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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.

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