Character Creation

Feb 12, 2023 10:37 am
Recommendations

Dark Mode: It’s a small thing, but I recommend setting Gamers Plane to dark mode for this game. The default bright white background of the website is ill-suited to the look and feel of Malifaux. Dark, neutral colors are the rule. On my end, I’ll try to use font colors and images that work well for dark mode.

Music: Obviously this is very subjective, but certain music does a good job of evoking the atmosphere of the setting. I have my own playlist that I use for my IRL Through the Breach games. Personally, I like dark ambient, ragtime, early New Orleans Jazz, Old Western music, Cabaret music, and any bands with a steampunk or Victorian/Edwardian-themed anachronistic sound. Also look into songs from the Penny Dreadful and Carnival Row soundtracks.

Viewing: YouTube has a number of informative videos that may help with the learning curve for the game.

Malifaux Lore - A Beginner's Guide covers the fictional history of Malifaux. Only a few minutes long and gives a good overview. The Story of Malifaux is a more in-depth dive into the setting.

The Factions of Malifaux provides a overview of the various groups that operate in the setting. It's done from an in-character perspective.

Explaining Savage Worlds Adventure Edition provides an overview of the rules for Savage Worlds Adventure Edition in under twelve minutes.

SWADE Character Creation! provides an step-by-step explanation of the character creation process for Savage Worlds Adventure Edition.


Some Basic Rules

These are a few play-by-post considerations. If you have experience with pbp, then this information won’t be new to you.

• As Bill and Ted like to say: "Be excellent to each other." In other words, let’s all be civil and respectful to one another. This is a game, and we’re all hopefully here for the same reason - to have fun.

• Be sure to use some way to distinguish your dialogue from the rest of your text. Most people, myself included, rely on bold script. It doesn’t necessarily have to be that; some players employ colored text or a different font. So long as it’s not just quotation marks. Readers should be able to glance at your post and immediately pick out the dialogue.

• Try to keep up with the posting rate if you can. If posts become too infrequent, the game can lose momentum. But I understand that life gets in the way, sometimes.
Feb 12, 2023 2:14 pm
https://i.postimg.cc/tCts2dV4/328bc8839396d32cff697f27cdbd0f70.jpg
Character Creation

Destiny

Your character is one of "The Fated." These are men and women who have, for good or ill, become aware of their own Destiny. This might have occured any number of ways. Did you have a oracular dream? Did you pay a visit to a fortune teller? Did an ancient book reference you by name in relation to a prophecy? Did a Neverborn foe whisper your destiny in your ear? However it happened, your character firmly and intuitively "knows" the truth of what she was shown or told. She's not sure exactly when it'll occur, but she is cognizant that it's coming.

All Destinies are cryptic and open to interpretation. Oral or written predictions are often worded ambiguously, confusing, or too out of context to make sense. A few Destinies appear to be hopeful and affirming, yet many more hint at tragedy and doom. How your character decides to cope with her knowledge of the future is a significant consideration for your character concept. One character may choose to stoically embrace the supposed inevitability of her final Destiny; to greet Lady Fortune with a smile. Another character may feel the weight of destiny hang over her like a dark cloud, which drives her to fight the impending future with everything she's got. Everyone reacts differently, but so far, no one has yet cheated Fate.

Go to the Forging Your Fate thread in order to generate a Destiny for your character.


Motivation

This is your motivation for coming to and/or staying in Malifaux. What brought your character to the city? Why did your character choose to leave everything she knows and set up shop on another world? Below are some options. For gremlin characters, many of these motivations can be used to flesh out your current purpose for adventuring.

You may select more than one motivation, if applicable. It’s common for people to be motivated by several goals at one time. For instance, many visitors to Malifaux are spurred by a desire for both fame and fortune. Alternately, you can develop your own motivation if none of the ones described below are suitable.
[ +- ] Motivations


Race

The two species available to play are humans and gremlins. No Neverborn characters.
[ +- ] Humans
[ +- ] Gremlins


Attributes

Characters start with a free d4 in each of the five attributes: Agility, Smarts, Spirit, Strength, and Vigor.

You have 5 points to increase your attributes. Raising a d4 to a d6, for example, costs 1 point. You’re free to spend these points however you like. No attribute may ever be raised above a d12, unless the character's Race states otherwise.



Hindrances

Hindrances are listed in SWADE, starting on page 22. Select up to four points of Hindrances. Major Hindrances are worth 2 points, and Minor are worth 1 point. Hindrance points may be spent on the following:

For 2 points worth of Hindrances you can:
• Raise an attribute one die type, or
• Choose an Edge

For 1 point worth of Hindrances you can:
• Gain another skill point

Humans can take potentially any Hindrances.

Gremlins can theoretically take most Hindrances, but Quirk, Impulsive, Mean, Illiterate, and Habit (Major; Moonshine) are especially common. Gremlins who spend a lot of time in Malifaux City or other human settlements should probably have the Outsider (Major) Hindrance.

New Hindrances: A number of new, Malifaux-related Hindrances are described below.

Banned Hindrances: Since magic and the supernatural are definitive realities in the Malifaux setting, Doubting Thomas is not permitted. Gremlins may not take the All Thumbs Hindrance.



Skills

Skills are described in SWADE, starting on page 29. Characters start with a free d4 in each of the following Core Skills: Athletics, Common Knowledge, Notice, Persuasion, and Stealth.

You have 15 points to put into these or any other skills (the core book starts you with 12, normally, but I'm beginning you all with a little extra). Each die type costs 1 point (starting at d4) as long as the skill is equal to or less than the attribute it’s linked to. If you exceed the linked attribute, the cost becomes 2 points per die type.

Skill Maximums: Skills may not be increased above d12 during character creation.

Languages: The City of Malifaux is very cosmopolitan and houses people from every nation on Earth. Characters get a free d8 in their native language, plus a free d4 in an additional language of choice. French and English are the linguas franca of the day, and the Guild pushes hard for residents to learn one of those two languages (Guild guards are suspicious of anyone they can't easily communicate with).

Gremlins have their own native tongue, but they also speak French or English.

The Neverborn language is difficult to learn and only known to a select few linguists and scholars. To take the Neverborn language, one must have at least a d8 in Smarts and a d8 in the Occult skill with a specialization in Neverborn. The language employs a rune-based writing system, but the Neverborn rarely use it, preferring to transmit information orally.

New Skills: Several new skills, not found in SWADE, have been introduced for this game.

Art (Spirit): This represents proficiency in a form of creative expression such as painting, sculpting, illustration, etc.
Trade (Agility): This covers training related to a particular blue collar trade or occupation. The character must select a specific type of trade when taking this skill. Each type of trade counts as its own distinct skill. Some examples include Artefacting, Gunsmithing, Armorer, Carpentry, Plumbing, Glassblowing, Taxidermy, Watch-Making, Masonry, Leatherworking, Tailoring, Shipwrighting, Pottery, Jewelry-Making, Printing, etc.
[ +- ] Notes

Demolitions (Agility): This skill covers all aspects of demolitions and the use of high explosives. It can be used to set and defuse charges, and to estimate the amount of explosives necessary to demolish buildings and structures. With this skill, you can do the following:
[ +- ] Demolitions Tasks

Modified & Defunct Skills: Due to the setting and time period, certain Savage Worlds skills do not exist or have been changed to better suit the game.

Electronics: Analogue electronics do exist during the first years of the 20th century, but the technology is still in its infancy. Back on Earth, there are electrical devices such as vacuum tube radios and electric lights, though gas lamps are still prevalent on Malifaux. The Guild and the Union make limited use of galvanic contraptions, but most are techno-magical and powered by Soulstone. Unless one works as a high end artificer for the Guild or the Union, characters in Malifaux are unlikely to handle much electronics.

Faith: There is no Arcane Background (Miracles), so this skill is obsolete.

Hacking: This skill does not exist as there are no digital computers yet to hack. Analogue computers can be hacked using Trade: Artefacting.

Repair: There is no longer a general Repair skill. It has been replaced by Trade and similar skills.

Psionics: There is no Arcane Background (Psionics), so this skill is obsolete.


Skill Specializations

In the Savage Worlds system, skills are intended to be very broad. However, I wanted to introduce a little more detail and granularity into the skills for this game. As such, I'm employing the Skill Specializations rule from SWADE. Essentially, this means that most skills require that the character specialize in a specific area. For instance, the Shooting skill no longer broadly covers all types of ranged weapons. Now, if you take the Shooting skill, you must also select a specialization such as Pistol, Rifle, Shotgun, Bow, etc.

The character can still use a specialization that she doesn't have, but doing so incurs a penalty of -2 to -4. The penalty will vary depending how much the two specializations differ. For example, someone with Shooting (Pistol) will suffer a -2 when using a rifle. If that same character is firing artillery, however, the penalty is most likely going to be a -4.

All specializations function at the rank of the base skill. So if you have a d8 in Shooting, then all of your Shooting specializations are at d8.

Starting Specializations: The character starts with one free specialization in each of her skills (if applicable), including Core Skills. She also gets an additional five specializations that she can put in any of her skills. Further specializations can be purchased as the character advances.

Some example specializations are listed below. This list is not intended to be exhaustive.
[ +- ] Skill Specializations


Edges

Edges are described in the SWADE, starting on page 37. They may be purchased with Hindrance points. An Edge costs 2 Hindrance points.

Ignore Rank Requirements: At character creation, Rank requirements for Edges are ignored, but characters must still meet all other requirements an Edge might have. After character creation, Rank requirements are observed, as normal.

New Edges: A number of new, Malifaux-related Edges are described below.

Banned Edges: Arcane Background (Miracles) and Arcane Background (Psionics) do not exist in this setting. Other banned Edges include Holy/Unholy Warrior, Mentalist, Champion, McGyver, and Chi.

Modified Edges: A few Edges have been changed to better suit the setting.
[ +- ] Modified Edges


Derived Stats

Pace: Standard Pace is 6" (12 yards/meters), but this may be modified by Edges and/or Hindrances. In Savage Worlds, 1" equals 2 yards/meters.

Parry: 2 plus half of Fighting. For example, a character with Fighting d8 would have a Parry of 6.

Size: Default Size is 0, unless modified by Edges, Hindrances, or Race. Cannot be less than -1 or more than 3.

Toughness: 2 plus half of Vigor, plus Armor and Size bonus (if any). Armor is noted next to Toughness in parentheses.



Starting Gear

Unless you have Edges or Hindrances that modify your personal wealth (such as Rich, Filthy Rich, or Poverty), your character starts with $100 in Guild scrip. You retain any scrip that you don’t spend.

Purchase gear using the Equipment thread.

Accommodations: You are assumed to have a tiny tenement apartment somewhere in one of the seedy Slum districts of Malifaux. That comes with basic furnishings and a mattress to sleep on. Alternately, perhaps you have no permanent home and stay on the move - going from boarding house to boarding house or abandoned building to abandoned building. Those with the Rich or Filthy Rich Edges will likely have nicer accommodations in a more respectable part of the city.
Feb 20, 2023 5:02 pm
New Hindrances

Ailing (Minor or Major)
In the early years of the 20th century, medicine is still fairly rudimentary. True antibiotic drugs don't yet exist, and though magic is a great boon, not everyone can afford magical healing. Many chronic illnesses, especially, still cause life-long suffering. You have an illness that causes you frequent pain and fatigue — and will eventually be the end of you.

With the Minor version of this Hindrance, you suffer a –1 penalty on Vigor rolls made to resist Fatigue. The Major version instead gives you –2 on Vigor rolls made to resist Fatigue.

In either case, at the end of every chapter, draw a card from a fresh action deck. If a Joker is drawn, the illness gets worse. The Minor version of the Hindrance becomes the Major version; if you already have the Major version, you will die by the end of the next chapter in which you fail a Vigor roll against Fatigue.

Combat Shock (Minor or Major)
Many of the folk who fought in the Black Powder Wars came back with a long stare that never quite went away. Now, the bang of gunfire or the threat of violence can cause such folk to lock up, freezing in place or crying their eyes out as the trauma of bloody battle comes back all too clearly.

With the Minor version of this Hindrance, you must make a Fear check (Nausea) at the start of your action during the first round of combat. If you have the Major version of this Hindrance, the Fear check is made at –2. In either case, you ignore this Hindrance if you draw a Joker.

Glass Jaw (Minor)
You don’t know how to take a punch. Maybe you’re naturally fragile, or maybe you just stiffen up when someone swings at you. Either way, you suffer a –2 penalty on Soak rolls.

Guild Notice (Minor)
You have drawn the watchful eye of the Guild for some reason. You might be a licensed practitioner of magic from the Oxford School, a known Union backer, or just someone who’s made trouble for the Guild before. No matter the reasons, the Guild is keeping a close eye on you. You’re more likely to be harassed by guardsmen, more likely to be "randomly" stopped at checkpoints, and more likely to be picked up on suspicion of a crime if something goes wrong around you.

At the beginning of every chapter, the GM draws a card from the fate deck. If it’s a clubs card, you’re going to get targeted for Guild harassment at some point during the adventure. This harassment is at the GM’s discretion, but it might include being severely overcharged for all goods and services, being denied passage through a checkpoint, or even being assaulted by guardsmen who want to "teach you a lesson."

Heavy Sleeper (Minor)
You sleep like the dead. Just hope that sleeping that deeply doesn’t make you wind up dead for real. You suffer a –4 penalty on Notice rolls to wake up when danger threatens. Additionally, you also suffer a –4 penalty on Vigor rolls made to stay awake.

Neverborn Curse (Major)
You did something to earn the ire of one of the Neverborn, and, as a result, you've been cursed by their primal magic. Allies suffer a –4 penalty when attempting to use beneficial magic on you, and enemies gain a +2 bonus when using harmful magic against you.

Nightmares (Minor)
You don’t sleep well. Indeed, your every visit to the land of dreams is a short trip through hell. You toss and turn constantly, and your nightly terrors can even keep up anyone unfortunate enough to share sleeping space with you. Every day when you wake up, you must make a Spirit roll or suffer a level of Fatigue. This Fatigue vanishes when you sleep again, but it can result in you being almost constantly tired even when you’re sleeping regularly.

Slow Seepage (Minor)
For some reason, your magic just doesn’t come back as fast as most people. You regain 1 Power Point every four hours, and you cannot take the Rapid Recharge or Improved Rapid Recharge Edges. You must have an Arcane Background Edge to take this Hindrance.

Weak Willed (Major)
You’re likely to just roll over and play dead if someone looks at you funny. You’re not a coward, per se — you just have a hard time not doing what you’re told. You’re also a little bit gullible. You suffer a –2 penalty to resist Persuasion and Intimidation checks used against you.
Feb 20, 2023 5:13 pm
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

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
[ +- ] Positive Construct Traits
[ +- ] Negative Construct Traits

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.
Feb 20, 2023 10:32 pm
https://i.postimg.cc/vTQMghfN/image-asset.jpg
Arcane Backgrounds

Arcane Background (Sorcery)
Arcane Skill: Spellcasting (Smarts)
Starting Power Points: 10
Starting Powers: 3
Magical Theories: Any except the Darlin Theories.
Components: A sorcerer needs to be able to speak clearly and gesture with his hands in order to use his magic. If he cannot do either one of these — speak or gesture — then he suffers a –2 penalty on his Spellcasting roll. If he cannot do both of them, then the Spellcasting penalty increases to -4.
Backlash: A Critical Failure on a Spellcasting roll causes a level of Fatigue and all currently active powers instantly terminate.

Sorcerers are your classic spellcasters. When most people think of magic, they are thinking of Sorcery. It involves learning magical formulae and then combining those rituals and incantations into a magical effect called a Spell. On Earth, spellcasting is a scholarly pursuit practiced by the educated and the elite. On Malifaux, sorcerers tend to be just as educated, but their methods are more gritty and urban, combining the lore from a dozen cultures to create something hybridized and new.

Sorcery can take many forms, from the popular image of sorcerers hurling fire, lightning, and ice at their enemies to the strange creatures that a skilled practitioner can summon to fight her battles for her. Sorcerers are prized for their utility and their destructive powers, and as a result, most magic-users tend to dabble a little bit in Sorcery. More than any other field of magic, however, Sorcery attracts the attention of the Guild's Witch Hunters.

All magic comes from the same source — life energy. A sorcerer has learned how to tap into his own life energy and augment it with the natural energy of the world around him in order to produce miraculous effects. Sorcerers approach this basic knowledge in many different ways, from the Thalarian Doctrine practiced by the Guild to the Oxford Method gaining popularity among independent magicians back on Earth.

Sorcerers can use the Power Modifiers on page 152 of SWADE to modifiy their spells on the fly.


Arcane Background (Manifested Power)
Arcane Skill: Focus (Spirit)
Starting Power Points: 20
Starting Powers: 1
Magical Theories: None, with the exception of The Whisper. Without a formal education in the mystic arts, most manifesters don’t really know any theories and don't gain benefits from them.
Dynamic Backlash: Because they lack the disciplined training of a sorcerer, manifesters tend to suffer a higher price when their magic backfires. A Critical Failure on a Focus roll does not simply result in a level of Fatigue. Instead, the manifester rolls on the Dynamic Backlash Table below.
[ +- ] Dynamic Backlash Table

Certain people have the innate ability to channel the energies of Malifaux without training. In contrast to sorcerers, who study painstakingly to master their craft, some individuals spontaneously develop magical powers. Close interaction with the supernatural, a near-death experience, experimentation with Soulstone, or just being born under the wrong star can all be causes of a manifested power. Those who gain such abilities are sometimes called the "The Talented" or "Manifesters." As more humans are being born on Malifaux, this phenomenon is only increasing in frequency.

Manifesters wield their magic like an instinctive natural ability, without need for practiced gestures and incantations. Generally, manifesters only develop one or two unique powers; rarely do they become proficient in more than that. Since they have no proper training, some manifesters find their powers can be unpredictable or difficult to control, which makes such magic something of a mixed blessing.

Manifesters can make full use of Power Modifiers (SWADE, p. 152), just as sorcerers can.


Arcane Background (Enchantment)
Arcane Skill: Weird Science (Smarts)
Starting Power Points: 15
Starting Powers: 2
Magical Theories: Thalarian Doctrine and the Darlin Theories only.
Dependent on Devices: Enchanters rely on their physical creations to utilize their magic. Without them, the character is magically neutered. Should an enchanter's magical devices be lost, stolen, or destroyed, she can't work any magic until the devices have been retrieved or rebuilt. Rebuilding a device takes time and resources. The specifics depend on the nature of the item, but it usually takes a minimum of 2d6 hours to re-create a device, and this is assuming the enchanter has access to the necessary tools, workspace, and components. If an original device is recovered after a new version has been built, the original is permanently non-functioning but can still be salvaged for parts.
Malfunction: Enchanted technology is not perfect. If the user rolls a Critical Failure when activating the device, it suffers a malfunction. Draw a card and consult the Malfunction Table below.
[ +- ] Malfunction Table

While sorcerers learn to cast their magic through willpower and belief, shaping their power through ritual actions, other magic-users have taken a more scientific path to power. The most famous of these are the tinkerers and artificers of the Darlin Theories, who infuse magic into machinery. Other magical technologists exist, as well - people who use Soulstone and mad inspiration to shape devices that hold sorcerous powers within them.

Enchantment allows for the ability to augment objects in marvelous ways. The easiest enchanting effects are those that simply augment the inherent nature of a object, while more advanced effects grant new properties to things that would otherwise not have them. Where a sorcerer can wield immediately powerful arcane effects with the help of a Soulstone, an enchanter with a Soulstone can build marvels that will last for centuries.

Though Enchantment can theoretically be used to magically empower almost any kind of item, the enchanters of Malifaux are primarily mechanical engineers, clocksmiths, and steamfitters who create interesting fusions of magic and modern technology. A major difference from Arcane Background (Sorcery) is that each of the enchanter's powers takes the form of a single device, which she constructed for a specific purpose. The bolt power, for instance, might appear as a strange-looking ray gun, while the darksight power functions via a pair of steampunk goggles. The player decides the nature of the device when she selects the power.

An enchanter uses the Weird Science skill to activate most devices, and raises increase the effects of the power, as usual. The enchanter can build a device that uses a different skill to activate, however, depending on its final form. A ray gun would likely use the Shooting skill, for example, while a chainsword (a sword with the smite power built into it) might just activate when the user makes a Fighting roll. Powers that require an opposed roll, such as puppet, always use the inventor's Weird Science skill. The GM has final say on how a weird device might work.

Each device draws from the Power Points of its creator. If the enchanter doesn't have enough Power Points to fuel a device, then the device simply won't function. This also means that only the enchanter can activate her own devices. Other users won't be able to get the device to work, even if they have their own personal Power Points to spare. Narratively, this might be because other users don't understand the strange mechanisms required to make the device work, it might not be "calibrated" or portioned for others, or it might be temperamental and just "fritz out" for anyone but the creator. The enchanter can still use her devices on others, of course, so long as she's the one wielding it.

The exception to the above rule is if the device is equipped with a Soulstone. In that instance, the device draws Power Points from the Soulstone and may be wielded by anyone (at least until the integrated Soulstone is depleted of energy). This is one of the reasons that Soulstones are as valuable as they are.

Alternately, if the enchanter has the Artificer Edge, then she knows how to build short-term gadgets temporarily infused with her own Power Points. Said gadgets can be used by others, with or without Soulstones (see the rules for Arcane Devices on page 153 of SWADE).

Enchanters can make full use of Power Modifiers, as described on page 152 of SWADE. Doing so represents making adjustments to the device's "settings."

An enchanter can only utilize her powers through her devices, and she must have each device at hand in order to use it.

You do not have permission to post in this thread.