TEXT: RECRUITMENT DRIVE
  
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  places, and things are trademarks and copyright © 2005-2015 Wyrd Miniatures, LLC. The Malifaux game system is patent pending, serial no. 12/821,427
  RECRUITMENT DRIVE
  
  Credits
  Lead Design & Writing
  Mason Crawford
  Additional Writing
  Aaron Darland
  Creative Direction
  Nathan Caroland
  TTB Logo Artist
  Patrick Guinane
  Art
  Hardy Fowler & Jorge Gomez 
  Graphic & Layout Design
  Jorge Gomez & Aaron Darland
  Editing
  Mason Crawford
  Playtesters
  Ben Atkins, Khouri Beard, Carlos Contreras, 
  Damian Fitzpatrick, Christian Garza, Michael 
  Green, Neil Harrison, Jon McCarthy, Ashleigh 
  Nason, Michael Everett Nason, Michael 
  Rees, Jason Threlfall, Dominic Westerland, 
  Dominic Zucco & Mario Zucco
  
  Adventure.......................................4
  Scene I ................................................................. 4
  Scene II ............................................................... 7
  Scene III .............................................................. 9 
  Scene IV ............................................................ 11
  After the Battle .................................................. 13
  Continuing the Campaign ................................... 14
  Extra Credit ....................................................... 15
  NPCs .........................................................18
  Iron Zombies ..................................................... 18 
  Travis & McRae ................................................. 19
  Fated Characters .............20
  Olivia “Livvy” Madison ...................................... 20
  Noel Charon ...................................................... 21
  Kata Jensen ........................................................ 22 
  Dr. Fareed Nejem .............................................. 23
  Rolan Petrov ...................................................... 24
  Wild Bill ............................................................ 25
  Contents
  
  Section 2: Adventure
  Recruitment 
  Drive
  Over a hundred years ago, the last warlocks, soothsayers, 
  and wizards of Earth came together and punched a hole 
  into another reality. They found the abandoned city of 
  Malifaux waiting for them on the other side of this hole, 
  which they named the Breach. This new world was filled 
  with magic, including Soulstones, mystical rocks which 
  can store magic...and which can be recharged by the 
  deaths of those around them. 
  This adventure takes place in the city of Malifaux. The 
  Breach was closed for a century due to the machinations 
  of the Neverborn, Malifaux's native inhabitants, but it 
  reopened a few years ago and humans are once more in 
  control of both the Breach and the city. In order to keep 
  access to Malifaux open (and the valuable Soulstones 
  flowing back to Earth), an organization called the Guild 
  claimed control of the city and now rules it with an iron 
  fist. Their guards protect the people of Malifaux, but 
  only because they need them to keep the city functioning; 
  they are tyrants in all but name. 
  Opposing the Guild are the Arcanists. Because Malifaux 
  is so magical, many people develop magical powers 
  when they cross through the Breach. Even those who 
  cross through the Breach without incident often develop 
  powers the longer they reside in Malifaux, almost as if the 
  magic of this new world were seeping into their bodies. 
  The Guild brutally prosecutes those who demonstrate 
  magical prowess, and many of these spellcasters and 
  magic users have banded together beneath the banner 
  of the Arcanists. Though they fight against the tyranny of 
  the Guild, they are not necessarily heroes; their schemes 
  are funded by smuggling and other criminal activities.
  There is another threat within the city, however: the 
  Resurrectionists. These necromancers skulk about in the 
  unclaimed parts of the city and within its sewers, stealing 
  corpses for their twisted research and dark machinations. 
  Over the course of this adventure, the players will come 
  into contact with one of these Resurrectionist's minions, 
  the Iron Zombies. These twisted creatures continually 
  seek to abduct new "admissions" into the twisted ranks of 
  their master, the insane Professor Albus Von Schtook. 
  Scene I: The 10:15 to 
  Edge Point
  This adventure begins at the Southgate Station, the 
  southernmost railroad station within the city of Malifaux. 
  It’s late at night on an unpleasant and rainy evening, 
  and the only people present are the Fated (the player 
  characters), a handful of miserable Guild guards, and a 
  few personnel inside the station.  
  The Fated are waiting for the 10:15 train to Edge 
  Point, which comes through the city, stops briefly at the 
  Southgate Station, and then continues south to the distant 
  Edge Point Station. Each of the Fated has a reason for 
  being at the Southgate Station, and you should familiarize 
  yourself with these reasons before beginning play. 
  When the players are ready, read or paraphrase the 
  following text to them: 
  It’s an unpleasant night in Malifaux. Thick 
  clouds blanket the sky, obscuring it and 
  unleashing a steady rain down onto the city. 
  Despite the chill in the air and the way the 
  water seems to work its way into your shoes, 
  you can’t help but feel a little grateful for the 
  clouds; you’ve only been in Malifaux for a 
  short while, and you still haven’t gotten used 
  to seeing two moons overhead. 
  You’re currently waiting for a train at the 
  Southgate Station, hunched beneath the 
  covered waiting area a few yards from the train 
  tracks. There are others here with you, huddled 
  up in their coats as they try to stay warm, and 
  despite not knowing them, you can’t help but 
  feel a little grateful for the company. There 
  are guards patrolling the area, but they’re little 
  more than indistinct shapes in the rain, barely 
  visible in the dull glow of the streetlights. 
  
  Section 2: Adventure
  Allow the players a few moments here to describe 
  their characters or introduce themselves (if they 
  wish), then continue with the following text: 
  The figures revealed by the train’s light are Iron 
  Zombies, twisted creatures cobbled together from 
  undead flesh and pneumatic technology. The Fated 
  can attempt TN 9 Notice + Cunning Duels to pick 
  out sallow flesh riddled with stitches and numerous 
  mechanical augmentations implanted in their bodies, 
  which is likely enough to identify them as “some kind 
  of undead.” 
  If a Fated succeeds on this Duel with a Tome card 
  (t), they remember reading a newspaper article a 
  few weeks back that described an attack by “undead 
  creatures with pneumatic augmentations” in one of 
  the eastern slums. 
  The Fated should only have a few moments to react 
  before you read the next text box. They might shout 
  out a warning to the guards, dive for cover, or start 
  drawing their weapons in preparation for a fight. 
  You shift in your seat as you hear the distant 
  sounds of the approaching train, muted by the 
  rain but still audible. Then the train becomes 
  visible, or at least, the light mounted on the 
  front of the engine. Everyone glances up at 
  the clock mounted on the side of the station: 
  10:15, right on time. 
  Say what you want about the tyranny of the 
  Guild, at least they’re organized. 
  As the train comes around the bend and 
  into the station, the spotlight mounted on its 
  engine illuminates a half-dozen figures below 
  the raised loading platform, down on the rails. 
  The figures look up as the light catches their 
  misshapen forms, and with growing horror you 
  realize that they’re holding pieces of the rail 
  track in their hands. 
  The train’s brakes screech in protest as the 
  engineer attempts to halt its progress, but it’s 
  clear from where you're sitting that it’s already 
  too late. The train’s momentum is going to 
  carry it right into the station.
  There’s one final, desperate ‘WOOooo-
  WOOooo’ from the train’s horn as it chugs 
  toward the station. The misshapen figures on 
  the tracks climb up onto both sides of the raised 
  platform, two on your side of the platform and 
  four more on the opposite side. 
  In the light of the approaching train, you can 
  see the rain falling on their twisted forms, each 
  one a depraved combination of dead flesh and 
  mechanical parts. Entire swathes of rotting skin 
  have been replaced with iron plates, and their 
  arms have been augmented with wicked-looking 
  blades and pneumatic devices.
  No sooner have the strange ‘iron zombies’ 
  managed to climb up onto the raised platform 
  than the train hits the section of damaged track. 
  There’s a deep, rumbling sound that shakes the 
  station as the engine skips the tracks and hits 
  the ground, tossing up dirt and rail ties in front 
  of it like a small wave. 
  Despite its attempts at deceleration, there’s still 
  enough momentum left in the train to send the 
  first car slamming into the back of the engine. 
  The second car slams into the first, and then 
  so on down the line, like a row of screeching, 
  crumpling metal dominoes.
  It only takes a few seconds for the train to 
  come to a complete halt, but the undead 
  abominations are already wrenching open 
  battered doors and forcing their way onto 
  the train. A woman inside one of the cars 
  screams in horror as a thick cloud of steam 
  pours out of the engine’s damaged boiler 
  and into the rainy night.
  
  Section 2: Adventure
  At this point, have the Fated flip for Initiative and 
  begin Combat with the Iron Zombies! 
  It’s recommended that you use miniatures and some 
  terrain to keep track of ranges and positioning during 
  this Combat; if you have Malifaux or Through the Breach 
  miniatures, this is a good time to use them! The train 
  and the covered waiting area where the Fated were sitting 
  are about 5 yards apart; each yard translates to one inch 
  on the tabletop. There are enough streetlights nearby 
  that visibility is not an issue.
  The two Iron Zombies on the same side of the 
  platform as the Fated won't notice them until the 
  second round of Combat. This gives the Fated time 
  to draw their weapons and move into position. 
  Starting on the second round of Combat, the Iron 
  Zombies will take notice of the Fated and shuffle 
  towards them to attack.
  The stats for the Iron Zombies can be found on page 
  18. Any time the Iron Zombies are referenced, you 
  should use these same stats.
  During the fight, you can describe the Guild guards 
  as fighting back against the undead, but make sure to 
  keep the action focused on the Fated; how often the 
  guards hit or how much damage they do to the Iron 
  Zombies looting the train isn’t important. 
  The Iron Zombies facing the Fated fight until 
  they’re destroyed. Starting on Round 4, the other 
  Iron Zombies (on the far side of the train) will 
  start departing with their pillaged loot, struggling 
  passengers thrown over their shoulders and large 
  crates of mining supplies carried in their thick arms.
  These retreating Iron Zombies ignore the attacks of 
  the Fated; if the Fated close to melee range, a single 
  Iron Zombie will break away to fight them (and buy 
  time for its fellows to escape). On Round 5, these 
  additional Zombies retreat down a nearby manhole 
  and into the sewers with their loot. 
  When the last of the original two Iron Zombies is 
  defeated, read or paraphrase the following: 
  If the Fated take a few moments to check, they find 
  clear evidence that the people and/or items they were 
  expecting to arrive on the train were taken by the 
  mechanical undead. 
  The Slow Condition
  If a character becomes Slow – most likely 
  from the Mutilate Trigger of the Iron Zombies 
  – they only generate 1 AP on their next Turn. 
  Multiple instances of Slow do not stack; if a 
  character becomes Slow five times, they still 
  have 1 AP to spend on their next Turn.
  As the last of the two mechanical undead falls, 
  you slick back the wet hair in your face and try 
  to take stock of your surroundings. There’s a 
  distant gunshot from an unseen Guild guard, 
  but for the most part, the battle seems to be 
  over.
  Oil and blood are seeping out of the fallen 
  creatures, already washing away in the rain. The 
  rest of the undead saboteurs have disappeared, 
  taking their prizes – the train's passengers and 
  a few crates of mechanical supplies – with 
  them into the night. You’re not entirely sure 
  what they plan to do with the prisoners or the 
  mechanical parts, but something in your gut 
  tells you that it won’t be anything pleasant.
  
  Section 2: Adventure
  Scene II: Aftermath
  Once the Fated have had a moment to catch their breath, 
  read them the following text: 
  The man is Travis Daley, a Guild accountant who had the 
  unfortunate luck of being on the train when it crashed. 
  He hid during the initial attack, but was spotted by one 
  of the Iron Zombies when he tried to make his escape. 
  Go ahead and begin another Combat! This one should 
  go faster than the one before, as the players are more 
  accustomed to their characters and the flow of battle. 
  Plus, there's only a single Iron Zombie. 
  Travis acts at initiative value 9, just ahead of the Iron 
  Zombie, but it takes him his entire Turn to finish 
  reloading. The Iron Zombie only has to hit Travis 
  twice to kill him, so unless the Fated attack it and draw 
  it's attention away from him, Travis is about to meet a 
  bloody end.
  If Travis manages to survive to subsequent rounds, 
  he will attack the Iron Zombie with his revolver. He 
  hits the Iron Zombie each time he fires, dealing 2 
  damage each time (before being reduced by the Iron 
  Zombie's Armor). 
  Travis Lives!
  If the Fated manage to save Travis, he’s grateful and 
  takes the opportunity to thank them for the help. Read 
  the following text to the players: 
  Presumably the Fated introduce themselves or otherwise 
  start up a discussion with Travis. He’s in a minor state 
  of shock – he’s never had to fire his gun before, and 
  this is his first train accident, to boot – but he’s generally 
  friendly and willing to excuse a few bad manners from 
  the people who just saved his life. 
  Suddenly, you hear two gunshots from up 
  ahead, and a man in a trench coat stumbles 
  into the light of a nearby street lamp. He snaps 
  open the chamber of his revolver in an attempt 
  to reload, but the rain, poor light, and his 
  shaking fingers are making it difficult. 
  Another of the mechanical undead clomps 
  toward the man as he fumbles with his gun. 
  The steam engine welded to corpse's spine 
  chugs as it pumps black smoke into the rainy 
  night and propels the zombie forward. Its dead 
  eyes stare at the man as it raises a sword-like 
  arm to cut him down…
  The man raises a hand to shield his face from 
  the rain. Now that he’s closer, it’s not difficult 
  to make out his balding hair or the rumpled, 
  blood- and oil-stained suit beneath his coat. 
  “Thanks for the help there, friends.” He reaches 
  out, shaking your hands in appreciation. “I 
  don’t know what I would have done if…” His 
  voice trail off and he grins, happy just to be 
  alive. “Well, like I said, thanks for everything. 
  The name’s Daley, Travis Daley.”
  Damaged Goods
  If the Fated had trouble with the first Combat, 
  consider making this new Iron Zombie have 
  fewer Wounds. Reducing it to only 3 Wounds 
  will make the fight much easier for the players.
  
  Section 2: Adventure
  If the Fated doubt that Travis is who he says he is (“He 
  might be working with the undead!”), they can make TN 
  9 Scrutiny + Cunning Duels to get the feeling that he’s 
  on the up and up (and that this is the most exciting – and 
  frightening – thing that has happened to him in months). 
  If the Fated ask Travis about his profession or make 
  further small talk with him, read the following text:
   
  Travis has no interest in heading down into the sewers 
  to chase after the Iron Zombies, but the Fated could talk 
  him into helping out on the streets (by waiting for the 
  Guild's reinforcements to arrive, or to watch over the 
  wounded) with a TN 8 Convince + Intellect Challenge; 
  feel free to give the Fated a + to this Duel, since Travis 
  is eager to help out (in a way that won’t get him killed).
  The Wounded
  The Iron Zombies managed to carry off some important 
  people (including the ones the Fated were waiting for 
  at the station), but there are still plenty of dead and 
  wounded people in the area; the undead were nothing if 
  not efficient in their work. 
  Read the following text to the players (especially if 
  any of them are looking for wounded, either to help 
  them or to go through their pockets): 
  The wounded man is Brennus McRae. He will die in a 
  matter of minutes if he does not receive first aid. The 
  Fated will need to make a TN 10 Doctor + Intellect Duel 
  to patch him up and save his life. Each character that 
  helps out will grant the Fated a + to the Duel.
  On a failure, McRae dies while the Fated is still trying to 
  stop the bleeding. On a success, though, they manage to 
  stitch him up and save his life. If the Fatemaster decides 
  to make this adventure part of an ongoing campaign, 
  Brennus will remember how the Fated saved his life and 
  could be a useful (if somewhat low-ranking) ally among 
  the Guild once he recovers.
  If the Fated decide to search McRae, he has a Collier 
  Navy Pistol (similar to Dr. Nejem's, with 14 extra bullets 
  in his pockets) and his wallet (containing 7 Guild scrip, 
  the currency of the city). 
  Travis runs a hand through his balding hair. 
  “Ah, I’m an accountant. For the Guild.” He 
  smiles, a bit nervously, as if aware that many 
  people in the city were less than pleased with 
  the Guild's draconian methods. 
  “Mostly it’s nothing too exciting – never anything 
  like this – just numbers and shipments and that 
  sort of thing.” He gestures towards the derailed 
  train. “I was here to sign off on some mining 
  supplies that were heading down south, but right 
  after the accident, those undead…things…tore 
  the door right off the hinges and started hauling 
  the equipment off into the night.” 
  He bites his lip, as if slightly embarrassed. “I…
  sort of hid, at first, hoping that they were just 
  after the machinery, but when one of them 
  came after me, well…you saw how that ended.”
  The battle may be over, but the grisly remains 
  of it still litter the station. The station’s guards 
  seem to have taken the worst of the attack, 
  and their corpses are a testament to the brutal 
  efficiency with which the undead machines did 
  their work. 
  Nearby, a man with sideburns – clearly one of 
  the guards, from his coat – is crumpled against 
  the side of the station, his hand pressed to 
  the deep wound in his chest. It looks pretty 
  serious: blood trickles past his fingers and 
  down to the wooden platform, where the rain 
  washes it away.
  
  Section 2: Adventure
  Scene III: the Sewers
  The Fated should want to follow the Iron Zombies into 
  the sewer to retrieve the people and items they seek. If 
  they need some nudging towards this direction, Travis 
  Daley could offer the following (if he survived):
  The manhole that the Iron Zombies retreated down is 
  easily found, and if Travis or McRae are alive, they can 
  point the Fated towards it. When the Fated approach 
  the manhole or peer inside, read the following: 
  The Fated will need a torch or lantern to have any hope 
  of following the Iron Zombies through the dark sewers. 
  Fortunately, there are lanterns inside the station office 
  that the Fated can use (all of the station employees have 
  either been abducted or killed by the Iron Zombies or 
  have fled into the night). 
  Alternatively, they can attempt a TN 8 Notice + Cunning 
  Duel near the site of the train crash to find an overturned 
  lantern or an object that could be used as a torch. Failing 
  that, Travis has a lighter that he will lend the Fated (or 
  that they can take from his corpse, if he didn’t survive).
  Finally, if Noel Charron's player (or any magical Fated) 
  asks whether or not he can summon some magical light, 
  have him make a TN 10 Sorcery + Intellect Duel. On a 
  success, he produces a ball of light that floats overhead.
  Read the following when the Fated finally enter the sewer 
  with a source of light: 
  The sewers are flooded from the rains, but they’re 
  still sewers; anyone tasting the water (or swimming 
  in it) will have an unpleasant taste in their mouth for 
  hours afterwards. 
  If anyone falls into the water, they can attempt a TN 10 
  Athletics + Might Duel to catch some grating or a pipe 
  and pull themselves up onto the ledge…albeit quite a bit 
  further down the tunnel. If a character fails three of these 
  Duels in a row, they are swept off into the darkness, 
  never to be seen again. 
  Travis clears his throat, attempting to draw 
  attention to himself. “Ah...I’m not certain why 
  you folk were waiting for the train…” There’s 
  a pause, as if he had intended to wait for an 
  explanation, but then decided against it. 
  “…but when those mechanical zombies took 
  the mining supplies, they carried them off to a 
  manhole cover over that way.” He motions to 
  the other side of the train. "I can’t authorize any 
  payment from the Guild, but…well, they are very 
  valuable supplies. If they were recovered…” He 
  allows his voice to trail off, leaving the implication 
  of a reward lingering in the air.
  The manhole’s cover has been pushed aside, 
  revealing a dark hole leading down into the 
  sewers. It’s fairly wide, almost two and a half 
  feet in diameter, and the iron cover is etched 
  with strange symbols, no doubt a legacy of the 
  city’s original inhabitants. 
  There’s a ladder bolted to the side of the wall 
  leading down, and rainwater spills over the 
  edge, forming dozens of tiny waterfalls that 
  cascade down into the darkness.
  The sewer is larger than you would have 
  guessed; the passage is about twenty feet wide, 
  with stone walkways that run along either side 
  of the central channel. The channel is flooded 
  with runoff from the rains, and the cold water 
  laps at the stone walkways as it rushes past you 
  into the darkness. The current looks strong, 
  and you can’t imagine where it might lead.
  Nowhere good, that’s for certain.
  
  Section 2: Adventure
  The Fated can now attempt to track the Iron Zombies, 
  but doing so will require an Ongoing Challenge. 
  Track the Iron Zombies
  Skills Allowed: Navigation + Tenacity, 
  Notice + Cunning, or Track + Cunning.
  Target Number: 10
  Duration: 5 Minutes
  Success Requirement: 6
  Failure Requirement: 4
  Ongoing Challenges are a way to break time-consuming 
  or complicated tasks into a series of Simple Duels. 
  Multiple characters can participate in an Ongoing 
  Challenge, and these challenges can often be completed 
  using a variety of Skills. 
  At least one Fated must participate in the Ongoing 
  Challenge, but the other characters can assist or not 
  assist as they wish (though you should mention that they 
  will catch the Iron Zombies faster with more people 
  working to track them). Each Fated participating in the 
  Ongoing Challenge must make a Duel involving one of 
  the allowed Skills against a TN of 10. 
  On a success, the character adds a Margin of Success 
  to the Ongoing Challenge, plus an additional Margin of 
  Success for every full 5 points by which they exceeded 
  the TN of the Duel. 
  On a failure, the Fated does not affect the total, unless 
  they failed by a full five points or more, in which case 
  they add a Margin of Failure to the Ongoing Challenge. 
  It’s important to track how long it takes for the Fated to 
  reach the Orientation Center. This Ongoing Challenge 
  has a Duration of 5 minutes. That means that every 
  round of Duels takes the characters 5 minutes of time 
  to complete (no matter how many different characters 
  are participating). 
  If, after this Duration, the Fated have enough Margins 
  of Success to pass the Ongoing Challenge (or enough 
  Margins of Failure to fail it), then the Ongoing Challenge 
  ends and the Fated reap the rewards for succeeding (or 
  the punishment for failing, as appropriate). 
  If not, a new Duration begins and the Fated may make 
  another round of Duels, and then another, until the 
  Ongoing Challenge is completed (one way or another).
  Keep track of how long the Fated take on this Ongoing 
  Challenge, as it affects when they arrive at the Orientation 
  Center in Scene IV.
  If the Fated reach 6 Margins of Success, they succeed 
  at the Ongoing Challenge and track the Iron Zombies 
  back to the Recruitment Center. Read this text box to 
  the players, then proceed to Act III: 
  If the Fated reach 4 Margins of Failure, however, they 
  lose the trail of the Iron Zombies and the adventure 
  ends. Read this text box to the players: 
  The sound of rushing water has been your 
  constant companion for some time now, but 
  now you’re detecting a new sound from up 
  ahead: the chugging of motors. There are faint 
  hints of smoke, oil, and blood in the air, distinct 
  despite the more common (and less pleasant) 
  odors of the sewer. As you creep forward, you 
  can make out a light from up ahead, spilling out 
  from an arched passage. 
  You wander the sewers for hours, telling 
  yourselves that the undead are just around the 
  next corner, but in your heart, you know that 
  you’ve lost the trail. 
  By the time you return to the surface, it’s 
  morning; the rain has ended and the sun is just 
  starting to rise in the east. The city of Malifaux 
  seems quiet, but you doubt that you’ll be able 
  to sleep anytime soon. You’ve had your first 
  glimpse at the horrors this new world has to 
  offer, and you’ve learned that, despite how hard 
  you might try to change Fate, sometimes…Bad 
  Things Happen.
  
  Section 2: Adventure
  Scene IV: The 
  Recruitment Center
  Having tracked the Iron Zombies through the sewers, 
  the Fated arrive at the Recruitment Center, a large 
  cistern that has been converted into a crude operating 
  room. The Fated may wish to take a moment to reload 
  their weapons or otherwise prepare for the upcoming 
  battle, which is fine. When they are ready, read or 
  paraphrase the following text:
  How many Iron Zombies there are in the room and 
  what they are doing when the Fated arrive depend 
  upon how long it took them to complete the Track 
  the Iron Zombies Ongoing Challenge from 
  Scene III.
  125+ Minutes
  35 to 120 Minutes
  The undead are distracted by their work, and the Fated 
  can take advantage of this to open fire upon the Iron 
  Zombies from a position of surprise; the Iron Zombies 
  will not act on the first Round of Combat, and any attacks 
  made from the raised platform at the room’s entrance 
  (which is just big enough to hold two characters) will gain 
  a + to their attack Duels, thanks to their higher ground.
  The prisoners are a lost cause; they have been 
  transformed into Undergraduates. If slain, the Fated 
  might still be able to retrieve any objects they need 
  from the Undergraduates’ corpses (TN 9 Artefacting + 
  Cunning Duel; on a failure, the object is ruined). 
  There are three Iron Zombies and four Undergraduates 
  here. It should be a tough fight!
  The archway leads to a raised platform, about 
  five feet wide, that looks out over the room 
  below. Stone steps lead down to the left and 
  right, providing access to the strange operating 
  room that’s been set up in what appears to 
  be an old cistern. Just about every inch of 
  space has been crammed full of metal gurneys 
  and welding tools, leaving only narrow paths 
  winding between them. 
  There's nothing but bloodstains, pieces of 
  scrap, and discarded body parts here. The 
  Iron Zombies are gone. You are too late. 
  You can’t help but feel your heart sink as you 
  glance into the room. There are three Iron 
  Zombies here, each hunched over and making 
  adjustments to four brand new mechanical 
  zombies. 
  As you watch, their new creations stutter to life 
  – or rather, unlife – glassy eyes rolling in their 
  eye sockets as they flex their new mechanical 
  limbs. With horror, you realize that these 
  twisted creatures are the prisoners the undead 
  abducted from the train. You are too late.
  
  Section 2: Adventure
  20 to 30 Minutes
  The undead are distracted by their work, which will give 
  the Fated some bonuses, as described above. 
  The four prisoners being operated upon can still be 
  saved, but will be traumatized by the experience and will 
  need pneumatic limbs to replace the ones they have lost. 
  The fifth prisoner is already dead; his parts are being 
  used to “improve” the others. 
  There are three 
  Iron Zombies here.
  15 Minutes or Less
  The undead are listening to a lecture by Professor Albus 
  Von Schtook, a (quite insane) Resurrectionist and the 
  original creator of the Iron Zombies. Unlike many 
  Resurrectionists, Albus sees the undead he has created 
  as his “students” – members of his “University of 
  Transmortis” – and encourages them to perform their 
  own experiments in the arts of splicing necromancy 
  and artifice. 
  Five people are strapped down onto the tables, 
  a few struggling weakly from wounds suffered 
  either during the train accident or the resulting 
  fight. In a way, it almost reminds you of an 
  operating theater…albeit one where no care 
  has been given to sterilization or cleanliness.
  There are three mechanical zombies in the 
  room, but they’re all clustered in a group 
  around an aethervox. The radio-like device is 
  turned on, and you can hear the soothing tone 
  of a man’s voice emanating from its speaker. 
  “…the ‘common sense’ of the lay man. It is 
  true,” the voice drones on in an academic 
  tone, “that the phrase ‘common sense’ is often 
  considered on par with obvious wisdom, but 
  is that actually the case? The vast majority of 
  people in the world – the ‘common element,’ 
  if you will – do not come from academic 
  backgrounds. They do not know the facts and 
  scientific principles that govern their life and, 
  if given the chance, would be unable to tell the 
  difference between a heart and a brain! Why, 
  then, should we allow the ‘common sense’ of 
  these uneducated masses to dictate scientific 
  policy? Or, for that matter, ethical policy? No, 
  I say that we are beholden not to…”
  Remarkably, the undead seem to be ignoring 
  their captives in favor of listening to the lecture. 
  Five people are strapped down onto the tables, 
  a few struggling weakly from wounds suffered 
  either during the train accident or the resulting 
  fight. In a way, it almost reminds you of an 
  operating theater…albeit one where no care 
  has been given to sterilization or cleanliness.
  There are three mechanical zombies in the 
  room, each one hunched over one of the 
  prisoners as they…operate. The view is partially 
  obscured by their twisted forms, but you still 
  catch glimpses of their work: amputated limbs, 
  opened chest cavities, and blood. So much 
  blood. The only sounds are the steady whine 
  of powered circular saws and an unwholesome 
  gurgling sound.  
  
  Section 2: Adventure
  Under his guidance, the Iron Zombies have effectively 
  become self-replicating, though they still require raw 
  materials (i.e., the prisoners and the salvaged mining 
  equipment from the train) to make new "Undergraduates." 
  The Iron Zombies are distracted by Professor Von 
  Schtook’s speech, but even the good Professor can’t 
  lecture endlessly, so the Fated only have a few minutes 
  if they wish to stealthily rescue the prisoners. There are 
  five prisoners in all, and any characters the Fated might 
  have been waiting for on the train are among those five. 
  The stolen mining equipment (and those objects needed 
  by the Fated) is resting in a cluttered pile nearby.
  If the Fated attempt to sneak down the steps to free the 
  prisoners or retrieve their objects, each character doing 
  so must make a TN 10 Stealth + Cunning Duel; because 
  the Iron Zombies are distracted, the Fated will gain a + 
  to these Duels. 
  On a success, the character is able to free a single 
  prisoner or secure a single object. The prisoners have 
  a few minor wounds, but are otherwise unharmed. On 
  a failure, however, the Iron Zombies take notice of the 
  character and a Combat begins.
  Alternatively, the characters might decide to take 
  advantage of the distraction to open fire upon the Iron 
  Zombies. If they do so, they will catch the undead by 
  surprise and the Iron Zombies will not be able to act on 
  the first Round of Combat. 
  Furthermore, if the Fated attack from the raised platform 
  at the room’s entrance (which is just big enough to hold 
  two characters) they will gain a + to their attack duels 
  against the Iron Zombies below, thanks to their higher 
  ground.
  There are three Iron Zombies here. 
  After the Battle
  If the Fated manage to defeat the Iron Zombies, read the 
  following text: 
  If the Fated aren't so lucky, read the following text:
  This is the end of the adventure, but far from the end 
  of the adventures available in the world of Malifaux with 
  Through the Breach! 
  You take a moment to catch your breath. 
  The scent of blood mixes with that of oil 
  and water, hanging heavy in the air like foul 
  incense. You’ve managed to defeat the last of 
  the mechanical zombies and bring an end to 
  their twisted experiments. They will no longer 
  threaten the city…but where did they come 
  from? Who made them? You shake your head, 
  dismissing these questions. There are more 
  important things to worry about right now.
  As your vision begins to go dark, you see the 
  mechanical zombie reaching down for you 
  with its decaying hand. When you next regain 
  consciousness, your body is unusually numb. 
  You glance to either side of you and see your 
  comrades, or at least, what’s left of them. 
  Their bodies are now road maps of stitched 
  flesh and jutting iron prosthetics, and you can 
  see your own horror mirrored in their undead 
  eyes. The Iron Zombies have recruited you 
  into their ranks, and there is so much you have 
  to learn...
  
  Section 2: Adventure
  Continuing the 
  Campaign
  This is the end of this adventure, but if you and your 
  players wish, it need not be the end of the story! The 
  Fated Almanac contains all the information the Fated 
  need to continue the adventures of their characters, 
  while the Fatemaster’s Almanac has tips and advice to 
  help the Fatemaster plan out these adventures. 
  While the pregenerated characters included in 
  this adventure have been simplified a bit to make 
  them easy to play, for the most part it shouldn’t be 
  very difficult to convert them into full Through the 
  Breach characters.  
  Probably the greatest mystery still remaining 
  involves the Iron Zombies themselves. Professor 
  Von Schtook is still active within Malifaux City, and 
  the Fated might choose to make it their personal 
  mission to hunt him down and end his threat to the 
  city once and for all. 
  Olivia "Livvy" Madison
  This adventure is Olivia’s first taste of “real” action, 
  and it’s up to her player to decide if it’s what she 
  expected. It might serve as the fuel she needed 
  to become a real bounty hunter – now that she’s 
  proven herself in combat against such a terrible 
  enemy, the job offers will start to trickle in – or she 
  might realize that she’s really not cut out for this 
  line of work. Unfortunately, travel back to Earth is 
  restricted, so she’ll have to save up enough scrip 
  to make a really tempting bribe to some Guild 
  official…
  Dr. Nejem
  Dr. Nejem is a (somewhat unwilling) agent of the 
  Guild, and it might decide to put his experience with 
  the Iron Zombies to good use. The Death Marshals 
  and Amalgamation Division will both be interested 
  in these twisted undead, and Dr. Nejem could find 
  himself tasked with recovering and dissecting more 
  of the Iron Zombies as the Guild turns its attention 
  to what is happening beneath its city. 
  Kata Jensen
  Kata is still in debt to Mr. Mullagon, whose motives 
  are just as vague and nebulous as the Fatemaster 
  wishes. Is he a member of the Arcanists? A Guild 
  agent? He might even a member of the shadowy 
  Ten Thunders crime syndicate. And just what was 
  in the package she was supposed to retrieve from 
  Yang?  Her story could twist in any number of ways, 
  depending upon the wishes of the Fatemaster and 
  the direction she wishes for her campaign to take. 
  Noel Charron
  Noel’s Arcanist contact may or may not be dead 
  at the conclusion of this adventure. If she survived 
  and he rescued her, she’s certain to put her 
  support behind him and bring him into the fold. 
  The Arcanists might even be interested in the Iron 
  Zombies; they’re a threat that must be dealt with, 
  and Noel has first-hand experience with them. 
  Of course, if his contact died, Noel will have to find 
  other allies in the city…with luck, a few of his fellow 
  Fated might be able to help with that.
  Rolan Petrov
  Regardless of whether or not Rolan helps his 
  companions search for the Iron Zombies, there's an 
  adventure waiting for him back on his homestead 
  in the Badlands. The Nephilim have always had 
  a fondness for those blasted lands, and it's not 
  inconceivable to think that they might have come 
  across his abandoned home and decided to make 
  the place their own. 
  Wild Bill
  As a sentient machine, Wild Bill's view of the world 
  - and the Iron Zombies - is likely much different 
  than his living companions. If his Arcanist contact 
  survived the adventure, she may be interested in 
  having Wild Bill help investigate the Iron Zombies, 
  as they're a threat that the Arcanists are watching 
  with growing concern. 
  Alternatively, it could very well be that Wild Bill's 
  master survived his snakebite (and his premature 
  burial); Wild Bill doesn't really know much about 
  human anatomy, after all. Now short one construct 
  and one foot, Wild Bill's master is trying to hunt it 
  down to get some revenge... and to take back his 
  favorite hat.
  
  Section 2: Adventure
  Extra Credit
  This section provides you with some extra plot hooks 
  that can be used to add time, difficulty, and interest to 
  certain elements of the adventure. 
  The Fatemaster is encouraged to review these 
  complications before running the adventure in case 
  she needs to add one to the session (either to make the 
  session longer or just because it sounds like fun).
  Beyond these, there are many other potential plot 
  hooks that can be used to provide interesting scenarios 
  for the Fated, and Fatemasters are encouraged to take 
  advantage of whatever opportunities they see.
  Scene I: Advanced Instruction
  Recruitment Drive is intended to introduce new players 
  to the world of Through the Breach, and as a result, the 
  opening fight with the Iron Zombies is not too difficult.
  If you have an experienced group or simply wish to 
  make the fight more difficult, you can have Instructor 
  Fistula arrive at the start of Round 3 to check in on her 
  students. This will make the fight (and the rest of the 
  adventure) much more difficult, so don't be afraid to 
  have Instructor Fistula withdraw if she ends up being 
  too much for the Fated to deal with. 
  When Instructor Fistula arrives, read the following text: 
  Suddenly, something leaps out from behind the 
  wreckage of the derailed train and lands upon 
  the roof of the nearest car with a heavy thud. 
  It's body is similar to the mechanical undead 
  that attacked the train, but it is emanciated and 
  sleek where the others are bulky and shuffling. 
  It hisses at you, exposing rotting teeth and a face 
  hidden behind a stylized iron mask. Then it 
  backflips from the back of the train and lands in 
  front of you, right in the middle of the action...
  Instructor Fistula
  Might
  2
  Grace
  3
  Speed
  3
  Resilience
  2
  Charm
  -3
  Intellect
  2
  Cunning
  2
  Tenacity
  3
  Enforcer (7),  Undead, Construct, Academic, Horror
  Defense
  5 (12)
  Walk
  6
  Height
  2 
  Initiative
  3 (9)
  Willpower
  5 (12)
  Charge
  7
  Wounds
  8
  Skills: Alchemistry 2, Artefacting 2, Doctor 3, 
  Engineering 2, History 1, Literacy 1, Mathematics 2, 
  Melee 3, Shotgun 3, Toughness 3, Track 2, 
  Armor +1: Reduce all damage this character suffers by 
  1 point, to a minimum of 1 damage.
  Direct Supervision: Friendly Academic Minions 
  within 6 yards of this character increase their Acting 
  Values (AV) by +1. 
  Hard to Wound +1: Damage flips against this 
  character receive -.
  (1)  Serrated Dissectors (Melee) 
  AV: 5 (12) ===== Rg: y2  ====== Resist: Df 
  Target suffers 2/3/5 damage. 
  R Critical Strike: When damaging the target, this 
  Attack deals +1 damage for each R in the final 
  duel total. 
  (1)  Experimental Flechette Gun (Long Arms) 
  AV: 6 (13) ===== Rg: z8  ======= Resist: Df 
  Target suffers 2/3/4 damage. When this Attack 
  Action deals Moderate or Severe damage, it also 
  damages every target within 2 yards of the target.
  (0)  Leap 
  Once per Turn, this character may move its Charge 
  Aspect in yards, ignoring intervening characters 
  during the move.
  
  Section 2: Adventure
  Scene II: Lab Work
  There were two additional passengers on the 10:15 
  to Edge Point: Katie Barzetti and her eight year old 
  son, Ciro. They came through the Breach earlier today 
  and were on the way to Edge Point to meet up with 
  Franklin, Katie's husband. When the Iron Zombies 
  attacked, they were thrown from their seats; Katie 
  hit her head and was briefly knocked unconscious, 
  and Ciro saw one of the undead, became scared, and 
  ran away in search of someplace to hide. Katie has 
  recently regained consciousness and is understandably 
  hysterical about her missing son. 
  Read the following text to the players at any point 
  during the Scene, preferably before they've decided 
  to head down into the sewers:
  This takes place after the Iron Zombies have made 
  off with their “recruits,” so there are already multiple 
  people missing from the train, but if any players took 
  notice of the retreating undead, feel free to mention 
  that none of them appeared to be children. If the 
  Fated seem convinced that Ciro was taken by the Iron 
  Zombies, Katie insists that he's a smart boy, but timid, 
  and that he probably ran off to hide somewhere. 
  In fact, Ciro did exactly as his mother assumes and 
  hid beneath a train car. Unfortunately, the car's axle 
  was damaged during the attack and collapsed when 
  he accidentally kicked it, and now he's pinned. 
  If the Fated go searching for Ciro, Katie will 
  accompany them, calling out to her son in a worried 
  voice. Have the Fated make TN 9 Notice + Cunning 
  Duels; on a failure, there's no sign of him, and Katie 
  breaks down in tears as her boy bleeds to death 
  beneath the train. 
  On a success, however, they find Ciro and you can 
  read the following text: 
  Ciro's leg is pinned beneath the train car and he's 
  losing blood, but he's still very much alive (and just 
  now regaining consciousness). The Fated have a few 
  options when it comes to saving him, but there's only 
  time to try one: 
  • 
  Lift the Car (Might): A TN 12 Labor + Might 
  Duel allows a Fated to lift the train car just 
  enough for someone else to pull Ciro to safety. 
  • 
  Lift the Car (Smarts): A TN 10 Engineering + 
  Intellect Duel allows a Fated to find a strong steel 
  pipe that can be used as a lever to lift the train 
  long enough for someone to save Ciro. 
  • 
  Amputation: A TN 10 Doctor + Intellect Duel 
  allows a Fated to safely amputate Ciro's leg, 
  saving him at a cost. On a failure, he bleeds out 
  during the operation. 
  If Ciro is saved, his mother scoops him up and hugs 
  him closely as she thanks the Fated. Both she and 
  her husband will owe a debt to the Fated, perhaps 
  one that can be repaid in a future adventure. If Ciro 
  perishes, however, they'll be much less thankful...
  An olive-skinned woman in a green dress staggers 
  towards you, her feathered hat hanging askew 
  from the bun of her dark hair. There's a nasty 
  bruise forming on her forehead, and from the 
  way she's walking, it looks like she's lost a heel 
  somewhere. 
   
  “Please,” she calls out, leaning against the train as 
  she tries to catch her breath. “My son, Ciro... he's 
  gone missing! Please help me find him!”
  You catch sight of a small hand poking out 
  from beneath one of the cars towards the end 
  of the train. The scene paints a grisly picture: a 
  scared boy seeking shelter, a derailed train with a 
  damaged axle that must have given way after the 
  boy jostled it with his foot... 
  But wait, the hand just moved! Could the boy still 
  be alive under there?!
  
  Section 2: Adventure
  Scene III: Field Trip
  The Fated's trip through the sewers might be more 
  eventful than the relatively straightforward advance 
  described in this scene. The following are small 
  encounters the Fated can come across during the 
  Track the Iron Zombies Ongoing Challenge; 
  just have the players flip over the top card of the Fate 
  Deck and then use the encounter with the matching 
  suit, which adds a bit of a "random encounter" element 
  to the adventure (reflipping any duplicates). 
  Don't worry about tracking the amount of time the 
  Fated spend at each encounter; for the most part, 
  any time that passes during these encounters won't 
  affect how long it takes them to finish the Ongoing 
  Challenge. These are meant to be flavorful additions to 
  the challenge, and you shouldn't penalize your players 
  for taking the time to enjoy them.
  R: Trip-Wired Trap
  The Iron Zombies have rigged up a crude incendiary 
  trap to keep people from following them. Have the 
  Fated make TN 10 Notice + Cunning Duels; if at 
  least one of them succeeds, they notice the disguised 
  explosives on one end of the passage and can warn 
  their companions before it's too late. After that, it's a 
  simple matter to either step over the trip wire (though 
  the Fated could also attempt a TN 9 Explosives + 
  Intellect Duel to disarm the incendiary trap, with a 
  failure causing it to explode in their face). 
   
  If the Fated set off the trap, everyone within 3 yards 
  can attempt TN 10 Toughness + Resilience Duels; on a 
  failure, the character suffers 2 damage and is knocked 
  to the ground, while a success just knocks them down.
  Jokers: Hidden Cache
  There's a battered Pneumatic Chainsaw resting atop 
  a pile a rubble. It's not functional, but with a TN 10 
  Engineering + Intellect Duel, the Fated can get it 
  working again (or break it forever on a failure).
  C: The Sewer Ghost
  In a stretch of sewer tunnel, the Fated find the gnawed 
  remains of a human corpse beneath some fallen 
  masonry. Intact bullets glint from a chewed up and 
  mouldering box of ammunition near the corpse
  There are 21 bullets in the box, but disturbing it 
  will rouse the corpse's angry spirit. The skeleton 
  pounces towards any character reaching for the 
  bullets, releasing a terrible scream before collapsing 
  into mouldering bones. The Fated can attempt TN 10 
  Centering + Tenacity Duels; any that fail are unnerved 
  and leave the area (and bullets) behind.
  t: Enchanted Fungus
  The trail leads through a stretch of sewer that is 
  heavily overgrown with dark green mold and small, 
  white mushrooms. The  first three Living characters 
  that pass through the fungal passage each heal 2 
  damage as the mushrooms turn progressively darker, 
  until they eventually shrivel away into dust.
  M: Gator Ambush
  Suddenly, a muck-crusted gator lunges out of the 
  murky water and tries to bite the nearest character!
  WEAPON (Heavy Melee)
  RANGE
  DAMAGE
  Pneumatic Chainsaw
  y2
  3/4/5
  This weapon ignores Hard to Wound.
  Sewer Gator
  Might
  3
  Grace
  1
  Speed
  2
  Resilience
  2
  Charm
  0
  Intellect
  -3
  Cunning
  -2
  Tenacity
  -1
  Minion (6), Living, Beast
  Defense
  4 (10)
  Walk
  5
  Height
  2
  Initiative
  4 (10)
  Willpower
  4 (10)
  Charge
  6
  Wounds
  6
  Skills: Melee 2, Notice 2, Toughness 1, Wilderness 2
  Grab On: This character gains + to attack flips against 
  characters it has successfully attacked earlier this turn. 
  (1)  Fearsome Jaws (Pugilism) 
  AV: 5 (11) ===== Rg: y2  ====== Resist: Df 
  Target suffers 2/3/4 damage.
  
  Section 3: NPCs
  Iron Zombie
  Might
  3
  Grace
  -1
  Speed
  1
  Resilience
  2
  Charm
  -3
  Intellect
  0
  Cunning
  2
  Tenacity
  2
  Minion (5), Undead, Construct, Horror, Academic
  Defense
  3 (8)
  Walk
  5
  Height
  2
  Initiative
  2 (7)
  Willpower
  4 (9)
  Charge
  5
  Wounds
  7
  Skills: Artefacting 1, Evade 1, Melee 2, Notice 1, 
  Stitching 1, Toughness 2
  Armor +1: Reduce all damage this character suffers by 
  1 point, to a minimum of 1 damage.
  Hard to Wound +1: Damage flips against this 
  character receive -.
  (1)  Dissectors (Melee + Might) 
  AV: 5 (10) ===== Rg: y1  ====== Resist: Df 
  Target suffers 2/3/5 damage. 
  t Mutilate: After damaging, the target gains Slow.
  Undergraduate
  Might
  2
  Grace
  -1
  Speed
  1
  Resilience
  1
  Charm
  -3
  Intellect
  -2
  Cunning
  0
  Tenacity
  1
  Peon (4), Undead, Construct, Horror, Academic
  Defense
  3 (7)
  Walk
  5
  Height
  2
  Initiative
  1 (5)
  Willpower
  3 (7)
  Charge
  5
  Wounds
  5
  Skills: Melee 2
  Armor +1: Reduce all damage this character suffers by 
  1 point, to a minimum of 1 damage.
  Hard to Wound +1: Damage flips against this 
  character receive -.
  (1)  New Dissectors (Melee + Might) 
  AV: 5 (10) ===== Rg: y1  ====== Resist: Df 
  Target suffers 1/3/4 damage.
  
  Section 3: NPCs
  Travis Daley
  Might
  -2
  Grace
  3
  Speed
  0
  Resilience
  -1
  Charm
  -1
  Intellect
  1
  Cunning
  -2
  Tenacity
  2
  Minion (5), Living
  Defense
  2 (7)
  Walk
  6
  Height
  2
  Initiative
  2 (7)
  Willpower
  4 (9)
  Charge
  -
  Wounds
  7
  Skills: Bureaucracy 2, History 2, Literacy 2, Notice 2, 
  Mathematics 3, Pistol 1, Scrutiny 1
  Better Part of Value: Travis cannot declare Charge 
  Actions. Instead, his Walk has been increased by +2.
  (1)  B&D Pocket Revolver (Pistol + Grace) 
  AV: 4 (9) ====== Rg: z6  ======= Resist: Df 
  Target suffers 2/3/3 damage. Capacity 4, Reload 2
  Brennus McRae
  Might
  1
  Grace
  2
  Speed
  0
  Resilience
  0
  Charm
  -1
  Intellect
  0
  Cunning
  -1
  Tenacity
  2
  Minion (5), Living, Guardsman
  Defense
  4 (9)
  Walk
  4
  Height
  2
  Initiative
  2 (7)
  Willpower
  4 (9)
  Charge
  4
  Wounds
  6
  Skills: Athletics 1, Evade 2, Melee 3, Notice 2, Pistol 2, 
  Toughness 1, Stealth 1
  Armor +1: Reduce all damage this character suffers by 
  1 point, to a minimum of 1 damage.
  (1)  Collier Navy (Pistol + Grace) 
  AV: 4 (9) ====== Rg: z12  ====== Resist: Df 
  Target suffers 2/3/5 damage. Capacity 6, Reload 2
  
  Section 4: Fated
  Olivia "Livvy" Madison
  Olivia “Livvy” Madison was born to a wealthy New 
  England family with a prestigious bloodline. Her father 
  was a professor at Yale University, and her mother was 
  a socialite of the highest order. Unfortunately, none 
  of that seemed to rub off on Olivia, who would much 
  rather have been playing cowboy with the boys. She put 
  up with her family’s demands for much of her life, but 
  after Jacob Miller (the stuffy son of one of her father’s 
  stuffy friends) proposed to her, she snatched her 
  father's pocket book and some of her mother's jewelry 
  and ran away. 
  The first few weeks were exciting for Olivia, and she 
  resolved to become a gunslinger just like the stories she 
  had heard growing up. Unfortunately, she wasn’t that 
  great of a shot with a pistol, but once she switched to a 
  shotgun she started to have better luck with things. She 
  managed to pull in some minor bounties and eventually 
  saved up enough money to come to Malifaux, “where 
  the real action is.”
  Olivia’s been in Malifaux about a week now, and it 
  hasn’t been as easy as she had hoped. Right now, she’s 
  on the trail of the Delfias Brothers, Tommy and Geno, 
  who are wanted by the Guild for acts of petty larceny, 
  sedition, and improper relations with farm animals. 
  She’s learned that Tommy’s going to be on the train 
  that’s arriving tonight, and if she can bring him in alive, 
  Olivia will be well on her way to living the life she 
  always wanted. Plus, she’ll finally be able to afford some 
  food (the ticket to Malifaux cost most of her savings). 
  Gear: Chesterfield Model 1887/01, 30 bullets, Wanted 
  Posters (Tommy and Geno Delfias)
  Destiny: "When your death rattles at the door you will 
  refuse to open the tome, for the hunter shall lay down 
  to sleep upon the lilies. The end will find him in the 
  garden and the motion stutters and shudders."
  Twist Deck: Rams (1, 5, 9, 13), Masks (2, 6, 10), 
  Crows (3, 7, 11), Tomes (4, 8, 12).
  Olivia "Livvy" Madison
  Might
  -3
  Grace
  2
  Speed
  2
  Resilience
  0
  Charm
  -1
  Intellect
  1
  Cunning
  -1
  Tenacity
  2
  Fated, Living, Gunslinger
  Defense
  5
  Walk
  5
  Height
  2
  Initiative
  +3
  Willpower
  5
  Charge
  6
  Wounds
  6
  Skills: Bewitch 1, Convince 2, Evade 3, Literacy 
  3, Mathematics 1, Notice 1, Shotgun 3, Teach 1, 
  Toughness 2, Track 1
  Finger on the Trigger (Gunslinger): When 
  Olivia fails a Ranged Combat attack (such as with her 
  Chesterfield Model 1887/01) during Combat, she may 
  draw a card from her Twist Deck.
  Honest: Everyone can tell that Olivia has an honest 
  nature. She gains + to all Convince duels with 
  characters who are not actively trying to harm her.
  Languages: English, French, German
  (1)  Chesterfield 1887/01 (Shotgun + Grace) 
  AV: +5  ======= Rg: z12  ====== Resist: Df 
  Target suffers 2/3/5 damage. This weapon gains a 
  + to the damage flip. Capacity 5, Reload 3. 
  C Aim Low: After damaging, the target becomes 
  Slow.  
  (1)  Shotgun Stock (Melee + Might) 
  AV: -3 ======== Rg: y1  ====== Resist: Df 
  Target suffers 1/2/3 damage. Olivia may not Cheat 
  Fate on this attack duel.
  
  Section 4: Fated
  Noel Charron
  Noel Charron grew up in New Orleans, an apprentice 
  to his family’s funeral business. He spent his formative 
  years at the side of his father, watching as he prepared 
  the bodies of the dead for burial. As a teenager, Noel 
  started seeing Flavie St. Paul, a strange but alluring 
  young woman whose family stretched back to the city’s 
  first days. She and Noel spent many days in her family’s 
  rotting mansion, exploring rooms that had been 
  abandoned for decades. It was there that he found the 
  tome, and from it the two of them learned the first few 
  hints of dark magic. 
  But something went wrong and Flavie…changed. When 
  she attacked Noel, raving about tearing out his soul to 
  fuel her own power, he was forced to fight back and kill 
  her. The experience left him soured and bitter, and he 
  came to Malifaux in an attempt to leave the swamps of 
  Louisiana behind him. He had barely crossed through 
  the Breach when his marginal magical powers flared up 
  to a dozen times their previous strength, which put the 
  Guild’s Witch Hunters on his trail. He’s been hiding 
  out for the past three weeks, surviving off of rats and 
  avoiding the patrols however he can. 
  Fortunately, things have recently started to look up for 
  Noel. He’s been contacted by the Arcanist organization 
  and offered a place in their ranks – safety, security, 
  and people to help him better control his magical 
  talents – but he’s only got one chance to make a good 
  impression upon their recruiter. She’s arriving on the 
  train tonight for their meeting, and he’s willing to risk 
  the Guild patrols for this one chance at a real life. He’s 
  tired of being hunted and just wants someplace to fit in. 
  Gear: Thick Tome (Noel's Grimoire), Locket (Flavie's 
  picture inside), Black and white photo of his contact.
  Destiny: "If you refuse the hero's call, he will shade 
  your tired eyes, and wet your thirsty lips as the living 
  wither from your grasp. Only in death with the pilgrim 
  be free, and with a whisper you will sunder the walls."
  Twist Deck: Tomes (1, 5, 9, 13), Rams (2, 6, 10), 
  Crows (3, 7, 11), Masks (4, 8, 12).
  Noel Charron
  Might
  0
  Grace
  -1
  Speed
  2
  Resilience
  0
  Charm
  -3
  Intellect
  1
  Cunning
  1
  Tenacity
  2
  Fated, Living, Dabbler
  Defense
  3
  Walk
  5
  Height
  2
  Initiative
  +4
  Willpower
  5
  Charge
  6
  Wounds
  4
  Skills: Alchemistry 1, Bureaucracy 1, Centering 3, 
  Convince 1, Deceive 2, Evade 1, Intimidate 1, Literacy 
  1, Necromancy 1, Notice 2, Scrutiny 1, Sorcery 3, 
  Stitching 1
  Epiphany (Dabbler): When Noel fails a Magic duel 
  (such as with his Seize Undead or Spirit Blast spells) 
  during Combat, he may draw a card from his Twist deck.
  Great Fate: Fate smiles upon Noel, allowing him to 
  manipulate it more easily. He draws an additional card 
  into his Twist Hand at the start of the game.
  (1)  Spirit Blast (Sorcery + Intellect) 
  AV: +4 == TN: 7t == Rg: z5 == Resit: Df 
  Target suffers 1/2/3 damage. This damage ignores 
  Armor and Hard to Wound. 
  Immuto (Increase Range): Before flipping, you may 
  increase the TN by +2 to increase the range by +5. 
  Immuto (Increase Damage): Before flipping, you 
  may increase the TN by +2 to increase the damage 
  to 2/3/4, or by +4 to increase the damage to 3/4/5.
  (1)  Sieze Undead (Necromancy + Tenacity) 
  AV: +3 == TN: 10M ==  Rg: 5 ==  Resist: Wp 
  Target Undead takes a (1) AP Action of your 
  choice. This Action may not force the target to 
  sacrifice itself, but you could force it to attack its 
  allies (as if it were a Fated, though it cannot Cheat 
  Fate) or walk into a dangerous area.  
  Immuto (Increase Range): Before flipping, you may 
  increase the TN by +2 to increase the range by +5.
  
  Section 4: Fated
  Kata Jensen
  Kata’s father left when she was young, leaving her to be 
  raised entirely by her mother. The bills were paid by 
  her mother’s stage performances, which left Kata plenty 
  of time to get into trouble. She grew up as a bit of a 
  wild child, always getting into fights and exasperating 
  her mother, who just wanted her to grow up and be “a 
  proper young woman.” When she finally died in a stage 
  accident, Kata hit the road, never looking back. 
  It’s been years since that day, and Kata’s mostly 
  survived by taking up odd jobs and participating in 
  street fights for cash. It hasn’t been an easy life, but it’s 
  one that Kata is comfortable with...at least, until she 
  started working as an enforcer for the mob. It went bad 
  and she ended up getting arrested and sentenced to 
  fifteen years in prison. The state sold her prison term 
  to the Guild and she was brought to Malifaux to work 
  in the mines as a convict laborer. Barely a week into 
  the job, Kata lost her right arm to a pneumatic mining 
  machine. She couldn’t work any longer and the Guild 
  didn't want to bother with feeding her, so they tossed 
  her out onto the streets, effectively commuting her 
  sentence because she wasn’t worth the cost of a bullet. 
  The past month has been rough, but Kata finally had 
  a stroke of good luck in Mr. Mullagon. When she 
  was on the verge of death, he picked her up, gave her 
  a place to live, and even arranged for her to receive 
  a pneumatic arm to replace the one she had lost to 
  the Guild. In exchange, she runs errands for Mr. 
  Mullagon…like the one tonight. There’s a man arriving 
  on the train tonight who goes by the name of Yang, and 
  Mr. Mullagon wants the package he's carrying. Yang’s 
  unlikely to part with it easily, but Kata’s never been the 
  sort of woman to ask nicely for things. 
  Gear: Pneumatic Right Arm (it's not coming off!), 
  business card (Mr. Mullagon), Flask of Booze.
  Destiny: "As your hands of flesh touch feet of steel, 
  the mud flows like a river into the sky as you remember 
  the mirror and shatter the stream. The halo slips 
  around your throat like a noose and the leaf will sink as 
  the stone floats."
  Twist Deck: Tomes (1, 5, 9, 13), Masks (2, 6, 10), 
  Rams (3, 7, 11), Crows (4, 8, 12).
  Kata Jensen
  Might
  3
  Grace
  -1
  Speed
  -2
  Resilience
  1
  Charm
  0
  Intellect
  -2
  Cunning
  2
  Tenacity
  1
  Fated, Living, Drudge
  Defense
  5
  Walk
  3
  Height
  2
  Initiative
  -1
  Willpower
  3
  Charge
  3
  Wounds
  6
  Skills: Acrobatics 1, Athletics 3, Evade 3, Labor 2, 
  Navigation 1, Notice 1, Pneumatics 2, Pugilism 3, 
  Toughness 1
  Hard Day's Night (Drudge): When Kata fails a 
  Training duel (such as Acrobatics, Athletics, Notice, or 
  Toughness), she may draw a card from her Twist deck.
  Armor +1: Reduce all damage this character suffers by 
  1 point, to a minimum of 1 damage.
  Pneumatic Might: Once per Combat, before flipping 
  for a duel, Kata may increase her Might by +5 for the 
  duration of that duel.
  Languages: English
  (1)  Pneumatic Fist (Pugilism + Might) 
  AV: +6  ======= Rg: y1  ====== Resist: Df 
  Target suffers 2/3/4 damage. This weapon gains a 
  + to the damage flip. 
   M Rabbit Punch: After succeeding, you may make 
  another Pneumatic Fist attack against the same 
  target, without spending any AP. This second attack 
  may not declare Triggers.
  (1)  Thrown Rock (Thrown Weapons + Grace) 
  AV: -1  ======== Rg: z6  ======= Resist: Df 
  Target suffers 1/1/2 damage. Kata may not cheat 
  this attack flip.
  
  Section 4: Fated
  Dr. Fareed Nejem
  Dr. Fareed Nejem is Egyptian, though he is not 
  especially proud of that fact. His youth was spent 
  learning science and artifice from his mother, who 
  had been contracted by the Egyptian government 
  to construct a weather machine. Her work ended 
  up being confiscated by the Guild, who raided their 
  home, arrested his mother, and shipped Fareed off to 
  boarding school. To this day he does not know what 
  happened to her. 
  Fortunately, the Guild saw the promise in Fareed’s 
  keen mind and pushed him to enter medical school. 
  He fell in love with one of his nurses, Haniyya, and 
  eventually they were married and had a daughter, 
  Fatma. Nejem set up a private practice in Cairo and 
  was doing well for himself…until the Guild yanked his 
  leash and forced him to move to Malifaux to serve as 
  a physician for their guards. Refusal wasn’t an option. 
  The Guild supplied him with a firearm (standard issue), 
  but he’s never had cause to use it.
  Fareed has been in Malifaux about two months so far, 
  and it’s been one setback after the next. The worst by 
  far came when a rat bit his daughter’s arm. The wound 
  got infected and he was forced to amputate, and Fatma 
  has been depressed and listless ever since. Fareed is 
  determined to give her a normal life, however, and took 
  out a substantial loan to purchase a pneumatic limb that 
  was sized for a child. It’s coming in on the train tonight, 
  and he hopes it will bring the smile back to her face.
  Gear:  Scalpel, Doctor’s Bag, Collier Navy, 30 bullets, 
  Black and white photo of his wife and daughter.
  Destiny: "When you accept your fates on the river, 
  you will not heed the mentor, and upon wings of fear 
  you will approach the tower. The shards you pass 
  through leave a bloody trail, and it is the Emperor who 
  will bring the gift."
  Twist Deck: Tomes (1, 5, 9, 13), Rams (2, 6, 10), 
  Crows (3, 7, 11), Masks (4, 8, 12).
  hh
  Dr. Fareed Nejem
  Might
  -2
  Grace
  3
  Speed
  0
  Resilience
  -1
  Charm
  -1
  Intellect
  2
  Cunning
  0
  Tenacity
  1
  Fated, Living, Academic
  Defense
  3
  Walk
  4
  Height
  2
  Initiative
  +2
  Willpower
  3
  Charge
  4
  Wounds
  5
  Skills: Artefacting 4, Doctor 3, Engineering 2, Evade 
  1, Literacy 1, Melee 1, Notice 2, Pistol 1, Scrutiny 1, 
  Toughness 1
  Avid Student (Academic): When Fareed fails 
  an Academic duel (such as Engineering, History, or 
  Literacy), he may draw a card from his Twist deck.
  Cynic: If it sounds too good to be true, Fareed is likely 
  to call someone a liar. He gains + on any duel made to 
  resist deception.
  Languages: English, Arabic
  .
  (1)  Scalpel (Melee + Might) 
  AV: -1  ======== Rg: y1  ====== Resist: Df 
  Target suffers 1/2/3 damage. This attack ignores 
  Hard to Wound. 
  (1)  Collier Navy Pistol (Pistol + Grace) 
  AV: +4  ======= Rg: z12  ====== Resist: Df 
  Target suffers 2/3/5 damage. Capacity 6, Reload 2
  (1)  Stitch Up (Doctor + Intellect) 
  AV: +5  ======= TN: 5  ======= Range: 1 yard 
  You perform First Aid on a Living character within 
  range that has not received First Aid in the past 
  hour. On a success, the target heals 1 damage, plus 
  1 damage for every five points by which you exceed 
  this Action's TN. 
  t Wrapped in Gauze: On a success, the target does 
  not count as having received First Aid. 
  
  Section 4: Fated
  Rolan Petrov
  Rolan Petrov grew up in Saint Petersburg, where he 
  worked alongside his parents and hundreds of others to 
  keep the Winter Palace clean and in good repair. This 
  was easier said than done, as the Undying Tsar was the 
  target of multiple assassination attempts, and eventually, 
  a poisoned gas bomb claimed the life of Rolan’s 
  parents. He turned his back on his home country, 
  traveling north to the Grand Duchy of Finland, then to 
  Sweden, and eventually across the ocean to America. 
  Along the way, he worked at various farms and ranches, 
  never staying more than a few months before drifting 
  onwards. He soon came to enjoy working the land 
  and seeing the product of his labors rising up from the 
  ground, and he resolved to find a patch of land to call 
  his own. Unfortunately, land cost money, and he just 
  wasn’t able to save up enough cash to have any real 
  hope of making his dream come true. 
  Then, he saw a poster offering free travel and a plot of 
  land to anyone willing to travel to Malifaux and spend 
  seven years working the land. Even though he had 
  heard that Malifaux was dangerous, it seemed like the 
  perfect answer to his prayers. 
  It wasn’t. The Guild gave him a blasted and cracked 
  square of his own personal wasteland out in the 
  middle of nowhere, so dry that even the few sparse 
  thunderstorms that came through barely seemed to 
  do much more than wash the topsoil away. Rolan 
  eventually ended up getting a good deal on an irrigation 
  machine that might very well be his last chance to turn 
  things around…all he has to do is unload it off the train 
  and then somehow get it back to his homestead along 
  with a few other items he purchased earlier today.
  Gear: Hand Axe, Solberg Inertia Shotgun, 30 bullets, 
  Farming Books Packets of Seeds.
  Destiny: "When the gears turn upon the story best 
  forgotten, an empty grave will fill with melody as you 
  begin, so shall you end. Only in death will the pilgrim 
  be free, and it cackles from the locket."
  Twist Deck: Rams (1, 5, 9, 13), Tomes (2, 6, 10), 
  Masks (3, 7, 11), Crows (4, 8, 12).
  Rolan Petrov
  Might
  2
  Grace
  -1
  Speed
  0
  Resilience
  1
  Charm
  -1
  Intellect
  -1
  Cunning
  0
  Tenacity
  0
  Fated, Living, Pioneer
  Defense
  4
  Walk
  4
  Height
  2
  Initiative
  +1
  Willpower
  2
  Charge
  4
  Wounds
  8
  Skills: Athletics 1, Barter 1, Carouse 1, Evade 2, 
  Farming 1, Homesteading 1, Husbandry 1, Labor 1, 
  Melee 3, Notice 1, Shotgun 1, Toughness 3, Track 2 
  Rugged Individual (Pioneer): When Rolan fails a 
  Training duel (such as Husbandry, Scrutiny, or Track), 
  he may draw a card from his Twist Deck.
  Gruff: When Rolan speaks, it is done so directly and 
  with so little inflection that he is difficult to read. Social 
  duels made against him suffer a -.
  Languages: English, Russian
  (1)  Hand Axe (Melee + Might) 
  AV: +5  ======= Rg: y1  ====== Resist: Df 
  Target suffers 1/3/4 damage.  
  C Bloody Mess: After killing the target, draw a Twist 
  Card and then discard a Twist Card.  
  (1)  Solberg Inertia Shotgun (Shotgun + Grace) 
  AV: +0  ======= Rg: z12  ====== Resist: Df 
  Target suffers 2/3/4 damage. If this attack deals 
  Moderate or Severe damage, all characters within 
  2 yards of the target suffer the same amount of 
  damage. Capacity 5, Reload 3.
  
  Section 4: Fated
  Wild Bill
  Wild Bill isn’t a terrible person. In fact, it’s not a 
  person at all; it’s a machine that was built to assist 
  its master with questionable activities such as cattle 
  rustling, forgery, and banditry. Unfortunately, Wild 
  Bill’s master was bitten by a rattlesnake and slowly died 
  while Wild Bill fretted about and tried to make him 
  comfortable. After he passed, Wild Bill buried him in 
  a shallow grave, taking only his fancy hat as a means of 
  remembering its creature.   
  The past few months since then have been difficult for 
  Wild Bill. It tried its hand at banditry and earned a 
  tidy amount of scrip, but found that without any need 
  to eat or drink, it really didn’t have much use for the 
  cash. Furthermore, it didn’t like threatening humans 
  very much, or when they fired their bullets back at it. 
  But when it tried to approach them peacefully, they 
  either treated it like a mindless construct or became 
  very uncomfortable when they realized that it had just 
  as much free will as they did. 
  Wild Bill eventually took to wearing a long coat and 
  hoping that nobody would look too closely at its 
  metallic body. It drifted through the slums of the city, 
  watching the humans from a distance and debating with 
  itself whether it should approach them or leave them 
  be. As it turned it, it was a human who approached 
  Wild Bill. She said that she was a member of a group 
  calling itself the Arcanists, and that there was a place for 
  it among their ranks. 
  Well, she didn’t have to ask twice for Wild Bill to leap 
  at the offer. It’s been instructed to wait at the train 
  station for an Arcanist engineer who will set it up with 
  someplace to stay and help it integrate with the rest of 
  the organization, and that’s just where Wild Bill has 
  been for the past hour. It’ll be good to finally be able to 
  talk with humans who don’t seem upset by its artificial 
  nature. 
  Gear: Alpine Machine Gun (built into arm), 90 bullets, 
  Lockpicking kit, Awesome Hat.
  Destiny: "Under the bright colors of the Grand 
  Dance, the curse of the land will be your savior, and 
  you will dance among the flowers. It whispers with 
  the voice of a demon, and the blood that spills shall 
  cleanse you."
  Twist Deck: Tomes (1, 5, 9, 13), Crows (2, 6, 10), 
  Masks (3, 7, 11), Rams (4, 8, 12).
  Wild Bill
  Might
  0
  Grace
  3
  Speed
  1
  Resilience
  1
  Charm
  -1
  Intellect
  0
  Cunning
  0
  Tenacity
  1
  Fated, Construct, Criminal
  Defense
  4
  Walk
  5
  Height
  2
  Initiative
  +4
  Willpower
  3
  Charge
  5
  Wounds
  6
  Skills: Deceive 3, Forgery 2, Lockpicking 2, Long 
  Arms 2, Notice 3, Scrutiny 2, Stealth 1, Toughness 1, 
  Track 2
  Opportunist (Criminal): When Wild Bill fails an 
  Expertise duel (such as Forgery, Lockpicking, Scrutiny, 
  or Track), it may draw a card from its Twist Deck.
  Armor +1: When Wild Bill takes damage, it reduces 
  that damage by 1 point (to a minimum of 1).
  Construct: Wild Bill is immune to any Condition that 
  references a living anatomy (such as suffocation). It may 
  not be healed with Dr. Fareed's Stitch Up Action.
  Languages: English
  (1)  Alpine Machine Gun (Long Arms + Grace) 
  AV: +5  ======= Rg: z12  ====== Resist: Df 
  Target suffers 2/3/5 damage. Capacity 18, Reload 4. 
  R Full Auto: After damaging, immediately make 
  another attack with this weapon against a different 
  target. This extra attack may not declare Triggers.
  (1)  Steel Fist (Pugilism + Might) 
  AV: +0  ======= Rg: y1  ====== Resist: Df 
  Target suffers 0/1/2 damage. Wild Bill may not 
  Cheat Fate on this attack duel.
  
  WYRD-GAMES.NET
  face off against the
  IRON ZOMBIES!
  © 2005-2015 Wyrd Miniatures, LLC
  Professor Albus Von Schtook is looking for new students 
  to enroll in his University of Transmortis. In the dark of the 
  night, his students – twisted abominations of mechanical 
  engineering and the darkest necromancy – crawl up from 
  the sewers, seeking unsuspecting victims to drag back to 
  their subterranean classrooms. Those who are killed in the 
  struggle are the lucky ones.
  Recruitment Drive is a one shot adventure for the Through 
  the Breach roleplaying game. This adventure contains six 
  pregenerated characters and an adventure focusing on 
  the twisted alumni of the University of Transmortis.
  
SOURCE: textdata/thevault/Through the Breach/Through the Breach - Penny Dreadful - One Shot - Recruitment Drive.pdf