Through the Breach: Difference between revisions

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===Magic===
===Magic===
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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.
| <strong>Magic Overview</strong>
|-
| 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.


In-game, a characters magic is built from three places. Theories, Magia and Immuto, the latter two are decided by your Grimoire.
In-game, a characters 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. Spells may be a little harder to cast in Through the Breach than other games (As they require a target number and suit, so you've got to be lucky or have planned ahead), but you can attempt your most powerful spells as much as you like, provided the card gods favour you!
And the best part? NO SPELL SLOTS. Spells may be a little harder to cast in Through the Breach than other games (As they require a target number and suit, so you've got to be lucky or have planned ahead), but you can attempt your most powerful spells as much as you like, provided the card gods favour you!
|}


{| role="presentation" class="wikitable mw-collapsible"
{| role="presentation" class="wikitable mw-collapsible"

Revision as of 14:17, 27 August 2019

Gameplay

Core gameplay

Playing with Cards

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.

In-game, a characters 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. Spells may be a little harder to cast in Through the Breach than other games (As they require a target number and suit, so you've got to be lucky or have planned ahead), but you can attempt your most powerful spells as much as you like, provided the card gods favour 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 and Stitched.

Humans

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.

Invested(Constructs)

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.

Stitched(Undead)

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.

Bayou Born(Gremlins)

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.

Neverborn Stolen(Neverborn)

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.

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 (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.

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.


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 Automail 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 Familiar 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).

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.


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 Diet Coke 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 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.

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.

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.

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.

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 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

Death Marshals

(Guild, Lady Justice) [Crows]

The Death Marshals are the Guild's primary anti-necromancer division, and yes the hypocrisy is clear. These 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 second invasion 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, Victor Ramos *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 Anarchists 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, well 9 weapons and a fist but still. 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

[(December, Lady Grigori Rasputin Rasputina), Status, Crows]

Cannibal followers of the Ex-God 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, The White Witch of Narnia 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.

Under Quarantine Advanced Pursuits

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 The Stay Puft Man 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]

The easiest Advanced Pursuit to meet the requirement of(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!

Into the Bayou Advanced Pursuits

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?

Above the Law Advanced Pursuits

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 Detect 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.

First Edition Books

First Edition Books

Core Books

  • 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.

Modules

  • 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 - A Night in Rottenburg
  • Through the Breach RPG - Under Quarantine (Expansion Book)
  • Through the Breach RPG - Penny Dreadful - Nythera
  • 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.
  • 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 - Night of the Carver: A Halloween themed one-shot.
  • Through the Breach RPG - Penny Dreadful One Shot - Bad Blood
  • Through the Breach RPG - Penny Dreadful One Shot - The Ferryman
  • Through the Breach RPG - Penny Dreadful One Shot - Bad Moon Rising
  • Through the Breach RPG - Penny Dreadful One Shot - No Strings Attached
  • Adventure Box Collection 1: A collection of One-Shots that were present in box sets. The Brotherhood of the Rat and Crossroads Seven.
  • Through the Breach RPG - Penny Dreadful One Shot - Dirty Deeds
  • Through the Breach RPG - Penny Dreadful One Shot - Last Remains
  • Through the Breach RPG - Penny Dreadful One Shot - Honor Among Thieves
  • Through the Breach RPG - Penny Dreadful One Shot - Sixteen Tons
  • Through the Breach RPG - Penny Dreadful One Shot - Madman, Interrupted
  • Through the Breach RPG - Penny Dreadful One Shot - Child of Flame
  • Through the Breach RPG - Penny Dreadful One Shot - Ghost House
  • Through the Breach RPG - Penny Dreadful One Shot - The bayou Games
  • Through the Breach RPG - Penny Dreadful One Shot - A Malifaux Christmas Carol
  • Through the Breach RPG - Penny Dreadful One Shot - The Hand that Feeds
  • Through the Breach RPG - Penny Dreadful One Shot - Till Death Do Us Part
  • Through the Breach RPG - Penny Dreadful One Shot - Earthly Desires
  • Through the Breach RPG - Penny Dreadful One Shot - Heart of Darkness

Second Edition Books

Core Books

  • Through the Breach RPG - Core Rules

Modules

  • 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 - Penny Dreadful - Northern Sedition

One Shots

  • 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 - The Show Must Go On
  • Through the Breach RPG - Penny Dreadful One Shot - The Badlands Invitational

Fire Power

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.

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.

See Also

  • 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, who make the licensed scenery for Malifaux.