|Warhammer Fantasy Roleplay | Published 15 April 2010|
At the top of the world, where the warpgates of the Old Ones are said to have once stood, lie the Northern Chaos Wastes. The wastes are shifting and insane landscapes where reality and the realms of the daemonic gods of Chaos bleed into one another. The power of Chaos is transformative. Where it broaches on the mundane world it warps things into strange shapes for inscrutable purposes.
Those who find themselves altered by mutation do not immediately fall into the worship of Chaos, despite the proclamations of nobles and priests. To develop a mutation is an incredibly distressing occurrence, not only does the unfortunate mutant find his own flesh in revolt, but his neighbours will view him with horror and sell him out to the authorities – assuming they don’t just kill him themselves.
Corruption is one way to track a character’s exposure to the unpredictable effects of Chaos. Characters can suffer from corruption in a number of ways. It can attract misfortune, cause madness, or lead to the most overt sign of corruption – mutation.
When a character is exposed to a corrupting influence he potentially accumulates corruption. Corruption is represented by purple diamond-shaped tokens. These tokens are gained and kept in a similar way to stress or fatigue counters, and should remain visible to the players and GM. They come in 1 and 5 point denominations for easier tracking.
A variety of different encounters or events may trigger the accumulation of corruption. Exposure to the Chaos Wastes, consumption of warpstone, presence of a powerful daemon, being wounded by a profane weapon. Some creatures may have attacks or special abilities which inflict corruption, in addition to other effects. All of these are potential risks to the characters.
The magnitude of the event indicates how difficult it is to shrug off the effects, as well as the potential amount of corruption that may be generated. When exposed, a character must attempt a Resilience check based on the level of exposure. A failed check results in corruption equal to the challenge level. In addition, regardless of the check’s success or failure, the character also suffers one corruption for each Chaos Star generated during the check.
The different races of the Old World have varying tolerance to the corrupting effects of Chaos. From the viewpoint of dwarfs and elves, humans tend to be frail and easily susceptible to the ravages of Chaos. This perception is partly due to the fact that dwarfs and elves enjoy an incredibly high tolerance to Chaos, and are not affected by mutation the way humans are.
An individual character’s corruption threshold is based on his race and his Toughness rating. For example, humans have a corruption threshold of 5 + Toughness. So a human with a Toughness of 3 has a corruption threshold of 8.
The Effects of Corruption
There are two main effects of corruption.
The first is a relatively minor effect, that of inviting danger and adversity. This effect can be triggered by the GM at any time to make a check more challenging for a character with corruption.
The second effect is triggered when the number of corruption points a character has exceeds the character’s corruption threshold. Such a condition is very dangerous for a character as they will develop insanity or mutation as a result.
Over the course of play, the GM has the option to “invoke” a character’s corruption, weaving into the story that the exposure to corruption or taint is rearing its head. The GM narrates how the corruption is manifesting, which makes the upcoming task more challenging. The corruption might manifest as an overwhelming sense of temptation, painful cramps, or whispered daemonic voices only the character can hear.
Mechanically speaking, before a player performs an action, the GM may take one of the character’s corruption points and replace it with a purple challenge die that gets added to the task’s dice pool. The corruption token is returned to the general supply. No more than one corruption may be invoked in this manner per check.
Mutation & Insanity
Once a PC has accumulated more corruption points than his character’s threshold (based on the character’s Race and Toughness), the corruption has ravaged the character’s body and manifests as a mutation (for humans) or insanity (for elves, dwarfs, and several other races).
For humans and other susceptible races, when the corruption threshold is passed, the player draws a mutation card from the deck. In addition to its other effects and rules, each mutation card has a severity rating, which indicates how much corruption is consumed in the transformation. For example, if the PC suffers from a mutation with a severity 4 rating, he returns 4 corruption point tokens to the supply when he draws that card.
Warhammer Fantasy Roleplay is a roleplaying game that sets unlikely heroes on the road to perilous adventure, in the grim setting of Games Workshop's Warhammer Fantasy world. Players will venture into the dark corners of the Empire, guided by luck and Fate, and challenge the threats that others cannot or will not face.
I like the GM invocation rule, it allows the shiny perfect high fantasy heroes to shrug of corruption as a moment of doubt hence the purple die, mean while realistic dark fantasy heroes go crazy and mutate.
I think people under estimate the power of cards, my high elf gambler got horrible nightmares from a card and we roleplayed it in that he became a minor alcoholic. Seeing as we already houseruled that food recovers fatigue and alcohol recover stress. Interesting character point opoed out of a card, just because it has a game effect written down doesn't mean it's the only game effect.
unholy awesome batman!
I'm with HedgeWizard on this. I don't understand the opposition to the cards, that is one of the nicest aspects of the new game. The thing that I can't abide is tracking counters. For my group they become distracting. But cards.. they add a nice touch to the game in my opinion. I think a point is being missed, the card shows you the direct mechanical issue with having scaly skin. How it plays out in game is going to depend on your campaign.
You guys are crazy. It's just a system penalty to balance out the bonus. I don't think the game is saying, well, no, by the rules of this card it states that you will ONLY receive a purple die penalty and so since the card doesn't say Witch Hunter burns you at the stake it's no fair I'm being burnt at the stake. It's a system penalty. I believe if you look at some of the old mutations in 2e you'll see it gave you a +10% and a penalty to something else. Grow up please and think before you start shooting off your mouth for completely unfounded reasons. It's a card, oh no, SCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
why is this not on a table! "Back in my day we used tables instead of cards." The anti-card thing is just like people saying well, when I was a kid I didn't need dice to say if I hit a guy or not playing guns, so why do I need them now. Get over it, and roleplay...or do you need all rules to spell it out for you. Would you cry foul if the card read: +1 Soak, if a Witch Hunter sees you, you are IMMEDIATELY burned at the stake. Create a new character. I believe that would be a way worse card.
WHY are people still so caught up in the misguided notion that these cards are the end-all of the system setting and rules? ALL they do is replace entries in a table.
In prior incarnations, most of the mutations had mechanical effects. E.g. adding to damage, reach, inducing terror. The fact that witch hunters might likely burn you at the stake wasn't included in that table. It was included in the flavor text on mutations. How is this different?
If you take the card they present here (Scaly Skin) and run it mechanically purely by the rules on the card, I think the point of a roleplaying game is being missed. There are no rules for elves walking into dwarf taverns, but the reality is they may very well be thrown out. Someone with an obvious mutation confronted by a witch hunter would be put to the stake. There doesn't have to be a rule covering it because it is simply roleplaying 101.
I agree that it is not exact, but i think it would be easy for people to add their own things, (there is only so much room on a card). Maybe something like, if a chaos star appears...
Plus who knows, somehting could be in the book that covers that.
Here's the problem. If you read the card text...and you take all your knowledge about the Old World.
You wouldn't only get a purple die in social interactions but Witch Hunters and the local authorities AND anyone you talk to would want you burned at the stake...this is where I am afraid the board game mechanics and the roleplaying realism are going to clash...
Don't get me wrong i will buy it but I will just have to throw out my old school knowledge of the empire.
Looks good to me. Am I right saying a bestiary will come shortly after?
This and the Gathering Storm are just what the game needs. These Corruption mechanics look VERY promising, hurry and get this book out! : )
Really looking forward to this supplement. This game has revitalized my love of gaming and I cannot seem to get my mind off of it. I'm continuously thinking of new stories to tell and characters to make. It has made the idea of GMing fun again. Thanks!
Fantastic! Another product I can't wait for!