Professional Documents
Culture Documents
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).”
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.”
Berserk Charge
Substitute “on a Round when you Charge” for “on a Turn when you Charge”.
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.
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.
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.
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.
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…”
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.”
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.
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.
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.
Water (pg. 181): Substitute “Intelligence, Willpower, and Fellowship” for “–10 Strength and
Toughness”
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.”
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.”
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.”
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.
Ammunition (pg.296)
Bullet and Powder (12): Gains Penetrating 2
Elf Arrow: Gains Penetrating 1
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)
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.
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:
Trained (Broken): The animal is trained to ignore its Bestial trait, although it keeps the Acute
Sense (sense) traits. It receives 2d10 Fellowship.
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”