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Found 4 results

  1. I couldn't find where the fan content thread is in the forum, so I posted here. Small talk in chat became an idea for creation 8s Sin for the Explorer's Society Meet the "Lie" - conférencier/entertainer of musical band (and maybe a new producer) The character's image was based on several ideas: - "Eighth" means non-typical Sin, so i can move away a little in some moments (attachment to music, only one keyword) - Lie's like Sin. No, I will not strictly follow the ideas of Christianity in this matter. Rather, I follow the thought that a lie is the same passion as anger, it is similarly possible to get deeply carried away from your own lie and the soul of a person also suffers. - I make révérence for M2E, where are all Sin's were been Tormentend, so I gave dual keyword for this guy - I gave him the attributes of punishment, torture for lying: the Pear of Anguish, the face torn apart by the pear, and the Mask of Shame. - And, of course, put it on in a luxurious, presentable suit of the late 19th, early 20th centuries Upgrade: The Mask of Shame Plentifull (1), Cursed, Shame - Tormented: This model has the Tormented Keyword - Mocked by the crowd: At start of this model Activation, this model must discard a card or cannot use it's Tactical Action's this Activation - Wash away the shame: At the end of this model Activation, this model may discard a card to get Slow and discard this Upgrade This model is a good boost for keyword synergy of Crossroads and Tormented, and for Society, who has a lot of Distracted and Poison condition, and some Burning too. Partially protects against keywords which stacked Poison/Burning/Distracted conditions (Brewmaster, McMourning, Kaeris, Reva, Ivan). Awesome for Tormentend - card discards, upgrade, card draw, etc. And maybe some synergy with Lust and Pride will be to strong... Of course, it's prototype, an idea. This is not a "perfect model for perfect balance". What do you think about it? Do you like it or not?
  2. So, I had a bit of inspiration and over the Christmas Holidays made another homebrew crew. This one's based on the idea of an Arcanist Crew built around Wind Gamin's demise ability. Naturally the Wind Gamin would be considered GALEFORCE minions. STRIBOG - Keyword: GALEFORCE GAMEPLAY Stribog and his Crew are centered around high mobility and shock tactics. They are adept at moving both themselves and the enemy and have a lot of control over the positioning of all models on the board. They are however a fragile crew, with the majority of their defenses coming from their signiature Tailwind ability, giving them Shielded when they move beyond a Walk or Charge action. Stribog himself is shackled to his indestructible totem, and the two force each other to Place near the other when they move out of range. Stribog is easily moved by his own crew and the opponent. LORE The Creature now named Stribog was once a Witch Hunter. During the pursuit of yet another rogue magic user, a group of Sonnia Criid’s hunters found themselves facing a Golem of roiling wind in an Arcanist’s study. In the face of this terrible foe they used an injured member of their number as an auger to seal the creature into a book of stories. The Arcanist was apprehended, the book was stored into a Guild vault, and the fallen Witch Hunter became just another name on a Guild report written along with the words ‘killed in action’. It would be years before the Winds changed and this story became important. With the new governor general coming into power and the Arcanist raids increasing in frequency and ferocity some sites were deemed unsafe by the Guild auditors. The Governor General was no fool however, the caravans of artefacts would be targets. So Marlow set the trap, caravans of the objects deemed least important or least dangerous would be most heavily guarded, by disposable men. A target Kaeris would be unable to resist, they would lose some men, and some pointless trinkets but would take some heads in return. Sure enough the bait was taken and the caravans were targeted. During one fateful raid in which Witch hunters and their Witchlings had been deployed, the Guild began to overpower the attacking mages. That was until a mage got to a book, pulling it open in the hopes of finding a spell that could help or a source of power she found only stories of old earth myths. Until the seals snapped and the creature erupted. The furious storm that came from the fluttering pages of the book tore the hunters apart, everything with a ram-head pin upon it was shredded by the hurricane. The Arcanists however were untouched. To everyone’s shock, after the battle was done, the Wind spoke, and it asked to join them. The creature dubbed itself Stribog, a name found in the book that it is still bound to. Adorning a mask to give those it communicates with something to focus on it has joined Kaeris’ Arcanists, becoming somewhat of a general for her. The Oxfordian Mage who freed him has taken the role as something of a Personal Assistant for the new Arcanist, keeping an eye on him and helping him adjust to his new existence. CREW NOTES So the concept of this was based on the idea that the other Elementals that are part of a non-sandeep crew all have a crew that isn't so much based around the element as much as around their demise ability. (Mei Feng and Scrap markers, Kaeris and Pyre Markers, Raspy and Ice Pillars) so I figured that it could be interesting to try making a Wind based crew that made use of the Wind Gamin's Demise ability, and thus, a crew based about movement. I am aware that due to the positioning based nature of many of the Schemes and Strats a mobility based crew has the potentially to on a very passive level be absurdly strong. I've been aware of this and I think they are generally on te curve (though please bear in mind I have not done an appropriate amount of testing of the crew to ascertain this, and won't ever be able to myself) I am much happier with this crew than the previous one I designed. I feel like I have a much stronger grasp on the game at this point and the cohesion of this crew is much more effective, thematic and closer to the actual Malifaux crews. I feel like I may have broken some unspoken rule of Malfaux Design by making Stribog so inhuman, as I have noticed that every Master in the game is very distinctly humanoid... hmmmmm... There is an alternate concept in my head of Stribog looking a lot more Human but.. I didn't draw it. I have done a couple of playtests, and my main takeaways are this: Stribog is very strong as a model on his own, he has absurd mobility and having Shielded + Incorporeal can make him very difficult to damage, though he does still go down under focus fire, especially if you can remove his shielded condition. I don't really play double-master (being british) and he definitely works on his own as a model, and offers more support /to/ his crew than he recieves /from/ it. However Because you have to buy him with his Totem he becomes a 20SS investment as a second master. Which is likely waaay too expensive to ever be used, but oh well. Generally the crew wants to go first, the earlier they go the more likely they are to have shielded stacked, and the order of activations feels very vital to the crew. They have high potential damage but no min3s so while they /can/ do a lot, it is unreliable as to whether they deal it. The Wind Golem has felt a little weak in the games i've played, he goes down fast and doesn't feel like he quite has the impact that I expect of a Golem. However, I'm reluctant to change it right now, as the crew as a whole seems to operate well and I am aware my sample size is small. Leda has seen a few changes, mostly to make her feel like a part of the crew rather than just a tac-on ranged beater, which is what she felt like in her original variation. I've been considering the idea of giving her Run and Gun since currently she feels like a static turret, which hardly works for the crew. A few people i've mentioned it to have shown concern around the indestructible totem. From playing, I haven't found it to be a problem at all, primarily because it doesn't have any damage or scoring potential (at least directly) though it is a lynchpin for the crew. I personally think they are fun as all hell to play. I do have some additional ideas/lore/doodles for this crew which I will likely post in due time. I'd love to hear any and all critique, thoughts and feedback on them.
  3. A Story Encounter for Malifaux (PDF) by TedPro (co-written by megnc86, with huge thanks to lifeblood, kasul, and The Bad Man for feedback and playtesting) "This old heap of gears and springs ain't much now, but if we can get it fixed up in time, it will be unstoppable!" SETUP: The setting should be a city or town layout, with buildings, laboratories, and possibly crumbling ruins and strange obelisks, but also enough open outdoor space that the Clockwork Juggernauts can reach each other. No Special Effects or Features are needed. Place four 30mm Parts Counters on the board. Each must be at least 6" away from any other Parts Counters, scheme objectives, models, or deployment zones. These should be marked as Ram (:rams), Crow (:crows), Tomes (:tomes), and Mask (:masks). Each side begins with one additional model, The Clockwork Juggernaut (See below). Deploy this model with the rest of your crew. This model is activated normally during each turn, but has special abilities, restrictions, and objectives. (Recommended models to repesent the Clockwork Juggernaut: Peacekeeper, Pigapult, Teddy, Ice Golem, Steamborg Executioner, Mature Nephilim, Bad Juju, Any Rider, Killjoy, Desolation Engine. You can also use an appropriate model from another game as long as it has a 50mm base and looks about Ht 3.) VICTORY CONDITIONS: 2VP if your Clockwork Juggernaut inflicts at least 6 Wd on any enemy Clockwork Juggernauts. 4VP if your Clockwork Juggernaut kills an enemy Clockwork Juggernaut. PARTS COUNTERS: Any non-Insignificant model can pick up a Parts Counter as a (1) Interact action, or drop the Parts Counter into base contact at any point during its activation at no cost or Action. A model can only carry one Parts Counter at a time. If a model carrying a Parts Counter leaves play, place the Parts Counter in base contact with the model before removing the model. UPGRADES: Any non-Insignificant friendly minion carrying a Parts Token can take a (1) Interact action to upgrade the Clockwork Juggernaut while in base contact with it. To upgrade, flip a card. Combine the suit of the card flip with the suit of the Parts Token and consult the Upgrade Chart below. Order doesn't matter. If a Joker comes up on the flip, use that instead of any suits. This flip cannot be cheated. After an upgrade, the Clockwork Juggernaut gains the effects or bonuses listed until the end of the enounter (or a Black Joker Accident! result.) If the Clockwork Juggernaut already has the effect, the Clockwork Juggernaut gains a healing flip instead. Black Joker: Accident! Lose all existing upgrades. Flip twice to gain one random upgrade. Ram + Ram :rams :rams: Huge Blade! Clockwork Spike gains Cb +2 :rams and Critical Strike trigger. Ram + Crow :rams :crows: Stabilizers! Regeneration 2. Ram + Tome :rams :tomes: Repair Assembly! Ca +1 :rams and Scavenger. Gain a spell: (1) Combat Mechanic (CC: 10 :tomes:rams/Rst: - /Rg: 6) Discard 1 Scrap Counter, or kill 1 friendly Construct within range. This model or target friendly Construct within range makes a Healing Flip. Ram + Mask :rams :masks: Long Limbs! Wk/Cg +1/+2, Cb +1, and Clockwork Spike gains Rg 2" . Crow + Crow :crows :crows: Redundant Gears! Hard to Wound 2, Hard to Kill and Slow to Die. Crow + Tome :crows :tomes: Creepy Gyroscope! Ca +1(:crows). Gain a spell: (1) Decay (CC: 14 :crows/Rst: Wp /Rg: 10 ) Dg 2/3 :blast/5 . Friendly Undead hit by this spell or by any b heal 2 Wd instead of suffering damage. Crow + Mask :crows :masks: Self-Preservation Apparatus! Df +1 and Wp +1. Tome + Tome :tomes :tomes: Spark Array! Ca +2 :tomes. Gain a spell: (1) Electrical Fire (CC: 14 :tomes /Rst: Df / Rg 12) Dg 2/3/4, ignoring Armor. Tome + Mask :tomes :masks: Hypnotic Metronome! Gain a spell: (1) Obey (CC: 14 :masks /Rst: Wp /Rg: 12) Target non-Master model immediately makes a (1) Action or a Charge controlled by you. The Action selected may not cause the model to be killed or sacrificed as part of the action. This spell may be cast once per activation. Mask + Mask :masks :masks: Ornithopter! Df +2. Flight. This model can Charge as a (1) Action. Red Joker: Awakened! Gain your choice of either Fast (+1) or Use Soulstone. Also gain a spell: (0) Inferno (CC: 14 / Rst: - / Rg: C) Models within 3 of this model suffer 3 Dg at the start of the Closing Phase. If this model is killed before the Closing Phase, immediately apply the effect and increase to 6 Dg. REPAIRS: Any non-Insignificant friendly minion carrying a Parts Token can take a (1) Interact action to Repair the Clockwork Juggernaut while in base contact with it. The Clockwork Juggernaut then makes a healing flip. CONTINUED PARTS: After any repair or upgrade, an enemy player then places the Parts Counter used back on the board, at least 6 inches from all models and at least 12 inches from all Clockwork Juggernauts. (You can place a Parts Counter adjacent to other Part Counters during this placement.) If there is no valid place to put the Parts Counter, remove it from the game. (Recommend that you print out the sheet below, with one copy per player so you can mark up as it gains new abilities.) THE CLOCKWORK JUGGERNAUT: Construct, Insignificant 50 mm base Soulstone Cost (Scenario) Wk/Cg: 2/3 Ht: 3 Df: 3 Wp: 5 Ca: 4 Wd: 12 Weapons Clockwork Spike Range: 1" Cb: 3 Dg: 2/4/6 Talents: Epic: Clockwork Juggernaut is immune to all damage and all effects that come from a source other than a Clockwork Juggernaut, except for Interact actions to Upgrade or Repair using Parts Counters. Clockwork Juggernaut is immune to disengaging strikes. Brutal Protocol: If this model does not begin its turn within melee range of an enemy Clockwork Juggernaut, this model's first action must be to Charge an enemy Clockwork Juggernaut. This Charge must travel up to its maximum Cg or into melee range of an enemy Clockwork Juggernaut. During the Charge, this model must move directly toward an enemy Clockwork Juggernaut, except to move out of the way of terrain. If any other models are in the way of this Charge, push them up to 3” out of the way. This model can make this Charge even without LoS. If no enemy Clockwork Juggernaut is in play when this model begins its turn, end this model’s activation. Simple Algorithm: This model cannot target any model except Clockworth Juggernaut, unless this model has at least one spell. Coiled Springs: This model gains Wk/Cg +1/+1 for each Upgrade it possesses. Shambling: This model ignores severe terrain penalties. Melee Expert (+1) Casting Expert (+1)
  4. THE GREAT TRAIN ROBBERY (PDF) A Story Encounter for Malifaux by TedPro (with thanks to megnc86, lifeblood, and kasul for feedback and playtesting) SETUP Choose one player to be the Train Operators, and the other to be the Bandit. This can be either by agreement or using the following rule: "The most likely factions to be Train Operators are, in descending order, Arcanist, Guild, Outcast, Resurrectionist, and Neverborn." Place train cars across a diagonal of the board, similar to a Diagonal Deployment. Each train car should be about 2 inches wide by 6 inches long, and about 3 inches high. (If you don't have terrain, you can pretty easily fold 8.5" x 11" paper into 2.125" x 5.5" paper, which is close enough. You can also probably just use any index cards that you're not using for the game) These should be evenly spaced, about two inches apart. Train cars are easily climbable, blocking, obscuring, Ht 3 flat elevation. There should be no other terrain within 3" of the train cars. The first car should be in base contact with the Train Operator's corner, and there should be seven cars total. The cars should take up the whole map: this is a very long train. The rest of the board should be an outdoor setting, with cliff faces, cactus, bushes, and rock formations. For game purposes, it's not possible to go inside the train cars. Place a 30mm Loot counter on top of each of the back three cars. (The three cars furthest from the Bandit side's deployment.) DEPLOYMENT: The Train Operators deploy first, and must place all models on top of the train, or climbing the train, on the Operator's half of the board. Then, the Bandits deploy using a standard diagonal deployment. SPECIAL ESCAPE: Any model at the edge of the board that is not within the melee range of an enemy model can take a (2) Interact action to Get Away. Models that Get Away are buried and cannot be unburied, but are considered still alive for the purpose of schemes and strategies. Any tokens or counters they are carrying are buried along with them. TRAIN MOVEMENT: During the Resolve Effects stage of each round, push all train cars 8 inches toward the Bandits' side edge in a straight line. If you're using a different size or spacing, the movement should always be enough to put each car in the exact position of the next car ahead. Add new cars to the back of the train as needed, 2 inches behind the next train car. The train is infinitely long for game purposes. If it's easier, you can represent this by moving all models, tokens, counters, and so on to the same position the next car up. Any models or markers that are on the train, or climbing the train, are pushed as well at the same rate, so they're in contact with the same spot with respect to the train. Any models or markers that are moved out of the game space are considered to Get Away (even if they are within the melee range of an enemy model). (If a model climbing the side of the train is pushed, move it to the appropriate place on the next train, or as close as possible short of that distance if that spot is occupied. This doesn't cause any damage.) TRAIN COLLISION: Any model that is within the Train's path to any degree must make a Df->14 duel during the Start Closing Phase. If the model succeeds, push the model to the closest point out of the train's way. If the model fails, the model takes a 2/4/6 damage flip that cannot be cheated. A Ht 1 takes no damage on a Severe damage flip -- the train passes over them harmlessly! FALLING OFF A MOVING TRAIN: Falling off a train car causes a 2/4/6 damage flip as if Falling from a greater height. A model on top of a train can Jump (2) to land safely either side of the train, half an inch away from the train. TRAIN SUPPLIES: Any Scavenger in base contact with any train car can take a (1) Interact action to gain a Scrap Counter. Any Gravedigger in base contact with any train can can take a (1) Interact action to gain a Corpse Counter. BREAKING THE TRAIN: Models controlled by the Bandit can try to break the train by damaging any car. The train cars have Hardness 3, but do not leave play if broken. Instead, the whole train gets the Busted Train condition if any train cars are successful broken. Any new terrain placed on a moving train car (or in the space in front of a moving train car) is destroyed during the Start Closing Phase. This also makes the train a Busted Train. TINKER: Any non-Insignificant model with Scavenger (on any side) in base contact with any train car can take a (1) Interact action and spend any number of Scrap counters to Tinker with the broken train. This gives one positive or negative twist (your choice) to the Self-Repair check that will occur at the end of the round. BUSTED TRAIN: During the Start Closing Phase, if the train has the Busted Train condition, the Train Operator makes a Self-Repair check. This cannot be Cheated, but see Tinker above. Self-Repair flip: Black Joker: Still broken! Train does not move this round, and anyone in base contact takes 1 Dg. Check next round. 1-10: Still broken! Train does not move this round. Check next round. 11-13: Fixed. Train is no longer a Busted Train. All train cars lose the broken condition, and the train moves this round. Red Joker: Improved! Train is no longer a Busted Train. All train cars lose the broken condition, and the train moves this round. Raise the train's hardness by 1 until the end of the encounter -- this stacks if it happens multiple times. LOOT: Any non-Insignificant Bandit model in base contact with a train car can make an Interact action pick up an uncarried Loot counter on that train car. One non-Insignificant Train Operator model in base contact with the train can make a Wp->Wp duel to cancel this action. This duel ignores any immunity to Wp duels. Models carrying the Loot counter can climb and jump while carrying the Treasure. A model carrying a Loot counter does not drop from the normal movement of train cars, but can drop it due to a push from Train Collision. Loot is otherwise treated the same as the Treasure Counter of the Treasure Hunt strategy -- it reduces Wk to 4", removes Flight and Float, can be picked up by either side after first dropped, and so on. VICTORY CONDITIONS: Bandit: 2VP if at least one friendly non-Insignificant model is carrying a Loot counter at the end of the encounter, while at least 6 inches away from the train. 4VP if at least one friendly non-Insignificant model Gets Away while carrying a Loot counters at the end of the encounter, while at least 6 inches away from the train. Train Operator: 2VP if at least two Loot counters are on the train at the end of the encounter. 4VP if all three Loot counters are on the train at the end of the encounter. For the purpose of this strategy, a Loot counter is considered to be on the train if it's on top of the train, or carried by any model (of any side) that is on the train or in base contact with the train. A Loot counter is also considered to be on the train if a model Gets Away while on or in base contact with the train. EXTRA PLAYERS: If playing with more than two players, pick two players to be Train Operator and Bandit. Other players are deployed in a diagonal deployment and flip for strategies as usual.
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