I have the new edition, but not much desire to play it, as the Empire is my least favourite aspect of the GW fluff.
I have the new edition, but not much desire to play it, as the Empire is my least favourite aspect of the GW fluff.
linkyOne of the central themes to The Edge of Night Adventure for Warhammer Fantasy Roleplay are the political machinations of several powerful and influential noble families. Recently, the townsfolk of Ubersreik have grown concerned over their beloved town losing its status as a friedstadt, as detailed in my previous designer diary. This designer diary delves into the political climate more, including a returning character the players may already be familiar with.
Tying Things Together
By the time a party of characters tackles The Edge of Night, they may have several adventures under their belts. The scenario provides a lot of great information for GMs to integrate these previous adventures into the storyline, and provide the party with a variety of motivations for their involvement. Several of these motivations are tied to the party’s potential participation in previous adventures – including background based on their involvement in Eye for an Eye or The Gathering Storm.
In particular, characters who succeeded in Eye for an Eye may encounter a familiar face while visiting Ubersreik – Rickard Aschaffenberg is one of the nobles throwing his lot in for control of Ubersreik.
But… He’s Dead! Isn’t He?
If the PCs have played through An Eye for An Eye from the Tome of Adventure, it is possible (depending on the characters’ actions) that Lord Rickard Aschaffenberg may not have survived. Perhaps he was sacrificed to the dark desires of a daemon of Chaos (who might be due in Ubersreik any day now, incidentally, to start some sort of murder spree), perhaps he was killed in one of the beastmen attacks, or perhaps he ate more venison than his formidable waistline could manage.
If this is the case, the GM can easily replace Rickard with another member of the Aschaffenberg family. A distant cousin, Reiner Aschaffenberg, will do nicely. The GM can even have Reiner know of the PCs’ work on behalf of his cousin, with whom he corresponded regularly once Rickard acquired the Grunewald Lodge.
The Aschaffenberg Family
The Aschaffenbergs are native to Ubersreik, and were elevated to the nobility by Magnus the Pious after the Great War against Chaos for acts of valour on the battlefield. Since that time they have languished in relative obscurity, still considered by some little more than up-jumped commoners. Recently, a Chaos cult was uncovered on lands that Lord Rickard acquired as part of his dowry from the von Bruner family. Although the bulk of the work concerning this matter was done by a small group of adventurous hired hands, Lord Rickard nonetheless has received the bulk of the praise. The Aschaffenberg family fortunes have improved dramatically in the meantime, while the von Bruners have fallen out of favour.
Head of House: Lord Rickard Aschaffenberg, a genial, somewhat portly man.
Other Kinsfolk and Important Servants: Ludmilla von Bruner, Lord Rickard’s equally portly and genial wife. Maximilian, Lord Rickard’s brat of a nephew. Edward, Lord Rickard’s foppish and ineffectual younger brother. Vern Hendrick, Lord Rickard’s prim and proper manservant.
Goals and Strategies: Lord Rickard is capitalising on his victory over the Chaos cult by reinventing himself as a faithful, pious, pillar of the community. This isn’t actually much of a stretch, as Lord Rickard has always been a devout Sigmarite, and he is (or at least tries to be) a generally good person. However, now he is using these facts for political gain, and that troubles him. Lord Rickard is at his best when he is being true to his modestly noble self, and is inexpert at discrediting other nobles. He responds well to characters who appeal to his sense of justice, fair play, and honesty.
Due to his family’s influence and reputation in Ubersreik, Rickard Aschaffenberg has strong ties to the community. He maintains good relationships with a variety of businesses, important people, and institution in town, such as the Temple of Sigmar.
The Temple of Sigmar in Ubersreik was rebuilt in the reign of Magnus the Pious. It is the largest temple in the town, with a pillared façade and enough space inside for more than three hundred worshippers. The temple’s high priest is Gunther Emming, a stern-looking patriarch. The town’s prominent citizens worship here weekly, and attendance has gone up noticeably in the wake of the scandal involving a Chaos cult. The von Bruner family is particularly well represented as they try to live down the disgrace of having one of their own corrupted.
Lord Aschaffenberg himself, as well as his wife Ludmilla (a von Bruner by birth) try to make frequent appearances at the Temple of Sigmar. It’s possible that characters who seem especially pious or at least clean-cut may catch their eye – and possibly earn some esteem or favour from the Aschaffenberg’s for their piety…
But this talk of noble favour, prestige, and the intrigues involved in securing the rule of Ubersreik is best served as the content for a future designer diary.
– A Designer Diary by Senior RPG Designer Jay Little
The Old World is a place of unending war and strife. The legions of Chaos threaten to demolish all bastions of civilization while spreading their corruption and heresy across the land. The Four Ruinous Powers continue to gather worshippers among the nobles and commonfolk alike, allowing them to spread their dark designs from within the Empire. Amidst this gathering darkness burns a light of hope that slowly gains strength, lit by those who follow the signs of faith...
Fantasy Flight Games is pleased to announce Signs of Faith, an upcoming supplement for Warhammer Fantasy Roleplay. Signs of Faith introduces valuable background information on the Cults of the Empire as well as insights on the Ruinous Power Nurgle, the Plaguefather. For players, Signs of Faith introduces new rules for priests, dozens of new blessings across all nine major Empire faiths, and suggestions on how to play priest characters. GMs will find new rules for disease and Nurgle’s daemonic minions, and players have access to ten new careers. In addition, Signs of Faith includes a complete adventure for GMs to test their players’ newfound faith!
The Importance of Religion
Religion is an important part of the culture of the Old World, perhaps nowhere moreso than within the Empire. Humans pray to their many gods for favour, and devout priests turn the tide of battle with their blessings. Yet the Empire rots from within, for Nurgle, the great Lord of Decay, sends his poxes and plagues to afflict the realms of mankind.
Fortunately, the signs of faith are everywhere–for those who know how to look. Priests of Manann protect the Empire’s vital waterways while priests of Taal prowl its forests and wilds. Priests of Ulric take the might of the wolf god into battle, and priests of Verena plumb tomes and lore for insights that may provide an edge against the trouble brewing across the Empire. Despite their different beliefs and tenets, the Empire Cults are united in their struggle against the surging tide of Chaos.
As major spiritual and political institutions in the Empire, the religious cults have a broad and widely varied influence on the lives of the Empire’s citizens. Through some of the cults’ significant religious sites and interesting followers, an observer can learn quite a bit about how religion stretches across the Empire.
While it can seem that Imperial religion is split into many different cults all vying for influence and power, this is not necessarily the case. Ultimately the official cults of the Empire are on the same side, and when it comes down to it, they will fight and die for each other against their common foes. What must be remembered is that all the gods are real, and all the common folk acknowledge this. Everyone believes in all the gods. Even the most fanatical cultist is in no doubt that all the other gods are just as real as their chosen patron deity. It is only the priests, with their particular fervour for a single deity, who might give the impression that there is division between the religions.
Of course, the priests fight like cats and dogs over the most trivial of theological matters. However, the enemies of the Empire and the enemies of all the people of the Old World are not trivial. Anyone who allows cult rivalries stand in the way of a united defence against the awesome might of the Dark Gods is a fool, and is playing a dangerous game.
A Foe Most Foul
But the Great Lord of Decay and his jovial minions have their own plans – to merrily spread disease, filth, and infection across the land. Plaguebearers, nurglings, and the horrific Great Unclean Ones do the bidding of the mighty Plaguefather. The new rules for disease expose the characters to greater afflictions and dangers during their adventures, for the gifts of Father Nurgle are foul and frightening. Woe unto the adventurer who contracts Yellow Skull Fever, the Grim Ague, or worse – Nurgle’s Rot!
Despite their many differences, the one thing that binds all mortals, from the crude tribesmen of the Northern Wastes to the refined aristocrats of Altdorf’s Imperial court, is that every one of them is subject to illness, gradual atrophy, and eventual death. They are bound to a world where nothing is permanent – in future aeons even the great Fauschlag, upon which Middenheim is built, will be worn away to dust.
Most civilised folk hide from this fact by finding solace among immortal deities in stone temples that emphasise the illusion of eternal permanence. However, there are some who fully embrace their mortal condition and offer their souls to the Chaos god who embodies this mouldering state: Nurgle, Lord of Decay. Nurgle’s worshippers can be said to be the most joyous of mortals, but it is the insane glee of those who have resigned themselves to damnation.
This fall, look for Signs of Faith at your local retailer!
and here we go again...
linkyThe upcoming Signs of Faith supplement for Warhammer Fantasy Roleplay is full of a lot of great content for players and GMs alike – new rules for divine characters, details on religion in the Empire, insights into Nurgle’s foul schemes, and rules for deadly diseases. Among the new content is a host of new careers to add even more diversity and options to your game.
This designer diary takes a closer look at three of the new careers, which all feature stunning paintover art by Mike Nash. Signs of Faith introduces a wide variety of different careers, including some careers with novel skill or ability combinations representing their unique roles within the setting.
The Prophet of Doom
Wandering flagellants are not an uncommon sight in the Empire. They journey from settlement to settlement spreading their crazed predictions of imminent and violent apocalypse. Sometimes they roam in motley bands of desperate zealots and madmen who make common cause only in a shared belief in the coming of the end times.
Those who have survived for some time as a flagellant are sometimes called prophets of doom. Their paranoid conviction in the end of the world often leads them to study gloomy interpretations of sacred texts, and they become practised in ranting loudly and at length about their apocalyptic convictions.
Amongst these veteran flagellants it is customary to show their devotion to the gods by voluntarily undergoing all manner of hardships. Flagellants are named after their habit of scourging themselves, but the prophets of doom often employ even more extreme self mutilations. Some of them even inflict crippling injuries upon themselves, or truss their limbs up in chains or cages in order to demonstrate their devotion.
It takes huge resilience to survive for any length of time as a flagellant, and the prophets of doom are a hardy folk. Not only have they prevailed against the beasts and enemies they have encountered during their wanderings, but they have also survived the tortures and austerities they have inflicted upon themselves in the process.
A character must have completed the flagellant career before moving on to becoming a prophet of doom.
The prophet of doom continues the path of the zealot and flagellant, bringing insanity to the battlefields of the Empire. With two insanity sockets on its career sheet, the prophet of doom can use his career ability to devastating effect: he can exhaust socketed insanity cards to add the card’s severity rating to his melee attack damage!
In the towns of the Empire, the watch defend the streets, responding to threats when they are alerted to them or confronting criminals on patrol. Few watch forces are trained or equipped to carefully investigate crimes after they have occurred, and they haven’t the time or expertise to infiltrate gangs or piece together complex clues to unravel their secrets.
Investigation as an occupation is a fairly recent occurrence in the Empire. However, today a small but growing number of mercenary investigators work throughout the Empire in order to look into unsolved crimes or suspicious activity. They tend to be more discriminating and meticulous than bounty hunters. The best of them, such as the Marienburger Sam Warble, can command large fees for their services. These investigators excel at quiet deduction, able to gather important clues or testimony from interviews.
Once they have discovered enough evidence to make a clear case, they report back to their paymasters with the information they have gathered. Some of the larger watch forces have paid investigators on their tomes. The Altdorf watch keeps in contact with a few sleuths (often off the record). These extra set of eyes and ears have a noted track record in breaking up dockhand smuggling guilds and tracking down pattern murderers.
Not all investigators are mercenaries, though most are. The Cult of Verena’s Order of Mysteries often sponsors its own cultists as investigators. They track lost libers and tomes of knowledge and examine the incalculable miscarriages of justice in the Empire.
The investigator is a balanced advanced career with a lot of great skills. He’s the first “legitimate” career with access to both Skulduggery and Stealth – using those skills to track down criminals, investigate crime scenes, and crack cases.
Many people in the Empire are superstitious and fatalistic, believing the future to be already determined by the will of the gods. Some seek easy answers to explain their purpose, and a gifted mystic can easily make a living catering to their hopes and fears.
Mystics tread a fine line. Some rashly claim to have a personal relationship with the gods, and if they aren’t careful, those with a real knack for the art may be seen as witches. Many have been burned at the stake over the years having been declared heretics. Some mystics insist that they are able to read the future through studying the casting of runes, the turning of cards, or the appearance of an animal’s spilt guts.
These fortune tellers insist that they take an academic approach to their work, though most are simple entertainers who are better at reading people than the future. They are nevertheless perceptive and intuitive, able to quickly gauge their patrons’ feelings, fears, and desires. A few mystics may be genuinely touched with a gift for premonition. Such sensitive people may be the recipients of disturbing dreams, or are perhaps able to perceive shifts in the Winds of Magic in an unusual manner.
Elves are less credulous than humans, and more at home with the existence of magic. They still take premonitions and oracles seriously, however, so there is sometimes a place in their society for a true mystic, though they won’t tolerate charlatans for long.
The mystic is the first career to have a skill choice when first starting out in that career. When becoming a mystic, the player chooses either Charm or Guile. The chosen skill becomes a career skill; the other skill remains a non-career skill. Also, the Mystic (and its advanced version, Seer) is the first non-wizard career to have Magical Sight as a career skill.
..err...well more choice is good I guess.
I really would be interested in giving this a go at some time, maybe FFG wil run some demo games at GDUK.
FFG have done a preview for the forthcoming WFRP line; according to the recent NA sales figures, game appears to be selling alright.
http://www.fantasyflightgames.com/ff...dows_lorez.pdfGavius Klugge, our notorious guide through the world of shadows has gone missing! Just this past year, his knowledge and mysterious powers to sift through the shadows revealed glimpses of the future. Now that Gavius Klugge is nowhere to be found, it is up to Hilde Kramer, a Celestial Wizard, and Gerard Dahlmer, a Priest of Morr to work together to read the signs and portents and determine what is to come.
Perhaps with their insights, you will be able to unravel the mystery surrounding Herr Klugge’s disappearance, or at the least, uncover valuable information about what the future has in store. Head to our support page and download Sifting though Shadows, a preview of the Warhammer Fantasy Roleplay products coming your way in the next year!
Sounds like they've kind of given in.
3 main books - Player, DM and Monster - sound like any other major RPG that we know of??
Plus the boxes of cards to go with them, if you like the card system.
I really miss the days of 1st ed with 1 main book with all the rules, then additional supplements as adventures, etc.
I think it's an attempt to get the game into more people's hands and to respond to some player's concerns that the game takes up too much table space. Some people are component-phobic, and might give the game a fair shot if they know they don't have to use all the cards and tokens and such.
One of the problems with the original set is that the layout was pretty weak and the editing was atrocious. Some of the rules are still a little vague. Putting out the new books allows them to address this issue and add more examples and such while also marketing to the component-phobic, traditionalist crowd.
Jay Little from FFG, bless him and them, did a fairly long seminar at Gencon t'other day ( haven't watched it yet myself) which we can see here : http://www.fantasyflightgames.com/ed....asp?eidn=1547
They've also made their "Journey to Blackfire Pass" adventure downloadable here.
From the blackest depths I summon thee !
Last month, Sifting Through Shadows (the exciting preview of upcoming titles for Warhammer Fantasy Roleplay) broke the news of Guides and Vaults, upcoming products that will give WFRP players even more options in exploring the Old World. Guides are hardcover books that contain rules of play, and when used without components, they offer a more traditional roleplaying experience. For players wishing to enhance their experience, however, Vaults contain all the additional components that make WFRP such a revolutionary roleplaying system
Last week, we saw an in-depth look at the Player’s Guide, and even caught a glimpse of some of its over 300 pages. Today, we’re pleased to present a look at its “sister” product, the Player’s Vault. Perfectly suited to complement the information found in the Player’s Guide (or to simply provide groups with additional components), this handy box features important player character tools for Warhammer Fantasy Roleplay, including all the key player components from the popular Warhammer Fantasy Roleplay Core Set.
The Player’s Vault is full of valuable resources, including 30 careers, 45 talent cards, more than 150 action cards, five party sheets, and a plenty of blank character sheets. The full colour punchboard features more than 30 player character standups, as well as the stress & fatigue tokens, tracking tokens, stance pieces, and activation tokens a player needs to manage his character during a session or over the course of a campaign.
In short, the Player’s Vault contains all the innovative Warhammer Fantasy Roleplay components that complement the information found in the Player’s Guide. For players involved in campaigns without their own Core Set, the Player’s Vault is a perfect entry point. It provides the player with all the components needed to easily create, track, and play their characters.
The Player’s Vault makes it easier than ever to get your players involved in Warhammer Fantasy Roleplay and begin their adventures in the grim and perilous Old World. Stay tuned for more information on these exciting new products, including the Game Master’s Guide & Vault as well as the Creature Guide & Vault!
More info about "stuff"
http://www.fantasyflightgames.com/ed....asp?eidn=1670Greetings Game Masters, both old and new. While some of you have gathered hours of Warhammer Fantasy Roleplay GM experience, others have yet to indulge their growing desire to create vivid adventures in the Old World. Regardless of which category you fall into, a new tome of vital information awaits you...
As we announced in our Shifting Through Shadows preview, there are several new products on the way that break up the Core Set materials into individual titles, giving fans new options in how they enjoy WFRP. These products come in the form of Guides and Vaults. Guides are hard-cover books that contain rules of play, and when used without components, offer a more traditional roleplaying experience. For players who desire the full WFRP experience, Vaults contain all the additional components that make WFRP such a revolutionary roleplaying system. Previously we looked at the Player’s Guide and the Player’s Vault, which contain all the key player character information and components from the Core Set. Today we’ll look at the Game Master’s Guide.
The Game Master’s Guide gathers all the Game Master information from the Core Set, as well as the rules for Corruption, Mutation, and Disease from Winds of Magic and Signs of Faith, and presents them in an easy-to-reference hardcover book. Featuring clarified and expanded rules, this Guide contains nearly all the information from the Tome of Mysteries, Tome of Adventure, and Tome of Blessings from the Core Set. While it also includes the rules and mechanics for corruption, mutation, and disease, players can still find all the background information on magic and faith in the Old World in the Winds of Magic and Signs of Faith expansions, respectively.
While these new products have not changed the fundamental rules of Warhammer Fantasy Roleplay, they have created options for the growing fan base of WFRP players who would like to customize their game experience to their liking or want additional entry points for the game. Warhammer Fantasy Roleplay remains a unique roleplaying experience that utilizes helpful components.
One of the exciting features of the Game Master’s Guide is the inclusion of charts and tables that compile the information found on the cards from the Core Set. These tables and charts include all the critical wounds, insanities, miscasts, mutations, and diseases released since the Core Set (WHF01) up until Signs of Faith (WHF08). These charts are excellent tools for GMs who want to customize their decks and quickly reference specific cards on the fly. Additionally, these charts provide players with suggestions and rules for playing Warhammer Fantasy Roleplay without the use of additional components.
We've prepared two previews from the Game Master's Guide:
Game Master's Guide Index (pdf, 11.7 MB)
Game Master's Guide partial appendix (pdf, 19.7 MB)
Much like the Player’s Guide, the Game Master’s Guide is a wonderful tool for new and veteran GMs. Also, to complement the information found in the Game Master’s Guide, be sure to pick up the Game Master’s Vault for all the necessary components to enhance your Warhammer Fantasy Roleplay experience! Keep checking back for more on these exciting upcoming products!
link that has links.
The more I read about the books coming out the more I feel like FFG spit in my face when I bought the big box.
I found the game is pretty badly written, and I still feel a tad ripped off by the having enough playable material for only 3 players. (Lets not get into what happens when a player might want to take the same career as another player)
I would love for there to be a trade in system, since these three books is pretty much what people were looking for in a new edition. But I haven't fooled myself into thinking that's a possibility.
Just really soured me on the whole game.
It's a bit of a running WFRP joke that the one race that the world doesn't believe exists is the one pretty much every adventurer in the old world has faced.
Some more info about "stuff"
http://www.fantasyflightgames.com/ed....asp?eidn=1689Previously, Sifting Through Shadows (the exciting preview of upcoming titles for Warhammer Fantasy Roleplay) broke the news of Guides and Vaults, upcoming products that will give WFRP players even more options in exploring the Old World. Guides are hardcover books that contain rules of play. For players wishing to enhance their experience, however, Vaults contain all the additional components that make WFRP such a revolutionary roleplaying system.
Previously we looked at the Player’s Guide and the Player’s Vault, and last week we delved into the Game Master’s Guide. Today we’ll open the doors of the Game Master’s Guide companion product, the Game Master’s Vault, which contains all the tools a GM will need to plan and run their WFRP sessions, consisting all the key Game Master components from the Core Set.
The Game Master’s Vault is packaged in a sturdy box that contains a set of basic action cards, 70 wound cards, 19 miscast cards, 30 condition cards, 30 insanity cards, 24 location cards (duplicates of 12 different locations), and 1 item card. In addition to cards, the Game Master’s Vault also contains full colour punchboard consisting of NPC/creature standups, stress/fatigue tokens, corruption tokens, a stance ring and activation token, 24 tracking tokens, 2 center puzzle fit stance pieces with 6 puzzle fit stance pieces, and 1 pre-assembled progress track that serves as a handy initiative track.
Rounding out the Game Master’s Vault is a valuable set of 12 custom WFRP dice as well as 24 plastic stands for character standups. Also in the Vault is a two-page insert that compiles a list of these components in addition to providing rules for the included materials. Game Masters who want to learn even more ways to incorporate these components in their games will find expanded rules and explanations in the Game Master’s Guide.
Like the Player’s Vault, the Game Master’s Vault is a product with a variety of uses. Veteran GMs can expand their pool of resources while new GMs can begin their stories in the Old World with the Game Master’s Guide and/or Game Master’s Vault.
Coming up next, expand your knowledge of the denizens of the Old World with The Creature Guide & Vault!
http://www.fantasyflightgames.com/ed....asp?eidn=1719New enemies emerge from the darkest reaches of the Old World...
One of the most fundamental elements of any roleplaying game is the adversary that must be overcome by the players. Sometimes this adversary appears in the form of social challenges, puzzles, or maze-like dungeons that must be navigated. However, more often than not, players are faced with deadly combat against foes that show no mercy. These terrible foes are what make fights memorable, and now Warhammer Fantasy Roleplay GMs will have many more options when choosing enemies to pit against their players.
The Creature Guide, coming to store shelves soon, is the third of the core set Guides, the new hard-cover books containing all the core WFRP rules and information. Previously we looked at the Player’s Guide, containing pertinent player character information, and then the Game Master’s Guide, which holds the necessary GM materials (for an overview of all of these core products, visit the WFRP description page). Within The Creature Guide lies an expanded bestiary and many new concepts that make building encounters easier than ever! With rules on building encounters and utilising the new components found in The Creature Vault, this Guide is an invaluable tool.
Introducing dozens of new enemies and adversaries to your game, The Creature Guide gives GMs many more options for populating their stories, battles, and adventures. This comprehensive bestiary is organised alphabetically by creature category or classification (i.e. Beastmen, Greenskins), and each category contains various types of adversaries and how to use them in your game. You can see a few sample pages by clicking the links below:
A sample of chapter 3, The Bestiary (pdf, 1.5 MB)
A sample page from Creature Statistics (pdf, 740 KB)
One of the new concepts in The Creature Guide is the introduction of Group sheets. These can be found in chart form in the back of The Creature Guide and in component form (sheets) in The Creature Vault. These Group sheets are similar to the Nemesis Organisation sheets found in the Game Master’s Toolkit expansion, containing the rules, flavour, and common bond between the creatures within that Group. Want to pit your players against a horde of Greenskins? Simply refer to the Greenskin Group sheet which contains all the rules that will govern your Greenskin war party and you’re ready for battle!
Next week we will look at The Creature Vault and see how these Group sheets - combined with the new Creature cards - can move all of your creature information from book to cards and sheets, giving you a visual way to create and run your encounters.
Also found in The Creature Guide are handy appendices that compile the information from the creature Action cards, group sheets, and Creature cards (which contain all key creature stats) which can be referenced on the fly. Combined with a master index in the back of the book, these appendices are great resources to reference material found on the cards and sheets from The Creature Vault.
Check back next week as we take a look into The Creature Vault to learn more how GMs can now build and run their combat encounters using only the information on the included components!
If I was them, I'd be releasing sourcebooks for places people have been demanding for years (Cathay etc.) so as to differentiate the product from 2nd ed. So far it just looks like more of the same... and I'll be quite happily sticking with my 2nd ed. books.
For random (yet stimulating) fantasy-related posts on my blog, please visit: http://the-silver-flame.blogspot.com/
I'll keep playing second just because I don't care for all the cards and whatnot. Rules should be in a book, and dice should have numbers! /grognard
Just kidding guys, not trolling. I've bought the box, but i haven't had the time to sit down and read through all the cards and whatnot.
Last edited by Azazyll; 30-10-2010 at 15:16.
What does this have to do with Warhammer Fantasy?
As an aside, 2nd Edition was an awesome gritty low-fantasy RPG. 3rd Edition is an overpriced boardgame.
Oh look.. more bits of card. Hooray!
http://www.fantasyflightgames.com/ed....asp?eidn=1727The Old World is brimming with all forms of vile creatures, from twisted beastmen lurking in the dark forests to dragons perched atop mountains high. Wherever the call of adventure may lead fate’s champions, danger surely awaits...
As we announced previously in our Sifting Through Shadows preview, there are several new products on the way that break up the Core Set materials into individual titles, giving fans new options in how they enjoy WFRP. These products come in the form of Guides and Vaults. Guides are hard-cover books that contain rules of play and compiled information from the components found in the Vaults. For players wishing to enhance their game, Vaults contain all the additional components that make WFRP such a revolutionary roleplaying system. Now players and GMs can customise their game experiences to fit the need of their play group, choosing which product will best complement their existing materials. For a full overview of these guides and vaults, visit our description page.
The Creature Vault is unique in that it contains more never-before-seen material than the other Vaults. Complementing The Creature Guide, this vault introduces dozens of new denizens from the Old World and brings them to your tabletop in a brand new format.
We explored this new format briefly in our preview of The Creature Guide, where this information appears in an attractive hardcover book. Today we’ll look at the components found in the Creature Vault.
One of these components is the new Group sheets (much like the Nemesis Organisation sheets found in the Game Master’s Toolkit). These sheets provide all the rules and mechanics governing a certain type of creature (such as “Greenskins” or “Beastmen”). These Group sheets govern a variety of creatures within that category, making them handy visual references when running encounters. When used with Creature cards, these Group sheets make building and organising encounters easier than ever.
What are Creature cards you ask?
Creature cards are another useful new addition to Warhammer Fantasy Roleplay, moving creature information and stats from books to components. These cards feature full colour art on one side depicting the creature in question, and relevant stats and abilities on the other. Using these components, GMs will be able to easily layout their encounters in a visual manner.
Building encounters with these components is an easy process: choose a Group sheet, determine which types of creatures within that group will be make up the encounter, lay out the Creature cards with any necessary action cards, and prepare for battle!
As stated in The Creature Guide preview, these products cover all the creatures from the Warhammer Fantasy Roleplay Core Set and subsequent expansions (up through Signs of Faith). In addition, it also features dozens of new adversaries for GMs to pit against their players. These products are both excellent resources to further explore the dangers of the Old World.
Stay tuned for more upcoming news on the future of Warhammer Fantasy Roleplay!
A query : this thread doesn't seem to be hugely active, do people want me to keep topping this up or this this dying a death or unwanted ?