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Halloween Jack
Sep 12, 2003

La morte non ha sesso
John Dyne's recruitment thread reminded me just how popular WFRP2 is on these forums, and for good reason.

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Mors Rattus
Oct 25, 2007

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There's a game recruiting?

E: alas it is full.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

WFRP2 doesn't do anything groundbreaking mechanically, but it works out of the box and it actually pulls off being 'modular'. The career system makes it easy to make a wide variety of stuff playable, or allow you to make a custom adversary for players in like 10 minutes. "I don't do anything exciting but you can make customized villains or playable PCs out of almost anything in this system without taking 5 hours like 3e and they'll generally work within the system" is real good by RPG industry standards.

E: Like, when we get to the actual playable Chaos Champion stuff/stuff for making custom Chaos Champions? It's a bit random but it's all actually solid and would even be fun to play as if you stripped out some of the more unfortunate fluff of Chaos and just went for playing a bunch of power metal epic times where you fight crazy monsters and rescue bands of mutants and stuff.

Night10194 fucked around with this message at 15:15 on Aug 15, 2017

Mors Rattus
Oct 25, 2007

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Plus, y'know, Warhammer Fantasy has a hell of a setting, even if its owners are completely stupid. It's great.

(someone start a game and link me to a good homebrew lizardman ruleset)

Mors Rattus
Oct 25, 2007

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Oh hey, a fan-made Lustria/Southlands supplement. Gonna have to read this and see if it is unfortunately racist.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Warhammer Fantasy: Tome of Corruption

Wake from this endless nightmare and sit by the throne of the Gods.

While trends in the south emphasize the empirical and physical world, the Norse exalt the spiritual and transcendental. To the common Norscan, the world of the senses is not the solid and real world it appears to be. They believe that this world is an endless nightmare, a dream, and that only someone who shows valor and lives this lie with all their spirit will ever awaken to the 'real' world of the spirit that lies just beyond. This is a reaction to living close to the portal and the Chaos Wastes. This is an *explicit* reaction to this. To the Norse, the world of demons and monsters represented by the horror in the north is some kind of overriding reality that sits beyond this false world of flesh and sense. This is also a reaction to the harshness of their homeland and the constant struggle of surviving; paradise must be waiting beyond, a truth sitting beyond a lie, and the way to reach that is to live your life to the fullest and throw yourself fully into your pursuits, especially battle and danger. If you show hesitance and cling to this world, you will be reincarnated back into the dream when you are judged wanting in the realms of death, until your soul has been forged sufficiently to sit with the Gods in the sublime truth beyond. Among many tribes, mutation is considered a blessing, a sign of the falseness of the world and that a soul is preparing to leave the dream. Norse are raised to exalt what they see as the masculine, to embrace the virile and the dangerous in their pursuit of ultimate cosmic truth.

Norse tribes have as many customs as they do tribes, but the most common is Wergild. Despite all this talk of dying gloriously all the time, most Jarls don't want their warriors knifing one another in arguments over a satirical poem or joke that went too far; they need those guys. Similarly, blood feuds can get out of hand if they're only paid and settled by blood. Thus, a Jarl will impose a Wergild on any crime that is brought before him, after judging which side is in the right and which side is in the wrong. Sometimes, the punishments for crimes will not take the form of paying money or wealth, but rather of a minor injury (or a major one, if the crime was very, very serious) like cutting off a pinky finger. In truly serious cases, a criminal might be assigned a great and bizarre quest on the other side of the world that will almost certainly kill him, but regain his honor and bring glory to his family. Lesser quests may be assigned to let a warrior pay a debt to a non-warrior he wronged, as making a warrior pay goods to a non-warrior would offend his honor. Thus, giving the warrior a chance to slay monsters or rescue a captive family member of the peasant he wronged is a good way to make both parties happy; the warrior gets a chance to do a great deed (or dies) and the peasant gets something helpful out of it while both get to save face.

Families in Norsca are forbidden to mourn the dead. Death is to be celebrated, with much drinking and toasting of the deeds of the dead, and wishes that the Gods will bear them through the lie and into the truth.

Interestingly, Norscan language is fundamentally most similar to Khazalid, the language of the dwarfs, but it has many loan words. The Norse steal languages from the people they meet, trade with, and raid as much as they steal their gold and women. Norscan is also hard to learn because it has a pictographic, runic written form and a ton of regional variation and slang. You might know every word an unfamiliar tribesman said but not understand how they all fit together to mean various things in the context of his specific tribe, and drastically mistake his meaning.

Norse mostly trade in livestock, thralls, and barter. Jewelry is very popular with Norse warriors, and they often melt down coinage taken from the Old World to make into arm bands and torcs, signs that a warrior was given this wealth by his Jarl. Conspicuous consumption is common, a way of showing off wealth and prosperity, which in turn mean a warrior has been successful and valorous. In recent years, with the growth of trade with Marienburg, southern tribes have begun to make coinage and use it to trade with the foreign merchants and one another.

A key to Norse religion is that they believe they see the world as it really is, and this is a running theme among the peoples touched by Chaos. They see the positive, even loving Gods of the south as a sign of the south's weakness. They believe they are the ones with the courage to accept that yes, many of the Gods are monsters and assholes, and you just have to deal with it without pretending otherwise. The Dark Gods, in their guises, enter into many Norscan tribal pantheons, as do many individual Greater Demons or past champions of the tribe that ascended to Demonhood. Heroes, ancestors, and even Norse versions of southern gods are commonly placed into the mix with these dark forces and worshiped all the same. Some Norse will even directly venerate southern gods without any mask on them, if they deem the God to be appropriately brave and able to fit into their pantheon. You could find Norse worshipers of Ulric (obviously), Taal or Rhya (also reasonable enough), but it wouldn't be impossible to make a Norse Shallyan (though she'd probably look very different from a southern one) or Morrite. If there's one common god to both the Norse and Old World Pantheons, it's Manaan. Everyone knows you don't mess with the God of the Sea, especially when you spend a lot of time on the sea. The Norse worship him just as thoroughly as every other sea-going people in the Old World does.

I like Norse religion because they aren't as fully infiltrated by Chaos or as beaten down as the Kurgan (who we'll get to later) or other peoples of the Wastes. The people who have been used and brutalized by Chaos share a common theme of bitterly saying they do not invent 'seemly' gods for themselves, that they're not settling for monsters that have enthralled them but rather that they have the strength to embrace a great cosmic truth, and this feels very human. The Norse share in this same theme, but they're not quite there; they'll accept any God or Hero who seems to be brave and bold and who you can make enough of an excuse to worship, importing Gods from south and north of them both. You can see the seeds of a religious tradition that might even be able to acknowledge and contain Chaos, without going all in and letting it co-opt everything like it tries to do. Also, their curious belief about the world being a lie and how you are reincarnated until you're able to prove yourself worthy to see the truth is an interestingly gnostic/Buddhist-esque twist for crazy vikings.

Next Time: Norse PCs and campaigns.

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.

Mors Rattus posted:

Oh hey, a fan-made Lustria/Southlands supplement. Gonna have to read this and see if it is unfortunately racist.
Generally speaking, we're talking less "if it's racist" and more "how racist is it."

Mors Rattus
Oct 25, 2007

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Comrade Gorbash posted:

Generally speaking, we're talking less "if it's racist" and more "how racist is it."

Well, yes, but there's the dimension of 'is the racism spawned from GW and this guy tried to make it not as bad' or 'oh hey, spearchuckers'

E: also, a note on Norscan worship - IIRC, their rituals are as much designed to placate the gods and make them go away as to, well, call on them for literally anything.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Mors Rattus posted:

E: also, a note on Norscan worship - IIRC, their rituals are as much designed to placate the gods and make them go away as to, well, call on them for literally anything.

Yes, a big key is that unlike the Kurgan, the Norse don't actually *like* the Dark Gods. They know they're there, they'll accept their gifts sometimes or do their bidding to avoid getting wasted, but they do not actually like them.

E: Especially for the southern tribes, the Dark Gods are an unfortunate thing that they can't get rid of, like the weather. They propitiate rather than worship in those cases, wanting to ward off evil rather than beg for favor.

Night10194 fucked around with this message at 16:33 on Aug 15, 2017

Mors Rattus
Oct 25, 2007

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This is actually quite promising and I want your thoughts on the doc as a whole, Night.

Racism Disclaimer posted:

Okay let's be clear here, I'm a ginger writing about a fantasy version of the Dark Continent for use in RPG's. The inspiration of RPG's is fiction and the influences at work in much jungle fantasy are often Conan (Howard), Tarzan (Burroughs) and Quartermain - She (Haggard) perhaps with some Conan-Doyle and Kipling thrown in. I love all these books and authors (some more than others) but they are all of their time and vary in whether they rise above it. Whether it is overt racism in their language and views, racial stereotyping, or use of simplistic idea such as "noble savage" and "simple-minded barbarian" these texts have many flaws from a modern perspective.

I suggest being careful about using savage-fantasy tropes that verge into stereotypes based on race or differently valued "civilization and savage" etc. That said, of course Old Worlders have racist ideas about Ebonians. Just as Elves and Dwarves have racist ideas about humans. NPC's can display these attitudes without the actual events of a setting or capabilities of other NPC's validating such views.

An example is the current Ebonian celibacy movement. This is a great subject of mocking by northerners about superstitious savages. In point of fact, learning when it's not a good idea to conceive children due to increased risk of mutation and being able to apply that knowledge as a society is something the Old World's nations haven't even begun to figure out.

Serf
May 5, 2011


Dark Continent? Ebonians?

Mors Rattus
Oct 25, 2007

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That's GW there. The Ebonians is in fact the name the Empire has given to the black people of the Southlands. This text explicitly calls out that this is very much not their name for themselves, and indeed that they don't see themselves as a single unit.

Halloween Jack
Sep 12, 2003

La morte non ha sesso
Those are the pseudo-Soviet people from Dilbert, right?

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Honestly, if I was going to write the Southlands, I'd just...sorta start from scratch for the most part because GW didn't do much with the place anyway and it's a better approach than working with the few bits of generally unfortunate fluff GW had for the region.

E: I'd totally keep the canon 'There are skinks but they don't know how to make Saurus anymore and don't have much Slaan oversight except what they get from the wizard radio from back home' bit for the Lizards there, though.

Kavak
Aug 23, 2009


They didn't sketch out much of anything beyond the regions around the Empire and the elf and lizard filled parts to the west, right?

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.

Mors Rattus posted:

Well, yes, but there's the dimension of 'is the racism spawned from GW and this guy tried to make it not as bad' or 'oh hey, spearchuckers'

A very fair point, and the excerpt looks promising.

Halloween Jack posted:

Those are the pseudo-Soviet people from Dilbert, right?

Sadly the Dilbert strip one is Elbonia and thus a different kind of stupid pun, robbing us of a truly hilarious meeting of terrible minds.

Mors Rattus
Oct 25, 2007

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Probably a better idea, but this guy seems to have gone for 'use GW material where it exists, file off the racism as best he can, and make up a lot of stuff based on African folklore'.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

If Nehekara really was supposed to be the human successor state for the Old Ones than man, Nagash hosed up way more than it looked like on the surface.

E: One interesting thing in Fantasy is that almost every human state of note seems to have 'patrons'. The Dwarfs helping the Empire, the Elves (maybe) grooming Bretonnia, Nehekara (possibly) getting help from the Slaan, etc.

Night10194 fucked around with this message at 16:48 on Aug 15, 2017

Mors Rattus
Oct 25, 2007

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Having gotten past the timeline: I like that the Izizwana Nohambo/Ebonians hate slavery and slavers. Their dispute and hatred of Lizardmen is...well, yeah, I love the scaly guys but they are more than willing to go grab some humans for forced labor if a Slann tells them to.

E: Sidebar notes that dude is explicitly taking from Zulu soruces when writing about the Ivory Kingdoms tribes.

Mors Rattus fucked around with this message at 16:51 on Aug 15, 2017

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Also, I can't speak on any of the mechanics in it because I'm not familiar with WHFRP 3e's mechanics to nearly the same degree. The practice of 'I generally took someone's basic TT statline as guidance' was normal for WHFRP2e, though. I mean, it's what I'm doing for Lizardmen for Lustria, with a few inferences like 'Skinks should get an Int bonus as well as Agi/movement' and 'Cold Blooded translates into rerolling failed Fear tests.'

Mors Rattus
Oct 25, 2007

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Oh, I didn't notice that this was 3e rules-only when I searched it up.

Mors Rattus
Oct 25, 2007

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http://tinstargames.weebly.com/uploads/1/2/0/2/12026323/wfrp2_lizardmen.pdf

This is my first actual 2e result, which is much less...extensive.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Warhammer Fantasy: Tome of Corruption

We go a'viking.

You can play as a Norse human or a Norse dwarf; there are some odd, lost holds up north that aren't as touched by Chaos as the actual Chaos Dwarfs (who actually kind of rock and we'll get to them later), and they trade, fight, and adventure with the Norse. Humans have a 20% chance to start with a mutation, use the same stats as a southerner, but only get one Random Human Talent and instead get the unique Inured To Chaos talent (+10 to tests to resist gaining more mutations after your first) since they live in a place with higher background Chaos. They also learn Sail, Outdoor Survival, and Consume Alcohol in place of having Gossip, meaning they have slightly more starting advances than a southern human but nothing unbalancing. Dwarfs use the normal stats for a dwarf, and also gain Inured to Chaos and a 5% chance to start with a mutation. Both peoples also get their own career table for northern careers. Norse Dwarfs also won't join a party that is openly in service to the ruinous powers, generally.

Norse also get a bunch of new Careers, like Bretonnians did. Bondsman represents a Jarl's household warrior, and it's a solid first tier fighter for a starting PC. They're surprisingly smart and quite brave, and they're a solid fighter with good WS, a second attack, and good starting armor (full leathers plus mail chest protection). I've played a Bondsman before and they're able to hang with any other nation's signature starting fighter with their good equipment and getting Stout Hearted (+10 to all Fear tests) right off the bat. Freeholders are wealthy peasants or retired warriors who serve as merchants and direct thralls in their work. They're as respected as you get without being a direct warrior, and they're a good traveler/social Basic class with lots of ability to deal with money, convince people of things, and handle the road. They also have pretty solid social exits and can go into the Marauder/raiding track if they wish. Marauders are much more offense-focused than Bondsmen, but are still pretty good as a first fighting career. Second attack, high physicals, traveling skills, can start with a horse and some good weaponry, but they lack Dodge Blow or Strike Mighty Blow. They're also notable for being able to enter the Chaos Warrior/champion track. Reavers are another basic fighter, but they're much more fighter/traveler. They can learn languages and facts from all over, depending on where they've raided and explored, and they're solid with their fists as well as their weapons. Great on a ship, they can go on further to sailing, traveling, and fighting careers of all kinds. Seers are the Norse starting wizard, and interestingly their best stat is actually Fellowship. They're as focused on selling their prophecies to their lords as they are on making them, and only learn petty hedge magic for now. They can go into the Chaos Sorcerer tracks, or on to Vikti. Skalds are another Basic social class, wandering around writing poetry and memorializing the deeds of warriors. They're a good first class crippled by having real bad Exits. Not a single one of Skald's Exit careers is 2nd Tier. If you start as a Skald, you'll be going into another Basic class at the end of it, and this could limit your options. Whalers are huntsmen and fishermen who learn to throw a harpoon and sail a boat. They hunt Chaos Whales and other sea-monsters by sailing out to throw sharp metal spikes at them. They have amazing physical stats for a 1st tier class (+10 to Str, T, and Agi) and they're brave and strong, even if they aren't a 'trained fighter' type class.

The Advanced classes for the Norse are Slaver, which is kind of the Norse equivalent of Merchant, Vikti, which is an interesting and unique Caster option, and Warleader, which is broken. Warleader is broken because it's a 2nd tier Advanced class that starting PCs can go into out of their first class with +2 Attacks (usually reserved for 3rd tier fighters), Fearless (no more fear tests ever), and Unsettling (The lowest form of causing Fear to enemies, where they need to save or take -10% to hit you), plus physical stats on par with most 3rd tiers. It's a sort of 2.5 level class, just every Norse fighter can enter it out of Career 1. Vikti are interesting because they get a second attack and solid combat skills, despite being a caster, and while they get a second point of Magic and gain some Lesser Magic choices, they don't get an actual Lore. What they get is the talent Witchcraft. For 200 EXP a spell, they can learn any spell with a CN 15 or less from any Arcane lore, self-teaching and stapling together their own Lore over time and bloody-minded work as they find ways to express their traditions in actual magic. The problem is they roll an extra casting die that only counts towards miscasting, since they're self-taught mages. Still, it's a very neat option that lets you customize a pretty cool war-wizard support viking. Slavers aren't very exciting. They're physically strong and decent at fighting and doing merchant stuff, and great at intimidate. They're an okay take for someone who wants to be a more vicious merchant, but really, playing as a slaver wouldn't be much fun for me.

Since Norse adventure all over the place, it's easy to make a Norse campaign. You're either aspiring future champions, the defenders of your tribe/settlement, or explorers going to either the interior of Norsca or sailing to faraway lands to trade, explore, and hit stuff with axes. The Norse don't consider adventurers slightly crazy like Old Worlders do, and a group of young men and women taking up their weapons to go seek their fortunes would go with their tribe's blessing as long as they brought back some plunder from time to time.

Next Time: The Other Peoples of Chaos.

Mors Rattus
Oct 25, 2007

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Some other, more detailed WFRP 2e fan lizardman stuff.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Night10194 posted:

A party of an Estalian Diestro (wandering spanish math swordspeople), a Norse explorer, and a Bretonnian Knight Errant would be like maximum 'Go everywhere we can, bumble through the local situation while yelling about three unique brands of honor, get into a shitload of trouble, then all get drunk while each complaining about the other's choice in drinks' party. Maybe add a Dwarf Ranger, one of those weirdos who likes the surface, and an elf who's sick of Ulthuan.

E: Also, the construction of Skeggi in Lustria is specifically mentioned in the book as the big example of why Norse are amazing explorers.

What about Tilean mercenary? Not a special class, but the mercenary career making special mention of Tileans being famed mercs makes me think they get around.

I really like the Witchcraft talent. I think there's another set of "hedge" classes that gets something very similar that I am really drawn to. I like how mastering a lore and wind of magic has such a dramatic effect on how your character looks, thinks, and acts, but I also like the idea of characters that skirt around this and figure out another way without resorting to chaos.

I had some questions about Chaos Dwarfs when you get to them.

Mors Rattus
Oct 25, 2007

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RIP Chaos Dwarves, squatted for being too cool

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Mors Rattus posted:

RIP Chaos Dwarves, squatted for being too cool

Chaos Dwarfs legit rule. They're a very unique sort of Chaos character and their specific God is a neat mystery that really doesn't fit any of the other Dark Gods.

Mors Rattus
Oct 25, 2007

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So like, I'm reading over the Lizardman stuff I linked.

Is it just me or are Lizardmen careers kind of crazy, especially for Saurus?

I mean the playable Slann stuff is completely insane but why are you playing Slann.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Mors Rattus posted:

So like, I'm reading over the Lizardman stuff I linked.

Is it just me or are Lizardmen careers kind of crazy, especially for Saurus?

I mean the playable Slann stuff is completely insane but why are you playing Slann.

The Saurus Careers are mostly in line with normal Fighting careers of their tier, actually. The Oldblood, for instance, is a Champion that trades *also having +40 BS* for having higher mental stats and is actually a bit weaker stats-advance wise than a Grail Knight. The key to a lot of the high stats 3rd tier careers get is that you still have to buy all those advances, and are usually gaining 100-200 EXP a session depending on your pace of advancement and if you do something really impressive. So, say, someone going into Champion from Veteran is going to take 8 sessions to buy the additional BS/WS advances they have access to. The talent access and stuff is a little minmaxed, but then Saurus are basically actually minmaxed in fluff. The Revered Guardian is actually a little on the *weak* side for a 3rd tier fighter. The Blessings basically look like 'Mutations, except they're all very good for you and have no chance to be bad', as many of them are taken specifically from the various positive Mutations you can roll in ToC.

3rd Tier characters are really goddamn powerful. The main weirdness I see here is how you're going to get some stats going a bit crazy from these blessings of the Old Ones if someone's lucky enough to have them, and the starting stats they choose for the lizards are a little odd. Also, playable Kroxigor with 3 base attacks are going to outshine any other fighting PC in any situation and will genuinely start to break down normal play once they advance their Attacks stat. I don't know why they'd think Krox made good PCs. Same for Slaan.

Like, I'm currently playing someone who started out as a maxed out Questing Knight (finished with the career, has not found the Grail, is not going to find the Grail due to gender) and she started with a 77 WS, 50+ S and T, Virtue of Heroism, Virtue of the Quest, Dodge+20 and 60+ Agi, Sturdy (no heavy armor penalties) and took on a pair of Blood Dragon thralls in open combat and won (albeit they took turns). By your second or third advanced career, your PC is going to be a monumental badass or extraordinary expert in WHFRP.

E: I mean, let's look at the exact stat advances of a Bretonnian Questing Knight:

WS+35, BS+0, S+20, T+20, Agi+25, Int+10, WP+25, Fel+25, Attacks+2, Wounds+6.

Compare that against the Scar Veteran in the doc you linked, which is very similar in tier/when you'd reach it:

WS+30, BS+0, S+20, T+20, Agi+10, Int+15, WP+15, Fel+15, Attacks+2, Wounds+6.

Night10194 fucked around with this message at 19:30 on Aug 15, 2017

Mors Rattus
Oct 25, 2007

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Yeah Kroxigor are absolutely not PC material. (There actually are a few purely negative Blessings - Brightly Patterned Skin if you're a Chameleon Skink, Head Crest and Short Legs. But most Lizardmen don't need headgear anyway because they are literally made of armor.)

I do think the WP increases are kind of redundant after a while - from the looks of the stats, most Lizardmen will end up with WP capped after their second or third career, and the +20% bonus from Cold Blooded will apply to most WP rolls anyway.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

And while the Lizard would have higher starting Str and Tough, they get an Agi penalty (which hurts warriors a fair bit, your Dodge and your Parry can both be used in the same turn if you have a sword and shield, and if you don't you *really* want the Dodge between you and at least one hit) and the Bret has Virtues. The Saurus really don't look overpowered at all in context with the rest of the line.

Outside the WP, but then, I'm guessing whoever wrote it was like 'You know, it's Saurus. gently caress WP, they're immune but not quite.'

Night10194 fucked around with this message at 19:35 on Aug 15, 2017

Mors Rattus
Oct 25, 2007

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Skinks are more fun to play anyway unless you really want to go all-in on giant beast of war.

E: That said, a Saurus does have one innate trait that is extremely nice - innate Armor 2 in all locations, before they put anything on.

Halloween Jack
Sep 12, 2003

La morte non ha sesso
WFRP2e has a fair bit of 80s "we're going to make a rational system" clunkiness. One such element is that skills/talents all cost the same XP even though some are clearly more desirable than others. It deals with this by using the Careers system to gatekeep valuable stuff (and sometimes make you pay "taxes"). It's...not that bad, I don't think.

occamsnailfile
Nov 4, 2007



zamtrios so lonely
Grimey Drawer

Night10194 posted:

Chaos Dwarfs legit rule. They're a very unique sort of Chaos character and their specific God is a neat mystery that really doesn't fit any of the other Dark Gods.

So what are chaos dwarfs that makes them different from regular chaos things? I vaguely recall the minis having kind of a Babylonian look with beards in ringlets and stuff but that's all.

Mors Rattus
Oct 25, 2007

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They're Babylonian-derived weirdos that don't follow any of the four Chaos Gods or Chaos Undivided, but instead do their own thing, and also they have dwarf-bull-centaurs.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

One really interesting thing on looking through tons of the careers like I've been doing while re-reading everything for this is noticing which stats are allowed to go sky high and which ones aren't. Strength and Toughness advances are much more tightly controlled, because letting SB/TB get too high puts hard numbers on the table that enemies don't have as much chance to overcome. The only people who ever get more than a +25 are generally explicitly legendary or superhuman, like Grail Knights, Demon Slayers, Vampire Lords, or Exalted Champions of Chaos. And no-one ever gets a stat advance above 40, because the idea is that the best possible 'normal' roll for a PC's starting stat is 40, and so doubling that starting stat should be the top level for stat advances without Stat Talents and stuff.

Halloween Jack posted:

WFRP2e has a fair bit of 80s "we're going to make a rational system" clunkiness. One such element is that skills/talents all cost the same XP even though some are clearly more desirable than others. It deals with this by using the Careers system to gatekeep valuable stuff (and sometimes make you pay "taxes"). It's...not that bad, I don't think.

I actually consider the 100 EXP Per Advance thing a really good part of the system considering what happened when they tried to drop it in Dark Heresy. Ironically, all the diminishing returns and 'your class determines how much X costs' just led to PCs generally being super, hyper specialized at what was cheaper for them rather than allowing more freedom in building. Also, 'You get one tangible improvement a session at least' just ends up feeling good in practice for giving a sense of progression.

Night10194 fucked around with this message at 19:47 on Aug 15, 2017

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

One more lizardman thought: Wait, Horned One Rider is a basic career. You can begin the game with a Horned One.

Horned One stats are given:

WS 45, BS 0, S 49, T 47, Agi 36, Int 15, WP 35, Fel 0, Attacks 3, Wounds 16.

Oh, and it's Fearless, Frightening, has Armor 2 in all locations, has Natural Weapons, Keen Senses, Night Vision, Frenzy, reduces all critical hits by 1 and it has horns as weapons that do SB+1, have Armor Piercing, and gain Impact when charging.

you get one for free as a horned one rider

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Yeah, that's actually real bullshit and definitely very overpowered.

I always forget mounts actually fight.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

It is just straight up better than the Cold One that a Saurus has to hit Career 2 to get - Cold Ones aren't Fearless, only get 2 attacks, lack horns and have Stupid until they can Frenzy, which they can't do until the rider or mount has hit someone or gotten hit.

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Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Also Frenzy is terrible and the number of things in this gameline that are like 'AND IT GIVES YOU FRENZY, HOW COOL IS THAT!' is a running joke to me.

Like, there are multiple, high CN spells whose whole thing is 'gives people Frenzy'. You waste an entire turn to give yourself -10% WS, -10% Int, +10% S, +10% WP *and* make yourself unable to do anything but close with the closest foe and Charge/Swift Attack/All Out Attack (+30% to hit, but only attack once and give up all defenses). That isn't even worth a talent, let alone the number of places the system treats it as a huge boon.

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