House Rules

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House Rules

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  • Basic Rules of Fun and Flexibility
    • No class limitations on gender, species, social standing, etc. that cannot be navigated through roleplaying (female grail knights ftw).
    • Stat, skill and damage bonuses for creativity
    • Homebrew and custom classes and talents are encouraged
    • Access to skills, talents and powers through roleplaying encouraged

  • Twist of Fate
    • Contributions to our campaign on OP will be rewarded with twists of fate. These counters allow the player to modify something in the game – for example giving an NPC a backstory that would make them sympathetic (aka hey that’s my cousin), or this wall is used by the arcane students to sneak out and has lots of handholds. The idea is to use these to make the story more interesting, and to help with adding depth to the world and the character interactions with it. I may reward these as well when you do something in character that complicates things for you. Some may say that calling yet another counter in WFRP something with the word fate in it is tripley confusing – to them I say HAH!

  • Burning Fate Points
    • Magic users (including priests) can use a fate point to automatically succeed at casting any spell within their lore including lesser magics (not just the spells they have access to normally). If a magic stat is needed they count as their own level + 2 (a level 3 wizard would be level 5). This can break the normal cap of 4th level for wizards, and 3rd level for priests. Note: this doesn’t count for rituals.
    • Re-Rolling Mutations: Instead of spending a fate point for a single re-roll on the full d1000 mutation table, 1 fate point will buy you three new rolls and a choice of which of those you want.
    • Avoiding Mutations: Use of a fate point will stave off one mutation per story-arc. If you get a second mutation within a story-arc unfortunately you’re stuck with one (for now – there are a tiny number of ways mutations can be cured however).

  • Magical Resistance and other Resistances
    • If a character has magical resistance it does more than just add its value to WP resistance checks as per the standard rules. If a character with magical resistance is hit by any magical attack that doesn’t get a WP resistance roll then that character can roll their magical resistance only (i.e. no willpower added) to see if they are not affected. For example Redimund, Questing Knight of Bretonnia, prays for the Ward of Light gift of the Lady before battling against a group of bandits aided by a death mage. The Lady grants his request and he is bathed in a holy light granting him +10% bonus to all tests to resist harmful magic. He and his allies burst into the camp and are caught by the death mage’s ‘The Icy Grip of Death’ spell. As per the normal rules for magic resistance he gets a +10 to his Willpower roll to resist the stunning affects of the spell. He passes, but next round the mage hits him with ‘Limbwither’. As targets of limbwither don’t get a resistance roll under the normal rules Redimund wouldn’t gain any benefit from his magical resistance, however under the new rules he will get a chance to ignore the effects if he can roll equal to or under his resistance value – in this case 10. Redimund rolls a d100 and gets a 07 – he has passed and ignores the effects of limbwither entirely, leading to a confused and slightly annoyed mage.
    • In certain situations other resistances – for example chaos, poison or disease – can have a similar effect when a roll wouldn’t usually be allowed. GM’s discretion.

  • Companion
    • This rule expands on the rule in the Bretonnian book regarding knights being able to spend experience on their mount. Any player who wants a companion creature may designate it as such, and spend their own experience on it in a suitable career; usually Brute for mundane creatures such as horses, and chief for magical creatures such as hippogriffs or pegasi.
    • A companion creature cannot be damaged by player characters, and vice-versa. They might have humourous physical exchanges, but they will never really hurt each other. If a companion creature or PC becomes controlled by another entity this is usually revoked – GMs discretion.

  • Best Quality Great Axes
    • Under the rules in the armoury (pg 37) best quality great axes do bugger all compared to a normal quality great axe. To remedy this the ‘Really Great Axe’ or ‘Big Sexy Axe’ is being added to table 3-2 Best Craftsmanship Great Weapons;
      Name: Really Great Axe, Cost: 200 gc, Enc: 200 gc, Group: Two-handed, Damage: SB, Qualities: Impact+2, Slow, Availability: Very Rare.
    • Impact+x: Everything marked with ‘Impact’ is also considered to be marked with ‘Impact+1’. Impact+x means roll an additional x damage dice and select the highest.

  • Multiple Magical Lores
    • Any mage/priest may have one of each of the following, using the normal career path rules:
      • An arcane OR divine lore
      • A dark lore
    • NEW TALENT: Secondary Lore
      • This comes in 4 flavours – arcane, divine, dark and high (no rules for this yet). This may only be accessed by travelling the career path that would get you the lore normally – for example the caster would be forced to become an apprentice for 200xp before travelling to journeyman wizard for 100xp to gain access to the lore. Similarly a divine lore would be gained by going initiate → priest → annointed (I believe) – this requires the usual in game roleplaying/training component.
      • Gives access to any 4 spells from the chosen lore with the following casting number limits (additional spells may be purchased normally):
        • at least one at 1 – 9
        • at least one at 10 – 19
        • at least one at 20+
        • The remaining spell can be from any of these ranges
      • Cost: 1000xp (10 times the normal amount makes this unrealistic for most)
      • Note that divine lores and dark lores belonging to specific chaos gods may be removed if the caster follows a path displeasing to their god – while Sigmar might not mind his followers flinging a few fireballs, Shallya may feel rather differently.
      • If more than 3 dice of your unmodified magical characteristic are used to cast a divine spell then miscasts are rolled as per arcane magic

  • Dispel Reaction
    • Available to any character with a magical characteristic. Dispelling ‘stance’ is a new half action manoeuvre (similar to parrying stance); it grants you a reaction you can use in response to an enemy casting a spell. Some held items such as certain orbs and wands will grant a free dispel reaction (much as an offhand weapon or shield does for parrying).
      • Dispel Reaction: Roll channelling (or equivalent); if successful you may roll half your Magic dice rounded up to reduce the enemy’s casting number – which may result in their spell fizzling. The dispel attempt must be declared before knowing whether the spell would be successfully cast. Dwainetta is a level 3 light mage holding a dispelling orb, fighting Farkoup the level 4 fire mage. Farkoup decides to cast fireball. As he’s about to roll to cast Dwainetta shouts not so fast and prepares to attempt a dispel. Farkoup has 4 dice, Dwainetta gets 2 dispel dice (3/2=1.5 rounded up). Farkoup rolls 7+8+10+5=30, and Dwainetta only rolls 1+3=4, reducing Farkoup’s roll to 26, which is still more than enough to cast. Dwainetta sighs as the fireball hits her in the face despite her best efforts.
    • Magical Riposte: This talent is available to any end class caster (e.g. high priest, wizard lord). It allows them to convert a successful dispel into a counter attack. Immediately after a successful dispel reaction the caster makes a -10 channelling (or equivalent) check, reigning in the remaining post-dispel casting value and using it to immediately cast one of their own spells. If they fail this channelling check the attempt to harness the magical energy has gone wrong, and the GM is advised to use it to their detriment.

House Rules

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