Sie sind auf Seite 1von 9

General Errata

Chapter 2: Character Creation Before the first session the players will choose from various roles and each role will have a list of possible races and starting careers. You will randomly roll your starting career from that list. Then I will write up a brief background for your character, and based on this I may adjust your starting skills/talents and trappings. At the first session you will roll up your characters statistics. Shallyas Mercy: we will choose a prime stat for your character and if you roll under 14 for that stat you instead get 14. Chapter 3: Careers and Experience Variable Experience Costs for Skills/Talents Skills/Talents are divided into Lesser, Normal, and Greater (see attached chart), with variable costs. Experience for Changing Careers Changing to a basic career that you have an exit for costs 100 xp and may or may not require training from someone in that career (GMs discretion). If GM allows you to change without a trainer, the cost is 150xp. Changing to a basic career that you do not have an exit for costs 200 xp and you must have training from someone in that career. Changing to an advanced career that you have an exit for costs 150 xp and usually requires training from someone in that career (GMs discretion). If GM allows you to change without a trainer, the cost is 200xp. Changing to an advanced career that you do not have an exit for is not allowed. Training from someone in the career takes 4-16 hours for a basic career, and 16-32 hours for advanced career, though longer for some more scholarly careers. Its difficult to train for more than 8 hrs/day. Learning a Skill/Talent out of career This can be accomplished but is difficult. You can attempted to gain a skill or talent by studying with someone who has the skill or talent. Takes 2-8 hours (or possibly more) depending on what is being learned. At the end of that time the PC spends 40 xp and makes a test against the appropriate characteristic (e.g. strike mighty blow would be against weapon skill). This test cannot be rerolled through fortune points or magical means. If successful, the skill can be learned by spending 150% of normal XP to learn it. If unsuccessful, the player can only attempt again if he finds another source to learn from. Awarding Experience The base reward for a 3-4 hour session is 50 xp. At the end of session, each player gets a chance to lobby for additional experience based on personal accomplishments this must above and beyond what the group accomplished. Getting more than 5 or 10 will be rare. If you arent at the session you get 30 xp. Each session, one player is responsible for the Adventure Journal. This should include what happened, place and NPC names, and a collection of the handouts. This is important because the

Enemy Within Campaign has a lot of information spaced out over a long period of time. At the start of the next session the GM will give a summary of the previous session using the notes and give 520 xp based on the quality of the notes. Being the journal maker will be based on volunteering, if multiple people want to do it they can dice off or rotate. At the end of a story arch, additional xp will be awarded based on what the characters accomplished this is outlined in the campaign modules. If you arent there for the climactic session you get ~2/3 of the experience. Also at the end of a story arch I will assign 10-50 xp (twice that if the story arch is long) for good roleplaying -- this is the done as an average for the group. It is for doing things that make sense to your characters and for making effort to speak to NPCs, and just general getting into the game. Chapter 4: Skills and Talents Skills: I am simplifying the bonuses, and also giving some of the talents more punch -- currently many talents give a paltry +10% only under rare circumstances. The concept is that if you are doing what your skill/talent is for you get +20%, if it is only related, you get +10%. I also dont like the concept that someone without a basic skill uses their characteristic a basic skill is basic because everyone can do it. People who have the basic skill are very proficient at it, and they should get a bonus rather than avoiding a penalty. Here are the details: Basic skill tests without the skill use the unmodified characteristic. Basic skill tests with the skill use the characteristic +20%, and you automatically succeed against easy tests. Advanced skill tests without the skill cannot be used. Advanced skill tests with the skill use the unmodified characteristic. Having a related skill (basic or advanced) is worth +10%, note this is more rare than having a related talent, and will not be given as often. Example: having Disguise might give +10% bonus to a Perception test to see through a disguise. Talents: If a talent gives you a bonus to a particular type of test, it gives +20%. This does not apply to combat related talents, like Street Fighting or Wrestling. (Examples: Alley Cat, Artistic, Dealmaker, Dwarfcraft, Schemer, Resistances etc. This also includes Public Speaking) If a talent is being used for a related test, it gives +10%. These are listed under the related skills in the book, though additional ones are possible at GMs discretion. As per the core rules, taking the same skill/talent additional times gives +10, but does not help with using it as a related talent. Check with GM before taking a talent twice if you need a ruling on how it will work. Heal Im changing this to a basic skill (well sort of see healing rules). Having the skill is still very important with +20 to all the tests and access to the advanced heal rolls. Frenzy You also temporarily get +2W and Strike Mighty Blow (+2). If when losing your temporary wounds this drops you into the negatives, you swoon and fall unconscious for D10x10 minutes, but do not take a critical effect. Surgery see the healing section for errata

Strike To Injure/Grudge Born Fury In addition, Im going to add the effects from the Version 1 rules

Chapter 5: Equipment Money 1 Gold Crown = 20 Silver Shillings 1 Shilling = 12 brass pennies

You can make change anytime, and unless you have over 100 coins on you dont worry about their encumbrance. Encumbrance The amount of encumbrance allowed at no penalty is rounded up to the nearest 100. So S=43 can carry 500 at no penalty. Movement is reduced by 1 for each 150 past allowed amount. So S=43 carrying 780 Enc would have 2 movement (-1 from 500-650, and 2 from 650-800). The encumbrance of a humanoid is S+T x 5 (not x10) and this includes what you are wearing unless you are wearing really heavy things (full plate). You do not need to add everything up and check your encumbrance every time you pick up something. You need to check only: at the beginning of each session, when picking up something particularly big, or when asked to by the GM. Craftsmanship Summary Poor Weapons -5 WS*/BS Common ---10% Ag -15% Ag Good Best -20% Enc +5% WS*/BS, -20% Enc -2 Fumble range -2 Fumble range (to a min of 00) (to a min of 00) -20% Enc -50% Enc -5% Ag -20% Enc -10% Ag, -20% Enc -10% Ag, -50% Enc

Leather Armor -5% Ag Chain / Scale +20% Enc, -15% Ag Plate Armor +50% Enc, -20% Ag Other items -10% to relevant tests

-+5% to relevant tests +10% to relevant tests (lock pick set, trade tools, etc) Effect on One level more One level more -Two levels more scarce Scarcity common scarce Effect on Cost Half -Triple Times 10 * Affect parrying also Agility penalties are non-cumulative, so if you were wearing normal chain armor and poor plate the total penalty would be 20%. Ag penalties do not apply if you are only using that type of armor on your head. Equipment damaged

If equipment is damaged it is lowered 1 craftsmanship step (it is rendered temporarily useless if poor craftsmanship), except for the purposes of encumbrance. The original craftsmanship can be repaired by a skilled craftsman in 1-4 hours (@10s - 2 GC) depending on its material. Modified Keywords Experimental/Unreliable: Use these rules rather than new fumble rules for these types of items. Reductions in fumble range (for not having the specialist weapon talent) do apply, however. Tiring: After the first round of combat, make a S test. If successful you have impact for 1 more round. Slow: Opponents get +10% to parry/dodge and you get 10% when you use it to parry. Chapter 6: Movement / Combat / Healing Initiative Characters go in Initiative order, without adding a D10. However they can add 2D10 with a fortune point. Surprise Massive Surprise (example Being fully concealed and ambushing a group who is completely unsuspecting) The surprising group acts fully during the surprise round and gets +20 Initiative in combat. Moderate Surprise (example- Being fully concealed and ambushing a group who is looking out) The surprising group gets a half action during the surprise round and gets +20 Initiative in combat. Minor Surprise (example - Acting on a predetermined signal to stop a parlay and begin combat) The surprising group gets +20 Initiative in combat. Multiple Attacks If you have multiple attacks, each subsequent attack is spaced over half of your Initiative. So if you had I=60 and A=3 you would attack on 60, 30, and 15. Unfortunately, with the current system, once you have more than 1 attack all the cool combat actions go out the window and all you want to do is Swift Attack each round. So to fix this: Any attack action allows you to make all of your attacks, not just the Swift Attacks action. However, if you use another attack to do this, you only continue to attack until you miss (if you took a neutral or aggressive action) or hit (if you chose parrying stance, defensive stance or guarded attack), while Swift Attacks guarantees all your attacks. Bonuses from Aim/All out attack etc apply only to the first attack you make. The new Heavy Strike action does not generate these extra attacks. Additional Combat Action: Heavy Strike I've added this action because I'm afraid of heavily armored characters being near untouchable. This allows anyone an option to do damage. Full action. You take a heavy home-run type swing at your opponent giving you -10% WS and your weapon now has the Slow (10%) quality if it doesn't already have it. If successful, damage done is increased by a D6. You cannot dodge or parry next round. If you use this to attack, you get only 1 attack per round, regardless of other effects or bonuses.

Parrying (converted from first edition rules) After damage is rolled a character has the option to parry. Only 1 parry per attack can be attempted. You can parry with your normal (right hand) weapon or with a weapon/shield in your left hand without any off-hand penalties. If you attempt to parry you lose an attack (as if your A characteristic was 1) and a action on your next turn. If you used Parrying Stance, you do not lose an action or attack on your next turn. If this would reduce you to negative attacks or actions or if you have no attacks to give up, you cannot parry. You cannot parry if you are stunned. If you make a successful WS test roll a die of the type that your weapon rolls and reduce the damage by that much. If you parry with a shield you lose a action and all your attacks. You may attempt to parry each attack only once, however you can parry more than once per combat round and you can attempt to parry an attack that you failed to dodge. Weapons I dont like the idea that all weapons are the same. So in addition to weapon qualities I will give all weapons the following characteristics: Damage (using D6/D8/D10/D12 etc), Ulrics Fury Range, fumble range, critical type (slash/crush/pierce, etc). See weapons document for all weapon characteristics. Fumbles Rolling within your weapons fumble range means you have triggered a mishap of some sort. Roll a D10 and add the result to the difference between your roll and the fumble range (rolling a 00 on a weapon with fumble range of 96 would be D10+4). If you roll a 10, add an additional D6. Then we will consult the fumble chart. Ulrics Fury: Rolling under your weapons fury range means that you may trigger Ulrics Fury. If you roll under the first number, your weapon does its maximum damage, you add an exploding D6, and you get the full effect of a "crit card". If you roll under the second number, your weapon does its maximum damage and you get the minor effect of a "crit card". Ulrics Fury example: your WS is 45, the weapons fury range is 03/05 and its damage is D8. You roll a 02. Your damage is SB+8+D6. If you roll a 6 add another D6. Regardless you do a +2 critical hit unless the result of the damage was greater than a +2 critical hit. Missile fire into Melee You have 20 to hit, and if you miss by 10% or less, you hit a random combatant other than who you were aiming for. (e.g. your BS=48, 1-28 means you hit your intended target, 29-38 hits another combatant, and 39+ is a miss). Critical Hits Critical hit charts are modified, and there are 4 charts: Slash/Crush/Pierce/Energy

Some weapons do a primary and secondary critical. Roll for both, but secondary is D6x10. Character gets higher result. Stun : You cannot parry or use dodge blow while stunned. (clarification) Getting knocked down: A half action to make an Ag test to stand, failure means it takes you your full action. Bleeding: A character who is lightly bleeding makes a T test each round with +20%, if it fails the character takes 1 wound (or a Level 1 Sudden Death Critical). A heavily bleeding character takes 2 wounds instead. A character who has first-aid equipment can make a heal test which prevents the character from bleeding for the round. This is a full action and a character can make this heal test on themselves. Improvised first-aid equipment gives 20% to the heal test. Bleeding stops if a character does not take wounds from it for 2 consecutive rounds. Some critical effects say Make a T test or... This can be helped through healing. A successful heal test (with first-aid equipment) gives +20 to the T test. If the person administering the healing has thesurgery talent, it gives +30 to the T test. As always, improvised equipment gives 20 to the first-aid test. Dislocations: can be fixed with an advanced heal test. This means that they must have the heal skill and do not receive the +20 for having it. This takes 3 minutes. Failure results in the character taking 1 wound. It can be attempted again, but 3 failures indicate a broken limb. Broken limbs: can be set and bandaged with an advanced heal test. This means that they must have the heal skill and do not receive the +20 for having it.. This takes 10 minutes. Failure results in 1 wound. It can be attempted again, but 3 failures result in the limb is permanently damaged. If permanently damaged all skill tests that use that limb are done at 10. Once bandaged the limb is incapacitated for 3 weeks. Surgery gives +30 bonus to this test rather than the usual +10, and reduces the healing time to 2 weeks. Deeply lodged arrows: if a critical result indicates an arrow is deeply lodged, it requires a heal test to remove. Failure causes D3 wounds, and failure by 30 or more also causes heavy bleeding and infected wounds (the arrow is removed on success or failure). If the arrow is not removed the wound automatically becomes infected in 24 hours.

Infected Wounds (converted from first edition rules) This is usually caused by a creature whose description says it causes infected wounds, but can happen through botched surgery or arrow removal. Make a T test with 3% for each infected wound taken. Success: no penalties, they act like normal wounds Failure: those wounds take twice as long to recover, and first aid heals half (round down) of what it would normally be able to heal. Until those wounds have healed the character loses 10% Ag due to pain and inflammation. If the result of the T test is 90-100, the character permanently loses 1 wound. (This cannot be avoided by rerolling with a fortune point, but 0.5 fate point will avoid it) Healing Healing is now a basic skill (well mostly). Healing works differently depending on whether a character is heavily injured or not (a heavily injured character has 3 or less wounds). There are 2 types of healing: first-aid and general healing. First-aid heals specific wounds, while general healing is the natural healing process. All spells that recover wounds are considered of the first-aid variety. Note that the surgery talent gives +10 to all heal tests, and having the healing skill gives +20 (since I have made healing a basic skill). First-aid This can be done after a character takes wounds, and can only heal damage that was caused since the last time the character healed. In other words, once a character recovers wounds for any reason additional first-aid is no longer possible. To give first-aid (without magic) the healing character makes a heal test (this can be done on yourself). Using improvised healing equipment gives 20 to the heal test. The character recovers 2 wounds plus degree of success (degrees of failure count as negative). If you receive first-aid but dont recover any wounds make a note of this on your wound score, because now you can only receive first-aid for future injuries. If the result is zero or negative, you heal no wounds and the character counts as having received firstaid. If a character is heavily injured, first-aid can only bring him up to 4 wounds, but you can ignore this penalty if you have the surgery talent. Non-magical first-aid takes 5 minutes to perform. Healing can help with critical effects also, see Critical Hits in this document for more info. Example: you have Int 35, the heal skill and first-aid equipment. Your heal roll is at 35+20% or 55%. You roll 72, 1 degree of failure. The character recovers 1+2 = 1 wound. Had you rolled 05, he would have recovered 5+2=7 wounds. Example: You take 2 wounds from a fall, then 5 more in combat. Afterwards you can receive up to 7 wounds from first-aid, but you make only 1 heal test, and wounds not recovered must heal over time through general healing. If after the fall first-aid had been attempted but failed (or recovered only 1 wound), then you could only receive up to 5 wounds from first-aid after combat. General Healing Characters naturally gain back 1 wound every 12 hours of inactivity (no walking for longer than 5 minutes at time, running, or strenuous activity of any kind). If under the care of another character who they may make an advanced heal test. This means that they must have the heal skill and do not receive the +20 for having it. If successful it increases the healing to D6+1

wounds. Heavily injured characters require 24 hours of inactivity to get these same results. General healing requires healing equipment, improvised equipment gives 20 on the test. Healing Equipment Healing equipment Bandages, ointments, herbs, tourniquet, needle and catgut, etc. 1 shilling per use. Needed for all first-aid and general healing tests. Improvised equipment (ripped up clothing/blankets etc) give 20% to healing tests. Healing Droughts A foul tasting herbal beverage made by apothecaries. 5 GC (see WFRP pg 122). This counts as general healing, and the wound recovery takes place over 12 hours. Herbal Poultices 10s (see pg 123). Applying this while healing a heavily injured character gives +20% to the test. It has no effect on non-heavily injured characters. Fate and Fortune Points A Fate Point can be used to avoid death or as a plot moving device (such as finding a clue or finding a spy to train you). In addition, spending a 1 Fate Point after a poor roll causes you to get a critical success, generally similar to rolling perfectly as a natural roll. There are also 3 uses for half of a fate point: At any time you can spend 0.5 Fate Points to replenish your daily Fortune Points. Spending 0.5 Fate Points after a failed skill test can cause you to pass the test with 0 degrees of success. Spending 0.5 Fate Points on a chart roll after the roll is made can be used to improve your result. The GM picks a result that the character would find more favorable at his discretion (this can be used when rolling on charts such as critical hits, Tzeenchs curse, etc). This will only improve things, and not get you off scott-free. Rerolls using Fortune Points do not create or stop fumbles, or create Ulrics Fury. (But using a Fate Point on an attack roll does create Ulrics Fury since under the current system a natural roll of 01 creates it) Spending a Fortune Point on Initiative gives +2D10, and can be used in the middle of combat. Just as in the book, a Fortune Point can get you an free parry, dodge, or half-action. The number of Fortune Points you get per day is equal to the number of fate points you started the game with, not your current amount. Chapter 7: Magic Realms of Sorcery We will use these parts of the RoS to supplement the rules: Additional spells Spells from RoS that are not in the Core rules can be learned individually for 100xp, see RoS pg 137. In order to do this you need someone to teach it to you or you must find the spell in a Grimoire. You cannot learn alternate lores (groups of spells), however, you must learn the lore presented in the core rulebook. Additional careers

Well add the Witch and Warlock careers and rules. Imperial Colleges Lots of great background information. A must read for aspiring wizards. Potions Great rules here, may try to incorporate.

Changes to Tzeenchs Curse/Wrath of the Gods The charts for Chaos Manifestations and Wrath of the Gods have been modified slightly. Thematically they are changed to make rolls over 80 have some teeth. Rolling a 1 on 1D10 grants 1 corruption point with a failed T test rather than an insanity point. When rolling multiple dice, if they all roll 1s, you get 1 CP per die rolled. Corruption Points Work just like insanity points except they are kept track of separately and T avoids them instead of WP. Instead of acquiring an insanity you have a 50% chance of gaining a mutation. If you do not, then roll on the chaos side effect chart on page 159 (or use the expanded chart in Tome of Corruption pg 210). Magic that removes insanity points can also be used to remove corruption points. Spell Errata Skywalk Height and movement reduced by half. Sleep Casting time increased to 3 half actions Cauterize Can be used to automatically stop bleeding. Shimmering Cloak Reduces missile damage to you by 3. If you end up with any of the following spells, they will probably be nerfed slightly, so be prepared: Tide of Years, Curse of Rust, Bewilder, Shackles of Verena, Repugnant Transformation, Limbwither. (I will probably increase their casting times)

Das könnte Ihnen auch gefallen