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Also being known as

Herman Von Liepshidzt’s most illustrious guide


to living in the Old World - being a treatise on
quick referencing actions and information most
useful as pertaining to adventures.

WFPA created by Ryan Graham. Flowcharts originally created by James McGowan. Addi onal informa on used from u\croaker’s GM screen, available at: h&ps://
drive.google.com/drive/folders/1j35jSte_RnCJBjGdYBGmgv4V8R3ewnYL?usp=sharing All copyright and trademarks belong to their respec ve owners: Games
Workshop and Cubicle 7. This is a fan made product designed as an accessory to aid in playing the 4th Edi on WFRP game as originally published by Cubicle 7. It is
not intended as a replacement for the rulebook, nor can it be used without it.
1
All art has been purchased for licensed use from Publisher’s Choice at DrivethruRPG.
Contents
Title Page ……………………………………………………………………………………..1
Contents Page …………………………………………………………………………………2
Version History………………………………………………………………………………..3
Introduction……………………………………………………………………………………4
General Information…………………………………………………………………………….5
Combat…………………………………………………………………………………………6
Magick………………………………………………………………………………………….7
Blessings and Miracles…………………………………………………………………………...8
Critical Hits Tables…………………………………………………………………………….9
Skills and Talents Tables………………………………………………………………………...11
Games Master’s Corner…………………………………………………………………………15

2
Version History
Version 3.2.1 Release: 17/9/18 Psychology Sec on added.

Cri cals and Fumbles when channelling Magic have been corrected Cri cal Wound Tables added.

To the release version of the rules. Flowchart introduc on added.

Rules on magic missiles, dispelling and Ingredients expanded on. Sin Point descrip on revised.

Misfire added to combat page. Blessing and Miracles Sec on added.

Forma?ng on combat page tweaked to provide room for misfire rule. Magick Sec on added.

Explana on of calcula ng damage in flow chart made clearer. Introduc on added.


Version History reforma&ed.
Contents page added.
Cas ng and Wrath of the Gods tables added.
Version 3.2 Release: 10/9/18 Skills and Talents Added.
More bugs in the flowchart squashed Games master Sec on added
Magic and blessings page reforma&ed and broken into two
GM Sec on reforma&ed.
Version 3.0 Alpha- Release: 17/8/18
Cri cal Wounds tables reforma&ed.
Deleted tle from every page to free up space.
Movement be&er defined in general informa on.
Sin point descrip on added.
Fixed Snake Hit loca on Table
Revised flowchart to be&er reflect combat rules.
Psychology and injury moved to GM corner
Forma?ng changes of text
Calcula ng Range bands added to GM corner
Hit loca ons added.
Common healing methods added to GM corner
Oops table added.
Encumbrance informa on added to GM corner
Combat difficulty table added.
Disease symptoms added to GM corner.
Advancement tables added.
Health, condi ons and psychology page removed.
Updated descrip on on cri cal wounds.
Numerous page references added to sec on headers.
Condi ons added.
Cults, blessings and their strictures added to the religion page.
Injuries added.
Contents page and introduc on modified to reflect changes.
Deathblow added to combat sec on.
Expanded advantage sec on.
Version 3.1 Release: 3/9/18 Ranged a&ack descrip on expanded.
Moved Endeavours Header to avoid text cut off. A&ack Steps Added.
Sin header corrected Version 2.1 - Release: 13/8/18
Flow chart cri cal rules corrected.
Small layout tweak which allows for:
Typo on Affec ng Magick sec on fixed.
Advantage descrip on included.
Size trait descrip on fixed to release rules version.
Capitalised men on of Cool Test to ensure consistent style.
Fixed minor cropping issue on combat modifier table.
Capitalised LOWER men on in flow charts to ensure consistent style.
Bleeding condi on corrected to release rules version.
Corrected errors in flowcharts to be&er reflect the rules.
Combat page completely reforma&ed.
Revised explana on of removing Cri cal Wounds.
Weapon and armour quali es and flaws added to combat page.
Fixed typo on healing.
Sec on of Movement moved from combat to General informa on.
Version 2 - Release: 12/8/18
General Informa on page completely reforma&ed.
Copyright friendly art put in.
Characteris cs descrip on added.
Space consolidated from forma?ng changes.
Tests sec on expanded with more detail.
Tables revised.
Condi ons added to general informa on sheet
Flowcharts revised.
Endeavours removed
Accredita on offered.
Version 3.0 Release: 28/8/18
Endeavours list example expanded.
Title page updated
Expanded descrip on of Cri cal Wounds to include how they are removed.
Corrected to release rules
Free ac ons descrip on added.
Forma&ed sub tles
Corrup on points descrip on added.
Combat difficulty table updated.
Sca&er added to combat page.
Cri cal Wound Sec on added to combat page. Version 1 - Release : 10/8/18
Version 3.0 Beta Release: 20/8/18
Title page added.
Guide renamed and rebranded.

3
Introduction

W
elcome adventurers. This scribe is most humble that you have sought this player
aid. What is contained within is here to support you in navigating the Old
World. It has been developed and refined based on all the feedback from fans of
the 4th edition of WFRP on Discord, Facebook and Reddit. To them all, I am
eternally grateful. As am I thankful to Cubicle 7 and Games Workshop for producing a new
edition of this most excellent game.

“But there is so much information!” I hear you cry, “Must every player have this booklet with
them?”

Fear not, the answer is no. In fact, I recommend against that idea. The W.F.P.A has been
designed as a comprehensive resource to minimise page turning of the rulebook during play and
to meet the various needs of different tables.

Players and games masters can take as much (or as little) information as they need to suit their
group.

This booklet has been designed with double sided page printing in mind. Relevant information is
grouped together.

For new players, I recommend just giving them a double sided print out of “General
Information” and “combat” (pages 5 & 6). That is enough to get them going, providing insight as
to what actions they can take and what the Old World expects of them.

If they are priests or wielders of the Winds of Magic, they will also need “”Magick” and
“Blessings and miracles” (pages 7 & 8).

Really, players would only need those 2 double sided sheets. Not so intimidating now?

Games masters haven’t been forgotten either, there is a section for you too (pages 16 and 17).

The rest is there for you to pick and choose as you see fit.

May this player aid and Sigmar’s blessing guide you on many successful adventures,

Yours,

Herman Von Liepshidtz

4
General Information —This part in being information of a general nature

Characteristics combat round Removal: Successful Healing Test. Each SL


Opposed and Extended Tests removes an extra bleeding condi on. Any
Each Advantage adds +10 to any spell or Prayer that heals wounds.
A 30 is average on the below Opposed: Both par es roll for the Test. appropriate combat or psychology Test.
characteris cs. The “tens” of each Whoever has the highest SL wins. Extra: Once all Bleeding condi ons have
You can lose advantage: been resolved, gain 1 Fa gued condi on.
characteris c provide the bonus. For
example, a toughness of 34 gives a TB 3. Extended: For me consuming tasks, add Lose a combat or Wounds
SLs from mul ple Drama c Tests. Blinded –You are unable to see properly!
Characteris c Descrip on End of Combat Effect: Suffer –10 to all tests involving sight.
Additional Test Rules Ending a round without gaining advantage Any opponent a&acking you in combat get
Weapon Skill Hand to Hand ability. A roll of 01-05 always passes and a 96-00 or being outnumbered: Lose an Advantage +10 to hit you.
always fails. point. Removal: 1 Blinded condi on is removed at
(WS)
A roll of a double that succeeds is a Cri cal. the end of every other round.
Ballis c Skill Shoo ng ability. Fate and Fortune pg. 170 Broken –You are terrified!
A roll of a double that fails is a fumble.
(BS) Your star ng Fate points determine your Effect: Move and Ac on must be used to
Assisting With Tests pg. 155 star ng Fortune points. run away and hide. –10 penalty to all tests
Strength (S) Physical Strength, You can assist another in their test if you not involving running or hiding.
affec ng have the same Skill and are nearby. If you Fate Fortune Removal: If unengaged, Successful Cool
succeed, you grant a +10 bonus. To assist: Test (Modified by circumstance) to remove
encumbrance, damage  Avoiding Death,  Rerolling a failed a Broken condi on. A full round of hiding
 You must have at least one advance in you are made Test. out of sight will remove 1 Broken condi on.
inflicted, climbing, the skill. safe.
swimming etc.  Add +1 SL to a Extra: Once all Broken condi ons are
 You must be adjacent.  Avoiding roll aTer it is removed, gain 1 Fa gued condi on.
 Tests against poison, fear or hazards Damage resolved. Deafened—You are unable to hear properly
Toughness (T) Your ability to endure
cannot be assisted.  In combat,
hardships. Effect:-10 penalty to all tests involving
 Cannot be assisted by more chars than ignore ini a ve hearing. Opponents +10 to hit in flank or
the skill’s char bonus. order. rear.
Ini a ve (I) How quick you are to
react. Fortune is regained equal to fate at Removal: 1 Deafened condi on is removed
Characteristic and skill improvements session beginning. at the end of every other round.
Agility (Agi) How quick you can Fate points are only regained by acts of Entangled –Your movement is restricted
Previous Xp Cost per Advance
physically react to heroism or significance. Effect: You may not Move. All ac ons
advances Characteris cs Skills
situa ons If you are out of Fate points and involving movement suffer -10 penalty
0 to 5 25 10 desperately need one, your GM may offer (including grappling).
Dexterity (Dex) Ability at fine, delicate 6 to 10 30 15 you a deal. Beware - nothing is given Removal: Ac on to make Successful
freely and such a deal will stain your soul! Opposed Strength Test against Source Each
tasks. 11 to 15 40 20
SL removes an extra Entangled condi on.
16 to 20 50 30 Resilience and Resolve pg. 171 Fa gued –You need rest!
Intelligence (Int) Intellectual Ability. 21 to 25 70 40
26 to 30 90 60 Your star ng Resolve points determine Effect:-10 penalty on all tests.
your star ng Resilience points. Removal: Rest, Spell or Divine effect.
31 to 35 120 80
Willpower (WP) Strength of Mind.
36 to 40 150 110 Resilience Resolve Poisoned –You have been poisoned!
41 to 45 190 140 Effect: At the end of each round, lose 1
 Deny a rolled  Become immune Wound ignoring modifiers. -10 penalty to
Fellowship (Fel) Ability to interact with 46 to 50 230 180 muta on to psychology all tests.
Improvement Xp Cost un l end of next
others.  You may choose round. At 0 Wounds whilst poisoned, you can’t
Tests +1 Talent 100xp + 100 xp per the number of a heal any Wounds un l all poisoned
mes talent is taken.
test. You always  Ignore all condi ons are removed. If Unconscious
win by +1SL modifiers from whilst poisoned, make a successful
Simple Tests pg.149 Leaving a Complete 100 xp Cri cal Wounds Endurance Test aTer rounds == TB or else
Career un l end of next you die.
A Simple Test Leaving an incom-
200 xp round.
Difficulty Modifier is 1D100 roll. Removal: At the end of each round,
plete Career  Remove one Successful Endurance/Heal Test. Each SL
Roll under Condi on.
Very easy +60 your Changing Class +100 xp removes an extra Poisoned condi on
characteris c Resolve is regained by ac ng in Extra: Once Poisoned is removed, gain 1
Easy +40 to pass. Some Movement pg. 164 accordance with your mo va on. Ask Fa gued condi on.
Tests may be your GM!
modified. Walk: Movement * 2 Prone –You have been knocked to the
Average +20 Resilience may be granted by an act of ground
Run: Movement * 4 extreme importance to your mo va on. Effect: Move can only be used to stand up
Challenging No modifier This is very rare! or crawl at 1/2 speed. If you are at 0
Sprint: Run + SL(+20) Athle cs Test
Wounds, you may only crawl.
Difficult -10 Climb:You may climb your movement Corruption and Sin pg.182/217
without a test. Climbing a ladder quickly -20 to all Tests involving movement and
Hard -20
uses an ac on in combat. It is an average If you are exposed to dark deals or sources opponents in melee get +20 to strike you.
Climb test. You climb an extra Movement + of chaos, you may gain Corrup on Points. Removal: Stand up!
SL yards. A suitable surface is 1/2
Very Hard -30 Movement + SL Yards. If you gain more Corrup on points than Stunned –Disorientated and confused!
your WPB + TB, take a Challenging
Leap: Jumping beyond Movement range: Endurance Test, if you fail, dire Effect: Take no Ac on and move 1/2
Dramatic Tests pg. 152 Average Athle cs test if run up of consequences await! speed. May defend self in Opposed Tests
Movement. Challenging test if no run up. (Except with Language (Magick)).-10
Success levels (SL) are used to judge the Each SL adds a foot of distance. If you violate your god’s strictures, you Penalty to all tests. Opponent gets +1
effec veness of a test made. accumulate Sin Points. These can be Advantage before rolling to Melee a&ack.
Falling:1D10 Damage and then 3dmg every removed by atonement.
SL = characteris c or skill 10s - rolled 10s. yard fallen. This is reduced by Toughness Removal: At the end of each round,
Bonus (TB) but not armour. Recovering Wounds pg. 181 Successful Challenging Endurance Test. .
SL Result Succeeded? Each SL removes an extra Stunned
Money/income condi on.
+ 6 ++ Astounding Yes, perfectly. Without medical a&en on, aTer a good
success sleep you can a&empt an Average Surprised –You’ve been caught unawares!
1 gold crown (1GC) = 20 silver shillings Endurance test. You heal : Wounds = TB +
(20/-) = 240 pennies (240d) SL. For each day of rest, you also heal Effect: You can take no Ac on or Move on
+4 to Impressive Yes and… you exceed 1/- = 12d. wounds == TB. If you suffer a wound where your turn, nor defend yourself in Opposed
+5 success expecta ons surgery is required, you cannot heal 1 Tests. Opponent gets +20 to hit in Melee.
Tier Amount Earned per Standing Wound. Removal: At the end of each round, or
+2 to Success Yes aTer the first a&empt to strike you has
+3 Conditions pg. 167 been made, you lose the Surprised
Brass 2d10 Brass Pennies condi on.
+0 to Marginal Yes but… possible side Ablaze –You are on fire!
+1 success effect. Effect: At the end of every round, suffer Unconscious –You are knocked out!
Silver 1D10 Silver Shillings 1D10 Wounds modified by TB and Armour Effect
(at least 1 Wound suffered).. Each extra
-1 to - Marginal Fail with par al Success Ablaze condi on adds +1 dmg. You can do nothing on your turn. You are
0 Failure Gold 1Gold Crown unaware of your surroundings.
Removal: Successful Athle cs Test
modified by circumstance. Each SL Any close combat hit targe ng you hits on
-2 to - Failure No. Advantage pg. 164 removes an extra Ablaze condi on. the loca on of the a&acker’s choice with
3 maximum SL it could score. It inflicts a
Advantage can be gained a number of Bleeding –You are bleeding Badly! Cri cal Wound. If a ranger shooter is in
-4 to – Impressive No and...it gets worse ways: Effect: At the end of every round, lose 1 point blank range, the above replies.
5 failure Wound. Ignore modifiers. Penalty of –10 to Removal: Varies on circumstance. You
Surprise: Surprising enemies
resist: Festering Wounds, Minor Infec on must resolve the cause of incapacita on or
-6 -- Astounding Oh dear…. Charging: Charging into combat and Blood Rot. gain the unconscious condi on at the end
Failure Assess: If you use one of your skills to At 0 Wounds, stop losing Wounds, gain of the round.
determine tac cal advantage, Unconscious condi on. At the end of every
round, 10% chance of dying per Bleeding
Victory: Subduing an important NPC Condi on. Cannot regain consciousness
Winning: When you strike a blow in a un l Bleeding has been removed.

5
Combat- This part in being an examination of the glorious martial pursuits in the Emperor Karl Franz’s name

In Combat pg.156 equal to your TB, you gain the Unconscious Imprecise: -1SL when a&acking
Condi on.
In combat, you may do two things. Move Reload (Ra ng): Requires Extended
and Ac on. If you suffer enough damage that would Ranged test scoring the (ra ng) SL to Combat Difficulty Modifiers
take you to nega ve Wounds, you receive reload.
Each character takes turns in combat in a Cri cal Wound. Difficulty Mod Example
accordance with their ini a ve Slow: Always strike last, opponents gain
characteris c. Cri cal Wounds do not count as healed +1SL to defend against a&acks against this
un l all condi ons inflicted are resolved weapon.
If you are surprised, you gain the surprised and all non permanent nega ve modifiers Very easy +60 Shoo ng a monstrous target
condi on. are removed. Tiring: You only gain the benefit of Impact
and Damaging on the Turn you Charge. (Giant Size).
Free Actions Death: If you have the Unconscious Undamaging: All APs are doubled against Shoo ng into a crowd (13+
Condi on and have 0 Wounds, compare Undamaging weapons and they don’t targets).
the number of Cri cal wounds you have automa cally inflict a minimum of 1
Some ac ons, like shou ng a warning or with your TB. Easy +40 Shoo ng at point blank
drinking a po on are free ac ons. These Wound on a successful hit.
If Cri cal Wounds > TB, you will die at the range (within 4 yards) unless
are at the GM’s discre on however. Armour Qualities pg 300. Engaged.
end of the round!
Movement pg.165 If you receive a cri cal wound, you may Flexible: Can be worn under a layer of Non Shoo ng an enormous
Flexible to gain the benefits of both. target (griffon Sized).
Charge: If not engaged with someone, you subs tute an armour point in that loca on
Shoo ng at a large group
may charge your move distance, gaining +1 to avoid it. Impenetrable: All Cri cal Wounds caused
advantage. Scatter by odd numbers to hit you are ignored. (7-12 targets).
Disengage: To leave combat safely, you On a failed Ranged throwing test, roll a So= Leather can be worn without penalty A&acking an opponent you
have two op ons: under any armour. outnumber 3 –1
1D10 and consult the
 If you have more advantage than your 1 2 3 table. T marks the target Armour Flaws pg 300. Average +20 Shoo ng a large target (ogre
opponent, spend it all to move away and the numbers show the Sized).
without penalty. 4 T 5 direc on. Roll 2D10 to
determine the distance in
Par al: All even hit numbers or Cri cals Shoo ng at Short range (less
ignore Aps. than 1/2 weapon range).
 Dodge (See Ac ons in Combat) yards. A 9 indicates the
6 7 8 weapon lands at your feet, Weakpoints: If your opponent has a Shoo ng at a small group (3-
Flee: Your opponent gains +1 advantage a 10 at your opponents. weapon with the Impale quality and scores 6 targets).
and may a&empt a free a&ack unopposed a Cri cal, your armour is ignored.
at +20. If you are hit, opponent gets +1 A&acking an engaged
advantage. You must take a Challenging Weapon Qualities pg 297. Mail or Plate confer a penalty of –10 to opponent in the sides or
Cool Test or gain a Broken condi on and a Stealth. rear.
further Broken per SL below 0. Accurate: Gain a +10 Bonus to any Test A&acking an opponent you
when firing this weapon. outnumber 2-1
Actions in Combat pgs. 158 – 164 Blackpowder: If you are targeted by a Hit Locations
A:ack: (refer to Basic A&ack Steps) Blackpowder weapon, take an Average Challengi +0 A standard a&ack.
(+20) Cool Test or gain a Broken condi on, Roll Loca on ng
Cri cal Hits and Fumbles: When a&acking, regardless of the shot hi?ng. Shoo ng a normal target.
a double on a success is a cri cal (See
Cri cal Wounds sec on), a double on a Blast(Ra ng): All Characters within (Ra ng) 01-09 Head
failure is a fumble (roll on the Oops table. yards of the struck target take SL+ Weapon Difficult -10 A&ack whilst prone.
Damage and suffer any Condi ons the 10-24 LeT Arm
Ranged a&acks cannot be opposed by weapon inflicts. A&ack whilst in mud, heavy
melee skills without a shield or outside 25-44 Right rain or difficult terrain.
point blank range. Damaging: You can use the higher of
either the units die or the SL to determine Arm Shoo ng at long range
You cannot make ranged a&acks whilst the Damage caused on a hit. (double weapon range).
engaged unless it has the pistol quality. 45-79 Body Shoo ng a small target Child
Defensive: Gain a bonus of +1 to any
Your target must be visible. Melee Test when opposing an a&ack. Sized).
80-89 LeT Leg
Your a&ack may be modified by difficulty. Target behind soT cover (eg
Distract: Instead of causing damage, forces hedge).
-20 to hit into melee unless you don’t care an opponent back 1 yard per SL you win 90-100 Right Leg
about who you hit. the Opposed Test. Hard -20 Called shot.
Misfire: If you are using a Blackpowder, Entangle: Any opponent successfully hit by Oops Table Shoo ng concealed targets.
Engineering or Explosive weapon and roll a the weapon gains the Entangled condi on A&acking in extreme
Fumble that is also an even number, your (Strength value == to your Strength Roll Result weather.
weapon explodes. You take full dmg to characteris c). When Entangling, you
primary arm using units die as SL. cannot use the weapon to hit. You can end 01-20 You catch part of your anatomy whilst Dodging whilst prone.
the condi on when you wish. making your a&ack. Lose 1 wound,
Two weapons: A&acks using your off hand ignoring TB and armour points off hand a&ack.
weapon have a –20 penalty (two weapon Fast: You can choose to a&ack outside the Close combat in darkness.
wielder talent lets you a&ack with both in normal Ini a ve sequence. 21-40 Your melee weapon jars or your ranged
the same ac on). weapon malfunc ons. Your weapon
Shoo ng li&le target (Cat
All Melee Tests to defend take a –10 Sized).
suffers 1 damage. Next round, you act
Called Shots: Allow you to a&ack a specific penalty if the defending weapon is not also last. Target in med cover (eg
body part at a Hard (-20) Test. Fast.
fence).
Death Blow: If you kill an opponent in a Hack: Damages shield or armour by 1 41-60 Your manoeuvre was misjudged. Next
single hit, you may move into their space point as well as inflic ng wounds. round, your ac on suffers a penalty of –
10.
Very Hard -30 A&ack or dodging in deep
and a&ack again if possible. You may do Impact: On a successful hit, add the Units snow.
this a number of mes == WSB. Die to any damage inflicted. 61-70 You stumble badly, lose your next move. Shoo ng a ny target.
Dodge: You may spend an ac on to do an Impale: Causes Cri cal Hits on any Shoo ng at extreme range
Opposed Dodge/Melee Test. If you numbers divisible by 10 as well as doubles. (Weapon range* 3).
succeed, you get +1 advantage and can use 71-80 You mishandle your weapon. Miss your
your move to leave. If you fail, your Penetra ng: Non Metal AP is ignored as next ac on. Shoo ng in darkeness
opponent gets +1 advantage and prevents well as the first point of all other armour. 81-90 You stumble badly. Suffer a torn muscle Target in hard cover (eg
you moving safely. Pistol: Can be used in close combat. (Minor). This counts as a Cri cal Wound. stone wall.)
Grapple: Opposed Strength Test. If you win Precise: Gain +1 SL to any successful Test
you may: when a&acking. 91-00 You completely mess up you a&ack. You
 Deal SL + SB Damage hit 1 random ally in range using your units
Pummel: if you score a head hit, a&empt roll as the SL. If that’s not possible, you hit
 Give your opponent the Entangled an Opposed Strength/Endurance Test, if
you win, the opponent gains the Stunned
yourself in the face and gain the stunned
condi on.
condi on (or remove it from yourself).
Condi on.
Infigh ng: Your ac on can be spent with
an Opposed Melee Test to step inside your Repeater (Ra ng): The weapon holds Basic Attack Steps
opponents weapon reach. Any weapons Ra ng shots, automa cally reloading each
with range longer than short now counts as me fired.
an improvised weapon. Shield (Ra ng): If used to oppose an Melee A:acker Vs Melee Defender Ranged A:acker
Parry: Any one handed weapon with the incoming a&ack, you have (Ra ng) armour 1.Roll to hit: Melee: You and 1. Roll to defend: 1. Roll to hit: Ranged: you
defensive quality can be used with Melee points on all hit loca ons. If Shield ra ng defender make opposed Weapon Melee: you and roll a Ballis c Skill Test or
(Parry). It opposes an a&ack without the – >=2, you can oppose missiles in your line of Skill or Melee Tests. Whoever gets a&acker make Ranged Test. If the a&ack
20 off hand penalty. sight. the highest SL wins (difference opposed Weapon Skill hits, +1 Advantage,
between the two being Opposed or Melee Tests. opponent loses Advantage.
Run: You may spend your ac on to double Trap Blade: If you score a Cri cal when SL). If the a&ack wins, +1 Whoever gets the
This is only an opposed test
your movement. defending, you can choose to trap the Advantage, opponent loses highest SL wins
weapon rather than causing a Cri cal Hit. Advantage. (difference between at point blank range.
the two being 2. Determine hit loca on:
2. Determine hit loca on: Reverse
Critical Wounds pg. 172 If you do so, make an Opposed Strength the hit dice and refer to hit loca on
Opposed SL). If the
defender wins, +1 Reverse the hit dice and
Test, adding the SL from the previous to find where you hit. refer to hit loca on to find
Advantage, opponent
When you or your opponent suffers a Melee Test. Success = opponent drops 3.Determine Damage: Damage loses Advantage
where you hit.
Cri cal Wound, you do not reverse your Weapon Flaws pg 299. = Weapon Damage + Opposed SL 3.Determine Damage:
rolls to determine Hit Loca on. Instead, roll You can s ll have Damage = Weapon
4.Apply Damage: Wounds suffered Cri cal Success and Damage + Opposed SL
1D100 and consult the Hit Loca on. Then Fumble but otherwise
roll on the relevant Cri cal Wound Table. blade, Astounding Success also breaks the = Damage - Opponent TB + Armour do not Wound the
blade. points at loca on (minimum 1 4.Apply Damage; Wounds
Wound). a&acker if you win. suffered = Damage -
Unbreakable: The Weapon will not break Opponent TB + Armour
On Injury and Death pg. 172 or corrode. If Wounds lost > Total Wounds, points at loca on
Opponent gains Prone condi on (minimum 1 Wound).
When you reach 0 Wounds, you gain the Wrap: -1SL to opposing Melee Tests. and gets a Cri cal Wound.
Prone condi on. You cannot lose this un l If Wounds lost > Total
Dangerous: Any failed Tests including a 9 Wounds, Opponent gains
you are healed at least 1 Wound. If you are Prone condi on and gets a
not healed within a number of rounds results in a Fumble. Cri cal Wound.

6
Magick—This part in being an examination on the nature of magicks

a Major Miscast becomes a Minor and a cast upon it that round, gain +1 Advantage
MAGICK AND SPELLS pg. 233 Minor Miscast has no effect. This destroys/ as you cast. When to roll on the Major Miscast
consumes the ingredient (even if no
miscast resulted). CHANNELLING MAGICKS pg 237 Table
Grimoires and memorising spells pg. 234
An ingredient costs a shilling and you must When an effect tells you to.
Some spell casters have grimoires. A spell mark which spell it is a&ached to on your
can be cast directly from this if the spell sheet. Channelling Tests When you roll the result on the Minor
belongs to a Lore they have. This doubles Miscast Table.
the Cas ng Number (CN) required. Some spells have a high CN. To cast them, When you roll an 8 on the Units Die near a
Limitations
To memorise a spell and cast it without you need to make an Extended Channelling corrup ng influence and you already have
access to your grimoire, you spend the XP Test. a Minor Miscast.
You need to be able to speak clearly and
noted in the relevant spell cas ng talent. loudly to cast the spell. When SL >= CN, the next round, you make
Once memorised, it is known permanently. a Cas ng Test. Affecting Magick
If the spell is cast, it remains for its full
Casting Test pg. 234 dura on unless dispelled. You cannot end Success: You also cast with the Total You need to wear colours appropriate to
the spell before it expires except via dispel. Power effect. the Winds of Magic you are trying to use.
To cast a spell, make a Language (Magick)
Test. Each spell can only be in effect once. You Failure: Lose all Channelled magical If not, all Cas ng and Channelling Tests
must wait for the exis ng one to end energy. have a –1SL penalty.
Success: If the SL is >= CN of the spell, it is before you can cast the same one again.
cast. Critical Channelling If you wear armour, suffer a –1SL penalty
SPELLS IN COMBAT pg. 236 per point of armour on the loca on of the
Failure: Nothing happens.
most armour.
If you roll a Cri cal whilst Channelling, you
Overcasting pg. 238 Magic Missiles cast the spell next round regardless of If you have the Arcane Lore (Metal) Talent
current SL number. However, also roll on you ignore penal es for metal armour.
For every +2SL on the Cas ng Test, you the Minor Miscast Table (unless you have
Benefits/ penal es from spells do not the Aethyric A0unement Talent). If you have the Arcane Lore (Beasts) Talent,
may increase the Range, Targets or you ignore the penal es for leather
Dura on by the amount equal to the stated stack. Instead, the best benefit/worst
armour.
values in the Spell Entry (except Target: penalty applies. Fumble Channelling
You). Some spells are marked as Magic Missile. If using Warpstone, you double your SL for
Any double or roll ending in 0 over your all Cas ng and Channelling Tests. Beware,
Critical Casting The Hit Loca on is determined by reversing Skill. Roll on the Major Miscast Table.
the dice from the Language (Magick) Test. Warpstone is a corrup ng influence...
If the cas ng roll is a Cri cal, roll on the Damage = SL + Spell Dmg + WPB. Interruptions BASIC MAGICK STEPS
Minor Miscast Table but also choose one
of the following effects: This damage is reduced by TB and AP.
If you are distracted by anything whilst 1. Declare what spell you are going to use
 Cri cal Cast: If the spell causes Damage, Touch Spells Channelling (Such as loud noises, damage, and if you are using an ingredient.
it also inflicts a Cri cal Wound. flashing lights etc) you must pass a Hard
Cool Test. If you fail, roll on the Minor 2. Decide whether to make a Cas ng or
 Total Power: The spell is cast, no ma&er If the Target of the Spell is unwilling to be Miscast Table and lose all SL accumulated Channelling Test (a high spell CN
the SL or CN, but can s ll be dispelled. touched, you must make an Opposed so far. probably means you need to Channel).
Melee (Fist) Test aTer comple ng the
 Unstoppable Force: If you scored Cas ng Test. 3. Make the appropriate Test.
enough SL to cast, it cannot be dispelled.
DISPELLING pg. 237
If the spell is also a Magic Missile, the hit 4. If Channelling, you must accumulate
loca on is derived from the Opposed If a spell targets you or a point seen within enough SL >= CN. You may then make a
Fumble Casting Melee Test, not the Language Test. WP yards, you can make an Opposed Cast Test the next round.
Language (Magick) Test. If you win, the
Roll on the Minor Miscast Table. You must have line of sight on the target. spell is dispelled. You can only a&empt to 5. If you make a successful Cas ng Test,
dispel one spell a round. and it is not challenged by a dispel
a&empt, it goes off.
Ingredients pg 236 Advantage You can a&empt to dispel a persistent
spell. Make an Extended Language
You can use your Advantage on any Cas ng (Magick) test. When SL >= CN of ongoing
You can channel magic using an Tests. You can also gain Advantage: If the spell, it is dispelled.
appropriate ingredient for protec on. If so, target has had a spell from the same Lore

Major Miscasting Table


Roll Name Effect
01-05 Ghostly Voices Within WP Yards, everyone must pass an Average Cool Test
or gain 1 Corrup on Point
06-10 Hexeyes You gain the Blinded Condi on for 1D10 hours.
Minor Miscasting Table 11-15 Aethyric Shock You suffer 1D10 Wounds, ignoring TB or Armour Points. Pass
an Average Endurance Test, else gain 1 Stunned Condi on.
Roll Name Effect
16-20 Death Walker For 1D10 hours, any plant life near you withers and dies.
01-05 Witchsign The next living creature born within a mile is mutated.
21-25 Intes nal You soil yourself. Gain 1 Fa gued Condi on which cannot be
06-10 Soured Milk All milk within 1D100 yards is soured. Rebellion removed un l you change your clothes and clean yourself
up.
11-15 Blight WPB Fields within WPB miles have their crops ro&ed.
26-30 Soulfire Gain 1 Ablaze Condi on.
16-20 Soulwax Your ears clog with wax. Gain 1 Deafened Condi on
31-35 Speak in Tongues For 1D10 rounds, you cannot communicate verbally or make
Cas ng Tests.
21-25 Witchlight You glow your lore light for 1D10 rounds.
36-40 Swarmed You are swarmed in rats, spiders, snakes etc. ATer 1D10
26-30 Fell whispers Pass a Rou ne WP Test or gain 1 Corrup on Point. rounds, if the swarm is not defeated, it retreats.
31-35 Rupture Bleed from nose, eyes and ears. Gain 1D10 Bleeding 41-45 Ragdoll You are flung 1D10 yards in a random direc on. You take
1D10 Wounds on landing (ignoring Armour Points) and
36-40 Soulquake Gain the Prone Condi on. receive the Prone Condi on.

41-45 Unfasten Every buckle unfastens, every lace un es. 46-50 Limb Frozen One randomly chosen limb is frozen for 1D10 hours. It is
useless.
46-50 Wayward Garb Your clothes writhe. Gain the Entangled Condi on 51-55 Darkling Sight You cannot use Second Sight Talent for 1D10 hours. –20
penalty for Channelling Tests.
51-55 Curse of All alcohol within 1D100 yards goes bad.
56-60 Chao c Foresight Gain 1D10 Temporary Fate Points. Any of these used grants
1 Corrup on Point.
56-60 Souldrain Gain 1 Fa gued Condi on which lasts 1D10 hours.
61-65 Levita on You float 1D10 Yards above the ground for 1D10 minutes.
61-65 Driven to If in Combat, gain the Surprised Condi on. If not, you are You may take fall damage…
66-70 Regurgita on You spew. Gain the Stunned Condi on for 1D10 rounds.
66-70 Unholy Visions Receive a Blinded Condi on. Pass a Challenging Cool
71-75 Chaos Quake Everyone within 1D100 yards must pass an Average Athle cs
Check or gain the Prone Condi on.
71-75 Cloying Tongue All Language Tests suffer –10 penalty for 1D10 Rounds.
76-80 Traitor’s Heart Should you a&ack/betray an ally, regain all Fortune Points. If
76-80 The Horror! Pass a Hard Cool Test or gain 1 Broken Condi on. a Character loses a Fate point, you gain 1.
81-85 Curse of Gain 1 Corrup on Point 81-85 Foul Gain 1 Corrup on point and the Prone and Stunned
Enfeeblement Condi on.
86-90 Double Trouble The spell effect occurs elsewhere within 1D10 Miles. 86-90 Hellish Stench You smell. Gain the Distrac ng Creature Trait for 1D10
hours.
91-95 Mul plying Roll Twice on this table, rerolling results between 91-00.
91-95 Power Drain You cannot use spell cas ng Talents for 1D10 minutes.
96-00 Cascading Roll again on the Major Miscast Table 96-00 Aethyric Everyone within WPB yards suffers 1D10 Wounds (ignoring
Feedback TB and Armour Points) and receives the Prone Condi on. If
there are no targets in range, your head explodes.

7
Blessings and Miracles This part in being on Blessings, Miracles and Religions Most Holy

BLESSINGS AND MIRACLES pg.220 Wrath of the Gods Table


Roll Name Effect
Enacting Blessings and Miracles pg. 217 01-05 Holy Visions Average Endurance Test else you receive a vision and gain 1 Stunned Condi on.
06-10 Think over your deeds For the next week, a successful Pray Test cannot achieve more than 1SL.
To enact a Blessing or Miracle, make a Challenging Pray
Test. 11-15 Heed my Lessons -10 Pray Test Penalty for 1D10 + sin points Rounds.
If the units die is <= your current Sin Points, you s ll suffer 16-20 Prove your devo on Gain a Prone Condi on. This is not removed un l you succeed an Average Pray Test.
on the Wrath of The Gods Table, even if you succeed.
Success: manifests the Blessing/Miracle according to its 21-25 You Try my Pa ence You cannot make Pray Tests for 1D10 Rounds.
rules. A high SL will grant bonus effects. 26-30 You do Not Understand my -10 Penalty to all skills associated with the Deity for the next 1D10 + Sin Points Rounds
Failure: Your god ignores you. A Fumble means you have Intent
offended your god and must roll on the Wrath Of the Gods 31-35 I find your lack of faith You cannot make Pray Tests for 1D10 + Sin Points Rounds.
Table (pg 218). disturbing
Blessings Success Levels pg. 222 36-40 Share My Pain You suffer 1+ Sin Points Wounds, ignoring TB and Armour Points. A&empt an Average
Endurance Test else gain 1 Stunned Condi on.
For every +2SL on the Pray Test, you may choose one of
the following benefits: 41-45 Your Cause is Unworthy Your targets gain the Prone Condi on. Any Blessing or Miracles that target them for the next
1D10 +Sin Points Days fail.
 Range: +6 Yards
46-50 Cease Your Pra&ling You cannot make Pray Tests for the next 2D10 + Sin Points Rounds.
 Targets: +1
51-55 Feel My Wrath Suffer 1D10 + Sin Points Wounds. A&empt a Challenging Endurance Test else gain 1 Stunned
 Dura on: +6 Rounds Condi on.
You may choose the same op on more than once. 56-60 I shall not Aid You -10 penalty to deity related skills for the next 1D10 + Sin Points Days.
If the Blessing has a Dura on of “Instant”, you cannot
extend the Dura on. 61-65 Divine Wounds Gain 1 + Sin Points Bleeding Condi ons.

Miracles Success Levels pg. 222 66-70 Struck Blind Gain the Prone Condi on. Gain 1 + Sin Points Blinded Condi ons. These can only be removed
with a successful Challenging Pray Test. Each Success removes +1SL Blinded Condi on.
For every +2SL on the Pray Test, you may increase the
Range, Targets or Dura on by the amount equal to the 71-75 What will you Sacrifice? You suffer 1D10 + Sin Points Wounds (ignoring TB and Armour Points). A&empt a Difficult
stated values in the Miracle Entry (except Target: You).

Limitations 76-80 You have sinned against me. Your ac ons for the next 1D10 + Sin Points Rounds must be spent on Pray Tests.
81-87 Purge the Flesh You Suffer 2D10 + Sin Points Wounds (ignoring TB and Armour Points). A&empt a Hard
You need to be able to speak to invoke the Blessing/ Endurance Test else gain 1 Stunned Condi on. If you fail with –4SL or fewer, gain the
Miracle.
Each Blessing/Miracle can only be in effect once. You must 88 Daemonic Interference 1D10 Lesser Daemons appear within 2D10 yards of you!
wait for the exis ng one to end before you can cast the 89-95 Fear my Wrath Gain 1+ Sin Points Broken Condi ons.
same one again.
Mul ple invoca ons of the same Blessing/Miracle from 96-00 Go On Penance You must go on a penance.
two different people do not stack benefits. 101-105 Cas ga on You are reduced to 0 Wounds, gain an Unconscious Condi on which cannot be removed
Wrath of the Gods pg 218. un l you regain at least 1 Wound.
106-110 Do not use my name in vain Lose the Bless and Invoke Talents for the next 1D10 + Sin Points days.
When you need to roll of the Wrath of the Gods Table +10
to the result per Sin Point. When the effects have resolved, 111-115 Rely Not upon your Vani es All your trappings are removed. You are naked. For each penance taken, one magical item is
reduce Sin Points by 1. returned.
Cults, Blessings and their Strictures 116-120 You abuse my Mercy. Lose the Bless and Invoke Talents for the next 2D10 + Sin Points days.
Manann - God of the Sea 121-125 Behold your Wickedness Discuss with the GM to build a Custom Psychology.
Blessings: Ba&le, Breath, Courage, Hardiness, Savagery, Tenacity 126-130 Thunderbolts and lightning Thou art smited. You are reduced to 0 Wounds and gain the Ablaze Condi on.
Spheres: The seas, oceans and the Wasteland
131-135 Suffer as I suffer You gain 1 + Sin Points Bleeding Condi ons every morning un l you have performed a
Strictures: penance.
No whistling or swearing whilst at sea or on holy ground. Lose the Invoke and Bless Talents un l your perform 2 Penances. The first restores bless, the
136-140 Excommunica on
Never harm an albatross.
First catch to Manann. 141-145 Prove your worth A divine servant of your deity appears within 1D100 Yards to Challenge you.
A silver and fish to every Manannite temple and shrine approached. Your God abandons you. You permanently lose Bless and Invoke Talents and Pray Advances.
146-150 I cast you out
Hunt down servants of Stromfels wherever they may hide. All Tests with Cul sts of your Deity are Very Hard.
151+ Called to Account You are Summoned before your God and judged, never to return. You may use a Fate Point
to modify this.
Morr - God of Death
Blessings: Breath, Courage, Fortune, Righteousness, Tenacity,
Wisdom. Rhya - Goddess of Fer lity Taal - God of the Wind
Spheres: Death and Dreams ,Ostermark Blessings: Breath, Conscience, Grace, Healing, Protec on, Blessings: Ba&le, Breath, Conscience, Hardiness, The Hunt, Savagery
Recupera on
Strictures: Spheres: The Wilds, Spring, Talabecland
Spheres: Fer lity, Life, Summer
Respect and protect the dead. Strictures:
Strictures:
Hunt down Necromancers and the Undead wherever they may Offer a prayer of thanks to every animal taken.
gather. Defend families, children and crops from all harm.
Spend a week alone communing with the wilderness every year.
Pay heed to your dreams. Never feel shame for the flesh Rhya gave you.
Eschew Metal armour.
Never refuse to conduct a funeral service. Life is sacred, do no harm lest another life is in danger.
Rely on your own skill, not gunpowder or technology.
At no me be a party to raising the dead, unless allowed by Morr. Never judge whom another loves.
Never harm an animal except in self defence, food, or sacrifice.
Interrupt the work of the Prince of Excess wherever it may thirst.
Myrmidia - Goddess of Strategy
Ulric - God of War
Blessings: Ba&le, Conscience, Courage, Fortune, Protec on, Shallya - Goddess of Mercy
Righteousness. Blessings: Ba&le, Courage, Hardiness, Might, Savagery, Tenacity
Blessings: Breath, Conscience, Healing, Protec on, Recupera on,
Spheres: Strategic Warfare, Tilea, Estalia Tenacity Spheres: War, Winter, Wolves, Middenland
Strictures: Spheres: Mercy and Healing Strictures:
Act with honour and dignity in all ma&ers. Strictures: Obey your be&ers.
Respect prisoners of War, and never kill an enemy who surrenders. Always render assistance without judgement. Defend your honour and never refuse a challenge.
Show no mercy to the unrepentant enemies of humanity. Never kill except in self defence or when facing followers of the fly Stand honest, outside of an ambush, trickery and decep on are
lord. forbidden.
Obey all honourable orders.
Hunt down servants of the fly lord wherever they may fester. Only wear wolf pelts killed by weapons of your own making.
Preserve the weak from the horrors of war.
Turn not to self indulgence Blackpowder, helmets, crossbows and technology are not Ulric’s
way.
Never take up arms.
Ranald - God of Trickery
Blessings: Charisma, Conscience, Finesse, Fortune, Protec on, Wit Verena - Goddess of Wisdom
Sigmar - God of the Empire
Spheres: Trickery, thieves, luck, the poor Blessings: Conscience, Courage, Fortune, Righteousness, Wisdom,
Blessings: Ba&le, Courage, Hardiness, Might, Protec on, Wit
Strictures: Righteousness
Spheres: Learning, Jus ce, Wisdom
One coin in ten belongs to Ranald. Spheres: The Empire, Reikland
Strictures:
Never betray another to the authori es, there is no greater sin than Strictures:
informing. Never refuse to arbitrate a dispute when asked.
Obey your orders.
Violence is prohibited except in self defence. Always tell the truth.
Aid Dwarf folk, do them no harm.
It is be&er to live free and die than live under oppression. Protect knowledge at all costs.
Promote unity of the Empire.
There is no honour amongst thieves, but there is amongst Ranaldans Combat must be the last resort.
Bear true allegiance to the Imperial throne.
Never become a tool of injus ce or heresy.
Root out Greenskins, Chaos worshippers and witches without mercy.
8
This part in being an examination Critical hits and their effects upon the person on which they are afflicted

Head Critical Wounds


Roll Descrip on Wounds Addi onal Effects
01-10 Drama c Injury 1 Gain 1 Bleeding Condi on. Once wound is healed, gain a scar that provides +1 SL to appropriate social Tests. You only gain this benefit once.
11-20 Minor Cut 1 Gain 1 Bleeding Condi on.
21-25 Poked Eye 1 Gain 1 Blinded Condi on.
26-30 Ear Bash 1 Gain 1 Deafened Condi on.
31-35 Ra&ling Blow 2 Gain 1 Stunned Condi on.
36-40 Black Eye 2 Gain 2 Blinded Condi ons.
41-45 Sliced Ear 2 Gain 2 Deafened Condi ons and 1 Bleeding Condi on.
46-50 Struck Forehead 2 Gain 2 Bleeding Condi ons and 1 Blinded Condi on that cannot be removed un l all Bleeding Condi ons are removed.
51-55 Fractured Jaw 3 Gain 2 Stunned Condi ons. Suffer a Broken Bone (Minor) injury.
56-60 Major Eye Wound 3 Gain 1 Bleeding Condi on. Gain 1 Blinded Condi on that cannot be removed un l all Bleeding Condi ons are removed.
61-65 Major Ear Wound 3 Permanent hearing loss in one ear. –20 penalty on all hearing related Tests. If you suffer this result again, your hearing is permanently lost as both ears are
made deaf. Only magic can heal this.
66-70 Broken Nose 3 Gain 2 Bleeding Condi ons. Make a Challenging Endurance Test or also gain the Stunned Condi on. ATer the Wound is healed, gain a +1/-1 SL on appropriate
Social Tests unless Surgery is used to reset the nose.
71-75 Broken Jaw 4 Gain 3 Stunned Condi ons. Make a Challenging Endurance Test or gain the Unconscious Condi on. Suffer a Broken Bone (Major) injury.
76-80 Concussive Blow 4 1 Deafened, 2 Bleeding and 1D10 Stunned Condi ons. Gain 1 Fa gued Condi on that lasts for 1D10 days. If you receive another Cri cal Wound to the head
whilst suffering the Fa gued Condi on, make an Average Endurance Test or also gain an Unconscious Condi on.
81-85 Smashed Mouth 4 Gain 2 Bleeding Condi ons. Lose 1D10 teeth. Amputa on (Easy).
86-90 Mangled Ear 4 Gain 3 Deafened Condi ons and 2 Bleeding Condi ons. Lose your ear. Amputa on (Average).
91-93 Devastated Eye 5 Gain 3 Blinded, 2 Bleeding and 1 Stunned Condi ons. Lose your eye. Amputa on (Difficult).
94-96 Disfiguring Blow 5 Gain 3 Bleeding, 3 Blinded and 2 Stunned Condi ons. Lose your eye and nose. Amputa on (Hard).
97-99 Mangled Jaw 5 Gain 4 Bleeding and 3 Stunned Condi ons. Make a Very Hard Endurance Test or gain 1 Unconscious Condi on. Suffer a Broken Bone (Major) injury and lose
your tongue and 1D10 teeth. Amputa on (Hard).

00 Decapitated Death Your head goes flying 1D10 feet away in a random direc on (Sca:er).

Arm Critical Wounds


Roll Descrip on Wounds Addi onal Effects
01-10 Jarred Arm 1 Drop What was held.
11-20 Minor cut 1 Gain 1 Bleeding Condi on
21-25 Sprain 1 Suffer a Torn Muscle (Minor) injury.
26-30 Badly Jarred arm 2 Drop what was held. Your arm is useless for 1D10 - TB rounds (minimum 1). During this me, treat the hand as lost.
31-35 Torn Muscles 2 Gain a Bleeding Condi on and a Torn Muscle (Minor) injury.
36-40 Bleeding Hand 2 Take 1 Bleeding Condi on. Whilst suffering the Bleeding Condi on, make an Average Dexterity Test before taking any Ac on that requires something to be
held in that hand.
41-45 Wrenched Arm 2 Drop what is held. The arm is useless for 1D10 Rounds.
46-50 Gaping Wound 3 Take 2 Bleeding Condi ons. Un l you receive Surgery, any other Arm Damage will also inflict 1 Bleeding Condi on.
51-55 Clean break 3 Drop what was held in the hand. Gain a Broken Bone (Minor) injury. Pass a Difficult Endurance Test or gain a Stunned Condi on.
56-60 Ruptured Ligament 3 Drop what was held in the hand. Suffer a Torn Muscle (Major) injury.
61-65 Deep Cut 3 Gain 2 Bleeding, 1 Stunned Condi ons and suffer a Torn Muscle (Minor) injury. Take a Hard Endurance Test or also gain the Unconscious Condi on.
66-70 Damaged Artery 4 Gain 4 Bleeding Condi ons. Un l you receive Surgery any other Arm Damage will also inflict 2 Bleeding Condi ons.
71-75 Crushed Elbow 4 Drop what was held and gain a Broken Bone (Major) injury.
76-80 Dislocated Shoulder 4 Pass a Hard Endurance Test or gain Stunned and Prone Condi ons. Drop what is held and the arm is useless. Gain 1 Stunned Condi on un l you receive
medical a&en on. ATer this, take an Extended Rou ne Heal Test (6 SL) to regain its use. Using this arm is a –10 Penalty for 1D10 days.
81-85 Severed Finger 4 Lose a finger. Amputa on (Average) Gain 1 Bleeding Condi on.
86-90 CleT Hand 5 Lose 1 Finger Amputa on (Difficult). Gain 2 Bleeding and 1 Stunned Condi on. For every round you don’t receive medical a&en on, you lose another finger
as the wound tears. If you run out of fingers, lose the hand Amputa on (Difficult).
91-93 Mauled Bicep 5 Drop anything held. Suffer a Torn Muscle (Major) injury. Gain 2 Bleeding and 1 Stunned Condi ons.
94-96 Mangled Hand 5 You lose your Hand. Amputa on (Hard). Gain 2 Bleeding Condi ons. Take a Hard Endurance Test or gain Stunned and Prone Condi on.
97-99 Sliced Tendons 5 Your arm hangs useless. Amputa on (Hard). Gain 3 Bleeding, 1 Prone and 1 Stunned Condi ons. Pass a Hard Endurance Test or gain the Unconscious
Condi on

00 Brutal Death You die as your arm goes flying 1D10 feet in a random direc on (Sca:er) before the blow follows through into your body.
Dismemberment

9
This part in being an examination Critical hits and their effects upon the person on which they are afflicted

Body Critical Wounds

Roll Descrip on Wounds Addi onal Effects


01-10 Tis but a scratch 1 Gain 1 Bleeding Condi on.
11-20 Gut Blow 1 Gain 1 Stunned Condi on. Pass an Easy Endurance Test or vomit, gaining the Prone Condi on.
21-25 Low Blow! 1 Make a Hard Endurance Test or gain 3 Stunned Condi ons.
26-30 Twisted Back 1 Suffer a Torn Muscle (Minor) Injury.
31-35 Winded 2 Gain the Stunned Condi on. Make an Average Endurance Test.
36-40 Bruised Ribs 2 All Agility Based Tests suffer –10 penalty for 1D10 days.
41-45 Wrenched Collar 2 Randomly select 1 Arm. Drop what was held in the hand. The arm is useless for 1D10 Rounds.
Bone
46-50 Ragged Wound 2 Take 2 Bleeding Condi ons.
51-55 Cracked Ribs 3 Gain the Stunned Condi on. Gain Broken Bone (Minor) injury.
56-60 Gaping Wound 3 Take 3 Bleeding Condi ons. Un l you receive Surgery any more wounds to the Body will inflict an addi onal Bleeding Condi on.

61-65 Painful Cut 3 Gain 2 Bleeding and 1 Stunned Condi ons. Take a Hard Endurance Test or gain the Unconscious Condi on. Unless you achieve 4+SL, you also scream out in
pain.

66-70 Arterial Damage 3 Gain 4 Bleeding Condi ons. Un l you receive Surgery any more wounds to the Body will inflict 2 Bleeding Condi ons.

71-75 Pulled Back 4 Suffer a Torn Muscle (Major) injury.


76-80 Fractured Hip 4 Gain the Stunned Condi on. Take a Challenging Endurance Test or also gain Prone Condi on. Suffer a Broken Bone (Minor) injury.

81-85 Major Chest 4 Take 4 Bleeding Condi ons. Un l you receive Surgery any more wounds to the Body will inflict 2 Bleeding Condi ons
Wound
86-90 Gut Wound 4 Contract a Festering Wound and gain 2 Bleeding Condi ons.
91-93 Smashed Rib Cage 5 Gain a Stunned Condi on that can only be removed through Medical A&en on and suffer a Broken Bone (Major) injury.

94-96 Broken Collar Bone 5 Gain the Unconscious Condi on un l you receive Medical A&en on. Suffer a Broken Bone (Major) injury.

97-99 Internal Bleeding 5 Gain a Bleeding Condi on that can only be removed by Surgery. Contract Blood Rot.

00 Torn Apart Death You are hacked in two. All characters within 2 yards are showered in blood.

Leg Critical Wounds

Roll Descrip on Wounds Addi onal Effects

01-10 Stubbed Toe 1 Pass a Rou ne Endurance Test or suffer –10 on Agility tests un l the End of your next Turn.

11-20 Twisted Ankle 1 Agility Tests suffer –10 penalty for 1D10 Rounds.
21-25 Minor Cut 1 Gain 1 Bleeding Condi on.
26-30 Lost Foo ng 1 Pass a Challenging Endurance Test or gain the Prone Condi on.
31-35 Thigh Strike 2 Gain 1 Bleeding Condi on and take an Average Endurance Test else gain the Prone Condi on.
36-40 Sprained Ankle 2 Gain a Torn Muscle (Minor) injury.

41-45 Twisted knee 2 Agility Tests suffer a –20 penalty for 1D10 rounds.
46-50 Badly Cut Toe 2 Gain 1 Bleeding Condi on. ATer the encounter, make a Challenging Endurance Test else lose a toe. Amputa on (Average).
51-55 Bad Cut 3 Gain 2 Bleeding Condi ons and take an Challenging Endurance Test else gain the Prone Condi on.

56-60 Twisted Knee 3 Gain a Torn Muscle (Major) injury.

61-65 Hacked Leg 3 Gain 2 Bleeding, 1 Prone Condi on and a Broken Bone (Minor) injury. Take a Hard Endurance Test or also gain 1 Stunned Condi on.

66-70 Torn Thigh 3 Gain 3 Bleeding Condi ons. Pass a Challenging Endurance Test else gain the Prone Condi on. Un l you receive Surgery, each me you suffer leg Damage,
receive 1 Bleeding Condi on.
71-75 Ruptured Tendon 4 Gain Prone and Stunned Condi on. Pass a Hard Endurance Test or gain the Unconscious Condi on. Your leg is useless. Suffer a Torn Muscle (Major) injury.

76-80 Carved Shin 4 Gain Stunned and Prone Condi on. Suffer a Torn Muscle (Major) and Broken Bone (Minor) injury.

81-85 Broken Knee 4 Gain 1 Bleeding, 1 Prone and Stunned Condi ons. Suffer a Broken Bone (Major) injury.

86-90 Dislocated Knee 4 Gain the Prone Condi on. Pass a Hard Endurance Test else gain the Stunned Condi on which is not removed un l you receive Medical A&en on. ATer the
Medical A&en on, you need an Extended Rou ne Heal test (6 SL) to regain its use. 1/2 Movement and Tests using this leg suffer a –10 penalty for 1D10
days.
91-93 Crushed Foot 5 Make an Average Endurance test else gain the Prone Condi on and lose 1 toe plus an addi onal toe for each SL below 0. Amputa on (Average). Gain 2
Bleeding Condi ons. If you don’t receive surgery within 1D10 days, lose the foot.
94-96 Severed foot 5 Your foot lands 1D10 feet away (Sca:er) Amputa on (Hard). You gain 3 Bleeding 2 Stunned and 1 Prone Condi ons.
97-99 Cut Tendon 5 Scream out in pain. Gain 2 Bleeding, 2 Stunned and 1 Prone condi on. Your leg never works again. Amputa on (Very Hard).

00 Sha&ered Pelvis Death The blow sha&ers your pelvis, slicing through your legs. You die from shock.

10
This part in being on Skills and Talents

This is intended to be a quick reference to give you an overview and flavour of the
skills and talents available to you as a player. The descrip ons only cover the basics
Talents pt1
to clue you in. They do not explain any circumstances or issues that may affect using Name Max Tests Descrip on
these talents. This is not a subs tute for the rulebook! You s ll need it to gain a full Accurate Shot BS B +1 dmg on all ranged weapons. Pg132
understanding of how the skills and talents work in play.
Acute Sense IB Percep on Choose 1 sense. Percep on test using
sense to spot impercep ble detail. Pg 132
Skills Aethyric IB Channel No miscast if double rolled on successful
Basic/grouped Stat Effect A&unement channel test. Pg 132
Alley Cat IB Stealth Stealth(Urban), reverse dice of any failed
Art (Gr) Dex Create works of Art in your chosen medium. Pg
(Urban) test to check success. Pg132
119.
Ambidextrous 2 Off hand -10. (0 if taken twice) pg 132
Athle cs Agil Impacts on your movement abili es in combat
pg 119 Animal Affinity WP B Charm All Bes al Trait creatures calm in your
Animal presence. Pg 133
Bribery Fel Will tell you if a target may be bribed and
Argumenta ve Fel B Charm Choose either rolled SL or number rolled
allow you to guess a target number. Pg120
deba ng on units die. Pg133
Arcane Magic Int B Know 1 of the 8 Arcane Lores of magic pg
Charm Fel Opposed Charm/Cool to influence pg 120. (Lore) 133
Ar s c Dex B Trade Produce precise sketches. Add Trade
Charm Animal WP Influence an animal. Pg121 (Ar st) (Ar st) to any career. Pg 133.
Climb S How easy to scale surfaces. Pg 121. A&rac ve Fel B Charm to Choose either rolled SL or number rolled
a&racted on units die. Pg133
Cool WP Resist psychology and charm etc. pg 121
Ba&le Rage WP B Melee You can end your Frenzy with successful
Consume Alcohol T Ability to resist drunkenness. Pg 121
Frenzied Cool Test at end of round pg 133.
Dodge Ag Ability to avoid blows. Pg 122
Beneath No ce Fel B Stealth in Higher status er ignore you / don’t get
Drive Ag Ability to guide vehicles pg122 plain sight advantage in combat with you. Pg 133
Endurance T Withstand hardship pg 122.
Entertain (Gr) Fel Act/sing etc pg 122 Beat Blade WS B Melee Before a&ack, perform Melee(fencing)
Gamble Int Measure the likelihood of a bet paying off. Pg (fencing) test. Opponent - 1 Advantage (extra per
122 SL). Pg 133
Gossip Fel Learn interes ng informa on pg 123 Beserk Charge SB Melee + 1 damage on charge per mes taken.
Pg 133
Haggle Fel Opposed test to reduce price pg123
Blather Fel B Charm to Opposed Blather/ intelligence to give
In midate S Bully your opponent pg 123 blather opponent stunned condi on. Pg 133
Intui on I Suss if something is wrong or give you an Bless 1 You can empower prayers pg 134
advantage in combat pg 124
Leadership Fel Issue orders or bolster psychology tests pg 126 Bookish Int B Research Reverse dice of any failed test to check
success. Pg 134
Melee (Gr) WS Represents training in weapons pg 126 Break and Enter SB Melee +1dmg vs objects per mes taken. Pg 134
Naviga on I Find your way around pg 126
Outdoor Survival Int Forage, build shelters, fish etc. pg 126 Briber Fel B Bribery Reduce base cost of bribe by 10% pg134

Percep on I Ability to spot things/oppose stealth pg127 Cardsharp Int B Gamble/ Use either rolled SL or units die num pg
sleight of 134
Ride(Gr) Ag How skilled at riding animals pg129 hand
Careful Strike IB Modify hit loc. +/- 10 per mes taken.
Row S How effec ve at rowing in dangerous situa- Pg134
ons. Pg 129 Carouser TB Consume Reverse dice of failed Consume Alcohol
Stealth (gr) Ag Concealment vs opposed percep on pg 130 alcohol Test to score Success.pg134
Ca]all Ag B Athle cs Reduce fall by 1 yard + 1 per SL for
on falling damage pg134
Advanced/ Grouped Stat Effects
Cat Tongued Fel B Charm on Listeners do not oppose on intui on. 134
Animal Care Int Tend animals if they become sick or wounded. lying
Pg 118 Chaos Magic (Lore) None Learn chaos magic spells! Pg 134
Animal Training (Gr) Int Train/in midate animals. Pg 119
Combat Aware IB Melee Challenging Percep on Test to ignore
Channelling WP Ability to control the winds of magic pg 120 percep on surprise pg134.
Evaluate Int Determine the value of objects. Pg 122
Combat Master Agil B Each me taken, count as +1 person for
Heal Int Heal disease, infec on, wound pg 123. outnumbered pg134.
Language (Gr) Int Speak the tongue. Language(Magick) is used to Combat Reflexes IB Ini a ve counts as 10 for combat. Pg134
cast spells. Pg 124
Commanding Fel B Leadership Lower status cannot resist leadership
Lore(Gr) Int formally taught in that area, allowing you to Presence with opposed willpower pg135
recall facts pg 126 Concot 1 Use a free CraTing endeavour to make
Perform(Gr) Ag Acroba cs, dancing etc pg127. po ons without a workshop pg135
Pick lock Dex Breaking into locks pg127 Contor onist Agil B When Squeeze and bend through unlikely gaps
Play (Gr) Dex Playing an instrument pg128 using pg 135
Pray Fel Used to pray to a deity with blessings pg128 contort
Ranged (Gr) BS Applies to using ranged weapons pg128 Cool Headed 1 Permanent +5 to star ng Willpower
Research Int Pulling informa on from libraries, scrolls etc. pg135
pg128 Crack the whip Dex B Drive / Fleeing/running animal +1 Movement
Sail (Gr) Ag Manoeuvring with sails. Pg 129 ride with whip. Pg135
Secret Signs (Gr) Int How to use special markings or signs in a CraTsman (Trade) Dex B Trade Add trade skill or -5xp cost to career
group. Pg 129 pg135
Set Trap Dex Set and disarm traps pg 130 Criminal None Take money as income pg 135
Sleight of hand Dex Picking pockets etc pg130 Deadeye Shot 1 Don’t reverse die for loca on, pick pg135
Swim S How well you can swim without drowning pg
131 Dealmaker Fel B Haggle Reduce or increase price 10% pg135
Track I Ability to follow trails and signs leT by others.
Pg 131 Detect Artefact Int B Intui on test determines if item is
Trade (Gr) Dex Earn money with your service pg 131 magical. Pg 135

11
This part in being on Skills and Talents

Talents pt2
Name Max Tests Descrip on
Diceman Int B Gamble / sleight of hand Use either rolled SL or number on units die for success. Pg135
Dirty Figh ng WS B Melee (fist) +1dmg for melee(fist) for each level. Pg136
Disarm IB Melee Use ac on for opposed melee, opponent loses held weapon. Pg 136.
Distract Agi B Athle cs Use move to opposed Athle cs/cool. Opponent cannot gain advantage l next round. Pg136
Doomed 1 If character dies in this manner, ½ xp goes to next one. Pg136
Drilled WS B Melee besides ally When standing next to Ally with drilled and lose Advantage, keep 1. Pg136
Dual Wielder Agi B Melee Reverse role of first a&ack to hit with the second (off hand penalty applied). pg 136
Embezzle Int B Embezzling Opposed intelligence test against employer to skim money. Pg136
Enclosed Fighter Agi B Dodge Ignore melee penal es in enclosed spaces. Pg137
E que&e Fel B Charm/ gossip Blend into chosen group pg 137
Fast Hands Dex B Sleight of hand/ fist No passive percep on test against sleight of hand skill. Pg137
Fast Shot Agil B Ranged If loaded, fire outside of normal ini a ve order. Pg 137
Fearless WP B Cool With average cool test, ignore psychology against specific enemy. Pg137
Feint WS B Fencing Feint as ac on, opposed melee test, a&ack before next round has Feint SL added to it. pg 137.
Field Dressing Int B Heal You may reverse dice results if it results in success. Pg 137
Fisherman Int B Fishing Find enough fish to feed your party. Pg 138
Flagellant TB Resis ng ruinous powers Pray number of wounds equal to level in flagellant. Frenzy immediately without tes ng. Pg 138
Flee Agi b Athle cs Movement +1 when fleeing pg 138
Fleet Footed 1 +1 to Movement A&ribute pg138
Frenzy 1 You can Frenzy pg138
Frightening SB Fear ra ng of +1 per mes taken pg 138
Furious Assault Agi B Melee on extra a&acks Spend advantage or move to make extra a&ack. Pg138
Gregarious Fel B Gossip Reverse dice if allows a success pg138

Gunner Dex B Add SL to gunner level in extended reload pg138


Hardy TB Add TB to wounds pg138
Hatred WP B Willpower Hatred for chosen group pg138
Holy Hatred Fel B +1dmg with miracles per level pg138
Holy Rage WP B Pray when frenzied Can invoke blessings and miracles when frenzied pg138
Holy Visions IB Intui on Intui on test to receive visions pg138
Hunter’s Eye IB Trail Test Hunt down enough game to feed your group pg 138
Impassioned Zeal Fel B Charm Double Fel to determine public influenced by your speech pg 139.
Implacable TB Ignore Wound loss from bleeding pg139
In-Fighter Dex B Infigh ng No penal es for figh ng against opponent with longer weapon. +10 to hit opponent in infigh ng. Pg139
Inspiring Fel B Leadership Increase amount of people influenced in war. Pg139
Ins nc ve Dic on IB Language (Magick) You do not suffer a Miscast if you roll a double on a successful Language (Magick) Test. Pg139.
Invoke Divine Lore None Perform miracles for 1 god. Pg 139
Iron Jaw TB Endurance Challenging endurance test to resist Stunned condi on pg139
Iron Will WPB Cool Vs In midate In midate skill does not cause you Fear. Pg 140
Jump up Agi B Athle cs Challenging agility test to regain feet when Prone. Pg140
Kingpin 1 Ignore status loss of Criminal Talent pg 140
Lightning reflexes 1 Permanent +5 to star ng Agility pg140
Lip Reading IB Percep on Percep on test to understand what is said pg140
Linguis cs IntB Languages Language exposed to counts as basic instead of advanced with successful intelligence check. Pg140
Luck Fel B Fortune max == Fate max + Luck level pg140
Magic Resistance 1 Must Oppose any spell with Willpower, may never learn magic pg140
Magical Sense IB Intui on detect wizards Average intui on check when encounter spellcaster pg140
Magnum Opus None Create a high value piece of work. Pg 140
Marksman 1 Permanent + 5 to BS pg140
Master of Disguise Fel Bonus Entertain (ac ng) Expert at disguising yourself pg140
Master Orator Fel bonus SL bonus equal to Master Orator Level to charm in public speaking pg140
Master Tradesman Dex B Reduce required SL of extended test of trade skill by talent level pg140
Menacing SB When using In midate, gain SL bonus == Menacing levels pg140
Mimic IB Entertain (Ac ng) Replicate any accent with an ini a ve test pg141
Nimble Fingered 1 Permanent +5 to star ng dex pg141
Night Vision IB Percep on in low light See clearly for 20y per Night vision level pg141
Noble Blood 1 Any influenced by status Considered higher status than everyone else unless they have Noble Blood Talent pg141

12
This part in being on Skills and Talents

Talents pt3
Name Max Tests Descrip on
Nose for trouble IB Test to spot troublemak- Intui on test to spot those seeking to cause trouble. Opposed if hiding pg141
ers
Numisma cs IB Evaluate worth of coins Judge value of coins without test and can spot forged coins easily pg141
Old Salt Agi B Sail Ignore nega ve modifiers at sailing tests. Pg141
Orienta on IB Naviga on You automa cally know which way is north pg141
Panhandle Fel B Charm(begging) Charm test to be every half hour instead of full hour pg141
Perfect Pitch TB Entertain/ language You can replicate notes perfectly and add Entertain(sing) to your career pg142
Pe&y Magic WP B You may cast a number of pe&y magics pg142
Pharmacist Int B Trade (Apothecary) Reverse any failed Apothecary tests if it means it will succeed pg142
Pilot IB Reverse test to navigate any dangerous waters if it will succeed pg142
Public Speaker Fel B Influence a larger number of people when publicly speaking pg142
Pure Soul WP B Gain extra Corrup on Points equal to Pure Soul level before taking a corrup on test. Pg142
Rapid Reload Dex B Add SL equal to Rapid Reload level to any test to reload. Pg142
Reac on Strike IB Ini a ve tests When charged, may a&empt a Challenging Ini a ve test to gain immediate free a&ack. Pg142
Read/Write 1 You can read/write all of the languages you can speak.pg142
Relentless Agi B When using advantage to disengage, you may keep advantage equal to Relentless level pg141
Resolute SB Add level of Resolute to Strength bonus on Charge pg142
Resistance(Threat) TB Tests to resist threat You automa cally pass the first test to resist specified threat pg142
Reversal WSB Melee defending IF you win opposed test, you may take all opponents advantage instead of gaining +1 pg143
Riposte Agi B Melee defending If weapon has fast quality, you may cause damage when defending against a&acks == to riposte level pg143

River Guide IB Any lore concerning river Don’t need tests for passing dangerous water unless difficulty is –10 or lower. Pg 143
Robust TB Reduce all incoming damage by extra +1, but s ll suffer minimum of 1 wound pg143
Rough Rider Agi B Ride(horse) in combat You can direct your mount to take an ac on, not just a move. Pg143
Rover Agi B Stealth in rural environ- By standers do not get passive percep on to spot stealth in rural environment pg143
ment
Savvy 1 Permanent +5 bonus to star ng intelligence. Pg144

Savant (Lore) Int B Lore (chosen Lore) You automa cally know a correct number of pieces of informa on about the relevant issue without Lore
test. Pg143
Scale Sheer surface SB Climb Ignore climb test penal es to climb sheer surfaces pg144
Schemer Int B Intelligence tests GM will provide you with observa ons about current situa on based on SL pg144
Sea Legs TB Tests to resist sea sick- Ignore penal es to tests to ignore sea sickness pg 144
ness
Seasoned Traveller Int B Lore local Add lore Local to current career pg 144
Secret Iden ty Int B Entertain Ac ng You may use social status of disguised career pg144
Second Sight I Bonus Detect winds of magic You now have the sight pg144
Shadow Agi B Any skill shadowing Use shadowing rules without doing combined test. Use percep on or stealth pg144
Sharp 1 Gain a permanent +5 to star ng ini a ve pg144
Sharpshooter I Bonus Ignore size penal es to ranged tests pg145
Shieldsman Agi B Parry test with shield When using Melee(Parry) with shield, you gain advantage equal to this talent if you lose pg145
Sixth Sense I bonus Intui on You get a strange feeling when you are in danger. You may ignore surprise on Intui on Test pg145
Slayer 1 On dmg, SB is increased to opponent’s TB if lower. Pg145
Small 1 You are small. Pg145
Sniper 4 Ranged No penal es for long range, ½ penal es for extreme range. Pg145
Speed reader Language Research and language Read and understand number of pages == SL + speed reader level pg145
Sprinter Athle cs Athle cs on running Movement counts as 1 higher when running pg145
Strider (terrain) Agi Bonus Athle cs to cross terrain You ignore movement penal es in chosen terrain. Pg145
Step Aside Dodge Dodge tests If you use Dodge to defend and win opposed test, you may move up to 2 yards without free a&ack penalty
pg145
Strike Mighty Blow SB Add Strike Mighty Blow level to Dmg pg145
Strike to Injure IB You inflict Strike to Injure level in addi onal wounds when you cri cally wound. pg146
Strike to Stun WS B Melee tests Ignore called shot penalty to use head hit loca on with weapon with pummel quality pg146
Stone Soup TB Endurance to resist ½ food required to avoid penal es, test for starva on every 3 days. Pg146
hunger
Strong Back SB Row and swim Add levels in Strong Back to Opposed strength tests and carry addi onal encumbrance pg146
Strong Legs SB Add Strong legs level to SL in Athle cs tests in leaping. Pg146
Strong Swimmer SB Swim Add Strong Swimmer level to TB for holding breath pg146
Strong Minded WPB Add Strong Minded level to maximum resolve pool pg146
Stout Hearted WPB Cool Tests to remove May a&empt cool test at the end of each of your turns as well as at the end of the round pg146
broken
Sturdy SB Strength test when Increase Encumbrance points by sturdy *2. Pg146
liTing
Suave 1 Permanent +5 to star ng fellowship. Pg146

13
This part in being on Skills and Talents

Talents pt4
Name Max Tests Descrip on
Super Numerate IB Evaluate, Gamble You may use a simple calculator to represent what your PC is capable of mentally thinking pg146
Suppor ve Fel B Social test to influence Use either SL or units rolled to influence superior pg146
superior
Sure Shot IB You may ignore armour points == Sure shot level pg146
Surgery Int B Heal test outside combat Treat any cri cal wound marked as needing surgery. Extended Challenging Heal test to resolve internal
healing issues. Pg146
Tenacious TB Endurance test Double the length of me needed to perform successful Endurance tests. Pg147
Tinker TB Trade to repair broken All non magical trade skills count as basic when repairing broken items. Pg147
items
Tower of Memories Int B Perfectly recall a sequence of facts as long as your intelligence without having to make a test. Pg140
Trapper Set Trap Percep on to spot traps/ Can make percep on tests automa cally without telling the GM of your inten on. Pg147
set traps
Trick Riding Agi Bonus Dodge test on horseback Use perform and dodge skill whilst mounted. You can also move at start of round instead of your turn.
Pg147.
Tunnel Rat Agi Bonus Stealth tests under- By standers get no passive percep on test on your stealth underground pg147
ground
Unshakable WPB Cool test to resist Black You only need to take a cool test to resist broken Condi on if you are wounded by black powder weapon.
Powder Panic Pg147
Very resilient 1 Permanent +5 to star ng Toughness Characteris c pg147
Very Strong 1 Permanent +5 to star ng Strength Characteris c pg147
War Leader Fel B Command tests during All subordinates add your level in War leader to their SL in a Willpower Test. Pg147
war
Warrior Born 1 Permanent +5 to star ng Weapon Skill Characteris c pg147
War Wizard 1 Cast a spell with Cas ng number of 5 or less without using your ac on pg147
Waterman Agi Bonus Sail test Ignore nega ves to &ests when on a barge pg147
Wealthy None When earning you secure +1 GC per mes wealthy is taken pg147
Well Prepared IB You may pull the trapping required for any situa on provided it has Encumbrance of 0. Pg147
Witch! Int B Language(Magick) added to any career entered / 5xp cost per advance cheaper. Spend Resilience to mani-
fest and memorise spells. Pg147

Talent Format Characteristic and Skill improvement xp Cost

Previous Xp Cost per Advance Improvement Xp Cost


Talent Name (situa on): The name of the
advances Characteris cs Skills +1 Talent 100xp + 100 xp per
talent mes talent is taken.
0 to 5 25 10
Leaving a Complete 100 xp
Max: The maximum number of mes the 6 to 10 30 15 Career
Talent may be taken. 11 to 15 40 20 Leaving an incomplete 200 xp
16 to 20 50 30 Career
Tests: The affected Tests give you +1 SL each Changing Class +100 xp
21 to 25 70 40
me you take the talent.
26 to 30 90 60
Descrip on: A descrip on of the talent. 31 to 35 120 80
36 to 40 150 110
41 to 45 190 140
46 to 50 230 180

14
Games Master’s Corner - On information pertaining to the mastery of gaming

Travel Times between it and the target are struck. Free Ac on. All targets within Ini a ve
XP pg.264 yards gain 3 Deafened condi ons and
This is an Opposed BS/Dodge Test. All suffer 1D10 Wounds, ignoring TB and
Movement speed equates to miles per Perfor- Normal End of End of losing targets suffer x magical damage Armour.
hour. and possibly:
mance Session Adventure Campaign They must also pass a Challenging Cool
A party can travel 6 hours per day  Cold: Targets gain a Stunned condi on Test or gain a Broken Condi on.
without Endurance Tests. If they fail XP XP XP per 5 dmg suffered.
these tests, they gain a Fa gued Hardy
Condi on. Poor 75 100 150
 Corrosion: All armour/weapons suffer
1 Dmg. Increase Wounds by a number == TB.
Ideally there should be at least one event Good 100 150 200 Hatred (x)
on a journey, consult the table on pg 269  Fire: Wounds caused ignore Armour
for ideas. points. Targets gain Ablaze Condi on. See Hatred.
Excep onal 125 200 250
 Electricity: Wounds caused ignore Horns (x)
Travel Costs Armour points. Targets gain Stunned
Calculating Range Bands Condi on. When the creature gets Advantage for
Transport Move Cost Distance charging, it can make a Free A&ack with
Point Blank = Range / 10  Poison: Wounds caused ignore Armour its horns. Dmg == x.
points. Targets gain Poisoned Hungry
COACH 6 Short = Range / 2 Condi on.
Long = Range *2 If the creature kills/incapacitates
Inside -/2 Per mile  Smoke: The area fills with smoke, opponent, it must pass a Challenging WP
Extreme= Range * 3 blocking Line of Sight for TB Rounds. Test or feast, losing its next Ac on and
Outside -/1 Per mile Brute Move.
-1 Mov, -10 Agi + 10 S, +10 T Immunity (Type)
BARGE 8 Common Healing Methods
Chill Grasp All dmg of Type is ignored.
Heal Skill: Heal Wounds == to Int B + SL
Cabin -/5 Per mile (only benefit once aTer each encounter) For the cost of 2 Advantage and its Immunity to Psychology
ac on, the creature can a&empt an Ignores Psychology rules.
Bandages: A Successful Heal Test Opposed WS/Melee or Dodge Test.
Deck -/2 Per mile removes +1 Extra Bleeding Condi ons. Infected
If it wins, the target loses 1d10+SL
CAB 6 -/3 Per Healing Draught: if >0 Wounds Wounds with no modifica on. If the creature causes an opponent
remaining, gain TB Wounds Wounds, it must pass an Easy Endurance
Clever Test or contract Festering Wounds.
Healing Poul ces: No minor infec ons
from Cri cal Wounds treated this way. +20 Int, +10 I Infesta on
FERRY 4 -/1 Per 20
Cold Blooded All opponents suffer –10 penalty to hit
Encumbrance Can reverse all failed WP Tests. the creature in melee.
Combat Master Leader
Item Availability and Typical Costs Your Encumbrance limit is determined by
your SB + TB. If it wins an opposed Combat Test whilst +10 Fel, +10 WP
To see if an item is available, consult the Defending, it can cause DMG.
below chart. Magical
Encumbrance Penalties
Constrictor All its a&acks count as magical.
Item Availability Enc Penalty Any Successful Roll to hit grants Magic Resistance (x)
Entangled Condi on to target. The
Village Town City Up to limit No Penal es creature can enter Grapple if it wishes. The SL of spells affec ng the creature are
reduced by x
Up to double limit -1 Mov (min 3), -10 Corrosive Blood
Com- In stock In stock In stock Agi, +1 Travel Mental Corrup on
Every me it is Wounded, all Engaged
Fa gue Targets take 1D10 Wounds modified by Roll on the Mental Corrup on Table
TB and Armour.
Up to triple limit -2 Mov (min 2), -20 Miracles (x)
Scarce 30% 60% 90% Corrupted (Strength)
Agi (min 10), +2 The creature can cast miracles of Deity x.
Travel Fa gue. The Strength of Corrup on is marked in
Rare 15% 30% 45% Muta on
brackets.
More than *3 No movement Roll on the Physical Corrup on Table.
Exo c Not in Not in Not in Cunning
Stock stock stock. +10 Fel, +10 Int, + 10 I Night Vision
Creature Traits pg. 338
Dark Vision The creature has the Night Vision Talent.
Typical Food, drinks and lodgings cost Afraid (x) Painless
Can see in darkness as if it was day.
The creature is afraid of x (see Fear). All non amputa on penal es from
Item Cost Enc Availability Daemonic x
Amphibious Cri cal Wounds (apart from Condi ons)
ATer any blow is received, roll 1D10. If X are ignored.
Full Movement through water and adds or higher is rolled, the blow is ignored.
Agi B to SL of all Swim Tests. Petrifying Gaze
Ale pint 3d 0 Common Die Hard
Arboreal Ac on: can spend all Advantage to
All Cri cal Wounds not resul ng in Death perform an Opposed BS/Ini a ve Test,
Food/day 10d 1 Common In woodlands, adds Agi B to the SL of all can be healed. When it dies, make an adding 1 SL per Advantage spent.
Climb and Stealth Tests. Extended Challenging Endurance Test
Meal, Inn 1/- 0 common requiring an SL6 for TB Rounds. If a Test Opponent gains 1 Stunned Condi on per
Animosity (x) is successful, the creature comes back 2SL it wins. If it wins by at least 6SL, the
See Animosity. with 1 Wound. target is turned to stone.
Common 10d - Common
Armour (x) Disease (x) If the opponent is a spellcaster, they may
room/night oppose with Language (Magic) instead of
It has x armour points on all Hit The creature carries the disease x. Ini a ve.
Loca ons. Others Test for contrac on.
Prejudice (x)
Private 10/- - Common Belligerent Distrac ng
See Prejudice
room / If it has higher Advantage than opponent, All living targets within TB yards suffer a –
it is immune to Psychology. 20 penalty to all Tests. Ranged x (range)
night
Bes al Elite The creature has a ranged weapon with a
range of yards in brackets that does x
Spirits pint 2/- - common Shies away from fire and gains 1 Broken +20 WS, +20 BS +20 WP dmg.
Condi on if struck by it. Ethereal Rear
Wine, 10d 0 Common
Will a&empt to flee if it loses more than Can only be harmed by Magical a&acks. For its move, the creature may make a
bo&le half Wounds, unless protec ng its young
or has Territorial Trait (In which case, it Stomp a&ack if it is larger than its
Fast opponent.
Ra ons, 1/ 2/- 0 common enters Frenzy).
+1 Mov, +10 Agility Regenerate
day Big
Fear (x) If, at the start of its round, the creature
Add +10 S and T and - 10 Agi has more than 0 Wounds remaining, it
Stables/ 10d - common Causes Fear with a ra ng of x.
Bite (x) regenerates 1D10 Wounds.
night Flight (x)
Make a Free A&ack by spending 1 If it has 0 Wounds, on an 8, it
Advantage, dealing damage x. Can fly up to x yards. –20 to all ranged regenerates 1 Wound.
Alternative Hit locations pg. 310 combat a&empts as it flies.
Blessed If it ever rolls a 10, it regenerates a
Frenzy Cri cal Wound, losing all penal es and
Snakes Spiders Can enact Blessings. Condi ons associated with it.
The creature can Frenzy.
Bounce Any Wounds or Cri cal Wounds caused
01-19 Head 01-09 Head Fury by fire should be recorded separately as
When Charging/running, it doubles its
Movement and ignores all intervening The creature can spend all of its they can never be regenerated.
20-00 Body 10-79 Legs terrain and characters. Advantage to develop Hatred towards
close combat opponents. If it has at least
Breath (X) 3 Advantage, it can develop Frenzy
80-00 Body
For 2 Advantage, can use Breath as a instead.
Free A&ack. Ghostly Howl
Choose 1 target seen within 20+TB yards. On its turn, the creature can spend all its
All creatures within SB Yards and Advantage (Minimum 2) to Scream as a

15
Games Master’s Corner - On information pertaining to the mastery of gaming
Size Tracker the first finger, any failed Test with a 1 on Pass: No further effects from source of
the unit’s die counts as a fumble. Second Terror.
There are several size categories: Add SL == Ini a ve Bonus to Track Tests. finger, 1 or 2 and so on.
Fail: You gain a number of Broken
Tiny, Li&le, Small, Average, Large, Undead You also suffer a –5 to all Tests using that Condi ons == to Terror Ra ng and the
Enormous, Monstrous hand per finger. Once 4 or more fingers on number of SL below 0.
Whenever ending a round engaged with an
Combat modifiers: opponent with higher Advantage, it loses one hand are lost, use the rules for Severed
Hand. ATer resolving the Terror Test, the source
Wounds == difference. causes Fear with Fear Ra ng == Terror
If larger:
If the Creature reaches 0 Wounds, Foot: Reduce Movement by 1/2. Suffer –20 Ra ng.
 Weapon gains the Damaging Quality if 1 collapses to dust. penalty on all Tests that rely on mobility.
step larger, Impact if 2 or more steps. You really don’t want to lose both feet… Disease Symptoms pg.188
Vampiric Blight
 Mul plies Dmg caused by the number of Hand: -20 penalty on all Tests that rely on
steps larger it is. On successful bite a&ack, heals Wounds ==losing both hands and cannot wield 2 Pass a Very Easy (+60) Endurance Test Daily
dmg. This is the only way it can heal. handed weapons. If the primary hand is or die. If moderate, Test is Easy (+40). If
 All successful strikes against smaller Venom (Difficulty) lost, you s ll suffer –20 penalty to use your Severe, Test is Average (+20).
targets ac vate the death blow rule. off hand. For every 100xp spent, you can
When Wounds caused, the opponent gains reduce the penalty by 5. Treatment: None
If smaller: a Poisoned Condi on. If no difficulty is Leg: Same as foot but you cannot dodge. Buboes
 +10 to hit bigger opponents. marked, the test is Challenging.
Teeth: Every 2 teeth lost == -1 on -10 Penalty to all 10s and to Fellowship if
When defending with a WS in an Opposed Vomit Fellowship Characteris c. Buboes are seen or smelt.
Test, suffer a –2 SL penalty for each step 3 Advantage spent = Vomit as Free A&ack.
larger the opponent is. Once more than half your teeth (Human Treatment: Successful Heal Surgery Test to
16, Elf 18, Halfling and Dwarf 20), double
It chooses 1 Target within TB yards and all lance Buboes. If failed, gain Festering
Can cause Fear in opponent 1 step smaller Targets within 2 yards are hit. ea ng me. Wounds. If lanced, make a Difficult(-10)
and Terror in opponent two steps smaller. Endurance Test Daily or more will swell.
Ra ng = = to size step difference. Toes: Each toe lost == -1 Agi and WS.
This is an Opposed BS/ Dodge Test (Easy for
the creature, Challenging for Opponents). Convulsions
A larger creature ignores the need to Tongue: Automa cally fail all Language
disengage. Tests involving speaking.
All creatures who fail get Dmg = Creatures - 10 Penalty to all Physical Tests. –20 if
TB +4 and receive Stunned condi on. All Moderate or ed down if severe.
Opposed Strength tests are won Armour and Weapons take 1 dmg. Nose: -20 to Fel and –30 to all smell Tests.
automa cally if 2 or more steps larger. If Treatment: Trade Apothecary and
only 1 step larger, the opponent must Ward x Medical A:en on(pg181) ingredients of 10/- + to treat daily to move
cri cal to contest SL. Some Cri cal Wounds and condi ons condi on down a step.
Roll 1D10 aTer any blow is received. If cannot be resolved without medical
All creatures that are larger can make a rolled x or higher, the blow is ignored. Coughs and sneezes
Free Stomp A&ack by spending 1 a&en on, these include: Heal skill,
WallCrawler bandages and poul ces or prayers and Anyone near you is exposed to the disease
Advantage. spells. and must Test for Contrac on hourly.
Dmg = SB+3. Full movement up ver cal surfaces
automa cally passes Climb Tests. Surgery: If a Cri cal Wound is marked Treatment: None
Larger creatures have more wounds, Surgery, you suffer Cri cal Wounds Fever
consult the table pg 341 to find out more. Weapon x penal es un l you have received Surgery
The weapon causes x dmg. (or get appropriate magical healing). -10 Penalty to all Physical and Fellowship
SkiEsh Tests. If severe, gain the Unconscious
Web x If you are subject to Psychological traits, condi on.
The Creature is easily scared by magic or you may resist them by passing a Cool Test
loud noises. If these occur, it gains 3 Broken Whenever it hits, the opponent gets 1 at the beginning of the Round. Treatment: Very few (10%) are genuine. If
Condi ons. Entangled Condi on with a strength of x. you pass a Challenging Endurance Test,
Spell Caster (various)
Psychology pg.190 symptoms abate.
The creature can cast spells Injuries pg.172 Flux
Animosity x On GM call, you have rounds == TB to
Stealthy Broken Bones (pg 179)
You dislike x. When you meet a member of relieve yourself. If Moderate, GM can call
Adds Agi Bonus to the SL of Stealth Tests. Minor: Will heal without medical a&en on. the group x, take an animosity test. twice. If Severe, 3 mes and you lose 1
Stride The hit loca on is unusable un l the Wound per me.
breakage heals. Pass: -20 Fellowship Test Penalty to group
Mul ply Mov by 1.5 when running. x. Treatment: Very few (10%) are genuine. If
Arms/Legs: Use rules for Severed Arm or genuine, Flux can be held off for TB hours.
Stupid Leg to represent this for limbs. Fail: You must a&ack x either socially or
physically. You gain +1SL on a&empts to Gangrene
If the creature is not near allies without the Head: On a liquid diet and –30 to all socially or mentally a&ack x.
Stupid trait, pass an Easy Intelligence Test Language Tests. Roll to determine hit loca on. Each day,
at the start of its round. Else lose Move and Fear and Terror override Animosity. make an Average (+20) Endurance Test. If
Ac on. Body: -30 to strength and Agility. 1/2 you fail > TB, you lose all capability in
Movement. Fear x affected loca on (Follow Amputa on
Swamp Strider Creatures that cause Fear have Fear Ra ng rules). –10 penalty to Fellowship and suffer
Healing: 30+1D10 days to heal. ATer this, Wounded Symptom. Also suffer from Blight
No mov penal es for moving in boggy successful Average Endurance Test. If x.
un l Amputated.
ground. failed, permanent –5 Agility Tests to arm, X = SL value you need to pass on extended
permanent –5 Agility Characteris c for Cool Test. Treatment: Amputa on
Swarm body/Leg, permanent –5 Language Test for
Test at the end of every round un l SL >= Lingering
Swarm counts as a single creature. Ignores Head.
Psychology. Ignores Entangled when Successful Average Heal test within a week Fear Ra ng X. ATer disease goes, pass an Endurance
moving. of receiving the fracture negates need for When subject to Fear, -1 on all Tests to (difficulty marked by symptom). If marginal
the Endurance Test (binding needed). affect Fear source. You may not approach failure, dura on extends for 1D10 days.
When Striking, death blow rule ac vated. Failure, develop Festering Wound.
Fear source without passing a Challenging
All opponents engaged with swarm Major: Same as minor except the hit Cool Test. Astounding failure, develop Blood Rot.
automa cally lose 1 Wound at end of every loca on is unusable un l breakage heals. Treatment: Very few (10%) are genuine. If
Round. If Fear source approaches you, pass a
Healing: Takes 10 days longer. All Challenging Cool Test or gain a Broken you pass the Endurance Test (Heal Test to
A swarm has *5 Wounds of the normal associated Tests are Challenging. Any Condi on. determine correct day to take).
creature and +10 WS. penal es for failed Tests are increased to – Malaise
10. Frenzy
# Tentacles x Gain Fa gued Condi on.
Torn Muscles (pg 179) Successful WP Test allows you to become
Has a number of Tentacles == # Frenzied. Treatment: Medicine (75% genuine
Minor: -10 to all tests involving loca on. If chance), pass Challenging (+0) Endurance
1 Free A&ack ac on per Tentacle that does legs, also 1/2 Movement. Whilst Frenzied, immune to all other
x Dmg. psychology. You must move towards the Test.
Healing: Muscle will heal in 30 - TB days. closest enemy and a&ack when possible. Nausea
If dmgs, it can also give the Entangled Healing Skill reduces me by 1 day +
ac on and enter Grapple. further day per SL (you may only do this Free Melee A&ack ac on each Round. Whenever you fail a physical Test, you
Territorial once). You gain a +1 SB. vomit. You gain the Stunned condi on.
It will fight to the death to protect the area. Major:
–20.
Same as minor but all penal es are You remain Frenzied un l all enemies are Treatment: 60% chance of genuine at 30
defeated or you gain Stunned or pennies. Pass Challenging (+0) Endurance
Terror x Healing: The Muscle will par ally heal in 30 Unconscious Condi ons. test to ignore for hours == TB.
See Terror - TB days. ATer this, penalty is reduced to – When Frenzied ends, gain the Fa gued Pox
10. The muscle will completely heal aTer Condi on.
Tail A:ack x an addi onal 30 - TB days. Healing skill - 10 Fel Tests. Average (+20) cool Test to
avoid scratching. When pox ends, pass
1 Advantage spent = Free A&ack. The tail does nothing for this. Hatred x
Average(+20) Cool Test. If failed, reverse
does x dmg. Opponents of a smaller size Amputated Parts(pg180) Same as Animosity except you must use dice, apply permanent scarring to that hit
that suffer wounds also gain the Prone physical violence to destroy X. You gain +1 loca on. If head, lose 1 Fel.
Condi on. Whenever Cri cal Wound marked SL bonus on all combat checks against X
Amputa on is suffered, pass an Endurance and are immune to Fear and in midate. Treatment: 90% Chance of genuine. Costs
Trained (Trained Skills ) Test (difficulty in the Cri cal Wound) or ~6 - 7d for a week’s worth. Makes all pox
The creature is trained in the skill indicated. gain Prone Condi on. Failure of –2, also Prejudice x Cool Tests Very Easy (+60)
(see pg 343) gain Stunned condi on. Failure of - 4, gain
the Unconscious condi on. Similar to Animosity except only -10 Wounded
Tongue A:ack x (range) penalty to Fellowship Tests to group X.
Arm: Rules for lost hand, but also can’t use For each Wounded Symptom, you cannot
1 Advantage spent = Free A&ack. This is a a shield. It ends when you gain Stunned or heal 1 Wound. Every day, take Easy (+20)
ranged a&ack that does x dmg. If it hits, the Unconscious Condi ons or are subject to Endurance Test or gain Festering Wound if
target gets 1 Entangled condi on. Ear: both ears lost = -20 to all hearing another Psychology. you don’t have one.
based percep on checks. –5 to all
If target is smaller, it’s dragged to Fellowship checks per ear lost. When affected, you must immediately Treatment: Successful Heal Test ensures
creature. insult group X loudly. the wound is clean and does not require an
Eye: both eyes lost = -30 penalty to all Endurance Test to be further infected.
Tough Tests influenced by sight. –5 Fellowship per Terror (Ra ng)
scarred eye socket people can see. When you first encounter the source of
+10 T, + 10 WP
Fingers: Increased chance of fumbling. For Terror make a Psychology Test.

16
Attack and defence flowcharts

Some people may want a more comprehensive overview of how combat works. For those people, the flowcharts
below are provided.

Melee attacker

Double
yes rolled?
Roll D100, compare Successful
Start with Melee to calculate Test?
SLs. Factor any
Advantage you have.

Defender gains Prone No yes


Condi on.
Double
Unconscious aTer TB
No rolled?
rounds unless healed.
yes Cri cal Hit - Roll
1D100 to determine
Defender
loca on and roll on
reduced to Zero yes No the Cri cal Table.
Wounds?

Defender reduced No
to nega ve
Wounds? Fumble - Roll on the
OOPs ! table
A:ack Hits. Reverse dice to determine hit
Yes loca on and calculate Damage. SL = More SLs than
Cri cal Hit - Roll A&acker SL - Defender SL the defender?
1D100 to determine Damage = (SL + SB + Weapon) - (Defender
No loca on and roll on TB + Armour). yes
the Cri cal Table.
A:ack misses. Lose all No
Gain 1 Advantage Advantage.

No
yes Tied SLs?
Defender loses all Advantage.
Finish

Cri cal Hit - Roll


yes
Melee Defender 1D100 to determine
Double
loca on and roll on
rolled?
the Cri cal Table.

Start yes
No
Roll D100, compare
with Melee to calculate
SLs. Factor any Successful
Advantage you have. Test?

No Double
rolled?

yes No

Defender gains Prone A:ack Hits. Lose all


Defender reduced
Condi on. yes
to Zero Wounds? Advantage.
Fumble - Roll on the More SLs than
Unconscious aTer TB
OOPs ! table the a&acker?
rounds unless healed.

No

Tied SLs? No
yes
No
yes

A:ack Misses.

Gain 1 Advantage
Finish

17
Ranged attacker No
Success?

Double
Roll D100, compare Apply any modifiers (pg.
rolled?
Start with Ranged to 161)
calculate SLs. Factor
any Advantage you yes
have.
yes No

Defender gains Prone


Condi on.
Double
Unconscious aTer TB rolled?
rounds unless healed.
yes Fumble - Roll on the
Defender OOPs ! table
yes No
reduced to Zero
Wounds?
No
Defender reduced Cri cal Hit - Roll
to nega ve A:ack misses.
1D100 to determine
Wounds? loca on and roll on
A:ack Hits. Reverse dice to determine hit the Cri cal Table.
loca on and calculate Damage. SL =
A&acker SL - Defender SL
yes No
Damage = (SL + SB + Weapon) - (Defender
TB + Armour).

Cri cal Hit - Roll


1D100 to deter-
mine loca on and
roll on the Cri cal Gain 1 Advantage
Defender loses all Advantage.
Finish

18

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