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Thread: WFRPv3 Upcoming Supplements

  1. #1
    Stick figure on a beach Arnizipal's Avatar
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    WFRPv3 Upcoming Supplements

    The original thread has run its course. Let's keep this one focussed on new and rumours about the upcoming supplements for Warhammer Fantasy Roleplay 3rd edition.

    Here are the most recent snippets from the old old thread:

    Quote Originally Posted by reds8n View Post
    Rainy Days in Stromdorf...

    As The Gathering Storm campaign for Warhammer Fantasy Roleplay draws ever closer, I wanted to share more information about a key part of the adventure’s campaign setting, the town of Stromdorf. The Gathering Storm includes more than a dozen pages of details about this town, from its humble roots to its rules and regulations, from its interesting environs to many of its quirky, unusual inhabitants.

    The rain-drenched town of Stromdorf can serve as a convenient “story hub” for the events that transpire throughout The Gathering Storm, but the details and information can easily be used by a GM to help bring any town, village, or community in the Empire to life. Writers Dave Allen, Steve Darlington, Dylan Owen, Clive Oldfield, and Gary McBride helped create a fascinating story set in an interesting place that is unique and yet at the same time thoroughly Warhammer.



    Here’s just a brief look at Stromdorf. Stay tuned for more previews and more information about The Gathering Storm as its release draws near.

    About Stromdorf

    Stromdorf is a small market town in the southern part of the Reikland, about one hundred and fifty miles from Altdorf as the raven flies. It is located near the confluence of three rivers, the Ober, Tranig, and Teufel, each flowing from the distant Grey Mountains into the shadows of the nearby Reikwald Forest. The area of marshy lowland and stony hills south of this confluence is known as the Fleuchtschussel, a wet land infamous and avoided as the stormiest place in Reikland; even in midsummer, grey clouds smother the sun in a sky angry with rain and lightning.

    The town’s population numbers fewer than seven hundred people. Neighbouring folk are puzzled that the entire population has not moved on to less damp climes before now, but there has been a settlement here before even Sigmar’s time, and the people of Stromdorf have a profound sense of history and are proud of their town. They regard it as a mark of their tenacity that they survive in such an intemperate climate; however, other Reiklanders mock this outlook as proof of the townsfolks’ inbred imbecility.

    Stromdorf’s inclement weather ensures few travellers tarry in the town, and hardly anyone settles there from elsewhere unless they have to. Thus, Stromdorf remains a backwater; it is an impoverished place when compared to the thriving settlements in the rest of the Reikland. It is no surprise that, like the sky that thunders above their heads, Stromdorfers are a stormy lot, quick to anger and difficult to placate. They complain bitterly about the smallest grievance, finding fault in everything except, oddly, the weather, which they habitually shrug off with heroic stoicism: “Come now, it’s only a bit of rain!”

    Economy

    The River Teufel is Stromdorf’s lifeline to the Ubersreik in the west and the Reik to the north, yet the town fails to capitalise on the river traffic that bypasses it. Travellers prefer to hurry past, eager to escape the drenching rain. It doesn’t help that Stromdorf does not produce many goods to trade. Its low-lying farms eke out subsistent crops from the sodden fields, and the wool and meat from the hardy sheep pastured in the hills is of poor quality. Just enough produce is generated each month to keep the town from starving. Stromdorf used to rely heavily on its upland flocks for revenue, but a hundred years ago, goblin tribes drove most farmers from the hills.

    However, the marshy climate and muddy waters of the rivers are an ideal breeding ground for the Reik eel, a large, voracious snakelike fish with razor sharp teeth. Its sleek body is muscular, and the flesh is flavourful. Many Stromdorfers fish for the eels, dredging the river with large nets. The eels are skinned, smoked, and barrelled, comprising one of the few regular exports of the town.

    Administration

    Burgomeister Phillip Adler has been the administrative head of Stromdorf for nearly a decade. Adler was appointed to the position by the von Jungfreuds, the prominent aristocrats in the region, hoping new blood would invigorate Stromdorf’s negligible economy.

    Phillip Adler is a self-made man, who made a fortune in the textile business in his native Ubersreik, and married a distant relative of the von Jungfreud noble family. From the start, the town council, a collection of older, gruff white beards, disapproved of an outsider managing their affairs – by tradition the burgomeister had always been one of their own.

    Initially Adler proved popular, encouraging trade between Stromdorf and other parts of the Reikland. At the beginning of his tenure, revenue increased, but so did the taxes, now that the von Jungfreuds had their own man in charge.

    However, Adler has become reclusive in recent months. He has shut himself away, barred visitors to the town hall, and has even dismissed his servants, living there alone. He conducts his affairs from behind closed doors, using the watch captain, Arno Kessler, as his intermediary. Kessler is a man of war, lacking the verbal finesse needed for politics, and his brusque manner has angered some of the locals he has to deal with. Recent events have made Adler unpopular – a few folk openly call for his replacement, arguing that his behavior is hurting business.

    According to local gossip, Adler is in mourning for his wife, Else, who died shortly after he became burgomiester. Further enquiry reveals that this happened two years ago, long before he decided to shut himself away.

    A Brief Resurgence

    Stromdorf experienced a brief renaissance during the first few years of Burgomeister Adler’s tenure, as he used his influence with Ubersreik’s Mercer’s Guild to encourage more trade between the two towns. However, since Adler’s “retirement” from public view, most outside merchants have lost interest in these ventures. It seems the only remaining profitable enterprise for distant traders and merchants is the import of dry timber and coal for fuel to Stromdorf, commodities which the sodden climate ensures are scarce in this locality.

    Despite the challenges faced, the local tannery is an example of one business that continues to thrive. The tannery is operated by Marcel Gerber, Stromdorf’s wealthiest burgher after Adler. Tanning is a filthy industry, and in many towns, tanneries are relegated to the outskirts. Not so in Stromdorf, whose people are eager for any employment, however noisome. The constant rain helps mitigate some of the stink produced by tanning procedures, but a foul aroma subtly pervades the town.

    The town’s one true luxury export, and the one thing it is known for apart from its wet weather, is its Thunderwater Ale, brewed by the Brenner family for generations, and sold to connoisseurs Empire-wide. Even dwarfs from nearby Karak Azgaraz have been known to make the pilgrimage to Stromdorf to tap a keg of the stuff, a potent brew with a distinctive peaty aftertaste.

    --
    linky

    Good to see some familiar writers amongst the writers listed, and I like the artwork.

    I don't think this edition is for me still but I wish them, and more importantly the players/customers every success with it. If people do get a campaign going I'd be very interested in reading what goes on.
    Quote Originally Posted by reds8n View Post
    If only as I'm horribly completist

    Eager to expand your Warhammer Fantasy Roleplay experience? I’m pleased to report that the Dice Accessory Packs have arrived! The Dice Accessory Packs include 12 custom dice for use with Warhammer Fantasy Roleplay.

    Each Dice Accessory Pack includes:

    3 Characteristic Dice (blue d8s)
    2 Reckless Dice (red d10s)
    2 Conservative Dice (green d10s)
    2 Fortune Dice (white d6s)
    1 Expertise Die (yellow d6)
    1 Misfortune Die (black d6)
    1 Challenge Die (purple d 8)
    The Dice Accessory Packs will be available through your favorite retailer soon.
    linky
    Quote Originally Posted by kairous View Post
    GM toolkit is on the way

    http://www.fantasyflightgames.com/ed....asp?eidn=1052

    I like the sound of the nemesis rules
    Quote Originally Posted by reds8n View Post
    This has been up for a few days now

    Design Notes from Senior RPG Developer Jay Little

    One of the exciting things about The Gathering Storm campaign is the fact that it’s the first adventure product available for Warhammer Fantasy Roleplay. As such, I’m anticipating that it will be the first exposure to WFRP for a lot of people, and for many others, the next step into the Old World for PCs who completed the Eye for an Eye adventure included in the core set.

    With this in mind, the expectations and excitement from fans and players are sure to be extremely high. I knew we had a daunting task on our hands – to develop and deliver a top notch adventure that provides a varied and intriguing look at the Warhammer Fantasy setting and life in the Empire, as well as showcases WFRP’s mechanics and unique gameplay.

    With the help of the talented team of developers and writers, we started by highlighting some of the key features we’d want to be sure to include in the adventure. In addition to some of the classic Warhammer Fantasy thematic elements, we wanted to be sure to cover new ground, and introduce some unexpected twists and turns along the way.

    Without spoiling anything from the adventure, here are just a few of the design and thematic elements we knew we wanted to cover over the course of the campaign:


    Present a grimy, gritty environment to play around in
    Have a few encounters where things aren’t quite what they seem
    Pose a few moral dilemmas and questions to the players and their PCs
    Include some of the quirks, oddities, and dark humour Warhammer is known for
    Provide a good blend of social, investigative, and combat encounters
    Have some interesting options for encounter resolution (there’s often more than one way to skin a Skaven, so they say)
    Provide GMs with a lot of great resources to manage the game
    Make use of the tools and components in interesting and accessible ways
    Develop memorable NPCs and situations players would remember for years to come
    End the campaign with a bang
    We had several more goals, as well, but this gives you a good idea of the foundation we laid out. In some ways, it seemed rather ambitious. But I wasn't going to accept anything less for The Gathering Storm.

    Next, we started brainstorming ideas for a story that could fulfill these goals.

    I already had a few concepts in mind, but things really took off when Steve Darlington, Dylan Owen, Dave Allen, and the other writers jumped in with additional details to flesh things out. Steve Darlington really helped shape and drive the over-arching plot and the spiderweb of story threads that are woven through the entire campaign. Dave Allen stepped up and tackled Stromdorf, taking the concept of a rain-soaked, bedraggled town in the middle of nowhere, and making it look, sound, feel (and unfortunately, even smell) just right as an “adventure hub” for the story. Dylan Owen helped develop how we would take Steve’s over-arching story and break it down into different sections – a prologue to set the stage, several exciting chapters of escalating tension, a thrilling climax to the campaign’s events, and an epilogue to tie up loose ends.

    Then Clive Oldfield, Gary McBride, and Dylan each tackled different sections from the campaign to help mesh the interesting storylines to the overall plot, while ensuring each section was a fully realized, exciting adventure for the PCs to undertake. I relied heavily on Daniel Lovat Clark and Tim Uren to help continually refine the encounters, scenes, and stories. They also helped introduce GM sidebars and suggestions and developed the mechanics and rules that would make the adventures run smoothly and easy to manage.

    I knew we were on the right track when the first batch of playtest reports came in. They were extremely positive, and included comments about how some of the players were completely expecting one thing, but the story ended up delivering something different. And that the players were faced with some really tough choices over the course of the adventure. Some groups relied on diplomacy. Others on swords and spells. Characters were horribly injured, some were killed, others driven insane. Mysteries were unravelled. And players were having a ton of fun.

    As more playtest reports came in, we were able to fine tune the pacing and details and make sure the final product would include the tools and resources a GM would want to have on hand while running the game.To reflect this, The Gathering Storm box includes:

    80-page full colour, perfect bound campaign book
    13 action cards
    13 location cards
    10 item cards
    8 condition cards
    5 miscast cards
    6 wound cards
    6 talent cards
    3 insanity cards
    6 full colour reference sheets (maps & player handouts)
    2 storm tracking sheets
    23 NPC and enemy standups
    Tracking tokens
    So where did all the design, writing, playtesting, feedback, and fine-tuning lead us? To The Gathering Storm, an exciting, accessible campaign for Warhammer Fantasy Roleplay, an adventure I’m hoping you and your friends will remember and talk about for years to come. Like it says on the back of the box: The Gathering Storm has it all. Death. Misery. Peril. Suffering. Disaster. And that’s just the weather.
    linky
    Come join the discussion at the Warseer Anime Fan Group

    Quote Originally Posted by TheBigBadWolf View Post
    I want to come back as an octopus in the odd chance I will be able to attach myself to a young womans b3wb, alas I will more likely be served with some rice and a nice sauce.

  2. #2

    Re: WFRPv3 Upcoming Supplements

    Hmm.. fairplay to them for coming out fighting and explaining their decisions.

    WFRP Design Discussion with Jay Little and Daniel Lovat Clark

    The inclusion and use of custom dice is perhaps the most immediately recognizable new feature of Warhammer Fantasy Roleplay. The brightly colored dice not only attract a player’s attention, they’re a pivotal part of the game. The dice mechanic is the core engine, the rules system that drives the game – but the dice also fulfill a significant role in the overall gameplay experience.

    Joining me for this Designer Diary is Daniel Lovat Clark, one of the key members of the WFRP design team. We both put a lot of hard work, energy, and decades of GM and play experience into the project. In this Designer Diary, we’re going to take a closer look at the dice, the design and theory behind their development, and a few of the (often subtle) effects the dice pool system has on the game.

    Deciding On a Dice Pool

    Jay: Since the dice have become one of the signature attributes of WFRP, a lot of people have wondered how we arrived at the decision to use a dice pool for this game. Over the course of the development of the new edition of Warhammer Fantasy Roleplay, more than a dozen different core mechanics for task resolution were designed, evaluated, and tested – including some more traditional task resolution models.

    These early designs ultimately ended up delivering predictable, static, or traditional results. Early on in the development cycle, the design team came to the consensus that a dice pool offered the type of organic feel we wanted from task resolution, and multiple dice generated the type of results we were looking for.

    From there, a number of different dice pool models were developed and tested, until we settled on the the system that combined the engaging play experience we wanted with the mechanical results that could drive the system’s engine. We wanted to deliver a new, refreshing take on roleplaying games. To do that, we knew we would need to develop a new approach to task resolution, and dice pools comprised of custom dice was the answer.

    Dan: Dice pools in general have a notably different “flavour” from more traditional resolution mechanics. Percentile or roll-and-add systems are quick to learn and implement in play, but dice pools have a number of desirable characteristics. The most obvious for our purposes was the ability to have much more nuanced results than a simple pass/fail (more on which later).

    Another is that the results are more transparent – counting and canceling is a more visceral and immediate activity for the player than adding or subtracting numbers (just last night I caught myself struggling to add two numbers together accurately in another system, and it’s embarrassing how much difficulty I have determining degrees of success in Rogue Trader).

    The final key advantage of the dice pool is reliability. Rolling more dice means that the results trend towards an average, giving us a bell curve. The easy stuff is easier; the hard stuff is harder.

    The Cool Factor of Custom Dice

    Jay: One of my top design goals was to create a fluid resolution system that could become intuitive very quickly. Additionally, I wanted to build a system that offered a wide variety of results in a single roll. Along these lines, it was important to me to have mixed results allowing “Pyrrhic victory” style outcomes – you could succeed and still have something bad happen… or fail, but still have a silver lining.

    This is where the development of banes and boons (and to an extent Sigmar’s Comets and Chaos Stars) really started to take off. By evaluating these results separately from the default “success-or-failure” results, we’re able to deliver a number of different outcomes. Dan’s work with expanding and refining the action card system took this another step further, allowing the results to not just vary based on the environment and the story, but also based on what the character is doing at the time.

    From a GM and storytelling point, I was interested in exploring the possibility of breaking down tasks into their core elements – the individual factors contributing to the task. By developing different types of dice, and having different symbols associated with each die, we were able to create very distinct types of “effort” that characters can apply toward a task resolution, and different types of obstacles the GM can introduce to challenge the players.

    Being able to look at a dice pool and see exactly what part of your character's makeup is contributing toward a task (and to what extent) is an interesting and immersive part of the game. Seeing that the harsh environment or skill of your opponent is adding black misfortune dice, or that your sturdy Toughness is adding blue characteristic dice… the visual nature of the dice and identifying these factors helps create more context for what’s going on in the game. Even if that context isn't articulated out loud, it helps players visualize what's going on, by offering lots of juicy tidbits for their imagination.

    Personally, my favorite part of the different dice is the rich narrative food for thought they provide. As a GM, if I see that the beastman succeeded in his attack by virtue of successes on a lot of blue characteristic dice, I can narrate the outcome based on his brute strength and brawny, bestial nature. If he fails due to misfortune dice introduced by the character dodging or parrying, then I can narrate how the character turned aside the blows at the last minute. Rather than making arbitrary interpretations, there are prompts available to help out -- the dice and their results have real in-game relevance.

    Even better is the fact that all that information is right there, unobtrusively, in the pool. If the GM and players want to dig in and use that extra layer of flavor provided by the dice -- great! If not, it fades into the background, ready to be called upon when needed.

    Dan: I love dice. I can’t resist them. I have a pretty big collection of dice at home, and I keep several on my desk and sometimes I roll them for no reason (much to the annoyance of my co-workers). When I’m playing roleplaying games that use traditional dice, I try to pick my favorites out of my selection, or dice that fit the character in question. (I keep a bronze and a red d10 aside for my Adeptus Mechanicus Rogue Trader character.) I love War of the Ring and Kingsburg not just because they’re great games (which they are), but because I get to roll dice and then use them in interesting ways.

    So, a bunch of custom dice with interesting symbols, in a variety of eye-catching colours? Yeah, I’m helpless to resist that. And I wanted to make sure that they were as appealing as possible to players.

    I spent some time thinking about what each individual die means. The prime example is the expertise die. It’s the bright yellow one, and it has lots of great stuff on it. Notably, it is the only die that currently features Sigmar’s Comet. Rolling the expertise die is a hard-won privilege, a reward for dedicated training, and it should be awesome. Sigmar’s Comet should be awesome. So I tried to be generous with my use of Sigmar’s Comet effects throughout the action cards, and to make those effects really feel awesome.

    If I’ve done my job right, you will all feel about the expertise die the way I feel about all dice, all the time. I’m gonna go roll some dice now. Just ... to roll them.

    Success & Failure

    Jay: One thing that players may realize soon after a few sessions of Warhammer Fantasy Roleplay, especially if they played earlier editions, is that (for the most part) starting characters feel more competent at a lot of their initial tasks. While this is an intentional and important part of the design behind the dice system, success and failure are not just binary outcomes in WFRP. There are shades of grey, different magnitudes of effect, and various possibilities with each and every task.

    On the surface, a player may be tempted to think that a dice pool result which yields the most success symbols is the best possible outcome. That’s not necessarily the case. With the ability to generate a variety of results, the best possible outcome can easily change from task to task, from action to action.

    Often, the best possible result will be the dice pool that generates a combination of beneficial results, allowing the player to trigger both a high-yield success line from an action card, as well as possible boon or Sigmar’s Comet results that augment, magnify, or improve upon the overall effect of the card.

    This is especially clear when players realize that many actions only have one or two possible success lines available – the rest of the action’s results are often realized by other factors: additional effects provided on the action itself, by a talent, a special career ability, the group’s party sheet, an ongoing spell, a special item, or possibly even the location in which the story is taking place.

    So coupled with the design of the cards and rules the dice interact with, success ultimately comes down to “what is the best possible combination of effects I can get out of this task based on my current situation.” Since this can change from scene to scene (or even from round to round during an encounter) this helps to keep task resolution engaging and interesting every time the players grab dice to roll.

    For some tasks, especially easy tasks or tasks for which a character is well-equipped, well-trained, or well-prepared, the dice pool’s function is less about determine whether or not the PC succeeds – it’s real function is to describe how, why, and to what extent the PC succeeds.

    Dan: Some matters of game design philosophy have to be decided on very early in the process. For us, one of the core decisions was that, in general, something should happen when you roll the dice. This is reflected in part with the generally higher success rates in this edition when compared to previous, but also in the diverse array of boon, bane, Chaos Star, and Sigmar’s Comet effects.

    Another of our philosophies is that bad things happening to your characters can be just as fun as good things, especially when the two happen in concert. So, for example, we wanted to make sure that Chaos Stars, while in some ways the “worst” symbols, didn’t affect success or failure.

    We wanted those extra bad effects to happen on top of the rest of it. A Chaos Star on an otherwise excellent Charm roll? You certainly impressed the shopkeeper into giving you a discount! In fact, maybe you impressed her so much that her husband wants to have words with you later. In a dark alley. With a truncheon.

    Subtle Side Effects

    Jay: As characters become more advanced and the size of their dice pools grow, it can be easy to think that individual dice matter less and less. What help will one fortune die add to my Daunting skill check? How will dodging to add one misfortune die help against a Chaos Warrior’s Ruinous Attack?

    Again, since baseline success is only one of the outcomes the dice pool resolves, a single die can dramatically influence an action’s results. While the general effect listed by an action’s success line often has a significant impact, it usually has a number of possible “upgrades” based on boons, additional successes, or other effects.

    When you’re being attacked, for example, canceling out even one enemy boon could be the difference between suffering normal damage or critical damage! Keeping them one success symbol shy of their three success line could prevent extra damage, a debilitating status condition, or some other nasty upgrade over a baseline success.

    Dan: One of the things I like the most about the new system is the fortune/misfortune dice. The existence of these “minor” dice gives us a great deal of freedom to manipulate the dice pool, either for strictly mechanical reasons or for creative and narrative-driven effects. Want to reward a player for creative thinking? Throw a fortune die into the pool. Think attacking in the mud should have a penalty, but not sure how big a penalty it should be? Sling a black die in there.

    However, the ubiquity of these dice can lead to some players undervaluing them, particularly in large dice pools. And we’ve all had the rolls where they all come up blank. But we’ve also had those rolls where they really, really don’t. And anyone who’s seen a fatal strike turned into a glancing blow, or a glancing blow turned into a near miss, by a simple untrained Parry or Dodge knows not to underestimate the humble misfortune die…

    A neat side effect of the dice pool system is knowing what did what. If an orc tries to choppa me, and I parry, and he misses because of a challenge symbol on the misfortune die, then I know that my parry just saved my head! If a fortune die from an ally’s assist manoeuvre gives me that one extra success I needed to deal extra damage to the big bad, then I know who to thank.

    Howl of Chaos? Da' Brainbursta'? What are those all about? ... They're a sneak peek spoiler at some of the things PCs may be facing in one of their upcoming adventures..!
    linky

    extra kudos to them for the sneaky teasers -- GW TAKE NOTE PLEASE 111 --.. not convinced still by some of it -- especially the "coolness factor" idea, but power to them for trying something different at least.

  3. #3

    Re: WFRPv3 Upcoming Supplements

    A bit more info about the forthcoming campaign

    The Gathering Storm is officially “on the boat” and headed our way from the printers. With the campaign adventure set close at hand, I wanted to share a bit more information about Stromdorf, which is situated in arguably the rainiest place in the Empire. In an earlier diary, I shared some details about what goes in within Stromdorf’s walls. In this diary, we’ll take a closer look at the region around Stromdorf.

    The Surrounding Lands

    North of Stromdorf lies the Reikwald, a wall of forest on the horizon. To the south lies the Fleuchtschussel, where farmers scratch a living from waterlogged lowlands and bleak hills, the Grey Mountains glowering in the distance. The closest towns are Ubersreik, forty miles west, and Auerswald, twenty five miles north, which can both be reached by road or along the River Teufel. Nuln lies about a hundred and forty miles east along a dangerous overland route.

    Roads

    The road from Ubersreik follows the Teufel north to Auerswald and beyond, bypassing Stormdorf. Given the unreliability of the roads, no coaching lines have regularly scheduled runs to Stromdorf. There is little traffic eastwards; the lonely road to Nuln skirts the Reikwald, stretching through the haunts of bandits, beastmen, and goblins. Few roadwardens patrol this road. South of Stromdorf, farmers are sometimes forced to use pack animals to carry their produce into market rather than wagons when the rains have turned the dirt roads to little more than muddy strips.

    Rivers

    Stromdorf lies near the confluence of three rivers, the wide Teufel, the angry Ober, and the lazy Tranig.

    Some say the Teufel’s reddish tint is caused by blood flowing from a never-ending battle between dwarfs and goblins, fought at its source in the mountains near Ubersreik. It flows north passing Auerswald and Grunburg, until it hits the Reik at Castle Reikguard a little more than 100 miles from Stromdorf.

    A rickety bridge spans the river about a mile west of Stromdorf. A half mile to the south, the Tranig meets the Teufel near Stromdorf’s Garden of Morr. The Tranig winds lazily from the foothills of the Grey Mountains. No fish live in its black depths, and it is known as Morr’s Stream. Its only crossing point is at a cascade known as Frothing Ford, where boulders behind the waterfall provide stepping stones. Here the local town hero Stichelm won a famous victory against invaders.
    The Ober roars from a lake high in the Grey Mountains. It disappears into swampland before re-emerging as a gushing torrent a few miles east of Stromdorf, where an old wooden bridge crosses it.

    Most journeys from Ubersreik are done by river, and inns dot every dozen miles or so along the Teufel. Roadwardens patrol the banks, guarding against bandits.

    Outlying Areas

    Within Stromdorf’s immediate vicinity are the mill and wharfs, the Stromdorf ferry, and the town’s cemetery.

    The Stromdorf Ferry

    On the west bank of the churning Ober, just north of Stromdorf, a large raft is tethered to a wooden quay, an iron bell hanging from a post nearby. Another quay and bell are on the opposite bank. An empty ramshackle hut stands on the west bank, a rook squatting on a perch by the door, appraising visitors with beady eyes. The ferryman can usually be found drinking at the Thunderwater Inn in Stromdorf.

    The Mill & Wharf

    The mill is situated a mile north of Stromdorf, where the Ober meets the Teufel. A waterwheel turns lazily alongside an old thatched building of wood and plaster. Nearby is a stable for the mill’s donkeys and a barn to store flour sacks. Eel nets hang in the water. Near the mill is a rundown wharf, which is rarely used.

    The Garden of Morr

    Stromdorf’s cemetery, surrounded by a tall, forbidding wall, can be found where Morr’s Stream meets the Teufel. It is situated far from town so that should the dead be stirred by dark magic – as it did nearly five centuries ago – the townsfolk will be safe from them.

    From the Reikland Gate, a narrow coffin track leads to the Garden of Morr, cutting across fields until it reaches the Tranig, which must be crossed by a small wherry. Stromdorf’s dead make their last journey along this path.
    The cemetery attracts ferocious tempests. Local legend claims that the rain has never stopped falling over the Garden since the time of Stichelm’s burial there. It is said that the gods weep inconsolably over the grave of this brave hero.

    Lowlands

    To the south of Stromdorf, a large, low-lying flood plain nestles between the Teufel and the Ober, with the Tranig flowing slowly in-between. During the winter, the rivers regularly burst their banks, covering this plain in rich, peaty sediment. As a consequence, farmers take advantage of fertile soil throughout the rest of the year. Farmsteads dot this heavily cultivated region. East of the Tranig are fields of vegetables and cereal crops, as well as hops destined for the town’s brewery.
    Much of the land around the Ober is unfarmable – an eerie landscape of sucking slough and twisted trees known as the Oberslecht.

    To the west of the Tranig, cattle graze in watermeadows, a hardy, short-horned breed inured to the wet summers and biting winters. The land rises dramatically to form the Blitzfelsen Hills, but before then, the only piece of high ground is Tempest Knap, a high mound topped by ancient ruins.

    The Obserslecht

    A great, brown morass of sharp rushes and peat moss extends for many miles southeast of Stromdorf. Clumps of stunted trees and twisted thickets rise from the swampland. The clouds gather blackly over the marshes, rain spattering the mud and lightning splitting the sky.

    In those rare moments when the storms abate, it is eerily quiet – no birdsong; only the low drone of the ravenous midges that swarm over the quagmire. Sometimes, at night, the silence is broken by the bark of a mysterious creature, and maybe an answering howl. There are stories of a race of wild half-men living deep in the marsh, but no one dares enter the Oberslecht to corroborate the tales.

    The fringes of the Oberslecht provide those living nearby with a few meagre opportunities. Peat is cut from the bog and used as fertiliser and fuel for fires. Some impoverished folk search the edge of the mire for meagre lumps of bog iron which bring in a few extra pennies at Stromdorf market. A brave few head into the Oberslecht to collect eels and other animals that live in the bog, such as frogs, snails, crayfish, and catfish, or to harvest cloudberries. Thunderwater ale includes these delicious berries in its brewing process.

    However, even traipsing around the fringes of the Oberslecht is not without its dangers. Areas of deep mud have sucked victims to their doom, and the mire is home to many wild animals and poisonous plants. If a person goes inexplicably missing in Stromdorf, he or she is said to have ‘Married Mistress Oberslecht.’

    Tempest Knap

    This lonely hill dominates the flat landscape all around it. About 150 feet high, crumbling stone walls and a broken pillar crown its summit. The hill seems to be a frequent target of lightning, and the hillside is slick and muddy from the unrelenting rain.

    Local lore speaks of the anger of the gods destroying the once-proud tower that stood on the hill, divine vengeance for the hubris of the evil sorcerer who once dwelt there. It is said that the gods still vent their fury on the ruins, hence the constant storms. The ruins have a haunted reputation, and no one dares explore them.
    link

  4. #4
    Chapter Master Urgat's Avatar
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    Re: WFRPv3 Upcoming Supplements

    The art is sleak, that city really feels "warhammery"

  5. #5

    Re: WFRPv3 Upcoming Supplements

    Let me know when a Bret Knight can be played and I'll buy the box, I've been saying the same thing about Warhammer Online...
    "Revenge is a dish best served by Uma Thurman"

  6. #6

    Re: WFRPv3 Upcoming Supplements

    Update time

    While we were working on The Gathering Storm adventure campaign for WFRP, the team was reminded of the importance and narrative impact that simply giving a non player character a name can make. This is especially true for villains and bad guys. A corrupt politician or fearsome orc is one thing. But facing Reiner von Steinkampf or Korghael Skullcleaver is another matter entirely.

    I think we designed some memorable, varied, and interesting characters in The Gathering Storm. But it’s not just the name that makes the character memorable. We also developed what would become the foundation for our nemesis rules for major non player characters. These rules were expanded and became an integral part of the Game Master's Toolkit.

    Some of the characters the adventurers will face over the course of a campaign are every bit as detailed and developed as the PCs are – with their own distinct personality traits, abilities, resources, motives, and goals.

    When one of these fully fleshed out and developed NPCs is actively working against the PCs, it can really complicate the heroes’ lives. A major NPC adversary that opposes the player characters is referred to as a nemesis.

    I Name Thee Nemesis!
    In broad terms, a nemesis is a cut above the rank and file villains or “bad guys” the PCs generally face. A nemesis may be the veteran warlord leading a host of enemy warriors in a bloody conflict to overtake a region. Or the cunning, unscrupulous politician manipulating and scheming from the Elector’s council. The crazed doomsayer whipping the masses into a frenzy of anarchy and revolution could also be a nemesis.

    Regardless of how nemesis NPCs manifest in a campaign, they provide a number of interesting options to a GM to help customise and craft a story that can challenge both a party’s abilities and beliefs, as well as provide a tangible element – a distinct, evocative personality – to weave into the plot.

    Types of Nemesis NPCs
    There are a lot of different ways to use nemesis NPCs. A nemesis can serve as the key adversary behind complex schemes, the obvious enemy that must be overcome to thwart impending doom, or the unassuming ally that turns on the player character’s when the situation grows most dire. When developing a nemesis, the GM should consider his motives, goals, and how and why he opposes the heroes. Does the nemesis know who the PCs are? Is he working against them personally, or do his purposes simply run counter to the goals of the party?

    Here are just a few examples of how a nemesis could be featured in a campaign.


    The Fallen Ally: Perhaps the most dangerous Nemesis is one who was once a friend. The Fallen Ally used to work with the PCs, but due to tragic events, betrayal, or corruption he now opposes them. The Fallen Ally may know the PCs well and use that knowledge against them.
    The Gloryhound: Misguided by a lust for glory, prestige, and fame, the Gloryhound opposes the PCs not directly out of avarice, but out of vanity, pride, and perhaps a little madness and corruption. Pride goeth before a fall, and even a relatively “pure” Gloryhound may soon become an unwitting agent of evil.
    The Mastermind: The Mastermind lurks in the shadows, pulling strings, manipulating politics, and using blackmail and minions to achieve his goals. He’s a smart, clever opponent, always one step ahead, and has contingency plans for everything. Rather than directly influence events, he has his minions do his dirty work for him.
    Nemesis Organisations

    In addition to their individual roles, many nemesis NPCs work within an organisation of some fashion, whether it is a diabolic Chaos Cult, and extreme political faction, or a group of jaded merchants seeking to profit off the misfortune of others.

    As the PCs encounter the nemesis NPC, uncover his plans, face off with his minions, or otherwise come into conflict with his organisation, they may slowly start to undermine the nemesis NPC’s support structure. If the PCs foil enough of the nemesis NPCs plans, the organisation’s influence and stability may suffer, until the nemesis NPC can no longer rely on or benefit from the organisation.

    Or perhaps the nemesis isn’t a person at all, but the faceless bureaucracy of a corrupt Empire guild, or the mindless savagery of a horde of greenskins.



    The Organisation Tracking Sheet
    The goals, resources, stability, and influence of these nemesis organisations can be easily managed and represented through the use of organisation tracking sheets. Each sheet represents a possible organisation or support structure for a Nemesis NPC. When developing a Nemesis NPC, the GM should consider whether or not the Nemesis NPC should belong to or have access to such an organisation. He may wish to look over the available organisation sheets, or use one as the basis for his own creation.

    At first glance, an organisation sheet looks similar to the party sheet the PCs use to help define and manage the type of party dynamic the characters have. The organisation sheet serves a very similar function with regard to the nemesis NPC’s resources and influence – how much he can rely on the organisation to help further his goals, or how well the organisation helps protect or shield his activities from prying eyes.

    Download the Unholy Crusade nemesis organisation sheet to see an example.

    Undermining Stability
    Whenever the PCs manage to thwart the nemesis organisation or disrupt its activities, the GM advances a tracking token along the organisation’s stability track. When the tracking token reaches an event space, the corresponding effect listed on the sheet occurs.

    Likewise, if in the GM’s opinion the PCs fail to stop or counter the organisation’s plans at a critical time or the organisation’s influence reaches out further, the GM may move the tracking token back a space on the track to reflect an improvement to the organisation’s current stability.

    If the tracking token reaches the end of the stability track, the organisation’s cohesion crumbles, and a Nemesis NPC no longer has control over its resources or influence. Depending on the way the storyline unfolds and based on the GM’s discretion, this may trigger a confrontation with the nemesis behind the organisation, or force the nemesis to change his plans in order to repair the damage the PCs have done.
    linky

  7. #7

    Re: WFRPv3 Upcoming Supplements

    Encounter Tools & Templates - Design Discussion for the Game Masters Toolkit

    Quote Originally Posted by FFG website
    - By WFRP Design Team member Daniel Lovat Clark

    It’s recently occurred to me that I have literally been roleplaying for more than half my life. Early games of Rifts and TMNT and Warhammer Fantasy Roleplay (1st Edition) have led me here, sitting at a desk in Fantasy Flight Games’ offices in Roseville, Minnesota, writing a design diary for the Game Master’s Toolkit.
    During that time, I have played with good and bad game masters. I have been a good (I hope!) and bad (I regret) game master. And I’ve spent a lot of time thinking about what that means - certainly more than most of my friends or family was interested in hearing me talk about. So, good luck for me to wind up, behind this desk, typing these words.

    Thoughts on this subject, both mine and those of people much smarter than I, make up much of the text of the Game Master’s Toolkit. And I’m not going to spend much time here talking about what you’ll read within - or at least, not simply repeating what you’ll read within (but stay tuned for a preview, below!). But I am going to take this opportunity to talk about why we wrote what you’ll read within.

    Personally, I am a storyteller by training, trade, and inclination. My primary motivation for playing games - any games, but especially roleplaying games - is interacting with the story. Whether I’m guiding it as a GM or even experiencing it relatively passively, as in many video games such as Halo, the story has a profound impact on my enjoyment of any game. This story focus is well represented throughout Warhammer Fantasy Roleplay, but the Game Master’s Toolkit is a chance for us to really address not just the rules and systems that make the game work, but the underlying structure of stories themselves.

    One of the ways that we encourage exciting, dynamic stories in WFRP is the inclusion of the three-act episode & encounter structure. A three-act encounter can be the exciting lynchpin of a larger adventure, an ever-escalating crescendo of action and tension that builds to a spectacular finish. Giving even a straightforward combat encounter a three-act treatment makes it dynamic (in that it changes every act), exciting, and potentially very challenging.

    This is a useful tool for GMs when designing encounters, but it is also a very useful “building block” when addressing larger story elements, ranging from an evening’s session to a year’s campaign. Just as an individual encounter can benefit from a beginning, middle, and end, so too can a story arc, investigation, journey, conversation, ritual, adventure, campaign, or any other story element you care to name.

    The three-act encounter templates presented in the GM’s Toolkit are intended to provide GMs with a wealth of ideas and possibilities. Using the examples presented in A Day Late, A Shilling Short and An Eye for An Eye, GMs can relatively easily model a three-act battle. But the three-act structure can be used for many more sorts of encounters. A trial, a daring rescue, delicate political negotiations, a breakneck chase – the possibilities are nigh-endless. However, our pagecount isn’t anywhere near endless, so we developed a means by which we could deliver a sort of “greatest hits” list of valuable examples and ideas by creating a series of flexible encounter templates.

    Be sure to download the encounter template for The Delivery, which showcases the structure in an easy to use format for GMs. As you can see from the preview, even a relatively simple three-act episode can contain a lot of variety and unexpected twists and turns. This is even more true in a roleplaying game than in most traditional storytelling formats, because of course the actions of the main characters are not scripted beforehand.

    The other perhaps interesting feature of this particular preview is the sidebar on the MacGuffin. The MacGuffin isn’t a mechanical, game-rule subject, but a widely-used and incredibly valuable storytelling tool. To a novice GM, it could be just the thing they need to kick off a campaign. To an experienced GM, it may be a new way of looking at an old trick…and some new tools to aid in its use.

    The Game Master’s Toolkit is full of insights into the whys and hows of storytelling in a roleplaying format, and lots of suggestions, tips, and ideas GMs can start using immediately to enhance their games. In some ways it might be considered the culmination of my life and experiences thus far. Certainly I’m very proud of it, and I know Lead Developer Jay Little and writers Shane Hensley, Clive Oldfield, and Brady Sadler are as well.

    But what’s particularly exciting to me isn’t all the personal history that led each of us writers to this place, to create this project…but the idea that fifteen years from now, someone else may be writing words not very dissimilar from these, thanks to something in this toolkit that sparked his imagination, or some advice within that made her a better storyteller.

    Enjoy the game!

  8. #8
    Jozxyqk! Jedi152's Avatar
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    Re: WFRPv3 Upcoming Supplements

    Has anyone managed to play it in depth yet? My group are still dubious, me moreso because i've spend hundreds on getting almost every WFRP2 book.

  9. #9

    Re: WFRPv3 Upcoming Supplements

    Oh boy! -MORE- cardboard counters and special dice. Shame really, I kinda got over the novelty of those with Space Crusade. :/

  10. #10
    Chapter Master Alathir's Avatar
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    Re: WFRPv3 Upcoming Supplements

    I have a question about this edition of WHRP, my gaming group and I are quite into D&D (only got into it during 4th) and I havent played any earlier editions of WHRP. Just wondering whether this uses a map based grid system for its encounters etc. can you use your models and the like?
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  11. #11

    Re: WFRPv3 Upcoming Supplements

    Quote Originally Posted by Jedi152 View Post
    Has anyone managed to play it in depth yet? My group are still dubious, me moreso because i've spend hundreds on getting almost every WFRP2 book.
    Played it a bit. No one I know is really willing to go through older adventure books and convert them to the new system but from what we have done it works pretty well and it was fun and fairly fast. The rulebook is god awful though so make sure you read the entire thing twice to make sure you didn't miss any tiny rules that end up making a big difference. First time we tried we actually gave up halfway since it was just awful but after reading up on what we had missed it was much more enjoyable.

    Quote Originally Posted by Alathir View Post
    I have a question about this edition of WHRP, my gaming group and I are quite into D&D (only got into it during 4th) and I havent played any earlier editions of WHRP. Just wondering whether this uses a map based grid system for its encounters etc. can you use your models and the like?
    You can use models and maps if you want. It's designed around a system where you put counters in between the cardboard pieces to indicate distance which works but using a map would probably make things easier.
    Last edited by Ixquic; 11-03-2010 at 16:47.

  12. #12
    Chapter Master Alathir's Avatar
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    Re: WFRPv3 Upcoming Supplements

    Quote Originally Posted by Ixquic View Post
    Played it a bit. No one I know is really willing to go through older adventure books and convert them to the new system but from what we have done it works pretty well and it was fun and fairly fast. The rulebook is god awful though so make sure you read the entire thing twice to make sure you didn't miss any tiny rules that end up making a big difference. First time we tried we actually gave up halfway since it was just awful but after reading up on what we had missed it was much more enjoyable.



    You can use models and maps if you want. It's designed around a system where you put counters in between the cardboard pieces to indicate distance which works but using a map would probably make things easier.
    So, do weapons like a longbow and spells and the like have a range that could be translated to a map?
    Check out Stormcrow and Alathir's Battle Reports
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  13. #13

    Re: WFRPv3 Upcoming Supplements

    Quote Originally Posted by Alathir View Post
    So, do weapons like a longbow and spells and the like have a range that could be translated to a map?
    Yeah. To signify distance you have these counters between you and the monster so at long range there would be about three counters between your model and the monster. Basically you can move one unit of distance per turn and more if you spend fatigue (or whatever it's called) so if you move closer to a monster you remove one of the tokens. A longbow has a range of "long" which is something like three distance units so if there are three or less you can fire. To transfer it to a map you'd just have to say that X squares are equal to one unit and that would be that so it'd be really easy.

    I'm simplifying it a little but just so you can get the gist.

  14. #14
    Chapter Master Alathir's Avatar
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    Re: WFRPv3 Upcoming Supplements

    Much appreciated, Ixquic. My gaming group is quite keen to give this a go and we love using miniatures so this is good news.
    Check out Stormcrow and Alathir's Battle Reports
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  15. #15
    Chapter Master Alathir's Avatar
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    Re: WFRPv3 Upcoming Supplements

    Has there been any word from these guys on upcoming playable races and the like?

    Also, I plan on running a campaign that begins in Ulthuan - is that do-able with this game or is it very Empire-centric?
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  16. #16

    Re: WFRPv3 Upcoming Supplements

    Currently at least very Empre specific.

    Meanwhile...

    Another of the cryptic shadows hinted at earlier by Grey Wizard Gavius Klugge in our Shifting Through Shadows preview has revealed itself – I’m pleased to announce The Winds of Magic, an upcoming supplement for Warhammer Fantasy Roleplay.

    Magic pervades the Old World, coursing through the Eight Winds. Humans that learn to harness the energy found in the Winds of Magic can become powerful wizards. Or they may succumb to Tzeentch, the Changer of Ways, tempted by his offer of power, knowledge, and mastery of the dark arts.

    The Winds of Magic is a valuable resource for Warhammer Fantasy Roleplay. It provides all players with important background and setting information on the Colleges of Magic, some expanded optional rules and additional tools for wizards to practice their art, dozens of new spells across all eight College Orders, and more suggestions and guidance for playing wizard characters.

    For the GM, The Winds of Magic also introduces the Ruinous Power Tzeentch, his daemonic minions, and insights into the Great Conspirator’s fiendish schemes. New rules for corruption and mutation expose the characters to greater risks over the course of their adventures. Finally, The Winds of Magic includes a complete adventure for GMs to challenge their players with a dangerous plot unfolding in the heart of the Empire.

    Winds of change are coming. Will you control them – or will they control you?

    Warhammer Fantasy Roleplay is a roleplaying game that sets unlikely heroes on the road to perilous adventure, in the grim setting of Games Workshop's Warhammer Fantasy world. Players will venture into the dark corners of the Empire, guided by luck and Fate, and challenge the threats that others cannot or will not face.
    linky

  17. #17
    Chapter Master Alathir's Avatar
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    Re: WFRPv3 Upcoming Supplements

    Sounds very cool, my gaming group loves Tzeentch so this could be something worth picking up. Thanks for that.

    My group haven't had a game of 3rd edition yet, but I'm going to be running a campaign soon. The other guys are just going through the rulebook before we begin. Are there any guys here who knows the rules inside and out and would be capable of answering a few questions?
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  18. #18
    Stick figure on a beach Arnizipal's Avatar
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    Re: WFRPv3 Upcoming Supplements

    Probably, but the rumour section is hardly the place for that.
    Come join the discussion at the Warseer Anime Fan Group

    Quote Originally Posted by TheBigBadWolf View Post
    I want to come back as an octopus in the odd chance I will be able to attach myself to a young womans b3wb, alas I will more likely be served with some rice and a nice sauce.

  19. #19
    Jozxyqk! Jedi152's Avatar
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    Re: WFRPv3 Upcoming Supplements

    Start a thread in Fantasy General or Role Playing, several people here have played it.

    I think they dropped the ball with the price. I'm a die hard 2nd. player, but i'd have given 3rd a try if it was a sensible price.

    I'm not taking a risk on paying out £70 without knowing i'll like it.

  20. #20

    Re: WFRPv3 Upcoming Supplements

    MOAR news

    At the top of the world, where the warpgates of the Old Ones are said to have once stood, lie the Northern Chaos Wastes. The wastes are shifting and insane landscapes where reality and the realms of the daemonic gods of Chaos bleed into one another. The power of Chaos is transformative. Where it broaches on the mundane world it warps things into strange shapes for inscrutable purposes.

    Those who find themselves altered by mutation do not immediately fall into the worship of Chaos, despite the proclamations of nobles and priests. To develop a mutation is an incredibly distressing occurrence, not only does the unfortunate mutant find his own flesh in revolt, but his neighbours will view him with horror and sell him out to the authorities – assuming they don’t just kill him themselves.

    Corruption

    Corruption is one way to track a character’s exposure to the unpredictable effects of Chaos. Characters can suffer from corruption in a number of ways. It can attract misfortune, cause madness, or lead to the most overt sign of corruption – mutation.

    When a character is exposed to a corrupting influence he potentially accumulates corruption. Corruption is represented by purple diamond-shaped tokens. These tokens are gained and kept in a similar way to stress or fatigue counters, and should remain visible to the players and GM. They come in 1 and 5 point denominations for easier tracking.

    A variety of different encounters or events may trigger the accumulation of corruption. Exposure to the Chaos Wastes, consumption of warpstone, presence of a powerful daemon, being wounded by a profane weapon. Some creatures may have attacks or special abilities which inflict corruption, in addition to other effects. All of these are potential risks to the characters.

    The magnitude of the event indicates how difficult it is to shrug off the effects, as well as the potential amount of corruption that may be generated. When exposed, a character must attempt a Resilience check based on the level of exposure. A failed check results in corruption equal to the challenge level. In addition, regardless of the check’s success or failure, the character also suffers one corruption for each Chaos Star generated during the check.

    Corruption Thresholds

    The different races of the Old World have varying tolerance to the corrupting effects of Chaos. From the viewpoint of dwarfs and elves, humans tend to be frail and easily susceptible to the ravages of Chaos. This perception is partly due to the fact that dwarfs and elves enjoy an incredibly high tolerance to Chaos, and are not affected by mutation the way humans are.

    An individual character’s corruption threshold is based on his race and his Toughness rating. For example, humans have a corruption threshold of 5 + Toughness. So a human with a Toughness of 3 has a corruption threshold of 8.

    The Effects of Corruption

    There are two main effects of corruption.

    The first is a relatively minor effect, that of inviting danger and adversity. This effect can be triggered by the GM at any time to make a check more challenging for a character with corruption.

    The second effect is triggered when the number of corruption points a character has exceeds the character’s corruption threshold. Such a condition is very dangerous for a character as they will develop insanity or mutation as a result.

    GM Invocation

    Over the course of play, the GM has the option to “invoke” a character’s corruption, weaving into the story that the exposure to corruption or taint is rearing its head. The GM narrates how the corruption is manifesting, which makes the upcoming task more challenging. The corruption might manifest as an overwhelming sense of temptation, painful cramps, or whispered daemonic voices only the character can hear.

    Mechanically speaking, before a player performs an action, the GM may take one of the character’s corruption points and replace it with a purple challenge die that gets added to the task’s dice pool. The corruption token is returned to the general supply. No more than one corruption may be invoked in this manner per check.

    Mutation & Insanity

    Once a PC has accumulated more corruption points than his character’s threshold (based on the character’s Race and Toughness), the corruption has ravaged the character’s body and manifests as a mutation (for humans) or insanity (for elves, dwarfs, and several other races).

    Mutation

    For humans and other susceptible races, when the corruption threshold is passed, the player draws a mutation card from the deck. In addition to its other effects and rules, each mutation card has a severity rating, which indicates how much corruption is consumed in the transformation. For example, if the PC suffers from a mutation with a severity 4 rating, he returns 4 corruption point tokens to the supply when he draws that card.

    -
    linky

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