0% found this document useful (0 votes)
240 views130 pages

Corrupting Influence

Uploaded by

Nicolás
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
0% found this document useful (0 votes)
240 views130 pages

Corrupting Influence

Uploaded by

Nicolás
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
You are on page 1/ 130
THE BEST OF WARPSTONE: VOLUME ONE Corrupting Influence Editor Joha Foody ‘Associate Editor: Martin Oliver Cover: Joha Keane twee LER a Ao om Eric Fesard’s pictues were originally published in Le Grimoire issue 18 wwwcegrimoireset ‘Warpstone Team, issues one to nine Editors: Joha Foody 6 John Keine Associate Editors: Martin Olives. Steven Punter & Mel Tudoo Jones ‘Warpstone has been made possible by the hard work and dedication ofall those who have submitted artwork or an stile of tken the time to comment. To all these people. thank you. Specil thanks to Tim Eccles, Alfred Nuser Jr. No Arse Dam, Anthony Ragan, Junes Walls Bill Tallowia, Scbastca Boudaud. Roderic Oswald, Anthony Caroll. Per Hustington 6 Adim Januszewski Printed in Canada CONTENTS REPORTS FROM THE HEART OF CORRUPTION ren Daou ‘Welcome to Corrupting Influence, the best of Warpstone issues ‘one to nine, Well, not al of the bes bits, of course; we simply couldnt fit all of it in. A couple of articles from issue nine have been lft out purely for reasons of space - something we hope to set 10 rights before too long, Warpstone is a magazine dedicated to Warhammer Fanta Roleplay, and i's published three times a year, The magazine is distributed worldwide by Hogshead Publishing, but is completely independent, and all material is unofficial. It provides a place where the best in WFRP writing and opinions ‘cam be brought together. Warpstone tres to build on the greatest strength of WPRP: the background. We don't publish pages of ‘new rule, careers and skills, just for the sake of it. Instead, we concentrate on developing and expanding the world. (We do sometimes include rules or careers when the background ‘warrant them, but these are kept firmly in the WFRP context.) \Warpstone also Keeps readers informed of the latest Warhammer and gaming news, as well as reviewing all the rlevant material critically and honestly. Artwork has always been an important part of Wachammer, and we have a dedicated team of artists producing atmospheric illustrations perfectly reflecting the favour ofthe world (as you will see here). This book came about for the very simple reason that readers have demanded it. rior to Hogshead Publishing taking over the distribution of Warpstone, we printed much smaller quantities of ich issue. Thus many of our current readers never had the cchance to see these earlier gems. Indeed, we gather that ‘occasional collections of Warpstone have been selling for vastly inflated prices! We always intended that the articles in Warpstone would be made 2s widely availabe as possible; those that are not currently in print can be found on our website. ‘When putting together Corrupting Influence, we used the ‘opportunity to revisit some ofthe articles and illustrations that had promise, but which we werent completely happy with. A fw changes were only to be expected. given how far Warpstone has come inthe last five years, Those brave few who replied 10 a classified in the now defunct Arcane magazine ended up with an {AS size booklet, much ofthe art coming from a clipart collection, rant against Games Workshop, some sketchy reviews and a group of articles that seemed to find favour with readers. Only one but we remain intensely proud of it, and of every one since! (Of course, we also look back and groan occasionally, but hey! We were only human... tthe time...) Siting down to think about what should go into these pages, ‘we decided to include some areas that you might not expect to see, We looked at Corrupting Influence as 2 way of giving you, the reader, a flavour of what those early issues of Warpstone were like - hence the inclusion of discussion articles and fiction amongst the background articles and scenarios hope you enjoy Corrupting Influence. Don't forget re doses of Warpstone may be obtained over the counter of any good games shop. cle from issue one reaches this collection Warpstone discusses WERP and, 10 lesser degree sleplyiog as a ‘whole An example of this approach is to he found in the first three ticles. We attcnpt to make people ook at WFRP and ite world from new angles The fourth article. Secrets of the Wishammer Artists, shows 1 lighter side to the game. We look at the history snd evelopment of the gume with approaches ranging from looking 21 the in-okes to interviewing the key Fighting Chaos: Why Bothe 5 “Tame to give up and let the tide of Chior flood over you? It will be uoless there is Balance Pee ‘One huadsed snd ose ways for PCs to get out of situation Many involving fisticuffs. Sonnac Warhammer RPG tends 10 be low magic game for many. bat here are 2 couple of arguemats for using magic weipors Scercts of the WH Artists 10 Te jokes and the like from one of WERP's desigoers. TSEN: 1-899749.34.9 PRODUCT CODE: HOG 220 Power Hened he Hrore Manerbang Sold Doanthe River Apeersptt os, Anacr al Jermain. Wapune cogs he suns an oerhipo al cpyigh ae aca {ndrepnerd names tt ay be neem an beef ie soem wis act onned ieeaed or approved by Cates Werlbop Lis r Hopsead Publsting Lid ‘Waspune i usd a tard workdwide y Hogsbnd Rising La 8-2] Brae'sRondsLamien SW40DG, UR), Al engi ans copyiga beeps ‘Wane is produced tae ems yo: Coniat Warps t 11 Edge Gee RAL Aiton Reyoon MKT SIE. AmscurBokie GW) CameeWeritop BaliicSal 1 Inne W Wounds ‘ccivesuengh MP MagiePuins WP WillFover Felmtip NPC. Narpineraancier WS Weapon Sill rout Coneting infarc ila tone wher ps hve toa Teoh Toogess SS 76543 The dissed Templar crept up behind the one-legged Witch Hunter ow the road to Macicabarg. There, I think that cones everything No? Ham. ets try agin. ‘The Old World, where much of WFRP takes place, is among the arevtest of campuiga setings Warpstone atemps to bring it ever tore alive by Jooking at intersting ideas in dei. Here we briag you some in-depth examinitions of vasiogs religious military orders. 1 ook at diseases (ind 2 history of medicine inthe Old Worl), and ven hints for your players in case one of the dissses rots a leg off The Guide to Marienburg was designed to accompany the Hogphesd book Marienburg: Sold Down the River. and gives players 2 flzvour of the city ry Hearts, White Wolves, ‘Order of the Shield smplirs of Manian 6 more Esra es n "The Old World. A Lee MA suet ood Ts that saiffle scold or something much, much worse ‘A sales version of the ovigizal article. Peake ett BD Designed to introduce players to Markcaburg Was otigially designed as + pullout but we couldn't do that here. Thee the cover Prosthetics in The Old World BJ ‘AIL those nasty criticals thot ceslt in limb depurtare nceded sstion Mankind’s Last Best Chance 63 ‘A defence of Witch-hunters snd why they arent all ad. Includes dels of their organisation Stas.) Short tries ae regular par of Wupsone Sometines they serve sean introdsction to the world sometimes they give 3 228 perspective upon it Although somizally being fansy ition (ad the sory here i probably the mort fantasy tat weve piste). many of the stories look atthe word of WERP, not its berocs Cy aC ated [Choe Coulis, mousing adventurers and » dying Jerr. T dont think thre is such 4 thing a8 a verge’ Wipstone scenaia We hive deliberately steed away (though aot ctrl) from sing Choe The Old Word fas far more to offer stan jasthuxt-the cabits plots. For reasons of space, Coroping Influence docs tentin the sceario Once Upon + Time in Mrienburg fom ise ioe Probably the sensi Id consider to be among the best from these issues, snd I hape we can inclade it in 3 fate eles. The one Hike lest ~ Ove Hout (to) Moe ~ is exe, though, Why? Because it came top in on riders poll Which just goes to show how much 1 exon! Hundred Years of Trade iB "The Hoftauer-Bodels merchants are bud “Trading Company. Just t0 show not all The Greys ‘Some Brief excounters or scenstio hooks. esenial for GMs caught o1 the hop, 20 10 epztk. Ue rere! 82) Dark things that go bump in the sight. Anew terror hiunts the One Hour (to) Morr EY Darke things that go buap in the aight [L Only an hour to sive thee precious BUC LC e tL 97 Creed, ambition and violence. With the PCs in the middle of Sr OCT Marg 105) ‘Somcthing stange i going on in the villge of Regensdorl A Buried Past ‘Can you leave your past be Miscellany No autier how many scctions we hid, there would alays be something tht just woulda’ fit esly into any of the categories This is where we've pot ll those awkward bot esscotal bits. Included here are phyer husdovts, and an index to. Warpstone articles THE INDEPENDENT MAGAZINE FOR WARHAMMER FANTASY ROLEPLAY CHAPTER ONE PLAYING THE GAME I FIGHTING CHAOS: WHY BOTHER? by Timothy Eccles ‘The purpose of the article isto question the rationale behind what T_magic resistance, strength +3 (yes, THREE), sword kills spelicaster have always taken as the fundamental concept of Warhammer. In automatically on a bit (and he hits 60% of the time), 446 damage WERP, the aim for PCs is o save the world from the insidious spread from the sword and its poison. Our entire party, having completed ‘of Chaos — this is an idea that the rulebook states and published the (then) entire campaign, had fewer items than Granax and his, scenarios develop. More specifically, PCs are to fight the insidious band, infiltration of chaos within The Empire and other nations of the Old But this perfectly illustrates the problem. Granax, in my view is ‘World, In doing this, WFRP is clearly different from the mass battle not what Chaos is about. Granax should be the ultimate in Chaos rules also set in the Warhammer World. In the battle rules, chaos enemies, not the first of a string. Yet demons are increasingly armies are simply another set of figures to collect, another army to common in WERP material, perhaps influenced by Warhammer command, Chaos has an equal chance as any other force, assuming Fantasy Battle or high fantasy tendencies. If Granax and his kind the game is balanced right. In WFRP, it is clear which side players were common, or atleast as frequent as his sighting in Something are on, and so they should have a better than average chance if the Rotten in Kislev would imply, then why would Chaos need servants game is to be playable. And yet, in WFRP, neither the PCs, nor the inside The Empire? Who within The Empire could stop even one forces ranged against Chaos - those of Law, and of civilisation from such a warband, never mind a dozen, or 50, or 100? The generally - stand a chance. Chaos is simply an invincible presence problem is thus twofold: the numbers of Chaos creatures, and their ng the bastions of society, so powerful that it could simply power. If Chaos is run as in Realm of Chaos, it gets its many bons its way across the world, regardless of servants working as and items on top of ordinary skills (yes, they also get dodge blow. 2 fifth column within those nations. strike mighty blow etc), that there really is no chance forthe Forces of ‘Good’ ‘The Strength of Chaos Butit gets worse. PCs cannot use chaotic magical items. Even if Now, do not get me wrong; I love the chaos-infested Old World. My PCs manage to overcome some of their enemies, they are unable to point is that the WFRP environment is all about secret corruption turn their armaments against them -a problem not shared by those and the enemy within. Chaos should be a murky unknown, a chaotics who capture maj nightmare of the dark or a huddled tale told overa very bright fire in And still there is more. Chaos itself is so easy to ‘catch’ - @ hhushed tones. Too often this does not happen. The forces of Chaos disease, a questioning attiuce, a desire for enjoyment - that the Old are perfect examples of power gaming gone mad. The most blatant World cannot survive. We all become chaotics. Catch a cold, and example of this in my games was when my party, having completed you have been Nurgle'd, Believe in a different set of (economic! all the published adventures (and many others), went off to Kislev politicalreligious) views and you have been Treentch’d. Enjoy sex toencounter Something Rotten In Kisley. There we met Granax and and you have been Slaanesh’d. Yes, [ exaggerate, but not by much. his Bloodietter of Khome, who was armed with a hellblade doing The entire concept of the world is out of balance. It is now worse 36 damage. Three years of role-play were demolished in 5 minutes. than ADD, where atleast (say) the Forgotten Realms books read Both GM and players were experienced, but weren't ready for such as a passable fantasy world (until you realise that even the whores high fantasy in WFRP. Noone was to blame for playing this scenario have to be level three fighters). The justification of continued survival as was printed; it isclearly a problem with the game, not the players. — all those excuses about the Chaos forces being too busy fighting realise that Kislev is meant to be om the border of the Wastes and is themselves to bother the mortals - just doesn't make sense. not forthe weak, but mean -chaos armour(2.AP;no encumbrance), What's more, facing this invincible juggernaut is divided and scattered opposition. The forces of “Good” are divided over religious, political and economic differences, to name but a few. Within @ WERPesque “enemy within’, this works perfectly - but when faced by the ravening hordes, it simply sets the seal on the doom that awaits... The Solution Tam not sure that there is one. admit that I am from the old schoo! ‘of wargaming. By that mean that [have been brought up on Aragom ‘and Gandalf tiumphing in Lord of she Rings, Lavful(Chaotic Good ADD patties versus Chaotic Evil baddics, and playing Runequest 2, where the Lunars were portrayed as evil, rather than Runequest 3, ‘where they are merely another culture with different gods and values. like my games to have the beleaguered forces of good overcome evi. In WERP, they are just beleaguered. That is not to say I don't like “grey areas’; Tove WERP for that. Some of the merchants in Shadows Over Bogenhafen were stupid and greedy rather than ev ‘and the scenario was much more credible for it. Fundamentally think that the mass battle rules (WFB) that sre Corrupting Influence - Page 5 inevitably linked to WERP's setting have led the game astray. Chaos, armies became popular, and thus were given inereasingly more items, skillsand power. Rather than being an abstract enemy, Chaos became a focus in itself. The only real way to restore game balance is to junk the WFB/Games Workshop setting and produce a second edition of WFRP with balance - and a stress on the ‘enemy within’ - in mind. Until then, the only alternatives are to weaken Chaos, or strengthen Law. The first I think is difficult, because the game's ethos seems to have changed. The ad-hoc removal of hellblades ete ‘would not work on its own, and demands more work by the individual GM in rewriting what is supposedly a consistent worldview. However, downgrading the powers of Chaos and making it harder tobecome tainted would be a good start. The newer Realms of Chaos, describing beastmen as the most numerous creatures in the world, is the perfect example of material to be avoided - but even the supposedly classic version is far more powerful than ordinary WFRP ‘material The second option would need to be done carefully and consistently, and so would also need a new edition. I do think that the gods of Law need strengthening (and returning to ‘Good, new “chaos-hunter’ type career classes need to be created, specialist skills should be introduced and that Malal should be reintroduced as a ‘g0d for those innocents unfairly infected and seeking revenge. In ‘my game, I also have relics of the ‘Good’ gods (like Sigmar's ‘hammer) that are focused upon the destruction of Chaos, but are otherwise weak (and thus don’t unbalance the game). And now we have anew Emperor, perhaps we could even have some social justice {to remove the need for the masses 1o seek solace in Chaos? ne point that has not occurred to me until recently is that this ‘ight be precisely the point of some games. The world is doomed, regardless of the PCs’ actions. This is, of course, perfectly valid, bbut it wasn’t how Tunderstand WFRP, and itis not o my taste, [like iy fantasy to have some hope of salvation (however remote) If I ‘wanted to revel is existential angst and morbidity I could just carry on living in the real world. Conclusion WFRP is a brilliant system, although twenty years on, many of the rules do need tweaking. However, in my opinion, Chas relative dominance over the Old World isa weakness ofthe system. Chaos isliteraly everywhere, both inside and out of the “civilised” rations. Killone group and there ae two more. They are in goverment, in the forests, in the slums, in the guilds and on the rivers. Chaos is justo strong. and PCs might as well not bother trying odo anything about it TO FIGHT, OR NOT TO FIGHT? That is the Questio1 How many times have you, 2s PCs, found yourselves in a situation ‘where it seems that you have no options available to you except the ood old trusty (or possibly rusty) sword? It doesn’t sound familiar? ‘Well, you're either very licky, have an extremely short term memory, or you're the GM. If you happen to be the latter then show us some merey, please! Teimust be said that this situation doesn’t necessarily come from sadistic GMing, It often crops up as part of a pre-written “official” publication. One recent occurrences of this was as follows. We, the PCs, were desperately trying to save the wortd (again!), and had tunwisely (in retrospect) deemed to stop at an Inn before the onset of the rapidly approaching night. We thought it would be safer to be inside in the warmth and hospitality of this small town Inn, than outside in the beastman-infested woods. In reality it was about as safe as inviting a Troll to your birthday party and then running out of cake. It should be noted at this juncture we had in our possession tan artefact that didn’t strictly belong to us — bot it was imperative for the completion ofthe mission and had been given to us willingly ‘and without duress by its rightful owner. ‘Upon entering the establishment and obtaining a room and some strawberry comestibles, we set ourselves down at @ table near a worklly looking stranger. We soon discovered that he was in fact the Captain of the Watch for the town and an ex-sdventurer. We chatted away with him quite happily in the sublime knowledge that ‘we were not "wanted" men/women this precise time in our careers, {As the night continued the aforementioned artefact disastrously came into the possession of the Captain (through no fault ofthe PCs, and thas the honest truth) and at tis point our dilemma reared its ugly Inca (as did the rest ofthe Watch).'The Captain accused us of stealing .. by John Keane the artefact and threatened to arrest us. What should we do? The fate of the world rested on our possession of that artefact. T'msure that this situation, in different guises, can be recognised by all. So, what do youdo? Are there any alternatives to the wholesale ‘butchering of these poor, honest folk who are just trying their best {0 uphold law and order? I's Good to Talk ‘The truth is out there: And it will probably sound like it- way out there! The truth is good, the truth is honest, but lt’ face it, the truth sucks. Just imagine if a group of odd-looking people told you they ‘were mankind's only hope against the resurrection of some long forgotten evil. You'd probably lock them up in a padded cell and throw away the key. This is exactly what the Watch will do. First they'd lock you up for a night or two and then it'd be a one-way ticket to the Nut House. The only possible good point is that you ‘may have a chance to escape from jail or whilst in transit. However, this will delay your mission and may result in the loss of equipment. The lying game: Make up some wild story like, “we're mankind's only hope against the resurrection of some long forgotten evil..." bbut remember not to go too over the top. Making up a convincing story on the spot is an essential art for most role-players, but no ‘matter how convincing itis they probably won't believe you. Even if they do, chances are they'll still want to detain you until they can verify it, Either way you're screwed. Call my bluff: This needs to be done without flinching and with plenty of bravado. Like the lying game, the story is a complete fabrication and can easily be exposed. If you try the old “you're Corrupting Influence - Page 6 completely surrounded!” routine, be prepared to have them check out the story and arrest you anyway. A good one to try (or maybe ‘not is convincing them that they've confiscated a powerful chaos item that, if handled incorrectly (which it currently is), infects the individual. This in itself can develop into an interesting situation here you get arrested and executed as chaos worshippers, or the rest of the Watch/townsfolk turn against their Watch Captain, convinced by your argument, Unfortunately this may have repercussions later in your campaign when a Witch Hunter tracks you down and dispatches his usual brand of summary justice... Ws a Fair Cop Mercy be thy name: Throw yourself onto the mercy of the Watch and beg for forgiveness. You never know, it might work! However, this is the most likely one to fail unless you have an extremely generous GM. (If you do have such a GM, though, you probably ‘won't be in such a situation in the first place...) If you try this one, be prepared to be incarcerated for quite some time (if you're lucky). The 5* Amendment: Say nothing. If you don’t say anything then it can'tbe used against you at some later stage, such as your trial. This will give you some time to concoct areal whopper ofa story or, may give you the chance ofa jail break. Who knows - maybe you' leven be thrown a future plot ine whilst in the midst ofthe legal process. (One thing is cerain, though: your mission will suffer delays. Run Avay. Roa Away! The Goodyear Blimp: The idea here is to distract everyone long, ‘enough for you to make a hasty retreat. Most often used when any ‘oral of the above ploys have failed. Distractions may be verbal, such as, “by the light of Shallya what's that big uely monster outsi the window which is fascinating to look at!” oritcould be physica, such as, “whoops, I've dropped my lantern onto a keg of unpowder!” The verbal approach usually gives a much shorter ‘window of opportunity to escape unless you have confused them so ‘much that they no longer understand the difference between standing, still and running away at break-neck speed. The physical Blimp can sive more time, but if you've burt down the town’s favourite/only tavern and then get caught, you may be invited to a lynching (and no, that’s not the meal between breakfast and dinner). Sacrifice a Pawn: (Or preferably a raving mad Troll Slayer.) If you decide on this rther extreme solution you'll need to take afew things, ito consideration. Is the candidate willing? Irhe/she is a Dwarven Troll Slayer, suffering from Heroic Idiocy or some such, then the answer is probably “Yes’. Will the candidate survive long enough to cover your escape? With a Dwarf you're probably allright, but maybe you should think twice if it's a Halfling. Do they have anything on ‘hem that you want? The most important thing to consider (other than ‘Do they have any magic items or gold?) is that if they're ‘aught they might talk. There's not much point escaping if your ex- ‘companion tells them where to find you! ‘Once More into the Breach Dear Friends Passive Combat: Just because you're forced into a position where you have to fight, it doesn’t mean that you have to kill anyone. To lisobey the law is one thing but to kill itis quite another. If you fight using stunning and knock-out tactics and are arrested it will be significantly easier for you than if anyone was killed. This tactic is harder to achieve than the straight Hack’n’Slay option below as not ‘everyone may be acquainted with the Strike to Stun skill, and even if they are, it’s not that easy to knock out an opponent, Another version of this is a defensive retreat where you try and parry your way to freedom. Hack'n’Slay: Sadly, this has got to be the most widely used of all the options. Whether you've tried any ofthe passive options or not makes no difference — once you' ve started, someone's likely to die. ‘The sad thing is, although this can be a last resort —to be tried when. ‘one or more of the above options have failed — it’s more often used as the default. Ifcaptured, the full weight ofthe law will be brought to bear on you. If there was minimal oss of lie the sentence may be a lifetime's incarceration, but if the death count was high, execution is probably on the cards. Evading capture or jail break will only prolong the inevitable as your descriptions are circulated throughout, the Empire and the vulture-like Bounty Hunters hunt you down like the dogs you probably are. ‘The final option sceks to redress this problem, and if carried out carefully will leave no threat of retribution. Genocide: This is the ultimate form of hypocrisy, where the perpetrators will probably cite the immortal words, “The needs of the many outweigh the needs of the few!” just before they begin carving the inhabitants of the pub/inn/town into little bite sized bts. ‘The idea behind this tactic is if you're going 10 save the world, a few people have to die along the way. (Natural selection, or something!) Another consideration is that in case the world needs saving again some day, you'd better destroy any possible evidence/ ‘witnesses 80 that you're still around to save it! This tactic is often chosen automatically after developing Post Dramatic Stress Disorder. ‘The warning signs are clear: An unnatural affinity with your dice, inability to keep a readable Character Sheet and finally a total lack of comprehensible speech, other than “kill!”, “maim”, or “how about nice ore complex!” If this is the category where your group has found its niche, then all I can say is: “Sorry GM, give “em hell. They deserve it!” Corrupting Influence - Page 7 VOLATILE MAGICK By Paul Slevin Many opinions have been voiced that suggest you shouldn ruse magic ‘weapons in your games, but there are times when they are a good thing. Magic weapons can be a godsend to a group of PCs facing. incalculable (unless you have supermumerate!) cds, or if you are up against Undead or Demons. But they can also be not just a thom but 4 spear, in the GM's side. Ideally, the players should only be able to use a magic weapon when they really need to. But that’s not going 10 happen, is it...” The solution is to give the PCs one or two magical weapons with nasty side effects. Just think Eric, and you get the idea. These weapons ‘may get them out of a jam, but at great risk ~ and there's always a price to pay. The magic sword I gave my players has ended up being absolutely feared for it side effects, ut has saved their lives on many ‘occasions. Here are a few ideas for the sor of things you could use in your campaigns ‘Swords of Thousand Men ‘To put one's faith in Magic is to put one’s faith in Chaos" Solkan Priest (Chaos Sword ‘This sword isin fact possessed! Whenever a player holds it, they must make a Willpower test. If they fal, they are temporarily controlled by whatever it is that is lurking in the sword, Let them continue to act as normal, but at the GM's behest they must artack other PCs or NPCs ~ and they will always attack anyone who tries to take the sword from them. If the holder is separated from the sword by more than 5f, then the control is broken, but they gain an insanity point and lose 2D6 from Willpower (permanently) asaside effect. In addition, the sword contains Warpstone, and if a Witch-Hunter sees it... ‘The sword could have several abilities (try some of those from Realms of Chaos) and should be moderately powerful used the Animated power for sucha swordinmy campaign, / ‘hich allows it to move and attack on its own, Charged Sword ‘This type of sword requires something to charge itto make it magical ‘When it is charged, it remains magical for a set time, Ideally this should be around ten minutes - enough time for a fight. Whatever chargesit shouldbe either hard to come by orelse costly othe players This could include a permanent loss in Strength, Toughness or ‘Movement, or temporary loss of Wounds or Magic Points. Hard to come by items could include a freshly killed Elf compse, a piece of ‘magic armour, othe like. Cursed Sword ‘Swords like this are very dangerous to all involved. They may have ‘moderate power, such as giving +20 WS, +2 damage, or the like. The problem is that whoever wields it will be unable to use any other ‘weapon, or let anyone else use it. There will also be some nasty side effects, such as mental disorders or physical deformities (whether cosmetic with Fel modifiers or disabling). These swords also make J © Paul White the players paranoid about picking up any new sword, since it t00 ‘could have horrendous side effects Hopefully, these ideas will redress the magical balance. Is it really worth risking mind and body, or should the PCs just run away? You've lost your weapon and just found a new one, bat should you pick itup, risking being cursed, or sould you put up with the small disadvantage of being unarmed? Try putting a few cursed swords in, with an easy ‘means of ridding your players of them (which they will be unable 10 replicate), and then start watching them sweat atthe sight of every ‘magical sword to come their way! ‘And it needn't just be weapons; other magic items can be made like this oo. Imagine a ring of Toughess+ 1, which gives you Strength- 2while youuse it. Or what about “Boots of Speed”, which ‘quarter your Inirative through fatigue. Just remember, ‘magic may be powerful, but it isn't necessarily safe. ‘A Double-Edged Sword Crumbling 10 the floor from exhaustion, with blood from a vicious head wound streaking across his sweat- the fight, Manfred could just make out the prone figure ¥ ‘still muggy from the countless blows he'd at pp sword the warrior used; that was one Lo resvoving txmshuous bate with « Carpion Zz ‘and minions of Khorne, the PCs are confronted with See rrenen toes campaign will depend on your players’ reactions. If they fail to see nightmares of growing frequency and intensity, a gradual erosion of ‘sanity and a loss of humanity, perhaps even temporary loss of control Corrupting Influence ~ Page 8 ‘own, This would only happen in the latter stages, though, asthe sword becomes an integrated part of| their body and psyche ~ by which point, it will be very hatd for them to sive it up. Ultimately, they will be confronted by a vision of Khome in all his glory and forced to battle for their sorry soul Of course, any player with an ounce of sense would dump the cursed biade after the first couple of nightmares, so you need to give them a few compelling reasons for wanting to keep it. Make the dreams ambiguous wo begin with, pethapse-living previous bait in gory detail, or being stalked by a faceless shadow. Increased strength and combat abilities are always welcomed by bloodthirsty PCs, and in the latter stages you could even throw in an appropriate chaos gift or two. such as Blood Rage or grafting ofthe weapoa onto the PC's arm itself! And if you time the nightmares and visitations well, they probably won't even realise they are connected with their possession of the sword — ‘unl i too late! To further complicate the issue, you might like the followers of Khorne to take an active interest in the party, both while they have the weapon and even afterthey get rid of it. Somehow Idoubt the Blood God likes his ‘gifts’ being refused ‘The purpose of this storyline isto get the players thinking about the nature of the power they wield, and force them to question their own motivations in acquiring powerful magic. It also underlines the dangers of exposing yourself to the subtie workings of chaos, where everything has its price Of course, this sort of thing should not be seen as an everyday ‘occurrence, even in the Warhammer world, And it should develop ‘gradually; each nightmare, each subtle change in psychology or physique, separated by days or even weeks of game time, to enhance the effect and also disguise the rue source of the nightmares. Run this sub-plot alongside your main campaign storyline, returning (0 it whenever the player starts to get overconfident or boastful about their new-found power. Reveal the weapon's hidden powers one by fone, and remember that whenever you give with one hand, you should take away in larger quantities withthe other. Make the player increasingly aware of the sacrifices they are having to make to gain their power, and let them slowly come to realise the fact that they are losing control over their character. And if, afterall that, they still want io keep the weapon, you have a ready-made Champion of Khorne with which to plague the rest ofthe party for many sessions tocome. “What, you didn ¥ honestly think I'd let you keep the thing, did you?” THE SECRETS OF THE WARHAMMER ARTISTS by Graeme Dav Humour is as much a part of Warhammer Fantasy Roleplay as horror, and although in retrospect this may seem like a truly inspired design decision, [ can now reveal that it was mostly the inevitable result of patting together a group of people who were all highly creative but ‘who possessed appalling senses of humour. Many readers, I'm sure, will have noticed the bound collection of Playboy on the alchemist's bookshelf, but there's alot more you don’t know. So here, just for fun, 's a quick guide to the hidden gags you'll find in WFRP artwork. At Jeast 0 all the ones I know about - there could well be more. By the way, you'll notice that I avoid using page numbers for the ‘most part. This is because there have been quite a few re-printings and compilations, especially of the early Enemy Within adventures, and 1 didn’t want o cause confusion. Besides, you woulda’t want me to make things too easy for you, now, would you? ‘THE WFRP RULEBOOK GW Noubles Suarting with Jon Sibbick’s cover illustration, the warrior in black armour has the face of Bryan Ansell, who owned GW until afew years ago. The magician looks a litle like him, 1o0. On the back cover, the head impaled upon the goblin’s banner isa self-portrait of John Sibbick himself The career illustrations, by Tony Ackland, feature the likenesses of several Games Workshop notables, not always in the most flattering light! The Bawd is a portrait of Richard Halliwell, who was known for hisspectacularly messy private life. The sign overthe door in this picture reads “Ye Olde Den of Iniguity”. The Beggar has the face of John Blanche. There was occasional ftietion between John and Tony, since they had pretty much an opposite approach to ar, life and everything else, The illustration for the megalomania disorder also beats a certain resemblance to John, probably because of some piece of office politics atthe time. ‘The seribe is Rick Priestley, who wrote the first draft of WERP, as well as doing done most of the writing on the Warhammer ‘miniatures games, Inscribed on the side of his desk: “Rank Xerox”, ‘hich was the brand of typesetter GW used atthe time. ‘The Charlatan is Bryan Ansell again. The paper he is holding is “The All-Purpose Unsolicited Testimonial” - obviously from a satisfied customer! ‘The Cleric is Richard Ellard, who was the manager of the GW Design Studio, and is now in charge of GW US. The holy symbol hanging on his chest incorporates the Volkswagen logo in ibute to his beloved (and far too fast) car ofthe time. ‘The Illusionist in the magic chapter is based on Steve Jackson, who co-founded Games Workshop and co-wrote the Fighting Fantasy gamebook series. ‘There are a couple of other hidden celebrities, t00. The Bounty Hunter looks a little like Clint Eastwood's “Man With No Name” ‘character from the Sergio Leone westerns, and the Tomb Robber (ho also appears in the illustration forthe Spot Traps skill) looks something like Indiana Jones. And if you have the original GW hardbound edition, take a look at the colour plate opposite page 241 - “Evil Races” by Bob Naismith. You'll find the ghoul bears a distinct resemblance to Margaret Thatcher, Well, despite her many ‘years in office, she was the most unpopular Prime Minister in British History. Arcane Writings ‘Whenever you see a book, a scroll or an Corrupting Influcace - Page 9 illustration, pause for a moment and take a good look. It's amazing ‘what you'll find, The character being shadowed by the Bogartesque deiective in the skill section is going through a doorway marked “House of Ill Repute”. ‘The alchemist in the advanced careers section has a number of interesting books on his shelf, beside the bound collection of Playboy ‘already mentioned: “The Electron Microscope”, “A Quick Guide to Quantum Physics”, “Do-it-Yourself Nuclear Fission”, “Organic Polymer Chemistry”, and “How to Blow Up...” (we'll never know ‘what, since his head is in the way). The lawyer in the same section hhas a book under his arm that will no doubt prove invaluable ~ its called "101 Easy Ways to Pervert Justice”. ‘The books for the wizards in the advanced careers section are somewhat more basic - “Magics” and “Book of Base Metals” However, the wizard at the start of the Magic chapter has a more advanced library, including the “Necronomicon” and the “Book of Eibon”. No wonder WFRP is often compared to Call of Ctbullu! Dave Andrews’ magician in the section on grimoires also has some fairly standard-looking magical books: “1001 Spells", the “Book of Base Metal” again, “Arcane Magic, Vol III”, and the ever-popular “Total Mayhem and Destruction”. But look closer - you can just make ‘out the first couple of lines of the parchment at the bottom right ofthe picture: “Once upon a time, there were three bears ‘WFRP SUPPLEMENTS ‘Death on the Reik Martin McKenna is ancter anit who likes to put familia faces nto hisilhstrtions, and you ean tell e's fan of old movies. For example, te eatists pictured alongside the generic culist stats atthe start of the adventure are clearly Peter Lome and Vincent Price, and the determined-looking lady holding the later inthe section about the Dwarf town is none other than Greta Garbo, inher role as Queen Christina The rackoteer Luigi Belladonna has a passing resemblance to Marlon Brando in“Tne Godfather”, to0. Especially about the cheeks. CCorrobreth the druid isa litle more modem - he's based on fan “MeShane,bestnown these days astheroguish antique dealer Lovejoy on British TV, Herbert Marcuse the Innkeeper looks suspiciously like Stanley Holloway, who played Eliza Doolitl’s father inthe film, *My Fait Lady”. Kurt Kutzmann is based on Stove “Bil” Sedgewick, who was a sraphic designer at GW at the time, and is also the ear of the Gobblebigook cartoon strip, which ran for several years in White Dwarf and Kurt von Wittgenstein is Charles “Char” Eliot, who was also4 graphic designer at Games Workshop at tha time, andis now a ‘ery senior member of Wizards of the Coast UK. Which either says something about Chaz. or something about Wizards of the Coast. No prizes for guessing who Graf Orlok in River Life of the Empire is based on! ‘Warhammer City ‘Martin MeKenna strikes again. n the encounters section, the Bunko Arist is Paul Daniels, a popular stage magician on British TV at the time, an the Racketeer is based on Gareth Hale, half ofthe TV comedy dduo Hale and Pace who were renowned for their tuxedo-clad thug characters Ron and Ron But Tony Ackland isnot to be outdone. The cultists ofthe Jade ‘Sceptre include Rick Priestley and Sid, who was a Citadel figure painter atthe time. Sid, an outlaw biker through and through, was not too pleased with, shall we say, the ambiguity of this portrait, Martin MeKenna’s picture of Gotthard Gocbbels (also in Power Behind the Throne) was based on Paul Cockburn, one-time editor of White Dwarf. ‘Something Rotten in Kislev Another Martin McKenna quip, but this time at the behest of Ken Rolston: the characters of Krogar and Dolgan Jim are based, respectively, on White Dwarf comic character Thrud the Barbarian and the strip’ creator, Carl Critchlow. Chancter Pack 2nd Edition: The Graf Manfred ‘This contains an obscure one from Toay. In the group scene of the ‘street brats, there's a piece of graffiti on the wall atthe lower right of the picture. Iteads,“Katzen-jammer who?" areference tothe vintage ‘American comie stip, “The Katzenjammer Kids” Lichemaster ‘The picture on page 40 is re-used from the WFRP rulebook, but is not ‘0 closely cropped, so a litte more is showing: enough to read the inscription “Nuelear-Free Zone" on the bottom of the tombstone at the lower left ofthe picture ‘The character of Cecil de Vere Cholmondely is based on English, character actor Terry Thomas, who was well known for playing upper- class cads, bounders and con-men in the 1950s and 1960s. Doomstones: Fire in the Mountsias This doesn’t really count as a joke, I suppose, but take a look at the picture of the Elves inthe section “The Twisted Lands” and see how ‘many rabbits and squirrels you ean Find Doomstones: Dwarf Wars Another obscure one from Tony. The Dwarfen robot is based on one from the old Republic Pictures adventure serials. If you look at its chest very closely, you may be able to make out the figure ofan eagle the symbol of Republic Pictures) and the words “Republic Pictures” in runes. Death's Dark Shadow ‘The streetscene (by Steve Tappin, I think, although he's not credited) is reproduced from Warhammer City, and like the graveyard scene in Lichemaster a litle more is visible here - for instance, the tavern sign al the far right, reading “Wuthering Heights”. ‘Wishammer Companion Ina picture by I think) Kevin Walker in the adventure With a Little Help from my Friends, te kidnapped childs holding asofttoy which looks remarkably ike Snoopy, fom the “Peanuts” cartoon strip. In“180",the Tony Ackland picture from Fire in the Moungains is reprinted. It's alittle darker, so you may have more luck spotting the wildlife ‘So there you are. I hope you found at least a couple of things that ‘youhacin’t seen before, and were amused in the process. Ifyou enjoyed this, look out for the “Scerets of the Warhammer Writers” which appeared in Warpstone 14 & 15. It explains some of the gaps hidden in the ridiculous German names, and a few NPCs and plot elements thattell you more than you need to know about life at Games Workshop inthe late 80s! Corruptiog Influence ~ Page 10 3 a CHAPTER TWO THE OLD WORLD HOLY KNIGHTS, PAGAN DAYS Knights Templar in The Old World Fiery Heart, White Wolves & Myrmidian Orders by Peter Huntington with Addit Material by John Foody, Templars of Manann by Anthony Ragan, Other Cults by Tim Eccles & John Foody, New Skills by Tim Eccles “Most WERP players ha of what a Templaris, ever shortcut to a neat set Freemason” (or any other secret society you care to mention), In this of articles we are going to tuy and explain what a Templar really w gt nplars were (and are in WERP) the avenging sword-arm of a = and if that doesn’t make for some blood’n’guts fun, nothing will. Much of the Real World ‘history’ about Templars is, in ‘could argue about what true until the cows come THE REAL TEMPLARS ‘The Founding of the Templars strength permitted, they should keep the roads and highways safe protection of pilgrims. the name, “The Order of The Po Knights of Christ and The Temp! Corrupting Influence ~ Page 12 ‘of Solomon”, andin spite of the daunting sizeof this self-imposed task, they recruited no help fornine years ‘When the nine returned to Europe in 1127, their fame and reputation had spread far and wide, The Pope officially recognised the order, and for the next two decades they expanded on an extraordinary scale. Younger sons of noble families flocked from across Europe to ental, bringing with them huge donations ‘Upon joining, knights took a vow of poverty, handing over their property and wealth o the order. This, coupled with the fact the order never refused gifts, meant it was soon richer than mest nations, and better equipped 100; it had its own navy, surgeons and priests, No European monarch would even consider going on a crusade without their support. However the Templars answered to no monarch, only the Pope, Crusader! In the Holy Land, the order gained a fearsome reputation, becoming the archetypal crusader. Upon entry into the order, a knight noc only took a vow of poverty, but also of chastity and obedience, shaving their heads and growing beards. They were seen as fierce, fanatical warrior monks; knight mystics distinctively clad in a white mantle or ‘surcoat with a splayed red eross over their hearts, They were the storm troopers of the Holy Land. They fought to the death, never retreated unless outnumbered at least three to one, never asked mercy if captured, and knew that none - up to and including the Grandmasters - would ‘ever be ransomed by the order. ‘Over the next one hundred and eighty years the Templars" flourished and the order grew wealthier and more powerful, although they did make a few mistakes as they went. In 1153, as a Christian army was laying siege to Ascalon, the Templars forced a breach inthe city walls. Through this the Grandmaster of the Order entered with a party of forty knights. He ordered his remaining knights to defend the breach in the wall against the other Christian soldiers who would try to enter, intending that the capture of Ascalon would be a victory purely forthe Order. At first, the Muslim defenders fell back, daunted by the Templars’ reputations -but when they realised there were only forty men, they made short work of them. This story shows the sort of mentality it took to make a Templar. Supremely disciplined, yet prone to incredible arrogance, they are prepared to fight and dic (and slaughter as many heathens as possible) inthe name of their religion, The Fall Forte Templars, though, the end was near. In 1306, Philippe TV of France, jealous and afraid, decided to rd is lands of the Templars and seize their wealth. To do this, Philippe had to enlist the help of a Pope (there were three at this time), as only a Pope could onder their dissolution. Between 1303 and 1305, Philippe had one or possibly two Pops killed, and one ofhis own candidates elected tote positon. ‘The new Pope, Clement V. was greatly indebted to Philippe and could tardy refuse his demands, including the suppression ofthe Templars. Philippe planned his moves with asecrecy any secret service would have been proud of. Sealed orders were dispatched across the country, to be opened and acted upon at exactly the same time. At dawn on Friday, October 13° 1307, all Templars were wo be arrested and their wealth seized by the king's men, However, despite his best effors, ‘word seemed to reach the Templars, who were able to hide their wealth ‘where Philippe would never find i Many Knights were captured and charged with crimes against the Church, including Heresy and the ‘wonhip of idols. Those that didnot confess and repent were tortured and executed. Although Philippe tried to get other monarehs to join his eause, ‘matched his zeal. In France atleast, the Templars fate was sealed — Philippe harried and persecuted them without merey. In 1312, bowing to pressure from Philippe, the Pope officially dissolved the order, and in 1314, the last official Grandmaster ofthe order, Jacques de Molay, was burned atthe stake ‘Considering the large number of Knights that escaped arrest, both in France and abroad, the order did not cease to exist. It went underground, only to surface in legend and rumour time and again ‘throughout the coming centuries. Some maintain that it still exists PLAYING A TEMPLAR IN WFRP How can you realistically play @ character like this? And will they survive more than ten minutes? A player wanting to become a Templar ought t be able to justify this choice, be it as penance for some crime or as a “divin calling’ ‘They should be familiar with the religion (rather than the advance scheme) ~ the GM could even insist on them serving as an initiate first. Acceptance ito the order will involve the character swearing to serve the god fora fixed period, usually unt they die. From then on, the characters firs oyalty must be to the order, to their new brothers and their religion. They will be expected to hand over all worily possessions, o obey cult strictures, and often to complete some task or tral set by the Grandmaster or clerics. ‘All this will makeit necessary 1 have large stock of plot devices if the player wants to continue ‘adventuring’. More appropriate are adventures involving obligations such as ceremonial rites, acting as fan honour guard, or joining military campaigns. Since Templa detachments are highly regarded for their professionalism, every warring Prince or Baron will seek to win their support with a suitably Sized donation to the orders coffer. Rivalry between ordersislegendary, withthe Sizmaritsand Ulrican

You might also like