The missing races

By Phantomdoodler, in WFRP House Rules

Although I wont be using the actual system, I will be using the character generation pretty much as it is. Has anyone though about the missing races (Halflings, Ogres, Gnomes, human races etc)?

heres a very first go at the Halflings, Ogres and Gnomes (this uses my No Dice system, so some of the terminology may be different).

Halfling
Characteristics: S 2, T 2, Ag 3, WP 2, Int 2, Fel 3
Creation Points: 20
Racial Abilities:
Child of Esmeralda: you gain 1 level in Ballistic Skill, Stealth, Nature Lore or Folklore

Resistant to Chaos: Not sure how this will work, but you gain resistance against magic and chaos, but cant cast spells.

Gnome
Characteristics: S 2, T 2, Ag 3, WP 3, Int 2, Fel 2
Creation Points: 20
Racial Abilities:
Children of Ringil: you gain 1 level in Guile, Skullduggery, Tradecraft or Weapon Skill
Grudge: You gain +1 to any melee or ranged attack against greenskins, or against someone who has wounded you, lasting for one encounter

Ogre
Characteristics: S 4, T 3, Ag 2, WP 2, Int 1, Fel 2
Creation Points: 20
Racial Abilities:
Kin of the Great Maw: you gain 1 level in Resilience, Intimidate or Athletics

Huge: Ogres start with a greater resistance to injury due to their size (not sure how that will work)


Nice work.

What' i'd be really interested in seeing in is different subcultural stuff too. Norscan, Norse dwarf, Estalian, etc.

jh

For Ogres, I'd suggest something more along the lines of:

Ogre
Characteristics: S 4, T 4, Ag 2, WP 2, Int 1, Fel 1
Creation Points: 15
Racial Abilities:
Kin of the Great Maw: you gain 1 level in Resilience, Intimidate or Athletics

Huge: Ogres have a natural +1 Soak

Sounds good - without owning the game, its a bit hard to nail everything down.

I recommended only 15 creation points because those can be used to also purchase skills, actions, and wealth. None of which most ogres should have many of. In compensation, boosted the starting T up to 4. It would need some playtesting of the creation to see how balanced it would be in relation to the other races. Remember, characters get 2 free stat increases based upon their career ... so a militant ogre (very likely) is already starting at a 5 S 5 T, meaning unless you raise the starting cap for them to 6, all of their career points can get spent on "non-essential" things like skills/actions, maybe beefing Agility up to 4 or 5, etc.

Were Gnomes in a previous version of WFRP? If they were than fine, but as it stands I cannot think of a single race in the Warhammer world that would fit their description. Otherwise the rules for Ogres and Halflings (even though I hate them) are welcome.

szlachcic said:

Were Gnomes in a previous version of WFRP? If they were than fine, but as it stands I cannot think of a single race in the Warhammer world that would fit their description. Otherwise the rules for Ogres and Halflings (even though I hate them) are welcome.

jadrax said:

szlachcic said:

Were Gnomes in a previous version of WFRP? If they were than fine, but as it stands I cannot think of a single race in the Warhammer world that would fit their description. Otherwise the rules for Ogres and Halflings (even though I hate them) are welcome.

They were in first edition, and had player race rules in White Dwarf 86 / Apocrypha Now.

Correct! They were introduced 9 years after the rulebook came out and do not appear in the old warhammer mythology (e.g. they didn't appear in The Enemy Within campaign). The only gnome I can remember is that detective guy. I cannot remember his name...

szlachcic said:

Were Gnomes in a previous version of WFRP? If they were than fine, but as it stands I cannot think of a single race in the Warhammer world that would fit their description. Otherwise the rules for Ogres and Halflings (even though I hate them) are welcome.

Gnomes were only in the first edition of WFRP, but they were not a playable race.

Ogres were from the 2nd edition only in fan material.

Halfling were always there.

ffgfan said:

szlachcic said:

Were Gnomes in a previous version of WFRP? If they were than fine, but as it stands I cannot think of a single race in the Warhammer world that would fit their description. Otherwise the rules for Ogres and Halflings (even though I hate them) are welcome.

Gnomes were only in the first edition of WFRP, but they were not a playable race.

Ogres were from the 2nd edition only in fan material.

Halfling were always there.

Yeah, I knew about Halflings as they live in the portion of the Empire known as The Moot. Also, even in the current background it wouldn't be a stretch to see Ogres in the Empire as they are commonly seen in Mercenary groups. However, I feel that if Gnomes were only in 1st edition then it really doesn't fit with the current Warhammer world. Older WFRP books are notorious for background inconsistancies with what is portrayed in other material. Much has changed since then and it has come a long way from basically a rip off of Tolkien or DnD.

I wouldn't have a problem with anyone using the rules however, I just don't plan on using them myself.

szlachcic said:

Yeah, I knew about Halflings as they live in the portion of the Empire known as The Moot. Also, even in the current background it wouldn't be a stretch to see Ogres in the Empire as they are commonly seen in Mercenary groups. However, I feel that if Gnomes were only in 1st edition then it really doesn't fit with the current Warhammer world. Older WFRP books are notorious for background inconsistancies with what is portrayed in other material. Much has changed since then and it has come a long way from basically a rip off of Tolkien or DnD.

I wouldn't have a problem with anyone using the rules however, I just don't plan on using them myself.

Yes. We haven't seen much to the fimirs lately gui%C3%B1o.gif

Allavandrel said:

jadrax said:

szlachcic said:

Were Gnomes in a previous version of WFRP? If they were than fine, but as it stands I cannot think of a single race in the Warhammer world that would fit their description. Otherwise the rules for Ogres and Halflings (even though I hate them) are welcome.

They were in first edition, and had player race rules in White Dwarf 86 / Apocrypha Now.

Correct! They were introduced 9 years after the rulebook came out and do not appear in the old warhammer mythology (e.g. they didn't appear in The Enemy Within campaign). The only gnome I can remember is that detective guy. I cannot remember his name...

If I recall correctly there was an gnome in "Rough Night at the Three Feathers" (ir what ever it's called...). He was replaced with a halfling in the 2nd ed. reprint. And it wasn't 9 years. The WD article was maybe 1 or 2 years at the most......

Parzival said:

Allavandrel said:

jadrax said:

szlachcic said:

Were Gnomes in a previous version of WFRP? If they were than fine, but as it stands I cannot think of a single race in the Warhammer world that would fit their description. Otherwise the rules for Ogres and Halflings (even though I hate them) are welcome.

They were in first edition, and had player race rules in White Dwarf 86 / Apocrypha Now.

Correct! They were introduced 9 years after the rulebook came out and do not appear in the old warhammer mythology (e.g. they didn't appear in The Enemy Within campaign). The only gnome I can remember is that detective guy. I cannot remember his name...

If I recall correctly there was an gnome in "Rough Night at the Three Feathers" (ir what ever it's called...). He was replaced with a halfling in the 2nd ed. reprint. And it wasn't 9 years. The WD article was maybe 1 or 2 years at the most......

Oh yes, you are absolutely right!! Glimbrin Oddsocks was his name!

There were rules for an Ogre PC in either Power Behind the Throne , or Warhammer City: Middenheim, I don't remember which. He was an NPC Mercenary with rules on how to run him as a PC should someone need to replace a dead character.

I want to play a Gnu.

Cuz, you know... no Gnu's is good Gnu's ... but I like to be bad Gnus. demonio.gif gran_risa.gif

Gnomes were a dwarven variant from 1st edition. basically, they are rude, sarcastic and practical jokers and inventors- they also dabble in illusionist magic. So the official world ignored them, but they are great fun to play. There numbers are so small that they are hardly going to form armies and go to war. But they are great for the roleplaying game, and I wont give up on em. The are an incredible annoyance to dwarven characters, because they lack honour. In my campaign, after a series of tragic "Mining accidents", the gnomes were practically wiped out 10 years ago. Sadly for the dwarves, they have proved extremely accident proof, and may occasionally be glimpsed.

I always prefered v1s gnomes to halfling, they just seemed a better fit.

Gnomes where the xenophobic remains of a dieing race. Which contrasted well enough against the gnomes as jolly pranksters and wacky inventors that became the norm, in that other game back in those days....

Halfling (to me) were just there, because they were in every other frpg....and seemed like shoveing a round peg in a square hole.

So if I had my way, halflings woulda gone away along time ago...

Except in the established lore for the miniatures game gnomes are completely gone and halflings have a small mention, but really no big impact in the grand scheme of things. To be honest I would have no problem with a Waaagh destroying them or a necromancer attacking The Moot and turning them all into tiny skeleton soldiers lol.

IMO neither Halflings or Gnomes feel "right" to me in the current Warhammer background.

Well warhammer has always been darkly humourous. The problem of removing the fun races (Gnomes and halflings) is that you up the grimness and seriousness factor. And also i like to give my players as many options as possible. Personally, Humans , elves and dwarves just isnt enough for me. As to an official world,the warhammer world has changed a lot since the early eighties, but not neccessarily for the better, in terms of roleplaying opportunity (take a look at the original brettonnia and you will see a dramatic difference). Personally, i will use some of the information of the current world, but hark back to my early campaigns for a bit more humour, and less high fantasy trappings, That may be because i am a little set in my ways though!

O Halflings will return like said JL but in a supplement in the future. But about the gnomes i would not be so sure. But it does not change the fact that thopse were really fun races. I can remember one session when all players were halflings - it was one of the funniest of all adventures that we played.

Phantomdoodler said:

Gnomes were a dwarven variant from 1st edition. basically, they are rude, sarcastic and practical jokers and inventors- they also dabble in illusionist magic. So the official world ignored them, but they are great fun to play. There numbers are so small that they are hardly going to form armies and go to war. But they are great for the roleplaying game, and I wont give up on em. The are an incredible annoyance to dwarven characters, because they lack honour. In my campaign, after a series of tragic "Mining accidents", the gnomes were practically wiped out 10 years ago. Sadly for the dwarves, they have proved extremely accident proof, and may occasionally be glimpsed.

I vaguely remember a recent refrence (or perhaps an older implication) that Gnomes were physically and mentally little different from dwarfs, but the name was a derogative and associated with degenerate, back-country hill dwarfs.

I do know they showed up in WFB 3rd as a "weak dwarf" unit type. I'll have to check that entry again.

I think the current incarnation (through Black Library, army book references, etc) of Halflings fit quite well. Larcenous, lazy, criminally minded, and perpetually exhibiting "little man syndrome" and being overbearing and irritating. A nice little send up of D&D's current rogues extrordinaire, or Tolkien's quaint, perfect, country folk.

Gnomes were officially retconned out of the official background ages ago.

Good riddance IMO as they are almost as annoying as Kender in Dragonlance and Windlings in Earthdawn!

I'm going to allow them in my upcoming 2011 campaign. We've always had halflings (and house ruled them right away). I added ogres, gnomes (Albioni, norsican or dwarven-kin).

I've done a rather huge work-up of the human races (by nation) and subcultures (especially in Kislev, Bretonnia and Empire). A "condensed" version of Rikard's Provincial Features of the Emprie. I'm also adding Middenheimr (instead of just Middenladers), Altdorfer's, Nulners (because Wissenladers are NOT the same as Nulners), marienburgers (both wastelanders and city folk), etc.

The Warhammer fantasy battles are a HUGE help in this regards.

I'm debating on adding the Halfings of the Ogre kingdoms and Chaos Dwarf outcasts. I'll secretly probably avoid adding Kurgan and Hung or the eastern cultures (because a campaign can get so clearly off-track when people are from everywhere BUT the empire).

In order to stimulate use of the Imperial subcultures, I've noted that they get two benefits: 1) an extra skill advance, 2) no black die penalty to all skill checks while in empire (unlike all other races except dwarves).

jh

I would love to see what you have done on this!

I've not playtested the ogres at all. I'm debating on adding the "overrrun/charge" ability like they've done in Warhammer ONLINE. Right now, I'm getting some new players started so we have to go through all the "easy" races again first ;)

I removed my house rulebook section on playable chaos dwarfs and druchii (dark elves), otherwise it's Done and ready for play: dl.dropbox.com/u/167876/WFRP3%20Hafner%20house%20rulebook%20v2.3.pdf

jh