Difference between revisions of "Kingmakers"

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This is a game about dynastic power, politics, and bloodlines.  The players would be retainers of a young noble of distantly royal blood, charged with protecting him and maneuvering him through the treacherous political waters of the land.  It's about the real power behind the throne.  Intrigue, assassination, scheming, broken promises, rulership.  Think [http://en.wikipedia.org/wiki/Cardinal_Richelieu Richelieu] or [http://en.wikipedia.org/wiki/Jean-Baptiste_Colbert Colbert].
 
This is a game about dynastic power, politics, and bloodlines.  The players would be retainers of a young noble of distantly royal blood, charged with protecting him and maneuvering him through the treacherous political waters of the land.  It's about the real power behind the throne.  Intrigue, assassination, scheming, broken promises, rulership.  Think [http://en.wikipedia.org/wiki/Cardinal_Richelieu Richelieu] or [http://en.wikipedia.org/wiki/Jean-Baptiste_Colbert Colbert].
  
The noble character, while central to the game, would likely be an NPC open to most or all the advice of the group.  In extending his influence the group would extend their own.
+
The noble character, while central to the game, will be for the most part an NPC open to most or all the advice of the group.  In extending his influence the group would extend their own.
  
 
The scheming would mostly be group vs world; I'd prefer it be a cooperative game than a competitive one.
 
The scheming would mostly be group vs world; I'd prefer it be a cooperative game than a competitive one.
  
==Campaign Pitch==
+
==Campaign Intro==
  
I've given some thought to running Kingmakers as a campaign.  The premise is the sameMy main concerns are dodging the problems of the one-shot, and here's my proposal:
+
Karl Franz, the reigning Emperor, and his son and presumptive successor have been assasinatedRumors and speculation are buzzing as to the motivations: some suspect treachery, some suspect sorcery, some claim it was Sigmar himself, dissatisfied with the impiety of his people.
  
The setting, instead of being wholly invented by me, would just be WFRP in the EmpireThe setup would be that Karl Franz has just died, and his heir has been assassinated, and so the throne is pretty much up for grabsThe players could be backing any number of would-be emperors: an existing Elector Count, an Baron or Baroness, an heir to an elector count, a distant heir to an elector count, or even an external interest like Brettonian nobility, Elves back to reclaim this silly land, Dwarves who feel they're the only people left who give a damn about Sigmar, an uppity Border Prince - the possibilities are endless!  Before we (possibly) start the campaign proper, I'll narrow the list down to the point where I feel each option would be fun.
+
Regardless of the motives behind the assassination, the succession crisis promises to be severeBoris Todbringer, Elector Count of Middenheim, is known to have desires upon the throne himself, but his enemies amongst the remaining Elector Counts are sure to put up a stiff fightFurthermore, foreign states are sure to take an interest in the proceedings, and the everpresent threat of Chaos looms to the north.
  
With the players being super-competent, as would be expected of royal advisors, I'll be treating your out-of-game knowledge as pretty much solid.  Which is to say, this time, I'm not going to go rewriting all the rules of the setting, so that I can spend more time thinking about scheming and such.  Magic is magic the way it's written in the book, the magic colleges work the way they do in Realms of Sorcery, the Border Princes are constantly killing each other, etc.  Obviously an Academic Knowledge means your character knows concrete things, and Common Knowledge means you know rumors and the like, but the main thrust is that I'm not going to keep you off balance with the unknown.  Some elements of the story will be my purview, but I aim to have basic gameplay not be "ask the GM what this place on the map is."
+
Enter, into this milieu, a young noble and his loyal friends and retainers, whose course remains to be charted and is assured of being dangerous and rocky.
  
The campaign would start with the group in their first career, and rapidly progress up to third or fourth careers where the scheming starts.  I'm going to limit that to basically 2 sessions of ramp-up, but the more the players do in those sessions, the more assets they'll have when it's time to make moves.
+
===[[Kingmakers - Franz Stadler-Lowegeist|Franz Stadler-Lowengeist]]===
  
It'd be a requirement that each character has at least one interaction skill (Charm, Gossip, Intimidate, and possibly Blather)Everyone also needs a strong tie to The Candidate (ie the noble you're backing).
+
The Noble the players are protecting is [[Kingmakers - Franz Stadler-Lowegeist|Franz Stadler-Lowengeist]], part of the venerable Reiklander [[Kingmakers-Lowengeist|Lowengeist]] family, specifically the Stadtler-Lowengeists, who spend the bulk of their time in Altdorf.  Just as a succession crisis is brewing in the Empire with the death of Karl-Franz, there is a power struggle at hand between the more rural Landner-Lowengeists and the Stadler-LowengeistsThe country side of the family wishes greater influence and a higher profile, which could lead to Electorship.  The city side of the family relies on the estates for income and soldiers, and seeks control over them.
  
'''If this sounds like the kind of game you'd be interested in, say so on the discussion page.'''
+
The Noble is the youngest out of three sons by Gerhard, the patriarch of the Stadtler-Lowengeists.  He is not viewed as a particularly good candidate for successorship - his older brothers, Karl and Wilhelm, have more favor and are more actively involved in family politics.
  
==Goals==
+
===The Leonberg Summit===
  
The main goal is to play a fantasy game where the acknowledged focus is manipulation, intrigue, and the use of political power.
+
In light of the chaos certain to come with the death of Karl Franz, the disparate branches of House Lowengeist have decided to settle their differences.  Leonberg, a mountain town in southeast Reikland, is considered the ancestral home of the Lowengeist family, and often plays host to such gatherings.  This time is no different, and the Stadler-Lowengeists are making preparations to depart Altdorf.
  
I also want to run a game where session-to-session creative costs are not too high for the GMWith Supers, I pretty much had to set up every sessionI see Kingmakers as taking a lot of upfront work, but being able to go without a ton of work between sessions.
+
As the pretense for the meeting is the baptism of baby Brunhilde, daughter of Johann Landner-Lowengeist, the whole family is coming alongThis includes The Noble!
 +
 
 +
Of note:  Nearby Castle Leonberg, at the summit of the mountain, lies an orrey often used by Celestial wizards in their studiesThe Lowengeists - both branches - have long held good relations with the Blue Mages.  Currently, Master Magnus Hochser runs the small school there, supported by Hans Teufel, a mysterious wizard who spends the bulk of his time patrolling the mountains.
  
 
==System==
 
==System==
  
Let's start with WFRP, not use hit locations except for gory endsI'd rather not roll for career this time aroundAlso, let's stick with humans for the time being.
+
We're using Warhammer Fantasy Roleplay.  Armor uses the simplified model.
 +
 
 +
Everything will run by the book, basically.  Your characters will be competent; I will spare no expense in trying to kill them.
 +
 
 +
===Auxiliary Systems===
 +
 
 +
As needed, I'll define auxiliary systems to make the more abstract parts of politicking more concrete.  The actions here will require skill rolls, and clever ideas and associated skill rolls can change the math.
 +
 
 +
For instance, a good round of propaganda could make 1 Military Rating be worth 1,000, 1,500, or even 2,000 Green troops, or a ritual of fortune blessing a unit could increase its quality.  These are just examples; pitch ideas at me during play and we'll come up with something interesting!
 +
 
 +
====Wealth====
 +
 
 +
Wealth represents holdings:  land, trade routes and agreements, merchanting operations.  1 Wealth Rating is equivalent to 10,000 crowns worth of assets.  However, the amount of money actually available is closer to zero: money goes to maintenance, bureaucracy, and the like.
 +
 
 +
Once per play session, a character may make an appropriate skill roll (i.e, A.K. Finance or the like) to obtain cash: 100 crowns per wealth rating.  The difficulty of the roll is modified by how long has passed in game terms since the last extraction roll.
 +
 
 +
Wealth can be converted to Military: 1 Wealth Rating becomes 1 Military Rating, or 500 Regular Quality troops.
 +
 
 +
====Military====
 +
 
 +
Military represents armies available for campaign.  1 Military Rating is equivalent to 500 troops of Regular Quality.
 +
 
 +
Troop Quality is a scale:
 +
 
 +
* '''Green''' are troops that are fresh to the soldiering life.  In game terms, they have 0 experience, and likely have bad gear.  1 Military Rating is equivalent to 750 Green troops.
 +
*'''Regular''' troops have about 1000xp - enough to be nearly out of their first career.  Their gear unless otherwise noted is regular quality.  500 troops/Military Rating.
 +
*'''Experienced''' soldiers have 2000xp, and regular quality gear.  250 Experienced troops/Military Rating.
 +
*'''Veteran''' soldiers have seen it all.  They have 3000xp, and regular quality (though well looked-after) gear.  125 Veteran troops/Military Rating.
 +
*'''Hardened''' warriors are indomitably tough, individually fearsome, and together frightening as hell.  Will rarely fight as regular line troops.  Cavalry fall under this designation.  4000xp each.  50 Hardened warriors per Military Rating.
 +
 
 +
Troops can improve over the course of a campaign, but also suffer losses.  I'll sort those rules out later.
 +
 
 +
Troops can also be decomissioned, with an appropriate skill roll to mitigate their joblessness and prevent a move to banditry.  2 Military Rating becomes 1 Wealth Rating, or 10,000 crowns worth of assets freed up from funding the army.
 +
 
 +
=====Experience=====
 +
 
 +
Military units gain an advance on their profile after every successful battle, possibly more depending on GM's call.
 +
 
 +
====Mass Combats====
 +
 
 +
We'll handle mass combats by treating "stands" (like from Epic 40k or Warhammer Battles) of soldiers as regular characters, with each wound representing a person, or for really huge battles, several people.  For now, let's say one "stand" must be at least 1 Military Rating worth of troops, though it can be more.  So, if you've recruited a huge mob of conscripts, you have to move them around as a mob.
 +
 
 +
Combat proceeds normally, as in WFRP, except you take actions and attacks with whole stands of troops.
 +
 
 +
After every round, count up the wounds dealt by either side in a given combat (a combat is a single engagement between two or more units; basically any fight where we'd be looking at outnumbering rules).  Whoever took more damage must make a Morale Check, which starts as an Easy Willpower test and gets tougher the more wounds taken.  Failure on a Morale Check makes a unit Shaken; put a marker next to the unit.  A Shaken unit can only move at half speed and takes a 10% penalty to all rolls.  If a Shaken unit fails a Morale Check, it becomes Broken, and flees as quickly as it can from the scene of the battle.  A Broken unit that's successfully engaged by an enemy is considered slaughtered to the last man.
 +
 
 +
Shaken units can attempt to rally; this is a Command test against the Fellowship of the unit.  A Broken unit can be rallied as a Command test at -20% difficulty.
 +
 
 +
Player Characters can join a unit to lead it.  Leading a unit gives it several benefits:  First, the character may roll their Command to rally in addition to the unit's.  Second, the unit can test against the character's Willpower for Morale ChecksThird, the character likely has additional awesome abilities that can help in battle, for example:
 +
 
 +
* A Strategy/Tactics roll (along with an appropriate tactic mentioned) could give your unit bonuses for the next round
 +
* A spell successfully cast could grant bonuses to the unit, or do damage to an opposing unit
 +
* Alternatively, a character could devote themselves to combat, inflicting additional damage as per their stats
 +
 
 +
== Character Generation ==
 +
 
 +
Make characters using the WFRP rules, but if you'd rather not roll for stats, you can divvy up 85 points amongst your stats, added to your race's base.  All races allowed, though if you make a halfling be prepared to pay the consequences.  Just kidding!  All races allowed!  If you do the point-buy system, I'd appreciate it if you avoided egregious min-maxing, and you'd probably benefit anyways, as play will move between social, intellectual, and physical arenas pretty often and I'd like to keep everyone engaged regardless of whether their character's specialty is in focus.
 +
 
 +
You can choose your career as wellRoll for random talents, if any.
 +
 
 +
Progression through your first few careers will be brisk; after two sessions characters will have between 3500 and 4000 exp; I haven't settled on an exact number yet.
 +
 
 +
Please have an idea of your character's sphere of influence; if you're making a bad-ass fighter, is he a general?  Does he inspire his troops through loyalty or fear?  Does your wizard bind daemons to his service, ferret out his enemies' secrets through sorcery, or just blast people he doesn't agree with?  Most importantly, what does your character bring to the table of your noble?  This is a game about politics. That doesn't mean you can't play certain characters, but if you make a character with no interest in the political game, then your character is out of place and you should change it or make a new one.
 +
 
 +
 
 +
=== Online Resources for WHFRP ===
  
==Setting==
 
  
The game takes place in the land of Melun (for which I've drawn a map!), which is situated in the northern half of the landmass known as Rachis. The heart of the country (and of the continent) is the Isthmus, a narrow neck of land that connects the two halves of the continent. Control of the Isthmus, and the city that lies in its center, Lassan.
+
[http://www.malleus.dk/Whfrp/Default.aspx Online Character Generator]
  
===Countries of Melun===
+
[http://www.snotling.org/modules/warhammer2-npc-gen/ another one]
  
All the countries listed, except for Sumtor, are nominally client states of the Lazari king.
+
[http://www.aleaiactaest.com/wfrp/careers Career planner]
  
Lazarre - The most powerful kingdom in the land for generations, they control the Isthmus, meaning they control the land route to Troyes and to Tor and all beyond it.  They often clash with the Sumtor peoples, though that means that their army is one of the most veteran.  Their capital is Lassan. By virtue of their power, they laid claim to the northern half of Melun for at least a hundred years.
+
===Skill Swapping===
  
Sissa - comprising a finger of land jutted out over the Sansant Sea, the people of Sissa have always been loyal to the Lazari ruling familyThey've had a need to be - the land is not well populated and they require a stronger ally to protect them.
+
This came up in the talk page:  Yes, if you want skills outside of your chosen career, you can petition me for them.  That means I need to approve all deviations from your careerI'll approve stuff like base-level dodge blow for most careers easily.  Stuff like Strike Mighty Blow for a scholar is gonna require a good sales job.
  
Tor - Home to the Sumtor people, Tor is a hilly, chilly land to the south of Lazarre.  The Sumtor are considered warlike, impetuous, and uncultured by Lazari, and by extension, most of the northern peoples.
+
Given that you can choose a career, I'm hoping people can create characters with strengths in their preferred styles of play, and that we don't need to change this stuff around too much.
  
Trian - Encompassing all of an extremely fertile delta valley to the north of the Rafaelli plains, Trian's influence has been growing in recent generations.  Adept seafarers, their ships range around the north horn to Catania, and to Sumtor and beyond, though not (as yet) through the King's Canal to Troyes.
+
== Characters ==
  
Sevres - To the west of Lazarre, up against the mountains, lies Sevres.  The noble house in charge here is Leman, though generations ago they split and have warred for control of the land. 
+
[[Jupiter Midsky]] (pronounced Juniper Midskee)
  
Brund - Brund is a large plains-country occupied by petty nobles who constantly squabble amongst themselves.  It is to the north-west of Lazarre.
+
[[Adrick Snake]]
  
The Raffaeli Plains - To the north of Lazarre - arid, inhospitable, occupied by roving plainsmen.  Its chief settlement, Fendi, is mobile, and tears down to avoid dust storms according to ancient rhythms the tribe elders have learned by heart.  Their soldiers make excellent mercenaries.
+
[[Falandar]]
  
Verdenes - Occupying the northern spire of land in the continent, Verdenes is also known as the land of Sour Lakes.  The Sour Lakes' water cannot be drunk, though it yields good crops.
 
  
Troyes - A mysterious, xenophobic country that only welcomes visitors at the city Helena.  It has never sworn allegiance to the Lazari, and most Lazari kings have never tried to subjugate it.
+
== Links ==
  
===People of Melun===
 
  
Kantor Lazari:  King.  Patriarch of House Lazari.  Wealthy, powerful, not inclined to roll over for a usurper.  The Lazari have been kings for generations, and Kantor styles himself a god-king:  demanding of complete allegiance.  This no-doubt chafes powerful nobles such as Sandis.
+
[[Kingmakers Recap]]
  
Ermine Sandis: Lord of the Delta.  The region of Trian has become more and more wealthy as of late; its extensive fleet and naval power has garnered new trade connections with Sumtor and lands beyond.  As a check to his rising power, Kantor Lazari recently denied permission for Delta ships to use the King's Canal to establish a trade route to Troyes.
+
'''[[Kingmakers-Reikland|Reiklander]] families:'''
  
Nicola Leman: Current lord of Courelles.  The Leman house has been fighting over Sevres for generations: the apocryphal story is that long ago, Leon Leman murdered his father, and Charles, the patriach of the "Lac" Leman line, wouldn't stand for it.  Of course, the "Lee" Leman line tells the opposite story.
+
[[Kingmakers-Lowengeist|Lowengeist]]:<br>
 +
Stadler-Lowengeists<br>
 +
* Gerhard (aka Daddy Hans) - Deceased
 +
* Karl (aka Conan Hans) - Deceased
 +
* Wilhelm (aka Gay Hans) - Deceased
 +
* [[Kingmakers - Franz Stadler-Lowengeist|Franz]] (aka our Hans)
 +
* Helena (aka Mommy Hans)
 +
Landner-Lowengeists<br>
 +
* Johann (aka Hans who murdered your family)
 +
* Charlotte
 +
* Sigismund (aka Retarded Hans)
 +
* Sophia
 +
* Marie
 +
* Brunhilde
  
Bertrand Leman: Lord of Monceau, and current head of House Leman-Coulee.  Over the generations, Monceau has retreated from its land holdings in Sevres, building a minor naval empire out of trade routes to Catania and Troyes.
+
[[Kingmakers-Jungfraud|Jungfraud]]:<br>
  
Alfonso Haffon:  Lord of the Sour Lakes and of Verdenes, and apparently loyal to Ermine Sandis. 
 
  
The Raffaeli are nomadic plains-people; their lands are arid and inhospitable.  They fight as light mounted cavalry.  Their primary settlement, Fendi, is mobile - a collection of tents and temporary structures - but it is a market for all kinds of goods.  Raffaeli culture extends all the way down to Thassis, and Agusport is a thriving, multicultural trader's town.  The Raffaeli troops are almost all mercenary.
+
'''Other:'''
  
Tuor Sumtor:  Tuor Sumtor is a poorly understood figure, though he has managed to unite the warring clans of his countryfolk.
+
[[Kingmakers - Holswig-Schliestein]]<br>
 +
[[Kingmakers - Hardenburg]]<br>
 +
[[Kingmakers - von Mackensesn]]<br>
 +
[[Kingmakers - Leutze]]<br>
 +
[[Kingmaerks - von Kuch]]<br>
 +
[[Kingmakers - von Bulow]]<br>
 +
[[Kingmakers - Otterheim]]<br>
 +
[[Kingmakers - von Uhland]]<br>
 +
[[Kingmakers - Francke]]<br>
 +
[[Kingmakers - von Wittgenstein]]<br>
 +
[[Kingmakers - von Wallenstein]]<br>
 +
[[Kingmakers - von Saponatheim]]<br>
  
==One Shot==
+
== Old Stuff ==
  
 
[[Kingmakers One-Shot]]
 
[[Kingmakers One-Shot]]

Latest revision as of 22:28, 17 November 2009

Premise

This is a game about dynastic power, politics, and bloodlines. The players would be retainers of a young noble of distantly royal blood, charged with protecting him and maneuvering him through the treacherous political waters of the land. It's about the real power behind the throne. Intrigue, assassination, scheming, broken promises, rulership. Think Richelieu or Colbert.

The noble character, while central to the game, will be for the most part an NPC open to most or all the advice of the group. In extending his influence the group would extend their own.

The scheming would mostly be group vs world; I'd prefer it be a cooperative game than a competitive one.

Campaign Intro

Karl Franz, the reigning Emperor, and his son and presumptive successor have been assasinated. Rumors and speculation are buzzing as to the motivations: some suspect treachery, some suspect sorcery, some claim it was Sigmar himself, dissatisfied with the impiety of his people.

Regardless of the motives behind the assassination, the succession crisis promises to be severe. Boris Todbringer, Elector Count of Middenheim, is known to have desires upon the throne himself, but his enemies amongst the remaining Elector Counts are sure to put up a stiff fight. Furthermore, foreign states are sure to take an interest in the proceedings, and the everpresent threat of Chaos looms to the north.

Enter, into this milieu, a young noble and his loyal friends and retainers, whose course remains to be charted and is assured of being dangerous and rocky.

Franz Stadler-Lowengeist

The Noble the players are protecting is Franz Stadler-Lowengeist, part of the venerable Reiklander Lowengeist family, specifically the Stadtler-Lowengeists, who spend the bulk of their time in Altdorf. Just as a succession crisis is brewing in the Empire with the death of Karl-Franz, there is a power struggle at hand between the more rural Landner-Lowengeists and the Stadler-Lowengeists. The country side of the family wishes greater influence and a higher profile, which could lead to Electorship. The city side of the family relies on the estates for income and soldiers, and seeks control over them.

The Noble is the youngest out of three sons by Gerhard, the patriarch of the Stadtler-Lowengeists. He is not viewed as a particularly good candidate for successorship - his older brothers, Karl and Wilhelm, have more favor and are more actively involved in family politics.

The Leonberg Summit

In light of the chaos certain to come with the death of Karl Franz, the disparate branches of House Lowengeist have decided to settle their differences. Leonberg, a mountain town in southeast Reikland, is considered the ancestral home of the Lowengeist family, and often plays host to such gatherings. This time is no different, and the Stadler-Lowengeists are making preparations to depart Altdorf.

As the pretense for the meeting is the baptism of baby Brunhilde, daughter of Johann Landner-Lowengeist, the whole family is coming along. This includes The Noble!

Of note: Nearby Castle Leonberg, at the summit of the mountain, lies an orrey often used by Celestial wizards in their studies. The Lowengeists - both branches - have long held good relations with the Blue Mages. Currently, Master Magnus Hochser runs the small school there, supported by Hans Teufel, a mysterious wizard who spends the bulk of his time patrolling the mountains.

System

We're using Warhammer Fantasy Roleplay. Armor uses the simplified model.

Everything will run by the book, basically. Your characters will be competent; I will spare no expense in trying to kill them.

Auxiliary Systems

As needed, I'll define auxiliary systems to make the more abstract parts of politicking more concrete. The actions here will require skill rolls, and clever ideas and associated skill rolls can change the math.

For instance, a good round of propaganda could make 1 Military Rating be worth 1,000, 1,500, or even 2,000 Green troops, or a ritual of fortune blessing a unit could increase its quality. These are just examples; pitch ideas at me during play and we'll come up with something interesting!

Wealth

Wealth represents holdings: land, trade routes and agreements, merchanting operations. 1 Wealth Rating is equivalent to 10,000 crowns worth of assets. However, the amount of money actually available is closer to zero: money goes to maintenance, bureaucracy, and the like.

Once per play session, a character may make an appropriate skill roll (i.e, A.K. Finance or the like) to obtain cash: 100 crowns per wealth rating. The difficulty of the roll is modified by how long has passed in game terms since the last extraction roll.

Wealth can be converted to Military: 1 Wealth Rating becomes 1 Military Rating, or 500 Regular Quality troops.

Military

Military represents armies available for campaign. 1 Military Rating is equivalent to 500 troops of Regular Quality.

Troop Quality is a scale:

  • Green are troops that are fresh to the soldiering life. In game terms, they have 0 experience, and likely have bad gear. 1 Military Rating is equivalent to 750 Green troops.
  • Regular troops have about 1000xp - enough to be nearly out of their first career. Their gear unless otherwise noted is regular quality. 500 troops/Military Rating.
  • Experienced soldiers have 2000xp, and regular quality gear. 250 Experienced troops/Military Rating.
  • Veteran soldiers have seen it all. They have 3000xp, and regular quality (though well looked-after) gear. 125 Veteran troops/Military Rating.
  • Hardened warriors are indomitably tough, individually fearsome, and together frightening as hell. Will rarely fight as regular line troops. Cavalry fall under this designation. 4000xp each. 50 Hardened warriors per Military Rating.

Troops can improve over the course of a campaign, but also suffer losses. I'll sort those rules out later.

Troops can also be decomissioned, with an appropriate skill roll to mitigate their joblessness and prevent a move to banditry. 2 Military Rating becomes 1 Wealth Rating, or 10,000 crowns worth of assets freed up from funding the army.

Experience

Military units gain an advance on their profile after every successful battle, possibly more depending on GM's call.

Mass Combats

We'll handle mass combats by treating "stands" (like from Epic 40k or Warhammer Battles) of soldiers as regular characters, with each wound representing a person, or for really huge battles, several people. For now, let's say one "stand" must be at least 1 Military Rating worth of troops, though it can be more. So, if you've recruited a huge mob of conscripts, you have to move them around as a mob.

Combat proceeds normally, as in WFRP, except you take actions and attacks with whole stands of troops.

After every round, count up the wounds dealt by either side in a given combat (a combat is a single engagement between two or more units; basically any fight where we'd be looking at outnumbering rules). Whoever took more damage must make a Morale Check, which starts as an Easy Willpower test and gets tougher the more wounds taken. Failure on a Morale Check makes a unit Shaken; put a marker next to the unit. A Shaken unit can only move at half speed and takes a 10% penalty to all rolls. If a Shaken unit fails a Morale Check, it becomes Broken, and flees as quickly as it can from the scene of the battle. A Broken unit that's successfully engaged by an enemy is considered slaughtered to the last man.

Shaken units can attempt to rally; this is a Command test against the Fellowship of the unit. A Broken unit can be rallied as a Command test at -20% difficulty.

Player Characters can join a unit to lead it. Leading a unit gives it several benefits: First, the character may roll their Command to rally in addition to the unit's. Second, the unit can test against the character's Willpower for Morale Checks. Third, the character likely has additional awesome abilities that can help in battle, for example:

  • A Strategy/Tactics roll (along with an appropriate tactic mentioned) could give your unit bonuses for the next round
  • A spell successfully cast could grant bonuses to the unit, or do damage to an opposing unit
  • Alternatively, a character could devote themselves to combat, inflicting additional damage as per their stats

Character Generation

Make characters using the WFRP rules, but if you'd rather not roll for stats, you can divvy up 85 points amongst your stats, added to your race's base. All races allowed, though if you make a halfling be prepared to pay the consequences. Just kidding! All races allowed! If you do the point-buy system, I'd appreciate it if you avoided egregious min-maxing, and you'd probably benefit anyways, as play will move between social, intellectual, and physical arenas pretty often and I'd like to keep everyone engaged regardless of whether their character's specialty is in focus.

You can choose your career as well. Roll for random talents, if any.

Progression through your first few careers will be brisk; after two sessions characters will have between 3500 and 4000 exp; I haven't settled on an exact number yet.

Please have an idea of your character's sphere of influence; if you're making a bad-ass fighter, is he a general? Does he inspire his troops through loyalty or fear? Does your wizard bind daemons to his service, ferret out his enemies' secrets through sorcery, or just blast people he doesn't agree with? Most importantly, what does your character bring to the table of your noble? This is a game about politics. That doesn't mean you can't play certain characters, but if you make a character with no interest in the political game, then your character is out of place and you should change it or make a new one.


Online Resources for WHFRP

Online Character Generator

another one

Career planner

Skill Swapping

This came up in the talk page: Yes, if you want skills outside of your chosen career, you can petition me for them. That means I need to approve all deviations from your career. I'll approve stuff like base-level dodge blow for most careers easily. Stuff like Strike Mighty Blow for a scholar is gonna require a good sales job.

Given that you can choose a career, I'm hoping people can create characters with strengths in their preferred styles of play, and that we don't need to change this stuff around too much.

Characters

Jupiter Midsky (pronounced Juniper Midskee)

Adrick Snake

Falandar


Links

Kingmakers Recap

Reiklander families:

Lowengeist:
Stadler-Lowengeists

  • Gerhard (aka Daddy Hans) - Deceased
  • Karl (aka Conan Hans) - Deceased
  • Wilhelm (aka Gay Hans) - Deceased
  • Franz (aka our Hans)
  • Helena (aka Mommy Hans)

Landner-Lowengeists

  • Johann (aka Hans who murdered your family)
  • Charlotte
  • Sigismund (aka Retarded Hans)
  • Sophia
  • Marie
  • Brunhilde

Jungfraud:


Other:

Kingmakers - Holswig-Schliestein
Kingmakers - Hardenburg
Kingmakers - von Mackensesn
Kingmakers - Leutze
Kingmaerks - von Kuch
Kingmakers - von Bulow
Kingmakers - Otterheim
Kingmakers - von Uhland
Kingmakers - Francke
Kingmakers - von Wittgenstein
Kingmakers - von Wallenstein
Kingmakers - von Saponatheim

Old Stuff

Kingmakers One-Shot