Wyrd Chronicles 14

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    Vol.14Mako's Miss Ery.

    WRETCHED RATS!

    An interesting take on using ... well ... rats.

    UnMaSk!

    UnMaSk!The event of the season.

    PrOdUcTiOn PuRgAtOrYThat's a biiiiig ...

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    CoNtEnTs

    FoReWoRd .............................................................................. 1

    DiViNg iNtO tHe DeEp EnD oF tHe ScHeMe PoOl ..................2

    UnMaSk! UnMaSk! ...................................................................9

    An EaSy MaRk (sTaRtEr TtB AdVeNtUrE}........................................ 22

    Mr.StIcKs' HaLlOwEeN .........................................................29PrOdUcTiOn PuRgAtOrY [ScEnArIo].........................................38

    PrOfEsSoR PoNtIfIcAtEs .....................................................39

    JuNiOr WhAtNoTs ................................................................42

    A MaLiFaUx BaTtLe RePoRt ..................................................43

    WrEtChEd RaTs ....................................................................50

    MiSs ErY LoVeS CoMpAnY {MaKo's RuBbIsH}.................................52

    STORIES MECHANICSTERRAIN FUN&TACTICS

    CONTENTGUIDE

    GALLERYPAINTING BATTLE-REPORTSGAMESESSIONS

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    NaThAn CaRoLaNd

    FoReWoRd

    HeCk yEaH!

    October has arrived, arguably one of my favorite months as the weather

    starts to get cooler, the bad horror movies start to cycle through the

    television, and the spooks and goblins appear in one form or another

    to have a grand time.

    And if I'm really lucky (or industrious!), I get to scare the bejesus out of

    the local kids as we give away goodies later in the month. We've had to

    hose off the walkway a few times over the years ... ah yes, good times,

    good times.

    In the mean time, between painting, gaming, scaring the kids and

    watching the absolute best halloween versions of Scooby Doo, we bring

    you another Wyrd Chronicles, in which we explore the harvest month in

    Malifaux, and as with all things, there are some deadly twists involved!

    Dive in, devour, and let us know what you think!

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    MiChAeL KeLmElIs

    DiViNg iNtO tHe DeEp EnDoF tHe ScHeMe PoOl

    Michael is a regular writer on the Guessing Zero

    gaming website at guessingzero.com, and is a co-host

    of the podcast Gaming Done Right on the Guessing

    Zero Network.

    There is little better on a lazy afternoon than pushing

    painted models around on a beautifully rendered

    western town, flipping cards, and making sound

    effects as Seamus hand cannon rips the head off

    an offending Guild Guard. (The sound effects, in my

    opinion, are the most important part.)

    Malifaux is a dynamic game filled with dozens of

    moving parts that players have to remember and

    balance. There are the abilities of the models on

    the table, combined with the cards in your deck and

    in your opponents, plus the Strategy in play and the

    current Victory Points counts, and soon it becomes

    dizzying. Every aspect of the game creates a unique

    experience when brought together.

    One of the big differentiators between Malifaux andother games is the way the game handles victory.

    It is not all about killing. Its about Victory Points,

    and most of those Victory Points come from its

    Schemes. From the Scheme Pool to the timing

    of when the Schemes are selected, Schemes are

    entwined flawlessly with the game. While many

    may look at Schemes as a simple (but important)

    part of the game, accounting for potentially 60%

    of the available Victory Points, Schemes are much

    deeper than that. A savvy player will be able to pull

    advantage out of the entire Scheme mechanic and

    be in a better position for victory.

    UnDeRsTaNdInG tHe ScHeMe PoOl

    The depth to which the Scheme Pool interacts with

    every game of Malifaux is substantial. It helps push

    into each game the sense that each time you play

    is going to be vastly different. With this one simplefeature, Malifaux opens up a wealth of possibility.

    The depth of the Scheme Pool is matched by its

    simplicity. To fully understand how the Scheme

    Pool can impact a game, first lets make sure we

    understand the Scheme Pool itself and where it fits

    into the game as a whole.

    WhAt HaS AlReAdY HaPpEnEd

    During the setup of a game, after Defining and

    Placing Terrain, after Determining the EncounterSize and Announcing Faction, and after Determining

    Deployment, the players will determine the Strategy

    and available Schemes.

    Most of what has happened to this point is just

    setting up the preamble to the game. Players have

    only had to make a single decision up until this point

    that will narrow the scope of their game: determine

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    MaTtHeW FaRrEr

    UnMaSk! UnMaSk!

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    Starting a roleplaying game can be a bit of a tricky

    experience. You need to go through character

    creation, after which youre thrown into a world

    you dont really know. All the players have to start

    working together, and they have to work with the

    Fatemaster in order to tell a successful story.

    I understand how difficult the first session or two

    can be, and it is made even more complicated when

    players dont know the rules. In order to help get

    the Through the Breach pistons firing, Ive createdthis introductory adventure designed to highlight the

    rules of the game. Maybe itll help you start on the

    right foot when youve crossed the Breach.

    Reading this adventure may help you understand

    the game even if you dont actually play it, so Id

    encourage anyone considering the journey into

    Malifaux to read this story.

    This starter adventure includes a couple of pre-

    generated characters to use: Barnabus Hatrickand Francis DuMont. Feel free to substitute these

    characters with your own, use them as is, or add

    more characters to the story. It can support up to

    four players.

    SeT Up

    Since this is your first time playing Through the Breach,

    well spend a moment talking about set up. Youll

    need a couple of Fate Decks to play, and each player

    should have a copy of their character sheet. If players

    are playing Barney and Francis, copy the shortform

    character sheets out of Chronicles to use. The only

    other thing you need is a copy of this adventure, but

    a copy of the Fated Almanaccould come in handy in

    case you want to look something up.

    Youll need at least two people to play: one to be the

    Fatemaster and one to play a Fated. The Fatemasters

    job is to host the story, and this adventure is written

    for the perspective of the Fatemaster. Anyone playing

    one of the Fated are focusing on just one character

    and trying to navigate the story and challenges the

    Fatemaster presents.

    If youve never played a tabletop RPG before, this

    may sound a bit confusing. Id encourage anyone

    looking to know more about RPGs in general to lookaround on the net. There are a lot of great sources

    out there that will help explain the genre to you.

    Heres a link with some videos that may help:

    An EaSy MaRkA StArTeR AdVeNtUrE FoR ThRoUgH ThE BrEaCh

    http://learntabletoprpgs.com/see-how-a-game-is-played.html

    http://learntabletoprpgs.com/see-how-a-game-is-played.htmlhttp://learntabletoprpgs.com/see-how-a-game-is-played.html
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    When we present TTB adventures, well give

    you this information as a quick summary,

    which may help you in your own games. The

    Tarot tie-ins, in particular, might be useful

    for you. The CRSC 12C, for example, is theCross Roads Tarot Southern Card: As you

    strain to see through the high noon veil.

    This adventure will take place at noon, thus

    the tie-in.

    The goal of this information is to make

    Fatemastering as simple as possible so

    that you can focus on the experience and

    enjoyment of the game. This example is

    fairly straightforward, but there are a lot of

    creative ways you can weave the Destiny

    Steps into your game!

    The Prologue is used in Through The Breach

    to set the scene for the adventure. It lets

    the players know not only what type ofconflict theyll face, but also which Fateds

    destiny is in play. In this example, Barnabus

    is the key player, and the conflict revolves

    around wanting to get a ticket on the train.

    You dont need to spell everything out in the

    Prologue, but it can really help set the tone

    you want for the game.

    If youve read the Fatemasters Almanac, this

    is Phase 1 of an adventure, Awareness

    mentioned on page 21.

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    In the Fatemasters Alamanc, this is Establishing

    the Stakes. It is important to the story that the

    players know that getting on that train is important

    to them, and if they dont bad things might happen.

    The exact reason for their motivation will vary by

    Fated; for Barnabus, some thugs have been sent

    after him because of something he recently stole.

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    This is establishing Fear in the Fatemasters

    Almanac. The players need to know there is

    a legitimate chance of failure here, and that

    this will be a challenge. This is how youll

    build tension, which will make the upcoming

    Climax phase a reward even without them

    gaining experience points.

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    GuIlD GuArD (MiNiOn)

    Character Breakdown straight from the

    Fatemasters Almanac page 139.

    For example, this Guard would have a

    Notice of 6: Notice 2 + Cunning -1 (its

    associated Aspect) + NPC rank of 5. This

    means the Fated needs to get a Stealth

    + flip number equal to or greater than

    5 to succeed.

    This is the Climax and Dramatic Ending

    mentioned in the Fatemasters Almanac.Theyve encountered some challenges

    now and risked failure, and not its all on

    the line in these final moments. Will they

    succeed or fail? By following the steps of

    Awareness, Establishing the Stakes, and

    Fear, youve created enough tension to

    allow the climax to really shine.

    WhAt iF tHe FaTe DeCkrUnS oUt oF cArDs?

    If this happens, the Fatemaster should

    shuffle the discard pile to create a new

    Fate Deck, and each player should draw a

    card from their Twist Deck into their hand.

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    ChArAcTeRs

    In the characters presented below, the Skill already includes the relevant

    Aspect, so you are always flipping based on the number presented.

    BaRnAbUs HaTrIcK

    Fated Character, Pursuit: Criminal

    Might -2, Grace +3, Speed 0, Resilience -1Charm +1, Intellect 0, Cunning +3, Tenacity -2

    Defense 2, Walk 4, Height 2

    Willpower 2, Charge 4, Wounds 4

    Skills: Barter (0), Convince (1), Notice (6), Art (4), Literacy

    (4), Music (2), Lockpicking (6), Scrutiny (6), Pick Pocket (1),

    Pugilism (-1)

    Talents: Just a Graze This character may Cheat Damage

    Flips that he suffers, as long as the Damage Flip has no+.

    (1)Bowie Knife: AV (-2), Rg:y1, Resist: DfTarget suffers 1/3/4 damage.

    (1)Maucher Three-Barrel: AV (3), Rg: z6. Resist: DfTarget suffers 2/2/5 damage.

    Other Equipment: Lockpicking toolkit, watch, banjo

    Notes: If this character fails an Expertise duel (any duel

    involving: Appraise, Doctor, Explosives, Forgery, Gambling,

    Husbandry, Lockpicking, Music, Navigation, Pick Pocket,

    Scrutiny, Track, or Wilderness), he may draw a card. During the

    Epilogue, this character may advance in any Expertise skill.

    FrAnKiE WaLlAcE

    Fated Character, Pursuit: Wastrel

    Might +1, Grace +1, Speed 0, Resilience 0Charm -1, Intellect +1, Cunning -2, Tenacity +2

    Defense 2, Walk 4, Height 2

    Willpower 4, Charge 4, Wounds 4

    Skills: Appraise (1), Melee (3), History (4), Barter

    Literacy (0), Deceive (3), Pistol (3)

    Talents: Luck of the Draw This character draws 2 ca

    when the Fatemaster shuffles the deck, instead of 1.

    (1) B&D Pocket: AV (3), Rg: z6, Resist: DfTarget suffers 2/3/3 damage.

    Other Equipment: Forgery toolkit, 3 scrip

    Notes: If this character fails an Expertise duel (any d

    involving: Appraise, Doctor, Explosives, Forgery, Gambl

    Husbandry, Lockpicking, Music, Navigation, Pick Poc

    Scrutiny, Track, or Wilderness), he may draw a card. During

    Epilogue, this character may advance in any Expertise skil

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    GrAeMe StEvEnSoN

    Mr.StIcKs' HaLlOwEeN

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    ScEnArIo

    PrOdUcTiOn PuRgAtOrY

    Grab your crew and your gear, its time to brave the wilds

    of Malifaux! Just fill out these forms first, in triplicate. Then

    wait three to six weeks for a response and call customs

    extension 296, apparently our crew members have beenlabelled as produce and are held up in Bolivia. Andwerent

    you shorter a minute ago?

    SeT Up

    Divide the table into four 18 x 18 table Quarters. These

    Quarters are labelled 1-4.

    This scenario uses Standard Deployment.

    SpEcIaL

    While deploying, each player splits their Crew into two

    groups. Both of a Crews groups should contain an equal

    number of models (or as close as is possible). Then the

    player selects a group to deploy as normal. The undeployed

    group is held up in customs.

    After flipping for Initiative on the second Turn, each player

    deploys the group which was held up in customs using

    Standard Deployment. The player who won Initiative must

    deploy first. Each model which is deployed at this time

    must flip a card, which may be cheated as normal. The

    models Htstat is permanently changed to the following,

    depending on the suit of the card flipped:

    Black Joker: Ht0

    Crow: Ht1

    Tome: Ht2

    Mask: Ht3

    Ram: Ht4

    Red Joker: Ht10

    ViCtOrY PoInTs

    At the end of each Turn after the first, a Crew earns 1 VP

    if it controls two or more table Quarters.

    To control a table Quarter, the Crew must have the most

    non-Peon models within the table Quar ter. Only models with

    a Htequal to the table Quarters number may be counted

    towards that Quarter (for example, only Ht1 models are

    counted when determining which player controls Quarter

    1, etc). Models which straddle one or more table Quarters

    may count as being in any of the Quarters which they are

    straddling (just keep in mind that they may only help to

    control the Quarter corresponding to their Ht).

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    AdRiAn ScOtT

    PrOfEsSoR PoNtIfIcAtEsA WoRd {Or MoRe} AbOuT FoCuS AnD DeFeNsIvE

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    NaThAn CaRoLaNd

    JuNiOr WhAtNoTs

    Wyrd is currently looking for two Junior Whatnots to work on,

    well, whatever we want! Youll have the opportunity to get

    involved in game design while learning fun new skills like how

    to carry 5 cups of coffee with only 2 hands (no special drink

    carriers allowed). We dont need you to have designed games

    before, but a healthy love of games may be the only thing that

    keeps you safe when the one true Viktoria comes knocking.

    These positions are located in Marietta, GA.

    What youre going to do

    The things we ask you to. Things like writing rules and

    editing and doing layout.

    Come to trade shows and smile like you mean it!

    What youre not going to do

    Listen to the voices in your head.

    Quote Nathan! Some things should never be uttered twice.

    Requirements

    The ability to answer any question about any game without using the internet to do

    so. Or, you know, a good understanding of games overall.

    The ability to make your boss happy, which is often about communication and

    deadlines, but could also mean occasionally standing very still with an apple on

    your head. Its probably better if you close your eyes.

    Special consideration will be given to candidates who have experience in graphic design/

    layout, web development, or mobile app development. No joke here, wed really like that.

    What Makes You a Good Fit at Wyrd

    At Wyrd, we come in all shapes and scalings, but at the end of the day were all Neverb

    people. You must be eager to jump into the deep end, regardless of any Silurids. You must

    be willing to talk to others without either of you needing to take a Terrifying duel. It would

    help if your Armor is rated at least +1, but you have to at least be comfortable filling any

    of the roles in Lucius crew.

    If you want to know more (and really, why wouldnt you), head over to our website to check

    out the more complete job posting:

    http://wyrd-games.net/community/page/index.html/_/wyrd-news/jobs-junior-game-designer-r44

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    WrEtChEd RaTsAdRiAn ScOtT

    As Andrew mentioned in the Battle Report, Adrian used

    a unique Crew build to win with against him in a game.

    Adrian was kind enough to point me to a strategy

    write up for this build and I wanted to include it for

    everyone to read.

    Enjoy!

    ----

    So lately Ive been burning through the Outcast

    Faction, trying their various Masters for my Rainbow

    Challenge and getting an idea of how they work.

    They were also the Faction I decided to take to

    Gen Con, so I suppose it was inevitable that I start

    looking at the Faction as a whole and whether there

    were any combos I could use to deal with perceived

    weaknesses. As it turns out theres one set of models

    Ive developed a particular fondness for. So without

    further ado, lets just get straight into the details;

    Obedient Wretch (4)

    3x Malifaux Rats (3x2) = 10SS Total

    It may not seem like much, but this little team offers

    some incredible utility for a paltry 10SS. If you know

    anything about these models youll quickly realize

    their greatest advantage Activation Control. Heres

    how their first Turn Activations would typically go;

    1-3. Malifaux Rats move up, remaining within

    Shooting Range (6) of the Obedient Wretch

    4. Obedient Wretch Activates and Attacks the

    Rats twice with Tossed Rat, triggeringStink

    of Deathwith a flipped/cheated C.

    5. First summoned Rat Activates (ideally outside

    3 of 3 other Rats) and does whatever.

    6. Second summoned Rat Activates and being

    within 3 of 3 other Rats, is sacrificed to

    create a Rat King.

    7. Rat King Activates, then uses Rat Problem

    to sacrifice itself and summon a Rat Catcher

    and Malifaux Rat.

    8. Rat Catcher Activates and casts Moldy

    Cheese on the Malifaux Rat, giving it

    Reactivate.

    9-10. Final Malifaux Rat Activates twice, probably

    doing nothing of importance.

    Thats 10 activations for 10SS, but even if you only

    summon one Rat with the Obedient Wretch and/

    or dont summon the Rat Catcher, thats more than

    enough to out-activate most other Crews in the

    game. The above requires your opponent to leave

    those models alone for the Turn (likely, if you deploy

    them well enough) and requires C (for Stink ofDeath) and a 4+ of any suit (Moldy Cheese). The

    worst that can happen is if you flip severe Damage

    for the Obedient Wretchs Tossed Rat(killing it) or

    as usual, if you flip a Black Joker for anything.

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    MiSs ErY LoVeS CoMpAnYMaKos RuBbIsH

    MaRk RoDgErS

    PaLe FuR

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    DaRk FuR

    TaRtAn PaTcHeS

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    PuRpLe PaTcHeS

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    LeAtHeR PaTcH OrAnGe

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    StUfFiNg

    StItChInG

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    EyEs

    TaLoNs

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    BaSe ScUlPt

    ThE PlAyRoOm

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    StOnE

    MaGiC

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    FiNiShEd

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    UnTiLN

    eXtTiMe

    !