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WFRP v3 Guide V3.0 - This player aid was developed by Court Dimon and is designed for the Warhammer Fantasy Roleplay RPG by Fantasy Flight Games. Basic Skills Athletics (St) Climbing, Swimming, Jumping, Rowing, Running Lifting Ballistic Skill (Ag) Bow, Crossbow, Thrown, Blackpowder Charm (Fel) Etiquette, Gossip, Diplomacy, Haggling, Seduction Coordination (Ag) Dodge, Balance, Acrobatics, Juggling, Dance, Knots & Ropes Discipline (WP) Resist Charm, Resist Guile, Resist Intimidation, Resist Fear, Resist Terror, Resist Torture First Aid (Int) Combat Surgery, Long Term Care, Tending Critical Wounds, Tending Normal Wounds Folklore (Int) Creature Lore, Reikland lore, Geography, Superstitions, Local customs Guile (Fel) Deception, Blather, Con games, Innuendo, Appear innocent Intimidate (St) Violence, Combat, Interrogation, Politics Intuition (Int) Detect lies, Estimate Sums, Evaluation, Gauge opponent Leadership (Fel) Military leadership, Politician, Logistics, Spiritual Leader Nature Lore (Int) Locate shelter, Locate food, Locate Water, Identify animal, identify plant Observation (Int) Eavesdropping, Tracking, Keen Vision, Minute details Resilience (To) Block, Recover fatigue, Resist disease, Resist poison, Resist starvation Ride (Ag) Horsemanship, Trick riding, Wagons, Mounted combat, Long distance travel Skullduggery (Ag) Pick pockets, Pick locks, Set traps, Disable traps, Palm objects Stealth (Ag) Silent movement: Rural -or- Urban, Hide, Ambush Weapon Skill (St) Hand Weapons, Great Weapons, Polearms, Parry, Parry w/ great weapon Advanced Skills Animal Handling (Fel) Command, Train, Sense Disposition, Calm Animal Channeling (WP) Below Capacity, Overchanneling, Conservative, Reckless, others Education (Int) History, Geography, Reason, Language skills, Philosophy Invocation (Fel) Per diety, Traditions, Rituals, Tenets Magical Sights (Int) Observe specific Wind, Identify spell, Locate aura, dark magic, gauge strength Medicine (Int) Critical wounds, Poison, Disease, Long term care, surgery Piety (WP) Below capacity, Conservative, Reckless, Urgent need Spellcraft (Int) History of Magick, Colleges, Rank 1-5 spells Tradecraft (Varies) Smithing, Carpentry, Jewelry making, brewing, Engineering, Performance Universal Effects ## = Gain 1 Stress or Fatigue \\ = Recover 1 Stress or Fatigue @ = # + =<, \, Critical, or trigger a power/ability Fortune Each session starts w/ 3 Refreshes when pool = to # of PCs Spend to remove recharge 1:1 Convert Fortune to Fortune die Misc: Exhaust Talent = 4 recharge Advancement o +1 cost per level above rank. o Train Basic Skill outside = 2 o Acquire Talent outside = 2 o Acquire Advanced Skill outside = 4 o Train Advanced Skill outside = 4 o Increase Characteristic = to new rating o Increase outside Characteristic = new rating +1 •Simple | <1/2 Acting Characteristic Challenges •Easy | < AC | •Average | = AC || •Hard | > AC ||| •Daunting | 2x AC |||| • +1 per level of training in relevant skill • Opposition has relevant specialization • GM spends Aggression/Cunning +1 Misfortune

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Page 1: WFRP GM Sheets Wide

WFRP v3 Guide

V3.0 - This player aid was developed by Court Dimon and is designed for the Warhammer Fantasy Roleplay RPG by Fantasy Flight Games.

Basic Skills Athletics (St)

Climbing, Swimming, Jumping, Rowing, Running Lifting

Ballistic Skill (Ag) Bow, Crossbow, Thrown, Blackpowder

Charm (Fel) Etiquette, Gossip, Diplomacy, Haggling, Seduction

Coordination (Ag) Dodge, Balance, Acrobatics, Juggling, Dance, Knots & Ropes

Discipline (WP) Resist Charm, Resist Guile, Resist Intimidation, Resist Fear, Resist Terror, Resist Torture

First Aid (Int) Combat Surgery, Long Term Care, Tending Critical Wounds, Tending Normal Wounds

Folklore (Int) Creature Lore, Reikland lore, Geography, Superstitions, Local customs

Guile (Fel) Deception, Blather, Con games, Innuendo, Appear innocent

Intimidate (St) Violence, Combat, Interrogation, Politics

Intuition (Int) Detect lies, Estimate Sums, Evaluation, Gauge opponent

Leadership (Fel) Military leadership, Politician, Logistics, Spiritual Leader

Nature Lore (Int) Locate shelter, Locate food, Locate Water, Identify animal, identify plant

Observation (Int) Eavesdropping, Tracking, Keen Vision, Minute details

Resilience (To) Block, Recover fatigue, Resist disease, Resist poison, Resist starvation

Ride (Ag) Horsemanship, Trick riding, Wagons, Mounted combat, Long distance travel

Skullduggery (Ag) Pick pockets, Pick locks, Set traps, Disable traps, Palm objects

Stealth (Ag) Silent movement: Rural -or- Urban, Hide, Ambush

Weapon Skill (St) Hand Weapons, Great Weapons, Polearms, Parry, Parry w/ great weapon

Advanced Skills Animal Handling (Fel)

Command, Train, Sense Disposition, Calm Animal

Channeling (WP) Below Capacity, Overchanneling, Conservative, Reckless, others

Education (Int) History, Geography, Reason, Language skills, Philosophy

Invocation (Fel) Per diety, Traditions, Rituals, Tenets

Magical Sights (Int) Observe specific Wind, Identify spell,

Locate aura, dark magic, gauge strength

Medicine (Int) Critical wounds, Poison, Disease, Long term care, surgery

Piety (WP) Below capacity, Conservative, Reckless, Urgent need

Spellcraft (Int) History of Magick, Colleges, Rank 1-5 spells

Tradecraft (Varies) Smithing, Carpentry, Jewelry making, brewing, Engineering, Performance

Universal Effects ## = Gain 1 Stress or Fatigue \\ = Recover 1 Stress or Fatigue @ = # + =<, \, Critical, or

trigger a power/ability

Fortune Each session starts w/ 3 Refreshes when pool = to # of PCs Spend to remove recharge 1:1 Convert Fortune to Fortune die

Misc:

Exhaust Talent = 4 recharge Advancement o +1 cost per level above rank. o Train Basic Skill outside = 2 o Acquire Talent outside = 2 o Acquire Advanced Skill outside = 4 o Train Advanced Skill outside = 4 o Increase Characteristic = to new rating o Increase outside Characteristic

= new rating +1

• Simple  |  <1/2  Acting  Characteristic  Challenges

• Easy  |  <  AC  |

• Average  |  =  AC || • Hard  |  >  AC |||

• Daunting  |  2x  AC |||| • +1  per  level  of  training  in  relevant  skill • Opposition  has  relevant  specialization • GM  spends  Aggression/Cunning

+1 Misfortune

Page 2: WFRP GM Sheets Wide

WFRP v3 Guide

V3.0 - This player aid was developed by Court Dimon and is designed for the Warhammer Fantasy Roleplay RPG by Fantasy Flight Games.

Conditions & Effects

Fear & Terror Discipline (xD) Check: x= creatures Fear/Terror rating Fear failure results in xStress Terror failure results in xStress & xFatigue ## gains the “Frightened” condition

Corruption Resilience (xD) Check:

o Chaos stars = 1 corruption o Failed checks: gain corruption = difficulty.

GM may convert Corruption into Challenge dice. Corruption > Threshold:

o HUMANS: draw Mutations & reduce Corruption by the severity of the Mutation. Continue until Corruption < Threshold. If # of Mutations > Toughness then transform into a Chaos Spawn.

o OTHER RACES: draw Insanities until trait = Supernatural, Chaos or appropriate Race. Reduce Corruption by severity of Insanity. Continue until Corruption < Threshold

Thresholds: o Human: 5 + Toughness o All others: 10 + Toughness

Insanity If Willpower is Distressed & character suffers 1+ stress to any mental trait: Gain 1 Insanity & compare listed traits. If any apply, keep

it. If PC already has Insanity, add a token instead to recent

Insanity. When Strained & character suffers 1+ stress or fatigue: Gain 1 Insanity (keep drawing if necessary)

For each fatigue or stress, add 1 token to most recent Insanity.

Check for Permanence At the end of an act, check Willpower: successes must >

tokens on the Insanity Descend into Madness If Insanities > Willpower Treatment 1 Discipline check per month (< must > intensity) Must succeed at x checks (x= to intensity) Failure + ## results in removing 1 success.

Condition Durations Brief (3 tokens unless otherwise specified) Dependent (noted on condition) Lingering lasts until the next extended pause or change in

scene Name Type Effect Name Type Effect Name Type Effect

Blinded Lingering Any sight checks gain 1 difficulty Ill-Fortuned Brief

Suffer 1 stress each time you suffer 1+ wound Sluggish Brief

Cancels Energised, +1 fatigue to every manoeuvre

Cowed Brief Cannot convert to Reckless dice Inspired Lingering

Cancels Demoralized, add 1 fortune to all checks Staggered Brief

Stance 1 towards neutral; add 1 recharge to defense

Damaged Lingering

Weapons DR-2, Armour defense -2, all others add 2 misfortune Intoxicated Lingering

Add 2 misfortune + 1 fortune to all checks Traumatized Lingering

Add 1 difficulty to initiative; you cannot use the first init

Demoralized Lingering Cancels Inspired, Add 1 misfortune to all checks Invigorated Lingering

Remove 1 additional recharge from 1 card Weakened Brief

Add 2 misfotune to Strength checks, -2 Damage

Energised Brief

Cancels Sluggish, +1 manoeuvre (without fatigue) Overwhelmed Brief

Add 1 difficulty to all physical checks

Entangled Lingering

1 extra fatigue with each manouevre, 2 fatgue on any physical action Perplexed Brief

Add 1 difficulty to all mental checks

Exposed Brief Attackers gain 1 fortune to target you Rattled Brief

Cannot convert to Conservative dice

Frightened Dependant

While engaged, convert 1 fewer stance die, and gain 1 stress Shock Lingering

Cannot recover Stress, mental checks gain 1 misfortune

Page 3: WFRP GM Sheets Wide

WFRP v3 Guide

V3.0 - This player aid was developed by Court Dimon and is designed for the Warhammer Fantasy Roleplay RPG by Fantasy Flight Games.

Healing & Recovery

End of Encounter/Act 1. Heal Fatigue = Toughness 2. Heal Stress = WP

Overnight Rest 1. Heal Fatigue = Toughness 2. Heal Stress = WP 3. Heal Wounds = Toughness 4. Resilience check (modified by the quality of location

& care)

Long Term Care Each day of care: Check Resilience (-1 to difficulty) o +1 expertise die if tended by someone with trained

Medicine In addition to standard healing: recover 1W/ <

-or- recover 1 critical with a severity < # of <.

Resilience Check Lightly Wounded: |

Critically Wounded: ||

Successful check Recover 1 critical with a severity < # of <. That

critical is converted to a standard Wound Plus recover 1W/ \

First Aid & Medicine Successful First Aid adds 1{ to Resilience test per <,

+1{ for \\ result. Successful Medicine adds 1 Expertise to Resilience

test, +1 expertise for \\ result. Self Administered: +|

Immediate Care First Aid only: recover 1W/< up to target’s

Toughness -or- temporarily ignore 1 critical effect for 1 day.

Failure First Aid fails + ##: Target gains 1 Stress + 1

Fatigue; if treating a critical they gain 1 W. Medicine fails + ###: Target gains 1 Stress + 1

Fatigue; if treating a critical they gain 1 W. Healing Draught Roll {{{{: Heal 1W/< (poor quality -1 {; high quality +1 {)

Rally Step

Rally Step - Required Move Stance 1 step towards Neutral Remove 1 recharge token from each recharging card Recover 1 Stress & 1 Fatigue Adjust Power & Favour as if it were the end of turn

Rally Step – Optional (select one) Perform 1 manoeuvre Attempt First Aid on self or engaged target Attempt Easy (1d) Resilience check to recover Fatigue = to successes Attempt Easy (1d) Discipline check to recover Stress = to successes Reroll Initiative for party’s lowest token Perform an Action with the Rally trait.

Wounds & Death

• KO:  suffer  more  wounds  than  Wound  threshold.  Convert  1  W  to  Crit. • Death:  KO  &  character  suffers  more  Crits  than  Toughness

Fatigue & Stress

• Suffer  1  Misfortune  for  each  token  above  characteristic • 2x  WP  or  T  =  pass  out • Fatigued:  #  Fatigue  >  any  Physical  stat • Distressed:  #  Stress  >  any  Mental  stat • Strained  =  both  fatigued  and  distressed

Page 4: WFRP GM Sheets Wide

WFRP v3 Guide

V3.0 - This player aid was developed by Court Dimon and is designed for the Warhammer Fantasy Roleplay RPG by Fantasy Flight Games.

1 Engaged 1 Close 2 Med 3 Long Extreme

Combat

Adjust  Stance

extra  steps  cost  Stress

Select  Action

Select  Target

Generate  Pool

Convert  Stance  dice Add  } As

sign  Challenge Default  =  

Easy Add  }   Defence  rating  =  }

Roll  +  Evaluate

Damage (Damage  Value  

+  Str  or  Ag)  -­‐  (Toughness  +  Soak)

Resolve  Effects

Remove  1  

Tracking  Token  &  

adjust  power

Aggression

• Extra  Manoeuver • Add  Fortune  dice  during  combat • Force  misfortune

Cunning

• Temp.  move  stance • Add  Fortune  dice  during  social/mental  tasks. • Force  misfortune

Expertise

• Add  Expertise  dice  to  any  check • Force  misfortune

Henchmen

• Equal  in  #  to  the  party • Act  as  one,    +1  { each  additional  henchman. • Wounds  =  toughness  x  number • Criticals  convert  to  normal  wounds  equivalent  to  Severity  Rating

Manoeuvers

• 1 free Manoeuver per turn (before or after action); extra manoeuvers cost fatigue

• Assist: Assistance adds Fortune dice (+1 more if assistant has skill)

• Exchange Talent • Interact w/ Environment • Manage Equipment • Mount / Dismount • Movement • Engage/Disengage • Preparation • Use Skill

Disadvantages

• Outnumbered • Poor  footing • Inclement  weather • Bright,  dazzling  lights • Utter  darkness • Target    covered,  obscured • Inebriated • Intimidated  or  frightened • Groggy,  exhausted • Signicicant  movement  before  action

Advantages

• Superior  Terrain   • Outnumber  Opponents • Tactics  &  Strategy • Sneaking  Up • Ambush  or  Surprise • Creating  a  Distraction • Prone • Incapacitated • Clever  use  of  Scenery

Page 5: WFRP GM Sheets Wide

WFRP v3 Guide

V3.0 - This player aid was developed by Court Dimon and is designed for the Warhammer Fantasy Roleplay RPG by Fantasy Flight Games.

Economy & Equipment 1 GC = 100 SC = 2500 BC | 1 SC = 25 BC

Career Day’s Earnings Month’s Earnings Yearly Earnings Peasant 12b 12s 1g, 25s Labourer 1s 24s 3g Innkeeper 4s 1g 12g Skilled Artisan 5s 1g, 25s 15g Mercenary 10s 2g, 50s 30g Successful Merchant 1g 25g 300g Landed Noble 4g 100g 1200g

Craftsmanship Cost Rarity Modifier Effect Superior X10 +1 level +1 fortune Average X1 As item -

Poor X 1/2 -1 level +1 misfortune Rarity Difficulty Exotic Daunting (4d) Rare Hard (3d) Common Average (2d) Plentiful Easy (1d) Abundant Simple (0d)

Item Qualities Attuned X: add 1 fortune to Channeling check per level or attunement Blast: Target’s 1 engagement, cannot be parried/blocked. Dodging adds to Soak instead. Defensive: off-hand weapons add to parrying, +1 misfortune Entangling: Successful hit removes free manoeuvre Fast: Action gains: \ place 1 fewer recharge token on Action. Pierce x: Reduces Target’s soak by x Reload: Must spend reload manoeuvre or attack suffers 1 |   Slow: add 1 additional recharge token Thrown: May add Fortune from Str instead of Ag, and may use Str to determine damage. Two Handed: Using 1 hand results in 1 |, -2 damage, + 1 recharge. Unreliable X: explodes when @= X, inflicts W=X bypassing Soak and Toughness, or is Jammed. Vicious: For each critical, draw 2 and select the highest severity.

Selected Weapons & Armour Weapon DR CR Qualities

Dagger 4 3 Fast Flail 7 3 Slow, Vicious, 2-Handed Gauntlet 4 4 - Great Weapon 7 2 2-Handed Hand Weapon 5 3 - Improvised 3 3 -

Morning Star 6 3 Slow, Special (Block & Parry gain

+1 recharge) Quarter Staff 4 4 Defensive Rapier 5 3 Fast Spear 5 2 Fast, (+1 dmg 2-handed) Unarmed 3 4 -

Weapon DR CR Qualities Blunderbuss [C] 5 2 Blast, Reload, 2-H, Unreliable 2 Crossbow [L] 6 3 2-H, Reload Handgun [M] 6 2 Pierce 1, Reload, 2-H, Unreliable 2 Improvised [C] 3 4 Thrown

Longbow [L] 5 3 Pierce 1, 2-H, Special (fire at

extreme for 1 additional challenge) Net [C] - - Entangling Pistol [C] 6 2 Pierce 1, Reload, Unreliable 2 Shortbow [M] 5 3 2 - Handed Sling [L] 4 3 Special Spear [C] 5 3 Thrown Dagger [C] 4 4 Thrown Whip [C] 3 5 Entangling

Armour Defense Soak Cloth 0 1 Robes 1 0 Leather 0 2 Mail Shirt 1 2 Chainmail 0 3 Breastplate & Chain 1 4 Full Plate 1 5 Buckler (spiked) 1 0 Round / Kite 1 1 Tower 2 1

Customer Rating Cost Achieved With Favoured 50% <<<< Friendly 75% << - <<< Normal - <

Outsider 125% No successes / banes

Disliked 150% Racial / Social / ##

Page 6: WFRP GM Sheets Wide

WFRP v3 Guide

V3.0 - This player aid was developed by Court Dimon and is designed for the Warhammer Fantasy Roleplay RPG by Fantasy Flight Games.

Magic (Divine & Arcane)

Magic (Divine and Arcane) Quickcasting adds | to Casting check

Unspent @ draws Miscast cards until all are spent.

Reckless Casters: @ results in +1 party tension.

Start of Encounters: caster is at equilibrium

Venting Power/Favour •Gain 1 Fatigue per vented power/favour. •Roll 1 } per vented power/favour:

•1W / > •1 Stress / #

If the caster is forced to lose power or favour & they run short gain 1 Stress. If the caster is forced to lose power or favour and their current level = zero, check Discipline (x| ): x = amount lost Success: 1 Stress Failure: 1 Stress + Insanity (Trauma or Chaos for Arcane, Chaos or Enigma for Divine) + add tokens = x.

Cantrips Trivial: Lighting a close candle, making a coin-sized object disappear, changing hair

color, opening a book to a desired page | : Light every candle in a room, making a book-sized object disappear, conjure a

small wind, predicting the outcome of a coin immediately before resolution || : Lighting/maintaining a fire, conjuring enough wind to move a small boat, pulling

a small object to you, predicting the weather

Magic Sight | : Determine the colour of a magical aura, locating the only aura in a room || : Determine Aura from blended colours, distinguish between auras, determining

the strength of an effect or aura, identifying a spell being cast that you know ||| : Determine the purpose or nature of an enchantment, locating a particular aura

from among many, indentifying a spell you don’t know, gauging power level of another mage

|||| : Detect presence of magic through a physical obstruction, tracing a spell back to its origin, detecting a dead aura remnant

Power/Favour  <  WP  

End  of  Turn:  gain  1  power/favour

Equilibrium

Power/Favour  >  WP  

Must  spend  1  manoeuver  each  turn  otherwise  -­‐1  power/

favour

Power/Favour  >  2x  WP  

Must  spend  1  Manoeuver  +  1  Stress  otherwise  it  vents  

excess