Through the Breach

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Wyrd came out with a pen and paper RPG for the world of Malifaux,Through The Breach .

It's... okay.

First, the character creation is simple 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. in a random character creation method. 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 when it comes to this, 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.

But the next thing can possibly infuriate most neckbeards and call down the wrath of the fucking 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 can be monotonous, that's only on certain occasions. 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!.

If you're interested in Malifaux but not the wargame, or you already play Malifaux and are interested in tabletop RPGs, this can be worth a look. Other people have found this interesting as a Steampunk/Gothic setting though your mileage will vary. The setting is very tied with the rules so it may take some work to make this the system more generic.

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.

Books

First Edition

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

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


Pursuits

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 after killing a dozen giant rats. 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 Mercenary 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).

Fated Almanac/Core Rules Pursuits

These are the core Pursuits.

Academic

[RP, Tomes] Combat? No no no, let's have a long conversation instead! The Academic is a class for picking up a book and learning how to apply knowledge to day to day life. Think Wizards without the magic (yep, just a bookworm then), who specialise in the RP side of the game. Due to the mass-multiclass way that pursuits work, this is actually worth picking up for some levels if you'd like to show off a bit of your Malifaux smarts! By dropping a Tome on any mental based skill challenge (Note - this will not apply in combat), they can use any Academic skill instead!

Criminal

[DPS, Masks] The Rogue *Ahem* Criminal pursuit is your first choice for EDGE. There's no sneak attack bonus in sight, but the Criminal is very rogueish in gaining additional actions, bonuses to pick-pocketing and manoeuvrability. The do get a neat trick to be able to make shivs (very useful in weapon-free zones), and can even get TWO subordinate thugs to follow them around, beat up oversteppers and be some general meatbags to tank hits, so you can feel like a literal mob boss.

Dabbler

[Magic, Tomes] The "Wizard" class. Unlike other games magic has a lot more customization and starting off as a Dabbler has its perks. In particular you start off with a grimoire with a Sorcery Magia, Prestidigitation Magia, and a few Immutos to help customize your magic. Also you get a Magical Theory which boosts magic based actions. While playing a spellcaster is really powerful they also are pretty heavily regulated(see Inquisition). If you play correctly and have a really high card in your hand you can increase your target number(read as DC) to increase damage and amount of burning on a target. For those who don't know the game, this would be the equivalent of knowing you have a Critical Hit in your pocket that you could use at any time.

Drudge

[Tank, Support] The Drudge is for those who like to be more survivable than most, and are often associated with manual labourers who are physically capable beyond normal limits. What may help with this is that one of their limbs may be #STEAMPUNKED, with a vibe of getting back up whenever they're knocked down. They can even ignore/delay some Critical effects (Seriously, these are bad news, and are one of the few ways in the game that can outright insta-kill a character), and cheat even on a negative flip (read as Disadvantage) or even against the dreaded Black Joker.

Graverobber

[Magic, Crows] When the EDGE wasn't enough with Criminal, you can now pick up a career in digging graves and looting the bodies! With one of few early-game mechanics for getting some fast dough (Dropping a Crow when searching a body will find you half the card value's worth of scrip), which can actually be a significant income. Be aware though, the FM decides if a corpse is nearby so try not to abuse it or 'Fate' *See - God's Decisions* may land you with an empty coffin when you need a body. Typically Graverobber's are a magic user that specialises in the Necromancy Magia, but can dabble in other Magia a little more than the Necromancer. You also get better at casting Necromancy Magia while around corpses, so keep an eye on the terrain and choose your fights carefully.

Guard

TBA

Gun Fighter

TBA

Mercenary

TBA

Overseer

[Support] This is what the Mastermind Subclass in D&D wishes it could be. The Overseer is a vital part of Ongoing Challenges (A series of skill checks to show complicated maneuvers such as repairing a ship's hull and engine while bucketing water out), who can use their Leadership Skill (Your bread and butter for the pursuit) on behalf of others to secure a success. You are the voice of the operation, the presence. Command your allies and inspire them to succeed from your armchair while sipping a glass of wine.

Performer

TBA

Pioneer

TBA

Scrapper

This is the melee combat class. In particular

Tinkerer

TBA

Wastrel

TBA

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 different talents than those that are in the main book.

Animator

TBA

Augmented

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.

Collaborator

Support: Aww friends! This Pursuit allows you to increase everyone else's chances to hit a target, by doing things like dropping to hands and knees behind them ready for a push. People will like 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"

Engineer

TBA

Illusionist

TBA

Mage

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.

Primal

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 .

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

Essentially the Intimidation character. They give out the "Terrorize" condition and get bonuses against NPCs with the condition.

Chemist

TBA

Forgotten

TBA

Ghost Eater

TBA

Ghoul

TBA

Medium

TBA

Necromancer

TBA

Sawbones

TBA

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.

Bokor

TBA

Boomer

TBA

Boozer

Get ready, because this is a genuine RPG class for being an alcoholic. 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. 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

TBA

Copycat

TBA

Pugilist

TBA

Swineherd

TBA

Trapper

TBA

Above the Law Pursuits

An upcoming 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.

Magewright

TBA

Bureaucrat

TBA

Gunner

TBA

Propagandist

TBA

Commander

TBA

Marksman

TBA

Advanced Pursuits

Fatemaster's Almanac Advanced Pursuits

Death Marshals

TBA

Freikorpsmann

TBA

Steamfitter

TBA

Grave Servant

TBA

Torakage

TBA

Into the Steam Advanced Pursuits

December Acolyte

TBA

Silent Ones

These are the mute worshippers of the Tyrant December. Originally they would have their tongues removed, but this has been changed as 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.

Showgirl

TBA

Shapeshifter

TBA

Demolitionist

TBA

Under Quarantine Advanced Pursuits

Abettor of Obliteration

TBA

Exorcist

TBA

Revivalist

TBA

Revenant

TBA

Student of Transmortis

TBA

Into the Bayou Advanced Pursuits

Virtuoso

TBA

Big Hat

TBA

Lightning Bug

TBA

Rocketeer

TBA

Taxidermist

TBA

Above the Law Advanced Pursuits

Witchling Handler

TBA

Executioner

TBA

Soulstone Aficionado

TBA

Guild Lawyer

TBA

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.

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.