Explain the nemesis organization card talent slot to me please

By Emirikol, in Warhammer Fantasy Roleplay

I'm not quite sure what the nemesis organization card talent slot is for. Where does the GM's toolkit explain what it's for and how it's used? Does the rulebook say it's for the members of the organization or only the nemesis NPC? I'm not seeing it here.

Thanks,

Jay H

i seem to remember a Talent socketed in the Organization Talent slot applies to all members of that "group", whatever form it has, like the ones for PC's Party sheet. I won't re-read the GM booklet form the GM Toolkit to find it though lengua.gif

Nemesis NPC(s) can have Talents like PCs (along with stance bar, fatigue/stress, actions, etc.) and also benefit from the Organization's Talent slot(s). I really like those ideas, GM Toolkit isn't worth much without those, in term of new content.

Think of it as a party sheet for bad guys with the talent slot there for the nemesis to give their talents to their minions. It gives your organisation a little more individuality so that all Savage Warbands aren't exactly the same.

The reason I ask about this is because I'm going to do up an article for Liber Fanatica #8 for PC organizations (aka, all the ones from the Career Compendium)..that is if anyone is interested. I figure I'd modify from the NPC organization rules.

jh

Emirikol said:

The reason I ask about this is because I'm going to do up an article for Liber Fanatica #8 for PC organizations (aka, all the ones from the Career Compendium)..that is if anyone is interested. I figure I'd modify from the NPC organization rules.

jh

A bit like the "Family Patronage" sheet proposed by Edge of Nights but for Guilds/Organizations or the like ? it is compatible with the Group sheet and thus cool gui%C3%B1o.gif

Yes. It's something like that. I'd like to see it be more than a mechanical benefit though. As we've discovered in WFRP3, D&D4, and pathfinder, and WoW (at least with ability names), players tend to ignore the fancy name at the top of a card and measure them not by coolness or theme, but by the raw power the card grants.

Is there a way to encourage players to also utilize the roleplaying aspects of a card/rule/ability/power?

jh

from my little experience it depend highly (and mostly) on the player group and their source of interest with the game : powergaming vs roleplaying.

Almost all is a balance between those two in my eyes

I pick cards because I like the feel. I took 'setup strike' for my boatman because I didn't want something too reckless. I think it just depends on the player. In the end, I don't think most people think WFRP is about stats. There is a uber rich charlatan in our group - he doesn't want to buy any armour because he thinks it is uncharacterful. In most other games, that sort of thing isn't a consideration.

Illustrious said:

...There is a uber rich charlatan in our group...

hmmmmmm, interesting ... demonio.gif

No meta! Bad Gilles!