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OPTIONAL RULES FOR RACES

Note: You may be asking yourself why I bothered making individual races of humans?
The answer is quite simple. In any WFRP game I have run, the humans were never
played due to the fact that Elves and Dwarves were made so much more powerful. Why
would anyone want to play a human when an Elf is better in just about every single way?
With all these new (modified) human races, players now have the oppurtunity to play
something that is much more attractive and unique to add to the whole role playing
experience to their games. Enjoy :)

HUMAN RACES

Estalian
Country: Estalia
Special Abilities:
- I=2d10+45 (for ship and coastal spotting)
- Never get seasick
- 1 free skill: choice of Row, Sailing, or Swim
Native language: Estalian (dialect of Old Worlder)
Notes: Being a race of people very similar to our Spanish and Portuguese, they are a very
naval oriented and seafaring people. I made these changes to reflect that.

Albion
Country: The Isle of Albion
Special Abilities:
- 2 free skills: choice of Herb Lore, Scale Sheer Surface, Very Resilient, or
Marksmanship
- May start with free extra pieces of equipment (shortbow, quiver and arrows)
Native Language: Albion (must purchase Old Worlder {common} with initial skills at
time of character creation).
Notes: They are a woodland type of people who like to hunt and are world renowned for
their archers.

Bretonnian
Country: Bretonnia
Special Abilities:
- 2 free skills: Ride Horse and Animal Care
- +20 to WS & BS while mounted on horseback
Native Language: Bretonnian (accented dialect of Old Worlder)
Notes: The greatest knights of the Empire (and World for that matter) come from the
country of Bretonnia. They are known for their excellent destrier horses.
Empire or Sigmarites
Country: Empire
Special Abilities:
- At initial character creation: all abilities that are normally 2d10+20 are now 2d10+25
Native Language: Old Worlder (Reikspiel)
Notes: The oldest and most culturally advanced of the human races. Their higher ability
scores reflect their better upbringing and racial stock.

Tilean
Country: Tilea
Special Abilities:
- 2 free skills: choice of Row or Sail and 1 Spec.Wpn of choice (GM's discretion)
Native Language: Tilean (dialect of Old Worlder)
Notes: The Tilean swordmaster and swordmakers are respected everywhere. The military
training schools have transformed weaponskill and craftsmanship among the human
communities into a fine science. This is evident in the Spec.Wpn training that is given to
all for both cultural acceptance and homeland defense.

Arabian
Country: Araby and some tribes/nomads of the Dark Lands
Special Abilities:
- Immunity to blindness (unaffected by bright lights and/or flashes)
- +10 BS & WS while on horse/camelback
- 2 free skills: Ride Horse & Ride Camel
Native Language: Arabic (must purchase Old Worlder {common} with initial skills at
time of character creation).
Notes: Due to their constant living conditions in the hot bright desert sun, they have
acquired an immunity to its brilliant light, and are well adept as riding both horse and
camel. In the desert, only a fool would walk...

Kislevite
Country: Kislev (and into Steppe region)
Special Abilities:
- No animal (domestic or wild) will ever attack a Kislevite unless actively provoked.
- High endurance: only require sleep for 2 of 3 days.
- Some belong to a rare group of bear shapechangers (same as Druidic spell, but may
only become a grizzly or black bear, and with no spell point cost. Requires a successful
WP roll to change to human or bear form. Also, those Kislevites that are shapechangers
may never become Wizards (but may become clerics, druids, and alchemists).
Native Language: Old Worlder but may purchase their original tribal tongue of Kislevite
with initial character skill points.
Notes: The rough people who live in this extreme climate and culture are very attuned to
nature and the wildlands. The Old Faith and the worship of Rhya and Taal are very
predominate in this region.
Cathayan/Nipponese
Country: Cathay/Nippon
Special Abilities:
- Blessed by the Gods: Start with d3+2 Fate Points
Native Language: Cathayan/Nipponese respectively (must purchase Old Worlder
{common} with initial skills at time of charcter creation if desired).
Notes: Not much is known about the mystical Orient, but the people are very spiritual and
attuned to the ways of both this world and the next. Due to this fact they have been given
favour by the Gods and receive more fate than all other races.

Natives
Country: New World Indians/Lustria/Isolated primative Islands
Special Abilities:
- 2 free skills: Player may pick any single skill desired that is available from the random
list based upon their class (GM's discretion), plus Excellent Vision.
Native Language: Varies based upon location. Thousands of varied dialects (must
purchase Old Worlder {common} with initial skills at time of charcter creation if desired
or even available to the character - GM's descretion).
Notes: Never seen a player pick someone from these areas but thought I'd add it in case
someone wants something exotic (might be common in your campaign depending on the
nature and geographic location of it)

Varied People settled from different parts of the Old World


Country: Border Princes
Special Abilities:
- 2 free skills: Dodge Blow, Street Fighting, Consume Alcohol, or Strike to Injure
Native Language: Riekspiel (Old Worlder)
Notes: A culture based upon heavy fighting from both within its borders as well as from
outside influences. This factor alone has caused its people to adapt in their own way.

Wastelanders
Country: The Wasteland
Special Abilities:
- 2 free skills: Scale Sheer Surface, Identify Plants, or Acrobatics.
Native Language: Wastelander, a dialect very similar to Old Worlder.
Notes: A rough and tumble people who live off the difficult land of the Wastelands. They
know what kinds of unusual plants are safe (due to the scarcity of edible food) and how
to avoid injuries in this environment (climbing and acrobatics).

OTHER RACE VARIANTS


Ubar (half dwarf)
Country: Could be in any country depending upon upbringing but large Ubar tribes are
known to exist north of the Middle Mountains and into the Northern Wastes.
Special Abilities:
- Ubar need sleep but 3 hours a day.
- In the cold (below 35 F), they halve any encumbrance penalties; above 90 F they suffer
double encumbrance penalties.
- Free skill: Orientation

Physical Character:
Build: Strong and compact, with large features and considerable facial hair. Males
average 150 lbs.; females, 135 lbs. Many are mistaken for short (yet powerful looking)
humans.
Coloring: Ruddy skin with red hair, with penetrating pale blue eyes.
Endurance: Exceptional in cold climates; average in temperate areas; poor in hot or
warm climates.
Height: Males average 4'9"; females, 4'5"
Lifespan: 100-200 years.
Native Language: If raised with Dwarves will share same languages as them. If raised in
an Ubar or human community then they speak Old Worlder.

Culture:
Clothing & Decoration: Fur-lined skin cloaks, shirts, pants, boots, and hoods.
Fears & Inabilities: None.
Lifestyle: Hunters, gatherers, and fishermen, they move from site to site depending on
the season. Most reside in caves of underground settlements. Many mine, and the Ubar
are accomplished smiths and artisans.
Marriage Pattern: Monogamous. The line is traced through the male.
Religion: Somewhat formal based upon many Dwarven and human religions. Ulric is
common.
Demeanor: Possessive, perservering, stubborn, fierce, and yet quiet.
Prejudices: Due to their geographic location they are affected by hatred against Trolls
(but no animosity towards elves... not many that far north). If raised in a Dwarven
community then they share the anomosities & hatreds of dwarves instead.
Weapons of choice: Dagger, handaxe, shortsword, club, warhammer, mace, whip, bola,
shortbow, sling, battle-axe, quarterstaff, or spear.
Armour of choice: The Ubar favour rigid leather armor made from the pelts of a polar
bear, northern elk, seal, or whale hide.
Traits: M=d2+2 / WS=2d10+25 / BS=2d10+15 / S, T, W=as human / I=2d10+15 / A=1 /
Dex=2d10+15 / Ld=2d10+30 / Int=2d10+20 / Cl=2d10+30 / Wp=2d10+30 /
Fel=2d10+15
Notes: Traits were picked as an average of the two races abilities and added something
new to add to your campaign.
Optional Race Change -

Halflings
Country: Varied but largest grouping of their kind found in the Moot
Special Abilities:
- Feet and hands are immune to extremes in hot/cold (explains why they never waer
gloves or boots). They can literally walk on hot coals or through ice and snow without
any pain or discomfort.
- WP=2d10+40! (I changed this in my campaign to be more like the Hobbits presented in
Lord of the Rings and ICE's MERP. Hobbits were renowned for their ability to resist the
effects of magic).
Native Language: Old Worlder (although a Halfling character may purchase the old
Halfling language of Kuduk with an initial character point in place of another random
skill if desired)
Notes: I made this change to the Halfings to make the race more desirable to play. In
most playtesting I have done with the WFRP, I have found that everyone always took
elves and dwarves due to the fact that halflings and humans in comparison..... suck. ;)

High Elves
Special Abilities:
- Free skill: Immunity to Disease
- Immortal: They only die due to violence, illness, poison or if they weary of life and lose
the will to live.
Notes: The High Elves are the oldest and purest of the elves. They are unmatched and
unequalled. I have made these changes to them to make them more like the elves of
Middle Earth who were Immortal and very resistant to disease. In most campaigns I have
run, I have never seen someone play a high elf due to the fact that they were no different
from wood elves other than they cannot use elf bows. This gives them something
different and unique. Some people may think the immortal thing is a little too powerful,
but I personally don't think it's much of an issue because I've never seen a player
character die of old age. This will allow for a respect for the high elves because some of
them in their isolated communities are of an extreme age.

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