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Through the Breach
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===Playing with Cards=== As mentioned previously the core mechanic of Through the Breach does away with your shiny new dice (Sorry plastic crack addicts), replacing them with a deck of ''playing cards''. Anyone who's played Malifaux knows that this is by no means an issue, and actually offers you a lot more control over your choices, as once a card has been discarded, you know that result won't come up again for a while. As with most RPGs, you are better at some things than others. While there are 56 skills don't fret about remembering them - you only need to know the modifiers of the skills you have Ranks in, otherwise the flipped card is the value you'll use. This makes playthrough even easier than D&D, as you'll likely only have between 6 and 12 skills to check your modifiers on! {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>The Fate Deck</strong> |- |The Fate Deck is a communal one that all players will flip from, and ends up being quite tactical for anyone that can count cards <s>just find your pal that got banned from the casino</s>. '''Suits''' Now it's worth mentioning that this is not like a normal deck as the suits have changed to thematic ones representing the icons of 4 of the major factions in-game. There are decks you can buy, though there is a conversion chart for any normal deck of cards to use before you inevitably cave and buy all of them. In short Hearts are now Rams, Diamonds are Masks, Spades are Crows and Clubs are Tomes. '''Jokers''' You'll need to ensure you can distinguish between the one Red and Black Joker in the deck, as these represent your Nat20 (holding an in-game value of 14 and any one suit of your choice), or Critical Fail (a value of 0 with no suit) Note that neither Joker guarantee a success or fail, as you still apply your other modifiers that can tip the final result. '''Severity and the Rule of 5''' ''Maths time'' When required to make a flip a 'rule of 5' should be kept in mind. Cards are assigned a Severity based on their value, 1-5(Weak)/6-10(Moderate)/11-13(Severe) (Yes 11-13 isn't an increment of 5 but shush), and the game revolves around different outcomes depending on which severity the flip value comes under. If the damage of a weapon was 2/3/5, and the flipper drew a 7 of masks, that would fall under the moderate category and deal 3 damage. The rule of 5 also applies to the games version of a Critical hit/failure, in which you have over/underachieved the target number of a flip you would receive a 'Margin of Success/failure'. For instance where you had a target number of 8 and flipped a 9, adding your skill bonus of +6 to make the total 14, you would achieve one margin of success for being at least 5 over the Target Number. You can receive further Margins of Success/Failure for every additional 5 over or under the TN. '''Positive [+] or Negative [-] Twists''' You may encounter Positive [+] or Negative [-] Twists/flips throughout the game, these are advantages/disadvantages that can be applied to a flip, drawing that many additional cards and using the lowest value for negative flips. For Positive flips however you ''choose'' the card to use, as you may have drawn a 13 of Rams, but prefer to dip to the 8 of Tomes to hit a trigger. Once you understand the concept of flips, everything else should fall into place. |} {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>The Twist Deck & Cheating Fate</strong> |- | In addition to the Fate deck, each player gains a mini-deck all to themselves. This special deck allows you to draw cards into a hand to keep throughout the session and Cheat Fate by using one of your hand cards instead. Sad that you flipped a 2 to cast Wrench? Cheat in a 12 of Tomes and watch that Simulacrum take a Seeping Wound critical! Keep in mind you can't cheat fate on a Negative flip or against the Black Joker, as fate has become too stacked against you that even your <s>protagonist powers</s> Destiny can't save you. The Twist hand will also be used as a valuable resource, as many abilities require you to discard a card to use them, replacing the normal 'X amount of times per day' found in other games. With only 3 cards to begin a session with normally, this is somewhat limited. |} {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>Triggers</strong> |- | Unlike most games, high numbers aren't everything you need to succeed. The suits of the playing cards essentially provide bonus effects called Triggers if it's included in your flip/cheat. You'll get one trigger for a skill at Rank 3 and another at Rank 5. Some of these effects can do things like ignoring any armour of an enemy, allow you to take an additional action or cause someone to accidentally reveal a ''bit too much information'' under interrogation. There's one trigger possibility per suit per skill, so the options are extremely varied. It's important to note that not all of these effects require you to ''succeed'', so you can mitigate some negative effects on the off chance you fail. Later on some Pursuits will let you add a specific suit on top of your drawn card, so you can always use your favourite flavour of trickery. |}
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