Tilean characters

By Creperum, in WFRP House Rules

The obvious solution would be a count-as Reiklander but does anyone have any good ideas for Tilean human characters?

Hm, interestign question.

I made rules for Norscans by taking the dwarf rules and tweaking them. But it's kind of easy to see the resemplance between Norscans and Dwarfs. Tileans, I'm not so sure about.

In Heroes Call, there's supposed to be rules for the other Empire provinces. That will probably show how FFG intends the different human rules to work.

I'd probably go for the same 25 character points but change the Reiklander rules for career changes to something else. I'm not quite sure what characterizes a Tilean though. What makes him distincly diffrent form Reikanders? Other than the accent that is. They might be more outgoing, giving some kind of bonus to charm? Don't Tileans know about the Skaven? They could start with Folklore trained and a Specialisation in Skaven?

Hi,

This information regarding regional variation;

All humans have the same number of CP, Wounds and Corruption thresholds, other than that:

Ostlanders count their mental characteristics as one higher for the purposes of stress, and reduces Fear and Terror against Chaos.

Ostermarkers get 1 fortune dice on any attack vs. anything with a Fear or Terror rating and attacks targeting outnumbered Ostermarkers gain 1 misfortune dice

Hochlanders get 2 fortune dice on Init. in the countryside and gets 1 expertise dice instead of 1 fortune dice when spending fortune on ranged attacks

Talabeclanders gets the same for Nature Lore checks and gain 1 fortune dice on Observation in rural settings.

Stirlanders have to pay more for starting cash but reduces Fear and Terror against undead and gain Invigorated when undead are nearby,

Middenlanders can add his Agility to his defense once per session, and any attack that targets beastmen gain [boon, boon] +2 damage.

Averlanders can remove stress or fatigue by slaying greenskin (non-henchmen only), their horses have +1 S as well.

Wissenlanders roll 1 expertise dice after any action on which they spent fortune, if they roll a comet they gain 1 fortune point. They can also ignore 1 bane not cancelled by a boon.

Nordlanders get 1 fortune dice on handling a boat, ship, working ropes or swimming, they also reduce the effects of bad weather by 2 misfortune dice.

Dwarfs all get grudge, sturdy and night vision

Zhufbarians(ites?) get to train Discipline or Resilience for free or can aquire Tradecraft or Dwarf engineering for free.

Barak Varrians get to train Charm, Dis or Res for free and adds one success to Charm and Guile roles involving haggling.

Karaz-Karakians are even more grudgeful and gets it against people who have taunted or insulted him and can suffer stress to get additional fortune dice. they also ignore the first stress and the first fatigue each session.

Was in this post regarding Hero's Call

http://www.fantasyflightgames.com/edge_foros_discusion.asp?efpag=1&efid=149&efcid=3&efidt=626539

You may be able to get some useful ideas from this. It was on page 2, I think. It gives an idea of how FFG see incorporating variation within the empire, so it should not be too hard to do similar for Tilea, Bretonia, etc (even going so far as to say a Generic Tilean with several variations by region). I would use something similar to Stirlanders replacing Undead with Skaven, but find an alternative for the cash cost at creation and the invigorated.

Alp

alp said:

Hi,

This information regarding regional variation;

All humans have the same number of CP, Wounds and Corruption thresholds, other than that:

Ostlanders count their mental characteristics as one higher for the purposes of stress, and reduces Fear and Terror against Chaos.

Ostermarkers get 1 fortune dice on any attack vs. anything with a Fear or Terror rating and attacks targeting outnumbered Ostermarkers gain 1 misfortune dice

Hochlanders get 2 fortune dice on Init. in the countryside and gets 1 expertise dice instead of 1 fortune dice when spending fortune on ranged attacks

Talabeclanders gets the same for Nature Lore checks and gain 1 fortune dice on Observation in rural settings.

Stirlanders have to pay more for starting cash but reduces Fear and Terror against undead and gain Invigorated when undead are nearby,

Middenlanders can add his Agility to his defense once per session, and any attack that targets beastmen gain [boon, boon] +2 damage.

Averlanders can remove stress or fatigue by slaying greenskin (non-henchmen only), their horses have +1 S as well.

Wissenlanders roll 1 expertise dice after any action on which they spent fortune, if they roll a comet they gain 1 fortune point. They can also ignore 1 bane not cancelled by a boon.

Nordlanders get 1 fortune dice on handling a boat, ship, working ropes or swimming, they also reduce the effects of bad weather by 2 misfortune dice.

Dwarfs all get grudge, sturdy and night vision

Zhufbarians(ites?) get to train Discipline or Resilience for free or can aquire Tradecraft or Dwarf engineering for free.

Barak Varrians get to train Charm, Dis or Res for free and adds one success to Charm and Guile roles involving haggling.

Karaz-Karakians are even more grudgeful and gets it against people who have taunted or insulted him and can suffer stress to get additional fortune dice. they also ignore the first stress and the first fatigue each session.

Was in this post regarding Hero's Call

http://www.fantasyflightgames.com/edge_foros_discusion.asp?efpag=1&efid=149&efcid=3&efidt=626539

You may be able to get some useful ideas from this. It was on page 2, I think. It gives an idea of how FFG see incorporating variation within the empire, so it should not be too hard to do similar for Tilea, Bretonia, etc (even going so far as to say a Generic Tilean with several variations by region). I would use something similar to Stirlanders replacing Undead with Skaven, but find an alternative for the cash cost at creation and the invigorated.

Alp

This is exactly how i was thinking of doing it, just need to find the appropriate things for the regional divergance.

I know the Skaven Myth is repressed in the Empire but are they really that well known in Tilea to merit folklore and fighting bonuses?

Creperum said:

I know the Skaven Myth is repressed in the Empire but are they really that well known in Tilea to merit folklore and fighting bonuses?

In the Empire, the Skaven are myth. In Tilea, the Skaven are a fact. It's a bit of a weak and very situational specific trait though. It might be combined with a Fortune Dice to attacks against Skaven ot give it some "oomph".