“Er… Gitter, Boss. One of Maggot’s lot. But ’e was dead when we found ’im.” The Goblin paused a moment. “Corse ’e claimed ’e was just sleepin’… but that lot is all liars ain’t they?” – WFRP2 Core Rulebook.
It occurred to me that I’ve never reviewed Warhammer Fantasy Roleplaying second edition, henceforth WFRP2, despite having played it for several years a while ago. So…
In a Nutshell: Grimdark clockpunk RPG set in the world of Warhammer Fantasy Battles; imagine The Lord of the Rings, but set in 16th century Germany, and directed by Sergio Leone.
If you’ve never played WFRP2 before: It’s set in the Warhammer World, and specifically in the Empire, the in-game version of Renaissance Germany. It has a (mostly) random character generation sequence and a percentile task system – roll 1d100 and get less than or equal to your characteristic to succeed. Two things make it stand out: The career system, which makes advancing your character an intriguing offline mini-game to play between sessions, and the way wizards eventually try to cast a spell they can’t handle, and blow themselves up.
CONTENTS
Introduction (11 pages): Introductory fiction, overview of what roleplaying is and the Warhammer world (AKA the Old World), one-page overview of the Empire (the default setting) suitable for use as a play handout (in the form of a sermon by an Imperial cleric – nice touch that), example of play.
Character Creation (12 pages): This is largely random; each PC has a main profile of eight randomly-generated stats – unusually, these include melee and ranged weapon skills as well as the more usual Strength, Intelligence and so forth – and a secondary profile of calculated stats, such as Wounds (i.e. hit points). Typically main profile stats are rated as percentages, beginning somewhere between 12% and 50%, and rising with experience. Secondary profile stats range from 0 to 14 initially and can also rise in play – but you might not want Insanity to rise above 0.
The main profile is easily convertible to and from the Warhammer Fantasy Battles statlines, meaning that the WHFB army books and free-to-download quick reference sheets give you a ready source of more NPC and monster stats.
You also choose a race; dwarf, elf, halfling or human. These playable races are the ones who work readily together; although nobody really trusts elves, the other three races have a long history of co-operation. Each race gives you certain benefits, in the form of skills and talents known at the beginning of play.
Finally, your starting career is generated randomly out of a list of 60 or so, and you get one free advance, which allows you to boost one of the characteristics on your profiles. This random selection is part of the challenge of the game, but more importantly reduces the time taken to create a character, as you don’t need to understand all the careers and pick the best one.
There is a set of tables for random generation of height, weight, hair colour, name and so on, but I never knew anyone to use it. Be handy for NPCs I expect.
Careers (61 pages): This is the heart of WFRP, and the reason why I would probably run the Rules As Written rather than Savage it, simple though that would be; from a player’s perspective, half the fun of the game is navigating the maze of careers to advance your Player Character.
Each career allows you to improve particular characteristics by particular amounts, and gives you access to particular skills and talents. Each career also has a list of entries, exits and trappings (particular items of gear associated with the career). Once you have taken all the advances a career can offer, you choose your next career from the available exits, collect all the trappings for it, and pay some experience points to enter it.
(In the party I played in, everyone went through the Witch Hunter career at some point, which requires a crossbow pistol as one of its trappings; nobody ever actually used it, so it was simply handed down to the next candidate when they changed career, mint in the box… but I digress.)
Career entries are the main part of that between sessions mini-game I mentioned earlier; if you have a clear goal for your character in terms of careers, which in my experience most people do, you work backwards through the career entries to plot your course between them.
There are 60 basic careers (ones you can begin play in) and 53 advanced careers (ones you can only reach by completing earlier careers). A couple of typical progressions are:
Trollslayer > Giant Slayer > Daemon Slayer > Glorious Death (I love that one).
Apprentice Wizard > Journeyman Wizard > Master Wizard > Wizard Lord.
Generally, you can expect to earn 200-300 experience points per session, and each character improvement (‘advance’) costs 100 experience.
Skills and Talents (15 pages): Skills, including languages, are each based on a characteristic, and you roll percentile dice against that characteristic to make a skill check – circumstances apply modifiers to the roll, and you can buy skills multiple times, gaining +10% to your roll each time after the first, to a maximum of +20%. Talents are more like D&D Feats or Savage Worlds Edges, in that they either give a bonus to one of your skills, or allow you to do something that other characters can’t do, such as cast spells.
There are 20 basic skills, which you can use even if not trained in them, and about 20 advanced skills, which can’t be used untrained. As well as the usual suspects, there’s stuff like Consume Alcohol, which allows you to resist the effects of getting drunk, and Channelling (of which more anon). Some skills (like Performer) are groups of related skills which have to be bought separately. There are also about 80 talents to choose from, some only available to particular races.
Equipment (21 pages): This chapter not only lists gear, but also has notes on encumbrance (an optional rule in this game), currency, availability, craftsmanship and slang. Weapons can have various qualities, such as Fast or Unreliable, which have effects in combat. The goods and services themselves are typical for a fantasy game, with the addition of black powder firearms and replacements for appendages you might have carelessly had bitten off by the monsters.
Combat, Damage and Movement (16 pages): A combat turn is 10 seconds, and works in the usual way; roll for initiative, then act in descending order of initiative. There are full actions, such as Charge Attack; half actions, such as Aim, Move or Standard Attack; and free actions, such as battle cries, witty quips, and swearing when you get skewered. One thing I like here is that the actions are split into basic ones (the minimum you need to play the game) and advanced ones (fancy ones like Feint, for tacticians).
Attacks involve rolling to hit, determining hit location, rolling damage (1d10 plus your weapon’s bonus), and then reducing the incoming damage by your target’s Toughness and armour value. Note that the damage die can explode; on a natural 10, you keep the 10, roll again and add the new amount. I don’t approve of hit location as a rule, but if you’re going to chop bits off your opponents – which can happen – you do need it. At least there is an optional rule for ignoring it.
There are some welcome combat examples. There are penalties triggered by different levels of damage and other conditions. There are highly entertaining and gruesome critical hits, some of them permanent like losing a hand. There are Fate points, expended permanently to miraculously cheat death, and Fortune points, expended temporarily to reroll a result you’re not happy with. There are diseases such as the Galloping Trots or Neiglish Rot. The Warhammer World is indeed grim and perilous, but also darkly humourous.
Magic (30 pages): Magic divided into the arcane and the divine. Arcane magic is practiced by wizards, who are divided into eight schools, one for each of the Winds of Magic. Mechanically, each spell has a target number, and to cast it, you roll a number of d10 less than or equal to the magic characteristic on your profile; a successful Channelling action gives you a bonus. If you roll doubles, triples etc on your d10s, you get a free Chaos Manifestation, which ranges from the invconvenient (milk curdles within 30 feet of you) to the fatal (sucked into the realm of Chaos and lost forever). So, you want to roll as few d10 on this roll as you can get away with, because quadruples are worse than triples, and triples are worse than doubles; however, if every die comes up a 1, you make a Will Power check to avoid gaining an Insanity Point. Some of the effects are permanent; by the time the campaign I was in closed, our party wizard spooked all nearby animals, had purple eyes, and all nearby smoke gathered around him – and he had got off lightly.
Wizards in this system are therefore restrained not by spell slots or power points, but by fear of what might happen to them if they cast a spell, which I think is fantastic. They can cast spells as often as they like, but sooner or later, they all go mad and/or change in disturbing ways. Such are the dangers of the Chaos that powers their spells.
The spells themselves are divided into Petty Magic, Lesser Magic, and Arcane Lores, each of which requires an appropriate talent to unlock. Petty Magic typically has a target number of 4 or so and does things like keep you dry in the rain; Lesser Magic has target numbers in the range of 4-13 and includes temporary magical armour and weapon enchantments; the good stuff is in the Arcane Lores, which have target numbers up into the 30s.
Divine magic works roughly the same way, except that fluffing the casting roll invokes the attention of a deity rather than a daemon, and is generally more benign in its effects. The spells are also split by cult rather than by magical school.
Then there is ritual magic, which is too time-consuming to cast in combat, and demands expensive ingredients, special circumstances and intensive study to use. Its primary devotees are necromancers, Chaos magicians, and alchemists.
The chapter closes with a couple of example magic items. Such things are very rare in the Warhammer World, and tend to be held by large, powerful organisations such as the Imperial Armoury. They are more plot McGuffins than tools for adventurers.
Religion and Belief (20 pages): Here we find notes on temples and shrines, the ten main gods of the Empire and their favoured sacrifices, the principle rites and festivals (my favourite is the annual halfling festival of Pie Week – this is an actual British thing, mark you, celebrated in the first week of March, and transplanted to the Warhammer World), common everyday sayings, the wrath of the gods and what acts of contrition might deflect it, writeups for each cult, and a final page on the nonhuman gods and the dark forbidden ones. All fluff, this, no actual crunch. But it’s pleasing fluff.
The Game Master (23 pages): This is about how to be a GM, and how the Warhammer World is different from the typical fantasy setting – in a word, it’s grim. There’s advice on how to set up the party so they have reasons to work together in a world where they should really be suspicious of, and treacherous to, each other. There’s advice on which plots are appropriate in this milieu and what adventures and campaigns flow from them. There’s advice on how to work the game mechanics, especially Fate points, experience points, magic and Insanity, which is hilarious if you’re the GM.
The Empire (14 pages): Another chapter which is all fluff, no crunch, this describes the setting the game is intended for (and tightly woven into, to be honest; I can’t imagine running WFRP2 in any other game world). History, politics, a map and descriptions of the provinces, the main threats to the Empire, its neighbours and allies. The game is set just after the Storm of Chaos, which means it occurs a few years after 3rd edition, and about 20 years after 1st edition.
The Bestiary (9 pages): This is a relatively small bestiary, containing common animals like horses and dogs, common NPCs like bandits, and more feisty foes like beastmen, imps, goblins, daemons, orcs, mutants, skeletons and zombies. However, there are more monster types than you might think, because monsters have careers and advances too; your basic goblin or bandit can be upgraded by making him a Brute, Chief or Sneak, and there’s no reason why he might not have taken all three. Bear in mind also that this is a world where PCs often face the enemy within – corrupt noblemen, chaos cultists and whatnot.
Through the Drakwald (11 pages): The obligatory introductory adventure, in which the PCs must guide and protect civilians fleeing from approaching beastmen – but all is not as it seems, as intrigue is also present. This can be used as a prequel to the Paths of the Damned campaign, detailed in three further books in the WFRP2 line, starting with Ashes of Middenheim.
And we close with designer’s notes, index, templates for area effects, and a character sheet.
FORMAT
Full-colour throughout; two column black text on brownish background with colour page borders, full colour artwork every few pages.
SUGGESTIONS FOR IMPROVEMENT
An option to suppress the PDF background and page borders when printing please. They’re pretty, but that’s a lot of coloured ink.
CONCLUSIONS
The first edition of WFRP was a mixture of good ideas and flawed ones, while the second takes the game engine apart, cleans it up, and puts it back together again, discarding unnecessary rules and improving play balance until it rumbles nicely under the hood. We will not speak of third edition here.
In my opinion, WFRP 2nd edition is superior to both 1st edition (as the industry has learned a lot in the last 30 years) and 3rd edition (which is more an exercise in making something that can’t be pirated than an actual game). It’s leavened with dollops of dark humour, but the levels of horror and vulgarity in the game mean it is not the one to use for introducing your five-year old to roleplaying, at least not without some serious editing.
On rereading this and some of the other items now mine thanks to the recent Humble Bundle, I feel I really should reconsider my irrational distaste for gunpowder weapons in fantasy games. If I’d realised how good WFRP2 was ten years ago, you’d have seen more of it here. It definitely gets added to the Bucket List.
Overall Rating: 4 out of 5.