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Mason

Through the Breach FAQ and Errata

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8 hours ago, Steamtastic Vagabond said:

These characters are all subordinate characters, so they’re effectively treated as Fated, whose owner flips cards for them.

Not Exactly, they only flip cards on their activation, otherwise they use the Rank Value like Fatemaster Characters.  Per page 310 under the Subordinate Characters in Combat Rules, the last paragraph.  "Outside of its turn, the subordinate character uses its Rank Value in place of card flips, just like every other Fatemaster character."

Personally I would use the normal value *or at least the ones that come up the most* for their status, IE 4 for a Peon, 5 for a minion and a 7 for an enforcer.

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23 hours ago, GamerCr0w said:

I noticed that Cobbled, Amalgam and Totem are missing rank values.(Into the Steam pages 79 and 103)
Is this intentional or has there been a mishap since most of the other NPCs have ranks?

Treat them as Minion (5). Remember that they flip cards like Fated characters when they receive the (1) Order action.

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In regards to creating manifested powers, examples of manifested powers seem to use Magia and immuto that are not in the book. The book says manifested powers can be created using 1 or 2 magia and up to 4 immuto (but may need adjustments if they prove unbalanced)

 

Example: Marcelline's "Walk It Off" Manifested Power allows her to heal 1 damage every time she takes a Walk Action during Dramatic Time.

-  there is no Activate when you take walk or require action immuto. 

 

Example: A lawyer steals Briana Delaney's soul using a complicated contract. After her friends find the contract and burn it, she develops the "Singed Soul" Manifested Power, allowing each Pugilism attack she makes to also give her target the Burning +1 Condition. 

- this is one does use the book 

Example: Klemens Buckley is brutally attacked by a Resurrectionist who throws one soul-shredding spell after another at him. After defeating the necromancer, Klements develops the "One Foot in the Grave" Manifested Power that gives him the Incorporeal ability... but only when he's reduced to below 0 Wounds.

- no incorporeal,  or active when reduced to 0.  You could say it's a Elemental engulf with spirit immuto (except spirit says the spell ignores armor and hard to wound not incorporeal status effect) with a delay till 0 hp trigger (specific predetermined conditions) but it would be easier to cast (if it's a spell) and more powerful with no delay  so you just are incorporeal.   Can immuto be converted from positive to negative or negative to positive (instead of cuasing burning to target and being harder to cast can the caster suffer burning to make it easier to cast? Or instead of adding a suit to the flip for a higher tn yo cast, can you require an additional suit to cast for a lower tn)

Example: Jessup Cormwell nearly dies in an explosion that sends him careening into the sewers beneath the city. He's found by Albus Von Schtook, who removes Jessup's damaged heart and replaces it with a mechanical prosthetic. After trying (and failing) to recover his real heart, Jessup embraces his new fate and develops the "Heart of Steel" Manifested Power that makes him immune to Critical Hits to his chest. The Fatemaster decides this might not come up that often and suggests that he also gain a Defensive Trigger that uses a Ram (the Suit representing the "Chest" location) and allows him to reduce any damage he suffers from a successful attack by 2 points, to a minimum of 

- so the second half is doable  , add suit, delayed trigger, reduce damage 2x. But theres no immunity to X mafia or immuto .  You can increase resistance by 1 (or up to 4x in manifested power) but that's not immune from anything. Also theres no cuase critical or Critical effects immuto. Are these options missing from the add damage and damage reduction immuto tables?

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On 6/5/2018 at 9:14 PM, Frostey said:

In regards to creating manifested powers, examples of manifested powers seem to use Magia and immuto that are not in the book. The book says manifested powers can be created using 1 or 2 magia and up to 4 immuto (but may need adjustments if they prove unbalanced)

 

Example: Marcelline's "Walk It Off" Manifested Power allows her to heal 1 damage every time she takes a Walk Action during Dramatic Time.

-  there is no Activate when you take walk or require action immuto. 

 

Example: A lawyer steals Briana Delaney's soul using a complicated contract. After her friends find the contract and burn it, she develops the "Singed Soul" Manifested Power, allowing each Pugilism attack she makes to also give her target the Burning +1 Condition. 

- this is one does use the book 

Example: Klemens Buckley is brutally attacked by a Resurrectionist who throws one soul-shredding spell after another at him. After defeating the necromancer, Klements develops the "One Foot in the Grave" Manifested Power that gives him the Incorporeal ability... but only when he's reduced to below 0 Wounds.

- no incorporeal,  or active when reduced to 0.  You could say it's a Elemental engulf with spirit immuto (except spirit says the spell ignores armor and hard to wound not incorporeal status effect) with a delay till 0 hp trigger (specific predetermined conditions) but it would be easier to cast (if it's a spell) and more powerful with no delay  so you just are incorporeal.   Can immuto be converted from positive to negative or negative to positive (instead of cuasing burning to target and being harder to cast can the caster suffer burning to make it easier to cast? Or instead of adding a suit to the flip for a higher tn yo cast, can you require an additional suit to cast for a lower tn)

Example: Jessup Cormwell nearly dies in an explosion that sends him careening into the sewers beneath the city. He's found by Albus Von Schtook, who removes Jessup's damaged heart and replaces it with a mechanical prosthetic. After trying (and failing) to recover his real heart, Jessup embraces his new fate and develops the "Heart of Steel" Manifested Power that makes him immune to Critical Hits to his chest. The Fatemaster decides this might not come up that often and suggests that he also gain a Defensive Trigger that uses a Ram (the Suit representing the "Chest" location) and allows him to reduce any damage he suffers from a successful attack by 2 points, to a minimum of 

- so the second half is doable  , add suit, delayed trigger, reduce damage 2x. But theres no immunity to X mafia or immuto .  You can increase resistance by 1 (or up to 4x in manifested power) but that's not immune from anything. Also theres no cuase critical or Critical effects immuto. Are these options missing from the add damage and damage reduction immuto tables?

I think you're confusing Ability Manifested Powers with Spell-like Manifested Powers.

 

In a Spell-like Manifested Power, you choose magias and immutos and try to make a "Spell" that doesn't use any Grimoire.

 

In an Ability Manifested Power, you try to come up with an ability you would like your character to have, think of it more as Pursuit or General Talents.

You can actually steal Pursuit Talents from a different pursuit that you don't have any ranks in, if you want your Drudge to have the Relentless Talent from the Criminal, but it doesn't fit in well with your character to go down all the steps in the Criminal Pursuit.

But you might as well make something up from scratch, I made a character that had a trigger on throwing "(M) Made you Look: After failing, discard a card to immediately make another attack with + to the attack flip." Nowhere in the book can you make that ability, but it worked with the theme of the character, as he relied very heavily on tricking people.

 

All the examples you gave are examples of Ability Manifested Powers, and as such, they do not follow the Magia/Immuto creation.

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 Thanks that's actually a tremendous help.  

So the magia immuto system is just for making manifest powerful non grimoire spells. And not for active or passive abilitie based manifested powers.

 

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Rifle & Shotgun ranges:

The "Rifle" special rule (p238) says the range of the rifle is increased by +10 for each Plus Flip it gains from Focused (the rule used to be "multiplied by 10" for each Plus Flip (Into The Steam)).

The "Shot Studies" Talent (p220) says that if the character is Focused, and firing a shotgun loaded with slug ammo, then "she multiplies the range of the shotgun by x10".

Is the Shot Studies talent also really be meant to say "she increases the range of the shotgun by +10", the same way the updated Rifle rule does? Otherwise it's possible to get solid slug ammo (heavy & non-aerodynamic) going 90-100 yards, while a focused rifle can only reach 44 yards max. (Howles Pattern 1874 + 2*10 from two Focused Actions due to being Fast).

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