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DurakBlackaxe

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Posts posted by DurakBlackaxe


  1. Chaos cults are run of the mill.

     

    It is more the Agents of the Shroud, the Guardians of the Light types I was wondering if listed.

     

    I don't have all the 1st ed or 2nd ed books.  But will check the3rd and whatever I have from the other 2 editions.

     

    Was hoping to save me time, as some of those book are in storage in an attic somewhere.

     

    Who did this Shades of the Empire, never heard of it? Internet search here I come

     

     

     

    Okay saw the book on amazon. Drat how did I miss that book *sigh*


  2. I know some books mention secret societies.

    I been trying to find an internet search for a site that list them all and their goals but having no luck.

    Novels, sourcebooks etc give some names, but i cannot myself remember them.

    Anyone know a site or themselves have a list? Dont really wish to create one myself if it already exists.


  3. Sounds fine.

     

    A overwhelming intimidation - frightened etc

    Overwhelming charm - Love or hero worship

     

    Only two social checks I can think of atm.  I know there are a few social action cards, but most use the same skills.

     

    Also you could think on the critical failures, for 2 or more chaos stars, they can be quite fun.

     

    Also, a npc who has been cowed, in the future could become your greatest enemy. Nobles are quite good at this. Vengance.


  4. This isnt gospel. But I would think it meant.

     

    You cast it.

    While its charging you can use a manoeuvre to have fear 1.Otherwise you dont have fear 1,

     

    Doesnt matter if you put it on multiple times on you via manoeuvre, you will still only be fear 1 and people only have to test once against you.

     

    Any enemy must pass the fear check as normal. if they pass, your fear will never work on them.

     

     

    Like I said, this is what I thought it meant

     

     

    Its like being in an encounter with say 10 fear 1 skeletons. You only have to pass one fear 1 test, otherwise 10 fails you be passed out, so I doubt they have the meaning of having a check for each fear.

    Or 5 fear 1 skels and a fear 2 wight. You only have to do the fear 2 check.


  5. My dwarf engineer is currently crafting a Superior Hochland Rifle. 

    Am going to call it a dwarven bolt action rifle.

    Due to being Superior it loses its unreliability

     

    The invention i have called the simple name.

    Dwarven Bullet

    Using one of the special rules for the options.

    • Remove reload
    • Add a CR for the power of the bullet
    • Add a pierce 1 for the same reason

    As all inventions come with Unreliability 2.

     

    Failing would be the case of the bullet jamming in the rifle.

    Would need to craft a batch of bullets.

     

    I couldnt seen how a scope would reduce reload time, so thats why I had my own invention.

     

    Disadvantages, you cant just pick up someones powder and shot and use it. You have to craft your own invention. Take time and money. You always be worrying you have enough Bullets to last until your back to a crafting station.

     

    Advantages. You get to show those pesky wood elves, who has the better weapon.


  6. How did you fix your incorrect action cards?

     

    Wrote them on yourself or used strange eons to recreate the cards for your own use?

     

    I am currently useing Strange Eons to fix the ones with the large mistakes, but ones like

     

    Action Card: Fatebreaker

    Should have the following traits: Daemonic, Tzeentch

     

    Don't need that much of a fix. Been looking at white ink pens, so could write it on the cards but unsure how good they are.

     

    So what did everyone do?


  7. The place I found for this information was

     

    http://www.gitzmansgallery.com/wfrp-resources.html

     

    Theres a reference guide in there. Think there are some other places you can also get information sheets from, but am sorry have forgotten where I saw them.

     

    The file was called WFRP3 Rules Summary - Universal Head 1.pdf it had summary cards you could print at the end.  But like I said, I havent a clue where I got it from.


  8. Am looking for ideas on Dwarven higher tier careers, and came up with this one.

    Any ideas be appreciated.

     

    In dwarven society a Guildmaster has more esteem than the human version. The Guildmaster career just isnt the same as what the stories tell about Dwarvern Guilds. From the Engineer career it tells how they control the engineers via Banishment from holds etc. So I was thinking to create a Dwarven Guildmaster to represent this step up in importance.

     

    I think in Dwarven sociey they could be heroic (Trait I mean) they would not be as important as a King, but they be up there. I do know that Runelords have alot of respect, they could also be a Heroic career. Advanced and Elite are also options based on feedback. Based on other careers

     

    Advanced would mean 7 Career skills, 10 Advances, and 3 Talents

    Elite would mean 8 career skills, 12 Advances and 4 Talents

    Heroic would mean 9 Career skills, 12 Advances and 5 Talents

     

    So heres whats I thought. This is the Dwarf Engineer version. But am sure there are various Guildmasters of the other Tradecrafts. Who wouldnt need the Dwarf Engineering skill. Instead of Engineer trait, they have the social.

     

    Dwarf Engineer Guildmaster

     

    Advanced Career: Dwarf

    Bureaucrat, Hero, Engineer, Specialist

     

    Primary Characteristics

    Intelligence, Fellowship

     

    Career Skills Charm, Discipline, Folklore, Intuition, Tradecraft, Leadership, Dwarf Engineering, Observation, Intimidate

     

    Advances

    Action Talent Skill Fortune Conservative Reckless

    2             3        2       1              1                 1

     

    Talents

    Reputation, Reputation, Focus, Focus, Any

     

    I added Intimidate as they will try to intimidate their members into following the rules. Leadership as they are in charge of a massive guild system, Observation as they need to check other candidates work and find faults. Dwarf Engineering is self explanatory.

     

    Maybe I am aiming to high, making it a heroic. But thats why i called the post theorycraft. So I get input from others on the career.


  9. Only characteristic advances, wounds, talents, actions, and skills (and specializatiosn) can be purchased with non-career advances.

     

     

    Your example according to the rules you printed in the post above.Dont mention trained wounds, or taking career skills as a non-career advance do they?  or is it a GM allow thing?

     

    Thinking on it could it be for careers that has wounds 0 in their career advance tab, so the same could apply to reckless 0. 

    They would cost 2 advances?

     

    (Still learning the game, just learnt more on Insanity last night)


  10. Once you become rank 2 you can train it, as long as you have the advances left in your career to do it. Some careers limit the amount of skills you can train while in that career.

     

    What I was told you get to train 1 skill for the fixed career advances and you get whatever is on your open career advance limitations on top of that. So for coachman i have a limit of 2. So I can train a max of 3 skills in that career.


  11. Very source i found says they made it from manure or urine then filtered that through potash to make the saltpetre.

    Known as the french method or swiss method http://en.wikipedia.org/wiki/Potassium_nitrate can take a year to create.

     

    But there is the cave method http://www.britannica.com/EBchecked/topic/519935/saltpetre,

    Bats guano gets mentioned in one of those links.

     

    Since Nuln is the source of Black Powder in the Empire, Araby and the Dwarf Holds also have their own supplies. Tilea gunpowder. Not sure of Estalia. I have to wonder less on where each ingredient comes from and more on how i get hold of a supply.

     

    Since I dont have to make each of the ingredients myself.  Just need to check their rarity and pricing in the area I am in so can make my own.  Charcoal would be plentiful. Sulfur would i think be rare. Are there any volcano / vents in the Empire. I dont remember reading of any. Saltpetre would either be rare or exotic?

     

    Would take 24 hours to fix them together to create black powder. Refining it to gunpowder level.


  12. Well think of an Dwarf Engineer, only 2 careers have it as a skill. If you don't have the career at start-up.

    So you get all 3 skilled up, you need to take 2 in one career while changing rank.

    It wouldn't be fair to penalize someone for this as they don't have any other options, only giving them 2 specialization, 1 per career. 

     

    I think 1 per training is the way its meant to be. As long as its a career skill.


  13. Thanks.

    So I know that a dwarf handgun is a superior handgun. Makes sense.  That answers that.

    Does the dwarf handgun get pierce 2 in WFB. Would that mean it get pierce 1 in WFRP?

     

    The tradecraft is mentioned in the books so I have to leave all that for a long time In the future. But it good to get an idea.


  14. Haven't read anything that isn't for players. Well looking at the spell now.

     

    No difference between the stances. Chaos stars only give stress in close range. Hmm

     

    So it does make people shine with a glowing light to you.

     

    Seems nothing blocks the sight. It even mentions Marks of chaos give a certain intensity to the glow.

     

     

    Not sure on the maths on spell cost and the purple dice on the spell.  But it does seem to be to easy to find chaos with this spell. Why have witch hunters if all you have to do is cast a spell?

     

    From the wording of the spell, I cant see anyway to make it harder, without changing the whole spell.

     

    Is Emirikol talking about the spell X marks the spot?  That spell is crazy as well.

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