
Dolwen the Mighty |
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It's WFRP. If a peasant is ever happy, the universe reacts violently and with prejudice in response.
For confused people:
Here's a guide
TO WFRP COMBAT
01-15 - Head
16-35 - Right Arm
36-55 - Left Arm
56-80 - Body
81-90 - Right Leg
91-00 - Left Leg
In example, if I roll 1d100 ⇒ 14 and hit, I flip it to 41 and look on the chart. Left arm. Got him.
BASIC ACTIONS
Add 10% to your WS or BS on your next action, provided it's an attack. It doesn't last round to round.
Most spells have a cast-time. If you spend an extra half-action, you can using the Channeling skill. You can only use this action once a round.
You move your full movement and attack with +10% WS. Minimum of 4 yards/2 squares etc etc I don't think we're using maps. Unlike Pathfinder, you can turn mid-charge.
If you are in a fight with someone, and want to leave-- you must disengage. It moves you one movement away. If you don't, everyone in the entire fight who wants to can take a free non-action attack on you. Don't run away without disengaging. It's a bad move.
You move your speed.
This isn't Pathfinder's "declare a thing" ready. It means taking items out or unsheathing weapons. You can also put away an item in-hand at the same time. So if you've got a bow out and you want to sword, one half-action has the bow safely stored and the sword in your hands. No Pathfinder "AWAY MY CROSSBOW" free actions throwing your priceless artifacts to the ground to engage in melee.
Guns have a reload time. It takes that long to load them.
You get up from the ground, or mount an animal.
You make one attack, melee or ranged.
If you have multiple attacks, you make them all. You need Attacks 2 or better to use this. If the weapon you're using is a loaded pistol, you get max 2 attacks, one per weapon.
If you want to use a skill, like basketweaving, in combat, the DM will tell you a skill test to make. Most skills in combat are non-actions.
ADVANCED ACTIONS
One attack at +20% Weapon Skill in a "furious melee attack." After, you can't parry or dodge. For the people who can't parry or dodge, I'm just saying: Get furious.
You don't attack. Attacks on you get -20% Weapon Skill.
Your turn ends immediately, but you get a half-action for later, which you can use at ANY time for ANY reason. With the GM's style of simultaneous combat, I don't see this being used a lot.
You make an opposed Weapon Skill test with your enemy, and if you win, your next attack can't be parried or dodge. If you don't attack right away, you lose your bonus.
One attack at -10% Weapon Skill. You get +10% to Parry and Dodge tests.
Jumpin' is a full action. Don't go caterwauling around on the battlefield.
An opposed weapon skill test pushes the enemy one square. If you want, you follow. This doesn't disengage you, and you can't push them into terrain features like spiked pits or fireplaces, so what's the point of this action?
You can now parry if you take a half-action to get ready to parry. If you have a weapon in your off hand, you don't have to take this to parry, but if you do-- you get two parries a round.
You boogie your full speed, giving enemies a -20% on Ballistic Skill to hit you. But melee gets +20% Weapon Skill to hit you, so it's a fair trade.
These are all the types of action, generally speaking.
...
In conclusion,
Critical Wounds
Fate Points
I hope this is helpful. Next time, I'll go over Insanity Points...
GM, feel free to make any corrections for house rules.

Dolwen the Mighty |

The book I'm looking at (published 2005, p130-131) says Ulric's Fury requires first a 10 on the damage roll, then another successful attack roll, and only then can you just keep rolling the exploding damage die. Is there some errata I'm missing?
Good catch. I'll fix that right away.

RIZZENMAGNUS |

i had to reread the rules. I was under the impression that the casting and the action of targeting someone with the spell were two half actions. but upon rereading it, i recall that my former GM who introduced me to this game system had a way of making things very difficult for all of us players.
So yes, the spell casting and quarterstaff attack were correct, but then declaring the parry would nullify one of the actions.
So i will say that you decided to pull your attack with the staff...
since you were waiting for me, and i see that you hadnt posted, i will give you 2 full actions this turn.

RIZZENMAGNUS |

we will start with base armor at this time.
yes, we have fortune points.
Brief house rules
Critical hits
roll 03: damage bypasses armor (you hit that sweet spot)
Roll 02: Damage bypasses armor and toughness bonus (your shot lands on a pressure point)
Roll 01: automatic critical hit. roll for location of hit. Roll on the critical hit chart and apply the affects to the target.
Critical Fumble
roll 98: drop or toss weapon 1d5 squares away.
roll 99: weapon becomes damaged. Only applies half damage to all hits, with a 30% chance of breakage
Roll 100: auto crit on self. Roll for location of where you hit yourself. Roll on critical hit chart and apply damage
From this point on these rules apply...so let's hope i dont roll any more 1s =)

RIZZENMAGNUS |

you know...looking back at the critical hit rules, they are just too cumbersome.
Another house rule
Skip the rolling on the critical hit chart to see your number. When you get a critical hit on something, roll a d10 and apply the result.

Elthaslas Palemoon |

@Rizz to make a map like I did.
go to dungeongrid.com and log in with either face book or google account.
click on My Game boards in the upper right corner.
In the dropdown menu click create a new board.
this creates a blank board.
Left clicking on the board gives you options like change the dimisions of the board, and painting it.
to create a player or enemy token simply find the picture you want to use for the token and drag it onto the game board.
A box will pop up that lets you adjust the characteristics of the token.
There is no way to make walls or anything like that so maps have to be kept pretty simple. That is all there is too it really.
If we all die do we get to reroll new characters or is it game over?

Hanna Achenbach |

i had to reread the rules. I was under the impression that the casting and the action of targeting someone with the spell were two half actions. but upon rereading it, i recall that my former GM who introduced me to this game system had a way of making things very difficult for all of us players.
So yes, the spell casting and quarterstaff attack were correct, but then declaring the parry would nullify one of the actions.So i will say that you decided to pull your attack with the staff...
since you were waiting for me, and i see that you hadnt posted, i will give you 2 full actions this turn.
OK thanks for clearing that up for me. Actions forthcoming , after I get the wee ones to bed :)

Tvarog |

Roll 01: automatic critical hit. roll for location of hit. Roll on the critical hit chart and apply the affects to the target.
Roll 100: auto crit on self. Roll for location of where you hit yourself. Roll on critical hit chart and apply damage
Is there a link to the crit charts somewhere that I missed?

RIZZENMAGNUS |

since i didnt post this earlier, i am posting this now for everyone's benefit.
1) We all have a life outside of PBPRPG. I recognize that, since i too have a life. I work full time, am in school full time, have a family, and am an elected official for the city i live in. That said, I like to give myself and everyone within my game plenty of time for postings. So i do not adhere to the 1 post per day rule. I trend towards the 1 post per 2 days or even up to 1 post per 3 days. So I extend the same to my players. If you want to post multiple times per day, that is fine. If you only post 1/3 days, that is fine as well.
2) i understand that things come up and that you do not have an opportunity to say "hey, i will be away because of X reason". So, if you are AFK for up to a week, it's no big deal. After a week, i will send a PM to you asking for a status update. If i hear nothing back after 2 weeks, i will assume that you have some major issue going on and cannot be bothered. So i put you into the NPC status, and you just hang out in the background. You collect no xp, and do not provide anything to the group. If after a month and still no contact, then i will remove your PC from the group.
3) combat. I like to do my combat differently, as you have already noticed. First, the PCs go first, and then I make my npcs go in reaction to you. This allows everyone a chance to act without having to wait for me, or others, to post.
when in combat, i post 1/day. i do my posting during my lunch hour, which is at 12pm CST every day, monday through friday. after i make my posting, players then have from that time to 12pm CST the next day to act. Players that do not act will be considered in a defensive stance, and will not have an opportunity to act. yes, considerations can be made, as seen with hanna's quaterstaff question
4) style of play. I like to spin a tale around the game, from the battles to the roleplay aspect of it. I strive to make the world come alive, from the dew speckled grass that dampens your feet as you stride through a field, to the red stained grass that stains your boot as you dispatch chaos dwarf in a field of battle. I do this to make it enjoyable for the players, to make them feel a true part of the story. But this is a two way street. I ask my players to make the attempt to do the same. Dont simply say my character walks with the group to the ambush point. Give some character growth, have an internal monologue with yourself, or strike up a conversation with your group members. Now, Shakespeare is not in all of us, but at least try. As time progresses, your skill at spinning a yarn about your PC will grow. Plus, if i read something that truly impresses me, i give perks to players (free xp or rerolls. If it is good enough, i have given a free level advancement to the pc. Although, in this game, it would be a career advancement).
and finally this. It is my job to challenge both your PCs and you the players to the breaking point. I do not hold back punches, i do not coddle. The creatures, foes, villains within this realm all want to kill you, eat you, and destroy you. And not necessarily within that order. But, i do not cheat. I will use the rules and house rules as they are written, and make every attempt to bring you to your doom. I want this to be fun for you and for me.

RIZZENMAGNUS |

RIZZENMAGNUS wrote:Is there a link to the crit charts somewhere that I missed?Roll 01: automatic critical hit. roll for location of hit. Roll on the critical hit chart and apply the affects to the target.
Roll 100: auto crit on self. Roll for location of where you hit yourself. Roll on critical hit chart and apply damage
no, its in the book.

RIZZENMAGNUS |
1 person marked this as a favorite. |

AHA! i knew he had posting it somewhere...
The guy who introduced me to the Warhammer RPG setting has a game going on in another pbprpg website. For his game, he has posted his house rules. Since i took a lot of pages from his playbook, i am going to reference his house rules so that people here can see them
HEALING
Natural Healing
1 wound recovered per day
+1 wound recovered per day with a successful Toughness test
+TB wounds per day of complete rest with a successful Heal Test (if light wds 4+ wds)
+½ TB in wounds per day of complete rest with a successful Heal Test (heavy wds <4 wds)
maximum 1 wound per day without a successful Surgery if Critically wounded and really nasty scars
First Aid
First Aid (3 Combat Rounds) - successful Heal Test
stops bleeding on any single set of injuries
Treat Wounds (90 Combat Rounds) - successful Heal Test
Requires at least a needle and thread and a bandage of some kind.
Bandages are required to apply a Heal test. Good and Best quality bandages add it the skill test (+10% for Good, +20% for Best).
+1-5 Wounds for lightly wounded
+1 Wound for heavily wounded (revive a character who is at 0 from Fate Point expenditure)
Surgery Talent increases wounds treated by +1 per degree of success.
(no longer an automatic +1)
Surgery Talent (on critically wounded)
+10% Heal tests, 1 hour,
Character will be extremely weak for 7 - TB in days,
+20% to saving a limb (Toughness Test)
Patient will be at 0 Wds 24 hours after the surgery is complete.
Normal healing afterwards.
Draughts and Poultices
Healing Draughts - Heal 1-5 Wds immediately but only on Lightly Injured
Healing Poultice - Heals 1-5 Wds with a Heal Test and 8-10 hours rest

RIZZENMAGNUS |

sorry. i totally misread what you were rolling for. i saw the line, but read "what are the common death practices within the empire".
you know that within the great forest that beastman activity is kind of regular, so the empire sends patrols on all the major roads through the forest. But, sometimes, the patrols will skip an area for a week or two, to draw the beastmen out and make it easier for them to be killed.

RIZZENMAGNUS |

was a little preoccupied this weekend from friday thru sunday. My son was in the hospital having his tonsils removed. It was supposed to be easy peasy (and i would have time to do my pbp) but was not. spend the weekend in the hospital while my son recovered due to unforeseen complications. But, all is well now, he is home, and enjoying chocolate pudding by the gallon. (yes, just like carl)
now that i am back, it is time for me to get with killing off the pcs... i mean furthering the storyline. :)

Edgar Underfoot |

was a little preoccupied this weekend from friday thru sunday. My son was in the hospital having his tonsils removed. It was supposed to be easy peasy (and i would have time to do my pbp) but was not. spend the weekend in the hospital while my son recovered due to unforeseen complications. But, all is well now, he is home, and enjoying chocolate pudding by the gallon. (yes, just like carl)
now that i am back, it is time for me to get with killing off the pcs... i mean furthering the storyline. :)
Glad to hear he's OK. I work in Pediatric ED, and have seen some "complications" from morning surgery come in...not all with good outcome.
Thanks for carrying on the killing...er....I mean, furthering...

RIZZENMAGNUS |

Glad to hear he's OK. I work in Pediatric ED, and have seen some "complications" from morning surgery come in...not all with good outcome.
my son's tonsils were the size of golfballs. he impressed the surgery staff with how large they were. The complication was his oxygen saturation ratings. He was dipping down to the mid 60s while he slept, and freaked the docs out. Turns out it was the anesthesia that was causing it. 24 hours later he was only dropping down to 88.

Edgar Underfoot |

my son's tonsils were the size of golfballs. he impressed the surgery staff with how large they were. The complication was his oxygen saturation ratings. He was dipping down to the mid 60s while he slept, and freaked the docs out. Turns out it was the anesthesia that was causing it. 24 hours later he was only dropping down to 88.
Glad he's OK, but it kinda sounds like they might have overloaded him a bit. Then again, some extra swelling at the incision site isn't uncommon, so that may have affected his O2 sats.
That being said, did they mention any apnea concerns with him? I'm most likely going overboard, but O2 sats bottoming out isn't all that common following a T&A (assuming they took his adenois too).
Just curious...I'm understand not divulging, what with HIPAA and all... :-)

Edgar Underfoot |

ahhh! I don't need stories like that. My daughter is only four months old so I still have all this stuff a head of me
Don't sweat it, man! Just wait til she gets to the teen years...then you'll wish she was only 4 months old!
Seriously, as the father of two teen boys, its all par for the course. Just come to the realization that effective parenting is an illusion, and you'll be fine...

RIZZENMAGNUS |

my first day in country we were welcomed with 18 rockets. thank god for the cwiz.
aside from that, had a mortar land next to me but didnt explode, and had to go out with the officers and talk to locals. Some of it was fun, other times not so much.