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WFRP 2nd Edition

Ulric’s Tome

Ubersreiker’s Talent
Leading Ordnance &
Rule Movement
Item Enhancement
Combat
Skill

V 2.0

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7.2 Familiars................................................................................... 9
1. Table of Contents
8. Movement Overhaul ................................................................... 9
1. General and misc. changes ...................................................... 3
8.1 Prone effects ........................................................................... 9
1.1 Auto Success and Fail ......................................................... 3
8.2 Delay and Free Movement ................................................ 9
1.2 Money ........................................................................................ 3
8.3 Jumping and Leaping .......................................................... 9
1.3 Bestiary and Enemies ......................................................... 3
9. Combat Items ............................................................................. 10
1.4 Option: Encumbrance (Enc) ............................................ 3
9.1 Armour................................................................................... 10
2. Characters, Careers and Character Creation ................... 4
9.2 Weapons ................................................................................ 10
2.1 Standard Array / Point buy .............................................. 4
9.3 Weapon Craftsmanship .................................................. 11
2.2 Shallya’s Mercy ...................................................................... 4
9.4 Weapon Materials ............................................................. 11
2.3 Halfling Starting Characteristics .................................... 4
9.5 Gunpowder Weapons ...................................................... 11
2.4 Starting Money ...................................................................... 4
9.6 Item Damage ....................................................................... 12
2.5 Careers ...................................................................................... 4
10. New Items .................................................................................... 13
2.6 Sizes and Size Rules............................................................. 4
10.1 General Equipment .......................................................... 13
3. Skills .................................................................................................. 5
10.2 Tools ....................................................................................... 13
3.1 Basic Skills ............................................................................... 5
10.3 Poisons .................................................................................. 13
3.2 Heal-Tests (1 Full Action) and improvised
medicine with Animal Care............................................................ 5 10.4 Mounts .................................................................................. 13
3.3 Intimidate (1 Half Action) ................................................ 5 10.5 Transport ............................................................................. 13
3.4 Command (1 Half Action) ................................................. 5 11. Power Stones .............................................................................. 14
4. Talents .............................................................................................. 5 11.1 Power Stone usage ........................................................... 14
4.1 Frenzy (Extended) ............................................................... 5 11.2 New Ritual: Tempestuous Petrification .................. 14
4.2 Lightning Parry ..................................................................... 5 12. Potions .......................................................................................... 15
4.3 Master Gunner (Extended) .............................................. 5 12.1 Ingredients .......................................................................... 15
4.4 Night-Vision ............................................................................ 5 12.2 Brewing ................................................................................. 15
4.5 Quick Draw .............................................................................. 5 12.3 Potion List ............................................................................ 16
4.6 Sturdy ........................................................................................ 5
4.7 Strike to Stun .......................................................................... 5
4.8 Swashbuckler ......................................................................... 6
4.9 Unstoppable Blows .............................................................. 6
5. Statuses............................................................................................ 6
5.1 Menacing, Unsettling, Fear and Terror ....................... 6
5.2 Daze ............................................................................................ 6
5.3 Stun............................................................................................. 6
5.4 Helpless .................................................................................... 6
5.5 Paralysis ................................................................................... 6
6. Combat ............................................................................................. 7
6.1 General Combat ..................................................................... 7
6.2 Melee Combat ........................................................................ 7
6.3 Ranged Combat ..................................................................... 8
6.4 Overrun and Trample ......................................................... 8
6.5 Mounted Combat .................................................................. 8
6.6 Grappling ................................................................................. 8
7. Spellcasting & Familiars ........................................................... 9
7.1 Holding Spells ........................................................................ 9
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Abbreviations 1.4 OPTION: ENCUMBRANCE (ENC)
AK Academic Knowledge Your carry capacity is calculated by your TB and twice your
AP Armour Piercing SB added together. For every 3 Enc. exceeding your carrying
CK Common Knowledge capacity, you gain a -1 penalty to your M-Characteristic.
CRB Core Rulebook
CN Casting Number Items inside carried containers do not count towards your
DoS Degrees of Success limit. Carry capacities of containers is twice their own Enc
DoF Degrees of Failure rating.
Dmg Damage When worn the following items count as 1 Enc lower:
Enc Encumbrance ❖ All clothing (except when double layered)
FA Full Action
HA Half Action ❖ 1 backpack or sling bag
OWA Old World Armoury - Rulebook ❖ Good/Best craftsmanship armour - heavier layers require
RoS Realms of Sorcery - Rulebook all underlying layers to also be at least good craftsman-
SL Speak Language ship for the Enc reduction (see 9.1.1)
SWG Specialist Weapon Group
❖ 1 ammunitions container (quiver, ammo pouch etc.)
S2i Strike to Injure
SMB Strike Mighty Blow ❖ 1 coin purse or pouch carried on the body
STS Strike to Stun Some items like pistols (1/2), throwing daggers (1/6) or
Bolas (1/3) are counted in fractions, which means if you
carry half of what is listed in the compendium, the items
1. General and misc. changes count as 1 point of Encumbrance (e.g., 1 pistol, 3 daggers, 2+
bolas).
1.1 AUTO SUCCESS AND FAIL
Removed: Dwarves no longer double their carry capacity
Rolling a 01-05 always succeeds as long as the attempt (compare Sturdy 4.6 p. 5)
actually can be successful. In opposed tests you always win
Advanced Encumbrance:
with at least 0 Degrees of Success.
Containers inside containers count as if everything was
Rolling a 96-100 always fails a test. Opposed rolls also
emptied and put inside the big container.
always fail with at least 0 Degrees of Failure.
Some containers are able to hold up to twice more items
1.2 MONEY than the Enc might suggest (e.g. 12 Enc in a backpack), but
All gold prices from the CRB, OWA, RoS, etc. that are not then the excess item Enc count directly towards your
already covered by the “Item Compendium” are reduced by a encumbrance capacity. Sacks can hold 10x their Enc this
factor of 10 – silver by a factor of 5. Copper prices remain way.
the same. This rule is more of a guideline to get the values Soft and light containers like coin purses (1/0) count as full
aligned with the Compendium. when they are half filled. They then use their maximum Enc
Rewards, spell component prices, etc. are also adjusted rating.
similarly. Larger (1+) creatures can carry (2xSB+TB) x 4^size
1.3 BESTIARY AND ENEMIES Examples:
Warrior Enemies and NPCs (Gors, Orcs, Chaos Marauders, 50 coins (1/100) weigh 1 Enc if they are scattered in your
Chaos Warriors, Soldiers, Bestigors and higher) have an backpack. At 150 coins they become 2 Enc.
Attack-Characteristic of 2 and not 1. A coin purse (1/0) weighs 0 Enc empty but its maximum
Enc is 1, which means it can hold 2 Enc of coins (200 coins).
The coin purse would be half filled at 50 coins.
Putting a sling bag (2) with 20 arrows (1/10) inside a
backpack counts as if the backpack is filled with 2 Enc from
the arrows and 2 Enc from the (emptied) sling bag.
A backpack (Enc 3, holds 6) filled with 1000 coins (10 Enc)
when not worn on your back weighs 7 Enc (10+3-6=7).
Alfred is robbing a bank with SB 4 and TB 4. He can carry 12
Enc. With 3 of those backpacks, he would be overencum-
bered by 8 points (6+7+7=20 | 20-12= 8) and with a penalty
of -3M. That means he can carry about 3000 coins (roughly
75 kg / 150 lb) and can still move slowly with 1M remaining
and he could even carry his 2 pistols (1/2) on his hip
without reaching -4M.

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2. Characters, Careers and Character 2.5 CAREERS
Creation 2.5.1 CHAMPION (REQUIREMENTS)
2.1 STANDARD ARRAY / POINT BUY To enter the Champion Career, you need at least 5 advances
in WS and 5 in BS (+25) and 3 Advances in S and 3 in T
Instead of rolling 2d10s for your characteristics, you can
(+15) from previous careers - not counting Talents.
pick either the standard array or use the point buy system in
which you balance the Points to 0 or lower and assign the 2.5.2 GIANT SLAYER
characteristic values in any way you wish. Both ways cannot Giant Slayers gain Fleet Footed as a talent.
use Shallya’s Mercy.
2.5.3 RUNEBEARER
Characteristic Point Cost +10 0 Removed: Runebearers no longer have +1M in their
advancement profile.
+16 7 +9 -2
2.6 SIZES AND SIZE RULES
+15 6 +8 -3 New size rules are introduced which influence SB, TB,
outnumbering, ranged attacks, opposed S- and Ag-Tests,
+14 4 +7 -4 overrun and trample-rules, and carry capacity.
+13 3 +6 -5 2.6.1 CHARACTERISTICS
The Size Modifier is added to SB and TB.
+12 2 +5 -6
E.g., Halflings (Halfsized -1) lose -1 point of their SB and TB
and Manticores (Enormous +2) gain +2 to both.
+11 1 +4 -7
2.6.2 OUTNUMBERING
Standard Array:
Smaller creatures outnumbering larger creatures only count
15 13 12 11 10 10 8 6 as half for the purposes of outnumbering for each level of
size difference. Fractions are always rounded up.
2.2 SHALLYA’S MERCY Larger creatures do not gain any bonuses to outnumbering
smaller creatures.
You may switch two characteristics and replace one roll with
This means it takes 3 men to outnumber an Ogre, 5 for a
11. You gain the replacement only if you have at least two
Wyvern, 9 men to outnumber a dragon, and 1 Halfling and 1
rolls below 11.
Human to outnumber 1 Human 2:1 (1+1/2 = 1.5 ↺ 2).
Option: If the sum of the rolls is below 81 you can use 2.1.
Below 71 you may reroll, too. The value of a A outnumbering B is 1/2^(SizeB-SizeA)
2.3 HALFLING STARTING CHARACTERISTICS Snotlings (-2) vs Manticore (2) is 1/2^(2+2) = 1/16. It takes
17 snotlings to outnumber a Manticore 2:1. (33 for 3:1)
WS = 20+2d10
S = 20+2d10 2.6.3 (OPPOSED) STRENGTH-TESTS AND SIZES
T = 20+2d10 Characters gain the difference in Size Modifier in S-Tests
Size = Halfsized(-1) when effecting or interacting with larger or smaller
Elves, Dwarfs, Humans are Average(0) sized. creatures (E.g., Humans have -30 vs. Dragons who gain +30
against humans) and Skill-Tests where the physical size
2.4 STARTING MONEY difference matters like Intimidate(S). This does not extend
Starting money is 4d10 silver shillings. to indirectly opposed Skill-Tests like Swim and Scale Sheer
Surface.
Tests like S vs Ag still gain the penalties/bonuses but ONLY
for the S-Tests.
Table UT-01: Sizes and Size Modifiers
Size Size description Size Mod. Example Shooting Diff. SB/TB
-3 Tiny -3 Cat, Hawk, Raven, Megabat -30 -3
-2 Small -2 Dog, Snotling, Foal, Giant Rat -20 -2
-1 Halfsized -1 Halfling, Goblin, Wolf -10 -1
0 Average +0 Dwarf, Elf, Human, Pony, Hobgoblin, Skaven +0 +0
1 Large +1 Horse, Ogre, Bear, Troll, Pegasus +10 +1
2 Enormous +2 Griffon, Wyvern, Manticore +20 +2
3 Monstrous +3 Dragon, Giant, Arachnarok Spider +30 +3

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3. Skills 4. Talents
3.1 BASIC SKILLS 4.1 FRENZY (EXTENDED)
The following are now Basic Skills: In addition to the effects described on p.98 CRB:
Dodge Blow, Blather, Charm Animal, Follow Trail, Prepare You gain +1 damage to each individual attack
Poison, Shadowing, Sleight of Hand At the end of an All-Out Attack, you may strike any target
Option: Untrained Basic skills are no longer halved, but are with a +10 modifier. When wielding two weapons, you may
tested at -10. Untrained weapon groups are tested at -10, do this strike simultaneously with your off-hand weapon
and gunpowder/engineering weapons cannot be reloaded (off-hand penalty applies) and if both hit the same character,
without adding an Unreliable (+4) penalty. only one of them can be parried/dodged (defender’s choice).
3.2 HEAL-TESTS (1 FULL ACTION) AND IMPROVISED At the beginning of your turn roll a free hard (-20) WP-Test.
MEDICINE WITH ANIMAL CARE On success, you can end the frenzy or pick your targets.

The healing 1d10 rolls are always at least equal to the 4.2 LIGHTNING PARRY
number of Degrees of Success (unless heavily wounded). You gain 1 free, independent parry per turn. This supersedes
Shallya’s Fury: Rolling a 10 on the Heal-Test causes a healing the rule of being allowed only 1 parry per turn.
escalation like Ulric’s fury with the Heal-Skill as a During a Swift-Attack Action, you may forego one attack to
confirmation trigger. enter a Parry Stance.
Healing in combat can be done quickly for a full action, but 4.3 MASTER GUNNER (EXTENDED)
needs proper attention after the battle for 1d10 minutes or
you will start losing 1 recovered Wound every 10 minutes. Added: None of these bonuses apply to explosive weapons.
After you received a Heal-Test (regardless of success), your 4.4 NIGHT-VISION
current W becomes your maximum W for the rest of the day
unless you drink healing draughts or similar effects. This Light sources double in strength for you, increasing light
way you cannot heal an older treated leg wound by treating source range by 50%. You gain +10% Perception to sight-
your newly cut hand. Should a Heal-Test be failed, but you related tests penalized by dark environments.
are still bleeding or suffering from a critical wound, you may 4.5 QUICK DRAW
still receive more Heal-Tests until it stops bleeding or your
hand is functioning again, but you cannot regain Wounds You gain 1 free Ready Action per turn.
from the success. You can only use Quick Draw during a Swift Attack if you
You can use Animal Care to stop a character from bleeding have not used a two-handed weapon this turn and you
with 1 Full Action. You can use Animal Care for 1d10 cannot use two handed weapons that were drawn with
minutes to heal 1 W from lightly injured characters, which Quick Draw during a Swift Attack.
also counts as medical attention. Limitations from Heal-Tests 4.6 STURDY
apply.
Without Encumbrance: You may reduce any Movement
3.3 INTIMIDATE (1 HALF ACTION) penalty due to wearing armour by 1.
Once a turn, you can spend a half action to appear fearsome. With Encumbrance: Your Encumbrance limit counts the TB
On a success you appear Unsettling, on 5 DoS you are twice. Poor quality armour does not add +1 Enc when worn.
Frightening and on 10 DoS you are Terrifying for 1 turn.
4.7 STRIKE TO STUN
If you have the Unsettling, Frightening or Terrifying Talents
and you roll high enough to trigger that effect, the effect is To stun an opponent, roll a melee-attack as usual. If you
reapplied as if the enemy saw you for the first time – this succeed on the attack, roll an S-Test. On a success, the enemy
can happen only once every minute. is dazed for SB+DoS rounds. That number is reduced by the
enemy TB and by an additional -2 if the hit location is
3.4 COMMAND (1 HALF ACTION) covered in heavy armour. If the hit location is the head, the
As a Half Action you may encourage your allies to stand firm. enemy is stunned for the duration instead.
On success, your allies may immediately attempt a free WP- You must announce that you are trying to stun before you
Test to overcome the effect of Intimidation, Unsettling, Fear roll the attack. This attack does not deal damage. Size
or Terror on them without the risk of gaining additional difference penalties and bonuses only apply to the S-Test-
insanity points or triggering other negative effects from E.g. Humans get -10 to the S-Test vs Ogres (large) who gain
failing the test. You may affect one person for each 10 points nothing to their T-Tests.
of your Fellowship - modified by the Public Speaker and
You do not extend the daze/stun with a second Strike-to-
Master Orator Talents.
Stun, but you can override the current daze/stun duration
You can use charm animal for animal companions with the with a higher number. Daze and stun durations are tracked
same effect. separately but their penalties do not stack (s. 5.3).

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4.8 SWASHBUCKLER 5.3 STUN
You gain +1 yard for jumps regardless of the test outcome. Stunned creatures lose a Half-Action per turn and gain a -30
You can stand up with your free movement (s. ch. 8). penalty to all tests, except T-Tests against being stunned.
Jumping is always free as part of your Movement. Enemies gain a +20 to WS-Tests against you.
4.9 UNSTOPPABLE BLOWS You may roll a free T-Test at the start of your turns to
overcome being stunned early, including on the turn you
Your attacks can only be parried with a shield or a two- were stunned. On a success, you reduce the stun duration by
handed weapon, and with an additional successful opposed 1+DoS rounds. Test also after having received a Heal-Test.
S-Test after the parry was successful. Size-Rules apply.
If you are both dazed and stunned, only count the penalties
All-Out Attacks become unparryable. from being stunned. For the purposes of overcoming both
Removed: -30 to parry attempts conditions, roll both T-Tests at the same time. The better test
result applies to the stun and the worse to the daze.
5.4 HELPLESS
5. Statuses
Attacking a Helpless enemy no longer is an automatic
5.1 MENACING, UNSETTLING, FEAR AND TERROR success, but an attack at +30. When dealing damage to a
Fearsome Talent effects are scaling up, with each effect helpless enemy in melee or shooting the enemy at melee
replacing the one before. The effects are not cumulative. range, the attack gains impact (s. 9.2.4).
Removed: Automatic success and +1d10 damage from hits.
5.1.1 MENACING
5.5 PARALYSIS
You gain +10 to Intimidation-Tests.
You cannot use the appendage that was successfully
5.1.2 UNSETTLING paralysed by a poisoned attack. If the hit location was on the
Any Enemy that can see you must succeed on a WP-Test or body, you have trouble breathing and start suffocating after
gain a -10 penalty to WS and BS-Tests. They may try again at TB rounds of being paralysed and start taking damage 1 hits
the start of their turn, except for on the turn they were ignoring armour each round. If the head was struck, you
unsettled. have trouble keeping your eyes open, getting a -20 to all
Tests and cannot speak. If ingested, a paralysing poison
You gain +10 to Intimidation-Tests.
affects the entire body.
5.1.3 FRIGHTENING
Any Enemy that can see you must succeed on a WP-Test or
gain a -10 penalty to all tests, except tests against fearsome
effects. They will lose one half action every turn not spent
running away. They may try again at the start of their turn,
except for on the turn they were frightened.
You gain +20 to Intimidation-Tests.
5.1.4 TERRIFYING
Any Enemy that can see you must succeed on a WP-Test or
gain 1 insanity point and a -20 penalty to all tests, except
tests against fearsome effects. They will lose one half action
every turn not spent running away. They may try again at
the start of their turn, except for on the turn they were
terrified.
You gain +30 to Intimidation-Tests.
5.2 DAZE
You lose a Half-Action per turn and gain a -10 penalty to all
tests, except T-Tests against being dazed.
You may roll a free T-Test at the start of your turns to
overcome being dazed early, including on the turn you were
dazed. On a success, you reduce the daze duration by 1+DoS
rounds. Test also after having received a Heal-Test.

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6. Combat Once you strike an enemy, your momentum is expended and
your movement comes to a halt unless they are at least 1
6.1 GENERAL COMBAT size smaller than you. If you manage to hit a smaller enemy,
they cannot trigger an attack of opportunity on you once you
6.1.1 SAVAGE HITS leave, as they are busy parrying, dodging or taking damage.
Rolling a 01-05 when attacking causes a savage hit. The
6.2.3 ALL-OUT ATTACK (FULL ACTION)
damage 1d10 is at least 10 minus the Attack-Roll value and
Ulric’s Fury is automatically confirmed on a 10. E.g. Rolling a You may attack a number of enemies in melee up to your
01 means your 1d10 is at least a 9 (= 10-1). Rolling a 03 Attack-Characteristic with one reckless strike. You must
means the 1d10 is at least a 7 (=10-3) and so on. select a new target for each attack.
For magic, this can only be triggered by a preceding You gain +1 damage to each individual attack and an
Channelling-Test. For multiple magic missiles, it can only be additional +1 damage on the first target.
triggered on the first missile. For Area of Effect damage, it The first attack is made with a +20 modifier, but the bonus is
only applies to the closest target (Cone) or the one closest to reduced by 10 for each subsequent enemy.
the centre (Small and Large Template).
You may choose to forego attacks to gain additional +10
6.1.2 INITIATIVE bonus to the WS-Test and +1 damage on the first target for
Initiative is your Ag-Bonus + 1d10 (Ag÷10 +1d10). each foregone attack. This means a character with an A-
Characteristic of 3 may strike a single enemy with a +40
Pets, familiars and mounts act simultaneous to their master. modifier and +4 damage.
6.1.3 (NEW) ATTACK: CALLED STRIKE/SHOT You lose all your parries or dodges until the start of your
next turn. You may spend a fortune point to gain 1 parry.
Hitting a specific hit-location gains a -10 penalty to the body,
-20 to arms and legs, and -30 to the head. Any attack can be An All-out Attack can only be parried using a two-handed
made a Called Strike/Shot. weapon, a shield or when the defender succeeds on an
opposed S-Test after the successful parry. Size-Rules apply.
6.1.4 NEW ACTION: BRACE (FULL ACTION) The strike deals full damage, if the defending weapon breaks
You ready your weapon and wait for the enemy to come. (s. 9.6 p. 12). It can be dodged normally.
If an enemy enters your attack range, you may attack them 6.2.4 NEW ACTION: ASSASSINATION (FULL ACTION)
whenever you want. Magic users may channel and cast a half
Sneaking up on an Enemy triggers an opposed Silent Move
action spell, but must announce which spell when bracing
vs. Perception (hearing/smelling/etc.)-Test. If the assassin
and must complete the spell before their next turn.
succeeds, they must then succeed on an attack against an
You gain +10 to the first Parry or Dodge Attempt this turn. unaware opponent (+30).
Two-Handed melee weapons and mechanical ranged
If the attack hits the unprotected head or body of an
weapons gain a +10 to the attack.
unsuspecting and out of combat humanoid enemy, they are
6.2 MELEE COMBAT killed outright. Otherwise, the attack gains impact (s. 9.2.4)
AND an extra 1d10 added to the damage. If the opponent
6.2.1 PARRY/DODGE wins the Perception-Test, it turns into a single Standard
You can parry or dodge any melee attack on your turn or Attack (+0).
outside your turn. Parries and Dodges refresh either at the To silently kill someone, the strike must either hit the
beginning or the end of your turn (player’s choice). unprotected head (Called-Strike/Shot modifier -30) or the
To gain the free parry when dual wielding you must be assassin must have a free hand and succeed on an opposed
wielding a shield, a secondary SWG (Parrying)-weapon or a S-Test to keep the enemy quiet.
second hand weapon. 6.2.5 NEW ACTION: RIPOSTE (1 PARRY/DODGE)
6.2.2 CHARGE ATTACK (FULL ACTION) Once per turn, instead of normally Parrying or Dodging one
When charging in a straight line for at least 4 yards, you may Standard- or Swift- Attack, you can try counterattacking
attack a number of enemies in melee up to your Attack- with Riposte. You must announce that you are trying to
Characteristic with one powerful strike. You must select a Riposte the attack before rolling a Parry or Dodge Blow-Test
new target for each attack. and before damage is rolled. If you fail, the enemy attack
gains impact (s. 9.2.4). If you succeed, you can attack the
You gain +1 damage to each individual attack. opponent with a separate attack. All-out Attacks, Charge
The first attack is made with a +10 modifier, but the bonus is Attacks and attacks with the Unstoppable Blows Talent
reduced by 10 for each subsequent enemy. cannot be parried this way, but they can be dodged with
Riposte. Guarded Attacks cannot be parried or dodged with
You may choose to forego attacks to gain an additional +10
Riposte.
modifier and +1 damage on the first target for each foregone
attack. This means a character with an A-characteristic of 3
may strike a single enemy with a +30 modifier and +3
damage.
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6.3 RANGED COMBAT Your mount may overrun as many enemies as its Attack-
characteristic (See ‘Overrun and Trample’ ch. 6.4).
6.3.1 RANGED AND SIZES
To get your mount to Overrun additional enemies, you must
You gain 10x the size modifier in ranged attacks against succeed on a Ride (Horses, Wolves, Bears), Command
bigger and smaller targets (s. Table UT-01 p. 4). (Ogres, Familiars, Dragons), or Drive (Chariots, Wagons)-
Test for each enemy. You may trade as many of the rider’s
6.3.2 RUNNING SHOT attacks as you want to attempt to overrun an equal amount
After moving more than your free movement in a turn, you of enemies with your mount. Enemies 2 or more sizes
gain a -10 penalty to all shots. smaller than the mount are not limited by number and do
not require a test.
6.3.3 SHOOTING IN MELEE A mount trained for combat or a predatory mount are
Mechanical weapons may be fired at an opponent engaged needed for this or all tests become at least hard (-20).
in melee combat with you at -20 (±0 for pistols). The enemy 6.6 GRAPPLING
may dodge or parry those attacks. You may also use your WS
to shoot gunpowder weapons in melee. To enter a grapple, you have to announce it before doing an
attack. You need one free hand to grapple an opponent.
You may shoot a ranged weapon at another enemy, but your
Weapons that allow the use of an open hand (Shields,
engaged opponents gain an attack of opportunity after you
Knuckle Dusters, Punch Daggers etc.) are exempt from this.
fired the weapon.
If you succeed on the attack and it is not successfully parried
6.3.4 THROWING MISSES or dodged, your opponent may attempt an Ag-Test to escape.
When missing while throwing and the miss-distance is On the beginning of your turn when grappling or when
important, the distance is 2d10 (pick lowest) in yard and being grappled, roll an opposed S-Test (Full Action). If you
you cannot miss farther than half the throwing distance. win, you gain a number of grappling points equal to your A-
characteristic. You lose a point if you failed on your
6.4 OVERRUN AND TRAMPLE individual S-Test or if the enemy succeeded on their
Characters can overrun smaller opponents. If you Charge individual S-Test (min. 1 remaining). You gain 1 point if you
over or Run over a smaller enemy, your opponent must are larger than your opponent.
succeed on an Ag-Test or you will knock them down and You can spend 1 point to do the following:
they take damage. This counts as an attack if they are only 1
❖ Deal damage (unarmed or small weapon if equipped)
size smaller than you, but is free if they are even smaller.
This includes knocked down enemies of your own size as ❖ Breaking free of the grapple. Grappling the opponent im-
they count as 1 size smaller. You count as engaged to mediately after costs another point. You are refunded 1
opponents that succeeded the Ag-Test. Half-Action if breaking free is the only action you per-
form during the grapple and let go immediately after.
The damage can be anything from normal boots counting as
unarmed, natural weapons such as hooves, wheels, talons, ❖ Kick an enemy 2 yd/1 sq. away from you per point spent
or medium/heavy armour boots/pauldrons using the (only possible when you are the grappler or have broken
knuckle duster profile. You don’t gain the damage bonuses free, and if you are not smaller than your opponent)
from Charge-Attacks when trampling (s. 6.2.2). ❖ Drag/push/roll yourself and your opponent to the ground
6.5 MOUNTED COMBAT or in any direction by 1 square (2 yd)
❖ Disarm your opponent (requires Disarm or requires an-
Shooting from the back of a mount results in a -10 penalty
other successful opposed S-Test)
for each Move-Action the mount will use during the turn.
❖ Pull out/pick up a suitable short 1 handed weapon (dag-
Mounts take actions at the same time as their rider. This
ger, knuckle duster, pistol etc.)
means Swift-Attacks require a ranged weapon or a mount
that has not taken any (additional) Move-Actions this turn. ❖ 1 appropriate Half Action (max. 1/turn) like forcing your
hand over their mouth or casting a Half Action spell
6.5.1 NEW ACTION: MOUNTED CHARGE (FULL ACTION)
Letting go is always free, if you are the grappler or broke
When mounted and charging or running in a line (roughly) free. If you are the grappler, you can also let go immediately.
past one or multiple enemies, you may attack a number of
enemies in melee up to your Attack-Characteristic. You must 6.6.1 GRAPPLING AND SIZE
select a new target for each attack. The first attack is made You cannot completely restrain a creature more than 1 size
with a +10 modifier, but the bonus is reduced by 10 for each larger than yourself, but you can disable the hit location.
subsequent enemy. Enemies only 1 size larger may take their turn normally or
If you manage to hit an enemy smaller than your mount, the roll the S-Test from 6.6. They can move normally if they
enemy cannot trigger an attack of opportunity on you succeed on a free opposed S-Test against the grappler.
should you leave their engagement range, as they are busy If the size difference 2 or more, you can climb on the enemy.
parrying, dodging or taking damage.
Enemies 1 size smaller can be picked up with a successful
opposed S vs S-Test. The grapple is broken upon failure.
8
6.6.2 NEW ATTACK: TACKLE 8. Movement Overhaul
Instead of simply grappling, you may try to tackle an enemy You gain free Movement equal to your twice your M in yd
of your size or smaller. On a success, both parties will be each turn. Charge and Run actions have their range reduced
knocked down and the opponent grappled. If you fail your
tackle, you will be knocked down and the enemy has to accordingly. Following Move-Actions cost 1 Half-Action and
succeed on an Ag- or S-Test (+10 for every DoF of the Tackle) add the same amount of Movement to your turn.
or be knocked down with you, but is not grappled. Effects that reduce your turn by 1 Half-Action, also reduce
the free movement by half the distance.
7. Spellcasting & Familiars Movement can be split up during the turn.

7.1 HOLDING SPELLS 8.1 PRONE EFFECTS


You can prepare an over-time spell with a casting number of Being prone has the following effects:
10 or lower, like Aethyric Armour or a blessing, by casting
❖ Enemies may trample you as if you were 1 size smaller
the spell and holding on to it with a successful (1 HA) WP-
Test. You can release the spell as a free action on your turn. ❖ Your Movement range is halved (rounded up)
This counts as the spellcast for your turn unless it is the first ❖ Ranged attacks against you gain -10 to hit
turn of combat and you are not surprised.
You can hold onto a spell like this for 'Mag'x10 minutes. ❖ Melee attacks and ranged attacks in melee range against
you gain +20 to hit
Taking damage or other acts that break concentration cause
another WP-Test (difficulty determined by the GM). Failing ❖ You cannot make attacks of opportunity
the initial or subsequent tests or attempting to cast another ❖ Your melee attacks, parries and dodges gain a -20 penalty
spell, releases the spell immediately.
8.2 DELAY AND FREE MOVEMENT
7.2 FAMILIARS
You can only keep up to half of your free Movement for the
Familiar Talent effects on the wizard/witch do not stack. Delay-Action.
Talents that do not have a specified range like Lucky Charm
8.3 JUMPING AND LEAPING
or Link of Psyche have a maximum range of 1800m or 2000
yards (1 Scots mile). Binding and creating Familiars You can jump once per turn as part of your movement.
Buying an animal suitable for being a familiar no longer Your basic jump range is your M in yards (half your Move-
costs more than other animals of the same type. ment range). If you do not run 4 yards (2sq.) in a line before
When binding a familiar roll a Charm Animal-Test. The costs you jump, it is reduced to M/2 in yards.
for the ritual ingredients are 70 gc minus 5x the DoS of the
1. When jumping, make a Strength (+0) Test.
test.
2. If you succeed, you gain +1/3 yard (1 foot) for each DoS
Creating a familiar roll an Int-Test. The costs for familiar cre-
up to 1 full yard. Each DoF reduces your jumping distance by
ation is 12d10 gc, but you can remove a number of the low-
1 yard down to a minimum M/2 in yards.
est dice rolls equal to the DoS of the test.
3. Regardless of the test result you can choose to lunge after
Other than that the rules from the RoS apply.
you made the roll to gain 1 additional yard. This will knock
7.2.1 MAGIC POWER (FAMILIAR TALENT REWORK) you down on impact. Owning the Swashbuckler-Talent also
adds 1 yard extra.
Removed: The Magic Power Talent no longer grants +1 Mag
Vertical jumps use the same numbers but divide the dis-
New: Range 48 yd
tances by 3:
Your familiar can store up to your Mag-Characteristic in 1 yard (90cm) becomes 1 foot (30cm) and
spellcasting points for one turn. This can either be filled 1 foot turns to 4 inches (10 cm).
with a successful Channelling-Test or by storing excess cast-
ing points from a successful spellcast up to your Mag-Char-
acteristic. It adds +1 to each casting die for rituals.
Example: rolling a 13 on a spell with a CN of 11 could store
up to 2 points in 1 familiar. When having 2 familiars with
Magic Power, 4 Mag and you scored a 21 on a CN11 spell,
you could store 4 points in one of your familiars.

9
9. Combat Items 9.2 WEAPONS
9.1 ARMOUR New and Modified Weapons and Ammunition:
❖ Arbalest: a heavier crossbow with a steel prod
9.1.1 ARMOUR CRAFTSMANSHIP
❖ Awl Pike: A difficult to use two-handed spear that is
Craftsmanship for armour confers the following benefits and meant to strike at joints and weak-points with an ar-
penalties: mour-breaking point.
Poor: ❖ Blunderbuss: The range, damage and spread are depend-
ent on the ammunition used. Also see Faustschlag below.
❖ Encumbrance when worn is increased by 1
❖ Grudge-Raker: A double-barrelled Dwarven Blunderbuss
Good:
(see above). There are only rumours about a 4-barrelled
❖ Encumbrance when worn is decreased by 1 (minimum 0) variant (best craftsmanship).
❖ To gain the Encumbrance reduction, all underlying layers ❖ Clay Round Shot: Potentially lethal ammunition that is
of armour must also be at least Good craftsmanship safe(r) to use, but is mostly a danger to ducks and prac-
tice targets.
Best: additionally gains one of the following
❖ Spear, Long: A large spear that needs to be wielded with
❖ Durable (1) for each point of armour both hands.
❖ Unsettling (Full Scale, Plate and Hide Sets only) ❖ Spear, Short: A spear that reaches just past head-height of
❖ Damage reduction applies to fire damage, +30 to Tests to a man, which can be used with one hand and a shield like
put out fire on the covered location a hand weapon (no bonuses) or with two hands like a
quarterstaff, which gives it the defensive quality.
❖ Ag penalty from medium armour is reduced by 5 for the
full set ❖ Steel and Iron Shot: increased damage traded for a higher
misfire and jam chance that massively stress the barrels
❖ Ag penalty from heavy armour is reduced by 5 for the full
and firing mechanisms.
set - requires underlying best Medium Armour with the
same effect (still causes a 5% penalty to Ag) ❖ Faustschlag: Large single balls weighing 1/5lb (100g)
used in Blunderbusses and Grudge-Rakers. They are
❖ Critical Hit Values are reduced by 1 (Plate only)
faster to load and deal damage to a single target, but are
❖ +10 bonus to breaking free from a grapple or snare (full dangerous to use.
leather sets only, loses effect with extra layers)
❖ Net: In addition to being snared, the creature trapped in-
9.1.2 HIDES AND MOOT LEATHERS side a net gains -10 to all tests to trying to free itself and
has its Movement-Characteristic reduced to 0.
Hide armour merged into Studded Leather. Moot Leathers
give a +10 bonus to Concealment-Tests if they are at least ❖ Two-Hand Weapon: Weapons requiring two hands that
are faster and more versatile than Great Weapons at the
good craftsmanship.
expense of damage. These are longswords, longaxes, cav-
9.1.3 HEAVY ARMOUR PENALTIES alry hammers, glaives, reinforced longspears etc.
❖ Whip: When hit, your opponent must succeed on a
Wearing heavy armour causes an additional -10 penalty to
Toughness-Test with +10 for each point of Armour on
Silent Move-Tests. the hit location, or lose 1 half action (not stackable).
Heavy armour without medium armour underneath still ❖ Windlass Siege Crossbow: (replaces Bellybow) a heavy
causes the -10 penalty to Agility. and cumbersome steel-prod crossbow with a windlass
reload mechanism that can shoot a bolt with great force
9.1.4 ARMOUR MATERIALS
9.2.1 QUALITY: ARMOUR PIERCING
Ithilmar armour gains Durable (+1). They follow the normal
armour rules, apart from the fact, that none of them adds Multiple instances of Armour Piercing are additive.
the -10 modifier to Agility when worn, and scale and plate
do not cause the -1M penalty. Plate needs Ithilmar Mail 9.2.2 QUALITY: DURABLE (X)
underneath to bring on its benefits. Ithilmar armour reduces
An item can be damaged X times more before counting as
the spellcasting penalty from armour by 1 per layer of broken (s. Ch. 9.5). Durability can be restored by 1 point
Ithilmar armour. with a Trade-Test (1d10 minutes). Failing the test means the
Gromril Armour cannot break by normal means and reduces item cannot be repaired further while adventuring, but it
fire damage. can still be repaired in a forge/workshop (always succeeds).
They are always Best craftsmanship, so they also gain a 9.2.3 QUALITY: FLAIL
bonus, see 9.1.1. They function as if they were magical.
The weapon’s attacks wrap around the enemies shields and
weapons. Opponents gain -20 to Parry attempts.

10
9.2.4 QUALITY: IMPACT Two-Handed, Melee (incl. Short Spears, Claymore):
Multiple instances of impact add more damage rolls that can ❖ Armour Piercing
be picked (e.g., Giants using heavy clubs. roll 3d10 and pick ❖ Defensive, Durable (+1)
the highest result).
❖ Durable (+2)
9.2.5 QUALITY: PRECISE ❖ Pummelling
When striking with a precise weapon, you can pick a hit- ❖ Remove slow
location ignoring up to 20% of the penalties of doing a
Called Shot/Strike (s. 6.1.3). The head retains a -10 penalty. ❖ +10 WS & +1 Damage vs Large (+1) or bigger enemies

New Attack: Precise Shot/Strike


Precise weapons are accurate enough to reliably hit armour Ranged weapons gain all of the following bonuses by type.
weak points. A Precise Called Shot/Strike gains an extra -20, Non-Repeating Cold Steel Weapons:
but may penetrate armour. (Head modifier: -30 total)
❖ Precise
Precise called Shots/Strikes penetrate 1 point for every
Degree of Success up to a maximum of 3 (3 DoS) for melee ❖ Weapons that are already Precise have the penalty for
weapons and 1 (1 DoS) for ranged weapons. Ranged attacks Precise Shots reduced by 10 (s. 9.2.5)
require the target to be in close range.
9.2.6 QUALITY: PUMMELLING Gunpowder Weapons:
When you strike the head with a pummelling weapon, do an ❖ See Table UT-02 in ch. 9.5.2 pg. 12
S-Test. You gain -20 if the enemy is wearing a (plate) helmet.
If successful, the Enemy is dazed for 1 turn.
Repeater Weapons (all kinds):
You gain +10 for S-Tests in Strike to Stun attempts.
❖ Gain +2 bolts/barrels
9.2.7 QUALITY: SHRAPNEL
❖ New action: Rapid Fire Swift-Attack (Full Action)
Weapons with the Shrapnel quality, roll a BS-Test. ➢ You fire all your shots at a -10 penalty, but you also can
All targets in the zone of fire must roll an Ag-Test or be hit attack one more time in a Swift-Attack.
regardless of the BS-Test result. When the shooter’s BS-Test
and the targets Ag-Test are successful roll for damage twice
and pick the lowest damage. 9.4 WEAPON MATERIALS
Weapons of Ithilmar gain Durable (+1) and Fast (Slow
9.2.8 QUALITY: SNARE
weapons have the Slow removed instead). Fast weapons
When struck by a weapon with this quality, a creature must gain Precise. Fast and Precise weapons gain Armour
succeed on an Ag-Test or have their M-Characteristic re- Piercing. Ithilmar shields reduce the casting penalty from
duced to 1 and Enemies gain +20 to WS-Tests trying to hit it. using a shield by 1.
A successful S- or Ag-Test can be used to escape (1 HA). Gromril weapons cannot break by normal means and gain
+1 to their base damage.
9.2.9 QUALITY: TIRING
They are usually Best craftsmanship, so they also gain a
Tiring resets after 1 round of not fighting in melee, during bonus, see 9.3. They function as if they were magical.
an All-Out-attack or in a Mounted Charge.
9.3 WEAPON CRAFTSMANSHIP 9.5 GUNPOWDER WEAPONS
Poor Craftsmanship Weapons give a -5 penalty to attacks.
Most gunpowder weapons have a chance to jam and to mis-
Good Craftsmanship Weapons give a +5 bonus to attacks. fire/explode. Experimental has been merged.
Best Craftsmanship melee weapons can add one of the
following as appropriate (e.g., no Pummelling Foils) 9.5.1 QUALITY: UNRELIABLE (X)

One-Handed, Melee: Shooting an Unreliable weapons and rolling a 96 or above


jams the weapon. Roll Xd10 and if at least one of the d10s
❖ Armour Piercing
comes up with a 1 or a 10, the weapon misfires/explodes.
❖ Defensive
Misfiring shatters the weapon (s. 9.6). It deals a damage 4
❖ Durable (+1)
hit to the wielder. The explosion gains +1 damage for every 1
❖ Pummelling or 10 rolled.
❖ Precise (Daggers only)
Ammunition shows the numbers of d10 added/removed
❖ Balanced when checking for a misfire.
❖ Unbreakable by normal means, slow (Shields only)
11
Jammed Gunpowder guns can be unjammed without the 9.6 ITEM DAMAGE
Trade (Gunsmith) skill by characters with SWG (Gunpow-
Weapons and armour will risk taking damage when success-
der) or SWG (Engineer) in 1 minute. Engineering Weapons
fully parrying or being struck by a hit from:
need SWG (Engineer) and take 1d10 minutes.
❖ An All-Out-Attack
9.5.2 CRAFTSMANSHIP
❖ A blow that unleashed Ulric’s Fury
Effects of gunpowder weapon and ammo craftsmanship are
❖ An attack with the ‘Unstoppable Blows’-Talent
listed in table UT-02 below.
When one of the cases occurs, roll at least 1d10 and for each
die that comes up 10, the item takes damage.
Table UT-02: Craftsmanship effects on Gunpowder
Weapons Once an item takes damage, it counts as broken, becomes
Unreliable(X) poor craftsmanship and loses all beneficial qualities. Broken
Poor Common Good Best
modifier weapons shatter when damaged. Shattered weapons count
Weapons +1 +0 +0 -1 as improvised. Broken armour loses 1 Armour-Point and
Ammunition +1 +0
shatters when the last Armour-Point is removed.
Gunpowder +1 +0
You can restore items (1 armour point, removing broken)
Weapons Jam on with a successful Trade-Test (1d10 Minutes) and the appro-
91+ 96+ 96+ 96+
Roll priate trade-tools. If you fail by 0 or 1 degrees, you will need
1d10 hours and a forge/workshop to repair the item (no
Poor craftsmanship weapons jam on rolls of 91+. further test needed). Failing by more than 1 degree means
There are no Good or Best craftsmanship ammunition or the item cannot be repaired further and costs 25% of the
gunpowder. Poor Ammunition and Gunpowder provide item price to be repaired.
stacking penalties to the Unreliable(X) rating of a gun. Shattered Items cannot be repaired while adventuring and
Common craftsmanship powder turns to Poor powder when always cost 50% of the item price to repair in a forge/work-
dried after being wet and Poor powder remains completely shop.
ruined.
A Blunderbuss Unreliable (1) with Poor craftsmanship (+1)
is loaded with four iron rounds with Armour Piercing and
Unreliable (+1) and Poor powder (+1). The shot gains Ar-
mour piercing and counts as rough shrapnel shot, but it jams
on rolls 91+. In case of a jam, you would have to roll 4d10 to
check for a misfire (the ammo only counts once, not 4x).
A common Araby Jezzail Unreliable (0) used with Poor pow-
der (+1) turns Unreliable (1).
If the Jezzail (0) was Best craftsmanship (-1), it could even
use poor powder (+1) safely.

9.5.3 EXPLOSIVE WEAPONS


Bombs and Incendiaries are Ordinary weapons, since they
are easy to use and there is no career with the SWG (Explo-
sive)-Talent anyway. Manufacturing them requires Trade
(Gunsmith). They do not gain the benefits from the Master
Gunner, Sure Shot or Mighty Shot Talents.
Bombs detonate in an area of 10 yards diameter (not ra-
dius), like the large template.
Explosive weapons use Jam/Misfire as they are Unreliable
only that instead of jamming, the weapon is dropped at your
feet and goes out. Misfires explode in your hands.
Removed: You no longer drop explosives at your feet when
you fail by more than 3 Degrees of Failure.
Throwing misses see 6.3.4.

12
10. New Items ❖ Hippogriff Egg: Finding a hippogriff that recently laid an
egg and bringing it to a knight in time is such a tedious
10.1 GENERAL EQUIPMENT and hard work, that they are only available on commis-
sion and require a large group of mercenaries with spe-
❖ Flask: Holds enough liquid (8 oz, 1/2 pint, 250ml) for
cial skills over a long time. Success is not guaranteed.
draughts and larger amounts of liquid spell ingredients.
When lined with lead, it protects the contents from mi- ❖ Pegasus Foal: Large breeders require a medium sized vil-
nor chaos manifestations. lage to even breed a small number of pegasi. The de-
mand is high. Only Bretonnian Knights (in Bretonnia) or
❖ Vial: Holds the amount for 1 potion or 1 small liquid spell
people with an Imperial license from a duke or an elec-
ingredient (1oz/30ml). When lined with lead, it protects
tor count or similar (in the Empire) are legally allowed
the contents from minor chaos manifestations.
to purchase one.
❖ Lucky Charms (rework): You have a 5% chance gain a for-
tune point per day and the charm is expended once the 10.5 TRANSPORT
point has been used - does not work for people with the ❖ Mobile Laboratory Wagon: Wagons that have been fitted
Lucky-Talent. It is always the last point available. to hold up to 4 lab tables with potion brewing imple-
❖ Healing Poultice (rework): When healing with a healing ments. The wagon must be stationary to brew. Poor
poultice, the target rolls an Average(+0) T-Test. If suc- Craftsmanship Wagons have a 1% chance each day of
cessful, a lightly wounded target can roll 2d10 and pick travel to suffer the ‘Clumsy Fool’ brewing disaster, Good
the higher result for healed W and heavily wounded tar- quality wagons are not at risk of a disaster when going
gets can recover 1d10/2 W. On a failure, the healing fol- top-speed and best quality wagons can be used while
lows the normal rules. The T-Test is made Easy (+20) if travelling on a road – it’s still a bad idea to go at top
the healer has the Surgery Talent. The poultice must be speed while brewing.
applied out of combat. If the T-Test or the Heal-Test are Smaller variants also exist at -10% price for each lab ta-
failed, the target loses 1 Wound. ble below 4.

10.2 TOOLS
❖ Ice: Ice can be found in summer stored in large under-
ground chambers of breweries, taverns and butcher
shops.
❖ Lock Picks (rework): Needed to pick locks. Picks break on
rolls of 96+ or when failing 1+ degrees for common, 2+
for good and 3+ degrees for best craftsmanship. Poor
quality lock picks always break on a failure. Best lock
picks also gain +5% on Pick-Lock-Tests and only turn
into Good craftsmanship instead of breaking.
❖ Potion Implements: A large array of vials, beakers, burn-
ers and fragile tools to create one batch of potions.
❖ Safe Cushioned Chest for Potion Implements: Large lead-
lined chests that can transport 1 set of potion imple-
ments and batches in progress safely and can load and
unload them quickly. They are always best quality.
❖ Safe Cold Lead Chest for potion ingredients: Small lead
chests that can hold up to 5 sets of ingredients for po-
tions and 20 lbs of ice (10 L). Cooled they double their
longevity to 6 months. Requires 2-20 lbs (1-10 kg) of ice
per week to keep cold (lasts 1-10 weeks when full).
10.3 POISONS
❖ Stone of Envy (Routine + 10): The fluids inside the mu-
tated fruit stone make a potion age rapidly by one sea-
son (3 months). Properly draining the stone releases
more juices making the potion age by one additional sea-
son per degree of success.
10.4 MOUNTS
❖ Arabyan Thoroughbred: It uses the characteristics of a
destrier, but it gains Fleet Footed (+1M), +5 to Int and
+10 to Wp as well as the Swashbuckler Talent.

13
11. Power Stones Table UT-03: Power Stone creation
There are three kinds of power stones that Minor Serenity Stone Major Serenity Stone
can be created by a magic users. Core Casting Roll Uses Ritual CN Casting Roll Uses Ritual CN
Stones hold a spell, Fury Stones feed more +1 8 13 +1 per die 6 17
power into the cast and Serenity Stones
+2 6 17 +2 per die 4 21
ease the creation of spells. Power Stones
are created via the Tempestuous +3 5 21 +3 per die 2 25
Petrification ritual.
11.1 POWER STONE USAGE Minor Fury Stone Major Fury Stone
Casting Roll Uses Ritual CN Casting Roll Uses Ritual CN
Using Fury or Serenity Stones is a free
+1d10 6 17 +1 Mag 4 21
action and Core Stones require as many
actions to trigger the spell as if the spell +2d10 5 21 +2 Mag 2 25
was cast without a Channelling-Test. +3d10 4 25 +3 Mag 1 29
Non-mages can use a Core-Stone.
Every stone only has a limited number of Core Stone Spell CN Uses Ritual CN
uses after which the stones become Spell CN Uses Ritual CN 16-20 4 21
unstable. When using unstable stones, roll 9 25
1-5 7 21-25 3
on table UT-04. Each time an unstable
stone is used, it becomes more dangerous. 6-9 6 13 26-29 2 29
An unstable Stone requires a full day to 10-15 5 17 30+ 1 Spell CN
calm by one degree. Erratic Stones stay
erratic after use for 24h. Description: You create a power stone by repeatedly folding
11.2 NEW RITUAL: TEMPESTUOUS PETRIFICATION the winds of magic into a piece of solid magical crystal. The
number of uses is found in Table UT-03.
Type: Arcane, Runic, Chaotic The items touched by magic are often ordinary items that
Arcane Language: Any just happen to have been infused by the winds of magic. This
Magic: 2 may be an old coal-poker in a forge, the worn-out cloak of an
XP: 300 assassin, a wreathe placed on a fresh grave or the antlers of
Ingredients: a copper funnel, a small silver-plated hammer an old stag. They are too rare to be found when searching for
and a lead bowl all worth a total of 3 gc, an item touched by them and yet almost every journeyman has seen one (GM’s
the winds of magic (s. Description) or a Power Stone. discretion). They sometimes become family heirlooms or
Conditions: You or any person helping must not have treasured memorabilia. The GM may grant an additional
suffered from a major chaos manifestation in the last 2 days. number of stone-uses when using items with a stronger
You must know the spell to create its Core Stone. concentration of magic. Using a power stone consumes it.
Consequences: The magic funnelled into the stone is You can also use this ritual to infuse a stable or unstable
immediately and uncontrollably released. Add 3 chaos dice Core Stone with more uses without being able to cast the
to the failed ritual roll. spell yourself. The use of dark magic in a stone can be
Casting Number: See Table UT-03 hidden with a successful challenging (-10) WP-Test at the
Casting Time: 4 hours end of the creation ritual.

Table UT-04: Using Unstable Power Stones


Calm Stressed Erratic Broken
Using
Roll 2d10, pick the lowest Roll 1d10, the Stone becomes Er- Roll 2d10, pick the highest re- The shards merge with
Unstable
result, the Stone becomes ratic for 24h. It reverts back to sult. The Stone reverts back to the winds, leaving no
Stones
Stressed for 24h Calm after 24h of rest Stressed after 24h of rest trace.
d10 Stone Magic Effects start after the spell was cast and last until the end of your next turn.
1 intact success The stone works as intended.
2 intact success Zapped through a crack. Roll a successful easy (+20) WP-Test against magic or lose -10 WS and BS.
3 intact success You get shocked. Roll a successful challenging (-10) WP-Test against magic or lose -10 WS and BS.
4 intact success The stone cracks. You suffer -10 to WS and BS-Tests.
5 broken success The stone cracks forcefully. You suffer -10 to WS and BS-Tests and -1 to all casting rolls.
6 broken success The stone shatters. You suffer -20 to WS and BS-Tests and -1 to all casting rolls.
7 broken success The stone shatters violently. You suffer -20 to WS and BS-Tests and -2 to all casting rolls.
8 broken failure The stone creates a rupture. You suffer -20 to all tests and -1 to all casting dice.
9 broken failure The stone creates a massive rupture. You suffer -20 to all tests and -2 to all casting dice.
10 broken failure Explosion! Everyone is knocked down (3 yd | s. Templ.). Suffer -30 to all tests and -3 to all casting dice.

14
12. Potions 12.2 BREWING
Potions spoil after 3 months + 1 month for every DoS of the Every 1/4th of the brewing process you have a cumulative
brewing-Test. They spoil by 1 season every 3 months after 25% chance of having the breakthrough determining
that. success and failure for the current batch (e.g. at 3/4th of the
way you roll a d100 and have a 75% chance of experiencing
You need a special cushioned large chest to safely transport
the breakthrough). If the breakthrough occurs, roll an
one potion brewing implement and their potential batches
Intelligence-Test or a Trade (Apothecary)-Test. On a success,
in progress. Unprotected transporting of the implements has
you know if the batch will be a success or not. On a failure
a chance of 5% of suffering the ‘clumsy fool’ brewing
count the Degrees of Failure (DoF) and roll 1d10 twice and
disaster for each day of travel and 15 % for each physical
pick the lowest and add it to the DoF for the brewing
combat hit you take, dodge, parry or attempt with one of
disaster table UT-05.
these in your backpack.
The number of brewed potions in one batch is determined at
Potions inside lead-lined vials and flasks are protected from
the end of the creation process.
minor effects of Tzeench’s curse.
You can operate a number of potion brewing implements
equal to your Mag-Characteristic. You may use it to brew
12.1 INGREDIENTS several different batches or speed up the potion creation
process (divide time by the number of implements used).
You have to search for 1 Week (8 days) in the appropriate Using different qualities of implements for the same potion
ingredient locale to find all the ingredients needed for 1 always counts as if you used the worst quality of them all.
batch of potions. Roll a Search-Test.
Ingredients spoil after 3 months – 6 months cooled.
Ingredients may also be purchased directly from the open
market.
If you are scavenging yourself, make sure to bring
reinforcements.

Table UT-05: Brewing Disasters (Replaces Table 7-10, RoS)


DoF + 2d10-H Result
1 Headaches The vapours released by your distillations bring you pain. You suffer a –5% to all tests
made in the course of brewing this potion, including anything you do away from your laboratory.
You may roll another breakthrough next time, unless this is at the end of the brewing process in
which case your potion is spoiled. (see 2)
2 Very Close You manage to create the potion, but it is spoiled. Roll once on Table 7–9: Potion Spoilage
Effects (RoS) to determine its side effects.
3 Not so Close You create the potion, but it is seriously spoiled. Roll twice on Table 7–9: Potion
Spoilage Effects (RoS) to determine its side effects.
4 No Disastrous Effect You fail to create anything useful, but that is the extent of your misery.
5 Smoke and Stink Your brewing attempt is a failure and thick smoke that resists your most deter-
mined efforts lingers for days. It imparts all of your laboratory equipment with a brimstone stink.
This gives your laboratory a certain measure of credibility among alchemists.
6 Acid Burns You and your batch are splashed with caustic reagents. You suffer a Damage 3 hit, and
unless you receive the attentions of a Healer within the hour, you will be scarred in a random loca-
tion.
7 Clumsy Fool You bungle the brewing, destroy 10% of your equipment, and ruin your chances with
this batch.
8 Trivial Explosion Your current implements are 15% destroyed and you suffer a Damage 2 hit.
9 Explosion Your implements are 25% destroyed and you suffer a Damage 4 hit.
10 Fire! Your implements catch fire. Your current equipment is 35% destroyed by the time you can put
it out, and the fire may spread to adjacent potion implements, walls or even other buildings depend-
ing on their proximity, at the GM’s option.
11-13 Major Explosion! Your implements are completely destroyed and you suffer a Damage 6 hit. Nearby
implements have a 50% chance to be 50% destroyed.
14+ Catastrophic Explosion! Your implements are entirely and utterly destroyed and you suffer a
Damage 8 hit. Nearby implements are also destroyed.

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12.3 POTION LIST 12.3.4 NEW POTION: FLAYED MAN’S TINCTURE
12.3.1 CHANNELPATH POTION Effects: You will grow an extra flabby layer of skin that
bursts easily and bleeds profusely without causing pain or
Replaced Effect: For the next 1d10 minutes all cast spells blood loss. It lasts until scraped off.
(but not rituals) are rolled as if a successful Channelling-Test
has taken place. Any spell related Channelling-Test is rolled
with +10. Lag Time 30 Minutes
Volatility Minor
12.3.2 NEW POTION: BLADESONG POTION
Ingredient Locale Hills
Effects: Your nervous system overloads and you hear the Ingredient Difficulty Average (+0)
song of the gods of battle. You gain 1 additional Half Action Creation Difficulty Challenging (-10)
per round, +10 to Parry and Dodge attempts and -30 to Creation Time 1 Week
Perception (hearing)-Tests for 1d10 minutes. After the
effect, you must succeed on a Hard (-20)-Toughness Test
against poisons or you develop a physical dependency and 12.3.5 NEW POTION: VALAYA’S MERCY
must take a diluted version of the potion (1 potion per
month) or suffer -10 to all Willpower-Tests. After drinking Effects: You regain 1d10 Wounds and bloody injuries stop
the concentrated or the diluted potion, you cannot be bleeding. Rolls below 4 are replaced with 4 instead. Other
surprised, gain -10 to Perception (hearing) and need only critical injuries require medical attention as usual.
half the amount of sleep for 24 hours. The dependency stops
after 1 month of not taking any form of the potion.
Lag Time 1 Round
Volatility Moderate
Lag Time 1 Round Ingredient Locale Underground
Volatility Moderate Ingredient Difficulty Average (+0)
Ingredient Locale Wasteland Forest Creation Difficulty Challenging (-10)
Ingredient Difficulty Challenging (-10) Creation Time 2 Weeks
Creation Difficulty Hard (-30)
Creation Time 1 Week

12.3.3 NEW POTION: ANTHRACHNOID POTION


Effects: You grow visible glands on your palms and soles and
your teeth become pointy and hollow lasting 1d10 hours.
When your palms are bare, you gain +10 to grapple related
tests and +30 to Scale Sheer Surface-Tests. If your hands and
feet are free, you may also reroll failed Scale Sheer Surface-
Tests once. As a Full Action, you may shoot sticky webs (BS-
Test) from your hands (+0) or feet (-20) and entangle a
target (Range 8 yd). The target may attempt a Strength (+0)
or Agility (-20)-Test to escape.
When dealing damage while grappling, you may decide to
bite the enemy, dealing damage as if you had the natural
weapons talent. Successful bites inject a poison into the
target, liquefying its insides. The target must succeed on a
Challenging (-10) Toughness-Test or take 1d10 damage
ignoring armour.

Lag Time 1d10 Minutes


Volatility Extreme
Ingredient Locale Subtropical Forest
Ingredient Difficulty Very Hard (-20)
Creation Difficulty Hard (-30)
Creation Time 1 Month

16

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