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22:52, 28th March 2024 (GMT+0)

Sonderregeln - Vignette.

Posted by SpielleiterFor group 0
Spielleiter
GM, 2827 posts
Sun 24 Feb 2019
at 15:15
  • msg #1

Sonderregeln

ADV cap @ I Bonus
Spielleiter
GM, 2886 posts
Fri 19 Apr 2019
at 16:46
  • msg #2

Sonderregeln

Zwerge haben Animosity(Elves)
Spielleiter
GM, 2935 posts
Mon 1 Jul 2019
at 22:21
  • msg #3

Sonderregeln

Fuer die Talente Shieldsman and Reversal gilt ein Test dann als erfolgreich wenn beim vergleichenden Wurf unter die unmodifizierte TN geworfen wurde. Der SL kann dann auf den vergleichenden Test angewendet werden.
Spielleiter
GM, 2936 posts
Mon 1 Jul 2019
at 22:22
  • msg #4

Sonderregeln

Auf ROll20:
Gruen=Wounds
Blau= Luck
Red=ADV
Spielleiter
GM, 2947 posts
Fri 5 Jul 2019
at 18:07
  • msg #5

Sonderregeln

INI

Each character rolls 1d10 and adds it to their Initiative. p.156
This message was last edited by the GM at 14:10, Sat 18 Apr 2020.
Spielleiter
GM, 2968 posts
Fri 19 Jul 2019
at 16:21
  • msg #7

Sonderregeln

Fatigue Conditions will be removed after adequate rest
Spielleiter
GM, 3198 posts
Sat 18 Apr 2020
at 15:15
  • msg #8

Sonderregeln

Optionale Regeln
p.32 Nein
p.41 Ja per PN
p.43 Ja per PN
p.48 Ja
p.51 Ja
p.124 Ja/Ja
p.127 Ja
p.150 Nein
p.151 Ja
p.152 Nein
p.153 Ja
p.155 Ja/Ja
p.158 Ja
p.160 Nein
p.162 Ja
p.163 Ja
p.164 Ja
p.167 Ja
p.168 Ja
p.173 Nein
p.182 Ja
Chapter VI Ja
p.204 Ja
p.218 Ja
p.238 Ja
p.292 ja
p.297 Ja
p.301 Nein
p.305 Ja
Spielleiter
GM, 3199 posts
Sat 18 Apr 2020
at 15:17
  • msg #9

Sonderregeln

Ingredients p.236

Stark reguliert und nur von Spezialisten erhæltlich.
Fokuis liegt auf "appropriate" braucht prinzipiell immer Spielleiter approval.
Spielleiter
GM, 3200 posts
Sat 18 Apr 2020
at 15:19
  • msg #10

Sonderregeln

No Elves
No Nobles
Non career advances nur mit Training+Mentor per p199
Living Expenses (Food, Drink, Lodging). Simplified p289
"normal circumstances = average (+20)"
SL rollt (bzw Tabelle p. 150): Gossip, Initiative, Intuition, Perception, Stealth
Spielleiter
GM, 3207 posts
Mon 20 Apr 2020
at 17:19
  • msg #11

Sonderregeln

XP Vergabe nach ca 50 Posts pro Spieler+GM, das bedeutet wenn wir 250 posts erreicht haben in Game, also nicht per OOC.

Dann werde ich nach Gefuehl der Participation XP verteilen, dazu natuerlich die Storymeilensteine.

Nur damit ihr ein Gefuehl habt.
This message was last edited by the GM at 11:11, Sat 07 Nov 2020.
Spielleiter
GM, 3208 posts
Mon 20 Apr 2020
at 17:37
  • msg #12

Sonderregeln

Healing

Any application of this skill that implies actual treatment of a patient has the following modifiers

Healing
Condition/CriteriaDifficulty
Work Shop (Physician) availableeasy
Trade Tools (Physician) availableaverage
Trade Tools (Physician) not availablechallenging
Bad environmental conditions
e.g. wilderness
one step worse
Patient heavily wounded
remaining wounds ≤ TB
one step worse
Patient has a critical wound
any untreated (non-healed) critical, number irrelevant
one step worse
Treat oneselfone step worse
Cause for wounds was Infected
majority of wounds suffices
one step worse

Any self-recovery has these modifiers

Endurance
Condition/CriteriaDifficulty
Normal night's rest
at least 6h uninterrupted
average
Interruptions
watches, encounters, ...
one step worse
Bad environmental conditions
e.g. wilderness
one step worse
Fatigued
each level of Fatigue
one step worse
heavily wounded
remaining wounds ≤ TB
one step worse
critical wound
any untreated (non-healed) critical, number irrelevant
one step worse
Cause for wounds was Infected
majority of wounds suffices
one step worse

Spielleiter
GM, 3210 posts
Mon 20 Apr 2020
at 17:42
  • msg #13

Sonderregeln

Medieval Law
Keep in mind that 'evidence' - as a modern concept of judical workings and procedures - is not a requirement to be trialed and judged.
Like I mentioned before, the concept of lawyers defending a potential culprit, 'in dubio pro reo', division of power (excecutive, legislative, judicative), a jury of independent person etc etc., i.e. all that we as modern people see as normal and righteous and judicious are 'working' (sort of anyway) in the city states or large towns etc.
Here, in southern Wissenland, it may well just be the whim of the local noble. Of course, likely with consultation of the religious powers that be and likely also some other 'worldy' representative, e.g. the mayor or something. Again, that method decreases the further you get away for the big cities.
Keep the trial of Agnes Rinde in mind. She was judged merely on the indicators and - gasp - evidence in the from of hat, dagger, pouch etc.
It is a safe guess that in fact 'in doubt do execute' is far more likely.
Spielleiter
GM, 3211 posts
Mon 20 Apr 2020
at 17:43
  • msg #14

Sonderregeln

Gossiping / Information Gathering
You all have been a bit casual about assessing what people tell you.
Ferreting out the truth, the real content of the various statements of the townspeople is essential.
You may have noticed that the truth gets more dilluted the more people are involved with a particular fact. In Unschuldingen you really only had a handful of people knowing this or that. It was relatively easy to pinpoint the relevant piece of information. Sonnefurt is larger, there are more people here and with each re-telling of a particular fact it gets less true as folk modify something, forget another thing or even make up a completely different thing.
An envious, not too pretty woman might make up a discrediting story about the village beauty just out of spite. A craftsman might be angry about a particular new set of taxes and will rant about the guild master or the noble lord. A merchant may have struck a bad deal with a craftsman and will tell stories about the low quality of that craftsman's trade goods.
This will get more and more difficult the larger the settlements you enter become. That's one of the reasons why Gossip is a very essential skill in social interaction, as it not only allows you to learn rumours in the first place, but also to determine whether they are just rumours indeed or whether there is truth in them.
Most of the time you have taken the Sonnefurt's people's word at face value.
Note that unless there are actually motives/reasons for doing so, no one will just lie to you. People, especially innowners, generally don't have a penchant for lying. But they are certainly colouring stories, making them larger, more spectacular, that kind of thing. In smaller settlements there are no rumour mongers per se (unless you consider the old women chatting about everyone ^^), so that 'function' is covered by the innowners.
Now, I have been trying to gently raise the difficulty in that regard. Meaning: you need not fear that all you have heard was not true. Far from it.
Still, you certainly can and should have realized that the innowner of Zanger's Lair is quite in favour of the Baroness. Or that Torge Erzer is not too happy with strangers and foreigners. Or that Theo Albers is very cautious in his interactions with the powers that be. Or that Dietrich Watschler is rather talkative but not too bright in the head.
That kind of thing.
Also, when thinking about people in power, consider how they got into that postion. In some cases it might be just plain birthright. Even then, however, you should think about how they stayed in power. They must be good at something. Or at least those that continue to rise. Some might be straight ruthless and dispatch every competitor around them. Make their foes stumble in intrigue or killed by hired assassins. Some may have simple luck, some may be in league with the dark powers. Some might just be very good at judging and then using the right people. Yet others may just have good, competent people working for them.
None, however, got where they are because they are foolishly trusting and believing the next stranger and do-no-good. And yes, in case you wondered, adventurers are do-no-good in the eyes of most common people.
If you take that into consideration and take it a step further by assuming someone else knows that kind of thing, too, you should be able to realize that if someone is asking the same, or a similar, question time and again it just might not be because that particular person is stupid. Indeed, it might be the total opposite.
Spielleiter
GM, 3248 posts
Sun 26 Apr 2020
at 15:48
  • msg #15

Sonderregeln

OPTIONS
PageTitleyesno
26Animosity (Elves)x 
32But I want to play… x
41Nefarious PlansX 
43PsychologyX 
48Non-Career AdvancesX 
48Customize Trappingsx 
51Begging and StatusX 
124Alternative Characteristics for IntimidateX 
124Battle TongueX 
127Gathering Food and HerbsX 
130Shadowingx 
150Autosuccess X
151Tests above 100%X 
152Fast SL X
153Criticals & FumblesX 
155Extended Tests and 0 SLX 
155Combining SkillsX 
156Initiative Test to determine SL X
1561d10 + InitiativeX 
1561d10 + IB + AgB X
156Repeat each roundx 
158On the DefensiveX 
159Opposing a Melee Attackx 
160Deathblow x
160Opposed Tests and Fumblesx 
162Shooting into MeleeX 
163Grappling with skillsX 
164Limiting AdvantageX 
167Chase ComplicationsX 
168Getting TiredX 
173Sudden Death X
182Encroaching DarknessX 
185Slow Manifestationsx 
192It's all optionalx 
195Money to Burnx 
195With great power…x 
195Elf Improvementx 
196Animal Trainingx 
196Bankingx 
196Changing Careerx 
197Commissionx 
197Consult Expertx 
197Craftingx 
198Incomex 
199Inventx 
199Trainingx 
199Unusual Learningx 
200Combat Trainingx 
200Foment Dissentx 
201The Latest Newsx 
201Reputationx 
201Research Lorex 
201Study a Markx 
204Little PrayersX 
218Preach it ,sisterX 
220Petty Concernsx 
238The Swirling WindsX 
290Tracking Money x
292Crafting GuildsX 
297Weapon Length and In-FightingX 
301Quick Armour X
305GuildersX 

This message was last edited by the GM at 13:56, Mon 27 Apr 2020.
Spielleiter
GM, 3263 posts
Thu 30 Apr 2020
at 16:31
  • msg #16

Sonderregeln

Nur mit Party Ambitions, keine Charambitions
Spielleiter
GM, 3366 posts
Fri 17 Jul 2020
at 14:04
  • msg #17

Sonderregeln

You can ready any item/weapon easily reachable (e.g. weapons girdle, which can typically hold 2-4 weapons or items, e.g. potions) during a Move.

If you don't move you can ready two items e.g. a sword and a dagger.

A shield (except a buckler) or two-handed weapon or ranged weapon (bow, crossbow rifle) is normally strapped to the back. You can ready these as move, but without moving.

Items in your backback require you to put down the backpack (move) and search for it (action).

A ranged weapon (not thrown) comes unloaded as you ready it.

Your girdles/belts carry your pouch (coins), a dagger and a handweapon typically. It may alternatively hold a quiver.

Picking up an item from the ground is an action.


Travel
  1. Step 1: Navigation
    only applicable in unknown terrain, general wilderness or open seas

    Table 1: Difficulty modifier
    Succes
    Level
    Difficulty
    -5 SLhard (-20)
    -4 SLhard (-20)
    -3 SLdifficult (-10)
    -2 SLdifficult (-10)
    -1 SLchallenging (0)
    0 SLchallenging (0)
    1 SLchallenging (0)
    2 SLaverage (20)
    3 SLaverage (20)
    4 SLeasy (40)
    5 SLeasy (40)
    6 SLvery easy (60)

    If multiple person are involved in the Navigation add up the greatest success and the greatest failure.
    If there are more Fumbles than Criticals the Difficulty is -30
    If Navigations is not applicable assume average (+20) difficulty.

  2. Step 2: Outdoor Survival
    may be exchanged with Athletics, Climb, Drive, Ride, Row or Sail depending on mode of travel
    Add the Difficulty of Step 1
    Roll individually for each traveller.
    Worst result determines distance travelled.
    Multiple rolls per day may be called for

    Table 2: Distance [miles / hour]
    Success LevelMovement 3Movement 4Movement 6
    encumbered
    cart
    river boat
    row boat
    ship
    human
    coach
    wagon
    horse
    NormalHamperedNormalHamperedNormalHampered
    -6 SL (or worse)1,250,6251,750,8752,751,375
    -5 SL1,50,752,11,053,31,65
    -4 SL1,50,752,11,053,31,65
    -3 SL1,750,8752,451,2253,851,925
    -2 SL212,81,44,42,2
    -1 SL2,251,1253,151,5754,952,475
    0 SL2,51,253,51,755,52,75
    1 SL2,751,3753,851,9256,053,025
    2 SL31,54,22,16,63,3
    3 SL3,251,6254,552,2757,153,575
    4 SL3,51,754,92,457,73,85
    5 SL3,51,754,92,457,73,85
    6 SL (or better)3,751,8755,252,6258,254,125

  3. Step 3: Endurance
    Typically only applicable if travel time greater than 6 hours.
    Environmental Situation may call for more rolls
    Roll individually for each traveller.
    Difficulty adjusted by individual result of Step 2 (as per Table Step 1).
    Typically -4 SL or less cause Fatigue

  4. Step 4 (optional): Foraging, Hunting, Fishing, Trapping
    see p. 127
    Takes at least 2 hours

  5. Step 5: Camp/Shelter
    Outdoor Survival Test, individual
    Failure triggers Endurance Test. Failure causes Fatigue

Spielleiter
GM, 3447 posts
Sat 7 Nov 2020
at 19:05
  • msg #18

Sonderregeln

Per sofort FoundryVTT chars als Ruling Document definiert.
Die Charsheets hier werden freigeschaltet und die kann jeder pflegen wie er mag.
Ich werde nach jeder Steigerung Screenshots eures Chars auf Dropbox hoch die ich teilen kann. Ihr kønnte euch dann auf die Screenshots stuetzen oder hier euren Sheet pflegen.
Spielleiter
GM, 3916 posts
Thu 23 Dec 2021
at 22:43
  • msg #19

Sonderregeln

P195 Money to Burn
-Bei Money to burn wird nicht das gesamte Vermögen verbrannt.
Es wird vom Spielleiter evaluiert wo sich die Gruppe befindet, was für ein Charakter es ist, wieviel Geld und wieviel Gelegenheit es gibt.
Spielleiter
GM, 3975 posts
Mon 28 Feb 2022
at 18:12
  • msg #20

Sonderregeln

Fear p190
Folgende Regeln geslten zusaetzlich.
Es wird einmal pro Kreaturenart und encounter getestet.
10 Zombies-> 1 Test
10 Zombies +1 Skelett-> 2 Tests

Allerdings spielt die Menge des Angstverursachenden Wesens eine Rolle.

Fuer jedes Vielfache der Gruppengrøsse vs Gegnergrøsse wird der Fear factor eine Stufe schwerer. Bsp. Zombies Fear 2 zu Fear 3

5 Charaktere vs 10 Zombies-> 1 Stufe schwerer.

tests sind challenging.
This message was last edited by the GM at 08:04, Tue 01 Mar 2022.
Spielleiter
GM, 4146 posts
Wed 12 Oct 2022
at 09:37
  • msg #21

Sonderregeln

Einen Brief aus Uebersreik mit der Militærpost zu versenden kostet 12 Silber und er wird dann in Altdorf zugestellt.
Der Weg geht ueber die Anwæltin zum Militær und dann von da weiter.
Spielleiter
GM, 4263 posts
Wed 8 Feb 2023
at 21:22
  • msg #22

Sonderregeln

Wesen mit dem Trait Large, Zæhlen als 2 Personen im bezug auf Outnumbering Boni.
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