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Through the Breach
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===The Three Players=== Games of Through the Breach are narrative focused. Obviously any amount of combat can be added to quench the thirst of your ''Murder-Hobos'', but the story is the core of the game. Each session has an actual structure it should follow, a Prologue, Narrative/Dramatic scenes and an Epilogue. It is driven through the '''Fatemaster''' that the Prologue and Epilogue are written, and through the '''Fated''' players' decisions how the scenes play out. The two inevitably have a large impact on one another, as the Epilogue will depend entirely on the actions of the Fated. Of course there must be chance involved, otherwise we may as well just go write a book. Enter player three: '''Fate'''. Unlike most games where stats are the only thing that nudge a result, Through the Breach offers multiple ways to manipulate fate in dramatic fashion to improve the story. {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>The Fatemaster</strong> |- |As with any good RPG, your GM has a fancy name. Fatemasters are the manipulaters of fate, pulling the strings to guide players to meet their Destiny. There are no flips made by the FM, as most pre-existing pieces will have a flat number for the players to flip against, but the game will encourage (and at certain stages ''require'') you to use homebrew aspects to flavour your game. There are LOTS of options to choose from and help guide your creativity so really go ham on this. |} {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>The Fated</strong> |- | Player characters, Men and Women (and robots, gremlins, zombies and ''totally-not-demons'') who have always felt like life had a little more in store for them. At some point have been warned of their destiny through seemingly nonsense phrases, and have began to pull on the threads of fate. Be aware that during the early-game, players are much more like regular people fighting to survive day-to-day, and aren't quite the superhumans of the world you may expect from an RPG. |} {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>Fate/Destiny & Manifested Powers</strong> |- | The core of the story, Fated have found themselves guided towards something larger than life, be it for their own benefit, or doom. During character creation, players draw 5 cards, the value and suit of each denotes a specific piece of their Destiny, with an ominous prophecy to match. Each time a character meets the situation described by a Destiny Step, they are given a time to embrace/reject it. Regardless of which they choose, they will gain a Manifested Power based on the way they handled the situation. Manifested Powers Features that separate normal people to those with some form of surpassing power. Manifested Powers are your feats in Through the Breach, and are special actions you can take. Pursuit Steps will provide you with a pre-written Manifested Power for you to use (such as the Overseer's 'You Lazy So-and-So') If gained through completing a Destiny step (and through certain Pursuit steps), the Manifested Power is formed by the FM and Fated as a Homebrew ability (yes you are literally instructed to make something up). The Fated player decides what general effect they would like the power to appear to do, and the FM will translate their request into an in-game power. This is likely to be an action with a Target Number (and possibly a suit), but with it being homebrew effects you can really have fun! It does specify that rebalancing is perfectly fine, so FMs, don't worry if you missed the ''uber-combo'' the player was sneakily attempting to design, and need to bump the TN or add a second suit to make them put the effort in). To make things a little easier, ''Into the Steam'' introduced a guided method of creating a Manifested power from spells, so if you're not so confident with balancing something yourself feel free to follow from there. |}
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