Townboard - Handy information/rules and so forth.   Posted by Storyteller.Group: 0
Storyteller
 GM, 1 post
Tue 26 Aug 2014
at 08:48
Townboard - Handy information/rules and so forth.
Posting/activity etc.:
I prefer a steady flow of posts, meaning 3-4 posts a week ideally.
Naturally things will come up and should you be in a situation where you need time away from the game or absence etc, do write so in the OoC thread or PM me.
If a player goes absent for more than 4 days without words I will play them for a week, if still no words, I will likely consider replacement, and after two weeks they will leave the game, one way or another.
So with that said, you are allowed to have a life, just let me know if you are unable to post in a given period due to vacation, sickness etc.
I am very lenient and understanding if told up front.

Experience:
Can't live without it. XP for short is given after battles, via PM, after great RP or so, and whenever it is seen fit.
All experience is handled via PM, and won't be disclosed to others than you personally.

Combat and initiative:
Try to avoid it, but eventually one can find one self in the middle of a battle.
In said events, I as the storyteller will inform you all of said and start the combat.
For easier flow of the game, I will roll and handle initiative, and let you focus on roleplaying and determining combat actions.
Said actions should be written at the bottom of your post, preferably in orange to indicate such.

Example:
Erhart grabbed his mighty axe and swung it at the rapid war hound, who charged at his throat with vileness and anger.
With a brisk swing, he chops down at the foul beast, loud thud heard as the creatures skin is broken and blood pour out, covering the ground in a heavy paste of guts and gore.


Attack vs Hound(coordinates here if needed):
Half Action: Erhart attacks with two handed axe. Rolls: 34 vs WS:45. Hit.
Location: 43(left arm/left front leg - you don't have to include this.)
Damage: 9 wounds.
Move action: From x,y to x,y(coordinates).
Free actions: Yells curses at the dog.



Fortune Points:
Equal to your fate point characteristic, these points are refreshed on a daily basis, equaling your CURRENT amount of fate points.

With these points you can do the following:
*Reroll one failed characteristic check or skill check. Can be used any time.
 Only one point can be used if used for an extended test.
*Gain an extra parry or dodge. Meaning you can dodge or parry more than once.
*Gain an extra d10 on initiative, meaning you roll 2d10 and add to your agility characteristic, instead of 1d10 as normal.
*Gain an extra half action to use during your turn.

These points are renewed as you awaken each day.
(See also page 135 of the core book).

Insanity Points:
A point of insanity or IP is attained whenever:
*You receive a critical hit. Points remain after being healed.
*Failing a terror check.
*Truly horrible event - Torture, clawed by mutants, stuck in dark hole etc.

Upon receiving 6 points of insanity(unless the character has the strong minded talent, in which case 8 is the limit), players roll a will power test.
If successful, they avoid the disorder until another point is achieved, if failing they lose 6/8 IP and develop a disorder.
Auto disorders have been removed, and will not affect the players.

This message was last edited by the GM at 13:45, Tue 28 July 2015.

Storyteller
 GM, 2 posts
Tue 26 Aug 2014
at 08:49
Re: Townboard - Handy information/rules and so forth.
Using colors for words etc.
When you speak in character, please pick a color and stick to it.
Start a sentence with " and end it with ", to indicate a spoken line.
All thoughts should be used via italic.
If you wish to leave me a note, either use the private line option or send me a PM.
If using OoC, as in combat(see above), use orange.
If shouting, use caps or bold lettering, whichever suits you the best.

Fate points:
Used to avoid the following.
*When about to die, regardless of the cause.
*Avoiding maiming or loosing limbs.

When using a fate point, evoke so upon reaching the status where you might incur above situation.
Write in the bottom of your post, indicating that you are using a fate point to avoid said event.

Magic sense/Witch Sight:
Used as a skill, this skill like all other skills has to be used to be effective.
Use is not automatic.
While one magically inclined might sense something, he or she can not determined which wind it belongs to nor how strong.
They can however get sensory tastes,smells,sights and such that would indicate the presence of magic.
Storyteller
 GM, 3 posts
Tue 26 Aug 2014
at 08:51
Re: Townboard - Handy information/rules and so forth.
Casting roll with more than one dice:
Please check "record each die" when doing so in case of doubles/triples or worse.

"Career advancement"
As per RAW you need to complete a career before you can go to a Career Exit for 100XP.
Completing means:
1) Purchasing all advances in the Advance Scheme.
2) Purchasing all the skills of the career unless you already have them. In cases of or you must only purchase one of the options.
3) Purchasing all the talents of the career unless you already have them. In cases of or you must only purchase one of the options
4) Acquire all the trappings of the new career
5) Make sense in the grand scheme of things. Storywise/RP wise.
6) The above can be voided in rare cases if a skill/talent etc. required makes no sense, and this will be sorted between the Storyteller and Player via PM.

Career outside exit selection:
Alternatively to that procedure you can always, i.e. at any time, switch to any Basic Career for 200XP and which case you only must comply with 4. and 5 above.

Addendum:
XP cost for all skills/talents etc. are found on page 28 in the core book.

Note: In such case, its a matter of finding teachers etc, which is the same case when, learning new talents and skills. This may add further cost in coins.

Basic skills/skills in general:
As stated in the OoC thread, everyone can use any basic skill, even if they don't have it.
Having the skill allows you to use the full amount of the characteristic for that skill and allows for mastery(+10/+20%).
If you don't have the skill, you are allowed to use half the associated characteristic associated with that skill rounded up.

Example:
You wish to use haggle to buy a new blade but lack the skill.
Checking your sheet you find that you have 33 fellowship, the characteristic associated with the haggle skill. If you had the skill via career or such, you would be allowed to roll versus 33%.
Assuming you don't you would have a base haggle of 33/2 equaling 16.5 rounded up to 17. So 17% without the skill.


Rolling against a skill is voiced by the Storyteller, who will ask you to roll a test against a said number.
This will be portrait as following:
Player x: Please roll a routine(+10) swim check.

This means you check your swim score, add 10% to this and roll versus that number.

Example:
Player x has 24% swim and is asked to roll a routine check. This is against a number of: 24 for his skill, and +10 for the difficult level of routine.
Player x rolls versus 34%.

This message was last edited by the GM at 06:52, Tue 23 Sept 2014.

Storyteller
 GM, 4 posts
Tue 26 Aug 2014
at 08:52
Re: Townboard - Handy information/rules and so forth.
Actions in combat:
Every person has access to 1 full action or 2 half actions per combat round or rephrase, initiative phase.

Basic actions:
Half actions
Aim(+10% ws/bs for one attack)
Cast(Without channeling)
Move(Difficult terrain halves move)
Ready(Draw weapon or item)
Stand or mount
Standard attack

Full actions
Charge attack(+10% ws, must be >4 yards away)
Cast(With channeling)
Disengage(No attacks of opportunity vs. you when leaving combat this way)
Swift attack(Can use more than one attack, must have 2 or more attacks/round)

Varied:
Reload(based on weapon)
Using a skill in combat(Check description)

Advanced actions:
Half actions:
Delay(Saves a half action for later use, before next turn)
Feint(Opposite WS check, if successful, next attack can not be parried/dodged)
Maneuver(move opponent 2yards/1sq in any direction, opposite WS check)
Parrying stance(Can attempt to parry one attack, shield/offhand = free action)

Full actions:
All out attack(+20% to ws, but cannot parry nor dodge)
Defensive stance(No attacks, but all who attack gains -20% WS to hit)
Guarded attack(-10% to all attacks, +10% to parry/dodge)
Jump/leap(Jumping down or leaping across something)
Run(-20% BS,+20% WS versus runner. Allows full speed movement)

Free actions during combat:
Dodge blow(Agi skill check) or Parry(if in stance or having shield/offhand).
Only one of these skill can be used versus one attack, not both.
This means in short, that you can declare either dodge or parry against one attack, but not do this more than once a round.
If you are hit by a foe using more than one attack(via swift attack for instance), you can use parry on one, dodge on the second, but not both parry and dodge on the first attack.

This message was last edited by the GM at 07:34, Tue 20 Jan 2015.

Storyteller
 GM, 5 posts
Tue 26 Aug 2014
at 08:55
Re: Townboard - Handy information/rules and so forth.
Dodge and parry:
Parry can only be done in parry stance(half action), or via using an offhand weapon or shield, which grant one parry attempt as a free action.
This can be done once per round, unless fortune points are spent.

Dodge can be done once per round via use of the dodge blow skill.
Since dodge blow is an advance skill, it can only be used by characters who are trained in the use of this skill and thus you can't use half characteristic on it.
As above, one dodge per round unless a fortune point is spent.

Shooting rules:
Shooting into melee: If you shoot towards a target engaged in melee, a -20% penalty to BS is incurred for doing so.
Extreme range: Shooting double distance of max range of weapon.
Can only be done following an aim action and allows on to shoot farther, albeit with a -30% penalty to BS.
Storyteller
 GM, 6 posts
Tue 26 Aug 2014
at 08:59
Re: Townboard - Handy information/rules and so forth.
Change to Frenzy talent:
As per Dark heresy errata, since the current Frenzy talent is less than desirable.

New talent description:
Frenzy:
You incite yourself into a frothing rage. You must spend one Round psyching yourself up (howling, beating yourself, or the likes.)
The next round, you lose control and go berserk, gaining a +10
bonus to Weapon Skill, Strength, Toughness, and Willpower, but
suffer a -20 penalty to Ballistic Skill and Intelligence.

You must attack the nearest enemy in melee combat if possible.
If you are not engaged with the nearest enemy, you must move towards that
enemy and engage them if possible.
You will not take obviously suicidal actions such as leaping off a building in order to engage someone on the ground, but you will take any actions that have
a reasonable opportunity to engage in melee with the nearest enemy.
While Frenzied, you are immune to fear, pinning, stunning effects, and the effects of fatigue, and you may not parry, retreat, or flee.
You must use the All-Out Attack Maneuver in melee combat if possible.
You remain Frenzied for the duration of the combat.

Some creatures, particularly certain types of daemons, do not need to spend a Round inciting the FrenzyŚ they are either permanently Frenzied or can Frenzy at will. Unless you have a Talent that allows you to do so, you may not use magic powers while Frenzying.

Notes:
For the last bit, there will likely be introduced a talent allowing casting while in Frenzy. This is currently being worked on, so bear with me.

Composed fury:
Prerequisites: Frenzy.
You channel your madness and hate into your spellcasting.
You may use spell casting whilst in a Frenzied state.
Storyteller
 GM, 7 posts
Tue 26 Aug 2014
at 09:01
Re: Townboard - Handy information/rules and so forth.
Death and fate points usage.
In the event of dying, which does occur, but hopefully won't, players can waver the right to use it, choosing death as an option.

By doing so they are allowed to create a new character, with the usual one advancement.

Further advancement may be introduce, but they are on a case to case basis.

Skill advancement, XP usage and the likes:
Highlighted for importance.
Any character can buy a skill, class wise or not, assuming there is roleplay viable reasons for it. This is sorted via PM's as is the price of it.
This goes for talents as well, and selecting careers not normally available.
See it as an expansion and slight moderation of the core rules which stands for all else.


Gaining XP:
Will be sorted via PM.
Desires to spend XP is handled via this PM as well. As are career advancements and the likes.
Storyteller
 GM, 8 posts
Tue 26 Aug 2014
at 09:12
Re: Townboard - Handy information/rules and so forth.
Change to knight Career:
Using sub-rules from Tome of Salvation.(Page 208)

Add the following skills available to the knight/knight of the inner circle careers:

Templar of(Order name) - Gained:

Templar of(Order name) - Gained:
Manaan(Any) - Row, Sail, Swim
Morr(Black guards)- Academic. Knowledge (Necromancy), Menacing, Perception
Myrmidia(Order of the Blazing Sun) - Common Knowledge(Estalia or Tilea),
Seasoned Traveller, Specialist weapon Group(anyone)
Myrmidia(Order of the Righteous Spear) - Common Knowledge(Estalia or Tilea), Specialist Weapon Group(any one), Warrior Born.
Sigmar(Any) - Command, Intimidate, Etiquette.
Taal & Rhya (Longshanks)- favoring Scout and Targeteer career; they gain
no additional benefits.
Ulric(Any)- Intimidate. Frenzy. Menacing and Specialist Weapon Group (White Wolf Hammer)*
Verena(Any)- Perception. Secret Language(any one),
Speak Language(any one}, Strong-Minded.

White wolf Hammer
Errated - Has impact. As it has tiring, in accordance to old world armory(page 36.), it should also have impact.

As stated - Tiring: Impact only works doing the first round of melee.


For Priests, use the following:

The Cult of Manann
Initiates of Manann start with the Swim skill in addition to their normal
career skills. Priests of Manann can, at their option, learn the following skills
as part of their careers: Row, Sail, and Trade (Shipwright).

The Cult of Morr
Initiates of Morr start with the Intimidate skill in addition to their normal
career skills. Priests of Morr can, at their option, learn the following skills
and talents as part of their careers: Academic Knowledge (Necromancy),
Menacing, and Trade (Embalmer).

The Cult of Myrmidia
Initiates of Myrmidia start with the Strike to Injure talent in addition to
their normal career skills. Priests of Myrmidia can, at their option, learn the
following skills and talents as part of their careers: Command and Specialist
Weapon Group (any three).

The Cult of Ranald
Initiates of Ranald start with the Sleight of Hand skill in addition to
their normal career skills. Priests of Ranald can, at their option, learn the
following skills and talents as part of their careers: Concealment, Luck, and
Silent Move.

The Cult of Shallya
Initiates of Shallya start with the Heal skill in addition to their normal
career skills. Since the Initiate career already has the Heal skill, this means
Initiates of Shallya get it twice, giving them a +10% bonus (see Skill Mastery
in Chapter 4: Skills and Talents of the Warhammer Fantasy Roleplay Core
Rulebook). Priests of Shallya can, at their option, learn the following skills
and talents as part of their careers: Resistance to Disease, Trade (Apothecary)
and Trade (Herbalist).

The Cult of Sigmar
Initiates of Sigmar start with the Common Knowledge (Dwarfs) skill in
addition to their normal career skills. Priests of Sigmar can, at their option,
learn the following skills and talents as part of their careers: Command,
Speak Language (Khazalid), and Specialist Weapon Group (Two-handed).

The Cult of Taal & Rhya
Initiates of Taal and Rhya start with the Outdoor Survival skill in addition
to their normal career skills. Priests of Taal and Rhya can, at their option,
learn the following skills and talents as part of their careers: Charm Animal,
Navigation and Orientation.

The Cult of Ulric
Initiates of Ulric start with the Strike Mighty Blow talent in addition to their
normal career skills. Priests of Ulric can, at their option, learn the following
skills and talents as part of their careers: Intimidate, Frenzy, and Specialist
Weapon Group (Two-handed) + Specialist Weapon Group (White Wolf Hammer)*

*Storyteller add. Makes sense for the clergy to have access to it.

This message was last edited by the GM at 10:48, Mon 01 Sept 2014.