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Title: Rules


Scaly - April 30, 2003 01:34 AM (GMT)
Initative: Who hits first

your Dex + D3 versus his Dex + D3

whichever is higher hits first

Weapon Skill: When attempting to hit an enemy in combat this formula is used

your WS+D3 versus his WS + D3

whichever is higher hit/avoids the hit respectively

Strength: When wounding an enemy in CC this formula is used

your Str + D3 + weapon bonus versus his Toughness + D3 + armor bonus

If yours is greater than his then you will deal that many points of damage

Toughness: When being wounded this formula applies

your T + D3 + armor bonus versus his Str + D3 + weapon bonus + poison bonus

If his is greater than yours then you will take that many points of damage

Dexterity: When attempting to hit something with a missile weapon

Distance (D24) versus Dexterity + D6 + Bow Bonus

if distance is greater you missed otherwise its a hit with damage rolled at 3/4 your strength + D3+ bow bonus + bow strength + poison versus his T + armor

Intelligence: When attempting and Intelligence test this is used

Difficulty of subject versus your I + D3

If yours is higher you pass.

Scaly - April 30, 2003 01:50 AM (GMT)
Gaining Experience

Killing an Enemy +1 EX
Outmatched +1 - +5 (My decision)

Avoiding direct combat but still killing enemies +1 EX per enemy killed

Casting a spell sucessfully for the first time +1 EX

Great RPGing +1 EX (My decision)

Other +1 - +5 Ex (My decision)

Spending Experience:

Stat Buildup

To improve a stat use this formula

Current level of stat + 2 = Necessary Experience spent.

Special Skills

Improve Magic Level
(Magic Current Level) * 5 + 10

Learn New Spell
(Current Number of Spells) * 5 + 10

Scaly - April 30, 2003 02:40 AM (GMT)
Food:

Food will be automatically taken from your equiment day by day. 1 "food satisfy" will be taken from you each day. If you run out of food or go to half ration (must be said in main game post) Hp will drain away. 2 Hp for no food, 1 Hp for half ration.

Healing:

Three options:

Healing Herbs:
Heal for the ammount shown then are used up.

Heal Skill:
Heals for 5 HP an hour but might the healer might screw up and hurt you more.

Sleep Heal:
Requires at least 2 Food Satisfy
Heals 1 HP for every food Satisfy over the necessary

Scaly - May 1, 2003 01:27 PM (GMT)
Magic

Each level gained (by spending 10 + 5*Previous Level Experience) gives mage 10 MP and the ability to have another spell

Ex:

Level 1

10 MP and able to take 1 spell

Level 2

20 MP and able to take 2 spells

New Spells are given at random when learned by spending 10 + 5* the amount of previous spells.

Casting

To cast: Takes MP amount for spell (successful or not) and succeeds on a 4+

To hit: D30 versus I + D6 + Staff casting bonus.

Scaly - May 18, 2003 04:27 PM (GMT)
Critical Hit:

On a to hit roll of a natural 6
Multiply Strength by 2

Crushing Blow

On the offensive, attacks with Strength 5 or more
Add 1/2 Str (rounding down) to the to hit rolls.

Passing out:

Passing out is caused by being at half HP

[first round 6+ pass out, second 5+ pass out, third 4+ pass out, never gets higher than 4+]

While passed out you are hit automatically!

Scaly - August 11, 2003 06:38 PM (GMT)
Per day you may go to 6 locations in a city you must end up at a Tavern or Inn or risk getting jailed.

For example

I choose to go to an armor shop ($$)
Then the Temple Myrmidia to learn to fight better
Then to Temple of Shallya to heal
The a restaurant to eat ($$)
Then to the Garrison to bail my buddy
Then to my inn again ($$)

I think this will speed up town time, do you agree?
Buildings and skills that are taught there are described below.

Cities:

Buildings that are in every city:

Garrison
Place where you go if you are jailed, and the place where the Cities Armed Forces are found.

Palace
Screw up bad and you might end up here, Executions happen here.

Temple of Verena
Biggest Libraries in the City, if research needs to be done do it here.

Temple of Jeanne Du Lac
Official Ceremonies for the Palace occur here (i.e.: coronations)

Temple of Myrmidia
Have their own garrison and armed forces inside, Close Combat Weapon Skills are learned here. (Axemaster, Dagger Master, Disarm, Distract, Dodge Blow, Fight with two weapons, Frenzied attack, Hammer Master, Lightning Reflexes in CC, Lighting Reaction Time, Pole Arm Master, Swordmaster, Intimidate)

Temple of Shallya
If you are in need of healing then this is the place to check up on, Heal Wounds, Find Herbs, and Cure Disease is also taught here.

Temple of Morr
Where Funerals are taken care of.

Vintners
Wine makers provide wine cheaper and of better quality than restaurants around town.

Merchant Guild
Is the place to go if you want to sell something, as most shopkeepers will not buy objects from people on the street. Haggle is taught here.

Glassmakers Guild
If you have the Chemistry or Manufacture Poison skills and need to put your creations in something you can get vials here. Come here if you need glass.

Alchemists Guild
Sells Potions with or without glass vials; without requires you have some already and costs less. Chemistry, Immunity to poison, Prepare Poisons, and Manufacture Poison are also taught here.

Collegius Arcania
Identify Magical Object and Arcane Language is taught here to those who the wizards inside deem worthy, must already be a mage and have tons of money. Astronomy and Herb Lore is taught to those who have a ton of money.

Shooting Ranges
Ranges to test your accuracy Excellent Vision and Marksman are taught here.

Circus
Cheap entertainment is found here but also the circus folk can teach you Acrobatics, Acting, Ambidextrous, Animal Care, Animal Training, Call animal, and Disguise

Thieves guild
If you are a thief you may be able to get a quick job here, you can also learn Begging, Pick Locks, and Pick Pockets.

Builders Guild
Temples to Chairs they build them, you need something manufactured this is the place to be. Engineering and Carpentry are taught here.

Stables
Places to feed and buy mounts as well as learning to ride!

Buildings that change in every town

Inns ($-$$$)
Pricing reflects the quality of rest and creature comforts

Restaurants ($-$$$)
Pricing reflects food satisfy and lower chances of food poisoning, Cooking taught here.

Taverns places to stay and eat ($-$$)
They are not as good as Inns to sleep in and not a good as Restaurants for eating but hey it all there! Cooking taught here (level2 max)

Shops ($-$$$)
Pricing reflects quality of goods

Acute Smell/Hearing, Gamehunting, Fishing, and Survival must be learned on your own and can not be taught.

Prices vary but here is a general idea.

Inns
$: 20 Gold and under a night
$$: 20-25 a night
$$$: 25-30 a night

Restaurants
$: 5 and under a food satisfy
$$: 5-7 per food satisfy
$$$: 7-20 per food satisfy

Taverns
$: 20-25 one food satisfy and one night
$$: 25-40 one food satisfy and one night

Shops
$: usually 50 and under
$$: usually 50-70
$$$: usually 75+ (magical items here)

Scaly - August 11, 2003 06:39 PM (GMT)
It has been suggested that adventurers should be able to teach other adventurers, it does make sense, but here are the restrictions.

In Order to Teach a Skill to another PC

You must be 2 levels higher than the skill you are teaching (i.e.: you must be a level 3 cook before you can teach level 1 cooking)

This is for three reasons:

It makes sense that you would have to be more experienced to teach the skill.

Second it prevents PCs from becoming too powerful too fast.

Lastly, you may charge for your experience, you may refuse to teach, ask for money, or a skill in return for your expertise.

Remember: Acute Smell/Hearing, Gamehunting, Fishing, and Survival must be learned on your own and can not be taught.

Scaly - August 7, 2003 03:27 AM (GMT)
Skills:

Level 1: 5 Experience
Level 2: 10 Experience
Level 3: 15 Experience
Level 4: 20 Experience
Level 5: 25 Experience

Your Primary Skills must be equal or higher than your Secondary Skills.
Your Secondary Skills must be equal or higher than your Learned Skills.

Levels 1-4 can be learned at an academy specializing in that skill, Level 5 can only be learned through experience.

Acute Smell/Hearing, Gamehunting, Fishing, and Survival must be learned on your own and can not be taught.

Acrobatics (able to Dex test to perform acrobatic feats) [Level 1: Dex + d6 vs 5 + d6]

Acting (able to make a intelligence test to fool someone into believing something) [Level 1: I + d6 vs 5 + d6]

Acute Hearing/Smell (able to make a I test to detect enemies by sound/smell alone) [Level 1: I +d6 vs 5+ d6]

Ambidextrous (penalties due to wielding a weapon decreased by X) [Level 1: Decreased by 1]

Animal Care (able to heal an animal on a roll of X) [Level 1: 6+]

Animal Training (able to tame wild animals based on a I test) [Level 1: I + d6 vs 5+ d6]

Arcane Language (able to learn a new spell using less experience points) [Level 1: one less experience point]

Astronomy (able to determine the correct direction to go outdoors based on a I test) [Level 1: I + d6 vs 5+ d6]

Axemaster (able to wield axes well) [+1 WS when using Axe]

Begging (able to beg for money) [Level 1: d6 gold coins produce on a 4+]

Call animal (able to call animal to side based on a I test) [Level 1: I + d6 vs 5+ d6]

Carpentry (able to make things out of wood based on a Dex test) [Level 1: Dex + d6 vs 5+ d6]

Chemistry (able to make a potions) [Level 1 make half heal potions on a I test (I+d6 vs 5+d6)]

Cook (able to provide more nourishment out of normal foods) [Level 1: +2 food satisfy]

Cure Disease (able to cure disease of varied natures) [Level 1: cure on a 6+]

Dagger Master (able to wield dagger well) [+1 WS when using Dagger]

Disarm (able to disarm opponents on a Dex test) [Level 1: Dex+ d6 vs 5+ d6]

Disguise (able to hide identities of yourself or others based on a Dex) [Level 1: Dex + d6 vs 5+ d6] *you wont know it if was successful till you try!

Distract (causes the opponent to become confused and more able to be hit) [Level 1: opponent’s WS -1]

Dodge Blow (able to dodge Close Combat attacks) [Level 1: 6+]

Engineer (able to fix mechanical objects based on I) [Level 1: I + d6 vs 5+ d6]

Excellent Vision (bow bonus increase) [Level 1: +1 to bow bonus]

Fight with two weapons (Able to fight with a weapon in each hand)

Fishing (able to catch fish for food based on S) [Level 1: Hooked on a 4+ Caught on a S + d6 vs 5+ d6]

Frenzied attack (able to strike X) [Level 1: Twice]

Find Herbs (able to find herbs based on I) [Level 1: Heartroot (heal 1 HP); I +d6 vs 5+ d6]

Gamehunting (able to find game to eat) [Level 1: found on a 6+; shot with normal rules; or caught and killed on a 6+]

Haggle (able to bring down prices on items) [Level 1: Bring down price 2d6]

Hammer Master (able to wield hammers well) [1+ WS when using hammers]

Heal Wounds (able to heal X HP on a 4+) [Level 1: 5]

Herb Lore (able to make healing herbs heal an additional X HP) [Level 1: 1]

Identify Magical Object (able to determine what a magical object does based on I) [Level 1: I + d6 vs 5 + d6]

Immunity to poison (able to ignore poison bonuses of X or less) [Level 1: 1]

Intimidate (able to scare opponent into inaction) [re-roll Initiative tests]

Lightning Reflexes in CC (able to defend against a flurry of blows) [Level 1: +1 WS while defending]

Lighting Reaction Time (able to dodge arrows not bullets!) [Level 1: 6+]

Manufacture Poison (able to make poisons based on I) [Level 1: Neuro-toxin (poison bonus 1); I +d6 vs 5+ d6]

Marksmanship (able to hit targets better) [Level 1: 1+ to distance]

Pick Locks (able to force locked doors based on Dex) [Level 1: Dex + d6 vs 5+ d6]

Pick Pockets (able to steal money from pockets without being caught) [Level 1: Dex + d6 gold taken caught on a 6+]

Pole Arm Master (able to wield pole arms well) [+1 WS when using pole arms]

Prepare Poisons (better at using poisons) [Level 1: 2*poison bonus]

Ride (allows for riding of mounts)

Swordmaster (able to wield swords well) [+1 WS when using swords]

Survival (able to survive on 1/2 food satisfy)

If there is another skill you think should be included, please PM me!




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