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Michael Stockin

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  1. That is an idea, maybe each spell cast can add X% to that skill and for each 10% in that skill you get the things you mention, +1mp and spells cost 1 mp less. /off to ponder
  2. So I have a PC who is a wizards apprentice with this as their initial background: "So Petra comes from a small town, close knit community, big family. I think granny was the local wise woman/healer but no one was ever stupid enough to straight out accuse "witch" because why would you do your town dirty like that. She does basic medicine and you make sure you don't cross her. Nothing illegal going on here. Anyway Petra spent a lot of time at granny's house growing up and developed a knack for learning some basic healing stuff. Her family wasn't well off but enough to make sure the kids got a basic education. Petra is the brightest of the lot with a quick mind and seems to be filled with questions about everything around her. So then there's war and Petra's town is hit bad. And one of her brothers never comes back. And a bunch of people have terrible injuries and young Petra and her old granny don't have enough knowledge between them to save them all. Petra has read every book in granny's house, including the ones hidden away under the bed that are definitely, 100% books of magic. She's hooked, and she wants to know more, but she still doesn't know enough to save all her townsfolk. Official story is she wants to go study medicine so if this ever happens again she doesn't feel so helpless watching people die. The actual story is she's filled with a burning rage, has no respect for rich folk sending commoners off to fight stupid fights, and if anything like this ever happens again she'll raise an army of the fucking dead if she has to protect her loved ones. So she's off to be a "physician's apprentice" but she's got her eyes and ears wide open for anything that can help further her craft." She is a witch (wizards apprentice) but is keeping it secret for now. I have given her d4+3 petty magic spells and they have no real need to be converted as they don't really affect stats. I am doing starting Magic Points = POW. For Willpower tests I will do POW vs POW on the resistance table. This will change how it works compared to WFRP, but I feel that the mightiest wizard will be able to cast more powerful versions of the same spell than a novice. If Gandalf tried to cast a mind control spell on me compared to that nobber from Krull who kept turning himself into a pig, I am pretty sure I know whose spell would be easier to resist. For MP I am keeping it the same cost. MP will regenerate at 2 per hour, so right now her POW 0f 16 and 16 MP means she will be back up to full MP after a nights sleep. Not thought too much about higher level spells, I will worry about that nearer to the time.
  3. Is it? Ah my bad, that makes sense, I will do the average of INT and POW I reckon and then *5.
  4. Thanks everyone. Another question... WFRP has a Cool stat which is used for Fear Tests. What have people done for fear tests with this system? I know CoC has SAN but that is equal to POW and thus yields only a small % of ever passing, something which does not fit well for me in The Old World.
  5. "If armor value is being determined randomly, you should roll for the armor's protection, apply any modifiers, then divide in half, rounding up." Sweet, that will do. Thanks everyone.
  6. Yeah I looked at the stats from the PDF I purchased and in many cases just ignored them as thy don't fit WFRP that well. 😄 😄
  7. I was home brewing something along those lines Any idea what book those rules are in at all?
  8. Cheers. My mate bought it. Follow up question. I had a quick search of the forum but found nothing obvious. Are there any rules anywhere that detail armour reduction values for gunpowder weapons? Elric! armour is variable, such as leather stops d6 damage, mail stops d8+1, plates stops d10+2 etc, that sort of thing. I have introduced firearms as is the Warhammer way but need to reflect (within reason) the fact they will punch through most medieval armour. Are there any official rules for this anywhere?
  9. I had a quick search of the forum but found nothing obvious. Are there any rules anywhere that detail armour reduction values for gunpowder weapons? I am actually playing Warhammer using the Elric! rules but am cobbling gunpowder rules from here and there. Elric! armour is variable, such as leather stops d6 damage, mail stops d8+1, plates stops d10+2 etc, that sort of thing. I have introduced firearms as is the Warhammer way but need to reflect (within reason) the fact they will punch through most medieval armour. Are there any official rules for this anywhere?
  10. Follow up question, I have ready made Warhammer races now. But gunpowder weapons are a thing in warhammer, I recall a stormbringer supplement had rules for 6 shooter pistols, but where can I find rules for blackpowder weapons? TIA
  11. Good shout, just bought it. Yeah the system is very very similar, as is the artwork, stuff from Elric! and the older Stormbringer books too. 😄
  12. Re-arrange that last sentence to make sense...
  13. I guess these stats are only in the rulebook? Any examples of what the dice rolls to create them are online?
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