TEXT: The shoW
  MUST GO ON
  
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  serial no. 12/821,427 
  The shoW
  MUST GO ON
  
  Credits
  Creative Direction
  Nathan Caroland
  Lead Design
  Mason Crawford
  Writing
  Jason Fryer
  TTB Logo Artist
  Patrick Guinane
  Art
  Hardy Fowler, Alyssa Menold & Bram Sels
  Graphic Design
  Jorge Gomez, John Cason
  Editing
  Kyle Rowan
  
  Introduction ............................................................................................4
  Adventure .....................................................................................................6
  Prologue: Celebrity Status ............................................................. 6
  Scene 1: A Tough Act To Follow ................................................ 6
  Scene 2: Showstopper ................................................................... 7
  Scene 3: The Cracked Limpet ................................................. 11
  Scene 4: Waiting In The Wings ................................................. 14
  Scene 5: Making A Comeback ................................................. 16
  Conclusion .................................................................................. 19
  Fatemaster Characters ............................................................20
  Wastrel ........................................................................................ 21
  Gentleman Boss .......................................................................... 22
  Ronin .......................................................................................... 23
  Dead Doxy .................................................................................. 24
  Death Marshal ............................................................................ 25
  Fated Characters .............................................................................26
  Contents
  
  Chapter 1: Introduction
  introduction
  Kidnapping is a thriving business in Malifaux. The 
  Guild only rarely investigates the disappearances of 
  Malifaux's citizens, and often only when the victim 
  is a member of the Guild or wealthy enough to pay 
  the bribes asked of them. Even then, it's often easier 
  (not to mention more reliable) to simply pay the 
  kidnappers what they are asking without involving 
  the Guild at all. 
  Effective kidnappers keep their ransoms low 
  enough that the victim's family and loved ones can 
  afford to pay for the victim's return without too 
  much financial difficulty. After all, if the victim's 
  family is unable to pay, the kidnappers are now 
  stuck with a prisoner that requires constant upkeep 
  and monitoring. It's much more economical to set 
  low ransoms and cycle through victims as quickly 
  as possible. 
  Of course, not every kidnapper is willing to make 
  a career out of snatching people. Some of these 
  criminals focus instead upon kidnapping a single 
  high-profile victim in the hopes of ransoming 
  them back for a hefty payout. This is by far the 
  most dangerous form of kidnapping for everyone 
  involved.
  Wealthy victims often have influential connections 
  who can either pressure the Guild into investigating 
  the matter or hire mercenaries to do the same. 
  Regardless of which option is chosen, the result 
  is usually the same for the kidnappers, few of 
  whom possess the weaponry to compete with these 
  groups on even footing. Inevitably, the victim ends 
  up being used as a bargaining chip or human 
  shield, which does nothing to increase their odds 
  of survival.
  
  Player Name
  DestiNy stePs FulFilleD
  exP.
  GuilD scriP
  miGht
  DeFeNse
  iNtellect
  WillPoWer
  Grace
  Walk
  charm
  charGe
  sPeeD
  WouNDs
  cuNNiNG
  heiGht
  resilieNce
  teNacity
  skill
  physical
  physical
  mental
  mental
  av
  ratiNG
  asPect
  FateD Name
  curreNt Pursuit
  statioN
  Name
  sPecial
  av
  DamaGe
  raNGe
  tN
  caPacity
  reloaD
  Name
  sPecial
  av
  DamaGe
  raNGe
  tN
  caPacity
  reloaD
  Name
  sPecial
  av
  DamaGe
  raNGe
  tN
  caPacity
  reloaD
  ASPECTS
  ASPECTS
  ATTACKS
  ATTACKS
  DERIVED ASPECTS
  DERIVED ASPECTS
  SKILLS
  SKILLS
  Chapter 1: Introduction
  Within These Pages
  Here's a list of what you'll find in this adventure.
  chapter 1: 
  INTRODUCTION
  This is the section you're reading now!
  chapter 2:  
  ADVENTURE
  The Fated are hired by Colette Du Bois, the owner 
  of the Star Theater, to foil the kidnapping 
  of her newest headliner, Melitta Kafatos. 
  However, their investigation soon reveals 
  that this crime may have been an inside job. 
  Even after they find the missing woman, 
  however, their troubles are far from over 
  as the kidnapping has gone terribly wrong. 
  It’s up to the Fated to sort things out and 
  try to get the show back on track. 
  Chapter 3:  
  FM CHARACTERS
  This chapter contains the stat blocks for the various 
  adversaries the Fated might encounter over the 
  course of the adventure, providing a quick reference 
  to make it easier for the Fatemaster to run the game.
  Chapter 4:  
  FATED CHARACTERS
  We've provided four pregenerated characters to 
  be used with this adventure. You can find their stat 
  blocks and backgrounds here.
  Call Out Boxes
  There are many call out boxes like this one 
  scattered throughout the adventure.
  These boxes have two main functions. Boxes 
  like this one highlight rules or special notes 
  for the Fatemaster.
  Boxes like the box on the right are used 
  to show dialogue or description. They are 
  intended to be read by the Fatemaster aloud 
  to the players. Be careful, though; some are 
  only intended to be read if the Fated take 
  certain actions or are successful at certain 
  challenges. 
  "Yeah, I was there." The drifter 
  sighs, his shoulders slumping at the 
  admission. "It only lasted a moment, 
  and I still don't know how I lived 
  through it. There was only the one 
  Ortega, but she was so fast with that 
  gun of hers..." He shakes his head. 
  "Two of the bandits were dead before 
  they even realized she had drawn on 
  them."
  His gaze becomes distant as the 
  memory comes back to him. "It was a 
  ballet of death."
  
  Chapter 2: Adventure
  Prologue: 
  CELEBRITY STATUS
  The adventure opens as the Fated arrive at the rear 
  entrance of the Star Theater. Either their exploits 
  have drawn the attention of Colette Du Bois or they 
  have been recommended by a mutual acquaintance; 
  either way, Du Bois has asked them to arrive after 
  the last show to discuss “a sensitive matter.” The 
  Fated have been given very few details other than 
  the promise that it will be worth their time.
  Read the following text:
  Scene 1: 
  A TOUGH ACT TO FOLLOW
  Felicia returns a few moments later with tin bowls 
  of poutine - crispy fries, squeaky cheese curds, and 
  rich gravy, topped with bacon chunks - for Colette 
  and each of the Fated, as well as a large pot of green 
  tea accompanied by a smaller pot of honey. After 
  giving the characters a once over, she explains that 
  she requires skilled individuals who can maintain an 
  exceptional level of confidentiality - whether they 
  accept the assignment or not.
  Once the Fated agree to her terms of absolute 
  anonymity, read the following text:
  Any character who examines the note can make a 
  TN 10 Notice Challenge. On a success, they smell 
  the lingering scent of men’s cologne on the paper; 
  a definite luxury item. With a Margin of Success, 
  the character notices faint indentations in the paper, 
  as if someone wrote on another page over this one. 
  Devoted as it is to entertainment and elegance, the 
  Star Theater is one of Malifaux City’s rare gems. 
  As the laughing crowds pour out of the theater 
  following the last show of the evening, you’re 
  hailed by a lanky showgirl who seems to have 
  been searching for you. Her featured costume 
  makes her look like some exotic bird, and as she 
  beckons you closer, you notice that her face is 
  strained beneath her polite smile. “You must be 
  them. I’m Felicia. Ms. Du Bois will see you now.”
  Felicia leads you backstage, walking unsteadily 
  on her too-high heels. Chaos reigns behind the 
  curtain as costumed performers break down for 
  the night. A few cast suspicious looks in your 
  direction before returning to their duties. “Don’t 
  mind them,” Felicia says. “They’re not used to 
  seeing rubes back here.”
  She leads you upstairs and down a few narrow 
  halls before finally reaching an oaken door. After 
  a quick knock, you’re invited into an opulent 
  office, which also apparently serves as a dressing 
  room. A beautiful woman sits at an impressive 
  vanity, removing bright makeup from her face. 
  She sees you in the mirror and waves her hand 
  for you to sit. “Good evening. Thank you for 
  coming. Felicia? Bring tea and some late supper 
  for us, would you?” The showgirl retreats, leaving 
  you in silence while Colette Du Bois finishes 
  cleaning her face.
  Colette steeples her fingers under her delicate 
  chin, an edge entering her voice. “I’m always 
  recruiting new headliners for the Star. Recently, I 
  coaxed Melitta Kafatos, a remarkable entertainer, 
  from Rome to Malifaux City. I spared no expense 
  in bringing her here and shaping a whole show 
  around her talents. Classical singer, ballet dancer, 
  and a bona fide Shakespearean actress to boot. 
  She was supposed to have attracted some classy 
  clientele to the Star.”
  She pushes a crumpled piece of paper over to 
  you. The hasty scrawl is barely legible: “We have 
  your precious bird. Pay us 500 scrip or we clip 
  her wings. You have until week’s end.”
  Colette’s lip curls back. “That isn’t going to 
  happen. I’m not sure who these bleeders are, but 
  I wouldn’t pay that much scrip for the Governor-
  General himself. So, I need you to find my 
  headliner and bring her back in one piece.”
  
  Chapter 2: Adventure
  Rubbing the paper with charcoal or pencil reveals 
  columns of numbers; a TN 8 Gambling Challenge 
  determines them to be scoring from a game Whist, 
  an intellectual’s card game. 
  Colette explains that the letter was slipped under 
  her door earlier that morning. With all the comings-
  and-goings, though, no one witnessed the delivery. 
  Some of the other showgirls confirmed that Melitta 
  was missing and her apartment had been burgled. 
  Between the crude note and the ridiculous amount 
  they requested, she suspects that the kidnappers are 
  complete amateurs. 
  Colette suggests that the Fated begin their 
  investigation at the Thalia Apartments, a tenement 
  building where Melitta has a studio flat. Indeed, 
  many of the Star’s showgirls live there, along with 
  some of the other female staff. She provides them 
  with a letter of introduction and instructs them to 
  give it to Miss Sauer, who will let them in.
  Scene 2: 
  SHOWSTOPPER
  Located a block from the Star Theater, Thalia 
  Apartments is a four-story brick tenement. Two soot-
  covered statues flank the front door, and a TN 10 
  Art Challenge allows a character to recognize them 
  as the muses Thalia and Melpomene. The front 
  door is locked, but it can be opened with a TN 12 
  Lockpicking Challenge or by banging on the door, 
  which summons the landlady, Miss Sauer. 
  Francine Sauer is an old woman of sharp temperament 
  and questionable girth. She refuses entry into the 
  apartments no matter the time of day, especially if 
  there are any male characters present. She only relents 
  after they’ve provided her the letter of introduction 
  from Colette, and even then she remains suspicious as 
  to their intentions. If the Fated arrive at night (which 
  is likely, if they left the Star Theater immediately after 
  receiving the assignment from Colette), she is dressed 
  in a simple night gown with a shawl thrown over top. 
  If they wait and arrive during the day, she is wearing a 
  simple dress and matching shawl.
  The small foyer and the single stairwell make it difficult 
  for anyone to sneak past Miss Sauer’s apartment 
  without her noticing. The central stairs lead up to 
  the various apartments and down to the basement, 
  where storage areas and the boiler room are located. 
  Melitta’s Room
  Melitta’s small corner apartment is located on the 
  second floor, away from the main staircase. The 
  room is unlocked. 
  The room itself appears relatively untouched; the 
  only sign of violence is an overturned vanity and 
  chair by the street-facing window. The window’s 
  curtain is missing, and a large pile of folded clothes 
  are heaped on the bed in a disorganized mess. A 
  few photographs of Melitta and her mother allow 
  the Fated to match a face to her name.
  Timeline
  The following timeline helps to illustrate 
  the events of this adventure that take place 
  before the Fated are hired to find Melitta.
  Day -2, Night - Melitta returns to the 
  Thalia Apartments and is seen by Miss 
  Sauer.
  Day -1, Morning - Melitta is abducted 
  by the Gentlemen while Desiree distracts 
  Miss Sauer. Melitta perishes in the chest.
  Day -1, Night - Desiree slips the ransom 
  note under Colette’s door during the 
  distraction of the show. Unbeknownst to 
  her, the Gentlemen dump the steamer 
  trunk containing Melitta’s corpse in a 
  nearby sewer outlet.
  Day 0, Afternoon - Colette’s acquaintance 
  contacts the Fated and asks them to visit the 
  Star Theater that evening.
  Day 0, Night - The Fated are hired by 
  Collete to find Melitta.
  
  Chapter 2: Adventure
  Searching the apartment for clues requires an 
  Ongoing Challenge:
  Searching for Clues
  Skills Allowed: Homesteading, Notice, Track
  Target Number: 10
  Duration: 5 minutes
  Success Requirement: 6
  Failure Requirement: 3
  At the end of each Duration, the Fated learn one Clue 
  from the list below for each success they achieved. 
  For every Failure, they learn one Mistake from the 
  list below. If your players can easily separate player 
  knowledge from character knowledge, feel free to 
  give the Clues and Mistakes to them individually, 
  perhaps even written down on small slips of paper 
  they can reveal to the group. This allows them to 
  each have an “Aha!” moment where they reveal their 
  findings (or their false assumptions) to the group. 
  If your players find it difficult to separate what their 
  characters know from what they know, however, you 
  can just give the Clues and Mistakes to them all at 
  the same time, ensuring that – like their characters 
  – they’re not easily able to separate the truth from 
  their false assumptions.
  If the Fated succeed at this Ongoing Challenge, they 
  learn the Breakthrough. If they suffer a catastrophic 
  failure, however, they instead learn the Red Herring. 
  Clues (in no specific order)
  •The door shows no signs of forced entry.
  •Under the windowsill facing the alley, there are 
  fresh scuff marks on the floor, as if something 
  heavy was dragged across the room, most likely 
  a steamer trunk. There are no stairs or ladders 
  that would allow easy access to the alley below.
  •A small pewter desk clock lies broken on the 
  floor near the overturned vanity. Its hands are 
  frozen at a quarter after ten. 
  •On the floor just beneath the bed is a man’s 
  stylish silk handkerchief. The initials “BF” 
  are embroidered along the bottom of the 
  handkerchief, and it smells of men’s cologne 
  (the same scent as on the ransom letter). 
  •The apartment’s walls seem pretty thin. It’s 
  unlikely that the kidnapping, let alone the 
  falling vanity, wasn’t heard by someone else in 
  the apartment building. If the Fated have met 
  with the suspicious Miss Sauer, they realize 
  that it is equally unlikely that she didn’t hear 
  anything.
   
  Mistakes (in no specific order)
  •A torn, yellowed envelope and letter is found 
  in the wastebasket, along with some dried 
  rose petals. The letter’s author proclaims his 
  undying love for Melitta and asks for her hand 
  in marriage. (The letter is about a month old 
  and is the last correspondence Melitta received 
  from Gerald Lomax, a suitor from Earth who 
  harassed her back on Earth. He wrote her a 
  letter when she moved to Malifaux but hasn’t 
  followed up at all.)
  •Behind a loose baseboard, the Fated discover 
  a box containing opium paraphernalia, as well 
  as several bookie notes implying debts to the 
  Honeypot Casino. (These belonged to the 
  apartment’s former tenant, who has since left 
  the employ of the Star Theater and become a 
  Beckoner at the Honeypot.)
   
  Breakthrough
  An open diary and some spilled ink are found 
  beneath the overturned vanity. The recent entries 
  reveal that Melitta is generally pleased with her life 
  in Malifaux, and she mostly discusses her various 
  trials and tribulations at the Star Theater in positive 
  terms. The reader can easily tell that she is a kind, 
  patient woman, even when faced with jealousy and 
  mistrust from her peers. The last entry, dated [DAY 
  -1], ends abruptly, as if she’d been interrupted 
  midway through discussing how one of the other 
  showgirls, Desiree Collier, was going to meet with 
  her that morning to discuss their act. 
  
  Chapter 2: Adventure
  Miss Sauer answers any questions the Fated might 
  have to the best of her ability. She last saw Melitta 
  the night of [DAY -2], as Melitta returned from the 
  theater with the “other girls.” 
  Since then, Miss Sauer has been in the apartment 
  building and has not seen or heard anything out 
  of the ordinary. She was only interrupted once, 
  just after ten o’clock in the morning on [DAY -1]. 
  Desiree Collier, one of the other showgirls, accosted 
  her, claiming that she’d been overcharged on rent. 
  According to Miss Sauer, Desiree was quite upset 
  and shouting at her, though after Miss Sauer pulled 
  out her books and went over them with Desiree, the 
  showgirl saw her mistake, became very humble, and 
  apologized quite profusely, which is something Miss 
  Sauer is intensely proud of. 
  Red Herring
  The letter in the wastebasket smells remarkably like 
  the ransom letter (the particular cologne is all the 
  rage with gentlemen of means) and the handwriting 
  is similar (purely coincidence). The most likely 
  assumption is that Gerald Lomax is somehow 
  involved in the kidnapping.
   
  The Company You Keep
  Whether they attempt to do so before or after they 
  investigate Melitta’s apartment, the Fated will most 
  likely wish to question the other showgirls at some 
  point.
  For all of their public personas, the employees of 
  the Star Theater are a private lot who rarely speak ill 
  of one another. They also don’t trust outsiders very 
  easily, which makes it difficult to gather any sort of 
  information from them. This is only made worse by 
  several showgirls suspecting Desiree’s involvement 
  in previous disappearances, which makes them 
  reluctant to cross her. However, with a little time 
  and convincing, some of them may help the Fated… 
  especially if doing so will get rid of Desiree. 
  Questioning the other employees of the Star Theater 
  is handled with an Ongoing Challenge: 
  Gathering Information
  Skills Allowed: Barter, Bewitch, Convince, 
  Intimidate
  Target Number: 10 (+2 for male characters)
  Duration: 5 minutes
  Success Requirement: 6
  Failure Requirement: 3
  Each use of the Barter Skill during this Ongoing 
  Challenge requires the Fated to expend 0.5 scrip, 
  which represents bribing the showgirls with cash or 
  gifts. 
  At the end of each Duration, the Fated learn one Clue 
  from the list below for each success they achieved. 
  For every Failure, they learn one Mistake from the 
  list below. If your players can easily separate player 
  knowledge from character knowledge, feel free to 
  give the Clues and Mistakes to them individually, 
  perhaps even written down on small slips of paper 
  they can reveal to the group. This allows them to 
  each have an “Aha!” moment where they reveal their 
  findings (or their false assumptions) to the group. 
  
  Chapter 2: Adventure
  If your players find it difficult to separate what their 
  characters know from what they know, however, you 
  can just give the Clues and Mistakes to them all at 
  the same time, ensuring that they’re not easily able 
  to separate the truth from their false assumptions.
  If the Fated succeed at this Ongoing Challenge, they 
  learn the Breakthrough. If they suffer a catastrophic 
  failure, however, they instead learn the Red Herring.
   
  Clues (in no particular order)
  •One performer admits that they occasionally 
  sneak ‘visitors’ in through the boiler room’s 
  back door, which would allow someone to get 
  into the apartment without Miss Sauer noticing.
  •The stage worker in the room next to Melitta’s 
  was out during most of the morning of [DAY -1], 
  but when she was walking back, she saw a cart 
  parked in the alleyway. A bunch of well-dressed 
  men came up from the coal room, put a steamer 
  trunk onto the cart, and then rode off. 
  •One of the performers reluctantly admits that 
  she saw several men in fancy clothes lurking 
  around the apartment a little before ten o’clock 
  on the morning of [DAY -1]. They were talking 
  with a woman, but the performer didn’t try to 
  see who it was, on account of respecting the 
  privacy of her coworkers. 
  •One of the performers mentions that she saw 
  one of the Gentlemen, a group of dandy thugs,  
  lingering around the apartments on [DAY -1]. 
  Her roommate cuts her off, however, claiming 
  that the Gentlemen were only in the area 
  because their leader, Bertram Fletcher, fancies 
  Desiree Collier, another performer who lives in 
  the apartments. 
  •The performer who lives in the apartment beneath 
  Melitta’s room remembers hearing a loud thud 
  coming from Melitta’s room a little after ten in 
  the morning on [DAY -1]. After a few moments, 
  she stepped out into the hallway to investigate, but 
  a well-dressed man on the stairs said something 
  and waved her away. The performer didn’t hear 
  what he said - Desiree was in a loud argument 
  with Miss Sauer in the latter’s apartment - but 
  she assumed that whatever was going on wasn’t 
  important and went back to her room. 
  Mistakes (in no particular order)
  •One of the performers mentions seeing Melitta 
  returning from dinner on [DAY -1], hours after 
  she was supposedly kidnapped. (The performer 
  has simply confused Melitta with someone 
  else.)
  •One of the performers claims that she saw 
  Melitta get kidnapped and describes a foreign 
  man with exaggerated features climbing the wall 
  and sneaking into her window. (The performer 
  is racist and is making the entire story up for 
  attention.)
   
  Breakthrough
  Multiple showgirls mention that they’re afraid of 
  Desiree, as several women who have gotten on her 
  bad side have suddenly “quit” without notice, never 
  to be seen again. They’re not convinced that foul 
  play was involved, and Desiree always has an alibi, 
  but it’s been suspicious enough that they all try to 
  give Desiree a wide berth. 
   
  Red Herring
  One of the performers mentions that this creepy 
  talent scout, Sebastian Baker, was hanging out 
  around the Star Theater this past week, trying to talk 
  showgirls into doing some moonlighting in smaller 
  taverns.  (Sebastian Baker is one of the aliases used 
  by the serial killer, Seamus, who was searching for 
  new ‘recruits’ to join his undead harem. Any sort of 
  investigation into Sebastian Baker turns up nothing 
  but dead ends.)
  
  Chapter 2: Adventure
  Amateur Hour
  If the Fated attempt to speak with Desiree Collier in 
  her room, read the following text:
  When confronted, Desiree acts completely innocent 
  and expresses her worry for “poor, poor Melitta.” 
  However, a TN 10 Scrutiny Challenge reveals that 
  she’s hiding something and seems to be thinking a 
  bit too long when she answers questions, suggesting 
  that she’s trying to keep her story straight instead of 
  telling the truth. 
  If the Fated accuse her of being involved in Melitta’s 
  kidnapping, a TN 9 Intimidate Challenge is enough 
  to get Desiree to crack. She immediately plays the 
  victim and explains how the kidnapping was the idea 
  of Bertram Fletcher, the leader of the Gentlemen. 
  According to her, he bullied her into letting the 
  Gentlemen into the tenement. She claims that she’s 
  terrified of his temper, as she knows that he’s killed 
  several women who have spurned his advances in 
  the past. What else could she do? She willingly 
  tells the Fated that the Gentlemen took Melitta to 
  the Cracked Limpet, a riverside club in southern 
  Downtown. 
  Fortunately, Desiree is not a particularly talented 
  actress, and it only takes a TN 10 Scrutiny Challenge 
  to reveal that she is lying once again. She does 
  anything she can to vindicate herself and avoid 
  punishment, but if things turn ugly, she’s smart 
  enough to go into hiding at the first opportunity. 
  If the Fated tell Colette Du Bois about Desiree’s 
  involvement in the kidnapping, Colette fires Desiree 
  and ensures that she never again works in Malifaux 
  City, which will cause the slighted showgirl to plot 
  her future vengeance against both the Star Theater 
  and the Fated.
  Scene 3: 
  THE CRACKED LIMPET
  The Cracked Limpet isn’t particularly difficult 
  to find. It’s situated on the riverfront in southern 
  Downtown and serves as both a gathering place 
  and living quarters for many of the Gentlemen. 
  The main floor is a bar and club, the second floor 
  contains living quarters, and the basement is often 
  rented out as an opium den or used as storage for 
  their illicit goods.
  When the Fated arrive at the Cracked Limpet, read 
  the following text:
  The Fated can attempt TN 10 Notice Challenges as 
  they approach the club. On a success, they notice an 
  unhitched horse cart in the alley next to the building. 
  Its bed is covered with a tarp, which obscures a few 
  wooden boxes filled with empty liquor bottles. 
  The building’s basement can be accessed via the 
  back stairs located at the far end of the alley. The 
  basement door is metallic and next to an oil lamp 
  with red-tinted glass; the lamp is lit on nights when 
  the opium den is in operation (it is currently dark). 
  The door is locked and requires either the key 
  (copies of which are carried by Fletcher and Jasper) 
  or a TN 12 Lockpicking Challenge to open. See the 
  “Basement” section (pg. 12) for more information.
  Desiree Collier is a short, thin woman with long, 
  wavy blonde hair that cascades down over her 
  shoulders. Her round, hazel eyes and delicate 
  features provide her with a doll-like appearance.
  Surrounded by shabby warehouses and fisheries, 
  the Cracked Limpet stands out like a manicured 
  thumb. As if trying to put on airs, the two-story 
  building features refined architecture, brass 
  lantern sconces, and brightly lit windows. The 
  sign over the door is expertly carved, its vibrant 
  paint matching the soot-free exterior. Even the 
  drunkard passed out on the stoop is dressed in 
  the latest fashions.
  Strains of piano music and bawdy singing can be 
  heard from beyond the swinging saloon doors. 
  
  Chapter 2: Adventure
  Basement
  Beyond the locked metal door is a wooden stairway 
  that leads down into a large storage area lined with 
  crates and liquor boxes. Many of these crates and 
  boxes contain stolen goods, as well as various illicit 
  items. A table and two chairs are the only furniture, 
  but a character searching the room can find a US&E 
  Pump Shotgun hidden under the table. 
  There are three hallways in the basement, each lined 
  with red curtains that are now threadbare and reeking 
  of opium and body odor. They connect to the boiler 
  room, storerooms, and the various bedrooms where 
  clients imbibe opium and other pleasures. One of 
  the hallways leads up to the kitchen on the First 
  Floor and continues up to the Second Floor.
  If the Fated search the basement (a prospect taking 
  about half an hour), they can make a TN 10 Notice 
  Challenge. On a success, they find a locked room 
  near the back of the basement; the key hangs by 
  the door. Inside the stuffy room, a young woman, 
  Eleanor Crampet, is waiting on the only piece of 
  furniture, a grimy bed that has been wedged into 
  what little space there is. Though initially frightened 
  by the opening of the door, Eleanor is relieved to 
  see the Fated and desperately asks to be released.
  Questioning Eleanor turns up more evidence against 
  the Gentlemen. She explains that she is a singer for 
  the Guild’s aethervox broadcasts. Four or five days 
  ago (she’s lost track of time), she was kidnapped by 
  a group of well-dressed thugs and told that she was 
  going to be ransomed off for money. Eleanor doesn’t 
  recognize Melitta's name, but she does remember 
  hearing an argument between the Gentlemen when 
  they recently brought her food. 
  Apparently, someone important had died and they 
  were debating what to do with “the bird.” In the 
  end, they agreed to “dump her in the usual place.” 
  Eleanor knows where this is - indeed, she cannot 
  forget it; a sewer outlet a few blocks from the tavern. 
  Shortly after she was grabbed, the Gentlemen took 
  her there and told her that she would end up like 
  the other “drowned cats” if she didn’t cooperate. 
  The outlet is described in “Scene 4: Waiting in the 
  Wings” (pg. 14).
  First Floor
  The first floor of the Cracked Limpet serves as the 
  club’s primary meeting area. It remains occupied 
  throughout the day and night. When the Fated enter 
  through the front doors, read the following text:
  The man addressing the Fated is Jasper “Needles” 
  Parks, while the man in white is Bertram Fletcher. 
  The other men and women are members of the 
  Gentlemen gang; there are twice as many of them as 
  there are Fated characters, and they use the Wastrel 
  stats found on page 21. Fletcher and Parks both use 
  the stats for Gentlemen Boss (page 22).
  The bartender is actually a Ronin who was hired by 
  Fletcher for a bit of extra protection. In truth, she 
  spies on the Gentlemen for the Ten Thunders. If 
  combat breaks out, she engages the Fated until she 
  realizes that they might kill her, at which point she 
  flees. Stats for the Ronin can be found on page 23.
  The club’s main hall is lavish - all mahogany, 
  carpeted floors, and bright, electric fixtures. 
  Several oil canvases are hung on the walls, as is 
  a six-foot wide mirror behind the fully-stocked 
  bar. Chairs and couches are placed against the 
  walls, while poker and snooker tables dominate 
  the room. Despite the opulence, there is a 
  haphazardness to the interior, as if put together 
  by someone with no sense of aesthetics. 
  Dapper men sit around, talking, playing cards, 
  drinking, or cavorting with female companions in 
  short dresses. A tired hostess drifts from table to 
  table, seemingly lost in her thoughts. Behind the 
  bar, an Asian woman with refined features and a 
  painted smile prepares the drinks. 
  It takes a moment for people to notice you, but 
  when they do, an uncomfortable silence falls over 
  the club as all eyes turn your way. In particular, 
  a man near the back of the room watches you 
  intently. Unlike the other gray-suited men, he 
  wears a crisp, white suit and starched hat. 
  After a moment, a tall, thuggish fellow rises from 
  the wall and points your way. “Oi, I think you’re 
  in the wrong place.”
  
  Chapter 2: Adventure
  The Fated can deal with the Gentlemen in a variety 
  of ways, be it through conversation or physical 
  violence. If combat ensues, the Gentlemen flip over 
  tables and hide behind them, granting them Hard 
  Cover. Any attack that generates a Margin of Failure 
  strikes a bottle of alcohol (there are bottles just about 
  everywhere), dousing the target and everyone within 
  p2 of them in alcohol. Doused characters gain the 
  following Condition for 5 minutes: “Flammable: 
  If this character gains the Burning Condition, she 
  gains an additional Burning +2, then ends this 
  Condition.”
  Fletcher is primarily motivated by greed. Despite his 
  intimidating manner, he tries to avoid using violence 
  except as a last resort. Furthermore, he doesn’t want 
  to have his club shot up or burned down, which 
  seems more and more likely as more alcohol gets 
  spilled. 
  Fletcher is willing to talk to the Fated, but only over 
  drinks. While dealing with him, each character 
  must succeed on a TN 10 Carouse Challenge or 
  gain the Intoxicated Condition for 10 minutes. 
  If a character achieves a Margin of Success on this 
  Challenge, their hard drinking impresses Fletcher, 
  and they gain + on all Social Skill Challenges made 
  against him for the rest of the evening.
  A successful TN 12 Barter, Bewitch, or Convince 
  Challenge is enough to get Fletcher talking about 
  Melitta, as will a TN 14 Intimidate Challenge. If the 
  Fated reveal that they know of Desiree’s duplicity, 
  these TNs are reduced by -2. If they mention that 
  they are working for Colette or involved with the 
  Star Theater, they suffer - to these Challenges. 
  If the Fated achieve a Margin of Failure on one 
  of these Challenges, Fletcher decides that they 
  are asking too many questions and signals for the 
  Gentlemen to attack. 
  On a success, Fletcher boasts about his future 
  windfall. He’s quite pleased at being able to pull a trick 
  over the greatest trickster in Malifaux City, namely 
  “that fancy tart, Colette.” If asked to elaborate, he is 
  decidedly vague unless the Fated achieved a Margin 
  of Success, in which case Fletcher reveals that he’s 
  kidnapped the Star Theater’s newest star and is 
  ransoming her off for a hefty sum of scrip. 
  Forcing Fletcher to reveal Melitta’s location requires 
  a TN 12 Barter, Bewitch, or Convince Challenge 
  or a TN 14 Intimidate Challenge. If the Fated have 
  defeated the Gentlemen, however, they can instead 
  interrogate one of the Wastrels, in which case the 
  TN for these Challenges drops to 9. 
  On a success, the interrogated party reveals that the 
  Gentlemen snatched Melitta from her apartment 
  with Desiree’s help. They bound and gagged Melitta 
  with her curtains and then threw her into her steamer 
  trunk, which they carried outside while Desiree 
  distracted the landlord. Everything went according 
  to plan until they returned to the Cracked Limpet 
  and opened the trunk, only to find that Melitta had 
  apparently suffocated to death. Frustrated, they 
  dumped the trunk (and her body) in a sewer outlet 
  to cover up the crime. 
  Though he was initially disappointed, Fletcher 
  soon realized that since nobody else knew that 
  Melitta was dead, Colette might still pay for her. 
  “Play a trick on that trickster,” he laughed. He 
  sent the ransom note anyway, hoping to get at least 
  something out of the fiasco, but now that the Fated 
  have showed up and started to ask questions, the 
  Gentlemen just want to put the situation behind 
  them. If the Fated agree to keep quiet and not 
  tell Colette about their involvement, they agree to 
  give the Fated directions to where they stashed the 
  body (a nearby sewer outlet). 
  Searching for Melitta’s body is covered in “Scene 
  4: Waiting in the Wings”(pg. 14). Fletcher and 
  Parks both have keys to the basement in their 
  pockets, along with a hefty eight scrip each tucked 
  into their wallets. Fletcher also has the key to his 
  bedroom upstairs.
  
  Chapter 2: Adventure
  Second Floor
  The second story serves as living quarters for the 
  resident Gentlemen. As such, most of it consists of 
  bedrooms and bathrooms. A staircase leads down 
  to the backroom of the First Floor and down into 
  the Basement. The only room of particular interest 
  is Fletcher’s bedroom, which is locked (TN 10 
  Athletics or TN 12 Lockpicking Challenge to open).
  The interior of the bedroom is an intriguing union 
  of furniture, curios, and bookshelves, all of which 
  were collected for their aesthetic value more than 
  their practicality. Searching the room requires a TN 
  8 Notice Challenge; on a success, the Fated uncover 
  a ledger detailing the Gentlemen’s various activities, 
  including their deals, connections, and who owes 
  money to whom. A TN 10 Literacy Challenge allows 
  a character to realize that the handwriting is the same 
  as on Melitta’s ransom note. 
  The ledger notes that their attempt to kidnap Melitta 
  went south when the showgirl suffocated in a steamer 
  trunk and that the Gentlemen dumped her “in the 
  usual place.” The other details of the journal might 
  make it valuable to other criminal groups, at the 
  discretion of the Fatemaster. 
  Fated who achieve a Margin of Success on the Notice 
  Challenge also find an iron safe hidden behind a false 
  front on the nightstand. Opening the safe requires 
  a TN 14 Lockpicking Challenge; inside is 41 scrip, 
  correspondence and business papers, and other 
  valuables… including Melitta’s locket, complete with 
  a picture of her and her family. 
  Scene 4: 
  WAITING IN THE WINGS
  Following the directions of either the Gentlemen 
  or Eleanor leads the Fated to the gang’s favorite 
  dumping ground: an old sewer outlet beneath the 
  nearby docks. Read the following text:
  An investigation of the scene (and a TN 8 Track 
  Challenge) finds some tracks in the muck and 
  refuse. The tracks wind their way into the rubble and 
  through a narrow crack that seems just wide enough 
  to admit a relatively thin person. 
  A TN 10 Notice Challenge allows a character to 
  find fingernail scratches on the lid and inside of the 
  steamer trunk, as if someone were trying to claw 
  their way out. Refuse and a foul scent linger in the 
  trunk. If the character achieves a Margin of Success 
  (or if they explicitly investigate the fallen rubble), 
  they find the crack described above.
  Hidden beneath an unoccupied dock, the large 
  sewer outlet appears to be little more than gaping 
  blackness in the shadows. After following a 
  narrow, zig-zagging ramp downward to the mouth 
  of the outlet, you find that the stone tunnel has 
  collapsed in on itself some twenty feet in. The 
  rounded tunnel is choked with refuse, rotting 
  leaves, and about six inches of water from where 
  the outlet connects to the river. 
  Only a few yards in, you can see the unmistakable 
  shape of a steamer trunk propped up against 
  the tunnel’s filthy wall. It appears to have been 
  opened. A curtain matching the others in 
  Melitta’s apartment is crumpled up in the filth 
  near the chest.
  
  Chapter 2: Adventure
  Following the tracks leads to a faint glowing about 
  ten yards down the tunnel and around a corner. 
  Read the following text:
  The snarls are from a pack of Dead Doxies (pg. 24). 
  There is one Dead Doxie per Fated, including the 
  one with Melitta. They are initially hostile toward 
  the Fated but do not attack unless the Fated act 
  aggressively, in which case they try to drag Melitta 
  further into the tunnel as they fight to protect her. 
  Unlike the other Dead Doxies, Melitta has retained 
  all of her faculties since becoming an undead. She 
  does not understand how this deathly state came 
  about, and she’s frightened to leave the sewers, 
  as she’s heard plenty of stories about the Guild 
  executing undead like her. Her new “sisters” have 
  been quite helpful, ever since they freed her from 
  the locked steamer trunk.
  With a little convincing (TN 8 Bewitch or Convince 
  Challenge), Melitta will gather the courage to relay 
  the events of her kidnapping. When she does so, 
  read the following text:
  While the Doxies will reluctantly allow Melitta and 
  the Fated to leave, the real issue is Melitta’s undead 
  nature. She has no idea how to handle her new 
  condition and fears that it will ultimately lead to her 
  demise at the hands of the Guild. She also doubts 
  that Colette would react well to the revelation. 
  If the Fated abandon Melitta, she continues to lurk 
  in the sewers indefinitely and eventually slips into a 
  deep depression out of loneliness and her assumed 
  lack of options. If the Fated take Melitta back to 
  Colette, her reaction depends upon whether or not 
  she believes that Melitta is still living. If so, she is 
  overjoyed to have her star attraction back and gladly 
  pays the Fated. Should the Fated tell Colette about 
  Melitta’s undead nature, however, Colette’s lip curls 
  upward in disgust; she still pays the Fated, but Melitta 
  is banned from returning to the Star Theater. 
  At this point, the Fated are effectively finished with 
  their assignment. If they helped Melitta disguise her 
  undead nature (by lying to Colette, fetching Melitta’s 
  makeup from her apartment, etc.), however, she 
  sends them a letter a few days later as she prepares 
  for her debut performance. This is covered in 
  “Scene 5: Making a Comeback” (pg. 16).
  Candlelight casts long shadows over the moldy 
  bricks, stretching them out into unsettling 
  shapes. A soft humming echoes off the stones, 
  and when you turn the corner, you find yourself 
  faced with a makeshift hovel, little more than 
  a collection of jumbled benches with nests of 
  newspaper and garbage lining the walls. A few 
  guttering candles burn atop a beer-barrel table, 
  illuminating two women. 
  Even in the gloom, you recognize Melitta. Her 
  angelic features are pallid, and dark circles 
  shadow her eyes. Dressed in a torn skirt and top, 
  she remains deathly still, it’s obvious that she’s 
  not breathing. The other woman is a startling 
  contrast: a rotting corpse wearing a tattered 
  corset and dress. She slowly runs a brush through 
  Melitta’s long hair, humming the tune you heard. 
  When she senses your approach, the decaying 
  woman hisses and raises the brush like a weapon 
  as she snarls with yellowed teeth. From the 
  darkness behind the makeshift hovel, you can 
  hear other snarls echo out through the darkness. 
  Before you can react, Melitta’s eyes snap open, 
  fear twisting her pale face. She clutches her hands 
  to her chest and begs, “Whoever you are, please, 
  don’t hurt us!”
  “I was writing in my journal when someone 
  knocked at my door. I assumed it was Desiree, 
  so I unlatched the door to let her in… and that’s 
  when these men pushed into my room. One of 
  them must have struck me, because the next 
  thing I remember, I was in the trunk. I tried 
  to get out, but my hands were tied, and there 
  wasn’t any air, and…”  Melitta’s voice cracks as 
  she shakes her head.
  “Eventually, someone opened the trunk. Those 
  poor, poor women. At first, I screamed, I think, 
  but they carefully helped me out of the trunk 
  and brought me to this area. One even brought 
  me some clean water to wash my face. I’m not 
  sure why, but they saved me.”
  
  Chapter 2: Adventure
  Scene 5: 
  MAKING A COMEBACK
  The letter requests that the Fated visit Melitta in her 
  room at the Thalia Apartments, where she has been 
  hiding out and “recovering” since her kidnapping. 
  Miss Sauer reluctantly allows the Fated to enter 
  the tenement building and even thanks them for 
  recovering their “lost girl.” When the Fated knock 
  on Melitta’s door, read the following text:
  If the Fated suggest that it would be better for Melitta 
  to flee, she thanks for them for their honesty and 
  begins to sadly gather up her things. If not stopped, 
  she will return to the sewer outlet and her Dead 
  Doxy “friends.”
  If the Fated instead encourage Melitta to go through 
  with the performance, she asks for their assistance 
  in preparing for the show tomorrow. Assisting her is 
  handled with an Ongoing Challenge:
  Touching Up
  Skills Allowed: Art, Deceive, Prestidigitation, 
  Stitching
  Target Number: 10 
  Duration: 1 hour
  Success Requirement: 3 per Fated
  Failure Requirement: 1 per Fated
   
  During this Ongoing Challenge, the Fated can use 
  Art (and makeup) to paint and color Melitta’s pallid 
  skin, Deceive to help coach her through how to 
  reply to any questions about her lack of breathing or 
  cold skin, Prestidigitation to weave subtle illusions 
  around her, and Stitching to tailor her outfit to 
  hide more of her body. Particularly creative ideas 
  for helping Melitta pass as a living woman should 
  receive a + on the appropriate Challenge.
  If the Fated succeed at this Ongoing Challenge, 
  Melitta’s confidence is bolstered and her attempts 
  to pass as a living person are ultimately successful. If 
  they suffer a catastrophic failure, however, Melitta’s 
  confidence is still bolstered, but she panics when 
  she reaches the Star Theater and ultimately reveals 
  her nature. Colette traps Melitta in her dressing 
  room and sends for a Death Marshal, who executes 
  the young performer and hauls her corpse back 
  to the Guild Enclave. During the performance, 
  Melitta’s understudy, Desiree Collier, takes over for 
  Melitta and earns a standing ovation. If the Fated 
  permanently dealt with Desiree, the role is instead 
  filled by Felicia Albarn.
  Before the Fated learn the ultimate success of 
  their efforts, however, Melitta arranges for the 
  Fated to have a private booth during her premiere 
  performance. 
  Melitta cracks open the door and peeks out 
  before opening it fully. “Please, come inside,” 
  she says, closing the door behind you. She 
  wears a billowy nightdress; the ivory fabric is the 
  same color as her skin, a sharp contrast to the 
  darkened skin around her eyes. Near the window 
  is a mannequin draped in what is presumably 
  Melitta’s costume for tomorrow’s performance: 
  it’s surprisingly skimpy and doesn’t seem like 
  it would leave very much to the imagination. 
  “Thank you for coming. Again, I cannot express 
  how much your kindness means to me.”
  She glances at herself in the vanity mirror and lets 
  out a defeated sigh. “Look at me,” she says. “I’m 
  like something out of a nightmare. How can I 
  ever go through with the performance? No matter 
  how much makeup I use, how can I ever pass for 
  one of the living? Maybe I should quit now and 
  return to the Underworld like Persephone.”
  Melitta turns back to you, trembling. “Should I? 
  Should I run?”
  
  Chapter 2: Adventure
  Opening Night
  Should the Fated attend Melitta’s first performance at 
  the Star Theater, read the following text, swapping out 
  Melitta Kafatos for Desiree Collier (or Felicia Albarn) 
  if Melitta’s ruse was discovered by the Star Theater:
  If Desiree or Felicia is starring in the show, it goes 
  off without a hitch. Felicia makes certain to share the 
  stage with her costars, but Desiree is an obvious diva 
  and seems determined to show her costars up at every 
  opportunity. If the Fated inquire about Melitta during 
  or after the show, none of the Star’s employees wish 
  to speak about her, but a TN 12 Bewitch, Convince, 
  or Intimidate Challenge gets one to admit that Melitta 
  was discovered to be an undead creature who was 
  “dealt with” before the show began. In either event, 
  proceed onward to the Conclusion (pg. 19).
  If Melitta is starring in the performance, it showcases 
  all of her talents, as she dances, sings, and plays music 
  for the crowd. She works with her coworkers, allowing 
  them to shine alongside her, and by the intermission 
  she has the audience in the palm of her hand.  
   
  Intermission
  If Melitta is starring in the show, Felicia relays a 
  message to them as the crowd starts filing out for 
  refreshments and to stretch their legs. Felicia isn’t sure 
  as to the reason, but Melitta apparently wants the Fated 
  - and only the Fated - to come to her dressing room to 
  help her. When they arrive, she hurries them inside, 
  looking panicked, and explains that the hot spotlights 
  have affected her makeup and costume, both of which 
  require some quick but relatively easy fixes. 
  While the Fated are helping her, however, fate throws 
  them a curve-ball.  A sudden knock at Melitta’s door 
  makes the undead showgirl jump in surprise, but 
  it’s followed by another knock and Colette asking if 
  Melitta is decent. Melitta can stall for a moment but 
  has little choice other than to open the door. 
  When the door opens, read the following text:
  You take your seats in one of the theater’s highest 
  booths, giving you an amazing view of the stage, 
  as well as the audience below. Tonight, the Star’s 
  normally rowdy crowd has mostly been replaced 
  with more sophisticated clientele, many of them 
  dressed in fancy suits and elegant dresses. Their 
  voices fill the massive room like dull thunder, 
  though they fall silent as a lone figure rises up 
  from the stage, as if born from the very wood. It is 
  Colette Du Bois, her red hair pouring down over 
  her black and purple dress like flames. 
  The crystal chandelier above the audience dims 
  until Colette is cast in the yellow glow of the stage 
  lamps. “Ladies and gentlemen, welcome to the 
  Star Theater! You join us on an austere evening, 
  one which I pray will awaken your very souls.” 
  She gestures across the stage as phantasmal waters, 
  blue and silver, rise around her legs. “From across 
  the wine-dark sea, she comes to us. Touched by 
  the muses of Tragedy and Comedy, blessed by 
  the Bard himself, I give you the beautiful, the 
  magnificent…. [Melitta Kafatos/Desiree Collier]!”
  The red curtains part to thunderous applause, 
  revealing an amazing replica of the Parthenon and 
  a silvered moon behind it. Upon an outcropping of 
  rocks, [Melitta/Desiree] stands above a gathering 
  of satyrs and nymphs. She raises her head, stares 
  out across the crowd for a moment, and then 
  lets forth the sweetest sound you’ve ever heard, a 
  songbird’s cry that tugs at your heart. 
  Colette Du Bois stands in the hallway, now 
  wearing a burgundy dress with a plunging 
  neckline and elbow-length opera gloves. She 
  appears surprised to see you but still manages a 
  warm smile. “I don’t want to take up too much 
  of your time, Melitta, but I wanted to introduce 
  you to a friend of the theater.”
  She moves aside to reveal the man standing beside 
  her. Tall and spindly, the gentleman is more 
  scarecrow than man. His Mediterranean features 
  are gaunt and sunken beneath his brimmed black 
  hat, but his suit is crisp and clean, almost painfully 
  so. He carries a bundle of flowers with him, but 
  his cruel mouth and cold eyes lack any warmth. 
  “This is Death Marshal Alejandro Torres,” Colette 
  says in way of introduction. “He’s a Shakespearean 
  aficionado and wanted to meet with our new 
  virtuoso. May we come in?”
  
  Chapter 2: Adventure
  Torres is arrogant and charmless, but he has 
  an 
  encyclopedic 
  knowledge 
  of 
  Shakespeare 
  and is genuinely fascinated with Melitta and her 
  performance. He’s awkward in conversation but still 
  attempts to be polite and charming, though a few 
  of his word choices cause a pained expression to 
  appear on Colette’s face; she is only tolerating his 
  presence in an attempt to court good favor with the 
  Guild.
  Melitta tries to retain her calm composure 
  throughout the encounter, but she grows increasingly 
  flustered as the conversation continues. This scene 
  can be played for laughs (albeit nervous ones) or it 
  can become deadly serious. Ultimately, the Fated 
  should be desperate to get Torres out of the room 
  in time for them to complete their adjustments to 
  Melitta’s disguise. A TN 12 Social Skill Challenge 
  is enough to rebuff the awkward Death Marshal (or, 
  alternatively, to draw his attention toward another, 
  less angst-filled female character). 
  If Torres becomes suspicious of Melitta’s condition, he 
  excuses himself and immediately travels to the Guild 
  Enclave to fetch reinforcements. If 
  allowed to do so, he returns after 
  the performance has finished 
  and he has retrieved his pistol 
  and coffin. Accompanying him 
  are four other Death Marshals, all 
  of them intent on capturing Melitta 
  and arresting the Fated for conspiring 
  to assist an undead creature; stats 
  for the Death Marshals can be 
  found on page 25. 
   
   
  Theater Memories
  After the intermission, the performance resumes 
  and heads into its final acts. Unfortunately, Melitta 
  just can’t catch a break, as the show is crashed by 
  her “friends” from the sewer. Of course, if the Fated 
  killed the Dead Doxies that were caring for Melitta, 
  they’re too dead to visit the theater; proceed to the 
  Conclusion (pg. 19).
  Otherwise, read the following text:
  The Dead Doxies have followed an instinctive 
  calling to watch Melitta perform. They’ve already 
  murdered the poor woman who was taking tickets 
  at the door and one of the ushers, which is going to 
  cause a panic in and of itself as soon as people step 
  out into the reception area. 
  The Fated ultimately have roughly fifteen minutes 
  to deal with the Doxies before the act ends. There 
  is one Dead Doxie per Fated, minus those that the 
  Fated destroyed in the sewers earlier. The undead 
  women recognize the Fated from their previous 
  encounter and do not act aggressively against the 
  characters unless given cause, but convincing them 
  to leave the theater is difficult and requires a TN 12 
  Convince Challenge. 
  The second half of the performance is just 
  as captivating as the first. Melitta’s voice and 
  commanding presence keep the entire audience 
  enraptured, and they “ooh” and “ahh” as blue fire 
  and phantasmal images swirl and dance around 
  her, contributing to the otherworldliness of the 
  show. It truly is a spectacle. 
  As the second half begins to reach its conclusion, 
  however, you finally notice the silhouettes 
  standing in the isle below. Motionless as statues, 
  skin the color of curdled milk, they intensely 
  watch Melitta as she monologues on stage. After 
  another moment, you recognize them for who 
  they are: they undead women from the sewers, 
  Melitta’s “sisters” in death. 
  For the moment, nobody seems to have noticed 
  them, but it’s only a matter of time…
  
  Chapter 2: Adventure
  Similarly, the Fated will have deal with the corpses 
  of the usher and ticket taker, both of whom are 
  sprawled out on the carpet in pools of spreading 
  blood. Hiding the bodies requires five minutes of 
  work each and a TN 10 Deceive Challenge to find a 
  suitable hiding place. The blood is more difficult to 
  remove, but a TN 10 Deceive Challenge and a bit of 
  acting can pass it off as spilled wine. The Fated could 
  move some of the room’s comfortable couches over 
  the spot where the usher died, but the ticket taker 
  died in the doorway, making this more difficult. 
  Frantically cleaning the carpet is possible but requires 
  thirty minutes of work and a TN 10 Homesteading 
  Challenge. Each Margin of Success on this Ongoing 
  Challenge reduces the work time by ten minutes, 
  to a minimum of five minutes. Similarly, the Fated 
  can devise a crude cleaning solution from some of 
  the drinks scattered around the room, but doing 
  so requires a TN 10 Alchemistry Challenge. On a 
  success, the solution reduces the cleaning time by 
  five minutes, plus an additional five minutes for each 
  Margin of Success. 
  If the Fated are able to deal with the Doxies, the 
  corpses, and the blood stains, the show ends 
  without a hitch. If the Doxies come to the attention 
  of the crowd - such as by the discharge of any sort 
  of firearm within the theater - then their presence 
  causes shouts of “zombies!” and a panic that spreads 
  quickly through the theater. The crowd desperately 
  tries to escape, and the Fated must succeed on TN 
  10 Evade Challenges or be caught up in the fleeing 
  mob, knocked Prone, and trampled for 2/4/5 
  damage. The Dead Doxies are alternatively trampled 
  and attacked by the crowd, knocked Prone, and 
  suffer 4 damage as a result. 
  If the bodies are left in the reception area or are 
  poorly hidden, the panic doesn’t happen until 
  everyone begins to file out of the theater, but 
  the effect is still the same. Blood stains cause 
  concern but fortunately do not incite a panic.  
   
  Conclusion
  If the Fated successfully protect Melitta and help 
  her maintain her disguise during the premiere, 
  she becomes an overnight sensation. She remains 
  indebted to the Fated and can serve as a continual 
  point of contact for them, opening doors among the 
  city’s high society and providing access to gossip as 
  needed. Interestingly, she also seems to possess an 
  intimate insight into the nature of the undead, though 
  she is loathe to involve herself in any dealings with 
  undead other than fellow Dead Doxies. 
  She continues to have questions about her undead 
  state. What brought her back to life? Is there some 
  ulterior motive to her undead state? Does the sewer 
  tunnel have some connection to her undead state, 
  considering the Dead Doxies that gathered there? 
  These questions could lead to additional adventures 
  later on. 
  If Desiree or Felicia take the leading role in the 
  premiere, the praise for their performances is less 
  overwhelming but still, ultimately, positive.
  Regardless, so long as the Fated prevent a riot 
  from happening, the prestige of the Star Theater 
  still increases in the wake of the premiere, much 
  to the pleasure of Colette Du Bois. As a result, the 
  Fated find it easier to receive tickets and exclusive 
  seating for future performances, and they may even 
  be invited to take part in jobs for the Arcanists, 
  depending upon their trustworthiness, political 
  leanings, and reaction to Alejandro Torres. 
  If a riot breaks out, however, the entire premiere 
  becomes something of a scandal. Melitta (or Desiree, 
  or Felicia) is still praised for her performance, but 
  the reviews are tinted with criticisms on the Star 
  Theater’s security. The Star ends up losing some 
  acclaim and popularity, and its ticket sales suffer for 
  the next few weeks, which annoys Colette and cost her 
  a moderate sum of money. If the Dead Doxies were 
  the cause of the riot, Alejandro Torres also begins 
  spending a great deal of time at the Star Theater, and 
  his increased scrutiny - primarily related to keeping 
  undead away from the building and its employees 
  - proves to be a significant hindrance to Colette’s 
  Arcanist endeavors. 
  
  Fatemaster Characters
  Chapter 3: Fatemaster Characters
  Fatemaster Characters
  The following pages contain the stat blocks for the 
  Fatemaster characters that the Fated are likely to 
  encounter over the course of the adventure. They 
  have been created with an eye toward ease of use 
  by the Fatemaster and include everything needed to 
  run these characters in a combat situation. 
  Depending on the situation, Fatemasters more 
  familiar with Through the Breach may want to adjust 
  some of these characters' Rank Values ahead of time 
  to create more or less of a challenge for their players. 
  In general, Fatemasters are cautioned against 
  increasing the Rank Values of the characters in this 
  adventure by more than a few points; if the Fated 
  are facing off against the Gentlemen, for instance, 
  they're going to be in for a tough battle. Increasing 
  the Rank Value of the Wastels by too much runs the 
  risk of creating a battle filled with enemies that they 
  cannot hit or avoid.
  If your Fated are truly dangerous in combat, however, 
  then increasing the Rank Value of the Gentlemen 
  Bosses and Ronin by +2 each might be a good idea. 
  This will make the Gentlemen Bosses Henchmen 
  and the Ronin an Enforcer, which will provide them 
  with additional Fate Points and increased endurance 
  (in that the Ronin will now will automatically succeed 
  at her Unconsciousness Challenges).
  Similarly, adding hazards to a battlefield such as 
  Severe and Hazardous Terrain will make for more 
  dangerous and memorable encounters. The overall 
  goal is to ensure that the players feel threatened on all 
  sides, but not to the point where the session becomes 
  a grind. If their enemies employ battle tactics such as 
  using the focus, defensive stance, trick, and impose 
  actions, it will emphasize their cunning natures and 
  put the Fated at a disadvantage.
  
  Chapter 3: Fatemaster Characters
  Wastrel
  Wastrels are people who have been given every 
  privilege from birth and have subsequently squandered 
  them. They often consider themselves above the law, 
  relying upon their family's wealth and good name to 
  keep them out of any real trouble. 
  Lucas McCabe has gathered a cadre of these ruthless 
  men and women around himself to form a (very 
  unofficial) group of Guild agents with questionable 
  loyalty and ethics. They deal with many of the issues 
  that the Guild can't be seen to be officially involved 
  in, such as evicting people from Downtown homes 
  that are desired by prominent politicians, breaking 
  into the homes and offices of M&SU representatives, 
  and so on.
  What the Guild doesn't realize 
  is that many of these Wastrels 
  are also in the pocket of the 
  Ten Thunders, most often as a 
  result of their gambling debts 
  finally catching up with 
  them. Given the choice 
  between serving the Ten 
  Thunders or having 
  their legs broken, most 
  Wastrels go with the 
  former option.
  The Ten Thunders use Wastrels in much the same 
  way as the Guild, calling upon them whenever they 
  need a task completed by Westerners who are 
  unlikely to seem associated with the Little Kingdom. 
  They also spy upon the Guild, using their access to 
  the Enclave to intimidate witnesses, make evidence 
  disappear, and learn Guild patrol routes. Their 
  success rate is somewhat dubious - Wastrels aren't 
  trusted by most Guild personnel - but sometimes the 
  Ten Thunders don't have many other options.
  Wastrel 
  Minion (5), Living, Black Sheep
  Might
  1
  Grace
  2
  Speed
  2
  Resilience
  0
  Charm
  2
  Intellect
  2
  Cunning
  1
  Tenacity
  1
  Defense
  4 (9)
  Walk
  5
  Height
  2
  Initiative
  3 (8)
  Willpower
  5 (10)
  Charge
  6
  Wounds
  5
  Skills: Art 1, Carouse 3, Centering 3, Forgery 1,    
  Gambling 2, Intimidate 2, Lockpicking 1,  
  Melee 3,   Notice 1, Pick Pocket 1, Pistol 3, 
  Scrutiny 1, Toughness 1.
  Swagger: At the end of this character's turn, it gains the 
  Defensive +1 Condition if it declared only Walk 
  Actions during its turn.
  The Old Ultraviolence: This character deals +1 
  damage to characters who are under the effects of 
  one or more Conditions.
  (1) Gang Weapons (Melee) 
  AV: 4 (9)  =========  Rg: y1  ====== Resist: Df 
  Target suffers 1/2/3 damage.
  M  "And Then He Just Strolled Away...": After 
  resolving, this character may move up to 3 yards 
  in any direction.
  (1) B&D Pocket Revolver (Pistol) 
  AV: 5 (10)  ========  Rg: z6  ====== Resist: Df 
  Target suffers 2/3/3 damage. Capacity 4, Reload 2.
  M  "A Fiver Says I Can Do It Again": After damaging, 
  this character gains the Focused +1 Condition.
  
  Gentleman Boss
  The Gentlemen are a gang of thieves and ruffians 
  with delusions of sophistication. They surround 
  themselves with the finest things in life (or at least, 
  the finest things that they can steal or purchase 
  with their ill-gotten gains), but only because they 
  believe that doing so will allow them to seem more 
  cultured and classy than they actually are.
  The "bosses" of the gang - Betram Fletcher and 
  Jasper "Needles" Parks - take this concept to the 
  extreme. Both men like to pass themselves off as 
  members of high society, but when push comes 
  to shove, they are more than willing to steal, 
  slander, blackmail, kidnap, and murder their way 
  to success. 
  Fletcher has recently taken a 
  fancy to a showgirl, Desiree 
  Collier, which has brought 
  the Star Theater into the 
  Gentlemen's sphere of 
  attention... much to the 
  theater's detriment.
  Gentleman Boss 
  Enforcer (8), Living
  Might
  1
  Grace
  2
  Speed
  2
  Resilience
  1
  Charm
  2
  Intellect
  -1
  Cunning
  1
  Tenacity
  2
  Defense
  4 (12)
  Walk
  5
  Height
  2
  Initiative
  4 (12)
  Willpower
  4 (12)
  Charge
  6
  Wounds
  7
  Skills: Art 1, Barter 1, Bewitch 2, Carouse 3,     
  Centering 2, Deceive 2, Forgery 1, Gambling 2, 
  Intimidate 2, Leadership 3, Literacy 1, Melee 2,   
  Music 1, Notice 2, Pistol 2, Scrutiny 2, Toughness 2.
  All In: This character gains + to all duels when it has 
  no remaining Fate Points.
  Luck of the Draw: When the Fate Deck is reshuffled, this 
  character recovers two Fate Points instead of one.
  Marked Cards: At any point during this character's turn 
  during Dramatic Time, it may discard a card to look at 
  the top three cards of the Fate Deck and either discard 
  all three cards or replace all three cards in any order.
  (1) Fancy Cane (Melee) 
  AV: 3 (11)  ========  Rg: y2  ====== Resist: Df 
  Target suffers 2/2/4 damage. If this attack inflicts 
  Severe damage, the target suffers a Weak Critical 
  Effect.
  R Taunting Strike: After succeeding, every friendly 
  character within p3 of this character gains 
  Focused +1.
  (1) Clockwork Pistol w/ Cavity Bullets (Pistol) 
  AV: 4 (12)  ======== Rg: z12  ====== Resist: Df 
  Target suffers 2/4/5 damage. This weapons gains + to 
  its Damage flip against targets without an Armor value. 
  Armor may reduce the damage from this weapon to 0. 
  Capacity 6, Reload 2.
  r  Unload: When damaging, if you have two or more 
  bullets remaining in your weapon, deal +2 damage 
  to the target. Your weapon is now empty.
  Chapter 3: Fatemaster Characters
  
  Ronin
  Much like their masterless namesake from feudal 
  Japan, these mercenaries wander Malifaux in search 
  of work that utilizes their particular talents. Many 
  are escaped convicts from Guild work camps or 
  fugitives fleeing from the hangman's noose for a 
  crime committed in a seedy saloon. Most travel in 
  disguise, hoping that their pursuers will pass them by 
  if encountered on a train or in the streets.
  Many Ronin rent themselves out as bodyguards, 
  relying upon their cheap prices and willingness to 
  work with just about anyone to secure a patron. 
  Ronin who choose this path resign themselves to 
  lives of clandestine mercenary work, often earning 
  but a fraction of a legitimate contract's fee for highly 
  dangerous work.
  Regardless of their reasons for 
  becoming Ronin, none of these 
  mercenaries relish working in 
  one place for too long. As soon as 
  they start to become comfortable 
  working with someone or staying 
  in one place, they start to feel 
  the hot breath of their past on 
  their necks and inevitably 
  end up slipping 
  away in the night, 
  preferring a life of 
  constant wandering 
  to one spent behind 
  bars.
  Ronin 
  Minion (6), Living
  Might
  2
  Grace
  2
  Speed
  1
  Resilience
  1
  Charm
  1
  Intellect
  0
  Cunning
  2
  Tenacity
  2
  Defense
  5 (11)
  Walk
  5
  Height
  2
  Initiative
  3 (9)
  Willpower
  5 (11)
  Charge
  5
  Wounds
  7
  Skills: Athletics 2, Centering 3, Evade 3, Literacy 1, 
  Melee 3, Notice 2, Pistol 2, Scrutiny 2, Toughness 2, 
  Track 2.
  Disguised: This character may not be the target of the 
  Charge Action.
  Hard to Kill: This character may choose to ignore one 
  Critical Effect per Dramatic Time.
  Take the Hit: This character may discard a card after 
  an attack hits a friendly character within 2 yards of 
  her. If she does, this character moves to a position 
  between the friendly character and the attacker, and 
  this character suffers the effects of the attack, which 
  suffers a - to its damage flip, instead of the friendly 
  character. Opponents engaged with this character 
  when she moves may not attempt Disengaging Strikes 
  to stop this movement.
  (1) Daito (Melee) 
  AV: 5 (11) ======= Rg: y2 ======== Resist: Df 
  Target suffers 2/3/5 damage, ignoring Armor.
  M  Next Target: After damaging, this character may 
  move up to 4 yards in any direction.
  C Twist the Blade: The damage flip gains +.
  (1) Collier Navy (Pistol) 
  AV: 4 (10)  ======== Rg: z12  ====== Resist: Df 
  Target suffers 2/3/4 damage. Capacity 6, Reload 2.
  (2) Flurry 
  This character may discard a Twist Card to take three 
  1 AP attack Actions with a Close Combat weapon 
  against a single target.
  Chapter 3: Fatemaster Characters
  
  Dead Doxy
  These undead women are the corpses of performers 
  that have been given unnatural life by the foul magic 
  of a necromancer. Though similar to a Rotten Belle 
  at first glance, Dead Doxies retain a measure of the 
  grace and showmanship that was drilled into them 
  in life through hundreds of hours of tiring practice 
  and constant repetition.
  In death, Dead Doxies are able to draw upon this 
  training to retain a portion of their memories, often 
  transitioning into undeath with a core personality 
  intact. The personality is rarely the Doxy's own, 
  however; the long hours spent rehearsing the lines 
  of a play or learning the lyrics to a popular song 
  resonate more strongly in their minds than any 
  details of their own lives, and it is the fragments of 
  these fictional personalities that Dead Doxies 
  tend to cling to after their return from 
  beyond death.
  This knowledge shows in a 
  Doxy's movements; instead 
  of walking in a shuffling 
  gait like most zombies, 
  they stride forward with 
  confident 
  steps, 
  each 
  sharp click of their heals 
  turning the heads of men 
  and women alike. Even 
  the most mangled of 
  Doxies carries herself 
  in a seductive manner, 
  and often, all it takes 
  to distract their prey 
  is a smoldering look and 
  a fleeting glimpse of 
  pale flesh. 
  Dead Doxy 
  Minion (6), Undead, Belle
  Might
  -2
  Grace
  3
  Speed
  2
  Resilience
  3
  Charm
  3
  Intellect
  -2
  Cunning
  2
  Tenacity
  3
  Defense
   5 (11)
  Walk
  5
  Height
  2
  Initiative
  4 (10)
  Willpower
   5 (11)
  Charge
  6
  Wounds
  7
  Skills: Acrobatics 2, Bewitch 3t, Deceive 1, Evade 3, 
  Melee 3, Music 2, Notice 2, Toughness 1.
  Flick of the Wrist: This character may use Grace in place 
  of Might when making a Melee or Pugilism attack.
  Hard to Wound +1: Damage flips against this character 
  suffer -.
  Inviting Allure: When a character within a6 becomes 
  Slow, this character may discard a card to force it to 
  move a number of yards equal to its Walk Aspect 
  directly toward this character.
  Manipulative (10): When an enemy character targets 
  this character with an Action, they must pass a TN 
  10 Willpower Challenge. On a failure, this character 
  may change the target of the Action to a legal target of 
  its choice.
  (1) Fancy Cane (Melee) 
  AV: 6 (12)  ========  Rg: y2 ======= Resist: Df 
  Target suffers 2/2/4 damage. If this attack inflicts Severe 
  damage, the target suffers a Weak Critical Effect.
  R Out Clubbing: After damaging, the target is 
  knocked Prone. Take this Action again against 
  the same target.
  (1) Undress (Bewitch) 
  AV: 6t (12t)  ==  Rg: 6 yards  ====  Resist: Wp 
  A Living target becomes Slow.
  t Burlesque Show: Every Living character within p3 of 
  the target must make a TN 13 Centering Challenge 
  or become Slow.
  m Confusing Feelings: After succeeding, the target gains 
  the following Condition until the end of its next 
  turn: "Confusing Feelings: This character suffers 
  a - on all duels in which it is the defender."
  Chapter 3: Fatemaster Characters
  
  Death Marshal
  The Death Marshals have the rare distinction of 
  being one of the few Guild Special Divisions that 
  is both appreciated and revered by the citizens of 
  Malifaux. They have one purpose: to locate and 
  eliminate Resurrectionists and their foul creations.
  To this end, Death Marshals are trained in the arts 
  of combat and necromancy alike, though they are 
  forbidden from using the latter to create any undead 
  creatures. They are also skilled in tracking and 
  interrogation, making even the newest recruit a force 
  to be reckoned with.
  Their training is not without its hazards, however, as 
  their necromantic rituals leave their bodies withered 
  and decaying. The tell-tale high collars and wide-
  brimmed hats of the Death Marshals were originally 
  intended to hide their grim visages from others, 
  though they have since become an unofficial part of 
  their uniforms.
  Death Marshal combat tactics revolve around 
  identifying the Resurrectionist leading a group of 
  undead and trapping them inside the coffin they always 
  carry with them. The Death Marshal then retreats with 
  her trapped prize, returning it to the Death Marshal 
  compound for interrogation and execution.
  Death Marshal 
  Enforcer (8), Living, Death Marshal
  Might
  2
  Grace
  2
  Speed
  1
  Resilience
  3
  Charm
  -2
  Intellect
  1
  Cunning
  1
  Tenacity
  2
  Defense
   4 (12)
  Walk
  5
  Height
  2
  Initiative
  4 (12)
  Willpower
   5 (13)
  Charge
  5
  Wounds
  9
  Skills: Bureaucracy 2, Centering 3, Counter-Spelling 3, 
  Evade 2, Heavy Melee 4, Intimidate 3, Leadership 1, 
  Melee 3, Necromancy 3, Notice 3, Pistol 4,  
  Scrutiny 2, Toughness 3, Thrown Weapons 3, 
  Track 4, Wilderness 1.
  Hard to Wound +1: Damage flips against this character 
  suffer -.
  Fear Not Death: This character's corpse can never 
  be reanimated as an Undead creature. When this 
  character kills a target, it may choose to instantly 
  render the target's remains unfit to be reanimated into 
  an Undead creature.
  (1) Peacebringer (Pistol) 
  AV: 6 (14)  ======== Rg: z10  ====== Resist: Df 
  Target suffers 2/3/5 damage. This weapon grants its 
  wielder + to Intimidate duels. Capacity 6, Reload 1.
  R  Critical Strike: When damaging the target, this attack 
  deals +1 damage for each R in the final duel total.
  (1) Peacebringer Bayonet (Melee) 
  AV: 5 (13)  ========  Rg: y1  ====== Resist: Df 
  Target suffers 1/3/4 damage.
  R  Critical Strike: When damaging the target, this attack 
  deals +1 damage for each R in the final duel total.
  (1) Pine Box (Heavy Melee) 
  AV: 6 (14)  =====  Rg: y2 or z9 ==== Resist: Df 
  Target suffers 2/3/4 damage. 
  C Get in the Box: After succeeding, the target is trapped 
  in the Pine Box and gains the following Condition 
  until this character (or another character, if this 
  character is killed) takes a (1) Action to open it: 
  "Boxed and Buried: This character is removed 
  from reality and cannot take Actions." This Trigger 
  may not be declared if there is already a character 
  in the Pine Box.
  Chapter 3: Fatemaster Characters
  
  Chapter 4: Fated Characters
  Fated Chararcters
  The Cast at a Glance
  Hanna Jankowski: Hanna is a down-on-
  her-luck Wastrel with strong prejudices and a 
  great deal of luck. She's helping the owner of 
  the Star Theater in order to recover from her 
  recent gambling losses.
  Lexie Travis: Lexie is a struggling Performer 
  who hopes that helping Colette Du Bois will 
  be just the thing to help her career take off.
  Anna St. Pierre: Anna is an Academic and 
  a lawyer who has been asked by the M&SU to 
  help Ms. Du Bois with a sensitive matter.
  Willard Segal: Willard is, essentially, hired 
  muscle for the M&SU. As an imposing Guard, 
  he protects others by drawing attention to 
  himself (and away from his companions).
  The following four characters have been specially 
  designed to work well with the events that unfold 
  in this adventure. Each of them has been contacted 
  by  Colette Du Bois, the owner of the Star Theater, 
  about a confidential assignment.
  If you wish to continue playing these characters 
  past the first adventure, it shouldn't be too difficult 
  to convert them into full Fated. None of these 
  characters have completed any Steps along their 
  chosen Pursuit; they're brand new characters ready 
  for their first adventure. Simply go through the Core 
  Rules and pick out some Skill Triggers for each Skill 
  a character possesses with 3 or more ranks.
  Remember, these are your characters, so don't be 
  afraid to swap out a Skill or Talent or to alter aspects 
  of their background if you'd like to portray them in a 
  slightly different light. Have fun!
  
  Hanna Jankowski
  Hanna was invited to Malifaux to play in a high-
  stakes poker game at the Honeypot Casino. 
  She was doing well for herself, right up until the 
  casino changed dealers and her luck disappeared 
  in the blink of an eye. She lost everything to the 
  casino, and with no way to pay for food or a 
  train ticket back to Earth, she’s been forced to 
  perform various odd jobs and mercenary tasks 
  in order to rebuild her finances. 
  Fortunately, Lady Luck never spurns Hanna 
  for very long. Earlier this morning, one of her 
  former clients mentioned that the owner of the 
  Star Theater, Colette Du Bois, was searching 
  for some discrete mercenaries ot help her with 
  a sensitive manner. Hanna pounced on the 
  opportunity; she’s convinced that all she needs 
  is enough money to get her back into the game 
  so that she can start winning back her fortune.
  Gear: Black Dress (+ to Stealth duels), Volyer 
  Revolving Pistol, 35 bullets, 2 scrip.
  Destiny: “If you open the gate of wonder in the 
  wall of lies, the sleeper dreams of your tomorrow, 
  and the moon shines upon the forgotten forest. 
  All of the screams will lead you home, and you 
  will burn the oldest page.”
  Twist Deck: Masks (1, 5, 9, 13), Tomes (4, 8, 
  12), Crows (3, 7, 11), Rams (2, 6, 10)
  Hanna Jankowski
  Might
  1
  Grace
  2
  Speed
  0
  Resilience
  -1
  Charm
  -3
  Intellect
  0
  Cunning
  2
  Tenacity
  1
  Fated, Living, Wastrel
  Defense
  3
  Walk
  4
  Height
  2
  Initiative
  +3
  Willpower
  3
  Charge
  4
  Wounds
  5
  Skills: Athletics 1, Bewitch 1, Carouse 1, Deceive 1,  
  Evade 1, Gambling 3, Intimidate 1, Notice 3, Pistol 3, 
  Pugilism 1, Stealth 1, Toughness 1, Track 1.
  Aces and Eights (Wastrel): When Hanna fails an 
  Expertise duel (such as Gambling, Notice, or Track), 
  she may draw a card.
  Luck of the Draw: When the Fate Deck is shuffled, 
  Hanna draws two cards instead of one.
  Prejudice: At the start of Dramatic Time (i.e., 
  combat), Hanna may choose an enemy character 
  and discard a card. If she does so, she gains + to 
  all flips against the enemy character until the end 
  of Dramatic Time. If she attempts to use a Social 
  Skill other than Initmidate to influence the enemy 
  character’s behavior, she suffers a - to her flip.
  Languages: English, Polish.
  (1) Knee to the Groin (Pugilism/Might) 
  AV: +2  ===========  Rg: y1  ====== Resist: Df 
  Target suffers 1/2/3 damage.
  (1) Volyer Revolving (Pistols/Grace) 
  AV: +5  =========== Rg: z10  ====== Resist: Df 
  Target suffers 2/3/4 damage. Capacity 7, Reload 4.
  M Ricochet: After damaging, another character within 
  3 yards of the target suffers 1/2/4 damage. This 
  damage flip may not be Cheated.
  Chapter 4: Fated Characters
  
  Lexie Travis
  Lexie traveled to Malifaux in the hopes of 
  performing at the world-famous Star Theater, 
  but after she learned that many of the shows 
  were burlesque and that simply “opting out” 
  of them wasn’t an option for the theater’s 
  performers, she cast her gaze elsewhere. She’s 
  managed to pick up a few roles here and there 
  in smaller (but more respectable) theaters, 
  but she has yet to make a significant name for 
  herself. 
  Earlier this morning, while checking the call-
  back list for a play that she unfortunately didn’t 
  get a role in, Lexie heard a rumor that Colette 
  Du Bois, the owner of the Star Theater, was 
  looking for some hired muscle. Though she 
  is not particularly interested in becoming a 
  mercenary, Lexie knows that a recommendation 
  from Colette could be just what she needs to 
  give her struggling career a boost.
  Gear: Distracting Hat (+ to Deceive 
  Challenges), Driving Whip, Volyer Revolving 
  Pistol, 35 bullets, 2 scrip.
  Destiny: “After you bleed the coal from the 
  bones, you will refuse the call, for you must 
  dredge the waters until the just give up their 
  dead. The sisters will show the way, and so the 
  circle will be completed.”
  Twist Deck: Masks (1, 5, 9, 13), Rams (4, 8, 
  12), Crows (3, 7, 11), Tomes (2, 6, 10)
  Lexie Travis
  Might
  0
  Grace
  2
  Speed
  1
  Resilience
  -2
  Charm
  3
  Intellect
  -2
  Cunning
  2
  Tenacity
  -2
  Fated, Living, Performer
  Defense
  3
  Walk
  7
  Height
  2
  Initiative
  +1
  Willpower
  2
  Charge
  -
  Wounds
  4
  Skills: Acrobatics 2, Bewitch 3, Carouse 2,  
  Deceive 2, Flexible 2, Gambling 1, Music 2,  
  Pick Pocket 3, Scrutiny 1, Stealth 1.
  Flair for the Dramatic (Performer): When Lexie 
  fails a Social duel (such as Bewitch, Deceive, or 
  Scrutiny), she may draw a card.
  Center of Attention: After another character fails a 
  Social Skill Challenge, Lexie may discard a card to 
  make a Skill Challenge with the same Skill against the 
  same TN. If there were any modifiers to the origian 
  character’s flip (such as + or - modifiers), they 
  apply to Lexie’s flip as well. If she succeeds, Lexie is 
  considered to have succeeded on the initial Social duel, 
  and the original character’s failure is ignored. 
  The Better Part of Valor: Lexie has lost her Charge 
  Aspect (and thus cannot Charge), but her Walk Aspect 
  has increased by +2.
  Languages: English, French.
  (1) Driving Whip (Flexible/Grace) 
  AV: +4  ===========  Rg: y2  ====== Resist: Df 
  Target suffers 1/2/3 damage. 
  (1) Volyer Revolving (Pistol/Grace) 
  AV: +2  =========== Rg: z12  ====== Resist: Df 
  Target suffers 2/3/4 damage. Capacity 7, Reload 4.
  Chapter 4: Fated Characters
  
  Anna St. Pierre
  Anna works for the Union as a traveling lawyer. 
  Her primary duties mostly involve traveling to 
  the various Contract Towns of the Northern 
  Hills to help miners prepare paperwork, though 
  she is sometimes asked to help coach them 
  through their upcoming testimonies in court. 
  It’s not a particularly exciting job, but it pays well 
  enough and lets Anna get out of the office on a 
  regular basis. 
  While in Malifaux City to help her fellow 
  lawyers prepare paperwork for a lawsuit against 
  Winston’s Dirigibles, Anna’s boss asked her to 
  visit the Star Theater and help its owner, Colette 
  Du Bois, with a confidential matter. It was an 
  unusual request, but in the Union, that sort of 
  request usually meant the chance for a promotion 
  and a hefty raise, provided that everything went 
  well. If nothing else, it might help her make 
  contacts in case Anna ever decides to make her 
  dreams of a private practice a reality.
  Gear: Thick Glasses (+ to Notice Challenges), 
  Hand Axe, B&D Pocket Pistol, 20 bullets.
  Destiny: “Once you rise from the ashes, you 
  will wait when you should act, and your blood 
  will run black. The other place beckons with the 
  voice of oblivion, and the crime you hide will 
  destroy you.”
  Twist Deck: Tomes (1, 5, 9, 13), Rams (4, 8, 
  12), Crows (3, 7, 11), Masks (2, 6, 10)
  Anna St. Pierre
  Might
  0
  Grace
  2
  Speed
  -2
  Resilience
  0
  Charm
  -2
  Intellect
  2
  Cunning
  1
  Tenacity
  -2
  Fated, Living, Academic
  Defense
  4
  Walk
  3
  Height
  2
  Initiative
  -1
  Willpower
  2
  Charge
  3
  Wounds
  4
  Skills: Artefacting 2, Bureaucracy 2, Convince 2,  
  Doctor 2, Engineering 3, Evade 2, Forgery 1, 
  Husbandry 1, History 2, Literacy 1, Notice 1, Pistol 1, 
  Thrown Weapons 2.
  Avid Student (Academic): When Anna fails an 
  Academic duel (such as Bureaucracy, History, or 
  Literacy), she may draw a card.
  Know-It-All: When Anna fails a Skill Challenge with a 
  Skill that is associated with a Mental Aspect, she may 
  discard a card to immediately reflip that Challenge. If 
  the discarded card was a t, she may use an Academic 
  Skill of her choice in place of the original Skill. 
  Flick of the Wrist: Anna may use Grace in place of 
  Might when making a Melee or Pugilism attack.
  Languages: English, German.
  (1) Hand Axe (Melee/Grace) 
  AV: +4  ===== Rg: y1 or z9 (Thrown) =====Resist: Df 
  Target suffers 1/3/4 damage. 
  (1) B&D Pocket (Pistol/Grace) 
  AV: +3  ===========  Rg: z6  ====== Resist: Df 
  Target suffers 2/3/3 damage. Capacity 4, Reload 2.
  Chapter 4: Fated Characters
  
  Willard Segal
  When Willard first arrived in Malifaux, he 
  took a job working in the mines, but his large 
  size proved to be a hindrance in the cramped 
  tunnels. Just when he was considering quitting to 
  find a new line of work, a representative of the 
  Miners and Steamfitters Union approached him 
  and offered him a position as Union muscle. 
  Willard accepted the offer, and his first 
  assignment is to assist a “friend of the Union,” 
  Ms. Colette Du Bois, with a sensitive (and 
  confidential) matter. Willard is ready to kick 
  ass and chew bubblegum, and he’s only got so 
  much bubblegum to go around.
  Gear: Breaching Axe, Bubblegum (2 sticks), 
  6 scrip.
  Destiny: “When the seven gifts are opened, you 
  will bathe in the waters of rage, but welcome the 
  song of frozen winter. The leaves will whisper 
  you rname, and you will forget yourself.”
  Twist Deck: Rams (1, 5, 9, 13), Crows (4, 8, 
  12), Tomes (3, 7, 11), Masks (2, 6, 10)
  Willard Segal
  Might
  1
  Grace
  0
  Speed
  -1
  Resilience
  1
  Charm
  2
  Intellect
  -1
  Cunning
  -1
  Tenacity
  1
  Fated, Living, Guard
  Defense
  4
  Walk
  4
  Height
  3
  Initiative
  +0
  Willpower
  3
  Charge
  4
  Wounds
  8
  Skills: Athletics 1, Bewitch 1, Bureaucracy 2,  
  Culinary 1, Evade 2, Heavy Melee 3, Intimidate 3, 
  Notice 1, Scrutiny 1, Toughness 3.
  Iron Tank (Guard): When Willard fails a Close 
  Combat duel (such as Heavy Melee) during Dramatic 
  Time (i.e., combat), he may draw a card.
  Lasting Challenge: When Willard succeeds on 
  the Impose Action, the effects last until the end of 
  Dramatic Time or until he takes the Impose Action 
  again (in which case the previous Impose lasts until the 
  start of his next turn). 
  Wall of Muscle: Willard’s Height has been increased to 
  3. The range of all y weapons wielded by Willard is 
  increased by 1 yard, to a maximum of 3 yards.
  Languages: English, Hebrew.
  (1) Breaching Axe (Heavy Melee/Might) 
  AV: +4 ======== Rg: y3 ======= Resist: Df 
  Target suffers 2/3/4 damage.
  R Critical Strike: When damaging, deal 1 additional 
  damage for each R in the final duel total.
  The Impose Action
  (1) Impose: The character draws 
  attention to herself, forcing an opponent 
  that can hear or see her to favor her over 
  other targets. The character makes an 
  Intimidate Challenge that is resisted by 
  the target’s Centering Skill. 
  If the Imposing character succeeds, the 
  target suffers a -, plus an additional - 
  per Margin of Success, to any attack that 
  doesn’t include an Imposing character as 
  a target. This penalty lasts until the start 
  of the Imposing character’s next turn.
  Chapter 4: Fated Characters
  
  WYRD-GAMES.NET
  © 2005-2018 Wyrd Miniatures, LLC
  When one of the showgirls at the world-famous 
  Star Theater is kidnapped, Colette Du Bois turns 
  to the Fated to find the imperiled performer and 
  return her to safety. The resulting investigation 
  will drag the Fated through the seedy underbelly 
  of both Malifaux and the Star Theater itself.
  The Show Must Go On is a fun One Shot adventure 
  for the Through the Breach roleplaying game. 
  It comes with quickplay rules and 4 pregenerated 
  characters, allowing you to jump right into the action.
  has gone
  showgirl
  Missing...
  a
  
SOURCE: textdata/thevault/Through the Breach/Through the Breach - Penny Dreadful - One Shot - The Show Must Go On.pdf