recursal/Fanatic-Fandom huggingface dataset:
E'malena Ragah

## Aussehen

Lena fällt allein durch ihre blauen Haare schon unter ihren Brüdern und Schwester auf. Nicht minder auffällig sind ihre Augen. Das linke Auge schimmert in einem kalten Gold, das recht in einem warmen, hellen Türkis. Auf ihrer Stirn trägt sie ein rotes Geburtsmal. Auf der rechten Gesichtshälfte prangt ein Tattoo in starkem weiss und ihre Nase ziert an der Nasenwurzel eine Narbe. Die Nase ist nicht schief, aber die Narbe zeigt an, das diese wohl gebrochen war.

Ihr Körperbau ist durchtrainiert und muskulös. Aber dennoch ist ihr Körper noch eindeutig feminin.Für eine Miqo'te ist sie recht klein.

## Besitz

* ein paar Dolche (hergestellt von E'levy)
* ein paar verschiedene Rüstungsteile
* eine Lederband mit Anhänger, welches stets um einen der Dolchgriffe gut befestigt ist

## Inhalt der Taschen

* ein kleiner Beutel an ihrem Gürtel in dem sich einige Dinge zur Ersten Hilfe befinden

## Fähigkeiten

* Jagd (Meisterhaft)
* Nahkampf Waffenlos/Dolche (Meisterhaft)
* Sport Ausdauer/Kraft (Meisterhaft)
* Lederverarbeitung (Sehr gut)
* Taktisches Denken (gut)
* Erste Hilfe (Grundkenntnisse)

## Beziehungen

* E'ragah Nunh (Vater, †)

Geschwister
 Freunde
 Kameraden / Bekannte
 Feinde

## Gesinnung

 Elezen
 Hyuran
 Lalafel
 Miqo'te
 Roegadyn

## Gerüchte

Innerhalb des Stammes munkelt man, das sie wohl ziemlich aufständig ist.

## Mögliche Kommunikationsansätze

* Sie ist eine aufgeweckte junge Katze. Optisch eindeutig kriegerisch veranlangt und nicht sonderlich 'damenhaft'. Darüber hinaus steht sie den Dingen ausserhalb des Stammes neugierig und interessiert gegenüber.
* Mitglieder des Stammes der Eh sollten sie kennen und mit ihr ins Gespräch kommen können.
Dual Faction Leaders

Dual Faction leaders offer the widest range of crew choices since they can choose to be the leader of either of their factions.

## Gremlins

Brewmaster (Ten Thunders)

Zorida (Neverborn)

## Guild

Douglass McMourning (Resurectionists)

Lucas MaCabe (Ten Thunders)

Lucius Matterson (Neverborn)

## Outcaste

Misaki (Ten Thunders)

Tara (Resurectionists)
U'sanja Odh

## Aussehen

Sanja ist eine recht kleine Miqo'te von gerade mal 1,50m. Ihr Körper zeigt, das sie keine Kämpferin ist. Sie ist sehr schlank und schmal. Selbst ihre Finger wirken sehr fein. Ihr blond-oranges Haar, etwas länger als Schulterlang, trägt sie am liebsten offen. Die Haut wirkt ein wenig wie gold, was in der Sonne sanft schimmert. Ihr Blick ist neugierig, offen und aufmerksam. Ein wenig naiv könnte man meinen, aber defintiv ehrlich. Ihr rechtes Auge hat eine warme hellblaue Farbe, das linke schimmert wie flüssiges Gold. Das Lächeln auf ihren Lippen wirkt wie ein warmes Sommerhauch, zart und lieblich.

## Beziehungen

Mutter: U'Sina Gran
einige Brüder und Schwestern
- der Stamm der Uh ('alte' Familie)
 Freunde
 Feinde

## Gesinnung

 Elezen
 Hyuran
 Lalafel
 Miqo'te
 Roegadyn

## Mögliche Kommunikationsansätze

- Goldtatzen vom Stamm der Uh werden sie kennen

- Goldtatzen im Stamm der Eh können sie nun kennenlernen
Resurectionists Leaders

## Masters

### Proffessor Albus Von Schtook

Head of the "Transmortis University", this intellectual seeks to improve his understanding of undeath to utlize it for his own desires.

* **Keyword**: Transmortis
* **Totem**: Research Assistant,
* **Henchmen**: Anna Lovelace, The Valedictorian,
* **Enforcers**:
* **Minions**: Necropunk, Studen of Viscera, Student of Sinew, Student of Steel, Undergraduate,

### Dr Douglass Mc'Mourning

(aka Doc Frankenstein) The former Guilt Mortian, Mad Doug McMourning has taken his leave of humanity to ethanize his opponents with fatal overdoses.

* **Keyword**: Expermental
* **Totem**: Zombie Chihuahua
* **Henchmen**: Sebastian,
* **Enforcers**: Thomas Rafkin, Rogue Necromancy,
* **Minions**: Flesh Construct, Nurse, Guild Autopsy, Little Gasser, Kenauroi, Canine Remains,

### Jack Daw

(aka the Hanged Man) An undead Outcast,

* **Keyword**: Tormented,
* **Totem**: Lady Ligeia,
* **Henchmen**: Montresor,
* **Enforcers**: Jaakuna Ubume,
* **Minions**: Guilty, Hanged, Drowned, Crooked Man, Guilty, Dead Outlaw,

### Kirai Ankoku

(aka the Asian Ghost Story)

* **Keyword**: Urami
* **Totem**: Ikiryo
* **Henchmen**: Datsue Ba,
* **Enforcers**: Francis Kitchener, Jaakune Ubume,
* **Minions**: Goryo, Onryo, Gaki, Seishin, Shikome, Drowned,

### Molly Squidpiddge

(aka the Zombie Queen)

* **Keyword**: Forgotten
* **Totem**: Necrotic Machine,
* **Henchmen**: Phillip and the Nanny,
* **Enforcers**: Rogue Necromancy, Archie, The Forgotten Marshal,
* **Minions**: Rabble Riser, Crooligan, Night Terror,

### Reva Cortinas

(aka the Undead Rebel)

* **Keyword**: Revenant
* **Totem**: Corpse Candle,
* **Henchmen**: Vincent St. Clair
* **Enforcers**: Restless Spirit, Wanyudo (TT),
* **Minions**: Lampad, Draugr, Shield Bearer,

### Seamus

(aka Jack the Ripper)

* **Keyword**: Redchapel
* **Totem**: Copy Cat Killer,
* **Henchmen**: Madame Sybelle,
* **Enforcers**: Bete Noir,
* **Minions**: Dead Doxy, Rotten Belle, Mourner, Dead Dandy,

### Yan Lo

A Ten Thunder's spy, the Cursed Immortal controls his Ancestors while defended by his crew of Retainers.

* **Keyword/s**: Ancestor, Retainer
* **Totem**: Soul Porter,
* **Henchmen**: Manos the Risen, Toshiro the Daimyo,
* **Enforcers**: Izamu the Armor, Sun Quiang, Chiaki Katanaka the Niece, Yin the Penangalan,
* **Minions**: Ashigaru,

## Henchmen

### Sebastian

* **Keyword**: Expermental
* **Totem**:
* **Henchmen**:
* **Enforcers**:
* **Minions**:

* **Keyword**:
* **Totem**:
* **Henchmen**:
* **Enforcers**:
* **Minions**:
* **Keyword**:
* **Totem**:
* **Henchmen**:
* **Enforcers**:
* **Minions**:

* **Keyword**:
* **Totem**:
* **Henchmen**:
* **Enforcers**:
* **Minions**:

* **Keyword**:
* **Totem**:
* **Henchmen**:
* **Enforcers**:
* **Minions**:
The Dreamer

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Crew Synergy

Totems

Henchmen

Enforcers

Minions

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Seamus

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Crew Synergy

Totems

Henchmen

Enforcers

Minions

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Anasalea Kaeris

## Strategies

* Turf War
* Reckoning
* Reconniter
* Squatter's Rights
* Stake a Claim

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Aionus

## Playstyle

* Time Changes All requires a 3+ Tome to cast and allows you to target a Marker that isn't part of the strategy. While this can be a Scheme Marker, it can also be a Corpse or Scrap.
* Midnight requires a 10+ card to cast but allows you to move all your friendly Scheme Markers 2" from their current position. This can be very useful in schemes like ***Spring the Trap***.
Dr Douglass McMourning

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Crew Synergy

Totems

Henchmen

Enforcers

Minions

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Kirai Ankoku

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Unlix

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Crew Synergy

Totems

Henchmen

Enforcers

Minions

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Misaki

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Crew Synergy

Totems

Henchmen

Enforcers

Minions

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Die Handelsbeziehungen

16 Jahre war der Häuptling unterwegs durch viele Länder ist er gereist und hat auch viele Kontakte geknüpft, die aktuelle Lage des Stammes, die man aus seiner sicht nur als problematisch Bezeichnen kann, läßt für ihn nur einen Schluß zu alte Kontakte müssen her, die mit entpsrechende Lieferungen dafür sorgen werden das die Situation sich verändert.

Zu diesme Zweck reist der Häutpling mit seiner Katze Sanja nach U'ldah, dort lernt sowohl Sanja vieles neues kennen, aber vor allem auch die neuen Handelspartner des Stammes, ein Vertrag wird geschlossen, dessen genauen Inhalt nur der Häuptling kennen wird, es wird folgendes bekannt werden.

- Am Anfang werden nur Nahrung und Baumterial für Hütten geliefert, diese werden von Tahz/Levy entsprechend verwendet werden, was aber die Nahrungssituation entspannt und auch für mehr stabile Hütten sorgt.

-der Zaun um das dorft wird versträrkt werden er wird vorerst zu eine kleine aber recht wehrhaften Holzt/Teilweise Stein anlage umgebaut

- Ein Haus für Sanja und Jihro wird gebaut dieses hat Sanja und Jihro aus eigener Arbeit/Tasche bezahlt

- Das Gebäude in dem der Rat tagt sowie die Häuser den Nunhs bekommen Levys "Schutz nach außen" verpasst.

- Keine Waffenlieferungen

Was wird vom Stamm geliefert:

- Güter die Sanja als Ärztin und Alchemistin herstellt

- Waffen/Rüstungen die Levy mit ihren Schmieden herstellt

- Alle Materialien und kleine Dinge des täglichen Bedarfs die der Stamm selbst nicht braucht.
Mei Feng

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Crew Synergy

Totems

Henchmen

Enforcers

Minions

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Pedophile Kool-Aid Man

Little know of the **Pedophile Kool-Aid Man**, but he's as real as he is red.

## Where he is

The Pedophile Kool-Aid Man is a hard thing to track. Some people have seen him, but he has invisibility powers, so most people only see him from the corner of their eyes, making a seductive face, rubbing himself. "I swear to God I saw the Kool-Aid man for a second there, rubbing himself, whispering "Oh yeah..."" said Jommy Nootren, karaoke singer, "But then he was just gone."

## What he does

Every night when a child is sleeping, the Pedophile Kool-Aid man comes crashing through their walls, and says "Oh yeah..." in a seductive voice. The crashed wall, the Kool-Aid man, and the child's screams are completely non-existent to anyone else in the world, the child and the man only know what's going on. When the Kool-Aid man is done raping the child, he does a final thrust and penetrates the childs ass, through the intestines, and out their mouth.. The next day, the child is a missing person, without a trace of evidence.

## What you should do to protect yourself

What are you talking about? You can't protect yourself! He's the goddamn Pedophile Kool-Aid Man! If you are a child, kiss your hiney goodbye, because the Pedophile Kool-Aid man may just come on in and give you a nice treat!

[1]

## What his fate is

The Pedophile Kool-aid man became the Zoophile Coca-cola man when he accidentally touched radioactive dirt, now, he enjoys fucking animals
Lady Justice

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Crew Synergy

Totems

Henchmen

Enforcers

Minions

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Lucius

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Crew Synergy

Totems

Henchmen

Enforcers

Minions

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Titania

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Tactics

###

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Arcanists Leaders

## Masters

### Anasalea Kaeris

***The Arsonist.*** Devoted to ending the oppressive rule of Malifaux, Kaeris takes the the skies to incerate her opposition.

* **Keyword/s**:
* **Totem/s:** Eternal Flame
* **Henchmen:** Firestarter, The Captain
* **Enforcers:**
* **Minions:** Gunsmith, Union Miner

### Collette De'Bois

***The Stage Show Illusionist***. A tricky adversary who dances about the field with her gallery of Showgirls and constructs. Despite her fragile form she is incredibly hard to kill - being able to trade places with her allies to survive:

* **Keyword/s**:
* **Totem/s:** Mechanical Dove,
* **Henchmen:** Cassandra,
* **Enforcers:** Angelica,
* **Minions:** Coryphee, Ice Dancer, Mannequin, Performer, Snow Dancer,

### Professor Marcus

***The Shapeshifter***. Though human and allied with the rebelion of the Arcanists, Marcus has come to love the natural order of Malifaux and has aligned himself with the Neverborn to help them get rid of the 'human invasion'. Adaptive, he can mutate his body to suit the needs of the situation as he leads his versatile crew of beasts into battle.

* **Keyword/s**:
* **Totem/s:** Jackalope
* **Henchmen:** Myranda,
* **Enforcers:** Blessed of December,
* **Minions:** Molemen, Malifaux Raptor, The Scorpius, Slate Ridge Mauler, Fire Gamin,

### Mei Feng

***The Rail Rider***. Working within the Arcanists as an agent for the **Ten Thunders**, this nimble warrior uses his own crew to set up "rail-roads" to let her teleport to where she needs to be.

* **Keyword/s**:
* **Totem/s:**
* **Henchmen**:
* **Enforcers**:
* **Minions**:

### Rasputina

***The Ice Queen***. Host to the Tyrant December, leader of his cannibalistic cult, Rasputina freezes the battle field with sizable blizard effects that radically slow (control) the enemy, reducing their action effeciency while equally freezing them to death.

* **Keyword/s**:
* **Totem/s:** Wendigo,
* **Henchmen:** Snowstorm,
* **Enforcers:** Blessed of December,
* **Minions:** Ice Dancer, Silent One,

### Sandeep Desai

***The Mystic***. Working for both the Arcanists and the Explorer's

* **Keyword/s**:
* **Totem/s:**
* **Henchmen:**
* **Enforcers:**
* **Minions:**

### Toni Ironsides

***The Brawler.*** Head of the Miners and Steamfitters Union (M&SU), Toni is a tank who loves getting up close and keeping the opposing crew occupied, drawing attention from her followers so they can do the job they need to do.

* **Keyword/s**: M&SU
* **Totem/s:** Mouse
* **Henchmen**: The Captain, Joss
* **Enforcers:**
* **Minions:**

## Henchmen

The Captain

* **Enforcers**:
* **Minions**:
* **Mercenaries**:

Cassandra

* **Enforcers**:
* **Minions**:
* **Mercenaries**:

Firestarter

* **Enforcers**:
* **Minions**:
* **Mercenaries**:

Joss

* **Enforcers**:
* **Minions**:
* **Mercenaries**:

Myranda

* **Enforcers**:
* **Minions**:
* **Mercenaries**:

Snowstorm

* **Enforcers**:
* **Minions**:
* **Mercenaries**:
Yan Lo

Second Role
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Tactics

### Chi Collection

Gathering this unique condition is key to maximizing Yan Lo. There are three ways in which he acquires this:

* At the start of Yan Lo's activation, you may discard a card to gain *+1 Chi*. All your low cards are ammunition for this.
* Gain *+1 Chi* when an nearby enemy is killed. This encourages Yan Lo to be near the enemy crew - specifically their expendable minions.

## Strategies

* Turf War
* Reckoning
* Reconniter
* Squatter's Rights
* Stake a Claim

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Starting Tips

## Always Remember Targeting Tests

Whenever your forces are attacked, check if you have a targeting test (e.g.: Manipulate, Horror). Its a good habit to establish early on, even if your force has no traits such as this (even if its to check when attacking your opponent - i.e.: asking "does it have Horror or Manipulate?" makes for great respect between players and gives a good reputation to the game). Its especially important since models who possess this trait typically need to use it for their survival.

## Focus on the Goal

Malifaux is not a meat grinder (not always). Your success depends on how well your deal with the situation given at the start of a game. It is entirely possible for a crew to be reduced to near no models and still secure the win (loose the battle; win the war).

Always play to accomplish the Strategy/ Schemes at hand.

## Delay your Big Guns

Use Malifaux's "You-go, I-go" design to your advantage. If you outnumber your foe, provided you don't lose unactivated models in the same turn, you will have the last activations.

This can be especially beneficial in the early game - delay moving your key players so you can see how your foe moves, then move your big guns in reflection to take them on directly or to avoid them outright.

## Kill; Don't Wound

Typically a model is just as effective on 1 Wd as it is at full Wounds. When able, focus on taking out one enemy at a time instead of spreading your damage out.

Even attacks that do AoE damage should dedicate to a single target first, and the "splash" should be treated as a bonus.
Molly Squidpiddge

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Crew Synergy

Totems

Henchmen

Enforcers

Minions

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Pandora

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Crew Synergy

Totems

Henchmen

Enforcers

Minions

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader