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Posts Tagged ‘Nurgle’

Mabrothrax: A Forgotten WFRP Monster

May 2, 2020 18 comments

This post completes my re-imagining of the three odd Elementals that appeared in the Third Citadel Compendium in 1985: the Life Elemental, the Death Elemental, and the Plague Elemental. In the WFRP 1st edition rulebook, I gave them different names and backstories, making them Demons (the “Daemon” spelling did not appear until Realm of Chaos: Slaves to Darkness in 1988) affiliated with the yet-to-be-organized gods of Law and Chaos.

Plague Elemental - Compendium 3

Plague Elemental Write-up

Oddly, the Plague Elemental was put in the C29 Large Monsters range, while the other two were in C34 Elementals and Demons. However, it was written up alongside the Life and Death Elementals in that issue’s “Bellicose Bestiary” column.

For WFRP 1st edition, I invented the name Mabrothrax and gave the beast to Nurgle, the Chaos God of plagues and pestilence. It made sense at the time, but when Realms of Chaos: The Lost and the Damned defined the Daemons and followers of Nurgle in 1990, the Mabrothrax was not among them.

The Mabrothrax reappeared in 2005’s Tome of Corruption for WFRP 2nd edition as an Apparition linked to Nurgle. Visions rather than monsters, Apparitions could not be fought or stopped, existing only to warn spellcasters that they are being too reckless in their use of magic.

So that is the history of the Mabrothrax in a nutshell (apart from this metal track that turned up in the Google search). Here is my suggestion for using the creature in WFRP 4th edition. Needless to say, what follows is extremely unofficial, completely optional, and does not constitute any challenge to copyrights held by Games Workshop, Cubicle 7, or anyone else.


The MabrothraxWFRP Mabrothrax

Also known as the Steward of Filth and Nurgle’s Handmaiden, the Mabrothrax is a favoured servant of the Plaguefather, and stands outside the normal hierarchy of his Daemons.

Its origins are obscure. According to some scholars it was once a Plaguebearer, raised up by Nurgle’s favour in the same way as the Masque of Slaanesh was elevated from the ranks of the Daemonettes. Others have suggested that it was a mortal Cult Magus who was elevated for his or her devotion.

The Mabrothrax is a large, hulking humanoid with thin, spindly arms and legs equipped with razor-sharp claws. Its body is a thin bag of skin filled with a soupy mess of entrails, excrement, and decay. Its head is dominated by a massive maw filled with sharp, jutting teeth.

M WS BS S T I Ag Dex Int WP Fel W
6 90 93 100 120 100 105 90 90 120 100 92

Traits: Bite +11, Claws (2) +9, Corruption (Major), Daemonic 7+, Dark Vision, Distracting (Stench), Disease (All), Fetid Blast (see below), Infected, Size (Large), Spellcaster (Nurgle), Terror 2, Unstable

Traits

Disease (All)

As a favored one of Nurgle, the Mabrothrax carries all diseases. Whenever a victim must Test for Contraction (WFRP, page 186), roll a D100 to choose a disease randomly:

01-10 – Black Plague
11-30 – Blood Rot
31-50 – Bloody Flux
51-70 – Packer’s Pox
71-80 – Ratte Fever
81-00 – Other or roll again (GM’s choice)

Fetid Blast

Once per round, the creature can unleash a blast of pestilential air (Range 10 yards, Damage +10, Blast 5, Distract, Ignores Armour). This attack is Infected. All living creatures affected by the blast must make a Hard (-20) Willpower Test or gain one Broken Condition – two if the victim has the Acute Sense (Smell) Trait.


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The Cook: A #MondayMutant for WFRP 4th Edition

April 13, 2020 2 comments

 

 

Following on from last Monday’s post, and inspired by one of the images there, here is a Mutant concept that fuses the living and the inanimate. It might be encountered in a place like Castle Wittgenstein from Death on the Reik, or the dread Castle Drachenfels, or anywhere else that has been seriously warped by the influence of Chaos.

 

Let me know what you think, especially if you have any ideas or suggestions for refining the stats. And if you use this Mutant in a game, please share your account of the battle!

 


 

The Cook

 

Cook

 

Encountered in the castle’s kitchens, the cook has become fused with a pot of boiling, bubbling stew. In addition to two legs of flesh, the cook has three short stubby, metal legs attached to its pot-body.

M WS BS S T I Ag Dex Int WP Fel W
3 30 30 30 30 30 5 30 30 30 30 12

Mutations: Fused Body (Body and Legs, Metal), Multiple Legs

Traits: Armour 2 (Body and Metal Legs), Painless (Body and Metal Legs), Ranged +2 (Stew – see below) Ladle (Improvised Weapon) +1

 

When a leg hit is indicated, take into account the direction from which the attack has come. The cook’s human legs are placed normally, while one of the three metal pot-legs is in front of each human leg, and the final metal leg is centrally placed at the front of the Mutant’s body.

For random generation, roll 1d10 and consult the following table:

1d10 Leg
1-2 Human, left
3-4 Metal, left
5-6 Metal, front
7-8 Metal, right
9-10 Human, right

 

Stew (Ranged Weapon)

The cook can use its ladle to splash hot stew at an enemy. This is a Ranged attack (Range 3) with the Blast 1 Quality and the Imprecise and Undamaging Flaws. Damage is +2, and any successful head hit causes one Blinded condition.

For a tougher encounter, the stew may be tainted by Chaos, with each damaging hit counting as Minor exposure to Corruption. It may even lash out on its own, giving the cook the Trait Tentacles in addition to those listed above.

 

Variant: The Laundress

Encountered in the castle’s laundry – or perhaps by a nearby stream, beating wet clothes on a rock – the laundress is pretty much identical to the cook. The only differences, apart from the location, are that hot, soapy water takes the place of stew and animated clothes take the place of tentacles.

 


 

A Couple More Variants

 

François Rabelais. Les Songes Drolatiques de Pantagruel. Paris : Edwin Tross, 1869.

This simpler variant has the usual number of legs, a metal body and head, and a Vomit attack.

 

 

This one has the Headless mutation, Small size, and just two metal legs.

 


 

Be Our Guest. . . .

 

With a little work, it’s possible to come up with an entire staff of Mutants, like a dark and twisted version of the castle’s inhabitants from Disney’s Beauty and the Beast. Have fun – and feel free to share your creations in the comments section below.

 


 

 

Monday Mutants

April 6, 2020 6 comments

Well, the Monday Maps haven’t been as big a hit as I had hoped, so here’s something different.

 

For a long time, mutants were only found in science fiction settings, their forms warped by radiation or other more-or-less scientific causes. Medieval art is full of weird and grotesque figures, though, and in a game such as Warhammer Fantasy Roleplay, the Ruinous Powers of Chaos twist bodies and minds into unimaginable shapes. The Enemy in Shadows Companion has a chapter on Mutants in the Empire, and in the thirty-odd years since the first edition of WFRP was published, other games have taken similar approaches to Chaos and mutation.

 

Mix-and-match animal heads, arms, and legs are commonplace in fantasy these days, but here are some old pictures that take mutation to another level. Why not try to stat them and post your ideas in the comments below? It could be fun.

 

Mutants 1

 

Mutants 2

 

If these are too tame for you, mix in some inorganic parts for the full, Heironymus Bosch level of crazy.

 

Mutants 3

For more wacky mutant goodness like this, use “The Drolatic Dreams of Pantagruel” as a search term.

 

The mutation tables in the Enemy in Shadows Companion don’t cover anything like this, so here’s a stab. Perhaps some of you will have better ideas, in which case please drop them in the comments below.

 

New Mutation: Fused Body

A part of your body becomes fused with an inanimate object.

 

Random Generation

I recommend that you use this mutation deliberately rather than using random generation, but if you strongly prefer to do so, make two rolls on the Physical Corruption table. If they are identical, use this mutation; otherwise, apply the first roll as usual.

 

Use the Hit Locations table on page 159 of the WFRP rulebook to determine which body part is affected, and then choose from what is close by or roll on the following table:

 

Roll Material Examples
01-25 Wood Barrel, chair, chest
26-50 Stone Statue, rock, planter
51-75 Ceramic Pot, bowl, lamp
76-00 Metal Jug, tub, poker

 

Armor may not be worn on a location affected by this mutation.

 

Wood gives a Mutant +1 AP and the Painless Trait, both on the affected location only. The location gains one Ablaze condition on any critical hit with a fire weapon. Other effects are:

Wood

 

Stone gives a Mutant +3 AP and the Painless Trait, both on the affected location only. Critical hits to the location are ignored when the attack roll is a double. Other effects are:

Stone

 

Ceramic (including glass) gives a Mutant +1 AP and the Painless Trait, both on the affected location only. Because ceramic is brittle, use the higher number as tens when rolling on the Critical Tables. Other effects are:

Ceramic

 

Metal gives a Mutant +2 AP and the Painless Trait, both on the affected location only.  Other effects are:

Stone

 

Use Your Imagination!

More than any other mutation, this one requires some imagination on the part of the GM. It is not possible to cover in detail the effects of fusing with every possible inanimate object, so feel free to treat the effects above as guidelines rather than hard rules. Use them as a starting point, play around with the modifiers, and produce something that you personally find satisfying.