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Disclaimer: This is a fan-made document for use withWarhammer Fantasy Roleplay, Second Edition. It is completely unofcial and in
no way endorsed or approved by Games Workshop, Fantasy Flight Games, etc.Complete disclaimer available at gwokhop.o
ROLEPLAYING IN THE SHADOWSOF THE OLD WORLD
Pojt ld: Dave Graffamcontbuto: CapnZapp, Rich (RockLlama), Tor, Wim van Gruisen (Whymme)
Ogn ru Dgn: Games Workshop, Black Industries, Green Ronin, Fantasy Flight Games
xxxxxxxxxxxxxxxxxx
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Creating Your CharacterGrab a character sheet, a pencil with an eraser, and a coupleof ten-sided dice of different colours. Follow the steps below.xxxxxxxxxxxx
stp 1: Choose your race from among these four options:Dwarf, Wood Elf, Haling, Human. Then choose a gender(male, female).
stp 2: Roll for your starting characteristics using the tablebelow. As you get your result for each characteristic, write itdown in the BASE box on your character sheet. xxxxxxxxx
stp 3: Roll for your Movement xxxxxxxxx
stp 4: Roll for your Wounds xxxxxxxxxxxxxx
stp 5: Roll for your Fate & Fortune Points xxxxxxxx. Rollonce, recording the same result for both Fate and Fortune.xxxxxxxx
stp 6: Roll for your Class, then choose a career.xxxxxxxxxxxxx
stp 7: Apply Racial Features xxxxxxxxxxxxx, keeping inmind your class and career when making any choices avail-able to you. Take your Racial Features choices in the orderthey are listed (usually starting with Skills, then Talents,Languages and nally a number of rolls on the Random Abili-ties table.
If your Racial Features endow you with a skill that youalready possess through your class, that skill is improved tothe next level (+10, then +20); if your Racial Features give youa talent that you already possess, roll on the Random Abilitiestable instead, rerolling any invalid result. (An invalid resultwould be a skill that has already been mastered at +20, or aduplicate talent, language or trade.)
stp 8: Gain 300xp to spend as you like from your class atrank 0. Your GM may allow other options as well, throughSpecial Training.
stp 9: Other traits, appearance (hair, eyes, height, weight,distinguishing features), Handedness choose left or right (ifyou are Ambidextrous, write both), place of birth, birthdateand Star Sign zzzzz (pilfer Expanded Characters Module forthis) xxxxxxxxxxxxx
stp 10: Purchase trappings. xxxxxxxxxxxxxx
stp 11: Review your character, and write a brief his-tory for them if anything strikes you. If you dont havean idea for your characters background yet, you canwork on it as you play your rst few sessions.
Characters
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Starting Characteristicschtt Dwf ef Haling Hun
Weapon Skill 2d10+45 2d10+45 2d10+40 2d10+40
Ballistic Skill 2d10+30 2d10+45 2d10+45 2d10+40Strength 2d10+45 2d10+35 2d10+25 2d10+40
Toughness 2d10+45 2d10+30 2d10+35 2d10+40
Agility 2d10+30 2d10+45 2d10+50 2d10+40
Perception 2d10+35 2d10+45 2d10+40 2d10+40
Intelligence 2d10+40 2d10+40 2d10+40 2d10+40
Willpower 2d10+45 2d10+45 2d10+40 2d10+40
Fellowship 2d10+35 2d10+40 2d10+45 2d10+40
Movementd10 Dwf ef Haling Hun1-3 3 4 3 3
4-6 3 4 4 4
7-10 4 5 4 5
Woundsd10 Dwf ef Haling Hun
1-3 TB+7 TB+6 TB+6 TB+7
4-6 TB+8 TB+6 TB+7 TB+87-10 TB+9 TB+7 TB+7 TB+9
Fate & Fortune Pointsd10 Dwf ef Haling Hun
1-3 2 2 3 2
4-6 3 2 3 3
7-10 4 3 4 4
RACIAL FEATURES
Dwarfsk: Common Lore orLore (History), Evaluate orLore
(Dwarfs)Tnt: Dwarfcraft orWarrior Born, Grudge-born Fury,Literate orSturdy, Night Vision, Stout-hearted orVeryResilient
lngug: Khzalid, ReikspielTd:Choose Miner orSmith orStoneworker (the GM may
permit other trades)rndo abt:Roll for 1 random ability
sp ru: Dwarfs have much in common with Humansand are a powerful and respected minority in the Empire.However, bigotry against Dwarfs is still common in backwa-ter forest regions, and in the western and southern nations
of the Old World where Dwarfs are rarer. In the Empire atleast, Dwarfs should be permitted to do anything a Humanwould, with little or no accommodation needed.
Wood Elfsk: Animal Care orCommon Lore, Lore (Wood Elves),
Outdoor Survival, Silent MoveTnt: Aethyric Attunement orGraceful orMarksman,
Coolheaded orSavvy orVery Alert, Excellent Vision, ::Literate, Night Vision, Resistance to Disease
lngug: Fan-Elthrin, Reikspielrndo abt:Roll for 1 random ability
sp ru: Wood Elves, even more than their noble cous-ins the High Elves, tend to have have a difcult time blendingin with other cultures. Physically, they are often distract-ingly handsome or odd-looking, and their way of moving andspeaking disturbs those unaccustomed to it. Their afnitywith magic (in a general way) makes them suspicious, as anywizard would be. Their alien way of thinking and behaving isquite easy to see when they leave their forest homes.
This cultural disadvantage should be most apparent inthe settlements of the Empire, particularly the smaller townsand villages where the sight of Elves is almost unknown.Even in the cities, prejudice and awkwardness tend to greet
Elves. This is reected by a relatively low starting Fellowshiprating, but the GM may also impose a -10 modier (or worse)when Elves interact socially with beings who have had littleor no exposure to Elvenkind before.
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Halflingsk: Gossip, Lore (Genealogy/Heraldry) orCommon
Lore, Lore (Halings), Silent Move, Sling Weapons orThrowing Weapons
Tnt: Charming orStreetwise orTunnel Rat, Graceful orMarksman, Resistance to Magic
lngug: Hobbish, ReikspielTd:Choose Cook orFarmer orGamekeeper (the GM
may permit other trades)rndo abt:Roll for 2 random abilities
sp ru: Because of their short stature, Halings aresubject to a few rules that do not apply to the other races.Halings may use two-handed weapons but with a -20modier to skill tests. They can t into small spaces thatare inaccessible to adult Dwarfs, Elves or Humans. Thereare sure to be many situations where a Halings smallersize may be an advantage or disadvantage, or a source ofhumour or headache. The GM should be mindful of thesedifferences when they are important, but ignore them (asdo many in the Old World) in most circumstances.
Humanshy my: You may add 10 to any one
characteristic ratingsk: Common Lore, GossipTnt: Literate orOutdoor Survival skill orStreetwiselngug: ReikspielTd:Roll for 1 random traderndo abt:Roll for 3 random abilities
ForeignersIf you intend to play a character from a nation other thanthe Empire (or whatever nation your campaign starts in)you may spend 100xp of your starting experience pointallotment to acquire your regional language and/or theLore skill associated with that region. Spending 100xp inthis way gives you both the language and the Lore skill, ifapplicable.
Optionally, if you have the Common Lore skill afterapplying your Racial Features, you may remove CommonLore and pay nothing for your regional language and/orLore skill.
exp: Sergio is a Human sword-for-hire from theEstalian Kingdoms. He can spend 100xp from his startingallotment (usually 300xp) to gain the Tilean language andLore (Estalian Kingdoms) skill. However, as a Human he auto-matically starts with the Common Lore skill. If Sergio wantsto, he can remove Common Lore and get both Tilean and Lore(Estalian Kingdoms) at no xp cost.
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ClassDwf Wood ef Haling Hun c
01-13 01-20 01-05 01-12 Academic
14-18 - - 13-21 Cleric
19-45 21-26 06-36 22-37 Commoner46-59 - 37-42 38-50 Ofcer
60-63 27-66 43-57 51-65 Ranger
64-72 67-73 58-94 66-81 Scoundrel
73-99 74-93 95-100 82-96 Warrior
100 94-100 - 97-100 Wizard
ADVANCEMENTAdventure will harden and sharpen your character likere tempers a blade. At the end of most sessions of play,
the GM will award each character with a number ofexperience points to represent their accumulated wisdomand expertise. Normally, you will be able to spend theseexperience points on advances only within your rank (asdetermined by your class), but your GM may allow you togain off-class or higher-rank advances if it makes sense forthe campaign.
CareerAfter determining your characters class, you should putsome thought into their specic line of work. Each classemcompasses a broad range of careers, many more thanare listed. Choose or invent a career appropriate for yourclsss, and record your choice on your character sheet. Useyour career to guide your choices of starting advance-ments.
You probably will change careers at lesat once duringhte course of a campaign. It might happen gradually orabruptly. Each time you chanage careers (or titles), add itto your career path on your character sheet. You mightmake a note of your class and rank at the time you leftyour previous career. It will serve as a reminder of yourearlier adventures.
First AdvanceStarting characters receive an allotment of 300xp to spendright away on advances for your current class and rank,keeping any unspent points for later. To take an advance,nd the Rank 0 table for your class and purchase it at thexp cost listed.
Advancing CharacteristicsCharacteristic advances (WS +10, BS +5, etc.) are acquiredin +5 increments except for Movement, Wounds and Magic
which advance at +1 increments. Each +5/+1 incrementcosts 100xp. These advances are gured from your baseratings, plus any talent that provide a permanent bonus.(Example: Ragnar has a base Strength of 64, and the VeryStrong talent, making his base Strength rating 69. At hiscurrent class rank he can take a S +10 advance. He has
200xp to spend, and chooses to spend 100xp to gain a +5advance to Strength, bringing his Strength rating to 74. Ifhe wants, he can spend his remaining 100xp to take theremaining advance to his Strength, bringing his ratingup to 79. In that case, he would not be able to advance hisStrength again until he gains rank in his class, and only ifthat rank offers a Strength advance of +15 or greater.)
Gaining and Mastering SkillsWhen you acquire a new skill, you will now make skilltests with it using the full rating of its parent character-istic, rather than its half-rating. When you acquire thesame skill a second time, you gain a +10 modier to yourskill test. When you acquire the same skill a third time,you gain a +20 modier to your skill test, but you maynot increase a skill beyond this.
Gaining TalentsThese abilities can be acquired once each, unlike skillswhich can be acquired up to three times.
Gaining LanguagesYour class may give you opportunities to learn certainlanguages, as will the course of your campaign. Whenyou have an opportunity to immerse yourself in an aca-demic setting or native culture speaking a new language,you should be able to learn it for 100xp. To study a newoff-class language purely out of books or with only occa-sional practice perhaps, it should cost 150-200xp to learn.
Special TrainingThe GM may allow you to learn skills, talents and lan-guages that are not normally available through yourclass. Rarely, the GM may even allow you to take a char-acteristic advance that is not part of your class (usuallyno more than +5/+1).
As a guideline, off-class advances should cost 250xp
each, and many off-class talents cannot be learned at all.
Staggered AdvancesYour character should not advance in the same charac-teristic or skill twice in a row (or indeed during a singleadvancement session), even if the advances are available.At the very least, when choosing advancements youshould alternate between two different types of abilities.
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Logical Consistency and Additional CostsThe GM may require that each advance be accounted forin the campaign. (Example: Hilda has been ring her short-bow in combat a lot; it makes sense that she should be ableto take an advancement in BS, or gain the Shooting talent).
For advances that are hard to explain, or require
exceptional effort to attain, the GM may impose additionalcosts and conditions in time, experience points, materials,tutelage, location and so on.
Gaining a RankYour character will gain a rank in their class at 1000xp(gaining rank 1), 2000xp (gaining rank 2), 3000xp (gainingrank 3) and 4000xp (gaining rank 4).
When you gain a new rank, you open up new opportu-nities for advancement. You may also take any advanceslisted for ranks lower than your own.
Changing ClassWhen you complete a rank (by gaining 1000 experiencepoints in it) you may move on to any classes listed as Exitsfor the rank you just completed. Pay the xp cost for theExit, making note of your new class and rank. Also notehow far you progressed in your earlier class.
Then begin to keep track of the experience pointsyou gain in your new class, and climb through its ranks asusual. However, you may nottake advances from your for-mer class ranks, except as special training, or if you returnto that class later.
If you nd that your character is doing a lot of specialtraining (a rather inefcient way to learn things) or that
they are purusing activities that do not seem in line withtheir current class, consider moving to another class(starting at rank 0). If you switch classes without the Exitbeing available, you may be charged 250xp to make themove.
FATE & FORTUNEPOINTSYour character is a hero who will be placed in more situ-ations than an ordinary person should expect to survive.To ensure that your character is not killed off by theirrst risky encounter, you have Fate and Fortune Points tospend.
When creating your character, you will roll to deter-mine the number of Fortune and Fate Points you startwith. (You start with the same number of both.) Duringplay, you will spend and acquire Fortune Points at a fastclip.
Spending Fortune PointsInevitably, you are going to cringe when the dice come upwith exactly the wrong numbers, or when things are goingso poorly that you can see they will only get worse withoutsome stroke of luck. Fortune Points give you a chance toimrpove your luck or create opportunities to improve your
situation when you need it most.You may spend a Fortune Point to:
Reroll a failed d100 roll, taking the new result. Add 1d6 to attack damage. Prevent an additional 2d6 damage with a successful block,
dodge or parry. Gain 2 action points. Recover up to 1d6 Wounds. Have a ash of insight or sudden memory. Have a lucky break.
Its possible to spend Fortune Points in other ways,
with the GMs approval. Be creative with them.
Gaining Fortune PointsWhen your party has a chance to rest, or if there is a goodbreak in the action, the GM should restore every PCsFortune Points so that it is equal to their Fate, or perhaps 1point higher. You might also recover Fortune Points at thestart of a session, regardless of where you left off.
Spending Fate PointsA crippling or deadly injury can be avoided by perma-nently spending a Fate Point. Instead of a mortal wound
or maiming injury, you may come away from it merelystunned. Fate Points may also be spent to avoid falling intoa deadly trap, literally or guratively.
Gaining Fate PointsOne of the greatest rewards a character can receive is aFate Point, which might happen at the conclusion of amajor campaign arc.
SANITYAn adventurer will be witness to many bizarre and disturb-
ing events, and these may leave lasting mental scars. Yourcharacters Willpower characteristic is a measure of yourself-control and mental well-being. It is your Willpowerthat erodes when your sanity begins to quaver.
After a failed test to resist the effects of fear or terror,or after any sanity-blasting scene you may nd yourself in,you may choose to ignore the paralysis of fright by perma-nently losing 1 Willpower instead.
In the most extreme situations, such as passingthrough a gate into the realm of Chaos or consuming a po-
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tion infused with warptone, you might lose 1d6 Willpowerregardless.
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ACADEMICSSome are compelled by a quest for knowledge, and fall intoa life of adventure in the pursuit of the next truth, the nextsecret unveiled. Academics may be specialists in their eldof study, or generalists whose wisdom about many thingskeeps them alive.
Literacy is crucial to most academics, although thereare some naturalists who rely on verbal lore only.
Academic CareersCartographer, lawyer, merchant, playwright, professor,scribe, student.
TrappingsAcademics dress in good clothing, often with a ne hat andfashionable footwear. A dagger is worn on the belt, alongwith a purse holding 5d10 gold crowns.
ACADEMIC RANK 0Typ advn XP
Char. Ag +5, Per +10, Int +15, WP +10, Fel +5,W +1
100
Skill Animal Care 100
Lang. Classical 100
Skill Common Lore 100
Talent Coolheaded 100
Talent Etiquette 100
Skill Evaluate 100
Skill Fencing Weapons 100
Skill Gossip 100
Skill Haggle 100
Talent Literate 100
Skill Lore (choose 1st) 100
Skill Lore (choose 2nd) 100
Skill Ride 100
Talent Savvy 100
Trade (Choose 1st) 100
Exit Cleric Rank 1 100Exit Commoner Rank 1 100
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ACADEMIC RANK 1Typ advn XP
Char. WS +5, BS +5, S +5, T +5, Ag +10, Per+15, Int +20, WP +10, Fel +10, W +2
100
Skill Animal Training 100
Skill Consume Alcohol 100
Talent Dealmaker 100
Skill Gamble 100
Skill Gunpowder Weapons 100
Skill Heal 100
Talent Linguistics 100
Skill Lore (1st) +10 100
Skill Lore (2nd) +10 100
Skill Lore (choose 3rd) 100
Talent Public Speaking 100
Skill Ride +10 100
Skill Sail 100
Talent Very Alert 100
Exit Ofcer Rank 1 100
Exit Scoundrel Rank 1 100
ACADEMIC RANK 2Typ advn XP
Char. WS +5, BS +5, S +5, T +5, Ag +10, Per+20, Int +25, WP +15, Fel +15, W +3, A+1
100
Skill Animal Care +10 100
Talent Charming 100
Skill Command 100
Skill Common Lore +10 100
Skill Evaluate +10 100
Skill Fencing Weapons +10 100
Skill Gamble +10 100
Skill Gossip +10 100
Skill Haggle +10 100
Skill Heal +10 100
Talent Land Navigation 100
Skill Lip Reading 100
Skill Lore (1st) +20 100
Skill Lore (2nd) +20 100
Skill Lore (3rd) +10 100
Skill Lore (choose 4th) 100
Talent Orientation 100
Skill Prepare Poison 100
Talent Seasoned Traveller 100
Talent Sea Navigation 100
Talent Stout-hearted 100
Talent Strong-minded 100
Talent Trapnder 100
ACADEMIC RANK 3Typ advn XP
Char. WS +10, BS +10, S +10, T +10, Ag +15,Per +25, Int +30, WP +20, Fel +20, W+4. A +1
100
Skill Animal Training +10 100Skill Brew Potion 100
Skill Command +10 100
Skill Common Lore +20 100
Skill Consume Alcohol +10 100
Skill Disguise 100
Skill Evaluate +20 100
Skill Fencing Weapons +20 100
Skill Gunpowder Weapons +10 100
Skill Haggle +20 100Skill Lip Reading +10 100
Skill Lore (3rd) +20 100
Skill Lore (4th) +10 100
Skill Lore (choose 5th) 100
Skill Ride +20 100
Skill Sail +10 100
Talent Surgery 100
Talent Trade Teacher 100
Trade (Choose 2nd) 100Exit Wizard Rank 0 100
ACADEMIC RANK 4Typ advn XP
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Char. WS +15, BS +15, S +15, T +15, Ag +20,Per +30, Int +30, WP +25, Fel +25, W+5, A +2
100
Skill Animal Training +20 100
Skill Brew Potion +10 100
Skill Command +20 100
Skill Gamble +20 100
Skill Gossip +20 100
Skill Heal +20 100
Skill Lip Reading +20 100
Skill Lore (4th) +20 100
Skill Lore (5th) +10 100
Skill Prepare Poison +10 100
CLERICSThose who dedicate their lives to religious service maynd that it offers pathways to immense power. In its ownway, intense belief accesses the realms of Chaos much likethe formulae of arcane magic, with equal force but no lessrisk. Those who follow a faith different from your ownare always suspect, though clerics of all kinds have beenknown to tamper with elements far beyond their control.
Faith takes many forms in the Old World. The highpriesthoods of Sigmar and Ulric are warrior traditions,while the small cults of Taal and Rhya work toward peaceand harmony with nature. The druidic orders celebrate theworlds calendar, the mysterious moons and fertility. TheShallyan Sisterhood cares for the orphaned and inrm. Indark places the cults of Khaine conspire, jealous of murderand the raw power that comes from it; and there are evenfouler gods, the Masters of Chaos, whose followers take
the most depraved and vile shapes imaginable, and whosenames are not t to be written here.
Cleric CareersAcolyte, cultist, druid, agellant, high priest, initiate, laypriest, oracle, pilgrim, priest, seer, wandering prophet,warrior priest, zealot.
TrappingsClerics tend to wear robes (simple or elaborate as ts theirfaith), cinched by a wide belt or simple vest. A knife iscarried as a ceremonial tool as often as not. A holy codex is
carried in a leather pouch and a skein of blessed water orspirits is close at hand. A well-hidden purse contains 2d10gold crowns.
CLERIC RANK 0Typ advn XP
Char. WS +5, BS +5, S +5, T +5, Ag +10,Per +10, Int +10, WP +10, Fel +10, W +2,Mag +1
100
Skill Channelling 100
Talent Charming 100
Lang. Classical 100
Skill Common Lore 100
Talent Coolheaded 100
Talent Etiquette 100
Skill Evaluate 100
Skill Flail Weapons 100
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Skill Gossip 100
Skill Heal 100
Skill Intimidate 100
Talent Linguistics 100
Skill Lip Reading 100Talent Literate 100
Skill Lore (Theology) 100
Skill Magical Sense 100
Talent Savvy 100
Lang. Secret Signs (Templars Signs) 100
Skill Spellworking 100
Talent Stout-hearted 100
Talent Strong-minded 100
Skill Two-handed Weapons 100
Talent Very Alert 100
Magic (As appropriate for your faith) 100
Trade (Choose 1st) 100
Exit Academic Rank 1 100
Exit Commoner Rank 1 100
Exit Ranger Rank 1 100
CLERIC RANK 1Typ advn XP
Char. WS +10, BS +10, S +10, T +10, Ag +15,Per +15, Int +15, WP +15, Fel +15, W +3,Mag +2
100
Skill Blather 100
Skill Channelling +10 100
Skill Disrupt Magic 100
Skill Evaluate +10 100
Skill Flail Weapons +10 100
Skill Gossip +10 100
Skill Heal +10 100Skill Lore (Theology) +10 100
Talent Public Speaking 100
Skill Torture 100
Skill Two-handed Weapons +10 100
Exit Warrior Rank 1 100
Exit Wizard Rank 0 100
CLERIC RANK 2Typ advn XP
Char. WS +15, BS +15, S +10, T +10, Ag +15,Per +15, Int +20, WP +20, Fel +20, W +4,A +1, Mag +3
100
Skill Blather +10 100
Skill Command 100
Skill Common Lore +10 100
Skill Disrupt Magic +10 100
Skill Gossip +20 100
Skill Heal +20 100
Skill Lip Reading +10 100
Skill Lore (Theology) +20 100
Skill Lore (choose 2nd) 100
Skill Magical Sense +10 100
Talent Meditation 100
Talent Psychic Shield 100
Talent Seasoned Traveller 100
Skill Spellworking +10 100
Exit Ofcer Rank 2 100
CLERIC RANK 3Typ advn XP
Char. WS +15, BS +15, S +10, T +10, Ag +15,Per +20, Int +25, WP +25, Fel +25, W +5,A +1, Mag +4
100
Talent Aethyric Attunement 100
Talent Armoured Casting 100
Skill Channelling +20 100
Skill Command +10 100
Skill Common Lore +20 100
Skill Intimidate +10 100
Skill Lip Reading +20 100
Skill Lore (2nd) +10 100
Skill Lore (choose 3rd) 100
Talent Surgery 100
Skill Torture +10 100
Talent Trade Teacher 100
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Talent Ulrics Fury 100
Talent Wizards Intuition 100
Trade (Choose 2nd) 100
CLERIC RANK 4Typ advn XPChar. WS +20, BS +20, S +10, T +10, Ag +15,
Per +20, Int +30, WP +30, Fel +30, A +2,W +6, Mag +5
100
Talent Battle Magic 100
Skill Command +20 100
Skill Disrupt Magic +20 100
Skill Intimidate +20 100
Skill Lore (2nd) +20 100
Skill Lore (3rd) +10 100
Skill Magical Sense +20 100
Talent Rapid Caster 100
Skill Spellworking +20 100
COMMONERSThis is the class of artisans, tradesmen, labourers, peasantsand other ordinary professions. xxxxxxxxxxxx
Commoner CareersArmourer, baker, boatman, boatwright, canal dipper, cart-wright, farmer, gunsmith, harbour pilot, labourer, miner,nightsoilman, rat catcher, peasant, peddler, potter, sailor,shepherd, smallholder, smith, stevedore, swordsmith.
TrappingsCommoners wear simple functional attire, sometimes inthe colours of the masters they serve. A knife is carried,and also any tool that doubles as a hand weapon (such asa wooden club, pick, pitchfork, hammer). A small purseholds 2d10 gold crowns and possibly work permits, con-tracts and the like.
COMMONER RANK 0Typ advn XP
Char. WS +5, BS +5, S +10, T +5, Ag +10, Per+10, Int +10, WP +5, Fel +10, W +2
100
Talent Alley Cat 100
Skill Animal Care 100
Skill Boating 100
Talent Charming 100
Skill Common Lore 100
Skill Consume Alcohol 100
Skill Dodge Blow 100
Skill Drive 100
Skill Gamble 100
Skill Gossip 100
Talent Literate 100
Skill Pike Weapons 100
Skill Ride 100
Skill Sail 100
Talent Savvy 100
Talent Streetwise 100
Trade (Choose 1st) 100
Exit Academic Rank 1 100
Exit Ranger Rank 1 100
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Exit Scoundrel Rank 1 100
Exit Warrior Rank 1 100
COMMONER RANK 1
Typ advn XPChar. WS +10, BS +10, S +10, T +10, Ag +10,
Per +15, Int +15, WP +10, Fel +15, W +3100
Skill Animal Care +10 100
Skill Boating +10 100
Skill Common Lore +10 100
Talent Dealmaker 100
Skill Dodge Blow +10 100
Skill Drive +10 100
Talent Etiquette 100
Skill Evaluate 100
Skill Gossip +10 100
Skill Haggle 100
Skill Heal 100
Skill Lore (choose 1st) 100
Skill Search 100
Exit Ofcer Rank 1 100
COMMONER RANK 2Typ advn XP
Char. WS +10, BS +10, S +10, T +10, Ag +15,Per +15, Int +15, WP +10, Fel +20, W+4, A +1
100
Skill Animal Care +20 100
Skill Boating +20 100
Skill Consume Alcohol +10 100
Skill Dodge Blow +20 100
Skill Gamble +10 100
Skill Gossip +20 100Skill Haggle +10 100
Skill Heal +10 100
Skill Pike Weapons +10 100
Skill Ride +10 100
Skill Sail +10 100
Talent Seasoned Traveller 100
Lang. Secret Language (Guild Tongue) 100
Talent Trade Teacher 100
Trade (Choose 2nd) 100
COMMONER RANK 3Typ advn XPChar. WS +15, BS +15, S +10, T +10, Ag +20,
Per +20, Int +20, WP +15, Fel +25, A +1,W +5
100
Skill Common Lore +20 100
Skill Consume Alcohol +20 100
Skill Drive +20 100
Skill Evaluate +10 100
Skill Haggle +20 100
Skill Heal +20 100
Skill Lore (1st) +10 100
Skill Pike Weapons +20 100
Talent Public Speaking 100
Skill Sail +20 100
Skill Search +10 100
Talent Surgery 100
Talent Very Alert 100
COMMONER RANK 4Typ advn XP
Char. WS +15, BS +15, S +15, T +15, Ag +25,Per +25, Int +25, WP +20, Fel +30, W+6, A +2
100
Skill Evaluate +20 100
Skill Lore (1st) +20 100
Trade (Choose 3rd) 100
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OFFICERSxxxxxxx xxxxx xxx xxx xxx xxxxx xxxxxx x xxxxx xxxx xx xxxxxxxxx x xxxxx xx xxxxx xxxx xxxxxxx xxxxx
Officer CareersBailiff, military ofcer, politician, riverwarden, road-warden, sea captain, ships mate, toll keeper, watchman.
TrappingsOfcials usually wear a uniform with appropriate insignia.A sword is tted to the belt, and you may choose a mailshirt or a shield. 3d10 gold crowns are carried in a securepouch along with identifying papers.
OFFICER RANK 0
Typ advn XPRank 0 WS +10, BS +10, S +10, T +10, Ag +5, Per
+10, Int +10, WP +5, Fel +10, W +2100
Skill Animal Care 100
Skill Cavalry Weapons 100
Talent Charming 100
Skill Command 100
Skill Common Lore 100
Skill Consume Alcohol 100
Skill Crossbows 100
Skill Dodge Blow 100
Skill Drive 100
Skill Entangling Weapons 100
Skill Fencing Weapons 100
Talent Fleet Footed 100
Skill Gossip 100
Skill Gunpowder Weapons 100
Talent Hardy 100
Skill Intimidate 100
Talent Literate 100
Skill Lore (Law) 100
Skill Ride 100
Talent Savvy 100
Skill Sail 100
Skill Search 100
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Talent Shooting 100
Skill Street Fighting 100
Talent Sturdy 100
Talent Very Alert 100
Trade (Choose 1st) 100Exit Commoner Rank 1 100
Exit Warrior Rank 1 100
OFFICER RANK 1Typ advn XP
Rank 1 WS +15, BS +15, S +10, T +10, Ag +10,Per +15, Int +15, WP +10, Fel +15, W +3
100
Talent Alley Cat 100
Skill Animal Training 100
Skill Cavalry Weapons +10 100
Skill Command +10 100
Skill Common Lore +10 100
Skill Crossbows +10 100
Skill Drive +10 100
Skill Engineer Weapons 100
Talent Etiquette 100
Skill Explosive Weapons 100
Skill Fencing Weapons +10 100
Talent Gunnery 100
Skill Gunpowder Weapons +10 100
Talent Land Navigation 100
Skill Lore (choose 2nd) 100
Talent Public Speaking 100
Talent Sea Navigation 100
Skill Search +10 100
Talent Streetwise 100
Talent Swordplay 100
Exit Academic Rank 1 100
OFFICER RANK 2Typ advn XP
Rank 2 WS +15, BS +15, S +15, T +15, Ag +15,Per +20, Int +20, WP +10, Fel +20, A +1,W +4
100
Skill Animal Care +10 100
Skill Animal Training +10 100
Skill Common Lore +20 100
Skill Consume Alcohol +10 100
Skill Dodge Blow +10 100Skill Engineer Weapons +10 100
Skill Entangling Weapons +10 100
Skill Gossip +10 100
Skill Intimidate +10 100
Skill Lore (Law) +10 100
Skill Ride +10 100
Skill Search +30 100
Skill Street Fighting +10 100
Talent Sure Shot 100
Skill Torture 100
Exit Cleric Rank 1 100
Exit Scoundrel Rank 1 100
OFFICER RANK 3Typ advn XP
Rank 3 WS +20, BS +20, S +15, T +15, Ag +20,Per +25, Int +20, WP +15, Fel +25, W+5, A +1
100
Skill Cavalry Weapons +20 100Talent Combat Teacher 100
Skill Command +20 100
Skill Crossbows +20 100
Skill Dodge Blow +20 100
Skill Drive +20 100
Skill Engineer Weapons +20 100
Skill Entangling Weapons +20 100
Skill Explosive Weapons +10 100
Skill Fencing Weapons +20 100Skill Gossip +20 100
Skill Gunpowder Weapons +20 100
Skill Lore (Law) +20 100
Skill Lore (2nd) +10 100
Skill Ride +20 100
Skill Sail +20 100
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Talent Trade Teacher 100
Trade (Choose 2nd) 100
OFFICER RANK 4
Typ advn XPRank 4 WS +25, BS +25, S +20, T +20, Ag +20,
Per +30, Int +25, WP +20, Fel +30, A +2,W +6
100
Skill Animal Training +20 100
Skill Intimidate +20 100
Skill Lore (2nd) +20 100
Skill Sail +20 100
Skill Torture +10 100
Talent True Flight 100
Talent Ulrics Fury 100
RANGERSxxxxxxx xxxxx xxx xxx xxx xxxxx xxxxxx x xxxxx xxxx xx xxxxxxxxx x xxxxx xx xxxxx xxxx xxxxxxx xxxxx
Ranger CareersFalconer, furrier, hunter, poacher, trapper, woodsman.
TrappingsRangers wear sturdy travelling clothes under a cloak andthick leather boots. A dagger is carried, and a shortbowwith 20 arrows or a hand weapon. They haul their homeson their backs, including a waterskin, a blanket, cutlery,cooking pot, a weeks worth of dry rations, and a fewtorches. Rangers keep 1d10 gold crowns in a leather pouch.
RANGER RANK 0Typ advn XP
Rank 0 WS +10, BS +10, S +10, T +10, Ag +10,Per +10, Int +10, WP +10, W +2
100
Skill Animal Care 100
Skill Athletics 100
Skill Boating 100
Skill Common Lore 100
Skill Concealment 100
Skill Dodge Blow 100
Skill Drive 100
Skill Entangling Weapons 100
Skill Follow Trail 100
Talent Hardy 100
Talent Land Navigation 100
Skill Longbow Weapons 100
Talent Marksman 100
Talent Mighty Shot 100
Talent Mimic 100
Talent Orientation 100Skill Outdoor Survival 100
Skill Ride 100
Talent Rover 100
Skill Search 100
Lang. Secret Signs (Rangers Signs) 100
Skill Set Trap 100
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Talent Sharpshooter 100
Skill Silent Move 100
Skill Sling Weapons 100
Trade (Choose 1st) 100
Exit Commoner Rank 1 100Exit Scoundrel Rank 1 100
RANGER RANK 1Typ advn XP
Rank 1 WS +15, BS +15, S +10, T +10, Ag +15,Per +15, Int +10, WP +15, Fel +5, W +3
100
Skill Animal Care 100
Skill Animal Training 100
Skill Athletics 100
Skill Concealment 100
Skill Crossbow Weapons 100
Skill Follow Trail 100
Talent Graceful 100
Skill Heal 100
Talent High Pain Threshold 100
Skill Longbow Weapons +10 100
Skill Lore (choose 1st) 100
Skill Outdoor Survival 100
Skill Ride 100
Skill Set Trap 100
Talent Shooting 100
Skill Silent Move 100
Skill Sling Weapons 100
Talent Stout-hearted 100
Talent Very Alert 100
RANGER RANK 2Typ advn XP
Rank 2 WS +15, BS +20, S +15, T +15, Ag +20,Per +20, Int +15, WP +20, Fel +10, A +1,W +4
100
Skill Animal Care +20 100
Skill Animal Training +10 100
Skill Boating +10 100
Skill Cavalry Weapons 100
Skill Common Lore +10 100
Skill Concealment +20 100
Skill Crossbow Weapons +10 100
Skill Dodge Blow +10 100Skill Drive +10 100
Skill Entangling Weapons +10 100
Talent Flee! 100
Talent Linguistics 100
Skill Outdoor Survival +20 100
Talent Rapid Reload 100
Talent Savvy 100
Skill Search +10 100
Talent Seasoned Traveller 100
Skill Silent Move +20 100
Talent True Flight 100
Talent Very Resilient 100
Exit Cleric Rank 1 100
Exit Warrior Rank 0 100
RANGER RANK 3Typ advn XP
Rank 3 WS +20, BS +25, S +15, T +20, Ag +20,Per +25, Int +15, WP +20, Fel +10, M +1,A +1, W +5
100
Skill Athletics +20 100
Skill Boating +20 100
Skill Dodge Blow +20 100
Skill Drive +20 100
Skill Entangling Weapons +20 100
Skill Follow Trail +20 100
Skill Heal +10 100
Skill Longbow Weapons +20 100Skill Lore (1st) +10 100
Skill Ride +20 100
Skill Search +20 100
Skill Set Trap +20 100
Skill Sling Weapons +20 100
Talent Trade Teacher 100
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Trade (Choose 2nd) 100
Exit Ofcer Rank 1 100
RANGER RANK 4
Typ advn XPRank 4 WS 25, BS +30, S +20, T +25, Ag +25,
Per +30, Int +20, WP +25, Fel +15, A +2,W +6
100
Skill Animal Training +20 100
Skill Common Lore +20 100
Skill Crossbow Weapons +20 100
Skill Lore (1st) +20 100
SCOUNDRELSThe scoundrel is a denizen of the underworld who walks,and usually crosses, the ne line between legality andcriminality. The towns of the Old World are rife withthieves, smugglers, pickpockets who prey on the morelaw-abiding populace. The countryside has its robbers andoutlaws, and even the riverways are not excluded frombanditry.
Some scoundrels use their guile, others use theirsts. All scoundrels risk running afoul of the authorities,whether they are up to no good or just look the part.
Entertainers also belong to this class, since manyregard their line of work as being not much different fromoutright thievery. Indeed, entertainers and scoundrelsoften nd themselves preying on the same customers inthe same places, and it can be hard to see any differencesbetween their methods.
Scoundrel CareersAcrobat, actor, agitator, bawd, burglar, charlatan, clipper,crimp, embezzler, forger, gambler, juggler, loan shark,minstrel, racketeer, raconteur, pickpocket, thief, thug.
TrappingsScoundrels wear common street clothes, sometimespatched and second-hand but funcional. A dagger is car-ried in the belt, and another hidden in a boot or vest. Youmay also carry a wooden club. 3d10 gold pieces are carriedin a well-hidden purse or money belt.
SCOUNDREL RANK 0Typ advn XP
Rank 0 WS +10, BS +10, S +5, T +5, Ag +10, Per+10, Int +5, WP +5, Fel +10, W +2
100
Talent Alley Cat 100
Skill Athletics 100
Skill Blather 100
Talent Charming 100
Skill Common Lore 100Skill Concealment 100
Skill Consume Alcohol 100
Talent Dealmaker 100
Skill Dodge Blow 100
Skill Evaluate 100
Skill Explosive Weapons 100
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Talent Flee! 100
Skill Gamble 100
Skill Gossip 100
Talent Graceful 100
Skill Haggle 100Skill Intimidate 100
Skill Lip Reading 100
Skill Lore (choose 1st) 100
Talent Mimic 100
Skill Search 100
Lang. Secret Language (Thieves Tongue) 100
Lang. Secret Signs (Thieves Signs) 100
Skill Silent Move 100
Skill Skullduggery 100
Skill Street Fighting 100
Skill Throwing Weapons 100
Talent Trapnder 100
Talent Tunnel Rat 100
Trade (Choose 1st) 100
Exit Commoner Rank 1 100
Exit Ranger Rank 1 100
SCOUNDREL RANK 1Typ advn XPRank 1 WS +10, BS +10, S +10, T +10, Ag +15,
Per +15, Int +10, WP +10, Fel +15, W +3100
Skill Blather +10 100
Skill Common Lore +10 100
Skill Concealment +10 100
Skill Disguise 100
Skill Evaluate +10 100
Skill Fencing Weapons 100
Skill Gossip +10 100
Skill Intimidate +10 100
Skill Lore (choose 2nd) 100
Skill Lip Reading +10 100
Talent Literate 100
Skill Prepare Poison 100
Talent Savvy 100
Skill Search +10 100
Skill Set Trap 100
Skill Silent Move +10 100
Skill Skullduggery +10 100Talent Strike to Stun 100
Skill Throwing Weapons +10 100
Skill Torture 100
Talent Very Alert 100
SCOUNDREL RANK 2Typ advn XP
Rank 2 WS +15, BS +15, S +10, T +10, Ag +20,Per +20, Int +15, WP +10, Fel +20, A +1,
M +1, W +4
100
Skill Athletics +10 100
Skill Common Lore +10 100
Skill Consume Alcohol +10 100
Skill Dodge Blow +10 100
Skill Explosive Weapons =10 100
Skill Gamble +10 100
Skill Haggle +10 100
Skill Lore (1st) +10 100
Talent Quick Draw 100Skill Silent Move +20 100
Skill Skullduggery +20 100
Skill Street Fighting +10 100
Talent Swashbuckler 100
Talent Swordplay 100
Exit Cleric Rank 1 100
Exit Academic Rank 1
SCOUNDREL RANK 3Typ advn XP
Rank 3 WS +15, BS +15, S +15, T +15, Ag +25,Per +25, Int +15, WP +15, Fel +25, M +1,W +4, A +1
100
Skill Athletics +20 100
Skill Blather +20 100
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Skill Concealment +20 100
Skill Disguise +10 100
Skill Dodge Blow +20 100
Skill Evaluate +20 100
Skill Explosive Weapons +20 100Skill Fencing Weapons +10 100
Talent Fleet Footed 100
Skill Gossip +20 100
Skill Haggle +20 100
Skill Intimidate +20 100
Skill Lip Reading +20 100
Skill Lore (2nd) +10 100
Skill Prepare Poison +10 100
Skill Search +20 100
Skill Set Trap +10 100
Skill Throwing Weapons +20 100
Skill Torture +10 100
Talent Trade Teacher 100
Trade (Choose 2nd) 100
Exit Ofcer Rank 1 100
SCOUNDREL RANK 4Typ advn XP
Rank 4 WS +20, BS +20, S +20, T +20, Ag +30,Per +30, Int +20, WP +20, Fel +30, A +2,M +1, W +5
100
Skill Consume Alcohol +20 100
Skill Disguise +20 100
Skill Gamble +20 100
Skill Lore (1st) +20 100
Skill Prepare Poison +20 100
Skill Torture +20 100
WARRIORSUnquestionably the Old World has its dangers, and war-riors confront them with steel and strength of arm. Theyoften learn their deadly trade from an early age and canrise to become heroes of song and ballad, but old warriorsare rare creatures and one is far more likely end up forgot-ten, food for crows.
The warrior may see everything as a battle that mustbe fought and won, a daily assault on the world, a trueght. Other warriors are pressed into service or fall intoa life of violence through misfortune, and ght for payalone. Some warriors are driven by vengeance, a sense ofjustice or duty.
Warrior CareersBerserker, bodyguard, bounty hunter, captain, cavalry-man, judicial champion, knight, marine, mercenary,
pistolier, pit ghter, pugilist, sergeant, soldier, sword-for-hire, squire.
TrappingsWarriors wear practical clothes, usually a simple shirt andtrousers with thick boots. They always possess a daggerwithin easy reach. Two hand weapons are tted to thebelt or slung over the shoulder; one is usually a sword orhammer. A leather pouch serves as a purse, holding 2d10gold crowns.
WARRIOR RANK 0Typ advn XPRank 0 WS +10, BS +10, S +10, T +10, Ag +10,
Per +5, WP +5, Fel +5, W +3100
Skill Animal Care 100
Skill Athletics 100
Skill Boating 100
Skill Cavalry Weapons 100
Skill Common Lore 100
Skill Consume Alcohol 100
Skill Crossbows 100
Skill Disarm 100
Skill Dodge Blow 100
Skill Entangling Weapons 100
Talent Fencing Weapons 100
Skill Flail Weapons 100
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Talent Frenzy 100
Skill Gunpowder Weapons 100
Skill Intimidate 100
Talent Marksman 100
Skill Pike Weapons 100Skill Ride 100
Lang. Secret Language (Battle Tongue) 100
Talent Sharpshooter 100
Talent Stout-hearted 100
Skill Street Fighting 100
Talent Strike to Stun 100
Talent Sturdy 100
Skill Two-handed Weapons 100
Talent Very Resilient 100
Talent Very Strong 100
Talent Warrior Born 100
Skill Wrestling 100
Trade (Choose 1st) 100
Exit Commoner Rank 1 100
Exit Scoundrel Rank 1 100
WARRIOR RANK 1Typ advn XP
Rank 1 WS +15, BS +15, S +15, T +15, Ag +15,Per +10, Int +5, WP +10, Fel +10, W +4
100
Skill Athletics +10 100
Skill Command 100
Skill Crossbows +10 100
Skill Dodge Blow +10 100
Skill Engineer Weapons 100
Skill Explosive Weapons 100
Talent Graceful 100
Talent Gunnery 100
Talent Hardy 100
Skill Intimidate +10 100
Skill Pike Weapons +10 100
Talent Shooting 100
Skill Street Fighting +10 100
Talent Strike to Injure 100
Talent Sure Shot 100
Talent Swashbuckler 100
Talent Swordplay 100
Skill Wrestling +10 100Exit Ranger Rank 1 100
WARRIOR RANK 2Typ advn XP
Rank 2 WS +20, BS +20, S +20, T +20, Ag +20,Per +15, Int +10, WP +15, Fel +15, W+5, A +1
100
Talent Ambidextrous 100
Skill Animal Care +10 100
Skill Athletics +20 100
Skill Cavalry Weapons +10 100
Talent Combat Teacher 100
Skill Command +10 100
Skill Common Lore +10 100
Skill Consume Alcohol +10 100
Talent Defender 100
Skill Disarm +10 100
Skill Dodge Blow +20 100
Skill Entangling Weapons +10 100Talent Fencing Weapons +10 100
Skill Flail Weapons +10 100
Skill Gunpowder Weapons +10 100
Talent High Pain Threshold 100
Skill Lore (choose 1st) 100
Talent Lightning Reexes 100
Talent Mighty Shot 100
Skill Pike Weapons +20 100
Talent Quick Draw 100Talent Rapid Reload 100
Skill Ride +10 100
Skill Street Fighting +20 100
Skill Two-handed Weapons +10 100
Talent Very Alert 100
Exit Ofcer Rank 1 100
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WARRIOR RANK 3Typ advn XP
Rank 3 WS +25, BS +25, S +25, T +25, Ag +25,Per +20, Int +15, WP +20, Fel +20, W+6, A +1
100
Skill Command +20 100
Skill Crossbows +20 100
Skill Engineer Weapons +10 100
Skill Entangling Weapons +20 100
Skill Explosive Weapons +10 100
Skill Gunpowder Weapons +20 100
Skill Intimidate +20 100
Talent Trade Teacher 100
Skill Two-handed Weapons +20 100
Talent Ulrics Fury 100
Skill Wrestling +20 100
Trade (Choose 2nd) 100
Exit Academic Rank 1 100
WARRIOR RANK 4Typ advn XP
Rank 4 WS +30, BS +25, S +30, T +30, Ag +30,
Per +20, Int +20, WP +20, Fel +25, A +2,W +7
100
Skill Animal Care +20 100
Skill Cavalry Weapons +20 100
Skill Common Lore +20 100
Skill Disarm +20 100
Skill Engineer Weapons +20 100
Talent Fencing Weapons +20 100
Skill Flail Weapons +20 100
Skill Lore (1st) +10 100
Talent True Flight 100
WIZARDSThe paths to enlightenment and mastery are many, butonly a few inhabitants of the Old World understand theforces of magic, and fewer still can harness them. Wizardsinspire fear, awe and suspicion. Their lives can be lonely,but the rewards of power are great.
Some magic-users are trained by masters of the artsunder strict conditions. Others have natural talent butdeliberately practice hedge wizardry in secret, as wizardryis outlawed or tightly sanctioned throughout the Empire.
Wizard CareersApprentice wizard, battle wizard, daemonologist, enchant-er, hedge wizard, journeyman wizard, magister, necro-mancer, sorcerer, summoner, witch.
TrappingsWizards often wear threadbare robes not unlike thoseof clerics and academics, but mud-stained and weather-beaten and tied with a belt with many pouches. A wide-brimmed hat is worn outside, with a waterskin is slungacross the chest, often holding alcoholic spirits. 4d10 goldcrowns are carried in a purse.
WIZARD RANK 0Typ advn XP
Rank 0 Ag +5, Per +5 Int +10, WP +10, W +2, Mag+1
100
Talent Aethyric Attunement 100
Lang. Arcane Language (Lingua Praestantia) 100
Skill Channelling 100
Lang. Classical 100
Skill Common Lore 100
Talent Coolheaded 100
Talent Literate 100
Skill Lore (Magic) 100
Skill Lore (choose 2nd) 100
Skill Magical Sense 100
Talent Savvy 100
Skill Spellworking 100
Talent Stout-hearted 100
Talent Strong-minded 100
Talent Wizards Intuition 100
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Magic (Choose 1st) 100
Trade (Choose 1st) 100
Exit Academic Rank 1 100
Exit Cleric Rank 1 100
Exit Commoner Rank 1 100
WIZARD RANK 1Typ advn XP
Rank 1 WS +5, BS +5, S +5, T +5, Ag +10, Per +10,Int +15, WP +15, Fel +5, W +3, Mag +2
100
Lang. Arcane Language (Daemonic) 100
Skill Brew Potion 100
Skill Disrupt Magic 100
Talent Etiquette 100
Skill Lore (Magic) +10 100
Skill Magical Sense +10 100
Talent Meditation 100
Talent Psychic Shield 100
Skill Spellworking +10 100
WIZARD RANK 2Typ advn XP
Rank 2 WS +10, BS +10, S +5, T +5, Ag +15 Per
+15, Int +20, WP +20, Fel +10, A +1, W +3,Mag +3
100
Talent Armoured Casting 100
Skill Channelling +10 100
Skill Common Lore +10 100
Skill Evaluate 100
Talent Graceful 100
Skill Intimidate 100
Talent Linguistics 100
Skill Lore (2nd) +10 100Skill Lore (choose 3rd) 100
Talent Seasoned Traveller 100
Talent Shooting 100
Talent Swordplay 100
Skill Two-handed Weapons 100
Talent Very Alert 100
Exit Ofcer Rank 1 100
WIZARD RANK 3Typ advn XP
Rank 3 WS +10, BS +10, S +10, T +10, Ag +20, Per+20, Int +25, WP +25, Fel +15, W +4, Mag+4
100
Skill Brew Potion +10 100
Skill Disrupt Magic +10 100
Skill Evaluate +10 100
Skill Intimidate +10 100
Skill Lore (Magic) +20 100
Skill Lore (2nd) +20 100
Skill Magical Sense +20 100
Talent Magic Teacher 100
Talent Rapid Caster 100
Skill Spellworking +20 100
Talent Trade Teacher 100
Magic (Choose 2nd) 100
Trade (Choose 2nd) 100
WIZARD RANK 4Typ advn XP
Rank 4 WS +15, BS +15, S +15, T +15, Ag +25, Per+25, Int +30, WP +30, Fel +20, A +2, W +5,Mag +5
100
Skill Brew Potion +20 100
Skill Channelling +20 100
Skill Common Lore +20 100
Skill Disrupt Magic +20 100
Skill Evaluate +20 100
Skill Intimidate +20 100
Skill Lore (3rd) +10 100
Talent Menacing 100
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There is a skill (or characteristic) for nearly every activityyour character may try to do. Whenever the GM decidesits time for a skill test, they will call for a skill test (orcharacteristic test).
Characteristics and Half-ratingsEach of your characteristics (Weapon Skill, Ballistic Skill,Strength, etc.) has a rating between 1 and 100. This is itsfull rating under average conditions. For convenience,youll also gure the half-ratings for each of yourcharacteristics.
When using a skill for which you have been trained
(that is, a skill that you have acquired through experience),you will use the full rating of its parent characteristicwhen making skill tests. (Example: Ragnar is attackingwith a greatsword and has the Two-handed Weapons skill.He uses his full Weapon Skill rating when making his skilltest.)
If you do not have the skill in question, you will usethe half-rating of the parent characteristic when makingthe skill test instead. (Example: Hilda is searching, but doesnot have the Search skill. She uses the half-rating of herPerception characteristic when making her skill test.)
Flexible SkillsIf a specic characteristic (WS, BS, S, T, Ag, etc.) is listedafter a skills name, it is strongly recommended that youuse that characteristic when nding that skills rating (thechances of success when making a skill roll). However,Flexible skills may be based upon different characteristicsdepending on the circumstances and the charactersmethods. The GM should determine which characteristicapplies in any given situation, and players may of coursemake suggestions.
Even if a specic characteristic is listed, any skill can beFlexible if it makes sense for the situation. The GM makesthe nal call on which characteristic is used when making
a test.
Complex SkillsSome skills require special training and expertise to usereliably. When attempting to use a Complex skill withoutany familiarity or instruction, the GM might determinethat it fails automatically, or may give you a very lowchance of success (10% would be generous).
Learning Skills and Improving SkillsA skill may be learned multiple times (up to three
times). You career class and rank will determine whichskills are readily available to you, and the maximum levelof skill improvement.
When you acquire a skill during character generationor advancement, write it on your character sheet andnote its parent characteristic (WS, BS, S, T, etc.) or if itis Flexible. The rst time a skill is learned, it ceases touse the half-rating of its parent attribute and uses its fullrating instead. At this skill level, you could say you arecompetent.
The second time a skill is learned, it offers +10 to theskill roll. At this level, you could say that you are adept orseasoned.
The third time it is acquired, it offers +20 to the skillroll. As this skill level, you could say that you are an expertor master.
SKILLS LIST
an c [Fxb]: Use this skill to performthe routine tasks of animal husbandry, as well asadministering basic medical attention.
an Tnng [Fxb, copx]: Charm and trainanimals. Often opposed by the animals Willpower.
atht [Fxb]: Climb, swim, make running leaps andperform similar acts of physical prowess.
Bth [F]: Distract others with a long string ofnonsense. Often opposed by Intelligence.
Botng [Fxb]: Handle small boats.
Bw Poton [Fxb, copx]: Create magical elixirs.
cvy Wpon [Ws]: Wield weapons from the Cavalrygroup, which tend to be overlong and awkward exceptwhen used from horseback.
chnnng [WP, copx]: Cast spells out of grimoires,scrolls or enchanted items.
Skills
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cond [Fxb]: Issue orders to those underyour command when morale is low, or give complexinstructions in difcult circumstances.
coon lo [int]: General customs, history orgeography, such as knowing how to address a noble or
which days it is forbidden to wear black in the local village.
connt [Fxb]: Hide from view using shadows,foliage and other obstacles.
conu aoho [Fxb]: Resist the effects of alcoholand drugs.
cobow [Bs]: Wield weapons from the Crossbowsgroup.
D [Ws, copx]: Use this skill when performingthe Disarm action in combat.
Dgu [Fxb, copx]: Wear disguises, includingaltering your voice and motion.
Dupt mg [WP, copx]: Perform the Disrupt Spellmagic defense action.
Dodg Bow [ag]: Perform the Dodge action in combat.
Dv [Fxb]: Handle carts, wagons, coaches andsimilar vehicles.
engn Wpon [Bs, copx]: Wield weapons from
the Engineer group.
entngng Wpon [Bs, copx]: Wield weaponsfrom the Entangling group.
evut [Fxb]: Determine the fair value for a good orservice.
expov Wpon [Bs, copx]: Deploy weapons fromthe Explosive group.
Fnng Wpon [Ws, copx]: Wield weapons fromthe Fencing group.
F Wpon [Ws]: Wield weapons from the Flail group.
Foow T [Fxb]: Trace faint paths, follow tracks,and identify types of footprints.
Gb [Fxb]: Place bets on races and gamble atcards, dice and so on. Often opposed by Gamble.
Gop [Fxb]: Talk casually with strangers andacquaintences, a good way to hear important news.
Gunpowd Wpon [Bs, copx]: Wield weaponsfrom the Gunpowder group.
Hgg [Fxb]: Negotiate a price or terms of a contract.Often opposed by Haggle.
H [Fxb]: Administer medical attention. It can beused to perform rst aid, stopping blood loss and shockfrom a fresh injury with a successful skill test. Heal canalso be used for long-term treatment. Once per day, youmay test your Heal skill to treat a patient, taking about onehour of time and a couple of shillings worth of medicalsupplies. If successful, the patient recovers D2 Wounds.
intdt [Fxb]: Bully, threaten and browbeatothers. Often opposed by Willpower.
lp rdng [P]: Determine what others are saying outof earshot, just by watching their lips.
longbow [Bs, copx]: Wield weapons from theLongbow group.
lo (vou) [int, copx]: Specialized knowledgeabout the more exotic corners of the world. SomeLore skills are: The Arts, Astronomy, Daemonology,Engineering, Genealogy/Heraldry, History, Law, Magic,Necromancy, Philosophy, Runes, Science, Strategy/Tactics,and Theology.
mg sn [Fxb, copx]: Sense the winds ofmagic in an area, determining if there has been any recentmagical activity and of what type.
Outdoo suvv [Fxb]: Survive in the wilderness,including shelter building, sewing, shing and small gamehunting.
Pk Wpon [Ws, copx]: Wield weapons from thePike group.
Pp Poon [Fxb, copx]: Identify the sourcesof poisons and toxins, and extract them and store them.
rd [Fxb]: Ride horses, ponies and other ridinganimals.
s [Fxb, copx]: Work as a deckhand on largeboats and sailing vessels of all kinds, including manningthe helm.
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sh [Fxb]: Explore an area for items of interest,clues, or valuable objects.
st Tp [Fxb, copx]: Prepare animal snares andmore elaborate traps.
snt mov [ag]: Sneak around without making noise.Often opposed by Perception.
skuduggy [Fxb, copx]: Open locks anddisarm mechanical traps, pick pockets and similar light-ngered tricks of the thieves trade.
sng Wpon [Ws]: Wield weapons from the Slinggroup.
spwokng [WP, copx]: Cast spells spontaneously,weaving the winds of magic and Chaos to do your bidding.This skill is also used to design new spells.
stt Fghtng [s]: Fighting with bare sts andimprovised weapons.
Thowng Wpon [Bs]: Wield weapons from theThrowing group.
Totu [Fxb]: Apply physical or mental torture in anattempt to extract information from an unwilling captive.Often opposed by Willpower.
Two-hndd Wpon [Ws, copx]: Wield weaponsfrom the Two-handed group.
Wtng [Fxb, copx]: Grappling and subduingopponents in combat. Often opposed by Strength.
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Talents are important traits your character can use to theiradvantage. Your character will start with some talents, andwill have an opportunity to acquire others over the courseof your career. Unlike skills, talents may be acquired onlyonce.
When advancing your character, you may attempt tolearn talents that do not appear in your career path. Withyour GMs approval, you should pay 250xp for each off-career talent.
TALENT LIST
aut Hng: +20 modier to Perception tests to hearfaint or distant sounds.
athy attunnt: +10 modier to Channelling andMagical Sense skill tests.
ay ct: +20 modier on Concealment and Silent Moveskill tests in urban settings.
abdxtou: You have no secondary hand; both handscount as primary hands. This means you do not have a -20modier to WS and BS when attacking with a weapon inyour secondary hand.
aoud ctng: Ignore the rst armour point perhit location when calculating your armour interferencepenalty.
Btt mg: +1d6 damage when using the Magic Attackaction spell.
chng: Permanent +5 bonus to Fellowship.
cobt Th: xxxxxxxYou may teach combat skills
and talents you possess to other characters. Assuminga couple of hours of instruction/study per day, yourstudents may reduce the cost of special training to 100xp-125xp in those skills and talents, at the GMs discretion.This talent also allows you to patent new combat actions(see COMBAT: ). Each new manoevre must be hammeredout between you and the GM, and should take about amonth to perfect. Once the new manoeuvre is learned, youmay spend 100xp to gain a new skill or talent associatedwith its use (again, the exact function of the skill or talent
should be determined by negotiation between you and theGM, with input from other players welcomed).
contotont: +20 modier to Performer tests where suchextreme motions would benet, and a +20 modier to slipout of manacles and through tight squeezes.
coohdd: Permanent +5 bonus to Willpower.
Dk: +20 modier to Evaluate and Haggle skill testsif you have good knowledge of the service or good beingnegotiated.
Dfnd: +10 skill modier when using the Block, Parry,and Take Cover combat actions.
Dwfft: +20 modier on Trade skill tests that couldbe improved by some Dwarfen are and craftsmanship,including Armourer, Brewer, Gem Cutter, Gunsmith, Mine,Smith, Stoneworker and Weaponsmith. Normally thistalent is available to Dwarfs only, and indeed is an innatequality.
etqutt: +20 modier to social skill tests when dealingwith high society.
exnt Von: +20 modier to Perception tests to seeover long distances or notice tiny details.
F!: +20 modier to Agility when disengaging fromcombat.
Ft Footd: Permanent +1 bonus to Movement.
Fnzy: To enter a frenzied state, spend 1 action point andmake a Willpower test. If successful, apply a +20 modiferto ttacks rolls, and -20 to all mental and social tests(those based on Perception, Intelligence, Willpower and
Fellowship). You may not disengage from a live opponentand cannot leave combat, nor do you come out of thisfrenzy until the battle ends.
Gfu: Permanent +5 bonus to Agility.
Gudg-bon Fuy: +5 modier to attack rolls againstGoblinoids, including Orcs, Goblins and Hobgoblins.
Talents
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Gunny: You can operate large cannon such as thosefound on ships, as well as siege weapons includingarbalests, catapults and trebuchets.
Hdy: Permanent +2 bonus to Wounds.
Hgh Pn Thhod: Permanent +1 bonus to WoundThreshold.
lnd Nvgton: Read maps and travel long distancesoverland by dead reckoning, and gain a +20 modier toskill tests when traveling through areas known to you.
Lightning Reexes: Gain 1 action point per round thatcan be used exclusively to parry.
lngut: +20 modier to skill tests related to the use oflanguage, including foreign languages.
mg Th: You may teach magic skills and talentsyou possess to other characters, . Assuming a couple ofhours of instruction/study per day, your students mayreduce the cost of special training to 100xp-125xp in thoseskills and talents, at the GMs discretion. This talent alsoallows you to design new spells (see MAGIC: Spellcrafting).
mkn: Permanent +5 bonus to Ballistic Skill.
mdtton: If you can nd an hour of quiet and solitudeafter a stressful encounter, you may recover a number ofWounds equal to your Wound Threshold. You also recoverany Magic lost as a result of spellcasting mishaps. You may
meditate once per day at a certain time chosen when youlearn this talent: dawn, midday, dusk or midnight.
mnng: +20 modier to Intimidate and Torture skilltests.
mghty shot: +1 damage with missile weapons.
m: +20 modier to skill tests where perfect mimicrywould be a benet, including Disguise and the Performerskills Actor, Clown, Comedian, Jester and Storyteller.
Nght Von: You can see in nearly complete darkness aswell as any Human can see on an overcast day.
Ontton: +20 modier on Follow Trail and Navigationskill tests.
Pyh shd: Whenever you would take strain fromspellcasting, make a Willpower test. If your test succeeds,you ignore 1 strain.
Pub spkng: +20 modier to social skill tests whenspeaking to a large crowd.
Quk Dw: Gain 1 action point per round that can beused exclusively to ready items.
rpd ct: Gain 1 action point per round that can beused exclusively to perform magic actions.
rpd rod: Gain 1 action point per round that can beused exclusively to load weapons.
ltt: You can read and write in the languages youknow how to speak. Most codes and specialists signs haveno sounds associated with them, and as long as the codeor sign system is known, you do not need the Literatetalent in order to read and write them.
rtn to mg: You are unable to learn the magical
arts. Your Magic rating can never be raised above 0, andyou cannot learn any magic-related skills or talents. Gaina +20 modier when resisiting the effects of magic, thewarping effects of Chaos and mutation, and to evadedetection by witchsight.
rtn to D: +20 modier to Toughness tests toresist disease and poison.
rov: +20 modier on Concealment and Silent Move skilltests in rural settings.
svvy: Permanent +5 bonus to Intelligence.
s Nvgton: Plot out long voyages by water throughthe use of nautical charts, and keep a sea ship on its coursethrough careful timing and astronomical observation.You also gain a +20 modier to skill tests when travelingthrough waters known to you.
sond Tv: +20 modier to most Common Loreand Language skill tests. You must be reasonably well-traveled in order to learn this talent during the course of acampaign.
shphoot: When using the aim action with a missileweapon, you gain a +20 modier to Ballistic Skill instead ofthe normal +10 aim modier.
shootng: +10 modier to hit with missile weapons of theOrdinary group.
stout-htd: +20 modier to skill tests to resist fear,terror, torture or intimidation.
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sttw: +20 modier to social skill tests wheninteracting with criminals and other low-lifes.
stk mghty Bow: +1 damage with melee weapons.
stk to inju: On a successful melee attack roll, choose
between your regular hit location (the reverse of yourroll to attack) and the hit location indicated by yourroll to attack before you reversed it. For example, if yousuccessfully attack with a roll of 36, you may choose to hitthe body (63) or left arm (36).
stk to stun: After rolling damage for a successfulmelee attack, you may choose to do less than the indicatedamount of damage. Announce the amount of damageyou wish to deal. The GM does not have to tell you anyinformation about the Toughness or armour of yourtarget, except in narrative terms.
stong-ndd: +20 modier to resist the mind-bendingeffects of witnessing magic, Chaos, undead and othersupernatural forces.
study: Ignore the rst 2 armour points per hit locationwhen calculating your armour encumbrance penalty.Normally, for every 2 points of armour per location,your armour encumbrance incurs a -1 modier to yourInitiative.
su shot: On a successful missile attack roll, choosebetween your regular hit location (the reverse of yourroll to attack) and the hit location indicated by your
roll to attack before you reversed it. For example, if yousuccessfully attack with a roll of 49, you may choose to hitthe left leg (94) or body (49).
sugy: You must have the Heal skill at +10 skill masteryor greater before you acquire this talent. With this talentyou may treat serious injuries, and you may attemptto treat diseases and other ailments beyond the scopeof common healers, including amputations and thetreatment of amputated limbs, treating insanity withsurgery, setting broken bones, and so on.
swhbuk: Gain 1 action point per round that canbe used exclusively to move and perform athletic feats(including running, jumping, leaping, climbing, mounting,dismounting, swinging from ropes).
swodpy: +10 modier to hit with melee weapons of theOrdinary group.
Td Th: You may teach trades you know to othercharacters. Assuming a couple of hours of instruction/
study per day, your students may reduce the cost ofspecial training to 100xp-125xp for that trade, at the GMsdiscretion.
Trapfnder: +20 modier to skill tests involving thediscovery and disarming of traps.
Tu Fght: When rolling for damage with a missileweapon, if any of the damage dice show a 6, you mayspend 1 Fortune Point to add 1d6 to the damage roll.
Tunn rt: +20 modier on Concealment and Silent Moveskill tests underground.
U Fuy: When rolling for damage with a meleeweapon, if any of the damage dice show a 6, you may add1d6 to the damage roll. (Devout followers of other godsmay prefer to call this Sigmars Fury, or Shallyas Fury, andso on.)
Vy at: Permanent +5 bonus to Perception.
Vy rnt: Permanent +5 bonus to Toughness.
Vy stong: Permanent +5 bonus to Strength.
Wdn: In combat, at the beginning of each roundgain 1 action point for every ally with the Wardancertalent within 10 yards. The allies must be within line ofsight, and a maximum of 2 action points can be gained inthis way. When an Wardancer ally leaves your line of sightor becomes blinded or incapacitated, you lose 1 action
point if able. Normally, only Wood Elves may gain thistalent, as it relies on their unique psychic bonds.
Wo Bon: Permanent +5 bonus to Weapon Skill.
Wzd intuton: +20 modier on Spellworking skilltests when spellcrafting (developing a new spell).
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Languages are similar to talents, conferring the abilityto speak the language in question. In situations wherecommunication may be possible but complicated(scribbled handwriting, weathered engravings, obscuredialect, thick accent), make a Perception or Intelligencetest to puzzle it out. The most common languages andtheir principal speakers are shown at right.
In order to read and write the languages yourcharacter knows, you will need the Literate talent.
Arcane LanguagesThese are the languages of magic users, and of realms
unknown to lesser minds. Arcane languages are capable ofinscribing and expressing the magical formulae necessaryto cast spells from them, so spell scrolls and grimoires arealways written in an arcane language (at least one). Somearcane languages are: Tar-Elthrin (sometimes calledsimply arcane Elvish), Daemonic, and Lingua Praestantia(more commonly known as Magick, the language used inmost magical documents and incantations throughout theOld World).
Secret LanguagesThese languages are spoken by those who share a trade,
often hidden in phrases borrowed from the local language,or as shorthand. Some kinds of secret languages are: BattleTongue, Guild Tongue and Thieves Tongue.
Secret SignsThese are typically small and innocent-looking marksthat would not be noticed by the untrained eye. But thesesecret signs can contain valuable warnings or directionsto those who know how to read them. Some types ofSecret Signs are: Templars Signs (used by clerics), ThievesSigns (used by criminals), and Rangers Signs (used byoutdoorsmen).
lngug Pnp spk/Ttoy
Tar-Elthrin High Elves, wizards
Breton Bretonnia
Classical Academics, clerics, wizards
Daemonic Daemons, wizards
Dark Tongue Beastmen, Chaos, wizards
Estalian Estalian Kingdoms
Fan-Elthrin Wood Elves
Gob Orcs, Goblins, HobgoblinsGrumbarth Ogres
Hobbish Halings
Khzalid Dwarfs
Kislevian Kislev
Lingua Praestantia Wizards
Norse Norsca
Reikspiel The Empire
Tilean Tilea
Languages
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Trades represent a general knowledge of a certain typeof work, and may provide a +10 modier to skill tests forwhich your work experience is especially relevant. Thetable at right shows a variety of common trades, but thereare many more.
Adventurers sometimes set out for a life of excitementafter plying a trade for long years. Some learn how tomake a living at a new trade with their adventuringexperience. However your character acquires their tradeor trades, their primary function will likely be as a sourceof income. (Bear in mind that a month in the Old Worldlasts 32 or 33 days.) The typical monthly income is listed
for each trade, based on a 12-hour workday for one person,a steady supply of customers, and work of passable quality.The GM should adjust trade Income as appropriate, fromseveral times the listed amount to nothing at all, if yourcharacter puts more or less effort into their trade, thegeneral state of the economy in their region, and otherfactors.
Some trades are based on artistic performance orentertainment (Actor, Dancer, Musician, etc.). Yourcharacter does not need to have a high natural Agility tohave a successful career as a Juggler, for example. Indeed,a clumsy juggler can be delightful. In any case, you shouldstill get a +10 modier to skill tests where juggling comes
into play.Virtually every trade requires specialised tools costing
as much as 5gc. (See TRAPPINGS for the prices of somecommon trade tools.) Work space should be considered,as renting or building a shop can be an expensive andinvolved process. Many entertainment trades requirenothing more than a street corner or tavern commonroom as work space.
Most trades turn raw materials into nished goods,and the costs of those raw materials tend to be 20%-30% ofthe nished price. Performing a trade also takes time, andadventurers will need a week or more to do any seriouscraftwork.
d100 Td monthy ino
Acrobat
Actor
Apothecary
Armourer
Artist
Bowyer
Brewer
CalligrapherCandlemaker
Carpenter
Cartographer
Cartwright
Clown
Comedian
Cook
Cooper
DancerEmbalmer
Farmer
Fire Eater
Gamekeeper
Gem Cutter
Glassmaker
Goldsmith
Gunsmith
Hatter
Herbalist
Hypnotist
Jester
Juggler
Leatherworker
Merchant
Trades
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Miller
Mime
Miner
Musician
Palm ReaderProspector
Sailmaker
Shipwright
Shoemaker
Singer
Smith
Stoneworker
Storyteller
Tailor
Tanner
Toolmaker
Toymaker
Ventriloquist
Vintner
Weaponsmith
Woodworker
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Battles should be an engaging and exciting part of play.These rules establish some order to the chaos of melee andprovide clear options for the sorts of actions charactersmay perform. As ever, players and the GM should use theirimaginations and look beyond the rules, and alter themon the y (if only temporarily) to keep the action movingand maintain the proper storytelling tone (a grim world ofperilous adventure).
In combat (or combat mode if you prefer) the game isbroken up into rounds of about 10 seconds in length. Eachround of combat, the combatants will start by rolling tosee their order of action (Initiative), and then take turns
performing their actions, spending their allotted actionpoints. Once all of the surviving combatants have taken aturn, a new round of combat begins.
INITIATIVEMost free actions and defences can be made at any timeduring the round, provided they do not interfere with theacting character. Attacks, common actions, and spellcast-ing actions may only be made during each players tvph.
At the start of each round of combat combat, estab-lish the order or action. Each character (or group of very
similar characters, such as a mob of Goblins sharing thesame skill ratings) rolls a number of d6 equal to their Agil-ity Bonus (AB) rating. The GM then ranks each characterby Initiative order, highest to lowest. (In the case of a tie,the character with the highest Agility rating goes rst. Ifthere is still a tie, the character to roll highest on a singledie goes rst.)
The character with the highest Initiative gets to takethe rst active phase, resolving one attack or one commonaction (and as many free actions as the GM allows). Whenthe character has completed this action, then passes to thecharacter with the next-highest Initiative, and so on untilall characters involved have acted.
Characters with action points left after their rst ac-tive phase can get a chance to act again. The timing for thisnew active phase is 3 less than their rst actions initiativenumber, and this continues until all actions and activephases have been exhausted. (Example: Zack rolled 13 forinitiative, and takes his rst action phase at that time. Hehas 1 action point remaining, and can get an opportunityto take another action phase with initiative 10. If he has
any action points remaining, he can act again at initiative7.)
Armour EncumbranceThe bulk and discomfort of wearing heavy armour canaffect a characters Initiative. For every 2 points of armourper location, there is a -1 Initiative penalty.
exp: A character wearing 5 points of armour on alllocations would suffer an Initiative penalty of -12. A char-acter wearing leather armour (1 AV) on all locations wouldsuffer no initiative penalty. A character wearing a mail
coat (2 AV on arms and body) and pot helm (1 AV head)would suffer a -3 Initiative penalty.
SurpriseUnder some circumstances, characters may be caughtunprepared and unaware before combat. The GM will de-termine if one side has such an advantage. If one side hasa good chance of surprising the other, this can be handledwith Concealmest tests by Perception.
Characters with the element of surprise may gain abonus to Initiative (+10 would be fair) or even get to act foran entire round of combat without interruption.
ACTIONSEach starting character has 2 action points per round, asdo most other characters and humanoid creatures youmay encounter. Most actions must be performed during acharacters turn, but defences can be performed as a reac-tion to another characters attack, and can be performedout of sequence. It is often a good idea to save 1 action todefend yourself with.
An important rule about actions: you may not performthe same type of action more than once per turn. That is,you cannot perform two Standard Attacks on the same
turn, but you may perform a Finesse Attack and a StandardAttack.
Extended ActionsSome activities are too involved or time-consuming tobe completed in a single action phase. These are calledextended actions. These actions may be interrupted invarious ways, primarily if the character performing theextended action has a lapse of concentration or takes some
Combat
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other action. It is up to the GM to determine if the ex-tended action can be attempted again from the beginning,or if some progress had been made on the rst try.
FREE ACTIONSSome activities can be performed in combat without using
any action points. Usually each type of free actions mayonly be performed once per round, with the GM as thenal judge.
Brief gestures and speech Drop items in hand Glance around Move a couple of yards
ATTACKSThese actions are used offensively, and may be performedonly during your active phase.
Movement is an important part of attacking. Normally,you must move a yard or two each time you make an at-tack action. If you are unable to move, the GM may imposea penalty to your roll.
Attacks may represent more than a single swing of anaxe or jab of a knife, but the effects of these several attacksare boiled down into one action for simplicitys sake.
a-out attk (2 ton): Make a standard attack, add-ing +20 to hit and dealing +1d6 damage if successful.
cd shot (1 ton): Choose a hit location. Make anattack with -20 to hit. If successful, you strike the chosen
hit location.chg attk (2 ton): xxxxxxxxxxxxxxx
D (1 ton): Attempt to knock weapons or itemsout of your opponents grasp. Choose the item, then makea Disarm skill test opposed by Agility. If the disarm actionis successful, the target drops the item.
Fnt (1 ton): Make a false attack, attempting to throwyour opponent off guard. Make an opposed WS/WS test.If the character attempting to feint is sucecssful, their fol-lowing action, which must be a Standard Attack, cannot bedefended by them. Your feint fails if you become distractedor take any other action.
Fn attk (1 ton): Make a standard attack, adding+10 to hit and dealing -2 damage if successful.
Gn attk rng (1 ton): Make an opposed Agil-ity test with your melee opponent. If successful, you gain
short attack range or long attack range with that opponent
(depending on your weapons Short or Long qualities). Atshort attack range, you gain +10 to all actions with knives,st weapons, unarmed attacks and similar Short weapons.At long attack range, you gain +10 to all attacks with Longweapons such as halberds and greatswords. You have thisrange advantage until your opponent successfully disen-
gages from you or gains attack range, in which case youlose your attack range advantage.
Gudd attk (1 ton): Make a standard attack atyour choice of -10, -20, or -30 to hit. Until your next activephase, you gain a bonus to all defence action rolls in thesame but positive amount as the penalty you took to at-tack. (Example: Ragnar makes a guarded attack, choosing-20 to his roll. Later that round, he parries an opponentsattack, and adds +20 to his parry roll.)
rk attk (1 ton): Make a standard attack atyour choice of +10, +20, or +30 to hit. Until your next turn,
you take a penalty to all skill checks in the same but nega-tive amount as the bonus you took to attack. (Example:Hilda makes a reckless attack, choosing +30 to her roll.Later that round, she blocks an opponents attack, andtakes a -30 to her roll.)
stndd attk (1 ton): Make a basic attack with aweapon in either hand. If the weapon is in your secondaryhand, you suffer -20 to hit.
COMMON ACTIONSThese are some of the more likely actions that characters
will attempt to make during combat. It is not an exhaus-tive list and should be used as a guideline for nding asuitable way to deal with any given combat situation.
a (1 ton): Add +10 to hit (WS or BS) for your follow-ing action, which must be a Standard Attack. Your aim isbroken if you become distracted or take any other action.You cannot Aim more than once prior to an attack.
Dfnv stn (1 ton): Use Defensive Stance onlyif you have not attacked yet this round. You forfeit yourability to attack this round, and in exchange you gain +20for all defence rolls until your next active phase.
Dodgng stn (1 ton): Use Doding Stance only if youhave not attacked yet this round. You forfeit your abilityto attack this round, and in exchange you may stand lighton your feet and attempt to dodge all attacks targeting youuntil your next active phase, spending 0 action points perdodge.
Dngg (2 ton): xxxxxxxxxxxxxxx
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Dw (1 ton): Grab a weapon or other object to handif it is in an easily accessible location, such as a sheath orshoulder sling. Objects inside bags or pouches might takelonger to nd, requiring additional action points at theGMs discretion. This action is also used to put objects
away, or ip through a grimoire to nd a particular page,or pick up an item on the ground if it is within 1 yard or so.
Frenzy (2 actions): Take a long swig from your ask andmake a Willpower test, and if successful you will workyourself into a combat frenzy. In this berserk state, whichlasts until the ghting stops, you gain a +20 modier toskill tests to attack and move aggressively, a temporary+2 bonus to Wound Threshhold, and a -20 modier to skilltests to defend and act defensively (or intellectually). Ina frenzy, you will attack the nearest opponent until theystop ghting back, and you may be required to make Per-ception tests to tell friends from foes.
Bokng stn (1 ton): Use this action only if youhave not attacked yet this round. You forfeit your ability toattack this round, and in exchange you may hunker downand attempt to block all attacks targeting you until yournext active phase, spending 0 action points per block.
Jup/lp (1 ton): Use this action to jump onto ordown from tables or tavern bars, jump down from roof-tops, leap across gaps, and so on. It may take 2 actions toattempt an especially long jump requiring a run-up.
lod (1 ton): Weapons with a Reload rating take time
to reload, at a rate of 1 action per point of Reload.
mnouv (t t 1 ton): This is a catch-all termfor any action not covered by some other action on thislist. When attempting a non-standard manoeuvre, youand the GM should quickly determine the time required toperform the action, what happens in the event of successor failure, and other aspects.
mount/Dount (2 ton): Climb onto a horse, wagon,coach or similar. Dismounting in a hurry is possible, re-quiring just 1 action with a successful Agility or Ride test.
mov (1 ton o o): Your character moves at aspeed up to a fast walk for a few seconds. Also used tostand up or lie down. You must spend 2 actions to moveup to your full Running movement rate. Difcult terrainlike rubble or underbrush may reduce the distance movedand/or require an Agility test.
Pyng stn (1 ton): Use Parrying Stance onlyif you have not attacked yet this round. You forfeit your
ability to attack this round, and in exchange you may holdyour enemies at bay and attempt to parry all attacks tar-geting you until your next active phase, spending 0 actionpoints per parry. Weapons with the Long quality gain a +10modier to defences when you are in a Parrying Stance.
U sk (1 ton o o): Perform some actioninvolving a skill or basic characteristic, such as Athletics orPerception. This may be an extended action.
DEFENCESThese actions are reactive, and used to avoid or preventdamage from successful attacks. They may be used at anytime during the round.
Bok (1 ton): You must have a buckler or shield touse this action. To block an attack, make a Strength rollopposed to the attack roll. If you are successful, preventTB+2d6 damage.
count-attk (1 ton): If your opponent strikes asuccessful blow, you may immediately retaliate with thisaction. Resolve the initial attack as normal, taking damageas normal. Then resolve the counter-attack as a standardmelee attack but with -20 to hit.
Dodg (1 ton): Make a Dodge Blow (Agility) skill rollopposed to the attack roll. If you are successful, you avoidAG+2d6 damage.
Py (1 ton): Make a WS test. If successful, you pre-
vent SB+2d6 damage.
Tk cov (1 ton): You can use this action if the envi-ronment provides some protection and you can easily putit between yourself and your opponent. Depending on howhard the cover is, and how much coverage it provides, theGM may apply a penalty to the attackers roll to hit and/oradd a number of d6 dice to roll to resist damage. (Example:Gregor attempts to take cover behind some tree branch-es, which is not very effective. The GM determines that theopponent will suffer -10 to hit. In another situation, Hildais taking cover behind a ruined stone wall almost as tall asshe is. The GM determines that it offers -20 to hit for her
opponent, and blocks 2g6 damage. In yet another situa-tion, Ragnar attempts to take cover, but theres nothingnearby and the GM rules that hell have to try somethingelse instead.)
ATTACKING
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Declaring the Action and TargetStart your attack by describing your characters move-ment, attitude and the nature of the attack, and who theyintent to attack. You and the GM should then gure outwhich type of combat action ts, or use the Manoeuvreaction if there is no better option.
Test ModifierThe GM may apply a modier to your upcoming roll,depending on the particulars of your combat environmentand your approach, anything from -30 for very difcultconditions to +30 for very favorable.
Attack RollMake a d100 roll using your Weapon Skill, Ballistic Skill, orappropriate skill for the attack. If the result is equal to orless than your characteristic or skill rating, including alltest modiers, your attack is on target.
Hit LocationInvert the numbers on your attack roll. (Examples: Anattack roll of 59 bcomes 95 when inveted. An attack roll of33 remains 33.) The inverted number is used to nd the hitlocation:
d100 Ht loton
01-15 Head
16-35 Right Arm
36-55 Left Arm
56-80 Body
81-90 Right Leg
91-100 Left Leg
Non-humanoid targets should have their own hit locationtables.
DefenceAt this point the target may attempt to defend against theattack, if they are