One issue that gets cited with the WFRP 4e rules is that wizards are too powerful. There are two reasons for this, that when combined cause the issue. Following the rules as written, Advantage affects Language (Magick) Tests and therefore increases the SLs you can achieve when casting spells. Under the Overcasting rules every 2 […]
Torturer Career for WFRP 4e
Witch Hunters in WFRP start out as Interrogators, but that doesn’t really cover everything that a torturer really did historically. So here is a career that I hope others will find useful. TORTURER Human When a crime has been perceived to be committed and punishment needs to be administered, or simply if some Lord wants […]
The Sound of Silence
Herein lay a set of optional rules for WFPR 4e. They all involve losing your voice, or denying others the use of their voice. If you want to quieten your players and not their characters, we recommend toffee and other chewy snacks. COMBAT RULE Gagging If you make a successful Grapple against an opponent, you […]
Crackpot Researcher
I recently got a copy of Star Wars: Revised, Expanded and Updated. I hadn’t played the game since West End Games were still at the helm and reading it brought back so many happy memories of playing the game, reading through the source books and of course, watching the films! Anyway, as there may be […]
Optional rules for Channelling in WFRP 4e v2
This post is a re-write and refinement of the original Optional rules for Channelling in WFRP 4e, because well… these things are never right first time are they? Attracting The Winds The Swirling Winds can be a fickle master, at one moment blowing strongly and at the next fading to a light breeze. Wizards with […]
Bats in WFRP 4e
Nocturnal mammals capable of flight, the bat is a staple of scary stories and things that go bump in the night. They hunt at night using echolocation and although the phrase “As blind as a bat” exists, it’s not really true. Their eyesight is perfectly fine. Most bats feed on insects, appearing just before dusk […]