OSR Warhammer Fantasy. Uses Lamentations of the Flame Princess System Unless Otherwise Stated

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OSR Warhammer Fantasy. Uses Lamentations of the Flame Princess System Unless Otherwise Stated OSR Warhammer Fantasy. Uses Lamentations of the Flame Princess system unless otherwise stated. Rule Changes Starting characters roll their stats 3d6 in order (or arrange to taste if you’re casual). If a stat is particularly bad, you may use Shallya’s Mercy and reroll it. You must take the second result, however. Coins are valued differently: 1 gold coin = 20 silver coins = 200 copper coins. The INT modifier affects non-magical saving throws and the WIS modifier affects magical saving throws. For the purpose of pricing and availability of firearms or other equipment, setting is treated as 1620 AD equivalent. Human Classes Fighter: d8 HD, minimum 8 HP • Continue gaining attack bonus even after 9th level. Specialist: d6 HD, minimum 4 HP • +1 attack bonus every 3 levels. Mage: d4 HD, minimum 3 HP • +1 attack bonus every 4 levels. • Magic system overhaul. See “Casting Magic Spells” section. o Specialize in one lore of magic at 4th level. May not learn spells from other lores. o Gain additional +1 to all casting roll totals with specialized lore. Nonhuman Classes (0-1 per party each) Dwarf: d10 HD, minimum 6 HP • Must have a constitution score of at least 12. • +1 attack bonus every 3 levels. • OPTIONAL: Taking the Slayer Oath grants 2 attacks per round. Slayers actively seek glorious death in battle and are forbidden from retreating from combat on their own volition. o Slayers are forbidden from wearing armor heavier than leather and from using shields. o Slayers are forbidden from using ranged weapons. They may only attack in melee. o The Slayer Oath can be taken at any time. Must acquire a mohawk, dying it and their beard red. o This oath cannot be undone except through death. It is used to atone for some unforgivable dishonor. • If grouped with an elf, must have a good reason to stay. Dwarfs do not like elves on principle. Elf: d6 HD, minimum 5 HP • Must have a dexterity score of at least 14 and an intelligence score of at least 11. • +1 attack bonus every 2 levels. • May not use firearms of any kind due to their pride and traditions. • Not treated as chaotic creatures by nature. • Magic system overhaul. See “Casting Magic Spells” section o Can learn and cast spells from any lore of magic upon reaching 4th level. • When advancing from 9th level to 10th, select either “Swordmaster” or “Loremaster”. o Swordmaster: Always strike first each combat round unless ambushed. Stop gaining new magic dice. o Loremaster: Cut number of days it takes to learn new spells in half. Stop gaining attack bonus. • Must have a good reason to be with the group, especially if elf is from Athel Loren. Ogre: d10 HD, minimum 10 HP • XP progression as Elf, saving throws as Halfling, max level 10. • May never have an intelligence score above 8. Begin play as illiterate but may learn to read simple words. • Must have a strength score of at least 17 and a constitution score of at least 10. • Attack bonus as 1 less than fighter of equal level. Successful attacks deal +1 additional damage • Gain +1/4th attack every level after 1st. • Wearing a gut plate (+1 enc) gives +1 AC per level. Does not stack with other kinds of armor or shields. • Average 10 feet tall with prodigious girths. Fitting through doors is not routine. Horrible jagged teeth. o Require (at least) triple the amount of food to satisfy daily needs. Can digest a wide range of things. • Can carry two oversized items without increasing encumbrance. Wield two-handed weapons in one hand. o Can weapons in two hands that would be impossible for smaller humanoids to even lift. ▪ Such weapons are “double oversized” or incur +2 enc, dealing 1d12 damage on hit. • Has access to the Press and Charge combat options only. Casting Magic Spells Mages and Elves can attempt to cast any spell they know each round without expending them. When a mage or elf wishes to cast a spell, they roll however many d10s they wish up to their limit, and the result of the dice is added together with the caster’s INT modifier. The total is compared against the Target Number (TN) of the spell being cast. If the total meets or exceeds the TN of the spell, the spell is cast. If not, then the spell fails. They can roll as many magic dice as they have access to each round, according to the chart below. LEVEL MAGE ELF 1 1 1 2 2 1 3 2 1 4 3 2 5 3 2 6 3 2 7 4 3 8 4 3 9 4 3 10 4 4* 11 5 4* 12 5 4* 13 5 5* 14 5 5* 15 5 5* *Only acquired if the elf has chosen the Loremaster option. At level 1, both Mages and Elves know how to cast all petty magic spells. They also know how to cast 2 lesser magic spells, determined randomly. Petty and Lesser spells are not lores and do not count as lores. Cast time is instant unless otherwise stated. Learning new spells uses the same rules as Lamentations of the Flame Princess, with some key differences. First, the mage or elf does not need to declare ahead of time how long they will spend learning a spell, writing a scroll, creating a wand, and so on. The time it takes the character to finish a magic-related project is rolled, and it will be added to their spell list upon completion. If the mage is attending one of the colleges of magic, there is no need to possess a personal library or laboratory. The college already provides them. The tradeoff is that each day of study or craft costs twice as much as listed. Elves may not attend a college of magic until they are ready to learn high magic from the towers of Hoeth in Ulthuan. Second, when calculating the time necessary to learn a spell from the list, replace the “Spell Level” variable with half the Target Number of the spell being studied, rounded down. While a caster may use as many magic dice as he or she has access to, it’s often a bad idea. If any of the digits on magic dice match, then something has gone wrong and a manifestation of Chaos occurs. These manifestations are worse the more matching digits are rolled. Minor manifestations of Chaos occur when two digits match, Major manifestations occur when three digits match, Daemonic manifestations occur when four digits match. In the unlikely event that 5 digits match, roll a successful save vs death or the caster is immediately sucked into the Realm of Chaos and dies. Roll a new character. The following are some examples of what can happen in each level of manifestation, but these lists are by no means exhaustive. Minor: Caster glows green for 1d10 rounds, takes 1 point of damage due to magical feedback, milk curdles in a 10y radius, animals observing the caster are afraid and flee, everyone in 10y breaks out in a cold sweat. Major: Caster is stunned for 1 round, loses one magic dice for 24 hours, takes 1d4 points of damage, acquires a stigmata of Chaos on skin for 1d10 hours, trees or dead animals in 20y grow horrible toothy mouths or yellow eyes across their surface for 1d10 rounds. Daemonic: Caster falls unconscious for 1d10 rounds, takes 1d10 damage, loses 1d3 magic dice for 24 hours, acquires a stigmata of Chaos on skin for 1d10 days, 1d6 daemons are summoned within 40y. Petty Spell List • Glowing Light (TN 2) o Caster causes any item in his or her grasp to produce light as a single lantern for 1 hour. Spell ends if the caster releases the item. • Sounds (TN 3) o Caster creates a phantom noise ranging in volume from a whisper to a roar for 1 round. Any kind sound can be created except for speech. • Drop (TN 3) o Target within 24y must save vs magic or drop whatever they are holding. • Marsh Lights (TN 5) o Create the appearance of a small number of lights in a 100y radius. If the caster does nothing else but concentrate on the action and the “lights” remain in line of sight, he or she may move them at a maximum speed of 16y per round. • Magic Dart (TN 5) o Throw a dart of magical force at a target within 16y. Target must save vs magic or be struck for 1d4+1 damage. • Sleep (TN 5) o On touch, unless a save vs paralysis is made, target falls asleep for 1d10 rounds. A sleeping character is considered helpless. Lesser Spell List • Move Object (TN 3) o Move an unsecured item of normal weight 12y or knock an oversized object over. • Aethyr Armor (TN 4) o Caster adds their maximum number of magic dice to his or her AC for one minute (10 rounds). Effects do not stack with worn armor or shields. • Enchanted Weapon (TN 5) o Within 2y, enchant one melee weapon, one thrown weapon, or 5 ammunition (bullets, arrows, bolts) with the ability to damage targets that are only affected by magical damage. Effects last 1 hour. o Known as “Blessed weapon” by priests who know the same spell. • Magic Lock (TN 6) o Enchant one lock within 2y for one week. The lock cannot be picked during this time. Does not prevent being pried or bashed open with considerable force. • Magic Alarm (TN 7) o Create a silent alarm on a spot touched by the caster.
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