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Old World Solo Engine

WFRP 4e personal prototype • v0.5 • living scenario
saved locally

Character

The preset is deliberately narrow mechanically: Human Reiklander, first-level Rat Catcher career (Rat Hunter). The name generator is broader already, so you can preview Reiklander, Dwarf, Elf and Halfling conventions without pretending those species are mechanically implemented yet.

v0.5 scope

v0.5 shifts the emphasis from proving rules to making the solo game interesting: NPC agendas, secrets, a pressure clock, interruptions, branching choices, fail-forward consequences and multiple endings.

The rules engine and Giant Rat combat remain underneath. The scenario is still local and deterministic, so we can judge the game design before paying for an AI GM.

Characteristics

Numbers are editable. Use the ↻ button on any characteristic to reroll that one, or use “Reroll ALL Characteristics” above. The Rat Hunter prototype applies a legal 5 career advances as +2 WS, +2 BS, +1 WP.

Resources

0/0Wounds
0Fate
0/0Fortune
0Resilience
0/0Resolve
4Movement

Skills

SkillCharacteristicAdvancesTotalType

Preset species skill advances are randomly selected each time: 3 skills receive +5 and 3 receive +3. Rat Hunter career skills receive +5 each, a simple legal 40-advance allocation. You can edit advances directly.

Talents

Talents are stored but their mechanical effects are intentionally not applied yet. That becomes a later rules module.

Trappings

The Rat in the Cellar

Not startedCurrent location
—Adventure time
Possible actions
Or do something else

Use the contextual actions for reliable solo play, or type anything below. The choices are suggestions, not restrictions.

Objective

Start the adventure.

Situation

Quiet.

Known clues

None yet.

How this version works

People now have their own motives. Time moves when you act. Events can interrupt you. Failed Tests can make the situation worse without simply stopping the story.

Suggested actions are still only prompts. Free text remains available underneath.

Combat

Character
Wounds — • Advantage 0 • Initiative —
No opponent
Wounds — • Advantage 0 • Initiative —
—Round
—Position

No active combat.

Implemented in v0.4

Initiative decides who acts first each round. Melee is an Opposed Test. Winning combat Tests builds Advantage; losing or taking Wounds clears it. Damage uses weapon damage + winning SL, reduced by Toughness Bonus, with a minimum of 1 Wound on a successful damaging hit.

The Rat Hunter uses a Dagger in melee (SB+2) and Sling at range (+6). The first opponent is a Core Rulebook Giant Rat: WS 25, T 25, I 25, W 5, Weapon +4.

Not yet: Critical tables, Fumble table, Conditions, armour, Pummel/ammunition effects, Talent mechanics, multiple opponents.

Generic Test Engine

Fortune reroll becomes available after a failed Test.
Ready.
Choose an ability and roll.

Resolution

Target = ability + Difficulty + Assistance + other modifier. A d100 roll at or below the target succeeds, subject to automatic results. Dramatic Tests calculate Success Levels from the tens digit of the modified target minus the tens digit of the roll.

Opposed Tests compare both sides' SL. On equal SL, the higher tested value wins; if still tied, this prototype records a stalemate.

Extended Tests add SL across rolls toward a target. If the running total drops below zero, the prototype resets it to zero for the next attempt.

Session Log

Save / Export

Everything is automatically stored in this browser's localStorage. Export gives us a portable campaign-state JSON file for later versions.

Import

Paste a previously exported state here. Import replaces the current prototype state.