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Vol.14Mako's Miss Ery.
WRETCHED RATS!
An interesting take on using ... well ... rats.
UnMaSk!
UnMaSk!The event of the season.
PrOdUcTiOn PuRgAtOrYThat's a biiiiig ...
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CoNtEnTs
FoReWoRd .............................................................................. 1
DiViNg iNtO tHe DeEp EnD oF tHe ScHeMe PoOl ..................2
UnMaSk! UnMaSk! ...................................................................9
An EaSy MaRk (sTaRtEr TtB AdVeNtUrE}........................................ 22
Mr.StIcKs' HaLlOwEeN .........................................................29PrOdUcTiOn PuRgAtOrY [ScEnArIo].........................................38
PrOfEsSoR PoNtIfIcAtEs .....................................................39
JuNiOr WhAtNoTs ................................................................42
A MaLiFaUx BaTtLe RePoRt ..................................................43
WrEtChEd RaTs ....................................................................50
MiSs ErY LoVeS CoMpAnY {MaKo's RuBbIsH}.................................52
STORIES MECHANICSTERRAIN FUN&TACTICS
CONTENTGUIDE
GALLERYPAINTING BATTLE-REPORTSGAMESESSIONS
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NaThAn CaRoLaNd
FoReWoRd
HeCk yEaH!
October has arrived, arguably one of my favorite months as the weather
starts to get cooler, the bad horror movies start to cycle through the
television, and the spooks and goblins appear in one form or another
to have a grand time.
And if I'm really lucky (or industrious!), I get to scare the bejesus out of
the local kids as we give away goodies later in the month. We've had to
hose off the walkway a few times over the years ... ah yes, good times,
good times.
In the mean time, between painting, gaming, scaring the kids and
watching the absolute best halloween versions of Scooby Doo, we bring
you another Wyrd Chronicles, in which we explore the harvest month in
Malifaux, and as with all things, there are some deadly twists involved!
Dive in, devour, and let us know what you think!
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MiChAeL KeLmElIs
DiViNg iNtO tHe DeEp EnDoF tHe ScHeMe PoOl
Michael is a regular writer on the Guessing Zero
gaming website at guessingzero.com, and is a co-host
of the podcast Gaming Done Right on the Guessing
Zero Network.
There is little better on a lazy afternoon than pushing
painted models around on a beautifully rendered
western town, flipping cards, and making sound
effects as Seamus hand cannon rips the head off
an offending Guild Guard. (The sound effects, in my
opinion, are the most important part.)
Malifaux is a dynamic game filled with dozens of
moving parts that players have to remember and
balance. There are the abilities of the models on
the table, combined with the cards in your deck and
in your opponents, plus the Strategy in play and the
current Victory Points counts, and soon it becomes
dizzying. Every aspect of the game creates a unique
experience when brought together.
One of the big differentiators between Malifaux andother games is the way the game handles victory.
It is not all about killing. Its about Victory Points,
and most of those Victory Points come from its
Schemes. From the Scheme Pool to the timing
of when the Schemes are selected, Schemes are
entwined flawlessly with the game. While many
may look at Schemes as a simple (but important)
part of the game, accounting for potentially 60%
of the available Victory Points, Schemes are much
deeper than that. A savvy player will be able to pull
advantage out of the entire Scheme mechanic and
be in a better position for victory.
UnDeRsTaNdInG tHe ScHeMe PoOl
The depth to which the Scheme Pool interacts with
every game of Malifaux is substantial. It helps push
into each game the sense that each time you play
is going to be vastly different. With this one simplefeature, Malifaux opens up a wealth of possibility.
The depth of the Scheme Pool is matched by its
simplicity. To fully understand how the Scheme
Pool can impact a game, first lets make sure we
understand the Scheme Pool itself and where it fits
into the game as a whole.
WhAt HaS AlReAdY HaPpEnEd
During the setup of a game, after Defining and
Placing Terrain, after Determining the EncounterSize and Announcing Faction, and after Determining
Deployment, the players will determine the Strategy
and available Schemes.
Most of what has happened to this point is just
setting up the preamble to the game. Players have
only had to make a single decision up until this point
that will narrow the scope of their game: determine
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MaTtHeW FaRrEr
UnMaSk! UnMaSk!
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Starting a roleplaying game can be a bit of a tricky
experience. You need to go through character
creation, after which youre thrown into a world
you dont really know. All the players have to start
working together, and they have to work with the
Fatemaster in order to tell a successful story.
I understand how difficult the first session or two
can be, and it is made even more complicated when
players dont know the rules. In order to help get
the Through the Breach pistons firing, Ive createdthis introductory adventure designed to highlight the
rules of the game. Maybe itll help you start on the
right foot when youve crossed the Breach.
Reading this adventure may help you understand
the game even if you dont actually play it, so Id
encourage anyone considering the journey into
Malifaux to read this story.
This starter adventure includes a couple of pre-
generated characters to use: Barnabus Hatrickand Francis DuMont. Feel free to substitute these
characters with your own, use them as is, or add
more characters to the story. It can support up to
four players.
SeT Up
Since this is your first time playing Through the Breach,
well spend a moment talking about set up. Youll
need a couple of Fate Decks to play, and each player
should have a copy of their character sheet. If players
are playing Barney and Francis, copy the shortform
character sheets out of Chronicles to use. The only
other thing you need is a copy of this adventure, but
a copy of the Fated Almanaccould come in handy in
case you want to look something up.
Youll need at least two people to play: one to be the
Fatemaster and one to play a Fated. The Fatemasters
job is to host the story, and this adventure is written
for the perspective of the Fatemaster. Anyone playing
one of the Fated are focusing on just one character
and trying to navigate the story and challenges the
Fatemaster presents.
If youve never played a tabletop RPG before, this
may sound a bit confusing. Id encourage anyone
looking to know more about RPGs in general to lookaround on the net. There are a lot of great sources
out there that will help explain the genre to you.
Heres a link with some videos that may help:
An EaSy MaRkA StArTeR AdVeNtUrE FoR ThRoUgH ThE BrEaCh
http://learntabletoprpgs.com/see-how-a-game-is-played.html
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When we present TTB adventures, well give
you this information as a quick summary,
which may help you in your own games. The
Tarot tie-ins, in particular, might be useful
for you. The CRSC 12C, for example, is theCross Roads Tarot Southern Card: As you
strain to see through the high noon veil.
This adventure will take place at noon, thus
the tie-in.
The goal of this information is to make
Fatemastering as simple as possible so
that you can focus on the experience and
enjoyment of the game. This example is
fairly straightforward, but there are a lot of
creative ways you can weave the Destiny
Steps into your game!
The Prologue is used in Through The Breach
to set the scene for the adventure. It lets
the players know not only what type ofconflict theyll face, but also which Fateds
destiny is in play. In this example, Barnabus
is the key player, and the conflict revolves
around wanting to get a ticket on the train.
You dont need to spell everything out in the
Prologue, but it can really help set the tone
you want for the game.
If youve read the Fatemasters Almanac, this
is Phase 1 of an adventure, Awareness
mentioned on page 21.
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In the Fatemasters Alamanc, this is Establishing
the Stakes. It is important to the story that the
players know that getting on that train is important
to them, and if they dont bad things might happen.
The exact reason for their motivation will vary by
Fated; for Barnabus, some thugs have been sent
after him because of something he recently stole.
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This is establishing Fear in the Fatemasters
Almanac. The players need to know there is
a legitimate chance of failure here, and that
this will be a challenge. This is how youll
build tension, which will make the upcoming
Climax phase a reward even without them
gaining experience points.
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GuIlD GuArD (MiNiOn)
Character Breakdown straight from the
Fatemasters Almanac page 139.
For example, this Guard would have a
Notice of 6: Notice 2 + Cunning -1 (its
associated Aspect) + NPC rank of 5. This
means the Fated needs to get a Stealth
+ flip number equal to or greater than
5 to succeed.
This is the Climax and Dramatic Ending
mentioned in the Fatemasters Almanac.Theyve encountered some challenges
now and risked failure, and not its all on
the line in these final moments. Will they
succeed or fail? By following the steps of
Awareness, Establishing the Stakes, and
Fear, youve created enough tension to
allow the climax to really shine.
WhAt iF tHe FaTe DeCkrUnS oUt oF cArDs?
If this happens, the Fatemaster should
shuffle the discard pile to create a new
Fate Deck, and each player should draw a
card from their Twist Deck into their hand.
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ChArAcTeRs
In the characters presented below, the Skill already includes the relevant
Aspect, so you are always flipping based on the number presented.
BaRnAbUs HaTrIcK
Fated Character, Pursuit: Criminal
Might -2, Grace +3, Speed 0, Resilience -1Charm +1, Intellect 0, Cunning +3, Tenacity -2
Defense 2, Walk 4, Height 2
Willpower 2, Charge 4, Wounds 4
Skills: Barter (0), Convince (1), Notice (6), Art (4), Literacy
(4), Music (2), Lockpicking (6), Scrutiny (6), Pick Pocket (1),
Pugilism (-1)
Talents: Just a Graze This character may Cheat Damage
Flips that he suffers, as long as the Damage Flip has no+.
(1)Bowie Knife: AV (-2), Rg:y1, Resist: DfTarget suffers 1/3/4 damage.
(1)Maucher Three-Barrel: AV (3), Rg: z6. Resist: DfTarget suffers 2/2/5 damage.
Other Equipment: Lockpicking toolkit, watch, banjo
Notes: If this character fails an Expertise duel (any duel
involving: Appraise, Doctor, Explosives, Forgery, Gambling,
Husbandry, Lockpicking, Music, Navigation, Pick Pocket,
Scrutiny, Track, or Wilderness), he may draw a card. During the
Epilogue, this character may advance in any Expertise skill.
FrAnKiE WaLlAcE
Fated Character, Pursuit: Wastrel
Might +1, Grace +1, Speed 0, Resilience 0Charm -1, Intellect +1, Cunning -2, Tenacity +2
Defense 2, Walk 4, Height 2
Willpower 4, Charge 4, Wounds 4
Skills: Appraise (1), Melee (3), History (4), Barter
Literacy (0), Deceive (3), Pistol (3)
Talents: Luck of the Draw This character draws 2 ca
when the Fatemaster shuffles the deck, instead of 1.
(1) B&D Pocket: AV (3), Rg: z6, Resist: DfTarget suffers 2/3/3 damage.
Other Equipment: Forgery toolkit, 3 scrip
Notes: If this character fails an Expertise duel (any d
involving: Appraise, Doctor, Explosives, Forgery, Gambl
Husbandry, Lockpicking, Music, Navigation, Pick Poc
Scrutiny, Track, or Wilderness), he may draw a card. During
Epilogue, this character may advance in any Expertise skil
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GrAeMe StEvEnSoN
Mr.StIcKs' HaLlOwEeN
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ScEnArIo
PrOdUcTiOn PuRgAtOrY
Grab your crew and your gear, its time to brave the wilds
of Malifaux! Just fill out these forms first, in triplicate. Then
wait three to six weeks for a response and call customs
extension 296, apparently our crew members have beenlabelled as produce and are held up in Bolivia. Andwerent
you shorter a minute ago?
SeT Up
Divide the table into four 18 x 18 table Quarters. These
Quarters are labelled 1-4.
This scenario uses Standard Deployment.
SpEcIaL
While deploying, each player splits their Crew into two
groups. Both of a Crews groups should contain an equal
number of models (or as close as is possible). Then the
player selects a group to deploy as normal. The undeployed
group is held up in customs.
After flipping for Initiative on the second Turn, each player
deploys the group which was held up in customs using
Standard Deployment. The player who won Initiative must
deploy first. Each model which is deployed at this time
must flip a card, which may be cheated as normal. The
models Htstat is permanently changed to the following,
depending on the suit of the card flipped:
Black Joker: Ht0
Crow: Ht1
Tome: Ht2
Mask: Ht3
Ram: Ht4
Red Joker: Ht10
ViCtOrY PoInTs
At the end of each Turn after the first, a Crew earns 1 VP
if it controls two or more table Quarters.
To control a table Quarter, the Crew must have the most
non-Peon models within the table Quar ter. Only models with
a Htequal to the table Quarters number may be counted
towards that Quarter (for example, only Ht1 models are
counted when determining which player controls Quarter
1, etc). Models which straddle one or more table Quarters
may count as being in any of the Quarters which they are
straddling (just keep in mind that they may only help to
control the Quarter corresponding to their Ht).
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AdRiAn ScOtT
PrOfEsSoR PoNtIfIcAtEsA WoRd {Or MoRe} AbOuT FoCuS AnD DeFeNsIvE
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NaThAn CaRoLaNd
JuNiOr WhAtNoTs
Wyrd is currently looking for two Junior Whatnots to work on,
well, whatever we want! Youll have the opportunity to get
involved in game design while learning fun new skills like how
to carry 5 cups of coffee with only 2 hands (no special drink
carriers allowed). We dont need you to have designed games
before, but a healthy love of games may be the only thing that
keeps you safe when the one true Viktoria comes knocking.
These positions are located in Marietta, GA.
What youre going to do
The things we ask you to. Things like writing rules and
editing and doing layout.
Come to trade shows and smile like you mean it!
What youre not going to do
Listen to the voices in your head.
Quote Nathan! Some things should never be uttered twice.
Requirements
The ability to answer any question about any game without using the internet to do
so. Or, you know, a good understanding of games overall.
The ability to make your boss happy, which is often about communication and
deadlines, but could also mean occasionally standing very still with an apple on
your head. Its probably better if you close your eyes.
Special consideration will be given to candidates who have experience in graphic design/
layout, web development, or mobile app development. No joke here, wed really like that.
What Makes You a Good Fit at Wyrd
At Wyrd, we come in all shapes and scalings, but at the end of the day were all Neverb
people. You must be eager to jump into the deep end, regardless of any Silurids. You must
be willing to talk to others without either of you needing to take a Terrifying duel. It would
help if your Armor is rated at least +1, but you have to at least be comfortable filling any
of the roles in Lucius crew.
If you want to know more (and really, why wouldnt you), head over to our website to check
out the more complete job posting:
http://wyrd-games.net/community/page/index.html/_/wyrd-news/jobs-junior-game-designer-r44
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WrEtChEd RaTsAdRiAn ScOtT
As Andrew mentioned in the Battle Report, Adrian used
a unique Crew build to win with against him in a game.
Adrian was kind enough to point me to a strategy
write up for this build and I wanted to include it for
everyone to read.
Enjoy!
----
So lately Ive been burning through the Outcast
Faction, trying their various Masters for my Rainbow
Challenge and getting an idea of how they work.
They were also the Faction I decided to take to
Gen Con, so I suppose it was inevitable that I start
looking at the Faction as a whole and whether there
were any combos I could use to deal with perceived
weaknesses. As it turns out theres one set of models
Ive developed a particular fondness for. So without
further ado, lets just get straight into the details;
Obedient Wretch (4)
3x Malifaux Rats (3x2) = 10SS Total
It may not seem like much, but this little team offers
some incredible utility for a paltry 10SS. If you know
anything about these models youll quickly realize
their greatest advantage Activation Control. Heres
how their first Turn Activations would typically go;
1-3. Malifaux Rats move up, remaining within
Shooting Range (6) of the Obedient Wretch
4. Obedient Wretch Activates and Attacks the
Rats twice with Tossed Rat, triggeringStink
of Deathwith a flipped/cheated C.
5. First summoned Rat Activates (ideally outside
3 of 3 other Rats) and does whatever.
6. Second summoned Rat Activates and being
within 3 of 3 other Rats, is sacrificed to
create a Rat King.
7. Rat King Activates, then uses Rat Problem
to sacrifice itself and summon a Rat Catcher
and Malifaux Rat.
8. Rat Catcher Activates and casts Moldy
Cheese on the Malifaux Rat, giving it
Reactivate.
9-10. Final Malifaux Rat Activates twice, probably
doing nothing of importance.
Thats 10 activations for 10SS, but even if you only
summon one Rat with the Obedient Wretch and/
or dont summon the Rat Catcher, thats more than
enough to out-activate most other Crews in the
game. The above requires your opponent to leave
those models alone for the Turn (likely, if you deploy
them well enough) and requires C (for Stink ofDeath) and a 4+ of any suit (Moldy Cheese). The
worst that can happen is if you flip severe Damage
for the Obedient Wretchs Tossed Rat(killing it) or
as usual, if you flip a Black Joker for anything.
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MiSs ErY LoVeS CoMpAnYMaKos RuBbIsH
MaRk RoDgErS
PaLe FuR
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DaRk FuR
TaRtAn PaTcHeS
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PuRpLe PaTcHeS
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LeAtHeR PaTcH OrAnGe
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StUfFiNg
StItChInG
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EyEs
TaLoNs
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BaSe ScUlPt
ThE PlAyRoOm
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StOnE
MaGiC
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FiNiShEd
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UnTiLN
eXtTiMe
!