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WARHAMMER FANTASY RPG 4th HOUSE RULES

CHARACTER
Class and Career (pg. 30)
Substitute “If you keep the result, gain +50 XP.” for “If you keep the result, gain 1 Extra Point
(see Determining Fate and Resilience on pg. 34).”

Determining Characteristics (pg. 33)


In Step 1 substitute “gain +50 XP.” for “gain 2 Extra Points (see Determining Fate and
Resilience on pg. 34).”
In Step 3 substitute “allocate 100 points” for “allocate 115 points”.

Determining Fate and Resilience (pg. 34)


After “in the Attributes Table.” add “During character creation you may obtain additional Extra
Points depending on your choices.”

Determining Motivation (pg. 34)


After “regain Resolve points.” add “Resolve points are regained for manifesting the character's
Motivation in a convincing and entertaining manner. Entertaining doesn't only mean funny –
we all enjoy a good dramatic performance now and again. This award is given when playing a
Motivation serves a purpose and drives the game in an unforeseen way or makes life difficult
or challenging for the character. It is a very open condition, so there’s a lot of room to get a
character's Motivation involved.”

Skills and Talents (pg. 35)


Dwarfs: Substitute “Consume Alcohol” for “Haggle”. Substitute “Relentless” for “Resistance
(Disease)”.
Halfling: Substitute “Consume Alcohol” for “Endurance”.
High Elves: Substitute “Coolheaded or Savvy” for “Read/Write or Savvy”. Substitute “Second
Sight or Sixth Sense” for “Second Sight or Coolheaded”. Substitute “Read/Write” for
“Resistance (Disease)”
Wood Elves: Substitute “Hardy or Second Sight” for “Hardy or Very Resilient”. Substitute
“Read/Write or Very Resilient” for “Resistance (Disease)”. Substitute “Rover” for “Rover or
Read/Write”.

Trappings (pg. 37)


Add “If you have a Hand Weapon as part of your starting trappings, you can pick up any
weapon from the weapons list that costs 1 GC or less.”
CLASS AND CAREER
Career Format (pg. 52)
Career Path: The Name, Status, Skills, Talents, and Trappings for each of the Career’s four
levels. Note: if a Talent or Skill is marked '(Any)' or gives several options separated by 'or' it
means you can choose one of the options for that Talent or Skill each time you enter that
Career Level; So, Dodge or Guile means that upon entering that Career level you must choose
either Dodge or Guile as career skills. Similarly, Lore (Any), could be Lore (Geography), Lore
(Folklore), Lore (Magick), or any other similar example. Likewise, if one is marked (Local), it
means you can choose one of the options for the Talent or Skill drawn from the local area; So,
Lore (Local), could be Lore (Altdorf), Lore (Riverways), Lore (The Wasteland), or any other
similar example.

Apothecary (pg. 53)


Apothecary’s Apprentice: Skills: Substitute Consume Alcohol for Endurance. Talents:
Add Consume Alcohol.
Apothecary: Skills: Charm or Guile
Master Apothecary: Skills: Substitute Research for Search
Apothecary General: Talent: Substitute Savant (Apothecary) for Savant (Plants)
Engineer (pg. 54)
Student Engineer: Skills: Substitute Consume Alcohol for Lore (Science). Talents: Add
Consume Alcohol
Engineer: Skills: Substitute Research for Search
Lawyer (pg. 55)
Student Lawyer: Skills: Substitute Consume Alcohol for Charm or Guile. Substitute
Research for Search. Talents: Add Consume Alcohol
Lawyer: Skills: Charm or Guile
Nun (pg. 56)
Nun: Skills: Substitute Research for Search
Abbess: Talents: Robust or The Hardening
Physician (pg. 57)
Doktor: Skills: Substitute Consume Alcohol for Trade (Apothecary), Leadership or
Guile, Substitute Research for Search. Talents: Add Consume Alcohol. Strike to Injury
or The Hardening
Priest (pg. 58)
Initiate: Skills: Substitute Research for Search
High Priest: Talents: Acute Sense (Any) or The Hardening
Scholar (pg. 59)
Student: Skills: Substitute Research for Search. Substitute Consume Alcohol for
Endurance. Talents: Add Consume Alcohol.
Wizard (pg. 60)
Wizard’s Apprentice: Skills: Dodge or Search
Master Wizard: Talents: Menacing or The Hardening
Agitator (pg. 61)
Pamphleteer: Skills: Substitute Consume Alcohol for Guile. Talents: Add Consume
Alcohol.
Artisan (pg. 62)
Apprentice Artisan: Skills: Substitute Consume Alcohol for Lore (Any). Talents: Ad
Consume Alcohol.
Master Artisan: Skills: Substitute Research for Search
Beggar (pg. 63)
Pauper: Skills: Substitute Consume Alcohol for Guile. Talents: Add Consume Alcohol
Investigator (pg. 64)
Sleuth: Skills: Climb or Perception. Substitute Perception for Search.
Investigator: Skills: Substitute Consume Alcohol for Endurance Talents: Add Consume
Alcohol
Master Investigator: Talents: Bookish or The Hardening
Merchant (pg. 65)
Trader: Skills: Animal Care or Guile. Substitute Consume Alcohol for Endurance.
Talents: Add Consume Alcohol
Merchant: Skills: Substitute Lore (Local) for Lore (Any)
Rat Catcher (pg. 66)
Rat Hunter: Skills: Substitute Consume Alcohol for Search. Talents: Add Consume
Alcohol.
Rat Catcher: Skills: Guile or Lore (Poison)
Exterminator: Talents: Substitute Robust for The Hardening
Townsman (pg. 67)
Clerk: Skills: Substitute Consume Alcohol for Endurance. Talents: Add Consume
Alcohol.
Townsman: Skills: Play (Any) or Guile.
Town Councillor: Skills: Substitute Research for Search
Watchman (pg. 68)
Watch Recruit: Skills: Substitute Consume Alcohol for Guile. Talents: Add Consume
Alcohol.
Watch Captain: Talents: Substitute Robust for Menacing
Advisor (pg. 69)
Aide: Skills: Substitute Consume Alcohol for Guile. Talents: Add Consume Alcohol.
Artist (pg. 70)
Apprentice Artist: Skills: Substitute Consume Alcohol for Charm. Talents: Add
Consume Alcohol
Master Artisan: Skills: Substitute Charm for Bribery
Maestro: Skills: Substitute Research for Search
Duellist (pg. 71)
Duelmaster: Skills: Substitute Melee (Basic) for Melee (Any).
Envoy (pg. 72)
Herald: Skills: Athletics or Dodge. Substitute Drive for Language (Any). Substitute
Dodge for Lore (Local). Ride (Horse) or Drive. Row or Guile.
Noble (pg. 73)
Scion: Skills: Substitute Consume Alcohol for Guile. Melee (Fencing or Sword). Talents:
Add Consume Alcohol
Servant (pg. 74)
Menial: Skills: Substitute Perception for Search.
Servant: Skills: Substitute Consume Alcohol for Perception. Talents: Add Consume
Alcohol
Spy (pg. 75)
Informer: Skills: Gamble or Guile.
Spymaster: Skills: Substitute Research for Search
Warden (pg. 76)
Custodian: Skills: Substitute Consume Alcohol for Search. Talents: Add Consume
Alcohol
Seneschal: Skills: Bribery or Guile.
Governor: Skills: Language (Any) or Bibery
Bailiff (pg.77)
Bailiff: Skills: Leadership or Guile.
Hedge Witch (pg.78)
Hedgewise: Talents: Acute Sense (Any) or The Hardening
Herbalist (pg. 79)
Herb Gatherer: Skills: Substitute Lore (Herbs) for Lore (Plants). Substitute Perception
for Search.
Herbalist: Skills: Substitute Consume Alcohol for Perception. Talents: Add Consume
Alcohol
Herbwise: Talents: Substitute Savant (Herbs) for Savant (Palnts)
Hunter (pg. 80)
Trapper: Skills: Substitute Ranged (Sling) for Ranged (Any). Trappings: Sling with 12
Stone Bullets or Hunting longbow with 12 light arrows, or hand span crossbow with 12
light bolts.
Hunter: Skills: Substitute Ranged (Bow) for Search. Talents: Accurate Shot or Rapid
Reload
Huntsmaster: Talents: Substitute “Robust” for “Strike to Injure”
Miner (pg. 81)
Prospector: Skills: Substitute Perception for Search.
Miner: Skills: Substitute Consume Alcohol for Perception. Talents: Add Consume
Alcohol
Mystic (pg. 82)
Fortune Teller: Skills: Dodge or Guile.
Sage: Talents: Read/Write or The Hardening
Scout (pg. 83)
Guide: Skills: Substitute Charm Animal for Search.
Pathfinder: Skills: Haggle or Charm Animal
Villager (pg. 84)
Peasant: Skills: Substitute Consume Alcohol for Guile. Talents: Add Consume Alcohol.
Bounty Hunter (pg. 85)
Thief Taker: Skills: Bribery or Charm. Substitute Charm for Search.
Master Bounty Hunter: Talents: Substitute Accurate Shot for Rapid Reload.
Coachman (pg. 86)
Coachman: Skills: Substitute Consume Alcohol for Cool. Talents: Add Consume Alcohol
Coachman Master: Talents: Substitute Accurate Shot for Sure Shot
Flagellant (pg. 88)
Add the following line: Special: If this is your starting career, you start with the Desperate and
Doomed disorder and the Flagellant talent. Otherwise, you cannot enter this career if you
don't have at least one mental disorder. Flagellants do not wear armour; their holy fervour is
protection enough.
Zealot: Talents: Substitute Read/Write for Flagellant. Read/Write or Stone Soup
Flagellant: Talents: Substitute Flagellant for Battle Rage
Prophet of Doom: Talents: Substitute Battle Rage for The Hardening
Messenger (pg. 89)
Courier: Skills: Substitute Consume Alcohol for Swim. Talents: Add Consume Alcohol
Pedlar (pg. 90)
Pedlar: Skills: Substitute Consume Alcohol for Guile. Talents: Add Consume Alcohol.
Road Warden (pg. 91)
Toll Keeper: Skills: Substitute Consume Alcohol for Guile. Talents: Add Consume
Alcohol. Marksman or Rapid Reload.
Road Captain: Talents: Kingpin or The Hardening
Witch Hunter (pg. 92)
Interrogator: Skills: Substitute Consume Alcohol for Endurance. Talents: The
Hardening or Consume Alcohol.
Witch Hunter: Skills: Melee (Basic or Sword). Gossip or Search. Talents: Marksman or
Rapid Reload.
Inquisitor: Skills: Substitute Endurance for Gossip or Search.
Boatman (pg. 93)
Boat Hand: Skills: Substitute Consume Alcohol for Lore (Local). Talents: Add Consume
Alcohol.
Huffer (pg. 94)
River Guide: Skills: Substitute Consume Alcohol for Endrance. Talents: Add Consume
Alcohol.
Riverwarden (pg. 95)
Shipsword Master: Talents: Kingpin or The Hardening.
Riverwoman (pg. 96)
Greenfish: Skills: Substitute Consume Alcohol for Melee (Brawling). Talents: Add
Consume Alcohol.
Seaman (pg. 97)
Landman: Skills: Substitute Consume Alcohol for Guile. Talents: Add Consume Alcohol.
Seaman: Talents: Strong Legs or The Hardening.
Seaman (pg. 98)
River Runner: Skills: Substitute Consume Alcohol for Search. Talents: Add Consume
Alcohol.
Stevedore (pg. 99)
Dockhand: Skills: Substitute Consume Alcohol for Melee (Brawling). Talents: Add
Consume Alcohol.
Foreman: Skills: Leadership or Search.
Wrecker (pg. 100)
Dockhand: Skills: Substitute Consume Alcohol for Gamble. Talents: Add Consume
Alcohol.
Wrecker Captain: Talents: In-Fighting or The Hardening.
Bawd (pg. 101)
Hustler: Skills: Substitute Consume Alcohol for Guile. Talents: Add Consume Alcohol.
Charlatan (pg. 102)
Swindler: Skills: Substitute Consume Alcohol for Guile. Talents: Add Consume Alcohol.
Con Artist: Skills: Substitute Lore (Heraldry) for Search.
Scoundrel: Skills: Substitute Research for Lore (Heraldry).
Fence (pg. 103)
Broker: Skills: Substitute Consume Alcohol for Guile. Talents: Add Consume Alcohol.
Black Marketeer: Skills: Substitute Research for Search.
Grave Robber (pg. 104)
Body Snatcher: Skills: Substitute Dodge for Search. Talents: Add Consume Alcohol.
Grave Robber: Skills: Bribery or Dodge. Lore (Medicine) or Guile Talents: Night Vision
or The Hardening
Outlaw (pg. 105)
Brigand: Skills: Substitute Consume Alcohol for Climb. Talents: Add Consume Alcohol.
Outlaw Chief: Talents: Substitute Rapid Reload for Accurate Shot
Bandit King: Talents: Fearless (Road Wardens) or The Hardening. Substitute “Robust”
for “Rapid Fire”.
Racketeer (pg. 106)
Thug: Skills: Substitute Consume Alcohol for Guile. Talents: Add Consume Alcohol.
Gang Boss: Talents: Substitute “Robust” for “Hardy”
Thief (pg. 107)
Prowler: Skills: Substitute Dodge for Search.
Thief: Skills: Lore(Local) or Dodge
Witch (pg. 108)
Hexer: Skills: Channelling or Channelling (Dahr). Talents: Criminal or The Hardening
Witch: Skills: Dodge or Guile. Melee (Polearm) or Search
Warlock: Skills: Lore (Magic) or Channelling (Dahr). Talents: Luck or Chaos Magic
(Demonology)

Cavalryman (pg. 109)


Cavalryman: Skills: Substitute Consume Alcohol for Melee (Sword). Talents: Gunner or
Drilled. Add Consume Alcohol.
Cavalry Sergeant: Talents: Substitute Fast Shot or Resolute.
Cavalry Officer: Talents: Substitute Accurate Shot for Sure Shot or Strike Mighty Blow.
Substitute Robust for Hardy or The Hardening.
Guard (pg. 110)
Sentry: Skills: Substitute Consume Alcohol for Ranged (Crossbow). Talents: Add
Consume Alcohol. Trappings: Add hand span Crossbow with 12 light bolts
Guard: Skills: Melee (Polearm or Two-Handed).
Honour Guard: Skills: Melee (Two-handed or Sword) Talents: Fearless (Intruders) or
Drilled.
Guard Officer: Talents: Substitute Robust for Hardy
Knight (pg. 111)
Knight: Talents: Menacing or Drilled. Seasoned Traveller or Resolute.
First Knight: Skills: Substitute Consume Alcohol for Melee (Any). Talents: Fearless
(Any) or Unshakable. Substitute Unshakable for Furious Assault. Add Consume Alcohol
or The Hardening.
Pit Fighter (pg. 112)
Pit Fighter: Talents: Dual Wielder or Strike Mighty Blow.
Pit Champion: Skills: Substitute Consume Alcohol for Entertain (Storytelling). Talents:
Add Consume Alcohol. Substitute Robust for Hardy
Protagonist (pg. 113)
Protagonist: Skills: Substitute Charm for Guile.
Hitman: Skills: Navigation or Stealth (Urban).
Assassin: Skills: Entertain (Acting) or Lore (Poison). Talents: Substitute Accurate Shot
for Deadeye Shot.
Slayer (pg. 114)
Add the following line: Special: If this is your starting Career, you start with the Slayer Talent.
Slayers do not wear armour neither fight with a shield.
Troll Slayer: Skills: Substitute Consume Alcohol for Athletics. Talents: Dual Wielder or
Strike Mighty Blow. Add Consume Alcohol.
Giant Slayer: Talents: Substitute Reversal for Robust.
Dragon Slayer: Talents: Relentless or Strike to Injure. Substitute Robust for Reversal.
Daemon Slayer: Talents: Strike Mighty Blow or Reaction Strike.
Soldier (pg. 115)  Foot Soldier
Recruit: Skills: Play (Drum or Fife) or Ranged (Crossbow).
Soldier: Skills: Substitute BS for S as career characteristic. Substitute Consume Alcohol
for Intimidate. Substitute Ranged (Any) for Melee(Any). Talents: Rapid Reload or
Combat Reflexes.
Sergeant: Talents: Unshakable or The Hardening. Warleader or Combat Master.
Officer: Talents: Public Speaking or Strike to Injure. Seasoned Traveller or Furious
Assault
Warrior Priest (pg. 116)
Priest Captain: Skills: Substitute Consume Alcohol for Lore (Any). Talents: Fearless
SKILLS & TALENTS
Skills (pg. 117)
Determining your skill level (pg. 117)
You are considered Trained on a skill if you have 5 or more advances on it.

Basic and Advanced Skills (pg. 117)


You may only Test an Advanced Skill if you are Trained on it.

Grouped Skills and Specialization (pg. 118)


Substitute three paragraphs following “Example: Theodora…” including that one, for the
following:
“Each Specialization is handled like a unique Skill. Nevertheless, for Grouped Skills belonging to
the Advanced Skill category, such as Lore or Language, once you are Trained on a
Specialisation belonging that Grouped Skill, you may attempt tests of other Specialisations
belonging to the same Grouped Skill. Such a test bears a penalty between -10 to -60
determined by the GM. The penalty is determined based on how far apart those
Specialisations fall.
Example: Sigrid has 8 Advances in the Basic Skill, Entertain (Singing), but nothing in Entertain
(Acting). This means she Tests her Fellowship of 41 when attempting to act, and Tests 49 when
singing (41+8=49). By comparison, Theodora is Trained in the Advanced Skill Animal Training
(Pigeons), but has no Advances in Animal Training (Horses). This means she can use the Skill to
train her pigeons to drop bombs on unsuspecting enemies normally, but she will suffer an
extra penalty determined by the GM (suggested of -40) to train her horse to do the same, as
she has little idea how to train horses.”

Master Skill list (pg. 118)


Substitute any instance that makes reference to having the skill or possessing the skill or
having a single Advance on the skill for “Being Trained”. For a complete list of changes see
Appendices I.

Consume Alcohol (pg. 121)


Consume Alcohol is no longer a skill. Now it is handled with the Endurance skill instead
following the rules described here, substituting Consume Alcohol for Endurance in the
description.

Drive (pg. 122)


Substitute the Crashing paragraph for “Occupants of Crashing vehicles usually suffer 1d10
Wounds modified by Toughness Bonus per 2 points of movement or fraction of the vehicle.
Half that number (rounded up) if the vehicle was moving slowly (the equivalent of walking
speed in the Movement Table of page 165). Double that number if the crashing occurs against
a vehicle moving in opposite direction, (as determined by the GM). If a double (or triple or so)
is rolled, you also suffer a critical wound. Crashed vehicles must be repaired by someone with
an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Spare wheels can
be installed by anyone with a Drive Test or with an appropriate Trade Test.

Example: The coach occupied by Brigitta (Movement 6) suffers and accident. She has a TB of 3,
as a result she suffers 3d10 - 9 (3xTB = 9) wounds. She rolls 3, 3, 7 and she suffers 4 wound. As
she rolled a double she also suffers one critical wounds. Should the coach have been moving at
the equivalent of a walking speed (roughly 12 yards per round), she would have only suffered
2d10 - 6 wounds. If the coach would have collided against a vehicle moving in the opposite
direction, she would have suffered 6d10 - 18 wounds.”

Guile (Fel) basic (pg. 123) *NEW SKILL*


Sneaky, cunning, and surreptitious social interaction. Use this skill to deceive, lie, confuse, or
sow seeds of doubt. Also covers using non-verbal innuendo and cues. Guile checks that involve
duping, misleading, or fooling someone are generally opposed by the target's Intuition. Guile
checks aimed at rattling, deceiving, or distracting someone are generally opposed by the
target's Cool.
Intuition (pg. 124)
Change “In combat, a successful Intuition Test may be used to give you +1 Advantage as you
weigh the environment and your opponents. You may continue building Advantage in
subsequent turns providing you are able to observe your targets and are not interrupted (such
as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in
this manner.” by “In combat, you can perform an Extended Intuition Test as you weigh the
environment and your opponents. You may continue building this bonus in subsequent turns
providing you are able to observe your targets and are not interrupted (such as being
attacked). Each SL scored in this Test grants you a +10 bonus on a Test of your choice; you may
gain a maximum bonus equal to your Intelligence in this manner.

Leadership (pg. 126)


Change “Further, Leadership can be used to transfer Advantage to allies able to hear you;
following a successful Leadership Test, you may transfer an Advantage to one ally of your
choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your
choice within earshot” by “Further, Leadership can be used to gran bonuses to allies, following
a successful Leadership Test, you may distribute any bonus you have accumulated, like the one
obtained by using the Intuition skill, among any allies of your choice within earshot.”

Lore (pg. 126)


Change “In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with
your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky
cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical
device. You may continue building Advantage in subsequent turns providing the circumstances
are correct (as determined by the GM) and you are not interrupted; you may gain a maximum
Advantage equal to your Intelligence Bonus in this manner.” by “In combat, successful Lore
Tests may be used in the same fashion as Intuition to confer a +10 bonus per scored SL to a
Test of your choice if appropriate (with your GM’s approval). For instance, Lore (Geology) may
give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a
foe armed with a complex mechanical device. You may continue building this bonus in
subsequent turns providing the circumstances are correct (as determined by the GM) and you
are not interrupted; you may gain a maximum bonus equal to your Intelligence in this
manner.”

Outdoor Survival (pg. 127)


Change “When fighting in the wilderness, you may make an Outdoor Survival Test to receive
+1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your
Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use
to your advantage.” by “When fighting in the wilderness, you may make an Extended Outdoor
Survival Test to receive +10 bonus per scored SL to a Test of your choice, in the same way as
Intuition, to a maximum bonus equal to your Intelligence, as you spy out treacherous and
advantageous terrain that you can best use to your advantage.”

Perception (pg. 127)


Substitute the sentence “Your ability to notice things with your senses” for “A measure of how
alert a character is, and your ability to notice things with your senses”. Substitute the sentence
“Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand
or Stealth.” for “Perception is also used to passively detect hide things through Skills such as
Sleight of Hand or Stealth.”

Perform (pg. 127)


Substitute “and Advantage” for “a bonus”.

Pray (pg. 128)


Change “In combat, if your GM deems it appropriate considering your circumstances and faith,
you may use Pray to meditate and focus your mind. Each round you spend praying in combat
— and making a successful Pray Test — gives you +1 Advantage. You can gain additional
Advantage this way, up to a maximum of your Fellowship Bonus.” by “In combat, if your GM
deems it appropriate considering your circumstances and faith, you may take an Extended
Pray Test to meditate and focus your mind. Each SL scored in this Test grants you a +10 bonus
on a Test of your choice; you can gain a bonus this way up to a maximum of your Fellowship.”

Search (Int) basic (pg. 128) *SUBSTITUTES Research (Int) Advanced*


Use this skill to actively check an area for clues, hidden doors, traps, creatures, or in general,
any sort of information. Simply being Trained in the Search Skill indicates that given enough
time, you don't need to Test to find information that has not been purposely hidden.
Otherwise, this skill may be opposed by the Stealth of the character who is hiding, or the Slight
of Hand of the character who has hidden the object or clue, or you may need to score a certain
amount of SL on an Extended Search Test. The use of this skill marks several hours of
continuous search.
You can also use this skill to pull useful and frequently obscure knowledge from libraries and
other such storehouses of information. In this case, the GM may require you to have the
Read/Write Talent (see page142) or being Trained in other related skills such as an appropriate
Lore.
This skill can locate a locked case or rare-book special collection, but Charm, Bribery, Guile,
Intimidate or special credentials may have to be used to get access to the books or information
in question.
Stealth (pg. 130)
After Perception Skill add if the opponent is not actively looking for you, or Search if he is
actively looking.

Talents (pg. 132)


Talent Format (pg. 132)
Test: Add “In a given successful Skill Test you cannot get bonus SL from two different talents,
only apply the highest.”

Master Talent List (pg. 132)


The following Talents are modified to account for the replacement of the Advantage
mechanics.

Accurate Shot (pg. 132)


Max: Ballistic Skill Bonus
You are an exceptional shot, reduce the Inaccurate X rating of your weapon by your level of
Accurate Shot.

Acute Sense (Sense) (pg. 132)


Max: Initiative Bonus
Test: Perception (Sense)
One of your primary five senses is highly developed, allowing you to spot what others miss.
You may take Perception Tests to detect normally imperceptible details with the associated
sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else’s
eyeshot, smelling an almost odourless poison, hearing the breath of an unmoving mouse
within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same
brewer have been drawn from two different barrels. Additionally, when testing Perception
(Sense), you may reverse the dice of any failed Test if this will score a Success.

Alley Cat (pg. 132)


Max: Initiative Bonus
Test: Stealth (Any)
You are at home in shadowy backstreets. When using Stealth (Urban), you may reverse the
dice of any failed Test if this will score a Success.

Battle Rage (pg. 133)


Max: Willpower Bonus
You are better able to control your Frenzy in combat. At the beginning of any of your Turns,
you can enter Frenzy with a successful Cool Test without the need of spending an Action.
Further, you can end your Frenzy with a successful Cool Test at the end of any round.

Beat Blade (pg. 133)


Max: Weapon Skill Bonus
Tests: Melee (Fencing or Sword) for a Beat Blade
You are trained to make sharp controlled blows to your opponent’s weapon, creating an
opening for an attack or simply impeding an incoming attack. For your Action, you can choose
to Beat Blade before rolling. Perform a Challenging (+0) Melee Test; if successful, choose one:
suffers -10%, and suffers a further -5% per SL you score on his next attack against you, or
suffers -5%, and suffers a further -5% per SL you score on his next defence against you. This
Test is not Opposed. This Talent is of no use if your opponent has no weapon, or has a larger
Size than you (see page 341).

Beneath Notice (pg. 133)


Max: Fellowship Bonus
Tests: Stealth when in plain sight
The high and mighty pay no attention to your presence, knowing you are well beneath their
notice. Assuming you are properly attired and not in an incongruous position, those of a higher
Status Tier will normally ignore you unless your presence becomes inappropriate, which can
make it very easy to listen into conversations you perhaps shouldn’t. Further, characters with a
higher Status Tier than you will not target you in combat unless you prove to be a serious or
the only threat (at the GM discretion), as there is nothing to be gained for defeating such a
lowly cur.

Berserk Charge
Substitute “on a Round when you Charge” for “on a Turn when you Charge”.

Blather (pg. 133)


Substitute all instances of “Charm” for “Charm or Guile”.

Bookish (pg. 134)


Substitute all instances of “Research” for “Search in a Library, Archive or similar to find
information”.

Careful Strike (pg. 134)


Max: Initiative Bonus
Tests: Melee when aiming
You are skilled at hitting your enemy exactly where you want to. If your target is wearing a
piece of armour with the Partial flaw, you ignore that piece of armour APs, CDR and Qualities
regardless of the attack roll.

Carouser (pg. 134)


Max: Toughness Bonus
Tests: Charm and Gossip at Parties.
You are a seasoned drinker and know how to party hard. You may reverse the dice of any
failed Endurance Test related to Consume Alcohol if this will score a Success.

Cat-tongued (pg. 134)


Tests: Guile when lying
Like Ranald the Trickster God, you blend truth and lies as if there were no difference. When
using Guile to lie, on a successful check you can choose to either use your rolled SL, or the
number rolled on your units die.

Combat Master (pg. 134)


Max: Agility Bonus
Your accumulated years of combat experience allow you to keep lesser fighters at bay. For
each level in this Talent, you can oppose one extra opponent each round before your
opponents start getting bonuses against you for out- numbering.
Combat Reflexes (pg. 135)
Substitute “Add 10” for “Add 20”.

Commanding Presence (pg. 135)


Max: Fellowship Bonus
Tests: Leadership
Your presence fills others with hushed awe and admiration. Such is your aura of authority,
when using your Leadership on those with a lower Status than yours, on a successful check you
can choose to either use your rolled SL, or the number rolled on your units die. Of course,
enemies are still no more likely to respect or obey you, but the common folk rarely stand
against you.

Concoct (pg. 135)


Substitute all instances of “Lore” for “Trade”

*NEW* Consume Alcohol


Max: Toughness Bonus
Test: Endurance Test related to Consuming Alcohol
You may fail a number of extra Tests equal to your level in Consume Alcohol before becoming
Stinking Drunk.

*NEW* Cut & Thrust


Available: To any character with 10+ advances in Melee(Sword)
Max: 1
Test: Melee(Sword)
Attacks made with weapons of the Sword group gain one level of Impale (if your weapon has
no Impale Quality, it gains Impale 0).

Deadeye Shot (pg. 135)


Max: 1
You always hit an opponent right between the eyes… or wherever else you intended to hit.
Increase the Impale rating of your ranged weapon by 1. If your weapon has no Impale rating,
the first level of this talents gives Impale 0.

Disarm (pg. 136)


Test: Melee (Fencing, Parry or Sword) Tests concerning this Talent.

Distract (pg. 136)


Substitute “can gain no Advantage” for “reduces his Combat Initiative by –2 per time you have
this Talent”

Drilled (pg. 136)


Max: Willpower Bonus
Tests: Melee and Psychology Tests when beside an ally with Drilled
You have been trained to fight shoulder-to-shoulder with other soldiers. When standing beside
an active ally with the Drilled Talent, you automatically assist each other in all Melee and
Psychology Tests.
Dual Wielder (pg. 136)
Max: 3
When armed with two weapons, you may attack with both for your Action. Roll to hit with the
weapon held in your primary hand. If you hit, determine Damage as normal, then you can
make an extra attack with your off-hand weapon. For this second attack, modify your skill by
your off-hand penalty (–20 unless you have the Ambidextrous Talent). This second attack is
Opposed with a new defending roll, and damage for this second strike is calculated as normal.
If you choose to attack with both weapons, all your defensive rolls until the start of your next
Turn suffer a penalty of –10. Each time after the first that you take this talent, reduce the off-
hand penalty by 10.

Enclosed Fighter (pg. 137)


Max: Agility Bonus
Tests: Dodge in enclosed environments
You have learned to make the most benefit out of fighting in enclosed spaces. Your melee
weapon counts as one level shorter per level of Enclosed Fighter when accounting for
penalties to Melee caused by confined spaces such as tunnels, the frontline, small fighting pits,
and similar, and can use the Dodge Skill, even if it would normally be disallowed due to lack of
space.

Fast Hands (pg. 137)


Max: Dexterity Bonus
Tests: Sleight of Hand
You can move your hands with surprising dexterity. When using your Sleight of Hand on
bystanders, on a successful check you can choose to either use your rolled SL, or the number
rolled on your units die. Further, attempts to use Melee (Brawling) to simply touch an
opponent gain a bonus of +10 × your level in Fast Hands.

Fearless (Enemy)
Max: Willpower Bonus
Tests: Cool to oppose your Enemy’s Intimidate, Fear, and Terror
You are either brave enough or crazy enough that fear of certain enemies has become a
distant memory. When testing Cool to resist Intimidate, Fear or Terror from the specified
Enemy, you may reverse the dice of any failed Test if this will score a Success. Typical enemies
include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

Feint (pg. 137)


Substitute all instances of “Fencing” for “Fencing or Sword”.

Flagellant (pg. 138)


Max: Toughness Bonus
Tests: Cool Test for resisting the Ruinous Powers
You have dedicated your pain to the service of your God. Each day, you must spend half a bell
(half an hour) praying as you maintain a number of Wounds suffered equal to your level in
Flagellant. Until you next sleep, if you have the Robust Talent you may spend one point of
Resolve to double your level in the Robust talent for that round.
The Robust Talent is added to the Talent list of any career you are in. Should you fail to
flagellate yourself on any given day, or allow your castigated flesh to be healed, you may not
spend any Resilience or Resolve until you flagellate yourself again.
Frightening (pg. 138))
Max: Strength or Willpower Bonus (choose one the first time you pick up this talent)

Furious Assault (pg. 138)


Max: 1
Your blows follow one another in quick succession, raining down on your opponents with the
fury of Ulric. Once per Round, if you hit an opponent in close combat, you may immediately
make an extra attack against the same target.

Gunner (pg. 138)


Max: 1
You can reload blackpowder weapons with practiced ease. Reduce the Reload rating of your
Blackpowder weapon by 1.

Implacable (pg. 138)


Max: Toughness Bonus
It takes a lot to finish you off. When comparing the number of Critical Wounds to your
Toughness Bonus to determine if your character dies (see Death on pg. 173), consider your
Toughness Bonus as one larger for each level in this Talent.

In-fighter (pg. 139)


Max: Dexterity Bonus
Tests: Melee to enter In-fighting
You are skilled at drawing in close to an opponent. During In-fighting (see page 297), gain a
bonus of +10 to hit your opponent.

Iron Jaw (pg. 139)


Max: 1
You are made of sturdy stuff and can weather even the strongest blows. Whenever you gain
one or more Stunned Conditions, you may make an immediate Challenging (+0) Endurance
Test to not take one of them, with each SL removing an extra Stunned Condition.

Magical Sense (pg. 140)


Tests: Intuition Tests to detect spellcasters
After “whenever you encounter a spellcaster.” add “If the spellcaster has the Magical Sense
talent, the check is opposed by the spellcaster's Cool instead.”

Master Orator (pg. 140)


Substitute “Charm” for “Charm, Guile or Leadership".

Menacing (pg. 140)


Max: Strength or Willpower Bonus (choose one the first time you pick up this talent)
Tests: Intimidate
You have an imposing presence. When using the Intimidate Skill, you may reverse the dice of
any failed Test if this will score a Success

Mimic (pg. 141)


Tests: Entertain (Acting) and Language Tests where accents are important

Night Vision
Remove the Tests line
Old Salt (pg. 141)
Max: Agility Bonus
Tests: Sail (any Sea-worthy Vessels)
You are an experienced seaman, and are very used to sea life. You can ignore -10 negative
modifier per level of Old Salt to Tests at sea derived from poor weather, rolling ships, and
similar. Further, you count as two seamen per level of Old Salt towards the minimum number
of crew to pilot a sea-going vessel.

Public Speaker (pg. 142)


Substitute “Charm” for “Charm or Guile ".

Rapid Fire
Max: 1
If you have a bow, throwing weapon or a ranged weapon with the Repeater Quality, at the
price of giving up accuracy, you can increase your rate of fire. You can shot twice per turn.
When doing so, your weapon gains Inaccurate 2. Shooting twice in a turn requires both, your
Action and Move.

Rapid Reload (pg. 142)


Max: 1
You can reload ranged weapons with practiced ease. Reduce the Reload rating of your weapon
by 1.

Relentless (pg. 142)


Max: 1
When you have your mind set on a target, there is nothing anyone can do to stop you reaching
them. You can disengage for free from a number of targets equal to your level of Relentless.

Resistance (Threat) (pg. 143)


Max: Toughness Bonus
Tests: All those to resist the associated Threat
Your strong constitution allows you to more readily survive a specific threat. You may reverse
the dice of a failed Test to resist the specified threat if this will score a Success. You may do so
a number of times per session equal to the levels on this talent.

Resolute (pg. 143)


Add Tests: Melee on the turn you Charge

Reversal (pg. 143)


Max: Weapon Skill Bonus
You are used to desperate combats, able to turn even the direst circumstances to your
Advantage. If you win an Opposed Melee Test when defending, if you attack this opponent on
your next turn, your attack gains +SL equal to your Reversal level.

Riposte (pg. 143)


Max: Agility Bonus
Conforming to ‘the best defence is offence’, you respond to an incoming attack with a
lightning-fast counterstrike of your own. If your weapon is of the Fencing or Sword groups, you
may cause Damage when you are attacked, just as if it was your Action. You can Riposte a
number of attacks per round equal to your Riposte level.
River Guide (pg. 143)
Max: Initiative Bonus
Tests: Any Lore Test concerning river matters
You know all the tricks for navigating dangerous rivers. When testing Navigation, you can
ignore -10 negative modifier per level of River Guide for passing through dangerous river
waters. Further, if you have the appropriate Lore (Local) Skill, you may reverse the result if it
will score a success.

Rover (pg. 143)


Max: Agility Bonus
Tests: Stealth Tests
You are at home roaming the wild places. When using Stealth (Rural), you may reverse the dice
of any failed Test if this will score a Success.

Scale Sheer Surface (pg. 144)


Substitute “any penalties” for “-10 penalty per level of Scale Sheer Surface”.

Shadow (pg. 144)


Max: Agility Bonus
Tests: Any Test involving Shadowing
You are skilled at following people without being spotted. When using the Shadowing rules on
page 130, you may reverse the dice of a failed Test if this will score a Success. If you have
another talent that allows you to reverse the dice on a failed test, on a successful check you
can choose to either use your rolled SL, or the number rolled on your units die.

Sharpshooter (pg. 145)


Max: Willpower Bonus
Tests: Ranged when Aiming
You can make aimed shots of exceptional accuracy. For each Movement or Action that you
spend aiming, you get a +15 bonus, instead of the normal +10, to your next Ranged Skill Test.

Shieldsman (pg. 145)


Max: Strength Bonus
You are skilled at using your shield to manoeuvre others in combat so you can take advantage
of a desperate situation. When using a Shield to defend, if you lose the Opposed Test, your
next Opposed Melee Test gains +SL equal to your Shieldsman level.

Slayer (pg. 145)


Max: 1
When determining Damage use your opponent’s Toughness Bonus as your Strength Bonus if it
is higher; always determine this before any other rules modify your Strength or Strength
Bonus. Further, if your target is larger than you, and your score a Critical (see page 159), roll
one extra d10 to calculate the inflicted extra wounds per size step larger your target is (so, 1
step = +1d10, 2 steps = +2d10, 3 steps = +3d10 and so on).

Sniper (pg. 145)


Max: 1
Distance is of no import to your shooting skills, and you are just as adept at picking off far away
targets as those nearby. You suffer no penalties for shooting at Long range, and half the
penalties for Extreme range.
Speedreader (pg. 145)
Max: Intelligence Bonus
Tests: Search and Language Tests where speed of reading is important.
You read books at a voracious pace. When searching in a Library, archive or similar to find
information, you may reverse a failed Search Test if this will grant success. If you have another
talent that allows you to reverse the dice on a failed test, on a successful check you can choose
to either use your rolled SL, or the number rolled on your units die. If the speed at which you
read is important during combat, a successful Language Test lets you read and fully
comprehend a number of pages per Round equal to your SL plus Speedreader level (minimum
of 1, even if you fail the Test).

Step Aside
Max: 1
You are skilled at being where enemy weapons are not. If you use Dodge to defend against an
incoming attack and win the Opposed Test, you may move up to 2 yards as you dive away, and
no longer count as Engaged. None of your opponents will gain a Free Attack when you do this.

Strike Mighty Blow (pg. 145)


Max: SB/2
You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with
melee weapons. Twice your level of Strike Mighty Blow if your weapon has the Damaging
Quality.

Strike to Injure (pg. 146)


Max: 2
You are an expert at striking your enemies most vulnerable areas. Increase the Impact rating of
your weapon by 1 for each level of your Strike to Injure talent. If your weapon has no Impact
rating, the first level of this talents gives Impact 1.

Strike to Stun (pg. 146)


Tests: Strength Test when trying to Stun
You know how to hit an opponent to bring him down fast. You count all improvised weapons
as having the Pummel Quality, and you can treat any weapon as an Improvised weapon.

Sure Shot (pg. 146)


Max: IB/2
You know how to find the weak spots in your target You deal your Sure Shot level in extra
Damage with all ranged weapons. Twice your level of Sure Shot when you score a critical hit.

*NEW* The Hardening (pg. 146)


Max: Willpower Bonus
Your mind is quite resistant to the ravaging events of the mind. You may gain extra Insanity
points equal to your level of The Hardening before having to Test to see if you become insane.

Trapper (pg. 147)


Tests: Perception or Search to spot traps, Set Traps
Tunnel Rat
Max: Agility Bonus
Tests: Stealth Tests
You are at home in tunnels, sewers, and other underground environments. When using Stealth
(Underground), you may reverse the dice of any failed Test if this will score a Success.

Waterman (pg. 147)


Substitute “all negatives” for “-10 negative per level of Waterman”. After “two boatmen” add
“per level of Waterman”

Witch! (pg. 147)


Max: 1
Remove “You can do this a number of times equal to your level in this Talent.”
RULES
Combat (pg 156)
Determine Hit Location (pg. 159): This mechanic is removed from the game.

Deathblow (pg. 160): Change the Sentence “You may keep doing this a number of times equal
to your Weapon Skill Bonus…” by “You may keep doing this a number of times equal to half
your Weapon Skill Bonus rounded up…”

Ranged Combat (pg. 160)


Substitute the second bullet “• You cannot make ranged attacks whilst Engaged, unless you
are armed with a ranged weapon that has the Pistol Quality (see Chapter 11: Consumers’
Guide).” for “• You cannot make ranged attacks whilst Engaged”.

Substitute the third bullet “• If you use your Ranged Skill when you are Engaged with your
target, the target may Oppose your attack with any Melee Skill.” for “• Ranged weapons but
those from the Entangling, Explosives and Throwing groups must be loaded before they can be
fired. Unless otherwise specified, it takes two hands and your movement, or your action, to
load a single ranged weapon.”

Combat Difficulty (pg. 161)


1) Aiming: Choose a target; you gain a cumulative +10 to your next Ranged Test against it
for each of your Movements or Actions that you spend aiming at it. If you interrupt
your Aiming to do something else, or if your target is no longer available, you lose all
the accumulated bonuses.
2) Remove the “Average +20 Attacking an Engaged opponent in the sides or rear” bonus,
this is already accounted by the Outnumbered rules. Instead add “Easy +40 Attacking a
surprised or otherwise unaware opponent (see Surprised condition on pg. 169)”.

Outnumbering (pg. 162): After you defend from your first opponent each Round, each
additional opponent receives a cumulative +20 bonus to his Melee Skill (to a maximum of +60
as normal) when attacking you. Notice that the bonus is per extra opponent attacking and it is
not related to how many attacks an opponent can do.

Grappling (pg. 163): In the first paragraph, substitute the sentence “If you begin your turn
Grappling, you may break the Grapple if you have a higher Advantage than your opponent”
with “If you begin your turn Grappling, you may break the Grapple if you have no Entangled
conditions”. Substitute the last paragraph for “Defending yourself from melee attacks when
you are locked in a grapple is a hard thing to do. If you are locked in a grapple and you have
less Entagled conditions than your opponent, your attempts to oppose melee attacks are
Difficult (-10), if you have more entangled conditions than your opponent your attempts to
oppose melee attacks are Hard (-20).”

Mounted Combat (pg. 163): Substitute the +20 bonus for: “Any melee attack from a Rider on a
target smaller than their Mount gains a bonus of +10 to hit.”
Gaining Advantage (pg. 164): This mechanic is removed from the game.

Moving (pg. 164)


Disengaging: (pg. 165):
- If outnumbered: If during your enemies’ turn you defended successfully from all the
incoming melee attacks, you can move away from your opponents without penalty.
- If not outnumbered: As above or, you can also disengage without penalty if during
your current turn you have succeeded on an opposed test against an opponent.
- Use Dodge: Remains unchanged.
- Fleeing: Remains unchanged.

Free Attacks (pg. 338): A Free Attack is a normal Ballistic or Weapon Skill attack that does not
use your Action on your Turn. Only one free attack can be activated per successful BS or WS
attack and each different source of a Free Attack can only be activated once per turn, i.e. after
a successful WS attack, a monster could activate Stomp, if the stomp is also successful it could
not activate Stomp again but it could activate Bite if it possesses such an attack.

Falling (pg. 166)


When falling, you suffer 1d10 - TB wounds for every yard you fall, you also gain the Prone
Condition. For each double (or triple or so) that is rolled, you also suffer a Critical Wound.
Example: Brigitta falls from 6 yards while in a roof-top purse of some thieves. She has a TB of 3,
as a result she suffers 6d10 - 18 (6xTB = 18) wounds. She rolls 3, 3, 7, 6, 6 and 8. She suffers 15
wounds. As she rolled two doubles she also suffers two critical wounds. Unfortunately, 15
wounds bring her wounds below zero, therefore Birgitta suffers a third critical wound. It does
no look good for Birgitta.
If you are purposefully falling — or, if you prefer, jumping downwards — you can attempt an
Average (+20) Athletics Test to lessen the damage you may sustain. If successful, you count as
having fallen 1 less yard, plus an extra yard less per SL scored.
If you reduce the distance you count as having fallen to 0 or less, you will suffer no Damage
from the fall.

Conditions (pg. 167)


Multiple Conditions (pg. 167): Penalties suffered are stacked to a maximum of -30.

Ablaze (pg. 168): After “One Ablaze Condition can be removed with a successful Athletics Test,
with each SL removing an extra Ablaze Condition” add “During combat, you can do this as part
of your Action or Movement.”

Entangled (pg. 168): You are wrapped in something restricting your movement; it could be
ropes, spider’s webbing, or an opponent’s bulging biceps. On your turn, you may not Move,
and all your actions involving movement of any kind suffer a penalty of –10. For your Action,
you can remove an Entangled Condition if you win an Opposed Strength Test against the
source of the entanglement, with each SL removing an extra Entangled Condition. If your
opponent is 1 Size step larger than you, he can use his Movement as well to try to free himself.
If he is 2+ Size steps larger, it simply breaks free, with no Action or Movement required.

Getting Tired (pg 168):


After a number of Rounds of continued exertion equal to your Toughness Bonus, do an
Average (+20) Endurance Test. If you fail, gain 1 Fatigued Condition and you'll have to Test
again after TB rounds. If you pass, each SL extends how many rounds pass before you need to
Test again, increase the difficulty of the test by one.

Fate & Resilience (pg. 170)


Spending Resolve (pg. 171)
Add the following bullet:
 Turn a failed Armour Deflection roll into a 10.

Regaining Resilience and Resolve (pg. 172)


Each PC regains 1 Resolve point at the beginning of each session. Additionally, Resolve points
are regained for manifesting the character's Motivation in a convincing and entertaining
manner. Entertaining doesn't only mean funny – we all enjoy a good dramatic performance
now and again. This award is given when playing a Motivation serves a purpose and drives the
game in an unforeseen way or makes life difficult or challenging for the character. It is a very
open condition, so there’s a lot of room to get a character's Motivation involved.
Example: Griselda is a nun with the Motivation ‘Sigmar’. While her allies gossip in a tavern
seeking clues, she overhears a conversation between two patrons discussing how Ulric is the
real patron god of the Empire. Gisela decides not to leave these claims uncontested, takes a
chair and joins the conversation, conflict is served... As this fits her Motivation, her GM decides
to replenish one of her Resolve points.

Injury (pg. 172)


Wounds (pg. 172)
Substitute the last paragraph by “If you take enough Damage that you would be taken to
negative Wounds — say you suffered 5 Damage when you only had 2 Wounds left — you
suffer a Critical Wound, if you suffer more negative Wounds than your Toughness Bonus, you
add +10 to your Critical Table result, if you suffer more negative Wounds than twice your TB,
you add +20 to your Critical Table result and so on. If the same hit that gets you to negative
wounds also inflicted a critical wound i.e. as a result of rolling doubles in combat, add +10 to
your Critical Table result instead of rolling twice, and suffer an Insanity point. Note: You never
actually go into negative.”

Critical Wounds (pg. 172)


Substitute the last paragraph by “If you take enough Damage that you would be taken to
negative Wounds — say you suffered 5 Damage when you only had 2 Wounds left — you
suffer a Critical Wound adding +10 to your Unified Critical Table result. If the same hit that gets
you to negative wounds also inflicted a critical wound i.e. as a result of rolling doubles in
combat, add extra +10 to your Unified Critical Table result instead of rolling twice, and suffer
an Insanity point. Note: You never actually go into negative.”

Critical Tables (pg. 174)


Substitute those tables for the Unified Critical Table. On a critical result referring to an arm or
a leg (or a part of it), randomly determine if it is the left or right one.

Healing Critical Wounds (pg 181)


Substitute “Critical Wounds do not count as healed until all conditions they inflict are
removed, and all non-permanent negative modifiers are resolved” for “Critical Wounds do not
count as healed until all conditions they inflict are removed, all non-permanent negative
modifiers are resolved and you are no longer considered as Wounded (see Healing Wounds in
pg. 181).”

Other Damage (pg. 181


Cold (pg. 181): Substitute the first two sentences by “Your first failure causes a penalty of –10
Ballistic Skill, Agility and Dexterity, and adds a Fatigued Condition. The second failure reduces
all other Characteristics by –10, and adds another a Fatigued Condition.”

Water (pg. 181): Substitute “Intelligence, Willpower, and Fellowship” for “–10 Strength and
Toughness”

Corruption (pg. 182)


Corrupting Influences (pg. 182):
Remove “or Challenging (+0) Cool Test, as determined by the GM — usually physical influences
are resisted with Endurance, spiritual corruption is resisted with Cool.”

Dissolution of Body and Mind (pg. 183)


Change the entry for humans on the table for Body 01 – 80, Mind 81 – 100

Corruption Limits (pg. 183):


Remove “or more mental corruptions than your Willpower Bonus”.

Psychology (pg. 190)


Fear (Rating)
Substitute the first paragraph for “The Fear trait represents an extreme aversion to something.
Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass
on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every
round until your SL equals or surpasses the creature’s Fear rating. If you score an Astounding
Failure or a Fumble on this test, gain 1 Insanity Point. Until you do this, you are subject to
Fear.”

Frenzy
After “Lastly, you gain a bonus of +1 Strength Bonus. Such is your ferocity” add “that you suffer
a penalty of -20 to any skill you use to oppose against incoming attacks.”

Terror (Rating)
At the end of the first paragraph add: “Additionally, gain 1 Insanity Point, gain 2 Insanity Points
instead if you score an Impressive or Astounding Failure.”

Insanity *NEW*
See separated document
BETWEEN ADVENTURES
Endeavours (pg. 195)
Research Lore (pg. 201)
Substitute “If you do not have the correct Lore Specialisation and are literate, you can still
attempt to learn something, but it will take a Difficult (–10) Intelligence Test.” for “you can use
another Lore which is somehow related, see Grouped Skills and Specialization on pg. 118. If
you lack any Lore but are literate, you can still attempt to learn something, but it will take a
Difficult (–10) Intelligence Test.”
RELIGION AND BELIF
Miracles (pg. 222)
Miracles of Myrmidia (pg. 223)
Spear of Myrmidia (pg.224): If wielding a spear, it gains the Impact and Damaging Qualities,
and counts as Magical.”

Miracles of Shallya (pg. 225)


Balm to a Wounded Mind (pg.225): Add “If undisturbed, once awaken, the target makes a
Hard (-20) Cool Test, if successful he removes 1 Insanity Point”.

Miracles of Sigmar (pg. 226)


Sigmar’s Fiery Hammer (pg.226): You chant benedictions of Sigmar’s might. If wielding a
warhammer, it counts as Magical and deals a bonus Damage equal to your Fellowship Bonus.
Greenskins, servants of the Ruinous Powers and Witches also gain the Ablaze Condition and
must pass a Hard (-20) Endurance Test or gain the Prone Condition.”

Miracles of Ulric (pg. 227)


Hoarfrost’s Chill (pg.227): In the last sentence substitute “lose –1 Advantage at the start of
each Round, as they are chilled to the bone” for “must do an Average (+20) Endurance Test at
the start of each Round or suffer from the exposure of Cold (pg. 181)”
Winter’s Bite (pg. 228): Substitute “Stunned Condition” by “Fatigued Condition”.

Miracles of Verena (pg. 228)


Sword of Justice (pg.228): Substitute “If wielding a sword, it ignores APs, and counts as
Magical.” by “If wielding a sword, it ignores APs, gains Wounding X (where X is your Fellowship
Bonus), and counts as Magical.”
MAGIC
MAGIC RULES
Quick-casting (pg. 234)
Normally, a character can only perform one action during his turn. However, spellcasters can
attempt to both channel the Winds of Magic and cast a spell on the same turn, if they are
willing to accept more risk. The difficulty of the Language (Magick) Test for a character
attempting to cast a spell during the same turn he has attempted a Channelling Test is
increased by one, i.e. a Challenging (+0) Test becomes a Difficult (-10) Test. Additionally, any
miscast occurring as a result of the Language (Magick) Test becomes a Major Miscast. Quick-
casting uses both your Action and your Movement for the turn.

Minor Miscast Table (pg. 234): Replace the 31-35 Rupture result text by: “Your nose, eyes, and
ears bleed profusely. Gain 1 Bleeding Condition”.

Ingredients (pg. 236): Add the following sentence: “Ingredients for Petty spells can be
bought for 5 brass pennies each.”

Channelling Test (pg. 237)


Substitute the last sentence and second paragraph for “To channel magic for a spell, make an
Extended Challenging (+0) Channelling Test. If you do not have the appropriate Channelling
specialization or Channelling (Dahr), the Channelling Test becomes one step more difficult,
typically this will be Difficult (-10).
To channel magic for a spell using Qhaysh make a Hard (-20) Channelling (Qhaysh) Test.
Reduce by one the severity of any Miscat resulting from the Channelling or the subsequent
Language (Magick) Test (a Major Miscast becomes a Minor Miscast and a Minor Miscast results
in no Miscast).
Subtract the SL from your Channelling Test from the spell's CN. If the SL of your extended
Channelling test reaches or surpasses the CN of your selected spell, the spell's CN is considered
to be 0. You can cast your spell on the next Round, using the normal Casting, or on the same
round using Quick-Casting, but with the modified CN from your Extended Channelling Test. If
the casting Test fails, you also lose all your channelled magical energy, and suffer a Minor
Miscast as it all writhes free from your Aethyric grasp.”

Critical Channelling (pg. 237)


If you roll a Critical when Channelling, you have channelled a mighty flow of magic and can cast
your spell as if it has Casting Number 0 regardless of the SL you’ve scored in the Extended Test
so far; however, so much magic so quickly concentrated in one place results in some magical
backlash: roll 1d100 on the Minor Miscast Table unless you have the Aethyric Attunement
Talent (see page 132). When Channelling Dhar, count any roll under your Skill ending in 8 as a
Critical. Moreover, each time you roll on a Miscast table as a result of Channelling Dhar, you
also gain 1 Corruption point.
Fumble (pg. 237)
Channelling the Winds of Magic in a large flow is dangerous. You count any double or any roll
ending in a 0 over your Skill as a Fumble, so, 00, 99, 90, 88, and so on.
When Channelling Dhar, count any roll over your Skill ending in 8 as a Fumble as well. If you
fumble a Channelling Test, you suffer a Miscast. Roll 1d100 and consult the Major Miscast
Table. Moreover, each time you roll on a Miscast table as a result of Channelling Dhar, you also
gain 1 Corruption point.
When Channelling Qhaysh, count any roll under your Skill ending in 0 as a Critical.

Dispelling (pg. 237)


If a spell targets you, or a point you can see within Willpower yards, you may oppose the
Casting Test with Channelling as you try to draw the Winds of Magick from your opponent.
Make an Opposed Channelling Test. Unless you have Channelling (Dahr) or Channelling
(Qhaysh), increase the difficulty of your test by one if you attempt to dispel a different Wind of
Magic than that covered by your specialization. If you Fumble your Channelling Test, you suffer
a Minor Miscast. The spell uses the SL of the Opposed Test to determine whether the casting
was successful as normal. You may only attempt to dispel a single spell every Round.
Additionally, the difficulty of Channelling and Language (Magick) Tests performed during your
next turn is increased by one, i.e. a Difficult (-10) Test becomes a Hard (-20) Tests.

Dispelling Persistent Spells (pg. 237): Substitute Language (Magick) for Channelling

Multiple Arcane Lores (pg. 238): Substitute the sentence “You can’t purchase…” for “Once you
have 15 Advances in 8 different Channelling specializations, you gain access to train the skill
Channelling (Qhaysh) and Language (Anoqeyån). You can use Channelling (Qhaysh) to channel
the winds of magic to fuel any spell as described in Channelling Test (pg. 237). Additionally,
you can use Language (Anoqeyån) to cast any spell you would normally be able to cast with
Language (Magik). The test becomes Hard (-20) instead of Challenging (+0). When using
Language (Anoqeyån) any roll ending in a 0 under your Skill counts as a Critical. Finally, once
you have 20 Advances in bot Channelling (Qhaysh) and Language (Anoqeyån), you gain access
to the Talent High Magic.”

Colour Magic (pg. 245)


The Lore of Beast (pg. 245)
At the end of the first paragraph add “Add +10 to attempts to Channel or Cast with Ghur for
each spell of the Lore of Beasts affecting you.”
Amber Talons (pg. 245)
CN: 4
Your nails grow into wickedly sharp talons of crystal amber. Unarmed attacks made using
Melee (Brawling) gain 1 level in the Dual Wielding talent, the Slash quality and count as
magical. For every +2 SL, you may increase the Damage by +1.
The Lore of Death (pg. 246)
At the end of the first paragraph add “Every Fatigued condition, Critical Wound or recently
dead corpse within Willpower Bonus yards adds +10 to attempts to Channel or Cast with
Shyrish.”
Scythe of Shyish (pg. 247): You conjure a magical scythe, which can be wielded in combat,
using the Melee (Polearm) Skill. It acts like a Magical Glaive with a Damage equal to your
Willpower Bonus +4. For every +2 SL, you may increase the Damage by +1. Enemies struck by
the Scythe of Shyish gain 1 Fatigued Condition. A target may only ever have a single Fatigued
Condition gained in this manner at any one time. Enemies with the Undead Creature Trait
suffer extra +Willpower Bonus Damage from attacks with this weapon.

The Lore of Fire (pg. 247)


Flaming Sword of Rhuin (pg. 248)
CN: 6
Substitute “The weapon has Damage +6 and the Impact Quality (see page 298),” for “The
weapon gains a bonus to Damage equal to your Willpower Bonus, counts as magical,”

The Lore of Heavens (pg. 248)


At the end of the first paragraph add “When you spend a fortune point to re-roll or add +1 SL
on a Channel (Aqshy) or Language (Magik) Test, add +20 to the base value of that skill for that
test.”

The Lore of Metal (pg. 249)


Substitute the first paragraph for “The wind of Chamon is very dense, and quickly attaches
itself to metallic substances. Spells from this lore are accompanied with golden light and heat,
and are especially effective against foes foolish enough to encase themselves in metal. Spells
inflicting Damage ignore Armour Points from metal armour, and inflict bonus Damage equal to
the number of Armour Points of metal armour being worn by the target. For every point of
Encumbrance of Gold within Willpower Bonus yards, adds +10 to attempts to Channel or Cast
with Chamon.”
Crucible of Chamon (pg. 249): Add “Armours targeted by this spell gain the Partial flaw, if the
armour already has the Partial flaw, it is destroyed instead.”
Fool’s Gold (pg. 250): Substitute “For the duration of the spell, all metal in the object becomes
gold.” for “For the duration of the spell, up to 1 point of Encumbrance of metal in the object
becomes gold. For every +2SL you can convert another point of Encumbrance of metal into
gold.”

The Lore of Life (pg. 251)


Substitue the sentence “Receive a +10 bonus to Casting and Channelling rolls when in a rural
or wilderness environment.” for “Receive a +10 bonus to Casting and Channelling rolls when in
a rural or wilderness environment and for every creature with the Regenerate Trait within
Willpower Bonus yards.”

Lore of Light (pg. 252)


At the end of the first paragraph add “Receive a +10 bonus to Casting and Channelling rolls
when under direct sunlight.”
Lore of Shadows (pg. 253)
Substitute the sentence “Any protective spells you may cast wreath you in shadows and billow
smoke, making your body insubstantial, possibly even allowing blades to pass through you
seemingly without harm.” for “Receive a +10 bonus to Casting and Channelling rolls at night, in
darkness, or when surrounded by mist or fog.”

Witch Magic (pg. 254)


The Lore of Witchcraft (pg. 255)
Add “Receive a +10 bonus to Casting and Channelling rolls for spells from this Lore.” Remove
the following sentence: “Each time practitioners of Witchcraft roll on a Miscast table, they also
gain 1 Corruption point.”
Curse of Ill-Fortune (pg. 255): CN: 6

Lore of Necromancy (pg. 256)


Screaming Skull (pg. 257): Substitute “Screaming Skull is a magic missile that only affects
targets without the Undead Creature Trait, and has a Damage equal to your Willpower Bonus.”
for “Screaming Skull is a magic missile that only affects targets without the Undead Creature
Trait, and has a Damage equal to your Willpower Bonus ignoring Toughness and Armour.”
The consumers’ guide
Bargaining and Trading (pg. 291)
Substitute “Winning a Haggle Test reduces the price by 10%” for “Winning a Haggle Test
reduces the price by 10% +2% per SL”

Craftsmanship
Item Qualities (pg.292)
Fine: Meticulously crafted to please the eye. This Quality is a sign of social status and can be
taken multiple times. The higher the quality, the more impressive it seems, and related
Fellowship Tests might even gain a +10 bonus.

Shoddy: Hastily crafted by an amateur or fraudster. The item breaks when used in any failed
Test rolling a double. Similarly, Shoddy armour reduces its AP by 2 every time it suffers
damage.

Weapons (pg. 294)


*NEW* Melee Weapons have been added, see Armoury of the Old World

Ranged Weapons (pg. 295)


Crossbow Pistol: Gain the Reload 1 flaw.
Whip: Gains the Distracting quality and the Unwounding flaw.
Dart: Gains the Unwounding flaw.
Rock: Gains the Unwounding flaw.

Ammunition (pg.296)
Bullet and Powder (12): Gains Penetrating 2
Elf Arrow: Gains Penetrating 1

Melee Weapon Group (pg. 296)


Change “If you use a weapon from a Group where you have no Advances, you Test your
Weapon Skill to hit with the weapon.” For If you use a weapon from a Group that you are not
Trained (see pg 117) in, you Test your Weapon Skill to hit with the weapon.

Sword: A new Weapon Group Sword has been added.

WEAPON LENGTH (pg. 297)


If your weapon is longer than your opponents’, they suffer a penalty of –10 to hit you for each
2 levels or fraction of weapon length below yours as you find it easier to keep them at bay.
IN-FIGHTING (pg. 297)
Substitute the first sentence for “As your Action, you can perform an Opposed Melee Test
modified by the Weapon Length to attempt to step inside your opponent’s weapon length.”

Ranged Weapon Groups (pg. 297)


Crossbows and Throwing: Crossbows and Thrown weapons are relatively simple to use. You
can attempt a Ranged (Crossbow) or Ranged (Throwing) Test using your Ballistic Skill and
retaining the weapon’s qualities.

Weapon Qualities (pg. 297)


Weapon Qualities and Flaws have been reworked, see Armoury of the Old World

Armours (pg. 300)


Quick “Abstract” Armour (pg 301)
Hit locations are no longer used. When a character is wearing armour, it protects all locations
(with some exceptions, see the Partial flaw).

The table for quick armour found in pg. 301 has been extended. Qualities, flaws, critical
deflection rules and Armour repair have been reworked. Check Armoury of the Old World.
Henchmen (pg 309)

Small but Vicious Pets


Henchman: Dog
Dogs have a long association with the folk of the Old World. They perform all manner of tasks,
including hunting, herding, entertainment, pulling loads, guarding, going to war,
companionship, and more besides. They are so intertwined with Old World society that its no
surprise many believe dogs were domesticated as Taal's last gift to mortals before renouncing
the mortal plane after the First Great War Against Chaos.
Dog Advance Scheme

Henchman: Cat
Cats have a long association with the folk of the Old World. Insert Text here.
Cat Advance Scheme
NEW TALENT
FATED
Max: 1
You are extraordinarily lucky. Perhaps the Gods have blessed you, or maybe you
can somehow see the crackling skeins of fate spun by the Great Weaver itself.
Gain +1 Fate Point.

Henchman: Horse
Horses have a long association with the folk of the Old World. Insert Text here.
Horse Advance Scheme
Bestiary
Dogs: Add the following skills: Athletics 40, Endurance 30, Melee (Brawling) 30, Perception 45,
Swim 23, Track 55. Add the following Traits: Acute Sense (Hearing, Smell), Tracker.
Horses: Add the following skills: Athletics 50, Endurance 55, Melee (Brawling) 30, Perception
25, Swim 48
Wolves: Add the following skills: Athletics 40, Endurance 35, Melee (Brawling) 45, Perception
45, Swim 38, Track 55. Add the following Traits: Acute Sense (Hearing, Smell), Tracker.
Pegasi: Increase Intelligence to 25 and add the Acute Sense (hearing) trait.
Orcs: Increase Strength to 45 and Wounds to 15
Gors: Increase Strength to 45 and Wounds to 15. Increase Horns damage to +7 and Weapon
damage to +8

NEW CREATURES

Cats
Cats are widespread throughout the Old World. Haunting cities, wilds, and farmhouses, cats
breed with amazing speed. As they are generally self sufficient and excellent at ridding a home
or farm of annoying vermin, many people do not object to offering shelter to these wilful
beasts. Cats come in a variety of colours and length of hair, though most of these animals are a
mixture of colours and can have curly, long, or short hair. Truly exotic cats may be spotted or
even hairless.

Common names for cats include Max, Sausage, Scruffy, Sky, Killer, Slinker, Socks, Ashes, Felix,
Fluffy, Kessler, Ebb, and Fritz.

M WS BS S T I Agi Dex Int WP Fel W


4 25 - 10 10 40 45 - 10 25 10 5
Skills
Climb 40, Dodge 50, Melee (Brawling) 30, Perception 45, Stealth (Rural or Urban) 55, Track 50
Traits & Talents
Bestial, Acute Sense (Hearing), Night Vision 2, Skittish, Size (Little), Stealthy, Weapon +3
Options
Big, Dark Vision, Size (Small to Average), Stride, Territorial, Trained (Broken, Entertain, Fetch, Guard,
Magic, War)

Creature Traits (pg. 338)


Belligerent (pg. 338): The creature loves to win a fight. Whenever it manages to strike its
opponent, it is Immune to Psychology until its next turn.
Bestial (pg. 338): The creature has no rational thought or language. It shies away from fire and
gains a Broken Condition if struck by it. In defence, it only uses the Dodge Skill. If it loses more
than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless
it has the Territorial Trait. If so, it enters Frenzy (see page 190). Bestial creatures have no
Fellowship characteristic.
The creature also gains one or more Acute Sense (sense) talents as the GM sees appropriate.
For example, a Dog or Wolf would gain Acute Sense (hearing, smell).
Bite (Rating) (pg. 338): After a successful melee attack, the creature may make a Free Attack.
The Damage of the attack equals Rating and includes the creature’s Strength Bonus already.
Breath Rating (Type) (pg. 338): The creature’s breath is a powerful weapon. On its turn, it can
activate its Breath as its Action. Choose 1 target it can see within 20+Toughness Bonus yards.
All characters within Strength Bonus yards of that target are struck, as are all characters
between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all
affected targets (the creature’s single roll opposed by each individual target). All targets that
fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the
following types in brackets, apply the associated rules. At the end of the creature's turn, make
an Average Endurance Test, increase the Test difficulty by one level for each consecutive turn
that the creature uses its breath attack. If the Endurance Test is failed, the creature gains 1
Fatigued condition.
Chill Grasp (pg. 338): The creature’s touch chills its enemy’s souls. For the cost of 2 Wounds
and its Action, it can attempt an Opposed Weapon Skill/Melee or Dodge Test. If it wins, its
target loses 1d10 + SL Wounds with no modification for Toughness Bonus or Armour Points.
This attack is Magical.
Fury (pg. 339): The creature can work itself into an all-consuming rage. After the creature
charges against an opponent, or hits an opponent in close combat it becomes subject to
Hatred to close combat opponents. If the creature scores a critical hit or suffers a critical
wound, it becomes subjected to Frenzy (replacing Hatred).
Ghostly Howl (pg. 340): The creature can emit a chilling howl, capable of killing those who
hear it. On its turn, if the creature suffered no wounds since its previous turn, it may choose to
suffer 2 Wounds, to unleash a hideous scream as a Free Attack.
Horns Rating (Feature) (pg. 340): The creature has horns or some other sharp appendage (if its
Horns Trait represents a different feature it will be noted in brackets). When the creature
charges, it may make a Free Attack with its Horns, performed as normal, using Rating to
calculate Damage (its Strength Bonus is already included).
Petrifying Gaze (pg. 340): The creature’s gaze can turn flesh to stone. For its Action the
creature performs an Opposed Ballistic Skill/Initiative test, modify the Ballistic Test by range as
normal, using the creature's Perception Skill in yards as Medium Range. Its opponent gains 1
Stunned status per 2 SL by which it wins. If it wins by at least 6 SL, its target is permanently
turned to stone. If the creature suffers the Blinded condition it cannot use its Petrifying Gaze.

Size (various) (pg. 341):


Size Combat Modifiers
Change “If Larger” bullets for:

 Its weapons gain the Damaging Quality.


 Its attacks add one level of Impale X Quality for each Size step larger than the target
(so 2 steps larger = Impale 2, 3 steps = Impale 4, and so on).
 All successful strikes against smaller targets activate the Deathblow rule, even if the
target survives(see page 160)
 A larger creature counts as having one level in the Combat Master talent per each step
larger than its opponents. That is a Troll counts as having 1 level in Combat Master
when facing Average sized targets.

Remove the “If smaller” entry.

Fear and Terror


Add “As a general rule, large creatures are immune to Fear caused by smaller creatures, and
Terror caused by a smaller creature is treated as Fear. If the creature is larger by two or more
Size steps, it is immune to Terror as well.”

Moving in Combat
A creature that is larger ignores the need to Disengage if it wishes to leave melee combat;
instead, it brushes smaller combatants out of the way, moving where it wishes. Additionally
during a Charge it can use Hit and Run.

Hit and Run: If your size is larger than that of your opponents, when you declare a Charge, you
can attack your opponent before finishing your movement. If you do so, you suffer a -10 to
your Melee Skill, after resolving the attack, move the remaining yards.

Stomp
Creatures that are larger than their opponents may make one Stomp as a Free Attack after a
charge or a successful Melee Attack, as they kick downwards or otherwise bash smaller
opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and
uses Melee (Brawling).

Wounds
Substitute this entry for:

Wounds & Damage


Larger creatures have more Wounds and Cause more Damage:

SIZE WOUNDS DAMAGE


Tinny SB + 2xTB + WPB As normal
Little SB + 2xTB + WPB As normal
Small SB + 2xTB + WPB As normal
Average SB + 2xTB + WPB As normal
The attacks gain the Damaging Quality. Each other
Large 2x (SB + 2xTB + WPB)
source of Damaging Quality grants +2 Damage instead.
As Large and multiply Damage by 2 after all modifiers
Enormous 4X (SB + 2xTB + WPB)
are applied.
Monstrous 8x (SB + 2xTB + WPB) As Large and multiply Damage by 3 after all modifiers
are applied.

Tail Attack (Rating)


The creature’s tail is capable of sweeping foes from their feet. On its turn, after a successful
attack, it may make a Free Attack. The Tail does Rating Damage, which includes its Strength
Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from
the attack, also gain the Prone Condition.

Trained (Broken): The animal is trained to ignore its Bestial trait, although it keeps the Acute
Sense (sense) traits. It receives 2d10 Fellowship.

Tongue Attack Rating (Range)


The creature’s prehensile tongue can wrap itself around prey, dragging it to a grisly end. On its
turn, after a successful attack, it may make a Free Attack. This is a ranged attack that does
Damage equal to its Rating (the range is in brackets). If the attack hits, the target receives 1
Entangled Condition and, if a smaller Size , is dragged towards the creature, and is Engaged in
melee combat. The creature can then choose whether to release the target, perform a Free
Attack using its Weapon Trait, or to keep the target wrapped in its tongue, initiating a Grapple
(see page 163).

Unstable
The creature’s corpus is maintained by foul magics that are inherently unstable in the material
realm. In a Round on which it has been wounded, if it is engaged with opponents, it loses 1
Wound per engaged opponent. If the creature ever reaches 0 Wounds, the magics holding it in
place collapse, and it ‘dies’.

Vomit
The creature can spew a stream of corrosive corruption, dowsing its opponents in foul, semi-
digested filth. On its turn, the creature can activate its Vomit as its Action for that turn. The
creature chooses 1 target it can see within Toughness Bonus yards and lets loose; all targets
within two yards are also hit.

The creature performs an Opposed Ballistic Skill/Dodge Test against all affected targets (its
single roll opposed by each individual target). The Test is typically Easy (+40) for the vomiting
creature, due to the close range, and Challenging (+0) for opponents. All losing targets suffer a
hit with a Weapon Damage of the creature’s Toughness Bonus +4 and receive a Stunned
condition. At the end of the creature's turn, make a Challenging Endurance Test, increase the
Test difficulty by one level for each consecutive turn that the creature uses its Vomit attack. If
the Endurance Test is failed, the creature gains 1 Fatigued condition.

All Armour and Weapons carried by affected targets suffer 1 Damage as the acidic vomit
corrodes it away.
APPENDICES I
Modified Skills’ text
Animal Care
Change “Having a single Advance” for “Being Trained”

Climb
Change “anyone with” by “anyone Trained”

Drive
Change “if you possess the” by “if you are Trained in” and “if you do not possess the” by “if
you are not Trained in the”

Language
Change “if you possess a Language” by “if you are Trained in a Language”

Lore
Change “Having a Lore Skill” by “Being Trained in a Lore Skill” and “Possessing a Lore Skill” by
“Being Trained in a Lore Skill”.

Melee
Change “If you don’t have the correct Specialisation” by “If you are not Trained in the correct
Specialisation”

Navigation
Change “Possessing the Navigation Skill” by “Being Trained in the Navigation Skill”

Perform
Change “perhaps gaining you an Advantage” by “perhaps gaining you a bonus”

Pick Locks
Change “unskilled” by “untrained”

Ranged
Change “If you don’t have the Ranged Specialisation” by “If you are not Trained in the Ranged
Specialisation”

Ride
Change “if you have at least one Advance in the Skill” by “if you are Trained in the Skill”

Row
Change “Anyone with the Skill” by “Anyone Trained in this Skill” and “Those without the skill”
by “Those not trained in this skill”

Sail
Change “doesn’t require a Test for those with Sail” by “doesn’t require a Test for those
Trained in Sail”
Secret Signs
Change “you can see if you have this Skill” by “you can see if you are Trained this Skill”

Set Trap
Change “Anyone with the skill is automatically” by “Anyone Trained in the skill is
automatically”

Swim
Change “If you have the Swim Skill” by “If you are Trained in the Swim Skill”

Trade
Change “Having the Skill is enough to” by “Being Trained in the Skill is enough to”

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