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  1. Explanation: When you try poke your sword through the skeleton, it now finds resistance more often, not an empty space between loose ribs.
  2. Don’t forget the Adventurer’s Toolkit! A few of the careers in there are really nice, you get an extra set of cards, etc. It’s also quite inexpensive.
  3. r_b_bergstrom: very good point about the fortune points! I haven’t really thought about that before and I think it is crucial to allow players to distribute their good fortune themselves also in such occasions.
  4. Another possible exit (story-wise) for bounty hunter would be agent, at least as long as your delivering on your jobs has not exclusively been based on violence. A bit of diplomacy and cunning would qualify you then to also do other, perhaps more intricate jobs.
  5. But if you have wizards or priests, then you might also want to consider getting the Winds of Magic or Signs of Faith boxes after the Adventurer’s Toolkit. Creature Guide & Vault are best for you if you write your own adventures. If you prefer to play stuff produced by FFG then you don't necessarily need these particularly quickly.
  6. Sounds like a thread well-suited to the Gamemasters part of the forum. But to also provide at least a bit of useful information: Without having read most of the other adventures I think that getting either The Edge of Night and/or The Lure of Power will provide you with more connections and names, as both of these give more information about Ubersreik as the central hub for many of the adventures that FFG has produced. (With obvious exceptions such as Witch’s Song and The Enemy Within.)
  7. Yepesnopes said: Then, let me advice you to forget your training and adquisition of Education. The Wizard will have yes or yes a higer Inteligence score than you will ever have, since for him Int is his most important characteristic. Oh no! NEVER let a wizard be the only interpreter of written stuff in your party. They are always scheming, following their blasphemous little plans, succumbing to the ruinous powers etc. The written word needs to be interpreted by a wise and benevolent follower of Sigmar, so that he may reign in confusion among the sheep!
  8. The only thing I would keep in mind is that increasing stats above 4 at a later stage is quite frustrating, as you have to save your advances for such a long time, and (for in-career advances) this eats up a lot of the valuable open advances, that you could otherwise use for actions, skills etc. That would speak for raising your main stats high enough already in the beginning. BUT any stat with a value of 2 is a serious problem, and, for example, artificially dumbing down a priest character’s intelligence for min-maxing purposes could be really unconvincing role-play wise (at least as long as you imagined your character as being somewhat clever and observant). The main rule of early survival (and basic resistance against the influences of terror and chaos), is to have at least 3 for Toughness and Willpower!
  9. Regarding getting XP and growing in power: In WFRP characters advance, but their advancement is relatively moderate when compared to games like D&D, where a level 15 character is practically invincible for level 1 characters. Characters remain more or less “human” in WFRP, they don’t become superheroes. Thus it is less complicated to adapt the difficulty of encounters in WFRP (the difficulty is much more dependent on what kind of careers characters have, a party consisting of a burgher, a scribe and a gambler, for example, will be ver different in combat compared to a party consisting of a Soldier, a Troll Slayer and a Bright Mage…)
  10. Great initiative – I am really looking forward to this, as it would make handling some of the plot hooks in other adventures (Korden’s Hammer for example) much easier to integrate.
  11. GoblynKing said: Can anyone make out the names of the Action Cards in this pack? I think the card two left of the Bolt of Urannon in the lower picture might be called "Rites of [something - knowledge, perhaps?]". No guarantees, though. And, after reading the detailed page, I divine the rightmost card on the reckless side heap to be "Meteor Storm"! The stars are less clear on the third card from the left on the same heap, but it might actually be "Portent of [something]". (If I am right on the latter guess, I think I deserve a free pod from FFG. ) Did we have rules cards in the other packs too? If yes, what kind of content do these cards usually offer?
  12. I have granted a novice player, who wanted to start with a regular career before entering the complicated wizard careers, the ability to get basic training in magical sight during character creation. She had to pay one regular skill plus one specialization for this (instead of 2 skill advances), to account for it being out of the regular rules. She now has visions of the winds from time to time and sometimes unconsciously walks along ley lines into the woods. (She is becoming a Jade Wizard, of course). She is also starting to use the Magic Sight skill now and then and soon I'll have her accidentally cast a Jade Magic spell or a Jade wind based cantrip in dire situations (when she does a very good roll). This is all intended to slowly build up the way to the Jade College. Of course it might also happen that she gets into trouble for being a witch or through accruing corruption for untrained magic use… Once she is through with her starting career (Apothecary) she'll finally get whisked away to the Jade College by a benevolent Jade Wizard who has tried to keep an eye on her for a while already after hearing rumors about her. She'll arrange her getting proper training and all. I guess at the career transition to Jade Wizard I'll give free access to the Cantrip action, but everything else has to be acquired as stated in the Rules As Written.
  13. The skill training limit is three times and one more for skill mastery (the rules for the latter are in the Heroes supplement afaik).
  14. Doc, the Weasel said: Do you not allow influence results with straight Charm/Guile checks with no action card? I read it as a card that allows one to use Discipline as a social skill. Exactly, that was the reason my high WP Zealot (future Witch Hunter) acquired that card.
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