Warhammer House Rules

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Warhammer House Rules

Unread postby Tithenon » 05 Jan 2013, 21:30

I hope to compile the house rules that have been developed over the years, into new posts in this thread, so it's all condensed into this one place...

Let's begin here...

UPDATED: 5 January 2013

This should be a short one, actually, since I've had to re-write this for the 3rd Generation character records, which explanation can be found by clicking here. However, there is more in this post to see, as well, so read on, please?

First, though, it's important to note that you need to keep up with your character sheet as much as possible; with so much information already going on for me in this game, I'm not able to keep up with everything. If I've missed something on your sheet, I need to know. If you want something put on your sheet, I need to know. The rest is easy.

SKILLS AND TALENTS - On almost all of the careers you are required to make a choice between two skills or talents. If you select a skill or talent option which has an ~OR~ listed with it, you will lose the choice of the opposite once you move on to a new career; until then, you are allowed to choose the purchase of the additional talent.

WEAPON QUALITIES - Some weapons have certain special qualities to them, and all of the qualities are nice. I'll try to give some short descriptions here:
  • Armor Piercing - Ignore 1 point of armor
  • Balanced - When used in your second hand, ignore the normal -20% penalty to use
  • Defensive - +10% bonus to Parry
  • Experimental - On an attack roll of 96 - 98 the weapon jams until a successful Trade(Gunsmith) Test is made to unjam it. On an attack roll of 99-00, the weapon explodes, inflicting 8 damage on the wielder
  • Fast - Enemies suffer a -10% penalty when trying to parry and dodge
  • Impact - Roll 2d10 instead of 1d10 and take the best of the two dice for damage
  • Precise - If a Critical is scored on a target, add another Critical
  • Pummelling - +10% Strength bonus when using Strike to Stun
  • Shrapnel - Basically a shotgun blast
  • Slow - Enemies gain +10% to Dodge or Parry the slow weapon
  • Snare - Entangles an enemy
  • Special - See weapon description for additional special rules.
  • Tiring - Impact quality only applies on the first round(may be adjusted)
  • Unreliable - Like Experimental above, but the rolls are 96 - 99 and 00

SHIELDS MAY be used by characters who own them, at their player's choice. When you would like to have your character use their shield, you must state you are arming it at any point during the combat, unless you've readied it prior to the combat. It is a half-action (4 Action Points) to pull it out, just like any other weapon or item. The shield grants 1 point of armor protection to all parts of the body against all attacks made by a single attacker; the attacker must be chosen to be blocked before the GM makes his attack roll(s) and narrative for the combat round. Usually, this attacker will be one that has already attacked the character in the previous round. If there are two or more attackers, you would need to choose between them for which attacker's blows you would stop.

ARMOR & WOUNDS - When a successful attack roll is made, the roll is reversed to give the location of the hit. Damage is rolled and any armor on that location is, normally, subtracted from the damage done, as well as the Toughness Bonus of the character. The remainder of the damage goes to the Current Wounds score of the character. A location with three or more wounds is considered to be lightly wounded, suffering no penalties. A location sitting between 0 and 3 wounds is considered to be heavily wounded, a limb being, at least, penalized, if not useless, a head hit making someone unconscious unless an appropriate Will Power roll is made. A location at -1 or more wounds is considered to be critically wounded, limbs become useless, head hits make the character, at least, unconscious, and nasty effects may ensue.

Healing a heavily wound location, and anything into the critical, is healed at a rate of 1 point per week, although 1 point comes from each location majorly wounded. Medical attention given each day for a week may allow the healing of up to 1d10 points at the end of a week. Heavily wounded and critically wounded locations must heal to 3 wounds before the location is considered, then, to be lightly wounded. For multi-location wounds, all heavily wounded locations are handled simultaneously. (house) Heavily wounded characters must remain in place for the full week to recover their points; players who move their characters before ALL heavily, and critically wounded areas become lightly wounded, will not recover from heavily to lightly wounded.

Healing a lightly wounded location proceeds naturally at a rate of 1 wound recovered per day, though with medical attention this may be increased to 1d10 per day. (house) Though characters are able to continue healing lightly wounded locations as they continue adventuring, being well enough to travel, if they take a FULL DAY off to rest I will allow a number of wounds to come off lightly wounded areas equal to the character's Toughness Bonus (TB), in addition to healing one per day per location. Remove one point from each location, and then additionally remove a total equal to your Toughness Bonus from locations you see fit (ie - You have a Toughness Bonus of four, and three locations healing from being lightly wounded AFTER you remove one point of damage from each of those locations. You now may remove a total of four more points from those three locations, NOT from EACH location).

Yes, this is somewhat unrealistic, but then this IS an RPG and, as such, is not realistic to begin with.

Notes on critical hits, permanent damage, and the like, will be kept on the notes page, as I am able to place them there.

WEALTH - Money is measured in GC (Gold Crowns), SS (Silver Schilling), and BP (Brass Pennies, or Pfennigs), although it may also be measured in foreign monies as outlined in The Olde World Armoury. Some slang terms in the Empire for Gold Crowns are Karls, Gelt, Mark, Guilder, Jink, or Shiner. For Schillings you can use Bob, Shimmy, Silver, or Muck. For Pence/pennies/pfennigs, you can use Shrapnel, Clank, or Brass.

ACTION POINTS/ SUMMARY - (NOTE: I am leaving this here for the sake of letting you know how things WERE.) Typically, an individual gets a number of Full attacks/actions equal to their Attacks(A) characteristic score, or twice that many Half attacks/actions per turn(rougly 7 to 15 seconds of game time). The Action Summary lists basic and advanced actions you may take for your character in any given round. Obviously, if you take a Full action/attack option, you lose the option of using two Half-Actions, while if you take a Half action, you still have another Half action to perform.

There are also Incidental and Free actions. Incidental actions take place as a result of the environment, or another character's actions on your character, and these are done on case-by-case, especially dramatic, basis. Free actions are short speeches, short movements, drop-and-draw for weapons and gear, etc., and are also interpretive by the GM on a case-by-case basis, as to whether or not they cost actions. If you have any questions about actions, make sure you ask.

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Non-Career Skills & Talents

Unread postby Tithenon » 05 Jan 2013, 23:19

UPDATED: 6 January 2013

One of the primary reasons I know Warhammer 2e does not allow you, as the player, to purchase Skills and Talents outside of your career(s) is because it may come up down the road in another career. For career Skills and Talents this makes sense; however, for non-career Skills, it does not. So, in this thread I am building a list of Main Book Skills and Talents you can purchase for your character outside their normal career. The list is likely to be small, and tightly held, although I believe I also need to maintain game balance the best I can, which means not allowing you to purchase uber-powerful Skills or Talents for your character that could upset the balance of my game.

The pro's of this idea is that you can purchase available Skills and Talents which may NEVER be in your character's standard career progression grasp, which also makes for a more well-rounded character. Talents, once purchased, are never required to be purchased, again, while Skills continue along the normal path of improvement, through XP expenditure; the difference here is that once a non-career Skill is purchased, it may then continue to accrue side-xp, and be mastered out of career norms. Each of these skills costs the normal 100xp to purchase. These skills may, likewise, be built through the course of game-play, a few xp at a time and, once you reach 100xp, you make a test to see if you're able to acquire the skill, spend the xp, and then have it made available to you; if you fail this test, you must wait to test again at the beginning of your next career, but may not accrue any more XP for it until you have earned the skill. Once you have earned the skill, you may continue to increment xp at its effective use.

  • Animal Care
  • Blather
  • Charm
  • Concealment
  • Drive
  • Gamble
  • Gossip (Not for Elves; they MUST be formally trained)
  • Haggle
  • Outdoor Survival
  • Perception
  • Ride
  • Row
  • Swim

  • Artistic
  • Coolheaded
  • Meditation (for Mages only)
  • Public Speaking
  • Rover
  • Specialist Weapon Group (Dual Wield) (See the post immediately following this one for details)
  • Streetwise
  • Wrestling

That's it, for now. With further supplements may come further skills and Skills or Talents may be added, removed, or adjusted from time-to-time because of changes in game balance, a further reading and/or understanding of the "power" of a Skill or Talent, etc.

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The Dual-Wield Talent

Unread postby Tithenon » 05 Jan 2013, 23:24

UPDATED: 25 January 2015

Due to having been pointed out an extraordinary lack in the game for any sort of dual wielding, and then gasping at the absence of any sort of replacement Skill or Talent, having studied to find any such thing, I've come up with the following Talent to make it work...

Players may purchase the Talent Specialist Weapon Group (Dual Wield) for their character at the normal cost of 100xp IF their character meets the following criteria...
  1. Character’s with Ambidextrous Talent and a Weapon Skill of 45 or more can dual wield; ~OR~

  2. Character’s with a Weapon Skill of 65 or more, without Ambidextrous, can dual wield; ~AND~

  3. The Character is using weapons which are either the same size, or one weapon may be slightly smaller than the other.

The bonus that would come with Dual Wield is no penalty for using an off-hand weapon (per Ambidextrous Talent), the ability to roll a single strike at a penalty of -20% and the cost of a {Half Action/4 Action Points} for a Standard Attack, or a {Full Action/7 Action Points} for an All-Out Attack, to gain the appropriate damage for each weapon off that one attack roll.

Great Weapons may not be Dual Wielded, and one may not use a Great Weapon even with a smaller weapon.

(NOTE: This rule is subject to change, on further playtesting.)

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Combined & Extended Tests

Unread postby Tithenon » 05 Jan 2013, 23:31

UPDATED: 6 January 2013

There are Extended Tests in the main Rulebook for just about anything, though they are not well-defined. With the Action Points system I've developed to replace Actions and Half-Actions, Extended Tests and Combined Tests will be easier to deal with...

Extended Tests
The normal cost of a Test is a Full Action (or 7 Action Points).

For every five Action Points beyond the normal first seven, a bonus of +10% is granted when the roll of the Test is finally made. The definition of Extended means the Test may run the course of additional rounds; the number of rounds may be limited, as determined at the GMs discretion. Obviously, in frenetic or panic situations Extended Tests may not be allowed. As well, certain skills may not be allowed for Extended Tests.


Combined Tests
There are no rules in the Main Rulebook concerning Tests made with more than one person, combining the Strength, Skills, or Talents of more than one person to accomplish a larger task than a single person can handle.

There is always one person who begins an attempt on a task -moving a large stone, figuring out a puzzle, etc.- who may be joined by allies to complete that task. Generally, of all the individuals who combine their abilities, the one with the best score of the ability required takes the lead and the others form up with the ability they possess to improve the lead's ability.

Each character joining a lead automatically grants the final Test for that lead +5%. However, each assisting character rolls their ability individually... a critical success grants the lead character +15% instead of +5%, a normal success grants +10% instead of +5%, a normal failure means nothing, granting the normal +5%, and a critical failure removes the +5%.

Not every ability can be combined for every situation, so any uses of this type are at the GMs discretion for each situation and combination.

Combined Tests may also be Extended, based on agreement of all those assisting. Any character leaving a Combined Extended Test makes the Test fail automatically, while characters joining a Combined and Extended Test may add their ability from the point they joined.

Any other clarification needed will be given as necessary. You may see how Extended & Combined Tests work on your character's skilltalentlisting page, or by clicking here...

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Magic in 2nd ED Warhammer FRP

Unread postby Tithenon » 05 Jan 2013, 23:57

UPDATED: 6 January 2013

The magic system in Warhammer 2e is easier to deal with, but can be more deadly, than 1st Edition, depending on how you roll the dice. Realms of Sorcery, the magic source for Warhammer FRP 2nd Edition, has been released and a few changes to learning spells have been released with it. Unfortunately, as with the 2nd Edition rulebook, not everything has been addressed concerning learning Magic spells, so I'll attempt to put those into a better frame here.

First, understand that Dwarves and Halflings do not have mages in their races, at all. Humans have VERY FEW mages, those that would be player characters, of course. Elves seem to have the market on magic cornered. However, Human mages generally hide their skills due to the relative newness of the colleges of magic to the Empire, and the world, in general, and the inherent paranoia of mundanes in the world.

Elves, outside their home environments, are considered suspect and, at the very least, to be avoided. Mages casting openly in populated areas are considered to be breaking the established, and some non-established, laws. Very few places in the Empire, and around the world, except for Elvish places of course, allow magic of any kind. Many of the nobles throughout these places, in stark contrast to the general citizenry, hire mages and even have come to trust them somewhat... as long as the mage stays in line and continues to help them further their goals, even the twisted ones.

Realms of Sorcery addresses learning new spells within a mage character's chosen Lore, and that is through purchasing the Extra Spell Talent for 100xp for each new spell beyond the initial 10 a mage character is given immediate access to at character generation and within their college of magic. The mage may ONLY purchase spells from within their chosen Lore, unless their player takes the opportunity to select and learn a second Lore, which is obviously far more difficult. Finally, a minimum time of two weeks is required to learn the spell, though circumstances and the power and obvious complexity of a spell may modify this time. I do not, necessarily, agree with the fact the Intelligence roll has been removed, which is why I'm imposing a time limit, as it would be relatively easy for a character to "earn" several hundred XP in a very short span of in-game time, and then purchase many more spells than, perhaps, a more natural mastery would allow.

All Mages begin their careers in magic by possessing all Petty Magic spells appropriate to their Petty Magic type (Arcane, Divine, or Hedge). As a Mage progresses through their careers, as well, they may purchase Lesser Magic spells in accordance with their careers or, once they have reached the pinnacle, may then purchase any remaining through the Extra Spell Talent, as addressed, above. The learning time for these spells remain the same as a mage's Lore spells.

In truth, RoS doesn't address learning from another mage, although I believe it's second edition that says a mage must learn from a scroll or book of some kind. I don't agree with this, so I would say as long as you have access to the spell and the spell can be taught, learning it within a couple weeks should be relatively easy. Both the teacher and the student would make tests versus their Intelligence -teacher first to see if s/he was able to teach all involved in the spell, remembered everything, and then the student to see if they absorbed everything. Finally, the student would have to spend the correct amount of XP, which is half normal because the student is considered to be gaining experience as they're learning from such personal teaching, required to learn the spell. Failure, by either the teacher or the student, garners another two weeks of study and instruction, followed by an additional roll at +10% bonus, cumulative.

Personal teaching of spells within specific Lores is restricted to teachers and students of the lore being taught, not from separate lores.

As always, the only spells you will be capable of learning will need to be from your grimoire, or from scrolls or books in your inventory, or you must have ready access to a copy of the spell for the requisite time to learn it. For those requiring a more exact nature to the game, a mage must spend a minimum of two hours per day in deep concentration on the components and requirements to cast the spell, undisturbed, every day until the minimum time is expired. For traveling/adventuring mages, additional time should likely be taken to get new spells, down, but this will be up to the player and the GM.

Finally, a mage does not learn Ritual Magic, but rather must rely on their innate sense of Magical ability and the book, scroll or other recorded means of casting the ritual, to accomplish the desires of the spell. As all rituals, and several Lore spells, require very high Casting Numbers, an extended period of time totalling the Casting Number for the spell, in hours, is necessary for the Ritual to work. Rituals require days, weeks, and sometimes months and years of preparation, knowledge, and willpower to complete them; these are NOT short-term magics.

There are no more Magic Points to deal with, as in 1st Edition, only dice. Each spell has a particular casting number, now, and you roll a number of d10s equal to your Magic Characteristic, OR LESS, this is your choice. As long as the number rolled on the d10s exceeds the Casting Number, the spell is cast successfully.

Rolling doubles, triples, and so on...
If you're using more than one ten-sided dice to cast a spell, as based on your Magic Attribute value, you have the possibility of incurring Tzeentch's Curse -I call it Backlash, instead, although some of the backlash can get pretty nasty-for all but Divine Spellcasters, or The Wrath of God for Divine Spellcasters. It's better to be a Divine Caster because much of the trouble given in Backlash is mitigated by divine intervention. However, the most powerful spells are in other than divine casting colleges.

Woe to the Caster who fails to cast, but rolls doubles, or worse...

If you're not a Divine Caster and roll doubles on your dice, then you have the possibility of incurring a Minor Chaos Manifestation. If you roll triples, you have the possibility of incurring a Major Chaos Manifestation. If you roll quads, you have the possibility of incurring a Catastrophic Chaos Manifestation. Anything above that, and I get to mix and match the tables for you :D . Keep in mind that, although rolling doubles, triples, and quads is a possibility, the possibility of rolling triples or quads is, at least, very close to impossible, and so if it actually does happen, a major event will have been called for.

First, spell ingredients are no longer a requirement, as they were in 1st Edition. Each spell that has the ability to be enhanced by the use of a component, has that component and the bonus the component gives listed with the spell. No bonuses above +3, I'm afraid, and each bonus helps determine the rarity of the Ingredient as well. Obviously, using that component grants the bonus, but the component may be used up, disappearing into the Chaos Aethyr that powers the spell. (house) An ingredient that grants a +3 has a 25% chance of being used, disappearing. A +2 ingredient has a 50% chance, and a +1 ingredient has a 75% chance, due to the weakness of the ingredient. +3 Components are pretty hard to find, so I try to spare you mages as much as possible.

Prior to casting a spell, the mage may decide to use their Channeling skill to grant a bonus. Channeling requires a Half Action/ 5 Action Points and a percentage roll against your Channeling Skill. If successful, the mage gets to add their Magic Characteristic value as a solid number to their roll to cast the spell, not as additional dice, along with any Ingredient bonus which may be used.

HOUSE RULE: It is possible to enchant certain items: staffs, amulets, rings, etc., which allow you, as the mage, to store a certain number of spells ahead of time. These items are made of pure chaos contained in various portions of the earth: lumps of coal, ancient wood, precious stones, and nearly anything which is not carved or unnaturally shaped. Finding these items is close to impossible, although mages have a much easier time finding them, if they are available to be found, through observation of the Winds of Magic.

Talisman's work more like a permanent ingredient, helping to diffuse the danger of casting like an Ingredient does; these are unnaturally cut and/or shaped. As with an Ingredient, these items may also grant between a +1 and +3 bonus to the casting roll. Normally, a Talisman can only be used for between 1 and 4 spells before it becomes inert and must be "repaired"; roll 1d4 to see how many iterations of the spell may be cast from it before this happens. To repair/re-invigorate the chaos contained in the item, a successful Channeling roll with a penalty for the strength of the item is to be made. For each +1 the item normally gives, -10% penalty to your Channeling roll. If the item is a +3 item, you MUST make a roll -30%. If you roll a 95 - 00 on the percentage dice, the Talisman breaks and a Chaos Manifestation takes place, as though the mage had rolled doubles, triples, or worse. Roll 1d10 (1-5 is a Minor Chaos Manifestation, 6-8 is a Major Chaos Manifestation, and 9-10 is a Catastropic Chaos Manifestation).

Magic Storage actually stores a spell for use throughout the life of the item, which can be used as often as the item recharges. The base length of time between uses is 3 days, although with a successful Intelligence or Channeling skill roll(unknown to the user; rolled by the GM for the character), the time can be shortened based on the success made. Once a storage device is recharged, it remains ready until used. The device allows the user to know when it is ready by putting out enough heat to be felt to the skin for a brief moment. If the roll, on the other hand, is failed, follow the rules for Talisman's as to what happens.

In certain areas of the world the magic may be stronger or weaker, meaning it is easier or more difficult to cast spells, for the various colors of magic typically practiced throughout the Olde World. A system was devised in the Libre Fanatica -fan-based material- which I like very much and use on a constant basis. If you would like to obtain a copy of the information I use, please email or PM me, and I'll get that out to you?

Normally, the spell and all of its' information will be listed on your character sheet in the spell block about half-way down the web page. If you have any further questions concerning how the spell works, feel free to email or PM me.

Also, in the game, if you write a nice description for your character casting the spell, develop something into the story that enhances it, such as describing the words or actions being used to bring the spell to life, you are likely to get some manner of bonus.

Damage from spells is open-ended like melee or missile damage, meaning Ulric's Fury applies.

Normally, spells which require you to touch your target to make the spell work will ONLY work by physically touching the target. However, I will allow an uncarved, naturally shaped, long stick or staff to be used in order to touch the victim, up to 2 yards in length. If the staff is carved or contains any accoutrements such as metal or ingredient containers attached, it may not be used for casting purposes.

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