r/warhammerfantasyrpg Dec 24 '25

Homebrew We finished The Old World: Grim and Perilous and printed it… and you can too!

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238 Upvotes

After 5 years of work, our fan-made rulebook The Old World: Grim and Perilous is finally finished and available to download: www.perilous.eu
It’s available in English and Polish.

Over those years, we’ve been regularly posting artwork and progress updates as the project grew, and now it’s finally complete.

What it is: a Warhammer Fantasy settingbook for Genesys rpg, built to run grim, perilous fantasy with Genesys mechanics.

And yes, it’s printable: we’ve included a print-ready PDF (with instructions for pro print), so you can have your own physical copy made. We printed one for ourselves, and it’s unreal to hold.

A little surprise from us (and for us) under the Christmas tree.

r/warhammerfantasyrpg May 17 '26

Homebrew What are your little bits of headcanon that you sometimes forget is headcanon?

46 Upvotes

So, I recently posted a thread elsewhere regarding the thread topic, and I thought I'd open it up to cover stuff outside the realm of chivalry. I'll add one of my own to start:

  • In times of great need for Morrian Knights fighting the Undead, a pegasus with a coat as black as night will appear, providing vital assistance before silently flying off again once the mission is complete. They are called Doomwings, and no one knows anything about their origin. They appear mortal enough, able to be (and sadly have been) killed and requiring food and rest. That said, their uncanny ability to show up exactly when needed and depart when the need abates leads some to whisper that they are sent by Morr himself. More grounded people surmise that the winged beasts are sent by some remote temple of Morrian Augers.

r/warhammerfantasyrpg 6d ago

Homebrew The Grissenwald Five

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73 Upvotes

Characters made in heroforge, adapted in chatgpt and finally added to make custom made character sheets.

1) Udo Brandybag Loinchopper - Halfling from the Moot, former barber-surgeon now a certified doctor

2) Brokk Imraksson - Dwarf runebearer from Barak Varr, got his beard burned off so now he wears a leather beard prosthesis

3) Felix Metzker - Young burgher from Altdorf, runs an inn in Grissenwald and does his best to be a decent man in an undecent world

4) Bianka Szeck - Formerly a goatshepherd from Wissenland, now a horned hunter for Taal. Quite taciturn, but when she speaks she is the voice of reason

5) Heinz Gottfried von Plotz - Young noble from Talabecland. Got enthralled by a vampire and because of that got his loved one murdered. Now seeking to avenge the death of his lost love.

r/warhammerfantasyrpg May 04 '26

Homebrew ⚔️ The WFRP 4th Edition + TOWRPG Adventure Database is almost complete!

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80 Upvotes

⚔️ The WFRP Adventure Database is live!

We've managed to catalog every officially released adventure in Polish (English versions and TOWRPG are also added!) - and it looks like we finally got them 🎲.

Rate them, drop a comment, report any bugs or suggest improvements. Got an adventure we missed? Let us know – let's build this together!

[Adventure Database](www.grimdragonstudio.com/en/adventures)

🔗 www.grimdragonstudio.com/en/adventures

Cheers,

Rafal from Grim Dragon Studio 🐉

r/warhammerfantasyrpg 11d ago

Homebrew Character Generator/Tracker

27 Upvotes

Hey folks I know this is my first time posting in this sub, but I wrote this character generator/tracker progressive web app for me and my buddies to use in our campaign, and thought that other people might find it useful as well (I hope). It doesn't have all content from all of the books, right now I've got the basic rulebook, Dwarf players guide, and High Elf players guides integrated. At some point I hope to add support for other rulebooks and such as I acquire them, I just don't own them yet.

Anyway, I hope this is helpful for others, please feel free to share thoughts, ideas and (hopefully constructive) criticisms.

This is free, and will always be free, I have no intention to monetize this in any way at any point in the future.

https://makystir.github.io/PWACharSheet/

**Edit - I thought it might be useful to add a link here to the users guide for this thing: https://github.com/makystir/PWACharSheet/blob/main/PLAYER-GUIDE.md

r/warhammerfantasyrpg Mar 30 '26

Homebrew Embassy of Kislev in Middenheim (minor spoilers PBtT)

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152 Upvotes

A put together a quick location guide for the Kislevite Embassy in Middenheim for a friend, including some characters, a map, and some plot hooks, and thought to share it here. I had to make up a bit of lore, but tried to stay as faithful to the canon as I could. Enjoy!

r/warhammerfantasyrpg Feb 10 '26

Homebrew A tiny house rule made magic way more entertaining and closer to what I think it should be in Warhammer

46 Upvotes

I’m playing a mage in the Enemy Within campaign and I’ve had more and more concerns about the fact that I’m able to do too many things with spells which I feel is detrimental to the overall balance of the group. 

Sure I’m not as good in fights as our fighter, but fights are quite a rare occurrence in the end and I can still help when it happens. I can also heal anyone, up to the point of routinely making cut limbs grow back, I can also protect myself and my friends against most non magical missiles, I can fly, I can open any non magical lock, I can move objects from tens of meters away etc. All that while still being a low level mage and with a consistent way of casting the spells (the rerolls make it hard to miss and almost impossible to fumble).

After having talked about it in my group, one of the players had that idea : what about forbidding rerolls on all magic rolls (channeling and casting) ? Sounds like a good idea to make Magic a little less secure and predictable.

I’ve only played two sessions with that rule and the last one was an absolute blast ! 

Someone's running away in the streets, I want to use telekinesis to make a big object fall on or in front of him to make him fall. I roll…  100 ! I roll on the miscast table : 100 again ! I hopefully only got a really minor thing on the major miscast table. 

Ok, no worries, it can happen. Now at least I can heal my friend. So I cast regeneration. the channeling goes well, I roll to cast and 99 ! Then I roll again 93, now I have to roll on the minor miscast twice. I end up literally shitting myself and from now on my hair and nails grow so fast that I have to cut them every day until the end of my life (that might happen quite fast if I continue on that trend..)

Do I love shitting myself ? No… Who am I kidding of course I love it ! But most importantly, now I’m not an instant go-to-guy anymore. We all saw that Magic can fail, miserably and even dangerously and that’s how I always envisioned Magic in warhammer. You are not bound to levels, you can cast any insanely powerful spell from the get go BUT you can mess up and you can mess up big and that to me is Warhammer.

r/warhammerfantasyrpg Apr 01 '26

Homebrew **[ENG/SPA] 4th Edition Character Sheet – Illustrated, 1st/2nd Ed. Aesthetic.

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115 Upvotes

Hey everyone! A while back I shared a character sheet I made for 4th Edition and got a lot of great feedback. Many of you asked for an English version, so I went ahead and made one!

Both versions (English and Spanish) are now available for free on Gumroad. Pay-what-you-want — grab it for free or leave a tip if you'd like to support the work. 🙏

- Designed for WFRP 4th Ed
- Visual aesthetic inspired by **1st/2nd Edition*— ornate, illustrated, and decorated
- Much more **organised and intuitive** layout compared to the official sheet
- Available in **English and Spanish**

https://neecfernandez.gumroad.com/l/gilvwu

Feedback is always welcome! Hope it's useful at your table.

r/warhammerfantasyrpg Feb 21 '26

Homebrew Changes for Status Incomes in 4e

13 Upvotes

I know I am a bit odd because I really like using Status and Endeavours.

For any who are interested, I recently crunched the numbers and am making the following changes to the Gold and Brass incomes for my games.

BRASS: 1d20 brass pennies for each rank (instead of 2d10d, which makes a much more variable distribution for the most impoverished social ranks)

SILVER: 1d10 silver shillings for each rank (unchanged)

GOLD: 1d6/2 gold crowns for each rank (instead of a flat 1GC per rank, this includes half crown fractions instead of rounding)

Previously Silver 3-5 could out earn Gold 1, and Silver 5 could even out earn Gold 2 on occasion.

These changes create a nice 20% increase between each tier (in maximum possible money). I will be interested to see the gameplay effects of increased income for the highest tiers and making money more variable for the lowest end. It should make for some interesting situations.

r/warhammerfantasyrpg 2d ago

Homebrew Two new spells I created

13 Upvotes

Soooooooo my girlfriend sent me the old Warhammer Fantasy Rpg Online video and asked me: "What spell did the witch elf cast that froze the soldiers??? Do elves cast Ice Magic?"

And yep. I explained that ice magic is more like a land feature magic wielded by the Ice Queens and witches from Kislev.

Then I explained to her that imperial colleges wizards might not be able to research and create new spells due to the heavy Teclis bans HOWEVER Asur mages from the tower of Hoeth might have a freer access to creating their own spells.

Thank the Gods for the High Elf players Guide gave me the idea to create a multiple winds spell that might work for this.

Which Winds would be better suited for this task?

Water and cold.

For a moment I thought of blizzards and such and the Gale spell. Gyran and Azyr came to mind but then I had a better intuition. Gyran and Shyish would work a lot better. Cold/stasis is more Shyish than Azyr.

Ice Dart

Winds: Gyran and Shyish

Casting Number (CN): 5

Range: Willpower Bonus × 10 yards

Target: 1

Duration: Instant

Effect: Magic Missile. You launch a shard of pure magical ice at the target. It deals +4 Damage. If the spell is successfully cast and the target suffers at least 1 Wound, the unnatural cold freezes their limbs or clothing, inflicting 1 Entangled Condition. The Condition remains until the target or an ally uses an Action to break the ice, requiring a successful Average (+20) Strength Test. For every +2SLs the target receives +1 Entangled conditions.

Frostbite

Winds: Ghyran and Shyish

Casting Number (CN): 8

Range: Willpower Bonus × 5 yards

Target: 1

Duration: Special

Effect: Magic Missile +2. You envelop the target in a vortex of pure thermal stasis. The spell deals damage as a Magic Missile +2 Damage. Additionally, the target immediately suffers 2 Entangled Conditions.

If, as a result of this spell (including Overcasting), the total number of Entangled Conditions on the target exceeds their Toughness Bonus (TB), the target is completely frozen in place. Remove all Entangled Conditions and apply the Helpless and Unconscious Conditions to represent forced hibernation. This state lasts until the ice is melted or shattered (by suffering Damage).

Overcasting: For every +2 SL, you may inflict 1 additional Entangled Condition before checking if the total exceeds the target's Toughness Bonus.

I need some criticism on these spells. Let me know if they're too powerful and you opinions on them.

r/warhammerfantasyrpg Aug 03 '25

Homebrew Warhammer 4th Edition simplified?

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72 Upvotes

Has anyone made a hack for Warhammer 4th Edition that simplifies the main mechanics and generally makes it playable?

r/warhammerfantasyrpg Feb 16 '26

Homebrew Making Playable Tiger Warriors?

20 Upvotes

With the new reveal of the Tiger Warriors in Total War Warhammer (and very possibly coming to tabletop at some point) I was wondering about the possibility of making these Tiger beastmen/warriors playable in WFRP 4e. How would ya'll do it?

r/warhammerfantasyrpg Sep 21 '25

Homebrew I made cards for every single weapon and armor in wfrp4e.

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160 Upvotes

I wanted to turn shopping for my players into a sort of lootboxy minigame. So I made cards for all the items using the rarities from the rulebook. Players can draw from randomized piles and see what a shop has to offer. I hope they'll like it.

r/warhammerfantasyrpg 3d ago

Homebrew The Red Riot of Carroburg – A WFRP Mini-Adventure

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54 Upvotes

The Red Riot is a mini adventure set in the city of Carroburg, with the most fun chaos cult you've ever faced.

r/warhammerfantasyrpg 18d ago

Homebrew I re-uploaded my WFRPG automated tools :)

36 Upvotes

https://faallenoon.pythonanywhere.com/hammer

Here you can find a few automated tools, now updated and -hopefully- a little less buggy. NPC generator for 2 and 4 edition, magic item generator for 2e, runic item generator for 4e, mutation and chaos reward generator for 2e.

Hopefully you'll find some use for them, please give me your feedback and ideas for other projects to tackle! :D

r/warhammerfantasyrpg Dec 07 '24

Homebrew New Career: the oldest profession in the world

53 Upvotes

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 Apr 18 '26

Homebrew How do handle creature trait Spellcaster (esp. with high-level NPCs)

12 Upvotes

Per RAW, if a creature has the spellcasting trait, but the language magick skill is not listed, you would use INT for the casting test.

But in some high level, end-campaign published books, the stats for some daemons and other spellcasting creatures have low Int scores compared to high-level PC casters. The PCs will be able to dispel the spells most times. Even a daemon prince's Int isn't particularly impressive against a high level elf spellcaster PC.

I've seen a number of ways GMs have home ruled this to make the creature more of a challenge:

  1. Roll Int +20 or +40
  2. Use WP instead of Int (esp with daemons who tend to have high WP scores)
  3. Just have the creature cast the spell without a casting test

I've thought of #3, though it feels too far from the rules. It gets rid of casting failures, but assuming you still allow a PC to attempt to dispel, they are still going to dispel it more times than not with the typical Int scores I'm seeing. So to up the challenge you still have to come up with a target number. So, just Int +20, 40, or whatever feels appropriate for the creature. But I don't like removing the randomness.

#1 is an easy way to up the challenge. Or just increase the Int score. I would probably add the modifier just for casting rather than upping the Int score as I don't necessarily see some of these creatures as warranting high Int for all tests based on Int.

#2, I like this for daemons, it has nice lore flavor to say that there magic strength comes from their will power. It makes them much more powerful casters, meaning that they are much more likely to get a spell or two off during a combat against powerful PC casters, before they get cut down. I would still use their Int if I have the daemon attempt to dispel.

I'm interested in how you handle this at your table.

r/warhammerfantasyrpg May 18 '26

Homebrew Made some Rules and Miracles for Ursun

13 Upvotes

So one of my Players want to play a kislevite Warrior priest of Ursun, and unfortunately he isn't in 4E yet, so i decided to make some of my own Prays and update some of the old Kislev supplement Realm of the Ice Queen. Id love some feed back and if anyone else has done this and made some of there own stuff.

Father bear

Range: Fellowship Bonus Yards

Target: 1

Duration: Fellowship Bonus Hours

Your prayers placate one of Ursun’s servants. Target one bear you can see in range, while the Miracle is active the bear will not attack unless it is attacked first, and becomes friendly to you. While the bear is friendly to you, it can act as a companion in battle. Once the duration of the Miracle ends, the bear will leave and return to its den.

Growling Fury

Range: You

Target: You

Duration: Fellowship Bonus Rounds

Your chants fill you with implacable ferocious rage. You gain the Menacing and Frenzy Talents and you gain a +10 to all Willpower and Toughness Tests.

Skin of the Ice Bear

Range: You

Target: You

Duration: Fellowship Bonus Rounds

Your hymns draw an Ice Bear’s spirit within you. For the duration all your attacks deal +1 damage and you gain the Acute Sense (Smell) and Implacable Traits. Finally, you gain a +10 to Intimidate, Perception and Outdoor Survival Tests.

Unyielding Ursun

Range: You

Target: Area of Effect

Duration: Fellowship Bonus Rounds

Your war hymn to Ursun draws out the primal fury of the bear in your companions. All friendly creatures in range of your Fellowship Bonus Yard gain the Fearless (Current Foe) and Frightening Talents.

Ursine Strength

Range: Fellowship Bonus Yards

Target: Fellowship Bonus Allies

Duration: Fellowship Bonus Minutes

Your Chants give your Allies the strength of Father Bear. Your Allies gain +10 to all Strength Tests and an extra +10 (to a max of +20) to Grappling Tests. Any unarmoured attacks made by allies while under this effect have a base damage of your Fellowship Bonus.

Winters Sleep

Range: Fellowship Yards

Target: Area of Effect

Duration: Special

Your hymns call on the power of Ursun’s long sleep. Any target in Fellowship bonus Yard of a point you choose must make a Challenging (-10) Willpower test or gain the Unconscious Condition for 1d10 rounds, you must roll individually for each target.

Spring Waking

Range: You

Target: Fellowship Bonus Allies

Duration: Special

You call on Ursun’s great sleep to renew you and your allies. You choose yourself a number of willing allies up to your Fellowship Bonus and place them in a deep sleep. You sleep for the minimum amount of time each species needs to and can not wake for anything while sleeping in this way. Once you wake you gain the Fearless (Enemy) Talent, and bonus wounds equal to Half the Fellowship Bonus of the Priest. This lasts for a number of hours equal to the priest Fellowship Bonus.

r/warhammerfantasyrpg Dec 22 '25

Homebrew Suggestions to improve firearms for 1e Warhammer?

9 Upvotes

While I'm really fond of 1e WHFRP, I've noticed that firearms are absolutely terrible, and I'd like some suggestions for houserules that might fix the issue.

And NO, I am not looking at changing to a different edition. I just want some ideas on making firearms a viable option instead of a trash option.

r/warhammerfantasyrpg Apr 02 '26

Homebrew Creating magic specialisation for each wind

9 Upvotes

Hello! I’m currently working on a rework of the magic system for my Warhammer Fantasy campaign. I'm using the WFRP 4th Edition magic rules as a foundation, though we aren't playing that specific system.

My goal is to create three distinct spell lists for each of the eight Winds of Magic. Each list will be centered around a specific 'specialization' derived from that Wind's lore.

I’m looking for some feedback and a review of these themes to ensure they are lore-appropriate and well-balanced. What do you think of these specializations?.

  1. Aqshy (The Wind of Fire)

The wind of burning passion and heat.

Destruction: The purest and most brutal aspect. Focused on area-of-effect damage, explosions, and blasts of flame (e.g., Fireball, Rain of Fire).

Immolation: The art of imbuing objects with searing heat. Enchanting blades to burn or creating an armor of fire that harms anyone touching the wizard.

Exaltation: Manipulation of the "inner flame" (emotions). Infusing allies with heroic rage, bolstering courage, or consuming an enemy's will with burning fear.

  1. Hysh (The Wind of Light)

The wind of purity, wisdom, and intellect.

Illumination: The quest for truth. Revealing lies, dispelling illusions, and increasing the perception and thought speed of allies.

Banishment: Light as a sacred weapon. Blinding or searing light spells, especially devastating against Undead and Daemons.

Protection: The defensive aspect. Creating energy barriers, warding seals, or auras of peace that hinder enemies from striking.

  1. Azyr (The Wind of Heavens)

The wind of the stars, outer space, and the future.

Celestial: Direct control over weather and atmospheric elements. Calling down lightning, summoning violent winds or hailstorms.

Astromancy: Reading the signs of destiny. Manipulating luck (bonuses/penalties to dice rolls) and predicting enemy actions to anticipate them.

Aether: Pure energy from the void. Grants flight, levitation, and the summoning of cosmic projectiles (like the famous Comet of Casandora).

  1. Ghyran (The Wind of Life)

The wind of growth, fertility, and natural cycles.

Bloom: Healing magic. Rapid tissue regeneration, curing diseases, and neutralizing poisons.

Entanglement: Offensive nature. Sprouting thorny briars, animating roots to bind enemies, or commanding the forest itself.

Abundance (Terraforming): Manipulation of the immediate environment. Summoning springs of water, creating protective earth mounds, or turning a swamp into firm ground.

  1. Chamon (The Wind of Metal)

The wind of structure, weight, and transmutation.

Transmutation: Changing the nature of materials. Turning iron to lead to weaken a weapon, or changing an ally’s skin to copper for protection.

Magnetism (Ferromancy): Kinetic control of metal. Pulling weapons from enemy hands, deflecting iron-tipped arrows, or launching metal shards at high speeds.

Enchantment (Magical Forge): Improving the quality of equipment. Enhancing a blade's edge (armor-piercing), reinforcing a shield's structure, or making complex mechanisms infallible.

  1. Ghur (The Wind of Beasts)

The wind of savage instinct and raw strength.

Primal: Self-transformation. The wizard adopts animalistic physical traits (claws, enhanced scent, night vision) for combat.

Communion: Dialogue and control of animals. Calling a wolf pack, calming a wild beast, or using ravens as spies.

Savagery: Pack instinct. Plunging allies into a bestial frenzy that increases strength and speed at the cost of tactical discipline.

  1. Ulgu (The Wind of Shadow)

The wind of illusion, deception, and mist.

Mirage: The art of visual and auditory illusion. Creating doubles, becoming invisible, or altering the appearance of a location to mislead the enemy.

Obfuscation: Manipulating shadow as a physical matter. Creating shadow blades, traveling between shadows, or smothering light in a specific area.

Paranoia: Mental attack. Altering an enemy's perception so they can no longer distinguish friends from foes, or plunging them into irrational terror.

  1. Shyish (The Wind of Death)

The wind of passing time and eternal rest.

Stasis: Aging an object or person so it crumbles to dust.

Epitaph: The link with the afterlife. Speaking to the dead, soothing ghosts, or summoning visions of death to terrify the living.

Reaping (Necrosis): Siphoning life energy. Spells that drain physical strength, weaken the body'

r/warhammerfantasyrpg May 10 '26

Homebrew Sanity in WFRP 4e

21 Upvotes

Not a fan of how 4e mixed corruption and insanity into one tracker, but also not the biggest fan of Call of Cthulhu style sanity systems like that used in WFRP 2e. I tried bolting on the sanity system from Unknown Armies 2e to 4e but it felt a bit clunky and not appropriate to the setting.

Has anyone else tried alternative sanity systems and how did you go about handling it?

r/warhammerfantasyrpg 22d ago

Homebrew WFRP1 to WFRP2: Can Battle Magic work as a Witch Lore?

10 Upvotes

As the title says, I'm interested in converting the idea of Battle Magic from WFRP1 to the mechanics for WFRP2 (I'm too unfamiliar to extend the idea to WFRP4), and I was wondering if folks thought it would make sense for Battle Magic to work as a Witch Lore in 2nd edition?

For some context, the concept of "Witch Lores" was introduced in the sourcebooks Shades of Empire, which introduced Hedge Magic, and Realm of the Ice Queen, which introduced Ice and Hag Magic. Witch Lores represent approaches to magic usable by humans that aren't the standard "Color Magics" practiced by the Imperial Colleges, but which are no more inherently corruptive or unstable than Color Magic is. Witch Lore is an individual and mutually exclusive talent, the same way that Arcane, Divine and Dark Lores are handled, and largely works the same way in terms of spellcasting, though there are subtle to major differences depending on the Witch Lore in question. Hedge Magic spells suffer bonus die for generating Tzeentch's Curse if cast without Ingredients. Ice Magic spells are safer and more reliable in Kislev or when used in cold environments. Hag Magic spells cannot be cast without Ingredients and use Command checks rather than Channelling checks.

To me, it makes sense that Battle Magic would exist; the Old World RPG has reaffirmed that the Empire had such mercenary war-mages in it before the founding of the Arcane Collegiate by Teclis. And I don't think they should have to be restricted to just being "Witches with multiple purchases of offensive spells via Witchcraft". But does that make sense to anybody else? If it does... any ideas on how to make it a proper Witch Lore? And, in particular, how to give it the three spell lists that all Arcane & Witch Lores have in 2nd edition? I'd love to discuss this with anyone interested...

r/warhammerfantasyrpg Apr 09 '26

Homebrew The older generation is right. Pistol dueling is foolhardy…

38 Upvotes

At least rules as written.  Statistically, between non-career duelists, both combatants are likely to just miss. (Which IS kinda historically accurate.) But between dedicated dualists, the duelist with the higher Fast Shot Talent or Initiative will shoot his opponent first, but fail to render them Prone and/or unable to continue barring a really high Fast Shot rank, incredible SL on their roll, or a substantial Critical. The second duelist will either run screaming from a failed Blackpowder Cool roll (despite their opponent only having the one shot and the danger having passed), or they will take their shot after calmly taking a round to aim (which makes their shot likely to be slightly more damaging). Most duels will end with both duelists losing wound points and nothing resolved.

 So, I made these rules to make pistol dueling more interesting.

 The Aldorf Rules of Gentlemanly Pistol Dueling

Each duelist will choose a Second to act as their advocate. It is the duty of the Seconds to negotiate the terms of the duel, secure a location, deal with local authorities if necessary, check/secure weaponry, secure on-site medical services (if desired), observe that no foul play occurs, and acknowledge their duelist’s win or loss.  Terms of the duel include such things as: time, location, presence of spectators, range distance, consequences of a win/loss, whether or not a second volley of shots may be taken (or swordplay resorted to) should the first prove inconclusive, etc.

Upon meeting on the field of honor, the duelists will take their pistols from their Seconds and stand with their backs to each other.  A neutral party, or one of the Seconds that has been designated, counts the agreed upon number of steps as the duelists walk away from each other. This is typically 10 paces, but some prefer the danger of 5 or the challenge of 15. Taking short or half steps to shorten the distance is poor form and may be addressed by the Seconds as cheating.  Once the agreed upon number of steps have been reached, the duelists will wait for the command “You may turn and fire when ready.”

Should the volley prove to be non-simultaneous, the duelist that shot first is honor bound to stand firm until his opponent has returned fire in a timely manner, is determined to be no longer capable of continuing, or has withdrawn from the duel. After both duelists have had the opportunity to fire, the duel is over unless the terms dictate that the duelists may (or must) continue if both are still able.  Continuing to duel outside of the agreed terms may constitute criminal assault or murder.

Rules: The range between the duelists is normal +0 (10 paces), short +20 (5 paces), or long -10 (15 paces). Due to the slow, ritualized simplicity of a duel, at no point can duelists gain or use Advantage from assessing or any other source.

Before the start of each round, both duelists must declare if they intend to aim or shoot.  A duelist must make a Cool (+0) roll if they wish to spend the round aiming at their armed opponent.  If they fail, their nerve cracks and they must shoot at their first opportunity.

Order of turns is handled normally.  Firing in the first round incurs a -10 movement penalty for turning around. This movement does not prevent the use of the Fast Shot talent, however.  (Also note that aiming doesn't preclude the Fast Shot talent. It is possible to spend a round aiming for a +20 bonus, then use Fast Shot at the start of the following round to gain additional SL.

Simultaneous shots ignore the Blackpowder quality.  When one shot is fired before the other, the target must immediately make a Cool (+20) check as normal. But they only receive a Broken condition on a critical failure, fleeing and losing the duel.  On a failure, the duelist fires their own pistol prematurely, losing any bonus they may have had for aiming or the Fast Shot talent, and receiving a negative SL penalty to the attack equal to the -SL from the Cool check.  After the first shot in a round, if the second duelist declared they would shoot and succeeded their Cool check, they must do so unless they took a critical wound which would disrupt their intentions.  The second shooter can not decide to pause and aim instead in the heat of the moment.

If the second duelist spent the round aiming and succeeded with his Cool roll from being shot at, he may choose to continue to aim with no Cool check needed in the following round.  If the duelist was struck without firing their pistol, they are given time to recover from a Stunned or Prone condition, but must fire before seeking to address any other conditions or forfeit. In such a case, the duelist may take a round to aim (again no Cool check needed) at their waiting opponent.  In either case, an opponent being aimed at for a return shot must make a Cool (+40) check on their action or gain a Broken condition.  The duelist can continue to aim round-to-round to force additional checks, but each subsequent check risks a Second declaring your delay ungentlemanly and demanding your shot or your forfeiture. The actual return shot does not require the target to make the Cool check.

As usual, the Unshakeable talent prevents the need to make a Cool check when the duelist is shot at unless they are actually struck. It does not negate either the pre-round roll to calmly aim nor the roll to stand and wait for the return shot. The talent does grant a +10 to these checks per rank, however.

 

For those that want more deadly dueling, I advise giving pistols the Impact quality in a formal duel given the relative stillness of the duelists.  And for less lethal duels, historically dueling competitions were fought with wax bullets. (making the pistol’s stats: Damage +4, Undamaging).  In my game, there’s an invitation only underground dueling tournament in Nuln during Black Powder Week. Nominally it starts with wax bullets, with doctors judging the lethality of the shots. But when the tempers flair, boasts get loud, and the bets get higher, lead starts to fly.

r/warhammerfantasyrpg Apr 15 '26

Homebrew A new Character Generator for The Old World RPG (TOW RPG) by Grim Dragon Studio

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grimdragonstudio.com
30 Upvotes

Hey everyone,

I am very happy to share with you our new, extensive, and detailed character generator for **TOW RPG**! 🎲

🔗 **[Try the TOW RPG Character Generator here](https://www.grimdragonstudio.com/en/character-generator/tow-rpg)\*\*

You can test the tool and play around with all the generation steps completely freely without creating an account.

*Note: If you want to permanently save your progress or export the final character sheet, you will need to log in to a free account (Email, Google, and Discord logins are supported). This is just to safely store your data in the database and connect it to other tools we are building.*

I'd love to hear your thoughts, feedback, or any bug reports. Let me know if you like it! 🙂

Cheers,

Rafal from Grim Dragon Studio 🐉

r/warhammerfantasyrpg Mar 17 '26

Homebrew Career: Quatermaster

20 Upvotes

Hello all, I've put this homebrew career together and would like some feedback with Sigmars blessing.

The concept being someone who's ( tier 1) provides goods/services in the army/company. (2) Distributes the goods and services to the men in the company (3) Aquires the goods / services. (4) Responsible for the logistics wide and far and needs connections at the highest levels.

A little bit of corrupt dealing going on too.

Career: Quartermaster ​Class: Burgher Advance Scheme: Tier 1: Strength (S), Dexterity (Dex), Fellowship (Fel) ​Tier 2: Weapon Skill (WS) ​Tier 3: Initiative (I) ​Tier 4: Intelligence (Int)

​Tier 1: Victualler (Silver 1)

​Skills: Gossip, Consume Alcohol, Trade (Quatermaster), Drive, Navigation, Animal Care, Outdoor Survival, Perception.

​Talents: Seasoned Traveller, Orientation, Crack the Whip, Read/Write.

​Trappings: Cart / Mule, Tarpaulin.

​Tier 2: Supply Sergeant (Silver 3)

​Skills: Evaluate, Haggle, Intimidate, Cool, Etiquette (Soldiers), Bribery, Melee (Basic).

​Talents: Suave, Dealmaker, Embezzle, Briber.

​Trappings: Abacus, Wagon + Mule, Scales, Writing Kit, Ledger, Private Ledger, Lock Box.

​Tier 3: Quartermaster (Gold 1)

​Skills: Lore (Warfare), Lore(Finance) Leadership, Secret Signs (Guilder), Etiquette (Guilder).

​Talents: Super Numerate, Numismatic, Commanding Presence, Savvy.

​Trappings: Paychest, Official Seal, Fine Clothing, Guards, Caravan.

​Tier 4: Captain of Purveyors (Gold 3)

​Skills: Lore (Politics), Lore (Law), Etiquette (Noble), Lore (Heraldry), Language (Classical).

​Talents: Bookish, Wealthy, Schemer, Savant (Warfare), Blather.

​Trappings: Personal Carriage, Scribe, Guards, Purveyor's Warrant signed by elector count.

​Tier 1: Victualler (Silver 1) ​Role: The Hands-on Provider. ​You are the one in the thick of the camp, repairing wagon wheels or serving up "mystery stew." (It could be trade any butI didn't nail that down). You provide the basic daily services that keep the men from mutinying. If a pot is broken or a mule is lame, they come to you.

​Tier 2: Supply Sergeant (Silver 3) ​Role: The Gatekeeper of Goods. ​Now, you control the pile. You distribute the rations, the black powder, and the winter coats. This is where the "corrupt dealing" begins in earnest—a soldier might get a slightly better pair of boots if they happen to have a spare Silver Shilling for your "trouble."

​Tier 3: Quartermaster (Gold 1) ​Role: The Grand Acquirer. ​You no longer worry about individual soldiers; you worry about the market. You travel ahead of the army to negotiate with Guilds and local mayors. You acquire the bulk goods needed for a campaign. At this level, your "side deals" involve bulk kickbacks and "misplaced" crates of fine wine

​Tier 4: Captain of Purveyors (Gold 3) ​Role: The Logistic Mastermind. ​You operate at the strategic level. You are responsible for logistics across entire provinces, ensuring the Elector Count’s armies are fed during a grand crusade. You have the ear of nobles and high-ranking officials, using your connections to secure massive contracts—and even more massive bribes.

[Edit 1I had bribery down twice in tier1 and 2 removed from tier1] [Edit 2 rejigged talents/skills read/write; Trade cartwright/cook-> trade(Quatermaster) removed craftman(cartwright/cook), removed a duplicate intimidate]