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WFRP - WFRP Errata & Rules FAQ

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Published by Capn_Ragnar, 2022-11-01 02:31:01

WFRP - WFRP Errata & FAQ

WFRP - WFRP Errata & Rules FAQ

Keywords: WFRP,Warhammer,TTRPG

Last Updated 8/12/14

®

TM Frequently Asked
Questions

Errata & Rules FAQ

This document uses the following shorthand for book titles WFRP Rulebook, p. 74
and products:
The Fast item quality printed in the rulebook is incorrect. No
ªª AT – The Adventurer’s Toolkit recharge tokens are acquired if the action misses. The following is
ªª ToA – Tome of Adventure the correct description:
ªª ToB – Tome of Blessings These weapons are generally easy to wield and agile.
ªª ToM – Tome of Mysteries Attacks made with weapons with the fast quality gain:
ªª WFRP – the Warhammer Fantasy Roleplay Rulebook ¬ Place one fewer recharge token on this action

Warhammer Fantasy WFRP Rulebook, p. 80
Roleplay Core Set
In the entry for Trade Tools, the sentence starting “Scarce trade
Q: The packaging sleeve mentions tools include looms, spinning wheels, razors, smith’s tongs and
154 action cards, but I only have hammers... (etc)” should instead read “Rare trade tools include
152 action cards. Am I missing any? looms, spinning wheels, razors, smith’s tongs and hammers... (etc)”
There is no Scarce rarity level.
There are only 152 action cards in the core set. The component
list on the back of the overwrap sleeve indicates 154 action cards, Tome of Adventure, Chapter Seven
which is incorrect. The space for those 2 cards was used to create
an additional party sheet so there are actually 5 party sheets in the Many of the bestiary entries feature a white fortune die next to
core set rather than 4 as listed on the outer sleeve. some of the characteristics for creatures. These are added to dice
pools based on that characteristic, just as they are for player charac-
WFRP Rulebook, p. 30 ters, but are not added to the characteristic when determining the
characteristic’s rating.
Under the poor and comfortable entries for starting character For example, an entry with a Strength listed as 5 ∆ starts with five
wealth, the light crossbow listed should be crossbow. characteristic dice and one fortune die when creating a dice pool
based on Strength, but has a Strength of 5 for all other purposes,
WFRP Rulebook, p. 43 such as when determining damage potential.

Under the Other Opposed Check Modifiers list in the Opposed Components & Cards
Check Difficulty table, when the Opposition has a Relevant Skill,
it should read: +1 misfortune die per skill level. Insanity Card: Unhinged

WFRP Rulebook, p. 60 There is a misprint on the Unhinged Insanity card: Trait should
read Enigma, Supernatural.
The turn example indicates that Accurate Shot requires prepara-
tion. That is incorrect. Accurate Shot does not require prepara- Talent Card: Icy Stare
tion. However, assuming an additional manoeuvre were needed to
perform the action, the rest of the example is accurate. There is a misprint on the Icy Stare reputation talent. Average (1d)
should read Average (2d).

1

Talent Card: Aqshy Lore An action that is listed as “vs. Target Defence” is not an opposed
of Fire Order Card check – it is based on the Easy (1d) default difficulty, similar to how
Melee Attack and Ranged Attack actions are resolved. In addition to
This text on the card has been changed to read: this default difficulty, the dice pool may be modified by the target’s
Defence rating, as well as by the action’s difficulty modifier.
When you perform a Bright Order Spell action that deals damage, The dice pool for a check may be further influenced by the action’s
for each 1 additional power you spend you may increase the dam- difficulty modifier. An action that is opposed by a target’s char-
age caused by that Spell action by 1. acteristic uses the opposed check difficulty rules rather than the
default challenge levels noted above.
A low rez and high rez PDF version of the corrected card is avail- All three highlighted sections affect this spell’s dice pool. So if this action
able on the WFRP Support Page. is used against a target with a Defence rating of 1, the GM adds a total
of ∏ ∏ ∆ to the action’s dice pool.
Melee Attack Action
Card: Double Strike

The Double Strike action card has been revised to address its game
imbalance with other melee cards. A low rez and high rez PDF ver-
sion of the corrected card is available on the WFRP Support Page.

Ranged Attack Action
Card: Rapid Fire

The Rapid Fire action card has been revised to address its game im-
balance with other melee cards. A low rez and high rez PDF version
of the corrected card is available on the WFRP Support Page.

Rules Clarifications

Following are answers to common questions and additional infor- Actions: Reactions & Immediate Use
mation to clarify several topics, listed alphabetically by topic. Play-
ers should keep in mind that Warhammer Fantasy Roleplay has been The Reaction trait itself confers no special meaning (see Game
designed with a broad rules framework based on both consistency Term: Trait for more information on traits). However, some cards
between different game functions and common sense. bearing the Reaction trait feature effects that can be used immedi-
The rules have been developed to empower GMs to easily modify, ately in response to a triggering event of some sort. These special
arbitrate, and manage the game within a set of simple guidelines, responses do not count as a character’s action. They are performed
adjusting the game as he sees fit to deliver the best play experience while a different character is being managed by the Active Player.
for his group.
Any number of immediate use actions/responses can be activated
Actions: Banes & Boons when an appropriate triggering act occurs. For example, a PC could
attempt to apply Dodge, Parry, and Block all against the same
Banes and boons can still be triggered if the corresponding action incoming melee attack.
fails. In some cases (particularly on attack action cards) the boon
effect modifies a successful action. In this case, triggering those Actions: Success Line Selection
boon effects will serve no purpose, and players are advised to spend
their boons on other effects, which can include generic or impro- A player may choose one success line from among all the lines his
vised effects if approved by the GM. character is eligible for, based on the number of success symbols
For example, a boon effect that triggers “+2 damage” on an attack generated. For example, on an action with both a æ and a æææ suc-
action would have no effect if the action itself failed. However, a cess line, the player may choose either success line to activate if his
boon effect that triggered “You may perform a free manoeuvre” action pool generates at least three successes.
could still be triggered and resolved even on a failed action.
Career Transitions: Leaving
Actions: Default Challenge Level a “Casting” Career

Unless indicated otherwise, the default challenge level for Melee If a character chooses to leave a priest or wizard career, mechani-
Attack and Ranged Attack actions is Easy (1d). Unless indicated cally he does not lose the ability to invoke blessings or cast spells.
otherwise, the default difficulty for other actions, such as casting a However, he does lose access to the corresponding Faith or Order
spell or invoking a blessing, is Simple (0d). The GM is still the final specialty card if his current career does not have the appropriate
arbiter of a task’s challenge level, and may adjust these to suit the socket to hold the specialty card.
story and the particular task at hand.

2

If the character has the proper skills acquired or trained, favour/ Character Development: Frequently Asked
power can still be generated and blessings/spells can still be Characteristic Upgrades Questions
performed – just without the benefit of the ability granted by the
Faith/Order card. This entry includes several corrections to previous rules for charac-
From a setting standpoint, such a career transition is highly un- teristic upgrades.
usual. Leaving an established Empire Cult or the Colleges of Magic
would meet with suspicion, questions, and possibly persecution. Improving Primary Characteristics
A wizard leaving the sanctioned and approved Colleges of Magic for a Career
could well be branded a hedge wizard, sorcerer, or dangerous ren- If a PC chooses to improve one of his career’s primary characteris-
egade and find himself targeted by zealous Witch Hunters. tics, he must invest Open Career Advances toward the character-
istic upgrade. For example, if a PC is in a career where Strength is a
Character Creation: primary characteristic, and he chooses to increase his Strength 4 to
Starting Skills & Abilities Strength 5, he must invest a total of five Open Career Advances.

While a PC’s initial career has some influence during the character This cannot be a combination of fixed or open career advances –
creation process, investments made during character creation do they must all be Open Career Advances.
not count toward career completion.
However, skills trained during character creation do count towards Since there are only six Open Career Advance lines on the General
the limit of one rank of skill training per character rank. Career Advances portion of the advancement worksheet, a primary
characteristic cannot be increased above 6.
Character Development:
Fixed Career Advances Improving other characteristics in a Career
If a PC chooses to improve a characteristic that is not one of his
The four fixed advances on the top of the Advancement Worksheet current career’s primary characteristics, he checks off boxes on one
do not count “against” the available advancement options listed on of the Non-Career Advance lines in the non-career section of the
the front of the career sheet. advancement worksheet.
This means that a career that does not have Wound Threshold
listed on the advances section on the front of the sheet (such as Since increasing a characteristic that is not one of the current
the Student) still has access to +1 Wound Threshold via the fixed career’s primary characteristics costs one additional advance, a
advance slot offering that benefit. character can not increase a non-primary characteristic above 4. If he
Likewise, a career like Roadwarden (with one wound threshold wishes to improve that characteristic further, he will need to transi-
listed in the advances section on the front of the career sheet) could tion into a career where that is a primary characteristic.
acquire two additional wound threshold advances during his career
as a Roadwarden – one from the advances section on the front of Character Development:
the career sheet, one from the fixed career advances in the Ad- Non-Career Advances
vancement Worksheet.
The five boxes listed next to each Non-Career Advance and the two
Character Development: Non-Career Advance lines are intended as limits, but these can be
Completing a Career & Dedication easily adapted by GMs should they wish their players to purchase
more than two non-career advances, or invest in advancements that
Once a PC has all ten advance lines filled/checked off on the require more than five advances to acquire.
General Career Advances portion of the Advancement Worksheet,
the PC has effectively completed that career. He may then spend Engagements: Clarifications
an advance to check off the Dedication Bonus box under Career
Completion Advances and receive the Dedication Bonus awards as For greater clarity, the Engage or Disengage Manoeuvre descrip-
detailed on WFRP page 37. tion on page 52 could read:
Note that the dedication bonus is an advance, just like any other Engage or Disengage from an opponent. If a target is already
career benefit – the character has simply “unlocked” access to that within close range of a character or engagement, the character can
special advance by completing his current career, but he must still perform a manoeuvre to engage that target. Once engaged with one
invest in its purchase, as he would to acquire any of the General or more opponents, a character must perform a manoeuvre to safely
Career Advances. disengage, otherwise they may be attacked. Characters do not need
Once all ten advances have been crossed off on the General Career to perform this manoeuvre to leave an engagement consisting only
Advances, the career has nothing else to offer the character – any of friendly characters or allies.
further development he wishes to pursue while in that career would
be considered a non-career advance... it may be time to look for a Equipment: Typical Trappings
new career that offers new opportunities for self-improvement.
Characters do not start out with equipment listed under that ca-
reer’s typical trappings. They are merely guidelines and suggestions
to help the player visualise how the character fulfils the career. To
acquire those trappings, the player may wish to invest enough cre-
ation points into Wealth to ensure he can afford the items listed.

3

Game Term: Equilibrium A trait is merely a design element that other design elements may
interact with. The Slayer trait does not mean that only Slayers
Equilibrium is the state at which an arcane spell caster is currently may access or use cards with that trait. However, there is a greater
holding power equal to his Willpower rating, or a divine character possibility of an interaction between traits associated with careers,
is currently holding favour equal to his Willpower. It is the default, action cards, or special abilities.
natural “rest” state for arcane and divine characters. For example, the Troll Slayer career ability interacts with the Slayer
When a character is above equilibrium, excess power or favour dis- trait on that career path, while the Wardancer’s (AT) special career
sipates, in an attempt to return to equilibrium. See ToM page 34 for ability works best with the Ritual Dance trait found on cards, as the
more information on wizards above equilibrium, and ToB page 33 Ritual Dance cards look for other cards with the Ritual Dance trait.
for more information on priests above equilibrium. However, by themselves, neither the Slayer nor Ritual Dance trait
When a character is below equilibrium, he slowly recovers power connotes any usage restriction.
or favour, in an attempt to restore equilibrium. During a character’s If the GM chooses and feels it is more appropriate to the setting
End of Turn phase, if he is below equilibrium, he gains one power/ and his campaign, he is welcome to establish some guidelines or
favour. During a rally step, he also checks his current power/favour restrictions to use certain traits as requirements as he sees fit.
against equilibrium and may gain or lose power/favour as it at-
tempts to restore equilibrium. Initiative: What Kind of Check?
During story mode, it is assumed that a character automatically re-
turns to equilibrium without issue unless specific story constraint When an initiative check is required, it is a Simple (0d) check.
prevents it. Likewise, when a character enters encounter mode, he Combat encounters rely on Agility checks to determine the
is assumed to start the encounter at equilibrium. initiative order. Social encounters rely on Fellowship checks to
determine the initiative order. Any effects that modify a character’s
Game Term: Trait Agility or Fellowship can influence an initiative check.

Traits in and of themselves do not “do” anything or have a specific, Initiative: What Stance?
pre-defined meaning or definition. Traits are terms that other rules
or effects can “look for” to allow different game elements to interact Unless a PC has already adopted a stance narratively, or has trig-
with each other. gered encounter mode by escalating the action and requiring an
For example, by itself the trait Support has no special meaning. initiative check (in which case, as he acts, he’s had the opportunity
However, some effects specifically look for and interact with the to adjust his stance during the PC’s Beginning of Turn Phase), most
term Support. However, the Fluster action card has an ability that PCs will perform their initiative check in a neutral stance.
affects Support actions. If another card features the Support trait, it NPCs are always considered to be in the default stance indicated in
interacts with the effect generated by the Fluster action card. their stat block, and convert characteristic dice into stance dice as
with any other check they perform.
Are Traits Restrictions? If the GM agrees, any player may choose to convert one of their
In and of themselves, no. An individual trait only becomes a restric- characteristic dice into a stance die for initiative checks, based on
tion if another rule interacts with the trait and defines a restriction. their PC’s dominant stance. See WFRP p. 31 for more information
on dominant stance.

Examples Initiative: When Participants Die
of Traits
Initiative tokens are not removed from the initiative track when
a player character or NPC is defeated in combat. That token still
occupies the same “spot” in the initiative order. The remaining par-
ticipants of that type have more options for when they may choose
to take their turn in the initiative order, though each participant is
still restricted to being activated once per round.

Insanity: Strained Ramifications

When a character is strained (the precarious state during which a
PC is both distressed and fatigued at the same time), an insanity
card is drawn each time the character suffers one or more fatigue or
stress from the same source.

Then, a number of tracking tokens (equal to the amount of fatigue/
stress that triggered the insanity) are placed on the just acquired
insanity card. These tracking tokens will later be used to determine
whether the temporary insanity becomes permanent after the
encounter.

Example 1, while strained, a PC suffers 1 fatigue. One insanity card
is drawn, and 1 tracking token is placed on it.

4

Example 2, while strained, a PC fails a Discipline check against To accomplish this amount of movement in one turn would result
a creature with Terror 2. This means the PC suffers two stress and in suffering significant fatigue to perform extra manoeuvres and is
two fatigue. One insanity card is drawn, and 4 tracking tokens are probably impractical. However, not all the manoeuvres need to be
placed on it (2 stress + 2 fatigue generated by the triggering event). performed on the same turn.

Yes, suffering from fatigue and stress while strained is a very, very The higher manoeuvre costs to move between the farthest range Frequently Asked
bad thing. bands are intended to make long and extreme ranges feel appropri- Questions
ately long and extreme. A character who wishes to reduce the range
Insanity: Preventing a to a given point from one of these range bands is not obligated to
Permanent Insanity perform all the required manoeuvres at once – he may spread them
out across multiple turns (if deemed necessary, the players can use
When a PC attempts a Willpower check to determine whether tracking tokens to indicate their progress).
or not a temporary insanity becomes a permanent insanity, it is a Also, keep in mind that points of reference can move. For example,
Simple (0d) check. if an elf and a goblin begin at long range from each other and
However, unlike standard or opposed checks, this Willpower check perform a manoeuvre to move towards each other, they would be
must generate a number of successes equal to or greater than the within medium range of each other after they both have acted.
number of tokens on the insanity card to avoid the effects of perma- Keep in mind that range is relative and can change on a turn-by-
nent insanity, rather than just a single success. turn basis if the participants in the scene are moving.

The number of tracking Ultimately, the free-from and flexible nature of the ranges and
tokens are referenced when movement manoeuvres encourage the GM and players to resolve
trying to prevent a permanent movement and relative distances based on common sense and the
insanity. needs of the story.
If the insanity is permanent,
the severity rating is used NPCS & Adversaries:
when attempting recovery. Additional Manoeuvres

NPCs and monsters can perform additional manoeuvres on their
turns, like PCs can. For a PC, each additional manoeuvre would
cost one fatigue. Since standard creatures do not accrue fatigue, in-
stead they must suffer wounds if an effect would inflict/cost fatigue.
Performing an additional manoeuvre beyond the one free manoeu-
vre on a turn would therefore inflict one wound rather than one
fatigue. A group of henchmen working together would only suffer
one wound collectively.

Manoeuvres: Disengaging Priests: Managing Favour

A character must perform a manoeuvre to disengage from an oppo- To clarify the fact that priests naturally gain and lose favour over
nent or an engagement with one or more enemies. The “otherwise time, these rules apply to divine characters who invoke blessing.
they may be attacked” portion of the description is flavour only, to
illustrate why a manoeuvre is required. Equilibrium
During a priest character’s End of Turn phase, if he currently
Manoeuvres: Moving has more favour than his equilibrium, he must either perform
Through Multiple Ranges a manoeuvre to maintain this extra favour, or loses one favour.

The cost (in manoeuvres) to move to a closer or farther range from
a target depends on the current distance between the two targets or
points of interest at the time that movement is attempted.

For example, moving the distance between the two farthest ranges
in one turn (such as a PC who is Extreme range to a Goblin mov-
ing close enough to end his turn Engaged with the Goblin) would
require seven manoeuvres:

ªª Extreme to Long Range = 3 manoeuvres
ªª Long Range to Medium Range = 2 manoeuvres
ªª Medium Range to Close Range = 1 manoeuvre
ªª Close Range to Engaged = 1 manoeuvre

5

Conversely, if the priest is currently below his equilibrium, then Skills: Advanced Skill Clarification
he gains one favour during his End of Turn phase. See ToB p. 33 for
more details. Accessing an advanced skill is a two-step process. A character can-
not attempt an advanced skill until he acquires the skill. Acquiring
Excess Favour an advanced skill is the first step in the process, at the cost of one
A priest checks for and resolves excess favour, as outlined in ToB Skill Advance. Once an advanced skill has been acquired, a char-
page 33, during his End of Turn Phase. acter can attempt checks based on that skill, just as if it were a basic
skill on his list of basic skills.
Priests: Initiate starting
Skills & Abilities Once an advanced skill has been acquired, the character now has
the option to train the skill, as he would any of the basic skills avail-
Initiates do not begin play with the Piety or Invocation advanced able to him. Training the advanced skill would be the second step
skills. This is different than Apprentice Wizards, who do start with in the process, and costs one Skill Advance.
Channelling and Spellcraft already acquired. If an Initiate wishes
to invoke blessings early on, he should invest creation points during Acquiring an advanced skill does not count against the training
character creation to acquire Invocation. limit imposed by character rank. This means a character can both
Initiates begin with the Curry Favour, Blessing of Health, Minor acquire and train an advanced skill within the same character rank.
Blessing, and Minor Ward action cards during character creation. However, the limit of training once per rank is still in effect.
A PC moving into Initiate later in his career needs to acquire these
separately. Skills: Education Advanced Skill

Rally Step: Timing Once a character has acquired Education, he is considered literate,
knowing the basics of the written language, for his native tongue.
When an event trigger occurs that would signal the end of an act With each rank of training in Education, the character’s literacy
or the transition into a rally step, the GM must decide whether the skills and grasp of the written word improve.
rally step should begin immediately (as soon as the triggering effect
occurs, possibly in the middle of a round) or at the end of a round Specialisation: Clarifications
after each participant in the encounter has had an opportunity to
act. Both are valid. A character can acquire any number of specialisations for a par-
ticular skill, however each specialisation is unique. For example, a
Recharge: Timing Clarification character could learn Swim, Climb, and Jump as specialisations of
the Athletics skill, but he could not take Swim twice.
Recharge tokens are placed on an action card immediately after
it is successfully performed. Recharge tokens are then removed If more than one specialisation applies to a particular task, each rel-
during the End of Turn Phase, at which point one recharge token is evant specialisation provides its bonus. For example, if the GM asks
removed from each currently recharging card the character has. the player to make a single Athletics check while chasing an enemy
This means that one of the recharge tokens placed on an action that across rugged terrain dotted with rocks and debris, the description
was performed that round will be removed from that card dur- of the scene may warrant allowing the character to apply both Run-
ing the End of Turn Phase. Since a number of different responses, ning and Jumping specialisations if the GM agrees.
manoeuvres, or events can occur between a successful action and
the End of Turn Phase, placing recharge tokens immediately after Specialisation: Active Defences
performing the action reduces overlooking their application.
Several skills indicate specialisations most commonly associated
Rest & Recovery: Clarification with the Dodge, Parry, and Block active defences. These specialisa-
tions do not affect the use of the active defence cards.
When a Lightly Wounded character attempts a Resilience check to
recover from wounds by resting (as shown on WFRP page 64), he However, if the GM asks the player to make a skill check based on
only recovers wounds based on the number of boons generated. dodging, parrying, or blocking something (such as in a case outside
When a Critically Wounded character attempts a Resilience check of a direct incoming attack directed against the character) the extra
to recover from wounds from resting, he also only recovers normal fortune die would be added to the dice pool.
wounds based on the number of boons generated, but he has the
additional opportunity to convert a single critical wound (with a
severity equal to or less than the number of successes generated)
into a normal wound.
Successes only contribute to recovery of normal wounds if the
character is benefitting from long-term care. It is a grim and peril-
ous world, indeed.

6

These specialisations are noted in the skill descriptions because When a non-standard card can be attached to a talent socket, the
a particular specialisation may be a pre-requisite for certain action effects will generally be indicated on either the career sheet or the
cards in the future. career special ability card.

Stances: Neutral Stance As a further note, careers that can socket non-standard cards into Frequently Asked
Clarification a talent socket can acquire these cards during character creation Questions
or during character development in the same way other careers
When a character is in a neutral stance, he does not gain the benefit acquire talents.
of any stance-related dice. When performing an action while in a For example, a Zealot could invest creation points or advances to
neutral stance, the character refers to the same side of the action acquire an Insanity card of his choice (which the Zealot can treat as
card as his dominant stance, as determined on WFRP page 31. a Talent card), even if he has not acquired one during play. How-
ever, unless the Insanity card is currently exhausted, the negative
It is assumed that characters in story mode are operating in a effects of the Insanity are in play, even if it is not currently socketed
neutral stance, unless the GM agrees that there is a story-based or to an active Talent slot – the card functions as both a Talent and an
narrative reason that warrants a stance, in which case, the player Insanity card, and abides by the rules and effects of both.
should adjust his PC’s stance meter as necessary.
Wizards: Managing Power
It is assumed that characters begin encounter mode in a neutral
To clarify the fact that wizards naturally gain and lose power over
time, these rules apply to arcane spellcasters.

This character’s dominant stance is reckless, since Equilibrium
he has more reckless stance pieces than conservative During a wizard character’s End of Turn phase, if he currently
pieces. He would refer to the reckless side of action has more power than his equilibrium, he must either perform
cards performed in a neutral stance. a manoeuvre to maintain this extra power, or loses one power.
Conversely, if the wizard is currently below his equilibrium, then
stance, unless the GM agrees that there is a story-based or narra- he gains one power during his End of Turn phase. See ToM p. 34
tive reason that warrants a stance, in which case, the player should for more details.
adjust his PC’s stance meter as necessary.
Excess Power
Talents: Career by Career A wizard checks for and resolves excess power, as outlined in ToM
page 34, during his End of Turn Phase.
Talent slots do not accumulate career by career. They are based
on the current career sheet. The current career helps showcase the Wounds & Damage: Clarifications
characters abilities at that moment, while he still has a variety of
different abilities he may be able to “pull forward” from previous Physical injuries in Warhammer Fantasy Roleplay are represented
experience, not all abilities are the same. with wound cards. Normal wounds are the general cuts, abrasions,
If a player wants his character to rely on talents from previously burns, and the effects of the harsh environment. Critical wounds
completed careers, he may wish to move into a new career that fea- are more severe, representing significant injuries and debilitations
tures similar talent slots, or to use a party sheet that has appropri- – a smashed knee, a vicious cut, a deafening blow to the head. Both
ate talent slots. In this regard, it can be helpful to plan at least one normal wounds and critical wounds are represented by cards.
career in advance, and not to invest heavily in talents he won’t be
able to use in the future. When a card from the wound deck is face down, so the red side with
the blood spatter is showing, it represents a normal wound. When
a card from the wound deck is face up, so the name and effect of a

This is part of the flexibility of the career system. It allows players
to develop their characters and invest in improvements based on
what makes sense for them and how they see their character devel-
oping over time.

Talents: Non-Standard Talents

Some careers allow the player to socket a non-standard card into a
talent socket and treat the card as a talent.

For example, Zealots can attach an Insanity card they are currently Normal Wound Critical Wound
suffering from to their career sheet. This often allows the sock-
eted card to benefit from a special effect or interact with another
example. The Zealot career ability allows the player to exhaust
the attached Insanity cards for a benefit – adding fortune dice to a
check equal to the severity of the attached insanity.

7

specific injury are showing, it is a critical wound. In both cases, A weapon’s critical effect can only be triggered one per attack using
a single card represents one wound – a critical wound is simply a Sigmar’s Comet ƒ results. A weapon’s critical rating can only be
more serious version of a normal wound. triggered once per attack using boons ¬. Other sources of critical
damage effects (such as an action card, talent, or magic effect) can
Damage & Critical Damage each contribute their own critical damage results if the triggering
Many attacks have the potential to inflict damage to the target. requirements are satisfied.
Damage is a representation of the potential wounds the target may
suffer from. When an effect lists a result such as +1 damage, that Example: Kurgi the Troll Slayer uses his basic Melee Strike against a
modifies the attack’s damage potential. Different sources of dam- fearsome Wargor with his two-handed axe (Great Weapon DR 7 CR2).
age are cumulative. +1 damage from one effect and +2 damage from After accounting for all other factors, Kurgi ends up with æææ ¬¬
a second effect would have a final result of +3 damage. ƒ in his dice pool.
When an effect lists a result such as critical damage or +1 critical
damage, that does not modify the attack’s damage potential – Kurgi activates the æææ success line, allowing him to hit for +2 dam-
rather, it influences how many of the final wounds inflicted become age. With his ƒ result, he can choose to inflict a critical with his Great
critical wounds. Therefore, a result of +1 critical damage means Weapon. With the two ¬¬ he can choose to perform a free manoeuvre
“one additional wound among those inflicted becomes a critical (granted him by the card), trigger the Great Weapon’s CR 2, or fuel
wound” and is cumulative with any other critical effects. any other effect that costs two or fewer boons. If he chooses to activate
his Great Weapon’s CR 2 with the ¬¬ boons, it stacks with the criti-
Streamlining Critical Damage Effects cal effect triggered by the ƒ result, meaning that two of the wounds
An effect that states “inflicts critical damage” is mechanically iden- inflicted would be critical wounds.
tical to an effect that stats “+1 critical damage.” Different sources of
critical damage are cumulative, so effects/sources that say “inflicts Talents: Party Talent Sockets
critical damage” will stack with effects/sources that state “+1 criti-
cal damage.” Recharge tokens on exhausted talents that have been socketed to a
party sheet can be removed in the following two ways:
Wounds & Damage: Triggering
Critical Effects Any character sharing a party sheet can spend fortune points to
remove recharge tokens on exhausted talents
Triggering a weapon’s critical rating effect with a Sigmar’s Comet
ƒ result is not the same as triggering a weapon’s critical effect with One recharge token is removed at the end of each round (during
boons ¬. Since different sources of critical damage are cumulative, encounter mode) rather than after an individual character’s turn.
this means a PC can use a Sigmar’s Cometƒ result to trigger his
weapon’s critical rating, which “stacks” with using boons ¬ used to Equipment: Spear
trigger the same weapon’s critical rating, which would also stack
with any critical effects triggered from the action card used. The weapon characteristics and item qualities for the Melee
Weapon Spear in table 10-5 should read:

DR: 5 CR: 3

Group: Spear Qualities: Fast, Unreliable 2

Cost: 20s Encumbrance: 4

Rarity: Plentiful

The weapon characteristics and item qualities for the Ranged
Weapon Spear in table 10-6 should read:

DR: 5 CR: 3
Group: Thrown Qualities: Thrown, Unreliable 2
Range: Close Cost: 20s
Encumbrance: 4 Rarity: Plentiful

Warhammer Fantasy Roleplay © Games Workshop Limited 1986, 2005, 2009. Games Workshop, Warhammer, Warhammer Fantasy Roleplay, the foregoing marks’ respective logos and all
associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from
the Warhammer World and Warhammer Fantasy Roleplay game setting are either ® or TM, and/or © Games Workshop Ltd 2000-2014, variably registered in the UK and other countries
around the world. This edition published under license to Fantasy Flight Publishing Inc. Fantasy Flight Games and the FFG logo are registered trademarks of Fantasy Flight Publishing, Inc.
All Rights Reserved to their respective owners.

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www.FantasyFlightGames.com

8

The Adventurer’s Toolkit If the GM chooses and feels it is more appropriate to the setting
and his campaign, he is welcome to establish some guidelines or
restrictions to use certain traits as requirements as he sees fit.

Career Ability: Pit Fighter The Gathering Storm Frequently Asked
Questions
The text on the card is correct; participants in the engagement do Page 45: Mourn’s Composure
not need to be enemies. For example, having two allies and one
enemy in the same engagement fulfils the requirements for the Pit In the Mourn’s Composure sidebar on page 45, the third paragraph
Fighter’s career ability. should end with “Afterward, reset the Composure token to the first
space.”
Career Ability: Wardancer
Page 57: Clubbers & Netters
The Wardancer’s career ability is subtle, and works best when
combined with the Ritual Dance actions found in the Adventurer’s The sidebar on page 57 describing Clubbers and Netters refers to
Toolkit. Many of the Ritual Dance actions “build momentum” or actions that were removed from the bestiary to allow for more spe-
have increased magnitude or effectiveness based on the number of cialised actions. To simulate the effects of Clubbers and Netters,
other Ritual Dance cards the Wardancer has recharging, and which apply the following:
side of the card is showing. Clubbers: Melee attacks performed by a Clubber gain
¬ The target suffers 1 fatigue
Item: Greatsword of Hoeth ¬ ¬ The target suffers 1 fatigue
¬ ¬ The target is knocked prone
Due to space limitations, we had to try and make as concise and Netters: The net ranged attack by a Netter gains
simplified a rule as possible. If space were unlimited, the complete ¬ The target suffers the Staggered condition for 3 rounds
text to fulfill the intent of the Greatsword of Hoeth would read: ¬ The target suffers the Exposed condition for 3 rounds
¬ The target is knocked prone
“When the Greatsword of Hoeth deals critical damage, reveal two
normal wounds (among the total wounds inflicted) per critical Page 74: Page References
inflicted. For each pair of revealed wounds, the player chooses one
to keep face up as a critical wound, and turns the other face down The page reference for Mourn’s Necromantic Power ability should
to apply as a normal wound. If fewer wounds are inflicted than refer to page 44 (not 48). The page reference to Mourn’s Nemesis
necessary to allow the player to reveal two normal wounds, the ability should refer to page 45 (not 49).
player draws one additional wound from the wound deck, chooses Chapter Four: How many patrols are
which of those two cards to apply as a critical wound, and shuffles there? In some places, it seems there are
the other card back into the wound deck.” multiples patrols each with one squig, in
others, a single patrol. Which is correct?
The intent is to allow the user of a Greatsword of Hoeth a degree of There are several patrols roving the area, however, under most
choice when inflicting critical wounds, not to further increase his circumstances, the PCs would only encounter one of the patrols
already considerable damage output. before the alarm is raised.

Item: Gromril Armour Game Master’s Toolkit

The player may see the critical wound card before deciding wheth- GM Screen: Rally Step Summary
er or not he wishes to convert the critical wound into a normal
wound by using the Gromril Armour’s special ability. The Rally Step summary shown on the GM screen incorrectly
states that actions with either the Rally trait or the Support trait can
New Traits be performed during a Rally Step. Only actions with the Rally trait
can be performed during a Rally Step.
The Adventurer’s Toolkit introduces several new traits that interact
with similar traits in a much more direct way than some of the traits
found in the core set. However, these traits are not restrictions unless
a rule indicates otherwise.

For example, while a Sword Master of Hoeth will likely gain the
greatest benefit from cards with the Way of the Sword trait – and
thematically they are best-suited for that career –action cards with
the Way of the Sword trait are not mechanically restricted to only
Sword Masters of Hoeth.

By contrast, the Pet trait is a restriction/requirement, as the rules
presented in the Adventurer’s Toolkit clearly define and establish
guidelines for the Pet trait: action cards with the Pet trait require an
active pet, such as the Small But Vicious Dog.

9

Player’s Guide Amber Order Beastforms

Healing Limitation: Clarification The Amber Order beastform cards are not included in the appen-
dices, which makes several Amber Order spells difficult to use. The
The First Aid rules described on page 88 are an exception to the data found on those cards is included here. Note that the physical
Healing Limitations described on page 89. characteristics, trained physical skills, and excluded skills noted be-
low replace the physical characteristics, trained physical skills, and
Page 145: Boatman Career excluded skills (if any) for the caster. Non-physical, non-basic skills
(i.e. anything appearing on the bottom half of the skill list) are not
The Boatman should only have 1 Fortune Advance instead of 2. affected by assuming a beastform. These beastforms also have DR,
Defence, and Soak values, which replace any such values derived
Page 158: Scribe & Servant Careers from equipment.

Both the Scribe and Servant careers should be Basic Careers and Black Bear Ag: 3
not Advanced Careers. St: 5 ∆ To: 5 ∆ ∆

Page 161: Thief Career DR: 5 Soak: 3 Defence: 2

The Thief ’s career advances should be: Trained Skills: Athletics, Intimidate, Resilience (2 ranks)
Action: 2
Talent: 1 Excluded Skills: Ballistic Skill, Ride, Skulduggery
Skill: 3
Fortune: 2 Brown Bear Ag: 3
Conservative: 1 St: 6 ∆ To: 5 ∆ ∆
Reckless: 1
Wound: 0 DR: 6 Soak: 2 Defence: 1

Page 168: Investigator Career Trained Skills: Athletics (2 ranks), Intimidate, Weapon Skill

The Investigator’s traits should be listed as: Excluded Skills: Ballistic Skill, Ride, Skulduggery
Academic, Intermediate, Rogue, Urban
Crow Ag: 5 ∆
Page 183: Basic Action: St: 1 ∆ To: 3
Assess the Situation
DR: 3 Soak: 0 Defence: 2
The success line for Assess the Situation should read:
æ Recover 1 fatigue and 1 stress. Until the start of your next turn, Trained Skills: Coordination, Stealth (2 ranks)
add ∆ to any Melee Attack or Ranged Attack actions targeting you
Excluded Skills: Ballistic Skill, Ride
Page 183: Basic Action:
Guarded Position Grey Wolf Ag: 4 ∆
St: 4 To: 4
The requirements field should read: None
DR: 4 Soak: 2 Defence: 1
Page 191: Blessing Action:
Destroy Undead Trained Skills: Athletics, Coordination, Stealth

“5 power” should replaced with “5 favour” in the requirements field Excluded Skills: Ballistic Skill, Ride
in both the conservative and reckless entries.
Raven Ag: 5
Page 193: Blessing Action: St: 1 ∆ ∆ To: 3 ∆
Speed Morr’s Hand
DR: 3 Soak: 1 Defence: 1
The check for this action should read: None Required
The requirements field should read: Favour equal to the critical Trained Skills: Coordination, Skulduggery (2 ranks)
wound’s severity (see below)
Excluded Skills: Ballistic Skill, Ride
Page 249: Spell Action: Combustion
White Wolf Ag: 3 ∆ ∆
The Special field on the green entry should be removed. St: 4 ∆ To: 4

DR: 5 Soak: 1 Defence: 1

Trained Skills: Athletics, Resilience, Weapon Skill

10

Excluded Skills: Ballistic Skill, Ride Page 69: Melee Action - Frequently Asked
Seized by Bloodlust Questions
Player’s Vault
The conservative (green) entry for Seized by Bloodlust should
Action Card: Destroy Undead read:

“5 power” should replaced with “5 favour” in the requirements field Traits: Undead Recharge: 3 Difficulty: ∏
on both sides of the card. Weapon Skill (St) vs. Target Defence
Requirements: Engaged with Target, and willing and able to feast
Creature Guide upon its still-living flesh
Special: You may convert one additional ∏ into a « for each criti-
Page 34: Giant Ability: Watch Out! cal wound the target is suffering. (This may result in « and « in
the same pool.)
The Giant special ability Watch Out! should read: æ You hungrily seek to prey upon the target’s maimed body. The
Watch Out! After a giant is defeated, all characters engaged with it attack inflicts normal damage
must roll one ∏ challenge die. Any character that rolls √ is crushed ææ As above, and 1 random normal wound affecting the target
by the giant as it falls to the ground and suffers one wound. A char- becomes a critical wound
acter rolling ¿ is crushed more severely, suffering a critical wound. ¬ +1 damage
¬¬¬ +1 critical
Page 53: Melee Action - Agile Strike √ The attacker suffers 1 wound
√√ The attacker suffers 1 critical wound
The action check on the reckless (red) entry for Agile Strike should Ω¡ In addition to the regular Ω and ¡ effects, +2 damage, +1 critical
read:
Weapon Skill (Ag) vs. Target Defence The reckless (red) entry for Seized by Bloodlust should read:

Page 58: Melee Action - Traits: Undead Recharge: 3 Difficulty: ∏
Daemonic Strike Weapon Skill (St) vs. Target Defence
Requirements: Used by: Crypt Ghoul, Engaged with Target
Recharge value should be 0 (zero) for both conservative and reck- Special: The attacker may convert one additional ∏ into a « for
less entries. each critical wound the target is suffering from
æ The savage crypt ghoul hungrily seeks to prey upon the target’s
Page 61: Melee Action - For maimed body. The attack inflicts normal damage
the Glory of Tzeentch! ææ As above, and 1 random normal wound affecting the target
becomes a critical wound
The Special field text “add ∆ to the dice pool” should be changed ¬ +1 damage
to “add ∆ to the dice pool” in both the conservative and reckless ¬¬¬ +1 critical
entries. √ The attacker suffers 1 wound
√√ The attacker suffers 1 critical wound
Page 63: Melee Action -
Horrific Assault Page 80: Spell Action -
Tzeentch’s Favour
The first bane line on the conservative (green) entry for Horrific
Assault should read: The action check on the conservative (green) entry for Tzeentch’s
√ The target may perform a free manoeuvre Favour should read:

Discipline (WP) vs. Resilience (To)

Page 82: Support Action -
Cloak of Dragonscales

The conservative (green) effect field for Cloak of Dragonscales
should read:

11

Effect: After you have been declared the target of a Ranged At- Action Card: For the
tack, add 5 recharge tokens to this card to add ∏ to the action’s dice Glory of Tzeentch!
pool. During your next turn, you may not spend fatigue to perform
manoeuvres. The Special field text “add ∆ to the dice pool” should be changed
to “add ∆ to the dice pool” on both sides of the card.
Page 86: Support Action
- Raise the Dead Action Card: Fatebreaker

The conservative (green) effect field for Raise the Dead should Should have the following traits:
read: Daemonic, Tzeentch
Effect: You call forth the dead to server you. Recently deceased
within medium range become zombies. The long dead, skeletons Action Card: Daemonic Strike
Also, the success line: (ææææ You raise 3 creatures) should be:
æææ You raise 3 creatures Recharge value should be 0 (zero) on both sides of the card.
Finally, Supernatural should be added to the trait line of both the
conservative and reckless entries. Creature Card: Bat Swarm

Page 86: Support Action - Run-Run! The Flight special ability should be replaced by Swift Flyer

The first boon line on the reckless (red) entry for Run-Run! should The Two sides of the
read: Creature Action Cards
¬¬ The skaven gains ∆ ∆ to it’s next Stealth (Ag) check
Each Creature Action card that is based on an action printed in a
Creature Vault previous supplement has 2 sides. One side reflects the original ac-
tion as intended for the NPC or creature as originally printed. The
Action Card: Enchanting Visage other side is a variant of that action that usually expands its use to
other creatures or NPCs.
The Enchanting Visage action card has been revised to match the Which side is which is dependant on the original creature’s stance
action in the Creature Guide. A low rez and high rez PDF version of that the action was intended for. For example: Savage Strike is
the corrected card is available on the WFRP Support Page. originally from the Tome of Adventure and is a Beastman action.
Gor and Wargor (beastmen) adopt a reckless stance and so the
Action Card: Cloak reckless (red) side of the Creature Card represents the original ac-
of Dragonscales tion and the conservative (green) side is the variant.

The Cloak of Dragonscales action card was originally cut from Creature Keyword Abilities
the Creature Vault but as the ability was left in the Creature Guide
we have made a low rez and high rez PDF version available on the In order to save space on the creature cards, some of the creature
WFRP Support Page. abilities have been noted only as a keyword. In most cases, players
can reference another (usually similar) creature card with the same
Action Card: Sigmar’s Healing Hand ability to learn the rules for that ability. However, some creature
keyword abilities were not included in the Creature Vault. They are
The requirements field on the reckless (red) side of the card should defined below:
read: Dead Calm: Effects that target a vampire’s Willpower add ∏ ∏ to
their pools. They are also able to ‘turn off’ their natural ability to
Used by: Magnus Gottchalk cause Fear, whenever they wish.
Engaged with Target, currently in a combat scene Dead Earnest: Undead are unaffected by fear and terror, and they
might be exempt from other conditions based on psychology at the
Action Card: Ghostly Howl GM’s discretion.
Diseased: All Blighted Acolytes and Cultists of Nurgle have at
The action check on the reckless (red) side of the Ghostly Howl least 1 random disease.
card should read: Fenwalker: A fenbeast may ignore terrain-based manoeuvre penal-
Discipline (WP) ties and up to two ∆∆ misfortune dice penalties to movement and
actions performed while in marshy terrain.
Action Card: Horrific Assault Filthy Vermin: Rat swarms sometimes carry diseases. If you are
playing with the disease rules, each time a rat swarm inflicts a criti-
The first bane line on the conservative (green) side for Horrific cal wound, the target must pass a Hard (3d) Resilience check to
Assault should read: avoid contracting a disease.
√ The target may perform a free manoeuvre

12

Implacable Horde: Because swarms are masses of small crea- Frequently Asked Frequently Asked
tures, they are immune to many game effects that would affect a Questions Questions
humanoid. Swarms cannot be knocked prone or immobilised, and
actions that force a target to move involuntarily (such as Knock- If I increase my Toughness after character
back Shot) have no effect on swarms. Swarms are also unaffected creation, does my Wound Threshold go up?
by fear and terror, and they might be exempt from other conditions No. Toughness is only a factor when determining a character’s
based on psychology at the GM’s discretion. Swarms do not need starting wound threshold. After character creation, if a player
to use a manoeuvre to disengage from an opponent; they are free wants his character to be able to withstand more wounds, he needs
to move away from an engagement at will. If it is unclear how an to invest in a Wound Threshold advance.
action might affect a swarm, the GM has the final say in resolving
the situation. Do I need to spend a manoeuvre to
Mark of Nurgle: This creature bears the Mark of Nurgle. See page engage a friendly character?
19 of Liber Infectus for details. If the friendly character is somewhere within close range and not
Poison: When this creature inflicts a critical wound, the target suf- currently engaged with an enemy, and your character is not part of
fers fatigue equal to the severity of the critical wound. another engagement, then you simply need to perform a Move-
Swarm Vulnerability: Attacks with the Blast quality or that target ment manoeuvre to Move within Close Range.
an entire engagement ignore a swarm’s inherent soak value. The
movement of non-flying swarms might be inhibited by water, fire, In the situation where two friendly characters are within medium
or other obstacles if the GM deems it appropriate. range of each other, and neither of them is currently in an engage-
Tiny Creatures: Swarms do not suffer the effects of critical ment, one of the characters could perform a Movement manoeuvre
wounds but, instead, suffer additional wounds equal to the severity to Change Range Increment and move from medium range to
rating of any critical they receive. close range, ending up at a spot within close range where the two
characters would be considered engaged.
The Witch’s Song
Essentially, changing your position requires a manoeuvre. Ma-
Game Contents noeuvres used to specifically engage or disengage are best inter-
preted as safely and securely moving into/out of close contact with
According to the Game Contents section on the back of the box, a group of people or an enemy.
Witch’s Song includes 4 wound cards and 3 talent cards. This
should be listed as 3 wound cards and 4 talent cards instead. If my ally and an enemy are engaged,
and I engage the enemy, am I also
Omens of War engaged with my ally?
Yes. It’s helpful to think of an engagement as a rugby scrum. Every-
Preceptor Career one in the engagement is theoretically adjacent to everyone else.
The participants aren’t standing statically – everyone is moving
This career is erroneously noted as a Basic career. It is, of course, an about, jostling around, jockeying for position, doing their best to
Advanced career. protect themselves, etc.

Hero’s Call In smaller scale encounters, this means a single engagement could
reflect as few as two characters, upwards of a dozen or more. For
(NEW) Arch Lector Career larger encounters with even more participants, a GM may wish to
break engagements into smaller clusters to better reflect where the
The “Advanced” trait on this career should be “Noble” instead. focus of the participant’s attention and actions are at a given time.

(NEW) Enhance Card: Spellweaving Is there any way to permanently increase my
character’s maximum fortune point capacity?
Additional targets can only be added to a spell that can legally In general, no. Each character receives three fortune points at the
include more than one target. For example, a second target cannot beginning of each session, and three is the fortune point cap for a
be added to a spell that targets only the caster. character. This applies unless a specific game rule creates an excep-
tion, such as an effect granted by a powerful magic item.

Do I take a recharge token off the
same turn I put one on an action?
Yes. For consistency, it’s much simpler to provide a single phase
during which players manage their recharge tokens. This ensures
the step won’t be overlooked or missed if the player performs other
actions with his character on the turn, or if the recharge ratings of
various actions and cards are influenced by delay icons, spells, or
other effects that may modify or interact with recharge tokens –
including those that might occur during another character’s turn.

13

Putting this phase at the end of the player turn allows the current Can the GM spend an enemy’s Aggression
player to manage this part of his character while the next player or Cunning budget to resist an attack or
begins his turn. action which is not an opposed check?
Yes, the GM can spend an NPC’s Aggression and Cunning dice to
Is there a specific modifier for X? Such as make incoming attacks and actions more challenging, if the NPC
shooting into melee with a ranged weapon? in question is a direct target of the effect.
Or fighting from higher ground? Or
wielding a weapon in your off-hand? How many actions does it take to fire a bow?
No, there is no specific, discrete list of fixed combat modifiers. A longbow or shortbow can be drawn and fired within the space
Rather, the fortune and misfortune dice allow the GM and players of a single action, often represented by the use of a single Ranged
to account for a wide range of possible effects easily. However, action card.
WFRP page 60 provides a list of advantages and disadvantages that The Manage Equipment manoeuvre listed in the WFRP rulebook
may occur during encounters. It is not an exhaustive list – merely deals specifically with initially preparing the weapon for use:
guidelines the GM may wish to use to help determine when to
introduce fortune or misfortune to related actions and checks. ªª Draw, sheathe, ready, or load a weapon. This manoeuvre
covers the basic manipulations of most weapons, such as
Is a Skill Check also a Characteristic Check? drawing a sword from its scabbard, stringing and preparing
Yes. Each skill is associated with a particular characteristic. When a longbow, or pulling the lever on a crossbow and loading a
that skill is tested during a check, the characteristic it is associated new bolt. Some weapons have a special quality requiring a
with forms the basis of the dice pool. Any effect that modifies or manoeuvre to ready it before it can be used in combat.
influences the characteristic will influence skill checks that are
related to that characteristic, as well. Is the bow ready for use at the beginning of the combat? If it’s still
on the PCs back, or unstrung, he’ll need to use a manoeuvre to get
If my character starts with Agility 2 (and his bow ready. If he already has the bow out, strung, and a quiver of
doesn’t begin play with Dodge) but it’s later arrows accessible and on-hand, he’s set and ready for action.
raised to Agility 3... does he get Dodge for free? The Reload quality for certain ranged weapons connotes the ad-
No. After character creation, if a player wants to acquire an action ditional effort required to repeatedly use that item over the course
card for his character, he must invest one of his General Career of an extended encounter.
Advances. The same applies to any card the character may not be Does a Wood Elf gain ∆ to all
eligible for during character creation (due to the card’s prerequi- combat initiative checks?
sites, for example) but later qualifies for – such as Block or Parry. No. The wood elf ’s initiative bonus is based on his Nature Bond
racial ability. All the bonuses listed under Nature Bond (gaining
Do things I spend creation points on ∆ to initiative, Observation, and Stealth) are applied only when the
wood elf is in woodland terrain.
during character creation count toward
Does a PC suffer fatigue for each exertion
completing my starting career? symbol rolled, or just one overall?
No. Advances are only earned (and invested) after character cre- Exertion and delay are binary results. They are either “triggered” or
ation. Creation points are used only during character creation, and “not triggered” – there is no increasing magnitude.
only help determine what abilities or resources a character begins For example, exertion is triggered if one or more exertion symbols
play with. are generated in the dice pool results. Regardless of whether there
are 1 or 4 exertion symbols, the effect has been triggered and the
Do NPC and Monster gain a CR when replacing character would suffer 1 stress or 1 fatigue.
their default attack with a specific weapon?
Yes. The overall threat and “critical value” of NPCs and monsters is If a PC has been knocked unconscious by
accounted for in their selection of actions. If the default values for exceeding his wound threshold, what
the entry’s Damage, Defence, and Soak are replaced with normal happens if he suffers additional wounds?
equipment, then the GM should feel free to use all the related stats, Most of the time, when you’re unconscious you’re just at the mercy
including Critical Rating and any special rules or qualities that of the environment or the GM. The goblin can just climb on top of
equipment as. you and slit your throat if no one’s around to stop it; we don’t need
rules for that. (But isn’t it more interesting if he ties you up and puts
Can NPCs and Monsters spend dice you in a cage?)
from their Aggression budget to add However, if you want to model additional damage on an uncon-
fortune points to Initiative rolls? scious character, each time a character takes damage above his
Yes. If it is a physical encounter or combat, where initiative is deter- wound threshold, one of those wounds is turned faceup as a critical
mined by Agility, then NPCs/creatures can spend dice from their (just like the blow that knocked him unconscious). If he then has
Aggression budget to augment an initiative roll. more critical wounds than his toughness, he dies.

If it is a social encounter or other encounter where Fellowship de-
termines initiative, then the NPCs/creatures can spend dice from
their Cunning budget to augment an initiative roll.

14


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