The 2nd Volume of the
original Warhammer White Box is a very interesting one. For starters
it has a lot of elements that would fit a Role playing game better
than a mass-combat wargame. Secondly, the magic item section gives
the reader a summary glance into the setting-background as originally
conceived, naming locations and some mythical personae. The snippets
gleaned from the magic item descriptions paint a picture of a world
inspired by Middle Earth to no small extent!
But let's not get ahead of things, and
dive into the original magic system of Warhammer Fantasy.
Volume 2 introduces the reader/player
to three new characteristics, Mastery, Constitution and Life Energy.
Mastery and Constitution are familiar
statistics for Oldhammer players. Mastery being a Wizard's power
level, rated 1 to 4 (as it would forever remain) and determines the
ability of a wizard to cast spells and which spells are available.
Constitution was the harnessed raw magical power a wizard could
summon to cast those spells.
Life Energy was abandoned in 2nd
edition, and even here it's described as only relevant in a
role-playing campaign, but basically it represents the physical and
mental price a wizard pays for using arcane powers, draining away
slowly as a wizard expends constitution leaving him eventually an
emaciated (and possibly deranged) wreck of a creature. The paragraph
on Life energy claims that the subject is covered in detail in Volume
3... but it's not (we'll get to that later).
In Recenthammer (4th and 5th
edition) and Newhammer (6th edition and beyond), Mastery
Level is just an indicator of general power and number of spells
available to a wizard, practically on a point-for-point basis, a
level 2 wizard knows 2 spells, a level 3 wizard knows 3 etc. In
Oldhammer the magic system was much closer to Role Playing magic
systems, most notably Dungeons and Dragons when it comes to
ability/power/spell levels as spells are divided into mastery level
categories, requiring a wizard to be of a certain level to know
particular spells, just as D&D.
In addition, we get casting times and
recovery times for wizards, some spells needing some time spent in
some form of ritual not detailed, while others apparently put some
form of strain on the caster one would need to recuperate from.
Practically all spells also require
ingredients to be cast, mostly philtres of some 'humour' or other, or
Talismans. Again a very RPG feature which was abandoned for the
wargame but retained with some modifications in WFRP.
Enhancing and Annihilating is the
bluffing-game of dispelling magic aimed at wizards, secretly
assigning constitution to dispel or enhance spells cast.
The Fumble Factor presents another rule
that is in many ways geared for campaign play as one of the triggers
of the Fumble test is when the wizard attempts to cast a newly
learned spell for the first time (would you use that in a war game
battle?). Essentially it is a system for spell-failure or miss-casts,
and a bit of a balancing factor for wizards, as attempting to cast
spells of a higher level than current mastery give a modifier to the
test. Like morale, the chance of fumbling is affected by the wizard
being wounded.
The effects of a fumble can be quite
disastrous, hitting yourself, allies or causing opposite effects! One
might even buff enemy units by fumbling.
Both the Fumble Factor and
Enhance/annihilate seem to work best with a GM at the table for some
things are to be done in secret or rolled for in secret to have fun
effects...
Volume 2 also gives the first random
generation table for characters, player or non-player depending on
the type of game being played. Here we get the wizard generation
tables, giving rules to generate mastery level (on a d10),
constitution (2d4 per level), if a wizard is specialized or not (d6
table, 1:3 chance of specialization), number of spells and which
spells. Characteristics are to be generated using the rules in Volume
3, though are modified in relation to mastery level (+1 WS, I and W
per mastery level).
Necromancy is quite
a small lore though, only 15 out of 75 spells are necromantic.
And
now to my favourite part of Volume 2, Enchanted Objects.
This chapter summarily describes various magic items, some of which
do not even get defined rules! The writer tells the reader- in
between the lines-: “I trust in your imagination, figure something
out, do what you like, you bought this because you are awesome and
creative!”
The greatest value
in this chapter is in my opinion not the rules, but the world
building notes presented through the magic item descriptions,
especially among the magic weapons.
Quite
a few items have a story and many of those might be taken as
adventure seeds by GM's. I know that one contestant in the Citadel
Compendium's Character design competition played a campaign based on
the (Tolkien-inspired) story of the Forges of Aran-Cabal,
one of the more fearsome magic weapon sources. In fact, the campaign
arc described was more or less Opposite-World Lord of the Rings! It
can be found here
And did you know
the original warhammer world had realms known as Borunna and
Bloodren? Human realms that have some magic crafting bladesmiths.
The dwarves of
course are as ever, champions of ironworking and Firsthammer gives us
the first look into the realm of the Dwarves.
Originally the
Dwarven Kingdom was called Caraz-Adul, its strongest fortress being
Caraz-A-Carak, nice to see the current Dwarf Capital's origin in the
first ever Warhammer game!
It elaborates
further on the “heir-weapons” of the Dwarf nobility and gives a
shout-out to Volume 1 by mentioning the magic hammer of the Dwarf
commander in the Ziggurat of Doom scenario (Foebane). Together with
foebane, we only get rules for two weapons from the Dwarven Forges,
but the presumed loss of Foebane at the Ziggurat is a nice plot-hook
for an adventure.
Names,
locations, artefacts, I could get a lot out of this part of the book.
A lot of items described could be a quest objective of some kind and
I feel many who would review this edition from a wargaming
perspective would overlook and miss out on the scenario opportunities
presented here. Also, the description of Garathea's Cord
is classic warhammer slapstick!
I get a strong
notion that Firsthammer's target audience would have been the regular
customers of Games Workshop back then. Not only did I learn that it
was meant as freebie with mail order parcels (thanks Orlygg), but the
rules are not detailed, clear and unambiguous enough to be an
entry-level wargame. Firsthammer is for experienced gamers who can
come up with their own stuff and especially roleplayers who want to
now and again fight a bigger battle.
Concluding, volume
2 is in my opinion one of the best Firsthammer booklets for the good
read the enchanted items chapter provides and the implied adventure
hooks transcend the warhammer game. I'd advise any GM who runs a
Fantasy RPG to take a look at that chapter and take an idea or two
from it for adventures or magic items... So, let I also pose a
question to the readers of this blog: what items would you have fun
to write into a quest or adventure?
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