Showing posts with label Kriegshacker. Show all posts
Showing posts with label Kriegshacker. Show all posts

Sunday, July 27, 2025

Kriegshacker II

(I know.)

This is part two of a modification of Gregor Vuga's excellent sort-of-WFRP Kriegsmesser. You will need a copy of Kriegsmesser.

Part one covered general rules. Part two is all about Sorcery!

Sorcery!

Sorcery! -- yes, the exclamation point is essential -- is a special skill that does anything the player wants it to do. It can open doors, cause blindness, hit orcs with bolts of energy, cause the dead to speak. It is general purpose and very powerful. Sorcerers are however distrusted at best and hunted and exterminated at worst. Also, sorcery! can go wrong.

Sorcery! rolls are made as normal Kriegsmesser skill rolls. LUCK and Corruption dice can be added as normal. If any dice results match, whether the roll succeeds or not, then a Chaotic Manifestation occurs!

If there is a double it is a Minor Manifestation, if it is a triple it is a Major Manifestation, and if it is a quadruple -- or worse! -- it is a Catastrophic Manifestation. The sorcerer takes a point of Corruption and then rolls on the relevant table, below.

Sorcerous Careers

Of the existing Kriegsmesser careers, Alchemist, Initiate, and Witch may have a point of Sorcery! in place of one of their normal skills.

But let's also add an Apprentice Wizard. This can be an extra career, perhaps one that can only be entered by choice rather than a random roll, or you could replace one of the random Kriegsmesser careers; I suggest replacing one of the double results, as that's a nice thematic tie in with the Chaotic Manifestation rules.

Apprentice Wizard
Skills
  • Sorcery! 2
  • Sense Sorcery! 2
  • Read/Write 2
  • Sleight of Hand 2
  • Flee! 1
  • Notice 1
Possessions
  • Staff
  • Pouch
  • "Spellbook" (more a collection of scribbled formulas and notes, really.)
  • Some minor prop for illusions. Cups and ball, a pack of cards, a set of rings, that sort of thing.

Chaotic Manifestation Tables!

(Most effect durations are given as real-world, rather than in-game, times because it feels like magic should break the "rules" somehow. Feel free to swap them for in-game times if you prefer.)

2d6 Minor Manifestation
2 You got away with it! Except for the Corruption point, obviously.
3 A flash of sorcerous energy shoots through your body, giving you a nasty shock and a Wound.
4 Food in the immediate area spoils, milk curdles, and so on.
5 You get a terrible nosebleed that just won't stop. At least for a real world hour.
6-8 A cold and mysterious wind blows through the local area.
9 Spectral voices whisper in everyone's ears.
10 All animals in the local area flee from you in terror. Characters with animal handling skills may be able to keep them at heel.
11 Your hair stands on end and crackles with magical energy. If you had no hair, you do now.
12 Roll on the Major Manifestation table!

2d6 Major Manifestation
2 You got lucky! Roll on the Minor Manifestation table.
3 You are burned by sorcerous flames! Take a Terrible Injury (see part one).
4 Your bones twist and pop. Take two Wounds (see part one).
5 Some sort of minor daemon pops into existence and tries to eat your face. You will probably have to fight it.
6 Your eyes turn into little glowing balls of flame. You can still see as normal, but it looks very odd. They return to normal at dawn. Dawn in the real world.
7 You are drained of vitality and are left enfeebled! -1d to all rolls for the next real world hour.
8 Your tongue vanishes. After a real world hour it returns, but it doesn't just reappear. No, it grows back over a few icky moments.
9 Terrifying Chaotic visions assail you. You gain +1 Chaos Lore as a new skill.
10 You are shocked and numbed as the power travels through you. You are at -1d to all rolls for 24 real world hours.
11 You are possessed by a Chaotic spirit for the next five real world minutes. Your character is controlled by the Referee until then. I hope you bought them pizza!
12 Oh dear. Roll on the Catastrophic Manifestation table.

2d6 Catastrophic Manifestation
2 You got really lucky. Roll on the Major Manifestation table, and thank your ancestors.
3 Your sorcery almost tears you apart! You are Maimed (see part one).
4 Your sorcery blows back and gives you a Terrible Injury (see part one).
5 Everyone in the immediate area, friends and foes, takes a Wound (see part one) as your magical energies burst out like a post-2005 Doctor Who regeneration.
6-8 You are utterly drained of all sorcerous power. Your Sorcery! drops to 0 -- and Corruption and LUCK cannot be used either -- but returns at one point per full real world day.
9 You receive a Mark of Chaos, which is quite visible, difficult to disguise, and impossible to remove. It also counts as a Terrible Injury. If you receive a certain number of Marks, a Chaos God comes to claim you as its Champion; make a Corruption test (Kriegsmesser p29) and if this is a "failure" you are claimed, probably to return as a villain later on. Slaanesh claims characters with six Marks, Nurgle claims those with seven, Khorne those with eight, and Tzeentch claims characters with nine. Characters with ten or more Marks go on to be generic non-denominational Chaos Warriors. If the Horned Rat existed, he would claim those with 13 Marks, but he doesn't so he doesn't.
10 Every time you close your eyes you see visions of the Realms of Chaos. Sleeping is difficult. +1 Dark Lore.
11 You are blasted by your own out-of-control powers and are knocked unconscious for an in-game hour. Mundane medicine cannot wake you but maybe magical healing can. Maybe.
12 With a sucking, popping sound, you are sucked into the Realm of Chaos, never to be seen again, probably.


I may expand this at some point to include the Colleges of Magic, dwarf, elf, and goblin magic, hedge wizards, and so on. This will do for now.

Friday, July 25, 2025

Kriegshacker I

(I know.)

This is a two-part modification of Gregor Vuga's excellent sort-of-WFRP Kriegsmesser. You will need a copy of Kriegsmesser.

Part one covers general rules. Part two will cover Sorcery!

(Also note: Kriegsmesser is itself a hack of Troika! but does also come with its own basic standalone system. Kriegshacker is a hack of this standalone system.)

Players Roll Everything

I think this is sort of implied by Kriegsmesser anyway, but let's state it for Kriegshacker: players make all rolls, even if a non-player-character or monster or other hazard is acting against them; in these cases the players will roll to "resist" the action.

Fighting

Players can use any appropriate skill in a combat situation. This need not be an actual fighting skill. A character could Flee! to escape the fight, Sneak to hide until the coast is clear, or even Provoke to cause infighting amongst the opponents. As long as it makes sense, it can be used. If no skill applies, then the player can use LUCK as normal.

All players involved in the fight roll dice. If anyone gets a success (4+) then the fight is avoided or won or otherwise resolved in the players' favour, although there may be complications. Anyone who fails (1-3) or succeeds with a complication (4-5) suffers those consequences, even if the fight is won.

If no player rolls higher than a 3 then the fight is not resolved, and may even continue, if the Referee decides.

Difficult Fights

The Referee may decide that some fights are more challenging, perhaps because of tougher opposition, an environmental effect, non-combatants getting in the way, and so on. In these cases all involved players have a -1 dice (-1d) or higher penalty.

Generous Referees may allow players to receive a +1d bonus for superior equipment, numbers, position, tactics, and so on. This seems very un-WFRPish, but it's your game.

Damage

Anyone who rolls 4-5 as their highest dice takes a Wound. Mark this on the character sheet in pencil so it can be erased later. For each wound, the player has a -1d penalty. If a player receives a third Wound, then they also take a Terrible Injury (see below).

Anyone who rolls 1-3 as their highest dice takes a Terrible Injury; they should roll on the tables on Kriegsmesser pp30-31. They also suffer a Wound. Terrible Injuries should be noted in ink as they are permanent. If a player takes a sixth Terrible Injury then they are Maimed and take a permanent -1d penalty. Write "Maimed!" on the character sheet, in big red letters if you can. If they are Maimed again, they take an additional -1d permanent penalty, and so on. I recommend adding an extra exclamation point for every Maimed result.

Healing

One wound is healed after a rest period, which should probably be at least a day. When a Wound is healed, the -1d penalty is removed.

Terrible Injuries and Maiming probably shouldn't be able to be healed, except perhaps by sorcery, and in that case I'd probably say that the injuries are hidden rather than healed. Seems more WFRPish.

Kriegsmesser is very robust and elegant as is, so these are just tweaks to make it more to my liking. Next: Sorcery!