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=Pursuits (Classes)= Unlike other games Through the Breach uses Pursuits instead of classes. The leveling system is based on completing missions(i.e. Discovered/Killed what was threating a town, rescuing an ally from jail). The game is story driven so don't expect to get a level up for Murder-Hoboing. Each Pursuit has ten stages that progress as you complete stories. And you are freely allowed to switch between pursuits between missions, the only change being that you only benefit from the Active Pursuit's special ability; usually this benefit is a "If you fail X type of action, draw a card". While each Pursuit is different there can be thematic simularities to other Pursuits. For example the Gunfighter and Marksman are both Ranged Pursuits, but grant different benefits. Similarly the Guard and Scrapper are both melee centric, but the Guard is more of a tank whereas the Scrapper is a DPS type. There are no sub-classes in Through the Breach, but with the Pursuit count at over 40 base classes and a further 10+ Advanced Pursuits (Which are unlocked mid-game after completing specific requirements), there's hardly a struggle for diversity. Some Pursuits will have general themes towards Magic/DPS/Tanking/Support/RP etc. as you would expect, but also may have a particular Suit focus for [[#Triggers|Triggers]] (bonus effects that can make the difference between a nice action and a ''NICE'' one), so if you're looking into going down multiple Pursuits, you may want to lean into either guaranteeing getting your FAV suit, or choose Pursuits that focus on different ones (so no matter what card you have in hand, you've got a use for it). ''Subordinates'' is a tag used for if the Pursuit can gain Subordinate Characters - followers with a separate stat block that you can spend an action to control. They will defend themselves naturally but won't attack unless ordered. {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>Fated Almanac/Core Rules Pursuits</strong> |- | These core pursuits represent the walks of life rather than exact lines of work, and can feel quite general. All of them work well as supplements to other pursuits and often will work best as a starting point for character creation as they introduce some of the baselines for magic, subordinate characters and construct creation without being as niche as some of those from the supplements. '''Academic''' [RP, Tomes] Combat? No no no, let's have a long conversation instead! The Academic is a class for picking up a book and learning how to apply knowledge to day to day life. Think Wizards without the magic (yep, just a bookworm then), who specialise in the RP side of the game. Due to the mass-multiclass way that pursuits work, this is actually worth picking up for some levels if you'd like to show off a bit of your Malifaux smarts! By dropping a Tome on any mental based skill challenge (Note - this will not apply in combat), they can use ''any'' Academic skill instead! '''Criminal''' [DPS, Subordinate(Thugs), Masks] The <s>Rogue</s> *Ahem* Criminal pursuit is your first choice for EDGE. There's no sneak attack bonus in sight, but the Criminal is very rogueish in gaining additional actions, bonuses to pick-pocketing and manoeuvrability. The do get a neat trick to be able to make shivs (very useful in weapon-free zones), and can even get TWO subordinate thugs to follow them around, beat up oversteppers and be some general meatbags to tank hits, so you can feel like a literal mob boss. '''Dabbler''' [Magic, Tomes] The "Wizard" class. Unlike other games magic has a lot more customization and starting off as a Dabbler has its perks. In particular you start off with a grimoire with a Sorcery Magia, Prestidigitation Magia, and a few Immutos to help customize your magic. Also you get a Magical Theory which boosts magic based actions. While playing a spellcaster is really powerful they also are pretty heavily regulated(see Inquisition). If you play correctly and have a really high card in your hand you can increase your target number(read as DC) to increase damage and amount of burning on a target. For those who don't know the game, this would be the equivalent of knowing you have a Critical Hit in your pocket that you could use at any time. '''Drudge''' [Tank, Support] The Drudge is for those who like to be more survivable than most, and are often associated with manual labourers who are physically capable beyond normal limits. What may help with this is that one of their limbs may be #STEAMPUNKED, with a vibe of getting back up whenever they're knocked down. They can even ignore/delay some Critical effects (Seriously, these are bad news, and are one of the few ways in the game that can outright insta-kill a character), and cheat even on a negative flip (read as Disadvantage) or even against the dreaded Black Joker. '''Graverobber''' [Magic, Crows] When the EDGE wasn't enough with Criminal, you can now pick up a career in digging graves and looting the bodies! With one of few early-game mechanics for getting some fast dough (Dropping a Crow when searching a body will find you half the card value's worth of scrip), which can actually be a significant income. Be aware though, the FM decides if a corpse is nearby so try not to abuse it or 'Fate' *See - ''God's Decisions''* may land you with an empty coffin when you need a body. Typically Graverobber's are a magic user that specialises in the Necromancy Magia, but can dabble in other Magia a little more than the Necromancer. You also get better at casting Necromancy Magia while around corpses, so keep an eye on the terrain and choose your fights carefully. '''Guard''' [Tank, Tank, Tank...Rams] '''Tank.''' This is how to be the wall incarnate, Impose and the Defensive Stance action are the two things you'll need, plus some tasty self healing to make up for the extra hits you'll be pulling on yourself. Also gain a Df trigger on a Ram to reduce damage by 1 (That can actually go down to 0!), very handy. '''Gunfighter''' [DPS, Masks] "''I wanna be a Cowboy baby!''" Pew pew pew! Pistolero at the ready! Purely DPS at a mix of ranges, as you have the option to use pistols in Melee range, and the further you advance, the faster you fire! The Fastest Gun Df trigger is pretty sweet, being able to auto-hit the attacker after dodging a Ranged attack. There's also an interesting ability to shoot a pistol to skip a round in an ongoing challenge, which can lead to some fun roleplay. '''Mercenary''' [Support, RP] Gun for hire, emphasis on ''Hire''. The Pursuit is all about MONEY, and how to keep track of/manipulate payment bounties, odd jobs and somehow able to find more scrip on a corpse than anyone else in the group. They can even further down the line spend money to literally ''buy time'' and gain another freaking action. '''Overseer''' [Support, Tomes] This is what the Mastermind Subclass in D&D wishes it could be. The real reason you'd become an Overseer is for the Supervision ability, where you can discard a card to add its suit to ANYONE'S DUEL. Seriously this is everything, your hand becomes everyone's saving grace. They've got a 12 of Crows but need that extra Tomes to add burning? DONE. The Overseer is a vital part of Ongoing Challenges (A series of skill checks to show complicated maneuvers such as repairing a ship's hull and engine while bucketing water out), who can use their Leadership Skill (Your bread and butter for the pursuit) on behalf of others to help secure a success. You are the voice of the operation, the presence. Command your allies and give them the opportunity to succeed from your armchair while sipping a glass of wine. '''Performer''' [RP, Support, Masks] For those who played Bard <s>and just wanted to seduce EVERYTHING</s> who enjoy manipulating opponents as easily as if they were allies. The Performer uses the art of showbusiness to distract their targets and keep their eyes focused on where they like. They can save another character's failed social challenge by attempting it themselves (and quite likely, better). '''Pioneer''' [Support, Freedom] '''Murica''. Pioneers are rough and ready backlanders, those who are more comfortable in rugged terrain than a city. Most of their abilities reflect this, and focus on creating/manipulating terrain to give a home-field advantage. They even get the most American ability ever of Manifest Destiny, to just lay claim to a space they want and defend it VERY well, gaining ''another action'' while in anything the have claim to call their home. '''Scrapper''' [DPS] A neat starter class if you want to just do melee damage without thinking too hard. Able to move quickly and potentially avoid friendly fire. Close the Gap is especially strong, allowing the Scrapper to draw a Twist card (Your hand to NOPE against those low drawn cards) whenever they charge into combat (hint: Do this a lot). There are additional moments to inflict damage than usual, such as when an opponent charges the Scrapper, or when taking an opportunity attack (which normally just stops the runner in range). '''Tinkerer''' [Subordinates(Construct), Tomes] The Tinkerer is where Steampunk really starts. They design constructs that are truly one of a kind, which can be a little bit technical as far as creating the construct, so it's advised to read how to do this before throwing yourself in, maybe make a few of them to practice before being stuck with a one-skill-wonder bot that cost you 25 Scrip. It is worth mentioning that once you've mastered this, the abilities are pretty fantastic, giving boons to one or more of your subordinate constructs more so than yourself. '''Wastrel''' [RP, Support, Masks] In a game where playing cards are at its core, it's hard not to expect a Gambler-type Pursuit. A large amount of card manipulation that can turn the Wastrel into a character with luck on their side. A general theme of High risk, high reward play. High Aces is a neat ability to choose after flipping to turn a 1 into an 11, and Fifty-Fifty Chance allows them to guarantee a Joker on the next flip once per combat, a random Joker mind so this can be devastatingly good or bad. |} {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>Into the Steam Pursuits</strong> |- | These Pursuits revolve around the Arcanist faction, the renegade magic users of the setting. These Pursuits are varied and are not all magic based. These Pursuits also have access to additional General Talent options to those that are in the main book. '''Animator''' [Subordinates(Cobbled), Tomes] The Chaotic Neutral of summoners, Animators forge creatures known as 'Cobbled' from either scrap or flesh, in a much simpler process compared to the true construct creators. The payoff is that Cobbled have a static stat block that you don't have ''as much'' freedom to change (though those who find the construct creation mechanics a little too much can still enjoy something similar with this pursuit). You can collect up to 3 Cobbled who can later fuse into a ''powerful'' Amalgam. '''Augmented''' [DPS, Ram/Tomes, Crows] Like Edward Elric, taking this pursuit early on can cost you...an arm and a leg (I'm so, ''so'' sorry). One of the most common ailments in Malifaux is, of course, limb loss! Seriously there are entire ''TOWNS'' that look like Rush Valley from Fullmetal Alchemist, and man does your <s>Automail</s> Pneumatics pack a punch! Advancements in this pursuit are designed to fine-tune your intergration with machinery, and how to apply that in any physical situation. The Specialized Technology talents allow for some neat close combat trigger options; to heal when damaging, or to ignore a target's armour, choosing either at only Step 1! '''Collaborator''' [Support as fuck, ALL SUITS] Aww friends! This Pursuit allows you to increase everyone else's chances to hit a target, by doing things like giving a suit to every action against the target until your next turn, and free unique triggers for EACH SUIT to all allies within 6". People will ''LOVE'' you for choosing this class, as you're not really the one in the spotlight but really help to set up a ''"Just as Planned"''. Allies to a Collaborator, cling to them like a parasite with the munchies because that's what you're gonna be to them. '''Engineer''' [Subordinates(Construct), Tomes] ''Tinkerer Mark II: Electric Boogaloo!'' Engineers are the poor sods without access to Soulstones and had to compete with fucking mages whipping up machinery with their damn minds. And you know what? They're ''fucking good at it''. Engineers may not be able to as quickly whip up a construct as other pursuits, but when they do they gain additional construct points (mo points, mo smash) to create the bot with. The Invention Talent is one of those Homebrew parts of the game, where the Engineer designs an invention that uses a Manifested Power, (You can base the effects off an existing Manifested Power from another class, or even a spell if you like to keep things simple). '''Illusionist''' [Magic(Prestidigitation), Support, Masks, Tomes] ''David Copperfield''. The Illusionist is master of manipulation and misdirection, gaining loads of Manifested Powers that all require TN10 with at least one of Masks and Tomes, if not both, so be careful of suit attrition as there are no current Pursuits that add Masks as a preload to spells outside of the help of supporters. That being said, the pursuit is fun to distract safely, and eventually can ignore ''all damage'' from Weak damage flips. '''Infiltrator''' [RP, Support, Masks] While the Pursuit is already nice on its own with lots of ''Sneaky Sneaky I'm a P.I.'' vibes; Infiltration is why you're taking this Pursuit. Not only does taking this allow you to bypass requirements for Advanced Pursuits (So long as the FM okays it), you can also choose one of 5 requests from an organisation you're involved with to aid you in a mission. This could be having a minion follow you, allowing access to a key location or even the loaning of a ''soulstone'' until you return. '''Mage''' [Magic(Anything you fucking like), Subordinate, Any Suits] ''Light caution:- A pursuit for more experienced players'' This class is like the Dabbler on acid. Normally there is a restriction on what can be put into a spell, single Magia with Immuto to create the spell as well as what skill it goes off of. With these guys they don't, with Fatemaster/GM approval they have no limits and there is no spoon. So how are they not overpowered? They have a limitation of complexity, when new Immuto are added to a spell that increases the TN and their spells cannot increase passed their step in the Pursuit +8. So If the TN is normally 10 and the levels in Mage is only 3 then you can only add +1TN worth of Immuto. You also get a <s>Familiar</s> Totem (li'l pet to help you out). They gain a Manifested Power spell (albeit likely with worse stats than you) and can later be controlled as a 0 action, so that's pretty neat. '''Primal''' [DPS, Subordinate(Beasts), Tomes, Masks] Based on the Malifaux Master Marcus, Primal is essentially the Druid class from DnD. You can get an animal companion and it leads to the character becoming more like a beast than a person. They also become sort of like the Ranger in that they are better at tracking quarries and targeting a single target. You can also call on and tame any of the Malifaux beasts, which range from 2ft rats to the largest cocks you've ever seen (8ft tall Roosters that is). |} {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>Under Quarantine Pursuits</strong> |- | Based on the Quarantine Zone location in Malifaux. The Zone is known for being filled with criminals, monsters, and undead. In particular this is used by Resurrectionists as a haven to create Undead creatures. As such the Pursuits are very much focused with this in regard. '''Bully''' [Status, Support, RP, Rams, Crows] Essentially the Intimidation character. They give out the "Terrified" condition and get bonuses against NPCs with the condition. Honestly this is the closest thing to a D&D class, in that most Pursuit feats don't really build and are more individually powerful. Here though the Manifested Power Terrorize is your bread, and that sandwich is gonna get stacked. Scare everyone around you and then punish them for ''being'' scared. '''Chemist''' [Status, Support, Crows, all suits] The Chemist is a chemical expert, master of adding Mentos to <s>Diet Coke</s> Hydrochloric acid. They play a nice wide-net role and can do things like provide cover, heal, make truth serums and for fun, make a ''mystery brew'', which provides a different solution based on the suit used to make it, and they are all pretty gorgeous. '''Forgotten''' [RP, Support, Crows, Masks] (Ironically I genuinely forgot to put these guys into the page initially) ''Flashback.'' In a Pursuit where your entire theme is altering the memories of those around you to forget you were ever there, '''Flashback''' is a POWERFUL and thematic ability. You can tell the FM you remember something that didn't happen (so long as it's reasonable, within the last 12 hours and doesn't directly contradict what has been seen) and it becomes ''canon''. Forgot to get pass slips into the Quarantine Zone and the guild guards are raising their guns? Oh yeah, you'd gone to get the passes earlier hadn't you? ''Yeahhhhhh.'' It is at step 9 though so some heavy investment to reach it, but their theme is very fun to play with until you get there. '''Ghost Eater''' [Status, Crows(sensing a theme yet?)] More self-status than dealer of it, the Ghost-Eater gains the Chi+1 stackable condition, which can be applied to a variety of things to be MUCH better at them. '''Spirit Barrage''' is a Step 1 Manifested Power that deals 2/3/4 damage at 12" range ''or combat'', this is freaking insane for so early on considering it doesn't require ammo. If you reach step 10 you can literally come back from the dead (with enough sacrifices for tasty Chi-tos). '''Ghoul''' [DPS, Tank, Crows, Masks, Rams] A pursuit where you can live out the dream of being a...cannibal? Yeah okay then. The more people you eat, the stronger you feel. Healing methods all around so you're really not likely to kick the bucket. The pursuit gives an additional RP benefit to Stitched characters (but by no means do either part ''need'' each other), in that the more they eat the more life-like they appear. You also get a feat called '''Nom Nom Nom''', so...there's that. '''Medium''' [Subordinates(Spirit), Crows(lots and lots)] Summoner of spirits, starting off with li'l dragons that make excellent lookouts, and ending in the mighty [https://en.wikipedia.org/wiki/Sadako_Yamamura Seirei], who will ''RIP AND TEAR'', TN 12 of Crows is pretty difficult to pull off but ''Damn'' is it worth it. '''Necromancer''' [Subordinates(THE Subordinates Pursuit, Undead), Crows, Masks] Where Graverobber is a general Necromancy Magia user, the Necromancer is full-on summoner. You start off with a zombie ''Good Boy'', and always have access to the Raise Undead Magia. Their undead remain under their control permanently too so feel free to set up your horde! They can also turn corpses into more fitting undead to who they were in life, rather than standard weak-ass zombles. You may want to take 3 steps into Graverobber too to guarantee your Crows so you just need to worry about high cards for summoning. '''Sawbones''' [RP, Support, Subordinates(Lab Assistant), Rams, Crows, Tomes] The Doctor is in! As you might expect the Pursuit is primarily focused on dishing out those tasty tasty hit points, but they can also be guided down a path of some nice DPS and Status causing, so don't expect the doc to be hiding away when the going gets tough. Be aware that the healing actions can only be performed on Living characters though, so you'll need to look to Into the Bayou for healing Undead, or Into the Steam for healing Constructs. |} {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>Into the Bayou Pursuits</strong> |- | Based on the Bayou, a collection of swamps outside the city. Chock full of Gremlins and swamp monsters. Most of these Pursuits are for those of you who want to play as gremlins, though gremlins can use any pursuit and non-gremlins can use these pursuits themselves. There's an element of comic-relief as a general theme among all things Bayou, so expect ''FUN''. '''Bokor''' [RP, Magic, Status, Subordinates, All Suits (primarily Masks)] The Bokor are shamans, manipulators of fate through Voodoo. They focus on hexes and control over other characters, the ''Hex Bag'' Manifested power is nice seeing as it's a 0 action that deals damage in some form (or dazes, which is still great). You also get a little Voodoo Doll familiar which, for anyone that plays Malifaux will know, is an absolute pain to be on the other side of. '''Boomer''' [DPS(Oh sweet, sweet DPS), Crows, Masks] As the name may suggest, this Pursuit is all about adding BANG to your buck. Every single talent gained from this pursuit means more damage to your enemies, o less to your allies, focusing on adding Blast to Shotguns, and increasing the damage from blasts. Deadly Crits is great too, adding half your Boomer levels to the result of any critical effect results your guns cause. This can make the difference of changing some pain into a headshot(and not the kind you come back from). '''Boozer''' [RP(ffs), Status, All Suits] Get ready, because this is a genuine RPG class for being an alcoholic ''and it's actually fucking good.'' In addition to being able to handle your drink better than most, you can also learn to make your own homebrew and offer it to opponents as a distraction (because it's hard to fight someone offering you the good stuff). Further along the pursuit you can learn how to fling your used bottles like a damn Kyle, or light that BELCH to turn into a fire-breather. The fluff here is really fantastic as the last talent you gain is caused by your liver failing, and just accepting taht your new fuel is ethanol. You thought Bards piss off your GM? Get ready to role-play a drunkard and have GROUND to say "It's what my character would do!" '''Buckaroo''' [Fun, Subordinates(Big Beasts), Masks, Crows] "See that big gator? The one ripping a ''demon'' in two? I'mma ''RIDE IT''." Ever wanted to grapple something into submission? This is the pursuit for you. It only works on Beasts of equal height or larger than you so you'll need to know your target (easier to do if you're a Gremlin being Height 1), but once you're mounted, you get better. Charge everywhere on your 4 armed spike-bear, and heal your friends that you rescue! ''*Texan accent not required, but expected*'' '''Copycat''' [RP, Kind of everything] Copycats come from the Gremlin fluff that while they have short-term memory, they have incredible mimicry skills. Their main talent Imitation allows them to constantly mimic (very fun RP content here) the target to temporarily gain their ranks in a skill (up to +3 of their own in ranks of the same). That's pretty damn useful and can make the Copycat a valuable toolbox where the target's skill would be best used in two places at once. There are quite a few ways they can mimic, most of which use the Imitation action as a base. '''Pugilist''' [DPS, Tank, Status, Tomes, Masks] When you want to be Brick from Borderlands, and just get into the brawl. Pugilists funnily enough focus on using the Pugilism skill, that means their favourite weapon is a knuckle sandwich. They're pretty damn tanky, as their Adrenaline condition (that they gain 1 stack of each time they take damage) will keep healing them. You can later gain and spend Adrenaline stacks in other ways, namely gaining a second round for a turn! '''Swineherd''' [Subordinates(Pigs), Masks, Tomes] YOU ARE MASTER OF PORK, CALL FORTH THE BACON ARMY. Every session, you gain more piglets to join your herd. This is interesting as a resource, as RP sessions are essentially you stocking up ready for heavy combat ones. If at least one piglet survives the session, from step 5 onward one can grow up into a Bayou Pig (more bacon rage), and at the end you can temporarily transform any of your pigs/piglets into a mighty ''WAR PIG''. '''Trapper''' [Status, Support, Masks] Ever wondered who's going round designing the traps for dungeons? Probably one of these guys. Traps are real fun as they cause the '''Useless Limb''' Critical Effect. Allies do NOT follow the Trappers footsteps, as this condition is seriously bad in a fight. There's a lot of other nice talents too, based on the theme of a careful hunter that stalks from the underbrush. |} {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>Above the Law Pursuits</strong> |- | From the book focusing on Guild characters, these pursuits focus on people who likely work for the Guild, but can be freelance or work for other groups. The tone of these pursuits lean towards more true lines of work rather than the generalist tones of previous expansions. '''Bureaucrat''' [RP, Rams, Masks] Ever wanted to play a politician in-game, and be benefited for it beyond the offerings of the GM? Try out the Bureaucrat, a pursuit dedicated to climbing the ladder of political control. The Web of Allies talent is interesting, in that you gain someone who will, with a large enough nudge, assist you in your requests (even going as far as destroying evidence for a large crime the party has ''inevitably'' committed). Plus the Talent ''''The System is Rigged'''' lets you treat Rams and Masks as each other, so Triggers for DAYS. '''Commander''' [Subordinates(Soldiers), Status, Masks, Rams(Subordinates)] The Commander pursuit is centred on leading a group of their own, gaining benefits from having ''any'' subordinate characters. This is important to note as while the Soldiers they bring are pretty useful on their own, combining with other subordinate pursuits can make the Commander a force to be reckoned with. There's also a nod to those who may be recruiting from the Bayou or the Ten Thunders in that the soldiers they hire may replace their weapons with more thematic crossbows/longbows respectively. '''Gunner''' [Tank, DPS, Status] Thank god they added more heavy guns in ''Above the Law'', because the Core Rules did not include a heavy gun cheap enough to start playing this as a first pursuit. The Gunner is master of heavy firearms, which includes flamethrowers, fumigators, spinny-barrel guns and generally stuff that's gonna take two hands to lift off the ground. Thankfully with the sheer amount of cost this gun takes, the Talent '''Behind the Gun''' allows you to use it as if it were Heavy Armour without lowering your Defence (this is fucking OP and makes you a damn beast of a tank already, and that's only ''Step 1''). Enemy hiding behind cover? '''Shoot Through It''' will make that wall have so many holes it's basically ''Swiss Cheese''. '''Magewright''' [Magic(Enchantment), Support, Rams] Your Enchantment Pursuit. '''Bolster''' is a nice side effect for an Enchanter, as you give the target of your enchantments a +1 to any one aspect for the spell's duration. You can store Elemental Immuto effects in weapons, without using Elemental Weapon. The main usefulness of this is that you just discard any card, no suit requirement, and secondly it's a 0 action! With this being a primary Magia Pursuit you of course get your ''free Rams'' added when casting. The Final step turns all of your Enchanting Spells affect every legal target in a pulse. This, as I'm sure you're aware is fucking ''incredible''. '''Marksman''' [DPS, Status, Crows] This is what the art of the Mercenary suggested. The Marksman is your sniper, focusing on the Long Arms skill. You can even keep shooting distant targets while enemies are trying to beat you down with the '''No Distractions''' talent. You can use the accuracy of your shot to instil fear into your foes, and even make them pass out from fear. '''Propagandist''' [RP, Support, Masks] A pursuit for those ready for some strong RP. Based on Malifaux's Nellie Cochrane (this Wiki-Writer's favourite Master), you are the one controlling the story. Your primary Talent '''Voice of the People''', gaining bonuses to your craft skills for spreading rumours every time you succeed on a social duel. Interesting in that these stacks remain until the end of the session, so the first half of each game will likely involve you trying to forefront interactions to stack this up. '''Rumour Mill''' will help ''stir shit up'', as you can literally come up with a new rumour that people within a large area will likely believe. This can have genuine impacts and can turn people's opinions in favour of the character, or against someone enough to not support them when the time comes. Be careful with your rumours, you want them to be as believable as possible while nudging the direction to benefit you. |} ==Advanced Pursuits (Unlockable Classes)== Special Pursuits that can't be selected at character creation. Each one will have a specific requirement that must be fulfilled in order to enter the path of, which can be extensive efforts of training with a multitude of tests...or just owning a large enough hat. All of the following involve some form of RP/combat element, so they will not be included in the referenced functions. Also included here are specific faction/character associations that may be important for gaining ground with beforehand/within. Advancement in these Pursuits is slightly different as the normal ones, in that your Fatemaster may allow you to take a step further at the ''end of a session'' instead of your current Pursuit for the session, rather than committing to playing at the start. Also unlike the normal ones, Advanced Pursuits do not give any options and are all set at each step with no General talent slots, and may only be advanced if the session has a focus on the Pursuit's development (or at FM's discretion, which is strongly advised not to chain as a max level Advanced Pursuit can easily create balancing issues if used too early). They're shorter too, at only 5 steps each before they're mastered but ''boy'' are they worth it. {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>Core Advanced Pursuits</strong> |- | '''Death Marshals''' (Guild, Lady Justice) [Crows] The Death Marshals are the Guild's primary anti-necromancer division, and yes the hypocrisy is clear. These [https://skulduggery.fandom.com/wiki/Skulduggery_Pleasant Skeleton Detectives] are permitted use of any necromancy Magia that does not cause an increase in the number of undead, and can fling at enemies the coffin that they built to be ''buried in when they die'', and even trap them in a pseudo-dimension within temporarily. Kind of Ironic that their department are supposed to be banishing all Necromancers but hey-ho: ''That's the Guild for ya''. '''Freikorpsmann''' (Outcasts, Freikorps, Leopold Von Schill) [Masks, Tomes, All suits a little] Ze Germans! The Freikorps are a group of elite mercs, initially part of the human <s>second invasion</s> reclamation of Malifaux, now broken away from the Guild to their own Headquarters who are paid handsomely due to their high success rate. Because of this payment they will outfit their members with some high-ass equipment (Totalling 79 Scrip worth!) and train them to become better at all standard combat areas. '''Grave Servant''' (Resurrectionists) [Crows, a little Mask] The Edge King, which you know is true when you see the first ability titled Servant of Death. The abilities are centred on those who have been spoken to by the Grave Spirit (Read as the actual Death in spooky ghost flavour), and are now amazing at summoning better undead, as well as being open to TEAR OPEN A FUCKING DIMENSION DOOR TO HAVE CTHULHU LICK AND UNDEADIFY THINGS UNDER THEIR CONTROL. This can get truly game-breaking if used at the right time (plus it would be pretty fun to have Lady J become the very thing she seeks to destroy, mastered by a necromancer). '''Steamfitter''' (Arcanists, Miners and Steamfitters Union, <s>Victor Ramos</s> *spoilers* Toni Ironsides, Anasalea Kaeris) [Mechanic, Magic] It's relatively easy to become a Steamfitter, and chances are if you're a construct maker this will be of use to you. More efficiency with using construct points makes big happy golem even more big and happy. Also gives you access to the vault of the <s>Anarchists</s> ''Arcanists'', essentially choosing a new 3 Magia, 3 Immuto Grimoire every session. '''Torakage''' (Ten Thunders, Misaki Katanaka) [Masks, Crows] The Torakage are ninjas with an arsenal of weapons, and significant training in them. This is reflected in gaining ANY SUIT OF CHOICE to an attack made with one of the 10 weapons, <s>well 9 weapons and a fist but still</s>. This is also where you can learn to craft shurikens (no idea why these aren't in the main equipment pages). Also leads to gaining a double crow trigger on the 10 weapons to INSTAKILL, so that's pretty sweet. |} {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>Into the Steam Advanced Pursuits</strong> |- | December Acolyte [(December, <s>''Lady Grigori Rasputin''</s> Rasputina), Status, Crows] Cannibal followers of the <s>Ex-God</s> Tyrant December. These savage hunters have an initiation ritual to hunt a dead/dying citizen trapped on the mountainside and eat their heart, armed only with a harpoon gun. The Maim trigger gained is ''sweet'', letting you CHOOSE any critical effect lower on the same table as what they got. Nice if you have a particular setup in mind. Also gives a bonus surprise round, dishes out Slow and can deny Armour/Hard to Wound. Very nice addition to a hunter-style character. '''Silent Ones''' [(December, <s>''The White Witch of Narnia''</s> Rasputina) [Magic(Sorcery), Subordinate(Ice Gamin/Golem), Tomes] The other side of the cult to the December Acolytes. These are the mute worshippers of the Tyrant December. Originally they would have their tongues removed, but this has been changed as the Winter Witch Rasputina has taken leadership of the cult. Expect few to take this Advanced Pursuit unless they are a female character. Male Silent Ones have to be castrated when they take their vows. In Through the Breach they always have access to some damaging Magia and the powerful Ice Elemental Immuto. You can also summon an Ice Gamin quite easily, or an Ice Golem. Though the latter is much more difficult to cast (at TN17 with TWO Tomes), having an Enforcer-level Elemental on your side is more than worth the tax. '''Showgirl''' [(Arcanists, Colette, The Starlight Theatre), Subordinate, Masks] ''Ladies only!'' As a newfound cast member of Malifaux's most famous entertainment establishment, you'll get a Mannequin buddy to 'fix your clothes' -and save your ass to boot! The Armour+2 is a beautiful mini-tank to take a hit, and with the step 3 talent '''Mannequin Bodyguard''', you can make sure that happens whenever you like!(Provided the Mannequin is close enough to you). You also gain abilities focusing on your new celebrity status which really help smooth things over with the locals. '''Shapeshifter''' [(No affiliation), Magic(Enchantment)] As the name suggests this is your Circle of the Moon Druid, and you can Shapeshift into beasts starting at Peon or Minion level, but later into Enforcer. Save your hand cards, as '''Rejuvenation''' allows you to heal 1/2/3 damage whenever you would fall unconscious. '''Demolitionist''' [(No affiliation), DPS] When you want to release your Vincenzo Santorini, this is the Pursuit for you. Learn how to craft a variety of Explosives, and ignore the damage from them. Also add blast to all Moderate and Severe damages from ANY WEAPON. Combine this with the '''Boomer''' Pursuit and you're gonna have some ''fun''. |} {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>Under Quarantine Advanced Pursuits</strong> |- | '''Abettor of Obliteration''' [(Obliteration, Tara) Tomes, Masks] So Obliteration is a Tyrant, let's start there. It exists currently in the Void, a space created from its own body. In Malifaux, its presence is felt by its chosen Herald, Tara. She teaches the power of nothingness, and how to manipulate the Void itself to their advantage. In Through the Breach, the Void abilities link to time and space manipulation. With '''Adrift in Time''', you can steal time from or give it to your future self. Gaining an action on either the current or next turn, but losing one on the other. Teleports available too, or plucking a target out of existance for the round '''Exorcist''' [(The Guild, Death Marshals, Lady Justice), Crows] Where the Death Marshals focus on slaying zombies, Exorcists are as you would expect, are here to take down <s>The Stay Puft Man</s> ''Spirits''. They still gain bonuses against regular undead too mind, and using their Manifested Power '''Zombie!''' you can accuse anything as being undead. Fun for roleplay to turn most rooms into a gunfight! Also gains an incredible trigger to instakill most Undead ''THAT CANNOT BE RESISTED'' once triggered. '''Revivalist''' [(Resurrections), Subordinate, Crows] When you want your best pal to reek of decay! Revivalists focus on one of their li'l minions and make them ''incredible''. The only requirement is that you really care about the undead, and perform a ritual to bring them back better than before! This lets them partially remember who they were and speak with relative normalcy, being known as a Retainer. You can also never lose them, as once you're on Step 3 you can spend an Action and hit a TN10 of Crows to re-summon Bae at full health! '''Revenant''' [(No affiliation), Crows] <s>The easiest Advanced Pursuit to meet the requirement of</s>(Big Hat son!)...''You just have to die.'' Your spirit comes back as a raging hellbent Stitched character (You need to of course have been living in the first place, so if you die again you're gone!). You cannot pass for a living character so RP can get tough outside the Quarantine Zone, but with the benefit of taking HALF DAMAGE from combat/ranged attacks. You can teleport around, slashing anyone who looks at you funny, or heal back with a TN12 of Crows whenever you like (even as a reaction when you die). '''Student of Transmortis''' [(Resurrectionists, University of Transmortis, Albus Von Schtook ) Support, DPS?] The students of the infamous Professor Von Schtook teaching lectures on necromancy and augmentation in the Necropolis, Malifaux's secret under-city. The students perform the Prof's advised experiments on themselves, proving he was ''surprisingly'' right! You get 40 scrip worth of pneumatic limbs/steam augments and become Undead and a Construct! You get to choose a field of study, which makes you better at fixing and...''un-fixing'' one of Living, Undead or Construct. Also able to change the suits of two cards in your twist deck, so you can be better at doing the things you want to do! |} {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>Into the Bayou Advanced Pursuits</strong> |- | '''Virtuoso''' [(No affiliation), Bard] ''The only damn pursuit not placed in alphabetical order'' - The Virtuoso is a master musician! And you'll need to prove that to be one. You use your musical performances to distract, insult and befriend all around. Can give a positive twist to all Ongoing Challenges that aren't Stealth, but don't expect any magical control from this class, it's just literally being a great musician. '''Big Hat''' [(Gremlins), Subordinates(Bayou Gremlins)] ''This.'' This is how to Gremlin. To be a Big Hat...you've got to gain the respect of a gremlin group, and have a big fuckoff hat. You can call on the help of a retinue of idiots to die for you, literally the gremlins last for 10-20 minutes then either pass-out, wander off or accidentally kill themselves. You can also have the gremlins 'help' in an ongoing challenge, and if you fail you can have them die dramatically to ignore a Margin of Failure. Oh you also monopolise on their death too, drawing cards and healing, so have fun! '''Lightning Bug''' [(Gremlins, Wong), Magic(all), DPS] There is a gremlin named Wong who holds a bag that gives him magic. Lightning Bugs are the 'students' of Wong, and he has a unique selection process; caring more for the power of the magic than its control. Lightning bugs deal bonus damage to all characters within 3" of one of their spell's targets, which includes allies and the bug themselves. '''Randomly on Fire''' is a fun talent catching on fire (Gaining Burning +3) to gain ''two turns in one round''. Eventually allows all of their magic to ignore Armor. '''Rocketeer''' [(No affiliation), Status] ''GUYS AND GALS THERE'S A FUCKING POKEMON REFERENCE''. The requirement of this Advanced Pursuit is that you have somehow acquired a (somewhat)functional jetpack...yep, we're going quite specific here. You get better at using it as time goes on, and can dish out Burning+3 to everyone in 3". You can zip around and dive bomb targets, you know...''standard jetpack stuff''. Just watch out as there're quite a few risks involved with zooming about on an unstable device propelled by fire. '''Taxidermist''' [(No affiliation), Subordinate, Crows] When Gremlins were encountered during the first breach, and languages were shared there was apparently a mistranslation for the word ''Taxidermy''. In the time between the first breach closure and the opening of the second, Taxidermy had evolved to mean the returning of dead pets to life. Taxidermists have mastered this craft and have found how to resurrect beasts (and then for some reason thought to use them as ''gunpowder storage''). Their undead have an ability on death called '''Bacon Bomb''' (linked to Gremlins' interesting relationship with pigs, that has them blow up in dramatic fashion. Eventually you can just wack limbs from other creatures together to give Talents from the...donor. Anyone say something about flying pigs? |} {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>Above the Law Advanced Pursuits</strong> |- | '''Executioner''' [(Guild, Guard), D.P.Fucking-S, Rams] I just...''This Pursuit man.'' This is for when you don't care about the FM re-balancing combat to the point where only you can survive. You have got to sacrifice one or more hands to be replaced with Executioner claws, but with a damage track of 3/5/7 at Step ''1'' with +1 per Ram involved in the attack, who cares? If that's not enough, you later gain rams to your combat attacks (4/6/8) and can insta-kill on a double ram. '''Guild Lawyer''' [(Guild, Lucius Mattheson), Status] ''LUCIUS IS THE DEVIL OKAY?'' It's still not officially confirmed anywhere but I swear he is. And now you're gonna owe him. Step 1 talent is '''Sold my Soul''' (C'monnnnnnn) where you flat gain a positive twist to Willpower duels (Wow.) The downside is that as an action AT. ANY. TIME. Lucius Mattheson (THE. DAMN. DEVIL.) can deal 3/5/6 damage to you. He's not there, he's in his office. He just can. The payoff for this obvious detriment means that all of the talents are incredible. They're also too long to describe, but the kicker is '''Sign Your Life Away'''; creating a fully real legal document to blackmail someone into performing any course of action, no matter how complex. Be smart on your wording though as any loophole can be exploited, and if the contract is made public...Lucius will ''not be pleased''. '''Mage Killer''' [(Guild, Witch Hunters, Sonnia Criid), Magic(Counter-Spelling, Rams] ''It's in the name.'', The irony is clear as you've got to fight magic with magic. It's also the only way you can get <s>Detect</s> Sense Magic in game (the 3rd most use D&D spell). Eventually you can ignore line of sight, add a suit and gain +3" range to all of your spells/manifested powers vs a target who possesses at least one of either. '''Soulstone Aficionado''' [(No affiliation), Soulstones] So long as you've got two soulstones and an idea of how to tune both of them to get more power, you can be an Aficionado. Soulstones in your possessions' Lades are increased by the levels in the Pursuit. Soulstones can also now hold ''extra damn charges'' equal to their respective Lades. I cannot tell you how good this is, as long as you keep killing you can have a lot of charges to kill more. Not quite the ''circle of life'' but you know. '''Witchling Handler''' [(Guild, Witch Hunters, Sonnia Criid), Subordinate, Status, DPS, Rams, Crows] Again with the irony, the Witch Hunters need you to be able to cast spells to begin the process to become a Handler. In return you'll get at least one Witchling Stalker, an ex-mage that Criid reduced into little more than a husk with its soul eternally on fire, as a ''pet'' at the start of each session. You can keep track of them if they're captured so feel free to use them as bait through the use of your runed weapon(usually a greatsword), which also serves as your symbol of office. Do. Not. Lose. It. Sonnia is not a merciful leader. You also get better at dishing out ''FIRE'' stuff. |}
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