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Liber Fanatica - Volume II : The Perilous Arts
Disclaimer
Table of Contents
This compendium is
completely unofficial
and in no way
endorsed by Games
Workshop Limited.
Chapter 1 : Way of the Warrior
Narrative Combat ................................................................................3
by Wim van Gruisen
Alternative Combat Rules....................................................................5
by James Walkerdine
Damage and Healing ............................................................................11
By James Walkerdine
Chaos, the Chaos
device, the Chaos logo,
Citadel, Citadel Device,
Darkblade, the
Double-
Headed/Imperial Eagle
device, 'Eavy Metal,
Forge World, Games
Workshop, Games
Workshop logo, Golden
Demon, Great Unclean
One, GW, the Hammer
of Sigmar logo, Horned
Rat logo, Keeper of
Secrets, Khemri,
Khorne, the Khorne
logo, Lord of Change,
Nurgle, the Nurgle
logo, Skaven, the
Skaven symbol
devices, Slaanesh, the
Slaanesh logo, Tomb
Kings, Trio of Warriors,
Twin Tailed Comet
Logo, Tzeentch, the
Tzeentch logo,
Warhammer,
Warhammer Online,
Warhammer World
logo, White Dwarf, the
White Dwarf logo, and
all associated marks,
names, races, race
insignia, characters,
vehicles, locations,
units, illustrations and
images from the
Warhammer world are
either ®, TM and/or ©
Copyright Games
Workshop Ltd 2000-
2005, variably
registered in the UK
and other countries
around the world.
Used without
permission. No
challenge to their
status intended. All
Rights Reserved to
their respective
owners.
Chapter 2 : Way of the Mage
Corruption............................................................................................14
by Wim van Gruisen
Alternative Magic Rules ......................................................................15
by Wim van Gruisen
Using WFRP1 Spells within WFRP2 ...................................................17
by James Walkerdine
Introduction
Welcome to Liber Fanatica - Volume II : The Perilous Arts . This volume collects
together a selection of articles that tackle two of the more dangerous arts within the
Warhammer world – combat and magic.
Within Way of the Warrior you will find two articles that provide advice and
mechanics for running more freeform combat within your WFRP2 games. A third
article also presents options for those who prefer damage and healing to possess a
more realistic (some may say deadlier!) element.
Within Way of the Mage you will find optional mechanics for representing
corruption within your game. Additional rules are also provided for the magic
system, including the incorporation of corruption, as well as rules for spell
learning. Finally the chapter ends with a conversion of the bulk of WFRP1 spells for
use within WFRP2.
Throughout, the intent has been to make these articles as compatible with the
official rules as possible and they are in no way official. Hopefully, however, some of
you will find the additional ideas presented here to be useful to your games.
James Walkerdine
Editor
Credits
Editors/Layout : James Walkerdine, Wim van Gruisen
Feedback and Proofreading : Håkan Cervin, James Flinders, John Foody, Henrik
Grönberg, Wim van Gruisen, Robin Low, Dave Keville, Adrian Maddocks, Martin
Oliver, Dorothy Rachovides, Jay Wrobel.
The Liber Fanatica is a compendium of articles dedicated to the Warhammer
Fantasy Role-Playing Game. Published March 2005.
The work is offered free of charge to all interested parties and is not to be sold in
any form. It may be printed or offered for download if distributed free of charge. All
the documents comprising the Liber Fanatica, including the cover and contents
page, belong together and are to be kept that way. Individual articles from this
compendium cannot be published or distributed separate from the other parts of
Liber Fanatica without the explicit permission of the article’s author.
All original material is copyright to the respective author.
Email the Liber Fanatica guild at Liber.Fanatica@gmail.com
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Liber Fanatica - Volume II : The Perilous Arts
Chapter 1
Way of the Warrior
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Liber Fanatica - Volume II : The Perilous Arts
Narrative Combat
by Wim van Gruisen
in RPGs. The WFRP rules describe a combat
that is very tactical, with mechanics telling the
players what they can do, when they can do it
and which precise effect their choices have. This
style of combat is suited to the use of miniatures,
which can be moved around like chess-pieces.
However, when playing combat in such a way,
roleplaying takes a step backwards as you play
the game-in-a-game. This is not always wanted,
or necessary. This article examines a way to keep
the focus on roleplaying, even in combat.
and kick a candle toward my opponent” makes
for a vibrant action scene.
Don’t be repetitive. If you’ve just kicked a candle
in opponent’s face, then, on your next turn, don’t
kick another candle. Try to think of something
else instead.
The RPG Over the Edge mentions that if the
player says: “I hit”, it shows that the character
has no clear idea of what he’s going to do. Such
actions fail, usually – so the GM should give a
penalty to the roll. If a character repeats an
action he took the previous round, his opponent
will see it coming and be prepared– again a
reason to apply a penalty. The main idea here is
that not describing your action or repeating a
previous one is boring, and boring actions get a
penalty on the die roll. This line of thought works
well in Warhammer too.
Roleplaying combat
The rules for a more roleplaying style of combat
are quite simple: when it is your turn, say what
you want to do, then roll the dice to see if you
succeed. The base mechanics are not much
different from the standard combat mechanism
in WFRP – it is just that the focus has shifted. In
the rulebook there are some twenty actions that
you can perform, and everything you want to do
has to fit one of those actions. When the focus is
on roleplaying, however, you do not consider how
your actions fit in the given ones, but how they
contribute to the story. In order to do so, you
must do a few things:
The GM is excused from making thrilling
descriptions each round for every NPC he
controls, by the way. The man has enough on his
mind already, so he is allowed to make rather
boring calls. The stars of the story are the PCs,
after all, so they should shine in the narrative –
their opponents don’t have to stand in the
limelight.
Imagine the environment
Take the initiative, fill in some of the scenery
yourself instead of asking the GM. You know the
general setting in which you fight; use your
imagination to think of what can be found there.
If the combat is in an inn, you don’t have to ask
the GM if you can see a mug of beer. Just
assume that there is one, and state: “I grab a
mug of ale from the table and throw the drink in
my opponent’s face – then try to crack his skull
with the mug.” This keeps the action going, and
your GM, who has his hands full thinking of
what every NPC is doing, will be glad that you’re
not bothering him with more questions.
Don’t bother with too many rolls, penalties
and bonuses
The idea is to keep the story going, and that
won’t work if you have to stop the narrative every
time to roll in order to see if you can do what you
want to do. If you jump over the table, grab a tin
plate and parry your opponent’s blow, then don’t
test against Ag to see if you can make the jump,
roll again to see if you can take the plate and
finally make a WS test to see if the parry
succeeds. Generally, one roll per action is enough
(multiple attacks are the exception), and the
whole jumping over the table, grabbing the plate
and parrying should be seen as one action.
If the GM says that you cannot do something, or
that an object you want to use isn’t available, his
word is law.
Likewise, it isn’t very interesting to stop every
round to go over the whole situation to see what
bonuses and penalties to the roll you get. It
mainly slows down the narrative, and that’s what
we’re trying to avoid in this narrative style of
combat. Giving both players a -20 to hit because
it’s dark just lengthens combat, as the characters
are much more likely to miss each other all the
time. And that’s boring.
Describe your actions
If, in a non-combat situation, your character
wants to seduce a serving girl, you play it out;
you don’t just say “I attempt to seduce the
serving girl” and roll against your Fel. That would
be no fun. Likewise, in combat you’re expected to
say more explicitly what you do. “I hit.” “I dodge.”
“I hit again” doesn’t suffice. Instead, describe
your actions. “I sidestep his thrust, and now that
he’s wide open, I slash at his face” sounds a lot
better. Use your imagination. “I jump on the table
Chuck rules that hinder the storytelling
The most important rule to be chucked is the one
regarding hit locations. Somehow it doesn’t help
the story forward if you say: “I smash the hand
with which opponent supports himself on the
table … [sound of rolling dice] … and I manage to
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T here are different ways to approach combat
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Liber Fanatica - Volume II : The Perilous Arts
hit him in the left leg.” Let the story determine
where you hit, not the hit location table – and use
basic armour rules too.
of things that can happen during the fight, and
use that list when describing GMing it. For
instance, if combat is breaking out in the
harbour, a GM could make a list like the one
below:
• Someone will be pushed and falls in the
water
• Fishing nets will be lying around – these
could be used to throw over a fighter
• There will be crates – someone could smash
into them, breaking them
It would be interesting if those crates contain
smuggled guns – that would bring another
party of combatants into the fight
• Or the crates could contain fish – when they
spill over the ground, that ground will
become slippery
• A barrel could be rolled toward the PCs
• Another empty barrel could be placed over a
PC, eliminating him from the fight for a
round
These things don’t have to occur. The GM should
not feel obliged to play out every item on his list.
It merely serves as preparation so that the GM
will be better able to use those actions in the
story. It will have an effect on the players too;
they will quickly pick up the habit of describing
their actions in other terms than “I take my
sword and I hit”, instead coming up with more
interesting actions, using all sorts of odds and
ends that one can expect to be lying about.
If you don’t remember right away how much
damage you’d get from being hit on the head with
a stuffed chicken, don’t stop the game to look
things up in the equipment chapter; just make a
decision on the fly and go on with the story.
This article does not give a detailed list of which
rules to disregard and which to keep. There is not
one true way of narrative combat situations; each
group has its own preferences. Decide amongst
yourself what rules help and what rules hinder –
and in which situations they do so.
Preparing for battle
Usually, when preparing a session, the GM has a
good idea when and where fights will take place.
In order to make those fights interesting in a
roleplaying kind of way, there are a few things
that he can do. First, think of interesting
locations. If during the last twelve sessions there
was a fight at the inn, it would be interesting to
move combat somewhere else. A ladies’ boudoir,
perhaps, or on the rooftops of the city. If that
isn’t possible, then the GM should at least try to
make the inn come alive a bit – describe what the
place looks like, the atmosphere, the NPCs in
there… every inn is unique and leaves a different
impression on the players. Likewise, not every
forest combat with goblins does have to be the
same. One time there’s a clearing where the
opponents meet, while another time a brook flows
right through a swampy battleground, and a
third time some large boulders are hindering the
fighters’ view and movement. Descriptions make
all the difference in narrative combat.
Finding your place
Narrative combat is fun. It’s a step away from the
traditional tactical combat of many RPGs, but fits
better with the narrative structure of most other
parts of roleplaying. Mechanically it doesn’t have
to be that different from tactical combat, it’s just
that the stress of the action is less on mechanics
and more about trying to imagine the situation
and responding to it. There is a line with pure
tactical combat at one end and completely
narrative action at the other, and a group can
choose what place on that line works for them.
It’s even possible that there is not one fixed such
place, but that the players sometimes want to get
into a more tactical way of combat, perhaps
complete with miniatures, while another time a
stress on narration fits the situation better. By
allowing this kind of variation you can keep your
combat scenes fresh and interesting.
on the fly and go on with the story.
Something the GM should avoid is to copy a well-
drawn map and put it on the table. Such a map
takes the players out of roleplaying mode and
right into tactical battle mode. A quickly sketched
map, with room to add things on the go, works
better. Still better would be to show pictures of
what the place looks like. That gives the players a
good idea of the setting.
Once a good place is chosen, it’s time to fill in the
details. Are there any people around, and how
will they react to a fight breaking out? What sort
of objects might be lying around, and what can
happen to them or what can characters do with
them during combat? The GM should make a list
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