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Through The Breach RPG - Above The Law Expansion Book PDF
Through The Breach RPG - Above The Law Expansion Book PDF
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Through the Breach books:
Core Rules
Into the Steam
Under Quarantine
Into the Bayou
This book is printed under the copyright laws of the United States of America. Contents copyright ©2005-2018,
Wyrd Miniatures, LLC. All rights reserved. This book is a work of fiction; any resemblance to organizations,
places, events, or actual persons – living or dead – is purely coincidental. Copies of materials herein are intended
solely for your personal, non-commercial use, only if you preserve any associated copyrights, trademarks, or
other notices. Wyrd Miniatures, LLC holds exclusive rights to this work. Unauthorized duplication is prohibited.
You may not distribute copies to others for a charge or other consideration without prior written consent of the
owner of the materials except for review purposes only.
MALIFAUX is a trademark of Wyrd Miniatures, LLC 2005-2018. The Wyrd logo, the MALIFAUX logo, the Through
the Breach logo, the Penny Dreadful logo and all related character names, places, and things are trademarks
and copyright ©2005-2018 Wyrd Miniatures, LLC.
This text is protected by the copyright laws of the United States of America. Contents copyright © 2005-2018, Wyrd Miniatures, LLC. All rights
reserved. This book is a work of fiction; any resemblance to organizations, places, events, or actual persons - living or dead – is purely coincidental.
Copies of materials herein are intended solely for your personal, non-commercial use, only if you preserve any associated copyrights, trademarks, or
other notices. Wyrd Miniatures, LLC holds exclusive rights to this work. Unauthorized duplication is prohibited. You may not distribute copies to
others for a charge or other consideration without prior written consent of the owner of the materials except for review purpose only.
MALIFAUX is a trademark of Wyrd Miniatures, LLC 2005-2018. The Wyrd logo, the MALIFAUX logo, the Through the Breach logo and all related
character names, places, and things are trademarks and copyright © 2005-2018 Wyrd Miniatures, LLC. The Malifaux game system is patent pending,
serial no. 12/821,427
Art
Alex Alexandrov, Hardy Fowler, Jorge Gomez, Sarah
Lindstrom, Christophe Madura, Alyssa Menold,
Bram Sels, Hueala Teodor & Thomas Verguet
Editing
Kayli Ammen
Playtesters
Alex Beffrey, Jonathan W. Basiago, Craig Bishell, Tracy
Braun, John Burgin, Kate Burgin, Hayden Burns, Samuel
E. Burns, Samuel J. Burns, Joe Chassek, Jason Chute,
Jessica Chute, Riley Chute, Kimberly Cooper, Ellen Easton,
Robert Easton, Jon Goulbourne, April Hergert, David
(Tanja) Ivey, Jones, Mitchell Kasprzynski, Jeremy Lang,
Robert Lefferts, Taylor Lindburg, Paul Lippincott, Anaël
Martin, Scott Mundorf, Steven Rault, Adam Rogers,
Justin Taylor, Raven Tidwell, Anthony Trayah, Rob
Vancel, Shaun Vavra
2
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contents
Introduction................................. 4 Talents & Magic....................140
General Talents....................................... 141
The Guild of Guild Magic............................................. 148
Mercantilers............................... 6 The Eternal Dance (Magical Theory)..... 149
History of the Guild.................................... 7 New Magia............................................... 150
Organizational Structure............................ 22 New Immuto........................................... 156
The Guild in Malifaux............................... 28 Unique Grimoires................................... 157
The Guild’s City........................................ 58
Guild Law.................................................. 74 Equipment......................................160
Close Combat Weapons......................... 161
New Recruits..............................76 Ranged Combat Weapons...................... 162
Character Creation Steps........................... 77 Ammo..................................................... 166
Example Character.................................... 83 Weapon Special Rules............................ 167
Ram’s Head Reference Tables.................. 84
Bestiary.......................................... 168
Pursuits............................................. 94 From the Diary of Emeline Bellerose..... 169
Bureaucrat................................................. 96 Francisco Ortega..................................... 204
Commander............................................ 102
Gunner.................................................... 108 Index...................................................206
Magewright.............................................. 112
Marksman............................................... 116
Character Sheet..................207
Propagandist............................................ 120
Advanced Pursuits................................... 127
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Chapter 1: Introduction
What's Inside chapter 5:
TALENTS & MAGIC
Below is a description of what is in each chapter.
This chapter contains an expanded list of General
Talents, including some specifically designed
chapter 1: for Guild employees. In addition to these new
INTRODUCTION Talents, this chapter contains fifteen new Magia
(including three Guild-only Counter-spelling
You're reading this chapter now! Here you'll find an Magia), three new Immuto, a new Magical Theory,
outline of what you can expect to find in this book and a collection of unique Grimoires that are sure
and what you’ll need to play. to spice up a campaign.
chapter 2: chapter 6:
THE GUILD OF MERCANTILERS EQUIPMENT
This chapter goes into depth on the Guild of This chapter introduces a variety of cutting-edge
Mercantilers. The secrets of the organization's weapons that have been approved for use by Guild
history, structure, and inner workings are laid bare employees (or anyone fortunate enough to loot the
to the reader, giving them insight into the tyrants corpse of one of those Guild employees).
that control Malifaux... and much of the Earth.
chapter 7:
chapter 3:
BESTIARY
NEW RECRUITS
This chapter contains a wide array of opponents that
This chapter details the process of creating Guild the Fated may encounter, with a particular emphasis
characters. It takes players through a step by step upon the employees of the Guild. Have your Fated
process of fleshing out their character's history and been flaunting authority for too long? This chapter
personality. should set them straight!
chapter 4:
PURSUITS
This chapter introduces six new Pursuits and five
new Advanced Pursuits. Each of these Pursuits is
thematically tied to the Guild and its typical
means of asserting control over others.
From the crafty Bureaucrat to the
patient Marksman, this chapter opens
up whole new avenues for Fated
characters.
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Chapter 2: The Guild of Mercantilers
History of the Guild Occasionally, the Council encountered other cabals
of spellcasters. Each time they did so, they would
The Guild of Mercantilers has been a world power invite the members of the cabal to join their ranks,
for the better part of a century. Despite this, the with the reasoning that the restoration of Earth's
organization's history is a tapestry of lies, half-truths, magic would benefit them all. Many accepted the
and deliberate revision by later generations. Few Council's offer, but a few chose to shun the Council's
beyond the ranks of its ruling elite know the true invitation, thinking it to be foolishness at best or a
story, and even then, there is no guarantee that their trap at worst.
version is correct. Misinformation and propaganda When the Council finally succeeded in punching
were the first weapons the Guild's founders learned a hole between dimensions in 1787, it reaped the
to wield, and they were very thorough in their effortsrewards of its hard work. The ritual had consumed
to portray the Guild as the benevolent-but-firm- the souls of the majority of the Council's members,
handed saviors of humanity. but those who survived found that their magical
Here, then, is a rarity in the world: the full, true powers had increased a hundredfold, granting them
history of the Guild of Mercantilers, with all of its access to powers that would have taken an archmagus
dark corners and awkward stumblings fully exposed. a dozen lifetimes to achieve.
Perhaps more importantly, the Council had
discovered Malifaux and claimed the world as its
own. The disparate cabals that still haunted the
The First Breach shadows of Earth made a few attempts to seize
(1780 - 1797 ad) control of Malifaux, but the Council was simply
too strong, both politically and magically. With few
The official records claim that the Guild came into other options left to them, the more ambitious cabals
existence near the end of the Black Powder Wars, but began working against the Council from the shadows,
that is nothing more than a convenient abstraction. spreading stories of their nefarious practices and
In truth, the roots of the Guild extend back to the sowing distrust among the people of Earth.
days before the first Breach.
For the most part, these cabals worked independently
In the late eighteenth century, a group of mages, of each other, but a few, drawn together by their
shamans, and sorcerers came together to discuss hatred of the Council, exchanged correspondences
the problem of Earth's dwindling magic. There were and began working together to sow strife among the
many theories on why the magic that fueled their Council's members. If they could not directly defeat
rituals and incantations was starting to fade, but they the members of the Council, they wagered, perhaps
all agreed upon one thing: if the practice of magic they could convince the Council to destroy itself.
was to continue, a new source of magical power had
to be found. Before any of these plans could come to fruition,
however, the Breach collapsed and cut off humanity's
These spellcasters joined together to search for this only connection to Malifaux. In the span of a single
new source of magic. Calling themselves the Council, night, the most powerful players and the greatest
they traveled across the Earth, exploring rumors of prize had been swept from the board,
mystical beasts and magical cabals. Even the most
dubious of rumors was cause for investigation, and The cabals and syndicates that had sprung up in the
as they scoured the world, the Council's members shadows of the Council could see the silhouette of
collected the various arcane relics and moldering the coming conflicts and wasted no time in seizing
Grimoires that they came across. whatever power was within their reach. By the start of
the Black Powder Wars five years later, the influence
of these cabals and syndicates had spread across
much of the known world.
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Chapter 2: The Guild of Mercantilers
Midway through the war, a new cabal formed in The Black Powder Wars might have come to an
central Europe. Its members were refugees and end then and there, had it not been for the sudden
castoffs from other syndicates that had either appearance of a new world power. The nations of
undergone a coup, lost too many members to hold China, Japan, and Vietnam had banded together
onto their power base, or been destroyed by their through a series of marriages that tied their royal
rivals. These sorcerers, mages, and soldiers had houses together with bonds of blood. The so-called
all witnessed the destructive power of magic first Three Kingdoms had remained neutral up until
hand, but unlike their peers, they also recognized that time, but the cabal's forces had weakened their
its weaknesses. neighbors and made an attack too tempting to resist.
Uniquely, this new organization decided to invest In the end, the Three Kingdoms broke their
heavily in mundane weaponry. The Industrial truces and marched on Eastern Europe, Russia,
Revolution had introduced the foundations for and Western North America. The infamous soul-
creating weapons on a massive scale, and the cabal hunting fog employed by the Three Kingdoms
took advantage of those advances to design and claimed thousands of lives, but in the end, the
produce the most devastating weapons the world reluctance of the Three Kingdoms to arm their
had ever seen. rank and file troops with firearms proved to be
their downfall. Eventually, the Three Kingdoms
Manufacturing weapons on that scale required announced their surrender and brought an end to
factories, however, and factories were expensive. the Black Powder Wars.
To fund their manufacturing interests, the cabal
turned to the banks of Europe, bringing them When the smoke had cleared, the cabal had
into the growing conspiracy in exchange for their succeeded in gaining control of the world. The last
financial backing. As the weapons rolled off the of their rivals were either dead or in hiding, and
assembly lines, the cabal approached the struggling most of the world's Soulstones were in the cabal's
nations of Europe and offered to arm their troops hands. With only a few pockets of tired and battered
with cutting-edge weaponry in exchange for their resistance left, the conspiracy stepped out of the
remaining Soulstone caches. shadows and began operating in the open as the
Guild of Mercantilers.
It was a hard bargain, but the rulers of those nations
realized the implicit threat behind the offer: if they Publicly, the Guild presented itself as a loose
did not agree to work with this shadowy syndicate, federation of merchants, bankers, and European
it would take the same offer to their neighbors, who nobles who had pooled their Soulstones in the hope
might just be desperate enough to accept. Fear was of bringing an end to the devastating and deadly
a powerful motivator, and the cabal wielded it with wars. This was only a ruse, however, and privately,
expert precision. the secretive Minerva Council that ruled the Guild
behind the scenes used the guise of a merchant guild
The introduction of the cabal's mass-produced to worm its way into the courts and parliament halls
weaponry changed the face of warfare as humanity of the world.
knew it. The existence of rifled firearms, heavy
artillery, and ironclad ships gave the cabal's forces a A decade of constant warfare on a scale that nobody
significant advantage in the fighting. had ever imagined had taken a heavy toll upon the
world, and most people were simply happy to have
It didn't take long for other engineers to begin any excuse to end the fighting. By the time the people
copying the cabal's weaponry, but its members had of the world started to realize that their saviors were
expected this. Any engineers or businessmen who actually tyrants, the Guild had already embedded
attempted to duplicate or improve upon the cabal's itself in world politics like a bloated tick.
designs were either invited to join the conspiracy,
assassinated, or driven out of their factories by the
cabal's armies.
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Chapter 2: The Guild of Mercantilers
The Rule of Fear A series of police raids resulted in thousands of
arrests, both of those who had attended the protest
(1816 - 1827 ad) and those who had expressed "seditious opinions,"
many of whom were politicians who had spoken
In order to ensure that Napoleon's betrayal could
out against previous Guild policies and suggestions.
not be repeated, the Guild increased the number of
New policies were put into place to limit seditious
advisors present in the courts of its vassals and began
behavior, including curfews and increased authority
to make "suggestions" as to how governments could
for Guild "peacekeeping forces."
curry its favor or avoid its displeasure. While some
nations quickly fell in line out of fear, others chafed With its population cowed, the Guild had no problem
at the Guild's attempts at rulership. seizing control of the United Kingdom for its own
purposes. Parliamentary elections became a farce,
The next decade was marked by a series of smaller
and the British military became, for all intents and
rebellions all across Europe, none of which
purposes, an extension of the Guild's own forces.
progressed very far before being quickly and brutally
ended by the Guild. After each uprising, the Guild England also served as a warning to the rest of
publicly executed not just those who had rebelled the world. Across the globe, governments began
but also every member of the regime and their to suppress anti-Guild sentiment wherever they
extended families. Only those who had warned the could, reasoning that if they could nip such
Guild about the plots of their comrades were spared behavior in the bud, the Guild would have no
from these executions. The new regimes placed into reason to become involved.
power by the Guild often included these treacherous
politicians, and before long, the courts of Europe As the years passed and one generation faded into
had become hives of fear and paranoia. the next, the Minerva Council's version of peace
through tyranny began to gain supporters. The Guild
The Guild's retribution was not limited to the still presented itself as advisors and independent
ruling elite, however. By the beginning of 1819, merchants, but there was little doubt in the minds of
the people of England had become frustrated by humanity that they were the true power behind the
the presence of the Guild, which had chosen the thrones of Europe.
island nation as the seat of its power. A crowd
of over sixty thousand protestors gathered at St. While it is easy to imagine the Guild as a selfish
Peter's Field in Manchester to demand that the organization, the truth is a bit more complicated.
Guild leave their country and return rule to King Though despotic and violent, the Guild was always on
George III. In response to their request, the Guild the cutting edge of technology. It spared no expense
ordered a cavalry charge into the crowd, triggering in uniting the nations of Europe by public railway and
a panicked rout that killed hundreds. telegraph lines, and it invested heavily in inventors
and innovators, leading to a number of technological
The people of England were horrified at the carnage. advances in photography and medicine.
Newspapers across the country carried the story in
all its grisly detail, further cementing the Guild's The Guild was also surprisingly unbiased when it
reputation as despotic butchers. When it seemed came to its views on women and minorities. As far as
as if King George III was about to step forward and the Guild was concerned, a person's gender or race
decry the Guild's actions, the Guild had him quietly didn't matter so long as they were useful. The Guild's
murdered in his sleep. After a rushed coronation, political and military forces became increasingly
his son, George IV, issued a reluctant statement diverse as the years passed, and anyone who tried to
condoning the Guild's actions and asking the people treat a Guild officer differently due to their gender or
to cease their "seditious behavior." race soon learned the folly of their prejudice... often
at the end of a pistol.
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Chapter 2: The Guild of Mercantilers
The Opening of the Kingdoms Despite the Guild's capture of the Japanese
emperor, the Vietnamese king, and their
(1851 - 1855 ad) respective families, the Chinese emperor refused
to surrender. The following two years were a
After their defeat in the Black Powder Wars,
juxtaposition of slow, plodding battles played out
the Three Kingdoms retreated into isolation. A
in the cramped lowlands and mountain passes of
handful of merchants with special charters were
Nepal and Burma and devastatingly savage naval
allowed to enter the three nations and trade at
battles in the Pacific Ocean.
their ports, but for the rest of the world, the East
was forbidden territory. Fearing that the war would drag on for a decade
and ignite another Black Powder War, the Guild
For the most part, the Guild had been content to
launched a daring plan to have a small unit of
ignore the Three Kingdoms so long as they did not
elite mages and soldiers kidnap the Emperor.
challenge the Guild's power elsewhere in the world.
The information they purchased was incorrect,
As its fleet of steamships grew in number, however,
however, and the Emperor was not present when
the Guild's need for fueling ports in the Pacific
the strike team launched its attack. The Emperor's
Ocean grew more pressing.
consort and most trusted advisor were both present,
Before any sort of military campaign could be however, and the soldiers kidnapped them both
launched against the Three Kingdoms, however, before beating a hasty retreat.
the Guild would have to deal with India. The
Faced with the threat of their deaths, the Chinese
Sikh Empire had been a supporter of the Three
emperor finally agreed to a surrender in 1853.
Kingdoms during the Black Powder Wars, and
The Guild promised that the emperor's family and
the Guild's influence in the region was minimal at
advisors would be unharmed and that he would be
best. The Sikhs, meanwhile, had seized much of the
given a position in the Guild's hierarchy that would
Indian subcontinent during the wars and were only
allow him to continue to manage his nation, but this
growing in power.
was nothing more than a ruse. Before the ink had
The Guild dealt with the problem in the most blunt fully dried on the surrender papers, the Minerva
manner possible: in the summer of 1851, its ships Council ordered the execution of every member of
seized the harbor of Bombay as British troops the former regime.
marched into Lahore and captured the capital.
Days later, the imprisoned leaders of Japan and
Held at gunpoint and threatened with the mass
Vietnam were similarly executed, paving the way to
execution of his people, the Maharaja surrendered
an occupied Three Kingdoms. With British forces
in the autumn of the following year, and British
already occupying India and its own expanding
troops took control of India's major cities.
interests in protecting the site of the former Breach,
The Three Kingdoms took notice of the hostile the Guild turned to local sympathizers - bolstered by
forces amassing near their borders and began a minimal detachment of Guild soldiers - to enforce
rallying troops and shifting them westward into its rule in the Three Kingdoms.
China. Instead of marching into the waiting Chinese
The arrangement might have worked, had it not
army, however, the Guild's steamships sailed into
been for the Katanaka family. The disgraced
the Three Kingdoms' eastern ports and began
Japanese family quietly seized control of their fallen
bombarding them with heavy infantry. After two
emperor's resources and began laying the foundation
months of constant bombardment up and down
for rebellion across the Three Kingdoms. For the
their coasts, Japan and Vietnam surrendered to the
next fifty years, the Guild's occupation of the Three
Guild in the summer of 1853.
Kingdoms would be marked by deadly accidents,
strange disappearances, and increasing levels of
public discontent and outrage.
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Chapter 2: The Guild of Mercantilers
Reclaiming Malifaux Once the first districts were clear, the Guild
sent engineers and expendable laborers through
(1897 ad) the Breach to begin construction on a central
fortress from which its members could manage
The unexpected reopening of the Breach
the reclamation process. The citadel, which was
drastically and immediately changed the Guild's
christened the Guild Enclave, was soon bustling
priorities. The small legion of Guild soldiers
with personnel, including the newly appointed
that had been stationed at Breachtown assumed
Governor-General of Malifaux, Herbert Kitchener.
defensive positions and pointed all of their heavy
artillery at the dimensional portal while the leadersNext came the factories. Once the first factory
of the Guild panicked. Nobody could explain why was finished, it began to produce the parts needed
the Breach had opened, so everyone assumed the to make more factories. Those factories, in turn,
worst and began to prepare for the arrival of an started producing ammunition and additional
invading army. weapons for the swelling ranks of the Resettlement
Corps, steel rails for the Guild's locomotives, and
Thousands of Guild personnel were recalled
armored battle constructs to support their flesh-
from across the world and sent to Breachtown.
and-blood troops.
Hundreds of thaumaturges and mages worked
in rotating shifts to stabilize the integrity of the The factories required people, however, and
portal, and gradually, the machines that had been in order to staff them, the Guild was forced to
intended to reopen the portal were retrofitted to bring civilians into Malifaux. Due to proximity,
stabilize it. many of these initial workers were American and
Mexican, but as time went on, people from all
After a month of waiting for an attack that never
over the world began to approach the Guild and
came, the Guild decided to shift to the offensive.
ask for permission to travel to Malifaux. Sensing
It armed its recently arrived soldiers with heavy
an opportunity, the Guild opened the doors of
weapons and sent them through the Breach to
Malifaux to the public... provided that they could
scout out the ruins of Malifaux City. The scouts
afford the steep prices it charged for train tickets
found nothing of particular note, just a few fresh
(not to mention the cost of traveling to Santa Fe).
bloodstains on stone walls, some shell casings, and
strings of hastily erected barricades. Of the city's Soon, there was an entire workforce of civilians
former residents, there was no sign. preparing food, pouring drinks, mending clothes,
and performing other menial duties for the factory
The Guild wasted no time in securing their control
workers and soldiers, and the city shifted from a
of city. The Resettlement Corps swept through the
military garrison into a full colony.
city, checking each building for Neverborn. Small
groups skirted around the edges of the city and Eventually, the Governor-General grew impatient
started clearing sections along the southern wall, with the slowing progress of the Resettlement
intending to push an Neverborn they encountered Corps and turned the Guild's sights toward the
northward toward the river. Throughout the entire abandoned Soulstone mines north of the city.
operation, however, the Guild never encountered Convicts were taken from the jails of Earth,
anything more dangerous than a few rats. shoved into train cars, and shipped through the
Breach to start mining Soulstone. Scores of troops
were redirected from the Resettlement Corps and
marched north to serve as guards and supervisors in
the reopened mines. As its numbers dwindled, the
Resettlement Corps transitioned from a military
unit to a constabulary force, and the unclaimed
parts of the city were sealed away behind tall
barricades to form the Quarantine Zone.
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Chapter 2: The Guild of Mercantilers
Quarantine and Martial Law The British Parliament had grown frustrated with
their lack of power, but now that their coffers were
(1902 - 1904 ad) filled with smuggled Soulstones, they saw their chance
for freedom. In 1904, the King's Empire declared its
In 1902, a terrible contagion brought Malifaux City to
independence from the Guild.
its knees. Dubbed the Piper's Plague after the strange
piper who appeared in the most heavily infected The announcement shocked the world. The Guild
neighborhoods, the disease was spread by swarms of shifted its seat of operations to Vienna, Austria, and
uncommonly aggressive rats and insects. imposed sanctions on the King's Empire in the belief
that such penalties would bring the rebellious nation
Though these vermin were immune to the ravages
to its knees.
of the disease, humans were not. The Piper's Plague
progressed so quickly that the infected could often Instead, England flourished. Parliament used its
see their flesh rotting away before their very eyes, and hidden cache of Soulstones to bribe smugglers
the putrefying dead piled up faster than the Guild and merchants into ignoring the Guild's trade
could properly dispose of the corpses. Desperate, embargoes, and the state seized many of the Guild's
the Governor-General ordered the corpses carried to factories and offices and turned them toward its
the Quarantine Zone and dumped into the decrepit own efforts. Perhaps most importantly, the King's
sewer system. Empire recalled its armed forces back to England,
leaving the Guild to deal with the occupied nations
The Death Marshals did their best to contain
of India and the Three Kingdoms all on its own.
the plague's spread, thinking it to be part of a
Resurrectionist plot, but with little success. The
advancement of the plague's symptoms eventually
slowed to a much more typical rate, but its lethalness
remained. Fearing that the deadly contagion might
spill out of Malifaux and onto Earth, the Governor-
General instituted martial law in Malifaux and closed
all non-vital travel through the Breach.
As the quarantine stretched on with no sign of ending,
the people of Earth began to fear that another tragedy
had struck Malifaux. The number of Soulstones
passing through the Breach slowed to a trickle, and
every nation, large and small, began stockpiling
as many Soulstones as possible. Soulstones went
"missing" from the caches of the world's nations with
alarming frequency, and two of the factions vying for
power in the quarantined city - the Arcanists and the
Ten Thunders - began selling smuggled Soulstones to
anyone willing to purchase them.
Faith in the Guild's ability to keep order in Malifaux
had begun to wane, and many nations saw it as an
opportunity to slacken the chains they had labored
beneath for decades.
England, in particular, took great advantage of
the Arcanist smuggling operations. As the seat of
Guild authority, it had been subjected to the worst
of the Guild's despotic laws and abusive nature.
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Chapter 2: The Guild of Mercantilers
A World at War Cherufe and the newly-formed Tyrant that had once
been the Governor-General fused together into
(1906-1907 ad) something more powerful than either. The entity
rocketed upwards into the sky and through the
Despite its heavy-handed tactics and inflexible
dimensions as the Governor's mansion exploded
dogmas, the Guild's influence had, for the most
around it.
part, ushered in an era of peace on Earth. It was a
uncomfortable, brutal sort of peace, one peppered In a desperate attempt to cling to the last vestiges
with rebellion and swift retributions, but it was of what it had been, the entity burned its way
peace nevertheless. backwards through time, leaving echoes of half-
sentient power scattered throughout Malifaux's
As the Guild's power waned, everyone suspected
past. After eons of maddening torment, the entity
that a confrontation was coming. The independent
found a sliver of its former self and used the last of
nations of Abyssinia and the King's Empire were
its sanity to force its way back to Earth. It appeared
conscripting troops and producing alarming
on the date that Kitchener first began to step past
numbers of weapons, while Russia and the
the threshold of mortality: April 10th, 1906.
Ottoman Empire were pulling further away from
the Guild and stockpiling their resources. Echoes of the entity that would come to be known
as the Burning Man appeared in the skies above
When the war finally did come, however, its nature
San Francisco. The Burning Man's insidious
surprised everyone.
influence drove susceptible individuals (including
In Malifaux, Governor-General Kitchener had many of the prisoners inside Alcatraz Citadel)
been quietly preparing the rituals that would insane, and the Mexican government pleaded with
allow him to ascend to a higher state of existence. the Guild to investigate the matter. A little over a
Lucius Mattheson had intended to string the week later, on April 18th, the Burning Man warped
Governor-General along with an impossible goal, space around itself, causing a massive earthquake
walking him through rituals that would take two or that devastated San Francisco. Worse yet, the
three lifetimes to fully complete. To Mattheson's Burning Man's presence weakened the barriers
surprise, Kitchener was able to complete them in between worlds and created dozens of temporary
a mere four years. portals that vomited monsters from Malifaux into
the burning city.
Unfortunately for the Governor-General, a member
of the Ten Thunders had learned of Kitchener's The demented worshipers of the Burning Man
plans and sabotaged his ascension. Their agent joined forces with these confused monsters and
swapped out a magical relic that Kitchener intended rampaged across western Mexico. Rather than
to use in the final ritual with a few bones that had rush to the aid of the Mexican government, the
come from the physical remains of a Tyrant. When Guild chose instead to fortify its position around
the Governor-General attempted to draw upon the the Breach, lest an unexpected attack cause the
relic's power, he tapped into a mere sliver of the organization to lose Earth's only stable connection
Tyrant's dormant power and was infused with far to Malifaux.
more aetheric energy than he had prepared for.
Weeks later, when Governor-General Kitchener's
As his ritual spiraled out of control, the Tyrant mansion suddenly exploded, nobody thought it
Cherufe, buried in the soul of the nearby Sonnia connected to the Burning Man. The Guild on Earth
Criid, saw its chance and attempted to harness was too distracted by the Burning Man to properly
the deluge of energy to ascend as well. Like two deal with the situation, and when Kitchener's
matches flaring to life next to each other, the secretary, Lucius Mattheson, stepped in to assume
essences of the two Tyrants melded into each control of the Guild's operations in Malifaux, his
other as the ritual reached its catastrophic climax. supposed masters praised his initiative.
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Chapter 2: The Guild of Mercantilers
Crumbling Power Across the ocean, the Mexican government is
desperately trying to fight back against the monsters
(1907 ad) that were unleashed during the San Francisco
earthquake. Their progress is hampered by the
If the sudden and unexpected deaths of Guild's
demented cultists that march at the vanguard of
leadership could be said to have a silver lining
these nightmare hordes and preach about a return
for the organization, it's that the careful balance
to their Aztec roots and the blood rites of old.
of power between nobles, bankers, and mages
was violently disrupted. The mages who had been The Guild has lost control of Earth, and though
able to erect defensive barriers in time to avoid it is straining to hold on to whatever power it can,
the worst of Cromwell's betrayal were now in the the largest and most powerful nations are already
majority and could dictate Guild policy without pulling away from its grip. Rebellions have become
interference from the other voting blocs. more common in India, and the Three Kingdoms
are on the verge of reclaiming their independence.
By the Guild's estimation, the world is perched on
Both Russia and the Ottoman Empire have
the brink of disaster. The Burning Man still drifts
demanded more Soulstones, and in its desperation
slowly across the sky, sowing madness and disaster
to keep the two nations from following in the
in its wake. Cults spring up behind it wherever it
footsteps of England, the Guild has acquiesced to
goes, and their worship of and proximity to the
those demands.
Burning Man has infused them with strange and
powerful magics the likes of which the world has In contrast to Earth, however, the Guild has found
not seen since the days of the Council. some measure of stability in Malifaux. Franco
Marlow, the new Governor-General, blew into
The spawn of the Gibbering Horde that escaped
the city like a storm, reversing many of the petty
into the ocean during the Battle of London have
and vindictive policies put into place by Lucius
begun to spread out across Earth's oceans, and
Mattheson since the death of his predecessor. In
reports of attacks upon fishing, military, and leisure
a short period of time, Marlow made a great many
boats are on the rise. At the moment, these attacks
changes to how the Guild operated in Malifaux,
are restricted to the Atlantic Ocean, but it is only
often with an eye towards efficiency and public
a matter of time before the amphibious monsters
opinion. With all of the chaos that has engulfed
spread elsewhere.
the Earth, the Guild simply cannot afford to let
slip its firm hold on Malifaux and its Soulstone
resources.
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Chapter 2: The Guild of Mercantilers
Василий Безымянный (Order #16386711)
Chapter 2: The Guild of Mercantilers 23
The Offices of Diplomacy The Office of The Lieutenant General
While the Magister and the Minerva Council dictate Subservient to both Secretary Generals is the
policy and politics, the execution of that policy falls Lieutenant General, who is responsible for recruiting,
to the Guild's two executive branches: the Office training, and maintaining the Guild's armed forces.
of Eastern Diplomacy and the Office of Western Living troops are typically sent to Breachtown and
Diplomacy. These branches oversee diplomatic the surrounding camps for training, ensuring that the
and peacekeeping efforts in their respective global greatest concentration of Guild troops is always near
hemispheres. the Breach. In contrast, the Guild's mechanical war
constructs are stabled in multiple hangars across the
Each Office is headed by a Secretary General who world, ensuring that they can be rapidly deployed to
ensures that conflicts in their sphere of influence are reinforce its troops wherever additional force might
kept to a minimum. They accomplish this through a be needed.
legion of diplomats, envoys, and spies, all of whom
monitor and guide the actions of the nations under When a nation resists Guild control (or, more
their control. frequently, when a nation asks the Guild to help it
deal with rebels within its borders), the Secretary
The Secretary Generals and their subordinates Generals call upon the Lieutenant General to move
frequently work hand-in-hand with members of the troops into the area.
Soulstone Commission to dole out Soulstones to
the nations of Earth. Nations which have obeyed the Once the Lieutenant General has been placed in
Guild's instructions and otherwise proven their loyalty control of a given situation, they have complete
and compliance are given not only more Soulstones authority over the operation until the end of its
than their neighbors, but also those Soulstones with duration. This concession ensures that the Lieutenant
higher lades (a measurement of the gem's raw worth). General is able to resolve the situation in an efficient
manner, without having to worry about politics,
Each Soulstone loaned by an Office of Diplomacy economics, or public opinion.
is carefully chosen, tracked, and monitored by the
Soulstone Commission. There are a number of rules Since every Lieutenant General has been at least
and regulations that nations must follow to avoid somewhat hawkish, the Secretary Generals tend
having their Soulstone supplies rescinded and future to avoid bringing them into a conflict unless it is
shipments halted, and it falls upon the Offices of absolutely necessary. The Guild's forces are very good
Diplomacy to track each nation's compliance with at dealing out violence, but that violence sometimes
the Guild's rules. When a sanction is levied against spirals out of control and causes political troubles
a nation, the relevant Office of Diplomacy demands far beyond the ones that the Lieutenant General was
that the nation return a specific portion of the Guild's asked to resolve (as was the case with the Russian
Soulstones by a certain date (typically one month pogroms and the razing of Sweden).
from issuance of the sanction).
The Guild treats any refusal or inability to return
the requested Soulstones as a declaration of war.
The Secretary General generally takes one of two
approaches. If the nation's military forces are weak,
the Lieutenant General is ordered to march troops
into the nation to eliminate its leadership and find the
Guild's Soulstones. In situations where the nation has
a stronger military, the Secretary General provides
political and military resources to neighboring
nations and revolutionary groups and agitates them
toward action.
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Chapter 2: The Guild of Mercantilers
Because the Lieutenant General's duties encompass The Soulstone Commission
the entirety of Earth, commanding every military
operation the Guild undertakes is a logistical The more mercantile aspects of the Guild fall under
nightmare. To effectively execute the duties of the auspices of the Soulstone Commission and the
their office, the Lieutenant General employs a Mercantile Commission. These two branches work
staff consisting of dozens of subordinate generals, together on a frequent enough basis that employees
quartermasters, and logistical experts. A team of are occasionally moved between them to assist with
specialists is placed in charge of each operation, and staffing shortages or backlogged orders.
together, they manage the movement of troops and The Soulstone Commission is responsible for
supplies in the Lieutenant General's name. managing the Guild's supply of Soulstones. Under
The ongoing occupations of India and the Three the Commission's watch, Soulstones are harvested
Kingdoms have become operational nightmares from the ground in the Soulstone mines of Malifaux,
for the Guild. A steady succession of Lieutenant shipped back to Malifaux City to be inspected,
Generals have found their ambitions and careers classified, and cut, and then shipped through
ground down by the constant conflict in those the Breach, where the Commission parcels the
regions, and today, the position is seen as something gems out to the nations of Earth according to the
akin to career suicide by most high-ranking Guild recommendations of the Diplomacy Offices.
officers. There is simply no good way to resolve This branch also handles the unpleasant task of
the conflict in either nation: the Guild's withdrawal recharging the Guild's Soulstones, including those
from either is tantamount to an admission of failure that it has loaned out to the various nations of Earth.
and would trigger an unpredictable shift of power in As a result, the agents of the Soulstone Commission
Asia, but the occupations are also a constant drain on have something of a ghoulish reputation, even among
resources and manpower. other members of the Guild. They lurk around the
hospitals, hospices, and prisons of the world with
small caches of Soulstones, often accompanied by
heavily armored guards, waiting for the sick and
injured to perish.
The necessities of the Soulstone Commission's
duties have eroded away at a great deal of the world's
ethical and moral resilience. The Guild has forced
most of the nations under its control to implement
harsher laws and mandatory death sentences,
resulting in a steady supply of condemned prisoners
whose souls are destined for imprisonment and
eventual consumption. The only escape for these
condemned souls is a lifetime of constant toil in
Malifaux's mines, though the number of "work
furloughs" issued by the Guild for this purpose has
dropped significantly since the rise of the Miners
and Steamfitters Union.
As deadlines and unmet quotas loom, agents will
sometimes take matters into their own hands,
suffocating the infirm or murdering orphans to
provide the souls they need. The Guild formally
forbids such action but rarely punishes those who
are accused of such atrocities.
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Chapter 2: The Guild of Mercantilers
The Office of the Viceroy The Office of the Governor-General
The Office of the Viceroy manages Breachtown, The Office of the Governor-General is one of the
formerly Santa Fe, and the surrounding area. Though more unique branches of the Guild. The Governor-
the scope of the Viceroy's influence is much less than General is tasked with maintaining order in the
that of other Guild departments, the security of the entirety of Malifaux, a task which has historically
Breach is of tantamount importance to the Guild. been quite difficult. Any sort of problem in Malifaux
seems to cause a reduction in the Guild's Soulstone
The Viceroy commands one of the Guild's armies, exports, which is, ultimately, the only reason the
which is ostensibly stationed at the Breach to ward Guild cares about Malifaux at all.
off any attack that might come from the natives of
Malifaux. In practice, the army functions more as a The heightened magic of Malifaux is capable of
deterrent to other nations, ensuring that any attempts turning just about any disgruntled convict or rabble-
they might make to seize the Breach would end in rouser into a dangerous mage, and those mages can
failure (or at the very least, a great deal of bloodshed). cause a great deal of trouble for the Guild. Governor-
General Kitchener used his authority to create a
The immediate area around Breachtown is populated number of Special Divisions that have been tasked
by dozens of training camps. It is here that new with hunting down and eliminating these rogue
Guild soldiers are trained in marksmanship, physical spellcasters, with varying degrees of success.
fitness, weapon maintenance, first aid, and basic
survival techniques. Ultimately, the Guild's greatest problem in
Malifaux is corruption. The Guild Guard is prone
While the army stationed around the Breach is to taking bribes and abusing the populace, and the
intended to act as a deterrent, necessity has reduced various Special Divisions have all been corrupted
these highly trained soldiers to cargo inspectors, by their individual duties. The Witch Hunters have
immigration officers, and constabulary forces. Each essentially become a coven of powerful spellcasters,
train that passes through the Breach must be checked the Death Marshals employ necromancy to hunt
for contraband, a time-consuming and never-ending down and capture other necromancers, and the
process that has made the trained soldiers of the Ortega family - the most prominent Nephilim
garrison army somewhat bitter about their decidedly Hunters - are dogged by rumors concerning their
non-military assignments. improper relations with the various creatures they
Despite the Guild's intentions, smuggling contraband have been tasked with hunting.
(or people) into or out of Malifaux is not especially Despite numerous power struggles between
difficult. Most of the trains that return from Malifaux dangerous factions, the predations of Malifaux's
have at least one car that has been packed with native Neverborn, and a soaring mortality rate, the
Soulstones, and its protection is of the utmost priority Guild likes to pretend that the situation in Malifaux
to the Guild. Any sort of suspected threat results in is under control. The news that filters through the
soldiers being transferred from immigration to guard Breach minimizes the threats lurking in Malifaux's
duty. The resulting lack of manpower all but forces shadows and instead focuses upon drawing new
the soldiers tasked with immigration to rush their settlers and workers through the Breach with enticing
inspections, lest a delay disrupt the Guild's precise homesteading programs and the promise of a fresh
timetables. start in a new world.
If enough people are waiting for a train that is It's only after a settler arrives in Malifaux, often
about to depart, the soldiers will often simply wave having spent the majority of their personal savings
everyone through the checkpoint without inspection, to get there, that they realize just how dangerous of a
under the assumption that anyone intending to cause world they have entered.
trouble will just get picked up by Guild employees on
the other side of the Breach.
Governor-General Marlow
Governor-General Kitchener Franco Marlow is an experienced and highly skilled
Herbert Kitchener joined the British army as a mage who was invited to join the Minerva Council
young man and advanced quickly through its ranks. after his former instructor retired from the position.
He was originally assigned to the Royal Engineers, Though involved in many of the Guild's doomed
but after distinguishing himself during a survey of attempts to reopen the closed Breach, Marlow
western Palestine, the Guild snapped him up and was primarily tasked with the elimination of rogue
transferred him to a military assignment in Egypt. spellcasters, specifically Spanish necromancers,
French diabolists, and Three Kingdoms mist-callers.
Kitchener pushed himself hard, increasing in ability
after each new promotion. He was a rising star in The sudden disappearance and presumed death of
the Guild, and his victories at the Battle of FerkehHerbert Kitchener created a power vacuum within
and the Battle of Hafir against the Sudanese people the Guild's hierarchy. The Minerva Council had
earned him worldwide fame and a promotion to the been concerned with the increasing corruption
rank of major-general. He was widely disliked by hisof the Office of the Governor-General for a few
years, and nobody trusted one of Kitchener's
fellow officers for his cold personality and ruthless
leadership, but those same qualities were seen as subordinates in a position of leadership. Multiple
virtues by his superiors. candidates were proposed and lobbied for by their
respective supporters, but in the end, Marlow was
When the Breach reopened in 1897, Kitchener was named as the new Governor-General.
promoted to the newly created position of Governor-
General to manage all of the Guild's operations Unlike the others vying for the job, the position was
Breachside. Shortly after his arrival in Malifaux, a notable step downward in power for the old mage.
however, Kitchener began to develop magical powers The mage faction of the Minerva Council wanted
that allowed him to seize control of the minds of more control over the day-to-day operations of
others. He became obsessed with furthering his Malifaux, and Marlow sacrificed much in order to
own ambitions and went so far as to allow one of make it happen. He's not especially pleased about
the Neverborn to masquerade as his second-in- his new station and often comes across as blunt and
command in order to learn more of the creature's brusque, but his curmudgeonly nature is tempered
arcane knowledge. by a willingness to work with his enemies if doing so
will ultimately serve the Guild's agenda.
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A Fragile Tyranny The Special Divisions
In Malifaux, the Guild rules over humanity with an Initially, the Office of the Governor-General
iron fist, presenting itself as the only thing standing consisted of little more than the Governor-General's
between civilization and the horrors of an unknown personal retinue and advisors and the soldiers of the
world. Everything that passes through the Breach - Malifaux Resettlement Corps. As the Guild seized
whether people, food, supplies, firearms, or luxury control of Malifaux City and its occupation gradually
goods - is subject to an import fee, and many of the turned into rulership, the Resettlement Corps was
largest and most successful businesses are either turned into the Guild Guard, shifting them from a
owned by or affiliated with the Guild. military unit into a constabulary force.
Despite numerous challenges to its power - the As the years passed and new enemies and
political rivalry of the M&SU, the terrorism of threats arose, the Governor-General created new
the Arcanists, the economic losses caused by the departments assigned with specialized tasks and
smuggling of the Ten Thunders, and the moral elite task forces designed to deal with specific
depravities of the Resurrectionists - the Guild has enemies. In time, these various strike forces
managed to maintain control of Malifaux City and became known as the Guild's Special Divisions
the Breach. It has been a constant struggle every step (save for the Guild Guard, which is often referred
of the way, and the Guild has shed a great deal of to within the Guild as "the least special division").
blood over the past decade to remain in power.
Each Special Division operates independently and
The Office of the Governor-General subscribes to has been given a great deal of freedom with regards
two separate doctrines that have allowed the Guild to how it accomplishes its goals. Arguments and
to flourish on the other side of the Breach. The first disagreements between Special Divisions are
is to always control the flow of information. The relatively common, especially when the Guild
Department of Public Relations has ensured that Guard becomes involved.
the people of Malifaux generally view the Guild as
either a benevolent organization or a harsh dictator, While the Special Divisions technically have the
and both views have proven effective in keeping the power to commandeer guardsmen as needed, doing
majority of the city's population in line. so without going through the chain of command
tends to result in "misunderstood" orders and a great
The second doctrine is simply a repurposing of the deal of passive-aggressive retribution if it happens
Guild's philosophy of shock and awe. Whenever a repeatedly. Annoyed guardsmen have been known
threat to the Guild's power arises, the organization to shoot "feral" pets, take loved ones into "protective
responds with overwhelming force, creating the custody," and to "accidentally" shoot people in the
perception that it is far larger and more powerful back in the middle of a chaotic battle.
than it actually is. Through the careful maneuvering
and redeployment of troops and the revision of Despite these arguments, for the most part, the
unpleasant facts into more favorable half-truths and different Special Divisions tend to work together
lies, the Guild has managed to retain its precarious relatively well. They each know their own strengths
position as Malifaux's ruler. and weaknesses, so it's not uncommon for one
Special Division to consult with another if they
encounter something beyond their experience.
On occasion, Guild officers will pull members
from various Special Divisions together to form
temporary strike teams, often with the explicit
goal of catching a known fugitive or investigating a
mysterious phenomenon.
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Chapter 2: The Guild of Mercantilers
Recruitment and Training Operating Procedures
Unlike many of the Special Divisions, the Guild Though it is a constabulary force, the Guild Guard
Guard accepts applications from just about anyone still exists to serve the needs of the Guild. Guardsmen
who comes in off the street. Since the Division tends are paid by the Guild for their service, and in return,
to bleed manpower at a fairly regular rate, the Guard they are expected to help silence any dissent against
is always hiring. the Guild that they might come across.
Potential recruits are given a brief test to weed out This mandate takes precedence over any sort of
the worst applicants, and a certain level of physical justice or truth that guardsmen might uncover over
well-being is necessary for further consideration: the course of an investigation. If a Guild employee is
while many guardsmen become overweight and out discovered to have committed a crime, the Guard is
of shape while on the job, most of them were trim generally expected to sweep the incident under the
and athletic when hired. Applicants with obvious rug. The means by which this is handled generally
anti-Guild sentiment are turned away at the door. depends upon the employee's rank and the severity
of the crime in question.
After the interview, the applicants have a brief
meeting with a Guard sergeant to explain the If the employee is low rank and the crime isn't all
parameters of the job, such as how beats are to be that serious, investigating guardsmen will likely just
walked, the amount of pay being offered, and how attempt to solicit a bribe to keep the matter quiet.
much of a "training fee" they are expected to pay to If the employee pays up, then the guardsman just
their partners during their first year of employment.doesn't investigate the crime. As the crime becomes
more serious, the cost of the bribe increases, as
Provided that an applicant is comfortable with the it may involve disposing of evidence or silencing
job as explained to them, they are given weapons witnesses.
and a uniform and sent out on patrol with a more
experienced guardsman. It is not uncommon for Of course, this only applies to employees of low rank.
an applicant who presents herself to the Guild If a Guild employee is of significant importance and
Enclave in the morning to end up walking a beat influence, most guardsmen skip the bribe entirely
by that evening. and just make the crime (and any witnesses) go away,
reasoning (quite correctly) that it's probably not in
The bulk of the new recruit's training is handled by their best interest to get involved in an extended
their partner, who describes the neighborhood to investigation of such crimes.
which the recruit has been assigned, revealing which
areas are problems, which of the area's residents The Guild Guard doesn't have any guidelines
can be trusted, and which residents are surely up to outlining the use of force, and as a result, most
no good. This is often where a new guardsman gets guardsmen see violence as an acceptable means of
their first taste of corruption: the members of the resolving a situation involving "unlawful" citizens.
Guild Guard are uncomfortable with the idea of a This is a broad category that ranges from being a
guardsman who isn't at least somewhat corrupt, so shabby-looking juvenile with no adults in sight to
new recruits are frequently placed in compromising simply disrespecting a guardsman. This violence
situations where they must choose between their rarely escalates to lethal force, but beatings with fists
integrity and a wad of Guild scrip. or batons are not uncommon.
Recruits who refuse to accept protection money or The response also varies depending upon a
"rewards" for finding stolen items are generally seen guardsman's location. In Downtown, for instance,
as liabilities by their more corrupt brethren. These outright violence is frowned upon, but in the Southern
unfortunate souls often end up being reassigned Slums, beatings are seen as proactive: suspicious
to desk jobs or transferred to the barricades of the victims are, in the minds of the guardsmen who
Quarantine Zone. patrol the region, probably on their way to commit
a crime anyway.
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The Offices of the Guild Guard Division Head: Colonel Dashel Barker
The offices of the Guild Guard take up the majority Through a combination of hard work and
of the Guild Enclave's central building. High-ranking uncompromising loyalty to the Guild, Colonel
officers and their personal staff have their own offices, Dashel Barker worked his way up through the ranks
while mid-ranking guardsmen are forced to make due of the Guild Guard to become what he is today. Or
with a simple desk in the "bullpen," a large, open work at least, that's the official story behind his string of
area. Lower-ranking members of the Guard are even promotions. In truth, he was promoted because he
more constricted, having only a single locker to hold was a useful tool to Lucius Mattheson: he was willing
their personal belongings. to get his hands dirty and knew how to not only keep
his own mouth shut but also how to encourage the
The bullpen itself is usually quite busy as guardsmen silence of those under his command.
come and go, carrying reports from one desk to
another as they confer and deliberate amongst Since rising to the position of Division Head, Dashel
themselves. Patrol schedules and job assignments has found himself under heavy pressure from
are hammered out in this cauldron of activity and Governor-General Marlow to "clean up" the Guild
scribbled on the massive chalkboard that dominates Guard. Dashel has made a good show of it, but his
one wall. Assignments change and shift with regularity; profanity-laden shouting has only caused the under-
it's not uncommon for a guardsman to arrive at work handed activity of the Guard to move out of the
to find that she's been moved to a different patrol, spotlight and into the shadows.
shifted to a desk assignment, or even moved to a
different shift entirely. As far as Dashel is concerned, that's as good as things
are probably going to get. He would much rather
If there's a single word to describe the personal focus his attention upon the protection of the city and
offices of the Guard's ranking officers, it's "cluttered." the increased safety of the men and women under
An overwhelming amount of paperwork is generated his command... even if it means
by the Guild Guard every day, and most of it ends that they shoot first and ask
up on the desks of various secretaries and personal questions later.
assistants. It's incredibly easy for a single report or
requisition assignment to get lost amidst this paper
blizzard, so most guardsmen have taken to filling out
multiple copies of each form as a precaution, which
only makes the overall problem worse.
This general disorganization only serves to
encourage the corruption that has taken root
within the Guild Guard. Reports can be
"lost" every day without drawing suspicion,
and if details need to be changed, a
guardsman can always claim that they
were simply filling out a second
copy after the first went
missing and that they must
have "misremembered" the
details of the original report.
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Operating Procedures In any case, any arcane items discovered over the
course of the investigation are either confiscated
The majority of a Witch Hunter's work is investigative and turned over to Criid or, in the case of items
in nature. A network of spies, snitches, and concerned that are too large to be easily transported, guarded
citizens remain vigilant for anything out of the usual, until a senior Witch Hunter can arrive to investigate
which is reported to Witch Hunter investigators. further.
Each incident is fully investigated, though in times
of great volume that task is sometimes handed off to When hunting a rogue mage, the Witch Hunters
the Guild Guard. generally try to surprise their quarry in unexpected
places, such as ambushing them at work or invading
Sometimes, a reported incident is nothing more their home in the middle of the night. This not only
than a misunderstanding, but more often than increases the odds of catching the potential mage
not, magic is involved in one capacity or another. in a vulnerable position but also allows the Witch
If the perpetrator follows one of the legal Magical Hunters to station agents and Witchlings at every
Theories and did not actually break the law, they entrance save one, which controls which direction
are simply warned against causing such disturbances a fleeing mage will run. This flight takes them
in the future. Those who draw upon less legitimate right into a prepared ambush, allowing the Witch
sources of magic - or those who flee at the sight of Hunters to take the mage down quickly and with as
the Witch Hunters - are deemed threats and are little collateral damage as possible.
ruthlessly hunted down and captured.
If a mage evades this ambush, the Division uses
The most common time for a person to manifest new its Witchlings like hunting dogs to track and
powers is when they first arrive in Malifaux. For this engage the fleeing mage. Should the target escape,
reason, a unit of Witch Hunters is always assigned the Witch Hunters fall back upon the resources
to Malifaux Station to watch new arrivals and arrest available to them and attempt to either draw the
anyone who seems to be acting suspiciously. This is mage out of hiding or discern their hiding place.
often the first time that a new arrival sees the Witch Some common tactics involve the surveillance of
Hunters and their hooded Witchlings, and the Guild the mage's workplace and known associates, magical
uses it as a warning: this is your fate, they say, if you divination, and the arrest and public hanging of
consort with illegal spellcasters. loved one. If none of these tactics proves successful,
If an agent discovers someone who has manifested the Division resigns itself to posting a large bounty
magical powers for the first time, the agent is required and waiting for a lead.
to assess the situation and act as appropriate. If the Standard operating procedure requires that Witch
new mage is willing to learn the Thalarian Doctrine Hunters attempt to capture their quarry alive if
and seems loyal to the Guild, they can be brought possible. Unfortunately, some mages, such as those
in for training and added to the Division's watch with the ability to teleport or control minds, are
list. Guild employees who develop magical powers simply too dangerous to transport in any reasonable
might even be transferred to the Witch Hunters so way and are often executed on the spot. Even if a
that their new powers can be properly utilized by mage possesses more conventional powers, they
their employers. might still be fatally injured in battles with the
Should a new mage be deemed a possible risk, they Division's Witchlings, which explode into searing
are brought to the Guild Enclave under the pretense fireballs when killed.
of filling out some routine paperwork before being In the event that a mage is captured, they are
released. After being escorted into a specially warded stripped of any mechanical limbs, weapons, and odd
room intended to dampen magical power, though, items they might possess. Captured necromancers
the mage is arrested and punished. are turned over to the Death Marshals, while
practitioners of other types of magic are taken to the
Guild Enclave for punishment.
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The Offices of the Witch Hunters Division Head: Sonnia Criid
The offices of the Witch Hunters can be found in Much of what the Witch Hunters are is a direct result
the buildings on the northwestern side of the Guild of Sonnia Criid's leadership. She is a manipulative and
Enclave. They encompass three separate buildings, ruthless woman who, like the Arcanists she hunts, is
each of which is linked to the subterranean prisons dedicated to the advancement of arcane knowledge
that are used to hold the Guild's captive spellcasters. and magical power... provided that it all ends up
Few people spend much time in these specially in her own hands. Whenever a rogue spellcaster is
warded cells, save for when Sonnia Criid has left the captured or defeated, their Grimoires and enchanted
city for an extended period of time. items pass first into Sonnia's hands and then, some
time later, into the hands of the Guild.
A single tunnel connects the prison to the Yellow
Crypt, the special chamber that Sonnia uses to During the Event of 1902, Sonnia was possessed by
transform rogue mages into obedient Witchlings. the Tyrant Cherufe. Its fathomless power boosted
Nobody is allowed to enter the Yellow Crypt her pryomantic skills to absurd levels, and even after
without Sonnia's permission, and the few who have the Tyrant's apparent death and her long recovery
tried (including more than a couple of curious Guild from its fiery death throes, she remains one of the
employees) have been utterly incinerated by the most dangerous spellcasters in all of Malifaux (and,
burning wards that protect it. Sonnia Criid is not a arguably, all of Earth as well).
woman who easily parts with her secrets.
Above the prison, the offices are more mundane and
normal. Each senior Witch Hunter has an office,
from which they manage the agents under their
direct command. Depending upon their capabilities,
a team might be assigned to hunt down rogue mages,
investigate arcane items, catalog seized Grimoires,
or enchant the runed blades used by field teams.
Entire buildings are devoted to housing Sonnia
Criid's personal library and artifact collections.
These recent additions were made as a concession
to Criid's steadily growing collection of confiscated
magical lore, simply on the assumption that keeping
the extensive collection on Guild property increases
the likelihood of Criid's continued loyalty.
The largest of the Witch Hunter buildings is a squat
stone construction that is often mistaken for the
Guild Gaol. This flame-warded structure serves
as a barracks for the Division's Witchlings,
who can often be seen training in the
adjoining courtyard. Most of the
Witchling Handlers assigned to
managing these damaged wretches
also have rooms in the barracks,
ensuring they are present should there be a
problem with one of their charges in the middle
of the night.
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Once a new recruit has given their blood to the There is no ceremony to mark the passage of a
cause, they may choose to receive preliminary recruit into a full Death Marshal. Once they have
training. This initial training primarily consists recovered from their training, they are simply issued
of physical fitness drills, martial instruction, and a Peacebringer pistol and given an assignment, often
marksmanship practice. Recruits who already have at the side of a more experienced Death Marshal.
some level of martial prowess (such as those with The path walked by the Death Marshals is a difficult
military backgrounds or those who have transferred one, and while Lady Justice and the Judge appreciate
into the Death Marshals from other Guild divisions) their service, the new recruit's commitment to a path
are allowed to bypass this step upon request. of corruption and sorrow is not something they care
to celebrate.
Next comes a trial by fire. The recruit is placed in a
fight against a variable number of undead creatures Nevertheless, it's considered a custom for a Death
retrieved from the Quarantine Zone. Often, a Marshal's peers to take them out drinking the first
new recruit is pitted against a handful of Mindless time they kill an undead or Resurrectionist "in the
Zombies or a few Canine Remains, but particularly wild." The leaders of the Death Marshals might be
experienced candidates may be tasked with defeating stoic and aloof, but the rank and file tend to treat
a more powerful undead creature. Generally their situation with a morbid sense of humor, often
speaking, if the Death Marshals administering the cracking jokes or making bad puns to lighten the
trial are annoyed with a particular recruit, the odds otherwise oppressive mood that tends to hang over
of having to fight an especially dangerous undead the Death Marshal compound.
threat increase in proportion to their annoyance.
During the fight, the recruit is given no assistance
from the watching Death Marshals, and death is a
very real possibility. The undead show no mercy in a
"real" fight, the Death Marshals reason, so pretending
otherwise would do a disservice to the recruit. Those
who survive will know the fear of being outnumbered
and surrounded by zombies without any chance of
rescue, and having known and overcome that fear,
the new recruit will be ready when they inevitably
find themselves in a similar situation.
If the trial is passed, the recruit's training begins
in earnest. They are flung into a three-week
conditioning regime consisting of constant drilling
and advanced melee and marksmanship training, all
of which are administered by the Judge, Lady Justice's
second in command. As the recruit becomes more
accustomed to the brutal pace set by the Judge, they
are taught their first snippets of necromantic lore,
allowing them to avoid fatigue and heal their wounds
by consuming the corpses of fallen undead.
When the recruit finishes their training, they are
often exhausted, both mentally and physically. As
they rest and recover, senior Death Marshals visit
to congratulate the recruit and welcome them into
the fold.
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The Offices of the Death Marshals Division Head: Lady Justice
The Death Marshal compound is located in a large, The woman who now calls herself Lady Justice
gothic building near the eastern side of the Guild is among the few Death Marshals who seem
Enclave. Its offices encompass three entire floors, to be immune to the malignant effects of the
plus the morgue and its various subterranean storage necromantic magic they wield. The source of her
vaults. The offices themselves are stark and dour, purity is unknown, but there are rumors that she
with little in the way of personality to differentiate was once a necromancer herself, before whatever
one from another. tragedy that claimed her eyes also gave her a new
perspective on life.
Because of their physical corruption, which often
manifests in sunken features, pale skin, and patches Finding the truth is all but impossible: as part of her
of missing hair, most Death Marshals prefer to price for joining the Guild, all records of her past
arrive at the Guild Enclave in uniform, rather than were destroyed by Governor-General Kitchener,
change at work. As a result, the changing rooms leaving only her sobriquet to describe her.
that are present in most other Divisions have been
converted into office space. Lady Justice is stoic and precise; she prefers to let
her decisive actions speak in place of her words.
Adjoining the offices of the Death Marshals is an When pressed into conversation, she is intelligent
interior garden roughly the size of a quarter block. and thoughtful, with an unfaltering sense of morality
This garden can only be accessed via the Death and ethics. This moral righteousness, in such sharp
Marshal offices. It serves as a convenient place for contrast to the wretched nature of her opponents, has
marksmanship training and marching drills, but its served to make Lady Justice one of the most beloved
true purpose is buried six feet underground. members of the Guild in all of Malifaux. Her image
adorns countless recruiting and propaganda posters
Necromancers and powerful undead that have been across the city, and stories of her exploits frequent
captured in the timeless void of a Death Marshal's the headlines of the Malifaux Daily Record.
enchanted coffin are buried in this garden, effectively
imprisoning them forever. This ensures that such Her employees respect and admire her, and her
dangerous enemies cannot return from beyond enemies fear her attention. To Lady Justice, that is a
death to harass the people of Malifaux and keep sign that she is finally walking the correct path.
them close at hand for future interrogation or study.
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While the Department's focus is definitely upon its Operating Procedures
various news divisions, it has not neglected other
methods of "correcting" public opinion. Since its The Department of Public Relations tends to be
first days, the Department has relied upon flyers to more compartmentalized than the other Special
spread (mis)information to the people of Malifaux. Divisions. The Malifaux Daily Record and the
Posters depicting the noble figure of Lady Justice Malifaux Tattler, for example, have little contact
are plastered all across the city, each one warning with the other aspects of the Department, save for
citizens to report corpses to the nearest guardsman. regular meetings that their editors-in-chief have with
the Division Head, Leonardo Benneton, to discuss
Other posters command the city's residents to which stories they are expected to run and what slant
report any suspicious events to the Witch Hunters. to put on them.
Originally, these posters depicted Sonnia Criid's
image, but after a great deal of vandalism, the For the most part, the newspapers operate in typical
Department phased those posters out in favor of fashion. Reporters are expected to investigate the
simple text warnings on white paper. stories given to them and to write their articles with a
decidedly pro-Guild spin. Photographers accompany
Mixed in with these posters and flyers are various reporters as they cover events or perform interviews,
bounty notices, which are issued by the other Special though a few are tasked with taking "scenic"
Divisions and posted by the Department of Public photographs such as inspiring pictures of the city or
Relations. This is easy enough within Malifaux shots of interesting locations that are relevant to one
City, but updating the wanted flyers posted in the story or another. Technicians operate the printing
surrounding satellite settlements consumes a great presses to ensure that the morning's paper is printed
deal of the Department's manpower every month. on time, and then it is handed off to a network of
poorly paid hawkers for sale on the street.
Occasionally, reporters will be asked to accompany
the members of another Special Division on
an assignment. In these circumstances, it is the
reporter's duty to document everything that
happens (often with the help of a photographer)
and write a story that emphasizes the bravery and
duty of the Guild's employees while minimizing
or justifying any atrocities or abuses they might
commit. More than one scandal has been nipped
in the bud by diligent Guild reporters working
through the night to push the "true" version of
events out to the public before the M&SU had
time to print their account of what happened.
Other times, reporters are asked to write "puff" pieces
that have little substance and are only intended to
make a person or company (often one with close
Guild ties or deep pocketbooks) look good to
the citizenry. The Tattler sometimes subverts this
process by using the suggestion that a reporter is
writing a puff piece to interview a person or tour a
facility, only to spin around and publish a scathing
critique of the subject matter.
In the event that a performer or radio announcer The Department typically hosts one celebration per
goes "off script," each aethervox transmitter is season. Originally, these took place on Valentine's
equipped with a five second delay and a kill switch, Day, Christmas, and Halloween, with an additional
ensuring that the broadcast can be stopped in time to summer festival dubbed "Guild Day," but the
prevent an embarrassing mistake. If things escalate, Halloween celebrations have since been canceled
the guardsmen assigned to protect the aethercasting due to a great many people being killed by a pumpkin
equipment have their own kill switches (i.e., pistols). monster on each of the past three Halloweens.
Whenever an unlawful newspaper or aethervox During these celebrations, the Guild decorates
transmitter is discovered, the Department sends one Juno Square, a wide-open plaza in the Downtown
of its Investigation Teams to deal with the situation. district. There's plenty of free food served to the
These teams tend to be comprised of ruthless, revelers, around half of whom tend to be either
thuggish individuals, all of whom are skilled at Guild personnel or members of their immediate
avoiding drawing too much attention to themselves. family. Guardsmen do their best to keep the most
"unpresentable" elements of the city out of the square,
"Dealing with" a newspaper means destroying the but otherwise, residents of the various slum districts
printing press and burning every remaining copy are allowed to mingle with the wealthy and elite.
of the paper (sometimes alongside its authors). In
the rare event that a fire gets out of control, the To discourage any sort of attack, the Department
Department tends to spin the story as the work of works alongside the Guild Guard to ensure that
the Arcanists, who, due to their clandestine nature, snipers are placed on lookout on the roofs of
cannot properly defend themselves from these nearby buildings. While the presence of these
false charges. sharpshooters does cast a somewhat intimidating
light over the festivities, most of the guests appreciate
Tracking down rogue aethervox transmitters is being able to relax and enjoy themselves, even if
more difficult, as broadcasts do not have physical only for a single night.
circulation routes. By using signal detectors - bulky,
awkward machines that are usually mounted on Outside of these large events, the Department hosts
leather back harnesses - agents can track the strength a number of smaller events throughout the year.
of an aethervox transmission to its source. As with a Some of these are relatively mundane, such as the
printing press, the physical machine is then either "Neverborn Awareness Program" that arranges for
confiscated or destroyed. Neverborn Hunters to visit the various classrooms
across the city to warn young children about the
If an aethercaster is captured alive, the Department dangers of Neverborn and imaginary friends. Others
will sometimes allow them to live, provided that are more scholastic in nature, such as public lectures
they continue broadcasting their program under at the Malifaux Museum of Natural History or public
direct Guild supervision (effectively house arrest). tours of Duer's Library.
These "independent" broadcasters are usually
executed in a few weeks, after they've served their
purpose, but during their reprieve, they can be
very influential in turning their audience toward
the Guild's way of thinking.
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The Offices of Public Relations Division Head: Leonardo Benneton
The Department of Public Relations is scattered Leonardo Benneton has been the head of the
across Downtown. Its central offices are nestled along Department of Public Relations for the past six
the western edges of the Guild Enclave and contain years, since his predecessor succumbed to the Piper's
the buildings that hold the Department's offices and Plague. The Guild snatched him up from N.W. Ayer
records. From these spacious offices and meeting & Son, a prominent New York advertising company.
rooms, the Department tracks the various illegal
newspapers and aethervox broadcasts that have been While his predecessor focused upon covering up
discovered within the city and coordinates its plans information, Benneton prefers to replace and spin
to remove them. it. A hidden scandal, he believes, will inevitably
come out and cause trouble, but a scandal that is
The walls of these offices are covered in posters, manipulated can be "leaked"
many of them hand-drawn prototypes for advertising with minimal danger or even
or propaganda campaigns that never got off the with positive gains, particularly
ground. While a few are interesting and catchy to if doing so makes the Guild's
the eye, the majority are either garish, confusing, or employees seem more relatable.
dominated by forced puns.
It's a philosophy that would
The Division Head, Leonardo Benneton, believes be more effective if the
that displaying these posters serves as a reminder leaders of the other
about what sort of message the Guild doesn't want Special Divisions
to send, which in turn saves his authors and printers did not hoard so
from making the same mistakes over and over again. many secrets, an
unfortunate reality
Neither the Malifaux Daily Record nor the Malifaux that annoys him on
Tattler are located within the Guild Enclave. a regular basis.
Originally, the Daily Record was intended to be
seen as a separate entity from the Guild proper,
so its offices were set up in the southern Industrial
Zone. Years of one-sided stories and multiple Guild
raids on its competitors have ruined any claims the
paper might have made toward independence and
neutrality, however, and now it is seen as little more
than a Guild mouthpiece.
The Malifaux Tattler was created to serve as a
counterpoint to the Daily Record, a favorable paper
pretending to be competition, but the excesses
of its editor-in-chief and its hard stance against
Union politics have started to erode away its guise
of objectivity. Its offices are located in southern
Downtown, in a large building that was converted
over from one of the Guild's warehouses.
The Guild's aethercasting station is located to the
west of the Enclave, amidst one of the district's most
affluent neighborhoods. The relatively unobtrusive
building is soundproofed, internally fortified, and
protected by a detachment of undercover Guild
guardsmen at all times.
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Unlike the Guild's lawyers, who are technically Regardless of how a newcomer joins the Elite
independent contractors, the organization's judges Division, each recruit undergoes a personalized
are full employees. Not every judge is a member of training and conditioning regime. Most recruits
the Elite Division, as Mattheson finds it convenient are already quite skilled in their area of expertise,
to keep a few "honest" judges in place, but the so this training focuses primarily upon technique
majority of those who serve in the city are on refinement. Recruits also receive extensive stealth,
the Elite Division's payroll. Most of these judges espionage, and counter-espionage training to ensure
were brought over from Earth and were simply that they do not give up the Division's secrets to its
transferred into the Elite Division when Mattheson enemies.
took control of the judiciary forces.
Woven into all this training is a truly insidious
The Elite Division also recruits from the ranks amount of conditioning. Hypnotic suggestions
of the Guild Guard. For many years, Dashel reinforce the recruit's loyalty while psychotropic
Barker was a member of the Elite Division, and drugs slipped into their meals focus their attention.
with Barker's rise to the head of the Guild Guard, For the majority of recruits, this conditioning results
a very intentional move on Mattheson's part, the in a powerful drive to complete their mission and
Elite Division's influence over the rank and file near unbreakable loyalty to the Elite Division.
guardsmen has increased considerably.
A recruit's first few assignments tend to be relatively
Guardsmen who show impressive competence straightforward to get them acclimated to the
in the field are sometimes transferred to Internal job, after which they are tossed into a proverbial
Affairs, the office that investigates allegations of sinkhole of moral quandaries. Those who manage
law-breaking and professional misconduct by to complete these missions without incident are
Guild employees. Though technically a branch earmarked for promotion, while those who struggle
of the Guild Guard, the Internal Affairs office is with their assignments or fail to finish their mission
effectively part of the Elite Division, which uses it are either relegated to menial labor and logistical
as a means of keeping tabs on the rest of the Guild's positions or flagged for assassination.
employees in Malifaux.
Once an agent has been promoted and proven
Other guardsmen are brought on to serve the Elite their loyalty to the Division, they are sent on an
Division in a more official capacity. In exchange assignment that involves working alongside one
for promotions and increased salaries, these or more Neverborn. The exact details of this
individuals ensure that any potential threats to the assignment vary greatly according to the Division's
Guild or the Elite Division (such as eye witnesses needs but might involve helping a doppleganger
or confiscated evidence) go missing. frame an important politician, smuggling fresh
meat out of the city to a pack of waiting Nephilim,
Perhaps the least common method of gaining or something equally dangerous.
employment with the Elite Division is to be hand-
picked by Mattheson or one of the Division's Success at this mission - which includes keeping
other members. Prospective candidates must quiet and not asking too many questions of one's
have demonstrated one or more useful skills or superiors - finally earns the agent the trust of the
manifested powers, such as expert marksmanship, Elite Division... or at least, as much trust as the
an innate ability to teleport or manipulate memories, Elite Division gives anyone.
or similarly impressive abilities. The candidate is
monitored for weeks and, if deemed acceptable,
approached with an offer of employment.
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The Offices of the Elite Division Division Head: Lucius Mattheson
As one might expect given its clandestine nature, the The head of the Elite Division is Lucius Gustavious
Elite Division does not possess any physical offices. FitzWilliam Mattheson, an accomplished lawyer
Instead, its agents operate as parasites, utilizing and politician with a variety of impressive degrees
the offices of the other Divisions as necessary. from various universities and colleges back on Earth.
Ironically, much of the Elite Division's resources are Since he became the Governor's Secretary, Lucius
siphoned away from the Neverborn Hunters, whose has haunted the halls of the Governor's Mansion
representatives in Malifaux City tend to be distracted, like a soft shadow, whispering in ears and pulling the
uncaring, and poor at managing paperwork. strings of the Guild's Malifaux branch.
Despite this, there are still places where the Elite What nobody realizes is that Lucius Mattheson
Division holds power. The most significant is the does not exist. He is a fictional persona that has
city's courthouse, the halls of which are filled with been adopted by one of the Neverborn for his own,
Mattheson's lawyers and judges. Members of the personal reasons. He has spent the past decade
Division's judiciary branch obviously meet to discuss playing the forces of the Guild and the native
cases and share information in the chambers of its Neverborn against one another to tip the scales
judges, but once the business day has ended, the back and forth, manipulating each
empty courtrooms also occasionally host other situation in whatever way best
clandestine and secret meetings. serves his ultimate plan: to
seize control of Malifaux,
Also of note are the Internal Affairs offices in the the Guild, and, eventually,
Guild Enclave. Most guardsmen avoid having Earth.
anything to do with Internal Affairs, and the fact
that so many morally questionable employees are
routinely dragged down to I.A. for "questioning"
doesn't seem at all out of place. If anything, it's just a
sign that the department of Internal Affairs is taking
its job seriously.
In a way, the only real estate officially occupied by
the Elite Division is the offices of Lucius Mattheson.
In addition to a spacious office in the Guild Enclave
and another in the Governor's mansion, Mattheson
possesses a handful of other offices scattered through
the city. Few people are aware of the location
of more than one of these secondary offices, and
nobody other than Lucius and his personal scribe
know how to find all of them.
Mattheson takes great care in decorating his offices,
each of which is intended to convey a specific
tone and mood. In the Guild Enclave, his office is
sparse but functional, with only a few nods toward
comfort. This is in sharp contrast to his office in the
Governor's mansion, which is heavily furnished with
soft carpeting, dim lightning, overstuffed chairs, and
a large stone fireplace.
The agents of the Amalgamation Office track Whether inventor, machinist, engineer, tinkerer,
these constructs and their service appointments, or interested laborer, each prospective recruit
upgrade their weapons and logic engines when must complete a basic competency examination
necessary, and repair the machines when they before advancing any further in the process.
limp back from battle. Any sort of basic knowledge about machines
and the terminology involved in their creation
The Amalgamation Office also handles a great deal and operation is usually enough to answer the
of mundane tasks such as inspecting the workshops questions (e.g., What is a boiler? What is torque?)
and factories of the cities to ensure that everyone in a satisfactory manner.
is following the guidelines laid out by the Guild,
namely that living parts cannot be used to augment Recruits that pass this competency exam are taken
machinery. The opposite, however, is perfectly to a workshop filled with mechanical parts, pointed
legal, which sometimes causes difficulty for agents toward a stack of schematics, and told to build a
who encounter entities that are evenly split between working prototype of one of the listed machines.
living creature and automated machine. They are given eight hours to do so, but many of
the schematics included in the test detail machines
Malifaux is a hotbed of mechanical creativity, and that either require far more than the allotted time
the Amalgamation office also performs the difficult to complete or parts that are not present in the
task of administering the Guild's invention patents. workshop. Realizing these facts early in the process
Logically cataloging the baffling devices brought by and adapting one's plans to compensate for them is
aspiring inventors for inspection is a daunting task as much a part of the test as the actual construction
made even more difficult by the need to identify of the machine.
and confiscate any objects created through the
use of illegal magic or recovered from ancient Each prospective recruit is observed as they
Neverborn ruins. work, and the examiners take note of the recruit's
technique, mood, speed, organizational skills,
When necessary, the agents of the Amalgamation and other qualities. At specific intervals, the
Office also consult with the other Special Divisions examiners will pester the recruit with questions or
whenever they find strange machines that pose a comments with the intent of judging their reaction to
potential danger to the city's well-being. interruptions and negative feedback. Similarly, some
of the available parts are specifically designed to fail
in order to test a recruit's adaptability and resilience
to adversity.
By all accounts, it is a grueling test that pushes
many recruits to their limits, all within a carefully
controlled and calculated environment.
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In the end, though, building a working prototype New recruits undergo a training period of roughly
isn't really the point of the trial (though succeeding two weeks, during which time two or three senior
certainly doesn't hurt a recruit's evaluation). If a recruit staff members show them the ins and outs of their
excelled in an area that the Amalgamation Office can particular position. A recruit always has multiple
use, it simply hires the recruit and slots them into the trainers, which helps to ensure that an individual
appropriate position, like a cog in a living machine. mentor's quirks and habits are less likely to transfer
to their student. This process also reduces the rate
In this way, recruits that are skilled at building of systemic corruption within the Amalgamation
machines get sent to the workshops, those with Office, as there is always another set of eyes present
exceptional organization skills are assigned to during the training period.
positions as secretaries, and so on, until only the
chaff is left behind. These unfortunate souls are At the end of this training period, a recruit is promoted
given a full review of their failings before being to a full member of the Amalgamation Office. There
turned away, though they are allowed to apply is little in the way of celebration or congratulations,
again in one year's time, provided they are still but Charles Hoffman still commemorates the
interested in the position. moment by giving the employee an expertly timed
pocket watch that has been engraved with the ram's
In the eyes of Charles Hoffman, the Division's head symbol of the Guild, each of which he builds
head, nobody is truly useless. Every person himself. The members of the Amalgamation Office
has their place, and every job is important to tend to take very good care of these watches and
the whole. Just because someone hasn't yet often wear them as badges of their employment.
achieved a level of skill that the Guild can use
doesn't mean that they won't in the future. Twice each year, each employee of the Amalgamation
Office is required to undergo a one-week period of
cross-training in another position. These training
periods are staggered so that no more than two or
three employees are cross-training at any given time,
which keeps any disruption caused by their absence
in their normal position to a minimum.
The intent of these cross-training sessions is to help
each of the Division's employees better understand
the tasks and responsibilities of their coworkers,
which, in theory, helps the Amalgamation
Office function in a more efficient manner.
Unfortunately, the cross-training program also
results in a constant drip-feed of errors that must
be caught by other employees before they can
become more serious issues.
As a result, there is a faint undercurrent of annoyance
with the cross-training program, but Hoffman is
convinced that, with enough time, his employees will
adjust to the changes and come to realize its merits.
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The Amalgamation Offices Division Head: Charles Hoffman
The Amalgamation Office is located in the The head of the Amalgamation Office is Charles
southeastern portion of the Guild Enclave's central Hoffman, an inventor who, upon arriving in
building. It has expanded slowly since its inception, Malifaux, discovered that he could manipulate
gradually absorbing the offices of the Guild Guard machinery with his mind. The entirety of the
around it until it reached its current size. Amalgamation Office was literally created to make
Hoffman a Guild asset, but in the years since, he
This expansion continues to be a point of friendly has shaped and molded it into the Special Division
rivalry between the two Divisions, and Amalgamation everyone was pretending it was.
agents frequently joke that every time the Guard fails
to solve a case, the Amalgamation Office gets to seize Hoffman is analytical and calculating, but never to
one of their offices for their own use. Guardsmen, in the point of letting it impact his humanity. He only
turn, tend to joke that every time one of the Guild's seems to become truly upset when conversation shifts
machines breaks down, they get to take an office to his brother, Ryle Hoffman, and as a consequence,
back. In truth, the expansion has little to do with the it is one of the two topics that are truly considered to
success rates of either Division, but the running joke be taboo within the Division's offices.
remains popular regardless.
The other is the rumor that Hoffman is somehow
The majority of the Amalgamation Office's space in involved in the Arcanist movement. Those
the Guild Enclave is taken up by large filing cabinets. who push either topic too far are quick to
Charles Hoffman and a few other senior employees find themselves unemployed
have their own small offices and workshops, as do and on the street.
those who work in the patent office and those who
manage the Division's bookkeeping and accounting,
but everyone other employee reports to an off-site
satellite office. The majority of these satellite offices
are located in the Industrial Zone, where their
employees can more easily monitor and inspect
the district's factories and workshops.
The largest satellite office can be found in
Downtown, right beside the Guild's primary
construct stables. Agents tasked with monitoring
and repairing the Guild's constructs are often
stationed here, as is anyone with a talent for magical
animation. Because so much of this work involves
coming into contact with the Guild's constructs and
their Soulstone power sources, this office is under
far more scrutiny than its peers. Random inspections
are common, and excessively suspicious behavior is
often cause for reassignment or even termination.
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Making one's case to the Ortegas is, in many ways, Operating Procedures
a trial in and of itself. The more active members of
the family, Perdita and her brothers, are frequently Unlike the other Special Divisions, the Neverborn
out in the field with their cousin Nino, leaving the Hunters don't adhere to any specific operating
hacienda under the watchful eyes of their father procedures. Each different Neverborn creature they
and grandmother. The elder Ortegas must be hunt raises its own questions that must be answered
approached in different manners, but no matter with courage, steel, and bullets. The mutable nature
which one a prospective hunter ends up speaking of their enemy demands flexibility, so any battle
with, difficulty ensues. plan involving the Neverborn Hunters is, by its very
nature, more of a guideline than anything else.
Abuela Ortega is somewhat hard of hearing and is
prone to layering copious amounts of verbal abuse The most common enemy faced by the Neverborn
on those around her. She's a tough old woman Hunters is the Nephilim. The corrosive black blood
despite being confined to a wheelchair, and anyone of these violent creatures makes any sort of close
attempting to petition her for a position among the confrontation with them exceedingly dangerous, and
Neverborn Hunters must endure a withering barrage as a result, the Neverborn Hunters are primarily a
of criticism and frequent interruptions as they make ranged unit. Pistols and shotguns are more common
their case to her. than rifles, but there are still plenty of rifle-users
among the Division's ranks.
In contrast, "Papa Loco" is much quieter, though that
silence is tempered by a dangerous streak of insanity. Despite the emphasis on weapons and combat
He spends his days building explosives, and the at Latigo, the first step of most hunts is gathering
Pistoleros are fond of (only half-jokingly) claiming information. The Nephilim are just as intelligent as
that he can make a bomb out of just about anything. humans and are quite capable of setting traps and
Earning Papa Loco's approval tends to play out like ambushes, a fact which many inexperienced hunters
a combination of distracted job interview and bomb often forget. Reconnaissance is often a top priority in
disposal assignment. any sort of hunt to determine both the composition
of the enemy and the layout of the terrain.
Once a prospective Hunter has earned the approval
of one of the Ortegas, the rest of the Pistoleros Once the area has been scouted, the leader of the
see to their training. This includes a good deal of hunt (who is often an Ortega) decides whether
marksmanship practice, listening to stories about the or not to proceed. If they decide to continue, the
various Neverborn the group has encountered, and Neverborn Hunters utilize overwhelming firepower
basic ranch work, usually in roughly even proportion to eliminate every Neverborn in their path. There
to one another. Recruits are expected to live at is no mercy given to noncombatants or the young,
Latigo, though assignments which take a Neverborn and anyone who would suggest otherwise is often
Hunter away from the ranch for extended periods of transferred to Malifaux City to serve as a liaison with
time are not uncommon. the rest of the Guild.
Once a recruit seems comfortable with their training, The only exception to this rule are Neverborn
they are brought along on the next Nephilim hunt. Hunters who have been corrupted by their enemies.
Ideally, the recruit ends up in battle with nothing Whether they were lost through mind-controlling
more dangerous than a handful of Terror Tots, magic or the corruptive influence of coming into
allowing them to get a taste of fighting Nephilim while contact with too much Black Blood, every effort is
the senior Neverborn Hunters watch over them. If made to capture fallen Neverborn Hunters alive.
the hunt turns up larger Nephilim or other types of Family is family, after all.
Neverborn, the recruit's first hunt ends up being a
baptism by fire as the other Neverborn Hunters leap
into the battle with full force.
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The offices of the Neverborn Hunters can be found Division Head: Perdita Ortega
in the corner of the central complex of the Guild
Enclave, nestled right beside those occupied by the The head of the Neverborn Hunters is Perdita
Guild Guard. These rooms are small, cramped, and Ortega. Her reputation as a skilled gunfighter
poorly labeled, and anyone lingering nearby is likely precedes her, as do the rumors that she is capable
to hear a smattering of colorful curses emanating of firing bullets around corners. While most people
from behind their closed doors. consider this claim to be nothing more than a boast,
those who have seen Perdita fight know better.
The only time that the general mood of these
employees seems to improve is when the Guild Perdita treats her Pistoleros as if they are part of
requires the immediate assistance of the Neverborn her extended family, with few exceptions. As far as
Hunters. In these times of crisis, the castoff and she is concerned, service in the Neverborn Hunters
forgotten hunters are able to strap on their dusty absolves a person of their former crimes, and she is
guns and prove to everyone that they're still cut more than willing to stand up to the Guild to protect
out for field work. Sometimes, this actually works, the people serving beneath her.
and the Pistolero is given the option of returning to Through amazingly competent in battle and quite
Latigo. Most of the time, though, the failings that intimidating at times, Perdita is by far the youngest
got the Pistolero expelled from Latigo are the same of the various Division heads. Much of her adult
failings that end up getting them killed. life has been spent surrounded by monsters and her
The other Divisions have noticed this tendency of family, and as a result,
Neverborn Hunters to run off and fling themselves she tends to be socially
into the jaws of destruction, and as such, there is awkward in situations
always some debate among the Guard as to whether that don't involve her
or not reports of Neverborn attacks within the city brothers or violence (or
limits should be reported to the Neverborn Hunters both).
or handled by their department.
Ultimately, the decision tends to come down to just
how well an individual Neverborn Hunter is liked: if
a hunter is popular among the guardsmen, then the
report is ascribed to "unknown parties" and shuffled
around the office until everyone forgets about it. If
the guardsmen dislike a hunter, however, they will
march the report right into the hunter's office and
play up the threat posed by the creature and how
they need a "real hero" to save the city.
More often than not, the Neverborn Hunter in
question will hurry off to investigate, often alone or
with a handful of personal acquaintances. Ideally,
the hunter succeeds on their mission, rids the world
of a terrible threat, and gets recalled to Latigo, but if
things go the other direction... well, the guardsmen
typically don't shed many tears over the loss.
Needless to say, the turnover rate of Neverborn
Hunters stationed at the Enclave is quite high.
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The Governor's Mansion The Hanging Tree
While the majority of the Guild's operations are The Hanging Tree might not be a Guild holding
planned, discussed, and executed from the safety in the most traditional sense of the word, but it
of the Guild Enclave, most people still see the still stands as a monument to the Guild's justice.
Governor's mansion as the seat of Guild power The massive tree is penned in by a wrought iron
in Malifaux. Located just north of the city walls, fence and carved with an inscrutable pattern of
this palatial estate is often the first stop for visiting faint sigils, whorls, and lines that have defied any
dignitaries and industrialists. attempt to understand them.
Provided that the Governor-General is not Rumors swirl around the Hanging Tree both within
otherwise engaged in important business, he is and outside the ranks of the Guild. Some people
expected to meet with these important people believe that its roots are curled around the largest
to officially welcome them to Malifaux. These Soulstone in Malifaux, from which it draws some
meetings tend to be laced with equal amounts of sort of strange, undefined power. Others insist that
political, professional, and personal conversation. the runes carved into its surface are Neverborn
in origin and that the tree is responsible for the
Governor-General Kitchener preferred to lurk in pall of gloom that hangs over the city. Among the
the comfortable rooms of his mansion when he Arcanists, there is a theory that the Hanging Tree
was not hosting guests. He spent much of his time is a powerful lodestone that draws in free will and
quietly gathering power and performing esoteric hope, rendering everyone in the city less prone to
rituals with the assistance of his Secretary, Lucius rebelling against the Guild's oppressive rule. The
Mattheson. These rituals came to a head in 1906, exact truth might never be known.
when Kitchener attempted to draw upon the
power he had stolen from all of the settlements The corpses hanging on the tree change every few
and people under his control to become a Tyrant. days as executed criminals are pulled down and
new criminals are hanged. The one exception is
His attempts to ascend to a higher state of existence Jack Daw, the hooded corpse that has hung from
were undone by treachery, however, and the upper the topmost branches of the Hanging Tree since
floors of the Governor's mansion exploded around the Breach's reopening.
him as he rocketed up into space and through a
rapid succession of different dimensions. Despite numerous attempts to cut Jack's corpse
down from the tree, nobody has worked up
In the aftermath of Kitchener's ascension, Lucius enough nerve to actually follow through with it.
Mattheson stepped forward and assumed the A few people have come close, but something
position of Acting Governor-General. He oversaw about the way that Daw's corpse creaks in the wind
the repairs of the Governor's mansion, only to implies that anyone who actually cut his corpse
find himself forced to hand it over to Kitchener's down would suffer dearly for doing so.
replacement, Franco Marlow.
After the Event of 1902, Jack Daw disappeared
Unlike his predecessor, Marlow is quite active from the Hanging Tree for the better part of a
in the day-to-day affairs of the Guild. He has year. He eventually returned, just as if he had never
modernized his mansion with both electric lighting left: people just looked up and he was back in his
and a personal telegraph line that stretches out to usual place, swaying gently in the breeze. Jack has
the Guild Enclave. He still greets dignitaries and disappeared a few times since then, but he always
industrialists when they arrive in Malifaux, but returns to his tree... and sometimes, there are
more and more often, those meetings are taking bodies hanging from the branches of the tree that
place in the Enclave, rather than his home. nobody in the Guild remembers executing.
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The Courthouse Guild Gaol
The center of the Guild's legal network in Malifaux Buried beneath the Guild Enclave, the Guild Gaol
is a relatively nondescript three-story brick building. serves as a holding facility for those who have been
From within these comfortably decorated halls, the arrested by the Guild. Since the punishment for
Elite Division manipulates the fate of the innocent most crimes in Malifaux is public execution, the
and guilty alike. The ground floor is designated as small, cramped cells do not tend to hold prisoners
an intake and waiting area; those who are present for more than a week at a time.
of their own free will linger awkwardly in semi-
comfortable waiting rooms, while their less-than- An assignment at the Guild Gaol tends to be a lot of
willing counterparts are packed into overcrowded boring repetition punctuated with unexpected spikes
holding cells by bored guardsmen. of deadly excitement. The constant patrols rarely
turn up anything more troublesome than an overly
The second and third floors are dominated by various loud prisoner, but escape attempts by desperate men
courtrooms, licensing offices, judicial chambers, and women are frequent. To mitigate this problem,
and meeting rooms. This is where the Guild doles the Guard uses sturdy Warden constructs to help
out its unique brand of weighted justice, which can manage prisoners.
be purchased as easily as any other commodity in
Malifaux. Most of the trials are conducted with Prisoners are given two meals a day, each of which
a casual sort of contempt for the system; it's not consists of a few pieces of bread and bit of water in a
uncommon for lawyers to invite judges to their tin cup. The meals are delivered through a slot in the
homes for dinner before a case begins or for a steel door, and if the dishes are not returned when
judge to allow a favored lawyer to break the rules the guardsman comes to collect them, the prisoner
without retribution. During court's proceedings, simply does not get any further food or water rations
only the defendant's plea and the final verdict are during their imprisonment. Waste is collected in a
recorded, making any sort of review or appeal all tin bucket, which is only emptied after the prisoner
but impossible. has been removed for execution.
After the death of Governor-General Kitchener Because of the distance between the Gaol and the
in 1906, his temporary replacement, Lucius Hanging Tree, the condemned must be walked
Mattheson, ordered the construction of holding to the site of their execution. Because of the time
pens just outside the Courthouse. In the weeks involved, the Guild tends to just execute all of their
that followed, the Guild rounded up hundreds of condemned prisoners on the same day. Depending
M&SU members on conspiracy charges related to upon when they are convicted, a prisoner might
Kitchener's death. None of the accused received find themselves incarcerated for a week or dragged
anything close to a fair trial, and most were sentenced directly from the courthouse and shoved into a line
to execution via hanging, making it one of the most of prisoners already marching their way toward the
egregious violations of due process in the Guild's Hanging Tree.
already checkered past. It is rare for a group of condemned prisoners to
The arrival of Governor-General Marlow brought reach the Hanging Tree without some sort of escape
an end to the trials and the removal of the holding attempt. The guardsmen tasked with moving the
pens, but their legacy continues to haunt the Guild. prisoners are allowed to shoot any of them that
Before the trials, most people in Malifaux believed make an attempt, and standard procedure is to place
that the Guild's judges were tough but ultimately sharpshooters on the roofs of the buildings lining the
fair. In the year since, faith in the judicial branch has convicts' route. More often than not, the first would-
plummeted among everyone but the most fervent be escapee only gets a few paces before catching a
supporters of the Guild, who continue to insist that bullet, which dashes the hopes of the other prisoners
the M&SU must have had something to do with and ensures they remain docile.
Kitchener's death.
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The Malifaux Sanitarium In the years since, the opening of two independent
asylums - the Blackwood Home for Mental Healing
From the very first days of the reclamation effort, and Smedley's Asylum - has relieved some of the
Governor-General Kitchener noticed the strain pressure on the Guild's sanitarium. It's no longer
that seemed to come from living in another world. dangerously crowded, but the facility still operates
There had been reports of people going crazy slightly above capacity. Dangerous patients are
during the days of the first Breach, of course, and routinely transferred to Smedley's Asylum and
he could already see the signs of madness starting forgotten about, while those on the brink of recovery
to creep into the more impressionable soldiers tend to be shuffled off to Blackwood to complete
under his command. their treatment.
Once the Guild had laid claim to the The asylum itself is five stories tall, and
buildings that would soon grow into their it's surrounded by a twelve-foot-tall outer
Enclave, Kitchener selected the largest wall that is topped with spooled barbed
of the stone buildings and arranged for wire. Once through the heavy gates, a
it to be retrofitted into a sanitarium. He visitor only has to walk a short distance
had intended for the sanitarium to serve before reaching the Sanitarium's large
the Guild's needs for decades to come. double doors.
Within eight months, the Malifaux The Sanitarium's entryway is a
Sanitarium was running at capacity. Six security checkpoint. An armed
months after that, there were so many guardsman sits at a desk in the
people crammed into its filthy cells that room, in front of a row of bars
the safety of the Guild's employees could with a locked steel door in
no longer be guaranteed. To combat this the center. If a visitor has
overcrowding, the Sanitarium doctors a reason for their visit, they
began releasing patients early, declaring are required to sign into a log
them fit for a return to society. The book before the guardsman
least violent patients merely became allows them entrance into the
burdens upon their families or Sanitarium proper. If the visitor
pathetic, homeless drifters that are is less justified in their visit, they
often victimized by Malifaux's are quite firmly asked to leave the
more dangerous elements, both premises.
human and otherwise.
All in all, the Guild's doctors run
The others - those who a tight ship. Patients are only
were able to hide their allowed to leave their cells when
violent natures beneath accompanied by a doctor, nurse,
the guises of polite or orderly, which prevents many
conversation and proper of the accidents that plague the
behavior - became an enduring blight upon city's other asylums. On the other
the city. Some of these patients had heard the hand, this policy does tend to
voice of the Grave Spirit whispering into their make the halls of the Sanitarium
minds, and released from their confinement, feel lonely and a bit spooky.
they were free to indulge in all manner of Most of the guardsmen stationed
perversions and murder. These degenerates at the Sanitarium are perfectly
would go on to become the city's first happy with this exchange.
Resurrectionists.
During the evening hours, the composition of Every character present must participate
the crowd shifts. Laborers meet with their friends in this Ongoing Challenge. Increase the
to plan out an evening's activities, lovers stroll TN of this Ongoing Challenge by +1 for
through the crowd hand-in-hand, and performers each instance of the following among the
gather small crowds as they play instruments or characters:
juggle for donations. This latter group is watched
closely by patrolling guardsmen to ensure that their * Heavy Melee weapons
performances do not shift into outright begging (or * Long Arms weapons
worse yet, acts of sedition against the Guild).
* Shotgun weapons
The Guild makes frequent use of Juno Square for * Heavy Guns weapons (+2 if restricted)
its large events, including its yearly Valentine's Day,
* Construct or Undead characters
Christmas, and Summer celebrations. In the past,
there was also a Halloween celebration, but after * Unusual Animal Companions
the arrival of the Carver and its yearly massacres
of Malifaux's residents on Halloween night, the If the Fated succeed, they manage to avoid
Guild saw the folly of gathering so many people in the attention of the Guild Guard for the rest
one place and wisely canceled all future Halloween of the scene (though they might still show
celebrations. up if the Fated cause a great deal of noise
or confusion).
The other celebrations still continue, however.
During a celebration, the Department of Public On a catastrophic failure, the characters
Relations fills the square with tables of cooked draw the suspicion of a group of four Guild
meats, hot stews, and sugary treats, which it offers Guardsmen and one Guild Sergeant (Core
to the city's residents. There is usually a band and Rules, pgs. 322 - 333). These guardsmen
an open area for dancing, save for during Christmas, attempt to detain and question the characters
when they are replaced with a gigantic, fifty-foot-tall and will resort to violence if necessary.
decorated Christmas tree.
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Museum of Natural History Duer's Library
Malifaux's Museum of Natural History is a blocky During the days of the first Breach, Dr. Arthur Duer
stone building that takes up an entire city block. The discovered a massive cache of strange books dating
primary entrance is flanked by two statues depicting back to the days of the ancient Neverborn. Instead
kneeling rams, an homage to the Museum's greatest of keeping this treasure trove for himself, Duer
contributor and patron, the Guild. turned it over to the city's rulers, the Council, who
in turn rewarded him by giving the treasure trove of
At first glance, the museum is a repository of all knowledge his name.
sorts of strange and esoteric items. Some examples
of notable exhibits include the fossilized skeleton When the Guild assumed control of Malifaux, they
of a towering, two-headed dinosaur, a winged found Duer's Library intact and relatively undamaged,
humanoid preserved in a human-sized glass jar, despite a century having passed since the Breach's
the severed hand of the First Necromancer (safely closing. They attempted to rename the repository
protected beneath warded glass), and a wide variety "the Malifaux City Museum and Archives," but the
of Neverborn pelts and skins. name didn't take. After the founding of the nearby
Museum of Natural History, it fell completely out of
Unfortunately, many of the museum's exhibits are use. As such, most people, even among the Guild,
either forgeries or have been falsely identified and still refer to the site as Duer's Library.
labeled as something else entirely. The museum's
volunteer curators tend to be drawn from the bored The library's aboveground levels contain an
spouses of Guild employees; they have a great deal of extensive art gallery. The majority of the paintings
passion and interest in seeing the museum succeed and sculptures on display are the work of local artists,
but very little actual education or training. other than a few paintings by Diego Velázquez that
were donated to the museum by a wealthy Guild
Despite having earned the disdain of academics and patron. The gallery is open to the public, though
scientists alike, the museum nevertheless remains visitors must pay a small entrance fee to gain access.
quite popular with the city's residents. Ticket sales
are robust, and even in the worst weather there are Beneath the gallery is the heart of the library. The
always a few people walking among the exhibits repository is dominated by hundreds of bookshelves,
and learning the "history" of Malifaux. More than each one stacked with dozens of ancient books of
a few treasure hunters and explorers have made a every size and shape. Scholars work tirelessly to
career out of selling strange items and artifacts (and translate these tomes from their original Neverborn
the embellished stories of their adventures) to the into human languages, either at the long tables set
museum's wide-eyed staff. up at the repository's center or in one of the many
study rooms on the first basement level. Other
By far the most impressive item to pass into the shelves contain rare volumes that were donated to
museum's possession was the Gorgon's Tear. the library by the Council and later the Guild.
This rare Soulstone of unique green coloring was
discovered by the Hughes family during the days The second basement level is primarily composed
of the first Breach. It passed from one owner to of large steel vaults containing the library's rarest
the next, developing a cursed reputation as all who and most valuable books. Anyone can purchase a
owned it perished. When the Soulstone eventually pass to browse the knowledge stored on the first
made its way back to Malifaux and into the Guild's basement, but access to the second basement is
hands, Governor-General Kitchener donated it to only granted to Guild personnel with special
the museum. No sooner had the Gorgon's Tear been permission from the Governor-General or one of
put on display than it was stolen by the infamous the heads of a Special Division.
serial killer Seamus, much to the museum's sorrow.
The Soulstone's current whereabouts are unknown.
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The M SU Union Hall The Star Theater
The central Union Hall for the Miners and The most popular attraction in all of Downtown is,
Steamfitters Union is located in southern Downtown. without a doubt, the Star Theater. The theater is an
This massive building has grown to encompass a full architectural wonder with vaulted ceilings, electric
city block. It has a total of four different wings, each
lighting, a steam-powered stage with moving platforms
of them between two and four stories tall. A wrought- and pneumatic trap doors, and an enormous, boiler-
iron fence surrounds the building's perimeter, its operated pipe organ. Originally constructed as the
bars twisted into the shapes of stylized miners toiling
Star Opera House in the days of the first Breach, its
with pickaxes. owners were run off by the M&SU shortly after the
In the first days of the Miner's Union, this building organization's refounding and renaming.
served as the heart and soul of its members. Though The M&SU then "sold" the Star Theater to
the leadership shifted its seat of operations to Colette Du Bois, an up-and-coming illusionist
Hollow Point once that facility had been completed, with aspirations of greatness. Within the year,
the first M&SU Union Hall still stands as a powerful Du Bois had retrofitted the entire theater and
reminder of the Union's origins and goals. emerged with one of the greatest vaudeville shows
Today, this Union Hall primarily handles the ever seen. The performances - each one a unique
Union's interests in Malifaux City. Its employees combination of magician's act, burlesque dancing,
plaster buildings with recruitment posters, interview acrobatics, comedy, and bawdy entertainment -
potential candidates, spy on the Guild, stage protests draw sell-out crowds to the Star Theater night after
against anti-Union or pro-Guild businesses, and night, catapulting Du Bois and her showgirls into
provide legal services to Union members. They celebrity status.
also send small groups of injured or otherwise In truth, though, the performances are nothing
non-working miners to seize control of Downtown more than a creative distraction. The cost of the
buildings for members looking to relocate to a safer Star Theater was far steeper than anyone might
neighborhood. have imagined, and it forced Du Bois into the
arms of the Arcanists. The tunnels beneath the
Star Theater stretch into Malifaux's sewer system,
Downtown Housing and Du Bois and her trusted showgirls use this
Since Downtown is the safest place in underground network to smuggle contraband
the city, most of the district's homes and throughout the city.
buildings are already occupied. When a The Guild has yet to realize that the Star Theater is
house becomes open (due to migration or the hub of the Arcanist smuggling network. Plenty
death), it is often snatched up by one of the of people pick up a show after arriving in Malifaux,
district's realtors. This often has more to and nobody really pays attention to the women that
do with armed thugs squatting in a building quietly move their luggage behind closed doors
than in any sort of formal paperwork. and unpack it while everyone's attention is on the
stage. The luggage is returned before the end of
Once someone has either claimed a home the show, often with payment discretely slipped
on their own or paid a realtor to "sell" it between two articles of replacement clothing.
to them, they still have to pay the Guild's
"property taxes," which are essentially just The showgirls are also quite skilled actors and are
protection money. Those who fail to pay very good at misdirection; hundreds of Soulstones
often end up having their home declared have been smuggled through the Breach by
"on the market," which is code for "we won't showgirls who relied upon their fame and good
investigate if something bad happens here." looks to distract the Guild's guardsmen.
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Industry Station Soulstone Processing Facilities
Industry Station is the primary rail hub of the When Soulstones are pried out of the ground, they
Industrial Zone. Malifaux's main rail line stretches are little more than rough gemstones with a dull,
out to the east and west, dominating a network cloudy gray color to them. Soulstones of higher
of smaller rail lines that spiderweb out across the quality tend to be increasingly transparent, but
rest of the district. These smaller tracks connect even these rare gemstones have surfaces that are
the district's factories and Soulstone processing rough and gritty. A few even have a bit of a colored
facilities directly to the city's rail network. tint to them, casting their depths in shades of red,
orange, blue, green, purple, or yellow.
The station itself is a drab, open-air station built
for function over form. Most of the Soulstones, When Soulstones are mined by the Guild (or more
lumber, and ore that come in from beyond the city accurately, when they're mined by Union workers
walls are redirected to Industry Station, which, in under contract with the Guild), they are shipped
turn, redirects the shipments to their destinations back to Malifaux City in bulk. From there, they
in the Industrial Zone. Because the rail lines were are routed to a number of Soulstone processing
laid down in a haphazard fashion, they criss-cross facilities located throughout the Industrial Zone.
each other and cut across roads in multiple places. These facilities are under heavy guard, and anyone
There are no safety bars or flashing lights to warn approaching them without a Guild uniform is shot
pedestrians and carriages of oncoming trains, so on sight, no questions asked. Even those visitors
accidents are unfortunately somewhat common. wearing a Guild uniform must present their
paperwork or identification upon arrival lest they
Guild guardsmen constantly patrol the station and meet with a swift and violent end.
its rail yard on the lookout for suspicious activity.
Because so many Soulstones pass through Industry Or at least, that's how it's supposed to work. In
Station, the Guild is very serious about security; actuality, the defenses of these processing facilities
more than a few railroad employees have ended up are so strong that security has become fairly lax
dangling from the Hanging Tree simply because they at most of them; employees who forget their
loitered near the wrong boxcar for a bit too long. identification are simply waved through the gates,
and few employees are patted down at the end of
their shifts. Since the Guild heavily punishes any
sort of Soulstone theft, any incidents tend to get
The Malifaux Daily Record
handled internally by the processing foreman,
The offices of the Daily Record can be found in who would suffer greatly should any Soulstones go
the southern region of the Industrial Zone. The missing on their shift. In the rare event that a missing
newspaper's bulky printing presses, crates of freshly Soulstone does become known to the Guild at large,
cut paper, and barrels of ink do an admirable (if most foremen insist that the theft must have taken
unintentional) job of disguising it as one of the place either at the Soulstone mine itself or during
surrounding factories. transit, a claim that often results in the (often literal)
The interior of the Daily Record is spacious and quite termination of a shipment's innocent guards.
warm, thanks to the heat generated by the numerous Within the processing facilities, each Soulstone is
pneumatic printing presses that line the eastern wall. carefully evaluated and then cut in such a way as
They ensure that the office is quite comfortable in to enhance its natural luster. These Soulstones are
the winter and all but unbearable during the warm then shipped back to Earth to be bartered away by
summer months. No matter the time of year, these the Guild for political favors. The leftover shards of
printing presses are always churning out newspapers Soulstone are gathered at the end of each day and
and producing a great deal of noise; most of the ground into Soulstone Dust, which is then sold to
Daily Record's employees suffer from at least some the public as a means of keeping mechanical limbs
degree of hearing loss. magically animated.
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Homesteads Fortune Falls The Western Knotwoods
Over the past decade, the Guild has launched a The Knotwoods are an expansive forest that stretches
number of different homesteading programs. Each out to the west of Malifaux City. It is largely considered
program is unique, but all of them grant parcels of to be a dark and dangerous place, on account of the
land (often in the Badlands) to immigrants in return large number of Neverborn and especially Nephilim
for a share of their profits. After a few years of hard that reside beneath its darkened boughs, an assessment
work, homesteaders are granted ownership of the that is completely accurate.
land and are freed from their contracts.
The Guild's influence within the forest is limited to
The promise of a new life on the frontier is enticing the heavily fortified town of Fortune Falls. The loggers
to a great many people back on Earth. Some there harvest the forest's trees and ship them back
homesteaders flee to Malifaux to escape political or to the city by river and railway, a task which places
religious oppression in their homelands, while others them into constant conflict with the Neverborn of
see it as a chance to escape the crushing poverty the region. As a result, Fortune Falls is home to one
around them. The Guild gives them a chance to make of the highest concentrations of Neverborn Hunters
something more out of their lives, and in return, the beyond the walls of Latigo.
homesteaders give the Guild their loyalty.
In the aftermath of Governor-General Kitchener's
Despite the enthusiasm of the homesteaders, the death, Lucius Mattheson ordered the construction of
Badlands are not welcoming to strangers. The soil is a handful of Guild outposts in the western Knotwoods.
poor, so any attempts at agriculture require copious The exact purpose of these outposts is a mystery known
amounts of fertilizer and a great deal of water, both of only to Mattheson himself; the unfortunate soldiers
which are unfortunately quite scarce. The Neverborn stationed at these besieged outposts sometimes
Hunters who patrol the region often check up on receive supplies and reinforcements carrying sealed
homesteaders and help them out in whatever ways commands from the Governor's Secretary, each of
they can, from carrying mail to teaching them how to which gets passed up the
dig wells to delivering fertilizer and other dried goods chain of command. These
that were purchased from one of the Guild's many orders frequently precede
homesteading catalogs. strange missions into the
forest, the details of which
Because of the assistance provided by the Neverborn are never discussed by the
Hunters, the homesteaders of the Badlands tend haunted men and women
to be very friendly towards members of the Guild. who manage to return.
A battle-weary Guild agent who stumbles into a
homestead can expect to have her wounds tended
and food placed in front of her by its concerned
residents, at the very least. This may not seem like a
particularly noteworthy boon for an officer stationed
in the city, but for a Guild agent who barely survived
an ambush by bandits or Nephilim, such kindness
can be lifesaving.
Fumarole Hazards
There are many ways that a character can come to harm in the Fumaroles. Here are a few!
Poisonous Gasses: Most of the gasses expelled by the rifts of the Fumaroles are poisonous.
These gasses can be either visible or invisible; characters within a visible gas cloud are considered
to have Soft Cover. At the start of each round, every Living character within a gas cloud gains the
Poisoned and Suffocating Conditions, each with a value of anywhere from +1 to +4, depending
upon the toxicity of the poisonous gasses.
Hot Springs: Any character that enters one of the boiling (and often acidic) pools in the Fumaroles
suffers 2/3/4 damage, ignoring armor, and ends their Burning Condition. If the character is still
in the pool at the end of any turn other than the one in which they fell into it, they suffer this
damage again. Climbing out of a hot spring requires an Athletics Challenge with a TN of 10 to 12,
depending upon the smoothness and stability of the pool's edges.
Geysers: Geysers are powerful columns of boiling water and steam that shoot upwards to a height
of over thirty yards. Characters who approach to within 1 yard of a geyser must succeed at TN 10
Acrobatics Challenges or have the ground beneath them crumble away, plunging them into a pool
of boiling water (treat as Hot Springs). When in a scene involving a geyser, it erupts whenever a
Black Joker is flipped from the Fate Deck at the end of the current action. When a geyser erupts,
every character within 1 yard of the plume (or in its Hot Springs) must succeed on a TN 14 Evade
Challenge. Those who fail suffer 4/6/8 damage ignoring armor, end their Burning Condition, are
pushed 2 yards away, and fall Prone. Height 1 characters who fail are also rocketed upwards into
the air, suffer +2 damage, and then suffer additional damage for falling a distance equal to half the
geyser's height.
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Chapter 2: The Guild of Mercantilers
Debtor's Delve Latigo Stronghold
Malifaux is set up in such a way that it is difficult The fortified ranch of the Ortega family is called
for the average person to avoid falling into debt Latigo, the Hunter Stronghold, and "that Ortega
with the Guild. Its collectors are relentless, and fortress" with relatively equal frequency. A single
those who cannot pay their debts often end up at railway connects the fortified ranch to Malifaux City,
Debtor's Delve. but it's usually only used one or twice a week at most.
This long canyon serves as prison, quarry, and work Latigo's barricades average fifteen feet in height, with
camp. All of the "convicts" here are debtors who numerous platforms that allow its defenders to quickly
have been arrested for defaulting on their debts. move along its length and fire down at any attackers
To reclaim their money, the Guild forces these amassed below. Its length is dotted with fortified
prisoners to mine stone and iron from the quarry sniper nests, most of which are manned by spotters
for a period of six months of work for every twenty and lookouts throughout both day and night. Within
scrip owed. The labor is hard and the hours are the barricades, the Neverborn Hunters organize their
long, and every month or so, one of the prisoners hunts and raids, practice their marksmanship, and
perishes from exhaustion, dehydration, untreated perform more mundane ranch tasks such as tending
injuries, or abuse. to goats and cleaning out barns.
Because Debtor's Delve is nestled in the Badlands, The largest building within the complex is the hacienda,
its remoteness and isolation (not to mention the a two-story mansion of Spanish colonial style. Its
desolation of the surrounding area) are as effective aesthetics are marked by multiple archways, spindled
wardens as any of the armed guardsmen. Prisoners window grills, terracotta roofs, and heavy wooded
are not chained or otherwise restrained, on account doors. Its walls are adobe, and the interior ceiling
of most of them being nonviolent, and the Guild beams are exposed and painted in earthy colors. The
turns a blind eye to the culture of bullying and ranch is without electricity, so like everywhere else
intimidation that has developed within the Delve, in Latigo, light is provided by candles and hanging
at least until such activities result in serious injuries lanterns.
or death. When this happens, the guardsmen step
in, brutally punish those responsible, and then The other buildings in Latigo follow a similar style,
return to their lackadaisical custodianship. albeit with far less opulence and style. Most are simple,
one- and two-story buildings, often with a family living
Because the prisoners are nonviolent and on each floor. Single residents sleep in one of the
the surrounding Badlands is relatively quiet, ranch's multiple barracks, each of which is furnished
assignments at the Delve are typically given to with bunk beds and the occasional hammock. New
skilled and competent guardsmen who were injured recruits are sometimes assigned to these hammocks
or traumatized while on the job. This allows them simply so that their fellow Neverborn Hunters can
to continue to pull in a salary and remain useful amuse themselves by watching the recruit struggle
without putting them into situations where their with the awkward sleeping devices.
disabilities might cause the Guild serious harm.
Latigo has fallen under siege by Nephilim several
After all, even if all the prisoners in the Delve times in the past decade, but each time, the Neverborn
escape, they're still relatively harmless people who Hunters have driven the foul creatures away. The most
will most likely perish in the Badlands anyway. recent attacks have all occurred while the Ortegas were
away on assignment, suggesting that the Neverborn
are monitoring the family's movements... or that they
have hidden a spy among Latigo's residents.
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Chapter 2: The Guild of Mercantilers
Once the prosecution has finished calling all of their Practitioners of Court Procedure can perform
witnesses and presenting their evidence, the defense their magic within a courtroom with very little fear
is allowed to do the same. All witnesses must be of punishment, provided that their spells do not
present in the courtroom when their name is called have any visible manifestations. Even if a member
or their testimony cannot be given. More than a few of the defense claims that magic is being used, the
Guild lawyers have won difficult cases by abusing spellcasting process for these characters is so easily
this loophole, either by stalling a case until a defense disguised as simple legal routine that most judges will
witness leaves to use the restroom or by hiring thugs to overrule such objections with a warning not to waste
prevent the witness from ever reaching the courtroom. the court's time.
Finally, each side presents their closing statements. Spellcasting prosecutors frequently use the Interrogate
This time, the defense presents their statement first, Magia to force defense witnesses to truthfully answer
followed by a rebuttal by the prosecution. The judge awkward questions that will either incriminate the
then takes a few moments to deliberate upon the case defendant or impinge their own credibility and the
before delivering a verdict. Forget Magia to erase memories that might hurt their
case. Improved Fate and Mental Enhancement are
Any use of magic within the courtroom is banned other favorites, given their
and results in the spellcaster's immediate arrest and wide versatility, and a few
prosecution. If this happens to the defendant, the lawyers have perfected
case defaults to a guilty verdict against them. If the the use of Sleep to put
guilty part is the prosecutor, the defendant is cleared key witnesses into a deep
of all charges and allowed to go free. For this reason, slumber before they are
most prosecutors avoid any use of magic within called to the stand.
the courtroom... unless they adhere to the Court
Procedure Magical Theory.
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Chapter 3: New Recruits
Step 1: Concept
A lot of information about your character will be
determined over the course of the character creation
process, but not everything is up to chance. For this
reason, it helps to have some idea who your character
is in advance: what her goals might be, what her life
might have been like, and so on.
It is worth discussing your concept with the
Fatemaster and other players to ensure
that your character will get along with
the characters of the other players. This
is especially true for groups that include
Gremlin and human characters, as some
humans might find the idea of spending time
with a Gremlin to be offensive (or vice versa).
After this step, you'll be flipping cards off the Fate
Deck, so make sure it's handy. You should shuffle the
Fate Deck seven times and then have the Fatemaster cut
it to ensure that the cards are sufficiently randomized.
When your Fate Deck is shuffled and you have a
general concept in mind, move on to Step 2.
Endeavor Card
Mind Card
Division Card
Body Card
Root Card
Vice Card
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Chapter 3: New Recruits
Step 3: Division Step 5: Root Skills
Deal a card off the top of the Fate Deck into the Deal a card off the top of the Fate Deck into the
upper-left space above the Vice Card. This card is upper-right space above the Vice Card. This card
the Division Card; it determines which of the Guild's is your Root Card, and it determines your Fated's
Special Divisions employs your character. Root Skills. They represent the skills your character
learned in her childhood.
Each Special Division is described starting on page
30. While each Special Division has a specific focus, Each value provided by this card can be assigned to
you shouldn't feel as if your character's assigned any of the Skills presented in the Core Rules. These
Division determines her destiny; the Department Skills should reflect your character's upbringing:
of Public Relations employs just as many thugs as it what did she learn? Why did she learn it? How were
does social butterflies, and the Witch Hunters have her parents and family involved? Was she groomed
plenty of accountants and researchers supporting for a position among the Guild at a young age, or did
their field agents. Use your character's Division as a her parents have different plans for her?
starting point, rather than a mandate.
Take time to think about what your character learned
In addition, each Division is linked to a specific while growing up and consider how this knowledge
Skill that your character will gain at the end of the modifies your concept.
character creation process. This Skill represents the
specialized training that your character has received. Step 6: Mind
For now, just mark down your character's Division
on her character sheet. Deal a card off the top of the Fate Deck and place
it to the upper-left position above your Division
Step 4: Body Card. This is the Mind Card, which represents your
Fated's mental abilities. It provides the set of values
Deal a card off the top of the Fate Deck into the that go into her Mental Aspects of Intellect, Charm,
position directly above the Vice Card on the Ram's Cunning, and Tenacity. Assign the values given to
Head Tarot. This card is the Body Card, which you here to any of the different Mental Aspects.
represents your Fated's physical form; it gives you the
values that go into your Physical Aspects of Might, As your character reached adolescence and
Grace, Speed, and Resilience. Assign each value adulthood, her mind started to play a more critical
given to you here to one of the different Physical role. How your character approaches her problems
Aspects, in any order you choose. is often determined by her Mental Aspects.
A negative Aspect in Through the Breach is not strictly Think about your concept again. What Mental
bad. It represents a lesser capacity in that area, Aspects are most appropriate for your character?
but weaknesses are a part of all people. A negative Does your character have a strong will? Is she crafty?
Aspect can be overcome with Skills, and some Consider these things when assigning your values.
Talents require a negative Aspect as a prerequisite.
Your concept should develop further here now
that you have a better idea of your Fated's physical
capabilities. Often, physicality defines much of our
childhood and the paths we take. What did these
Aspects mean for your character while growing up?
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Chapter 3: New Recruits
Step 12: Derived Aspects Step 13: Talent
You can now calculate your Derived Aspects from a Skills represent a linear progression of knowledge,
combination of your character's Aspects and Skills. but Talents are certain knacks that your character
The Derived Aspects are: Defense, Willpower, might have developed along the way. They go
Wounds, Walk, Charge, Height, and Characteristics. beyond basic skills and can have significant effects
This information is the same as what is presented in on a character's life.
the Core Rules.
Talents aren't always about being the best at
• Defense is equal to 2 + the character’s Evade something; many Talents represent ways that
Skill or Speed Aspect, whichever is higher. If characters have overcome their shortcomings. They
the character has no ranks in the Evade Skill, it reflect new ways to deal with certain situations.
is considered to be a 0 (and thus, the lowest the
character's Defense can be is 2). Your character gains one General Talent. It is
recommended that characters created with the
• Willpower is equal to 2 + the character’s Ram's Head Tarot choose their Talents from this
Centering Skill or Tenacity Aspect, whichever book (pg. 141) or the Core Rules, but the Fatemaster
is higher. If the character has no ranks in the is free to allow General Talents from other Through
Centering Skill, it is considered to be a 0 (and the Breach expansion books as well.
thus, the lowest the character's Willpower can
be is 2). Step 14: Equipment
• Initiative is equal to the character's Speed Your character has 10 Guild Scrip with which to
Aspect plus her ranks in the Notice Skill. This purchase equipment from the Core Rules (pg. 244),
value is added to the character's Initiative flip in this book (pg. 160), or one of the other Through
Dramatic Time to determine how quickly she is the Breach expansion books (with your Fatemaster's
able to act during combat. permission).
• Wounds is equal to 4 + the character’s The Fated may also receive some starting equipment
Toughness skill. If the character has a positive based on their chosen Pursuit, as described by that
Resilience Aspect, add half of that (rounded Pursuit's Starting bonus.
up) to her Wounds.
In addition to this, your character has a few things
• Walk is equal to 4 + half the character’s Speed that are not listed, such as a Guild uniform and a few
Aspect (rounded in favor of the character). pieces of clothing.
• Charge is equal to 4 + the character’s Speed Your character is also considered to have a place to
Aspect. If this generated a value below the live in the Downtown or New Construction Zone
character’s Walk Aspect, the character’s Charge districts, some food, and other basic necessities.
is instead equal to her Walk Aspect.
Finally, your character has a salary based upon
• Height is 2 for adult human characters. their Special Division: the Guild Guard make 2
Scrip each week, while members of other Special
• Characteristics define the type of creature a
Divisions make 4 Scrip each week.
character is. Fated characters created with the
Ram's Head Tarot have the Living and Fated This salary is, obviously, only paid while the character
Characteristics. is still employed by the Guild. If a character requests
time off (to go on extended adventures, for instance),
they do not receive any payment for the time they
are not working.
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Chapter 3: New Recruits
Example Character After some thought, the player puts Annabelle's +2
into Cunning and her -2 into Charm, which leaves
Let's follow a player as they make a character for an her with Intellect and Tenacity 0. Since she replaced
upcoming Through the Breach game! First, the player her Mind Card with her Vice Card, the player can
needs a simple concept (Step 1): she decides that increase one of Annabelle's Mental Aspects by +1,
her character is a grim Death Marshal who joined so she increases her Tenacity to 1.
the Guild after a personal tragedy. The player names
her character Annabelle. Though she wasn't feeling so great about Annabelle's
"Sadism" vice, it actually makes sense now, given
With that concept, the player flips her Vice Card Annabelle's background. She clearly has some anger
into the bottom-most part of the Tarot Spread (Step about being repeatedly rejected for transfer into the
2). It's a 4r. This means that if the player decides to Death Marshals!
use her Vice Card, Annabelle's vice will be "Sadism."
The player isn't sure if she wants Annabelle to At Endeavor Skills (Step 7), the player gets At,
be a sadist yet, but she keeps that in mind as she providing her with 3, 3, 3, 1 for Skills. The player
continues onward. decides to put 3 ranks into Intimidate, Pistols, and
Notice. The player also picks up Bureaucracy at 1
Next, Sarah flips a 6t for her Division (Step 3). rank to account for all of the paperwork Annabelle
This means that Annabelle is a member of the Guild has filled out.
Guard. She isn't the Death Marshal that the player
wanted, but that's fine: she decides that Annabelle For Division Skill (Step 8), the player looks back at
has been trying to transfer into the Death Marshals the 6t she flipped for her Division and notes down
but hasn't yet had much luck. If nothing else, it gives that Annabelle has 1 rank of Gambling.
Annabelle a goal to work towards! Next is Modify (Step 9), so the player decides to
Next the player flips Annabelle's Body Card (Step increase Annabelle's Might up to 0.
4). She gets a 7C, which gives her -1/-1/0/+2 to The player is now ready for Divining Fate (Step
assign as her Physical Aspects. The player decides 10). Starting with the Mind Card and working right,
that Annabelle's aim is pretty good, so she places she writes each corresponding phrase into the
the +2 into her Grace. She doesn't want Annabelle appropriate place on her character sheet.
to be some wilting flower, so she puts the 0 in her
Resilience, which leaves her Might and Speed at -1. At Pursuit (Step 11), the player decides to make
Annabelle a Commander. This gives her a bit of
The player moves on to Root Skills (Step 5) and scrip that she uses to purchase a good pistol.
flips a 11R, which gives her a 2, 2, 2, 2, 1 for Skills.
The player decides that Annabelle grew up poor Step 12 is a calculation of Derived Aspects. Annabelle
and had a rough childhood, so she gives her 2 ranks has Defense 2, Willpower 3, Initiative 2, Wounds 6,
in Athletics, Centering, Pugilism, and Toughness; Walk 4, Charge 4, Height 2, and the Living and Fated
perfect skills for a little hooligan! She also gives Characteristics.
Annabelle 1 rank in Deceive.
For Talent (Step 13), she chooses the Guild Training
Next, the player flips her Mind Card (Step 6), (Guild Guard) Talent (page 143).
getting a 10C. This gives Annabelle -1/-1/0/+2 for
her Mental Aspects, but the player isn't happy with At Equipment (Step 14), the player uses her 10 Scrip
that spread, so she decides to use her Vice Card. to buy Annabelle a sword and some armor from the
She replaces her 10C with the 4R of her Vice Core Rules.
Card, which changes Annabelle's Mental Aspects to
-2/0/0/+2. Finally, at Step 15, the player chooses Rams as her
Defining Suit. She chooses Crows as Ascendant,
Masks as Center, and Tomes as Descendant.
Body Card
Card Physical Body Fate
Aspects
Red
Joker
-1/-1/-1/+3 and learn the history that has yet to happen.
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Chapter 3: New Recruits
Ram's Head Tarot Reference Tables
Body Card
Card Physical Body Fate
Aspects
Ac -3/0/0/+3 and you will be as a sparrow without wings.
2c -3/0/+1/+2 and die in three days.
3c -2/-1/+1/+2 but death was never the end.
4c -2/-1/0/+2 and you will leave her hanging.
5c -2/0/0/+2 and bring nightmares into the waking world.
6c -2/0/+1/+1 and you will find dragons.
7c -1/-1/0/+2 and find the light within.
8c -2/-1/0/+2 but only until the blood-dimmed eclipse.
9c -1/-1/+1/+1 but you will feed your heart with courage.
10c -1/-1/0/+2 but the spirit will claim the child.
11c -1/0/0/+1 but the cradle was always empty.
12c -1/0/0/+1 and wonders will surround your waking echoes.
13c -2/+1/+1/+1 but even the dead can die again.
AM -3/-1/+1/+3 and you will enter the gateway of horrors.
2M -2/-2/+2/+2 but fear the revision.
3M -2/-1/+1/+2 as poisoned sand turns to clouded glass.
4M -2/0/0/+2 and kneel before the loathsome jester.
5M -3/0/+1/+2 and he will come to know your love.
6M -2/-1/0/+2 but the key is hidden in its flesh.
7M -1/-1/-1/+3 and you will lock the door and kill the light.
8M -1/-1/0/+2 and eliminate those who love.
9M -1/-1/0/+2 and welcome the betrayer with open arms.
10M -1/-1/-1/+2 and murder the deserving.
11M 0/0/0/0 but speed is no substitute for strength.
12M -1/0/0/+1 and you will see what the others cannot.
13M -2/0/+1/+1 and argue in the court of horror.
Black -2/-2/-2/+4 and you will become everything you hate.
Joker
Root Card
Card Skills Root Fate
Red
3,3,3 The Carver wakes but once a year
Joker
AR 3,3,2,1 They feed the machine with war and sorrow
2R 3,3,1,1,1 Your screams will ring louder than a hundred cannons
3R 3,3,1,1,1 You will cut victory from its corpse
4R 3,2,2,1 The ravens will bless your children
5R 3,2,2,1 You will protect the world you did not choose
6R 3,2,1,1,1,1 You will drink the blood of your enemy
7R 3,2,1,1,1,1 Your last hope will be taken by torches and anger
8R 3,1,1,1,1,1,1 The pelagic idol will be found once more
9R 3,1,1,1,1,1,1 The smallest boon can save a life
10R 2,2,2,2,1 You will turn your back to the ram
11R 2,2,2,2,1 Your choice will cost you your heritage
12R 2,2,2,1,1,1 The cure will prove more painful than the sickness
13R 2,2,2,1,1,1 The circle will bind as well as the grave
At 3,3,3,1 You will find that which has been calling you
2t 3,3,2,2 As the curtain rises one last time
3t 3,3,2,2 The cold settles upon you like frozen diamonds
4t 3,3,2,1,1 You will give your hand to spare your sight
5t 3,3,2,1,1 The abandoned creation broods in madness
6t 3,2,2,1 The fanatical hunter is deaf to your pleas
7t 3,2,2,1 A single stone cannot stop the avalanche
8t 3,2,1,1,1,1 The moon whispers secrets in silver light
9t 3,2,1,1,1,1 The reflection in the water shows you the truth
10t 3,1,1,1,1,1,1 Myth and fable walk the sun-kissed streets
11t 3,1,1,1,1,1,1 In the end, you will turn your back on Malifaux
12t 2,2,2,1,1,1 The red rock stands as a monolith
13t 2,2,2,1,1,1 An ancient people turn in their sleep
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Chapter 3: New Recruits
Ram's Head Tarot Reference Tables
Root Card
Card Skills Root Fate
Ac 3,3,2,1 Its collection grows without reason or purpose
2c 3,3,1,1,1 You will test yourself against the soul of thunder
3c 3,3,1,1,1 They will scrawl the forgotten name in the blood of youth
4c 3,2,2,1 Hesitation will spare his life
5c 3,2,2,1 His ancient blood is the sweetest wine
6c 3,2,1,1,1,1 You will shun the master's lash
7c 3,2,1,1,1,1 The crow will find your eyes
8c 3,1,1,1,1,1,1 Terror and madness will find the cracks in your mind
9c 3,1,1,1,1,1,1 Your sins will walk the shadowed streets
10c 2,2,2,2,1 The twins are bound in rope and tradition
11c 2,2,2,2,1 You will step between servant and slave
12c 2,2,2,1,1,1 Only five walk the mortal realm
13c 2,2,2,1,1,1 Her black heart will beat in the cup of your hands
AM 3,3,2,1 Seven hundred steps stretch between you and Sarnath
2M 3,3,1,1,1 They will blind themselves to your woes
3M 3,3,1,1,1 You will sup with those who have no names
4M 3,2,2,1 Her last words are a frozen river
5M 3,2,2,1 Their pursuit will never end
6M 3,2,1,1,1,1 The freshest peach rots from within
7M 3,2,1,1,1,1 The blade will shatter upon bare flesh
8M 3,1,1,1,1,1,1 He knows the price that must be paid
9M 3,1,1,1,1,1,1 The dull coin hides in the shadow of treasure
10M 2,2,2,2,1 You will leave the assault unanswered
11M 2,2,2,2,1 A thousand shapes move in the mist
12M 2,2,2,1,1,1 You are the clay from which delusion is sculpted
13M 2,2,2,1,1,1 The deceiver wears the skin of snakes
Black 2,2,2,2,2,2 The future will be carved from the heart of tragedy
Joker
Mind Card
Card Mental Mind Fate
Aspects
Red -1/-1/-1/+3 When you pass through the open gate
Joker
AR -3/-1/+1/+3 Should you choose to leave the coins behind
2R -2/-2/+2/+2 If you ignore the rope in the trees
3R -2/-1/+1/+2 When blades cross and blood spills
4R -2/0/0/+2 If pity turns to tin in your clenched fist
5R -2/0/+1/+1 When the cannon roars at your behest
6R -2/-1/0/+2 If you find glory in your defeat
7R -1/-1/-1/+3 When you ignore the crimes of the guilty
8R -2/-1/+1/+2 If you surrender to his violence
9R -2/0/0/+2 If you lay down the blade to hold the torch
10R -1/-1/-1/+2 If you extinguish the guiding light
11R 0/0/0/0 When you thrust your hand into the crackling flame
12R -1/0/0/+1 If you open your arms to the lost
13R -1/0/0/+1 Should the reckless heart fall silent
At -3/0/0/+3 If you shun the battle for the written word
2t -3/-1/+2/+2 If you return
3t -2/-2/+2/+2 If you refuse the hero's call
4t -2/-1/+1/+2 You will find your love upon the pyre
5t -1/-1/0/+2 When you wake from the dream of ancestors
6t -3/0/+1/+2 If you laugh as you run him away
7t -1/-1/+1/+1 If you mask your stigma in a shroud of virtue
8t -1/0/0/+1 Once your strangers travel in three
9t -1/-1/0/+2 If you spend your disgust like the miser's coin
10t -1/-1/+1/+1 If you take the pound of flesh that is owed
11t -1/0/0/+1 Should you burn righteous and rancorous in the same fire
12t -3/0/0/+3 If you foolishly seek the next horizon
13t -2/0/0/+2 If you draw the rope's slack
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Ram's Head Tarot Reference Tables
Mind Card
Card Mental Mind Fate
Aspects
Ac -3/0/0/+3 If you gain your prize despite the dog
2c -3/0/+1/+2 If you trip when they come for you
3c -2/-1/+1/+2 Awash in spilled ink and soiled regret
4c -2/-1/0/+2 When she spurns death for your pursuit
5c -2/0/0/+2 After what is dead has died
6c -2/0/+1/+1 Atop the crooked spire of ambition
7c -1/-1/0/+2 If you hone your anger into a blade
8c -2/-1/0/+2 If the antidote is refused a third time
9c -1/-1/+1/+1 Beyond the city walls
10c -1/-1/0/+2 Should the skinned cat return her affection
11c -1/0/0/+1 When you turn your back to the flower
12c -1/0/0/+1 If you rely upon faith to be your shield
13c -2/+1/+1/+1 When your death rattles at the door
AM -3/-1/+1/+3 If you quench the only light
2M -2/-2/+2/+2 If you see only devotion in her eyes
3M -2/-1/+1/+2 When you uncover the long-buried secret
4M -2/0/0/+2 If you temper your friendship in unreasoned violence
5M -3/0/+1/+2 If you witness the hollows of the night
6M -2/-1/0/+2 When the curse twists for the third time
7M -1/-1/-1/+3 If you marvel at the electric carnival
8M -1/-1/0/+2 When every word is a folded puzzle
9M -1/0/0/+2 If you offer them your loyalty
10M -1/-1/-1/+2 Beneath the lowest foundations of desire
11M 0/0/0/0 If you find shame in solitude
12M -1/0/0/+1 As the bell tolls for judgment
13M -2/0/+1/+1 When every eye closes in expectation
Black -2/-2/-2/+4 When the phantoms beckon your approach
Joker
Endeavor Card
Card Skills Endeavor Fate
Red
3,3,3 and you will wear the Tyrant's flesh.
Joker
AR 3,3,2,1 and rust will choke your bullet.
2R 3,3,1,1,1 and a carved pumpkin will witness the slaughter.
3R 3,3,1,1,1 and you will swallow the last bullet.
4R 3,2,2,1 but you will do as you are told.
5R 3,2,2,1 and your clock will stop at the eleventh hour.
6R 3,2,1,1,1,1 and he will break the darkened switch.
7R 3,2,1,1,1,1 and your final day will be a day of songs.
8R 3,1,1,1,1,1,1 but the knife in your back is sharper.
9R 3,1,1,1,1,1,1 and the sun will set upon your happiness.
10R 2,2,2,2,1 but you will cast her aside like a spent torch.
11R 2,2,2,2,1 but the ties of blood are unbreakable.
12R 2,2,2,1,1,1 but his greatest weapon is his daughter.
13R 2,2,2,1,1,1 and you will watch it burn.
At 3,3,3,1 and your mind shall be as an empty prison.
2t 3,3,2,2 but the answer will only lead to more confusion.
3t 3,3,2,2 for what the mind invents can never be fully destroyed.
4t 3,3,2,1,1 and you will tip the scales between truth and falsehood.
5t 3,3,2,1,1 and you will trade honor for a handful of coins
6t 3,2,2,1 and the land itself will go mad.
7t 3,2,2,1 until you remove doubt from the suspicious heart.
8t 3,2,1,1,1,1 and the water will rise as you stand helpless.
9t 3,2,1,1,1,1 but the final fruit is the hardest to swallow.
10t 3,1,1,1,1,1,1 and your sacrifice will redeem the wayward master.
11t 3,1,1,1,1,1,1 and predict the mirror's confusion.
12t 2,2,2,1,1,1 and your vision will come true.
13t 2,2,2,1,1,1 but you will reveal your secret regardless.
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Ram's Head Tarot Reference Tables
Endeavor Card
Card Skills Endeavor Fate
Ac 3,3,2,1 and you will learn where the bodies were buried.
2c 3,3,1,1,1 and it will end as it began.
3c 3,3,1,1,1 but the choice between love and victory is never easy.
4c 3,2,2,1 and you will poison everything you touch.
5c 3,2,2,1 but there is no shadow in the wasteland.
6c 3,2,1,1,1,1 and your obsession will doom them all.
7c 3,2,1,1,1,1 but only the dead will listen.
8c 3,1,1,1,1,1,1 and you will find redemption.
9c 3,1,1,1,1,1,1 and the crime that you hide will destroy you.
10c 2,2,2,2,1 and you will walk upon the moon.
11c 2,2,2,2,1 and you will disappear beneath the swirling black waters.
12c 2,2,2,1,1,1 and it will blind you.
13c 2,2,2,1,1,1 but there can be no bravery without madness.
AM 3,3,2,1 but apathy will be your only punishment.
2M 3,3,1,1,1 and it will turn as black as the darkest night.
3M 3,3,1,1,1 and you will risk everything to roll the dice.
4M 3,2,2,1 and the charred door will buckle.
5M 3,2,2,1 and she will lie to keep you happy.
6M 3,2,1,1,1,1 and the joy of madness will claim you.
7M 3,2,1,1,1,1 but your wrists will be bound with red tape.
8M 3,1,1,1,1,1,1 and you will realize how much was dreamt.
9M 3,1,1,1,1,1,1 but the poisoned wound cannot be healed.
10M 2,2,2,2,1 and he will stab you in the back.
11M 2,2,2,2,1 but the door will close before you have your answers.
12M 2,2,2,1,1,1 and you will offer hope where once was none.
13M 2,2,2,1,1,1 and your captive will sacrifice everything in your name.
Black 2,2,2,2,2,2 but you will lose yourself in the tatters of the king.
Joker
Division Card
Card Special Division Skill Division Fate
Red Elite Division Forgery your darkness will guide the blind
Joker
AR Amalgamation Office Engineering you will make dust of the ram's horns
2R Guild Guard Bureaucracy the crowd will curse their eyes
3R Guild Guard Grappling you will walk the foreign path
4R Guild Guard Pistol her excuses will stay your hand
5R Guild Guard Intimidate you will sort the living from the dead
6R Guild Guard Athletics your heart will turn to stone
7R Public Relations Literacy you will find the answer you cannot speak
8R Public Relations Bureaucracy your blood will steam on the traveled road
9R Public Relations Music you will walk beside fools and corpses
10R Public Relations Art the false prophet will end your hunger
11R Public Relations Printing the false voice will know your name
12R Public Relations Bewitch you will return with the balm for all ills
13R Public Relations Scrutiny you will writhe in agony
At Amalgamation Office Artefacting the steel beneath flesh will be revealed
2t Guild Guard Melee she will sit alone amongst your misery
3t Guild Guard Long Arms you will spit his ambition back in his face
4t Guild Guard Convince the dog will suffer in your place
5t Guild Guard Notice the silence will be deafening
6t Guild Guard Gambling she will demand a sacrifice
7t Witch Hunters Bureaucracy it will belch fire into the sky
8t Witch Hunters Intimidate she will slip from your grasp
9t Witch Hunters Heavy Melee your trial will leave its mark
10t Witch Hunters Counter-Spelling you will stumble between worlds
11t Witch Hunters Prestidigitation you will fall from grace
12t Witch Hunters Sorcery the last hero will burn before you
13t Witch Hunters Enchanting he will rise from the silver lake
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Ram's Head Tarot Reference Tables
Division Card
Card Special Division Skill Division Fate
Ac Amalgamation Office Pneumatic the hissing steam will reveal its troubles
2c Guild Guard Martial Arts the sleeper will dream of your false childhood
3c Guild Guard Shotgun he will steal your despoiled breath
4c Guild Guard Barter you will refuse to open the tome
5c Guild Guard Carouse you will bury your axe beneath the dead tree
6c Guild Guard Centering you will remember your forgotten love
7c Death Marshals Bureaucracy you will sleep among the polished bones
8c Death Marshals Melee the fallen will dance to your untimely dirge
9c Death Marshals Notice you will embrace the ravenous shadows
10c Death Marshals Toughness you will be twice paid in tears
11c Death Marshals Necromancy you will share the only secret that matters
12c Death Marshals Centering you will be a light in the darkness
13c Death Marshals Scrutiny you will shatter the stone
AM Amalgamation Office Mathematics you will learn the weakness of steel
2M Guild Guard Pugilism he will shade your tired eyes
3M Guild Guard Heavy Guns the wound will be cut by your own hand
4M Guild Guard Deceive you will get everything you want
5M Guild Guard Stealth you will drown your fears
6M Guild Guard Leadership the scarred man will find his immortality
7M Neverborn Hunters Evade you will stir in your slumber
8M Neverborn Hunters Husbandry you will take the teacher into your arms
9M Neverborn Hunters Toughness you will find treasure amidst the refuse
10M Neverborn Hunters Homesteading you will see farther than any other
11M Neverborn Hunters Track his lies will deafen the judge to your truth
12M Neverborn Hunters Wilderness your hatred will be as the lash
13M Neverborn Hunters Pistol you will take an eye for the eye that was taken
Black
Joker Elite Division Deceive you will don the forbidden mask
Pursuits have three main mechanical components: This section lists two types of Pursuits: Basic and
Advanced. Advanced Pursuits all have certain
• The Starting bonus is the benefit you gain only prerequisites that must be met before a character
if the Pursuit in question is the one you chose can take them, so they aren't available to starting
during character creation. characters. Making certain in-game decisions will
open up Advanced Pursuits for your character,
• On the Pursuit is the ability you gain while allowing for some interesting and unique gameplay
actively on the Pursuit during a game. options.
• Advancements are the Talents you gain at the
end of each session, in the order listed. Often,
you have a choice between two different Talents.
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Basic Pursuits Magewright
Magewrights are spellcasters that focus upon the use
Basic Pursuits are Pursuits that any character can of Enchanting magic. In addition to bypassing the
choose at character creation or during a session's normal limitations of their Grimoire, Magewrights
Prologue. They require no special training or are capable of temporarily enchanting items and
initiation to follow, though players and Fatemasters weapons with magical power.
are encouraged to come up with reasons why a given
character might choose one Pursuit over another Marksman
and to work that choice into the story.
Marksmen focus upon ranged combat (with
While the Basic Pursuits in this book are most an emphasis on "ranged") more than any other
thematically appropriate when used by Guild character. They are patient sharpshooters who
characters, they are available to any character, favor rifles and prefer to remain on the back lines
regardless of their faction alignments (or lack of combat, ideally in a place of cover. From their
thereof). For instance, a Gremlin Commander hidden vantage point, Marksmen steadily and
might attract particularly skilled Gremlin hunters to patiently eliminate and weaken their enemies with
assist her in battle (which use the same stat blocks as carefully placed and expertly timed shots.
Soldiers, just with their Height reduced to 1).
Propagandist
Propagandists are social support characters that
Bureaucrat focus on forcing their version of the "truth" onto
others. With the ability to manipulate people on
Bureaucrats are social characters that use political
a large scale, these characters can sculpt public
favors and indebted allies to solve problems.
opinion to suit their interests, embolden and
Whether making long-winded speeches, drawing
strengthen their allies, or even raise up an angry
upon a network of spies, or manipulating the Guild's
mob to punish those she has deemed corrupt (or
bureaucratic maze, a Bureaucrat is a powerful ally
simply inconvenient).
for anyone who intends to spend any amount of
time in civilized areas.
Commanders march into battle alongside The Pursuits listed in this book give
subordinate soldiers, which they can attract to their players plenty of opportunities to create a
service at the start of every session. With a steady variety of unique, interesting characters.
supply of expendable soldiers to do her bidding,
If you are looking for more character
a Commander is an excellent force multiplier who
options, however, both the Core Rules
is capable of increasing the strength of not just her
and the Through the Breach supplemental
subordinate soldiers but also her Fated allies.
books - such as Into the Steam, Under
Quarantine, and Into the Bayou - contain
Gunner additional Pursuits and Advanced
Gunners are combat-focused characters that Pursuits that can offer more options to
specialize in the use of chain guns, cannons, and other characters.
heavy guns. With an interesting mix of offensive and
defensive capabilities, Gunners are perfectly suited
to standing on the front lines of combat as they
unleash a withering amount of firepower.
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A Servant of the People
At its heart, politics is nothing more than being
able to leverage favors and reputation for some sort
of benefit. This character is particularly good at
wielding her reputation in this manner.
When this character is called upon to make a Barter,
Bewitch, or Intimidate Challenge, she may discard
a card to turn the Challenge into a Bureaucracy
Challenge. The results of succeeding or failing at
the Challenge remain unchanged.
If the Challenge was a Barter Challenge,
this character may use promises of
relatively insignificant political favors to
uphold her end of the bargain, rather
than cash or other material goods.
Generally speaking, this character
must spend an hour or two
speaking with her allies and
associates to uphold her end
of the bargain. She has a week
to do so before the person she
bargained with begins to feel
cheated and takes appropriate
measures.
The Ally will place themselves at risk to help the character. They might arrange for a prisoner
to be released, set up a meeting with a known criminal, smuggle contraband into the city, help
14
search the streets of Malifaux City after sundown, make significant announcements that are in
character with their normal behavior, or divulge classified or otherwise secret knowledge.
The Ally will take large risks to help the character. They might arrange for a prisoner’s criminal
record to “disappear,” set up a meeting with a Neverborn, loan the character a Soulstone for the
18
session, help search the sewers beneath Malifaux City, or make public announcements that are
either out of character or that run the risk of drawing considerable backlash.
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Do You KNow Who I Am? Information Network
The wanted posters pinned to the Guild's bounty Whether spies, informers, or just people who
boards are adorned with the faces of some of the owe her some minor favors, this character has an
most notorious bandits and serial killers the world extensive information network that she can consult
has ever known: Seamus, Pandora, Parker Barrows, to learn more information about those people who
Albus Von Schtook. Even if they are captured and interest her. The larger the settlement, the more
executed, these criminals have already carved out people this character can draw upon for information.
a legacy of terror upon the collective imaginations
of history. Once per session, this character may attempt a
Bureaucracy Challenge while in any populated area
This character's face may not appear on a wanted to consult her information network about a specific
poster, but that doesn't mean that she isn't just target. The TN of this Bureaucracy Challenge is
as dangerous as any of those murderers. The equal to 5 + the target’s Rank Value.
only difference is that she does her stealing and
murdering within the confines of the law, like a On a success, after a certain amount of time has
proper politician. It only takes a few words in the passed (see below), the character learns the most
right ear and a signature on a piece of paper to ruin important details about the target’s history, such
a dozen lives. as the broad details of their life on Earth, which
faction or patron brought them to Malifaux (if any),
When this character reveals who she is and all where they live (if it’s a fixed location), the identity
the terrible ways that she can make someone's life of their employer (if any), their known associates (if
miserable, it's not backed up by physical power but any), and a general sense of their activities over the
the relentless, uncaring machinery of bureaucracy. past month (such as hunting bounties, working on a
pneumatic device, exploring the sewers, and so on).
This character gains the following Manifested Power: She learns two such details of her choice, plus one
detail per Margin of Success.
Do You Know Who I Am?
The amount of time it takes the character to learn
ACTING VALUE AP TN RESIST RANGE this information depends upon the size of the
Tenacity + settlement in which they make the Bureaucracy
1 10r Wp 6 yards
Intimidate Challenge. In Malifaux City (or in a similarly sized
city on Earth), the character gains this information
within two hours. In Ridley (or another large town),
Effect: The target gains the following Condition
until the end of Dramatic Time: “Cowed:
it takes eight hours. In Edge Point or Fortune Falls
This character suffers - on all attack flips (or another small town), it takes 24 hours, and in any
made against the character that applied this smaller settlements (such as most Contract Towns),
Condition.” it takes 48 hours.
MR I Am Very Important!: After succeeding, the
target also becomes Slow and Dazed until the
end of its next turn, plus one turn per Margin
of Success.
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Bureaucratic Meddling "Synergy"
Bureaucrats have a tendency to be notorious There are few words that can inspire as much
meddlers and insufferable micromanagers. Whether confusion and dread as a Bureaucrat uttering the
it's requiring copious amounts of paperwork for the word "synergy." In theory, it means that all of the
simplest tasks or producing a constant onslaught of disparate parts of the bureaucracy are working
memoranda and newsletters to keep their underlings together in order to achieve more than the sum of
"in the loop," these petty politicians aren't happy their parts. Unfortunately, bureaucracies generally
unless they have their fingers in every pie. don't achieve anything; they simply exist, like the
petrified bones of a dinosaur, so ancient and foreign
While this character is certainly no exception, to common sense that most people try not to think
she has set her aspirations a bit higher than most. too hard about their existence. In a very real sense,
After all, why meddle with office politics or zoning synergy is about twisting the rules to ensure that one
permits when you can meddle with the fates of your plus one equals three instead of two.
allies? Destiny, in her mind, is simply too important
to leave up to fate. In the hands of a Bureaucrat, however, synergy could
mean just about anything. It could mean increasing
At the start of a new scene or at the start of her turn communication between different government
during Dramatic Time, this character may look at branches, leveraging a public figure's approval rating
the top card of any other player’s to enact an unpopular bit of legislation, or a seemingly
Twist Deck. She may choose to endless number of meetings and debriefings.
discard that card or return it to the
top of the deck. This character has taken things one step further
and learned how to apply synergy to fate itself.
Whenever a friendly character within
The System is Rigged 10 yards of this character (including
To someone who isn't herself) Cheats Fate, another character
paying attention, it might within 10 yards may draw a card after
appear that anyone can resolving the current action.
become a politician and change the
system. All it takes is being in the right
place at the right time and, perhaps,
having the support of the common
people.
In actuality, the system is rigged. The
Bureaucrats who control the system are also its
gatekeepers, and only those who have agreed to
continue propping up the corrupt system are
even allowed a seat at the table. It's a depressing
thought... at least, for those that aren't already
part of the system like this character. The
normal rules don't apply to those who have the
power to rewrite them.
This character may treat M and R cards that she
flips, Cheats, or reveals as if they had both the M
and R suits.
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Reinforcements These Soldiers remain under this character’s control
indefinitely (or at least, until they’re killed). This
For whatever reason, armed soldiers flock to this character can command a subordinate Soldier with
character's side to assist her in her endeavors. They the (1) Order Action.
might be mercenaries willing to work for an ultimately
negligible price, zealots who believe in her cause, Each Soldier joins the character’s service with their
or just resigned soldiers who were assigned to her listed weaponry and 30 rounds of ammunition,
command by an uncaring bureaucracy. Their names but the character is responsible for supplying any
and faces may change, but their lives are ultimately additional ammunition required beyond this initial
nothing more than coins this character ruthlessly amount.
spends to purchase victory.
When one of these Soldiers is killed, its equipment
At the start of each session, after the is expected to be given to the next recruit, sold
Prologue, this character may make for profits that are split between the surviving
a TN 8 Leadership Challenge to Soldiers, or returned to this character's patron
gain a single subordinate Soldier (pg. or employer so that it can be reissued to
107), plus one subordinate Soldier someone else. If sold, the equipment is only
per Margin of Success, up to a worth one-tenth of its base price.
maximum number of controlled
subordinate Soldiers equal to This character can, of course, supply
half her ranks in this Pursuit her Soldiers with different, higher-
(rounded up). quality weapons if she so chooses.
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Issue Command The Wrong Side of the Law
It doesn't take much more than a quick gesture of With training, this character's troops learn how
her hand for this character to convey her wishes toto force their opponents to freeze in place in the
the soldiers under her command. Like obedient middle of combat. Traditionally, a Guild soldier is
dogs, they leap at her every command, ensuring thattrained to shout out that her target is under arrest,
her will becomes manifest on the battlefield. but those who exist outside the law typically go with a
series of scathing insults that leave their subjects too
This character may take the (1) Order Action as a shocked to move.
(0) Action. When this character takes the Order or
Firing Line Action, a single subordinate character This character's subordinate Soldiers and Hidden
under her control may take a (1) AP Action after Snipers gain the following Trigger on their Ranged
resolving that Action. Combat attacks:
M Arrest: After succeeding, the target gains the
following Condition until the end of its next turn:
We're a Team! "Arrest: This character must discard a card to
While having a patrol of Guild soldiers or hired perform a movement action."
mercenaries at one's beck and call has some obvious
Additionally, if an enemy character with the Arrest
implications in combat, they can also be useful off the
Condition declares an Action during Dramatic
battlefield. Whether moving fallen trees off roads,
Time, that character may not declare that Action
rounding up escaped cats, or playing instruments in
again until the start of their next turn.
their commander's band, these hardened soldiers
can be pressed into helping out with just about any
sort of challenge. They may not enjoy having to stay
up all night to fix the hems of their commander's Proper Motivation
ballroom gown, but they knew the risks when they
One of the benefits of fighting alongside trained
signed up for the job.
soldiers is that they will often follow orders without
When this character attempts a Challenge during thinking about them. This comes in handy when
Narrative Time, after flipping a card from the Fate a soldier's mind has been clouded with surprise
Deck and deciding whether or not she wishes to or fear: all it takes is a few sharp words from their
Cheat Fate, she may discard a card to increase her commander to get the soldier moving and back to
final duel total by +1 for each of her subordinate fighting shape.
Soldiers who assist her in the Challenge. If she does
This character gains the following Tactical Action:
so, this character may not benefit from the Assist
Action during this Challenge. (0) Proper Motivation: Target a friendly character
within 6 yards and discard a card if they are not
It falls to the Fatemaster and the player to explain
one of this character's subordinate characters.
how this functions from a story perspective. For
End the Slow or Paralyzed Condition on the
instance, if the character is attempting to Bewitch
target; if the target is Prone, it may immediately
a handsome gentleman at a bar, her loyal soldiers
stand up. If the target was Slow or Prone, it
might assist her by telling stories about how brave
may take a 1 AP Walk Action. If the target was
and fearless she is, or perhaps they start a fight with
Paralyzed, it may take any 1 AP Action of this
the gentleman in order to allow her to swoop in and
character's choice (if it wishes).
“save” him.
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Hidden Sniper
Minion (6), Living
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Heavy Weaponry Behind the Gun
Though this character enjoys her heavy guns, they One of the benefits of carrying around a small
do come with a significant disadvantage: they are cannon is that the weapon's sheer size and sturdy
very large weapons that take two hands to properly construction can sometimes act as a shield. This
wield. If an opponent closes to melee range, she character, in particular, has learned how to place
theoretically must drop her (expensive) weapon on her weaponry between her and her enemies, which
the ground and draw a melee weapon to defend affords her with an increased level of protection in
herself. Or, she could just beats her opponent to dangerous situations.
death with her heavy gun and go back to laying down
covering fire for her allies. When this character is wielding a Heavy Guns
weapon, she counts as wearing Heavy Armor with
This character can use Heavy Guns the Braced special rule. This pseudo-armor does
weapons without the Heavy special not lower her Defense.
rule as if they were Heavy Melee
weapons with a Range of y2. If
she does so, the weapon deals
2/3/3 damage, does not
consume any ammunition
(or gain any benefit from
its ammunition), and ignores
its Special Rules on the attack.
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Overwatch Fusillade Advance
Since heavy guns are, well, heavy, most military When this character takes the Charge Action, she
commanders will order them deployed to stationary may choose to make it a Fusillade Advance. If she
positions where they can monitor the battlefield. does so, after ending within 2 yards of her target, she
From an entrenched bulwark, a character with a may make two (1) AP attacks with a wielded Heavy
single Gatling gun can hold off an entire army. Guns weapon. If the Heavy Guns weapon has the
Heavy special rule, she instead makes a single (2)
After an enemy character completes a Walk Action, AP attack with it. These attacks can be made even if
if this character is unengaged and had line of sight this character is engaged, and they do not randomize
to the enemy at any point during its movement, this when firing into melee.
character may discard a card to make a (1) AP Heavy
Guns attack against the target. For the purposes of If any of these attacks generate additional attacks
this attack, the target receives the lowest amount of (such as from the Sweeping Fire or Stutter Fire
cover (hard cover, soft cover, or no cover) that it had Triggers), the character is not considered to be
during its Walk Action. engaged for the purposes of those attacks.
When this character is wielding a Heavy Guns (2) Mow Down: This character may discard a
weapon, that weapon gains the Full Auto special rule. card. If she does so, she makes a single Heavy
Guns attack against every opponent in range and
When wielding a weapon that already has the Full line of sight. This character must discard a card
Auto special rule (regardless of whether it is a Heavy each time she wishes to declare a Trigger on one
Guns weapon or not), this character may discard a of these attacks.
card to declare a Trigger on an extra attack generated
by the Stutter Fire Trigger (even though the Trigger
normally forbids this). Heavy Impact
When firing cannons and other artillery weapons,
this character is able to place the shot exactly where
it needs to be in order to cause the most chaos.
When this character makes an attack with a Heavy
Guns weapon that has a base Capacity of 1, any
characters damaged by the attack are knocked Prone
and become Dazed until the start of this character’s
next turn. Any characters who suffer Blast damage
from the attack are also pushed 2 yards away from
the target of the attack.
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Bolster
When this character casts a Spell or Manifested
Power that affects one or more characters, she may
discard a card to choose one of those characters and
an Aspect. The chosen character has that Aspect
increased by +1 for the duration of the Spell or
Manifested Power, to a maximum bonus of +3.
If the Spell or Manifested Power does not have a
Duration, the Aspect increase lasts until the start
of this character’s next turn.
Minor Enchantment
Imbuing objects with magical energy
isn't particularly difficult for this
character. With a simple flick
of her hand, she can infuse a
weapon with magical power for a
few precious moments.
This character gains the following
Tactical Action:
(0) Minor Enchantment: Discard a card,
target a weapon within one yard, and
nominate an Elemental Immuto to
which this character has access. If the
discarded card had a value of 11+, this
character may nominate any Immuto,
even if she does not have access to it.
Until the start of this character's next
turn, whenever the targeted weapon
deals damage, the target also suffers
the effects of a single instance of the
nominated Elemental Immuto.
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Spontaneous Animation Split Enchantment
The character is capable of channeling any magical Some spellcasters are able to easily draw upon their
energies left over from her Enchanting spells into magical might for massive effects, but few have the
piles of scrap, animating them into crude creations mental fortitude to split their spells in half without
of limited intelligence. having it sputter out and fail. This character is one
of the few who has mastered that art, at least when it
These animated scrap piles obey their creator's comes to Enchanting magic.
commands without any thought to their own self-
preservation. They only have a limited lifespan When this character casts an Enchanting Spell, she
before the energies animating them begin to fade, may nominate an additional willing, legal target within
but during that time, they make for tenacious (and 3 yards of the original target. The second target gains
expendable) allies. the full effects of the cast Spell along with the original
target. Items in the possession of a willing character
This character gains the following Trigger on are considered to be willing targets for the purposes
Enchantment Skill Challenges used to cast Spells: of this Talent. If the split Spell generates a Pulse,
RR Spontaneous Animation: After succeeding, characters caught in the area of both Pulses are only
target a pile of scrap (including a destroyed affected once.
Construct) within 3 yards of the target. The pile If used in combination with Enchant Item, a copy of
of scrap animates as a subordinate Clockwork the Spell is stored in two different items within range.
Trap (pg. 175) under this character’s control. At Each item counts toward the maximum number of
the end of the scene, the Clockwork Trap falls Spells this character can have stored at any one time.
apart and once again becomes a pile of scrap.
Each time this character takes a (1) Order Action
to command a Clockwork Trap animated through Layer Upon Layer
this Trigger, she may give orders to a number of Rather than simply unleash her spell once, this
additional Clockwork Traps equal to her Cunning character knows how to build loops into her
Aspect (minimum 1), Enchanting Spells, allowing her to layer her spells
and the orders may be such that the excess magical energy rolls off of her
different. original target to affect everyone around it.
Whenever this character casts an Enchanting Spell,
she may discard a card to have the Spell affect
every legal target within a Pulse centered on
the original target (who is still affected by
the Spell as normal). The size of this Pulse
is determined by the value of the discarded
card, as show below:
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Take Aim
By adjusting her aim to account for the wind, the
movement of her target, and any other possible
interferences, this character can coax a few more yards
of effective range out of most projectile weapons.
This character gains the following Tactical Action:
(0) Take Aim: Until the start of her next turn, this
character increases the range of her z weapons
by +4 yards.
Sniper's Patience
The phrase "hurry up and wait" is well known to
anyone who has spent time in the military, but it's
become something of a motto for this character.
While other gunfighters waste time trying to shoot
at a moving target, this character simply sets up her
sights and waits for her target to walk right into her
crosshairs.
When this character makes a Long Arms attack
as a result of the Wait Action, she gains + to
her attack flip.
Additionally, when this character takes the
Wait Action, she counts as being Focused
(with a value equal to the amount of AP
she spent on the Wait Action) for the
purposes of determining the Range
of weapons with the Rifle special
rule.
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Precise Shot Startling Shot
There's a chink in every armor, the saying goes, and The sudden crack of a rifle can often come as a
this character knows just where to look. The largest, surprise to the unprepared, particularly when it is
most powerful constructs all drop when they take a accompanied by a bullet kicking up dirt a mere inch
bullet to a critical component, and no matter how in front of them or whizzing past their ear. In that
well a human covers themselves in armor, there's moment of panic, some characters hesitate, some
always a gap or weak point somewhere. lock up in fear, and others simply faint and pass out.
When this character has the Focused Condition, When this character declares a Long Arms attack
or when her attack is benefiting from the Focused against a target, she may discard a card and declare
Condition or the Sniper's Patience Talent, her Long that she is making a Startling Shot. If she does so,
Arms attacks ignore Armor and Hard to Wound. she makes the attack against the target’s Willpower,
rather than its Defense. On a successful hit, the attack
deals no damage to the target, but this character still
makes a Damage Flip.
Stay Down
Not every shot this character fires is intended to If the attack would have dealt Weak damage, the
reach its target. Sometimes, it's more important to target becomes Slow.
bounce bullets off the ground to kick up dust and
If the attack would have dealt Moderate damage, the
get everyone ducking for cover. Then again, people
target becomes Paralyzed.
still duck for cover when their commanding officer
gets shot in the throat, so why waste a perfectly If the attack would have dealt Severe damage, the
good bullet? target becomes Paralyzed and must immediately
make an Unconsciousness Challenge with a TN
When this character makes an attack using a
equal to the final duel total of this attack.
weapon with the Rifle special rule, each of her allies
within p6 of the target is considered to have soft
cover until the start of her next turn. If her attack
hits the target, her allies are instead considered to Like a Ghost
have hard cover. Strike and fade, strike and fade. Those words are
a mantra to this character, and she has taken them
to heart. When confronted with a melee threat, her
Between the Eyes most important priority is to put distance between
herself and the enemy... and then to put a bullet into
If there's one thing this character has learned by this
the enemy.
point, it's that a single bullet can rout an entire army.
With just one good headshot, this character can turn This character gains the following Tactical Action:
an angry mob into a pack of frightened cowards and
begging penitents. (0) Like a Ghost: If this character is engaged, she
may discard a card to immediately move a number
This character gains the following Trigger on her of yards equal to her Walk Aspect. She must end
Long Arms attacks: this movement unengaged. If the discarded card
had a value of 11 or higher, she may immediately
C Between the Eyes: After killing the target, all
make a Long Arms attack against a character that
enemy characters within p6 of the target must
was engaging her when she took this Action.
immediately perform a Horror Duel. The TN of
the Horror Duel is equal to 10 + half the target’s
negative hit point total when it was killed, rounded
down.
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The Voice of the People
Most Propagandists believe that they are serving a
higher purpose. Sometimes, the truth just needs to
be simplified or cleaned up a bit to let the common
man understand it, sure, but the core "feeling" of what
she is telling people is the truth... even if none of the
actual facts are correct.
When this character succeeds on a Social Skill
duel, she gains the following Condition
until the end of the session: “Voice
of the People +1: This character
gains +1 to her Art, Printing,
and Convince Skill duels, to a
maximum bonus of +3.”
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Spin Doctor Force of Personality
This character is skilled at manipulating how people Propagandists tend to have intense, forceful
perceive events. She can make specific interpretations personalities, and this character is no exception.
of events sound plausible to the masses or downplay Fortunately, she’s often able to transform her
the events entirely, making them seem inconsequential intensity into a sort of aggressive charisma that many
and trivial. people find difficult to resist.
When this character illustrates, writes, or broadcasts After this character succeeds on a Social Skill
about a specific event, she may make an Art, Printing, Challenge (and after she has gained the Voice of the
or Convince Challenge, respectively. On a success, People +1 Condition), she may lower the value of
anyone who looks at or reads the character’s work her Voice of the People Condition by any amount.
or hears her broadcast must succeed at a Willpower For every point by which this character lowers her
Challenge against her final duel total. On a failure, Voice of the People Condition, she gains a Margin
their opinion shifts one step toward or away from of Success on the Social Skill Challenge in question.
a certain organization or idea for one week, plus
one week per Margin of Failure generated by the
influenced character. The scale ranges from Hatred
Deadly Slander
to Dislike to Apathy to Approval to Adoration.
Prolonged exposure to the magical energies of
Depending upon the circumstances and topic, the Malifaux has twisted this character's words into deadly
mood of the reading character may shift back or weapons. Her sharp wit is capable of drawing actual
remain altered once this duration has ended, at the blood, and woe to anyone who finds themselves on
Fatemater’s discretion. Reading or looking at the the receiving end of her cruel satire.
work again or listening to a recording of the broadcast
refreshes this duration. This character gains the following Manifested Power:
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Revisionist History Conversationalist
Just because something happened one way doesn’t As this character becomes more comfortable with
mean that anyone’s going to remember it that way. her own particular version of reality, she learns how
This character approaches history with a revisionist to drop seemingly innocent comments or references
mindset, and Malifaux has responded by giving her into her conversations to lead them in whatever
final editorial approval over other aspects of her direction she wishes.
life… like whether that sword pierced her heart or
merely grazed her arm. This character’s Voice of the People Condition
now applies to all Art, Printing, and Social Skill
When this character suffers damage, she may lower duels (instead of just Art, Printing, and Convince
the value of her Voice of the People Condition Skill duels).
by any amount to reduce the damage she suffers by
2 points per point she lowered her Voice of the
People Condition. The Hype is Real
After having praise and acclaim heaped upon their
name, it's understandable how someone might
Run From the Truth start to think that their abilities match those of
The threat of public shame is a weapon that this their fictional counterparts. Most of the time, this
character can now wield as deftly as any sword. When sort of belief only leads to disappointment and an
she or her allies come under attack, a few venomous early grave.
threats about the repercussions of attacking the press
When this character is around, though, she can
is often enough to cause an attacker to reflexively
convince her allies that they are just as skilled and
step back and reconsider the situation.
talented as the stories claim. Confidence fills their
If there's any flaw to this tactic, it's that some chests and strengthens their arms, allowing the
aggressors - such as flesh-eating cows, mindless inspired heroes to claim victory and, in doing so, to
zombies, and mechanized battle constructs - simply live up to their own (often inflated) reputations.
don't care about their public reputation. With the
This character gains the following Tactical Action:
right spin and a bit of luck, however, this character
can still find an angle to exploit when dealing with (0) The Hype is Real: This character may
these media-ignorant savages. lower the value of her Voice of the People
Condition by any amount, to a minimum of 0.
After a Living, non-Beast opponent within 10
For every point she lowers her Voice of the
yards resolves an attack that targeted this character
People Condition, she may give the following
or one of her allies, this character may lower the
Condition to an Ally within earshot:
value of her Voice of the People by any amount
to force the opponent to move a number of yards “Believes the Hype +1: This character may
equal to 2 yards per point she lowered her Voice add the Art, Printing, or Convince Ranks of the
of the People Condition in whatever direction character that applied this Condition to her final
this character wishes. duel totals. At the end of this character’s turn,
the value of this Condition is lowed by exactly
If this character discards a card when she declares
1. If the value of this Condition is ever 0, this
the use of this Talent, it gains the ability affect
Condition ends."
Beasts and non-Living opponents.
Executioner
ADVANCED
Mage Killer
PURSUITS
Witchling Handler
do
Soulstone Aficiona
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Advanced Executioner
Executioners are the Guild Guard's elite melee
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Pneumatic Claw Lawful Battery
One or both of this character’s hands (her choice) is This character also gains the following Trigger on all
replaced with a partial limb pneumatic replacement Intimidate Challenges:
(Core Rules, pg. 245) that is fitted with a specially
constructed Executioner Claw. If the character R Lawful Battery: After succeeding, make a
replaces both of her hands, she gains the Paired damage flip with your Custom Executioner Claw
Weapon (Pneumatics) Talent (Core Rules, pg. against the target, if they are within range. This
219), regardless of whether or not she meets its damage flip suffers a -.
prerequisites.
The Executioner’s Claw has the following profile: Love the Job
When this character deals a Severe Critical Effect to
Custom Executioner Claw (Pneumatic) RANGE DAMAGE
an opponent, she heals 1/2/3 damage. If the Critical
Custom Executioner Claw y2 3/5/7 Effect killed the opponent, this healing is increased
by +2.
Special: This character cannot remove this
weapon or wield other weapons with this hand.
r Critical Strike: When damaging the target, this Bloody Exhibition
attack deals +1 damage for each R in the final
Executioners aren't just good at killing people: they're
duel total.
good at killing people in a particularly flashy manner.
This character gains the following Trigger on her
Certain Death Custom Executioner Claw attacks:
When an Executioner decides that someone has RR Bloody Exhibition: After damaging, immediately
to die, there is little that can change her mind. No kill the target unless it discards two cards.
matter what tricks the condemned might throw her
way, she always finishes the job... often with a wide
grin on her face.
When this character makes an attack with her
Custom Executioner Claw, her target cannot declare
Defense Triggers. If her target is suffering from one
or more Critical Effects, this character also adds +R
to her final duel total.
Step Talent
1 Sold My Soul, Objection!
“Unfortunately, you are in
2 Cross-Examination
violation of the Lex Pecuniae,
3 Censure
Paragraph 12, Section 5, Subsection
4 Closing Argument
12-Sigma. Guard, please take this
5 Sign Your Life Away
woman's right arm into custody."
- Liya Turturro, Guild Lawyer
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Sold My Soul Objection!
This character gains + to her Willpower duels. When a court is presented with evidence or
Her corpse can never be reanimated as an Undead testimony that violates procedural law, it is common
creature, and her spirit can never be contacted, for a lawyer to raise a formal objection. The judge
controlled, summoned, or trapped in a Soulstone presiding over the case then considers the objection
after her death. and declares whether the objection is "sustained"
(i.e., the judge agrees and the evidence or testimony
If this character does not have a Magical Theory, is disallowed) or "overruled" (i.e., the judge disagrees
she gains the Court Procedure Magical Theory (even and the evidence or testimony is allowed).
if she is incapable of casting Spells or Manifested
Powers). If she already has a Magical Theory, it While it's perfectly acceptable to object to a perceived
changes to the Court Procedure. The character violation in a calm and collected manner, it's far more
also receives a special dispensation from the Guild common for Guild Lawyers to leap to their feet, slam
allowing her to lawfully use this Magical Theory. their fist on their table, and shout "OBJECTION!" at
the top of their lungs. In addition to being a fun little
As a (1) AP Action, Lucius way to liven up otherwise boring trials, this sudden
Mattheson may deal 3/5/6 and emphatic objection can surprise unprepared
damage to this character lawyers and frighten witnesses into rethinking their
regardless of range or testimony, even if the objection is overruled.
line of sight.
Eventually, Guild Lawyers start to realize that the
contract they signed with Lucius Mattheson allows
them to manipulate the laws of reality in the same way
that they manipulate the laws of the courtroom. By
objecting to actions that violate her own perception
of reality, a Guild Lawyer can effectively force reality
to "reconsider" its argument and rephrase it in a
different, often more beneficial, manner.
After another character performs an action
involving a duel, once the results of the duel are
known, this character may discard a card to shout
her objection over the results of the action. If she does
so, the acting character must immediately perform
the Action again, with all the same modifiers, just as
if the first result never happened. If a Fated character
Cheated Fate at any point during the Action, the
Cheated card is still discarded, but the Fated character
may draw a card before performing the second duel.
This character cannot object to the same action
multiple times (it’s against court procedure). The
acting character must take the results of the second
Action, no matter the outcome.
If either Action involved the Black Joker or
Red Joker, this character suffers 2 damage and
must discard her entire hand after the second
Action resolves.
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Closing Argument Sign Your Life Away
Once all of the evidence has been presented to This character can spend two hours and discard
the judge and all of the witnesses have given their a card to prepare a legally and magically binding
testimony, the prosecution and the defense each step contract between herself and a non-Beast subject.
forward to give their closing arguments. In Guild The contract must dictate a course of action for the
courts, the defense gives their closing argument first, subject, which may be as simple or complicated as
after which the prosecution takes their turn. this character wishes. Once completed, the unsigned
contract remains viable for a period of one week.
In some courts, there are strict restrictions on just
what a lawyer can say during a closing argument. If the subject signs the contract while it is viable (even
In the courtrooms of the Guild, however, anything if tricked or coerced into doing so), this character
goes. Defense attorneys will often claim that their makes a Bureaucracy Challenge opposed by the
client is innocent and accuse the prosecution of subject’s Willpower. On a failure, the contract
bribing witnesses or even of committing the crime remains legally enforceable, but the subject is under
themselves, while prosecutors tend to exaggerate no further pressure to fulfill its terms.
the nature of the defendant's crimes and bring up
any manner of additional crimes that the defendant On a success, the subject is magically compelled to
"might" have committed. fulfill the terms of the contract. This can be used to
force the target to assassinate a specific target, appear
Often, it's the strength of an attorney's closing in court, rob a bank, turn over their fortune, commit
argument that decides the outcome of a trial. This is suicide, or even fall in love with a specific person.
particularly true if a prosecutor mentions that Lucius The subject will must follow the specifics of the
Mattheson has a "personal interest" in a particular contract but may take advantage of any loopholes or
trial, which tends to be code for "there will be serious vague wording to her benefit. If the original contract
repercussions if the defendant isn't convicted." is destroyed, the compulsion comes to an abrupt end.
Outside the courtroom, a Guild Lawyer can draw While being compelled, the subject is aware of the
upon the strength of her closing argument to shock compulsion but not necessarily its source (especially
and awe those around her. These arguments are if they were tricked into signing the contract).
mentally exhausting, however, and if a lawyer
attempts to make her closing argument too soon, it If one of this character’s contracts is made public, she
could end up losing far more than just a case. could face legal ramifications if the actions dictated
in the contract describe a course of action that is
This character gains the following Tactical Action: illegal or immoral. While this could theoretically
result in this character suffering fines, rebuke, or
(2) Closing Argument: Make a Bureaucracy even disbarment from the courts, it’s far more likely
Challenge opposed by the Bureaucracy Skill of for such characters to meet sudden and inexplicable
every non-Beast enemy character within p8. Every ends as Lucius Mattheson flexes his considerable
other character who fails becomes Paralyzed control over the lawyer’s soul.
and gains the following Condition until the end of
the scene: “Lawyered: This character suffers - The courts do not tolerate foolish behavior.
to its Skill Challenges.”
If this Action was used during Dramatic Time,
this character becomes Slow until the end of the
Scene. This Action can only be taken once per
Scene.
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Warding Glyphs Violation of Magic
When using the Counter-Spelling Skill to protect a This character gains the following Manifested Power:
character with Magical Shielding, this character may
do so as a (0) Action, rather than a (1) Action, and
her Magical Shielding does not end if the character Violation of Magic
she is protecting moves out of line of sight. ACTING VALUE AP TN RESIST RANGE
Additionally, any character protected by this Tenacity +
1 10R Wp 10 yards
character’s Magical Shielding reduces the damage Counter-Spelling
they suffer from Spells or Manifested Powers by 1,
to a minimum of 0. This reduction is applied after Effect: The target suffers damage equal to the
any other reduction the shielded character might highest rank it possesses among the following
possess. Skills: Enchanting, Necromancy, Prestidigitation, or
Sorcery. If the caster achieves a Margin of Success
on the casting of this Manifested Power, the target
Sense Magic suffers +1 damage for each of these Skills beyond the
When a Spell or Manifested Power is cast within 30 first that the target possesses with at least one Rank.
yards of this character, she may attempt a Counter-
Spelling Challenge (TN 20 – the spell’s TN). On a If the target suffered any damage from this Manifested
success, this character learns the exact location of the Power, it gains the following Condition until the
caster and can sense any magical effects produced start of this character’s next turn: “Grounded: This
by the Spell or Manifested Power for its duration. character may not cast Spells or Manifested Powers.”
Aficionado
a Soulstone Aficionado is, not surprisingly, the
acquisition of at least two Soulstones. Whether these
gems are obtained legally, borrowed from a very
A single Soulstone has the power to transform even trusting friend, or stolen from the Guild makes no
the weakest magical dilettante into a powerful mage. difference: the 'stones don't care one way or another.
What, then, might such a person accomplish with
two Soulstones? Four? Three dozen? A hundred? Once the character has acquired the necessary
number of charged Soulstones, she can attempt to
Soulstone Aficionados are those rare few people tap into their power. This can take many forms, such
who have explored the true power of those strange as an arcane ritual performed in a place of magical
gemstones. This is a somewhat macabre field of power, a series of scientific experiments, or even
study, for every time an Aficionado wishes to witness ingestion of the fully charged gems.
the innate magical power of a Soulstone, someone
has to perish to provide that power. While some Whatever route the character chooses, once the
Aficionados work out arrangements with local process is complete, her increased knowledge of the
hospitals or sick camps to recharge their Soulstones gems allows her to claim the mantle of Soulstone
in a relatively moral manner, the vast majority of Aficionado.
those wealthy enough to acquire multiple Soulstones
prefer to take a more... expedient approach. Advancement
Once the uncomfortable problem of finding a way At each step, a Soulstone Aficionado gains the
to recharge their Soulstones has been addressed, an Talent listed below:
Aficionado can begin unlocking their true potential.
Many Aficionados liken their skill with Soulstones Step Talent
with musical talent: anyone can pick up a guitar and
1 Siphon Souls, Soulstone Supplier
play a few chords of music, but only a true master of
the instrument can move the heart and allow their 2 Soulstone Battery
music to transcend their instrument. 3 Soul Vigor
4 Drain Souls
Soulstone Aficionados see themselves as the Mozarts
5 Master of Fate
and Beethovens of the magical world. The spells they
cast with their Soulstones are as much art as they are
practical effects, and if it required the expenditure
of a soul to create that art, then there's something
beautiful about that fleeting hint of mortality, isn't
there?
“The chains of obligation are
never as binding as when the links
Needless to say, most Soulstone Aficionados are are made of Soulstones."
high-ranking members of the Guild, simply due to
the number of Soulstones required to go down this - Natale Tessaro,
path. Most other Aficionados are either Soulstone Guild Comptroller
smugglers with a penchant for keeping the best gems
for their own use or Abyssinians with a long tradition
of using Soulstones in ways that defy common
expectation.
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Siphon Souls Drain Souls
When determining the range at which a Soulstone This character gains the following Tactical Action:
can be charged or which Soulstone is eligible to gain
a charge from a dying character, every Soulstone in (1) Drain Souls: If this character is holding an
this character’s possession has its Lade increased by uncharged Soulstone, she may discard a card to
her number of completed steps in this Pursuit. make a Necromancy + Tenacity Challenge. If she
does so, every Living or Spirit character within p6
of this character must make a Centering Challenge
against a TN determined by this character’s final
Soulstone Supplier duel total. Every character that fails this Challenge
This character has an ally – perhaps a sneaky miner, suffers 2 damage that cannot be reduced, +2
a corrupt guardsman, a black market trader, or a damage per Margin of Failure. The uncharged
grateful socialite – with a great deal of access to raw Soulstone gains one charge for each character
Soulstones. When this character gains this Talent, that suffers damage in this way. Any characters
her ally grants her a raw, uncut Soulstone with a killed by this Action contribute two charges to the
Lade equal to her Charm Aspect plus her number of uncharged Soulstone as the entirety of their soul is
completed steps in this Pursuit (minimum Lade 0). drawn into the gem (and thus, their deaths do not
Each time this character completes another step in recharge any other Soulstones).
this Advanced Pursuit, she gains another Soulstone
in this way.
The character is free to do whatever she wants with Master of Fate
these Soulstones, whether that means trading them For those capable of harnessing the true power of
for favors, using them to power her constructs, or Soulstones, nothing is impossible. By tapping into
selling them for a quick profit. this awesome power, this character has learned how
to mold fate itself as if it were clay in her hands.
As a (0) Action, this character may absorb one or
Soulstone Battery more charges from a held Soulstone. For each charge
This character has learned how to store multiple she absorbs, she may draw a card from the Fate Deck,
souls in a single Soulstone. look at it, and either discard it (if it is a Joker) or add
it to her Fate Hand (if it is not a Joker). Each of these
Each Soulstone in this character’s possession can cards only count as half a card for the purposes of this
hold a number of charges equal to its Lade (minimum character’s maximum hand size, and when discarded,
1 charge). If a Soulstone leaves this character’s they are discarded to the Fate Deck
possession, it loses one charge per hour until only a discard pile. At the end of the
single charge remains. session, every card drawn from
the Fate Deck in this way is
returned to the Fate Deck.
Soul Vigor
When this character uses the Absorb Soul Action to
heal or remove a lasting Critical Effect from herself
or another character within 1 yard, the target heals
+1 damage and becomes Fast.
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Witchling Reserves Flame Resistant
At the start of each session, after the Prologue, this At the end of this character’s turn, before she would
character may make a TN 8 Bureaucracy Challenge suffer damage from the Burning Condition, she
to gain a single subordinate Witchling Stalker (pg. may lower the value of her Burning Condition by 3
189), plus one subordinate Witchling Stalker per (to a minimum of 0).
Margin of Success. The maximum number of
Witchling Stalkers this character may have under
her command cannot exceed her total completed Drain Magic
ranks in this Advanced Pursuit.
This character gains the following Trigger on all
These Witchling Stalkers remain under the character’s attacks with her runed weapon:
control indefinitely (or at least, until they’re killed).
C Drain Magic: After damaging, end all magical
effects and Conditions gained from Spells or
Manifested Powers on the target, then heal 1
Runed Weapon Wound for each such effect.
This character is given a runed melee or heavy
weapon (typically a greatsword) as a symbol of her
office. In addition to functioning like a normal Retribution
weapon of its type, the runed weapon ignores the
Incorporeal ability of any character it damages. This character gains the following Defensive Trigger:
The runed weapon also provides this character with Df (R) Witchling Retribution: After
a powerful link to the Witchling Stalkers under her succeeding against an enemy character, one of
command. So long as this character has her runed this character’s subordinate characters within 12
weapon in her possession, when she uses the (1) yards of her may take a (1) Walk Action toward
Order Action to command subordinate Witchling the attacker. If the subordinate character is a
Stalkers, she may command all of her subordinate Witchling character, it may then make a (1) Close
Witchling Stalkers instead of one, and the orders Combat attack against the attacker.
may be different.
Furthermore, when any Witchling Handler (or
Stalker) holds a runed weapon, they can concentrate
The Consuming Flames
to sense the direction and distance to every Witchling As a reward for her service, Sonnia Criid takes the
Stalker under the control of the weapon's owner. character into the depths of the Yellow Crypt and
subjects her to a small fragment of the terrible magic
If this character loses her runed weapon or if it is used to create Witchling Stalkers.
stolen, the Guild will replace it, but the enchanting
process takes two days. Witchling Handlers who From this point onward, the character is always
lose their runed weapon with alarming frequency assumed to have access to the Elemental Nova,
may be docked pay, fired for gross negligence, or Elemental Projectile, Elemental Strike, and
taken down into the Yellow Crypt by Sonnia Criid in Elemental Weapon Magia and the Burning Immuto.
order to find a "more suitable use" for the character. If this character does not possess a Grimoire, she
may act as if she possesses a Grimoire with these
Magia and Immuto.
When this character adds the Burning Immuto to
a Magia, she may reduce the TN cost of doing so
by 1 (to a total modifier of +2 per application of the
Burning Immuto).
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General Aetheric Resonator
Requirement: Engineering 3 or higher.
This character can spend an hour and 2 scrip worth Once per session after this character suffers damage
of raw materials to produce an instruction manual. from an enemy’s attack, she may discard a card to
When she produces the manual, she chooses a Skill have the attack strike her badge of office. If she does
that she possesses with one or more Ranks. so, the damage from the attack is reduced to 1, its
Triggers and other effects are negated, and it does
From that point on, any other character in not cause any Critical Effects to this character.
possession of the instruction manual may consult
it as a (1) AP Action. For the rest of the consulting This Talent cannot be used on attacks that have
character’s turn, they are considered to be assisted one or more B in their damage track (regardless
by this character when using the Skill referenced by of whether or not the attack actually generated B
the manual, just as if this character had used the damage).
Assist Action to help her.
The Infiltration Talent
Some of these Talents can be taken by
characters with the Infiltration Talent. This
Talent is granted by the Infiltrator Pursuit,
which can be found in Into the Steam (pg. 96)
While there's certainly a time and a place for precise Whenever this character successfully removes
shooting, sometimes firing a salvo of bullets to another character from reality (whether through the
frighten one's opponents works just as well. use of a Spell, Manifested Power, the Get In The
Box Trigger granted by the Death Marshal Advanced
Choose a Ranged Combat Skill. This character gains Pursuit in the Core Rules, or some other source), the
the following Tactical Action: target suffers 2 damage that may not be reduced and
(2) Covering Fire: Target an enemy within range this character heals 2 damage.
and line of sight of a ranged weapon of the chosen When this Talent is chosen, the character may
type wielded by this character and expend three change her Magical Theory to The Whisper. If she
rounds of ammunition. If you do so, the enemy does not already have a Magical Theory, she gains
subtracts this character's ranks in the weapon’s The Whisper Magical Theory.
Skill from its final duel totals until the start of this
character's next turn.
Cultured
Requirement: Chosen Skill Rank 2 or higher, Art
1 or higher.
Where brains and cleverness fail, this character's
refined tastes and good manners prevail.
Choose a Social Skill. When this
character makes a Challenge involving
the chosen Skill, she may use her ranks in the Art
Skill in place of her Mental Aspect.
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Devour Magic Guild Training
Requirement: Counter-Spelling 4 or higher. Requirement: Character must be a Guild employee or
have the Infiltration Talent, Bureaucracy 2 or higher.
With a simple gesture, this character is able to siphon
magical energy away from nearby spells, significantly This character gains a + on all Social Skill Challenges
weakening their strength. involving Guild personnel and an additional bonus
depending upon the division that trained her:
Enemy characters within a3 of this character suffer
a - on Magical Skill Challenges. Amalgamation Office: If this character uses Guild
resources when building a Construct (and registers
the machine with the Amalgamation Office),
the final cost of the Construct is halved, and any
Everyman additional costs required to add custom pneumatic
weapons, aetheric resonators, or Soulstone fittings
Requirement: No Aspects higher than 1.
to the Construct are waived.
This character may not be all that strong, or all that
Death Marshals: This character ignores the Hard
fast, or even all that smart or charming, but when
to Wound Ability when attacking Undead characters.
pushed too far, she fights back with everything
she's got. Department of Public Relations: When this
character joins an Ongoing Challenge made to
When this character's current Wounds are below 0,
learn or disseminate information, this character
her attacks that deal damage deal +1 damage. If her
immediately adds a number of successes equal to
current Wounds are below -10, this bonus increases
her Charm Aspect (minimum one).
to +2 damage.
Elite Division: This character may spend ten
minutes, discard a card, and choose an Academic,
Crafting, Expertise, Social, or Training Skill she has
Fickle Fate at least one Rank in to create a cover identity. So
Requirement: Gambling 4 or higher. long as this character remains “in character” with her
cover identity, she gains a + to the chosen Skill.
Fate can be a fickle mistress, but that doesn't mean The cover identity lasts until the end of the day or
she can't be courted. While the overall benefits of until the character ceases to remain in character.
this attention can be debatable, it certainly allows
this character to push her luck in interesting ways. Guild Guard: The character gains a + on Social
Skill Challenges with non-Guild characters when in
Before this character flips a Fate Card from the uniform and acting (or pretending to act) on behalf
Fate Deck, she may declare “even” or “odd.” If the of the Guild.
value of the flipped card matches the character’s
prediction, its value is increased by +1. If not, its Neverborn Hunters: This character is immune to
value is decreased by -1. If the character flips a Joker damage caused by the Black Blood Ability.
card, its value is not modified. Witch Hunters: After this character successfully
resists a Spell or Manifested Power cast by an enemy,
she may draw a card.
This Talent may be taken multiple times. Each
time, it must be taken for a different division (which
requires the character to be trained by that division).
Lackadaisical
Requirement: Speed -2 or lower or the
Sloth Vice.
This character tends to do things according to
her own schedule. Whether lethargic, listless,
or just plain lazy, this character still manages to
get things done... eventually, at least.
When this character takes the Wait Action, the AP
cost is equal to the AP cost of the named Action
(instead of the AP cost of the named Action +1).
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On My Mark Permanent Enchantment
Requirement: Leadership 3 or higher. Requirement: Enchant Item Talent.
When this character uses the Wait Action, she may When this character uses the Enchant Item Talent
name the Order Action as the Action she is waiting to infuse magical energies into an item, she may
to perform. choose to make the enchantment permanent. If
she does so, the energies of the stored Spell do not
When the Wait Action resolves, her Order Action dissipate when it is discharged; the enchanted item
takes effect and one of her subordinate characters can be used over and over again without diminishing
may immediately take its turn. The subordinate the magic stored inside it.
character’s turn interrupts the named action before
any duels (if any) take place. The subordinate The character may only make a single enchantment
character may still only receive one turn per round permanent in this way, and the stored Spell counts
(unless it has Reactivate). against her maximum number of stored Spells for as
long as the enchanted item exists.
This Talent may be chosen multiple times. Each
Partial Reload time, the character may permanently enchant one
additional item.
Requirement: Speed 2 or higher.
Sometimes, it’s more efficient to just slam a few
bullets into the chamber instead of reloading the Personal Soulstone
entire weapon. Fortunately, this character is fast
enough to do just that. Requirements: Guild Training (any Division),
character must be a Guild employee or have the
When this character takes the Reload action with Infiltration Talent.
a weapon with a Capacity of 4 or greater, she may
discard a card to take the Reload action as a (0) The Guild tries very hard to keep Soulstones out
Action. If she does so, the weapon gains an amount of the hands of the general public, both out of a
of ammunition based upon the value of the discarded desire to control the Soulstone trade and a fear of
card: 1-5 gives the weapon 1 round of ammunition, what might happen if Soulstones fell into the hands
6-10 gives it 2 rounds, and 11+ gives it 3 rounds. of the wrong people (a fear that has, for the most
part, shown itself to be entirely justified by the rise of
the Arcanists and Resurrectionists). This character,
however, has impressed the Guild with her diligence
Patient and service, and it has rewarded her with a personal
Soulstone as a sign of its appreciation. These cut
Requirement: Centering 2 or higher.
gems are often set into pieces of jewelry such as
This character knows how to take her time and wait medals, necklaces, or cufflinks.
for favorable circumstances. Even if her preparation
This character gains a Soulstone of Lade 3 (Size 2
doesn't pay off, in her mind, it was simply an
and Quality 1). If she loses or sells this Soulstone, it
investment that didn't pay out, rather than a mistake.
is not replaced (and the Guild will certainly have a
When this character takes the Wait Action, if the few questions for her, if its agents find out).
named Action does not occur before the start of this
This Talent may be chosen multiple times. Each
character’s next turn, she becomes Fast at the start
time, the character gains another Soulstone.
of that turn.
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Soulstone Healer Subtle Magic
Requirement: None. Requirement: Tenacity -1 or lower.
This character is particularly adept at channeling the Magic often rewards those with strong personalities
magical energy contained in a Soulstone. and iron determination. While this character is,
unfortunately, not one of those people, she is quite
When this character uses the Absorb Soul property familiar with self-doubt, cowardice, indolence, and
of a Soulstone to heal herself or another character, timidity. By tailoring her spells to exploit those
the target heals 3/4/5 damage and removes a lasting weaknesses, she can often catch her opponents
Critical Effect. off-guard by attacking their minds and bodies in
unexpected ways.
After this character successfully casts a Spell or
Steady Advance Manifested Power that uses the Tenacity Aspect,
she generates a number of additional Margins of
Requirement: Leadership 4 or higher.
Success equal to her negative Tenacity Aspect (i.e.,
In combat, momentum is everything. With a few one Margin of Success at Tenacity -1, two Margins
quick shouts, this character can reorganize her of Success at Tenacity -2, and so on).
troops into a new formation without having to
explain the greater plan to them. Like extensions
of her own body, her troops fall into place as
expected, allowing their commander to focus upon Unrelenting
more important tasks. Requirement: Tenacity 2 or higher.
At the end of this character’s turn, any of her No matter the injury or pain, this character does not
unengaged subordinate characters that did not abandon a mission… or a fight.
receive a (1) Order Action may move a number of
yards equal to half their Walk Aspect. At the start of this character’s turn during Dramatic
Time, if she is not Slow or Paralyzed, she may
choose to become Slow. If she does so, she heals
1 damage.
Study Opponent
Requirement: Scrutiny 3 or higher.
This character knows that an enemy is only as strong
as their weakest point. She's always scanning her
opponents for weakness and searching for the best
avenue of attack.
When this character declares an attack against
an opponent, she may discard a card. If she
does so, each time she makes an attack against that
opponent, she may choose whether the opponent
resists the attack with Defense or Willpower. This
bonus lasts until the end of Dramatic Time.
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New Magical Theory The Eternal Dance Benefits
When casting a Spell or Manifested Power, this
It is said that there are as many Magical Theories as character may also move a number of yards equal
there are stars in the sky. While that may be accurate, to her Walk Aspect for every AP spent on the Spell.
few of those Magical Theories are potent or refined This move is considered to be a Walk Action for the
enough to be anything more than an amusing curiosity purposes of disengaging strikes and other effects.
for students of the arcane. Every so often, however,
If this character does not move the full distance
a particularly powerful Magical Theory comes to the
allowed, or if she retraces her steps during this
forefront of popular culture and attracts attention...
movement, then the TN of her Spell or Manifested
This section provides a new Magical Theory for Power is increased by +2.
Through the Breach characters.
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Enchanting Magia Restrain
Enchanting is the art of magically augmenting a target. Aspect AP TN Resist Range
Whether imbuing a sword so that it is freezing to the Cunning 1 10R Wp 1 yard
touch or healing the wounds of a friend, Enchanting
magic enhances the subject in some way. The target’s body locks up, hindering its movement.
Effect: A Living target gains the following Condition
for 1 round: “Restrained: This character's Walk and
Elemental Shroud Charge Aspects are reduced
by -2 (to a minimum of 1).
Aspect AP TN Resist Range This character suffers -
to its attack flips.”
Cunning 1 7R Wp 1 yard
Enhanced Vision
Aspect AP TN Resist Range
Cunning 1 8R Wp 1 yard
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Prestidigitation Magia Temporal Convergence
Prestidigitation magic governs illusions, teleportation, Aspect AP TN Resist Range
and the manipulation of fate. Cunning 1 8m Wp 3 yards
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Counter-spelling Banish
Magia Aspect
Tenacity
AP
1
TN
10t
Resist
Wp
Range
3 yards
Counter-Spelling Magia are a creation of Sonnia
Criid, the leader of the Witch Hunters. Her ability The caster banishes a summoned creature back to wherever
to create new Magia is a testament to her skills as a it came from.
spellcaster and the depths of her arcane knowledge. Effect: A target summoned creature winks out of
That she was able to do so without tapping into any ofexistence, ending the magical effect that summoned
the "traditional" four types of magic is unprecedented.
it. Any effect that triggers upon the summoned
When a Guild character begins the game with a creature's death does not resolve as a result of this
Grimoire as part of her Starting bonus, she may spell.
choose to exchange one of the spells in that Grimoire
with one of these Counter-Spelling Magia.
Nullify Magic
Adaptation Aspect AP TN Resist Range
Aspect AP TN Resist Range Tenacity 1 10r Wp 3 yards
Tenacity 1 10m - y1 yards The caster surrounds the target in an aura of magical
The caster absorbs the essence of a magical effect that “static” that interferes with the channeling of aetheric
struck her, rendering her immune to all further instances energy.
of that magical effect. Effect: The target’s ability to cast Spells and
Effect: If the caster suffered the effects of a magical Manifested Powers is dampened for 1 round. For
effect at any point since the end of her last turn, she the duration, the target loses all suits associated with
becomes immune to that magical effect for 2 rounds. its Magical Skills, and its attempts to cast Spells or
If she suffered the effects of multiple magical effects, Manifested Powers suffer --.
she must choose one when she casts this Spell.
The caster becomes immune to any Spells or
Manifested Powers that share a Magia or Elemental
Immuto with the original magical effect, as well as
any further applications of that same magical effect.
For the purposes of this spell, magical effects are
considered to be Spells, Manifested Powers, and
any unique effect that is tied to a Magical Skill.
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Unique The Forgotten Box
This pine box once belonged to a Death Marshal
who abandoned it when he went rogue and became
•Special: A character only remains attuned to •Special: Characters cannot attune to this Grimoire,
this Grimoire for 24 hours. At the end of this so any Magia or Immuto learned from this Grimoire
duration, the character must succeed on a Carouse immediately begin to fade at the normal rate (as
Challenge (TN 10 + 1 for each previous time they described in the Core Rules, pg. 261). Similarly,
have attempted this duel in the past week) or characters who are already attuned to a Grimoire
become addicted to Medusa. Addicted characters can learn spells from this Grimoire without losing
increase their TNs by +2 when not attuned to this their attunement to their original Grimoire.
Grimoire. After one month of not using Medusa, Each time a character attempts to learn from
an addicted character may attempt this duel again this Grimoire, any Magia or Immuto previously
to shake off her addiction. learned from this Grimoire are immediately lost.
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Sherborne's Mirror The Snowbound Guard
Named for the Arcanist from whose home it was There are roughly one hundred copies of this steamy
confiscated, this oval-shaped mirror is 24" long and romance novella floating around Malifaux City and
18" wide. The mirror attunes very easily to anyone its satellite towns. The novella contains the story of
who spends more than a few moments glancing into Clara Quincey, a member of the Guild Guard whose
it, which its former owner used to his benefit by patrol is ambushed by bandits. She survives the
tricking Witch Hunters into looking into its depths. attack and seeks shelter in a small Contract Town
Once they were attuned to the mirror and their just as a blizzard hits, trapping her in a town filled
devastating attack spells had been replaced with its with handsome suitors and alluring temptresses.
useful but harmless Magia, Sherborne would attack
them with his enchanted weapons. The plot plays out like a trashy romance novel, but
woven into its story are powerful Magia and Immuto
Sherborne was eventually undone by a Guild that impart themselves to the reader once the story
guardsman who simply shot him as he was fiddling is finished. The novella was originally a disguised
with the bulky mirror; its frame still bears a deep Grimoire for an Arcanist infiltrator, but it somehow
groove in its side from where one of her bullets ended up getting printed by someone who merely
grazed it. The Witch Hunters have since taken thought it to be an amusing bit of smut. The actual
possession of Sherborne's Mirror and occasionally Clara Quincey (who has since risen to the position
use it to disrupt the plans of particularly troublesome of Captain in the Guard) has devoted a significant
spellcasters. amount of time to destroying every copy of the
novella that she can find.
•Magia: Divination, False Visage.
•Immuto: Additional Suit, Focus Object (Any •Magia: Beckon, Manifest Essence, Phantasm.
Mirror, must be carried in one or more hands to •Immuto: Alter Range, Increase AP, Pulse.
apply, -1 TN), Increased Duration. •Special: The Guild Guard consider copies of this
•Special: This Grimoire attunes to anyone who so novella to be contraband.
much as glances at their reflection in it.
•Special: Characters attuned to this Grimoire $@*^!)*^%#
increase the TN of their Manifested Powers by +2. This hefty tome is filled with nonsense symbols
that have defied every attempt to decipher them,
both magical and mundane. All seven hundred and
seventy seven pages of the tome are covered with
these unfathomable symbols, from top to bottom
and from margin to binding. All it takes to attune
to the Grimoire is for a character to make a serious
attempt to translate it.
•Magia: Conjuring, Parlor Tricks, Temporal
Convergence.
•Immuto: Channeled, Increase AP, Pulse.
•Special: At the start of every day, a character attuned
to this Grimoire must succeed on a Centering
Challenge (TN 10 + 1 per day since the character
last failed this Challenge). On a failure, the
character gains Crazy +1 and becomes obsessed
with translating the tome and must spend at least
four hours of the day attempting to make some
headway in the translation process.
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Close Combat Weapons
WEAPON RANGE DAMAGE SPECIAL COST SKILL
Net (Flexible) y2 0/0/1 Tangle, Thrown 3§ 1
Mancatcher (Heavy Melee) y3 2/2/3 Brutal, Pinning 10§ 3
Shock Baton (Melee or 20§ (melee) or
y1 1/2/2 Disorienting 4
Pneumatic) 18§ (pneumatic)
Buzzsaw (Pneumatic) y1 2/4/5 Brutal, Finely Tuned, Penetrating 50§ 4
Punching Harness
y2 Varies Brutal, Intimidating, Special 30§ 3
(Pugilism)
Punching Harness
This pneumatic framework was first cobbled together
from the spare parts of destroyed constructs. It
fits over both of a wearer's arms and attaches to a
back-mounted generator that augments the wearer's
punches, increasing their speed and striking distance.
The harness also looks very intimidating, which ends
many fights before they begin.
AG Hydra Fumigator
The AG Hydra is something of an oddity, even Known both as Fumigators and Foggers, these
for AG Works' already eccentric product catalog. weapons consist of a cylindrical backpack and a
Originally built on a dare, it consists of a Ribauldequin heavy gun that resembles a pepper shaker. The
chassis that has been modified to simultaneously backpack is filled with pressurized toxins, which
fire four tethered harpoons, rather than rockets. An are then converted into thick fogs when the weapon
automatic winch kicks in once the harpoons impact is fired. When the gun is swept back and forth, it
a target, allowing the wielder to "reel in" anything hit ensures that the toxins are spread across a wide area.
by one or more of the hooked harpoons.
The Guild primarily uses Fumigators to spray
for insects in the Gremlin's Wharf district of the
Quarantine Zone, but some rat catchers have taken
to using the weapons to deal with particularly infested
basements and houses.
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Hotchkiss Personal Autocannon
Alternate Fumigator Ammo The Hotchkiss Personal Autocannon is one of the
The versatile nature of Fumigators allows newest weapons to roll off the assembly lines of
the weapon to create a thick cloud of just Earth. Developed specifically to assist the Guild
about any sort of pressurized liquid. The in their battles against the Gibbering Horde, the
weapon's base profile assumes that it is Hotchkiss Personal Autocannon (or HPA, as it has
filled with poisonous toxins. become known in the field) is a handheld autocannon
with three rotating barrels that are powered by a
If the weapon is filled with one of backpack-carried electronic motor.
the following substances, replace the
Fumigator's Poisonous special rule with the The weapon is incredibly heavy - the gun itself weights
listed effect: thirty pounds, and the backpack and ammunition
add another twenty - but what it lacks in ease of use
Black Blood: Any character without Black it makes up for in damage potential. The HPA fires
Blood that is damaged by this weapon explosive rounds at a high rate of fire, allowing its
suffers 1 damage and is at risk of contracting wielder to lay waste to anything in front of them.
Blood Sickness (Under Quarantine, pg. 152).
It takes roughly 3 damage worth of bleeding
(or one increment of the Bleeding Out
Condition) for a creature with Black Blood
to supply one round of ammunition for
this weapon.
Excrement: Any character damaged by
this weapon gains the following Condition
until it washes off: "Covered in Slop: This
character suffers a - to all Social Skill
duels and cannot declare Triggers. Pigs
target this character with attacks gain + to
the attack flip."
Liquefied Plague Victim: Any character
damaged by this weapon gains Blighted +2
(Under Quarantine, pg. 149). Each point of
Height possessed by the victim supplies
two rounds of ammunition for this weapon.
Oil: Any character damaged by this weapon
gains the following Condition for 5 minutes:
"Flammable: If this character gains the
Burning Condition, she gains an additional
Burning +2, then ends this Condition."
Water: This weapon deals no damage but
still creates soft cover, per its Cloud special
rule. Any character that would have been
damaged by this weapon immediately ends
its Burning Condition.
Punt Gun
A Punt Gun is, effectively, an extremely large Crafting Grenades
shotgun. These weapons were traditionally used
The Percussion Grenade, Rifle Grenade,
in the commercial harvesting of waterfowl. The
and Discus Grenade can all be crafted using
massive, eight-foot-long guns were mounted directly
the Explosives Skill, provided that the crafter
onto a boat's frame, allowing a hunter to quietly row
meets the appropriate Skill Requirement.
into range of a group of resting birds. A hunter who
lined up their shot right could often kill over fifty
birds with a single shot.
In Malifaux, Punt Guns most often see use in the
hands of the Ortega family and various bandit
groups, both of whom have taken to mounting the
oversized weapons atop carriages and wagons.
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Rifle Grenade Chakram
During the Battle of London, the British military These exotic weapons are circular in shape,
forces realized just how woefully unprepared roughly one inch wide and a foot in diameter, with
they were to deal with the titanic creatures that a sharpened outer edge. They're usually thrown
accompanied the Gibbering Hordes into battle. vertically to avoid harming one's allies, but skilled
practitioners can throw them horizontally without
While their elite forces could be equipped with much difficulty. These weapons are popular among
grenade launchers that stood a chance of damaging Guild members who spent time in occupied India,
such colossal creatures, those weapons were too where they witnessed the brutal effectiveness of
expensive and scarce to be a viable option for the these weapons first hand.
common soldier. The army needed a solution that
would provide heavy ordnance to ground troops
without depleting their entire war chest.
Discus Grenade
Also known as "oyster shell" grenades, these explosive
It was this need that led the King's Empire to
weapons are circular in shape, thin on the edges and
create the rifle grenade. These explosive devices
thick in the center. The edges of the disc are lined
are mounted at the end of a simple rod, which is
with multiple impact fuses, and when thrown like
then inserted into the barrel of a rifle and launched
a discus, any sort of impact causes the grenade to
using a blank cartridge. Repeated use of these
immediately detonate. This very specific throwing
weapons can cause damage to a rifle's barrel, but
method can make it awkward for an untrained
even when factoring in the price of a new rifle and
wielder to hit with these weapons, but in the hands
a dozen rocket grenades, the cost often still comes
of a skilled thrower, a discus grenade can be an
in less than the price of a grenade launcher and an
alarmingly accurate explosive.
equivalent amount of ammunition. It did not take
long for the Guild to begin manufacturing their
own version of the rifle grenade, and the versatility Percussion Grenade
it offers to soldiers in the field has proven to be Percussion grenades are a somewhat maligned
quite useful to Guild troops stationed in Malifaux. product of the Black Powder Wars. A percussion
grenade has the appearance of a dart, with cardboard
Bolas fins that are intended to stabilize its flight and ensure
that the weapon lands on the percussion cap in its
Bolas are throwing weapons consisting of two or
nose. This design made early percussion grenades
three round weights connected by durable cords. To
unreliable, as they had to directly hit their target
use bolas, the wielder holds the weapon by either one
to detonate, but modern advances have improved
of the weights or the nexus of the cords and swings
upon the design with clockwork stabilizers that shift
them in a circular pattern, building momentum.
the grenade's center of gravity towards the tip the
Bolas are typically aimed at a target's legs, as the
longer it remains in flight. A few of these grenades
momentum of the weapon is sufficient to not just
can still be found in the arsenals of the Guild, but
entangle the target's legs but often to knock their legs
with the advent of rifle and discus grenades, they
right out from underneath them. While primarily a
have largely been relegated to the dusty shelves of
hunting weapon, bolas still see use among bounty
surplus caches.
hunters and law enforcement personnel.
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Weapon Special Rules
• Brutal: This weapon gains + to its Damage Flip.
•Cloud: This weapon ignores cover. The target has Soft Cover until the end of the next round.
•Deadly: This weapon automatically gains +R to the attack flip.
•Disorienting: Anyone damaged by this weapon becomes Dazed until the end of its next turn.
On Severe damage, the target must also attempt a Unconsciousness Challenge (TN 8 + the
amount by which the attack exceeded the target's Defense).
•Finely Tuned: This weapon cannot be modified.
•Full Auto: Characters using this weapon have access to the following Trigger:
R Stutter Fire: After damaging, immediately make another attack with this weapon against a
different target. This extra attack may not declare Triggers.
• Grenade: This weapon cannot be modified and is destroyed after it is used. If this weapon
misses the target but does not generate a Margin of Failure, the attack hits the target but
suffers -- to its damage flip.
•Heavy: Attacking with this weapon is a 2 AP Action. If this weapon is a gun, it must be braced
to a weapon mount in order to fire.
•Inaccurate: This weapon gains - to its attack flips.
•Intimidating: This weapon’s reputation adds + to Intimidate Challenges involving it.
•Multi-Barrel: This weapon may fire its entire Capacity as one action to gain + to its Damage
Flip and deal +1 damage for every 2 bullets fired (rounded down).
•Multi-Tether: Characters using this weapon have access to the following Trigger:
R Multi-Tether: If this weapon is braced, after damaging, push every character damaged by
this weapon towards you a number of yards equal to your Might Aspect (minimum 1 yard).
•Penetrating: This weapon ignores Armor.
•Pinning: Whenever this weapon deals Severe damage, the target is Paralyzed until the start
of this character's next turn or until this character takes an Action other than Pass, whichever
comes first.
•Poisonous: Anyone damaged by this weapon also gains Poison +2.
•Precise Characters using this weapon have access to the following Trigger:
R Critical Strike: When damaging the target, this attack deals +1 damage for each R in the
final duel total.
•Proto-Rocket: The wielder must use a rifle of any type to fire this weapon. If an attack misses
with a Margin of Failure, the rifle has its range permanently reduced by -1 yard.
•Rifle: The range of this weapon is increased by +10 for each + it gains from the Focused Condition.
•Slowing: The target gains the Slow Condition in addition to any normal damage.
•Special Ammo: This weapon requires a specific type of ammo in order to function.
•Tangle: Characters hit by this weapon gain the following Condition: "Wrapped Up: This
character has -2 Wk and -2 Cg and generates 1 less AP at the start of her turn. Any character
within 1 yard of this character (including this character) may end this Condition as a 2 AP Action."
•Trip: If this weapon hits with a Margin of Success, the target falls Prone.
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From the Diary of Emeline Bellerose:
Imprisonment, I have learned, does not suit me.
After a great deal of waiting, looking annoyed, and
not going on the murderous rampage that the Ortega
family seemed to be expecting, my jailors finally
seemed to accept that I was just as civilized as they
were. More so, I would argue, if doing so would not
have exacerbated my already-tenuous situation.
When the Ortegas found me in the Bayou, I was
initially quite relieved. The appearance of a small
group of unusual undead had left me stranded in a
tree, pondering whether or not they would accept the
presence of another of the walking dead among their
ranks. My deliberations were rendered moot by the
sudden appearance of two gunfighters who defeated
the undead with incredible speed and efficiency.
Hoping that the moonlight would obscure my pale
features (I simply did not have enough light to touch The idiot's companion
up my makeup), I called out to them and played the immediately realized what was
part of the stranded explorer, which, truthfully, was happening. In the blink of an eye, he had struck the
not entirely inaccurate. other in the back of the head with his pistol, knocked
him unconscious, and turned his weapon upon me.
When I realized that the two men were Ortegas and I threw up my hands and revealed myself as an agent
that they intended to bring me back to Latigo, I knew of the Elite Division, which, when combined with a
that I had to escape. The Neverborn Hunters I have slight push from my magic, ensured that he did not
met all tended to be a bit too quick with their pistols put a bullet into my head right then and there.
and a bit too slow with their minds, neither of which
are favorable qualities for a woman with my condition. After the other one became conscious, the two of
them escorted me - guns at my back - to Latigo and
Ultimately, my plan failed. The first of the two Ortegas threw me into a cellar. They gagged me under the
was easily ensnared by my magic, but when he tried mistaken belief that doing so would prevent me from
to talk the other into handing his guns over to me, influencing them, and I played the perfect prisoner,
it was all I could do to avoid sighing in frustration. I sitting daintily in the dim light of the cellar.
had hoped that he would suggest that we were close
enough to Latigo that I could make it the rest of the The Ortegas confiscated my things (including my
way on my own, or perhaps that they should leave journal and makeup, as if either were a threat to them),
me in a safe place while they scouted for more of the but their impromptu prison was poorly conceived. At
undead abominations that almost claimed my fragile some point, one of the Neverborn Hunters must have
and delicate life. been interrupted while they were counting inventory
for I found a small notebook and a pencil tucked away
Instead, the idiot turned to his companion and next to the barrel that is currently serving as my chair.
suggested that they should both give me their guns.
Quel boulet! It is a poor substitute for my beleaguered journal,
but the days pass slowly in this cramped cellar, and
Perhaps that is why the Ortegas make such excellent writing has always helped me pass the time. You have a
hunters of the Neverborn; they are simply too stupid distinguished legacy to live up to, little notebook.
to be influenced by the more subtle magics.
- E.B.
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Warden
Minion (6), Construct
Freedom! Or at the very least, freedom from that (1) Mechanical Fist (Pneumatic)
dingy cellar. I barely had time to tuck my notebook AV: 6R (12R) ======= Rg: y1 ======== Resist: Df
into my dress when the Pistolero from before Target suffers 2/3/4 damage.
stormed down into the cellar and informed me that R Critical Strike: When damaging, deal 1 additional
damage for each R in the final duel total.
I was being transferred back to the city.
M Send Flying: After damaging, push the target a number
More specifically, back to the Elite Division. of yards in any direction equal to the damage it
suffered from this attack, then it becomes Prone.
Evidently, Mattheson has an interest in "retrieving"
c Restrain: After damaging, the target becomes
me. I might have almost thought this to be a Paralyzed until it leaves this character's engagement
sign of generosity, had it not been for the magic- range. Only one character can be restrained at a
dampening Control Collar that the Ortegas forced time; if this Trigger is declared against another
around my neck, per Mattheson's orders. character, the first character ceases to be Paralyzed.
As if that were not enough, he sent a Warden to (1) Restraint Claw (Pneumatic/Grace)
AV: 6R (12R) ======= Rg: z10 ======== Resist: Df
"escort" me back to Malifaux City. I had not seen
Target suffers 1/2/3 damage. This weapon can only be
one of these machines up close prior to having fired once per turn.
been handed over to its care, as they typically only R Pull and Drag: After damaging, push the target
see use in the Gaol and Sanitarium. towards you a number of yards equal to your Might
Aspect (3 yards).
This one seemed to be a newer model, for it sported
four pneumatic restraining claws instead of two, each
one mounted at the end of a telescoping steel arm.
I had no doubt that any escape I attempted would
end with a steel claw closing around my waist and
yanking me back to the unwavering machine's side.
- E.B.
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The train has been well and truly damaged by the Mounted Guardsman
explosion. There are already rumors about who Minion (6), Living, Guardsman, Horseman
might be responsible, with the primary culprit
being the Arcanists. I suspect that the rumors are,
Might Grace Speed Resilience
for once, somewhat accurate. 1 2 0 1
Unfortunately, the train's destruction has no Charm Intellect Cunning Tenacity
hampered my transfer plans. The guardsmen at -1 -1 -1 3
the station debated just how to handle me and my
companion; evidently the orders for my transfer Defense Walk Height Initiative
stressed that delays would not be tolerated, no 4 (10) 6 2 2 (8)
matter the reasoning. Willpower Charge Wounds
5 (11) 10 7
After a bit of debate and a few quick games of
"stones, scissors, paper," two of the guardsmen
swore under their breath and fetched horses for Skills: Athletics 2, Bureaucracy 1, Evade 3, Intimidate 2,
Leadership 2, Melee 3, Notice 2, Pistol 3M, Toughness 2,
themselves. Their losses meant that they had the
Track 2, Wilderness 1.
unfortunate pleasure of escorting me north to
Malifaux City. Armor +1: Reduce all damage suffered by this character
by +1, to a minimum of 1.
The horses did not appreciate marching alongside
a walking corpse, however charming she might have Frenzied Charge: This character gains + to any attacks it
been, and constantly fought with the unfortunate generates due to the Charge action.
guardsmen for the entirety of our first day's travel. Mounted Horseman: This character has enhanced Walk
Though not inclined towards conversation, the and Charge Aspects. If this character would become
guardsmen at least seemed capable of keeping Paralyzed, it becomes Slow instead. It ignores
their unruly horses under control. - E.B. penalties for terrain while taking Movement Actions.
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Clockwork Trap
Minion (5), Construct
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Unfortunately, the guardsman and Warden
either drove off or defeated the gunman
and returned to my side. I pretended
to have been killed during the
attack (a very easy prospect
given that I have no pulse,
do not need to breathe, and
had a fresh gunshot wound in
my chest) in the hope that they would bury
me and consider their mission complete,
but the encounter with the undead gunman
had apparently spooked the surviving
guardsman. He commanded the Warden to pick
me up, and I got to spend the next two days being
treated like a sack of potatoes.
It was quite undignified, and had it not been for
my belief that the Warden would snatch me up
as soon as I moved, I would have simply slipped
away in the middle of the night. Instead, I waited
patiently, biding my time until I could think of
some way to get this wretched Control Collar
removed from my neck.
Watcher
Had I still been alive, I have no doubt that the entire Minion (5), Construct
ordeal would have been a wretched symphony
of stiff muscles, aching bones, and inescapable Might Grace Speed Resilience
hunger. As one of the undead, however, it was 0 1 2 0
merely tedious.
Charm Intellect Cunning Tenacity
Eventually, we arrived at the gates of the city. The -5 -5 -5 -5
Warden was carrying me across its back, but my
head was turned just enough to see one of Mr. Defense Walk Height Initiative
Hoffman's Watcher constructs waiting patiently 3 (8) 5 1 5 (10)
near the entrance. Willpower Charge Wounds
2 (7) 6 4
I've always found it difficult to properly describe
my feelings for Watchers. They're awkward little
machines, more similar to a bat than a hunting Skills: Acrobatics 2, Pneumatic 3, Notice 3.
raptor, but still quite amazing in design despite Armor +1: Reduce all damage suffered by this character by
their inspiration. They launch themselves into +1, to a minimum of 1.
the air via concentrated bursts of steam from an
Flight: This character is immune to falling damage and may
exceedingly compact boiler and are primarily
ignore any terrain or other characters while moving.
used to track suspects or spy upon those below
through the use of internal photographic devices. Pneumatic Tracker: This character may substitute its
Pneumatic Skill in place of its Cunning Aspect when
Thus does the unstoppable march of industry using the Notice and Track Skills.
trample the elegance of traditional spycraft.
(1) Small Metal Claws (Pneumatic)
- E.B. AV: 3 (8) =========== Rg: y1 ======== Resist: Df
Target suffers 1/2/4 damage.
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And here is where we catch back up to the present, Draugr
dear notebook. I've locked the doors to the morgue Enforcer (7), Undead, Horror
and put up a sign claiming that Dr. Irving is away
for lunch, which thus far has kept anyone from
Might Grace Speed Resilience
stumbling across my person. I stripped the poor 3 0 2 3
doctor of her clothing, stitched up the wound in my
chest (it is dreadfully unattractive), and am now just Charm Intellect Cunning Tenacity
-3 -1 1 3
waiting for the bleach to remove the worst of the
bloodstains in her clothing. Defense Walk Height Initiative
Out of boredom, I flipped through a few of the 4 (11) 5 2 4 (11)
doctor's charts and found some rather interesting Willpower Charge Wounds
pieces of information. The decapitated corpse on the 5 (12) 6 8
gurney to my right, for instance, allegedly murdered
his entire family with an axe and then arranged their Skills: Athletics 2, Enchanting 3, Heavy Melee 3C,
entrails in the shapes of "strange runes." Intimidate 3, Necromancy 4C, Notice 2, Stealth 2,
Toughness 2.
This happened up in one of the northern Contract
Towns. When the man's neighbors realized what Hard to Wound +1: Damage flips against this character
he had done, they tried to subdue him, but he - suffer -.
according to the report, at least - grew to twice his Mutable Size (Large): If this character is Height 3, its
normal size and started hewing them in half with his Close Combat attacks have +1 Rg and deal +1 damage,
axe. Every wound dealt to the man appeared on the and damage flips against this character suffer -.
body of his attacker, until finally he was slain.
Mutable Size (Small): If this character is Height 1, its
It's an interesting story, but I suspect it is just that: a Close Combat attacks have -1 Rg (min y1) and deal -1
damage (min 1 damage), and Ranged Combat Actions
story created to add an element of the supernatural
that target this character suffer -.
to a terrible but ultimately mundane tragedy.
The Final Veil: When a Living character is killed within
- E.B. a8 of this character, this character heals 2 damage.
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The hallway proved to be quite crowded, the result Domador de Cadaveres
of a tall man in eccentric red garb speaking with a Enforcer (8), Living, Death Marshal
group of Guild guardsmen. Instead of trying to push
past the group, I backed up against the wall, pulled
Might Grace Speed Resilience
out my notebook, and started to write this entry. 1 3 3 1
Once their impromptu meeting is finished and the
hallway is clear, I can return to my mission, namely Charm Intellect Cunning Tenacity
2 2 1 2
finding a way to remove this infernal Control Collar.
How strange. The eccentric man appears to be a Defense Walk Height Initiative
Guild employee of some rank, from the way he is 5 (13) 6 2 5 (13)
speaking to these Guild guardsmen, but he keeps Willpower Charge Wounds
mentioning "my zombies," even going so far as to 5 (13) 7 8
reprimand the guardsmen for shooting one of his
undead servants in the back. Skills: Acrobatics 3, Art 1, Athletics 2, Bewitch 3, Carouse 1,
Centering 3, Music 2, Necromancy 4C, Notice 2,
It seems strange that the Death Marshals would work Scrutiny 1, Sorcery 4t, Toughness 3.
willingly alongside a self-admitted necromancer,
let alone one that animates the dead. Then again, Dying Breath: When another friendly Living character
there have always been rumors circulating about the within a6 is killed or knocked unconscious, that
Judge and just how much of him is still living, so character may discard a card to immediately take a (1)
perhaps time and familiarity have worn down Lady Action. If it does so, the character is then killed.
Justice's resolve in that regard? Enslaved Undead (2): This character is accompanied by
two Undead characters of Minion Rank or less.
I took the opportunity to update a few of my sketches
while I wait. Will they ever stop talking? - E.B. Hard to Wound +1: Damage flips against this character
suffer -.
The Eternal Dance (Magical Theory): When this
character casts a Spell or Manifested Power, it may move
a number of yards equal to its Wk for every AP spent.
If he does not move this full distance, or if it retraces
its steps during this movement, the Spell or Manifested
Power has its TN increased by +2.
(1) The Chill of the Grave (Necromancy/Tenacity) Zombie Curse: Any Living character killed by this
AV:5 (11) ========== Rg: y1======== Resist: Df character animates as a Mindless Zombie one hour
Target suffers 1/2/3 damage and, if Living, becomes after its original death.
Slow.
(1) Gnashing Bite (Pugilism)
(0) Possess Corpse AV: 3 (7) =========== Rg: y1 ======== Resist: Df
This character may discard a card to possess a Mindless Target suffers 2/3/3 damage. Increase the AV of this
Zombie within a8. This character and the Mindless attack by +1 for every other friendly character engaged
Zombie become a single Revenant with full Wounds. with the target.
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Mindless Zombie Horde
Peon (Variable Rank Value), Undead, Swarm
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I can only see a few ways in which I might be able Guild Interrogator
to safely remove this infernal Control Collar. The Enforcer (7), Living, Witch Hunter
easiest lies in the central building of the Guild
Enclave, in the armory of the Guild Guard. They Might Grace Speed Resilience
keep a number of Control Collars in storage there, 1 2 -1 2
alongside their matching keys. Perhaps one of the Charm Intellect Cunning Tenacity
extra keys will open my own collar? 3 1 2 2
Update: A great deal has apparently changed Defense Walk Height Initiative
since my period of employment with the Guild. 4 (11) 4 2 2 (9)
The entire central building has been outfitted with
Willpower Charge Wounds
electric lights that bathe everything in a harsh, white
6C (13C) 4 7
glow. Worse yet, the Guard armory has apparently
changed locations since my last visit to the building:
the rooms that once held the Guard's weapons, Skills: Centering 4C, Convince 2, Counter-Spelling 2,
ammunition, and auxiliary equipment are now Deceive 1, Enchanting 2R, Evade 2, History 1,
interrogation rooms. Intimidate 2, Melee 2, Necromancy 3C, Notice 3,
Pistol 2, Scrutiny 4, Sorcery 1, Toughness 2.
Only two of the rooms were in use when I peeked
through their tempered glass windows. In the first, a Wp (C) Twisted Mind: After this character succeeds, the
Witch Hunter was interrogating a nervous-looking attacker suffers 2 damage.
man with the appearance of a grocer. He seemed Thalarian Doctrine (Magical Theory): When this
confident, which was a sure sign that he was not character casts an Enchanting Spell or Manifested
Power, two instances of the Increased Duration
familiar with the interrogation techniques used
Immuto are added to it without increasing its TN. (This
by Criid's jackbooted thugs. The typical round of character has received additional Necromantic training.)
questioning is often followed by the interrogator
drawing upon her magic to sift through the suspect's (1) Truncheon (Melee)
memories to provide more context to their answers. AV: 3 (10) ========== Rg: y1 ======== Resist: Df
Target suffers 1/3/4 damage. If this weapon deals Severe
From what I understand, it is quite an unpleasant damage, the target suffers a Weak Critical Effect in
experience. - E.B. addition to any other Critical Effects it would suffer.
(1) Mind Sieve (Necromancy/Charm)
AV: 6c (13c) === TN: 12C == Rg: y1 === Resist: Wp
This action gains +. If a Living target knows the answer
to an asked question, this character sees that answer in
the form of the target's most relevant memory.
t Manipulate Memory: After succeeding, this character
may permanently change the details of the viewed
memory.
(2) Wipe Mind (Necromancy/Charm)
AV: 6c (13c) === TN: 13C == Rg: y1 === Resist: Wp
A Living target permanently forgets one short memory
(no longer than 5 minutes) that occurred within the past
hour. This character must be generally aware of the
memory in question to erase it.
Manipulative (12): When an enemy character targets Thought technically a member of the Guild Guard,
this character with an action, they must pass a TN 12 Ms. Maxson was one of the many investigators on
Willpower Challenge. On a failure, this character may the Elite Division's payroll. In addition to silencing
change the target of the action to a legal target of its inconvenient witnesses for the Elite Division,
choice.
she also misdirected investigations, planted and
Tip the Scales: When an enemy character within a8 destroyed evidence, altered reports, and so on.
discards a card, this character may grant a Fate Point to
one friendly Fatemaster character within that same range. And, one lovely evening two years ago, Ms. Maxson
became quite drunk at the Guild's Christmas party
(1) Garrote (Flexible) and went home with a particularly charming Elite
AV: 6 (13) ========== Rg: y1 ======== Resist: Df Division agent. Quelle chance exceptionnelle! - E. B.
Target suffers 1/2/3 damage, becomes Slow, and gains
the Suffocating +2 Condition until this character is
killed, moves out of range, or attacks a different target.
t "Can't... Breathe...": After damaging a Living target, it
becomes Dazed until the end of its next turn. If it
does not discard a card, it also becomes Paralyzed.
(1) Suspicious Activity (Scrutiny)
AV: 7 (14) ========= Rg: 6 yards ==== Resist: Special
This Action is resisted with the Deceive Skill. The target
gains the following Condition until the end of the scene:
"Snitch: When this character is asked a question by a
character in a position of authority, this character must
discard a card to avoid truthfully answering the question
to the best of their ability."
m Arrest: After succeeding, the target gains the
following Condition until the end of its next turn:
"Arrest: This character must discard a card to
perform a movement action."
(1) Command Guardsman (Leadership)
Target friendly Guardsman Minion within 10 yards
performs a (1) Action of this character's choice.
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Ms. Maxson was quite surprised to see me slip into Magewright
the interrogation room. I told her a fictional story Minion (5), Living
about a botched undercover investigation which
she did not believe, but she still agreed to help me
Might Grace Speed Resilience
find a way to remove the Control Collar, provided 1 2 -1 0
that I "made it worth her while," as she put it.
Charm Intellect Cunning Tenacity
Here we see the inherent problem with a corrupt 2 -1 2 0
constabulary force, don't we? All it takes is a few
scrip (or in this case, a pretty face and some very Defense Walk Height Initiative
lovely curves) to make them abandon whatever 3 (8) 4 2 1 (6)
tenuous loyalty they might feel toward their Willpower Charge Wounds
employer. 3 (8) 4 4
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Fate is cruel! Witchling Stalker
Minion (6), Living, Witch Hunter, Witchling
I have been arrested and tossed into the deepest,
darkest cell in the Guild Gaol. If I had not tucked
this notebook into one of the overly large pockets Might Grace Speed Resilience
of Dr. Irving's smock, I would not even have the 3 2 2 0
comfort of journaling to ease my heart. Charm Intellect Cunning Tenacity
-1 -1 -1 2
It all happened very quickly. No sooner had Mr.
Jans removed my control collar than he saw the Defense Walk Height Initiative
pale, dead flesh beneath it, where I had not been 5 (11) 5 2 4 (10)
able to apply makeup. He stumbled backwards in Willpower Charge Wounds
surprise and looked up into my clouded eyes, the 5 (11) 6 6
angle allowing him to see past my tinted glasses.
Reckoning that Mr. Jans had the stronger mind of Skills: Athletics 1, Centering 3, Counter-Spelling 3,
the two, I reached out with my magic, ensnared the Enchanting 1, Evade 3, Melee 3, Notice 2, Pistol 3,
mind of Ms. Maxson, and told her to silence Mr. Toughness 2, Track 2.
Jans. She was upon him in a second, her garrote
Df (M) Drawn to Pain: After this character fails, but
around his neck, but in a moment of panic, Mr. before it suffers damage, move this character a distance
Jans fired off a bolt of scintillating magic that struck equal to its Walk speed directly toward the attacker.
the door to his office and blew it off the hinges.
Fiery Demise: When this character is killed, all characters
Just as the strength left the queller's limbs, the within p2 suffer 1 damage and gain the Burning +1
hooded silhouette of a Witchling Stalker appeared Condition.
in the doorway, a broken and glowing sword held Searing Mark: All characters damaged by this character
in each hand. I gestured toward the creature with gain Burning +1.
my hand, sending Ms. Maxson toward the burned Sense Magic: When a Spell or Manifested Power is
creature as I grabbed an office chair and threw it cast within 30 yards of this character, it may attempt a
through the office's wide window. Counter-Spelling Challenge (TN 20 - the spell's TN).
On a success, this character learns the exact location of
I had no intention of fighting a creature that could the caster and can sense any magical effects produced
not only detect and track magic but would also by the Spell or Manifested Power for its duration.
explode into flame when killed. It's a terrible way
to die, as Ms. Maxson quickly learned. - E.B. (1) Shattered Rune Blade (Melee)
AV: 6 (12) ========== Rg: y1 ======== Resist: Df
Target suffers 2/3/5 damage.
C Drain Magic: After damaging, end all magical effects
and Conditions gained from Spells or Manifested
Powers on the target, then heal 1 Wound for each
such effect.
(1) Runed Pistol (Pistol)
AV: 5 (11) ========== Rg: z12 ======== Resist: Df
Target suffers 2/3/4 damage. Capacity 6, Reload 2.
t Cataclysm: This attack gains +B to its Severe damage.
(1) Dispel Magic (Counter-Spelling/Tenacity)
AV: 5 (11) ==== TN: 10 ==== Rg: 12 ==== Resist: Wp
End all magical effects and Conditions gained from
Spells or Manifested Powers on the target.
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The hallways of the Witch Hunter complex quickly Hex Bow
flooded with office workers and non-combatants Enforcer (7), Living
who were being evacuated from the building.
Nobody knew what was happening, and admittedly,
Might Grace Speed Resilience
my own (very loud) claims that the complex had 1 3 2 0
come under attack by the Arcanists certainly did
not help the situation very much. Charm Intellect Cunning Tenacity
-1 0 1 2
As the crowd surged towards the doors, a man
wearing a bright red cloak forced his way toward the Defense Walk Height Initiative
commotion, rather than away from it. His runed 4 (11) 5 2 5 (12)
bow and gray uniform leads me to believe that he Willpower Charge Wounds
is one of the vaunted Hex Bows that serve in the 4 (11) 6 6
Guild's military back on Earth.
It's said that Hex Bows are recruited Skills: Acrobatics 1, Athletics 2, Archery 4, Bureaucracy 2,
Centering 2, Enchanting 3R, Explosives 2, Melee 2,
from among those who have been
Notice 3, Scrutiny 2, Toughness 2.
horribly cursed. As part of their
training, they learn how to turn Df/Wp (C) Evil Eye: After this character succeeds, the
their curse outwards, inflicting it attacker gains the Cursed +1 Condition with a Taboo
upon others. I do not know the against attacking this character.
truth of the matter, but Gruesome Attack (Archery): All Critical Effect flips
the man did have a this character generates from Archery attacks gain +.
certain fatalistic
gloom about (1) Smack with Bow (Melee)
him. - E.B. AV: 3 (10) ========== Rg: y2 ======== Resist: Df
Target suffers 1/1/2 damage.
m Reposition: After succeeding, this character may move
up to 3 yards.
(1) Runed Bow (Archery)
AV: 7 (14) ========== Rg: z14 ======== Resist: Df
Target suffers 2/3b/4bb damage. This weapon can be
fired without line of sight, but when doing so, it receives
a - on the attack flip and neither attack nor damage can
be cheated.
R Critical Strike: When damaging, deal 1 additional
damage for each R in the final duel total.
t Concussive: After damaging, every character damaged
The Cursed Condition by this attack must succeed on a TN 10 Acrobatics
Challenge or be knocked Prone.
When a character gains the Cursed c Death Curse: After damaging, every character damaged
Condition, they also gain a Taboo: a by this weapon gains the following Condition for
prohibited act that strengthens the curse each 1 minute: "Touched by Death +1: When this
time the afflicted character performs the act character suffers damage, it suffers +1 damage."
in question. (2) Volley
This character may discard a card to make an Archery
The Cursed Condition is described in detail attack against every opponent in range and line of sight.
on page 154 of Under Quarantine. If you're These attacks suffer a - to the damage flip.
not using Under Quarantine in your game,
instead have the Hex Bow give out the Slow
Condition that lasts for 24 hours.
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My decision to sketch the glowing spirit Executioner
unfortunately proved to be my downfall. As I was Henchman (9), Living, Guardsman
carefully drawing its jerking, spasmodic form, I
caught sight of a masked figure making his way Might Grace Speed Resilience
through the crowd. Or rather, making his way 3 -2 1 3
directly toward me. Charm Intellect Cunning Tenacity
In an instant, I recognized him: it was McGregor, -3 0 -1 2
Mattheson's personal Executioner. Even among Defense Walk Height Initiative
the sadistic and unscrupulous ranks of those 3 (12) 5 2 3 (12)
augmented madmen, McGregor's callousness
Willpower Charge Wounds
and cruelty pushed him into a league of his own.
5 (14) 5 9
Instead of finger-blades like most of his peers, the
weapons that replaced his hands were designed to
cause as much pain and suffering to his prey as Skills: Athletics 2, Centering 3, Evade 2, Intimidate 2,
possible. Notice 2, Pneumatic 3R, Scrutiny 2, Toughness 3.
In that instant, I realized that my escape from the Armor +1: Reduce all damage suffered by this character
Morgue had not gone unnoticed. by +1, to a minimum of 1.
Certain Death: Other characters may not declare Defense
As his steady walk broke into a slow lope, I could Triggers in duels with this character.
have sworn that my unbeating heart sprung back
to life just long enough to lodge itself in my throat. Final Repose: When this character kills a target, it may
choose to instantly render the target's remains unfit to
I attempted to reach out to his mind, to turn him be reanimated into an Undead creature.
aside, but his mask flared up with etched runes,
effortlessly deflecting my magic. Love the Job: After this character inflicts a Severe Critical
Effect on an opponent, it heals 1/2/3 damage. If the
I had no choice but to turn and flee, and behind Critical Effect killed the opponent, this healing increases
me, the Executioner broke into a determined by +2.
run. Mattheson was clearly quite finished with my Terrifying (Living) 12: Enemy Living characters must
meddling. pass a TN 12 Horror Duel when they end their turn
within this character's engagement range or target this
- E.B. character with a harmful action.
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And that, dear notebook, is how I came to find Disease Containment Unit
myself in this pit of despair. The agents of the Minion (6), Living, Guardsman
Amalgamation Office pulled the pneumatic spikes
out of my leg and abdomen with heavy pliers but
Might Grace Speed Resilience
neglected to offer me any sort of medical attention, 2 -1 -1 2
suggesting that they knew all about my condition.
Charm Intellect Cunning Tenacity
My right leg is, unfortunately, quite heavily -2 0 -1 2
damaged. It does not hurt (one of the benefits of
being undead), but I can only move very slowly and Defense Walk Height Initiative
with a very pronounced limp. The agents fastened 3 (9) 4 1 2 (8)
another Control Collar around my neck (sigh) and Willpower Charge Wounds
kept a safe distance as they escorted me to the Gaol. 5 (11) 4 7
Bulletproof +1: Reduce all damage suffered by this She is playing coy for the moment, and we
character from Ranged Combat attacks by +1, to a have shared some forced but otherwise polite
minimum of 1. conversation in an attempt to feel each other out.
Rush +2: This character's Charge Aspect has been
She claims to be a Wokou raider, a type of eastern
increased by +2. pirate who prowls the waters off the coasts of the
Three Kingdoms.
Skill Trigger (Social Skills): This character has the
following Trigger on its Social Skill duels: To delay her inevitable attempt on my life,
m Fast Talk: After resolving, take a Pick Pocket action I offered to draw a sketch of her in a combat
against a target within 1 yard. The Pick Pocket action pose. She warily agreed to pose for me, no
gains + to its flip. doubt expecting a trap, but when I had finished,
Unpredictable Assault: Enemy characters may not I could see genuine surprise and joy play across
Cheat Fate while in this character's engagement range. her otherwise stoic features.
(1) Twin Sabers (Melee) I believe it bought me another hour, perhaps two.
AV: 6 (12) ========== Rg: y2 ======== Resist: Df - E.B.
Target suffers 2/3/4 damage. This action gains + to the
attack flip.
R Critical Strike: When damaging, deal 1 additional
damage for each R in the final duel total.
t Drop It!: After succeeding, the target must pass a TN
10 Centering duel or drop one of the items held in
its hands.
m Coordinated Raid: After damaging, another friendly
character engaged with the target may make a 1 AP
Close Combat attack against the target. This attack
may not declare Triggers.
(1) Collier Navy (Pistol)
AV: 3 (9) == ===== Rg: z12 ==== Resist: Df
Target suffers 2/3/4 damage. Capacity 6, Reload 2.
m Reposition: After succeeding, this character may move
up to 3 yards.
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I pretended to be engrossed in my writing while I Orderly
warily watched my cellmate from the corner of my Minion (5), Living
eye. I knew that it would only be a matter of time
before she made her move.
Might Grace Speed Resilience
The exchange was quick. She stabbed me in the 2 -1 3 1
eye with a crude knife, thinking that it would be Charm Intellect Cunning Tenacity
enough to kill me, and I returned the favor by -2 -3 2 -2
stabbing my pencil into her neck. She fell down,
bleeding to death as I gingerly pulled the knife Defense Walk Height Initiative
from my eye. It's so difficult to kill something that 5 (10) 6 2 5 (10)
is already dead, isn't it, my dear? Willpower Charge Wounds
5 (10) 7 6
As my would-be murderer bled out on the ground,
I hurried to the door and began shouting for
Skills: Centering 3, Doctor 2, Grappling 2, Intimidate 3,
assistance, claiming that I had been wounded in
Melee 3, Notice 2, Scrutiny 1, Stealth 1, Toughness 1.
the battle with the "undead witch." As I expected,
it only took a moment for someone to rush to my Df (M) "Time for Your Meds!": After this character
cell and throw open the door. succeeds against a Close Combat attack, the attacker
becomes Dazed for the next hour.
He was a strange man, and the long scar that ran
Test Subject: At the end of this character's turn, it heals 1
along the side of his head hinted at extensive brain damage. When this character suffers a Critical Effect that
surgery. It instantly reminded me of the "patients" did not result in a missing limb, it (or its controller) may
at Smedley's Asylum and the experimental discard a card to ignore the effects of that Critical Effect.
surgeries that its staff are so eager to inflict upon Under My Care: This character gains + to disengaging
their poor wards. strikes. If this character makes a successful disengaging
strike, it may declare and resolve one of its Close Combat
The orderly had clearly not expected to find a Triggers, regardless of the suits in its final duel total.
hostile combatant waiting for him on the other
side of the door. He had (1) Surgical Instruments (Melee)
no sooner thrown it AV: 5 (10) ========== Rg: y1 ======== Resist: Df
open than I buried my Target suffers 2/3/5 damage, ignoring Hard to Wound.
c Needle in the Neck: When damaging, this attack deals
knife in his chest, over no damage. Instead, the target must pass a TN 12
and over again, until he Unconsciousness Challenge.
fell to the ground, gasping
(1) Hold Still (Grappling)
for air.
AV: 5 (10) ========== Rg: y1 ======== Resist: Df
Strangely, as I pulled the Target gains the following Condition: "Strapped Down:
This character cannot move and can take no actions
knife back, I could see that
other than to spend 1 AP to make a TN 12 Athletics
his wounds were already closing. Challenge. On a success, end this Condition. Any other
Was this a side effect of the character within 1 yard of this character may end this
experiments performed upon Condition as a (2) Action.
him at the asylum, perhaps? m Back to Bed: After succeeding, push the target up to
4 yards in any direction, then the target becomes
- E.B. Prone.
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At first, I had thought that whoever orchestrated my Bone Pile
attempted assassination had made a critical mistake Minion (6), Undead, Spirit
in clearing the guards and Wardens from my cell
block. I admit to growing somewhat suspicious
Might Grace Speed Resilience
when I reached the barred door leading upwards 2 1 -1 1
to the surface and was able to easily unlock it using
the orderly's keys. It had all the makings of a trap. Charm Intellect Cunning Tenacity
-5 -5 -5 1
As it turns out, fate had finally decided to favor me
with her smile. I emerged from the depths of the Defense Walk Height Initiative
Gaol to find the Guild Enclave in turmoil. There was 3 (9) 4 2 -1 (5)
a crowd gathered around the distant courthouse, and Willpower Charge Wounds
from their angry shouting, discernable in sentiment 3 (9) 4 8
if not actual words, it was clear that a riot was on the
verge of breaking out. The guardsmen from the Gaol Skills: Evade 1, Pugilism 3, Thrown Weapons 3, Toughness 3.
had been pulled from their posts to help manage the
crowd, and being the cravenly sort, they had brought Hard to Wound +1: Damage flips against this character
the Gaol's armored Wardens with them. suffer -.
The commotion, I later learned, was on account Pile On: If this character ends a Walk Action within
1 yard of a corpse, it may discard a card to add the
of the acquittal of Abdul Horrick, a crematorium corpse's bones to its own. If it does so, this character
operator who had been accused of transforming heals 2 damage and increases its Rank Value by +1, to a
the remains of many of his clients' loved ones into maximum Rank Value of Henchman (10).
horrid creatures the Death Marshals called "Bone
Too Many Limbs: At the start of this character's Turn, it
Piles." These creatures are, as their name suggests, may discard a card to gain one of the following bonuses
little more than heaps of moldering bone that had until it uses this Ability again:
been infused with an animating spirit. According * Arms: This character gains + to its attacks.
to rumor, they are capable of forming new limbs * Legs: This character gains +2 Wk and +2 Cg.
and even crude javelins from their jumbled bodies, * Skulls: Enemy characters must make a TN 10
making them exceedingly versatile and dangerous. Horror Duel when they target this character with a
harmful action.
An interesting ability, for
certain, but I prefer being (1) Clawing Bones (Pugilism)
able to pass for a living AV: 5 (11) ========== Rg: y2 ======== Resist: Df
Target suffers 2/3/4 damage.
woman (when I have my
c Infect: After succeeding, the target gains the Poison
makeup, at least). - E.B. +1 Condition a number of times equal to the number
of C in the final duel total.
(1) Bone Javelin (Thrown Weapons)
AV: 4 (10) ========== Rg: z12 ======== Resist: Df
Target suffers 2/4/5 damage, then this character suffers
1 damage. This action can only be declared once per
turn.
t Pinned to the Ground: After succeeding, the target
gains the following Condition until it moves or is
pushed: "Pinned to the Ground: This character
cannot declare Walk or Charge actions. This
character may take a (1) Action to remove the
javelin and end this Condition."
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For awhile, it seemed as if the Guard had the rioting Angry Mob
crowd under control. Then, in a moment of either Peon (Variable Rank Value), Living
extreme stupidity or incredible fortune (depending
upon one's point of view), the Guild judge that the
Might Grace Speed Resilience
mob had been railing against attempted to leave the 2 2 1 0
building via a small side entrance. He was spotted
immediately, and before he could escape back into Charm Intellect Cunning Tenacity
0 -1 -2 3
the safety of the building - it was difficult to tell
with only one eye, but I thought I saw two lawyers Defense Walk Height Initiative
holding the door shut from within as he struggled to 3 5 2 3 (varies)
reopen it - the mob had him.
Willpower Charge Wounds
It did not take long for the mob to have its justice, 5 5 Special
and soon the unfortunate judge was strung up from
a nearby tree and hanging in the wind. I would not Skills: Athletics 1, Carouse 2, Flexible 2, Intimidate 2,
have believed it if I had not seen it with my own Melee 2, Notice 2, Pugilism 2, Track 2.
eye, but as he struggled, his bulging pockets sprung
open and began raining Guild scrip down upon the Collective Focus: This character has the following
Condition: "Rank Value +8: Treat this character's
victorious crowd below, as if to punctuate his death Rank Value as equal to the value of this Condition. This
with a clear sign that the mob's outrage was justified. character does not add its Rank Value to its Defense."
Given the frequency with which circuit judges were Angry People: This character is immune to Willpower
accustomed to whipping up angry mobs to enforce duels and can never perform duels using Skills it does
the Guild's justice, it seemed a fitting end. In any not possess.
event, the crowd quickly began to disperse, so I did Multiple Bodies: This character does not have
not tarry too long in admiring the slowly swaying Wounds; when this character would suffer damage,
testament to the self-righteousness of mob justice. instead reduce its Rank Value Condition by 1, unless
the attack dealt b or p damage, in which case its
- E.B. Rank Value Condition is reduced by the full amount
of damage dealt. When the Rank Value Condition
reaches 0, the Angry Mob disbands.
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Mattheson is not without his own surprises. I had Living Portrait
no sooner stepped into his office and shut the door Enforcer (8), Construct
behind me than the large portrait on the opposite
wall began to move! I took a step closer, drawn in by
Might Grace Speed Resilience
my curiosity, only to have the painting itself spring 2 2 2 4
forth from its framed prison to attack me!
Charm Intellect Cunning Tenacity
In desperation, I lunged for Mattheson's desk but 3 -1 2 2
tripped as my wounded leg gave out beneath me. In
this case, my weakness was my savior, as I crumpled Defense Walk Height Initiative
to the ground before the portrait's painted sword 4 (12) 5 2 6 (14)
could remove my head from its shoulders. Willpower Charge Wounds
4 (12) 6 8
In desperation, I rattled off every Elite Division
password I could remember, until one finally
seemed to spark some measure of recognition in Skills: Art 5, Melee 3, Notice 4, Toughness 2.
the portrait's two-dimensional face. It raised its Enchanted Painting: This character is linked to an
blade, saluted me, and then eerily flowed back into enchanted painting. If this character ever ends its turn
the painting from which it had come. more than 10 yards from the painting, this character
suffers a Severe Critical Effect. The painting is considered
I am now sitting at Mattheson's desk, the pistol he to have a Defense of 0 (5) against physical attacks, but
kept in his upper desk drawer laid out in front of any damage it suffers (from any source) is reduced by
me. I am wounded, denied my magic, and quite half, rounded down, then this character suffers a similar
literally falling apart, but I shall, at the very least, amount of damage that cannot be reduced.
have the element of surprise. Perhaps it will be Living Art: This character may enter or leave its painting
enough. as a (0) Action. While in its painting, this character is
indistinguishable from a normal painting.
Homme mort ne fait guerre.
Nothing But Paint: Reduce all damage this character
- E.B. suffers to 1. If this character is damaged by a Spell or
Manifested Power using the Water Immuto, the damage
is not reduced and this character becomes Slow.
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Unfortunately, not all of the Neverborn are easily Francisco Ortega
defeated with bullets. One of their number, a Henchman (10), Living
woman calling herself Pandora, took revenge upon
the Ortega family by subjecting their patriarch
Might Grace Speed Resilience
to the horrors hidden within her mystical puzzle 2 2 2 -1
box. His mind torn in half by the things he saw,
Francisco's father was condemned to the Malifaux Charm Intellect Cunning Tenacity
-1 0 2 2
Sanitarium, leaving the Ortega family leaderless.
As the eldest, everyone assumed that Francisco Defense Walk Height Initiative
would step up to lead the family. Instead, he 5 (15) 5 2 6 (16)
stepped aside and supported his sister, reasoning Willpower Charge Wounds
that Perdita was the reason the family had grown 6 (16) 6 9
to such fame and prosperity. Even after their
father escaped from the sanitarium a few weeks Skills: Athletics 3, Barter 2, Carouse 2, Centering 4,
later, Perdita remained in charge of the Ortegas, Convince 1, Evade 3, Explosives 1, Gambling 2,
as nobody wanted to turn the reins of power back Homesteading 2, Intimidate 4, Leadership 3, Melee 5,
over to a raving madman with a penchant for Notice 4, Pistol 4r, Scrutiny 2, Toughness 5, Track 3,
explosives. Wilderness 1.
In the years since, Francisco has stood at his El Mayor: Friendly characters within this character's
engagement range gain + to their Defense flips.
sister's side as her greatest supporter. He has
focused a great deal of time upon perfecting his Hard to Kill: This character may choose to ignore one
swordsmanship and is now counted among the Critical Effect per Dramatic Time.
greatest swordsmen in Malifaux. Often times, In the Thick of It: This character gains +R to his final
the mere mention of his name is enough to force duel total for every enemy model engaged with him.
concessions from his human opponents. Undermine Confidence: This character gains + to all
Intimidate Challenges made during Narrative Time.
Where his brother is loud and his sister is boastful,
Francisco is quiet. He will speak up and make his (1) Dueling Sword (Melee)
opinion known when the situation calls for it, but AV: 7 (17) ========== Rg: y2 ======== Resist: Df
for the most part, he allows his actions to speak for Target suffers 2/3/4 damage. If this character is using
him. A subtle nod or shake of the head to signal two swords, he gains + to the attack flip.
r Critical Strike: When damaging, deal 1 additional
his approval or disapproval of a course of action, a
damage for each R in the final duel total.
hand placed upon the hilt of his sword to mark his m Slice: Take this action again against the same target.
displeasure; these are the most common ways that
Francisco interacts with others. (1) Modified Peacebringer (Pistol)
AV: 6r (16r) ====== Rg: z12 ==== Resist: Df
The only exception is when Francisco is among Target suffers 2/3/4 damage.
his family. His younger brother, Santiago, knows r Critical Strike: When damaging, deal 1 additional
damage for each R in the final duel total.
exactly how to provoke a reaction out of Francisco,
and their sister often turns to him for tactical advice (2) Flurry
when planning large raids. Francisco's father, This character may discard a Twist Card to take three 1
meanwhile, is a constant source of frustration for AP attack Actions with a Close Combat weapon against
a single target.
the swordsman, primarily because of his erratic
and harmful behavior. More than once, Francisco (0) Living Legend
has woken up in the middle of the night to find This character may discard a card to remove any
his father mixing explosives in a bathtub or hiding number of Conditions on himself. Then, this character
heals 2 damage for every Condition removed.
dynamite around the hacienda (including, on two
separate occasions, in the oven).
ASPECTS SKILLS
Might Intellect
skill av rating aspect
Grace Charm
Speed Cunning
Resilience Tenacity
DERIVED ASPECTS
Defense Walk
Armor Charge
Willpower Initiative
Wounds Height
ATTACKS
NAME AV RANGE DAMAGE
TRIGGERS
TRIGGERS
Scrip
MAGIA IMMUTO
MASKS TOMES
SPECIAL
RAMS CROWS
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