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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
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
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
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
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 / ##
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