adamleon
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Everything posted by adamleon
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Dave Allen said: Manannan MacLir Other Names: Manawydan Ap Llyr, Manawydden, Manann, Oirbsen. Location: Ireland, Wales. Description: He dressed in a green cloak and gold headband. He was a shape-shifter. Chief Irish sea God. His swine magickally renewed themselves, were the chief food of the Tuatha De Danann and kept them from aging. He had famous weapons that included two spears called Yellow Shaft and Red Javelin; swords called the Retaliator, Great Fury and Little Furty. He had magick armor that prevented wounds and could make the Tuatha invisible at will. Rules Over: Sea, navigators, storms, weather at sea, fertility, sailing, weather-forecasting, magick, arts, merchants and commerce, rebirth. Taken from a guide to celtic dieties. So neither RPG set precedent. Also the Isle of Man (A island with a heavy Celtic and Norse mythology) located in the middle of the Irish Sea between the UK and Ireland) The name of the island derives from Manaanann MacLir. It is said that when the heavy sea mists shrowd the mountain and hills it is Mananann's Cloak hiding the island from Royalty. Loads of weird and wonderful folklore here including a "Fairy" Bridge where people still leave messages asking for good luck - and where people still greet the Little Folk or risk incurring their rath (Nothing like sitting in a bus full of people all saying good morning little people). Also there is this absolute phobia about using the R.A.T. word (they are called ***** fellows, ringies, long tails but never the R word) The government is one of the oldest, if not the oldest, continuously running parliaments in the world based around Tynwald - a kind of council meeting set up when vikings assimilated with the local Manx population. The island also has its own form of runic script called ogham http://www.gov.im/isleofman/facts.xml http://en.wikipedia.org/wiki/History_of_the_Isle_of_Man http://en.wikipedia.org/wiki/Ogham An interesting place to live and very inspirational for plot ideas and adventures. Alp
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All successful "hits" cause 1 wound regardless of soak / toughness / etc. Therefore a +1 Critical will take that wound and make it a Crit. If it is a +2 Crit it will cause one Crit for the damage caused by a successful attack and an extra normal wound for the excess of critical damage. Hope that makes sense. Alp
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This is a good fan made resource http://www.liberfanatica.net/empireslang.pdf http://www.liberfanatica.net/theivescant.pdf Alp
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You are right - One Manoeuvre and one action per turn. Additional manouevres can be 'bought' at the cost of one fatigue per extra manouevre. Alp
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I like this - it is neat and handy. Are there any plans to make it available offline? Alp
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Although this is written for the 2nd ed it should have some good source material, also do a google search for any warhammer saratosa (pirate island in the araby sea) stuff should prove useful. There are a huge range of fan materials etc out there that should not be too hard to convert to 3rd ed. Alp Edit should have added this address http://www.strike-to-stun.net/download/The_Thousand_Islas.pdf
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You could try looking at this fan made supplement for 2nd ed for some ideas http://forum.strike-to-stun.net/viewtopic.php?t=3869 Some of the info in that download could be helpful for your character ethos. Alp
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I have thought about creating a full set of SE item cards so equipment can be held as a characters (or locations) available equipment (or plunder). It is a mammoth task to include every "item" but slowly plodding along will eventually provide a really robust euiqpment deck of cards. Cheers
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Anyone with Experience Using Battlemats w/3rd Edition?
adamleon replied to Sturn's topic in Warhammer Fantasy Roleplay
Hi and welcome, I am glad to see that you have decided to join us all - and are already delving into how to maximise your enjoyment of the game. If you look under house rules for a thread by Timbiwan called Simple Simulated Combat Houserules (with grid maps) http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=166&efcid=3&efidt=390575&efpag=0#519963 There are some great ideas here - but above all keep it really simple and don't get bogged down with a ruler or square counting. Personally I just say when using a battle grid / cloth x inches is close, y is long, etc, with +/- inch depending on AG. Cheers -
Is noble /really/ a type of career? Same goes for ex-con.
adamleon replied to Emirikol's topic in Warhammer Fantasy Roleplay
In a few games that we have played we have treated / houseruled status (rank) as a distinct attribute / trait. Characters may be born a noble or be "created" a noble by decree. Some careers would automatically gain a title (even if only for as long as they hold a particular office). This was done in an effort to ditinguish between barons, earls, counts, dukes, etc and to show whom out-ranked who. As such, I would treat ex-con as a similar character trait. Both hold meaning and background for a character, but their impact on skillset could be argued as minimal. Characters with a high rank would have access to certain skills as career advances and not out of career advances. Social situations would grant fortune / misfortune dice. By the same rational ex cons would have similar sorts of advantages and disadvantages. With regard to beggars, we always assumed that some poor individual had fallen on hard times so we took any career and used it as a template, dropped a few stats, added in a few diseases, conditions, etc, and then added a few fitting perks / skills / etc to compensate. This too was just a character trait as with rank in nobility (social status). We tried these mechanics in Stormbringer and WFRP 1st ed and 2ed and they seemed to work reasonably well. With WHFRP 3rd ed, and given that we already have bronze, silver and gold tiers, it should be relatively easy to define social status 'traits' and a list of advantages / disadvantges (balanced) for each trait - possibly even an additional career talent? Just my ramblings, Alp -
RARodger said: Heh, while I'm thinking of it, are there any templates kicking around for making your own cards-- specifically creatures and locations? The Liber Fanatica project contains the Strange Eons Utility and extensions to build your own cards including Location Cards. It is available at www.liberfanatica.net It does not contain the ability to create some of the newer cards - there is a need to find a JAVA programmer to continue adding in newer card types. There are two other extension apart from the LF7 on, namely the one created by Hurlanc and the one created by Sunatet, so when combing all three you get a good representation that you can play / create with. There are many fantastic artists working at Liber Fanatica that can and have created the background images for cards. Alp
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Collection of Slang Used in the Old World
adamleon replied to Callidon's topic in Warhammer Fantasy Roleplay
doc_cthulhu said: There was a pdf for thief slang? The forums on hapimeses' website contain rough draft information for the infamous thieves v2 supplement that never was, but I seem to remember reading a beautifully presented fan pdf with all sorts of coloqueisms and slang (quite rude and gritty). I will search my hard drives to find my copy so I can point you to the author and website - although I have amassed a fair amount of lore and fan material and it may take some time to find it between my v1, v2 or v3 directories and all there sub classifications. The website I listed above is quite evocotive of the "world" of warhammer and a good starting point if you want to start making your / our own directory. Also note that on Mr Law's (Hapimeses) website there is an excellent article on what the winds of magic are attracted to, so you can always spoof magic sight as certain things attract certain winds (the wind of death being attracted to clocks / time candles, the wind of fire being attracted to luminesence, but also birth, etc, etc). All of these "attractions" can be used to obfiscate (sp?) / cloud magic sight. Alp -
Collection of Slang Used in the Old World
adamleon replied to Callidon's topic in Warhammer Fantasy Roleplay
You could try this thread on Hapimeses' site http://hapimeses.com/forum/index.php/topic,444.msg0.html#new, but there is also I fan supplement of similar ilk (all done up as a nice PDF). I will try and find the pdf. Alp -
The Strange Eons utility has item cards amoungst the cards that you can create. They may not have the exact same artwork as original cards but it is of exceptional quality and would be one route in creating your own cards whether magical items or any other that you can think of. Alp
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The best starting point is Warhammer 1st Ed P218 and 219. Note that Fimir have been removed from the system but are great nasties in any rural campaign. From the information here you can adapt and create your own vision (or should that be version) of them, adding as much or as little of the 1st ed fluff as you want. If you don't have access to the 1st ed core rulebook, or can't buy one, let me know your email and I will give you a summary of the two pages. Alp
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Legal Consequences of Player Action
adamleon replied to shinma's topic in Warhammer Fantasy Roleplay
Hi all, I just started working on something similar to what Mel has said as a submission for LF8. As I don't want to overlap I have posted it there - it is a VERY ROUGH draft (mainly ideas) and no real mechanics as yet. This is an area that is very appealing and great for the whole backstory / real consequence eventualities that characters create. Alp -
Reckless Dice Podcast ep2: Dice and Misconceptions
adamleon replied to Gitzman's topic in Warhammer Fantasy Roleplay
With regard to the album cover art; You coul open Itunes and go to the podcasts section. Right click on the Reckless Dice Podcast "album" and "Get Info". In the bottom right of the dialog box is a section for album art. In a browser open Gitzmans website and right hand click on the reckless dice icon and "Copy" that image. Back in Itunes right hand click the album artwork box in the get info dialog and paste. Select OK. You should now have the artwork associated with the podcast. Hope that helps - A long way around I know, but it works. Alp -
I would like to compile a more complete equipment guide to give more differentiantion. I will need a bit of help keeping the prices in accordance with the economy of the empire, but I have already made a start as I wish to submit this as my draft article. Sadly, I won't be looking at animals of burder as I am waiting to see how the warriors supplement comes out with and how they treat horses (as a pet derivative I hope). More on these thoughts later. Alp
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Magical Sight and non-School magic
adamleon replied to D. Archon's topic in Warhammer Fantasy Roleplay
As I see it all the colours are distinct and flow around everything to a greater or lesser degree - have a look here for some ideas http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=165&efcid=3&efidt=430728 Obviously a Bright Mage actively casting will attract more of that wind then any other, but the iterpretation of how the winds move through the ether and swirl around different objects needs a skill like to Magic Sight a: to see them and b: to understand them. With time and practise characters can get better at not just seeing the different winds but also what they really represent. Alp -
CHeck out LIber Fanataica 7 - available at http://www.liberfanatica.net/LF7download.html It is a fan project with loads of ideas and details for GM's and players. In the Web Enhancement Downloads section you will find an example of each Basic career pregenned - you will need to download the strangeons application and the relevant extension file to view them. These will give you a good idea of how characters have been built. As to party composition and optimisation - well that is subjective to the playing style and adventures that you are embarking on, but I would suggest covering your bases with a good fighter (whether a soldier, thug, etc), a priest or wizard and a social character. I hope this is of some use, but Warhammer is not a min / maxing game. It is just gritty and deadly .... and the best RPG i have ever played. 1st ed, 2nd ed and 3rd ed are all great games. Alp
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Have a look at this thread on Hapimeses website, http://hapimeses.com/forum/index.php/topic,522.0.html It is quite inspirational. The idea that I get from this is that the winds are everywhere in greater or lesser quanity. Just because someone can sense the wind does not have to mean that it is a sign of a mage / necromancer / chaos cultist / etc. The winds flow around everything - mundane or magical. I would just pass on the list in the first item of the thread above and everytime your mage uses magic sight just say that the swirling rainbow of the winds seem to be more red / dull / glowing around that person or object. A watchman with an hourglass could attract winds of a more amythist hue - but that does not make him a amythist wizard. Over time and depending on the number of comets / successes you can become more discriptive, but he will still have to make his own interpretation of what you are describing. Alp
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Also try looking here http://www.freewebs.com/kalevalahammer/ Jackdays has done an awsome job of a fan supplement based around Norsca. I know it is written for 2nd ed but it would stille provide alot of fluff and ideas for you. Alp
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The simpleist way that I can see of doing this is to expand the condition cards and making some of them permanent or exhaustabile. You would need to include both positive and negative effect cards - or at least cards that can both benefit and hinder. It was suggested in these forums that a revised "drunken" condition giving both a fortune and a misfortune die to rolls showed how some one who was inebriated was both lucky and uncoordinated at the same time. There is also a fantastic article on distinguishing marks in Leiber Fanatica VII (a fan based supplement well worth using), available from http://www.liberfanatica.net/ This article may go some way to introducing the flaws that you would like to see in your games. Alp
