Sneak Peek at Signs of Faith (long + pics)

By dvang, in Warhammer Fantasy Roleplay

Pretty cool and mysterious.

Not knowing a title "agents of faith" I'd been googling it.

And the only link for warhammer I found was this thread. preocupado.gif

It's a typo. I was refering to the box set. Sorry for the Confusion.

I notice that the Seer and Mystic careers have the arcane trait. Do they have the ability to cast spells? and if so, which types?

-L

Lucas Adorn said:

I notice that the Seer and Mystic careers have the arcane trait. Do they have the ability to cast spells? and if so, which types?

-L

Good question but only Dvang can anwser this becouse he has the game. I just hope that all the others - that hadn't got a chance to be at GenCon will see this soon. I heared that there's a chance that the Signs of Faith will be avaliable at store about 14th October, so I must just keep my fingers crossed.

I guess they have the arcane trait mostly because they have magical sight…

ah I see. and I guess they could always purchase channelling and spellcraft skills if they want to cast. It would take them along time which would actually reflect the time it would take to learn spells very accurately.

The Mystic and Seer both get Magical Sight as a career skill, the Mystic's career skill is to spend fortune points to add to an allies dice pool and the Seer can spend a fortune point after the dice are rolled to add a Sigmar's Comet to the result.

The Assassin's ability card is also awesome, on any Ranged or Melee attack with a weapon he has a specialisation in he can use a boon to get +1 damage or two boons for +1 critical.

I'm a bit iffy about this box including rules for Nurgle. I mean, if those are a more or less complete ruleset for Nurgle, what about the other gods? Is each of them going to be included in three other boxes? And what about a Chaos-box, will that contain those rules over again, plus a bit extra? Making you have to buy stuff twice to get a complete set? Or making you buy supplements with themes you're not that interested in just to complete your chaos rules?

What are the rules for limiting healing abuse outside combat?

Ralzar said:

I'm a bit iffy about this box including rules for Nurgle. I mean, if those are a more or less complete ruleset for Nurgle, what about the other gods? Is each of them going to be included in three other boxes? And what about a Chaos-box, will that contain those rules over again, plus a bit extra? Making you have to buy stuff twice to get a complete set? Or making you buy supplements with themes you're not that interested in just to complete your chaos rules?

Ralzar, you might wanna check the other products they have so far... Winds of Magic already contained the rules for Tzeench, this one will contain the rules for Nurgle, and a war/combat based box will contain the rules for Khorne.

So as far as I can tell, there will not be a chaos-box.

The way I see it, FFG is trying to pair up the chaos gods with expansion boxes that somewhat align themselves with or diametrically oppose the god itself.

So when is this damned thing coming out? FINALLY THE FREAKING PERFORMER CAREER!!!!!

This box has a nice selection of new careers which I suspect will be fun to play, but the extra spell cards will be useful for any group that has priest(s) in the group.

Am more looking forword to seeing the rules for Nurgle and soon there will be rules for the other 2 chaos gods still missing

Hope we get it here in the UK before the years out

I want to see everything Torg does, but I confess what is motivating me the most is...

Priests of Rannald.

:]

For anyone able to answer... I'm curious if there is discussion of minor deities as well, or just the ones with Faith cards? I saw the Table of Contents mentioned foreign human dieties, but I wondered what else might be available.

For me, although I'm interested in the whole package, Priests (or Priestesses) of Myrmidia spark my curiosity, as they were never really covered much in the other editions.

With WFRP3, they get their own spell cards, so the flavor should be much more distinct.

Nisses said:

Ralzar said:

I'm a bit iffy about this box including rules for Nurgle. I mean, if those are a more or less complete ruleset for Nurgle, what about the other gods? Is each of them going to be included in three other boxes? And what about a Chaos-box, will that contain those rules over again, plus a bit extra? Making you have to buy stuff twice to get a complete set? Or making you buy supplements with themes you're not that interested in just to complete your chaos rules?

Ralzar, you might wanna check the other products they have so far... Winds of Magic already contained the rules for Tzeench, this one will contain the rules for Nurgle, and a war/combat based box will contain the rules for Khorne.

So as far as I can tell, there will not be a chaos-box.

The way I see it, FFG is trying to pair up the chaos gods with expansion boxes that somewhat align themselves with or diametrically oppose the god itself.

Hm, I forgot about that Tzeentch book in WoM. I haven't gotten the WoM box yet as I'm really not that interested in the rules for magic, but I think I'll have to get it soon now to get in idea of what they're including in these chaos books.

My biggest worry is that by dividing the chaos stuff up inot 4 books like this, you're left with the rules for each god, but missing a lot of the "fluff" that made The Tome Of Corruption such a great book. I'm talking about all the stuff about the nature of Chaos, motivation and structure of chaos cults in the Empire (with classes for playing them), norscans (with classes for playing them) and rules for adventuring in the Chaos Wastes. I'm worried that a lot of that will fall between the cracks by dividing everything up into diety-specific books, leaving us with rules for creating chaos-themed enemies and adventures but loosing som of the rich background of the great adversary of Warhammer.

But I might be worrying about nothing. I have to get my hand on WoM and judge for myself. I'm just afraid that such parts as Norscan tribes, their customs, mindset and rules for playing them might be stuff left out for some later supplement that might never see the light of day.

Well the Warhammer world is big. Its gonna take some time to cover it all with various expansions. I think first on the list after dwarfs is the high elves and/or Wood elves. Then perhaps Halflings since it seems they are so popular with people (myself not included).

They will probably get around to Norsca eventually but it may take years. Perhaps in ten years time they will even get to Cathay and Nippon.

-L

Ralzar said:

Nisses said:

Ralzar said:

I'm a bit iffy about this box including rules for Nurgle. I mean, if those are a more or less complete ruleset for Nurgle, what about the other gods? Is each of them going to be included in three other boxes? And what about a Chaos-box, will that contain those rules over again, plus a bit extra? Making you have to buy stuff twice to get a complete set? Or making you buy supplements with themes you're not that interested in just to complete your chaos rules?

Ralzar, you might wanna check the other products they have so far... Winds of Magic already contained the rules for Tzeench, this one will contain the rules for Nurgle, and a war/combat based box will contain the rules for Khorne.

So as far as I can tell, there will not be a chaos-box.

The way I see it, FFG is trying to pair up the chaos gods with expansion boxes that somewhat align themselves with or diametrically oppose the god itself.

Hm, I forgot about that Tzeentch book in WoM. I haven't gotten the WoM box yet as I'm really not that interested in the rules for magic, but I think I'll have to get it soon now to get in idea of what they're including in these chaos books.

My biggest worry is that by dividing the chaos stuff up inot 4 books like this, you're left with the rules for each god, but missing a lot of the "fluff" that made The Tome Of Corruption such a great book. I'm talking about all the stuff about the nature of Chaos, motivation and structure of chaos cults in the Empire (with classes for playing them), norscans (with classes for playing them) and rules for adventuring in the Chaos Wastes. I'm worried that a lot of that will fall between the cracks by dividing everything up into diety-specific books, leaving us with rules for creating chaos-themed enemies and adventures but loosing som of the rich background of the great adversary of Warhammer.

But I might be worrying about nothing. I have to get my hand on WoM and judge for myself. I'm just afraid that such parts as Norscan tribes, their customs, mindset and rules for playing them might be stuff left out for some later supplement that might never see the light of day.

Ralzar said:

But I might be worrying about nothing. I have to get my hand on WoM and judge for myself. I'm just afraid that such parts as Norscan tribes, their customs, mindset and rules for playing them might be stuff left out for some later supplement that might never see the light of day.

I am pretty sure that info on Norscan tribes are almost certainly going to be left out, although its possible some fluff might appear in the Khorne book, I guess.

Realistically though, although nice to have and a great read, its a pretty niche rules requirement for the majority of WFRP v3 campaigns i would think. If you did see It, i would imagine FFG might roll it up with a adventure in the same way they are rolling up info about marienburg and hedge wizardry with an adventure.

Gone are the days, i think where FFG are producing products on a single over arching theme such as chaos; instead they are producing very clever (IMO) supplements that touch quite strongly on a few themes but include components that inhance all aspects of the game.

I have been able to use "a lot" of all the stuff FFG has so far produced, whereas for my 2nd ed campaign, KotG never got used, RC never got used, and i never used the Norscan or chaos wastes stuff from ToC. All of that was a good read and nice stuff to have on the shelf, but its real nuts and bolts usability in a "regular" campaign was pretty limited, unless of course you happen to be in the chaos wastes.

I think it is generally a bad idea to compare 3rd ed products with a similar one from 2nd ed, because you a bound to come up short with what you expect the content to be, but i think that is because FFG are coming at their supplements from a completely different angle to 2nd ed, and I for one prefer FFG's way of doing things.

happy.gif

Yeah, I can see the appeal of the way FFG are publishing material now but things like the norscan rules are a typical example of the problem with it. Much of this probably has to do with v3 being so component heavy. In v2 you could just put a few pages of rules on somehting into a book and there it was. With v3 you suddenly have to print out career cards, action cards, tokens and so on for any new rules you introduce, which probably makes them much more picky in what they think is "worth" publishing. Which I'm afraid could lead to some of the richness of the setting being lost. The economic question becomes more important than just putting in "stuff that is cool".

Ralzar said:

Yeah, I can see the appeal of the way FFG are publishing material now but things like the norscan rules are a typical example of the problem with it. Much of this probably has to do with v3 being so component heavy. In v2 you could just put a few pages of rules on somehting into a book and there it was. With v3 you suddenly have to print out career cards, action cards, tokens and so on for any new rules you introduce, which probably makes them much more picky in what they think is "worth" publishing. Which I'm afraid could lead to some of the richness of the setting being lost. The economic question becomes more important than just putting in "stuff that is cool".

Yer, I can certainly see a degree of that happening, but conversely if all we had was a few pages of rules on something in 2nd ed (such as the actual rules on the chaos wastes, not the fluff), you could probably get the same nuts and bolts rules info from 3rd ed, by picking a few of the appropriate location cards (or creating some variations on a theme) and using those for adventuring in the chaos wastes.

I think there is a lot of fluff that we are potentially losing, but for those of us with the 2nd ed books, we have it already and for those comng to 3rd ed fresh, they don't really know what they are missing, so won't miss it (that much!)

I think there is an economic issue that it is almost certainly more expensive to provide a career on a career card than a career entry in a book, and some people will wish that the careers were in books (only) so that we could have more of them produced. I however appreciate the value of having careers on cards, and therefore accept we'll end up with less per expansion to keep the overall cost comparable.

Its as much a personal choice as anything about how you like your RPGs to go, but I'm prepared to stick with the nature of WFRP V3 because of the overall way the system is currently heading. I find it really fun and a breeze to GM, with very little rules discussion or confusion at the table, which for me is pretty key.

I think the possibility of we having adventures that describe other parts of the Warhammer World is huge. Of 6 already released materials (including Signs of Faith), 2 are adventures. And we know there is another one coming, with lots of added rules and fluff.

I think it's a good thing, actually. When you have some carefully designed description added to an adventure, you'll have the possibility of making that description go into your campaign right away. Even if you don't, you'll have a lively setting to work with.

That was actually set by the second edition. The scenery description we had in Paths of the Damned and Terror in Talabheim are just amazing! The cities do come to life and you'll be able to use them in much more than just those adventures.

I think FFG is making a great use of that idea.

I just don't expect that to be the case of a box about the Empire. I imagine one that will bring us some differentiation for a human of each province, rules for halflings, and teh Book os Slaanesh with much about cultist (that could be used for the other Gods of Chaos as well).

Cheers!

Lucas Adorn said:

Well the Warhammer world is big. Its gonna take some time to cover it all with various expansions. I think first on the list after dwarfs is the high elves and/or Wood elves. Then perhaps Halflings since it seems they are so popular with people (myself not included).

They will probably get around to Norsca eventually but it may take years. Perhaps in ten years time they will even get to Cathay and Nippon.

-L

I agree with this. Also ... why DO people like halflings so much? Not meaning to step on toes, just curious.

Perhaps because they are small and have fluffy feet :)

shinma said:

I agree with this. Also ... why DO people like halflings so much? Not meaning to step on toes, just curious.

I think WFRP halflings are just much more interesting than halflings of other games. The fluff behind them has always been good in Warhammer.

Which brings me to another good point someone made... the greatest thing about the old Chaos books was the fantastic fluff. For instance, descriptions of how the environment would change subtly if one of big baddies was within a few miles, and then become increasingly weird. I think that may end up missing with the way that FFG is doing it, BUT...

I'm thinking that GW doesn't really want FFG tinkering with the world much, and that may be the reason we're not seeing as much non-rules text.

GW don't seem to have a problem with it in 40K.

It may simply be a question of man power. They are fewer people working on warhammer than 40k rpg as far as I know. Or cost: only so many pages allowed in each expansion, hence the thin books in soft cover.