Can anyone who bought the Adventurer's toolkit list the careers available in this expansion?
Also off topic - Does anyone have the stats or a character made up that could reprisent Teclis himself?
Can anyone who bought the Adventurer's toolkit list the careers available in this expansion?
Also off topic - Does anyone have the stats or a character made up that could reprisent Teclis himself?
ATK Careers
There are 10 new careers available with the Adventurers Toolkit, these are:
Bailiff - Human or Dwarf
Bounty Hunter - Human, Dwarf, High Elf or Wood Elf
Dockhand - Human or Dwarf
Ironbreaker - Dwarf
Pit Fighter - Human, Dwarf or Wood Elf
Ratcatcher + Small but Vicious Dog - Human or Dwarf
Scribe - Human, Dwarf or High Elf
Smuggler - Human or Dwarf
Sword Master - High Elf
Wardancer - Wood Elf
All careers are Basic
And for the full list of the box content you can check the Component list FFG posted in the WFRP3 support page.
Personally, i wouldn't represent Teclis with figures - he is far too powerful for characters within the scope of this game to deal with on a comparative level.
Just have him do whatever you want - the players can't feasibly hurt him and he can pretty much do what he likes to them or almost any other creature.
Hey, even Teclis had to be an apprentice at some point... Otherwise advanced careers evidently aren't needed in this game.
jh
Zagor said:
Personally, i wouldn't represent Teclis with figures - he is far too powerful for characters within the scope of this game to deal with on a comparative level.
Just have him do whatever you want - the players can't feasibly hurt him and he can pretty much do what he likes to them or almost any other creature.
I generally agree at present. High Elf Archmages in general tend to be beyond the realm of "game balance" (and pretty much always have been) and Teclis would definately cream any adventurers haughty and reckless enough to try to attack him. It's sort of like the question of whether or not to give stats to Cthulhu. Sure, they might make for an interesting "Holy Crap!" type of read but they ulimately matter very little in terms of gameplay.
The biggest unbalancing factor to the High Elf mages is that they can not only draw from all of the Winds of Magic as they please but they can, in fact, blend multiple Winds together to create unique and highly potent effects.
All this said, I would certainly like to see some tools for GMs in future releases that give more details on how to include High Elf True Magic (and Dwarf Runesmithing) in their games. Will it ever be a feasible option for player characters? Probably not.