. Toot attachments used for mining such as drill components, hammers, stake drivers and picks generally cost $25 dollars from most Union steamfitters. Switching out weaponized attachments or augmentations will require an Artificer check to properly replace. Weapons (Pneumatics): Using a pneumatic as a weapon, whether it has a weapon attachment or not, is treated the same as ordinary melee attacks, only with a 15% bonus. So a normal Fist attack which has 50% success is now 60% if the attack is made with a pneumatic limb. Additionally, all melee attacks that use Damage Bonus increase by 1 damage die, so a DB of 1d4 becomes 1d6. Ranged attacks made with pneumatic attachments (such as an arm mounted shotgun) benefit from the same 15% success increase, but do not gain additional damage bonuses. Setting Stats Call of the Breach is set in an alternative 1917, where in the last 100 years, technology was geared towards steam and magic energy in lieu of coal electricity. As such, all equipment available is the same as 1920’s or earlier as listed in the Call of Cthulhu rulebook, with costs being relatively the same. Some items, such as chain saws or other “modern” equipment, is available as pneumatic technology. Automobiles are rare and extremely expensive. Besides the main Guild operated train system that connects Earthside to Malifaux, public transportation is mainly restricted to steam-powered trollies and mechanical-horse drawn carriages. Many forms of livestock are unable to make the journey through the breach, especially horses and most forms of cattle, which frenzy and end up hurting themselves struggling to get away. The only livestock that are brought in alive are chickens, pigs, and sheep, and typically are transported to the outskirts of the city towards the Badlands and Bayou. Law The law enforcement of Malifaux is entrusted to the Guild of Mercantilers and the many agents at their disposal. These agents, many of which are mercenary, are brutal, underhanded, and corrupt. Most citizens despise the Guild, seeing it as a corruption that doesn’t care about the people who live and work in Malifaux. However, some parties within the Guild are recognized for their contribution and defense of the common man, but these are few and far between when faced with the corrupt bureaucracy that maintains the overall structure of Guild Hierarchy. Most common are Hunters, which nearly any citizen can become with basic paperwork. These individuals are paid to hunt down, slay, and drive out Neverborn presence. This, however, means that there is a high casualty rate, as these deputized citizens are almost certainly no match against the supernatural powers they are pitted against. However, some groups, such as the Ortega Family, have made a name for themselves as skilled and deadly Neverborn Hunters. Against the threat of Necromancy, the Guild, using strange magics themselves to seek out and combat the undead and those that raise them, implement the Death Marshals. Fierce, unyielding, ruthless, and terrifying to behold, this sect is one of the few Guild Enforcement groups that are held in high esteem. Led by Lady Justice and an imposing fellow known only as the Judge, the Death Marshalls are viewed as protectors, though few would dare approach the frightful visage of a Marshall to offer thanks. Inverse to the Death Marshals are the hated and feared Witch Hunters, a collective of spies and magic twisted creations designed to sense, hunt, torture and execute those of considerable magical abilities. Their number one priority is sniffing out any members of the Arcanist movement, going so far as to stage nightly home raids on anybody they suspect or have received tips from. The Witch Hunters are universally reviled by the citizens of Malifaux, even by members of the Guild who have been pushing to end the group’s malicious activities. Beyond these, however, there are no true police presences in Malifaux, leaving the city in a state of fear and near lawlessness. If not for the Miners & Steamfitter’s Union, who actively work to protect the citizens of Malifaux from injustice, there is next to no honorable authority in the city. However, the Union itself is not without its issues, and though it works tirelessly to protect workers and their families, it is no secret they have at times extorted citizens for protection. The only true protection in Malifaux is what you carry with you. Don’t expect aid unless you have something someone else wants. Factions There are many factions existing beyond the breach within and outside the city of Malifaux, each one offering its own benefits and problems. Listed below are 6 of the seven factions that can be joined, excluding the Neverborn, whose agendas are theirs alone to know. Some players may be tempted by power offered by a Neverborn agent, but these individuals are seldom seen as agents of the native forces of Malifaux, unless one welcomes the dark powers to overtake them and turn them into fiends. -The Guild: Short for the Guild of Mercantilers, this once lesser trading company has become a dominant force both Earthside and Through the Breach, claiming an iron vice grip on the trade, production and distribution of the coveted Soulstones. While many aspects of the Guild lie in bureaucratic red tape and strict, ever changing laws of commerce, one can, through strength of character and action, work their way up to some level of status. Regardless, though, the majority view of the Guild in the public is less than favorable. -The Resurrectionists: The self-titled Resurrectionists are viewed with almost as much hatred by the public as the Guild, except there is no public outcry for the legalization of necromancy, even among Arcanists and magic sympathizers. The term Resurrectionist is a general one, as there is no centralized group, per say, though it is common for Necromancers to offer each other assistance, especially when fledgling Necromancers are involved. -The Arcanists: When the Guild began imposing strict sanctions on magic use and soulstone consumption, wizards and sorcerers alike banned to stand against this. Deemed by the Guild as dangerous radicals and terrorists, the Arcanists are those who stand firm against the Guild, doing everything in it’s power to find, protect, and train magic users. They are unsympathetic towards Necromancers, seeing them as a valid threat to the balance of power and ethical ideas. -The Outcasts: While the city is in a constant state of struggle with so many groups vying for power, the Outcasts are little more than roguish mercenaries and smugglers. While the term Outcasts refers to the dregs of society that manage to carve out a meager existence, there are many established bands of mercs and illegal goods traders who have garnered the respect of the other factions. These lone wolves answer only to money, caring only for the reward that comes with a successful job. While not all who are considered outcasts are thieves, the common view of the people is that they are not to be trusted for long. -Ten Thunders: As the other factions struggle for dominance in the public stage, the Ten Thunders works in the shadows. Once a prominent crime syndicate on Earthside, they were shamed and exiled from the Asian Empire and deemed unworthy. In Malifaux, they have slowly regained their once grand acclaim. This tong of spice traders, martial arts masters, and vicious criminal masterminds has earned them the fear of the Malifaux populace. Many speak of the Ten Thunders in hushed voices, while public officials would claim the group is a myth. For the few that know the truth of this mysterious and dangerous group, they keep their heads down and mouths shut. -The Gremlins: A race of diminutive, green skinned, big eared humanoids, these small swamp dwellers care little for city life, preferring to stay in the Bayou. Alone or in small groups, Gremlins are cowardly and seldom attack people. In fact, most are more interested in trading goods. Gremlins care little for money or precious stones, finding no real value in such trinkets. What they do value, however, are the clothes big people wear. If you’re ever looking for a Gremlin who is in charge of a group, look for the most absurdly dressed one or the one wearing the biggest hat. However, despite their hillbilly nature, some large bands of Gremlins are extremely dangerous, especially the ones that managed to tame gators and wild hogs to serve as their weapons. Pneumatic Devices Available Most pneumatic devices are either prosthesis limbs or excavation or construction related. It is common to see a worker sporting a large pneumatic drill or jack hammer device mounted to their own prosthesis or carried as a tool. All pneumatic devices, from weapons to limbs, are powered by Soulstone residue that is collected as Soulstones are harvested and processed. This dust offers sufficient power for an average of 3 months, upon which the pneumatic must be repowered by an Artificer. In essence, any item that would normally be powered by electricity for this time can be powered using Soulstone dust and is considered pneumatic in nature. Tools such as chainsaws, drills, presses, jack hammers or any such item that can be held or attached to a pneumatic limb AND be powered falls into this category. Unlike normal Soulstones which regain their magical properties when in the presence of death or dying creatures, the dust does not recharge in this fashion. Once it has expended it’s energy, it becomes like course sand which is cast aside like ordinary dirt. If a player wishes to recharge a pneumatic device, they must be in possession of Soulstone dust, which can be procured in a small number of ways. The first is to collect the glowing powder from mining operations, which collects on the ground of soulstone mines. Most mine foremen don’t take kindly to random people trespassing, but if in possession of a license (legal or otherwise), will allow the dust to be collected. Another option is to purchase it from any Steamfitter or Artificer, both trades abundant in the lower downtown wards of Malifaux. On average, a 5 pound bag of dust runs for about 30 dollars. The final, and most dangerous method, is to destroy a soulstone. Breaking down, crushing, or putting unnecessary physical stress on a Soulstone can reduce it to a powder form. This, however, is often deemed a suicidal gesture, as such exertions on the stone will almost certainly result in a magic recoil, which has the ability to produce massive explosions, create terrible magic vacuums which drain any nearby creature of magic, and even (in the most extreme possibilities) draw the attention of Neverborn, which are attracted to magical fluctuations. Very few pneumatics are directly powered by solid Soulstones, as this option is extremely expensive, though this option does provide several years’ worth of power that can be recharged easily. This also provides greater enhancements and magical augmentations to be placed on said pneumatic device which can also last considerably longer than standard enhancements. Soulstones The Soulstones are arguably the greatest and worst thing to happen to humanity. From these greenish blue stones is pulled the power to awaken innate magic and augment one’s own natural talents. Able to power great machinery, produce clean electricity and generate countless effects that are still subject to study, this precious mineral is the cornerstone for the Guild’s assertive dominance over Malifaux. Soulstone is in many ways a form of currency as it is coveted commodity, and many high end establishments accept the precious stones in lieu of other form of commerce. Malifaux’s government does mint a coinage based on the value of Soulstone, called the Governor’s Mint, and nearly the whole of the populace despise this currency. For starters, this currency is not based on the Dollar amount, and at any given day will have fluctuating value. These notes and coins are seldom accepted in most establishments and are seen as a paltry coupon redeemable only through the Guild’s direct outlets, and even then, a man in possession of $100 soulstone notes may only have less than a few dollars in actual value. As such, physical Soulstones are seen as having true value for its many purposes. The average direct cost of a single 1 oz. Soulstone can run for $20-$50 if rough cut, and double that if refined. Soulstone sale is closely monitored, and most individuals who purchase the precious substance are likely to find themselves being followed by Guild spies. The only official sources to purchase Soulstones is through Guild vendors, who require a number of signed authorizations, licenses and other documents before purchase, though it is said that one can grease the wheels to get what they need faster. Black market Soulstones cost roughly the same, however refined pieces are usually 3 times the normal value, as only the Guild currently possesses the means to safely and correctly refine the raw material. Soulstones can be activated in a number of ways based on intended use. If used as a direct power source for machinery or pneumatic devices, a successful Artificing check is required. However, most commonly Soulstones are used to enhance, strengthen or increase magical prowess. A Sanity check is required to tap into the wrap power within a Soulstone, and upon success can render 1 of the following possibilities: -Increase Magic Points Pool by 1d6 points for up to 12 hours -Guarantee an automatic success for any magic skill check -Increase one magic skill by 1d4 percentiles permanently -Increase any skill by 25% for 12 hours -Increase the damage die of any weapon, ranged or melee, by 1 die (i.e. d6 to d8) Once the power of a Soulstone is tapped into, it has a 50% chance to expire. When a Soulstone expires, it turns from a glowing blue-green stone to a black stone that emits no light. However, a Soulstone is subject to recharging if it is within 30 feet of a dying or recently dead creature. Because of this property, it is common to see doctors and morticians holding expended stones over cadavers or dying patients to recharge. No check is needed for this to work. Economy For simplification, all costs in Malifaux at this time are equivalent to 1920’s costs of goods and services, with variances based on location, trader, reputation, etc. The US Dollar is present, and still falls to the gold standard. Gold, silver and other precious minerals are also accepted as currency, and can be either pawned or traded directly across the board for its weight value against the cost of goods purchased. Quite commonly you will see more people with gold or silver coinage over paper dollars and bonds. Malifaux’s mineral rich landscape offers many of the same precious resources found Earthside, but most sought after are claims on Soulstone veins, with gold, silver, and even diamonds falling to secondary concern. The Guild does not heavily regulate the prospect, mining and transportation of other minerals, and a man who is only staying in Malifaux a short time can return Earthside a wealthy individual. Claims on non-Soulstone sights are easy to come by, protected only by the law of one’s own ability to defend what’s theirs. Soulstone claims, however, are very expensive, and require a long, tired process that only the most patient can endure. Those who manage to get through the miles of red tape and can afford their own Soulstone claim will quickly find themselves among the wealthy elite within the City and held in high esteem by the Guild on both sides of the Breach. Sanity, Elder Gods, and Fate Like in Call of Cthulhu, Sanity will be the most bombarded stat, as players will be pitted against horrors straight out of myth and nightmare. Because many of Lovecraft’s horrors are of a cosmic nature, having the presence of beings like Cthulhu, Nyarlothotep and more does not disrupt the balances of power in Malifaux. Because magical cults already exist, it stands to reason that Elder Gods and cosmic horrors would have a presence in this world as well as on Earth. These beings may serve as puppet masters or beings of worship to the Neverborn. Statistics for these beings will remain the same as detailed in the Call of Cthulhu 6th edition Core Rulebook and other supplements relating to such creatures. Fate serves as the primary narrative of the Through the Breach setting, and as such, game masters should work towards building scenarios and stories that will intertwine individual PC’s fates towards their conclusion. Because the nature of the Destinies listed in the Through the Breach Fated Almanac are meant to be vague and offer game masters the chance to interpret them as they wish, remember that these prophecies also are intended to shape characters and what they feel the outcome will be. Devote some sessions toward fulfilling these great events in their lives. When a player’s destiny is achieved, and if they are still alive, they automatically may gain 1d10 points to spend on any skill or skills they wish as if they leveled up without having to roll a percentile first. Once a character’s entire Destiny is complete, they have the option to have a second Destiny Crossroads tarot laid out for them, subtracting the Station card. In this way, players with successful characters can continue to grow them and lead them towards new possibilities. On a final note, these rules are not set in stone, and as such, any game master interested in implementing this system is free to change what they feel to better appropriate both game systems as they see fit. I the author am in no way claiming my homebrew system is superior to the source materials, and highly recommend you invest in one or both of the systems described above. Both Call of Cthulhu and Through the Breach are excellent RPGs with great systems of play, and this homebrew is my attempt to marry two things I love and providing an easier transition to my players into a new system which none of us have experience in nor can be tutored in proper play by an experienced player or Fate Master. Perhaps in time we will see Malifaux made into other systems such as D20 games like D&D and Pathfinder. At the end, this was made for the love of the setting, and I hope that it provides enjoyment to both my players and those I share it with.
  9. Due to the fact I live in a town without an adequate game shop, and nearly all the table top groups here are either D&D/Pathfinder or Warhammer players, finding an experienced player of Through the Breach to teach my players the mechanics correctly is nigh impossible. I was worried, truly, that I would never be able to share with my friends the rich lore and setting of Malifaux in a roleplaying game. That is until, I heard a familiar call from an Elder God. I'm a veteran Call of Cthulhu Keeper (game master, whatever, Wizard's just needs to relinquish the term Dungeon Master because that's what all of us are if we're not players!), and for the last two years been running the Chaosium Call of Cthulhu 6th edition system with a close group who are very familiar with the system. Over the last few weeks, I've been struggling desperately to figure out a way to teach Through the Breach to the players, but have been finding it a challenge since the Fated Almanac doesn't do a very good job easing new players in. On the verge of giving up and letting my new book collect dust on the shelf, I literally tripped over a stack of books, and landed face first on top of my Call of Cthulhu rulebook. And inspiration struck. Here's the point of the post: I wanna run down what I plan to do, and get opinions and/or suggestions to implement this. My plan is simple: taking some of the character creation mechanics, skills, magical abilities, lore, and setting of Malifaux, and running the game through the percentile system of Call of Cthulhu, maintaining the strong emphasis of everyday people facing extraordinary circumstances and either overcoming them or be crushed under the impending nightmare. The Malifaux setting is rife, RIFE with Lovecraftian flavor, from it's gothic architecture, hideous monstrosities in the form of the Neverborn, fear of the unknown as the other world is vastly uncharted, and opportunity to have the players be faced with the various factions, horrors, and wonders that Wyrd has endeared to us. Character creation: I thought about this the longest, and I've come to the conclusion that the only major factor I want to impose from TtB to CoC is the Destiny mechanic, options to have pneumatic prosthesis, and access of Magia, as the magic system in CoC is...well, last resort-y (Let's just say that many spells in that game run the very real risk of causing more harm than good for players). What drew me to TtB was the Destiny mechanic, how your origins, interests and ultimate fate were decided through a poker tarot in the Crossroads. I believe that before character creation (rolling stats, the usual crap we all love), I will sit down with each player and individually deal their Crossroad's tarot, giving them their station and 4 destinies. In lieu of the added skill mechanic or stat array seen in TtB, I'll include things like bonus percentiles to certain associated skills (likely a base of 10% on average, with some being higher). The Pneumatics system will be mostly cosmetic, but it won't be without drawbacks for rewards. First off, aside from the costs, I will require players who want to have pneumatics or undergo surgery during gameplay to take a loss to their total Constitution score, which will somewhat reduce their HP. However, the payoff to this is that depending on the pneumatic device, the PC can use their newfound skill in Pneumatics in place of a standard skill (example: A player wants to climb up a rope. Normally this is a basic climb check, but if a player had a pneumatic that had a winch or other similar attachment, they can take the pneumatic check instead.) Additionally, I'll include attacks for pneumatics, such as melee, ranged, etc. Weapons built into limbs will have one damage die higher than a normal attack, but it's cost and weight will be greater than normal. Magia...oh boy, this one will be the toughest. Since magic practice in the world is somewhat widespread but regarded by the Guild as dangerous, I will encourage players who play magic using characters to be mindful or face the consequences. Aside from that, I'll will include the new skill Magia, and the 5 different types to specialize in (Sorcery, Enchanting, etc.). In CoC, the magic pool is very limited, and spells work by sacrificing points into the spell along with sanity which may or may not regenerate. I've decided I want to incorporate a different concept: Magic points will equate to how many spells a character CAN know if they have adequate skills to use them. Technically speaking, anybody in Malifaux can perform magic, some better than others. This way, a player who maybe playing a lawyer can dabble a bit in sorcery if they so chose. Classes don't exactly exist in CoC, leaving the occupation of the PC's and associated skills in the hands of the player. There are plenty of equivalents in the CoC rulebook that match near perfectly with the classes in TtB, but I will be generating an Artificer occupation/skill that relates to the Steamfitting and pneumatics aspect that will be heavily present in Malfaux. So this is about where I'm at. I'm not sure what else I'd like to implement, aside from possibly make a modified CoC Character sheet featuring the Destiny section and grimoire. I'm trying to figure out how to have a "Cheat Fate" mechanic, but the only thing that I think works without breaking the game is to have bonus' to Luck rolls to determine whether they do or do not succeed in cheating their fate. Any feedback, suggestions, recommendations and so on are very appreciated guys. Who knows, maybe this homebrew will be a hit with my group? Maybe yours? Let's see.
  10. Good news, in the space of me making my last post and now, I have found my laptop bag! It was somehow at my house despite multiple people telling me that I’d left it somewhere! There’s a comment I vaguely remember about gift horses and mouths, so I shall not dally on this any longer. New thread time! Yes, It’s time for yet another of these repositories of homebrew insanity, but this one is far closer to my first, insofar as it’ll have singular large aspects that require a huge commitment to see how they do what they do, but rather individual bits and pieces that can be played with by Fatemasters and fated alike, but as you can probably guess by the title, this time around, we’re messing with a rather hush-hush kind of new toy I said it and I meant it, this isn’t going to be a carbon copy of Robots, though it may share similar elements with it. it took me a little while to accrue some of the facts for this dumb little thread (and a good bit of awkward googling) I finally feel confident in actually dropping this monstrosity like a sack of potatoes. Also, this is thread may be edited, I’m going to check the various features in TTS once I get it, and depending on some of the content, some crunch may be added or altered gently I’m actually going to put in a little bit of a general content warning here. The big difference in this thread from robots is that this one is going to involve the making of these zombie accessories, and a decent number of the gruesome details involved therein. If you don’t want to see some weird stuff, this thread isn’t for you. Then again, I also feel that in the insanity of the ressers faction as a whole, this warning is also kinda moot because let’s face it guys, if you’ve paged through the core books, you’re probably a bit more than ready more than ready for this kind of stuff. As per the suggestion of the mods, I’m going to be spoiler my posts in this threads. So once again, a bit of blood and minor guts are in this thread. This is creative necromancy people, not your daddy’s one and done zombies. If you’re going to make a cool zombie, you’re gonna have to desecrate a few corpses. As one final disclamer, I’d usually say don’t do this, or don’t try this at home, but really now I just don’t want to be held accountable. Anybody that would isn’t going to be stopped by any sort of gentle advisory, that’s what swat teams and/or exorcists are for
  11. Deep within the bowels of Malifaux city, there lie a great many secrets to be kept and claimed. Incomprehensible edicts spread oily tendrils of control by the grasping hands of faceless men… pray good citizen, that the hand grasps not the knife that seeks your back What’s up, it’s that weird guy that posts homebrew because apparently writing rules text is fun to him. Tonight on “oh god sunspotter’s made another thread, what’s this one about?” I wanted to address a concept that’s always struck me as interesting, the idea of the Secret Societies of malifaux, more specifically, the weird goings on just out of sight in places that people really shouldn’t be. Their purpose? Who knows most of the time, but in this thread, I'll be defining a few The Inaugural goings on in the shadows today will be; The Church of Moons A cold wasteland of hostile architecture, far beyond the gaze of the ram lies the realm where peace dies screaming in agony. No God gazes upon this place where Daemons roost as crows, madness creeping in like the halting chill of winter’s breath. No man lives here. There is life, but no man lives here. Somewhere though, off in the distance, across a plaza bereft of any movement… ochre light spills onto the damp cobblestones from an open door, the faint smell of Sage-grass and Cardamom carried on the dying breeze. Could it be a mirage? It only becomes clearer as one draws close, the smell becoming heavier and heavier, before the building’s frontage is even reached all but clergymen would be holding their breaths, a thin haze of pallid blue smoke contrasting the irreverent glow of torchlight All but a yard from the threshold, and the doors are flung open, a blast of cloying haze blowing out into the night air. Greeting the world, two crimson robed figures glide with barely a single sound to accompany them, only cloth scraping along rock and mortar. The inside is laid bare, spread for all to see. It is the church of madmen, past the Narthex of dreary sandstone fonts lay benches curved inward like the ribs of some fell beast. Within them lay the kin of the doormen, fraternizing in the clouds flowing forth from countless censers, Sharpening blades of great size to a mirror finish. Further down the aisle the realization comes crashing in, beneath the earthy tones of Cinnamon Bark and Juniper branch lay the unmistakable twinge of copper and viscera. The altar holds behind it a great pool, as carnage-red as the resident’s robes. The windows catch the moon and cast their glow feverishly upon the altar where neatly folded cloth lays. It is white, pristine as fallen snow. The chatter ceases, seats shift from rapt attention. From where it was impossible to tell, but a chant began. It was alien, in a tongue unknown to mortal ears, but so clear was the compulsion, the moon gazed down as eyes, witnessing the ritual. First made bare as a newborn, then swaddled in cloth, the braziers roared thanks in eldritch voices as the initiate waded impossibly deep into the pool, joined by a thing that simply rose from its depths, vision blurring as the smoke grew so thick it seemed like the whole city was ablaze in holy fire! A soaking hand drew the hood and veil, pressing down like the weight of a boulder with such sudden ferocity, there was no chance to take a good breath before plunging in face first, there was no breath to hold, a sharp inhalation of terror bringing in only the fluid Yet death never came. Within the pool, a mirror lay before a shining gem, their presence only known as eyes snapped open in panic. Without error, the moons show bright as in the night sky itself Rising up, robes dripping, the pool was as clear as water. The cloth however, had been dyed as red as the blood of fresh-killed game. Without the mute of the pool, the chant could be heard, clearer than ever Come unto them, oh blessed moons, with holy light, reveal their path, with sacred haze, and pious blood O come, O come, Be born again, O come Come and be baptized The Church of Moons Centered In what seems to be a cathedral in the quarantine zone, the church of moons preaches nightly to a congregation the holiness of the blood of man. It is rare to see someone go to more than one service before undergoing the church’s ritual of baptism emerging changed, knowing of unwritten scripture and unspoken gospel, and having reverence for the moons, which makes the blood boil The church protects a wide area around the church known as Mondblick to its residents, many of the monsters of the night seeming to avoid its borders. These borders are defined only by chains of iron hanging cencers, making a false wall of smoke. Some say the scent deters the beasts, but for those that have entered, it’s the blades of the parish that assure they pose no threat. Come dawn, anything foolish enough to even approach the borders of Mondblick is hauled dead or dying into the plaza, and tossed unceremoniously unto a raging pyre that smells of the church’s signature incense, rather than the burning charnel one would expect. It is said that just before the sun rises, a drop of sanctified blood is placed at the center of the plaza to start each bonfire. Until noon comes and the sun begins to show its descent, feverish prayers are chanted that the moons may come again and bring deliverance Life in mondblick is actually quite preferential for many residents versus living in the slums, the only difference being on a monthly rotation, each adult member of one of the 30 small “wards” of the area tithe a chalice full of blood to the church, which is used to fill the pools and fonts of the cathedral. Children are instead allowed to give a ceremonial three drops of blood as tithe, their blood considered second only to that of the high clergy in its holiness, and is kept secreted away in the vaults for when it is truly needed. The Wards While there are 30 wards, there are 4 that are of vital importance to the chuch The First ward is that of the chuch itself, this is where most all clergy members that live in mondblick reside, and where all outside clergy members are counted as living when it comes their turn to tithe. The Ninth ward was founded around a set of furnaces, these are where the sacred weapons wielded by church members are made by an insular group of clergy and non, headed by the Vicar-In-Arms The Fifteenth ward is where the ashes of slain beasts are taken, and mixed with the ward’s fountain, which is fed into the gardens where the incense plants are grown. This concoction causes the plants to grow at truly impossible speeds, replenishing fully within the hour of a proper watering, even after nearly being stripped bare The Twenty-second is one of the most crucial wards to mondblick’s existence and further expansion, a wide entrance to the malifaux sewers heavily guarded. This relatively well patrolled path is considered part of the district itself, only a few points of divergence making the path under the river relatively secure. The majority is a straight shot, thanks to a corrugated metal bridge between the sluice gates below either bank. The path’s other mouth lets out into the little kingdom, the merchants there infinitely more willing to trade in such large quantity without question than most would be, the haul then brought back by cart to the second district where it’s sold in the markets of the plaza. As for what is traded of value, the church’s incense is said to have a narcotic quality when wetted with blood and smoked, for what reason the church cares not, only that their purifying influence may spread, and one day lead a convert to them, even if inadvertently. Joining the Church The ritual only occurs at night, and commonly only one convert is allowed to join per night. Rare exceptions may be made however, as the number of robes on the altar occasionally increase, the compatriots of willing converts offered entry apropos their appearance. It is often thought unwise to willingly allow a robe to go unworn Once a member, The church has Five commandments for it’s clergy, each with it’s own important caveat 1: the clergy must tithe one pint of holy blood when the bell tolls over the first district This may not always be possible due to travel, but if it is planned, the clergy member will be given special gold-plated bottles to keep their tithes stored until they can be properly given along with their first fresh donation 2: the clergy must attend mass once every cycle of each moon Once again, this may be impossible due to travel, at which point pucks of specially blessed ritual incense will be supplied to the member. Once they return, it is often suggested they attend mass nightly until the next end of cycle. Clergy ranking high enough to hold mass themselves are technically exempt from this rule as long as they perform all the proper rituals. 3: the clergy is forbidden from meeting monstrous flesh with unsanctified steel, unless under great duress This commandment doesn’t explicitly forbid the use of firearms, but highly discourages them implicitly, as holy bullets are difficult, time consuming, and overall painful to make, not to mention needing to be made in addition to the holy weapon they’re fired from. The Vicar-at-Arms will ask a Tablespoon of blood be given for each bullet requested, suggested to be that of the Clergy making the request, though the blood of someone truly close to the requester may work just as well. The exemption to the rule is also not as broad as it would seem, as assuming the clergy’s other holy weapons are disarmed or broken, a holy dagger is supplied to each church member, which must be used until breaking. 4: the clergy shall uphold the holiness of the blood of man This one is somewhat self-explanatory, clergy members must do all that they can to prevent living humans from succumbing to things like poison or plague, kill those spreading it intentionally, and make an example of the slaying of Nephilim and any other creature that feeds on humans or their blood. 5: The clergy shall bleed forevermore This one isn’t optional. A small wound can always be found somewhere on the body of a clergy member. It’s easily kept bandaged to prevent the blood from rubbing onto clothing, but it won’t leave, a sign of the completion of baptism into the church Advanced Pursuit: Church of Moons Clergy Requirements -The Clergyman must have a Heavy Melee skill of 2 or higher -The Clergyman cannot have a negative might -The Clergyman must always carry a soulstone of lade rating 2 or higher -The Clergyman must be baptized into the church Steps 1 The Sanguine Followers 2 Blades of the Parish 3 Dedicated Evangel 4 The Hammer of Faith 5 The Lunar Choir The Sanguine Followers: Upon the successful completion of baptism, the fated may choose to speak in tongues. When speaking like this, they can only be understood by other clergy. The fated is now bound by the five commandments of the Church of Moons, and must follow them to the best of their ability. Upon the completion of the baptism, the fated is cured of all diseases and addictions, and they cannot form again. In addition, the fated may petition the Vicar at arms to reforge any custom weapons or ammunition in reference to church doctrine, with prices listed below. Blades of the Parish: The fated has grown enough In faith that they are trusted to wield a Censer Blade (profile below). These are complex blades with an internal cavity and special flutes that when active, leave a trail of the purifying smoke used heavily by the church of moons. Past the original one gifted, the fated must petition the vicar at arms for subsequent replacements, which will lead to questions unless some fragment of the broken blade is presented Dedicated Evangel: Upon proving themselves to the church through some act, the fated has gained the trust of the clergy, to the point where they have been elevated to the high clergy themselves. The fated may hold mass in accordance with the second commandment, and due to the veneration of their blood, pricing of petitions to the vicar at arms are halved if it is their blood supplied. Upon elevation, the fated also learns the true strength of the blood of man. if allowed to take a direct transfusion from another human, the fated and transfusee rapidly heal, at the rate one wound per minute. During this period, the tranfusee can understand tongues. In addition, if the fated is killed in action, the soulstone may be returned to the cathedral, and if the moons are willing, the fated may be born anew, though they may have to live with… certain changes. The Hammer of Faith So proven has the fated become to the church that they are trusted with one of the most holy weapons of church, A Hammer of Litanies (profile below) Hammers of Litanies are specially attuned to sacred blood, and will burn those of insufficiently holy blood. The blood of allies may be purified through transfusion, though they will not be able to wield the hammer properly without getting burned, simply retrieve and carry the weapon. Hammers of litanies may also act as shrines for any Church of Moons Ritual. The Lunar Choir The fated’s life and has become Inexorably Intertwined with the life of the church, and both sides are better for it. The fated gains immunity to the poison condition, and if that immunity is removed, the fated may take a wound at any time to purge the condition. The fated may also join one of the three Choirs of the church: The Choir of Arms: The cost of the fated’s petitions is again reduced by half, and if the Vicar-at-arms retires, the fated may be given the full secrets of forging holy weapons The Choir of Blades: Bladed blessed weapons wielded by the fated gain to attacks against non-humans, and the fated heals 1 wound every time a moderate or severe critical is dealt to an opponent The Choir of Hammers Blunt blessed weapons wield by the fated gain to attacks against non-humans, in addition, the whenever the fated is wounded during the dramatic time, they may push all enemies 3 yards away. Prices Holy Reforging (Small weapon) - ½ pint of blood Holy Reforging (Large weapon)- 1 pint of blood Holy Reforging (Ranged weapon) 1 ½ pints of blood Holy Arrows- 1 pint for 1 billet (50 arrowheads) Holy Bullets- 1 tablespoon for 1 bullet Censer Blade- 3 pints of blood Hammer of Litanies- 1 gallon of blood Weapons Cencer Blade A gently curved blade with fluted openings dotted along the back, leading back to an ornate brass box just in front of the handle. Even deactivated, this blade still stinks of incense Weapon Type: Heavy Melee (Slashing) Rg: 3 / Res: Df / the target suffers 3/4/7 damage, this weapon gains :+ fate to the damage flip. If filled (1 cone lasts one hour), all undead, spirits, gremlins, and Nephilim within 2 yards must take a TN 11 resilience test whenever they take an action or the action fails. The fated and everything within 2 has soft cover Hammer of Litanies A heavy hammer head wrapped in vellum scrawled with bright red script, indiscernible to most, but when struck, they are screamed out by the hammer itself Weapon type: Heavy Melee (Smashing) Special: The fated must have might 3 or greater to wield this weapon Rg: 3 / Res: Df/ the target suffers 4/5/6 damage, and is slowed. Litany of Awe: The target is paralyzed instead of slowed Litany of Pain: The target suffers a moderate critical effect instead of becoming slowed Litany of Fates: The target discards a card instead of being slowed, and you may draw a card Litany of Force: The target is pushed back 5 yards instead of being slowed. If they are stopped before the full distance, they are still slowed
  12. Okay, so: The Dark Carnival is coming out for GenCon, as a proxy crew for Colette's standard loadout (Colette, 3 Mechanical Doves, Cassandra, 2 Performers, and 2 Mannequins). We are getting a number of named models, themed after a circus troupe described in detail in the latest Wyrd Chronicles (images for the crew box are also in that issue). The Dark Carnival proxies as Colette, as mentioned above. I am not satisfied with that alone. What I have been tossing about as an idea both on this forum and on AWP is the idea of being amateur (or better!) devs and betatesters, all of us, and creating our own set of rules for Mr. Cooper and his Dark Carnival. And that we did. Now we are onto Stage 2 of this wonderful journey of ours: Playtesting. If you have been watching this space with great interest (or any interest at all, even), you probably have done so with the interest of playtesting this unofficial crew. That, or you probably just want to watch our process and progress. We finished the brainstorm rather early, and now it is the public's turn to give as much feedback as they desire. Unfortunately, I got a reply from Aaron Darland about getting this crew ruleset into the Chronicles and he said that between people skimming the Chronicles for things, and people just plain not reading the Chronicles, it wouldn't reach a wide enough audience and those it would reach may accidentally take the crew as solicited and official. So, the Chronicles is out, but I'm still by all means down to do this! Hope you are too. If you are comfortable working on a set of custom rules for casual games, and willing to make a constructive contribution, please feel free to join in on this great adventure. ~~~~~ DISCLAIMER: This project is not in any way supported or endorsed by Wyrd Games. I am not affiliated with Wyrd except by virtue of being a Henchman. Any games of Malifaux (Wyrd's game) involving this ruleset must be approved by all parties involved before being conducted. Official Wyrd events may not include this ruleset. ~~~~~ Credit thus far goes to: Solicitor 6 (major idea contributor) Da Git (major idea contributor) Manic Mouse (major idea contributor) Crush_Jansen (major idea contributor) SpiralingCadaver (for providing stat card templating) Phinn (idea contributor) Dirial (idea contributor) Fetid Strumpet (for recommending I contact SpiralingCadaver) Patzer (idea contributor) Victoria (idea contributor) Bstorz (idea contributor) Clockwork Top Hat (idea contributor) Jafar (idea contributor) Adran (idea contributor) TimH (idea contributor) and myself, as well as anyone who voted. ~~~~~ Models representing models: Mr. Cooper (30mm) = Colette Lola (30mm) = Cassandra Flying Monkey (30mm) x3 = Mechanical Dove (x3) Thin Lizzy (30mm) = Performer Mercury (30mm) = Performer Mummerette (30mm) x2 = Mannequin (x2) ~~~~~ The model cards for this week will be put in the post below. Below that, the schedule will be posted. At that point, Da Git wants to reserve the following post. After that, please, by all means, have at it! This is a space for both balancing and typos, so do what you can to do both. ~Lil Kalki
  13. Okay, so: The Dark Carnival is coming out for GenCon, as a proxy crew for Colette's standard loadout (Colette, 3 Mechanical Doves, Cassandra, 2 Performers, and 2 Mannequins). We are getting a number of named models, themed after a circus troupe described in detail in the latest Wyrd Chronicles (images for the crew box are also in that issue). The Dark Carnival proxies as Colette, as mentioned above. I am not satisfied with that alone. What I have been tossing about as an idea both on this forum and on AWP is the idea of being amateur (or better!) devs and betatesters, all of us, and creating our own set of rules for Mr. Cooper and his Dark Carnival. If you are comfortable working on a set of custom rules for casual games, and willing to make a constructive contribution, please feel free to join in on this great adventure. ~~~~~ DISCLAIMER: This project is not in any way supported or endorsed by Wyrd Games. I am not affiliated with Wyrd except by virtue of being a Henchman. Any games of Malifaux (Wyrd's game) involving this ruleset must be approved by all parties involved before being conducted. Official Wyrd events may not include this ruleset. ~~~~~ PROJECTED DEADLINE FOR PROJECT "COMPLETION": November 15th, 2015 @12:00AM, EST (one week before the week of the Black Friday sale) I figure that'll be the next time Mr. Cooper's Dark Carnival is publicly released, and we hadn't enough advance time for the GenCon release to do this, so this should be best. DEADLINE FOR BRAINSTORMING SUBMISSIONS: July 30th, 2015 @12:00AM, EST (the night before GenCon begins) Ideally, I want to start playtesting ideas starting August 10th, one week after GenCon ends. By then, some people might have the crew already - additionally, they will have had some time to recuperate in the aftermath of the convention. Setting this playtest between August 10th and November 15th gives us just under 100 days to playtest this singular crew - which seems to be plenty of time (according to my math, which may be off as I am bad at it, we'd have exactly 98 days). ~~~~~ Constants to adhere by: This crew is dual-faction Arcanist/Neverborn. Mr. Cooper is the Master of this particular crew. Sadly, we are missing a Mr. Peanuts (the elephant), so we must omit him from the roster (for now). Baritone Lola is the primary Henchman for this crew. Thin Lizzy and Mercury are both Enforcers for the crew. Flying Monkeys have the "Totem (Mr. Cooper)" and Rare 3 charcteristics. They are significant Minions. The Mannequins in the box are a new model as well, collectively called Mummerettes. The Mummerettes are not differentiated. Non-Constants to decide upon sooner than later: What does the condition Hazy do? I would like no less than 4 different ideas for Hazy before I make a poll to choose. If we do not have these ideas, I propose we revert to the standard "The Haze Only Gets Thicker" template. ~~~~~ So, let us get started! POLL RESULTS: 1. Faction for Crew (Ended 6/18 @12:00AM EST): Arcanists - 1 vote Neverborn - 10 votes DF Arcanist/Neverborn - 31 votes 2. Totem choice (Ended 6/20 @12:00AM EST): Flying Monkeys - 7 votes Mummerettes - 5 votes Thin Lizzy - 4 votes Lola - 1 vote Mercury - 0 votes 3. Mummerettes or Mannequins? (Ended 6/20 @12:00AM EST): Mannequins - 1 vote Mummerettes - 16 votes 4. Baritone Lola's station characteristic? (Ended 6/21 @12:00AM EST): Henchman - 4 votes Enforcer - 3 votes 5. Should Flying Monkeys be Significant or Insignificant, and should they be Peons or Minions? (Ended 6/24 @12:00AM EST) Significant Minions - 13 votes Insignificant Minions - 4 votes Significant Peons - 7 votes Insignificant Peons - 10 votes 6. Should Thin Lizzy be an Enforcer, a Minion, or a Henchman? What about Mercury? (Ended 6/24 @12:00AM EST) Both - Henchman - 2 votes Thin Lizzy - Henchman; Mercury - Enforcer - 4 votes Thin Lizzy - Henchman; Mercury - Minion - 1 vote Thin Lizzy - Enforcer; Mercury - Henchman - 3 votes Thin Lizzy - Minion; Mercury - Henchman - 0 votes Both - Enforcer - 15 votes Thin Lizzy - Enforcer; Mercury - Minion - 1 vote Thin Lizzy - Minion; Mercury - Enforcer - 4 votes Both - Minion - 4 votes 7. Mummerettes - should they be 2 differentiated models? (Ended 6/24 @12:00AM EST) Yes - 10 votes No - 24 votes 8. Should Mr. Cooper have Infiltration (Showgirls/Puppets), or something more/less? (Ended 6/27 @12:00AM EST) Yes to Infilltration (Showgirls/Puppets) - 2 votes Yes to something less limited - 0 votes Yes to something more limited - 9 votes Yes to something equally as limiting but different - 1 vote No to all of the above - 5 votes 9. Should the Haze described in the fluff be a condition (Hazy)? (Ended 6/27 @12:00AM EST) Yes indeedy - 9 votes No sirree bob - 7 votes 10. Should this crew's mechanics heavily involve simple duels, or something else? (Ended 6/27 @12:00AM EST) Yes, the crew should make heavy use of simple duels - 13 votes No, the crew should find another mechanic to use - 4 votes ~~~~~ FUTURE POLLS: What should Hazy read as, as a condition? (begins 6/30, ends 7/3) ~~~~~ Does anyone else have any other questions to put on the polling block? ~Lil Kalki
  14. *** Sorry for the multi-posting, I really can't tell you what happened there. MY BAD**** My girlfriend and I have been kicking around ideas for home-brewed rules on a psychic master and her bodyguard henchman. The idea is that they are on the run and find themselves with limited hiring options (offsetting their synergy and her ability to move things all over the place). Ok, this is the final rough draft if you will, and now I need everyone to weigh in. If you look at the two together, with their upgrades, they currently cost 21ss (thus reducing the number of other models they can bring on top of her hiring restriction and playing up to the fact that they're on the run). I assume this will generate some hate because of X, Y, and Z, but home-brew rules are fun and we are just looking to make these characters a fair cost so we can try em out. Ok. So, here is some background: Miss Rose: A psychic with some anger issues. Think Carrie in a victorian dress, floating around choking people and throwing things. Lots of movement tricks and a couple card/stone intensive once per turn power moves from her upgrades. Mr. Hudson: Rose's bodyguard. Basically a hench level Gunsmith who takes the heat off Miss Rose and handles the tougher customers with a Hexed Colt and maybe a few of his Arcanist buddies if he takes the Executive Protection upgrade. THE STATS: Miss Rose Cache 4 Outcast Master, Living Df Wp Wd Wk Cg Ht 3 7 10 6 - 2 Abilities: Flight Adaptive - At the beginning of this model’s activation, choose a suit. Add that suit to all flips made by this model for the rest of the activation. Force of Will - This model may choose to resist with Wp instead of Df on any duel generated by an enemy model. On the Run - This model’s crew may only hire Outcasts with the Mercenary characteristic. Df/Wp [Mask] - Repulse - Immediately push the attacking model 4” in any direction. Attack Actions: Telekinesis - (Ca 7[tomes] - TN: 11 [tomes] Rst: Wp - Rg: 8) This action receives [+]. Move target up to 6”. Friendly models gain flight for the duration of the move. Triggers: [Tomes] Surge - After succeeding, draw a card [Crows] By the Throat - After succeeding, target receives Paralyzed [Masks] “She’s Like the Wind” - After resolving, place this model within 6” Tactical Actions: (0) “Back Off!” - Push all enemy models within 3” up to 6” directly away from this model. Upgrades: Concentration - 2ss This model’s telekinesis attack gains the following triggers: [Tome/Mask] Vortex - After resolving, all other models within 3” are pushed up to 6” in any direction. [Tome/Tome] Brown Eyed Girl - After resolving, this model gains the defensive +1 condition. This model may immediately take this action again. This trigger may be declared once per activation. (Miss Rose) Rage - 2ss This model’s Telekinesis attack gains the following triggers: [Tome/Ram] Ragdoll - Instead, push target Ht 1 or 2 model up to 8” in any direction. If it ends its push in base contact with another terrain or another model each suffers 2 damage and receives Slow. [Tome/Crow/Crow] “Welcome to the Horrorshow" - The target suffers a 2/4/6 damage flip and receives Paralyzed. After damaging, kill target unless it discards two cards or two soulstones. If the target is killed, every enemy model within 6” and LoS must take a TN 14 Horror duel. This trigger may be declared once per activation. (Miss Rose) Psychic Shield - 2ss When this model activates, it may gain one the following abilities until the beginning of its next activation: Swirling Haze - The area within 4” of this model is treated as Ht3, soft cover. Swirling Shards - Enemy models which end their activation within 3” of this model suffer 2 damage and gain the slow condition. Swirling Winds - Friendly models within 3” may choose to ignore damage and conditions caused by Pulses, Auras and Blasts. (Miss Rose) Mr. Hudson Cost 10 Outcast/Arcanist Henchman, Living, Totem (Miss Rose) Df Wp Wd Wk Cg Ht 6 6 10 5 7 2 Abilities: Df/Wp [Ram] - Concealed Weapon - After resolving, this model gains fast Bodyguard - Enemy models targeting a friendly master within 3” suffer [-][-] to the attack flip. Relentless - This model is immune to Horror duels Hard to Kill - While this model has 2 or more Wds remaining, it may not be reduced below 1 Wd. Attack actions: Hexed Pistols (Sh 6[crow] / Rst: Df / Rg: 12” or 2”) - Target suffers 2/3/5 damage. This attack action receives [+]. Triggers: [Tome] Piercing - Ignores Armor, Hard to Wound, and Hard to Kill. [Mask] Reposition - Push this model 3’’ in any direction. [Crow] Hexed - Damage from this attack may not be prevented using soulstones. The damage flip receives [+] for every [crow] in the final duel total. Tactical actions: (0) Switch Chamber - This model may discard a card to gain the following condition until the end of turn: New Chamber - This model gains a suit to all final duel totals which matches the suit of the card discarded to gain this condition. (2) Culture of Honor (Ca 6 [Tome]/ TN: 13[Tome]) Place this model into base contact with friendly master within 8”. Both models gain the Defensive +1 condition. Upgrades: Executive Protection - 2ss This model gains the following abilities: Security Detail - This model’s crew may hire up to 4 Gunsmiths and/or Arcanist construct models without Frozen Heart or the Showgirl characteristic at no additional cost regardless of any previous hiring restriction. Snares - Models may not end their move within 3” of this model during a charge action. This model’s Hexed Pistols action gains the following trigger: [Crow/Ram] Incendiary - Instead, target suffers 2/2B/3BB. All models damaged by this action gain the Burning +2 condition. (Mr Hudson, Limited) Ok, friends. Lets have it.
  15. If a Mod could wave their wand and delete this multi-posting, that'd be magical!
  16. If a Mod could wave their wand and delete this multi-posting, that'd be magical!
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