Malifaux


Snips and snails, and puppy dog tails ...

Snips and snails, and puppy dog tails …

This is an account of our first, short adventure, playing the Malifaux RPG Through the Breach. Malifaux is a Victorian steampunk-horror setting in which the world as we know it is linked to another, sinister world called Malifaux by a phenomenon called the Breach. The Malifaux side of the Breach is full of magic powered by artifacts called Soulstones, and the mundane side of the Breach mines these soulstones to power magic on the mundane side of the Breach. Our characters traveled through the Breach in response to an advert seeking adventurers …

The PCs are my character, Penitent Benny, and two others:

  • Lucien Buchmeister, a bookish chap from Prussia who carries a couple of pistols and has secret magic powers (magic is monitored in the world of Malifaux)
  • Damien, a Frenchie woman with a scarred face and a very cold demeanour, who whispers to her carbine, which she calls Mon cheri

What could possibly go wrong?

The three PCs met for the first time outside the double doors of the main station at the Breach. It was a typical hot, dusty day in Malifaux, though to the characters the soul-sapping heat and dryness were yet a novelty. They stood facing a hectic loading yard, full of horse-drawn carriages, porters, rough-looking steam-yarders of every physical description, hue and creed. A gang of Sikhs gently lifting a crate of carefully balanced vases, sweat streaming down their dark bearded faces, turbans gleaming like jewels against the dust and faded ochre of the yard; a squad of Condottieri, resplendent in blue and red silks and brocades, heavily armed and sweating like pigs; a group of Japanese pearling women, famously crossing the Breach to find soulstones in flooded mines, weaving through the yard in colorful yukata, fans waving and tittering in the heat; in amongst them all the swarming throng of leather-chapped steam-yarders, carrying, cursing, fighting, spitting and yawning, surrounded by the stench of horses and tendrils of dust and smoke.

The characters converged amongst this clouded, crowded chaos on the diminutive form of one Mr. Tyler, Esq., standing next to a large carriage atop which sat an enormous, coal-dark black man, a veritable mountain of ebony flesh carrying a blunderbuss the size of a London Omnibus. This black man was holding a signboard in one hand that read “Messrs Damien, Lucien and Benny”, and looking about him with a wary, bored gaze. Beneath him, in the shadow of the carriage, Mr. Tyler stood gleaming pale white in a white linen suit, blazing brilliant white even in the shadows. Diminutive and wiry-looking, he spat out a gobbet of chewing tobacco as the characters approached and strode forward to greet them, hand outstretched. “Mr. Tyler, dogsbody to Dr. Samuel Jacobs. Welcome to Malifaux,” he greeted each of them in turn, looking a little surprised to discover that Damien was a woman, and gesturing them to the carriage. “It’s straight to Dr. Samuels, I’m afraid, for your interview with your new employer, and then to your lodgings. If you don’t mind?”

The journey to Dr. Jacobs’ place was short, and during the ride Mr. Tyler maintained a constant patois of explanations and descriptions of the city of Malifaux, with no questions asked about the characters’ journey or origins. They soon reached Dr. Jacobs’ mansion, a classic Colonial mansion with large gardens and a pristine, low white wall, and the carriage swept through an open gate and perfectly manicured gardens to a wide gravel yard before the grand entrance. Mr. Tyler led them inside, and they soon found themselves standing in a classic academic study: cluttered with books and oddities, stuffy with the smell of old papers and dead things, and dominated at one end by a huge desk. Behind this ostentatious arrangement of marble and leather sat a frail, worn-looking old man who introduced himself as Dr. Samuel Jacobs, shaking each of their hands without standing, and explained the rules of their engagement to work for him:

  • Free lodgings with the indomitable Mrs. McCranning
  • 15 scrip a week [<-this is a quite fantastic quantity of money]
  • Extremely dangerous work at Dr. Samuels’ whim, on demand

With that he told them the nature of their first job. He had recently lost his fob watch, which had considerable value to him since it was given to him by his deceased wife, and he needed them to find it. Though the task might seem trivial, his experience of Malifaux was that such minor misdemeanours as a stolen watch could explode into catastrophe if not addressed, and he needed that watch. The PCs were to find it, and they could start by visiting a Guild investigator by the name of Travis Cain, who rumour has it had been investigating petty theft in the slums.

With that simple explanation the PCs were dismissed, and left the house to ride to their lodgings. Mrs. McCranning’s was a huge Georgian building in downtown Malifaux, not so close to the quarantine quarter or the slums as to be damnable, but not far enough to be comfortable, occupied primarily by travelling labourers. Mrs. McCranning was a classic Irish landlady, hard as nails and shrewd as a goblin. Fortunately she found a soft spot for Penitent Benny, and was willing to secure them a late dinner and baths before they retired. They spent the night in adjoining rooms, Damien chattering to her rifle, Lucien to his books, and Benny screaming his nightmares to the rafters. A group of valiant adventurers ready for any task.

The next morning, after a robust breakfast, the PCs visited Mr. Cain at the Guild HQ, to ask him for advice. This man, snoring in the corner with a bottle of whiskey on his desk, was of little help; he demanded one of their scrip before he would help, and then told them the names of a few families he had investigated in the slums. They paid up and trundled off to visit the slums.

Unfortunately in the slums a local gang lord, the red something-or-other, had them followed, and thinking their pursuers part of the problem they ambushed them in an alley. One they killed and the other two they injured, and in the talk that followed discovered they had simply killed a couple of local gang members keeping an eye on them. These gang members were aware of the stolen local items, and as a sop to avoid getting into trouble with their leader the PCs offered to share any information with the red something-or-other before reporting it to the Guild. With that they continued their search.

They soon found their first target, a family whose two children who had lost their stuffed toys and were now slowly dying of some kind of withering illness. The PCs very quickly realized what was going on here when they heard the mother thought she had seen something near one of the children during the night. They set up a watch.

They were soon rewarded. During the night two small creatures stole into the room where the children slept and sat on their chests. They touched the childrens’ heads, and a strange glow began to form, obviously stealing the childrens’ life force. However, at the same time a strange magic fell over the whole area, causing everyone except Lucien to fall asleep. Lucien managed to wake Penitent Benny, and then ran outside to wake Damien. Penitent Benny acted, moving against the creatures. In the glow of their soul-stealing magic he realized they were some kind of puppet, made out of an agglomeration of household objects. Each of them included a single piece of a child’s teddy bear, as if they were some kind of fetish made of ordinary people’s belongings – including these childrens’! Whatever their origin, Benny didn’t like them, and threw his bowie knives at the puppets. He killed one and pinned the other one to the wall.

Meanwhile Lucien had failed to wake Damien, but upon emerging into the street (where Damien was keeping guard) saw a strange magical woman who terrified him so much that he was forced to run away in fear. Once out of sight around the block he was ambushed by another, nastier puppet, and got caught in a battle that lasted some time before he could kill it. Meanwhile Benny woke Damien and they killed the woman in the street. By the time they had dealt with her Lucien returned from his victory over the puppet (what a hero!) and they all returned to the bedroom, where the puppet remained pinned to the wall. Penitent Benny tied a piece of string and a tin can to it, and they let it go. It immediately scarpered, heading off into the city, so they followed.

The little scoundrel scampered over rooftops and alleyways, moving fast but without concern for stealth through the empty early morning streets until it arrived at the wall separating the slums from the Quarantine Zone. Here it started digging a tunnel under the wall. The PCs climbed the wall, though doing so is highly illegal and probably quite dangerous, and waited calmly on the other side for the puppet to finish digging. They then followed it some more, into the Quarantine Zone. After perhaps another ten minutes of running, it scampered into what was quite obviously an ancient tomb.

They followed.

Inside they descended some ancient stairs into a narrow tunnel, lined with chambers. In each chamber was a huge pot, filled with random household items. At the farthest end of the tunnel, the chambers were empty of pots… Soon the tunnel ended, opening into a large room dimly lit with candles. The PCs stopped and Penitent Benny crept ahead to look.

In the room he saw a huge old tomb, on which danced two man-sized puppets, communicating silently with their little tiny puppet. The floor was covered in discarded household items, and two huge pots full of items sat near the throne. There was a sense of malice and despair about the room, and as Benny watched the puppets took one of the pots and did … something to it. A dark, sinister mist emerged from the pot and poured into tomb, within which something … huge and sinister … slowly stirred. Then the puppets cast the pot onto the floor where it broke, its ordinary household contents crashing in amongst the sea of other contents. The two big puppets then looked at the tiny one, and it fled back the way it had come, obviously already setting out to find a new victim …

They attacked. With surprise the battle did not last long, and soon the two big puppets were soon dead. They explored the room briefly but there was nothing else there but the tomb. Being new to Malifaux, they soon decided the best course of action would be to open the tomb, and between the three of them managed to pry off one of the stone slabs covering it. Why was the slab so heavy? It were as if whoever made the tomb didn’t want it opened…

As the slab tumbled off the tomb, they all heard a roar of anger, and a dark, malevolent force began to emerge from the tomb – a kind of huge, shadowy version of the puppets they had killed. It oozed out of the tomb at first like a thick goo, but soon began to congeal in the middle of the room, gathering together the household belongings as it formed like a kind of huge, shadowy tatt-magnet. As it grew they saw Dr. Jacobs’ fob watch in amongst all the tatt, slowly being drawn towards the shadow. The grabbed it and,  realizing their mistake, ran for the exit, followed by the booming laughter of the growing shadow. They burst outside just in time, running helter skelter for the Quarantine Wall, as behind them a vast shadow blocked out the evening sun, crawling with invincible and patient malevolence slowly down the alleys and byways of the Quarantine Zone. What had they released?

They tumbled over the wall into the slums, and already they could see movement about, as people felt the thing coming before they could even see it. They ran straight to the crime boss, the red something-or-other, and told his minions to get everything he had out on the street now. They didn’t wait around to die though, and ran on, towards Downtown. By the time they got to Downtown word had reached someone somewhere that a Big Thing was arisen, and they saw many Neverborn hunters from the Guild rushing down to the slums. They even saw Travis Cain, though they didn’t bother to offer him any useful information. Instead, they ran.

Their adventure ended there. The townsfolk hid and for the whole night battle raged through the slums, as the red gangs and the Guild fought the beast. By morning many of the red gang were dead and their leader was a hero, the black shadow beast defeated. The PCs were able to quietly hand over the watch to Dr. Jacobs and retrieve the reward, and no one – not even Dr. Jacobs, though no doubt he suspected – was aware that Malifaux’s near destruction was the fault of a group of young idiots opening the wrong grave.

The next day they received 15 scrip. So who really cares?

If the Autumn Bridge shakes in your bellows

Your every breath will be your last

For you must dredge the waters till the Just give up the Dead …

The sands of waters will make you clean

And you will hear the whispers beyond

I recently started playing in a short Malifaux campaign, with my regular group, that is intended to be a light-hearted relief from the dark and intense worlds we usually play in. You know you’re up to your neck in sinister gaming when Malifaux is light-hearted relief. The Malifaux RPG, Through the Breach, is an interesting and entertaining port of the Malifaux miniatures battle game to role-playing, and so far it has been a lot of fun. I am playing a character called Penitent Benny.

Were you seeking absolution?

Were you seeking absolution?

Penitent Benny was born in prison to a convict family, and has lived his whole life in prison, on the mundane side of the Breach. He was born before the Breach was opened, and in the world of his youth he was legally entitled to amnesty and freedom when he reached the age of 21. His whole teenage life in prison was lived in breathless anticipation of release at 21 into a world he had only ever heard about through rumour and prison gossip, but at 20 his one hope was snatched away from him: the Breach reopened, and the Guild discovered a sudden need for convicts to mine for soulstones in the new world. Benny’s release was cancelled and all children born into prison were doomed to stay in prison until they were fetched for labour beyond the Breach. Benny’s hopes for freedom destroyed, he was forced into the world of the adult prisons, and spent the next 10 years in the most brutal depths of the system, awaiting transportation.

With the reopening of the Breach many things changed in the world, and new religious movements formed. One of these, the Penitents of the Breach, saw the opening of the Breach as a consequence of humanity’s moral failings, and the use of soulstones as an abomination. They traveled the world scourging themselves to try and close the Breach through penitence, taking the whole world’s sins onto their own backs; and they also raided prisons and freed prisoners, in hopes of destroying the means of producing soulstones. Those prisoners they freed were killed or forcibly converted, and one day Benny found himself liberated to face this choice. Like most of his fellow prisoners he chose penitence, and for the next five years he too traveled the world, scourging himself, raiding prisons and “liberating” their inmates. But as time passed he found himself drawn to the Breach – his faith in penitence wavered, and in place of hatred he found a strange yearning for the mystical Breach. Eventually he left his Penitent sect, and traveled across the world to the Breach, looking for work on the other side. It is at the end of this journey, passing through the Breach, that Benny’s adventures began. Stepping onto the platform at Malifaux station, he felt himself a man reborn – purged of all the sins of his old world, scourged and free in the world whose existence had robbed him of his youth, and which had loomed threateningly over the last 15 years of his life. Repenant and scourged, Penitent Benny stood ready to face this new world and make himself anew.

Penitent Benny is a tall, powerful man in his late thirties, completely incapable of hiding his past. He dresses in leather chaps and wears only a harness over his torso, leaving most of his upper body bare to the elements. He is covered in prison tattoos, already fading, but over these tattoos are another layer of penitent tattoos, carved in complex lines in sepia and black. These tattoos are complex patterns of masks, tomes, crows and rams. His back is covered in a huge tattoo of a two-headed ram, carved in exquisite detail by one of the master tattooists of the Penitents and overlaid with subtle patterns of masks and crows. His back ripples with old scars, the visible and permanent marks of his many years of scourging, and the rest of his body bears the scars of years of hard prison life. His face is plain and scarred, topped by a mohican of red and a shaved skull decorated with subtle sepia tattoos. His prison number is tattooed on his arm and behind his ear, and past owner’s names on his inner thighs. Penitent Benny wants for nothing because he needs nothing, and has never known riches. He travels light, carrying only two bowie knives strapped to his harness, and a long and vicious spear that has a ring of rat’s heads hanging from coloured threads near the blade.

Despite his ferocious and outlandish appearance, Penitent Benny is blessed with a modicum of charm, rough and blunt though he might be. He speaks in the portentous semi-poetic absolutes of the fervent believer, and has the confidence of a man who cannot fall further, but will not bend or buckle. This gives him powers of leadership in moments of strife and conflict, though he is not the kind of man one would send to haggle over the price of beans, nor would one entrust one’s daughter to him. However, in a land of struggle and death, people naturally look to a man of Penitent Benny’s character and appearance for inspiration and leadership, and in his own rough and uneducated way he can sometimes provide it.

Penitent Benny’s class is Criminal, and he focuses on stealth and melee combat. His primary expertise skills are in medicine and wilderness skills such as tracking, so his character vision doesn’t quite match his pursuit, but this is of little matter at this stage in our campaign. Benny’s Resilience and Tenacity are terrible, indicative of his inability to remain penitent or to avoid the lure of the Breach. He survives primarily on his Cunning and his Might, and although he isn’t stupid he doesn’t really care to think things through so much. Penitent Benny likes to fight and to make strong declarations. Subtlety is for prison administrators and accountants, both of whom are best found at the bitter end of Penitent Benny’s well-used spear.

Penitent Benny is an ideal man to carve out a new world in the wilderness of the land beyond the Breach. He does not look back, and has nothing to lose, and what he lacks in bravery or toughness he makes up for in brashness and aggression. An ideal ally to have in front of you, but no one to rely on when the chips are down, because he has never known anything in life except thinking about himself and staying alive from day to day. Unfortunately for our little group of outlaws, he is the only one with any charm or leadership ability. To what ugly scourging will Benny attempt to lead his little band of misfits …?

If you go down to Gotanda today ...

If you go down to Gotanda today …

On Sunday I played a quick(ish) game of Malifaux with two of my regular role-playing crew. This was my first ever game of Malifaux, and I was quite impressed – it’s a smooth and enjoyable small squad battle game, with a cute mechanic and powers that are easy to learn, as well as very pretty design and a rich atmosphere. This is a brief report of the battle, which ended in a brutal all-party conflagration in the middle of the field.

Don't go to the nursery, dreamer, you won't like what you see ...

Don’t go to the nursery, dreamer, you won’t like what you see …

I played the Neverborn, and my foes were the Resurrectionists and the Guild (I think). We played on an 8×8 battlemat, with two strategies each. My team were:

  • Zoraida, a leader with a heavy magical bent
  • Teddy, a big furry bastard with teeth
  • Baby Kade, a small and unpleasant child with nasty knives
  • Candy, a blank-eyed Goth Lolita with a bag of poisoned sweets
  • Terror Tot, your classic vengeful infant
  • Sorrow, some kind of spirit creature with a mean turn in misery and pain
  • Voodoo Doll, Zoraida’s totem and a big mistake

The Guild player, Big R, went for a small squad of Death Marshalls, the Scales of Justice and some random guy with a big hammer (?) who died. The Resurrectionist player, Aloha-san, went for an absolutely brutally murderous leader called Seamus, some gravedigger dude, a Flesh Construct that is famous for taking huge damage, and a woman who could bury herself. Which didn’t work. There was also a zombie punk samurai thing. My foes went for strategies based on putting markers down on territory, one of which was Squatter’s Rights, which led to a protracted battle between undead and guild members in the middle of the board.

Because Candy and Baby Kade both have “Manipulation,” which makes it a challenge for opponents to attack them, I went for two secretive strategies:

  • Deliver a message: Candy has to rock up right next to an enemy leader and use all her actions for the round delivering it a message. Standing in front of an enemy leader doing nothing is … a challenging proposition. But if you have a challenging proposition, why not put it to a blank-eyed Lolita with a bag of poisoned sweets?
  • Bodyguard: Baby Kade had to stay alive as long as possible; at turn 4 (with two turns to go) I had to reveal that he was the bodyguard; I got bonus victory points if he was still alive with more than half hits at the end of the game. Baby Kade is fiendish difficult to hit, but he is just a baby …
Ted shambles toward Bethlehem

Ted shambles toward Bethlehem

When the battle started I split my forces, sending Zoraida, Candy and the Sorrow one way towards the Guild’s forces, and Teddy, Baby Kade and Terror Tot the other to take on the Resurrectionists. What’s not to like about a giant, blood-stained teddy bear with massive teeth and two psychotic babies crawling into battle? I soon discovered the power of this gang together – Terror Tot and Baby Kade both have pounce, which means that they get an automatic attack on anyone who moves into their engagement range, and once Teddy gets his hands on you you aren’t leaving the engagement. This little squad of creepy doom caught the Flesh Construct just after he had placed a marker down on a victory point. The Flesh Construct lasted into the 2nd Turn, and my little team came out of that encounter unscathed. Oh Teddy …

Meanwhile I discovered the power of the Voodoo Doll in a tight group. Selecting it to start with was a mistake, because it moved so slowly that Zoraida’s first action was to summon a new one with a spell, causing the old one to die. I could have used those 4 soulstone points on magic of some kind! The newly-summoned Voodoo Doll also got to put a “Sewn Fate” on a Death Marshall, which makes it vulnerable to all other attacks and means it takes damage if it injures the Doll. Zoraida started throwing magic at it to make it shoot its own men (she has a pretty turn in domination magic!) and the presence of the Sorrow meant that the Death Marshall kept taking damage from failed willpower duels. In desperation Big R had this unfortunate Marshall shoot the Voodoo Doll down, killing itself at the same time, and Zoraida just immediately summoned another one, which put a sewn fate on the next closest Marshall. This Marshall did so badly from the presence of the Sorrow that it was reduced to 1 wound simply through badly-timed activations and failed willpower duels, before it had even been attacked. But before it died it did manage to kill a member of its own team (Scales of Justice) at Zoraida’s bidding.

This was all a sideshow to the main action, though, which was the battle on the raised central area. Aloha-san and Big R had both selected a strategy which required taking and maintaining control of squares in the centre of the board, and they were beating the living (and un-living) crap out of each other for possession of those marks. The Resurrectionists were summoning zombies from the dead, and Seamus was blasting hell out of anyone who he could see, but Lady Justice (the Guild leader) was doing an awesome job of mincing his crew. This gave me plenty of time to pull my crew into the battle unharmed, and I entered the centre of the table with no injuries and a full crew. At this point I had to reveal Kade’s bodyguard status, and Seamus immediately went to town on him with his pistols – but Baby Kade was on his own now because in order to win I had to get Candy right up to the base of the nearest leader (Lady Justice) within 2 Turns (the game ended at Turn 6). She could get within 4″ in Turn 5, but in order to deliver her message in Turn 6 she couldn’t move (it uses a full action). Fortunately, I could get Teddy to within striking range of Lady Justice. Once he hit her, he could push her 4″ and get into base-to-base contact with her, activating his “gobble you whole” power.

Turn 6 started with Candy in base-to-base contact with Lady Justice, Terror Tot in pounce range, and Teddy ready to munch, but with one other Guild crewmember within missile-fire range. Seamus, the only remaining Resurrectionist, was letting rip with everything he had on Baby Kade – an unfortunately terminal situation for Baby Kade. Initiative was drawn – and Big R won! Lady Justice could act first, and dismember Candy before she could deliver her message! Except … that in the previous round one of my crew (Zoraida?) had cast a spell that induced “Mood Swing” on the other Guild crewmember, allowing me to choose to activate that crewmember in place of any other Guild crew at a time of my choosing. I chose now, so Lady Justice didn’t get to tear Candy apart, the activated crew member failed to kill her, and she delivered her message:

You are going to die

After which all my crew whaled on her, finishing, appropriately, with Teddy delivering the killing blow and swallowing her whole. The other Guild crewmember died during this Turn too, as did Baby Kade, which left me with all but one of my original crew, the Resurrectionists with just their leader, and the Guild completely killed, their leader eaten in one bite by Teddy.

But when we added up the points from our strategies we were all on equal victory points.

I think that’s the definition of a Pyrrhic draw, at least for the Guild. But at least Teddy didn’t go home hungry…

Malifauxcent thoughts

This game was excellent, and the battles and magic so much fun that it was hard to remain focused on strategies – we all just wanted to have at each other and see what happened. The basic mechanic involves drawing a card that resembles a standard playing card (but with very pretty gothy designs), using the number plus an attribute to determine success. The symbols on the cards can act as triggers for additional effects. Every round you also have a hand of 6 cards you can use to “cheat fate,” basically swapping your drawn card for one from your hand to get a better result. Sometimes you get “+” or “-” which are like advantages/disadvantages in D&D 5th Edition (you pull two cards instead of one and choose the best or worst respectively). The abilities and talents of the creatures are all on easily accessible cards, and there is a minimum of tokens and other fiddliness. All you need to do is flip over your card to see what it can do, then do the card draws as required. Soulstones (if you have any) can be used to further cheat these draws.

This mechanism is really fun and, in conjunction with the wide range of sneaky and devious manoeuvres on the cards, generates a really rich and challenging combat environment. Once you’re used to the rules – which are very easy and quick to pick up, and all there on the card – it’s really easy to make decisions and work out what to do, and with just 5-7 crew members it’s not hard to get abreast of your options. Overall it seems like a really well-designed and fun system. There is a role-playing game of Malifaux coming out soon, and I think it could make a really cool system and game world. This game is well worth trying if you get a chance!

ビクトリア世紀の女が可愛いですか?

52ページ(戦闘)くらいまで読んだ。少しリビューを読んで、考えた。

見た目は、このゲームは面白そうです。戦闘は簡単が、作戦が複雑みたいです。

攻撃解決は簡単:運命(fate)カードを出して、値を能力に足す。敵が同じ感じで防御を決める。最高値が勝ちそうですが、次の一歩は、 「cheating fate」です。負けそうな相手は、「control hand」の別の7枚のカードから出たカードの交換ができる。それにも、特別な「soulstone」というアイテムを使って、カードもう1枚が出せて、 足せる。そして、勝ちそうな相手もそれができる。

トリガー(trigger):いろな事象が他の事象の原因です。これは「trigger」と言います。たとえば、キャラクターが損傷したり、死んだり、魔法の意図になったりすると、事象が起きる。この事象が普通に危ないから、プレイヤーが相手の特技を知らないといけない。

世界:ゲームの物語は、ビクトリア世紀の魔法的なスチームパンク世界です。4つの組がある:「The Guild」(法文の組合);「Resurrectionists」(妖術師);「neverborn」(悪魔);「arcanists」(魔術師)。こ のビクトリア世界の中で、他の世界に行ける「breach」(隙、かな。。。)が発見された。他の世界は「Malifaux」といわれている。他の世界で 「soulstone」の鉱山がある。奴隷が鉱山で「soulstone」を取って、「soulstone」が魔法の支えです。皆さんは 「soulstone」を取るように、戦闘している。

今までそれだけしっている。まだ詳しい言語が分からないですが、基本通訳ができると思う。やってみたい!