Preservation Level We have all been there. Exhausted
from the hunt in a strange
The potential worth of a given specimen is greatly affected by how locale, with our opportune wealth
long ago it was killed and how well its remains have been kept since. slowly decaying in a cart — no
buyer to speak of. In such cases
Fresh – Killed within a day, raw and still dripping. you must act quickly. If there
are no reputable alchemists or
Preserved – Most parts can be preserved with a successful apothecaries signposted in the area,
Outdoor Survival Test and access to the appropriate materials; seek out local hunters or fishers.
e.g., you must have salt, a great deal of brine/alcohol and a Often they will know of some
sufficient sized urn, a smoke house, etc. A failed Test contaminates local scholar or poultice slinger
the meat, rendering it useless for esoteric purposes. Preservation who has a vested interest in the
must be done while the parts are still fresh. While preserved parts strange beasts caught in their
may appear to the untrained eye as still ‘acceptable’ they will count traps and nets. If all else fails,
as ‘Gamey’ after 6 days, ‘Rotten’ after 9, and worthless after 12 to and you retain a suitably large
discerning buyers. portion of a monster’s corpse,
you may even find some success in
It is far more difficult to specifically preserve parts known for their simply pitching your cart in the
poisons or toxicity. It takes a Difficult (-10) Outdoor Survival market, and charging spare brass to
Test or a Trade (Poisoner) Test to do so. let children and curious customers
Gamey – The parts have begun to decay, but are still usable. view the grizzly remains. Though a
Unpreserved parts turn Gamey in 2 Days. distasteful practice by many, word
of such attractions has a habit
Rotten – The parts have turned rancid and corrupt. Only Exotic of travelling through civilised
parts still have any value once rotten. Unpreserved parts turn areas at speed, and may just catch
Rotten in 5 days. After 7 days, Rotten parts are totally worthless, the attention of someone with
degenerating into a corrupt, maggot-filled mass. a more meaningful use for
the remains.
PRICE MODIFIER
Fresh Preserved Gamey Rotten
2X
Standard Half 1/8 (only
Exotic)
Note –Wizards can use the spell Conserve to keep 1 or 2 Encumbrance
worth at a Preserved status indefinitely. Attempting to do more can
cause disruptions in the Winds and will likely destroy the esoteric
properties that make the parts valuable to the majority of buyers.
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Example: COMMISSIONED HUNTS
Our heroes have the great, erm… fortune… of encountering (and Fresh monster parts are obviously hard to come by but,
surviving) a Cockatrice – an Exotic, Large, and very Deadly sometimes, they are specifically what a buyer needs
monster.The base cost for useful Cockatrice parts is thus 6GC and and no other material (or level of preservation) will
its body holds 4 Encumbrance worth, for a total 24GC.They easily do. In such a case, the buyer typically commissions a
make their Lore Test determining that much of the value is in its specific hunt for the beast and/or parts in question. The
infamous eyes, its poisonous talons, and strangely, the burnt ash prices listed here can give you an idea as to what parts
of other portions of its body. Unfortunately, they are high in the go for and, thus, what a buyer may be willing to offer
Grey Mountains, far from civilization and they lack the materials to a group of Characters willing to undertake such a
to properly preserve the beast. Still determined to get something task. While Wizards can have access to unusual boxes
out of this, it takes the Characters 6 days to haul what’s left to a that can preserve items for their purposes, e.g., ‘Once
likely city, by which time it is Rotten; however, since a Cockatrice you kill the fen worm, put its liver in this', other folk
is an Exotic beast, their efforts are not entirely in vain. If they can may want to accompany the Characters, or require that
quickly find the right buyer, they could still potentially make up to they bring the target alive to a place of their choosing.
3GC, though they are very likely to be haggled far lower.
Finding a Buyer It takes an Easy (+40) Gossip Test to find a likely buyer in a City,
a Challenging Gossip Test to find one in a Town, and a Very
Unless the Characters know exactly where to look or who to talk to Hard (-30) Gossip Test to find one in a Village. Buyers typically
from previous encounters, they’ll have to find a proper ‘market’ for range from apothecaries and alchemists to Wizards, along with
their unusual new ‘wares’. Finding an interested buyer in a Village wealthier folks interested in trying out rumoured cures or unusual
or Town may be impossible, as there just may be no one interested, properties attributed to certain creatures.
but there is nearly always someone looking to buy unusual flesh in
the cities of the Empire. Know that if you are looking to sell off parts of monsters
specifically because they are infamously poisonous, your buyers are
likely to be unscrupulous sorts and you should plan accordingly.
Such buyers may very well be willing to hand over money with
no questions asked, but a failed Gossip Test while searching for
Criminal buyers will attract the attention of the law.
Depending on the circumstances, you may wish to simply run the
sell of monster parts like an Endeavour. Alternatively, you may
want to create a specific buyer or use a likely NPC, and roleplay
out the transaction with all the discussions, counter offers, and
haggling that might entail.
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Potions and Unguents Unguents
Many wizards find uses for the parts of various monsters, typically Unguents are very similar to the poultices made by herbalists and
as spell ingredients or in the process of creating magical items. apothecaries. However, poultices are typically made from soaked
However, the eyes, bones, bile and blood of such monstrosities plant material and applied topically to a wound or sore, while
has been used in folk remedies and alchemical concoctions for unguents are usually prepared as a cream or paste containing
arguably much longer. Alchemists often commission hunts for animal tissue, blood, or other extracts.
such useful ingredients, and their particular expertise means they
often provide the means of preserving the desired materials as well. Unguents made from Fresh or Preserved ingredients can be stored
for up to a month before loosing their effect, or in some cases
Unfortunately, such brews often involve material from the most becoming toxic. Unguents made from Gamey ingredients last a
exotic and dangerous creatures found in the Old World. Some week, while Rotten ingredients are completely unsuitable.
posit that this is because less dangerous creatures were hunted
to extinction by the alchemists of old, and only the most lethal Unguents may be applied topically, or may be smeared on weapons
monstrosities with useful alchemical properties have survived. or armour depending on their effect. Safely applying an unguent
Some who have hunted these creatures claim that it is because to a weapon does not typically require a test. However, to apply an
alchemists take grim pleasure in sending adventurers to their unguent to a bladed or pointed weapon as a single action during
deaths, though such thoughts are normally expressed while raising combat requires an appropriate Challenging (+0) Melee Test.
a toast to dead companions and missing limbs. Failure by -5 SL or more indicates that the user has cut themselves
in some way, exposing them to the Unguent exactly as though
What follows are a selection of poisons, draughts and unguents they had been hit by a weapon coated in it. One Unguent contains
that talented herbalists and apothecaries may wish to create. sufficient material to coat one weapon or three bolts or arrows.
Potions Unguents require the Trade (Alchemist) Skill to prepare, but may
be attempted by those with the Trade (Herbalist) skill at a penalty
The terms potion and draught are used somewhat interchangeably, of -20.
but generally speaking draughts are carefully brewed and distilled
mixes of herbal ingredients, while the term 'potion' is reserved for Raw
mixtures that wholely or mostly consist of blood, organs, or viscera
harvested from beasts. Respect for this nuance is hardly universal, Raw preparations are exactly what they sound like — one simply
but holds true for those who learned their trade in Altdorf. chews, swallows, drinks, or otherwise ingests the raw ingredient to
benefit from its effects. Occasionally ingredients may be cooked
Potions are typically created using the Trade (Alchemist) Skill, in some way, but this is usually to make them more palatable
or the Trade (Apothecary) skill at a penalty of -20. A properly and has little other effect. Fresh ingredients must be used in raw
prepared potion created using fresh ingredients will last for preparations, which even when cooked rarely last more than a
one year in a well sealed glass vial or bottle. Potions made with day or two before they spoil. No special skill is required to create
Preserved ingredients last for six months, while those made with or consume a raw preparation, aside from the knowledge of what
Gamey ingredients last for a month. Rotten ingredients are useless parts of the beast to consume. The use of the Trade (Cook) or
for preparing Potions in most cases. Trade (Poisoner) Skill allows a Character to disguise the taste of
unpleasant ingredients, for good or ill.
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Poisons A treated weapon must be used within the hour or the poison
will evaporate harmlessly. Blades coated with this venom take on
Poisons are popular the world over, and the reason that many a dappled greenish hue that rarely fades, marking their wielders as
important people employ a taster to sample their food and drink extremely untrustworthy.
before they themselves risk consuming anything. This risky
position is often held only for a short while, though an unfortunate A weapon coated in Flesh Blister which inflicts at least 1 Wound
few do find that they wind up working as an official taster for the automatically inflicts an additional 1d10 Wounds. Anyone
rest of their life. unfortunate enough to consume Flesh Blister in any form must
make a Hard (-20) Endurance Test or suffer an immediate
Most poisons are created from herbal ingredients, though quite a Critical Hit to the torso.
few employ venoms extracted from various beasts. The additional
effort of harvesting such ingredients is sometimes justified, as Longsleep
antidotes to these poisons are just as hard to create. The Trade
(Poisoner) Skill is used in the application of these poisons, Preparations: Potion
estimating the dose required, disguising the taste, and so on. It Notable Ingredients: Darkwald Mancatcher Venom Sac (1 Enc)
may also be substituted for Trade (Alchemist or Apothecary)
when creating poisons only. The venom of a Darkwald Mancatcher is bad enough just in the
creature's bite. However, when properly prepared by an expert, it
Flesh Blister becomes even more deadly. This poison is almost impossible to
detect, applying a -40 penalty to any attempt to do so. If a full
Preparations: Potion, Unguent, Raw dose is imbibed, the victim must pass a Hard (-20) Endurance
Notable Ingredients: Arachnarok Venom Sac (1 Enc) Test. If they pass, nothing happens. However, if they fail the victim
notices nothing amiss save that they become tired a little earlier
Unlike most animal derived poisons, which are typically than usual. At this point it is still possible to save the victim via a
concentrated by the alchemist to increase their efficiency, poisons powerful antidote or magical means. Once they fall asleep however,
derived from Arachnarok venom must be weakened in order that it is almost impossible.
they can be safely stored and deployed without killing the poisoner.
The very touch of this poison is enough to make flesh blister and At this point the victim must make a Hard (-20) Endurance Test.
melt away, and consuming even a dose is almost always lethal. If they fail, they never awaken. To most mundane observations,
they will appear to have suffered from some sort of heart failure.
It is not known how many important nobles, generals, and other
people of note have fallen victim to Longsleep over the years, but
it is certain to be far more than commonly thought.
APOTHECARY OR WITCH?
The apothecaries of the Old World have long alchemical potions and unguents do so at their own risk,
suffered the indignity of having their craft associated as the line between upstanding medical professional and
with the vile practice of witchcraft. More than one witch becomes blurred indeed. If an apothecary intends to
unfortunate leech-seller has been run out of a village make a habit of creating such concoctions, they would likely
by the very people they were attempting to help. be better off becoming a licensed Alchemist (see Winds
of Magic) and seeking the protection of the Colleges of
In most civilised areas of the Empire this confusion is Magic or Middenheim's Guild of Wizards and Alchemists.
rare. However, those apothecaries who dabble in creating
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Wheeze Bezoar Solvent
Preparations: Potion Preparations: Potion
Notable Ingredients: Rhinox Liver (1 Enc) Notable Ingredients: Goat Stomach (1 Enc)
Another difficult to detect poison, Wheeze has never been a An extremely useful preparation, Bezoar Solvent is named for the
terribly popular concoction. For six hours after consuming a stones swallowed by goats to aid with digestion, and which are
dose of Wheeze, the victim becomes extremely easy to fatigue. widely believed to cure any poison. In fact the stones have little
Even minor tasks should as climbing a ladder or taking a short effect on their own, and purportedly function as claimed only
walk become extremely tiring for even fit individuals. Any task when combined with powerful magic.
involving even a little physical stimulation causes the victim to
gain a Fatigued Condition. Any activity which would normally Bezoar Solvent is a mixture of alcohol and other liquids, held in
inflict a Fatigued Condition inflicts two instead. a goat's stomach overnight before being distilled into a potion.
On its own this does nothing — however, a single drop of any
At the end of each hour, the victim may attempt a Challenging poison will turn this potion into an antidote for that poison. This
(+0) Endurance Test to shake off this effect. If they pass they no is naturally extremely useful, though this utility is curtailed by its
longer gain Fatigued Conditions solely due to the effects of the specificity. The antidote only works if a drop of the exact poison to
poison — however, any Fatigued Conditions they already had be treated is used. Similar poisons, even fresh preparations using
remain until they have rested. the same ingredients, are useless. The exact poison must be used.
Wyvern’s Kiss This is not impossible when dealing with the bite of a venomous
animal, as the offending creature can often be captured and its
Preparations: Unguent venom extracted. However, treating deliberate poisonings is more
Notable Ingredients: Wyvern's Sting (2 Enc) difficult, as the perpetrator is unlikely to keep any evidence as
damning as a sample of the poison they used. Once a drop of the
A powerful contact poison created using venom directly taken offending poison is added to a potion of Bezoar Solvent, it may
from a Wyvern’s tail stinger sac. Victims who take a Wound from not be used to treat any other poison. Adding further poisons
a blade, arrow or bolt coated in Wyvern’s Kiss must succeed at simply makes the mixture slightly poisonous itself.
an Endurance Test or immediately take an additional 5 Wounds
that ignore Toughness and Armour. As Wyvern’s Kiss dissipates Lurek’s Cure
quickly on contact with air, a treated weapon must be used within
2+1d10 Rounds or the poison will evaporate harmlessly. Preparations: Potion
Notable Ingredients: Blood from a Rhinox or Wolf (1 Enc)
Antidotes
Named for a famous diplomat from the Three Emperors Era who
For as long as people have been aware of poisons, they have sought was a renowned heavy drinker, but occasionally needed his quick-
antidotes to save themselves from their harmful effects. While wits to be swiftly returned to working order, this vile stuff can make
antidotes can be created for most poisons, the trick is in knowing a stone puke. Made from a combination of various marsh plants
which one to apply. This requires a great deal of knowledge of and creature parts, it forcibly expels alcohol from the body in a
the art of poisoning, and many an apothecary has fallen into the variety of uncomfortable ways, swiftly turning a drinker painfully
poisoners craft while ostensibly researching how to combat it. sober and likely in need of a fresh change of clothing.
Within a minute of consumption, any Characteristic penalties due
to failed Consume Alcohol Tests or the state of being Stinking
Drunk are eliminated. The drinker is thereafter Fatigued for a
number of hours equal to 10 minus their Toughness Bonus —
nothing but time and rest can eliminate this penalty.
105
Two-Headed Tincture Useful Concoctions
Preparations: Potion, Unguent, Raw Detailed below are various concoctions used across the Old World.
Notable Ingredients: Amphisbaena blood (1 Enc) The details of their creation are often carefully researched secrets
known only to a few, though many have survived in folk tales and
A mixture of Ambhisbaena venom taken from each head is among the practices of Hedgewitches. A few preparations have
commonly cited as a cure for most poisons. This is not entirely been formalised by Alchemists of Altdorf, Middenheim and
true — Amphisbaena can be used to create a powerful antidote, beyond, though most licensed Wizards see the creation of such
but it is in fact the blood that is the key ingredient. It is said that brews as beneath their dignity.
this is because each head so often bites the other that the blood of
the creature becomes a powerful antidote. Bloodblind
A preparation of Amphisbaena blood grants a +40 bonus to resist Preparations: Potion, Raw
the effects of any poison. Notable Ingredients: Stomach bile of a Squig (1 Enc)
Most who try Bloodblind do not take it a second time. Though
doubtlessly useful, the cost of relying on it is often high. Imbibing
this substance grants the user the Painless Creature Trait, allowing
them to ignore the effects of most Critical Wounds short of an
amputation. Users have been known to fight on when perforated
with a dozen arrows, or while deathly pale from blood loss. This
effect lasts for one hour, after which it dissipates and the full effect
of all the imbiber's wounds come crashing down at once.
Note that this does not prevent the user from acquiring a Critical
Wound or dying from one. It merely allows them to ignore most
of their effects.
Carroburg Fire
Preparations: Potion
Notable Ingredients: Amoebae jelly (2 Enc)
At one time, the method by which the Fire-breathers of Carroburg
practiced their craft (by imbibing and then spitting out high-proof
alcohol) was a carefully held secret. Many alternative explanations
were generated, from their having swallowed a small dragon to
having consumed a pint of dragon's blood.
One particularly credulous alchemist took this latter suggestion at
face value, and set about recreating the potion that was supposedly
used to achieve this. To the surprise of almost everyone save the
rather self assured alchemist herself, the result was a potion which
allowed the brave to — very briefly, and at great person risk —
breath fire.
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After consuming the potion, the imbiber gains the Breath +10 Last Gasp
(Fire) Creature Trait. (WFRP page 338) They may activate this
trait once without spending any advantage to do so, after which Preparations: Potion
the effects of the potion end. Immediately after making breathing Notable Ingredients: Wight Bones (1 Enc)
fire, the user must make a Hard (-20) Endurance Test. If they fail,
they gain an Ablaze Condition. If forced down the throat of a corpse no older than a day, this
brew returns the body to a brief semblance of life. It can barely
Given the potion's cost and substantial drawbacks, the Fire- move, speaking in a deathly whisper that is barely audible. The
breathers of Carroburg continue to rely on their tried and true former corpse may be asked three questions. It need not answer,
methods during their performances. but will not lie, similar to the spell Dying Words. Unfortunately,
the alchemical concoction is unstable. If the creature is asked only
Clearmind three questions it will return to restful slumber after a few minutes.
However, if it is asked a fourth, the body will rise as a Thing from
Preparations: Potion the Dead Wood, hostile to everyone it sees.
Notable Ingredients: Blood of a Horned One (1 Enc)
Liquid Fire
Rare due to the difficulty of acquiring the necessary ingredients,
this mixture has the effect of strengthening the mind of the imbiber, Preparations: Potion
allowing them to make decisions requiring cold, rational thought Notable Ingredients: Great Taurus Blood (1 Enc)
that might be clouded by emotion. However, those unused to it
find that they often struggle to react quickly when surprised. Alchemically treated Great Taurus blood comes in small, sealed
vials. Pouring it out starts a fire immediately that will catch and
On consuming this potion, the imbiber gains the Cold-blooded burn for a time on any surface, even the marshiest or most frozen,
Creature Trait and may reverse any failed Willpower based Tests. though it will go out eventually without a fuel source. While it
If they gain a Surprised Condition, this Condition is not lost the is too precious and hard to come by for most to employ it as a
first time it should be (which is typically at the end of the Round weapon, if used in this way treat it as an Incendiary bomb (WFRP
or if they victim is attacked). page 295.) However, any Ablaze Conditions which result from this
attack cannot be put out for 3 rounds, even if the subject becomes
Forge Shield completely immersed in water.
Preparations: Unguent Preyton's Fury
Notable Ingredients: Dreadmaw Slime (1 Enc)
Preparations: Potion, Unguent, Raw
This gelatinous substance is derived from Dread Maw slime and Notable Ingredients: Preyton Biled (1 Enc)
occasionally used by Dwarfs when they must deal with particularly
hot substances, or a Dragon. Coating oneself and gear with Preytons are a furious creature, and many myths ascribe various
it effectively makes one temporarily immune to some of the ill reasons to this fury. One thing is certain however — it is a simple
effects of fire. A single jar’s worth offers AP 4 against damage from thing to draw out that fury out from their blood. By imbibing this
fire of any sort, including magical, and immunity to the Ablaze potion, the user immediately becomes subject to Frenzy (WFRP
Condition. The user also suffers a -20 penalty to their Agility and page 190.) This Frenzy lasts 1d10 Rounds, and may not be ended
Initiative, however, due to the ongoing efforts they must put in to sooner.
not lose their footing to the slippery stuff. The contents of a single
jar lasts for an hour, though it can be removed earlier with alcohol.
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Razorburn Seer Snake Liquor
Preparations: Potion, Unguent Preparations: Potion, Unguent, Raw
Notable Ingredients: Razorgore Bile (1 Enc) Notable Ingredients: Amphisbaena Venom (1 Enc)
A potent and corrupt form of natural naphtha made from the An exceedingly powerful brew distilled using small amounts
tainted vital fluids found within Razorgors. Razorburn is used of Amphisbaena venom, which supposedly causes an imbiber
to make particularly insidious flammable explosives. Incendiary to have accurate visions of past and future events. The drinker
bombs made with Razorburn create unnatural flames that sear the has no control over what they perceive, if anything, leaving any
spirit as readily as flesh and count as a Magical attack. information imparted to the GM’s discretion. An imbiber must
take a Consume Alcohol Test. If they succeed, as a result of
An unguent of Razorburn may be smeared on any weapon and whatever potential futures they glimpse, they can spend a Fortune
set alight, granting the weapon the ability to inflict a single Ablaze Point within the next hour to reverse the dice of any failed Test.
Condition with each strike. The fire lasts for 1d10 rounds, during
which time the weapon also counts as Magical. Stag's Ward
Use of Razorburn as a weapon is considered heretical by many Preparations: Potion
faiths of the Old World, especially the Cult of Morr who have Notable Ingredients: Great Stag Kidney or Liver (1 Enc)
seen first hand the pathetic spiritual remains that emerge from
those killed by the substance. In some provinces the punishment A potion crafted from the organs of a Great Stag, it is often
for being caught with a vial is to be burned at the stake. Naturally, confusingly referred to as a universal antidote. However, Stag's
the confiscated Razorburn is used to start the fire. Ward is completely useless in the treatment of poisons that have
already been consumed. Instead the potion comes in to its own
when used before the imbiber has been exposed to a poison,natural
or otherwise. For one hour after consuming this preparation the
imbiber is immune to all Poisoned Conditions, along with any
other effect of a poison.
The Great Stag is considered sacred to many, most especially the
Eonir of the Laurelorn and their cousins in Athel Loren. Those
known for creating this potion are often marked for death by
Wood Elves who learn of it.
Spite
Preparations: Potion
Notable Ingredients: Chimera Blood (1 Enc)
A legendary and infamous tincture, supposedly derived from
Chimera blood mixed with many exotic ingredients and strong
Dwarf ale, this substance turns a drinker’s blood into a deadly
weapon. A drinker must make a Difficult (-10) Endurance Test.
If they succeed, for a number of rounds equal to 3+ their SL, they
have the Corrosive Blood Creature Trait. If they fail, they acquire
2 Poisoned Conditions. Any being with the Bestial Creature Trait
that bites them and takes damage will not bite them again during
a hostile encounter, though the creature may still attack them in
other ways.
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Tide Blood
Preparations: Potion
Notable Ingredients: Merwyrm Blood (1 Enc)
One of the most infamous ‘curatives’ in the Old World, Tide
Blood’s main ingredient is blood taken from the liver of a
mature Merwyrm as well as bits of other organs, and hence its
name. It has phenomenally powerful regenerative qualities — it
is also, conversely, highly toxic. The imbiber immediately takes
3 Poisoned Conditions that cannot be resisted at first, recovers a
number of Wounds equal to their Toughness Bonus, and acquires
the Regenerate Creature Trait. It’s then up to Ranald if their
regenerating can outpace their poisoning. When all Poisoned
Conditions are lost, so too is Regenerate.
Troll Acid
Preparations: Potion, Raw
Notable Ingredients: Troll Bile (1 Enc)
The exceedingly caustic secretions of a Troll’s digestive
system are generally transported and sold via specially
treated flasks. Used by alchemists, wizards, smiths for
engraving, and precision cutting in difficult to reach
places by engineers, it is slow to lose its potency
and users of it are rightfully wary, or swiftly lack a
few fingers. A single flask’s worth can ‘eat through’
8 Encumbrance of Equipment and causes a base +9
Damage, along with the Penetrating Quality and the
Dangerous Flaw if employed as a crude weapon.
A 'Potion' of troll acid is really just the raw bile — the work
goes into preparing a bottle of sufficient quality to hold the
stuff. To use its 'raw' form one must either have a highly
inconvenienced troll nearby, or have cut out its gallbladder or
stomach to act as a container. If tavern tales are to believed
this is a dangerous practice, as trolls are said to be able to
regenerate from even a scrap of unburned flesh.
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Treemeld Veinpowder
Preparations: Unguent Preparations: Potion, Unguent
Notable Ingredients: Chameleoleech Flesh (2 Enc) Notable Ingredients: Nightraven Talon (1 Enc)
Treemeld is occasionally prepared and used by the Wood Elves Though not as commonly used as Faxtoryll, in places where the
when even their vaunted forestcraft is insufficient to hide them herb is rare this mixture is sometimes used to treat severe bleeding.
from especially perceptive prey. Slathered on to any surface, it When prepared as an unguent, it may be smeared on a wound to
slowly takes on the appearance of the surroundings, allowing the remove all Bleeding Conditions without the need for a Heal Test.
user to blend in far more easily. It does stink rather fantastically,
however, so is usually used to stalk those who lack a refined sense When prepared as a potion its effect is less dramatic, but more
of smell, such as human intruders to the woods. prolonged. After imbibing a potion of Veinpowder, a Character
may remove one Bleeding Condition at the end of each of their
Despite the name, Treemeld works just as well in any other Rounds. This effect lasts for one hour, and is occasionally used
environment, with the users skin taking on the grey of cut stone by pit fighters and other professional brawlers in advance of a
or the mottled browns of an Imperial midden just as well as the particularly challenging fight.
lush green of the forest. The smell remains a problem, but by the
standards of most Empire cities it is not particularly remarkable. Using Veinpowder in either form can be dangerous however. If a
Character uses a second potion or unguent while already under
Covering oneself fully in Treemeld grants the user a bonus of +40 the effects of an earlier dose of Veinpowder, they must make a
to any Stealth Tests that rely on sight. More conservative use, Challenging (+0) Endurance Test or lose 1d10 Wounds and gain
such as only covering one's face and hands, grants a +10 bonus and a Fatigued Condition, as their blood begins to thicken in their veins.
only uses a quarter of a dose.
A secondary, and far less well known use for Veinpowder potions is
in battling Vampires and other Undead. The blood of those under
the effect of Veinpowder provides no sustenance to Vampires and
other creatures with the Vampiric Trait. These creatures do not
heal any Wounds when biting victim who has recently consumed
a potion of Veinpowder.
Always you are ask me about exciting
formulas, theo! A potion for fire
breathing, or an acid to melt any
metal. Do you know that there are
myriad other uses for the alchemical
arts? It is not glamorous, but did
you know that certain amoebae may
be refined into a useful substance
for caulking boats? Many diseases
can also be cured by finding the
right mixture.
Many... though not all.
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Witchbane PoisConosn, cAoncttiidoontses, &
Preparations: Potion Item Cost Avail. Forms
Notable Ingredients: Dreadmaw Tooth (2 Enc) Flesh Blister
POISONS Potion,
The Dreadmaw is a horrific beast, and much ink has been spilled Unguent
on their exploits. They have been known to devour many greater 3GC Rare Potion
beasts alive, and from the inside. Such is their voracity that they Potion
consume not merely flesh, but whatever essence of the winds of Longsleep 3GC Rare Potion,
magic themselves is wrapped up instead their target. Wheeze 1GC 10/- Rare Unguent
Wyvern's Kiss 12GC Exotic
It is this trait which Alchemists exploit when they create the Potion
potion known as Witchbane. Using ground up teeth taken from ANTIDOTES Potion
the creature, a potion is created which grants the imbiber some Potion,
measure of protection from magic. After consumption, the user Bezoar Solvent 10/- Scarce Unguent
gains the Magic Resistance 3 Creature Trait, reducing the SL of
any spell affecting it by 3. This effect lasts for one hour. Laurek's Curse 1GC Scarce Potion
Potion
Multiple doses may be consumed at once, with each one adding Two-Headed 4GC 10/- Exotic Potion
an additional 1 to the Magic Resistance rating and increasing the Tincture Unguent
duration by one hour. It is said that, should enough be consumed, Potion
the effect may even become permanent.This is ill advised, however. CONCOCTIONS Potion
For each dose consumed after the first the imbiber must make a Potion,
Challenging (+0) Endurance Test. If they fail, they begin to ooze Bloodblind 1GC Rare Unguent
the thick,poisonous slime that coats every Dreadmaw.They receive Potion,
one Poisoned Condition each round, as does anyone touching them Carroburg Fire 1GC 10/- Rare Unguent
without taking appropriate protective measures such as the use of Potion,
thick gloves. This lasts for ten Rounds, after which, if they are still Clearmind 3GC Rare Unguent
alive, the effect ends and all Poisoned Conditions gained from this Potion
effect are removed. Forge Shield 18GC Rare Potion
Potion
Last Gasp 15 GC Exotic Unguent
Potion
Liquid Fire 6GC Rare Potion,
Unguent
Preyton's Fury 9GC Rare Potion
Razorburn 1GC 10/- Rare
Seer Snake 4GC 10/- Rare
Liquor
Stag's Ward 3GC Rare
Spite 27GC Rare
Tide Blood 18GC Rare
Treemeld 3GC Rare
Troll Acid 3GC Rare
Veinpowder 1GC Rare
Witchbane 36GC Rare
111
Weapons & Armour Fell Dagger
From swords quenched in dragon blood to arrows fletched with Type: Dagger
Griffon feathers, the creatures of the Old World provide many Notable Ingredients: Cockatrice Talon (Enc 1)
useful ingredients to the creation of useful, magical weapons and
ammunition. Some of these require the intervention of magic, A weapon favoured by assassins and unscrupulous pit fighters,
while others merely require a skilled artisan with the appropriate Fell Daggers are often crafted from a Cockatrice’s talon. They
Trade Skill to create. are typically used rarely, as they are relatively brittle and prone to
breaking, but they naturally exude a deadly poison.
Mundane Items
Victims that take at least 1 Wound from a Fell Dagger
The rules for creating mundane items such as weapons and armour immediately take a Poisoned Condition resisted with a Difficult
maybe found on WFRP pages 197–198. These items are rare (-10) Endurance Test. Each time the blade is used, the GM
enough that they are almost never available for sale, and their should secretly roll a d10. On a 1, its poison has run dry, and the
creation must be commissioned by a suitably skilled artisan. This next time it is employed it will shatter. Fell Daggers are illegal in
is, in fact, a good starting point for an adventure. In addition to all provinces of the Empire.
the usual requirements, the more exotic components harvested
from dangerous monsters will typically have to be acquired by the
Characters themselves.
Eagle Shank I am told by those who know a little
of dwarf smithery, but not a lot,
Type: Dagger that it is strange to see a dwarf
Notable Ingredients: Great Eagle Talon (Enc 1) smith working with anything other
than metal or, at a stretch, well
The Dwarfs of the Grey Mountains will occasionally take one of dried oak. In fact this is balderdash
the claws of a particularly large Great Eagle they’ve slain and turn — the practice of incorporating
it into a weapon. While the claws do make for exceptional ‘blades’ the useful parts of beasts into
in the hands of a Dwarf smith, they do it mainly to antagonise the weaponry is an ancient practice,
Wood Elves of Athel Loren. and a respectable one.
112
Antler Hilted Blade Leviathan Plate
Type: Hand Weapon Type: Plate Armour
Notable Ingredients: Great Stag Antler (Enc 1) Notable Ingredients: Leviathan Scale or Carapace (1 Enc per
Enc of armour piece to be created)
Occasionally found among the hunters of Talabheim, but more
often in the hands of Wood Elves, a blade mounted in a hilt of The term Leviathan refers to all sorts of massive sea creatures, but
antler taken from the Great Stag enjoys certain benefits. This most have some form of armour, be it incredibly thick scales or the
effect varies, depending on how the antler was obtained. shell of beasts such as Il Potente Granchio. Though the slaying of
such creatures is rare, the Imperial Navy does occasionally manage
Stags, even Great Stags, shed their antlers yearly. Even so, they it, and some individual Leviathan do occasionally shed their scales.
are vanishingly rare. A sword using such a hilt will never break
in battle. It may rust, crack, bend or even be shattered from a fall Regardless, armour crafted from such materials is sought after,
outside of battle, but it will never break when its wielder is using especially once it has been rendered free from the stench of rotten
it. It is theorised that this echoes the essence of the often violent fish. Though bulky it is surprisingly light, which is perhaps to be
locking of antlers that goes on between male Stags in the autumn. expected from the outer layer of a creature that must float for
most of its life. Leviathan Plate armour weighs one Enc less than
If the antler was acquired by violence, a sword mounted on a standard metal plate armour.
hilt made from it will always inflict one Bleeding Condition on
both its wielder and its victim every time it is used to inflict a
Critical Wound. The blade carries with it an echo of the violence
committed against one of Taal's chosen creatures, and it behaves
accordingly.
Dragonblood Quench
Type: Any Melee Weapon
Notable Ingredients: Dragon blood (1 Enc per Enc of weapon)
Not a weapon in its own right, but rather a material which can
enhance the forging of any metal weapon. During the forging
process, smiths often use a liquid to quickly cool a piece shortly
after it is removed from the heat of the forge. This sudden cooling
is known as quenching, and it hardens the item substantially.
Though exceptionally expensive, Dragon blood can be used to
quench any weapon during the forging process. This imbues the
weapon with some of the great beast's permanence. Any weapon
treated in this way gains the Durable Quality without requiring
any additional SL during its creation, and results in a blade that
will never lose its edge.
It is said that some materials worked by the best Dwarf and Elf
smiths can only be quenched in this way. If this is the case, the
secret is not known to any human artisans.
113
Ammunition Tregara Sap
Arrows and bolts often integrate components from rare beasts Type: Arrows or bolts
to improve their performance. Beyond the obvious method of Notable Ingredients: Tregara Sap (6 per 1 Enc)
applying poison derived from dangerous venoms to a weapon,
other methods can also yield results. The ichor that Tregara use to repair their shells is kept in tightly
sealed earthen jars, as once a jar is opened it starts hardening
Griffon Fletching upon contact with the air. One jar holds enough ‘sap’ to coat up
to 6 crossbow bolts, which must then be used within a day for
Type: Arrows or bolts the hardening sap will shiver the bolts rendering them useless.
Notable Ingredients: Griffon Feathers (12 per 1 Enc) Crossbow bolts so treated acquire the Penetrating Quality.
Often created by the master-fletchers of Ostermark and employed Prices for
by the very best hunters, these arrows act as Elf Arrows and are Weapons and Ammunition
greatly prized.
Item Cost Type Avail.
Shard Tips
WEAPONS
Type: Arrows or bolts
Notable Ingredients: Shard Dragon Scales (12 per 1 Enc) Eagle Shank 8GC Dagger Rare
Exotic
The razor sharp scales that cover the bestial Shard Dragons, which Fell Dagger 8GC Dagger Rare
are occasionally encountered in the deep tunnels beneath the world, Exotic
make dangerous tips for an arrow or bolt. They are impossibly Antler Hilted 6GC- Hand
sharp, and when damaged the cutting edge merely flakes away to Blade Weapon Rare
leave an equally razor sharp point behind. Any attack with such Rare
ammunition which inflicts at least one Wound, also inflicts one Dragonblood 20GC/ Special Rare
Bleeding Condition.
Quench Enc
AMMUNITION
Griffon 1GC Arrows/Bolts
Fletching (12)
Tregara Sap (6) 4GC Arrows/Bolts
Shard Tips (12) 3GC Arrows/Bolts
114
Magical Items WIZARD'S WORK
Creating a magical item is not dissimilar to creating a mundane To create a magical item, a Character must have
one, though different skills are required. The rules for creating the Lore (Magick) Skill as well as the Arcane Lore
magical weapons, armour, and other items are full explored in Talent. This is not an effort to be undertaken lightly,
Archives of the Empire II, but a few example items are explored as outside the armouries of powerful nations such
here, and the basic rules for creating new items can be found under as the Empire, magical items are rare indeed and
Wizard's Work on the right. possessing one is certain to draw unwelcome attention.
The Difficulty of the Lore (Magic) Test may be lowered by seeking When using the Crafting Endeavour, creating a
out particularly obscure and exotic ingredients — a Giant’s magical item typically requires 20 SL on the Extended
stomach bile, skin from a Razorgore, and so on. Once the Crafting Test (WFRP, page 198). When crafting an item
Endeavour is complete, you may proceed to the next step. that requires using another Trade Skill, such as a
magical blade requiring Trade (Smith), the Wizard
The creation of any magic item requires starting from the raw in question must make both a Very Hard (–30) Lore
materials. It is not possible to permanently enchant an existing (Magic) Test and an appropriate Trade Test with a
piece of armour or weapon, as the magic must be imbued into the Difficulty set by the rarity of the item being made.
item during the crafting process. For example, Hand Weapons are Common and
therefore would require an Average (+20) Trade Test.
Weapons
It is acceptable for a Wizard and a suitable
The very concept of magical items is so wound up with weaponry artisan to collaborate when creating an artefact,
that one might be forgiven in thinking that no other form of each focusing on their own specialty. However,
arcane object might exist. There are several magical weapons in this case, both Characters must spend a
at large in the Empire, by far the most well known being Ghal Crafting Endeavour to work together.
Maraz, the Emperor's own Hammer inherited from Sigmar, and
the Runefangs wielded by the Elector Counts.Though such grand Once the Character has made both Tests, add the SL
weapons loom large, there are many lesser blades, hammers, and of only the lower result to the running total for the
so on in the hands of nobles — and the occasional lucky vagabond Extended Test. Once you have achieved the required
— across the Empire. number of SL, the item is ready. While the typical SL
required to create a magic item is 20, gathering the
correct ingredients can make this somewhat easier. This
is reflected in the SL provided alongside each item.
Bone Smasher
Type: Warhammer
SL to Create: 18
Notable Ingredients: Stegadon Bones (3 Enc)
The head of this hammer has the powdered bone of a great beast
used in its forging, and each time the hammer falls their mighty
bellows can be heard. If the hammer is used to strike an opponent
dead, these bellows rise to a deafening crescendo. Every living
creature within 10 yards, other than the wielder of the hammer,
must make a Challenging (+0) Endurance Test or gain a Deafened
Condition and suffer 1d10 Wounds which bypass armour but not
Toughness Bonus.
115
Silence Clothing and Armour
Type: Hand Weapon (Sword) or Dagger While magical armour is more popularly known, there are several
SL to Create: 15
Notable Ingredients: Siren Hair (1 Enc) examples of magical clothing that provides little protection beyond
whatever magic has been woven into it.
Blades of this sort have been forged on many occasions, though Throttler's Gloves
among those who know of their history it is considered terribly
unlucky to do so. The blade itself must be well made, imbued Type: Gloves
with various rare minerals and special powders to hold the winds SL to Create: 19
of magic within it. In addition the hilt must be hollow, and stored Notable Ingredients: Giant Ligaments (1 Enc)
within it should be a lock of Siren hair. It was long said that
this should be freely given, but this has since been proven to be Imbued with the raw might of the Giant whose ligaments were
unnecessary. sewn together to create these grisly garments, wearing a pair of
Throttlers Gloves grants something approximating the strength
Once forged, the blade cuts deep and true, gaining the Damaging of a much larger creature. For the purposes of Opposed Strength
Quality. However, the user is unable to speak while wielding the Tests and similar rolls only, the wearer counts their size as one step
weapon, or indeed utter any sound at all. Though their footsteps larger than it actually is. Typically, this will allow the wearer to
and other incidental noises can be heard, no attempt to talk, scream, Overpower most similarly sized opponents easily — see WFRP
or otherwise cry out will be audible. This also applies to anyone page 341 for more on the effects of Size on such Tests.
wounded by the weapon, no matter how grievous the injury.
Wulfshawl
If the hair used to make the sword was freely given, there is no
other effect. However, if it was taken by force, the wielder may Type: Cloak
not make use of the Luck Talent while holding or wearing Silence. SL to Create: 15
Notable Ingredients: Pelt of a Chimera (2 Enc)
Wightseer Created from a Chimera that troubled Middenheim through
several winters, Wulfshowl was created from the beasts carcass and
Type: Shield imbued with magic in the hopes that any future attacks by similar
SL to Create: 14 beasts might be more easily repelled.
Notable Ingredients: Wight Bones (2 Enc)
A shield created using the powdered corpses of Wights, this item Wulfshowl appears to be a typical wolfs pelt, though close
grants the bearer the ability to see any Undead creature as they observation will show that beneath fur lie iridescent scales. The
looked in life. This removes the Fear Trait of any Undead, unless wearer of the cloak causes Fear 2 in Wolves, Lions, Goats, and
whatever creature they were in life would naturally have this Trait. Chimeras. Presumably if other examples of this cloak were
This effect does not grant any special ability to communicate or created, the effect would extend to whatever animals made up that
command such creatures — it merely shows how they looked just particular beast.
prior to their deaths.
However, this is something of a double edged sword, as it can also
make it difficult to identify opponents in the midst of battle.There
are several tales of warriors who used the shield turning on their
erstwhile companions, shouting encouragement to the very people
they were striking down.
116
Unusual Items
While much ink is spilled on the matter of magical arms and
armour, wizards have found use for all sorts of magical devices.
The Last Toast
Type: Cup
SL to Create: 18
Notable Ingredients: Skull of a Thing from the Dead Wood
Created by binding Shyish into the skull of certain kinds of
Undead, if the Cult of Morr knew of these items they would take
special care in hunting down and destroying each and every one.
By drinking from the cup — any liquid will do — the imbiber
becomes able to perceive spirits, ghosts, and other ethereal entities
not normally visible to them and who have not yet passed through
Morr's gate. Users may also hear and converse with these entities,
who will perceive the user as a spirit much like themselves. This
effect lasts for one minute, though it may be extended by taking
further sips from the skull.
Once the effect ends however, the trouble frequently starts.
From the spirits perspective, another entity like themselves
will in one moment be talking with them, and in the next fade
away and seem to become corporeal again. This has led to many
misunderstandings, the most common being that the skull has
some means of restoring the dead to life. This frequently leads to
the owner of the skull being haunted by an increasing number of
spirits, many of whom eventually turn hostile at the users refusal
to share the secret of 'returning to life'.
The Thristy Stone
Type: Ruby, often set into a ring or amulet
SL to Create: 19
Notable Ingredients: A Ruby taken from the body of a great
Shard Dragon, such as La Fantasma
Created by magics first perfected by a Brettonian duke, this stone
seems to absorb any blood spilled on it. In return, it grants the
wearer the Ward 9+ Creature Trait for 1d10 Turns. However, the
Stone is insatiable. If the wearer gains a Bleeding Condition they
must immediately make a Challenging (+0) Endurance Test. If
they fail, the stone begins to feed on them, attaching itself to their
skin like a leech. Until the stone is forcibly removed by an Average
(+20) Strength Test, the Bleeding Condition cannot be removed.
117
Afterword
At the end of our time in Tilea, my his gore-spattered tunic, the light of my
surviving compatriots and I took a fast lantern afforded a clear view of his back.
ship bound for Marienburg. The voyage His old scars didn’t look like scars anymore.
was uneventful, but I doubt I would’ve They resembled something else entirely.
noticed if it were otherwise, for I was
lost in grief. When we reached the great ‘Where will you go?’ I asked quietly.
trading port, Lynathryn announced it ‘North,’ he replied.
was time to return to Laurelorn Forest. I
asked the Elf when we would next meet. ‘Back to Ostermark then? Kislev?’
They regarded me with those beautiful eyes
for a very long time before answering. ‘I ‘North.’
doubt we will, Theodosius Schreiber.
I have seen the state of this world, I looked to my desk, where my sheathed
and it is faltering. I return to report sword rested, and then to the mark on his
to my Queen and then await the end back. Sigmar forgive me, but I could not
in the home I love.’ I tried for a do it. He finally found an old shirt that
lighthearted response, ‘Which end would barely fit. ‘Theo, you are good fighter
that be?’ and even better friend. Should you see
me on a battlefield in the future, you
The hunter’s smile was heartbreaking. run, da?’
‘The last one.’
He did not look at me as he left.
I began writing what would be the final
chapters of the book commissioned by the I learned soon after that he had
Imperial Zoo as we sailed up the Reik to butchered six men during that ‘little brawl’.
Altdorf. They were slow going, as my heart
was not truly in the work. The faculty at Jorunn had not fared so well during
both the Zoo and Altdorf University were our journey, saying that her joints were
thrilled by our return and filled with greatly troubling her. She was so stiff at
questions about the journey and what we times that Erich had to rub some life into
saw in Tilea. Only Warnicke commiserated her limbs. Necessity has made him a deft
with us over the loss of Kistiane. hand at the healing arts over the years
we’ve travelled together. She told me that
Two weeks after our return to Altdorf, I she would finish my promised chapter,
was awoken late at night by a persistent but thought it might be a few weeks. I
knocking. A blood-soaked Ghorshkov stood told her to take her time. I’d decided to
in the doorway of my flat. He claimed that include it in a new work I was thinking
he had gotten into a ‘little brawl’ and the about, a more practical volume than the
time had come for him to take his leave. I highly scholarly tome expected by the Zoo,
set him to rummaging for some clothes that the University, and Herr Massenbach.
would fit and, failing that, maybe cutting
one of my old cloaks to suit. As he took off I finished the commissioned book and
turned it over. The professors who read
the final draft were highly impressed,
118
but greatly disturbed by some of the ‘Will you help me take her home?’ was
entries, especially the chapter on Skaven. all I asked.
Nevertheless, they committed to its ‘Of course,’ he replied, through tears.
publication. Over three thousand copies
were printed on the Altdorf University I write these words in the Grand
Press. The day it was to be released, Loremasters Hall of Karak Ziflin. The
Warnicke called me to her office at Dwarfs have been kind. They have given
the Zoo. She told me the entire print me time and space to finish this book.
run had been impounded by agents of I have assembled Erich’s magnificent
the Komission of the Imperial Archives art, my rough travel journals, my notes,
accompanied by several Witch Hunters. and the comments of my friends into the
Apparently, they had some questions for volume that now lies before you. Jorunn
me. Warnicke told them she didn’t know Gromsdottir’s final labor has been
where I resided. attached to this.
As fate would have it, a message awaited I hope you find this work of value.
me when I returned to my flat. Jorunn There are many that would see truth
had sent a courier: crushed, but I believe the shadows grow
‘It is finished. Come collect it.’ overlong in the Old World, and we must
fight against ignorance and deception.
Jorunn had rented a room above a small Erich has broken from his father and
apothecary shop run by a colleague of hers. intends to take vows with the Shallyans.
She did not answer her door, but I found For my part, I will return to my family
it unlocked. Her neatly handwritten pages and resume the duties I abandoned.
were bound and awaiting me on her desk,
along with a small note. While I hope my choice will help me to do
many things of greater value, it also has
‘I keep my oaths. Do not mourn, Theo. the useful effect of allowing me to publish
I’ve found the cure at last.’ this rough volume in a way that it cannot
Her body was on the bed. Spars of be suppressed. I know of a fearless
crimson-purple crystal thrust out of the publisher in Altdorf, and a noble is not so
joints of her hands, her legs, one eye.
easily stopped as a penniless scribe.
She was a skilled apothecary; I hope I am so very tired of lies.
whatever she took was painless.
In Sigmar’s name, I will tolerate them
Erich arrived not long after. I looked no more.
at his bandaged hands, cut to shreds by
Jorunn’s crystallised, mutant blood, and
wondered how long he had helped her keep Loningbruck
her secret. Baron
‘Theo’ Ulster von
Tobias
119
Expected Expeditions
This book presents a selection of the Old World’s creatures The Imperial Zoo itself is a fine patron for any would be adventurers.
through the writings of Theodosius 'Theo' Schreiber, presenting It has ample reason to send people out to dangerous hinterlands
these beasts as he and his comrades encountered them during in search of all sorts of beasts. It is in Altdorf, which has ever been
their expeditions, sharing their views and collecting the stories a melting pot of people of all backgrounds, and so very diverse
told by troubled locals. Not everything Herr Schreiber recorded is parties can be accommodated. Campaigns built around furnishing
strictly true, but it does reflect the legends and stories people tell the Zoo with creatures to entertain the crowds also has the added
of these creatures. wrinkle that these beasts must be brought back alive, which in
general is far more difficult that simply slaying an unwanted
Hopefully, having read of these expeditions, you will find yourself monster.
inspired to undertake some travels of your own. Those seeking to
brave the wilds of the Empire and beyond, though, should keep a Pit-fighting rings have a constant need for new beasts, though this
few things in mind. is certainly less glamorous than furnishing a respected Institute
of Zoology. In Tilea the practice is more respectable, especially
Patrons of Prominence if working for an institution such as the Grand Coliseum in
Miragliano.
While there are many ways to drag an adventuring party together,
a tried and true method is to find a patron who can make gainful Fresh Meat
use of a band of vagabonds and place the Characters in their
employ. For a game focused on the beasts of the Old World, there When calculating how much a live beast is worth, you may use
are several obvious choices for this role. the figures provided on pages 99-101 to create a rough estimate
based on how much useful material the creature would provide if
THE IMPERIAL ZOO it were all harvested and preserved. For the additional difficult of
returning the creature alive, you may multiply this final figure by
The great Imperial Zoological Garden of Altdorf sits on 10 — perhaps more if a trip overseas was called for.
Goellner Hill. It houses many strange and exotic plants
and creatures from across the Old World and beyond. A For example, using this method a Griffon, being Rare (1 GC per
high stone wall with sturdy wooden gates encloses and Enc), Enormous (8 Enc of useful materials), and Hazardous (a 1
protects the gardens. A hastily scrawled notice nailed X multiplier), would be worth 80 Gold Crowns if returned alive to
to the gate reads: ‘Wanted, gryphon and dragon eggs, an interested buyer. This may seem low, especially given the price
highest prices paid.’ It is unclear whether this is a request of a well-trained war horse, but bear in mind that Griffons must
from the management, or a very mischievous prank. be raised from birth to have any chance of taming one. A wild
From the gate, a long walled corridor leads to the Griffon will never be anything more than an interesting curiosity,
zookeeper’s cottage in the centre of the complex, which will happily rip your throat out should you come too close.
which provides access to all the enclosures. There are
Arabyan Zedoncs, Lustrian Tiguanas, Bretonnian Of course, some beasts are worth far more alive than the sum of
Pegasi, Tilean Murs, Estalian Bordles, Baffins from their parts, and these prices remain entirely up to the GM. The
across the Great Ocean, and even reptilian creatures costs involved in capturing,storing,and transporting such creatures
from Lustria. Deathclaw, the Emperor’s famous battle is very high, and payments must be split among all involved. Still,
mount, is sometimes displayed here. But the mighty a game in which the Characters make a substantial amount of
Griffon inevitably gets restless for campaign, and eats money by tracking and capturing dangerous animals is unlikely to
the other exhibits. The Imperial Dragon is also housed be dull, at least not in the short term.
here occasionally, but utterly resents the indignity.
120
Wanted, Dead Being Mindful of Maps
If the idea of carting back dangerous beasts while keeping them The map of the Empire provided at the back of this book
fed and safely contained seems too arduous, there is always the is more than enough to plan interesting expeditions into
option of bringing them back in pieces rather than peacefully. As the wilds of the Empire. If you are looking for more detail,
seen earlier in this book, many dangerous beasts make for useful information on the Grand Province of the Reikland can be
Alchemical ingredients, and a wealthy Apothecary could serve found in the WFRP Core Rulebook and the WFRP Starter
as an employer. Equally the Gold College, which has formalised Set. Middenheim and it’s surrounds have been detailed in
many Alchemical practices, has a constant need for new and Middenheim: City of the White Wolf, and the Nordland city of
unusual ingredients. Salzenmund is explored in the book of the same name. Future
WFRP products will take adventurers even further afield.
Local Heroes
Keeping Things Interesting
Of course, Characters taking up the evergreen practice of slaying
troublesome monsters for profit is always an option. Communities The single most useful thing to bear in mind when running any
across the Empire are plagued by creatures from the deep woods. campaign is that keeping the focus on the Characters will, as if
With official assistance sometimes far away or even insensate by magic, keep things interesting. By building a game around
to the troubles of minor villages, these communities must often the Characters, their personal goals and struggles, the players are
rely on the services of mercenaries and other sellswords. While almost certain to have a good time. As grim and perilous as the
such pursuits are often rewarding as a brief distraction for a larger Old World is, everyone wants their time in the spotlight, be it to
adventure, they can make an interesting adventure on their own grasp victory or perish tragically on the cusp of redemption.
if the GM is inventive. Perhaps creatures are being pushed out of
their usual habitats in the deep woods by an even greater danger? Getting Started
Perhaps a group of local Nobles have released the creatures into
the area to hunt for sport, heedless to the trouble they will cause Tot his end, on the following pages you will find pre-generated
for locals? There are many opportunities to make such adventures Character sheets packed with secrets and intrigue, suitable
more interesting than simple monster hunts. for immediate play. Each depicts one of the members of the
expeditions whose exploits you have been reading. They make an
interesting addition to any party intent on searching the wilds for
beasts to drag back to the Imperial Zoo.
121
Name: Erich Massenbach Age: 21 ERICH MASSENBACH Status: Silver 3
Career: Artist Player:
ARTIST
Species: Human
Career Path: Artist
CHARACTERISTICS FATE RESILIENCE EXPERIENCE
Fate 4 Resilience Resolve Motivation Curent Spent Total
Initial WS BS S T I Ag Dex Int WP Fel Fortune 4
24 29 31 38 38 29 39 31 30 36 2 2 Masctrearftyour 0 1000 1000
Movement
Advances 555 5 MOVEMENT
Current 24 29 36 38 43 29 44 31 30 41 4 Walk 8 Run 16
BASIC SKILLS GROUPED & ADVANCED SKILLS TRAPPINGS
Name Characteristic Adv Skill Name Characteristic Adv Skill Dagger Trade Tools (Arist)
Art (Painting) Dex 44 10 54 Animal Care Int 31 3 34 Fine Clothing Letters to Father (unsent)
Athletics
Bribery Evaluate Int 31 8 39 Personal Grooming Kit Bow and 12 arrows
Ag 29 29 Reams of Paper
Fel 41 41 Language (Classic) Int 31 5 36 Writing Kit
Charm Fel 41 41 Ranged (Bow) BS 29 5 34 Brush
Charm Animal
Climb WP 30 30 Stealth (Urban) Agi 29 5 34 TALENTS
Cool
S 36 5 41 Talent Name Times Description
taken
WP 30 8 38 Artistic
1
Consume Alcohol T 38 5 43 Acute Sense
(Hearing)
Dodge Ag 29 29 Doomed 1 Hear impercetable sounds
Perfect Pitch
Drive Ag 29 29 Pure Soul 1 A silent death, but not unheard.
Read/Write 1
Endurance T 38 5 43 1
1
Entertain Fel 41 41
Gamble
Gossip Int 31 31
Haggle
Fel 41 15 56 ARMOUR
Fel 41 5 46 Name Locations Enc AP Qualities
Leather Jerkin Body 1 1
Intimidate S 36 36
Intuition
Leadership I 43 5 48
Melee (Basic)
Fel 41 41
WS 24 24
Melee WS 24 24
Navigation I 43 43 WEAPONS
Outdoor Survival Int 31 31 Name Group Enc Range/Reach Damage Qualities
Bow 1
Perception I 43 10 53 Dagger Bow 0 Very Short
Basic
Ride Ag 29 29 WEALTH
Row S 36 36 D ENCUMBRANCE WOUNDS
Stealth Ag 29 29 SS
3
INITIAL WEALTH GC Weapons 1 SB 6
TBx2 2
Armour 1 WPB
Hardy 11
You begin the game with 1 gold crown Trappings 2 Wounds
2d10 brass pennies. = 20 silver shillings
= 240 brass pennies Max Enc. 6
Total 4
CHARACTER BACKGROUND
PERSONALITY AND APPEARANCE SECRETS
‘Never look a gift horse in the mouth, not that I have much choice with horses, at my lofty Your core secret is part of your Character, but you may choose additional secrets.
height.’ You begin with an additional 1d10 Silver Shillings for each additional secret chosen.
If Erich could be anywhere else in the Empire other than its wildernesses, that • Core Secret: You are a true pacifist, and generally abhor violence. You will always
is surely where he would be. To an attractive, well groomed young man with an try to talk, or bribe, your way out of fights if at all possible. If forced to fight, you
artist's sensibilities, a city like Altdorf has so much more to offer than even the will defend yourself and nearby innocents, but you will not attack.
most impressive mountain vista. Still, Erich intends to make the best of things,
and the expedition does offer many interesting subjects for his art. While studing • You belong to a Ranaldan order called the Brotherhood. You absolutely despise
illustration, Erich always had a particular appreciation for the animals depicted in greedy merchants and will actively try to disrupt their plans if you are able, hope-
the Bestiaries that are occssionally published in Altdorf. He naturally assumed they fully in ways that make them public laughingstocks.
were accurate. Now, having seen some of these creatures in person and realised they
look nothing like their depections, Erich is beginning to wonder if the artists he so • You can take or leave alcohol and other stimulants, but you absolutely cannot
admired had seen the creatures they claimed to depict at all! resist confections. If you can’t buy them, you’ll steal them.
BACKGROUND • Your favourite paint pigments are all greatly enhanced with Halfling blood. You
have to regularly add small amounts of fresh material to keep them from spoiling.
Son of a wealthy merchant from Tahme, Erich has never wanted for much in life,
except inspiration and a cure for boredom. He was an indifferent merchant at best, • You fled from accusations of a crime in Tahme, one serious enough that Bounty
but a fairly talented artist. His father has ordered him to accompany the Imperial Hunters are now after you. What did you do to that merchant? Or are you in-
Zoo's expedition in part because thier family sponsored it and he wishes to keep nocent?
an eye on how his money is spent, but also because he hopes it will ‘toughen up’
his son and show him a bit of the world. Erich only got talked into it because he NOTES
was assured some of his art could be in the final book — and because his father
threatened to cut him off entirely if he didn’t agree.
ARMOUR POINTS
01-09 10-24
Head Left Arm
25-44 (or secondary arm)
45-79
Right Arm
1
(or primary arm) Body
90-00
80-89
Right Leg
Left Leg
Shield
NOTES
JORUNN GROMSDOTTIR
PROWLER
Jorunn Gromsdottir Age: 97 Species: Dwarf Status: Silver 1
Career: Apothecary Player: Career Path: Apothecary
CHARACTERISTICS FATE RESILIENCE EXPERIENCE
Fate 2 Resilience Resolve Motivation Curent Spent Total
Initial WS BS S T I Ag Dex Int WP Fel Fortune 2
44 33 24 46 31 19 39 36 55 20 2 2 Knowledge 5 995 1000
Movement
Advances 5 5 10 5 MOVEMENT
Current 44 33 24 51 31 19 44 46 55 25 3 Walk 6 Run 12
BASIC SKILLS GROUPED & ADVANCED SKILLS TRAPPINGS
Name Characteristic Adv Skill Name Characteristic Adv Skill Clothing Book (half filled)
Dagger Healing Draught
Art Dex 44 44 Evaluate Int 46 3 49 Pouch Pestle and Mortar
Athletics Ag 19 19 Sling Bag Guild License
Bribery Fel 25 25 Heal Int 46 5 51 Writing Kit Trade Tools (Apothecary)
9 Parchment Sheets Fishing Rod
Language (Khazalid) Int 46 5 51
Charm Fel 25 5 30 Language (Classical) Int 46 5 51
Charm Animal
Climb WP 55 55 Lore (Chemistry) Int 46 5 51 TALENTS
Cool
S 24 24 Lore (Medicine) Int 46 10 56 Talent Name Times Description
taken
WP 55 5 60 Lore (Plants) Int 46 5 51 Concot
Magic Resistance 1 One free crafting Endeavour
Consume Alcohol T 51 10 61 Melee (Basic) WS 44 3 47 Night Vision
Read/Write 1 -2 SL to spells that affect you
Dodge Ag 19 19 Trade (Apothecary) Dex 44 10 54 Resolute
Sturdy 1 See well in natural darkness
Drive Ag 19 19 Trade (Poisoner) Dex 44 5 49
1 You are literate
Endurance T 51 5 56 Stealth (Urban) Ag 19 5 24
1 +1 SB when charging
Entertain Fel 25 25
Gamble 1 x2 Encumbrance (included)
Gossip
Haggle Int 46 46
Fel 25 25 ARMOUR
Fel 25 5 30 Name Locations Enc AP Qualities
Leather Jack Body, Arms 1 1
Intimidate S 24 24
Intuition I 31 31
Leadership Fel 25 25
Melee (Basic) WS 44 44
Melee WS 44 44
Navigation I 31 31 WEAPONS
Outdoor Survival Int 46 46 Name Group Enc Range/Reach Damage Qualities
Sword Reload 1, Impale
Perception I 31 5 36 Dagger Basic 1 Average +6
Crossbow Basic 0 Very Short +4
Ride Ag 19 19 Crossbow 2 60 +9
WEALTH
Row S 24 24 ENCUMBRANCE WOUNDS
Stealth Ag 19 19 D
2
INITIAL WEALTH SS Weapons 3 SB 8
TBx2 5
GC Armour 0 WPB
Hardy 15
You begin the game with 1 gold crown Trappings 4 Wounds
2d10 brass pennies. = 20 silver shillings
= 240 brass pennies Max Enc. 14
Total 7
CHARACTER BACKGROUND
PERSONALITY AND APPEARANCE SECRETS
‘Pass me the vial. No not that one! Mix that in here and we'll both be joining the Your core secret is part of your Character, but you may choose additional secrets.
ancestors. Now, while I mix these, you go find the thing's liver. Shouldn't be hard, they You begin with an additional 1d10 Silver Shillings for each additional secret chosen.
have three.’
• Core Secret: You are concealing a terrible disease. A small, but growing, part
Jorunn was once rather personable, at least by Dwarf standards. An unexpected of your body just above your heart has turned to stone and traces of crystalline
betrayal by a trusted friend left her somewhat untrusting of those who seek her structures can be found in your bloodstream.
friendship. She walks with just a hint of stiffness that might indicate an old injury,
but has no interesting in explaining her woes to those who ask. Jorunn wears her • You regularly take advantage of particularly devout Sigmarites, as you know their
hair in practical braids, in the fashion of Karak Ziflin, and is always on the lookout religion compels them to help you.
for her kin in hopes of hearing word from home. While she has yet to finish her
studies in the wider world, however, but does dream of one day returning to the • You detest bullies of any sort, but you especially loathe Witch Hunters, and will
hold bearing new alchemical secrets that will impress even the Dwarf elders who seek to do them harm whenever you can.
were so dismissive of her efforts.
• Though you profess otherwise, if the coin is good, you have no qualms at all about
BACKGROUND selling lethal poisons to shady individuals.
Jorunn hails from the Dwarf Hold Karak Ziflin in the Grey Mountains. • Unlike most Dwarfs, you love horses… they taste divine. You go out of your way
Exceedingly intelligent and far more ‘scientifically’ minded then her peers, Jorunn to regularly acquire and consume horse flesh, doing whatever it takes to do so.
at first trained as a healer, but eventually left to learn more than what her home
could teach. She travelled into Kislev where she eventually apprenticed with a Wise NOTES
Woman for a time, swapping herbal and healing knowledge. After several years,
without warning, the Wise Woman tried to murder Jorunn, and the terrified and
confused Dwarf was forced to kill the woman in self defence. As she fled back south
into the Empire, she discovered that she had somehow been infected with a curious
disease. She has spent the last few years adding to her lore by studying with various
apothecaries, physicians, and scholars.
ARMOUR POINTS
01-09 10-24
Head 1
Left Arm
25-44
(or secondary arm)
1 45-79
Right Arm
1
(or primary arm) Body
90-00
80-89
Right Leg
Left Leg
Shield
NOTES
LYNATHRYN NIGHTSONG
HUNTER
Name: Kirsten Krank Age: 295 Species: Wood Elf Status: Brass 1
Career: Hunter Player: Career Path: Prowler
CHARACTERISTICS FATE RESILIENCE EXPERIENCE
Fate 1 Resilience Resolve Motivation Curent Spent Total
Initial WS BS S T I Ag Dex Int WP Fel Fortune 1
45 52 31 30 55 40 42 41 38 31 1 1 Find Hope 0 1000 1000
Movement
Advances 555 5 MOVEMENT
Current 45 57 36 35 55 40 57 41 38 31 5 Walk 10 Run 20
BASIC SKILLS GROUPED & ADVANCED SKILLS TRAPPINGS
Name Characteristic Adv Skill Name Characteristic Adv Skill Cloak Animal Traps
Clothing Elf Bow and 6 Arrows
Art Dex 57 57 Entertain (Sing) Fel 31 5 36 Dagger
Athletics Ag 40 40 Pouch
Bribery Fel 31 31 Language (Eltharin) Ag 40 5 45 Sling Bag
Rations (2 days)
Lore (Beasts) Int 41 5 46
Charm Fel 31 31 Melee (Basic) WS 45 5 50
Charm Animal
Climb WP 38 5 43 Ranged (Sling) BS 57 5 62 TALENTS
Cool
S 36 10 46 Ranged (Bow) BS 57 10 67 Talent Name Times Description
taken
WP 38 5 43 Set Trap Dex 57 5 52
Acute Sense
Consume Alcohol T 35 35 Stealth (Rural) Ag 40 10 50 (Sight) 1 Notice impercetable sights
1 Add your TB to Wounds
Dodge Ag 40 40 Hardy
Drive Ag 40 40 Night Vision 1 See well in natural darkness
Endurance T 35 10 45 Read/Write 1 You are literate
Entertain Fel 31 31 Rover 1 Easier to hide in rural areas
Gamble Int 41 41
Gossip Fel 31 31 Strider (Woodlands) 1 No movement penalties
Haggle Fel 31 31
Name ARMOUR AP Qualities
Intimidate S 36 3 39 Leather Jack 1
Intuition Locations Enc
Leadership I 55 55 Body, arms 0
Melee (Basic)
Fel 31 31
WS 45 5 50
Melee WS 45 45
Navigation I 55 55 WEAPONS
Outdoor Survival Int 41 10 51 Name Group Enc Range/Reach Damage Qualities
Elf Bow Damaging, Precise, Impale
Perception I 55 5 60 Sword Bow 2 150 +7
Dagger Basic 1 Average +7
Ride Ag 40 40 Basic 0 Very Short +5
WEALTH
Row S 36 36 ENCUMBRANCE WOUNDS
Stealth Ag 40 40 D
3
INITIAL WEALTH SS Weapons 3 SB 6
TBx2 3
GC Armour 0 WPB 3
Hardy 15
You begin the game with 1 gold crown Trappings 2 Wounds
2d10 brass pennies. = 20 silver shillings
= 240 brass pennies Max Enc. 6
Total 5
CHARACTER BACKGROUND
PERSONALITY AND APPEARANCE SECRETS
‘I walked this land in the time of your grandfather's grandfather, and strung my bow to Your core secret is part of your Character, but you may choose additional secrets.
defend it from the Ruinous Powers. I shall go where I please.’ You begin with an additional 1d10 Silver Shillings for each additional secret chosen.
Lynathryn is tall for an Elf, but stands a little shorter than most adult humans, and • Core Secret: Though you hide it, you suspect the world is doomed and this
moves as softly as a falling leaf. They left the Laurelorn with a cheerful disposition, knowledge fills you with anguish that occasionally overwhelms you. You gain the
eager to see the realm that Magnus the Pious set out to rebuild at the end of the Malaise Symptom for 1d10 hours if you fail a Test derived from your Willpower.
Great War Against Chaos. Every grimey hamlet, tossed bucket of slop, and starving
peasant Lynthryn has passed since has made it that much harder to maintain a • You always take the time to appreciate beautiful works of art and will not hesitate
smile. Still, it can't all be bad, can it? Perhaps all that's needed is to stretch ones legs to break into a closed museum or a noble’s palace in order to do so.
and see some more of the human lands. An expedition sounds like just the thing.
• You respect Kurnous, but you also revere Anath Raema, the Elven Goddess of
BACKGROUND Savage Hunts. You habitually offer one in every three worthy kills to the Savage
Huntress in a bloody ritual.
Lynathryn has been a scout and hunter for the Eonir of Laurelorn for centuries.
They fought in the Great War Against Chaos a mere two hundred years ago, serving • Raptors are a personal totem and you will not suffer them to be hurt in your
as a scout on the very edges of the enemy lines and often beyond. The experience presence. You despise Falconers and will always seek to free their charges.
changed Lynathryn forever. While it was doublessly horrific, the war brought
together a diverse alliance of Elves, Humans, and even Dwarfs, all in defiance of • Humans are so delightfully gullible; you compulsively blatantly lie to ones you
a common foe. This has left Lynathryn with an unusually plesant attitude toward don’t know without hesitation, even if doing so could later cause you trouble.
non-elves, even this sometimes comes off as condescension. It was due to their
experience, limited as it is, with Humans of the Empire, that the Queen has set NOTES
Lynathryn forth once more to learn what they can of the current state of the world
beyond their forest. For their part, Lynathryn is excited to see just what the humans
of the Empire have done with the gift of peace that so many elves died to provide
them with.
ARMOUR POINTS
01-09 10-24
Head 1
Left Arm
25-44
(or secondary arm)
1 45-79
Right Arm
1
(or primary arm) Body
90-00
80-89
Right Leg
Left Leg
Shield
NOTES
THEODOSIUS SCHREIBER
PROWLER
Name: Theodosius Schreiber Age: 29 Species: Human Status: Silver 2
Career: Scholar Player: Career Path: Scholar
CHARACTERISTICS FATE RESILIENCE EXPERIENCE
Fate 3 Resilience Resolve Motivation Curent Spent Total
Initial WS BS S T I Ag Dex Int WP Fel Fortune 3
32 28 30 38 26 31 31 42 31 27 3 3 sEodmuecoatnee 0 0 1000
Movement
Advances 55 55 MOVEMENT
Current 32 28 30 43 31 31 31 47 36 27 4 Walk 8 Run 16
BASIC SKILLS GROUPED & ADVANCED SKILLS TRAPPINGS
Name Characteristic Adv Skill Name Characteristic Adv Skill Clothing Reference books
Dagger Back Pack
Art Dex 31 31 Art (Writing) Int 47 10 47 Pouch Alcohol
Athletics Ag 31 31 Sling Bag
Bribery Fel 27 27 Entertain (Storytelling) Fel 27 5 32 Writing Kit
30 Parchment Sheets
Language (Classical) Int 47 5 52
Charm Fel 27 27 Lore (Heraldry) Int 47 5 52
Charm Animal
Climb WP 36 36 Lore (Reikland) Ag 31 3 34 TALENTS
Cool Melee (Fencing) WS 32 5 37
S 30 30 Research Int 47 5 52 Talent Name Times Description
taken
WP 36 5 41 Acute Sense
(Hearing)
Consume Alcohol T 43 5 48 Carouser 1 Hear impercetable sounds
Doomed
Dodge Ag 31 31 1 Reverse failed Consume Alcohol
Noble Blood 1 The hound bays for brass
Drive Ag 31 31 Read/Write
Saavy 1 You are of noble birth
Endurance T 43 43 Secret Identity 1 You are literate
Sixth Sense 1 +5 Int, already included
Entertain Fel 27 5 32 1 You have a secret alter ego
Gamble Int 47 5 52 1 GM may warn you of danger
Gossip Fel 27 10 37
Haggle Fel 27 8 35 ARMOUR
Intimidate S 30 30 Name Locations Enc AP Qualities
Intuition
Leadership I 31 5 36
Melee (Basic)
Fel 27 3 30
WS 32 32
Melee WS 32 32
Navigation I 31 31 WEAPONS
Outdoor Survival Int 47 47 Name Group Enc Range/Reach Damage Qualities
Dagger 0 Very Short Fine, Fast, Impale
Perception I 31 5 36 Rapier Basic 1 Long +5
Basic +7
Ride Ag 31 31 WEALTH
Row S 30 30 D ENCUMBRANCE WOUNDS
Stealth Ag 31 31 SS
3
INITIAL WEALTH GC Weapons 1 SB 8
TBx2 3
Armour 1 WPB
Hardy 14
You begin the game with 1 gold crown Trappings 2 Wounds
2d10 brass pennies. = 20 silver shillings
= 240 brass pennies Max Enc. 6
Total 4
CHARACTER BACKGROUND
PERSONALITY AND APPEARANCE SECRETS
‘My accent? I'm certain I don't know what you mean. Now either step out of my light so I Your core secret is part of your Character, but you may choose additional secrets.
can see what I'm writing, or let's both step outside and get some air.’ You begin with an additional 1d10 Silver Shillings for each additional secret chosen.
Theodosius has seen, if anything, a little too much of the Old World. His wirey • Core Secret: You are not who you claim to be. You hide your past as the scion
frame and scholarly dress disguise the fact that he is surprisingly quick on his feet, of an Averland noble house. Your real name is Baron Tobias Ulster von Lon-
and a practiced hand with the oddly ornate rapier he keeps by his side. His accent is ingbruck.
hard to place, and in forgetful moments he sometimes uses words more appropriate
for a courtly dinner than the dingey bars he favours. What is not an affectation is • You are an atheist (Priests are just deluded Wizards).
Theo's love of knowledge. He is determined to learn as much about the Old World • You did terrible things to survive your time amidst the Border Princes. Gain +4
as possible, and sees spreading this knowledge as being an inherent good in and of
itself. Corruption.
• You have never met an illicit vice that you weren’t willing to sample. You have to
BACKGROUND
take a Challenging Cool Test to avoid trying any new vice offered to you.
Theodosius was raised to be the next Baron von Loningbruck, a destiny he • You have a real soft spot for old, broken soldiers and down-on-their luck merce-
abandoned just shy of his 17th birthday to flee south over the Black Mountains to
the Border Princes and ‘freedom’. Several years of such ‘freedom’ almost destroyed naries. You will always try to help them, if you can.
him, before he managed to slip north once more, travelling with a wandering
motley troop. He ‘reinvented’ himself several times as he travelled from place to NOTES
place before writing a well-received book on mounts (mostly focusing on horses
with some vaguely useful material on Pegasus and Demigryphs) as ‘Theodosius
Schreiber’ and settling in Altdorf. His drinking buddies call him ‘Theo’ – he has few
real friends.
ARMOUR POINTS
01-09 10-24
Head Left Arm
25-44 (or secondary arm)
45-79
Right Arm
Body
(or primary arm)
90-00 80-89
Right Leg Left Leg
Shield
NOTES
Name: Vasya Ghorshkov Age: 25 VASYA GHORSHKOV Status: Silver 2
Career: Pit Fighter Player:
PIT FIGHTER
Species: Human
Career Path: Pit Fighter
CHARACTERISTICS FATE RESILIENCE EXPERIENCE
Fate 3 Curent Spent Total
WS BS S T I Ag Dex Int WP Fel Fortune 3 Resilience Resolve Motivation
41 31 43 36 28 34 25 31 34 26 10 990 1000
Initial Movement 3 3 A Good
Fight
Advances 5 555 MOVEMENT
Current 46 31 43 41 33 39 25 31 34 26 4 Walk 8 Run 16
BASIC SKILLS GROUPED & ADVANCED SKILLS TRAPPINGS
Name Characteristic Adv Skill Name Characteristic Adv Skill Clothing
Pouch
Art Dex 25 25 Entertain (Taunt) Fel 26 5 31 Cloak
Athletics Lore (Ostermark) Int 31 5 36 Bandages
Bribery Ag 39 5 41 Melee (Flail) WS 46 15 61 Buckler
Ridge (Horse)
Fel 26 26 Ag 39 5 41
Charm Fel 26 26
Charm Animal
Climb WP 34 3 37 TALENTS
Cool
S 43 43 Talent Name Times Description
taken
WP 34 5 39
Consume Alcohol T 41 41 Doomed 1 Not the Raven, but the Hound
Dodge Ag 39 5 41 Hardy 1 Add TB to Wounds
Drive Ag 39 39 Lightening Reflexes 1 +5 Agi (included)
Endurance T 41 5 46 Menacing 1 +1 SL to intimidate
Entertain Fel 26 26 Warrior Born 1 +5 WS (included)
Gamble
Gossip Int 31 31 Very Strong 1 +5 S (included)
Haggle
Fel 26 8 34 ARMOUR
Fel 26 5 31 Name Locations Enc AP Qualities
Leather Jack Body 1 1
Intimidate S 43 8 51
Intuition
Leadership I 33 33
Melee (Basic)
Fel 26 26
WS 46 12 58
Melee WS 46 46
Navigation I 33 33 WEAPONS
Outdoor Survival Int 31 31 Name Group Enc Range/Reach Damage Qualities
Flail Distract, Wrap
Perception I 33 5 38 Sword Flail 1 Average +9
Dagger Basic 1 Average +8
Ride Ag 39 39 Basic 0 Very Short +6
WEALTH
Row S 43 43 ENCUMBRANCE WOUNDS
Stealth Ag 39 39 D
4
INITIAL WEALTH SS Weapons 2 SB 8
TBx2 3
GC Armour 0 WPB 4
Hardy 19
You begin the game with 1 gold crown Trappings 2 Wounds
2d10 brass pennies. = 20 silver shillings
= 240 brass pennies Max Enc. 8
Total 4
CHARACTER BACKGROUND
PERSONALITY AND APPEARANCE SECRETS
‘Theo, you with your pretty words in your pretty book! Very smart. But can smart words Your core secret is part of your Character, but you may choose additional secrets.
beat Vasya's axe?’ You begin with an additional 1d10 Silver Shillings for each additional secret chosen.
Vasya is tall, well muscled, and prefers to keep his head shaved bare. He enjoys • Core Secret: In your dreams a veiled women regularly appears. She whispers to
little more than a good fight, especially now that he picks his own battles. He you of the glories you will one day achieve and some of the things she has told
has known very little but fighting for much of his adult life, and frames all things you have already come true. You are certain she is a god, but you don’t know
through a lens of expectant violence. Vasya is much more than a bloodthirsty which one and that frightens you.
brawler, however. His career as a Pit Fighter taught him how to work a crowd, and
he finds an easy smile and a biting quip easy to come by. While Vasya finds the idea • You are not proud of all of your matches. The worst still haunt you. Gain +3
of expedition to aquire unusual animals to be quite sensible and appealing, he does Corruption.
not fully understand what the Zoo intends to do with the animals. He assumes that
eventually someone — ideally Vasya — will get to fight them. • The scars on your back itch constantly. You suffer a -10 penalty to Initiative until
you’ve caused Wounds in a fight. For the rest of the day after you’ve done so, you
BACKGROUND lose the penalty, and instead gain a +5 bonus to Initiative.
Vasya was born a villager in a desolate area of Ostermark, squarely between the • You cannot stand to see children abused and will always interfere, without a
Dead Wood (where the ruins of dread Mordheim lie) and the Eerie Downs (which thought for the consequences.
border Sylvania). His parents were slain by ‘things’ from the Dead Wood when he
was a teen and he only survived by destroying one with a rock. The thing's corpse • You will happily fight anything that bleeds. The dead, however… You suffer a
landed on Vasya, hiding him from the others. His Uncle Dima took him in and -10% penalty on any Cool Test caused by the Undead.
soon realized the boy was a fighter born. Dima turned his nephew into a lucrative
Pit Fighter, setting him to wrestling bears and other, stranger creatures. Eventually, NOTES
after years of progressively deadlier bouts, Vasya realised his uncle was using him
and was, in fact, becoming increasingly scared of him — choosing more and more
deadly matches in the hopes of getting him killed. He confronted Dima and ended
up killing him, leaving Ostermark soon thereafter for Altdorf.
ARMOUR POINTS
01-09 10-24
Head 1
Left Arm
25-44
(or secondary arm)
1 45-79
Right Arm
1
(or primary arm) Body
90-00
80-89
Right Leg
Left Leg
Shield
NOTES
KISTIANE BROCKDORF
WIZARD
Name: Kistiane Brockdorf Age: 29 Species: Human Status: Silver 3
Career: Wizard Player: Career Path: Wizard
CHARACTERISTICS FATE RESILIENCE EXPERIENCE
Fate 3 Curent Spent Total
WS BS S T I Ag Dex Int WP Fel Fortune 4 Resilience Resolve Motivation
26 29 25 33 34 38 29 43 38 37 5 995 1000
Initial Movement 3 3 Show magic
is useful
Advances 5 5 55 MOVEMENT
Current 31 29 25 33 34 43 29 48 43 37 4 Walk 8 Run 16
BASIC SKILLS GROUPED & ADVANCED SKILLS TRAPPINGS
Name Characteristic Adv Skill Name Characteristic Adv Skill Magical License Grimoire containing
Art Dex 29 29 Channelling (Ghyran) WP 43 10 53 Tent Lifebloom, Regenerate, and
Athletics Ag 43 43 Language (Magick) Int 48 10 58
Bribery Fel 37 37 Backpack Blast
Writing Kit
Language (Wastelander) Int 48 3 51 10 sheets of Parchment
Charm Fel 37 3 10 Lore (Magic) Int 48 5 53
Charm Animal
Climb WP 43 43 Lore (Reikland) Int 48 5 53 TALENTS
Cool
S 25 25 Melee (Polearm) WS 31 5 41 Talent Name Ttaimkeens Description
WP 43 5 48 Arcane Lore (Jade) 1 Cast spells from Lore of Life
Consume Alcohol T 34 34 Aethyric Attunement 1 Fewer Channelling miscasts
Dodge Ag 43 5 48 Doomed 1 Beneath the eart, a final bloom
Drive Ag 43 43 Luck 1 +1 Fortune
Endurance T 33 33 Perfect Pitch 1 +1 SL to Language Tests
Entertain Fel 37 37 Petty Magic 1 Cast Petty spells
Gamble
Gossip Int 48 48 Read/Write 1 You are literate
Haggle
Fel 37 3 40 Saavy 1 +5 Int, already included
Fel 37 5 42 ARMOUR
Intimidate S 25 25 Name Locations Enc AP Qualities
Intuition
Leadership I 34 5 39
Melee (Basic)
Fel 37 37
WS 31 5 36
Melee WS 31 31
Navigation I 34 34 WEAPONS
Outdoor Survival Int 48 48 Name Group Enc Range/Reach Damage Qualities
Dagger 0 Very Short Defensive, Pummel
Perception I 34 8 44 Quarterstaff Basic 2 Long +3
Polearm +6
Ride Ag 43 43 WEALTH
Row S 25 25 D ENCUMBRANCE WOUNDS
Stealth Ag 43 43 SS
2
INITIAL WEALTH GC Weapons 2 SB 6
TBx2 4
Armour 0 WPB
Hardy 12
You begin the game with 1 gold crown Trappings 2 Wounds
2d10 brass pennies. = 20 silver shillings
= 240 brass pennies Max Enc. 5
Total 4
CHARACTER BACKGROUND
PERSONALITY AND APPEARANCE SECRETS
‘ You know, the Chameoleech is, in its own way, quite charming. I tried to keep one once. Your core secret is part of your Character, but you may choose additional secrets.
Kept losing the thing!' You begin with an additional 1d10 Silver Shillings for each additional secret chosen.
Kistiane is tall for a human, with a joyous smile and an enthusiastic personality that • Core Secret: The Peerage have caused your family a great deal of grief and though
people find either quite plesant or extremely exhausing. She is fascinated with the you try to conceal it, you cannot stand them. You have Animosity (Nobles).
unusual properties of various beasts – especially rare properties, even if they happen
to be particularly dangerous. By the standards of most Wizards, Kistiane isn’t very • You openly venerate an older aspect of Rhya, but you are completely certain that
scholarly. She talks more about ‘impressions’ of different creatures, and the various Sigmar is not a god.
swirls and eddies they cause in the winds of magic. Kistiane is certain that magic
can be used more productively in the Empire, for the good of all its citizens. She is • You fear using destructive magic not because you find it distasteful or immoral,
reluctant to use harmful magic, and finds it somewhat distressing when she is forced but because, in the moment, you find it absolutely wonderous.
to do so.
• You are deeply sympathetic to the plight of mutants in the Empire and will
BACKGROUND quietly help them whenever you can, so long as they do not worship the Ruinous
Powers.
Kistiane is the daughter of a successful Altdorf family that found, to their dismay,
that she had the ‘gift’ of magic. Fortunately, she was eventually accepted into the • You seek to learn the secret of how to raise a Fenbeast as the Jade College is not
Jade college and excelled in her studies. Kistiane wants the citizens of the Empire to being forthcoming about it, and having one would help settle any number of
realize that magic can do a great deal of good for them and has put on free lectures grudges back in Altdorf.
in Altdorf to extol magic’s positive virtues. After a horrible accident involving
experiments with a Bloodsedge specimen, Kistiane’s was 'encouraged' to go on a NOTES
‘sabbatical’ away from Altdorf for a time. The expeditions commissioned by the Zoo
provided the perfect excuse.
ARMOUR POINTS
01-09 10-24
Head Left Arm
25-44 (or secondary arm)
45-79
Right Arm
Body
(or primary arm)
90-00 80-89
Right Leg Left Leg
Shield
SPELLS
Spell CN Range Target Duration Effect
Animal Friend 0 1 yard 1 1 hour Make friends with a smaller creature
Bearings 0 You You Instant Know which way is North
Drain 0 Touch 1 Instant Does 4+SL damage that ignores AP. You heal 1 Wound
Light 0 You You 43 Minutes Create a light similiar to a torch. You may moderate its brightness to that of a candle
Forest of Thorns 6 43 yards 4 yard AoE 4 rounds Area requires Hard (-20) Agility Test to cross. Failure inflicts 1 Entangled and 1 Bleeding Condition
Creature Traits
WFRP contains quite a few Creature Traits — abilities attached Grim Tidings
to creatures which grant them an ability, quality, or specify some
behaviour they are prone to. These can be difficult to keep track The Imperial Zoo introduces a new Creature Trait, called Grim.
of in combat, and a few changes have been made to how they are Creatures with Grim are particularly terrifying, competent
presented in The Imperial Zoo to aid in this area. monstrosities whose mere presence is enough banish any thoughts
of gaining a battlefield advantage over such a beast.
Armoured to the hilt Grim gives a creature a minimum amount of Advantage to use
on each of its turns. This immediately makes the creature a very
You will notice that the Armour trait now includes a second formidable threat, as it will gain a +10 bonus to most actions
number in brackets after the amount of AP the armour provides. it takes for each level of the Grim Trait it enjoys, more or less
This is the combined total of the creatures Armour Rating and its permanently.
Toughness Bonus. This number is presented for ease of reference,
as it is typically subtracted from most incoming damage. However, merely hitting harder and more frequently is not very
entertaining. It is recommended that you use this Advantage to
Traits and Attack Traits activate special abilities the creature may have, such as a Troll's
Vomit or a Dragon's Breath attack. As it is difficult for lone
You will also notice that Attack Traits has been added as a new creatures to generate much advantage while under constant attack
heading in stat blocks. This is purely for ease of reference — from a band of adventurers, many of these iconic abilities would
Attack Traits are simply Creature Traits that allow the creature to otherwise be rarely employed.
make some kind of attack or take an action.They have been placed
in their own category to let you know at a glance what actions a Creatures with Grim are extremely dangerous, and you may wish
specific creature is capable of. It is still recommended that you read to use the trait carefully. In particular, if a creature has more levels
all the Traits in full, as many of them can have a big impact on of Grim that there are Characters in the encounter, consider
how a creature behaves in battle. removing or reducing this trait.
A Skilled Rhinox? New Creature Trait: Grim
You will also notice that many of the creatures presented in this This creature is particularly dangerous, and fighting it means never
book have skills. In the case of bestial creatures this is usually truly being able to gain the upper hand. If, at the beginning of its
constrained to straightforward skills such as Melee or Stealth. turn, this creature does not have at least Rating Advantage points,
This represents innate talent and raw determination rather than its Advantage pool immediately increases to Rating. If the creature
any formal training, and allows threats to remain a challenge currently has a Surprised, Unconcious, or Entangled Condition, it
to Characters who may have spent quite a bit of XP becoming does not gain this Advantage.
extremely proficient in combat.
Quick Reference
On the following pages you will find a quick reference table that
summarises all of the creature traits in WFRP.This is a very useful
reference to keep at hand when running an encounter.
134
Trait Description
Afraid (Target) The creature gains Fear (0) to the Target. See WFRP, page 190 for Fear rules.
Amphibious The creature adds its Agility Bonus to the SL of all Swim Tests and move at full Movement through water.
Arboreal The creature adds its Agility Bonus to the SL of all Climb and Stealth Tests.
Animosity (Target) The creature dislikes the Target. See WFRP, page 190.
Armour (Rating) The creature has Rating Armour Points on all Hit Locations. The number in brackets after the Rating is the
(Including TB) creatures TB + Armour Points. Most damage is reduced by this number.
Belligerent If the creature has more Advantage than its opponent, it is Immune to Psychology.
The creature fears fire and gains a Broken Condition if struck by it. It defends only with Dodge. If it loses more
Bestial than half its Wounds, it will attempt to Flee. If protecting young or Territorial it enters Frenzy instead.
The creature is a large example of its species. It receives +10 Strength and Toughness, and –5 Agility.
Big The creature may make a Free Attack by spending 1 Advantage, inflicting Rating damage.
Bite (Rating) The creature is Blessed and can enact Blessings; the relevant deity is indicated in brackets.
Blessed (Various) When Charging or Running, it doubles its Movement Characteristic and ignores all terrain.
Bounce Cost: 2 Advantage. Range 20+Toughness Bonus yards. All characters within SB yards are struck, as are all
characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all
Breath Rating affected targets. All targets that fail take Damage equal to the attack’s Rating. See WFRP 338 for breath types.
(Type) The creature is heavy and brutish. It receives –1 Movement, –10 Agility, and +10 Strength and Toughness.
If the creature wins an Opposed Test when defending in melee it causes Damage as if it were the attacker.
Brute Cost: 2 Advantage. As an Action, attempt an Opposed Weapon Skill/Melee or Dodge Test. If it wins, its target
Champion loses 1d10 + SL Wounds with no modification for Toughness Bonus or Armour Points. This attack is Magical.
The creature receives +20 Intelligence and +10 Initiative.
Chill Grasp The creature can reverse all failed Willpower Tests.
Any hit gives the target an Entangled Condition and the creature may Grapple. See WFRP, page 163.
Clever The creature is a construct of magic. It has no Intelligence, Willpower, or Fellowship. If it has no Wizard
Cold-blooded controlling it, or does not possess the Territorial Trait, it meanders mindlessly. For the purposes of calculating
Constrictor its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.
When Wounded all Engaged characters take 1d10 Wounds, by TB and AP, to a minimum of 1
Construct The creature is tainted by Chaos. The Strength of the Corruption is marked in brackets. See WFRP, page 182.
The creature receives +10 Fellowship, Intelligence, and Initiative.
Corrosive Blood The creature can see in the dark as daylight.
Corruption Does not require food, water, or water. All attacks are Magical. Roll 1d10 after any blow is received; if equal to
Cunning higher than Target number, the blow is ignored, even if it is a critical. On zero wounds, the creature disappears.
Dark Vision If death occurs and all parts are in place, creature may attempt a Challenging (+0) Endurance Test requiring an
SL of 6 at the start of every round for TB Rounds. If successful, the creature revives with 1 Wound.
Daemonic (Target) The creature carries a disease, and others will have to Test as appropriate for Contraction. See WFRP, page 186.
All living targets within TB yards suffer a penalty of –20 to Tests. Does not stack with other Distracting traits.
Die Hard The creature receives +20 to Weapon Skill, Ballistic Skill, and Willpower.
The creature’s form is insubstantial, may pass through solid objects, and can only be harmed by Magical attacks.
Disease (Type) The creature receives +1 Movement and +10 Agility.
Distracting The creature causes supernatural Fear in other creatures, with a rating equal to its Rating. See WFRP, page 190.
Elite As a Move can fly up to Rating yards. It may use this move to Charge. If it starts its turn flying, it must choose
Ethereal to Fly for its Move. If it cannot do this, the GM decides how far the creature falls (see WFRP, page 166).
Fast When targeting it increase range by 1 step. When flying the creature takes –20 to all ranged combat.
Fear (Rating)
Flight (Rating)
Trait Description
Frenzy The creature can Frenzy. See WFRP, page 190.
Fury Cost: 1 Advantage; Become subject to Hatred to close combat opponents. Cost: 3 Advantage; Become subject
Ghostly Howl to Frenzy, and lose all Advantage. See WFRP, page 190.
Grim (Rating) Cost: 2 Advantage. The creature howls as a Free Attack and loses all Advantage. Living targets within Initiative
yards gain 3 Deafened Conditions and suffer 1d10 Wounds ignoring TB and AP, and must pass an Average
(+20) Endurance Test or gain a Broken Condition.
At the beginning of the creature's turn if it has less than Rating Advantage, and it is not Surprised or
Entangled, its Advantage increases to Rating.
Hardy Increase Wounds by a number equal to its TB, applied before any Size modifiers.
Hatred (Target) The creature really hates the Target. See WFRP, page 190.
Horns Rating When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as
(Feature) normal, using Rating to calculate Damage.
Hungry Must pass Average (+20) Willpower Test eat a fresh or incapacitated body, losing next Move and Action.
Immunity (Type) All Damage of this type, including from a Critical Wound, is ignored.
Immunity to The creature is utterly fearless. It ignores the Psychology rules. See WFRP, page 190.
Psychology
Infected If the creature causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract
Infestation a Festering Wound (WFRP, page 187).
All opponents suffer a penalty of –10 to hit it in melee combat.
Leader The creature receives a bonus of +10 to Fellowship and Willpower.
Magical The creature's attacks count as Magical.
Magic Resistance The SL of any spell affecting the creature is reduced by Rating.
Mental Corruption Roll on the Mental Corruption Table (see WFRP, page 185).
Miracles (various) The creature can enact Miracles; the relevant deity is indicated in brackets.
Mutation Roll on the Physical Corruption Table (WFRP, page 184).
Night Vision The creature has the Night Vision Talent. See WFRP, page 141.
Painless All non-amputation penalties from Critical Wounds are ignored, although Conditions are suffered as normal.
Petrifying Gaze Cost: All Advantage, minimum 1. As an action perform an Opposed Ballistic Skill/Initiative Test or Ballistic
Skill/Language (Magick) Test, adding 1 SL per Advantage spent. Inflicts 1 Stunned status per 2 SL. If it wins
by at least 6 SL, its target is turned to stone.
Prejudice (Target) The creature just doesn’t like the Target. See WFRP, page 190.
Ranged Rating The creature has a ranged weapon. The weapon does Damage equal to the Rating.
Rear For its Move, the creature may make a Stomp attack if it is larger than its opponent. Damage is SB+0.
Regenerate At the start of each round, if more than 0 Wounds remaining, regenerate 1d10 Wounds. If 0 Wounds remain,
it will regenerate 1 Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a
Critical Wound. Critical Wounds or Wounds caused by Fire may not be regenerated.
Skittish The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions.
Spellcaster The creature can cast spells; the specific Lore of Magic will be indicated in brackets.
Stealthy The creature adds a number equal to its Agility Bonus to the SL of all Stealth Tests.
If attacker is 1 Size larger, attacks are Damaging, and successful attacks activate Deathblow (WFRP 160). The
attacker causes Fear, and wins Oppossed Strength Roll unless smaller creature gets a Critical.
If attacker is 2 or more Sizes larger, as above and attacks gain Impact. Multiply Damage by size difference.
Size Causes Terror equal to Size difference. Automatically wins any Opposed Strength Roll.
Cost: 1 Advantage. Larger creatures may Stomp smaller creatures. Damage is SB+0.
If attacker is smaller, they gain a bonus of +10 to hit
Size effects the number of Wounds a creature has — see WFRP 341.
Trait Description
Stride Multiply Run Movement by 1.5 when Running.
Stupid If creature is near allies without Stupid, ignore this trait. Otherwise, it must pass an Easy (+40) Intelligence
Test at the start of each round. If it fails, it loses both its Move and Action for that Turn.
Swamp-strider The creature suffers no Movement penalties for moving through boggy ground.
Swarm counts as a single Creature and ignore Psychology rules. May ignore the Engaged rules when moving.
Swarm Successfully strikes activate the Deathblow rule (WFRP 160.) All Engaged opponents lose 1 Wound at the
end of every Round. The Swarm has five times the Wounds of a normal creature and gains +10 Weapon Skill.
Attempts to shoot the Swarm gain a bonus of +40 to hit. Swarms ignore all the Size Creature Trait rules.
Tail Attack Cost: 1 Advantage. Attack with Tail as a Free Attack, which does Rating Damage. Smaller Opponents who
(Rating) suffer at least 1 Wound also gain the Prone Condition.
The creature has # tentacles. It gains one Free Attack Action per tentacle, which does Rating damage. If it
# Tentacles (Rating) Wounds an opponent, it inflicts an Entangled Condition and that tentacle Grapples the target. If a tentacle is
Grappling, use the tentacle's Free Attack Action to resolve that Grapple (WFRP, page 338).
Territorial This creature will fight to the death to protect its territory, and will not pursue enemies if they flee this area.
Terror (Rating) The creature causes Terror. Targets must pass a Cool Test or gain Broken Condition. See WFRP, page 191.
Broken: Ignore Bestial, gain 2d10 Fel. Guard: Gain Territorial Trait.
Drive: Trained to pull a cart, coach, etc. Home: Return if released or lost.
Trained Entertain: Add +10 to Entertain, Perform or Play Tests. Magic: Ignore Skittish when it comes to magic
Fetch: Fetch small objects on command. Mount: Will accept a rider with correct skill.
War: Animal gains +10 WS, and may ignore Skittish when it comes to loud noises.
Tongue Attack Cost: 1 Advantage. Make a Free ranged Attack. Inflicts Rating Damage. If hit, target receives 1 Entangled
Rating (Range) Condition. If smaller, it is dragged to the creature and becomes Engaged. The creature may then either release
the target, perform a Free Attack using its Weapon Trait, or initiate a Grapple (WFRP, page 163).
Tough The creature receives +10 Toughness and Willpower.
Tracker The creature adds SL equal to their Initiative Bonus to all Track Tests.
Undead The Undead are not reliant on the usual prerequisites for life: air, food, water… Some spells effect this Trait.
Whenever the creature ends a Round engaged with any opponents with higher Advantage, the creature loses
Unstable as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it. At 0
Wounds, the magics holding it in place collapse, and it ‘dies’.
Vampiric Whenever the creature performs a successful Bite attack against an appropriate opponent, it heals as many
Wounds as its opponent loses. Drinking blood in this way is the only way it can heal.
When the creature causes Wounds, its opponent gains a Poisoned Condition. If no Difficulty is marked to resist
Venom (Difficulty)
the Venom, it is assumed to be Challenging. See WFRP, page 169.
Cost: 3 Advantage. As a Free Attack, choose 1 target the creature can see within TB yards; all targets within
two yards are also hit. The creature performs an Opposed Ballistic Skill/Dodge Test against all affected targets
Vomit (its single roll opposed by each individual target). The Test is typically Easy (+40) for the vomiting creature, due
to the close range, and Challenging (+0) for opponents. Targets hit suffer Damage equal to creature's TB+4 and
receive a Stunned Condition. Armour and Weapons carried by targets suffer 1 Damage
Ward (Rating) Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored.
Wallcrawler Moves at full Movement across any appropriate wall or ceiling, and automatically pass all Climb Tests.
Weapon (Rating) Make a melee attack, causing Damage equal to Rating.
Web (Rating) Whenever the creature successfully hits, opponents gain 1 Entangled status, with a Strength of the Rating
given. See WFRP, page 168.
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