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Saturday, February 24, 2018

Faux Pas 2: How not to Summoning Pandora



In what’s becoming a bit of a recurring theme on Malifaux Musings, I thought I’d write about how not to play a new crew, in this case Summoning Pandora. And, as obvious as the name may be, I think we’ll call these articles Faux Pas from this point forward. Go ahead and groan, that’s the title. 

Deal with it.

But first, mini-musings.

***

-There’s a new issue of Chronicles on DriveThru RPG. It has a tactics article by me, as well as some discussion from Rathnard regarding starting Outcasts on a budget and a lighter Through the Breach module where the Fated help a bride put her wedding together after their wedding planner gets arrested for being an Arcanist sympathizer. You know, that old chestnut ;).

-The February newsletter announced that there’s another Through the Breach worldwide event coming soon. There aren’t a ton of details, yet, but these are always pretty exciting. Previously, we helped release Titania from Nythera and travelled back in time to old Malifaux in the time of the first Breach. Let’s see what’s coming soon.

-There hasn’t been an official preview yet, but Game Trader magazine had a picture of the other story box coming for Malifaux. It’s called Backdraft, and seems to feature a fight between Arcanists and Gremlin moonshiners. Sounds…flammable?

***
 
Pictured: Incorrect Deployment
So I took summoning Dora out for a spin and, per usual, played it terribly and got crushed. There are probably people out there that put their models on the board and are successful the first time out of the gate, but I am not that person. Hopefully, my failure can be educational for others, at least.
Pandora, specifically a Pandora crew oriented around her book 5 summoning upgrade Woe is Me, is sort of a topic du jour in the Malifaux community right now. Several weeks ago, Travis did an episode of Max Value with a tournament report featuring a version of the crew. Over the course of the last week, Alex posted about it on his Youtube channel and Arcane Reservoir did an episode with Luke Cocksedge detailing the crew, since he’s been having a lot of success with it. Also, some blog started writing about her too. It’s a heavy synergy crew that relies on spreading conditions and a swarm of Willpower duels to start spreading misery (literally) through the enemy. I built a version for myself and gave it a test drive, and promptly got pummeled.

They say we learn the most from our failures. If that’s the case, I should be the smartest person alive.


So, here’s a quick list of things I learned not to do when playing this crew. Hopefully it’s useful.
1)     Don’t spread out. We were playing Ours and my opponent Rich had deployed models on both flanks and in the middle. I tried to fan my own crew out to contest him. This was a big mistake. As I said, this is a crew oriented around synergy. They support each other, as none of them are particularly tough or damaging in and of themselves. The whole idea behind the crew is that the enemy can easily pass some of the Willpower tests you’re throwing at them, but by combining them together the combined threat paired with Misery auras overwhelms the enemy and drains their resources. Iggy out on a flank by himself is going to get killed by most things the enemy throws at it (in this case, a Bone Pile and Chiaki.) Iggy in with the rest of your crew is able to put Burning for Pandora to use for summoning, Incite to help control the enemy’s activations, and can hide among bigger, scarier threats.

2)     Speaking of Ours, it’s a slightly tougher strategy than some of the others for this crew. Since they want to stay together in support, it’s harder to fan out and cover multiple quarters. It’s not that she CAN’T handle this, but you definitely can’t do it the way I did, by putting the focus of the assault in the middle. I think a much better plan would have been to choose a flank and roll up it in force, knocking out one side of the enemy’s crew and then making them come to us to try and dislodge us from the enemy quarter.

3)     The best strategies for summoning Dora are Ply and Public Execution, because you can theoretically summon off of the enemy’s strategy conditions. There’s nothing like that in Ours. I was playing against a Yan Lo crew, with the old man hiding in the backfield to build up his Chi and refusing to engage until turn 3, when he was effectively unkillable and was going to wreck my whole board. There were no other conditions in the enemy crew to use for summoning. I had brought along the Emissary with Dora’s conflux to copy Misery and put another aura into the board. Thing is, that’s 10 points that can’t generate conditions. I brought Lilitu for Luring, but she also doesn’t put out conditions. And I brought Baby Kade, who also doesn’t put out conditions. As such, when we called it on turn 3 I had no Sorrows in play, and no obvious way to get one out there. Gotta get more conditions in the crew, because I can’t count on the enemy to provide some. I blame playing so many games against the Ten Thunders for this one.

4)     In a similar vein, Pandora does most of the heavy lifting for this crew, but she can’t do all the lifting on her own. When I was grumbling about card flips, my opponent pointed out that I killed Izamu twice in that game. That was cool and all, but here’s the thing: that was all I got done all game. The crew needs the Poltergeist to do what it does, and I couldn’t get the damned thing into play because of the dearth of misery auras and the fact that I had to have Dora kill Izamu personally. That’s a lot of AP to get him down, and it feels pretty bad when Yan Lo just resummons him the next turn to make me do it all over again. I got him down, but by the time I did the game was basically lost. I think the crew would do better focusing on bringing down softer targets earlier to get its summons on the board and get the ball rolling, then shift to bringing down the heavies. Also, have to keep in mind that this version of Dora isn’t The Box Opens Pandora. She is more effective with the team, not rocketing up the board on her own. The summons are a lot trickier when she has to do it all by herself.

So, in retrospect, I needed to keep the team together, bring more conditions for summoning, and roll up a flank first then try to turn it to chew through the army from the side. I’ll try and reload, recalibrate, and give it another go next game. Here’s hoping it works out better.

Friday, November 17, 2017

Whisper and Void Excerpt: Battle in a Graveyard

Mini-Musings


-There's a new Penny Dreadful for sale on Drive Thru RPG, Jurassic Faux. If you needed some dinosaurs running around and causing trouble in your version of Malifaux. Plus, I'm sure there are some Fae in here, also. Here's the synopsis. 

The University of Malifaux is launching an expedition into the Wildlands, the primordial forest that sprang up around the ruins of Nythera when Titania was released from her prison. The purpose of the expedition is to gather biological samples for further research, but one of the professors has his eye on a specific prize: the fabled Malisaurus Rex.

Unfortunately, the Wildlands are more dangerous that the University expected, and the Malisaurus Rex is very, very hungry...

Jurassic Faux is a challenging One Shot adventure for the Through the Breach roleplaying game. It requires the Core Rules to play.

-A patch for the Bad Things Happen app was pushed out on the 13th. It fixes a ton of the known issues. I'm not going to copy and paste the whole list here. Go ahead and check it out.



-We don't actually know what's going to be sale on Black Friday, yet, which is odd. We do know one thing that will be there, however, and that's the alternate Rasputina box featured in the image above. I like it a lot. Don't know if I'll be able to pick it up, but it's very cool. Plus, the Krampus counts as a Snowstorm, making it so you don't have to buy another box to have this key critical piece for Raspy crews.

-I've been plugging away at my novel (you can follow my progress on the NaNoWriMo page here.) As I've been working on it, I've been letting my Pandora (the music app, not the master) wander through some new inspiration music and pulling pieces out into a Spotify playlist. It's called Malifaux Musings. Follow the link and, if you have a song that you think really embodies the spirit of Malifaux, it'd be cool if we all built this together. 

-Speaking of doing things together, what little forward momentum we had on the Patreon account has kind of stalled. The page is here, and I'd like you to really consider chipping in and helping out. I'm not asking for a lot. If you have an extra dollar a month, I'd love to have it to help expand Malifaux Musings. As always, I appreciate the hell out of everybody who has contributed so far. 


***

Whisper and Void

A Death Marshals Story


By: Adam Rogers

Author’s note: This section occurs between chapter 1, detailing Burns’ recruitment and training, and chapter 3 when his recruiter teaches him the magic to use his casket. 

Chapter 2


Vinton wasn’t the worst of the lot, not by a long stretch. He wasn’t easy, mind you. I couldn’t tell you how many of my bones he ended up breaking, but I’m sure he’d tell you every one of them was a lesson. He had the very annoying habit of letting you know, every time you failed, how easily avoidable your discomfort should have been. “Oh, you didn’t notice that rune scribed in the door frame? Hmm, if you had, perhaps your arm wouldn’t currently be on fire. Let that be a lesson to you: the enemy will never face you on your terms. They will lay traps. They will stab you in the back. They will try every underhanded, sidewinding trick a man’s ever pulled on another man before they stand and face you, for you are Justice come to end them. Now, quit your belly-aching, put yourself out, and reset to position one.” The difference between Vinton and the others was that you got the impression, from time to time, that he actually wanted you to succeed rather than just gaining grim amusement from your suffering.
               He came to us one hot summer evening when we were dragging ourselves back to our barracks and the sweet oblivion of the four hours they allotted for us to sleep. He pulled a half-dozen cadets out of line, myself among them, and took us towards a horse cart resting on the drillfield grounds. “You lot have a job tomorrow morning. Do it well, and you’ll get double food ration in the evening. How does that sound?”
               The beige, flavorless gruel that served as our “rations” weren’t quite the enticement we had hoped for, but all of us knew better than to turn down an instructor. We reluctantly nodded, but a cadet with more attitude than sense stepped forward anyways. “What’s the job?” he asked, disregarding the warning looks everyone else was shooting him.
               Vinton smiled. “Nothing too difficult or dangerous, Burns. You’re just going on bag duty.”

***
               Bag duty. It was a euphemism with which we were all familiar, as the groans elicited by Vinton’s announcement would testify. Malifaux is an old city, you see, even though our arrival in it is relatively new. Who or whatever built the place did so a long time ago and lived, worked, and died there just as we do. And when one of their own died, the city’s residents had to do something with the bodies. In one of the numerous parallels between their culture and ours, the dead of ancient Malifaux were interred in cemeteries scattered across the city, their final resting places marked with gravestones inscribed with names and dates in their own, indecipherable language. These cemeteries were sprinkled throughout the city, often in places that defied logic. More than a few of the early explorers were following what appeared to be a major thoroughfare through the heart of the city, only to discover that it dead-ended in a graveyard right where they expected to find a hub connecting several side streets. The logic of this city’s Neverborn architects never ceased to baffle.
               Normally this would just be a nuisance of navigation, but Malifaux was not a normal city. Instead, it was a city filled with people who spontaneously manifested magical abilities they didn’t know how to control, and some of them learned to manipulate the dead for their own ends. No two necromancers ever seemed to use the same methods, but the need for corpses was a recurrent theme. You can’t raise a dead body without some bodies to work on, after all. More inexperienced Rezzers had an even greater need, as they were only just learning to control their power and their early experiments often ruined the corpse without yielding anything useful. A lot of them start out working on animals, but for whatever reason they all seem to move on to people, which presents a problem. They needed a lot of raw materials for their craft, and you can’t exactly pick up a new dead body at the store when you need one. Many a burgeoning necromancer has turned to serial murder, of course, but that takes skill and craft that most don’t possess to do it undetected for long. No, it was easier if you had a supply of corpses ready to hand. Thus, we learned to keep an eye on any human corpses, making these Neverborn cemeteries too tempting a target for your average necromancer to ignore and too dangerous a threat for us to overlook.
Whenever we found one, a detachment from the Marshalls would be sent to “sanctify” the site. This process involved digging up often dozens of ancient graves, buried beneath hard-packed soil that hadn’t been disturbed in centuries. Once the body was exhumed, the heads of the bodies were removed, bagged (thus, bag duty), and shipped to a crematorium. With no intact skull, the body was ruined for most practices, which was good enough for us. If the crew doing the job was particularly dutiful, the bags were catalogued so the ashes could be returned to their proper resting place afterwards. When we farmed the work out to laborers from outside the Guild, however, they usually ended up dumping them somewhere and forgetting them. Thus, cadets were often given the job instead. If we shirked on doing it properly, we could at least be lashed afterwards.
The graveyard we were assigned was located in the western slums, tucked behind a warehouse whose broken windows glared at us like angry eye sockets while we worked. There were a dozen of us that day, muttering imprecations against our instructors and their relatives while driving our spades and pickaxes into the earth. We had abandoned our woolen uniform tops in the hot summer sun, leaving them slung over the side of the cart we’d checked out from the academy to transport our tools. It raised a few eyebrows when Elizabeth Heffron had joined us in disrobing, but none of us had much time or use for modesty anymore. This particular cemetery was about an acre and filled with easily a hundred graves, so we knew this was going to be a multiple day job. I didn’t mind the work, since it meant having a day free from the shouts of “encouragement” our instructors often chose to lather on us. Many of the others, however, would gladly have driven their picks through Vinton’s abdomen rather than digging up another wooden box.
It was midday when I first saw something out of the corner of my eyes. It was nothing but a flicker of movement at the edge of my vision, but I still reflexively spun in place, scanning near the wrought iron fence surrounding the graveyard for any sign of what had drawn my attention.
There was nothing there.
“The hell you doin’, Burns?” shouted Mobera from the grave next to mine. He flashed his wide, easy smile from his dark-skinned, sweat soaked face. It was all I could see of him at the moment, as he was currently standing in the bottom of the almost six-foot hole he’d dug. “You’re not wearing out, are you? It’s barely past noon!” The Abyssinian had taken a personal interest in giving me a hard time from the first day of our training. I never knew why, but I’d always suspected that the open secret that Vinton had recruited me personally probably had something to do with it.
“Of course not, Alton,” I shot back, “You know I only really get into a rhythm after the first six hours of work, anyways.”
He’d laughed at that. “Well, from what I can see, I could go for a bit of your ‘rhythm’ myself. Looks like about the level of effort I’d expect from a –“
“I saw something, you pain in the ass,” I cut him off. “Something on the outside of the graveyard. Felt like it was watchin’ us.”
Without another word, he hefted his massive frame up and out of the hole to stand next to me. We both scanned the perimeter slowly, the only sound coming from the other work crew and from his idly dusting his hands off on the front of his work-slacks. “I don’ know, Burns,” he finally said. “I don’t see anything. You sure you don’ got heat stroke? I know you got a delicate constitution, an’ all.”
I was about to let him know exactly where he could shove his opinion of my constitution when a shout came from the other side of the graveyard. We whirled in place, ready to find that the enemy I’d imagined was standing there waiting, only to spot another cadet waving sadly for the others to come lend a hand. They’d struck a coffin, and this one was made of marble rather than wood.
These were the bane of our existence. They were solid stone, weighed a ton, and getting them hauled out of the hole without special equipment was nearly impossible. Whenever we found one, activity ground to a halt camp-wide as everyone took the opportunity to suggest a solution. Some favored smashing through the lid with sledgehammers, though our superiors frowned on that. If a convenient tree was nearby, we could rig up a pulley and all work together to haul it out. Otherwise, it fell to the strong-men like Mobera to get a pry bar into the side and force the lid off. Given that it was in the middle of an open field with no trees, this one looked like it would require the third option.
Mobera, not one to complain (or at least knowing I’d call him on his BS if he did) grabbed a crowbar and jumped in immediately, trying to dig around the side of the coffin lid to find an edge where the tool would fit. The rest of us took the opportunity to stop for a break, relocating to the small bit of shade being cast by our cart. We passed around a waterskin, making sure the trio of cadets standing around the grave saw us doing it (and earning a few hateful glares in the process.) I had just taken a long pull from the neck and passed it off when I saw the flicker of movement again. I froze, my arm partially outstretched towards Heffron, as I saw a shimmer move stealthily from behind one granite tombstone to another about 50 yards away from me. It was creeping towards Mobera and the others.
“Hand it over, ye bastard. The hell’s your problem?” Heffron asked, snatching the partially-proffered waterskin away in irritation. “Ye look like yer passin’ a kidney stone!”
I raised a finger to shush her, which of course just led to a longer string of angry Irish brogue being sent my direction. I turned, fumbling inside the cart for the double-barreled rifle I knew was stored there, when I heard Mobera shout in triumph from inside the grave. He’d apparently gotten the lid loose. His triumphant shout was followed immediately by a scream that ended in a wet, choking gurgle. Those of us near the cart whirled in place, watching as a nearly eight-foot tall skeleton wrapped in the dry, desiccated remains of what had once been its skin forced its way from the bottom of the grave. Its right hand and the wicked black talons it ended in had impaled Mobera through the chest, lifting his two hundred pound frame into the air as easily as a mother lifting a babe. We could see the long, curled horns sprouting from its head and the torn, rotten remains of a pair of bat-like wings sprouting from its back and knew immediately what this thing had once been: a Nephilim.
Many of the natives in Malifaux can pass as humans in the dark or from a distance if you don’t look too closely. Of course, if you do get close enough to spot their nearly translucent skin or the black, spidery veins that web beneath the surface, it’s probably too late already. Others, however, take on forms from our nightmares. The Nephilim fell into the latter category. From birth they resemble demonic cherubs with black horns, claws, and cloven hooves emerging from their violet skin. They grow rapidly, sprouting wings that make them uncannily resemble a devil from one of the more graphic literary versions of hell. The largest stand nearly nine feet tall and can smash through the side of a brick building if they take a mind to it. And, much to our surprise, someone seemed to have crammed the massive frame of one of these creatures into this marble coffin at some point in the city’s distant past.
For a second, as the behemoth rose to its full height and tossed the now limp form of Mobera onto the ground next to the grave, we froze. It was only an instant, but it was long enough to let the creature haul itself over the side of the grave, moving with a speed that would have seemed impossible even when the thing was alive. A moment later it unfurled to its full size and charged another pair of cadets, slashing them to ribbons with its talons. As I pulled the rifle to my shoulder and fired a shot into the beast’s rotten shoulder, I could already see it was too late for the pair on the ground. One was trying to hold his guts inside his eviscerated torso while the other was lying senseless near the bloody remains of his severed arm.
The shot only served to get the creature’s attention. It turned towards me, dropping into a crouch and releasing a long, raspy breath that I would later realize was its attempt to bellow a challenge through the decayed remains of its vocal chords. I knew I had a chance to end this before any more harm was done. I sighted the beast’s head down the length of the rifle barrel, timing the shot so I pulled the second trigger between breaths as I’d been trained. At that range I couldn’t have missed, but the shot was fouled as something impacted me from behind, hitting me in the shoulder and sending sharp pain shooting through my back. The rifle jerked up and the second barrel discharged uselessly over the creature’s head. I feared at that moment that I had killed us all.
               With another raspy bellow, the ancient Nephilim charged. I dropped to a knee and rolled beneath the swipe of its talon as it smashed into the side of the corpse cart, reducing it to kindling. I turned, expecting to see the heads we’d collected rolling randomly across the pavement. Instead, I found a cloud of half a dozen of the nearly decayed skulls hovering in the air over the shattered remains of the vehicle and the thrashing, violent Nephilim skeleton.  The other Marshals and I watched with stunned fascination as they twisted and spun in place, shaking like dogs trying to get dry, and cast off the burlap shrouds we’d wrapped around them. It dawned on me then what must have struck me from behind. With my stomach churning, I twisted against the turf, trying to dislodge one of the heads that had latched on and was gnawing its way into the meat of my shoulder. A part of me reeled in horror, but shock helped shove that part into a corner until the present crisis was resolved. There would be time for horror later.
I rolled, using the ground as a wedge to dislodge the damned thing’s jaws from my back, and turned to see something that looked like a human’s rotted skull chattering its yellowed teeth at me from the ground. It started to rise up, hovering with magical force towards my eyes, but I brought the stock of the rifle around and smashed it into the thing’s temple. The viscous black remains of its brains spilled onto the hard-packed dirt, rendering the rest of the head inert.
I came up to a knee, watching as my fellow cadets tried to ward off the flying skulls. Heffron was closest to me, trying to extract one with a lengthened snout and sharpened, canine teeth from her thick, curly mane of hair. Her instructor had given her trouble about that hair since the first days of training, but she’d stubbornly insisted on keeping it, pointing out that Lady Justice had famously long red hair that trailed almost to her ankles. We’d pointed out that she was also a supernaturally skilled swordswoman, as opposed to a cadet who had barely fired a gun before these first few months of training, but she’d kept it anyways. As I charged forward, swinging the rifle like a club and sending the lupine abomination flying towards the smashed remains of the corpse wagon, I guessed she’d have it cropped down almost to her skull tomorrow. Assuming she survived, of course.
               “What the hell is doing all this?” she said, a slight hint of panic creeping through despite her efforts to regain her composure. I had my suspicions, but there was no time to relay them to her.
               “The ammo box,” I growled, scanning frantically for the extra rifle ammunition. Across the clearing, I watched another cadet fly bodily through the air after the skeletal Nephilim had picked him up and hurled him effortlessly. “The reloads! Where’d they land!”
               “There! By the wheel!” she shouted a moment later. I saw in an instant that the box of shells had tipped over on its side, spilling the contents across the ground. I mentally thanked whoever might be listening that they had avoided falling into a puddle from the morning rainstorms, as that would surely have ruined the powder. I sprinted forward, crouched at the waist, until I reached one of the red cylinders on the ground. I snapped the breach open on the rifle, draping it over my arm as I jammed the rounds home. A blur of motion appeared on my left and I flinched, preparing to throw the rifle into the way to block the blow I was sure was coming, only to see Heffron had grabbed a spade and was using it to smack one of the heads out of the air. The thing would have bitten through a good portion of my face if she hadn’t, and I nodded my thanks as she turned towards where the thing had landed and jabbed the blade of the shovel through the bridge of its nose.
I turned and started scanning the graveyard for who or what was controlling these creatures. There are few hard and fast rules with necromancy, but I knew whoever was doing this hadn’t had time to animate them properly. That took preparation, usually some kind of ritual, and we had only just dug these bodies out of the ground. This felt like more of a quick-and-dirty job, and I knew exactly how to end that. Unfortunately, I needed to spot the bastard to do it. With a satisfying snap, I closed the rifle’s breach and brought it up to my shoulder, scanning the graveyard from behind the pitiful cover of a wagon wheel propped up on half of its broken axle.  As I searched frantically for any sign of a target, Heffron dropped in behind me.
               “What’re ye doin’, ye daft fool?” she shouted, tugging at my shoulder, “The damned thing’s right over there! Shoot it!”
               I was irritated by the distraction, but there wasn’t time to shove her away. A sudden raspy bellow from my right told me that the Nephilim skeleton had spotted us and was preparing to charge. Heffron gave a final exasperated sigh and stood, readying her shovel like a broadsword. At best it might annoy the thing, but it might buy me another half-second to find…whatever I was looking for. I heard the pound of the thing’s heavy hooves against the ground as it came towards us, and I was preparing to turn and waste one of my shots to try and put it down, when I found my quarry. A shimmer, like a heat mirage, was crouched down behind one of the tombstones. Without stopping to think if maybe my eyes were playing tricks, I fired what could have been the last shot of my life at the image. It exploded with a red spray that turned an incredulous bearded face my direction before slumping to the side, senseless. 
               The flying skulls dropped, clattering against the ground with a horrible sound I’ll hear in my nightmares for the rest of my life. The nephilim creature gave one final, frustrated bellow before falling apart itself, its momentum carrying it all the way to the wagon wheel and sending it rolling. I closed my eyes, as many of the thing’s aged bones broke down all the way to dust from the impact.
“Jaysus, Burns,” Heffron muttered a moment later, breaking the stunned silence. “Ye coulda told me. I nearly soiled myself.” I couldn’t answer, could barely hear her over the sound of the blood pounding in my ears. With shaking hands, I lowered the rifle to the ground as Heffron walked over to the Nephilim’s skull, shattering it with a solid blow from her shovel. “That’s fer me friends, ye great bastard.”
               It was a sentiment I would come to know well.

***
               Clean-up from the assault took the rest of the afternoon. Heffron (once again properly dressed) had flagged down a carriage and made her way back to the Guild Enclave while the rest of us remained to tend to the wounded. We lost three that day, though it could have been much worse. Mobera actually survived, though the doctors ended up replacing his right arm and some of his insides with steam-powered prosthetics to repair the damage. Within an hour, Heffron returned with a trio of Death Marshalls that included Vinton to search the site for any other signs of what the necromancer had been up to. I stood to join them when they arrived, giving Mobera a comforting pat on his uninjured shoulder. I expected the three senior officers to order me to back off and leave the investigation to them, but Vinton turned and spoke to them quietly as I approached. After a moment he turned my way and gave an encouraging nod, waving me to accompany him.
               “This,” he began, “This was obviously not what I expected when I sent you here. There had been rumors, of course, but every cemetery in the city is supposedly haunted by vengeful spirits or robbed at night by some wannabe Burke and Hare types. Most of it turns out to be nothing.”
               “This wasn’t nothing,” I said, looking down at the dead Resurrectionist.
               “Quite so,” he grimly agreed. I knew it was the closest to an apology I was going to get, and I didn’t push it.
               We hadn’t bothered to move the dead necromancer’s body, other than to check that he was really deceased (namely, by separating his head from his neck) and relieve him of any weapons. It was rare but not unheard of for a Rezzer to have some kind of magical failsafe to bring him back to life sometime after his passing. Other than that, we were content to let him bake in the summer sun. None of us had much desire to stash him somewhere or cover him with a tarp. Truth be told, if a vulture had come down and started pecking at the man, we’d have offered it a swig from our flasks to help wash the meal down.
               He didn’t look like a murderer, I had to admit. Now that he was dead, he looked like a hundred other homeless men I’d passed in the streets. He had a scraggly, oily mop of salt and pepper hair with an unkempt beard to match it. His clothes were roughspun and gray, having spent too many nights sleeping on the ground or in a sewer. He had shoes, which put him ahead of some in his position, but they were falling apart and had obviously been repaired several times. In contrast, I could see from his straight, white teeth that he most likely hadn’t been living this way all his life. At some point in the not too distant past, this man had a normal existence. He’d most likely had a home to go back to at night, people that he cared about. Most do, until the voice starts to whisper to them. It always starts out small, but over time drives them to greater and greater acts of depravity until, finally, everything from their old life is left behind. When we found his hovel an hour or so later, leaning pitifully against the side of the abandoned warehouse, we found an old, yellowing picture of a young woman inside. It was stained with oily handprints from frequent handling. Was it a wife? Girlfriend? Daughter? I never found out, never even learned his name. It didn’t matter. Once they turned, once they started listening to that voice in the back of their heads, their old identity became unimportant, anyways. With any luck, the woman had just woken up one day to find him gone with no explanation. It was far more likely, however, that the voices had driven him to kill her.  
               We knew it was his home from the writing scrabbled on the walls. Most of it was nonsense phrases involving bones. The bones were calling to him. He could hear the song of bone. Soon he’d join their dance. That kind of thing. In the reports we’d file later, this led to us calling him Bone Man. The words were written into the soft, rain rotted wood with whatever he had been able to find. Chalk. A stone. Blood. He was agnostic to his medium. Any doubt whether we were in the right place disappeared when I rooted through the man’s bed roll, waving away the cloud of fleas that sprang into the air as soon as I touched it. There was a book there, an old leather-bound journal with every page covered in the Bone Man’s willowy handwriting. The script on the walls was downright sensible compared to the blasphemies recorded in that tome. I shut my eyes reflexively and slammed the book closed, knowing what this had to be.
               “Sir,” I said, holding the journal towards Vinton as he stood in the doorway. “I’ve found a grimoire.”
               Without a word he crossed the room towards me, taking the book into his own hands and nodding. Grimoires were often books, but they could be anything. The words weren’t really important, so much as the way reading them organized your mind or guided you to a particular mental state. They were a focus, a way for mortal minds to grasp and manipulate the energies of magic without a natural talent. In theory, anyone who spent enough time studying one could learn the spells contained therein, though I certainly didn’t fancy spending any time indulging in the Bone Man’s mad ramblings. Still, Vinton looked at the book with some interest.
               “Well done, Burns,” he said, “This conjurer used a number of effects we’ve never seen before. They’ll be interested in examining this back at the home office. I’d say you’ve more than earned yourself a commendation, today.” His wry smile reminded me that, of course, there are no such commendations in the Marshall service, but I took the rare compliment for what it was.
               “I’ve never heard of one that could do what he could do,” I answered, “Animating that many of them from a distance in that short of a time? And making himself invisible?”
               Vinton nodded. “He was a rare talent, no doubt about it. You and the other cadets are lucky to still be alive. I’ve heard of some powerful necromancers who could pull off some of those things, but not all at once. And I have to confess, the invisibility is a new one on me.” He sighed. “They’re learning all the time, and they seem to be getting stronger.” He shook his head, looking down at the book again. “All the more reason to study this carefully so we’ll be ready next time, eh?”
               I couldn’t muster enough false cheer to answer him, so I stood for a moment in the remains of the madman’s world, swatting idly at the fleas I knew it would take weeks of bathing to get rid of. Finally, Vinton broke the silence. “Well, in any case, time for you to get back to the cemetery and rejoin the others.” I looked at him in confusion as he gave me an innocent look. “The job’s only half done, Burns. You still have the rest of those graves to dig up. Now that you’ve started, you have to finish. A job that’s worth doing is worth doing right, you know.”
               I locked eyes with him for a moment, waiting to see if he was joking, but of course he wasn’t. With a snort of irritation I turned and tromped out the door.
               “You’ll want to hurry,” he shouted after me, “You don’t want to be caught in one of Malifaux’s cemeteries after dark. Bad things can happen!”

               No, Vinton wasn’t the worst of the lot. But he sure as hell wasn’t the best, either.

Friday, November 3, 2017

Product Review: Nythera

Mini-Musings


-The November FAQ came out. There aren’t a ton of overwhelming things here, but a few things were clarified. First of all, the so-called “Schrodinger’s Hungering Darkness” question that arises with the Death Contract upgrade, wherein Death Contract could potentially be triggered repeatedly when paired with Rising Sun. Specifically, you Huggy doesn’t die, so it doesn’t trigger Death Contract. Additionally, Trixiebelle can’t redirect attacks from charges or flurries to other models, as she is the only legal target for them, you can’t butterfly jump into melee to block a ranged attack, and moving “up to” a certain difference can choose to move 0”. There are a few others. Go read it yourself. What am I, your secretary?

-The Get Gourd contest winner was Rene Luthje (I don’t know how to put accents and/or oomlots on with my English keyboard, so apologies for their absence.) Here’s a link to the images. Congrats to the winner and those who get carvers. Sadly my strategy of “Run out of time and don’t carve a pumpkin” failed me yet again.

-Round three of iron painter started Monday. The topic this time is Stranger Things. So, good luck to those who are still participating. We’re all counting on you.

-The winner of October’s Malifaux Musings raffle is Moritz Hampel. I’ll be putting your stuff in the mail shortly. Next week I’ll let you know what’s up to be won in November. How does one with this raffle, you ask? Well, I’m glad you asked, because the answer is by becoming a Patron on our Patreon page. Just head over to patreon.com/MalifauxMusings, become a subscriber on any level, and you’re entered into the drawing!

-Finally, I'm writing Shadow and Void to full novel length for NaNoWriMo. Come join me on my page, and maybe throw me some support. Cuz god knows, I'll need it...


***



Through the Breach-Nythera: Or The Political Ramifications of the Discovery of Neverborn Ruins for the City of Malifaux.

Writing & Design: Mason Crawford
Additional Design: Aaron Darland
Editing: Brandi Edgmon
Art: Harry Fowler, Jorge Gomez, and Bram ‘Boco’ Sels

               Released some time back, this book contains the material published during the worldwide event two years ago. It features the story of Malifaux’s discovery of a second ancient Neverborn ruin, Nythera, and the subsequent scramble by its players to claim it for its own. I played through this during the event itself, but the individual chapters have been collected and pooled together in a Penny Dreadful that is available on DriveThruRpg. Let’s take a look at how it all turned out. Also, if you’re a player, some spoilers may come out here.
The Nythera adventure consists of four acts and does an interesting job of taking characters from relative nobodies up to major players in the city of Malifaux. It literally begins with the misfit band being led to their execution on the Hanging Tree, just prior to their rescue by a pair of Wastrels with one foot in the Guild and the other in the Ten Thunders to do a job for them. The Fated are engaged to track down information on the newly discovered Nythera ruins and the efforts that people are taking to claim it for themselves. Along the way, they’ll have to retrieve Phillip Tombers from the middle of a firefight (literally) between two of Malifaux’s Masters, navigate between your saviors’ two factions as they try to pull you in separate directions, coerce a Brilliance addicted Friekorpsman to escort them into the badlands to Nythera itself, and eventually join a Friekorps assault alongside Von Schill while the winter witch Rasputina rallies her forces against you. In the end, it will come down to them to decide whether to release what is contained within or make sure it stays sealed forever. Either choice has consequences for the future of Malifaux…
The real highlight of this module is the amount of hobnobbing with major figures from the miniature game that occurs. Over the course of this adventure, the characters will come into contact with no less than 8 (and possibly 9) masters. Additionally, they plan a heist with Phillip’s Head (as an aside I, no joke, only got that joke when I played through this the first time,) enter an underground boxing ring, and encounter a wide swathe of the various creatures and nasties from the Badlands. Probably the most dangerous combat encounter comes at the end of Act 3, mostly due to the protracted combat against monsters with Black Blood (passive damage is very harsh in TTB), unless of course the players release [XXX Redacted by Order of the Guild XXX], in which case death is almost certainly assured. The investigation and journey through the wilderness makes up the brunt of the non-combat events. The module also includes stat blocks for 30 opponents in the “People” chapter, which greatly adds to the repertoire of what Fatemasters can bring to their games.
I liked this publication overall, but I have a few quibbles. For the most part, TTB goes to lengths to have the Fated have their own adventures without interacting with some of the more important Fatemaster characters. This serves a dual purpose, both by giving the Fated more agency and to avoid the feeling some players used to get when playing in established settings like the DC Universe or the Forgotten Realms where players know that, if things get too out of hand, Superman or Elminster can always show up to save the day. Additionally, if you keep the cameos down to a minimum, it helps to ensure that it feels special and cool when a character your players recognize pops up in the story. This module runs completely in the other direction. I thought it was fun, but I would understand why some people would feel otherwise. Also, to be honest, the second act of the story drags a little and likely is unnecessary to the overall story, as it mostly involves the players realizing and then confronting the Wastrels’ attempts to kill them at the demands of the Ten Thunders, but the rest are very interesting. Still, overall, I feel the plusses very much outweigh the negatives.
As an extra bonus, the module includes pre-generated characters which new players can use in the story. They’re a diverse group representing members of each of the factions, including an Ortega relative, a cyborg Doctor, and a human who was raised by pigs. One of my favorite parts of the Nythera event, unfortunately, isn’t included here, as the pre-gen characters had their own personal goals to complete every chapter when we were playing it live. Some of these were straightforward enough, but many were rather unorthodox like “make someone call you ‘Arizona’ during the game’ or ‘Squeal like a pig at someone until they demand that you speak English.’” Unfortunately, players will need to do a bit of adjustment to correct them for M2E, but they’re a good starting point.

So, in summation, I recommend this module for most Fatemasters. If you want your characters to go through the Malifaux equivalent of starting at the bottom and pulling themselves up through its tangled web of intrigues. It makes for a great self-contained story, and I honestly recommend cutting the campaign off after finishing the last Act and moving on to new Fated and a new storyline. So, check it out! 

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. 

***
  

           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!