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T HE GAME MASTER S V AULT COMPONENTS The Game Master’s Vault provides a variety of additional cards and components to expand and enhance your Warhammer Fantasy Roleplay experience. Included in this supplement are the following: 12 action cards ª 70 wound cards ª 19 miscast cards ª 30 condition cards ª 30 insanity cards ª 24 location cards ª two each of 12 different locations 1 item card ª 7 NPC/creature standups ª 2 three-point stress/fatigue tokens ª 9 one-point stress/fatigue tokens ª 2 five-point corruption tokens ª 8 one-point corruption tokens ª 1 stance ring ª 1 activation token ª 24 tracking tokens ª 2 centre puzzle fit stance pieces ª 6 puzzle fit stance pieces ª 1 pre-assembled progress track ª 24 plastic stands ª 12 ª Warhammer Fantasy Roleplay dice This component sheet ª The punchboard components should be carefully removed from the frames. The different pieces can be added to your existing supply of tokens and pieces from Warhammer Fantasy Roleplay, or stored in this box between sessions. Cards from this product are identified with the following set icon for easy identification. Dz CONDITION CARDS Conditions refer to the variety of affects and statuses that may affect a character. Some are positive and beneficial while others are negative and detrimental. Conditions can come into play in several different ways. The most common way is for the GM to apply a condition based on an in-game reason presented by the story or the circumstance. Conditions can also be imparted as a side effect of a number of different actions, such as Spells, Blessings, or Melee Attacks. In addition to its effects, each condition is defined by a certain duration. The three basic durations for a condi- tion are brief, dependent, and lingering. Brief: A brief effect usually only lasts for a few turns. To represent the number of turns, track- ing tokens are placed on the effect. During the End of Turn Phase, a character removes one token from each brief condition affecting him. When there are no more tokens, the brief effect expires and the card is removed. Brief effects with the same name do not stack. If a character is already subject to a condition with a brief duration and would be subjected to the same condition again, the status with the longer duration applies. Dependent: A dependent effect lasts as long as the circumstance mandating the effect exists. For example, the Frightened status modifier is a dependent effect – it lasts as long as the affected character is engaged with a target that has a Fear or Terror Rating. During the End of Turn phase, the circumstances for each dependent effect are checked. If the proper circumstances cease to ex- ist, the dependent condition no longer applies and the card is returned to the proper deck. Lingering: Lingering effects last until the next extended pause in the action. This means that lingering effects last until the end of the current encounter, for the duration of the current act, or TM ®

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Page 1: Th e Ga m e ma s T e r s Va u l T - Fantasy Flight Games · PDF fileª This component sheet The punchboard components should be carefully removed from the frames. The different pieces

The Game masTer’s VaulT

ComponenTsThe Game Master’s Vault provides a variety of additional cards and components to expand and enhance your Warhammer Fantasy Roleplay experience. Included in this supplement are the following:

12 action cards ª70 wound cards ª19 miscast cards ª30 condition cards ª30 insanity cards ª24 location cards ªtwo each of 12 different locations1 item card ª7 NPC/creature standups ª2 three-point stress/fatigue tokens ª9 one-point stress/fatigue tokens ª2 five-point corruption tokens ª8 one-point corruption tokens ª1 stance ring ª1 activation token ª24 tracking tokens ª2 centre puzzle fit stance pieces ª6 puzzle fit stance pieces ª1 pre-assembled progress track ª24 plastic stands ª12 ª Warhammer Fantasy Roleplay diceThis component sheet ª

The punchboard components should be carefully removed from the frames. The different pieces can be added to your existing supply of tokens and pieces from Warhammer Fantasy Roleplay, or stored in this box between sessions.

Cards from this product are identified with the following set icon for easy identification.

Dz

CondiTion Cards

Conditions refer to the variety of affects and statuses that may affect a character. Some are positive and beneficial while others are negative and detrimental. Conditions can come into play in several different ways. The most common way is for the GM to apply a condition based on an in-game reason presented by the story or the circumstance.

Conditions can also be imparted as a side effect of a number of different actions, such as Spells, Blessings, or Melee Attacks. In addition to its effects, each condition is defined by a certain duration. The three basic durations for a condi-tion are brief, dependent, and lingering.

Brief: A brief effect usually only lasts for a few turns. To represent the number of turns, track-ing tokens are placed on the effect. During the End of Turn Phase, a character removes one token from each brief condition affecting him. When there are no more tokens, the brief effect expires and the card is removed.

Brief effects with the same name do not stack. If a character is already subject to a condition with a brief duration and would be subjected to the same condition again, the status with the longer duration applies.

Dependent: A dependent effect lasts as long as the circumstance mandating the effect exists. For example, the Frightened status modifier is a dependent effect – it lasts as long as the affected character is engaged with a target that has a Fear or Terror Rating. During the End of Turn phase, the circumstances for each dependent effect are checked. If the proper circumstances cease to ex-ist, the dependent condition no longer applies and the card is returned to the proper deck.

Lingering: Lingering effects last until the next extended pause in the action. This means that lingering effects last until the end of the current encounter, for the duration of the current act, or

TM

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Page 2: Th e Ga m e ma s T e r s Va u l T - Fantasy Flight Games · PDF fileª This component sheet The punchboard components should be carefully removed from the frames. The different pieces

until the next Rally Step occurs, whichever oc-curs first. Lingering effects with the same name do not stack. If a character is already subject to a condition with a lingering effect and would be subjected to the same condition again, it has no further effect.

insaniTy Cards

When you need to generate an insanity result, you may either draw a card from the insanity deck, or roll percentile dice (d00) and consult the table found in the appendix of the Game Master’s Guide.

In some cases, the GM may wish to generate an in-sanity that has a particular trait, based on how the insanity is gained. If the first insanity generated does not have the proper trait, the GM may draw again until he finds an insanity with the appropri-ate trait.

loCaTion Cards

The Old World is filled with a variety of inter-esting, dangerous, and even exotic locations. A number of these locations are represented by specific cards. The cards can be used when cre-ating an encounter to find inspiration, or used while running an encounter to represent differ-ent places where the encounter is occurring.

The flavourful descriptions and the mechanical effects of locations can be a valuable resource for any GM.

misCasT Cards

When you need to generate a miscast result, you may either draw a card from the miscast deck, or roll percentile dice (d00) and consult the table found in the appendix of the Game Master’s Guide. If there are still ¿ remaining after fulfilling all the effects listed for the first miscast card drawn, drawn another card and apply ¿ results until all ¿ have been spent triggering miscast effects.

Miscasts are most often triggered when an arcane spellcaster generates one or more ¿ on a Channel-ling or Spellcraft check when wielding the winds of magic to fuel or perform a spell.

Wound Cards

When you need to generate a critical wound result, you may either draw a card from the wound deck, or roll percentile dice (d00) and consult the table found in the appendix of the Game Master’s Guide.

Game masTer’s VaulT CrediTsLead Developer: Jay Little Development: Daniel Lovat Clark & Trent Urness Editing & Proofing: Joel Bethell, James Howell, Richard A. Edwards, Dara Mac Donnacha, Clive Oldfield, Gordon Richards, Mark Warren, David Woods, and Han Young Graphic Design: Brian Schomburg & Dallas Mehlhoff Art Direction: Zoë Robinson Production Manager: Gabe Laulunen Lead Game Producer: Michael Hurley Lead Game Designer: Corey Konieczka Publisher: Christian T. Petersen GW Licensing Manager: Owen Rees GW Head of Licensing: Paul Lyons GW Head of Intellectual Property: Alan Merrett

Warhammer Fantasy Roleplay © Games Workshop Limited 1986, 2005, 2009. Warhammer Fantasy Roleplay: Game Master’s Vault © Games Workshop Limited 2010. Games Workshop, Warhammer, Warhammer Fantasy Roleplay, Game Master’s Vault, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and Warhammer Fantasy Roleplay game setting are either ®, TM and/or © Games Workshop Ltd 1986-2010, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Fantasy Flight Games and the FFG logo are trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.

WWW.FanTasyFliGhTGames.Com

Game masTer’s GuideThe Game Master’s Guide is the perfect companion to the Game Master’s Vault. The guide contains additional rules and information for the player who will be running the Warhammer Fantasy Roleplay sessions as the GM. It includes sugges-tions and guidelines on managing long-term campaigns, handling character development, and creating adventures.

The book also contains the information to man-age enemies and adversaries. The appendices contain useful charts and tables for reference. The Game Master’s Guide also features a complete introductory adventure, An Eye for an Eye.

The Game Master’s Guide contains a wealth of information for new and veteran GM’s alike. Some of the content from this guide has been compiled from previous books—the Tome of Adventure, Tome of Blessings, and Tome of Mysteries from the Warhammer Fantasy Roleplay core set. The book also contains the rules for corruption and muta-tion, as detailed in Winds of Magic, and the rules for disease as detailed in Signs of Faith.