Talent: Beastmen Killer

By socratim, in WFRP House Rules

Since my groups has had so much fights against beastmen in their adventures, I want to grant them the talent "Beastmen Killer". I was thinking about having it read: "Gain 1 <w> fortune die for all actions targeted at beastmen." to reflect their knowledge about those opponents.

Is that reasonable? Or too powerful?

I think it's a great idea.

You should use Strange Eons to create the card. I had "Slyaer of MÃ¥negard" (centigor champion) Reputation card in one of our games. I think these kinds of small prices are great as they make the players feel that their actions have consequences.

Or just give them an appropriate specialisation.

Cheers

I really like these rewards, not very game-breaking. Who's to say if they'll ever meet beastmen again?

In 2nd edition I had a wizard who got Ulrics Fury twice on two different ghouls, and split both in half (quite lucky...). The GM then decided my sword must have been magical, and gave me a permanent bonus of +5% to ghouls. We never meet any more ghouls, but Ghoul-Slayer was my pride the rest of the campaign happy.gif

Spivo said:

I really like these rewards, not very game-breaking. Who's to say if they'll ever meet beastmen again?

In 2nd edition I had a wizard who got Ulrics Fury twice on two different ghouls, and split both in half (quite lucky...). The GM then decided my sword must have been magical, and gave me a permanent bonus of +5% to ghouls. We never meet any more ghouls, but Ghoul-Slayer was my pride the rest of the campaign happy.gif

Cool!

Btw, even if it wasn't magical at all, there could be a psychological effect through the witnessing and maybe storytelling afterwards. Like when the great orc/ goblin in "The Hobbit" realizes what swords Thorin and Gandalf are carrying. Could even be a new adventure hook. You are giving me ideas... gran_risa.gif

Spivo said:

I really like these rewards, not very game-breaking. Who's to say if they'll ever meet beastmen again?

In 2nd edition I had a wizard who got Ulrics Fury twice on two different ghouls, and split both in half (quite lucky...). The GM then decided my sword must have been magical, and gave me a permanent bonus of +5% to ghouls. We never meet any more ghouls, but Ghoul-Slayer was my pride the rest of the campaign happy.gif

Precisely what I meant. Excellent material for late night "remember that adventure"-talk!

Armoks said:

Or just give them an appropriate specialisation.

Cheers

Agreed, I encourage my players to specialize in areas that they have been "exposed to" a lot, for example specializing WS/BS against Greenskins.
Sometimes I hand out free specialization out that the players can choose in what skill to put it.

For example:
"You get a Greenskins specialization in a skill you find appropriate."
One player might put it in WS, to gain the extra fortune when fighting them. Another might opt for Observation to be able to spot them better.

Works really well, and ties the characters together through story-elements.

I consider cards somewhat better option than specialization. Mainly because in a game of bits and pieces I think that the player(s) might feel a bit cheated if they do not get a card. Another thing take makes the card a valuable option is that it's not as powerful as a specialization.After all you need to decide to use it instead of something else.

The other advantage of a card though is that you can dock it to a group and suddenly everyone has that ability.