Friday, September 8, 2017

Through the Breach Core Rules Review

-This post is going to be long enough, so I'll give the mini-musings a miss for this one. But let me take a second to thank our Patreon sponsors, and encourage anyone out there to join in supporting our blog's efforts.

-Also, special thanks to the folks at Wyrd, particularly Kai, who helped make this review happen. 

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           Since nearly the beginning of Malifaux’s time as a miniatures game, there was one recurring thread that would appear over and over on the forums: there needs to be a role-playing game set in this world. It has a rich background steeped in earth history and arcane lore. It integrates a number of genres that the fans of Malifaux and RPGs in general enjoy like Western, Gothic Horror, and Steampunk. It has a great story and vibrant, interesting characters. The only question was, how do we do that? What game system could people use to represent it? There were some Weird-West options out there at the time like Deadlands, but it was always more a matter of folding and patching the systems to make them fit rather than playing something designed whole cloth to feel like a Malifaux RPG. Then in late November 2012, Wyrd launched their Kickstarter for Through the Breach, a roleplaying game set in Malifaux based on the rules of the miniatures game. The goal was to make the games so compatible that you could port between the two freely, taking your characters to games on the tabletop or bringing any of the wargame’s rules or models into your RPG. It wanted to let you play characters that were reminiscent of the ones you used on the tabletop, be they spellcasters, melee specialists, ranged experts, or even everyday people like gamblers or workmen. It was ambitious, and like any effort to create something from whole cloth, there were bumps. Parts of the game worked well, but other parts fell short. While the general feel of Malifaux was there, the characters didn’t really feel like they had the same level of power or ability as even some Minion level Malifaux characters. At the same time, making things challenging for these characters was difficult as well, as the rules for accruing injuries and dying made actual character death a rare thing. And, like most 1st editions of games, there were rules that were clunky, awkward, or unnecessary.
After creative control passed to the current head designer, Mason Crawford, some of the philosophy began to shift and newly created character options began to reflect the lessons learned from some of those earlier bumps. The character options presented in the Arcanist book Into the Steam, the Resurrectionist book Under Quarantine, and the Gremlin book Into the Bayou were better right out of the gate, due in large part to characters gaining new abilities when they first enter a character class (called Pursuits) rather than after completing the first session with them. However, introducing newer and more effective Pursuits made some of those presented in the original Fated Almanac feel underpowered enough to be borderline unplayable. And some of that rule and skill clutter was still there, bringing down what was otherwise a strong game. It seemed like it was time to go back and create an updated version of the rule set incorporating the lessons learned from the first trial run. Thus, the project that would become Through the Breach: Core Rules began. The final product is a tighter, more characterful revised edition of the original rules which is fully compatible with all published Malifaux products to date (a rarity in today’s world of new RPG editions) that I recommend highly.

Physical Design


               One thing that is obvious straight away is that Through the Breach: Core Rules is the first hardcover sourcebook Wyrd has published (at least, to my knowledge). It features a high quality matte finished look with a glossy logo that stands out on the shelf. After a number of readings and perusals I see no sign of damage to the spine despite the book’s weighing in at a hefty 415 pages, and it comes with a trio of attached ribbon bookmarks for tagging frequently utilized sections (two of mine are permanently placed on the Skills table and the Critical Wounds charts.) The art design for the book is for the most part consistent with other Malifaux products, with a number of pieces recycled from previous offerings but with an equal number of new pieces as well. The cover art features a battle between Witch Hunters and what are likely Arcanists or Outcast spell-casters and includes something that has not previously had a large presence in Malifaux outside of the Gremlins: a sense of wry humor. Namely, one of the Witchling Stalkers has been backhanded by the Hannah-esque suit of steampowered armor one of the rogue magic users is wearing and is flying backwards, wide-eyed with its weapons trailing behind it. This feels like a bit of a departure from the grimness that the setting can sometimes convey, but it manages to not go over the top and doesn’t dominate the rest of the book’s art. The one thing present in previous Wyrd publications that I do miss is the high quality short fiction, as this book has none. This is a mixed blessing, as it means there is more room in the page count for the detailed information contained within the book, and it also means the numerous revelations regarding the background and history of Malifaux are delivered directly rather than having to be cribbed from the short stories. But still, it almost doesn’t feel like a Wyrd book without them.

Background Material


               The first section of the book contains 56 pages of information on the world of Malifaux and its history. For those that are new to the world and have maybe arrived here after looking up reviews online, Malifaux is a game set in an alternate earth history. Events progress roughly the same as in our world until the end of the 18th century, with the variation that magic is a real thing but works about as well in this alternate Earth as it does in our real one because there just isn’t much of it here. When the world’s magic users realize that the last of the magic is about to run out, they pool their efforts together and punch a hole into a parallel world, Malifaux, in search of a new source. What they discover is a place where magic flows almost tangibly through the air, where a magic user who could barely light a match on Earth can set an entire room on fire with their flame. And, best of all, they discover that the magic can be stored in stones called Soulstones that can be transported Through the Breach back to Earth, allowing magic to be used there as well. All was going well for about a decade, but suddenly the natives of Malifaux banded together, threw the humans back through the Breach they had opened between worlds, and sealed the portal behind them. The last thing to pass through the first Breach was a human body with the words “Ours” scratched into the chest, hurled through just before the Breach sealed.
               In the ensuing panic, the Earth is plunged into an early version of World War I, called the Black Powder Wars, as the great powers of the planet vied for control of the now limited resource of Soulstone. The result of this is the seizing of power by a collection of Soulstone dealers known as the Guild of Mercantilers (or Guild for short) out of the ruins of the cabal of wizards that created the Breach in the first place. This new power gains control of the world by seizing the global Soulstone trade in an iron grip. So things remain until about 100 years after the closing of the first breach when, spontaneously, the Breach reopens, allowing humans to once again travel to Malifaux. Prepared for trouble, the Guild brings a small private army with them, only to find the city once again sitting empty as was the case when the First Breach opened. Relieved, they nonetheless use the ever-present threat of Malifaux’s natives to establish a military dictatorship and monopoly controlling Soulstone mining and trade with Earth. They are opposed by rebels called the Arcanists who resist their efforts to control the study of magic. Meanwhile, the humans who have travelled through the Breach to try and make their living in Malifaux are constantly menaced by necromancers called Resurrectionists and the various natives of Malifaux, including the Bayou pests known as Gremlins and the nightmarish Neverborn who twist the human’s fears against them. And in the shadows of it all, a Far-Eastern crime syndicate known as the Ten Thunders slowly spreads their influence through all the other factions, quietly stealing power and wealth for themselves.
               The background section next discusses the city of Malifaux itself, former capital of the Neverborn which is now occupied by the human forces. It goes into a great deal of detail regarding each of the districts of the city, including the well-developed Downtown district where the Guild keeps their headquarters, the Slums where most of the city’s people try to eke out a living, and the Quarantine Zones walled off by the Guild that serve as sanctuaries for The Guild’s enemies. This section is dripping with potential campaign or adventure hooks. It then goes on to describe some portions of the world outside of the main city in slightly more general terms, as much of this material is described in greater detail within the other Through the Breach sourcebooks. Finally, the background chapter finishes up by offering information about the seven factions operating within Malifaux, including some new revelations regarding the early history of the Miners and Steamfitters Union that the Arcanists use as their front, the methods by which the Ten Thunders rose from humble street gang to become one of the most powerful factions in Malifaux, and some information regarding the true form of Lillith, leader of the Neverborn vampiric-creatures known as the Nephilim.

Character Options


               The next six chapters detail the numerous character options offered in the book. As with the 1st edition Fated Almanac, the only character race available is humans. Options for playing undead, gremlin, or partially cybernetic characters are presented in the other sourcebooks. Presumably, players who want to play as Neverborn will be able to do so once the appropriate book is published at some point in the future. This section begins by detailing the very unique method of character generation used by Through the Breach: performing a Tarot reading that simultaneously provides you with information on your character’s background, skills, and attributes as well as spelling out a Destiny for your character to embrace or resist over the course of the campaign. This Destiny serves both as a source of plot hooks for your gamemaster (called a Fatemaster in TTB) to use, as well as a means of character advancement, as the most potent increases in abilities for your character will come when they face part of their destiny. Once all your players have completed their destinies (presumably in one big-blow out final adventure) players are recommended to wrap up that campaign and start a new one with new characters. One consequence of this is that Through the Breach campaigns are, by their nature, more linear and limited than what some players may expect from other RPGs they’ve played. While not impossible, a sandbox style game where a Fatemaster simply drops his players into the world of Malifaux and turns them loose to see what happens is more challenging than one with clear adventure hooks, follow-up, and resolutions. I like to think of my TTB campaigns as being episodic, very much like a western like Gunsmoke or Bonanza with a cold-open prologue that gives the players an idea of what’s coming for them in that game session, the meat of the adventure itself, and an epilogue that wraps up some of the action and possibly sets up the next episode.

Next, the book details the various Pursuits which Fated characters can follow over the course of their adventures. The fourteen basic pursuits available in the Core Rules cover a number of roles in the world, ranging from Dabblers who craft magical energy to produce powerful spells, Tinkerers who animate robotic constructs to serve them, Gunfighters, Mercenaries, Gamblers, Performers, and even every-day laborers like Drudges and Pioneers. One of Through the Breach’s most unique rules compared to other RPGs is the ability to choose which pursuit your character will be on at the beginning of each game session based on information presented in the game’s Prologue. To help encourage switching, each Pursuit includes a Rank 0 talent which Fated characters receive when initially embarking on a Pursuit, allowing even new characters to have a taste of the flavor inherent in each. Additionally, the book contains five Advanced Pursuits: the Death Marshal, Freikorpsmann, Grave Servant, Steamfitter, and Torakage, giving your character the ability to become a member of some of the iconic organizations in the world of Malifaux.
Next, the book details the skills your character will use during their adventures. Almost everything you do in the game involves flipping a card from the Fate deck and adding your ranks in a skill and a relevant attribute (the equivalent of Ability Scores from other RPGs) to overcome the various challenges and obstacles put in their path by the Fatemaster. The list of available skills is the same as in the previous edition of Through the Breach with some trimming to remove and consolidate some of the redundant skills together (a sidebar includes information on which skills should sub for some of those that were deleted out.) One addition to the Core Rules is the inclusion of skill triggers, bonuses you can use for skills with which your character is particularly adept based on the suit of the card you flip from the Fate Deck (explained in more detail later.) Every character who gains three ranks in a skill becomes eligible to add a trigger, and each skill has an example trigger listed in the book for each of the four suits.

His skill trigger is: Come at me, bro!
 Following the skills, the next chapter details Talents, abilities that further help to flesh out and define your character. One of my favorite parts of the original Through the Breach was the inclusion of a number of talents that require you to have a poor score in one of the game’s core attributes, representing means your character has developed over the course of their life to get around some of their deficiencies. Next, the equipment chapter contains a much more concise list of the various weapons, armor, prosthetic replacements, and gear available to Through the Breach characters in the Core Rules. While I appreciated the numerous historically accurate options for, in particular, the guns in the first edition of TTB, trimming the lists down makes it a lot more useable and removes a great deal of redundancy. If someone has a particular antique weapon they’d like to see represented, they can always just reskin one of the guns presented in the book and say it’s the one they prefer. I think it was a great change.

"I cast Magic Missile at the Darkness"-A thing that can actually happen in a TTB game.

               Finally, the Magic chapter describes how Fated characters are able to manipulate the magical energies available within Malifaux itself. Magic use in TTB is not limited to characters from one of the magic using pursuits (though they have the easiest time getting into it.) Each character who uses magic must acquire a magical theory detailing their means of accessing these energies. Some of these are familiar to players of the Malifaux miniatures game, including the Oxford Method used by some Arcanists, the Whisper that teaches necromancers to raise the dead, and the Thalarian Doctrine used by the Guild to suppress other forms of sorcery. Others are unique to Through the Breach (at least as far as I’m aware.) The Lifewell Doctrine is a theory that enhances a character’s ability to use restorative magic at the cost of their ability to use magic to do damage. The Darlin theories (named, presumably, with a tongue-in-cheek reference to Aaron Darland, head designer of Malifaux) focuses on animation of mechanical constructs. The Balanced Five is focused on the balance created by the five elements in Malifaux (Air, Earth, Fire, Metal, and Water) and creates magical effects by throwing this balance out of whack. Additionally, magic use for the Core Rules characters involves the acquisition and utilization of Grimoires, which can range from your traditional spellbooks to the writings of madmen on sanitarium walls to a special magical shovel that whispers the secrets of the spells to its wielder. Spells themselves are crafted by the players by combining Magia, the base spell effects, with Immuto, modifiers to the spells that allow for the alteration and manipulation of the magical effects to increase their range, change the types of creatures they can target, cast them faster, etc. etc. etc. Each Grimoire contains a selection of Magia and Immuto with which the Fated character can craft unique spell effects on the fly during the game, at the cost of making them more difficult to cast for each positive modifier they tack on. Finally, the magic chapter discusses Soulstones, the reason humans are in Malifaux in the first place. The rules for these are very much trimmed down from their previous iteration. Soulstones are given a Lade based on their size and clarity which affects their monetary value, but ultimately the only effect this has in game is to increase the range at which they can be recharged by someone’s death. Otherwise, each stone carries one charge which can be used for specific functions: augmenting the casting of a spell or manifested power, animating magical constructs for a number of weeks equal to the lade of the stone, or healing the bearer. It’s a vast simplification, and Tinkerers and Graverobbers in particular will miss being able to use stones that would recharge faster than their creatures would consume them in order to keep their creations alive into perpetuity, but I suppose sometimes sacrifices must be made for the sake of clarity and ease of use.

Game Rules


               The Core Rules contains all the information one needs to run a game of Malifaux, combining all of the material that previously would have been found within the Fated and Fatemaster’s Almanacs. As previously stated, the rules for Through the Breach are based very closely on the Malifaux miniatures game. All interactions are resolved by flipping cards from a central deck of cards, the Fate Deck. The number flipped on the card plus a modifier from the character is compared to a target number set by the game’s Fatemaster to determine success or failure. If a situation delivers particularly positive or negative circumstances for the action, players receive + or – modifiers and flip additional cards to reflect this. And, much like the miniatures game, players are not stuck with the result of the card flip. After generating their characters, players build a 13 card Twist Deck that they can use to replace cards flipped from the Fate Deck, allowing them to Cheat Fate and seize control of their own destiny. Since everything is done with static target numbers, the FM never actually flips any cards, as resisting attacks or effects delivered by non-player characters (or Fatemaster Characters) is done instead by the players (Fated) flipping a card and adding their relevant defense versus a static number. This can lead to a few head scratchers early on when odd interactions occur (for instance, remembering that FM characters receiving a + modifier to their attack actually results in the Fated character receiving a – to their defense flip) but, from experience, it usually takes about one game session for everyone to learn the ins and outs and get a feel for the mechanics. After that, everyone plays like a pro.
The suits on the cards are used for triggers as previously mentioned or, in the case of spellcasting, are usually a required part of the Target Number for casting a spell. In the updated Core Rules, effort was made to tie each of the schools of magic (Sorcery, Prestidigitation, Illusion, and Necromancy) to one of the four suits and keep that consistent throughout, while at the same time reducing the number of effects which allow Fated to build a suit into their relevant skill and negate this cost early in their careers. So, no skill mastery as your first general talent to let you ignore the suits required for your spells, an overall positive change. This change leads me to recommend that most groups bring an Overseer, as its ability to discard Twist cards and add their suits to their party members’ Challenge flips can be huge early on. The Red and Black Jokers in the deck represent incredibly good or bad twists of fate, as per usual. The Red counts as a 14 with any suit, while the Black counts as a 0. If you flip the Red Joker out you may always use it, even if you have a negative modifier to your flip. If you flip out the Black, you have to use it even if you have a positive modifier. And, of course, if you flip both you have to use the Black, because this is Malifaux and Bad Things HappenTM.
               Damage also works the way it does on the tabletop. Characters’ attacks have 3 damage values, Weak, Moderate, and Severe, corresponding with the three ranges of cards (1-5 for weak, 6-10 for moderate, 11+ for severe.) After you make a successful attack flip you receive a modifier based on the amount by which you beat the opponents’ defense, flip cards, and the relevant fate card leads you to deal the damage. The Red Joker deals severe damage as well as an immediate critical effect (more on these in a moment) while the Black, as per usual, deals 0 damage (other than the crushing of your soul, of course.) Characters have a number of wounds that represents their ability to take and/or shrug off damage. Once they drop to 0 wounds, any additional damage they take results in an immediate Unconsciousness Challenge to avoid passing out and a flip on the Critical Effects table. Depending on the severity of the injury, these can result in as light of an effect as the character being rattled and incurring a minor reduction to any actions they take next time or as harsh as losing a limb or, eventually, their life. Any time you take damage past this point results in another flip on the Critical Effects table until, eventually, the character expires. Facilitating this, the tables themselves have been revised, compressing them and removing a number of the less impactful critical effects to make them really hurt when you suffer one. Since characters usually don’t have a ton of wounds to lose before these critical effects start happening, the end result is that combats in Through the Breach are quick, brutal, and vicious. It can still seem, at times, like some combat-oriented characters are nearly unkillable, particularly later in their careers. But then you run into the wrong group of opponents that match up poorly with their defenses, or you fight a lot of opponents with Black Blood or another passively damaging ability, or you just flip badly, and you find out how quickly things can go wrong in Malifaux.
               One of the things I like best about this game system is the use of Ongoing Skill Challenges. Most Challenges require only a single skill flip to resolve. However, larger activities like searching a library for a lost tome, crossing a desert, or presenting a case in a court room require a bit more of an extended effort. In these cases, you use an Ongoing challenge to represent this, introducing a list of skills that apply and giving a static target number to hit along with a number of successes required before a certain number of failures. If you succeed, the challenge is overcome and the Fated meet their goals. If they fail catastrophically, typically a consequence is introduced that they will need to overcome before the adventure can continue. This basic framework can serve in and of itself, but I find the best Ongoing Challenges involve modifications that crop up as the Fated go along. One of the most memorable Ongoing Challenges came from the first chapter of the Nythera event where the Fated get caught in the middle of a firefight between two Masters in Malifaux’s streets while trying to fetch the head of Phillip Tombers. After every round of action, a new complication would creep up (fireballs raining down from the sky on them, someone summoning ghostly spirits in their path, etc.) that would have to be overcome or taken advantage of before the Ongoing Challenge could progress. Between this and the combat rules, the game offers a variety of challenges for the Fated to overcome on the path of their destiny.


Bestiary and Sample Adventure

Two opponents from the Bestiary. Oh, you don't have the core rules? Then you don't get to find out who they are! Ha ha!

                The final section includes the last of the tools required for the game, a Bestiary. Trying to cram a comprehensive bestiary for the world of Malifaux into 87 pages would be next to impossible, but the creatures provided do an admirable job of presenting a cross-section of the flora and fauna of that Fated characters will face, and if a particular critter from the tabletop game isn't in here yet, you can usually just use their stat card from the mini to at least pass as a Through the Breach creature. Representative creatures are presented for each of the seven factions so no matter what antagonist your campaign is built around, you can always find something to use for it. Additionally, the system of assigning models to their stations in life (peon, minion, enforcer, henchman, master, and tyrant) allows for built-in scalability of the bestiary contents. Have a game involving rogue spellcasters and enjoy Witchling Stalkers as enemies but not sure if they’ll be a challenge for your higher level players? Just increase them to Enforcers or higher and adjust their station accordingly. As Fatemaster Characters’ stations increase, so does the card they’re assumed to flip for every action, so all the things these new elite Witchlings do will scale up along with them. Additionally, to counter the disadvantage at which FM characters are placed due to not flipping cards or having a Twist Deck to cheat with, FM characters receive a certain number of Fate Points based on their station to spend to either give themselves a + modifier to a challenge, add in a suit of their choosing, or heal some damage, making fighting a Master or higher level opponent a truly intimidating proposition. Speaking of which, the final entry in the Bestiary is a master level character, Leopold Von Schill, leader of the Freikorps and general all-around badass. Included mostly, I think, to give a ball-park range for what Fatemasters should shoot for in the capabilities of other masters (though it’s not like an adventure where the Freikorps have a contract to take out one of your characters would be boring) it’s still nice to see the old man in action. And if you're thinking "But, I have Von Schill's stat card. Why would I need a new one?" Well, Mr. Smartypants...this Von Schill has a rifle. So there! But seriously, some of the mini game abilities don't translate well to the RPG every time, so it's usually worth the effort to redesign them slightly to iron out those wrinkles.

               After the Bestiary, the Core Rules contains a very short adventure meant to serve as an introduction to a game of Through the Breach. Fittingly, it features your characters doing just that: boarding the Iron Ram and travelling from Breachtown (built in what was Santa Fe until the first breach opened and destroyed it) to Malifaux. Of course this is a role-playing game so the Bad Things from the title of the adventure end up happening, and the Fated end up having to step in and save the train from getting stuck in the ether between the two worlds. As I said, it’s very short, and it features a skill challenge that, if failed, ends the adventure (and the career of your newly minted Fated characters) which is a personal pet peeve, but otherwise it’s a good introduction to the game and to the world of Malifaux itself.

Final Thoughts


               Through the Breach isn't always going to fit with every gaming group. I know of at least one local group in particular that likes the campaign world but chafes at how it lends itself to linear versus sandbox storytelling due to the idea of your characters’ destinies being spelled out at the beginning of the game (for clarity, you get a vague idea of the important events in your characters’ careers with the Tarot, but nothing says you have to go along with what Fate has in store for you when the time comes.) Some may find the system of flipping and adding in a skill and an attribute while remembering various Talents and building spells from Grimoires to be too complicated. Paradoxically, others may find the game to be too rules light, preferring a more tactically oriented system. What Through the Breach does have, however, is tons of character. Malifaux is a fantastic world in which to run a campaign, as I’ve previously effused. The diversity of the character options presented in the Core Rules makes it possible to build any character a player might want, honestly. The “heroes” are larger than life and characterful, and the “villains” are grotesque, stylish, and terrifying. It ranges through a number of different genres from steampunk to gothic horror to the Wild West, so it shouldn’t be tough to find something to pique your players’ interests. And the bottom line is, when you play Through the Breach it feels like you’re playing a Malifaux RPG. You’re flipping cards. The jokers and the suits are all there just like you expect. You’re cheating fate and trying to embrace or outrun your character’s destiny. I recommend it highly. The changes to the Core Rules are nothing but improvements, and my hat is off to the game designers for making the choice to keep everything backwards compatible so as not to invalidate previous Through the Breach publications. If you like Malifaux and you want to try an RPG set in the world, you enjoy episodic style storytelling, or you want to find a new RPG that plays differently than anything you've previously tried, I think this is the best way to do it. Some come join us Through the Breach!

Friday, September 1, 2017

5 Crews I Want to Play in the Broken Promises Era!

I’m in the middle of the Through the Breach review at the moment. Had hoped to have it done by today, but it will definitely be ready for next week’s post. So, since Broken Promises is available now, I thought I’d take a moment to recap and mention some of the things I’m looking forward to getting onto the tabletop myself. But first, a couple of mini-muses.

 Mini-Musings

-Gencon finished up a couple of weekends ago, and orders from the webstore are being processed/delivered. So far there’s only been one error, which is refreshing given some of the early releases at Gencon previously. The Cyborg upgrades from Hoffman are Rare 3, but the upgrade deck only has 1 of them. To make up for this, you can print the card for free from here.

-Derek Chu won the Gencon Tyrants tournament, playing Ten Thunders Mei Feng. Congratulations to him!

-Ostensibly the US National Championship for Malifaux, the NOVA Open, is occurring now. It’s the last major tournament pre-Book 5. So enjoy Plague-Pit-and-Flying-Viktorias-free tournament games now, while it lasts. Everybody be sure to say hi to Phiasco if you meet him there! 




-Finally, Wyrd Chronicles came out this week. It includes a number of cool articles, including a Through the Breach module written by your humble bloggist and featuring the cuddly-creature pictured above.

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               Since it’s September 1st, this is our first month on Patreon. I’m thankful to the Patrons who’ve signed on already, and I want to remind you to sign up by theend of the month to get in on our raffle. This month’s prize is the alternate Teddy model Miss Ery! You don’t need to give me $10 or even $5 to get in the drawing. Just one dollar gets you into the action! But, if you feel like giving me more, there are rewards like access to future Malifaux writings and a slot in upcoming Malifaux Musings Vassal Leagues!

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Top 5 Masters I’m Looking Forward to Playing from Broken Promises


1. Titania

I have to start here, contractually, as I’ve been a big Titania fanboy since Wave 4 playtesting. Also, I’m not allowed to say that she needed help, or she’ll tear my heart out and turn me into one of her Autumn Knights.

Titania: It’s adorable you think so, slave. Perhaps, if you’re lucky, you MIGHT be good enough to become a Gorar. MAYBE.

               Sigh, yes my queen.

               Anyways, the Autumn Queen got lit in this wave of upgrades. She has two fairly strong playstyles now, a smashy style with Pact with the Grave Spirit and a tanky version with Royal Indignation, and more importantly she has tools to possibly be successful while doing both. I think the tanky one will be the most obvious starting point, as it’s the way we’ve been playing here up until now and she essentially just became tough enough to survive it. The smashy one will be a change of gears for her, and it may be a case of “Why would you take Outcast Misaki when you could take the Viktorias?” where there are other, smashier, more efficient crews in the Neverborn, but it could be fun to have in the back pocket to surprise opponents. She’ll likely be strongest in games where you can force the action into one place (Guard the Stash, Turf War, etc.), especially if you’re bringing her best pal Barbaros for that sweet dual-taunt goodness. Additionally, she has one of the few confluxes for the Mysterious Emissary to make him really a strong part of her crew. Time will tell if this upgrade makes it a must-include for Titania crews, but it definitely makes them stronger by enhancing the rest of her crew. And I’m almost as much of a fanboy for my Poison Ivy Mysterious Emissary as I am for Titania. And, also, I made Hungering Land markers with Piranha Plants on them. And I gotta play that shit.


2. Hoffman

               Once upon a time, I built Hoffman for the Tale of Malifaux Bloggers. The paint job I did for those is one of my favorite of any I’ve done so far, including a number of rust and corrosion effects on the metal that I’d never used before. Also, Hoffman is one of the most interesting characters in Malifaux proper, being a person who is honestly trying to be good while working for the Guild but, in truth, is falling steadily deeper into hypocrisy as he goes along. He’s allowed his brother Ryle to be turned into the thing he’s supposed to be policing as head of the Amalgamations division. He has ties to the Arcanists that won’t stay buried. And now he’s been basically promoted over Lucius by the new Governor-General (it should be noted I haven’t read the fluff from Broken Promises yet, so if things have changed don’t spoil it for me.) His new upgrades seem to indicate that he’s leaning into it at this point and converting people into Cyborgs. This opens up some definitely interesting crewbuilding options. I don’t know that you’ll want to use his Arcanist upgrades and Pneumatic Upgrades together in the same crew (that’s a lot of points spent before you’ve even hired any models.) But one or the other will probably be a sort of pseudo-limited upgrade for him. Meanwhile, his new harness and its defense of his crew’s Armor makes his Hoffball nearly indestructible. You want to go through a Peacekeeper when you can’t negate his armor? Good luck.


3. Seamus

               Most masters in Malifaux have some elements of good and evil to them. The Guild are law and order, but they’re also oppressive jerks. The Neverborn are horrifying monsters, but they also happen to be right and are doing all they can to keep these dumb humans from releasing the Tyrants. Even some of the Rezzers have started to have shades of light, particularly Molly and Reva. But then there’s Seamus. Seamus is a villain. Period. He kills people, particularly women, and brings them back to undeath as his slaves. He does it because it’s fun, and because he’s an anarchist, and because the voices in his head told him to do it. He’s what you would get if you crossed the Heath Ledger Joker with a Victorian Hannibal Lecter, and he does it all with a sense of style. He’s Malifaux’s boogeyman, and that is fun to play. His AKA Sebastian Baker upgrade is nice and all, and it opens him up to a handful of new hiring opportunities (though not as many as you’re thinking, and not enough that I think it’ll be required for the strongest of his crews.) But the one I’m really drooling over is his new Do You Know Who I Am? I already preferred the Sinister Reputation version of Seamus before Wave 5, and this makes it even stronger. It lets him take advantage of Terror the way McMourning manipulates Poison, taking a mild hindrance ability and turning it into a major problem for opponents. I want to play a Terrifying: All Seamus-Yin-Sybelle crew, maybe with a Hanged to just really break your opponent’s will to live. And then, of course, you shoot them with your Flintlock. And possibly cackle.


4. Misaki

               I wrote a post a long time ago (near the beginning of this blog, actually) about theMisaki switch, pointing out that she had two very distinct playstyles to choose from. The Terracotta warrior allowed you to start with one and then shift to the other mid-game, which lets you go from defense to full-out offense as required. With Broken Promises, she gains a third upgrade that allows her to add a third mode, AoE blaster. Wow. I mean, if you’re looking for a master for a fixed-list tournament, I think she would have to be one of the best choices you could make, as you can literally go from defensive to single-target beater to AoE crowdcontroller in the same game. Man, that’s strong. AND THAT’S NOT THE BEST UPGRADE SHE GOT. Risk and Reward lets you have the benefits of soulstones for hand manipulation while keeping her perpetually in range for her 0 soulstone buffs. I don’t go to enough tournaments to say whether this makes her a top-tier master now, but I would have to think she moves up exponentially. Once I get my Throwback Misaki painted (not that I don’t have the normal one, but I have to do something to keep from just switching to Misaki straight off) you can bet I’ll be rejoining Phiasco in service to the Katanaka clan.


5. McMourning

               If you don’t know me in my real-life, I work in Science. Specifically I’m a Virologist, which you would think would point me towards playing Hamelin. On the other hand, I’m not a terrible person, so I can’t play that crew *waits for hate mail.* So if I’m going to play myself in Malifaux, Doctor Doug is probably the closest thing (plus I have a dog that most assuredly inflicts Poison on the people around him.) And, in a way, McMourning is a great choice for my chronic Magpie syndrome, because now he can build a crew containing models from every faction. You got beasts? You got academics? Come on down into the lab, and let’s see what we can do for you. (Author’s Note: Yes, you could build a rainbow crew before with mercenaries. And Marcus could probably do it before now also. I don’t care.) Beyond that, McMourning probably has some of the best fluff in the game. He’s the comedy version of Seamus’ full out horror. He and Sebastian are a classical comedy duo that you actually want to have on the board together. They gain access to the Scorpius, who becomes legitimately decent in this crew now. There’s poison all over the place in Malifaux. If you’re playing Guild McMourning and hire Kudra and give her Debt to the Guild, she can become an actually fairly scary melee beater on top of throwing out tons of Poison. There’s a lot of good stuff here, is what I’m saying. And, you know, McMourning was already pretty good. So time to borrow some scrubs and scalpels from work for cosplay, I’m thinking.


               Well, that’s the crews I’m looking forward to trying (on top of building Collodi. I haven't forgotten. Don't worry.) Who are you wanting to try out? Let me know in the comments! 

Tuesday, August 29, 2017

Broken Promises Upgrades Review: Guild


Home stretch, Musers. One faction to go. Before we jump in, though, one last word about our Patreon account. Inspired by Kyle AKA Kyodee (I mouth it to myself everytime he says it on Schemes and Stones) I decided to add a monthly drawing for models from my patreons, which will start next month. Next month's model is a Miss Ery, an alternate Teddy model from a previous Gencon. Only people who've signed up for our Patreon by September 30th are eligible for this drawing. So, if you want a cute, adorable li'l Teddy Bear of horrible murder, and you've got a dollar to help support our blog, we'd love to have it.



Lady Justice

               The symbol of the Guild in many ways, it’s been a shame that she hasn’t seen a ton of table time for most players. To address this, Lady J’s upgrade Swordfighter was the first one to be released in the original preview ads for the book in Wyrd Chronicles, and it’s easy to see why. Her (2) Acrobatic Assault Tactical Action changes her from being a balls out offensive model to one that can act tactically and function for area denial. It allows her to place within 4” and then take a (1) Ml attack, then place 4” away from that. If she damages an enemy with the attack, she gains a condition called Counterstance which grants a + to Df flips and adds a mask to her defense. Translation: do not attack Lady Justice in melee. Adding to her offensive capabilities, Justice at the End of a Blade lets her pick an enemy Enforcer, Henchman, or Master and gain + to all flips against that model until the end of the turn. There’s some versatility there, as you can use it to add to her ability to take that model down or, if you’re expecting a countercharge, name the offensive model and add to her defense. Most Lady Justice crews run her pretty upgrade light anyways, so there’s no reason NOT to take this.
               Ashwood Coffin lets her join the rest of her Guild Marshals in crafting her casket beforehand and using it to throw the Guild’s enemies into a pocket dimension. Her coffin action has a Ca of 7, but otherwise works pretty much the same as the Death Marshals. I can see I being useful to keep in her pocket for when she runs herself into a situation where she charges multiple models and kills one but can’t take down the others, or to deal with High Df Low Wp opponents. Additionally, she gains an attack called Punishment that lets her strike buried models. It’s Ca 7 vs. Df and 3/4/5, so it’ll put some hurt on in the situations where you get to use it. It would have probably seen more anti-Arcanist play if Practiced Production-Malifaux Raptors hadn’t gotten a nerf, but could still be useful against Leviticus I suppose. I don’t think boxing someone and then attacking them (which is thematically the point of the attack, I suppose) is very efficient. I think this upgrade will be seen a lot less frequently than Swordfighter, but could still be useful.


Sonnia

               Sonnia has had a rough last few years in Malifaux. First she gets possessed by a Tyrant. Then her best friend locks her inside an iron mask. And then the Tyrant leaves her to go become the burning man, severely burning her in the process. I think she can be forgiven for being a little cranky (although I think most of the Witchling Stalkers might not have much sympathy for her.) Maybe that’s why she’s got an upgrade to make her better at melee: she needs to work out some frustration. No More Mask lets her use Ml for her Forbidden Lore ability and, if she does, adds a Blast to her moderate and severe damage. Additionally, any model that she damages in melee gains Burning and gets pushed away from her. I don’t think she’s going toe to toe with the Viktorias anytime soon, but I’ve been surprised more than once when I’ve tried to engage Sonnia in melee with a little scheme runner or something and gotten my butt handed to me. She’s already decent, it’s just that the ranged attacks are so much better. I still think this upgrade is mostly just there to discourage you from trying to engage her, but it’s interesting that it gives her some more options.
               Cherufe’s Parting Gift gives the Purifying Flame the Witch Hunter characteristic and allows her to summon it out of any enemy models that die with Burning on them (as long as you don’t summon anything else.) Free model summoning is a good thing, but nobody used the Purifying Flame before this. Partially this is because the model hasn’t historically been seen as all that effective, and partially because the Malifaux Child can copy her Flame Walls. You have to sacrifice any other totems you have in play if you bring out the Purifying Flame, so that’s not a great combination with this upgrade. Follow the Flame is maybe a little more interesting, as it lets Witch Hunters within 12” and LoS of each other activate after each other as Chain Activations. My first thought is, maybe, a Witchling Handler putting her burning buff on a Thrall and then sending it in to smash and…burn things? No, probably just “Model A sets Model B on fire, then Sonnia Chain activates and blows up model B.” I don’t know, I’m not sold.


Perdita

               My first love in Malifaux, the gunslinger has always had a reputation as being a strong option as a starter master. Wyrd seems to have leaned into this with Fastest Draw in Malifaux. It gives her +2 to initiative flips and lets her draw a card if she loses anyways. Simple. Straightforward. Effective. Especially given her crew’s propensity for wanting to chain a couple of strong activations together and seize the advantage, it’s a good upgrade for her. Not much else to say.
               Shooting Cans gives her a little bit of scheme marker removal. She gains a Tactical Action to remove target Scheme Marker with a TN equal to 5 plus the number of inches from Perdita to the marker. Additionally, with a tome she can take the action again, as long as the next target is further away than the one she just removed. Again, not too complicated (other than the math, I guess) but it’s alright. I imagine you’ll try to find space for it in pools with lots of marker placement. And, of course Perdita finds a way to solve the problem of enemy scheme markers by shooting them.


Hoffman

               Hoffman’s needed a little love for a while too, and I’m glad to see him get it. I find him to be one of the most interesting characters in Malifaux, and frankly who doesn’t like a crew with big stompy robots? Improved Harness is the upgrade you’re going to see in every game. Increasing his armor by a point and giving him a (0) action for a pseudo-leap are decent additions, but the real strength is Adaptive Armor. One of his crews’ great weaknesses is models that ignore Armor. Generally models with Armor don’t have great defense, so if you can get around it (see also: the Viktorias) Hoff’s crews go down in flames. This upgrade prevents any models within 6” of Hoff from ignoring armor. That’s going to make the Hoff ball pretty tough to crack.
               Pneumatic Upgrades is something very different, but still pretty interesting. Apparently the head of the Amalgamations Office is going full-on with his hypocrisy, as he’s going to start “upgrading” other living models to become cyborgs like his brother Ryle. Again there’s an ability we probably don’t care much about, Power Conductors, that lets him cancel Power Loop on any number of friendly models in play to increase the range of one of his Ca’s by 2” per ended loop. Don’t really see this getting a ton of mileage. The interesting part is We Have the Technology, a (1) action to attach a Cyborg upgrade to a non-construct Guild model within range. Cyborg gives them a limited ability to participate in the Power Loop (they can only use one stat a turn, but there’s no limit on other constructs using THEIR stats.) More importantly, it gives the Cyborg a (0) to attach one of Hoffman’s Modifications to itself. This is deceptively useful, as one of Hoff’s problems is his just not having enough AP to do everything he needs to in a turn. If he had been the one required to attach the Mods, this would be just kind of a side-grade. But, their being able to do it themselves frees him up to do other things. Obviously there’s a lot of interesting options for who to make into a Cyborg (there’s a Rare 3 limit on the upgrade, so you can only do so many.) Francisco comes immediately to mind, if only to let him share his Ml 7 to the other power looped models. Personally, I’m kind of interested in making a Robo-cutioner who can attach the Nimble upgrade to himself. That plus his 0 stone upgrade could make Fat Wolverine pretty darned speedy.


Lucius

               The Secretary-General may be on the outs with the new GJ, but he’s not going down without a fight. His big buffs from the 2017 erratas started the process, and Deep Pockets is some nice Icing on that cake. Essentially he gets a better version of Arcane Reservoir. His hand size is one bigger, and he can discard a card at the beginning of his turn to draw one. And if that’s not enough, you can reveal the card you drew and compare it to the one you discarded. If its value is lower, you can pitch it as well and draw again. Hand manipulation is nice. There’s a reason I play Lynch as much as I do. I’ve always felt kind of bad that my two main factions are Guild and Neverborn but, for whatever reason (read: he used to be bad) I didn’t have Lucius crew. I should probably rectify that at some point…
               The other upgrade, Condescending, I’m less crazy about. The Perks of Power lets you remove an enemy scheme marker at the start of Lucius’ activation as long as he’s ahead on VPs. Seems like a “Win-More” ability to me, which isn’t great. He can add a soulstone to his pool if he kills a friendly minion with Devil’s Deal which, I’m led to understand, doesn’t happen very often. And finally he can perform a Ca 6 v. Wp to block a target model from cheating fate. I mean, Tannen is a mimic, and he already sort of does this in an aura versus just one target. Not as crazy about this one. Lucius will just have to settle for having some of the best card manipulation in the game.


Nellie

               Much like with Sandeep, Nellie’s already really good and, frankly, probably is on top of the faction as far as tournament play is concerned. Thus, I didn’t expect a ton from her upgrades. Editor in Chief offers an interesting option, however. Headline: Guild Destined for Victory is another “Win-More” ability, but letting everybody heal a point and gain a + to WP is also kinda situational. On the other hand, she gains the (0) action Frantic Editing to discard a soulstone and change one of her unrevealed schemes for a different one in the pool. That could have some interesting uses, though I suppose an argument could be made that the best tactical players would expect to have selected the right schemes from the beginning. 2 stones for an upgrade where you MIGHT only need one of the abilities (and then, only if you’ve screwed up) is maybe not the best use of stones in the world.
               Alternate Facts would be a fun upgrade name, if it didn’t hit too close to home. It gives her a passive ability to gain a point of evidence everytime someone discards an upgrade within 8” of her. She gains a trigger on Propaganda to apply the Fees condition to an enemy, so maybe she can play nice with the Jury if she has that upgrade, as the Fees condition has previously been underwhelming.) And, finally, she can spend a (0) to draw cards equal to the value of her Evidence condition. It’d be great if it ended there, but it then makes you end the Evidence condition. That makes it tougher, as you may need the Evidence to fuel some of her abilities, but if you have a few extra points of Evidence you could get some good mileage out of this. Kind of a weird mixed bag of an upgrade, really. Like I said, Nellie’s fine without any help.
               Oh yeah, her Conflux. She has one of those. It’s kind of funny how the Emissaries all ended up being either amazing or meh, isn’t it? Like, there’s no Emissaries that are just good. Anyways, the Brutal doesn’t see a ton of play as it stands. Nellie’s Conflux gives him a mask trigger on its Rule of Law attack to send her some Evidence. Additionally, he gains a (0) to put a condition on an enemy model that lets Nellie draw three cards at the start of its activation. The model can choose to take up to three damage and reduce the cards she draws by the same amount. That’s pretty nasty, but you always have to realize that, since the choice is theirs, they will always give you the option that gives you the least benefit. I don’t like giving that power to my opponent. Still, not bad for a (0), but I imagine Nellie’s got better stuff to spend her Stones on, especially with all the new toys from Book 5.


Phew. We did it, folks. That’s all the upgrades from Book 5. We’ll be going back to the regular once per week schedule after this. Tune in next time for an in-depth review of the Through the Breach: Core Rules book. 

Saturday, August 26, 2017

Gaining Grounds 2018 open Beta : Schemes Last edit 8/26

This blog will cover the evolution of the scheme portion of Gaining Grounds 2018.

Jumping right in...

The Always and doubles schemes appear unchanged from 2017.  Currently Claim Jump and Eliminate the Leadership respectively.

All four suited schemes are currently new and all four can be accomplished even if the enemy crew is immune to conditions.  If this holds and your event is run in a 50 SS standard format then you ought to have bare minimum 3 schemes your opponent can't deny with crew selection.  Furthermore there are currently 0 schemes that hand an enemy a condition. I don't know if I expect that to remain until the end of beta but I would happily take the compromise of not having the hand out condition schemes suited.  But I do like the strategy where you interact to acquire a condition and that gets neatly around condition immunity.  Or Wyrd can extend the can't be immune to scheme conditions as well.  But I suppose that is what beta is for.

- Smuggled Across (masks); Once per game your crew can reveal this scheme to score a number of VP equal to the number of minions on the enemy half of the table and not within 6" of the center.

Initial reaction;  First I'm not entirely certain they didn't mean centerline because on flank deployment this is probably scored 3-3 at the end of turn 1.  Gremlins will, more likely than not, auto score this after turn one if there is a pigapult present.  In the current iteration most summoners can also probably be up 3 at the end of turn 1.  I predict there will probably be a change to this scheme in its current form.

- Charge Soulstone (crows); Kill an enemy model within 6" of a master or a henchman and then discard a Soulstone to score 1 VP. 

Initial reaction; Most crews I run that don't summon can get by on 3-4 SS.  With that said odds are if you run a summoner and think you can kill 3 models in 1 activation you might catch someone by surprise since very few would expect a summoner to use SS in a non summoning function.  This scheme will certainly foil the (current)mask scheme to some extent if you want to expose your minions in that fashion.  I find this scheme interesting and I hope it makes it in some form.

- Buried Treasure (tomes); At the end of the game score 1 VP for each scheme marker that is both more than 6" from your deployment zone and more than 6" from all non leader models.

Initial reaction; This is 3 VP on corner deployment.  Outside of that gut reaction this will be relatively simple for the masters and their crews which drop schemes everywhere as a byproduct of what they are already doing.  Sensei Yu in most cases will get 3 easy VP as well. Ranged scheme removal and solid models that tank well will help defend this.

- Collect Evidence (rams); use interact to remove enemy scheme markers to reveal scheme and score a VP.  If revealed you also score 1 VP at the end of the turn if there are 0 enemy scheme markers outside of 6" of its deployment zone.

Initial reaction; I love this scheme.  I love that it is a foil for the tomes scheme if they both end up in the same pool.  Chatty models will see a lot of work in 2018.


The number schemes appear to be a grab bag of book schemes, 2016/2017 schemes, and a hand full of new schemes.  I won't list the numbers because there is a chance these will end up shuffled from where they currently sit.

- Hold Up Their Forces; Use no more than one model to engage more than one enemy model and maintain through the end of the turn.  Score 1 VP at the end of each turn after the first if the requirement is satisfied.

Initial reaction; I'm not sure how I feel about this scheme.  It punishes lists that rely on auras.  Also peons currently count.  So raptors can drop in end of turn and catch a bad positioning by surprise.

- Challenge; reveal the scheme at the start of a turn and then select one of your models and an enemy model as challengers.  If the enemy challenger is killed by the friendly challenger score 1 VP and unreveal the scheme.  You may discard 2 cards to unreveal the scheme and remove all challenge tags assigned by this crews scheme.

Initial reaction; this is basically the same thing as Vendetta (with Vendetta currently in the pool) only Masters and 0 cost models can be involved and you can aim for peons with 13SS models if so inclined.  And if the enemy wins initiative then he can kill his model and you have to discard 2 cards to try again next round.   So right off the bat cheating initiative is huge on both sides of scheme.  I predict some form a change or possibly a full replacement of this scheme.

- Take One for the Team; Basically Frame for Murder with different scoring conditions.

Initial reaction; I prefer this to Frame For Murder because I can deny a point by using a cheaper model to land the killing blow and go about what I was doing.  As an aside moving it to a numbered scheme will have less people complain when it does show up.  I liked Frame and I think I like this version better.  If anything makes it through unchanged this will probably be the first thing I would bet on.

- Don't Leave a Mark; when you scroll to the description it's Leave Your Mark.

Initial reaction; I'm probably not the first to catch the error.  reserve initial reaction for the correction when I find it.

The other nine schemes are unchanged from what I can tell from their previously released versions.

Broken Promises Upgrade Reviews: Neverborn

             

               Our next faction break-down is going to involve taking a look at the good-guys of Malifaux, the Neverborn (you heard me. Look at the facts, sheeple.) But first, a word from our sponsors.

               Oh wait, our sponsors are you! Because we’re on Patreon now! How about that? This is your chance to help shape the future of Malifaux Musings. Have a topic you’re interested in reading about? Want to point us towards more Through the Breach, The Other Side, or Malifaux content? Really into Bayou Bash and want us to review it? Sign up and then drop us a line on the patron’s communication board. I guarantee you we’ll listen.


Collodi

               I figured I’d start out with my community mandated master, the Puppet Master Collodi. Dreamer, Lucius, and Collodi are probably the masters with whom I have the least experience in faction, but I’ve at least started a game with C at this point. I do, however, know enough to be aware that his main attack action is probably one of the best in the whole game, so anything that’s going to try and replace it would have to be amazing. Four Arms takes on this job, and it’s questionable if it achieves it’s goal. It’s a pretty standard Neverborn melee 6 2/3/5 damage attack, with the bonus that it lets you draw a card when you do moderate or severe damage. The built-in mask gives you a trigger to get Hold Still, which allows him to increase his final duel total by a point for each puppet within 6” and LoS, which certainly raises an eyebrow. The other trigger, a crow, gives the target a condition until the end of the turn preventing it from declaring walk action. Interesting, but there are so many pushes in the game anymore that this is easily overcome and probably not worth cheating or stoning to accomplish. The thing is, Collodi’s brittle. His defense trigger is designed to get him out of combat, not in it, and his WP is mediocre at best. And let’s not forget, he has the most unpleasant attack in the game. Obviously Four Arms lends itself more towards the Bag of Props “Collodi’s crew makes him better” build rather than the “Collodi makes his crew better” version, which makes sense. That version could probably use the help. I’m just not sure if this does it.
               Doll Collection instead opts to add mobility. It gives Collodi a 1 ap action to place a 30mm Doll marker anywhere within 8” and LoS of him. Then, at the end of the turn, you can choose any number of Puppets, discard a card, deal 2 damage to them, and then move them into base contact with a doll marker (one puppet per doll). You then ditch the doll marker and place a scrap marker. This could add some interesting mobility tricks to Collodi’s crew, but it’s very resource intensive. The fact that it activates at the end of the turn means it will be most useful to do some Malifaux Raptor-esque tricks (albeit with much less range.) I’m not too jazzed with this immediately either. We’ll have to see if either of the Puppet Master’s upgrades have some hidden juice we’re not seeing.


The Dreamer

               One Gencon long past, when the first sculpts of the Carver were coming out as part of a story encounter, I asked Erik if there were plans to make rules for it and release it as a mini for the game. His response was “Well we wouldn’t make the model if we weren’t going to put it in the game.” Using the same logic, when I saw the picture of Dreamer as a more grown up, cricket bat wielding little bastard, my first thought was “They’re going to find a way to bring that out in the next book,” which led to my guess that new master upgrades were coming. This comes in the form of the Limited Upgrade “Growing Up.” He gains the ability Adolescence, which probably has the most sub-abilities tied into it of any ability in the game. It gives Dreamer +4 Wd and Cg 7, prevents him from being damaged when Buried, and gives him an extra AP per turn to take an extra Melee action. It also gives him the (1) Cricket Bat attack. I just got done calling Ml6 2/3/5 an average attack for Collodi, and it’s just as true here, but the importance of this attack is the fact that it lets Dreamer increase or decrease his Waking condition by 1 per successful attack. Additionally, it has a mask trigger to do a short range Tangled Shadows between Dreamer and another Nightmare. Cool stuff all around, but what’s the point of this?
               Well, Sleep Cycles, his other upgrade, completes the picture. Falling Asleep lets Chompy activate as a Chain Activation when Dreamer buries. Yeah…shades of old school M1E Dreamer crews, here we come. Additionally, the chain activations can go the other way as well (Chompy buries, then Dreamer goes.) Now we’re talking. When the Dreamer/Chompy engine rolls into your crew, people is gonna die, folks. Additionally, Sleep Cycles adds a little utility to your Daydreams, giving them a melee attack to deal 2/2/3 damage. Not great, but they’re cheap totems you summon. I mean, you can’t have cheap little peons getting cool attacks, can you? (Looks at Assura Rotten.) Sleep Cycles is probably the MVP out of these two, as it has uses for all 3 builds of Dreamer (assuming there are still uses for Shooting Dreamer rather than going straight to Adolescent, which I don’t see.) I appreciate that they brought out a new playstyle to rival “hide and summon” Dreamer and have tried to give Chompy Bits a chance to be the scary boogie man he’s SUPPOSED to be.


Pandora

               The master everybody loves to hate (keep doing it, she feeds on your tears,) Pandora’s upgrades are…interesting. Rile Them Up is the most intuitive. It gives her the Mania ability, which lets her discard a card to take Incite as a (1) action once per turn. This is reminiscent of old school Pandora, who could keep casting the original version of it over and over as long as she didn’t target the same model more than once. The days of her circling the board in one turn and Inciting the entire enemy crew are long gone, but this does give her some good mobility options to get out of (or into) trouble, which is important for a relatively fragile master. Additionally, she gains a mask trigger to her Self Loathing and Harm attacks (both of which have the suit built in) to replace the enemy’s damage track with 2/3/4 and prevent its being reduced. While this will help her to hurt masters/henchmen/armored things, the main idea here is to improve the efficacy of these attacks vs. models that don’t HAVE a damage track for their Ml or Sh. Pandora can be a little bit hungry for Upgrade slots, but I think this one is worth the space.
               I won’t lie. When I first saw Woe Is Me, my thought was “They’re giving Pandora summons now? I’m never going to be able to play her again.” Then I stopped and thought about it, and it’s not that bad. In fact, a question exists as to whether this is actually any good at all. I don’t mean to poop on it right out of the gate, because it legitimately could be a strong build for her. But it could also be terrible. But what does it do? Well, first of all, it lets her have infiltration Woe, so she can hire Field Reporters (I figured this was coming) and any future non-NB woes. Additionally, if a model dies from Misery, you can summon a Poltergeist off of it. This really doesn’t happen often enough to rely on, but I understand wanting to increase Poltergeist's table time, especially given that it has such a cool model. Finally, the point of all of this is the ability to summon a Sorrow for a 10 of masks or higher. The model has to be summoned next to an enemy model which has a condition on it, and it allows the enemy to end any conditions on the model after the summons. At first blush, this doesn’t seem like a good trade. If you spend an AP to give something Paralyzed, let’s say, you don’t want to then spend one of Pandora’s AP and a high card AND give them the chance to remove the Paralyzed just to get a Sorrow, do you? Well, first of all I should point out that Sorrows can be quite good. Some people know that, some don’t, so let me make sure you know I’m in the first camp. Second, it doesn’t specify what type of Conditions the enemy model has to have. You can use Focused, Adrenaline, Defensive, etc. etc. etc. just as well as the ones you’re putting on them. And even if you need to use one of your own, sometimes you don’t need Incite on a model anymore, especially if you’re putting it on two models a turn as a way of improving Pandora’s mobility. And this is one of the few summons in the game where the new model comes in at full wounds. I’m not saying this is game breaking or anything, but I’m just saying it might not be terrible either. Let’s give it a chance and see.
               Also, this is the one that should have been called “The Box Opens,” since we know that Sorrows come out of there. But hindsight is 20/20.


Lilith

               Hey there Mama Monster. How you doin? You likin’ those new upgrades? I know you are…

               Excuse me. Sorry you had to hear that. Forgot you were there for a second…

              *ahem* Lilith received one general use and one specific crew build Upgrade. The one you’re going to see all the time is “The Song of Blood.” It gives her a couple of abilities that aren’t as important as the tactical action: One to place a scheme marker when an enemy model is killed by Black Blood (situational at best) and Blood in the Air, which lets you draw a card when one of your Black Blood models dies (better.) The (0) tactical action The Blood Heals is why you’re bringing this, as it gives her the ability to heal another friendly model with BB within 6” for 2. So, you know, Nekima and Graves. There are others, but...Nekima and Graves. She now has 3 0’s on her instinctual build, but the turns when you’ll need all 3 are infrequent. This is just good. The only way it would be better is if she could heal herself, but that might (probably would) be too much.
               The other upgrade is The Land Consumes. I have a confession to make…I want this Upgrade to be good. I can’t be impartial about this. I want the “Fill the board with terrain” version of Lillith to be a thing. Problem is…it just isn’t for most games. Don’t get me wrong, the Mysterious Emmissary’s markers plus Lillith plus some Waldgeists is going to be a crap load of blast markers getting in your opponent’s way, but there are too many ways to get around them and…well why don’t I tell you what the upgrade does first? It gives her melee attack a ram trigger to summon a 50mm marker of hazardous terrain within 1” of the target. Ok, nice if it happens but maybe not worth cheating to pull off. Additionally, she gets to summon one within 3” of her at the beginning of her activation. She puts out a 6” aura letting her friendly models join her in being immune to Hazardous Terrain, which is also vital (and improves her synergy with the ME.) And, finally, if an enemy model is killed by Hazardous Terrain, she gets a 2/3/4 healing flip. It’s all good stuff, but you just can’t get enough terrain on the board (in my experience) to completely jam the opponents up. Or they have incorporeal or flight and ignore it. Or maybe you’re just lazy and summoning 3 different types of marker terrain on the board with different rules for each gives you a headache. They’re all possible reasons to leave this one in your card binder, especially for tournaments where terrain is (on average) more sparse. I’m sorry to be a bummer, and if I’m wrong and this build works I’d be delighted, but for now I’m not sold. I think it's just a meme list. That said, if you play on a very congested board (I’m looking at you, most of the Vassal maps) it can be brutal. And now, to move on seamlessly to the next master, like the professional Bloggist that I am.

               *whispers* Later, girl. Hit me up on my DMs.


Zoraida

               Big Z is a master that needed help, so she got it. *thumbs up* Powerful Control gives her Obey action a trigger on 2 masks to let the model she targeted take a (2) charge action instead of a (1), which was absolutely required. It was bologna that Zoraida’s whole shtick was using Obey on models when she was arguably the worst Obey master in the game. Being able to declare a charge with the enemy should make a huge difference here, as you're effectively exchanging one master AP for about 2.5 AP from the enemy model. Additionally, her Bewitch gains a double mask trigger as well allowing her to use Obey on the target immediately. It would be a whole lot of masks to pull off both triggers in a turn, but it could be very rewarding if it happened. 
                The other upgrade is a little more situational and ties in thematically to her Voodoo Doll interactions. Poisoned Fate makes any enemy models with conditions on them take 2 damage whenever they cheat fate. That’s…a lot of requirements, but I just got done pointing out how many conditions are in this game up above. It doesn’t have to be the Voodoo Doll’s stuff that would be triggering this, it could be Focused. It also gives Zoraida a decent way to do some direct damage, a Rg 18 attack vs. WP that deals damage to them based on the number of cards in their controller’s hand. Damage that doesn’t require a flip is always a crowd pleaser, but it requires them to have a condition first. There’s an incidental Crow trigger to put slow on a model (not saying Slow is incidental, but it seems like Zoraida’s gonna need her stones for masks now, so you’re maybe not gonna want to work too hard for this trigger.) This seems like a lot of work on its own, but remember that you can do these attacks through the Voodoo doll. This gives you some added flexibility, as 1) there’s nowhere the hemmed model can hide to keep you from hitting them and 2) since you control the Voodoo Doll, you can use this on him while you have lots of cards in hand to spike up the damage. This will probably mean you need to activate Zoraida early in the turn when you’re going to use the attack (we can’t all be Lynch and just refill our hand on the last activation,) but it’s a versatile attack that’s useful with or without the Voodoo Doll. The first upgrade is an every game take. The second is a good option for a specific type of crew, but not necessary every time.


Titania

               My queen! *bows* What? No, of course I wasn’t flirting with Lilith. I wouldn’t presume to disgrace the Autumn Queen in such a way. I…*gulp* please stop looking at me that way…Hey! Let’s talk about your upgrades!
               Titania also needed some help….uh…I mean she needed no help, but her overwhelming power has only grown as she’s recovered from her exile in Nythera. *phew, that was a close one* She gained a couple of Limited upgrades from Broken Promises. The first, Pact with the Grave Spirit, represents Titania’s ability to break leader models, as she did when she destroyed the Tyrants’ mortal forms. As such, her first ability, Death of Tyrants, lets her add a suit and deal +1 damage on any attack actions she takes against enemy Leaders. Additionally, she gains a version of Decaying Aura (I like the thematics of this) that extends out to aura 3 from her and prevents soulstone use to prevent damage or healing. Finally, she gets The Rot Within, a Ca action that requires a Crow on its TN, but deals an amount of damage to the target equal to the damage they’ve already taken, up to a maximum of 4 (or 5 with Death of Tyrants.) Additionally, a built in trigger lets you place a scheme marker in base contact with the model before removing it. So, obviously, Pact with the Grave Spirit is a much more offensively minded upgrade designed to have Titania go master or high point model hunting, setting them up with her other attacks (or her crew’s attacks) and then turning them into compost to finish things off.
               Her other new limited, Royal Indignation, goes the other direction and lets her punish modes with lower Stations than her while giving her a limited ability to enhance her own crew. First of all, it changes any living minion or enforcers she hires into Undead Fae (for insight in how this is accomplished, see the Nythera module of Through the Breach. Or, alternately, Indiana Jones and the Temple of Doom.) There isn’t a ton of built-in synergy to this other than the Taproot upgrade, which doesn’t see a ton of play anyways, but it does make the models no longer subject to Terrifying: Living tests…which is good I guess. The meat and potatoes of the upgrade is the Royal Indignation ability that reduces damage from an enemy model by an amount equal to its station, 2 for a peon or minion and 1 for a henchman or enforcer. On top of her Impossible to Wound and healing from scheme markers, this gives her what she needed to be the tanking Master she was designed for in the first place. Finally, she can use a (1) action to give another Fae without the Armor Condition (so they can have Armor built in) the Armor Condition. This is a way to boost up her minion Fae mostly, I’m thinking, as 2 armor hard to wound models are going to take a disproportionate amount of AP for most crews to remove, but it could also be some synergy with the converted models from the top of the card. So, essentially, Titania’s Limited upgrades offer you a choice of playstyles (as most good Limiteds do.) If you want her to tank and support, go RI. If you want a smashier crew, go with the Pact.
               Finally, her Conflux is pretty solid, too. It allows the M.E. to add a suit of its choice to its duels whenever it’s within 3” of a Hungry Land Marker (which it wants to be most turns.) Finally, it adds a 0 action (because it doesn’t have enough of them to choose from, apparently) to give some buffs out to friendly Fae ranging from the Armor condition, healing a couple points of damage, burning+1 to any enemies’ they’re engaged with, or a scheme marker. It’s a shame he isn’t Living so Royal Indignation would turn him into a Fae and he could do it to himself, but you can’t have ALL the buffs I guess. As an unapologetic Mysterious Emissary apologist, I’m excited to try it if only for making his Changeling summons a lot easier.


               Phew. Home stretch, folks. Lynch was reviewed in Ten Thunders. Lucius will be in Guild, who are the only faction we’ve got left to review. See you next time!