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Martijn’s WFRP1 Hack

I started thinking about hacking WFRP1 because I found WFRP4 had too many moving parts
and I never really got into WFRP2 either.

Re-reading WFRP1 after many years, I was struck by the thought that this was a game more
about characteristics than anything else. So, I decided to try and make characteristics take
centre stage.

I envision a free-form game where players describe their actions and the GM calls for a
characteristic test to resolve the situation, using any modifiers that make sense in the fiction.

My hack is based on a few simple tweaks:

● Make everything a characteristic roll


● Skills give a +10 bonus in situations where players and GM deem them appropriate
● Some skills are required to even attempt certain things (e.g. Read/Write)
● Opposed rolls use the black-jack system
● Melee combat is opposed
● Give players a bit more chance to succeed through Fortune Points.

My aim was to change as little as possible but also to make it easier for both players and GMs,
while eliminating the dreaded whiff factor.
Characteristics
Human Elf Dwarf Halfling
M 2D10+20 2D10+30 2D10+10 2D10+10

WS 2D10+20 2D10+30 2D10+30 2D10+10

BS 2D10+20 2D10+30 2D10+20 2D10+30

S 2D10+20 2D10+20 2D10+20 2D10+10

T 2D10+20 2D10+20 2D10+30 2D10+10

W D3+4 D3+3 D3+5 D3+3

I 2D10+20 2D10+40 2D10+10 2D10+30

A 1 1 1 1

DEX 2D10+20 2D10+30 2D10+30 2D10+30

LD 2D10+20 2D10+20 2D10+20 2D10+10

INT 2D10+20 2D10+30 2D10+20 2D10+20

CL 2D10+20 2D10+30 2D10+30 2D10+20

WP 2D10+20 2D10+30 2D10+40 2D10+30

FEL 2D10+20 2D10+20 2D10+20 2D10+30

Fate D3+1 D3-1 (min. 1) D3 D4

Characteristic Bonus Value


For some rules you need to calculate the relevant bonus value. This is done by simply taking
the tens digit of the characteristic, e.g. a Toughness of 44 gives a Toughness bonus value of 4.
The letter B is added to the abbreviated characteristic to signify it is a bonus value, e.g. WPB
means Willpower Bonus.

Fate & Fortune


Characters have Fortune Points equal to their Fate Points.

Fortune Points can be used to re-roll any die roll once.

Fortune Points refresh at the beginning of every session.


Tests
All tests require you to roll one of your characteristics. Describe what you want to accomplish
and the GM tells you what characteristic to roll.

The GM can modify the roll by giving bonuses or penalties to your characteristic.

Critical Success / Failure


When you succeed at a test and roll a the same number on both D10s you score a Critical
Success

Should you fail a test and roll the same number on both D10s, this is considered a Critical
Failure or Fumble.

Opposed tests
When your action is in some way actively being opposed by an NPC or PC, the characteristic
roll is opposed by the characteristic roll of that NPC or PC. This does not have to be the same
characteristic.

Both sides roll their characteristic and the side that rolls the highest but equal to or under their
modified characteristic, wins the contest.

If both sides fail, the side that is closest to their characteristic, i.e. missed by the smallest
margin, wins the contest.

Skills
Sometimes you need a Skill to even be able to attempt something. These should be obvious,
such as Read/Write or Cast Spells but are otherwise left to the GM’s discretion.

Skills can also give you a +10 to a characteristic being tested if you can convince the GM it
applies to the situation.
Combat
To Hit rolls - Melee
All combat rolls are opposed by rolling WS vs. WS using the system described above under
Opposed Tests.

Weapon Modifiers

To Hit
The To Hit bonuses or penalties for weapons only apply when rolling WS to attack

Parry
The Parry bonuses and penalties for weapons only apply when rolling WS to defend.

Damage
SB and TB are used to modify damage.

Critical Hits
When an attacker wins the opposed WS test and scores a Critical Success, they do an
automatic Critical Hit on their opponent, in addition to any damage rolled.

Conversely, when a defender wins the opposed WS test and scores a Critical Success, they do
an automatic Critical Hit on the attacker.

In both cases, simply roll a D10 and consult the relevant Critical Hit table for the result.

Critical Fumbles
If you roll a double and above your characteristic, you fumble. Roll on the relevant Critical
Fumble table.
Combat Skills
Dodge Blow allows you to use I instead of WS when defending, gaining a +10 to your I.
Frenzied Attack gives a +10 bonus when attacking and -10 when defending.
Specialist Weapon X skills are required to fight effectively with such a weapon. When fighting
with a specialist weapon for which you don’t have the appropriate skill, your effective WS or BS
will be 10.
Street Fighter gives a +10 to WS when fighting unarmed.
Strike Mighty Blow gives a +1 bonus to damage.
Strike to Injure allows you to change the result of any Critical Hit up or down one band.
Strike to Stun can be used with a suitable blunt weapon or in unarmed combat to force the
opponent to succeed at a T test or be knocked out for D6 turns; this instead of doing normal
damage.
Very Resilient does not give a +1 bonus to TB for damage reduction. It gives you a +10 bonus
to characteristic tests for T.
Very Strong does not give a +1 bonus to SB for damage. It gives you a +10 bonus to
characteristic tests for S.

Outnumbering
When you outnumber an opponent, you gain a bonus to your WS equal to the number you
outnumber your victim by. So, if two of you are fighting a single opponent, you both get a +10 to
your WS. If it is three against one, all three of you gain 20% to WS.

When facing multiple opponents, you only make one test on WS (or I when dodging).

More than one Attack (A)


Having an Attack (A) value of more than 1 does not automatically mean you get to attack
multiple times in a round. Instead, for every point in A above 1, opponents get a -10 to their WS
(or I when Dodging) when defending against you.
Magic
I personally don’t think the magic system in WFRP1 is as bad as some people make it out to be.
I want to change as little as possible while introducing an element of uncertainty and risk in
casting spells.
Wizards include Alchemists and all specialist magicians.
Clerics include Druidic Priests

Casting spells
Casting spells no longer requires magic points, these are eliminated from the game.
Instead every time a magic user wishes to cast a spell, they need to succeed at an INT test if
they are a Wizard, or a WP test in the case of Clerics
If they succeed, the spell takes effect as described in the WFRP1 rulebook. If they fail, they roll
on the Miscast table.
In the event of a critical miss they instead roll on the Chaos Flux or Divine Wrath tables.

Spell Costs
Every time a magic user casts a spell, successful or not, they are taxed by the magical
energies, represented by a temporary reduction to their INT (for Wizards) or WP (for Clerics).
When casting a spell, reduce INT/WP by the amount of magic points listed for the spell.

Spell components
You can cast spells without using the material component listed with it. However when using the
proper component, you get a +10 bonus to your test.

In addition, spell components will absorb some of the harmful side effects of failing to cast a
spell, even when critically failing it. When using the proper spell component, you may modify the
roll on the Miscast, Chaos Flux, or Divine Wrath tables by up to +/-10.
The exception to this is if you roll a natural 100, which cannot be modified by the use of a
component.
Recovering INT/WP
INT or WP is restored fully by a meal and a good night’s sleep in a safe and civilised location.
When sleeping rough, they only regain points equal to twice their magic level.

Sleep, safe: full recovery


Sleep, rough: magic level x2

Meditation
Once a day a spellcaster can attempt to regain lost INT or WP by meditation. This takes at least
an hour in which they must not be disturbed. Make an INT/WP test against the undepleted
rating of the characteristic. On a success they regain the following number points to their
characteristic:

Wizards: magic level x4


Clerics: magic level x3

On a failure they regain no points.


On a critical failure they regain no points and they may not Meditate the next day either.

Wizards Channelling Chaos


Magic users can also recover your full WP by exposing your psyche to the raw chaos that
makes up all magic. Doing so gives you 1 corruption point. This may only be done once per day.
Clerics cannot channel Chaos.

Dwarf and Halfling Wizards?


No, just no.
Mistcast Table
01-05 Gain an action, if used to cast another spell roll at -10 INT/WP.

06-10 Gain +10 to INT/WP next time you attempt to cast the spell

11-15 Do not subtract INT/WP for casting the spell

16-20 No effect

21-25 Spell fails but the Chaos energy manifests in a visible but harmless way

26-30 A random Petty Magic spell is cast on a random target within the range of the original spell.

31-35 Lose next action

36-40 Double INT/WP loss

41-45 Unable to cast spells for D6 rounds

46-50 -10 on all S tests for the rest of the day

51-55 -10 on all T test for the rest of the day

56-60 Forget the spell until you spend one hour re-familiarizing yourself with it or communing with
your deity to grant you access to it again.

61-65 Triple INT/WP loss

66-70 -10 to all WP test for the rest of the day

71-75 -10 to all INT test for the rest of the day

76-80 -10 to all Dex tests for the rest of the day

81-85 Fall unconscious for D6 turns

86-90 Spell effects you or an adversary if it is beneficial

91-95 Unable to cast spells for the rest of the day

96-00 Roll on Chaos Flux / Divine Wrath table


Chaos Flux
01-05 The Power: Regain up to 8 INT

06-10 Fickle Fate: Regain 1 Fortune Point, this can take you over your maximum.

11-15 Demonic Visage: Your face warps into that of a hideous demon for D6 turns, during
which you cause Fear.

16-20 Strange Energies: In a circle around the caster with a radius equal to the Magic
Points of the failed spel in yards, inanimate objects begin to warp and mutate.

21-25 Chaos Quake: Everyone within 1D100 yards must make a M test or fall down.

26-30 Fell whispers: Make a INT test or gain 1 corruption

31-35 Hexeyes: Your eyes turn strange colour and you become blind for D6 hours

36-40 Blasted: You suffer D6 wounds ignoring T and armour

41-45 Corrupted: Gain 1 corruption point

46-50 Stain: Gain a temporary mutation that disappears in D8 days.

51-55 Mind Blasted: Lose the ability to use magic for D8 days

56-60 Enfeeblement: You T is reduced by -10 for D8 days.

61-65 Demonic whispers: Everyone within INT yards needs to test WP or gain 1 Corruption
Point

66-70 Balefire: You suffer 2D6 wounds ignoring T and armour and your clothing and
anything flammable on you is destroyed.

71-75 Warped Mind: You permanently forget a randomly determined spell

76-80 Marked: Gain a Magical Disability as an Evil/Chaotic Wizard (p. 138 WFRP1)

81-85 Power Drain: All ongoing spell effects within INT yards are dispelled and magic items
are temporarily stripped of their powers.

86-90 Warp Blast: Everyone within INT yards takes D6 wounds ignoring T and armour.

91-95 Summoning: A minor Lesser Demon (p. 257 WFRP1) appears.

96-00 The Power! Raw chaos energy twists and mangles your body; you die horribly.
Divine Wrath Table
01-05 Inspiration: regain up to D10 WP

06-10 Minor Blessing: Gain 1 Fortune Point, this can take you over your maximum.

11-15 Voice of God: For D6 turns you speak with the voice of your deity; +20 to LD test
when intimidating.

16-20 Doubt: You doubt your cause and suffer -10 to all tests D10 hours.

21-25 Divine Whispers: Make a WP test or gain 1 insanity

26-30 Visions of Divine Wrath: Everyone within WP yards needs to test CL or gain 1
Insanity Point

31-35 Kneel: You are forced to your knees and count as prone until you successfully test M.

36-40 The Majesty: The deity manifests in an unmistakable and appropriate way. Everyone
within sight must test T or take D6 damage.

41-45 Cease Your Prattling: Lose the ability to use magic for D10 days.

46-50 Stigmata: You suffer 1 wound per round for the next D10 rounds.

51-55 Trial: You must undergo a trial for your deity to prove your worth; suffer -10% to all
tests not related to this trial. This lasts until you overcome the trial.

56-60 Disapproval: -10 to your next test to advance a level.

61-65 Branded: Your face is branded with an obvious sign of your deity. You suffer -10 FEL
unless dealing with people who share your faith, in which case you get +10 FEL.

66-70 Giveth and Taketh: Lose one of the skills associated with your deity

71-75 Interference: A demon answers your call and your mind is exposed to its influence;
gain 1 corruption.

76-80 Tremble in Fear: Lose 10 points of CL permanently

81-85 Invocation Lost: The spell is permanently taken from you.

86-90 Suffer For Your Insolence: You suffer 2D6 wounds ignoring T and armour

91-95 Blind Faith: You are struck blind, permanently.

96-00 Cast Out: You are cast aside by your deity and permanently lose all magical powers.
Corruption
Chaos corrupts everything in the Old World. Exposure to Chaos is tracked by Corruption Points.

You can have a number of Corruption Points equal to your TB and WPB combined. Should you
gain more Corruption points you must immediately make a T test.
If you succeed you manage to resist the influence of Chaos but you will have to test again next
time you gain any number of Corruption Points.

When you fail, you gain a mutation and your corruption is reduced by D8 points.

Corruption Points > TB + WPB = test T or gain mutation and - D8 Corruption Points.

When a character gains a mutation, roll on the Personal Attribute Table on page 113 of Realm
of Chaos: Slaves to Darkness.

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