Through the Breach: Difference between revisions

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====Into the Bayou Advanced Pursuits====
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'''Virtuoso'''
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[(No affiliation), Bard]
[(No affiliation), Bard]
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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?
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?
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====Above the Law Advanced Pursuits====
====Above the Law Advanced Pursuits====

Revision as of 14:30, 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.

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.

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.