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House Rules & Game Tweaks.

Posted by NarratorFor group 0
Narrator
GM, 3 posts
Tue 22 Jun 2021
at 03:27
  • msg #1

House Rules & Game Tweaks

Dramatic Fate Points
Inspired by Drama Points from Buffy the Vampire Slayer RPG


In addition to the normal uses a Fate Point has in WFRP (core rulebook p. 198), you may use your Fate Points to accomplish things that might not be possible under normal circumstances.

A player has to announce their character is using a Fate Point during the declarations phase of their turn, or before rolling during non-combat situations. Fate Points may be used in the following additional ways:

Heroic Feat
By spending a Fate Point, the character gets a +30 bonus on some value. This can be an attack or defense roll, or any use of a skill, or even an Insanity Test or something of the like. The Heroic Feat can also make things hurt more; the bonus is added to the base damage. Also, only one Heroic Feat may be performed in a turn.

I Think I'm Okay
For a mere Fate Point, half the Wound damage (round down) the character has taken up to that point is healed. I Think I'm Okay can only be used once per turn, but it can be used several turns in a row, each halving whatever damage remains. If the character had suffered enough damage to be incapacitated or unconscious, however, healing does not necessarily awaken them. You decide if the time is right for the character to revive and join the action.

Plot Twist
Once per game chapter, each character can spend a Fate Point and get a "break." This is not a Get Out Of Jail Free card. If the PC stupidly walked into a vampire's lair and she is surrounded by a horde of bloodsuckers, a Plot Twist won't allow her to escape unscathed. If the GM decides that a Plot Twist is not possible, the player gets back the Fate Point.

Righteous Fury
By spending two Fate Points, the character gets a [+5?] bonus to all attack actions, including magical attacks, for the duration of the fight. These benefits are cumulative with Heroic Feats, above. Problem is, an appropriate provocation is necessary to invoke the Righteous Fury rule. A player can't decide their character is angry about the existence of Orcs, or Chaos, or even the suspicious meat pie they were sold by a Halfling vendor at the market. They need to be truly provoked.
Narrator
GM, 4 posts
Tue 22 Jun 2021
at 03:28
  • msg #2

House Rules & Game Tweaks

Consume Alcohol and Tobacco
From Alcohol and Tobacco Rules Expansion by Jackdaws


Alcohol is measured in Alcohol Units (AU). All Tests against intoxication are based on the amount of AU the character consumes.

When your character begins to drink, they will each have their own alcohol tolerance levels based on their Toughness score. As they drink, they will progress through stages of drunkenness as they fail Consume Alcohol Tests.

The stages are:

• Tipsy. -10 to all Tests and -2 to all Casting Rolls. These penalties do not include Tests against Torture, Intimidate, Unsettling, Frightening, or Terrifying. The effects of alcohol on a Tipsy character will fade after 1D10/2 hours.

• Intoxicated. -10 to all Tests, -1 Movement and -4 to all Casting Rolls. Again, these penalties do not include Tests against Torture, Intimidate, Unsettling, Frightening, or Terrifying. The effects of alcohol on an Intoxicated character will fade after 1D10 hours, after which the character must make a Challenging Toughness Test to avoid getting a hangover for 1D10+2 hours. Resistance to Poison or Very Resilient adds +10 to their roll (cumulative).

Following this, the character will be required to make a Consume Alcohol Test any time they drink more, with an increasing difficulty the more they drink.

• Drunk. -20 to all Tests, -1 to Movement, and -6 to all Casting Rolls. While these penalties still apply in cases of Torture, Intimidation, etc., Drunk characters get a +10 bonus to these Tests. You may also be selected to roll on the secret Stupid Things I Did While Drunk table that I have. The effects of alcohol fade after 1D10+2 hours, after which the character must make a Challenging Toughness Test to avoid getting a hangover for 1D10+2 hours. Resistance to Poison or Very Resilient adds +10 to their roll (cumulative).

• Hammered. -30 to all Tests, -2 to Movement, -8 to all Casting Rolls. After these penalties are applied, +10 to Tests involving Torture, Intimidation, etc., as above. All spellcasters add +1D10 to their Casting Rolls, but only for the purposes of Tzeentch's Curse. The effects of alcohol fade after 1D10+4 hours, after which the character must make a Hard Toughness Test to avoid getting a hangover for 1D10+2 hours. Resistance to Poison or Very Resilient adds +10 to their roll (cumulative).

• Stinking Drunk. Roll on the Stupid Things table at +2. The next sip of alcohol will drop your character immediately. -40 to all Tests, -2 to Movement and -10 to Casting Rolls. After penalties are applied, +10 to Tests against Torture, Intimidate, Unsettling, Frightening, or Terrifying. All spellcasters add +1D10 to their Casting Rolls solely for the purposes of Tzeentch's Curse. The effects of alcohol fade after 1D10+8 hours, after which the character must make a Hard Toughness Test to avoid getting a hangover for 1D10+2 hours. Resistance to Poison or Very Resilient adds +10 to their roll (cumulative).




Tobacco can be pretty strong for the unaccustomed smoker, and strength varies by plant strains. Anyone accustomed to smoking won't need to make any Tests when smoking tobacco that they're used to, but when trying a new type of tobacco or smoking something when they aren't in the habit of doing so, characters will make a Toughness Test based on the strength of the tobacco.

Resistance to Poison grants a +10 bonus, as does Very Resilient (cumulative).

Dwarfs gain a +20 bonus and Halflings a +10 bonus to this Test.

Failure means that the character is doubled over in a fit of coughing and may also vomit; in any case, they will feel ill, incurring a -10 penalty to all Tests for 1D10 rounds. Every degree of failure will bring 1 additional hour of queasiness.
Narrator
GM, 5 posts
Tue 22 Jun 2021
at 03:35
  • msg #3

House Rules & Game Tweaks

Tests Tweaked

Taking a bit from 4e, and to make the life of a wizard less of a death sentence, the additions of tests make simple things much more common to do, while making harder things as hard as they are supposed to be.

*Very Easy +40

*Easy +30

*Average +20

*Challenging 0

*Difficult -10

*Hard -20

*Very Hard -30
This message was last edited by the GM at 03:36, Tue 22 June 2021.
Narrator
GM, 7 posts
Tue 22 Jun 2021
at 04:02
  • msg #4

House Rules & Game Tweaks

Races, characters, and the blessing of Ranald
Fortune smiles on the greedy!

RACES AVAILABLE:

ELVES: 1

DWARVES: 2

HUMANS/HALFLINGS: No limit.

Gnome: Go for it buddy.

If you make an application SPECIFICALLLY requesting to be a certain race, you will have to fight with others to secure it. Best application wins. However, those who ROLL a race randomly may keep it regardless of what's been taken.

Making a Ranald-Blessed character
AKA a fully random, let the dice decide character

Affectionately known as 'The trial of the foolhardy', this is mostly an offer to keep grognards entertained and keep a particularly old campaign fresh. So, if you agree to this, you roll everything about your character. From your class and race, to name and birthday. Doing so is reckless, random, and largely unheard of. However, word is on the street that a certain trickster god might take a shining to you and give you a reward of some sort...
This message was last edited by the GM at 05:32, Tue 22 June 2021.
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