Warhammer

The Rules

Tasks

To succeed at a task, the player must draw a card and add a relevant characteristic, plus any skill training (1 to 3), and any talents that apply. If the character has an appropriate Specialisation, they may add a further +1 to the total. The Host then determines the tasks difficulty:

Difficulty Challenge Level
Simple 5
Easy 7
Average 9
Hard 11
Daunting 13

The host may award additional modifiers, adding +1 for each negative situation, and subtracting -1 for each positive situation.
If the test is opposed by the target, the difficulty is equal to 6, plus the opposing Characteristic, plus skill training or specialisations that apply.
If the draw exceeds the Challenge Level, the task is successful - the number above the Challenge level determines the degree of success.
For example, Gustaf the thief is attempting to sneak by a Skaven. Gustaf has Agility 4, Stealth +1 and +1 for Sneaking specialism. The Skaven has Intelligence 3 and Observation 2, so the Challenge level is 11. Drawing a 7 of clubs, with a total of 13, Gustaf just manages to sneak by the attentive Skaven, and finds a quiet spot to calm his nerves.

Court Cards

If a Jack is drawn, the action fails in a spectacular fashion, with a suitable negative effect:

  • Fall Prone or drop an important item
  • Suffer severe penalties (-2 or worse) to future related tasks, or render them impossible (ie you break your lock picks, or get ejected from court)
  • Suffer an environmental mishap, such as falling from a high place, breaking through ice, or spraining an ankle on the debris
  • Discover a new and unexpected hazard or enemy, suffer ill effects of worsening conditions, or otherwise advance the story to the detriment to the active player
  • Lose 1 Fatigue or Stress
  • Make an enemy or attract the attention of foes

If a Queen card is drawn, the action succeeds incredibly, with a suitable effect appropriate to the task:

  • A critical effect (use the most favorable outcome for an action)
  • Gain significant bonus (+2 or more) to future related tasks or confer a similar bonus to allies
  • Receive aid from an unexpected source; make a new alley
  • Recover 1 Fatigue or Stress
  • Open a new avenue of approach, reveal unsuspected information, or otherwise advance the plot to the benefit of the active player
  • Cause a foe to suffer an environmental mishap, such as knocking them off a bridge, or dropping a chandelier on them

If a King is drawn, keep the King in your hand, and redraw for the skill attempt. Held King cards cards may be used to redraw any card, and to avoid dying.

Banes and Boons

Regardless of whether a particular task succeeds or fails, certain side effects may trigger during resolution, courtesy of drawing a bane (♠) or a boon (♥). Drawing a bane represent the potential for critical failure or negative side effects, while drawing boons indicate a chance for critical success or positive side effects.
Each Action has an effect triggered by a bane or boon, although the Host can introduce some minor good or bad luck of they wish. When stuck for ideas, the universal affect is always an option:

♠ Suffer 1 fatigue if the check was based on a physical characteristic. Suffer 1 stress if the check was based on a mental characteristic.
♥ Recover 1 fatigue if the check was based on a physical characteristic. Recover 1 stress if the check was based on a mental characteristic.

Stance

Each player has a Reckless stance rating, and a Conservative stance rating, initially based on their starting career. Each round, players must decide on what stance they wish to maintain, either Reckless, Neutral or Conservative. While in a Reckless Stance, a player may subtract up to their current Reckless stance rating to a draw, but if successful, they may add twice this value to their degrees of success, if they succeed. In a Conservative stance, a player may add up to their Conservative stance rating to a draw, but if they succeed, they must reduce their degrees of success by twice this amount, down to a minimum of 1. In a Neutral stance, there are no benefits or drawbacks.

For example, Gustaf is attempting to outrun a band of Skaven in a sewer. The Gm rules that who ever gains the most degrees of success in a Simple (5) Coordination (Ag) draw, will succeed - either Gustaf will escape, or the skaven will get him. Gustaf has Agility 5, Coordination +1, while the Skaven have Agility 4. Its going to be close. Deciding to risk it, Gustaf adopts a Reckless 3 stance, while the Clanrats are Conservative 1. Gustaf makes a draw, deducting 3 from his draw result, but adding 6 for his Agility and Coordination. He draws a 4, so with a total of 7, thats 2 degrees of success, modified to 8 with his Reckless stance. The clan rats make their collective draw, adding 5 to the result, and get a total of 14. Thats 9 degrees of success, reduced to 7 due to their stance. Gustafs reckless approach, however risky in the dangerous tunnels beneath Altdorf, has worked against the clan rats more careful approach.

Fortune Points

Each session, every character has 3 Fortune points, which may used to improve your chances at a skill draw. Each Fortune point used on a draw adds 1 to the result, and some talents require Fortune points to activate. Hosts may award Fortune points at any point for good roleplaying.

CHARACTER GENERATION

STEP 1 - CHOOSE RACE

To begin with, each player should choose a race, be it diverse humans, stout dwarfs, graceful high elves, nimble wood elves, cunning gnomes, or sneaky halflings.

Races of the Old World

Men of the Empire

The Empire is the preeminent realm in the Old World, a wealthy nation with powerful armies, inhabited by a dynamic race of men who hold the fate of civilization in their hands. There is no such thing as the typical Empire citizen. The people of the northern forests and icy coasts are tall and strong, with fierce eyes and blond hair, the men sporting bushy beards. A belligerent folk, they honour Ulric, god of battle. Those from the cold, eastern borderlands are shorter and darker, the men growing luxuriant moustaches. They wear heavy furs and are renowned for their love of strong drink and their dour temperament. The inhabitants of the Great Forest that dominates the centre of the Empire prefer unhurried lives devoted to Taal, god of nature, while those of the sunny, open plains of the south dress in bright colours and are known for their lively disposition and tall tales.

Men are not as long-lived as the elder races of dwarfs and elves, but their mortality drives them to stamp their mark on the world. The folk of the Empire are renowned for their endless creativity, and are insatiable adventurers. Imperial engineers strive to improve upon the clockwork and steam-powered technologies borrowed from the dwarfs, and explorers traverse exotic lands across the ocean. A few men and women have recently begun to master the dangerous art of magic, introduced by the high elves to help humankind defend itself against the warped sorceries and armies of Chaos.

Humans are a diverse race, and represent dozens of cultures across the Old World and beyond. A player should choose one of the following provincial cultures for their character:

Averlander

Brigundian Heritage: Before investing any creation points, Averlanders may train one of the following skills for free - Athletics, Folklore or Ride
Diversity: At character creation, Averlanders begin with 25 creation points
Favoured by Fate: Once per session, an Averlander may add 2 to any single check
Wound Threshold: 9 + Toughness rating
Corruption Threshold: 5 + Toughness rating

Hochlander

Diversity: At character creation, Hochlanders begin with 25 creation points
Favoured by Fate: Once per session, a Hochlander may redraw a card
Jaeger Instinct: Before investing any creation points, Hochlanders may train one of the following skills for free - Ballistic Skill, Nature Lore or Stealth
Wound Threshold: 9 + Toughness rating
Corruption Threshold: 5 + Toughness rating

Middenlander

Beloved of Ulric: Before investing any creation points, Middenlanders may train one of the following skills for free - Discipline, Intimidation or Weapon Skill
Diversity: At character creation, Middenlanders begin with 25 creation points
Favoured by Fate: Once per session, a Middenlander may may redraw a card
Wound Threshold: 9 + Toughness rating
Corruption Threshold: 5 + Toughness rating

Nordlander

Diversity: At character creation, Nordlanders begin with 25 creation points
Favoured by Fate: Once per session, a Nordlander may may redraw a card
Norscan Blood: Before investing any creation points, Nordlanders may train one of the following skills for free - Discipline, Nature lore or Resilience
Wound Threshold: 9 + Toughness rating
Corruption Threshold: 5 + Toughness rating

Ostermarker

Diversity: At character creation, Ostermarkers begin with 25 creation points
Favoured by Fate: Once per session, a Ostermarkers may redraw a card
Ungol Blood: Before investing any creation points, Ostermarkers may train one of the following skills for free - Coordination, Ride or Resilience
Wound Threshold: 9 + Toughness rating
Corruption Threshold: 5 + Toughness rating

Ostlander

Bull-headed: Ostlanders may take an additional point of fatigue and stress, before suffering any negative effects
Diversity: At character creation, Ostlanders begin with 25 creation points
Favoured by Fate: Once per session, an Ostlander may may redraw a card
Wound Threshold: 9 + Toughness rating
Corruption Threshold: 5 + Toughness rating

Reiklander

To reflect their upbringing and individuality, Reiklander characters have the following racial abilities:
Adaptable: Career transitions for Reiklanders cost one less experience point, which may reduce a career transition to
zero experience points.
Diversity: At character creation, Reiklanders begin with 25 creation points
Favoured by Fate: Once per session, a Reiklander may may redraw a card
Wound Threshold: 9 + Toughness rating
Corruption Threshold: 5 + Toughness rating

Stirlander

Diversity: At character creation, Stirlanders begin with 25 creation points
Favoured by Fate: Once per session, a Stirlander may may redraw a card
Suspicious: Any Charm or Guile draws targeting Stirlanders from people they dont know, suffer -2 to the draw
Wound Threshold: 9 + Toughness rating
Corruption Threshold: 5 + Toughness rating

Talabeclanders

Diversity: At character creation, Talabeclanders begin with 25 creation points
Favoured by Fate: Once per session, a Talabeclander may may redraw a card
Son of Taal: Before investing any creation points, Talebeclanders may train one of the following skills for free - Folklore, Nature Lore or Observation
Wound Threshold: 9 + Toughness rating
Corruption Threshold: 5 + Toughness rating

Wissenlander

Diversity: At character creation, Wissenlanders begin with 25 creation points
Favoured by Fate: Once per session, a Wissenlander may redraw a card
Wound Threshold: 10 + Toughness rating
Corruption Threshold: 5 + Toughness rating

Dwarfs

Dwarfs are a sturdy race: four and a half feet of solid muscle. They wear tough leathers, chainmail, and horned helmets, warhammers or axes slung at their belts. A dwarfs most prized possession is his beard – its length and whiteness reveal age and experience, and its adornments and the weave of its braids denote rank. Dwarfs live in mountain strongholds bordering the Empire, and are adept fighters, even in the gloom of tunnels. Unless they die in battle, they live for centuries. Every dwarf can recount his lineage back through numerous generations, and remembers every insult endured by his ancestors – the settling of a grudge is a serious issue. Dwarfs seldom back down or change their mind, but they always honour their pledge. They do not waste words on trivialities, and their gruff manner wins them few friends outside their own race. But a dwarf’s friendship, once given, is absolute.

Dwarf craftsmanship is vastly superior to that of men. They utilise steam-powered engines, clockwork devices, devastating blackpowder weaponry, and even ingenious flying machines. However, bound by tradition, nothing can be invented or improved without approval from the elders of the Dwarf Engineers Guild. Most dwarfs respect their betters, and those who do not are snubbed and humiliated. Dwarfs have no affinity for spellcasting, although runesmiths carve artefacts with intricate, magical runes. Dwarfs honour the smith-god Grungni, the warrior-god Grimnir, and Valaya, protectoress of the hearth, and their religious rites involve the copious quaffing of potent ale. Most dwarfs have an insatiable lust for wealth, and are loath to part with the smallest treasure. Expert miners, they delve deep underground for precious stones and metals, including rare gromril, tougher yet lighter than iron.

To reflect their fierce spirit and proud traditions, dwarf characters have the following racial abilities:

Children of Grungni: During character creation, a dwarf may train one of the following basic skills – Discipline, Resilience, or Weapon Skill
Ancestral Grudge: A dwarf adds 1 to all Melee Attack and Ranged Attack actions against Greenskins, and against any target that has wounded him. This bonus lasts until the end of the encounter
Sturdy: A dwarf adds 5 to his encumbrance limit
Night Vision: Dwarves reduce all penalties from darkness or lack of sufficient light, by 2
Wound Threshold: 10 + Toughness rating
Corruption Threshold: 10 + Toughness rating

High Elves

Taller and more slender than most men, high elves have pointed ears and pale, delicate features framed by long golden or ebony hair. They live for many centuries, and to stare into elven eyes is to gaze into deep wells of arcane lore. They bear themselves with noble dignity, wearing silk robes, or, in times of war, shining scale-mail and tall helms, decorated with gold and jewels. High elves dedicate their long lives to perfecting a chosen art. Some pursue the skills of war, some become exceptional craftsmen, and others seek out ancient lore, reaching an understanding of magic far beyond human comprehension. They value learning, and consider themselves the most civilised of all races. Subtle in speech and manner, they can convey intricate depths of meaning with the slightest gesture.

Their homeland is Ulthuan, ruled by the Phoenix King Finubar and the beautiful Everqueen. It is a verdant, magical isle of white-towered cities, lying across the Great Ocean far to the west of the Old World. The venerated elf deities protect Ulthuan: Asuryan the creator, Vaul the craftsman, Isha, lady of fertility, and violent Khaine. High elf citizens proudly join the ranks of Ulthuan’s armies from an early age, taking their responsibilities and duties seriously. The High Elves are not a numerous race, and their island is beset by a cruel enemy – their treacherous kin, the dark elves.

To reflect their cultured upbringing and rich history, high elf characters have the following racial abilities:

Composure: During character creation, a high elf may choose one Focus talent for free. This does not use any
of the high elf ’s creation points
Erudite: High elves acquire (but do not train) the advanced skill Education for free during character creation
Ishas Chosen: During character creation, a high elf may choose one of the following basic skills to train – Discipline, Intuition, or Observation
Night Vision: High elves reduce all penalties from darkness or lack of sufficient light, by 2
Wound Threshold: 8 + Toughness rating
Corruption Threshold: 10 + Toughness rating

Wood Elves

Wood elves are physically similar to their high elf kin. They equal them in beauty and grace, and have unsurpassed agility. Wood elves wear simple hides and furs, camouflaged to allow them to fade among the trees. Their forest life teaches them to move without trace through the most tangled terrain. Their home, Athel Loren, is a great forest that hugs the southern foothills of the Grey Mountains between the Empire and Bretonnia. Outsiders dare not enter these strange woods, for a powerful magic protects the trees. The wood elves wander in small kinbands, forever guarding the forest. They emerge from the foliage like ghosts, striking down intruders before vanishing mist-like into the undergrowth.

Magic and illusion are integral aspects of wood elf life – their mages can awaken the trees and commune with the spirits of the forest, such as tiny spites, vicious dryads, and lumbering treemen. Wood elves revere all arboreal life, and despise those who despoil the forests, whether men, dwarfs, or greenskins, but reserve their bitterest hatred for Chaos, which warps the natural world.

To reflect their ties to nature and tradition-bound culture, wood elf characters have the following racial abilities:

Forest Walk: Wood elves may ignore up to -2 terrain-based penalties to movement and actions performed while in woodland terrain
Nature Bond: Wood elves may add 1 to combat initiative, as well as to Observation and Stealth draws, while they are in woodland terrain
Orion’s Favoured: At character creation, a wood elf may train one of the following basic skills – Ballistics Skill, Nature Lore, Observation, or Stealth
Night Vision: Wood elves reduce all penalties from darkness or lack of sufficient light, by 2
Wound Threshold: 8 + Toughness rating
Corruption Threshold: 10 + Toughness rating

Gnomes

Gnomes in the Empire have often been described,- though never to their face - as small (or "petty") dwarfs. They are undoubtedly distant relatives, sharing the same stocky build and long, shaggy beards, but they are about 10 inches shorter on average, and are noted for their large, bulbous noses. Gnomes are both more nimble and more dexterous than their larger cousins, and these facts, coupled with their well-known antipathy for other races, has often lead them to being labelled "thieving stunties". But they also include some skilled illusionists among their number, for, unlike dwarfs, some of them have a natural aptitude for this kind of magic. Gnomes are also excellent smiths and craftsmen, and are fascinated- not to say obsessed- by all things mechanical; they love gadgets of all kinds. Few gnomes actually live as part of human society, but they profit greatly from trade in gnomic artefacts.

Most gnomes are great practical jokers; there`s nothing they like better than a good laugh at someone else`s expense. But woe betide the man or woman who dares to extract the Michael from a gnome, especially if he or she dares to make any derogatory comments about the gnomes lack of stature. Not for nothing to they have a reputation for being short-tempered and difficulty to get on with.

Being gregarious creatures, who invariable make their homes in communal burrows and caverns, it is unheard of for a gnome to spend any length of time in the wide open spaces that foster hunters and other rural types. Accordingly, gnomes do not start in such careers.

To reflect their acerbic wit and artisan traditions, gnome characters have the following racial abilities:

Children of Ringil: During character creation, a gnome may train one of the following basic skills – Coordination, Guile, Skullduggery or Weapon Skill
Ancestral Grudge: A gnome adds 1 to all Melee Attack and Ranged Attack actions against Greenskins, and against any target that has wounded him. This bonus lasts until the end of the encounter
Mechanically Gifted: Gnomes display an exceptional skill with mechanical devices. They may add 1 to all draws involving complicated machines or devices, including picking locks, disarming traps, piloting gyrocoptors, or using experimental weaponry.
Night Vision: Gnomes reduce all penalties from darkness or lack of sufficient light, by 2
Wound Threshold: 10 + Toughness rating
Corruption Threshold: 10 + Toughness rating

Halflings

Halflings are a small but dexterous race who look like human children to the untrained eye. The fact that they cannot grow beards only enforces this impression. Although they tend to be pot-bellied, since they eat twice as often as any other race, they are capable of great stealth. When combined with their natural ability with a sling, Halflings can prove to be surprisingly stubborn opponents. They are, however, a largely peaceful people, content to farm, eat and smoke pipe-weed. They are proud of their families and all Halflings can recite their family lineage back ten generations or more.

Most Halflings are homebodies. They enjoy peace and quiet and want nothing more than to be left alone to enjoy good food and a good smoke. There are, however a small number of Halflings who find their homeland, the Moot, intolerably boring. When the most exciting event of the day is finding out what kind of pie is for desert, some folks need a change. These Halflings develop a taste for adventure and leave the Moot behind, often for roguish pursuits. Since these Halflings are the ones most often encountered in the Empire, it is perhaps no coincidence that Halflings as a whole, have gotten a reputation as light-fingered sneaks.
To reflect their pastoral upbringing and traditions, halfling characters have the following racial abilities:

Child of the Moot: At character creation, a halfling may train one of the following basic skills – Ballistic Skill, Charm, Folklore, or Stealth
Inconspicuous: A halfling adds 1 to all Stealth or Skullduggery checks in urban areas where inattentive big folks, big items, and obscuring architecture may be about.
Night Vision: Halflings reduce all penalties from darkness or lack of sufficient light, by 2
Chaos Resistant: Any spell or chaos-like effects suffer -2 to their draws, when effecting halflings. However, it is for this reason that halflings may never learn to use magic
Wound Threshold: 8 + Toughness rating
Corruption Threshold: 12 + Toughness rating

Ogres

Ogres are big, ugly, brutish monsters that excel at two things: eating and fighting. An ogre is easily recognised by his massive frame and boulder-gut, but any that come across one would do well to stay out of its path, for an ogre will, more often than not, , club to death and messily devour any living thing it can catch. The Ogres come from a number of kingdoms scattered throughout the Mountains of Mourn and beyond, far to the east of the Old World. They travel the world fighting as rnercenaries and picking on those weaker than themselves, which, to be frank, is nearly everybody. To the dismay of the civilised races, the ogre populations in the mountains have grown so large that they have begun to foray into the outside world, no longer in groups of two or three, but in their hundreds.

A single Ogre is more than a match for half a dozen normal men. A full-grown ogre bull stands over ten feet tall and is almost half as wide at the gut. The gut of the common ogre is of utmost importance to its owner, socially, spiritually and physically. An ogre with a large gut is seen as wealthy and strong,for he has obviously eaten well to ensure such impressive girth. The ogre religion revolves around eating, and the gluttonous Butchers believe that they can commune with their primitive god through this simple act. Perhaps this is due to the fact that the ogre's vital organs are situated far lower than a man's. These organs are protected by a thick interlocking skin of musculature, and can grind and crack with terrific force, allowing the ogre to digest almost anything he cares to toss into his cavernous maw. But the common ogre leaves nothing to chance when it comes to his beloved abdomen, and protects his innards further with a large circular "gut plate". This is usually made of metal , beaten into shape or even cast in a mould, and will commonly depict an icon important to the owner's parent tribe. The gut- plate is secured around the ogre's waist by a heavy belt often used to store the ogre's eating tools.

STEP 2: CHARACTERISTICS

Six characteristics help define characters and creatures in Warhammer Fantasy Roleplay. The three characteristics that define the physical make-up of a character are Strength, Toughness, and Agility. The three characteristics that define the mental make-up of a character are Intelligence, Willpower, and Fellowship.
Strength: Defines a character’s brawn and physical strength. Strength is used to determine the outcome of a number of physical skills and tasks, such as climbing, breaking down a door, or hitting hard enough with a melee weapon to inflict damage.
Toughness: Defines a character’s endurance, constitution, and vigour. Toughness is used to shake off damage, recover from injuries, and resist the effects of toxins or the ravages of disease.
Agility: Defines a character’s dexterity, coordination, and gross motor control. Agility is used for a variety of physical skills and tasks, such as balance, stealth, picking locks, and the ability to wield ranged weapons with accuracy.
Intelligence: Defines a character’s general intellect, reasoning, and powers of deduction. Intelligence is used for a variety of academic and knowledge-based skills, and is important for arcane spellcasting.
Willpower: Defines a character’s nerve, discipline, and force of will. Willpower is used to resist effects such as fear, remain disciplined under trying conditions, and is important to controlling the Winds of Magic or generating favour with a deity.
Fellowship: Defines a character’s general charisma and ability to apply their personality. Fellowship is used for a variety of social skills and actions, such as charm and guile, as well as to beseech the gods when invoking divine blessings.

Characteristic Rating Description
1 Deficient
2 Poor
3 Average
4 Good
5 Excellent Character Generation Maximum
6 Superb
7 or more Superhuman

These six characteristics are represented by a single number, called the characteristic’s rating. The rating indicates the number added to draws. Characteristic ratings can range from one (extremely low) to 8 or higher. A characteristic rating of three is an average rating for a human.The characteristic rating is also used to reflect the magnitude and impact of the characteristic outside of its use in tasks. For example, a character’s Toughness rating indicates how many wounds a character can withstand, while a wizard’s Willpower rating governs how much arcane power he can safely manage while channelling the Winds of Magic.
Unless a special rule or ability states otherwise, when a player makes a draw for an action, he adds a characteristic rating. To this he may

A characters race determines the characters starting Characteristics:

Characteristic Dwarf High Elf Wood Elf Gnome Halfling Human Ogre
Strength 3 2 2 2 1 2 4
Toughness 3 2 2 3 2 2 4
Agility 2 3 3 2 3 2 1
Intelligence 2 3 2 2 2 2 1
Willpower 2 2 3 3 3 2 2
Fellowship 2 2 3 3 3 2 1
Creation Points 20 20 20 20 20 25 15

Each career also determines a characters Primary Characteristic. A Player initially gains +1 in each of these Characteristics.

STEP 3: INVEST CREATION POINTS

Players now have a pool of points to build their character. They receive a number of Creation points, based on their race. A Character may spend their Creation Points on the following:

Characteristics: To increase a Characteristic by 1, costs a number of Creation points equal to the new Characteristic rating. No Characteristic may be increased to more than 5, during character generation.

Additionally, a player may invest 0-3 points in each of the following categories:

Creation Points Wealth Skills Actions Talents
0 Broke 1 1 0
1 Poor 2 2 1
2 Comfortable 3, +1 specialisation 3 2
3 Affluent 4,+2 specialisations 4 3

SKILLS & EXPERTISE

Skills represent a wide variety of ways that characteristics can be applied to specific tasks and functions. There are two main categories of skills in Warhammer Fantasy Roleplay – basic skills and advanced skills.
Basic skills are available to every character, and are listed on the character sheet for convenience. Basic skills represent the wide range of activities and focused characteristic use that anyone can attempt even without special training. Characters with training in a basic skill will tend to perform better than someone without training, but the skills can still be attempted untrained.
Advanced skills, on the other hand, are only available to people who have the proper discipline and training. Advanced skills represent very specific application of a characteristic, and cannot be attempted untrained. When a character acquires an advanced skill, it should be written in the space provided on the character sheet. It is important to note that acquiring an advanced skill does not mean it is automatically trained – it simply means that the character now has access to the skill and can attempt draws based on that skill, as if it were a basic skill. Once acquired, an advanced skill can still be trained like a basic skill, allowing the character to add 1 to characteristic draws when the advanced skill is relevant for each level of training. When a skill is trained, a check mark is made next to the skill on the character sheet. For each training box checked off, the character adds one to characteristic draws when that skill is relevant. A character can train a skill once per career. When a character moves into a new career, he can spend experience points to gain further training in a skill.

Specialisation
Basic and advanced skills can both benefit from dedication and focus. This is represented by skill specialisation. A specialisation is further knowledge and training in a specific aspect of the broader skill. Sample specialisations are listed with each of the skills. With Host approval, players may wish to come up with additional specialisations for their characters if they want to pursue special training. Earning a specialisation is one of the benefits of completing a career. When a character has successfully completed a career, his dedication is rewarded by allowing him to gain specialisation with that career’s key skills. The GM may also grant skill specialisations as a special award for completing campaigns or fulfilling story goals. specialisations should be tracked on the character sheet by writing the appropriate specialisation in the provided space. Specialisation allows a character to add an additional 1 to draws when that specialisation is relevant.

MASTER SKILL LIST

Animal Handling (Fel) Advanced skill. Covers the ability to handle and care for domesticated animals, as well as get them to respond to training and commands. Animal handling can also be used to try and calm an aggressive animal, or get a sense of an animal’s disposition.

Specialisation options: Command, train, sense disposition, calm animal

Athletics (St) Basic skill. Covers general physical prowess and applying strength and conditioning to a task. This skill is used when trying to perform tasks relying on physical conditioning and athleticism, such as climbing, swimming, or jumping. It reflects a combination of fitness and the training to apply strength in a precise manner.

Specialisation options: Climbing, swimming, jumping, rowing, running, lifting

Ballistic Skill (Ag) Basic skill. Covers the basic use, care and maintenance of ranged weapons. This includes thrown weapons like balanced knives and javelins, as well as bows, crossbows, and slings. Also covers the basics of blackpowder weapon care and operation. It is a combination of hand-eye coordination, accuracy, and training with ranged items.

Specialisation options: Bow, crossbow, thrown weapons, blackpowder weapons

Channelling (WP) Advanced skill. Reflects a character’s ability to successfully harness the Winds of Magic to glean power to fuel arcane spells. The arcane equivalent of the divine skill Piety.

Specialisation options: Below capacity, overchannelling, conservative, reckless, by college order

Charm (Fel) Basic skill. Charisma and interaction on a friendly level. Charm can be used to manipulate others, create a favourable impression or interact good-naturedly with others. Charm can also be used to change the minds of individuals and small groups, to cajole, flatter, and gossip to glean information. Charm also includes seduction. Checks that involve convincing someone to do something unusual or against his nature are generally opposed by the target’s Discipline.

Specialisation options: Etiquette, gossip, diplomacy, haggling, seduction

Coordination (Ag) Basic skill. Applying one’s manual dexterity and fine motor skills to specific tasks. Use this skill to perform feats of acrobatics, balance along narrow surfaces, or slip from bonds. It also reflects delicacy and precision while manipulating objects.

Specialisation options: Dodge, balance, acrobatics, juggling, dance, knots & ropework

Discipline (WP) Basic skill. This skill is used to resist the startling effects of surprising events, show resolve in the face of danger, and maintain composure when confronted by supernatural or terrifying situations. Discipline is also the ability to maintain one’s state of mind and resist the rigours of stress or attempts to manipulate one’s thoughts or feelings.

Specialisation options: Resist charm, resist guile, resist intimidation, resist fear, resist terror, resist torture

Education (Int) Advanced skill. This skill is a broad category covering a variety of knowledges and disciplines. Training in education confers basic literacy. This skill is used to recall facts about specific topics, rely on book-learned knowledge, or show appreciation and understanding of various schools of thought or philosophies.

Specialisation options: History, geography, reason, language skills, philosophy

First Aid (Int) Basic skill. Covers the basics in rendering care, tending to injury, splinting, and helping someone survive until better care is available, as well as evaluating the severity of wounds or trying to identify infections or sources of injuries. The more seriously injured the target is, the more challenging it is to treat them.

Specialisation options: combat surgery, long term care, tending critical wounds, tending normal wounds

Folklore (Int) Basic skill. General knowledge and information, common sense, and an understanding of the way the Empire and its society operate, and related topics. Folklore relies on experience savvy, and second-hand knowledge moreso than refined education or information gleaned from books. It also encompasses knowledge of regional customs, colourful local myths and superstitions and the opinions of the common man.

Specialisation options: creature lore, Reikland lore, geography, superstitions, local customs

Guile (Fel) Basic skill. Sneaky, cunning, and surreptitious social interaction. Use this skill to deceive, lie, confuse, or sow seeds of doubt. Also covers using non-verbal innuendo and cues. Guile checks that involve duping, misleading, or fooling someone are generally opposed by the target’s Intuition. Guile checks aimed at rattling, deceiving, or distracting someone are generally opposed
by the target’s Discipline.

Specialisation options: Deception, blather, con games, innuendo, appear innocent

Intimidate (Str) Basic skill. A character’s ability to cow, unnerve, or bully someone. Also covers the ability to convey a sense of dominance or superiority over others. Often carries the implied or over threat of physical violence. Can escalate a tense situation into hostility, or possibly cause a threat to back down if properly cowed.

Specialisation options: Violence, combat, interrogation, politics

Intuition (Int) Basic skill. The ability to trust instincts about people, places, and things. The gut feeling that lets a character know if someone is lying, or if there’s a subtle threat implied in someone’s tone or posture. Also covers the ability to make reasonably accurate estimations and evaluate an item’s worth or purpose. Can be used to size up and opponent and get a general sense of their abilities or intentions, in which case it is opposed by the target’s Discipline.

Specialisation options: Detect lies, estimate sums, evaluation, gauge opponent

Invocation (Fel) Advanced skill. Invocation is an important aspect to performing divine miracles; characters use Invocation to intercede with patron gods to perform works on their behalf. The divine equivalent of the arcane skill spellcraft.

Specialisation options: Each deity has its own specialisation, traditions, rituals, tenets

Leadership (Fel) Basic skill. A character’s ability to lead, motivate, direct, and manage the actions of others. Whether done by chastisement, ridicule, or camaraderie, leadership can help coordinate efforts among groups of people. If the leadership attempt would require a person to do something strongly against their nature, or is under especially dire circumstances, it may be opposed by the target’s Discipline.

Specialisation options: Military leadership, politician, logistics, spiritual leader

Magical Sight (Int) Advanced skill. Magical sight is a skill possessed by nearly all wizards and very few other people. It allows characters to observe the winds of magic by a focused act of will.

Specialisation options: Observe specific wind, identify spell, locate aura, dark magic, gauge strength

Medicine (Int) Advanced skill. The knowledge of the mortal body and how to care for it when seriously injured. This skill takes healing and treatment beyond the scope of First Aid, and can produce more dramatic results. Also covers rudiments of surgery, amputations, cauterisation, treating poisons and disease, suturing and long-term medical care.

Specialisation options: critical wounds, poison, disease, long term care, surgery

Nature Lore (Int) Basic skill. Wilderness savvy and the ability to withstand the rigours of nature and interpret its subtle clues. This skill also covers subsisting in the wild. It includes such activities as fishing, locating potable water, finding edible food, or identifying animal tracks. This skill also covers familiarity with plants, animals, weather patterns, and life outside the civilised areas.

Specialisation options: Locate shelter, locate food, locate water, identify animal, identify plant

Observation (Int) Basic skill. Using your senses to perceive your surroundings. Use this skill to notice small details that others might miss and to pick up on subtle clues. It can also be used to spot traps, pitfalls, and other physical dangers. Observation opposes other characters’ attempts at Stealth, or to otherwise avoid detection.

Specialisation options: Eavesdropping, tracking, keen vision, minute details

Piety (WP) Advanced skill. A blend of knowledge and intuition on what will be pleasing and appropriate to the gods. Also reflects a character’s ability to successfully curry favour with his chosen god, generating the favour needed to fuel divine blessings. The divine equivalent of the arcane skill channelling.

Specialisation options: Below capacity, conservative, reckless, urgent need

Resilience (To) Basic skill. A character’s fitness, vigour, and ability to bounce back from strain and damage. Also covers use of a shield to bear the brunt of an attack and absorb the punishment. Resilience is often used to recover from wounds or fatigue over time, such as after bed rest.

Specialisation options: Block, recover fatigue, resist disease, resist poison, resist starvation

Ride (Ag) Basic skill. Defines a character’s ability to ride or care for a horse or other common mount, as well as drive and manage a wagon or carriage, and provide maintenance and care for the equipment associated with horses, mules and other riding or team animals. This skill also covers the ability to manage such animals and keep them calm under duress or spur them to greater action.

Specialisation options: Horsemanship, trick riding, wagons, mounted combat, long distance travel

Sail (Int) Advanced Skill. Enables a character to operate all sailing vessels, be they warships, sailing barges or merchant galleys. Under normal circumstances, the Host should not require Sail draws - only when there is severe risk, such as during bad weather, or combat. This skill also imparts knowledge of nautical terminology, recognition of ships and signalling, and navigation at sea or along rivers.

Specialisation options: sailing ships, river barges, navigation, superstitions, combat manoevres

Skulduggery (Ag) Basic skill. Covers thieving and a variety of illicit, underhanded skills. Use this skill to subtly pry open a door, pick a lock, set or disable a trap, pick someone’s target, or perform some comparable act of thievery or burglary. Depending on the application, Skullduggery checks may be opposed by a target’s Observation or Intuition.

Specialisation options: Pick pockets, pick locks, set traps, disable traps, palm objects

Spellcraft (Int) Advanced skill. Covers knowledge and understanding of basic magical principles and history, as well as the fundamental concepts of the Winds of Magic. Also used to take arcane power and convert it into a spell effect, thus Spellcraft is used for the casting portion of arcane magic. The arcane equivalent of the divine skill Invocation.

Specialisation options: History of Magic, Colleges of Magic, Rank 1 spells, Rank 2 spells, Rank 3 spells, Rank 4 spells, Rank 5 spells

Stealth (Ag) Basic skill. The ability to keep from being seen or heard, this skill combines hiding with being quiet. Use this skill to move quietly or remain silent and unobserved. Oftentimes, Stealth is opposed by an opponent’s Observation skill. When trying to remain silent and hidden, performing manoeuvres costs 1 stress in addition to any other costs.

Specialisation options: Silent movement: rural, silent movement: wilderness, hide, ambush

Tradecraft (Varies) Advanced skill. Tradecraft is a collection of skills related to professional dedication and learning of an applied trade. General training covers evaluation and understanding of the basics of trade as a business and component of Empire life.

Specialisation introduces focus on one particular type of trade or livelihood. The characteristic used depends on the demands of the trade, as determined by the GM.

Specialisation options: Smithing, carpentry, jewellery making, brewing, engineering, performance

Weapon Skill (St) Basic skill. Covers the basic use, care and maintenance of a variety of melee weapons. Weapon skill is a broad category and governs fighting unarmed to using small weapons like knives or clubs to larger weapons like two-handed swords, great axes or halberds. The ability to parry with an equipped melee weapon is also based on a character’s Weapon Skill.

Specialisation options: Hand weapons, great weapons, polearms, parry with hand weapon, parry with great weapon

TALENTS

Talents represent knacks and special bonuses a character possess. Each Talent is divided into different categories:

FOCUS

Adaptable: When in a Reckless stance and making an Intelligence-based draw, you may ignore ♠ results.

Aethyric Attunement: You may add 1 to all Channelling, Piety,Observation, Folklore, Education or Intuition draws, when magic is involved.

Aethyric Conduit: When you gain power cards, you may gain an additional power card.

Air of Authority: You may base Intimidate draws on Intelligence, rather than Strength.

Clever: If you are using a King card to redraw an Intelligence-based attempt, choose the higher of both cards.

Contemplative: You may increase your Conservative rating by 1.

Creative Thinking: Once per encounter, you may use a "Once per encounter" talent an additional time.

Deductive Reasoning: When making an intelligence test, if you gain at least 3 degrees of success, the card is treated as a ♥, regardless of the suit drawn.

Determined: If you are using a King card to redraw an Willpower-based attempt, choose the higher of both cards.

Devious: When in a Conservative stance and making a Fellowship-based draw, you may ignore ♠ results.

Fervent Belief: Once per encounter, you may redraw a failed Leadership or Piety attempt.

Foresight: When making an Initiative draw, if you draw a ♥, add 1 to your result.

Instinctive: Once per encounter, you may redraw a failed Intuition attempt.

I seem to Recall… Once per encounter, you may add 2 to an Intelligence-based draw.

I`ve Seen Worse… Once per encounter, you may add 2 to a Willpower-based draw.

Jack of All Trades: You may suffer 1 stress to add +1 to any skill draw.

Keen Senses: Once per encounter, you may redraw a failed Observation attempt.

Quick Wits: Once per encounter, you may add 2 to your Initiative, for a single round.

Resolute: Once per encounter, you may recover 2 stress.

Righteous Servant: When you gain favour cards, you may gain an additional favour card.

Serene: When ever you succeed at a Willpower to recover stress, you may recover an additional point of stress.

Skeptical: You may add 2 to all Discipline draws, when resisting guile attempts.

Shadow Stalker: Once per encounter, you may redraw a failed Stealth attempt.

Skygazer: Your may add 1 to all Intelligence draws, so long as you are under the open sky.

Smarter Than He Looks: Once per encounter, you may suffer 1 stress to redraw a failed Intelligence attempt.

Unshakable: You may add 2 to Discipline draws, when resist Intimidate attempts.

Well-Read: Once per encounter, you may redraw a failed Folklore or Education attempt.

REPUTATION

Ambitious: You may spend a fortune point to gain an addition degree of success, if you succeed at the task.

Ascentic Upbringing: Once per encounter, you may redraw a failed Resilience or Discipline attempt.

Better Lucky Than Good: When you spend a fortune point to add 1 to a basic skill you have no training in, you may add 2 to the result, instead of 1.

Charismatic: If you are using a King card to redraw a Fellowship-based attempt, choose the higher of both cards.

Confident: Once per encounter, you may ignore the effects of a ♠, when making an Intelligence, Willpower or Fellowship draw.

Connected: Once per encounter, you may add 2 to a Social action.

Favoured By Fortune: You gain 4 Fortune points each session, rather than 3.

Fearless: Once per encounter, you may redraw a failed Discipline draw when resisting a Fear or Terror rating

Foolhardy: You may increase your Reckless stance rating by 1.

Foul-Mouthed: When making a Social action, if you draw a ♥, your target must move 1 step towards a more Reckless stance.

Great Sense of Humour:Once per encounter, you may redraw a failed Charm attempt.

I Know a Guy…Once per encounter, you may add 2 to a Fellowship-based draw.

Icy Stare: When making a Social action, if you draw a ♥, your target must make an Average (9) Discipline draw or gain the Rattled condition for 2 rounds.

Magic Empathy: You may add 1 to all Fellowship draws or Social actions, targeting a Wizard

More Money Than Sense: When performing a Social Action or a Skill draw using Fellowship, you may show a conspicuous show of wealth by spending at least 1 gold coin, during the resolution of the task. If you do, you may add 1 to the draw for each 10 gold coins spent.

Notorious: Once per encounter, you may redraw a failed Guile attempt.

Outgoing: Once per encounter, you may recharge a Social action

Pious: You may add 1 to all Fellowship draws or Social actions, targeting a Priest

Power of Faith: Once per encounter, you may use Willpower, rather than Intelligence, for a skill draw. If you draw a ♠, subtract 1 from your result.

Protective: Add 1 to skill draws if a member of your party within medium range is critically wounded.

Resourceful: Once per encounter, you may add 2 to an Intelligence-based draw.

Shady: Once per encounter, you may redraw a failed Skullduggery attempt.

Silver Tongue: When making a Fellowship test, if you gain at least 3 degrees of success, the card is treated as a ♥, regardless of the suit drawn.

Social Butterfly: Recover 1 stress whenever you succeed at a Charm or Guile attempt of at least Easy (7) difficulty.

Stiff Upper Lip: When you receive a condition for a limited number of rounds, you may spend a fortune point to reduce the duration by 2 rounds.

Strong Willed: Once per encounter, you may recover 1 fatigue and 1 stress.

University Education: When making an Education or Folklore draw, if you draw a ♥, you may add 1 to your total.

Voice of Reason: Once per encounter, you may use Intelligence, rather than Fellowship, for a skill draw. If you draw a ♠, subtract 1 from your result.

Weatherbeaten: When you suffer fatigue, stress or wounds due to inclement weather or environmental effects, reduce the fatigue, stress or Wounds by 1, to a minimum of 1. You also reduce weather effect penalties by 1.

Well-Traveled: You gain +1 to Charm, Education and Folklore, pertaining to exotic people and places. Once per encounter, you may ignore a penalty on a social action, based on cultural differences.

SPECIALITY:FAITH

Manann, God of the Seas: Gain +1 to all Invocation and Piety draws, while within long range of a natural body of water.
Starting Stance: Conservative 2, Reckless 2

Morr, God of Dreams & Death: Once per turn, you may perform Morr`s Last Rites over a dead or dying person within close range to gain 1 favour card. Performing this rite is a prepare manoeuvre.
Starting Stance: Conservative 2, Reckless 2

Myrmidia, Goddess of Warfare: Gain 1 favour card each time you draw a Queen when makign a Melee Attack.
Starting Stance: Conservative 3, Reckless 1

Ranald, God of Luck & Trickery: You start each session with one additional fortune point. When you spend one or more fortune points on a skill draw and if it succeeds, you gain 1 favour card.
Starting Stance: Conservative 1, Reckless 3

Shallya, Goddess of Healing & Mercy: Each time an ally within close range (other than you) is critically wounded, gain 1 favour card.
Starting Stance: Conservative 3, Reckless 1

Sigmar, God of the Empire: Each time you inflict 1 or more critical wounds, gain 1 favour card.
Starting Stance: Conservative 1, Reckless 3

Taal, God of Nature & Wild Places: Gain +1 to Invocation and Piety draws while in a forest or wilderness.
Starting Stance: Conservative 2, Reckless 2

Ulric, God of Battle, Wolves & Winter: Gain 1 favour card each time you suffer a critical wound.
Starting Stance: Conservative 1, Reckless 3

Verena, Goddess of Learning & Justice: Once per encounter, you may use a "Once per encounter" Focus talent an additional time. You may also add 1 to all Education draws.
Starting Stance: Conservative 3, Reckless 1

SPECIALITY:ORDER

Aqshy, Lord of Fire, Bright Order: When you perform a Bright Order Spell action that deals damage, for each 1 additional power card you spend, you may increase the damage caused by that spell action by 1.
Starting Stance: Conservative 1, Reckless 3

Azyr, Lore of the Heavens, Celestial Order: When you perform a Celestial Order Spell action, you may spend 1 additional power card to add 1 to your draw to cast the spell.
Starting Stance: Conservative 3, Reckless 1

Chamon, Lore of Metal, Gold Order: When casting a Gold Order spell, you may spend 1 additional power card to add 1 to your Conservative Stance rating.
Starting Stance: Conservative 3, Reckless 1

Dark magic: You can learn and cast Dark Magic and Chaos spells. When channelling power or casting spells, add 2 to your draw. However, when casting a spell, if you draw an Ace, it also results in a Miscast.

Ghur, the Lore of Beasts, Amber Order: While you are in a Beastform, you may spend 1 power card to gain an additional manoeuvre on your turn, You may only gain 1 extra manoeuvre each turn.
Starting Stance: Conservative 1, Reckless 3

Ghyran, the Lore of Life, Jade Order: When casting a Jade Order spell whose season traits matches the current season, add 1 to the draw total. When casting a Jade Order spell whose season trait is the opposite of the current season, subtract 1 from the draw total.
Starting Stance: Conservative 3, Reckless 1

Hysh, The Lore of Light, Light Order: After casting a Light Order spell, you may spend 1 power card to increase the duration of one of your spells, or increase the duration of a condition generated by that spell, by 1.
Starting Stance: Conservative 3, Reckless 1

Shyish, Lore of Death, Amethyst Order: If a living creature dies on your turn after casting an Amethyst Order spell, you may immediately spend 1 additional power card to increase the duration of any of your spells by one.
Starting Stance: Conservative 2, Reckless 2

Ulgu, Lore of Shadows, Grey Order: When you perform a Grey Order Spell action, you may spend 1 power card to increase the duration of one of your spells by 1.
Starting Stance: Conservative 2, Reckless 2

TACTICS

Catlike Reflexes: Once per encounter, you may add 2 to an Agility draw. If your Agility draw fails, suffer 1 fatigue.

Cavalry Specialist: All attacks while mounted, are made at +1. All Active Defence while riding provide an additional point of Defence.

ACTIONS

Actions represent special actions a character may perform each round, in addition to their basic actions. Each Action is defined in the following way:

Draw: This represents the Characteristic and skill training that may be added when attempting the action.
Requirements: This indicates any special requirements that must be met to be able to use the action.
Recharge: After using an action, make a draw. If the draw is equal to or greater than the Recharge rating, the action can be used again this encounter.
Difficulty: This is the required Challenge Level for the action draw to succeed.
Special: This indicates any special circumstances that may effect the difficulty or effect of the action.
Effect: This indicates the effect of a successful draw attempt, and any bonus effects from degrees of success, Jacks, Queens, Boons or Banes. A characters stance may also alter the effects of an action.

Actions are categorized into several types.

MELEE ACTIONS

MELEE STRIKE
Draw: Weapon Skill (St)
Requirements: Melee weapon equipped, engaged with target
Recharge: 0
Difficulty: 7 + targets Defence
Effect: You hit for normal damage. If your gain 5 or more degrees of success, or a Queen, inflict +2 damage.
♠ Your target may disengage from you for free
♥ Perform a manoeuvre for free

ACROBATIC STRIKE
Draw: Coordination (Ag)
Requirements: Engaged with target, Unarmed or weilding a dagger, hand weapon, or fencing weapon.
Recharge: 4
Difficulty: 9 + targets Defence
Effect: You hit for normal damage and may use Agility, rather than Strength, to determine damage. If you draw a Queen, you inflict a Critical Wound.
♠ Suffer 1 fatigue
♥ You may disarm your target, and if you have a free hand, you may take the weapon (Conservative stance only)
♥ If your target is suffering from any Critical Wounds, you may increase the damage by the Severity of their highest wound (Reckless stance only)

AAAH-GET HIM OFF!
Draw: Animal Handling (Fel)
Requirements: target within medium range, pet engaged with target
Recharge: 3
Difficulty: 9 + targets Defence
Effect: Your pet hits the target for Fel+3 damage. In a Conservative Stance, if you gain 3 or more degrees of success or a Queen, for 3 rounds the target must suffer 1 fatigue each time they perform a manoeuvre, if the pet is engaged with the target. If the target attempts to disengage, the pet may move freely to remain engaged. In a Reckless stance, if you gain 5 or more degrees of success or a Queen, you may ignore the target`s armour soak for this attack.
♠ Your pet loses 1 Obedience
♥ You inflict a critical wound

BACKSTAB
Draw: Stealth (Ag)
Requirements: One handed weapon equipped, engaged with target
Recharge: 4
Difficulty: 9 + targets Observation (Int)
Special: Reduce the difficulty by 1 for each ally engaged with the target. No more than 2 points may be reduced in this way.
Effect: In a Conservative Stance, you hit for normal damage. If you gain 3 or more degrees of success or a Queen, you gain +1 damage for each of your allies engaged (up to your Agility bonus). In a Reckless stance, you hit for +1 damage. If you gain 3 or more degrees of success or a Queen, you may ignore the target`s armour soak for this attack.
♠ Suffer 1 fatigue (Conservative stance only
♠ -2 damage (Reckless stance only)
♥ You may perform a free manoeuvre after completing this action (Conservative stance only)
♥ +2 damage (Reckless stance only)

BEAT BACK
Draw: Weapon Skill (St)
Requirements: Melee weapon equipped, engaged with target
Recharge: 4
Difficulty: 7 + target`s Defence
Special: If you have any training in Resilience, add 1 to your draw.
Effect: You hit for normal damage. If you draw a Queen, the target gains the Sluggish condition for 3 rounds.
♠ Suffer -1 Initiative on your next turn
♥ Add 1 to your Initiative on your next turn

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