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L URE OF P OWER
L URE OF P OWER TM
L URE OF P OWER
N OBILITY IN THE E MPIRE
L URE OF P OWER
N OBILITY IN THE E MPIRE
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W ARHAMMER F ANTASY R OLEPLAY
D ESIGN T EAM
Jay Little with Daniel Lovat Clark, Michael Hurley, and Tim Uren
P RODUCTION M ANAGEMENT
Eric Knight
P RODUCER
Chris Gerber
L EAD D ESIGNER
Daniel Lovat Clark
E XECUTIVE G AME D ESIGNER
Corey Konieczka
W RITING AND D EVELOPMENT
Owen Barnes, Daniel Lovat Clark, Chris Gerber, Andrew Hoare
and Ian Robinson
E XECUTIVE P RODUCER
Michael Hurley
E DITING AND P ROOFREADING
Benjamin Sperduto and Dylan Owen
P UBLISHER
Christian T. Petersen
G RAPHIC D ESIGN
Dallas Mehlhoff and WiL Springer
L ICENSING & D EVELOPMENT C OORDINATOR
Deb Beck
L AYOUT
Chris Gerber
G AMES W ORKSHOP
L ICENSING M ANAGERS
John French and Owen Rees
C OVER A RT
Daarken
H EAD OF L ICENSING
Jon Gillard
I NTERIOR & C OMPONENT A RT
Even Mehl Amundsen, Yoann Boissonnet, Alberto Bontempi,
Magali Villeneuve, Frank Walls, the Games Workshop art
archives, and the artists of the Warhammer: Invasion LCG
H EAD OF L ICENSING , L EGAL AND
S TRATEGIC P ROJECTS
Andy Jones
M ANAGING A RT D IRECTOR
Andrew Navaro
H EAD OF I NTELLECTUAL P ROPERTY
Alan Merrett
A RT D IRECTION
Kyle Hough and Zoë Robinson
P LAYTESTING & A DDITIONAL A SSISTANCE
Joel Bethell, Dan DeFigio, Richard A. Edwards, Derek van de
Graaf, Matthew Grimm, Kyle Hough, Corey Lagace, Amy Lippay,
Matt Lippay, Mack “The Fop” Martin, Patrick Mullen, Charles E.
Pate Jr., Gregory H. Ray, Kelly Wiliams Ray, Ian Robinson, Adam
Sadler, Brady Sadler, Sam Stewart, Mark Warren, David Woods
Fantasy Flight Games
1975 West County
Road B2
Roseville, MN 55113
USA
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying,
recording or otherwise without the prior permission of the publishers.
Warhammer Fantasy Roleplay © Games Workshop Limited 1986, 2005, 2009. Warhammer Fantasy Roleplay: Lure of Power © Games Workshop Limited 2011. Games Workshop,
Warhammer, Warhammer Fantasy Roleplay, Lure of Power, 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 1986-2011, variably registered in the UK and other countries around the world. Š is 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.
ISBN: 978-1-58994-813-6 Product Code: WHF18 Print ID: 1121SEP11 Printed in China
FANTASY
FLIGHT
GAMES
TM
For more information about the Warhammer Fantasy Roleplay line, free downloads,
answers to rule queries, or just to pass on greetings, visit us online at
www.FantasyFlightGames.com
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L URE OF P OWER
A G UIDE TO N OBILITY & S OCIAL E NCOUNTERS IN THE E MPIRE
TM
T ABLE OF C ONTENTS
C HAPTER O NE : N OBILITY IN THE E MPIRE 4
The Tribes of Man
Corporal Punishment
24
5
Capital Punishment
24
Sigmar and the Birth of the Empire
5
Hard Labour
24
The Rise of the Elector Counts
6
Military Service
25
Lord and Vassals
7
Exile
25
The Noble’s Duty
7
Fines
25
The Maintenance of Order
8
Branding
25
Justice of the Peace
8
C HAPTER F IVE : E XPANDED R ULES 26
Noble Birth
Death and Taxes
8
26
Military Service
8
Advantages of Nobility
27
Life of the Noble
9
The Noble Trait
27
C HAPTER T WO : U BERSREIK N OBILITY 10
Emperor Karl-Franz 11
Viktor von Walfen 11
Ubersreik Tree of Fealty 12
Graf Sigismund von Jungfreud 13
Count-Palatine Gregor Schadelfaust 13
Graf Wilhelm von Saponatheim 13
Heinrich von Bruner 13
Ludmilla von Bruner
The Noble’s Obligations
28
Retainers
29
Retainers vs. General Staff
29
Anatomy of a Retainer Card
30
Acquiring a Retainer
31
Social Encounters
32
“Infl uence” Defi ned
32
Establishing a Social Encounter
32
14
Running a Social Encounter
35
Graf Steirlich von Bruner
14
Enough of This!
35
Graf Tobias Aschaff enberg
14
The Duel of Wits
35
Lord Rickard Aschaff enberg
14
Social Attacks
35
Rannalt Trocheim
14
Shame Threshold
36
C HAPTER T HREE : W EALTH & S OCIAL T IERS 15
The Tier of Brass
Recovering Shame
36
15
Shame and Insanity
36
The Tier of Silver
16
C HAPTER S IX : S OCIAL E PISODE T EMPLATES 37
The Basic Episode
The Tier of Gold
17
38
Social Mobility
18
The Pickpocket
39
Falling from Grace
18
The Madman
40
Wealth and Power
19
The Assassin’s Banquet
41
Sub-classes and Outcasts
19
Habeas Corpus
42
C HAPTER F OUR : C RIME & P UNISHMENT 20
The Emperor’s Law
The Investigation
43
20
The Inspiration
44
The Elector’s Law
22
Charmed I’m Sure
45
Common Punishments
22
Ubersreik
46
Imprisonment
24
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C ORE P RODUCT
Throughout Lure of Power , reference will be made to the
Warhammer Fantasy Roleplay Core Product. This refers to either
the books within the Warhammer Fantasy Roleplay Box Set
( Warhammer Fantasy Roleplay Rulebook, Tome of Adventure , Tome
of Blessings , Tome of Mysteries ) or the Guides ( Player’s Guide , Game
Master’s Guide , Creature’s Guide ).
P UNCHBOARD
The punchboard components should be carefully removed from
the frames. The pieces can be added to your existing supply of
tokens and standups for Warhammer Fantasy Roleplay .
S ECRET S OCIETY S HEET
The Old World is fi lled with members-only organisations that vet
aspiring members. Membership structures can be so complicated
and convoluted that it is relatively easy to conceal a society’s darker,
or even profane, practices from the public and, in many cases,
lower members of the organisation. Secret Society sheets are used
to track the depth of any PC who has joined a society’s ranks. See
Chapter 3 of the Book of Pleasure for more information about Secret
Society sheets.
N EW R ULES
In addition to a wealth of new information and background
material on the nobility of the Empire and Ubersreik specifi cally,
as well as Slaanesh and his minions, Lure of Power includes some
new and expanded rules on social encounters and secret societies.
Players and GMs should familiarise themselves with these new
rules before using them in play.
N OBILITY R ULES
Includes new optional rules and content for playing noble charac-
ter. These rules can be found in Chapter 5, starting on page 26 of
this book.
S OCIAL E NCOUNTER R ULES
Includes new optional rules and content for running expanded
social encounters as well as the Duel of Wits. These rules can be
found in Chapter 5, starting on page 32 of this book.
R ETAINER C ARDS
As characters grow in wealth and power, they may fi nd themselves
in a position to acquire a staff of talented and loyal assistants to
attend to the day-to-day business they themselves have neither the
time nor interest to manage. These assistants are known as retain-
ers, and are represented by cards very similar to item cards. See
Chapter 5 of this book for more information about Retainer cards.
S ECRET S OCIETIES R ULES
Includes new rules and content for secret societies as well as their
hidden inner circles. These rules can be found in Chapter 3 of the
Book of Pleasure .
M ARKS OF S LAANESH
The Ruinous Powers may bequeath a special boon upon one of
their followers, a Mark of Chaos. The Mark of Slaanesh and its ef-
fects are discussed on pages 8 and 15 of the Book of Pleasure .
U SING T HE M ATERIALS I NCLUDED
WITH L URE OF P OWER
Lure of Power includes a variety of new cards, sheets, and
components for the Game Master and his players.
N EW C ARDS
The action, location, item, condition, and talent cards can be added
to the other cards of those types and used as needed.
C REATURE C ARDS
Lure of Power includes 17 new creature cards. Full rules for creature
cards can be found in the Creature Guide and abbreviated rules can
be found in Chapter 2 of the Book of Pleasure on page 11 .
S ET I CON
The cards and sheets included with Lure of Power are noted with a
special set icon. This allows you to quickly identify the supplement
materials when sorting, adding, or removing cards from your game.
M UTATION C ARDS
Lure of Power includes 6 new mutation cards. The complete rules
for mutation and corruption can be found in Winds of Magic or
the Game Master’s Guide , available separately. If you are not using
the rules for mutation and corruption, then when an eff ect calls
for a target to suff er corruption, the target should suff er an equal
amount of fatigue and stress instead.
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C HAPTER O NE
N OBILITY IN THE E MPIRE
The Empire is a federation of independent states – often called
provinces –governed by hereditary rulers that derive their author-
ity from the founder of the Empire himself – Sigmar Heldenham-
mer. It is from the ranks of these ruling ‘Elector Counts’ that an
Emperor is chosen, an individual fated to lead this conglomeration
of disparate peoples against whatever evils the world may conspire
to infl ict upon it. The Empire is beset by numerous foes, both from
within and without. The mountains teem with savage green-
skin tribes, while the dense forests that swathe much of the land
resound with the atavistic war cries of beastman warherds. Chaos
incursions from the north are a constant threat and the fractious
southern nations of the Old World are rarely at peace with one an-
other for long. Worse still is the threat of internecine war between
the Empire’s own provinces, for each is descended from one of the
ancient tribes of man. Though united by Sigmar so long ago, the
people of each state are proud, and the entire federation has been
plunged into bitter civil war many times over the millennia.
tracts of forested land and divided into bitterly warring tribes. Men
slew one another without reason or remorse, all the while cowering
from the darkness of the forest eaves. Beastmen and other, name-
less things ruled the shadows while orcs and goblins descended
from the mountains to enslave and slaughter at will. A tribe without
a strong ruler could not stand against such dire threats. Before the
coming of Sigmar, the race of men stood ever upon the brink of
extinction.
When Sigmar united the tribes, he laid the foundations of the
system that has endured, in one form or another, to the present day.
Provinces have risen and fallen over the centuries, and new city
states have been born as rural populations fl ocked together into
large settlements, whether to pursue some trade or simply seek pro-
tection from the evils that roam the land. Sigmar himself has been
elevated far beyond the patron of the Empire and is now venerated
as a deity. The rule of the noble classes is enshrined in the tradition
established by their godly ancestor and the tribal chiefs he united.
Knowing that their authority is rooted in the deeds and commands
of a god, the Elector Counts rule over their lands with an iron grip
that has, thus far, at least, kept the darkness at bay.
It is the solemn responsibility of the noble classes of the Empire to
guide the provinces through this age of war. They must lead the
armies of the Empire in times of calamity and govern wisely during
the fl eeting periods of calm. In this, the nobility can trace the roots
of its powers back two and a half millennia and more. Before the
age of the Empire, the men of the west were scattered across vast
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