23May/14Off

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3Aug/18Off

Out now in PDF: Marienburg: Sold Down the River for Warhammer Fantasy Roleplay First Edition!

Where Seagulls Dare 

At the sea-mouth of the River Reik stands Marienburg, the world's marketplace: the largest richest most corrupt and most dangerous city port in the Old World.

Here everything is for sale and nothing is without a price.In the markets and docks traders win and lose fortunes of exotic cargoes from every land. Meanwhile in slum taverns or beside filthy canals, more sinister deals are done for smuggled weapons, stolen booty, secrets, loyalties, bodies or worse. And with the Empire and Bretonnia both eyeing Marienburg’s wealth and location, the city is on a knife-edge, filled with racial tension, espionage and fear.

Built on 100 islands Marienburg is home to the richest man alive, the only enclave of Sea Elves in the Old World, and more gold then adventurers can dream of. Here on the edge of the Sea of Claws are so many chances for adventure, excitement and messing about in boats that even a corrupt local dock-master couldn’t count them all.

Marienburg: Sold Down the River is a complete an incredibly detailed city sourcebook for Warhammer Fantasy Role-play containing everything at GM needs to run adventures and campaigns in this unique city.

It includes descriptions maps and histories of Marienburg and the surrounding Wasteland, information on Marienburg’s politics religion is laws and criminals as well as details of eight of the city is most important districts over 40 individual locations and almost 60 fully detailed non player characters all with connections and secrets that can be used to create plots and adventures all the elements of woven together to create one of the most complete coherent and fascinating city sourcebooks ever released to any RPG.

Plus there is a complete scenario and 15 adventure seeds rules were trading and smuggling information on how to generate Wastelander PCs atmospheric artwork that brings Marienburg and its inhabitants to life and incredible panoramic the post map of the entire city and more.

This PDF combines material originally published by Hogshead Publishing, including the poster map of Marienburg.

We’ve painstakingly scanned every page, and created a PDF that maintains the appearance of the original. This does make for a slightly larger file than we’d normally produce, but on this occasion, we think it’s worth it for all the great First Edition feel! The PDF is also bookmarked for ease of reference.

Get it here: http://www.drivethrurpg.com/product/248770/Warhammer-Fantasy-Roleplay-First-Edition--Marienburg-Sold-Down-the-River?affiliate_id=169435

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27Jul/18Off

Pre-order customers should look out for  emails about how to get ready to download the Warhammer Fantasy Roleplay Rulebook pdf as soon as it is released.  You won’t be able to access the PDF yet. But watch this space, it's coming very very soon! And is totally worth the wait.

This release is a preview edition, as we wanted to let our great fans see this as soon as possible to say sorry for the delays so far. It is complete apart from the last map, page refs and the index. A complete PDF will be re-uploaded soon.

We are as excited as you to release the game and apologise for any confusion caused by the emails which went out today. We are learning from this experience and will make things simpler in the future.

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26Jul/18Off

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In preparation for the launch of the Warhammer Fantasy Roleplay Rulebook in PDF, we have made a pre-order page on DrivethruRPG and RPGNow. This won’t be a long pre-order period, the PDF will be uploaded within a week – the pre-order means everyone can receive the PDF at the same time.

The PDF preorder page is here: http://www.drivethrurpg.com/product/248284/Warhammer-Fantasy-Roleplay-Rulebook-PREORDER?affiliate_id=169435

We offer a complimentary PDF with the physical book when you buy from a retailer participating in the Bits and Mortar scheme, or from the Cubicle 7 webstore. Directly from us, the PDF is delivered through DrivethruRPG/RPGNow, and because we feel it’s important that pre-order customers don’t have to wait while we send out links to their copy, we set it up in advance so that everyone gets access to the book at the same time.

You can find out more about the book pre-orders here http://shop.cubicle7store.com/epages/es113347.sf/en_GB/?ObjectPath=/Shops/es113347_shop/Categories/Warhammer_Fantasy_Roleplay

The rulebook is almost complete, but so you don’t have to wait any longer than strictly necessary, we’ll first release a preview edition, which is complete apart from the last map (which will be in the endpapers of the book) and the index (we want to make a great index, and that is a lengthy process!). Unless there’s a disaster, these last parts will be completed within 2 weeks and the complete PDF will be re-uploaded for you.

Not only does this mean that you can have a look as soon as possible, it also means a greater opportunity for any errors or omissions you spot to be incorporated before we go to print.

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20Jul/18Off

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Magic is one of the defining aspects of the Old World. Here’s a sneak peek at how we’ve handled it.

Gone are the days of magic points or a discrete magic statistic: we use the same core system for casting spells as we use for all skills. Spellcasters simply make a Language (Magick) Test. If their Success Level equals the Casting Number of the spell, bingo! The spell is cast. Fail, and it isn’t. Fumble, and you’ve Miscast, and something bad is about to happen…

Miscasts can be really nasty. The Winds of Magic are extraordinarily powerful, and spellcasters must perfectly phrase their spells whilst carefully channelling the magic needed to power them in order to escape unharmed. The slightest error, and the magic will spiral out of control, sometimes to devastating effect. If lucky, the repercussions will be minor — soured milk, or your nose begins to bleed; if unlucky, the spellcaster, and any close by, may be torn apart by the wild, uncontrolled magic.Image 1

To cast more powerful spells (those with higher Casting Numbers) a wizard may use the Channelling skill to draw in the Winds of Magic. While this offers the spellcaster more power, it comes with an attendant risk, making miscasts even more likely.

 (Also making miscasts more likely is the pervasive influence of the Ruinous Powers, but good folk of the Empire never involve themselves with such horrors, so we should probably move on quickly…)

If spellcasters Overcast, which means achieving more Success Levels than needed, they may choose additional effects, such as additional range or duration. In practice, this means more experienced spellcasters can achieve more powerful outcomes.

Most wizards begin by manifesting tricks in the form of Petty Magic. Taking the Petty Magic Talent gives a wizard access to a handful of Petty Spells, and they may learn more by expending XP.

When spellcasters gain the more potent Arcane Magic Talent, they gain access to one spell from the lore of magic they are studying. More spells may be learned by expending even more XP.

Fortunately, there are many spells available to buy. Magic wielding players are spoiled for choice, with 135 to choose from in the core book alone.

That breaks down as follows:

  • 25 Petty Spells

Low-level cantrips with minor effects, like Magic Light or Protection from Rain.

  • 23 Arcane Spells

These are universal spells, representing the most common applications of Magic in the Old World. These include conjuring magical weapons, or armour, magic missiles or chain attacks, or causing foes to drop weapons.

  • 64 Colour Spells

These spells reflect the key attributes of the 8 Winds of Magic what blow through the Warhammer World. Spells from the Lore of Beasts allow Shamen to influence animals or change their form, while those for the Lore of Shadows are subtler, including illusions, spells of concealment, and the ability to choke foes with tendrils of shadowy magic.

  • 6 Hedgecraft Spells

These spells are used by Hedgefolk, rural witches who practice an ancient, and illegal, brand of magic that allows them to heal and protect, and to engage with the spirit realm.

  • 6 Witchcraft Spells

Practioners of witchcraft are rogue spellcasters, and their Lore spells are particularly nasty, allowing them to blight the landscape, or curse their enemies with bad luck or crippling pain.

  • 11 Dark and Chaos Spells

An initial selection of spells for Daemonology, Necromancy and Chaos Sorcerers are also included, aimed to bolster your NPCs with some unique, characterful spells.

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Spellcasters may learn spells from their own unique lore, and/or the Arcane spells. So a Magister of the Celestial Order may choose spells from the Arcane list and the Lore of Heavens, while a Witch may choose from the Arcane list and the Lore of Witchcraft. That gives players (and GMs) enormous versatility when constructing magic-using characters.

The magic chapter includes rules for ingredients, which can reduce the effects of miscasts (at a cost), as well as dispelling. It also explains how to add flavour to the Arcane spells, reflecting the influence of the wind of magic being channelled. For example, damaging Arcane spells cast by a Wizard with the Arcane Magic (Fire) Talent will set their targets on fire, in addition to other effects.

The rulebook also contains separate rules for clerics who can empower their prayers with divine might. This uses a similar system, and presents 19 minor Blessings, and 60 Miracles, with 6 for each God. Look out for more on those in a future post!

And that’s it for the Magic preview. As always, if you have any comments or questions, head over to our Facebook page, where we will have a member of our design team on hand again.

We’ll be back very soon with another preview and the latest news on the rulebook, which is within touching distance of being finished.

Actually, while you wait, let’s have a glimpse of what’s coming next…

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13Jul/18Off

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Preview – Fate and Fortune, Resilience and Resolve

WFRP Characters are special — whether it is guts, luck, or the favour of the gods, they stand out from the masses.

The game represents this with Fate & Fortune and Resilience & Resolve — points you can spend to secure advantages and save your bacon in tricky situations. Each of these pairs represent different scales of power — Fate and Resilience are more powerful and govern how much Fortune and Resolve you can hold. Fortune and Resolve are less powerful, and will be spent and regained much more frequently.

Fate and Fortune

Fate & Fortune are familiar to players of previous editions of Warhammer, with some additional uses. They represent your destiny, perhaps your favour with the gods, and your overall luck.

You can use a Fortune point to:

  • Reroll a failed Test.
  • Add +1 Success Level to a Test after it is rolled.
  • At the start of the Round, choose when to act in that Round disregarding Initiative order.

You can use a Fate point to:

  • Survive an event that would kill you, although you are incapacitated for the rest of the scene/encounter.
  • Ignore damage from a single event through the intervention of fate — slipping as a blow is about to land, for example.

You regain Fortune points at the start of each session and sometimes during play. Fate points are much harder to come by…

Resilience and Resolve

Resilience and Resolve represent your personal drive and determination to endure, and overcome, no matter the obstacles you face. The Old World is a hard and cruel place, and you’ll need reservoirs of internal strength to endure.

You can use a Resolve point to:

  • Become immune to Psychology until the end of the next round.
  • Ignore all modifiers from all Critical Wounds until the beginning of the next round.
  • Remove one Condition. (More on these in a future preview.)

You can use a Resilience point to:

  • Defy Corruption and resist mutation, though you lose no Corruption points. (More about this in a future preview, too.)
  • Choose the number instead of rolling for it as part of a Test, allowing you to succeed in even the direst of situations.

Resolve is regained whenever you act according to your Character’s Motivation, which is a short phrase describing your character’s inner drive, and the GM might (very rarely) grant a Resilience point for an act of extreme importance to your Motivation.

 

PDF Release Update

We’ve still got some additional things to do before we can release the PDF, but it won’t be too much longer and are e-mailing all pre-order customers with an update on that progress. Thanks for your patience while we get the last details right. We’d rather not make the same mistake again and give an estimated date of which we aren’t 100% sure, but it’s almost there and pre-order customers have a little something that will make up for the wait.

There are some factors out of our control even at the end of the process, and there are always calls to be made between getting it done and getting it right. We tend to err towards prioritising getting it right, but we appreciate that can be frustrating for those of you waiting. But, we’re making this the best game we can, and we are very close, and the PDF will be ready as soon as possible.

Thanks for your patience and support!

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5Jul/18Off

This preview provides a glimpse into the careers available in Warhammer Fantasy Roleplay Fourth Edition. Careers are one of the key components of creating your Character, and are a large part of every edition of the game — they are one of the things that make WFRP what it is. So, we felt we had to do them right. We wanted lots of options, and we wanted to give control of how the careers are used to the player. So, want to stay in one career forever? No problems. Want to advance quickly through the ranks? That’s cool, too! Want to bounce from interesting Career to interesting Career? Sure, it’s your game, we have options for that as well.

Want to stay a Pit Fighter forever? You can now.

Careers are organised into eight Classes. Each of these Classes has eight Careers to choose from, for a total of 64 Careers. But there is more. Each Career also has four levels, with each level offering a greater mix of Advances. So, in total we have 256 Career options in the book. Yup, 256.

Let’s take a look at the Careers available. The Classes and their associated Careers are:

Academics: Apothecary, Engineer, Lawyer, Nun, Physician, Priest, Scholar, Wizard

Burghers: Agitator, Artisan, Beggar, Investigator, Merchant, Rat Catcher, Townsman, Watchman

Courtiers: Advisor, Artist, Duellist, Envoy, Noble, Servant, Spy, Warden

Peasants: Bailiff, Hedge Witch, Herbalist, Hunter, Miner, Mystic, Scout, Villager

Rangers: Bounty Hunter, Coachman, Entertainer, Flagellant, Messenger, Pedlar, Roadwarden, Witch Hunter

Riverfolk: Boatman, Huffer, Riverwoman, Riverwarden, Seaman, Smuggler, Stevedore, Wrecker

Rogues: Bawd, Charlatan, Fence, Grave Robber, Outlaw, Thief, Racketeer, Witch

Warriors: Cavalryman, Guard, Knight, Pit Fighter, Protagonist, Soldier, Troll Slayer, Warrior Priest

But looking at that list doesn’t provide the full scale of what’s on offer. Each of the Careers listed above has four levels, a concept that isn’t new to players of WFRP1, where the spellcasters also had 4 discrete levels. So you can see this in practice, let’s examine the Peasant Class, and have a look at what each Career contains:

The Witch, one of the new Rogue Careers.

Bailiff: Tax Collector, Bailiff, Reeve, Magistrate

Hedge Witch: Hedge Apprentice, Hedge Witch, Hedge Master, Hedgewise

Herbalist: Herb Gatherer, Herbalist, Herb Master, Herbwise

Hunter: Trapper, Hunter, Tracker, Huntsmaster

Miner: Prospector, Miner, Master Miner, Mine Foreman

Mystic: Fortune Teller, Mystic, Sage, Seer

Scout: Guide, Scout, Pathfinder, Explorer

Villager: Peasant, Villager, Councillor, Elder

As you can see, that’s 32 Career options from just the 8 Peasant Careers. Our goal here is to provide everything you will need for your WFRP games in the Reikland, the initial setting for the game. As we expand outwards, we plan to add different Careers and Career Levels to this mix to take into account local variances, and the various options specific to individual species and cultures in the Warhammer world.

So, that’s the Careers we have in the book. Now let’s take a look at what each Career offers.

The Apothecary, in all her glory.

To the right is the Apothecary career. There’s a lot of information to take in there. Rather than explain it all — we have to leave some secrets for when the book arrives — let’s discuss some of the key points.

Each Career comes with an Advance Scheme, which shows you the Characteristics you can improve more easily. The higher the level you achieve within your Career, the more Characteristics you can advance.

Under the Advance Scheme is the Career Path, which details the 4 levels of the Career. There are 4 key pieces of information here: Social Level, Skills, Talents, and Trappings.

Social Level: Your position in society is important in the Old World. Beside the name of each Career Level you’ll find a Social Level. For example, Apothecary’s Apprentice has a Social Level of Brass 3. This is used to modify social Tests, and to determine how much money you can earn when working.

Skills: Skills will be immediately familiar to players of WFRP2 and WFRP3, as they work in a similar fashion. This will be discussed further in a future preview.

Talents: Like Skills, Talents also work in a similar way to WFRP2 and WFRP3, but can be taken multiple times for additional benefits. More on this in a future preview, too.

Trappings: The typical equipment used by folk in the career. The list is far from exhaustive, and is also not restrictive, meaning individual GMs can tailor what they feel is required to move from one Career to the next.

For those used to WFRP1 and WFRP2, you may be wondering how Advances are taken in your Characteristics and your Skills. After all, there are no numbers or limits noted. WFRP3 players will be on slightly more familiar ground, but what’s presented here is still a significant departure to what you will be used to.

The Outlaw, the Career of choice for PCs on the run…

The answer to this lies at the heart of how WFRP4’s Career rules work, offering you unlimited Advancement in the Career of your choice. Yes, you read that correctly, there is no built-in limit to the number of times you Advance a Characteristic or a Skill. However, the higher you advance a Characteristic or Skill, the more Experience points it costs, and at higher levels, it’s expensive. So, if you are obsessive enough to try to achieve superhuman ability in one single thing, you can, and good luck to you! But everyone else will likely have a respectable all-round range of abilities while you are awesome at one thing, but pretty awful at everything else.

The primary benefit of removing caps is that you can stay in the same Career forever, constantly improving the Characteristics, Skills, and Talents on offer, becoming a true veteran of that field should that be your choice.  Of course, you can also move up through the levels in your Career, accessing new Skills and Talents and improving your Social Status as you go. Or you can decide it’s time for a complete Career change, moving to an entirely different Career, which is easier to do if you stay in the same Class.

And that’s it for the Career preview. If you have any comments or questions, head over to our Facebook page, where we will have a member of our design team on hand.

We’ll be back next week with another preview and the latest news on the project, which is very near completion. The final parts of the rulebook have taken longer than planned when we put the pre-order live, but we are so very close to having the PDF ready for release! Keep an eye on us here and social media where we are maintaining an active presence, and we’ll keep you up-to-date.

Find out about our pre-order here: http://shop.cubicle7store.com/epages/es113347.sf/en_GB/?ObjectPath=/Shops/es113347_shop/Categories/Warhammer_Fantasy_Roleplay

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21Jun/18Off

Today we’re going to tackle one of the most frequently asked questions about the new edition of Warhammer Fantasy Roleplay: what, exactly, is the stat line? So, with no further ado, here it is:

Weapon Skill (WS) – close-quarters fighting ability

Ballistic Skill (BS) – ranged fighting ability

Strength (S) – physical strength

Toughness (T) – hardiness and healthiness

Initiative (I) – speed of thought, reaction, and awareness

Agility (Agi) – coordination and natural athleticism

Dexterity (Dex) – ability to perform delicate manual tasks

Intelligence (Int) – powers of thought, analysis, and understanding

Willpower (WP) – strength of mind and determination

Fellowship (Fel) – ability to influence and befriend others

Each of these Characteristics has a numerical value, along the same general scale as those used in the first and second editions of the game. That said, as WFRP4 has no upper limit, some nasty creatures have Characteristics soaring significantly higher than 100! Whatever the number, the first or ‘tens’ digit of each Characteristic is its bonus value, which is used in a variety of different ways, including limiting Talents and defining spells, and determining Wound loss in combat.

Characteristics are used as the basis for your Skills. Much like second edition, skills come in two kinds, basic and advanced. Everyone has access to basic Skills, but advanced Skills can only be used if you have learned them, for example as part of your career.

You’ll note that we have Dexterity and Agility — why both? Those familiar with RPGs will have seen those terms used interchangeably. Dwarfs are a great example for why we wanted to include each as a discrete Characteristic. Dwarfs are known for their exquisite works of craftmanship rather than for being flexible acrobatics, and we believed supporting that difference was important, allowing Dwarfs to make intricate machines, jewellery, and artefacts, but not have a natural flair for dance. So we used Dexterity to reflect manual dexterity, leaving Agility to define nimbleness of the body.

Similarly, we wanted to differentiate between speed of body and speed of mind, so we have both Agility and Initiative. Agility is used for tests involving dodging, dancing and similar movements of the body. By comparison, Initiative is used for perceiving, reacting and intuiting what’s happening in the world around you.

Stay tuned for more previews in the coming weeks! We’re hard at work with the finishing stages of preparing the game and will keep you posted as we finalise delivery times. The PDF will be the first thing released, followed by the physical books. Thanks to everyone who has pre-ordered the game, both directly through us and through your friendly local game store. To find out more about pre-ordering, take a look here - http://shop.cubicle7store.com/epages/es113347.sf/en_GB/?ObjectPath=/Shops/es113347_shop/Categories/Warhammer_Fantasy_Roleplay

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30May/18Off

The combat system for WFRP Fourth Edition has its roots in earlier editions of the game, but we’ve made significant changes. The design goals were to speed up fights and eliminate boring stalemates arising from repeated attack roll failure.

When you get into a confrontation, everyone acts in Initiative order. We’ve added in a few alternative options here for you to tailor the game to your play style. You can keep things simple and just use the Characteristic, or introduce some randomness and deploy the GM catchphrase ‘Roll for initiative’, plus several other permutations.

Every combat round you get to move and do something. The ‘something’ might be using a skill, making an attack, casting a spell, and so on. An attack isn’t meant to only represent one swing of a sword arm. It’s movement, positioning, timing, dodges, feints and parries - all the things that happen in exciting fantasy combat.

D100 systems can suffer from so-called ‘whiff factor’ – endless inaction due to everyone failing rolls time and time again. This was something we wanted to eliminate as much as possible. One of the new mechanics we introduced to help with this in combat is called Advantage. You can gain Advantage from sources including Surprise, Charging and winning an Attack Test. Each point of Advantage gives you +10 to your Attack Tests, and represents you pressing your foe back, gaining control of the space, gaining confidence, leaping onto the table, kicking sand in their face, or whatever you feel is appropriate to the battle at hand.

When you attack your foe, you both make a Weapon Skill Test and compare your success levels. If the attacker wins they will have the chance to do damage and gain a point of Advantage. If the defender wins, they don’t inflict damage but do gain the Advantage as they dodge or parry and take the upper hand. There is always an outcome from a combat round – the least that can happen is someone gains Advantage.

You can win multiple points of Advantage, and you keep them until you lose an Attack Test, take a wound or the combat ends. So, if you keep rolling well, you’ll get in your stride and do better and better. But if you lose a Test you’ll lose all your Advantage. It’s a huge amount of fun, especially if you have the Talents or Spells that let you steal Advantage! You get a real sense of turning the tide of battle, or of getting unstoppable momentum and cleaving through your foes.

There are loads of possibilities and outcomes that these rules bring to the table: a combatant can whale on a bunch of lesser foes first, build up a pool of Advantage and then unleash that on the big baddie. Combining the various Skills and Talents that allow characters to work together to make the most of Advantage adds a tactical edge to this exciting way of determining the outcome of a fight.

But it’s certainly not all one-way traffic! Adversaries have special abilities that are powered by Advantage, so can become progressively more powerful. And there’s loads of fun times for the GM in deciding when to use monster abilities, or simply keep a bonus to hit.

And if your foes are building their Advantage up to truly scary levels, Characters can use a point of Resilience (more on this in a later preview) to remove it.

Critical hits are a staple of WFRP, and in Fourth Edition occur on especially successful blows, as indicated by the roll of a double. In addition to extra damage and special wounds, critical hits can inflict a variety of Conditions that change the way combat works for those who receive them.

That’s the core of the new combat system. Of course, there’s much more to it - Strength and Toughness work in ways familiar to players of First and Second Edition, as does armour. Hits are locational. There are fumbles, and ranged combat throws in some interesting and original quirks.

We’ll be talking more about Warhammer Fantasy Roleplay in future previews. Pre-orders for the WFRP Rulebook, Collector’s Limited Edition Rulebook and WFRP Starter Set are open, you can find out more here.


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24May/18Off

We’re running a special Adventures in Middle-earth bundle deal at DrivethruRPG. It includes the two core titles – The Player’s Guide and the Loremaster’s Guide as well as the first two supplements: Rhovanion Region Guide and Wilderland Adventures. This gives you everything you need to start adventuring in Middle-earth using the familiar 5thedition OGL rules!

The special bundle is just $29.95, and gets you $70.36 of PDFs, a saving of $40.41!

http://www.drivethrurpg.com/product/242633/May-DD-Sale-Middleearth-Adventures-BUNDLE?affiliate_id=169435

Click to read more about the Adventures in Middle-earth titles included in the bundle:

23May/18Off

Out now in PDF: Eriador Adventures for Adventures in Middle-earth™
Children kidnapped in the night, unusually cunning Trolls, a mysterious caravan, the fate of a company of Hobbits, the legacy of the Dúnedain and an evil awakening beneath the barrows – six new stories set in the ancient land of Eriador. Six adventures that need a company of heroes to undertake them.

Eriador Adventures contains six ready-to-play adventures for Adventures in Middle-earth™, complete scenarios that can be played separately or as an epic series spanning a number of years. All adventures are set in the years prior to 2977, and take place in the lands surrounding Rivendell.

Eriador Adventures complements the background and rules material contained in the Rivendell Region Guide.

Delve into the ruins of overgrown Fornost, walk amidst the cairns of the Barrow-downs and venture to the lair of the Witch-king of Angmar himself, the ancient city of Carn Dûm — if you have the courage!

Eriador Adventures contains material previously released as The Ruins of the North for The One Ring Roleplaying Game, fully converted to be compatible with Adventures in Middle-earth and the OGL rules.

Grab it now at DrivethruRPG: http://www.drivethrurpg.com/product/242740/Adventures-in-Middleearth--Eriador-Adventures
Alternatively, pre-order your copy from our web store, or a participating Bits and Mortar store and get your PDF free!