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Common Names DWARF FORENAMES

Astrid, Bardin, Berta, Bronn, Cranneg, Dorbi,


Master Skill List (p. 118) Difficulty (p. 153) Advantage (p. 164) Coinage (p. 288) Awarding XP by Completing a Career (p. 48) Weapons & Shields (p. 294)
of the Old World Drong, Enlag, Freda, Fimbur, Gomrund, Animal Care (Int) Leadership (Fel) 0
0
Very Easy (+60)
Easy (+40)
Each point grants +10 to any appropriate Test. If you lose an Opposed Test, suffer a
0 1 gold crown (1GC) Performance (p. 264) You must have the number of Advances listed Weapon Group Price Enc Availability Reach Dmg Qualities and Flaws (pg 297)
Gottra, Grindol, Haakon, Helgar, Josef, Animal Training (Int) Lore (Grp.) (Int) Condition, or lose Wounds, lose all End of... Poor Good Great Hand Weapon Basic 1GC 1 Common Average +SB+4 –
0 Average (+20) Gain +1 Advantage for: 0 = 20 silver shillings (20/–) below in all your Career level’s Characteristics
Karelia, Kazrik, Kurgan, Lenka, Lunn, Art (Grp.) (Dex) Melee (Grp.) (WS) Advantage. Improvised Weapon Basic N/A * N/A Varies +SB+1 Undamaging
0 Challenging (+0) 0 Attacking a Surprised opponent Session 75 100 150 and in eight of your available Skills. You
HUMAN (REIKLANDER) FORENAMES Mendri, Menni, Norgrim, Okri, Olka, Athletics (Ag) Navigation (I) 0 Difficult (−10)
0 = 240 brass pennies (240d)
must also have at least 1 Talent from your Dagger Basic 16/– 0 Common Very Short +SB+2 –
Adelhard, Clothilda, Conrad, Dietmar, Ehrwig, Rorek, Sigrun, Skalf, Skalli, Solveig, Bribery (Fel) Outdoor Survival (Int) 0 Charging an enemy If you fail to gain Advantage during a Adventure 100 150 200
0 Hard (−20) current Career level. Przevious Skills and Shield (Buckler) Basic 18-Feb 0 Common Personal +SB+1 Shield 1, Defensive, Undamaging
Emmanuelle, Faustus, Fronika, Gerold,
Genevieve, Helmut, Herlinde, Ingwald,
Thindra, Thingrim, Thyk, Ulfar, Ulla, Vala,
Vanyra, Vragni, Yanni, Yorri, Zamni, Zylra
Channelling (Grp.)(WP)
Charm (Fel)
Perception (I)
Perform (Grp.) (Ag)
0 Very Hard (−30)
0 Succeeding on a Skill Test
0 Defeating an important NPC
Round, or end the Round outnumbered,
lose 1 Advantage. Income (p. 52) Campaign 125 200 250
Talents you have gained count towards this. Shield Basic 2GC 1 Common Very Short +SB+2 Shield 2, Defensive, Undamaging
Jocelin, Johann, Katheryn, Lucretia, Ludwig,
DWARF CLAN NAMES Charm Animal (WP) Pick Lock (Dex) Opposed Tests (p. 153) 0 Winning an Opposed Test
0 Wounding an opponent without an If Combat ends, lose all Advantage.
Tier
Brass
per Standing
2d10 Brass Pennies
Gaining XP from Level 1 2 3 4 Rapier Fencing 5GC 1 Scarce Long +SB+4 Fast, Impale
Manfred, Natassia, Ottagunda, Pawel, Phie,
Reikhilda, Rolf, Sigmunda, Urban, Ursula,
Angrund, Barruk, Cragbrow, Dunrakin, Climb (S)
Consume Alcohol (T)
Play (Grp.) (Dex)
Pray (Fel)
Both Characters make a Test and compare Opposed Test. Silver 1d10 Silver Shillings Ambitions (p. 41) Adv 5 10 15 20 Unarmed
Knuckledusters
Brawling
Brawling
N/A
02-Jun
0
0

Common
Personal
Personal
+SB+0
+SB+2
Undamaging

Flintbeard, Grimhelm, Guttrik, their SL, with the lower SL being subtracted Short-term Ambitions: +50 XP
Verena, Vespasian, Wolfhilde, Zelda, Zifrid Cool (WP) Ranged (Grp.) (BS)
HUMAN (REIKLANDER) SURNAMES
Hammerback, Ironarm, Kaznagar, Magrest,
Norgrimling, Redbeard, Silverscar, Svengeln, Dodge (Ag) Research (Int)
from the higher for the winner’s final SL.
Note that you can fail a Test whilst still
Gold 1 Gold Crown
Long-term Ambitions: +500 XP, and/or
– the Character. Next Character gains
Advancement Costs (p. 47) Flail
Main Gauche
Flail
Parry
2GC
1GC
1
0
Scarce
Rare
Average
Very Short
+SB+5
+SB+2
Distract, Wrap
Defensive
Aukruger, Bach, Carromann, Dietrich, Thunderstone, Varnskan, Yinlinsson Drive (Grp.) (Ag) Ride (Ag) winning an Opposed Test, and vice versa. Fate (p. 170) Resilience (p. 171) Selling (p. 291) retire
half the retired Character’s total XP.
Advances Characteristics Skills Swordbreaker Parry 1GC 2/6 1 Scarce Short +SB+3 Defensive, Trap-blade
Eigenhof, Franz, Gerber, Harke, Immel, Endurance (T) Row (S) 0 to 5 25 10
Jutzenbach, Knopf, Leiber, Meierstadt,
ELF FORENAMES
Aerandir, Ainares, Ardagnirhir, Belannaer,
Entertain (Grp.) (Fel) Sail (Ag) Success Levels (p. 152) Earned by acts of extreme heroism or
significance at GM discretion. Spent to:
Earned by acts of extreme importance to
Motivation at GM discretion. Spent to:
0 Check for Availability of a buyer.
0 Trade using the Haggle and Evaluate Skills.
6 to 10 30 15
Spear
Pike
Polearm
Polearm
15/–
18/–
2
4
Common
Rare
Very Long
Massive
+SB+4
+SB+4
Impale
Impale
Naumann, Ohrstenfurter, Pfaffbacher, Reif, Evaluate (Int) Secret Signs (Grp.)(Int) SL Result 11 to 15 40 20
Bellepheron, Calarion, Caradryel, Dorenellion, 0 Become incapacitated instead of killed 0 Deny a rolled mutation Quarter Staff Polearm 3/– 2 Common Long +SB+4 Defensive, Pummel
Schubert, Talecht, Unterbaum, Zimmermann Gamble (Int) Set Trap (Dex) 0 Receive half the listed price. 16 to 20 50 30
Elrahil, Eltharion, Farsoryn, Finuval, Galmarnoc, +6 or more Astounding Success, ‘Yes, perfectly!’ 0 Avoid all damage from one source. 0 Choose the result of a die roll. 21 to 25 70 40
Gossip (Fel) Sleight of Hand (Dex) Bastard Sword 2-Handed 8GC 3 Scarce Long +SB+5 Damaging, Defensive
HALFLING FORENAMES Gilaeth, Helidain, Imawyth, Irithok, Kheral, +4 to +5 Impressive Success, ‘Yes, and...’ 26 to 30 90 60
Haggle (Fel) Stealth (Ag)
Fortune (p. 170) Resolve (p. 171) Availability (p. 290) 31 to 35 120 80
Great Axe 2-Handed 4GC 3 Scarce Long +SB+6 Hack, Impale, Tiring
Alasdair (Alan), Anastasia (Anna), Barnaby
(Barny), Cassandra (Cassi), Eleanor
Korhil, Lirrian, Lothiarn, Minathar, Naestra,
Nuirathil, Olora, Rethias, Sapherior, Scarloc,
Heal (Int)
Intimidate (S)
Swim (S)
Track (I)
+2 to +3
+0 to +1
Success, ‘Yes’
Marginal Success, ‘Yes, but...’
Earned at the beginning of each session, equal Earned by acting in accordance with your Village Town City
Movement (p. 164) 36 to 40 150 110 Warhammer 2-Handed 3GC 3 Common Average +SB+6 Damaging, Pummel, Slow
(Ella), Fidelius (Fi), Frederica (Fred), Therais, Thoronthol, Ullias, Valandil, Valentyr to current Fate. Spent to: motivation, at GM discretion. Spent to: 0 Walk: 2 × Movement 41 to 45 190 140 Zweihander 2-Handed 10GC 3 Scarce Long +SB+5 Damaging, Hack
Intuition (I) Trade (Grp.) (Dex) -1 to -0 Marginal Failure, ‘No, but...’ 0 Gain immunity to psychology for a Round Common In Stock! In Stock! In Stock! 46 to 50 230 180
Gwendolyn (Gwen), Hyacinth (Cindi), 0 Reroll a failed Test 0 Run: 4 × Movement Blunderbuss Blackpowder 2GC 1 Scarce 20 +8 Blast 3, Dangerous, Reload 2
HIGH ELF EPITHETS Language (Grp.) (Int) -2 to -3 Failure, ‘No’ 0 Add +1 SL to a Test after it is rolled 0 Ignore all modifiers from all Critical Scarce 30% 60% 90% 0 Sprint: 4 × Movement + Average 51 to 55 280 220
Ignatious (Nat), Josias (Jo), Lawrence Handgun Blackpowder 4GC 2 Scarce 50 +9 Dangerous, Reload 3
Brightheart, Clearmind, Dreamborn, -4 to -5 Impressive Failure, ‘No, and...’ 0 Choose when to act in a round, regardless Wounds for a Round Rare 15% 30% 45% (+20) Athletics Test SL 56 to 60 330 270
(Larry), Lilliana (Lilli), Montgomery Basic Skills are shown in plain text. 61 to 65 390 320 Pistol Blackpowder 8GC 0 Rare 20 +8 Pistol, Reload 1
Eastwalker, Farsight, Glorysoul, Highbringer, of Initative order. 0 Remove one Condition. Not in Not in Not in
(Monty), Odette (Detta), Oskar, Phineas -6 or less Astounding Failure, ‘Not in any way!’ Bow 5GC 3 Scarce 100 +SB+4 Damaging, Precise
(Phin), Seraphina (Sera), Tobias (Toby)
Icecall, Lightfinder, Morningstar, Advanced Skills are show in italics. Exotic
Stock Stock Stock Travel (p. 262) 66 to 70
70+
450
520
380
440
Longbow

HALFLING CLAN NAMES


Noonchaser, Opaleyes, Pyrehand, Ritewise,
Stormblade, Towerback, Underfoot, Windcall
Grouped Skills are followed by (Grp.)
Talents & Tests (p. 132) Transport Move Cost Distance
Improvement XP Cost
Bow
Crossbow
Bow
Crossbow
4GC
5GC
2
2
Common
Common
50
60
+SB+3
+9

Reload 1
Applebag, Cloverhill, Crumpot,
WOOD ELF EPITHETS Basic Skills may be attempted even if you do
Each Advance taken in a Talent grants
+1 SL on relevant successful Tests.
Common Items Coach 6 – –
100 +100 per Repeater Handgun Engineering 10GC 3 Rare 30 +9 Dangerous, Reload 5, Repeater 4
Bumbleberry, Dibbly, Fatside, Firken, Item Price Inside – 2d per mile +1 Talent times already taken Engineering 15GC 1 Rare 10 +8 Dangerous, Pistol, Reload 4, Repeater 4
not have any Advances in that Skill. Repeater Pistol
Fudge, Furrows, Greenthistle, Honeyheld,
Auroraworn, Birchsand, Claycaller,
Darkcreeper, Elkrunner, Fishspeaker, Advanced Skills may only be attempted if you
Hit Locations (p. 159) Assistance (p. 155) Ale, pint 3d Outside – 1d per mile
Exit Completed Career 100 Bomb Explosives 3GC 0 Rare SB +12 Blast 5, Dangerous, Impact
Huppernitzle, Kettlebrew, Meadowfoot, Reverse roll to hit and check below Barge 8 – –
Greyleaf, Heeljaw, Mossborn, Plumecrest, have taken at least one Advance in that Skill. Meal, inn 1/– Exit Incomplete Career 200 Incendiary Explosives 1GC 0 Scarce SB Special Blast 4, Dangerous
Rounderbend, Scrumper, Tippingtree, Location Each assisting Character (up to a max. of Cabin – 5d per mile
Runningstream, Starglaive, Trillsong, Vinehair, Rations, 1 day 2/– Sling Sling 1/– 0 Common 60 +6 –
Udderbucket, Yellowbutter
Wingbreeze, Yewmane, Zephyrhand Ranges (p. 297) 01-09 Head
the Characteristic Bonus of the relevant
Characteristic) grants +10 to a Test, so Room, common 10d
Deck – 2d per mile
Javelin Throwing 10-Jun 1 Scarce SBx3 +SB+3 Impale
Range Feet Modfier 10-24 Left (or Secondary) Arm long as the assisting Character has at least Room, private 10/–
Cab
Ferry
6
4
3d
1d
per district
per 20 yards
Conditions (p. 167) Rock Throwing – 0 Common SBx3 +SB –
Point Blank Range ÷ 10 +40 25-44 Right (or Primary) Arm 1 Advance in the relevant Skill. Tests made Healing Draught 10/– Ablaze, Bleeding, Blinded, Broken, Deafened, Throwing Axe Throwing 1GC 1 Common SBx2 +SB+3 Hack
Move = miles per hour. Travel 6 hours before
Short Range ÷ 2 +20 45-79 Body to resist disease, poison, fear, hazards, or Entangled, Fatigued, Poisoned, Prone, Throwing 18/– 0 Common SBx2 +SB+2 –
Endurance Test is required. Throwing Knife
anything else the GM deems inappropriate, Stunned, Surprised, and Unconscious.
Character Trait, Motivation & Quirk Table Long Range x 2 -10 80-89
90-00
Left Leg
Right Leg cannot be assisted. Blackpowder and Engineering weapons have the Blackpowder and Damaging Qualities. An Incendiary inflicts every affected target 1+SL Ablaze Conditions. Characters fighting
Extreme Range x 3 -30 an opponent with a longer weapon suffer –10 to hit. As an Action, perform an Opposed Melee Test to step into In-fighting — weapons longer than Short count as Improvised.
Roll Trait Motivation Ambition Quirk
01–04 Arrogant Authority To avoid an obligation A late bloomer of magical talent
05–08 Bawdy Change To be immortalised Addicted to illicit substances or acts
09–12
13–16
Brash
Calculating
Charity
Control
To
To
become someone else
convince someone to take the fall
Chronically unlucky
Deeply in debt to the wrong people
Common Conditions (p. 167)
17–20 Cavalier Envy To cure themselves or a loved one Erring on the side of heresy Psychology (p. 190) Bleeding: Lose 1 Wound at the end of every Round per Bleeding Stunned: You are incapable of taking an Action on your Turn, and can Armour (p. 300)
21–24
25–28
Charming
Cold
Fame
Freedom
To
To
do the work of the Gods
earn affection
Extremely religious
Gifted with recent good luck Perform a Cool Test to remove Psychology at the beginning of a Turn. must move towards the closest opponent, and attack when possible. Free
Condition you have, ignoring all modifiers. One Bleeding Condition
can be removed with a successful Dramatic Heal Test. Each SL removes
only use your Move to stagger at half your normal movement. You
also suffer a −10 penalty per Stunned Condition to all Tests, but can
Creature Size (p. 341) Armour Price Enc Availability Penalty Locations APs Qualities and Flaws
29–32 Confident Glory To earn recognition Gossipy and overly informed Melee Attack each Round, and +1 SL on Attacks. When Frenzy ends, an additional Bleeding Condition. When you remove all Bleeding defend yourself with Opposed Tests. Any opponent trying to strike you If larger than average: Weapons gain Leather Jack 12/– 1 Common – Arms, Body 1 –
Gluttony To explore a mystery Has a hidden talent Animosity (Various): When meeting a member of this group, the
33–36 Crude gain the Fatigued Condition. Conditions, gain a Fatigued Condition. in Melee Combat gains +1 Advantage before rolling the attack. At the Damaging Quality (one step), and Leather Jerkin 10/– 1 Common – Body 1 –
37–40 Dishonest Happiness To gain a promotion Has a terrible short-term memory Character must perform a Cool Test. On a success, the Character Impact (two steps or more).
suffers −20 to Fellowship Tests with the target. On a failure, the Hatred (Various): As Animosity, but must use physical violence to end of each Round, you may attempt a Dramatic Endurance Test. If Leather Leggings 14/– 1 Common – Legs 1 –
41–44 Fierce Infamy To help a family member or friend Hides a minor mutation Broken: Your Move and Action must be to run away until beyond the
45–48 Gloomy Justice To hide from a shameful past Holds to revolutionary ideals Character must attack the target socially or physically, gaining +1 SL on overcome the target. The Character is immune to Fear caused by the successful, remove a Stunned Condition, with each SL removing an Multiply Damage by the number of Leather Skullcap 8/– 0 Common – Head 1 Partial
sight of any enemy; then you can use your Action on a Skill that allows
49–52 Gracious Knowledge To improve themselves Looking for investors for a new scheme attempts to attack them. Fear or Terror override Animosity. target. extra Stunned Condition. steps above average after all modifiers B. L. Breastplate 18/– 2 Scarce – Body 2 Weakpoints
you to hide. −10 to all Tests not involving running and hiding. If you are are applied. Successful strikes against
53–56 Gregarious Love To kill a hated enemy Needlessly superstitious not in combat at the end of a Round, you may attempt a Dramatic Cool Surprised: You can take no Action or Move and cannot defend yourself Mail Chausses 2GC 3 Scarce – Legs 2 Flexible
57–60 Honest Obligation To locate something lost Not who they say they are Fear (Rating): When confronted by the source of Fear, a Character must Prejudice (Various): As Animosity, but only a −10 penalty to Fellowship smaller taregts activate Deathblow (pg
61–64 Indignant Pleasure To make enough money for... On the run from a darker past achieve Rating SL on an Extended Cool Test, testing at the end of each Tests on a success. On a failure, the Character must loudly and Test to remove a Broken Condition, with each SL removing an extra in Opposed Tests. +20 to hit against you for your first opponent. At the 160), even if the target survives. Mail Coat 3GC 3 Common – Arms, Body 2 Flexible
65–68 Naïve Power To make it through just one more day Outcast from their friends and family Round. Whilst subject to Fear, the Character suffers −10 to all Tests to constantly insult the target. Prejudice ends when the target is gone, or Broken Condition. Remove 1 Broken Condition per Round out of sight. end of the Round, you lose all Surprised Conditions. Mail Coif 1GC 2 Scarce –10 Perception Head 2 Flexible, Partial
Recently retired from adventuring If perceived as aggressive, the creature
69–72 Obsessive Recognition To prove a point affect the source, and may not approach the source without passing a subject to another Psychology. Fatigued: −10 to all Tests per Fatigued Condition, to a max of −30. Unconscious: You are knocked out, asleep, helpless, or otherwise Mail Shirt 2GC 2 Scarce – Body 2 Flexible
73–76 Quiet Respect To prove their worth Repeats themselves again and again causes Fear (1 step) or Terror (2 steps)
Challenging (+0) Cool Test. If the source approaches the Character, they Lose one Fatigued Condition per hour of rest. insensible. You can do nothing on your Turn and are completely unaware in smaller foes. Breastplate 10GC 3 Scarce – Body 2 Impenetrable, Weakpoints
77–80 Reserved Revenge To reclaim what was taken Scandalous reputation Terror (Rating): When confronted by the source of Terror, a Character
must pass a Challenging (+0) Coolest or take the Broken Condition. of your surroundings. Any Melee attack targeting you automatically hits 2GC 1 Common –10 Perception Head 2 Partial
81–84 Rude Ruin To regain honour Speaks prayers to Darker powers must perform a Challenging (+0) Cool Test. On a failure, the Character Prone: Your Move can only be used to stand up or crawl at half Open Helm
85–88 Shrewd Servitude To restore the family name Spotless reputation Frenzy: On a Successful WP Test, the Character becomes Frenzied, gains Rating + −SL Broken Conditions. After Terror, the source causes as if you had rolled 01 to determine your SL, and also inflicts a Critical If smaller than average: +10 to hit.
Bracers 8GC 3 Rare – Arms, Body 2 Impenetrable, Weakpoints
Survival To spread suffering Surprisingly literate / illiterate your Movement in yards. You suffer a −20 penalty to Tests involving –2 SL per step to parry.
89–92 Vain making them immune to all other Psychology. A Frenzied Character Fear with the same Rating. Wound. You recover from the Unconscious Condition when you are –10 Stealth
93–96 Worrisome Unity To steal something of value Utterly and desperately broke movement of any kind. Opponents trying to strike you in Melee Combat Plate Leggings 10GC 3 Rare Legs 2 Impenetrable, Weakpoints
in a safe location and have time to rest (as determined by the GM).
97–00 Zealous Wealth To uncover a conspiracy Well known in their community gain +20 to hit. You lose the Prone Condition when you stand up. Helm 3GC 2 Rare –20 Perception Head 2 Impenetrable, Weakpoints

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