What do you think of the rules I've made for 1st edition Warhammer Roleplay?

marshalljames1
edited February 2022 in General Discussion

I've spend most of the last 3 days creating rules for creating solo characters for 1st edition Warhammer Roleplay and I finalized them less then 4 minutes ago. What do you think?

The solo rules are designed to create 1 powerful character that’s strong enough to beat adventure’s designed for a group of 5 to 8 regular characters

So here are brief summaries of all the rules

When rolling for M, S, T, W, Magic Points and even Fate Points you roll twice and take the highest result

Sadly you only twice when rolling for The Magic Points you gain during The Wizarding Careers you enter during character generation, if you enter any that is, but if you enter 1 or more Wizarding Careers during the campaign you roll as normal for your Magic Points

When rolling for percentage stats you don’t roll 2D10 as such rather you automatically count 1 of The 2 1D10’s as coming up A 10 and you roll the 2nd 1D10 as normal

For example A Elf would normally roll 2D10+40 for his or her Int but with these solo rules A Elf would roll  1D10+40 for his or her Int

In theory you can be of any of The 4 Races, but because of how high, or in some case’s low, each races stats can normally, but they aren’t with the solo rules, I’d recommend that most players use A Elf and that no one ever even considers using A Halfling

Age wise Humans always count as rolling A initial age of 6D6 that came up as 28, Elves always count as rolling A initial age of 10D20 that came up as 139, Dwarfs always count as rolling A initial age of 9D12 that came up 86 and Halflings always count as rolling A initial age of 10D6 that came up 47

Skills wise Humans always get 3+1 or 4 Skills, Elves always get 3+2 or 5 Skills, Dwarfs always get 3+2 or 5 and Halflings always get 3+1 or 4 Skills

When it comes to getting your initial Skills you get to choose your Skills and even though Pcs that aren’t Humans must take always take 2 Skills, 1 of which is always the same and the other is chosen at random from 3

With the solo rules its similar but different in that you get to choose which of the 3 Random Skills you get, for example if your using A Elf you could, and I admit that I always would, choose to automatically get The Skill Dance

You start with 2D2+2x100+4,000 experance

Rather then choose your career randomly you get to choose any career of any type you qualify for

In a attempt to not make you too rich or too skilled you can’t choose The Career Noble as your initial career

In order for your character to not be too powerful you can’t choose The Protagonist or Troll Slayer Careers as your initial career

To stop your character starting with as A Wanted Criminal with A Bounty on his or her head you also can’t choose The Career Outlaw as your initial career

Spell wise if you start or become A Wizards Apprentice and/or A Wizard during character creation then rather then determine The Spells you can learn you choose what Spells you start with, sadly this is at The GM’s discretion

What’s more your Spellbooks hold all The Spells you know +2D2 more Petty Spells +1D2+1 more Spells of the levels you have Spells from and if you have acquired A Level of Wizardry but don’t know any Spells of that level then that particular Spellbook only(?) holds 1D2+1 Spells of that Level

Regardless of gender, race or specialization A Wizard created with these rules has A Number of Spellbooks equal to your number of Wizardry Careers +1 more Spellbook

1 thing that's potentially both very good and very bad is that you don't separately roll for the ingredients you have for each spell, rather you make 1 roll and it applied to all Spells you know of that type, if it’s Petty Magic, or Level, if its not Petty Magic

For example if your Wizard starts out knowing The 1st Level Battle Spells Cure Injury, Fireball, Immunity to Poison and Steal Mind you don't make A 1D2+2 roll for each of them rather you make 1 1D2+2 roll and apply it to all 4

He or she will also have 1 Spellscroll which holds 1 Spell that is 1 Level higher then he or she can cast, but if A Wizard has access to 2 or more types of Magic it can only be of 1 type and the players choose the spell, sadly yet again this is at The GM’s discretion

As a example of that is that A 2nd level Elementalist/1st level Wizard created with these rules who knows 8 Petty Spells, 4 1st level and 2 2nd level Battle Spells and 3 1st level and 1 2nd level Element Spells would have 5 Spellbooks that hold 2D2+8 Petty Spells, 1D2+5 1st level and 1D2+3 2nd level Battle Spells and 1D2+4 1st level and 1D2+2 2nd level Element Spells

He or she will also have 1 Spellscroll that holds The Players choice of either 1 3rd level Element Spell of his or her choice or 1 2nd level Battle Spell and he/she gets to choose his or her characters extra Spell

Followers wise you always get a big enough investment to employ 5 Underlings that consist of 1 general purpose servant, 1 servant whose A Professional Cook, 1 Bodyguard, 1 Hunter who when the groups in the wilderness gathers the things The Cook cooks with and 1 Physicians Student

All 5 of them get 125 Gold Coins each per year or a total of 625 Gold Coins each per year, but sadly the investment only earns you what you need to pay them, so you don’t make a profit but at least you don’t make a loss

Belongings wise you start with 2 random bits of armor, 1 shield, 1 melee weapon of the players choice, 1 ranged weapon of the players choice with enough ammo for 1D3+10 use’s, 12 torch’s, 10 yards of rope, 3 sets of clothing, 1 bedroll, 1 tent, 6 other bits of equipment of the players choice, 6 weeks worth of food, 8 other bits of food chosen by The Player,  8 2-pint bottle of alcohol, 5 dose’s of both herbs and poisons chosen by The Player and 2 heavy pack horse’s

Loot wise you get 2D2+2x100+1,000 Gold Coins in cash, 2D2+1x100 Gold Coins worth of valuables of the players choice, 1 Magic Short-Sword -it has no powers as such but it can harm foes that can only be harmed by Magic, 1 Magic Headband -it gives 2 AP on Head, 1 AP everywhere else and it doesn’t effect Spellcasting, 2 random Magic Items, 1 dose of A Random Magic Potion and 1 dose of A Magic Potion of The Players Choice

All stuff you start with, meaning not just Trappings, that has a random number of value automatically get the highest value, so A Wizard automatically gets 60 Gold Coins in cash, and quality wise all items that aren’t treasure have their quality determined by A 1D6 roll, A roll of A 1 or 2 means its Average Quality and A roll of A 3 to 6 means its Good Quality

Post edited by marshalljames1 on

Comments

  • marshalljames1
    Posts: 231 edited February 2022
    Sorry but the original post was too long and in order to post it all I've got to add a comment

    If using The optional rules for Social Class and Social Standing from A Very Old White Dwarf regardless of The Career your character starts in his or her minimum of points of Social Standing is always at least 2 points higher then half the normal maximum Social Standing for his/her Career

    If your A Wizard or A Druid or A Cleric of A Level of Spellcasting Ability higher then 1st Level the minimum number of points of Social Standing you get is at least 1 higher then half the normal maximum Social Standing you'd get

    Before the campaign starts your character has also achieved a number of notable deeds equal to his or her number of careers +1D2, all of which net him or her A extra 1D4 points of Social Standing but regardless of how many he or she has the minimum number of points of Social Standing he gets is always at 2 higher then half the maximum

    For example A 2nd level Elementalist/1st Level Wizard is always Social Class B, assume he or she will has done 6 Notable Deeds, being A Wizard gets him or her 5D4 points of Social Standing, having 2 Levels of Wizardry other then 1st Level Wizard nets him or her another 2D4 points of Social Standing and those 6 Notable Deeds net him or her another 6D4 points of Social Standing

    Following on from that example he or she would have A Social Class of B and he or she has Social Standing of at least 12+5+13 or 30, which means his or her minimum initial Social Class and Standing would be B30

    The way that works out is being A Wizard makes him or her A Social Class B, being A Wizard he or she would have at least 12 out of a possible 20 points of Social Standing, being A 2nd level Elementalist he or she would have at least 5 out of a possible 8 extra points of Social Standing and those 6 Notable Deeds would net him or her at least 13 out of a possible 24 extra points of Social Standing
    Post edited by marshalljames1 on
  • marshalljames1
    Posts: 231

    Another bloody word limit means that because of a few corrections 1 part of the 1st post is now too large. Sorry. I've had to do another post that only has the bit that's too large

    If you start as A Wizards Apprentice or A Wizard or Cleric or Druid then when it comes to Spell Ingredients you start with enough ingredients to cast all Petty Spells 1D3+5 times each, to cast all Level 1, if you have any, Spells 1D2+2 times each and to cast all Level 2 Spells1 time each

    I will admit that its very unlikely you’ll start with any Level 2 Spells and its almost impossible to start with more then 1 Level 2 Spell but it could happen and always starting with a certain number of Spell Ingredients for The Spells you start with even applies to things like The Giants Scalp you need to cast The 1st level Battle Spell Strength of Combat

    1 thing that's potentially both very good and very bad is that you don't separately roll for the ingredients you have for each spell, rather you make 1 roll and it applied to all Spells you know of that type, if it’s Petty Magic, or Level, if its not Petty Magic

    For example if your Wizard starts out knowing The 1st Level Battle Spells Cure Injury, Fireball, Immunity to Poison and Steal Mind you don't make A 1D2+2 roll for each of them rather you make 1 1D2+2 roll and apply it to all 4

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