Hey dvang do you want to shed any light about curing disease rules work in signs of faith if you have the time. How do the medicines and herbs affect things? Are they easier to heal then critical hits?
Sneak Peek at Signs of Faith (long + pics)
Variety is the spice of life, so I like to change periodically. If it helps, this *is* an image from Mansions of Madness, so it is Cthulhu related, anyway. 
It's been a little bit since I've looked at/used them.
Off the top of my head, they work like this:
They are similar to critical hits, although you have to cure each and every symptom before you can get rid of the disease itself. Diseases can accumulate and stack up symptoms, each with a severity. If the total severity of symptoms is > your Wound Threshold, you die. You need to make Resilience tests to remove symptoms, similar to healing critical hits.
This info *could* be wrong, and I might have misspoken. I'll double check my book when I get home and let you know, and I'll also be able to provide a few more details at that time too. Won't be until late tonight, though (US PST), as after work I've got an appointment to go to before I can get home.
lordsneek said:
Hey dvang do you want to shed any light about curing disease rules work in signs of faith if you have the time. How do the medicines and herbs affect things? Are they easier to heal then critical hits?
HEALING DISEASES
Every night of rest, the afflicted PC gets to make a resilience check against the disease. The difficulty is Average (2d) if they are suffering from a single disease, and Hard (3d) if suffering from 2 or more diseases. Add a for every additional symptom the PC is suffering from. If being treated, add [W] for each level of training in Medicine, and add [W] or [WW] (choose one) if recuperating in a clean and safe place or taking remedies. Add a if the PC had been doing strenuous activity or has been in dirty places.
If the PC rolls a number of successes, he may recover from one symptom with a Severity rating equal to or less. If there are more than one symptom eligible, the player may choose which one. The caveat, is that the first, ie "the Disease" card is the last card that can be removed (ie all symptom cards for the disease must be cured/removed before it can be). Failure has no effect, other than failing to remove a symptom. If one or more Chaos Stars are rolled during the check, however, a new symptom is added.
If a PC undergoes a complete treatment appropriate to the disease, the PC gets a bonus Recovery (Resilience) check.
Herbs & medicines - Do a couple things, depending on the medicine. Some allow you to ignore symptoms. Some give generic bonuses vs all recovery checks. Some give bonuses to recovery checks vs a specific disease, or vs a symptom with a specific trait (such as Wound, Fever, etc)
- - - - - -
So, overall, Diseases are more difficult to remove than critical hits. Also, a party member with a disease causes each other party member (that doesn't currently have that disease) to roll to see if they catch the disease, "occasionally". That's an Easy (1d) Resilience Check, in general.
A little cleanup of questions:
- The adventure is designed for late Rank1 / early Rank 2 parties. I haven't read through it, but it seems like there's the typical good mix of combat and investigation/social interaction. Appropriately related to the introduction of the followers of Nurgle, of course, so beware.
- Yes, diseases can gain symtpoms over time. Either by failing a Disease check (assuming the GM doesn't apply a new disease) from being exposed to a source of disease, or by rolling one or more Chaos Stars when attempting the daily recovery check.
- Nurgle's Rot: Incurable. Not acquired through a normal disease check, instead it is a "gift" from Nurgle. It is highly virulent, and automatically forces Disease checks on anyone within Close range. The carrier is immune to the effects of other diseases, but gain a negative to Fel tests based on the number of diseases and symptoms he has. He also gets to add a new symptom automatically each week. If the severity of all his diseases reaches more than twice his Wound Threshold, the character is reborn as a Plaguebearer. There is no known cure for Nurgle's Rot (hence the reason it is a condition card and not a disease card)
dvang said:
- Nurgle's Rot: Incurable. Not acquired through a normal disease check, instead it is a "gift" from Nurgle. It is highly virulent, and automatically forces Disease checks on anyone within Close range. The carrier is immune to the effects of other diseases, but gain a negative to Fel tests based on the number of diseases and symptoms he has. He also gets to add a new symptom automatically each week. If the severity of all his diseases reaches more than twice his Wound Threshold, the character is reborn as a Plaguebearer. There is no known cure for Nurgle's Rot (hence the reason it is a condition card and not a disease card)
Nice. I allways felt Nurgle's Rot was a too extreme disease to be curable without some kind of miracle.
Alliance Distribution listed Sign of Faith as been released today.
So expect the actual product to show up in your local store in next 2 days?
Qingtian said:
Alliance Distribution listed Sign of Faith as been released today.
So expect the actual product to show up in your local store in next 2 days?
I talked to my FLGS yesterday, and they said they'd have it end of this week/beginning of next.
CCG Armory shows Signs of Faith as "in-stock": http://www.ccgarmory.com/sioffawfarpp.html
I haven't had a chance to look in at my FLGS to see whether they have it yet, though.
sorry for being off-topic, but can someone enlighten me what the acronym FLGS stands for? I understand that it is a store where you can buy fantasy / gaming related stuff, but I just cannot find a good interpretation for FLGS… Thanks!
PS: I would also like to know when this acronym came into being. ![]()
ozean said:
sorry for being off-topic, but can someone enlighten me what the acronym FLGS stands for? I understand that it is a store where you can buy fantasy / gaming related stuff, but I just cannot find a good interpretation for FLGS… Thanks!
PS: I would also like to know when this acronym came into being. ![]()
Friendly Local Game Store.
It's been around, I don't know, at least 6 years.
I recieved my copy recently. The release of this product makes the game feel complete enough for me to develop a new campaign. ![]()
jh
Emirikol said:
I recieved my copy recently. The release of this product makes the game feel complete enough for me to develop a new campaign. ![]()
jh
Excellent!
I've got one player who loves to play "clerics" and the initial set just didn't pique his interest. I think this box generates a ton of solid player info. The new sigmar, shallya and morr cards were a welcome surprise.
I havent' read the SoF scenario yet, but the disease rules got me wondering if I should do a web-update of my WFRP3e Wolfship scenario (which involves disease..to say the least).
jh
It's in stock in downtown Toronto gamestores. I purchased earlier in week, haven't had chance to absorb it all but like what I've seen.
A player snatched up "Mystic" to transition to as career good and fast last night.
Some earlier edition things making a comeback such as Doomings (no detailed rules on them but the footprint).
What careers do you get in this box? I keep sing "10 new careers" but what are they? I'm wondering wether to prioritize SoF or WoM and that depends a lot on what careers I get out of it.
As you can see by the first post of this thread (with pictures!), the ten careers are:
Assassin, Mystic, Seer, Chamberlain, Prophet of Doom, Pedlar, Investigator, Performer, Priest, and Witch Hunter Captain.
Assassin-A
Mystic-B
Seer-A
Chamberlain-A
Prophet of Doom -A2
Pedlar-B
Investigator-A
Performer-B
Priest-A2
Witch Hunter Captain-A2
A= advanced, B= Basic, A2 = Rank 3 career
jh
Larin said:
Agents of Faith (as an optional rule) adds an additional class skill for each faith. (or is it two... I don't have the book in front of me.) Sigmar gets WS, etc.
In signs of faith, this optional rule adds aditional class skills depending on faith if I understand it correctly.
Since SoF have not reached my store yet (in Sweden), I just wanted to ask, does the Shaylla Priests get Medicine as an extra class skill? Or what skill/skills do they get? The Shaylla priest player in my group wants to know before spending advances on other stuff.
k7e9 said:
Larin said:
Agents of Faith (as an optional rule) adds an additional class skill for each faith. (or is it two... I don't have the book in front of me.) Sigmar gets WS, etc.
In signs of faith, this optional rule adds aditional class skills depending on faith if I understand it correctly.
Since SoF have not reached my store yet (in Sweden), I just wanted to ask, does the Shaylla Priests get Medicine as an extra class skill? Or what skill/skills do they get? The Shaylla priest player in my group wants to know before spending advances on other stuff.
Shallya can get Medicine (Int) and Resilience (To).
Thanks for the quick answer. Follow up question: Do they get both, or do they have to make a choise?
I really hope the box will show up in my store soon.
It's at the GM's discretion. The rule is basically that the GM can offer them as career skills if he feels they reflect the activities of the PC.
How interesting that Shallyans can use Medicine.
I always thought that their whole thing was "only FAITH will heal you- "medicine" and "science" are the domains of those goat worshipers called physicians".
Necrozius said:
How interesting that Shallyans can use Medicine.
I always thought that their whole thing was "only FAITH will heal you- "medicine" and "science" are the domains of those goat worshipers called physicians".
Not sure where you get that from. They may be disapproving of faithless physicians motivated by profit, and charlatans, but their aid, in general, is nothing if not eminently practical.
I agree with Monkeylite. I never interpreted Shallyans as being anti-medicine. On the contrary, AFAIK they use medicine to augment their faith healing. As Monkeylite said, it is the concept of greed for healthcare that they have problems with.
Also, consider that the majority of "doctors" and "medicine" in the warhammer world are pretty crude. Sanitation and cleanliness are not present very often, for example. So, Shallyans, who really encompass the concept of "true" modern medicine would also look down on the majority of doctors as doing more harm than good as well, which would help to color their perceptions.
I am a little disappointed that there isn't a career path (yet?) for non-caster priests. Even an appropriate listing for NPCs. Not a big deal, to be sure, but I would have liked to have seen that (as there was eventually created in v2).