Post by phantomdoodler on Nov 30, 2011 7:50:23 GMT -5
Because I loved playing the 1st edition of Warhammer FRP, this is based on an old conversion.
Changes to 1st edition
Casting Petty Spells
Players no longer need to make rolls based on their current Magic Point totals when using Petty spells. Instead a Casting roll, equal to the casters current Willpower is required to cast magic. The caster gains +10% for each Level that exceeds the spell level.
Social Level
Each career has a certain reputation, and with is a corresponding Social Level, rated from -3 for an Assassin or Torturer, up to +3, for a Templar or Kai Grandmaster. If the Gm thinks its relevent, he may ask for the players Social level to be taken into consideration, modifying Leadership or Fellowship tests by the difference. When dealing with criminal types, this order may actually be reversed before hand, so an Assassin player (-3) dealing with a common pickpocket (-1) would gain +20 modifier to all such tests made against the thief. However, when dealing with the Witch Hunter (+2), such interactions would be made at -50 if the Witch Hunter knew of the players occupation. Players can also lie, and pretend to be a career they are not, to give a false impression, if they wish.
Career Choice
Players may freely choose their starting career. Instead of gaining the skills given, each player gains 1000 experience points to build their character. Career skills cost 100 eps each, advances cost 100 eps each. Petty Magic spells cost 50 eps.
New Skills
Strike To Injure Rather than adjust the hit location, you may increase the Critical effect of any critical you inflict by +1 per level.
Stout Hearted
You gain +10% to all Cool tests.
Races of Magnamund
TABLE 1: CHARACTERISTIC GENERATION
Mandatory Skills
Humans: All Humans roll for all their starting skills on the Skill Chart for the characters chosen career class. They may, however, choose a skill from their cultural background, if they wish, instead of rolling.
Dwarves: All Dwarves have Mining. If a character has two or more initial skills, the second will be from Smithing or Metallurgy , with an equal chance of each. Any remaining skills should be diced for randomly on the skills chart for the chosen career chart.
Kloons: All Kloons have Scholarship. If a character has two or more initial skills, the second will be from Mining, Smithing or Metallurgy , with an equal chance of each. Any remaining skills should be diced for randomly on the skills chart for the chosen career chart.
Ogrons: All Ogrons have Frenzied Attack. If a character has two or more initial skills, the second will be from Carpentry or Mining, with an equal chance of each. Any remaining skills should be diced for randomly on the skills chart for the chosen career chart.
Noodnic: All Noodnics have Acute Hearing. If a character has two or more initial skills, the second will be from Scale Sheer Surface, Tailor, or Pick Pocket, with an equal chance of each. Any remaining skills should be diced for randomly on the skills chart for the chosen career chart.
Szall: All Szalls have Immunity to Disease. If a character has two or more initial skills, the second will be from Silent Move Rural, Fish, or Flee!, with an equal chance of each. Any remaining skills should be diced for randomly on the skills chart for the chosen career chart.
Racial Abilities
HUMANS
Speak: See Languages Below
Night Vision: Zero
Alignment: Neutral
Height: Male 5`4" + D10"
Female 5`+ D10"
Psychology: No special Psychology rules
Age: 6D6/6D10 years. If the result is less than 16, roll again adding the new score to the original. This gives a potential age range for Humans of between 16 and 75 years.
Fate Points: D3+1
DWARVES
Speak: Drodarin, any one human language
Night Vision: 30 yards
Alignment: Neutral
Height: Male 4`4" + D10"
Female 4`2" + D10"
Psychology: Hatred for Cenerese and their allies
Age: 9D12/9D20 years. If the result is less than 16, roll again adding the new score to the original. This gives a potential age range for Dwarves of between 16 and 195 years.
Fate Points: D3
KLOONS
Speak: Drodarin, any one human language
Night Vision: 30 yards
Alignment: Neutral
Height: Male 3`4" + D10"
Female 3`2" + D10"
Psychology: Hatred for Cenerese and their allies
Age: 8D10/8D20 years. If the result is less than 16, roll again adding the new score to the original. This gives a potential age range for Kloons of between 16 and 175 years.
Fate Points: D3
OGRONS
Speak: Drodarin, any one human language
Night Vision: Zero
Alignment: Neutral
Height: Male 8`2" + D20"
Female 7`10" + D20"
Psychology: Hatred for Cenerese and their allies
Age: 7D10/7D20 years. If the result is less than 16, roll again adding the new score to the original. This gives a potential age range for Ogrons of between 16 and 155 years.
Fate Points: D3-1, but with a minimum of 1
NOODNICS
Speak: Noodnish, Durenese
Night Vision: 20 yards
Alignment: Neutral
Height: Male 1`9" + D6"
Female 1`7" + D6"
Psychology: Kleptomania
Age: 4D6/4D10 years. If the result is less than 11, roll again adding the new score to the original. This gives a potential age range for Noodnics of between 11 and 50 years.
Fate Points: D4
SZALLS
Speak: Szallish, Vassagonian
Night Vision: 20 yards
Alignment: Neutral
Height: Male 4` + D10"
Female 3`10" + D10"
Psychology: No special Psychology rules
Age: 5D6/5D10 years. If the result is less than 16, roll again adding the new score to the original. This gives a potential age range for Szalls of between 16 and 65 years.
Fate Points: D4
TABLE 2: STARTING SKILLS
TABLE 3: WARRIOR SKILL CHART
D100 Roll by Character Race
Changes to 1st edition
Casting Petty Spells
Players no longer need to make rolls based on their current Magic Point totals when using Petty spells. Instead a Casting roll, equal to the casters current Willpower is required to cast magic. The caster gains +10% for each Level that exceeds the spell level.
Social Level
Each career has a certain reputation, and with is a corresponding Social Level, rated from -3 for an Assassin or Torturer, up to +3, for a Templar or Kai Grandmaster. If the Gm thinks its relevent, he may ask for the players Social level to be taken into consideration, modifying Leadership or Fellowship tests by the difference. When dealing with criminal types, this order may actually be reversed before hand, so an Assassin player (-3) dealing with a common pickpocket (-1) would gain +20 modifier to all such tests made against the thief. However, when dealing with the Witch Hunter (+2), such interactions would be made at -50 if the Witch Hunter knew of the players occupation. Players can also lie, and pretend to be a career they are not, to give a false impression, if they wish.
Career Choice
Players may freely choose their starting career. Instead of gaining the skills given, each player gains 1000 experience points to build their character. Career skills cost 100 eps each, advances cost 100 eps each. Petty Magic spells cost 50 eps.
New Skills
Strike To Injure Rather than adjust the hit location, you may increase the Critical effect of any critical you inflict by +1 per level.
Stout Hearted
You gain +10% to all Cool tests.
Races of Magnamund
TABLE 1: CHARACTERISTIC GENERATION
| Human | Dwarf | Kloon | Noodnic | Ogron | |
M WS BS S T W I A Dex Ld Int Cl WP Fel | D3+2 2D10+20 2D10+20 D3+1 D3+1 D3+4 2D10+20 1 2D10+20 2D10+20 2D10+20 2D10+20 2D10+20 2D10+20 | D2+2 2D10+30 2D10+10 D3+1 D3+2 D3+5 2D10+10 1 2D10+10 2D10+40 2D10+20 2D10+40 2D10+40 2D10+10 | D2+2 2D10+10 2D10+20 D3 D3 D3+3 2D10+30 1 2D10+30 2D10+30 2D10+40 2D10+20 2D10+40 2D10+20 | D2+2 2D10+10 2D10+10 D2 D3 D2+3 2D10+50 1 2D10+40 2D10+10 2D10+10 2D10+10 2D10+30 2D10+30 | D3+3 2D10+30 2D10+10 D3+2 D3+2 D6+9 2D10+10 2 2D10+10 2D10+30 2D10+10 2D10+40 2D10+30 2D10+10 |
Mandatory Skills
Humans: All Humans roll for all their starting skills on the Skill Chart for the characters chosen career class. They may, however, choose a skill from their cultural background, if they wish, instead of rolling.
Cultural Background | Language Spoken | Cultural Skill |
Northern Magnamund Anari Casiorn Caron Chaman Cloesia Delden Dessi Durenor Eldenora Eru Firalond Kakush Kalte Lakuri Isles Lourden Lyris Magador Ogia Palmyrion Ruel Salony Slovia Sommerlund Talestria Valerion Vassagonia Wildlands Southern Magnamund Andui Bhanar Chai Cincoria Forlu Halia Ilion Karnali Kasland Kelderwastes Klarnos Korli Lencia Lissan Lunarlia Mhytan Resovia Sadi Desert Shadaki Siyen Suhn Telchos Vaduzhan | Vassagonian (Anarian) Vassagonian (Casiornian) Drodarin (Caronese) Drodarin (Chamanese) Vassagonian (Cloesian) Aluvian (Deldenese), Vaderish (Deldenese) Vakaros Durenese Aluvian (Eldenoran), Vaderish (Eldenoran) Vaderish (Eruan) Nael (Firalonding) Vassagonian (Kakushian) Ice Barbarian Vassagonian (Lakurian) Nael (Lourdenese) Vaderish (Lyrisian) Aluvian (Magadorian), Vaderish (Magadorian) Drakkarim (Ogian) Vaderish (Palmyrion) Cenerese Aluvian (Salonese), Nael (Salonese) Aluvian (Slovian), Nael (Slovian) Sommlending Vaderish (Talestrian) Nael (Valerian) Vassagonian Vassagonian (Ragadornian) Tianese (Adunese) Mythenian (Bhanarian) Mythenian (Chai) Aluvian (Cincorian) Tianese (Forluan) Vaderish (Halian) Vaderish (Ilion) Tianese (Karnalian) Aluvian (Kaslanding) Sheasuan Nael (Klarnosian) Tianese (Korlian) Aluvian (Lencian) Mythenian (Lissanese) Aluvian (Lunarlian) Mythenish (Mhytanese) Nael (Resovian) Sadi Shadakine Siyenese Tianese (Suhnese) Telchoi Mythenian (Vaduzhanian) | Haggle Very Resilient Evaluate Mining Haggle or Lip Reading Strike To Injure Smithing Charm Carpentry or Smithing Lightning Reflexes Tailor Scroll Lore Immunity to Cold Sailing or Charm Dodge Blow Charm Immunity to Fear Mining None Carpentry or Fish None Stout Hearted Silent Move Rural or Escapology Luck Ride Horse or Haggle Carpentry Mining or Very Strong Immunity to Fear Very Resilient Specialist Weapon- Longbow Charm Strike Mighty Blow Ride- Horse Charm Sailing Fish Strike Mighty Blow Very Resilient None Ride-Horse Strike to Injure Charm or Very Resilient Torture Game Hunting Boatbuilding, Carpentry, Gemcutting, Smithing, Stoneworking, Tailor or Sailing Etiquette Charm Follow trail Holy Aura (Good characters only) |
Dwarves: All Dwarves have Mining. If a character has two or more initial skills, the second will be from Smithing or Metallurgy , with an equal chance of each. Any remaining skills should be diced for randomly on the skills chart for the chosen career chart.
Kloons: All Kloons have Scholarship. If a character has two or more initial skills, the second will be from Mining, Smithing or Metallurgy , with an equal chance of each. Any remaining skills should be diced for randomly on the skills chart for the chosen career chart.
Ogrons: All Ogrons have Frenzied Attack. If a character has two or more initial skills, the second will be from Carpentry or Mining, with an equal chance of each. Any remaining skills should be diced for randomly on the skills chart for the chosen career chart.
Noodnic: All Noodnics have Acute Hearing. If a character has two or more initial skills, the second will be from Scale Sheer Surface, Tailor, or Pick Pocket, with an equal chance of each. Any remaining skills should be diced for randomly on the skills chart for the chosen career chart.
Szall: All Szalls have Immunity to Disease. If a character has two or more initial skills, the second will be from Silent Move Rural, Fish, or Flee!, with an equal chance of each. Any remaining skills should be diced for randomly on the skills chart for the chosen career chart.
Racial Abilities
HUMANS
Speak: See Languages Below
Night Vision: Zero
Alignment: Neutral
Height: Male 5`4" + D10"
Female 5`+ D10"
Psychology: No special Psychology rules
Age: 6D6/6D10 years. If the result is less than 16, roll again adding the new score to the original. This gives a potential age range for Humans of between 16 and 75 years.
Fate Points: D3+1
DWARVES
Speak: Drodarin, any one human language
Night Vision: 30 yards
Alignment: Neutral
Height: Male 4`4" + D10"
Female 4`2" + D10"
Psychology: Hatred for Cenerese and their allies
Age: 9D12/9D20 years. If the result is less than 16, roll again adding the new score to the original. This gives a potential age range for Dwarves of between 16 and 195 years.
Fate Points: D3
KLOONS
Speak: Drodarin, any one human language
Night Vision: 30 yards
Alignment: Neutral
Height: Male 3`4" + D10"
Female 3`2" + D10"
Psychology: Hatred for Cenerese and their allies
Age: 8D10/8D20 years. If the result is less than 16, roll again adding the new score to the original. This gives a potential age range for Kloons of between 16 and 175 years.
Fate Points: D3
OGRONS
Speak: Drodarin, any one human language
Night Vision: Zero
Alignment: Neutral
Height: Male 8`2" + D20"
Female 7`10" + D20"
Psychology: Hatred for Cenerese and their allies
Age: 7D10/7D20 years. If the result is less than 16, roll again adding the new score to the original. This gives a potential age range for Ogrons of between 16 and 155 years.
Fate Points: D3-1, but with a minimum of 1
NOODNICS
Speak: Noodnish, Durenese
Night Vision: 20 yards
Alignment: Neutral
Height: Male 1`9" + D6"
Female 1`7" + D6"
Psychology: Kleptomania
Age: 4D6/4D10 years. If the result is less than 11, roll again adding the new score to the original. This gives a potential age range for Noodnics of between 11 and 50 years.
Fate Points: D4
SZALLS
Speak: Szallish, Vassagonian
Night Vision: 20 yards
Alignment: Neutral
Height: Male 4` + D10"
Female 3`10" + D10"
Psychology: No special Psychology rules
Age: 5D6/5D10 years. If the result is less than 16, roll again adding the new score to the original. This gives a potential age range for Szalls of between 16 and 65 years.
Fate Points: D4
TABLE 2: STARTING SKILLS
Age | Dwarf | Human | Kloon | Noodnic | Ogron |
11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-60 61-70 71-80 81-90 91-100 101-110 111-120 121-130 131-140 141-150 151-160 161-170 171-180 181-190 191-200 | - - - - - - +1 +1 +1 +1 +2 +2 +2 +2 +1 +1 - - - - -1 -1 -2 | - - +1 +1 +2 +2 +1 +1 - -1 -2 | - - - - +1 +1 +1 +1 +1 +2 +2 +2 +1 +1 +1 - - - -1 -1 -2 | - +1 +2 +1 - -1 -2 -2 | - - - - - - +1 +1 +1 +2 +2 +1 +1 - - - -1 -1 -2 |
TABLE 3: WARRIOR SKILL CHART
D100 Roll by Character Race
Dwarf | Human | Kloon | Noodnic | Ogron | Skill Title |
01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 - 46-50 51-60 - 61-65 - - 66-70 71-75 76-90 91-00 | 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-65 66-75 76-80 - - 81-85 86-90 91-95 96-00 | 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 - 46-50 51-65 - 66-70 - - 71-75 76-80 81-95 96-00 | - 01-05 06-10 11-15 16-25 - 26-30 31-35 36-45 46-50 51-55 - - 56-65 66-70 71-80 81-85 86-90 91-95 - | 01-05 06-10 11-15 16-20 21-25 - 26-30 31-35 36-40 - 41-45 - - 46-50 51-55 - 56-60 66-75 76-85 86-00 | Acute Hearing Ambidextrous Dance Disarm Dodge Blow Drive Cart Excellent Vision Fleet Footed Lightning Reflexes Luck Night Vision Read/Write Ride Scale Sheer Surface Silent Move Rural Silent Move Urban Sing Sixth Sense Very Resilient Very Strong |