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You know I will say this much about the consequences of the Father Coin. It is going to be hilarious if a dwarf has to pick up books on the dark magic twins for the library

Dwarf: So elf I have come for the order of transcribed books, what's this about eh, elf gods... *after a moment's struggle between grumpiness and curiosity* So which ones are they?
Elf Scholar: The goddesses of wild magic and wilder orgies.
Dwarf: Loremaster.exe has shut down. Reboot Y/N
 
Not yet. Still going through it. I've slowed down a lot because of university though, as you do. It's taking a lot just to keep up with the thread.

But yes, my plan is indeed to read every single relevant lore book. Nothing will escape my grasp eventually.
For those interested in what I do to keep track of some noteworthy stuff in the books I read, well...

I'm going to link something under a spoiler. It's my notes, taken in a notebook. It's 28 pages, and is largely incomprehensible. I'd applaud you if you understood how my notes worked, because my primary concern when writing them was making it understandable to me, not to others. But if you're interested in the WHF setting in general, the things I list in my notes are a good start for deeper research if you want.

 
You know I will say this much about the consequences of the Father Coin. It is going to be hilarious if a dwarf has to pick up books on the dark magic twins for the library

Dwarf: So elf I have come for the order of transcribed books, what's this about eh, elf gods... *after a moment's struggle between grumpiness and curiosity* So which ones are they?
Elf Scholar: The goddesses of wild magic and wilder orgies.
Dwarf: Loremaster.exe has shut down. Reboot Y/N
Loremasters are pretty old.
They'd just assume its research into the Tempter
 
For those interested in what I do to keep track of some noteworthy stuff in the books I read, well...

I'm going to link something under a spoiler. It's my notes, taken in a notebook. It's 28 pages, and is largely incomprehensible. I'd applaud you if you understood how my notes worked, because my primary concern when writing them was making it understandable to me, not to others. But if you're interested in the WHF setting in general, the things I list in my notes are a good start for deeper research if you want.



Neat, there were a few books, cults and libraries I didn't know of in there. It seems like a lot of them come from the adventure books like Ashes of Middenheim, I've got a bad habit of overlooking books like that.
 
An idea for AV-Divine, see if dragon bone can be attuned to divine energy. Currently Mathilde has a Storm Dragon Horn, all that would be needed to test dragon's affinity to divine energies is a box able to contain GODLY EMISSIONS. If the attuning goes, will have a Ranald align horn able to be turned into something suitable; shiv, staff, cane, skeleton key, things like that. Will probably have to discover/invent/request suitable runes to carve onto it.
 
Neat, there were a few books, cults and libraries I didn't know of in there. It seems like a lot of them come from the adventure books like Ashes of Middenheim, I've got a bad habit of overlooking books like that.
Some of the stuff presented in those books do contradict what's available in other sourcebooks, which might be the result of different release dates and the adventure makers wanting a particular thing to happen overriding their desire to remain internally consistent. An example is of course Ashes of Middenheim and Realms of Sorcery conflicting with each other on the Guild of Alchemists and Wizards. It makes taking applicable information from them somewhat complicated, but it's possible if you just trim around the edges instead of lifting it straight out.

Some of the sources are also non intuitive. An example is the Career Compendium for 2E, which you might think is just a collection of all available careers, but no it has additional info only presented in that book. Like the Hartshorn Lodge in Marienburg, or the Bernloch Academy of Art, Science and Engineering.
 
You could apply the same question to literally every divine artefact.
Well, I assumed that doing miracle type stuff in the material realm costs a god both power and attention. And an artefact binds some power into it permanently and works automatically instead of requiring attention.

But gods talking between each other once should be cheaper for them, no? Though I guess it is possible that that's not the case and that the best way to convey a message from one deity to another is through to mortal followers meeting. Which would be quite sad, since it would mean that Ranald is incapable of visiting and talking to his daughters casually.

Still, "I'm here and I have a positive opinion of [X]" has got to be pretty much one of the cheapest miracles, especially when performed on one of their own followers. Ranald has done that level of stuff very often for Mathilde and at least three time that I remember for people Mathilde encountered. So if he can do it the his daughters should be capable of it too to some degree.


Anyway, I am not trying to complain that the reward was too weak or anything like that. It's a fifth ability tagged onto an already established (and very powerful) item. I am more curious about the implication of what it means that such a thing needs to be included in an artefact at all. Because to me it says that maybe inter-god communication and follower pinging is by far not as easy as I thought before.
 
So I've been getting really caught up in the rules for the tabletop version of WHFB lately. It's honestly way too complicated and longwinded, but kinda fun. I did however, come to a funny thing though.
- Second Rune: +1T (already added to statline), any model that successfully wounds Mathilde Weber takes a hit at +2 to the Strength they hit with.
So Boney stopped using the Tabletop stats in quest, and he never really used it all that often anyway. It's perfectly understandable why, it's not exactly compatible and there's some jankiness that can come with the interaction between the Quest's narrative and the Tabletop's crunch, so it's better to have more narrative freedom and less rules to wade through by using simple D100s with modifiers and narratively playing things out.

However, the rules presented for the Second Rune of our belt in the old Tabletop rules Boney had are pretty funny. For balance reasons, Boney obviously set it so the Rune auto hits, but it does not auto wound. This means that a person's Toughness and Armor can prevent any wounds from popping up as a result of the Rune, which makes sense. I don't think Boney wants to make the Second Rune an instawin button since Mathilde has the Seed. She can't just weaponise her own death as an instant win card.

The funny thing here is that Ward Saves can also negate the Rune's attack. That makes sense right? Ward Saves are magical protections that protect you from enemy attack isn't it?

Well... Not exactly. 8th Edition Warhammer Rulebook says that Ward Saves are magical, and if I remember right, that is definitely true for the most part... in 8th Edition.

The Skaven never got an 8th Edition book, and certain Skaven had a special Ward Save, the Dodge Save. Night Runners had a 6+, Gutter Runners a 5+ and Assassins had a 4+.

What does this mean? It means that theoretically, it's possible for Deathmaster Snikch, for example, to strike Mathilde. Her rune would then activate, and he would, theoretically, be able to dodge it.

Technically, Snikch's description says he can dodge bullets and spells. Don't ask me how he does it. The mental image of a ninja rat matrix dodging a magical belt's backlash though, that's what I love about Warhammer. It's so ridiculous.
 
It's all the abstraction. Take for instance what happens when you get hit with a Purple Sun, you know, giant ball of murder, that cannot be stopped by a ward from what I recall.... but you can make an initiative check to dodge it. How is that different from Snikch's ward save? I have no idea. :V
 
It's all the abstraction. Take for instance what happens when you get hit with a Purple Sun, you know, giant ball of murder, that cannot be stopped by a ward from what I recall.... but you can make an initiative check to dodge it. How is that different from Snikch's ward save? I have no idea. :V
Being fair, in that case, Snickh has an initiative of 10. The only way for him to fail that is to roll a 6 on a D6, and that is only because you're almost never allowed to auto pass Characteristic tests. I suppose it represents Snikch tripping and falling on his face.
 
It's all the abstraction. Take for instance what happens when you get hit with a Purple Sun, you know, giant ball of murder, that cannot be stopped by a ward from what I recall.... but you can make an initiative check to dodge it. How is that different from Snikch's ward save? I have no idea. :V
Run to the left.

Bam, you have dodged the Purple Sun.
 
It's all the abstraction. Take for instance what happens when you get hit with a Purple Sun, you know, giant ball of murder, that cannot be stopped by a ward from what I recall.... but you can make an initiative check to dodge it. How is that different from Snikch's ward save? I have no idea. :V
It's called "Harnessing the dread power of running like a bitch".
Snikch ward save could be presented as twisting into the air to bleed a lot of force of the dwarven backslash.
 
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Yeah all that makes sense, but the issue I was trying to point out was that the same action in the game dodging gets represented by two systems, which is kind of the opposite of simplification by way of going too far with the abstraction.
 
Yeah all that makes sense, but the issue I was trying to point out was that the same action in the game dodging gets represented by two systems, which is kind of the opposite of simplification by way of going too far with the abstraction.
That's probably why Dodge Saves don't exist in 8th Edition (as far as I know). The last Skaven Army Book was 7th Edition, and I think 8th simplified things to make the game more coherent.

EDIT: I would like to clarify something however. I think a ninja rat dodging magical effects is kicking rad and I would not mind it being a thing in the narrative at all.
 
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Being fair, in that case, Snickh has an initiative of 10. The only way for him to fail that is to roll a 6 on a D6, and that is only because you're almost never allowed to auto pass Characteristic tests. I suppose it represents Snikch tripping and falling on his face.
This is more likely than you might think; I distinctly remember a battle report where a skaven assassin tried to destroy a steam tank with a brass orb, and ended up killing himself instead (backwards scatter + failed dodge save).
 
This is more likely than you might think; I distinctly remember a battle report where a skaven assassin tried to destroy a steam tank with a brass orb, and ended up killing himself instead (backwards scatter + failed dodge save).
Well yeah. A 6 is always a failure, so there's always a 16.67% chance or something that you fail an initiative test even if you have Initiative 10. The probability of what you just mentioned is even worse though, since I think the Scatter has like six sides. I assume you're saying that he didn't misfire, it just scattered on him-him, so the probability of what happened to that person is like 16.67% x 16.67% which I'm not arsed to do right now.
 
You know, looking at things Mat's getting a real history going on by now. She's written her name in secret across all the colleges, has urban legends, is best friends with her diety, is considered a drawf trapped in a human body (heh), and a few other things.... At this rate, Ranald is going to adopt us or something. We find out that Matilde's father is Dan Ralthe Weber I will laugh forever given how that scrambled name works out.

Jokes aside, this was neat! We got not just one, but Two Mystery Cults willing to help us out of this. Not to mention Two Mystery Godesses that will trust us as well! I look forwards to discovering them at some point... the only question is when we will find them, and if it will be suitably amusing.
 
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