To succeed at a task, the player must draw a card and add 1 for each Trait that applies. The player should pitch to the Host how each trait used is relevant to the attempt being made - if the Host agrees, the player may add 1 for that trait. The Host then modifies the attempt by the task difficulty, and subtracting 1 for each negative factor, and adding 1 for each positive factor.
If the result is greater than 5, the test succeeds.
If the test is made against an opponents skill or expertise, the player subtracts a targets Aggression, Cunning or Expertise, depending on the situation.
For example, Grundik the Dwarf is about to enter an armwrestling competition with an Ogre. Grundik has the traits Dwarf and Brawny, so may add 2 to the draw result. The Host rules that the Ogre uses his Aggression rating of 4, so Gundiks player subtarcts 2 from the draw. He gets a 9, for a draw total of 7 - he barely manages to pull the Ogres wrist 1 inch towards his size, but he is winning!
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
- Gain an Insanity point, a Wound, or receive a critical Wound
- 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
- Remove 1 Wound or Insanity Point
- 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
In combat, drawing a Queen is worth 10 points and the character may redraw and add another card to this result. Further Jacks are counted as zero. With enough luck, this would allow a character to kill a dragon with a single shot!
If a King is drawn, keep the King in your hand, and redraw for the skill attempt. King cards cards may be used to redraw a card.
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.
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.
Dwarf Trait Effects: hardiness, sturdiness, fighting greenskins, or those that have wronged you, smithing, mining, stubborness
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.
High Elf Trait Effects: intelligence, agility, composed, erudite, observant, artistic, intuition, empathic, discipline
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.
Wood Elf Trait effects: Agility, observing or moving through woodland, willpower, nature lore, stealth, archery
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.
Gnome Trait Effects: Sneaky, sarcastic, illusion magic, nimble, distrusting, skilled, mechanisms, stubborness, smithing, stoneworking, fishing
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.
Halfling Trait Effects: Hidebound, rustic, slings, throwing, childlike innocence, agility, stealth,
Ogres are big, ugly, brutish monsters that excel at two things: eating and fighting. An ogre is easily recognized 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.
Ogre Trait effects: Strength, Toughness, belly charging, eating, intimidation, brawling
Wounds: 15 (Natural Soak 1)
Step 2: CREATION POINTS
Each character gains 30 Creation points. You may spend creation points in the following way:
Characters posses a number of Traits, which define the character. Traits can represent the characters attributes, skills, race, profession, and personality. Traits can be incredibly precise, or very general, and are categorized as follows:
Specialism Traits (1 Creation Point each)
These traits are extremely narrow focus, and related to specialised skills and abilities. Examples include bear hunting, speaking Breton, and sword fighting
Skill Traits (2 Creation Points each)
These traits represent broad skills and talents, such as weapon skill, accuracy, coordination or athletics
Characteristic Traits (5 Creation Points each)
These traits encompass many smaller skills and abilities, and are extremely broad in nature. They represent the general physical, mental, or personalty traits of a character. Examples include intelligent, brawny and nimble.
Racial/Career Traits (10 Creation Points each)
These traits cover a very broad range of abilities and characteristics. Examples include Outlaw, High Elf or Tomb Robber. Due to the broad nature of these traits, both the player and Host should decide what each of these traits effects - up to half a dozen skills and situations would be about right.
Each character begins with a Career Trait. If playing a non-human race, they must also purchase a Racial Talent, for 10 Creation points. Obviously, a character may only ever have a single racial Talent.
A character has three Thresholds, which represents how much physical or psychological stress, or chaos energy they can deal with before suffering serious harm:
Each time a character takes physical damage, such as from a fall, or a sword blow, they take one or more Wounds, representing minor cuts or aches and pains. Once a character has taken more Wounds than their Wound Threshold, they are extremely vulnerable and start to receive serious wounds.
Each time a character suffers psychological damage, such as being terrified or miscasting a spell, they suffer one or more points of Stress. Once a character has more Stress than their Threshold, they are very vulnerable to psychological stress, and will start to gain insanities.
Each Time a character is in contact with chaos energy, such as handling a chunk of Warpstone, or travelling across the Chaos Wastes, they will receive one or more points of Corruption. Once a character has more Corruption than their Threshold, they will start to manifest chaotic mutations.
A player has starting values for each Threshold based on their race. You may spend 3 Creation points to improve any Threshold by 1. No Threshold may be increased by more than double the races starting values however.
Characters have a Wealth rating, which determines how much spare cash they have available, in the form of gold crowns, shillings or pence. All characters start with a Wealth rating of 0, but may increase this by 1 for each Creation Point they spend at Character Creation.
Wealth is abstract in this system - players do not need to keep track of every single penny. When making a purchase, a character must compare the items cost (a value of 0 or more), to their Wealth rating. If the item is less than their Wealth rating, the character may purchase the item freely - they have plenty of money to cover the expense. If the item is equal to the character s Wealth, the item may be purchased, but is counted as an expensive item. A character may purchase one expensive item each Week. If they buy a second expensive item in a week, their Wealth rating is reduced by 1 permanently. If a character purchases an item with a cost of 1 greater than their Wealth trait, they must immediately reduce their Wealth by 1. A character cannot reduce their Wealth to below zero in this way.
A character may be given a temporary reward in the form of a bag of gold or jewellry. This will have a Wealth rating of its own, based on the hoards worth. You may essentially use the hoards Wealth rating to buy any item, reducing its cost from the hoards wealth rating.
For example, Gustaf the thief has Wealth 2. He wants to purchase a rowing boat for his next venture, with a cost of 3. Normally, this kind of investment would reduce his Wealth rating down to 1, as Gustav pools all of his resources. Fortunately later that night, Gustaf "Stumbles" upon a bag of stolen goods, worth 3 Wealth. He decides to use his funds to purchase the boat.
Costs of Items
|0||A few pennies - a tankard of ale, a loaf of bread|
|1||A few Shillings - a backpack, a dagger, leather armour|
|2||Dozens of Shillings - a sword, a set of lockpicking tools, a fine tunic, set of chainmail armour|
|3||A few Crowns - a mule, a set of scale armour|
|4||Dozens of Crowns - a pony, a set of plate armour|
|5||Hundreds of Crowns - a warhorse, a small town house, a river barge|
|6||Thousands of Crowns - a galleon, a large town house, an army|
Before casting a spell, a spellcaster must gather magical energy to perform the effect, known as Power. The Winds of magic constantly shift in strength, and a wizard learns to harness this energy to fuel their spells. Each Order of magic is dedicated to a specific aspect of the winds of magic, and the strength is dependent on how attuned the environment is to the type of magic. For example, Amber magic is associated with beasts, and so the Winds of Ghur are strongest in the wild, or when animals are close by. In a town or city, such winds would be weaker. With Grey Magic, associated with Shadows and Illusion, the wind of Ulgu would be very strong surrounding a dark street near a thieves guild, while extremely weak in a bright lit hall of a Temple of Verena, Goddess of truth and justice.
The host must determine the Power of the Winds of Magic of the type of magic being attempted by the caster, from 0 (for an area devoid of magic) up to 5 - practically a gale of magical energy - typically 2 would be considered an average level of Power. By spending an action drawing upon this magical energy, the player draws 1 Power card, setting them face down, up to the amount of power available - these are known as Power cards. You may hold on to Power cards each round equal to the number of Wizard careers you possess. The following Careers are available, and must be taken in the following order:
Apprentice Wizard, Acolyte, Wizard, Master Wizard and Wizard Lord.
Therefore a Wizard could safely hold 3 Power cards. You may hold onto more than this amount, but gain 1 Insanity point for each excess power card. If you exceed your Insanity Threshold, in addition to gaining an Insanity, you must immediately vent all power cards, gaining 1 Wound for each 2 Power cards lost, or part thereof.
Once a spellcaster has gathered the required amount of Power, they may attempt to cast a spell. The player describes the effect they want, and the Host determines how many Power cards are required:
0 Power: the spell is a mere cantrip, and requires little effort from the caster. Such effects include changing the colour of your eyes, making a coin disappear or causing a small flame to appear.
1 Power: the spell is an example of petty magic, common to all apprentice wizards. Such effects could include creating a magic dart inflicting 1 Wound, causing a foe to trip, providing protection from the rain or a minor counterspell, weakening a foe (-1 to all draws) or other similar, useful, but not powerful effects
2 Power: the spell has a significant effect on targets or the environment, and represent the basic spells of each order. Possible effects include creating a fireball inflicting 2 Wounds, speaking with a beast, creating a simple illusion, levitation, or producing a blinding flash
3 Power: the spell has a major effect on the environment or a target. Possible effects including flight, turning into a beast, invisibility, raising the dead, a lightning bolt inflicting 3 Wounds, or weaker spell affecting more targets.
4 Power: the spell is akin to battle magic spells, impacting heavily on the environment. Possible results include fire reigning down from the sky, blasting the target for 4 Wounds, summoning a wraith, teleportation of other major effects.
5 Power: this effect is reserved for the most powerful magic spells, and requires a gale of magical energy, a strong wizard who can withstand the strain, and someone who can control such chaotic energy. Possible effects result include killing a target instantly, summoning a daemon, or laying seige to a castle.
In order to control this amount of energy, and cast the spell accurately, make a draw, adding spellcasting type Traits (include Wizard type Career traits), and subtracting the Power needed to cast the spell. If the caster fails to cast the spell, the Power cards are not lost.
If you draw a Jack when attempt to cast a spell, you have miscast the spell. The spell fails and the caster loses all Power cards held. Draw a card to determine the effects of the miscast. The Suit determines the type of effect:
The target suffers physical pain in some way. This may result in taking a wound, being stunned, a dislocation of a limb, internal rupturing, enfeeblement, catching fire, being turned into ice, or taking a critical wound.
The target suffers some form of disease or physical curse. This may result in boils, hair loss, vomiting, the appearance of flies, nails falling off, cold sweats or blindness.
The target suffers some form of change or mutation. This may result in a temporary random mutation, gaining Corruption, or swapping places with another target.
The target is inflicted with insanity or unnatural desires. This may result in screaming blasphemous words, gaining insanity points, gaining a temporary insanity.
The type of card drawn determines what target is effected:
|2||The caster`s kin, sibling or parent, or an ally|
|3||A random bystander|
|4||The caster and all their allies|
|5||The target of the spell|
|6||All the casters allies and their targets in an engagement|
|7||A champion or leader among the caster`s allies|
|8||Every living creature in the immediate area|
|9||The leader or instigator of the target of the spell|
|J||A Lesser Daemon manifests, such as a Chaos Furies, Daemonic Mount or Chaos Imp. The Suit determines what ruinous power it is associated with.|
|Q||A Daemon manifests: ♣ Juggernaut, Bloodletter, Fleshound ♠ Plaguebearer, Beast of Nurgle, Nurgling ♦ Screamer, Flamer, Disc, Pink/Blue Horror ♥ Daemonette, Steed of Slaanesh, Fiend|
|K||A Greater Daemon manifests: ♣ Bloodthirster, ♠ Great Unclean One, ♦ Lord of Change ♥ Keeper of Secrets|
Initiative and Turn Order
For a variety of tasks, the order in which participants act or react may not matter. When two characters are haggling over the price of a sword in the market, it does not matter who makes the first offer or counter-offer, and can be resolved using Story Mode. In other situations, the specific order in which characters act is far more important. During combat, for example, knowing who acts first, or whether your character act before the mutated Chaos troll can have a significant impact on the outcome of the encounter. These sorts of actions are easier to resolve in Encounter Mode. The order in which participants act during a round in Encounter Mode is called initiative, or may be referred to as the initiative
order. In one round, each of the participants has the opportunity to act. These actions occur in initiative order. When a character acts, his player becomes the active player and takes his turn. An individual turn may go through several phases to resolve. Once all the participants have taken their turns and acted, the round is over.
The participants continue to act round by round until the encounter is resolved. At the beginning of an encounter, each participant draws an Initiative card, which is played face up and lasts for the duration of the encounter.Starting with Kings, initiative cards are resolved one at a time. After that turn is resolved, anyone drawing a Queen may act, then anyone drawing a Jack, 10 and so on, until everyone has acted.
Managing Larger Groups
Large groups of similar creatures or NPCs – especially weaker henchmen – make initiative draws as a group. Especially large groups are broken up into smaller groups equal to the size of the player party.
A small war party of six beastmen, for example, would not draw separate initiative cards. With four adventurers in the player party, the beastmen draw two separate initiative cards. One representing
group of four beastmen (equal to the number of PCs in the part the other representing the remaining two beastmen.Likewise, when activated, large groups of similar creatures or NPCs act during the same initiative. When activated, a number of similar creatures equal to the number of PCs in the party get to act. In the above example, if there are six beastmen in the encounter when the GM first has the opportunity to activate them in initiative card, four of the six beastmen can act. No single participant can act more than once during a round, so the next time the GM activates the beastmen in the initiative order only two more beastmen can act – assuming the adventurers haven’t defeated them by then!
Actions & Manoevres
Each turn, each player or enemy may make a single action. Actions represent something that requires a draw to use, such as swinging a sword, casting a spell or climbing up a wall.
Actions provide a lot of exciting options for the characters, but there are a lot of things characters can do that are not governed by an action. Many of these undertakings do not even require a draw. Collectively, the minor things a character accomplishes on his turn that are not defined by an action are called manoeuvres. Manoeuvres cover a broad range of minor, incidental, and often automatic achievements. During Story Mode, manoeuvres can usually be performed as often as required, and are generally assumed to occur as needed to advance the plot. During Encounter Mode, when timing and the order in which things occur can become more important, characters are limited in the number of manoeuvres they can perform within a given amount of time.
A character can perform one free manoeuvre during his turn. This manoeuvre can be performed before or after an action task, but not during the resolution of an action. Characters also have the option to perform additional manoeuvres on their turn. Each additional manoeuvre subtracts 1 from the action draw attempted during the round. There are a number of pre-defined manoeuvres to choose from, but Hosts should encourage their players’ creativity if they propose manoeuvres not found in the official list.
Assist Performing the assist manoeuvre allows an engaged ally to add 1 to his next draw. Several characters can use the assist manoeuvre to add more than 1 to the engaged ally’s next draw. All awarded bonuses must be used on the assisted character’s next turn, otherwise, they are discarded.
Interact with the Environment Often a single manoeuvre is enough to interact with the environment around a character. This is a broad category of possible interactions, such as opening a door climbing into a wagon, knocking over a table, ducking behind a counter, grabbing a torch from a nearby sconce, and so on.
Manage Equipment Managing items and equipment is accomplished by performing manoeuvres, and covers the following different functions.
- Draw, sheathe, ready, or load a weapon. This manoeuvre covers the basic manipulations of most weapons, such as drawing a sword from its scabbard, stringing and preparing a longbow, or pulling the lever on a crossbow and loading a new bolt. Some weapons have a special quality requiring a manoeuvre to ready
it before it can be used in combat.
- Draw something from your pack. A character can perform a manoeuvre to retrieve an item from a pouch, backpack, satchel, belt, or some other accessible container. This can also be used to stow items in a similar fashion
- Sling or unsling a shield. In order to use the Block defence action, a character must have a shield equipped. A character can perform a manoeuvre to ready a shield that is currently slung or strapped, or to stow a shield that was in use.
Mount or dismount from a horse A character with any riding trait can perform a manoeuvre to mount or dismount from a horse without a draw. A character not trained in Ride can perform a manoeuvre to
attempt to mount a horse by making an Easy (+2) Agility type draw.
Movement Movement is accomplished by performing one of several different, but related types of manoeuvres. If an ability or effect prohibits movement, that means none of these movement-based
manoeuvres can be performed.
- Change range increment. Performing this manoeuvre allows a character to move between close and medium range relative to another person or object. This also allows characters to move between medium and long range by performing two manoeuvres, or between long and extreme range by performing three manoeuvres. When covering long distances, multiple manoeuvres do not have to be performed on the same turn, but the character is not considered to be in the new range increment until all required manoeuvres have been performed.
- Engage or Disengage from an opponent. If a target is already within close range of a character, the character can perform a manoeuvre to engage that target. Once engaged with an opponent, a character must perform a manoeuvre to safely disengage, otherwise they may be attacked. Characters do not need to perform this manoeuvre to leave an engagement consisting only of friendly characters or allies.
- Move within Close range. Performing this manoeuvre allows an unengaged character to move to another position that is currently within close range to him. This also allows a prone character to stand up.
When a character gets involved in combat, they are likely to take several Wounds. To hit an opponent, this requires an attacking action, and a draw, adding relevant traits. If the target is attempting to parry, block or dodge this attack (using their action for the round), they need to make a draw adding relevant traits. If blocking, add the shields Defence rating to the draw total. If parrying, add 1 if the weapon has the Defensive Quality. If the attack gets 6 or more, or exceeds the parrying, blocking or dodging draw, they inflict 1 Wound for each 2 full points that exceeds 6 ( or the opposed draw), plus their Weapon damage. If the card drawn is equal to or greater than the Injury number, then the blow also inflicts an injury to the opponent. If the attacker drew a Queen, this is treated as a 10, and you may draw another card, adding to the result (Jacks count as zero). The target reduces this damage by Soak value of any armour worn.
|Flail||5||10||Slow, Vicious, Two-handed||3|
|Halberd||4||9||Special, Two handed||3|
|Lance||4||9||Pierce 1, Special||3|
|Main Gauche||2||Q||Fast, Defensive||2|
|Morning Star||4||10||Slow, Special||2|
Dagger: A short stabbing knife or poniard, these weapons are ubiuitous throughout the Old World. They can be thrown (see throwing dagger below) but unless balanced, incur a -1 penalty.
Flail: A zealot’s weapon sometimes used for self flagellation, a long wooden handle supports a tangled mass of heavy chain, spiked iron spheres, and wicked hooks. It is an awkward weapon that must be
wielded two-handed, but when it lands a blow it inflicts horrendous wounds.
Gauntlets: Anyone wearing brigandine, chain, scale, or plate armour is assumed to be wearing gauntlets. These metal hand-coverings do slightly more damage than a bare fist. If gauntlets are
ever worn by themselves, they count as a light item.
Great Weapon: Whether the long two-handed swords of the Imperial heavy infantry or the heavy axes of the elite dwarf warriors, the term great weapon refers to a broad class of armaments. Devastating when they hit and well-balanced for fighting, few wish to face an enemy wielding these large and terrifying killers.
Halberd: A heavy axe mounted at the end of the long haft, the halberd is a versatile weapon often used by militias and the town watch. Its default use is as a polearm, with the stats as shown.
The wielder can perform a manoeuvre to change his grip and use the halberd as a spear, gaining the statistics for a standard spear, although it cannot be thrown.
Hand Weapon: This broad class encompasses swords, axes, picks, clubs, hammers, maces – in short, any weapon effectively wielded one-handed. From the elegant long swords of the elven infantry to the crude spiked clubs of dockside brawlers, all are encompassed in this class of weaponry. The mainstay of any fighting force, there is simply no more common weapon.
Improvised: Sometimes a weapon simply is not at hand. This category includes anything that the GM rules is large enough to cause damage but is not designed to be a weapon. Chairs, candle sticks, tankards full of ale, or even a hat rack all count as improvised weapons in combat.
Lance: A long, stout spear designed to be used by cavalry. It often has a flared cup near the handle for better control while mounted. If a mounted character armed with a lance has a Riding based trait, add 1 to his attack rolls. Awkward to use when not mounted, a lance loses all of its special qualities if wielded in such a manner, and performs as an improvised weapon.
Main Gauche: A slightly longer dagger designed to be used in the off hand to aid in parrying. It can be treated as an ordinary weapon rather than a fencing weapon, but loses its defensive quality as a
Morning Star: A flail with one chain and ball making it far easier to control though less damaging. A morning star is difficult to block because it can wrap around shields. When using the Block or Parry action against a morning star, subtract 2 from your draw.
Quarter Staff: Little more than a long length of wood, this weapon can still be deadly in the hands of a trained specialist. When mastered, the quarter staff is capable of parrying and riposting almost faster than the eye can follow.
Rapier: The rapier is an elegant noble’s weapon. Fast and effective, it allows for dazzling displays of swordsmanship. The downside is that its reputation as a weapon of the upper class means it is often
Sabre: The long, curved blade of a sabre is favoured among cavalry units, allowing their mount’s momentum to lend strength and power to the weapon’s slashes. If a mounted character armed with a
sabre has any riding based traits, add 1 to his attack rolls. A sabre functions as a hand weapon in the hands of a character on foot.
Spear: A long wooden haft with a pointed metal head, the spear is an ancient and versatile weapon. It can be wielded one-handed with a shield. It may also be wielded two-handed, increasing its damage
rating by 1. It may also be effectively thrown up to close range.
|Blunderbuss||3||9||Close||Blast, Reload 3, Two-Handed, Unreliable||3|
|Crossbow||4||10||Long||Two-Handed, Reload 1||3|
|Crossbow Pistol||2||10||Close||Reload 1||3|
|Handgun||4||9||Medium||Pierce 1, Reload 2, Two-handed, Unreliable||4|
|Hochland Long Rifle||4||9||Long||Pierce 1, Reload, Two-Handed, Special, Unreliable||4|
|Longbow||3||10||Long||Pierce, Two-Handed, Special||2|
|Pistol||4||9||Close||Pierce 1, Reload 2, Unreliable||3|
|Repeater Crossbow||2||10||Medium||Special, Two-handed||3|
|Repeater Handgun||4||9||Medium||Pierce 1, Special, Unreliable||4|
|Repeater Pistol||4||9||Close||Pierce 1, Special, Unreliable||4|
Blunderbuss: The blunderbuss is a primitive, wide-barrelled version of the handgun. Firing a hail of shrapnel and shot, this is no marksman’s weapon. It can cut through large swathes of enemies if the blast is properly placed, but it is time-consuming to reload.
Crossbow: Easier to use than the bow and more deadly, this weapon has the disadvantage of being slow to reload.
Crossbow Pistol: This is a smaller, more compact version of the crossbow often used by assassins and tunnel fighters.
Handgun: Sometimes called the harquebus, this is the standard blackpowder weapon of the Empire. It takes two hands to wield. Every handgun is handmade by a gunsmith and no two are exactly alike. The firing systems in use include matchlock, wheellock, and flintlock types, with flintlock weapons being considered the superior examples.
Hochland Long Rifle: These magnificent pieces of craftsmanship are little seen outside of the armies of Hochland. The Hochland long rifle is a formidable long-ranged weapon with excellent accuracy. A superior craftsmanship Hochland long rifle loses the Unreliable quality. This weapon can fire at a target at extreme range by subtracting -2 to the draw.
Improvised Missile Weapon: Anything heavy enough to do damage but not designed to be aerodynamic uses these characteristics.
Javelin: The javelin is a short spear designed for throwing. Too flimsy to be used properly in melee combat, it counts as an improvised weapon when used in such a manner.
Lasso: A lasso is simply a length of rope employed to snare an opponent. The wielder may force an enemy ensnared by his lasso to be dragged into engagement with him by performing a grappling action and passing an opposed Strength type draw versus the target. A character ensnared by a lasso can escape if he spends a manoeuvre and passes an Average Agility type draw.
Longbow: A large and powerful version of the bow renowned both for its ability to pierce armour and the difficulty of mastering weapon it. It is the main weapon of choice for the wood elves, but little used by the people of the Empire. This weapon can fire at a target at extreme range by subtracting -2 to the draw.
Net: A net designed to entangle, confuse and delay an enemy. This also includes similar weapons such as bolas. While ensnared by a net, the only manoeuvre a subject can take is to remove the net, which does not require a check.
Pistol: The pistol is a smaller one-handed version of the handgun.
Repeater Crossbow: A standard crossbow with a complex firing mechanism and a gravity fed magazine that holds ten bolts. While the magazine is loaded, it is a free action to cock another bolt into place. Once the magazine is empty, it takes four manoeuvres to reload this complex device.
Repeater Handgun: A complex clockwork firearm with six barrels.The cutting edge of Imperial military technology, these devices are heavy, expensive, and notoriously unreliable. Once all six barrels
are expended, it takes six manoeuvres to reload this weapon.
Repeater Pistol: The pistol version of the Repeater Handgun.
Shortbow: A smaller, cheaper, shorter ranged version of the bow
intended for combat while mounted.
Sling: A simple yet deadly weapon, the sling is a strip of leather for hurling crafted bullets, rocks, or stones. Slings gain no benefit from being ‘of superior craftsmanship’. The sling’s values are based on
using crafted bullets as ammunition, but stones can also be used. The sling is at its most potent when used in conjunction with specially crafted bullets, but it can also be used with normal stones.
Staff Sling: This is a short sling attached to a long pole, designed to hurl its projectiles at a greater range and with more power than a normal sling. This weapon can fire sling bullets at a target at extreme range, at -2 to the draw. It gains no benefit from being of superior craftsmanship. It can be used as a quarter staff in melee combat.
Throwing axe/hammer: Axes or hammers balanced for throwing.
Throwing dagger/star: This includes any knife, dagger, shuriken, or dart specifically balanced to be thrown. In general, these count as improvised weapons if used in melee.
Whip: The whip is a cord of leather or braided rope sometimes tipped with a barb or hook. Though painful, the whip does little real damage but can entangle an opponent
Some items have special qualities that distinguish them from an otherwise mundane items. The “special” quality is explained in the individual item descriptions.
Attuned X: An attuned item has a special connection to one of the eight Winds of Magic. When an arcane spellcaster is holding an item attuned to his proficient Wind of Magic, he adds 1 to all draws for each level of attunement.
Blast: This weapon is not so much aimed as simply pointed towards a group of enemies and unleashed. A weapon with the blast quality targets one engagement up to the weapon’s range. Everyone in the targeted engagement is subject to the effects of the attack. Blast attacks cannot be parried or blocked, but targets may choose to dodge. Rather than the normal dodge effect, each trait an individual defender would normally contribute to the draw for dodging increases his soak value by 1 against the blast attack.
Defensive: When wielded in the off-hand, these weapons assist in parrying incoming blows. A defensive weapon adds 1 to all Parry attempts.
Entangling: A successful hit removes the target’s free manoeuvre on its next action. The target may still perform manoeuvres by suffering draw penalties.
Fast: These weapons are generally easy to wield and agile. When an attack action with a fast weapon, draw an additional Initiative card and go on that result if higher than your Initiative card.
Pierce X: Weapons with this quality are designed to punch through the target’s protection. When struck by a piercing weapon, the target’s soak value is reduced by the weapon’s pierce rating, to a minimum soak value of zero.
Reload X: A weapon with the reload quality requires extra time to load and fire. The character must perform a number of special reload manoeuvres with this weapon equal to the X, before taking an action to fire the weapon.
Slow: These weapons are generally bulky and unwieldy. When making an attack action with a slow weapon, draw an Initiative card and act on that Initiative rather than your actual Initiative card, if lower.
Thrown: When used to make a ranged attack, these weapons may benefit from a Strength type characteristic trait, rather than an accuracy or agility type characteristic trait.
Two-Handed: These weapons need to be wielded with two hands to be effective. A character attempting to use a two-handed weapon with just one hand suffers an additional -2 penalty to hit, inflicts two fewer points of damage, and the weapon is treated at Slow (or draw two cards and use the lowest Initiative if the weapon is already slow).
Unreliable: These weapons are often experimental or otherwise not to be trusted. If the weapon is a blackpowder weapon, it backfires or explodes if a Jack is draw. When this is triggered, the
item inflicts wounds equal to the Damage rating, bypassing the wielder’s soak value. The weapon
is unusable until repaired. If the weapon is not a blackpowder weapon, when a Jack is drawn, it breaks or jams and is rendered unusable until it can be repaired. This is in addition to any other effects.
Vicious: These weapons leave particularly grisly wounds. For each injury this weapon inflicts, draw two cards and select the one with the higher face value. If both cards have the same value, the attacker chooses which injury to apply.
|Breastplate & Chain||1||3||3||Rare|
A characters Defence rating is subtracted from all attack rolls against them.
A Character may reduce certain draws by their Soak from armour. Such draws include running, climbing, swimming, leaping, casting spells and stealth.
If the target takes more Wounds than their Wound Threshold, they take an injury. Draw a card, and add the amount that exceeded the targets Wound Threshold. For this draw, Jacks are treated as 11, Queens as 12, and Kings as 13. If this injury is gained before a target is above their threshold, halve the result, rounding up. The Suit determines where the blow hit:
If it is necessary to determine which limb is struck, draw a card: if black suited, the attack struck the left limb. If red suited, it struck the right limb.
Each day of complete rest, a character may make a toughness based draw, adding a physicians traits to this if they are spending the day attending to the patient. A successful draw either heals 1 Wound, or 2 if a Queen was drawn. If a Jack is drawn, the wound has become infected, and the character gains 1 additional wound.
You may also apply first aid and healing techniques to heal battle wounds. This requires a draw adding relevant traits - the target must have a medicine or healing type trait or cannot attempt this draw. If this draw total is 6 or more, 1 Wound is removed, or 2 if a Queen is drawn. Only one successful use of healing can be applied each day to a target. If the card drawn is a Jack, the patient gains a further Wound, and no more healing attempts may be made this day.
Magic may also be used to heal Wounds - typically 1 Power of effect will remove 1 Wound.
Every time the character faces a particularly horrific scene, the Host will ask the player to make a Willpower, bravery type draw, adding relevant traits, and applying modifiers based on the strength of such effects. If the draw is 5 or less, the target gains 1 or more Insanity points, based on the ordeal:
1 Insanity : Fear, unsettling situation, finding a headless body
2 Insanity: Terror, horrific situation, finding a mutilated or corrupt body of someone you know
3 Insanity: Unnatural Terror, finding a mutilated or corrupted body of a loved one.
If the player drew a Jack, then an additional Insanity point is gained. If they drew a Queen, they may remove one of their Insanity points. If a target gains more Insanity points than their threshold, they gain a Disorder. The character then removes all of their Insanity Points. The player should now name a suitable Disorder, based on the event which drove them insane. For example, being terrified by a zombie, may inflict a Fear of Dead Bodies condition, or more perversely, Fascination with the Dead.
Characters may be faced with all sorts of creatures. Each Creature is defined by several factors:
Aggression: This value is added to all draws involving combat or physically orientated actions, and is a general indicator of an enemy`s physical prowess, boldness and vigour.
Cunning: This value is added to all draws involving social or mental action, and is a general indicator of an enemy`s mental acuity, instincts and creativity.
Expertise: This value is is a general indicator of an enemy`s training, resourcefulness and aptitude. Each encounter, a creature gains a number of redraws equal to their Expertise rating.
Damage: This value represents how much damage is inflicted from a typical attack
Injury: This value represent the chance of a creature inflicting a serious wound to the target
Soak: This value is deducted from all damage taken in combat, and represents a creatures natural armour, as well as any worn.
Defence: This value represents how easy it is to hit the creature. Subtract a creatures Defence rating from all attack rolls against the creature
Wounds: This indicates the creatures Wound Threshold
|Beast of Nurgle||3||0||1||3||3||22|
|Daemon Prince of Nurgle||4||3||3||4||3||24|
|Daemon Prince of Tzeentch||4||2||3||3||0||16|
|Disc of Tzeentch||3||1||1||4||1||22|
|Exalted Champion of Nurgle||4||2||2||4||3||24|
|Flamers of Tzeentch||3||1||1||3||0||16|
|Great Unclean One||5||3||4||6||5||40|
|Herald of Tzeentch||2||3||1||4||1||15|
|Horrors of Tzeentch||3||0||1||3||1||14|
|Lord of Change||5||5||5||6||1||36|
|Screamers of Tzeentch||2||1||1||4||1||20|
|Giants & Trolls||A||C||E||Wounds|
|Clan Eshin Assassin||2||3||2||11|
|Poison Wind Globadier||1||2||1||9|