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About valvorik

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  1. Oh that's a good point about Berserker Rage only being checks - doesn't change damage or toughness soak/when Fatigue (likely if you're rolling lots of Reckless dice) overtakes you.
  2. I agree they look like they stack - though Berserker Rage only gives the stat bonus on 2 boons so it's not a guarantee, it's more about the damage bonus for stance - and WP is not always a fighter's best stat, so I think the fact it takes an action and then the priest must also take an action (using lots of Favour). It does make a classic reckless Trollslayer and Sigmarite priest a nice team.
  3. Woo hoo - IT LIVES My campaign is resurrected using roll20.net for remote play to let 2 distant players join in (the player's whose conduct precipitated the long pause is no longer part of group). We pick up and continue! https://the-awkward-companions.obsidianportal.com/adventure-log I may start posting at Strike to Stun if folks think these fora too obscure now.
  4. I made them in word, using another's home-made weather effects and tinkering. I print off multiples so that "Fair and Sunny, like the day Taal met Rhya, fortune die to social actions" may come up more often then "Hot and Humid, feels like being in an ogre's armpit, [bunch of effects such as harder to get restful sleep, trooping around in heavy armour may cause negative consequences, inverse of fair and sunny in terms of social actions may not work as well]. I also have done "Sewer encounter/event" cards and "Cursed Marsh cards" (for 1000 Thrones/Marienburg) adapted from various earlier edition adventures. I use Pathfinder's chase/forest cards as well at times. PM me an email address and I'll send them to anyone interested.
  5. It's like poor light modifiers, which also are misfortune dice- though at some point a challenge die can be thrown in. I only do that if the conditions are bad enough some "chaos star-worthy" mischances are feasible as opposed to just missing. I also impose misfortune dice if shooting into melee, and a chance of friendly fire if not using the action designed for that purpose, see: https://the-awkward-companions.obsidianportal.com/wikis/common-rule-and-houserule-reminders I use "weather cards" (random deck to pull from) and they often have modifiers, such as Winter Storm, Ballistic Ranged attacks suffer one misfortune per range category (wind) - if not a blackpowder weapon.
  6. Yup, to keep it simple things are "in range or not", except for that longbow special action. Now I add misfortune dice range modifiers in terrain or conditions that suggest it - in heavy fog, forests etc. I use the same penalty as a bonus to hiding/penalty to spotting things in those conditions.
  7. Re defense cards, I believe all creatures are assumed to have all basic defences they qualify for (e.g., animals are usually dodge only as they are not parrying or blocking) The ACE budget can be spent representing fancier defensive moves etc., though I often also do things like goblins attack at night with lighting penalties etc.
  8. Edition wars are almost always tiresome "talking past each other" types of discussions that the Internet is so good at. They are a particularly sad phenomenon for WFRP as for many of those of us who like WFRP it's the setting not just the rules that attracts (one reason GW's decision to blow up the world rankles). Raining down criticism on whoever the current holder of the licence is just risks less stuff published for the setting you love. As a 2nd edition player you can still use information on Ubersreik and convert adventures, just as I use that great City of the White Wolf Middenheim supplement and vast swathes of Thousand Thrones. Ironically given the thematic overlap in some ways, my other love, Cthulhu Gaming which also puts a setting/vibe forefront does not seem to suffer from this nearly as much - whether it's editions of the mainstream version or the Trail/Gumshoe version etc. discussions are much more restrained, much more about "how to reflect X in this or that system" etc. less about "you're not having fun the right way" critiques. Something to keep in mind with whatever Cubicle 7 does with licence. Even those of us who love WFRP3 should not start every discussion of it with "oh for the days of chaos stars and critical wound decks" - unless they have made a special deal of some sort those days are as gone as the star-spanning gates of the Old Ones.
  9. Agree re strike to stun being a great WFRP forum but also a place where edition war sentiments bubble.
  10. Henchmen are great for snotlings, goblins at a certain point, mobs of easily discouraged peasants, zombies, skeletons etc. When I ran the game at 5th+ rank, expanding that to mercenaries and others was logical. I use henchman at mid-rank+ really as additional soak for primary foes. The 'bodyguards' that block direct line of sight, use Guarded Position to improve main target's survivability etc.
  11. Nice revision. The idea of Chaos Stars meaning Stress (did I ask too much of my deity or ask wrongly) is interesting. Perhaps a Chaos Star on the Channel action could carry over to the blessing itself? Sometimes a priest might decide "I have mistaken in my prayers so badly best to sacrifice this blessing attempt rather than see what happens..." This would then also fit with the idea that priests don't suffer the dangers wizards do because of their caution - a wizard with multiple chaos stars can't turn back, they suffer the Miscast effects, whereas a priest can choose to have their efforts sputter out safely.
  12. Agreed with the use of Challenge dice = "opposing Stat -2" as a better way of scaling opposition. Out-thinking an Int 6 foe is 4 Challenge dice - a test of your Int 6 if you have it, not a cakewalk of "same stats so 2 challenge dice". I find the star wars dice too simplistic and like the WFRP system's multivariate outcome.
  13. Agreed that a GM needs to let Player cleverness and success "change the story path".
  14. You could also rule that "Bobo" as the bird isn't really a spell or supernatural (winds of magic) effect. Bobo really is a parakeet, just with a daemon inside (when he comes out it's feathers everywhere). Daemons are extradimensional - so size isn't really an issue. Bobo just being a transformed daemon has a bit of a problem in that instability is supposed to make daemons just hanging around indefinitely not workable (if it was that easy why all the rigamarole of the adventure). Bobo inside the parakeet is "detecting magic through a barrier" so difficult and hard to do unless you are trying. Once Bobo is not in a parakeet, he should be affected by instability.
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