Character Discussion

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Mar 4, 2023 3:14 pm
Same here.
Mar 4, 2023 10:19 pm
Here is a summary of the PC group thus far…

NamePlayerSpecies
Remy "Petite Merde" LaCroixMorgan_Freemans_VoiceGremlin
Gareth DaneKnighthawkeHuman
Bart MissingMerivelHuman
Wesley "Gaijin" RooseveltMaJuniorHuman
ctme2000gremlin
Mar 5, 2023 11:59 pm
Ok... working on wrapping up my character, but I have a few questions (mostly just to make sure I'm not messing up).

Strain is based on your die... am I correct that it's the full value of the die, not a roll? So a d6 would mean you can handle a flat 6 points of strain?

With augmentations, is strain cumulative? If you take a crystal eye, and get all three enhancements... is that 3 strain for one eye? Or is the eye itself 1 strain, regardless of how many upgrades you end up with?
Last edited March 5, 2023 11:59 pm
Mar 6, 2023 1:09 am
MaJunior says:
Ok... working on wrapping up my character, but I have a few questions (mostly just to make sure I'm not messing up).

Strain is based on your die... am I correct that it's the full value of the die, not a roll? So a d6 would mean you can handle a flat 6 points of strain?

With augmentations, is strain cumulative? If you take a crystal eye, and get all three enhancements... is that 3 strain for one eye? Or is the eye itself 1 strain, regardless of how many upgrades you end up with?
Yes, Strain is based on the die, not the roll. So yes, a d6 means 6 Strain. No roll needed.

And yes, Strain is cumulative. It’s not the total number of implants that matters. It’s the total Strain from all the implants combined.

As for Crystal Eyes, you get 1 Strain for each type of vision. So all three vision types would equal 3 Strain. Sorry, I’ll clarify that in the implant description.
Mar 6, 2023 1:27 am
Cool cool. That's pretty much what I figured. The one I was the most unsure about was the eyes...
[ +- ] Because...
... and 6 strain for two fully loaded eyes seems pretty steep. But it also seems like a good way to limit the augmentations, since this isn't Shadowrun with books upon books of cyber and bio augmentations.
Mar 6, 2023 2:10 am
MaJunior says:
Cool cool. That's pretty much what I figured. The one I was the most unsure about was the eyes...
[ +- ] Because...
... and 6 strain for two fully loaded eyes seems pretty steep. But it also seems like a good way to limit the augmentations, since this isn't Shadowrun with books upon books of cyber and bio augmentations.
Yes, the Strain for two eyes is steep, though one eye is all you’d typically need. Mechanically, having one or both eyes replaced won’t make much difference.

But Strain is quite restrictive. I think it’s because cybernetics could get out of hand in earlier editions of Savage Worlds. I’ve seen it happen with Scrappers (steampunk cyborgs) in Deadlands.

The trade-off, however, is that pneumatic implants (or at least some of them) are fairly potent. A few provide free Edges or stat bumps, which makes a big difference in SWADE.

The various Through the Breach books do have tons more implants, but I only included a handful of them, since I was already running short on time. I will probably include additional gear and implants at some point for people to acquire as they advance.
Mar 6, 2023 2:33 am
Sounds good to me.

Outside of spending my Script, I think I'm done? Submitted for review. Let me know if there are any questions/problems. I'll post when the money is spent, just to keep you up to date.
Mar 6, 2023 8:12 pm
How thorough do we need to be with the equipment? I got clothes, a knife, trade tools and the rest is some random stuff I'd like to have, but I don't think Bart just carries it around.
Mar 6, 2023 9:56 pm
Merivel says:
How thorough do we need to be with the equipment? I got clothes, a knife, trade tools and the rest is some random stuff I'd like to have, but I don't think Bart just carries it around.
You don’t need to be too detailed. Just purchase the notable items, especially things that you are likely be carrying around or using on a day-to-day basis. This includes any adventuring equipment such as weapons, armor, survival gear, etc.

I wouldn’t worry much about clothing. I’m going to assume that each character has a small selection of very basic clothes (mostly items under $1) back at his apartment. You will have to spend scrip if you want a something formal or fancy, or if you want something that offers protection (such as a duster or chaps).
Mar 7, 2023 4:38 am
I’ve still working out my backstory. I’ve also been thinking about how my character is connected to everybody, though I don’t know much about the other PCs. I’m aware that Gareth is a former witch Hunter, but don’t really know anything about everyone else.

Would people mind posting a short blurb about their characters? Stuff that an acquaintance or loose associate might know? That’ll help me develop some ideas about how I met you all.
Last edited March 7, 2023 4:39 am
Mar 7, 2023 4:48 am
My character worked for The Guild for a while, before walking out on them over their totalitarian approach... things like the suppression of any newspaper that wasn't just a propaganda machine didn't set right with him. So he left, and found himself in The Little Kingdom, working to be accepted and becoming part of their order.
Last edited March 7, 2023 4:48 am
Mar 7, 2023 1:18 pm
Still figuring out on my end as well, but should have something tonight.
Mar 7, 2023 2:24 pm
In general, Gareth worked for the Guild, but his Witch Hunter status he would only have shared with those very close/in the know. He says that he just walked away after a job for them went wrong. In reality, he was sent after a "witch", got almost killed, and ended up getting to know the person behind the "job". So, as far as the Guild is concerned, he died.

@MaJunior - Maybe "Gaijin" is someone he met as he was working for them?
Mar 7, 2023 7:41 pm
Bart is a reasonably skilled Steamfitter, but the general opinion of those who know him is that he'll never get anywhere, because he lacks assertiveness. Also because he seems to have a huge bleeding heart and allows people to take advantage of him, whether by letting them stay at his place for free (he's already been kicked out once by a landlord because of his freeloading "guests"), giving people money or just doing work for free. He's still relatively new in Malifaux, just a couple of years, no one knows why he's come but it doesn't look like he's trying to make his fortune. Probably running away from a personal tragedy or atoning for some sin.
Last edited March 7, 2023 7:41 pm
Mar 7, 2023 7:55 pm
@Nighthawke Wesley walked out on The Union, and ruffled some feathers doing so. You could have caught wind of it, been told you keep an eye out for him while you were still there, or been inspired to walk out because of him. Even just went looking for him, sort of a "birds of a feather" situation.
Mar 9, 2023 1:36 am
Just to inform everyone, you have till Friday to submit or finish tweaking your characters. I plan to start the game by the end of the week.
Mar 10, 2023 3:34 am
I think I'm good to go (except backstory details, natch). Got my carried gear purchased.
Mar 10, 2023 5:00 am
Thanks for the blurbs everybody. That helps a lot.

My Character: Remy "Petite Merde" LaCroix is a gremlin enchanter and inventor. He left the Bayou and came to the big city to be around other inventors, see the sights, and earn a rep among the humans. "Fame" is his primary motivation.

There’s not much to say about him. He’s your classic gremlin in the sense that he is foul-mouthed, a little chaotic, and loves his moonshine. He’s also intelligent and eager to fit in with "les humains". He builds devices that are effective but unpredictable. I’m going to play him as the mad scientist type. He speaks with a French accent as the first humans he met were Francophones. Oh, and he owns a construct named Napoleon.

"Petite Merde" (a name given to him by humans, and one that he bears proudly) is somewhat oblivious to human bigotry, though he is aware enough to avoid upsetting the Guild. I’m guessing he met the rest of the PCs in his attempts to frequent human establishments, such as bars, or while taking jobs to earn scrip.
Last edited March 10, 2023 5:13 am
Mar 10, 2023 5:53 am
Don't have a name or backstory yet, but character submitted!

https://i.imgur.com/i42Oxkc.jpg
Mar 10, 2023 6:04 am
Because this setting is new to most of you, I thought I’d summarize a few of the notable laws in Malifaux City. These are things that all your characters would know.

- The big one is magic. Only those authorized to use magic by the Guild may do so. "Authorized" magicians include Guild members or people working for them. Unauthorized magic use is punished with imprisonment, execution, or worse fates.

- Those who develop spontaneous magical powers (manifesters) are apprehended and brought to the Guild to be assessed. They are generally given the "option" of working for the Guild. Those who refuse often disappear, but the lucky ones are released and told that they may never use their magic again, on pain of death. This is a set up for failure, since early manifesters can’t usually control their powers and will inevitably use them again by accident.

- The Guild only permits its members to practice its own system of magic: the Thalarian Doctrine. No Guild magician may practice any other Magical Theory.

- Most other Magical Theories are illegal, though a few have received special dispensation. The Darlin Theories, the Oxford Method, and the Lifewell Doctrine are all allowed, to varying degrees. Practitioners of other theories have no choice but to keep their magic hidden.

- Necromantic magic is incredibly illegal. Any spells that involve raising the dead are forbidden, regardless of the practitioner’s Magical Theory. Necromancy is very taboo, and not only the Guild feels this way. Nearly everyone fears and hates Necromancers.

- Use of magic items is perfectly legal. Even encouraged by the Guild. This includes constructs, pneumatic limbs, pneumatic weapons, wands, etc. Only items of a dubious nature or made by dark magic are illegal.

- Weapons, including guns, are legal to own and carry around. However, when in public, owners are expected to keep weapons sheathed or holstered at all times (except for self-defense situations). Similarly, pneumatic weapons should be kept turned off.

- Civilians are not permitted to carry around heavy weapons, explosives, or incendiary devices. This includes grenades, rocket launchers, machine guns, flamethrowers, etc. Basically, most military grade stuff. Galvanic weapons are similarly illegal.

- Pneumatic implants are legal, but implanted weapons are not. Constructs owned by civilians also may not be armed.

- Constructs may never be augmented with flesh and blood components (a crime known as "amalgamation").

- Soulstones may only be purchased from sanctioned sellers or businesses, and the Guild may deny a sale for any reason, at any time. Those found in illegal possession of Soulstones are imprisoned and/or executed.

- Gremlins have no legal rights at human settlements, including Malifaux City.

- The Guild has an extremely complex legal system with countless laws. There are too many for the average Guardsman to memorize. Consequently, Guardsmen will often arrest someone based on little to no justification, and then let a Guild lawyer figure out the infraction later. Guardsmen are known to arrest people for reasons as simple as "not liking the look of someone" or being in a bad mood. Thus, the common wisdom in Malifaux City is to avoid sticking out or doing things that get you noticed.
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