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davefromnewbogenhafen


Joined: Mon, 2008 May 12, 7:11 PM (CDT)
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Have you ever ran into an old friend whom used to play V1 and wants to know what has changed since the launch of V2 and what changes they may need to make. I did and it makes for a long and tedious conversation. So now we can stick all of the common Q/A onto one thread and refer them there in a typical question answer format which may help retuners to the game.

What far flung places have been covered in WFRP2?

Chaos Wasted & Norsca were covered in the Tomb of Corruption and due to the way they are written any old V1 material should still work with it, Norsca is seen as more pro Chaos in V2 but then there has just been an incursion.

The Far East and New World have not been covered other aside from in WFB which feature the Ogre Kingdoms and Dark Elf book. Apparently a Lustria book Exists but no Southern Old World books for either system other than vague descriptions of such places in the WFRP Companion Sartosa and Tobaro (Tilies) are covered in some detail in this book however. Generally speaking keeping adventures small scale in such places will make things easier if anything ‘Officaial’ comes out.

The Boarder Princes book Renegade Crowns is written in such a way that all previous GW/Flame material will work as its essentially a tool kit for creating your own realms.

Bretonia has changed to support the latest WFB background, however the V1 description focuses on the Cities description and their gritty corrupt backdrop which can still easily be played up in urban areas. Aside from that an a minor WFB to V2 historical inconsistency Bretonia is currently anti firepowder weapons. King Louen Leoncoeur is now king and we also learn that the Bretonians who are worshiping the national Goddess the Lady of the Lake are probably worshipping an Elf Goddess by proxy. The Bretonia book is entiled Knights of the Grail.

Marienburg & the Wastland are pretty much unchanges and updated work can be found here: http://www.blackindustries.com/?template=WH&content=marienburg

Kislev is looked at in more detail with V2 but its up to the GM what they want to do with the Wheatland Colonies. Troll Country contains Kislevite colonies and Kislev is politically divided into Oblasts as opposed to the Geographic divisions in Rolson’s V1 book. New Gods are cleverly worked into V2 in such a way that it takes nothing away from V1. Tsar Radii Bokha (Boris) was succeeded by his daughter Tzarina Katarin following his death.

What about my beloved Empire
Cartography issues aside where entire towns have been moved the Empire has under gone a sea of changes since V1. Some can be written off as time passing & the events of the storm of chaos. However the political landscape and rulers have changed significantly. Alfred Nuñez Jr in his alternative to GWs Empire in Flames offers rational and a list of the new provinces in Empire at War, due to a civil War territories and rulers have been changed by decree.

“With the soon to be released WFRPv2, fans of the first edition will notice a change not only in the Electoral seats, but also in the individuals themselves.”
Taken from Empire at War which can be downloaded from here
http://www.strike-to-stun.com/board/phpBB2/viewtopic.php?t=1532

This article shows the changes and also provides some background on what occurred during the intervening years. A summary of the changes follows, which mostly took place in 2015:s

WFRP v1 (2512) WFRPv2 (2522)
Province Ruler Elector
Averland Grand Countess Ludmilla von Alptraum (Elector) Elector Count Marius Leitdorf (died in 2520)
Hochland Baroness Hildegarde Tussen-Hochen Elector Count Aldebrand Ludenhof
Middenheim Graf Boris Todbringer (Elector)
Middenland Grand Duke Leopold von Bildhofen (Elector) Elector Count Boris Todbringer
Moot Elder Hisme Stoutheart (Elector) Elder Hisme Stoutheart
Nordland Baron Werner Nikse Elector Count Theoderic Gausser
Nuln Countess Emmanuelle von Liebewitz (Elector)
Ostermark Chancellor Maximiilian Dachs Elector Count Wolfram Hertwig
Ostland Grand Prince Hals von Tasseninck (Elector) Elector Count Valmir von Raukov
Reikland Emperor Karl-Franz I (Elector)
Or Henric Todbringer Emperor Karl-Franz I
Stirland Graf Alberich Haupt-Anderssen (Elector) Elector Count Alberich Haupt-Anderssen
Sudenland Grand Baroness Etelka Toppenheimer (Elector)

Talabecland Grand Duke Gustav von Krieglitz (Elector) Elector Count Helmut Feuerbach
Talabheim Duchess Elise Krieglitz-Untermensch (Elector)
Wissenland Count Bruno Pfeifraucher Elector Countess Emmanuelle von Liebewitz
Non-Provincial Electors
Grand Theogonist Yorri XV
And then possibly the suggested individual as suggested in EiF as a caretake prior to Volkmarr Grand Theogonist Esmer in the absence of Volkmar
Arch Lector Kaslain of Nuln Arch Lector Kaslain of Nuln
Arch Lector Aglim of Talabheim Arch Lector Aglim of Talabheim
Ar-Ulric (No other name given in the Middenheim book) Ar-Ulric Emil Valgeir

Averland
Grand Countess Ludmilla von Alptraum was 77 years old at the start of The Enemy Within campaign. She lived long enough to send Feldmarschall Marius Leitdorf to assist the beleaguered Ostlander forces at the Battle of Wolfenburg in 2514. The old Countess died shortly after and was succeeded by her eldest daughter, Baroness Marlene. Unfortunately, Marlene passes away from the plague that ravaged the land after the war. Marlene’s only surviving child and heir, Helena, abdicated in favour of her husband, Marius Leitdorf. Elector Count Leitdorf did not rule long, having been killed by an Orc Warlord in battle near Black Fire Pass in 2520. His eldest unnamed son succeeded Marius.

Hochland
With trouble brewing between Talabecland and Ostland in 2514, Baroness Hildegarde Tussen-Hochen was compelled to name Count Aldebrand Ludenhof, betrothed to her daughter Sophia, as Grossmarschall of Hochland. Later that year, troubles in Bergsburg and her failing health forces the Baroness to abdicate in favour of the Count. The 2515 Volkshalle Edict elevated Hochland to Electoral status.

Middenland
Grand Duke Leopold von Bildhofen was one of the prime instigators of the outbreak of war in 2514. The 2515 Volkshalle Edict stripped von Bildhofen of his status as Elector and the province was once again united with Middenheim, under the rule of Graf Boris Todbringer.

Nordland
While Nordland regained its northeastern provinces (lost to Ostland during the Dark Ages), Baron Werner Nikse was forced by the 2515 Volkshalle Edict to relinquish his holdings in Salzenmund and nearby towns in order to compensate Ostland for instigating the war of 2514. The Electors elevate Nordland to Electoral status and named Count Theoderic Gausser as its new ruler.

Ostermark
Chancellor Maximillian Dachs was killed during the war of 2514. Hauptmarschall Wolfram Hertwig, who led the Ostermark contingent with distinction at the Battle of Wolfenburg, succeeded him. The 2515 Volkshalle Edict elevated Ostermark to Electoral status and Wolfram named as its Elector.

Ostland
Grand Prince Hals von Tasseninck died in battle along the Nordland front during 2514. Kriegmarschall Valmir von Raukov was elevated to Grand Prince and Elector Count of Ostland by the 2515 Volkshalle Edict.

Sudenland
Sudenland had only been separated from Wissenland and ruled by the von Mecklenberg family since the time of Magnus the Pious in recognition for their outstanding services in the Great War against Chaos in 2303. Johann von Mecklenburg abdicated the rule of the province in 2505 to his cousin, Grand Baroness Etelka Toppenheimer. For undisclosed reasons, the Grand Baroness surrendered his Electoral status in 2515 and the province was reunited with Wissenland. Rumours have it that Toppenheimer’s heir and adopted son of a distant relative, Baron Olaf Sektliebe, was somehow involved with this strange turn of events.

Talabecland
As with the Elector of Middenland, Grand Duke Gustav von Krieglitz was found guilty of instigating the 2514 war. The 2515 Volkshalle Edict stripped von Krieglitz of his status as Elector and Count Helmut Feuerbach, a Talabeclander noble who stayed out of the war, was elevated to succeed him. Elector Count Helmut accompanied Grand Theogonist Volkmar to fight Chaos Lord Archaon across the River Lynsk in 2521. Somehow Feuerbach managed to make it back from the battle that he claimed took the life of the Grand Theogonist. Some of the Electors at the Conclave of Light are said to have commented about Feuerbach’s lack of any injury or wounds behind his back.

Talabheim
Though no direct evidence was found to prove her complicity, there were strong suspicions that Grand Duchess Elise Krieglitz-Untermensch provided loans to her cousin, von Krieglitz. Rather than submit to an inquisition, Grand Duchess Elise abdicated her Electoral status, but was able to secure the continuance of the city’s Freistadt status under her rule.

Wissenland
The wealth and power of Nuln paid for the much of the reconstruction of the war-torn Empire. Grand Countess Emmanuelle von Liebewitz of Nuln exercised her own form of justice and took over the rule of Wissenland from her errant vassal, Count Bruno Pfeifraucher in 2514. Later, she annexed the province of Sudenland and its rich wool trade. Even with all this manoeuvring, von Liebewitz retained her rule over the Freistadt of Nuln.

Grand Theogonist
Yorri XV was killed during the war of 2514. The Lector of Middenland was elected to become Grand Theogonist, taking the name of Volkmar in the Conclave of Sigmar. In 2520, Volkmar’s expeditionary force to slay Archaon failed to return and rumours spread that the Chaos Lord killed the Grand Theogonist. Esmer is the first elected Grand Theogonist to not follow tradition and take a Dwarf name upon his election. As the Chaos Incursion of 2522 neared Middenheim, a captive Volkmar was freed from the Chaos horde and returned to fight against the fell army in the Siege of Middenheim. The return of Volkmar has caused dissention within the cult of Sigmar.

Ar-Ulric
Though given no other name than Ar-Ulric in Middenheim: City of Chaos and Power behind the Throne, the High Priest was killed during the war of 2514. The Fræi-Ulrik of Nuln, Emil Valgeir, was elected to become the new Ar-Ulric.

I wanted to play Enemy Within to its conclusion but I am told at least two very important individuals are no more in V1 but are alive and well in V2.

Tough one we could go high fantasy and resurrect them or go for ceremonial names or simply ignore the WFB as its YOUR game or have them not killed but heavily wounded and only the retrieval of a certain item may be able to heal them for sure. Alternitively just rum Empire at War as the last of Enimy Within and that should fix most the V1-V2 stuff. Again this can be found here:
http://www.strike-to-stun.com/board/phpBB2/viewtopic.php?t=1532

Why so Few active Law Followers & Druids

Many of both went to Albion to fight a great demon (Dark Shadows Campaing). Other Druids remain in the old world still. Law is again even more obscure as they continue to work covertly. Many died during Dark Shadows & early in SoC.

In V2 Signmar’s cult filled the gap by becoming more militant in recent years.

What is Storm of Chaos

A huge WFB campaign that saw a rare unifying of chaos forces attempt to take Middenheim and cause havoc in the old world. Fortunately it was an embarrassing defeat for the instigators and the damage was mostly limited to the northern Empire. The following WFB campaign was the Nemesis Crown. More information can be obtained from these two sites.
http://us.games-workshop.com/games/warhammer/stormofchaos/default.htm
http://nemesis.uk.games-workshop.com/default.htm?country=uk

What changes have been made to the Religions of the Old World and Magic

Ulric’s clergy grudgingly allow firearms. Taal & Rhya are covered a little more and are worshiped more in union. The two other Dwarf Gods from the Warhammer novels are present and Dwarfs do not use magic as per say but rune magic of cause there are exceptions to the rule. Liadriel is so unpopular that she is not even mentioned in the rule book. Asuryan, Isha, Lileath, Kurnous, Khaine, Mathlann, Morai-heg the Crone, Hoeth and Vaul. Adamnan-na-Brionha is not as yet mentioned in any V2 book could he be a different aspect of one of the others?

Mages have now to be licensed from a colour college in the Empire or face punishment if found practicing as a hedge wizard. The mechanics of spell casting is significantly different in V2 although most spells can be transferred into the new system with some work See Liber Fanatica 2.
Elemental Illusinist & Druid magic have yet to make it to V2 official material some brilliant fan translations can be found at these links respectively.
http://www.strike-to-stun.com/board/phpBB2/viewtopic.php?t=2013
http://www.strike-to-stun.com/board/phpBB2/viewtopic.php?t=2014
http://www.strike-to-stun.com/board/phpBB2/viewtopic.php?t=1542

Anything I need to know about the races of the old world
Fimir aren’t mentioned but http://www.warpstone.org/ may have done V2 work on them.
The Empire tries to officially deny the existence of Skaven
Gobliniods apparently are now produced from a form of mushroom so I guess there are no half orcs. (Most GMs I know tend to ignore or play this down) in V1 there were female orcs

Ok I get the picture! So I have got my back-story as I want it, where can I find ready made V2 adventures originally for V1.

A good starting point is her http://www.blackindustries.com starting with an adaptation of the The Oldenhaller Contract. The V2 book Plundered Vaults also included some V1 adapted material.

The stats for Enemy Within including Empire at War can be found here with other goodies: http://www.windsofchaos.com/?page_id=19

And again if you missed it here is the link to Empire at War again (I can not plug this enough):
http://www.strike-to-stun.com/board/phpBB2/viewtopic.php?t=1532


I need to transfer my characters/NPCs to V2, where do I find official V1 to V2 conversions?

There is no official work on this to date but none is needed the Liber Fanatica takes care of that.

What is this fanatica thingy?
A massive project which originated from a group of play testers looking to supplement V2 and ease the transition from V1. Volume 2 deals with magic as far as conversion is concerned and Volume 1 deals with transferring your character.
You can download them from here
http://www.liberfanatica.net/

The gist of transferring stats is copied here for convenience providing the guys at LF don’t mind!

Characteristics
Characteristics have changed considerably.
Bonuses for non-human races have changed, as
the characteristics themselves. If you play a nonhuman,
first adapt your WFRP1 skills according
to the table below:
Race WS BS I Ld Int Cl WP Fel
Dwarf +10 -30 -20 -20
Elf -10 +10 -20 -10 -20 -20 -10 -10
Halfling +10 -10 +20 +10 - 10
Humans need not adapt their characteristics.

Now compute the characteristics in WFRP2 by
following the guidelines below.
Main characteristics
Weapon Skill: Equivalent to first edition WS
Ballistic Skill: Equivalent to first edition BS
Strength: Equivalent to ten times first
edition S
Toughness: Equivalent to ten times first
edition T
Agility: Take average of I and Dex
Intelligence: Equivalent to first edition Int
Will Power: Take average of WP and CL
Fellowship: Take average of Ld and Fel
Secondary characteristics
Attacks: Equivalent to first edition A
score, with a maximum of 3
Wounds: Equivalent to first edition W
times 1.5, rounding down
Strength Bonus: Equivalent to first edition S
Toughness Bonus: Equivalent to first edition T
Move: As given in the rulebook
Magic: For magic users: equal to
your magic level +1
(maximum 4)
Insanity Points: Equal to first edition
Fate Points: Equal to first edition
.






Moracai


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Welcome davefromnewbogenhafen
Whymme


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davefromnewbogenhafen wrote:Anything I need to know about the races of the old world
Fimir aren’t mentioned but http://www.warpstone.org/ may have done V2 work on them.
The Empire tries to officially deny the existence of Skaven
Gobliniods apparently are now produced from a form of mushroom so I guess there are no half orcs. (Most GMs I know tend to ignore or play this down) in V1 there were female orcs

You forgot to mention the non-existance of Gnomes. And Zoats.
As for the goblinoids, I understood that while they spawn from mushrooms in WH40K, this isn't necessarily the case in WFRP. How they multiply has not been detailed.
Warpstone 25 is essentially the Fimir handbook.

Check the Liber Fanatica at http://www.liberfanatica.net.
And have a look at my WFRP site too, at http://homepage.mac.com/whymme/WFRP
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Sythorn

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Whymme wrote:
As for the goblinoids, I understood that while they spawn from mushrooms in WH40K, this isn't necessarily the case in WFRP. How they multiply has not been detailed.


The latest Warhammer Fantasy Battles book mentioned spores so it's technically official that greenskins reproduce in such a way in the Warhammer Fantasy world. However, the BI team purposely avoided covering greenskins for as long as they could so gamers who didn't like the idea could easily ignore it, leaving WFRP who've never touched WFB (or browse forums) the impression that there is little difference between Warhammer greenskins and the typical orcs and goblins of any other setting.

"There are not many persons who know what wonders are opened to them in the stories and visions of their youth; for when as children we listen and dream, we think but half-formed thoughts, and when as men we try to remember, we are dulled and prosaic with the poison of life. But some of us awake in the night with strange phantasms of enchanted hills and gardens, of fountains that sing in the sun, of golden cliffs overhanging murmuring seas, of plains that stretch down to sleeping cities of bronze and stone, and of shadowy companies of heroes that ride caparisoned white horses along the edges of thick forests; and then we know that we have looked back through the ivory gates into that world of wonder that was ours before we were wise and unhappy." -H.P. Lovecraft "Celephais"
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Daveyspawn


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Whymme wrote:
davefromnewbogenhafen wrote:Anything I need to know about the races of the old world
Fimir aren’t mentioned but http://www.warpstone.org/ may have done V2 work on them.
The Empire tries to officially deny the existence of Skaven
Gobliniods apparently are now produced from a form of mushroom so I guess there are no half orcs. (Most GMs I know tend to ignore or play this down) in V1 there were female orcs

You forgot to mention the non-existance of Gnomes. And Zoats.
As for the goblinoids, I understood that while they spawn from mushrooms in WH40K, this isn't necessarily the case in WFRP. How they multiply has not been detailed.
Warpstone 25 is essentially the Fimir handbook.


I was very disappointed to see they got rid of Zoats myself, I like them as a race in both WFRP and 40K. Also Half-Elves (I know a bit cliche for some people's tastes, but if played right and used rarely can lead to some very good rping)...

"You have given me half what the other men get. This handful of tin isn't worth my sweat!" Jean Valjean; Les Miserables.

Visit http://pbphouse.com/portal/index.php
ynnen
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Whymme wrote:You forgot to mention the non-existance of Gnomes. And Zoats.


The exclusion of gnomes didn't phase me... But I shed a tear for the missing Zoats. I wonder if that's perhaps because they're often found in settings where Elves live... perhaps if we had an Elvish sourcebook, we'd get our Zoats back.

And I miss Mabrothrax, the misunderstood Plague Elemental (I'm not a plague elemental guys, I'm a greater demon - honest!)...

Plus, Zoat and Mabrothrax are two of the most fun words to say from WFRP v1...

zoat zoat zoat zoat mabrothrax mabrothrax

This message was edited 1 time. Last update was at Thu, 2008 May 15, 7:48 AM (CDT)


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jadrax


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In one campaign, back in my foolish youth, I actually played a Zoat as a PC. Good in the wilderness but not so good when the rest of the group headed into a city and I had to say hidden outside.

Visit the WFRP forums at http://www.darkreign40k.com/
Over Land and in the Firmament doth Chaose marche, and the Beneathe is not free from it..
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ynnen
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jadrax wrote:In one campaign, back in my foolish youth, I actually played a Zoat as a PC. Good in the wilderness but not so good when the rest of the group headed into a city and I had to say hidden outside.


ha! i ran into the same problem once playing a thri-kreen in Dark Sun... hard to pass as anything but a slave-pen born gladiator when you're an enormous bug... very hard to travel incognito... "Er, no, I'm not Xixlbix the warrior -- you're thinking of the other gigantic bug-thing."

I'll Do My Part to Make Warhammer Proud...

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Tor


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davefromnewbogenhafen wrote:[b]
Elemental Illusinist & Druid magic have yet to make it to V2 official material some brilliant fan translations can be found at these links respectively.
http://www.strike-to-stun.com/board/phpBB2/viewtopic.php?t=2013
http://www.strike-to-stun.com/board/phpBB2/viewtopic.php?t=2014
http://www.strike-to-stun.com/board/phpBB2/viewtopic.php?t=1542



Also in the Fan Material section of BI is an article on Elementalism

http://www.blackindustries.com/pdf/articles/elementalism.pdf


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Sythorn wrote:The latest Warhammer Fantasy Battles book mentioned spores so it's technically official that greenskins reproduce in such a way in the Warhammer Fantasy world.

Only v2 WFRP books are canon for WFRP.

The official stance for the rpg is currently that there is no official stance on the reproduction of Greenskins.

This means that regardless of how Orcs reproduce in your campaign, noone can say it goes against the official canon.

Download Zapp's WFRP House Rules here or here!
Discuss them at the forums here!
Luther

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I was under the impression that Druids still existed, they're just called Priest and Priestesses of Taal and Rhya now. Whenever using old material, that's what I convert them to...
jadrax


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Luther wrote:I was under the impression that Druids still existed, they're just called Priest and Priestesses of Taal and Rhya now. Whenever using old material, that's what I convert them to...


In my game approximately 1/3rd became Jade Wizards, 1/3rd became modernised into the Cult of Taal and Rhya and 1/3rd remain as Truthseekers/Dark Emissaries.

Visit the WFRP forums at http://www.darkreign40k.com/
Over Land and in the Firmament doth Chaose marche, and the Beneathe is not free from it..
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Sythorn

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CapnZapp wrote:
Only v2 WFRP books are canon for WFRP.

The official stance for the rpg is currently that there is no official stance on the reproduction of Greenskins.

This means that regardless of how Orcs reproduce in your campaign, noone can say it goes against the official canon.


You seem to repeat that sentiment a lot, and if that's the way you wish to play you're certainly welcome to do so, but WFRP and WFB officially take place in the same world. There has been little to no information written regarding many of the other races in WFRP2 material, but I see no one arguing that the way elves and dwarfs are portrayed in WFB are not official or relevant for WFRP. BI only avoided writing about greenskins because adding information about spores wouldn't have added to the OWB and they knew many players would be angered and frustrated if they did so. Kate even admitted that BI would use the spore stance if a greenskin book were ever printed, and even if she didn't it's obvious that GW wouldn't give them a choice of straying from WFB so severely.

"There are not many persons who know what wonders are opened to them in the stories and visions of their youth; for when as children we listen and dream, we think but half-formed thoughts, and when as men we try to remember, we are dulled and prosaic with the poison of life. But some of us awake in the night with strange phantasms of enchanted hills and gardens, of fountains that sing in the sun, of golden cliffs overhanging murmuring seas, of plains that stretch down to sleeping cities of bronze and stone, and of shadowy companies of heroes that ride caparisoned white horses along the edges of thick forests; and then we know that we have looked back through the ivory gates into that world of wonder that was ours before we were wise and unhappy." -H.P. Lovecraft "Celephais"
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Dr. Rudolf von Richten

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Sythorn wrote:
You seem to repeat that sentiment a lot, and if that's the way you wish to play you're certainly welcome to do so, but WFRP and WFB officially take place in the same world.



Same world, different game. Blood Bowl takes place in the same world too, but it would contradict a lot of WFRP canon truths if it was ported over directly.

For me, WFRP v.1, WFB, Mordheim, Bloodbowl, and all Warhammer novels are material for inspiration, sure, but none of it is true unless I want it to be. OK, that's of course no different with WFRP v.2 material, but the difference is that the latter is at least true insofar our debates here are concerned, while the former isn't.

"The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far. The sciences, each straining in it's own direction, have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the deadly light into the peace and safety of a new dark age." - H.P. Lovecraft: The Call of Cthulhu

Sythorn

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Dr. Rudolf von Richten wrote:

Same world, different game. Blood Bowl takes place in the same world too, but it would contradict a lot of WFRP canon truths if it was ported over directly.

For me, WFRP v.1, WFB, Mordheim, Bloodbowl, and all Warhammer novels are material for inspiration, sure, but none of it is true unless I want it to be. OK, that's of course no different with WFRP v.2 material, but the difference is that the latter is at least true insofar our debates here are concerned, while the former isn't.


That's not really a fair comparison, WFRP1 contains outdated material officially removed from canon and Bloodbowl is an alternate reality that was never meant to be taken seriously. The current edition of WFB, however, is quite relevant to WFRP2 since they both use the same contemporary Warhammer setting and Games Workshop wants them to be directly compatible with one another.

Until we receive proof otherwise, there's no reason to believe FFG's partnership with GW will be any different than BI's relationship with them, in that GW will want them to adhere to the current version of Warhammer. In short, current WFB material is canonical and officially part of the WFRP2 world unless an individual GM deems otherwise by house ruling his setting. And since the purpose of this thread is to inform older players who've yet to familiarize themselves with the changes brought about by the current incarnation of Warhammer, they need to know that Greenskins are spores unless they wish to change that in their own campaign, telling them otherwise is doing them a disservice and will only lead to more threads arguing the issue which so plagued the old forums.

"There are not many persons who know what wonders are opened to them in the stories and visions of their youth; for when as children we listen and dream, we think but half-formed thoughts, and when as men we try to remember, we are dulled and prosaic with the poison of life. But some of us awake in the night with strange phantasms of enchanted hills and gardens, of fountains that sing in the sun, of golden cliffs overhanging murmuring seas, of plains that stretch down to sleeping cities of bronze and stone, and of shadowy companies of heroes that ride caparisoned white horses along the edges of thick forests; and then we know that we have looked back through the ivory gates into that world of wonder that was ours before we were wise and unhappy." -H.P. Lovecraft "Celephais"
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davefromnewbogenhafen


Joined: Mon, 2008 May 12, 7:11 PM (CDT)
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Thanks folks, I forgot about Gnomes & Zoats. I don’t think Troglodytes are mention in V2 either but maybe they will reappear in the future. I have yet to see any homebrew stat conversions. Druids are mentioned in the V2 Companion just no stats. What do most people do with magic items, I just convert in the spirit of V2 if the item alters stats or makes things too powerful.

For new visitors: V1 Careers that are not in the rule book are present from Page 23 of Liber Fanatica 1, most however have V2 equivalents although some are “composite” Careers or a similar career with a different name. Some like Artillerist will probably reappear in later supplements.

It is similar for skills & Talents, where a skill is repeated in transfer its easy to convert as you can improve in V2 in steps of +10, also as its harder to progress if a skill is lost its not too bad.

New converts may also ask what has happened to alignment, Social Level & Career Class: Without Alignment that grey area of WFRP can be explored; it is easy to put it back for start ups and then remove alignment after a few life changing encounters. Similarly Career Class and social level are reflected in the current career but it will be easy to separate started careers into the old categories or use the Liber Fanatica system on page 4.

For the convince of old V1 folks coming to V2 I have listed the skill conversions as produced by the good people at Liber Fanatica (hope they don’t mind)

Basic
First edition Second edition
Agitator Agitator
Alchemist's Apprentice Apprentice Wizard (Lore of Metal)
Artisan's Apprentice Servant
Bawd Bawd
Beggar Peasant
Boatman Boatman
Bounty Hunter Bounty Hunter
Coachman Coachman
Druid Initiate (Taal)
Engineer Engineer (advanced career)
Entertainer Entertainer
Exciseman Burgher
Fisherman Fisherman
Footpad Rogue
Gambler Rogue
Gamekeeper Peasant
Grave Robber Grave Robber
Herbalist Tradesman
Herdsman Peasant
Hunter Hunter
Hypnotist Burgher
Initiate Initiate
Jailer Jailer
Labourer Peasant
Marine Marine
Mercenary Mercenary
Militiaman Militiaman
Minstrel Minstrel (advanced career)
Muleskinner Peasant
Noble Noble
Outlaw Outlaw
Outrider Outrider
Pedlar Bone Picker
Pharmacist Tradesman
Physician's Student Student
Pilot Burgher
Pit Fighter Pit Fighter
Prospector Peasant
Protagonist Protagonist
Raconteur Rogue
Rat Catcher Rat Catcher
Roadwarden Roadwarden
Runner Rune Bearer
Rustler Peasant
Scribe Scribe
Seaman Seaman
Seer Entertainer
Servant Servant
Smuggler Smuggler
Soldier Soldier
Squire Squire
Student Student
Thief Thief
Toll-keeper Toll Keeper
Tomb Robber Tomb Robber
Trader Burgher
Trapper Peasant
Troll-Slayer Troll Slayer
Tunnel Fighter Shieldbearer
Watchman Watchman
Wizard's Apprentice Apprentice Wizard
Woodsman Woodsman

Advanced
First edition Second edition
Alchemist level 1 Journeyman Wizard
Alchemist level 2 Journeyman Wizard
Alchemist level 3 Master Wizard
Alchemist level 4 Wizard Lord
Artillerist Artillerist (page 105 WFRP Companion)
Artisan Artisan
Assassin Assassin
Charlatan Charlatan
Cleric level 1 Priest
Cleric level 2 Anointed Priest
Cleric level 3 High Priest
Cleric level 4 High Priest
Counterfeiter Master Thief
Demagogue Demagogue
Druidic Priest level 1 Priest (Taal)
Druidic Priest level 2 Anointed Priest (Taal)
Druidic Priest level 3 High Priest (Taal)
Druidic Priest level 4 High Priest (Taal)
Duellist Duellist
Explorer Explorer
Fence Fence
Forger Master Thief
Freelance Knight
Giant Slayer Giant Slayer
Gunner Sergeant
Highwayman Highwayman
Judicial Champion Judicial Champion
Lawyer Politician
Mercenary Captain Captain
Mercenary Sergeant Sergeant
Merchant Merchant
Navigator Navigator
Outlaw Chief Outlaw Chief
Physician Physician
Racketeer Racketeer
Sapper Sergeant
Scholar Scholar
Scout Scout
Sea Captain Sea Captain
Sea Captain – Mate Mate
Slaver Crime Lord
Spy Spy
Targeteer Targeteer
Templar Knight of the Inner Circle
Torturer Interrogator
Witch-hunter Witch Hunter
Wizard level 1 Journeyman Wizard
Wizard level 2 Master Wizard
Wizard level 3 Wizard Lord
Wizard level 4 Wizard Lord

Mage Careers

Alchemist Lore of Metal
Demonologist Lore of Chaos
Elementalist Lore of Life
Illusionist Lore of Shadows
Necromancer Lore of Necromancy
jadrax


Joined: Thu, 2008 Mar 6, 10:34 AM (CST)
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Troglodytes are now called Kroxigor in WFB

Visit the WFRP forums at http://www.darkreign40k.com/
Over Land and in the Firmament doth Chaose marche, and the Beneathe is not free from it..
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davefromnewbogenhafen


Joined: Mon, 2008 May 12, 7:11 PM (CDT)
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..and the skills
** Divining or predicting the future can only be done in WFRP2 with magic
* No reasonable WFRP2 equivalent

Old skill New skill New Talent
Acrobatics Performer (acrobat)
Acting Performer (actor)
Acute Hearing Acute Hearing(T)
Ambidextrous Ambidextrous(T)
Animal Care Animal Care
Animal Training Animal Training
Arcane Language Arcane Lore(T)
Art Artistic(T)
Astronomy Academic Knowledge (astronomy)
Begging Trade (beggar)
Blather Blather
Boat Building Trade (shipwright)
Brewing Trade (brewer)
Bribery *
Carpentry Trade (carpenter)
Cartography Trade (cartographer)
Cast Spells Channelling
Charm Charm
Charm Animal Charm Animal
Chemistry Ac. Knowledge (chemistry)
Clown Performer (clown)
Comedian Performer (comedian)
Concealment Rural Concealment (skill) Rover (T)
Concealment Urban Concealment (skill) Alley Cat(T)
Consume Alcohol Consume Alcohol
Contortionist Contortionist(T)
Cook Trade (cook)
cryptography Secret Signs (cryptography)
Cure Disease Heal
Dance Performer (dancer)
Demon Lore Ac. Knowledge (demonology)
Disarm Dissarm(T)
Disguise Disguise
Divining **
Dodge Blow Dodge Blow
Dowsing **
Drive Cart Drive
Embezzling *
Engineer Trade (engineer)
escapology Performer(escapologist)
Etiquette Eiquette(T)
Evaluate Evaluate
Excellent Vision Excellent Vision(T)
Fire Eating Performer (fire eater)
Fish Trade (fisherman)
Flee Flee(T)
Fleet Footed Fleet Footer(T)
Follow Trail Follow Trail
Frenzied Attack Frenzid Attack(T)
Gamble Gamble
Game Hunting Outdoor Survival
Gem Cutting Trade (gem cutter)
Haggle Haggle
Heal Wounds Heal
Heraldry Ac. Knowledge (heraldry)
Herb Lore Ac. Knowledge (herbology)
History Ac. Knowledge (history)
Hypnotism Hypnotism
Identify Magical Artifact Ac. Knowledge (magic artifacts)
Identify Plant Ac. Knowledge (herbology)
Identify Undead Ac. Knowledge (necromancy)
Immunity to Disease Resistance to Disease(T)
Immunity to Poison Resistance to Poison(T)
Jest Suave(T)
Juggle Performer (juggler)
Law Ac. Knowledge (law)
Lightning reflexes Lightning Reflexes(T)
Linguistics Lingustics(T)
Lip Reading Lip Reading
Luck Luck(T)
Magical Awareness Channelling
Magical Sense Channelling
Manufacture Drugs Trade (pharmacist)
Manufacture Magic Items Ac. Knowledge (magic artifacts)
Manufacture Potions Ac. Knowledge (magic potions)
Manufacture Scrolls Ac. Knowledge (magic scrolls)
Marksmanship Marksman (T)
Meditation Channelling
Metallurgy Ac. Knowledge (metallurgy)
Mime Performer (mime)
Mimic Mimic(T)
Mining Trade (miner)
Musicianship Performer (musician)
Night Vision Night Vision(T)
Numismatics Ac. Knowledge (numismatics)
Orientation Orientation(T)
Palm Object Sleight of Hand
Palmistry **
Pick Lock Pick Lock
Pick Pocket Sleight of Hand
Prepare Poisons Prepare Poison
Public Speaking Public Speaking(T)
Read / Write Read / Write
Ride Ride
River Lore Common knowledge (rivers)
Rune Lore Ac. Knowledge (runes)
Rune Mastery Ac. Knowledge (runes)
Sailing Sail
Scale Sheer Surface Scale Sheer Surface
Scroll Lore Ac. Knowledge (magic scrolls)
Secret Language Secret Language
Secret Signs Secret Signs
Seduction Charm
Set Trap Set Trap
Shadowing Shadowing
Silent Move Rural Silent Move (skill) Rover(T)
Silent Move Urban Silent Move (skill) Alley Cat(T)
Sing Performer (singer)
Sixth Sense Sixth Sense(T)
Smithing Trade (smith)
Speak Language Speak Language
Specialist Weapon Speacialist Weapon group (T)
Spot Traps Trapfinder(T)
Stoneworking Trade (stoneworker)
Story Telling Performer (story teller)
Street Fighter Street Fighting(T)
Strike Mighty Blow Srike Mighty Blow(T)
Strike to Injure Strike to Injure(T)
Strike to Stun Strike to Stun(T)
Strongman Performer (strongman)
Super Numerate Super Numerate(T)
Surgery Surgery(T)
Swim Swim
Tailor Trade (tailor)
Theology Ac. Knowledge (theology)
Torture Torture
Trick Riding Performer (trick riding)
Ventriloquism Ventriloquism
Very Resilient Very Resilient(T)
Very Strong Very Strong(T)
Wit Suave(T)
Wrestling Wrestling(T)

This message was edited 1 time. Last update was at Thu, 2008 May 15, 7:05 PM (CDT)

Vlkodlak


Joined: Fri, 2008 Mar 7, 1:35 AM (CST)
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@Davefrom...
Artillerist IIRC already appeared in WFRP Companion. But it`s a good idea to check BI site/forum while it`s still there. There are some old monsters in their new incarnations. You can find some old careers as well (Beggar, Labourer,...) And although I do like and appriciate the work put into Liber Fanatica, because of the format used, careers in the first part are useless.
@Jadrax...
Well, I wouldn`t say that. Their description is quite different than Krox`s.

And Mabrothrax did make cameo appearance in The Tome of Corruption. Would like to see Mardagg and Viddyag back too.

"My god, it makes me want to do grevious physical harm to them at the business end of a lead pipe."

"Pirate gets the Gold, Gentlemen gets the Girl, Heroes get Both."
Feroz

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Joined: Tue, 2008 Feb 26, 5:34 PM (CST)
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Vlkodlak wrote:And Mabrothrax did make cameo appearance in The Tome of Corruption.

Where?

My Border Princes CC3 campaign map: http://rapidshare.com/files/131206738/KG.PNG.html
(currently in Polish only, English version and more material coming soon)

Member of the "I Got Rolled by Newbunkle's Sig" Support Group
Vlkodlak


Joined: Fri, 2008 Mar 7, 1:35 AM (CST)
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It`s somewhere in the description of the magic itself (I don`t have ToC anywhere near). He`s one of the strange thingies seen by mages using the Witchsight.

"My god, it makes me want to do grevious physical harm to them at the business end of a lead pipe."

"Pirate gets the Gold, Gentlemen gets the Girl, Heroes get Both."
Dr. Rudolf von Richten

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[quote =jadrax]Troglodytes are now called Kroxigor in WFB


This presumes that the Lizardmen described in the v.1 book are the same as the current (WFB) version of Lizardmen, which I do not agree to be the case. V.1 Lizardmen lived in caves in (under) the Old World, v.2 Lizardmen live in jungles in Lustria/Southlands. V.1 Lizardmen have no relation (AFAIK) to the (Old Ones) Slann (other than being created by them, but that's true of every intelligent race except for those created by chaos (Beastmen, Skaven etc.), v.2 Lizardmen worship and even guard the remaining Slann. IMO, the v.1 Lizardmen were retconned along with Fimir, Gnomes and Zoats, and replaced by v.2 Lizardmen.

"The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far. The sciences, each straining in it's own direction, have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the deadly light into the peace and safety of a new dark age." - H.P. Lovecraft: The Call of Cthulhu

jadrax


Joined: Thu, 2008 Mar 6, 10:34 AM (CST)
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Congratulations upon falling to a new low of pedantry.

feel free to read "Troglodytes where replaced by Kroxigor in WFB" instead of "Troglodytes are now called Kroxigor in WFB" if it was somehow not unbelievably clear to you that the two are synonymous for the purposes of the conversation.

Visit the WFRP forums at http://www.darkreign40k.com/
Over Land and in the Firmament doth Chaose marche, and the Beneathe is not free from it..
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Dr. Rudolf von Richten

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jadrax wrote:Congratulations upon falling to a new low of pedantry.



Hey, that's quite uncalled for!


jadrax wrote:
feel free to read "Troglodytes where replaced by Kroxigor in WFB" instead of "Troglodytes are now called Kroxigor in WFB" if it was somehow not unbelievably clear to you that the two are synonymous for the purposes of the conversation.



No, I did not realize that for the purpose of this conversation the difference between two different races with similar and therefore confusing names was irrelevant. I was under the assumption that we were here to explain the differences between v.1 and v.2. A v.1 veteran who hears about Lizardmen and assumes they are like they were in v.1 will end up very confused with all this 'Lustria and Slann business' so I though it might be, you know helpful to point out these differences, as well as the fact that the Lizardmen they were familiar with have been retconned.

If on the other hand, our purpose is rather to confuse v.1 veterans, then yeah, sorry for trying to stop that.

This message was edited 1 time. Last update was at Fri, 2008 May 16, 6:09 AM (CDT)


"The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far. The sciences, each straining in it's own direction, have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the deadly light into the peace and safety of a new dark age." - H.P. Lovecraft: The Call of Cthulhu

jadrax


Joined: Thu, 2008 Mar 6, 10:34 AM (CST)
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Dr. Rudolf von Richten wrote:
jadrax wrote:Congratulations upon falling to a new low of pedantry.

Hey, that's quite uncalled for!


So is presuming to out words in my mouth.

I have no objection to you explaining the difference between a 1st edition troglodyte and a 2nd edition Kroxigore - expanding a one line post into an implication that I do not know those differences is quite a different matter.

Visit the WFRP forums at http://www.darkreign40k.com/
Over Land and in the Firmament doth Chaose marche, and the Beneathe is not free from it..
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