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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 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
A 1 1 1 1
The GM can modify the roll by giving bonuses or penalties to your characteristic.
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).
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.
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:
06-10 Gain +10 to INT/WP next time you attempt to cast 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.
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.
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
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.
31-35 Hexeyes: Your eyes turn strange colour and you become blind for D6 hours
51-55 Mind Blasted: Lose the ability to use magic 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.
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.
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.
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.
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.
86-90 Suffer For Your Insolence: You suffer 2D6 wounds ignoring T and armour
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.