New Edges
Background Edges
Augmented
Requirements: Vigor d6+, Spirit d6+
You have replaced parts of your body with superior pneumatic facsimiles. A character with this Edge begins play with pneumatic implants already installed (see implant descriptions and Strain rules in the
Equipment thread). Choose one or more implants, up to a total Strain equal to half of your Maximum Strain. Further implants must be purchased with scrip or by taking the
Pneumatic Upgrade Edge. This Edge may only be selected at character creation.
Pneumatic Tolerance
Requirements: Novice, Vigor d6+
Your body is better able than most to handle the rigors of pneumatic implants. Your maximum Strain for pneumatics is increased by +4. This Edge may only be selected at character creation.
Combat Edges
Battle Hardened
Requirements: Seasoned, Spirit d6+, Vigor d8+
You have been through hell and back in battle, and your physical and mental conditioning make you better able to keep going when things get tough. You add +2 to all Soak rolls.
Charge
Requirements: Seasoned, Fighting d10+
You are experienced at moving a long distance before an attack, getting the most out of rushing your enemies. You may ignore the multi-action penalty for running when making a Fighting attack at the end of your movement.
Speed Load
Requirements: Seasoned, Agility d8+, Shooting d6+
Some gunfighters can reload their weapons with lightning speed. This character can reload one weapon as a free action once per round. For weapons that require a full round or longer to reload, the time required is reduced by 1 round.
Power Edges
Alchemy
Requirements: Arcane Background (Enchantment), Smarts d6, Weird Science d6, Science (Chemistry) d4
In addition to devices, the enchanter knows how to produce potions that mimic his powers. The benefits of these concoctions are that they can be used by anyone (the alchemist and others), and premade potions are guaranteed to work every time (no arcane skill roll needed to activate a potion).
To create a potion, the alchemist must have access to a chemistry set or small lab (such as might be carried in a trunk). The alchemist may brew potions for any power that he knows. Brewing time is one hour per Rank of the power, and only one dose may be brewed at a time. Each potion may only hold the effects of a single power.
At the end of the creation process, the alchemist pays the relevant Power Points and makes a Weird Science roll. The Power Point cost of the potion is equal to the cost of the power minus 2 PP (minimum PP cost of 1). So a power that normally costs 3 PP to activate will cost only 1 PP to produce as a potion. Extra Power Points may be invested to apply Power Modifiers or to increase the Duration of the potion's effects. The alchemist does not recover these Power Points until the potion has been consumed, destroyed (poured on the ground, dispelled, etc.), or has fully degraded. At that point, they return to the alchemist at his usual recovery rate.
If the Weird Science roll is successful, the potion is complete. It may be used by any living being in a single action. The effects of the potion are the same as the power. A failure means the potion is ruined. A success indicates that, when used, the potion will work as expected. Include any additional benefits from raises.
Almost all potions, by default, have a Range of Self, which requires that the potion be imbibed or smeared on the body to activate it. Potions with attack effects will need to be thrown using an Athletics roll to hit (3/6/12). For opposed powers or power with no obvious skill, the person using the potion rolls for the alchemist's Weird Science as though it were his own (he does not benefit from any of the alchemist's Edges or other abilities, however).
A Critical Failure on a Weird Science roll to make a potion does not result in a malfunction. Instead of rolling on the AB (Enchantment) Malfunction Table, roll on the Alchemic Backlash Table below.
[ +- ] Alchemic Backlash Table
1–10: Noxious vapors affect the mage’s ability to think straight. His Smarts and all linked skills are lowered by one die for an hour per
Rank of the spell he was casting.
11–15: The power immediately activates, with the caster as the target. While this may produce some unwanted beneficial effect, such as the alchemist gaining armor while miles from any action, a bolt spell is more deadly.
16–18: The casting goes out of control, resulting in an explosion. Everyone within a Medium Burst Template centered on the alchemist takes 2d6 damage.
19–20: As above, but the damage is 3d6 in a Large Template.
Binder
Requirements: Novice, Arcane Background (Sorcery or Manifested Power), Smarts d8+, Spirit d8+, Occult d8+, Spellcasting or Focus d8+, must know the "summon ally" power
Some summoners are capable of keeping their mystical allies around for far longer periods of time than normal, potentially even giving them long-term physical form through their power. When you cast the
summon ally power, its base Duration is increased to 5 minutes (1/5 minutes).
Additionally, you can bind one or more summoned beings to your service for an extended period of time by reducing your maximum Power Points by the amount needed to originally summon the creature. The creature remains bound to your service until you release it or the summoned entity is Incapacitated. In either case, the bound creature is immediately returns to wherever such beings come from.
A Binder may only have one bound entity in his service per Rank (one at Novice, two at Seasoned, and so on). Any entity bound by the summoner also automatically benefits from the
Hardy monstrous ability (SWADE, page 177).
Mystic Scholar
Requirements: Seasoned, Arcane Background (Sorcery), Smarts d8+, Occult (Magic) d10+
You are capable of keeping multiple strands of thought running at one time when it comes to studied magic. When you use a grimoire to learn a new power, you may learn up to one such power per Rank (rather than only one).
Talisman
Requirements: Novice, Arcane Background (Sorcery or Enchantment), Spirit d6+, Spellcasting or Weird Science d4+
Some magicians learn to use Soulstone dust and rituals to imbue small objects with short-lived magical power. These so-called "talismans" typically function only two or three times. Some might even be single-use items. Given the Thalarian Doctrine's focus on enchantment, all sorcerers trained by the Guild are at least mildly proficient at producing magical wares.
Once per chapter, the sorcerer or enchanter can create a talisman. The talisman can be imbued with
any power available to the magician at his current Rank (not just the powers he has learned). Only one power at a time may be imbued into a talisman. The talisman is instilled with up to half of the creator’s maximum Power Points (round down). Power Points spent in this way are recharged by the magician, as normal. Power Modifiers may not be imbued into talismans.
A talisman is a temporary magical item. It remains enchanted until its duration lapses or its pool of Power Points is depleted - whichever comes first. A talisman lasts one full day for each Power Point invested into it. Thus, a talisman instilled with 5 PP has a shelf-life of five days. Once the Power Points or duration runs out, the object loses its enchantment.
A typical talisman is a mundane, everyday item. This includes things like jewelry, clothing, knives, coins, walking sticks, etc. Such items should be simple and low tech, without complicated moving parts or a power source. Items of more technological complexity (i.e., machinery and electronics) are not well-suited to be talismans, and attempting to make such a device into a talisman costs
double the Power Points (i.e., instilling a modern device with 5 PP would cost the magician 10 PP). So while a firearm is not a great choice to turn talismanic, the gun's ammunition would probably work just fine.
Items that are already magical or fueled by Soulstone
cannot be made into talismans. This includes pneumatic implants, pneumatic weapons, and galvanic weapons.
Anyone may use a talisman, not just its creator. Activating the item requires a Spirit roll rather than a Spellcasting or Weird Science roll. Failure on the activation roll means the talisman remains inactive, though no Power Points have been used. This is in addition to whatever roll the user might normally make to use the item (a Fighting roll for a sword, a Shooting roll for a gun, etc.).
The ritual to craft a talisman takes 1d20 minutes and requires access to basic materials (GM’s call). The creation of a talisman also consumes half an ounce ($5 worth) of Soulstone dust.
Professional Edges
Guild Sorcerer
Requirements: Novice, Arcane Background (Sorcery), Smarts d8+, Occult (Magic) d8+, Spellcasting d6+
The Guild trains sorcerers to be frugal with their power, hoarding it and mastering it to squeeze the most efficient use out of their magic. Each raise a Guild Sorcerer gets on his Spellcasting roll reduces the cost of the spell by 1 Power Point (minimum cost 0). The sorcerer must have the points available to cast the spell in the first place before rolling.
Resurrectionist
Requirements: Novice, Arcane Background (Sorcery), Spirit d8+, Spellcasting d8+
Those who master the arts of necromancy are collectively known as "Resurrectionists" - people who have delved deep into the lore of turning the dead into servants. A Resurrectionist gains the
zombie power immediately upon taking this Edge, ignoring its usual Rank requirement. When casting zombie, a Resurrectionist reduces the Power Point cost to 2 per corpse (rather than the normal 3 per corpse). Additionally, he may double the cost of the power to increase the Duration to 2d6 hours with a success, 2d6 days with a raise, or permanent with two raises.
A Resurrectionist may never have more than twice his Spirit die in permanent undead servants.
Steamfitter
Requirements: Novice, Smarts d6+, Trade: Artefacting d6+
Members of the Miners and Steamfitters Union are an important part of the culture of Malifaux, since their organization offers one of the few checks on the power of the Guild and the mine owners. A lifelong steamfitter is an expert in anything mechanical, able to put things together or take them apart with lightning speed.
A Steamfitter adds +2 to Trade: Artefacting rolls. Additionally, with a Raise, he halves the time normally required to fix something. This means that if a particularly task already states that a Raise repairs it in half the time, the Steamfitter could fix it in one-quarter the time with a Raise.
Thunder
Requirements: Novice, Arcane Background (Sorcery or Manifested Power), Martial Artist, Spirit d8+, Fighting d8+, Spellcasting or Focus d8+
The Ten Thunders are a group of martial artists from the Far East that have mastered the arts of combining magic and combat. Their powers are turned inward, used to enhance their own fighting prowess. Some Thunders are sorcerers and some are manifesters, but all are powerful.
Upon taking this Edge and at each new Rank, a Thunder chooses one of his known powers. That power works only on himself from now on, but it may be activated as a free action. The Thunder must know the power to choose it with this Edge, and it does not allow him to activate more than one power in a round. The power must be selected from the following list:
armor, boost trait, damage field, deflection, healing, quickness, smite, and
speed.
Wastelander
Requirements: Novice, Spirit d6+, Survival d8+
Wastelanders are rangers, scouts, and hunters who spend the majority of their time in the wild lands outside Malifaux city. They are skilled trackers who can live off the land — poor as it is — for months at a time if necessary. Wastelanders gain +2 to Notice, Stealth, and Survival rolls made in the wilderness (not in towns, ruins, or underground).
Social Edges
Femme/Homme Fatale
Requirements: Seasoned, Persuasion (Seduction) d8+
You specialize in using your charms and wiles to catch people off-guard. You may use Persuasion (Seduction) at a +2 bonus. The victim gains the
Distracted status (SWADE, page 100).
Friends in Low Places
Requirements: Novice, Persuasion d6+, Streetwise
Some people seem to know someone everywhere they go. The contact may not be the most amazingly helpful person—hell, they might even hate their "friend" for some past slight or money owed. But it’s better to know someone who hates you than to not know anyone at all.
Once per chapter, you can invoke this Edge to effectively have the Connections Edge with any person or group. Use the rules for Connections to determine if the contact can be reached, and if he will help in any way. If the attempt to contact a particular person fails, this Edge is not used for the session; failures on the Persuasion check to get help do use it up, however.
The player is encouraged to define their contact by name, how they know one another, and other such personal details.
Urban Scrounger
Requirements: Novice, Smarts d6+, Streetwise
Some people take to the streets and alleys of Malifaux as easily as a ranger getting along in the wilderness. The buildings of the city are their jungle — and they are guides and trackers for its strangeness. You have managed to find a relatively safe abandoned building or other sanctuary to call your own, as well as knowing the right places to find food and water without having to pay for it.
Additionally, once per session, you can make a Persuasion or Intimidation check to accomplish one of the following things:
• Gain 2d6+2 units of ammunition for a firearm or other ranged weapon.
• Gain a common melee weapon with a maximum damage of Str+d8.
• Procure food and lodgings for up to half a dozen people for a week.
• Find a trained medical professional who can provide long-term medical care for up to a week.
• Obtain $2d10 scrip. (Your friends shouldn’t ask where it came from.)
• Make contact with an unlicensed sorcerer who will cast a single ritual for you in exchange for a favor. If you refuse to do the favor, this Edge is still used up; if you agree to the favor but don’t carry through on your part of the bargain, this Edge is unavailable until you make good.
• Find some rare (but not necessarily valuable) and needed item — tickets to a show, spare parts for a repair, a particularly brand of booze or cigars, a safe house to lay low in, and so on.
Weird Edges
Construct
Requirements: Novice
A construct is a mechanical creature; a steampunk automaton given life by machinery and magic. The first constructs were discovered in Malifaux City, after which their technology was reverse engineered and duplicated by enterprising humans. In the years since Malifaux's settlement, constructs have become a fixture in nearly all industries and strata of society. It is common to see constructs walking the streets of every major city back on Earth, and on Malifaux, these contraptions are indispenable in the mining of Soulstones. They also form an important component of the Guild's military might, and the Guild’s Amalgamation Office loans out hundreds of constructs for use as combat support units by the Witch Hunters and other divisions.
This Edge provides a single construct for free, and the character is assumed to have legally registered it with the Guild. The construct might have been found or purchased by the character, or perhaps he even built it himself (if he has the skills to do so). A construct acquired with this Edge is considered an "Extra" (see page 87 of SWADE). It uses the Basic Construct Stats, shown below, and it may be customized with Positive and Negative Traits. Traits are priced using "Modification Points" or "Mods." Each Positive Trait costs a certain number of Mods to acquire, while each Negative Trait provides Mods that can be re-allocated for additional Positive Traits. The player begins with 10 Modification Points to spend on Positive Traits for the construct and may take up to -5 points in Negative Traits. Mods that aren’t used are lost.
A majority of constructs are humanoid or semi-humanoid, but many other options are available. Constructs can exist in a dazzling variety of body types. Some are built as mechanical facsimiles of animals, which is often the case with many of the Guild's automatons, such as the panther-like
Hunters and the bat-like
Watchers. Others are designed with forms more akin to a vehicle chasis and can be ridden like a conveyance. And others still might be odd fusions of animaloid and humanoid morphologies. Constructs are very often human-size (Size 0), but again, this can vary greatly. Some are no bigger than a common rat (Size -4), while others are walking behemoths many times larger than a grown man (Size 5 or 6).
Constructs are ubiquitous on Malifaux, both within the city itself and beyond it. It is perfectly legal for civilians to own a construct, so long as said construct is registered with the Guild. Civilian constructs may not be armed with weapons or clearly designed for combat, though this line gets blurred when dealing with labor constructs sporting industrial tools and pneumatic devices. Within the city limits, a construct is expected to be a reasonable size (nothing too large), and owners are held responsible for any damage or injury caused by their constructs, whether accidental or otherwise. On occasion, constructs are known to spontaneously develop sapience, becoming willful and free-thinking. If this happens, the owner is required to immediately hand over the construct to the Guild for termination.
[ +- ] Basic Construct Stats
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: Athletics d4, Notice d4
Pace: 4
Parry: 2
Toughness: 6 (2)
Size: 0
Special Features
• Logic Engine: All constructs have a mechanical brain known as its "logic engine," which grants the construct a sort of pseudo-intelligence. The construct's low-level intellect is enough to understand the basics: how to walk, how to climb stairs, how to identify colors and shapes, how to recognize its owner, how to use doors, etc. Constructs are not truly alive or self-aware, however. They sorely lack higher-order thinking and intuition, and they generally cannot learn well or improvise. Although constructs are capable of very basic problem solving and some can perform one or two fairly complex tasks (usually the tasks for which they were designed), they respond best when their objectives are kept clear and simple. The more specific and straightforward the command, the better the automaton will do. Vague or overly complex instructions will only confuse the construct and lead to mistakes or (if it can speak) requests for clarification.
• Loyalty Directive: Constructs are hardwired to be loyal and obedient to their current owner, or to whomever they are programmed to view as an authority figure. They lack the free will and intelligence to do otherwise. A construct will follow its master's commands to the best of its ability and without hesitation, even if the command is dangerous or suicidal. Altering a construct's loyalty directive (to make it loyal to another) is no simple task. It requires a steamfitter, a workshop with specialized tools, extensive reprogramming or re-enchanting, and many hours of work.
• Sturdy: Constructs are comprised entirely (or at least mostly) of metal, which makes them more resilient to damage than flesh and blood creatures. They begin with 2 points of Armor.
• Artificial: Being non-living creatures, constructs do not require physical food, water, or sleep. They are immune to sleep-based effects.
• Automaton: Constructs are made of inorganic material. They get +2 to recover from being Shaken, ignore one level of Wound modifiers, don’t breathe, and are immune to disease and poison. Wounds must be mended via the Trade: Artefacting skill. Each repair attempt takes one hour per current Wound level and ignores the "Golden Hour" rule (see SWADE, page 96).
• Dependency (Magic): Constructs are fueled by magical energy (Power Points). This energy can be directly contributed by a magician, or it can be drawn from a built-in Soulstone (if the construct has the Soulstone Trait, described below). A construct feeds on 2 PP per day for its basic operations. For each day without the necessary PP, the construct suffers a level of Fatigue until it's eventually Incapacitated. An Incapacitated construct returns to full operation as soon as it receives the required Power Points.
• Cannot Speak: Most constructs, by default, are not capable of speech. This is because they either lack the intelligence or the vocal apparatus to do so.
• Noisy: Constructs are inherently noisy contraptions. They have hissing steam, ticking clockwork, and cranking gears. Not to mention that they tend to be heavy and cloddish. Even small constructs have audible internal mechanisms. As a result, most people can hear a construct coming. Those within earshot of a construct get +2 to Notice rolls to detect it.
[ +- ] Positive Construct Traits
The number in parentheses after the name of each entry is the number of times the particular Trait may be taken. "U" means unlimited.
Trait | Mods | Description
|
Additional Action (1) | 3 | Either due to having extra arms or enhanced reflexes, the construct may ignore 2 points of Multi-Action penalties each turn.
|
Aquatic (2) | 1 | The construct is designed for water and has been built to be watertight. By way of air bladders, fins, or maybe even a system of hydrojets, the construct can move through water at a Pace of 6 (15 mph). Taking this Trait a second time doubles the Pace of water travel.
|
Attribute Increase | 2 | Increase a particular attribute (Agility, Smarts, Spirit, Strength, and Vigor) by one die. This increases the attribute maximum by one, as well.
|
Armor (3) | 1 | +2 to Armor each time that this is taken. |
|
Behavioral Affectations (1) | 1 | The construct is encoded with pre-programmed mannerisms or habitual gestures that give it a semblance of personality. These affectations serve little purpose other than to make the contraption seem slightly more personable or lifelike, and they typically mimic behaviors appropriate to the construct's form. For instance, an avian construct might periodically preen its wings or cock its head from side to side. A canine construct might wag its tail or bark when it sees real dogs. A humanoid construct might turn to look at others when they speak, stroke its chin while cogitating on a question, or mechanically utter "bless you" when someone sneezes.
|
Bite (1) | 1/2 | The construct has a mechanical mouth capable of bite attacks. Damage is Str+d4. For 2 Mods, the damage increases to Str+d6. The construct may perform bite attacks on those it's grappling with. See the rules for Natural Weapons in SWADE, page 104.
|
Burrowing (1) | 1 | The construct can burrow into loose earth and move through it at half normal Pace (it cannot run). It cannot normally be attacked while burrowing, and can attempt to surprise opponents who didn’t see him coming by making an opposed Stealth vs. Notice roll. If successful, the construct adds +2 to his attack and damage rolls that round, or +4 with a raise (see rules for "The Drop" on page 100 of SWADE).
|
Claws (1) | 2/3/4 | The construct has claws that cause Str+d4 damage. An extra Mod Point may be spent to increase the damage to Str+d6 and/or add AP 2. Claws also impart a +2 to Athletics (Climbing) rolls on any rough or soft surface (not sheer surfaces like glass or steel). See the rules for Natural Weapons in SWADE, page 104.
|
Climber (1) | 1 | The construct is an adept climber and can scale vertical surfaces at half of its Pace.
|
Edge (U) | 2+x | The construct has an Edge chosen from those available in the setting. It may ignore any requirements except other Edges. Each Rank beyond Novice costs an additional Mod, up to a maximum of Heroic Rank. Many Edges will not be appropriate for the construct, including most Background Edges, Power Edges, and Social Edges. The Gamemaster has final say on what Edges may be selected.
|
Environmental Resistance (U) | 1 | The construct is built to withstand particular environmental conditions. Select one condition, such as heat, cold, radiation, or deep sea pressure. The construct receives +4 to resist that environmental effect, and damage from that source is reduced by four.
|
Horns (1) | 1/2 | The construct sports a horn or horns that cause Str+d4 damage. For an extra Mod, damage increases to Str+d6. Add +4 damage if the construct attacks by charging the target (runs and moves at least 5"/10 yards/meters).
|
Infravision (1) | 1 | The construct is capable of "seeing" or detecting heat. This halves Illumination penalties when attacking warm targets (including invisible beings).
|
Keen Sensors (1) | 2 | The construct has +2 to Notice rolls that involve vision and hearing.
|
Leaper (1) | 2 | The construct can jump 2" (four yards/meters) horizontally, or 1" (two yards/meters) as a free action. Double these numbers if the construct is able to run at least 2" (four yards/meters) prior to jumping. As an action, the construct may also make an Athletics roll to increase its horizontal leaping distance by 1" (2" with a Raise), or 0.5" vertically (1" with a Raise). The construct may not use jumping to exceed its total Pace for the turn. In addition, add +4 to damage when leaping as part of a Wild Attack instead of the usual +2 (unless in a closed or confined space where it cannot leap horizontally or vertically).
|
Low Light Vision (1) | 1 | Ignores penalties for Dim and Dark Illumination, but not Pitch Darkness.
|
Mule (1) | 2 | The construct is designed for heavy labor and has a Load Limit of 8 x its Strength. If it has the Brawny Edge, as well, then the Load Limit increases to 10 x its Strength.
|
Pace (2) | 2 | The construct is especially fast. This might be because it has many legs, or maybe it’s just designed for speed. Pace is increased by +2, and the running die is increased a die type.
|
Parry (3) | 1 | The construct’s natural Parry is increased by +1. This may be due to a prehensile tail, extra limbs, or enhanced reflexes.
|
Power (U) | 3/2 | The construct has access to a power. The power takes the form of a specialized subsystem built into the construct. For example, the bolt power might be a blaster integrated into an arm, or the fly power might be thrusters incorporated into the feet. No Arcane Background Edge is required, but the construct must be equipped with the Soulstone Trait (see below). It's the construct's integrated Soulstone that provides the magical energy (Power Points) to activate the power; Power Points being used for this purpose cannot be drawn from any other source. The first time this Trait is taken, it costs 3 Mods and the construct gains the Focus skill at d4. The construct is also incapable to employing Power Modifiers, though the effects of the power still benefit from a raise on the Focus roll. Note that certain powers might be impractical or inappropriate for a construct to possess. The GM has final say over what powers may be selected.
|
Radiotelegraph (1) | 1 | The construct has a built-in radiotelegraph (also called a wireless telegraph), which allows it receive and transmit messages using radio pulses. These pulses are not capable of sound, and instead, transfer information via Morse code. Range at sea level, without significant obstructions, is one mile. The range can be extended by using antennas or broadcasting from a high elevation.
|
Reach (3) | 1 | Long appendages grant the construct a +1 to Reach. Add an additional +1 each time this Trait is taken.
|
Rotating Joints (1) | 2 | The construct is capable of 360° of rotation at its joints. This includes the arms, wrists, waist, legs, and head. As a result, the construct can respond quickly to multiple attackers. Any Gang-Up bonus against the construct is reduced by 2.
|
Silent (1) | 2 | The construct is built to be quieter than most steam contraptions. Padded feet, well-lubricated joints, and baffled steam vents all help to reduce the noise created by these typically noisy machines. Those in the construct's vicinity no longer receive +2 to Notice rolls to detect it. This Trait may not be taken if the construct has the Cacophonous Trait.
|
Size Increase (3) | 1 | This construct's Size increases by 1. This in turn increases its Toughness and Mod slots by 1.
|
Skill (U) | 1 | The construct's Logic Engine is encoded with one or more skills. These skills are typically relevant to the construct's purpose. Each Mod spent on this Trait adds a new skill or improves an existing skill by a die type. New skills start at a d4 and cap at d12. Constructs don't have to worry about the increased cost of raising a skill beyond its linked Attribute.
|
Skill Bonus (Once per skill) | 2 | The construct has a +2 bonus when using a particular skill (this may only be taken once per skill).
|
Spotlights (1) | 1 | The construct is equipped with electric lights mounted in or on its head, shoulders, arms, or chest. These lights remove any Illumination penalties in their line of sight, up to a range of 100 feet.
|
Soulstone (1) | 2/3 | The constructed has a dedicated Soulstone built into its body; typically in the chest. The stone is part of the machine's internal workings and protected by both its Toughness and Armor. The Soulstone helps to meet the construct's energy needs without having to rely on Power Points contributed by a magician.
|
Speech (1) | 1 | The construct has a built-in vocal apparatus and is capable of speaking in the language of its creator or owner (Language skill of d8). Unless the construct is also equipped with the Enhanced Logic Engine Trait, its speech is very rudimentary and will likely consist of only pre-programmed responses.
|
Storage Compartment (1) | 1 | The construct has a hollow cavity within its body that can be used to store small items such as money, pistols, books, etc. That exact dimensions will vary depending on the overall Size of the construct and where the compartment is located.
|
Telescopic Vision (1) | 1 | The construct possesses special optics that provide x4 magnification. This reduces range-based penalties by 1.
|
Toughness (3) | 1 | The construct has a reinforced frame that makes it extra resistant to damage. Increase Toughness by +1 each time this Trait is taken.
|
Winged Flight (2) | 2 | The construct is equipped with mechanical wings that permit flight. Flying Pace is 6", but taking this Trait a second time doubles the flying Pace. This Trait is limited to fairly small constructs (Size -1 or smaller), since these metal machines become exponentially heavier as they get bigger. Constructs of human size (Size 0) or larger are simply too heavy to rely on wings for flight.
|
Wheeled/Tracked (1) | 2 | The construct has wheels (Pace 6") or tracks (Pace 4, ignores Difficult Terrain) instead of legs. It cannot negotiate obstacles taller than one-third its height. For an additional 3 Mod points, the Pace is increased by 6. |
[ +- ] Negative Construct Traits
The number in parentheses after the name of each entry is the number of times the particular Trait may be taken. "U" means unlimited.
Trait | Mods | Description
|
Attribute Penalty (Once per Attribute) | -2/-3 | One attribute (but not its linked skills) suffers a –1 penalty. For 3 points, it suffers a –2 penalty.
|
Cacophonous (1) | -2 | Even for a steam-powered contraption, the construct is particularly noisy. In most cases, Steath rolls to avoid being heard are simply not possible and will automatically result in failure. This Trait is not compatible with the Silent Trait.
|
Frail (2) | -1 | The construct is less durable than most. Reduce its Toughness by 1.
|
Fuel-Hog (U) | -1 | The construct is not very magic efficient and requires more energy than normal. Each time this Trait is selected, the construct's minimum daily Power Point needs increase by 1 PP.
|
Hindrance (U) | -1/-2 | The construct has an inherent Hindrance. A Minor Hindrance is worth -1 Mod, and a Major Hindrance is worth -2 Mods. Note that many Hindrances will not be appropriate for a construct. The GM has final say on what Hindrances may be selected.
|
Immobile (1) | -4 | The construct possesses no legs, wheels, treads, or other method of terrestrial locomotion. Unless equipped with an alternate means of mobility (such as Winged Flight), the construct cannot easily move from place to place. It must be carried, or it must drag itself by its arms. Pace is effectively 0 (Pace 1 if crawling).
|
Malfunction Prone (1) | -2 | The construct is a little bit of a lemon and will occasionally suffer a full breakdown. Whenever the construct gets a Critical Failure on any of its Trait rolls, it immediately becomes Incapacitated (if the construct is a Wild Card, it also takes three Wounds). Repairs will take 1d4 hours, plus an additional hour per Wound (half that time if the Trade roll gets a Raise).
|
No Graspers (1) | -2 | The construct has no grasping appendages. This includes hands, tentacles, prehensilbe feet, and prehensile tails. As a result, the automaton is unable to grab and hold things. Attempts to do so are clumsy and awkward.
|
Poor Parry (3) | -1 | These construct is a poor melee defender; –1 Parry.
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Reduced Pace (2) | -1 | Reduce Pace by 1 and the running die a die type (d4 is reduced to d4–1).
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Reduced Size (4) | -1 | The construct is smaller than average, reducing its Size and Toughness by 1 (see the Size Table, page 179 of SWADE).
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Sapient (1) | -3 | This requires the construct to have the Soulstone Trait. A construct is fueled by magic energy, which is sometimes derived from Soulstones. Soulstones, however, are powered by the souls of the deceased, and when they are used to animate a construct for an extended period of time, it is not uncommon for pieces of the animating souls to manifest themselves in the automaton's behavior. At first, this presents itself as a mild quirk or strange behavior, but as the Soulstone is charged with more and more souls, these quirks slowly begin to accumulate. On rare occasions, they can combine into a composite sentience; a new soul cobbled together from the scraps and fragments of all the consumed souls that have passed through the Soulstone and into the construct. This newly "awakened" construct develops true intelligence, consciousness, and self-awareness. It is, for all intents and purposes, alive and capable of acting outside the parameters of its programming. The Guild views such automatons as dangerous defects of technology that must be terminated. As a result, sapient constructs usually escape into the wilderness of Malifaux, though a few choose to remain with their owners. An owner discovered secretly harboring a sapient construct is arrested by the Guild, which treats this act as akin to harboring a fugitive. Note that a sapient construct is no longer bound by its loyalty directive and has the free will to do whatever it wishes. It is not obligated to obey its owner, and while some may be helpful and agreeable, others may prove rebellious, stubborn, or even hostile to their former masters. Getting a sapient automaton to cooperate will require the character to maintain a good relationship with it. But even then, there is no guarantee it will do what's asked. Should it disagree with an order or request, the construct may simply refuse.
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Uncoordinated (1) | -3 | The construct moves in a halting, jerky manner and tends to shudder violently even when at rest. This may be due to substandard parts, faulty enchantments, or just inherent flaws in its design. Whatever the reason, these defects are expensive and/or difficult to correct (if even possible). Reduce Agility by a die type (d4 becomes d4-1). Furthermore, the construct suffers a -2 to Athletics rolls and any rolls to resist Athletics where movement and mobility are integral to the challenge (GM's call).
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Unregistered (1) | -1 | The construct is not officialy registered with the Guild's Amalgamation Office. It is illegal on Malifaux to own and operate an unregistered construct. When discovered, unregistered automatons are confiscated by the Guild and their owners arrested, |
Construct Master
Requirements: Seasoned, Construct
One of the character's constructs becomes a "Wild Card" (see page 87 of SWADE). As such, the construct can now take three Wounds before being Incapacitated, and it's able to roll a Wild Die on Trait rolls. This Edge may be taken more than once; each time for a different construct.
Construct Bond
Requirements: Construct
The character may spend his own Bennies on
any constructs under his control. This includes constructs that he doesn’t own but are under his command.
Guts and Grit
Requirements: Seasoned, Spirit d6+
Some people have what it takes to look terror in the eye and not blink. You gain a +1 bonus on Fear checks per Rank above Novice. Additionally, when rolling on the Fright Table, you do not apply a creature’s Fear penalty to your table roll.
Pneumatic Upgrade
Requirements: Novice, Vigor d6+
For those who see pneumatics as not merely a replacement for a lost limb but as a path to greater power, the desire to upgrade can be an all-encompassing goal.
When you take this Edge, pick a single pneumatic implant to have installed, or an existing pneumatic implant that can be upgraded to a higher degree. You suffer the Strain of a new pneumatic implant as usual but do not pay the monetary cost of the implant or the surgery.