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adamleon

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Posts posted by adamleon


  1. Liber Fanatica 7 has pregenned characters for all the basic careers.  They are all named to give a kind of name guide as well as examples of characters.  It was discussed and decided that this would give several benefits - creating a stock of pregenned characters / memorable NPCs and naming conventions and examples being just two advantages.

    http://www.liberfanatica.net/

    These can, of course, be added to using Strange Eons resource and I would suggest the following naming convention <CAREER> - <NPC NAME> for example: Agent - Diel von Humboldt.eon

    It would be nice if we all contribute our own NPC's and I am sure we would quickly build up a great compendium of Denizens of the Old World and Monsters of the Old World.  At the moment you need the Warhammer 3e.SEEXT, wfrp3_adds.SEEXT and the Liber Fanatica.SEEXT extentsion files and the Strange Eons Program - Latest Beta version to get the most out of the resource.

    It would also be nice if we had the Character and Monster sheets in the SE LF7 Plug in but they will come in time - both Sunatet and Undermound have worked extremely hard and professionally to give us what we have so far and I sure that we will see more and more different card types developed in the future.

    Hope this gives you / us an idea that could become a great resource.

    Alp


  2. Most of the 2nd ed books are available here or at rpgdrivethru.  This is another option if you do not need the physical copy - not as tactile I'll grant you, but still a viable option.

    For the most part the fluff in the 2nd ed books is just as valid in 3rd ed - barring a few timeline discrepancies, etc - but you do get a nice picture of the Old World.

    As 2nd ed is out of print I can see the prices rising steadily, so all reasonalble prices should be considered.

    I hope you can find the books that you need.

    Alp


  3. Merry Christmas ..... and all the best for the New Year to everyone.

    From the frosty and snowy winter clime of the Isle of Man - worst snow and temperatures in twenty something years.  We don't know how to deal with this so everything stops - even for a hard frost and icy conditions.

    I look forward, with great excitement, what installments FFG and the fanbase give us al to drool over next year.

    Adam


  4. I use Campaign Cartographer 3 by www.profantasy.com with the City Designer and Dungeon Designer add ons.  The learning curve is OK for simple maps (some excellent tutorials) but you can get as complicated as you want.

    Once you create maps you can upload them to virtual tables tops, etc, or just print them for your players.

    It kind of depends on how complicated you want to get.  Both Maptools and CC3 are good, but it depends on how much you want to do - and how much ou want to pay.

    Alp


  5. Gitzman said:

    P.S. you know, im surprised we have not gotten more people interested.

    Would love to play with you guys and girls but unfortunately the timing is off for me.  I get Monday nights and all day tuesday (GMT) off, and a few other days until 3pm (GMT).

    Knowing you were based in the States, and seeing the times proposed, I did not want to disappoint myself, else there would have been no question.

    Next time maybe.

    Alp 


  6. You could try here;

    http://rpg.drivethrustuff.com/product_info.php?products_id=64674

    You may also want to shop around as you may find it cheaper.

    The chapters in the Road Warden section are;

    PLAYERS SECTION - Purpose, History, Structure, Goals and Motives, Symbols and Signs, Membership, Recruitment, Member Benefits and Responsibilities.

    GM'S SECTION - Secrets of the Road Wwardens, Allies, Enemies, Sample Mentor, Sample Location - Far Riders' Keep, Using Oranisations, Plot Hooks.

    The section on Road Wardens stretches from p113 to P125.  All fluff apart from one 2ed Stat Block for the Sample Mentor.

    Hope this helps,

    Alp


  7. Shades of Empire, although written for 2nd ed, contains a good chapter on Roadwardens, and various other factions within the Empire.

    It is available to download, and is a great source for fluff.  It should cover most, if not all your questions.

    Alp


  8. Blackadder is awesome.  It puts a nice comic bent on some of the worst situations and environments in history.  Rowan Atkinson is without the doubt one of the most articulate actors I've seen and can make you laugh just by raising an eyebrow.  The last episode of the last series was very poignent and emotional (set in WW1).  All in all they are great to show how the down-trodden can strive to raise their station - but probably not succeed, Costume of the period and the abject poverty - all with a comic slant that could be transferred, in part, to RP.

    Completely Off Topic but if you find the humour good try some of the Mr Bean episodes - virtually no dialogue, but I can guarentee you will wet your self laughing and cringe at the same time (every body knows someone like Mr Bean from school, or a distant relative that no-one speaks about, etc!).

    Alp


  9. I agree with Lucas - just because you attemted a move / parry / etc and failed does not mean that it did t happen. I did! But it mssed nd you are now out  positionor unprepared to retry this.  As a house rule I would say that the loss of position / balance / tempo / etc cause some delay (recharge) it is not the same as having completed the action and so only accrues half (round up) the successful recharge (minimum one).

    An idle thought but again a grim and gritty solution to a more simulationist approach.

    Alp


  10. Check out the Shades of Empire source book for WHFRP 2nd ed (available as a download).  It has great source material for road wardens.

    Essentially Road Wardens when banded / stationed together report to a "Captain", although technically they are autonymous and answer only to the emporer.  In practice, however, they often find themselves under the guidance / direction of their "Captain" or a local Noble / Official.  Their warrants provide them with the authority to patrol a certain road / district and act in accordance with the law.

    The fluff in SoE is fantastic as it breeds life into all sorts of facets of the empire.  It would be well worth purchsing - even though wrtten for 2nd ed (It is fluff more than rules).

    It covers; Altdorf Dockers, Brothers of Handrich (trade), The Glorious Revolution of the People (Agitators), Hedgefolk (pseudo witchcraft), The Imperial Navy, The Knights of Magritta, The Quinsberry Lodge (halflings campaigning for equality) and Roadwardens with about 15 to 25 pages on each group (history, structure, GM section etc).

    Hope this helps.

    Alp


  11. This is very cliche and not strictly speaking lore but ....

    A Warpstone "experiment" (the nature of which does not need to be revealed) that went horrbily wrong.  The resulting effects are the levelling of a city block, or district, with an upsurge in mutation in all adjacent blocks, or districts.  Given his proximity to the warpstone when it ignites, the rogue magician suffers terrible burns to his face and hands - only surviving by his shear willpower and grasp of the winds of magic - disfiguring him (extra challenge dice on social actions?).

    This will render the city / town partially ruined, inhabited by mutants, survivors finding shelter in niches that they battle to control, a possible Skaven interest due to the warpstone involvement, a very nasty and memorable rogue magician (possibly with cultist links - Khorne or Tzentch), witch-hunter interest .... a whole heap of plots and sub-plots for PC's to enjoy.

    Just some idle ideas to work with, and good luck with your campaign.  Let us know how it goes.

    Alp


  12. If you are looking for a more "time" orientated aspect try these;

    Julie Fowlis

    Celtic woman

    Fairport Convention

    The Watersons

    All are folk music (traditional and contempory) but have great potential to inspire a story or adventure idea.

    For enjoyment and RL there are many choices of what to listen to, but I like to listen to something, that could possibly have been played in the tavern the characters were in.

    Alp


  13. For me, the contextural side of "magic" has always been important.  So i liked 2nd ed becuase it did not stop you doing -  just made it harder and more dangerous (hence character justification and "roleplaying" to decide if it was warranted!)

    I have always hated the once a day / x times a moon / etc approach because that is too subjective.  How do GM's delineate things like days , hours and minutes when one event / actions could be in game terms indefinate and in play terms .... indefinate!

    I like a system that says "the more you do this, the harder / more dangerous it becomes" with the reciprocal being that you act "conservatively" and get a good nights sleep you are in a good position - but act rashly and "draw" too much power and abuse it - you're on a slippery path to the witch hunters attention.

    I liked 2ed  because it did not limit things to a hypothetical / game session finity.  I have played too many systems to recount, but first played WHFRP 1ed in the early 90's, and I have to say that the whole concept just set me on fire.  I love it!  The way magic is dealt with in 2ed struck a cord as that is how I "feel" it should be done - and BI were doing a good job of expanding this into hedge / ice / rune / etc.

    I liked 1ed becauce as an individual you could choose where you were going with "spell" selection.  A combination of both for me would be .... magic (sorry ... had to say it, and slap me over the head with a wet fish for that BAD pun).

    I know that this is my opinion - but for me it works.  FFG and 3rd ed have just started but we are getting hints at all sorts of "clandestine" magic's, so I am looking forward to being 're-educated' in my thinking (I have not got WoM yet).

    Magic is ... and should be ... dangerous.  Rules that back this up should be clean, defined, and open.

    Just my POV.  I am sorry if I have offended, but no harm was intended.

    Alp


  14. Have you considered making a 'Ship' more like a character card (or even a NPC type layout), with slots for talents, special crew actions, etc?

    Also possibly including a set of 'Action' cards for the 'Ship character'.

    To me this could be a way to readily create a variety of different ships, barges, boats, canoes, etc.

    These are just thoughts and ramblings, as I was toying with the idea of using the Rogue Trader ship construction rules for making WHFRP ships for the 2nd ed before the 3rd ed came out.  I was going to replace the Ship Point cost with Gold cost, and require each different hull type to fulfill certain prerequisites with regard to propulsion, crew, etc.  The idea behind this was to create ships that were distinguishable from each other, possibly with a 'history', and the fact that you could upgrade crews, officers, armaments, etc.

    Alp

     


  15. This guy is FANTASTIC.  Check out the Character Drawings by tisander thread in the GMs section of this forum.

    A very diverse style, and from scant description can produce some of the most amazing fan artwork I have ever seen.

    In a very short space of time a variety of different styles and characters have been portrayed to the higest level.

    It may not suit, but in comparison I think I can bearly hold a pencil, and dream of having that artistic flair.

    Alp


  16. I love the idea.  I was thinking that an adaption of the Strange Eons Career Card (for combining alot of information and detail on a NPC - 1 side players and 1 side GM) or Action Card (for a concise and readily available reference - again1 side GM and1 side Player) would work very well.  I do not have the skills to do this myself, but as a GM having a rolodex type thing of recurring  and common NPC's would be incredibly useful.  The type of NPC could be listed as either Typical (an example of an inn keeper for example) or Character (Theodore Rosenkrantz, owner of the Laughing Pony Inn - a set character that has been detailed).

    You can never have enough readily available resources - and as you say putting a NPC card (picture, description, habits, etc) in front of players whenever they meet them will help them play the role.

    Alp


  17. Just with some quick research a Soldier in the empire can be defined as(using the Empire army book for reference);

    State (Regular) Troops: Halbadier, Spearman, Swordsman, Handgunner

    Militia (Irregular) Troops: Archer (Skirmisher), Huntsman(Skirmisher / Scout), Free Company Fighter (mercenary would cover this?), Crossbowman (Mercenary?), Dogs of War (Mercenary)

    Special Troops: Longsword (Veteran), Pistolier (Irregular Light Cavalry), Engineer (?), Artillery (Mortars, Cannon & Hellcannon)

    Using the Soldier and Mercenary Careers with an Order type talent mechanism could very quicky differentiate soldiers from being identical.  All of them have a similar function (to fight) but they differ in their training and expertise.

    I have not mentioned Knights (Heavy Cavalry), but one Knight template with an Order type mechanism could lead to a quick way to create different knightly characters.

    This could be rolled out through quite a few of the basic careers to provide that little bit more flavour to a character.

    What do you all think?

    Alp


  18. I was contemplating the soldier career myself (and by extebsion all the "generic" careers).

    What I was thinking was that soldier is so generic that it may be possible to diversify different regiments, units, mercenary companies, etc by making unique talents along the lines of ORDER cards.

    For example:

    Pistolier Talent / Order card could say Skill (Ride), Specialisation BS (Gunpowder Pistols), subject to a Fear test when fighting on foot and out numbered. The skills and specialisations count as career advances and can replace any listed in the career profile.

    Long Sword Talent / Order card; TO (Fortune dice), Specialisation WS (2H Sword), subject to a Fear test when facing mounted or very large opponents.

    I have not fully thought through this idea, but the intention is to further diversify the 'generic' careers and segement them.  All careers could the benefit???? from this so a Burgher could have an Order / Talent of Glass blower, etc, etc.

    It would even be possibble to add a 'Rank' slot onto the the talent card to reflect advancement within the career. So talents would stack if confined to the same career progression.  Novice > Artisan > Master?

    As I have said this a VERY raw thought, but it could give you ideas.

    Alp

     


  19. I agree with you all.  Swapping the dice does create a different results pool!  My arguement is simply that if you train as a scholar (for example) you should not apply the training (expertise) dice across the board (ie: so Dr Stephen Hawkings what is the valency of a carbon atom? Yellow dice .... maybe not (but probably given the mans intelect) .... white fortune dice for a good grounding and understanding of the subject ... definately! so Dr Hawkings could you explain the theory of relativity ... Definately an expertise (yellow) dice)

    Training to me represents an all round knack in a particular field.  As an athlete you can turn your hand to tennis or football or swimming or riding and hence you get a bonus fortune dice.  Specialisation (for me) represents the three hours a day that you spend practicing, and training, in that given field.  As you can all appreciate a world class tennis player spends hours each day training at tennis, so they are bloody good at it (expertise dice), but ask them to compete in a downhill skiing competition, they will be mediocre at best - they may get a small bonus for being a compitent athlete, but - for me - that is as far as it goes! 

    What this house rule does is change the dynamics of the game mechanics.  Specialisation becomes more profound, whilst training give you an all round ability.  In essence you need the specialisation to excel, but lots of practice will still give you an advantage.

    In some of the previous forum topics it has been noted that charcters appear to be too 'high fantasy' or 'overpowered', but this will limit some of this.

    I hope this makes sense, and I am sure you can all see what the intention is.  I do appreciate that the cards change, but the rewards for specilisation become more ... for want of a better word ... Special, with the reciprical being a good starting / grounding in a given field.

    This may enhance the game for some ... or destroy it for others .... but the intention is good.

    I do like willmanx' idea of using yellow expertise dice for training and blue (instead of white fortune) for specialisation, but will need to consider this some more.

    Alp


  20. In my games I transpose the dice.

    Fortune shows a knack for the general skill set (ie: athletics - you are a good athlete.)

    Expertise shows dedication and training to a specific end (ie: athletics - specialisation Pole vault (or whatever) - you have practised long and hard to pole vault, and although you are a good all round athlete, you have trained yourself to be a top notch pole vaulter.)

    I am still not sure that this really works at it effects the results on the cards, but everything is promising at the moment.  Also see Sunatets House Rules in the House Rules Forum for a discussion on a varient of this.

    Alp


  21. Ahhh .... that explains it.  Nice concept.  Everything seems pretty much covered now, but maybe if we can come up with one or two trap designs each to test the parameters it would be good.

    Here is my first design of a simple trap;

    Front Side

    Name: Bear Trap

    Traits: SIMPLE, Portable, Mechanical

    Spot: 1 Complexity: 0 Sensitivity: 1

    Description: A simple device used to trap large game, or an unwary foe. This device is often concealed under loose leaf litter, or other natural debris.

    Disabling: <i>Agility</i> check to secure a safety pin to prevent the trap from triggering.

    Trigger: If you stand on this trap you must make an <c> Agility test or are caught in the jaws of the bear trap.

    Disarm: (1) Mechanical

    Back Side

    Repeatability: 1

    Effect: If you stand on the trigger of the trap, you activate the spring loaded jaws, which immediately pin your leg unleashing a <b><i>Basic Melee</b></i> attack with WS3.

     

    You are also subject to the <i>entangled</i> status.

    This may need a bit of a re-write but I am sure you get the idea.  Do you think it will represent a Bear Trap?

    Alp

     

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