Difference between revisions of "The Tiger Eye Cameo of Ibn-al Azrad"
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The player rolls the characteristics in order and places them. They will be allowed to take Shallya's Mercy. They may also switch any two characteristic rolls. Finally, the player is granted one re-roll that may be used at any time (including on fate, wounds or career). If the re-roll is not used, it can be traded in for a free advance or an extra roll on the beginning talents table. When rolling for career either die may be declared tens after they are cast. | The player rolls the characteristics in order and places them. They will be allowed to take Shallya's Mercy. They may also switch any two characteristic rolls. Finally, the player is granted one re-roll that may be used at any time (including on fate, wounds or career). If the re-roll is not used, it can be traded in for a free advance or an extra roll on the beginning talents table. When rolling for career either die may be declared tens after they are cast. | ||
− | ====Method | + | ====Method 3==== |
The player rolls the characteristics in order and places them. If they roll less than 95 points total, the remaining points may be placed by the player in any way they choose up to the maximum for their race (or higher with GM permission and appropriate explanation). The player may use Shallya's Mercy after all points are placed. When rolling for career either die may be declared tens after they are cast. | The player rolls the characteristics in order and places them. If they roll less than 95 points total, the remaining points may be placed by the player in any way they choose up to the maximum for their race (or higher with GM permission and appropriate explanation). The player may use Shallya's Mercy after all points are placed. When rolling for career either die may be declared tens after they are cast. | ||
Revision as of 20:57, 26 September 2008
I wont write much about this, because its the campaign Id run again if we ever want to do a fantasy game. user:maiasdaddy played in the preliminary portions of this, and user:BenofZongo was in one session. Its a great campaign.
Contents
Original Characters
Glynt Scrufflebeard
Azarel, 'the fairy elf'
Jakk of Smyth
Aramil, 'puddles', or 'waterboy'
Reboot
Its a warm spring day in the town of Nuln. It is finally time for Heinrich Klemperbad to train his apprentice in the art of wizardry. There is just one catch: to learn these spells insert player name here needs to return with the physical components necessary for casting them. An old friend of Heinrich's family, insert dwarfs name here, is willing to help, and a few gold crowns can probably scrape up another willing companion or two.
What are the physical components? Why the head and upper torso of a giant, humanoid creature of course; no less than 10 feet tall.
Ideas and Themes
This campaign is conceived with a literary bent. There will be flashbacks, moral dilemmas, tragedy, difficult choices and the opportunity to right age old wrongs. Players will need to be flexible with what their characters do and want. Hopefully everyone will have a chance to grow.
Even though this game was played 1.5 times before, both versions were very different and it is not required that the new iteration match up with either. In fact, the players may throw out the quest opportunity when it presents itself and do something else.
Warhammer?
If we choose this campaign, we could use WFRP as the system. If we do, the following rules will be implemented to supplement the current rules set.
Character Generation
Players will have a choice for which method they choose to use. They must choose before they begin.
Method 1
The player rolls 9 sets of 2d10 and drops the lowest. They will then be allowed, if they wish, to take Shallya's Mercy. The remaining 8 are placed where they wish. Wounds, Fate Points and career are rolled as stated in the book, except that with career players may choose either die to be the tens die after they are cast.
Method 2
The player rolls the characteristics in order and places them. They will be allowed to take Shallya's Mercy. They may also switch any two characteristic rolls. Finally, the player is granted one re-roll that may be used at any time (including on fate, wounds or career). If the re-roll is not used, it can be traded in for a free advance or an extra roll on the beginning talents table. When rolling for career either die may be declared tens after they are cast.
Method 3
The player rolls the characteristics in order and places them. If they roll less than 95 points total, the remaining points may be placed by the player in any way they choose up to the maximum for their race (or higher with GM permission and appropriate explanation). The player may use Shallya's Mercy after all points are placed. When rolling for career either die may be declared tens after they are cast.
Race
Players may choose which race they would like their character to be. Humans are the most common race in the Empire, but, as we all know, many races have significant advantages.
Humans
Humans are exactly as written in the rulebook.
Dwarf
Dwarves must pay 110 experience points for an advance.
Halfling
Halflings may pay 80 experience points for an advance.
Elf
Elves must pay 150 points for an advance.
Other Changes
In my opinion the easiest way for something to be abusive or unbalancing is for there to be no consequence to its use. The most abusive things in WFRP, therefore, are 'free actions'. Besides talking, no player may perform more than one 'free action' per turn. The second or successive such action costs a half action.
XP Costs
Not all advances are created equal. I am not gonna get all bugnuts crazy about this, but there are two that stand out head and shoulders above the rest. Those are Magic and Attacks. Advancements in Magic cost double; advancements in Attacks cost triple. This means that Magic would only be available to take at the beginning of the game if the players uses both their free advance and has a re-roll available for another, and Attacks is not possible to begin with.