Small But Vicious Dog (B/X WFRP hack), ver0.

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Introduction
Welcome to a fantasy world where the men are Baldrick, the dwarves are punk, and the dogs are small but vicious. Welcome to a world of bawds, grave robbers, excisemen and witch hunters; a place where “Blather”, “Flee!” and “Mime” are legitimate skill choices; and where all material on the insidious threat of Chaos is officially interchangeable between settings. Welcome (back) to the Grim World of Perilous Adventure. Whisper it (that fanboys may not hear and descend a squealing), but for all the charm of its skewed familiar 16th century milieu and the lurking horror of Chaos, Warhammer Fantasy Role Play was little more than a modcop of classic Dungeons & Dragons. Yes, our beloved WFRP was yet another ‘fix D&D’ fantasy heartbreaker, albeit one which had the clout of the biggest name in British gaming behind it. Whole chunks of the system were lightly disguised D&D mechanics adapted to a roll under d% system1, and many setting elements not gleefully ripped off from Tolkien, Leiber or Moorcock were already established D&D tropes by the time WFRP was published.2 But that's ok. Indeed, that's part of why all right thinking people – Brits, Italians and Poles especially – love WFRP. To paraphrase a better man than I: we took an American invention, soaked it in a witches' brew of Bosch, Durer and Doré, Mervyn Peake and Tom Sharpe, Blackadder, The Young Ones, pints of bitter, cheap weed, Iron Maiden and The Damned, and then we played the hell out of it. And that’s what this ill considered rules hack is about. Your humble author – a dirty little yahoo from a rainy, grimy, post imperial isle in the northern seas – decided to have a go at welding D&D and WFRP together. Why? So I could play games of WFRP ish misery and despair with rules of B/X ish brevity, thus achieving personal gaming nirvana. This here resulting travesty is a 90% pure game mechanics kitbash with minimal background material or context. I won’t even pretend I can précis 20 odd years of background material into 32 pages or so. If you want all that good stuff you should hunt out a copy of WFRP itself; it is worth your time. I hope you enjoy my little love letter to *real* WFRP (the one that came complete in a single fat book). But “If you know a better hole, then go to it.”

Note: This is not for gain fanwork which requires access to both B/X D&D (either in the form of the original TSR games, or as Goblinoid Games’ fine simulacrum Labyrinth Lord) and WFRP (1E or 2E) for full use and enjoyment. It is not intended as a replacement for either game, or as a challenge to any copyrights.

A Note on Abbreviations Most people reading this will know what all these acronyms mean, but just in case: OD&D B/X BECMI WFRP WFRP 2E WFRP 3E Original Dungeons & Dragons (1974 77), published by TSR. Moldvay/Marsh/Cook Dungeons & Dragons (1982), published by TSR. Mentzer Dungeons & Dragons (1986), published by TSR. Warhammer Fantasy Role Play (1986). Reprinted by Hogshead Publishing 1995. Warhammer Fantasy Role Play (2005). Published by GW’s Black Industries imprint. Some boxed collectible dice and card game that claims to be Warhammer Fantasy Role Play. Oh, how we laughed! Published by Fantasy Flight Games (2010). The d20 System Reference Document (2000), published by Wizards of the Coast. Labyrinth Lord, published by Goblinoid Games. Labyrinth Lord Advanced Edition Companion, published by Goblinoid Games.

d20 SRD LL LLAEC

Credits WFRP created by Meisters Bambra, Davis, Gallagher, Halliwell and Priestley. B/X D&D created by Meisters Gygax, Arneson, Moldvay, Marsh and Cook. SBVD from the pen of Chris Hogan, a lowly ink stained wretch. Proofreading by Kelvin Green. Playtesting by [TBC]

1 Said system being a heavily Runequest/Call of Cthulhu influenced elaboration of the one prototyped in Games Workshop’s 1985 Judge Dredd RPG. 2 Even the people who wrote Warhammer novels in the early 1990s were quite clear on the derivative nature of the WFRP world. See, for example, Steven Baxter’s 2002 retrospective article “Freedom in an Owned World: Warhammer Fiction and the Interzone Generation”.

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Small But Vicious Dog (B/X WFRP hack), ver0.3

Ability Scores
A character’s Primary Ability Scores are Movement, Strength, Toughness, Agility, Intelligence, Willpower and Fellowship. I’m sure anyone familiar with B/X and WFRP will be able to work out what’s what… Movement (Mv) = B/X speed in feet/turn divided by 30. Why the change for the sake of it? Because a single digit Movement score (Mv 4, Mv3, etc) is 1) more WFRP ish, and 2) much simpler than fiddling about with “so many tens of feet per round”. Other Ability Scores are generated 3d6 in order, for such is the way of righteousness (although see “Laughter of Dark Gods” rule below). Primary Profile Mv Str Tgh Ag

Int

Wil

Fel

Ability Score Modifiers, and use in play, are per B/X unless indicated otherwise. Ability Str Tgh Ag Int Wil Fel Modifier Affects WS, melee damage Wounds per die AC, BS, Initiative Additional languages Save modifier vs. magic No.# of retainers, their morale, NPC reactions Score 3 4 5 6 8 9 12 13 15 16 17 18 General Mod 3 2 1 0 +1 +2 +3 Init or Reaction 2 1 1 0 +1 +1 +2

A character’s Secondary Scores are other game relevant numbers. These are a bit of a mish mash in that some are randomly generated, while others are either fixed, or accumulate/decrease over time. These are:

Secondary Profile WS BS Att W

Mag

IP

FP

Weapon Skill Bow Skill Attacks Wounds Magic Insanity Points Fate Points

(melee attack bonus) (ranged attack bonus) (per round, generally 1) (a.k.a. hit points) (max # of casting dice)

See See See See See See See

Combat, pp16 17 Combat, pp16 17 Combat, pp16 17 Races” and “Careers, pp3 6 Magic, pp19 20 Insanity, p14 Fate Points, p7

A character’s Saving Throws are determined by their class and level, as normal for B/X D&D.

Saving Throws Death Petrify

Breath

Device

Spell

Death Petrify Breath Device Spell

also poison, disease, drug addiction, suffocation and drowning, etc. also paralysis, polymorph, sleep, entanglement, terror. also adverse weather, avalanches and suchlike natural force majeure. wand, rod, stave, trap, explosion, falling into heavy machinery, etc. also non magical fear effects.

Laughter of Dark Gods At character generation a player may replace one – and only one – 3d6 Ability Score that makes them sad with a 10. Players who do this may be freely mocked as soft, gurly and sorely lacking in moral fibre. True followers of the WFRP Way may instead replace their highest rolled Primary Profile ability score with a 10. This latter choice earns kudos for being “Totally WFRP!” and, at the GM’s option, gains the character an additional d3 Fate Points.

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Small But Vicious Dog (B/X WFRP hack), ver0.3

Races
Choice of playable races is one area where SBVD (and all its source material before it) show a notable debt to that erudite 800lb gorilla of 20th century fantasy, J.R.R.Tolkien. Humans are the vast majority in SBVD, with non humans being the designated butts of both superstitious prejudice and a blatantly unfair tax regime. Those who elect to play a non human don't get the unalloyed joy of rolling for a career; instead they play a professional stereotype straight from Central Casting. Use the demi human races of B/X as written.

Dwarf (0,2 per party) Wounds: 8+d8/lvl Attack as: Fighter Save as: Dwarf Likes: gold, jewels, honour, combs. Preferred MO: axe to the knees, or over complicated death machines (“Pull the lever!”) Trappings: scruffy clothes, chainmail, hammer or axe, tankard, lantern, helmet. Huge beard, dour mien. All dwarves are beer soaked beards on legs who stop mining only to fight, drink heavily and/or sing about mining. They consider everything they say and do to be SRS BZNZ and nurse a grudge like a Bretonnian nurtures a fine vintage wine. All perceived similarities between Dwarves and Yorkshiremen are coincidental. There’s a 10% chance that any dwarf character created is a Troll Slayer, a kamikaze no pants dwarf with a big orange mohawk, prison tats, a two handed axe and a burning desire to ragequit life as violently as possible.

Elf (0,1 per party) Wounds: 6+d6/lvl Attack as: Fighter Save as: Elf Likes: wine, art, singing, anything you haven’t heard of. Preferred MO: peppering with arrows, then singing beautiful songs about same. Trappings: fine clothing, lute or lyre, bow and arrows, sword, smug expression. All elves are metrosexual minstrels and archers who fly into fey rages when provoked. The elven ability to lose it in spectacularly violent fashion has been clocked at “Nought to Feanor in 4.2 seconds”. Most PC elves are filthy tree hugging pseudo Celtic Wood Elves, although the Sea Elves who hang out in coastal cities seem to be a kind of Elven gap year backpacker. No one’s quite sure what the mohawked, spandex wearing paramilitary Riverdance troupe known as Wardancers are supposed to be, apart from FABULOUS! Rumour has it that the Elven homelands are contested in an endless war between two mighty and ancient factions: the louche and arty vs. the darker and edgier. The origin of their interminable strife is unknown, although it probably began as a spat over the relative aesthetic merits of art nouveau and gothic revival styles. Elves of these factions are far too in love with themselves to do anything so déclassé as adventuring for gain. Elves use the SBVD casting system as wizards of their level.

Halfling (any number) Wounds: 6+d6/lvl Attack as: Thief Save as: Dwarf Likes: food, drink, food, sex, food, stealing, food, gardening, food and food. Preferred MO: poison, or prison yard shanking. Trappings: hardwearing clothes, skillet, recipe book, concealed shiv, jovial manner. All halflings are smelly footed, opportunistic little food tubes on the make. They are not to be trusted: don’t rely on their word, don’t eat their pies of dubious provenance, and never let them get their hands on your ring. Halflings emerged from the distant East to infest a formerly pleasant area called The Mootland; this schmaltz soaked domain is now a terrible warning about what happens when the more touristy parts of rural Bavaria are invaded and occupied by the Lollipop Guild. Halflings do not have any sort of wacky Mohawk wearing subculture, for which we are all eternally thankful.

Human (any number) Wounds: 6+(varies) Attack as: 0 level Fighter Save as: 0 level human Likes: money, killing. Preferred MO: varies wildly. Trappings: by Class and Profession. All humans are cynical, vicious, and have a laser focus on their own self interest. Those not prone to absurd superstition are usually in thrall to pernicious ideologies or religious mania. Humans can be found all over the place, stuffed ten deep in squalid firetrap cities or cluttering up the rural landscape with their farms, mines, castles, temples, lazar houses and hospitals. They even take to the seas, forever seeking new and distant markets in which to display their hard won skills in larceny, fraud and murder.

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Note your starting cash: 3d6 GC. The grubby. the machinations of Chaos… Classes There are four broad classes in SBVD. staves) and that quite poorly. Scheme. there are lots of non caster Academics in the WFRP world. These are: 1d10 1 2 3 4 7 8 10 Class Academic Ranger Rogue Warrior Place in Great Chain of Being The learned in lore Hard bitten. Elsewise. horrible accident. comfort. jar of leeches Ink. squalor and suffering. banditry. Preferred MO: killing without getting their hands dirty (magic or vile concoctions). madness. 4 of 36 . known as careers. massacre by beastmen. which indicate what the character did before he fell into the high stakes live of a wandering adventurer. Druid Engineer Exciseman Herbalist Hypnotist Initiate Priest Pharmacist Physician's App. Scribe Seer Student Trader Wizard's App. If playing a human pick (or roll) your class and note the basic package of goodies on your sheet. Esoteric Knowledge: Academics can make an Int test to remember obscure lore related to their profession. Sure. vicious world of SBVD is a place of minor triumphs against a background of misery. It thus has very little in common with the monster riding. quills and paper Divining gear 1d3 scholarly books Stock in trade Manual of spellcraft Alchemist App. but we really don’t care about them. 2.000 6+2d4 3 4. 4. knock yourself out and try to die usefully. All Academic PCs gain casting dice (see Magic. if you want to play one. The simple fact is that a non caster scholar or artisan has the survival chances of a snowflake in Hell. experience wielding weapons. Academic Advancement XP Wounds 1 0 6+1d4 2 2. 3. Roll your starting HD and note your attack and save progressions (derived from the B/X originals). They generally only use small. being cited. No exceptions. holy symbol Hammer+chisels. a nugget of purest green?” Wounds: d4 Attack as: Cleric Save as: Wizard Basic equipment: set of decent clothing. academic = caster in SBVD. Yes. rob and kill your way to fortune and glory without succumbing to poison. witch hunt. daemon punching antics of WFB or high level D&D. etc. ver0. knife or stave. Roll your occupation. disease. Likes: knowledge. Academics don’t wear armour and have little. Baldrick don’t ride no dragon! Class and Career Selection Overview 1. Academic “…can it be true? That I hold here in my mortal hand. Artisan's App. surveying tools Abacus Pestle and mortar Pendulum Robes and holy symbol 1d6 glass jars filled with oddness Surgical tools. adding your career skill and distinctive trappings (stereotypical item. clubs. you know. Players may choose their class but the hairy chested and manly WFRP way is to generate both class and career randomly.) to your sheet. like white coat = scientist. warrant card = cop/agent. 5. light weapons (knives. gimlet eyed rustics The turbulent urban proletariat Vicious armed thugs Totem ‘Great Young One’ Neil Mike Rick Vyvyan Each class encompasses 15 or so specific occupations. academic robes.Small But Vicious Dog (B/X WFRP hack).3 Classes and Careers All playable characters in SBVD are levels 1 3 in B/X D&D terms.000 6+3d4 1d20 1 2 3 4 5 6 7 8 10 11 12 13 14 15 16 17 18 20 Casting Dice 1 1 2 Career Skill Brew alchemicals Trade skill Identify Plants Engineering Supernumerate Herb Lore Hypnotise Theology Manufacture drugs Treat injuries Read language Divination Read language Haggle Scroll Lore Trapping 1d3 books on alchemy Tools of trade Sickle knife. stethoscope = doctor. if any. p24 25) as they advance in level.

and the lovely Miss Cheapside. fleas Lute or mandolin.000 6+3d6 1d20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Sneak Attack x2 x2 x2 Career Skill Public Speaking Bribery Concealment. knitted cap Net. Your cash bags please. headband Crossbow 1d4 animal traps. Urban Perform Strike to Stun Gamble Silent move. money. Ranger Advancement XP Wounds 1 0 6+1d6 2 2. Likes: stealing. Urban Spot trap Trapping 2d10 inflammatory leaflets Pimp hat Begging bowl. well concealed purse. U or R Move silent. hooks and rakes Crowbar.000 6+2d6 3 4. Sneak Attack: Treat as backstab attempts according to the B/X rules. outrageous hat Lantern. Likes: forests. leather jack. getting one over on the lordships. blackjack or garrotte Cards (marked).Small But Vicious Dog (B/X WFRP hack). fur hat Woodmans axe Boatman Bounty Hunter Coachman Fisherman Gamekeeper Herdsman Hunter Muleskinner Outrider Pilot Prospector Rat Catcher Runner Toll Keeper Trapper Woodsman Rogue “Good evening Duke.3 Ranger “Bastards! I hate them. small but vicious dog Running shoes. crutch Tools of trade Mask. Rural Charm animal Follow trail Animal care Move Silent. pick and shovel Animal traps. knives galore. Rural Move silent. crossbow 2 lanterns Pan. whip Fish gutting knife. Rangers can wear leather or chain armours and use any one handed or missile weapon. Preferred MO: shooting people with missile weapons and retiring into the shadows. manacles Coach horn. furry hat Broad brimmed hat. pack with bedroll.000 6+3d6 1d20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 BS +1 +2 +3 Career Skill River Lore Follow Trail Drive cart Sailing Concealment. etc. dice (loaded) Spade. pan pipes Bow. Rogues generally wear street clothes or leather armour and can use any one handed or missile weapon. roads. hand weapon. large sack Club. Preferred MO: leaving unexplained knives protruding from the backs of their enemies.000 6+2d6 3 4. flashy clothes Stock in trade Fancy clothes. ver0. whip Horse.” Wounds: d6 Attack as: Thief Save as: Thief Basic equipment: scruffy clothes. ring of keys. waterproofs Mantrap Sling. Rogue Advancement XP Wounds 1 0 6+1d6 2 2. Rural Resist poison Perform Haggle Blather Move silent. lantern. cutlery. Survival: Rangers are able to increase the amount of food garnered by foraging/hunting amounts in the wild and know enough to avoid doing stupid things like eating the red mushrooms with white spots. lasso Cart or row boat Swag bag. leather jack. with their long tails and their stupid twitchy noses!” *gunfire* “Squeak” *thud* Wounds: d6 Attack as: Fighter Save as: Thief Basic equipment: hardwearing clothes. sack Agitator Bawd Beggar Entertainer Footpad Gambler Grave Robber Jailer Minstrel Peddler Raconteur Rustler Smuggler Thief Tomb Robber 5 of 36 . Rural Orientation Metallurgy Resist disease Flee! Evaluate Set Trap Identify plants Trapping Oar. long walks in the country. pipe.

ver0.3 Warrior “Swords! What do you think this is. etc. skill mastery. and we’ll talk. Likes: fighting. even the most advanced careers in WFRP are about on a par with mid level D&D characters. equipment and. Combat Ability: Warriors are able to use any weapon they pick up with minimal practice. above all else. shield Costly clothes. but most of that difference in survivability stems from training. pack with bedroll. If sufficient interest is ever expressed your humble scribe may one day re jig the experience and advancement requirements.” What’s that? You don’t like being a salt of the earth peddler or doughty ratcatcher. rapine.Small But Vicious Dog (B/X WFRP hack). looting. addressing the subject of advanced careers (and all the headaches that go with them – like arcane lores. mass combat and leadership. Otherwise. horse. sir!” Wounds: d8 Attack as: Fighter Save as: Fighter Basic equipment: sturdy clothing. chainmail. or a Knight of the White Wolf. hourglass Bodyguard Labourer Marine Mercenary Militiaman Noble Outlaw Pit Fighter Protagonist Sailor Servant Squire Watchman Career Skill Street Fighting Scale sheer surface Dodge blow Strike mighty blow Dodge blow Etiquette Concealment. but about your failure to enter fully into the correct WFRP ish mindset: joy through adversity. etc.) in a hypothetical “Small But Really Vicious Dog”. cutlery. attitude Boat hook. cleaning kit Lantern on pole.000xp without dying horribly in a ditch. Warriors can wear any type of armour and use any weapon they encounter. bottle of rotgut Livery. bandanna Wacky arena weapon combo Horse. the Middle Ages? Only girls fight with swords these days. chainmail Spear. They’re substantially harder to kill than Fritz in the street. What? No! Not about you taking L33T advanced careers. d4 hangers on Bow. or a magus of the Colleges of Sorcery. pony. flask of tea Grappling hook. Stand by your gun. hand weapon.000 6+3d8 1d20 1 2 3 4 5 6 8 9 10 11 12 13 14 15 16 17 18 19 20 WS +1 +2 +3 Trapping Knuckle dusters Packed lunch.000 6+2d8 3 4. chainmail Bow or crossbow. it’s all about the travails and torments of the little guy. Joking aside. 6 of 36 . Crawl your way up to around 8. Rural Disarm Strike to injure Sailing Dodge blow Animal care Strike to stun Advanced Careers “…I fail to see why a common thief should be idolized just because he has a horse between his legs. Warrior Advancement XP Wounds 1 0 6+1d8 2 2. leather jack+helmet. Preferred MO: smashing you in the face …hard …repeatedly. or a Dwarven Giant Slayer? OK. stolen trinkets Livery. You want to play a Warrior Priest. player skill.

largely by design. too prescriptive for me. more likely. Fate Points These represent the favour of the gods. ~17% if not. 3 A typical unmodified adventuring check for a level 1 character in B/X D&D. 7 of 36 . GM fiat). start with 1 Fate Point. Yeah.3 Resolution Although the skill test system was among the glories of WFRP I don’t think D&D is much enhanced by hundreds of skills. Ability Score Ability check vs. or. this ‘treat as career skill’ handwave does skew the probabilities given in the B/X rules. What happens instead of death or maiming is entirely up to the GM. Ability” checks. Ability Check or Saving Throw? My personal rule of thumb for SBVD is to use Ability Checks to adjudicate actions initiated by a character and to resort to Saving Throws when characters are on the receiving end of something. ver0. means to the true end of adventuring: riches. ½ Ability Score Ability check. Existing B/X dungeoneering skills (checking for traps. System synchronicity strikes again! Chances of success in SBVD are all over the shop. and the bloody downfall of one’s enemies. Those things are expected elements of play. or for a first career character in WFRP. Fate Points are lost forever once spent. Dwarves and Halflings start with 2 Fate Points. Elves. glory. Unless indicated otherwise all mechanical task resolution in SBVD is per the rules laid out in B/X D&D. The exact reason why these “SO UNFAIR!” modifiers apply is left to the limitless imagination and exquisite good taste of the GM.k. but in my experience players seem to have no problem remembering whether more or less is better if things are in their interests. the subtleties of courtly etiquette to a labourer. barging open doors. So. although the words ‘frying pan’ and ‘fire’ should be meditated upon. He also gains 1 Fate Point free and clear.a. would have ~35% chance of success if a career skill. As written it makes characters marginally more competent than in either of the base systems from which SBVD is derived.k. the unwillingness of the gods to let you die until you have suffered further for their entertainment. There’s none of this namby pamby experience for “achieving objectives” or “good role playing”. sneaking about and the like) can either be retained as written or treated as “vs. in the name of simplicity: Career Skill / “I grew up doing this” Non career Skill / “I know what I’m doing…kind of” Total Mystery* / “I saw this done once” = = = Ability check vs. the ‘roll over’ nature of player initiated actions in combat does confuse the issue slightly. If the latter option is used demi human racial abilities are treated as Career skills tested against a relevant Ability Score. This should serve to convey the unfairness and perversity of a world where the presiding gods of law are Murphy and Sturgeon.a. the nuances of armed combat to a desk bound scribe. With all due rejoicing and thankful sacrifices. I suggest +/ 1d6 in whichever direction is against the best interests of the players. succeeds only on a 1 * Things entirely outside a character’s ken: the mysterious workings of magic to a guttersnipe. levelling up) or through spectacular heroic endeavours (a. Expenditure of a Fate Point allows a player character to avoid otherwise inevitable death (or horrific permanent injury). Human characters start with 3 Fate Points. being front loaded and cheesy beyond belief.Small But Vicious Dog (B/X WFRP hack). Which means they’re pretty much an irreplaceable wasting asset in SBVD. Characters earn experience by: Making money through theft or looting Killing members of player races Killing monsters 1 xp per 1 GC 25xp/HD 50xp/HD + 50xp per special ability Sucking Less On advancing in level a player may select either by 1d6 roll (Winning!) or careful consideration (Weak!) one 3d6 Ability Score on his character’s primary profile. etc. as the GM prefers. he may then raise that score by one (to a maximum of 18).3 The Gods Hate You! In keeping with the ‘failure is the expected outcome’ ethos of WFRP the GM is encouraged to arbitrarily slap penalties onto any die roll or target number as he sees fit. Experience & Advancement Experience in SBVD is awarded for killing dudes and taking their stuff. New Fate Points can only be gained either by achieving greater skill and renown (a. Yes.

The usual routes to infamy are 1) committing detected crime against people who actually matter. Suchlike non human yahoos must be taught respect the old fashioned way: cold steel. Scribes. +3 +2 +1 +0 2 4 6 Exactly how and why this works the way it does is something of a mystery: the consensus is that it’s rather difficult to beat the crap out of someone while you're malnourished and/or busy doffing your cap. ratcatchers. Nor are a gang of rampaging Beastmen likely to be awed into submission by your cultivated cut glass accent and exquisitely fashionable garb. Grand Duke of Burgdorf Hossenpfeffer. Saving Throws. etc. So. In civilised parts of the world it's still considered perfectly acceptable – among those who can afford them – to roger the serving girls and viciously horsewhip insolent underlings. rising in position through graft. largesse and charitable donations. Recovery of lost caste if possible at all should be a long and torturous affair. they’re all affected by the modifier given on the table below. etc. physicians. lower) (low status vs. Grumblefimwanger the Giant doesn’t care if you’re a big noise socially: to him you’re just another uppity runt to be trampled. ~or~ ½ of Social Standing mod. Ability Score checks. guild notables. bribery. if Stinking Aggie the Puregrubber. 5 WFRP and GURPS Goblins are near perfect matches in tone and attitude. Lawyers. and supersede The Gods Hate You! (see Resolution.3 Social Status The world of SBVD is hopelessly caste ridden. engineers. 8 of 36 . military obligations and even social mores. Adventurers may climb further in status through conspicuous consumption. Real class. priests. etc. doyenne of the Vile Underclass. and may pass as A Person of the Middling Sort (+0) at level 3. This ‘gentrification’ only applies if the character comports himself in a befitting manner. if he dresses and acts like a common thug. politic toadying. p7) where appropriate. emissaries. An adventurer claws his way into the ranks of the Humble Folk ( 2) at level 2. corpse pickers and similar. ~or~ Social Standing mod. Mod. Collegiate wizards. Characters of any standing can fall into the Vile Underclass by acting in a despicable manner. militia. Apothecaries. ver0. Poor but honest farmers. Your Ways Are Strange And I Mock Them. etc. 4 Where 'insolent' = 'coughed in my presence' or 'had the temerity to look me in the eye'. People might not respect the man. You Must Obey! When a character is able to pull rank by virtue of position he may elect to use social clout in lieu of Fellowship. The law is entirely weighted in favour of the rich and well bred (As well it should be! Only a fool writes laws against his own interests). Thanks to poor diet and a crippling inferiority complex all Reinhard’s rolls against the Duke will be at –4. Likewise lowly characters attempting to wheedle their betters must use the lower of their social standing or Fellowship in reaction rolls. gypsies. Gaining and Losing Status All 1st level characters start out in the hoi polloi ( 4).5 These rules are entirely optional. = worst of Fel mod. Instead of representing vast disparities in clout and authority with higher character levels. bounty hunters. he will be treated as one. I am Huge of Moustache. as do the rich and powerful. Pull Rank Toadying (high status vs. initiates. Puny Weaky Man Relative status has no effect whatsoever on creatures that don’t respect social niceties. this rule prevents some dirty oiks with rusty knives and a plan from opportunistically assassinating the Kaiser. higher) = best of Fel mod. hot lead and arcane fire. Hit rolls. etc. he’s laying himself open to a world of hurt. if Reinhard the Ratcatcher decides to take his ratting shovel to Hans von Schnitzelgruber. merchant princes. Similar modifiers cancel out: the lowly batter one another on roughly even terms. yep. peddlers. or 2) engaging in certain ‘untouchable’ trades. roadwardens.4 Climbing to the top over a heap of looted bodies doesn’t just advance personal power. Your Position Highborn Pillars of Society Respectable Types People of the Middling Sort Humble Folk The Lowly Hoi Polloi The Vile Underclass What Your Kind Do For a Living Titled toffs. for example. decides to shiv Reinhard for his hard earned loot she’ll suffer a net 2 to all rolls (6 4 being. I’d go so far as to call Goblins the WFRP urban caper sourcebook that never was. Social position affects all dice rolls made directly against a particular character. day labourers. it also advances your place in society. but they do respect the office. all His Grace’s rolls against ghastly little plebian Reinhard will be at +3! By contrast. is inherited. backstabbing and low cunning.Small But Vicious Dog (B/X WFRP hack). Reinhard will suffer no penalties beyond those that the GM in his mercy and wisdom sees fit to inflict. Burghers. here’s a fix inspired by the hilarious and under rated GURPS Goblins sourcebook. Either way. etc. like good furniture. Thieves. 2). but this is all considered tres nouveau. as are tax codes.

Some states of aggressive excitement can be so powerful they impair the urge to self preservation. drugs. Fear and Terror are (generally) conditions inflicted by external stimuli. treats Terror as if it were Fear. all attacks are furious attacks (see Combat. These can be induced by drugs. Follow the WFRP guidelines. He is treated as being under the effect of a hold person spell but will lash out if goaded or attacked. while others are synergistic in effect (hatred and frenzy. insanity. saving throws and ability checks for 3d4 rounds (as scare spell effect. is nothing to be sniffed at. ver0. This refers back to “Ability Check or Saving Throw?” (see Resolution. being instead distracted by something extraneous (and probably shiny). religious mania. for example). or apply common sense (as preferred). goblins and orcs are infamously prone to treacherous infighting. and to melee hit rolls against hated enemy. A character affected by stupidity is unable to sustain a train of thought without outside assistance. Character initiates no meaningful action. but save vs. paralysis to avoid letting the side down in an undignified and histrionic manner. daemons of rage hate everyone (and their little dog too). Character refuses to move towards or attack the fear causing object unless and until it attacks him. A pack of charging minotaurs. However brave and hard bitten someone is. Some things out there are more than just scary. Fear vs. or until the inspiring object is no longer visible (GM’s discretion). This time… Terror vs. there are some things that are just downright scary. 9 of 36 . Character gains one Insanity Point. unaffected by Fear. to saves vs. usually someone you really. Dwarves hate orcs and goblins. various factions of elves hate one another. The better a creature’s morale. hence Ability Checks. p7). Must move towards the object of outrage and destroy it if at all possible. Dislike is evident. terror?” Good question. This state of terror lasts for 3d4 rounds. frenzy and stupidity are functions of a character’s internal mindset. paralysis Treat as failed Fear test (above) Character goes utterly berserk. Effect if failed Turn on allies unless already in melee. One way to determine what monsters are going to do in a binary Y/N outcome is by checking their Morale. spell Character masters his fear. Concussion and intoxication have a remarkably similar effect to innate stupidity. A character that lays eyes on such a sanity blasting horror must save vs. but the character draws no especial benefit from the animus he bears. p16). Stimuli as varied as insanity. Stupidity Int check Character copes with the myriad distractions and complexities of life. LLAEC). Character remains calm. Psychology: Ability Check or Saving Throw? “Why do I check for frenzy. or a nasty fright may cause these outbursts of atypical behaviour.3 Psychology There are several psychological states which are so frequently encountered a part of life in SBVD that they have their own rules (suffice it to say ‘happiness’ and ‘contentment’ are not among them). He screams like a sissy girl and legs it (if possible) or else curls into a helpless catatonic ball.Small But Vicious Dog (B/X WFRP hack). for example. Some psychological states are mutually exclusive (stupidity and most others). Morale = 12. really don’t like. Aggro Some people just don’t play well with others and will cheerfully turn on their own side if they can see both an opportunity and clear advantage in doing so. • • • Hatred. Ratmen. Hatred Frenzy Stupidity Fear Terror Mental State Aggro Hatred Save/Check Morale check Will check Frenzy Will check Effect if passed No effect Character gains +2 bonus to morale. He suffers a –1 penalty to all attack rolls. There’s mildly confuzzled. Aggro only affects NPC creatures. which generally last 3d4 rounds. and then there’s troll grade stoopid. Hatred is aroused by a particular stimulus. the better it can keep its desire to frag the boss in check. they are pants wetting terrifying. or through martial disciplines. hence Saving Throws. fear/terror.

from serpents to mushrooms to mineral compounds. and be prepared to swing for it if caught in possession. A successful save inflicts the next less intense degree of debilitation until treated. this is more severe than the poison rules of B/X D&D.Small But Vicious Dog (B/X WFRP hack). blessed jade. Others wither at the touch of the most innocuous of things: salt. Save vs. How Much To Make Him Go Away. ver0. poison/death or suffer listed effect. or the wood. some of which only take effect in the presence (or absence) of other chemicals. or holy water. Poison is a pretty effective and definitive statement of disapprobation.3 Poisons Sometimes the quickest way to take someone out of the picture is to dose him with something nasty. The particular effects of these atypical arcane poisons are treated in the description of the creature in question. garlic. Most animal venoms kill within seconds of injection. Permanently? Prices for toxin are whatever the market will bear. 10 of 36 . 6 Yes. iron. Most poisons kill or render incapable. plant and fungal toxins within 1d6 hours of consumption. which is a great leveller in the killing people stakes.6 Levels of effect are: Dead > Helpless > Seizure/Drowsy (as Stunned) > Dizzy (as Floored) > Unaffected Infamous Toxins Belladonna Black Lotus Extract Arsenic Cyanide Rabid Dog Saliva Hemlock Wolfsbane Liche Dust Hellebore Mercury Fumes Centipede Venom Scorpion Venom Spider Spittle Tarantula Venom Vector Contact “ Ingestion “ “ “ “ Inhalation “ “ Injury “ “ “ Onset Minutes Seconds Hours Seconds Hours Minutes Hours Minutes Minutes Hours Seconds Seconds Seconds Seconds Failed Save Dead Dead Dead Dead Frenzied Dead Dead Drowsy Helpless Confusion Helpless Dead Dead Seizure Killing That Which Does Not Live Supernatural and daemonic creatures can be poisoned. Plan for the usual black market antics. Tileans have spent centuries researching ever more subtle poisons. but its use has harsh penalties (both socially and in law): no one likes a poisoner. although usually not by things toxic to mortal life. The world is full of poisonous things. roots and seeds of particular plants. while mineral toxins may be fatal immediately or cumulatively. Some unnatural beasts are poisoned by substances rare and strange: alchemical silver. Unlicensed possession of poison is generally held to be proof of “going equipped to commit murder”. But then SBVD isn’t meant to be a game where you can just shrug off the envenomed bite of giant serpent with naught but a macho grunt. The powers that be dislike the idea of poison.

ver0. Maybe you could ask all those late Victorians weaned off their debilitating addiction to opium by doctors who prescribed morphine and heroin as substitutes! Relapse rates into opium use were recorded as being gratifyingly low… 11 of 36 . poison or act in a hilariously inappropriate – and likely dangerous – manner. as does becoming habituated to a new drug. Kicking the Habit Going without a hit for a month (or 4d6+10 days. Indecorously dead in 1d6 rounds. merely as gluttonous appetite. The local potentates only come down heavily on drug use if suppliers forget to pay the informal ‘non guild retail trade tax’. • • Saving throws are to resist the physiological/psychoactive effects once a drug is in your system. What’s This Gonna Cost Me? Prices for drugs are whatever the market will bear. Save Failed Habituated (require 1/day) Addicted (require 3/day) Overdose (save or Keith Moon) Take once Take again while habituated Take again while addicted Withdrawal So you’re habituated/addicted and can’t get any of the good stuff. Ability checks are to resist the urge to go all Dr Rockso in the first place.Small But Vicious Dog (B/X WFRP hack). or just impaired judgement. the mechanics presented here refer back to “Ability Check or Saving Throw?” (see Resolution. Other status effects not listed here are covered under Psychology (p9) or Poison (p10). save vs. Save vs. Fail = good times with complications (consult the table below). poison or treated as Stunned. Overdose is entirely too easy if a user has no formal knowledge of what he’s dealing with. poison. where ‘it’ has a value of ‘whatever crosses your path’.3 Drugs People in the Grim World of Perilous Adventure will try to get wasted on almost anything. take. Popular Drugs Black Lotus Bottled Love Crimson Shade Lustrian Marching Powder Mad Cap Mushrooms Rye Mould Sultan’s Resin Weirdroot Arousal: Hallucination: Palpitations: Death: Dur 2d6 hrs 1d6 hrs 1d6 hrs 3d10 min 1d6 hrs 3d6 hrs 1d6 hrs 1d6 hrs Effect Drowsy Arousal Hatred Stupidity Frenzied Hallucination Dizzy Drowsy 2 doses Hallucination Palpitations Palpitations Frenzy Death Helpless Drowsy Hallucination 3+ doses Death Death Death Palpitations Death Unconscious Unconscious Withdrawal 4 2 3 1 3 1 2 3 You are hot for it. Save vs. Taking drugs is easy and fun and has a universal mechanic.7 Addiction: Ability Check or Saving Throw? Once again. p7). Take the relevant withdrawal penalty to all actions until you can feed the monkey. or if all gets a bit Gin Lane and starts to affect tax revenues. which you totally will if any of what you hanker for is handy (Willpower check or go hog wild). And society is okay with that. for 3d10 minutes. This invariably leads to all the usual black market antics. Alcoholism and drug addiction are not even recognised as illnesses. Taking extra doses while under the effect of your initial hit (addiction can be fun like that) has all sorts of entertaining side effects. or over an extended period. or – as we call them around here – opportunities for profit and advancement. 7 It worked for Alistair Crowley. poison (modified by the relevant withdrawal penalty) cures you of addiction. or you can stave off your unfashionable and debilitating smack habit by becoming addicted to cocaine. and vice versa. if you feel the need to throw dice about it) and then passing a save vs. and no lasting harm done. Many jurisdictions place punitive taxes on these goods. Pass = good times. so what could possibly go wrong? I dunno. usually at the behest of the Distillers and Apothecaries Guilds. To whit: procure. Most drugs are toxins if taken in larger doses. albeit unpleasantly conscious. So you can either get clean the hard way.

black buboes. the more grotesque the better. galloping. And prayer. foaming. Dwarves Halflings Curse or Chaotic influence +0 +0 2d6 1d8 3d6 2d10 Mootish Stinkfoot Gurglish Rot +0 4 1d4 1d6 2d10 3d10 Rotten odour from feet Vomiting. ver0. seeping. Reman. 1d6 Ag while affected. poor diet Viciously disputed +0 3d10 2d6 2 1d10 2d10 Sylvanian Tomb Rot Wound Rot (Infected Wounds) Corpses. rather than by a true understanding of their operation. rash Effect 1 to all ability scores/day. etc. ghastly. = Incubation Period (in days) Dur. Colour: Humour: Place: Symptom: Magnitude: 12 of 36 .” 1d12 1 2 3 4 5 6 7 8 9 10 11 12 Disease Name [d2 of Humour. Place or Magnitude] Pox [any descriptor] Rot [d2 of Place or Symptom] Sweats [Place or body part] Wen “An inexplicable medical mystery. choler. Symptom or Magnitude] Ague Canker of the [body part] [Animal or Symptom] Cough [any descriptor] Fever [Humour] Flux [Place] Measles [Colour or Place] Plague [d3 of Colour. 1 Tgh per day. More primitive societies consider disease to be evidence of moral failing on the part of the sufferer. with failure indicating that the lucky character has a colourful new complication in his life. 4 Fel while affected. Mootish. fever or chills Blue grey skin tone. = Virulence (save modifier) Name Black Plague Vector Rats. gibbering.3 Disease Disease is a fact of life in the filthy living conditions encountered in SBVD. Daily application of creosote to affected area Poultice of mashed Halfling Poultice of mouldy bread Frothing Yellow Pox The Kruts Tileans. Lustrian. syndromes and chronic conditions are categorised by their symptoms and visible effects. 6 to all ability checks and saving throws while affected. If you want to think up more humours that’s fine by me. Khyprian. horrible. To keep things simple all diseases require a save vs. 1 to all ability scores/day. Death if any stat drops to 0. unpleasant. 4 to Ag checks. death Itching. fast? The GM should apply horrific effects as he sees fit. fever. blue. or if he remains a wasted shell of a man.” Red. Estalian. pustules. phlegm. One for the journals. but not viciously debilitating. Wheezing. etc. shivering. affedted area rots Scurvish Gob Rot Sinople Pox Sailors. fleas Vir 2 Inc. Fel). puce. sweating. Breton. open sores Inflammation. fervent prayer. mickle. Exotic infections are an occupational hazard to adventuring types. gritty. nonsense speech. Blood. Norse. Sylvanian. poison/death when exposed to their vector of transmission. sewage +0 1d6 2d6 +0 1d4 2d8 Fresh fruit. region or nation: Saratogan. diarrhoea. or hot eggs up the fundament Potation of calcined Mummy bones Eating ground iron. Named for city. graveyard miasmas Weapons. Petty. Infamous Medical Afflictions Vir. decomposing flesh Tooth loss. Will.Small But Vicious Dog (B/X WFRP hack). great. The more lurid and obscure a shade the better. Rise as Daemon of Disease if any stat drops to 0. Panicked. is also at the GM’s option. essence of albatross in grog Ice baths and cool blankets. Wrap in heated blankets. umber. Remedy Flower posies. fever. animal bite. bile. No natural healing possible. foul water Goats. Cathayan. 1 Tgh per day. lesser. There is no systematic epidemiology: diseases. crimson. sure evidence that they have somehow offended the gods. Animal. etc. death Frothing at mouth. Hekharan. etc. Prevents natural healing. 1d6 all mental ability scores (Int. Bilbali. = Duration of illness (in days) Inc 2d10 Dur 2d10 Symptoms Coughing. flawed judgement Green or red pustules. Talabecan. Whether the sufferer ever fully recovers from the disease. fever. ½ Mv. Err on the side of “disfiguring. application of maggots Jolly Uncle Gurgle’s Super Happy Funtime Instant Disease Generator Need a particularly horrible affliction.

to tiny invisible daemons of disease. pampered rivals.) the character upon whom it is inflicted. The physician still expects payment in such circumstances. celestial influences. Illnesses as varied as the common cold. carries disease. causes damage or wound rot. p16) Takes 1 turn. Recovery time as if critically injured. You’ll have to burn that jacket. Prevents character from bleeding out (see Combat. or to the personal hobby horse of the physician being consulted (“Every learned man concurs that purple cloth. Injecting people with milder forms of diseases and/or cutting up dead bodies for research is verboten in most jurisdictions. In game terms. Doubles rate of natural Wound recovery. and more often than not absurdly wrongheaded. Miraculous and magical healing both exist. by virtue of its chromatic resonance with the arcane wind of death.Small But Vicious Dog (B/X WFRP hack). Any medical intervention requires an Int check (halved if the character has no claim to even empirical medical training). pride themselves on being more practical and rational than their pompous. shock or infection if failed. and rumours of such goings on always gets the witch hunters and all purpose angry mob excited. saws. Wounds remaining) Critically Injured (limb. restores 1d4 Wounds. Although correlations between dirt and infection have been observed there is no germ theory of disease. Better to resort to that time tested poultice of stink nettles and mashed weasel bollocks. hot pitch. although socially inferior to physicians. and with fire. weakens. cranial damage. if a character is afflicted with disease and chronic ailments he’s going to be wholly at the mercy of his (drunken. Minimize their whining with the following – harsh but fair – recovery times. 0 Wounds) Recovering from Ability Score loss 1 Wound/day 1 Wound/week 1 point/week/score 13 of 36 . drills. alcohol. a player character physician cannot single handedly replicate the development of modern scientific medicine through a series of ‘lucky guesses’ and ‘simple structured experiments’. Unfortunately their techniques and equipment are just as rudimentary as those found in the salons of the gouty and pox ridden. And no. cholera and cancer are almost randomly attributed to miasmas. Miracles of Modern Medicine Anyone can slap some clean linen over a gushing wound. And probably those pants too…”). Patient dies of blood loss. shaky handed) physician and whatever fad or fashion is currently en vogue among the leech fondling fraternity. All recovery times assume non strenuous physical activity and relatively clean living conditions. The GM might want to represent this with a random chance that a treatment actually harms (poisons. Legally such things are classed as poisoning or necromancy. organ. lime wash and hot water as the current state of the art in antiseptics wound rot and other secondary infections are rife. Stop Wound Loss: Treat Light Wounds: Accelerate Recovery: Set Broken Limb: Amputation/ Invasive Surgery: Check at +4 bonus. semi competent. Lightly Injured (flesh wounds. Opium poppies and alcohol are the commonest anaesthetics. Limb must be bound up for 1d4+2 weeks. bandages and splints are the limit of surgical sophistication. exacerbates the existing problem. etc.3 Medicines and Healing Medicine in SBVD is empirical at best. Deftly wielded knives. but many people are loath to trust their precious health to the power of Chaos or the whims of enigmatic gods. but doing anything more requires at least a modicum of medical knowledge. ver0. The rigours and squalor of adventuring != convalescence. Surgeons. Healing Times Players do whine on when you take away their precious Wounds and Ability Scores. The harsh do or die schools of battlefield medicine and invasive surgery have largely escaped the dead hand of the theoreticians and leech farm lobbyists.

here we go again…” Common Name Alienated Flesh Bestial Rage Crushing Despair Delirious Saviour Cataclysmic Mania Heartless Hate Inescapable Memory Loathsome Mistrust Mandrake Mania Profane Persecutions Razed Recollection Restless Fingers Slave to the Vine Thrall of Chance Unreasoning Fear Tides of Joy and Dread We’d know it as… Body Dysmorphia Psychotic Rage Suicidal Tendencies Messianic Delusions Eschatic Delusions Sociopathy Obsession. a character must make a save vs. ver0. Be warned that all of these expedients are wildly hit and miss. When confronted with an opportunity to act out an insanity the sufferer must make a Willpower check: Pass = the character holds it together enough to stay within the (usually generous) social norms accorded to adventurers. cured by surgery or powerful magic. related to whatever finally drove him over the edge). but they’ve been an integral part of WFRP since the year dot.3 Insanity I know some people find the idea of sanity systems in RPGs less than tasteful. Gaining another 5 IP either advances an existing insanity in some catastrophic way. and for each IP gained thereafter. p16) Other: failing to save a loved one. fixated on event Unfocused Paranoia Addiction to Mandrake Root Focused Paranoid Delusions Amnesia Kleptomania Dipsomania Compulsive Gambling Phobia Bi polar Manic Depression Curing Insanity Insanity can be managed through regimens of drugs and behavioural modification therapy and. on the other hand. 14 of 36 . On first passing the threshold of 5 IP. p11) Suffering a Critical Hit (see Combat. or gives the character a whole new aspect of unreason to explore. are treated with fear and loathing. suffering torture. This is a game of darkly comic horror. Scholars. There is no difference in the popular imagination between insanity and daemonic possession. but gains a colourfully named insanity (usually. etc. staring mad. encounter with Chaos. where sometimes the only sane response to the unrelenting horror of a world sinking in misery. but not always. p9) Surviving drug overdose (see Drugs. The attitude towards mental illness in SBVD is horribly ignorant. squalor and corruption is to go stark. with lynch mobs forming at the least provocation. on rare occasions. A character gains an Insanity Point (IP) if any of the following conditions are met: • • • • Failing a Terror test (see Psychology. A character who goes insane loses 5 IP from his accumulated total. Such dire straits require heroic (if often catastrophically wrongheaded) intervention. their conditions provoking pity or laughter. Relatively harmless ‘village idiots’ or ‘noddy men’ are tolerated. Fail = “Oh dear. surgeons and apothecaries are universally agreed that merely ‘talking it out’ achieves absolutely nothing. both are seen as clear manifestations of Chaos in the world. The violent or unsettling mad. Death/Poison: Pass = the pressure continues to build… Fail = the character’s fragile mental state finally succumbs to the horror of it all.Small But Vicious Dog (B/X WFRP hack).

) 15 of 36 . but don’t hold to this as a hard and fast rule. Andrew Fawcett also produced a handy fanwork compilation of iconic WFRP mutations entitled “Chaos Mutations”. developing some form of mutation if they fail. if ever. ver0. etc. well. or ginger hair.3 Mutation The common yokel hates and fears deviation from the physical norm as evidence of the taint of Chaos. catastrophic spell failure. proper and sacred WFRP mutations tables then refer either to an obscure little volume entitled Realms of Chaos: Slaves to Darkness. backwash of a daemonic summoning. If exposed to the influence of Chaos (Weirdstone. be picked. or to the RoC lite Tome of Corruption for WFRP 2E.) are obvious marks of Chaos. Some mutations can be concealed with clever tailoring or prosthetics. horns. chaotic. Poison/Death. but a steaming.) a character must make a save vs. vestigial tails. or through a miraculous intercession involving the willing sacrifice of “one of innocent blood”. funny shaped birthmarks. anyone manifesting them will be burnt at the stake unless they flee the inevitable torch and pitchfork party. The GM should roll on the mutation table of his choice. by cleansing fire. Mutations should rarely. GM fiat. for which consult Google. transparent skin or a parasitic second head that sings blasphemous songs isn’t so easily obfuscated. etc. Generally the more intense or prolonged the exposure the greater the degree of mutation. Mutations can be removed by surgery (although they may grow back – the caprices of Chaos are not so easily thwarted). It’s easy enough to hide a sixth toe from most people. modified by location and severity of mutation. Chaos is. etc. A successful Int check is required to spot a concealed mutation. feathers or scales. That last is a fancy way of saying GM fiat as the objective of a particular quest.Small But Vicious Dog (B/X WFRP hack). (If you want access to the true. a bracing hike through the Northern Wastes. When whipped up by witch hunters or zealous preachers even civilised urbanites will readily drive from their midst those marked with extra digits. More severe mutations (tentacles. lighting conditions. smoking mechanical limb.

Actions You get one action per round. Hitting People for Fun and Profit SBVD uses Dan Collin’s Target 20 system for combat resolution.3 Combat Initiative SBVD uses B/X D&D’s optional individual initiative rule (1d6 +/ Ag mod. but not additional movement or spell casting. gain +1d4 bonus to AC against missile fire. If the GM allows especially cautious or reckless behaviour in combat may result in mechanical advantage. Rolling a natural 1 in melee allows your enemy to riposte. gain +2 bonus to hit. More than one Attack on your profile allows additional attacks per round. etc. Militiaman. Why? Because simple and intuitive is good. paralysis to avoid) 16 of 36 .Small But Vicious Dog (B/X WFRP hack). as does aiming and firing a missile weapon.) as standard. Watchman) 1 from damage inflicted by any melee weapon Never count as being unarmed +1 damage with any melee weapon May swap damage for debilitating effect on enemy ( 2 to all rolls until healed) May swap damage for Stun effect on enemy (save vs. p9). Combat Options It’s assumed that characters protect themselves in melee. To hit: get 20 or more from the total of your WS/BS + their AC + d20. ver0. Several warrior careers also have career skills with an effect on combat: Dodge Blow Street Fighting Strike Mighty Blow Strike to Injure Strike to Stun (Marine. Servant) (Bodyguard) (Mercenary) (Protagonist) (Footpad. running away (up to 3x Mv rate). Dive for Cover Fight Defensively Furious Attack Forego attack. making an additional attack against you. It no Я complex. they don’t just stand there exchanging blows like mechanical figures on a municipal clock tower. Moving (up to Mv rate) and swiping wildly counts as an action. Forego attack to confer a penalty = WS on enemy attack (as Parry. This ties in nicely with psychological effects (see Psychology. Unless the fight is taking place in a ballroom there’s always some cover within diving distance. casting a spell. LLAEC p152) Take 4 penalty to AC. WS = melee bonus to hit (class modifier +/ Str mod) BS = ranged bonus to hit (class modifier +/ Ag mod – cover mod) AC = Armour Class (armour worn +/ Ag mod) Further Complexity Rolling a natural 20 in melee allows you to make a follow up attack during the same combat round.

17 of 36 .. r 7. warriors/daemons of RAEG!) will keep fighting beyond this point. l 5.. Dead in 1d6 rounds if not healed. Overkill + d10 Result 2 1 3 2 4 3 5 4 6 5 7 6 8 7 9 7 10 8 11 8 12 9 13 9 14+ 10 1 2 3 4 5 Arm Butterfingers Drop wielded item Arm numbed No attack or Ag bonus to AC for 1 rnd Arm numbed As #3 for 1d4 rnds Hand incapacitated Cannot use hand Arm broken Cannot use arm Arm mauled As #5 + bleeding out Arm mangled As #6 + save or die or lose hand Arm hanging off As #6 + save or die or lose arm at elbow 6 7 8 9 10 Leg Head Staggered Disoriented Lose next action Lose next action Leg numbed Ears ringing Mv 1 and 4 to Ag Stunned for 1 rnd checks for 1 rnd Leg numbed Nose crumpled As #3 for 1d4 rnds As #3 for 1d4 rnds Leg incapacitated Scalp sliced Floored 1 rnd. if the GM prefers (see Weapons. Yeah. ver0. Anyone who isn’t significant enough to merit a roll on this table just has a 50% chance of dying at 0 Wounds (coin flip. Enemies gain +2 to hit Prone.ed As #6 + save or die Helpless for or lose foot 1d10 minutes Leg hanging off Face mangled As #6 + save or die As #7 + save or die or lose leg at knee or lose an eye . Dead. add 1d10. modified by Str and by any special rules that applied to the weapon type. wild boars.. Trollslayers. generally used in connection with critical hits or specialist weapons like lassos and bolas. tails = dead).Small But Vicious Dog (B/X WFRP hack). it sucks to be insignificant. This simple and elegant system can be replaced by the variable damage system from B/X D&D.9 Torso 0 Head Critical Hits When a character you actually care about (PC. r 3. One wrinkle that WFRP added was an exploding damage die: Re roll to hit if 6 comes up on damage dice.6 Arm. but that’s as it should be.4 Arm. The most common effects (in increasing order of severity) are: Floored: Stunned: Helpless: Bleeding Out: Prone (no movement). Only the most ferocious combatants (berserks. Combat Conditions Sometimes a blow will do more than simply cause damage. Enemies gain +4 to hit Paralysed or unconscious. and compare to the chart below. or in just staying down and quietly awaiting assistance.3 Damage In both B/X D&D and WFRP base weapon damage was 1d6. 4 to all actions Mv 1 for 1d6 rnds Leg mauled Flattened As #5 + bleeding out Stunned for 1d10 rnds Leg mangled KO. Mv 1 2 to all actions Hip cracked Concussed Stunned 1d4 rnds. if reduced to 0 Wounds. or by the weapon qualities of WFRP 2E. Make another roll each time the character is damaged further. messily so . No actions may be taken. p18 19). named NPC) is reduced to 0 Wounds take the overkill damage (total damage – remaining Wounds). Roll a d10: 1 Leg. or because the GM feels like enforcing the “No helmet? Head = AC9” rule today. bloodily so . Another hit = damage of 6+1d6+modifiers. l 2 Leg. tails = dead Hit Location This is an optional rule. defensive actions only. Body Winded 4 to all actions for 1 rnd Kidney Jab Stunned for 1 rnd Groin shot Stunned for 1d4 rnds Ribs cracked 2 to all actions Badly winded 4 to all actions for 1d6 rnds Walloped Stunned for 1d10 rnds Gutted Helpless + bleeding out Spine Crushed As #7 + save vs. . Enemies hit automatically for x2 damage. paralysis or lose use of legs Unless duration is listed penalties last until the injured character is treated by a medically competent healer. Any further hits: coin flip. getting gnawed on by a creature that does multiple dice of damage on a hit is almost invariably fatal. You probably want to avoid that kind of nutter. Dead. There’s no shame in surrendering. As you can imagine..

Any and all weapons from B/X D&D are available. Property Weapon Mechanic (2H)anded Battle axe. and easier to master than self or compound bows. club. These light blades and their accompanying array of off hand bucklers and blades are optimised for quick jabbing combat against lightly armoured human sized opponents. dart. whip Dagger. pistol 2x damage vs. A note on carried weapons: Carrying a knife is unremarkable even in polite company. Estalian defencing (a one handed style typified by rapid jabs and linear shifts back and forth) and Teutogen duelling (a macho northern style relying on static positioning and reflexive parries and ripostes) also have their adherents. any one handed sword Spear. poison/death or take 1d6 damage). shortsword. The defender chooses whether they want to take the damage or suffer the penalties of being floored. net. etc.3 Weapons Many. two handed sword (B)raced (Ch)arge (Fl)ail (Fi)rearm Spear. pole arm Lance.). Strikes last in melee morning star. However. many workingmen carry potentially lethal tools of the trade (axe. mancatcher. A buckler. Roll 2K1 damage. lighter blades than the full sized war sword (variously dubbed the broadsword. pole arm Bola. Judicial shield A curious fencing weapon found in rustic courts where trial by combat remains on the statute books. trident Crossbows The original point and click weapon has been elaborated on by weaponsmiths who have created ingenious specialised versions for the discerning killer. Wielders can elect to either do damage or Floor their opponent (see Combat). lance. main gauche or swordbreaker (a fork like weapon with two or three blades set at angles) is more commonly wielded in the off hand. Misfire on Nat 1 to hit (save vs. trip or pin opponents. hammer. Requires both hands to span with assistance of a mechanical screw. scimitar Flail Arquebus. ratting shovel. Repeating Pistol A gravity feed magazine (capacity 10) and integrated lever action allow rapid restringing. pistol. lasso. A small all steel crossbow. along with a bunch of rare and specialised quasi Renaissance kill toys. heavy crossbow. with Tilean sword and buckler fighting being the most famous. pole arm. *really* noisy May be drawn as free action Wins initiative vs. Large wooden shields are simply too bulky to be used in conjunction with the rapid movement of fencing. crowbar. halberd. and students will fight to prove the superiority of their chosen style at the least provocation. blunderbuss. meat cleaver. pike blocks. spear.Small But Vicious Dog (B/X WFRP hack). and market day is not it! Weapon Properties These rules may be used to differentiate weapons beyond simple raw damage potential. pistol (Q)uick (R)each (Sn)are (T)hrown Dagger. There’s a time and place for such things. dagger. jezzail. Cheaper and quieter than guns. bola. Fencing Weapons Gentlefolk use smaller. halberd. Judicial shields are wielded two handed. Popular with stagecoach guards. wandering the bustling streets of Burgdorfstadt clad in full armour and tooled up for mayhem will get you turned away by merchants and/or stopped by the guard. ver0. claymore. There are several competing styles of fencing. Only the most eccentric (and short lived) warriors wield such things on the field of battle. Wielder may fire twice/round if no movement is taken. varied and exotic are the tools of death. lasso. cloak. lance. flail. but only one hand to aim/fire. or gargantuan monsters. non reach weapons May entangle opponent May be thrown (C)ompact Dagger. and their protrusions and hooks may be used to overbalance. net. chargers 2x damage in cavalry charge Usable in tight spaces Ignore shield bonus to AC Ignore armour bonus to AC at short range. not for hacking at shield walls. crossbows are still popular among hunters and militia. infamous as an assassin’s weapon and illegal in many jurisdictions. hand axe. 18 of 36 . and the gentry are positively expected to wear an elegant ‘hanger’ (rapier) as a mark of their status. javelin. or spadroon) when in civilised company.

“Reload” is the number of combat rounds of complete inactivity (no movement. 8 Hey look! Non casters get to throw “save or…” effects around without having to re write the whole D&D game system from scratch. ver0. Look at one of your d20s. no attacks. Fi. Arquebus Blunderbuss Jezzail Pistol Five feet and 10+lbs of awkward. Damage drops off rapidly at longer range. Firearms are expensive. Fi 2H. Even if the save is successful the entangled must spend a round shaking off the encumbrance. so this is state of the art. 10’ reach * If a successful parry is made with a swordbreaker. Grenadoes are popular with grenadier storm troops and black cloaked anarchists. physically solid target hit by a non lethal weapon (one with the (Sn)are weapon property) must save vs. but their potential for noise and damage outweighs these failings in many minds. nothing but faffing around with the boomstick) required to reload the weapon and ready it for use again. Q Arquebus Blunderbuss Jezzail Pistol * Counts as 2 handed weapon only at short range. bola to the head = spark out). Q +1 to AC vs. Wide mouthed. melee attacks only Second attack ~or~ +1 to melee AC Second attack ~or~ disarm* +2 to AC 2h. small bore hunting piece. Warriors sick and tired of high and mighty wizards hogging the pyrotechnic limelight have gleefully exploited these properties for maximum carnage. complicated and prone to failure. No one has come up with rifling yet. Grenado Big black ball with a fizzing fuse and “BOMB” written on the side. or by more than one person.Lethal Weapons Sometimes it’s worth keeping the enemy alive for questioning or ransom. Cost 300 100 200 Enc 2+ 2+ 2+ 1+ Dmg 1d10 1d8/6/4 * 1d8 1d8 Range 50/100/200 20/40/60 75/150/300 25/50/75 Reload 1 2 2 1 Properties 2H.3 Non. Think of something over a foot long with a 12mm bore. a large net can hopelessly entangle a targeted enemy per the web spell (successful hit and failed save required). Price? If sir has to ask… Sophisticated snaplock weapon. If used two handed. device for half. but really unpopular with everyone else. the opponent must save vs. That’s when non lethal entangling weapons come in handy. T Sn.8 Melee Weapons Foil Rapier Scimitar/Sabre Buckler Main Gauche Swordbreaker Judicial Shield Mancatcher Whip Cost 10 15 10 5 10 10 25 10 5 Enc 1 1 1 1 1 1 2 2 1 Dmg 1d6 1d8 1d6 1d4 1d4 1d4 1d4 1 Properties +2 to individual initiative +1 to individual initiative Ch.Small But Vicious Dog (B/X WFRP hack). one shot matchlocked fiddlyness. fiddly. 19 of 36 . I honestly don’t see how that stumped WOTC for a decade and two whole editions. Grenadoes misfire (roll d10) on a natural 1 to hit: 1 4 5 7 8 9 0 Fuse fizzles out Fuse delayed 1d3 rounds Explodes halfway to target Explodes in the wielder’s hand Cost 50 Enc 1 Dmg 4d6 ** Range 10/30/50 Grenado ** 10' radius. Fi 2H. p17) and apply an appropriate effect for maximum hilarity (lasso to the arm = disarmed or caught. short barrelled dispenser of havoc. paralysis or be disarmed. Don’t think in terms of a snub nose 9mm revolver. Fi C. A humanoid. Check the hit location table (see “Combat”. Long barrelled. but it’ll totally ruin the day of anyone nearby. T Firearms Prolonged and rigorous alchemical study has revealed the explosive qualities of certain compounds of naturally occurring minerals. or as part of a trap. save vs. T Sn. paralysis or be tangled. Damage drops off as range increases. Ranged Weapons Repeating Crossbow Crossbow Pistol Bola Lasso Net Cost 100 50 5 5 10 Enc 2 1 1 1 2 Dmg 1d6 1d6 1d3 Range 40/80/120 30/60/90 20/40/60 10/20/30 10/20/30 ROF 1 or 2 ½ 1 1 1 Properties 2h Sn. That’s about the size of the ball being thrown. Sn Sn. Requires move action to light fuse provided flame is to hand.

a couple of exceptions to the rule: • • Used/looted markdown does not apply to precious metals. 20 of 36 . There’s also a lot of cheaply made crap out there. market saturation or scarcity. Funny that… Type (Clothing) Padded Leather Scale mail Chain mail Banded mail Plate mail Full plate N N L L H H P P AC 9 8 7 6 5 4 3 2 10 20 50 150 250 600 1. As a general rule. which map pretty handily to the armour types found in both TSR’s Chainmail and GW’s Warhammer Fantasy Battle rule sets. Quality Fine Good Poor Mark. which sellers will usually try to pass off as quality product. This is much easier to achieve if you can leverage your ownership of existing stuff in some ingenious manner. small Shield. and do. Stuff like that always retains value. Gold Crown (gp). Congratulations! Time to liquidate it and squander the proceeds. Good stolen from people (not tombs. etc. +50% enc Armour Big solid chunks of material interposed between one’s soft delicate bits and the harsh realities of the unforgiving world. (H)eavy and (P)late. silver Shilling (sp). Counting on fingers is just easier. pay through the nose for something superior in terms of utility or bragging rights. The universal rules of business apply: “it takes money to make money”. Be warned that bulk trade is the fiercely protected prerogative of chartered merchant guilds. Someone with valid guild contacts (You have paid this season’s trading dues I trust?) can expect the following discounts: Quantity Purchased 10+ of an item 100+ of an item 1. or you could Google for Rolph Seger’s WFRP 2E Trade Tool Excel spreadsheet. 9 If you want comprehensive WFRP trading rules seek out a copy of Death on the Reik. ver0. Money Generally as B/X. of course. local tax changes and tariff wars.up 10x list price 3x list price ½ cost Rarity Rare as hen’s teeth (10%) Sought after (30%) Common as muck Game effect +1 to relevant skill use.9 Quality Some stuff is better made than other stuff. etc). Armour types are (N)one. (L)ight. as ever. a gross simplification on market behaviour. that’s what makes it so ideal as treasure. jewels or magic items. People can. Caveat emptor. price price price The above table is. Trade and Buying in Bulk Sometimes you’re going to want to buy something by the batch. barrel or shipload.000 * new item Cost space Shield. yielding 5 30% of list value. 1 enc. buckler * Shield. used and/or looted goods yield ~50% of the list price for a new item.3 Equipment Characters in SBVD start with very little stuff. Selling Off Loot So you’re got your hard earned swag to the big city. and most people are motivated by the desire to gain more and better stuff. judicial * Helmet AC +1 +1 +2 +2 Cost 5 10 25 25 10+ For those who desire the rich local colour of looted and pieced together patchwork armour (traditional in WFRP): a D&D piecemeal armour system appropriate to a 16th century milieu was presented in the historical sourcebook volume A Mighty Fortress for AD&D 2nd Ed. and “violence trumps money trumps ethics”. large Shield. There are.000+ of an item Price ¾ list ½ list ¼ list mod. or monsters) should be fenced. These cartels of hard nosed mercantile types regularly bribe. KISS principle applies. Selling stolen goods openly may result in apprehension and judicial mutilation (branding. beat and burn to safeguard their lucrative local monopolies from competition. 4/5ths normal enc. finger cropping. Keep the WFRP names for flavour. copper Pfennig (cp).Small But Vicious Dog (B/X WFRP hack). smuggling crackdowns. Prices and availability will vary wildly by season. 1 to skill use. but don’t bother with the ‘old money’ (£ S/d) format: such timeless elegance and sophistication in a currency system just overwhelms the colonials.

and prime urban real estate vastly more. As a general rule use the prices for buildings given in Labyrinth Lord (or other game book of your choice). etc) Shield Light armour Heavy armour Plate armour Cash Carried casualty The one downside of all that lovely gear and swag is that it is heavy. you could track every ounce of carried weight individually. and historically an acre of good farmland sown with two bushels of wheat typically yielded eight bushels (480lbs) at harvest.) will cost more. Rental or leasehold price will be 5 10% of purchase price per annum. etc. and can really slow you down at critical moments. Assume 3d6GC for an item of average quality. or 360cp. bows) Ammo (per 10 shots) Blunderbuss Ammo (per 10 shots) Multiple instances of small. more sophisticated lifestyle solutions (lighter. An acre of good grainland yields around 3. etc). or for when you need definitive figures for the resale value of that stolen glass fronted bookcase. more comfortable to wear. Reserve two bushels for re sowing and you have a net yield of 480 120 = 360lbs. This is why you bring porters. light item Bulky loot (stolen furniture. As ever. balls.Small But Vicious Dog (B/X WFRP hack). Artificial… Leg Hand Eye Nose Ear Teeth Skull Plate Poor Crutch Hook/fork Patch Average Peg Leg Wooden Leather Ear horn Horn Iron Good Carved Foot Carved hand Glass Ceramic Human Fine Spring Leg Gripping hand Silvered/Gilded Prosthetic Ivory Silver or Gold Wood Pewter Encumbrance Yes. If the GM elects he can impose a penalty to any physical Ability Checks of 2 per degree of encumbrance (Mv 3 = 2. Land and Property Becoming Squire Broadacres or a rack renting slumlord is way beyond the intended scope of action in SBVD. and will probably cost around 10 12 times that to purchase outright. Mv 2 = 4. etc: all the various fiddly bits and pieces that make gunpowder weapons such a delight to use during extended engagements. more elegant. 10 Where did I asspull these figures from? Well.3 Gear Price and descriptions are generally as B/X. less for pre owned tat. Suburban land suitable for market gardening will cost more. Prosthetics Replacements for body parts chopped. Lead shot* Powder* Slow Match 1GC for 10 shot 3GC for 10 shot 1 shilling/foot (burns at 1ft/hr) * Double cost per shot for the substantial powder and shot requirements of blunderbusses. powder. Although the cash economy has made inroads a lot of land is still held through a web of feudal obligations.5GC per year10. etc. gnawed or rotted off. ver0. Land is a bit more fiddly. Keith Thompson’s LLA006 General Equipment Lists pdf is suggested for those who care enough about fine detail to distinguish between a keg and a kilderkin. 21 of 36 . sturdier. but that’s just masochistic (and not in the entertaining WFRP fashion). 11 15 = Mv 3. to a max of 25: 0 10 = Mv 4. Enc 1 2 1 2 1 5 Enc 1 2 5 10 15 1 per 100 coins = Tgh score One handed weapon Two handed weapon (inc. Gunpowder Accoutrements Match. according to the SRD a pound of wheat costs 1cp. I use James Raggi’s Lamentations of the Flame Princess encumbrance rules: tick off each carried item. 16 20 = Mv 2.

Troves and Hoards The royal road to ill gotten wealth isn’t in opportunistic muggings and highway robbery. ½W Example Fine apparel and fashionable décor: fur cloaks. cutlery. Objects d’art: cameos. For example: A rich merchant or noble might carry 5x normal silver. or disregarded inedible loot. plate. cruet sets. for example. When the party secure a tribal hoard. W of Owner/Guards: Gold Crowns (1d12 6x)* Silver Shillings (1d6x) Copper Pfennigs 1 50 100 2. statues. except for gems. 13 Sure. Pocket Change The vast majority of people and creatures encountered carry “walking around money” of some kind. Well crafted useful items: candelabra. Success = the hoard contains # of items of that loot type equal to the number on the die. 0 = 200GC + re roll* 1d10x50GC. W 1d20 vs. and 2) entertainment value: watching the PCs lug that ornate marquetry arras back to civilisation in one piece should be good for a few laughs… 11 You humble scribe has never been enamoured of the treasure tables of Classic D&D.9 10.e. a random piece of swag. You know what these are. begrudgingly stingy.3 100 200 4. Non coin swag encumbers 1 Enc per item. or body parts that have bounty value (goblin ears) or re sale value (manticore bile ducts). rich merchants. 0 = +1d10x10GC 1d10x20GC.000 5. jewellery or magic).3” would indicate items of (2. W 1d8 vs. etc. 0 = 50GC + re roll* 2d10x10GC. etc. Notable creatures (boss types. everyone carries 1d10xW^2 shillings (0 = 1d10xW^2 GC instead. or whatever. You acquire this by looting their cadavers. Of course. only one of which (Magic) is something other than a gp equivalent? Pah! Any loot generator that doesn’t have the PCs stealing boots and tearing out the furnishings is just Doing It Wrong! 12 A kill/loot XP ratio of 20/80 or 25/75 is traditional in Classic D&D. W 1d10 vs. tombs and the like.13 Other reasons for adding tableware and art as swag included: 1) verisimilitude: gold and silver were traditionally held in the forms of plate and jewellery (both for security reasons. vases. Under this system of treasure generation the average gold yield of a dragon or clan of orcs drops to ~10% of expected B/X norms. jars of spices. W 1d12 vs.3 Treasure These alternative treasure generation rules have been included for GMs who want to make loot a bit more WFRP ey (i. doubling all values added with each successive 0. ver0. coins are fungible. nobles.7 8. right? Ditto Value per Item 1d10x5GC.000 10. etc. tapestries.Small But Vicious Dog (B/X WFRP hack). ivories. I know. You might want to add an extra 1d10xW^2 pfennigs for variety. 22 of 36 . This might be literal pocket money. * All “roll again” results explode. paintings. and up to 3 non cash items (1d10 7). always present 12+ 3.200GC in value.000 * An adjusted result of 0 or less indicates that no gold is present in the hoard. Fail = treasure eating moths ate that particular category of loot from this hoard.11 These rules owe a substantial debt to Dave “Sham” Bowman’s excellent Dismal Depths Treasure Tables. corpse robbing) than traditional B/X treasure. Type Clothing Goods Artwork Gem/Jewel Magic Die Type 1d6 vs.11 200 500 1. temples.0. tribes. books. 0 = 500GC + re roll* Generate per B/X. which totally skews the incentive system. inconvenient.0. and because these were socially acceptable forms in which to flaunt wealth before one’s peers). ancient grave goods. our putative Herr Bulgen Kaschbagze invariably has half a dozen attentive bodyguards on hand… Treasuries.12 That’s why Clothing.000 2. etc. For non cash treasure check using the die type indicated vs. rugs. 0 again = “My Precious”.000 1d100x100xW. Where’s All The Gold Gone?! I know. roll once for each category of the eight types of treasure on the tables below.5 6. bolts of silk. best of breed.) may disgorge some multiple of normal value for their type when piñata ed by our heroes. TN equal or less than W of the opposition. but let’s face it after the first chest of pirate gold they’re just ledger entries. So. As a rule. Five(!) coin metals and three types of shiny thing. a gem/jewel roll of “0. XP for gold: a feature. which puts the emphasis firmly on theft over massacre as means of advancement. Goods and Artwork have been added as treasure types: they boost treasure values while hopefully giving loot a little bit more variation than yet another pile of boring old money. furniture.000 2.000 500 1. etc. not a bug. have two extra rolls for gold. which encumber as coinage (100 = 1 Enc).000 + 3x400 =) 3. but rather in knocking over cash rich traders.

Humans and Halflings are common (d10. Be prepared to lay the necessary ‘gifts in anticipation’ on extra thick. The new PC must pay 10% inheritance tax on any property. that heady aroma of doomed glamour and easy gold unerringly draws opportunists. PC must make successful 2d6 Reaction Check to hire a prospective retainer. Yes. Recruiting. 1 9). maids and footmen will gossip and pilfer. catamites or whatever. fighting to ensure their own escape. and take care of the dreary little details of life. or whatever). touchy crowd…”). swag and corpse looting rights from that moment. Class. Although loyal many retainers have long term ambitions of their own. meat shields or suchlike ‘onerous duty’ fodder (“You want to know if it’s safe down there? After you Freiherr…”). Hirelings Use B/X rules (or the more comprehensive figures presented in OSRIC. 0). and similar temptations whenever temptation crosses their path. ½ normal share of loot and XP each Retainers are equipped out of the PC’s pocket and controlled by the player during play. Don’t expect that hirelings will take an arrow for you. The GM should only step in to veto blatant attempts to use them as canaries. carry your stuff. equipping and training large numbers of men for purposes opaque and nefarious is severely frowned on by the powers that be: those are someone’s cheap labour pool and militia reserve you’re hiring away. That’s his bread and butter they’re f***ing with! 23 of 36 . career and trappings of the retainer as for a starting PC. very quickly. but such concentrations of unaligned military force become very political. I suggest you don’t bother with “The Gods Hate You!” modifiers when rolling to hire or keep retainers: 2d6 rolls are hard enough to pass as is.3 Hirelings & Retainers It’s nice having flunkies and cronies around to do your bidding. or even work an extra minute out of loyalty. and stewards will embezzle (“Perks of the job. Check against a retainer’s morale after each adventure. lookouts. Mercenaries Use B/X rules. A burgess or gentleman accompanied around town by a couple of burly cudgel armed bodyguards won’t raise eyebrows. The new PC enjoys full XP. or the whole estate is forfeit to the Kaiser’s tax collectors. Dwarves and Elves rare (d10. just don’t expect any loyalty from them either. BECMI or Lamentations of the Flame Princess) as guidelines on pay and conditions for your malingering 0 level hired lackeys. (“Either a tithe of the value. He’s Dead? Right. They crash in through the window and… …the hired help run screaming. ver0. All normal B/X rules for retainers apply in SBVD. idleness. Retainers Retainers are class levelled second string adventurers who will stand by their employer through thick and thin. or by working to advance the retainer’s ambition. Adventurers tend to acquire hangers on like a nasty rash. set up his own capers. open an inn. Use Morale checks to establish whether the hired help succumb to bribes. mercenary and retainer comes into stark relief. Your choice…”) How They’d React When things get dangerous. the distinction between hireling. thieves. or at least so long as they get their cut of the loot. …the mercenaries fight. Yes. complete with Fate Points (see p7). If the check fails the retainer retires from service (to marry his sweetheart. goods or chattels gained from his late predecessor. conmen and trulls. join a guild/cult/the army. The inevitable masked assassins have finally come for you. Roll for Ability Scores. sing your praises. …your retainer draws his sword and ploughs in. Max.Small But Vicious Dog (B/X WFRP hack). but retaining a dozen armed and armoured horsemen to defend one’s honour is definitely a noble prerogative (“My young cousins and nephews: a rash. at least until it gets dangerous. there are mercenary companies available for hire. fleeing if opposition is tough or if their payday (you!) bites the dust. you can totally hire a bunch of scruffy street urchins as personal gophers. but recall that the WFRP world has more strictures on the political use of force than a classic ‘fantasy frontier’ game world. Unless watched like hawks apprentices will skive off. A retainer is at least as much a trusted ally and comrade in arms as he is a mere employee. I’m the Daddy Now! If a PC dies the player can promote his senior retainer to the status of full share PC in good standing. trap springers. 7 +/ Fel mod. retainers: Their morale: Their cut: 4 +/ Fel mod. petty theft. This check can be adjusted in the player’s favour by offering extra pay. innit squire”).

caster takes random critical hit. 24 of 36 . stunned for 1 round. gains +1d10 IP. Arcane Catastrophe! Casters falls unconscious for 1d10 minutes. Our Wizards Are Different There are three arcane traditions accepted (or at least semi accepted) in polite society. “1d10 rounds of self flagellation with a spiked knout”. Doubles (2. gains +1 IP. The scholarly magic of the wizard traditions. milk curdles. and casting spells is the imposition of a mortal’s will upon Chaos energy. Subject to Divine Wrath. animals flee. right now! Yes. Add +1 to TN per 1 AC of armour worn. magic. Lacking the rigorous training and protective gear of their more respectable peers they are even more prone to having it all go horribly wrong on them.3 Magic As ane fule kno the use of magic in the world of WFRP (and thus in SBVD) is much riskier than in B/X D&D. Refusal of a direct command from Upstairs is not recommended. “1d10 minutes of penitential prayer. or even “no more spells until you go on a penitential pilgrimage”. such as “no more spells for you today”. This can be anything the GM finds amusing and thematically appropriate. Cleric: Wizard: Hedge wizard*: * Any academic who isn’t a Priestly Initiate or Apprentice Wizard can dabble in the infernal arts. These are: • • • The time hallowed rites of priestly prayer. Cast Arcane Petty Magic and Lesser Magic. other than the caster's own prudence and the tolerance of locals… To cast: roll d10s = character’s Casting Dice vs. Giving Them the Explodo SBVD uses a straight rip of the WFRP 2E casting system (already familiar to players of Legend of the Five Rings. 1in20 chance of major manifestation 1in20 chance of arcane catastrophe Quads (7. 1d6 daemons appear. in the middle of the fight”. this is an insanely dangerous way of making a living. This doesn’t count towards the total accumulated by their Casting Dice.7) 1in10 chance caster is sucked into Realm of Chaos Wrath of God Priestly magic doesn’t normally result in the kind of grotesque outburst of Chaotic power that plague wizards.2) Triples (5.7. if any casting dice match the priest’s god requires some self sacrificial rite of his pawn *ahem* devoted servant.Small But Vicious Dog (B/X WFRP hack). etc.” “Winds of magic say NO!” As above + save vs. There are no limits on spells/day. just towards checks for Curse of Chaos. Major Manifestation Caster gains visible infernal mark lasting 24 hours. etc. Curse of Chaos If any casting dice match the wizard has sorely mishandled his magic and becomes subject to magical backlash. All that iron plays havoc with the flow of magic. All those elaborate rituals and weird paraphernalia aren’t just mumbo jumbo designed to impress the rubes. those same rites and juju are dead giveaways to the inevitable witch hunters and pitchfork posses. Cast Divine Petty Magic and Lesser Magic. Subject to Curse of Chaos in spades. which is basically WFRP + samurai) because it’s an unimprovably vindictive mini game of Russian roulette.5. Hedge wizards roll an extra die whenever they attempt to cast any spell.7. they’re time tested protective gear just as vital as the graphite rods and lead shielding in a nuclear power plant. the more severe the effect. Target Number (TN) of spell Equal or better: Less than TN: All dice = 1s: Success Failure Fumble “Just as planned. Cast Hedge Petty Magic and Lesser Magic. which most people don’t thing of as toying with Chaos. Of course. However. Subject to Curse of Chaos. ver0. The half assed word of mouth tomfoolery of the craft mysteries. Magic is the stuff of Chaos in the world. As you might imagine. caster gains +1 IP if failed Wearing armour while attempting to bend the uncontrolled power of Chaos to your will is generally not a good idea. ghostly voices. caster takes minor damage. the more dice match. etc. a minor daemon appears.5) Minor Manifestation Caster glows with eldritch light for 1d10 rounds. hedge wizards and cunning folk. suffers magical burnout ( 1 Casting Dice for the next 24 hours).

touch attack Lesser Magic These universal spells are largely inherited from an older system of magic that predates the modern Lores vouchsafed unto men by smug know it all Elves. Magical research in SBVD looks more like a Russ Nicholson pic than anything else. ver0.14 SRD School Abjuration Illusion Divination Necromancy Evocation Conjuration Transmutation Enchantment WFRP Lore Light Shadow Heavens Death Fire Beasts Metal Life Should you feel the need to include high powered magic in your game you could either use WFRP 2E spells as written. You’ll probably want to chop most of the durations listed from turns or hours down to minutes at most: magic in SBVD is envisioned as short duration boosts or stunts. and float if immersed Casts light as candle. High. Or the WFRP 2E action economy maps to that of the SRD combat system. can ignite flammable material Wind knocks over small objects. fasting and drug assisted dream questing. 14 Or how clearly WFRP 2E talents map to SRD feats. Most petty magic spells map readily to low level spells found either in B/X. Petty Arcane Glowing Light Sounds Drop Marsh Lights Magic Dart Sleep Petty Divine Courage Speed Fortitude Healing Might Protection Petty Hedge Prot from Rain Magic Flame Gust Ghost Step Ill Fortune Shock TN 3 4 4 6 6 6 TN 3 4 5 5 6 7 TN 3 5 4 4 5 6 Effect as light as ghost sounds as targeted grease (SRD) as dancing lights (SRD) as magic missile as sleep. Lesser Spell Move Object Aethyr Armour Bless Weapon Magic Lock Magic Alarm Silence Skywalk Dispel TN 4 5 6 7 8 10 11 13 Effect as ghost hand (SRD) as mage armour (SRD) as lesser magic weapon (SRD) as wizard lock as alarm as silence. Dark and Chaos Magic are largely beyond the scope of SBVD. touch attack Effect as remove fear as cat’s grace (SRD) as bear’s endurance (SRD) as cure light wounds as bull’s strength (SRD) Enemy must save or target another opponent Effect You’re unaffected by rain. one target 3xMv for 1 round.3 Petty Magic Apprentice magic. Or how WFRP armour types and protective values map to D&D AC. leap up to 6 yds vertical as dispel magic Arcane Lores The high powered flash bang effects of College. scatters paper as pass without trace (SRD) as bestow curse save or stunned. All characters capable of using magic know 1d3 of these (determined randomly). meditation.Small But Vicious Dog (B/X WFRP hack). either learnt by trial and error. Or how both WFRP and B/X use the same arbitrary 10 to the lb units for their encumbrance systems. Learning an additional Lesser Magic spell costs 100xp and 1d4 weeks of study. one target. or as trade secrets. Or how XP per career requirements in WFRP map to XP per level requirements in D&D. Or…well. 25 of 36 . not the stuff of daily morning buffing rituals. or in the d20 SRD. assume a casting TN of around 6(+/ 2) per D&D spell level. and give it an appropriately pompous pseudo Vancian name. or drummed into the apprentice by rote. But it’s quite remarkable how readily the various spell lists of WFRP 2E map to the eight schools of magic in the d20 SRD. or pick a thematically appropriate B/X spell. you get the idea. even if they can’t yet cast the spell successfully due to the TN.

even magic items imported from other sources gain side effects in SBVD. No roll to hit required. into a furnace. yes. really? Side effect: the wielder of Der Schreiber has no control over any living thing he draws. Use the WFRP 1E item lists as a guideline to what’s out there. et blah. And good luck uttering that false coinage: how confident in the quality of your art are you. Side effect: the wearer’s skin takes on a metallic tinge. Does not allow regeneration of severed limbs. The arrow damages as normal in a 10’ radius area of effect centred on the original target. Oh. Just something to bear in mind… Boots of Bovva: Allow an additional kick attack (causing 2d6 damage) if wielder hollers the ancient ritual incantation “Oi! Oi! Oi!” during melee.) allow a save vs. These side effects will usually be little more than cosmetic. Side Effects All magic items in SBVD (with the exception of Runes and Dawnstones) have side effects. He can be harmed by knock on effects created by magic. but may be greatly amplified in locales of great magical potency (Waystones. He gains 1d6 new feathers/day. Side effect: the wearer develops a voracious appetite. minor shocks as he earths against things. Side effect: that no magic clause includes curative magic. device to resist. Side effect: the hair on the wearer’s head shortens to coarse stubble. Side effect: wearer loses sense of taste. other magic items and so forth. Side effect: eagle feathers gradually replace the bearer’s hair. cornucopia of endless sandwiches. Whether they have any desire to speak to him. If the user is desirous of drawing money. or up to its breaking strain if ordered to tie itself off. Amulet of Silver: The wearer is immune to fear and terror caused by the undead. each individual coin has do be drawn separately. erring on the side of mystery and scarcity. Boots of Command: The wearer moves around as commanded by the true master of the boots. Arrow Storm: Splits into numerous separate arrows upon firing. Amulet of Adamantine: the wearer takes minimum possible damage from melee attacks. Amulet of Blessed Copper: Unerringly detects poison at a range of one foot and grants +4 bonus to saving throws made to resist the effects of poison. ties up enemies or ascends and ties itself off as required. seven league boots. etc. Weapons Arrow of True Flight: Always hit their target so long as they are within maximum range. Enchanted Rope: Coils. The rope can support the weight of a single climber unsupported. If you’re not fussed about nitpicking areas of effect just say it affects 2d6 of the enemy. uncoils. Side effect: the master of the boots suffers restless leg (half movement) while commanding another. bad hair. Amulet of Jade: grants the wearer immunity to wound rot and triples the normal natural healing rate (see Medicine and Healing. He enters a world of constant static cling. The Amulet of Cold Iron is treated as a cursed item (it cannot be willingly discarded. or anything useful to impart. the Chaos Wastes. Side effect: the wearer becomes sensitive to sunlight. p13). Items of Awe and Wonder All Seeing Mirror: two Aethyrically linked mirrors. dragons and suchlike… won’t. This grows back at the normal rate. Suicidal actions (marching over a cliff. being dazzled by it as Orcs are.Small But Vicious Dog (B/X WFRP hack). ver0. 26 of 36 . A magic sword/shield/codpiece is what it is. If one mirror is broken the other also shatters. Small animals and birds will simply hop/scamper/fly away. daemons. and daemons love wandering through unattended magic mirrors. That’s an inherent aspect of the Chaotic nature of magic in the WFRP world. and playing havoc with compasses. and can only be disposed of after application of dispel evil or remove curse). Amulet of Cold Iron: the wearer is unaffected by any magic that targets him directly. etc. Side effect: ravens constantly follow the bearer. and get nervous about it. consuming three times the normal amount of food. Side effect: the wearer is the locus of a low level field of static electricity. Witch hunters suspect the very worst of such inexplicable phenomena. each shows what would be reflected in the other were it a non magical mirror. just not by magic itself.3 Magic Items Many of the magic items in WFRP had direct equivalents in D&D. Der Schreiber: Anything object or creature drawn with this wax crayon becomes real. and their sense of touch is lessened.) And. Requiring the players to (gingerly) experiment with their new arcane toys is entirely in keeping with the intended spirit of the game. Side effect: You can see them? That means they can see you. ditto such folkloric standbys as hats/rings/potions of invisibility. Amulets Amulet of Amber: the wearer is able to speak and understand the language of beasts. People notice this. is entirely another matter.

May be thrown as a flask. Globe of Poisoned Wind: Seamless glass globe containing a lurid green swirling mist. The dwarves. Side effect: small and precious things tend to break while owner of Krutnacker is around. Ancient humans ripped off dwarven rune lore as the basis of Hekharan ritual magic. but the focus of terrified superstition to many more. Pious men deem it the condensed sins of the world. There are various forms of non dwarven runes. Rattish and Chaotic are the most infamous. His spell takes effect on four targets rather than the usual one and he suffers a minor manifestation of arcane backlash. Side effect: the wearer must sing hymns of praise to the god of death if directly requested (save vs. but the effect of these stones is profound and powerful. Using weirdstone as a component in a casting increases the power the wizard can draw on. Runic items have no side effects. One use only. He rolls 3 casting dice rather than his usual one and achieves (6. The Leydenpall: lead lined vestments embroidered with symbols of the god of death and dreams. Side effect: none. 27 of 36 . Why exactly the Ancient Ones erected huge menhirs here and there is an enigma. So why would anyone bother with these wickedly dangerous hell rocks? Well. and can carry 1 Enc. but are generally confined to abjurative and/or protective effects.3 Side effect: the hair and beard of the last person to command the rope knot and tangle constantly. Magic Monoliths: Waystones. Puppetboy moves at up to Mv 4. and the pictographs of Lustria and ideographic sigils of Far Cathay are foci of constant disputation and scholarly investigation. A hand sized chunk of weirdstone is good for 1d6 castings and commands fantastic prices on the black market. device or suffer a chaotic mutation. entirely negate the toxic effects of Weirdstone. or if they’re just magic because the Orcs think they are. anything. climbs as well as a thief (5in6 chance). but requires that he save vs. Each multiple of the normal TN required allows the spell to take effect again. Releases a cloudkill effect on impact. Side effect: the controller suffers damage as the mannequin while he controls it.Small But Vicious Dog (B/X WFRP hack). No one’s quite sure if Orcish ritual glyphs are actually runic. Krutnacker: a foot tall wooden nutcracker puppet. Any spell cast within 100ft or so of a monolith adds +1 additional casting dice. They bind it into items in a rigidly ritualised time hallowed form: arcane runes. being dwarves. but not the wearer. Simply carrying weirdstone without the correct protective equipment (sealed lead caskets and the like) requires the carrier to save vs. Runes Dwarves really distrust magic. Dawnstones Pre Chaos artefacts. which was in turn a significant root of modern scholarly magic. each with their own wacky specialities. Ratmen consider it the sacred leavings of their vile god. Each of these things is weird and unique and breaks the rule of magic as understood by moderns. Drawing on a chunk of weirdstone grants the caster +1 casting die. Yes. allow a caster to ignore one matching die on a casting roll. Dawnstones repel daemons as protection from evil. albeit at a cost. The master is able to control it as deftly as their own body while it remains within sight. are still angry about this. These bonus dice count for both the purpose of spellcasting success and for chance of invoking either Curse of Chaos or Wrath of God. the results of his actions can be perceived. device 1/day or suffer mutation. Anything small enough to fit in the mouth can be crushed to pieces with a successful Str check.9. Oghams and Herdstones These are scattered all over the wilderness. Treat them as AD&D artefacts of low to middling power with a secondary effect of suppressing Chaotic influences. and most characters have an active lifestyle. but it’s a glass globe full of poison gas.9 =) 24. device to resist the compulsion). Weirdstone The otherworldly arcane substance dubbed weirdstone is sought after by some. usually at the centre of their own little zone of weirdness. Hekharan. ver0. E. Puppetboy: a foot tall wooden mannequin with severed strings.g. Any spell cast by someone touching a monolith adds +2 additional casting dice. painted to resemble one of the Kaiser’s Guard. etc. a 1st level wizard casts the arcane petty magic spell sleep while touching a monolith. because it’s compressed Chaos stuff: the very essence of magic. Renders the presence of the wearer invisible to undead.

terror. giant mooks or leader types are easily represented though. Monster Name (# Encountered) Mv WS BS Att W AC Sv # # # # # # ## Mrl # Mv WS BS Att B/X movement in feet per turn /30 Weapon Skill (melee attack bonus) Bow Skill (ranged attack bonus) Attacks per round W AC Sv Mrl Wounds (d8 HD) B/X Armour Class B/X Saving Throw matrix B/X morale Psychology and Special Abilities A lot of monstrous creatures in the WFRP world cause fear. carcass scavengers and suchlike habitual wallowers in mire should have vastly increased chances to cause infected wounds and/or disease. Wounds: You can generally use WFRP 1E Wounds directly (dividing by 5 to determine HD). Let’s Fight One of Them Converting WFRP and WFB creatures to SBVD is dead easy. WFB Wounds SBVD W/HD 1 1 2 2 3 3 4 5 4 6 7 5 8 9 …+1 …+2 Move. Many creatures that attack with claws or bites have a non trivial chance of causing infected wounds when they hit. resistant to magic. This will be noted in the descriptions of new monsters. basilisks. ogre or giant spider should cause fear. Modify up or down if the creature is noted as especially fast. goblins. Things a normal human has no chance against (daemons. • • • Things as relatively mundane(!) as a skeleton. mummies. The missing information from the B/X block (damage. To enhance that WFRP flavour of SBVD I suggest that the WFRP/WFB psychology rules be applied across the board. or treat as an equivalent spell effect cast at a level equal to the beastie’s SBVD Wounds score. Fear causing creatures treat terror as fear. Creatures causing fear or terror are immune to the effects. and mentions neither by name). which was itself an outgrowth of the Fiend Factory column in GW’s famous White Dwarf magazine (not that you’d know this from the masterfully self serving introduction to the Fiend Folio. but where not already covered by SBVD converted rules – you can just convert to the nearest equivalent from the Labyrinth Lord bestiary. Rats. Damage: Damage per attack should generally by 1d6. swimming or burrowing speed) can be found in the monster description. ghouls. rams.15 The standard B/X monster stat block has been reformatted to be a little more WFRP ey in appearance. BS and saving throws largely derive from HD. 28 of 36 . Special Abilities: These can be fiddly. etc. flight. crushes. Attacks and Saves: WS. etc. Simply advance numerical scores by +1 3 across the board. dragons. or count every WFB Wound after the first as +2 HD/Wounds. orcs. dragons. the D&D and WFRP rules as written are in nodding agreement on monster advancement. hydras. 16 15 As in much else.3 Menagerie The vast majority of the monsters in WFRP are straight borrowings from the well of public domain folklore from which D&D drew. treasure. Armour Class: This is a GM call.). otyughs. to represent the Big Bad’s superior muscular power.Small But Vicious Dog (B/X WFRP hack). d4 > d6 > d8 > etc. etc. I’ve also included Labyrinth Lord Hoard Class entries for those who consider the SBVD treasure rules to be needless tinkering for the sake of it. It’s remarkable quite how many of the odder WFRP beasties were *ahem* influenced by those in the Fiend Folio. modified if the creature is noted as being particularly ferocious. ghoul. modified upwards (either by larger die type. but generally each +1 of WFB armour should be treated as +2 D&D AC. Consult your preferred D&D monster book for such familiar fantasy stalwarts as bandits. Attacks & Morale: take as read. even to B/X D&D monsters that don’t normally terrify hardened adventurers. or additional dice) for bites. which makes only passing reference to WD and GW. vampires) should cause terror. clumsy. dextrous or clumsy. fighting skill and bogarting of all the best gear. Rare and dangerous atavisms. manticores. ver0. infected wounds or disease.16 Damage can also be advanced by +1 per die (or by one die type. Assume a 25% chance for most animals and monsters. They Breed ’Em Big These Days All stat blocks in this section represent typical examples of their kind.

each doubling in the number of Ratmen present in a group increases it by 1 with no upper limit. their twisted warbeasts. 4 = Mrl 6. Common Ratmen wield spears and jagged poisoned blades with vicious glee and a fanatic’s eye for your soft parts. All attacks cause 1d8+1 damage. The ancient masters of the Bog Devils are evil sorcerers able to cast spells as wizards of level equal to their W (3+). and they’re especially not a PG13 copypaste of Runequest Broo. And the Bog Devils are really bitter about it. attacking with two large axes or maces and with swipes from their long. They are nothing like gnolls. and carry Black Plague 2% of the time. 8 = Mrl 7. players can wield these weapons if they manage to capture and decipher them.Small But Vicious Dog (B/X WFRP hack). are the GM’s friends. The swarms of feral giant rats that accompany all Ratmen incursions cause infected wounds 35% of the time. Bog Devils are whirling terrors in close combat. and the associated Stronghold Encounter Table. Well. The eldritch mist they naturally exude invariably covers Fimmish attacks and also serves to gauge range for their wildly inaccurate thrown missiles. ver0. and careful parleying in the face of superior force are more entertaining for all concerned than a blanket “always mutually hostile” WFB mentality.) Yes. Fimmish Bog Devils (2d4) Mv WS BS Att W AC 4 4 1 3 3 4 Sv F3 Mrl 7 The Bog Devils are monocular amphibian humanoids of evil aspect. Ratmen are unutterable cowards on their own. but such things are long past. that’s all.” The world is full of strange and exotic people. Beastmen attack with vicious kicks and head butts. Ratmen (1d100) Mv WS BS Att 4 1 1 1 W 1 AC 6 Sv F1 Mrl 4+ The twisted Ratmen don’t exist. and by the inexorable expansion of Ratmen and Dark Elves into their conceptual niche territory.3 Humanoids “People on the left… we hate the people on the right. 29 of 36 . The more Ratmen around. scattering both the bones of their enemies and their looted wealth (HC XIX) around tainted Chaos monoliths found deep in the forests. Nosirree. They’re don’t have an extensive hidden empire in the sewers and tunnels.) Ratmen packs suffer from Aggro if they pass a Morale check: small units tend to stay focused on their goals. They are 50% likely to have an allied daemon on speed dial. and the tail attack may strike to stun (see Combat. Beastmen produce nothing and live by hunting and raiding. mutual exploitation. And they certainly don’t plot to overthrow the world of men and establish their own macabre Ian Miller illustrated hegemony. Beastmen (2d6) Mv WS BS Att 4 2 2 1 W 2 AC 6 Sv F2 Mrl 8 Beastmen are goat legged. and their bizarre magical technology. Treat Fimmish mist as a random level of cover. warplock = jezzail+poison ammunition. Morale base 4. Legend says that they once fielded entire armies and waged terrible wars against men. poison wind = see “Magic Items”. or with crude but effective spears and melee weapons (all attacks cause 1d8 damage). If this mist is dispelled or dispersed Bog Devils suffer 1 to hit. while large swarms are continually wracked by opportunistic fragging incidents. They’re just a rat faced type of beastman. dwarves and elves. 16 = Mrl 8. etc. p16). (2 ratmen = Mrl 5. Reaction rolls. the braver and bolshier they become. but gain an almost mystical courage among large numbers of their kind. There is a 50% chance that any beastman has a randomly determined Chaotic mutation. trade relations. Bog Devil sorcerers are able to enhance their minion’s eldritch mist into a stinking cloud (Fimmish cooking: not one of the great cuisines of the world). fear causing White Apes. just remember that Ratmen have absolutely no conception of Elf’n’Safety. Treat the gigantic Ogre Rats as stupidity prone. animal headed tribal humanoids who consider themselves the favoured children of Chaos. The infamous Ratmen special weapons should be treated as magic items with radioactive/steampunk FX and some downright cheesy puns and visual gags (warpfire = wand of fire. which varies round by round (roll a d4 for it). sharp edged tails. These ancient terrors of the wetlands have been driven to the verge of extinction by divisions among their creator gods. and the ruling Grey Wizards and Warlock Engineers as wizards of level equal to their W (3+). for a given value of people… Don’t assume that the inhuman races are as inimical to one another as modern GW canon suggests: alliances of convenience. etc. even though entire armies have fought against their uncountable hordes.

Sometimes they’ll let adventurers get away scot free with butchering their guards and taking them for a king’s ransom. the Slaai are just plain weird. ancient magic from the dawn of time’ wealthy. but the general consensus is that they’re just at the ‘tired and emotional’ stage. with the emphasis being on large. hit for 3d6 damage and automatically Floor human scaled opponents for 1 round (see Combat. Nomads with Mayincaztec flavour text) or savage armies of lizardfolk and dinosaurs to do their enigmatic biding. Giants dislike even their own kind. its ever shifting alien agenda being the axis upon which all their efforts turn. with the emphasis on choral music and godlight FX spectaculars. p16). fist sized gems strewn like pebbles. etc. the Slaai are weird about their stuff. Slaai are proverbially rich. used against them. blackmail and occasional mercenary work. death.3 Bog Devil lairs are semi flooded ruins filled with ancient treasure and blasphemous idols of ancient make. melee or ranged. although HC XV is more likely. and can cast wish 1/day. As ever. Giants are big and violent enough to cause terror. One of the few things that will get these obstreperous creatures working together is a planned assault on a brewery. No one knows for sure. They originated as druidic defenders of the forest. Each individual Slaai (Rainbow Kyer Maat. hurling some poor unfortunate into a wall. Folklore claims ‘solid gold pyramid. Slaai have a 50% chance of being entirely unaffected by any force. One ends in ‘ d’ and the other in ‘ n’. oddly enough. Zoat (1) Mv WS 7 4 BS 4 Att 2 W 4 AC 5 Sv E4 Mrl 10 These ancient lizard centaurs have a long and convoluted history. Phrogi Wena Kortan. Why? Oh. Giants generally lug HC XVIII around in their huge swag bags. paralysis every round to avoid tripping over his own feet and ending up Floored. magical or otherwise. If you have access to the Warhammer Fantasy Battle rules for giant attacks ignore the preceding paragraph and use those instead. Giants claim that their drinking is to numb the tragic pain of the ancient greatness their race has lost to the passage of ages. Slaai (1) Mv WS 1 5 BS 5 Att 1 W 12 AC 1 Sv W12 Mrl 10 Reclusive humanoid space frogs who simultaneously inhabit both the tropics and an uncanny intermediate realm located halfway between two poles of copyrighted product identity17. Lord Todof Todhol.Small But Vicious Dog (B/X WFRP hack). The star frogs don’t believe in owning a dog and croaking themselves. fail = dead. Human scale creatures in melee with a giant when it topples must save vs. other times they’ll send endless waves of assassins. Chaotic giants are evil minded surly drunks who revel in pulling the limbs off those smaller than them. curses. They are immensely powerful. and then went into space as the shock troops and diplomats of an alien hive race before disappearing 17 Both of which originated with GW. cheerfully enslaving hordes of tribal humans (treat as Men. sweeping blows with tree trunk clubs. collectively they hoard stuff equivalent in value to HC XXI. and most people aren’t crazy brave enough to ask. pass = terror for 1d6 turns). and can easily overwhelm your tiny monkey brain with mind blasting telepathic insights into their ancient cosmic frog perspective (save vs. All giant attacks. bulky objects.) is the focus of fevered veneration by its thralls. spectral killers and unusually selective natural disasters after the holder of one particular unremarkable trinket picked up by accident. like the dreaded “Pick Up and… Stuff Down Pants” result isn’t reason enough in itself. may use telekinesis at will (as the spell). the bounce and ricochet of hurled stones. poison/death or be fatally crushed under tons of malodorous hairy flesh. The damage dice from giant attacks may be divided up between several opponents to represent stomping and kicking. When fighting in melee a giant must save vs. etc. or so wrapped up in the inscrutable internal logic of their own complex long term plans that they merely seem insane to short lived mortals. All Glorious Yp Hno Todh. There is a 25% chance that a giant has been affected by Chaos and has 1 3 randomly determined mutations. Giants (1d2) Mv WS BS 4 9 9 Att 1 W 9 AC 4 Sv F9 Mrl 9 SBVD giants are all massive (20’+) drunken hobos who live by theft. ver0. but are either completely lolrandom in their actions. 30 of 36 . engaging in bawling and rock hurling over incomprehensible slights and rivalries whenever they meet. Bharan Sylos Ghrinbax. Slaai communicate in enigmas and koans through their crystal balls (with ESP and clairaudience as standard). Individually they carry HC IV.

Bogtopi have no interest in gathering treasure. Smart enough to obey simple instructions. 31 of 36 . Suffice it to say these guys are weird. paralysis or be entangled. and will throw clods of mud at torch wielders. Attacks with a vicious bite for 2d4 damage. most intelligent specimens. and Goblins often lurk near stands to opportunistically pick at loot hurled hither and yon by the lively thrashings of woody predator and fleshy prey. but are rare and precious jewels in and of themselves. well treated dogs suffer both hatred and frenzy towards those responsible. Yes. There are plenty of Chaos warped creatures out there that are more than happy to remind those uppity humans that no one is above the food chain. Dog. Big and Surly (1d6) Mv WS BS Att W 4 2 1 2 AC 6 Sv F1 Mrl 10 Huge great things bred to take down bears and transport kegs of rum across mountains. deer. Bloodsedge (1d10) Mv WS BS Att 3 1+ W 3 8 AC 5 Sv F3+ Mrl 12 Large briars that grow on battlefields tainted by the spilled blood of Chaotic creatures. the more than passing resemblance mechanical between the small but vicious dog and the B/X giant rat is intentional. They cost at least 25GC. automatically taking damage each round until dead or freed.Small But Vicious Dog (B/X WFRP hack). bloodsedge are especially rife in the Troll Wastes.3 entirely. Lizardmen and Goblinoid races aren’t affected by the scent of bloodsedge. 18 Yes. although exceptionally cunning specimens use shiny objects as bait for passing humans. 25% chance of infected wounds). if hit a target takes 1d6 damage and must save vs. aggressive little ratter. Zoats either have spellcasting ability as a wizard of level equal to their W. They attack as normal giant octopi and have enough cunning to drag air breathers below the water.18 Small but vicious dogs can be excitable if over stimulated. Zoats are rumoured to possess ancient treasures and lost lore equivalent to HC XVI in their well concealed and retrotastic lairs. You think not? How many of your friends will fearlessly bite and worry at the flesh of those who anger you? How many of your friends patiently wait for years in the unshakable certainty that you’ll come back any time now? Dog. If their master is felled. AC2 and a tendency to frenzy. Giant Bogtopus (1) Mv WS BS Att 1 8 4 6 W 8 AC 7 Sv F4 Mrl 9 Bogtopi spend their lives squelching around in mires and marshes looking for things to fondle and eat. breath weapon is successful. Unlike most plants bloodsedge is proactive about securing dinner. Ancient runes grant the weapon +1 enchantment and require any daemon struck to save vs. They appear to have vanished into a combined time travel/ret con portal. ver0. entangling and throttling the delicious meal. a bit confused and not to all tastes. exuding a soporific scent that attracts mammalian creatures (horses. PCs…) unless a save vs. Small but Vicious (1) Mv WS BS Att W AC 4 1 1 ½ 7 Sv F1 Mrl 11 Loyal. I’d still put my money on the dog though. A bloodsedge can attack one target per W. and anything up to ten times that for the strongest. On a natural 18 20 to hit the bearhound has latched on and does automatic worrying damage each round until victorious or dead. or (with their Dragon Ogre hat on) a complete immunity to damage from electrical attacks. and their high pitched barking causing considerable aural discomfort and outright fear in Ratmen. Zoats attack with a barging trample which causes 1d8 damage (2x damage on a charge) and with gigantic two handed stone maces which cause 2d6 damage. returning as fearsome lightning powered Dragon Ogres. you can have one. Dumb Animals Dumb doesn’t equate to helpless. Small but vicious dogs do not carry treasure. A bogtopus generally fears fire. death or discorporate. also smart enough to go for the groin (1 3 damage. When a sufficiently meaty morsel is within 20 feet of their thorny trunks the spiny limbs of a bloodsedge lash out.

So alien and unnatural is the appearance of a jabberwocky that looking it in the faces causes terror. Jabberwock (1) Mv WS BS Att 6 8 3 W 8 AC 2 Sv F8 Mrl 10 The dreaded jabberwock (no one is sure if it is unique and immortal. a plague anywhere it’s misshapen shadow falls. this generally doesn’t end well. Goldworms do not gather treasure. Can puke their guts up once/day to cause 1d4 damage to exposed flesh (worm acid does no damage to leather. The jabberwock then charges in to attack (flying clumsily at Mv 8) with a claw/claw/bite routine for 1d6 claw and 2d6(+poison) bite damage. Dwarves hate these guys. half crocodile creatures as nigh unstoppable shock cavalry. paralysis or lie there helplessly marvelling at the pretty colours while they latch on and do damage per round (1 3 damage + 50% chance of injecting some horrible disease straight into the bloodstream). Of course. breath weapon or suffer confusion (as the spell). so…pinch of salt. sometimes they hallucinate. lizardmen and creatures of living stone using these half dragon. voracious and incredibly stupid creature. People are constantly trying to use chameleoleeches as drugs. A jabberwock sometimes sees use as a chariot beast for the more extravagant (and lunatic) Chaotic warlords.3 Carnivorous Snapper (1. A jabberwock attacks with a deafening cackle of semi comprehensible gibberish. The alien manner in which the beast’s mind works means that it is subject to stupidity. In their dormant state they curl up into coin sized nugget shapes. while alchemists and moralists are fascinated. and it regenerates as a troll. Whatever it is. against which auditors must save vs. the jabberwock is an aggressive. ver0.4) Mv WS BS Att W AC 6 3 2 3 5 Sv Dw2 Mrl 8 Explorers who have returned from the New World across the Great Western Ocean tell wild eyed tales about elves. The beast is not without defences: its iron hard hide is immune to non magical weapons. Goldworm (1d100) Mv WS BS Att 1 1 1 W 1hp AC 9 Sv Nm Mrl 10 Nasty little gold tinted finger sized things that eat your gold if you give them half a chance. but a sufficiently vicious master can tame them enough to ride (‘domesticate’ isn’t a word that can ever be associated with these scaly horrors). they probably lunge from ambush to kick or claw (for 1 4 damage) and bite (for 1 8 damage) at anything that enters their range of vision. but they love to accumulate piles of bones in their lair in which occasional piece of loot may be mixed. A jabberwock produces nothing. but they do have an unerring nose for gold within 30’.Small But Vicious Dog (B/X WFRP hack). Quite how so brainless and distracted a creature (subject to stupidity) manifests mental powers that can force intelligent creatures to save vs. Carnivorous Snappers don’t consciously gather treasure. Chameleoleech (2d6) Mv WS BS Att W 2 1 1 1 AC 7 Sv Nm Mrl 5 Cubit long hallucinatory leeches: sometimes they make you hallucinate. or merely rare and antisocial) is a creature that entered the world through a mirror… or a dragon distorted by Chaotic mirror magic… or a walking avatar of insanity… or a literary trope made manifest… or something. it’s all the same to the chameleoleech. Snuffle about blindly in search of precious metals. 32 of 36 . the lands to the west are famous as the source of some really good drugs. and aren’t just the ravings of skurvy mad sailors and explorers (proverbial liars one and all). but gathers up shiny things with a nigh draconic level of obsession. Prospectors have had some success dowsing for veins of native gold using glass jars of goldworms. is a mystery. wood or any metal other than gold). Their tiny reptilian brains are subject to stupidity. Assuming Carnivorous Snappers do in fact exist.

wand for half) at a range of up to 50 feet. striking for double damage in the round they first stoop upon (charge) their prey. Lots of good old. Razorbills savagely attack anyone who wanders too near their nests. fertilised by a neighbour. or anything they mistake for fish. Undead Most undead are per the existing B/X rules for their kind. A sunworm is able to discharge up to 3 times/day for 3d6 damage (save vs. Lashworm eggs (stored in the base of the creature’s burrow. reliable cleansing fire. A lashworm automatically wins initiative. Salt affects sunworms as burning oil. but consider metal unpalatable. Even Chaos doesn’t take credit for these guys. Why? Because heliotropic laser slugs would make no sense in cold. The answer: nothing good.3 Lashworm (2d10) Mv WS BS Att 0 1 1 W 1 AC 9* Sv Nm Mrl 12 More a trap/damage tax than a proper monster. Carrion attack with a claw/claw/bite routine. Carrion cause fear (and loathing). sunnier regions of the world are infested with man sized carnivorous laser slugs. and accumulate large amounts of treasure scattered around their mountain eyries (HC XXI). Some bright spark just had to see what happened when you feed the giant vultures on a diet of zombie flesh. Also fire. Surface dwelling breeds of lashworms are a popular addition to moats and defensive ditches. flicking a hook ended muscular tongue (1d4 damage) up to 15 feet towards the sound. Razorbills have Mv 15 (450’/rnd) in flight and attack with their wickedly sharp beaks. They otherwise just rasp at things with their abrasive tongues for 1 3 damage. A lashworm dug into a wall. or possibly the razor clam) is aroused to attack by noise and vibration. Did I mention that there’s no turning the undead in SBVD? Better stock up on garlic. 33 of 36 . While their vividly coloured subterranean kin seem to have a natural affinity or relationship with the subterranean Shrieking Fungus. Sunworm (4d6) Mv WS BS Att 3 2 2 1 W 2 AC 6 Sv F1 Mrl 8 The warmer. but annoyingly inedible. cliff or suchlike is treated as AC0. but they can be dragged out of their wall with a successful Ag test (to grab the lashing tongue) followed by a successful Str test. Sunworms bask in the baking deserts of Araby and southern Estalia. the wall dwelling lashworn (distant Chaos warped cousin to the coral polyp. Treasure is shiny like fish. then hurled away by the powerful tongue) appear indistinguishable from pearls of especial lustre and size. zapping unwary travellers and unsuspecting livestock with accumulated solar energy. burning oil just amuses them. Although at least we now know what’s grosser than a vulture: a giant stinking undead ghoul vulture. holy water and the like. Treasure equivalent to HC VI per worm will typically be strewn among the remains of their impromptu barbeques. rather than the poor damage (1d4/hit) of their natural attacks. The glisten and sheen of polished armour confuses their simple brains no end. Razorbills don’t care about treasure. If both claws strike the Carrion will attempt to lift its opponent (man sized or smaller) to a great height before dropping it to its death. Sunworms consume flesh and leather. Razorbill (4d6) Mv WS BS Att 3 3 1 W 3 AC 6 Sv F2 Mrl 8 No one is quite sure why the WFRP world has giant angry looking puffins hopping about its rocky shorelines in colonies up to 100 strong. ver0. then eating the smoking remains.Small But Vicious Dog (B/X WFRP hack). perpetually overcast locales. Carrion (1d6) Mv WS BS 4 5 5 Att 3 W 5 AC 5 Sv F5 Mrl 7 Blame the death fetishists of Hekhara for these beauties. relying on their innate paralysing touch (as ghoul) to subdue prey. are 90% likely to cause infected wounds.

Bloodspillers) are impossibly emaciated and bloody skinned humanoids. sours wine.a. which dissipates only upon the banishment or death of the Tallyman.3 Daemons Daemons are creature native to the enigmatic Realm of Chaos from whence all magic flows.Small But Vicious Dog (B/X WFRP hack). They are harbingers and handmaidens of the Chaos god of excess. which they do with avuncular delight in their own beneficence. There is a 25% chance that any bloodspiller encountered wears magic plate armour (enchantment +1. Succubettes naturally radiate a strong musky smell equivalent in effect to a strong dose of Estalian Fly (see Drugs. pitted glaives (1d10 damage + infected wounds). Bloodspiller swords cause 2d6 damage per hit. These daemons exist only to spread agues. All Daemons of Disease are healthy carriers of Gurglish Rot and 1 3 other random diseases. Still others claim they are life forms naturally arising from their realm or that they are accumulated psychic residue. once with a blast of venomous frothing spittle (treat as flask of oil. If there’s nothing else to get angry about daemons of rage will gladly turn on each other. Some scholars consider daemons distorted reified echoes of human sins and virtues. • Regenerate 1 Wound per 2 rounds. • 50% chance of a randomly determined mutation. • Survive indefinitely without food or air. A successful save vs. Daemon of Disease (2d6) Mv WS BS Att W AC 4 4 4 2 4 3 Sv F4 Mrl 11 Daemons of Disease (a. • Repelled by protective barriers (protection from evil. etc. Their ever present cloud of vermin acts as an insect swarm spell effect. Universal Qualities of Daemons: • See in darkness (infravision 90’) • Immune to non magical weapons. others consider them the inspirers of same. • Cause fear in living creatures. keepers of forbidden lore who know the secret desire of each human heart and hold the key to pleasure undreamed of by mortal mind.k. for reasons obscure and self referential. Whatever the nature of their existence daemons are alien and hostile to mundane life. a melee strike from their rusted. Only the vilest insects thrive in their rancid presence.k.a. Daemon of Sensation (2d6) Mv WS BS Att W AC 6 4 4 2 4 5 Sv F4 Mrl 11 Daemon of Sensation (a. Physical contact. Bloodspillers are subject to constant. unremitting frenzy and a burning hatred of everyone they encounter.k. except damage is acid rather than fire). with successive failures indicating more intense effects. Bloodspillers attack twice per round. Each additional Succubette dancing after 34 of 36 . spell allows a bloodspiller to control its frenzy and operate (semi )rationally for 1d6 rounds. grants a base AC of 2). p11). poison. LLAEC. poxes and cankers far and wide.) Daemon of Rage (2d6) Mv WS BS Att W 4 4 4 2 4 AC 5 Sv Dw4 Mrl 11 Daemons of Rage (a. Troupes of succubettes open combat with their infamous hypnotic pattern (*ahem*) dance (as the spell effect. compound eyes and coiled horns. one horned festering monstrosity. this damage cannot be healed by magic. Their knowledge is the stuff of fevered speculation among scholars and sybarites alike. and communicate only in strangulated shrieks and bursts of violent invective. and once with a massive two handed black rune sword. Tallymen of Poxes) are created through the agency of Gurglish Rot. The corpse of a person slain by the disease will later arise as a one eyed. Each round spent in close proximity to one of these demons requires a save vs. Their faces of constantly twisted into a grimace of inhuman fury. poison/death to avoid contracting something unpleasant. They generally dub these swords Mournbringer or Stormblade. rots food and causes plants to wither. p51). normal poisons and earthly diseases. all the time. or even extended proximity to the necrotic festering flesh of a Tallyman requires a save vs. They are always angry.a. The mere presence of daemons of disease curdles milk. and a further 25% chance that it wields an anachronistically advanced technological weapon (treat as arquebus or blunderbuss that fire once per round. no reload time) in addition to its sword. ver0. Succubettes) are hermaphroditic humanoids with claws.

rolling and flowing treat gravity. yanking at extremities (1 8 damage) and throwing coherent flame up to 90’ (3d6 damage. Polymorphic Horror) is weird. The mere presence of a Polymorphic Horror requires all spell casters within 100ft or so to roll an additional die for the Curse of Chaos (see Magic. Daemon of Change (2d6) Mv WS BS Att W AC 4 4 4 2 4 5 Sv F4 Mrl 11 A Daemon of Change (a. treat as flaming oil).3 the first increases the save modifier by 1. ver0. surface tension and suchlike laws of nature more as suggestions than anything else.a. The number and arrangement of their limbs is constantly shifting. There is a 25% chance that a Succubette carries a long staff of glistening silvered metal. human. p24). Polymorphic Horrors freely throw their limbs to one another in bizarre juggling acts. They cheerfully involve poor fragile mortals in their play. 35 of 36 . The unpredictable movements of Polymorphic Horrors equal parts leaping.Small But Vicious Dog (B/X WFRP hack). brightly coloured combinations of bird. or to cast specialised spells of a nature wholly unfit for a family publication. Once their opponents have been reduced to drooling moronism the succubettes skitter into range to attack with elegant caressing claw strikes which do 1 8 damage. These allow the Succubette wielder to perform wildly improbable (and distracting) acrobatics. levitate and walk on water as they wish.k. to a max of 6. They can spider climb. These heralds of the chaos god of tumult and transmutation are bizarre… things with weirdly detachable limbs and flaming skin. jellyfish and porcupine.

Make sure you put them through the wringer as much as possible before their inevitable. Be advised that looking at later parts of TEW (Something Rotten in Kislev. you’re the canaries. Disaster. Bring back the Graf’s wife/Hammer of Sigmar/Glowing Green Rock of Guffin McGuff. 90% of people are corrupt. and that eventual triumph is all the sweeter if you have to kick. 8. Chaos did it! If it appears that Chaos didn’t do it. get it without being blamed or falling afoul of [complications]. Jabberwock…: Find and slay the fearsome [monster] which has been making life so complicated recently. Killing characters off is no fun. the published Empire in Flames) will cause only sadness. Kohl’s Herren: That village occupied by [enemy]. 2. Also Chaos.Small But Vicious Dog (B/X WFRP hack). Gold Fever!!! It turns out that old abandoned Dwarven mine/hold/grave is full of treasure after all. ~ Ende ~ 36 of 36 . Expect kill stealers. and accompanying dire retribution. Hmm. Cock ups. The Doomstones campaign is right out! Keeping It Small But Vicious Nothing better evokes the spirit of the source material that inspired SBVD than making the PCs suffer. Slay the fearsome Thing of the Heath. The remainder are vicious fanatics. confusion and loss of the will to live: it is not recommended. gouge and struggle for it every step of the way. The world is not fair. 7.Lovecraft? Look to the first three parts of the classic WFRP campaign The Enemy Within (Shadows over Bogenhafen. ignominious demise. If in doubt.3 Scenarios SBVD scenarios practically write themselves: [people] have [stuff you want]. doing everything just short of that is much more entertaining. and generally should. It can always get worse. and the monster’s kin to show up. Everyone has an agenda. 6. threats and blackmail letters strewn about so thick? The Quest: Go there. Rumour has it that there’s a rich treasure buried beneath the [landmark] that no one knows anything about: enough to retire on if we don’t have to split it with the rest of the army. and the place is thick with [enemy] troops. Glowing green rocks = bad. Fancy a little extra curricular looting? Feeling a little more ambitious than running something akin to an episode of Blackadder or League of Gentlemen co scripted by Tom Sharpe and H. sometimes several. Stand and Deliver: There’s a lot of fuss and expensive preparation about that carriage due in later this week. Better get in there and secure it for the common good before opportunistic looters can steal it. that adversity breeds character. the [residents] are still in there. There are no such things as Skaven. and a properly parsimonious apportionment of reward. check harder. I’m not advocating nakedly adversarial GM ing: merely a firm but fair administration of hardship and betrayal. Schattenlaufen: Herr Johanson hires some deniable scum (that’s you) to perform some discrete service intended to result in the discommoding of a political. tone and content. Investigate and Report: There’s something rotten in the sewers/necropolis/village of Dorfdorf/ Castle Upaklastvit/Kislev (delete as appropriate). ver0. greedy scum. will befall if you fail. Expect unpleasant people to interfere. and you can make delicious Martinis from the tears of those delicate flowers who simply don’t understand that suffering is love. 5. 9. True WFRP players will love every minute of it. 4. Death on the Reik and Power Behind the Throne) for massive pointers in the right direction in terms of theme. 3. and your suffering amuses them. the authorities welching on promised bounties. All the best.P. complications and hilarity ensue. Congratulations. What could be so important and valuable that it needs all those extra guards and so many bribes. business or social rival. I wonder why the place was abandoned in the first place? Larcenous Pursuits: It’s not nailed down? It’s like they’re asking you to nick it! What? It is nailed down? Lucky you brought your crowbar… Traps? Lucky you bought a few expendable Halflings… Easy money! Stop the Pigeon: Hunt down and [capture/kill/sell into slavery] [person] who is rushing by [foot/horse/ carriage/ship] to reveal [revelation] to [the authorities/their cult/the enemy de jour]. and remember: 1. The gods hate you. Sure.

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