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 WFRP Homebrew Rules

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Carnelian
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Join date : 2017-10-20
Age : 43
Location : UK

PostSubject: WFRP Homebrew Rules   Fri Oct 20, 2017 1:50 pm

Here is a link to the pdf homebrew http://jmp.sh/B25PEr1

Game Rules
This homebrew is based on the core DH2 & Only War rules which we will use for combat, skills and talent tests.

The homebrew covers the following
1. Character Creation (aptitude system)
2. Equipment & Encumbrance
3. Gods & Clerics
4. Magic & Arcane spell users


Please take time to look through the pdf as you will need it to generate your character.
The rules have been play tested but only briefly. Therefore during play we may find gaps in the rules or areas that do not work for a fantasy setting, these will be worked on as we go.


The Game World
We will be playing in the Warhammer Fantasy world with the adventure initially starting out in the Old World. For those that know we will be playing in a time before Games Workshops ‘End Times’. It is not an issue if you do not know much or anything about the Old World as there are plenty of ignorant folk about. I’ll be more than happy to field any questions you have or point you to useful websites if you seek information about the world which will help you flesh out your character.


Character Creation

1. Read the pdf and ask me questions if anything is unclear
2. If you have a character idea that isn’t covered by the roles and backgrounds in the character creation section we can homebrew something up. There is already a guide on how to do this in the pdf.
3. Characters will start out with 2000xp
4. All characters start with a value of 30 Wealth (influence type mechanic)
5. Alongside starting weapons and armour, players begin with the following picks from any equipment table other than Weapons & Armour
- Any amount of abundant and plentiful items
- 3 common availability items
- 2 average availability items
- 1 scarce availability items
- Remember encumbrance rules (see PDF)


Last edited by Carnelian on Thu May 31, 2018 1:37 pm; edited 4 times in total
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Carnelian
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PostSubject: Re: WFRP Homebrew Rules   Fri Oct 20, 2017 2:14 pm

House Rules

1. Assisted skill rolls. Anyone with the skill listed (even untrained), can assist. No roll is required to assist and up to a maximum of two people can help. Only the person being assisted makes a roll. A bonus of +10 is gained for each person assisting.

2. Charge Action. Black Crusade charge rules... The target must be at least four metres away, but still within the attacker’s Charge Move. The last four metres of the Charge must be in a straight line so the attacker can build speed and line up with his target. Once the attacker reaches his target, he may make one of the following Actions: a Standard Attack (melee only), Swift Attack, or All Out Attack. In doing so he follows all of the rules for these Actions, however these Actions are considered to be a part of the Charge Action. If the Charging character is unarmed, he can attempt to Grapple his opponent instead of inflicting Damage. See Grappling, page 237.
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Carnelian
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PostSubject: Re: WFRP Homebrew Rules   Wed Nov 22, 2017 12:00 am

Updated house rules.
- Assisted Skills
- Charging
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PostSubject: Re: WFRP Homebrew Rules   Thu May 31, 2018 1:38 pm

Updated PDF v0.7
- Witch Hunter role added
- Tidied up Rune Crafting section (p140) to get all the detail in one place for crafting runes
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