Difference between revisions of "Campaign Rules (GURPSHammer)"
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**Reference Language: Reikspiel; see [[:Category:Campaign Information#Campaign Languages|Campaign Information]] for others. | **Reference Language: Reikspiel; see [[:Category:Campaign Information#Campaign Languages|Campaign Information]] for others. | ||
**Reference Culture: Imperial; see [[:Category:Campaign Information#Campaign Cultures|Campaign Information]] for others. | **Reference Culture: Imperial; see [[:Category:Campaign Information#Campaign Cultures|Campaign Information]] for others. | ||
− | **Reference Area: [[ | + | **Reference Area: [[Reikland|Reikland]] |
=== In Play === | === In Play === |
Latest revision as of 07:13, 26 January 2024
Contents
Characters
Starting
- Starting CPs: 150/-50/-5; This may change depending upon how the previous character died.
- Human characters must have a Dooming - this ritual happens at or around ten years of age and involves a Priest of Morr who foretells your death. You can use one of your quirks for your Dooming as appropriate. More information will be found on the Dooming page.
- Players are encouraged (but not required) to randomly determine their original profession using the WFRP random character creation, and then build their new character to ensure that's covered.
- Starting Money: This is handled special.
- Tech Level: TL4.
- Functional black-powder weapons are available to all characters, though they are more common with Dwarfs and Humans.
- Setting-Specific:
- Reference Language: Reikspiel; see Campaign Information for others.
- Reference Culture: Imperial; see Campaign Information for others.
- Reference Area: Reikland
In Play
- Forthcoming
Advancement
- 1 point per session
- Maximum of 1 point per session, between sessions, for "helping to tell the story" via the blog (or similar means)
New & Modified Rules
Official Options In Effect
- Forthcoming
House Rules In Effect
- Forthcoming
Miscellaneous Rulings
- Fortchoming
New Maneuvers
- New Maneuver: Move & Ready; DX-2 to avoid tossing the readied item; subject to other conditions; Reference
- New Maneuver: All-Out Ready; Standard AoA rules, no DX check req.; Reference
Setting-Specific Mechanics
- Prestige Ratings grant a modifier to Area Knowledge, Heraldry, etc. as follows: Very High/Extreme: no roll req); High: +4; Above Average: +2; Average: +0; Below Average: -2; Low: -4; Very Low: -6. May also affect Frequency of Recognition checks?
- Magic: See The Aethyr
Rank and Status
Feudal and Religious Rank replaces Status, per Social Engineering p. 13; cost for either is 10/Level. In all ways, improving your Rank/Status requires GM approval as the Empire is a very stratified society.
Feudal Rank/Status of Secular Officials
- 8 Emperor/Empress
- 7 Grand Duke/Duchess
- 6 Elector/Electress, Archduke/Archduchess
- 5 Duke/Duchess, Prince(ss)
- 4 Margrave/Margravine, Landgrave/Landgravine
- 3 Count(ess) of the Empire, Count(ess) Palatine, Altgrave/Altgravine
- 2 Burgrave/Burgravine, Baron(ess)
- 1 Knight, Captain, Craftsman/Merchant
- 0 Villein/Townsman
- -1 Serf, Rogue
- -2 Beggar
Chivalric or Templar Orders
Prerequisite Advantage: None Prerequisite Skill: Riding (Equine), Theology (Templar Orders only), and one weapon skill.
- 4 Grand Master (Not suitable for PCs)
- 3 Inner Circle Preceptor (Not suitable for PCs)
- 2 Inner Circle Knight (Requires Status 3+)
- 1 Preceptor (Requirest Status 2+)
- 0 Knight
Religious Rank of Clerical Officials
Prerequisite Advantage: Warp Empathy (Magery) Prerequisite Skill: Theology & Religious Ritual
- 4 Patriarch, High Theogonist, etc. (Not suitable for PCs)
- 3 High Priest (Requires Status 3+)
- 2 Annointed Priest (Requires Status 2)
- 1 Priests (Requirest Status 1)
- 0 Initiate
Military Rank (By Type)
Each Imperial City-State and Province is a semi-autonomous region, governed by an Elector or Burgomeister. The E are descended from the original tribal warlords appointed by Sigmar to govern the regions of his realm. Each Imperial province or City-State maintains a state regiment with its own rank and distinctive livery. Choices are: Middenheim, Hochland, Norland, Talabheim, Stirland, Reikland, Talabecland, Nuln, Ostland, Averland, Altdorf, Wissenland, Ostermark, and Middenland.
Prerequisite Advantage: Legal Enforcement Powers Prerequisite Skill: Law & Any single Weapon Skill
- 8 The Emperor (Not suitable for PCs)
- 7 Reiksmarshall (Not suitable for PCs)
- 6 Elector (Not suitable for PCs)
- 5 General (Requires Status 4+)
- 4 Commander (Requires Status 3)
- 3 Captain (Requires Status 2)
- 2 Petty Captain (Requires Status 1)
- 1 Sergeant (Requires Status 0)
- 0 Soldier (Requires Status 0)
Status of Household Members
- -0 Spouse
- -1 Dowager
- -1 Children
- -½ Bastard
- Min "household officer" Status 0 for Status 1 Household, 1 for 2-3, 2 for 4+
Use Status instead of Feudal Rank for family members unless they have a position of authority beyond the household itself, or a courtesy title
See Also
- Ranks and forms of address in a Feudal Region
- Ranks and forms of address in a Free City
- Ranks and forms of address in a Guild
- Ranks and forms of address in the Heroes' Guild
- Ranks and forms of address in the Imperial Church
- Ranks and forms of address in the Wizards' Guild