warhammer class system

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The (nearly) careerless (and highly blasphemous) WFRP Class System Version1.1 Page 1 of 6 Why? Why do you do this to my favourite RPG??? Honestly: As a GM, were you always happy with the WFRP Career System? It’s easy to explain an adventuring PC who chooses to be an Outlaw, but how about a PC who wants to become an Artisan? Shouldn’t he spend a few years training? Or a Sergeant? He should stay in an army and not running around, adventuring. Of course, all of us pulled a few explanations out of the hat (between the sessions, the PC spends time training, visiting his old mentor, blah blah, blah). But in fact, nobody is interested in roleplaying training… the players want action, excitement, adventures; that’s what’s roleplaying is about (no one has created ‘ The Great Bore Roleplaying Game’ yet, where you can play an accountant or a civil servant or a similar class of highly exciting professions). So the solution proposed here is simple, although highly blasphemous; many of the old WFRP Grognards (and I will include my humble self here) will rant instantaneously that the Career System is one of the distinguishing marks, the foundation and the holy grail of the WFRP system (apart from being grim and perilous). Fine. You’re right. But this is my game, I bought it and I bend it. D&D taught us how such a system works way back in the 70s. But D&D is not grim and perilous, no way! All the following rules are suggestions and the GM may always overrule these. Please note that if you play a non-human (Dwarf, Elf, Halfling, Half-Orc, Snotling or whatever) you eventually have to adapt the Skill/Talent allowances a little. I also included a lot of optional and unofficial Talents in the list – if you do not know a specific Talent, simply ignore it. NPCs are created and used as usual. PzVIE The WFRP Class System (or how to squeeze, bend and jam WFRP so that it fits all the other RPGs) Roll for your Character and Basic Career as normal and pay for all the advances in that career with your first earned xp using the normal xp rates given in the core WFRPv2 core rules (i.e., 100 xp per 5% increment). This represents what you have done before you became an Adventurer, as usual. After that, pay 100 xp and choose your class from the following: Academic Cleric Ranger Rogue Warrior Wizard Change your ‘career’ now to the selected class and add ‘Level 1’. In a Level, you have to buy 8 profile advances (Main Profile in 5% increments, Secondary Profile in 1 point increments), 6 Skills (including Skill Mastery) and 3 Talents which must be available for your class (see below). Of course, you cannot buy Strength and Toughness Bonuses as they increase with the modifications in the Main Profile. After that, you pay 100 xp and change to Level 2, where you do exactly the same. And so on. XP Costs An increase of 5% in the Main Profile costs (New Value * 10) xp (e.g., an Agility increase from 27 to 32 would cost 320 xp).

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Page 1: Warhammer Class System

The (nearly) careerless (and highly blasphemous) WFRP Class System

Version1.1 Page 1 of 6

Why? Why do you do this to my favourite RPG??? Honestly: As a GM, were you always happy with the WFRP Career System? It’s easy to explain an adventuring PC who chooses to be an Outlaw, but how about a PC who wants to become an Artisan? Shouldn’t he spend a few years training? Or a Sergeant? He should stay in an army and not running around, adventuring. Of course, all of us pulled a few explanations out of the hat (between the sessions, the PC spends time training, visiting his old mentor, blah blah, blah). But in fact, nobody is interested in roleplaying training… the players want action, excitement, adventures; that’s what’s roleplaying is about (no one has created ‘The Great Bore Roleplaying Game’ yet, where you can play an accountant or a civil servant or a similar class of highly exciting professions). So the solution proposed here is simple, although highly blasphemous; many of the old WFRP Grognards (and I will include my humble self here) will rant instantaneously that the Career System is one of the distinguishing marks, the foundation and the holy grail of the WFRP system (apart from being grim and perilous). Fine. You’re right. But this is my game, I bought it and I bend it. D&D taught us how such a system works way back in the 70s. But D&D is not grim and perilous, no way! All the following rules are suggestions and the GM may always overrule these. Please note that if you play a non-human (Dwarf, Elf, Halfling, Half-Orc, Snotling or whatever) you eventually have to adapt the Skill/Talent allowances a little. I also included a lot of optional and unofficial Talents in the list – if you do not know a specific Talent, simply ignore it. NPCs are created and used as usual.

PzVIE

The WFRP Class System (or how to squeeze, bend and jam WFRP so that it fits all the other RPGs)

Roll for your Character and Basic Career as normal and pay for all the advances in that career with your first earned xp using the normal xp rates given in the core WFRPv2 core rules (i.e., 100 xp per 5% increment). This represents what you have done before you became an Adventurer, as usual. After that, pay 100 xp and choose your class from the following:

Academic Cleric Ranger Rogue Warrior Wizard

Change your ‘career’ now to the selected class and add ‘Level 1’. In a Level, you have to buy 8 profile advances (Main Profile in 5% increments, Secondary Profile in 1 point increments), 6 Skills (including Skill Mastery) and 3 Talents which must be available for your class (see below). Of course, you cannot buy Strength and Toughness Bonuses as they increase with the modifications in the Main Profile. After that, you pay 100 xp and change to Level 2, where you do exactly the same. And so on.

XP Costs An increase of 5% in the Main Profile costs (New Value * 10) xp (e.g., an Agility

increase from 27 to 32 would cost 320 xp).

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The (nearly) careerless (and highly blasphemous) WFRP Class System

Version1.1 Page 2 of 6

An increase of 1 in the Secondary Profile costs 100 xp.

A Skill or a non-Lore-Talent costs 100 xp (also Skill Mastery).

A Lore Talent may be acquired once per Level, with Petty Magic (select one) for 100 xp being the first. At each further level the Wizard or Cleric may buy Arcane or Divine Lore (any one) respectively, which contains up to 5 spells from a specific Lore, including any Lesser Magic spells, with a combined Casting Number not higher than 501 at a cost of (Level of the PC * 100). So, for example, a Cleric Level 1 may acquire the Petty Magic (Divine) Spell Set for 100 xp; in his Level 2 career, he may acquire Divine Lore (Sigmar) containing the four spells Armour of Righteousness (CN 6), Beacon of Courage (CN 14), Chaos Overcome (CN 22) and Deny the Heretic (CN 8) for a total CN-sum of 50 and an xp cost of 200. The same spell set in Level 3 would have cost him 300 xp.

A Wizard or Cleric may also buy Rituals at each Level for the normal cost.

Class XP Discounts The following Main Profile advances are available at quarter xp price, depending on Class. Given the example above, an Agility increase from 27 to 32 would cost only 80 xp for a PC in the Ranger Class.

Academic: Int Cleric: Fel Ranger: BS Rogue: Ag Warrior: WS Wizard: WP

The following Main Profile advances are available at half xp price, depending on Class. For example, a Toughness increase from 27 to 32 would cost only 160 xp for a PC in a Ranger, Warrior or Wizard Class.

Academic: WP & Fel Cleric: S & WP Ranger: T & Ag Rogue: BS & Fel Warrior: S & T Wizard: T & Int

Restrictions You may only choose Wounds 1 time per Level except for the Warrior Class, who

may increase the Wounds Characteristic 2 times per Level

You may only choose Attacks 1 time per Level up to a maximum of 3 if you are in the Warrior Class and up to a maximum of 2 if you are in the Cleric, Ranger or Rogue Class; all other Classes cannot increase their Attack Characteristic

You may only choose Movement 1 time per lifespan of your character

1 If you want more powerful wizards, simply increase that number to 60 or even 70

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The (nearly) careerless (and highly blasphemous) WFRP Class System

Version1.1 Page 3 of 6

Only Wizards and Clerics may choose Magic and only 1 time per level up to a maximum of 5 in case of Wizards and 4 in case of Clerics; no other Class can increase their Magic Characteristic2

Skill Availability An entry in the column means that this Skill is available for your Class, the number means the maximum of times this skill can be taken in your whole life. Each Skill (including Skill Mastery) can only be chosen once per Level. Skill Academic Cleric Rogue Ranger Warrior Wizard Academic Knowledge (var.) 12 6 3 - 3 6 Animal Care 1 2 2 3 3 2 Animal Training 1 1 2 3 3 1 Blather 3 3 3 2 3 3 Channelling - 3 - - - 3 Charm 2 3 3 1 1 2 Charm Animal 2 3 2 3 2 2 Command 1 2 1 1 3 2 Common Knowledge (var.) 12 6 4 3 3 6 Concealment 1 2 3 3 2 1 Consume Alcohol 3 3 3 3 3 3 Disguise 2 1 3 1 1 2 Dodge Blow - 1 2 1 3 - Drive 1 2 3 3 2 1 Evaluate 3 2 3 1 1 2 Follow Trail 1 1 3 3 2 1 Gamble 2 - 3 1 2 - Gossip 3 3 3 2 1 1 Haggle 3 1 3 2 2 1 Heal 2 3 2 3 2 2 Hypnotism 3 1 1 - - - Intimidate - 1 3 1 3 1 Lip Reading 3 - - - - - Magical Sense - 3 - - - 3 Navigation 3 1 1 1 1 1 Operate (various) 3 3 3 1 3 3 Outdoor Survival 1 2 2 3 3 1 Perception 3 3 3 3 3 3 Performer (various) 2 2 3 1 2 2 Pick Locks 1 1 3 1 2 1 Prepare Poison 3 1 3 3 - 2 Read/Write 3 3 1 1 1 3 Ride 3 3 3 3 3 3 Row 3 3 3 3 3 3 Runecraft Sail 3 3 3 3 3 3

2 If you think that 4/5 are too many Casting Dice, you may reduce these figures to 3 for a cleric and 4 for a wizard

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The (nearly) careerless (and highly blasphemous) WFRP Class System

Version1.1 Page 4 of 6

Scale Sheer Surface 1 1 3 3 3 1 Search 3 3 3 3 3 3 Secret Language (various) 3 3 3 3 3 3 Secret Signs (various) 3 3 3 3 3 3 Set Trap - 1 3 3 1 - Shadowing - 1 3 3 1 - Silent Move - 1 3 3 2 - Sleight of Hand - - 3 1 1 1 Speak Arcane Lang. (var.) 12 6 - - - 12 Speak Language (various) 16 6 3 2 2 6 Swim 3 3 3 3 3 3 Torture - 1 2 1 3 1 Trade (various) 3 3 3 3 3 3 Ventriloquism 3 3 3 3 3 3

Talent Availability An entry in the column means that this Talent is available for your Class. A number would mean you can purchase this number of variations from this Talent group (i.e., Specialist Weapon Group (Two-handed) and Specialist Weapon Group (Parrying)). The GM may always deny a specific Talent, for example, the Grail Virtue Talent can only be taken if your character represents a Bretonnian Knight. Skill Academic Cleric Rogue Ranger Warrior Wizard Acute Hearing X X X X X X Athyric Attunement X X Alley Cat X X Ambidextrous X X X X X X Animal Whisperer X X X X X X Arcane Lore X Armoured Casting X X Art of Silent Death X Artistic X X X X X X Black Hunger X Chosen of Chaos X X X X X X Contortionist X X X X X X Controlled Corruption X X X X X X Dark Lore X Dark Magic X Dealmaker X X Detect Ley Line X X Disarm X X Divine Lore X Dwarfcraft Etiquette X X X X X Excellent Vision X X X X X X Expert Climber X X X X X X Fast Hands X X Fearless X X Flee! X X X X X

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The (nearly) careerless (and highly blasphemous) WFRP Class System

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Focussed Strike X Frenzy X Grail Virtue 1 Grudge-Born Fury Hedge Magic X Incantation X X Inured to Chaos X X X X X X Lightning Parry X Linguistics X Luck X X X X X X Master Gunner X Master Orator X X X X X X Meditation X X Menacing X X Mighty Missile X X Mighty Shot X Mimic X X X X X X Orientation X X X X X X Petty Magic X X Politics X Provincial Expertise X X X X X X Public Speaking X X X X X X Quick Draw X Rapid Reload X Resistance to Disease X X X X X X Resistance to Poison X X X X X X Rover X X X Schemer X Seasoned Traveller X X X X X X Sharpshooter X Sixth Sense X X X X X X Specialist Weapon (various) 1 1 2 1 5 1 Stout-Hearted X Street Fighting X X X Streetwise X X X Strike Mighty Blow X Strike to Injure X Strike to Stun X X Strong-Minded X X X X X X Sturdy X Super Numerate X Sure Shot X Surgery X Swashbuckler X X Trapfinder X X Trick Riding X X Tunnel Rat X Unsettling X X

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The (nearly) careerless (and highly blasphemous) WFRP Class System

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Virtue (various) 1 Wall Runner X X Witch Lore X Witchcraft X Wrestling X X X

The following Talents change the Profile and are presented here separately.

Profile Changing Skill Academic Cleric Rogue Ranger Warrior Wizard Coolheaded (+5 WP) X X X Fleet Footed (+1 M) X X X X Hardy (+1 W) X X X Lightning Reflexes (+5 Ag) X X X Marksman (+5 BS) X X Savvy (+5 Int) X X X Suave (+5 Fel) X X X X Very Resilient (+5 T) X X X Very Strong (+5 S) X X X Warrior Born (+5 WS) X X