Wednesday, January 26, 2022

Career spotlight: Noble Lord & Witch Hunter

 


Couple of new advanced careers. Might add some of the new skills and talents. But at least you see the stat lines.

DAEMON SLAYER

 Hmmm... ye'r not a dwarf, are ye?

WS

BS

S

T

Ag

Int

WP

Fel

+45

+10

+35

+35

+30

+5

+35

+5

Yeah, he's a skilled operator.

NOBLE LORD

Noble Lords are members of the nobility with actual power and responsibility, unlike the many dilettantes who fill the courts of the Old World. Some inherit their positions, whereas others forcefully claw their way to them. All of them tend to be strong-willed, adroit public speakers, and skilled fighters. They must be adept at resolving local disputes, negotiating court politics, and leading troops in the field. Some of the most powerful Noble Lords in the Empire are the Elector Counts who choose from among their number who will be the next Emperor.

WS

BS

S

T

Ag

Int

WP

Fel

+30

+20

+15

+15

+25

+30

+30

+40

Skills: Academic Knowledge (History or Strategy/Tactics), Academic Knowledge (Genealogy/Heraldry), Charm, Command, Common Knowledge (the Empire), Evaluate, Gossip, Perception, Read/Write, Ride, Speak Language (Classical), Speak Language (Reikspiel)

Talents: Master Orator, Public Speaking, Specialist Weapon Group (Fencing), Swift Attack

Trappings: Best Craftsmenship Rapier or Foil, Best Craftsmenship Noble’s Garb, 500 gc, Jewellery worth 500 gc, Destrier with Saddle and Harness

Career Entries: Courtier, Knight, Knight of the Inner Circle, Politician, Sea Captain

Career Exits: Captain, Knight, Scholar, Sea Captain

WITCH HUNTER

Witch Hunters are grim individuals who have dedicated their lives to eradicating the forces of Chaos, either in the service of the state or the Church of Sigmar. They prefer to seek out Chaos cultists, Mutants, and heretics that have insidiously hidden amidst the cities of the Empire. However, they will travel far indeed if they think they can strike a meaningful blow against the forces of evil. Witch Hunters tend to be a surly and suspicious lot with no qualms about killing innocents, so long as they also manage to slay the guilty, which means their appearance is often regarded with dread by other folk.

WS

BS

S

T

Ag

Int

WP

Fel

+35

+35

+20

+20

+20

+20

+40

+20

Skills: Academic Knowledge (Magic), Academic Knowledge (Necromancy), Academic Knowledge (Theology), Charm, Command, Common Knowledge (the Empire), Cool, Gossip, Initiative, Intimidate, Perception, Ride, Search, Silent Move, Speak Language (any one)

Talents: Lightning Parry, Lightning Reflexes or Marksman, Lightning Attack, Menacing, Public Speaking, Sixth Sense, Specialist Weapon Group (Crossbow), Specialist Weapon Group (Entangling), Specialist Weapon Group (Throwing), Stout-hearted, Strike Mighty Blow

Trappings: Crossbow Pistol with 10 bolts, Best Craftsmenship Hand Weapon, 4 Throwing Knives/Stars, Heavy Armour (Full Plate Armour), 10 Yards of Rope

Career Entries: Anointed Priest, Assassin, Champion, High Priest, Judicial Champion, Knight of the Inner Circle, Vampire Hunter

Career Exits: Captain, Champion, Demagogue, Initiate, Knight of the Inner Circle


Wednesday, January 19, 2022

From the Journal of one Wigmar Heck, pt 33 (To Wissenland, to the East - or actually, to the South)

 


5 Vorhexen

Nuln was a disappointment. No jubilant minions cheering my arrival - they've all gone back north again to Liberungen. Even Renate and her colorful little boat had gone up the canals. I should be glad, I suppose, but it would have been nice to see a few friendly faces.

No Kurfürstin von Liebwitz either. She had was at her family's lands down by Meissen. So I decided to pay her my respects.

7 Vorhexen

Helped the Lord Seal deal with a grain-related problem. It started with pestilence, but investigation showed it to be related not to a contagion, but spoiled gain. Someone (or somethings) had contaminated the gain stores with sewage. The rat-men again? Or more human enemies? Greedy servants had then sold some of the seemingly fine grains instead of tipping the lot into the Reik. The result: disease.

Sometimes I amaze even myself with my wit and deductive powers.

With this cleared up we're free to proceed.

9 Vorhexen

We kept west of the Reik on our way south. It was a dreary journey. Ill weather, worse roads. In a sense the winter is better up north. There you gets snow and stuff freezes solid. This far south it's sleet and mud. No wonder the Countess didn't bother going back to Nuln!

11 Vorhexen

Ankh fell of his horse a few hour's ride past the village of Owingen. One minute he was fine, the next he was face down in the mud. We got him to the nearest coaching in (Gods he's a big man) and sent for the village doctor. He turned out to a she: an elderly (by my standards even) lady by the name of Sabine Hofstadter, trained at the University of Nuln, sent packing from the city after one too many cries of malpractice.

Ankh has a condition of the heart. It's his size, you see. The human heart is not strong enough to endure such greatness. He's fine - for now - but needs to rest in the sun. But sooner or later it'll happen again - sooner if he exerts himself - and one day, it'll kill him. Who knew the heart was such a complicated thing? A stab or a shit through the heart will kill you - but apparently so will a great many other ailments of the heart.

We had a good long talk, me and the big man. About the sun and life and how it'll all work out as long as we keep to the light. Got hold of an old carriage and sent him back home under guard. He's not fit to travel with us at the moment.

12 Vorhexen

Arrived at Meissen. Not sure what I had expected. Something bigger and livelier? What we got was a run-of-the-mill village clustered around an old family castle. Welcome to the Duchy of Meissen, once part of the realm of Solland. Does that mean von Liebwitz is actually a Sollander? I have to ask her.

Note: apparently there is also a town called Meissen that sits of the River Söll, just a few hours ride from here.

Picked up Bernt Heimler, a down-on-his-luck (read: couldn't get an appointment to present his wares to the Countess, also got robbed of his coin by the very men he'd hired as bodyguards) clothes merchant, and his assistant, young Frederick. I took it upon myself to reverse his fortunes. And the only thing I ask in return: a pretty dress for the elven lady at my side.

Called at the castle. Got settled. Got invited for a fine dinner with the Countess and a bunch of strangers. She already had quite a bit of company - but in the end, she chose the Wigmar.

I got back to my quarters well after midnight, so technically it's the 11th. I was feeling kind of funny. On account of having been poisoned during dinner. Apparently, I could have died. Thesalva told me so. Fortunately for me, Thesalva admitted to having slipped me poison on a daily basis for quite a while. So now I've built up quite the resistance to many common toxins. She's a woman of many talents my elf is.

Now she'll dress like a common maid and go snoop around while I take a really long nap...

Monday, December 20, 2021

From the Journal of one Wigmar Heck, pt 32 (Detour to Achern-am-Reik)


13 Ulrichzeit

I have uncovered more nefarious business in Wittgendrof, all of it pertaining to the late Doctor Rousseaux, Lady Margritte's good friend and accomplice (and the man who tried to broker a deal with the Red Crown). It seems he was mixing warpstone dust into his remedies and feeding it to his patients. He made detailed accounts and if his records are to be believed some of his patients made astounding recoveries. Broken bones healed. Fatal diseases cured. But at what price? No good can ultimately come from ingesting chaos. Rousseaux also supplied warpstone infused rotgut to the poor of Wittgendorf. I have made a detailed recording of who has been exposed. They must be examined and properly taken care of.

I have sent word by river to Castle Reiksgard, asking that a garrison be set up here to watch the castle. And priests and witch hunters to make sure the rot is cut away from the village.

25 Ulrichzeit

A barge from Castle Reikgard arrived around midday. Eighty men under Rittmeister Grünner, sent by Feldherr Tracht, commander of Castle Reikgard, and one Father Mürt of the Temple of Sigmar. The Rittmeister was, and I cannot really blame him for it, a rather suspicious man. The good Father, however, had attended my wedding and knew me to be a well-connected man of impeccable character. With that unpleasantness out of the way the Rittmeister warmed to me and even agree to lend me the Reiksgard barge so I could transport my new recruits and all my loot to Nuln.

26 Ulrichzeit

We packed up and made ready to depart. Lieutenant Shif Doppler and his few good men, Sergeant Sigrid Stein and her merry band, and the odd villager out to see the world beyond Wittgendorf. Twenty five in number all told.

27 Ulrichzeit

A steady wind from the north, with associated sleet and snow, pushed us upriver and we arrived in the town of Achern-am-Reik, principal trading post of the Duchy of Walfen. The dead knight from the Barren Hills hailed from Walfen.

28 Ulrichzeit

Had a few days to kill while my new river boat got fixed up (quite leaky you see), so I decided to go on a little expedition to see where the man had lived. Not much to see really. After the man never returned his house fell to ruin.

32 Ulrichzeit

Stopped at Grissenwald to inquire about Etelka. Nothing interesting to be learned. She probably came this way, saw the tower ruin, then grought the remaining gobos - and the troll - with her to join the Red Crown beastmen she'd brought down from the north.

2 Vorhexen

We arrived in Nuln. Weather continues to be atrocious but at least the wind is strong and steady, pushing us upriver despite the current. 

Wednesday, December 8, 2021

From the Journal of one Wigmar Heck, pt 31 (The castle at the center of it all)

I haven't written in a while. Not since Kemperbad. That was, what, two weeks ago? Something like that.

4 Ulrichzeit

We stopped at von Wittgenstein's old island observatory on our way upriver. The tower was very close to completion and the remaining dwarfs in a good mood. It was baking day on the island, a casket of beer was opened, no one died, and the dead did not stir from their graves. I revisited the secret underground lair and came away with some interesting odds and ends. Among them a golden crown set with precious stones, worthy of a king of old, and a ring made like a serpent biting its tail.

5 Ulrichzeit

I persuaded the dwarfs to come work for me. They packed up their things and came along on the boat. The rest of the bread and the beer came along for the trip.

7 Ulrichzeit

We bade the dwarfs and the lady of the boat farewell and took the ferry across the River Reik. We had to go across in twos to bring the horses. In hindsight we didn't really need our steeds. At all. But along they came.

Wittgendorf, the village of Castle Wittgenstein, was a surprisingly pleasant place. Well cared for and filled with what seemed fairly well-fed and happy little peasants and craftsmen. A far cry from the downtrodden, miserable, stinking pack of ner-do-wells we had been expecting.

As is my fashion I immediately arranged for drinks at the local inn. Along came Lady Margritte, daughter of the House of Wittgenstein, our riding on this fine day in early winter. A fine woman she was, groomed like a noble lady used to the feather beds of Altdorf and the good things in life. A woman after Wigmar's taste I would say. Her man, Lieutenant Doppler was not fine. An ugly, coarse lump, face burned in some fire long ago. I had a mind to run him through but I did not. Temperance.

We were invited to dine at the castle the following day but were not invited to stay the night. That was contrary to my plans. We made arrangements at the inn instead. After dark we snuck out to have a look around. Some undeads - or mayhap "unfortunates" I did not check so closely - at the graveyard we dealt with. Then we found a band of outlaws in the temple of Sigmar - abandoned since the last priest was murdered by a mad beggar.

I don't much like outlaws. But this band promised to be useful to my cause. Their leader, Sigrid, offered to show us a way into the castle. A secret way, unguarded. We accepted the offer and into the forest we went...

Castle von Wittgenstein

The way in was not entirely without peril but it was unguarded. Perhaps even unknown by the castle's occupants. We found ourselves in a ruined building in the outer bailey, two glasses or so after midnight. It was most fortunate that we had been shown the secret path. Castle von Wittgenstein is a formidable fortress of two imposing baileys, with an impossible stone bridge in between. An entire army could bleed itself dead trying to take this place.

We moved quickly and decisively, avoiding for the most part contact with the few guards and servants that were out and about. Those we could not avoid, my dead Thesalva quietly killed. We did release a prisoner though: a man claiming to be the priest of Sigmar. He seemed honest and sincere, but later I learned that he wasn't the priest, but the madman who'd killed Sigmar's man. I'll make a note not to release everybody I come across. Not without making sure they are innocent and worthy of release.

A rainstorm brok as we cross the bridge towards the inner bailey. High winds and driving rain and sleet. We got real wet but the storm let us get across without the guards seeing or hearing anything. We let them taste the steel and that was that.

Of the horrors that awaited inside the walls of the inner bailey I will be brief: 

We burned a vile temple to the ground and purged the heretics inside by fire and blade and gunshot and glorious grenades. 

We met the old Baron Ludvig von Wittgenstein. Not dead at all, merely holed up in his own tower. Alive, but unfortunate, if you catch my drift. A most learned, noble, and cultured person. We spent longer with him than maybe we should, but musical touch was sublime. The baron begged us to deal with his corrupt wife, Lady Ingrid, and if possible, save his daughter Margitte from the clutches of evil.

Alas we could not. The daughter was her mother's daughter, corrupt through and through. We put them both down, as we did the chaos warrior and minotaur "guests." Ulfhednar was the chaos warrior's name. He turned out to be Ulfberth's son (adopted as it turned out) and as mighty a warrior as any I've crossed blades with.

With that out of the way we had only to contend with the storm raging outside and the last of the Wittgenstein's, Kurt, hiding in the high tower. Kurt and his monstrous golem of patchwork flesh and lighting power. After that only a little housekeeping remained. A torturer and an ogre jailer we found in the dungeons along with a few prisoners. Peasants and villagers for the most part, and one Imperial Bailiff. I didn't release them immediately, the priest-killer still fresh in my mind.

While we were doing all the hard work, the outlaws had snuck inside the castle and were busy taking control of it. A few of them made it into the inner bailey where they promptly murdered Baron Ludvig. I killed them on the spot for murdering their own liege. Bastards. Though I guess the fact that he looked more like a bug than he did their Baron may have had something to do with it...

8 Ulriczeit

The siege

Guess who suddenly showed up with an army of goblins and beastmen outside the gates? Etelka bloody Hertzen. Hundreds of greenskins and horned beastman. And a monstrously big troll - I guess they really did have a troll guarding that cave...

Brokered a truce between Sigrid's outlaws and Doppler's remaining guards. Between us we had just enough to hold the gatehouse. Add the troll and Hertzen's sorcery and we were forced back and back, until we had the inner bailey at our back and no hope of victory.

That's when the gods intervened: the lump of warpstone that we were so desperately fighting to keep out of Hertzen's hands... it was gone, stolen, carried off. So I offered the sorceress a deal: the Red Crown was free to claim the stone (they didn't know it was gone) while we got Hertzen. She agreed. I guess cultists really are blinded by inhuman zeal. She protested wildly when she realized the truth and called on her foul "god" to intervene. Nothing happened: out compact was carefully worded and theer was no getting out of it. Ulfberth made the blood eagle and it was glorious!

We routed the remaining greenskins and beastmen. With their leader dead and their quest foiled they had no stomach for fighting. 

Victory!!!

11 Ulrichzeit

I woke to snowy fields, a roaring fire, and Thesalva sitting by my side. 

They tell me I have been out for three days, sleeping from dusk till dawn, only stirring to greet the sun. 

The days I've spent by the window of my room (at the inn, the castle is not a fit place to recover) looking at things only I can see, mumbling to myself, hardly touching the food and drink they bring.

I remember nothing of that. 

But I do remember other things: A trip to Nuln. Arriving at home. Ghost and daemons stalking me. Anhk dead in the ruins of Castle Wittgenstein.

They tell me I have dreamt it.

It all seemed so real, more real than my room at the inn and the village outside. If the dream is more real than the real world, what is real and what is not?

I should get going. There are things to do, places to be. Gold to be had and justice to be meted out.

I need schnapps and herring.

But first...

Wednesday, October 13, 2021

Combat

 


COMBAT


Combat is largely based on 2ed combat, with attack rolls, reactions (dodge/parry), and damage rolls. Some 4ed elements have been adapted and some further adjustments made.

Initiative

At the start of the first round of combat each character makes an INITIATIVE (Ag-based skill) Test.

Each combatant then acts in order of SL.

·         If two or more characters are tied in SL, whichever has the higher Agility acts first.

·         Spending a point of Fortune at the start of the round lets you choose when to act during that round only (a good way to ignore surprise during the first round of combat, see below).

Awareness & surprise

At the start of combat characters are either aware of the impending danger (and can act normally) or they are not and gain the Surprised condition.

·         Surprised characters cannot act on their turn, cannot make reactions, and when they are defending the attacker gains a +20 bonus to their attack.

·         The surprised condition is lost at the end of the first round of combat or after a character has been attacked for the first time, whichever comes first.

Attack sequence

The acting character becomes the ATTACKER and may declare a single attack against a single DEFENDER.

·         Some talents and combat options allow for multiple attacks, either against the same target or multiple targets.

Attack step

Make a check using the appropriate skill (almost always WS for melee attacks and BS for missile attacks).

A success means a HIT, a failure means a MISS.

·         Attack rolls are frequently modified to account for difficult combat conditions. Darkness, bad footing, previous injury, fatigue, and many other effects can make hitting your target harder (or sometimes even easier).

Automatic success

Sorry, there is no such thing in Warhammer: Storm of Shadows. The Chaos/Dice gods are too fickle for that.

Critical hits

Any hit that is also a double is a CRITICAL HIT.

·         Some talents, combat options, and equipment grant additional critical conditions.

Example: Weapons with the Impale quality also cause crits on any single digit ‘0’ on the attack roll.

·         A critical hit can only be successfully defended against by another critical success.

In addition to hitting, a CRITICAL INJURY will be inflicted on the defender during the appropriate step (see below).

Automatic failure

Any roll of 96 or more is automatically a miss, even if your effective skill is higher.

Fumbles (critical failures)

Any miss that’s also a double is a FUMBLE. Since any roll of 96+ automatically misses, a double ‘0’ is always a fumble.

·         Fumbles vary in severity (but are never good): make a d100 roll on the Fumble table and suffer the effects.

Multiple attacks

Characters can normally make only ONE attack (or take another actions) during each of their turns, but some talents, combat options, and equipment grant additional attacks.

Note: You’re free to describe how your character lashes out at their enemies with great speed or whatever, but from a mechanical standpoint you only get one attack within the span of a round unless specifically granted more attacks by some source.

Some common sources of multiple attacks:

·         Dual Wielding: Characters armed with two weapons potentially (if the off-hand isn’t used to parry) get 1 attack with their main hand at -20 and 1 with their off-hand at -40. Certain talents (Dual Wielder and Ambidextrous, among others) will make dual wielding more effective.

·         Swift Attack increase base attacks by 1 but incurs a -10/-10 or 0/-20 penalty.

·         Lightning Attack talents increase base attacks by 2 respectively but incurs a -20/-20/-20 or 0/-20/-40 penalty.

Defense step

If the attack hits, the defender may attempt a defensive REACTION, either a PARRY (WS-based weapon skill) or a DODGE (Ag-based skill).

·         To PARRY, the defender must have ready a suitable melee weapon or other object, otherwise a parry cannot be attempted. Swords, parrying weapons, and shields grant bonuses to parries.

·         To make any kind of defensive reaction, the defender must be aware of the attack, otherwise no defense may be attempted. In most cases it’s enough not to have the Surprised condition but the GM may rule otherwise.

To defend, make an OPPOSED skill check vs the attackers roll. If the defender wins, the hit is canceled. If the attacker wins, the hit is maintained but the attacker’s SL is reduced accordingly.

·         Some talents, combat options, and equipment grant additional reactions. Only a single reaction can be attempted per attack, even if the defender has multiple reactions.

Shields & parrying weapons

If the defender has a shield or a second weapon in the off-hand, he gains a bonus parry reaction each round.

Example: Thesalva is armed with two vicious poisoned daggers. She’s eligible for a bonus parry reaction but instead makes a frenzied two-weapon attack and hopes her dodge reaction will be sufficient.

Two-handed weapons

If the defender is armed with a two-handed melee weapon, he gets a bonus parry reaction. This includes fighting two-handed with hand weapons.

Example: Ulfberth wields his fearsome beard-axe with two hands, giving him the extra leverage needed to both attack and defend. He gains a bonus parry reaction (so he could parry twice or make one parry and one dodge).

Example: Wigmar grabs the ancient longsword he got from the undead Knight Panther with both hands. He gets a bonus parry reaction (so he could parry twice or make one parry and one dodge).

Note: Fighting with two-handed weapons is superficially similar to fighting with two weapons but there is no option for a bonus attack, just the extra defense. Effectively the same as wielding a shield, except shields have better defensive options. Then again, two-handed weapons do more damage so it evens out.

Defending against missile weapons

Defenders can react normally to missile attacks in melee (predominantly pistols and the odd archer with special talents), dodging or parrying by knocking aside the weapon.

Additionally:

·         Thrown weapons can be defended against normally using dodge at +0 or parry at -20.

·         Other missile weapons (arrows, bolts, bullets etc.) can only be dodged at -20.

·         Shields provide their AP bonus vs all missile attack unless the GM decides the attack comes from a quarter not protect by the shield. This can typically happen if the defender is surprised or attacked from a great distance.

Fighting defensively

If the defender foregoes attacking on his turn, he gains a bonus parry or dodge reaction until his next turn.

Example: Ulfberth want to buy his allies time to get into position so he foregoes attacking with his two-handed beard-axe to gain a bonus parry reaction (or a bonus dodge, but his WS is better than his Ag), for a total of two bonus parries or one bonus parry and one bonus dodge.

Damage step

Roll 1d10 and add the weapons damage bonus.

·         If the number of SLs is higher than the number rolled, the attacker may cancel the damage die and add the number of SLs to damage instead, even if that number exceeds ‘10.’

Hit location

Determine hit location by reversing the dice of the attack roll and referencing the hit location chart.

·         Some abilities, combat options, and equipment affect hit location determination.

Revised hit location chart (WIP):

·         01-39 (11, 22, 33, 10, 20, 30): Body

·         40-49 (44, 40): Head

·         50-64 (55, 50, 60): Right/main arm

·         65-79 (66, 77, 70): Right/main leg

·         80-89 (88, 80): Left arm

·         90-99 (99, 90): Left leg

Damage reduction

·         Armor: Reduce damage by the number of armor points (AP) in that location.

·         Toughness: Further reduce damage by a subtracting the defender’s Toughness bonus.

Injury

If any damage remains, the defenders has been INJURED. Reduce the defender’s CURRENT WOUNDS by the amount of damage suffered.

·         Some abilities and combat options, such as poison, are only triggered by wounding attacks (as opposed to triggering from a hit) as opposed to stuff that triggers from a successful hit.

Zero (0) Wounds

When the defender reaches 0 Wounds, he’s reached his limit and immediately collapses, helpless and at the mercy of his enemies.

·         Champion-tier opponents may make a Willpower +0 test to keep on fighting. If they fail, they are not necessarily dying or even seriously injured (depending on their critical injuries, if any), but they are bruised, battered, and unwilling/unable to keep fighting.

·         Characters with at least 1 point of resolve (PCs, companions, and Master-tier enemies) may keep on fighting despite their injuries until critical injures put an end to them.

Note: Even if a character manages to keep on fighting at 0 Wounds, he’s in grave danger: any wounding hit will automatically become a critical and his luck will soon run out…

Critical injuries

Critical injuries are caused by critical hits and by any hit against a defender with 0 Wounds.

Not all critical injuries are equally severe. Roll d100 and cross-reference the table for that hit location.

·         If the defender is at 0 wounds, add 5 to the critical roll for each remaining point of damage.

Example: Anna is currently at 1 Wound (after having been brutalized by a now-dead troll) and is hit by a goblin arrow in the face doing 6 Wounds after Toughness. The goblin adds 6-1=5x5=25 to the critical roll. It rolls 48 for a total of 73, breaking Anna’s jaw, stunning her, and ruining her good looks forever. The moral of the story: don’t let trolls beat your woman and then allow goblins to shoot them in the face.

Armor deflection

When a defender suffers a critical hit, he can choose to have his armor deflect the blow. Reduce the severity of the crit by 20. Then permanently (can be repaired) reduce AP in that location by 2 (if AP is 1 reduce the crit by 10 instead).

·         Only Champions and Masters, or opponents with at least 1 point of Resilience, can use this option. The lesser folk may not.

Example: If Anna had been wearing a helmet (which she never will, being a vain female wizard), she could have reduced the crit to 73-53, “Fractured Jaw.” Still painful but not nearly as permanent.

Note: Unless you’re at 0 Wounds, this rule will prevent your from randomly dying to a lucky crit.

Sudden death criticals

Instead of tracking crits for Minions, the GM can use a simple d100 roll to determine their fate:

·         01-20: Grazing blow. No effect beyond laughing at your feeble attack.

·         31-40: Seriously injured. Fight at -20. Made a Cool test or immediately flee.

·         41-65: Critically wounded. Prone and stunned indefinitely.

·         66-100: Dead.

Some new combat talents

 


TALENTS


Tier 1 (100 XP)

Ambidextrous: Attack equally well with both hands, taking no penalties with either hand. Reduce the off-handed penalty by 10 when attacking with two weapons (-10 penalty instead of -20 when using the Dual Wielder talent).

Blather: Use the Charm skill to confuse an opponent.

Dual Wielder: When attacking with two weapons, you only take a -20 penalty on your off-hand attack (instead of -20 to the primary hand and -40 to the off-hand).

Wigmar gets this talent for free as it's part of the Noble career.

Tier 2 (200 XP)

Double Shot: You combine the power of two pistols into one powerful volley. Use the base damage and special qualities of the main weapon but roll 2d10 for damage instead of only 1 die. This attack can only be made in melee or at close range.

Double Strike: You plunge two melee weapons into the target at the same time. Use the base damage and special qualities of the main weapon but roll 2d10 for damage instead of only 1 die.

Swift Attack: You lash out at your enemies with fury and speed. You may make 2 melee attacks during 1 round, either with a -10 penalty to WS to both attacks or a -20 penalty to the second attack. You can attack the same target or different targets. You cannot make this attack with cumbersome weapons.

Tier 3 (300 XP)

Lightning Attack: You strike with unbelievable speed. You may attempt to make 3 melee attacks during 1 round, with a -20 penalty to all 3 attacks or  a -20 penalty to the 2nd attack and a -40 penalty to the 3rd attack. You can attack the same target or different targets. You cannot make this attack with cumbersome weapons.


Saturday, October 2, 2021

From the Journal of one Wigmar Heck, pt 30 (Run for the hills)

1 Kaldzeit

Three days of battling against the current, always surrounded by steep cliffs. It's a wonder there is any river trade at all along this hellish stretch! Full moon tonight. Maybe Ulfberth will turn and put us all out of our misery? I would not object. In the meantime I will get drunk on brandy and burrow my head into elven flesh.

3 Kaldzeit

We passed below an ancient pair of megaliths hulking on either side of the river. Renate says the druids of old built them. Using what cranes, I replied. Humans can't move rocks that big with only their hands.

Past the megaliths the canyon widens somewhat and the river flows smoother. Another few hours and we'll reach the Unterbaum locks. We've seen a few boats going the other direction but we've given them as wide a berth as the river allows.

4 Kaldzeit

Didn't even bother visiting Unterbaum. Had a chat with the locals down at the docks and they confirmed that Hertzen's party had come this way. They'd tried to get the smaller boat up the River Narn but it had capsized. We'll not make the same mistake. We'll go up the locks and Renate will wait for our return there. The cultists are about two months ahead of us. Can't see how we'll catch up with them.

5 Kaldzeit

Found one of the cultists ritually slaughtered and impaled on a wooden pole. My guess: they sacrificed one of their own to whatever foul gods they believe in.

6 Kaldzeit

The weather has turned to shit again. Cold rain and wind, with a hint of snow. Enough to make everyone wet and cold and miserable. Well, Ulfberth seems to be holding up just fine actually. His Norscan blood and wolf fur I suppose. I'm glad I have Thes to keep me warm. Ankh looks positively miserable though but he's a big lad - and has the warmth of the sun inside his heart.

7 Kaldzeit

The going is extremely hard. We're following the Narn upriver to avoid getting lost but there terrain is fiendishly rugged. Saw some large canoes on the river far below today. Looked like a more pleasant way to travel - if you know how to operate one.

9 Kaldzeit

We're getting closer to the dead land, I think. The trees here are different. Younger, gnarly-looking. Like they are slowly growing back.

10 Kaldzeit

We reached the barren part of the Baden Hills. Really barren. Not a single living thing beyond a line in the dirt, going on as far as the eye can see. I wonder what happened here.

Saw an undead stag eating on a corpse. Chased it away. Another of Hertzen's men, stabbed in the gut with an old spear. Someone had cut his throat after for good measure.

We camped near a circle of ancient standing stones. Lots of old bones in the ground. Reminded me of Unfer and the Drinker.

11 Kaldzeit

We found the spot: a muddy crater in the ground, half-filled with water. Lots of tracks and discarded equipment. No prize in sight. Found another dead man in the water, murdered. These deaths are not the same as the first sacrifice. Something else is going on.

Found their camp later in the day, abandoned in a great hurry, probably many weeks ago. Another corpse in the latrine pit. The big oaken box was there, so we pried it open. Another chest inside, made of pure lead. Just as empty. 

I think the cultists got here, didn't find what they were looking for because someone else had gotten to it first. But who are killing them? Monsters? I think not. Blades made those wounds, not claw or fang.

I had first watch with Thes. Fell asleep. When I woke my elf princess was gone and a dark shape stood before me. A ghost of a woman long dead. She begged me to show mercy, to give her body a proper burial, to say a prayer over her so that she might find rest. I agreed and followed her into the darkness.

Brunhilde and a few others had come to the hills nearly two hundred years ago to retrieve a piece of warpstone that had fallen from the sky. A big piece. They had found it - and then they had been killed by the leader of the part: Dagmar von Wittgenstein, the very man whose secret tower dungeon I had opened.

Brunhilde is the cause of the cultists's deaths: she had pleaded with them too, but they had mocked her, driven her off. So she had "released the darkness in their hearts" whatever that means. The result had been bloody murder: one man every night.

She brought me to a steep rock face. Found some bones there, bleached but untouched by scavengers (there are none in the dead area). Before I could bury her remains two skaven scouts appeared. Yes, the vile rat-men are not extinct but very much alive. A most fortunate rock-slide buried the pair - I guess the ghost was to thank for that.

I made her a grave of rocks, a cairn, then headed back to camp. Ulf and Ankh were awake, with a bound Thesalva. She had tried to murder them in the night. I guess she too has darkness in her hear. But with the ghost gone she seemed her usual charming self so I had her released.

12 Kaldzeit

We made our way into the cave mouth revealed by Brunhilde's landslide. A little digging was required. I slithered inside and had a look around. Got ambushed by an undead knight that nearly was the death of me. Tried calling the light of Ankh but it didn't work. Of course it didn't - I had a lantern, didn't I? Ankh will give me light but only if I trust in his light and his light alone.

Another couple of undead - a dwarf warrior and a barbarian warrior - waited for me but were reluctant to cross the daylight filtering into the cave. Ankh gave them the light of the sun and that was it. We had a look around and secured whatever was left that had any potential worth. The knight's heavy sword for one. And a magical key from old Dagmar's pack, just like the one carried by the undead creature from the observatory basement.

More skaven appeared, trapping us inside the cave. A skaven warband, in broad daylight. They are getting bolder. They leader - Crot Scaback - spoke Reikspeil of sorts. He demanded we give them the warpstone or they would attack. I told him honestly we did not have it. He said he believed me, but that we had to die so the secret of the skaven's return would die with us. Then they covered the exit with tons of rock. We made our way out through a secondary exit, across a foaming stream, and into the hills.

13 Kaldzeit

We're out of the dead area. Found another stone circle. This one has been used more recently. By beastmen I think. Feasting on cultist flesh. Don't know how many were slaughtered. Ten maybe? A red crown was painted in blood on one of the stones. I wiped it away, foul thing.

Shot a deer to avoid starving. We should get out of these hills.

26 Kaldzeit

We ran into a villager from Unterbam, thank Sigmar. It's been nearly two weeks since the cave. I've lost track of the days and the miles walked. We've been utterly lost.

28 Kaldzeit

We're reunited with Renate, bathed, fed, drunk, and well fucked. Returning to Kemperbad should take only four days with the current and all. We'll rest there for a spell and plan our next move.

32 Kaldzeit

Kemperbad again. Finally. I must have brandy and a feather bed.