r/warhammerfantasyrpg • u/salt_chad • Aug 03 '25
Homebrew Warhammer 4th Edition simplified?
Has anyone made a hack for Warhammer 4th Edition that simplifies the main mechanics and generally makes it playable?
r/warhammerfantasyrpg • u/salt_chad • Aug 03 '25
Has anyone made a hack for Warhammer 4th Edition that simplifies the main mechanics and generally makes it playable?
r/warhammerfantasyrpg • u/iKruppe • Dec 07 '24
So I know from D&D that people tend to go "oh no" when someone makes a promiscuous bard and I fully expect those kinds of reactions to this, but I'm being serious. It's a fantasy world in high medieval to late medieval Europe (-ish), there's bound to be an abundance of prostitutes in the Old World. So I made a custom Career for one. Sits somewhere between the Entertainer and the Spy.
Any feedback? Does such a Career already exist? What do you think?
P.S. are there any online tools to make Careers in the right format, cuz I did this in Google Docs.
EDIT: I agree that Toughness might be a better Characteristic than Weapon Skill, but I think I'll leave Melee (Basic) in there. It seems to me someone on a street corner or in a shady neighborhood needs to be able to shank someone if necessary.
EDIT2: Implemented the change from WS to T and added Resistance (Diseases) for Briber.
r/warhammerfantasyrpg • u/haresnaped • 26d ago
I'm hoping this isn't heresy!
I'm thinking about the system for checks of rolling a D100 and trying to get under the percentage of a particular skill in order to succeed. I'm thinking of GMing a few games of WFRP 2e with some friends in a few weeks for a change from their usual (Pathfinder), and adding in a couple of other friends who are new to RPGs.
I think that rolling UNDER a number is going to feel counterintuitive to these folks, and clash with other mechanisms (rolling a number of dice to cast a spell, rolling for damage) where rolling higher increases the chances of success.
Has anyone ever tried running it so that you roll the D100, add the characteristic % (add any skill/talent or environmental modifiers) and try to beat 100 as a success?
It works out almost exactly the same (technically it's 1% easier to pass a test - if you succeeded on a 101% that would be equal).
I think the main advantage is that it's a lot easier to calculate degrees of success from 100. But, I don't know if the mental arithmatic of adding a random d100 number to a randomized characteristic would be tricky for the average player.
Curious to hear if anyone else has considered rule adjustments to ease in players from other systems.
r/warhammerfantasyrpg • u/Significant-Bother49 • 10d ago
My son, turning 15, is going to run WFRP 2e for his friends. They all are D&D5 veterans but have never played WFRP before.
This is a house rule being considered:
Wounds are calculated as Toughness bonus x2 Grit is calculated as Willpower Bonus x2
Wounds act as normal. Grit is a mixture of skill, luck, etc. it is lost like wounds, but a “short rest” brings it back.
Wounds increase are for wounds, of course.
So with Strength 30 Will Power 30 that is 6 wounds 6 grit.
The idea being a “cushion” so players can last longer, and recovering from wounds doesn’t take weeks in game.
Is this balanced? A good idea for younger D&D players who are first stepping into WFRP?
r/warhammerfantasyrpg • u/d0m0-kun • Jul 03 '25
Yearning for WFRP1's tone but cringe its foibles?
Like WFRP2's mechanics but want gritty realism?
Love WFRP4's style but allergic to its crunch?
Changelog for July 2025
GM screen for WFRP1x (Game aids)*
Players*' screen for WFRP1x (Game aids)*
Melee weapons for WFRP1x (Game aids)
Ranged weapons for WFRP1x (Game aids)
Weapon coherency table (Game aids)
URLs for Liber Fanatica and It Always Rains in Nuln (Websites)
Don't hesitate, if you have any questions and/suggestions.
EDIT: my website hosts 100 other WFRP documents, from rules, to careers, to bestiary and background.
Most of these articles are compatible with all versions of WFRP but, inevitably, the rules are focused on WFRP1/2.
r/warhammerfantasyrpg • u/sigmumar • 17d ago
Today I released the Humble Careers fan expansion for The Old World RPG. 28 new careers, 9 new assets, and much more. Check it out and let me know what you think!
(Haven't seen much TOWR content here, but hoping there is some interest!)
r/warhammerfantasyrpg • u/PsychosisViking • 24d ago
I was wondering if it would be unfair if every time a player used a fortune point, I'd make a "misfortune" pool that I could draw from? It would allow me to grant enemies little bonuses and stuff like that. Kinda of a use at your own risk kinda thing. And it'd reset to zero after every season.
r/warhammerfantasyrpg • u/Roblem42 • Aug 07 '25
Intro
My players are on their way to Lustria, and got temporarily washed a shore on Albion. As there’s very little written about Albion I don’t thought someone might find how I dealt with it useful.
The write up is taken from the official campaign chronicle, written as a series of in universe accounts.
~~~~~~
Notes on how I ran Albion
I played Albion mostly for laughs, as a blend between Celtic and modern culture, round house etc but drink tea and talking about the weather I had the local talk as close to Gerald for Clarkson farm as I could manage.
I’d probably do it differently if I was spending more time there.
~~~~~~
Context/spoilers if your one of my players don’t read
>! A slann wants to translate some Oggham script it has, unfortunately he can’t read Oggham. He’s learned of a stone with the same text in Surian Oggham and Classic, he wants it to be able to translate what he has.
The essay way he could think of getting it was to reach out with magic manipulate some humans in to coming to Lustria and blew them off course close enough to the stone to get it. Because of the Slann manipulation the natives are fairly well disposed to the ship and its crew !<
~~~~~~
The full write up
A Further Account of the Expedition, in Which the Shore Yields Secrets, the Fog Shifts, and the Unexpected Arrival of Giants Proves Only Mildly Disruptive Being an excerpt from “The Early Trials of the Carrack Passivity” as compiled in the Imperial Lustria Trading Company’s historical archive, annotated by Ruprad von Wiseeneck.
The morning opened with purpose, if not with clarity. The Passivity, well aground upon some stony incline, began preparations to kedge herself off the beach. The carpenter and bosun saw to the capstan and cables while the ordinary hands swore, strained, and stamped about the decks, thoroughly wet and wretched under the lifting fog.
While the crew struggled with the heavy kedge anchor, the party disembarked under the pretext of reconnaissance, though it was generally understood that Ruprad, Tilea, Ernst might better serve the expedition by removing themselves from the path of falling blocks and shouted orders. The shoreline was uneven—pebbled, weed-strung, and foreign.
It was Tilea who first felt the pull. A strange, insistent draw as though some unseen line had hooked her thoughts. Without word or warning, she turned and walked into the mist, her boots crunching through kelp and stone. The others followed in instinctive silence. Déjà vu—that uncanny echo of memory—overtook them all, for the landscape about them and the hush of mist and sea matched, almost too precisely, the dream they had each endured upon entering the Sea of Claws.
There, amidst the rocks, Tilea paused. One stone among many, scarcely as large as man’s head and no different to look at, seemed to call her hand. She bent, dturned it, and revealed beneath its face a smooth surface etched in three separate scripts.
Ruprad, already crouching beside her, squinted in scholarly delight. The final script—elegant, structured—he recognised at once: classical Imperial. Reading aloud, he gave the translation with a scholar’s gravity:
“By the light of the sun and the moon, and the blood of earth and water, the pact is bound. The guardians sleep beneath the stone. The watchers wait in the heights. Speak the truth, or be silent. Thus it is written, thus it shall remain.”
The silence that followed was long and unusually thoughtful. Returning to the ship proved more difficult than expected. The bell above the forecastle, muted by fog, was their only guide. As they trudged back along the coast, visibility began to improve. The mist thinned, revealing—across the low hills inland—a curious rise in the landscape. What at first appeared to be boulders resolved themselves into the vague outlines of buildings.
Once aboard, efforts were made to consult the crew regarding the stone’s remaining inscriptions. Most were too occupied with the kedging operation to do more than glance. The Dwarfs, when pressed, admitted they could make little of the runic section. Though some symbols bore resemblance to ancient Kazalid, only a few half-carved fragments could be deciphered: one referred to cake; another, rather cryptically, to a specific style of mining helmet.
The Governor-elect, ever diligent, confirmed Ruprad’s classical translation and ventured that the middle section—formed of pictograms and sweeping strokes—was in fact written in Saurian, the script of the Old Ones. Regrettably, he could offer no translation. With the stone secured in their quarters (and much speculation as to its purpose), the party set out towards the inland structures. The walk was easy; the air light and damp. Upon arrival, they were met by a young man of the settlement—red of hair, thick of accent, and visibly unsure what to make of his visitors. Communication was eventually established by Tilea, through the universal method of speaking slowly, loudly, and pointing often.
Before long, a dozen or more locals gathered in what appeared to be a semi-religious ceremony. Warm, murky-brown liquid was served in crude mismatched clay mugs, along with round discs of baked oats. Observing the villagers, the party quickly mimicked the ritual: dipping the oat discs into the drink, sucking on the softened edge, and then—quite reverently—talking about the weather. Though unsure what deity was being honoured, the ceremony was mild, pleasant, and considerably better attended than most sermons in the Empire.
The party began their return shortly after, now trailed by several of the village elders, who seemed curious, if not entirely sure where they were going. Upon reaching the beach and seeing the ship mired, the villagers conferred amongst themselves and dispatched Mund, a somewhat overworked youth —to seek aid.
It arrived in a form no one aboard had expected.
As the Passivity strained against her own weight and the capstan groaned, a figure emerged from the thinning fog: an enormous giant. Seated upon his shoulder clad in little more than what seemed to be a badly worn, off-white bedsheet—conversing in low tones—was a wiry old man, altogether too calm for the occasion.
The crew, understandably, descended briefly into chaos.
Men fled. Tools were dropped. Orders were shouted, repeated, and ignored. It was Captain Amelia who restored order, snapping commands with a voice that cut through fear like a cutlass. The giant—apparently quite amiable—joined the effort, placing a meaty hand against the stern and shoving. With the coordinated pull of anchor, wind, wave, and unexpected colossus, the Passivity shifted.
Then, with a lurch and a scraping groan, she was afloat once more. The moment was jubilant, the relief palpable—but it did not last. Captain Amelia fixed the party with a long, assessing look.
“Once we’re seaworthy,” she said, wiping her hands on her coat, “I’ll have words with the lot of you.”
r/warhammerfantasyrpg • u/Sea_0f_Fog • 6d ago
Thinking of some classic Boromir-style bracers, what would you price them at? I know they're not in the book, but plate bracers are way too expensive for a poor warrior priest like me. That said, I want to be able to protect my arms more than they currently are. I currently wear a leather jack, on top of which is a mail coat, on top of which is a leather breastplate, with leather pants and mail chausses. (Technically the leather jack's chest armor should only come into play if something penetrates past my other two chest pieces, but the arms are what's important.) Given that the leather jack is 12 silver and the leather breastplate is 10 silver, would you just say 2 silver? Not using the Archives of the Empire vol 3 armor rules.
r/warhammerfantasyrpg • u/StLouisIX • Jun 27 '25
I was searching the subreddit and saw that a few years ago someone tried to adapt Masks of Nyarlathotep to Warhammer while running the adventure live. He got to 11 blog entries before it seems the campaign ended, and it doesn't look like there was ever a finished project. Is anyone here aware of any completed fan-made adaptations for Masks of Nyarlathotep?
Seems to me Professor Quintus Fassbinder from The Enemy Within is a ready-made Jackson Elias replacement (assuming he lives through The Enemy Within).
I suspect one of the hardest parts of adapting such an adventure straight is that the cult sorcerers of Masks are simultaneously much more powerful and much less durable than your typical Chaos sorcerer. Summoning daemons left and right, personally communing with gods, and then getting shot to death.
(Then again, Brunner almost took out Archaon with a warpstone bullet...)
r/warhammerfantasyrpg • u/MrSafeaspie • Apr 27 '25
Hello Wfrp fans!
I'm currently running a homebrew campaign in which a witch hunter has captured a mutant captain and is looking to extract information from them. Next session, we have an interrogation.
In the core rule book for 4e, the witch hunter has Lore(Torture) and Intimidate but other than that, there's not really a great deal of information to go on with how to GM an interrogation. It leaves me with some questions such as "What skills do they use?", "How much do I reveal?", "What do I hide behind dice rolls?". As I draft the session out, I'm realising there's a lot of moving parts.
Assuming there's not a ready-made mechanism for this, I've got a homebrew system which may benefit from some seasoned GM feedback.
GM interrogation Prep:
Ask the players: What do you want to know from this person? What is the focus of your questions? What does a successful interrogation look like?
In other words, what is your group interrogation ambition / personal interrogation ambition?
Interrogation Steps:
1) Find out what the NPC wants
2) attempt to understand if the NPC knows what the Party wants to know
2) Attempt to satisfy what the NPC wants
3) Get information which should be verifiable
An Example
The party have captured the mutant captain.
They want to know about an associate of his, and they want to understand his relationship with another character. They suspect they are working together, but otherwise have very little information to go on.
The NPC wants a number of things:
a) to upend society with mutants on top
b) to exact revenge upon the people of The Empire
c) to climb in his organisation
Some successful angles the party may attempt to try and get this guy to fold:
a) sympathise with the plight of mutants. Use this sympathy to endear themselves to the mutant to get him to fold
b) sympathise with the injustice of the empire. Use example of how they've one-upped nobles or others in high society to get what they want
c) offer to turn the mutant and bump off his rivals in exchange for information
Roundup and Review
An interrogation shouldn't just be "we roll +SL and then see behind the DM screen" but instead be an opportunity to use a range of skills and move the story forward.
I've considered using Lore(Torture) in combination with Intimidate and adding the SLs together for an opposed check against the NPC's WP. If the player passes by the Lore(Torture) SL, the NPC will give an answer which they think will save them from being tortured. It may be true, it may be a lie.
r/warhammerfantasyrpg • u/kap1tein • Sep 21 '23
Earlier this year I wrote my own standalone story and shared it here. I’ve taken all the feedback to heart and printed the end result.
Couldn’t be happier with it and just wanted to share 😁
r/warhammerfantasyrpg • u/Sea_Membership5283 • Jul 21 '25
Hello there,
Tried to comment under a certain topic, but this site did not let me to do so. Here it is, as a new thread =)
First thought playing WHFR : what a burden managing the character sheet manually. Therefore, I started something on Google Sheets on my own (did not think of looking here, rofl). It started simple, but now it is kind of gigantic. Why ? Because I wanted to go above and beyond the basic assignment.
Sure, I had the basic character sheet in my system rather quickly. Then, I added some calculations, starting with simple maths on the sheet, and just after, with a helper to know what I could buy with my xp (or rather the cost in xp of what I wanted to buy).
Of course, to make it solid, I entered all referentials into the sheets (skills, talents, careers).
And, lately, I wanted to forecast my expenses in xp just not for the next step, but as a career build helper. So I have now a "log" of future improvements for my character, and I can see the future states of it, at different levels of xp (what it will look like at 2k xp, 3k xp, 4k xp, etc.).
My Sheet is not perfect, it has many flaws ! But it helps me a lot.
So, without further ado, here is the link to my Sheet : https://docs.google.com/spreadsheets/d/11rnZVf3L03-uSBu9VDtkONU1zoWJlmo1P7uo74J0jkw/edit?usp=sharing
It will grant only "viewer" permissions, as I do not want people to mess with it. But it allows you to copy the entire file to you own Drive and play with it as you wish. Beware, it is unfortunately (for you) in French (my native tongue). My apologies about that.
The different Sheets are as follow :
- Feuille de perso 1 = first page for the Character Sheet
- Feuille de perso 2 = second page for the Character Sheet (as I wanted to be comfortable looking at it on a screen, and by printing them)
- Historique perso = not so much here, except a log to track previous events in my campaign (and the xp gains and expenses)
- Utilisation d'xp = the helper to determine the cost of 1 or more improvements to my character (will work until a Career Change, including the Change itself, but not for combined steps before and after the change)
- Référentiel Carrière Actuelle = just a reference table for the active Career of the Character (open skills, talents, characteristics, etc)
- Plan de Carrière 1 = the second helper I made to simulate multiple steps of improvements for my Character and to link it to the Future State viewer (below)
- Feuille de perso projetée 1 = the famous Future State viewer, which can help me figure out what my Character will look like at a certain level of xp (depending of my entries in the previous sheet) ... To see a certain step of xp in the future, I can simply enter the desired value in the cell Q14
- Référentiel Carrière projetée 1 = just a technical reference Sheet to help the presentation of the previous Sheet (the Future State viewer)
- Utilisation d'xp Projection 1 = [deprecated] I thought I would need this one, but I am building a similar feature directly into the 'Plan de Carrière 1' Sheet ... Will be destroyed, probably
- Plan de carrière 2, Feuille de perso projetée 2, Référentiel Carrière Projetée 2 = [deprecated] The initial goal here was to be able to compare two different Future State views. But, honestly, that is a tad complicated and not that relevant. Will be destroyed, probably.
- Référentiel Carrières, Référentiel Compétences, Référentiels Talents, Abaque - Augmentations = only technical reference tables. No use for you ... unless you care to put English values and definitions for these !
- FAQ = some documentation ... it probably runs late compared to the latest features in the file, but could help to understand the rest (in French :/)
- Read me = I hoped to keep tracks of my work, but failed =[
- Comparo = [discarded] nothing to worry about, only applies to my fellow players in our campaign
Remember : I am trying to illustrate (and maybe even to help people) what can be done for WHFR fans. Not to say that my work is better than others.
EDIT = As shown in a comment below :
Currently working on the English version of the file. It is, indeed, a very long task.
Further than the translation itself, I am also trying to fix some previous problem, or add some QoL features.
If you are interested in following the progress, and maybe, why not, comment some, you can access the file here : https://docs.google.com/spreadsheets/d/1A4cQZHaLSckG-FSBGw1zIIev75W-AJjx4o94iqyqwaM/edit?usp=sharing
Please, remind that this is a Work in Progress. So far, I have moved the Skills Reference and partially the Talent Reference and Career Reference. Some notes and indication on how to start with the file are also built in parallel of the rest.
r/warhammerfantasyrpg • u/ThorrNZ • 11d ago
Hey Team, I need concepts for charm or status based magic items to put to my wonderful GM as I’m playing a non-combat Ranaldian Priest.
What are some of the most fun and memorable ones you have found and/or used?
r/warhammerfantasyrpg • u/Robo_cop127 • Jul 08 '25
r/warhammerfantasyrpg • u/Burglekat • Apr 11 '25
Current working version of the island of Aeryn setting that I am working on, inspired by real-world Ireland. Feedback and critique welcome! The island is known to most outsiders by variants of its Eltharin name, Aeryn. It is called Parthalon by the local tribes and is known to its Norscan colonists as Hvalrholmr.
r/warhammerfantasyrpg • u/Sea_0f_Fog • Jun 01 '25
For a long time, I've been frustrated by a lack of holy texts to study in preparation for playing an Ulrican warrior priest. So I've thrown my hat in the ring and decided to write some. I've written what I would propose to be the first section of the Liber Lupus, a section that I call "The Three Duels of Lord Ulric". It covers how Ulric fought for his three major spheres of influence (wolves, winter, and battle), and how these three duels are emulated today by the Cult of Ulric. I hope you read and enjoy!
THE THREE DUELS OF LORD ULRIC
In time before the white moon showed its pale face to the night sky, there was Ulric, the lord of… nothing. Brother of Taal, the lord of nature, he desired rulership over something, a dominion within which he could hold himself as king. Taal, the lord of nature, gave to his brother a boon, a gift of fraternal generosity. Upon that gifted mountain did Ulric smite down his sacred flame and anoint the world with his majesty. That was the inception of Middenheim, of Middenland, of the Empire as we known it today. The story is told, the songs are sung, and Ulric gained the power over winter and wolves and battle by fighting for those spheres with his own two hands. He defeated a wolf, and carved from its bones an axe of powerful and terrifying bone. He fought winter and conquered it by creating fire, by introducing a bright blazing thing into the world. He conquered battle by engaging with it and ultimately cultivating a peace within, so that war and battle never entered his heart. Ulric fought for his domains, and took them as his war-prizes when he had defeated them. That is the Ulrican way.
Ulric as the Lord of Wolves
It is sung that Ulric in his might did break the earth upon the Fauschlag and set his cold fire upon the blessed mountaintop, broken though it was. It is less known how Ulric subjugated the lupin race to his whims and decrees. Hear it now. Ulric, lord of still but the mountain, did find himself surrounded by the native population of wolves which inhabited the plains and forests that surrounded his mountains environs. What was Ulric to do but to face them? Cowardice was never his way. Ulric, lacking cloak but clothed in power, did spy the fair and frosted fur of the leader of a pack of dire wolves which descended upon his position at the base of his holy mountains, which would one day become his holy city of Middenheim. It would soon earn its second name as the city of the white wolf. Ulric, surrounded on all sides by the pack which would soon be his, assessed his situation with the cold endurance of a military commander. Alone and outnumbered, he knew his position to be weak, but his force to be strong. As such, he challenged the commander of the wolves, a one eyed white wolf called Lord Silver, aged and strong with years he had spent rather than wasted, to single combat for command of the pack. Lord Silver, a proud beast, and mighty, tall as an ox and just as broad, not only accepted the challenge but extended it, loudly declaring that the loser be the winner’s bondservant in life and death. Ulric, confident in himself, agreed.
The Silver Duel
At the agreed-upon time, as the full moon rose across the sky, Lord Silver and Ulric met upon a battlefield littered with the bones of Lord Silver’s former rivals and claimants to his seat as Alpha (“leader” in the tongue of the wolves). Lord Silver had reckoned with nine times nine enemies, each more slavering and bloodthirsty than the last, each desiring power not for the protection of the pack, but as a point of pride. Lord Silver had bested them all, but was not so proud as to disregard his next challenger: this new man (for Ulric stood in the guise of a mortal) walked upright, and had a fierce gaze in his cold blue eyes.
The duel commenced with the combatants warily circling each other, as is customary, and the surrounding ring of dire wolf onlookers howled in unison to herald in the auspicious ritual. Ulric bore no weapons but his fists, but those would soon prove enough. With a start, he bellowed out his fury and charged, with Lord Silver meeting him at once. Snow kicked up from the ground as the two clawed at each other, Lord Silver swiping at Ulric with fierce paws and Ulric pounding Lord Silver with crippling blows. Lord Silver’s savagery served him well, for even while Ulric locked his head in a vice-grip, his hind legs tore at Ulric’s thighs and abdomen, enough to cause the headlock to loosen. Slinking away, Lord Silver caught his breath. Ulric would not stand this.
The battle was fierce, the competitors legendary, but the day was swift. The sun chased the moon as a wolf chases its prey, and around again the moon did rise, but still Lord Silver stood no chance before the fists of Ulric the Strong. Blood and fangs were scattered upon the holy ground as the two raged. Upon the thirtieth hour of their battle, Ulric’s fist crushed the neck of the dire wolf Alpha, and Lord Silver knew his death approached. But it is said that in defiance, the head of the wolf bit hard into Ulric’s flank, still seeking victory, refusing to yield. His final act has given Ulricans the world-over the expression “A dying wolf can still bite”, a reminder to never give up. Thus did Lord Silver fall to Ulric’s hands, though Ulric endured a mighty gash which split him in his side. Ulric’s power of savagery might have excused him such a wound, but he carries the scar to this day in honor of the wolf lord’s power and courage.
The dire wolves howled at the death of their leader, and bowed low to their new Alpha. Thus was Ulric crowned the King and Alpha of all wolves in the world, for Lord Silver had established such a title for himself that all must need bow to his usurper and master.
To honor the body of the fallen, and to reap the reward of Lord Silver’s eternal servitude, Ulric made from the fallen Alpha a cloak to protect himself from the elements. From his bones was crafted the first axe of Ulric, Sidesplitter. Its keen edge was known for arcing down upon the enemy like a hungry pack, and for doggedly resisting the most ardent of corruptions and foul magicks, a remnant of the resistance of Lord Silver, until death. From his fangs were necklaces and charms made, and from his skull a mighty constellation in the night sky, from which his byname “Skol” was born. As agreed, Lord Silver became the bondservant of his new god and king, accompanying Ulric in spectral form, and today serves as the most honorable messenger of the Wolf god. To see Lord Silver is to know that Ulric smiles upon you.
Ulrican Worship Today
Each Ulrican initiate must recreate the legendary Silver Duel, fighting a wolf in single combat and donning its hide as a mark of respect, and as a way for the initiate to prove himself a wolf in his own right.
Ulric as the Lord of Snow
Ulric in his wolf-skin cloak which covered him head to toe did find himself in the crushing embrace of the winter months which have ever conquered mankind. Ulric though, in his divinity, challenged the winter months and their whirling, howling winds to a duel, crying out his dare unto the clouds in the sky. “Whoever lasts the longest would prove themselves the winner!”, he shouted, and the winds carried his words from him to echo back “Who ever lasts?” Thus did Ulric’s second great duel begin: The White Duel.
The White Duel
Ulric’s breathe froze upon his mighty blackened beard, and his power over wolves helped not but to prove winter’s bite, as his pack fell to the cruel cold and starvation brought about by the white hand of snow. Ulric, though, knew himself to be stronger, and exhibited the patience which today is revered by Ulricans the world over, for this duel could not be won with strength alone. Ulric held himself in silence and embraced the cold, doffing his cloak which Lord Silver had gifted him in death. Naked as a poor babe upon its Nameday, Ulric embraced the winds of winter and endured them all. Winter raged all through the year, and decades fell like snow, but Ulric resisted all. In his magnanimity he boasted and was proud, but a sharp bite clamped upon his foot from nowhere, and the growling of Lord Silver echoed in Ulric’s mind. He could endure the winter’s cold, but his pack had no such defenses. Suitably chastised by the frost bite of his comrade, to the wolves he gifted a power more sacred than any they had seen before. For the protection of his worshippers, the wolves, Ulric birthed into the world a new and dangerous power: fire. By stringing a stick into a bow, inspired by his brother’s sacred invention, and lighting a laying stick in such fashion with friction, Ulric created the first blaze upon the earth, so as to save the lives of his followers. While Ulric could endure winters that lasted centuries, his wolves could not, and though he was their master, he was also their protector. Eventually, through a century of snow and hale, time did conquer rime, and Ulric, with icicles clinging to his form, did breathe a sigh of pride. Thus did Ulric conquer winter with patience, and learn what it meant to be an Alpha.
Ulrican Worship Today
Each Ulrican initiate must recreate the legendary White Duel, braving the elements to prove himself a true follower of Ulric, and to witness firsthand the power of winter’s bite. His meditation must last at minimum an hour for every year old the initiate is, and may be accompanied by a silent vigil if the Chaos Moon is high in the sky.
Ulric as the Lord of Battle
Ulric, lord of wolves and snow, considered his condition and felt within himself a strife. His heart cried out against the injustice that he suffered as the second born brother of Taal, Taal who fought not for his place as master of the natural world. Ulric loved his brother, but he struggled all the same with a deep jealousy of his position. Ulric had fought for every scrap of his power, but Taal had proven himself in no such fashion. Battle had entered Ulric’s heart, and he recognized it with anger. The base emotions of petulant jealousy were not his to suffer, no, and so Ulric fought against himself to conquer his emotions, and cleanse the inner battle from his soul. Thus began the Red Duel, when Ulric would conquer battle itself to become its master.
The Red Duel
Sweeping his wolfskin around himself, Ulric went to his knees in the soft snow, howling into the sky with his pack. Roaring into the night, Ulric’s fury was potent, but lacked a target, and thereby lacked any release. With a huff, he cut his cry short and set himself upon the ground with folded legs, resolving to find an end to the battle in his heart. He closed his senses to the world, entering a deep state of meditation. Ulric had ever been a strong god, powerful in build and stronger still in stamina. But his visions would test even his divine fortitude.
Within his heart, Ulric stood upon a pure white field of snowdrops, nothing but flowers as far as the eye could see. With every breath, though, Ulric faced a new dark thought: his jealousy, his black rage, his endless ambition, his selfishness, each was made manifest as a blood-red reflection of Ulric himself, charging from the horizon beyond. With every thought another foe was born, until Ulric was surrounded by himself. The Red Duel it is called, though the combatants were either a single god or a million against one. The most ferocious melee commenced, vicious and brutal, staining the holy white landscape the dark hue of blood. Ulric killed his reflections time and time again, and internal eternity passed within the lord of wolves and snow until he, at last, conquered the war in his soul. Jealousy and selfishness were dead, and battle itself was subjugated to its new master.
Ulric arose from his meditations and shook off the snow which had coalesced around his frame. Whistling sharply, he summoned his wolves to him, and departed into the sky for to proclaim his new titles to his fellow gods.
Ulrican Worship Today
Ulrican initiates must recreate the legendary Red Duel, beginning with a meditation and followed by a vicious melee against 10 of his fellow Ulricans to represent his red reflections: Arrogance, Blasphemy, Complacency, Cowardice, Deceit, Gluttony, Ignorance, Lust, Sloth, and Weakness. These sins are known as the Red Sins in the Cult of Ulric today.
r/warhammerfantasyrpg • u/iupvotedyourgram • Jul 08 '25
About to start 2e for first time and read a lot of various homebrew rules to fix some things that didn’t work great. I can’t find any one resource for this, besides forums where a bunch of people have posted their own opinions. Which is nice, but as a newbie it’s hard to tell which of these are the best to adopt and which are untested/maybe worse.
r/warhammerfantasyrpg • u/sigmumar • 4d ago
I just released another one of my fan expansions for The Old World Roleplaying Game: This time it's PCs from the North and South, detailing Norscans, Tileans, Estalians and the people of the Border Princes. It is less detailed for each civilization than the one on Kislevite PCs, but I wanted to cover the basics of each of these regions - and to be honest, apart from Norsca they're a bit less detailed in the lore, and where Norsca is more detailed, huscarls and marauders are unlikely to walk the streets of Talagaad.
But there are some new careers: My takes on the Assassin, Duellist, Tomb Robber and Marcher-Scion are included, as are rules for Rapiers, Parrying daggers and Bucklers.
As always, I'd appreciate your feedback!
r/warhammerfantasyrpg • u/Tamurkhan7 • 16d ago
Hi all
Longtime WFB and 40k player here but haven't played WFRP since first edition (but with very fond memories of Power behind the Throne)
I just bought myself the starter set and Core Rulebook for 4th ed and I already love it. I have a lot of the 1st ed stuff digitally from a Humble Bundle from a while ago, and of course the conversion rules, but I'm also looking for some more up to date content
I know Cubicle 7 have some, and I'm all for supporting local and independent (I'm Irish, so that helps!), and I'm already eyeing up my next purchases (I'm thinking Up in Arms and Middenheim). But in the meanwhile, I'm wondering if there's any sites like Miskatonik for Cthulhu (the other RPG I've been playing for the most recent years)
Hit me up with your sites for content!
r/warhammerfantasyrpg • u/dirtbikepunk • Jul 21 '25
Has anyone experimented with porting/houseruling into 4e any of the slightly more refined mechanics that appear in Imperium Maledictum, or homebrewed any new rules based on them?
I've had a hunt around on the Ratcatchers discord and other forums (Winds of Chaos etc) and didn't turn up much other than an idea about using endeavours, so any help appreciated.
I've recently been reading through IM for the first time, and some of the more streamlined approaches feel like they'd help smooth out the WFRP 4e wrinkles that I – and the players I've tried to rope into WFRP – generally bump against.
In particular:
- Simplified XP cost advancement table, with skills advancing by 5 rather than in single units. This is obviously a bit more 2e; I also found a 2018 Capn Zapp post with something very similar, but 2018 was many hundreds of years ago so I'm wondering if anyone has tried implementing something more recently.
- More characteristic advances during character creation: I like that IM's homeworld and faction/background system both offer a number of choices for characteristics and skill advances to show a character's experience and expertise. I'm wondering how this would play if you adapted it into the species skills/talent and class steps. (This would probably need to come with a decent rework of the species characteristic profiles – I'm not a fan of the Great Elf Gap, though I know many are.)
– Class trappings, skills and talents: This one would be particularly homebrewy, but I like the idea of a new step to provide some extra options determined by your class (Academic, Rangers, etc). This would mirror IM's faction/background role, which gives you access to a handful of skill advances, a common talent, and weapon/tool/key item to indicate your history and expertise. As I understand it, 4e's classes mostly just determine your available careers and a small amount of (slightly uninspiring) starting trappings (e.g clothes, dagger slingbag, nose tweezers). Here, you could have Academics get Read/Write as a free starting talent (which seems to be a fairly common house rule), plus a
common skill or two, and some choices for more interesting/flavourful starting trappings.
I know this would likely create more competent characters from the get-go, and probably throw out the balance of advancing careers beyond character creation, but I'm wondering by how much.
Anyone tried any of the above, or anything similar?
r/warhammerfantasyrpg • u/Madrajin • Jul 22 '25
I created an Apple Numbers based character sheet for our WFRP game and have been updating it for the last couple of years. If you use a Mac or an iPad you might be interested to take a look at it:
Someone posted their Google Sheets based character sheet here so for Windows and Linux users take a look at their work:
My work is split into several sheets. The Character Sheet is designed to be duplicated for each character in the game so that multiple characters can be stored in the same file. All the source data used to display and calculate everything is in separate sheets: Source Data, Magic, Equipment, Bestiary. The information for many careers, talents and spells has been entered but it is not complete.
The main section of the character sheet is designed to be printed out on up to 4 pages of A4 paper. The first two pages contain most information, but pages 3 and 4 contain extra space for skills, talents and equipment. This is useful if like us your game has gone on for a long time and you have acquired a lot of stuff.
The main section of the character sheet is read only. The character is created, advanced and equipped using tables below. The Character Creation table guides you through making a new character where you can enter dice rolls or override the random results by choosing options directly. Missing information is highlighted on the right so you know what needs to be done.
A character is advanced by adding rows to the Advances table. Select the type of advance, Characteristic, Skill or Talent for example, then enter the name of the advance along with the number to add. Some advances are grouped so this is specified in brackets like Trade (Engineer). Errors and warnings are displayed to help, such as if the advance or specialisation is not found, if the advance is not in the current career or if a talent has been taken too many times. Information entered here is automatically reflected in the main part of the character sheet, skills and characteristics are calculated, talents and their effects are displayed. The effects of many talents are included in the calculations for the sheets such as Suave adding to Fellowship, Accurate Shot adding to ranged weapon damage, Sturdy altering carrying capacity, etc.. Care has been taken in crafting the spreadsheet so that the rows in the advances table can be reordered. You can use this to plan for future advances and experiment without it breaking. (Almost all of the calculations here use OFFSET to look at previous values in the table rather than using direct cell references)
The Adventure Log table tracks experience gained after sessions and completed adventures. It is also used to record endeavours and ambitions. One weakness is that if an endeavour is used to change career for free, then it must also be manually entered in the Advances table.
The round off character editing there is the Equipment table. Add items that a character owns to this table. Tick boxes if it is carried on the person or equipped and they are then displayed on the character sheet in the appropriate section, armour, weapons or trappings. Equipped armour is used to calculate total AP on a location for use in combat. Weapons display the relevant skill and damage.
Finally there are some tables to help during play and advancement. A coin currency converter for those of you who aren't familiar with pre-decimalised money. A Career Advances table which shows what can be taken and how close the character is to completing a career stage.
I've left my character Gudrun in along with the blank character sheet so it can be seen as an example of how to use the spreadsheet.
I hope that someone else will find this useful and if there are any problems then please let me know so I can fix them. It is really complex so there are going to be bugs. Spreadsheets were definitely not designed to pull off the sort of things I'm doing with this. There are some known weaknesses. First in spells. It has not been tested well with spell casting characters and although the basics should work there is a lot missing. Also the default area for spells is small and so advanced characters will probably need an extra page for spell information. Second is in tracking information during a game. The spreadsheet was originally designed to print out character sheets for use around the table and then be updated after a gaming session. I'm currently working on a GM Tools sheet for helping to track information during combat at the table. This is no-where near complete. Suggestions are welcome.
r/warhammerfantasyrpg • u/Time_Day_2382 • Dec 16 '24
Hey all, I know that 4e is supposed to be largely a customizable toolkit, with storytellers taking baseline stats and tweaking them (save for foes in published adventures). However, there seems to be no advice on making greater daemons anywhere. Any ideas on what they should look like?
r/warhammerfantasyrpg • u/Toolbag_85 • Jun 02 '25
Note: I have an RAW section and an RAI section. Please indicate which you are commenting on.
TLDR Version: How does my character gain additional Blessings? As in, blessings that are not listed according to my Deity.
RAW
Page 134 of the core rule book shows the Bless talent. Now, we all know the basics of this and how it works. However. The last sentence of the Bless talent on page 134 says:
Under normal circumstances, you may only ever know one Divine Lore for the Bless Talent.
So my question is. What are the special circumstances that would allow me to learn additional Blessings? I don't remember anything in Chapter 7 of the core rule book. Are there any RAW in other rule books that spell this out?
RAI
I am assuming this could happen through special shapeshifter abilities. Clearly a divine gift would work. Are there any magic spells that I am simply not aware of? Perhaps a side effect from mutation?
I would really like to add Blessing of Tenacity to my list of blessings. Blessing of Breath might be useful. Blessing of Might, Blessing of Battle, Blessing of Healing are possibilities.
I have been thinking about approaching my GM and discussing learning additional Blessings through a table rule based off of the Invoke system.
The basic Bless talent costs 100XP. But then additional Blessings would cost 100XP plus 100XP for each time I've taken Bless...similar to the way Miracles are gained.
So an example: Bless talent = 100XP Total = 100XP
Then
Bless talent = 100XP plus Blessing of Tenacity = 100XP Total = 200XP
Then
Bless Talent = 100XP plus Blessing of Tenacity = 100XP plus Blessing of Breath = 100XP Total = 300XP
So on and so forth.
Edit: My lame brain totally forgot. I assume that such things would require an Endeavor, or possibly even a quest, to find an NPC who could make this happen.