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Claymore65

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Posts posted by Claymore65

  1. Oh, I thought you meant Acting Values. I was really confused by what you meant lol.

     

    To be fair, the actual aspects of the NPCs don't really matter much. I wouldn't take too much stock in them.

     

    If it bothers you, just lower the stats in your mind and increase the skills to compensate.

     

    For Neverborn though, I assume it's intentional. They are monsters that are supposed to superior to humans in a lot of circumstances, but they lack some of the skill humans have.

  2. To be fair, your "Combat" PCs shouldn't be at +2. They should be at least at +4 if they actually hope to contribute to combat. +5 if they want to be useful, and higher if they want to hit all the time. Once you hit a "+6/+7" (which frankly is very easy to do, you only need a +4 in an aspect and +3 in a skill), you'll find they hit pretty much all the time.

     

    Also, I'm a little confused about what you mean. where are you getting "+10" for the Ronin? They hit at 10. They have an Acting Value of 5. That means their total value is 10, since 5 + 5 = 10. Not "+10". They hit at "+5". If your PC's defense flip is less than 10, then they hit. Honestly, if you have +4 defense the odds of not getting hit aren't too bad. You just need a 6 or higher.

     

    Let's look at a Desperate Merc, one of the easier enemies. The Ronin, Gunslingers, and Freikorpsman are all intended to be slightly stronger.

     

    They have a 10 in total defense (5 for the actual stat), meaning a PC with +2 to hit hits them on an 8. Sure, that's a low chance, but it's still possible. A PC with a +4 (which I find to be "average" for a PC wishing to be able to shoot/slash only a tiny bit) only needs a 6 or higher to hit, which is actually fairly likely. A PC with +5 only needs a 5 to hit, a PC with +6 only needs a 4 etc. With each "+1" they gain to hit, it becomes significantly easier for them to hit. Trust me, they can get hit really easily as long as the PC builds even moderately for combat. A "+2" to hit is an example of a character who wants to do pretty much no combat, and if they complain about hitting then, there is a problem. You should have at least a +4 to hit if you wanted your characters attacking and actually hitting.

  3. Oh, there's definitely a lot of interesting things going on Earthside.

     

    I mean, the "Darlin Theories" come from Darlin, the Mecha Tyrant of Virginia.

     

    I wasn't aware of any Mecha-Tyrants in our history. :D

     

    I think having some Confederate Hold-Outs is far from a big deal, and it could lead to a lot of cool plot events in the future.

    • Like 1
  4. Part of the intent of the game is to have Players start at about "Guild Guard" level.

     

    At the beginning of the game, they're not actually that exceptional. They can hold their own against tougher beings, but not against anything too crazy strong.

     

    With skill-points and more, they can eventually get a lot stronger. Once you have about a +6-7 to hit, things get really dicey for their foes.

     

    I've also found that the Card Flips really make a massive difference. When fighting minions (which you should mostly be fighting anyway), much of the time they only have to match their stats to win duels against them.

    • Like 1
  5. Back on Topic...

     

    Does anyone have a vague idea of when Into the Steam comes out?

     

    I have to admit, I am really excited for this book. It will expand the Steampunk elements that I thought were lacking in the main book, and all the new spells, pursuits, and more just sound awesome. That and the "Invented" fated make this the book I'm probably most looking forward to.

  6. For Stats, take a look at the Guild Seargeant. He might be what you're looking for.

     

    Skills include Evade, Intimidate (perfect for a Rough and Tumble Sheriff), Leadership (for a nicer one), Notice (for finding criminals), Shotgun (replaced with any weapon), Teach (for teaching the Deputies), and Track (for finding those criminals).

  7. Nice write up! That's a great intro for any beginner. The Gremlin section could be fleshed out a bit. Mentioning that they are also natives of Malifaux living in the Bayou and that they highly resemble stereotypical recknecks or hillbillys but otherwise a very informative introduction to the places and "people" of Malifaux. 

     

    Thanks! I added the part about the "rednecks" and hillbillies. They're not figuring into my campaign very much so I didn't waste much time explaining them, but I think it would be best to just add it.

  8. Reading the lore section should be a pretty good way of doing it. I've been preparing the same thing for some new players, and since not all of them access to the book, I wrote a couple of summaries. They may not be perfectly accurate, but they get the point across, as least for the purposes of my campaign.

     

    History

    The world of Malifaux is one not unlike our own. Earthside, the world is similar to our history, with one major difference: magic. Magic has existed for the longest times, and mighty magicians have warped the history of Earth. Wizards waged war with mighty spells augmenting themselves. The art of medicine used magic to great effect, while advances in technology relied upon it. This improved life considerably...until, of course, the magic disappeared. Over time, the magic left on earth began to wane. Eventually, the mightiest of sorcerers could only manage the simplest spells. Humanity was at a loss, and even though they tried to adjust, many problems arose.

    The remaining wizards of the world banned together to attempt a mighty ritual that would bring back magic to Earth. The attempt seemingly failed, and a mighty explosion demolished an entire city. However, all was not truly lost. An incredibly large portal to another world, known as the Breach, came into existence. It didn't take long before some brave souls, whether wizards or explorers, ventured into the breach.

    Inside the breach a massive, abandoned city was found, named Malifaux. The realm mirrored our own in many ways. The city showed architectural signs from many cultures, from European to Mediterranean to Oriental. The massive city contained numerous magical notes, relics, and more. Information on building powerful robotic constructs, spells not known to mankind, and more was found. The city seemed to be absolutely filled with magic, and its visitors found magic incredibly easy to cast. Even those without any magical knowledge would spontaneously be able to shoot fireballs or other magical effects.

    But all of those things paled in comparison to the greatest discovery of all: The Soul Stones. Soul Stones were rare crystals that seemed to gather arcane energy on their own. When harnesses, they could allow Wizards to cast spells easier, or power magical weapons or constructs. Best of all, through the use of Soul Stones, magic could once again be casted on earth. The Soul Stones were named for their most curious trait. When  Soul Stone is drained of energy, it will refill if it is placed near someone who has died. While there were other ways to recharge soul stones, this got them their name. Earth seemed to be heading into a new golden age of magic, as Soul Stone harvesting increased. Thousands of people came to Malifaux, seeking adventure and treasure, or just to mine the Soul Stones. Despite the threat of monsters and the evil of men, everything seemed fine...until one horrifying day.

    On one now infamous day, the breach suddenly closed. The sounds of combat and men dying could be heard from the other side. No one knew who or what had closed the gate, but there was one clue: a body was thrown out right before the breach closed, with the word "Ours" cut into him. The supply of Soul Stones was cut off. The desperate attempts to re-open the Breach failed.

    Humanity began the "Great Powder Wars". Nations fought once another for the small supply of Soul Stones still circulating. They slowly got stockpiled more and more, and fighting got incredibly desperate. Yet, as a result of the War came the rise of "the Guild". The Guild started a secret society wishing to control the sources of Soul Stone, thus preventing the war. They came out into the open afterwards, and managed the meager supplies of Soul Stone. They became the sole practitioners of effective magic, and became the World's greatest power as a result.

    Eventually though, to everyone's surprise, the Breach Re-opened. The Guild almost immediately sent explorer teams, and they reinforced the area near the Breach. To everyone's surprise, the bodies of the old inhabitants were never found. There were signs of combat, but no signs of life. The City of Malifaux was empty once again. The Guild went about re-colonizing the city. The Guild in Malifaux became the equivalent of a Government authority. The Guild's tyrannical rule kept their home base safe. Many threats existed, such as the nightmarish Neverborn, the inhabitants of the land. The Neverborn want humanity to leave their lands, and do it through force. Other factions seek to control and use the Soul Stone trade.

    It is a time of great opportunity and progress. By now the city has settled down somewhat, with the breach stable. Endless amounts of people flood into the city, hoping to find jobs or adventure. The Guild's prisoners are sent to work in the Soul Stone Mines as well. By now, in 1897, the Guild controls one Quarter of the city, along with many outposts in the wilderness outside it.

    It is a time for adventure, and horror, and, if you're lucky, success beyond your wildest dreams.

     

    Some Locations

     

    Malifaux City is still far from the most civilized of places. Monsters and undead stalk the streets. Only a small portion of the city is actually safe to live in, and only the rich and powerful can afford to live there. Here is a quick overview of some of the areas in the city, and it will be expanded on later.

    The Breach
    The breach is the massive portal connecting Malifaux to Earth. Travel through the Breach is watched carefully, and is almost exclusively by Train. Whether visiting as a prisoner or as a free man, almost all of those who come to Malifaux come through the breach. They come through Malifaux station, and then travel to the City proper. They will cross by the magnificent Governor's Mansion, and the "Hanging Tree", where criminals hang for their crimes.

    Downtown
    When many think of Malifaux, they think of Downtown. Downtown is the first stop for most visitors to Malifaux. Downtown is a the stronghold of the Guild, and the center of "civilization" within the city. Unlike the rest of the city, Downtown is actually mostly safe from the monsters, thieves, and undead monstrosities that both literally and figuratively plague the city. Luxurious shops and elegant theaters line the streets, as do swathes of Guardsmen. Many Earthside or Malifauxan luxuries can be found here. While it is one of the few truly safe places in the city, it is also incredibly expensive. Only the truly rich, powerful, or well connected can live in the Downtown district. While commoners may freely come and go in it, they are often watched more carefully by the guard.

    The Slums
    If someone can't live downtown (which includes most of the populace), they live in the Slums. The Slums compose much of the city. Residents live in the houses already existent in the city, or construct their own. The Slums are far more dangerous than Downtown. While the areas near Downtown may have Guild protection and law, much of the Slums remains dangerous. Monsters and Undead may stalk the streets, depending on your location. Just as dangerous are the various Criminals wishing to rob residents, or the Arcanists who may be asking for "Protection money". However, the lack of Guild Presence also has major benefits. Illegal magic can be practiced more freely, and many arms and armor can be bought at a much cheaper price than what the Guild offers.

    Characters in this campaign are assumed to live in the Slums unless they have another reason (such as being part of the Guild and residing in their barracks).

    The Quarantine Zone
    While the Guild controls about a 1/4 of Malifaux city, much of it is completely uncontrolled. The Guild has walled off large portions of the city, deeming this area the "Quarantine Zone". Only Guild personnel are allowed to go to and from it. All others, whether coming from or going to, are shot on sight. Despite the strict enforcement of this rule, there are many secret passages to and from these parts of the city. The sewers offer many routes, although they come with dangers of their owns, from monsters to cave-ins. The Quarantine Zone is incredibly dangerous, both the monstrous Neverborn and the cruel Resserucctionists use this land. The monsters slay humans freely here, while the Necromancers wish to practice their art. Hordes of undead monstrosities roam the streets. Despite the dangers, there are also incredible rewards. Ancient mystical or mechanical artifacts can be found here. Forbidden knowledge of both magic and treasure is oftentimes found here. People who wish to avoid the Guild oftentimes find refuge here, such as the legendary Freikorps mercenary group.

     

    Factions

    Malifaux is full of many different competing factions. Your character may be part of one or more of them, or none of them. Your character may also join them in game possibly.

    The Guild
    The Guild is the ruler of Malifaux. They have utmost control of the Soulstone trade, and put in immeasurable amounts of resources to ensure it continues. They are the primary authority in the city, and they handle law enforcement, protection, management of the city, and far more. They issue the primary currency, known as "Guild Script" as well. The Guild rules the city with an iron fist. They have a heavy control over magic in the city, and believe they are the only ones fit to use it. The Guild has multiple divisions dedicated to fighting the various threats in the city. The "Witch Hunters" hunt down illegal practitioners of magic, which any counts more or less any non-guild mage. They are rightly feared by the populace. The "Death Marshalls" hunt the necromancers and undead in the city, and have a far more positive reception among the populace. The Neverborn Hunters fight the vicious monsters of the city as well. While their leadership are basically tyrannical despots, many members of the Guild simply seek to protect innocent people from the various threats within the city. Their politics are nuanced and complex. Whether they serve as a patron or an adversary, they will likely be a major part of any campaign.

    The Arcanists
    While "Arcanist" is a general term for any Non-Guild mage, the Arcanist organization are either vicious criminals or heroic freedom fighters hoping to put a stop to the Guild's stranglehold on Soulstones and magic, depending on who you ask. In truth, they are a mix of both. The "Miners and Steamfitter's Union" is a front for the Arcanists. Because of how critical the Union is to the Soulstone trade, members within it are oftentimes kept safe from the Witch Hunters. The Arcanists wish to make the Soulstone trade more open, and spread magical knowledge. They are more than willing to use violence to achieve their aims. However, they also are a massive criminal organization. They oftentimes train new members to steal, murder, or extort money from the various businesses around town. In essence, they are basically a "Wizard Mafia" of sorts, mixed with heroic freedom fighters.

    The Ressurectionists
    The Ressurectionists is a very loose faction. It is the catch-all term for the Necromancers of the city. The populace's hatred for the Ressurrectionists is rivaled only by the Neverborn, and even then many fear the undead more. The Ressurrectionists may practice Necromancy for many reasons. They may have a curiosity in the matters of life or death, they may hear the secrets of the art in whispers on the wind, or they may seek a form of power that few can rival. They are heavily outlawed. Members of this faction are only loosely allied, as they oftentimes fight each other over resources...namely bodies.

    The Ten Thunders
    The Ten Thunders is an incredibly secretive clan of criminals hailing from the Three Kingdoms, a united group of nations including Korea, China, and Japan. They are masters of infiltration and subversion, preferring to fight from the Shadows whenever they can. Like everyone in Malifaux, they seek to control as much of the Soulstone trade as they can. They control a powerful Black Market, and perform various criminal activities in the city. One particular trait of the Ten Thunders is that they have successfully infiltrated pretty much every faction in Malifaux. They have secret members in the Guild, Arcanists, Ressurrectionists, and more. They run the "Little Three Kingdoms" district of Malifaux. There members vary from ninjas and samurai to cybernetically augmented rail workers. Despite their origins, they are willing to let those who lack "Three Kingdoms" blood in the organization, mostly due to their leader's pragmatism.

    The Outcasts
    The Outcasts are not a true "faction". They are the many members of the city that don't belong to any of the other ones. They range from mercenaries to ganglords to businessmen and women to servants of ancient, apocalyptic entities. The "Outcasts" are as varied as they come. Some are innocent people trying to find a new life. Others are ambitious mercenaries. Others are petty thugs. Prominent Outcasts include the militant Freikorps, the most organized mercenary company in the city.

    The Neverborn
    Known as the Neverborn among humanity, they are the native inhabitants of Malifaux. They are incredibly varied, from the vampiric demons known as the Nephillim to the mind wrecking "Woes". The Neverborn hate humanity with utter passion, and above all else wish to see them out of Malifaux. They fight in secret much of the time, though leaving Downtown may leave you vulnerable to their attacks. They seem equally interested in the fear they cause. They mutilate bodies, destroy minds and generally seek to cause as much pain and suffering in their victims as possible.

    The Gremlins
    The Gremlins are a race of green, diminutive little monsters that have taken to mimicking humans. They are almost all incredibly stupid, though that doesn't make them safe to deal with. Many of them hate humanity and will use their blunderbusses to kill them on sight. Others are friendly and willing to trade, however. They have an incredible love for pigs, even using them in combat. They are natives to Malifaux, like the Neverborn. They live in the Bayou, and highly resemble stereotypical rednecks or hillbillies.

    • Like 3
  9. I'm actually doing the same thing right now.

     

    I'm using Roleplay Online, a free Roleplay site for Forum Style Roleplays. I normally run my game in person, but I'm just getting into my online one.

     

    it has a TON of useful tools. I use a physical deck for the community deck, and then I have a Private thread for each character to handle their personal cards. That way combat posts etc don't get bogged down with card decisions etc.

     

    What system do you plan on using?

  10. Very cool! I like them quite a bit. I especially love the Single script bills. The cursive writing and colors really give it a very "victorian banknote" flair.

     

    I might just have to steal them for my own campaign. Thanks for sharing these!

  11. No, the controller has to use a (1) Order action every time they wish for a subordinate to activate.

     

    Thanks, I appreciate it. That's how I've always played it, but I've had players ask me about it multiple times, so I thought it might be nice to add it to the FAQ.

  12. This is more of a clarification question, but here we go:

     

    Does an Ally, such as a Zombie or Robot, activate without a Fated using the Order action?

     

    For example, if a turn goes by and the Tinkerer doesn't take the "Order" action, does the robot still get to activate normally?

     

  13. So, I was reading through the Fatemaster's Almanac again, and I noticed some really interesting lore ideas that made me very curious to see what's in store for later books. I figure this thread can be used to ask more questions about this kind of stuff. Some of these questions include:

     

    1. What are the "Red-Blooded" Nephilim? In the description for the Lelu's, they mention there is something lower then them in Nephilm "Society", the "Red-Blooded Nephilim". I'm really curious to learn more about these mysterious creatures. They're apparently Neverborn without Black Blood. They're hated on and mistreated by the rest of the Nephilim. I'm assuming (and may be wrong) that these are going to be the way to play Nevorborn/Nephilim Fated, since they likely want to go against Nevorborn society in the first place. Is there any other information about these guys?
    2. I noticed both books didn't really talk about the Arcanists much. The Fatemaster's Almanac didn't have any Arcanist enemies, and they barely even mentioned my favorite aspect of the Arcanists: They're basically the "Wizard Mafia". Can we look forward to a more in-depth view of the Arcanists in the "Into the Steam" book?
    3. Another question for the "Into the Steam" book: Will there be a slew of Steampunk gadgetry? I know advanced rules for weapons and building constructs were mentioned, but would it be possible to build a character based off random gadgets, sort of like James Bond? I can't wait to see more.
    4. I can't wait to see more on Character Creation for Nephilim, Robot, and Undead Fated. I assume they'll have a vastly different table for backgrounds and such, as well as access to different skills. I'm especially curious about Robot Fated (like Lazarus). How will character creation work differently for a fully mechanical character? Will they also have rules so human fated can become robot or Undead fated (in case they come to an untimely end?

    So, what are you guys curious about/interested in? I like the game a lot so far, and I can't wait to see more!

  14. So, I had an oddly specific question that I was discussing with a friend. So, my friend wants to pay a Tinkerer chracter with the Darlin Magical Theory, which makes a lot of sense.

    However, we came up with a sort of dilemma. For Darlin magics, the player needs to have a pneumatic device with them with a cost greater than the TN of the spell they cast. This item can technically be anything pneumatic that the player builds. It specifically mentions Pneumatic Limbs as a possible choice for the "Darlin" object.

     

    Now, if a Tinkerer (or any class) has the artefacting skill, according to the rules they can build their own Cyberlimbs for roughly 1/4 of the cost the Guild charges.

     

    Here's the situation. The Tinkerer decides to build a Full-Replacement Pneumatic Limb (normally costing 25 Script) for about 1/4 of the cost, (~6-7 Script).

     

    For the purposes of the Darlin ability, does the device count as costing 25 Script (the full price for the limb) or 6-7 Script (the price the Tinkerer paid to build it).

     

    Naturallly, this can have a major effect on the character, as one allows him to cast spells up to TN 25 without breaking his "Darlin" object, while the other only allows cast spells of TN 7 or lower to cast the spell.

     

    How much should the pneumatic limb "count" as costing for the Darlin ability? I lean toward the full 25 Script, as having the player build their own limb only for it to be completly useless as a casting implement might be disappointing, but I'm curious as what other people's opinon on the matter is (This may be a good question to add to the FAQ). If there was a thread that already discussed this, sorry.

  15. Thanks everyone. You've given me a lot of great information. I guess I was curious about something else as well.

     

    Through the Breach is supposed to be more of a "story-telling game". I'm familiar with those myself. However, could I use Through the Breach in a more traditional Adventure style format as well? I love the adventure format, and this games world suits it very well. For example, have the players form a mercenary crew that goes on variety of dangerous jobs. Of course, it all depends on what my players want to do. It sounds like equipment as well as character progression won't be a probllem from that standpoint.

     

    I've heard mention that high-level opponents can give players a lot of trouble. While I'm ok with players being unable to truly fight Masters (they're supposed to be the toughest people in Malifaux), how about other tough opponents like Mature Nephilim or Peacekeepers? I think it would be really cool to put Lady Justice into an encounter, and thus have escape be the only option for the Resser player. I also don't want the player completely disrupting the world, so I don't think i'd let them kill a master anyway (though I'd let them kill Leveticus...). However, I think a Mature Nephilim is a perfect component to a tough encounter, so there has to be a balance. Is there a particular reason for this difficulty? I'm afraid I'm not familar with the rules. Do high level opponents simply count as flipping  very high cards (10+), making them very strong unless you flip well?

  16. To be fair, in Malifaux it's very possible to build a fluffy list that's also competitive. For example, taking a crap ton Freikorps models with Von Schill is really the best way to build him. Levi works great with a lot of his core models (Ashes and Dust, Rusty Alyce etc), whereas Sonnia loves having more witchling stalkers around to spread the burning. That is one thing I love about Malifaux. Bringing a fluffy list can actually work very well. Not to mention, if you want to, explain the fluff yourself. Why does Von Schill have 10 rats following him? He was running away from a horde of rats when he randomly encountered his foes. Why is Bishop hanging out with Jack Daw? Well, Jack Daw does show up randomly (in his older fluff at at least). Maybe Bishop was surrounded by Lilith and Nephilim, when suddenly Jack Daw appears out of nowhere with his guilty to fight. Sure, Bishop is probably a little bit scared, but he'll take any help he can get.

     

    That's not to say unfluffy lists aren't ok too. The important part is to have fun with your list. If you really want to use Hannah wtih Lilith, go ahead! It's what's fun for you. When it comes down to it, it's just a game. Let people have fun with it how they like.

     

    On a more rleated note, I agree with most people here. I'm not personally very competitve, but I do try to win. It's more fun for both of us that way. I like it when the game is more easy-going, letting people take their time to crack jokes or laugh at hilarious events. I'm also very careful with new players, since getting curbstomped is absolutely no fun at all. Still, it's a great game, and as long as everyone has fun you can be as competitive as you'd like.

  17. Where was that said?

     

    There's a story called Formeldahyde nights in the 6th Wyrd Chronicles. Its a very entertaining tale.

     

    On the whole Lady Justice thing, it's clear from the story (and Lucius' tactics in general) that anything Mcmourning does is under the table. In the story, Lucius mentions he's using Mcmouring to even kill Ressers for him. I'm sure Lucius makes sure that the Death Marshalls never come knocking. Lady Justice is probably completely ignorant of his existence within the guild. If she does know about him, she'll either know that he is a simple coroner, or she might have heard of his exploits in killing Undead-making scum. Lady Justice (and the rest of the Marshalls) surely don't know about him. Lucius is far too good at keeping things under wraps to let it slide, especially to a woman who would without a doubt kill one of his assets. Lady Justice would never end up fighting alongside him, and if she did she would probably figure it out. It really makes a whole lot of sense, in my opinion.

  18. So, I didn't get to back through the breach (i wasn't aware of it until it was too late), but I'm very interested in the game. I heard that backers have a pdf copy, so they've got a good hard look at the game. What do you guys think? From the little I know, I'm curious about a couple of things:

     

    -What kind of advanced classes are there? I remember reading back there would be some freikorps stuff, maybe a witch hunter, death marshalls and more. Can you play a wide variety of characters with only the main book?

     

    -If anyone's played it already, how does the whole "only static numbers" thing work out in practice? I'd be GM'ing the game if I get it, and that part sounds intriguing but also strange to me. Does it work out well?

     

    -Is it relatively easy to play a construct focused character like Hoffman or Ramos? I recall from somewhere a Tinkerer was a base class, so I figured you could.

     

    -In terms of equipment, is there a lot of cool steampunk gadgetry available to characters? Like robot arms and crazy weapons?

     

    -What is your favorite part about the game?

     

    -What is your least favorite part about the game?

     

    Basically, I'm just very curious about the game. Malifaux has a very cool setting, so it would be fun to try a Roleplaying game with it. Thanks.

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