Inspiration for The Realms of Chaos mutations?
http://dangerousminds.net/comments/here_be_monsters_incredible_illustrations_from_fortunio_licetis_de_monstris
Oldhammer as RPG
donderdag 16 oktober 2014
woensdag 10 juli 2013
RPG-HAMMER 40K:RT style
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...
Thanks Mark!
It's a nice article, but for the death and injury rules I'd probably use those of 1st edition Warhammer Fantasy...
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
Abonneren op:
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