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Fatemaster's Handbook


edonil

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Fatemaster's Handbook

Alright, so, while I was in my active GMing stage, I heard about an idea from the Order 66 podcast that I thought was great called a GM Bible. The purpose of the GM Bible was to have a list of characters, plot ideas, MacGuffins, locations, what have you, all ready to go and planned out. That way, when the players decided to leave the plot, you had something to reference.

Obviously we don't have the rules for Through the Breach quite yet, but I thought it might be fun to start planning one out, and make it a collaborative idea. You can have things as generic or specific as you want, just if you have an idea you want to share, toss it here.

So, here's a few that I've got in mind. Some of these are from Malifaux stories I've written, others are new. Most of this is pretty quick and simple, so people can flesh them out further as they like.

Plots:

Serial killer on the loose in Malifaux. Leaves behind a black rose on the bodies.

An abandoned mine has recently reopened, but the mining constructs left behind have started to reactivate, attacking anyone entering.

Town being raided by human bandits.

NPCs:

Doctor Phelan Kell. A small town doctor with a strong grasp of herbs and medicines. However, secretly he's a former assassin with a specialty in poisons, on the run from the Guild.

Felix "Cowboy" Boon. Bandit leader, short brown hair. Carries an American made revolver, smokes. Married to Red.

Red. Female bandit with a mysterious past. Uses a rapier, doesn't like guns. Married to Cowboy.

Irish. Older man, bandit. Uses a rifle named Raghnailt, named after his wife. Part of Cowboy's band.

Tick Tock. Old and rusted Guardian, scrapped out by the Guild. Rebuilt by Cowboy and his associates, works with the bandits.

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I've just started "proper" roleplaying for the first time (D&D 3.5). So while I have no intention of rushing out and backing TtB, I am still brewing ideas should I take up my fated role as Fatemaster.

Plots

The Fated are in a small town or district, ruled over by competing "overseers". Two (or more) seedy business men/women can each help the Fated in a different way, but before they will do so they require the Fated to sabotage their opponent. The Fated can help one of them, trick them both, or maybe try and strike a deal with the local Guild Officer (if they can even be trusted).

An NPC who has been a very good friend to the Fated requires them to take on a special mission as a personal favour (you owe them!) However, the target he wants you to take down is a personal aquaintance of one of the Fated (a mentor, friend, relative, etc). Will the Fated honour their dept to their friend? Can their comrade be trusted to not jeopardize the quest?

One of the Fated is struggling against a tragic fate, and will do anything to avoid it. However, signs come in all forms. While on a quest, the Fated come across a child in danger. The child bears a mark or some distinctiction linking them to the character's fate. Would they really let a child die to avoid that which seems inevitable? What could be the consequences? A mother's revenge perhaps...

One of the Fated is giving the opportunity to join their desired faction, but the test they must first undertake puts them at odds with their comrades. Who's side are they really on?

A mine has been hit by some kind of sorcery, and all the mining constructs have gone berserk. The Guild wish the Fated to purge the mine, and wish it to be blown. The S&MU, however, say there is a way to cure them. Either way the Fated have to get to the heart of the mine alive. If they side with the Guild, they have to get out before the whole place blows, but if the side with the Union, they must avoid damaging the berserk constructs.

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All I'm offering up is an NPC I was planning on using if I got stuck running a game.

A young female that had been orphaned, but managed to survive in a homeless state. The players come across her in the dryer part of the season when the river running through the city is lower. They see her digging through the refuse of the city, desperately searching for something of value. Today might be her lucky day.

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The fated come upon a beggar appearing to be attacked by gremlins. They drive the gremlinsvoff and for there kindess the man tells them of a device buried in the bad lands. He offers them the map in exchange for a prized artifact. The go to retrieve the device which is

AMG! WHAT IS IT?! (seriously, cool little adventure hook :) )

I'm terrible at these things, which is why I much rather have pre-made adventures, but I'll see what I can do.

Adventure Hooks:

A man has been seen stalking some of the ladies from the Honeypot Casino. When confronted, he says something strange is going on, and he has heard tales of strange happenings in the basement of the casino. The Fated are asked to spend some time investigating the casino to see if there are any truths to the man's claims. (Do they report the man to the Guild, or do they investigate? What lies ahead for them at the casino?) Might be a cool way to introduce Lynch, 10T, or to interject some light hearted RP while around the card table.

NPCs

Barney Calhoun - A Guild Guard that crossed through the breach months before one of the Fated crossed through. Is very friendly, and generally well liked, unlike some of the other guards. Can be used as a foot in the door in Malifaux.

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  • 2 weeks later...

NPC

Thomas,

Arcanist muscle and messagner, soft spot for a good cigar, never drinks. And always speaks the truth even when he lies.

---------- Post added at 10:55 PM ---------- Previous post was at 10:49 PM ----------

Adventure hook,

The fated find themselves in a contract town completely abandoned. While exploring the town they come upon a what appears to be diary. As they read it with the back drop of a setting sun, the horrors of the night described within begin to reappear along with towns folks. Can the fated survive until dawn?

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  • 2 weeks later...

NPC

Thomas Edmund - Corrupt mine owner. He has bribed several Guild Officers to look the other way and funnel prisoners to him to work his mine. He then works said prisoners to death and pays Seamus to reanimate them and has the now zombie miners work the more dangerous sections. Tends to not get along with Ramos due to his lack of employing union miners.

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NPC

Guild Officer Jon McLane:

Has a habit of being in the wrong place at the wrong time. Is famous for using quirky sayings like "yippee kiyaee mother f%#^er"

Adventure Hook:

As the party enters through the breach on the train for the first time they can't help but notice that it's failing to slow down at the main station. When suddenly three very Eastern European men bust in and inform everyone the train has been hijacked. At this point officer Jon McLane bursts in guns blazing. Do the fated help to save the passengers, do they off McLane and side with the bandits, or do they simply try to bail off a runaway train?

---------- Post added at 07:08 AM ---------- Previous post was at 06:41 AM ----------

Also leaves plenty of room for poorly done sequels at train stations, and mining towns *grin*

I've been watching too many action movies lately, but here's another one

Adventure hook:

As the Fated sit at (bar, shop, etc. . .) a small mechanical spider scurries up to them and on it is written a note requesting help with (insert suspense here). At the end of the message it says "This spider will self destruct in 5 seconds" the resulting minor explosion can lead to some much unwanted attention for the group even if they decide not to chase down the lead (circa mission impossible)

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