D&D 4E Warhammer World Fantasy 4E D&D ..House Rules/House Rulebook

Emirikol

Adventurer
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This is a thread for using the Warhammer Fantasy "Old World" for 4th Edition D&D campaigns.

I'm not talking about full conversion overload of course, but I'd like to see some simple, seemless proposals to make D&D 4e work in THE OLD WORLD.

Warhammer Fantasy Role Play (WFRP), roleplaying with D&D 4e.

MY HOUSE RULEBOOK IS ATTACHED (LANDSCAPE FORMATTING) - 8/2/08



jh
P.s.: Here is a 3.5 conversion, although complete, could be considered "overkill". http://forums.gleemax.com/showthread.php?t=698245
 

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Emirikol

Adventurer
Emirikol's 4e D&D Warhammer Fantasy Role Play Rules

THE OLD WORLD
A Grim World of Perilous Adventure
Empire Campaign
4th Edition D&D House Rules for the WARHAMMER WORLD

Version: 8/2/2008

~“Ulric spare us,” Broch gasped, and raised his arquebus, drawing back the wrapper and pausing only to touch the silver charm of true aiming he had tided around the handgrip. Then It turned, nostrils flaring, and brayed as it faced the charging rat-catcher; its brown, spatulate teeth bared, its tongue blue as the spittle spattered out. “That’s right, you filth. Smile,” whispered broach. He had a good aim.

DUNGEONMASTER: jay h (email)
DISCUSSION GROUP: http://groups.yahoo.com/group

Chapter 1 How To Play
Welcome to the Warhammer 4e D&D campaign! The Warhammer D&D game differs from “traditional” D&D in one big way. It is grim and gritty. That means that for the DM to stay with theme, characters will die and they may die in completely senseless ways. Life and death is unfair. Get used to it. BACKGROUND: This campaign is set in THE EMPIRE (of Sigmar). It is the year 2522 and northern Empire is still reeling from a massive attack by the chaos demons of the northlands. The first scenario Schloss auf Schatenfiel (Keep on the Shadowfell) will be set just east of Wurtbad in STIRLAND..in the town of Winterhafen.


Chapter 2 – Making Characters
Random WFRP character generator URL

Ability Score Generation - Method I or Method II

Replacement Characters - New PC’s arrive at as the same level and similar gear. All dead character gear is buried with the character. Raise dead does not exist.

Character Background - Make sure you write down appropriate material for your background such as: homeland, family, social class, prior career, religion, friends, enemies, prized possessions, distinguishing marks, loyalties, etc. Initial human characters should be from The Empire where feasible. Read up on the history of your area and race on a WIKI!

Chapter 3 – Character Races
Dwarf
Homeland: Karak Norn (Grey Mtns), Karak Izor (the Vaults), Karak Hirn (Black Mtns), Krak Kadrin (Worlds Edge Mtns), Zhufbar (Worlds Edge Mtns), Barak Varr (the Black Gulf), or Empire Province (see Human List).
Male Names: Bardin, Brokk, Dimzad, Durak, Garil, Gottri, Grundi, Hargin, Imrak, Karfun, Jotunn, Magnar, Mordrin, Nargond, Orzad, Ragnar, Norri, Torri, Thingrim, Urgrim
Female Names: Anika, Asta, Astrid, Berta, Birgir, Dagmar, Elsa, Erika, Franziska, Greta, Hunni, Ingrid, janna, Karin, Petra, Sigrid, Sigrun, Silma, Thylda, Ulla
Languages: Dwarvish, Khazalid, Reikspiel

Eladrin / High Elf / Asuri
Homeland: The Island of Ulthuan
Names: As elf
Languages: Elvish, Reikspeil

Elf / Wood Elf / Asrai
Homeland: City of Altdorf, City of Marienburg, Laurelorn Forest, The Great Forest, Reikwald Forest
Male: Aluthol, Amendil, Angran, Cavindel, Dolwen, Eldilor, Falandar, Farnoth, Gildiril, Harrond, Imhol, Larandar, Laurenor, Mellion, Mormacar, Ravandil, Torendil, Urdithane, Valahuir, Yavandir
Female: Alane, Altonia, Davandrel, Eldril, Eponia, Fanriel, Filamir, Gallina, Halion, Iludil, Ionor, Lindara, Lorandara, Maruviel, Pelgrana, Siluvaine, Tallana, Ulliana, Vivandrel, Yuviel
Languages: elvish, Eladrin, Reikspiel

Half-Elf
Homeland: Human or elf lands
Languages: Elvish, Reikspiel
Notes: half-elves are very rare in Warhammer and not particularly well-trusted by either race.

Halfling
Homeland: The Moot or Empire Province
Male: Adam, Albert, Alfred, Axel, Carl, Edgar, Hugo, Jakob, Ludo, Max, Niklaus, Oskar, Paul, Ralf, Rudi, Theo, Thomas, Udo, Viktot, Walter
Female: Agnes, Alice, Elena, Eva, Frida, Greta, Hanna, Heidi, Hilda, Janna, Karin, Leni, Marie, Petra, Silma, Sophia, Susi, Theda, Ulla, Wanda
Languages: Reikspeil, Halfling

Human
Homeland: Empire (Provinces: Averland, Hochland, Middenland, Nordland, Ostermark, Ostland, Reikland, Stirland, Talabecland, Wissenland). Foreign countries: Kislev, Brettonia, Estalia, or Border Princes
Male Names(Empire): Adelbert, Albre
cht, Berthold, Dieter, Eckhardt, Felix, Gotfried, Gustav, Heinz, Johann, Konrad, Leopold, Magnus, Otto, Pieter, Rudiger, Siegfried, Ulrich, Waldemar, Wolfgang
Female Names (Empire): Alexa, Alfrida, Beatrix, Bianka, Carlott, Elfrida, Elise, Gabrielle, Gretchen, Hanna, Ilsa, Klara, Jarla, Ludmilla, Mathilde, Regina, Solveig, Theodora, Ulrike, Wertha
Languages: Reikspiel, Kislev, or Breton
Notes: Bretonnians have French-sounding names. Kislevites have Slavic-sounding names.

Dragonspawn and Tieflings (NPC ONLY): They are considered green-skins or chaos-spawn. In either case, they are typically destroyed on sight.

Chapter 4 – Class and WFRP Career
Roll for or choose 1-2 role-playing careers. Reference your career and click on the link below to come up with an “exit career” or where your character is “heading.” Career List and Exit References

BASIC CAREERS
1. Agitator
2. Apothecary -SH
3. Apprentice Runesmith(dwarf)
4. Apprentice Wizard
5. Barber-Surgeon
6. Boatman
7. Bodyguard
8. Bone Picker
9. Bounty Hunter
10. Burgher
11. Camp Follower
12. Charcoal Burner
13. Chimneysweep -FON
14. Coachman
15. Deep watcher -WC
16. Dung Collector-FON
17. Embalmer-NDM
18. Entertainer
19. Envoy
20. Exciseman-:):):)
21. Ferryman
22. Fisherman
23. Frogwife
24. Gambler-SH
25. Grave Robber
26. Grave Warden-NDM
27. Hedge Wizard
28. Hunter
29. Initiate
30. Jailer
31. Lamplighter-SOA
32. Litigant-:):):)
33. Marine
34. Mercenary
35. Messenger
36. Militiaman
37. Miner
38. Newssheet Vendor-SOA
39. Noble
40. Norse Berserker
41. Outlaw
42. Outrider
43. Peasant, average
44. Peasant, wretched
45. Peasant, serf/bonded
46. Peasant, pauper
47. Peasant, bumpkin
48. Peasant, countryman
49. Peasant
 
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Emirikol

Adventurer
50. Peasant, average
51. Penitent-TOS
52. Protagonist
53. Raconteur-SH
54. Rat Catcher
55. Roadwarden
56. Riverwarden -WC
57. Rogue
58. Scribe
59. Seaman
60. Servant
61. Sewer Jack-AOM
62. Shieldbreaker
63. Smuggler
64. Soldier
65. Squire
66. Stevedore-WC
67. Student
68. Swampaire
69. Temple Guardian-TOS
70. Thief
71. Thug
72. Toll Keeper
73. Tomb Robber
74. Tradesman
75. Vagabond
76. Watchman
77. Wrecker-WC
78. Woodsman
79. Zealot
80. FOREIGNER (Roll d30 below)
1. Anchorite (B.P) –RC
2. Apprentice Witch-Kislev, female-RotIQ
3. Badlander (B.P) RC
4. Bear Tanner (kiz)-RoIQ
5. Bondsman (nors)-TOC
6. Carcassonne Shepherd (Bret)-KotG
7. Cenobite (BP)-RC
8. Chekist-Kiz-RoIQ
9. Drover, Kiz, RotIQ
10. Estalian Diestro –wfrp
11. Grail Pilgrim, Bre-Kotg
12. Herrimault,Bre-Kotg
13. Horse Coper, Kiz, Rotiq
14. Kislevite Kossar, wfrp
15. Knight Errant, Bre-kotg
16. Norse Maledictor, random mutation-TOC
17. Man-at-arms, bret, kotg
18. Marauder, nor, Kurgan or Hung, TOC
19. Mediator, bret, kotg
20. Muleskinner, BP, RC
21. Norse Berserker, WFRP
22. Pilgrim, any, TOS
23. Norse Reaver, TOC
24. Norse Seer, TOC
25. Norse Skald, TOC
26. Steppes Nomad, ungol from kislev, rotiq
27. Strigany Mystic, NDM
28. Norse Whaler TOC
29. Wise Woman, Kiz, female, ROTIQ
30. Roll on Basic Chart Instead

ADVANCED CAREERS
May not be taken until 7th level
1. Anointed Priest
2. Artisan
3. Assassin
4. Captain
5. Cat Burglar
6. Champion
7. Charlatan
8. Courtier
9. Crime Lord
10. Demagogue
11. Engineer
12. Explorer
13. Fence
14. Friar
15. Guild Master
16. Herald
17. Highwayman
18. Innkeeper
19. Journeyman Wizard
20. Knight
21. Knight of the Inner Circle
22. Master Thief
23. Master Wizard
24. Mate
25. Merchant
26. Navigator
27. Noble Lord
28. Outlaw Chief
29. Physician
30. Pit Fighter
31. Politician
32. Priest
33. Racketeer
34. Scholar
35. Scout
36. Sergeant
37. Spy
38. Steward
39. Veteran
40. Witch Hunter


Chapter 5 – Skills
Any class may take any skill, but must take at least the base listed specific skill. Note new skill challenges in errata.

Chapter 6 – Feats & Powers

Chapter 7 – Equipment
Firearms (cost 40 gp each, powder and shot are 1 gp for 5 shots). Firearms have a superior bonus and are noisy.
Blunderbuss: 1d12. Reload 2 standard actions. Range: 5/7. May be loaded with glass, nails, rocks, etc.
Firearm/arquebus: 1d12. Reload 2 standard actions. Range: 8/15
Hochland Long Rifle: 1d12. Reload 2 standard actions. Range: 15/30
Pistol 1d12. Reload 2 standard actions. Range: 5/9

Chapter 8 – Adventuring
LOOTING BODIES: 25% of armor and 50% of weapons on looted bodies are serviceable. Loot may be wasted for experience points (TBD).

Chapter 9 – Combat
Sacrificial Armor
Two points of AC sacrificed knocks damage down either 10 points or a d20 roll of damage. Armor may be repaired; % cost of armor)

Sacrificial Weapons
You can sacrifice a weapon for a heroic blow. On a roll of a natural "1" you have two options:
1. Lose the weapon 10 feet away in a d4 direction (N,S, E,W) or
2. Do a x3 rolled critical but the weapon (or bow/gun) is DESTROYED (plussed weapons drop by 2 plusses, but may be repaired; % cost of weapon)

Chapter 10 – Rituals & Magic

Chaos Manifestations in Spellcasting
Magic is the use of raw chaos regardless if you are an arcane or divine caster.. Chaos may manifest on any magical power that requires a d20 dice roll or any ritual. When a natural "1" is rolled, the player has a choice: Lose access to that power for the next 24 hours or THE DM rolls on the chaos manifestation chart (see chaos chart in WHFRP).

Colleges of Magic
Table 7-1: The Colleges of Magic from Altdorf
Common Runic Associated
Color Name Name College of Magic Associated Lore
White Light Hysh Light Order Light
Blue Celestial Azyr Celestial Order Heavens
Yellow Gold Chamon Gold Order Metal
Green Jade Ghyran Jade Order Life
Brown Amber Ghur Amber Order Beasts
Red Bright Aqshy Bright Order Fire
Grey Shadow Ulgu Grey Order Shadow
Purple Amethyst Shyish Amethyst Order Death NO!)



APPENDIX I:
Divine Chaos Manifestation Charts
D20 Wrath of the gods.
1-3 Unearthly vision: Your God chooses this time to grant you a symbolic but confusing vision, This stuns you for 1 round. But the spell still works if you made the Spell check
4-6 Prove your devotion: A few more prayers are needed to finish casting the spell. Add one move action to the casting time of the spell.
7-9 You try my patience: You cannot cast another spell for 1d10 rounds. But the spell still works if you made the Spell check.
10-12 your cause is unworthy: Your spell fails, even if you made the spell check.
12-14 Stinging rebuke: Not only does your spell fails, but you also lose 2 wis for the next 1 minute.
15-17 What will you sacrifice for this boon?: You take 2d6 damage.
18-19 You have sinned against me: You have somehow angered your god, you must kneel and repent for 1d10 rounds. This renders you helpless.
20 Daemonic interference: Your prayer is answered, but not by your god. Roll on the Major chaos manifestation instead.
..


APPENDIX II: Arcane Chaos Manifestation Chart
Tell the DM when you roll a “1” on your check and he will determine your result using this chart as a guideline for his rat bastardy.

D20 Petty chaos manifestation. (Level 1-3)
1-2 Witchery: within 30 feet of you, milk curdles, wine goes sour, and food spoils.
3-4 Rupture: You nose begins to bleed and continuous until you make a fort save DC 15. You can test once per round.
5-6 Poltergeist: Small items (up to 1 lb) in a 10 feet radius around you hoers in the air for a few seconds and then fall down.
7-8 Breath of chaos: A cold and unnatural wind blows through the area.
9-10 Horripilation: Your hair stands on end for 1d10 rounds.
11-12 Stench of chaos: A foul sulphuric smells spreads in the air around you, it disperses within a few rounds.
13-14 Haunted: Ghostly voices fills the air for the duration of your spell.
15-16 Aethyric hit: The magical energy coursing through you causing you to lose 1 hp.
17-18 Dumbfounded: You channel too much magical energy. You use one less d20 in spells checks for the next 1d10 mins.
19 Whimpsy: The GM can choose any result from this list or make up a comparable minor manifestation.
20 Unlucky: Roll on the Minor Chaos manifestation list

D20 Minor chaos manifestation. (Level 4-10)
1-2 Kickback: The force of the aethyr knocks you down. You are prone.
3-4 Migraine: A surge of magical energy hammers through your mind giving you a severe migraine. Roll a fort save DC:15 every hour to get rid of it.
5-6 Intoxication of chaos: Roll a Will power check DC: 15 or lose -2 int for the next 1d10 mins.
7-8 Wyrdlight: You glow with an eerie light for 1d10 rounds.
9-10 Aethyric haze: The winds of magic fills your entire vision, temporarily blinding you. You are blind for 1d6 rounds.
11-12 Unnatural aura: Animals within 30 feet of you get spooked, and unless controlled by a successful Handle Animal check (DC:15), flees from the wizard.
13-14 Life of chaos: A small daemonic creature from the Realm of chaos slips trough and scuttles away into a dark corner. If attacked or threatened it will defend itself, having the same statistics as a small animal.
15-16 Aethyric shock: The magical energy coursing through you causing you to lose 1d6 hp.
17-18 Mental blow: You channel too much magical energy. You use one less d20 in spells checks for the next 1d10 rounds.
19 Morbid humor: The GM can choose any result from this list or make up a comparable minor manifestation.
20 Blind fate: Roll on the Major Chaos manifestation list

D20 Major chaos manifestation. (Level 10+)
1-2 Witch eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.
3-4 Silenced: You lose your voice for 1d10 rounds.
5-6 Overload: You are overwhelmed by magical energy and are stunned for 1 round.
7-8 Craven familiar: A daemon imp (stat to come) appears from the aethyr and attacks you next round.
9-10 Chaos foreseen: You get a glimpse of the Realm of Chaos and gain 1 insanity point. (you can chose the Dark Magic feat next time you can chose a feat)
11-12 Aethyric attack: Magical energy burns though you, causing you to lose 2d6 hp.
13-14 Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Con is reduced by 2 for the next 1d10 mins.
15-16 Mind numb: You channel too much magical energy. You use one less d20 in spells checks for the next 24 hrs.
17-18 Daemon possession: You are possessed by a Daemonic entity for 1 min. During this that time, the GM controls all your actions and when you take control of your body again, you’ll have no memory of what you just did.
19 Perverse delight: The GM can choose any result from this list or make up a comparable minor manifestation.
20 Trick of fate: Roll on the Catastrophic Chaos manifestation list

D20 Catastrophic chaos manifestation.
1-2 Wild magic: You lose control of the magic as you cast your spell. Everyone within 90 feet, including you, lose 1d6 HP.
3-4 The withering eye: Chaos energy wracks your body, debilitating your constitution. Your Con is reduced by d10 for the next 1d10 hours.
5-6 Tzeentch lash: Magic powers overwhelms you, knocking you unconscious for 1d10 mins.
7-8 Aethyric assault: The winds of magic lashs out at you. You take 3d6 damage.
9-10 Heretical vision: A Daemon prince shows you a vision of chaos. You gain 1d10 Insanity points. (you can chose the Dark Magic feat next time you can chose a feat)
11-12 Mindeaten: Your ability to use magic is burned out. You can not use magic for the next 24 hours, and then you can only use 1d20. After another 24 hours you can use another d20 and so on, until you reaches full strength again.
13-14 Uninvited company: You attract 1d6 lesser daemons, they appear out of the aethyr within 35 feet.
15-16 Daemonic contract: You suffer 1d10 damage as a 2” rune of chaos burns into your flesh. At a random location. If you ever get 13 of these it will spell out a contract signing your soul over to chaos.
17-18 Called to the void: You are sucked into the Realm of Chaos and are forever lost.
19-20 Dark inspiration: The GM can choose any result from this list or make up a comparable manifestation.
.
 
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Emirikol

Adventurer
KEEP ON THE SHADOWFELL ~ Fitting it into the Empire of Sigmar

KEEP ON THE SHADOWFELL ~ Fitting it into the Empire of Sigmar

The Keep is located in Eastern Stirland in a remote area.

Religious Conversions (p171):
Orcus = "Death Cult of Orcus" p.189
Bahamut (UNCHANGED)
P. 20: Temple: AVANDRA = SHALLYA, Goddess of Healing and Mercy
 

Emirikol

Adventurer
Just as an aside, my first runs of the games will definately be deciding which of these will be "bumping up in level" in the game (again):
* Invisibility
* Raise dead/resurrection/whatever it's called now..probably just remove that one
* Teleport stuff

They can earn it at higher levels instead.

jh
 
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Emirikol

Adventurer
Here are a couple of the non-world related house rules I'll probably institute after KotS playtesting:

1. Marked: You have to have actually 'hit' your target to 'mark' them.
2. Teleport (anything other than rituals): gone. Choose a different equivalent power.
3. (growing)

jh
 

Vikingkingq

Adventurer
Cool stuff:

Some thoughts:

For Asur/Eladrin - instead of the teleport, why not give them an extra standard action as an encounter power, to simulate "Speed of Asuryan."

Maybe allow Rangers to use firearms with their abilities?

Cleric - Sigmarites should have Turn Undead/Chaos, should not be allowed to wear helmets, and should be proficient with Warhammer, Maul. Ulricites should be have some sort of cold-based spells, possibly a howl attack.

Some new Paragon Paths:
Fighters:
Greatsword
Knight (With an Imperial and Bretonnian variant)
Swordmaster/Wardancer (Eladrin/Elf only)

Rogue:
Witch Hunter
Duellist

Cleric:
Warrior-Priest?
Lector, Arch-Lector

Ranger:
Shadow Warrior/Waywatcher (Eladrin/Elf only)

Wizard:
Battlemage
Wizard Lord

Warlocks:
May need an outright ban.
 

pogre

Legend
I'm probably one of the few people around who playtested both of these systems.

I think one thing you need to port over is some sort of Insanity system. Much like Wulf's Bad Axe Grim Tales did for d20.
 

Vikingkingq said:
Cool stuff:

Some thoughts:

For Asur/Eladrin - instead of the teleport, why not give them an extra standard action as an encounter power, to simulate "Speed of Asuryan."
I would suggest a move (or even shift) as a minor action as encounter power. An extra attack action is probably just to powerful.

Maybe allow Rangers to use firearms with their abilities?
Definitely. Ranger = Road Warden => Highwayman. ;)

There should probably be a kind of "Giant Slayer" Paragon Path and "Demon Slayer" Epic Destiny for Dwarves only.

Warlocks:
May need an outright ban.
Consorting with otherwordly creatures (be it demons, feys or "stars") sounds like great NPC material, less so for PCs.
 

Vikingkingq

Adventurer
Mustrum_Ridcully said:
I would suggest a move (or even shift) as a minor action as encounter power. An extra attack action is probably just to powerful.

Considering that it's replacing a Teleport per Encounter, Move or Shift per Encounter is rather weak. Possibly to the extent of making Eladrin a sub-optimal pick, consider that Elves get to re-roll an attack. That's pretty big.
 

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