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 Power In the Stones

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Thomas UK
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PostSubject: Power In the Stones   Fri 28 May 2010 - 10:24

From Mordheim's inception one of the most dramatic and enthralling aspects of the backstory for me has always been Wyrdstone. What magical properties does it possess? Which shadowy figures desire it? What fate awaits those who dabble too much with chaos? Thats why initially I was dissapointed that in game wyrdstone merely represents a way of earning gold, or as an objective, which although essential to the mechanics of the game I didn't feel suited the rich backstory and desirability of the substance described in the rulebook.

I love the idea of characters dabbling in the occult and the possible risks associated so the 'Power in the Stones' optional rules really appeal to me and I'm going to be using them in upcoming campaigns.

My questions to you all are:
-Have you ever used the rules?

-If so how do they seem balance-wise to you? Care to share any grisly tales of magiks gone wrong or the corrupting influence of power?

-Does anyone use any other house rules for Wyrdstone, and if not how might the accumulation of wyrdstone be tied into BTB style campaign objectives in the future? (eg: sending tributes to your dark lord/vampire/employer, evil rituals/heretical engines of destruction or ridding the world of the evil substance).
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cianty
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PostSubject: Re: Power In the Stones   Fri 28 May 2010 - 10:48

Check out this thread:
http://boringmordheimforum.forumieren.com/rules-and-gameplay-f1/advanced-rules-for-mutations-gifts-alchemy-surgery-t2595.htm

It combines the "Power in the Stones" and "Sawbones" articles. Available from the BTB website: "Corrupted Characters").

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Figgy
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PostSubject: Re: Power In the Stones   Fri 28 May 2010 - 15:24

I actually have fluff up focused on one of my orcs who carried wyrdstone for two long and grew horns...

They are a great rule, and really mix things up. The only bad thing is you could lose models to it! With great power comes great risk - something that turned one of our possessed magisters into a chaos spawn...but since chaos bands can keep the spawns, that isn't too bad...

The horns that my orc Spades grew is what made me keep him. He grew them after the game where he got his arm chopped off. It adds for some very interesting character and variety!
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Thomas UK
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PostSubject: Re: Power In the Stones   Sat 29 May 2010 - 2:27

cianty wrote:
Check out this thread:
http://boringmordheimforum.forumieren.com/rules-and-gameplay-f1/advanced-rules-for-mutations-gifts-alchemy-surgery-t2595.htm

It combines the "Power in the Stones" and "Sawbones" articles. Available from the BTB website: "Corrupted Characters").

Thanks mate, don't know how I missed that before! Great addition. I've got a lot of appreciation for all of you that worked on BTB.

Re: Figgy that sounds like a really fun idea! I'm thinking of filling my last youngblood slot in my current reikland band with a new hero but instead of making him fighting orientated or even a younger character. I'm going to use the stats to represent an occult dabbler, doomed never to realise his dreamed potential of an actual spellcaster (can't learn academic skills) he will instead gradually collect occult items (tarrot cards, wyrdstone pendulum etc) and begin to experiement with wyrdstone shards in his thirst for arcane power...
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Pathfinder Dubstyles
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PostSubject: Re: Power In the Stones   Sat 29 May 2010 - 9:45

That is a great idea Thomas! I night have to steal that for my next human mercenary warband.

Be sure to give him power shards so he too can become mutated someday!
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Thomas UK
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PostSubject: Re: Power In the Stones   Thu 3 Jun 2010 - 4:32

Pathfinder Dubstyles wrote:
That is a great idea Thomas! I night have to steal that for my next human mercenary warband.

Be sure to give him power shards so he too can become mutated someday!

Thats what I'm thinking, that way he might actually become a spellcaster with a power stone. Have to let me know how your dabbler goes, I'll post the adventures of mine after the next game!

I'm doing it for fluff reasons but I think un-conventional uses of heroes are interesting strategy wise too. With all those magic items affecting the exploration phase (rabbits foot, wyrdstone pendulum, tarrot deck) he'd actually be a great supporting character!
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PostSubject: Re: Power In the Stones   Today at 13:13

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