|
|
|
|
|
#1 |
|
Join Date: May 2015
|
Hello there!
Hi, my name is Max, and me and my group of friend want to play a game in the warhammer fantasy setting. I'm gonna be the GM in this little game of ours, and I choosed the Mordheim setting for starting for numerous reason, but mostly because it give us a clair time period and a 'dungeon' feels (we are aggressive dnd/pathfinder player,for more than 10 years, this gave us very bad habits like Min-maxing and other nasty stuff I find very toxic in a gurps setting, but in a mordheim setting such thing can be put to good use) Anyway I have readed some thread linked with the warhammer setting, some very helpfull like the one with Gurpshammer, and another one I very much like wrote by xuubraiel with very helpfull lore and mechanic adapted for gurps. I also send a message to the gmail of Xuubraiel to ask for his document that he mention were lost. I'm comming here to ask for tips in general regarding the setting and for links for document that may have been lost in time such as the one created by Xuubraiel. I'M also thinking about creating random table for traps/wyrdstone effect/Mutation/chaostaint and other stuff. Any opinion? |
|
|
|
|
|
#2 |
|
Join Date: Sep 2018
|
Establish a mechanic for Warpstone. Radiation is a good starting point.
Define a mechanic for Warpstone mutations including likely advantages/disadvantages and reaction penalties. Decide how you're going to handle clerical magic. I'd recommend very meek starting characters. Maybe 100pts. I'd put a leash on magic spells (And clerical if you're going that way) to keep starting spells and spell levels small. You might also add a Social Regard to magic users |
|
|
|
|
|
#3 |
|
Join Date: Feb 2016
|
You might not expect it, but GURPS: After the End is an invaluable source book for a Mordheim campaign. Ready made mutation rules, radiation rules, rules for scavenging through damaged buildings, etc. There's even rules for mutagens, which are easy enough to adapt (pretty much all you need to do is replace Hazardous Materials (Chemicals) with Hazardous Materials (Magical).)
Speaking of warp stones, I'd treat them as Manastones that are also toxic mutagens. That makes them extremely valuable to wizards while also horribly dangerous. This does require access to GURPS: Magic, but then I'd pretty much recommend that for any fantasy campaign. For quick and dirty character creation, I'd recommend GURPS: Dungeon Fantasy 15: Henchmen, which has a set of 125 point templates suitable for hack and slash campaigns. Black Leviathan is right in that you want relatively low powered characters to emulate the feel of Mordheim. The big thing you won't find in that book is gun skills, since the entire DF line is pre-gunpowder fantasy. |
|
|
|
|
|
#4 |
|
Join Date: Sep 2018
|
Also don't be afraid to go heavy on the fear checks. Everything in Warhammer Fantasy is The End. Its all going to eat you or your soul or make you watch it eat your soul before eating you. Running into a throng of goblins in a collapsed inn isn't an easy encounter, it is a bone-chilling harrowing meeting with doom. Make firearms trigger a fear check, even if it's +1. Those things are really loud.
|
|
|
|
|
|
#5 |
|
Join Date: May 2015
|
Thanks, I have found this
Radiation is an omnipresent threat in a bombed-out wasteland, but even a game without any nukes can have it come up as an occasional issue. Scavengers raiding an old building may think they’ve hit the jackpot, only to open up an old storage vault for radioactive waste! Be sure to see Irradiated Heavy Metals (p. 11), Fallout Rain (p. 13), Fallout Sandstorms (p. 13), and Water (p. 13) for related threats. Wastelanders introduced simplified rules for radiation, which break everything down into RP loss over time. If you aren’t using those rules, treat each “1 RP lost” as “10 rads absorbed.” Either way, make a Hazardous Materials (Radioactive) or Survival (Radioactive Wasteland) roll to answer any questions about the type of area you’re in and to estimate RP loss. Hazardous Materials (Radioactive) (only) can also determine how to neutralize the problem safely if possible (e.g., when dealing with a spilled isotope or leaking bomb) and warn you ahead of time if you’re about to enter a nuclear reactor or waste site (use the rules for recognizing toxic waste dumps on p. 10). When wearing an environment suit that has a Protection Factor (PF), multiply the time between RP losses by that PF. For example, an advanced biohazard suit (New Gear, p. 47) provides PF 2.5; someone wearing one in a fallout area would lose 1 RP per 25 minutes (not 10 minutes). Most of the Wasteland: No RP lost. Even in a heavily nuked landscape, most of the area will have mild background radiation at worst. (And if you live long enough for that to kill you, you did great!) Contaminated Wasteland: 1 RP/hour. These areas will be common, and sometimes quite large (several miles across). Fallout Area: 1 RP/10 minutes. In addition, everyone not wearing a gas mask, holding their breath, etc., must make a HT+5 roll every 10 minutes. Failure means they breathed in some fallout dust and take 1 RP/minute for the next 10 minutes (ignoring PF)! Near a Nuke Crater: 1 RP/5 minutes if you’re close enough to see the crater. Around or In a Nuke Crater: 1 RP/X seconds, where X is the number of yards you are from the center of the crater. (For simplicity, the GM can round X to the nearest 5 or 10 yards.) At the center itself, you lose 1 RP/second! Hospital or Lab: If you open up a machine with radioactive materials (e.g., some imaging equipment or advanced, energy-based, chemotherapy machines), lose 1 RP immediately and another every 10 minutes if you stick around. Handling actual isotopes or samples makes this 1 RP/minute – or a flat 3d RP if you ingest any! Nuclear Waste Dump or Operational Nuclear Reactor: Treat being inside a waste vault or near a working reactor as being in a crater (above), with X determined by how far you are from the center (not edge) of the waste pile or reactor. Unexploded Nuclear Weapon or Inoperative Nuclear Reactor: No loss in most cases, but if one is leaking, from 1 RP/hour to 1 RP/minute, depending on the leak size. See Bombs and Mines (p. 11) for defusing a nuke, and “Nuclear Legacy” (in Pyramid #3/88: The End Is Nigh) for detailed descriptions of nuclear plants and bombs I also found some mordheim guide about random effect of witch-stone which i'm gonna use in conjucture witht the the radiation effect. I'm probably gonna set threashold for big and small effect, like mutation is gonna happen when you hit radiation 100 OR if you use the unrefined wyrdstone and roll 'get a mutation', there is gonna be a lot of check involved on HT for any physical change made by warpstone and a lot of Will check for any more insidious Mental effect. I'm gonna post update on list and such when I will have made them also when I will have change the radition setting for a more accurate wyrdstone setting. |
|
|
|
|
|
#6 |
|
Join Date: Sep 2018
|
I'd go special table like a Fright Check. The Higher your Radiation level the more severe it gets. Give it a good mix of the nasty 4. Maybe you get radiation-like sickness if it's Nurgle's influence. Maybe you become violent if it's Khorne, visible mutations if it's Tzeench, maybe you develop obsessions or strange desires if it's Slanesh. The greater the exposure the more warpstone warps you.
|
|
|
|
![]() |
| Tags |
| warhammer |
|
|