Difference between revisions of "WHFRP Reboot"

From benscondo.wiki-rpg.com
Jump to: navigation, search
(The World)
 
(26 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 +
[[WHFRP Index]]
 +
 
Here's my thoughts on the reboot.  I'm changing some of the rules because I like what I saw in some other systems.
 
Here's my thoughts on the reboot.  I'm changing some of the rules because I like what I saw in some other systems.
  
Line 7: Line 9:
 
Character creation can be done in several ways:
 
Character creation can be done in several ways:
  
*Points: You get 85 points to distribute to your various attributes.
+
*Points: You get 85 points to distribute to your various attributes. '''New Rule''': Half of your stats must not end in 0 or 5.  I like irregular stat lines.  If you've already made your character, you don't need to change, but for new characters, this rule is in effect.
  
 
*Roll Choose:  Roll 2d10 8 times and write down the values.  You can choose which rolls go to which stats.  You get no Shallya's Mercy.
 
*Roll Choose:  Roll 2d10 8 times and write down the values.  You can choose which rolls go to which stats.  You get no Shallya's Mercy.
Line 15: Line 17:
 
Careers can be chosen or rolled for, but in both cases you get only one free advance.
 
Careers can be chosen or rolled for, but in both cases you get only one free advance.
  
==Spiritual Attributes==
+
[[WHFRP Reboot Characters]]
 +
 
 +
==Looting Rules==
 +
 
 +
*Looting a weapon takes a full action
 +
*Looting armor takes two full actions per armor location
 +
*Looting miscellaneous, easily accessible items takes a half action
 +
*Searching a body can be done in a Cursory (half action), Detailed (two full actions), or Exhaustive (three full actions) manner.  To get a Search roll you must do at least a Detailed search.  To be able to oppose your search roll to Concealment rolls you must do an Exhaustive search.
 +
 
 +
All of the above rules assume you've got somewhere to put the stuff you find, which generally takes a half action.
 +
 
 +
==Fortune Points==
 +
 
 +
Fortune points regenerate daily.
 +
 
 +
Fortune points can be used for all the usual purposes, but also for narrative elaboration.  You may use a fortune point to force another character to re-roll.  A PC may spend a fortune point to block this effect.
 +
 
 +
==Setting==
 +
 
 +
The setting would remain in my fucked-up Old World remix.  If you wanted to play a "Not Elf" or a "Not Dwarf", you could go for it, it'd just be on the down-low like the examples you met were.  The characters themselves would be new ones - I'm already thinking of hooks, but if you guys want something specific, like "everyone's a military man" or "we're bone pickers trying to escape Gabe's Mom", then put it on the discussion page.  Your old characters would be NPCs - I'd ask you guys for input occasionally on how they'd respond to things, but on the whole I'd use them for my own nefarious ends.  The time frame would probably be a few years after we stopped the last game.
 +
 
 +
===The World===
 +
 
 +
The Prologue will be set several years after your old characters were captured, in the year 1114.  Below is the recent history of the Empire:
 +
 
 +
[[State of the Empire]]
  
So, one of my goals is to enhance the narrative aspect of WHFRP.  This isn't hard, as Fate and Fortune points put a lot of narrative control in the hands of the players.  So, I'm replacing Fate and Fortune points with a cool system I'm stealing from the Riddle of Steel:  Spiritual Attributes.
+
[[Reboot Locations]]
  
In short, Spiritual Attributes describe your characters beliefs, the reasons they're willing to fight, or what they fight for.  They're also the primary mechanism for describing an individual's evolution and progression.
+
===Races===
  
===The Basics===
+
Not-elves and not-dwarves are uncommon enough that those who meet them figure they're probably just physically odd humans, unless they hear of their history or people.  However, even amongst the non-human races, their concept of history, of their own people, isn't defined by them being "not human" or "elf" or whatever; it's defined by the aspects of life important to those people.  A 'not-elf' would probably describe himself as a "Person of the Forest", while a 'not-dwarf' would describe themself as one of 'they who guard the deep places' or something similarly obtuse.
  
A Spiritual Attribute is defined by the player.  A character gets any three Spiritual Attributes of their choosing.  All Spiritual Attributes are rated on a 0-to-5 point scale, and start at 0.
 
  
There are a few basic types of Spiritual Attributes available to a character:
+
====Not-Dwarfs====
  
*'''Passion''': A strong attachment to a person that drives you - hate, love, loyalty.  When acting on or in defense of the subject of your passion, you are ablaze with an inner fire.  When choosing a Passion, the player must specify what the subject is  - e.g., "Passion: hates von Teumar", or "Passion: boundless love for Helga".
+
Not-Dwarfs use the Dwarf stat set, but have two of their Spiritual Attributes capped at 2 instead of 3.
  
*'''Conviction''': An unshakable faith that the world should operate in a particular way.  When fighting for your Conviction, you are filled with zealous resolve.  Religious beliefs often fall under Convictions.  When choosing a Conviction, a player must specify the belief, e.g, "Conviction: only the strong survive", or "Conviction: Shallya offers mercy to all".
+
Note that a critical part of the Western Empire setting is that the time of these other races seems to have passed.
  
*'''Conscience''': The desire to do the "right thing".  When doing the right thing (as defined by the player) you are  possessed of a righteousness that is hard to deter.  When choosing a Conscience, the player must specify what the ethic the Conscience embodies: e.g. "Conscience: All men should be free".
+
====Not-Elves====
  
*'''Drive''':  A consuming desire to accomplish a goal.  When working towards the end of your Drive, you are relentless and resourceful.  When choosing a Drive, the player must specify what the goal is, e.g "Drive: Own a boat", or "Drive: prove self as the best fighter in the world".
+
Not-Elves use the Elf stat set, but have all three of their Spiritual Attributes capped at 2 instead of 3.
  
*'''Fate''': A point that you know will be reached, a destiny that will come to passWhen working towards your eventual Fate, events conspire to propel you forwardWhen choosing a Fate, the player must specify what will happen to the character, e.g., "Fate: will die fighting", or "Fate: will free a people."
+
Note that a critical part of the Western Empire setting is that the time of these other races seems to have passedNot-Elves in particular have for the greater part left the world of Men to, er, MenBut they're around, like Lorn or the jerk who wouldn't introduce Anjou to the Lady.
  
*'''Luck''': A tendency to benefit from coincidence in a given situation.  When in certain circumstances, Luck may intervene miraculously.  When choosing a Luck, a player must select the lucky situation, e.g., "Luck: I thought you were dead", or "Luck: I've never been injured on horseback".
+
====Not-Halflings====
  
 +
Oh, God, why hast thou been so cruel to me????
  
As stated above, a character gets 3 spiritual attributes, and they can be any combination of the above.
 
  
===Use===
+
===Magic===
  
Any time a character acts in accordance with a Spiritual Attribute (as determined by the GM), they gain re-rolls equivalent to their Spiritual Attribute's value for the action/scene.  At the conclusion of the action/scene, that Spiritual Attribute also increases by one, to a maximum of 5.
+
I'm going to try and tone down the overt magic that we had lots of last time; my favorite kind of magic is the sort from Lord of the Rings - not necessarily flashy, but a really big deal.
  
Any time a character acts against a Spiritual Attribute (as determined by the GM), they lose a point from the given attribute.
+
I'm changing the way cast dice and rerolls work to help implement this, and if this rule doesn't work, then we'll change it:
  
===Relation to Experience===
+
*Cast dice can be rerolled as any other dice.  However, if any of cast rolls (including the original) indicate Tzeentch's curse, the results of the curse are calculated.
 +
*If, through hideous circumstance, you roll more than one Tzeentch's curse during your cast die rerolls, only the one greatest in magnitude is calculated. i.e., you take three rerolls on your 3-magic casting roll: the first is two 2's and a 1, the second is three 1's, and the final is three distinct numbers that hit your target number.  A magnitude-3 tzeentch's curse is calculated by the GM.
 +
*The effects of Tzeentch's curse may be rerolled normally, assuming appropriate SA's are in effect.
  
Experience won't be earned 100 per session anymore.  Instead, you spend your Spiritual Attributes to gain advances, at the rate of 5 points per advance.  Bonus advances may be earned at the end of arcs and such.
+
==Prologue==
  
For example, Mickael has just increased his Drive: Be the Best Athlete to 5 after beating Havlick in fisticuffsHe elects to spend those 5 points in Drive (reducing it to zero) to take the Street Fighting talent on his advance scheme.
+
I'm actually thinking that other than tying Ben's character (and Nate's if we see him, and anyone else there next session) in to the group, the prologue is more or less completeWe'll consider the Floating World Chronicles to be what took the players to their second careers (I know this is a change-up).
  
===Changing a Spiritual Attribute===
+
Anyways, '''everyone gets 1200 xp'''.  That's what everyone has, so the xp you gained last session is included in this.
  
A Spiritual Attribute may be replaced at any time with a newly selected one - for instance, if Anjou has lost his Faith: in the Lady, he may wish to change that Spiritual Attribute to a Conscience: defend commoners from injustice.
+
==Absenteeism==
  
Any new Spiritual Attribute starts at zero, so it's advisable to spend your SA before changing them.
+
If you're gone from a session, you don't get that session's XP.  But!  There's a way you can mitigate that!  Send me an email with what you would want your character to accomplish that session, you get 50xp.  If I respond with the results and any additional information, you have a bonus opportunity: write a story (I don't care how good it is, I just want to know how your character responded to the results), and you can get up to 30 bonus XP!  If the exchange goes back and forth a few times and a really robust account of what your character did develops, you can get up to the entire XP allotment for a session (so 50 xp + 50 bonus XP).
  
 +
Note that this means if you want any shot at bonus XP you'd best email me early in the week so I get a chance to get to it.
  
===Replacement of Fate Points===
+
If you're absent for a *REALLY LONG TIME*, we'll bring your character up to within a 2-4 advances of everyone else, the only catch is you need to write a story (again) that describes how you got those advances.
  
This system is intended as a more-specific way for you to direct your character's narrative arc; as such, the old Fate and Fortune system no longer applies.  This means that if you get in a fight and die, you're dead, and you make a new character.  This also means that getting into lethal situations where you're not backed up by your beliefs is sort of a toss-up for your character to end up dead.
+
==Helpful Stuff==
  
But if you do die, you get to make a new character. Take your old character's SA values (the attributes themselves don't have to be the same) and advances, and apply them to a fresh character. If you tie your new character's entrance in to your old character or their death, add 1 to each SA.
+
[Character Sheet Excel File http://www.blackindustries.com/includes/char-sheet.xls]

Latest revision as of 12:37, 11 February 2008

WHFRP Index

Here's my thoughts on the reboot. I'm changing some of the rules because I like what I saw in some other systems.

The bulk of the rules stay the same.

Characters

Character creation can be done in several ways:

  • Points: You get 85 points to distribute to your various attributes. New Rule: Half of your stats must not end in 0 or 5. I like irregular stat lines. If you've already made your character, you don't need to change, but for new characters, this rule is in effect.
  • Roll Choose: Roll 2d10 8 times and write down the values. You can choose which rolls go to which stats. You get no Shallya's Mercy.
  • Roll: Roll for each stat. You get one standard Shallya's Mercy.

Careers can be chosen or rolled for, but in both cases you get only one free advance.

WHFRP Reboot Characters

Looting Rules

  • Looting a weapon takes a full action
  • Looting armor takes two full actions per armor location
  • Looting miscellaneous, easily accessible items takes a half action
  • Searching a body can be done in a Cursory (half action), Detailed (two full actions), or Exhaustive (three full actions) manner. To get a Search roll you must do at least a Detailed search. To be able to oppose your search roll to Concealment rolls you must do an Exhaustive search.

All of the above rules assume you've got somewhere to put the stuff you find, which generally takes a half action.

Fortune Points

Fortune points regenerate daily.

Fortune points can be used for all the usual purposes, but also for narrative elaboration. You may use a fortune point to force another character to re-roll. A PC may spend a fortune point to block this effect.

Setting

The setting would remain in my fucked-up Old World remix. If you wanted to play a "Not Elf" or a "Not Dwarf", you could go for it, it'd just be on the down-low like the examples you met were. The characters themselves would be new ones - I'm already thinking of hooks, but if you guys want something specific, like "everyone's a military man" or "we're bone pickers trying to escape Gabe's Mom", then put it on the discussion page. Your old characters would be NPCs - I'd ask you guys for input occasionally on how they'd respond to things, but on the whole I'd use them for my own nefarious ends. The time frame would probably be a few years after we stopped the last game.

The World

The Prologue will be set several years after your old characters were captured, in the year 1114. Below is the recent history of the Empire:

State of the Empire

Reboot Locations

Races

Not-elves and not-dwarves are uncommon enough that those who meet them figure they're probably just physically odd humans, unless they hear of their history or people. However, even amongst the non-human races, their concept of history, of their own people, isn't defined by them being "not human" or "elf" or whatever; it's defined by the aspects of life important to those people. A 'not-elf' would probably describe himself as a "Person of the Forest", while a 'not-dwarf' would describe themself as one of 'they who guard the deep places' or something similarly obtuse.


Not-Dwarfs

Not-Dwarfs use the Dwarf stat set, but have two of their Spiritual Attributes capped at 2 instead of 3.

Note that a critical part of the Western Empire setting is that the time of these other races seems to have passed.

Not-Elves

Not-Elves use the Elf stat set, but have all three of their Spiritual Attributes capped at 2 instead of 3.

Note that a critical part of the Western Empire setting is that the time of these other races seems to have passed. Not-Elves in particular have for the greater part left the world of Men to, er, Men. But they're around, like Lorn or the jerk who wouldn't introduce Anjou to the Lady.

Not-Halflings

Oh, God, why hast thou been so cruel to me????


Magic

I'm going to try and tone down the overt magic that we had lots of last time; my favorite kind of magic is the sort from Lord of the Rings - not necessarily flashy, but a really big deal.

I'm changing the way cast dice and rerolls work to help implement this, and if this rule doesn't work, then we'll change it:

  • Cast dice can be rerolled as any other dice. However, if any of cast rolls (including the original) indicate Tzeentch's curse, the results of the curse are calculated.
  • If, through hideous circumstance, you roll more than one Tzeentch's curse during your cast die rerolls, only the one greatest in magnitude is calculated. i.e., you take three rerolls on your 3-magic casting roll: the first is two 2's and a 1, the second is three 1's, and the final is three distinct numbers that hit your target number. A magnitude-3 tzeentch's curse is calculated by the GM.
  • The effects of Tzeentch's curse may be rerolled normally, assuming appropriate SA's are in effect.

Prologue

I'm actually thinking that other than tying Ben's character (and Nate's if we see him, and anyone else there next session) in to the group, the prologue is more or less complete. We'll consider the Floating World Chronicles to be what took the players to their second careers (I know this is a change-up).

Anyways, everyone gets 1200 xp. That's what everyone has, so the xp you gained last session is included in this.

Absenteeism

If you're gone from a session, you don't get that session's XP. But! There's a way you can mitigate that! Send me an email with what you would want your character to accomplish that session, you get 50xp. If I respond with the results and any additional information, you have a bonus opportunity: write a story (I don't care how good it is, I just want to know how your character responded to the results), and you can get up to 30 bonus XP! If the exchange goes back and forth a few times and a really robust account of what your character did develops, you can get up to the entire XP allotment for a session (so 50 xp + 50 bonus XP).

Note that this means if you want any shot at bonus XP you'd best email me early in the week so I get a chance to get to it.

If you're absent for a *REALLY LONG TIME*, we'll bring your character up to within a 2-4 advances of everyone else, the only catch is you need to write a story (again) that describes how you got those advances.

Helpful Stuff

[Character Sheet Excel File http://www.blackindustries.com/includes/char-sheet.xls]