This is a dark age, a bloody age, an age of demons and of sorcery. It is an age of battle and death, and of the world's ending. Amidst all of the fire, flame and fury it is a time, too, of mighty heroes, of bold deeds and great courage. At the heart of the Old World sprawls the Empire, the largest and most powerful of the human realms. Known for its engineers, sorcerers, traders and soldiers, it is a land of great forests and vast cities. And from his throne in Altdorf reigns the Emperor Karl Franz, sacred descendant of the founder of these lands, Sigmar, and wielder of his magical warhammer.
But these are far from civilized times. Across the length and breadth of the Old World, from the knightly palaces of Bretonnia to ice-bound Kislev in the far north, come rumblings of war. In the towering Worlds Edge Mountains, the orc tribes are gathering for another assault. Bandits and renegades harry the wild southern lands of the Border Princes. There are rumors of rat-things, the skaven, emerging from the sewers and swamps across the land. And from the northern wildernesses there is the ever-present threat of Chaos, of demons and beastmen corrupted by the foul powers of the Dark Gods.
As the time for battle draws ever nearer, the Empire needs heroes like never before.
What makes Warhammer Fantasy Roleplay (WFRP) special? The Tone.
First, the tone of the characters that the players play, and second, the tone of their world.
The Characters:In some RPGs players play mighty heroes vanquishing foes and gaining awesome powers and skills. They are shining knights, powerful mages, etc, working their way through a world of dungeons and dragons that are ready to be bested. By contrast, in WFRP, the players tend (at least initially) to play regular folk: soldiers, sailors, tinkers, tailors, rich men, poor men, beggar men, and thieves. Regular folks, richly drawn and with strange days ahead of them. In fact, often the only thing that marks the player characters as out of the ordinary is the fact that they are destined for some interesting and dangerous encounters - and that they are not fated to die the very first time that they run into trouble (but maybe the second or third...) They player characters are reluctant heroes thrust into exceptional circumstances by a combination of events and a refusal to just go quietly into an obscure grave.
The World:WFRP is more than a set of rules - it is an amazingly detailed world. A grim world of perilous adventure. Of low fantasy, mud, guts, and moral decay. There is magic, but it is dangerous and feared. There is technology, but it is dangerous and feared. There is faith, but it is precarious and compromised. There is society, but it is corrupted by the horror of Chaos lurking beneath the tissue thin surface, dangerous and feared, but also desired and worshiped.
THE FIVE BASICS
The Old World:The Old World is a fantasy realm comparable to Europe in the early Renaissance. The bulk of it's population is human, but other civilized races such as elves, dwarves and halflings also inhabit its lands. Barbaric creatures such as beastmen and goblinoids lurk on its borders and in its more remote regions. Technology has advanced to the point where alchemists are making scientific progress, including the manufacture of gunpowder, and technical innovations such as sewers and the printing press are starting to arise in the more substantial towns and cities. Magic is also present in the Old World, but it is uncommon and untrusted. Indeed, it is often also views with fear and suspicion.
The Empire: The Old World's largest nation is the Empire, a federation of ten individual provinces rules by aristocratic autarchs who elect one among them to serve as Emperor. The Empire's capital is the teeming city of Altdorf, sited at the confluence of the Rivers Reik and Talabec. These major waterways link Altdorf to cosmopolitan Nuln, crater bound Talabheim and the free port of Marienburg, while one of the Empire's few roads connects Altdorf to the Empire's second city, Middenheim, the fortress-like City of the White Wolf.
Society: The bulk of the Old World's populace are peasant folk. Skilled artisans, merchants and academics constitute an emerging middle class governed by local guilds. The highest echelons of society are occupied by a hereditary, land owning aristocracy.
Religion: Religion in the Empire is polytheistic with many citizens worshiping several deities, according to the needs, the seasons, or local traditions. The Empire's patron god is Sigmar, the first Emperor, who was deified after his reign. Other, older cults worship Ulric, the god of war, wolves, and winter, Manann, god of the sea, Rhya, earth mother, her husband Taal, god of nature and wild places, Shallya, goddess of healing and mercy, and Morr, god of death and dreams. Elves, dwarves, and halflings worship their own pantheons, and humans beyond the Empire bring with them the veneration of yet further deities.
Law and Chaos:The Old World is caught between twin cosmic forces: Law, embodying order and predictability, but also stagnation, close-mindedness and despotism, and Chaos which foments anarchy, destruction and physical mutation, but also creation and freedom. While balance is desirable, the reckless and corruptible nature of man makes the Old World ever vulnerable to being overwhelmed by Chaos - whether in the form of warlike incursions from the norther Chaos wastes or, more insidiously, corruption lurking within society itself. While worship of the Chaos gods is proscribed throughout the Old World, this doesn't stop some from seeking an easy route to power and success through glorification of the Ruinous Powers: Nurgle, Khorne, Tzeentch, and Slaanesh. In fact, the Old World's many clandestine cults may pose as great a threat as the mutant beastmen lurking in its forests.
This is a current map of the Empire. The ten provinces of the Empire are in red. Nestled in the Reikland province is the capital of the Empire, Altdorf. The current ruler of the Empire is His Imperial Majesty Karl Franz I. It is the year 2508 IC.
The Master Rule:Everything in this game is based off the d10 and d100. You always want to roll LOW.
Simple Tests: Most tests are Simple Tests. These tell you if you succeed or fail - nothing more. Roll 1d100, and if the result is less than or equaltoyour Skill or Characteristic, you succeed! Otherwise, you fail. Failing can mean things simply take longer, not that the attempt is completely fruitless, but the GM will decide and describe.
Difficulty:Some Tests are more difficult than others - climbing a sheer wall is much harder than climbing a tree, for example. To simulate this, the GM can assign a difficulty to any Test. This will either add a positive bonus or a negative penalty, making the Test easier or harder to pass. The following difficulty level may be applied as the GM feels is appropriate: Very Easy (+60), Easy (+40), Average (+20), Challenging (+0), Difficult (-10), Hard (-20), or Very Hard (-30).The modifier is applied directly to the tested skill, either lowering or raising the target number of the test. If a test has no marked modifier, it is assumed to be Challenging (+0).
Example: Misha decides to chat with the passing Ubersreikers to ask where the nearest donut shop is. I call for an Average (+20) Gossip test. Misha's Gossip skill is 50, but that is now increased to 70 because of the Average Difficulty. I roll a 59 on d100. Success! Normally a roll over Misha's Skill of 50 would be a fail, but because of the Difficult bonus, the Test is a success, and Misha is pointed in the direction of the nearest food stall. Misha would only fail that Test if she rolled over her modified skill of 70.
Dramatic Tests: Dramatic Tests explain how well a task is performed. Like Simple Tests, roll 1d100 to determine if a test is a success or a failure. Then subtract the tens number of the 1d100 roll from the tens number of the Skill or Characteristic being Tested. The result is your Success Level (SL).A positive SL occurs when you succeed at a Test - the higher the number, the better you succeed. A negative SL occurs when you fail - the lower the number, the worse it has failed. The GM will describe what happens based on your SL.
Example: Misha has grown bored of the market and decides to push through the crowds to reach the entertainers she can hear playing music in the distance. Misha decides to gruffly push her way through, so I ask for an Average (+20) Dramatic Intimidate Test. Misha rolls a 26 against her Intimidate of 63. (43 for her Skill, plus 20 for the Difficulty). The tens number of her Intimidate of 63 is 6, and the tens number of her roll of 26 is 2. So, Misha scores a +4 SL (6 - 2 = 4). Looking at my GM table, 4 SL is considered an "Impressive Success". Clearly, no one wants to mess with an Acheronian Prime, and the crowds part as soon as they see Misha's signature armor, shield, and hammer.
Opposed Tests:Two characters can directly compare Tests to see who performs better. Doing this requires an Opposed Test. An Opposed Test compares the results of a Dramatic Test from each Character. The Character with the higher SL is declared the winner, and the difference between the individual SLs is used as the final SL for the Opposed Test.On a draw, the character with the highest Skill rating wins, or the GM can declare a draw. Opposed Tests can often compare different Skills. The GM will let you know which Skill to use. In an Opposed Test, even if two players fail, the person who "failed less" is still considered the winner.
Example: Misha decides she wants to buy a new hat. The GM calls for an Opposed Haggle Test against the vendor. Misha rolls a 51 against her Haggle Skill of 48. Uh oh. A fail with a -1 SL. The vendor rolls a 69 against his Haggle Skill of 40, also failing, but with a -2 SL. Misha has the higher SL (-1 SL, while a fail, is still higher than -2 SL), so Misha is the winner of the Opposed Test with a SL of +1 (the difference between both SLs). It was an awkward, clumsy exchange, and neither spoke well, but Misha performed marginally better to win the Opposed Test, letting her buy the hat for the Haggle price.
Characteristics and Skills: Characteristics and Skills are used in Tests to see if you succeed or fail at unsure tasks.
FATE AND FORTUNE
Fate:You can permanently spend a Fate point to become incapacitated instead of being killed, ensuring you survive the rest of the combat OR you can avoid all damage from one source by permanently spending a point. Fate is nearly impossible to regain, so spend it wisely. If you spend a Fate point, your current Fortune Points also drop by 1.
Fortune:You can spend a Fortune point to reroll a failed Test OR add +1 SL to a Test after it's rolled OR choose when you want to act in a round, regardless of Initiative order. At the beginning of each session, your Fortune Points are set at your current Fate Point level.
RESILIENCE AND RESOLVE
Resilience:You can spend a Resilience Point to choose a 1d100 result for one of your Tests (even after rolling); this will automatically win an Opposed Test (if you are in one) by a minimum of +1 SL. If you spend a Resilience Point, your current Resolve Points also drops by 1.
Resolve: You can spend a Resolve Point to remove 1 Condition from which your Charactter currently suffers. You can also spend 1 point to ignore the Fear trait, and not be afraid. Lastly, you can spend 1 point to ignore the negative modifiers of any Critical Wound for 1 round.
OTHER
Wounds:You lose Wounds when hurt.
Corruption:This shows how corrupt your soul is becoming.
Talents:These are your special capabilities.
Armor Points and Weapons:These are used in combat to resist damage or harm enemies.
Trappings: These are the items your Character is carrying and any rules they may have.
MONEY
Money in The Old World is a little different than other fantasy RPGs. The Old World has three types of coins: Gold, Silver, and Brass.
So, when you see an entry that says "2GC", that's two crowns. When you see an entry that says "15/-", that's 15 shillings, and when you see "10d", that's 10 pennies - for example. Sometimes you'll see something like this: "14/2". That means 14 silver and 2 pennies.
OUTSIDE COMBAT:Any Test scoring a success that also rolls a double is called a Critical, meaning you've scored +6 SL no matter what you rolled; and any failure including a double is a Fumble, and is considered a -6 SL.
IN COMBAT:Any successful Melee or Ranged Test that also rolls a double causes a Critical. This means you have dealt a significant blow, and can even happen when you are the defender in a combat Test. If you score a Critical, your opponent receives an immediate Critical Wound as your weapon strikes true. I'll describe what happens. The converse of Criticals, a Fumble is any failed combat Test that rolls doubles, which means something very unfortunate has occurred. I'll describe what happens.
WEAPON QUALITIES
Some of you have weapons that have qualities that add little additional details to combat and what they can do. I'll list them here for reference.
DAMAGING:When you damage an opponent, also add the unit's die to the total damage. So, a winning roll of 45 to hit would add an extra +5 damage, and 38 would add an extra +8 damage. IMPALE:Any of your rolls ending in a 0, such as 20, 30, 40, you have scored a Critical Hit. PENETRATING:The weapon ignores the first point of Armor when causing damage PISTOL: You can use the ranged weapon as a Melee Weapon, meaning, you can fire while Engaged with an enemy in Melee range. RELOAD 1:You must pass a Ballistic Skill (BS) Test with +1SL to reload your pistol. PUMMELLING:If a weapon with Pummelling hits an opponent in the head, and they are wearing no armor there, they get a Stunned Condition.
CASTING SPELLS
To cast a spell, Ferdinand must make a successful Dramatic Language (Magick) Test. Ferdinand has a Skill rating of 61 in that skill. If you succeed, match your SL to the Casting Number (CN) of the spell. If you SL is equal to or higher than the CN of the spell, it is cast as explained in the spell's description. If failed, the spell attempt fails, and nothing else happens. Ferdinand starts with 3 Petty Magic spells, all with a CN of 0. One of Ferdinand's Petty spells is called Dart, which is like D&D's Magic Missile. In fact, WFRP calls Dart a magic missile type spell. Here's how it works: whenever a magic missile spell is successfully cast, the SL of the Language (Magick) Test is added to the spell's listed Damage and your Willpower Bonus to determine the total inflicted Damage. Dart is a Damage +0 spell, so Ferdinand, upon a hit, would add the SL of the magic test, say +4, plus his Willpower Bonus (which is his tens digit in his WP characteristic, which is 43, so +4) for a damage total of 8 (+4 SL, +4 WP bonus = 8 damage.)
Don't worry if any of this doesn't make sense, i'll explain everything step by step as it happens.
The striking fortress-town of Ubersreik is situation between the gloomy Grey Mountains and the depths of the Reikwald Forest. The town guards the Grey Lady Pass through to Bretonnia, and is one of the busiest trading centers of the Empire. A mighty, Dwarf-built bridge that spans the red waters of the River Teufel stands at its center. This impressive crossing connects important trade roads from across the Empire and beyond.
However, for all its importance, Ubersreik is in turmoil. Sigismund von Jungfreud, its former duke, was recently stripped of his title by the Emperor for uncertain reasons. Those perceived as too loyal to the old duke were removed from office, leaving a power vacuum that's yet to be filled. Soldiers from the distant capital of Altdorf now patrol the town and the surrounding province. This stirs deep resentment from suspicious locals.
Nevertheless, life continues unabated, and you find yourselves in Ubersreik's bustling Market Square on a glorious spring morning, searching for a decent breakfast. Unless there's something else you would rather buy?
TASK:Go ahead and take a moment and introduce yourselves and role-play a little bit, settling into your sample character for this intro adventure. You find yourself in a very busy marketplace in the town of Ubersreik in the Reikland Province. You all know each other, and have been friends for a little while.
Bald, tan skinned and tall figure towered over most of the citizens on the streets of Ubersreik. Hardly ever smiling in public, but within he chuckled often at the reactions of the people looking at his exquisite self, his robes and the objects dangling on it. The human looked all the more notably due to the scythe he held with one hand as he walked; as if ready to reap the very soul of whoever dared to look at him.
"Good day, Gunnar." - Ferdinand Gruber spoke in a deep voice, albeit not loud. - "I hope you have crafted some nice jewelry for us to sell and make some money today. And stop talking to no one while looking at the horizon. People will think the Chaos is consuming your mind."
A tall woman strolls into the market place, wearing a black longcoat with patches that betray the wear and tear that it has suffered over the years. On her head is a wide brimmed hat and at her waist is a sword, a dagger, two guns, and 25 bullets. She is not an attractive woman, with facial scars, greying hair, and a nose that has been broken multiple times. "Good day, friends." The woman says in a raspy voice. "Yes Gunnar, if you keep looking out and speaking to people who aren't there, people will think that you're a witch, instead of the simpler explanation of just being mad."
"Nice seeing you keep the good habit of waking up early, Else." - a moderate nod and a rare smile. - "I am glad we have already eaten. I would go by hungry over so many options to choose from of food stands in this market." - glancing at the woman's wheelock pistols he nods. - "Keep your hand close to the trigger for the chance we run into some purse cutter."
Amris would be lying if he said he wasn't excited to have made it to Ubersriek unharmed (for the most part), and he had to thank his dear friends for that. The blonde scanned around in amazement at the trading square as the other conversed a bit, spotting out and noting potential buys, hoping to test out his haggling abilities a bit more. The high elf was the tallest in the group, beating Ferdinand by a meer two inches, and he was dressed in clean robes, carrying a large book and bag overstuffed with scrolls of different kinds. At the mention of purse cutters though, he shifted the bag in front of him to keep better eyes on them and slipped his book in it's holster.
"The food stalls are rather charming..." He would mumble to himself, actually wanting to eat from one of the stalls, but had went along with what his friends wanted to do instead. Then again grabbing a snack wouldn't hurt... "Anywho, is there something you all are looking for here? I can try to get ourselves a nice little discount."
Rollback Post to RevisionRollBack
Aeydof the Dragons || Wood Elf / Way of the Ascendant Dragon Monk Demetrios Zalaoras || Protector Aasimar / Paladin of Torm Hawke || Kalashtar / Circle of the Moon Druid Morticia || Half-Aasimar Rogue Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm /ᐠ。ꞈ。ᐟ\
The Marketplatz is very busy today, it's tightly packed with people today. The brightly colored stalls lie to all sides as merchants hawk their ware to the thronging crowds. You all notice the ever present Altdorf soldiers in blue and red livery who watch on, and you can smell in the air the aroma of smoked meats, fresh baked bread, and buttery ale. From the Marketplatz, you can see the statue of Magnus the Pious, a famous emperor from the past in the center of the square. Music plays at the edge of the market and applause mixes with cheers as musicians entertain the masses.
TASK 1: ACH! WHERE IS THIS STUFF?! THE SIMPLE TEST
I've uploaded in Discord a basic list of supplies you can buy in the Ubersreik Marketplatz. The only thing you have to do is find the right stall that sells what you're interested in. Each item you're interested in can be found with a Simple Perception Test. Or, if you'd like to ask for directions, it will take a Simple Average (+20) Gossip Test. Find your Perception Characteristic, and roll 1d100. Roll equal to, or lower, and you've found what you're looking for! If you wish to Test your Gossip Skill, find it under Skills, add +20 to it, and roll 1d100. Roll low!
NOTE:Since this is a Simple Test, you don't have to worry about success levels. Just roll low!
"Some real food would be nice, if you could get us some. Those travel rations kept us alive, but they weren't too terribly satisfying." Elise didn't typically hang around people that required constant protection, but Amris was different. His skill for haggling had come in handy to the group several times. And the elf was a fairly charming individual.
Gunnar grumbled at the comments his friends made. "Aye, little ones. I've made me share of trinkets to sell today, if'n you weak stomached lassies could handle my art...." he intones, as he reaches into his satchel and pulls out two figurines carved out of troll toenails. Letting out a barrel of a laugh that causes many of those around them in the market to stop in their tracks and look over at the meandering group, "These masterpieces are worth a pretty crown or three!" Continuing to laugh obnoxiously out loud, Gunnar trips and stumbles as they walk through the crowd, obviously still drunk from last nights debauchery. He barely manages to stuff his carved figurines back into his satchel and pull out his flask, quickly popping off the cork and swigging the remaining contents in one huge gulp. Letting out a loud belch, followed by a disgusting fart, Gunnar turns to Amris, and with fuming breath announces "I'm stone cold outta ale.....think you can get me 'n my friend Mr. Flask here a refill discount?"
Perception: Elise rolls a 34 against 43! Success! Describe what you were looking for, and you've found the market stall/location for it!
Gossip: Gunnar rolls a 6 against 38! Success! Your Gossip Skill is normally 18, not too good, but you got a +20 because it was an Average Test.
Evaluate: Ferdinand rolls a 4 against 53! Success! You have a very good feeling that whatever Gunnar made might hold up to have Amris sell them with his charm. As you look up to report your findings, you notice everyone splitting off to do what the GM told them to. ;)
This post has potentially manipulated dice roll results.
DC67 Cool Test: 77
Letting out another loud belch, Gunnar just casually looks over at Amris, hands over his empty flask, and spouts out "Times a flying, little elf....chop chop!"
***PLACEHOLDER DO NOT POST***
*CRISPYDM PRESENTS*
MAKING THE ROUNDS - COMING SOON!
***PLACEHOLDER DO NOT POST***
This is a dark age, a bloody age, an age of demons and of sorcery. It is an age of battle and death, and of the world's ending. Amidst all of the fire, flame and fury it is a time, too, of mighty heroes, of bold deeds and great courage. At the heart of the Old World sprawls the Empire, the largest and most powerful of the human realms. Known for its engineers, sorcerers, traders and soldiers, it is a land of great forests and vast cities. And from his throne in Altdorf reigns the Emperor Karl Franz, sacred descendant of the founder of these lands, Sigmar, and wielder of his magical warhammer.
But these are far from civilized times. Across the length and breadth of the Old World, from the knightly palaces of Bretonnia to ice-bound Kislev in the far north, come rumblings of war. In the towering Worlds Edge Mountains, the orc tribes are gathering for another assault. Bandits and renegades harry the wild southern lands of the Border Princes. There are rumors of rat-things, the skaven, emerging from the sewers and swamps across the land. And from the northern wildernesses there is the ever-present threat of Chaos, of demons and beastmen corrupted by the foul powers of the Dark Gods.
As the time for battle draws ever nearer, the Empire needs heroes like never before.
A PRIMER
What makes Warhammer Fantasy Roleplay (WFRP) special? The Tone.
First, the tone of the characters that the players play, and second, the tone of their world.
The Characters: In some RPGs players play mighty heroes vanquishing foes and gaining awesome powers and skills. They are shining knights, powerful mages, etc, working their way through a world of dungeons and dragons that are ready to be bested. By contrast, in WFRP, the players tend (at least initially) to play regular folk: soldiers, sailors, tinkers, tailors, rich men, poor men, beggar men, and thieves. Regular folks, richly drawn and with strange days ahead of them. In fact, often the only thing that marks the player characters as out of the ordinary is the fact that they are destined for some interesting and dangerous encounters - and that they are not fated to die the very first time that they run into trouble (but maybe the second or third...) They player characters are reluctant heroes thrust into exceptional circumstances by a combination of events and a refusal to just go quietly into an obscure grave.
The World: WFRP is more than a set of rules - it is an amazingly detailed world. A grim world of perilous adventure. Of low fantasy, mud, guts, and moral decay. There is magic, but it is dangerous and feared. There is technology, but it is dangerous and feared. There is faith, but it is precarious and compromised. There is society, but it is corrupted by the horror of Chaos lurking beneath the tissue thin surface, dangerous and feared, but also desired and worshiped.
THE FIVE BASICS
The Old World: The Old World is a fantasy realm comparable to Europe in the early Renaissance. The bulk of it's population is human, but other civilized races such as elves, dwarves and halflings also inhabit its lands. Barbaric creatures such as beastmen and goblinoids lurk on its borders and in its more remote regions. Technology has advanced to the point where alchemists are making scientific progress, including the manufacture of gunpowder, and technical innovations such as sewers and the printing press are starting to arise in the more substantial towns and cities. Magic is also present in the Old World, but it is uncommon and untrusted. Indeed, it is often also views with fear and suspicion.
The Empire: The Old World's largest nation is the Empire, a federation of ten individual provinces rules by aristocratic autarchs who elect one among them to serve as Emperor. The Empire's capital is the teeming city of Altdorf, sited at the confluence of the Rivers Reik and Talabec. These major waterways link Altdorf to cosmopolitan Nuln, crater bound Talabheim and the free port of Marienburg, while one of the Empire's few roads connects Altdorf to the Empire's second city, Middenheim, the fortress-like City of the White Wolf.
Society: The bulk of the Old World's populace are peasant folk. Skilled artisans, merchants and academics constitute an emerging middle class governed by local guilds. The highest echelons of society are occupied by a hereditary, land owning aristocracy.
Religion: Religion in the Empire is polytheistic with many citizens worshiping several deities, according to the needs, the seasons, or local traditions. The Empire's patron god is Sigmar, the first Emperor, who was deified after his reign. Other, older cults worship Ulric, the god of war, wolves, and winter, Manann, god of the sea, Rhya, earth mother, her husband Taal, god of nature and wild places, Shallya, goddess of healing and mercy, and Morr, god of death and dreams. Elves, dwarves, and halflings worship their own pantheons, and humans beyond the Empire bring with them the veneration of yet further deities.
Law and Chaos: The Old World is caught between twin cosmic forces: Law, embodying order and predictability, but also stagnation, close-mindedness and despotism, and Chaos which foments anarchy, destruction and physical mutation, but also creation and freedom. While balance is desirable, the reckless and corruptible nature of man makes the Old World ever vulnerable to being overwhelmed by Chaos - whether in the form of warlike incursions from the norther Chaos wastes or, more insidiously, corruption lurking within society itself. While worship of the Chaos gods is proscribed throughout the Old World, this doesn't stop some from seeking an easy route to power and success through glorification of the Ruinous Powers: Nurgle, Khorne, Tzeentch, and Slaanesh. In fact, the Old World's many clandestine cults may pose as great a threat as the mutant beastmen lurking in its forests.
This is a current map of the Empire. The ten provinces of the Empire are in red. Nestled in the Reikland province is the capital of the Empire, Altdorf. The current ruler of the Empire is His Imperial Majesty Karl Franz I. It is the year 2508 IC.
THE CORE MECHANICS
The Master Rule: Everything in this game is based off the d10 and d100. You always want to roll LOW.
Simple Tests: Most tests are Simple Tests. These tell you if you succeed or fail - nothing more. Roll 1d100, and if the result is less than or equal to your Skill or Characteristic, you succeed! Otherwise, you fail. Failing can mean things simply take longer, not that the attempt is completely fruitless, but the GM will decide and describe.
Difficulty: Some Tests are more difficult than others - climbing a sheer wall is much harder than climbing a tree, for example. To simulate this, the GM can assign a difficulty to any Test. This will either add a positive bonus or a negative penalty, making the Test easier or harder to pass. The following difficulty level may be applied as the GM feels is appropriate: Very Easy (+60), Easy (+40), Average (+20), Challenging (+0), Difficult (-10), Hard (-20), or Very Hard (-30). The modifier is applied directly to the tested skill, either lowering or raising the target number of the test. If a test has no marked modifier, it is assumed to be Challenging (+0).
Example: Misha decides to chat with the passing Ubersreikers to ask where the nearest donut shop is. I call for an Average (+20) Gossip test. Misha's Gossip skill is 50, but that is now increased to 70 because of the Average Difficulty. I roll a 59 on d100. Success! Normally a roll over Misha's Skill of 50 would be a fail, but because of the Difficult bonus, the Test is a success, and Misha is pointed in the direction of the nearest food stall. Misha would only fail that Test if she rolled over her modified skill of 70.
Dramatic Tests: Dramatic Tests explain how well a task is performed. Like Simple Tests, roll 1d100 to determine if a test is a success or a failure. Then subtract the tens number of the 1d100 roll from the tens number of the Skill or Characteristic being Tested. The result is your Success Level (SL). A positive SL occurs when you succeed at a Test - the higher the number, the better you succeed. A negative SL occurs when you fail - the lower the number, the worse it has failed. The GM will describe what happens based on your SL.
Example: Misha has grown bored of the market and decides to push through the crowds to reach the entertainers she can hear playing music in the distance. Misha decides to gruffly push her way through, so I ask for an Average (+20) Dramatic Intimidate Test. Misha rolls a 26 against her Intimidate of 63. (43 for her Skill, plus 20 for the Difficulty). The tens number of her Intimidate of 63 is 6, and the tens number of her roll of 26 is 2. So, Misha scores a +4 SL (6 - 2 = 4). Looking at my GM table, 4 SL is considered an "Impressive Success". Clearly, no one wants to mess with an Acheronian Prime, and the crowds part as soon as they see Misha's signature armor, shield, and hammer.
Opposed Tests: Two characters can directly compare Tests to see who performs better. Doing this requires an Opposed Test. An Opposed Test compares the results of a Dramatic Test from each Character. The Character with the higher SL is declared the winner, and the difference between the individual SLs is used as the final SL for the Opposed Test. On a draw, the character with the highest Skill rating wins, or the GM can declare a draw. Opposed Tests can often compare different Skills. The GM will let you know which Skill to use. In an Opposed Test, even if two players fail, the person who "failed less" is still considered the winner.
Example: Misha decides she wants to buy a new hat. The GM calls for an Opposed Haggle Test against the vendor. Misha rolls a 51 against her Haggle Skill of 48. Uh oh. A fail with a -1 SL. The vendor rolls a 69 against his Haggle Skill of 40, also failing, but with a -2 SL. Misha has the higher SL (-1 SL, while a fail, is still higher than -2 SL), so Misha is the winner of the Opposed Test with a SL of +1 (the difference between both SLs). It was an awkward, clumsy exchange, and neither spoke well, but Misha performed marginally better to win the Opposed Test, letting her buy the hat for the Haggle price.
Characteristics and Skills: Characteristics and Skills are used in Tests to see if you succeed or fail at unsure tasks.
FATE AND FORTUNE
Fate: You can permanently spend a Fate point to become incapacitated instead of being killed, ensuring you survive the rest of the combat OR you can avoid all damage from one source by permanently spending a point. Fate is nearly impossible to regain, so spend it wisely. If you spend a Fate point, your current Fortune Points also drop by 1.
Fortune: You can spend a Fortune point to reroll a failed Test OR add +1 SL to a Test after it's rolled OR choose when you want to act in a round, regardless of Initiative order. At the beginning of each session, your Fortune Points are set at your current Fate Point level.
RESILIENCE AND RESOLVE
Resilience: You can spend a Resilience Point to choose a 1d100 result for one of your Tests (even after rolling); this will automatically win an Opposed Test (if you are in one) by a minimum of +1 SL. If you spend a Resilience Point, your current Resolve Points also drops by 1.
Resolve: You can spend a Resolve Point to remove 1 Condition from which your Charactter currently suffers. You can also spend 1 point to ignore the Fear trait, and not be afraid. Lastly, you can spend 1 point to ignore the negative modifiers of any Critical Wound for 1 round.
OTHER
Wounds: You lose Wounds when hurt.
Corruption: This shows how corrupt your soul is becoming.
Talents: These are your special capabilities.
Armor Points and Weapons: These are used in combat to resist damage or harm enemies.
Trappings: These are the items your Character is carrying and any rules they may have.
MONEY
Money in The Old World is a little different than other fantasy RPGs. The Old World has three types of coins: Gold, Silver, and Brass.
1 gold crown (GC) = 20 silver shillings (20/-) = 240 brass pennies (240d)
1 silver shilling (1/-) = 12 brass pennies (12d)
So, when you see an entry that says "2GC", that's two crowns. When you see an entry that says "15/-", that's 15 shillings, and when you see "10d", that's 10 pennies - for example. Sometimes you'll see something like this: "14/2". That means 14 silver and 2 pennies.
Gunnar: "Yeah, yeah, yeah. That sounds all good and stuff, but when we gonna break some skulls?!"
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Soon, *****.
CRITICALS AND FUMBLES
OUTSIDE COMBAT: Any Test scoring a success that also rolls a double is called a Critical, meaning you've scored +6 SL no matter what you rolled; and any failure including a double is a Fumble, and is considered a -6 SL.
IN COMBAT: Any successful Melee or Ranged Test that also rolls a double causes a Critical. This means you have dealt a significant blow, and can even happen when you are the defender in a combat Test. If you score a Critical, your opponent receives an immediate Critical Wound as your weapon strikes true. I'll describe what happens. The converse of Criticals, a Fumble is any failed combat Test that rolls doubles, which means something very unfortunate has occurred. I'll describe what happens.
WEAPON QUALITIES
Some of you have weapons that have qualities that add little additional details to combat and what they can do. I'll list them here for reference.
DAMAGING: When you damage an opponent, also add the unit's die to the total damage. So, a winning roll of 45 to hit would add an extra +5 damage, and 38 would add an extra +8 damage.
IMPALE: Any of your rolls ending in a 0, such as 20, 30, 40, you have scored a Critical Hit.
PENETRATING: The weapon ignores the first point of Armor when causing damage
PISTOL: You can use the ranged weapon as a Melee Weapon, meaning, you can fire while Engaged with an enemy in Melee range.
RELOAD 1: You must pass a Ballistic Skill (BS) Test with +1SL to reload your pistol.
PUMMELLING: If a weapon with Pummelling hits an opponent in the head, and they are wearing no armor there, they get a Stunned Condition.
CASTING SPELLS
To cast a spell, Ferdinand must make a successful Dramatic Language (Magick) Test. Ferdinand has a Skill rating of 61 in that skill. If you succeed, match your SL to the Casting Number (CN) of the spell. If you SL is equal to or higher than the CN of the spell, it is cast as explained in the spell's description. If failed, the spell attempt fails, and nothing else happens. Ferdinand starts with 3 Petty Magic spells, all with a CN of 0. One of Ferdinand's Petty spells is called Dart, which is like D&D's Magic Missile. In fact, WFRP calls Dart a magic missile type spell. Here's how it works: whenever a magic missile spell is successfully cast, the SL of the Language (Magick) Test is added to the spell's listed Damage and your Willpower Bonus to determine the total inflicted Damage. Dart is a Damage +0 spell, so Ferdinand, upon a hit, would add the SL of the magic test, say +4, plus his Willpower Bonus (which is his tens digit in his WP characteristic, which is 43, so +4) for a damage total of 8 (+4 SL, +4 WP bonus = 8 damage.)
Don't worry if any of this doesn't make sense, i'll explain everything step by step as it happens.
WARHAMMER FANTASY ROLEPLAY
MAKING THE ROUNDS
PART 1: TO MARKET, TO MARKET...
The striking fortress-town of Ubersreik is situation between the gloomy Grey Mountains and the depths of the Reikwald Forest. The town guards the Grey Lady Pass through to Bretonnia, and is one of the busiest trading centers of the Empire. A mighty, Dwarf-built bridge that spans the red waters of the River Teufel stands at its center. This impressive crossing connects important trade roads from across the Empire and beyond.
However, for all its importance, Ubersreik is in turmoil. Sigismund von Jungfreud, its former duke, was recently stripped of his title by the Emperor for uncertain reasons. Those perceived as too loyal to the old duke were removed from office, leaving a power vacuum that's yet to be filled. Soldiers from the distant capital of Altdorf now patrol the town and the surrounding province. This stirs deep resentment from suspicious locals.
Nevertheless, life continues unabated, and you find yourselves in Ubersreik's bustling Market Square on a glorious spring morning, searching for a decent breakfast. Unless there's something else you would rather buy?
TASK: Go ahead and take a moment and introduce yourselves and role-play a little bit, settling into your sample character for this intro adventure. You find yourself in a very busy marketplace in the town of Ubersreik in the Reikland Province. You all know each other, and have been friends for a little while.
Ferdinand Gruber | Human| Class: Academic | Career: Wizard | Career level: Wizard's Apprentice | Career path: Scion*, Wizard's Apprentice | Status: Brass 3 | Spells: 3
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Bald, tan skinned and tall figure towered over most of the citizens on the streets of Ubersreik. Hardly ever smiling in public, but within he chuckled often at the reactions of the people looking at his exquisite self, his robes and the objects dangling on it. The human looked all the more notably due to the scythe he held with one hand as he walked; as if ready to reap the very soul of whoever dared to look at him.
"Good day, Gunnar." - Ferdinand Gruber spoke in a deep voice, albeit not loud. - "I hope you have crafted some nice jewelry for us to sell and make some money today. And stop talking to no one while looking at the horizon. People will think the Chaos is consuming your mind."
A tall woman strolls into the market place, wearing a black longcoat with patches that betray the wear and tear that it has suffered over the years. On her head is a wide brimmed hat and at her waist is a sword, a dagger, two guns, and 25 bullets. She is not an attractive woman, with facial scars, greying hair, and a nose that has been broken multiple times. "Good day, friends." The woman says in a raspy voice. "Yes Gunnar, if you keep looking out and speaking to people who aren't there, people will think that you're a witch, instead of the simpler explanation of just being mad."
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
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Ferdinand Gruber | Human | Class: Academic | Career: Wizard | Career level: Wizard's Apprentice | Career path: Scion*, Wizard's Apprentice | Status: Brass 3 | Spells: 3
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"Nice seeing you keep the good habit of waking up early, Else." - a moderate nod and a rare smile. - "I am glad we have already eaten. I would go by hungry over so many options to choose from of food stands in this market." - glancing at the woman's wheelock pistols he nods. - "Keep your hand close to the trigger for the chance we run into some purse cutter."
"I'm not wasting bullets on some pick-pocket. That's what this is for." Elyse rests her hand on the hilt of the longsword at her belt.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
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Amris would be lying if he said he wasn't excited to have made it to Ubersriek unharmed (for the most part), and he had to thank his dear friends for that. The blonde scanned around in amazement at the trading square as the other conversed a bit, spotting out and noting potential buys, hoping to test out his haggling abilities a bit more. The high elf was the tallest in the group, beating Ferdinand by a meer two inches, and he was dressed in clean robes, carrying a large book and bag overstuffed with scrolls of different kinds. At the mention of purse cutters though, he shifted the bag in front of him to keep better eyes on them and slipped his book in it's holster.
"The food stalls are rather charming..." He would mumble to himself, actually wanting to eat from one of the stalls, but had went along with what his friends wanted to do instead. Then again grabbing a snack wouldn't hurt... "Anywho, is there something you all are looking for here? I can try to get ourselves a nice little discount."
Aeyd of the Dragons || Wood Elf / Way of the Ascendant Dragon Monk
Demetrios Zalaoras || Protector Aasimar / Paladin of Torm
Hawke || Kalashtar / Circle of the Moon Druid
Morticia || Half-Aasimar Rogue
Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm
/ᐠ。ꞈ。ᐟ\
THE MARKETPLATZ OF UBERSREIK
Ah, what a nice day it is outside today.
The Marketplatz is very busy today, it's tightly packed with people today. The brightly colored stalls lie to all sides as merchants hawk their ware to the thronging crowds. You all notice the ever present Altdorf soldiers in blue and red livery who watch on, and you can smell in the air the aroma of smoked meats, fresh baked bread, and buttery ale. From the Marketplatz, you can see the statue of Magnus the Pious, a famous emperor from the past in the center of the square. Music plays at the edge of the market and applause mixes with cheers as musicians entertain the masses.
TASK 1: ACH! WHERE IS THIS STUFF?!
THE SIMPLE TEST
I've uploaded in Discord a basic list of supplies you can buy in the Ubersreik Marketplatz. The only thing you have to do is find the right stall that sells what you're interested in. Each item you're interested in can be found with a Simple Perception Test. Or, if you'd like to ask for directions, it will take a Simple Average (+20) Gossip Test. Find your Perception Characteristic, and roll 1d100. Roll equal to, or lower, and you've found what you're looking for! If you wish to Test your Gossip Skill, find it under Skills, add +20 to it, and roll 1d100. Roll low!
NOTE: Since this is a Simple Test, you don't have to worry about success levels. Just roll low!
"Some real food would be nice, if you could get us some. Those travel rations kept us alive, but they weren't too terribly satisfying." Elise didn't typically hang around people that required constant protection, but Amris was different. His skill for haggling had come in handy to the group several times. And the elf was a fairly charming individual.
Perception: 34
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
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Gunnar grumbled at the comments his friends made. "Aye, little ones. I've made me share of trinkets to sell today, if'n you weak stomached lassies could handle my art...." he intones, as he reaches into his satchel and pulls out two figurines carved out of troll toenails. Letting out a barrel of a laugh that causes many of those around them in the market to stop in their tracks and look over at the meandering group, "These masterpieces are worth a pretty crown or three!" Continuing to laugh obnoxiously out loud, Gunnar trips and stumbles as they walk through the crowd, obviously still drunk from last nights debauchery. He barely manages to stuff his carved figurines back into his satchel and pull out his flask, quickly popping off the cork and swigging the remaining contents in one huge gulp. Letting out a loud belch, followed by a disgusting fart, Gunnar turns to Amris, and with fuming breath announces "I'm stone cold outta ale.....think you can get me 'n my friend Mr. Flask here a refill discount?"
Gossip Test (<38): 6
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Ferdinand Gruber | Human | Class: Academic | Career: Wizard | Career level: Wizard's Apprentice | Career path: Scion*, Wizard's Apprentice | Status: Brass 3 | Spells: 3
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Looking at Gunnar's most recent creations, Ferdinand examine the figurines. - "Let me see if we can have Amris selling these for us."
Evaluate 53: 4
"I hope Amris can get us a discount on a keg or six pints of good beer."
Perception: Elise rolls a 34 against 43! Success! Describe what you were looking for, and you've found the market stall/location for it!
Gossip: Gunnar rolls a 6 against 38! Success! Your Gossip Skill is normally 18, not too good, but you got a +20 because it was an Average Test.
Evaluate: Ferdinand rolls a 4 against 53! Success! You have a very good feeling that whatever Gunnar made might hold up to have Amris sell them with his charm. As you look up to report your findings, you notice everyone splitting off to do what the GM told them to. ;)
DC67 Cool Test: 77
Letting out another loud belch, Gunnar just casually looks over at Amris, hands over his empty flask, and spouts out "Times a flying, little elf....chop chop!"
Last to know and first to be blamed...
As a free action, can I regret my life choices?