Karl Green
First Post
OK all the talk of Warhammer of late made me break out all my old WH stuff and start reading it again. Anyway here is the rules that I am setting. What others should I consider due you think? Seem that I got them all or am I missing somthing?
Campaign Planner
Model: Archaic with some streamtech devices (Vehicles) and early firearms
Economic: Currency (copper are called 'pence', silver is called 'shillings' and gold is called 'crowns' or 'royals'; although the characters start with none)
Combat
-Flat-footed: lose Shield Bonus, lose Class Defense Bonus
-Death: Death at 10 +CON modifier
Massive Damage Threshold: CON score + 1/2 level (round down)
Horror
-Horror Saves: Will Save
-Fight-or-Flight Allowed
-Short-Termed Insanity Duration: end of current session
Spell-Casting
-Spell-Burn Die: d6
Other Campaign Options
-Undead/Turn Undead
-Vehicles
Action Points: You re-gain Action Point up to your Max each time you raise a level, plus those awared during play
-Use and renewal: all uses as in Grim Tales, using one Variant: Gain Action Points During Play (all those)
Allegiances: should pick at least two (even if they are Me and Myself)
Armor as Damage Reduction from Unearth Arcane pg. 111
Equipment and Weapons from D&D 3.5 plus firearms as follows (note firearms are NOT build for different sizes. Small sized people (halflings) can use Md in two hands)
Blunderbuss* (cost: 75gp, Damage: 2d8, critical: n/a, Range Inc: n/a, Wt: 7lbs, Type: P, Size: Medium). Ammo: shot (10) 6gp, 3lbs
*is loaded with a bag of small lead pellets, resolved as Breath Weapon Line, with a range of 30ft. Opponents caught in the line-of-fire can make a Reflex save vs. DC15 for half.
Pistol (cost: 150gp, Damage: 2d6, critical: 20/x3, Range Inc: 30ft, Wt: 2 lbs, Type: P, Size: Medium). Ammo: bullets (10), 2gp, 1 lb
Cavalry Pistol (cost: 400gp, Damage: 2d8, critical: 20/x3, Range Inc: 40ft, Wt: 4 lbs, Type: P, Size: Medium). Ammo (10), 3gp, 2lbs
Rifle (cost: 500gp, Damage: 2d8, critical: 20/x3, Range Inc: 100ft, Wt: 8 lbs, Type: P, Size: Large). Ammo (10), 3gp, 2lbs
Gunpowder 1lb for 25gp (enough for 4 blunderbuss shots, 20 pistol, 10 cavalry pistol and rifle shots)
All firearms half the AC and DR bonuses of Armour (man-made)
Non-Human Races… you get 1 less Feat at First level and 4 fewer skills (and 1 fewer skill after first, NO favored classes)
Dwarf - as PHB3.5 but
*Attributes: +2 Str, +2 Con, -2 Dex, -2 Cha
* -2 to all Charisma based skills when dealing with Elves
* Language: Riekspiel and Khazalid (dwarven). Bonus Languages: Dwarven Battle Speak, other Human dialects, Goblin, Grumbarth, Terran
Elf (wood-elves generally only) -as PHB3.5 but
*Attributes: +2 Dex, +2 Cha, -2 Con, -2 Wis
* +10ft Fast Movement (only when wearing no, light or medium armor and not carrying a heavy load)
* -2 to all Charisma based skills when dealing with Dwarves
* Languages: Riekspiel and Eltharin (Elven); Bonus Languages: Ancient Elven, other Human dialects, Sylan
Halfling -as PHB3.5 but
*Attributes: +4 Dex, -4 Str
* Languages: Riekspiel
Some Basic Languages (secret tongues cost twice as many Skill points to learn, different dialects cost half as much, i.e. half-points, one rank gets you two):
Old Worlder
-Albion (Old Worlder dialect of Albion)
-Breton (Old Worlder dialect of Bentonia)
-Estalian (Old Worlder dialect of Estalia)
-Tilean (Old Worlder dialect of Tilea)
-Riekspiel (Old Worlder dialect of the Empire)
-Skavic (Old Worlder dialect of Kislve)
Classic (Imperial Classic or Old Worlder)
Khazalid (language of Dwarfs)
Eltharin (language of Elfs)
Battle (specific for many Knightly orders, etc, easy language)
Arcana (secret tongue spoken generally only by students of magic)
Dark Tongue (spoken by Beastmen and Warriors of Chaos)
Goblin Tongues (dialects spoken by Goblins, Hobgoblins, Orcs and Snotlings)
Ssisssyl'k (secret tongue spoken by Lizardmen)
Grumbarth (spoken by Ogres and Trolls)
Queekish (secret tongue spoken by Skaven)
Aquan (secret water based creatures)
Auran (secret air based creatures)
Ignan (secret fire based creatures)
Terran (secret earth based creatures)
Sylan (secret woodland based creatures)
Some House Rules:
--Add the Adapts primary spellcasting attribute to the 'Casting level check'
--Spell-Burn Drain Damage for Adapts is 'non-Lethal' damage when casting spells equal to or less then their primary spellcasting attribute minus 10 (if above it still applies as CON damage; see Grim Tales). But Burn-Dain damage is equal to the Spell's level +1d6 (so a 0-lvel spell does 1d6 drain, a 1st-level spell does 2d6, etc)
--All healing type spells that resort Hit Points of damage instead only heal 1/2 (round down) the base hit point. The rest (1/2 round up) is converted into non-lethal damage.
--Non-lethal damage is NOT healed by any known Spell and can only be recovered with rest.
A Question I had... what Spell Level do spells go off at? So I know that if I am a Arcane Adapt and have a Int of 16 (+3) I can cast 3rd level spells and below. But at what level do I cast them? Example in the book of a Fireball but it does not list the damage. I am assuming that it is your characters level but I am not sure about it is all...
Campaign Planner
Model: Archaic with some streamtech devices (Vehicles) and early firearms
Economic: Currency (copper are called 'pence', silver is called 'shillings' and gold is called 'crowns' or 'royals'; although the characters start with none)
Combat
-Flat-footed: lose Shield Bonus, lose Class Defense Bonus
-Death: Death at 10 +CON modifier
Massive Damage Threshold: CON score + 1/2 level (round down)
Horror
-Horror Saves: Will Save
-Fight-or-Flight Allowed
-Short-Termed Insanity Duration: end of current session
Spell-Casting
-Spell-Burn Die: d6
Other Campaign Options
-Undead/Turn Undead
-Vehicles
Action Points: You re-gain Action Point up to your Max each time you raise a level, plus those awared during play
-Use and renewal: all uses as in Grim Tales, using one Variant: Gain Action Points During Play (all those)
Allegiances: should pick at least two (even if they are Me and Myself)
Armor as Damage Reduction from Unearth Arcane pg. 111
Equipment and Weapons from D&D 3.5 plus firearms as follows (note firearms are NOT build for different sizes. Small sized people (halflings) can use Md in two hands)
Blunderbuss* (cost: 75gp, Damage: 2d8, critical: n/a, Range Inc: n/a, Wt: 7lbs, Type: P, Size: Medium). Ammo: shot (10) 6gp, 3lbs
*is loaded with a bag of small lead pellets, resolved as Breath Weapon Line, with a range of 30ft. Opponents caught in the line-of-fire can make a Reflex save vs. DC15 for half.
Pistol (cost: 150gp, Damage: 2d6, critical: 20/x3, Range Inc: 30ft, Wt: 2 lbs, Type: P, Size: Medium). Ammo: bullets (10), 2gp, 1 lb
Cavalry Pistol (cost: 400gp, Damage: 2d8, critical: 20/x3, Range Inc: 40ft, Wt: 4 lbs, Type: P, Size: Medium). Ammo (10), 3gp, 2lbs
Rifle (cost: 500gp, Damage: 2d8, critical: 20/x3, Range Inc: 100ft, Wt: 8 lbs, Type: P, Size: Large). Ammo (10), 3gp, 2lbs
Gunpowder 1lb for 25gp (enough for 4 blunderbuss shots, 20 pistol, 10 cavalry pistol and rifle shots)
All firearms half the AC and DR bonuses of Armour (man-made)
Non-Human Races… you get 1 less Feat at First level and 4 fewer skills (and 1 fewer skill after first, NO favored classes)
Dwarf - as PHB3.5 but
*Attributes: +2 Str, +2 Con, -2 Dex, -2 Cha
* -2 to all Charisma based skills when dealing with Elves
* Language: Riekspiel and Khazalid (dwarven). Bonus Languages: Dwarven Battle Speak, other Human dialects, Goblin, Grumbarth, Terran
Elf (wood-elves generally only) -as PHB3.5 but
*Attributes: +2 Dex, +2 Cha, -2 Con, -2 Wis
* +10ft Fast Movement (only when wearing no, light or medium armor and not carrying a heavy load)
* -2 to all Charisma based skills when dealing with Dwarves
* Languages: Riekspiel and Eltharin (Elven); Bonus Languages: Ancient Elven, other Human dialects, Sylan
Halfling -as PHB3.5 but
*Attributes: +4 Dex, -4 Str
* Languages: Riekspiel
Some Basic Languages (secret tongues cost twice as many Skill points to learn, different dialects cost half as much, i.e. half-points, one rank gets you two):
Old Worlder
-Albion (Old Worlder dialect of Albion)
-Breton (Old Worlder dialect of Bentonia)
-Estalian (Old Worlder dialect of Estalia)
-Tilean (Old Worlder dialect of Tilea)
-Riekspiel (Old Worlder dialect of the Empire)
-Skavic (Old Worlder dialect of Kislve)
Classic (Imperial Classic or Old Worlder)
Khazalid (language of Dwarfs)
Eltharin (language of Elfs)
Battle (specific for many Knightly orders, etc, easy language)
Arcana (secret tongue spoken generally only by students of magic)
Dark Tongue (spoken by Beastmen and Warriors of Chaos)
Goblin Tongues (dialects spoken by Goblins, Hobgoblins, Orcs and Snotlings)
Ssisssyl'k (secret tongue spoken by Lizardmen)
Grumbarth (spoken by Ogres and Trolls)
Queekish (secret tongue spoken by Skaven)
Aquan (secret water based creatures)
Auran (secret air based creatures)
Ignan (secret fire based creatures)
Terran (secret earth based creatures)
Sylan (secret woodland based creatures)
Some House Rules:
--Add the Adapts primary spellcasting attribute to the 'Casting level check'
--Spell-Burn Drain Damage for Adapts is 'non-Lethal' damage when casting spells equal to or less then their primary spellcasting attribute minus 10 (if above it still applies as CON damage; see Grim Tales). But Burn-Dain damage is equal to the Spell's level +1d6 (so a 0-lvel spell does 1d6 drain, a 1st-level spell does 2d6, etc)
--All healing type spells that resort Hit Points of damage instead only heal 1/2 (round down) the base hit point. The rest (1/2 round up) is converted into non-lethal damage.
--Non-lethal damage is NOT healed by any known Spell and can only be recovered with rest.
A Question I had... what Spell Level do spells go off at? So I know that if I am a Arcane Adapt and have a Int of 16 (+3) I can cast 3rd level spells and below. But at what level do I cast them? Example in the book of a Fireball but it does not list the damage. I am assuming that it is your characters level but I am not sure about it is all...
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