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Found 2 results

  1. I was looking through the available pursuits and realized there are a couple of gaps that could be addressed: an investigator and a treasure hunter. I’m starting with the investigator for the moment, but I thought it would be interesting to get the community’s feedback as I go along, rather than after I’ve already written it out. This way I can avoid getting locked into bad ideas! My idea for the investigator is a Sherlock Holmes-sequel sleuth. Maybe they work for the Guild, or they’re part of the Union’s legal team, or just a concerned citizen with a particular set of skills. Regardless, the Investigator solves puzzles and problems, and tends to be focused on the criminal rather than the supernatural. I’ve come up with several ideas for Pursuit talents, some adapted from the tabletop game, some based on common tropes of detective fiction. Take a look and tell me what you think! Right now it’s just a list of talents, once I have 10 or 11 finalized I’ll put them in a specific order. Please suggest changes, additions, etc. As I get the Pursuit more nailed down, I’ll post updates. Starting equipment: skill toolkit or a contact in an official position(Guild Guard, Union leadership, the Freikorps, etc.) - Step 0: Eyes in the Back of Your Head: The investigator is always prepared for the unexpected. They may use Notice to determine their Defense, instead of Evade, and gain a + to all Notice checks in Narrative time. - One More Question! Rg: 8, Scrutiny + Cunning, Rst: Wp Target gains Slow. If it is engaged, it suffers 1/3/4 damage. - Allow Me To Explain: Bureaucracy + Intellect, TN 12. Enemies within 6 must pass a TN 10 Wp check to take non-Walk actions. - Knew You Were Gonna Do That: After a character within 6 declares a trigger, this character may discard a card to cancel its effects. - Disguised: While wearing a disguise (whether because of a magical effect or the use of a skill), the character cannot be charged in combat. - Deadly Pursuit: The character may move up to 4 at the end of each turn during Dramatic time. Note that this cannot allow them to disengage from combat. - Analyze the Scene: Once per session, the character may discard a card to act as though they flipped the red joker on a Notice check. This must be declared before the Notice check is actually flipped. - You Forgot One Thing: When a friendly character fails a non-combat Intellect check, this character may attempt the same check. If they succeed, the failure is ignored. - Irregulars: This character may spend 1 day and 2 scrip to gather information from various non-official contacts (street urchins, beggars, newsies, etc). This allows the character to learn one thing about a person whose identity they know. This knowledge must be obtainable by observing the target’s movements, such as where they live or work, their daily habits, or any regular acquaintances. The FM has final arbitration on what can be learned.
  2. I have been working on an idea that I have for a new Crew to add to Malifaux, and I am now to the point that I am looking for some rules to make sure they are somewhat balanced. I have tried searching for similar threads, but I have found nothing. Thus, I am starting this thread. So, I am curious if anyone else has tried to make up their own rules as well, and if anyone has any suggestions for balancing the models. At this point, it seems like it is really going to be an issue of making sure they "feel" right and playtesting with my friends. I have a fairly well developed idea of the theme and background for this crew, so I should be able to stick with the theme to try to avoid being overpowered. Also, I am wondering what the folks at Wyrd would think of the idea of players submitting homemade, playtested crews. I'm sure most players would love to see their ideas added to the Malifaux world. I appreciate any suggestions.
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