Warhammer Fantasy RolePlay, 2nd Edition ~ Rules ... - Wolvesau.net

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Warhammer Fantasy Role-Play, 2 nd. Edition ~ Rules of Play. Playing the Game. Making Tests: Players make Tests for their characters by rolling percentage ...

Warhammer Fantasy Role-Play, 2nd Edition ~ Rules of Play Playing the Game Making Tests: Players make Tests for their characters by rolling percentage dice (2d10 read as 10s and 1s) to determine success. The GM may assign difficulty modifiers based on his/ her perception of that difficulty. By taking your time on some tasks, and working together as a team on other tasks you might improve your chances of success. You should ask the GM if teamwork or extra time would help solve tasks.

Fate and Fortune Points: Fortune points are equal to twice the character’s Fate Points, renew every morning –though they do not stack morning-to-morning–, and may be used in the following manners… ► …at any time to re-roll one failed Characteristic or Skill Test, but only one for an Extended Test, ► …to gain an extra parry or dodge in a round, more than once for the round, which is normally forbidden, ► …to gain an extra d10 on Initiative, and ► …to gain an extra Half-Action during their turn.

Damage and Healing Lightly Wounded: When there are more than 3 Wounds remaining on a location. Without medical attention, the character recovers 1 wound per day; with attention, up to 1d10 per day. Heavily Wounded: 0 – 3 Wounds remaining on any location. Without medical attention the character recovers 1 wound per week; with Surgery or a poultice, up to 1 per day.

Critically Wounded: Damage beyond the maximum wounds for a location, the further effect(s) of which are rolled on the appropriate critical chart, and may lead to the character’s death.

Experience Points: You will be given XP (experience points) from time-to-time for role-playing, and these are tracked as Current and Total XP. Your Current XP is what you have available, in 100-point increments, to improve your character. Total XP is the sum of all the experience your character has accrued during the life of the game. Upgrade your character through purchases using the following guidelines (each costs 100 XP unless otherwise stated)… ► …gain +5% on available Primary Characteristics, ► …gain +1 on available Secondary Characteristics, ► …gain an available new skill or talent, ► …gain +10% Skill Mastery to any available improvable skill, ► …gain an Extra Spell talent (mages only); spend one week to one month studying the new spell (dependent on the complexity of the spell, as determined by the GM), and then spend 100xp. The new spell is immediately available once these are accomplished, ► …enter a new career available to your character from the exits listed on their current career. NOTE: Certain special or racial careers (such as the Estalian Diestro, Kislevite Kossar, Noble, and Norse Berserker) may only be entered under special circumstances, subject to class and racial restrictions, ► …enter a new BASIC career for which there is NO exit from your current career, spend 200 XP.

Weaponry Quality Definitions and Money Some weapons have special qualities whose definitions are shown here… ► Armour Piercing – Ignore 1 point of your target’s armor, ► Balanced – You don’t suffer the normal 20% off-hand penalty if you’re using this weapon in your off-hand, ► Defensive – You gain +10% bonus when parrying, ► Experimental – On an attack roll of 96-98, this weapon jams and must be repaired; on an attack roll of 99-00, this weapon explodes, inflicting base 8 damage, ► Fast – Your opponent suffers a -10% penalty when trying to parry or dodge this weapon, ► Impact – Roll 2d10 for damage, using the highest roll to determine damage, but not both dice, ► Precise – If you roll a Critical hit, the damage increases by 1, ► Pummeling – You have a +10% Strength bonus when combined with your Strike to Stun Talent, ► Shrapnel – Any character within two (2) yards of the path of travel for this weapon, up to its maximum range, must make a successful Agility test or be hit.

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Slow – Your opponent gains a +10% bonus when attempting to parry or dodge this weapon, Snare – If hit, the target is trapped unless a successful Agility test is made. In subsequent rounds, a successful Strength test (to break the bonds) or Agility test (to get free), is necessary to get loose of the snare. Ensnared characters are +20% WS or BS to hit, Special – Special rules exist for this weapon or item; they are normally contained with the objects description, Tiring – Impact quality is only good for the first hit of a fight with these sorts of weapons, Unreliable – See Experimental, though the failure numbers are 96-99 and 00, instead.

Money: 1 GC (gold crown) = 20 SS (silver shillings) = 240 BP (brass pennies); 1 SS (silver shilling) = 12 BP (brass pennies)

Magic (for Mage characters only) Follow this procedure for casting spells… 1) (Optional) Channeling: You pull energy from Chaos to cast magical spells, so a successful Channeling roll grants a bonus to your Spellcasting roll equal to your Magic Characteristic as a bonus. 2) (Optional) Ingredients: Each spell lists an ingredient (AKA component) that may be used to enhance your total Spellcasting roll. Ingredients listed as +3 have a 75% chance of disappearing on completion of casting, used up by the magic. +2 Ingredients have a 50% chance, and +1 ingredients have a 25% chance.

3) (Optional; GM Discretion) The Winds of Magic: Every 1d10 minutes the aethereal winds of Chaos change, based on the mage’s current location. The color of the wind determines any bonus or penalty for your Spellcasting roll. 4) (Required) Casting the Spell: You may roll a number of d10s, from 1 up to your current Magic Characteristic, whatever you prefer, to cast a spell, adding any of the bonii listed above. Add the numbers of all dice and bonii together; a successful Test grants the effect of the spell from its description. Doubles, triples, and quadruples on the dice, however, even if successful, may bring unwanted manifestations of Chaos.

Combat Rounds, Initiative, Attacks, and Damage Combat Round: A 4 to 10 second period, as with most games, in which combat and non-combat actions are accomplished to defeat an opponent, trap, or puzzle during standard and dramatic scenes. Initiative: Each Player, and the GM, rolls 1d10 and adds their Agility to that. Play proceeds from highest to lowest Initiative total, with ties broken by Weapon or Ballistic Skill –based on the weapon being used by the character at the time. Characters that are surprised lose their ability to act the entire first round of combat, regardless of the number of action points they possess. Players succumbing to a failed Terror/Horror roll lose their ability to act until a successful Test is made. Making an Attack 1) Each Player determines their Actions for the Round: As your part of the combat round plays out, you will need to explain each action taken or each attack made to the GM and the rest of the Party. As each action plays out… 2) Roll To-Hit or Test to Succeed: Players roll percent dice against their character’s Weapon or Ballistic Skill, or Skill to Test, whichever is most appropriate, with any modifiers applied by the GM or due to possessed skills or talents. If the roll to-hit is successful…

3) Determine Hit Location: The reverse number of the To-Hit roll, or whatever method the GM decides to use, determines where the character was hit, as listed on the “paper doll” on your character sheet. Next, you… 4) Roll Damage: Roll 1d10, adding the character’s weapon damage bonus, plus any GM, skill or talent modifiers, and then… 5) Adjust for the Targets Armor and Talents: Damage to the target of the attack is reduced by their Toughness Bonus, their armor value according to location, and any magical or talentbased bonuses to their defense. The final number is… 6) Recorded as Damage: Locations with four (4) or more remaining wounds are Lightly Wounded. Locations holding 3, 2, 1, or 0 wounds are Heavily Wounded. Each hit placing a location further into negative numbers causes a Critical Wound, perhaps even killing the character. See Playing the Game… Damage and Healing on page 1 of this sheet for healing information. After this… Finishing the Combat: Each Player continues to wash, rinse, and repeat this sequence… until the combat is resolved.

Combat Actions In Warhammer Fantasy Role-Play, 2nd Edition, Characters are equipped with Actions, AKA Full Actions. Each Full Action may be split into two Half-Actions and “spent” to perform actions and attacks while in combat rounds, as follows…


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Aim (Half-Action): Increases the Character’s chance to-hit by +10% for either Weapon or Ballistic Skill. Cast (Varies): For a Half-Action the Character may Channel, and then spend another Half-Action to cast. More complex spells require more time to cast, and casting can be an Extended Action, based on the GMs discretion. The mage may not case more than one spell per round (RB 127). Charge Attack (Full Action): The character charges their opponent from at least 4 yards distance, attacking with a +10% bonus to Weapon Skill. Disengage (Full Action): The character may escape from combat, though all opposing characters in melee range get a free attack against the character. Move (Half-Action): The character may move a distance equal to their Move/Disengage, with underbrush or other difficult terrain cutting that by half. Ready (Half-Action): The character may pull, and/or put away a component, weapon, or item, and/or drink a draught. Putting something away and pulling something out at the same time may be done in the same action. Reload (Varies): The character can reload a missile weapon; for weapons requiring multiple actions to reload, this is an Extended Action. Stand/Mount (Half-Action): The character can rise from the ground or mount a riding animal. Standard Attack (Half-Action): A character may make one melee or ranged attack series, counting as one attack. Use a Skill (Varies): Make a skill Test to succeed at a skill.


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All-Out Attack (Full Action): The character makes a furious attack with a bonus of +20% Weapon Skill, though they may not Parry or Dodge until the following round. Defensive Stance (Half-Action): All attacks against this character are –20% Weapon Skill penalty for the round. Delay (Half-Action): The Player may delay their character’s action until an opportune time, though they are left with only a single Half-Action. Two delaying character’s attempting to act at the same time make opposed Agility Tests to see who acts first. Feint (Half-Action): The character pretends to attack one way, then attacks another. The attacker and target make opposed Weapon Skill Tests; if the attacker wins, his next attack cannot be Parried or Dodged. If the attackers next action is not a Standard Attack, this bonus is lost. Guarded Attack (Full Action): The character’s next attack is – 10% Weapon Skill, though they are +10% Parry/Dodge until the next round of play. Jump/Leap (Full Action): The character jumps or leaps across something. Maneuver (Half-Action): The attacker may force the defender to move two yards, or they may move themselves two yards, by making an opposed Weapon Skill Test against the target. If the attacker is successful, the target moves in the direction and distance, up to two yards, the attacker describes. Run (Full Action): The character runs their full speed until the next round. Ranged attacks against the runner suffer – 20%, while melee attacks gain +20%. Character’s may not run through difficult terrain.