Through the Breach: Difference between revisions

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


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


But the next thing can possibly [[Rage|infuriate most neckbeards]] and call down the wrath of the fucking [[Khorne|Blood God.]] Instead of rolling dice, the players draw from a communal "fate deck" which can decide how encounters or decisions go. And you know what, it ''somehow fucking works.'' While constantly pulling up cards like it's [[Magic the Gathering|Magic]] can be monotonous, that's only on certain occasions (personally I'm not a fan of Ongoing Challenges as this is what they can become, but for heavy improv roleplayers it can inspire some good narrative). The best part is that you can "Cheat Fate", if you have a better card in your hand you can replace it with what you flip from the deck. Its the equivalent of having die result that you can pull out anytime to guarantee a hit, ''looking at you Tzeentch!''.
But the next thing can possibly [[Rage|infuriate most neckbeards]] and call down the wrath of the fucking [[Khorne|Blood God.]] Instead of rolling dice, the players draw from a communal "fate deck" which can decide how encounters or decisions go. And you know what, it ''somehow fucking works.'' While constantly pulling up cards like it's [[Magic the Gathering|Magic]] can be monotonous, that's only on certain occasions (personally I'm not a fan of Ongoing Challenges as this is what they can become, but for heavy improv roleplayers it can inspire some good narrative). The best part is that you can "Cheat Fate", if you have a better card in your hand you can replace it with what you flip from the deck. Its the equivalent of having die result that you can pull out anytime to guarantee a hit, ''looking at you Tzeentch!''.
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| <strong>The Fated</strong>
| <strong>The Fated</strong>
|-
|-
| Player characters, Men and Women (and robots, gremlins, zombies and ''totally-not-demons'') who have always felt like life had a little more in store for them. At some point have been warned of their destiny through seemingly nonsense phrases, and have began to pull on the threads of fate.
| Player characters, Men and Women (and robots, gremlins, zombies and ''totally-not-demons'') who have always felt like life had a little more in store for them. At some point have been warned of their destiny through seemingly nonsense phrases, and have began to pull on the threads of fate. Be aware that during the early-game, players are much more like regular people fighting to survive day-to-day, and aren't quite the superhumans of the world you may expect from an RPG.
|}
|}


{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Destiny</strong>
| <strong>Fate/Destiny & Manifested Powers</strong>
|-
|-
| The core of the story, Fated have found themselves guided towards something larger than life, be it for their own benefit, or doom. During character creation, players draw 5 cards, the value and suit of each denotes a specific piece of their Destiny, with an ominous prophecy to match. Each time a character meets the situation described by a Destiny Step, they are given a time to embrace/reject it. Regardless of which they choose, they will gain a Manifested Power based on the way they handled the situation.
| The core of the story, Fated have found themselves guided towards something larger than life, be it for their own benefit, or doom. During character creation, players draw 5 cards, the value and suit of each denotes a specific piece of their Destiny, with an ominous prophecy to match. Each time a character meets the situation described by a Destiny Step, they are given a time to embrace/reject it. Regardless of which they choose, they will gain a Manifested Power based on the way they handled the situation.
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===Playing with Cards===
===Playing with Cards===
As mentioned previously the core mechanic of Through the Breach does away with your shiny new dice (Sorry plastic crack addicts), replacing them with a deck of ''playing cards''. Anyone who's played Malifaux knows that this is by no means an issue, and actually offers you a lot more control over your choices, as once a card has been discarded, you know that result won't come up again for a while.
As mentioned previously the core mechanic of Through the Breach does away with your shiny new dice (Sorry plastic crack addicts), replacing them with a deck of ''playing cards''. Anyone who's played Malifaux knows that this is by no means an issue, and actually offers you a lot more control over your choices, as once a card has been discarded, you know that result won't come up again for a while.
As with most RPGs, you are better at some things than others. While there are 56 skills don't fret about remembering them - you only need to know the modifiers of the skills you have Ranks in, otherwise the flipped card is the value you'll use. This makes playthrough even easier than D&D, as you'll likely only have between 6 and 12 skills to check your modifiers on!
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>The Fate Deck</strong>
| <strong>The Fate Deck</strong>
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===Magic===
===Magic===
Unlike most RPGs, magic is a staple part of characters and is the root of most feats (see Manifested Powers). In the world of Malifaux, magic is as common as a toothbrushes - Most workfolk will have access to some form of magic, even if it's in the form of minor enhancements. The Guild have a pretty tight grip on its use however, so any particularly powerful uses are deemed dangerous and illegal. This is one of the core roleplay aspects of the game, as the other factions all want for more freedom of magic use.
Unlike most RPGs, magic is a staple part of characters and is the root of most feats (see Manifested Powers). In the world of Malifaux, magic is as common as toothbrushes - Most workfolk will have access to some form of magic, even if it's in the form of minor enhancements. The Guild have a pretty tight grip on its use however, so any particularly powerful uses are deemed dangerous and illegal. This is one of the core roleplay aspects of the game, as the other factions all want for more freedom of magic use.


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


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


{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
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| Theories represent where you learnt magic, or how you draw power to cast, similar to the D&D classes (the magic-based Pursuits tend to focus on the particular 'schools'). These can be following the Guild's legal but restrictive guidelines, listening to the maddening whispers of Death itself or even by being any magical practitioner from a real Earth practice!  
| Theories represent where you learnt magic, or how you draw power to cast, similar to the D&D classes (the magic-based Pursuits tend to focus on the particular 'schools'). These can be following the Guild's legal but restrictive guidelines, listening to the maddening whispers of Death itself or even by being any magical practitioner from a real Earth practice!  


Each Theory comes with one positive and one hindrance, such as knowing ALL Immuto regardless of whether it's on your grimoire, but if you use any not in the grimoire you become Crazy. Don't worry if this is something too much for you though, you can just take the 'Unique Magical Theory' one which doesn't apply any boon or bane so you can just focus on the spells.
Each Theory comes with one positive and one hindrance, such as knowing ALL Immuto regardless of whether it's on your grimoire, but if you use any not in the grimoire you become Crazy. Or maybe you apply the Dark Elemental Immuto to every spell you cast, blinding people temporarily while you hurt them....but also when you heal. Don't worry if this is something too much for you though, you can just take the 'Unique Magical Theory' one which doesn't apply any boon or bane so you can just focus on the spells.
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|-
|-
| Your spellbook, which may not even be a book (seriously these can be basically anything) and contains your Magia and Immuto known. Typically these will have two or three Magia and up to 3 Immuto, but a generous Fatemaster may provide more full expansive ones later. If the grimoire is gained in character creation you can choose your own Magia and Immuto, but if found mid-game they'll be decided by the FM.
| Your spellbook, which may not even be a book (seriously these can be basically anything) and contains your Magia and Immuto known. Typically these will have two or three Magia and up to 3 Immuto, but a generous Fatemaster may provide more full expansive ones later. If the grimoire is gained in character creation you can choose your own Magia and Immuto, but if found mid-game they'll be decided by the FM.
In ''Under Quarantine'', some Unique Grimoires are made available such as a lucky penny, or a severed head. These come with pre-loaded Magia and Immuto as well as additional effects surrounding their use
|}
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'''Enchanting Magia''' (Rams)
'''Enchanting Magia''' (Rams)


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


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


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


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


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


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


Each 'race' comes with a unique set of Destiny readings, and one extra card that provides an extra flavour.
We get one new race per expansion book, abd each book comes with a unique set of Destiny readings, with the last card providing flavour, a Talent or a Skill. (This rule applies to any character choosing their Destiny from the same book regardless of Race, however it is discouraged to have humans use the ''Into the Bayou'' Destiny line, and gremlins/neverborn from using the ''Above the Law'' line. Of course if you want a unique backstory that's up to you and your FM)
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Human</strong>
| <strong>Human</strong>
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|-
|-
| 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.
| 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.
The bonus card for Constructs and Humans wishing to flip on the ''Into the Steam'' Destiny reading is the Allegiance card, showing who you're the /employeeproperty of.
|}
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
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|}
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Bayou Born(Gremlins)</strong>
| <strong>Kin(Gremlins)</strong>
|-
|-
| The Gremlins of Malifaux are small goblinoid hillbillies with a flattened bump where their noses should be. They're actually amazing at keeping the genome alive (though with the amount of *ahem* ''family relations'', that genome might have an extra toe or three). Gremlins aren't technically all outlawed, but with the amount of them that steal from humans no-one would bat an eye if a gremlin pup took a bullet, and there's always someone willing to pay for their corpses.
| The Gremlins of Malifaux are small goblinoid hillbillies with a flattened bump where their noses should be. They're actually amazing at keeping the genome alive (though with the amount of *ahem* ''family relations'', that genome might have an extra toe or three). Gremlins aren't technically all outlawed, but with the amount of them that steal from humans no-one would bat an eye if a gremlin pup took a bullet, and there's always someone willing to pay for their corpses.


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.
For Kin, (and any Bayou-born human) your Conflict card allows you to gain a double-edged racial talent that often has a strong buff, but equally annoying fault that adds some great comic relief elements to the game.
|}
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Human(''Above the Law'')</strong>
| <strong>Human(''Above the Law'')</strong>
|-
|-
| Lorem ipsum dolor sit amet
| Humans who have found themselves in the employ of the largest organisation either side of the Breach.
 
The last card for the Guild employee is the Division Card, which surprise surprise denotes which department you work in. You do still gain a skill buff like the normal Human. Lastly you also gain a 'Vice', as it's not likely a person is completely innocent when being hired by the Guild.
|}
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Neverborn Stolen(Neverborn)</strong>
| <strong>Twisted(Neverborn)</strong>
|-
|-
| 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.
| Placeholder for the Neverborn playable race when ''From Nightmares'' is released. It's likely that the unique flip will link to the particular strain of Neverborn the character is, but only time will tell.
|}
|}


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[DPS, Masks]
[DPS, Masks]


Pew pew pew! Pistolero at the ready! Purely DPS at a mix of ranges, as you have the option to use pistols in Melee range, and the further you advance, the faster you fire! The Fastest Gun Df trigger is pretty sweet, being able to auto-hit the attacker after dodging a Ranged attack. There's also an interesting ability to shoot a pistol to skip a round in an ongoing challenge, which can lead to some fun roleplay.
"''I wanna be a Cowboy baby!''" Pew pew pew! Pistolero at the ready! Purely DPS at a mix of ranges, as you have the option to use pistols in Melee range, and the further you advance, the faster you fire! The Fastest Gun Df trigger is pretty sweet, being able to auto-hit the attacker after dodging a Ranged attack. There's also an interesting ability to shoot a pistol to skip a round in an ongoing challenge, which can lead to some fun roleplay.




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==Advanced Pursuits (Unlockable Classes)==
==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.
Special Pursuits that can't be selected at character creation. Each one will have a specific requirement that must be fulfilled in order to enter the path of, which can be extensive efforts of training with a multitude of tests...or just owning a large enough hat. All of the following involve some form of RP/combat element, so they will not be included in the referenced functions. Also included here are specific faction/character associations that may be important for gaining ground with beforehand/within.  
 
Advancement in these Pursuits is slightly different as the normal ones, in that your Fatemaster may allow you to take a step further at the ''end of a session'' instead of your current Pursuit for the session, rather than committing to playing at the start. Also unlike the normal ones, Advanced Pursuits do not give any options and are all set at each step with no General talent slots, and may only be advanced if the session has a focus on the Pursuit's development (or at FM's discretion, which is strongly advised not to chain as a max level Advanced Pursuit can easily create balancing issues if used too early). They're shorter too, at only 5 steps each before they're mastered but ''boy'' are they worth it.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Core Advanced Pursuits</strong>
| <strong>Core Advanced Pursuits</strong>
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=Talents=
=Talents=


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


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


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


=Publishing=
=Publishing=
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| Through the Breach offers a LOT of character options, with very few linear paths to take. While this is wonderful for creating truly unique characters unlike anywhere else, it can cause confusion for people who rely on knowing the leveling steps of classes for other RPGs. And unlike most other RPGs, many features come with a direct cost to the character in the form of a negative ability.
| Through the Breach offers a LOT of character options, with very few linear paths to take. While this is wonderful for creating truly unique characters unlike anywhere else, it can cause confusion for people who rely on knowing the leveling steps of classes for other RPGs. And unlike most other RPGs, many features come with a direct cost to the character in the form of a negative ability.


One solution is to have Fatemasters keep tabs on the negative abilities of their Fated, and Fated players keep track of their positives. This would also help Fatemasters create a challenging narrative to force players to face their chosen flaws.
One solution is to have Fatemasters keep tabs on the negative abilities of their Fated, and Fated players keep track of their positives. This would also help Fatemasters <s>be total dicks</s> ''create a challenging narrative'' to force players to face their chosen flaws. Don't go overboard with this, as you want players to enjoy themselves first, which includes a fair game


A similar situation of rules bloat had occurred in Malifaux 2E, and resulted in the new 3E being much more streamlined. Through the Breach 2E was made with backwards compatibility in mind, so I'm unsure how they would tackle doing any streamlining if a TTB 3E was released while using the rules for the previous editions.
A similar situation of rules bloat had occurred in Malifaux 2E, and resulted in the new 3E being much more streamlined. Through the Breach 2E was made with backwards compatibility in mind, so I'm unsure how they would tackle doing any streamlining if a TTB 3E was released while using the rules for the previous editions.
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* [[Malifaux]], the skirmish sized wargame set in the universe of Malifaux.
* [[Malifaux]], the skirmish sized wargame set in the universe of Malifaux.
* [[The Other Side]], the army sized wargame set in the universe of Malifaux.
* [[The Other Side]], the army sized wargame set in the universe of Malifaux.
* [[Plast Craft Games]], who make the licensed scenery for Malifaux.
* [[Plast Craft Games]], [[Terraclips]] have each previously made licensed scenery for Malifaux. Wyrd themselves have since produced a series of scenery called Wyrdscapes.
[[Category:Wargames]]
[[Category:Wargames]]
[[category:Skirmish-Level Wargames]]
[[category:Skirmish-Level Wargames]]
[[category:Malifaux]]
[[category:Malifaux]]

Latest revision as of 10:03, 23 June 2023

Gameplay[edit]

The Three Players[edit]

Games of Through the Breach are narrative focused. Obviously any amount of combat can be added to quench the thirst of your Murder-Hobos, but the story is the core of the game. Each session has an actual structure it should follow, a Prologue, Narrative/Dramatic scenes and an Epilogue. It is driven through the Fatemaster that the Prologue and Epilogue are written, and through the Fated players' decisions how the scenes play out. The two inevitably have a large impact on one another, as the Epilogue will depend entirely on the actions of the Fated.

Of course there must be chance involved, otherwise we may as well just go write a book. Enter player three: Fate. Unlike most games where stats are the only thing that nudge a result, Through the Breach offers multiple ways to manipulate fate in dramatic fashion to improve the story.

Playing with Cards[edit]

As mentioned previously the core mechanic of Through the Breach does away with your shiny new dice (Sorry plastic crack addicts), replacing them with a deck of playing cards. Anyone who's played Malifaux knows that this is by no means an issue, and actually offers you a lot more control over your choices, as once a card has been discarded, you know that result won't come up again for a while.

As with most RPGs, you are better at some things than others. While there are 56 skills don't fret about remembering them - you only need to know the modifiers of the skills you have Ranks in, otherwise the flipped card is the value you'll use. This makes playthrough even easier than D&D, as you'll likely only have between 6 and 12 skills to check your modifiers on!

Magic[edit]

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

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

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

Races[edit]

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

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

Pursuits (Classes)[edit]

Unlike other games Through the Breach uses Pursuits instead of classes. The leveling system is based on completing missions(i.e. Discovered/Killed what was threating a town, rescuing an ally from jail). The game is story driven so don't expect to get a level up for Murder-Hoboing. Each Pursuit has ten stages that progress as you complete stories. And you are freely allowed to switch between pursuits between missions, the only change being that you only benefit from the Active Pursuit's special ability; usually this benefit is a "If you fail X type of action, draw a card".

While each Pursuit is different there can be thematic simularities to other Pursuits. For example the Gunfighter and Marksman are both Ranged Pursuits, but grant different benefits. Similarly the Guard and Scrapper are both melee centric, but the Guard is more of a tank whereas the Scrapper is a DPS type. There are no sub-classes in Through the Breach, but with the Pursuit count at over 40 base classes and a further 10+ Advanced Pursuits (Which are unlocked mid-game after completing specific requirements), there's hardly a struggle for diversity.

Some Pursuits will have general themes towards Magic/DPS/Tanking/Support/RP etc. as you would expect, but also may have a particular Suit focus for Triggers (bonus effects that can make the difference between a nice action and a NICE one), so if you're looking into going down multiple Pursuits, you may want to lean into either guaranteeing getting your FAV suit, or choose Pursuits that focus on different ones (so no matter what card you have in hand, you've got a use for it).

Subordinates is a tag used for if the Pursuit can gain Subordinate Characters - followers with a separate stat block that you can spend an action to control. They will defend themselves naturally but won't attack unless ordered.

Advanced Pursuits (Unlockable Classes)[edit]

Special Pursuits that can't be selected at character creation. Each one will have a specific requirement that must be fulfilled in order to enter the path of, which can be extensive efforts of training with a multitude of tests...or just owning a large enough hat. All of the following involve some form of RP/combat element, so they will not be included in the referenced functions. Also included here are specific faction/character associations that may be important for gaining ground with beforehand/within.

Advancement in these Pursuits is slightly different as the normal ones, in that your Fatemaster may allow you to take a step further at the end of a session instead of your current Pursuit for the session, rather than committing to playing at the start. Also unlike the normal ones, Advanced Pursuits do not give any options and are all set at each step with no General talent slots, and may only be advanced if the session has a focus on the Pursuit's development (or at FM's discretion, which is strongly advised not to chain as a max level Advanced Pursuit can easily create balancing issues if used too early). They're shorter too, at only 5 steps each before they're mastered but boy are they worth it.

Talents[edit]

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

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

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

Publishing[edit]

First Edition Books[edit]

Second Edition Books[edit]

Things to Keep in Mind[edit]

See Also[edit]

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