Download Here (47.1 MB) - Liber Fanatica
Download Here (47.1 MB) - Liber Fanatica
Download Here (47.1 MB) - Liber Fanatica
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Exploration Skill Check<br />
Results<br />
!: Rank 1 locations.<br />
!!: As above, or rank 2 locations.<br />
!!!: As above, or rank 3 locations.<br />
!!!!: As above, or rank 4 locations.<br />
!!!!!: As above, or rank 5 locations.<br />
DD: +1 !<br />
DD: +1 !<br />
DD: +1 !<br />
EE: -1 !<br />
EE: -1 !<br />
Once the location Rank is determined, the GM<br />
selects a location from the Exploration Chart or<br />
determines one at random. After the location is<br />
selected the GM reads the location description<br />
and narrates the results to the PCs<br />
to unload their latest finds, or praise the God of<br />
Battles at the shrine of Sigmar. Additionally, the GM<br />
could use the rural settlement card to represent the<br />
suspiciousness those living in Sigmar Haven feel<br />
towards people who are not clear devotees to Sigmar.<br />
Addiction Rules<br />
Some substances, such as Crimson Shade are extremely<br />
addictive. After each dose of an addictive substance<br />
has worn off the character must make a Resilience<br />
(To) check with a difficulty equal to the number of<br />
doses of the addictive substance he has taken with the<br />
substance’s Period or become addicted.<br />
A character addicted to an addictive substance<br />
no longer needs to makes checks to avoid becoming<br />
addicted, but must take one dose of the addictive<br />
substance every day to avoid its Withdrawal Symptoms.<br />
Each day, an addicted character must make a<br />
Resilience (To) check with a difficulty equal to the<br />
substance’s Severity minus the number of Periods that<br />
have passed since the character took his last dose. If he<br />
fails, he suffers the substances Withdrawal Symptoms.<br />
Using Location Cards in Mordheim<br />
Areas of importance in Mordheim tend to be loaded<br />
with interesting features that can be interacted with or<br />
have to be carefully navigated through. Location cards<br />
are a must inside and outside of the city. These simple<br />
cards help the players understand their surroundings<br />
while helping the GM set the mood. For example,<br />
a common brawl in the streets of Mordheim might<br />
include a burning building, access from the broad<br />
sewers, a few buildings filled with crumbling ruins,<br />
and an eerie mist flowing into the streets as the sun<br />
sets.<br />
In another example, perhaps the party is visiting<br />
Sigmar Haven where the PCs have the option of<br />
visiting a homely tavern to rest, the marketstrasse<br />
32<br />
Corruption seeps from everything inside the City<br />
of the Damned, especially after the sun sets. You could<br />
use the cursed ruins card to represent this swell of<br />
ruinous power after dusk. Or perhaps you really want<br />
to show how dangerously corrupting being within<br />
the city walls can be, so you use the cursed ruins<br />
card whenever the PCs enter the city. The abandoned<br />
cemetery is an excellent card for<br />
representing the rising dread inside<br />
the PCs after dark.<br />
The GM should be creative<br />
with location cards when<br />
adventuring in Mordheim and<br />
use them, use a lot of them,<br />
to really set the scene for the<br />
players.