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  1. The Northmen are here! New (version 2) document features rules about the infamous and feared barbaric and nomad cultures living in the northern parts of the Warhammer World: the Norse, the Kurgan and the Hung. Rules include: Character Rules for each three tribes (and also one extra culture: The Tribes of Skaramor) Career rules and ideas. This also includes career cards. Remember, that these careers are same as in my Norsca Project, but include some extra. Document gives more rules and ideas what careers to use with Northmen and different tribes. Career rules for Champions of Chaos (Chaos Warriors and Chaos Sorcerers) and simple rules for Rewards of Chaos. And finally - Summoning Rules for WFRP3. Document also features heretical rules for Bloodspeakers - Khornate demagogues and priests, that have mystical powers. But, they are not spellcasters! They have different types of powers fueled by mutation. These rules finally give option how those dedicated to Khorne could summon Daemons of Khorne. Rule ideas for these powers are combined using various sources (Warhammer 40.000, Age of Sigmar, Warhammer Fantasy: The End Times). You can find links to documents from my site Kalevala Hammer and from this link: http://www.kalevalahammer.com/2018/01/northmen-wfrp3-rules-v20.html Enjoy!
  2. Trust me - possible WFRP3 edition-flame-war-things were NOTHING compared to time, when SoC and WFRP2 came (they came pretty much same time) SoC really was "shock-to-the-system". Yes, it is true there are time to time various flame-wars, especially edition based. And - it is true, that some people don't usually separate the game mechanics and the setting in these matters. Others just dislike both equally. Off course people can dislike or like either way and with any edition. But, if you do not like the game mechanics, the new edition can still provide wealthy setting info... and so on. And if you do not like the setting, others may still enjoy it. In ones own games it can be changed to ones needs and likes... Yet, even after all these flame-wars, I still encourage people to join that forum. It's good to have all the fans under same roof. It is good to have new people there too.
  3. No doubt, that there is a license for AoS too. But, are both licenses available now (or not available, if they are purchased)? I don't know what kind of real RPG can there be from AoS. And as with many other games (Mordheim, Vermintied, Man O' War, Blood Bowl, Total War: Warhammer) the Old Warhammer World is much more interesting license... I also have Cubicle 7 Entertainment Ltd. on my WFRP downloads in DriveThru...
  4. If both Old Warhammer World and Age of Sigmar licenses are sold, this is great. New game keeps good Old Warhammer World alive and will bring new fans (I don't personally care about AoS license). Fans from various editions always hope, that the new system would be as similar as their favorite version (or new improved version). But, if there will be a new producer, it probably won't be. It is possible, that it could be pretty similar, but in case of WFRP3 (all the cards, special dice and other stuff) - well, huge change that it will not be very similar. And pretty good change that game mechanics are totally new system. As Ceodryn said - hopefully it will not take years to finalize the new rules and we get new sourcebooks, fluff, adventures finally. Everyone can continue play the game with system they like. Like for example Zweihänder...
  5. Thank you very much. I think we used to have signatures here, but something changed I had my links there... But, either way - as you know my site, all is well.
  6. I have few rules too on my site. And some other info too This including tons of links.
  7. New rune rules to expand rules what we all ready have. Also I have separated my Rune Document for each edition: New runes (both Master and normal). Also runes will feature the multiple rune rule, that was used in the Warhammer Fantasy Battle 8th Edition: Dwarfs. Anvil of Doom rules Holy Rune Items rule (inspired by Gotrek's Axe) Mighty Rune Artefact rule (inspired by items like Ghal Maraz, with way too much runes) Bestiary: Rune Guardian Kalevalahammer - Rune Expansion
  8. I do get your point. "Give some ideas, not just reasons why you don't like it". Please understand, that we are not tryin here to weaken your creativity about Age of Sigmar. Like I said - there is possibility. But, I think people here are making valid points, why it's not so interesting. I think everyones mind, who playes RPGs, is somewhat creative. I think we could easily create Age of Sigmar more better setting, if we really put our minds into it. But, is it really worth spending time? That's the problem. If it survives next 20 years, gets 100 more novels and probably 10 versions, it could be much more richer setting. But, will it survive? Will it last? How long will it take to develope that? If we create rich setting fan-based, will it be just crushed by official background in the next version? It would really help if there would some official stuff to support this. Some detailed maps and information about some "world" and it's people. Something to start with. Again, I still don't know will anything make it as interesting as the old one. I mean dimensional travel, Sigmarines teleporting to world to save it from Greenskins... Well, it is not really same as Bretonnian knights charging from the hills to help their peasant (who do not even like them). One idea - Strike to Stun forum. You could ask, if the forum would create permanent Age of Sigmar topic. Try to get more ideas there. I know there are alot of old school WFRP people there, who do not like AoS (like me). But, still... If this is just one topic here, eventually it disappears. P.S. And yes - I have tried to create new fantasy settings. Actually many times. Some I have worked longer, others not so long. I always taught I had some good idea, to carry the setting. But everytime, after tiring process, I have abandoned those worlds, because they were just not that good. And returned to something that is already ready - Like Warhammer.
  9. Ok, lets say these infinity realms have actual normal folk... those farmers, commoners, tradesmen, merchants, nobility. Let's say they have politics, entertainment, intrigue, countries, rulers, own wars... WHEN DO WE GET THAT INFO? The realms could be working interesting worlds, but it just seems, that GW is not really interested of creating that. Age of Sigmars just seems more worlds of Infinity War. And this war is fought by epic-level characters/creatures. I kind of get the idea, that the realms were pretty nice places, until the war started. And now all these beings are fighting The-End-War again. Truth is, that there is potential. There is possibility to create your own. But, really, when speaking about Warhammer - I would say most fans have started of playing Warhammer because of the rich setting. Old World. It is just so interesting fantasy world, with huge amount of details and history created by decades of real life and many writers. It has interesting nations, problems, wars, rulers, races, real-life feeling... If I wanted to create my own world, well I can do that, any day, without Age of Sigmar. If I wanted create my own world. But, I don't really want. I like Old Warhammer world. I also think that the epic-level and higher fantasy-level of Age of Sigmar is just little too much for many Old Warhammer fans. Remember, that many of them argue about the level of former setting (is it low, moderate...).
  10. Old topic has come back. There are great articles and WFRP2 rules, about Gnomes in the Warpstone Magazine Issue 30.
  11. It's interesting that this game mechanics discussion started now. At the moment the biggest problem the entire Warhammer Fantasy setting faces is THE END. The Old World has been destroyed, and GW has moved on. So, who ever gets the license, and is interested to build new system, may not anymore do new version of Old World, what ever system that company might use... Fans have now change to choose to use any one of the three official systems. WFRP1 and WFRP2 (and their fan-works) are probably more easily available, because they are traditional book-based and this way in PDF format also. WFRP3 has couple of major problems - special dice, markers and especially those cards. One day those may not be available anymore. But all should also remember new unofficial system - ZWEIHANDER (mentioned before). Either way, what ever game mechanics you like, this entire setting is now officially over. So, its only us, fans, that keep the Old Warhammer alive.
  12. My reason is/was that if you look at the characteristics in Heroe's Call you usually get fortune die bonus to either one skill or couple of skills, with limitations/restrictions (like when in somewhere or against something). That's my reason. Now, its totally different thing are different characteristics really balanced with each other. In my opinion - not. And each and every regional profile could have used maybe one more bonus, to give more possibilities for different variations and combinations. But, this should have been taught in the very beginning of the system, which is one of the things I find missing - these regional and national characteristics should have been given to each nation of the Old World. But, I think this Gospodar-profile is really good. Giving it more balanced characteristics, yet unique set.
  13. I really like this one. Was looking at Hero's Call and Something Rotten in Kislev. This character certainly would be a Gospodar and he is keen on playing with the accent. I'm going to remove the Weapon Skill and replace it with Guile, based on the inclination to deceit referenced in SRiK. Just curious on your choice of the "or". Neither of the first two abilities seems terrible strong when compared to the other Reikland provinces. Cheers. I would say Northerners is balanced enough. It is actually "little" better than the one found from the Nordland Characters. But yes, the second one, about alcohol, is kind of weak. Just kind of "traditional" Kislev thing I wanted to add. With Ungol there could have been even more variations and options, from Fighters Against Chaos to Monster Slaying. But, with Gospodar the options are more difficult. Maybe it could be changed to something like this: Good Stamina: Gospodar add one fortune point all Resilience checks and two fortune points to any tests related to alcohol.
  14. I'll add few details to Valhall's idea. These bonuses are taken or inspired by Hero's Call stats: Ungol Poor: During character creation, it costs 3 creation points for a Ungol to start as comfortable, and 4 to start as affluent. Northerners: Two fewer KK misfortune dice are added to a Northman’s dice pool any effects from cold, wind or bad weather. You may add K fortune die for any Environmental Damage checks against cold, because familiarity to cold. The Children of Taiga: During character creation (before investing any creation points), a Ungol character may train one of the following basic skills for free – Nature Lore, Ride, Observation or Weapon Skill. Riders of the Oblast: The Ungol add K fortune die to any check made to handle a riding animal or drive wagon. Also Melee Attack actions when mounted gain this bonus and opponents add K misfortune die to Melee Attacks unless armed with a spear, lance, or similar. Creation Points: 20 Wound Threshold: 9 + Toughness rating Corruption Threshold: 5 + Toughness rating Native Language: Kislevarin Gospodars Northerners: Two fewer KK misfortune dice are added to a Northman’s dice pool any effects from cold, wind or bad weather. You may add K fortune die for any Environmental Damage checks against cold, because familiarity to cold. Consume Alcohol: Gospodar add K fortune die to any alcohol related checks. OR The Children of Taiga: During character creation (before investing any creation points), a Gospodar character may train one of the following basic skills for free – Nature Lore, Ride, Observation or Weapon Skill. Creation Points: 25 Wound Threshold: 9 + Toughness rating Corruption Threshold: 5 + Toughness rating Native Language: Kislevarin
  15. Well, you have to remember that many witch-hunters may not even give options. They hear about witch and that's it - burn baby, burn. Imperial College Wizards and Clerics might give more options, and speak reason to Witch-hunters, if they come together. Also experienced Hedge-Wizards might easily be tainted by dark magic, even mutated (as mentioned - insane too). Could even be necromancer or follower of the dark gods. It might be difficult to hide these facts, even if they try. Hedgewise, born and raised in the wilderness, who has learned the old ways from the elders. One who continues Old Faith (or something), might have difficulties to "sell" their religion and fate. And even there is nothing wrong in their hermetic ways, a Witch-hunter may not see this the same way...
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