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WARHAMMER FANTASY ROLEPLAY SUMMARY

A Skill’s rating is its Characteristic plus the number of Advances taken in the Specialisations: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two- Specialisations: Albion, Battle Tongue, Bretonnian, Classical, Elthárin (Elvish),
Skill. Handed Estalian, Gospodarinyi (Kislevite), Grumbarth (Ogrish), Guilder, Khazalid (Dwarfs),
Basic Skills Navigation I
Magick, Mootish, Norse, Reikspeil, Queekish (Skaven), Thief, Tilean, Wastelander
Basic Skills can be Tested even if you have no Advances in them. Find your way in the wilderness. You can travel between well-known landmarks with Lore* Int
Art* Dex tests only necessary if disoriented or off the beaten path. You have learned a branch of specialist knowledge. If you seek obscure information
Long journeys use an Extended Navigation Test with SLs representing distance. you make a Lore Test with the SL indicating how much detail you recall.
Create works of art in your chosen medium. Without Trade Tools Art Tests become
difficult. @@ Appropriate Lore Tests (e.g. Geology in a cave) give +1 Advantage up to IntB as
Outdoor Survival Int
per Intuition. This is at GM’s discretion.
SLs determine the quality of the final piece. Extended Tests may be required for
Survive in the wild, foraging with shelter, and noting both weather, flora and fauna.
complicated pieces of work. Specialisations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy,
HH When camping, a successful Outdoor Survival Test modified by environment Science, Theology
Specialisations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving
gets you food and shelter for 1 night. Each SL provides for another character.
Athletics Ag Perform* Ag
%% If the Outdoor Survival Test is failed a Challenging (+0) Endurance Test avoids
Ability to run, jump and move with speed or grace, and to perform any general a Fatigued Condition. An Astounding Failure could trigger an incident. Entertains those seeing and hearing you; the SL indicate how well you have done.
physical activity. See page 164 for details on using Athletics in combat movement. @@ During wilderness combat, you may make an Outdoor Survival Test to receive @@ At GM’s discretion Perform (Acrobatics) may replace Dodge.

Bribery Fel +1 Advantage up to your IntB as per Intuition above. @@ Other Perform Skills may be useful in distracting foes, perhaps gaining you an
Advantage if you can come up with a creative way to do so. Some Perform skills
Work out if, and how, a target could be bribed, and how best to bribe them. Perception I
can used as a weapon with correct trappings (e.g. Perform (Firebreathing))!
Charm Fel Notice things with your senses, often modified by how easy it is to notice. Used to
Specialisations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming,
resist attempts to hide things through Skills such as Sleight of Hand or Stealth.
Make people think favourably of you. Rope Walking
HH Passing an Opposed Charm/Cool Test influences the behaviour of one or more Ride* Ag
Pick Lock Dex
targets, up your Fellowship Bonus + SL. Proficiency at riding a group of animals. Tests are not required for routine riding.
Knowledge of locks and how to open them without keys. Often an Extended Test,
Charm Animal Fel Environmental and steed can affect the Test difficulty. with the number of SL required to open the lock dependent its complexity.
When mounted use the steed’s Movement. To run, jump, or leap on the mount, use
Befriend, calm or train animals. Passing a Charm Animal Test allows you to influ- your Ride Skill. An extended Ride Test can be used for racing, with the target SL Play* WP
ence the behaviour of one or more animals, to a maximum of Willpower Bonus + SL. depending on the length and the number of Tests indicating your time. Successful Play Tests lets you entertain those near with the SL indicating quality.
@@ In combat Charm Animal can be used against animals to make them not Specialisations: Demigryph, Great Wolf, Griffon, Horse, Pegasus Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin
attack you and gain +1 Advantage. If you fail you cannot try again.
Row S Pray Fel
Climb S
Rowing a boat through the water. Tests are not required for routine boat travel. For communing with a deity, seeking intervention such as Blessings or Miracles.
The ability to ascend steep or vertical surfaces. If time and handholds are not an Those without Row have to make a Test for any non-trivial manoeuvres.
issue anyone with Climb can ascend reasonable heights. See p.165. @@ At GM’s discretion use Pray to meditate. A successful Pray Test gives +1
Stealth* Ag Advantage up to a maximum of your FelB.
Consume Alcohol T @@ At GM’s discretion you may allow you to use Pray in lieu of the Intimidate Skill.
Move quietly and hidden. Usually Opposed by an opponent’s Perception Skill.
Handle your alcohol. After each drink make a Consume Alcohol Test, modified by the An Impressive or Astounding Failure on a Stealth Test will likely draw attention. Ranged* BS
strength of the drink. For each failed Test suffer a –10 penalty to WS, BS, Ag, Dex,
@@ Prior to combat Stealth can be used to hide and set an Ambush (see p.156)
and Int, to a maximum of –30. After failing a number of Tests equal to your TB you Training and practice to use weapons like bows and pistols.
are Stinking Drunk as per p.121. @@ Stealth could be used to escape battle. @@ Using such a weapon without this skill gives penalties.
Cool WP Specialisations: Rural, Underground, Urban Specialisations: Blackpowder, Bow, Crossbow, Engineering, Entangling, Explosives,
Sling, Throwing
Remain calm and unafraid - often opposes other Skills and to resist Psychology. Advanced Skills
Research Int (Requires Read/Write Talent)
Dodge Ag You may only Test an Advanced Skill if you have taken at least one Advance in it.
Find knowledge from libraries. Obscure topics or urgent research use an Extended
Avoid weapons, rocks etc. Dodge is used to resist attacks or avoid damage. Test modified by library size, with the target SL reflecting the obscurity.
Animal Care Int
Drive Ag Tend and care for animals, and treat any illnesses or wounds they have. Sail Ag
Guide vehicles such as carts and coaches smoothly. Normally there is no need to With this skill you can keep animals healthy without needing to Test. Operate and manoeuvre a sailing vessel. Assuming enough crew for only test when
Test if you have the Drive skill unless conditions are problematic. An Animal Care Test identifies and resolve problems with animals. You can also:- you must push your vessel to perform. Also used for tying knots.
Without the Drive Skill Tests may be needed to carry out basic manoeuvres. HH Heal IntB + SL Wounds (one Animal Care roll after each encounter). Specialisations: Barge, Caravel, Cog, Frigate, Wolfship
-6 SLs or lower on a Drive Test means something bad has happened, see p.122. HH Staunch a Bleeding condition. Having any Sail Speciality makes all others Basic Skills.
Endurance S @@ Find weaknesses in animals via an Animal Care Test. Success gives, you and Secret Signs* Int
Endure hardship and to resist or recover from various Conditions and helps recover all you inform gain +10 to hit against that animal or any riders until your next
Decipher appropriate signs of a select group. If disturbed, worn etc. a Test is used.
lost Wounds at a swifter rate. turn. You can only get a maximum of +10 per animal this way.
Specialisations: Grey Order, Guild (any one), Ranger, Scout, Thief, Vagabond
Entertain* Fel Animal Training Int
Set Trap Dex
Entertain with the spoken word. The SL indicates how well you have done. Understanding of a particular type of animal, and how to train them.
Specialisations: Acting, Comedy, Singing, Storytelling Set and disarm traps. Tests used for time-limits, pressure or complex traps.
A successful use of the Skill allows you to identify the Trained abilities possessed
by that type of animal. Sleight of Hand Dex
Gamble Int HH You can undertake the Animal Training Endeavour between adventures (p. 196). Perform prestidigitation and cheat gambling. Opposed by the Perception Skill of the
Assess the risks of wagers and play games of chance successfully. @@ A successful Opposed Animal Training/Willpower Test allows you to cause Fear target. A Marginal Success (+0 to +1 SL) may leave your opponent suspicious.
Typically all players make Gamble Test, the winner has the highest SL. On a tie, in the animal targeted until the end of your next turn (p. 190). You may subse- HH When cheating at gambling success lets you reverse your Gamble Test for the
lower scoring players drop out and the process is repeated until a victor emerges. quently use Animal Training instead of Melee defending against your target round. Failure means you have been rumbled cheating.
Gossip Fel @@ Subject to GM’s approval you may use Animal Training to attack your target. Swim S
Find salient news and spread rumours. A successful Gossip Test may give a useful Channelling* Fel Traverse water without drowning. With it you can usually swim without Tests. Dan-
piece of information with each SL giving an additional piece of information, or the ger means a Test will be required, modified by environment and encumbrance.
chance to spread a rumour to a number of individuals equal to your FelB. Call upon and control the Winds of Magic. Can be used grouped or ungrouped.
++ See p.237 for rules on Channelling Tests and using magic to cast spells. @@ If fighting in water it replaces Skills like Athletics to govern Movement. If exact
Haggle Fel speeds are required, you swim at half your Movement (see p.164).
Specialisations: Aqshy, Azyr, Chamon, Dhar, Ghur, Ghyran, Hysh, Shyish, Ulgu
Negotiate well with others. Commonly requires an Opposed Haggle Test. Track I
Evaluate Int
Intimidate S (or GM’s Discretion) Follow subtle trails or attempt to hide your trail via an Opposed Track Test.
Determine the value, authenticity and quality of potentially curious unique items. An Extended Track Test allows you to follow a trail, modified by track freshness, ter-
Coerce or frighten people. Opposed by your target’s Cool Skill; if successful, you HH To identify counterfeits the Test is Opposed by the forger’s Art or Trade Test..
can intimidate targets up to your Strength Bonus + SL who react based on their rain etc. The GM may also use the Pursuit rules (see page 166).
personalities. Heal* Int Trade* Dex (or Int used as a Lore skill)
@@ In combat, you can cause Fear to intimidated opponents. Deal with injuries and diseases. A successful Heal Test can do one of the following: Create something, provide services or have knowledge of the relevant trade. Only
@@ Instead of attacking opponents use an opposed Intimidate/Cool Test to get HH Diagnose an illness, infection, or disease. Test under adverse conditions, or if trying something challenging. In this case use
them to back away or follow demands (e.g. Surrender!) at the GM’s discretion. HH Treat a disease (p. 188). an Extended Test, with the SL and time required depending on scope.
@@ Failing means you can’t affect opponents (at least without negative modifier). HH Heal IntB + SL Wounds (one Heal roll after each encounter). Appropriate @@ Trade may be useful if the fight takes place in a relevant environment.

Intuition I medical supplies can prevent Infection from the injury (p. 181). HH The Trade Skill is also used for enacting a Crafting Endeavour (p. 197).

Gives info relating to your surroundings, Opposed by Cool or Entertain (Acting). HH Staunch a Bleeding Condition (each SL removing 1 extra Bleeding Condition). HH Trade Tests can be used as a Lore Skill.
@@ In combat, success may give +1 Advantage that can be built up, providing you HH Treated a diseased patient. A successful Test means you do not get infected Specialisations: Apothecary, Calligrapher, Chandler, Carpenter, Cook, Embalmer,
can see the target and are not interrupted by combat, up to IntB Advantage. that day. Each SL also protects 1 other character from infection. The duration Smith, Tanner
of the patient’s disease is reduced by one, to a minimum of one.
Leadership Fel
@@ If healing during combat, Tests are Challenging (+0) at the very least. Key
A successful Leadership Test lets you order FelB + SL targets. Subordinates obey
without a Test but if you’ve no authority or it is a difficult a Test is opposed by Cool. %% A Failed Test to treat wounds or bleeding causes Wounds if IntB + SL totals * Indicates the skill is grouped - an array of related Skills with Specialisations.
In combat, a successful Leadership Test can:- less than 0. Astounding Failures give the patient a minor disease (p.187). @@ Indicates rules for using the skill in combat.
HH Indicates general rules or rules for using the skill outside of combat.
@@ Give targets +10 to Psychology Tests for a round Language* Int %% Rules that relate to danger from misuse of the skill.
@@ Transfer 1+SL points from your own Advantage pool to nearby allies. Grants you access to extra languages beyond your native tongue. Only Test your ++ Rules that relates to the use of Magic.
Melee* WS Language Skill for difficult concepts, dialects or vocabulary are encountered.
++ Language (Magick) is used to cast spells.
Represents training with a single type of close combat weaponry.
@@ Using such a weapon group without this skill gives penalties.
Version 1.0, made by Stuart Kerrigan (stuart.kerrigan@gmail.com)

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