Difference between revisions of "Campaign Rules (GURPSHammer)"

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(Created page with "= Characters = === Starting === *Starting CPs: 150/-50/-5; This may change depending upon how the previous character died. **Human characters must have a Dooming - this r...")
 
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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: [[:Category:Reikland|Reikland]]
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**Reference Area: [[Reikland|Reikland]]
  
 
=== In Play ===
 
=== In Play ===

Latest revision as of 07:13, 26 January 2024

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:

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