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WFRP - Help - Full Character Sheet
WFRP - Help - Full Character Sheet
PLAYER GENDER
CURRENT CAREER
CAMPAIGN AGE
HEIGHT
PLACE
OF BIRTH WEIGHT PREVIOUS CAREERS
HAIR
RELIGION
EYES
Gold Crowns (1) Silver Shillings (20) Brass Pennies (240) SIGN MOVEMENT (squares/2 yards)
MARKS MOVE CHARGE RUN
STARTER STARTER
SCHEME SCHEME
#ADVANCES #ADVANCES
COMBAT REFERENCE
MELEE WEAPONS GROUP DAMAGE QUALITIES
WOUNDS
PERMANENT
INJURIES
DISORDERS &
DISABILITIES
Charm Fel
Command Int None
Concealment Ag
Consume Alcohol T None
Disguise Fel
Drive S None
Evaluate Int
Gamble Int
Gossip Fel
Haggle Fel
Intimidate S
Outdoor Survival Int None
Perception Int
Ride Ag
SPECIAL ITEMS
Row S None
Silent Move Ag
Swim S None
ADVANCED SKILLS
Academic Knowledge Int
Animal Training Fel None
Channelling WP
Charm Animal Fel None
TALENTS
Common Knowledge Int TALENT DESCRIPTION
Heal Int
Hypnotism WP None
Shadowing Ag None
Use a Skill Varies Ranged attacks cannot be dodged or parried. Jumping: is a full action. Take an Agility test (Performer:
Time required varies by Skill. Acrobat skill may be used instead) for each 3 yards (rounded
Unarmed Combat up); if a test is failed the character falls the remaining distance.
Combat Difficulty
Unarmed attacks inflict SB-4 damage. APs count double Leaping: is a full action. For a running leap, the character
Difficulty Skill Modifier Example against unarmed attacks. sprints up to Mx2 in yards and at least 4 yards in a straight
Very Easy + 30% Unaware opponent Can Grapple with a Charge or Standard attack. Must first hit, line. Maximum distance is M+SB in yards if a successful
then opponent must fail an A test to be grappled. Both cannot Strength test (Performer: Acrobat skill may be used instead) is
Easy + 20% Stunned; outnumbered 3 to 1
dodge or parry, and any outside melee attacks against them made. For each degree of failure, the distance is reduced by 1
Routine +10% Knocked down; outnumbered 2 to 1
are at +20% WS. yard (minimum 1 yard). For a standing leap, the final distance
Average None is halved.
Challenging - 10% You are knocked down; in heavy rain or mud The grappled character may break the grapple with a full
action and by winning an opposed S Test. On the attacker’s The vertical distance of a leap is M-2 yards, reduced by 1 yard
Hard - 20% Specific location; dodging when knocked down
turn he may take a full action to maintain the grapple and (minimum 1 yard) for each degree of failure of the test.
Very Hard - 30% Attacking/dodging in deep snow; parrying
giant’s club inflict normal unarmed damage if he wins an opposed S Test.
Weapon Qualities Melee Weapons Fate & Fortune Points
Ordinary weapons can be used by anyone. Specialist weapons Name Group Damage Qualities Fate Points are lost forever once spent, but can let a player
require the appropriate Specialist Weapon talent. WS or BS is character avoid death or permanent injury. What happens
Buckler Parrying SB-4 Bal, Def, Pummelling
halved if a specialist weapon is used without the talent. instead of death or maiming is up to the GM.
Dagger Ordinary SB-3
Armour Piercing: ignore 1 AP. Can combine with Sure Shot. Demilance Cavalry SB Fast, Impact, Tiring Fortune Points renew at the start of each day and are equal to
the character’s current Fate Point total. They can be spent to:
Balanced: when in a second hand, ignore the -20% WS. Flail* Flail SB+1 Impact, Tiring
Foil Fencing SB-2 Fast, Precise Re-roll one failed characteristic test. Only one FP
Defensive: +10% bonus to parry attempts.
Gauntlet Ordinary SB-3 Pummelling can be spent when attempting an extended test. You
Experimental: on an attack roll of 96-98, weapon jams and Knuckleduster Ordinary SB-3 Pummelling cannot spend a point to re-cast a spell, but you can
cannot fire until a successful Trade (Gunsmith) test. On a roll Great Weapon* 2-Handed SB Impact, Slow use one on your Channelling test.
of 99-00, weapon explodes, inflicting damage 8 hit on wielder
Halberd 2-Handed SB Special** Gain an extra parry or dodge.
and destroying itself.
Hand Weapon Ordinary SB
Gain +1d10 to Initiative roll.
Fast: enemies suffer -10% when trying to parry or dodge. Improvised Ordinary SB-4
Gain an extra half action on your turn.
Impact: roll 2 d10 for damage and pick higher result. Lance Cavalry SB+1 Fast, Impact, Tiring
Main Gauche Parrying SB-3 Balanced, Defensive
Precise: +1 critical value to any critical hits. Can combine with
Morning Star Flail SB Impact, Tiring fear & terror
Strike to Injure.
Quarterstaff* Ordinary SB-2 Defensive, Pummelling
Pummelling: +10% S check when using Strike to Stun. Fear
Rapier Fencing SB-1 Fast
If a WP test is failed, the character is frightened. He cannot
Shrapnel: no roll to hit. Anyone in a line as long as the Shield Ordinary SB-2 Defensive
move, fight, dodge or take any other action that round. On
weapon’s maximum range and 2 yards wide must make a Spear Ordinary SB Fast
the following round he make take another test. This continues
successful A test or suffer damage. Sword-breaker Parrying SB-3 Balanced, Special*** until the character makes a successful test or the fear-causing
Slow: +10% when enemies try to parry or dodge. thing is removed.
* Requires 2 hands; cannot be used with a shield or buckler.
Snare: on successful hit, target is trapped unless a successful ** Can be treated like a Spear (Fast) or Great Weapon (Impact, Slow).
A test is made. Entangled target can attempt no other actions Terror
*** Instead of dealing damage may try to break opponent’s dagger, foil,
except either bursting the bonds (S test) or wiggling free (A If a WP test is failed, the character gains 1 IP and is terrified.
main gauche, rapier, sword or sword-breaker. Opposed STR test.
test); both are full actions. Attacks against a snared character He must run away at top speed until out of sight of the terror-
are +20% WS or BS. inducing thing. If he cannot run he curls up into a ball in a
Missile Weapons (range: squares/2 yards) near-catatonic state and is helpless. On the following round
Special: see weapon description. he make take another test. This continues until the character
Name Group Damage Rg Reload Qualities
Tiring: Impact quality only applies in the first round of melee. makes a successful test or the terror-causing thing is removed.
Bola Entangling 1 4/8 ½ Snare
Unreliable: on an attack roll of 96-99, weapon jams and
Bow* Ordinary 3 12/24 ½ Insanity Points
cannot fire until a successful Trade (Gunsmith) skill test. On
00, weapon explodes, inflicting normal damage on wielder and Crossbow* Ordinary 4 15/30 1
A character gains 1 Insanity Point each time he takes a
destroying itself. Crossbow Pistol Crossbow 2 4/8 1
Critical Hit or fails a Terror test.
Elfbow* Longbow 3 18/36 ½ Armour Piercing
Weapon Craftsmanship Improvised Ordinary SB-4 3/- ½ WP tests to lose 1 or more IPs may also be called for in the
Best: +5% to WS or BS. Encumbrance reduced by 10% to a Javelin Ordinary SB-1 4/8 ½ face of unspeakable sights or events.
minimum of 1. Lasso* Entangling - 4/- ½ Snare
Longbow* Longbow 3 15/30 ½ Armour Piercing
Effects of Alcohol
Good: Encumbrance reduced by 10% to a minimum of 1.
Net Entangling - 2/4 1 Snare If you limit your intake to a number of drinks equal to your
Poor: -5% to WS or BS. Poor quality ammunition applies this
Repeater C’bow* Crossbow 2 8/16 free Special** Toughness Bonus, you remain relatively sober. For each
penalty to the weapon with which it is used. If both the weapon
Shortbow* Ordinary 3 8/16 ½ additional drink quaffed, make a Consume Alcohol test.
and ammunition are poor, the penalty is -10%.
Sling Sling 3 8/16 ½ Difficulty depends on the drink.
Spear Ordinary SB 4/- ½
Armour Drink Consume Alcohol Test Difficulty
Staff Sling* Sling 4 12/24 1
Each piece of armour has an Armour Point (AP) rating, which Ale Routine
Throw Axe/H’mer Throwing SB-2 4/- ½
it confers to various parts of the body. Armour effects below Throw Dagger/Star Throwing SB-3 3/6 ½
Beer Easy
are cumulative. Whip Entangling SB-4 3/- ½ Snare
Wine Routine
Spirits Average
Armour Effects * Requires 2 hands; cannot be used with a shield or buckler.
Leather: no penalties. On a successful test the drink has no effect. Each failed test
** 10-bolt magazine Once empty, takes 4 actions to refill magazine.
increases the difficulty of WS, BS, Ag and INT tests, and the
Mail: -10% A (doesn’t apply if only a mail coif).
difficulty of further Consume Alcohol tests, worsening the
Plate: -1 M (ignore penalty if using Encumbrance rules). Gunpowder Weapons (range: squares/2 yards) difficulty by each failed test. The listed difficulty is in addition
to the normal difficulty of a test; for a drunk, some things are
Armour Craftsmanship Name Group Damage Rg Reload Qualities
nearly impossible.
Best: Halve encumbrance value. Blunderbuss Gunpowder 3 16/- 3 Shrapnel
Good: Encumbrance reduced by 10% to a minimum of 1. Bomb Explosive 6 4/20 - Shrapnel, Unrel # Failed Tests Difficulty of WS, BS, Ag and Int Tests
Poor: Encumbrance increased by 50%. Duck-Foot Engineer 3 16/- 4 Special**, Exp 1 Challenging
Firearm* Gunpowder 4 24/48 2 Impact, Unrel 2 Hard
Armour H’land Long Rifle Engineer 4 48/96 2 Impact, Unrel 3 Very Hard
Incendiary Explosive 4 4/20 1½ Special*** 4 or more Stinking Drunk (see below)
Type AP Locations Covered
Jezzail Gunpowder 3 24/72 2
Leather If you fail 4 or more Toughness tests, you’re stinking drunk
Pistol Gunpowder 4 8/16 2 Impact, Unrel
Leather Skullcap 1 Head
and must spend a half action each round to keep your bearings.
Repeater Handgun* Engineer 4 24/48 free Special
If you opt not to tak this half action, roll d100 on this table:
Leather Jerkin 1 Body Repeater Pistol* Engineer 4 8/16 free Exp, Special****
Leather Jack 1 Body, Arms Roll Effect
Leather Leggings 1 Legs * Requires 2 hands; cannot be used with a shield or buckler.
01-30 No effect, you act normally but with a -30% penalty to WS,
Full Leather Armour 1 All ** Fires 4 targets in a 45º cone from the barrel (use template).
BS, Ag and INT.
All opponents in area must make a Challenging (-10%) AG test or hit.
Chain 31-40 Confused, you may move at half your normal rate but other
*** Full action to throw. If throw misses, roll d10. On a 1, it explodes
Mail Coif 2 Head wise can take no action.
in the thrower’s hands, dealing damage to all in the blast radius.
Mail Shirt 2 Body 41-50 Disoriented, you’re vaguely aware of what’s going on, and may
On 2-9, roll to see in which direction, at a distance of 1d10 yards.
defend yourself and move at normal rates, but not cast spells.
Sleeved Mail Shirt 2 Body, Arms 1 3 4
51-60 Dull-witted, you function normally, but your Attacks
Mail Coat 2 Body, Legs 5 Target 6 characteristic is reduced by 1.
Sleeved Mail Coat 2 Body, Arms, Legs 7 8 9 61-70 Confused but resolute, you’re not sure what’s going on, and
Mail Leggings 2 Legs lash out randomly, verbally if not in combat or with a weapon
If the BS test fails more than 30%, there is no roll for a miss location; if in combat (friend or foe, whoever is closest).
Full Mail Armour 3 All it falls at the thrower’s feet.
71-00 You pass out in a pool of your own vomit for 1d10 hours or
Plate The incendiary explodes in a 6 yard radius (small template). All in the until someone wakes you.
Helmet 2 Head blast area must make an AG test or catch fire. Once on fire, they lose
1d10 W (no reduction for armour or T) each round until flame is out. The effects of alcohol fade after a number of hours equal to
Breastplate 2 Body
Plate Bracers 2 Arms **** 6-shot barrels. Once empty, takes 6 actions to refill magazine. 1d10 minus your Toughness Bonus (minimum 1 hour).
Plate Leggings 2 Legs If you’re stinking drumk, the effects end after 1d10 (minimum
Full Plate Armour 5 All
4) hours.