Showing posts with label Character Creation. Show all posts
Showing posts with label Character Creation. Show all posts

Wednesday, October 18, 2023

Picking your spells and other considerations

 


SPELLS

Petty: Magic Rating petty spells for free, so as MR goes up, you get more Petty spells. 100 XP for each one after that.

Simple: You don't start with any, but you already purchased a number of these. 100 XP x MR for new ones.

Lore: Pick 2 spells of each MR for each lore for free. 100 XP x MR for additional spells. This way, you can basically make your own spell lists instead of having to rely on the system from Realms of Sorcery.

CHANNELING SKILLS

Lores: You can advance each channeling skill you have ONCE per career, so the first lore chosen is the one that can go to the max, but the others will not be as advanced (unless you go full wizard later).

Petty Magic: There needs to be a Petty Magic skill, but I think we maybe haven't used it? If you don't have it already get it for free at +10.

Sunday, February 14, 2021

Rules of the Game pt. 1 (character creation)

Wrong kind of hero

Some of these changes are tweaks to 2nd edition rules, others have been taken from 4th edition, and finally, some are intended to help/boost a lone PC.

PRIMARY CHARACTERISTICS

Add +10% to all primary characteristics.

So humans start with 30+2D10 (average 41%) in everything.

This gives a better base chance of success so the GM doesn't have to hand out positive modifiers all the time.

Weapons (firearms for example) that do NOT add SB to damage get +1 to their damage profile to compensate.

Then add +5% to all primary characteristics.

Wigmar basically starts with 35+2D10 (average 46%) in everything.

This is a lone wolf bonus. He'll be making more checks than most Warhammer PC so he needs the boost.

SECONDARY CHARACTERISTICS

Attack: The attack characteristic is not used. 

Replaced by rules for multiple attacks and talents. Similar to how the 40k games work.

Wounds: Do not roll for wounds. 

Add together the bonus for S, T, and WP. 

So if you're S 41, T 45, WP 39 you have 11 starting wounds.

Characteristic Bonuses: All characteristics use their bonuses in some way (same as the 40k games). It's not important to record (there is room only for SB/TB) as it's always the 10-digit.

Fate: After you roll on the table, get +1 point. Lone wolf bonus.

Resilience: New stat from 4ed. Works in a fashion similar to fate, but differently. For now, just roll on the Fate table again and add +1 to whatever you get. Lone wolf bonus.

STARTING SKILLS

+10% to Common Knowledge tests related to Reikland.

STARTING TALENTS

Savy or Suave (from Reiklander background) +2 random talents.

MORE FLEXIBLE STARTING CAREERS

Some starting careers are rather weird when it comes to advances - soldiers getting no S or T, but +10% to Ag is one example. Starting careers are also rather limited in scope. It should be possible to stay in a career for a while - if you want to.

Here is the new Soldier advance.

SOLDIER

WS

BS

S

T

Ag

Int

WP

Fel

+15%

+15%

+10%

+10%

+10%

+5%

+10%

+5%


Here are some careers for comparison.

OUTRIDER

WS

BS

S

T

Ag

Int

WP

Fel

+10%

+15%

+5%

+5%

+15%

+15%

+10%

+5%

ROADWARDEN

WS

BS

S

T

Ag

Int

WP

Fel

+15%

+15%

+10%

+5%

+10%

+10%

+10%

+5%

THIEF

WS

BS

S

T

Ag

Int

WP

Fel

+10%

+10%

+5%

+5%

+20%

+10%

+5%

+15%

STARTING ADVANCES

Characters get TWO +5% advances instead of one. They must be taken in different characteristics.

SKILLS

Skills will be tweaked a little. Weird stuff like Blather will be dropped in favor of Deceive, for example. Not that important for Wigmar now. More later.

TALENTS

More talents will be added.

EXPERIENCE

The first advance in something typically costs 100 XP but then it gets more and more expensive. XP gain adjusted to compensate. This is done to make it possible to keep playing and advancing for quite some time.