WFRP online?

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Postby One » Tue Sep 26, 2006 6:03 am

Any places left? I'll play, but dont have any experience in this beforehand.
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Postby Schmeag » Tue Sep 26, 2006 6:12 am

@One
Yak said 1-3 when there were already three in, so I suppose it's not full yet. But I agree with Yak; it is filling up fast. :)

@Yak:
I'm still not sure how this is supposed to work: do we control our actions, or do you? How similar would it be to, say, something like Baldur's Gate or Neverwinter Nights?
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Postby Yak » Tue Sep 26, 2006 8:08 am

You are in complete control of your actions. You can bascally do whatever you want. There is a central story that I as GM will be trying to progress, but you guys will be really adding detail and character to it.

As for the dynamics of the 'murder mystery' it'll be more like an Agatha Christie, but only a few details will e laid on a plate for you. You'll need to question suspects, find clues and then decide who you think 'done it'.

And both of you are welcome to join. When I get to work I'll give you some career choices. One space left, but we don't need to fill it.

A quick word on mechanics: I've rolled up stats for most of you now. The way they work is on percentile basis. As a starting character human all your stats are 20+2d10, thus giving you a stat between 22 and 40, with an average of 31. If you want to, say, climb a wall, I'll roll a test against the relevant stat, probably agility. I roll a d100 (a d10 for the 10's and a d10 for the units). Suppose you had an agility of 36 i would need to roll 36 or less on the d100 for you to suceed.

What will happen is you will tell me what you want to do, and I'll roll to see how sucessful you are in doing it. There are some 'common actions' that you can do at any time, but unless you are skilled in them (which some of you are) you halve the stat before rolling. These range from gossiping to get info from people to intimidating them into doing what you want them to.
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Postby Dalcor » Tue Sep 26, 2006 8:27 am

WHFRP has quite different mechanics in confrontation with DnD and ADnD games like Baldurs Gate or Neverwinter nights. First of all this system is not heroic and match the dark and grim atmosphere of Warhammer World. Actually WHFRP has some realities quite different than WH FB, according ti information I obtained from varisous sources. There are several conversion to get Warhammer Fantasy Role Play into other system - mostly GURPS and D20, because WH FRP system is a little bit weird for normal (understand DnD born) player.

I thing that all mechanics works on percentile dice (d100) and roll is campared to some Difficulty provided by GM, or against your ability scores.

WH FRP is not balanced system and is realy supposed to be used by experienced players ;)

These I heard about and learn about
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Postby Schmeag » Tue Sep 26, 2006 8:36 am

Actually WHFRP has some realities quite different than WH FB


Oh yeah, that was in the Wiki source that Yak provided. So basically, we're "ordinary" people (ie more realistic)? And I read of Fate points - how do they work?

Also, so will this entire thing revolve around a murder mystery, or could we just try and travel to Bretonnia, Lustria, Araby... etc etc (EDIT: Or simply do anything that we want to do), if we felt like it? And are we together as a party, or apart, or could it be either?

EDIT: Who's Agatha Christie?
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Postby Dalcor » Tue Sep 26, 2006 8:52 am

Schmeag wrote:And I read of Fate points - how do they work?



Well See FATE RPG from which FATE points are copied to WH. They works on similar basis. Yak if they are not, please remind me and rewrite this post ;).

FATE points wokrs this way -you stole several narrative rights from the GM. You shall prepare you own scene, you shall meet NPC you want next corner, you shall take you Final Speech in combat round. Actually all James Bonds villains burn theit own FATE points in time James is Dying...

See this RPG: http://www.faterpg.com/dl/FATE2fe.pdf

Schmeag wrote:EDIT: Who's Agatha Christie?

Are you kidding. Famous english detective stories writer. Hercule Poirot is her topmost character. }I thing]
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Postby Schmeag » Tue Sep 26, 2006 9:00 am

So how do you acquire Fate Points? And basically, we can't control the plot if we don't use Fate points?

Are you kidding. Famous english detective stories writer. Hercule Poirot is her topmost character.


I heard of her I think, just didn't know (or forgot) who she was; sounded like a victim of some murder to me. :blink: Regardless, I don't live in the UK and I don't get out much, so that may be why I didn't know of her.
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Postby Dalcor » Tue Sep 26, 2006 9:03 am

Well I realy dont have WH FRP rules, but there is some basics points, and other are reward for you RP ;)

But may be Yak has other opinion, and in WH should be FP slightly different.
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Postby Yak » Tue Sep 26, 2006 9:14 am

Fate points work slightly differntly. Fate point in WFRP is roughly equivalent to 'lives'. If you 'burn' a fate point you come out of a fatal situation alive (but not necessarily unhurt). About to be eaten by a dragon? Now's the time to use a fate point.

Fate points also generate fortune points. At the beginning of each in-game day you get a number of fortune points equal to your current fate points. These do not carry over from day to day. each fortune point can be used to get a reroll. You may never re-roll a re-roll. In this early game I'll be deciding when you might want to be using fortune points.

On your starting charactistic you have a certain number of fate points. This can only go down. As humans has no real advatages over elves dwarves and halflings, they get more fate points. As a human you will have 2-3 fate points, whereas an elf would normally only have 1!

As for controlling the plot, you can control your actions, and your actions only. NPCs are completely controlled by me and the story we're working through.

As for Agatha Christie, she 'pioneered' the get-all-the-suspects-in-a-room-and-acuse-them-all-of-doing-it-before-fingering-the-real-culprit.
Last edited by Yak on Tue Sep 26, 2006 9:16 am, edited 1 time in total.
Yak's 1st Law: Take an eagle if you have a free rare slot
Yak's 2nd Law: There are 4 reasons to take a highborn
Yak's 3rd Law: If you have a treeman and a free Lord slot, make it an Ancient
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Postby Schmeag » Tue Sep 26, 2006 9:15 am

Do you have a reference to a similar game of WHF RP played elsewhere? It might clarify my understanding of it a bit, as I'm still pretty much in the dark about it, despite your explanations. Confusing. :blink:
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Postby Yak » Tue Sep 26, 2006 9:22 am

I think it'll just be easier for us to start, and you'll see how it works.

By the way, a very important tenant of WFRP is that you are not heroes. You are nowhere near being heros. You will start off being pretty rubbish in combat, and it'll be a long time before you get much better. Your aim is not to kill everything in site (as this will probably end in a quick and not very glorious death), but your main aim is to STAY ALIVE.

@Pwmf your career options are:
Messenger
Smuggler
Burgher

@One your career options are:
Bodyguard
Woodsman
Graverobber
Yak's 1st Law: Take an eagle if you have a free rare slot
Yak's 2nd Law: There are 4 reasons to take a highborn
Yak's 3rd Law: If you have a treeman and a free Lord slot, make it an Ancient
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Postby Schmeag » Tue Sep 26, 2006 9:36 am

Ok then. :) At what time will we start? Should we wait for one more? Do we start out together, or apart?
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Postby Yak » Tue Sep 26, 2006 9:42 am

I'll start the thread now. 5 should be fine. Those that have not selected names of careers can post them here or out of character, or even PM me.

I'll start up the thread with some background, and many of your questions will be answered. The adventure is called Noblesse Oblige.

In terms of equipment, you all have a hand weapon (feel free to invent your own type: sword, club, axe, mace, etc, but it is only one-handed, soo no great wepaons, flails or spears - these have other effects). You also have things that you character would be likely to have. The scribe has writing gear, the ratcatcher has some twine and a small but angry dog. None of you have ranged weapons.
Yak's 1st Law: Take an eagle if you have a free rare slot
Yak's 2nd Law: There are 4 reasons to take a highborn
Yak's 3rd Law: If you have a treeman and a free Lord slot, make it an Ancient
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Postby Pwmf » Tue Sep 26, 2006 10:12 am

Messenger sounds fine, name Herbet Krieger, do you need any thing else at this time? Do I decide who I am a mesenger for you will you tell me?
Last edited by Pwmf on Tue Sep 26, 2006 10:14 am, edited 1 time in total.
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Postby Yak » Tue Sep 26, 2006 10:14 am

Nope. The play thread is up. As a messenger you also have a number of sealed messages due to be delivered in Hergig from Talabheim. Your charatcer is suprisingly fast (especially when running away), but slightly anti-social.
Yak's 1st Law: Take an eagle if you have a free rare slot
Yak's 2nd Law: There are 4 reasons to take a highborn
Yak's 3rd Law: If you have a treeman and a free Lord slot, make it an Ancient
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Postby Schmeag » Tue Sep 26, 2006 10:49 am

In terms of equipment, you all have a hand weapon (feel free to invent your own type: sword, club, axe, mace, etc, but it is only one-handed, soo no great wepaons, flails or spears - these have other effects). You also have things that you character would be likely to have. The scribe has writing gear, the ratcatcher has some twine and a small but angry dog. None of you have ranged weapons.


Do we have to have a hand weapon?
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Postby Yak » Tue Sep 26, 2006 10:51 am

Yes. Noone wanders without one. Though it doesn't have to be a conventional weapon. My first character was an agitator who wandered around with a plackard with "There is no green!" written on it (in green paint :P). It worked like a club, but was much more in character.

As a scribe you could use a pen as dagger, or hit people over the head with a big book if you like.
Yak's 1st Law: Take an eagle if you have a free rare slot
Yak's 2nd Law: There are 4 reasons to take a highborn
Yak's 3rd Law: If you have a treeman and a free Lord slot, make it an Ancient
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Postby Dalcor » Tue Sep 26, 2006 11:12 am

I have very *solid* flute, surprisingly. ¨

My two dogs looks like small roe with black backs, small thin mouth full of sharp small teeth. They are supposed to hunt normal rats. I do not have Scavenhounds ;)

Should I have two sets of clothes - working and walking. You know I like my appearance?
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Postby Yak » Tue Sep 26, 2006 11:13 am

Yep everyone has two sets of clothes - normal and 'good' quality. No where near noble's clothes, but not rags.
Yak's 1st Law: Take an eagle if you have a free rare slot
Yak's 2nd Law: There are 4 reasons to take a highborn
Yak's 3rd Law: If you have a treeman and a free Lord slot, make it an Ancient
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Postby Schmeag » Tue Sep 26, 2006 11:15 am

The feathered quill shall do nicely then. ^_^ What about fists, though?

Normal Clothes: What could I put here?
Good Clothes: Maroon Robe
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Postby Yak » Tue Sep 26, 2006 11:22 am

Hose, tunic, you know, basic commoner clothes. If you fight with fists, unless you have skills in street-brawling, you will be at a -5 strength bonus, and thus unlikely to do any real damaga. A thug might have knuckle dusters, and so only be at a -2 strength bonus, but fists are fairly ineffectual.

To give you an idea of what this means, when you hit something you roll a d10 and add you strength bonus (you strength divided by 10, rounding down - basically the first digit of your strength). Then you subtract the person hit's toughness bonus (as per strength bonus but using toughness) and any armour they have on the location you hit them.

Example. You hit a goblin with your sword. you are strength 33 so you have a strength bonus of 3. You roll a 5, which makes 8. The goblin is toughness 35 so has a toughness bonus of 3. You hit it on the arm, where it has leather armour with 1 armour point. So 5+3-3-1=4 wounds of damage.

Had you hit it with your fists you would take 5 from the result, meaning you don't do any damage to the goblin.
Yak's 1st Law: Take an eagle if you have a free rare slot
Yak's 2nd Law: There are 4 reasons to take a highborn
Yak's 3rd Law: If you have a treeman and a free Lord slot, make it an Ancient
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Postby Schmeag » Tue Sep 26, 2006 11:56 am

Normal clothes: Basic Commoner clothes

But a feather quill would be the same as a knife/sword/axe?
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Postby Yak » Tue Sep 26, 2006 11:57 am

For all intenets and purposes, yes. IRL no, but whatever. If you want to stab someone with a quill, good luck to you!
Yak's 1st Law: Take an eagle if you have a free rare slot
Yak's 2nd Law: There are 4 reasons to take a highborn
Yak's 3rd Law: If you have a treeman and a free Lord slot, make it an Ancient
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Postby Schmeag » Tue Sep 26, 2006 12:03 pm

It would just seem out of character for my character to be in possession of a weapon; like the weapon your character used in your anecdote.
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Postby Dalcor » Tue Sep 26, 2006 12:19 pm

Yak is it possible that my character will be from kislev, as polish and czech is very close to each other...?
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