Wfrp Erratta

This page is ugly as hell, I may neaten it at some point

Player characters are Heroes – they’re people born with an extra Something, that makes them special. It’s a genetic feature, but not guaranteed (approximately 1 in every 10 with the bloodline are actual heroes, about 1 in every 1000 people is a hero). Heroes are recognisable through divination, and all races treat them differently. Not all Heroes become warriors, but the majority do. As not everyone is divinized, it’s not unusual for Heroes to be born outside the established society, and grow up following their own path.

Ferill Loosely organised amongst themselves, a pseudo-secret society/guild.
Ligumm No official status, but always highly valued by tribe – free to peruse their own goals (but expected to exceed)
Izas Leaders/Advisors of the Icewalker Tribes, Outriders for the Stoneshapers
Beshilu Bokar – elite police (or renegade leaders)
Sah’Weyo Scholar-Priests, blessed by Summer Sun
Persh Merchant-Kings, head of major families
Upper Persh Beast-Riders – elite troops, assassins and scouts.

Races: Human, Elf (Steppe/Forest/Dark/Sand), Dwarf, Halfling, Gnome, Lizardmen
Elves take on the nature of their environment, hence the varieties – there’s as much variety in Dwarves, but it’s not as distinctive. Forest Elves are the most
generic, as the majority of the island is wilderness. Common belief is that within a few hundred years, a noticable variety of Urban elf will develop.

As human, but: +30 WS, +10 BS, +30 WP, +10 Fel. +5% to resist emotional coersion, -5% to emotionally coerse.

Human: As book
Elf: 10D8/10D12
Dwarf: 6D12/9D12
Halfling: 7D6/6D12
Lizardman: As Human
I'm aware that this throws the skill system a little, for halflings use humans, but make 41-50 +2 and bump everything down (and treat 91+ as -2), for Elves and Dwarves use the following chart. If this doesn't work, let me know and I'll fix it.

21-30 +1
31-40 +1
41-50 +2
51-60 +2
61-70 +1
91-100 -1
101-110 -2
111-120 -2

No classes are one-race only.
Races do not get animosity or Hatred, it's Nation based

Ligumm: Animosity – Ferill
Icewalker – Stoneshaper/Stoneshaper – Icewalker
Beshilu – (Placeholder)/(Placeholder) – Beshilu

Artisan: Clockmaker – tiered like magic – first level is mundane, second is Firearm complexity, the third is advanced (nothing bigger than 10’ squared) and the fourth allows the construction of items of any size (although time is astronomical, so this is normally an overseer role).
It takes roughly 40 hours per foot (round up), multiplied by complexity - a foot-long clock takes 40 hours, a foot long pistol takes 80, and a foot long flying songbird takes 120, an automaton will take roughly 720 hours (or a month) of constant work. Clockmakers must create all their own cogs, as there are no uniform sizes. (requires full training in Engineer)

Druids do not exist - magic is very definately a science.

Uruz is developing into a Clockpunk setting – some nations (Beshilu especially) are most of the way there, for others it’s incredibly rare.

A rare metal found predominantly in Beshilu means clockwork devices can be made that store vast amounts of energy, without being difficult to wind.
Clockwork can be used to create most things (the most impressive being Beshilu’s sentient Clockwork Automatons), including pistols and rifles, but such devices are delicate (sand or dirt can easily jam a device) and often difficult to repair (this can be disastrous too – a slipped cog in the brain of an automaton may send it on a killing spree, but will only trigger should that cog be used (which can be months apart) and utterly unnoticeable otherwise.
Clockwork devices are generally reliable and accurate, but not particularly strong.
Clockwork devices generally take weeks to build, and are incredibly rare and expensive

Gunpowder also exists, found almost entirely in Sah’Weyo or the southernmost nations in the Hundred Kingdoms. It’s much more powerful than our gunpowder however, and much more reactive. Gunpowder weapons are little more than hand-sized cannons, as anything smaller or more complex would be destroyed in the blast.
Gunpowder devices are generally risky and inaccurate, but far stronger.
Gunpowder devices are more common, but quality devices (which don’t carry major risks) are about as rare and expensive as clockwork.

Some effort has been put into combining Gunpowder and Clockwork, but such experiments are incredibly expensive and currently have lead to nothing.

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