Imperial Artisans > The Imperial Office

Shadows over Bogenhafen game information thread

(1/3) > >>

rufus sparkfire:
Basic careers

warrior careers
bodyguard
laborer
marine
mercenary
militiaman
noble
outlaw
pit fighter
protagonist (sort of a professional bully)
seaman
servant
soldier
squire
troll slayer (dwarf only)
tunnel fighter (dwarf only)
watchman


ranger careers
boatman
bounty hunter
coachman
fisherman
gamekeeper/poacher
herdsman
hunter
muleskinner (guy who runs a mule train)
outrider (not like the warhammer ones!)
pilot
prospector
rat catcher
roadwarden
runner (dwarf only)
toll keeper
trapper
woodsman

rogue careers
agitator
bawd (I think this is a pimp!)
beggar
entertainer (various subtypes for this one)
footpad
gambler
grave robber
jailer
pedlar
raconteur
rustler
smuggler
thief (subtypes again)
tomb robber


academic careers
alchemist's apprentice
artizan's apprentice (subtypes)
druid
engineer (dwarf only!)
exciseman
herbalist
hypnotist
initiate (to a cult - choose a god)
pharmacist
physician's student
scribe
seer
student
trader
wizard's apprentice


Advanced careers
These can only be entered from certain basic careers. They aren't arranged into classes.

alchemist (spellcaster)
artillerist
artisan (has subtypes - blacksmith, tailor, that sort of thing)
assassin
charlatan
cleric (spellcaster. Must belong to a religious cult)
counterfeiter
demagogue
druidic priest (spellcaster)
duellist
explorer
fence
forger
freelance
giant slayer (dwarf only)
gunner
highwayman
judicial champion
lawyer
mercenary captain
merchant
navigator
outlaw chief
physician
racketeer
sapper
scholar
scout
sea captain
slaver
spy
targeteer
templar
torturer
witch-hunter
wizard
(specialist wizards: illusionist, elementalist, necromancer, demonologist)


Skills list:
acrobatics
acting
acute hearing
ambidextrous
animal care
animal training
arcane language (various)
art
astronomy
begging
blather
boat building
brewing
bribery
carpentry
cartography
cast spells (various)
charm
charm animal
chemistry
clown
comedian
concealment (rural or urban)
consume alcohol
contortionist
cook
cryptography
cure disease
dance
demon lore
disarm
disguise
divining
dodge blow
dowsing
drive cart
embezzling
engineer
escapology
etiquette
evaluate
excellent vision
fire eating
fish
flee
fleet footed
follow trail
frenzied attack
gamble
game hunting
gem cutting
haggle
heal wounds
herladry
herb lore
history
hypnotise
identify magical artifact
identify plant
identify undead
immunity to disease
immunity to poison
jest
juggle
law
lightning reflexes
linguistics
lip reading
luck
magical awareness
magical sense
manufacture drugs/magic items/potions/scrolls
marksmanship
meditation
metallurgy
mime
mimic
mining
musicianship
night vision
numismatics
orientation
palmistry
palm object
pick lock
pick pocket
prepare poisons
public speaking
read/write
ride
river lore
row
rune lore
rune mastery
sailing
scale sheer surface
scroll lore
secret language (various)
secret signs (various)
seduction
set trap
shadowing
silent move (urban or rural)
sing
sixth sense
smithing
speak additional language (various)
specialist weapon (various)
spot trap
stoneworking
story telling
street fighter
strike mighty blow
strike to injure
strike to stun
strongman
super numerate
surgery
swim
tailor
theology
torture
trick riding
ventriloquism
very resilient
very strong
wit
wrestling

rufus sparkfire:
Stats
M = how fast you move
WS = hitting in combat!
BS = hitting with shooting
S = combat damage, and smashing things
T = resistance to damage and disease
W = how much damage you can take before your head falls off
I = reaction speed and ability to notice things
A = number of attacks per combat round
Dex = ability to do complicated stuff with your hands
Ld = ability to lead and inspire others
Int = ability to think and understand
Cl = ability to remain calm in difficult situations
WP = resistance to magic and anything mind-affecting
Fel = social ability  (however, social status is a big deal and may be more important than how nice you are)



Combat works like this:
- as in D&D, you use initiative to see who acts first (no roll though, you just use the stat). Then the combat is divided into rounds, and you can choose to move, charge, shoot, or whatever. Charging gives you a bonus to hit.

To hit someone, you have to roll equal to or less than your WS on a d100. If you hit, you roll a d6 and add your S, then subtract the enemy's T.
Now, to see where you hit them, you reverse the numbers you rolled on your hit roll and check the chart to see if you hit an arm, the head, or whatver (so say you hit with a 32: reverse it to 23, and that means you hit the right arm).
Now you deduct the value of any armour they have from the damage you caused.
Anything left is the number of wounds they take (so, S3 + d6 roll of 4, -T3 and 1 armour point = 3 wounds caused).

head: 01-15
right arm: 16-35
left arm: 36-55
body: 56-80
right leg: 81-90
left leg: 91-00

You can also try to parry. Player may elect to parry after suffering a damaging hit. Roll equal to or less than your WS to reduce the damage by d6. Many weapons modify your WS when parrying, as above. If you attempt to parry, you lose one attack next round (succeed or fail).

You can parry with a shield, but will lose all attacks next round (only makes a difference if you have more than one attack on your profile). Shields give +20 to parry.

Some weapons give you bonuses or penalties. Hand weapons give neither. Knives give you +10 I, but -2 damage and -20 to parry.

Cannon's guy has a mail shirt, which gives 1 armour on the body

Finlay and Fandir have leather jackets. These give one armour on body and arms, but only if the damage caused was 3 or less. More than that and they do nothing.


If you get a 6 on your damage dice, roll a d100 and if it's less than or equal to your WS, roll another d6 and add that to the damage. If it's also a 6, roll another d6 and so on.

If you take damage that exceeds your current wounds score, it's a critical hit and your head might fall off.

Shooting works mostly like attacking in close combat, except you are further away...


Armour:

Shields give 1 armour point (AP) to all body locations

mail coif = 1AP on head
helmet = 1AP on head
can wear both for 2AP

mail shirt = 1AP on body
breastplate = 1AP on body
can wear both for 2AP

plate or mail leggings = 1AP on legs
can wear both for 2AP, but -10 I

plate or mail bracers = 1AP on arms
can wear both for 2AP, but -10 I

sleeved mail shirt = 1AP body and arms
sleeved mail coat = 1AP body, legs and arms
Can stack these with plate as above. I penalties as above for having 2AP on arms and/or legs

leather jerkin (body)
leather jacket (body and arms)
leather coif (head)

Leather armour gives 1AP if taking 3 or less damage. But no AP if taking 4 or more damage. Doesn't stack with metal armour.


Approximate Prices(/GC)
leather coif 6
leather jerkin 12
leather jacket 17

mail shirt 80
mail coat 115
sleeved mail shirt 95
sleeved mail coat 130
mail coif 25
mail leggings 55
mail sleeves 20

breast plate 70
back plate 50
mail leggings 70
mail sleeves 60
gauntlets 30
knight's helm 20+1d10
pot helm 2

shield 2d8+2
unrimmed shield 10 shillings (lasts one adventure)


Weapons:
(I = inititative modifier, TH = to hit modifier, D = damage modifier, Py = parry modifier)

hand weapon (sword, club, mace, axe, things of that sort) no modifiers
knife or dagger +10 I, -2 D, -20 Py
spear* +10/+20 I, +10 TH**
improvised weapon -10 I, -2 D, +10 Py
bastard sword -10 I, +1 D
2-handed sword -10 I, +2 D
halberd* +10/+20, -10/+0 TH**, +2 D
quarterstaff -1D
flail -10 TH, +1 D, -10 Py
2 handed flail -20 I, -20 TH, +3 D, -10 Py
rapier +20 I, -1 D
buckler -2 D, +20 Py
left-hand dagger -2 D, -10 Py
sword breaker*** -2 D, -10 Py
net -10 TH, -10 Py
whip -10 TH, -2 D, -20 Py
lance**** +20I, +10 TH, +2 D, -20 Py

* spears and halberds get +10 I in round one of a combat, and thereafter if user is winning. They get +20 vs mounted enemies
** vs flying enemies only
*** successful parry breaks enemy's weapon
****lances work only when mounted and charging


Anything but a hand weapon, knife/dagger, spear or improv weapon is a specialist weapon and you need the relevant skill to use it effectively.


Missile weapons:

ranges are given as short/long/extreme, in yards. ES = effective strength. Load/fire times given in rounds (assume one round to load and fire if not stated)
short bow 16/32/150  3
bow 24/48/250  3
longbow 32/64/300  4
crossbow 32/64/300  4   1 to load, 1 to fire
crossbow pistol  16/32/50  3   1 to load, 1 to fire
repeating crossbow  32/-/100  3   fire 2 shots per round, until 10 fired. 8 rounds to refill ammo hopper
sling 24/36/150   3
staff sling   24/36/200  4  1 to load, 1 to fire
javelin  8/16/50  as thrower
spear  4/8/25  as thrower
dart/throwing knife/throwing axe 4/8/20  as thrower
blowpipe  12/24/50   1
lasso 8/16/30  entangles  1 round to throw, 2 to re-coil
bolas 12/24/50  1 (entangles)
pistol 8/16/50  4  2 to load, 1 to fire   misfires, intimidating noise!
blunderbuss 24/48/250  4   3 to load, 1 to fire   hits group, misfires, intimidating noise!
bomb 2/6/10  6 (area effect) misfires
incendiary 2/6/10 sets target on fire
improvised weapon  2/6/10 as thrower

All are specialist weapons (requiring a skill to use) other than: short bow, bow, crossbow, javelin, spear, improv. weapon.

Modifiers to hit
-10 small target
-10 firing from moving mount
-10 long range
-10 throwing improv. weapon
-10 target in soft cover
-20 target in hard cover
-20 extreme range

rufus sparkfire:
Experience, and how stat increases work:

Each career has its own advance scheme. This tells you which stats your character can increase. You can only increase these stats, and no others... you'll need a new career to increase different stats.

One stat increase is either +10 or +1 to a stat, depending if it's a percentage stat or not. So, for example, WS increases in +10 increments, while S increases in +1 increments. It cost 100 experience points per advance.

Advances are listed as +10, +20, +30 or +40 (or +1, +2, you get the idea). Each +10 is one advance. You cannot repeat these. So, the first time you increase WS, you can use a +10. To increase it further, you need an advance scheme that has at least a +20. So a + 20 is actually two advances of +10.

So you can never increase WS by more than +40 in total. You can't take a +10 more than once, even from another career.

Stat boosts from skills (such as +10 I from lightning reflexes) are not advances and don't count toward this limit. You can still buy a +10 I if you have lightning reflexes.

Everyone has to complete their basic career (that is, buy all the characteristic advances available to them, at 100 exp for each) before they can change career. This means Mortus will be able to change before the others, because wizard's apprentice has a very small advance scheme.

It costs 100 exp to change to a career listed in your career exits (may be a basic or an advanced career). Or you can choose another basic career from the same class (so another academic career if an academic) for 100 exp. Or a basic career from a different class for 200 exp.

The new class will have a new advance scheme, new skills, and new equipment you will need. You don't start with any of those!



Non-career skills:
About pistols and the specialist weapon skill you need to use them: you can learn it without having it available from your career like this:

- buy a pistol
- practice for a week
- spend 100 experience points
- pass an intelligence test! If you fail you don't learn the skill but still lose the experience points.


You can learn any non-career skill in a similar way, though for many of them you'd need a teacher.


Insanity points:
Insanity points are gained when a character comes under extreme psychological stress. Examples include:

- suffering a critical hit
- failing a terror test
- taking mind-altering drugs (yes, there are rules for this)
- any other situation that is sufficiently horrible

Usually you gain one point at a time, but it's possible to gain more.

Insanity points do nothing until you have six of them. As soon as you do, you take a Cl test. Pass, and there is no immediate effect, but you test again on gaining another point. Fail, and you lose six insanity points... but gain a mental disorder! There is a big list of these. They can be cured, but not very easily, and the cure may be worse than the disorder (especially if you go for a surgical cure).

rufus sparkfire:
The current game date is Konistag the 26th of Vorgeheim, in the year 2512.


The Imperial Calendar

Months are 32 or 33 days in length, and there are 400 days to a year. There are 8 days to a week. The solstices, equinoxes, new year's day (Hexenstag) and day of mystery (Geheimnistag) are not considered to be part of any months, but come in between

Months (with special 'spacer' days listed in brackets)

(Hexenstag) new year
Nachexen
Jahrdrung
(Mitterfruhl) spring equinox
Pflugzeit
Sigmarzeit
Sommerzeit
(Sonnstill) Summer solstice
Vorgeheim
(Geheimnistag) night of mystery
Nachgeheim
Erntezeit
(Mittherbst) autumn equinox
Brauzeit
Kaldezeit
Ulriczeit
(Mondstille) winter solstice
Vorhexen

Days

Wellentag
Aubentag
Marktag
Backertag
Bezahltag
Konistag
Angestag
Festag

rufus sparkfire:
The party now own a river barge:

The Faithful Hound






70 feet long.

Cargo = none.

Cargo capacity = 45000 units.

M3, which means a speed of 2.75mph.

Steam engine: The engine gives +2 to the Faithful Hound's movement rate, but will be subject to an increasing risk of failure for each hour it is used after the first. It will then take several hours to cool down before it can be used again

Current location = trading, under the command of Billy Harefoot.



Previous maps: http://i48.photobucket.com/albums/f207/sparky_sparkfire/WFRP/areamap.jpg
http://i48.photobucket.com/albums/f207/sparky_sparkfire/WFRP/DotRmap2.jpg



Current plot objectives

The mystery of the Emperor's illness!

Julian's enemy, Bardin Dwinbarsson (goes by Bernhardt among humans), a dwarf expelled from the engineers' guild because of him. He is out to get Julian somehow! Update: he's facing trial in Middenheim, after causing a great deal of trouble for Julian and the others.

Mortus is heading to Middenheim! on a solo mission to Ubersreik.

Defeat the villainous Etelka Herzen! Who is very likely in Marienburg, according to the magical powers of the High Wizard of the Jade College.

Track down Gotthard von Wittgenstein and bring him to justice. He is probably in Middenheim.

Chase the boat containing Othmayer and some other cultists, in the hope of discovering the true name of the powerful demon called 'the King.'
Update: Othmayer was caught and dealt with. He gave up the name... possibly. He wrote something down that he said was the name. Presumably, the King is still after the group.

Destroy the Red Crown in Altdorf! Possible leads:

- track down Othmayer, Fink, the evil watch captain, and the secret agent at the Cathedral of Sigmar!
Update: only Poul Othmayer remains unaccounted for.

-the law firm of Othmayer and Finck, who provided the funding for Schmidt's expedition. Gregor Reuchlin, Elvyra's friend, works for them. He discovered the firm has a sinister new client which is trying to obtain wyrdstone. He gave Elvyra a number of names he suspects of involvement. He also stole some wyrdstone, and the red crown believed Elvyra had it (she doesn't).
Update: Gregor (probably) was mutated by wyrdstone, and has now been killed. The wyrdstone was found in his house along with a demonological scroll, and has been taken to the Cathedral of Sigmar. Father Tobius, the priest in charge of the Office of Investigations, intends to search Gregor's house for more evidence, and also raid the office of the law firm.
Update: the building had been emptied of files when the Sigmarites raided it, leading GT Yorri to suspect an informer at the cathedral of Sigmar. He gave Heinrich the addresses of the partners in the lawfirm: Poul Othmayer, 18 Spice Counter Row, off Volker Weg. Jonas Finck, 2b Braggart's Spike, a street not far from the university.
Update: Fink's house was empty, and deliberately trapped (including with a demon-summoning trap). Othmayer's contained a stash of bombs intended to be used to kill the Crown Prince of the Reikland, the Emperor's heir, on his visit to the city next month. Three cultists were in the process of moving the bombs to warehouse 48b, since they had been warned (by the insider at the Cathedral of Sigmar) of the impending raid. Two cultists were killed, and one captured and interrogated. The cultist named the leaders of the Red Crown as Othmayer, Fink, a college wizard, a captain of the watch, and someone at the Cathedral of Sigmar.
Update: Finck was captured alive at the safe house. Othmayer is still missing.
Update: the agent at the Cathedral was Sebastian, a scribe working for Tobius's Office of Investigations. He was apprehended, but was first impersonated by a dangerous demonic entity.

-  Heironymous Blitzen, a librarian at the university. Lives on Herman's Wake, near the north gate. (named as contact by Heinrich's brother, but as suspect by Gregor). Update: Blitzen is a wizard (and may be concealing this fact), and also grumpy. Update: Blitzen appears to be innocent: he helped finance Schmidt's expedition as an investment opportunity suggested by his friend Hollzauber, believing it to be a gold prospecting mission. Also, he is simply an amateur (and minor) wizard, rather than an evil sorcerer.

- Alberich Hollzauber, a wizard of the Jade College (suspect named by Gregor). The demonology books found in the rat-men lair had notes written on them about the use of Jade magic in conjunction with demonology. Update: Hollzauber was connected to the cult only because he was tricked into investing in Schmidt's expedition. His collegue Wolkenstein was the real traitor at the Jade College, and has been exposed.

- Captain Gustav Phorzheim of the city watch (suspect named by Gregor). No other information. The red crown cultist confirmed that a watch captain in the southern third of the city is a cult leader.
update: the captain was tricked into revealing himself as a cultist, and directed the group to a safe house at 9 Pigwalk Lane, not far from his watch station. He also revealed the cult's identification sign: Put your right hand to your forehead, and say 'the air is clear this day.' The response is to smile, blink twice, and say 'only under the bridge.'
Update: Phorzheim and many other cultists were captured alive at the safe house.

- warehouse 48b, by the docks in the eastern third of the city. Where Elvyra was to be taken by the red crown kidnappers. This is owned by the New Reikland Trading Company, based at 23 Wilhelmstrasse. The warehouse was bought recently through Othmayer and Finck. Update: Mortus has seen a concealed trap door in the warehouse. Update: the cultists planned to move the bombs here. Update: the Order of the Fiery Heart raided the warehouse, but it was rigged to explode.

- red crown symbols painted mysteriously all over the city. Heinrich traced them to a section of the sewers under the slums in the eastern third. He encountered rat-men, who appear to have painted the symbols. They were keeping human prisoners, branded with red crowns, for sacrifice and possibly also slavery. A tunnel was found that may connect to a deeper network of rat-men lairs. Update: the tunnel did indeed connect to the lair of even more rat-men, presumably an invasion force. The rat-men were destroyed (with the aid of the Knights of the Fiery Heart) and the tunnel collapsed. Demonolgy books of human make were found in the lair. No other evidence was found to connect the rat-men to the Red Crown. Update: the rat-men were allied to the Red Crown, which was arranged by the jade wizard Wolkenstein. However, the Cult's failure to obtain the warpstone caused the alliance to break down. The rat-men were painting symbols around the city in an attempt to expose the cult.

Speak to Elvyra Kleinestun in Grunburg about the cult of the Red Crown.

Deliver a letter from Arch-Lector Kaslain to Grand Theogonist Yorri in Altdorf.

Do something about corruption in Kemperbad.

Escort Gravin Maria-Ulrike to Kemperbad for her trial.

Go to Castle von Wittgenstein, in search of the wyrdstone.

Go to Dagmar von Wittgenstein's observatory in search of the wyrdstone comet.

Reach the wyrdstone comet in the Barren Hills before Etelka Herzen, Doktor Schmidt, and their expedition.

Defeat Doktor Schmidt, a demonologst.

Go to Nuln, and find Etelka Herzen and H. S. at Magnus College before they leave to find a wyrdstone comet in the Barren Hills. Alternately, go straight to the Barren Hills and try to arrive before them.

Speak to Father Anton at the cathedral to Sigmar in Nuln, regarding the evil sorcerers. The party have a letter of introduction from Father Albrect in Nuln.

Locate a demonologist at Magnus College, Nuln, who was involved with Teugen's plan.

Investigate Etelka Herzen, a contact of Teugen and suspected evil sorceress, who lives in Black Peaks Tower near Grissenwald.

Collect Kastor Liebenrung's inheritence money from a law firm in Nuln. Klaus has the documents.

Visit Kastor Liebenrung's inherited manor house in the Black Peaks, near Grissenwald. Klaus has the address and deeds.

Investigate the attacks on human farms near Grissenwald, and prove the dwarfs are innocent.


Navigation

[0] Message Index

[#] Next page

Go to full version