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Wyrd Chronicles - Ezine - Issue 28
Wyrd Chronicles - Ezine - Issue 28
Wyrd Chronicles - Ezine - Issue 28
28
budget - THE NEVERBORN Sometimes you Get a behind the scenes look at Wyrd's
Choose your Master and can love someone game design team. Starting with their Vol.
build a competitive crew to death. newest designer, Kyle!
Cli
ck to
na v igate! WYRD
CHRONICLES 28
FOREWORD..................................................................................1
STARTING MALIFAUX ON A BUDGET - THE NEVERBORN................ 3
:
Nootneany pargneto GET TO KNOW A WYRDO.............................................................13
Click r to retu
be x!
num his inde
t
THE OTHER SIDE… OF PLAYTESTING.........................................17
BLACK BETTY...........................................................................21
STARTING A STATION............................................................... 32
DENIAL OF SANZU.................................................................... 40
Cabin In The Woods ....................................................... 52
content guide
stories terrain game sessions mechanics fun & tactics painting battle-reports gallery
Layout
Graphic Artist
Jorge Gomez
John Cason
Contributing Authors
Mike Wallace
Aaron Darland
Marko Paunovic
John Cason Art Adrian Scott
Lindsey Rode Alyssa Menold Paul Lippincott
Hardy Fowler Lindsey Rode
Editor Jorge Gomez
Lindsey Rode Iwo Widulinski
Various Drop Gators Melvin de Voor
I mean holy crap do we have stuff planned for 2017! Let's start with the announcement of a whole
new edition of Through the Breach. Mason has done an amazing job of tuning up all the rules while
making them completely compatible with every one of our supplement books. On the other side
of the office, Aaron's been hard at work on Wave 5 of Malifaux, and the team's been practically
bouncing with ideas for new models. Speaking of The Other Side, the Kickstarter has ended but
you can late pledge and grab all those Stretch Goal goodies! Finally there's a certain board game
that yours truly has been working on, and the time that I can stop teasing you about it grows near.
"How are we getting all this done" you ask? Well we've managed to kidnap, I mean hire, a new
teammate! Kyle is our newest game designer and in true Wyrd tradition we have already blown up
his car (we find it helps prevent escapes).
And don't forget about the Worldwide Campaign 2017 for Through The Breach! The design team
has decided to join in the fun this year and will be playing and posting our mis-adventures alongside
everyone else.
So hold on tight everyone because we are hitting the ground running this year, and the world of
Malifaux will never be the same.
Lindsey
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Lilith a very capable melee fighter while Lilitu brings control,
using Lure to pull in models and then lock them down
The Mother of Monsters might look like a high-damage with her huge 4” ranged Barbed Whip attack. Thanks
melee monster, but her playstyle has some surprising to Same Oppressive Force, the twins share any
depth. Lilith is best described as a guerrilla fighter. conditions or healing with each other, with Lelu’s Lie
She mostly hides in the shadows, blocking enemy in Wait action giving Pounce (an attack on any model
sight lines with Illusionary Forests or slowing them who’s pushed into range), which works especially well
with her Wicked Vines. Then, when the time is right, with Lilith's and Barbaros’s push effects!
she can use Tangled Shadows or her Wicked Mistress
upgrade to pull in and isolate enemy models before her Finally, we have what might be the most popular model
crew tears them to pieces! When taken together, this in the Faction - the Doppelganger. It’s not hard to see
gives her tremendous flexibility on the table, being able why the Doppelganger is so valued. Ill Omens lets you
to either manipulate the enemy from afar or tear them cheat your initiative flip to go first each turn, and Don’t
apart in bloody melee. Mind Me lets her take Interact actions even while
engaged (which is invaluable for certain strategies and
Lilith’s crew box comes with her Cherub totem, three schemes). For her attacks, she’s able to use Mimic to
Terror Tots, and her henchman Barbaros. The Cherub copy the actions of other friendly or enemy non-Masters
is great for disrupting your opponent’s models while nearby. From shooting enemy models with their own
helping your own crew achieve schemes involving the guns to copying high damage attacks to getting extra
Interact action, while the Terror Tots are fast objective uses out of powerful “once per activation” actions, the
runners with decent damage potential for their cost. potential combos are almost limitless. Altogether, the
Barbaros is the tank of the crew, with a talent for Doppelganger makes for a wonderfully flexible model
pushing enemy models around with his attacks. Push for your crew.
effects are amazing tools in-game, especially when Lilith
(with the Living Blade upgrade) and her Terror Tots can Beyond these purchases, Lilith plays well with any
gain free attacks against pushed enemy models! The models that, like her crew box, have the Black Blood
crew box is very well rounded with some great mobility, ability (which damages nearby models without Black
killing power, and resilience right off the bat. Most of Blood whenever they’re damaged themselves). Good
the other things you’ll want for Lilith involve improving examples are Nekima, Corrupted Hounds and the
her guerrilla-style of fighting, whilst reducing the crew’s Black Blood Shaman. There’s also the chance to
reliance on Lilith herself for outright damage. try out a Nephilim Grow list, which uses
the Rapid Growth upgrade and/or the
When you’re fighting from the shadows, it helps to Black Blood Shaman to grow
have some trees to hide behind. This is where your your Terror Tots into Young
first purchase comes in – a box of Waldgeists! With Nephilim and even the
their high Armor and Perfect Camouflage to blunt mighty Mature Nephilim!
enemy shooting and charges, these tree monsters are It’s not always easy to
incredibly tough for their cost. They also offer plenty pull off but when you
of disruption with Germinate placing severe terrain, do, it’s a lot of fun
and their very long reaching Tangling Roots melee to see in action!
attack with triggers to Slow or immobilize the enemy.
Altogether, the Waldgeists are your tar-pits. They’ll sit
up front and hold off your opponent’s crew, leaving Lilith
free to kill exactly who she wants at her own pace.
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Pandora Beyond her initial crew box, Pandora’s first choice is
arguably the most iconic model in Malifaux – Teddy.
Pandora is the Master of Despair with a playstyle This adorable, blood-soaked monster can deal a
focused heavily on the game’s Willpower (Wp) stat. massive amount of melee damage with his Hug
With it, she makes models punch themselves (Self attack. Terrifying (to avoid getting hit) and Smell
Loathing and Self Harm), fends off attacks against Fear (to hit things that fail Wp duels) both play well
her (Expose Fears, with Fading Memory to push into Pandora’s playstyle. With Regenerate, he can
away after she wins), and controls your opponent’s take a few hits and, thanks to Baby Kade’s “Where’s
activation order (Incite). Everything Pandora does Teddy?” action and his own Gobble You Up spell,
involves her opponents making (and failing) Wp Teddy is surprisingly quick. But most importantly,
tests, and when they do they take 1 damage from her Teddy is the ideal “Plan B” model for Pandora’s
Misery aura. These small amounts of damage really crew. Pandora sometimes runs into trouble if your
add up over time. Throw in her Sorrow minions (who opponent throws down a model that is resistant to
also have Misery), and each failed Wp duel starts your Wp-based shenanigans. For those situations,
dealing even more damage until your opponent’s crew you need a Plan B – a model that is not reliant on
has either annihilated themselves from Pandora’s your crew’s primary playstyle. With his fearsome, Df-
attacks or just run for the hills to keep out of her based Hug attack, Teddy is very well suited to that!
reach. Either way, she’s sure to cause a lot of despair
for both your opponents and their crews! From cuddly toys to the downright mind-breaking, it’s
time for the Insidious Madness! These tentacled…
Pandora’s crew box comes packed with her in-theme things… are cheap minions with actions and abilities
Woes - her Poltergeist Totem, three Sorrows, Baby that cause more Wp duels or make Wp duels harder
Kade, and her Henchman Candy. The Poltergiest and to win. While Wp is great for Pandora, what she gains
Sorrows play into her Wp-based playstyle, respectively most from these models is speed. An Insidious
making it harder for them to pass those Wp duels or Madness is fast enough to sweep up the flank and
punishing them hard when they do fail. Candy focuses achieve the mobility-based schemes Pandora would
on controlling and punishing your opponent’s activation otherwise have trouble fulfilling. Then, once they’ve
order, and in a twist of irony, the adorable Baby Kade done their job and scored you some VPs, they can
is the crew’s Carving Knife-wielding killing machine! scoot back to Pandora to help mess with your
Overall, the crew can dish out some incredible control opponent’s crew.
or damage against any poor fool who wanders close
enough. However, their weaknesses are a reliance on Keeping with Pandora’s love of children, we now
Wp-based attacks and a tendency to stick together, have the impetuous young Iggy. Like the Insidious
which limits the crew’s ability to threaten more than Madness, Iggy can make it harder for the nearby
their own corner of the board. models to win Wp duels (Throw a Fit) or add to the
crew’s incredible activation (Incite). But one thing
Pandora especially values is an ability they both
share - Martyr. This allows Iggy (and Pandora) to
redirect damage dealt to friendly Woes (eg, Pandora,
Sorrows). Sorrows can often be high priority targets,
so being able to keep them alive is invaluable.
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Zoraida whenever you need to hold ground. As it turns out,
they’re also Swampfiends, once again giving you a
Pandora may have been my first Master, but Zoraida way to resurrect Bad Juju after his death.
was my first love! As a manipulator extraordinaire,
Zoraida controls the field, primarily with her Obey, Finally, it’s time to bring in the big (and stinky) gun
to force other models to take an action. She also – McTavish. As a Gremlin Mercenary, he can be
can Bewitch to draw cards whenever the target does hired by Zoraida and packs a serious punch with
something (often giving her an incredible hand for both his close ranged Alligator and long ranged
her crew to cheat with). She does very little damage Hunting Musket. This takes some pressure off Bad
by herself, but, in true swamp-hag fashion, she can Juju when it comes to killing. Plus, he offers some
summon her Voodoo Doll and then link it to other amazing synergies with the many Swampfiends in
models via the Doll’s Hem action. Then, when the your crew. The Swamp is My Home makes nearby
doll takes damage or gains a condition, so will the Swampfiends harder to hit at range. With his My
target! Overall, Zoraida is a Master who works behind Loyal Scouts trigger, McTavish improves his Hunting
the scenes. She’ll rarely draw blood herself, but is Musket when there are Swampfiends nearby. But
happy to force others to do her bidding, neutralize most importantly…who wouldn’t want a hillbilly riding
key models with her Voodoo Doll and give her crew a giant alligator in their crew?!
the cards in hand to do their job.
Despite my above recommendations, it’s not actually
Zoraida’s crew box is stacked with slippery necessary to focus on Swampfiends when playing
Swampfiends. There’s her “Henchmud” Bad Juju, Zoraida. Only Bad Juju and McTavish benefit from a
three Silurids, and her Voodoo Doll (the only non- Swampfiend-heavy crew, so without them, Zoraida’s
Swampfiend). Bad Juju provides the muscle, being a potential hire options massively expand. Her non-
fearsome killing machine who, with the Eternal Fiend specific, support-focused playstyle will work with
upgrade, can return from death whenever a friendly any model you take. However, I will recommend the
Swampfiend dies. Silurids are super-evasive minions Nurse (a Resurrectionist hired with Zoraida’s Enthrall
and are some of the best flankers in the game. Overall, ability) or Iggy. Both are amazing, but their ability to
Zoraida’s crew box is incredibly mobile and hard to stack some horribly debilitating conditions onto your
pin down. Even with Bad Juju’s muscle and Zoraida’s Voodoo Doll (and thus the Voodoo Doll’s Hem target)
manipulation, this crew can have a hard time holding can get truly ridiculous.
ground and will need some extra killing power.
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Jacob Lynch comes to non-kill focused objectives like controlling
distant parts of the board or placing scheme markers.
Whether taken in Ten Thunders or Neverborn, the
dual-faction Jacob Lynch remains the drug peddling, When Lynch needs a fast scheme runner for his crew,
casino-owning, and card cheating Master with a he takes Terror Tots. These bloody babies are nice
monster. As a compulsive gambler, Lynch has some cheap minions and have distinction of being one of
great card tricks available. There’s Mulligan to the few Neverborn who can take advantage of Jacob
improve his hand and Ace in the Hole to reuse spent Lynch’s Ace in the Hole ability. By recycling the Ace
Aces. There are also a variety of actions and abilities of Masks, a Terror Tot can use his Sprint action to
to convert those Aces into some serious damage! consistently move 20” per turn, virtually guaranteeing
Lynch, the Hungering Darkness, and most of his your Tots will get to where you want them.
other in-theme models also take advantage of the
Brilliance condition, spreading it around and using With the speedy death-babies sorted, it’s time
the crew’s innate synergies to crush your opponent to acquire some “Fatal Attraction” in the form of
with overwhelming damage. Together, this makes for Beckoners. As one of Lynch’s in-theme Darkened
a Master who offers a brutal combination of crew models, the Beckoners exchange killing power for
support and outright killing power! manipulation. Their Lure spell allows you to pull
enemy models off objectives and into your crew's
Jacob Lynch’s crew box comes with his terrifying killing zone, making it much easier to take down
Totem/Henchman – the Hungering Darkness – and models without exposing yourself. Their Despicable
three Illuminated. Both the Hungering Darkness and Promises attack gives you an easy way to apply
Illuminated are tough and VERY hard hitting, focusing Brilliance to the opponent. With the Beckoners
almost exclusively on the Brilliance side of Lynch’s various abilities and actions, such Brilliance
playstyle to maximize damage. This induced models might be unable to remove their
gives you an elite crew who’ll crush Brilliance (The Party Never Ends), be prevented
anyone who gets close, but they’re from Interacting (A Pleasant Distraction), or
unfortunately lacking in cheap simply find it much harder to strike back (Don’t
utility models and mobility. Bite the Hand). While they lack the resilience or
The crew will struggle when it killing power of an Illuminated, the Beckoner’s
control and manipulation tricks are invaluable to
your Lynch crew.
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Collodi Effigies wholesale (Bag of Props) or can spread
any conditions the Effigies might have to all nearby
Control is a common theme running puppets (Fated). Eventually you’ll want access to
throughout the Neverborn. For instance, Lilith most of them but, for the time being, you’ll want the
can control movement, Pandora controls Brutal Effigy. His own condition, Fear not the Sword,
enemy activations, and Zoraida controls lets the Leader heal when they damage and draw
your fate (via your card hand). But if a card when they kill. That easy heal can keep the
you want to control your opponent’s Marionettes and/or Collodi going for far longer than
crew, look no further than Collodi, they should. It makes the Brutal Effigy a high priority
the Puppet Master himself! target for your opponent, which is a very good reason
Collodi hires puppets from to make him your first purchase!
any Faction and can summon
yet more puppets during the While your Puppets thus far have been of the dirt-
game. His greatest trick, though, is cheap variety, the next purchase is something
manipulating an enemy caught in his chunkier in the form of Stitched Together. These
strings. Depending on triggers, Collodi’s Pull the horrid bags of Governor-knows-what are heavy
Strings attack allows him to slow down and take control hitters with a high risk, high reward style. Their two
of enemy models. His My Will, Puppet Master, and attacks will either deal damage (Gamble your Life)
Strum the Threads upgrades gives extra actions to his or draw cards (A Game of Chance). But, should its
Puppets (or Minions). Then, depending on his chosen attacks fail, the Stitched itself will suffer the negative
upgrades, he’ll either boost the puppets around him effects! You can rely on these Minions to make a
(Fated) or use those same puppets to power himself big impact before they die with Hard to Kill and
up (Bag of Props). Collodi and his puppet-sphere can Eternal Nightmare. These abilities not only make
create an imposing no-go zone for your opponent in them harder to kill but also give them the chance
which victims will become unwilling allies or be torn to Reactivate. By using Collodi or Vasilisa to move
apart by a wall of wooden claws! them up and grant yet more actions, these Puppets
are a consistent threat that your opponents will learn
Collodi’s crew box comes with a literal horde of tiny to loathe.
Puppets: four Marionettes, three Wicked Dolls,
and the “Hench-doll” Vasilisa. The Marionettes are Collodi’s tendency to cluster his crew up makes
Collodi’s cheap and tough protectors, while Wicked him dangerous for anyone who gets close, but it
Dolls are “melee-supporters”, adding poison to the limits your ability to reach out and touch someone
attacks of friendly models and ensuring that poison in less accessible parts of the board. This is where
damage ticks more often. Finally, Vasilisa is a very the dreaded Coryphee come in. Unnaturally fast,
quick flanking-type Henchdoll with the potential to notoriously difficult to hit, and with a solid melee
lock down an enemy model and give extra movement attack, Coryphee are a great choice for when you
or actions to other puppets. Overall, the crew box need a fast (albeit brittle) minion who’s deadly
gives you a lot of cheap puppets who, with Collodi’s enough to threaten areas out of Collodi’s reach.
synergies and control tricks, make for an effective
force when clustered together on the table. What Collodi’s synergies work best with a crew full of
they’re missing, however, is genuine killing power and puppets and to a lesser extent, non-puppet minions.
a way to dominate areas of the table that Collodi’s After the above suggestions, you can’t go wrong by
puppet-sphere can’t reach. filling out your collection with yet more Effigies (I’d
recommend the Arcane, Lucky, and Shadow Effigies
The first model on Collodi’s shopping list should be first), the Bunraku, and a Mannequin. The Performers
the Brutal Effigy. Each of the seven Factions have (who come boxed with the Mannequins), Illuminated,
an “Effigy” model that can buff their Leader with Widow Weaver, and Lazarus are all good non-puppet
their own unique condition, and they are an essential picks. Lazarus is a particular standout because he
part to Collodi’s playstyle. Depending on the upgrade can effectively use Assimilate to give Collodi (or any
you choose for Collodi, he can either summon new construct) a free action!
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The Dreamer Whatever you do with Dreamer, you’re going to want
a box of Stitched Together. I already espoused
The Dreamer is a magically inclined adolescent their virtues with Collodi, and they’re no less useful
who terrorizes the poor inhabitants of Malifaux with with Dreamer. With the Dreams of Pain upgrade
Nightmares created from his own twisted mind. they’re a great model to summon. The Daydreams
His playstyle tends to split between summoning can push them into position and the Dreamer is
said Nightmares, healing and supporting those quite capable of healing them up. That last part is
Nightmares with his various talents, and bringing especially great since it lets you take a Stitched
out his best friend, the appropriately named LORD back above it’s Hard to Kill threshold. This makes
CHOMPY BITS. Which playstyle you choose for the them tougher to finish off and granting yet another
Dreamer will be reflected in what upgrades he is chance to get Reactivate next turn!
given. Restless Dreams enables you to bring out
a better LORD CHOMPY BITS with more regularity, Next up, we have the Twins again – Lelu and
but the costlier Dreams of Pain will let you summon Lilitu. Expanding on what I’ve said above, the
a much wider (and more dangerous) array of Twins are also Nightmares. They can therefore
Nightmare models. Both playstyles have merit but be summoned by Dreamer and synergize well with
when starting out, you’ll probably be using Restless his various tricks. Of particular value is Dreamer’s
Dreams until you have enough Nightmares to try his innate healing via Pleasant Dreams and his Empty
summoning side. Night action. With Same Oppressive Force, you
can effectively heal two models for the price of
Dreamer’s crew box comes with 3 of his Daydream one, making it easy for Dreamer to bring them back
totems, 3 Alps, Coppelius, and (of course) his from the brink of death.
friend LORD CHOMPY BITS. The Daydreams and
Alps are Dreamer’s super-cheap summons, there Finally, there’s the Insidious Madness. Much like
to support your crew and hinder your opponent with Pandora, the Dreamer appreciates the Insidious
Wp-related debuffs. Coppelius is a fast Nightmare Madness for its high movement and ability to
Enforcer who can hunt down enemy flankers to pluck skirt around the flanks for certain schemes. The
out their eyeballs (yes, really!). LORD fact that it’s a Nightmare means Dreamer can
CHOMPY BITS is the no holds barred summon one with Restless Dreams and support
killing machine whom Dreamer can it with his Nightmare-specific synergies. Dreamer’s
regularly bring out. While the box crew doesn’t utilize Wp-based attacks as heavily
gives you a lot of what Dreamer as Pandora, but they’re common enough for the
needs to play, almost all of what Insidious Madness to help out once it’s done
you get tends to be summoned running schemes!
in-game, rather than hired into
your crew. At best, you might At this point, you should not only have a capable
have The Dreamer, Coppelius, crew with plenty of options to throw on the table,
and 1-2 Daydreams in your but also have plenty of models Dreamer can
starting pool. So you’ll need summon with his Restless Dreams upgrade. To
some solid additions before further expand Dreamer, the Bandersnatch can be
you can field a legitimate a good choice since it is your last summonable
crew at any game size. nightmare. Widow Weaver and Teddy are also
powerful inclusions. A lot of Dreamer’s support
tricks can work with non-Nightmare minions, so
Illuminated, Waldgeists, or the Autumn Knights
(see Titania, below) all have potential.
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Lucius move these otherwise slow garbage bags up the table
and into prime gambling range.
As the Governor’s personal secretary, Lucius is a
dual faction Master that treads a fine line between With your minions sorted, it’s time for something a
his Guild and Neverborn halves. He’s a Leader in little meatier…like the meaty fists of Mr. Graves!
the most traditional sense, possessing a suite of As a Mimic he’s got some in-built synergies with
actions and abilities to improve the effectiveness Lucius’s actions and abilities, plus he’s tough as
of his own crew. Commanding Presence and Issue nails and deals some solid damage in melee. With
Command both hand out extra actions to his crew, Lucius nearby he’ll get a positive flip to all his
while Elite Training improves their fighting prowess in attacks (from Elite Training). That even includes his
melee. Guild Intelligence helps place those valuable “Show ya the Door” action, which pushes models
scheme markers. Highest Authority can make around (possibly with a free melee attack on his
Lucius harder to hit, and between Devils Deal and “And Stay Out!” trigger). This makes him great for
his trigger on the Surprisingly Loyal upgrade, he’s disrupting enemy models and granting yet more
effectively able to pass off successful hits to nearby mobility to your own crew!
friendly models. This means Lucius has the potential
to become an incredibly resilient tank. In particular, Despite being Ten Thunders models, the Terracotta
the trigger on his Sword Cane can make it almost Warrior’s Mimic characteristic allows them to be
impossible for the target to hit Lucius or most of his hired by Lucius and, frankly, they’re amazing! The key
crew (specifically Minions and Mimics), enabling him is the Warrior’s Thousands Strong ability, which lets
to lock down key enemy models at will! them discard a card to negate damage that wasn’t
directed at them by an attack. This allows Lucius
Unfortunately for budding Neverborn players, the to use his Devils Deal ability to effectively discard
Lucius crew box is filled with those dirty Guild models! cards to recover spent Soulstones, making for a
This includes his totem (the Scribe), two Lawyers, marvellously efficient combo. If that wasn’t enough,
his Henchman Captain Dashel, and two Guild Guard. Mold of the Other further protects your crew by
While Lucius can take them as a Neverborn Master granting a one-use condition that lets you redirect
with his Surprisingly Loyal upgrade, only the Scribe damage from a friendly Minion or Enforcer to the
and Lawyers (both with support/disruption roles) are Terracotta Warrior (which again, he can ignore with
worth taking without the full resources of the Guild. a discard). His Ancient Treasures lets you swap your
That’s not to say you shouldn’t start Lucius as a crews upgrades around on a whim. These models
Neverborn Master. Rather, you’ll just have to invest a can also be surprisingly damaging in melee, with the
little more time and resources into building his crew! Until I Shatter Trigger on his Clay Fists. There are a
lot of things to love about the Terracotta Warrior, all
Lucius first needs some hapless minions to lead, of which make him a near-mandatory inclusion for
especially since his signature Issue Command Lucius.
spell only works with Minions. There are
some solid choices for Neverborn and, when Lucius’s playstyle works best with Mimics,
you’re starting out, one of the best Minions, and Guardsmen. As you grow your crew,
choices are Stitched Together. They’ll focusing on these models is a solid approach.
easily fill your damage quota with Some Mimics of note are the Doppelganger,
their high risk, high damage Gamble Mr. Graves, and the Changelings. The Guild
your Life attack, and A Game of Austringer, Riflemen, and Pathfinder are the
Chance will let you draw Guardsmen of choice thanks to their great shooting.
some valuable extra It’s also worth considering the brutal combination of
cards. Lucius can also Iluminated and Beckoners. Then there’s Titania’s
heal them up with minions – the Autumn Knights. Thanks to their
a Trigger from his resilience and tendency to dump scheme markers
Issue Command everywhere, they work well with some of Lucius’s
spell, and he helps upgrades.
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Titania hand out. Once again, this is where the Twins come
in – Lelu and Lilitu. In addition to the potential killing
As Queen of the long dead (and now undead) Fae, power and Lure, they’re especially valuable for Lelu’s
Titania has the kind of glorious arrogance that you Lie in Wait action to grant Pounce. When paired with
only get from royalty! She also happens to be the a model like Tooth, they should find themselves with
newest Master for the Neverborn and brings a whole plenty of free attacks as Tooth pushes in and throws
array of new tricks to the Faction. Titania’s playstyle about your opponent’s models!
consists of dumping scheme markers to power her
resilience, killing, and movement effects. This works While all these combos with the Sorrows and Twins
to assist your crew and disrupt your opponent. Titania are great, there’s nothing wrong with having something
can also force plenty of Wp-based duels, using her on hand that can just beat your opponent’s models
Wp-based Wicked Silence attack, the A New Harvest into a pulp, trickiness be damned! There are some
Action, and her Thirsty Roots which forces a Wp great options in Neverborn for a nice big beater but
duel for anyone starting next to her scheme markers. for Titania, I’m going to recommend Teddy. With
Her damage output might be a little under the curve Titania pushing him into Flurry range and Teddy’s
compared to other Masters, but her resilience and Smell Fear converting a failed Wp test into a free
scheme marker synergies are refreshing for a faction Hug attack, this cuddle-machine can dish out some
that’s been traditionally been light on both. obscene damage when given half the chance.
Titania’s crew box is…beautiful. Seriously…have With the core crew sorted out, you’ve got plenty of
you seen it?! In addition to Titania, you get Gorar options for expansion. The Rougarou is another
(her Totem), Aeslin (her Henchwoman), and her three melee beater with Titania-friendly synergies, while
minions: Claw, Tooth, and Thorn, collectively known Nekima, Lazarus, and Tuco are all prime choices
as the Autumn Knights. The Gorar’s main purpose is for taking advantage of Titania’s Queens Champion
to one-time resurrect a minion who dies. Aeslin offers upgrade (which permanently buffs the first model
more Titania-type attacks, involving scheme marker in your crew to kill someone). Terror Tots and the
push effects, (0) actions to neutralize either spell- Insidious Madness have potential for flanking
casters (As Leaves on Wind), or enemy movement duties, while Changelings can function as a mini-
effects (Bound and Rooted). Claw, Tooth, and Thorn doppelganger with an ability similar to Pounce.
are very similar. They’re resilient minions with yet
more Wp duels for nearby enemy models (Curse of Until next time,
Autumn). However, they differ in their attacks and
the (0) actions they use to draw in enemy models. Adrian
Altogether, Titania’s crew forces plenty of Wp duels,
place scheme markers, resist attacks, push models
around, and generally disrupt your opponent’s crew
all game. What they lacking, however, is damage
output.
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GET TO KNOW A WYRDO
Lindsey Rode
DEEP IN THE HEART of Wyrd's game labs lurk the Q: When did you decide to become a game designer?
company's game designers, the full force of their
sinister concentration bent to the task of creating While I didn’t know it then, what ultimately inspired
new game life from blank documents. They help me to create games was my first playthrough of Final
create the stories, models, and rules for Wyrd's Fantasy 3(6). The characters and their involvement
many games, but who are these mad scientists? in such an imaginative, unique world made me want
to go out and make my own. And so when I was 12, I
Kyle Rowan is the newest addition to the Wyrd design did. I learned some of the basics of web design and
team. He comes from a strong video game design wrote up some rules that were loosely inspired by
background and brings a refreshing new viewpoint to Dungeons and Dragons, inadvertently making a play-
the group. Here at Wyrd we have a strong tradition by-post RPG in the process. Within a few years, the
of "learning to swim in the deep end" so he's game warped into something less rules-based and
already jumped in on his own projects. I managed leaned more heavily on world building. A few years
to convince him to take a few moments and answer later, when I was trying to figure out what to do with
some questions (I unplugged his monitor), so we my life, I looked back on those years and realized
could get to know this new Wyrdo. that maybe I was onto something and decided to
give game design a shot as a career. I’ve been at it
Q: I like to start out interviews with something ever since.
ridiculous. If you could be a cartoon character
who would you be?
I’m still a newcomer in the tabletop space, but my Q: What faction do you play in Malifaux?
favorite games are generally ones with memorable What Allegiance will you be choosing for
stories. Games are unlike any other entertainment the Other Side?
medium in that they allow the player to mold their
own experience rather than having it unfold for I’ve never been interested in what’s the most
them. I particularly like games that only give you competitive when figuring out what to play in a
fragments to a story, so that it’s a puzzle in itself to game. When I played Magic the Gathering, I was
try and understand your surroundings and its lore. always the guy who built mill decks or decks that
A good example of this is the Dark Souls series. did quirky stuff with graveyards instead of focusing
My all-time favorite video game is Shadow of the on something that burned or controlled a player into
Colossus, and while some may not view its story as submission. Sure, I rarely won, but I always had a
the forefront, it has an incredibly impactful story is blast playing the game. Gremlins and pigs amuse
there as long as you’re willing to dig for it. me – there’s just something about the catapulting
a pig across the battlefield that feels right. As for
Q: How much do you love Cinnamon, the Immolated The Other Side, I’ve got my eyes on the Gibbering
Rhino, from our new game The Other Side? Your Hordes. That isn’t to say that pigs and shark-people
options are 1) a lot 2) more than anything 3) I love aren’t competitive, but they’re strange enough to
Cinnamon with the passion of a thousand Burning Men. immediately interest me as a player.
PLAYTESTING IS ONE of my favorite things about Every piece of feedback I received from testers
designing games. It’s a chance to take an idea and was then filtered through my three key elements of
throw it to the community and see what bounces gameplay, looking for ways to promote the things
back. People will naturally latch on to the things they that I wanted or trim the things I did not.
like, so almost all feedback coming back is about
things that are a problem. Trying to fix these problems Speed of play elements meant that a lot of things
is the crux of playtesting. that have traditionally bogged down games I’ve
played in the past had to be whittled down to bare
Since we are starting up The Other Side playtesting elements. Tracking effects via tokens, damage,
for Kickstarter, I thought you might enjoy hearing a etc. all needed to be condensed into the form that
little bit about the playtesting process from Wyrd’s provided depth of gameplay with the least amount
side of the equation. There is a specific approach of hassle.
we take to playtesting… though sometimes it might
devolve into bouts of incoherent gibberish. Mobility meant that the units had to be able to
cover the battlefield, allowing players to adapt to
There are really two main phases to playtesting, conditions as necessary. There’s nothing worse
as far as I see it. For ease, I’ll call them Alpha and than feeling a poor deployment choice has ended
Beta (as this lines up with what people actually do the game. While I feel it should give an advantage to
in testing). your opponent, it should not be a crushing mistake.
This means that each unit has a fairly high Speed
and access to Orders that can swiftly carry them
Alpha Testing across the battlefield.
In the Alpha phase, I’m really focused on making The changing battlefield really drove a focus on
sure the game is fun. This means identifying the objectives and bringing in random elements. The
core principles you want to hit in the game. For Stratagem cards, for example, were far and away
The Other Side, I was focused on speed of play, the gameplay element that took the longest to gain
mobility, and a changing battlefield. acceptance by the playtesters. After many iterations,
however, they are now well loved by gamers as a way
to keep the battlefield fresh. It takes away some of
the known element to the game.
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Through over a year of alpha testing, we managed I tried out many things in Alpha that just did not work,
to get the game honed down to a core of rules that but it was all pushing toward the game we have today.
was hitting my focus points while also feeling fun
to testers.
Beta Testing
I don’t mean to imply that was easy, though. Some
testers are not interested in the focus points for After Alpha comes Beta, which is where we are today.
the game, and we had one or two drop out because We really didn’t enter beta testing until the last
the game wasn’t for them. Others stuck with it, couple of months, around the time we launched the
hoping to change things in various ways. And, of Kickstarter. We kept it open for as long as possible,
course, many really loved the game, but really looking for any minor ways we might be able to
thought that “X” needed to change. improve the game.
Parsing through each week’s feedback over the Now that we’re here, let’s take a look at what Beta
course of a year is an interesting process. You get entails. For the most part, Beta Testing is a directed
to know a lot about testers and their preferences focus on competitive play. Yes, I’m still interested
from their posts, and I lot of game design comes in the core focus from Alpha, but at this point I’m
from interpreting their feedback through as holistic hoping the game rules stand on their own. Beta,
and unbiased a lens as I’m capable of. then, is really focused on game replayability, which
means a focus on objectives and competitive play.
There would be times where I’d make a change
someone requested months after they did so The more balanced the rules are, the more likely
(often to their surprise), as continued feedback on players will be to come back and play the game
a point really drove home how important it was. again. Even casual players want to feel like there’s
And, of course, sometimes these things would be a level playing field, as this lets a player get more
changed back if they didn’t work at all. immersed in the game and the experience. There’s
nothing fun about someone taking advantage of a
I really see Alpha Testing as a bit of a trial and rules loophole to pull out a victory.
error process. A miniatures game like The Other
Side is large enough that it is hard to really wrap Rules clarity is often a bit tricky, but it’s also
your head around even small changes without something that can largely be agreed upon. Players
seeing how they play out on the table. find confusing language, and then it just takes time
to try to find an easy way to explain the rule clearly.
It is an important element of Beta Testing, and one
that receives a lot of attention… but it’s also one
that more clearly has an answer.
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This doesn’t mean that I don’t think balance is Taking all of this I hope to, week after week, continue
possible, but rather that there’s really no good way to hammer on the game and get it closer to a final
to determine who is correct. So how do I look for design. It’s an inch by inch process, and one that I
balance in the game? can only do with the help of a dedicated community
of testers.
It is a mix of my personal experience playing the
game, an amalgamation of all the feedback received, -Aaron
and a commitment to iterative design. In taking all
of these elements, we begin to narrow in on a unit’s
balance. Of course, some of my decisions will always
be questioned, so I try to error on the weak side
instead of the strong – but when walking a line as
fine as wargame balance I sometimes miss
this mark, too.
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BLACK BETTY
MIKE WALLACE
“STICK THE LANDING!” A tap-tap on the stage floor caused her to open her
eyes. One of Colette Du Bois’ mannequins—dressed
Betty’s words turned into a squeal as she barely in the same rehearsal skins as Betty—approached
missed landing on her head. Her attempt at a flip and quickly performed a flawless flip, landing on
failed spectacularly: her right leg skidded across the its padded mechanical feet and dropping into an
stage, and she hadn’t been quick or high enough to audience-appealing bow. Its featureless cloth face
bring her left foot underneath her. She found herself tilted to the side, almost like a puppy trying to win
flat on her back, staring at the curtain waving above its master’s adoration.
her and quietly wishing it would fall and bury her
before Ms. Du Bois returned and saw her as a club- She hated the thing. When Colette had first
footed washout. apprenticed her, she’d waved one of the mannequins
over and told her to keep an eye on Betty. Betty
Rubbing her head, Betty sat up and squeezed her didn’t know what sort of magic compelled the thing
eyes shut. Too slow, too heavy. The other girls would to do what it did, but it hadn’t left her side in three
laugh at her, being so clumsy. Miss—what was it? days. At first, it was unnerving, the way it followed
Cassandra? Betty hadn’t gotten her last name— her and sat nearby while she slept, seeming to stare
would do that little “tsk” thing she did with her at her even though it didn’t have a face. Now it was
teeth. She would tell her that she might be better just a nuisance. It mocked her with the agility it was
off selling whiskey at the Ringside. Then she’d pat created to wield.
Betty on the back, gentle-like, but it would be as
much to sweep her out the door as to spare her “Shove off,” Betty uttered, her cockney accent
feelings. slipping.
Betty cringed. Ringside was a place where men went The mannequin hesitated before standing up
to cheer on violence. It made them coarse with their straight and returning to its spot off stage. Betty
orders and crude with their hands. The Star wasn’t watched it go, glaring at it over her shoulder. The
the greatest, but at least the men were aware of motion made her wince in pain, and she sighed as
the arrangement. You look at performers; you don’t she started doing stretches.
touch them.
Knock-knock!
“We’re closed!” Betty said. “No shows today!” The man’s face lit up in a dreamy-eyed smile. “Oh,
oh!” He rolled his hands like he was squeezing an
“I have to see her!” the man said. He stopped at the imaginary towel... or a neck. “So, she got my letters
edge of the stage but his hands tightly gripped the then! I’m so glad! I’m sorry for startling you, my
wooden molding. “Is she here? Please, I can’t get her dear. My name’s Rory, at’cher service!”
off my mind!”
Betty nodded. “Alright, Rory. Come along. You’ll have
“What are you on about? Are you talking about Ms. to forgive me while I go get dressed proper like.”
Du Bois?”
“O’course, o’course!” Rory said.
“Yes!” The man smacked his palms on the stage.
“I-I’m a fan. Her biggest fan. I c-came to the city
to see her last month, and I couldn’t stop thinking
about her. Her beauty, her grace… I-I had to go back
to Edgepoint, but I sent her letters! Every week! She
has to know, she had to know I was coming to see
her again!”
By now, the stench of gutrot started to waft over the She guided him backstage, pausing to glance back
stage. Betty kept her face neutral. “I didn’t know; I’m at the mannequin. She waved it over silently, and it
new here.” started following them.
“Colette!” the man shouted. He started pulling While the mannequin caught up, Betty guided Rory
himself onto the stage. “I’m here! I have to see you!” to the dressing rooms. “Now you wait out here, it
Betty paused. Rory’s story wasn’t adding up. He blinked at her. “No,” he said. He drank down his
“Fortune Falls? No, can’t say I have.” Scotch slowly. “No, you heard wrong.”
“Pretty enough loggin’ town,” Rory said. “I run a “I did bump my head on the stage,” Betty smiled.
lumber mill there.” She refilled his glass.
A pretty logging town? Her mind reeled. Fortune “Yeah,” Rory said with a grin. “Fortune Falls. I run
Falls was a fortress, constantly under siege by Rory Burke’s Timber Yard.”
the Neverborn. It was the furthest thing she could
imagine from “pretty.” “A businessman?” Betty said. “That is impressive.”
He grabbed his barstool and threw it against the The mannequin spun once more, then aimed the
wall. “WHERE IS SHE?!” needle for one of Rory’s glassy eyes. It lashed out,
but even with the dose of sleeping powder and a
Betty scrambled for a weapon, her fingers running few fingers of scotch, Rory was somehow faster. He
over the smooth glass of the now mostly-empty brought his hand up just in time to catch the attack.
scotch bottle. Gripping the bottle by the neck, she The needle sank through his palm and came out the
smashed it into his face. Glass and scotch spilled other side, but it missed his face.
over him, rewarding her with a crunch of bone and
Rory’s startled scream. “Damn you!” Rory snarled, seeming to not notice
his skewered hand. “I’ll rip your head off and feed
Rearing from the burning pain, Rory stumbled back. you to the crows!”
Pain ran up Betty’s leg from her ankle, but she
grimaced through it, pushing open the doors and With his good hand, Rory grabbed hold of the iron
rushing past the mannequin. spring that was the mannequin’s neck and lifted the
construct up into the air, then down hard over the
“Get rid of him!” she snapped, her voice cracking bar top. Its spine bent over the table edge and Betty
with fear. heard a twang of metal and splintering of wood as
mannequin’s legs went limp under it.
The mannequin tilted its head. For a moment, Betty
wasn’t sure if the construct would be able to obey; Betty didn’t wait to see what Rory did next; she ran
all she’d ever seen it do was dance and bring her as fast as her twisted ankle could carry her, limping
items. back down the hall and past the dressing rooms
into the prop storage behind the theater. Racks
The mannequin lifted one arm and a six-inch spike, of costumes, various set pieces, and other stage
shaped like an oversized sewing needle, slid out and implements were throughout the wide-open space.
clicked into place right below the wrist. It stalked With the lights off, Betty only had the glow from the
into the room with a predatory gait while Rory wiped hallway to illuminate her path.
Can’tmovecan’tescapecan’tbreathe-!
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I can flip, she thought. Ms. Du Bois would be proud.
“Rottin’ construct!” He snarled, booting it in the “Ladies and gentlemen, we have a special
head. He grabbed onto its cloth face and ripped at performance to start your evening!”
the material, trying to pull its head apart.
Angelica, Mistress of Ceremonies at the Star
“Hey!” Betty called. Theater, removed her top hat with a flourish and
gestured to the stage curtains.
She crawled her way to the edge of the stage, and
had the smoldering bottle in her hands. “For your entertainment, the fiery talents of our
fearsome spitfire of blazing beauty, Black Betty!”
“Drinks on the house!”
The crowd cheered, then gasped with awe as flames
She hurled the bottle and it smashed against his belched forth through the curtains, burning a hole
face. Flames ignited across his coat and enveloped big enough for Betty to flip through, her brightly lit
his head. His screams of rage and pain turned into red skirts swirling behind her. She landed nimbly, a
a shriek of utter terror. pair of burning batons in each hand, and bowed to
roaring applause. Behind her came her mannequin
The flames spilled about as he thrashed, catching in a matching dress, and they juggled the flaming
on the mannequin’s clothing. It stared up at Rory, batons as they performed various leaps and
then at Betty, and put its head down on the stage. cartwheels, moving so fast that the batons looked
like wheels of light in the air.
Betty felt her body trembling. Limping heavily, she
grabbed hold of the construct and dragged it from “She’s stealing my bit,” Cassandra said from
the flames, and it gazed up at her, the torn hole on behind Colette.
its face almost like a curious, staring eye. Betty
patted it down, brushing away flames, and then “She’s earned it,” Colette replied without looking
went around the stage, stamping out the smaller back.
fires. She didn’t watch Rory, whose screams slowly
died away. She fetched a fire bucket, then tore one “After nearly burning the Theater down? After
of the sandbags used to weigh the stage curtains killing someone on our stage? After ruining all my
and used it to put out Rory’s remains. scotch?”
Betty was proud of herself. She had gagged only Colette’s smile beamed. “I owe her, Cassie. Like I
once as the smell washed over her. Then she owe you.”
collapsed down beside the mannequin, the weight
of her evening crashing down on her shoulders.
MARKO PAUNOVIC
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a popular choice for those hobbyists who enjoy • sanding paper (1 sheet)
running trains more than they enjoy other aspects • thin card
of modeling, but in recent years, developments have • masking tape
addressed the concerns of scale model railroaders, • toothpicks
making O scale popular once again. However, that • some pins
popularity comes at a cost. I couldn't find a suitable • one toy train set
O scale locomotive under $250 USD, and the fact
that I'm located in Croatia didn't help one bit. So I
began searching the local toy stores for some toy The tools needed are:
train sets. As luck would have it, I found a suitable
set in the first toy store I entered. It cost about $30 • scalpel blade
USD, with railroad tracks, locomotive, coal cart, and • marker pen
four wagons. Perfect! • scissors
• modeling saw
• pin vise (or an electric mini-drill)
• brushes – various sizes – for painting/washing
and for drybrushing
• pliers and pincers
• icepick
• electric jigsaw*
• electric disc sander*
• electric table mounted circular saw
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Using a marker pen, I drew the outline of the railorad
tracks on top side of the 2cm thick HD styrofoam.
Then, using a marker pen of a different color, I drew a
second set of lines about 2cm to the outside of each
line. This would mark the spot where I would cut the
styrofoam and would be the outside limit of my terrain
modules. After drawing, I cut the styrofoam carefully
with my scalpel blade. Remember to always use a really
sharp blade when cutting styrofoam and bear in mind
that the foam dulls the blades rather quickly so regular
change of the blades is unfortunately necessary. Also,
use several shallower cuts rather than one deeper one.
When the modules were cut, I chamfered the edges
(again, using my scalpel blade) to create the slope of
the embankment of the railroad tracks. In the end, I
sanded down the cuts with some sanding paper.
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surface with diluted PVA glue and started adding the play with the placement of the planks, allowing me
gravel. I started with the biggest granulate and end to make small cracks and holes between the planks.
with the smallest. I used four different sizes, from
small pebbles to chinchilla sand. The larger pebbles I made the platform using linden slats and balsa
and gravel I placed strategically around the base to wood. The 2x8mm linden slats were used as
form some clutter and especially around the places longitudinal beams, and the 5x5mm linden slats were
where the wooden pillars would go. The two smallest made into transversal beams and struts. In the end,
granulates were freely dispersed throughout the the 2mm thick balsa wood was used as planking for
terrain, making sure I get even coverage throughout the platform as well as the fence on the platform that
and no area was left without texture. Around the places would hold the coal in. I also added some DAS clay to
leading up to the ladder leading onto the platform, I build up the volume of the coal heap. Once the clay
used only smallest grain sand (for chinchillas). was dry, I glued some rocky texture to it while using
PVA glue. This formed a nice heaping pile of coal in
the corner of the platform.
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I cut the parts of the tooth-picks sticking out of my excess effects and add direction to the effects (rust
ladder with my scalpel blade. Then I sanded all the usually runs down a slope).
sides down.
With the bases painted, I could now turn my attention
To make the roof structure, I again used 2mm thick to the building. The building has three different
balsa wood. Once the roof structure was made, I used surfaces and, consequently, textures: the roof, the
sanding paper cut to size to for the roof panals. I just wooden walls, and the platform. I proceeded to paint
love the texture that sand paper gives, and it looks just the wooden walls by drybrushing first, using a 50:50
like the shingles of an old building. Once everything mixture of Black (55) and Gray (54). Next layer was
was finished, I took all the modules to my garage for a pure Gray (54) and the finishing highlight was Ash
quick spray of black undercoat. Remember to always Brown (70). I was not quite satisfied with the result,
spray in a well-ventilated area! When the undercoat so I added another highlight of pure White (41).
was dry, I first dry-fitted the modules together to check
the fit, then applied a coat of black color with a brush
to the places the spray didn't reach.
Painting
When the undercoat was dry, it was time to paint
the terrain. I started painting the railroad bases
first. Wanting all my terrain to fit one theme (and
consequently one tabletop), it was only natural that
I use the same colors and color-scheme as on the
earlier terrain. Therefore, once again, I used Pebeo
Deco color range. I used Brown (29) for the basecoat
and continued drybrushing with Ocre (51). Lighter
shades were done with a 50:50 mixture of Ocre (51)
and White (41). The final highlight was done with
Antique White (69). The wooden beams were painted
Black (55) and then drybrushed Brown (29) with a
final highlight of Ash Brown (70). The metal rails were
painted Mithril Silver (old Citadel color) and washed
with some black wash. When it was dry, I applied
some Model Mates' Rust Effect. I simply covered the
surfaces generously and after about ten minutes of
drying time, I used a slightly damp Q-tip to remove
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The roof was painted first with a mixture of Black (55) is cool, it will become lodged into the trunk without
and Gray (54) and then a mixture of Gray (54) and any need to glue it. The pins in the trees that were
Antique White (69) finishing with almost a pure coat intended to be glued to the styrofoam base were left
of Antique White (69). The platform was drybrushed longer than the pins in the trees meant to be glued
Brown (29) and then the final highlight was done on the MDF base. I then used a pin vise to make the
using Ash Brown (70). hole in the MDF base to accommodate the pins. I
glued the trees using both PVA and super glue.
Painting the train came next. Even though I did think
about slightly converting the train (maybe adding a With the trees in place, I could now add the static
ram's head), I soon dropped the idea. I may come grass. I made a mixture using several green, brown,
back to that idea at some point in the future. I then yellow, and black shades of static grass. When I was
considered undercoating/priming the locomotive satisfied with the end product, I glued it in random
and all the wagons and doing a proper paintjob. But
at this point, I must confess I was running out of
time for the article, so I decided to leave most of the
paintjob as it was and just add some effects to make
it more lifelike. The only thing I did paint were the
ugly gray wheels on the locomotive. I decided to go
with a standard red color often seen used on steam
locomotives. I first painted the basecoat with a 50:50
mixture of Brown (55) and Red (xy). The highlight
was done with pure Red (xy). When the wheels were
done, I painted a layer of wash over all the wagons
(black and/or sepia) and then I simply used lighter
versions of the original colors the manufacturer used
on the train and just drybrushed them on . Then I
turned my focus on the effects. As usual, I was using
my Model Mates' collection. Rust Effects, Verdigris,
Moss Green, Mould Effect, Soot Black. After each
effect was applied, I let it dry for about 10 minutes,
then using a moist Q-tip, I removed the excess paint
effect. As I was satisfied with each effect, I sealed
the paint using clear matt cote in a spray.
Vegetation
After the painting, it was time to add the vegetation to
the base. First up, I decided to plant some pine trees
on the terrain peice with the building. I used Ziterdes
ones that come in a big pack of 20. They come on
long shafts with several sizes and heights. In order to
glue them in place, I first had to cut their round bases
as they got in the way. I also added metal pins to the
pine trees. The easiest method of pinning metal pins
to the plastic trunks of the trees is to heat the metal
pin using a candle and just stick it into the trunk. The
heat will melt the plastic locally and, as the pin goes
into the trunk, the heat dissipates and once the pin
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patches throughout the base. I made sure to put
static grass over any and all of the remaining holes
where the wooden structure met the base in order to
hide the unintentional mistake. Once the static grass
was in place, I applied several shades of different
tufts. Again, as in the former articles, I used tufts
made by a company called Gamer's Grass.
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breachsidebroadcast.com
DENIAL OF SANZU
A ONE-SHOT ADVENTURE FOR THROUGH THE BREACH
PAUL LIPPINCOTT
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The Fated should choose their Pursuits for the Once the Fated have finished negotiating with
session. Even if they try not to get involved, they Shinpai, read the following text:
will end up being drawn into the unfolding conflict
in Scene 1.
Between coughing fits, Shinpai Furui outlines the
task he is asking of you.
Scene 1: Lighting the Way “Legend says that Datsue-ba waits at the Sanzu
River in the spirit world, where she judges the
If the Fated are interested in the offer, Shinpai is Reikon, the souls of the recently dead. She has
willing to pay them 20 scrip each once they return her consort, Keneo, weigh the Reikons’ clothes
from the spirit world. A TN 12 Barter Challenge can on the limb of a tree that stretches out over the
talk him up to 30 scrip per person. river’s water. These clothes carry the sins of the
wearer, and the amount by which the branch bends
Fortunately, the Fated will not have to die to make determines the afterlife to which the Reikon is sent.
the journey into the spirit world. Shinpai has gone Of course, the heavier your sins, the more difficult
the crossing.
to great effort to commission the creation of one
spirit candle per Fated and Living subordinate ShinpaI rings a small bell near his chair, prompting
character. It takes a short, five minute ritual to a servant to enter with some neatly folded
link each Fated to a spirit candle. Once linked, garments. They are high quality, though they are
lighting the candle will send the linked character’s visibly showing some wear.
spirit into the spirit world, leaving their physical
“My favorite business robes,” Shinpai explains. “I
bodies unconscious in the mortal realm. Spiritual
will send you into the spirit world to weigh these on
representations of the linked character’s clothing
the Judgement Tree. Once you learn the destination
and equipment appear on the characters once they of my soul, travel to where my spirit will be sent
manifest in the spirit world. to cross the river, observe what is there, and then
return to me.”
If the Fated are suspicious of Shinpai’s motives,
they can attempt a TN 13 Scrutiny Challenge. On
a success, they realize that, while he seems to
be telling the truth about how the spirit candles If Shinpai has not yet explained how the spirit
work, his motives seem a bit simplistic for the candles work, he does so now as the servants bring
monumental task he has put before them. If the the tall, stark white candles out into the dining room
Fated call him on this, Shinpai smiles faintly and and place one in front of each Fated character. The
acknowledges that he has not given them the full servants also bring out a small gong and place it in
truth. He blames a life of secrecy and misdirection front of Shinpai. He explains that the gong exists in
and tells them the truth: the vestments he wishes both the mortal realm and the spirit world (it was
for them to take into the spirit world belong to his stolen from the grave of a spirit medium), and that
nephew, Junzo, a studious young man who has when they have finished their task, they need only to
lived a moral life. Shinpai is using Junzo’s robes to return to his home and ring the gong, at which point
determine the location of the bridge which spans the servants will snuff out their spirit candles and
the Sanzu River, as knowing its location will allow return them to the mortal realm.
him to more easily cross into the afterlife while
avoiding the consequences for his wicked life.
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When the Fated are ready to pass into the spirit Scene 2: The Path of Spirits
world, the servants hand Shinpai’s folded clothing
to whichever Fated wishes to carry it. Read the The spirit world exists alongside the mortal realm
following text: and thus closely resembles its counterpart, though
there are a few notable differences between them.
Shinpai walks you through a short ritual to attune For instance, when the Fated transition to the spirit
yourselves to the spirit candles. Once finished, a world, they are still in Shinpai’s dining room, and the
servant moves from one candle to the next, lighting walls of his home and other buildings still block their
each one. As the wick begins to burn, the flame progress, as their spirits are accustomed to them
turns an eerie green color. doing so in the mortal realm. Similarly, they must walk
along the ground as they do in life.
The room around you begins to glimmer, and you
have a hard time focusing on any details except
When the Fated exit Shinpai’s home, they will notice a
your companions. As Shinpai fades from sight, you
few other differences between the two realms. Read
hear his voice following you into the spirit world:
“Remember, do not cross the Sanzu River, lest you the following text:
find yourselves unable to return. Follow the Reikon
to Datsue-ba.”
Malifaux City rises around you, at once both
Gloom descends on the room, and Shinpai becomes familiar and alien. You recognize the street outside
little more than a vague, indistinct shadow amidst Shinpai’s home, as well as other landmarks you
the darkness. The only light comes from the spirit saw on the way, but everything is cast beneath a
candle which anchors you in this new realm. persistent gloom. The buildings shimmer and sway
as if seen through a haze of heat, and above you,
the sky is jet black. The dark clouds swirl in a circle
overhead, forming a disturbing funnel shape that
The Fated have successfully crossed over into the reaches up into the dark heavens above.
spirit world. The spirit gong is present in the spirit
Here and there, people walk slowly along the
world, but it is immobile; the Fated will have to return
streets, as if in a daze. Almost all seem to be
to Shinpai’s home when their mission is finished.
Easterners clad in the clothing of the Three
Kingdoms, but here and there you see the
occasional Westerner or person without clothes.
They are all vaguely translucent, and each glows
with a faint light as they walk southwest towards
the river. There are also things that flit and dart at
the edges of your vision, moving too fast for you to
properly see.
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Predatory Gaki Conversing With the Dead
A few minutes after the Fated have been in the spirit The Reikon are barely aware of their surroundings
world, read the following text: and move towards the Sanzu River by instinct. They
stay on the streets through lingering habit and
A lone Reikon walks down the street ahead of you. generally ignore the Fated unless the Fated attempt
Suddenly, a blur rushes past him. You have a vague to converse with them.
impression of tattered robes and teeth as it speeds
by, and the spirit stops, staring at where his left arm If the characters speaking with a Reikon are not Living,
and shoulder have been torn away. The wound does they will find the spirits confused and unable to shed
not bleed, however. Instead, thin streamers of silky much light on their situation. If any Living characters
crimson smoke drift up from the wound. attempt to talk to a Reikon, however, the spirit fixates
on them, grabs their clothing, and begs to be given
The blur returns, ripping into the Reikon’s chest. A
more life. Other nearby Reikon notice the commotion
second blur joins the first, and then a third. Within
moments, they dart back into the darkness. Of the and descend on the Fated as well, grabbing at their
spirit, nothing remains except a thin, scarlet mist. clothes and begging for the Fated to help them return
to life.
The blurs are Gaki, spiritual predators that feed on The Fated can attempt to escape from these mobs
weak spirits and anything else they can catch. with a TN 10 Athletics Challenge. On a success, that
character pushes the Reikon away and escapes the
From this point onwards, whenever the Fated travel crowd. On a failure, the character is bogged down by
between locations, they must pass a TN 10 Stealth the grasping hands, and the commotion attracts a
Challenge to avoid being sensed and attacked. In any Gaki for each such trapped character. The Gaki focus
character fails this Challenge (or chooses not to be on devouring the Reikon at first, but once the Reikon
stealthy), the Fated are attacked by one Gaki, plus one are gone (or if the Fated attack them), the Gaki turn
Gaki for each character the hungry spirits detected. their attention toward the Fated. Stats for
Stats for the Gaki can be found on page 50. the Gaki can be found on page 50.
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Scene 3: The Judgment Tree The Fated should be given a few minutes to discuss
their plan. Whenever it feels appropriate, read the
When the Fated arrive at the Sanzu River, read the following text:
following text:
Suddenly, the hag at the front of the line cackles
The Reikon at the riverside form a line in front loudly. The Reikon in front of her appears to be a
of a haggard, gaunt old woman. In the glow of child, likely no more than seven or eight years old.
her lantern, her robes appear to be threadbare, “No passage for you!” she taunts the girl, jabbing
and a filthy linen strip covers her eyes. She her knife towards the shore. “If you want across,
babbles like she’s senile, but the knife in her you’ll have to build your ladder into the heavens!”
hand is rock-steady, and something about her Despite speaking in Japanese, you have no
sends a chill down your spine. problem understanding the hag's words.
As you watch, a spirit shuffles up to the crone. The child slumps its shoulders and shuffles off
With several deft cuts, she slices the spirit’s toward a group of other children, all of whom are
robes cleanly off. A hunchbacked old man carefully stacking rocks into piles. As if just now
scoops them up and hobbles to a tree at the noticing the size of one of these piles, the hag
river’s edge, laying them out across a branch stomps over to it, pushes the children away, and
that stretches out across the water. He watches kicks the pile over, sending the rocks tumbling
as the branch bends down beneath the weight back down into the water. Cackling softly, the
of the clothing, then he pulls them down, tosses crone slowly shuffles back to her position at the
them into the river, and lopes back to the old start of the line as the children start gathering up
crone to whisper in her ear. The hag points her the spilled rocks to start over again.
knife across the river, and without hesitation, the
Reikon enters the water and begins swimming
toward the far side.
The old woman is Datsue-ba, the judge of the dead, The Fated could attempt to negotiate with Datsue-ba
and the old man is Keneo, her assistant and consort. or Keneo. Datsue-ba is more or less inscrutable and
As the Reikon are judged, the Fated can attempt a TN becomes enraged if any Living character approaches
10 Bureaucracy Challenge. On a success, they learn her. She attacks that character with her knife,
exactly how far the branch needs to bend for a Reikon attempting to skin them, and unless the Fated have
to be sent upriver (a little), downriver (a fair amount), already persuaded Keneo to help them, he joins in the
or right here (a lot). Even if the Fated fail, they realize attack. Datsue-ba’s stats can be found on page 51.
that while Datsue-ba speaks exclusively in Japanese, Keneo uses the same stats as an Onryo (pg. 52). If
they have no problem understanding her. the Fated kill either Datsue-ba or Keneo, they emerge
from the Sanzu River a half hour later, fully healed and
more than likely quite upset over their “death.”
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Keneo is much more approachable. He’s loyal to The Weighing
Datsue-ba, but he’s not quite as cruel or heartless as Should the Fated succeed in getting Shinpai’s clothing
his consort. The Fated can attempt a TN 10 Bewitch onto the Judgement Tree, reach the following text:
or Convince Challenge to persuade him into helping
them, or they can try to terrify him into helping with With a quiet rustle, Shinpai’s robes are flipped up
a TN 12 Intimidate Challenge. On a success, Keneo and over the branch. The garment definitely has
will either distract Datsue-ba long enough for the some heft to it, but as you step back, you see the
Fated to hang the clothes on the tree branch. If the branch sag only slightly. Considering how far you’ve
Fated attempt to hang clothing on the tree without seen the tree limb move for much less, it can only
first getting his approval, Keneo shouts out and mean that these clothes carry very few sins.
warns Datstu-ba, who attacks the Fated as described
above. See The Weighing on the next column. If the Fated are weighing the clothes themselves, a
friendly Keneo (or the earlier Bureaucracy Challenge)
The Fated could also attempt to distract Datsue-ba will tell the Fated that the owner of the clothes should
by helping the children build up their stone piles. travel upstream. If Datsue-ba is weighing the clothes
A successful TN 8 Athletics Challenge builds up a herself, she points upstream with her knife.
pile tall enough to draw the hag away from the line,
though if the character building the stone piles is It takes one hour to travel upstream or downstream
Living, they will have to succeed at a TN 12 Evade from the Judgement Tree. Each time the Fated move
or Stealth Challenge to avoid drawing Datsue-ba’s between one of these destinations, they have to
attention (which, in turn, leads to her attacking the check to see if they’re attacked by Gaki, as described
character as described above). If they get the clothes on page 50.
onto the tree, see The Weighing on the next column.
Paths Untaken
Alternatively, the Fated could try a more deceitful If the Fated examine the two untaken paths, the
approach. There are more than a few naked Reikon point of crossing nearest Datsue-ba is a series of
waiting in line, and if the Fated are clever, they seething rapids. The Reikon that enter the water
might think to simply give Shinpai’s clothing to one here are attacked by massive, dragon-like eels. Most
of those spirits. In this case, all they have to do of the spirits are torn apart, only to reform on the
is wait for the spirit to approach Datsue-ba. The shore to try again. Judging from the screams, this is
hag pauses when she notices the clothes, but then apparently quite a painful process.
cuts them away to be weighed as usual. See The
Weighing on the next column. The second path, further downstream, is a far more
shallow crossing. The spirits here wade through
the calmer waters and hop across stones, but the
dragon-like eels still prowl the waters and prey upon
the crossing spirits. More reach the other side than
they do in the rapids, but that does little to lessen
the apparent pain of those who are caught.
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Scene 4: The Soul Bridge Scene 5: The Judgement of Datsue-be
If the Fated travel upriver, they will eventually arrive at Once the Fated are finished at the bridge, they can
the Soul Bridge. Read the following text: head back to Shinpai’s house and return to the
realm of the living. They do not check for wandering
Gaki on their way back, however, and a TN 10 Notice
Ahead, a crude stone bridge extends over the Challenge reveals that there doesn’t seem to be any
water. The spirits directed here walk across the sign of the predators or the Reikon. In their place,
bridge, only to disappear into the darkness at the
there is only a sense of foreboding: even if she was
river’s far side.
not previously aware of their presence, Datsue-ba
A monk with a lantern stands before the bridge. has by now sensed the Fated and is coming for them.
He bows to the Reikon as they pass, only leaving Even the dullest spirits know enough to stay out of
in order to drive back the hunting spirits when their way.
they draw too close to the bridge.
When the Fated return to Shinpai’s house, they find
the gong and the burning spirit candles waiting for
The monk is Ojizo, a self-appointed defender of the them. When they ring it, read the following text:
Reikon. He is a Reikon like the others, but he has
forsaken the afterlife in order to defend his fellow
spirits, and in doing so, he has regained much of After a moment, the candles extinguish, one
his former mind and prowess. If any of the Fated at a time. As each flame vanishes, the gloom
are injured, he tends to their wounds without being filling the room dissipates and the room shifts
asked (effectively healing 3 damage). He will not further into focus. Shinpai Furui comes back
allow them to cross the bridge, however, insisting into view as the spirit world fades away, leaving
you once again in your chairs. Shinpai smiles
that only the Reikon who have been judged worthy
enthusiastically, an odd gleam in his eye.
may use it to cross the river. If the Fated ask what
is on the other side, he admits that he does not “So,” he says, leaning forward. “Tell me what
know. The only way to find out would be to cross the you found.”
bridge to find out, and even if he were to allow that,
they would not be able to return to tell anyone what
they saw. Any items that the Fated used or lost in the spirit
world are still present in the mortal realm – Shinpai’s
If the Fated choose to speak to Ojizo, he is curious clothing is still present in one piece, for instance – for
about what Living people are doing in the spirit they were just spiritual projections of their material
world. They can attempt to lie to him with a TN 14 counterparts. Similarly, anything they attempted to
Deceive Challenge, but on a failure, the monk only bring back with them from the spirit world simply did
becomes more inquisitive. If the Fated tell them not make the transition.
about Shinpai, Ojizo notes that it seems odd that
someone so close to death would be so concerned Shinpai waits eagerly for the Fated to tell their tale.
with his judgement, given that he likely has little If they want more from him, he impatiently agrees
time left to change things. to whatever reasonable demands they make; he was
ready for such extortion, and he has a considerable
fortune at his beck and call. He is wealthy and
anxious, but there are limits to his desperation.
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Midway through the Fated’s story, read the following Datsue-ba appears at the beginning of the second
text, interrupting them if necessary: round, three yards away from Shinpai. He begs the
Fated to defend him, offering any price for their
service. For her part, Datsue-ba moves to Shinpai on
An old woman’s creaking voice fills the room. her action and spends her second AP that turn – as
Although is speaks Japanese, you find that you well as the next two turns – skinning Shinpai with
can understand every word she says. her knife. Once he’s fully skinned, she puts him out
“Shinpai Furui, why put these poor souls through of his mortal misery. She then attacks the Fated for
such trouble to learn the way to the afterlife? helping him (and does not care if the Fated profess
You certainly won’t follow the path shown from their innocence).
weighing your nephew’s clothes.”
If the Fated attack Datsue-ba before she starts
Shinpai starts at the voice, his eyes growing wide skinning Shinpai or during the process, she turns her
as he reaches out and begins furiously ringing
attention away from Shinpai and toward her attacker.
the bell to call a servant.
She doesn’t stop unless she is defeated, and if the
“Come,” the voice chuckles. “I will guide you Fated flee from Shinpai’s home, she either returns to
myself.” him (if he is still present) or fades back into the spirit
world (if the Fated flee with him).
One after another, a series of masked specters
in tattered kimono rises from the center of the
table. Their fingers are curled into wicked claws,
and you can see pure, absolute hatred burning in
Epilogue
the tortured eyes behind their white masks.
Should the Fated defeat Datsue-ba before she kills
Shinpai, he is grateful and pays them whatever he
promised, plus another 10%... but only if they finish
One Onryo emerges from the table per Fated, plus telling him about the afterlife. If they do so, he thanks
one additional Onryo for each subordinate character them profusely and then retires to his room, where he
that accompanied the Fated into the underworld. drinks a vial of poison. A few minutes later he is dead;
Each Onryo appears one yard from its selected Shinpai intends to sneak into the afterlife and across
target. Shinpai Furui is not attacked by an Onryo, nor the Soul Bridge before Datsue-ba can return to her river.
will any Onryo attack him; he belongs to Datsue-ba. If the Fated speak with the servants before they leave,
Stats for the Onryo can be found on page 53. they will check in on Shinpai, realize he is dead, and
attempt to honor his last promise as best they can.
The dining room is sizeable, roughly 8 yards by 15
yards with a long table taking up the middle space. If Datsue-ba succeeds in skinning and killing Shinpai,
Although the home has traditional Three Kingdoms he still goes to the afterlife, but his fate is much,
architecture, the interior walls are quite solid. The much darker.
next room is a hallway that is 3 yards wide and 10
yards long, which leads directly to the front door Regardless of when Shinpai dies, the Fated will most
(in addition to branching out into a number of side likely have to deal with the Ten Thunders, who are
rooms). There are two windows that the Fated can very curious about the circumstances surrounding
dive through to either side of the door, but if they Shinpai Furui’s death. They contact the Fated the next
do so, they have to succeed on a TN 10 Acrobatics day, posing as members of the Guild, and ask them
Challenge to avoid suffering 1/2/3 damage from the questions about what the old merchant was trying
broken glass. to do and why they were the last people to see him
alive. They will have already questioned the servants,
so if the Fated tell the truth, it will corroborate what
they already know. Any inconsistencies, however, will
be seen by the Ten Thunders as an attempt to hide
some larger mystery.
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If the Fated asked for an excessive amount of money,
the Ten Thunders may very well consider the Fated
to have stolen from them. In this case, they will
approach the Fated and inform them of the awkward
situation – Shinpai gave them money that was not
his to give – and will give them a chance to make the
situation right. If the Fated refuse to turn over the
money, then the Ten Thunders will seek to recover
Shinpai’s fortune by force.
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Gaki
Minion (5), Spirit
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Datsue-Ba
Henchman (9), Undead, Spirit
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Cabin In The Deployment
The Survivor player deploys their Crew anywhere whitin
Woods
the "Cabin" area.
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Pistole
Colo
r Yo
ur O
wn
ros
!
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