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Showing posts with label Cubicle Seven. Show all posts
Showing posts with label Cubicle Seven. Show all posts

Sunday, 17 August 2025

Heroic, But Perilous

Time has long since passed since the Old World was destroyed in the End Times. Since that time, eight Mortal Realms have arisen from their remnants, each keyed to one of the eight Winds of Magic and connected by the magical portals known as Realmgates. Sigmar survived the End Times and was borne to the Mortal Realms, uniting the survivors and bringing the gift of civilisation, as well as finding the other gods and appointing them divine protectors of the Eight Realms. Grungni taught mortals metalcraft, Nagash imposed order on the spirits of the restless dead, the savage twin-god Gorkamorka cleared the wilderness of monsters, and Sigmar established a great Parliament of the Gods. It was a new golden age under the protection of the Pantheon of Order, but it was not to last. Rivalries and sins caused cracks and fractures in the world and it is though these that Chaos entered the Mortal Realms. Their worship spread and spread untold, until the emboldened Dark Gods unleashed their legions on all of the eight realms. The gods of the Pantheon of Order together had the strength to stand against the Chaos, but riven by rivalries and jealousies, they failed and what remained of the Pantheon of Order was catastrophically defeated at the Battle of the Burning Skies. Thus, was ushered in the Age of Chaos… It was compounded by the Necroquake, a great ritual by the Supreme Necromancer, Nagash, to harness the Winds of Magic that was undone by Chaos and forcing the dead to rise and changing the nature of magic as it flowed into the realms and unleashed devastatingly predatory living spells that stalked the lands.

All was not lost. Sigmar, the God-King still yet faced the forces of Chaos, rampaging Greenskin Hordes, and Nagash’s legions of spirits and undead servants, for he had his Stormcast Eternals, paragons of humanity whose mortal souls are reforged with the celestial energies of the Cosmic Storm and hammered into living weapons of Azyr upon the Anvil of Apotheosis. Yet they are few in number, and so he put out calls to former allies. Yet it was not enough, for not all answered his call, and so he turned to the people of the Mortal Realms. The mightiest of souls and most powerful of realms came together and entering into Bindings which bound small bands together to fight for the Mortal Realms. Together, they are SOULBOUND, and as a new era looms, the Age of Death, they are needed more than ever!

This is the set-up for Warhammer Age of Sigmar – Soulbound: Perilous Adventures in the Mortal Realms, a roleplaying game published by Cubicle 7 Entertainment based upon Warhammer Age of Sigmar, the miniatures wargame from Games Workshop. Warhammer Age of Sigmar was originally published in 2015 as a replacement for the venerable Warhammer Age of Sigmar—upon which Warhammer Fantasy Roleplay, Fourth Edition—and as of 2024, is on its fourth edition itself. Although perilous as the roleplaying game’s subtitle suggest, this is not as grim or as grotty as other roleplaying games set with the Warhammer universe, certainly not like Warhammer Fantasy Roleplay. Instead, it is a world of high and heroic fantasy, one in which the Player Characters are bound—or Soulbound—into small groups, or Bindings, which last a lifetime. They embody hope against the death and chaos, and Chaos, and this can be expressed through Soulfire, that collectively, they can make them do amazing and truly heroic things!

A Player Character is primarily defined by an Archetype, which sets his starting Attributes, faction or cultural heritage, Species, and initial options in terms of Skills, Talents, and equipment. The five Species are Human, Stormcast Eternal, Aelf, Duardin, and Sylvaneth. A Stormcast Eternal is a reforged soul, the Aelf and Duardin are similar to the Elf and Dwarf, but not the same, and the Sylvaneth is a living tree. A Player Character has three attributes—Body, Mind, and Soul—which typically range between one and eight, with two being considered average. There are several different factions, such as the Daughters of Khaine, devoted to the Aelven god of battle and bloodshed, and the Idoneth Deepkin, said to have been saved from Slannesh’s gullet and now reside in the most hidden place of the Mortal Realms, its ocean floors; and the Duardin mercenaries of the Fyreslayers and the scientific privateers in their great airships, the Kharadron Overlords. There are twenty-three Archetypes. For the Human there is the Battle Mage and Excelsior Warpriest; For the Aelf there is the Black Ark Corsair, Darkling Sorceress, Hag Priestess, Witch Aelf, Akhelian Emissary, Isharann Soulscryer, and Isharann Tidecaster. For the Duardin there is Auric Runesmiter, Battlesmith, Doomseeker, Aether-Khemist, Endrinmaster, and Skymaster. For the Stormcast Eternal there is the Knight-Azyros, Knight-Incantor, Knight-Questor, and Knight-Venator. For the Sylvaneth, there is the Branchwych, Kurnoth Hunter, and Tree-Revenant Waypiper. Lastly, anyone can become a Trade Pioneer.

What is missing here is options for Orruks or Ogors and other Species. Not all other Species are suitable as Player Characters, the options are limited, as those especially for Humans, although the Stormcast Eternal are a variant of Human, one initially idealised, but each time a Stormcast Eternal dies and is reforged, he loses some of his humanity. To create a Player Character, a player selects an Archetype, several Talents from the Archetype’s list, and spends some given Experience Points on improving the Archetype’s skills. He also sets long and short term goals for his character and together with the other players, sets long and short term goals for the party. Completing these is a major way to earn Experience Points. Connections between the Player Characters are determined, either making them or rolling on the given table, and each player also has a set of questions to answer that help round out his character.

Krylla Heartseeker
Faction: Daughters of Khaine
Archetype: Hag Priestess
Age: 110
Height: 6’ 9”
Eye Colour: Gold Eye Type: Mesmerising
Hair Colour: Deep Red
Distinguishing Feature: Strange arcane markings on chest

Body 2 Mind 2 Soul 4

Melee 3 (Average) Accuracy 2 (Poor) Defence 3 (Average) Armour 1
Toughness 8 Wounds 4 Initiative 3 (Average) Natural Awareness 2 (Poor)
Mettle 2

Core Skill: Devotion (Training 1 Focus 1)
Skills: Awareness (Training 1 Focus 0), Determination (Training 1 Focus 0), Guile (Training 1 Focus 0), Reflexes (Training 1 Focus 0), Theology (Training 1 Focus 1), Weapon Skill (Training 1 Focus 0)

Core Talent: Blessed (Khaine)
Talents: Fearless, Forbidden Knowledge, Blood Binding, Red Mist

Equipment: Ceremonial armour (Light Armour), sacrificial blade (Dagger), a bloodstained ritual chalice (Holy Symbol), a whetstone, manacles, pestle and mortar, and 280 drops of Aqua Ghyranis.

Mechanically, Soulbound uses a dice pool using six-sided dice. The basic aim is for a player to roll dice and get results that equal or exceed a Difficulty Number to generate successes. Both the Difficulty Number and the number of successes required will vary. A Test adheres to the format, ‘DN X:Y Attribute (Skill), where ‘X’ is the Difficulty of the Test, ‘Y’ is the Complexity, or the number of successes required to succeed, and the Attribute and Skill indicating which should be used. For example, a Dexterity Test of Difficulty 4 and Complexity 2 is shown as DN 4:2 Body (Dexterity); a Channelling Test of Difficulty 3 and Complexity 4 is shown as DN 3:4 Mind (Channelling). Most Tests only require a single success, but Tests with greater Complexity will require more. Advantage and Disadvantage will adjust the Difficulty down or up as appropriate.

The number of dice a player will roll to perform a Test will depend on the appropriate Attribute for his character and the degree of Training the character has in the skill. If none, or Untrained, the player just rolls a number of dice equal to the Attribute. For each level of Training—either one, two, or three—a player will add an extra die. In addition to Training, a Player Character can have Focus in a skill, again, either one, two, or three levels. For each level in Focus, a player gains a single +1 bonus. These bonuses are used to adjust the results of the dice after they have been rolled.
For example, the high priestess is testing Krylla Heartseeker to determine if she is worthy of being assigned an important. To prove her worthiness, the Game Master sets the Test at DN 4:2 Soul (Devotion), meaning that Krylla Heartseeker’s player must roll two successes of four or more. Her player assembles her dice pool of four from Krylla Heartseeker’s Soul and adds another one for the single level of Training she has in the Devotion skill. In total, she is rolling five dice. Krylla Heartseeker’s player rolls two, three, four, five, and six. This gives Krylla three success, more than enough to success, but she also a level of Focus in the skill, so uses it to adjust the result of three to a four, and this gives her four success. Enough to succeed and Kyrlla to a give a very impressive answer that persuades the high priestess that not only is she worthy of the task, but is given some secret information about it as well.
In addition, all Soulbound have access to Mettle. This partly regenerates every turn after use and can be used to take an extra action, use a Talent or Miracle, and temporarily either double the Training or Focus in a skill. The Binding as whole has access to Soulfire that can be spent to achieve the maximum successes on a Test instead of rolling, to reroll as many dice as necessary, to recover Toughness or all spent Mettle, or to cheat death. Soulfire is a shared resource and every member of the Binding must agree to its use. If a Binding does not agree, a player can still use the Soulfire, but this increases Doom by one. Doom is measure of the hopelessness in the Mortal Realms and it grows as the levels of fear, envy, doubt, and anger rise. On one level it reflects how bleak or tense the current state of the Mortal Realms, but on another, as it grows it draws the enemy to the Binding and will make them powerful foes, increasing their armour, giving them extra attacks, and granting access to powerful abilities. Doom can be decreased, but it takes time and effort.

Combat uses the same mechanics. Initiative is done in a fixed order according to Initiative values, each Player Character can act and move once per turn, and the engagements are fought out in zones. It is not overly tactical, but terrain and cover will be factor, and combatants can undertake actions such as charge, called shots, defend, dodge, grapple, improvise, dual wielding, and more. An attacker’s Melee or Accuracy values are compared with the defendant’s Defence to determine the Difficulty Number of an attack. Weapons inflict a base damage, plus the number of Successes rolled. Armour worn reduces damage and damage reduces a defendant’s Toughness and then his Wounds. Having no Wounds left means the defendant is mortally wounded. Wounds can be minor, serious, or deadly, depending on much damage they inflict. A mortally wounded defendant is stunned, cannot recover Toughness, and must death tests on subsequent rounds. Alternatively, a Player Character could choose to make a last stand, in which case, he is no longer stunned, regains all his Mettle, is immune to all damage, his Melee and Accuracy get better, and his damage ignores armour. This lasts only one turn before the Player character dies, so it had better count.

Beyond the basic rules, there is guide to the endeavours that the Soulbound can do between missions, though never lasting longer than a week, because Chaos never sleeps! This can be to increase the Bond between a Binding, Cleanse Corruption, Create a Spell, Repair Equipment, Train a Companion, and others. There is a full list of equipment, including Aetheric Devices, such as Kharadron devices, weapons, and armour wielded by the Kharadron Overlords and their forces. These include Aetheric Lenses, Arkanaut Armour, Rapid-Fire Rivet Gun, and a lot more. Most have a power requirement and can be plugged into the Basic Aether-rig used by the Kharadron, limiting the number of devices that can be wielded over the course of an adventure. The Regular Maintenance Endeavour is required to maintain an Aether-rig between adventures.

Background is given for the Mortal Realms—Azyr, the Realm of Heavens, Aqshy, the Realm of Fire, Chamon, the Realm of Metal, Ghur, the Realm of Beasts, Ghyran, the Realm of Life, Hysh, the Realm of Light, Shyish, the Realm of Death, and Ulgu, the Realm of Shadow—and the Realm Gates as well as daily life, safety, entertainment, and so on. These are accompanied by various adventure hooks, details on the Realm of Chaos, various factions, and a deeper description of The Great Parch. This is located in Aqshy, the Realm of Fire, where Sigmar first unleashed his Stormcast Eternals, and covers its geography and history and is designed to provide a starting region for the Game Master and her players. Religion is given a similar treatment, including such gods such as Gorkamorka, and Nagash, and the Chaos Gods—Khorne, Nurgle, Slaanesh, and Tzeentch. These traditional four, all of whom fear the rise in power of Nagash and his undead hordes, are joined by the Horned Rat.

Just as the Mortal Realms are divided into eight, so is magic lore, with each lore being tied to a specific realm. Magic energy churns and swirls throughout the Mortal Realms as it has done since Nagash’s Necroquake, empowering even the weakest of spellcasters. Worse, this roiling wave upon wave of aetheric energy have created Endless Spells that have proven to be danger to the original caster, his enemies, and anyone else they come in contact with. (Unfortunately, only one Endless Spell, the Purple Sun of Shyish, is given in the book.). Arcane spellcasting requires a successful Mind (Channelling) Test and extra successes can be used to Overcast a spell, often to increase its duration or the damage it inflicts. Bonus dice are rewarded when attempting to cast spell of a Magic Lore in its associated Realm, for example, casting Amethyst Magic in the Realm of Death, Shyish. If a Channelling Test is failed, then a player must roll on ‘The Price of failure’ Table, which can be anything from the caster simply losing control and suffering damage to inadvertently summoning an Endless Spell! (Depending on how unlucky your spellcasting Player Character is, again, the Purple Sun of Shyish is not enough.) Some ninety spells are listed across all eight Magic Lores and there is even a guide to creating new spells.

In comparison, Miracles are treated as individual Talents that require the ‘Use a Talent’ action to cast and one or more points of Mettle. There are some generic Miracles, but most are tied to particular god and his worship. Rounding out is a decent bestiary of nearly fifty entries, which covers automata, beasts, daemons, mortals, spirits, and undead, from minions, swarms, and warriors to champions and chosen in terms of power levels. They include the People of the Cities of Sigmar, pets and mounts, monstrous beasts, disciples of the Dark Gods, the legions of Nagash, and Greenskin hordes. This is a solid selection and provides a lot of depth in terms of NPCs and threats.

One of the best descriptions the mechanics in of Soulbound—and any roleplaying game—in the core rulebook for Warhammer Age of Sigmar – Soulbound: Perilous Adventures in the Mortal Realms is, “The dice and the rules are tools for you to use to create memories. They are little cuboid wildcards that can completely flip a story on its head, and turn a moment of crushing despair into one of joyous celebration.” There is further advice for the Game Master later in the rulebook, which actually suggests that if the prospective Game Master has not yet learned how to be a Game master, then she learn using the Warhammer Age of Sigmar: Soulbound Starter Set. The Game Master advice covers the rules, but also looks at setting up a game and making it feel like the Age of Sigmar. It states that Soulbound has four tones—mythic, hopeful, tragic, and dark—and takes the Game Monster through them one by one. Besides talking about humanising the setting despite it being about a continuing, often epic war against Chaos, it provides various tools for the Game Master to adjust Soulbound to get the game she wants. This includes using a Point Buy system to create Player Characters, setting up different campaign frameworks, such as making it grim and perilous rather than heroic and perilous, and more. Overall, the advice is good, but it does leave the basics to the Warhammer Age of Sigmar: Soulbound Starter Set. This does leave Soulbound with a disparity between the ease and lighter nature of the rules and the more advanced nature of the Game Master advice, as if the Game Master should be able to pick this book up and easily run a game from its pages without needing to refer to another product in order to learn how to use it.

Physically, Warhammer Age of Sigmar – Soulbound: Perilous Adventures in the Mortal Realms is very well presented with lots of excellent artwork. It is well written and benefits from lots of examples.

Warhammer Age of Sigmar – Soulbound: Perilous Adventures in the Mortal Realms offers both a new set of dice mechanics for playing in the Warhammer universe and a new—to roleplaying—setting within the universe. With it comes a lighter, faster set of rules and a more heroic style of play as well as a setting that is nicely detailed, but not as accessible as others in the Warhammer universe. This is due to the lack of familiarity with it and the differences between it and the Old World, as well as the lack of a scenario which would have provided a way into the setting of the Mortal Realms. What this means is that it requires some adjustment, because Soulbound really is its own thing in terms of roleplaying and has relatively little in common with its forebear, Warhammer Fantasy Roleplay. The easier, faster style of play could have been eased with advice on why player would want to roleplay a particular archetype and there could have more options for humans compared to the other species. Lastly the lack of scenario also hampers that process, intentionally speedy, of getting into the game.

For the player and the Game Master who wants to get out of the mud and muck of a grim and perilous world, and take a heroic stand, push the fight forwards, and face the forces of Chaos, the Dark Lords, and the undead in righteous fury and make a difference—as heroes—in the Warhammer universe, then Warhammer Age of Sigmar – Soulbound: Perilous Adventures in the Mortal Realms is exactly what they want. High fantasy in a heroic and perilous world.

Sunday, 22 June 2025

The Old World Anew (Part I)

The Empire, located at the heart of the Old World, has stood for two thousand years, ever since it was founded by Sigmar following his alliance with the Dwarves and defeated the hordes of goblins and orcs at the Battle of Black Fire Pass. Yet for half that time, scholars and Elector Princes have been muttering that it has been in decline, ever since the time of Emperor Boris Hohenback, divided into a series of independent counties, duchies, and principalities, feuding and occasionally skirmishing with each other. Unity between them is rare, the last time being during the Vampire Wars a century ago. Now, in the year 2276 IC, the Empire stands without an Emperor and four claimants. Count Sigismund Ulric of the Grand County of Osterlund and the great city of Middenheim, descendant of the Wolf Emperors of the north, who must contend with his own independently-minded subjects. Empress Elspeth Magritta VI rules the Barony of Westerland from the wealthy port city of Marienburg, but nicknamed the Empress of Coin, she is dismissed for her youth and the influence that the rich Burgomeisters of Marienburg and the volatile cult of the Sea God Manann have over her. Prince Wilhelm I of the Principality of Reikland and his subjects live in the heartlands of the Empire, but are often regarded as being fanatical Sigmar worshippers, ready to fall upon the neighbouring Duchy of Talabec which they claim to be rife with witches! Duke Ludwig XII of the Grand Duchy of Talabec looks to be a fool who prefers hunting and drinking, but his private political manoeuvring is limited since he cannot leave the city of Talabheim and the surrounding forest that filled the Taalbaston, the giant crater in which they stand, lest he lose his right to return. This is despite the fact that Talabheim and the lands within the Taalbaston remain independent. Internal strife is not the only threat that the Empire and its ordinary peasantry, who rather focus on the day-to-day, a good day’s pay for a good day’s pay, cold ale, and solid boots, let alone a warm fire, faces. The County of Sylvania and the marsh Hel Fenn remain sinister regions on the border, despite the Vampire Counts having been defeated a century ago. Orcs and Goblins skulk in the mountains, Beastmen and Undead lurk in the woods despite only being seen as old wives’ tales designed to scare children, and worshippers of the Dark Gods run rampant in the north and practise their vile entreaties in secret elsewhere…

Perched between the Talabec River and the towering walls of the Taalbaston, Talagaad stands on the Wizard’s Way, the road that crosses over the bridge known as the Wizard’s Crossing and up over the walls of the Taalbaston and is the only legal route into the crater. It is a rough, grimy port, its inhabitants working the docks and the ferry crossings and servicing the merchants and other visitors, but seeing relatively little of coin that is raised through sales or taxes. It is a town rife with crime and corruption, petty and otherwise, the town’s notorious ferrymen ready to transport goods and people across the river as much as they are stop mid-river, exhort additional payment, or toss passengers and cargo alike into the river. Smuggling operations closely guarding knowledge of other routes into the Taalbaston that can be followed to avoid paying taxes, whilst Talagaad’s excise officers have garnered a well-deserved reputation for corruption that rivals that of any other port in the Empire.

Taalbaston is the default setting and starting point for Warhammer: The Old World Roleplaying Game, with the game referring to it again and again. Published by Cubicle 7 Entertainment, this is the roleplaying adaptation of Warhammer: The Old World, the miniatures combat rules from Games Workshop. This is set in a period two centuries prior to the better-known roleplaying game set in the Old World, that is, the venerable Warhammer Fantasy Roleplay, Fourth Edition. Its focus is less on the assaults and attacks by the forces of Chaos and on the Chaos within, and more on internal strife, whether political, between the Elector Counts, or religious, between the Sigmarites and Ulricans and others. The Old World as a setting has always drawn heavily from history, particularly the Early Modern period of Europe, but with Warhammer: The Old World and thus Warhammer: The Old World Roleplaying Game, the inspiration is more heavily that of the Thirty Years War and its political and religious strife.

Warhammer: The Old World Roleplaying Game Player’s Guide is the first of two core rulebooks for the roleplaying game. It provides the means to create characters, the core rules, a guide to what Player Characters can do between adventures, details of both magic and religion, and some background on the setting. Essentially, it introduces the Warhammer: The Old World – Roleplaying Game, which combines an earlier setting in the history of the setting with lighter, faster playing rules than those presented in Warhammer Fantasy Roleplay, Fourth Edition.

A Player Character in Warhammer: The Old World is defined by his Origins, Characteristics, Skills, and Careers. The six Origins, which provide the base value for Characteristics, consist of Dwarf, Halfling, High Elf, Human Bretonnian, Human Imperial, and Wood Elf. Each Origin provides a random Talent, base Skill ratings, Lores, and beginning Fate, plus it suggests some names. There are nine Characteristics which are Weapon Skill, Ballistics Skill, Strength, Toughness, Initiative, Agility, Reason, Fellowship, and Fate. Each Characteristic has two associated skills, for example, the skills for Weapon Skill are Melee and Defence, and Willpower and Recall for Reason. Both Characteristics and Skills range in value between two and six. Each Career adds further Skill bonuses and Lores, plus Trappings, Assets, and Contacts, as well as Career Recipe. The Careers range from Apothecary, Artisan, and Boathand to Wildwood Ranger, Witch, and Wizard. Many will be recognisable from Warhammer Fantasy Roleplay, such as Bounty Hunter, Charlatan, Labourer, Rat Catcher, and Road Warden, whilst others are less so, such as a Lothern Sea Guard or Waywatcher. In addition, a Player Character has some connections and assets. Most of the Origins have a unique career. Thus, there is the Knight-Exile for the Bretonnian, the Brewguard and Slayer for the Dwarf, Lothern Sea Guard and Shadow Warrior for the High Elf, Priest for the Imperial, and Waywatcher and Wildwood Ranger for the Wood Elf. Sadly, nothing for the Halfling.

To create a character, a player rolls for his Origins, three random Characteristic bonuses, applies the bonuses from his Origins and rolls for another Talent, and then rolls for his Career. Contacts—all of which are tied into the roleplaying game’s NPCs in Talagaad, and assets—based on the Player Character’s Status are rolled as is physique, demeanour, extra quirks or accessories, and character relationships.

Name: Britta
Origins: Dwarf
Physique: Red-nosed, vigorous, bright as steel Demeanour: Angry, vengeful, fierce as brightstone
Career: Engineer
Characteristics (Skills): Weapon Skill 3 (Melee 3, Defence 3), Ballistics Skill 3 (Shooting 3, Throwing 2), Strength 4 (Brawn 2, Toil 4), Toughness 4 (Survival 2, Endurance 3), Initiative 2 (Awareness 3, Dexterity 3), Agility 3 (Athletics 3, Stealth 2), Reason 3 (Willpower 3, Recall 2), Fellowship 2 (Leadership 2, Charm 2), Fate 2
Lore: Blackpowder, Engineering, Literacy, Lore: Dwarf Mountain Holds, Smithing, Extra Modifications
Talents: Intense Scrutiny, Hatred: Orcs
Assets: Armoury
Trappings: Warhammer, handgun, burgher’s apparel, worker’s leathers, engineering kit, blackpowder kit, writing kit
Contacts: Hunter Lord Leonard Van Obelmann, Commander of the Talabheim 11th regiment occupying Talagaad; They ignored your advice and lost a critical battle as a result—a fact you never let them forget. Malko Matasca, A reputed druid, tortured by visions of dark futures; You have fought alongside them, and seen what happens when they get angry.

Mechanically, Warhammer: The Old World uses a dice pool system. To have his character undertake an action, a player rolls the number of dice equal to the associated Characteristic, aiming to roll equal to or lower than the character’s skill on one or more dice. Each roll equal to or lower than the character’s skill counts as a success. The difficulty of the task will add or subtract dice depending upon if it is easier or harder, and various Lores, Talents, trappings, and Status expectations can also modify the number of dice a player has to roll.

Depending on the circumstances, a test can be Grim or Glorious. If it is Grim, then the player rerolls all successes again and determines his character’s success from that outcome, whilst if Glorious, the player rerolls all failures and determines his character’s success from that outcome. Typically, only a single success is required, but in certain situations, a Player Character might require as many as three successes for a Total Success. In this case, if only one success is rolled, the Game Master can impose a Complication, such as forced expenditure or the Player Character becoming flustered in front of someone important. If the player rolls a Total Success, he can suggest an extra bonus, such as the task being done more efficiently or impressively. If a task is going to take time or require the expenditure of resources, then an Exacting Test is rolled, which requires multiple success over time.
For example, Britta is a gunsmith and her Engineering Lore enables her to invent, operate, and build prototypes of experimental mechanisms, whilst her Smithing Lore means that she knows how to work metal to produce weapons, armour, or tools. Her Blackpowder Lore means that she is used to using and firing blackpowder weapons. She wants to create a clockwork device that will automatically reload her pistol up to two times before it needs reloading. Her Game Master tells her that this will be a detailed test. On a marginal or one success, it will work, but there is a chance that it will take an extra round time to reload rather than doing so ready for the next round; with two rolled success, or a Success, the clockwork mechanism will reload without any problem; and three success, or a Total Success, there is a chance that the reload mechanism is so fast, it enables the pistol to be fired twice in a round!

Britta has a Strength of four and a Toil of four. Her player will be rolling four dice, equal to Britta’s Strength, the aim being to roll four or less on each die as per her Toil skill of four. Unfortunately, Britta’s player rolls a four, seven, eight, and ten, resulting in one or a marginal success. Britta’s player decides that the Dwarf thinks the spring is not strong enough and a new one needs to be fitted to get the right tension.
Despite the majority of inhabitants of the Empire not quite realising that they are living in an age of relative peace and prosperity, their fears are not totally unwarranted. Some have begun to detect signs and patterns and for the Player Characters, this means that their fates are bound to a Grim Portent of things to come, having come to the attention of a powerful, probably evil person or entity. When this happens, it results in a life or death or struggle that will leave the Player Characters scared if they manage to survive. In game terms, a ‘Grim Portent’ is an adventure or session in itself, and really the only discussion of what a Player Character is going to be doing in Warhammer: The Old World. Even then, its description is obtuse.

To survive a Grim Portent, a Player Character will likely need to rely on Fate, of which he will have several points. Fate can be spent or burned. It can be spent to make a test Glorious, to gain a second action, or to help make a tactical retreat. It can be burned, thus reducing the Player Character’s total Fate permanently, to succeed on a test outright, to suffer a near miss and negate a wound, or to make a last stand, and do something incredibly heroic and memorable, but die in the attempt.

Combat is fought in Zones to handle range and each combatant can act and move once per turn. Athletics Tests are required to cross difficult or hazardous terrain without falling prone. It is possible to set up actions, like aiming or helping to set a trap, which will offer bonuses on a subsequent round, and it is also possible to Run to move an extra Zone, to Charge into combat to gain a bonus die on the melee attack, Move Quietly, and even Move carefully to better move around difficult terrain. The Improvise action covers everything else, including shoving a bandit off a cliff or disarming a drunk or taunting an opponent. Combat rolls themselves are opposed. So, an attacker will use his Melee skill to attack with a sword, whilst the defender will use Defence to parry or Athletics to dodge. Whichever combatant rolls the most successes is the winner, with ties going to the attacker.

Failed attacks will actually stagger the attacker, but successful attacks inflict damage equal to the weapon’s damage value plus the number of successes rolled. The resulting value is compared to the defender’s Resilience, which is equal to his Toughness, armour worn, shield carried, and any other abilities. If the total damage is greater than the defender’s Resilience, the defender suffers a wound. If not, the defender is just staggered. If the target is already Staggered, he must either Give Ground, fall Prone, or suffer a Wound. The Give Ground response enables the defender to put some space between himself and his attacker. If all else fails, Retreat is an action all of its very own.

Wounds and their effects are rolled on the ‘Wounds Table’ individually. For example, a ‘Battered Leg’ gives “Your legs buckle as the impact threatens to pitch you to the floor. Test Endurance to avoid suffering the Prone condition. You can remove this condition by using your free move, or the Recover action.” whilst ‘Decapitation’ gives “Your head is struck from your body — if your killer is in Close Range, and has a hand free, they may opt to catch your head and hold it aloft as a trophy. You are dead.” A ten-sided die is rolled for the first Wound suffered, two ten-sided dice for the second Wound, and so on and so on… In this way, damage suffered has the potential to escalate in severity and effect. The table is only used for Player Characters and Champion NPCs. Minions are defeated after suffering one Wound, whilst Brutes and Monstrosities are not, but how they suffer Wounds depends on their profile.

The combat rules also cover mounts and vehicles, whilst the other rules cover investigation, exploration, social encounters—including the class divide, and what the Player Characters do between adventures. This covers various endeavours, including aiding a contact, banking money, changing career, formalising a spell and inscribing it into your grimoire if a wizard, gathering information, investing money, laying low, labouring or crafting, rekindling fate—if the Player Character’s Fate is lower than starting Fate because it has been burned, study lore, test might, and so on. There are a lot of options, or endeavours, here that will definitely keep the Player Characters busy. However, undertaking endeavours is the only way to increase skills rather than from adventuring. Failures on associated tests are tallied and when they exceed the current skill value, the skill will increase.

Religion and belief is covered in the Warhammer: The Old World Roleplaying Game Player’s Guide with a particular emphasis on how the different gods—Ulric, Taal, Rhya, Sigmar, Manann, Morr, Ranald, Verena, Myrmidia, and Shallya—are worshipped and regarded in Talagaad. The gods of the Elves, Dwarves, and Halflings are also discussed, though to a lesser degree. A Priest Player Character does not immediately gain the ability to call upon his god for miracles. The Faith Talent grants him the favour of his god. For example, Ulric’s Favour grants immunity to the cold, recognition as an equal by any wolf, and after suffering a Wound in battle, makes the Favoured one’s next attack Glorious. The second time the Faith Talent is chosen, the Priest gains the blessings or prayers of the god and the third time, the miracles of his god. Each time the Faith Talent is acquired, the Priest is expected to undergo a trial of faith. Whilst several prayers are given for each god, the player is expected to talk with the Game Master to determine what is possible. In general, miracles are more narrative in nature than mechanical. In return, the Priest is expected to adhere to the strictures of his faith. Should he not do so, then there is the possibility of his losing the right to call for miracles, pray, and so on.

Name: Simonius
Origins: Human (Imperial)
Physique: Charmless Demeanour: Brash
Career: Wizard
Characteristics (Skills): Weapon Skill 3 (Melee 2, Defence 4), Ballistics Skill 3 (Shooting 2, Throwing 2), Strength 3 (Brawn 2, Toil 2), Toughness 3 (Survival 2, Endurance 2), Initiative 3 (Awareness 3, Dexterity 4), Agility 3 (Athletics 2, Stealth 2), Reason 3 (Willpower 3, Recall 4), Fellowship 2 (Leadership 2, Charm 2), Fate 3
Lore: Lore: The Empire, Lore: Altdorf,
Talents: Thirst for Knowledge, Touched by the Winds, Arcane Study
Assets: Library
Trappings: Staff, dagger, burgher’s apparel, arcane paraphernalia, writing kit
Contacts: Ambrosia Waxwing, Halfling librarian, studying the threat of the northern marauders; They pay you to bring them information, be it local gossip or scrolls from the Great Library of Altdorf. Valda Kracht, Devoted of Sigmar, spreading the proscribed faith in secret; Be they a fanatic of Sigmar, Ahalt the Drinker, or stranger gods still — you believe you can save them

The status of magic varies across the Empire. It is outlawed in the Reikland and its users are accused as witches and burnt at the stake, whereas in Talabecland, Wizards enjoy greater freedom to practise magic. However, Wizards everywhere are looked upon with superstition and distrust. Most are self-taught, but the recently founded Hexenguilde, attempts to protect and teach Wizards. A Wizard or a Witch has the career Talent of Wizard. Each level in the Wizard Talent grants the Wizard three spells from their Magic Lore. Every spell as a Casting Value, as well as a Target for the spell, and its Range and Duration. A Casting Test is needed to cast a spell, the caster’s player aiming to roll a number of successes equal to the Casting Value with his Willpower skill. No matter the total number of successes rolled, the final number of successes rolled determines a spell’s Potency. It is possible to keep rolling a Casting Value in order to get a better Potency value. The Potency value determines the actual effect of the spell, which will vary spell from spell. Rules are provided for improvised magic, but a selection of spells, organised Lore by Lore is also included. The Lores include Battle Magic, Elementalism, Illusion, and Necromancy.

Not rolling enough successes does not mean that the spell is miscast and a wizard’s player can continue making a Casting Test from one round to the next until the wizard has sufficient successes equal to the Casting Value. However, when the Casting Test is interrupted, the wizard adds a die to his Miscast Pool. As does rolling a nine, since this exceeds the Eight Winds of Magic. If the Miscast Pool exceeds the wizard’s level in the Wizard Talent, the Wizard’s player rolls all of the dice in his Miscast Pool and consults the Miscast Table. The results do not always mean that the spell fails, but rather that the Wizard has drawn too heavily on the Winds of Magic and the backlash causes noticeable side effects.
For example, Simonius, the ‘Worst Wizard in the Old World’, is in a fierce fight with some goblins. His long-suffering companions are putting up a strong resistance and driving the goblins back, with many lying about in pieces from the Slayer’s axe or decapitated from the Halfling’s surprisingly deadly punches, but now a big brute is charging him. He attempts to cast Lightning Blast at the goblin, which inflicts four damage (or five if armoured) plus the casting Potency. It has a Casting Value of two—so unlikely to be too difficult, thinks Simonius’ player, who will be rolling four dice for Simonius’ Reason characteristic and attempting to roll equal to or under his Willpower skill of three. As the goblin charges at Simonius, his player rolls one, seven, nine, and ten. So, one success, but also three failures, one of which is a nine. A die is added to Simonius’ Miscast Pool. The spell has not yet attained its Casting Value, and on the next round, the charging goblin attacks, forcing Simonius to dodge. He is successful, but since this interrupts the casting, it adds a second die to his Miscast Pool. This means it exceeds his Wizard Level and forces a roll on the Miscast Table. Simonius’ player rolls the two dice in his Miscast Pool and gets the result of thirteen: “A hideous stench erupts from you. All those within Short Range of when you rolled this Miscast must immediately Give Ground or suffer a –1d penalty to their next Test. All your Fellowship Tests are Grim until you can next bathe.” This resets the Miscast Pool to zero and even though the goblin is used to horrible stenches, it gives ground. Simonius still has one success and continues his attempt to cast the Lightning Blast. His player makes a second roll with the results of three, six, seven, and nine. This means that Simonius has gained successes equal to the Casting Value and can cast the spell, but the Potency is only one, equal to the number of successes on this round. His Miscast Pool rises by one also. With the goblin on the ground, Simonius’ player decides to roll one more time to increase the Potency. Unfortunately, he rolls one, two, nine, and nine. This not only means that the spell succeeds with a better Potency of two, but it also means that Simonius’ Miscast Pool increases by two to a total of three because of the two nines rolled. This is, of course, a rare result, but then Simonius is the ‘Worst Wizard in the Old World’. Simonius’ player has to roll again on the Miscast Table and the result is twenty-one, or “An unnatural wind whips up around you. Anyone within Medium Range, including you, must make a Hard (–1d) Endurance Test or be knocked Prone.” This includes most of the other Player Characters and the goblins they are fighting, including the goblin that wanted to chop Simonius to bits. Simonius finally decides to unleash the spell and the goblin is blasted for four damage plus the Potency of two. Meanwhile, the other adventurers, now lying on the ground, are once again looking at Simonius askance…
Overall, Warhammer: The Old World Roleplaying Game Player’s Guide presents a set of options that are Warhammer through and through, all set in the Empire, and backs it up with a fast playing, easy to use set of rules. The combat mechanics are straightforward and whilst they do not cover every eventuality, they do allow for some flexibility, especially under the Improvise action, which offers more options than just hitting things. In comparison, the magic rules are more complex, but not overly so, but they are still fast-playing whilst also being more than just a simple matter of casting a spell and triggering its effects. There is some nuance as the player attempts to balance the potential effect of the spell versus the possibility of a miscast and side effects. In comparison, the magic rules are better explained than the combat rules, primarily because as a player’s book, there are no monsters in the Warhammer: The Old World Roleplaying Game Player’s Guide and so there is not an effective example of combat to help the player or Game Master better grasp its play. A table giving the likely outcome for differing dice rolls would also have been useful.

Of course, Warhammer: The Old World Roleplaying Game is not Warhammer Fantasy Roleplay, Fourth Edition. It even states this on the cover with its subtitle, ‘Grim and Glorious Adventures in the World of Legend’ as opposed to ‘A Grim World of Perilous Adventure’. It does not have the options or the detail of the latter, but at the same time, it does not have the complexity of the latter either. To be fair, whatever its edition, Warhammer Fantasy Roleplay has always been a relatively complex game, but to have a faster playing and easier ruleset will be an attractive feature to many players and Game Masters.

One of the big problems with Warhammer: The Old World Roleplaying Game Player’s Guide is that it does not really tell you what it is. The introduction to the setting is slight and it does not expand upon that until the very end of the book when there is more detail on the setting and on the four claimants to the Imperial throne. So, it leaves the reader wondering when, and to some extent, where, it is set. It is obviously a Warhammer roleplaying book, obviously not a Warhammer Fantasy Roleplay, Fourth Edition book, but it lacks context. If you are coming to the Warhammer: The Old World Roleplaying Game Player’s Guide new to the hobby there is a little note to explain what a roleplaying game is and that the best place for the reader to find out more is to look at the Warhammer: The Old World Roleplaying Game Starter Set. However, if you coming to the Warhammer: The Old World Roleplaying Game Player’s Guide from Warhammer Fantasy Roleplay, Fourth Edition—which is a distinct possibility—then the reader is likely to be at loss due to the lack of context and a direct explanation of what he is holding in his hands. When is this set? How does this differ from Warhammer Fantasy Roleplay, Fourth Edition? What does it offer that is different from Warhammer Fantasy Roleplay, Fourth Edition? What is it that the Player Characters will be doing that sets it apart from Warhammer Fantasy Roleplay, Fourth Edition? These are really simple direct questions whose answers could have been used to really sell the Warhammer: The Old World Roleplaying Game.

Physically, Warhammer: The Old World Roleplaying Game Player’s Guide is well presented and has some excellent artwork throughout. It does need an edit in places and in others the explanations need more careful read throughs than they necessarily should.

Ultimately, at this point, the main problem with the Warhammer: The Old World Roleplaying Game Player’s Guide is that it does not have its counterpart, Warhammer: The Old World Roleplaying Game Gamemaster’s Guide. Or even the Warhammer: The Old World Roleplaying Game Starter Set. There is nothing for the Game Master to run or the players and their characters to react to or fight. That will, of course, change, but even then the Warhammer: The Old World Roleplaying Game Player’s Guide does not really explain what it is that the Player Characters are going to be doing, what its differences are between it and its older forbear, and so on. There is a lack of context which means that it is not as grounded as it should be and means that it is not as easy for the Game Master to pitch the roleplaying game to her players as it should be.

The Warhammer: The Old World Roleplaying Game Player’s Guide is everything that a player needs to get started in a version of the Old World and the Empire that is both older and newer. It promises ‘Grim and Glorious Adventures in the World of Legend’ and with its faster playing, easier mechanics it offers a more heroic, more knockabout style of play.

Saturday, 12 April 2025

The Eleventh Doctor

As with previous regenerations of ‘Nu-Who’, the Eleventh Doctor arrives with a bang! Building on the foundations laid down by his predecessors, the Eleventh Doctor continues his adventures throughout time and space, but in a great many ways, charts whole directions for the Time Lord. He is young, full of energy, ready to leap into action, especially when there is a mystery or a puzzle to be solved. And there are a great many mysteries and puzzles to be solved during his incarnation—who is River Song? Who is Clara? Who wants to imprison him and why? Who wants him dead and why? Yet his soul is old, at times weary of the things he has seen and done, of the number of times he has saved the universe, though not afraid to wield the reputation he has gained in doing so when confronting evil and bureaucracy. In his darker moments, he may even use force to resolve problems… Like all of the Doctors, he has his companions, but for the Eleventh Doctor, they are not only very special, but they are also family. None more so than Amy Pond, who the Doctor promised would take her with him when she is seven years old. Together with her partner, Rory, they will journey in the TARDIS far and wide, and when they are at home on Earth, the Doctor will make regular visits such that there is always room for Doctor and the TARDIS in their house. Then there is Clara Oswald, her curiosity about the universe as big as the Doctor’s about who she is. Amy, Rory, and Clara are not the only companions to join the Eleventh Doctor in his TARDIS, or indeed have adventures with him, but they are the most consistent and they have the biggest effect upon his incarnation. However, before the final mystery of ‘Doctor who?’ is revealed at Trenzalore, there is a look back with ‘The Day of the Doctor’ to not only the previous incarnation of the Tenth Doctor, but also an incarnation that they had all forgotten existed—and since the Ninth Doctor—whose actions they had all been running from. In the meantime, the ‘Magic Doctor’ has arrived and “The Pandorica will open. Silence will fall.”

The Eleventh Doctor Sourcebook is part of Cubicle Seven Entertainment’s celebration of Doctor Who’s fiftieth anniversary—celebrated itself with the special episode, ‘The Day of the Doctor’— for the Ennie-award winning Doctor Who: Adventures in Time and Space roleplaying game. As lengthy as the sourcebook devoted to the Tenth Doctor, it follows the same format of the previous ten entries in the series. Unlike The Tenth Doctor Sourcebook, it is only divided into four chapters rather than five, since it does not have to address the existence and nature of Torchwood. The four chapters are ‘The Eleventh Doctor And Companions’, ‘Playing in the Eleventh Doctor’s Era’, ‘The Eleventh Doctor’s Enemies’, and ‘The Eleventh Doctor’s Adventures’. The first chapter, ‘The Eleventh Doctor And Companions’, first looks at the character of the Doctor and then each of his Companions. Some of those included are whom you would expect—Amy Pond and her partner, Rory Williams, Clara Oswald, and River Song. Others are less expected, such as the members of the Paternoster Gang, Brian Williams—father of Rory. The inclusion of Sexy (or Idris)—from the episode, ‘The Doctor’s Wife’—makes sense, whilst Henry Avery from ‘The Curse Of The Black Spot’ less so. One interesting inclusion here is of the ‘War Doctor’, the incarnation of the Doctor between the Eighth Doctor and the Ninth Doctor. This makes sense in that he appears in the episode, ‘The Day of the Doctor’. Full stats are provided for all of these characters, though the War Doctor might warrant a higher Fighting skill than other generations of Doctors.

In terms of themes, it presents and examines concepts such as ‘Fairy Tales’, ‘Seeing is Powerful’, and ‘Switching Time Zones’ all backed up with suggestions as to how they might be used. The fairy tale quality of the Eleventh Doctor’s stories consist of making them dark and mysterious, adding a dash of magic, and relying upon solutions and outcomes that come from childlike qualities and faith, rather than maturity or science. The senses prove to be a boon and a bane, the infamous Weeping Angels—introduced during the incarnation of the Tenth Doctor—can only be curtailed by staring at them and not blinking, whilst the senses need to be adjusted to see The Silents. ‘Switching Time Zones’ emphasises time travel, often with the Doctor and his companions starting an adventure in one time zone and jumping to another in order to solve a problem or mystery. Numerous characters, including the Doctor and Amy meet alternate versions of themselves and messages pass back and forth across time between the characters, whether that is River Song leaving messages for the Doctor or the Ponds seeing the Doctor turn up in history books. The family feel that runs through this generation sees the Eleventh Doctor visiting the Ponds at home where they have a life away from the TARDIS, as does Clara Oswald, and of course, not only Amy and Rory, but also the Doctor and River Song, get married.

In terms of campaigns, The Eleventh Doctor Sourcebook gives good advice on handling secrets in a game. Whether or not to use them, have them open or closed, and whether or not to have the Game Master maintain secrets about a character without his player knowing. The advice, if including them, is to use them to involve the Player Characters in plotlines and to increase the pressure on all involved, whether they are trying to keep a secret or reveal a secret. There is more advice on building arcs, this time character arcs, rather than the story arcs of The Tenth Doctor Sourcebook. It is longer and better developed here than in the previous supplement. How time works and is played with during the Eleventh Doctor’s era is also different, with the Doctor often bending the laws of time and having it rebound on him, in an attempt to solve the conundrums he faced. There are suggestions on how to utilise foresight—for example, River Song’s TARDIS-themed notebook—can be handled, including ignoring or negating its possibility, to gain some insight from the future and benefit from it for the cost of a Story Point, and foreshadowing or asking a question about the future, again at the cost of a Story Point. None of these should be overused, of course. There is similar advice on having multiple versions of the same character in play at the same time, and the section comes to close with character options. This includes using Regeneration Energy, primarily to heal physical trauma, including right up to bringing someone from the brink of death, as River Song did for the Doctor, at the cost of her future Regenerations. New Traits range from ‘Another Lifetime’, ‘Caregiver’, and ‘Death Habit’ to ‘Scion of Gallifrey’, ‘Talk to Everything’, and ‘True Connection’, as well as New Gadget Traits like ‘Zap’ and new gadgets such as ‘Infrared Sunglasses’ and ‘Superphone’. All of these traits are for the first edition of Doctor Who: Adventures in Time and Space roleplaying game, rather than Doctor Who: The Roleplaying Game – Second Edition, where such traits are not used.

Monsters for the Eleventh Doctor see the return of old foes, often in new forms, along with the new. One of the most notable returning monsters is the Great Intelligence, not come to the Earth since its encounters with the Second Doctor. Whether it is The Church of the 51st century, and Madame Kovarian and her sect within it, and The Silents, originally genetically engineered to collect confessions, but have so much grown beyond that; the new controlling intelligence for the Cybermen, the Cyberiad; or the resurgence of The New Dalek Paradigm; all of the Eleventh Doctor’s foes are given meaty write ups. These include complete stats and adventure hooks too. Of course, they are not the only threats faced by the Eleventh Doctor, but they are the major ones.

The fourth and final chapter in The Eleventh Doctor Sourcebook is, as with the previous entries in the series, its longest. Again, it takes up some four fifths of the book, adding greatly to its length. ‘The Eleventh Doctor’s Adventures’ details all forty-four of the Eleventh Doctor’s stories, from ‘The Eleventh Hour’ to ‘The Time of the Doctor’. The format is simplified with the removal of the ‘Changing The Desktop Theme’ section—a reference to the changed look of the TARDIS interior after some thirty or so years—which suggested ways in which the story might be reskinned with another threat or enemy, and the like. Instead, all open with a synopsis, including notes on continuity—backwards and forwards to stories past and future, followed by advice on ‘Running the Adventure’. Rounding out the writeups are full details of the monsters and NPCs appearing in the episode. Thus, for the episode, ‘Victory of the Daleks, the synopsis describes how the Doctor and Amy arrive late in London at the height of the Blitz in response to a call for help from Winston Churchill, who unveils his new secret weapon, the Ironside Project. These are, of course, Daleks painted khaki and offering cups of tea! The Doctor confronts them and after they confirm his identity, he leaps into the TARDIS and materialises on their saucer ship behind the Moon. The Daleks reveal that they have the means to rebuild their race following their defeat in the Time War and the Doctor’s confirmation of who they are was the means to activate it. Despite the Doctor’s ruse to defeat the new Daleks with just a jammy dodger biscuit—its big gooey centre obviously a bright red button for something!—the New Dalek Paradigm is rolled out and they attempt to blackmail him. London will be destroyed if he does not leave. Using the technology given to the British by the Daleks, Churchill orders an attack on the Dalek saucer ship to stop the threat to London, but the Daleks escalate their threat to one against the whole world and the Doctor calls off the attack. Of course, the Daleks being the Daleks, trigger that threat anyway and by the time it has been neutralised, the New Dalek Paradigm has escaped.

The ‘Continuity’ lists links between the episode and ‘The Stolen Earth/Journey’s End’ episodes for the Tenth Doctor, that the Daleks can again identify the Doctor no matter his regeneration, that the Daleks escape via a time corridor, a technology they have used before, and more. Plus, they will appear again for the episode, ‘Asylum of the Daleks’, the first appearance of Oswin Oswald/Clara Oswin Oswald/Clara Oswald. The ’Running the Adventure’ section highlights how this episode is a trap, beginning with a threat that only the Doctor can see because no-one else has encountered the Daleks before. In calling out the trap, the Daleks get what they want and ultimately, defeat the Doctor here, because as the supplement points out, they get to regenerate—just as the Doctor does—and then escape! In between the springing of the trap and the escape, which sets up more stories for later on, there is plenty of action and bangs and pops. The advice suggests how traps can be used in a campaign, tying them to the Player Characters’ Bad Traits, and how to present impossible situations and difficult choices—being all alone against an army of Daleks and having to choose between eradicating the Daleks or destroying the Earth. Stats are included for Churchill and Professor Edwin Bracewell, the Spitfires modified for space combat, their pilots represented by Danny Boy, and the Progenitor Device containing the pure Dalek DNA.

The Eleventh Doctor Sourcebook adheres to this format throughout, for all of its forty-four episodes and specials. The write-ups are lengthy, and in the process the Game Master is given detailed background and advice on running an array of great episodes, including the return of River Song and the Weeping Angels in ‘The Time Of Angels/Flesh And Stone’, the sad, yet joyous ‘Vincent And The Doctor’, the mystery of ‘The Lodger’ with complete stats and write-up for 79B Aickman Road, the revelations of ‘The Doctor’s Wife’ and ‘Let’s Kill Hitler’, the ultimate sadness of ‘The Angels Take Manhattan’, all the way to the great celebration in ‘The Day Of The Doctor’ and the ending that the Doctor never wanted to face in ‘The Time Of The Doctor’. There are certainly too many stories to choose from in terms of good stories when it comes to the Eleventh Doctor and certainly one of the features throughout many of them are the long running threads, whether that is the connection between the Doctor, Amy Pond, and River Song, the plot to kill the Doctor, and the secret of who Clara Oswald is, the groundwork for which is laid before the Ponds have left the TARDIS forever. This adds both sophistication and complexity in terms of storytelling, but also richness, and in providing the episode synopsis, a lot for the book to keep track of in terms of continuity. Thankfully, The Eleventh Doctor Sourcebook manages this.

Physically, The Eleventh Doctor Sourcebook is well presented in what is very much a tried and tested format. The supplement is richly illustrated with lots of photographs from the series and decently written, all backed up with a good index.

The Eleventh Doctor brought family, big secrets and mysteries, and long running plots like never before to ‘Nu Who’ and The Eleventh Doctor Sourcebook enables the Game Master to bring these to her campaign for the Doctor Who: Adventures in Time and Space roleplaying game. This also brings complexity and sophistication, and in the process more challenge for the Game Master, but there is good advice and adventure hooks throughout the supplement to help and support the Game Master. The Eleventh Doctor Sourcebook is an excellent guide to the era of the Eleventh Doctor and how to bring its energy and mystery to a Game Master’s campaign.

Sunday, 2 March 2025

Your Imperium Maledictum Starter

The light of the Emperor’s divine might reaches everywhere—but not always. Only in recent years has the Great Rift begun to unseal and the mysterious Noctis Aeterna begun to recede, the Days of Blinding ended, and links reforged with worlds in the Marcharius Sector lost under its pall and beyond the sector itself. As communication, trade, and psychic links have been reestablished with Terra, the Imperium has worked hard to restore its rightful authority and ensure that no deviancy from creed has taken place in the Days of Blinding. Despite this still, heretics turn to the Dark Gods with their promises and falsehoods and corruption is rife, wasting the Emperor’s resources and wealth, and from without, there is always the danger of raids by Orks or worse, Tyranoids. Yet routing out such heresies and corruption is no matter, but an issue of politics and influence as well as loyalty and devotion. The Emperor’s great servants search out those they deem worthy to serve them and the Imperium, directing them to investigate mysteries and murders, experience horror and heresies, expose corruption and callousness, whether in in pursuit of their patron’s agenda, his faction’s agenda, the Emperor’s will, or all three. In return they will gain privileges far beyond that imagined by their fellows—the chance to travel and see worlds far beyond their own, enjoy wealth and comfort that though modest is more than they could have dreamed of, and witness great events that they might have heard of years later by rumour or newscast. This though, is not without its costs, for they will face the worst that the forces of Chaos has to fling at them, the possibility of death, and if they fail, exile and loss of all that they have gained. In the Forty-First Millennium, everyone is an asset and everyone is expendable, but some can survive long enough to make a difference in the face of an uncaring universe and the machinery of the Imperium of Mankind grinding its way forward into a glorious future.

This is the set-up in Warhammer 40,000 Roleplay: Imperium Maledictum, the spiritual successor to Dark Heresy, the very first fully realised roleplaying game to be set within the Warhammer 40,000 milieu and published in 2008, the very first roleplaying game that Games Workshop had published in two decades. Warhammer 40,000 Roleplay: Imperium Maledictum is published by Cubicle 7 Entertainment and now it has its own introduction to the setting in the form of the Warhammer 40,000 Roleplay: Imperium Maledictum Starter Set. Given that this is from Cubicle 7 Entertainment, there is the likelihood that this is going to be a good product. After all, since the publication of the Warhammer Fantasy Roleplay Starter Set, the publisher has been releasing one good starter set after another. Which begs the question, what is a good starter set? Essentially, it has to provide everything that the Game Master and her players need to play a good scenario that showcases the nature of the setting and what the players and their characters do in the game, explains the rules, and provide content that can be played beyond the confines of the box.

Open the Warhammer 40,000 Roleplay: Imperium Maledictum Starter Set and the first thing that the reader sees is a set of nice percentile dice and a gatefold pamphlet that screams, “READ THIS FIRST!”. This starts with a broad overview of the setting, shows you what is in the box, what Imperium Maledictum and a roleplaying game are, how you get started and what you need to play, and where to go next once the contents of the box have been played through. In four pages, it provides the reader—both player and Game Master with a solid introduction to the setting. As an introduction to roleplaying games, it is more basic, so the reader might want to look elsewhere. Nevertheless, this does not mean that it does not do a good job. Below this are six Player Character sheets, again done as gatefold pamphlets. On the front they explain who the character is and why a player might choose to roleplay that character, gives the character some quotes that player could use in play, whilst inside the actual character sheet for the character is presented, along with a breakdown of the sheet alongside it and a list of the character’s goals, connections to the other characters, and secrets. Lastly on the back of the character sheet is a full-page illustration of the character. These pack a lot of information into their three pages—four including the illustration—but the layout never threatens to overwhelm the reader, keeping everything to hand whilst the focus remains on the character sheet at the centre. The six include a Zealot, a Penumbra (a stealthy assassin and infiltrator), an Interlocutor, a Psyker, a surgeon of the Adeptus Mechanicus, and a warrior.

In addition, the box also contains a set of tokens that include the Inquisitorial Seal, a prop that is used to indicate who has possession of it in the game, Character Portrait and Environmental Trait tokens for use on a map (there are no maps provided Warhammer 40,000 Roleplay: Imperium Maledictum Starter Set), Superiority Tokens to track the party’s Superiority, and Fate Tokens. There is a set of reference sheets that in turn explain the basic rules, combat, criticals and wounds, conditions and environmental hazards, factions and influence, Warp and Psykers, and trading and gear. These are done on sturdy cards and contain rules and background needed for each aspect of the game, and all together serving as the rules booklet in the set.

The meat of the Warhammer 40,000 Roleplay: Imperium Maledictum Starter Set consists of two books, ‘Adventure Book: The Blazing Seraph’ and ‘Rokarth: A Guide to the Hive’. The ‘Adventure Book: The Blazing Seraph’ provides a full investigation in the depths of Hive Rokarth where the Player Characters’ patron, Inquisitor Halikarn, assigns them to investigate the site of a purported miracle, Acid Refinery Delta-64, which has exploded, leaving behind a possible survivor. The Adeptus Ministorum is investigating to determine if this survivor is a saint. The Player Characters have three days to investigate, locate the survivor, and confirm whether or not he is actually a saint, or merely very lucky. Inquisitor Halikarn also provides them with the details of a contact who can help, but before he does that, the Player Characters will need to find and rescue him. This is an opportunity for the Game Master to show how the game system works and how combat works in it, and thus for the players to get used to both it and their characters. The investigation takes the Player Characters from the dank industrial confines of the hive deep into its bureaucracy and out again to the governor’s table and further into the foul, fetid bowels of the hive to confront heresy and corruption.

The adventure is designed to provide a learn as you play experience and it certainly does that in its opening steps. It is a relatively straightforward investigation, though with marked changes of pace as the Player Characters navigate the labyrinthine bureaucracies of the Hive Rokarth and particularly in the council with the governor they have to attend. This is probably the most difficult scene to run. In the later scenes the Player Characters descend into the depths of the Hive are quite detailed and require careful preparation that perhaps might have been easier with the inclusion of a map. One element that the Player Characters do need to take into account of, is the fact that their patron does not want to reveal his involvement in the investigation. He does give them an inquisitorial seal as a sign of his authority, but he is never happy with its use. Further, its use will attract the attention of those who are likely to take exception to Player Characters’ presence.

The second book, ‘Rokarth: A Guide to the Hive’, describes the setting for the adventure given in ‘Adventure Book: The Blazing Seraph’, the hive of Rokarth on the world of Voll. Surprisingly, it is only six centuries old, home to thirty billion souls who dedicate themselves through the Cult Imperialis to work that sees hive manufacture material and materiel for the Imperium of Man’s continuing war efforts. However, the facilities are being constantly corroded from without from Voll’s caustic environment and from within by the caustic waste product, as well as the corruption and criminal activity. The supplement provides details of the factions within the Hive Rokarth from House Castyx, the governing family on down. This includes the other noble Houses, the Adeptus Terra, which constitutes the vast bureaucracies and organisations that actually run the Imperium and to which every Player Character and their Patron is associated with, the guilds that hold monopolies on certain goods, and all the way down to the Infractionists, the gangs that control parts of the lower depths of the Hive, some of which have ties to the noble Houses. There are notes too on how commerce, the manufactorums, and how both the open and black markets work, noting that there is a silent trade in xeno artefacts smuggled into the Hive. There is a complete description of the hive from top to bottom, breaking it down from the Spire at the top down through the Upper Hive, Lower Hive, and into the Bowels & Beyond. All of these sections include a lengthy encounter table and descriptions of places and locations found there. Each of these locations is accompanied by a plot hook, and there are almost fifty of them! For example, the Player Characters might be asked by Sister Celestia of the Orders Hospitaller in the Upper Hive to move the last victim of the plague known as the Shivers so she can conduct further research; to find out for Lawrenca Parnam why her family secretly donates to the Cathedral of Obligatory Modesty—out of loyalty to the God Emperor or a shameful history; or either put down a gang war or broker a truce between in the wake of the events of the scenario in ‘Adventure Book: The Blazing Seraph’. Lastly, ‘Rokarth: A Guide to the Hive’ describes the presence and activities of the four Ruinous Powers and their cultists in the Hive. Of course, the plot hooks need development, but for the Game Master willing to make the effort, there is a lot to work with here.

Physically, Warhammer 40,000 Roleplay: Imperium Maledictum Starter Set is very well presented. The artwork is good and the books are well written. The inside of the box is illustrated with a map of the Marcharius Sector, whilst the inside of the box cover shows an image of Hive Rokarth, though it is not very clear.

There is a lot to like about the Warhammer 40,000 Roleplay: Imperium Maledictum Starter Set—the production values, a meaty scenario, and the combination of setting and extra plot hooks, but it is not quite as good as the earlier Warhammer Fantasy Roleplay Starter Set. This is because it does not have the extended content, the mini campaign that is further supported with content in Ubersreik Adventures: Six Grim and Perilous Scenarios in the Duchy of Ubersreik and its sequels, instead giving the Game Master numerous plot hooks that do require development. What Warhammer 40,000 Roleplay: Imperium Maledictum Starter Set very obviously does provide is something that the Warhammer 40,000 Roleplay: Imperium Maledictum rulebook does not and that is a ready-to-play scenario. Hopefully, Cubicle 7 Entertainment will develop scenarios for the Marcharius Sector from this starter set in the same fashion as the Ubersreik Adventures.

Warhammer 40,000 Roleplay: Imperium Maledictum Starter Set is another good starter set from Cubicle 7 Entertainment, providing the Game Master and her players with everything necessary to start playing and learning the rules, along with a dark investigation into heresy and corruption.

Wednesday, 25 December 2024

Ten Saves Nine

A Stitch in Time is both a campaign for Doctor Who: The Roleplaying Game – Second Edition and not a campaign for Doctor Who: The Roleplaying Game – Second Edition. It is a campaign in the sense that there is a connected thread that runs through all ten of its episodes, but not a campaign in the sense that there is no overarching plot or threat that the Player Characters will be aware of and must find a way to deal with by the tenth episode. Instead, the series arc is a threat that the Player Characters must deal with in the tenth episode—just as there is in every episode—but they will not be aware of it until the tenth episode and they will not be aware that they have been preparing to face it for the previous nine episodes. So rather than a campaign, what A Stitch in Time actually is, is a complete series that the Game Master can run for her Doctor Who: The Roleplaying Game. Although written for use with Doctor Who: The Roleplaying Game – Second Edition and thus ostensibly for the Thirteenth Doctor, the ten episodes can easily be run using any of the other Doctors and their Companions, or indeed the Thirteenth Doctor and her companions. Or, of course, it can be run using the players’ own Time Lord and Companions. It could even be run with another team of time travellers, using a means other than a TARDIS to travel through time and space, but although A Stitch in Time does include some advice on the changes needed to make it run without a Time Lord and his TARDIS, it is written with the assumption that the Player Characters include a Time Lord and have a TARDIS. Alternatively, A Stitch in Time could be used as an anthology of scenarios which the Game Master can draw from for her own campaign rather than use as a whole.

A Stitch in Time is published by Cubicle 7 Entertainment and will take the travellers back and forth across time and space, from Earth to outer space, and back again. From an English holiday camp in the here and now, a disused prison complex in the far future, and an animation studio in Burbank, California, 1932 to the Battle of Hastings, a hospital out of time, and a threatened utopia in the twenty-sixth century. On the way, the Player Characters will meet a Dalek, a Silurian, the Nestene Consciousness, a lot of Sontarans and Ice Warriors, a Time Lord, and more. Every episode follows the same format. It has an Introduction, a Call To Adventure—what gets the Player Characters involved, an explanation of What’s Going On, the three Acts of the story, and the Epilogue. The What’s Going On section ends with the ‘Series Arc’ explaining how the episode ties in with the ongoing story. These ties all take the form of objects—objects which all together can be used to defeat the threat in the tenth episode of A Stitch in Time. Effectively, as the Player Characters will eventually learn, they have been on an intergalactic scavenger hunt to defeat a gigantic threat. If the Player Characters have not collected all of the items needed by the tenth episode, then there is a solution. Time travel. Doctor Who: The Roleplaying Game – Second Edition is a time travel roleplaying game, so there is scope for the Player Characters to go back and forth through time, although the does warn about the dangers of meeting themselves, which of course, is the Blinovitch Limitation Effect.

A Stitch in Time begins in slightly underwhelming fashion as the Player Characters protect some escaped political intergalactic prisoners who have crash-landed outside an English seaside holiday camp. There is some fun to be had to playing around with the traditional aspects of setting, but some of the nuances may be lost on a non-British audience, whilst a British audience is likely to want to shift the episode from the present day to the nineteen fifties. More so given that the episode is called, ‘Hi-De-Hide’. The action picks with ‘The Most Dangerous Monster’, which is set on a former prison complex, which has been refitted as a tourist destination in which the tourists come to hunt the galaxy’s most dangerous game. No guesses for what that is, but this a nice homage to the Ninth Doctor episode, ‘Dalek’. ‘Silver Screams’ takes place at an animation studio—that is very definitely not Disney—in 1932 in Burbank, California, where for some reason the film stock and the props take on a deadly life of their own. Cue fun with a giant Merry Mallard! In ‘Everything Most Go’, the time travellers find themselves at the biggest shopping complex in the universe and most find out why every customer is being evacuated except the Sontarans and the Ice Warriors. Just what they shopping for? None of them can come armed, so there is an amusing description of the Sontarans having armed themselves via the kitchenware department! In ‘Protect and Survive’, the timeline becomes imperilled when it is revealed what exactly lies beneath the Battle of Hastings and in ‘Emergency Ward 26’, the Player Characters find themselves in a tricky situation in time that makes it the hardest of the ten scenarios in the book for the Game Master to run. Later episodes include a classic museum heist in ‘The Great Sonic Caper’ and a Cyberpunk-style medical mystery in ‘Green for Danger’ before the series comes to a close with ‘Save Nhein’ which rounds off A Stitch in Time. (And yes, we know...)

There is a coda to A Stitch in Time which suggests directions in which the Game Master might take her campaign after completing the series it presents, whilst also wondering how the episodes are connected in ways more than the scavenger hunt it is. Is there someone or something manipulating the Player Characters? Are they being testing? The coda does not present any answers, so this is really prompts for the Game Master to think about where A Stitch in Time fits in her campaign and what it might link to. Perhaps though, Cubicle 7 Entertainment will answer these prompts in a future supplement?

Physically, A Stitch in Time is cleanly, tidily laid out, decently written, and illustrated with the Thirteenth Doctor and her Companions as well as the monsters that the Player Characters will meet in the course of the series. One of the issues with the ten scenarios in A Stitch in Time is that they are presented in narrative fashion. There are no maps or floor plans, and there are no illustrations of any of the NPCs in the scenarios. Which means that the Game Master has to work that much harder to visualise both locations and characters and impart that to her players.

A Stitch in Time is stronger as an anthology of episodes rather than as a traditional roleplaying campaign. It is also a decent series with many of its scenarios making for exciting episodes that you could imagine being made for the television screen rather than for playing around the table. Of the ten, ‘The Most Dangerous Monster’ and ‘Emergency Ward 26’ are classics, whilst there is room aplenty to lean into the comic potential of both ‘Hi-De-Hide’ and ‘Silver Screams’ with the Game Master and her players acknowledging the obvious inspirations for the pair. In whatever way the Game Master decides to use it, A Stitch in Time is solid support for her Doctor Who: The Roleplaying Game – Second Edition campaign.

A Hobbity Holiday

One of the great things about The One Ring: Roleplaying in the World of Lord of the Rings, the second edition of the acclaimed The One Ring: Adventures Over the Edge of the Wild published by Free League Publishing is The One Ring Starter Set. Why do you ask? Well, because it lets us roleplay members of the Hobbit community whom we not normally encounter. Drogo Baggins, Esmeralda Took, Lobelia Bracegirdle, Paladin Took II, Primula Brandybuck, and Rorimac Brandybuck, in many cases the parents or relations of three of the Hobbits who would form part of the Fellowship of the Ring decades later. Under the direction of the scandalous Bilbo Baggins, the quintet went off and had adventures of their own in the Shire, whilst at the same time The One Ring Starter Set presented the Shire for the roleplaying game itself. Sadly, the five adventures had to come to a close and with it the chance to play those characters again. Fortunately, there are available a number of sequel adventures, including Landmark Adventures, that can be run as part of, or after, the events of The One Ring Starter Set, or simply added to an ongoing campaign for The One Ring: Roleplaying in the World of Lord of the Rings if it is being run in or around The Shire. The Ghost of Needlehole proved to be a sharp little ghost story, whilst the Mines of Brockenbores sent the Player-heroes to the far north of the Shire to inspect a mine, Sackville-Baggins Estates took them to the far south to explore a growing threat that comes to fruition at the end of The Lord of the Rings: The Return of the King, and in fourth Landmark Adventure, the Hobbits travelled to the most easterly of point in the Shire and beyond to The Withywindle and the House of Tom Bombadil! The next and fifth Landmark Adventure has the Hobbits sent hither and thither in a roundabout fashion, all before returning for a happy holiday.

A Hobbit Carol differs from the previous four Landmark Adventures and does not rely upon the half dozen pre-generated Hobbits from
The One Ring Starter Set. This is because it takes place several decades after the events depicted in the campaign in The One Ring Starter Set, in 1389 S.R., by which time Balin has left the Shire to lead an expedition into Moria, Lobelia Bracegirdle has been married to Otho Sackville-Baggins for two or so decades, and Drogo Baggins and Primula Brandybuck, also married, have unfortunately both drowned, leaving young Frodo Baggins an orphan. Also, by this time, the One Ring, secretly in possession of Bilbo Baggins, has begun to weigh upon him and exacerbated by the death of his nephew and his wife, he has consequently grown cold, cranky, and bitter, matching the cold and bitter weather of that winter. Such is his change in character that Gandalf the Grey has warned Bilbo that he is certain to follow the path followed by Gollum if he does not heed the warnings of three spirits, representing his past, present, and future, that will come upon him. In what is effectively Charles Dickens’ A Christmas Carol in J.R.R. Tolkien’s Middle-earth, they do and of course, Bilbo Baggins takes their words to heart and decides to change his ways by holding a big party. However, to do that, he will need help, which is where the Player-heroes enter the story.

With rumours rife about the crankiness of Bilbo’s character, the Player-heroes are hired by Hamfast Gamgee—nice to see him get a little time in the spotlight—to undertake three tasks. In turn, these are to go north to Bindbole Woods and there find a tree from which a large Yule-Log be made can be that be a great centre piece for the two-day Yule celebration Bilbo plans to hold; to head even further north to Hardbottle and barter or hunt for some fresh game for the feast; and lastly, to go to Buckland and escort the young tween Frodo Baggins to Bag End where Bilbo will make an important declaration about both his and Frodo’s future. This of course, is that he will make Frodo his sole heir. Naturally, Otho Sackville-Baggins is unhappy about this and will do all that he can to prevent this from happening. Otho Sackville-Baggins and his hooligan Hobbits are not only threats faced by the Player-heroes. The primary ones are time and the weather as the Hobbits do not have a great of time in which to accomplish the set tasks and the weather is very, very cold, and there is a chance of Hobbits suffering from it so, there are threats driven in from the wilds because of the weather, and there the Bounders, those Hobbits charged with patrolling and keeping the borders of the Shire safe, who can be very nosy when wanting to know why a band of Hobbits—and potentially queer folk like Elves, Dwarves, and Men—are wandering the Shire, especially given the bitterly cold weather.

A Hobbit Carol comes to a close with a jolly party held in honour of young Frodo Baggins and is a decent adventure that is best used as a one-shot given that it is not set during the timeframe for either The One Ring Starter Set or The One Ring: Roleplaying in the World of Lord of the Rings. One option, possibly, is to run it as a flashback, perhaps for older Player-heroes or as a story being told to younger Player-heroes. The scenario does include its own Journey Table for the travels of the Player-heroes back and forth across the Shire, but as a one-shot, it does not include a set of pre-generated Player-heroes or even suggestions as to what Player-heroes might be suitable. That said, A Hobbit Carol would readily suit a party of Hobbits as the adventure itself involves mild peril—there is some combat, but not a great deal—and hard labour in chilly conditions rather than confrontations with the dread Shadow.

Physically,
A Hobbit Carol is cleanly and tidily laid out. The artwork, taken from the Artbook Compilation for The One Ring: Roleplaying in the World of Lord of the Rings is excellent. However, the layout is a little untidy in places and the adventure does need an edit.

A Hobbit Carol is a good little adventure, which like the earlier Landmark, Sackville-Baggins Estates, nicely develops the backstory to events of The Lord of the Rings, which works better as a one-shot rather than as an addition to a campaign.