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WFRP 4e - I Have The Advantage So, Advantage. Advantage is extremely powerful, and the game knows it, providing options to cap it, either at a character's IB or just some arbitrary agreed on number. This is because for every point of Advantage you have, you get +10 to all "appropriate" combat and Psychology tests. Which is...basically all of them. You can gain Advantage by: 1. Attacking a Surprised foe (+1) 2. Charging (+1) 3. Using a skill to assess the area and find a tactical advantage (+1, often capped by a specific stat bonus as to how many points can be gained that way) 4. Defeating an important NPC (+1, or +2 for a party nemesis) 5. Winning an opposed test in combat (+1) 6. Wounding a foe without an opposed test (+1) Plus any Talents that can gain it. You lose all Advantage (barring Talents that let you keep some) if: 1. You lose an opposed test in combat 2. You lose any Wounds 3. You suffer any conditions 4. Combat ends You lose one Advantage if: 1. You have gained no Advantage this round 2. You end the Round outnumbered by your Engaged foes Some skills and Talents can transfer or drain Advantage, too, and you can expend Advantage to Disengage, which we'll get to momentarily. Movement tracking can be granular on a grid, or it can be abstract, with 1 Movement roughly equivalent to two yards or so. Your walk speed is this double your Movement in yards, and your run speed is quadruple it. Charging uses your Run speed to determine range, but you can't charge at any foe that is within your base Movement in yards. Too close. Disengaging is how you get out of being Engaged in melee if your foe won't helpfully stop swinging. First, if you have more Advantage than your foe, you have a superior position and may choose to drop your Advantage to 0 to disengage freely. If you have less than or equal to your foe's Advantage, you will need to make an opposed Dodge test against their Melee. If you succeed, you gain 1 Advantage and disengage freely. If you fail, your foe gains 1 Advantage and you are still Engaged. If you cannot otherwise escape, you can always Flee - just turn your back and run. Often, this may be involuntary due to magic or Terror. If you flee, your foe immediately gains 1 Advantage and gets a free swing at you, which is not opposed - you can't parry with your back - and gets +20 to hit because you're tossing caution to the wind and running. If you are hit, they gain 1 Advantage and you must make a Cool test to not get the Broken condition. After that you get to run freely away from them, either way. You may also, while disengaged, spend your action to sprint, making an Athletics test and moving a distance based on your run speed and your roll. Climbing usually doesn't require a roll, unless it's difficult or we care how long it takes. Ladders take no roll but you move at half normal speed on them or other easily climbed surfaces. Any faster requires a test. If both of your hands are free, you can climb any surface with handholds by making a test, again moving at half speed if you succeed. Jumping, either with Athletics or Perform (Acrobatics), is usually just a simple test - either you do it or you don't. SL matters only if we care how high or far you went specifically. You can move up to your Movement in feet in a jump without rolling - going further than that takes a test, which is easier if you have space to do a runup. Falling damage is 1d10, plus 3 per yard fallen. TB reduces it but Armor does not. You can reduce fall damage to 0. If you take more than your TB in fall damage wounds, you gain the Prone condition upon landing. For chase scenes, there are a few more rules. The GM will assign a number based on the lead the pursued has - from 1 ('almost in reach') to 8 ('almost beyond pursuit entirely'). Everyone involved then makes a test for movement - usually Drive, Ride or Athletics. The lowest SL among the pursued is compared to the highest among the pursuers. The difference is added to the lead distance if the pursued won, or subtracted if the pursuer did. If the distance hits 0 or less, the pursuers catch the slowest member of the quarry. The rest of the pursued may then choose to abandon that person and keep fleeing, or stop to fight. If the abandoned isn't a priority target, it's likely the pursuers will keep chasing, maybe leaving someone behind to guard them. If the lead distance gets to 10 or higher, the pursuers lose their quarry entirely. Otherwise, you keep going with rolls. In any pursuit where some characters have higher Movement than others, they get bonus SL equal to the difference in Movement stats between them and the person with lowest Movement. The GM can make this more chaotic if they wish by introducing two optional rules. First, whoever has the highest SL may choose to introduce an Obstacle - perhaps a pile of barrels in the path or perhaps someone calling out to help. They choose one other person in the chase and give them a -1 SL penalty next round as they have to find a way to deal with the Obstacle. Second, the GM can introduce environmental shifts that change what's rolled - maybe an Athletics test for round 1 for just chasing, but a Leadership or Intimidate test round 2 to get past a guard station, or a Climb test to parkour up a building. Next time: Conditions
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# ? Sep 18, 2018 16:02 |
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# ? Dec 9, 2024 13:49 |
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So you lose all Advantage if you get hit at all, and ranged characters can hit you without you having an active defense or ability to fully soak their damage? So guy with a bow runs around bleeding advantage off people?
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# ? Sep 18, 2018 16:20 |
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It's the main reason that having somebody in the party with a ranged weapon even a bad ranged weapon is super useful. Taking advantage from enemies. Especially if they have started to steamroll and build up a large amount of advantage is pretty drat useful.
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# ? Sep 18, 2018 17:01 |
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The fact that ranged weapons can sap advantage from you or an enemy is meant to be like "Greg was pushing the bandits back singlehandedly until he got an arrow in his lung by some cowardly bandit archer" or "that Norscan raider nearly killed Teri but a well-placed rock hucked at their head broke their concentration and gave Teri the opening she needed to gut him".
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# ? Sep 18, 2018 17:14 |
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I think it's also there to give chaff NPCs, both friendly and enemy, some value. Even if they're not contributing any real damage to the fight, that squad of archers in the back can still steal advantage and make them worth protecting or killing.
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# ? Sep 18, 2018 17:59 |
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'The scholar hangs back, builds Advantage slowly and shoots a guy with a crossbow to bleed their Advantage' is absolutely meant to be a viable thing. The downside of ranged weapons is that there's very few ways to make their damage better and there are a ton of ways to make melee damage better.
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# ? Sep 18, 2018 19:53 |
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Night10194 posted:Huh, interesting to see them remove the ability to tank through full hits. I imagine that's because there's no actual limit on dodging and parrying now, so you don't need the chance of total deflection as a sort of 'default' defense when fighting a bunch of weaker foes. The fumbles are not big deals for the most part. Unless it's a Blackpowder weapon. MonsterEnvy fucked around with this message at 20:12 on Sep 18, 2018 |
# ? Sep 18, 2018 20:08 |
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Mors Rattus posted:'The scholar hangs back, builds Advantage slowly and shoots a guy with a crossbow to bleed their Advantage' is absolutely meant to be a viable thing. The downside of ranged weapons is that there's very few ways to make their damage better and there are a ton of ways to make melee damage better. yea it's a pretty balanced system in my group's experience. Range gets the very big plus side of turning the tide (hopefully) by bleeding advantage at the cost of being a pretty stagnant toolbox, melee has the fairly big risk of being in a situation where Sir Chaos-Slayer The Badass can get hosed up by Jeff Who Has A Bow throwing him off his steeze but in return he probably has a lot more ways to ruin Jeff in response to that. Cythereal posted:I think it's also there to give chaff NPCs, both friendly and enemy, some value. Even if they're not contributing any real damage to the fight, that squad of archers in the back can still steal advantage and make them worth protecting or killing. This too. There's times when you may well have an archer or two (or a squad depending on how hosed poo poo is) and those guys probably aren't near your level by the time you're bossing them around, BUT you should keep them fighting because it's real nice to have a guy you can say 'take this crossbow, hide, don't die, and pop anyone who messes us up too bad' to, or as a GM it gives a good reason to use scrub NPC fodder even when your guys are suplexing beastmen for fun and profit.
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# ? Sep 18, 2018 20:22 |
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It also prevents a character form gaining so much Advantage that they can't be hit in melee.
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# ? Sep 18, 2018 20:31 |
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sexpig by night posted:suplexing beastmen for fun and profit. Always a good idea.
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# ? Sep 18, 2018 20:34 |
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WFRP 4e - Conditioning Conditions are all bad. All of them. You do not want them. Fortunately, you can remove any Condition by spending Resolve points, more on which soon. This allows PCs to better control their own lives even though these conditions can be crippling. The Conditions are Ablaze, Bleeding, Blinded, Broken, Deafened, Entangled, Fatigued, Poison, Prone, Stunned, Surprised and Unconscious. Unless explicitly noted, they stack with themselves - if you have Bleeding 3 times, you get its effects 3 times. Same with Blinded. However, if you have penalties from two different Conditions, only the highest one applies - they don't stack with each other, just themselves. Ablaze means you are on fire. You typically only gain it if you're flammable, but some magic can set you on fire even if you're not. When you are Ablaze, you suffer 1d10 Wounds, reduced by TB and APs to a minimum of 1. Every additional Ablaze gives +1 damage to the roll. You can remove Ablaze with Athletics tests to put yourself out, with modifiers based on the circumstances. Bleeding means you have a nasty bleed going. You lose 1 Wound at the end of each Round, ignoring all modifiers. Also, you get -10 to any tests to resist Festering Wounds, Minor Infection or Blood Rot. If you hit 0 Wounds, you stop taking damage but immediately gain the Unconscious condition, and you have a (10*number of Bleeding)% chance of dying at the end of each round. Until your Bleeding is removed you cannot regain consciousness. Bleeding can be removed with Heal tests or any magical effect that heals Wounds. Once you lose all Bleeding, you gain one Fatigued condition. Blinded is what it says. You get -10 to all tests involving sight, and anyone attacking you in close combat gets +10 to hit you. You lose one Blinded condition every other round. Broken means you are panicked and/or convinced you are going to die. On your turn, your Move and Action must be used to flee as fast as possible until you find a good hiding spot out of sight of any foe, at which point you are allowed to use skills to hide. You also get -10 to any test not involving running or hiding. If you are Engaged, you can't get rid of Broken. If you aren't, you can make a Cool test at the end of each round to remove Broken conditions. If you spend a full round hiding, out of sight of any foe, you remove 1 Broken automatically, as well. Once all Broken conditions are removed, you gain one Fatigued condition. Deafened does what it says. You get -10 to all tests involving hearing, and any foe attacking in close combat from the flank or rear gets an additional +10 to hit you. Again, no stacking, just duration. One Deafened condition is removed every other round, though often there's still tinnitus. Entangled means you're wrapped up or otherwise have your movements restricted. You can't Move, and any actions involving movement of any kind gets -10, including grappling. For your action, you may can remove Entangled via an Opposed Strength test against whatever is entangling you. Fatigued means you're tired or stressed. You get -10 to all tests. Getting rid of Fatigued usually requires rest or magic, though if it's caused by being overencumbered, you can get rid of it by just dropping things. Poisoned means you're poisoned. At the end of each round, you lose 1 Wound, ignoring all modifiers. You have -10 to all tests. If you reach 0 Wounds while Poisoned, you can't be healed of Wounds until all Poisoned conditions are removed. If you fall Unconscious while Poisoned, you must make an Endurance check every (TB) rounds or else you die. At the end of each round you get an Endurance test to remove Poisoned, and it can also be removed with Heal. When all Poisoned conditions are removed, you gain 1 Fatigued Condition. Prone: You're fallen over. On your turn, you can only use your Move to stand up or to crawl half your Movement in yards. At 0 Wounds, you cannot stand up. You get -20 to all tests involving movement, and anyone trying to hit you in melee gets +20. Prone doesn't stack - you either are Prone or you're not. You lose Prone by standing up. Stunned means you're disoriented, confused or otherwise stunned. You cannot take an Action on your turn, and Move only at half speed. You can defend yourself normally on any opposed test, except for with Language (Magick). You get -10 to all tests. If you have any Stunned conditions, anyone attacking you in melee gets +1 Advantage before rolling to attack. At the end of each round you can make an Endurance test to remove Stunned. Once all Stunned conditions are removed, you gain 1 Fatigued condition. Surprised means you got caught unready to fight. You cannot take an Action or Move on your turn and cannot defend yourself in opposed tests. Anyone trying to hit you in melee gets +20. At the end of each round, or after the first attempt to attack you, you lose Surprised. You cannot have multiple Surprised conditions - like Prone, it's a binary. You either are or are not. Unconscious means you're KOed or asleep. You can't do anything on your turn and have no awareness of your surroundings. Any melee attack targeting you hits automatically on the location of their choice with an automatic roll of 01 that also causes a Critical Wound - or, if the GM prefers, just kills. Anby ranged attacks do the same if done at point blank range. Unconscious is binary - you either are or not, it doesn't stack. Recovery depends on why you're Unconscious. If you spend a Resolve point to remove it but do not fix the cause, you gain it again at the end of the round. When you lose Unconscious, you gain Prone and Fatigued. Now, let's talk about Fate, Fortume. Resilience and Resolve. You get a pool of Fortune points equal to your Fate, and a pool of Resolve points equal to your Resilience. NPCs very rarely have either one unless they are a very notable NPC that will recur and probably cause problems for everyone. So, Fate. Fate represents your destiny, and Fortune your luck. You may spend Fortune to do one of three things: 1. Reroll a failed test. 2. Add +1 SL to a test after rolling. 3. At the start of the round, choose when you are going to act in that round regardless of Initiative order. You can spend permanent Fate to do one of two things: 1. When you would die, you instead get knocked out, left for dead or otherwise removed from the action of the scene. You will survive, period, no matter what, but may not take part in the encounter any further. 2. You prevent all effects of a single attack or source of damage. The damage just doesn't happen, through some extraordinary coincidence. You may continue to act in the scene, but that also means you can still die in the scene. You regain all Fortune at the start of each session, up to your current Fate. Some encounters may also give you Fortune, or remove it. The GM can give you a Fate Point for acts of extreme heroism, bravery and self-sacrifice, and generally this will only happen at the successful end of an important adventure. Fate doesn't come back easily. Resilience represents your drive and determination to overcome and survive, no matter what. Resolve is your willpower, spent to push past minor obstacles. Resilience serves as your cap on Resolve, just as Fate does on Fortune. You can spend Resolve to do one of three things: 1. Become immune to Psychology until the end of hte round. 2. Ignore all modifiers from all Critical Wounds until the end of the next round. 3. Remove one Condition. If you use this to remove Prone, you also regain 1 Wound. Permanent Resilience can be spent to do one of two things: 1. When you roll a mutation, you do not mutate or lose any Corruption points; nothing happens instead. 2. When you roll a test, you may choose to set the number you roll instead. In an Opposed Test, you always win by at least 1 SL if you do this, even if you normally wouldn't. You can choose to do this after rolling and failing a test. You regain Resolve when you act in accordance with your Motivation. Whenever you feel you have done so, you can ask the GM to let you recover 1 or more Resolve. The GM may give you a point of Resilience when you perform an act of extreme importance to your Motivation, but this is extremely rare - their example is that, after many adventures, a PC manages to get a new temple to Sigmar financed in their home village, by herself. Next time: Injuries Mors Rattus fucked around with this message at 12:49 on Sep 19, 2018 |
# ? Sep 19, 2018 00:50 |
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So Fate and Resilience are splitting it into two separate resources in order to (except for elves) give people more of it to spend, it looks like. And adjust what kind of thing people are good at shrugging off rather than linking heroic resilience/survival and luck directly in all cases? So dwarfs can tell mutation and fear to gently caress off but don't get quite the plot armor of a human?
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# ? Sep 19, 2018 00:59 |
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Night10194 posted:So Fate and Resilience are splitting it into two separate resources in order to (except for elves) give people more of it to spend, it looks like. And adjust what kind of thing people are good at shrugging off rather than linking heroic resilience/survival and luck directly in all cases? So dwarfs can tell mutation and fear to gently caress off but don't get quite the plot armor of a human? More or less. Also everyone gets some Fate and Resilience. As each race starts with a base number, (Which in the Elves case is 0 in both.) but you get some bonus points that you can put into ether category. Allowing an Elf to start with with 2 Fate or Resilience or 1 of each.
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# ? Sep 19, 2018 01:09 |
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Rifts World Book 19: Australia, Part 10 - "They also believe that some of the demons are attracted by the thoughts, fears and foul emotions of whites and D-Bees." Monsters and a Few Animals Look, you've drawn one giant penis monster, you've drawn them all. Our first monster is the Desert Worm (110-360 M.D.C.), which fulfills the trope you'd expect for the post-apocalypse as a several hundred-foot worm that lunges out of the sand to try and snag people for food. It can swallow people whole on a crit, and the timer starts to see if you can shoot your way out in time (which isn't hard). The only real issue is that if it swallows a human unarmored, they die in 1d4 rounds regardless of their actual toughness. They generally retreat if attacked and try and ambush later, but don't push their luck too far- they're not really aggressive enough for an extended combat. Being an future exterminator is way more Kirby than I expected. Giant Cockroaches (0-8 M.D.C.) are two to twenty-five foot bugs, but they generally don't attack lively targets. They will, however, attack the weakened or helpless - roaches ate my baby! They're ultimately just S.D.C. creatures with their toughness and strength determined by size, where only the largest qualify as "mega-damage" just by having hundreds of S.D.C. points. Technically they have a "super-regeneration" power where they come back from death unless reduced below -30 hit points, but nearly any Mega-Damage weapon will do just that. More like the 'Dawwwombat. The Giant 'Dwombat (280-580 M.D.C.) is a 10'-40' mega-dmage wombat. Though herbivores, they're apparently hot-tempered and stubborn, and will often destroy crops or damage towns heedlessly. They won't eat or attack people, but hardly care if they run them over, either. Its origin is uncertain, but it seems likely to be a result of mutation caused by radiation, magic, or both. Also, they're adorable. Night of the Leapus. Though it seems like a kangaroo at first glance, the Giant Kang (40-150 M.D.C.) is instead a large mega-damage predator, somewhere between a sabretooth tiger and a kangaroo. They like hunting giant roaches and d'wombats, and help keep their populations in check. They often work in packs to isolate prey, and can be dangerous, but also apparently are easily domesticated as riding animals. They're apparently often used as mounts by roadgangers, and the going price for a tame one seems remarkably low - $1000 at the top end. That's cheaper than an e-clip! Doesn't seem well-thought out. Mechabug not detailed. A Razorback (49-538 M.D.C.) is a monster boar from another world, though apparently Indigenous people insist it's a mutant. They claim the Dreamtime warped wild pigs into monsters because they're "false" creatures from another place with no connection to the land, and they live in constant pain and fury as a result. Whatever the case, they're constantly aggressive, and love "cat and mouse" games like wrecking supplies, which checks that Siembieda trope. They're sadistic and love killing, like you do. Sometimes they're in packs! Either way, we get about two full pages talking about how mean they are. I get it. "Is hunting a sport?" "Of course it's a sport! This is sporting!" Finally, the Sand Fiend (1800 M.D.C.) is... well, it's the sarlacc from Return of the Jedi with a little more mobility since it can drift around under the sand or slowly lunge out. They're only really dangerous if they catch you unaware, but divide asexually and are a growing danger in the desert, requiring people to try and keep them in check through air attacks or the like. It has some minor psionics, but those largely seem to be there to sense prey or to empathically manipulate people into its maw. Next: Dingo ate my character!
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# ? Sep 19, 2018 05:11 |
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Mors Rattus posted:WFRP 4e - Conditioning Bit rude of the game to turn your character into the Fainting Goat Beastman like that Mors Rattus posted:Because Pit Fighters do still need to know how to deal with foes that wear armor. So I guess when you chose Melee (Any), you have to choose what type of Melee, and you get locked into that, so adding Melee (Brawling) gets you around that limitation?
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# ? Sep 19, 2018 05:18 |
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JcDent posted:So I guess when you chose Melee (Any), you have to choose what type of Melee, and you get locked into that, so adding Melee (Brawling) gets you around that limitation? Correct. Skill (Any) means you pick one subtype and that specific Skill is on your Career Skill list forever. So Pugilists get Melee (Brawling) plus any one other Melee Skill. At least in the core, there aren't any Careers that get Skill (All) as a Career Skill--though, amusingly, Slayers are explicitly allowed to take the Fearless talent applied to "Everything" rather than a specific type of fear.
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# ? Sep 19, 2018 06:44 |
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If conditions don't stack except with the themselves, what happens when you are Ablaze 1 and get Blinded 1? Does that put out the fire?
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# ? Sep 19, 2018 08:35 |
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marshmallow creep posted:If conditions don't stack except with the themselves, what happens when you are Ablaze 1 and get Blinded 1? Does that put out the fire? The penalties from conditions don't stack. As Ablaze and Blinded do different things, you suffer both. If you were Blinded 1 (-10% to all tests involving sight) and Fatigued 1 (-10% to all tests), the rule just means that you're at -10% to see something, not -20%. If you had Blinded 2 Fatigued 1, you'd be at -20% to sight-involving tests and -10% to everything else.
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# ? Sep 19, 2018 09:22 |
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PurpleXVI posted:Starting new characters anywhere but the same power level as existing characters is a hilariously dumb idea. Well now I'm curious, has anyone ever encountered out in the wild a DM who insists that players start as begining level characters again in an ongoing game? Nb This only really applies to certain game types obviously. If my Call of Cthulhu character gets killed in an ongoing game, I'd just roll up a vanilla new one without a second thought. I'm thinking more WFRP or you know my character in a 5E game got killed and now my 1st level PC has to start again while everybody else is 5th. There has got to be at least one OSR grognard blogger who trumpets this as the one true Gygaxian way.
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# ? Sep 19, 2018 09:32 |
Deptfordx posted:Well now I'm curious, has anyone ever encountered out in the wild a DM who insists that players start as begining level characters again in an ongoing game? If the new guy at the table knew D&D already, this was much less important. I'm not sure if there was an established catch-up way. My childhood table used the random loot tables from the DMG for a relevant level adventurer's kit and loadout.
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# ? Sep 19, 2018 10:56 |
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Nessus posted:It actually ain't the one true Gygaxian way. This derives from a section in the 1E DMG talking about how if you have a new player - like, new to D&D - you should let the party take on the roles of some first level men-at-arms and let the new guy experience the magic of Dungeons and Dragons as a first-level character, with their own victories and successes, their own triumphs, their own unique new memories of struggling against a giant centipede and plundering a silver ring out of its thorax. And maybe they rolled hot (or the GM fudged it) and it was a ring of protection! No, no, not saying that *is* how you were supposed to play it, but I bet there's people in the OSR who have convinced themselves that this is the OTGW.
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# ? Sep 19, 2018 11:26 |
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Flavivirus posted:The penalties from conditions don't stack. As Ablaze and Blinded do different things, you suffer both. If you were Blinded 1 (-10% to all tests involving sight) and Fatigued 1 (-10% to all tests), the rule just means that you're at -10% to see something, not -20%. If you had Blinded 2 Fatigued 1, you'd be at -20% to sight-involving tests and -10% to everything else. Thank you. I was interpreting stuff like losing health as a penalty.
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# ? Sep 19, 2018 12:42 |
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Longbow warpriest would be weird. On the other hand, does his advances allow for a hammer-and-pistol priest?
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# ? Sep 19, 2018 12:50 |
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JcDent posted:Longbow warpriest would be weird. On the other hand, does his advances allow for a hammer-and-pistol priest? Warrior Priest gets Melee (Any) at levels 1 and 2 and Ranged (Any) at level 2, plus the Dual Wielder talent at level 2, so yes, you can build a hammer-and-pistol Warrior Priest. No Ambidexterity though, so you'll have to eat the off-hand penalty for your pistol--though given that you'll likely be using it at Short or Point-Blank range, the off-hand penalty isn't really an issue.
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# ? Sep 19, 2018 13:30 |
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Deptfordx posted:Well now I'm curious, has anyone ever encountered out in the wild a DM who insists that players start as begining level characters again in an ongoing game? Oh absolutely. Back in the 70s, one of the groups I started playing original three-book D&D with were all over that. If the character could stay alive, the amount of XP they would earn would rocket them up really quickly though. I don't think anybody thought of it as the one true way, just a house rule that people agreed to play with.
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# ? Sep 19, 2018 15:05 |
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By the way, has inkless not gotten the time to put WHFRPG 4e stuff on FnF yet? I want to show it to a friend.
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# ? Sep 19, 2018 15:24 |
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WFRP 4e - You Wound Me Wounds are pretty obvious - you take damage, you reduce your Wounds. If you lose all of your Wounds, you become Prone and cannot stand up until you have at least 1 Wound. If you remain at 0 Wounds for (TB) Rounds, you become Unconscious and cannot wake up until you heal at least 1 Wound. If you would be taken to negative Wounds by any damage, you instead suffer a Critical Wound, though if the negative HP you would be at is lower than your TB - so say your TB is 5 and you'd be taken to -3 - you get -20 on the Critical Table roll. You can never actually enter negative Wounds - 0 is as low as you go. Critical Wounds suck! Don't get them! They are caused primarily by Critical Hits and by taking more Wounds than you have remaining. Every Critical Wound causes a lasting penalty that will remain until it is healed. You may choose to pull your blows, perhaps due to sparring, in which case you fight as normal but ignore any Critical Wounds you would cause. You must declare you're pulling your blows before rolling, however. If you are Unconscious and have 0 Wounds, you die if your total number of Critical Wounds exceeds your TB unless one of them is healed somehow before the end of the round. Also, if you are Unconscious, anyone attacking you can choose to just flat kill you if they want - but if there's anyone else to fight, they usually won't, because that's wasting time dealing with a noncombatant. Also, certain Critical Wounds just cause instant death. (The GM may also choose to have NPCs just die or instantly be KO'd if they hit 0 Wounds, to make things go faster. This can even be just applied to mook-type NPCs that no one cares much about. It should never be used for PCs or important NPCs, we are told.) As in 2e, each hit location has its own crit table. Crits cause additional Wound loss, though in doing so they can never trigger a second Critical Wound, and an additional effect. Some also provide a small buff once healed if you're lucky, but that is extremely rare. For the head, this is Dramatic Injury - you take 1 additional Wound and Bleeding 1, but when it heals the scar is very impressive so you get +1 SL to appropriate Social tests. You can only get that bonus once, though. All crit tables have a 1% chance of instant death. The game recommends having someone with at least the Heal skill around to help take care of Critical Wounds. Conditions caused by crits are easy enough to solve, but some will also cause lasting stuff - broken bones, torn muscles or limb amputation. Broken Bones are either Minor or Major. A Minor Broken Bone causes whatever hit location it's in to become unusable until it heals - for Arm or Leg hits, you function as if you had a Severed Arm or Leg except it, y'know, can heal, but it is too painful to use right now and may need binding. For Head hits, you are down to a liquid diet and get -30 to all Language tests. For Body hits, you get -30 to Strength and Agility and halve your Move rate. A fracture like this will heal naturally in 30+1d10 days, with an Endurance test at the end to ensure it has set well; if you fail, you get a permanent -5 to all Agility tests (for Arm), a permanent -5 Agility (for Body or Leg) or a permanent -5 to all spoken Language tests (for Head). A Heal test in the first week of having the fracture can prevent the Endurance test from being needed at all, as long as the area remains bound and held in place. If the binding is undone, a second Heal test is needed within a day to retain the benefits by rebinding. A Major Broken Bone is badly broken and splintered or at an angle that will require medical aid. The Hit Location is unusable as per above, but healing takes 10 more days, the tests required are harder and any penalties for failed tests are -10 instead of -5. Torn Muscles are also either Minor or Major. A Minor Torn Muscle is a sprain or tear that is very painful and impairs you. You get -10 to all tests involving the Hit Location, and if it's a Leg hit, you also halve your Movement. Muscle tears heal in (30-TB) days, with a Heal test reducing the time required. A Major Torn Muscle involves damaged tendons, and is identical but the penalty is -20 instead of -10. After a Major Torn Muscle heals, it becomes a Minor Torn Muscle. Major Torn Muscles also cannot have their time to heal reduced by Heal tests. Amputations are, uh, worse. Whenever you take a Critical Wound that causes an Amputation, you must immediately pass an Endurance test or become Prone, and possibly Stunned or Unconscious. To heal properly from an Amputation requires surgery, and until you get it, 1 Wound cannot be healed. Arm: As per Hand, but you also can't strap a shield to the arm because it's not there. Ear: -5 to all Fellowship tests per ear when your lost ears are visible, and -20 to hearing-based Perception tests if you lose both ears. Eye: -5 to all Fellowship tests per eye when your lost eyes are visible, and -30 to all tests influenced by sight if you lose both eyes. Fingers: Any relevant failed test about grip becomes a Fumble if your ones digit is less than or equal to the number of fingers you have lost, and you get -5 to all tests using the hand in question per finger lost. If you lose 4 or more fingers, use the Hand rules. Foot: Halve your Move speed, and you get -20 to all tests involving mobility. You probably can't walk if you lose both. Find someone to carry you. Hand: -20 to all tests that rely on having both hands, and you can't wield two-handed weapons, though your injured arm can still have a shield strapped to it. If your lost hand is your primary hand, you still get the offhand penalty (-20) to all Melee tests using your offhand. You can buy the penalty off at 100 XP per -5 bought off. If you lose both hands, you're kind of hosed. Leg: As per Foot, but you can't use the Dodge skill at all. Nose: -20 Fellowship, and you get -30 to all tests involving your sense of smell. Teeth: -1 Fellowship per 2 teeth lost. If you lose more than half of your teeth (16 for Humans, 18 for Elves, 20 for Dwarves and Halflings), it takes you twice as long to eat things and some foods will become pretty much impossible to eat. Toes: -1 Agility and WS per toe lost. Tongue: You fail all Language tests involving speaking automatically, and cannot speak even if the test would not be rolled. Without medical attention, you make an Endurance test once a day after a good sleep to heal TB Wounds, plus extra based on your SL. For every day in which you take it easy and don't do anything strenuous, you heal an additional TB Wounds. If you want more healing, you need to be treated via the Heal skill, or will need bandages, a poultice or other healing gear. There is no penalty for doing stuff will wounded, though, and you can still heal wounds normally while you have Critical Wounds. However, a Critical Wound is not considered healed until all associated Conditions are removed and all non-permanent modifiers are resolved. Medical attention, for the purposes of Critical Wounds that require it, includes treatment via Heal, use of a bandage or poultice or other healing item, or use of magic that heals Wounds. Critical Wouns that require Surgery lock up 1 Wound until treated. Treatment requires a Heal test per the Surgery talent, and note that Surgery can be very dangerous if you don't have a lot of Wounds left. Other damage...you can, if prepared, hold your breath for TB*10 seconds at a time, no roll needed. After that, you might start to suffocate or drown. If you didn't have time to hold your breath, you just start drowning immediately. Each round in which you suffocate or drown, you lose 1 Wound. If you hit 0 Wounds, you immediately become Unconscious and will die after TB Rounds of further suffocation or drowning. Exposure! Every 4 hours in a difficult environment, like a hot desert or an area with sub-zero temperatures, requires an Endurance test. Extreme environments reduce this to every 2 hours. For cold areas, your first failure gives -10 BS, Agi and Dex. Your second gives -10 to all the other stats. Your third and subsequent failures cause 1d10 damage that ignores armor (but not TB), to a minimum of 1. If you hit 0 Wounds, you become Unconscious immediately. Some gear can provide bonuses to these tests. Fro heat, first failure costs -10 to Int and WP and a Fatigued condition, the second gives -10 to all other stats and another Fatigued condition, and the third and subsequent failures deal 1d10 Wounds, ignoring Armor but not TB, to a minimum of 1. Stripping off heavy gear will cancel out a single failed test. Deprivation! Endurance tests to withstand hunger and thirst get a cumulative -10 penalty per test until you get food and water, and while you are so deprived, you cannot recover Wounds or get rid of the Fatigued condition naturally. Without water, you must make an Endurance test every day. The first failure causes -10 Int, WP and Fel, and with the next and all subsequent failures reducing all stats by -10 and causing 1d10 Wounds that ignore armor but not TB, to a minimum of 1. Without food, you must make an Endurance test every 2 days, with the first failure causing -10 S and T, and the second and all subsequent failures causing -10 to all other stats and 1d10 Wounds that ignore Armor, to a minimum of 1. Now, let's talk about Corruption. Corruption represents the slow slip of your soul to the Dark Gods of Chaos. There are two main ways to gain Corruption - dark deals and corrupting influence. Dark Deals happen when you fail a test, then either spend a Fortune point and fail again, or have no Fortune to spend. You may choose to take 1 Corruption to reroll any test, even if it's already been rerolled. The player always controls this, not the GM, who can at best suggest it. The GM may also choose, if you take a Dark Deal, to cause a miscast effect to happen off one of the miscast tables, to represent the malign influence of Chaos on the world. Or not! That's optional. Corrupting Influence is caused by exposure to places, people or things tainted by Chaos, or situations beloved by the Dark Gods. If you encounter something the GM decides is a corrupting influence, you make a Cool or Endurance check, chosen by the GM. Physical influences usually resist via Endurance, spiritual with Cool. The stronger the influence, the better a roll you'll need to avoid all of the Corruption. Minor Influences are relatively trivial; if you fail the test, you gain 1 Corruption. This is stuff like witnessing a Lesser Daemon, making contact with a Mutant, Warpstone or Chaos-tainted artifact, giving in to despair, rage, excess or the need to "change your lot," which...doesn't make a lot of sense to me, but sure, being near Warpstone, or prolonged exposure to Chaos worshippers, Chaos Cult temples, Skaven, mutant lairs or similar. Moderate Influences are a danger to all souls. If you fail the test, you get 2 Corruption, and if you pass but only have 0-1 SLs, you get 1 Corruption. This is stuff like witnessing multiple Daemons at once, contact with a Daemon, Warpstone or profane artifact, embracing despair, rage, excess or the desire to become someone new (???), prolonged exposure to refined Warpstone, or brief exposure to a Dhar-heavy environment, such as a Necromancer or Chaos Sorcerer's lair. Major Influences are terrifying forces not usually worth facing directly. If you fail the test, you get 3 Corruption, if you pass but have only 0-1 SLs, you get 2, and if you pass but only have 2-3 SLs, you get 1 Corruption. This is stuff like witnessing a Greater Daemon, having prolonged contact with a Daemon, Warpstone or profane artifact, making a deal with a Daemon, consuming refined Warpstone or prolonged exposure to a Dhar-steeped environment. If you ever gain more Corruption than your WPB+TB, you must make an Endurance test. If you succeed, you hold off the Corruptiobn but will need to test the next time you gain it. If you fail, you mutate in either mind or body. You lose Corruption equal to your WPB, then roll to see what kind of mutation you get, and which mutation of that kind. If you ever have more physical mutations than your TB or more mental mutations than your WPB, you fall to Chaos and become an NPC. Physical Mutations tend to be very hard to hide but usually have an upside of some kind or at least not much of a downside, while Mental Mutations are easy to hide but almost entirely negative. There are two ways to drain off Corruption without mutating. First, Dark Whispers. The GM may offer you a chance to lose 1 Corruption in exchange for the darkness within you twisting your action. You always get to choose. If you agree, you lose the Corruption point, but the GM narrates what happens - maybe you let an enemy escape, maybe you accidentally shoot an ally, maybe you fall asleep on watch. If you refuse, you keep your Corruption and do what you want. Second, Absolution. You can scrub the taint of Chaos from your soul. The GM determines what counts, but it's never easy. Cleansing a profane Chaos temple may allow you to remove Corruption, but be careful of being tainted by it while you're there. Completing a holy pilgrimage and receiving the blessing of a high priest at the end of a long, arduous journey might work. Destroying an unholy artifact or otherwise rendering it safe and foiling the scheme of a Dark God could do it. Joining a Holy Order and dedicating your life to fighting a Chaos God could work. The GM decides how much Corruption is lost this way. Next time: Diseases
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# ? Sep 19, 2018 15:50 |
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So, in practice, about how long do fights usually last?
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# ? Sep 19, 2018 16:14 |
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Night10194 posted:So, in practice, about how long do fights usually last? I can't tell you yet - my game's not actually had a full fight, we just finished the intro adventure I was running to get folks used to the dice system since a lot of my crew are new to RPGs in general and WFRP specifically. They found some squigs and wisely chose to board up the cave and report it to the local guards rather than fight the things.
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# ? Sep 19, 2018 16:27 |
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Will you review the intro adventure? inches closer to BUY button I'd really like some advice on how to run a campaign that involves deprivation, maiming and the lot. When will you be hitting downtime rules, tho?
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# ? Sep 19, 2018 17:34 |
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JcDent posted:Will you review the intro adventure? Next chapter, after diseases and Psychology. I don't believe the core has an adventure in it but I'll see what the intro adventure costs.
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# ? Sep 19, 2018 17:43 |
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Mors Rattus posted:I can't tell you yet - my game's not actually had a full fight, we just finished the intro adventure I was running to get folks used to the dice system since a lot of my crew are new to RPGs in general and WFRP specifically. They found some squigs and wisely chose to board up the cave and report it to the local guards rather than fight the things. Two questions. Is having to track Advantage for all the NPC's not a bit of a book-keeping pain for the GM. It looks like Advantage will give a snowball effect to the winning side? I'm sure this is a design decision to end fights quicker but it looks like a few bad rolls at the start of a fight could snowball against the PC's equally easily, especially if they're low on fortune points.
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# ? Sep 19, 2018 18:06 |
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JcDent posted:Will you review the intro adventure? Were did you find the Intro adventure.
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# ? Sep 19, 2018 18:26 |
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Deptfordx posted:Two questions. A little, which is probably why the option to cap Advantage is brought up. Keeps the bookkeeping and snowball effect easier.
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# ? Sep 19, 2018 18:27 |
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Deptfordx posted:Two questions. That's why it's a good thing that ranged attacks are not contested for the most part, so they can get rid of NPC's having too much advantage. It's advisable you have some like tokens for keeping track of advantage on NPC's. As lots of NPC abilities are powered by advantage. For an example a minotaur can use it's horn attack for free by spending a point of advantage.
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# ? Sep 19, 2018 18:29 |
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WFRP 4e - The Cauldron of Nurgle Diseases are a pretty long list, but there is a helpful sidebar that says to be sure to moderate your usage of them based on your group. Some groups like diseases as part of the Warhammer world, while others prefer them only on special occasions involving Nurgle and/or the Skaven. And some hate them! This is because, well, a disease can take a character out of action for quite a while, and that's not very fun. The game acknowledges this and warns GMs to be careful about how they use diseases, because everyone having fun is the top priority. Diseases have several traits - Contraction, which is how you get it, Incubation, how long before it develops symptons, Duration, how long it lasts, Symptoms, which is which symptoms it grants, and then Permanent, which is if it has any permanent effects on your character - a trait only the worst diseases have. A lot of diseases are surprisingly easy to not contract if you're lucky and have good Endurance, at least, but they can be extremely nasty. You can pretty easily build a Disease yourself by deciding how you get it, how long it lasts, and then pick from the list of Symptoms. The Black Plague is said to have appeared centuries ago due to a massive swarming of rats, and at that time it killed 90% of the Empire. Unexplained outbreaks still occur today, and the Cult of Shallya has dedicated itself to eradicatin the disease anywhere it shows up, calling on ancient laws and rights granted to the Cult which allow them to quarantine any outbreak area until the disease is contained and, if not stopped, at least all the bodies are disposed of. You get the Plague by hanging out in areas with infected fleas or by being in contact with infected bodily fluids, and while it's a +20 Endurance test, it's made every hour or portion thereof. Incubation is a mere 1d10 minutes, and the Plague lasts 3d10 days. Its sympomts are Buboes, Blight (Moderate), Fever, Gangrene and Malaise. Blood Rot is a disease of the blood itself. The accepted cure is to leech the rot, but some doktors prefer small incisions around the neck to free the contaminated blood, and have their patients consume large amounts of healthy blood to replace it. Without some form of treatment, Blood Rot is almost always deadly. It is usually contracted as a result of another disease or due to a Critical Wound. It has no incubation period, has a duration of 1d10 days and causes Blight, Fever (Severe) and Malaise. The Bloody Flux is a problem the Empire has never been able to deal with, and is widely believed to be a divine curse on the impious. It causes forcible and frequent diahrrea, and is endemic in the armed forces, where it is said to kill more than any enemy does. Typical cures usually involve eating blood pudding to replace lost humours, corking, and rubbing fats on your rear end to make it hurt less. It is contracted by eating an infected material and failing a +40 Endurance test, incubates for 2d10 days and lasts 1d10 days. It causes Flux (Severe), Lingering (Challenging), Fever, Malaise and Nausea. Festering Wound is a nasty infection of a cut or abrasion, and many superstitions exist about how to best treat such problems. Poultices of leaves and dung, the skin of toads or dove feathers are common, as is rubbing the wound with good soil. Most physicians hate these ideas and prefer more scientific remedies, such as the gall of a black ox mixed with the patient's urine and some sea salt, which you rub into the wound. You can tell it's working by the screams! It is largely caused either by wounds inflicted by creatures with the Infected trait, or by progression of a Minor Infection. It incubates 1d10 days (or instantly, if developed from another disease) and lasts 1d10 days, causing Fever, Lingering (Challenging), Malaise and Wounded. The Galloping Trots are caused by bad food preparation, and while most claim Halfling food doesn't cause it, many who eat infected Altdorf pies disagree. It's caused by eating infected material, incubates for 1d10 hours, lasts 1d10 days, and causes Flux (Moderate), Malaise and Nausea. Itching Pox is pretty much an annual disease. It's relatively mild but causes itchy and unsightly blisters across the body. It rarely has lasting complications, at least, and most temples of Shallya will have a paste on hand that will relieve the itching. It is caused by exposure to the infected or their coughs and sneezes. It incubates for 1d10 days, lasts 1d10+7 days, and causes Coughs and Sneezes and Pox. Its permanent effect is that once you've had it, you can never catch it again. Minor Infection is any of many diseases that cause a wound's healing to slow, as well as make the area hot and swollen. Most will heal on their own, but some can get very bad indeed. They are caused by failing a (very easy) Endurance check after any combat where you get a Critical Wound. They incubate for 1d10 days, last 1d10 days, and cause Lingering (Easy), Malaise and Wounded. Packer's Pox is a common affliction of hunters, furriers and traders, as it is contracted from sheep and cattle, and their byproducts, as well as the already infected. It starts as small, itchy rash, then spreads in pink, depressed blisters across the body, mostly the torso and arms. It isn't the worst pox but is one of the longest-lasting, and it can kill. It's caused by failure of a moderate Endurance test after contact with infected beasts or materials, incubates for 1d10 days and lasts 5d10 days. It causes Lingering (Challenging) and Pox. Ratte Fever is spread by rodents, causing inflamed rashes and ulcerations, then a fever and spasms. It is rarely fatal but is quite debilitating and takes a long time to recover from. Common remedies include self-flagellation in Altdorf, or smearing yourself in goat cheese mixed with Kislevite ice-peppers in Talabheim. In larger towns or cities, it is also called Pie Fever due to many meat pies using potentially infected rat meat in place of more expensive ingredients. It is caused by failing an Endurance test after combat with rodents (including Skaven) with the Infected trait, or an easier one after eating an infected source. It incubates for 3d10+5 days and lasts 3d10+10 days, causing Convulsions, Fever, Lingering (Average), Malaise, Pox and Wounded. Symptoms! Blight: You are dying. You need to make a +60 Endurance test every day or die. If Moderate, the test is +40, and if Severe, it's +20. This symptom cannot be treated. Buboes: You have big ol' swellings of the lymph nodes, usually on the groin, neck or armpits. They are super gross and may bleed or seep pus. Some believe they contain tiny Daemons of Nurgle. You get -10 to all physical tests and, if they are visible or smellable, all Fellowship tests. A successful Heal test with the Surgery talent may lance the buboes and remove the penalties. However, if it fails, you gain Festering Wound. You must also make an Endurance test at -10 each day or the buboes will return. Convulsions: You spasm or shake periodically. You get -10 to all physical tests. If moderate, it is -20. If severe, you can't do anything and basically have to be tied down to avoid injuring yourself. Rare herbs or alchemical mixtures may lessen this symptom for one day, reducing Severe to Moderate and Moderate to normal. This can be done by anyone with Trade (Apothecary) and the right ingredients (which cost 10s or more per dose). The final medicine, if purchased, is Rare availablity and costs 1GC per dose, and is real about 80% of the time. Coughs and Sneezes: Anyone near you is exposed to your disease and must test to avoid contraction of it once per hour (or portion thereof) of exposure. This symptom cannot be treated. Fever: You have a high temperature, sweat and look sick. You get -10 to all physical and Fellowship tests. If severe, you have the Unconscious condition, though you may spend Resolve to become conscious for a few minutes at a time. Most common remedies have only a 10% chance of reducing a fever. Heal tests only let you know how long the fever will last. Cures range wildly in price, and if genuine, they will remove the symptoms of a normal Fever but not a Severe Fever, if you pass an Endurance test. Flux: Diarrhea. You must take any chance you can get to go poo poo your intestines out, but this is left to roleplaying rather than mechanics, except for the note that, once per session at any point, the GM may declare you've got the shits and have TB rounds to relieve yourself, or else you're going whether you want to or not. If Moderate, the GM can do this twice per session, and if Severe, three times and you also take 1 Wound when it happens. Only 10% of cures sold by apothecaries and herbalists are real, and costs vary in the brass and silver range. If genuine, they prevent the symptom for TB hours. Gangrene: Your flesh is blackening and dying. Determine what hit location is infected. If Body, you do not suffer this symptom. Lucky you! If Head, your nose is affected. If Arms, your fingers. If Leg, your feet. Each day you must roll a +20 Endurance test to prevent it from getting worse. If you fail more than TB times, the infected location becomes utterly useless, as per the Amputation rules. For as long as you have Gangrene, you get -10 to all Fellowship tests and have the Wounded symptom, and have the Blight symptom if you didn't already until the area is amputated, even if the disease that caused the Gangrene is cured. Amputation is the only effective treatment. Lingering: After the disease's duration ends, you must make an Endurance test with modifier determined by the Lingering's rating. If you fail by 0 SLs, the disease lasts 1d10 more days. If you get -2 SLs, you develop Festering Wound. If by -6 SLs, you develop Blood Rot. Cures rarely cost more than a shilling, but have only a 10% chance of actually being genuine. If it is, you do not need to make the Endurance test for Lingering, if taken on a day determined by a Heal test. Malaise: You feel crappy. You gain a Fatigued condition that can't be removed while you're sick. Medicine ranges from the brass to silver range and has a 75% chance of being real; if it is, you can make an Endurance test to ignore the symptom for one day. Nausea means you're prone to vomiting if you move too fast. Whenever you fail a test involving movement, you vomit, gaining the Stunned condition due to dry heaves or repeated vomiting. Remedies are Common availability and have a 60% chance of being real, costing around 30p. If real, they allow an Endurance test to ignore the symptom for TB hours. Pox is inflamed swellings, pustules, rashes, or itchy spots. You get -10 to Fellowship tests and must roleplay the scratching. A +20 Cool test is required to avoid scratching for a time, and another when the Pox ends to see if you got scarred. If you fail, reverse the dice to find what hit location got scarred. If it was the head, you lose 1 Fel permanently. Pox remedies are very common, and larger temples of Shallya will usually provide cream for free, though they do expect donations. Apothecaries sell a week's worth for about 6-7p, with a 90% chance of being real. The cream causes the Cool test to avoid scratching to be at +60, but is usually gross-looking. Wounded means you have an open wound that, due to infection, is not healing right. For each Wounded symptom, you can't heal 1 Wound, and it instead stays open and possibly seeps pus. Each day you must make a +20 Endurance test or gain Festering Wound if you don't already have it. A daily Heal test keeps the wound clean and obviates the need for the Endurance test. Now, Psychology! Whenever you are exposed to a Psychological trait, you may make a Cool test, usually at the start of each round, with modifiers set by the GM. Any success lasts until the end of the encounter, though more tests may be needed if circumstances change. If you pass, you are not gsubject to the worst parts of Psychological Trait for the rest of the encounter - so if you have Animosity (Elves), passing the Cool test means you can go the scene without starting poo poo unless you want to. Animosity (Target) means you dislike the target, usually a group of people or creatures, like Beastmen or Nobles or Gottlanders. Whenever you encounter this group, you must make a Psychology Test. If you pass, you only get -20 to Fel tests towards them but may act normally. If you fail, you suffer Animosity. While subject to Animosity, at the end of each subsequent round, you may choose to make a new Psychology Test to end Animosity. It also ends if the specified group is no longer in your vision (or, if they are, are pacified), or you gain Stunned or Unconscious, or you become subject to another Psychology. While subject to Animosity, you must either socially attack (via insults and so on) or physically attack the offending group, and get +1 SL on any attempts to socially or mentally attack the group, such as by Intimidate. Fear and Terror override Animosity. Fear (Rating) is, technically, a trait that inflicts Fear in others. The value is the SLs required on an extended Cool test to resist the Fear. You can test each round until you beat it. Until you do, you are subject to Fear. While subject to Fear, you get -1 SL on all tests to affect the source of the Fear, and must make a Cool test to move closer to it. If it comes closer to you, you must make a Cool test to not gain a Broken condition. Frenzy lets you make a WP test to become subject to Frenzy. While subject to Frenzy, you are immune to all other Psychology, and will not flee or retreat for any reason. You must move at your full rate towards the nearest enemy you can see in order to attack them. The only actions you're usually able to make are melee attacks or Athletics tests to get closer faster. You get a free Melee attack each round. You get +1 SB. You remain subject to Frenzy until all foes you can see are pacified, or you gain Stunned or Unconscious. After your Frenzy ends, you immediately gain a Fatigued condition. Hatred (Target) is like Animosity but even moreso. You will never willingly socially interact with the chosen group or thing. When you encounter them, you must make a Psychology test. If you fail, you are subject to Hatred, though at the end of any subsequent round you may choose to make another Psychology Test to end Hatred if you want. Hatred naturally ends when all of the specified group you can see are dead or gone, or you gain Unconscious. While subject to Hatred, you must attempt to destroy the hated group by the fastest and most deadly means possible. You get +1 SL on all combat actions against the specified group, and are immune to Fear and Intimidate caused by the specified group, though not Terror. (This is why getting Hatred is a talent.) Prejudice (Target) is like Animosity but less so. You must make a Psychology test when you encounter the specified group, and if you pass, you only get -10 to Fell tests towards them but may act normally. If you fail, you are subject to Prejudice, and may choose to make another Psychology Test at the end of each subsequent round to end Prejudice. Prejudice naturally ends when all members of the specified group that you can see are gone, or you gain a Stunned or Unconscious condition, or you become subject to another Psychology. While subject to Prejudice, you must loudly insult the specified target. Terror (Rating) is like Fear, but moreso. When you first encounter a creature that causes Terror, you must make a Cool test. If you pass, you're fine. If you fail, you gain (Rating) Broken conditions, plus the number of negative SLs on your roll. After Terror is resolved, the creature still causes Fear equal to its Terror rating. There are also guidelines on how to make custom Psychology Traits. Generally, Psychology will give a bonus or penalty of 1 SL, immunity to specific Psychology, require you to do or not do certain things, and/or give Conditions. Their examples include Camaraderie (Group), which gives +1 SL to defend or support the specified group, Love (Person), which requires you to aid the person if they're threatened but gives immunity to Fear and Intimidation while defending them as well as +1 SL while doing so, or Phobia (Thing) which causes you to treat the specified thing as if it has Fear 1. Next time: Downtime
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# ? Sep 19, 2018 19:50 |
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I'm actually quite glad to see Neglish Rot go. I hated that loving disease. "Oh, hey, this is the rarest and worst disease you can get, GMs use it sparing-*Every single Nurgle Reward etc gives it*"
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# ? Sep 19, 2018 19:58 |
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Side note, I kind of love that one of things that can happen is your entire party gets chicken pox and the only problem is that they're all kind of gross-looking and itchy for a while.
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# ? Sep 19, 2018 20:00 |
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I thought there'd be an intro adventure in the book, as that would make sense
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# ? Sep 19, 2018 20:21 |
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# ? Dec 9, 2024 13:49 |
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JcDent posted:I thought there'd be an intro adventure in the book, as that would make sense This book is 350 pages already. Instead, they plan to release 5 scenarios in a single book as their first supplement, Rough Nights & Hard Days.
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# ? Sep 19, 2018 20:31 |