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  1. No. You may only use one action on your turn. Maneuvers are not actions.
  2. Yeah, a buckler isn't strapped onto the forearm, it's gripped in the fist; the shield is actually in front of your hand, not alongside your arm. It's positioned so that you can punch with it. If you open your fist, the buckler falls on the ground.
  3. They're monsters. They're not going to be alive long enough for the critical wound to matter anyway, so why worry about it? Use the name of the card to roleplay up the horrible wound the PC has done, and move on. I mean, even if the critical wound was 'add 2 <P> to each attack roll', that's only going to matter on a few more rolls anyway.
  4. The easiest solution is to take the same card, and rename/retheme it. Mechanically, it'll just work the same, but you can just describe it as some fancy new combat style out of Tilea or something.
  5. At the risk of spoiling the fun, he was joking about being official.
  6. It's been the case for a very long time. Even in the old days, there were mentions of Empire citizens leaving their mutant children in the woods to be adopted by beastmen. The Realms of Chaos: Lost and the Damned, which pretty much established the modern version of the beastmen, established the existence of turnskins and gaves. Chaos cultists often have dealings with nearby beastman tribes. There's a mention in the 2nd edition bestiary of a military commander whose favorite tactic in battle was to identify which beastman was the uppity young male that wanted power, and convince him to try to usurp the pack alpha. Which worked fine right up until he fought beastman that decided to tear apart the human before working out the pack differences. There's also a short blurb about a mutant that was driven out of human lands and joined a tribe of beastmen, and won their favor by leading them back to his village for a hunting raid. Beastman are monstrous and savage, yes, but that's a far cry from mindless destroyers that only thinking about eating people. In fact, beastmen spend less time thinking about humans than humans think about beastmen.
  7. It might be worth pointing out that while beastman are savage, and mostly disinterested in interacting with humans by any means except violence, that doesn't mean they're just animals. They are still perfectly capable of understanding Reikspeil if they've happened to have learned it. They're not stupid, and there's always the off chance that a particular beastman is a fan of riddles. It's not going to make him be best buds with the PC, but it might surprise him for a moment.
  8. Halflings aren't being removed from the setting or backstories, so much as they're just being removed from the model line. No one over at Citadel feels like making halfling models, so they just don't mention them much anymore. If you want to see halflings that would fit in just fine in the warhammer world, read Mary Gentle's Grunts.
  9. It's only weird from the GM side of things. If you don't point out that it's happening, your players will never notice.
  10. Seriously. If you spend more time trying to think of ways to make stuff you wouldn't expect work, instead of thinking about why it's stupid, you'll have a better time. When the player throws something at you like that, it is better for the game to run with it. That doesn't mean you have to let it be out of control. Make the player justify exactly what he's trying to do and what he hope will happen. No, you don't have to let him just say 'I use winning smile to make the beastman stop attacking.' Make him say, specifically, what he's trying to do. Is he trying to confuse the beastman? Charm the beastman? Intimidate the beastman with bared teeth? Exactly how is going about it? Once you've got the player describing what he's doing in actual roleplaying terms, instead of just game terms, then you've got a guideline for how plausible or implausible the situation is. If it's implausible, then you add challenge or misfortune dice. If there's a lot of negative dice being thrown at this task, it's quite likely to have worse results than doing nothing at all. Which means that instead of this exchange: PC: I attempt to distract the beastman with my winning smile. GM: No. That's stupid. You get this exchange: PC: I attempt to distract the beastman with my winning smile. GM: OK, roll [the dice]. Hmm... looks like no successes, three banes, and a chaos star. The beastman seems to be immune to your charm, and roars ferociously into your face. Gain a stress, and you're so startled that you lose your balance and will need to spend a maneuver regaining your footing. Which one looks like it's more fun and adds more to the game?
  11. Figure that lodging costs a couple coins of whichever social tier is appropriate. A stank flophouse that's little more than a common room to pile the drunks in would be a couple brass pennies. A decent room that a travelling merchant might stay in would be a few silver. A sumptuous suite suitable for a noble on vacation would be several gold crowns or more.
  12. The beauty of this system is that you don't have to refuse things by fiat anymore. If you think something the PC is doing is absurd, then just throw more challenge or misfortune dice at it. If you think that a beastman should be immune to a PC's charm and wit, instead of just saying 'no', you can tell the player that there will be 3 or 4 or even more challenge dice opposing him. If he still goes for it, the pile of banes he rolls will be far more satisfying to you than just refusing to let them try in the first place.
  13. To a large extent, a new PC is just starting out on their path. When you say this PC is a wardancer, he's just beginning to learn the wardancing techniques. Not until he actually completes the career could you really say that he _is_ a wardancer, in the sense of now he's just like the guys in the WHFB army book. An NPC wardancer, one that's been a wardancer and nothing else for years and years and has never done any adventuring, will have very different stats than that PC at either the beginning or end of his career. On the other hand, a PC that's chosen the ratcatcher career may have been a ratcatcher for years before the game started, but he's only just now beginning to develop adventuring skills. While his growing abilities are flavored by his ratcatching ways, by the time he completes that career path he'll really be nothing like any of his ratcatcher colleagues.
  14. Talents recharge when it's convenient for the GM's purposes.
  15. The details of accurate shot aren't correct in the example. Just pretend it's some other power that requires a 'prepare' maneuver, but does not have a recharge time.
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