ROLEPLAYING IN THE SHADOWS OF THE OLD WORLD Project Lead: Dave Graffam Contributors: CapnZapp, Rich (RockLlama), Tor, Wim van Gruisen (Whymme) Original Rules Design: Games Workshop, Black Industries, Green Ronin, Fantasy Flight Games xxxxxxxxxxxxxxxxxx
Disclaimer: This is a fan-made document for use with Warhammer Fantasy Roleplay, Second Edition. It is completely unofficial and in no way endorsed or approved by Games Workshop, Fantasy Flight Games, etc. Complete disclaimer available at gamesworkshop.com
Characters Creating Your Character
Grab a character sheet, a pencil with an eraser, and a couple of ten-sided dice of different colours. Follow the steps below. xxxxxxxxxxxx Step 1: Choose your race from among these four options: Dwarf, Wood Elf, Halfling, Human. Then choose a gender (male, female). Step 2: Roll for your starting characteristics using the table below. As you get your result for each characteristic, write it down in the BASE box on your character sheet. xxxxxxxxx Step 3: Roll for your Movement xxxxxxxxx Step 4: Roll for your Wounds xxxxxxxxxxxxxx Step 5: Roll for your Fate & Fortune Points xxxxxxxx. Roll once, recording the same result for both Fate and Fortune. xxxxxxxx Step 6: Roll for your Class, then choose a career. xxxxxxxxxxxxx Step 7: Apply Racial Features xxxxxxxxxxxxx, keeping in mind your class and career when making any choices available to you. Take your Racial Features choices in the order they are listed (usually starting with Skills, then Talents, Languages and finally a number of rolls on the Random Abilities table. If your Racial Features endow you with a skill that you already possess through your class, that skill is improved to the next level (+10, then +20); if your Racial Features give you a talent that you already possess, roll on the Random Abilities table instead, rerolling any invalid result. (An invalid result would be a skill that has already been mastered at +20, or a duplicate talent, language or trade.) Step 8: Gain 300xp to spend as you like from your class at rank 0. Your GM may allow other options as well, through Special Training. Step 9: Other traits, appearance (hair, eyes, height, weight, distinguishing features), Handedness choose left or right (if you are Ambidextrous, write ‘both’), place of birth, birthdate and Star Sign zzzzz (pilfer Expanded Characters Module for this) xxxxxxxxxxxxx Step 10: Purchase trappings. xxxxxxxxxxxxxx
Step 11: Review your character, and write a brief history for them if anything strikes you. If you don’t have an idea for your character’s background yet, you can work on it as you play your first few sessions.
RACIAL FEATURES
Starting Characteristics Characteristic
Dwarf
Weapon Skill
Elf
Halfling
Human
2d10+45 2d10+45
2d10+40
2d10+40
Ballistic Skill
2d10+30 2d10+45
2d10+45
2d10+40
Strength
2d10+45 2d10+35
2d10+25
2d10+40
Toughness
2d10+45 2d10+30
2d10+35
2d10+40
Agility
2d10+30 2d10+45
2d10+50
2d10+40
Perception
2d10+35 2d10+45
2d10+40
2d10+40
Intelligence
2d10+40 2d10+40
2d10+40
2d10+40
Willpower
2d10+45 2d10+45
2d10+40
2d10+40
Fellowship
2d10+35 2d10+40
2d10+45
2d10+40
Movement d10
Dwarf
Elf
Halfling
Human
1-3
3
4
3
3
4-6
3
4
4
4
7-10
4
5
4
5
Wounds d10
Dwarf
Elf
Halfling
Human
1-3
TB+7
TB+6
TB+6
TB+7
4-6
TB+8
TB+6
TB+7
TB+8
7-10
TB+9
TB+7
TB+7
TB+9
Fate & Fortune Points d10
Dwarf
Elf
Halfling
Human
1-3
2
2
3
2
4-6
3
2
3
3
7-10
4
3
4
4
Dwarf
Skills: Common Lore or Lore (History), Evaluate or Lore (Dwarfs) Talents: Dwarfcraft or Warrior Born, Grudge-born Fury, Literate or Sturdy, Night Vision, Stout-hearted or Very Resilient Languages: Khâzalid, Reikspiel Trades: Choose Miner or Smith or Stoneworker (the GM may permit other trades) Random Abilities: Roll for 1 random ability Special Rules: Dwarfs have much in common with Humans and are a powerful and respected minority in the Empire. However, bigotry against Dwarfs is still common in backwater forest regions, and in the western and southern nations of the Old World where Dwarfs are rarer. In the Empire at least, Dwarfs should be permitted to do anything a Human would, with little or no accommodation needed.
Wood Elf
Skills: Animal Care or Common Lore, Lore (Wood Elves), Outdoor Survival, Silent Move Talents: Aethyric Attunement or Graceful or Marksman, Coolheaded or Savvy or Very Alert, Excellent Vision, :: Literate, Night Vision, Resistance to Disease Languages: Fan-Elthárin, Reikspiel Random Abilities: Roll for 1 random ability Special Rules: Wood Elves, even more than their noble cousins the High Elves, tend to have have a difficult time blending in with other cultures. Physically, they are often distractingly handsome or odd-looking, and their way of moving and speaking disturbs those unaccustomed to it. Their affinity with magic (in a general way) makes them suspicious, as any wizard would be. Their alien way of thinking and behaving is quite easy to see when they leave their forest homes. This cultural disadvantage should be most apparent in the settlements of the Empire, particularly the smaller towns and villages where the sight of Elves is almost unknown. Even in the cities, prejudice and awkwardness tend to greet Elves. This is reflected by a relatively low starting Fellowship rating, but the GM may also impose a -10 modifier (or worse) when Elves interact socially with beings who have had little or no exposure to Elvenkind before.
Halfling
Skills: Gossip, Lore (Genealogy/Heraldry) or Common Lore, Lore (Halflings), Silent Move, Sling Weapons or Throwing Weapons Talents: Charming or Streetwise or Tunnel Rat, Graceful or Marksman, Resistance to Magic Languages: Hobbish, Reikspiel Trades: Choose Cook or Farmer or Gamekeeper (the GM may permit other trades) Random Abilities: Roll for 2 random abilities Special Rules: Because of their short stature, Halflings are subject to a few rules that do not apply to the other races. Halflings may use two-handed weapons but with a -20 modifier to skill tests. They can fit into small spaces that are inaccessible to adult Dwarfs, Elves or Humans. There are sure to be many situations where a Halfling’s smaller size may be an advantage or disadvantage, or a source of humour or headache. The GM should be mindful of these differences when they are important, but ignore them (as do many in the Old World) in most circumstances.
Human
Shallya’s Mercy: You may add 10 to any one characteristic rating Skills: Common Lore, Gossip Talents: Literate or Outdoor Survival skill or Streetwise Languages: Reikspiel Trades: Roll for 1 random trade Random Abilities: Roll for 3 random abilities
Foreigners
If you intend to play a character from a nation other than the Empire (or whatever nation your campaign starts in) you may spend 100xp of your starting experience point allotment to acquire your regional language and/or the Lore skill associated with that region. Spending 100xp in this way gives you both the language and the Lore skill, if applicable. Optionally, if you have the Common Lore skill after applying your Racial Features, you may remove Common Lore and pay nothing for your regional language and/or Lore skill. Example: Sergio is a Human sword-for-hire from the Estalian Kingdoms. He can spend 100xp from his starting allotment (usually 300xp) to gain the Tilean language and Lore (Estalian Kingdoms) skill. However, as a Human he automatically starts with the Common Lore skill. If Sergio wants to, he can remove Common Lore and get both Tilean and Lore (Estalian Kingdoms) at no xp cost.
Class Dwarf
Wood Elf
Halfling
Human
Class
01-13
01-20
01-05
01-12
Academic
14-18
-
-
13-21
Cleric
19-45
21-26
06-36
22-37
Commoner
46-59
-
37-42
38-50
Officer
60-63
27-66
43-57
51-65
Ranger
64-72
67-73
58-94
66-81
Scoundrel
73-99
74-93
95-100
82-96
Warrior
100
94-100
-
97-100
Wizard
ADVANCEMENT
Adventure will harden and sharpen your character like fire tempers a blade. At the end of most sessions of play, the GM will award each character with a number of experience points to represent their accumulated wisdom and expertise. Normally, you will be able to spend these experience points on advances only within your rank (as determined by your class), but your GM may allow you to gain off-class or higher-rank advances if it makes sense for the campaign.
Career
After determining your character’s class, you should put some thought into their specific line of work. Each class emcompasses a broad range of careers, many more than are listed. Choose or invent a career appropriate for your clsss, and record your choice on your character sheet. Use your career to guide your choices of starting advancements. You probably will change careers at lesat once during hte course of a campaign. It might happen gradually or abruptly. Each time you chanage careers (or titles), add it to your career path on your character sheet. You might make a note of your class and rank at the time you left your previous career. It will serve as a reminder of your earlier adventures.
First Advance
Starting characters receive an allotment of 300xp to spend right away on advances for your current class and rank, keeping any unspent points for later. To take an advance, find the Rank 0 table for your class and purchase it at the xp cost listed.
Advancing Characteristics
Characteristic advances (WS +10, BS +5, etc.) are acquired in +5 increments except for Movement, Wounds and Magic
which advance at +1 increments. Each +5/+1 increment costs 100xp. These advances are figured from your base ratings, plus any talent that provide a permanent bonus. (Example: Ragnar has a base Strength of 64, and the Very Strong talent, making his base Strength rating 69. At his current class rank he can take a S +10 advance. He has 200xp to spend, and chooses to spend 100xp to gain a +5 advance to Strength, bringing his Strength rating to 74. If he wants, he can spend his remaining 100xp to take the remaining advance to his Strength, bringing his rating up to 79. In that case, he would not be able to advance his Strength again until he gains rank in his class, and only if that rank offers a Strength advance of +15 or greater.)
Gaining and Mastering Skills
When you acquire a new skill, you will now make skill tests with it using the full rating of its parent characteristic, rather than its half-rating. When you acquire the same skill a second time, you gain a +10 modifier to your skill test. When you acquire the same skill a third time, you gain a +20 modifier to your skill test, but you may not increase a skill beyond this.
Gaining Talents
These abilities can be acquired once each, unlike skills which can be acquired up to three times.
Gaining Languages
Your class may give you opportunities to learn certain languages, as will the course of your campaign. When you have an opportunity to immerse yourself in an academic setting or native culture speaking a new language, you should be able to learn it for 100xp. To study a new off-class language purely out of books or with only occasional practice perhaps, it should cost 150-200xp to learn.
Special Training
The GM may allow you to learn skills, talents and languages that are not normally available through your class. Rarely, the GM may even allow you to take a characteristic advance that is not part of your class (usually no more than +5/+1). As a guideline, off-class advances should cost 250xp each, and many off-class talents cannot be learned at all.
Staggered Advances
Your character should not advance in the same characteristic or skill twice in a row (or indeed during a single advancement session), even if the advances are available. At the very least, when choosing advancements you should alternate between two different types of abilities.
Logical Consistency and Additional Costs
The GM may require that each advance be accounted for in the campaign. (Example: Hilda has been firing her shortbow in combat a lot; it makes sense that she should be able to take an advancement in BS, or gain the Shooting talent). For advances that are hard to explain, or require exceptional effort to attain, the GM may impose additional costs and conditions in time, experience points, materials, tutelage, location and so on.
Spending Fortune Points
Inevitably, you are going to cringe when the dice come up with exactly the wrong numbers, or when things are going so poorly that you can see they will only get worse without some stroke of luck. Fortune Points give you a chance to imrpove your luck or create opportunities to improve your situation when you need it most. You may spend a Fortune Point to:
Your character will gain a rank in their class at 1000xp (gaining rank 1), 2000xp (gaining rank 2), 3000xp (gaining rank 3) and 4000xp (gaining rank 4). When you gain a new rank, you open up new opportunities for advancement. You may also take any advances listed for ranks lower than your own.
• Reroll a failed d100 roll, taking the new result. • Add 1d6 to attack damage. • Prevent an additional 2d6 damage with a successful block, dodge or parry. • Gain 2 action points. • Recover up to 1d6 Wounds. • Have a flash of insight or sudden memory. • Have a lucky break.
Changing Class
It’s possible to spend Fortune Points in other ways, with the GM’s approval. Be creative with them.
Gaining a Rank
When you complete a rank (by gaining 1000 experience points in it) you may move on to any classes listed as Exits for the rank you just completed. Pay the xp cost for the Exit, making note of your new class and rank. Also note how far you progressed in your earlier class. Then begin to keep track of the experience points you gain in your new class, and climb through its ranks as usual. However, you may not take advances from your former class ranks, except as special training, or if you return to that class later. If you find that your character is doing a lot of special training (a rather inefficient way to learn things) or that they are purusing activities that do not seem in line with their current class, consider moving to another class (starting at rank 0). If you switch classes without the Exit being available, you may be charged 250xp to make the move.
FATE & FORTUNE POINTS Your character is a hero who will be placed in more situ-
ations than an ordinary person should expect to survive. To ensure that your character is not killed off by their first risky encounter, you have Fate and Fortune Points to spend. When creating your character, you will roll to determine the number of Fortune and Fate Points you start with. (You start with the same number of both.) During play, you will spend and acquire Fortune Points at a fast clip.
Gaining Fortune Points
When your party has a chance to rest, or if there is a good break in the action, the GM should restore every PC’s Fortune Points so that it is equal to their Fate, or perhaps 1 point higher. You might also recover Fortune Points at the start of a session, regardless of where you left off.
Spending Fate Points
A crippling or deadly injury can be avoided by permanently spending a Fate Point. Instead of a mortal wound or maiming injury, you may come away from it merely stunned. Fate Points may also be spent to avoid falling into a deadly trap, literally or figuratively.
Gaining Fate Points
One of the greatest rewards a character can receive is a Fate Point, which might happen at the conclusion of a major campaign arc.
SANITY An adventurer will be witness to many bizarre and disturbing events, and these may leave lasting mental scars. Your character’s Willpower characteristic is a measure of your self-control and mental well-being. It is your Willpower that erodes when your sanity begins to quaver. After a failed test to resist the effects of fear or terror, or after any sanity-blasting scene you may find yourself in, you may choose to ignore the paralysis of fright by permanently losing 1 Willpower instead. In the most extreme situations, such as passing through a gate into the realm of Chaos or consuming a po-
tion infused with warptone, you might lose 1d6 Willpower regardless.
ACADEMICS
xxxxxxxxxxx
Some are compelled by a quest for knowledge, and fall into a life of adventure in the pursuit of the next truth, the next secret unveiled. Academics may be specialists in their field of study, or generalists whose wisdom about many things keeps them alive. Literacy is crucial to most academics, although there are some naturalists who rely on verbal lore only.
Academic Careers
Cartographer, lawyer, merchant, playwright, professor, scribe, student.
Trappings
Academics dress in good clothing, often with a fine hat and fashionable footwear. A dagger is worn on the belt, along with a purse holding 5d10 gold crowns.
ACADEMIC RANK 0 Type
Advance
XP
Char.
Ag +5, Per +10, Int +15, WP +10, Fel +5, W +1
100
Skill
Animal Care
100
Lang.
Classical
100
Skill
Common Lore
100
Talent Coolheaded
100
Talent Etiquette
100
Skill
Evaluate
100
Skill
Fencing Weapons
100
Skill
Gossip
100
Skill
Haggle
100
Talent Literate
100
Skill
Lore (choose 1st)
100
Skill
Lore (choose 2nd)
100
Skill
Ride
100
Talent Savvy
100
Trade
(Choose 1st)
100
Exit
Cleric Rank 1
100
Exit
Commoner Rank 1
100
ACADEMIC RANK 1 Type
Advance
Skill
Lore (2nd) +20
100
XP
Skill
Lore (3rd) +10
100
Skill
Lore (choose 4th)
100
Char.
WS +5, BS +5, S +5, T +5, Ag +10, Per +15, Int +20, WP +10, Fel +10, W +2
100
Skill
Animal Training
100
Skill
Consume Alcohol
100
Talent Dealmaker
100
Skill
Gamble
100
Skill
Gunpowder Weapons
100
Skill
Heal
100
Talent Linguistics
100
Skill
Lore (1st) +10
100
Skill
Lore (2nd) +10
100
Skill
Lore (choose 3rd)
100
Talent Public Speaking
100
Skill
Ride +10
100
Skill
Sail
100
Talent Very Alert
100
Exit
Officer Rank 1
100
Exit
Scoundrel Rank 1
100
ACADEMIC RANK 2 Type
Advance
XP
Char.
WS +5, BS +5, S +5, T +5, Ag +10, Per +20, Int +25, WP +15, Fel +15, W +3, A +1
100
Skill
Animal Care +10
100
Talent Charming
100
Skill
Command
100
Skill
Common Lore +10
100
Skill
Evaluate +10
100
Skill
Fencing Weapons +10
100
Skill
Gamble +10
100
Skill
Gossip +10
100
Skill
Haggle +10
100
Skill
Heal +10
100
Talent Land Navigation
100
Skill
Lip Reading
100
Skill
Lore (1st) +20
100
Talent Orientation Skill
100
Prepare Poison
100
Talent Seasoned Traveller
100
Talent Sea Navigation
100
Talent Stout-hearted
100
Talent Strong-minded
100
Talent Trapfinder
100
ACADEMIC RANK 3 Type
Advance
XP
Char.
WS +10, BS +10, S +10, T +10, Ag +15, Per +25, Int +30, WP +20, Fel +20, W +4. A +1
100
Skill
Animal Training +10
100
Skill
Brew Potion
100
Skill
Command +10
100
Skill
Common Lore +20
100
Skill
Consume Alcohol +10
100
Skill
Disguise
100
Skill
Evaluate +20
100
Skill
Fencing Weapons +20
100
Skill
Gunpowder Weapons +10
100
Skill
Haggle +20
100
Skill
Lip Reading +10
100
Skill
Lore (3rd) +20
100
Skill
Lore (4th) +10
100
Skill
Lore (choose 5th)
100
Skill
Ride +20
100
Skill
Sail +10
100
Talent Surgery
100
Talent Trade Teacher
100
Trade
(Choose 2nd)
100
Exit
Wizard Rank 0
100
ACADEMIC RANK 4 Type
Advance
XP
Char.
WS +15, BS +15, S +15, T +15, Ag +20, Per +30, Int +30, WP +25, Fel +25, W +5, A +2
100
Skill
Animal Training +20
100
Skill
Brew Potion +10
100
Skill
Command +20
100
Skill
Gamble +20
100
Skill
Gossip +20
100
Skill
Heal +20
100
Skill
Lip Reading +20
100
Skill
Lore (4th) +20
100
Skill
Lore (5th) +10
100
Skill
Prepare Poison +10
100
CLERICS Those who dedicate their lives to religious service may find that it offers pathways to immense power. In its own way, intense belief accesses the realms of Chaos much like the formulae of arcane magic, with equal force but no less risk. Those who follow a faith different from your own are always suspect, though clerics of all kinds have been known to tamper with elements far beyond their control. Faith takes many forms in the Old World. The high priesthoods of Sigmar and Ulric are warrior traditions, while the small cults of Taal and Rhya work toward peace and harmony with nature. The druidic orders celebrate the world’s calendar, the mysterious moons and fertility. The Shallyan Sisterhood cares for the orphaned and infirm. In dark places the cults of Khaine conspire, jealous of murder and the raw power that comes from it; and there are even fouler gods, the Masters of Chaos, whose followers take the most depraved and vile shapes imaginable, and whose names are not fit to be written here.
Cleric Careers
Acolyte, cultist, druid, flagellant, high priest, initiate, lay priest, oracle, pilgrim, priest, seer, wandering prophet, warrior priest, zealot.
Trappings
Clerics tend to wear robes (simple or elaborate as fits their faith), cinched by a wide belt or simple vest. A knife is carried as a ceremonial tool as often as not. A holy codex is carried in a leather pouch and a skein of blessed water or spirits is close at hand. A well-hidden purse contains 2d10 gold crowns.
CLERIC RANK 0 Type
Advance
XP
Char.
WS +5, BS +5, S +5, T +5, Ag +10, Per +10, Int +10, WP +10, Fel +10, W +2, Mag +1
100
Skill
Channelling
100
Talent Charming
100
Lang.
Classical
100
Skill
Common Lore
100
Talent Coolheaded
100
Talent Etiquette
100
Skill
Evaluate
100
Skill
Flail Weapons
100
Skill
Gossip
100
Skill
Heal
100
Skill
Intimidate
100
Type
Advance
XP
Talent Linguistics
100
Char.
WS +15, BS +15, S +10, T +10, Ag +15, Per +15, Int +20, WP +20, Fel +20, W +4, A +1, Mag +3
100
Skill
Blather +10
100
Skill
Command
100
Skill
Common Lore +10
100
Skill
Disrupt Magic +10
100
Skill
Gossip +20
100
Skill
Heal +20
100
Skill
Lip Reading +10
100
Skill
Lore (Theology) +20
100
Skill
Lore (choose 2nd)
100
Skill
Magical Sense +10
100
Skill
Lip Reading
100
Talent Literate
100
Skill
Lore (Theology)
100
Skill
Magical Sense
100
Talent Savvy
100
Lang.
Secret Signs (Templars’ Signs)
100
Skill
Spellworking
100
Talent Stout-hearted
100
Talent Strong-minded
100
Skill
CLERIC RANK 2
Two-handed Weapons
100
Talent Very Alert
100
Magic
(As appropriate for your faith)
100
Trade
(Choose 1st)
100
Exit
Academic Rank 1
100
Exit
Commoner Rank 1
100
Exit
Ranger Rank 1
100
CLERIC RANK 1 Type
Advance
XP
Char.
WS +10, BS +10, S +10, T +10, Ag +15, Per +15, Int +15, WP +15, Fel +15, W +3, Mag +2
100
Skill
Blather
100
Skill
Channelling +10
100
Skill
Disrupt Magic
100
Skill
Evaluate +10
100
Skill
Flail Weapons +10
100
Skill
Gossip +10
100
Skill
Heal +10
100
Skill
Lore (Theology) +10
100
Talent Public Speaking
100
Skill
Torture
100
Skill
Two-handed Weapons +10
100
Exit
Warrior Rank 1
100
Exit
Wizard Rank 0
100
Talent Meditation
100
Talent Psychic Shield
100
Talent Seasoned Traveller
100
Skill
Spellworking +10
100
Exit
Officer Rank 2
100
CLERIC RANK 3 Type
Advance
XP
Char.
WS +15, BS +15, S +10, T +10, Ag +15, Per +20, Int +25, WP +25, Fel +25, W +5, A +1, Mag +4
100
Talent Aethyric Attunement
100
Talent Armoured Casting
100
Skill
Channelling +20
100
Skill
Command +10
100
Skill
Common Lore +20
100
Skill
Intimidate +10
100
Skill
Lip Reading +20
100
Skill
Lore (2nd) +10
100
Skill
Lore (choose 3rd)
100
Talent Surgery Skill
Torture +10
Talent Trade Teacher
100 100 100
Talent Ulric’s Fury
100
Talent Wizard’s Intuition
100
Trade
100
(Choose 2nd)
CLERIC RANK 4
COMMONERS This is the class of artisans, tradesmen, labourers, peasants and other ordinary professions. xxxxxxxxxxxx
Commoner Careers
Type
Advance
XP
Char.
WS +20, BS +20, S +10, T +10, Ag +15, Per +20, Int +30, WP +30, Fel +30, A +2, W +6, Mag +5
100
Armourer, baker, boatman, boatwright, canal dipper, cartwright, farmer, gunsmith, harbour pilot, labourer, miner, nightsoilman, rat catcher, peasant, peddler, potter, sailor, shepherd, smallholder, smith, stevedore, swordsmith.
100
Trappings
Talent Battle Magic Skill
Command +20
100
Skill
Disrupt Magic +20
100
Skill
Intimidate +20
100
Skill
Lore (2nd) +20
100
Skill
Lore (3rd) +10
100
Skill
Magical Sense +20
100
Talent Rapid Caster Skill
Spellworking +20
100 100
Commoners wear simple functional attire, sometimes in the colours of the masters they serve. A knife is carried, and also any tool that doubles as a hand weapon (such as a wooden club, pick, pitchfork, hammer). A small purse holds 2d10 gold crowns and possibly work permits, contracts and the like.
COMMONER RANK 0 Type Char.
Advance WS +5, BS +5, S +10, T +5, Ag +10, Per +10, Int +10, WP +5, Fel +10, W +2
Talent Alley Cat
XP 100 100
Skill
Animal Care
100
Skill
Boating
100
Talent Charming
100
Skill
Common Lore
100
Skill
Consume Alcohol
100
Skill
Dodge Blow
100
Skill
Drive
100
Skill
Gamble
100
Skill
Gossip
100
Talent Literate
100
Skill
Pike Weapons
100
Skill
Ride
100
Skill
Sail
100
Talent Savvy
100
Talent Streetwise
100
Trade
(Choose 1st)
100
Exit
Academic Rank 1
100
Exit
Ranger Rank 1
100
Exit
Scoundrel Rank 1
100
Lang.
Exit
Warrior Rank 1
100
Talent Trade Teacher
100
Trade
100
COMMONER RANK 1 Type
Advance
XP
Char.
WS +10, BS +10, S +10, T +10, Ag +10, Per +15, Int +15, WP +10, Fel +15, W +3
100
Skill
Animal Care +10
100
Skill
Boating +10
100
Skill
Common Lore +10
100
Talent Dealmaker
100
Skill
Dodge Blow +10
100
Skill
Drive +10
100
Talent Etiquette
100
Skill
Evaluate
100
Skill
Gossip +10
100
Skill
Haggle
100
Skill
Heal
100
Skill
Lore (choose 1st)
100
Skill
Search
100
Exit
Officer Rank 1
100
COMMONER RANK 2 Type
Advance
XP
Char.
WS +10, BS +10, S +10, T +10, Ag +15, Per +15, Int +15, WP +10, Fel +20, W +4, A +1
100
Skill
Animal Care +20
100
Skill
Boating +20
100
Skill
Consume Alcohol +10
100
Skill
Dodge Blow +20
100
Skill
Gamble +10
100
Skill
Gossip +20
100
Skill
Haggle +10
100
Skill
Heal +10
100
Skill
Pike Weapons +10
100
Skill
Ride +10
100
Skill
Sail +10
100
Talent Seasoned Traveller
100
Secret Language (Guild Tongue) (Choose 2nd)
100
COMMONER RANK 3 Type
Advance
XP
Char.
WS +15, BS +15, S +10, T +10, Ag +20, Per +20, Int +20, WP +15, Fel +25, A +1, W +5
100
Skill
Common Lore +20
100
Skill
Consume Alcohol +20
100
Skill
Drive +20
100
Skill
Evaluate +10
100
Skill
Haggle +20
100
Skill
Heal +20
100
Skill
Lore (1st) +10
100
Skill
Pike Weapons +20
100
Talent Public Speaking
100
Skill
Sail +20
100
Skill
Search +10
100
Talent Surgery
100
Talent Very Alert
100
COMMONER RANK 4 Type
Advance
XP
Char.
WS +15, BS +15, S +15, T +15, Ag +25, Per +25, Int +25, WP +20, Fel +30, W +6, A +2
100
Skill
Evaluate +20
100
Skill
Lore (1st) +20
100
Trade
(Choose 3rd)
100
OFFICERS xxxxxxx xxxxx xxx xxx xxx xxxxx xxxxxx x xxxxx xxxx x x xxxxxxxxx x xxxxx xx xxxxx xxxx xxxxxxx xxxxx
Officer Careers
Bailiff, military officer, politician, riverwarden, roadwarden, sea captain, ship’s mate, toll keeper, watchman.
Trappings
Officials usually wear a uniform with appropriate insignia. A sword is fitted to the belt, and you may choose a mail shirt or a shield. 3d10 gold crowns are carried in a secure pouch along with identifying papers.
OFFICER RANK 0 Type
Advance
Rank 0 WS +10, BS +10, S +10, T +10, Ag +5, Per +10, Int +10, WP +5, Fel +10, W +2
XP 100
Skill
Animal Care
100
Skill
Cavalry Weapons
100
Talent Charming
100
Skill
Command
100
Skill
Common Lore
100
Skill
Consume Alcohol
100
Skill
Crossbows
100
Skill
Dodge Blow
100
Skill
Drive
100
Skill
Entangling Weapons
100
Skill
Fencing Weapons
100
Talent Fleet Footed
100
Skill
Gossip
100
Skill
Gunpowder Weapons
100
Talent Hardy Skill
Intimidate
Talent Literate
100 100 100
Skill
Lore (Law)
100
Skill
Ride
100
Talent Savvy
100
Skill
Sail
100
Skill
Search
100
Talent Shooting
100
Skill
Animal Care +10
100
100
Skill
Animal Training +10
100
Talent Sturdy
100
Skill
Common Lore +20
100
Talent Very Alert
100
Skill
Consume Alcohol +10
100
Trade
(Choose 1st)
100
Skill
Dodge Blow +10
100
Exit
Commoner Rank 1
100
Skill
Engineer Weapons +10
100
Exit
Warrior Rank 1
100
Skill
Entangling Weapons +10
100
Skill
Gossip +10
100
Skill
Intimidate +10
100
XP
Skill
Lore (Law) +10
100
Rank 1 WS +15, BS +15, S +10, T +10, Ag +10, Per +15, Int +15, WP +10, Fel +15, W +3
100
Skill
Ride +10
100
Talent Alley Cat
100
Skill
Search +30
100
Skill
Street Fighting +10
100
Skill
Street Fighting
OFFICER RANK 1 Type
Advance
Skill
Animal Training
100
Skill
Cavalry Weapons +10
100
Skill
Command +10
100
Skill
Common Lore +10
100
Skill
Crossbows +10
100
Skill
Drive +10
100
Skill
Engineer Weapons
100
Talent Etiquette
100
Skill
Explosive Weapons
100
Skill
Fencing Weapons +10
100
Talent Gunnery Skill
100
Gunpowder Weapons +10
Talent Land Navigation Skill
Lore (choose 2nd)
100 100 100
Talent Public Speaking
100
Talent Sea Navigation
100
Skill
Search +10
100
Talent Streetwise
100
Talent Swordplay
100
Exit
Academic Rank 1
100
OFFICER RANK 2 Type
Advance
Rank 2 WS +15, BS +15, S +15, T +15, Ag +15, Per +20, Int +20, WP +10, Fel +20, A +1, W +4
XP 100
Talent Sure Shot
100
Skill
Torture
100
Exit
Cleric Rank 1
100
Exit
Scoundrel Rank 1
100
OFFICER RANK 3 Type
Advance
Rank 3 WS +20, BS +20, S +15, T +15, Ag +20, Per +25, Int +20, WP +15, Fel +25, W +5, A +1 Skill
Cavalry Weapons +20
Talent Combat Teacher
XP 100
100 100
Skill
Command +20
100
Skill
Crossbows +20
100
Skill
Dodge Blow +20
100
Skill
Drive +20
100
Skill
Engineer Weapons +20
100
Skill
Entangling Weapons +20
100
Skill
Explosive Weapons +10
100
Skill
Fencing Weapons +20
100
Skill
Gossip +20
100
Skill
Gunpowder Weapons +20
100
Skill
Lore (Law) +20
100
Skill
Lore (2nd) +10
100
Skill
Ride +20
100
Skill
Sail +20
100
Talent Trade Teacher
100
Trade
100
(Choose 2nd)
OFFICER RANK 4 Type
Advance
Rank 4 WS +25, BS +25, S +20, T +20, Ag +20, Per +30, Int +25, WP +20, Fel +30, A +2, W +6
XP 100
RANGERS xxxxxxx xxxxx xxx xxx xxx xxxxx xxxxxx x xxxxx xxxx x x xxxxxxxxx x xxxxx xx xxxxx xxxx xxxxxxx xxxxx
Ranger Careers
Falconer, furrier, hunter, poacher, trapper, woodsman.
Trappings
Skill
Animal Training +20
100
Skill
Intimidate +20
100
Skill
Lore (2nd) +20
100
Skill
Sail +20
100
Skill
Torture +10
100
Talent True Flight
100
Talent Ulric’s Fury
100
Rangers wear sturdy travelling clothes under a cloak and thick leather boots. A dagger is carried, and a shortbow with 20 arrows or a hand weapon. They haul their homes on their backs, including a waterskin, a blanket, cutlery, cooking pot, a week’s worth of dry rations, and a few torches. Rangers keep 1d10 gold crowns in a leather pouch.
RANGER RANK 0 Type
Advance
Rank 0 WS +10, BS +10, S +10, T +10, Ag +10, Per +10, Int +10, WP +10, W +2
XP 100
Skill
Animal Care
100
Skill
Athletics
100
Skill
Boating
100
Skill
Common Lore
100
Skill
Concealment
100
Skill
Dodge Blow
100
Skill
Drive
100
Skill
Entangling Weapons
100
Skill
Follow Trail
100
Talent Hardy
100
Talent Land Navigation
100
Skill
Longbow Weapons
100
Talent Marksman
100
Talent Mighty Shot
100
Talent Mimic
100
Talent Orientation
100
Skill
Outdoor Survival
100
Skill
Ride
100
Talent Rover
100
Skill
Search
100
Lang.
Secret Signs (Rangers’ Signs)
100
Skill
Set Trap
100
Talent Sharpshooter
100
Skill
Cavalry Weapons
100
Skill
Silent Move
100
Skill
Common Lore +10
100
Skill
Sling Weapons
100
Skill
Concealment +20
100
Trade
(Choose 1st)
100
Skill
Crossbow Weapons +10
100
Exit
Commoner Rank 1
100
Skill
Dodge Blow +10
100
Exit
Scoundrel Rank 1
100
Skill
Drive +10
100
Skill
Entangling Weapons +10
100
RANGER RANK 1 Type
Advance
Rank 1 WS +15, BS +15, S +10, T +10, Ag +15, Per +15, Int +10, WP +15, Fel +5, W +3
XP 100
Skill
Animal Care
100
Skill
Animal Training
100
Skill
Athletics
100
Skill
Concealment
100
Skill
Crossbow Weapons
100
Skill
Follow Trail
100
Talent Graceful Skill
100
Heal
100
Talent High Pain Threshold
100
Skill
Longbow Weapons +10
100
Skill
Lore (choose 1st)
100
Skill
Outdoor Survival
100
Skill
Ride
100
Skill
Set Trap
100
Talent Shooting
100
Skill
Silent Move
100
Skill
Sling Weapons
100
Talent Stout-hearted
100
Talent Very Alert
100
RANGER RANK 2 Type
Advance
Rank 2 WS +15, BS +20, S +15, T +15, Ag +20, Per +20, Int +15, WP +20, Fel +10, A +1, W +4
XP 100
Skill
Animal Care +20
100
Skill
Animal Training +10
100
Skill
Boating +10
100
Talent Flee!
100
Talent Linguistics
100
Skill
Outdoor Survival +20
100
Talent Rapid Reload
100
Talent Savvy
100
Skill
Search +10
100
Talent Seasoned Traveller
100
Skill
Silent Move +20
100
Talent True Flight
100
Talent Very Resilient
100
Exit
Cleric Rank 1
100
Exit
Warrior Rank 0
100
RANGER RANK 3 Type
Advance
Rank 3 WS +20, BS +25, S +15, T +20, Ag +20, Per +25, Int +15, WP +20, Fel +10, M +1, A +1, W +5
XP 100
Skill
Athletics +20
100
Skill
Boating +20
100
Skill
Dodge Blow +20
100
Skill
Drive +20
100
Skill
Entangling Weapons +20
100
Skill
Follow Trail +20
100
Skill
Heal +10
100
Skill
Longbow Weapons +20
100
Skill
Lore (1st) +10
100
Skill
Ride +20
100
Skill
Search +20
100
Skill
Set Trap +20
100
Skill
Sling Weapons +20
100
Talent Trade Teacher
100
Trade
(Choose 2nd)
100
Exit
Officer Rank 1
100
RANGER RANK 4 Type
Advance
Rank 4 WS 25, BS +30, S +20, T +25, Ag +25, Per +30, Int +20, WP +25, Fel +15, A +2, W +6
XP 100
Skill
Animal Training +20
100
Skill
Common Lore +20
100
Skill
Crossbow Weapons +20
100
Skill
Lore (1st) +20
100
SCOUNDRELS The scoundrel is a denizen of the underworld who walks, and usually crosses, the fine line between legality and criminality. The towns of the Old World are rife with thieves, smugglers, pickpockets who prey on the more law-abiding populace. The countryside has its robbers and outlaws, and even the riverways are not excluded from banditry. Some scoundrels use their guile, others use their fists. All scoundrels risk running afoul of the authorities, whether they are up to no good or just look the part. Entertainers also belong to this class, since many regard their line of work as being not much different from outright thievery. Indeed, entertainers and scoundrels often find themselves preying on the same customers in the same places, and it can be hard to see any differences between their methods.
Scoundrel Careers
Acrobat, actor, agitator, bawd, burglar, charlatan, clipper, crimp, embezzler, forger, gambler, juggler, loan shark, minstrel, racketeer, raconteur, pickpocket, thief, thug.
Trappings
Scoundrels wear common street clothes, sometimes patched and second-hand but funcional. A dagger is carried in the belt, and another hidden in a boot or vest. You may also carry a wooden club. 3d10 gold pieces are carried in a well-hidden purse or money belt.
SCOUNDREL RANK 0 Type
Advance
XP
Rank 0 WS +10, BS +10, S +5, T +5, Ag +10, Per +10, Int +5, WP +5, Fel +10, W +2
100
Talent Alley Cat
100
Skill
Athletics
100
Skill
Blather
100
Talent Charming
100
Skill
Common Lore
100
Skill
Concealment
100
Skill
Consume Alcohol
100
Talent Dealmaker
100
Skill
Dodge Blow
100
Skill
Evaluate
100
Skill
Explosive Weapons
100
Talent Flee!
100
Talent Savvy
100
Skill
Gamble
100
Skill
Search +10
100
Skill
Gossip
100
Skill
Set Trap
100
100
Skill
Silent Move +10
100
Skill
Skullduggery +10
100
Talent Graceful Skill
Haggle
100
Skill
Intimidate
100
Skill
Lip Reading
100
Skill
Throwing Weapons +10
100
Skill
Lore (choose 1st)
100
Skill
Torture
100
Talent Mimic
100
Talent Strike to Stun
100
Talent Very Alert
100
Skill
Search
100
Lang.
Secret Language (Thieves’ Tongue)
100
Lang.
Secret Signs (Thieves’ Signs)
100
Type
Skill
Silent Move
100
Skill
Skullduggery
100
Skill
Street Fighting
100
Rank 2 WS +15, BS +15, S +10, T +10, Ag +20, Per +20, Int +15, WP +10, Fel +20, A +1, M +1, W +4
Skill
Throwing Weapons
100
Talent Trapfinder
100
Talent Tunnel Rat
100
Trade
(Choose 1st)
100
Exit
Commoner Rank 1
100
Exit
Ranger Rank 1
100
SCOUNDREL RANK 1 Type
Advance
Rank 1 WS +10, BS +10, S +10, T +10, Ag +15, Per +15, Int +10, WP +10, Fel +15, W +3
XP 100
Skill
Blather +10
100
Skill
Common Lore +10
100
Skill
Concealment +10
100
Skill
Disguise
100
Skill
Evaluate +10
100
Skill
Fencing Weapons
100
Skill
Gossip +10
100
Skill
Intimidate +10
100
Skill
Lore (choose 2nd)
100
Skill
Lip Reading +10
100
Talent Literate Skill
Prepare Poison
100 100
SCOUNDREL RANK 2 Advance
XP 100
Skill
Athletics +10
100
Skill
Common Lore +10
100
Skill
Consume Alcohol +10
100
Skill
Dodge Blow +10
100
Skill
Explosive Weapons =10
100
Skill
Gamble +10
100
Skill
Haggle +10
100
Skill
Lore (1st) +10
100
Talent Quick Draw
100
Skill
Silent Move +20
100
Skill
Skullduggery +20
100
Skill
Street Fighting +10
100
Talent Swashbuckler
100
Talent Swordplay
100
Exit
Cleric Rank 1
100
Exit
Academic Rank 1
SCOUNDREL RANK 3 Type
Advance
Rank 3 WS +15, BS +15, S +15, T +15, Ag +25, Per +25, Int +15, WP +15, Fel +25, M +1, W +4, A +1
XP 100
Skill
Athletics +20
100
Skill
Blather +20
100
Skill
Concealment +20
100
Skill
Disguise +10
100
Skill
Dodge Blow +20
100
Skill
Evaluate +20
100
Skill
Explosive Weapons +20
100
Skill
Fencing Weapons +10
100
Talent Fleet Footed
100
Skill
Gossip +20
100
Skill
Haggle +20
100
Skill
Intimidate +20
100
Skill
Lip Reading +20
100
Skill
Lore (2nd) +10
100
Skill
Prepare Poison +10
100
Skill
Search +20
100
Skill
Set Trap +10
100
Skill
Throwing Weapons +20
100
Skill
Torture +10
100
Talent Trade Teacher
100
Trade
(Choose 2nd)
100
Exit
Officer Rank 1
100
SCOUNDREL RANK 4 Type
Advance
Rank 4 WS +20, BS +20, S +20, T +20, Ag +30, Per +30, Int +20, WP +20, Fel +30, A +2, M +1, W +5
XP 100
Skill
Consume Alcohol +20
100
Skill
Disguise +20
100
Skill
Gamble +20
100
Skill
Lore (1st) +20
100
Skill
Prepare Poison +20
100
Skill
Torture +20
100
WARRIORS Unquestionably the Old World has its dangers, and warriors confront them with steel and strength of arm. They often learn their deadly trade from an early age and can rise to become heroes of song and ballad, but old warriors are rare creatures and one is far more likely end up forgotten, food for crows. The warrior may see everything as a battle that must be fought and won, a daily assault on the world, a true fight. Other warriors are pressed into service or fall into a life of violence through misfortune, and fight for pay alone. Some warriors are driven by vengeance, a sense of justice or duty.
Warrior Careers
Berserker, bodyguard, bounty hunter, captain, cavalryman, judicial champion, knight, marine, mercenary, pistolier, pit fighter, pugilist, sergeant, soldier, sword-forhire, squire.
Trappings
Warriors wear practical clothes, usually a simple shirt and trousers with thick boots. They always possess a dagger within easy reach. Two hand weapons are fitted to the belt or slung over the shoulder; one is usually a sword or hammer. A leather pouch serves as a purse, holding 2d10 gold crowns.
WARRIOR RANK 0 Type
Advance
Rank 0 WS +10, BS +10, S +10, T +10, Ag +10, Per +5, WP +5, Fel +5, W +3
XP 100
Skill
Animal Care
100
Skill
Athletics
100
Skill
Boating
100
Skill
Cavalry Weapons
100
Skill
Common Lore
100
Skill
Consume Alcohol
100
Skill
Crossbows
100
Skill
Disarm
100
Skill
Dodge Blow
100
Skill
Entangling Weapons
100
Talent Fencing Weapons Skill
Flail Weapons
100 100
Talent Frenzy
100
Talent Strike to Injure
100
Skill
Gunpowder Weapons
100
Talent Sure Shot
100
Skill
Intimidate
100
Talent Swashbuckler
100
Talent Marksman
100
Talent Swordplay
100
Skill
Pike Weapons
100
Skill
Wrestling +10
100
Skill
Ride
100
Exit
Ranger Rank 1
100
Lang.
Secret Language (Battle Tongue)
100
WARRIOR RANK 2
Talent Sharpshooter
100
Talent Stout-hearted
100
Type
100
Rank 2 WS +20, BS +20, S +20, T +20, Ag +20, Per +15, Int +10, WP +15, Fel +15, W +5, A +1
100
Talent Ambidextrous
100
Skill
Street Fighting
Talent Strike to Stun
100
Talent Sturdy
100
Skill
Two-handed Weapons
100
Talent Very Resilient
100
Talent Very Strong
100
Talent Warrior Born
100
Skill
Wrestling
100
Trade
(Choose 1st)
100
Exit
Commoner Rank 1
100
Exit
Scoundrel Rank 1
100
WARRIOR RANK 1 Type
Advance
Rank 1 WS +15, BS +15, S +15, T +15, Ag +15, Per +10, Int +5, WP +10, Fel +10, W +4
XP 100
Skill
Athletics +10
100
Skill
Command
100
Skill
Crossbows +10
100
Skill
Dodge Blow +10
100
Skill
Engineer Weapons
100
Skill
Explosive Weapons
100
Talent Graceful
100
Talent Gunnery
100
Talent Hardy
100
Skill
Intimidate +10
100
Skill
Pike Weapons +10
100
Talent Shooting Skill
Street Fighting +10
100 100
Advance
XP
Skill
Animal Care +10
100
Skill
Athletics +20
100
Skill
Cavalry Weapons +10
100
Talent Combat Teacher
100
Skill
Command +10
100
Skill
Common Lore +10
100
Skill
Consume Alcohol +10
100
Talent Defender
100
Skill
Disarm +10
100
Skill
Dodge Blow +20
100
Skill
Entangling Weapons +10
100
Talent Fencing Weapons +10
100
Skill
Flail Weapons +10
100
Skill
Gunpowder Weapons +10
100
Talent High Pain Threshold Skill
Lore (choose 1st)
100 100
Talent Lightning Reflexes
100
Talent Mighty Shot
100
Skill
Pike Weapons +20
100
Talent Quick Draw
100
Talent Rapid Reload
100
Skill
Ride +10
100
Skill
Street Fighting +20
100
Skill
Two-handed Weapons +10
100
Talent Very Alert Exit
Officer Rank 1
100 100
WIZARDS
WARRIOR RANK 3 Type
Advance
Rank 3 WS +25, BS +25, S +25, T +25, Ag +25, Per +20, Int +15, WP +20, Fel +20, W +6, A +1
XP 100
Skill
Command +20
100
Skill
Crossbows +20
100
Skill
Engineer Weapons +10
100
Skill
Entangling Weapons +20
100
Skill
Explosive Weapons +10
100
Skill
Gunpowder Weapons +20
100
Skill
Intimidate +20
100
Talent Trade Teacher
100
Skill
Two-handed Weapons +20
Talent Ulric’s Fury
100 100
Skill
Wrestling +20
100
Trade
(Choose 2nd)
100
Academic Rank 1
100
Exit
Advance
Rank 4 WS +30, BS +25, S +30, T +30, Ag +30, Per +20, Int +20, WP +20, Fel +25, A +2, W +7
Wizard Careers
Apprentice wizard, battle wizard, daemonologist, enchanter, hedge wizard, journeyman wizard, magister, necromancer, sorcerer, summoner, witch.
Trappings
Wizards often wear threadbare robes not unlike those of clerics and academics, but mud-stained and weatherbeaten and tied with a belt with many pouches. A widebrimmed hat is worn outside, with a waterskin is slung across the chest, often holding alcoholic spirits. 4d10 gold crowns are carried in a purse.
WIZARD RANK 0
WARRIOR RANK 4 Type
The paths to enlightenment and mastery are many, but only a few inhabitants of the Old World understand the forces of magic, and fewer still can harness them. Wizards inspire fear, awe and suspicion. Their lives can be lonely, but the rewards of power are great. Some magic-users are trained by masters of the arts under strict conditions. Others have natural talent but deliberately practice hedge wizardry in secret, as wizardry is outlawed or tightly sanctioned throughout the Empire.
XP 100
Type
Advance
XP
Rank 0 Ag +5, Per +5 Int +10, WP +10, W +2, Mag +1
100
Talent Aethyric Attunement
100
Skill
Animal Care +20
100
Lang.
Arcane Language (Lingua Praestantia)
100
Skill
Cavalry Weapons +20
100
Skill
Channelling
100
Skill
Common Lore +20
100
Lang.
Classical
100
Skill
Disarm +20
100
Skill
Common Lore
100
Skill
Engineer Weapons +20
100
Talent Coolheaded
100
100
Talent Literate
100
Talent Fencing Weapons +20 Skill
Flail Weapons +20
100
Skill
Lore (Magic)
100
Skill
Lore (1st) +10
100
Skill
Lore (choose 2nd)
100
100
Skill
Magical Sense
100
Talent True Flight
Talent Savvy Skill
100
Spellworking
100
Talent Stout-hearted
100
Talent Strong-minded
100
Talent Wizard’s Intuition
100
Magic
(Choose 1st)
100
Trade
(Choose 1st)
100
Exit
Academic Rank 1
100
Exit
Cleric Rank 1
100
Type
Exit
Commoner Rank 1
100
Rank 3 WS +10, BS +10, S +10, T +10, Ag +20, Per +20, Int +25, WP +25, Fel +15, W +4, Mag +4
WIZARD RANK 1 Type
Advance
XP
Rank 1 WS +5, BS +5, S +5, T +5, Ag +10, Per +10, Int +15, WP +15, Fel +5, W +3, Mag +2
100
Lang.
Arcane Language (Daemonic)
100
Skill
Brew Potion
100
Skill
Disrupt Magic
100
Talent Etiquette
100
Skill
Lore (Magic) +10
100
Skill
Magical Sense +10
100
Talent Meditation
100
Talent Psychic Shield
100
Skill
Spellworking +10
100
WIZARD RANK 2 Type
Advance
XP
Rank 2 WS +10, BS +10, S +5, T +5, Ag +15 Per +15, Int +20, WP +20, Fel +10, A +1, W +3, Mag +3
100
Talent Armoured Casting
100
Skill
Channelling +10
100
Skill
Common Lore +10
100
Skill
Evaluate
100
Talent Graceful
100
Skill
Intimidate
100
Talent Linguistics
100
Skill
Lore (2nd) +10
100
Skill
Lore (choose 3rd)
100
Talent Seasoned Traveller
100
Talent Shooting
100
Talent Swordplay
100
Skill
Two-handed Weapons
Talent Very Alert
100 100
Exit
Officer Rank 1
100
WIZARD RANK 3 Advance
XP 100
Skill
Brew Potion +10
100
Skill
Disrupt Magic +10
100
Skill
Evaluate +10
100
Skill
Intimidate +10
100
Skill
Lore (Magic) +20
100
Skill
Lore (2nd) +20
100
Skill
Magical Sense +20
100
Talent Magic Teacher
100
Talent Rapid Caster
100
Skill
Spellworking +20
100
Talent Trade Teacher
100
Magic
(Choose 2nd)
100
Trade
(Choose 2nd)
100
WIZARD RANK 4 Type
Advance
Rank 4 WS +15, BS +15, S +15, T +15, Ag +25, Per +25, Int +30, WP +30, Fel +20, A +2, W +5, Mag +5
XP 100
Skill
Brew Potion +20
100
Skill
Channelling +20
100
Skill
Common Lore +20
100
Skill
Disrupt Magic +20
100
Skill
Evaluate +20
100
Skill
Intimidate +20
100
Skill
Lore (3rd) +10
100
Talent Menacing
100
Skills There is a skill (or characteristic) for nearly every activity your character may try to do. Whenever the GM decides it’s time for a skill test, they will call for a skill test (or characteristic test).
Characteristics and Half-ratings
Each of your characteristics (Weapon Skill, Ballistic Skill, Strength, etc.) has a rating between 1 and 100. This is its full rating under average conditions. For convenience, you’ll also figure the half-ratings for each of your characteristics. When using a skill for which you have been trained (that is, a skill that you have acquired through experience), you will use the full rating of its parent characteristic when making skill tests. (Example: Ragnar is attacking with a greatsword and has the Two-handed Weapons skill. He uses his full Weapon Skill rating when making his skill test.) If you do not have the skill in question, you will use the half-rating of the parent characteristic when making the skill test instead. (Example: Hilda is searching, but does not have the Search skill. She uses the half-rating of her Perception characteristic when making her skill test.)
Flexible Skills
If a specific characteristic (WS, BS, S, T, Ag, etc.) is listed after a skill’s name, it is strongly recommended that you use that characteristic when finding that skill’s rating (the chances of success when making a skill roll). However, Flexible skills may be based upon different characteristics depending on the circumstances and the character’s methods. The GM should determine which characteristic applies in any given situation, and players may of course make suggestions. Even if a specific characteristic is listed, any skill can be Flexible if it makes sense for the situation. The GM makes the final call on which characteristic is used when making a test.
Complex Skills
Some skills require special training and expertise to use reliably. When attempting to use a Complex skill without any familiarity or instruction, the GM might determine that it fails automatically, or may give you a very low chance of success (10% would be generous).
Learning Skills and Improving Skills
A skill may be learned multiple times (up to three times). You career class and rank will determine which skills are readily available to you, and the maximum level of skill improvement. When you acquire a skill during character generation or advancement, write it on your character sheet and note its parent characteristic (WS, BS, S, T, etc.) or if it is ‘Flexible’. The first time a skill is learned, it ceases to use the half-rating of its parent attribute and uses its full rating instead. At this skill level, you could say you are competent. The second time a skill is learned, it offers +10 to the skill roll. At this level, you could say that you are adept or seasoned. The third time it is acquired, it offers +20 to the skill roll. As this skill level, you could say that you are an expert or master.
SKILLS LIST Animal Care [Flexible]: Use this skill to perform the routine tasks of animal husbandry, as well as administering basic medical attention. Animal Training [Flexible, Complex]: Charm and train animals. Often opposed by the animal’s Willpower. Athletics [Flexible]: Climb, swim, make running leaps and perform similar acts of physical prowess. Blather [Fel]: Distract others with a long string of nonsense. Often opposed by Intelligence. Boating [Flexible]: Handle small boats. Brew Potion [Flexible, Complex]: Create magical elixirs. Cavalry Weapons [WS]: Wield weapons from the Cavalry group, which tend to be overlong and awkward except when used from horseback. Channelling [WP, Complex]: Cast spells out of grimoires, scrolls or enchanted items.
Command [Flexible]: Issue orders to those under your command when morale is low, or give complex instructions in difficult circumstances. Common Lore [Int]: General customs, history or geography, such as knowing how to address a noble or which days it is forbidden to wear black in the local village. Concealment [Flexible]: Hide from view using shadows, foliage and other obstacles.
Gossip [Flexible]: Talk casually with strangers and acquaintences, a good way to hear important news. Gunpowder Weapons [BS, Complex]: Wield weapons from the Gunpowder group. Haggle [Flexible]: Negotiate a price or terms of a contract. Often opposed by Haggle.
Crossbows [BS]: Wield weapons from the Crossbows group.
Heal [Flexible]: Administer medical attention. It can be used to perform first aid, stopping blood loss and shock from a fresh injury with a successful skill test. Heal can also be used for long-term treatment. Once per day, you may test your Heal skill to treat a patient, taking about one hour of time and a couple of shillings worth of medical supplies. If successful, the patient recovers D2 Wounds.
Disarm [WS, Complex]: Use this skill when performing the Disarm action in combat.
Intimidate [Flexible]: Bully, threaten and browbeat others. Often opposed by Willpower.
Disguise [Flexible, Complex]: Wear disguises, including altering your voice and motion.
Lip Reading [Per]: Determine what others are saying out of earshot, just by watching their lips.
Disrupt Magic [WP, Complex]: Perform the Disrupt Spell magic defense action.
Longbows [BS, Complex]: Wield weapons from the Longbow group.
Dodge Blow [Ag]: Perform the Dodge action in combat.
Lore (various) [Int, Complex]: Specialized knowledge about the more exotic corners of the world. Some Lore skills are: The Arts, Astronomy, Daemonology, Engineering, Genealogy/Heraldry, History, Law, Magic, Necromancy, Philosophy, Runes, Science, Strategy/Tactics, and Theology.
Consume Alcohol [Flexible]: Resist the effects of alcohol and drugs.
Drive [Flexible]: Handle carts, wagons, coaches and similar vehicles. Engineer Weapons [BS, Complex]: Wield weapons from the Engineer group. Entangling Weapons [BS, Complex]: Wield weapons from the Entangling group. Evaluate [Flexible]: Determine the fair value for a good or service. Explosive Weapons [BS, Complex]: Deploy weapons from the Explosive group. Fencing Weapons [WS, Complex]: Wield weapons from the Fencing group. Flail Weapons [WS]: Wield weapons from the Flail group. Follow Trail [Flexible]: Trace faint paths, follow tracks, and identify types of footprints. Gamble [Flexible]: Place bets on races and gamble at cards, dice and so on. Often opposed by Gamble.
Magical Sense [Flexible, Complex]: Sense the winds of magic in an area, determining if there has been any recent magical activity and of what type. Outdoor Survival [Flexible]: Survive in the wilderness, including shelter building, sewing, fishing and small game hunting. Pike Weapons [WS, Complex]: Wield weapons from the Pike group. Prepare Poison [Flexible, Complex]: Identify the sources of poisons and toxins, and extract them and store them. Ride [Flexible]: Ride horses, ponies and other riding animals. Sail [Flexible, Complex]: Work as a deckhand on large boats and sailing vessels of all kinds, including manning the helm.
Search [Flexible]: Explore an area for items of interest, clues, or valuable objects. Set Trap [Flexible, Complex]: Prepare animal snares and more elaborate traps. Silent Move [Ag]: Sneak around without making noise. Often opposed by Perception. Skullduggery [Flexible, Complex]: Open locks and disarm mechanical traps, pick pockets and similar lightfingered tricks of the thieves’ trade. Sling Weapons [WS]: Wield weapons from the Sling group. Spellworking [WP, Complex]: Cast spells spontaneously, weaving the winds of magic and Chaos to do your bidding. This skill is also used to design new spells. Street Fighting [S]: Fighting with bare fists and improvised weapons. Throwing Weapons [BS]: Wield weapons from the Throwing group. Torture [Flexible]: Apply physical or mental torture in an attempt to extract information from an unwilling captive. Often opposed by Willpower. Two-handed Weapons [WS, Complex]: Wield weapons from the Two-handed group. Wrestling [Flexible, Complex]: Grappling and subduing opponents in combat. Often opposed by Strength.
Talents Talents are important traits your character can use to their advantage. Your character will start with some talents, and will have an opportunity to acquire others over the course of your career. Unlike skills, talents may be acquired only once. When advancing your character, you may attempt to learn talents that do not appear in your career path. With your GM’s approval, you should pay 250xp for each offcareer talent.
TALENT LIST Acute Hearing: +20 modifier to Perception tests to hear faint or distant sounds. Aethyric Attunement: +10 modifier to Channelling and Magical Sense skill tests. Alley Cat: +20 modifier on Concealment and Silent Move skill tests in urban settings. Ambidextrous: You have no secondary hand; both hands count as primary hands. This means you do not have a -20 modifier to WS and BS when attacking with a weapon in your secondary hand. Armoured Casting: Ignore the first armour point per hit location when calculating your armour interference penalty. Battle Magic: +1d6 damage when using the Magic Attack action spell. Charming: Permanent +5 bonus to Fellowship. Combat Teacher: xxxxxxxYou may teach combat skills and talents you possess to other characters. Assuming a couple of hours of instruction/study per day, your students may reduce the cost of special training to 100xp125xp in those skills and talents, at the GM’s discretion. This talent also allows you to patent new combat actions (see COMBAT: ). Each new manoevre must be hammered out between you and the GM, and should take about a month to perfect. Once the new manoeuvre is learned, you may spend 100xp to gain a new skill or talent associated with its use (again, the exact function of the skill or talent
should be determined by negotiation between you and the GM, with input from other players welcomed). Contortionist: +20 modifier to Performer tests where such extreme motions would benefit, and a +20 modifier to slip out of manacles and through tight squeezes. Coolheaded: Permanent +5 bonus to Willpower. Dealmaker: +20 modifier to Evaluate and Haggle skill tests if you have good knowledge of the service or good being negotiated. Defender: +10 skill modifier when using the Block, Parry, and Take Cover combat actions. Dwarfcraft: +20 modifier on Trade skill tests that could be improved by some Dwarfen flare and craftsmanship, including Armourer, Brewer, Gem Cutter, Gunsmith, Mine, Smith, Stoneworker and Weaponsmith. Normally this talent is available to Dwarfs only, and indeed is an innate quality. Etiquette: +20 modifier to social skill tests when dealing with high society. Excellent Vision: +20 modifier to Perception tests to see over long distances or notice tiny details. Flee!: +20 modifier to Agility when disengaging from combat. Fleet Footed: Permanent +1 bonus to Movement. Frenzy: To enter a frenzied state, spend 1 action point and make a Willpower test. If successful, apply a +20 modifer to ttacks rolls, and -20 to all mental and social tests (those based on Perception, Intelligence, Willpower and Fellowship). You may not disengage from a live opponent and cannot leave combat, nor do you come out of this frenzy until the battle ends. Graceful: Permanent +5 bonus to Agility. Grudge-born Fury: +5 modifier to attack rolls against Goblinoids, including Orcs, Goblins and Hobgoblins.
Gunnery: You can operate large cannon such as those found on ships, as well as siege weapons including arbalests, catapults and trebuchets.
Public Speaking: +20 modifier to social skill tests when speaking to a large crowd.
Hardy: Permanent +2 bonus to Wounds.
Quick Draw: Gain 1 action point per round that can be used exclusively to ready items.
High Pain Threshold: Permanent +1 bonus to Wound Threshold.
Rapid Caster: Gain 1 action point per round that can be used exclusively to perform magic actions.
Land Navigation: Read maps and travel long distances overland by dead reckoning, and gain a +20 modifier to skill tests when traveling through areas known to you.
Rapid Reload: Gain 1 action point per round that can be used exclusively to load weapons.
Lightning Reflexes: Gain 1 action point per round that can be used exclusively to parry. Linguistics: +20 modifier to skill tests related to the use of language, including foreign languages. Magic Teacher: You may teach magic skills and talents you possess to other characters, . Assuming a couple of hours of instruction/study per day, your students may reduce the cost of special training to 100xp-125xp in those skills and talents, at the GM’s discretion. This talent also allows you to design new spells (see MAGIC: Spellcrafting). Marksman: Permanent +5 bonus to Ballistic Skill. Meditation: If you can find an hour of quiet and solitude after a stressful encounter, you may recover a number of Wounds equal to your Wound Threshold. You also recover any Magic lost as a result of spellcasting mishaps. You may meditate once per day at a certain time chosen when you learn this talent: dawn, midday, dusk or midnight. Menacing: +20 modifier to Intimidate and Torture skill tests. Mighty Shot: +1 damage with missile weapons. Mimic: +20 modifier to skill tests where perfect mimicry would be a benefit, including Disguise and the Performer skills Actor, Clown, Comedian, Jester and Storyteller. Night Vision: You can see in nearly complete darkness as well as any Human can see on an overcast day. Orientation: +20 modifier on Follow Trail and Navigation skill tests. Psychic Shield: Whenever you would take strain from spellcasting, make a Willpower test. If your test succeeds, you ignore 1 strain.
Literate: You can read and write in the languages you know how to speak. Most codes and specialists’ signs have no sounds associated with them, and as long as the code or sign system is known, you do not need the Literate talent in order to read and write them. Resistance to Magic: You are unable to learn the magical arts. Your Magic rating can never be raised above 0, and you cannot learn any magic-related skills or talents. Gain a +20 modifier when resisiting the effects of magic, the warping effects of Chaos and mutation, and to evade detection by witchsight. Resistance to Disease: +20 modifier to Toughness tests to resist disease and poison. Rover: +20 modifier on Concealment and Silent Move skill tests in rural settings. Savvy: Permanent +5 bonus to Intelligence. Sea Navigation: Plot out long voyages by water through the use of nautical charts, and keep a sea ship on its course through careful timing and astronomical observation. You also gain a +20 modifier to skill tests when traveling through waters known to you. Seasoned Traveller: +20 modifier to most Common Lore and Language skill tests. You must be reasonably welltraveled in order to learn this talent during the course of a campaign. Sharpshooter: When using the aim action with a missile weapon, you gain a +20 modifier to Ballistic Skill instead of the normal +10 aim modifier. Shooting: +10 modifier to hit with missile weapons of the Ordinary group. Stout-hearted: +20 modifier to skill tests to resist fear, terror, torture or intimidation.
Streetwise: +20 modifier to social skill tests when interacting with criminals and other low-lifes. Strike Mighty Blow: +1 damage with melee weapons. Strike to Injure: On a successful melee attack roll, choose between your regular hit location (the reverse of your roll to attack) and the hit location indicated by your roll to attack before you reversed it. For example, if you successfully attack with a roll of 36, you may choose to hit the body (63) or left arm (36). Strike to Stun: After rolling damage for a successful melee attack, you may choose to do less than the indicated amount of damage. Announce the amount of damage you wish to deal. The GM does not have to tell you any information about the Toughness or armour of your target, except in narrative terms. Strong-minded: +20 modifier to resist the mind-bending effects of witnessing magic, Chaos, undead and other supernatural forces. Sturdy: Ignore the first 2 armour points per hit location when calculating your armour encumbrance penalty. Normally, for every 2 points of armour per location, your armour encumbrance incurs a -1 modifier to your Initiative. Sure Shot: On a successful missile attack roll, choose between your regular hit location (the reverse of your roll to attack) and the hit location indicated by your roll to attack before you reversed it. For example, if you successfully attack with a roll of 49, you may choose to hit the left leg (94) or body (49). Surgery: You must have the Heal skill at +10 skill mastery or greater before you acquire this talent. With this talent you may treat serious injuries, and you may attempt to treat diseases and other ailments beyond the scope of common healers, including amputations and the treatment of amputated limbs, treating insanity with surgery, setting broken bones, and so on. Swashbuckler: Gain 1 action point per round that can be used exclusively to move and perform athletic feats (including running, jumping, leaping, climbing, mounting, dismounting, swinging from ropes). Swordplay: +10 modifier to hit with melee weapons of the Ordinary group. Trade Teacher: You may teach trades you know to other characters. Assuming a couple of hours of instruction/
study per day, your students may reduce the cost of special training to 100xp-125xp for that trade, at the GM’s discretion. Trapfinder: +20 modifier to skill tests involving the discovery and disarming of traps. True Flight: When rolling for damage with a missile weapon, if any of the damage dice show a 6, you may spend 1 Fortune Point to add 1d6 to the damage roll. Tunnel Rat: +20 modifier on Concealment and Silent Move skill tests underground. Ulric’s Fury: When rolling for damage with a melee weapon, if any of the damage dice show a 6, you may add 1d6 to the damage roll. (Devout followers of other gods may prefer to call this Sigmar’s Fury, or Shallya’s Fury, and so on.) Very Alert: Permanent +5 bonus to Perception. Very Resilient: Permanent +5 bonus to Toughness. Very Strong: Permanent +5 bonus to Strength. Wardancer: In combat, at the beginning of each round gain 1 action point for every ally with the Wardancer talent within 10 yards. The allies must be within line of sight, and a maximum of 2 action points can be gained in this way. When an Wardancer ally leaves your line of sight or becomes blinded or incapacitated, you lose 1 action point if able. Normally, only Wood Elves may gain this talent, as it relies on their unique psychic bonds. Warrior Born: Permanent +5 bonus to Weapon Skill. Wizard’s Intuition: +20 modifier on Spellworking skill tests when spellcrafting (developing a new spell).
Languages Languages are similar to talents, conferring the ability to speak the language in question. In situations where communication may be possible but complicated (scribbled handwriting, weathered engravings, obscure dialect, thick accent), make a Perception or Intelligence test to puzzle it out. The most common languages and their principal speakers are shown at right. In order to read and write the languages your character knows, you will need the Literate talent.
Arcane Languages
These are the languages of magic users, and of realms unknown to lesser minds. Arcane languages are capable of inscribing and expressing the magical formulae necessary to cast spells from them, so spell scrolls and grimoires are always written in an arcane language (at least one). Some arcane languages are: Tar-Elthárin (sometimes called simply ‘arcane Elvish’), Daemonic, and Lingua Praestantia (more commonly known as Magick, the language used in most magical documents and incantations throughout the Old World).
Secret Languages
These languages are spoken by those who share a trade, often hidden in phrases borrowed from the local language, or as shorthand. Some kinds of secret languages are: Battle Tongue, Guild Tongue and Thieves’ Tongue.
Secret Signs
These are typically small and innocent-looking marks that would not be noticed by the untrained eye. But these secret signs can contain valuable warnings or directions to those who know how to read them. Some types of Secret Signs are: Templars’ Signs (used by clerics), Thieves’ Signs (used by criminals), and Rangers’ Signs (used by outdoorsmen).
Language
Principal Speakers/Territory
Tar-Elthárin
High Elves, wizards
Breton
Bretonnia
Classical
Academics, clerics, wizards
Daemonic
Daemons, wizards
Dark Tongue
Beastmen, Chaos, wizards
Estalian
Estalian Kingdoms
Fan-Elthárin
Wood Elves
Gob
Orcs, Goblins, Hobgoblins
Grumbarth
Ogres
Hobbish
Halflings
Khâzalid
Dwarfs
Kislevian
Kislev
Lingua Praestantia
Wizards
Norse
Norsca
Reikspiel
The Empire
Tilean
Tilea
Trades Trades represent a general knowledge of a certain type of work, and may provide a +10 modifier to skill tests for which your work experience is especially relevant. The table at right shows a variety of common trades, but there are many more. Adventurers sometimes set out for a life of excitement after plying a trade for long years. Some learn how to make a living at a new trade with their adventuring experience. However your character acquires their trade or trades, their primary function will likely be as a source of income. (Bear in mind that a month in the Old World lasts 32 or 33 days.) The typical monthly income is listed for each trade, based on a 12-hour workday for one person, a steady supply of customers, and work of passable quality. The GM should adjust trade Income as appropriate, from several times the listed amount to nothing at all, if your character puts more or less effort into their trade, the general state of the economy in their region, and other factors. Some trades are based on artistic performance or entertainment (Actor, Dancer, Musician, etc.). Your character does not need to have a high natural Agility to have a successful career as a Juggler, for example. Indeed, a clumsy juggler can be delightful. In any case, you should still get a +10 modifier to skill tests where juggling comes into play. Virtually every trade requires specialised tools costing as much as 5gc. (See TRAPPINGS for the prices of some common trade tools.) Work space should be considered, as renting or building a shop can be an expensive and involved process. Many entertainment trades require nothing more than a street corner or tavern common room as work space. Most trades turn raw materials into finished goods, and the costs of those raw materials tend to be 20%-30% of the finished price. Performing a trade also takes time, and adventurers will need a week or more to do any serious craftwork.
d100 Trade Acrobat Actor Apothecary Armourer Artist Bowyer Brewer Calligrapher Candlemaker Carpenter Cartographer Cartwright Clown Comedian Cook Cooper Dancer Embalmer Farmer Fire Eater Gamekeeper Gem Cutter Glassmaker Goldsmith Gunsmith Hatter Herbalist Hypnotist Jester Juggler Leatherworker Merchant
Monthly Income
Miller Mime Miner Musician Palm Reader Prospector Sailmaker Shipwright Shoemaker Singer Smith Stoneworker Storyteller Tailor Tanner Toolmaker Toymaker Ventriloquist Vintner Weaponsmith Woodworker
Combat Battles should be an engaging and exciting part of play. These rules establish some order to the chaos of melee and provide clear options for the sorts of actions characters may perform. As ever, players and the GM should use their imaginations and look beyond the rules, and alter them on the fly (if only temporarily) to keep the action moving and maintain the proper storytelling tone (‘a grim world of perilous adventure’). In combat (or combat mode if you prefer) the game is broken up into rounds of about 10 seconds in length. Each round of combat, the combatants will start by rolling to see their order of action (Initiative), and then take turns performing their actions, spending their allotted action points. Once all of the surviving combatants have taken a turn, a new round of combat begins.
INITIATIVE
Most free actions and defences can be made at any time during the round, provided they do not interfere with the acting character. Attacks, common actions, and spellcasting actions may only be made during each player’s active phase. At the start of each round of combat combat, establish the order or action. Each character (or group of very similar characters, such as a mob of Goblins sharing the same skill ratings) rolls a number of d6 equal to their Agility Bonus (AB) rating. The GM then ranks each character by Initiative order, highest to lowest. (In the case of a tie, the character with the highest Agility rating goes first. If there is still a tie, the character to roll highest on a single die goes first.) The character with the highest Initiative gets to take the first active phase, resolving one attack or one common action (and as many free actions as the GM allows). When the character has completed this action, then passes to the character with the next-highest Initiative, and so on until all characters involved have acted. Characters with action points left after their first active phase can get a chance to act again. The timing for this new active phase is 3 less than their first action’s initiative number, and this continues until all actions and active phases have been exhausted. (Example: Zack rolled 13 for initiative, and takes his first action phase at that time. He has 1 action point remaining, and can get an opportunity to take another action phase with initiative 10. If he has
any action points remaining, he can act again at initiative 7.)
Armour Encumbrance
The bulk and discomfort of wearing heavy armour can affect a character’s Initiative. For every 2 points of armour per location, there is a -1 Initiative penalty. Examples: A character wearing 5 points of armour on all locations would suffer an Initiative penalty of -12. A character wearing leather armour (1 AV) on all locations would suffer no initiative penalty. A character wearing a mail coat (2 AV on arms and body) and pot helm (1 AV head) would suffer a -3 Initiative penalty.
Surprise
Under some circumstances, characters may be caught unprepared and unaware before combat. The GM will determine if one side has such an advantage. If one side has a good chance of surprising the other, this can be handled with Concealmest tests by Perception. Characters with the element of surprise may gain a bonus to Initiative (+10 would be fair) or even get to act for an entire round of combat without interruption.
ACTIONS
Each starting character has 2 action points per round, as do most other characters and humanoid creatures you may encounter. Most actions must be performed during a character’s turn, but defences can be performed as a reaction to another character’s attack, and can be performed out of sequence. It is often a good idea to save 1 action to defend yourself with. An important rule about actions: you may not perform the same type of action more than once per turn. That is, you cannot perform two Standard Attacks on the same turn, but you may perform a Finesse Attack and a Standard Attack.
Extended Actions
Some activities are too involved or time-consuming to be completed in a single action phase. These are called extended actions. These actions may be interrupted in various ways, primarily if the character performing the extended action has a lapse of concentration or takes some
other action. It is up to the GM to determine if the extended action can be attempted again from the beginning, or if some progress had been made on the first try.
FREE ACTIONS
Some activities can be performed in combat without using any action points. Usually each type of free actions may only be performed once per round, with the GM as the final judge.
• Brief gestures and speech • Drop items in hand • Glance around • Move a couple of yards
ATTACKS
These actions are used offensively, and may be performed only during your active phase. Movement is an important part of attacking. Normally, you must move a yard or two each time you make an attack action. If you are unable to move, the GM may impose a penalty to your roll. Attacks may represent more than a single swing of an axe or jab of a knife, but the effects of these several attacks are boiled down into one action for simplicity’s sake. All-out Attack (2 actions): Make a standard attack, adding +20 to hit and dealing +1d6 damage if successful. Called Shot (1 action): Choose a hit location. Make an attack with -20 to hit. If successful, you strike the chosen hit location.
(depending on your weapon’s Short or Long qualities). At short attack range, you gain +10 to all actions with knives, fist weapons, unarmed attacks and similar Short weapons. At long attack range, you gain +10 to all attacks with Long weapons such as halberds and greatswords. You have this range advantage until your opponent successfully disengages from you or gains attack range, in which case you lose your attack range advantage. Guarded Attack (1 action): Make a standard attack at your choice of -10, -20, or -30 to hit. Until your next active phase, you gain a bonus to all defence action rolls in the same but positive amount as the penalty you took to attack. (Example: Ragnar makes a guarded attack, choosing -20 to his roll. Later that round, he parries an opponent’s attack, and adds +20 to his parry roll.) Reckless Attack (1 action): Make a standard attack at your choice of +10, +20, or +30 to hit. Until your next turn, you take a penalty to all skill checks in the same but negative amount as the bonus you took to attack. (Example: Hilda makes a reckless attack, choosing +30 to her roll. Later that round, she blocks an opponent’s attack, and takes a -30 to her roll.) Standard Attack (1 action): Make a basic attack with a weapon in either hand. If the weapon is in your secondary hand, you suffer -20 to hit.
COMMON ACTIONS
Charge Attack (2 actions): xxxxxxxxxxxxxxx
These are some of the more likely actions that characters will attempt to make during combat. It is not an exhaustive list and should be used as a guideline for finding a suitable way to deal with any given combat situation.
Disarm (1 action): Attempt to knock weapons or items out of your opponent’s grasp. Choose the item, then make a Disarm skill test opposed by Agility. If the disarm action is successful, the target drops the item.
Aim (1 action): Add +10 to hit (WS or BS) for your following action, which must be a Standard Attack. Your aim is broken if you become distracted or take any other action. You cannot Aim more than once prior to an attack.
Feint (1 action): Make a false attack, attempting to throw your opponent off guard. Make an opposed WS/WS test. If the character attempting to feint is sucecssful, their following action, which must be a Standard Attack, cannot be defended by them. Your feint fails if you become distracted or take any other action.
Defensive Stance (1 actions): Use Defensive Stance only if you have not attacked yet this round. You forfeit your ability to attack this round, and in exchange you gain +20 for all defence rolls until your next active phase.
Finesse Attack (1 action): Make a standard attack, adding +10 to hit and dealing -2 damage if successful. Gain Attack Range (1 action): Make an opposed Agility test with your melee opponent. If successful, you gain short attack range or long attack range with that opponent
Dodging Stance (1 action): Use Doding Stance only if you have not attacked yet this round. You forfeit your ability to attack this round, and in exchange you may stand light on your feet and attempt to dodge all attacks targeting you until your next active phase, spending 0 action points per dodge. Disengage (2 actions): xxxxxxxxxxxxxxx
Draw (1 action): Grab a weapon or other object to hand if it is in an easily accessible location, such as a sheath or shoulder sling. Objects inside bags or pouches might take longer to find, requiring additional action points at the GM’s discretion. This action is also used to put objects away, or flip through a grimoire to find a particular page, or pick up an item on the ground if it is within 1 yard or so. Frenzy (2 actions): Take a long swig from your flask and make a Willpower test, and if successful you will work yourself into a combat frenzy. In this berserk state, which lasts until the fighting stops, you gain a +20 modifier to skill tests to attack and move aggressively, a temporary +2 bonus to Wound Threshhold, and a -20 modifier to skill tests to defend and act defensively (or intellectually). In a frenzy, you will attack the nearest opponent until they stop fighting back, and you may be required to make Perception tests to tell friends from foes.
ability to attack this round, and in exchange you may hold your enemies at bay and attempt to parry all attacks targeting you until your next active phase, spending 0 action points per parry. Weapons with the Long quality gain a +10 modifier to defences when you are in a Parrying Stance. Use a Skill (1 action or more): Perform some action involving a skill or basic characteristic, such as Athletics or Perception. This may be an extended action.
DEFENCES
These actions are reactive, and used to avoid or prevent damage from successful attacks. They may be used at any time during the round. Block (1 action): You must have a buckler or shield to use this action. To block an attack, make a Strength roll opposed to the attack roll. If you are successful, prevent TB+2d6 damage.
Blocking Stance (1 action): Use this action only if you have not attacked yet this round. You forfeit your ability to attack this round, and in exchange you may hunker down and attempt to block all attacks targeting you until your next active phase, spending 0 action points per block.
Counter-Attack (1 action): If your opponent strikes a successful blow, you may immediately retaliate with this action. Resolve the initial attack as normal, taking damage as normal. Then resolve the counter-attack as a standard melee attack but with -20 to hit.
Jump/Leap (1 action): Use this action to jump onto or down from tables or tavern bars, jump down from rooftops, leap across gaps, and so on. It may take 2 actions to attempt an especially long jump requiring a run-up.
Dodge (1 action): Make a Dodge Blow (Agility) skill roll opposed to the attack roll. If you are successful, you avoid AG+2d6 damage.
Load (1 action): Weapons with a Reload rating take time to reload, at a rate of 1 action per point of Reload. Manoeuvre (at least 1 action): This is a catch-all term for any action not covered by some other action on this list. When attempting a non-standard manoeuvre, you and the GM should quickly determine the time required to perform the action, what happens in the event of success or failure, and other aspects. Mount/Dismount (2 actions): Climb onto a horse, wagon, coach or similar. Dismounting in a hurry is possible, requiring just 1 action with a successful Agility or Ride test. Move (1 action or more): Your character moves at a speed up to a fast walk for a few seconds. Also used to stand up or lie down. You must spend 2 actions to move up to your full Running movement rate. Difficult terrain like rubble or underbrush may reduce the distance moved and/or require an Agility test. Parrying Stance (1 action): Use Parrying Stance only if you have not attacked yet this round. You forfeit your
Parry (1 action): Make a WS test. If successful, you prevent SB+2d6 damage. Take Cover (1 action): You can use this action if the environment provides some protection and you can easily put it between yourself and your opponent. Depending on how hard the cover is, and how much coverage it provides, the GM may apply a penalty to the attacker’s roll to hit and/or add a number of d6 dice to roll to resist damage. (Example: Gregor attempts to ‘take cover’ behind some tree branches, which is not very effective. The GM determines that the opponent will suffer -10 to hit. In another situation, Hilda is taking cover behind a ruined stone wall almost as tall as she is. The GM determines that it offers -20 to hit for her opponent, and blocks 2g6 damage. In yet another situation, Ragnar attempts to take cover, but there’s nothing nearby and the GM rules that he’ll have to try something else instead.)
ATTACKING
Declaring the Action and Target
Start your attack by describing your character’s movement, attitude and the nature of the attack, and who they intent to attack. You and the GM should then figure out which type of combat action fits, or use the Manoeuvre action if there is no better option.
Test Modifier
The GM may apply a modifier to your upcoming roll, depending on the particulars of your combat environment and your approach, anything from -30 for very difficult conditions to +30 for very favorable.
Attack Roll
Make a d100 roll using your Weapon Skill, Ballistic Skill, or appropriate skill for the attack. If the result is equal to or less than your characteristic or skill rating, including all test modifiers, your attack is on target.
Hit Location
Invert the numbers on your attack roll. (Examples: An attack roll of 59 bcomes 95 when inveted. An attack roll of 33 remains 33.) The inverted number is used to find the hit location: d100
Hit Location
01-15
Head
16-35
Right Arm
36-55
Left Arm
56-80
Body
81-90
Right Leg
91-100
Left Leg
Non-humanoid targets should have their own hit location tables.
Defence
At this point the target may attempt to defend against the attack, if they are aware of it. The defender chooses one form of defense (Block, Counter-Attack, Dodge, Parry, Take Cover), and resolves it, usually with a skill roll of some sort. If the defence succeeds, it may prevent some or all of the attack damage or effect.
Armour Value
If there is any damage remaining following your defence, immediately deduct an amount of damage equal to the Armour Value on the location struck. Weapons with the Armour Piercing quality ignore 2 AV.
Wound Threshold
If there is any damage remaining after armour is calcuated, the remainder is removed from your Wounds, in an amount up to your Wound Threshold. Example: Hilda is taking 7 damage after armour is deducted. She has a Wound Threshold of 5. She will lose 5 Wounds from this attack, and 2 damage will go on to Critical Damage (see below).
Wounds
This character trait represents your energy and vitality, and how well you withstand minor injuries.
Knackered!
When you have no Wounds remaining, you are just that much more vulnerable to injury, and you also suffer a -10 modifier to all tests until you have a chance to reset. While you are knackered, every motion makes you puff and sputter and groan, and if you remain engaged in combat for much longer the GM may compound your exhaustion with even further penalties.
Critical Damage
If the damage from an attack is not fully absorbed by your Wounds and armour, the remainder is translated into your Critical Damage level. Example: If an attack deals 12 damage to you, and you absorb 8 damage with your Wounds and armour, you take level 4 Critical Damage. Refer to the Critical Damage table, using the result appropriate for the Critical Damage level and hit location.
HEALING
At the end of each day of rest, each wounded character makes a Toughness test. If successful, 1 Wound is recovered. Some serious considitions take much longer to heal. Broken bones, if properly set by a surgeon, will heal reasonably well within 6 weeks. Amputated limbs and destroyed ears or eyes may heal over in a similar period of time. As long as a character has an ongoing condition such as a healing bone or other serious injury, they may never heal to their full Wounds, but remain 1 or more Wounds below their normal total until the GM determines full health has been regained. xxxxxxxxxxx
HORSES
At once noble and humble, horses play a vital role in everyday life throughout the Empire. In temperament, they tend to be stubborn and easily frightened. Once their trust
is gained, their power and majesty can be placed under the command of a rider. Of course, much of this applies to ponies, donkeys, mules and other riding animals. Players are encouraged to name their horses and be mindful of their animals’ needs throughout their adventures. At least twice a day they must eat (hay or fresh grass is best) and drink and rest (horses may sleep standing up), but they are hardy and will survive through a cold night without shelter.
Movement
Horses can charge, gallop and run forward at great speed, but they do not turn very well, and they back up only very slowly. When attempting to turn a horse moving at more than a trot, the rider should make a Ride skill test with a -20 modifier. A startled horse may rear up on its hind legs, attempt to buck the rider, make twisting leaps, and may roll over on the ground.
Charging on Horseback xxxxxxxxxxx
Trick Riding xxxxxxxxxxx
Carrying Capacity xxxxxxxxxxx
Weaknesses
The frail leg bones of horses, once broken, rarely heal properly and the animal will be of little use when lame. Shoeing
Fighting from Horseback
Mounted combat confers several advantages, with the riding animal being an obvious vulnerability. An armoured horse can be terrifying at close range, especially when its rider is swinging around a mace or jabbing with a spear.
JOUSTING
This ancient tradition has only gained in popularity over the years, and virtually every town of the Empire has a jousting arena or two, with weekly events held rain or shine. Once it enjoyed the distinction of being the sport of knights and nobles, but today jousting is a form of visceral entertainment most likely performed by retired soldiers. There are many regional variations, xxxxxxxxx zzzzzzzzz
PIT FIGHTING & DUELLING xxxxxxxxxxxxxxx
CRITICAL DAMAGE Level
Arm
Body
Head
Leg
1-3
Painful but superficial wound. Lose your next 1 action point.
4-5
Stunned. Lose your next 2 action points.
6-7
8-9
Sprained wrist or minor Wind knocked out of you, arm wound, using it is unable to attack for 1 painful for at least 1 week. round. Broken or damaged finger. Drop anything held in hand.
Minor body wound, unable to attack for 1d2 rounds.
Nose broken or teeth broken.
Sprained ankle or minor leg wound, walking is painful for at least 1 week.
Ear damaged.
Broken or damaged toe or kneecap. Walking is painful for 6 weeks.
10
Broken hand or wrist, out Wind knocked out of you, of use for at least 6 weeks. unable to take action for 1d6 rounds.
Knocked unconscious for 1 round.
Broken or damaged foot or kneecap. Standing is painful for 6 weeks.
11
Severed finger. Drop anything held in hand.
Broken rib or wrenched spine. Motion is painful for at least 1 week.
Knocked unconscious for 1d6 minutes.
Broken hand or wrist, out of use for at least 6 weeks.
12
Arm or collarbone is broken, out of use for at least 6 weeks.
Many ribs or clavicle broken, out of use for at least 6 weeks.
Eye damaged (or jaw broken, cheekbone broken), out of use for at least 6 weeks.
Leg or hip is broken, out of use for at least 6 weeks.
13
Hand is destroyed or maimed.
Vital organ damaged. Permanently reduce Toughness by 10.
Skull fracture, incapacitating injury and coma lasting 1d10 days.
Foot is destroyed or maimed.
14
Arm is destroyed or maimed.
Back is broken.
Eye is destroyed.
Leg is destroyed or maimed.
15
Mortally wounded. Death usually occurs within 1d6 rounds wuthout intense medical attention.
16+
Death is instantaneous.
Magic TYPES OF SPELLCASTERS
Perhaps the first type of spellcaster that leaps to mind is the grey-bearded travelling wizard, a stooping berobed figure of unknown purpose and deadly power. It is true enough that these mysterious men walk the roads of the Old World – for who could stop them – but their kind represents just a small segment of a broad range. Hidden in the wilderness, in ancient stone circles you may find so-called Druids performing their nature-worshipping rituals, influencing the very temperament of the world and its creatures. In temples throughout the Old World, the trusted high priesthoods wield magic as proof of their faith. But they are only too aware that they flirt with the forces of Chaos in their gods’ names, and have no immunity from the wrath of daemons and other, darker beings from realms far stranger than heaven. Witches and hedge wizards are self-taught in the ways of the Aether, and often shunned by their families and communities. Unable or unwilling to take formal magical teaching, they survive like vagrants but grow their power, always inviting trouble in mundane and mystical forms. A handful of magical schools and colleges exist in the Empire, with a least tacit approval by the Imperial ruling council. They tend to explore the most powerful and bombastic of magical feats, manipulating the forces of fire and kinetics. These sanctioned wizards are called magisters, a term exclusively used for ‘academic wizards.’ In tall towers and deep basements you may find wizard-specialists, enchanters and potion-makers, spellbook copyists, necromancers and alchemists. Most feared of all are the Chaos wizards, the daemonologists who intentionally seek to pave the way for unthinkable evil.
MAGIC AND THE RACES
Undoubtedly the High Elves of Ulthuann are the greatest magic-users in the known world. The Wood Elves of the Old World, while less powerful than their cousins in the west, are most likely to develop into magic-users, and because of their generally good nature they rarely produce what would be considered ‘evil’ wizards. Though innate magic ability is rare among Humans, the numbers of potential Human wizards far exceeds those of the Wood Elves, simply because Humans themselves are so numerous by comparison. Halflings seem utterly incapable of spellcasting or channelling, and are particularly resistant to the effects of
magic used against them. They make very little impression on the winds of magic, so that even witchsight may not reveal their traces. Dwarfs are curiously poor spellcasters in the arcane sense, though the Empire’s sanctioned magical colleges boast several Dwarf magisters. Where Dwarf magic-users outshine all other races is in the creation of enchanted runes.
LEARNING MAGIC
In order to cast spells, you must meet all of these requirements: • Magic characteristic rating of 1 or higher • Possess the skills Channelling or Spellworking • Speak an arcane language (such as Arcane Elf, Daemonic, or Lingua Praestantia) • Have access to spells through a talent such as Dark Lore, Divine Lore or Hedge Magic, or through a grimoire, scroll or enchanted item of a rank equal to or less than your Magic rating
MAGICAL TEXTS
‘Spellbook’ is a general term for any document (including scrolls or grimoires) that contains the magical formulae for spellcasting. These are rare and valuable finds in the Old World, and wizards protect them with their lives, as they allow them to use more spells than they can memorise. Many starting characters have empty spellbooks, and will enter new spells into them as they learn or invent them during play (when they find time to write them down). The actual text of a spell can be quite a long and complicated affair, often filling an entire sheet densely with bizarre symbols. Fortunately, there are only a few portions of any magical text that must be pronounced or otherwise acted out; the majority of the spell’s symbology involves mental processes and manipulation of aethyric properties. Spellbooks are not necessarily magical, as in enchanted. They are much more like textbooks about magic. One cannot cast a spell using Channelling just because the spell’s formula is written in a spellbook. It is merely a way of learning it. Spellbooks may be enchanted, however, and may be containers for magical energy, including the ability to channel magical energy in the form of spells. These kinds of enchanted spellbooks (or more usually scrolls) are dangerous, potentially devastating portals to the realms of
Chaos, and this makes them rare in the extreme, or at least very well hidden.
SpelL MEMORY
A wizard can remember a limited number of spells at any given time. Magic-users have a value called Spell Memory that is equal to the first digit of their Intelligence plus their Magic characteristic rating. This creates a number of ‘spell memory slots’ that the wizard can switch out as the occasion arises. If all slots are full, the wizard may only memorise a new spell by forgetting much of another. Memorising (or rememorising) a spell takes about as many hours as the spell’s Memory cost, during which few interruptions will be tolerated. Spellcasters may also forget spells in other ways, such as severe trauma, at the GM’s discretion. Once a spell is memorised, it can be cast without needing to refer to a grimoire or spell scroll.
SPELLCRAFTING
Inventing new spells on the fly is difficult, but it is no less challenging to design a spell that will be effective when performed the same way every time. To create a new spell for a spellbook, you will need the Magic Teacher talent and will have to negotiate with the GM about the spell’s casting cost, casting time, and effects (just like Spellworking). The time required to craft a spell is 33 days, divided by your Magic characteristic, then multiplied by the spell’s Memory cost. After that time, make a Spellworking skill test. A bonus may be applied to this test if you spend additional time and resources designing the spell, and a penalty may be applied if you hasten the work or attempt to cut corners. If the roll succeeds, the spell is learned and may be written down. It is also memorised at that time.
Spell Features
A complete spell, whether prepared in a grimoire, memorised or created on the spot, must have the following features: School: The talent used to cast this spell, for example Amber Magic, Amethyst Magic, Bright Magic and so on. Memory: The number of ‘memory slots’ the spell requires. Usually this number is between 1 and 4. Some spells are so common, so easy to memorise, that they have a Memory cost of 0. Once you learn a spell with a Memory cost of 0, you can cast that spell forever. A spell’s Memory cost is also the minimum Magic characteristic rating required to memorise that spell. Note that you may channel spells out of grimoires that are of a
higher Memory cost than your Magic characteristic. This limitation is only used to memorise spells. Casting Time: The number of actions, minutes, hours or even days required to cast the spell under normal circumstances. Usually the casting time for a combat spell is 2 actions, and rarely is it greater than 4 actions. Ritual magic can take much longer, of course, usually taking at least several minutes, but more likely several hours. (See RITUAL MAGIC.) Strain: The amount of magic strain taken when casting this spell. Usually this number is 1, and rarely is it more than 3. Effect: What the spell does, specifically. Most spells affect the spellcaster, or one other person, or a group of people centered around the spellcaster, or a target (or group of targets) within line of sight. Some spells may affect the environment, such as changing the weather or altering states of matter. It is important to note how long the effect lasts, if it is not obvious that the effects are instantaneous or permanent. For spells that have a temporary effect, it might last a number of minutes (or hours, or days) equal to the spell’s Memory cost, or the spellcaster’s Magic characteristic. The range of the spell may be important. Some spells can only be cast by touching the target. Area-effect spells usually have a radius of about 5 yards multiplied by the spell’s Memory cost. Prerequisites: Any additional ingredients, special knowledge, location or other requirements for casting the spell. Usually spells have no material prerequisites, but many are written in a specific language, and cannot be reliably translated to another magical language.
SPELL CONTAINERS
Through the process of enchanting, spells can be embedded into physical objects such as scrolls (usually called ‘spell scrolls’), wands and staves, gems and jewelry, weapons and armour, and a variety of other things. Most containers have a limited number of spells (often just one) and a limited number of times the spell can be cast (often just once in the case of spell scrolls). Some containers are consumed, or otherwise destroyed, when their magical energy is released. Spell scrolls may flake away in the spellcaster’s hands, while spell-gems may turn to powder.
POTIONS
These magical elixirs are created through the processes of brewing, herbalism, alchemy and enchanting. Thus they require a wide spectrum of expertise and equipment, making them very expensive and hard to come by. Potions often have drastic effects on the mind and body of the drinker, in addition to packing an alcoholic or narcotic punch. To create a potion, you will need several rare ingredients, starting at a cost of around 2gc XXXXXXXXXXXXXXXXX.
Side Effects
After consuming a potion, make a Toughness test. If the test fails, you suffer a side effect from the potion. Make a d100 roll and refer to the table below. d100
Lose your hearing for 1d6 minutes.
ENCHANTED ITEMS
Some enchanted items are imbued with magical power that can aid (or harm) anyone who uses them. These are sometimes called just ‘magic items’ and include items such as swords that are magically sharp, or an amulet that provides protection from rain. These items are exceedingly rare, being costly and difficult to create in the first place. Most enchanters produce only a few of these in their lifetimes, preferring the much easier and safer route of short-lived enchantments such as potions and spell scrolls.
STRAIN
Very sick to your stomach for an hour, suffering a -30 modifier to all tests.
Magic can be physically draining. Typically, each spell you cast causes you 1 strain. Each point of strain you receive causes 1 wound. This cannot be blocked by Toughness or armour.
Splitting headache, suffering a -30 modifier to all tests until you can sleep it off.
RAPID SPELLCASTING
Potion Side Effect
Light-headed, suffering a -10 modifier to all tests until you can sleep it off. Sudden extreme mood shift, and act totally out of character for the next hour. Eyes change to an unnatural colour for several hours. Hair falls out in clumps over the next couple of days, but may grow back. Over the next week your skin becomes very dry and peels as if from a bad sunburn. Ears ring for several hours. Heart palpitations and feel light-headed for 1d6 hours, suffering a -20 modifier to all tests. Teeth become permanently stained. Lips and tongue become permanently stained. Lose 20 pounds over the coming week and will find it difficult to gain it back. Veins of your hands, wrists and neck become permanently dark and readily visible through your skin. One limb goes numb for 1d6 minutes. Roll d100 for a random hit location. Lose your sight for 1d6 minutes.
You may cast spells faster than normal at the risk of taking great strain. For each action point you take off the casting requirements, take 1d10 strain. This is in addition to the 1 strain normally taken when spellcasting.
CASTING SPELLS The power of magic can be unleashed in several ways, and requires a
SPELLCASTING LIMITS
Observe these conditions and requirements when casting spells: • If you can’t (or don’t want to) speak and gesture while spellcasting, apply a -30 modifier to your casting roll. • If your concentration is broken while spellcasting (which may happen if the spell is complex and requires an extended action), you may make a Willpower test to stay focused. Otherwise, your concentration breaks and any progress is lost. • As long as your Magic characteristic is 1 or higher, there is no limit to the number of spells you may cast, other than your tolerance for strain and the odds of a spellcasting mishap.
Channelling
This is used to access the magic within enchanted items, and embedded in the writing within magical tomes and scrolls. Casting these spells requires a Channelling skill roll. Some of the magic within these items may be used up the moment they are cast, and while others may be reused. This form of spellcasting is relatively safe and easy compared to others. It usually takes 2 actions to Cast a spell using Channelling.
Spellworking
This is a highly flexible but dangerous form of spellcasting, in which the wizard recalls a common spell or improvises one on the spot. As a guideline, most spells of this type will take 2 actions to cast, but this may be extended if the spell is especially complex. Inventing Spells on the Fly: Before casting these spells, the player controlling the wizard negotiates with the GM to come up with the spell’s difficulty modifier and contingencies: how hard is it to cast the spell, how long it takes to cast, what if anything can be done by the target to resist the spell, and what happens when the spell succeeds. The spellcaster must know what they want to achieve with the spell, and then it is up to the GM and the player to determine a fair way to resolve it. The player will certainly have the positive effects of the spell in mind. To balance things out, drawbacks should be applied. Drawbacks can come in the form of penalties to the casting roll, strain, extended casting time, limited range or area of effect, limited duration, and special ingredients.
RITUAL MAGIC
As impressive as combat magic can be, ritual magic expands the time spent gathering magical energy, and sometimes draws power from multiple spellcaters. The result are magical spells of enormous range, capable of transforming towns to slag, pulverising mountaintops,
performed by one spellcaster, this number is usually 2 to 4. But for the sort of earth-shattering rituals mentioned above, the Memory cost is usually 12 or higher. Ritual Time: A few simple rituals can be performed in 10 minutes or so. Typically they take a number of hours equal to their Memory costs. Strain: Rituals can be very stressful, sometimes wringing out all of a wizard’s magical energy and leaving them exhausted. Ritual magic strain is sometimes expressed as a die code such as 1d6+2, which would be a typical amount of ritual magic strain. Participants: The number of magic-users that may (or must) be involved in the ritual. Some rituals are solo, others have minimum or maximum numbers of participants. Effect: Prerequisites: Any additional ingredients, special knowledge, location or other requirements for performing the ritual.
SPELLCRAFTING
The Spellworking skill can be used to design new spells, which can be memorised. xxxxxxxxxxxxxx If you craft the spell successfully, write down the casting modifier, casting time and spell effects that you decided upon. This spell becomes part of your wizard’s personal spellbook. While you will find very few complete spell descriptions in these rules, all editions of Warhammer Fantasy Roleplay provide examples that can be mined when creating your own spells. xxxxxxxxxxxxxxxxxxxxxx
Rituals are usually too complicated to be learned in any way except out of a text, where they may be written across a dozen sheets or more, and cannot be memorised.
Features that should make spells easier to cast (lower Memory, shorter casting time, less strain, fewer prerequisites):
Various stages of the ritual may exhaust the magical and mental abilities of more than one magic-user.
• The spell appropriate for the theme of the magical tradition(s) of its designer.
School: The talent used to perform this ritual, for example Amber Magic, Amethyst Magic, Bright Magic and so on.
• The spell affects just one target at close range, or even a target that must be close enough to touch.
Memory: The minimum total of Magic characteristic ratings of all participants in the ritual. For a ritual that can be
• The spell’s ‘magical’ effects fade instantly, or last for only moments.
Features that should make spells harder to cast (higher Memory, longer casting time, more train, many prerequisites): • The spell is not really appropriate for the theme of the designer’s magical tradition(s). • The spell affects a large area, or a large number of targets. • The spell’s ‘magical’ effects endure for a long time, which is essentially enchanting. Example: Magic Lock is common spell cast on any lock that xxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxx
MAGIC CIRCLES
Spellcasters can quickly enhance their magical abilities in a fixed location by drawing a circle with sand or chalk, complete with mystic symbols and auspicious placement of bird bones and pebbles. There are two types of magic circles: protective circles and spellcasting circles. They have some unique features of their own, but share all of the following: You will need a few inexpensive materials to draw your circle (costing 1 shilling or so, but you may spend more if you want to be flashy). You must be able to draw on the ground (which must be solid and fairly flat, not too cluttered or rocky). A magic circle’s power will last for one minute for every point of your Magic characteristic. This circle is about one yard in diameter, but may be made larger. To create a larger circle, spend 2 more actions for every additional yard in diameter, with a maximum diameter in yards equal to your Magic characteristic. (Example: A spellcasting circle 2 yards in diameter would take 4 actions. 3 yards in diameter would take 6 actions. 4 yards would take 8 actions.) It does not cause additional strain to ceate larger circles. See COMBAT for the effects of specific types of magic circles.
SPELL INGREDIENTS
Small and often worthless physical items, sacrificed to the mysterious realm of Chaos during spellcasting. These items must be appropriate to the spell they are being consumed for, often a miniature or mock version of the larger task. A match is a fine ingredient to use when preparing a fireball to throw. A drop of water is sufficient to start a sudden burst of rain.
Spell ingredients seem to disappear when they are used to cast a spell, and usually confer a +10 modifier to the Casting roll. (Some ingredients may be so potent, that is, so closely associated with the spell at hand, that they confer a greater casting roll bonus.)
ARMOUR INTERFERENCE
Metal armour disrupts a wizard’s connection to the aethyr, for reasons not well understood. Each armour point of mail or plate armour worn by a spellcaster confers a cumulative -5 modifier to Channelling and Spellworking skill tests.
SPELL DAMAGE & HIT LOCATION
Some spells, such as fireballs and shadow knives, inflict damage directly. This is calculated just like normal missile damage, (1d10 + Damage) minus (Toughness Bonus + Armour Value), unless the spell specifically states otherwise (some spells, for example, ignore armour). Hit location is determined just as for normal attacks, by flipping the percentile die results (an attack roll resulting in 38 lands on the hit location indicated for 83: right leg).
Magic ACTIONS
Magic users can perform several special actions during combat and other dicey situations. Recall that you may not perform the same action more than once per round. All normal initiative rules apply as well. Blessing/Curse/Item Enchantment (1 actions, 1 strain): One inanimate item in hand becomes the focus of your magic, gaining unusual properties. For weapons, you may add or remove any one Quality. For armour, you may add or remove armour points. For other items, you may improve or degrade their functionality or beauty. Determine te effect with your GM, then make a Willpower (Enchanting) skill test. If successful, the itme is enchanted. This effect lasts a number of rounds equal to your Magic characteristic. If the item is destroyed in its altered state, it is not restored and remains destroyed. To clerics this spell is known as a blessing or curse. For magic users it is usually called an item enchantment (albeit a very weak one). Cast Spell (2 actions, 1 strain): Cast a spell you have memorised or created on the fly (using Spellworking skill) or from a grimoire or enchanted item (using Channelling skill). Gather Power (at least 1 action, 1 strain): Focus the winds of magic into your next spell, adding +10 to your casting roll and causing 1 strain. Gather Power may be an
extended action, up to a number of actions equal to your Magic characteristic. Each action spent in this way confers a +10 to your casting roll and causes 1 strain, which is taken only when the extended action is complete. (Example: A wizard with Magic 3 can use Gather Power as many as 3 times in a row, gaining a +30 modifier to their next casting roll and taking 3 strain just before rolling.) Magic Hand (2 actions, 1 strain): To cast this common spell, make a Channelling or Spellworking skill test. If successful, you may make one quick action with a telekinetic hand (reaching into a pocket, flicking a nose, snuffing a candle). The target must be within Magic times 10 yards. Magic Attack (2 actions, 1 strain): To cast this common spell, make a Channelling or Spellworking skill test. If successful, you deal 1d10 + Magic damage to any one target you can see within Magic times 10 yards. You may take 1d10 - TB strain to add 1d10 to damage. Protective Circle (2 actions, 1 strain): You create a magical protective circle (see MAGIC), Choose to protect against one of the following hazards: • Extreme weather (it is dry and comfortably war within the circle, and the air is still) • Magic (add +20 to skill tests to disrupt or resist magic aimed at you) • Missiles (counts as 2 points of armour against all missiles entering the circle) The GM may allow you to choose protection from other hazards, with the guideline that the circle should provide a +20/+2 bonus or -20/-2 penalty as appropriate. Sacrifice Ingredient (1 action): Some small and appropriate article is whisked away into the realms of Chaos, providing a +5 modifier to your next casting roll. Spellcasting Circle (2 actions): You create a magical spellcasting circle. (See MAGIC.) As long as you do not move from the circle, you only check for spellcasting mishaps if you roll doubles and your spell is cast unsuccessfully. (Scoring doubles on a successful spellcasting roll does not trigger a roll for a spellcasting mishap.)
Magic DEFENCE ACTIONS Disrupt Spell (1 action): This form of defence is available if your character has at least Magic 1. Any spell targeting you may be cancelled by making a Willpower (Disrupt Magic) skill test, but you take 1 strain whether your disrupt magic roll succeeds or fails.
xxxxxxxxxxxxxxxxxxxx ABSORB MAGICAL ATTACK/COUNTER-ATTACK? ALCHEMY, ENCHANTING, POTIONS
SCHOOLS OF MAGIC
There are many paths to enlightenment and doom. Wizards by and large are antisocial and eccentric, preferring to work in private if not entirely in secret. They are also feared and despised by the populace, and for that reason alone prefer to live and conduct their mysterious arts where they will not trouble the ordinary folk. This only adds to the generally poor reputation of magic users, who see the magical orders as cults (and indeed some of them are).
Alchemy
This is the art of altering raw materials, changing the properties of base metals and rare earths. Typical Spells: xxxxx
Amber Magic
This tradition is concerned with nature, beasts, vegetation, growth, and all things wild. Some amber wizards can bend wood and shape rock with the winds of magic. This is the magic of the druidic orders, and of the religious cults of Taal and Rhya, and of Wood Elves, all of whom consider standing stones to be places of important and ritual. Typical Spells: xxxxx
Amethyst Magic
This school is concerned with death and life, corporeal flesh and the immortal soul, and what lies between. Its practitioners are sometimes called necromancers, but not all Amethyst wizards have such an unpleasant reputation. Most magical healers use amethyst magic, and it is the form of magic practiced by the priestesses of Shallya. Typical Spells: Animate Dead, Calm Mind, Decay Flesh, Go to Sleep, Healing Touch
Bright Magic
This tradition is concerned with fire and smoke. This is an invention of the Imperial magisters, a relatively new and powerful form of magic that still has much to explore and refine. It is also the only form of magic with an Imperially
sanctioned (and funded) school -- two of them, in fact: one in Altdorf, the other in Nuln. Graduates of these schools are at the beck and call of the Empire’s military, which often places Bright wizards on the front lines in times of war. Typical Spells: xxxxx
Celestial Magic
This school of magic is concerned with air, water, the heavens and weather. It is an intutive and ancient form of magic, and the one most likely to be discovered by selftaught wizards, hedge wizards and the like. This form of magic practiced by priests of the Manaan, whose control of the elements is well known. Typical Spells: xxxxx
Common Magic
This broad class of magic, or Lesser Magic as it is sometimes called, includes spells known to most wizards whose origins are lost in antiquity and whose uses may be timeless. Most clerics of magical ability learn some common magic. Typical Spells: Open Lock, Walk Silently, Small Sound, Tiny Flame, and the combat actions Magic Attack and Magic Hand.
Daemonology
This dark art is concerned with luring daemons and other Chaotic beings from their realm into this one, and its practitioners are sometimes called Chaos wizards. Crossing that bridge is a very dangerous undertaking, of course. Daemonologists must retreat to the darkest corners of the Old World to conduct their dangerous research, as they are especially reviled among magic users. Typical Spells: xxxxx
Enchanting
xxxxxxxxxxxx Typical Spells: Enchant Item
High Magic
This is the terrifyingly powerful magic of the High Elves of long ago, now practiced by a mere handful of that race. It is said to use all of the various winds of magic at once, requiring focus and mental strength beyond that of any Human, and perhaps beyond any Wood Elf. While High Magic as a spellcasting art is nearly extinct, the enchanted artefacts of a grander age can still be found: spears and swords of the Phoenix Guard, mithril armour, rings of power, potions of strength. Typical Spells: xxxxx
Rune Magic
xxxxxxxxxxxxx Typical Spells: xxxxx
Shadow Magic
This tradition is concerned with illusions, manipulation of light and shade, and secrets. There are several orders of shadow magisters operating in the Old World, known collectively as Grey Wizards. Their motives and intentions are never clear, but it is suspected that the Grey Wizards are deeply involved in political intruge in the Old World and possibly beyond. Typical Spells: xxxxx
SPELLCASTING MISHAPS Whenever rolling to spellcast or enchant (or otherwise release or inject the power of magic) and the dice result in doubles (11, 55, 00), the fickle winds of Chaos are triggered and some strange (possibly painful) event takes place. Roll d100 again and refer to the list below, suffering any effects that apply. Note that this does not necessarily prevent the spell from being cast successfully, but the effects of the mishap trump the effects of the spell. d100 01-41
Your spell backfires and affects you, if possible. If it cannot be applied to you, the spell simply fails to work.
55
An object within 10 yards changes color.
56
You get s splitting headache, suffering -10 to all skill tests until you can sleep it off.
57
Flash of light and clap of thunder, blinding and deafening everyone within 10 yards for one round.
58
Thousands of small animals suddenly appear within 10 yards and then react normally. Roll d10 for animal type: 1 frogs, 2 fish, 3 flies, 4 mice, 5 snakes, 6 roaches, 7 rats, 8 earthworms, 9 rabbits, 10 lizards.
59
Everything within 10 yards is covered with a foot of snow.
60
The air within 10 yards becomes tinged in a rainbow of colors, which fades after a minute.
61
This spell takes a lot out of you. Take -20 to all magic tests until you get a few hours rest.
62
All stone objects within 10 yards turn into hardwood.
63
You feel your mind eroding, ever so slowly. Permanently reduce Perception, Willpower and Fellowship by 1.
64
A brief burst of flame singes everything within 10 yards, setting off any gunpowder primed to fire and igniting torches.
65
All wooden objects within 10 yards petrify, making them as hard (and brittle) as stone.
66
The air within 10 yards crackles with energy, giving everyone goosebumps and spiking their hair.
67
All standing liquids within 10 yards turn to hot pitch.
68
You feel your nerves failing, but slowly. Permanently reduce Agility and Willpower by 1.
69
All glass objects within 10 yards begin to run like honey, a state that lasts for one round before solidifying.
70
Everything within 10 yards is drenched in water, like an instantaneous rainstorm.
71
Daemonic voices fill the air within 10 yards, terrifying all who hear.
72
You lose your sight and hearing for one round.
Spellcasting Mishap The effort of spellcasting has weakened you. Your Magic characteristic is reduced by 1 until you meditate or get a few hours rest, or permanently lose 1 Willpower.
42
A burst of shooting stars criss-cross the sky for about a minute.
43
An explosion of down feathers obscures everything within 10 yards for a full round and causes sneezing fits.
44
All iron objects within 10 yards suddenly become rusty and corroded, subject to breaking.
45
Colourful flowers instantly spring out of every available patch of soil within 10 yards.
46
All animals within a mile will be friendly to you for the next hour.
47
The weather suddenly changes over the next minute (a sunny day becomes rainy, a cloudy sky becomes clear).
48
All the vegetation within 100 yards becomes mobile and aggressive, wrapping vines and branches around anyone in the area.
49
The force of gravity seems to reverse itself for everything within 10 yards, lasting for one round. If underground or indoors, everything falls to the ceiling. If outdoors, everything levitates.
50
54
Everyone within 10 yards suddenly feels quite drunk and must make a Consume Alcohol skill test or suffer -30 to all tests until sober.
51
All plants within 10 yards wither and die.
52
All leather objects (belts, straps, sheathes) within 10 yards crumble to dust.
53
All animals within a mile are startled.
73
Your magical senses are overloaded, giving you a -10 modifier for magic tests until you get a few hours rest.
74
A metal object within 10 yards turns to warpstone.
75
You acquire a bright orange aura for one minute, which may cause fear in your opponents.
76
Blood (possibly black) oozes up through the ground, forming pools an inch deep.
77
You feel your body withering, just a tiny bit. Permanently reduce Strength and Toughness by 1.
78
A high wind blows in the vicinity within 10 yards, strong enough to knock characters off their feet.
79
Everything beyond 10 yards appears to freeze in time, opening a time-warp inside of that space that lasts for one round before the outside world “speeds up” again.
80
All dead flesh within 10 yards suddenly crawls with maggots and flies.
81
Make a Willpower test, or lose your ability to use magic until you get a few hours rest.
82
Bright magical lights dance around, dazzling everyone within 10 yards and vanishing after one round.
83
Faint ghostly figures appear within 10 yards and circle everyone present, fading away after one round.
84
You get a brief glimpse of the future, and may add +30 to all tests for one round.
85
A horrid odour engulfs everything within 10 minutes, a powerful retch-inducing stink that dissipates after a minute or so.
86
A metal item within 10 yards transforms into some other metal, usually a baser one (gold turning into iron, silver turning into lead).
87
Thousands of pebbles suddenly rain on everything within 10 yards.
88
Your body is wracked with magical energy, sapping your power. You take 1d10 damage, and take a -30 modifier for magic tests until you get a few hours rest.
89
Magical energy spills out of your body, burning through your flesh as it goes. Make a Toughness test. If successful, take 1d10 damage. If unsuccessful, take 2d10 damage.
90
The air within 10 yards becomes highly electrically charged for about one minute. Blue sparks dance across all metal surfaces and everyone’s hair stands on end.
91
A wind vortex forms around the point of spellcasting and accelerates to hurricane force over the next minute, peaking at that time and then slowing to normal over the next minute.
92
You get a nosebleed.
93
Everyone within 10 yards is hit by a blast of magical energy centered around the caster (the caster is not affected). Anyone caught in the blast must make an Agility test to stay on their feet.
94
All living vegetation within 10 yards suddenly grows to ten times its normal size.
95
Your eyes flare with magical light for one round, which may cause fear in your opponents.
96
The air within 1 mile becomes as cold as a winter night in the far north of Troll Country. Breath freezes on beards and hands stick to sword handles. The chill lasts for about a minute and then slowly returns to normal.
97
All standing liquids within 100 yards freeze instantly, and then slowly return to normal.
98
All standing liquids within 100 yards evaporate.
99
One random character within 10 yards gains a mutation (which may manifest instantly or over time).
100
A rift opens in reality, a four yard-wide hole into a realm of Chaos. It is a terrifying sight of writhing corruption and depravity, and who knows what might come through the gap (daemons, imps). It closes after 1d6 rounds.
MELEE WEAPONS
Cost
Javelin
2s
Axe (hand weapon)
16s
Lasso
6p
Battle axe (two-handed weapon)
4gc
Longbow
15s
Buckler
8s
Long rifle
26gc
Cutlass
1gc
Net
2s
Dagger, dirk, knife, stiletto
3s
Pike
8s
Double-handed flail
1gc
Pistol
14gc
Flail, morningstar
15s
Repeater crossbow
8gc
Greatsword (two-handed weapon)
4gc
Repeater firearm
48gc
Halberd
2gc
Repeater pistol
36gc
Hammer (hand weapon)
16s
Shortbow
10s
Horseman’s spear
15s
Sling
4p
Iron shield (good quality)
12s
Spear
5s
Knuckledusters, lead fists
2s
Staff sling
3p
Lance
10s
Throwing axe
5s
Mace (hand weapon)
16s
Throwing hammer
5s
Pick (hand weapon, mining tool)
14s
Throwing knife
3s
Pole-axe
1gc
Quarterstaff
1s
Rapier
2gc
Spear
5s
Sword (hand weapon)
1gc
Sword-breaker
7s
Warclub (two-handed weapon)
5s
Warhammer (two-handed weapon)
4gc
Weighted chain
12s
Whip
3s
Wooden club
1s
Wooden shield (poor quality)
3s
MISSILE WEAPONS
Cost
Arquebus, musket
20gc
Blunderbuss
10gc
Bola
6p
Crossbow
1gc
Crossbow pistol
2gc
Duck-foot
22gc
Elfbow
10gc
Heavy crossbow
2gc
EXPLOSIVES
Cost
Grenade
xx
Incendiary
xx
Iron bomb
xx
xxxxxxxxxxxx xxxxxxxxxxxxxx xxxxxxxxxxxxxxx ARMOUR - LOW LAYER
Cost
Leather cap (1 AV head)
3s
Leather hip boots (1 AV legs)
5s
Leather jack (1 AV arms, body)
8s
Leather jerkin (1 AV body)
6s
Leather leggings (1 AV legs)
8s
Padded coif (head)
8p
Padded shirt (arms, body)
3s
Padded leggings (legs)
3s
Padded vest (body)
2s
ARMOUR - MIDDLE LAYER
Cost
Mail coat (2 AV arms, body)
8gc
Mail coif (2 AV head)
2gc
Cart (1-4 beasts)
4gc
Mail shirt (2 AV body)
5gc
Coach (2-8 beasts)
50gc
Scale coat (2 AV arms, body)
10gc
Fishing boat (50 feet long)
300gc
Scale shirt (2 AV body)
6gc
Hand cart
10s
Studded leather (per location, +1 AV)
+15s
Oar
2s
ARMOUR - TOP LAYER
Cost
Bracers (1 AV arms)
5gc
Breastplate
6gc
Full helm (2 AV head, covers face)
2gc
Gauntlets (1 AV arms)
3gc
Knight’s helm (3 AV head)
4gc
LIVESTOCK
Cost
Plate leggings (2 AV legs)
7gc
Bull, bullock, cow
16s
Pot helm (1 AV head, open face)
4s
Cart horse, draft horse, pack horse
2gc
Chicken, duck, pheasant
6p
Destrier, heavy warhorse
45gc
SHIELDS
Cost
Buckler (1 AV secondary arm)
8s
Iron shield (2 AV body, sec. arm)
12s
Wooden shield (1 AV body, sec. arm)
3s
AMMUNITION
Cost
Arrow (for elfbow, shortbow, longbow)
3p
Crossbow bolt
6p
Firearm bullet
2p
Gunpowder (1 shot)
1s
ILLUMINATION
Cost
Candle (burns for 1 hour, dim)
2p
Candle holder
2s
Firewood (10 pounds)
2p
Flask for lamp oil (see CONTAINERS)
-
Lamp
6p
Lantern (burns for 4 hours, bright)
8s
Matches (6)
1s
Oil (pint, for lamps and lanterns)
1s
Storm lantern (hooded lantern)
1gc
Tinderbox (flint & steel)
1s
Torch (burns for 2 hours, bright)
6p
CONVEYANCES
Cost
River boat (30 feet long) Rowboat Sailing ship (90 feet long) Wagon (1-8 beasts) Warship (150 feet long)
100gc 7gc 600gc 8gc 1600gc
Dog (good pedigree)
5s
Donkey, mule
1gc
Goat, sheep
3s
Hawk
6gc
Homing pigeon
1s
Light warhorse
25gc
Ox
3gc
Riding horse
7gc
Pig
5s
Pony
4gc
RIDING GEAR
Cost
Barding padding (0 AV, low layer)
xxxxx
Leather barding (1 AV, low layer)
xxxxx
Mail barding (2 AV, middle layer)
xxxxx
Plate barding (2 AV, top layer)
xxxxx
Scale barding (2 AV, middle layer)
xxxxx
Saddle & harness
10s
Saddlebags
4s
FOOD
Cost
Animal fodder, per day
2p
Bacon, per pound
2p
Black tea, per ounce
6s
Mild poison or venom, per dose
5s
Cheap pie
1p
Mug of ale, brandy shot, glass wine
2p
Coffee, per ounce
4s
Pipe weed, per ounce
2p
Dry rations, per day
2p
Pitcher of ale or beer
1s
Eggs, per dozen
2p
Smoking kit
2s
Feast, per person
1s
Tobacco, per ounce
4s
Flour (10 pound sack)
1s
Fishing gear (pole, hooks, line, weights)
3s
Fresh fish, unprepared
3p
Fresh food, per day
4p-1s
Fruits or vegetables, per pound
1p-2p
Grain (10 pound sack)
6p
Herb tea, per pound
4p
Loaf of bread, a dozen rolls
2p
Meal at a tavern
4p-8p
Plucked chicken, skinned rabbit
1s
Salted ham
3s
Side of beef
8s
COOKWARE
Cost
Cooking pot
10s
Drinking horn
6p
Earthenware jug (gallon)
6p
Frying pan
6s
Kettle
4s
Pewter cutlery
1s
Pewter plate
2s
Pewter tankard
1s
Wooden bowl
2p
Wooden cutlery
6p
Wooden plate
6p
LODGINGS
Cost
Cot in a common room, per night
1p-3p
Room in a tavern, per night
1s-6s
Stabling (per horse or other beast)
1p-2p
Tent (2 persons)
4s
Tent (6 persons)
10s
STRUCTURES
Cost
Barn
30gc
Castle
5600gc
Country house, farmhouse
400gc
Cruck house, guest house
40gc
Large farm, country estate
300gc
Large shop, warehouse, factory
650gc
Large temple, town hall
2000gc
Outbuilding, shed
10gc
Shrine, altar
18gc
Small farm
70gc
Small shop, office, workshop
250gc
Stone bridge, 40 feet across
200gc
Stone keep, small castle
2400gc
Stone wall, 8 feet high by 10 feet long
1gc
Temple, courthouse
1400gc
Tower, spire
900gc
Townhouse
600gc
ALCOHOL & DRUGS
Cost
Windmill, watermill
80gc
Cask of spirits or wine
1gc
Wooden bridge, 40 feet across
40gc
Bottle of spirits
3s
Wooden fence, 6 feet high by 10 feet long
Bottle of wine
1s-5s
Deadly poison or venom, per dose
10s
Hallucinogenic mushrooms, per dose
1s
Keg of ale or beer
4s
4s
WAR MACHINES
Cost
Arbalest
100gc
Arbalest arrow
5s
Battering ram Cannon Cannon ball Catapult
4gc 220gc 5s 80gc
Grape shot (for cannon)
1s
Gunpowder (coarse, 1 cannon shot)
10s
Siege tower
200gc
Swivel gun (deck gun)
80gc
Trebuchet
140gc
MISCELLANEOUS GEAR & TOOLS
Cost
Animal trap (gin trap)
5s
Animal trap (snare)
1p
Antitoxin kit
4s
Blanket
1s
Chain (20 yards)
6s
Crowbar
1s
Grappling hook
4s
Hourglass
4s
Ladder (12 feet)
4s
Lock & key
10s
Lock picks
15s
Manacles
8s
Money scales
6s
Pole, per yard
1p
Rope (20 yards)
1s
Sledge hammer
2s
Spade
2s
Telescope
8gc
Timepiece
14gc
Walking stick
1p
TOOL KITS
Cost
Alchemy kit
5gc
Disguise kit
10s
Doctor’s bag
4gc
Enchanter’s kit
5gc
Metalworking tools
4gc
Stoneworking tools
3gc
Woodworking tools
1gc
GAMES
Cost
Dart board & 6 darts
5s
Deck of playing cards
3s
Game board & pegs
4s
Pair of dice
6p
MUSICAL INSTRUMENTS
Cost
Cello, viol (violin)
5gc
Bell, chimes, shakers, tambourine
1s
Brass horn, bugle, coach horn
12s
Drum, cymbal
4s
Flute, recorder
5s
Lute, mandolin
2gc
Mouth harp
2s
CLOTHING & VANITIES
Cost
Breeches, trousers
2s
Cloak
5s
Cold weather clothes (fur-lined)
1gc
Cologne or perfume
1gc
Common clothes (shoes, vest)
8s
Conspicuous jewelry (brooch, ring)
1gc
Costume
6s
Elaborate vestments
3gc
Eye patch
4p
False limb, wooden leg
1s
Good clothes
12s
Hand mirror
1gc
Jewelry
1s-5gc
Leather apron
3s
Leather boots
5s
Noble clothes
5gc
Outrageous mask
5s
Overcoat
5s
Rags
1p
Royal garb
8gc
Sandals
8p
Shoes
5s
Cart or wagon, per day
6p
Simple robes
1s
Coach, per day
2s
Spectacles
3gc
Express coach, per day
5s
Travel clothes
15s
Ferry, per crossing
1s
Uniform
1gc
Gate toll, per leg (travelers and beasts)
Wide-brimmed hat
1s
River boat, per day
1s
ACADEMIC ITEMS
Cost
Sailing ship, per day
3s
Abacus
16s
Sedan, per city block
1s
Grimoire (book of magic)
30gc
SERVICES
Ledger, log book
15s
Animal grooming
6p
Parchment (1 map-sized sheet)
3s
Armour or weapon cleaning & repair
1s
Tome (book of lore)
5gc
Bath and shave
6p
Writing kit (quill, nibs & ink)
15s
Laundry
2p
RELIGIOUS ITEMS
Cost
Shoe shine
2p
Blessed water (pint)
10s
Tattoo
1s
Codex (book of faith)
5gc
GATE & BRIDGE TOLLS
Fee
Beast of burden
1s
Wheeled transport
1s
Religious symbol Deck of tarot cards CONTAINERS
1s-1gc 3s Cost
6p-1s
Cost
HIRELINGS
Cost
Backpack, large pouch, slingbag
3s
Artisan, per week
18s
Belt pouch, purse (for small items or coins)
6p
Entertainer, per day
10s
Bottle (quart)
4p
Gardener, weekly visit
2s
Bucket
2s
House cleaner, weekly visit
2s
Bullet bag (holds 20 firearm bullets)
6p
Labourer, per week
10s
Cask (10 gallons)
2s
Mercenary, per week
24s
Chest
8s
Physician, per day
10s-1gc
Flask (pint, holds 20 shots of powder)
1s
Servant, per week
10s
Map case, scroll case
1s
Specialist, per day
10s-1gc
Money belt
1s
Tailor, per day (plus clothing)
5s
Powder horn (holds 100 shots of powder)
3s
Quiver (for 20 arrows, bolts)
1s
RAW MATERIALS & TRADE
Value
Sack
2p
Common pelt (deer, rabbit)
6p-1s
Waterskin (gallon)
1s
TRAVEL
Cost
Metal ingot (20 pounds of lead, iron, etc.)
2s
Rare pelt (bear, sable)
2s-5s
Lumber XXXXXXXXXXXX
xxxxx
Bus or tram, per city block
1p
xxxxxx
xxxxx
Canal boat, per city block
2p
Whale carcass (??) xxxxxxxxxxxx
xxxxx
Grain, per ton xxxxxxxxxxxxxx
xxxxx
MAGICAL ITEMS (EXAMPLES)
Value
Enchanted boots, cloak or gloves
500gc
Enchanted ring or bracelet
700gc
Enchanted wand or staff
1000gc
Enchanted weapon (sword, hammer, shield)
1500gc
Healing potion
300gc
Invisibility potion
500gc
Spell scroll (one use only)
200gc
Spell scroll (unlimited use)
750gc
TRAPPINGS NOTES Coin Denominations
The coinage of the Empire comes in three forms -- the small brass or copper penny, the common silver shilling, or the large gold crown. The exchange rates for these coins is listed below: 1 gold crown = 20 shillings = 240 pennies 1 shilling = 12 pennies Abbreviations: p = penny (copper, brass) s = shilling (silver) gc = crown (gold)
Craftsmanship
The prices presented here represent a typical example of the item in question, one that is of average quality for its type. Poorer examples may exist, and these may be 50%70% of the base price. Better examples may be decorated and/or function more reliably, and may cost 200%-1000% of the base pride. Secondhand or badly worn items should be valued from 10%-50% of the listed prices.
Breakage
For items of average quality there is 1% chance that they will break when applied in demanding circumstances. A prybar used to lift much more weight than is reasonable is an example of a demanding circumstance, as is swinging a sword against a heavily armoured opponent. As a rule of thumb, any time you make a skill test using a piece of equipment, it’s probably subject to breakage.
When making your skill test, on a roll of 00 (100) xxxxxxxxxxxxxxxx exceptions: enchanted items, mithril, gromril xxxxxxxxxxxxx The GM may rule that fragile items are more prone to breakage. It’s recommended that these items break on a skill test roll of 99 and 100. xxxxxxxxxxxxxx
Shields
Shields are both armour and weapons. They provide some Armour Value to the arm carrying them (usually the secondary arm) and possibly the body as well. In addition, they can be used like weapons to block, counter-attack and parry incoming attacks.
ARMOUR Armour Layering
An individual may wear a great deal of armour without impeding movemen so long as it is layered properly. Each hit location (head, left arm, right arm, body, left leg, right leg) may have one piece of armour (or padding) at each of the low, medium and top layers. You may wear leather or padding on the lowest layer, mail or scale armour on the middle layer, with plate armour and helmets on the top layer. Note that if you have armour on the middle or top layer, you must have some form of armour or padding on the low level to avoid any Agility penalty. There are many improper ways to wear armour, and these may come into play if characters are ignorant or desperate. Improper layering should impose a -10 to -30 Agility penalty at the GM’s discretion. The weight of armour must still be considered, and in this respect armour can be cumbersome and slow you down. XXXXXXXXXXXXXXXXx
Studded Leather Armour
Leather can be enhanced by adding metal bands or brads, which is called studded leather. Each piece of leather armour can be studded at an additional cost. The studding occupies the middle layer of armour, so that it is not possible to wear studded leather in combination with leaf, mail and scale armour (except with great discomfort).
Barding
Barding is armour for horses (and other riding beasts) XXXXXXXXXXXXXXXXX
Mithril
The work of High Elves, mithril is an enchanted metal of a long gone age, light and hard and lustrous. Weapons
made from mithril are highly resistant to chipping and dulling, and mithril armour (often in the form of leaf-shaped scale) may have 3 AV. Rarest of all, mithril mail is exquisitely supple and some or all of its Armour Value may be ignored when calculating a character’s Initiative penalty. Where a mithril artefact is found, it is worth ten to a hundred times the value of the same item made of ordinary materials. It takes many years for mithril to tarnish, and in time (a century or so) it will blacken over. But with a good shine, it can be restored to near pristine.
Gromril
xxxxxxxxxxxx The secret of gromril smithing lives on in Dwarfish orders throughout the Empire, who xxxxxxxxxxzzzzzzzzzz
Melee Weapons
Group
Buckler
Fencing
1d6+1
Cape/cloak
Fencing
-
Entangling
2d6+2
Cutlass, rapier
Fencing
2d6
Fast
Dagger, dirk, knife, stiletto
Ordinary
2d6-2
Short
Flail and Two Handed
3d6+2
2H, Impact, Long, Slow, Tiring
Flail
2d6+1
1/2H, Impact, Tiring
xxxxxxxxxxxx
1d6
Fist
1d6+1
Pummelling, Short
Two Handed
2d6+1
2H, Defensive, Long
Hand weapon (axe, sword. etc.)
Ordinary
2d6
Horseman’s spear
Cavalry
2d6+2
1H, Long
Improvised
-
1d6-2
-
Iron shield
Ordinary
1d6-2
SH, Defensive, Pummelling
Lance
Cavalry
2d6+2
1H, Impact, Overlong
Spear (used in melee)
Ordinary
2d6
1/2H, Long
Pike
2d6
2H, Overlong
Quarter staff
Ordinary
1d6
2H, Long
Sword-breaker
Fencing
2d6-2
SH, Short
Two Handed
3d6
2H, Impact, Long, Slow, Tiring
Ordinary
1d6
Short
Entangling
1d6
Long
Wooden club
Ordinary
1d6+1
-
Wooden shield
Ordinary
1d6-2
SH, Defensive
Chain
Double-handed flail Flail Garotte, strangling scarf, etc. Gauntlets, knuckledusters, mailed fists, etc. Halberd, pole-axe
Pike
Two-handed weapon (battle axe, greatsword, warclub, warhammer) Unarmed Whip
Explosive Weapons
Damage Qualities SH, Balanced, Defensive, Pummelling, Short SH, Defensive 1/2H, Long, Snare
Short, Strangling
-
Group
Damage
Range
Reload
Qualities
Grenade
Explosive
3d6
3/8
1
Armour Piercing, Burst, Shrapnel
Incendiary (flaming cocktail)
Explosive
2d6
2/4
1
Burst, Fiery
Iron bomb (long fuse)
Explosive
4d6
4/12
2
Armour Piercing, Burst, Shrapnel
Missile Weapons
Group
Damage
Range
Reload
Arquebus, musket
Gunpowder
3d6+2
24/48/150
3
2H, Impact, Unreliable
Blunderbuss
Gunpowder
3d6
4/32
3
2H, Shrapnel, Unreliable
Bola
Entangling
1d6
8/16
1
Hurled, Snare
Crossbow
Ordinary
2d6
30/60/150
2
2H
Crossbow pistol
Crossbow
1d6+2
8/16/24
2
-
Derringer, hold-out
Gunpowder
3d6+2
PB/4/12
3
Impact, Unreliable
Duck-foot
Gunpowder
3d6+2
xxxxxxxxxxx
Elfbow
Longbow
2d6+1
36/72/150
1
2H, Armour Piercing
Flaming arrow
no change
-2
-0/-6/-12
3
add Fiery
Heavy crossbow
Crossbow
2d6+2
24/48/150
2
2H, Armour Piercing
Javelin, thrown spear
Ordinary
2d6
8/16/24
1
Hurled
Entangling
-
4/8
1
2H, Snare
Longbow
Longbow
2d6+2
30/90/150
1
2H, Armour Piercing
Long rifle
Engineer
3d6+2
30/72/150
3
2H, Impact, Unreliable
Net
Entangling
-
SB/SBx2
2
2H, Snare
Pistol
Gunpowder
3d6+2
PB/8/32
3
Impact, Unreliable
Repeater crossbow
Crossbow
2d6-2
8/32/64
Repeater firearm
Engineer
3d6+2
24/36/150
Repeater pistol
Engineer
3d6+2
PB/8/32
Shortbow
Ordinary
2d6
16/32
1
2H
Sling
Sling
1d6+2
16/32
1
-
Staff sling
Sling
2d6+2
24/48
2
2H
Throwing axe/hammer
Throwing
2d6+1
4/8
1
Hurled
Throwing knife/star
Throwing
2d6-1
6/12
1
Hurled
Lasso
Qualities
1, plus 2 per shot 2H, Scatter, Unreliable
1, plus 1 per bolt 2H 1, plus 2 per shot 2H, Experimental 1, plus 2 per shot Experimental
WEAPON QUALITIES 1/2H: This weapon can be used with one or both hands. When deployed with two hands, add 1d6 to a successful attack. 2H: This weapon requires two hands to use. SH: This weapon is usually held in the secondary hand, but need not be. Armour Piercing: Ignore 2 Armour Value.
Ordinary (Group): This is a common weapon type, simple enough for untrained fighters to pick up and use effectively. Overlong: Normally, this weapon is far too long to be deployed effectively in hand-to-hand combat, and is instead used by ranks of soldiers in mass troop movements. Nevertheless, it has the quality of being a very long pointed pole (typically 12 to 20 feet), and as such it might be useful in its own way to creative characters. The use of overlong weapons in the kinds of skirmishes that the game’s combat system is designed for should be considered a special action and ruled on a case-by-case basis.
Balanced: When wielding a Balanced weapon in your secondary hand, you don’t suffer the normal –20 penalty to your Weapon Skill.
Pummelling: Gain +10 modifier to your skill test when using the Strike to Stun action.
Burst: This weapon delivers full damage to any targets within the first range increment, and half damage (round up) to any targets out to the second range incement.
Scatter: This weapon fires a spread of projectiles, giving it a chance to hit several targets within its cone of fire (usually about 30 degrees wide).
Cavalry (Group): These weapons are best deployed from horseback. Apply a -20 modifier to tests with this weapon when not mounted.
Short: This weapon can be used to gain short attack range.
Defensive: +10 bonus on block and parry attempts. Engineer (Group): These are extremely complicated machines, even less reliable than typical gunpowder weapons. xxxxxxxxxxxxxxxxxxxxx Experimental: xxxxxxxxx Fast: You gain +10 to your attack roll when counter-attacking with this weapon. Fiery: There is a 30% chance that the target’s clothing or other dry items catch fire if successfully attacked. This chance may be adjusted at the GM’s discretion. Gunpowder (Group): These noisy, smoky weapons are prone to misfire. xxxxxxxxxxxxxxxxxxx
Shrapnel: This weapon may strike more than one hit location in a single attack. Apply damage as usual to the usual hit location, then use the non-inverted attack roll to determine the hit location. If it is a different location, apply damage to it as well. Slow: Targets Your opponent gains a +10 modifier to their skill test when using a defence action against this weapon. Snare: xxxxxxxxxx Strangling: xxxxxxxxxxxxxx This weapon is designed to be wrapped around the target’s neck, normally a difficult thing to achieve in melee, so it is best attempted from secret and from behind. Non-combat skills and talents are needed to get into the proper striking position, and the actual strike can be resolved with a single Weapon Skill test, perhaps without any chance of defence since the attack is a complete surprise. xxxxxxxxxxxxxxxxxxxx
Hurled: These missile weapons are muscle-powered. Add your Strength Bonus to the damage roll.
Tiring: The Impact quality of this weapon is lost after each attack made with it. You must spend 1 action resting to recover the weapon’s Impact quality.
Impact: If you deal critical damage, add 2 to the critical hit level.
Unreliable: xxxxxxxxxx
Long: This weapon can be used to gain long attack range. Weapons with the Long quality gain a +10 modifier to defences when you are in a Parrying Stance.
THINGS TO WORK ON weapons that require two hands weapons that can be used with one or two hands
“Keep at Bay” action from Capnzapp & other good ideas (buying off weapon penalties, missile range)
WEAPON DESCRIPTIONS Duck-foot: This firearm resembles a blunderbuss in size, but with four slightly flared barrels arrayed like the toes of a duck’s foot. It is an intimidating weapon designed to clear a room or the deck of a ship by firing all four of its barrels simultaneously. xxxxxxxxxxxx