The Citizen (version 2.1)

By Luminos and modified by Old Warrior

For every warrior who traverses the dungeons of the Old World, there must be an Innkeeper, Weaponsmith, Animal Trader, Fletcher, etc. Although the men who perform these tasks are proud of their work, they often notice the air of wild freedom about the warriors they cater to. Sometimes this sense of danger and excitement overwhelms them, and they sell their business, buy a sword, and set off for an Old World dungeon. These men are just average citizens, yearning for an above-average adventure. They have no formal training in battle of any kind. While this may put them at a disadvantage at the start, it can turn to their decided advantage when they can learn any kind of skill they wish, as they have no restrictions on what they can do.

Note: all modifications will be in blue type like this. To see the original document without modifications, please follow this link: The Citizen (version 1).

Starting as a Citizen

MoveWSBSStrTough WoundsInitWillAttDam LuckPin
435+33 1D6+74311D60 5+

The Citizen starts with no weapons, armor, or equipment. He simply starts out with (1D3+4) x 100 gold pieces with which to buy such things. He may visit any trader(s) he wishes, without rolling for settlement events.

Skill/Spells

The Citizen begins with either one roll on the warrior's skill table of his choice (any custom or official warrior) or with spells. If he chooses to begin with spells he must decide: will he start as a wizard or as an elf Ranger Mage.  See also the expanded rules at the end of this document.

Elf Ranger Mage:  If he begins with knowledge of an Elf Ranger magic, he may choose any two of the Elf Ranger's three beginning spells.

Wizard:  If he chooses to be like a beginning Wizard, he may roll two 1D6s and choose which two spells (from casting cost of 1 to 6) he would like to know from any spell classes (Healing, Attack, Defense, or Special). Note: if he chooses the general Wizard class, he will suffer a 1 in 6 possibility of his spell failing each time he casts a spell (roll 1D6 each time). This is in addition to any other chances of failure found in the spell's description. Basically, the Citizen is just like any other warrior that is wearing a Crown of Sorcery (See RPB Objective Room Treasure #23). If his spell fails because of the 1D6 roll of 1, he is immobilized by a backwash of magic and can do nothing else for the rest of the turn and may be hit on any roll except a 1. Also, see the Expanded Beginning Wizard section at the end of this document for more complex choices regarding the eight colleges of magic -- no backwash possibility. While creating a Citizen who knows any wizard spells, roll 1D6 to show how many power tokens with which he begins each adventure.

Treasure

The Citizen has no restrictions on the treasure he can use, other than Elf-only or Dwarf-only items. If he has not learned any spells, of course, it would be silly to have him use Wizard-only treasure. Therefore, unless he has learned some spells, he cannot use Wizard-only treasure.

Settlements

In a Settlement, the Citizen can visit any trader, the Alehouse (2D6), the Alchemist, the Temple, the Gambling House, and the Fighting School (no acceptance roll required). On acceptance rolls (see Training section) of 12+ (changed from 15+ to 12+), he can also visit the Elf Quarter, the Elf Ranger Noble House (roll according to preference), the Wizard’s Guild, and the Dwarf Guildmaster -- or just about any other warrior's special location, but only one attempt per location may be made per settlement whether accepted or not and he must first find the location before he makes his acceptance roll. A roll of 6 on the 1D6 is always successful for acceptance (no matter how many negative modifiers) and a roll of 1 is always unsuccessful for acceptance (no matter how many positive modifiers) whether seeking training or just visiting for normal business. If one would like to see the Citizen visit another location (normal or for training) just assume an acceptance roll of 12+ for normal business and for training. If any current modifiers that the Citizen has makes sense, then certainly they should be added or subtracted as appropriate. For instance, if he tried to train at a Wood Elf Camp (see Wardancer's rules) and had visited the Wizard's Guild and the Dwarf Guildmasters beforehand (once each), then we would assume a -2 modifier on his acceptance roll. Yes, luck may be used to re-roll an acceptance roll, but luck cannot grant automatic acceptance -- as some allow luck to be an automatic successful result (Old Warrior included) An actual re-roll of the acceptance dice must be done. Of course, any GM may override these rules. So, this is more of a strong suggestion than a rule.

Training

The Citizen gains attributes similarly to the Pit Fighter. He gains Wounds as the Elf Ranger, and Luck as the Wardancer, but for all other attributes refer to the Pit Fighter for Training Point values given below (if he trains at the Wizard’s Guild, he gets -2 Training points). Each attribute may only be advanced once (by spending Training Points) per training period (per leveling up). If any Training Points are left over, they can either be added to the Citizen’s Starting Wounds (1 wound per Training Point -- not to exceed 3 wounds gained in this manner in any particular training/leveling up) or used to manipulate a skill or spell roll (added or subtracted). The Point costs of attributes are as follows:

 
Weapon Skill, Initiative: 2 points (changed from 3)
 Ballistic Skill, Willpower: 3 points
Strength, Toughness, Attacks, Skills/Spells*, Pinning (changed from 5 points): 4 points
Movement: 5 points
Damage Dice (BL 3 and beyond): 6 points**

Tip: Increases in Willpower and Initiative will help the Citizen to be accepted more often for training and for normal visits at special locations.

* The citizen must pay for skills/Spells, but he does not have to get a skill or spells every time he levels up -- he might want to increase some other attribute a little more often. He pays 4 Training Points whether gaining one skill or gaining one set of spells. It seems only fair since he gets wounds and luck without having to pay for them. Whenever he gains Wizard spells (or if he gains spells from one of the eight colleges of magic) while training, he should also roll a 1D6 to show how many power tokens he gains at his new Spell Level.

** The Citizen may not spend any training points on Damage Dice until Battle-Level 3. Under Damage Dice on the Battle-Level Table, the second number shows the maximum number of Damage Dice that the Citizen may have (as an attribute) at that level.

Regarding the skills or spells he learns, the Citizen can train pretty much anywhere he wants to. Each time the Citizen goes up a level, he must choose where he trains. He can either learn a set of spells at the Wizard’s Guild or learn a skill at one of the many training areas found in the towns and cities of the Old World. Any training area desired by the Citizen must be found as a special location. Since he is not aligned with any particular type of warrior, he must be accepted by those who are to train him. Roll 1D6 + (Willpower) + (Initiative) each time you enter a training area; this is your acceptance roll. The required result is different for each area, and acquired bonuses and penalties can also affect the roll.  Acceptance rolls for training and acceptance rolls for normal visits to the special locations are different (12+ for non-training visits, but the number required for training is given with each location below).

Normally, a warrior may not use luck (left over from the previous adventure) to influence his training, but the Citizen may do so when learning new spells or skills. Luck may be used when rolling dice for learning new spells to re-roll one dice per luck point spent, or do one re-roll of an Elf Ranger Spell per luck point spent. For instance, if the Citizen has two luck points left from the previous adventure, he may re-roll up to two times when learning a new Elf Ranger Mage spell. In the same way, a luck point may be spent to re-roll a new skill (no matter what skill set is being used for the particular training session). Remember that generally a warrior gets to re-roll for free if he already has the skill or spell just rolled.

Since he may gain both spells and skills, the Citizen has two additional level indicators, his skill-level and his spell-level. He may only cast spells according to his spell-level (so a level 7 Citizen who learned 5 skills and 2 sets of spells may only cast spells as a level 2 magic user, not a level 7 magic user).

The Wizard’s Guild

The Citizen will be accepted to the Wizard’s Guild for training (or specific college of magic, see expanded rules below) on an acceptance roll of 10 or more. Roll on the chart below to see what kind of magic users are available to train the Citizen:

 
1-4Wizard
5-6Wizard and High Elf Ranger Mage

If there is more than one available trainer, the Citizen may choose one among them. He gains a set of spells if the Wizard trains him (as a Wizard of his spell-level), or rolls for a spell as a Ranger Mage of his spell-level if he trains the Citizen (the Mage will never teach the Citizen a skill; if a skill is rolled, re-roll the dice or use leftover training points to manipulate the roll). He casts spells as a Wizard/Mage of his spell-level, using the standard title-level reference for the Mage spells (1=Novice, 2-4=Champion, 5-8=Hero, 9-10=Lord).

Each time the Citizen trains at the Wizard’s Guild, he gains a +1 bonus to his acceptance roll for a normal visit to the Wizard’s Guild and to any subsequent visits to the Guild for training. A +1 bonus for acceptance is also granted towards entrance to the Elf Ranger Noble House if he trains with a Ranger. The Citizen also, however, receives a -1 penalty for acceptance to the Dwarf Guildmaster or any training area (other than the Wizard’s Guild) the next time he goes up a level, as most warriors (especially Dwarves) want nothing to do with magic. These bonuses/penalties accumulate, so if the Citizen trains at the Wizard’s Guild 3 times under a Ranger Mage, he can add +3 to his acceptance rolls into the Wizard’s Guild, the Elf Noble House, and to train at the Wizard’s Guild, but must take away -3 from any acceptance rolls to train anywhere else.

The Citizen may encounter a conflict if he wears armor and learns spells, as magic does not mix well with armor. The Citizen may never cast a spell while wearing armor. He can, however, temporarily get rid of the armor in order to cast a spell. Any shield can be thrown down immediately, and picked up in the next Warrior’s Phase. Any helmet can be removed with the sacrifice of 1 Attack or 2 Movement. Suits of Armor require an entire turn to remove (the Citizen cannot move, attack, etc.). Any armor removed may be replaced in the same amount of time they were removed, starting the next Warrior’s Phase (so no Toughness bonus applies for removed armor in the Monster’s Phase in between).

 

The Elf Quarter

The Citizen will be accepted for training to the Elf Quarter on a roll of 11 (changed from 12 to 11) or more. Roll on the chart below to see what kind of Elves are available to train the Citizen:

 
1-3Elf
4-5Elf and High Elf Ranger Knight
6Elf, Ranger Knight, and Wardancer

If there is more than one available trainer, the Citizen may choose one among them. He gains a skill (if spending 4 Training Points to do so) from the skill table of whichever warrior trains him (the Ranger Knight will never teach the Citizen a spell; if a spell is rolled, re-roll the dice or use leftover Training Points to manipulate the roll). If the Citizen chooses to increase his Movement or Escape Pinning roll while training at the Elf Quarter, each will cost 1 Training Point less (4 for movement rather than 5, and 3 for Escape Pinning rather than 4).

Each time the Citizen trains under a Ranger Knight or a Wardancer, he may add +1 to his acceptance roll for a normal visit to the Elf Quarter or the Elf Ranger Noble House, as well as for training at the Elf Quarter, while training under an Elf grants him a +1 to his acceptance roll for visiting or training at the Elf Quarter (only). The Citizen also must take away -1 from his acceptance roll for a visit to the Dwarf Guildmaster or for training at the Dwarf Training Grounds. These bonuses/penalties accumulate.

The Fighting School

This is where the Pit Fighters and Norse Barbarians go to train. No acceptance roll is required; this place is so tough that most people don’t want to train here! Roll on the table below to see who is available to train the Citizen:
1-2Barbarian
3-6Barbarian and Pit Fighter

If there is more than one available trainer, the Citizen may choose one among them. Roll on the skill table of his trainer to see which skill he learns. Training here is such a strain that each time the Citizen trains here he leaves with -1D3 Starting Wounds, but the benefit of a strenuous exercise gives him +1 Training Point with which to gain characteristic increases.

If he spends 4 Training Points to gain a skill, he will roll on the Barbarian's Skills or on the Pit Fighter's skills, depending upon which trainer he has chosen.

The Dwarf Training Grounds

The Citizen will be accepted into the Dwarf Training Grounds on a roll of 11 (changed from 12) or higher. Roll a dice to see which Dwarves are available to train him:
1-3Dwarf
4-6Dwarf and Trollslayer

If there is more than one available trainer, the Citizen may choose one among them. Roll on the skill table of the Dwarf who trains him to see which skill he learns. If the Citizen chooses to increase his Toughness while training at the Dwarf Grounds, it only costs 3 Training Points rather than 4.

If he spends 4 Training Points to gain a skill, he will roll on the Dwarf's Skills or on the Trollslayer's skills, depending upon which trainer he has chosen.

Each time the Citizen trains here, he may add +1 to acceptance rolls for the Dwarf Guildmaster or another training visit to the Dwarf Training Grounds. He must also take away -1 from his acceptance rolls for the Elf Quarter, the Ranger Noble House, and for training at the Elf Quarter. These bonuses/penalties accumulate.

The Imperial Training Hall

This is where the illustrious Nobles of the Empire train in swordplay and dueling. A lowly Citizen will only be accepted to such a high-class training area on a roll of 12 (changed from 14) or more. If accepted, an Imperial Noble will teach him a Sword Skill and a regular skill provided he is spending the 4 points to gain a skill.

The Citizen's Battle-Level Table


Battle
Level

Gold

Title*

WS

BS

STR

MOVE

Dam. Dice**

T

Wounds

I

A

Luck

WP

Skills
***

Pin

Training Points ****

1

0

?

3

5+

3

4

1

3

1D6+7

4

1

0

3

1

5+

0

2

2,000

?

1

2D6+8 1 8

3

4,000

?

?/2

2D6+8 1 9

4

8,000

?

?/2

3D6+9 2 9

5

12,000

?

?/2

3D6+9 2 10

6

18,000

?

?/3

4D6+10 2 10

7

24,000

?

?/3

4D6+10 2 11

8

32,000

?

?/3

5D6+11 3 11

9

45,000

?

?/4

5D6+11 3 12

10

50,000

?

?/4

6D6+12 3 12

* Title is left up to the player and/or GM/game group.

** Damage Dice: there may be no increase in Damage Dice until Battle-Level 3. Then, Damage Dice increases may never go beyond the maximum number listed for that BL. For instance, at BL 3, the Citizen may pay training points to increase his damage dice to 2, but he does not have to do so at that time.

*** Skills may be received if the training points are spent to increase skills (rolling one random skill based upon the current trainer). Spells fall under the skills section. The Training Points must be spent just like for an increase in skills, but see appropriate sections above concerning spells and training. Starting out, the Citizen gets to roll from one skill set of his choice (choosing from any warrior type normally available whenever he trains to go up to the next level. I added a skill or spells available at creation and took away the automatic skills addition at each Battle-Level. See Skill/Spells and Training sections above.

**** This is the base number of Training Points that the Citizen has when gaining the respective Battle-Level. He may, like the Pit Fighter, also have some extra Training Points to spend that he has gained from the Fighting School. Also, be sure to note that his Training Points might be adjusted by where he trains. See the Training section above.

Role-playing

The Citizen has no set restrictions or bonuses at all. He can gain specialty actions as normal, but has no predefined abilities or restrictions. Since the name "Citizen" simply denotes a kind of blank-slate character, a player would most likely give his character a title according to the skills and spells he has acquired. This can give rise to a nearly infinite number of new classes, all custom-made by the player.

Citizen created by Luminos

Modified by Old Warrior

Note from the Old Warrior: I tried to clarify some things, complicate the spell-casting, moderate some other things (such as Damage Dice and Extra Wounds from Training Points) for the sake of balance, and provide room for expansion (the Expanded section below is just a suggestion -- certainly NOT set in stone). Obviously, there is no way to cover all the possibilities if we open the door to the Citizen to train and visit virtually anywhere.. So, I recommend using common sense and taking some advice from experienced Warhammer Quest players. I may or may not work out a further version of this character, but I wanted to make sure it was more possible for a Citizen currently in one of my games to be able to advance in Battle-Level and hopefully to be able to do so with a greater sense of freedom and understanding in his choices. Hopefully, I have not added to the confusion too much.

To see the original document without modifications, please follow this link: The Citizen (version 1)

For more comments about the Citizen see this feature page in Old Warrior's Stronghold: The Citizen


Expanded Beginning Wizard/ Spell-castor rules

The Citizen may choose to be like other spell-casting warriors if other spell-casting types than referred to above are available -- subject to the GM's discretion, assuming a fair method, comparable to what is here written is used.  For instance, the Citizen should NOT be able to begin with all of a witch's spells -- available to her at BL-1. In such a case, I would recommend perhaps a random roll, or even a free choice, of two witch's spells and a limitation that says that she could only cast other types of spells (like wizard or Elf Ranger spells) according to her mana usage rules -- meaning 4 mana to cast the first spell each turn and 5 for the second and 6 for the third and etc. for additional spells in the same turn. So, if a player wants to play a regular Wizard, that is the character type he should choose instead of the Citizen.

Also, the Citizen could take the next option and specialize in the first level of a specific school of magic.  If he does so when leveling up, it is assumed that a wizard/mage of that school would be his trainer.  The Wizard's Guild modifiers to his training apply in such a case (-2 Training Points, +1 to acceptance to visit the Wizard's Guild and/or the appropriate special location for the particular school of magic, and -1 to his acceptance roll for most other locations)

Wizard from one of eight colleges of magic: The Citizen may choose to follow -- at least for a while -- any particular college of magic. If he does so, he may not follow the path of a general Wizard.  Also, he will then need to keep track of the level of each school that he has learned. If he starts out studying Light magic, being taught by a High Priest, he may later learn from a Grey Wizard, but will only be able to learn the first level of that college. His profile would then look like this Battle-Level 2, Spell Level 2, Light Mage level 1, Grey Wizard Level 1. So, if he were to follow several different colleges, he could end up like this at Battle-Level 10: Spell Level 10, Light Mage 4, Grey Mage 2, Fire Mage 3, Shaman 1. This might leave him a little weak, but it would certainly be possible. The spell level would determine how much power he received each turn and how many power tokens (based on the 1D6 rolled each time he gained a level) he would have for each adventure, but it would leave him lacking in number and casting power of spells. At each level he would only be able to roll the number of dice equal to the new level of the particular college in which he was training.

If the Citizen chooses one of the eight colleges of magic (two totally different versions of Grey Wizard are listed below), then he should roll 2D6 and using the Wizard's method of gaining spells when leveling up, choose two spells of that college of magic for his beginning spells (see documents linked to below for their spell lists and differences between spells and casting costs), but he will not suffer the possibility of backwash when casting spells so learned. The two spell selection method here overrides the number of spells a Wizard of that college may normally get at startup.  Be sure to read the initial spell selection process, the different spells available and the differences in casting cost and/or effects in each Mage's rules. Most of these choose or get random spells from the original Wizard's spell cards (with perhaps some differences -- of note is the fact that the High Priest may cast Hands of Healing once each turn for only 1 power and 2 power for each casting after that).

Alchemist (Gold College) (Begins with three defensive spells)

Astronomer (Celestial College) (Begins with two spells of any class)

Druid (Jade College) (Begins with two spells from Healing and/or Defensive classes)

Fire Wizard (Bright College) (Begins with two Attack spells, not Freeze!)

Grey Wizard (Grey College) (Weather Wizard) (varied spell selection: Wizard's method or another...)

Grey Wizard (Grey College) (Shadow Mage) (Begin with random spells from a list)

High Priest (Light College) (Light Mage) (Begins with Healing and/or Defense, healing spells cost less to cast)

Mentalist (Amethyst College) (Begins with same spell deck as Wizard)

Shaman (Amber College) (Begins with special selection of spells to choose from)