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Challenge Levels Rally Step Insanity Basic Skills

Simple ~ 90% for 3 +++ 0 dice • Stance moves 1 towards neutral Distressed Athletics (St) Climbing, Swimming, Jumping,
Easy ~ 60% 1+ • Remove one recharge token (Stress > Willpower) and +Stress ... Rowing, Running, Lifting.
Average ~ 40% 2 ++ • Recover 1 stress and 1 fatigue • No current temporary insanity = draw Ballistic Skill (Ag) Bow, Crossbow, Thrown
Hard ~ 25% 3 +++ • Adjust power or favor insanity card, if trait matches current Weapons, Blackpowder Weapons.
Daunting ~ 15% 4 ++++ • NPCs regain A/C/E pools situation then keep card
Charm (Fe) Etiquette, Gossip, Diplomacy,
• If has temporary insanity card = add a
and one of the following ... Haggling, Seduction.
~ K +7% K -9% K +15% M/ M +5% + +14% token to card
• 1 manoeuvre Coordination (Ag) Dodge, Balance, Acrobatics,
Opposed Check Difficulty • First Aid check Strained Juggling, Dance, Knots & Ropework.
• Resilience check (Easy 1d + ) (Stress > any mental, Fatigue > any physical) Discipline (Wp) Resist Charm, Resist Guile, Resist
If the Opposing Characteristic is: # A = recovered fatigue and +Stress, +Fatigue ... Intimidation, Resist Fear, Resist Terror, Resist
Less than half of the acting char. 0 dice Torture.
• Discipline check (Easy 1d + ) •K
 eep drawing insanity cards until one
Less than the acting char. 1+ First Aid (In) Combat Surgery, Long Term Care,
# A = recovered stress matches current situation
Equal to the acting char. 2 ++ Tending Critical Wounds, Tending Normal
• Re-roll lowest initiative •K
 eep card and add tokens equivalent to
Greater than the acting char. 3 +++ Wounds.
• Perform action with Rally trait Stress and Fatigue received
Twice as great as the acting char. 4 ++++
Folklore (In) Creature Lore, Reikland lore,
Sleep Permanency (at end of act): Geography, Superstitions, Local Customs.
Other Opposed Check modifiers:
Willpower v. Simple (0d) per card
Opposition has a Relevant Skill: +1 K Guile (Fe) Deception, Blather, Con Games,
# Toughness = recover Fatigue, Wounds # A ≥ tokens on card, nonpermanent
Opposition has a Relevant Spec. +1 K Innuendo, Appear Innocent.
# Willpower = recover Stress
GM Spends Aggression or Cunning: +1 K Intimidate (St) Violence, Combat, Interrogation,
Advanced Skills
Check Resilience (To) v. wound type: Politics.
First Aid # A ≥ severity of critical wound, healed Animal Handling (Fe) Command, Train, Sense Intuition (In) Detect lies, Estimate Sums,
# $ = recover wounds Disposition, Calm Animal. Evaluation, Gauge Opponent.
Lightly Wounded: Easy (1d) +
Critically Wounded: Average (2d) ++ Overnight care provided: Channeling (Wp) Below Capacity, Overchanneling, Leadership (Fe) Military leadership, Politician,
First Aid (In) v. wound type Conservative, Reckless, by College Order. Logistics, Spiritual Leader.
+1 + die if preformed on self Education (In) History, Geography, Reason,
# A = +1 K die Nature lore (In) Locate Shelter, Locate Food,
2+ $ = +1 K die Language Skills, Philosophy. Locate Water, Identify Animal, Identify
First Aid (In)/ Medicine (In) v. wound type
Invocation (Fe) Each deity has its own Plant.
# A = wounds healed (up to Toughness) Medicine (In) v. wound type
specialization, Traditions, Rituals, Tenets. Observation (In) Eavesdropping, Tracking, Keen
2+ � First Aid = +1 Fatigue, +1 Stress A = +1 K die
Magical Sight (In) Observe Specific Wind, Identify Vision, Minute Details.
3+ � Medicine = +1 Fatigue, +1 Stress 2+ $ = +1 K die
or ... Spell, Locate Aura, Dark Magic, Gauge Resilience (To) Block, Recover Fatigue, Resist
# A ≥ severity of critical wound then Hospital Strength. Disease, Resist Poison, Resist Starvation.
temporarily healed –1 + die Medicine (In) Critical Wounds, Poison, Disease, Ride (Ag) Horsemanship, Trick Riding, Wagons,
2+ � First Aid = +1 Fatigue, +1 Stress, +1 K die (if tended to by trained doctor) Long Term Care, Surgery. Mounted Combat, Long Distance Travel.
+1 Wound (option) # A = additional healed wounds on Piety (Wp) Below Capacity, Conservative, Skulduggery (Ag) Pick Pockets, Pick Locks, Set
3+ � Medicine = +1 Fatigue, +1 Stress, Resilience check Reckless, Urgent Need. Traps, Disable Traps, Palm Objects.
+1 Wound Spellcraft (In) History of Magick, Colleges, Rank Stealth (Ag) Silent Movement: Rural/Urban, Hide,
1-5 spells. Ambush
Tradecraft (varies) Smithing, Carpentry, Jewelry Weapon Skill (St) Hand Weapons, Great Weapons,
Making, Brewing, Boating, Engineering, Polearms, Parry with Hand Weapon, Parry
Performance. with Great Weapon.
Disease Corruption Winds of Magic Empire Cults

Disease X = Resilience (To) v. X rating # � = # corruption points added Brown Winds Manann
@ = Active Disease @: challenge level = +# corruption points Ghur – The Amber Order – Beasts The Seas, Tides and Oceans
@ +� = extra Active Symptom Atavism, Brutality, Dominance, Ferocity, Worshipers: Fishermen, Sailors, Travellers
Corruption pts. > threshold = mutation Frenzy, Isolation, Remoteness, Stubbornness,
+2 K for elder races Morr
(remove pts. = mutation severity) Wild Animals, Wildernesses
Death and Dreams
Active Disease: random or chosen, slots to # mutations > Toughness = Chaos Spawn
Purple Winds Worshipers: The Bereaved, Dreamers,
Talent # mutations > Willpower = permanent
Shyish – The Amethyst Order – Death Amethyst Wizards
Active Symptom: lies under disease, insanity per point
Battlefields, Boundaries, Clocks, Death,
cumulative Myrmidia
Gardens of Morr, Gibbets, Longing,
Minor - Resilience (To) v. Average (2d) ++ The Science of War, Estalia, Tilea
Severity disease + symptoms > wounds Reverence, Respect, Silence
• Prolonged contact w/ skaven, beastmen, Worshipers: Soldiers, Strategists, Officers
threshold = death Chaos cult, paraphernalia or locations Red Winds
• First hand at rites or daemonic activities Aqshy – The Bright Order – Fire
Ranald
Disease 1 - Resilience (To) v. Easy (1d) + • Contact with traveller of Chaos Waste Thieves, Tricksters, Luck
Anger, Arguments, Dynamism, Excitement,
• Someone in party is sick + close range Worshipers: Rogues, Gamblers, the
• Brief Exposure to small warpstone Heat, Impulsiveness, Flames, Passion, Pride,
• Talking/engaged with someone sick Downtrodden
Vehemence
(Contact) Moderate - Resilience (To) v. Hard (3d) +++
• Little bad food at seedy tavern (Ingestion) • Prolonged contact with Chaos Warrior, Blue Winds Rhya
• Passing through epidemic (Miasma) daemonic cult, paraphernalia or locations Fertility of the Earth, Love
Azyr – The Celestial Order – The Heavens
• Exploring tomb (Undead) • Contact with cursed weapon, profane Worshipers: Farmers, Jade Wizards, Peasants
Anticipation, Clear Skies, Dreams,
• Interaction with servant of Nurgle artefact, or daemonic entity Imagination, Inspiration, Inventiveness, Shallya
• Exposure to large amount of warpstone Hope, Omens, Patience, Prophecies
Disease 2 - Resilience (To) v. Average (2d) ++ Healing, Mercy, Childbirth
• Two or more crits in same combat (Wound) Major - Resilience (To) v. Daunting (4d) ++++ Worshipers: The Poor, the Diseased, Women
Yellow Winds
• Fighting someone sick (Contact) • Exposure to the savage Chaos Wastes Chamon – The Gold Order – Metal Sigmar
• Close range with someone with Nurgle's Rot • Wounded by with cursed weapon, profane Heavy Metals, Greed, Experimentation, The Empire, Protection
artefact, or daemonic entity Industry, Logic, Knowledge, Science,
Disease 3 - Resilience (To) v. Average (3d) +++ Worshipers: Empire Folk, Nobility, the Army
• Consumption of warpstone powder Obsessiveness, Rationality, Wealth
• Engaged with someone with Nurgle's Rot • Direct exposure to large amount of Taal
warpstone, or using warpstone to fuel spells Grey Winds Nature and the Wilds
Ulgu – The Grey Order – Shadow Worshipers: Amber Wizards, Peasants,
Recovery
Fear and Terror Confusion, Distrust, Gales, Independence, Woodsmen
Every night or when attempted cure.
Intrigue, Lies, Fog, Shadows, Storms,
Resilience (To) v. Average (2d) ++ Discipline (Wp) v. Fear (rating) / Terror (rating) Wisdom Ulric
+1 + for every extra disease @ Fear: +Stress = fear rating Battle, Wolves and Winter
+1 K for every symptom @ Terror: +Stress, +Fatigue = rating Green Winds Worshipers: Warriors, Middenheimers
Ghyran – The Jade Order – Life
+1 K for each training in Medicine 2+ � = causes Frightened condition
Animals, Fecundity, Friendship, Healthiness, Verena
+1–2 K for medicine and clean environment
Plant Life, Rain, Soil, Summer, Stone Circles, Learning and Justice
+1–2 K not resting and/or around disease
Water Worshipers: Scribes, Celestial Wizards,
Magistrates
# A ≥ symptom severity, remove symptom White Winds
#A≥d  isease severity and no symptoms, Hysh – The Light Order – Light
remove disease Beauty, Contemplation, Enlightenment,
@: +� = new Active Symptom Faith, Holiness, Illumination, Pacifism,
Purity, Pyramids, Truth
Characteristics Prices Prices Prices

FATIGUE Attire Cost Enc Availability Light source Cost Enc Availability Tools Cost Enc Availability
Strength (St) Candle, tallow 1 s 12 p — Plentiful Abacus 1 gc 1 Rare
Rags 1 p — Abundant
Athletics, Intimidate, Weapon Skill Candle, wax 3 s — Common Gin Trap 20 s 1 Common
Poor 5 s 1 Abundant
Toughness (To) Firewood 1 s 1 Plentiful Snare 12 p — Common
Common 10 s 1 Plentiful
Resilience Oil, lamp 2 s 12 p 1 Plentiful Book, Illuminated 35 gc 3 Exotic
Good 30 s 1 Common
Agility (Ag) Lamp 2 s 12 p 2 Plentiful Book, printed 10 gc 2 Exotic
Best 1 gc 2 Common Lantern 50 s 2 Common Chain, per yard 15 s 1 Rare
Ballistic Skill, Coordination, Ride,
Robes 1 gc 50 s 2 Common Lantern, Storm 1 gc 20 s 2 Rare Crowbar 5 s 2 Common
Skullduggery, Stealth
Costume 50s 1 Common Match 1 p — Common Disguise Kit 50 s 1 Rare
Uniform 1 gc 50 s 1 Rare Torch 5 p 1 Plentiful Fish Hook / Line 1 s 12 p — Common
STRESS Grappling Hook 40 s 1 Common
Noble Garb 5 gc 2 Rare
Intelligence (In) Item Cost Enc Availability Lock picks 1 gc — Common
Royal Garb 10 gc 3 Exotic
First Aid, Folklore, Intuition, Nature Lore, Manacles 50 s — Common
Cloak 50 s — Plentiful Blanket 12 s 12 p 1 Plentiful Metal Ingot, Base 12 s 1 Common
Observation
Overcoat 1 gc 1 Plentiful Cooking pot 10 s 2 Plentiful Pick 12 s 2 Common
Willpower (Wp) Cutlery, wooden 2 s 12 p — Plentiful
Hat, simple 5 s — Plentiful Pole, Yard 12 p 2 Plentiful
Discipline Cutlery, metal 30 s — Common
Hat, wide-brim 10 s — Plentiful Sledge Hammer 10 s 3 Common
Fellowship (Fe) Cutlery, silver 1 gc 50 s — Rare Spade 12 s 2 Common
Hood/Mask 5+ s — Common
Charm, Guile, Leadership Deck of cards 10 s — Plentiful Spike 2 s 12 p — Common
Dice (bone) 3 s — Plentiful Trade Tools 5 gc 3+ Common
Food & Drink Cost Enc Availability Instrument 2 s 12 p 1 Common Wooden Wedge 8 p — Plentiful
Buying Items Ale 2 p — Plentiful Kettle 15 s 1 Plentiful Writing Kit 1 gc 1 Common
Beer 1 p — Abundant Ladder 5 s 8 Common
Keg, Ale/Beer 18 p /1 s 6 Abundant Lock, Average 10 s — Common
Poor Items +1 K , x½ price, –1 rarity Mode of Travel Min./10 Miles Availability
Fodder per Day 5 p 2 Plentiful Lock, Hard 1 gc — Rare
Superior Items +1 K , x10 price, +1 rarity Mirror 1 gc 1 Rare Cart or Wagon 1 p /15 p Plentiful
Food (Poor) 5+ p 1 Plentiful
Food (Common) 10+ p 1 Common Paper 2 s 12 p — Exotic Cart with 2 horses 12 p /30 s Plentiful
Rarity
Food (Good) 18+ p 1 Common Parchment 12 p — Rare Coach 10 s/70 s Common
Exotic Daunting 4d ++++ Perfume/Cologne 10 s — Common River Boat 12 p /2 s 12 p Plentiful
Rations (Week) 3+ s 7 Common
Rare Hard 3d +++ Religious Symbol 10 s — Common Ship’s passage 10 s/50 s Common
Cheap pie 1-3 p — Common
Common Average 2d ++ Rope, 20 yards 10 s 4 Common Wagon, 3 horses 5 s /40 s Common
Loaf of Bread 2 p — Abundant
Plentiful Easy 1d + Side of Meat 12 p 2 Common Tankard, pewter 10 s — Plentiful
Abundant Simple 0d Delicacy 2+ s 1 Rare Tankard, wooden 5 s — Plentiful Lodgings/Amenities Cost
Spirits, Bottle 12 p 1 Common Telescope 10 gc 1 Rare
Haggling Tent 7 s 12p 4 Common Bath 12 p
Wine, Common 12 p 1 Common
• Charm v. Charm Tinderbox 15 s — Plentiful Inn Common Room per night 5p
Wine, Quality 5 s 1 Common Private Room 5s
• Guile v. Intuition
Prosthesis Cost Enc Availability Stabling per horse per night 10 p
Costumer Rating Container Cost Enc Availability
Favored 50% 4+ A Backpack 15 s 2 Plentiful Earring 12+ p — Common Service Day/Week Availability
Friendly 75% 2–3 A Case, map 10 s — Rare Eye patch 6+ p — Common
False Eye 12+ p — Common Artisan 34 p/9 s Common
Normal 100% 1A Chest 50 s 6 Common
False Leg 3+ s — Common Entertainer 28 p/7 s Common
Outsider 125% 0A,0� Flask, leather 7 s 12 p — Common
Gilded Nose 3+ s — Rare Labourer 10 p/2 s 12 p Common
Flask, metal 20 s — Rare Physician 60 p/15 s Common
Disliked 150% 0 A , 1+ � Skull plate 12+ p — Common
Jug 2 s 1 Plentiful Servant 12 p/3 s Common
Pouch 2 s 12 p — Plentiful Tattoo 1+ s — Common
Purse 1 s — Plentiful Veteran’s Hand 6+ gc — Rare
Sack 2 s 12 p 1 Plentiful Wooden Teeth 2+ s — Common
Saddlebag 20 s 1 Common
Slingbag 20 s 1 Common
Water Skin 4 s — Plentiful

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