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Wyrd came out with a pen and paper RPG for the world of [[Malifaux]], Through The Breach.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Through the Breach (TTB)</strong>
|-
| Wyrd came out with a pen and paper RPG for the world of [[Malifaux]], Through The Breach.


First, the character creation is simple and fresh. Characters are made from a tarot-like set of cards picked from a deck. Each portion of the Tarot provides a different set of attribute points, skills, etc. which the player may allocate as they wish. Most of this is just stats, but the Station card determines your character's background which isn't necessarily who your character is now. This also creates a prophecy called the "Destiny" mechanic. As players complete part of their Destiny by either denying or accepting it, the players may gain certain perks or powers, created by the DM.  
First, the character creation is simple and fresh. Characters are made from a tarot-like set of cards picked from a deck. Each portion of the Tarot provides a different set of attribute points, skills, etc. which the player may allocate as they wish. Most of this is just stats, but the Station card determines your character's background which isn't necessarily who your character is now. This also creates a prophecy called the "Destiny" mechanic. As players complete part of their Destiny by either denying or accepting it, the players may gain certain perks or powers, created by the DM.  


This is where people are divided, because there are only five goals of the Destiny, unlike [[Dark Heresy]] or [[Dungeons and Dragons]] where it can go for several dozen sessions without a clear goal. The idea is that once every few session at least one player has the option to complete part of their destiny. But this can be stretched out as pursuit progression is more like actual leveling.
This is where people are divided, because there are only five goals of the Destiny, unlike [[Dark Heresy]] or [[Dungeons and Dragons]] where it can go for several dozen sessions without a clear goal. The idea is that once every few sessions at least one player has the option to complete part of their destiny (But this can be stretched out as pursuit progression is more like actual leveling).


But the next thing can possibly [[Rage|infuriate most neckbeards]] and call down the wrath of the fucking [[Khorne|Blood God.]] Instead of rolling dice, the players draw from a communal "fate deck" which can decide how encounters or decisions go. And you know what, it ''somehow fucking works.'' While constantly pulling up cards like it's [[Magic the Gathering|Magic]] can be monotonous, that's only on certain occasions (personally I'm not a fan of Ongoing Challenges as this is what they can become, but for heavy improv roleplayers it can inspire some good narrative). The best part is that you can "Cheat Fate", if you have a better card in your hand you can replace it with what you flip from the deck. Its the equivalent of having die result that you can pull out anytime to guarantee a hit, ''looking at you Tzeentch!''.
But the next thing can possibly [[Rage|infuriate most neckbeards]] and call down the wrath of the fucking [[Khorne|Blood God.]] Instead of rolling dice, the players draw from a communal "fate deck" which can decide how encounters or decisions go. And you know what, it ''somehow fucking works.'' While constantly pulling up cards like it's [[Magic the Gathering|Magic]] can be monotonous, that's only on certain occasions (personally I'm not a fan of Ongoing Challenges as this is what they can become, but for heavy improv roleplayers it can inspire some good narrative). The best part is that you can "Cheat Fate", if you have a better card in your hand you can replace it with what you flip from the deck. Its the equivalent of having die result that you can pull out anytime to guarantee a hit, ''looking at you Tzeentch!''.
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The books are written in a feminine format, using ''she'' and ''her'' as the pronouns for the players throughout. An interesting choice for sure, that really holds a mirror up against a lot of other RPGs out there.
The books are written in a feminine format, using ''she'' and ''her'' as the pronouns for the players throughout. An interesting choice for sure, that really holds a mirror up against a lot of other RPGs out there.


Wyrd has released the second edition of Through the Breach, combining the two core books into one. Second edition mostly just streamlined and retooled a couple things. All of the first edition supplements and penny dreadfuls are compatible with second edition with minor tweak here or there.  
The game is now in its second edition, which involved combining the two core books into one. Second edition mostly just streamlined and retooled a couple things (simplifying magic and soulstone use in particular). All of the first edition supplements and penny dreadfuls are compatible with second edition with a minor tweak here or there.  
|}


=The World of Malifaux=
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
 
| <strong>The World of Malifaux</strong>
In late 18th century, magic was running dry, and even powerful mages were finding that their 'pop' was beginning to fizzle. Understandably, the most powerful wizards and greatest scientists of their age gathered to find a solution. They realized that there was another plane brimming with magic behind an extra-dimensional barrier. Out of desperation and a lust to regain their power, the most powerful mages performed a ritual, creating a fucking huge rift stretching a hundred meters into the air, and destroyed the city they were in. This portal (dubbed 'The Breach of the Great Boundaries', or just the Breach) drew in many explorers, adventurers and assorted riffraff and hangers-on, hoping to gain wealth and magical power. What they found on the other side of the portal were the ruins of an ancient city. The Magicians, mercenaries, and gold-hunters settled into their new world, 'Malifaux'.
|-
| In late 18th century, magic was running dry, and even powerful mages were finding that their 'pop' was beginning to fizzle. Understandably, the most powerful wizards and greatest scientists of their age gathered to find a solution. They realized that there was another plane brimming with magic behind an extra-dimensional barrier. Out of desperation and a lust to regain their power, the most powerful mages performed a ritual, creating a fucking huge rift stretching a hundred meters into the air, and destroyed the city they were in. This portal (dubbed 'The Breach of the Great Boundaries', or just the Breach) drew in many explorers, adventurers and assorted riffraff and hangers-on, hoping to gain wealth and magical power. What they found on the other side of the portal were the ruins of an ancient city. The Magicians, mercenaries, and gold-hunters settled into their new world, 'Malifaux'.


Many of those who made the trip were granted amazing powers, turning even a commoner into a potent wielder of magic. These early explorers unearthed Soulstones, faintly glowing crystals which granted magic and power to their wielders. A predictable gold rush ensued causing a massive demand for these jewels Earth-side. The stones were used by the rich and powerful to renew and enhance their powers on Earth. Even better for the prospectors on Malifaux, these reservoirs of power didn't hold their charge indefinitely - and once drained, they could only be recharged by the death of a sentient being, which is just one of the reasons some of the more powerful countries Earth-side decided to get their war on.
Many of those who made the trip were granted amazing powers, turning even a commoner into a potent wielder of magic. These early explorers unearthed Soulstones, faintly glowing crystals which granted magic and power to their wielders. A predictable gold rush ensued causing a massive demand for these jewels Earth-side. The stones were used by the rich and powerful to renew and enhance their powers on Earth. Even better for the prospectors on Malifaux, these reservoirs of power didn't hold their charge indefinitely - and once drained, they could only be recharged by the death of a sentient being, which is just one of the reasons some of the more powerful countries Earth-side decided to get their war on.
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This is Malifaux.
This is Malifaux.
|}


=Gameplay=
=Gameplay=
===The Three Players===


===The Fatemaster===
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.
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.


===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.
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.
{| 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.
|}


===Destiny===
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
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.
| <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.
|}


====Manifested Powers====
{| 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')
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).
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).


===The Fate Deck===
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.
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''. 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>.
|}
 
===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'''
'''Suits'''
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'''Severity and the Rule of 5'''
'''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.
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.
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Once you understand the concept of flips, everything else should fall into place.
Once you understand the concept of flips, everything else should fall into place.
|}


===The Twist Deck===
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
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!
| <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.
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. With only 3 cards to begin a session this is somewhat limited.
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.
|}


===Triggers===
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
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.
| <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.
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.
|}


===Magic===
===Magic===
Unlike most RPGs, magic is available to every character so ''TAKE SOME''. In the world of Malifaux, magic is as common as a toothbrushes. Most workfolk will have access to some form of magic, even if it's in the form of minor enhancements. The Guild have a pretty tight grip on its use however, so any particularly powerful uses are deemed dangerous and illegal. This is one of the core roleplay aspects of the game, as the other factions all want for more freedom of magic use.
Unlike most RPGs, magic is a staple part of characters and is the root of most feats (see Manifested Powers). In the world of Malifaux, magic is as common as toothbrushes - Most workfolk will have access to some form of magic, even if it's in the form of minor enhancements. The Guild have a pretty tight grip on its use however, so any particularly powerful uses are deemed dangerous and illegal. This is one of the core roleplay aspects of the game, as the other factions all want for more freedom of magic use.
 
In-game, a character's magic is built from three places. Theories, Magia and Immuto, the latter two are decided by your Grimoire.
 
And the best part? NO SPELL SLOTS. For low level players Spells may be a little harder to cast in Through the Breach than other games - As they require a target number and suit (the latter of which you can have built-in at later levels, so casting becomes '''4x''' more likely to succeed on your favourite Magia), so you've got to ''Rely on the Heart of the Cards'' or have planned ahead) - but you can attempt your most powerful spells as much as you like, provided the card gods favour you!


In-game, a characters magic is built from three places. Theories, Magia and Immuto, the latter two are decided by your Grimoire.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Theories</strong>
|-
| Theories represent where you learnt magic, or how you draw power to cast, similar to the D&D classes (the magic-based Pursuits tend to focus on the particular 'schools'). These can be following the Guild's legal but restrictive guidelines, listening to the maddening whispers of Death itself or even by being any magical practitioner from a real Earth practice!


====Theories====
Each Theory comes with one positive and one hindrance, such as knowing ALL Immuto regardless of whether it's on your grimoire, but if you use any not in the grimoire you become Crazy. Or maybe you apply the Dark Elemental Immuto to every spell you cast, blinding people temporarily while you hurt them....but also when you heal. Don't worry if this is something too much for you though, you can just take the 'Unique Magical Theory' one which doesn't apply any boon or bane so you can just focus on the spells.
Theories represent where you learnt magic, or how you draw power to cast, similar to the D&D classes (the magic-based Pursuits tend to focus on the particular 'schools'). These can be following the Guild's legal but restrictive guidelines, listening to the maddening whispers of Death itself or even by being any magical practitioner from a real Earth practice!
|}


Each Theory comes with one positive and one hindrance, such as knowing ALL Immuto regardless of whether it's on your grimoire, but if you use any not in the grimoire you become Crazy. Don't worry if this is something too much for you though, you can just take the 'Unique Magical Theory' one which doesn't apply any boon or bane so you can just focus on the spells.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Grimoire</strong>
|-
| Your spellbook, which may not even be a book (seriously these can be basically anything) and contains your Magia and Immuto known. Typically these will have two or three Magia and up to 3 Immuto, but a generous Fatemaster may provide more full expansive ones later. If the grimoire is gained in character creation you can choose your own Magia and Immuto, but if found mid-game they'll be decided by the FM.


====Grimoire====
In ''Under Quarantine'', some Unique Grimoires are made available such as a lucky penny, or a severed head. These come with pre-loaded Magia and Immuto as well as additional effects surrounding their use
Your spellbook, which may not even be a book (seriously these can be basically anything) and contains your Magia and Immuto known. Typically these will have two or three Magia and up to 3 Immuto, but a generous Fatemaster may provide more full expansive ones later. If the grimoire is gained in character creation you can choose your own Magia and Immuto, but if found mid-game they'll be decided by the FM.
|}


====Magia====
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
The Spell List. Your core 'What they do' half of a spell, split into 4 schools in the Core Rules, each one associated with a particular suit which you'll always need one of in your flip to successfully cast. (a 5th school for Counter-spelling is introduced in Above the Law).
| <strong>Magia</strong>
|-
| The Spell List. Your core 'What they do' half of a spell, split into 4 schools in the Core Rules, each one associated with a particular suit which you'll always need one of in your flip to successfully cast. (a 5th school for Counter-spelling is introduced in Above the Law).


Each spell comes with a <s>DC</s> ''Target Number'' (Referred to as TN) that you need to hit for it to be successful. If you need help getting it, try an Alteration Immuto. If you find yourself more than easily casting, consider adding some powerful Immuto like Blast or Ice to give it some ''welly''.
Each spell comes with a <s>DC</s> ''Target Number'' (Referred to as TN) that you need to hit for it to be successful. If you need help getting it, try an Alteration Immuto. If you find yourself more than easily casting, consider adding some powerful Immuto like Blast or Ice to give it some ''welly''


'''Enchanting Magia''' (Rams)
'''Enchanting Magia''' (Rams)


Augmentation of an object/person. It also involves your direct healing spells. If you want your gun to shoot LIGHTNING, or to get a [https://en.wikipedia.org/wiki/Sting_(Middle-earth)/ Certain Glowy Shortsword] pick up Elemental Weapon.
Augmentation of an object/person, typically for shapeshifting/construct shenanigans. It also involves your direct healing spells. If you want your gun to shoot LIGHTNING, or to get a [https://en.wikipedia.org/wiki/Sting_(Middle-earth)/ Certain Glowy Shortsword] pick up Elemental Weapon.


'''Necromancy Magia''' (Crows)
'''Necromancy Magia''' (Crows)


The balance of life and death, obviously this is where interaction with undead is common, and also includes your fear/mind control type spells.
The balance of life and death, obviously this is where interaction with undead is common (though this is not necessarily a good thing for the zombies, many spells specifically only damage them), and also includes your fear/mind control type spells.


'''Prestidigitation Magia''' (Masks)
'''Prestidigitation Magia''' (Masks)
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'''Counter-Spelling Magia''' (Mixed)
'''Counter-Spelling Magia''' (Mixed)


A Magia written by Sonnia Criid, the Guild's head of the Witch-Hunter Task-force. If you start with a Grimoire, you can include any of these Magia as an option (for backwards compatibility). There's only 3 spells available, but each have their uses. Delaying the effects of magic, banishing summoned creatures or to make it harder for a target to cast further.
A Magia written by Sonnia Criid, the Guild's head of the Witch-Hunter Task-force. If you start with a Grimoire, you can include any of these Magia as an option (for backwards compatibility). There's only 3 spells currently available, but each have their uses. Delaying the effects of magic, banishing summoned creatures or to make it harder for a target to cast further.


====Immuto====
|}
Once you've got your bread, add your butter/marmalade/cocaine/bag of sand/''all of the above''. Immuto are the flavours that your spells come in, and really make them feel unique to you. Want your magic punch to turn the target into a glowy ice cube that blinds it? Want to delay a telekenetic push to nudge the target off a cliff if they don't respond to your interrogation? Sorted.  
 
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Immuto</strong>
|-
| Once you've got your bread, add your butter/marmalade/cocaine/bag of sand/''all of the above''. Immuto are the flavours that your spells come in, and really make them feel unique to you. Want your magic punch to turn the target into a glowy ice cube that blinds it? Want to delay a telekenetic push to nudge the target off a cliff if they don't respond to your interrogation? Sorted.  


Each Immuto affects the Target Number of the Magia, and will increase the TN for positive effects, and decrease it to lessen it in some way.  
Each Immuto affects the Target Number of the Magia, and will increase the TN for positive effects, and decrease it to lessen it in some way.  
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While the damage profile is covered in the Magia, the typing of the spell is decided here. There's no limit on the amount of Immuto you attempt to add, so as long as you think you can achieve the TN (maybe you've got a nice 13 of Tomes in hand), add as many of these as you like. You want to throw an ice spear that's on fire and will cause plants to wrap round the targets legs when it hits? For +8 to the TN you can make it happen!
While the damage profile is covered in the Magia, the typing of the spell is decided here. There's no limit on the amount of Immuto you attempt to add, so as long as you think you can achieve the TN (maybe you've got a nice 13 of Tomes in hand), add as many of these as you like. You want to throw an ice spear that's on fire and will cause plants to wrap round the targets legs when it hits? For +8 to the TN you can make it happen!
|}


===Soulstones===
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
 
| <strong>Soulstones</strong>
The reason humans still risk their lives daily. <s>Infinity</s> ''Soul''stones are the magic batteries of Malifaux, so named as they recharge when nearby the death of a living creature. They come in all shapes and sizes, but each one can only hold one charge at a time (supposedly). While many mages do not require a soulstone to perform magic, it would certainly help give them a power boost.
|-
| The reason humans still risk their lives daily. <s>Infinity</s> ''Soul''stones are the magic batteries of Malifaux, so named as they recharge when nearby the death of a living creature. They come in all shapes and sizes, but each one can only hold one charge at a time (supposedly). While many mages do not require a soulstone to perform magic, it would certainly help give them a power boost.


Soulstones are a commodity of high value, and are worth 3 times more Earth-side than Breach-side, so mining and transport through to Earth is a large trade.
Soulstones are a commodity of high value, and are worth 3 times more Earth-side than Breach-side, so mining and transport through to Earth is a large trade.


====Soulstone Usage====
'''Soulstone Usage'''


In game a soulstone's size and colouration affect its usage (each part adds a 'Lade' value, up to +5 each side), the larger and more clear the stone, the more powerful its effects can be. The resulting lade determines the range in yards the stone will recharge within. A lade of zero will only recharge if the character holding it dies. Regardless of the Lade, a stone may only hold one charge at a time (unless you're lucky enough to have become a '''Soulstone Aficionado''').
In game a soulstone's size and colouration affect its usage (each part adds a 'Lade' value, up to +5 each side), the larger and more clear the stone, the more powerful its effects can be. The resulting lade determines the range in yards the stone will recharge within. A lade of zero will only recharge if the character holding it dies. Regardless of the Lade, a stone may only hold one charge at a time (unless you're lucky enough to have become a '''Soulstone Aficionado''').


There is also Soulstone dust (crystal shard dust left over from cutting a stone into shape) that holds a single charge and can't be recharged.
There is also '''Soulstone Dust''' (crystal shard dust left over from cutting a stone into shape) that holds a single charge and can't be recharged.
 
Soulstones have three main uses (besides selling them), each one expends the stone's charge: Augmenting Magic (Adding a positive flip or any one suit of your choice, only one charge per action can be spent this way), Animating a Construct (for a number of weeks equal to its Lade) and Healing (as an action, doing a 1/2/3 heal flip)


=Races=
Soulstones have three main uses (besides selling them), each one expends the stone's charge:
Races are not something expansive in the world of Malifaux, as Earthside we only have Humans, and Breachside only the Neverborn (yet to be released as a playable race in-game, but will drop with the future supplement 'From Nightmares') and the Gremlins (who themselves are ''technically'' a Neverborn sub-race). Despite there only being 3 races, Through the Breach also offers additional playable 'races'. Invested and Stitched.


'''Humans'''
'''Augmenting Magic''': Adding a positive flip or any one suit of your choice to either a Spell or Manifested Power, (only one charge per action can be spent this way). This is gonna be your caster's main use, both sides are useful as a guaranteed suit is great, or settling with a 50/50 chance of pulling the right suit anyway with a better chance of a higher card value.


Regardless of where they've come from, the human race has banded together as their circle of racism has expanded to other-worldy species. Humans don't get much outside of their Station (homelife, typically their parents' jobs), but obviously have the best standing with other humans and are more readily permitted to have access to public zones.
'''Animating a Construct''': (for a number of weeks equal to its Lade), there are other ways of doing this if you've got the right magic/pursuit, but for anyone else this does give you a construct pal for a while (and if it kills something it'll recharge itself anyway!)


'''Invested(Constructs)'''
'''Healing''': As an action, get a 1/2/3 heal flip for you or a nearby pal (as close as the Lade in yards). If you don't have healing in the party this can help in a pinch.
|}


Constructs, albeit with a little more sentience than their regular walking toaster cousins. Invested are usually pure robots, but depending on character creation flips can end up with a partially organic body. They'll be treated as objects rather than people, but are built to last. You can't be healed with medicine, and need someone with ''Artefacting'' to fix you.
=Races=
Races are not something expansive in the world of Malifaux, as Earthside we only have Humans, and Breachside only the Neverborn (yet to be released as a playable race in-game, but will drop with the future supplement 'From Nightmares') and the Gremlins (who themselves are ''technically'' a Neverborn sub-race). Despite there only being 3 races, Through the Breach also offers additional playable 'races'. Invested, who are literally robots that woke up one day and Stitched, undead who haven't quite planned to move on to the afterlife just yet. ''Above the Law'' also introduced a variant human starting point, where the character already has ties to the Guild.


'''Stitched(Undead)'''
We get one new race per expansion book, abd each book comes with a unique set of Destiny readings, with the last card providing flavour, a Talent or a Skill. (This rule applies to any character choosing their Destiny from the same book regardless of Race, however it is discouraged to have humans use the ''Into the Bayou'' Destiny line, and gremlins/neverborn from using the ''Above the Law'' line. Of course if you want a unique backstory that's up to you and your FM)
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Human</strong>
|-
| Regardless of where they've come from, the human race has banded together as their circle of racism has expanded to other-worldy species. Humans don't get much outside of their Station (homelife, typically their parents' jobs), but obviously have the best standing with other humans and are more readily permitted to have access to public zones.


Ever wanted to play a zombie? Feel free! This does have a fun part of character creation added where you flip a card to find out what caused your death. Be careful though, being undead is not exactly going to do you many social favours! You can't be healed with medicine, and need someone with ''Stitching'' to fix you.
The bonus card flip for an Earth-side citizen is called the Station card, and gives them an extra skill rank which is linked to their parents' work life.
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Invested(Constructs)</strong>
|-
| Constructs, albeit with a little more sentience than their regular walking toaster cousins. Invested are usually pure robots, but depending on character creation flips can end up with a partially organic body. They'll be treated as objects rather than people, but are built to last. You can't be healed with medicine, and need someone with ''Artefacting'' to fix you.


'''Bayou Born(Gremlins)'''
The bonus card for Constructs and Humans wishing to flip on the ''Into the Steam'' Destiny reading is the Allegiance card, showing who you're the /employeeproperty of.
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Stitched(Undead)</strong>
|-
| Ever wanted to play a zombie? Feel free!  Be careful though, being undead is not exactly going to do you many social favours! You can't be healed with medicine, and need someone with ''Stitching'' to fix you.


The Gremlins of Malifaux are small goblinoid hillbillies with a flattened bump where their noses should be. They're actually amazing at keeping the genome alive (though with the amount of *ahem* ''family relations'', that genome might have an extra toe or three). for Bayouborn, you gain a double-edged racial talent that often has a strong buff, but equally annoying fault that adds some great comic relief elements to the game. Gremlins aren't technically all outlawed, but with the amount of them that steal from humans no-one would bat an eye if a gremlin pup took a bullet, and there's always someone willing to pay for their corpses.
The card flip here is known as your 'Brush' card to find out what caused your death.
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Kin(Gremlins)</strong>
|-
| The Gremlins of Malifaux are small goblinoid hillbillies with a flattened bump where their noses should be. They're actually amazing at keeping the genome alive (though with the amount of *ahem* ''family relations'', that genome might have an extra toe or three). Gremlins aren't technically all outlawed, but with the amount of them that steal from humans no-one would bat an eye if a gremlin pup took a bullet, and there's always someone willing to pay for their corpses.


'''Neverborn Stolen(Neverborn)'''
For Kin, (and any Bayou-born human) your Conflict card allows you to gain a double-edged racial talent that often has a strong buff, but equally annoying fault that adds some great comic relief elements to the game.
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Human(''Above the Law'')</strong>
|-
| Humans who have found themselves in the employ of the largest organisation either side of the Breach.


Placeholder for the Neverborn playable race when ''From Nightmares'' is released. From the name it's likely that the unique flip will link to how the NB was captured, but only time will tell.
The last card for the Guild employee is the Division Card, which surprise surprise denotes which department you work in. You do still gain a skill buff like the normal Human. Lastly you also gain a 'Vice', as it's not likely a person is completely innocent when being hired by the Guild.
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Twisted(Neverborn)</strong>
|-
| Placeholder for the Neverborn playable race when ''From Nightmares'' is released. It's likely that the unique flip will link to the particular strain of Neverborn the character is, but only time will tell.
|}


=Pursuits (Classes)=
=Pursuits (Classes)=
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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.
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]] (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).
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.
''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.


===Fated Almanac/Core Rules Pursuits===
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
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.
| <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'''
'''Academic'''
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[DPS, Masks]
[DPS, Masks]


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.
"''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.




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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.
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.


===Into the Steam Pursuits===
|}
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.
 
{| 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.




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[Subordinates(Cobbled), Tomes]
[Subordinates(Cobbled), Tomes]


The Chaotic Neutral of summoners, Animators forge creatures known as 'Cobbled' from either scrap or flesh, in a much simpler process compares 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.
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.




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[DPS, Ram/Tomes, Crows]
[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 do these things 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!
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!




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[Subordinates(Construct), Tomes]
[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 ''damn 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 that invention uses a Manifested Power, essentially a unique action where you let the FM know the desired effects and they design the simplest and balanced way on how it works in-game (You can base the effects off an existing Manifested Power from another class if you like to keep things simple).  
''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).  




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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).
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).


==Under Quarantine Pursuits==
|}
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.
 
{| 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.




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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.
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.


==Into the Bayou Pursuits==
|}
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''.
 
{| 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'''
'''Bokor'''
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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.
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.


==Above the Law Pursuits==
|}
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.
 
{| 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'''
'''Bureaucrat'''
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'''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.
'''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 unlike the normal ones does not give any options, and are all set at each step with no General talent slots. They're shorter too, at only 5 steps each before they're mastered but ''boy'' are they worth it.
====Fatemaster's Almanac Advanced Pursuits====


==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.


'''Death Marshals'''
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]  
(Guild, Lady Justice) [Crows]  
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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.
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.


====Into the Steam Advanced Pursuits====
|}


December Acolyte
{| 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]
[(December, <s>''Lady Grigori Rasputin''</s> Rasputina), Status, Crows]
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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''.
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''.


====Under Quarantine Advanced Pursuits====
|}


'''Abettor of Obliteration'''
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Under Quarantine Advanced Pursuits</strong>
|-
| '''Abettor of Obliteration'''


[(Obliteration, Tara) Tomes, Masks]
[(Obliteration, Tara) Tomes, Masks]
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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!
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!


====Into the Bayou Advanced Pursuits====
|}


'''Virtuoso'''
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Into the Bayou Advanced Pursuits</strong>
|-
| '''Virtuoso'''


[(No affiliation), Bard]
[(No affiliation), Bard]
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[(No affiliation), Subordinate, Crows]
[(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 crafte 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?
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?


====Above the Law Advanced Pursuits====
|}


'''Executioner'''
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Above the Law Advanced Pursuits</strong>
|-
| '''Executioner'''


[(Guild, Guard), D.P.Fucking-S, Rams]
[(Guild, Guard), D.P.Fucking-S, Rams]
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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.
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.
|}
=Talents=
Feats for you D&Ders, Talents are your cool heckin' abilities and Manifested Powers that set you apart from your fellows. Your Pursuit levels will often give you a choice of one or two talents from their progression path (so you may have gone down the route of Dabbler, but not taken the Talent for a bonus Tome to your Sorcery skills).
In addition to your Pursuit Talents, there are also a wide list of General Talents that are available every other step on your pursuit. General Talents have a requirement to take them, and not all of those requirements are 'have at least X Might', some specifically require you to have a ''negative'' aspect to gain. This is a ''wonderful way'' of growing your characters to show how they have overcome their weaknesses.
Some more powerful talents will require you to have completed a certain number of Destiny Steps before you can take them, such as '''Specialized Skill''', which allows you to add a built-in suit to any one skill! ''TRY AND STOP ME FROM CASTING "THE KITCHEN SINK" NOW''.
=Publishing=


=First Edition Books=
==First Edition Books==
==First Edition Books==
===Core Books===
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
*Through the Breach RPG - Fatemasters Almanac (1st Edition): The Dungeon Master's Guide/Beastiary.
| <strong>Core Books</strong>
|-
| *Through the Breach RPG - Fatemasters Almanac (1st Edition): The Dungeon Master's Guide/Beastiary.
*Through the Breach RPG - Fated Almanac (1st Edition): The Player's Guide.
*Through the Breach RPG - Fated Almanac (1st Edition): The Player's Guide.
===Modules===
|}
*Through the Breach RPG - Penny Dreadful - In Defense of Innocence: Equivalent of a campaign setting in its own right.
 
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Modules</strong>
|-
| *Through the Breach RPG - Penny Dreadful - In Defense of Innocence: Equivalent of a campaign setting in its own right.
*Through the Breach RPG - Penny Dreadful - Into the Steam: A supplement that also includes additional character options.
*Through the Breach RPG - Penny Dreadful - Into the Steam: A supplement that also includes additional character options.
*Through the Breach RPG - Penny Dreadful - A Night in Rottenburg
*Through the Breach RPG - Penny Dreadful - A Night in Rottenburg
Line 720: Line 853:
*Through the Breach RPG - Penny Dreadful - Nythera
*Through the Breach RPG - Penny Dreadful - Nythera
*Through the Breach RPG - Into the Bayou (Expansion Book)
*Through the Breach RPG - Into the Bayou (Expansion Book)
===One-Shots===
|}
*Through the Breach RPG - Penny Dreadful One Shot - In the Gutter: A shorter adventure expecting to last about a single session.
 
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>One-Shots</strong>
|-
| *Through the Breach RPG - Penny Dreadful One Shot - In the Gutter: A shorter adventure expecting to last about a single session.
*Through the Breach RPG - Penny Dreadful One Shot - Recruitment Drive
*Through the Breach RPG - Penny Dreadful One Shot - Recruitment Drive
*Through the Breach RPG - Penny Dreadful One Shot - Legacy of Darkness
*Through the Breach RPG - Penny Dreadful One Shot - Legacy of Darkness
Line 743: Line 880:
*Through the Breach RPG - Penny Dreadful One Shot - Earthly Desires
*Through the Breach RPG - Penny Dreadful One Shot - Earthly Desires
*Through the Breach RPG - Penny Dreadful One Shot - Heart of Darkness
*Through the Breach RPG - Penny Dreadful One Shot - Heart of Darkness
|}


==Second Edition Books==
==Second Edition Books==
===Core Books===
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
*Through the Breach RPG - Core Rules
| <strong>Core Books</strong>
===Modules===
|-
*Through the Breach RPG - Penny Dreadful - Fire in the Sky: An Adventure linking Malifaux to [[The Other Side]].
| *Through the Breach RPG - Core Rules
|}
 
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Modules</strong>
|-
| *Through the Breach RPG - Penny Dreadful - Fire in the Sky: An Adventure linking Malifaux to [[The Other Side]].
*Through the Breach RPG - Above the Law (Expansion Book)
*Through the Breach RPG - Above the Law (Expansion Book)
*Through the Breach RPG - Penny Dreadful - Northern Sedition
*Through the Breach RPG - Penny Dreadful - Northern Sedition
===One Shots===
|}
*Through the Breach RPG - Penny Dreadful One Shot - Jurassic Faux
 
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>One Shots</strong>
|-
| *Through the Breach RPG - Penny Dreadful One Shot - Jurassic Faux
*Through the Breach RPG - Penny Dreadful One Shot - A Stitch in Time
*Through the Breach RPG - Penny Dreadful One Shot - A Stitch in Time
*Through the Breach RPG - Penny Dreadful One Shot - The Show Must Go On
*Through the Breach RPG - Penny Dreadful One Shot - The Show Must Go On
*Through the Breach RPG - Penny Dreadful One Shot - The Badlands Invitational
*Through the Breach RPG - Penny Dreadful One Shot - The Badlands Invitational
|}
=Things to Keep in Mind=


=Fire Power=
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
In 1st edition, the magic system had a lot of hiccups. To give a quick overview there aren't pre-set spells; mage characters would have a basic spell template and then add modifications to it. For example if you wanted to throw a fireball, you'd take the range elemental attack then add fire and damage by increasing the difficulty to cast.
| <strong>Rules Bloat</strong>
|-
| Through the Breach offers a LOT of character options, with very few linear paths to take. While this is wonderful for creating truly unique characters unlike anywhere else, it can cause confusion for people who rely on knowing the leveling steps of classes for other RPGs. And unlike most other RPGs, many features come with a direct cost to the character in the form of a negative ability.
 
One solution is to have Fatemasters keep tabs on the negative abilities of their Fated, and Fated players keep track of their positives. This would also help Fatemasters <s>be total dicks</s> ''create a challenging narrative'' to force players to face their chosen flaws. Don't go overboard with this, as you want players to enjoy themselves first, which includes a fair game
 
A similar situation of rules bloat had occurred in Malifaux 2E, and resulted in the new 3E being much more streamlined. Through the Breach 2E was made with backwards compatibility in mind, so I'm unsure how they would tackle doing any streamlining if a TTB 3E was released while using the rules for the previous editions.
|}
 
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Fire Power</strong>
|-
| In 1st edition, the magic system had a lot of hiccups. To give a quick overview there aren't pre-set spells; mage characters would have a basic spell template and then add modifications to it. For example if you wanted to throw a fireball, you'd take the range elemental attack then add fire and damage by increasing the difficulty to cast.


In a group playing the Night of the Carver module there was a player who created a dabbler. The module was supposed to have the Carver harass the players as they try to retreat to the walls of Malifaux city. The Carver is a Master level NPC who was not meant to go down easily, in fact he had high armor that could reduce most attacks down to only 1 damage. But this dabbler had read his Fated Almanac and knew the power of fire. The first encounter with the Carver he wasted a few spells, until he was reminded of the Burning condition which ignores armor. He also had a high card in hand, he applied as much fire as he could to make his Burning +7. He flipped a low card, cheated in his high one and did one wound of damage, but Burning +7. At the end of the turn, the Carver exploded into fiery bits. The Carver reappeared three times, the group not at all afraid of the creature. With the module completely broken by one super fireball the players managed to get to the city, except for the Dabbler who wasn't allowed in because he clearly was a magic user... Moral of the story, don't cheese fire or you are gonna get burned.
In a group playing the Night of the Carver module there was a player who created a dabbler. The module was supposed to have the Carver harass the players as they try to retreat to the walls of Malifaux city. The Carver is a Master level NPC who was not meant to go down easily, in fact he had high armor that could reduce most attacks down to only 1 damage. But this dabbler had read his Fated Almanac and knew the power of fire. The first encounter with the Carver he wasted a few spells, until he was reminded of the Burning condition which ignores armor. He also had a high card in hand, he applied as much fire as he could to make his Burning +7. He flipped a low card, cheated in his high one and did one wound of damage, but Burning +7. At the end of the turn, the Carver exploded into fiery bits. The Carver reappeared three times, the group not at all afraid of the creature. With the module completely broken by one super fireball the players managed to get to the city, except for the Dabbler who wasn't allowed in because he clearly was a magic user... Moral of the story, don't cheese fire or you are gonna get burned.
Line 764: Line 927:
'''2nd Edition update'''
'''2nd Edition update'''
This was mitigated substantially, as there's now a cap on burning added to spells at +3, and each stack will cost +3TN so you have to really commit to multiple high cards now. Still powerful if stacked, but the shared Fate deck will make multiple sorcery spells difficult to confidently cast in succession without soulstones/suits gained through other means.
This was mitigated substantially, as there's now a cap on burning added to spells at +3, and each stack will cost +3TN so you have to really commit to multiple high cards now. Still powerful if stacked, but the shared Fate deck will make multiple sorcery spells difficult to confidently cast in succession without soulstones/suits gained through other means.
|}


=See Also=
=See Also=
* [[Malifaux]], the skirmish sized wargame set in the universe of Malifaux.
* [[Malifaux]], the skirmish sized wargame set in the universe of Malifaux.
* [[The Other Side]], the army sized wargame set in the universe of Malifaux.
* [[The Other Side]], the army sized wargame set in the universe of Malifaux.
* [[Plast Craft Games]], who make the licensed scenery for Malifaux.
* [[Plast Craft Games]], [[Terraclips]] have each previously made licensed scenery for Malifaux. Wyrd themselves have since produced a series of scenery called Wyrdscapes.
[[Category:Wargames]]
[[Category:Wargames]]
[[category:Skirmish-Level Wargames]]
[[category:Skirmish-Level Wargames]]
[[category:Malifaux]]
[[category:Malifaux]]

Latest revision as of 15:03, 23 June 2023

Gameplay[edit | edit source]

The Three Players[edit | edit source]

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.

Playing with Cards[edit | edit source]

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!

Magic[edit | edit source]

Unlike most RPGs, magic is a staple part of characters and is the root of most feats (see Manifested Powers). In the world of Malifaux, magic is as common as toothbrushes - Most workfolk will have access to some form of magic, even if it's in the form of minor enhancements. The Guild have a pretty tight grip on its use however, so any particularly powerful uses are deemed dangerous and illegal. This is one of the core roleplay aspects of the game, as the other factions all want for more freedom of magic use.

In-game, a character's magic is built from three places. Theories, Magia and Immuto, the latter two are decided by your Grimoire.

And the best part? NO SPELL SLOTS. For low level players Spells may be a little harder to cast in Through the Breach than other games - As they require a target number and suit (the latter of which you can have built-in at later levels, so casting becomes 4x more likely to succeed on your favourite Magia), so you've got to Rely on the Heart of the Cards or have planned ahead) - but you can attempt your most powerful spells as much as you like, provided the card gods favour you!

Races[edit | edit source]

Races are not something expansive in the world of Malifaux, as Earthside we only have Humans, and Breachside only the Neverborn (yet to be released as a playable race in-game, but will drop with the future supplement 'From Nightmares') and the Gremlins (who themselves are technically a Neverborn sub-race). Despite there only being 3 races, Through the Breach also offers additional playable 'races'. Invested, who are literally robots that woke up one day and Stitched, undead who haven't quite planned to move on to the afterlife just yet. Above the Law also introduced a variant human starting point, where the character already has ties to the Guild.

We get one new race per expansion book, abd each book comes with a unique set of Destiny readings, with the last card providing flavour, a Talent or a Skill. (This rule applies to any character choosing their Destiny from the same book regardless of Race, however it is discouraged to have humans use the Into the Bayou Destiny line, and gremlins/neverborn from using the Above the Law line. Of course if you want a unique backstory that's up to you and your FM)

Pursuits (Classes)[edit | edit source]

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 (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.

Advanced Pursuits (Unlockable Classes)[edit | edit source]

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.

Talents[edit | edit source]

Feats for you D&Ders, Talents are your cool heckin' abilities and Manifested Powers that set you apart from your fellows. Your Pursuit levels will often give you a choice of one or two talents from their progression path (so you may have gone down the route of Dabbler, but not taken the Talent for a bonus Tome to your Sorcery skills).

In addition to your Pursuit Talents, there are also a wide list of General Talents that are available every other step on your pursuit. General Talents have a requirement to take them, and not all of those requirements are 'have at least X Might', some specifically require you to have a negative aspect to gain. This is a wonderful way of growing your characters to show how they have overcome their weaknesses.

Some more powerful talents will require you to have completed a certain number of Destiny Steps before you can take them, such as Specialized Skill, which allows you to add a built-in suit to any one skill! TRY AND STOP ME FROM CASTING "THE KITCHEN SINK" NOW.

Publishing[edit | edit source]

First Edition Books[edit | edit source]

Second Edition Books[edit | edit source]

Things to Keep in Mind[edit | edit source]

See Also[edit | edit source]

  • Malifaux, the skirmish sized wargame set in the universe of Malifaux.
  • The Other Side, the army sized wargame set in the universe of Malifaux.
  • Plast Craft Games, Terraclips have each previously made licensed scenery for Malifaux. Wyrd themselves have since produced a series of scenery called Wyrdscapes.