Hero's Call - SPOILERS

By Emirikol, in Warhammer Fantasy Roleplay

k7e9 said:

Yepesnopes said:

Ok ok, one more last question (when I start I cannot stop it lengua.gif)!

Which is the ability of the magistrate? the tier 4 social-like career? Has it also 12 advances and 6 skills like the rest?

Thanks in advance and sorry for so much questioning.

Cheers

  • Career ability: when a magistrate influences a target the magistrate and it's allies recover 2 stress and 2 fatigue each (once per session).
  • Tier 4, yes.
  • Social, yes - it has the social trait, social skills and reputation slots.
  • 12 advances, yes.
  • 6 skills, no - they have 7.

Thanks a lot! Sigmar bless you!

k7e9 said:

  • Career ability: when a magistrate influences a target the magistrate and it's allies recover 2 stress and 2 fatigue each (once per session).
  • Tier 4, yes.
  • Social, yes - it has the social trait, social skills and reputation slots.
  • 12 advances, yes.
  • 6 skills, no - they have 7.

The magistrate career ability and the Vampire Hunter career ability look to me a bit overshadowed by that of the Champion.

Any of you see something I am missing?

Can you complete Vampire Hunter and then move to Champion?

Cheers

Yepesnopes said:

The magistrate career ability and the Vampire Hunter career ability look to me a bit overshadowed by that of the Champion.

Any of you see something I am missing?

Can you complete Vampire Hunter and then move to Champion?

Cheers

Well, for the Champion ability to work you need to have put skill trainings in Weapon Skill/Coordination/Resilience. So that's a lot of advances going into thosse three skills. That's kind of the "drawback" of the champion career card, while the other two abilities work right of the bat. Remember that to have masteries in all those skills you'll almost dedicate all your skill advances into those three skills for 4 careers, you'll have a very one-sided character. Also note that many of the martial careers only have one of the skills.

When I quickly looked through the Players Guide I only found that soldier, thug, mercenary, roadwarden, thief and watchman has one of those skills as career skills, while pit fighter, grave robber, and swordmaster are careers with two. This is probably not an exhaustive list, it was just a quick and dirty search, but it gives you a feeling of how "hard" it might be to have 3 or even 2 masteries when moving into Champion. It requires a lot of work and planning to get the most out of the Champion career card. But the champion ability is powerful, if you have two (or even three) masteries in the required skills.

Also; the Champion only has 6 skills to choose from, a Vampire Hunter has 8 and as I said before the Magistrate has 7. This might be viewed as a drawback for the Champion.

I think it's hard to compare abilities though, in a social campaign the Magistrate might be a much better choise than the Champion. In a campaign focusing on hunting down a Vampire Count the Vampire Hunter's ability would probably be very handy.

Lastly, yes, you can go from Vampire Hunter into the Champion career.

nifoc said:

Ogres get S:3, T:3, A:2, I:1, W:2, F:1

Must begin play as Ogre Maneaters (career)

+1 soak due to thick skin

gets 1 misfortune to all actions for every hour he fails to consume meat, if: No. of Misfortune dice = T he may fly into murderous rage, fall asleep or whatever the player feels is appropriate. also gets 2 fortune dice to resist ingested toxins, diseases etc.

raises S & T for one advance or creation point less (may raise to 7)

Reduce Fear by 1 and Terror count as Fear (not cumulative)

Wounds 12+T

Corruption: 10+T (not immune to mutations)

We're making characters for a new campaign next week and of course one of my players is thinking about playing an ogre. Between this and the preview of the Ogre Maneater career card aw back when, is that enought to get started? The career ability is the gut plate, right? I thout I saw its ability but caan't find it.I of course will be getting the supplement as soon a it's available here in he States. Is there anything else we should know?

Of course, by answering this you'll help ensure he plays a pistoller instead.

RARodger said:

nifoc said:

Ogres get S:3, T:3, A:2, I:1, W:2, F:1

Must begin play as Ogre Maneaters (career)

+1 soak due to thick skin

gets 1 misfortune to all actions for every hour he fails to consume meat, if: No. of Misfortune dice = T he may fly into murderous rage, fall asleep or whatever the player feels is appropriate. also gets 2 fortune dice to resist ingested toxins, diseases etc.

raises S & T for one advance or creation point less (may raise to 7)

Reduce Fear by 1 and Terror count as Fear (not cumulative)

Wounds 12+T

Corruption: 10+T (not immune to mutations)

We're making characters for a new campaign next week and of course one of my players is thinking about playing an ogre. Between this and the preview of the Ogre Maneater career card aw back when, is that enought to get started? The career ability is the gut plate, right? I thout I saw its ability but caan't find it.I of course will be getting the supplement as soon a it's available here in he States. Is there anything else we should know?

Of course, by answering this you'll help ensure he plays a pistoller instead.

The maneater gets a gutplate as an ability. The gutplate allows the maneater to, once per session, convert a critical wound into a normal wound as he takes it.

RARodger said:

nifoc said:

Ogres get S:3, T:3, A:2, I:1, W:2, F:1

Must begin play as Ogre Maneaters (career)

+1 soak due to thick skin

gets 1 misfortune to all actions for every hour he fails to consume meat, if: No. of Misfortune dice = T he may fly into murderous rage, fall asleep or whatever the player feels is appropriate. also gets 2 fortune dice to resist ingested toxins, diseases etc.

raises S & T for one advance or creation point less (may raise to 7)

Reduce Fear by 1 and Terror count as Fear (not cumulative)

Wounds 12+T

Corruption: 10+T (not immune to mutations)

We're making characters for a new campaign next week and of course one of my players is thinking about playing an ogre. Between this and the preview of the Ogre Maneater career card aw back when, is that enought to get started? The career ability is the gut plate, right? I thout I saw its ability but caan't find it.I of course will be getting the supplement as soon a it's available here in he States. Is there anything else we should know?

Of course, by answering this you'll help ensure he plays a pistoller instead.

gutplate.png

awesome. thanks guys.

Do we have a 'content count' yet? e.g. number of actions, number of Critical Wounds etc

Matchstickman said:

Do we have a 'content count' yet? e.g. number of actions, number of Critical Wounds etc

1 Heroic Sourcebook. 79 action cards (52 are for spellcasters only, 3 are the advanced versions of dodge, parry and block, and 17 for NPC's; so only 7 non-caster epic action cards). 6 condition cards. 3 item cards (do not expect any epic magic item). 21 creature cards. 2 location cards. 45 talent cards (nice stuff here). 12 career sheets. 7 miscast cards (some fun ones). 44 standups. 6 wound cards (they keep on insisting with the flesh wound card sad.gif). 26 traking tokens. 1 map (yes, I said 1 map, not A4 dimensions, but yet a map). 6 stand pieces. 5 epic threat sheets. 3 party sheets. 1 GM handout. 12 career ability cards.

Overall, the supplement is good. I am rather disappointed with the action cards. Either you don't do Epic action cards, or you do many. Otherwise PC's will be willing to have all the same epic cards because there is nowhere to choose. I hope they mend this in a future POD. 52 high rank action cards for sorcerers, 3+7 only for non-spell casters, while the ratio of PC spllecasters / total number PC is....what? 1/3?

I am also disappointed about the Heroic Difficulties section of the book, where they treat skill challenges for high rank characters. Here, they had an unsurpassable opportunity to fix the Opposed Checks core rule, which mathematically fails badly for stats 5+ and high training levels (precisely where Hero's Call dwells).

For the rest, a very nice supplement, a must for WFRPG 3rd ed.

What kind of party sheets?

Nabikasu said:

What kind of party sheets?

One is a more heroic explorer party, one is the Heroes of The Empire and one is the Empires Most Wanted...don't remember if those are the correct names, but that's the jist of the cards.

madpoet said:

Finally I got Hero's Call from Maelstrom's Games.

I really appreciated this supplement but I found that the included adventure is non epic at all.

Also is quite similar to The gathering storm. I would loved something TRULY EPIC. The defense of Black Fire Pass, the Return of Nagash and similar.

Do remember that it is not a "campaign" adventure, like TEW. So in that sense it isn't "epic". However, the party is facing a number of very powerful foes, including a number of the previously mentioned special and/or named enemies. The breadth of the story and the foes encountered is pretty large, with many layers. The outcome has far-reaching consequences for the entire Empire, on many levels. I'm curious what you thought wasn't epic about the adventure.