Like Warhammer Fantasy, the first edition of Warhammer 40,000 (Rogue Trader) was also designed to allow for Role-playing adventures in the far, dystopian future. Though, even less detailed than the rules presented in 1ed. WHFB, they are also less confusing! No special skills but for psychic powers and great material for a sword and planet style campaign! The only thing missing are monetary values for the equipment, and the character advancement rules are very simple. Dragon Magazine 149 had a great article by Ken Rolston on using 40k as RPG. Put on Scribd by user Mark Argent: http://www.scribd.com/doc/112035819/Orcs-in-Space
Thanks Mark!
It's a nice article, but for the death and injury rules I'd probably use those of 1st edition Warhammer Fantasy...
woensdag 10 juli 2013
zondag 7 juli 2013
WEIRD EFFECTS FOR DYING ELVES
Human scholarship is still in debate
about the nature of elves. Some say they are petty-gods and angels,
others regard them as a type of undead while yet different scholars
say they are spirits of the natural wilds, of flora and fauna. In a
sense they are al right, Elves are concepts of nature and myth in
human form. While in human form, their inner spirit has little effect
on their being, other than a general sense of alieness that permeates
them, causing fear in goblins and general unease among men. It also
gives them natural longevity and aptitude for magic.
If an elf dies from combat, magic or
poison, roll a d6 and consult the appropriate table below:
WOOD ELF
1. Bursts apart in a flurry of leaves
and flower petals that disperse on the wind
2. Bursts apart into a swarm of
butterflies that flutter away in all directions
3. Melts away on the ground forming a
patch of moss and weeds
4. Melts away on the ground after which
a small, flowery shrub grows in the place he fell. The flowers may be
used as ingredients for a healing potion
5. falls to the ground and turns into a
log of wood. The wood can be carved into a club or bow with d3
magical properties.
6. Falls to the ground and melts away,
within 2d6 days a spirit tree will grow up on the spot. When the
spirit tree or any surrounding trees within 2 miles are in danger of
being chopped down, the spirit tree becomes a treeman and attacks the
offenders.
SEA ELF
1. Becomes an apparently normal corpse,
but rather than decay, turns into a patch of coral if submerged in
water
2. Bursts apart in a watery splash
3. Melts away on the ground, forming a
small pool of salt water
4. Liquefies after d6 turns. The liquid
may be used as a potion of Breathe under water or philtre of wetted
humours
5. Liquefies after d6 turns, the liquid
may be used as a potion of Walk On Water or philtre of wetted humours
6. Falls to the ground and melts away.
After 2d6 days, a spectre of the elf will appear and haunt the
general area where he fell.
HIGH ELF
1. Becomes an apparently normal corpse,
but does not rot and decay
2. Bursts apart into a flock of
sparrows
3. Melts away on the ground, forming a
patch of thorny white roses
4. Melts away on the ground, a small
patch of healing herbs grow where he fell
5. Falls to the ground and immediately
decays, leaving only hair and bones which can be used to create d6
philtres or one amulet of aerial humours
6. Falls to the ground and melts away.
After 2d6 days, a wight will appear and haunt the general area the
elf fell.
DARK ELF
1. Falls to the ground and bursts into
a swarm of tiny lizards who scurry away as fast as they can
2. Bursts into a flock of tiny bats who
flutter away in the darkness
3. Melts away on the ground, a patch of
poisonous purple and white mushrooms grows in the spot
4. Falls to the ground and immediately
decays, leaving only hair and bones which may be used to create d6
philtres or 1 amulet of earthen humours
5. Falls to the ground as a heap of
rubble and gravel. 2D6 magical sling stones (+1 to kill) may be
salvaged from the heap.
6. falls to the ground and melts away.
After 2d6 days, a wraith will appear and haunt the general area where
the elf fell.
Adjusted Firsthammer skill system
If and when I'm going to play
Firsthammer as RPG I'll pretty much run it by the book. However, I
will have a few modifications and house rules in place which
hopefully improve the experience. One of the most involved
modifications is an edit of the skill-system presented. My gripe with
it is that it does not describe most skills and has a few superfluous
skills. So here is my first draft of that.
(HUMAN) SKILLS
This is my modification of the original skill list. Starting characters have D4-1 skills (as described in WH1 vol.3). Characters with Intelligence of 10 or better have 1 additional skill.
This is my modification of the original skill list. Starting characters have D4-1 skills (as described in WH1 vol.3). Characters with Intelligence of 10 or better have 1 additional skill.
Roll
a d100
1-10
Trapper
Can set traps using string, ropes, sticks and pits. These have a 75% chance of being effective and take d6 turns to construct for small creatures (s1) and +1d6 for each strength grade higher (to construct a mantrap takes 3d6 turns as the average human's strength is 3)
Can set traps using string, ropes, sticks and pits. These have a 75% chance of being effective and take d6 turns to construct for small creatures (s1) and +1d6 for each strength grade higher (to construct a mantrap takes 3d6 turns as the average human's strength is 3)
11-18
Tracker
Will be able to
find, follow and recognise tracks in soft ground, snow or dusty
corridors.
19-25
Trader
Will be aware of
most commodity prices and their differing values in differing areas.
May “haggle” to reduce an item's price by 10%.
26-30
Sailor
Can perform general
ship-board duties
31-32
Carpenter
Can construct and
repair wooden items and structures.
33-34
Servant
May dodge close
combat attacks on an unmodified roll of 6 on a d6.
35
Herdsman
Can train and
direct dogs.
36-40
forger
Can make fake
documents and counterfeit coins with the right equipment.
41-44
con man
+1 to bluff rolls.
45-53
pick pocket
Characters with
this skill can attempt to pick pockets. The GM determines the number
of pockets -roll a d4+2 if this is not specified. Money or treasure
is randomly distributed amongs these pockets. To pick pockets the
thief must contrive to bump into the target or make some other form
of physical contact. A drunken embrace or even a handshake will
suffice. At each contact the player may choose 1-4 pockets to 'dip'.
After each attempt the GM should roll a d100 to see if the theft has
been noted. The base chance is 10% per pocket dipped minus the
thief's Initiative, +10% for each pocket dipped and +10 for each
subsequent attempt/contact. (I.e a thief with I 6 who 'dips' 3
pockets has a 24% chance of getting caught in the act).
54-60
pharmacist
Identify potions
and poisons, may brew potions and poisons of various kinds.
61-67
actor
Good at pretending
to be other people (disguise)
68-75
minstrel
Can always earn a
little money by singing and telling stories.
76
Barber-surgeon
Can perform surgery
and apply medicine to injured or sick characters and gain the bonuses of Healers when performing first aid as described in the Injury and Death chapter. Also they may perform surgery on characters to remove permanent effects of injuries. This will require a successful Intelligence test (modified by GM at his discretion). Failed surgery may have additional adverse effects.
77-81
Jeweller
Is aware if the
value and rarity of various gems and can identify forgeries.
82-85
Woodsman
Can walk silently
in woods and may subsist and feed other people safely in a
wilderness. He can identify most naturally poisonous plants.
86-88
Fisherman
Can safely operate
a row boat with ease, knows the best spots in a body of water to
fish
89-92
Thug
Has only a -1
to-hit penalty when fighting unarmed, no to-hit penalties when using
an improvised weapon. If this skill is rolled twice, a thug may make
an unarmed attack in addition to normal (armed) melee attacks (if
armed with weapon+shield, double handed or two weapons, this attack
would be a kick or head-butt).
93-95
Armourer
May, given the use
of a forge, make weapons, armour and sundry special gadgets.
96
Miner
A miner will be
able to tell if a dungeon or mine is safe. He will be able to
recognise most of the characteristics of goblin, dwarf, human and
other tunnelling.
97
Engineer
Can supervise the
construction of engines (cranes, catapults, ballista's), buildings
and fortifications.
98-100
Linguist
Can understand the
basics of any language by passing an Int-test. May be fluent in one
additional language other than his own.
Social
status and skills
As I will be using
the Social Standing characteristic too (RAW) I'll give any
aristocratic player character the option of having a servant-retainer
with the generated skill rather than the aristocrat knowing a skill
that is obviously beneath their station (such as miner, thug,
fisherman etc.).
OPTIONAL RULE:
ALTERNATIVE ELVES
In warhammer, Elves
are nothing but a sort of ubermensch with aptitude for magic. Below
an alternative skill list for Elf characters to use instead of the
normal skill-list. The abilities are a mix of mundane skills and
stuff inspired by European Myth and some excellent blogposts
(Middenmurk, Jrients and others) on making elves more alien/weird/fey
Fey
Feats
Elves are fey and
otherworldly beings and sometimes have magical powers. If an elf
generates a skill that requires life energy to use, generate life
energy as for a wizard, even if the elf is not a wizard character.
At each 1500 experience points the elf acquires, generate a new Fey Feat.
At each 1500 experience points the elf acquires, generate a new Fey Feat.
Roll
a d100
1-10
Trapper
Can set traps using string, ropes, sticks and pits. These have a 75% chance of being effective and take d6 turns to construct for small creatures (s1) and +1d6 for each strength grade higher (to construct a mantrap takes 3d6 turns as the average human's strength is 3)
Can set traps using string, ropes, sticks and pits. These have a 75% chance of being effective and take d6 turns to construct for small creatures (s1) and +1d6 for each strength grade higher (to construct a mantrap takes 3d6 turns as the average human's strength is 3)
11-18 Tracker
Will be able to
find, follow and recognise tracks in soft ground, snow or dusty
corridors.
19-25
Animal spirit
The elf is a were-creature. Generate the were-factor as normal (d6)
wood elf: Were boar, bear, wolf or tiger
High elf: were-tiger
Sea elf: were-rat or were-wolf
Dark elf: were-rat
The elf is a were-creature. Generate the were-factor as normal (d6)
wood elf: Were boar, bear, wolf or tiger
High elf: were-tiger
Sea elf: were-rat or were-wolf
Dark elf: were-rat
26-30
Sea Elf
Can perform general
ship-board duties. May breathe under-water at -1 life energy/10
minutes
31-32
Scout
Excellent vision
and excellent hearing (+1 to spot checks)
33-34
Wardancer
Lightning reflexes
(always strike first or in initiative order if surprised)
35
Magical Sleep
Put d6 foes to sleep for 2d6 turns. Expend 1 life energy per foe per turn.
Put d6 foes to sleep for 2d6 turns. Expend 1 life energy per foe per turn.
36-40
Fey
At night, the Elf appears otherworldly and ghost-like, causing fear in domestic animals, humans, halflings, orcs and beastmen and terror to Goblins.
drawback: enemies striking the elf with iron weapons receive a +1 to wound. The elf may only use weapons of wood, stone, silver, bronze and mithril (ithilmar/gromril)
At night, the Elf appears otherworldly and ghost-like, causing fear in domestic animals, humans, halflings, orcs and beastmen and terror to Goblins.
drawback: enemies striking the elf with iron weapons receive a +1 to wound. The elf may only use weapons of wood, stone, silver, bronze and mithril (ithilmar/gromril)
41-44
White (wo)man
At night, the elf may turn into a Spectre (WHTMCFRPG vol.1 p. 50) for 1 life energy per turn, and operate under the rules as detailed for such creatures. The spectre cannot use other abilities or cast spells, nor can s/he use any equipment. To revert to corporeal elf-form, the elf must pas a WP-test at -1 for each 3 turns spent as spectre. A number of failed tests equal to the Elf's WP indicates the elf cannot rematerialize in mortal form and will vanish when his life energy runs out or when caught in sun-light. The elf-spectre will continue to haunt the area where he was last seen every night until banished by an exorcism or banish undead spell.
At night, the elf may turn into a Spectre (WHTMCFRPG vol.1 p. 50) for 1 life energy per turn, and operate under the rules as detailed for such creatures. The spectre cannot use other abilities or cast spells, nor can s/he use any equipment. To revert to corporeal elf-form, the elf must pas a WP-test at -1 for each 3 turns spent as spectre. A number of failed tests equal to the Elf's WP indicates the elf cannot rematerialize in mortal form and will vanish when his life energy runs out or when caught in sun-light. The elf-spectre will continue to haunt the area where he was last seen every night until banished by an exorcism or banish undead spell.
drawback: enemies
striking the elf with iron weapons receive a +1 to wound. The elf
may only use weapons of wood, stone, silver, bronze and mithril
(ithilmar/gromril)
45-53 Marshlight
may cast magic
light for 2 energy without the use of a philtre or amulet
drawback: enemies
striking the elf with iron weapons receive a +1 to wound. The elf
may only use weapons of wood, stone, silver, bronze and mithril
(ithilmar/gromril)
54-60 Herbalist
Heal injury,
identify plants, poisons and potions
61-67 Tree-spirit
May turn into a dryad at-will for 1 life energy. While in dryad-form the elf loses 1 life energy per turn. To turn back into a normal elf, the elf must pass a willpower test at -1WP per 3 turns spent as Dryad. If a number of tests equal to the Elf's WP have failed, he remains in Dryad-form. Once the Dryad's life energy runs out, the Dryad becomes a normal, immobile tree.
Dryad stats: BS:-1, S+1, T+1, W+1, I:-2, A:+1, armour save 5+. While in Dryad form, the elf attacks with natural weapons and cannot use any other equipment. The elf may still cast spells or use other special abilities that do not require the use of tools or weapons.
68-75
minstrel
Can always earn a
little money by singing and telling stories.
76
Elf-guest
Open locks
Open locks
77-81
Elf shot
Treat all bows as an Elf Bow (range, strength)
Treat all bows as an Elf Bow (range, strength)
82-85
Woodsman
Can walk silently
in woods and may subsist and feed other people safely in a
wilderness. He can identify most naturally poisonous plants.
86-88
Sense magic
If not a wizard, the elf gains the sense magic ability. If a wizard, the elf knows one additional spell.
If not a wizard, the elf gains the sense magic ability. If a wizard, the elf knows one additional spell.
89-92 Hypnotist
-still need some rules for that
93-95
magic awareness
If not a wizard, the elf gains the magic awareness ability, if a wizard, the elf knows one additional spell.
If not a wizard, the elf gains the magic awareness ability, if a wizard, the elf knows one additional spell.
96
speak to animals
The elf can speak to animals and understand their language.
The elf can speak to animals and understand their language.
97
Alien
-1/10 to reaction tests
-1/10 to reaction tests
98-100
Linguist
Can understand the
basics of any language by passing an Int-test. May be fluent in one
additional language other than his own.
OPTIONAL RULES:
DWARVES
Like elves, though I
like Warhammer's characterization of Dwarves, I want to do some
de-humanization of these creatures too. Making them a bit more like
their mythological counterparts outside fantasy gaming. Therefore
dwarfs may go for Dwarven Crafts instead of the normal skills:
Dwarven
crafts
Roll
a d100
1-10
Trapper
Can set traps using string, ropes, sticks and pits. These have a 75% chance of being effective and take d6 turns to construct for small creatures (s1) and +1d6 for each strength grade higher (to construct a mantrap takes 3d6 turns as the average human's strength is 3)
Can set traps using string, ropes, sticks and pits. These have a 75% chance of being effective and take d6 turns to construct for small creatures (s1) and +1d6 for each strength grade higher (to construct a mantrap takes 3d6 turns as the average human's strength is 3)
11-18
Tracker
Will be able to
find, follow and recognise tracks in soft ground, snow or dusty
corridors.
19-25
Trader
Will be aware of
most commodity prices and their differing values in differing areas.
May “haggle” to reduce an item's price by 10%.
26-30
Greedy
Gains double experience for any gold looted. If of avarice alignment, the dwarf earns experience at a rate of 1:1 (i.e. acquiring 8 gold crowns is 8 XP.).
Gains double experience for any gold looted. If of avarice alignment, the dwarf earns experience at a rate of 1:1 (i.e. acquiring 8 gold crowns is 8 XP.).
31-32
Carpenter
Can construct and
repair wooden items and structures.
33-34
alcoholic
Subject to alcoholism. However, each pint of strong drink consumed gives +1 strength for the next turn.
Subject to alcoholism. However, each pint of strong drink consumed gives +1 strength for the next turn.
35
Conman
+1 to bluff rolls.
+1 to bluff rolls.
36-40
forger
Can make fake
documents and counterfeit coins with the right equipment.
41-44
Ugly
-1/10 to reaction tests, cause fear to children, imbeciles (humans with INT 3 or lower) and Halflings in night and darkness.
-1/10 to reaction tests, cause fear to children, imbeciles (humans with INT 3 or lower) and Halflings in night and darkness.
45-53
pick pocket
Characters with
this skill can attempt to pick pockets. The GM determines the number
of pockets -roll a d4+2 if this is not specified. Money or treasure
is randomly distributed amongst these pockets. To pick pockets the
thief must contrive to bump into the target or make some other form
of physical contact. A drunken embrace or even a handshake will
suffice. At each contact the player may choose 1-4 pockets to 'dip'.
After each attempt the GM should roll a d100 to see if the theft has
been noted. The base chance is 10% per pocket dipped minus the
thief's Initiative, +10% for each pocket dipped and +10 for each
subsequent attempt/contact. (I.e a thief with I 6 who 'dips' 3
pockets has a 24% chance of getting caught in the act).
54-60
Alchemist
Identify potions
and poisons, may brew potions and poisons of various kinds.
61-67
sense magic
If not a wizard, the Dwarf gains the sense magic ability, if a wizard, the Dwarf knows one additional spell.
If not a wizard, the Dwarf gains the sense magic ability, if a wizard, the Dwarf knows one additional spell.
68-75
Immune to poison
Poisons have no effect on this dwarf.
Poisons have no effect on this dwarf.
76
Berserker
subject to frenzy
77-81
Jeweller
Is aware if the
value and rarity of various gems and can identify forgeries.
82-85
Hard-headed
Half the time unconscious and change of death for head wounds.
Half the time unconscious and change of death for head wounds.
86-88
Sniffer
Detect the presence of metals, minerals and gemstones (1 type per level)
Detect the presence of metals, minerals and gemstones (1 type per level)
89-92
Thug
Has only a -1
to-hit penalty when fighting unarmed, no to-hit penalties when using
an improvised weapon. If this skill is rolled twice, a thug may make
an unarmed attack in addition to normal (armed) melee attacks (if
armed with weapon+shield, double handed or two weapons, this attack
would be a kick or head-butt).
93-95
Armourer
May, given the use
of a forge, make weapons, armour and sundry special gadgets.
96
Miner
A miner will be
able to tell if a dungeon or mine is safe. He will be able to
recognise most of the characteristics of goblin, dwarf, human and
other tunnelling.
97
Engineer
Can supervise the
construction of engines (cranes, catapults, ballista's), buildings
and fortifications.
98-100
Runecraft
Can engrave runes on metal items (blades, rings, bracelets etc, see warhammer magic)
Can engrave runes on metal items (blades, rings, bracelets etc, see warhammer magic)
zaterdag 8 juni 2013
OTHER CLASSES IN FIRSTHAMMER RPG
The first edition warhammer rules
provide us with but 2 classes, Fighter and Wizard, and in many ways
the Warhammer fantasy battle system has always been about those two
classes and its variants.
In fact, the skill system of
Firsthammer provides some additional flavours to both classes, as
certain skills would make your character also a ranger (trapper,
tracker, woodsman), bard (Actor, Minstral) or rogue (pickpocket,
conman, transvestite).
The few related publications of WD and
a few miniature boxed sets also provide us with the idea that a
Wizard may be role-played as priest (Thistlewood Scenario, WD45) and
Fighters as Thieves (Thistlewood, Dorian Redhorn & the Lizard
King -lizardmen boxed set, Watch Out There's a Thief about -WD51).
But aside from the “ Watch Out There's a Thief about” article,
both the cleric class and thief class can be viewed as a role-played
variant of the wizard and fighter class respectively.
In many ways, this is fine. It requires
some creativity of the players and GM, but one can easily figure out
that an Avarice aligned Fighter or Wizard with the Pickpocket and/or
Conman skill(s) can be role-played as Rogue more than Fighter or
Wizard, or a player may decide his Good Aligned Wizard is actually a
priest of some religion, rather than a student of the arcane... But
how would the Firsthammer skills come in to play for Clerics? Well, a
wizard with the sailor skill might be a priest to a Sea God, a wizard
with the Trader skill might have turned his back on his previous
profession of greed to tend to the needs of the soul. Smart players
and GM's can work something out.
In the 2nd edition scenario
pack Bloodbath at Orc's Drift, we are presented with another kind of
thief-type character, the Half-Orc spy and also a (drunken) Druid.
Let's take a deeper look at how these
other classes are handled in Oldhammer scenario's and articles.
WD 45: Thistlewood, Meet the
Oldhammer Cleric and Warhammer's first Thief
Thistlewood is the
first White Dwarf published scenario for Warhammer, and provides us
with the First Cleric: Bishop Milendon, and the first Thief: Foro
Malas (NPC).
Bishop Milendon is
what one might call a 'themed character', a Mastery 4 wizard whose
spells are chosen based on what the scenario designer found fitting
for a cleric. Such as they are: Cure Light injury, Blessing, gift of
tongues, flight, aura of mighty resistance, Telepathy, aura of
steadfastness, hold door, mystic mists, aura of invisibility, banish
undead, invisibility, inspiration and wall shaker. He has some
religiously themed trappings in the form of a silver crucifix and the
Mace of the White Lord (magic weapon, +2 to hit and kill) and has a
heroic characteristics profile. A bad-ass character this, though he
lacks armour (may be remedied by spells). Also, he is unaffected by
Fear and Terror.
The
Cleric as “themed wizard” has remained a staple for WFB scenario
writers throughout editions to handle priests, and there are a few WD
and Citadel Journal scenario's were Priests are featured as wizards
using particular spells or lores. For example, the priest of Taal in
the 5th/6th
edition versions of the Maisontaal Abbey scenario is treated as Level
2 or 3 wizard with the Amber/Beast lore of magic. I think this is
also influenced by 1st
edition WFRP, where most priests use, with some restrictions, the
basic magic types, rather than having special priest spells although
Druids get their own lore of Druidic magic.
So, being a Cleric in Firsthammer is an option for players, but
mainly as character background and theme than a mechanical decision
like in D&D.
Bishop Milendon is
pursuing a thief named Foro Malas, who is in fact, a Fighter with
Move 5 (rather than 4 as normal for humans), WS, BS and I of 8, 2
wounds and 1 attack. His equipment is a light crossbow and a curved
dagger, nothing else. Also, no mention is made of any thieving
skills, only that he managed to make off with a relic of the Bishop's
temple.
In any case, one
must house-rule firsthammer thievery anyway, so why not base it
around initiative tests to accomplish certain tasks, or just have
player ingenuity decide things with ad hoc GM rulings when special
situations pop up?
Lizardmen Boxed set: Dorian Redhorn
Dorian Redhorn is
another “themed” character, nothing in his characteristics
clearly mark him out as thief (he's just a basic hero more or less),
but his choice of magic items in the scenario he stars in have
definitely a roguish, thieving-based theme.
WD51: Watch out, there's a Thief
about, WFRP design notes
This article in WD 51 gives a set of
tables and skills to generate Thieves in Warhammer games, pre-WFRP,
and is in fact, presented as a sneak peek of the 'forthcoming WFRP
rules'. The rules are said to have been play-tested, but I can't
imagine them to be “balanced” for a role playing campaign as
presented in Volume 3 of the white box. The reason I think so is
because of the random characteristic bonuses granted to (starting)
thieves of various kinds. Using these rules, it is entirely possible
to start your thief character with Weapon Skill or Bow Skill 10!
The presented Thieves' Skills are well
conceived though, and most of them were kept with little modification
for the 1st edition of WFRP, so if you're interested in
the history of that system, WD51 is well worth checking out.
For 1sthammer role-play, the article is
a mixed bag, the rules for generating thieves are not based on the
character generation rules of 1st edition and unbalanced
when combined with the volume 3 system. However, the article does
finally give detailed rules for the Pickpocket skill and offers some
rules for actions that could come up in an adventure but are not
covered in 1st ed. Vol.3 and some new weapons. It's value
to me thus lies in the rules provided for bluffing, blathering,
grapnels, pistols, throwing knives, bombs, lock-picking, jumping,
spotting (traps) and picking pockets.
Bloodbath at Orc's Drift:
Lock-picking, sneak-attacking half orc spies ...and also: Druids
This scenario pack
was written for 2nd edition, but I include it here because
it presents two interesting character classes not found elsewhere in
WFB material: the Spy and the Druid.
The spy is a
Half-orc with some characteristic advances, among others a +6 to
initiative (Initiative 9)! Also he can pick the lock of his prison on
a 3+ (d6) and back-stab an enemy on a 3+ (d6) as well. The back-stab
allows the spy to strike a blow against an enemy he attacks in the
rear without the enemy being able to strike back at the spy for that
turn. Elegant way to handle that rule in a Warhammer battle if you
ask me.
These special
rules could be used in a rules-light RPG variant of WFB. I'd probably
make it a variant on Wizard Levels: the spy starts with one level
each in lock-pick and back-stab, succeeding in such actions when he
rolls a 6 on a d6. Advancing the skills would give a +1 to the roll,
up to a maximum ability of 3+ on a d6 (level 4). lock picking tools
would give a +1 bonus to lock-picking, while lock quality should also
modify the required score, though a 1 should always count as failed
attempt.
As pickpocket is
already a skill available to all characters, and 1st
edition characteristic advancement is generally uniform (though with
wizards needing more XP to advance fighting stats), one only has to
decide at which experience levels these two skills can be advanced.
Alternatively, one might make an alternative advancement table for
thieves that sets them apart from fighters. Maybe by offering
advances to wounds and attacks at later levels than the fighter.
Bloodbath also
gives us rules for a Druid, Snart, again a modified wizard, who may
have some newly designed spells one would later find among the druid
spells in WFRP. He is restricted in his magic and his spell
allocation rules differ from the standard rules, giving him access to
battle magic spells up to level 2 and elementalist spells up to level
4, though he may only have one spell of each lore per level available
(so max. 6 spells in total). He may exchange elementalist spells for
the special druid spells.
Snart is, as far
as I know, the only Priest-type character in pre-6th
edition WFB to have actual special rules based on his profession, and
it poses interesting idea's for having a Priest class in 2nd/3d
editon WFB role-playing scenario's.
Edition 3+ Specialist troops
In 3d edition,
Warhammer had moved into wargaming territory by and large, relegating
roleplaying adventures to its sister game WFRP. This edition did
feature various specialist troop-types such as berserkers and
foresters, but also assassins. Many specialist troops could be
regarded as ranger variants (animal handlers, foresters, skirmishers,
missile elites) or fighters (Berserkers, Flagellants, shock elites).
The assassin rules basically give a character figure the ability to
'Hide in crowds' (i.e. a warhammer regiment) and perform a sneak
attack. That's all there is to it. Would I try to RPG with the 3d
edition rules, this would need some work, or should be substituted
for the rules of Bloodbath's Half-orc Spy. Third edition does in some
ways provide a class and level system with the elite-troops and hero
levels rules, though does not provide campaign-play advice, though
one might look to the later Realms of Chaos supplements for
inspiration on XP rewards (favour points in RoC) and experience
thresholds for advances. WH40K:RT is another source for a simple XP
system. A player character could start as a +1 Shock Elite (fighter
level 1) and progress through the Shock Elite upgrades to 5 hero and
beyond with 25 hero as the final level.
Conclusion
So, thieves and
clerics in WFB scenario's are more or less, characters with a
particular background or theme, in rare cases provided with special
rules (Bloodbath at Orc's Drift), defined rules for these
character-types eventually appearing in WFRP, which, despite it's
obvious links to the wargame, is quite a different rules system. What
would you prefer in an Oldhammer role-play variant as I envision it?
Background flavour and player preferences or actual (house) rules?
The WD51 rules for
Thieves are in my eyes, unbalanced if combined with the roleplaying
rules of 1st. ed. Vol.3, though gives some good idea's on
skill use and handling RPG actions such as jumping gaps and looking
for traps.
donderdag 6 juni 2013
CHARACTER CLASSES IN WARHAMMER 1ST EDITION: THE FIGHTER AND WIZARD
The role playing
rules of Firsthammer include only two character classes, if one could
name them as such: The Fighter and the Wizard. Other classes are
often a 'flavour' of one of these two, determined by what skills a
character has. In fact, to this day, there are but two main classes
in Warhammer: the Fighter and the Wizard*
The Fighter
In essence, all
Firsthammer Player Characters are generated as fighters, it is the
default “class”, and it is entirely possible that a wizard Player
Character starts out more proficient in combat than a Fighter! The
Fighter does advance faster in the fighting skills department though,
so would eventually catch up to the “master swordsman magician”
should he survive enough adventures.
The distinction between swordsmen and archers is a tactical choice
for all players, and I think that those who want to be wizards would
choose archer over swordsman.
So, your character is always a fighter first, in this hybrid system
of RPG and table-top wargame, and you have the option to become a
wizard at character creation provided your Intelligence score is high
enough (5+). The only advantages you have as fighter over the wizard
is that you get physically stronger faster and have the simple role
of hitting things. Oh, and you don't have to make the tough decision
between wearing armour or not, as wizards may wear armour too but get
penalties to casting spells when doing so.
The Role Playing rules of Firsthammer, being summary as they are, do
not include a lot of guidelines on high level play and character
(class)-goals like in D&D, but FoF. Vol.2 gives an insight in
what the advancement goals of characters may be from the Hero
Generation rules:
- Finding a magic weapon
- Getting some miscellaneous magical equipment
- attracting followers, both humanoid and non-humanoid
- finding and taming a Fantastic Mount.
i.e. these are things a randomly generated hero might have, and thus
should conceivably be obtainable by Fighter player characters. Magic
weapons and items could obviously be found in dungeons, and humanoid
followers are available as hirelings. The non-humanoid “creature”
followers pose more of a problem, how to handle these? A character
might need an “Erberard's Leash”, a binding spell or come across
a puppy of the creature and raise/train it as pet. More involving
stuff. Fantastic Mounts include warhorses and horse-sized riding
animals. While (war)horses are relatively easy to obtain, the more
fantastic mounts such as riding reptiles, griffins, manticores etc.
are more difficult to get... I noticed Centaur to also be an option
as mount, which would obviously require the deep trust and friendship
of such a creature (but, hey, that would be awesome!).
The Wizard
Being
a Wizard in Firsthammer is a player's option provided his Character's
intelligence is 5 or higher. By becoming a wizard you get the ability
to sense magic in items, discover if there are people using magic
nearby and of course the ability to cast spells. Your advancement
focusses on the arcane arts, so physical attributes (fighting
characteristics) advance at a slower rate than fighters, making you
comparatively fragile at higher levels. Even so, the survivability of
a wizard is not that much worse than that of a fighter if compared to
D&D, mainly because the combat system is a wargame and handles
'hit points' differently. Up to experience level 500 (points),
fighters and wizards have an equal amount of wounds, the fighter's
advantage lying in his faster fighting skill advancement, which does
contribute to survivability. It is even possible for a wizard to have
a head start on a fighter concerning the fighting characteristics,
though the fighter is bound to catch up and gain the lead eventually.
That being said, the Wizard is very resource management intensive as
a character type. Your ability to cast spells is restricted by your
constitution points and access to spell ingredients (philtres,
amulets, talismans and staffs) and most ingredients are not easy to
acquire. Thus, a wizard who has run out of constitution or
ingredients is relegated to being a fighter who advances his fighting
skills rather slowly. The magic system does give wizards a strong
incentive to go out into the world on adventures to get the all
important resources and ingredients required for many spells. Most of
these can only be found in dungeons, lairs, other wizard's towers
etc. And while they do turn op in random treasure tables (both in
WTMCRPG vol.3 and FoF. Vol.3), a GM should take some care that wizard
players have some opportunities to renew their resources or get those
spell-ingredients, such as talismans, that are not expended while
casting spells.
For “character goals” based on FoF Vol.2's chapter on heroes and
wizards, the wizard has a few additional objectives, namely getting a
(special) staff and spell ingredients/talismans. The random wizards
generated using those rules acquire followers and mounts at later
“levels” than heroes, and get fewer followers to boot, but
includes the possibility of having apprentices (level 1 wizards) and
lesser heroes among them.
Conclusion
Firsthammer RPG offers two “character classes”, Fighter and
Wizard (actually: Fighter/Mage). The choice between both being
largely a matter of personal preference. If you like resource
management and arcane arts, go wizard. The fighter is in essence your
average hack and slash guy.
*though, the addition of warrior/liche priests, assassins and scouts
provide additional 'classes' to some races, these are generally just
a variation on either of the two main classes.
maandag 3 juni 2013
Long time no blog
Hi guys!
It's been a while since I blogged, for real life got in the way for a bit (or, rather, took it's rightful place in my schedule!). I have reacquired an interest in RPG-reading again recently and I'm planning to come up with a few things:
1. A roleplaying game variant of the WFB2/3 rules. i.e. same stats, same phases, same resulotion mechanics, but with character creation, a class and experience system and price list. supposed to be short and rules-light. a hybrid of Warhammer Quest, Advanced Hero Quest, WFB 1st edition, WH40K:RT and WFB 3d edition
2. a smallish campaign-setting in some dung-age borderlands region (15x15 squares on 1cm gridpaper, 1 square is 10 miles/km) which should be slightly gonzo by the inclusion of Amazon-guarded ruins of the Old-Slann where some 40K gear can be obtained... and a (if I get it right) simple mechanic to have some dynamic elements in the region in the form of roving Chaos Champions (using realms of chaos).
3. Get some mates together to play adventurehammer (still not done that, talked about it though).
One thing that always kept me from finishing my WQAHQWFB40KRT hybrid was that I just couldn't come up with an effective random character generation system and was unsure about skills and special abilities. You know, if I'd just keep to the simplistic rules of WH40K:RT it could all be fun at first, but start to become stale by the 5th or so session, where characters have advanced to champion level, and psychic/magic aside there is little to diversify races/warriors. I also wanted to step away from the "humans of different flavours and sizes" that are the WHFB humanoids. Elves and Dwarves should be alien (Middenmurk has some very cool idea's on this, though D&D based), especially the Elves, and guess what, there are a few things in 3d edition WFB that can make elves more like the mythical folkloristic spirit beings they are inspired on: shapechangers, inflicters of pain and disease, etc. etc.
My plan is for humans to be rather mundane, with a very small chance of knowing actual magic, but having access to trainable skills, knowledge (alchemy) and abilities, and maybe some religious quirks/rites/madness/depravities while elves and dwarves have the options of supernatural or plainly weird powers and abilities. Some based on spells or magic item properties, others being "trainable" or slightly natural.
then again, I hope I find the time between recording an album, getting a new job and learning how to drive a car :P
It's been a while since I blogged, for real life got in the way for a bit (or, rather, took it's rightful place in my schedule!). I have reacquired an interest in RPG-reading again recently and I'm planning to come up with a few things:
1. A roleplaying game variant of the WFB2/3 rules. i.e. same stats, same phases, same resulotion mechanics, but with character creation, a class and experience system and price list. supposed to be short and rules-light. a hybrid of Warhammer Quest, Advanced Hero Quest, WFB 1st edition, WH40K:RT and WFB 3d edition
2. a smallish campaign-setting in some dung-age borderlands region (15x15 squares on 1cm gridpaper, 1 square is 10 miles/km) which should be slightly gonzo by the inclusion of Amazon-guarded ruins of the Old-Slann where some 40K gear can be obtained... and a (if I get it right) simple mechanic to have some dynamic elements in the region in the form of roving Chaos Champions (using realms of chaos).
3. Get some mates together to play adventurehammer (still not done that, talked about it though).
One thing that always kept me from finishing my WQAHQWFB40KRT hybrid was that I just couldn't come up with an effective random character generation system and was unsure about skills and special abilities. You know, if I'd just keep to the simplistic rules of WH40K:RT it could all be fun at first, but start to become stale by the 5th or so session, where characters have advanced to champion level, and psychic/magic aside there is little to diversify races/warriors. I also wanted to step away from the "humans of different flavours and sizes" that are the WHFB humanoids. Elves and Dwarves should be alien (Middenmurk has some very cool idea's on this, though D&D based), especially the Elves, and guess what, there are a few things in 3d edition WFB that can make elves more like the mythical folkloristic spirit beings they are inspired on: shapechangers, inflicters of pain and disease, etc. etc.
My plan is for humans to be rather mundane, with a very small chance of knowing actual magic, but having access to trainable skills, knowledge (alchemy) and abilities, and maybe some religious quirks/rites/madness/depravities while elves and dwarves have the options of supernatural or plainly weird powers and abilities. Some based on spells or magic item properties, others being "trainable" or slightly natural.
then again, I hope I find the time between recording an album, getting a new job and learning how to drive a car :P
zondag 10 februari 2013
Forces of Fantasy
Forces of Fantasy
was the first published supplement to the Warhammer rules system.
Like the basic game it was a boxed set, and included 4 booklets:
Forces of Fantasy, Fighting Fantasy Battles, Arcane Magicks and the
Book of Battalions. It includes all of the new rules and errata introduced in the First Citadel Compendium (except for the Mark of Chaos article and Science Fiction/Modern rules).
Overall appearance
Forces of Fantasy
looks a lot more professional than the game it expands. The layout is
professional, arranged in neat columns with a good font rather than
the type-writer blurbs in the basic rules. The art is still very nice
and varied. Blanchitsu box-cover and the art inside by various
artists, include Tony Ackland, Nick Bibby and of course, John
Blanche.
Forces of Fantasy
The eponymous
booklet of the publication holds a large collection of army lists and
includes the army selection rules and introduces a points system for
organising your army into battalions of 1000 points.
It is the most
wargame-oriented booklet of the set, and also introduces rules for
regimental leaders and champions, banners and musicians. The rules
for capturing an enemy standard are very characterful and
complicated, basically a dice-off between both units, the loser
suffering casualties and the winner capturing the standard. Very
cinematic.
This booklet also
gives the rules for the Leadership Factor characteristic.
The point system
is not fully detailed as in 2nd edition/rogue trader, but
a list of equipment values is given just before the army lists.
There are a lot of
army lists, 4 types of humans (North, East, West and Oriental), 4
types of elves, Halflings, dwarves, gnomes, Orcs, several Goblin
variant (Great Goblins, Red Goblins, Hobgoblins, Night Goblins),
Chaos, Slann, lizardmen, undead, Giants and Monstrous Hosts. Each
army has several troop-types on offer and details the
character-models available to the armies. New special rules and
abilities are also introduced as well as a 3d character type just for
the Oriental Humans: the Martial Hero (basically a Wuxia
Shaolin monk “class” with amazing stats).
Once more, Chaotic attributes are mentioned but not detailed, and even the Chaos character models don't get rules in this book, the reader is once more referred to a 'forthcoming' supplement called "Realms of Chaos" to create his leader characters. The "Mark of Chaos" article from the First Citadel Compendium is presented as alternative, to use while awaiting the Realms of Chaos expansion, possibly in conjunction with the Character generation rules of FoF volume 2: Fighting Fantasy Battles.
The character
profiles for heroic leaders and wizards are introduced and have a
rough level system.
The wizard levels
were already mentioned in Volume 3 of the basic boxed set, but are
now codified into:
Mastery Level 1:
Novice
Mastery Level 2:
Acolyte
Mastery Level 3:
Adept
Mastery Level 4:
Mage
Heroes get three
levels to measure their power and ability, which start at much hire
characteristic scores than would later be the case:
Minor hero
(compared to
normal creature: +2 WS, +1 I, +1W)
Hero
(+3 WS, +2 BS,
+2W, +5I, +1A)
Mighty Hero
(+4 WS, +2BS, +1S,
+1T, +2W, +8I, +2A)
Some races/armies
have access to all levels of wizards/hero, while other are limited to
“Acolyte” level wizards and Heroes at best. Halflings are worst
of, no wizards and only up to Hero level Characters.
It is a very
useful booklet as the arrangement of text and the characteristic
profiles are very readable. In addition, every army-list also
includes a random generation table to generate the kind of creature a
party encounters in a random encounter. I.e if the GM generates a
random encounter with some Orcs with the tables in Vol3. Characters,
he may use Forces of Fantasy to see what kind of Orcs they are.
Each army/race
gets a bit of background, but it's very summary compared to later
publications. As of yet, nothing of the warhammer setting is set in
stone.
Fighting Fantasy Battles
Fighting Fantasy
Battles is a mixed affair, introducing new rules for siege weapons,
fire, buildings (and setting them on fire) and (finally!) Personal
Characteristics along with painting and wargaming advice.
We also get the
long awaited rules for Fighting Defensively (which allows you to stop
an enemy from attacking you), which is a very characterful rule and
ideal for RPG combat.
The rules for
mounted troops also add detail for small engagements if so desired.
There is also a
chart to generate random hazards (animals, monsters and undead)
inhabiting terrain features on the battlefield that units walk into,
very much like Newhammer's terrain rules. Generally there is a 5-10%
chance that any terrain feature holds some kind of creature. I think
it can be useful for sandbox adventures, or when the Player
characters seek out a resting place in the wilds.
The rules on
personal characteristics does not provide much rules for
characteristic tests, only Willpower introduces a system for Magical
Resistance, but all other characteristics are limited to providing
guidelines on what psychological conditions affect a character.
Leadership was detailed in the Forces... Booklet.
Intelligence
determines if a character is subject to Stupidity,
is a fast or slow learner, if a character can be a wizard (INT 5+
required) and how fast one learns skills or gets promoted in a day
job in one of the skill professions.
Willpower
introduces a system for magical resistance, and gives dwarves extra
flavour by making dwarfs with WP 16 (?) so immune to magic that they
cannot wield magic items, nor become wizards and cause fear to any
wizard within 12”.
Cool
is very much the characteristic of self-control in this edition.
Characters with a particularly low Cool are subject to Frenzy while
those with a high cool may be immune to Frenzy, Fear and Terror.
There
is also a page detailing the random generation of mercenaries. It's
interesting, but very much geared towards the wargame tier of
Firsthammer rather than the RPG side of the system.
Then
comes a bunch of pages detailing the tactics, organisation and
uniforms of the various races, followed by the Regiments of Renown,
who give us new insights in the warhammer world. Many of the
regiments or characters are still around to this day, including Josef
Bugmann, Menghil Manhide, Grom -the paunch of misty mountain and
Golgfag and his mercenary Ogres.
The
chapter that interested me the most is the chapter on randomly
generating Heroes and Wizards, in a manner that is quite possibly the
inspiration for the Realms of Chaos warband rules!
It
has a bunch of tables to determine hero/wizard level, their
characteristics, any possible magical equipment, fantastic mounts and
the chance of and number of followers a character has and what kind
of followers they might be (including animal/monster companions).
It's not at all balanced and I can't imagine these rules to see much
use in wargame battles with armies created using the battalion rules,
but I can see it's value in as a character generator in an RPG or
Skirmish campaign!
When
used as character generation rules for an RPG variant of Firsthammer,
you'd get characters that are more durable and possibly have a few
magic items and/or followers. I also like the remark that the quality
of randomly generated heroes is “In the hands of Goethi and Spanaal
the Gods of Chance”!
There
are rules for generating heroes for the three races available for
player characters in the Role-play variant, Men, Elves and Dwarfs. It
also gives a bit more differentiation between the 3 races, Dwarfs
being slow but tough having the highest possible wound score among
the three but lowest initiative levels, while elves are skilled, fast
and fragile (least max. wounds) and humans are somewhere in between.
The followers generation table for human characters is the most
diverse and might also factor in a character's alignment, some
results giving a human hero the choice between a Dwarf or Ogre or Elf
or Orc as follower.
It
also strikes me that elves have the lowest possible amount of
followers (d8 at best for a mighty hero/mage), while Dwarves have the
highest (3d10 for a Mighty Hero/Mage) and humans are again in between
(2d10 for a Mighty hero/mage). It seems unfair to have a quite
powerful race have the most henchmen, but in contrast to humans and
elves, Dwarfs get no 'creature' followers (which includes manticores
and wyverns!) like humans and elves do, nor may they have Fantasic
Mounts, so the possibilities of such may balance things out.
Hey,
let's make a hero!
Ackny Toland,
Minor Hero
Weapon skill: 8
Bow Skill: 3
Strength: 2
Toughness: B
Wounds: 1
Initiative: 3
Attacks: 1
Magic weapon (10% chance): none
Other magic (5% chance of 2): none
Followers (20% chance): none
Arcane Magicks
The third booklet is the most Role-play oriented of the lot. We get a
bunch of new magic items, magic item random generation rules, a few
new spells, new creatures and a more detailed and expanded treasure
generation table, detailing the possible 'treasures' found in various
kinds of buildings. Points values for magic items are not all to common throughout the book, but most rules include a monetary value in gold crowns, the currency used in the Role-play variant (WH1 vol.3).
Once more magic is very much geared towards (role playing) campaign play, but has
the potential to add a lot of flavour and excitement to the battle
game.
I like they way magic weapons are handled in this edition, weapons
often having a certain alignment (chaos, evil, neutral, good, avarice
or hunger), a willpower factor and possibly even a name! All these
factors must be taken into account to see if a character can wield
the magic item at full effect or suffers penalties using it, a
slimmed-down version of this was used in WFRP ed. 1 where you must
pass a WP-test to be able to use a magic item.
Unlike the white box Vol.2: Magic, there is not a whole lot of
setting-notes beside the introduction of Araby and its native magical
creatures (Djinn and Efreet) and items (flying carpet, magic lamp,
magic rope) and the chapter on Power weapons.
Forces of Fantasy as a whole introduces the Slann as the ancient race
of 'creator god-aliens' thet build the world and brought in magic,
the artefacts of the Slann being presented as Arcane Rods and Power
weapons. Arcane Rods are basically storage units for magical energy
that can be used to cast, enhance or resist spells. Power Weapons are
more dangerous items, which can enslave weak-willed characters and
drain away their willpower up to a point that the character is
compelled to undertake a long journey to some Slann ruin where some
ritual takes place that results in mastery of the weapon. Power
weapons are a bit like the later Deamon Weapons in that way (powerful
but dangerous to wielder and victim alike), but also find employ as
“laser-guns” and heavy hitters. These weapons should obviously be
very rare and highly sought after by ambitious characters and/or
villains and may inspire a campaign arc. Finding one by random chance
in a sanbox environment might add a defined plot to such a campaign
if the GM is willing.
The book of battalions
This booklet details some army lists. I'll not go into details on
these, for I am more concerned with the RPG aspect of things.
vrijdag 1 februari 2013
The 1st WARHAMMER, a closer look at Volume 3: Characters.
Unfortunately it's also the least
comprehensive of the 3 original booklets. It's apparently aimed at
experienced role-players who want to avoid system-switching between
Adventures and Mass-combat who are proficient house-rulers and home
brewers as the best we get from Volume 3 are guidelines.
The worth of this booklet for WFRP
scholars is however, enormous in my opinion. This is zero-edition
WFRP, with the kernel of the injury tables and career system.
I have yet to use the firsthammer rules
with my friends, but did some solo-games and it's quite a rules-light
RPG with low character survival chances at first.
The booklet starts with some general
information on how to play a role-playing game, yet gives a paragraph
on the handling of the player-character's miniature and by that
Warhammer remains a miniatures game even if used as RPG. And would we
have it any other way?
It does bring up an interesting,
board-gamist rule that only the player may move his character's
figure and once moved a player may not change his mind (like in
chess).
Volume 3 adds more characteristics to
the game: personal characteristics. Some have no mechanical use other
than determining wealth (social status) and general appearance, but
Intelligence, Cool, Willpower and Leadership are implied to have
mechanical effects in play. Sadly, these are barely covered and
aspiring Firsthammer GM's are left in the dark as what to do with
them!
A list of skills is also provided. It
features shockingly few actual rules on their use, has no less than 5
naval skills, 3 of which are absolutely superfluous and the list also
includes the cringe-worthy skill transvestite!
I'd hate to have an immature GM/Group when I roll that skill, and of
course it is also semi-superfluous as there is also an actor skill.
It's an interesting skill if done well though, if a GM treats it as
“disguise as opposite sex” skill, rather than implying your
character to suffer gender disphoria (unless you want to role-play
that of course!). It also brings up the question on what Dwarf women
would look like in your campaign, as Dwarves can get this skill and
male Dwarves invariably have beards while females have not, in
Warhammer lore (though firsthammer is pre-canon). So, in firsthammer,
do Dwarfettes have beards? I actually prefer them not to have
beards... but maybe they (sometimes) wear veils?
The characteristic
generation range is quite broad for certain characteristics, while
others have maybe two or three options. Wounds and attacks always
start at 1 and can only be advanced quite late into a campaign,
making character survival precarious. The injury table is quite
unforgiving too, so players would need to tread carefully to make it
to the level where they finally get that additional wound point. Off
course, if you get that maximum weapon skill of 6 and a good score
for bow skill to boot, you might have a good chance to slaughter your
way to experience level 500.
Playable races are
Humans, Dwarves and Elves, and may be generated randomly (1:2 chance
of human, 1:3 chance of Dwarf and 1:6 chance of elf).
What I don't like
here however, is the character generation sequence given, the order
in which you roll up your attributes as it is completely out of
sequence with the profile-organisation in the creature list, the
descriptive at the start of the chapter and the profile of sample
character wulfhand. It seems all randomly arranged in a random
fashion that is completely random!
But then, if
anything, randomness is of course, a big part of oldskool gaming,
especially Oldhammer (Realms of Chaos anyone?)!
One of
the personal characteristics I have tinkered with most before writing
the blog was Social Status. In Firsthammer you generate your social
class which determines wealth and in some cases starting equipment...
and that's it. While your character may be a Duke or Dwarf Royal
Prince, nothing says you have a castle and retinue, just more wealth.
I first considered nobles to have a chance on having estates and/or
retainers, or instead of rolling for skills rolling for privileges,
offices and titles but in the end I settled on something simpler as
there's only a 10% (20% for dwarves and elves) that a character is
generated with an aristocratic social standing. My house rule for
aristocrats would be that instead of having a skill, they may have a
servant-henchman with that skill, especially if a skill is a
commoner's profession. Could vary by race: human and elfish nobles
would sneer at blacksmithing being a peasant's job, while a dwarf
noble might take great pride in his family's forge!
I have a lot more thoughts on Firsthammer character generation I'll write up in another post (this one is long already).
Character
advancement is one of the more incomplete chapters of Firsthammer.
For starters, remember volume 2 where the writer tells us he will
give a (more) detailed explanation Life Energy in Volume 3? Well he
lied! All we get is the life energy generation rules and nothing
about the effects of losing large amounts of life energy.
Aside from
experience for killing mook NPC's (standard creatures) and acquiring
wealth, experience points are to be randomly generated if we follow
the rules. This might be okay in sandbox-style play where every
encounter is randomly generated, though for prepared adventures a GM
should predetermine the amount of XP based on what he throws at the
party.
The advancement
tables are a variant of D&D, I can see it no other way. There are
no “levels” mentioned though, but I might use “levels” as in
D&D for ease of use, as XP accumulates and at certain thresholds
advances are gained. The tables go up to “level 10”, but would
obviously be expanded on when WFRP were to be released. Would it? ;)
Wizards
get their own table for the magical stats, but also progress on the
fighter chart at double cost at the same time (so at XP100 a wizard
can advance both Constitution
and Initiative). The
table for wizards is a bit different though.
Absent from the
advancement tables are strength and toughness and personal
characteristics, so I might make my own variants to improve them.
Alignment is done a
bit differently in Firsthammer. Chaos is not yet an alignment, we get
Good, Neutral, Evil, Avarice and Hunger as alignments, and all but
Neutral alignment affect experience rewards in some ways or other.
Good aligned characters gain double XP for killing evil creatures but
penalties for slaying Good ones while Evil characters get double XP
for killing good creatures and triple points for harming allies and
friends!
Avarice alignment
characters get double points for acquiring money but nothing for acts
of courage, bravery or self-sacrifice.
Hunger aligned
characters get quadruple points for eating defeated enemies though
the alignment is only available for Human player characters, though
the chance of getting it using the random table is pretty slim.
As in WFRP, a GM is
encouraged to reward players for role playing alignment accurately.
There is also a
full-page table for randomly generating alignment of many creatures,
though for some creatures the inclusion in the table is quite
pointless, some having 100% chance of being of Hunger alignment
(though nice for reference).
As characters are
stuck with one wound for quite a while, the booklet provides an
injury table so characters are not killed outright but might survive
with a (possibly) debilitating injury instead. The example
description of the injury table in use is a bit grating as it
presents us with a high level character slaying 20 orcs and only
suffering injury after taking no less than 3 wounds, implying Rothnik
'Mad Hacker' Redbeard to be at least level 8 (1250 total XP). How did
he get that far? Why is there no mention of niggling previous
injuries? What a lucky bastard that Rothnik is!
The
Creating Adventures
chapter gives us some tiny plot hooks and summary GM-prep-advice, but
also a nice price list and employment chart which may double as
guidelines for henchmen fees.
The Encounter
charts provided are nice, but generic. It does give a table to
determine the direction the creatures come from though, something I
haven't seen in RPG rules before.
The random treasure
table is neat too, and includes all items described in volume 2.
Volume 3 concludes
with the rough outline of a sandbox style warhammer adventure in the
Redwake River valley. Once more a lot is left to the GM running the
game to elaborate on and prepare, but the adventure has a start and a
finish and the potential to be a multi-session campaign rather than a
single adventure, with a few plot twists to boot!
LET'S MAKE A
FIRSTHAMMER PLAYER CHARACTER:
Priri Ecestlyk
Social status: Free Elf
Age: 30
sex: male
Alignment: Good
Intelligence: 7
Cool: 12
Willpower: 8
Leadership: 3
Attacks: 1
Wounds: 1
Initiative: 5
Weapon skill (secondary skill): 4
Bow Skill (Primary skill): 6 (being an elf gives a +2bonus to the 2d6 roll on the bow skill generation table)
Strength: 2
Toughness: B
Move: 4½
Money: C30 (gold)
Weapons: Sword, bow
(elf standard equipment).
Skills: pickpocket,
trapper
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