Re: House Rules
Greenskin Rules (In Progress)
General Rules
* If a profession would normally grant Knowledge (Empire) then it grants Knowledge (Darklands) instead.
* If a profession grants a horse, then instead you get a giant wolf (goblins & hobgoblins) or giant boar (orcs).
* If a profession grants a hunting hound, instead you get a squig (goblins, n.goblins, orcs) or a hobhound (hobgoblins).
* Orcs who take the Norse Berserker profession or Hobgoblins who take the Kislev Corsiar profession do not gain Common Knowledge or Speak Language for those regions, but instead may choose Common Knowledge for the region of their origin.
* Any Greenskin may choose to take Speak Language (Reikspiel) if used in a nonGreenskin-centered campaign. They are also generally considered to be Dogs of War.
* Goblins and Night Goblins fear Elves while Dwarfs hate all greenskins. They generally cannot group together, but there is no mechanical penalty if the game permits that they do (players are expected RP out the problems this causes!)
Gnoblars
WS 10+2d10
BS 10+2d10
S 10+2d10
T 10+2d10
Ag 10+2d10
Int 15+2d10
WP 10+2d10
Fel 10+2d10
A 1
M 4
FP
1-4 3
5-7 4
8-10 4
Gnoblar Racial Features
Skills: Common Knowledge (Greenskins), Concealment, Gossip, Speak Language (Goblin Tongue), Perform (Any 1), Trade (Any 2)
Talents: Flee!, Night Vision, Sixth Sense
Allowed Starting Professions
Barber-Surgeon, Bone Picker, Camp Follower, Charcoal Burner, Entertainer, Ferryman, Fisherman, Grave Robber, Peasant, Rat Catcher, Scribe, Servant, Tomb Robber, Tradesman, Valet
Playing a Gnoblar Mob
When you play a Gnbolar, you may play up to 3 Gnoblars who work together. If you choose to do this, then each Gnoblar shares the same stat block, profession and fate points. You effectively have 3 copies of the same character, each with their own name and personality. If one of the three dies, it will take 1d10 days to find a replacement (if two die, it will take an additional 1d10 days after the first is found to recruit the second).
All three count as one member of the party, so experience but each gains only 1/3rd of that experience. So if you have a group of 5 characters and the group gains 200 experience points, the Gnoblars gain 40 experience amongst the three or 13 experience each-- all of which must be spent in the same manner. Gold will usually be divided the same way with all three Gnoblars gaining 1/5th of the party's gold to be spent on equipment between the three. The three Gnoblars need not have the same equipment, but it must be clear which one is carrying which equipment at any one time.
If you choose to play 1 Gnoblar, then there is no experience division. If you play as a mob of two, then you divide the experience by two. The Gnoblar mob may act together well as though they have one mind or may endlessly squabble and bicker-- this is up to the player's discretion.
Goblin
WS 15+2d10
BS 20+2d10
S 15+2d10
T 20+2d10
Ag 15+2d10
Int 15+2d10
WP 15+2d10
Fel 15+2d10
A 1
M 4
FP
1-4 2
5-7 3
8-10 3
Goblin Racial Features
Skills: Animal Care, Common Knowledge (Greenskins), Concealment, Outdoor Survival, Silent Move, Speak Language (Goblin Tongue), Trade (Any 1)
Talents: Ambidexterous, Flee!, Night Vision, Trap Finder
Flaw: Fear Elves
Allowed Starting Professions
Agitator, Apprentice Shaman, Barber-Surgeon, Bone Picker, Camp Follower, Charcoal Burner, Coachman, Entertainer, Envoy, Ferryman, Fisherman, Grave Robber, Hunter, Jailer, Messenger, Militiaman, Miner, Outlaw, Outrider, Peasant, Rat Catcher, Rogue, Scribe, Servant, Smuggler, Soldier, Thief, Toll Keeper, Tomb Robber, Tradesman, Vagabond, Valet
Goblin Pet or Pairs
If you play as a Goblin, you may choose between having a pet or choosing to play as a Goblin pair. If you choose to play as a pair, you follow the same rules as the Gnoblar Mob, but you have 2 Goblins instead of 3 Gnoblars.
If you choose to have a pet, you may choose between a Giant Wolf or a Squig, if your starting profession doesn't provide one, or you may choose to have 2 Snotling assistants. If you have a pet, you lose half of your experience which goes to the pet. However, pets never advance and cannot spend their experience points.
Night Goblins
WS 15+2d10
BS 20+2d10
S 15+2d10
T 20+2d10
Ag 20+2d10
Int 20+2d10
WP 10+2d10
Fel 10+2d10
A 1
M 4
FP
1-4 2
5-7 3
8-10 3
Night Goblin Racial Features
Skills: Animal Care, Common Knowledge (Greenskins), Concealment, Prepare Poison, Scale Sheer Surface, Silent Move, Speak Language (Greenskin)
Talents: Grudge-born Fury (vs. Dwarfs instead of Greenskins), Night Vision, Tunnel Rat
Flaw: Fear Elves
Allowed Starting Professions
Apprentice Shaman, Bone Picker, Bounty Hunter, Hedge Wizard, Hunter, Militiaman, Miner, Peasant, Rat Catcher, Rogue, Servant, Smuggler, Soldier, Tomb Robber, Tradesman, Zealot
Night Goblin Pets
If you play as a Night Goblin, you may choose to have a Squig pet, if your starting profession doesn't provide one. As long as you have a Squig pet, you lose half the experience points you gain as they are awarded to the pet. However, the Squig cannot advance or spend experience.
Hobgoblins
WS 20+2d10
BS 25+2d10
S 20+2d10
T 20+2d10
Ag 20+2d10
Int 20+2d10
WP 15+2d10
Fel 15+2d10
A 1
M 4
FP
1-4 2
5-7 2
8-10 3
Hobgoblin Racial Features
Skills: Animal Care, Common Knowledge (Greenskins), Outdoor Survival, Prepare Poison, Speak Language (Goblin Tongue)
Talents: Night Vision, Rover, Schemer, Trick Riding
Allowed Starting Professions
Apprentice Wizard, Bodyguard, Bounty Hunter, Camp Follower, Envoy, Hunter, Kislevite Kossar, Mercenary, Militiaman, Outlaw, Outrider, Rogue, Smuggler, Thief, Tradesman, Vagabond, Watchman
Orc
WS 25+2d10
BS 20+2d10
S 25+2d10
T 30+2d10
Ag 15+2d10
Int 15+2d10
WP 20+2d10
Fel 20+2d10
A 1
M 4
FP
1-4 1
5-7 2
8-10 3
Orc Racial Features
Skills: Common Knowledge (Greenskin), Intimidate, Outdoor Survival, Speak Language (Goblin Tongue)
Talents: Night Vision, Strike Mighty Blow (Common Orc) or Frenzy (Savage Orc)
Allowed Starting Professions
Apprentice Shaman, Bodyguard, Bounty Hunter, Hunter, Jailer, Marine, Mercenary, Militiaman, Norse Berserker, Outlaw, Pit Fighter, Protagonist, Seaman, Soldier, Thug, Toll Keeper, Vagabond, Watchman
Black Orc
WS 30+2d10
BS 20+2d10
S 30+2d10
T 30+2d10
Ag 10+2d10
Int 15+2d10
WP 25+2d10
Fel 25+2d10
A 1
M 4
FP
1-4 1
5-7 2
8-10 2
Black Orc Racial Features
Skills: Command, Common Knwoledge (Greenskin), Intimidate, Speak Language (Goblin Tongue)
Talent: Night Vision, Sturdy
Allowed Starting Professions
Bodyguard, Bounty Hunter, Jailer, Marine, Mercenary, Militiaman, Pit Fighter, Soldier, Thug, Watchman
This message was last edited by the player at 07:13, Tue 16 Mar 2010.