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Steamtastic Vagabond

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Everything posted by Steamtastic Vagabond

  1. After being inspired by the general lacking of a Pursuit dedicated to archers, I made the following pursuit basing it off of the Thunders' Archer from the Core Book. This Pursuit is untested, so feedback would be nice. Archer In the modern age, most people see the archery as an outdated practice, which is a valid opinion is a world filled with firearms. However, those that follow the old traditions of archery find themselves with a deadly weapon with which ammunition can retrieved. Not every archer is the same however, some take up the practice of mounted archery while others take quiet shots from the underbrush to bring down prey. Many of these archers find themselves among the ranks of the Ten Thunders because of how few members are allowed to wield firearms. But other factions do find uses for archers. The Neverborn use bows far more frequently than firearms and an entire Gremlin family uses bows almost exclusively. Starting An Archer begins the game with an Archery Weapon and Arrows with a combined cost no higher than 20§. On the Pursuit: Aim, Nock, Loose When this character fails a Ranged Combat Duel during dramatic time, she may draw a card. During the epilogue, this character may advance in any Ranged Combat skill in addition to the options presented by the Fatemaster. Advancement 0 Arcing Arrows 1 Moving Target 2 General Talent 3 Rapid Fire or Reading the Wind 4 General Talent 5 Strangling Strings or Improved Fletching 6 General Talent 7 Poisoned Arrows or Explosive Tip 8 General Talent 9 Twin Bolt or Leap Aside 10 Spirit Arrow Arcing Arrows One of the qualities that arrows have that bullets don’t is that even when shot into the air, they’ll be dangerous even as they land. This character has learned how to have relative accuracy even after an enemy has concealed themselves. This character’s Archery Attacks that use the Indirect special rule can still be cheated while doing so. Called Shot After learning the basic principle of hitting your target, you move on to learning how to pick your target, putting your arrows exactly where you want them to go. After generating a Critical Effect with an Archery attack, this character may discard a card to change the affected limb to match the suit of the discarded card. Rapid Fire This character has learned how to draw, nock, and loose an arrow in a single motion. With an understanding of this motion, this character has vastly improved her efficiency when it comes to letting arrows fly. This character gains the following Tactical Action. (2) Rapid Fire: This character may discard a Twist Card to three 1 AP attack actions with a Ranged Weapon against a single target. Reading the Wind This character has learned how to concentrate quickly, almost slowing time around her to line up the perfect shot. The first time this character takes a Focus action during it’s turn, it gains and additional Focused+1. Strangling Strings Bows aren’t just useful for throwing arrows at enemies. In a pinch, this character could use their bow strings to strangle someone if they run out of arrows. When using an Archery weapon with the Bow special rule, they may use it as a Garotte (Core Rules Pg: 226, Into the Steam Pg: 170) with the Shoddy special rule. Improved Fletching An arrow’s fletching is the thing that can make, or break the shot. Arrows with better fletching are going to fly farther and straighter than others, provided that the arrow is facing the right way. This character increases the range of his Archery attacks by 3 Yards. Poisoned Arrows No weapon cannot be improved with the application of poison. This a true statement that no one (especially in the Ten Thunders) is going to argue with. This character’s Archery attacks gain the following Trigger: : Infect: After damaging, the Target gains the Poison Condition a number of times equal to the number of in the final duel total. Explosive Tip In the same vein as poisoned arrows, explosive arrows are favorites of those who don’t care for subtlety. Whether its simply attaching a stick of dynamite to the end of the stick or enchanting the arrow with explosive properties, the outcome is just the same. This character’s Archery attacks gain the following Trigger: : BOMB ARROWS???: When damaging, this attack gains + to the Moderate and Severe damage. Twin Bolt Those who claim to be experts of Archery have learned how to use loose multiple arrows at once, dramatically increasing the lethality of their every shot (or at least doubling it). When this character makes an Archery attack with the Bow special rule, this character may use a second arrow to increase damage dealt by +2. This character must declare that he is doing this before flipping any cards. Leap Aside Archers are most effective when in the back row of any conflict, picking off enemies at a distance one by one. When their aggressors get close however, this character has learned how to quickly get out the fray. This character gains the following Defensive Trigger: Df: : Leap Aside: After an attack fails against this character, this character may push up to 5 yards in any direction. Spirit Arrow: This character is now able to harness their own soul into their shots, turning a normal arrow in one infused with the archer’s own spirit. This character may discard a Twist Card before making an Archery attack to make the arrow a spirit arrow. Spirit arrows ignore Hard to Wound, Incorporeal, and reduce the Target’s Armor by -2 for the duration of the attack.
  2. A fate master creates a Construct with Anror Training and the Fated find a way to tame it maybe?
  3. In this case, kentaurioni’s lance would deal 1/2/3 damage because it didn’t charge itself. Answering the second question, it the creature being tergeted by self loathing is itself a beast, it should deal the damage it would vs. Beasts. Otherwise, it should be the normal damage.
  4. Looks interesting, I’ll definitely add it to my collection to keep my collection safe from Guild malware.
  5. That being said, can a character not change their magical theory over time?
  6. You don’t “have” to use the Darlin Theories. It certainly helps but is not required.
  7. The Winchester A quadruped construct that is characterized by its (rather useful) pneumatic winch. It’s winch is rather useful since it has a hook attachment and the ability to shoot the hook for distance essentially creating a grappling hook with a retraction mechanism. Cost: 24 Scrip Base: 10 Scrip AG Harpoon Gun: +14 Scrip If you’re willing to pay out of you miscellaneous starting scrip, you can also add a +2 Archery for another 5 Scrip, but that’s optional.
  8. I took some time to refine this into something more refined. I've included flavour text and did some editing to make the talents a little more suited to the theme of the puppet master. It is fundamentally the same pursuit listed above, but again, more refined. Doll Maker Dolls with creepy movements, disturbing deformities, or dolls that come to life often seeking vengeance because they were possessed by some form of poltergeist are common ideas in the horror genre. To some, the creation and manipulation of dolls is a far more innocent pastime then their sinister counterparts. These people simply enjoy constructing dolls and using them to entertain others, mainly children. Unfortunately for the innocent doll makers, the advent of Collodi’s arrival made it difficult for honest puppeteers to make a living performing for the children of Malifaux. The Doll Makers specialize in the creation and use of various dolls, mainly marionettes, but others do exist. Doll Makers are often in the form of street puppeteers entertaining children, Collodi, skilled seamstresses creating toys for their children, or simply people with an unusual affinity for literally pulling strings. Starting: A Doll Maker begins the game with a Rank 3 Marionette as a subordinate character. On the Pursuit: Pulling the Strings Whenever this character fails an Artefacting or Stitching duel, he may draw a card. During the epilogue, a character on this Pursuit may advance in any Magical Skill in addition to the options presented by the Fatemaster. Advancement: At each step, a Doll Maker gains the Talent listed below. Step Talent 0 Puppeteer 1 Ventriloquism 2 General Talent 3 Tripping Hazard or Extra Control Bar 4 General Talent 5 Wicked Friends or Child’s Play 6 General Talent 7 Life Like or Special Effects 8 General Talent 9 Master of Puppets 10 No Strings Attached Puppeteer Manipulating a doll is simultaneously a simple, yet tricky process. To some, this comes far more naturally than others, and some simply cheat their way through this and use a little magic. This character is always treated as having the Animate Construct Magia in her active Grimoire. Additionally, if this character doesn’t already have one, she gains "Imagination" as a Magical Theory (Listed Above) Ventriloquism A ventriloquist is a master of an incredibly specific form of misdirection, in that he can make it seem like a puppet is talking for him. The catch here is that some ventriloquists actually are speaking for their puppets, but some puppets speak DO for their ventriloquists. The Doll Maker may discard a card to make any subordinate Doll in his control speak for him for the remainder of the scene. The Doll Maker does not need to be in contact with the doll to do this. Tripping Hazard Something that inhibits doll based performances are the restrictions put in place by strings that make the puppet move. Many find this inherent flaw inhibiting to their performances. That being said, strings are certainly good for other things. Whenever an enemy character without the Flight or Incorporeal ability comes between the Doll Maker and a subordinate Doll, they must pass a TN 10 Acrobatics Duel or fall prone. Extra Control Bar Some thing that makes puppet shows far more entertaining are the scenes where one puppet interacts with another, this is simply just the puppeteer operating a second control bar but it still makes show far more interesting to watch. When the Doll Maker gives an order to a subordinate Doll, he may also give an order to a second subordinate Doll as a (0) action. Wicked Friends No matter how innocent they may seem, when placed in a dark, scary environment, the most innocent of dolls becomes associated with terror. Some dolls even live up to this reputation, gaining a semblance of life, and a chaotic nature. The Doll Maker gains 2 Wicked Dolls as subordinate characters and may construct more should any of them be destroyed. Child’s Play Virtually indestructible is a term that’s often placed on toys to allow parents to know that they are unlikely going to need to get a replacement. When it comes to the Doll Maker’s puppets however, indestructible becomes a term that is more true than some like to admit. The Doll Maker may cast Animate Construct on an already active Doll to heal 1/2/3 damage on it. Life Like Artists often strive for life like art. This is mainly because it sells better, and for more as well as strengthening the artist’s belief in his own skills. For puppeteers, this is no different, puppeteering is an art, and one that the Doll Maker strives to master. Dolls animated by this character’s Animate Construct Magia now remain active for a number of hours equal to the number of completed steps in this pursuit. Special Effects Theatrical performances become much more grand with the addition of special effects. The magically adept find this to be an incredibly simple process, but those lacking magical skills can still replicate impressive special effects with just a little craftiness. Any conditions both beneficial and harmful that effect this character’s subordinate Dolls have their duration doubled. However, spells with the Alter Duration Immuto will not work on this character’s subordinate Dolls. Master of Puppets This character is quickly becoming the undisputed master of puppets. Controlling dolls is now something this character can do with both hands literally tied behind his back. Potentially magical in nature, the Doll Maker’s control over his puppets is like that of a general and his army. Whenever this character uses the Order action, he may control two subordinate Dolls instead of one. No Strings Attached The power this character has over his dolls is almost psychic in nature, every little movement is executed with perfect elegance and grace. Watching the puppeteer’s shows is like watching a ballet in an incredibly expensive theatre, yet it is reproduced with simple puppets. Once per session, the Doll Maker may transfer his consciousness into one of his subordinate Dolls. This can last until the end of the session. The Doll replaces all of its Mental Aspects with those of the Doll Maker, but Physical Aspects are unaffected. Should the Doll be destroyed, the Doll Maker’s consciousness is returned to his own body. The Doll Maker must then make a TN 12 Horror Duel due to fact that the Doll Maker had just experienced death (and that is not a pleasant experience to most).
  9. Another option is to just have it improve a single aspect each time it’s cast, or have it only effect a single aspect based on the grimoire. Example, a “strong man”s” belt buckle improves strength while a dilettante’s suit improves charm. Just ideas.
  10. Alright, done. The instructions are simple. Just print the file on standard printing paper (the same dimensions used for the TTB Books) and just cut it out. Wherever there is an arrow indicates the line between card faces. Then just glue or tape to Bicycle Cards or other forms of thick paper. Tarot Card Character Sheets.docx
  11. Challenge accepted, I’m thinking of making a printout that can just be glued or taped to cheap bicycle cards, construction paper or something of similar size.
  12. I don’t even tell them until after it passes, makes them wonder who’s coming next, and when.
  13. I don't use the miniatures at all, and combat is really quite simple, just keep track of approximately where things are relative to the Fated. Say the Fated have a range of 12 with all of their weapons because they somehow have the exact same model of pistol. The monster they are hunting is 16 yards away, so they take a Walk action and close the gap by 5 meaning that the monster is now within range. This means that the Fated are 11 yards away. Say the monster has a Walk aspect of 4, and no athletic skill. This means that the monster will have to make 3 walk actions and will have a single AP left over (unless it charges). This gets even easier with melee on melee since the two only need to reach each other to get to fighting. Say both characters have Walk and Charge 4 or Speed 0 in this case. The Player and monster are 12 yards away from one another. The Fated takes his Walk actions and closes the gap by 2 meters because he wants to Charge when the monster is in range. The monster not knowing this, takes his Walk Actions and reduces the distance by 8 leaving the distance at 4. When the initiative cycle comes back around, the Fated charges. This is a simple example of running an encounter with out miniatures.
  14. If the Terror immuto is also used, then definitely, otherwise, it should still scare people, by not in such a way that it petrifies them.
  15. Ranged characters and cover, if the hammer can’t reach the target, it is no threat.
  16. I find myself taking on a lot of projects in my free time, and I find that I work quickly. I present this, an overhaul for alchemistry with 17 new uses for the skill which should make aspiring alchemists rather happy. Or at the very least moderately interested, hopefully. This entire comment is told from the perspective of Mary West, a Guild alchemist. More Alchemical Recipes Discovering Recipes Many of the topics listed here are recipes that need to be learned to be used by the Fated. All Fated have access to the following General Talent: Alchemical Breakthrough Requirements: Alchemistry 3 or Chemist 6 The Fated learns and can use a new Alchemical Recipe. This talent may be taken multiple times, each time gaining access to another recipe. Characters who reach rank 10 of the Chemist Pursuit may continue taking that pursuit, gaining this talent each time. Recipes Alchemical Gamin An unusual thought has come and passed, abut the possibility that the Gamin and Golems aren’t actually personifications of elemental powers, but rather alchemical creations like that talked about during the middle ages and renaissance. I will look into this and report on my findings. I seem to be partially correct, an uncontrolled gamin can be alchemically created, however, it seems that an elementally unbound Gamin is incredibly unstable and just sort of falls apart making a remarkably large mess. Seriously, the room was just, covered in alchemical slop. I looked into the Witch Hunters to see about acquiring a grimoire with Elemental Immuto. This particular one was that contained water, a rather safe choice if I do say so myself. To my amazement, repeating the same process but channeling the Water Immuto seems to have produced a Water Gamin, only wild and uncontrollable. I believe that summoned Gamin are actually bound to an element to maintain their existence, and also bound to the spellcaster, essentially making a “Master Caster”. More notes and experiments are to come. -MW Prerequisites: Sorcery or Enchanting 1 Ingredients: Grimoire, Height 1 worth of mouldable matter (Mud, Clay, Etc.), 12 Scrip of Alchemical Materials. This character is now capable of creating Alchemical Gamin using mouldable matter. This process takes 1 hour and requires a TN 13T Alchemistry Duel. A Grimoire with an Elemental Immuto must be used during the process. Before making the flip, declare which Immuto is going to be used to create the Gamin. A Grimoire that has the Summon Gamin Magia reduces the time by half. On a success, the Character creates a Gamin (Into the Steam Pg. 241-243) with one of the Elemental Immuto that’s in the used Grimoire. For each Margin of Success, reduce the Scrip cost by 1. Failing the flip wastes the time and materials. If the Character achieved a Margin of Failure, the Gamin dies during the process (Triggering its Demise ability). The Gamin lasts indefinitely but is not under the control of its creator. The gamin is likely a chaotic entity, and is not going to attack its creator on sight, but if it gets out, it will likely cause at least a little bit of mayhem. The Gamin also doesn’t die when it reaches 0 wounds, but rather it will fall unconscious, the Gamin can still be killed by other methods. Alchemical Golem Today, I’m going to attempt something a little more… ambitious, the tests with the Gamin were successful overall, if not infuriatingly chaotic. The little buggers have no sense of responsibility, I’m personally hoping that having a big brother will make them settle down a bit, emphasis on hoping. -MW Prerequisites: Alchemical Gamin, Alchemistry 4, Sorcery or Enchanting 3 Ingredients: Grimoire, Height 3 worth of mouldable matter (Mud, Clay, Etc.) 16 Scrip of Alchemical Materials. Same as Alchemical Gamin, except the process now takes 3 hours, a TN 17TR Alchemistry Duel, and a Golem is produced instead of a Gamin. Golems are much calmer than Gamin, making them attractive for scientists looking for a good lab guard. Volatile Mixture A minor accident involving one of these pesky water Gamin and left-over chemicals that left my hair singed got me thinking, dynamite and other explosives are commonly made with nitroglycerin, but with the things I have laying around the lab, I can create something a little safer to produce for those working in the Soulstone mines. If I continue producing journal entries, I survived this experiment… Fingers crossed. -MW Prerequisites: Explosives 2 Ingredients: 8 Scrip of Alchemical Materials. The alchemist produces 1 Volatile Mixture that essentially functions as Dynamite. It can be thrown at enemies with the Thrown Weapons skill dealing 3/4BB/5BBB damage. The mixture can also be detonated by a flying bullet or other hard impact (Such as a Black Joker on a Acrobatics Flip…). Brilliant Fuel I’ve noticed that the Honey Pot Casino has some odd patrons, the drug referred to as Brilliance seems to have unusual properties on those who imbibe upon it. While the name suggests that it aids with mental clarity, those who overdose of the stuff seem to give off a blue glow. Obviously, Brilliance’s name is correct in more ways than one. I would like to work with it and perhaps capitalize on it’s illuminating properties. I believe that the morgue has some fresh bodies of those who have overdosed of Brilliance, perhaps the good coroner Douglas Mcmourning will permit me to take some samples for experimentation. As creepy as he is, he is a nice guy. -MW Prerequisites: None Ingredients: One dose of Brilliance, or 8 Oz of blood from a Character with at least Brilliance+5. The alchemist may now produce Brilliant Fuel, a lantern fuel that burns 3 times as long as other fuels. To produce it requires half an hour of work and a TN 14 Alchemistry Duel. On a success, this character produces one dose of Brilliant Fuel. On a failure, this character wastes the time and alchemical materials. On a Margin of Failure, improper handling has put the Character at risk of exposure to Brilliance. The character must make a TN 9 Toughness Duel or gain Brilliance+1 (Under Quarantine Pg. 153). If the character has proper safety measures such as a gas mask, she gains [+][+] to this flip. If this character is using Illuminated Blood to produce the Brilliant Fuel, they must first make a TN 8 Alchemistry or Culinary Duel to distill, or boil the blood properly leaving behind brilliance residue. A single dose of Brilliant Fuel can burn in a lantern for 6 hours. The lantern will give off an eerie blue glow during this time. Characters with the Brilliance condition treat burning Brilliant Fuel as a source of Brilliance. Burning Brilliant Fuel is not pyro-luminescent and will not detonate explosive gas of consume good oxygen, the match that’s used however… Homunculus For my next experiment, I would like to have a Death Marshal present, my work with the alchemical Gamin is becoming more of an art than a science at this point. I now seek to construct what the 16th century “alchemists” referred to as a homunculus. Unlike Paracelsus, I seek to use proper Alchemistry and not anything involving a horse’s womb and putrefied… material to put it modestly. However, alternative genetic material would be nice to have. The reason I request a Death Marshal is because I feel I may be touching a line that the Guild would rather I don’t cross. The Death Marshal will be accompanying me to ensure that if what’s created is undead, it may be put down right away, otherwise, further experimentation with alchemical homunculi is likely in my future. -MW Prerequisites: 2 Completed Destiny Steps. Ingredients: Grimoire, Sample of Genetic Material (Toenail Clipping, Hair, Etc.), Height 1 Worth of Mouldable Matter (Mud, Clay, Etc.), 8 Scrip of Alchemical Material. This character is now capable of creating an Alchemical Homunculus. Homunculi tend to vary in appearance and should be discussed with the Fatemaster. Creating a Homunculus requires 6 hours of work and a TN 11 Alchemistry Duel. Additionally, A Grimoire with the Animate Construct Magia is required during this process. A Manifested Power that does basically the same thing (such as the Engineer’s Mechanical Automation) may be used in place of the Grimoire. On a success, a homunculus is created. Should the character wish, the Homunculus may become the alchemist’s totem (Into the Steam Pg. 103). Otherwise, the Homunculus is created with the following properties. - The Peon(3) and Construct characteristics. - All Aspects being 0 and having no skills. - The Homunculus gains a Physical Aspect from the genetic donor (such as Might 2 for a Might 2 donor). - The Homunculus gains a number of upgrade points equal to the Alchemistry Duel used to create it -11. The points may be spent to upgrade Skills or Aspects, Skills costing 1 point each, and Aspects costing 2. - The Homunculus is considered to be a subordinate character of the alchemist that created it. Homunculi are intensely envious and will NOT get along with other Homunculi that the alchemist creates. Enchanted Bottle I have found a new project to begin working on. It came to me after one of the misbehaving Gamin escaped its bottle by breaking it. The number one cause of alchemical accidents is mixing improper chemicals, the runner up though is dropping and breaking important chemicals. I found the Gamin’s aquatic composition to be useful in that whenever they start acting up, I can just stuff them in a bottle for a while. -MW Prerequisites: Enchanting 1 Ingredients: Glass Bottle, 1 Scrip of Alchemical Material The fated can now strongly reinforce glass bottles using a variety of chemicals and some magic. The Fated may spend 15 minutes enchanting a glass bottle to be indestructible. Enchanted bottles are never at risk of accidental destruction and make them ideal vessels for non-weaponized concoctions. Enchanted bottles that are thrown at enemies deal 0/1/1 damage despite whatever chemical they might contain. Enchanted bottles can be dispelled with a TN 10 Counter Spelling duel. Dispelled Enchanted Bottles revert to being regular glass bottles. Iron Wood Elixir On my way home from the lab last night, a walked past some street urchins playing Guild Guards amd Arcanists, a game where the “Guards” fight against “Arcanists”. These children were swinging around wooden swords and I thought nothing of it until this morning. One of the most important parts of alchemy in the middle ages was transmutation, the changing of one metal into another, but what about wood? My inquiry is that similar theoretical processes can be made, and I can turn wood into metal. -MW Prerequisites: Enchanting 2 Ingredients: 3 Scrip of Alchemical Material The fated is now capable of brewing Iron Wood Elixir, a transmutative potion that will give wood the properties of steel. An Iron Wood Elixir can be brewed with a TN 10 Alchemistry Duel, for each Margin of Success, an additional elixir is produced. A single dose of Iron Wood elixir can be applied to a Height 1 wooden structure while 2 doses can be applied to a Height 2 wooden structure and so on. Iron Wood Elixir lasts for 4 hours and a wooden object soaked in Iron Wood Elixir becomes steel. An Iron Wood weapon will deal +1 damage and wooden armor will grant an extra Armor+1. Iron Wood Elixir, Greater Prerequisites: Enchanting 4, Alchemistry 4 Ingredients: Iron Wood Elixir, 1 Dose of Soulstone Dust Same effects as Iron Wood Elixir, except it lasts for 24 hours. Medusa’s Gaze Greek myth tells of the Gorgon Queen Medusa, a creature whose gaze could turn people to stone. As a child, I was utterly afraid that Medusa would come and turn me to stone, I quickly grew up of course, but living in Malifaux, that story isn’t so far fetched anymore. I say that because recently the Witch Hunters brought me an interesting statue that was in fact actually a man. The Quarantine Zone chemists had gotten to the poor man, though that does explain where my missing Medusa’s Gaze went. -MW Prerequisites: Enchanting 3 or Necromancy 4 Ingredients: 5 Scrip of Alchemical Materials, 1 Sample of venom from a venomous snake. This character is now capable of producing the horrible chemical called Medusa’s Gaze, a enchanted chemical that turns flesh into stone. Producing this requires a TN 14 Alchemistry Duel and 2 hours of work. For every Margin of Success and every 2 there after, this character may produce an additional Medusa’s Gaze. On a failure, this character wastes the alchemical ingredients and time. On a Margin of Failure, this character gains Poison+2 and an additional Poison+1 for each Margin of Failure above the first. A Medusa’s Gaze can be used as a Thrown Weapon. If the Medusa’s Gaze hits, the target must make a TN 15 Toughness Duel or gain the following condition of the targeted limb for 3 rounds: “Turned to Stone: This limb becomes wholly ineffective. If an arm is targeted, it may not be used for any purpose, if a leg is targeted, the character reduces his Walk and Charge Aspects by -2 and may not declare Charge Actions, if both legs are turned to stone, the character may not declare Move Actions. If the Head or Chest is targeted, the character is completely paralyzed. If completely paralyzed, the character gains Armor+3 and Hard to Wound 2, but may not declare actions. The Gorgon’s Cure With another one of my Medusa’s Gazes, I concocted a chemical to erode the stone without damaging the victim, much. It was surprising how long the Medusa’s Gaze was lasting on the poor man, my brews only lasted about 18 seconds at the most, which is plenty of time for the guardsmen to make necessary arrests. Pouring what I have named “The Gorgon’s Cure” the man’s stone encasement was completely removed. I mixed in some truth serum so that he would answer all of our questions about who he was, and how my Medusa’s Gaze was stolen. -MW Prerequisites: Medusa’s Gaze Ingredients: Medusa’s Gaze, 1 Scrip This character may now produce The Gorgon’s Cure, a potion that rapidly decays stone while leaving flesh unharmed. Producing the Gorgon’s Cure requires ½ an hour of work to modify the venom into a fast-acting acid. Any character may apply the Gorgon’s Cure to a character that has been Turned to Stone by a Medusa’s Gaze to remove that condition. Sleeping Draught While I do love a good chloroform, I find that sometimes a good sleeping draught to be even more useful. Knocking someone out after a hearty meal is unlikely to draw much attention. It’s also practical for those who simply cannot fall asleep, but my potion is definitely more likely to be used as a weapon. That being said, knocking someone out with a poisoned turkey is really useful for making some quick arrests. -MW Prerequisites: Doctor 1 Ingredients: 2 Scrip of Alchemical Materials. Grimoire (Optional) This character may now brew Sleeping Draught, a concoction that can force people to fall asleep, even against their own will. Sleeping Draught can be made with a TN 10 Alchemistry Duel and 1 hour of work. On a failure, the time and alchemical materials are wasted. For each Margin of Success, this character may produce an additional Sleeping Draught or increase the draught’s potency. On a Margin of Failure, this character must pass a TN 10 Unconsciousness Duel. If the alchemist has access to a Grimoire with the Sleep Magia, she may use it to add [+] to the Alchemistry Duel. Any character who consumes the Sleeping Draught must pass a TN 10 Unconsciousness duel. Margins of Success may be spent to increase the TN by +2 for each Margin of Success. Liquid Insomnia The insomniacs who plague Malifaux city are rather dangerous to themselves. Their inability to sleep is likely going to kill them some day. I bring this up because the Guild has recently commissioned me to produce an “Anti-Sleeping Draught”. Personally, I find that name rather offensive to literary masters the likes of William Shakespeare. I would call it something like “Liquid Insomnia” or “Wicked Unrest,”. No definitely Liquid Insomnia. But I digress, the Guild agents want to use it for interrogation purposes, torturing the poor souls that it’s used on with the physical inability to sleep, potentially driving the convict to insanity, immense pain, and potentially death only to become lost within a Soulstone. Yes, that was rather dark. -MW Prerequisites: Doctor 2, Necromancy 1, Sleeping Draught Ingredients: 4 Scrip of Alchemical Materials, Grimoire (Optional) This character is now capable of brewing Liquid Insomnia, a sadistic concoction that forces those who consume it to stay awake. Useful for those who NEED to stay awake, but a horrible experience for anyone else. A Liquid Insomnia can be produced with a TN 13 Alchemistry Duel and 2 hours of work. On a success, this character produces a single Liquid Insomnia. For each Margin of Success, this character may either produce an additional Liquid Insomnia, or increase its potency. On a Margin of Failure, this character gains the Insomnia Condition. If the alchemist has access to a Grimoire with the Sleep Magia, she may use it to add [+] to the Alchemistry Duel. Any character who consumes a Liquid Insomnia must pass a TN 12 Carouse Duel, Margins of Success may be spent to increase the TN by +2 for each Margin of Success. Characters who fail the Carouse duel gain the following Condition: “Insomnia: This character cannot sleep for the next 24 hours,” Wild Alchemistry Something I have always loved about Malifaux is how there is magic in almost anything you can see, especially in the regions outside of Malifaux City. It makes me wonder just what I can do by exchanging the chemicals in my lab for the herbs that grow wildly. Perhaps a short expedition is in order. -MW Prerequisites: Wilderness 2 Ingredients: None This character now has a broader understanding of just what Malifaux can do for the arcane alchemists that reside within it. This character may now brew their concoctions using roots, plants, flowers and other natural life instead of processed chemicals. When attempting to brew a concoction in a vegetated region (such as The Bayou, The Knotwoods, or Beggarstree), this character may first attempt a TN 10 Wilderness Duel. For each success and Margin of Success, this character may lower the scrip cost of creating a concoction by 0.5. On a Margin of Failure, this character mistakes a dangerous plant as one fit for use. When the concoction is made, flip a card and consult the following table. Rams It’s Explosive?: The alchemist and any assistants must pass a TN 10 Defense Duel or suffer 3/4/5 damage. Crows Guys! I Found Some Berries!: The alchemist and any assistants must pass a TN 10 Carouse Duel or gain Poison+3 Masks Oh No, It’s Alive: The alchemist encounters a Waldgeist (Fatemaster’s Almanac Pg.204, Core Rules (Probably)) Tomes Sugar, Spice, and Everything Evil: The alchemist and any assistants must pass a TN 10 Defense Duel of gain Burning+3 Jokers Twisted Fate: Miraculously, despite incompetence, nothing bad happens. Bottled Immuto I’ve begun to notice that the line between Alchemistry and magic to be wearing dangerously thin. I worry that with the way that I’m going, the Witch Hunters will tighten their leash on me. I say this because I have found that it is theoretically possible to transfer Grimoire Immuto to potions. In retrospect, I should have seen this sooner, the water Gamin and Golem should have been the first sign. As I gently bang my head against my desk, I figure that is there is literally no point in trying to emulate Immuto chemically. If I’m lucky, my discoveries will be celebrated and not revered. -MW Prerequisites: Sorcery, Enchanting, Necromancy, or Prestidigitation 2. Ingredients: Grimoire, Water This character is now capable of binding the Immuto of a Grimoire to alchemical mixtures to varying effect. Bottled Immuto can only by created with the following Immuto: Ignore Caster, Additional Suit, Increased Duration, Increase Resistance, Reduce Resistance, and any Genus Immuto. These Immuto must be in a Grimoire bound to the alchemist. Creating a Bottled Immuto requires an Alchemistry Duel equal to the 10 + the TN change, and 10 minutes of work. Bottled Immuto must be used when brewing the mixture, it’s being inserted into. The TN modifier is applied to the Alchemistry Duel made to produce the mixture. On a success, treat the mixture as if it was a spell with the Bottled Immuto attached to it. Luckily for me, the Witch Hunters saw my discovery as proof that Alchemistry is a magical discipline, however, they wrote up a license for me stating that I was a sanctified mage. -MW Amnesia Drops After a Death Marshal raid on some Resurrectionist out in the Barrows, apparently the Death Marshals discovered 5 people chained up in the basement with absolutely no idea who they were. Honestly, this whole amnesia thing is getting out of hand. So many stories revolve around characters with no memory of anything. Whatever, the Amnesia Drops, as I call them are now in my lab, being broken apart so that someone someday might find a use for them other than perpetuating RPG game tropes. I do understand that I am quite irritable today. -MW Requirements: Necromancy 2 Ingredients: 3 Scrip of Alchemical Materials, Grimoire (Optional) This character can now produce the rather forgettable mixture known as Amnesia Drops. When consumed or applied to both eyes, the victim simply forgets what’s happened in the last little while. Producing Amnesia Drops requires a TN 15 Alchemistry Duel and 2 hours of work. Achieving a Margin of Failure causes the alchemist to suffer the effects of the Amnesia Drops. 1 batch of Amnesia Drops contains 3 uses. If consumed, the victim must make a TN 15 Willpower Duel or forget the last ½ hour of their life and then become Dazed by their sudden “leap in time” for 30 seconds (5 rounds). Character’s who pass their Willpower duel are Dazed as noted above, but do not forget anything. Chemical Sanity When I found this recipe in a confiscated Alchemistry tome, I was surprised that I hadn’t thought of or discovered it sooner. It was simply labeled Chemical Sanity, and apparently, it’s used to treat short term mental illness. Honestly, I figure that it’s perfect for use in Malifaux since the number of things that can drive people insane is mind wrenching in itself. The original purpose seems to be for Necropolis relic hunters to keep their wits about them when the darkness overwhelms them. I just want to know how they got the brains, and no I don’t mean intelligence, I mean actual human brains. -MW Prerequisites: Necromancy 2 Ingredients: 3 Scrip of Alchemical Materials, One Third of a Brain a Character That Had At Least Crazy+3. This character may now prepare Chemical Sanity, a potion that reinforces your sanity driving off the mind damaging influences of Malifaux for at least a short while. This character may create a Chemical Sanity with a TN 13 Alchemistry Duel and 2 hours of work. For each Margin of Success, the alchemist may produce an additional Chemical Sanity. Drinking a Chemical Sanity immediately removes all mental conditions at the Fatemaster’s discretion (Ex. Claustrophobia, Dazed, Stupefied, Confused. Etc.). The only exception is the Crazy condition which is instead lowered by -3.
  17. In close to the back of the player creation’s section, there is a Forum called fiddlin with soulstones. That would be a good place to find house rules for soul stones.
  18. I've had these Grimoires laying around from a previous adventure. Thought I'd put them here. Maguamahato’s Mask -A mask depicting an Oni from three kingdoms folklore. It’s orange in colour with large pointed teeth. Holding the thing gives the holder an ominous feeling… Magia: Physical Enhancement (Self Only), Elemental Engulf. Immuto: Fire[Locked], Focus Object (Oni Mask), Genus(Oni) Special: Casting a spell from this grimoire inflicts the Haunted+1 condition on the caster. If the caster would be possessed, he is instead possessed by the Oni Magumahato. If a character gets possessed by Maguamahato, it gains the Oni Characteristic, the Smoldering Heart Talent, and the Saracaner’s Plight Talent while Maguamahato is in control. Characters possessed by Maguamahato will occasionally lose control of themselves, and will instead be under the full control of Maguamahato. This is not a good thing. Abandoned Snow Globe -A glass sphere filled with water and a miniature wooden house covered with “artificial” snow. The snow globe is incredibly cold to the touch and has no paper trail. Magia: Elemental Projectile, Elemental Strike. Immuto: Ice[Locked], Increased Damage, Decrease Damage. Special: The Snow Globe counts as a Negligible(1) character with the Construct characteristic and Frozen Heart talent. Red Beard’s Telescope -A long metal rod used to magnify distant locations. The distinct smell of salt and gunpowder coat the telescope. The name Red Beard is inscribed on the side. Magia: Divination Immuto: Alter Range, Reduce AP, Increased Duration. Special: Looking though the telescope causes the user to automatically cast Divination on wherever they’re looking at. Divination can only be used on a location which the Telescope can see. Cloudy Crystal Ball -A cloudy sphere in which you can almost see images. Looking too deep into the crystal… wait, what am I doing here? Magia: Forget, Immuto: Additional Suit, Special: The Crystal Ball can store 5 memories that are lost. Whenever the Crystal exceeds 5 memories, the oldest one is lost. Any character may attempt a TN 8 Necromancy/Tenacity Duel to look into the Crystal Ball. On a success, the character can access one of the memories. Causing a Margin of Failure causes the Crystal Ball to cast Forget on the Character. The Crystal Ball’s AV for the Forget Spell is 3(10) Bramble Crown -A crown made with dried twigs and leaves weaved into a Celtic pattern, masterful craftsmanship. Magia: Summon Gamin, Elemental Weapon Immuto: Natural[Locked], Delay, Increase AP Special: Character’s attuned to this Grimoire permanently gain the Fae characteristic. The longer any character is attuned to this Grimoire, the more faerie like they become, potentially causing more dramatic changes, like sprouting fairy wings, or having flowers grow where ever they go. Undertaker’s Shovel -A shovel that is well loved, no amount of cleaning can remove the grave dirt. Magia: Bury Immuto: Genus(Living) Special: The target of the Bury spell must be standing on soft ground for the spell to work. Special: The Undertaker’s shovel can be used as a melee weapon that deals 2/2/3 damage as has the following trigger: C: Literally Touched Death: After damaging, the target gains Infection+1. Impossible Geometry -A totem made up of geometry that is mathematically impossible, but still exists. Mathematicians are horribly confused by the totem’s very existence. Magia: Elemental Retribution, Elemental Weapon Immuto: Increase AP, Madness, Maddening[Locked] Special: Any character casting a spell from this grimoire may use the Madness immuto, doing so reduces the TN by 4 but causes the caster to gain the following condition “Madness+1: This character suffers -1 to all mental aspects, reduce the value of this condition by 1 every hour until at 0.” Immuto: Maddening: "Elemental Immuto, after damaging, the Target gains the Crazy+1 Condition."
  19. Priscilla: When residing near an area with a lot of water, keep an ear out for the sounds of a dog’s barking. Be equally aware of an unaccompanied child, lest it be Priscilla. Priscilla is the childish alter ego of this Neverborn, she often uses her hounds to attract “heroes” to save her, then she would lure them to a source of water where she would reveal her true nature. Her true nature is that of Scylla, a Greek monster that according to the Oddessy, lived near a whirlpool opposite to Charybdis. In the oddessy, Scylla was responsible for the brutal deaths of 6 of Odysseus’s crew. Priscilla is the Neverborn that inspired this part of the story and is a Neverborn that should not be taken lightly. Her monstrous form appears like a little girl standing atop a 12 foot tall beast with countless biting heads. The beast is covered in a dog’s pelt and eyes of the heads glow an eerie green colour. Her favored method of killing is luring victims to a water source, entrapping them within a whirlpool, then devouring them with her monstrous form. Association: Neverborn
  20. Through the Breach uses the same basic mechanics as M2E, though it is less tactical and more narrative driven. The 2nd edition book refined the rules from the original books and adds a lot more lore (or so I'm told).
  21. I've been working on a Bayou Mushroom farmer. Guess what they do!
  22. I'd be interested, my favourite systems are D20, White Wolf, and Malifaux, and my players have more experience than I do, but like the same systems and have played more.
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