sudden real
-
Content Count
75 -
Joined
-
Last visited
Posts posted by sudden real
-
-
ynnen said:
Q: How many players are supported by the Player Vault?
A: The Player Vault includes the player-focused components from the popular WFRP Core Set this includes three sets of basic actions, stance pieces, tracking tokens, as well as the standups, sheets, and ability cards for all 30 original careers, and the corresponding actions.
Great, had a feeling it would be like this.
Keep up the good work.
-
Thanks for posting it. It made a whole lot clear and made me very giddy about all the stuff that's coming out.
Just have one more question though. Exactly how many players can be added with one Player Vault? Everyone here on the boards seem to think just one, but from the seminar I got the impression it could be more, though it was never explicitly said.
-
This is a subtle attempt to draw the attention away from the Guide/Vault books, and focus on the important stuff.
There's The Witch's Song in the pipeline, which will not only feature an adventure near Marienburg, but also have lesser magicks, witches and renegades (which I presume will be hedge wizards).
And then of course Omens of War, for those who love to bash heads. Not only Khorne is in this box, but also the rules for mounted combat.
And finally there's Black Fire Pass, the source box for Dwarves, including tech and rune magic.
So, let's forget about those Guides/Vaults for a second, and rejoice about the fact we're gonna get another Chaos God and a sourcebook about Dwarves!
I just don't want FFG to think we only read the first bit of a post, until we see something we don't like, and then forget about the rest while we complain about it.
-
Fortune points can't be used to buy a manoeuvre. So, indeed, only with the party card Intrepid Explorers, they can indeed do this.
And for your second question, I would reroll initiave, though I would give out some modifiers based on how quick some PC's are able to detect the hostile turn that would lead to combat.
And for your last question, it does seem like a good rally point.
-
Bugboy said:
Which, of course if you were patient and just waited another 7 or 8 months you could probably get anyway as part of a Ruinous Powers Guide/Vault.
I'm thinking they'll release a Guide/Vault combo every time they finish a certain cycle. If they have brought out boxes for all the Ruinous powers, they'll bring out one for Chaos, and they'll probably bring out a complete races Guide/Vault combining the Dwarven, Elven and (here's hoping) Halfling sourcebox.
-
ffgfan said:
Ok, so there is a new career - that as we all know by now - will apear in The Black Fire Pass Adventure in Spring 2011. I just hope that there will be a Dwarf race book included.
It said so in the preview of upcoming releases. It will contain a source book on Dwarves, along with info on their tech and rune magic.
-
So, the priest didn't do it, and challenged the Dwarf to prove his innocence. He then, as can be expected, prayed to Sigmar to help him prove his innocence. And since the priest was indeed innocent, Sigmar provided the help he needed to win. If the priest HAD done the crime, Sigmar wouldn't have helped him with the buff and the priest would have lost.
It was not only a fair duel, it was the will of the gods.
-
Boons always have to be activated, so the correct response to your question is 2 and 3. You either use three boons to activate the CR from the weapon, or you use two boons to activate the +1 damage and +1 critical, and the other two boons to recover a fatigue.
Hope this answers your question.
-
Emirikol said:
There's going to be an elf box? I thought doing elf supplements was forbidden for this game

There will always going to be an elf box... there will never be one, but it will always be planned

-
the FAQ says that the participants in the engagement do not need to be enemies, so you can count the guys on your side.
-
dvang said:
@Lauttrer: The cards for McGuffin pose a variety of uses. Most especially, the players have a CARD for the secret item. That's significant, and they won't easily forget they've got it. They can ooh and ahh over it, and the GM can at points specifically ask to see who has the card, etc, to build dramatic tension, for example. While not the greatest thing in the world, it can be a useful story-aid.
Yeah, too many times I remember "we still have to deliver a package, don't we? We have a package, right? Uhm... I think you had it... see if it's written down with your items... I have a letter, is that it? Was sure it was a package..."
With an actual card, it'll be easier to track plot-relevant stuff.
-
BertH said:
A thing I can understand:
why should i spend an advance in, for instance, Weapon Skill (Great Weapon) specialization when i can get a fortune dice in Strengh which will give me a Fortune Dice for ALL my Strengh rolls including Weapon Skill.
Please, somebody tells me i'm wrong...
Don't forget, if you finish a career, you get a specialization in each skill you trained in that career.
-
Call the witch hunters, we have a necromancer on our hands.
-
Leogun_91 said:
Well other than that it has something to do with spores and mushrooms little is known and that is probobly for the best."Dad? Where komz dah lil orks from?"
"Ah son, iz time u lurned bout dah sporz an dah shrooms..."
-
Indeed, you are correct.
-
Lazer Knees said:
Pretty sure troll slayers have a defense value of 1 while not wearing armor..could be wrong.
I believe their Career Ability is that they have 1 Defense Value for each Slayer Career, but for the other Careers, all Defense Value comes from armor.
-
EineHund said:
Also consider that in a lot of the lore - goblin 'shaman' that are really cunning might be working with a orc boss - or on his own plan. These generally open up a bit more deviousness but as others have said you still want to keep the 'orc' flavor as it is a nice break from the grim Chaos/cult infested world.
I was gonna suggest the same thing. Forget Orcs, they just bash peoples head in. The Goblins, that's where the real threat is. Those little buggers are smart. Have your party encounter a small Goblin group, and let the Goblin Shaman escape. He'll be after your party, trying to get revenge because you killed his gang, using whichever Greenskin tribe is near (I'm sure the Goblin will be cunning enough to let a few warbosses think it's their idea).
-
It seems Fabierien is correct.
You don't need to buy the racial skill with any of the creation points. This is taken from the designer diary about Character Creation ( www.fantasyflightgames.com/edge_news.asp)
"His 3 point investment in Skills allows him to train 4 skills and start with 2 specialisations. His dwarf racial ability Children of Grungni also allows him to train a skill relied on in dwarf culture. JR decides to use the Children of Grungni ability to train Resilience (he’s a tough ol’ dwarf), then selects four skills from the Dockhand career to train, choosing Athletics, Coordination, Intimidate, and Guile."
Or they've been playing it wrong

-
valvorik said:
The priest sounds like he should be powerful (the villagers weren't up to just mobbing him). Add an event where the villagers did try to kill him but he invoked a mighty curse on them if they ever lifted a hand against a holy man. This drove them to the Witch. Some evidence of the event (damage to the temple, engraved words of his curse that they have tried to hide but can't erase).
I wouldn't do this, personally. Killing a priest (even if it's not of a god you follow) is a terrible thing to do. Remember, the villagers didn't like him pushing his ideas on them and destroying their shrines. That's why they went to the witch, to stop him without any "real" harm coming to him. The villagers aren't confrontational, and least of all agressive. This could be a nice curve ball for the PC's if they decide to attack the villagers ("You want to kill them? What did they ever do to you?" "Well, they... uhm... the priest... no, that was the witch... uh... they... damnit!").
-
I just think it makes sense to have to buy the basic version first before you can buy the advanced version.
If you have never played the guitar and decide to learn it, you also start with the basics before you can start with the advanced stuff. Sure, a lot of people start with the "advanced" lessons because they think they're good enough to skip the basics (and because they heard Stairway to Heaven) but in the end, they are forced to go back and learn the basics (or their closet gets filled a bit more with junk they'll never use again).
-
I think the "advanced" trait just means you must have the basic version before you can buy this one.
-
Radish said:
It just seems bad to not only be stuck with the negative of the insanity just for picking the class, but also not even be able to use the ability when you go through the entire career especially when Witchhunter requires zealot as a prereq...
I would replace "insanity talent" with "an insanity", so that an ex-zealot can exhaust any one insanity in exchange for fortune points. Since the class ability says it can only be used once per session, I don't think this would be overpowered in any way.
-
Indeed you don't have to spend your experience as soon as you get it, but the only reason why someone would save up experience is to get a stat increase.
If you save up xp just so you can get two ranks in a skill at once, then you're just gimping his character. Why not spend your xp and when you've finished your career, go to another career who gives you the opportunity to get the same skill.
-
Dodge, Block and Parry can only be activated when the PC is attacked by someone. There's no need to activate them during their turn when they expect an incoming blow. You can even activate all three at once for a single blow.

EoN: why do Empire populace find it so hard to believe that Skaven do exist?
in Warhammer Fantasy Roleplay
Posted
plutonick said:
Still, a ratman is not that much different that a goat-head, or a mutant. The empire people have no trouble believing that vampires suck blood, or burried people can get out of their graves. Why is a ratperson so hard to believe that it exists, that people intentionally forget they ever encountered one [as in the end of EoN]
Indeed, a ratman is not that much different than a goat-head. So, what you saw was a beastman. Not some silly children's story like the Skaven. And everyone knows beastman are wild monsters, who stay deep in the woods. Not some technological advanced race that live in the sewers. After all, if they were that advanced, Mannfred Ratslayer never would have flushed them out of Middenheim like that, would he? Hahaha...
Now, there is no thing as Skaven. What you saw was just one of those beastmen with no horns, who got in the city by chance. And trust me, they won't have that luck again.
Skaven, no really...