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VikingFyre

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  1. 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.
  2. I'm afraid I've never heard of Trail of Cthulhu, but I'll look into it. Any particular aspect of that system you suggest I look into?
  3. 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.
  4. 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.
  5. Hey everyone! I've recently become interested in the Through the Breach RPG, as I love the whole world and lore behind Malifaux. I have little to no experience with Malifaux's card mechanics, but am learning those. My main reason for posting is to find resources that can help define and teach the game Through the Breach to new players and game masters. I'm experienced in game mastering, having played/ran D&D, Call of Cthulhu, Pathfinder, as are a majority of the players I have interested in learning the game, however, the mechanics of this game from what I've learned in the Fated Almanac aren't very easy to pick up. I've already found GMort's page that helps with character creation, though I feel this doesn't simplify the hows and whys very well. Here's what I'm looking for: -Easy, well defined rules for character generation -A reference guide to the various terms, symbols, and meanings prevalent in this game system -A basic guide to how to play the game, including key rules for combat, skill checks, etc. -Tips and tricks for a new Fatemaster (myself) -Recommendations to video sources about Through the Breach I'm rather shocked that there is next to no content on Youtube about Through the Breach save for a couple videos by Voices of Mars, the Alpha character build video by the creators of the game, and one or two reviews, yet can find tons of Malifaux content along the lines of battle reports and so on. While I'm sure I'm not the first to post questions of this nature, my hope is to find various sources that I can provide to new players interested in this game, as this setting is too good to pass up, and I don't want to invest even more time converting this system to D20 or percentile when a mechanic is already in place that adds to the flavor of the game. Any help you guys can offer would be a big help and much appreciated. My biggest hope is once I can acquire this information and understand the game properly, I can pass it on to other who may have never heard of this game before through a podcast series my group and I are in the works of producing, which (hopefully) will include all the helpful info that I can find here on the forums and linked sources.
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