RolePlay onLine RPoL Logo

, welcome to [WFRP 2] Warhammer - Wheels in the Darkness

23:04, 10th May 2024 (GMT+0)

Rules.

Posted by GMFor group public
GM
GM, 3 posts
Tue 3 Feb 2009
at 23:40
  • msg #1

Rules

REGARDING ACTIVITY
I require at least one post at a day, but if you know that you'll be not available for the weekend for example indicate that in the OOC thread and I'll not bite your head off. It'll probably happen with me as well.

REGARDING ROLLS
If you think that a situation requires a roll then do it and post in the IC message with a private line addressed to me. Try to avoid Private Messages if possible, it's clearer this way. If I require a roll then I'll either do that for you or ask you to do that. But never post rolls in public (others might become jealous).

REGARDING COMBAT
I run combat this way:
You post actions in the IC thread, and when everyone acted I summarize that in one thread in initiative order. If someone does not act for a long time then I consider that he/she stands and does not attacks or defends (except if previously indicated the absence in the OOC topic, then I'll work out something less cruel).

REGARDING CHAT, THOUGHTS AND USE OF COLORS
Choose one color for speaking, use italics for thoughts (or you can post them in PL if you wish), and use Orange for OOC in the IC topic, but try to avoid that.

REGARDING THE ROLEPLAY
Try to make the best of roleplaying, that's my soft spot. Gods are Gods and their priests are not healing machines, so you better pray a lot to your patron and leave donations at the temples. Fights are dangerous and you can loose a limb or even... die. Astonishing isn't it? I'll give out XPs for good roleplaying frequently.

REGARDING XPs
I'll gives XPs frequently like after fights or episodes. If I forget please remind me.

REGARDING ME
I'm not that cruel as it seems.

If anything comes to my mind later, than I'll post here.
This message was last edited by the GM at 13:57, Wed 04 Feb 2009.
GM
GM, 10 posts
Wed 4 Feb 2009
at 16:10
  • msg #2

Re: Rules

CHANNELING RETRY
I was thinking about something.
When you fail a skill test is up to the GM, to determine if you can retry that. Channeling is a skill test and that hangs together with spell casting.

Either in a combat or in a non-combat situation the wizard can try two times one after the other, the channeling (assuming that it fails). After that he will suffer an additional -10% modifier at every try (so -10% to the third try, -20% to the fourth, -30% to the fifth.)
If even the fifth one fails, the wizard cannot try channeling for 1D10/2 hours, since he is exhausted.

If he wait at least an hour after the fourth failed try, the process starts from the beginning.
GM
GM, 11 posts
Wed 4 Feb 2009
at 20:50
  • msg #3

Re: Rules

EARLIER CAREER EXISTS AND "OR" CHOICE SKILLS AND TALENTS

There are some rules for character advancements, I'm not sure everyone is enlightened upon them.

Everyone can step out of an earlier, fully completed career's career exit for 100 XP, even if he is currently in another career.

There are "or" choices amongst talents and skills in the career advancements. Like Swim OR Scale Sheet Surface. When generating a new character you can do nothing but choose amongst those, but for XP you can buy the another one as well. (For example at character generation you choose swim, but with the first 100 XP you receive, you buy the scale sheet surface.) This applies at later careers. Like you can buy every OR choices (yes a journeyman wizard can buy an Arcana Lore AND a Dark Lore, though that needs the GM's approval), but to complete the career you can buy only one branch of the OR choices. The other branches are only options.
This message was last edited by the GM at 20:51, Wed 04 Feb 2009.
GM
GM, 43 posts
Tue 17 Feb 2009
at 22:01
  • msg #4

Re: Rules

REGARDING WITCHSIGHT

Every time a wizard uses the witchsight that must be declared. There are no such things like: "I always use it" or "I always use it when I meet someone new..." or such like these. The magic sight works all the time in some extent, but to reveal more, that meets a wizard's eye, he/she must focus at least a little.

REGARDING FORTUNE POINTS

Fortune points refills every morning at sunup. Even when the sun is not visible.
GM
GM, 82 posts
Thu 12 Mar 2009
at 10:24
  • msg #5

Re: Rules

REGARDING THROWING DAGGERS

At Linolil's request:

Most daggers used in combat weigh 350+ grams, and have some form of hand protection.
A throwing dagger often weights only 200+ grams, and is essentially flat with no protrusions.

Throwing daggers encumbrance is lowered to 5, but it's grip isn't suitable, so -20% to WS in melee.
GM
GM, 156 posts
Mon 30 Mar 2009
at 11:39
  • msg #6

Re: Rules

STRICTURES OF KURNOUS

We made up the religious strictures of the elven god Kurnous, if anyone is about to follow him.

- own no more than you can carry
  this doesn't extend to a horse and details like that, but riches, titles giving ownership, etcetera are out. Just what you can take along.
- hunt down any enemy of the elves
- Do not use gunpowder or incendiaries. Crossbow can only be used in dire need.
- Hunting is sacred, so treat like that. You can only hunt worthy pray, no sick or weak animals
- Once a year at the time of the Great Hunt, all the elves must go and hunt down the beast and the tainted from their forests.
- Pray often when you are in the wilderness, honor the wild do not soil their realm
GM
GM, 160 posts
Tue 31 Mar 2009
at 09:44
  • msg #7

Re: Rules

PARRY AGAINST UNARMED ATTACK

Parry against an unarmed attacker causes normal damage to the attacker if the parry is successful (also applies if the attacker uses natural weapons).
This message was last edited by the GM at 09:45, Tue 31 Mar 2009.
GM
GM, 183 posts
Sat 4 Apr 2009
at 08:04
  • msg #8

Re: Rules

REGARDING SPELLCASTING

Modes of casting:

Incantation: the wizard must say the words of the spell (or the words of the prayer for the priests), so he must be able to talk. There is possible to whisper the words however if desired to.

Gestures: the wizard must write runes, forms in the air (priests must use a praying hand pose), so hands couldn't be bound. There could be a selected hand (left or right) to use for the spell, or could use any of them (or both for a prayer for example)

Concentration: No hand or tongue needed only concentration, however the spellcaster can do nothing until the casting time is over (that hard the concentration is yup).

Careers:

Apprentice Wizards, Hedge Wizards, Priests - Must use both hand gestures and incantations

Journeyman Wizard, Anointed Priest etc.. - Can leave out the hand gesture or the incantation, but then the casting time doubles.

Master Wizard, etc.. - Can leave hand gesture or incantation (then casting time is normal) or can use only concentration, but then the casting time doubles.

Wizard Lord, etc. - Can use only concentration.
GM
GM, 191 posts
Mon 6 Apr 2009
at 09:06
  • msg #9

Re: Rules

LEARNING SKILLS/TALENTS OUT OF YOUR CAREER

You can learn skills and talents (well, some of them), that not presented in your career path.

First you must find a way to learn the skill (find a tutor, a book or simply practice it, depending on the skill itself).

Second you must ask me, if you can learn the skill and spend the XP amount that I told you.

Third you must roll on the appropriate skill. If it succeedes, you can learn the skill (there's a learning time that I will specify).

You can reroll the test each day and you can reroll the test in a day with Fortune Point, but just once.
This message was last edited by the GM at 09:07, Mon 06 Apr 2009.
GM
GM, 675 posts
Wed 27 May 2009
at 08:18
  • msg #10

Re: Rules

REGARDING LANGUAGE
Use Yellow for Kislevian language
GM
GM, 985 posts
Fri 17 Jul 2009
at 07:25
  • msg #11

Re: Rules

REGARDING THE USE OF FORTUNE POINTS

According to the rules, the Fortune Point could be used to reroll any CHARACTERISTIC or SKILL tests, but according to my rules, any rolls could be rerolled that belongs to the character. But only the last roll can be rerolled.
GM
GM, 1602 posts
Wed 24 Feb 2010
at 09:14
  • msg #12

Re: Rules

REGARDING ROLLING FOR CASTING WITH MORE DIES

When a magician is rolling for casting with more than one die, please check the "Record Each Die" box in the Dice Roller, because of 1-s and double rolls to be monitored!
Sign In