Warhammer 4ed - Starter Set - Reference Sheet 1.pdf

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Attributes And skills reference sheet
C
haraCteristiCs
The following summarises WFRP’s 10 Characteristics. Each has
a number typically ranging from 20–90. These numbers are used
by Tests (see the
Tests Reference Sheet).
Weapon Skill (WS):
Your skill at fighting hand-to-hand combat.
Ballistic Skill (BS):
Your effectiveness at hitting with ranged
weapons like bows or pistols.
Strength (S):
How strong you are, impacting how much damage
you inflict in combat, how much you can lift, and how good you
are at activities like swimming and climbing.
Toughness (T):
Your endurance. It helps you survive damage
in combat but will also help with things like surviving harsh
conditions and standing up to poison.
Initiative (I):
Speed of thought and reaction, especially in the heat
of battle and when under pressure. It determines combat order,
and helps you be the first to react to danger. It also determines
your powers of intuition and perception.
Agility (Ag):
Physical coordination and the basis for things like
running, riding, and hiding. Agility is also used for dodging blows
in combat.
Dexterity (Dex):
Your affinity for performing fine and delicate
manual tasks like playing a musical instrument or skilled
manufacturing. It will also help you with things like sleight of
hand and picking pockets.
Intelligence (Int):
Your powers of thought, analysis, and
understanding. Useful for healing, evaluating, and general
knowledge, and vital for the understanding and casting of magical
spells.
Willpower (WP):
General strength of mind, and your ability to
shrug off difficulty and plough on with the job in hand. It helps
with resisting all sorts of influence and coercion, and guards
against fear and terror.
Fellowship (Fel):
Your ability to get on with people and come
across as generally pleasant and acceptable. It will help you when
chatting to locals or commanding people in battle, charming the
guards or attempting to bribe them, and, for pious characters,
communicating with your deity.
Characteristic Bonuses
The first or ‘tens’ digit of each Characteristic is its bonus value.
So Strength 35 has a Strength Bonus of 3, and a Toughness of
47 has a Toughness Bonus of 4. Characteristic Bonuses are used
in a variety of different ways throughout the rules, especially in
combat.
M
oveMent
Movement (M):
Your Movement describes how quickly you can
move.
Wounds (W):
Your Wounds show how much Damage you can
endure based on your physical power and your force of will to
shrug off injury. See the
Injury Reference Sheet
for more on
Wounds.
and
W
ounds
C
haraCter
s
kills
Characters who are trained or practiced will have Skills to show
this. Skills are used in the place of Characteristics for Test.
Athletics:
Run, jump, and heft.
Bribery:
Bribe someone.
Channelling:
Manipulate Magic.
Charm:
Charm others.
Charm Animal:
Charm animals.
Climb:
Scale surfaces.
Consume Alcohol:
Tolerate alcohol.
Cool:
Keep in control.
Dodge:
Avoid things.
Endurance:
Ignore hardships.
Haggle:
Make a bargain.
Heal:
Heal Wounds.
Intimidate:
Coerce others.
Intuition:
Read others.
Language (Magick):
Cast spells.
Leadership:
Command others.
Lore (Various):
Know something.
Navigation:
Find your way.
Outdoor Survival:
Subsist out-of-doors.
Perception:
Spot details.
Pick Lock:
Bypass locks.
Ride:
Ride a horse.
Stealth:
Creep around.
Track:
Follow a trail.
Trade (Various):
Craft something.
tests reference sheet
S
imple
T
eSTS
Most Tests are
Simple Tests.
These tell you if you succeed or fail. Roll
1d100, and if the result is less than or equal to your Skill or Characteristic,
you succeed! Otherwise, you fail. Failing can mean things simply take
longer, not that the attempt is completely fruitless, as the GM decides.
Example:
Salundra is searching the market for a new leather jacket.
The GM calls for a
Simple Perception Test.
So, Salundra’s Player rolls
1d100 and scores 43. Salundra’s Perception Skill is 32. Because 43 is
higher than 32, Salundra fails in her attempt, and the GM decides it
takes quite some time to find the jacket in the crowded market, and
asks what the other Players are doing as Salundra searches. If Salundra’s
Player had rolled 32 or less, the Perception attempt would have
succeeded, and the GM would explain that Salundra spots a clothes
stall almost immediately!
Example:
Molli decides to chat to the passing Ubersreikers to ask where
the nearest bun shop is. The GM calls for an
Average (+20) Gossip
Test.
Molli’s Gossip Skill is 50, but that is increased by +20 to 70 because of
the Average Difficulty. Molrella’s player rolls 59. Normally, a roll over her
Skill of 50 would be a fail, but because of the Difficulty bonus, the Test is a
success, and Molli is pointed in the direction of the nearest food stall. Molli
would only fail that Test if she rolled over her modified Skill of 70.
OutcOmes table
SL
+6 or more
+4 to +5
+2 to +3
Result
Astounding
Success
Impressive
Success
Success
Marginal
Success
Have You Succeeded?
Yes, perfectly! You achieved your goals
perfectly.
Yes, and… You achieved your goals, and
exceeded expectations.
Yes. You achieved your goals.
Yes, but… You achieved your goals, but
there is an unintended side effect or flaw.
D
ifficulTy
Some Tests are more difficult than others — climbing a sheer wall is
much harder than climbing a tree. To simulate this, the GM can assign a
Difficulty
to any Test. This will either add a positive bonus or a negative
penalty, making the Test easier or harder to pass.
The following Difficulty levels may be applied as the GM feels is
appropriate:
Very Easy (+60), Easy (+40), Average (+20), Challenging
(+0), Difficult (−10), Hard (−20),
or
Very Hard (−30).
The modifier is
applied directly to the tested Skill, either lowering or raising the target
number of the Test. If a Test has no marked modifier, it is assumed to be
Challenging (+0).
+0 to +1
−1 to −0
−2 to −3
Marginal
Failure
Failure
Impressive
Failure
No, but… You only partially achieved your
goals, or have made progress.
No. You did not achieve your goals.
No, and… You did not achieve your goals,
and you made matters a little worse.
−4 to −5
−6 or less
Astounding
Failure
No, not in any way! You could not have
performed worse, and have made matters
much worse.
Dramatic anD OppOseD tests
dramatic tests
explains how well a task is performed. Like simple tests,
roll 1d100 to determine if a test is a success or a failure. then subtract
the ‘tens’ number of the 1d100 roll from the ‘tens’ number of the skill or
characteristic being tested. the result is your
success level
(sL). a positive
sL occurs when you succeed at a test — the higher the number, the better a
test succeeds. a negative sL occurs when you fail — the lower the number,
the worse it has failed. Use the Outcomes table below to understand what
each sL means for your tests.
example:
Gunnar has grown bored of the market and decides to push through
the crowds to reach the entertainers he can hear playing music in the distance.
Gunnar decides to gruffly push his way through, so the GM asks for an
Average
(+20) dramatic intimidate
test. Gunnar’s player rolls 26 against his intimidate
of 63 (43 for his Skill, plus 20 for the Difficulty). The tens number of his
intimidate of 63 is 6, and the tens number of his roll of 26 is 2. so, Gunnar
scores +4 sL (6 – 2 = 4). according to the Outcomes table, that’s an
impressive success! clearly, no one wants to interfere with the Dwarf slayer,
and the crowds part as soon as they see Gunnar’s distinctive orange hair.
on the Outcomes table is declared the Winner, and the difference between
the individual SLs is used as the final SL for the
Opposed test.
On a draw,
the characters should reroll their tests to secure a Winner.
example:
amris decides he wants to buy a new hat. the Gm calls for an
Opposed haggle
test against the vendor. amris’s player rolls 51 against
his Haggle Skill of 48, a fail with −1 SL. The vendor rolls 69 against his
Haggle Skill of 40, also failing with −2 SL. As Amris has the higher SL (−1
SL, whilst a fail, is still higher than −2 SL), he is the Winner with a final
sL of +1 (the difference between the rolled sLs). it was a clumsy exchange,
and neither spoke well, but amris performed marginally better to win the
Opposed test, letting him buy the hat for the Haggle price.
Opposed tests often compare different skills.
example:
an angry wizard-hating burgher confronts Ferdinand. Ferdinand’s
player asks if he can use the charm skill to calm the irate woman. the
Gm calls for an
Opposed charm/cool
test. Ferdinand rolls 12 against his
charm skill of 23 for a success with +1 sL. the Gm rolls 34 against
the burgher’s cool skill of 35 for a success with +0 sL. so, even though
the burgher rolled a success, Ferdinand rolled a better success. therefore,
Ferdinand is the Winner with +1 sL. the Gm states this enough to calm
the burgher down, but not for long…
OppOseD tests
two characters can directly compare tests to see who performs better.
Doing this requires an Opposed test. an Opposed test compares the results
of a Dramatic test from each character. the character with the higher sL
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