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These stats would be a guideline for what a character is capable and you would be able to look at that to decide if a character is capable of what they want to do.
Allow players to take up to 3 items at the beginning of the game (Weapons, Armor, etc), one of them must be a personal item (Family crest, heirloom, gift). None of these items may have magic properties (At least not that the player/character knows about. You can always give it something to add to the story with) All players are assumed to have basic supplies (Backpack, sleep roll, flint & steel, change of clothes, basic hinting gear, etc)
Dwarf Basic Stats: M 3 WS 4 BS 3 S 3 T 4 W 1 I 2 A 1 Ld 9
Elf Basic Stats M 5 WS 4 BS 4 S 3 T 3 W 1 I 5 A 1 Ld 8
Goblin Basic Stats M 4 WS 2 BS 3 S 3 T 3 W 1 I 2 A 1 Ld 6
Human Basic Stats M 4 WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 Ld 7
Night Goblin Basic Stats M 4 WS 2 BS 3 S 3 T 3 W 1 I 3 A 1 Ld 5
Ogre Basic Stats M 6 WS 3 BS 2 S 4 T 4 W 3 I 2 A 3 Ld 7
Orc Basic Stats M 4 WS 3 BS 3 S 3 T 4 W 1 I 2 A 1 Ld 7
Gnoblar base stats: M 4 WS 2 BS 3 S 2 T 3 W 1 I 3 A 1 Ld 5
Vampire base stats: M 6 WS 6 BS 4 S 5 T 4 W 2 I 6 A 3 Ld 7
Vampire: No matter how hard you try, people know there is something not quite right about you. You need to feed your bloodlust at least once every two days, you will be -1 to your Ld every day you are over due for a feeding. If your Ld ever reaches 0 you will loose control of your character and it becomes a Varghulf, at this point the player will loose the character and the storyteller takes over its use.
Vampire Special Rules: Wight Blade: Any bladed weapon carried by this character does supernatural damage.
At this point, a player would have 10 points to place in any attribute they want, or even spend 0-3 of those points on "Special Rules" Note that 1point = 1 point at this point, this does not work the same way as experience points at this point. No attribute may be raised by more than 3 points, and no attribute may be raised over 10.
Players may take up to 4 items at the beginning of the game (Weapons, Armor, etc), one of them must be a personal item (Family crest, heirloom, gift). None of these items may have magic properties. All players are assumed to have basic supplies (Backpack, sleep roll, flint & steel, change of clothes, basic hunting gear, etc)
Special Rules:
(Any Race) -Acrobatics -Acute Hearing -Animal Care (Taking care of/training animals -Artillery Master (May use war machines) -Boat Handling (Knowing how to operate a boat) -Boxing (Fights better without weapons) -Blacksmithing -Brewing -Climbing (Being able to climb faster/longer then characters without this ability -Disguise (Being able to move among others without being recognized -Drinking (Being able to drink someone under a table) -Engineer (Working on machinery) -Etiquette (Good Manners) -Excellent Vision -First Aid -Fishing -Gambling -Herbs (Finding & mixing healing and other herbs) -Hunting -Intrigue: This character has a talent for manipulating others. -Lip Reading -Lock picking -Loner (Fights better when no others around) -Marksman (Fights better with ranged weapons) -Mining -Musician (Being able to play an instrument) -Night Vision (Being able to see well in the dark) -Pick Pocket -Poisoned weapons -Public Speaking (Being able to speak well to groups of people) -Ride (Horse, Dragon, etc) -Royal Blood (Gains more respect from others) -Scouting (Following trails & finding things) -Second Language (Being able to understand & speak a second language) -Sixth Sense (Sometimes you just KNOW something isn't quite right) -Stubborn: May use the group leaders Leadership value for Psychology tests -Stealth:Highly adapt at hiding and sneaking around -Swimming -Torture -Traps -Unbreakable (May choose to flee combat, but cannot be forced to) -Woodsman: This character suffers no penalty when moving thought woodlands.
(Britonnia) -Blessing of the Lady: May do nothing else while praying, makes this character less likely to be hurt in battle. -Grail Vow: Immune to Psychology. -Impetuous: This character must attack an enemy unit if it is able, if attacking an enemy it gains "Immune to Psychology" -Knight's Vow: Immune to Panic caused by friendly units with no Immunities. -Living Saint: This model is able to single out enemy leaders easily during battle. -Peasant's Duty: May use group leaders Leadership value for Psychology tests -Questing Vow: Immune to Panic caused by friendly units
(Dark Elves) -Controlled Frenzy (More attacks in close combat) -Slavery (Instead of killing the last few opponents this character may take them as slaves,with the GM permission -
(Dwarfs) -Rune Lore (More resilient to Magic) -Slayer (More effective against tough opponents) -Slayers Axe(s) (Fights better with Axes)
(Empire) -Blessings of Sigmar: Character has some magic resistance -Master of Battle: Immune to Psychology -Power of Sigmar: This character is less likely to be hurt in battle. -Prayers of Sigmar: This character may heal itself when using this special rule, may not do anything else when using this ability -Righteous Fury: This character gains Hate against all enemies -The End if Night!: This character gains an extra attack against any model that wounds it.
(Goblins) -Mob, this character gains +1 WS for every two other nearby characters with this rule. -Poisoned attacks, This character can coat their weapons without risk to themselves.
(High Elves) -Dragon Prince: For every nearby character with this rule, this character gains WS +1 -Lion Guard: This character is able to hold his ground in the face of almost any enemy. -Loremaster: This character is especially adept at magic. Buying new lores cost one less experience points. -Warrior Mage Combat oriented mage less powerful then other mages Does not reduce S or T when becoming a mage -Valour of the ages higher morale against monsters -Speed of the Asuryan allows player to strike faster
(Night Goblins) -Nets: Tangles enemies, making it difficult for them to be effective for a few moments during combat -Sneaky Schemes, this character has a talent for getting to places he shouldn't be able to.
(Ogres) -Bull Charge, if more than one character with this rule is in a battle, this character is +1 S.
(Orcs) -Black Orc, This character demands more respect from other greenskins -Warpaint, this character is more effective in the thick of combat
(Wood Elves) -Asrai Archery: A character with this ability has incredible skill with a longbow. -Eternal Guard Fighting Style: When using a single weapon, attacking an enemy is treated as if the character has two hand weapons instead of one. -Forest Walker: This character ignores any penalties caused by woodlands. -Talismanic Tattoos: Granted blessings from the gods, this character is more resilient to both physical and magical attacks. -Wardancer: This character may use any melee weapon as if he has been using it for years. -Wardancer Weapons: When entering battle, they are more likely to do serious damage to their enemy in the first moments of combat.
Gnoblar Special Rules: Entorage: Gnoblars near Ogre characters are more likely to pass leadership tests. Largely Insignificant: Gnoblars are often overlooked by those around them.
Vampire Special Rules: Wight Blade: Any bladed weapon carried by this character does supernatural damage.
Magic: Few people have the talent to learn magic, and those who do often spend much of their life refining their ability to control and direct this ability. Becoming a Wizard costs 5 points. Make the following changes to your base stats at this time: S -1, T -1, I -1, Ld -2. You may choose one Lore at this time and gain the first spell in this Lore. Taking a new Lore costs 10pts (Only one Lore may be taken during character creation). A Wizards power is determined by the number of spells that character has in the first Lore they took.
Experience: Experience can be gained several ways: -1pt for completing a minor quest -1pt for completing a secret objective -1pt for taking a new player as an apprentice (Must complete 2 quests before experience is gained) -2pts for completing a major quest
Increasing Stats: Increasing stats would cost the new level and may not be raised more than one point at a time. In other words: Raising WS from 4 to 5 would cost 5 experience points. Raising Ld from 9 to 10 would cost 10. *Note* There would have to be a good reason to increase some skills (Storytellers discretion) Obviously its going to be hard to raise a Dwarfs Move rating. New Special Rules may be taken at the cost of 2exp if you have a teacher to learn the ability from or 5exp if you have to learn it on your own. Spells are purchased in the same way and must be bought in the order they are listed in the core book.
WEAPONS
Melee Hand weapon/s single handed may take two Great weapon Dual Handed Halberd useful for offense and defence also can attack over short obstacles Pick axe all dwarfs carry short digging pickaxes,but these are large weapons capable of piercing thick armor Dwarf only Spear very useful against cavalry
Ranged Crossbow long ranged Handgun more powerful then crossbow,slightly shorter range Pistol/brace of pistols short range,accurate Blunderbuss short ranged and messy Longbow further range then cross bow less powerful may not be taken by Dwarfs Throwing knives/Stars Quick throwing lethal short ranged Repeater Crossbow shorter ranged and less powerful then a generic cross bow what it lacks in power it makes up for in quantity of shots.
Special cost one exp per Hand grenade Dragon bomb Useful against trolls Repeater handgun choice for distance shooting or rapid close firing Bolas used for catching fleeing opponents
Free weapons All Dwarfs carry throwing weapons. All Wood elves carry bows All Bretonians(SP) if on horse back have lances increased damage on the charge All Humans carry daggers All High elves carry shields All Orcs Carry choppas More powerful hand weapons
PLEASE one posting you character post your race,which RPG your going to and please get GM permission before you post.
Post your character here with background and rules. http://battlereporter.freeforums.org/ch ... -t991.html
Thank you Guardian A for this great tool.
Son Of Khaine
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IRON WITHIN,IRON WITHOUT
Last edited by Son Of Khaine on Thu Apr 30, 2009 5:37 pm, edited 17 times in total.
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