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)
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