• TO DO

  • Roleplaying Game System Idea

  • Core Mechanic

  • Character Creation

  • Races

  • Careers

  • Characteristics

  • Skills

  • Talents

  • Skill Checks

  • Fate and Fortune Points

  • Combat

  • Wounds, Strain, and States of Health

  • Healing

  • Status Effects

  • Critical Injury Chart

  • Fear and Terror

  • Disease and Corruption

  • Insanity

  • Social

  • Experience and Training

  • Enemies

  • Economy

  • Equipment

  • Magic

  • Spell List

  • Other Mechanics

  • TO DO

    • Poison and Disease rules
    • Add career entries to wild animal tamer
    • Create animal handling rules
      • Same as Career Compendium/WFRP main rules, with difficulty 2 checks for domesticated and 3 for wild?
      • Extra ADVANTAGES speed up training time?
    • Add mercenary, wild animal tamer, thief, and peasant talents to ‘talents being used in careers’ counter.
    • Add talents taken from SW to careers!
    • Make sure all skills are in some careers
    • Add talents from WFRP 2nd
    • Blinding powder
    • Tzeentch’s Curse Chart
    • Spells
    • Divine magic
    • God descriptions
    • Go over talents that aren’t being used
    • Fine tune human talent list
    • Spending advantages, setbacks, triumph, despair chart
    • Change SETBACK DIE, etc to symbols
    • Leadership in combat? Countering fear/terror?
    • Change initiative/vigilance?
    • Counting ammo? DESPAIR = running out of ammo?
    • Talents should probably cost more
    • Make armour more effective? Especially heavy.
    • Dwarfs reduce encumbrance not remove? Since they don’t have the slower movement penalty from WFRP 2nd.
    • Is it called ‘Major Damage’? Check SW book.
    • Runecasting/runes?
    • Lesser/Petty magic?
  • TO CREATE

    • Disorders
    • Modifying/Upgrading weapons
      • Hard points
    • Magic rules
    • Magic talents
    • Shield rules/talents
    • Disease
    • Corruption
    • Special materials (gromril, ithilmar)
    • Crafting
      • Making money with crafting, trade, perform
    • Riding/mounts
    • Concealment
    • Environmental effects (including falling damage, etc)
  • TO COMPLETE

    • Trade skill
      • Using trade to earn money
      • Specific uses of trades
      • Weapon/armour trade used to repair (direct to repair rules)
      • Weapon/armour trade used for modifying weapons (mention them in skill entry, but just direct to mod rules)
      • Weapon/armour trade rules for creating weapons?
    • Equipment
    • Add more talents (WFRP conversions)
    • Add more weapons
    • Skills section including examples
    • Add more enemies
    • Add more careers
    • Add more races
    • Combat structure
    • Replace “Using SW: EotE rules” with actual rules.
    • Curing disorders
  • LATER

    • More status effects?
    • Time/event track system like WFRP (could use dials for this)
    • Could use dials to track abilities
    • Specialization options like WFRP 3rd? Could upgrade dice
    • Add momentum to combat?
    • Add effect of critical hit to momentum?
    • May want to change number checked against for determining gaining a disorder. Currently WILL or Resilience.
  • Differences

    • Career system
    • Buying skills and talents cost different amounts
    • No talent trees
    • Melee and Ranged skills brought in
    • More emphasis on melee
      • Weapons
      • Talents and skills
    • Fate and fortune points
    • Insanity
      • Critical injuries causing insanity
    • More emphasis on fear and terror
    • Removed minions
    • Making combat deadlier
  • Core Mechanic

    • Using SW: EotE system with custom dice for positive and negative effects
  • Components

    Player Characters

    • Character sheets are thick, multilayered cardboard sheers lined with dials to set stats and also have puzzle piece slots for placing weapons, armour, and gear.
      • Puzzle pieces would have an image of the gear with stats or info superimposed on it
      • Could also have some pieces with dry erasable parts to create custom gear
    • Skills could either be on a separate paper sheet, or they could be on a cardboard sheet with puzzle piece slots for each skill where you can place a T, 1, 2, or 3 piece to indicate the level of training.
      • The cardboard piece could also have empty slots for Talents which players could insert chits with the talent names on them. Could have dry erasable ones as well.
    • Skills and/or talents could also be done by using mini-cards.

    Enemy Components

    • Enemies would each have a large card displaying that enemy types skills and possible special actions.

      • A nice system for storing these cards should be included in the main box (or the monster box). Something expandable like the Sentinels of the Multiverse box with tall section cards to separate the different types of enemies.
    • The GM would have a couple of separate dials to track the Momentum of enemy groups, which allows enemies to simply have their own simple cards

      • These dials are small like the maneuver dials from X-Wing and can just be placed next to the enemy card.
    • A system for tracking the number of each enemy type and each ones current damage would be needed.
  • Note that almost all of this (or maybe all!) is exactly as SW: EotE

    Dice (Currently using SW: EotE Dice)

    Positive Dice

    • Same as SW: EotE

    Negative Dice

    • Same as SW: EotE

    Creating a Dice Pool

    • Same as SW: EotE
  • Select Race

    • Dwarf
    • Elf
    • Human
  • Determine Starting Career

    Roll 1d100 on the career chart for your chosen race.

    Using chart from WFRP 2nd Edition ‘Career Compendium’ and just creating careers as they come up.

  • Acquire Skills and Talents

    • Your character begins with all skills and talents listed under their race and under their career.
    • Skills or talents gained more than once add a rank to that skill or talent.
      • Skills cannot start above 2 ranks.
  • Spend Experience Points

    • Each character begins with the experience points listed under their race.
    • Players can spend these experience points on skills, talents, and advancing characteristics as described in those sections.
      • Note that all characteristic advances taken during character creation are considered to be in career for their XP cost and have a maximum value of 5 during creation.
    • Any remaining experience stays with the character and can be spent later.
  • Starting Gear

    • All characters begin with the trappings listed in their career entry.
    • All characters also start with the following gear:
      • Common clothing
      • Dagger
      • Slingbag OR Backpack
        • Blanket
        • Wooden tankard
        • Wooden cutlery
      • Hand weapon
      • Purse containing 2D10 gold crowns
  • All Races

    • All races begin with a value of 2 in all of their characteristics unless otherwise noted in their racial entry.
    • All beginning skills and talents are for 1 rank unless otherwise noted.
    • All races have an Insanity Threshold equal to the greater of their Willpower characteristic ranks or their Resilience skill ranks. This changes as the ranks increase.
  • Dwarf

    • Dwarfs have 2 ranks in all characteristics except:
      • 1 rank in Agility
      • 3 ranks in Brawn
    • Dwarfs begin with 200 XP

    • Dwarfs roll 1D10 for starting Fate Points:
      1-4: 1 Fate Point
      5-7: 2 Fate Points
      8-10: 3 Fate Points

    • Dwarfs begin with a Wound Threshold equal to 11 + Brawn

    • Dwarfs begin with Strain Threshold equal to 11 + Willpower

    Beginning Skills and Talents

    • Skill: Common Knowledge (Dwarfs)
    • Skill: One of the following choices:
      • Trade (Armourer)
      • Trade (Weaponsmith)
      • Trade (Brewer) AND Trade (Stoneworker)
    • Talent: Dwarfcraft
    • Talent: Grudge-Born Fury
    • Talent: Speak Language (Khazalid)
    • Talent: Speak Language (Reikspiel)
    • Talent: Night Vision
    • Talent: Resistance to Magic
    • Talent: Stout-Hearted
    • Talent: Sturdy
  • Elf

    • Elves have 2 ranks in all characteristics except:
      • 1 rank in Brawn
      • 3 ranks in Intelligence OR 3 ranks in Ballistic Skill
    • Elves begin with 200 XP

    • Elves roll 1D10 for starting Fate Points:
      1-4: 1 Fate Point
      5-10: 2 Fate Points

    • Elves begin with a Wound Threshold equal to 9 + Brawn

    • Elves begin with Strain Threshold equal to 11 + Willpower

    Beginning Skills and Talents

    • Skill: Common Knowledge (Elves)
    • Talent: Aethyric Attunement OR Skill: Bows
    • Talent: Etiquette (High Society)
    • Talent: Intense Focus
    • Talent: Superior Vision
    • Talent: Speak Language (Eltharin)
    • Talent: Speak Language (Reikspiel)
    • Talent: Night Vision
  • Human

    • Humans begin with 2 ranks in all characteristics.

    • Humans start with 220 XP

    • Humans roll 1D10 for starting Fate Points:
      1-4: 2 Fate Point
      5-10: 3 Fate Points

    • Humans begin with a Wound Threshold equal to 10 + Brawn

    • Humans begin with Strain Threshold equal to 10 + Willpower

    Beginning Skills and Talents

    • Skill: Common Knowledge (The Empire)
    • Skill: Gather Information
    • Talent: Speak Language (Reikspiel)

    3 random talents from the following list (add 1 rank or re-roll unranked talents):

    • 01-05: Superior Hearing
    • 06-10: Ambidextrous
    • 11-15: Superior Vision
    • 16-20: Toughened
    • 21-25: Lucky
    • 26-30: Precise Aim
    • 31-35: Fearless
    • 36-40: Resistance to Disease
    • 41-45: Resistance to Magic
    • 46-50: Resistance to Poison
    • 51-55: Grit
    • 56-60: Sense Danger
    • 61-65: Touch of Fate
    • 66-70: Superior Smell
    • 71-75: Strong Arm
    • 76-80: Second Wind
    • 81-85: Plausible Deniability
    • 86-90: Master Merchant
    • 91-95: Hard Headed
    • 96-100: Intense Focus
  • General Career Rules

    • Listed skills and talents are gained for free if it is the characters first career.
      • If there is a entry with multiple skills and/or talents separate by an ‘OR’, then the character only starts with ONE of these options, though they may purchase the other selection as a in career advance.
    • These skills and talents need to be purchased to complete the career if it is not the characters first career.

    Characteristic Advances

    • Characteristic advances are not given for free at character creation.
    • Characteristic advances must be fulfilled before changing careers.
    • To complete a career a character must either add 1 to all the listed characteristics OR already have the listed score.
      • For example, a characteristic advance requirement of Brawn (4) means that the character must add 1 to their Brawn score to complete the career unless the character already has at least an ability score of 4 in Brawn, in which case they do not need to increase it any further to complete the career.

    Skills and Talents

    • A character can increase a listed skill or talent 1 time as a career skill (i.e. without the increased cost of purchasing a non-career skill) while in a career.
      • If the character already has the maximum ranks in a listed skill or talent they can simply ignore it.
    • A set of skills and/or talents listed with an ‘OR’ indicates (such as ‘Skill: Skulduggery OR Skill: Stealth’) requires that the character take one of these options to complete the career; however, they may take BOTH as in career selections.

    Completing a Career

    • To complete a career, a character must purchase all Characteristic Advances in their current career entry as described above.
    • The character must also purchase 1 rank increase in all skills and talents listed in their current career entry.
      • If a character already has maximum ranks in a skill or talent when they enter a career, they simply count as having purchased it.

    Changing Careers

    • To advance to a new career, a character must obtain all the trappings of the new career.
      • Suitable substitutions can be made with GM approval.
    • All careers that are on the characters current “Career Exits” list and all “Career Exits” lists of the characters past careers are considered to be on the characters overall “Career Exits” list.
    • To advance into a new basic career on the character’s “Career Exits” list the character must also pay 25 XP if they have completed their current career as described above, or 50 XP if they have not.
    • To advance into a basic career not on the character’s “Career Exits” list, in addition to everything described above (XP cost and trappings) the character must get GM permission and pay an additional 25 XP.
    • To advance into an advanced career a character must pay 25 XP, however the career must be on the characters career exit list and they must have completed their current career.
  • Basic Career List

    • Agitator
    • Charcoal Burner
    • Initiate
    • Jailer
    • Mercenary
    • Militiaman
    • Newssheet Vendor
    • Peasant
    • Scribe
    • Student
    • Thief
    • Wild Animal Tamer
  • Advanced Career List

    • Verenean Investigator
    • Witch Hunter
  • Characteristics

    Primary Stats

    • Weapon Skill (WS): Affects ability to hit with melee attacks.
    • Ballistic Skill (BS): Affects ability to hit with ranged attacks.
    • Brawn (BRN): Mix of strength and toughness.
    • Agility (AGI):
    • Intelligence (INT):
    • Cunning (CUN):
    • Will (WILL):
    • Presence (PRE):

    Secondary Stats

    • Wound Threshold: How much damage a character can take before being killed.
    • Strain Threshold: A mix of fatigue and mental endurance which determines how much strain a character can take before passing out.
    • Insanity Threshold: How many Insanity Points a character can accumulate before needing to test to gain Disorders.

    Notes on Characteristics

    • The lowest a characteristic can be (or count as) is 1.
    • The maximum a characteristic can be is 6. It cannot be higher than 5 at character creation.
    • All skills have an associated characteristic which is used when making a skill check for that skill.
    • Sometimes a character will simply need to make a characteristic check rather than a skill check. For example, bashing a door down just requires a Brawn check and no particular skill applies. This is done exactly as a normal skill check using the appropriate characteristic and assuming a skill value of 0.
    • Characteristic checks can be opposed checks as described in the Skill Checks section as well.
  • Increasing Characteristics

    • Characteristics can be increased by spending XP equal to 20 times the characteristics new value if the talent is listed as a career characteristic advance AND the character is raising the stat to at most the value associated with that characteristic advance.
      • For example, a character in a career with Brawn (4) listed under the Characteristic Advance part of the career entry could pay 80 XP to raise their Brawn from 3 to 4. They would pay 60 to raise their Brawn from 2 to 3.
    • If the characteristic is not listed as a characteristic advance for that character’s career OR they are raising the stat above the value associated with that characteristic advance, it costs an additional 20 XP.
      • For example, the character from the previous example would need to pay 120 XP to raise their Brawn from 4 to 5.
      • If Cunning wasn’t a listed characteristic for them, it would cost them 100 XP to raise their Cunning from 3 to 4.
    • Note that all characteristic advances taken during character creation are considered to be in career for their XP cost and have a maximum value of 5 during creation.
  • Skills

    • There are Basic Skills and Advanced Skills
    • Basic Skills can be attempted by anyone whether or not they have the skill trained. If it’s untrained the unit attempting the skill simply uses the base stat without converting any dice.
    • Advanced Skills require training to attempt at all.
    • Skills have a type (either General, Combat, or Knowledge) which some Talents may effect.
      • A skill listed under two or more types is the same skill, but can be used in more than one situation. Talents will indicate whether they affect the skill in some or all situations.
    • All skills have an associated stat which is what is used to build the dice pool for checks with that skill.
    • Some skills list more than one stat, in which case either can be used when making checks with that skill. This is determined by the GM based on the situation.
    • Maximum Skill rank is 5.
  • Acquiring and Training Skills

    • Skills can be acquired when first creating a character and later experience points can be used to train skills.
    • When a character buys their first rank in an Advanced Skill it is now usable just like a Basic Skill.
    • A character can have a maximum of 5 ranks in a skill.
    • The base XP cost of buying a rank in a skill is listed in parentheses next to the skills name. The total cost of purchasing a rank in a skill is this value times the level of the skill rank that it is being increased to.
      • The amount given is if it is a career skill, which is any skill listed under the characters current careers skills list.
        • A skill only counts as a career skill for 1 rank increase while a character is in a career. Once a skill is increased within a career, it must be purchased as a non-career skill.
    • Non-career skills can be purchased, but their cost is increased by the base cost of the skill.
      • For example, raising a non-career skill with an XP cost of 10 from 3 to 4 ranks would cost 50 XP.
  • General Skills

    • Athletics (10) (BRN - Basic)
    • Animal Handling (10) (PRE/INT - Advanced)
    • Charm (10) (PRE - Basic)
    • Coercion (10) (WILL/BRN - Basic)
    • Coordination (10) (AGI - Basic)
    • Deception (10) (CUN - Basic)
    • Discipline (10) (WILL - Basic)
    • Drink Alcohol (5) (BRN - Basic)
    • Evaluate (5) (INT - Basic)
    • Follow (Urban) (5) (CUN - Advanced)
    • Follow (Wilderness) (5) (CUN - Advanced)
    • Gamble (5) (INT/PRE - Basic)
    • Gather Information (10) (INT/PRE - Basic)
    • Instinct (10) (PRE/CUN - Basic)
    • Leadership (10) (PRE - Advanced)
    • Medical Care (10) (INT - Advanced)
    • Negotiate (10) (PRE/INT - Basic)
    • Perception (10) (CUN - Basic)
    • Perform (5) (Varies - Advanced) - Categories
    • Resilience (10) (BRN - Basic)
    • Ride (5) (AGI - Basic)
    • Sail (5) (INT - Basic)
    • Search (5) (CUN - Basic)
    • Skulduggery (10) (CUN/AGI/INT - Advanced)
    • Stealth (10) (AGI - Basic)
    • Trade (Varies) (INT - Advanced) - Categories
    • Vigilance (5) (CUN - Basic)
    • Wilderness Survival (5) (CUN - Basic)
  • Combat Skills

    • Bows (10) (BS - Basic)
    • Crossbows (10) (BS - Basic)
    • Fencing Weapons (10) (WS - Basic)
    • Hand Weapons (10) (WS - Basic)
    • Improvised (Melee) (5) (WS - Basic)
    • Improvised (Thrown) (5) (BS - Basic)
    • Pistols (10) (BS - Basic)
    • Rifles (10) (BS - Basic)
    • Shields (10) (WS - Basic)
    • Thrown Weapons (10) (BS - Basic)
    • Two-Handed Weapons (10) (WS - Basic)
    • Unarmed (5) (WS - Basic)
  • Knowledge Skills

    • Common Knowledge (5) (INT - Based) - Categories (Border Princes, Bretonnia, Dwarfs, Elves, the Empire, Estalia, Halflings, Kislev, Norsca, Ogres, Tilea, the Wasteland, etc)
    • Academic Knowledge (5) (INT - Advanced) - Categories (Arts, Astronomy, Daemonology, Engineering, Genealogy/Heraldry, History, Law, Magic, Necromancy, Philosophy, Runes, Science, Strategy/Tactics, Theology, etc)
    • Lore (5) (INT - Basic) - Categories (Folk Tales, Nature, Urban, , etc)
  • Magic Skills

    • Spellcasting (10) (INT - Advance) - Categories (Bright, Light, Gold, Jade, Celestial, Grey, Amethyst, Amber, High)
  • Talents

    • Talents are acquired when a character is first created and experience points can be used to purchase them later.
    • The experience point cost of the talent is listed in parentheses next to the talent name.
    • Talents are either ranked or not. Ranked talents can be taken multiple times. The talent will indicate the maximum times the talent can be taken in brackets.
    • Talents with listed categories are a separate talent for each category.
    • A character can purchase a talent not on their career talent list, but it their cost is increased by the base cost of the talent.
      • For example, raising a non-career talent with an XP cost of 10 from 2 to 3 ranks would cost 40 XP.
  • Maybe add talents

    From SW

    • Anatomy Lessons
    • Bacta Specialist
    • Body Guard
    • Brace
    • Codebreaker
    • Command
    • Crippling Blow
    • Field Commander + Improved
    • Insight
      • Check if this works with new system
    • Inspiring Rhetoric + Improved + Supreme
    • Intimidating
    • Inventor
    • Jury Rigged
    • Nobody’s Fool (may not really be using rolls against players like this)
    • Outdoorsman
    • Pressure Point (change from ignoring soak to gaining pierce = to medical care ranks)
    • Researcher
    • Respected Scholar
    • Shortcut
    • Sixth Sense
    • Street Smarts
    • Superior Reflexes
    • Swift
    • Tinkerer
    • Utility Belt
    • Well Rounded (this type of skill likely won’t work with the skill system)

    From WFRP

    Thoughts for new talents

    • Something to do with bleeding or burning
  • List of Talents

    Note: Number in parentheses is number of careers that have this talent.

    • Ambidextrous
    • Armour Master
    • Channelling
    • Charming Demeanour (1)
    • Deadly Accuracy (2)
    • Defensive Stance
    • Disarm
    • Disorient
    • Dodge (2)
    • Durable
    • Dwarfcraft
    • Enduring
    • Etiquette
    • Expert Tracker (1)
    • Fearless
    • Fleet Footed
    • Forager (1)
    • Frenzied Attack (1)
    • Grit (1)
    • Grudge-Born Fury
    • Hard Headed
    • Head Headed (Improved)
    • Hunter (1)
    • Intense Focus
    • Intense Presence
    • Jump Up
    • Knockdown
    • Knowledge Specialization
    • Lethal Blows
    • Lock Picking
    • Lucky (1)
    • Master Doctor
    • Master Merchant
    • Master of Shadows
    • Natural Brawler
    • Natural Charmer
    • Natural Doctor
    • Natural Enforcer (1)
    • Natural Hunter
    • Natural Marksman
    • Natural Outdoorsman (1)
    • Natural Salesman
    • Natural Rogue
    • Natural Scholar
    • Night Vision
    • Plausible Deniability
    • Point Blank
    • Powerful Blow (3)
    • Precise Aim
    • Quick Draw
    • Quick Mount
    • Quick Strike
    • Rapid Reaction
    • Rapid Recovery
    • Rapid Reload (1)
    • Read & Write (3)
    • Resistance to Disease (2)
    • Resistance to Magic
    • Resistance to Poison (1)
    • Resolve
    • Second Wind
    • Secret Language (1)
    • Secret Signs (1)
    • Sense Danger
    • Side Step
    • Smooth Talker (2)
    • Sniper Shot
    • Speak Language (3)
    • Spontaneous Engineering
    • Stalker
    • Stout-Hearted
    • Stroke of Genius
    • Strong Arm
    • Stunning Blow
    • Sturdy
    • Superior Hearing
    • Superior Smell
    • Superior Vision (1)
    • Surgeon
    • Touch of Fate
    • Toughened
    • True Aim
    • Uncanny Reactions (2)
    • Uncanny Senses
    • Underworld Contacts (1)
    • Wheel and Deal
  • NPC Talents

    • Adversary
    • Fearsome Charge
    • Undying Ferocity
  • Making a Skill Check

    • When a unit wants to accomplish some task that has some risk of failure, they must make a skill check.
    • All skills have a stat associated with them and that stat is the one to be used when determining the initial dice in the dice pool.
  • Difficulty Level

    • All tasks have a difficulty level. Note that checks do not need to be made for basic tasks and cannot be made for tasks that are impossible.
    • The following are the difficulty levels:
      • Simple (0 NEGATIVE DICE)
      • Easy (1 NEGATIVE DICE)
      • Average (2 NEGATIVE DICE)
      • Hard (3 NEGATIVE DICE)
      • Daunting (4 NEGATIVE DICE)
      • Formidable (5 NEGATIVE DICE)
  • Creating the Dice Pool

    • Using SW: EotE system
  • Determining the Outcome

    • Between the rolled dice in the dice pool there will be a certain number of SUCCESS SYMBOLS and FAIL SYMBOLS which cancel each other out. If there are any SUCCESS SYMBOLS left after this, then the skill check was a success.
    • The specific meaning of a successful or failed skill check depends on the skill being checked, though generally this should be obvious.
    • Many skills will list additional effects that can occur if the checking unit rolled additional successes, though the GM is free to come up with more effects.
      • Many checks won’t have anything meaningful beyond basic success, so it isn’t always necessary to know how well someone succeeded.
  • Opposed Skill Checks

    • Same as SW: EotE
  • Gaining Fate and Fortune Points

    • Characters start with a given number of Fate Points based on their race.
    • Characters have a daily allotment of Fortune Points which is equivalent to their Fate Points.
    • Some talents increase a characters daily allotment of Fortune Points.
    • Unused Fortune Points are lost.
    • Fate Points are only gained through narrative reasons decided upon by the GM. These should be given very sparingly, perhaps for completing a large plot line or accomplishing some incredible feat.

    Spending Fortune Points

    • Fortune points can be used for the following:
      • Upgrade a skill check they are about to make.
      • Add 1 SUCCESS to a check just made.
      • Upgrade the difficulty of a check an NPC is about to make.
      • Add 1 FAILURE to a check an NPC just made.
      • The character can also use a Fortune Point narratively to do something like remember that they packed a lamp, or luckily there is a rock to duck behind for cover.

    Spending Fate Points

    Fate Points can be used to prevent a character from dying. The GM and player should figure out a narrative way for the character to survive the encounter, and not just delay the inevitable.

    Spent Fate Points are permanently lost and thus the characters daily Fortune Point allotment is also reduced by 1.

  • Combat Structure

    Initiative

    An Initiative check is a Vigilance check that determines the order in which characters will act in an encounter. Characters on a given side of an encounter who have consecutive actions may act freely in any order and this order can change every turn.

    • For example, there are a group of goblins attacking four players. The turn order is Player 1, Player 2, Player 3, the Goblins, and Player 4. Players 1, 2, and 3 can go in any order at the start of a given turn. Player 4 must wait to act until after the goblins have gone.

    Rounds

    Turns

  • Actions and Maneuvers

    • Combat is divided into rounds where every combatant acts once in an order of initiative.
    • A character can perform one action and one maneuver per round.
    • A character can suffer 2 strain to gain one additional maneuver in a turn.
    • It is possible for a character to get a second maneuver, but they can never have more than two for any reason.
  • Movement

    • Distances work by considering any given two characters to be a certain distance away from each other. This distance is defined by one of five general range bands
    • In combat, units start a specific range away from one another, depending on how the fight started.
      • For example, if the PCs ambush some enemies around a campfire by jumping out of the bushes, then the units start at short range. If the PCs spot some enemies in a field off in the distance, they can move forward until they wish to attack at whatever range they are at, though they may be spotted before that.
    • The furthest 2 units can be considered from one another at a combat scale is Extreme Range. The closest they can be is Engaged.
    • The range bands (and the maneuvers required to move from one to another) are:
      • Extreme Range, which is 2 maneuvers from
      • Long Range, which is 2 maneuvers from
      • Medium Range, which is 1 maneuvers from
      • Short Range, which is 1 maneuvers from
      • Engaged
    • Maneuvers to move from one range band to another can be split between turns, though two characters are not considered to have changed range bands from one another until the total number of required maneuvers has been completed.
  • Attacking

    Using SW: EotE system except Weapon Skill is used for melee attacks and Ballistic Skill is used for ranged attacks.

    • Attackers in an engagement where allies outnumber enemies by at least 2:1 add 1 BOOST DIE to any Weapon Skill checks.
    • Attackers in an engagement where allies outnumber enemies by at least 3:1 add 2 BOOST DICE to any Weapon Skill checks. This is instead of the 2:1 bonus.
  • Damage

    Using SW: EotE system

  • Critical Injuries

    Using SW: EotE system

    Additionally:

    • All critical injuries with a roll of 41 or greater (Average Severity injuries) damage any worn armour by 1 step.
    • All critical injuries with a roll of 91 or greater (Hard Severity injuries) add 1 Insanity Point to the character.
  • Wounds and Wound Threshold

    • Characters can suffer wounds from a variety of sources, most commonly from enemy weapons.

    Exceeding Wound Threshold

    • When a character suffers wounds greater than their wound threshold they are knocked unconscious and they also immediately suffer a critical wound.
    • Characters continue to track damage after they surpass their wound threshold.
    • Characters must reduce their wounds to their wound threshold or lower to regain consciousness.
    • If a character exceeds their wound threshold by more than their wounds they immediately die.
    • NPCs are generally considered defeated immediately upon surpassing their wound threshold in wounds.
  • Strain and Strain Threshold

    • While wounds represent the physical damage a character can take, strain represents the ability to withstand mental punishment, fatigue, anxiety, fear inducing situations, etc.
    • Strain can come from many sources, such as encountering terrifying scenes, environmental exposure, torture and more.
    • Strain can also come from the use of some talents.
    • Finally, strain is often incurred in combat to gain an extra maneuver, which costs 2 strain.

    Exceeding Strain Threshold

    • When a character suffers strain beyond their strain threshold they are immediately incapacitated. Either unconscious or too dazed to act.
    • Reducing strain to a characters strain threshold or lower returns them to their senses.
    • NPCs generally do not suffer strain, and simply take wound damage instead.
  • States of Health

    • A character with no wounds is considered unwounded.
    • A character with at least one wound and less than or equal to their wound threshold is considered wounded.
    • A character with at least one critical injury is considered critically injured.
    • A character with strain or wounds greater than their strain threshold or wound threshold respectively is incapacitated.
  • Recovering Strain

    • Characters can make a Simple (0 DIFFICULTY DICE) Resilience or Discipline check and recover an amount of strain equal to the SUCCESSES rolled.
    • Characters generally recover all strain with a good nights rest.
  • Natural Healing

    • Characters heal 1 wound every day through natural healing.
    • At the end of a full week of rest (no combat or strenuous activity) the character can attempt a Resilience check to remove one critical wound. TRIUMPH can be spent to remove an additional critical wound.
    • Natural healing combines with Medical Care, so a character who receives treatment still recovers 1 wound per day regardless of the result of the Medical Care check and can attempt to heal a critical wound naturally once per week of rest in addition to any Medical Care they receive.
  • Medical Care

    • A character can attempt a Medical Care check to attempt to help another character heal wounds.
    • A character may only receive one Medical Care check after an encounter or each day.
      • A character cannot receive more than one Medical Care check in a day, regardless of the number of encounters.
    • The difficulty of the check is based on how badly injured the character being healed is. It’s an Easy check (1 DIFFICULTY DIE) if the character’s wounds are equal to or less than one half of their wounds threshold, an Average check (2 DIFFICULTY DICE) if the character has wounds greater than half their wound threshold and up to their wound threshold, and a Hard check (3 DIFFICULTY DICE) if the character has wounds greater than their wounds threshold.
    • A character recovers a number of wounds equal to the SUCCESSES rolled and an amount of strain equal to the ADVANTAGES rolled.
    • A character can attempt a Medical Care check on a character to allow them to recover from critical injuries. The difficulty is based on the severity of the injury.
    • A character can attempt to heal another character’s critical wounds once per week per critical wound. This check does not require the character to wait a week before the first attempt.
    • A character can attempt to heal their own wounds or critical injuries, but this increases the difficulty of the check by 2.
    • Not having the proper equipment increases the difficulty by 1.
  • Bleeding (X)

    • At the end of every one of this units turns it suffers X wounds.
    • Damage from Bleeding is not reduced in any way.
    • Last an amount of time given by the source.
  • Disoriented (SW: EotE Rules)

    • Add 1 SETBACK DIE to all checks
    • Lasts an amount of time based on source
    • If no time given, lasts until end of affected characters next turn
    • Multiple applications stack, adding time
    • Cannot last past encounter
  • Immobilized (SW: EotE Rules)

    • Cannot perform maneuvers
    • Lasts an amount of time based on source
    • If no time given, lasts until end of affected characters next turn
    • Multiple applications stack, adding time
    • Cannot last past encounter
  • Staggered (SW: EotE Rules)

    • Cannot perform actions
    • Lasts an amount of time based on source
    • If no time given, lasts until end of affected characters next turn
    • Multiple applications stack, adding time
    • Cannot last past encounter
  • Incapacitated

    • Unable to act.
    • Any attack against this unit automatically succeeds and rolls no NEGATIVE DICE or MINOR NEGATIVE DICE.
    • In a non-combat situation, an attack against an incapacitated character automatically kills them.
    • Lasts a variable amount of time determined by the source.
  • Easy Severity (1 DIFFICULTY DIE)

    • 01-05: Minor Nick: The target suffers 1 strain.
    • 06-10: Slowed Down: The target moves to the bottom of the initiative order. They do not act again this turn if they already have.
    • 11-15: Sudden Jolt: Target drops whatever is in hand (1-5 left hand, 6-0 right hand)
    • 16-20: Distracted: Target cannot perform free maneuver next turn
    • 21-25: Off Balance: Target adds 1 SETBACK DIE to next skill check
    • 26-30: Strong Blow: The target suffers 2 strain.
    • 31-35: Stunned: The target is staggered until the end of it’s next turn.
    • 36-40: Stinger: The target increases the difficulty of it’s next check by 1.
  • Average Severity (2 DIFFICULTY DICE)

    • 41-45: Bowled Over: The target is knocked prone and suffers 1 strain.
    • 46-50: Head Ringer: The target increases the difficulty of all Intelligence and Cunning checks until the end of the encounter.
    • 51-55: Fearsome Wound: The target increases the difficulty of all Presence and Willpower checks until the end of the encounter.
    • 56-60: Agonizing Wound: The target increases the difficulty of all Brawn and Agility checks until the end of the encounter.
    • 61-65: Slightly Dazed: The target is disoriented until the end of the encounter.
    • 66-70: Scatter Senses: The target removes all BOOST DICE from skill checks for the rest of the encounter.
    • 71-75: Hamstrung: The target loses it’s free maneuver until the end of the encounter.
    • 76-80: Powerful Blow: The attacker rolls the same attack again with the exact same dice and the target suffers additional damage from this roll.
    • 81-85: Winded: Target cannot voluntarily suffer strain to activate abilities or gain maneuvers until end of encounter.
    • 86-90: Compromised: Target increases difficulty of all skill checks by 1 until end of encounter.
  • Hard Severity (3 DIFFICULTY DICE)

    • 91-95: At the Brink: Target suffers 1 strain every time they perform an action.
    • 96-100: Crippled: One of the targets limbs is crippled (1-3 left leg, 4-6 right leg, 7-8 left arm, 9-0 right arm) and cannot be used until this critical wound is removed.
    • 101-105: Maimed: One of the targets limbs is damaged beyond repair and is permanently useless. (1-3 left leg, 4-6 right leg, 7-8 left arm, 9-0 right arm)
    • 106-110: Horrific Injury: Until this injury is healed the target treats one characteristic as if it were 1 point lower. (1-3 Brawn, 4-6 Agility, 7 Intelligence, 8 Cunning, 9 Presence, Willpower)
    • 111-115: Temporarily Lame: Until this injury is healed the target cannot perform more than 1 maneuver during they’re turn.
    • 116-120: Blinded: The target is permanently blinded. Upgrade the difficulty of all checks twice. Upgrade the difficulty of Perception, Vigilance and other appropriate checks 3 times.
    • 121-125: Knocked Senseless: The target is staggered for the rest of the encounter.
  • Daunting Severity (4 DIFFICULTY DICE)

    • 126-130: Gruesome Injury: One of the targets characteristics is permanently reduced by 1. (1-3 Brawn, 4-6 Agility, 7 Intelligence, 8 Cunning, 9 Presence, Willpower)
    • 131-140: Bleeding Out: Target suffers 1 wound and 1 strain at the start of their turn. For every 5 wounds past their threshold they suffer an additional critical wound, re-rolling this result.
    • 141-150: The End is Nigh: The target will die at the end of the initiative order of the next turn.

    • 151+: Target is dead.

  • Fear

    Fear Rating

    • Enemies and situations can have a Fear Rating associated with them. This difficulty of the check is derived from the Fear Rating.
    • Situations and enemies causing fear require Discipline checks.
      • For example, an enemy with Fear 2 requires characters confronting them to make an Average (2 DIFFICULTY DICE) Discipline check. An enemy with the Fear ability is said to cause fear.
    • When confronted with multiple sources of fear (like multiple enemies that cause fear), only the highest fear rating must be rolled against.
    • Situations that cause fear are things like finding a mutilated body (Fear 1), being in the presence of something emanating the evil of chaos (Fear 3), finding a village decimated by the followers of chaos (Fear 5).

    Effects of Fear

    • Failing a fear check causes the failing character to add 1 SETBACK DIE to all rolls they make while still in the presence of whatever caused the test to be made.
    • For each THREAT rolled the character suffers 1 strain. This occurs regardless of success or failure on the check.
      • If 3 THREAT are rolled, the character can be staggered for the first round of combat instead.
    • Generating a DESPAIR on a failed fear check means the character immediately flees from the source of the fear, and they continue to do so until well out of range of the fear causing source. The character also immediately gains 1 insanity point.
  • Terror

    Terror Rating

    • Similar to things that cause fear, some things are so terrible that they cause terror.
    • Terror works exactly like fear for making a check, so an enemy with Terror 2 would require an Average (2 DIFFICULTY DICE) Discipline check to attempt to overcome.

    Effects of Terror

    • Failing a terror check causes the failing character to automatically flee from the source of terror as quickly as possible.
    • Generating 3 or more THREAT or a DESPAIR on a failed terror check causes the character to instead to become frozen in terror. They are considered incapacitated and will continue to be so until the source of terror is removed from their presence. The character also immediately gains 1 insanity point.
      • After one round, the character can attempt another Discipline check with the same dice pool as the original terror check. A successful check stops the character from being incapacitated, though they instead simply flee from the source of terror as quickly as they can.
    • In addition to any other effects, a character gains 1 insanity point for every uncanceled FAILURE they generate on a terror check.
  • Gaining Insanity Points

    Characters gain insanity points in the following ways:

    • They gain 1 insanity point when they suffer a critical wound with a hard severity rating (91-125).
    • They gain 2 insanity points when they suffer a critical wound with a daunting severity rating (126+).
    • They gain 1 insanity point by generating 3 THREAT on a fear test.
    • They gain 1 insanity point by generating a DESPAIR or 3 THREAT on a terror test.
    • They gain 1 insanity point for each uncanceled FAILURE generated on a terror check.
    • Other specific game effects and GM decided situations may cause a character to gain insanity points.
  • Gaining Disorders

    • Whenever a character gains one or more insanity points from a single source or situation they check to see if their current insanity points are greater than their ranks in Willpower or Resilience (whichever is greater). This is a characters insanity threshold.
    • If they do have more insanity points than this number, they must make a Resilience check with a difficulty equal to the difference between their insanity threshold and their current insanity points, with a maximum difficulty of Formidable (5 DIFFICULTY DICE).
    • If there is a greater difference between a characters current insanity points and their insanity threshold than 4, each additional point of difference upgrades the difficulty of the check once, to a maximum difficulty of 5 CHALLENGE DICE. No check will be harder than this.
    • If this check is failed, the character immediately resets their current insanity points to 0 and gains a disorder.
    • The specific disorder is selected by the GM and should be appropriate for the circumstances that led to the disorder.
      • For example: Konrad has just witnessed a terrifying scene of Chaos worship and fails a terror test generating 2 uncanceled FAILURES, so he gains 2 insanity points. His insanity threshold is 4 and these 2 points put him at 6 insanity points. He would need to make an Average (2 DIFFICULTY DICE) Resilience check or he would gain a disorder.
  • List of Disorders

  • Curing Disorders

  • Social Encounters

    • Many social encounters can be handled without dice rolling. Any time that there isn’t any particular reason that an NPC wouldn’t be agreeable or indifferent to whatever the players are trying to accomplish then simple roleplaying should be sufficient.
    • When an NPC is being asked to do something for the players beyond what they would be expected to do, then the players will need to roll dice to see if they’re convincing.
    • Some social interactions are not with a specific NPC, but instead with a group of people. For example, gathering information at a pub or asking questions to the locals in a city district involve the players asking questions to lots of people, and these would not be individually role-played. These are examples of investigation skills, which are a type of social skill.
    • When dice do need to be rolled, players simply use an appropriate skill or make a basic Presence check.
    • The difficulty of the check when attempting to convince a target to do something is based on how much the target does not want to do the thing.
    • For investigation social checks, the difficulty is based on how difficult it is to track down the appropriate target. Note that with these checks will often result in the players encountering a final one on one situation which they must also resolve.
  • Experience Point Costs

    • Raising a base characteristic by 1 rank costs 20 times the rank it is being raised to.
      • The maximum rank of a stat is 6.
      • Raising a characteristic
    • Increasing your ranks in a skill costs the amount listed under the skill times the rank the skill is being raised to.
      *The cost is increased by the amount listed under the skill description if it is a non-career skill and requires GM permission.
      • The maximum ranks a character can have in a given skill is 5.
      • To raise a non-career skill by 1 rank costs the base cost again in addition to the standard cost.
    • Purchasing a talent costs the amount listed under the given talents entry times the rank the talent is being raised to.
      *The cost is increased by the amount listed under the talent description if it is a non-career skill and requires GM permission.
  • Gaining Experience

    • Characters should gain about 20 XP per 2 hours of game time, assuming reasonable progress in the story during that time.
    • An extra 10 XP can be given for good roleplaying and/or following character motives.
    • An extra 10 XP can be given for reaching a major milestone in the campaign, like wrapping up a story arc.
  • General Concepts

    • Enemies should each have special attack powers to make them unique and interesting.
    • Enemies could be in groups (like Goblins or Undead) which have standard abilities which helps create theme as well as keeping things easier to run.
    • Some enemies have fortune points, which they use just as PCs do. Upgrading the difficulty of attacks against them allows for opponents weapons to be damaged more often by bringing despair into the mix.
  • Components

    • Enemy types (like Goblin warrior, human wizard, etc) each have a large sheet that displays their skills as well as a all of their possible special actions (including attacks).
      • Each action has a level associated with it (Novice, Normal, Advanced, Master) and only an enemy of that type and level can use those powers. These cards can be double sided.
    • Separate playing card sized cards (also double sided) show the stats for each enemy based on their level.
      • Two levels per side allows each card to represent all 4 levels. This would crowd the card and possibly lead to confusion as to which enemy it represents.
  • Beastmen

    • Ungor
    • Gor
    • Wargor
  • Chaos

  • Humans

    • Merchant
    • Noble
    • Soldier
    • Townsfolk
  • Greenskins

  • Currency

    Using WFRP 2nd edition currencies

    1 Gold Crown = 20 Silver Shillings = 240 Brass Pennies
    1 Silver Shillings = 12 Brass Pennies

  • Shopping

    Using SW: EotE rules (p.150-151)

    Using WFRP 2nd edition prices

  • Rarity

    • Items all have a rarity value ranging from 0-10.
    • The rarity assumes the item is being looked for in a town of somewhere around a thousand to a few thousand people.
      • Increase the rarity rating by 4 if attempting to find the item in a hamlet of fewer than 100 people. Anything with a rarity 6 or over (before increasing it) generally cannot be found in a hamlet.
      • Increase the rarity rating by 2 if attempting to find the item in a village of of a few hundred people. Anything with a rarity 8 or over (before increasing it) generally cannot be found in a hamlet.
      • Decrease the rarity (to a minimum of 0) by 2 if attempting to find the item in a city of more than 10,000 people.
    • To find an item to purchase, a character must make a Negotiate or appropriate Knowledge check to find the item.
    • The difficulty of the check is based on the rarity.

    Rarity Levels

    0-1: Simple (-)
    2-3: Easy (1 DIFFICULTY DIE)
    4-5: Average (2 DIFFICULTY DICE)
    6-7: Hard (3 DIFFICULTY DICE)
    8-9: Daunting (4 DIFFICULTY DICE)
    10: Formidable (5 DIFFICULTY DICE)
    • A rarity of greater than 10 has the difficulty of the check upgraded by 1 for every point above 10.
  • Armour

  • Gear

  • Equipment Modifications

  • Encumbrance

    Using SW: EotE rules (p.152-153)

  • Weapon, Armour, and Equipment Maintenance

  • Channelling

    • As a maneuver, a character may use the Channelling talent to generate magic points.
    • This maneuver, called Channelling, is done by rolling a number of FORCE DICE equal to the characters ranks in the Channelling talent.
    • Black pips cancel out white pips, and any remaining pips (either black or white) determine the number of magic points generated by the character that turn. This represents their ability to gather power from the winds of magic.
      • For example: A character has 2 ranks in Channelling. They roll 2 FORCE DICE and get 2 black pips and 1 white pip, leaving 1 black pip which gives the player 1 magic point for the turn.
    • Magic points last until the beginning of the characters next turn.
  • Casting a Spell

    • To cast a spell a character must have enough magic points available to pay the power cost of the spell. This is given in the spells description.
    • A character can cast only 1 spell per turn, regardless of the number of magic points they generate in a turn.
    • When a character elects to cast a spell which they have enough magic points to cast, they make a Spellcasting skill check with a difficulty determined by the spell. This is given in the spells description.
    • If the check is passed, the spell is cast and the effects as outlined in the spell description occur.
    • Regardless of whether or not the spell is cast, if the Spellcasting check generates any THREATS the caster has brought about Tzeentch’s Curse and must roll on the Tzeentch’s Curse chart, adding +10 for every THREAT generated.
      • A successfully cast spell has it’s effect occur regardless of generating THREATS or not.
    • Any DESPAIRS generated can be spent to cause an additional roll on the Tzeentch’s Curse chart per DESPAIR if the casting attempt generated any THREATS.
    • Any TRIUMPHS generated can be spent to cancel one required roll on the Tzeentch’s Curse chart, including the initial one required from the THREAT generated.
  • Tzeentch’s Curse Chart

    (starts at 11 due to having a minimum of +10 due to rolled threats)

    • 11-15:
    • 150+:
  • NAME

    Order: 
    Power: 
    Difficulty: 
    Range: 
    Effect: combat effects need damage and crit
  • Momentum

    • Momentum ranges from -X to +X and affects combat and social situations.
    • Momentum could be represented on a dial.
    • Momentum has positive or negative effects on the character or enemy appropriately.
    • This system creates a sense of urgency and inevitability as situations will become increasingly more difficult for one side of a conflict if the other side gains the Momentum.
    • Momentum would give leadership style skills very useful and much more organic than they are in many games since Momentum is a core mechanic.
    • Enemies could have a ‘break number’ where if they reach on the Momentum dial they will flee (or test to flee).
    • This system could also result in players fleeing from conflicts before dying or taking extreme damage since the outcome of a fight could be inevitable even before players are completely wiped.
    • Critical hits could move the momentum dial one point in the favour of the attacker’s side.
  • Elf Career Chart

    01-00: Scribe

  • Human Career Chart

    • 01-33: Charcoal Burner
    • 34-66: Newssheet Vendor
    • 67-00: Scribe
  • Agitator

    Characteristic Advances

    Intelligence (3)
    Presence (3)

    Skills and Talents

    • Skill: Academic Knowledge (History) OR Skill: Gather Information
    • Skill: Academic Knowledge (Law) OR Skill: Common Knowledge (the Empire)
    • Skill: Stealth
    • Skill: Charm
    • Skill: Perception
    • Talent: Read & Write
    • Talent: Speak Language (Breton) OR Talent: Speak Language (Tilean)
    • Talent: Speak Language (Reikspiel)
    • Talent: Uncanny Reactions
    • Talent: Smooth Talker
    • Talent: Deadly Accuracy (Unarmed) OR Talent: Grit

    Trappings

    • Light Armour (Leather Jack)
    • Good Clothing
    • 2d10 leaflets for various causes

    Career Entries

    • Burgher
    • Captain
    • Herald
    • Highwayman
    • Scribe
    • Servant
    • Student
    • Zealot

    Career Exits

    • Charlatan
    • Demagogue
    • Ex-Convict
    • Outlaw
    • Politician
    • Rogue
    • Zealot
  • Charcoal Burner

    Characteristic Advances

    Brawn (4)

    Skills and Talents

    • Skill: Common Knowledge (The Empire) OR Skill: Stealth
    • Skill: Ride OR Skill: Gather Information
    • Skill: Negotiate
    • Skill: Wilderness Survival
    • Skill: Perception
    • Skill: Follow (Wilderness)
    • Skill: Vigilance
    • Talent: Secret Signs (Ranger)
    • Talent: Uncanny Reactions
    • Talent: Powerful Blow OR Talent: Hunter

    Trappings

    • 3 Torches
    • Tinderbox
    • Hand Weapon (Hatchet)

    Career Entries

    • Camp Follower
    • Hunter
    • Miner
    • Peasant

    Career Exits

    • Hunter
    • Miner
    • Scout
    • Vagabond
    • Woodsman
  • Initiate

    Special: Initiates must select a religious order which they follow from this list: Manann, Morr, Myrmidion, Ranald, Shallyan, Sigmar, Taal & Rhya, Ulric, Verena.

    Characteristic Advances

    Will (4)

    Skills and Talents

    • Skill: Academic Knowledge (Astronomy) OR Skill: Academic Knowledge (Theology)
    • Skill: Charm
    • Skill: Medical Care
    • Skill: Perception
    • Skill: Read & Write
    • Talent: Speak Language (Classical)
    • Talent: Speak Language (Reikspiel)

    Special: This career has the following skills and talents based on the order of the initiate:

    • Manann
      • Skill: Sail
      • Skill: Trade (Shipwright)
      • Talent: Superior Vision
    • Morr
      • Skill: Coercion
      • Skill: Academic Knowledge (Necromancy)
      • Talent: Natural Enforcer
    • Myrmidion
      • Skill: Leadership
      • Skill: Any Combat Skill
      • Talent: Charming Demeanour
    • Ranald
      • Skill: Skulduggery
      • Skill: Stealth
      • Talent: Lucky
    • Shallya
      • Skill: Medical Care
      • Talent: Resistance to Disease
      • Skill: Trade (Apothecary) OR Skill: Trade (Herbalist)
    • Sigmar
      • Skill: Common Knowledge (Dwarves) OR Talent: Speak Language (Khazalid)
      • Skill: Leadership
      • Skill: Two-Handed Weapons
    • Taal & Rhya
      • Skill: Survival (Wilderness)
      • Skill: Handle Animal
      • Talent: Expert Tracker OR Talent: Forager
      • Talent: Natural Outdoorsman
    • Ulric
      • Skill: Coercion
      • Skill: Two-Handed Weapons
      • Talent: Frenzied Attack OR Talent: Powerful Blow
    • Verena
      • Skill: Perception OR Skill: Coercion
      • Skill: Academic Knowledge (Any)
      • Skill: Academic Knowledge (Any)
      • Skill: Secret Language (Any)

    Trappings

    • Religious Symbol based on order (one from list)
      • Manann: abstract wave, trident, stylized albatross
      • Morr: black rose, raven, stone portal
      • Myrmidion: spear behind shield
      • Ranald: crossed index and second finger
      • Shallyan: dove, heart with drop of blood
      • Sigmar: Dwarfen warhammer, twin-tailed comet
      • Taal & Rhya: Coil of Life, stag antlers (Taal), stone axe (Taal), sheaf of grain (Rhya), bow & arrow (Rhya)
      • Ulric: wolf
      • Verena: owl, pair of scales (sometimes with owl)
    • Robes

    Career Entries

    • Dilettante
    • Hedge Wizard
    • Knight
    • Scribe
    • Student
    • Vampire Hunter
    • Witch Hunter
    • Zealot

    Career Exits

    • Barber-Surgeon
    • Demagogue
    • Friar
    • Lay Priest
    • Priest
    • Scribe
    • Zealot
  • Jailer

    Characteristic Advances

    Weapon Skill (3)
    Brawn (3)

    Skills and Talents

    • Skill: Leadership
    • Skill: Consume Alcohol
    • Skill: Search
    • Skill: Skulduggery
    • Skill: Coercion
    • Skill: Perception
    • Skill: Hand Weapons
    • Skill: Unarmed
    • Talent: Resistance to Disease
    • Talent: Resistance to Poison
    • Talent: Dodge

    Trappings

    • Bottle of Common Wine
    • Tankard
    • Shackles
    • Hand Weapon

    Career Entries

    • Bodyguard
    • Rat Catcher

    Career Exits

    • Bailiff
    • Bodyguard
    • Interrogator
    • Rat Catcher
    • Watchman
  • Mercenary

    Characteristic Advances

    Weapon Skill (4) OR Ballistic Skill (4)
    Brawn (3)

    Skills and Talents

    • Skill: Animal Handling OR Skill: Gambling
    • Skill: Common Knowledge (Bretonnia OR Kislev OR Tilea)
    • Skill: Ride OR Skill: Sail
    • Skill: Gather Information OR Skill: Negotiate
    • Skill: Perception OR Skill: Search
    • Talent: Disarm OR Talent: Quick Draw
    • Talent: Rapid Reload OR Talent: Powerful Blow
    • Talent: Precise Shot OR Talent: Stunning Blow
    • Talent: Dodge
    • Talent: Secret Language (Battle Tongue)
    • Talent: Speak Language (Bretonnia OR Kislev OR Tilea)

    Trappings

    • Crossbow with 10 Bolts
    • Shield
    • Medium Armour

    Career Entries

    • Bodyguard
    • Bounty Hunter
    • Demagogue
    • Fieldwarden
    • Kislevite Kossar
    • Militiaman
    • Miner
    • Norse Berserker
    • Outrider
    • Pit Fighter
    • Soldier
    • Thug
    • Watchman

    Career Exits

    • Artisan
    • Bodyguard
    • Bounty Hunter
    • Outlaw
    • Sergeant
    • Shieldbreaker
    • Veteran
  • Militiaman

    Characteristic Advances

    Brawn (4)

    Skills and Talents

    • Skill: Animal Handling
    • Skill: Gamble OR Skill: Drink Alcohol
    • Skill: Perception
    • Skill: Search
    • Skill: Trade (any one)
    • Skill: Two-Handed Weapons or Talent: Rapid Reload
    • Skill: Vigilance
    • Skill: Wilderness Survival
    • Talent: Dodge
    • Talent: Powerful Blow

    Trappings

    • Halberd or Bow with 10 Arrows
    • Light Armour
    • Uniform

    Career Entries

    • Artisan
    • Bailiff
    • Burgher
    • Farmer
    • Fisherman
    • Merchant
    • Peasant
    • Tradesman
    • Woodsman

    Career Exits

    • Artisan
    • Fieldwarden
    • Mercenary
    • Messenger
    • Outlaw
    • Sergeant
    • Thief
  • Newssheet Vendor

    Characteristic Advances

    Presence (4)

    Skills and Talents

    • Skill: Charm OR Skill: Deception
    • Skill: Common Knowledge (The Empire)
    • Skill: Gather Information
    • Skill: Negotiate
    • Skill: Vigilance
    • Skill: Perception
    • Skill: Perform (Storyteller)
    • Talent: Read and Write
    • Talent: Deadly Accuracy (Unarmed) OR Talent: Underworld Contacts
    • Talent: Smooth Talker

    Trappings

    • Backpack
    • 1d10 Newssheets
    • Scroll Case

    Career Entries

    • Burgher
    • Messenger
    • Peasant
    • Servant
    • Student

    Career Exits

    • Agitator
    • Demagogue
    • Entertainer
    • Messenger
    • Pamphleteer
    • Rogue
    • Scribe
    • Zealot
  • Peasant

    Characteristic Advances

    Brawn (3)

    Skills and Talents

    • Skill: Animal Training OR Skill: Charm
    • Skill: Animal Training OR Skill: Trade (Cook)
    • Skill: Hand Weapons OR Skill: Bows
    • Skill: Stealth
    • Skill: Gamble OR Skill: Performer (Dancer OR Singer)
    • Skill: Ride OR Skill: Sail
    • Skulduggery OR Skill: Trade (Bowyer)
    • Skill: Wilderness Survival OR Skill: Trade (Farmer)
    • Talent: Toughened OR Talent: Hunter
    • Talent: Fleet Footed

    Trappings

    • Hand Weapon
    • Leather Flask

    Career Entries

    • None

    Career Exits

    • Bone Picker
    • Charcoal-Burner
    • Farmer
    • Fisherman
    • Militiaman
    • Outlaw
    • Politician
    • Servant
    • Tradesman
    • Zealot
  • Scribe

    Characteristic Advances

    Intelligence (3)
    Willpower (3)

    Skills and Talents

    • Skill: Academic Knowledge (any one)
    • Skill: Common Knowledge (The Empire) OR Skill: Gather Information
    • Skill: Trade (Calligrapher)
    • Skill: Perception
    • Talent: Secret Language (Guild Tongue)
    • Talent: Speak Language (Breton)
    • Talent: Speak Language (Classical)
    • Talent: Speak Language (Reikspiel or Tilean)
    • Talent: Read & Write - 2 ranks

    Trappings

    • Knife
    • A Pair of Candles
    • Wax
    • 5 matches
    • Illuminated Book
    • Writing Kit

    Career Entries

    • Apprentice Wizard
    • Cartographer
    • Initiate

    Career Exits

    • Agitator
    • Apprentice Wizard
    • Cartographer
    • Initiate
    • Navigator
    • Scholar
  • Thief

    Characteristic Advances

    Agility (3)
    Cunning (3)

    Skills and Talents

    • Skill: Coercion OR Skill: Gather Information
    • Skill: Charm OR Skill: Athletics
    • Skill: Deception OR Skill: Coordination
    • Skill: Perception
    • Skill: Search OR Skill: Evaluate
    • Skill: Stealth
    • Skill: Skulduggery
    • Talent: Natural Charmer OR Talent: Natural Rogue
    • Talent: Plausible Deniability OR Talent: Lock Picking
    • Talent: Read & Write OR Talent: Uncanny Senses

    Trappings

    • Light Armour
    • Sack
    • Lock picks
    • 10 Yards of Rope

    Career Entries

    • Entertainer
    • Ex-Convict
    • Grave Robber
    • Interrogator
    • Militiaman
    • Outlaw
    • Protagonist
    • Rat Catcher
    • Rogue
    • Servant
    • Smuggler
    • Toll Keeper
    • Tomb Robber
    • Vagabond

    Career Exits

    • Cat Burglar
    • Charlatan
    • Entertainer
    • Fence
    • Rogue
    • Tomb Robber
  • Wild Animal Tamer

    Characteristic Advances

    Brawn (3)
    Presence (3)

    Skills and Talents

    • Skill: Animal Handling
    • Skill: Animal Handling
    • Skill: Animal Handling
    • Skill: Consume Alcohol OR Skill: Gather Information
    • Skill: Perception OR Performer (any one)
    • Talent: Defensive Stance
    • Talent: Hunter
    • Talent: Toughened OR Talent: Knockdown
    • Talent: Uncanny Reactions OR Talent: Smooth Talker

    Trappings

    Trappings:

    • Light Armour
    • Collar and Chain
    • Whip or Goad
    • Wild Animal (Bear, Wolf, etc)

    Career Entries

    • Entertainer

    Career Exits

    • Animal Trainer
    • Entertainer
    • Mercenary
    • Pit Fighter
    • Soldier
  • Athletics

    Type: General
    Cost: 10 x New Skill Level
    Stat: Agility
    Level: Basic
    Description:

  • Skulduggery

    Type: General
    Cost: 10 x new skill level
    Stat: Cunning, Agility, Intelligence
    Level: Advanced
    Description: Skulduggery encompasses lock picking, sleight of hand, disguise, setting traps, and general mischief. Cunning should be used primarily, though agility can be used for actions needing more dexterity and traps tend to use intelligence.

  • Trade

    Type: General
    Categories: Armourer (10), Artist (5), Bowyer (10), Brewer (5), Calligrapher (5), Carpenter (10), Cartographer (5), Cook (5), Gem Cutter (5), Goldsmith (5), Gunsmith (10), Herbalist (10), Merchant (5), Shipwright (5), Stoneworker (5), Tailor (10), Tanner (10), Weaponsmith (10)
    Cost: 5 OR 10 x new skill level (see category)
    Stat: Intelligence or Cunning (Characters choice)
    Level: Advanced
    Description:
    Note: Values in brackets after categories are XP cost for that Trade.

  • Bows

    Type: Combat
    Cost: 10 x new skill level
    Stat: Ballistic Skill
    Level: Basic
    Description: Used when making Ballistic Skill checks with weapons with the Bow type.
    Special: Attacks checks against targets that are engaged with the attacker increase the difficulty by 2.

  • Crossbows

    Type: Combat
    Cost: 10 x new skill level
    Stat: Ballistic Skill
    Level: Basic
    Description: Used when making Ballistic Skill checks with weapons with the Crossbow type.
    Special: Attacks checks against targets that are engaged with the attacker increase the difficulty by 1.

  • Fencing Weapons

    Type: Combat
    Cost: 10 x new skill level
    Stat: Weapon Skill
    Level: Basic
    Description: Used when making Weapon Skill checks with weapons with the Fencing Weapon type.

  • Hand Weapons

    Type: Combat
    Cost: 10 x new skill level
    Stat: Weapon Skill
    Level: Basic
    Description: Used when making Weapon Skill checks with weapons with the Hand Weapon type.

  • Improvised (Melee)

    Type: Combat
    Cost: 5 x new skill level
    Stat: Weapon Skill
    Level: Basic
    Description: Used when making Weapon Skill checks with weapons with the Improvised (Melee) type.
    Note: Improvised (Melee) attacks are attacks made with anything that could be used as a melee weapon, but isn’t specifically made for that purpose, like a shovel or a pan.

  • Improvised (Ranged)

    Type: Combat
    Cost: 10 x new skill level
    Stat: Ballistic Skill
    Level: Basic
    Description: Used when making Ballistic Skill checks with weapons with the Improvised (Ranged) type.
    Special: Attacks checks against targets that are engaged with the attacker increase the difficulty by 1.
    Note: Improvised (Ranged) attacks are attacks made with anything that could be thrown as a ranged weapon, but isn’t specifically made for that purpose, like a rock or a pan.

  • Pistols

    Type: Combat
    Cost: 10 x new skill level
    Stat: Ballistic Skill
    Level: Basic
    Description: Used when making Ballistic Skill checks with weapons with the Pistol type.

  • Rifles

    Type: Combat
    Cost: 10 x new skill level
    Stat: Ballistic Skill
    Level: Basic
    Description: Used when making Ballistic Skill checks with weapons with the Rifle type.
    Special: Attacks checks against targets that are engaged with the attacker increase the difficulty by 2.

  • Shields

    Type: Combat
    Cost: 10 x new skill level
    Stat: Weapon Skill
    Level: Basic
    Description: Used when making Weapon Skill checks with weapons with the Shield type.

  • Two-Handed Weapons

    Type: Combat
    Cost: 10 x new skill level
    Stat: Weapon Skill
    Level: Basic
    Description: Used when making Weapon Skill checks with weapons with the Two-Handed Weapon type.

  • Unarmed

    Type: Combat
    Cost: 10 x new skill level
    Stat: Weapon Skill
    Level: Basic
    Description: Used when making Weapon Skill checks with weapons with the Unarmed type.

  • Spellcasting

    Type: Magic
    Categories: Bright, Light, Gold, Jade, Celestial, Grey, Amethyst, Amber, High
    Cost: 10 x new skill level
    Stat: Intelligence
    Level: Advanced
    Description: This skill is used to cast spells in the appropriate category. See the Magic section for details.
    Special: Ranks in this skill can only be taken as an in career skill. Further note that this means that a character can add a rank to this skill at most once per career.

  • Ambidextrous

    Cost: 15
    Activation: Passive
    Ranked: No
    Description: The character adds 1 less DIFFICULTY DIE to the pool when making a two-weapon combat check. This means if both weapons are the same type they add no DIFFICULTY DICE and if they are different they add 1 DIFFICULTY DIE.

  • Armour Master

    Cost: 10
    Activation: Passive
    Ranked: Yes (2)
    Description: Character adds 1 to their soak value if they are wearing armour.

    Special: With 2 ranks in this talent, the character adds an additional 1 to their armour value while wearing armour with a soak value of 2 or higher.

  • Channelling

    Cost: 10
    Activation: Active (Maneuver)
    Ranked: Yes (4)
    Description: Characters with at least 1 rank in this talent can use the Channelling maneuver. See the Magic section for details.
    Special: Ranks in this talent can only be taken as an in career talent. Further note that this means that a character can take ranks in this talent at most once per career.

  • Charming Demeanour

    Cost: 10
    Activation: Passive
    Ranked: Yes (3)
    Description: Remove 1 SETBACK DIE per rank in Charming Demeanour on all Charm and Leadership checks.

  • Deadly Accuracy

    Cost: 10
    Activation: Passive
    Ranked: No
    Description: Select one combat skill. The character may add their ranks in that skill to the damage of one hit of a successful attack made with that skill.
    Categories: Bows, Crossbows, Hand Weapons, Improvised (Melee), Improvised (Ranged), Pistols, Rifles, Shields, Two-Handed Weapons, Unarmed.

  • Defensive Stance

    Cost: 10
    Activation: Active (Maneuver)
    Ranked: Yes (3)
    Description: Once per round the character may make a Defensive Stance maneuver and suffer an amount of strain no greater than their ranks in this talent. Until the start of the characters next turn, all melee attacks against them upgrade the difficulty of the check by 1 per point of strain suffered.

  • Disarm

    Cost: 10
    Activation: Active (Incidental)
    Ranked: No
    Description: This character only needs to spend 2 ADVANTAGES to disarm an opponent rather than 3.

  • Disorient

    Cost: 10
    Activation: Passive
    Ranked: Yes (3)
    Description: After hitting with a successful melee attack, the character can spend 2 ADVANTAGES to disorient their foe for a number of rounds equal to the characters rank in this talent.

  • Dodge

    Cost: 10
    Activation: Active (Incidental, Out of Turn)
    Ranked: Yes (3)
    Description: After being selected as a target for a melee or ranged attack, the character can immediately perform a Dodge incidental and suffer a number of strain up to the ranks they have in this talent. The attack must upgrade the difficulty of the combat check by this amount.

  • Durable

    Cost: 10
    Activation: Passive
    Ranked: Yes (3)
    Description: The character may choose to reduce the result of a Critical Injury against them by 10 per rank in this talent, to a minimum of 1.

  • Dwarfcraft

    Cost: 10
    Activation: Passive
    Ranked: No
    Description: Character upgrades once their check with the following skills: Trade (Armourer), Trade (Brewer), Trade (Gem Cutter), Trade (Gunsmith), Trade (Stoneworker), Trade (Weaponsmith)
    Special: This talent cannot be purchased as a non-career skill.

  • Enduring

    Cost: 10
    Activation: Passive
    Ranked: Yes (3)
    Description: Character adds +1 to their soak value per rank of Enduring.

  • Etiquette

    Cost: 5
    Activation: Passive
    Ranked: Yes (3)
    Categories: High Society, Urban, Country, Racial, Military
    Description: You upgrade the dice pool one time per rank when using social skills in the appropriate environment. You are also generally aware of social expectations in the chosen environment.

  • Expert Tracker

    Cost: 5
    Activation: Passive
    Ranked: Yes (3)
    Description: Remove 1 SETBACK DIE to all Follow (Urban) and Follow (Wilderness) checks. The time for these checks is reduced by 50%, though this is not affected by ranks.

  • Fearless

    Cost: 10
    Activation: Passive
    Ranked: Yes (3)
    Description: Reduce the difficulty of all Fear tests by 1 per rank of this talent. Reduce the difficulty of all Terror tests by 1 less than the ranks of this talent, so 2 ranks are needed to reduce Terror check difficulty by 1. If this reduces the difficulty to 0 or less, the character does not need to take the test.

  • Fleet Footed

    Cost: 10
    Activation: Passive
    Ranked: Yes (3)
    Description: Add 1 BOOST DIE per rank of this talent to all Athletics checks that involve running.

  • Forager

    Cost: 5
    Activation: Passive
    Ranked: No
    Description: Remove up to 2 SETBACK DICE from all checks to find food, water, or shelter in the wild. Wilderness Survival checks take half the time.

  • Frenzied Attack

    Cost: 10
    Activation: Active (Incidental)
    Description: When making a melee attack, the character can suffer a number of strain up to their ranks in this talent to upgrade the combat check by this amount.

  • Grit

    Cost: 10
    Activation: Passive
    Ranked: Yes (5)
    Description: Character permanently adds +1 to their strain threshold.

  • Grudge-Born Fury

    Cost: 10
    Activation: Passive
    Ranked: No
    Description: You despise Goblinoids and add 1 BOOST DIE to all melee attacks against Orcs, Goblins, and Hobgoblins.
    Special: This talent cannot be purchased as a non-career skill.

  • Hard Headed

    Cost: 10
    Activation: Active (Action)
    Ranked: Yes (4)
    Description: The character may perform the Hard Headed action. If the character is staggered or disoriented this character may make a Hard Headed action (regardless of the effect of the staggered condition). They make a Daunting (4 DIFFICULTY DICE) Discipline check, and if they are successful they are no longer staggered or disoriented. The difficulty of the test decreases by 1 per additional rank of this talent.

  • Hard Headed (Improved)

    Cost: 10
    Activation: Active (Action)
    Ranked: No
    Description: The character may use their Hard Headed action to recover from being incapacitated due to exceeding their strain threshold. The turn after becoming incapacitated they may use their Hard Headed action (despite being barred from taking actions) to make a Formidable (5 DIFFICULTY DICE) check and if successful they decrease their strain to one below their strain threshold. The difficulty decreases by 1 per rank of the Hard Headed talent.

  • Hunter

    Cost: 10
    Activation: Passive
    Ranked: Yes (3)
    Description: The character adds 1 BOOST DIE per rank of Hunter to all skill checks when interacting with wild beasts and animals, including combat checks. Also, add +10 to all Critical Injury rolls against animals per rank of Hunter.

  • Intense Focus

    Cost: 10
    Activation: Active (Maneuver)
    Ranked: No
    Description: Before making a skill check, the character may perform the Intense Focus maneuver. The character suffers one strain to upgrade the ability of the skill check once.

  • Intense Presence

    Cost: 10
    Activation: Active (Incidental, Out of Turn)
    Ranked: No
    Description: The character can spend 1 Fortune Point to recover strain equal to their Presence rating.

  • Jump Up

    Cost: 10
    Activation: Active (Incidental)
    Ranked: No
    Description: Once per round on the characters turn, they can stand up from prone or a seated position as an Incidental.

  • Knockdown

    Cost: 10
    Activation: Passive
    Ranked: No
    Description: After hitting with a melee attack, this character may spend a TRIUMPH to knock the target prone. For every silhouette larger the target is it costs an additional TRIUMPH to use this ability.

  • Knowledge Specialization

    Cost: 5
    Activation: Passive
    Ranked: Yes
    Categories: All Knowledge skills
    Description: The character may spend TRIUMPH to gain successes equal to their ranks in this talent when making Knowledge skill check with the chosen Knowledge skill.

  • Lethal Blows

    Cost: 10
    Activation: Passive
    Ranked: Yes (3)
    Description: The character adds +10 to all Critical Injury rolls against opponents per rank in Lethal Blows.

  • Lock Picking

    Cost: 5
    Activation: Passive
    Ranked: Yes (3)
    Description: Remove 1 SETBACK DIE from any attempt to pick a lock per rank of this talent.

  • Lucky

    Cost: 15
    Activation: Passive
    Ranked: No
    Description: Character gains 1 Fortune Point per day. Note that this does not increase their Fate Points.

  • Master Doctor

    Cost: 10
    Activation: Active (Incidental)
    Ranked: No
    Description: Once per round, the character may suffer 2 strain to decrease their next Medical Care check by 1 to a minimum of Easy (1 DIFFICULTY DIE).

  • Master Merchant

    Cost: 10
    Activation: Active (Incidental)
    Ranked: No
    Description: Before making a check to buy or sell an item, the character may suffer 2 strain. If they do so and the check succeeds, the item costs 25% less or they sell it for 25% more.

  • Master of Shadows

    Cost: 10
    Activation: Active (Incidental)
    Ranked: No
    Description: The character may suffer 2 strain before making a Stealth of Skulduggery check to reduce the difficulty by 1 to a minimum of Easy (1 DIFFICULTY DIE).

  • Natural Brawler

    Cost: 10
    Activation: Active (Incidental)
    Ranked: No
    Description: Once per game session, the character may re-roll any one Weapon Skill check.

  • Natural Charmer

    Cost: 10
    Activation: Active (Incidental)
    Ranked: No
    Description: Once per game session, the character may re-roll any one Charm or Deception check.

  • Natural Doctor

    Cost: 10
    Activation: Active (Incidental)
    Ranked: No
    Description: Once per game session, the character may re-roll any one Medical Care check.

  • Natural Enforcer

    Cost: 10
    Activation: Active (Incidental)
    Ranked: No
    Description: Once per game session, the character may re-roll any one Coercion check.

  • Natural Hunter

    Cost: 10
    Activation: Active (Incidental)
    Ranked: No
    Description: Once per game session, the character may re-roll any one Perception or Vigilance check.

  • Natural Marksman

    Cost: 10
    Activation: Active (Incidental)
    Ranked: No
    Description: Once per game session, the character may re-roll any one Ballistic Skill check.

  • Natural Outdoorsman

    Cost: 10
    Activation: Active (Incidental)
    Ranked: No
    Description: Once per game session, the character may re-roll any one Resilience or Survival (Wilderness) check.

  • Natural Salesman

    Cost: 10
    Activation: Active (Incidental)
    Ranked: No
    Description: Once per game session, the character may re-roll any one Evaluate or Negotiation check.

  • Natural Rogue

    Cost: 10
    Activation: Active (Incidental)
    Ranked: No
    Description: Once per game session, the character may re-roll any one Skulduggery or Stealth check.

  • Natural Scholar

    Cost: 10
    Activation: Active (Incidental)
    Ranked: No
    Description: Once per game session, the character may re-roll any one Knowledge skill check.

  • Night Vision

    Cost: 10
    Activation: Passive
    Ranked: No
    Description: Can see normally in natural darkness up to Medium Range, but not total darkness. Equivalent of starlight needed.
    Special: This talent cannot be purchased as a non-career skill.

  • Plausible Deniability

    Cost: 10
    Activation: Passive
    Ranked: Yes (3)
    Description: Remove 1 SETBACK DIE from all Coercion and Deception checks the character makes.

  • Point Blank

    Cost: 10
    Activation: Passive
    Ranked: Yes (3)
    Description: The character adds one damage per rank of Point Blank to all Ballistic Skill checks while at short range or engaged with the target.

  • Powerful Blow

    Cost: 10
    Activation: Passive
    Ranked: Yes (5)
    Description: Characters deals +1 damage per rank of this talent to melee attacks.

  • Precise Aim

    Cost: 10
    Activation: Active (Maneuver)
    Ranked: Yes (3)
    Description: Once per round on the character’s turn before a combat check, the character may perform a Precise Aim maneuver and suffer strain up to their ranks in this talent to decrease the target’s defence (ranged and melee) by one per strain suffered.

  • Quick Draw

    Cost: 10
    Activation: Active (Incidental)
    Ranked: No
    Description: This talent allows a character to reduce the time to draw or holster a weapon or item that would normally take a maneuver to an incidental. Weapons and items that would take longer have their time to holster or draw reduced by one maneuver.

  • Quick Mount

    Cost: 10
    Activation: Active (Incidental)
    Ranked: No
    Description: Once per round the character may mount or dismount as an incidental rather than using a maneuver.

  • Quick Strike

    Cost: 10
    Activation: Passive
    Ranked: Yes (3)
    Description: When performing a combat check during combat, the character adds 1 BOOST DIE per rank of Quick Strike to any attacks against targets that have not acted yet in that combat.

  • Rapid Reaction

    Cost: 10
    Activation: Active (Incidental, Out of Turn)
    Ranked: Yes (3)
    Description: The character may suffer a number of strain up to their ranks in this talent to add that many successes to an Initiative check.

  • Rapid Recovery

    Cost: 10
    Activation: Passive
    Ranked: Yes (3)
    Description: When a character recovers strain after an encounter, they recover 1 additional strain per rank in Rapid Recovery.

  • Rapid Reload

    Cost: 10
    Activation: Passive
    Ranked: Yes (3)
    Description: Reduce the rating of the Prepare quality of any weapons used by this character by 1 per rank of this talent, to a minimum of 0.

  • Read & Write

    Cost: 5
    Activation: Passive
    Ranked: Yes (2)
    Description: You can read and write in the all languages that you can speak passably well.
    SPECIAL: A second rank in this talent allows you to read and write in all languages you speak well enough to understand complex works.

  • Resistance to Disease

    Cost: 5
    Activation: Passive
    Ranked: Yes (3)
    Description: Add 1 BOOST DIE to all rolls to resist or recover from the effects of disease. Also reduce the duration of such effects by one round per rank of this talent, to a minimum of 1.

  • Resistance to Magic

    Cost: 5
    Activation: Passive
    Ranked: Yes (3)
    Description: Add 1 BOOST DIE to all rolls to resist the effects of magical spells and abilities.

  • Resistance to Poison

    Cost: 5
    Activation: Passive
    Ranked: Yes (3)
    Description: Add 1 BOOST DIE to all rolls to resist or recover from the effects of poisons, venoms, or other toxins. Also reduce the duration of such effects by one round per rank of this talent, to a minimum of 1.

  • Resolve

    Cost: 10
    Activation: Passive
    Ranked: Yes (3)
    Description: Whenever the character suffers strain they reduce the amount they take by their ranks in Resolve to a minimum of 1. This does not apply to strain voluntarily suffered.

  • Second Wind

    Cost: 10
    Activation: Active (Incidental)
    Ranked: Yes (3)
    Description: Once per encounter, the character can use Second Wind incidental to recover an amount of strain equal to their ranks in this talent.

  • Secret Language

    Cost: 5
    Activation: Passive
    Ranked: No
    Categories: Various
    Description: You can speak and understand the chosen secret language. Secret languages are generally simple and one selection of this talent is enough to understand and speak the language.

  • Secret Signs

    Cost: 5
    Activation: Passive
    Ranked: No
    Categories: Various
    Description: You understand the secret symbols and signs of the chosen secret society.

  • Sense Danger

    Cost: 10
    Activation: Active (Incidental)
    Ranked: No
    Description: Once per game session, the character may remove 2 SETBACK DICE from any one skill check.

  • Side Step

    Cost: 10
    Activation: Active (Maneuver)
    Ranked: Yes (3)
    Description: Once per round, the character may perform the Side Step maneuver and suffer an amount of strain no greater than their ranks in this talent. Until the start of the characters next turn, upgrade the difficulty of all ranged attacks against them by the amount of strain suffered.

  • Smooth Talker

    Cost: 10
    Activation: Active (Incidental)
    Ranked: Yes (3)
    Description: When making checks with Charm, Coercion, Negotiation, or Deception, the character my spend TRIUMPH to add a number of successes equal to their ranks in Smooth Talker.

  • Sniper Shot

    Cost: 10
    Activation: Active (Maneuver)
    Ranked: Yes (3)
    Description: Once per round before making a ranged attack (except for Improvised (Ranged) or Thrown Weapon attacks), the character can make a Sniper Shot maneuver to increase the maximum range of their weapon by 1 range band per rank. For each band beyond the normal maximum range of the weapon, the difficulty of the check is increased by 1.

  • Speak Language

    Cost: 5
    Activation: Passive
    Ranked: No
    Categories: Breton, Classical, Dwarfish, Elvish, Kislev, Reikspiel, Tilean, etc
    Description: You can speak and understand the chosen language.

  • Spontaneous Engineering

    Cost: 10
    Activation: Active (Action)
    Ranked: No
    Description: Once per game session, the character can take a Spontaneous Engineering action to perform a Hard (3 DIFFICULTY DICE) Craft (Engineering) check to build a contraption to solve a problem, with final say up to the GM.

  • Stalker

    Cost: 10
    Activation: Passive
    Ranked: Yes (3)
    Description: The character adds 1 BOOST DIE per rank of Stalker to all Coordination and Stealth checks.

  • Stout-Hearted

    Cost: 10
    Activation: Passive
    Ranked: Yes (3)
    Description: The character adds 1 BOOST DIE per rank of Stout-Hearted to all Discipline checks to resist Fear and Terror as well as to resist Coercion.

  • Stroke of Genius

    Cost: 10
    Activation: Active (Incidental)
    Ranked: No
    Description: Once per game session, the character can choose to make a skill check using Intelligence rather than the normal characteristic. The player must explain how they are using their intelligence to overcome the problem.

  • Strong Arm

    Cost: 10
    Activation: Passive
    Ranked: No
    Description: The character can treat thrown weapons as if they had one step greater range, to a maximum of medium range.

  • Stunning Blow

    Activation: Active (Incidental)
    Cost: 10
    Ranked: Yes (2)
    Description: When making Weapon Skill checks, the character can choose to deal damage as strain instead of wounds, though this does not ignore soak.

    Special: With 2 ranks in this talent, when dealing strain damage with Weapon Skill checks, the character may spend TRIUMPH to stagger their target for one round per TRIUMPH spent.

  • Sturdy

    Cost: 10
    Activation: Passive
    Ranked: No
    Description: Worn armour counts as having encumbrance 0 for this character.
    Special: This talent cannot be purchased as a non-career skill.

  • Superior Hearing

    Cost: 5
    Activation: Passive
    Ranked: No
    Description: This character adds 1 BOOST DIE to any Perception or Vigilance check involving sound.

  • Superior Smell

    Cost: 5
    Activation: Passive
    Ranked: No
    Description: This character adds 1 BOOST DIE to any Perception or Vigilance check involving smell.

  • Superior Vison

    Cost: 5
    Activation: Passive
    Ranked: No
    Description: This character adds 1 BOOST DIE to any Perception or Vigilance check involving sight.

  • Surgeon

    Cost: 10
    Activation: Passive
    Ranked: Yes (3)
    Description: When this character makes Medical Care checks to help a character heal wounds, the target heals one additional wound per rank of Surgeon.

  • Touch of Fate

    Cost: 10
    Activation: Active (Incidental)
    Ranked: No
    Description: Once per game session, the character may add 2 BOOST DICE to any one skill check.

  • Toughened

    Cost: 10
    Activation: Passive
    Ranked: Yes (4)
    Description: The character increases their wound threshold by 2 per rank of Toughened.

  • True Aim

    Cost: 20
    Activation: Active (Maneuver)
    Ranked: Yes (3)
    Description: Once per round before the character makes a Ballistic Skill check, they may perform a True Aim maneuver which gives them all the benefits of aiming and upgrades the attack roll by 1 per rank of True Aim.

  • Uncanny Reactions

    Cost: 10
    Activation: Passive
    Ranked: Yes (3)
    Description: The character adds 1 BOOST DIE per rank in Uncanny Reactions to all Vigilance checks.

  • Uncanny Senses

    Cost: 10
    Activation: Passive
    Ranked: Yes (3)
    Description: The character adds 1 BOOST DIE per rank in Uncanny Senses to all Perception checks.

  • Underworld Contacts

    Cost: 5
    Activation: Active (Incidental)
    Ranked: Yes (3)
    Description: When attempting to purchase exotic, illegal, or black market items the character can reduce the rarity by 1 per rank of this Talent. Each point the rarity is reduced increases the cost of the item by 50% of it’s base value.

  • Wheel and Deal

    Cost: 10
    Activation: Passive
    Ranked: Yes (3)
    Description: When selling legal items, the character adds 10% to the sale price (based on the original value of the item) per rank of Wheel and Deal.

  • Adversary

    Activation: Passive
    Ranked: Yes
    Description: Upgrade the difficulty of all attack checks targeting this character once per rank of Adversary.

  • Chaos Incarnate

    Activation: Passive
    Ranked: No
    Description: Engaged enemies add 1 SETBACK DIE to all skill checks.

  • Fearsome Charge

    Activation: Passive
    Ranked: No
    Description: When this character uses the charge action, they add 2 BOOST DICE instead of 1.

  • Undying Ferocity

    Activation: Active (Incidental, Out of Turn)
    Ranked: No
    Description: When this character is killed, they may immediately make a melee attack before dying.

  • Maneuvers

    • Move 1 DISTANCE UNIT.
    • Run: Move up to 2 DISTANCE UNITS. melee attacks against the unit gain 1 BOOST DIE and ranged attacks against the unit suffer 1 SETBACK DIE.
    • Aim: Add 1 BOOST DIE to next combat check made by this character before the end of their turn. Can be done twice.
      • TARGET SPECIFIC PART OF BODY/OBJECT? EotE HAS THIS RULE.
    • Prepare: Some weapons require prepare maneuvers to be performed before using them.
    • Interact with environment.
      • Move object
      • Open/close door
      • Take cover
        *Assist: Add 1 BOOST DIE to an engaged characters next check.
    • Guarded stance: Add 1 SETBACK DIE to combat rolls until end of next turn, but gain melee defence 1 until end of next turn.
    • Manage gear
      • Take out or put back item.
      • Draw, holster, load weapon
        • LOAD?
    • Mount or dismount
      • Trained animals require no check, untrained animals require Handle Animal check, generally Average (2 DIFFICULTY DICE)
    • Stand up or drop prone
      • Being prone adds 1 SETBACK DIE to ranged attacks against the character and adds 1 BOOST DIE to melee attacks against them.
  • Actions

    • Trade action for second maneuver.
    • Attack (Melee): Attack an engaged enemy.
    • Attack (Ranged): Attack an enemy at range. The unit cannot be engaged with an enemy to perform this action.
    • Charge: Move from short range to engaged and then make a melee attack with 1 BOOST DIE.
    • Disengage: Move away from an enemy up to one DISTANCE UNIT. Moving away from an engaged enemy without performing this action allows them a free Attack (Melee) action against them.
    • Activate ability
  • Combatants of Different Sizes

    • There are 6 basic size categories:
      • Tiny: Snotling
      • Small: Halflings
      • Medium: Dwarfs, Humans, Elves
      • Large: Horse, Ogre, Manticore
      • Huge: Giant, Dragon
      • Gargantuan:
    • For every 2 size categories (e.g. large to small) that an attacker is larger than their target, they add 1 DIFFICULTY DIE.
      • Example: A giant (huge) attacking a snotling (tiny) would add 2 DIFFICULTY DICE to their attack check.
    • If the attacker is 2 or more size categories smaller than their target, they remove 1 DIFFICULTY DIE from the attack check.
      • Example: A snotling (tiny) attacks an giant (huge) would remove 1 DIFFICULTY DIE from their attack roll.
  • Ranged Attacks Against Engaged Target

    • When making a ranged attack against an enemy that is engaged with and ally the attacker must upgrade the difficulty of the check by one and any DESPAIR symbols are automatically used to make the attack hit one of the individuals engaged with the target (GM’s choice) instead of the target.
      • The attack must still be a success to hit another target.
  • Making Ranged Attacks While Engaged

    • An character who makes a ranged attack while engaged with an enemy allows any enemy engaged with them to add 1 BOOST DIE to their next melee attack against the character, assuming it comes before the end of that enemies next turn and they do not become disengaged before the attack.
  • Attacking Prone Targets and Attacking Prone

    • A character who is knocked down, incapacitated, or willingly drops prone is considered prone.
    • Making an Weapon Skill check while prone adds 1 SETBACK DIE to the check.
    • Attacking a character who is prone with a melee attack adds 1 BOOST DIE to the check.
    • Ranged attacks against a prone character add 1 SETBACK die to the check.
    • Prone characters cannot make ranged attacks with bows.
  • Two-Weapon Combat

    • A character wielding a melee weapon in one hand and a melee weapon or pistol in the other can make a melee attack with both weapons as a single combined check.
    • A character wielding a pistol in each hand can make a ranged attack with both weapons as a single combined check.
    • First, the character chooses which weapon is the primary weapon for this attack.
    • The character determines the characteristic and skill they would use for each weapon and selects a target.
    • The character uses the lower of the two characteristics and the lower of the two skills to determine the dice pool.
    • The character then determines the difficulty of each attack to hit the target and uses the higher difficulty for the check.
    • Finally, the check adds 1 DIFFICULTY DIE if the skill used for both weapons was the same or 2 DIFFICULTY DICE if they were different.
    • A successful check counts as a hit with the primary weapon. The attacker may then spend 2 ADVANTAGEA or 1 TRIUMPH to hit with the secondary weapon as well.
    • The character can spend additional ADVANTAGES or TRIUMPHS on any weapon that hit successfully.
    • Each hit deals base damage +1 for each uncanceled success.
  • Unarmed Combat

    • Unarmed attacks use the Unarmed skill.
    • Unarmed attacks use the attackers Brawn rating as base damage. They have a range of engaged, a Critical Rating of 5, and the Disorient 1 and Knockdown qualities.
    • The attacker can choose to do strain damage rather than wounds with unarmed attacks, still reducing by soak.
    • Some weapons are brawl weapons, which can add damage to the attack, have an improved Critical Rating, and add or improve (select the better) qualities.
  • Ungor

    Stats

    MEL: 2
    RNG: 2
    BRN: 4
    AGI: 3
    INT: 2
    CUN: 2
    WILL: 2
    PRE: 2

    Soak: 4
    Wounds: 14
    Strain: 12
    M/R Defence: 0/0
    Fortune: 0

    Skills

    Athletics 2, Coordination 2, Hand Weapons 3, Unarmed 3, Vigilance 2

    Equipment

    Hand Weapon

  • Gor

    Stats

    MEL: 3
    RNG: 2
    BRN: 5
    AGI: 3
    INT: 2
    CUN: 3
    WILL: 2
    PRE: 2

    Soak: 5
    Wounds: 16
    Strain: 13
    M/R Defence: 0/0
    Fortune: 1

    Skills

    Athletics 2, Coordination 2, Hand Weapons 3, Unarmed 3, Vigilance 3

    Equipment

    Hand Weapon

    Special Rules

    • Fearsome Charge
  • Wargor

    Stats

    MEL: 4
    RNG: 2
    BRN: 6
    AGI: 3
    INT: 2
    CUN: 3
    WILL: 2
    PRE: 3

    Soak: 6
    Wounds: 18
    Strain: 14
    M/R Defence: 0/0
    Fortune: 2

    Skills

    Athletics 3, Coordination 3, Hand Weapons 4, Unarmed 4, Vigilance 4

    Equipment

    Hand Weapon

    Special Rules

    • Fear 2
    • Undying Ferocity
    • Fearsome Charge
  • The Daemon

    Stats

    MEL: 5
    RNG: 1
    BRN: 6
    AGI: 3
    INT: 3
    CUN: 3
    WILL: 4
    PRE: 1

    Soak: 6
    Wounds: 20
    Strain: 14
    M/R Defence: 0/0
    Fortune: 2

    Skills

    Unarmed 4, Vigilance 4

    Equipment

    Vicious Claws

    Vicious Claws

    Type: Melee
    Skill: Unarmed
    Damage: +4
    Crit: 2
    Range: Engaged
    Enc: 0
    Price: N/A
    Rarity: N/A
    Special: Pierce 1

    Special Rules

    • Fear 4
    • Chaos Incarnate
  • The Daemon (Weak)

    Stats

    MEL: 3
    RNG: 1
    BRN: 4
    AGI: 3
    INT: 3
    CUN: 3
    WILL: 4
    PRE: 1

    Soak: 4
    Wounds: 14
    Strain: 14
    M/R Defence: 0/0
    Fortune: 1

    Skills

    Unarmed 3, Vigilance 3

    Equipment

    Vicious Claws

    Vicious Claws

    Type: Melee
    Skill: Unarmed
    Damage: +4
    Crit: 2
    Range: Engaged
    Enc: 0
    Price: N/A
    Rarity: N/A
    Special: Pierce 1

    Special Rules

    • Fear 2
    • Chaos Incarnate
  • Merchant

    Stats

    MEL: 2
    RNG: 2
    BRN: 2
    AGI: 2
    INT: 3
    CUN: 3
    WILL: 3
    PRE: 3

    Soak: 2
    Wounds: 12
    Strain: 13
    M/R Defence: 0/0
    Fortune: 1

    Skills

    Common Knowledge (The Empire) 2, Deception 2, Negotiate 3

    Equipment

    Hand Weapon, Good Clothing

  • Noble

    Stats

    MEL: 2
    RNG: 2
    BRN: 2
    AGI: 2
    INT: 3
    CUN: 3
    WILL: 3
    PRE: 3

    Soak: 2
    Wounds: 12
    Strain: 13
    M/R Defence: 0/0
    Fortune: 1

    Skills

    Common Knowledge (The Empire) 2, Deception 2, Hand Weapons 2, Vigilance 2

    Equipment

    Hand Weapon, Noble’s Garb

  • Soldier

    Stats

    MEL: 3
    RNG: 3
    BRN: 3
    AGI: 2
    INT: 2
    CUN: 2
    WILL: 2
    PRE: 2

    Soak: 4
    Wounds: 13
    Strain: 12
    M/R Defence: 0/0
    Fortune: 1

    Skills

    Bows 2, Common Knowledge (The Empire) 1, Hand Weapons 2, Vigilance 2

    Equipment

    Hand Weapon, Bow, Leather Armour, Uniform

  • Townsfolk

    Stats

    MEL: 2
    RNG: 2
    BRN: 2
    AGI: 2
    INT: 2
    CUN: 2
    WILL: 2
    PRE: 2

    Soak: 2
    Wounds: 12
    Strain: 12
    M/R Defence: 0/0
    Fortune: 0

    Skills

    Common Knowledge (The Empire) 1, Hand Weapons 2, Unarmed 2, Vigilance 1

    Equipment

    Hand Weapon, Common Clothing

  • Weapon Rules

    • Weapon Stats:
      • Name: The name of the weapon.
      • Type: Melee or Ranged. Melee weapons can be used for melee attacks and ranged weapons can be used for ranged attacks.
      • Skill: The combat skill that is used for attacks with the weapon.
      • Damage: How much damage a weapon does. See the Attacking section for details.
        • For most melee weapons, a + symbol before the number indicates that the attackers Brawn score plus the listed number is added to the damage of the attack.
      • Critical Rating (Crit): Indicates the number of ADVANTAGES that an attacker needs to spend to activate a critical hit, which forces the target to roll on the critical hit chart to determine what effect the attack has. Multiple critical hits can be generated by spending the same number of ADVANTAGES again, but they add +10 to the critical hit roll as opposed to causing additional rolls.
      • Range: The range of the weapon.
      • Encumbrance (Enc): An abstract measurement of how heavy and unwieldy something is to carry and transport.
      • Price: The cost of the weapon on the open market.
      • Rarity: The rarity of the weapon. See rarity.
      • Special: The special qualities of the weapon.
  • Weapon Special Qualities

    • Weapon qualities are either passive or active.
      • Passive qualities are always in effect.
      • Active qualities require spending ADVANTAGES to activate. Unless specifically stated, the weapon requires spending 2 ADVANTAGES to activate.
        • Active qualities require successful attacks to activate.
    • Most weapon qualities have ratings associated with them. Ratings affect weapon qualities as detailed in their description.
  • Weapon List

    Melee Weapons

    • Dagger
    • Great Weapon
    • Halberd
    • Hand Weapon (sword, axe, etc)
    • Improvised (Melee)
    • Spear
    • Unarmed

    Ranged Weapons

    • Blunderbuss
    • Bow
    • Improvised (Ranged)

    Note: Change this not the actual list. Just using this for reference

    • Bows (10) (RNG - Basic)
    • Crossbows (10) (RNG - Basic)
    • Hand Weapons (10) (MEL - Basic)
    • Improvised (Melee) (5) (MEL - Basic)
    • Improvised (Thrown) (5) (RNG - Basic)
    • Pistols (10) (RNG - Basic)
    • Rifles (10) (RNG - Basic)
    • Shields (10) (MEL - Basic)
    • Two-Handed Weapons (10) (MEL - Basic)
    • Unarmed (5) (MEL - Basic)
  • Armour Rules

    Using SW: EotE

  • Armour Qualities

    • Inferior
    • Superior
  • Armour List

    • Listed encumbrance values are for carried armour. Subtract 3 from this value when the armour is worn. This value is shown in brackets after the encumbrance value.

    Note: Not using these advanced armours

    Light

    • Leather

    Medium

    • Chain

    Heavy

    • Plate
  • Healing Draught

    • 20 gold crowns.
    • Immediately heals the imbiber for 5 wounds.
    • One use only.
    • Rarity: 6
    • A character using more than one Healing Draught in a week reduces the effectiveness of any additional draughts by 1 per draught consumed. This reduced effectiveness remains in effect until 1 week after the last Healing Draught was consumed.
  • Damaging Gear

    Gear can become damaged through various means, in particular DESPAIR can cause a weapon or gear to become damaged and critical injuries can cause armour to become damaged.

    Levels of Damage

    Gear has 3 levels of damage:

    • Minor damage: The item adds 1 DIFFICULTY DIE to all checks using it. Armour reduces it’s soak value by 1 to a minimum of 0.
    • Moderate damage: The item adds 2 DIFFICULTY DICE to all checks using it. Armour reduces it’s soak value by 2 to a minimum of 0.
    • Major damage: The item is unusable.

    Repairing Gear

    It requires a successful Trade check of the appropriate subcategory (e.g. Trade (Smith) to repair a sword, Trade (Gunsmith) to repair a pistol).

    The difficulty of the check is based on the damage level of the weapon. Minor damage requires an Easy (1 DIFFICULTY DIE) check, Moderate damage requires an Average (2 DIFFICULTY DICE) check, and Major damage requires an Hard (3 DIFFICULTY DICE) check.

    This difficulty assumes reasonable time and the tools required to do the work. Each missing element adds 1 DIFFICULTY DIE to the check. So, doing quick repairs without appropriate repair equipment adds 2 DIFFICULTY DICE.

    The cost of the repairs is equal to a percentage of the base cost based on the level of damage. Minor damage costs 25% of the base cost, Moderate damage costs 50%, and Major damage costs 100% of the base cost. This total is reduced by 10% for each ADVANTAGE rolled on the check.

    For example, an item worth 50 gold crowns costs 25 gold to repair if it has Moderate damage. If 3 ADVANTAGE are rolled during the repair check, the cost is reduced to 17.5 gold crowns (17 gold and 10 silver).

    Modifications to items are not figured into the cost to repair.

    NPCs repairing gear do not lower their price.

  • Accurate (Passive)

    • Add 1 BOOST DIE per Accurate rating to attacks made with this weapon.
  • Balanced (Passive)

  • Burn (Active)

    • Deals it’s base damage to the target at the start of it’s turn for a number of turns equal to the Burn rating of the weapon.
    • An Average (2 DIFFICULTY DICE) Coordination check indoors or an Easy (1 DIFFICULTY DIE) Coordination check outside can end this effect.
      • This assumes that the source of fire is from a normal combustion effect. Supernatural or chemical fire my be entirely different.
  • Blast (Active)

    • Deals damage equal to the Blast rating of the weapon to everyone engaged with target.
      • May hit targets at short range in enclosed area.
    • On a missed attack, attacker can spend 3 ADVANTAGES to activate the Blast effect which will deal damage to the target and all engaged characters equal to the Blast rating of the weapon.
  • Concussive (Active)

    • Target is staggered for a number of rounds equal to the rating of this quality.
  • Cumbersome (Passive)

    • Increase difficulty of all checks with weapon by 1 for every point that the characters Brawn characteristic is less than the Cumbersome rating of the weapon.
  • Defensive (Passive)

    • Wielder increases their melee defence by the weapons Defensive rating.
  • Deflection (Passive)

    • Wielder increases their ranged defence by the weapons Deflection rating.
  • Disorient (Active)

    • Disorients target for a number of rounds equal to the weapons Disorient rating.
  • Ensnare (Active)

    • Target is immobilized for a number of rounds equal to this weapons Ensnare rating.
    • Target can attempt a Hard (3 DIFFICULTY DICE) Athletics check on it’s turn to escape.
  • Experimental (Passive)

  • Gromril (Passive)

  • Knockdown (Active)

    • Knocks target prone.
    • Requires 1 ADVANTAGE + 1 ADVANTAGE per silhouette beyond 1.
  • Inaccurate (Passive)

    • Add 1 SETBACK DIE per Inaccurate rating to attacks made with this weapon.
  • Inferior (Passive)

    • Automatically add 1 THREAT to dice pools of rolls with this weapon.
    • Damage of weapon is reduced by one.
  • Ithilmar (Passive)

  • Pierce (Passive)

    • Reduce targets soak by the rating of this weapons Pierce quality, to a minimum of 0.
  • Prepare (Passive)

    • This weapon requires it’s user to perform a number of prepare maneuvers equal to it’s Prepare rating before using it.
  • Stun (Active)

    • When activated, inflicts strain on target equal to it’s Stun rating.
  • Sunder (Active)

    • Increases the damage on a piece of equipment carried or worn by target by one step.
      • Undamaged->Minor->Moderate->Major->Destroyed
    • Requires 1 ADVANTAGE to activate.
      • Multiple ADVANTAGES could be used to make the item move several steps in one attack.
  • Superior (Passive)

    • Automatically add 1 ADVANTAGE to dice pools of rolls with this weapon.
    • Damage of weapon is increased by one.
  • Two-Handed (Passive)

    • Requires two hands to use.
  • Unbreakable

    • This weapon is still usable when it has sustained Major Damage.
    • The weapon still suffers the penalties of Moderate Damage and must still be repaired from Major Damage, it is simply still usable.
  • Unreliable (Passive)

  • Vicious (Passive)

    • When a weapon with this quality scores a critical hit it adds 10 times it’s Vicious rating to the roll on the critical hit chart.
  • Name

    Type: 
    Skill: 
    Damage: 
    Crit: 
    Enc: 
    Price: 
    Rarity: 
    Special: 
  • Blunderbuss

    Type: Ranged
    Skill: Rifles
    Damage: 5
    Crit: 2
    Range: Medium
    Enc: 3
    Price: 70 gc
    Rarity: 7
    Special: Blast 4, Prepare 4
  • Bow

    Type: Ranged
    Skill: Bows
    Damage: 5
    Crit: 3
    Range: Medium
    Enc: 3
    Price: 10 gc
    Rarity: 1
    Special: Prepare 1
  • Dagger

    Type: Melee
    Skill: Hand Weapon
    Damage: +0
    Crit: 3
    Range: Engaged
    Enc: 1
    Price: 1 gc
    Rarity: 1
    Special: None
  • Great Weapon

    Type: Melee
    Skill: Two-Handed Weapons
    Damage: +4
    Crit: 2
    Range: Engaged
    Enc: 5
    Price: 20 gc
    Rarity: 3
    Special: Cumbersome 3, Knockdown, Pierce 1, Two-Handed
  • Halberd

    Type: Melee
    Skill: Two-Handed Weapons
    Damage: +4 (as Great Weapon) OR +2 (as Spear)
    Crit: 2 (as Great Weapon) OR 3 (as Spear)
    Range: Engaged
    Enc: 5
    Price: 15 gc
    Rarity: 5
    Special: Cumbersome 3, Pierce 1, Two-Handed
    Special (as Great Weapon): Knockdown
    Special (as Spear): Defensive 1

    Note: This weapon can function as either a Great Weapon or a Spear. It counts as the chosen weapon from a skill check using the weapon (e.g. an attack) until the wielders next turn. It defaults to a Spear for the Defensive 1 special ability.

  • Hand Weapon (sword, axe, etc)

    Type: Melee
    Skill: Hand Weapons
    Damage: +2
    Crit: 3
    Range: Engaged
    Enc: 3
    Price: 10 gc
    Rarity: 1
    Special: Pierce 1
  • Improvised (Melee)

    Type: Melee
    Skill: Improvised (Melee)
    Damage: -2/0/+2
    Crit: 5
    Range: Engaged
    Enc: 1/3/4
    Price: N/A
    Rarity: N/A
    Special: -/Cumbersome 2/Cumbersome 4

    Stats are given for small/medium/large improvised weapons
    Examples of sizes

    • Small: Bottle, fist sized rock
    • Medium: Chair, two-handed rock
    • Large: Shovel, table, crate
  • Improvised (Ranged)

    Type: Ranged
    Skill: Improvised (Ranged)
    Damage: 2/3/4
    Crit: 5
    Range: Short
    Enc: Varies
    Price: N/A
    Rarity: N/A
    Special:  -/Cumbersome 2/Cumbersome 4

    Stats are given for small/medium/large improvised weapons
    Examples of sizes

    • Small: Bottle, fist sized rock
    • Medium: Chair, two-handed rock
    • Large: Shovel, table, crate
  • Spear

    Type: Melee
    Skill: Two-Handed Weapons
    Damage: +2
    Crit: 3
    Range: Engaged
    Enc: 4
    Price: 10 gc
    Rarity: 2
    Special: Cumbersome 2, Defensive 1, Pierce 1, Two-Handed
  • Unarmed

    Type: Melee
    Skill: Unarmed
    Damage: +0
    Crit: 5
    Range: Engaged
    Enc: 0
    Price: 0
    Rarity: N/A
    Special: None
  • Inferior

    • Increase encumbrance by 1.
    • Decrease defence by 1.
      • If no defence, reduce soak by 1.
  • Superior

    • Decrease encumbrance by 1.
    • Increase soak by 1.
  • Light Armour

    Soak: 1
    Defence: 0
    Encumbrance: 3 (0)

  • Medium Armour

    Soak: 2
    Defence: 0
    Encumbrance: 4 (1)

  • Heavy Armour

    Soak: 2
    Defence: 1
    Encumbrance: 6 (3)

{"cards":[{"_id":"3e403b005504b3dc3d00001f","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.5,"parentId":null,"content":"# TO DO"},{"_id":"3fa8a0ef1cd339f9f900010f","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.5,"parentId":"3e403b005504b3dc3d00001f","content":"# TO DO\n* Poison and Disease rules\n* Add career entries to wild animal tamer\n* Create animal handling rules\n * Same as Career Compendium/WFRP main rules, with difficulty 2 checks for domesticated and 3 for wild?\n * Extra ADVANTAGES speed up training time?\n* Add mercenary, wild animal tamer, thief, and peasant talents to 'talents being used in careers' counter.\n* Add talents taken from SW to careers!\n* Make sure all skills are in some careers\n* Add talents from WFRP 2nd\n* Blinding powder\n* Tzeentch's Curse Chart\n* Spells\n* Divine magic\n* God descriptions\n* Go over talents that aren't being used\n* Fine tune human talent list\n* Spending advantages, setbacks, triumph, despair chart\n* Change SETBACK DIE, etc to symbols\n* Leadership in combat? Countering fear/terror?\n* Change initiative/vigilance?\n* Counting ammo? DESPAIR = running out of ammo?\n* Talents should probably cost more\n* Make armour more effective? Especially heavy.\n* Dwarfs reduce encumbrance not remove? Since they don't have the slower movement penalty from WFRP 2nd.\n* Is it called 'Major Damage'? Check SW book.\n* Runecasting/runes?\n* Lesser/Petty magic?"},{"_id":"3e4343895504b3dc3d00003a","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3e403b005504b3dc3d00001f","content":"# TO CREATE\n* Disorders\n* Modifying/Upgrading weapons\n * Hard points\n* Magic rules\n* Magic talents\n* Shield rules/talents\n* Disease\n* Corruption\n* Special materials (gromril, ithilmar)\n* Crafting\n * Making money with crafting, trade, perform\n* Riding/mounts\n* Concealment\n* Environmental effects (including falling damage, etc)"},{"_id":"3fa89d181cd339f9f900010e","treeId":"3e3e42021546235f0600000c","seq":1,"position":3.5,"parentId":"3e403b005504b3dc3d00001f","content":"# TO COMPLETE\n* Trade skill\n * Using trade to earn money\n * Specific uses of trades\n * Weapon/armour trade used to repair (direct to repair rules)\n * Weapon/armour trade used for modifying weapons (mention them in skill entry, but just direct to mod rules)\n * Weapon/armour trade rules for creating weapons?\n* Equipment\n* Add more talents (WFRP conversions)\n* Add more weapons\n* Skills section including examples\n* Add more enemies\n* Add more careers\n* Add more races\n* Combat structure\n* Replace \"Using SW: EotE rules\" with actual rules.\n* Curing disorders"},{"_id":"3e4345a75504b3dc3d00003f","treeId":"3e3e42021546235f0600000c","seq":1,"position":6,"parentId":"3e403b005504b3dc3d00001f","content":"# LATER\n\n* More status effects?\n* Time/event track system like WFRP (could use dials for this)\n* Could use dials to track abilities\n* Specialization options like WFRP 3rd? Could upgrade dice\n* Add momentum to combat?\n* Add effect of critical hit to momentum?\n* May want to change number checked against for determining gaining a disorder. Currently WILL or Resilience."},{"_id":"3fa7db911cd339f9f9000104","treeId":"3e3e42021546235f0600000c","seq":1,"position":7,"parentId":"3e403b005504b3dc3d00001f","content":"# Differences\n* Career system\n* Buying skills and talents cost different amounts\n* No talent trees\n* Melee and Ranged skills brought in\n* More emphasis on melee\n * Weapons\n * Talents and skills\n* Fate and fortune points\n* Insanity\n * Critical injuries causing insanity\n* More emphasis on fear and terror\n* Removed minions\n* Making combat deadlier"},{"_id":"3e3e42141546235f0600000e","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":null,"content":"# Roleplaying Game System Idea\n"},{"_id":"3e3e457f1546235f06000011","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3e3e42141546235f0600000e","content":"# Core Mechanic\n* Using SW: EotE system with custom dice for positive and negative effects"},{"_id":"3e3e4d9c1546235f06000012","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.125,"parentId":"3e3e42141546235f0600000e","content":"# Components\n\n## Player Characters\n* Character sheets are thick, multilayered cardboard sheers lined with dials to set stats and also have puzzle piece slots for placing weapons, armour, and gear.\n * Puzzle pieces would have an image of the gear with stats or info superimposed on it\n * Could also have some pieces with dry erasable parts to create custom gear\n* Skills could either be on a separate paper sheet, or they could be on a cardboard sheet with puzzle piece slots for each skill where you can place a T, 1, 2, or 3 piece to indicate the level of training.\n * The cardboard piece could also have empty slots for Talents which players could insert chits with the talent names on them. Could have dry erasable ones as well.\n* Skills and/or talents could also be done by using mini-cards.\n\n## Enemy Components\n* Enemies would each have a large card displaying that enemy types skills and possible special actions.\n * A nice system for storing these cards should be included in the main box (or the monster box). Something expandable like the Sentinels of the Multiverse box with tall section cards to separate the different types of enemies.\n\n* The GM would have a couple of separate dials to track the Momentum of enemy groups, which allows enemies to simply have their own simple cards\n\t* These dials are small like the maneuver dials from X-Wing and can just be placed next to the enemy card.\n* A system for tracking the number of each enemy type and each ones current damage would be needed."},{"_id":"3f246d746a97f6987f000049","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.125,"parentId":null,"content":"# Core Mechanic"},{"_id":"3f246e236a97f6987f00004a","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3f246d746a97f6987f000049","content":"Note that almost all of this (or maybe all!) is exactly as SW: EotE\n\n# Dice (Currently using SW: EotE Dice)\n## Positive Dice\n* Same as SW: EotE\n\n## Negative Dice\n* Same as SW: EotE\n\n# Creating a Dice Pool\n* Same as SW: EotE"},{"_id":"3e426cff5504b3dc3d000034","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.25,"parentId":null,"content":"# Character Creation"},{"_id":"3f9534cb08808f076e000108","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.25,"parentId":"3e426cff5504b3dc3d000034","content":"## Select Race\n* Dwarf\n* Elf\n* Human"},{"_id":"3f9542c708808f076e00010a","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.375,"parentId":"3e426cff5504b3dc3d000034","content":"## Determine Starting Career\nRoll 1d100 on the career chart for your chosen race.\n\nUsing chart from WFRP 2nd Edition 'Career Compendium' and just creating careers as they come up."},{"_id":"3f9544c308808f076e00010c","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.5,"parentId":"3f9542c708808f076e00010a","content":"## Elf Career Chart\n01-00: Scribe"},{"_id":"3f95447508808f076e00010b","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3f9542c708808f076e00010a","content":"## Human Career Chart\n* 01-33: Charcoal Burner\n* 34-66: Newssheet Vendor\n* 67-00: Scribe"},{"_id":"3f2edf186a97f6987f00005f","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3e426cff5504b3dc3d000034","content":"## Acquire Skills and Talents\n* Your character begins with all skills and talents listed under their race and under their career.\n* Skills or talents gained more than once add a rank to that skill or talent.\n * Skills cannot start above 2 ranks."},{"_id":"3f954beb08808f076e00010d","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.5,"parentId":"3e426cff5504b3dc3d000034","content":"## Spend Experience Points\n* Each character begins with the experience points listed under their race.\n* Players can spend these experience points on skills, talents, and advancing characteristics as described in those sections.\n * Note that all characteristic advances taken during character creation are considered to be in career for their XP cost and have a maximum value of 5 during creation.\n* Any remaining experience stays with the character and can be spent later."},{"_id":"3f87b21408808f076e0000ed","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3e426cff5504b3dc3d000034","content":"## Starting Gear\n* All characters begin with the trappings listed in their career entry.\n* All characters also start with the following gear:\n * Common clothing\n * Dagger\n * Slingbag OR Backpack\n * Blanket\n * Wooden tankard\n * Wooden cutlery\n * Hand weapon\n * Purse containing 2D10 gold crowns"},{"_id":"3f804c0a08808f076e0000d5","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.3125,"parentId":null,"content":"# Races"},{"_id":"3f80c67308808f076e0000dc","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.5,"parentId":"3f804c0a08808f076e0000d5","content":"# All Races\n* All races begin with a value of 2 in all of their characteristics unless otherwise noted in their racial entry.\n* All beginning skills and talents are for 1 rank unless otherwise noted.\n* All races have an Insanity Threshold equal to the greater of their Willpower characteristic ranks or their Resilience skill ranks. This changes as the ranks increase."},{"_id":"3ff2c7bb62bef62b4400010d","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.75,"parentId":"3f804c0a08808f076e0000d5","content":"# Dwarf\n\n* Dwarfs have 2 ranks in all characteristics except:\n * 1 rank in Agility\n * 3 ranks in Brawn\n\n\n* Dwarfs begin with 200 XP\n\n* Dwarfs roll 1D10 for starting Fate Points:\n1-4: 1 Fate Point\n5-7: 2 Fate Points\n8-10: 3 Fate Points\n\n* Dwarfs begin with a Wound Threshold equal to 11 + Brawn\n* Dwarfs begin with Strain Threshold equal to 11 + Willpower\n\n## Beginning Skills and Talents\n\n* Skill: Common Knowledge (Dwarfs)\n* Skill: One of the following choices:\n * Trade (Armourer)\n * Trade (Weaponsmith)\n * Trade (Brewer) AND Trade (Stoneworker)\n* Talent: Dwarfcraft\n* Talent: Grudge-Born Fury\n* Talent: Speak Language (Khazalid)\n* Talent: Speak Language (Reikspiel)\n* Talent: Night Vision\n* Talent: Resistance to Magic\n* Talent: Stout-Hearted\n* Talent: Sturdy"},{"_id":"3f80c2d608808f076e0000db","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3f804c0a08808f076e0000d5","content":"# Elf\n\n* Elves have 2 ranks in all characteristics except:\n * 1 rank in Brawn\n * 3 ranks in Intelligence OR 3 ranks in Ballistic Skill\n\n\n* Elves begin with 200 XP\n\n* Elves roll 1D10 for starting Fate Points:\n1-4: 1 Fate Point\n5-10: 2 Fate Points\n\n* Elves begin with a Wound Threshold equal to 9 + Brawn\n* Elves begin with Strain Threshold equal to 11 + Willpower\n\n## Beginning Skills and Talents\n\n* Skill: Common Knowledge (Elves)\n* Talent: Aethyric Attunement OR Skill: Bows\n* Talent: Etiquette (High Society)\n* Talent: Intense Focus\n* Talent: Superior Vision\n* Talent: Speak Language (Eltharin)\n* Talent: Speak Language (Reikspiel)\n* Talent: Night Vision"},{"_id":"3f80e03b08808f076e0000e1","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3f804c0a08808f076e0000d5","content":"# Human\n\n* Humans begin with 2 ranks in all characteristics.\n\n* Humans start with 220 XP\n\n* Humans roll 1D10 for starting Fate Points:\n1-4: 2 Fate Point\n5-10: 3 Fate Points\n\n* Humans begin with a Wound Threshold equal to 10 + Brawn\n* Humans begin with Strain Threshold equal to 10 + Willpower\n\n## Beginning Skills and Talents\n\n* Skill: Common Knowledge (The Empire)\n* Skill: Gather Information\n* Talent: Speak Language (Reikspiel)\n\n3 random talents from the following list (add 1 rank or re-roll unranked talents):\n\n* 01-05: Superior Hearing\n* 06-10: Ambidextrous\n* 11-15: Superior Vision\n* 16-20: Toughened\n* 21-25: Lucky\n* 26-30: Precise Aim\n* 31-35: Fearless\n* 36-40: Resistance to Disease\n* 41-45: Resistance to Magic\n* 46-50: Resistance to Poison\n* 51-55: Grit\n* 56-60: Sense Danger\n* 61-65: Touch of Fate\n* 66-70: Superior Smell\n* 71-75: Strong Arm\n* 76-80: Second Wind\n* 81-85: Plausible Deniability\n* 86-90: Master Merchant\n* 91-95: Hard Headed\n* 96-100: Intense Focus"},{"_id":"3f2ece886a97f6987f00005e","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.375,"parentId":null,"content":"# Careers"},{"_id":"3f80ce5a08808f076e0000de","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.5,"parentId":"3f2ece886a97f6987f00005e","content":"## General Career Rules\n* Listed skills and talents are gained for free if it is the characters first career.\n * If there is a entry with multiple skills and/or talents separate by an 'OR', then the character only starts with ONE of these options, though they may purchase the other selection as a in career advance.\n* These skills and talents need to be purchased to complete the career if it is not the characters first career.\n\n## Characteristic Advances\n* Characteristic advances are not given for free at character creation. \n* Characteristic advances must be fulfilled before changing careers.\n* To complete a career a character must either add 1 to all the listed characteristics OR already have the listed score.\n * For example, a characteristic advance requirement of Brawn (4) means that the character must add 1 to their Brawn score to complete the career unless the character already has at least an ability score of 4 in Brawn, in which case they do not need to increase it any further to complete the career.\n\n## Skills and Talents\n* A character can increase a listed skill or talent 1 time as a career skill (i.e. without the increased cost of purchasing a non-career skill) while in a career.\n * If the character already has the maximum ranks in a listed skill or talent they can simply ignore it.\n* A set of skills and/or talents listed with an 'OR' indicates (such as 'Skill: Skulduggery OR Skill: Stealth') requires that the character take one of these options to complete the career; however, they may take BOTH as in career selections.\n\n## Completing a Career\n* To complete a career, a character must purchase all Characteristic Advances in their current career entry as described above.\n* The character must also purchase 1 rank increase in all skills and talents listed in their current career entry.\n * If a character already has maximum ranks in a skill or talent when they enter a career, they simply count as having purchased it.\n\n## Changing Careers\n* To advance to a new career, a character must obtain all the trappings of the new career.\n * Suitable substitutions can be made with GM approval.\n* All careers that are on the characters current \"Career Exits\" list and all \"Career Exits\" lists of the characters past careers are considered to be on the characters overall \"Career Exits\" list.\n* To advance into a new basic career on the character's \"Career Exits\" list the character must also pay 25 XP if they have completed their current career as described above, or 50 XP if they have not.\n* To advance into a basic career not on the character's \"Career Exits\" list, in addition to everything described above (XP cost and trappings) the character must get GM permission and pay an additional 25 XP.\n* To advance into an advanced career a character must pay 25 XP, however the career must be on the characters career exit list and they must have completed their current career."},{"_id":"3f95320808808f076e000107","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.625,"parentId":"3f2ece886a97f6987f00005e","content":"## Basic Career List\n* Agitator\n* Charcoal Burner\n* Initiate\n* Jailer\n* Mercenary\n* Militiaman\n* Newssheet Vendor\n* Peasant\n* Scribe\n* **Student**\n* Thief\n* Wild Animal Tamer"},{"_id":"3ff4b50b62bef62b44000115","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.5,"parentId":"3f95320808808f076e000107","content":"# Agitator\n\n## Characteristic Advances\n\nIntelligence (3)\nPresence (3)\n\n## Skills and Talents\n\n* Skill: Academic Knowledge (History) OR Skill: Gather Information\n* Skill: Academic Knowledge (Law) OR Skill: Common Knowledge (the Empire)\n* Skill: Stealth\n* Skill: Charm\n* Skill: Perception\n* Talent: Read & Write\n* Talent: Speak Language (Breton) OR Talent: Speak Language (Tilean)\n* Talent: Speak Language (Reikspiel)\n* Talent: Uncanny Reactions\n* Talent: Smooth Talker\n* Talent: Deadly Accuracy (Unarmed) OR Talent: Grit\n\n## Trappings\n* Light Armour (Leather Jack)\n* Good Clothing\n* 2d10 leaflets for various causes\n\n## Career Entries\n* Burgher\n* Captain\n* Herald\n* Highwayman\n* Scribe\n* Servant\n* Student\n* Zealot\n\n## Career Exits\n* Charlatan\n* Demagogue\n* Ex-Convict\n* Outlaw\n* Politician\n* Rogue\n* Zealot"},{"_id":"3f81951508808f076e0000ec","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3f95320808808f076e000107","content":"# Charcoal Burner\n\n## Characteristic Advances\n\nBrawn (4)\n\n## Skills and Talents\n* Skill: Common Knowledge (The Empire) OR Skill: Stealth\n* Skill: Ride OR Skill: Gather Information\n* Skill: Negotiate\n* Skill: Wilderness Survival\n* Skill: Perception\n* Skill: Follow (Wilderness)\n* Skill: Vigilance\n* Talent: Secret Signs (Ranger)\n* Talent: Uncanny Reactions\n* Talent: Powerful Blow OR Talent: Hunter\n\n## Trappings\n* 3 Torches\n* Tinderbox\n* Hand Weapon (Hatchet) \n\n## Career Entries\n* Camp Follower\n* Hunter\n* Miner\n* Peasant \n\n## Career Exits\n* Hunter\n* Miner\n* Scout\n* Vagabond\n* Woodsman"},{"_id":"40be45975ba1875e5700012f","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.125,"parentId":"3f95320808808f076e000107","content":"# Initiate\n\nSpecial: Initiates must select a religious order which they follow from this list: Manann, Morr, Myrmidion, Ranald, Shallyan, Sigmar, Taal & Rhya, Ulric, Verena.\n\n## Characteristic Advances\n\nWill (4)\n\n## Skills and Talents\n\n* Skill: Academic Knowledge (Astronomy) OR Skill: Academic Knowledge (Theology)\n* Skill: Charm\n* Skill: Medical Care\n* Skill: Perception\n* Skill: Read & Write\n* Talent: Speak Language (Classical)\n* Talent: Speak Language (Reikspiel)\n\nSpecial: This career has the following skills and talents based on the order of the initiate:\n\n* Manann\n * Skill: Sail\n * Skill: Trade (Shipwright)\n * Talent: Superior Vision\n* Morr\n * Skill: Coercion\n * Skill: Academic Knowledge (Necromancy)\n * Talent: Natural Enforcer\n* Myrmidion\n * Skill: Leadership\n * Skill: Any Combat Skill\n * Talent: Charming Demeanour\n* Ranald\n * Skill: Skulduggery\n * Skill: Stealth\n * Talent: Lucky\n* Shallya\n * Skill: Medical Care\n * Talent: Resistance to Disease\n * Skill: Trade (Apothecary) OR Skill: Trade (Herbalist)\n* Sigmar\n * Skill: Common Knowledge (Dwarves) OR Talent: Speak Language (Khazalid)\n * Skill: Leadership\n * Skill: Two-Handed Weapons\n* Taal & Rhya\n * Skill: Survival (Wilderness)\n * Skill: Handle Animal\n * Talent: Expert Tracker OR Talent: Forager\n * Talent: Natural Outdoorsman\n* Ulric\n * Skill: Coercion\n * Skill: Two-Handed Weapons\n * Talent: Frenzied Attack OR Talent: Powerful Blow\n* Verena\n * Skill: Perception OR Skill: Coercion\n * Skill: Academic Knowledge (Any)\n * Skill: Academic Knowledge (Any)\n * Skill: Secret Language (Any)\n\n## Trappings\n* Religious Symbol based on order (one from list)\n * Manann: abstract wave, trident, stylized albatross\n * Morr: black rose, raven, stone portal\n * Myrmidion: spear behind shield\n * Ranald: crossed index and second finger\n * Shallyan: dove, heart with drop of blood\n * Sigmar: Dwarfen warhammer, twin-tailed comet\n * Taal & Rhya: Coil of Life, stag antlers (Taal), stone axe (Taal), sheaf of grain (Rhya), bow & arrow (Rhya)\n * Ulric: wolf\n * Verena: owl, pair of scales (sometimes with owl)\n* Robes\n\n## Career Entries\n* Dilettante\n* Hedge Wizard\n* Knight\n* Scribe\n* Student\n* Vampire Hunter\n* Witch Hunter\n* Zealot\n\n## Career Exits\n* Barber-Surgeon\n* Demagogue\n* Friar\n* Lay Priest\n* Priest\n* Scribe\n* Zealot"},{"_id":"40276ff7c9046742f5000118","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.25,"parentId":"3f95320808808f076e000107","content":"# Jailer\n\n## Characteristic Advances\n\nWeapon Skill (3)\nBrawn (3)\n\n## Skills and Talents\n\n* Skill: Leadership\n* Skill: Consume Alcohol\n* Skill: Search\n* Skill: Skulduggery\n* Skill: Coercion\n* Skill: Perception\n* Skill: Hand Weapons\n* Skill: Unarmed\n* Talent: Resistance to Disease\n* Talent: Resistance to Poison\n* Talent: Dodge\n\n## Trappings\n* Bottle of Common Wine\n* Tankard\n* Shackles\n* Hand Weapon\n\n## Career Entries\n* Bodyguard\n* Rat Catcher\n\n## Career Exits\n* Bailiff\n* Bodyguard\n* Interrogator\n* Rat Catcher\n* Watchman"},{"_id":"41974569b6b5fa19eb000134","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.3125,"parentId":"3f95320808808f076e000107","content":"# Mercenary\n\n## Characteristic Advances\n\nWeapon Skill (4) OR Ballistic Skill (4)\nBrawn (3)\n\n## Skills and Talents\n* Skill: Animal Handling OR Skill: Gambling\n* Skill: Common Knowledge (Bretonnia OR Kislev OR Tilea)\n* Skill: Ride OR Skill: Sail\n* Skill: Gather Information OR Skill: Negotiate\n* Skill: Perception OR Skill: Search\n* Talent: Disarm OR Talent: Quick Draw\n* Talent: Rapid Reload OR Talent: Powerful Blow\n* Talent: Precise Shot OR Talent: Stunning Blow\n* Talent: Dodge\n* Talent: Secret Language (Battle Tongue)\n* Talent: Speak Language (Bretonnia OR Kislev OR Tilea)\n\n## Trappings\n* Crossbow with 10 Bolts\n* Shield\n* Medium Armour\n\n## Career Entries\n* Bodyguard\n* Bounty Hunter\n* Demagogue\n* Fieldwarden\n* Kislevite Kossar\n* Militiaman\n* Miner\n* Norse Berserker\n* Outrider\n* Pit Fighter\n* Soldier\n* Thug\n* Watchman\n\n## Career Exits\n\n* Artisan\n* Bodyguard\n* Bounty Hunter\n* Outlaw\n* Sergeant \n* Shieldbreaker\n* Veteran"},{"_id":"3ff3478662bef62b44000112","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.5,"parentId":"3f95320808808f076e000107","content":"# Militiaman\n\n## Characteristic Advances\n\nBrawn (4)\n\n## Skills and Talents\n* Skill: Animal Handling\n* Skill: Gamble OR Skill: Drink Alcohol\n* Skill: Perception\n* Skill: Search\n* Skill: Trade (any one)\n* Skill: Two-Handed Weapons or Talent: Rapid Reload\n* Skill: Vigilance\n* Skill: Wilderness Survival\n* Talent: Dodge\n* Talent: Powerful Blow\n\n## Trappings\n* Halberd or Bow with 10 Arrows\n* Light Armour\n* Uniform\n\n## Career Entries\n* Artisan\n* Bailiff\n* Burgher\n* Farmer\n* Fisherman\n* Merchant\n* Peasant\n* Tradesman\n* Woodsman\n\n## Career Exits\n\n* Artisan\n* Fieldwarden\n* Mercenary\n* Messenger\n* Outlaw\n* Sergeant\n* Thief"},{"_id":"3f81934808808f076e0000ea","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3f95320808808f076e000107","content":"# Newssheet Vendor\n\n## Characteristic Advances\n\nPresence (4)\n\n## Skills and Talents\n* Skill: Charm OR Skill: Deception\n* Skill: Common Knowledge (The Empire)\n* Skill: Gather Information\n* Skill: Negotiate\n* Skill: Vigilance\n* Skill: Perception\n* Skill: Perform (Storyteller)\n* Talent: Read and Write\n* Talent: Deadly Accuracy (Unarmed) OR Talent: Underworld Contacts\n* Talent: Smooth Talker\n\n## Trappings\n* Backpack\n* 1d10 Newssheets\n* Scroll Case\n\n## Career Entries\n* Burgher\n* Messenger\n* Peasant\n* Servant\n* Student\n\n## Career Exits\n* Agitator\n* Demagogue\n* Entertainer\n* Messenger\n* Pamphleteer\n* Rogue\n* Scribe\n* Zealot"},{"_id":"41971a16b6b5fa19eb000130","treeId":"3e3e42021546235f0600000c","seq":1,"position":2.5,"parentId":"3f95320808808f076e000107","content":"# Peasant\n\n## Characteristic Advances\n\nBrawn (3)\n\n## Skills and Talents\n* Skill: Animal Training OR Skill: Charm\n* Skill: Animal Training OR Skill: Trade (Cook)\n* Skill: Hand Weapons OR Skill: Bows\n* Skill: Stealth\n* Skill: Gamble OR Skill: Performer (Dancer OR Singer)\n* Skill: Ride OR Skill: Sail\n* Skulduggery OR Skill: Trade (Bowyer)\n* Skill: Wilderness Survival OR Skill: Trade (Farmer)\n* Talent: Toughened OR Talent: Hunter\n* Talent: Fleet Footed\n\n## Trappings\n* Hand Weapon\n* Leather Flask\n\n## Career Entries\n* None\n\n## Career Exits\n* Bone Picker\n* Charcoal-Burner\n* Farmer\n* Fisherman\n* Militiaman\n* Outlaw\n* Politician\n* Servant\n* Tradesman\n* Zealot"},{"_id":"3f8193bc08808f076e0000eb","treeId":"3e3e42021546235f0600000c","seq":1,"position":3,"parentId":"3f95320808808f076e000107","content":"# Scribe\n\n## Characteristic Advances\n\nIntelligence (3)\nWillpower (3)\n\n## Skills and Talents\n* Skill: Academic Knowledge (any one)\n* Skill: Common Knowledge (The Empire) OR Skill: Gather Information\n* Skill: Trade (Calligrapher)\n* Skill: Perception\n* Talent: Secret Language (Guild Tongue)\n* Talent: Speak Language (Breton)\n* Talent: Speak Language (Classical)\n* Talent: Speak Language (Reikspiel or Tilean)\n* Talent: Read & Write - 2 ranks\n\n## Trappings\n* Knife\n* A Pair of Candles\n* Wax\n* 5 matches\n* Illuminated Book\n* Writing Kit\n\n## Career Entries\n* Apprentice Wizard\n* Cartographer\n* Initiate\n\n## Career Exits\n* Agitator\n* Apprentice Wizard\n* Cartographer\n* Initiate\n* Navigator\n* Scholar"},{"_id":"4197c2c7b6b5fa19eb000139","treeId":"3e3e42021546235f0600000c","seq":1,"position":3.5,"parentId":"3f95320808808f076e000107","content":"# Thief\n\n## Characteristic Advances\n\nAgility (3)\nCunning (3)\n\n## Skills and Talents\n* Skill: Coercion OR Skill: Gather Information\n* Skill: Charm OR Skill: Athletics\n* Skill: Deception OR Skill: Coordination\n* Skill: Perception\n* Skill: Search OR Skill: Evaluate\n* Skill: Stealth\n* Skill: Skulduggery \n* Talent: Natural Charmer OR Talent: Natural Rogue\n* Talent: Plausible Deniability OR Talent: Lock Picking\n* Talent: Read & Write OR Talent: Uncanny Senses\n\n## Trappings\n* Light Armour\n* Sack\n* Lock picks\n* 10 Yards of Rope\n\n## Career Entries\n* Entertainer\n* Ex-Convict\n* Grave Robber\n* Interrogator\n* Militiaman\n* Outlaw\n* Protagonist\n* Rat Catcher\n* Rogue\n* Servant\n* Smuggler\n* Toll Keeper\n* Tomb Robber\n* Vagabond\n\n## Career Exits\n* Cat Burglar\n* Charlatan\n* Entertainer\n* Fence\n* Rogue\n* Tomb Robber"},{"_id":"419783f6b6b5fa19eb000137","treeId":"3e3e42021546235f0600000c","seq":1,"position":4,"parentId":"3f95320808808f076e000107","content":"# Wild Animal Tamer\n\n## Characteristic Advances\n\nBrawn (3)\nPresence (3)\n\n## Skills and Talents\n* Skill: Animal Handling\n* Skill: Animal Handling\n* Skill: Animal Handling\n* Skill: Consume Alcohol OR Skill: Gather Information\n* Skill: Perception OR Performer (any one)\n* Talent: Defensive Stance\n* Talent: Hunter\n* Talent: Toughened OR Talent: Knockdown\n* Talent: Uncanny Reactions OR Talent: Smooth Talker\n\n## Trappings\n\nTrappings: \n* Light Armour\n* Collar and Chain\n* Whip or Goad\n* Wild Animal (Bear, Wolf, etc)\n\n## Career Entries\n* Entertainer\n\n## Career Exits\n* Animal Trainer\n* Entertainer\n* Mercenary\n* Pit Fighter\n* Soldier"},{"_id":"40be16765ba1875e5700012e","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3f2ece886a97f6987f00005e","content":"## Advanced Career List\n* **Verenean Investigator**\n* **Witch Hunter**"},{"_id":"3e3fb16a5504b3dc3d000012","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.5,"parentId":null,"content":"# Characteristics"},{"_id":"3e3ec5ef5504b3dc3d000010","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3e3fb16a5504b3dc3d000012","content":"# Characteristics\n\n## Primary Stats\n* Weapon Skill (WS): Affects ability to hit with melee attacks.\n* Ballistic Skill (BS): Affects ability to hit with ranged attacks.\n* Brawn (BRN): Mix of strength and toughness.\n* Agility (AGI): \n* Intelligence (INT): \n* Cunning (CUN): \n* Will (WILL): \n* Presence (PRE): \n\n\n## Secondary Stats\n* Wound Threshold: How much damage a character can take before being killed.\n* Strain Threshold: A mix of fatigue and mental endurance which determines how much strain a character can take before passing out.\n* Insanity Threshold: How many Insanity Points a character can accumulate before needing to test to gain Disorders.\n\n## Notes on Characteristics\n* The lowest a characteristic can be (or count as) is 1.\n* The maximum a characteristic can be is 6. It cannot be higher than 5 at character creation.\n* All skills have an associated characteristic which is used when making a skill check for that skill.\n* Sometimes a character will simply need to make a characteristic check rather than a skill check. For example, bashing a door down just requires a Brawn check and no particular skill applies. This is done exactly as a normal skill check using the appropriate characteristic and assuming a skill value of 0.\n* Characteristic checks can be opposed checks as described in the Skill Checks section as well."},{"_id":"3fc87dc21cd339f9f9000115","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3e3fb16a5504b3dc3d000012","content":"## Increasing Characteristics\n* Characteristics can be increased by spending XP equal to 20 times the characteristics new value if the talent is listed as a career characteristic advance AND the character is raising the stat to at most the value associated with that characteristic advance.\n * For example, a character in a career with Brawn (4) listed under the Characteristic Advance part of the career entry could pay 80 XP to raise their Brawn from 3 to 4. They would pay 60 to raise their Brawn from 2 to 3.\n* If the characteristic is not listed as a characteristic advance for that character's career OR they are raising the stat above the value associated with that characteristic advance, it costs an additional 20 XP.\n * For example, the character from the previous example would need to pay 120 XP to raise their Brawn from 4 to 5. \n * If Cunning wasn't a listed characteristic for them, it would cost them 100 XP to raise their Cunning from 3 to 4.\n* Note that all characteristic advances taken during character creation are considered to be in career for their XP cost and have a maximum value of 5 during creation."},{"_id":"3e426a8f5504b3dc3d000030","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.625,"parentId":null,"content":"# Skills"},{"_id":"3e3eb6a45504b3dc3d00000e","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3e426a8f5504b3dc3d000030","content":"# Skills\n* There are Basic Skills and Advanced Skills\n* Basic Skills can be attempted by anyone whether or not they have the skill trained. If it's untrained the unit attempting the skill simply uses the base stat without converting any dice.\n* Advanced Skills require training to attempt at all.\n* Skills have a type (either General, Combat, or Knowledge) which some Talents may effect.\n * A skill listed under two or more types is the same skill, but can be used in more than one situation. Talents will indicate whether they affect the skill in some or all situations.\n* All skills have an associated stat which is what is used to build the dice pool for checks with that skill.\n* Some skills list more than one stat, in which case either can be used when making checks with that skill. This is determined by the GM based on the situation.\n* Maximum Skill rank is 5."},{"_id":"3e42ad505504b3dc3d000036","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.5,"parentId":"3e426a8f5504b3dc3d000030","content":"# Acquiring and Training Skills\n* Skills can be acquired when first creating a character and later experience points can be used to train skills.\n* When a character buys their first rank in an Advanced Skill it is now usable just like a Basic Skill.\n* A character can have a maximum of 5 ranks in a skill. \n* The base XP cost of buying a rank in a skill is listed in parentheses next to the skills name. The total cost of purchasing a rank in a skill is this value times the level of the skill rank that it is being increased to.\n * The amount given is if it is a career skill, which is any skill listed under the characters current careers skills list.\n * A skill only counts as a career skill for 1 rank increase while a character is in a career. Once a skill is increased within a career, it must be purchased as a non-career skill.\n* Non-career skills can be purchased, but their cost is increased by the base cost of the skill.\n * For example, raising a non-career skill with an XP cost of 10 from 3 to 4 ranks would cost 50 XP."},{"_id":"3e426c205504b3dc3d000033","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3e426a8f5504b3dc3d000030","content":"# General Skills\n* Athletics (10) (BRN - Basic)\n* Animal Handling (10) (PRE/INT - Advanced)\n* Charm (10) (PRE - Basic)\n* Coercion (10) (WILL/BRN - Basic)\n* Coordination (10) (AGI - Basic)\n* Deception (10) (CUN - Basic)\n* Discipline (10) (WILL - Basic)\n* Drink Alcohol (5) (BRN - Basic)\n* Evaluate (5) (INT - Basic)\n* Follow (Urban) (5) (CUN - Advanced)\n* Follow (Wilderness) (5) (CUN - Advanced)\n* Gamble (5) (INT/PRE - Basic)\n* Gather Information (10) (INT/PRE - Basic)\n* Instinct (10) (PRE/CUN - Basic)\n* Leadership (10) (PRE - Advanced)\n* Medical Care (10) (INT - Advanced)\n* Negotiate (10) (PRE/INT - Basic)\n* Perception (10) (CUN - Basic)\n* Perform (5) (Varies - Advanced) - Categories\n* Resilience (10) (BRN - Basic)\n* Ride (5) (AGI - Basic)\n* Sail (5) (INT - Basic)\n* Search (5) (CUN - Basic)\n* Skulduggery (10) (CUN/AGI/INT - Advanced)\n* Stealth (10) (AGI - Basic)\n* Trade (Varies) (INT - Advanced) - Categories\n* Vigilance (5) (CUN - Basic)\n* Wilderness Survival (5) (CUN - Basic)"},{"_id":"3e434aed5504b3dc3d000042","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3e426c205504b3dc3d000033","content":"## Athletics\nType: General\nCost: 10 x New Skill Level\nStat: Agility\nLevel: Basic\nDescription: "},{"_id":"3f3091c16a97f6987f00007f","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3e426c205504b3dc3d000033","content":"## Skulduggery\nType: General\nCost: 10 x new skill level\nStat: Cunning, Agility, Intelligence\nLevel: Advanced\nDescription: Skulduggery encompasses lock picking, sleight of hand, disguise, setting traps, and general mischief. Cunning should be used primarily, though agility can be used for actions needing more dexterity and traps tend to use intelligence. "},{"_id":"3fa907351cd339f9f9000112","treeId":"3e3e42021546235f0600000c","seq":1,"position":3,"parentId":"3e426c205504b3dc3d000033","content":"## Trade\nType: General\nCategories: Armourer (10), Artist (5), Bowyer (10), Brewer (5), Calligrapher (5), Carpenter (10), Cartographer (5), Cook (5), Gem Cutter (5), Goldsmith (5), Gunsmith (10), Herbalist (10), Merchant (5), Shipwright (5), Stoneworker (5), Tailor (10), Tanner (10), Weaponsmith (10)\nCost: 5 OR 10 x new skill level (see category)\nStat: Intelligence or Cunning (Characters choice)\nLevel: Advanced\nDescription: \nNote: Values in brackets after categories are XP cost for that Trade."},{"_id":"3f53a66e3a097b003b00009e","treeId":"3e3e42021546235f0600000c","seq":1,"position":3,"parentId":"3e426a8f5504b3dc3d000030","content":"# Combat Skills\n* Bows (10) (BS - Basic)\n* Crossbows (10) (BS - Basic)\n* Fencing Weapons (10) (WS - Basic)\n* Hand Weapons (10) (WS - Basic)\n* Improvised (Melee) (5) (WS - Basic)\n* Improvised (Thrown) (5) (BS - Basic)\n* Pistols (10) (BS - Basic)\n* Rifles (10) (BS - Basic)\n* Shields (10) (WS - Basic)\n* Thrown Weapons (10) (BS - Basic)\n* Two-Handed Weapons (10) (WS - Basic)\n* Unarmed (5) (WS - Basic)"},{"_id":"3f53a7483a097b003b0000a0","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3f53a66e3a097b003b00009e","content":"## Bows\nType: Combat\nCost: 10 x new skill level\nStat: Ballistic Skill\nLevel: Basic\nDescription: Used when making Ballistic Skill checks with weapons with the Bow type.\nSpecial: Attacks checks against targets that are engaged with the attacker increase the difficulty by 2."},{"_id":"3f53ad453a097b003b0000a1","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3f53a66e3a097b003b00009e","content":"## Crossbows\nType: Combat\nCost: 10 x new skill level\nStat: Ballistic Skill\nLevel: Basic\nDescription: Used when making Ballistic Skill checks with weapons with the Crossbow type.\nSpecial: Attacks checks against targets that are engaged with the attacker increase the difficulty by 1."},{"_id":"3fc8a0d11cd339f9f9000117","treeId":"3e3e42021546235f0600000c","seq":1,"position":2.5,"parentId":"3f53a66e3a097b003b00009e","content":"## Fencing Weapons\nType: Combat\nCost: 10 x new skill level\nStat: Weapon Skill\nLevel: Basic\nDescription: Used when making Weapon Skill checks with weapons with the Fencing Weapon type."},{"_id":"3f53adf63a097b003b0000a2","treeId":"3e3e42021546235f0600000c","seq":1,"position":3,"parentId":"3f53a66e3a097b003b00009e","content":"## Hand Weapons\nType: Combat\nCost: 10 x new skill level\nStat: Weapon Skill\nLevel: Basic\nDescription: Used when making Weapon Skill checks with weapons with the Hand Weapon type."},{"_id":"3f53aecc3a097b003b0000a3","treeId":"3e3e42021546235f0600000c","seq":1,"position":4,"parentId":"3f53a66e3a097b003b00009e","content":"## Improvised (Melee)\nType: Combat\nCost: 5 x new skill level\nStat: Weapon Skill\nLevel: Basic\nDescription: Used when making Weapon Skill checks with weapons with the Improvised (Melee) type.\nNote: Improvised (Melee) attacks are attacks made with anything that could be used as a melee weapon, but isn't specifically made for that purpose, like a shovel or a pan."},{"_id":"3f53b36e3a097b003b0000a4","treeId":"3e3e42021546235f0600000c","seq":1,"position":5,"parentId":"3f53a66e3a097b003b00009e","content":"## Improvised (Ranged)\nType: Combat\nCost: 10 x new skill level\nStat: Ballistic Skill\nLevel: Basic\nDescription: Used when making Ballistic Skill checks with weapons with the Improvised (Ranged) type.\nSpecial: Attacks checks against targets that are engaged with the attacker increase the difficulty by 1.\nNote: Improvised (Ranged) attacks are attacks made with anything that could be thrown as a ranged weapon, but isn't specifically made for that purpose, like a rock or a pan."},{"_id":"3f53cb0d3a097b003b0000a6","treeId":"3e3e42021546235f0600000c","seq":1,"position":6,"parentId":"3f53a66e3a097b003b00009e","content":"## Pistols\nType: Combat\nCost: 10 x new skill level\nStat: Ballistic Skill\nLevel: Basic\nDescription: Used when making Ballistic Skill checks with weapons with the Pistol type."},{"_id":"3f53cc573a097b003b0000a7","treeId":"3e3e42021546235f0600000c","seq":1,"position":7,"parentId":"3f53a66e3a097b003b00009e","content":"## Rifles\nType: Combat\nCost: 10 x new skill level\nStat: Ballistic Skill\nLevel: Basic\nDescription: Used when making Ballistic Skill checks with weapons with the Rifle type.\nSpecial: Attacks checks against targets that are engaged with the attacker increase the difficulty by 2."},{"_id":"3f53cd643a097b003b0000a8","treeId":"3e3e42021546235f0600000c","seq":1,"position":8,"parentId":"3f53a66e3a097b003b00009e","content":"## Shields\nType: Combat\nCost: 10 x new skill level\nStat: Weapon Skill\nLevel: Basic\nDescription: Used when making Weapon Skill checks with weapons with the Shield type."},{"_id":"3f53ce533a097b003b0000a9","treeId":"3e3e42021546235f0600000c","seq":1,"position":9,"parentId":"3f53a66e3a097b003b00009e","content":"## Two-Handed Weapons\nType: Combat\nCost: 10 x new skill level\nStat: Weapon Skill\nLevel: Basic\nDescription: Used when making Weapon Skill checks with weapons with the Two-Handed Weapon type."},{"_id":"3f53cfc13a097b003b0000ab","treeId":"3e3e42021546235f0600000c","seq":1,"position":10,"parentId":"3f53a66e3a097b003b00009e","content":"## Unarmed\nType: Combat\nCost: 10 x new skill level\nStat: Weapon Skill\nLevel: Basic\nDescription: Used when making Weapon Skill checks with weapons with the Unarmed type."},{"_id":"3f53a70a3a097b003b00009f","treeId":"3e3e42021546235f0600000c","seq":1,"position":4,"parentId":"3e426a8f5504b3dc3d000030","content":"# Knowledge Skills\n* Common Knowledge (5) (INT - Based) - Categories (Border Princes, Bretonnia, Dwarfs, Elves, the Empire, Estalia, Halflings, Kislev, Norsca, Ogres, Tilea, the Wasteland, etc)\n* Academic Knowledge (5) (INT - Advanced) - Categories (Arts, Astronomy, Daemonology, Engineering, Genealogy/Heraldry, History, Law, Magic, Necromancy, Philosophy, Runes, Science, Strategy/Tactics, Theology, etc)\n* Lore (5) (INT - Basic) - Categories (Folk Tales, Nature, Urban, , etc)"},{"_id":"404520b7cf5b9ed7b3000122","treeId":"3e3e42021546235f0600000c","seq":1,"position":5,"parentId":"3e426a8f5504b3dc3d000030","content":"# Magic Skills\n* Spellcasting (10) (INT - Advance) - Categories (Bright, Light, Gold, Jade, Celestial, Grey, Amethyst, Amber, High)"},{"_id":"404522decf5b9ed7b3000123","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"404520b7cf5b9ed7b3000122","content":"## Spellcasting\nType: Magic\nCategories: Bright, Light, Gold, Jade, Celestial, Grey, Amethyst, Amber, High\nCost: 10 x new skill level\nStat: Intelligence\nLevel: Advanced\nDescription: This skill is used to cast spells in the appropriate category. See the Magic section for details.\nSpecial: Ranks in this skill can only be taken as an in career skill. Further note that this means that a character can add a rank to this skill at most once per career."},{"_id":"3e426abd5504b3dc3d000031","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.6875,"parentId":null,"content":"# Talents"},{"_id":"3e42d9b75504b3dc3d000037","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.5,"parentId":"3e426abd5504b3dc3d000031","content":"# Talents\n* Talents are acquired when a character is first created and experience points can be used to purchase them later.\n* The experience point cost of the talent is listed in parentheses next to the talent name.\n* Talents are either ranked or not. Ranked talents can be taken multiple times. The talent will indicate the maximum times the talent can be taken in brackets.\n* Talents with listed categories are a separate talent for each category.\n* A character can purchase a talent not on their career talent list, but it their cost is increased by the base cost of the talent.\n * For example, raising a non-career talent with an XP cost of 10 from 2 to 3 ranks would cost 40 XP."},{"_id":"3f4b5889af08e91f8300008c","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.625,"parentId":"3e426abd5504b3dc3d000031","content":"# Maybe add talents\n\n## From SW\n* Anatomy Lessons\n* Bacta Specialist\n* Body Guard\n* Brace\n* Codebreaker\n* Command\n* Crippling Blow\n* Field Commander + Improved\n* Insight\n * Check if this works with new system\n* Inspiring Rhetoric + Improved + Supreme\n* Intimidating\n* Inventor\n* Jury Rigged\n* Nobody's Fool (may not really be using rolls against players like this)\n* Outdoorsman\n* Pressure Point (change from ignoring soak to gaining pierce = to medical care ranks)\n* Researcher\n* Respected Scholar\n* Shortcut\n* Sixth Sense\n* Street Smarts\n* Superior Reflexes\n* Swift\n* Tinkerer\n* Utility Belt\n* Well Rounded (this type of skill likely won't work with the skill system)\n\n## From WFRP\n\n## Thoughts for new talents\n\n* Something to do with bleeding or burning"},{"_id":"532200c05c22fc2b3858c91e","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3e426abd5504b3dc3d000031","content":"# List of Talents\nNote: Number in parentheses is number of careers that have this talent.\n* Ambidextrous\n* Armour Master\n* Channelling\n* Charming Demeanour (1)\n* Deadly Accuracy (2)\n* Defensive Stance\n* Disarm\n* Disorient\n* Dodge (2)\n* Durable\n* Dwarfcraft\n* Enduring\n* Etiquette\n* Expert Tracker (1)\n* Fearless\n* Fleet Footed\n* Forager (1)\n* Frenzied Attack (1)\n* Grit (1)\n* Grudge-Born Fury\n* Hard Headed\n* Head Headed (Improved)\n* Hunter (1)\n* Intense Focus\n* Intense Presence\n* Jump Up\n* Knockdown\n* Knowledge Specialization\n* Lethal Blows\n* Lock Picking\n* Lucky (1)\n* Master Doctor\n* Master Merchant\n* Master of Shadows\n* Natural Brawler\n* Natural Charmer\n* Natural Doctor\n* Natural Enforcer (1)\n* Natural Hunter\n* Natural Marksman\n* Natural Outdoorsman (1)\n* Natural Salesman\n* Natural Rogue\n* Natural Scholar\n* Night Vision\n* Plausible Deniability\n* Point Blank\n* Powerful Blow (3)\n* Precise Aim\n* Quick Draw\n* Quick Mount\n* Quick Strike\n* Rapid Reaction\n* Rapid Recovery\n* Rapid Reload (1)\n* Read & Write (3)\n* Resistance to Disease (2)\n* Resistance to Magic\n* Resistance to Poison (1)\n* Resolve\n* Second Wind\n* Secret Language (1)\n* Secret Signs (1)\n* Sense Danger\n* Side Step\n* Smooth Talker (2)\n* Sniper Shot\n* Speak Language (3)\n* Spontaneous Engineering\n* Stalker\n* Stout-Hearted\n* Stroke of Genius\n* Strong Arm\n* Stunning Blow\n* Sturdy\n* Superior Hearing\n* Superior Smell\n* Superior Vision (1)\n* Surgeon\n* Touch of Fate\n* Toughened\n* True Aim\n* Uncanny Reactions (2)\n* Uncanny Senses\n* Underworld Contacts (1)\n* Wheel and Deal"},{"_id":"3f80f24908808f076e0000e2","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.25,"parentId":"532200c05c22fc2b3858c91e","content":"## Ambidextrous\nCost: 15\nActivation: Passive\nRanked: No\nDescription: The character adds 1 less DIFFICULTY DIE to the pool when making a two-weapon combat check. This means if both weapons are the same type they add no DIFFICULTY DICE and if they are different they add 1 DIFFICULTY DIE."},{"_id":"532200c05c22fc2b3858c92d","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.5,"parentId":"532200c05c22fc2b3858c91e","content":"## Armour Master\nCost: 10\nActivation: Passive\nRanked: Yes (2)\nDescription: Character adds 1 to their soak value if they are wearing armour.\n\nSpecial: With 2 ranks in this talent, the character adds an additional 1 to their armour value while wearing armour with a soak value of 2 or higher."},{"_id":"4045152acf5b9ed7b3000120","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.78125,"parentId":"532200c05c22fc2b3858c91e","content":"## Channelling\nCost: 10\nActivation: Active (Maneuver)\nRanked: Yes (4)\nDescription: Characters with at least 1 rank in this talent can use the Channelling maneuver. See the Magic section for details.\nSpecial: Ranks in this talent can only be taken as an in career talent. Further note that this means that a character can take ranks in this talent at most once per career."},{"_id":"532200c05c22fc2b3858c943","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.8125,"parentId":"532200c05c22fc2b3858c91e","content":"## Charming Demeanour\nCost: 10\nActivation: Passive\nRanked: Yes (3)\nDescription: Remove 1 SETBACK DIE per rank in Charming Demeanour on all Charm and Leadership checks."},{"_id":"532200c05c22fc2b3858c92f","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.875,"parentId":"532200c05c22fc2b3858c91e","content":"## Deadly Accuracy\nCost: 10\nActivation: Passive\nRanked: No\nDescription: Select one combat skill. The character may add their ranks in that skill to the damage of one hit of a successful attack made with that skill.\nCategories: Bows, Crossbows, Hand Weapons, Improvised (Melee), Improvised (Ranged), Pistols, Rifles, Shields, Two-Handed Weapons, Unarmed."},{"_id":"532200c05c22fc2b3858c930","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.5,"parentId":"532200c05c22fc2b3858c91e","content":"## Defensive Stance\nCost: 10\nActivation: Active (Maneuver)\nRanked: Yes (3)\nDescription: Once per round the character may make a Defensive Stance maneuver and suffer an amount of strain no greater than their ranks in this talent. Until the start of the characters next turn, all melee attacks against them upgrade the difficulty of the check by 1 per point of strain suffered."},{"_id":"419762d4b6b5fa19eb000135","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.625,"parentId":"532200c05c22fc2b3858c91e","content":"## Disarm\nCost: 10\nActivation: Active (Incidental)\nRanked: No\nDescription: This character only needs to spend 2 ADVANTAGES to disarm an opponent rather than 3."},{"_id":"532200c05c22fc2b3858c931","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.75,"parentId":"532200c05c22fc2b3858c91e","content":"## Disorient\nCost: 10\nActivation: Passive\nRanked: Yes (3)\nDescription: After hitting with a successful melee attack, the character can spend 2 ADVANTAGES to disorient their foe for a number of rounds equal to the characters rank in this talent."},{"_id":"532200c05c22fc2b3858c932","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.875,"parentId":"532200c05c22fc2b3858c91e","content":"## Dodge\nCost: 10\nActivation: Active (Incidental, Out of Turn)\nRanked: Yes (3)\nDescription: After being selected as a target for a melee or ranged attack, the character can immediately perform a Dodge incidental and suffer a number of strain up to the ranks they have in this talent. The attack must upgrade the difficulty of the combat check by this amount."},{"_id":"532200c05c22fc2b3858c933","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.9375,"parentId":"532200c05c22fc2b3858c91e","content":"## Durable\nCost: 10\nActivation: Passive\nRanked: Yes (3)\nDescription: The character may choose to reduce the result of a Critical Injury against them by 10 per rank in this talent, to a minimum of 1."},{"_id":"3ff2fb9762bef62b4400010e","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.953125,"parentId":"532200c05c22fc2b3858c91e","content":"## Dwarfcraft\nCost: 10\nActivation: Passive\nRanked: No\nDescription: Character upgrades once their check with the following skills: Trade (Armourer), Trade (Brewer), Trade (Gem Cutter), Trade (Gunsmith), Trade (Stoneworker), Trade (Weaponsmith)\nSpecial: This talent cannot be purchased as a non-career skill."},{"_id":"532200c05c22fc2b3858c934","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.96875,"parentId":"532200c05c22fc2b3858c91e","content":"## Enduring\nCost: 10\nActivation: Passive\nRanked: Yes (3)\nDescription: Character adds +1 to their soak value per rank of Enduring."},{"_id":"532200c05c22fc2b3858c944","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.984375,"parentId":"532200c05c22fc2b3858c91e","content":"## Etiquette\nCost: 5\nActivation: Passive\nRanked: Yes (3)\nCategories: High Society, Urban, Country, Racial, Military\nDescription: You upgrade the dice pool one time per rank when using social skills in the appropriate environment. You are also generally aware of social expectations in the chosen environment."},{"_id":"532200c05c22fc2b3858c920","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"532200c05c22fc2b3858c91e","content":"## Expert Tracker\nCost: 5\nActivation: Passive\nRanked: Yes (3)\nDescription: Remove 1 SETBACK DIE to all Follow (Urban) and Follow (Wilderness) checks. The time for these checks is reduced by 50%, though this is not affected by ranks."},{"_id":"532200c05c22fc2b3858c921","treeId":"3e3e42021546235f0600000c","seq":1,"position":3,"parentId":"532200c05c22fc2b3858c91e","content":"## Fearless\nCost: 10\nActivation: Passive\nRanked: Yes (3)\nDescription: Reduce the difficulty of all Fear tests by 1 per rank of this talent. Reduce the difficulty of all Terror tests by 1 less than the ranks of this talent, so 2 ranks are needed to reduce Terror check difficulty by 1. If this reduces the difficulty to 0 or less, the character does not need to take the test."},{"_id":"419735aab6b5fa19eb000131","treeId":"3e3e42021546235f0600000c","seq":1,"position":3.5,"parentId":"532200c05c22fc2b3858c91e","content":"## Fleet Footed\nCost: 10\nActivation: Passive\nRanked: Yes (3)\nDescription: Add 1 BOOST DIE per rank of this talent to all Athletics checks that involve running."},{"_id":"532200c05c22fc2b3858c922","treeId":"3e3e42021546235f0600000c","seq":1,"position":4,"parentId":"532200c05c22fc2b3858c91e","content":"## Forager\nCost: 5\nActivation: Passive\nRanked: No\nDescription: Remove up to 2 SETBACK DICE from all checks to find food, water, or shelter in the wild. Wilderness Survival checks take half the time."},{"_id":"532200c05c22fc2b3858c935","treeId":"3e3e42021546235f0600000c","seq":1,"position":4.25,"parentId":"532200c05c22fc2b3858c91e","content":"## Frenzied Attack\nCost: 10\nActivation: Active (Incidental)\nDescription: When making a melee attack, the character can suffer a number of strain up to their ranks in this talent to upgrade the combat check by this amount."},{"_id":"532200c05c22fc2b3858c936","treeId":"3e3e42021546235f0600000c","seq":1,"position":4.375,"parentId":"532200c05c22fc2b3858c91e","content":"## Grit\nCost: 10\nActivation: Passive\nRanked: Yes (5)\nDescription: Character permanently adds +1 to their strain threshold."},{"_id":"3ff301b962bef62b4400010f","treeId":"3e3e42021546235f0600000c","seq":1,"position":4.40625,"parentId":"532200c05c22fc2b3858c91e","content":"## Grudge-Born Fury\nCost: 10\nActivation: Passive\nRanked: No\nDescription: You despise Goblinoids and add 1 BOOST DIE to all melee attacks against Orcs, Goblins, and Hobgoblins.\nSpecial: This talent cannot be purchased as a non-career skill."},{"_id":"532200c05c22fc2b3858c937","treeId":"3e3e42021546235f0600000c","seq":1,"position":4.4375,"parentId":"532200c05c22fc2b3858c91e","content":"## Hard Headed\nCost: 10\nActivation: Active (Action)\nRanked: Yes (4)\nDescription: The character may perform the Hard Headed action. If the character is staggered or disoriented this character may make a Hard Headed action (regardless of the effect of the staggered condition). They make a Daunting (4 DIFFICULTY DICE) Discipline check, and if they are successful they are no longer staggered or disoriented. The difficulty of the test decreases by 1 per additional rank of this talent."},{"_id":"41977c67b6b5fa19eb000136","treeId":"3e3e42021546235f0600000c","seq":1,"position":4.453125,"parentId":"532200c05c22fc2b3858c91e","content":"## Hard Headed (Improved)\nCost: 10\nActivation: Active (Action)\nRanked: No\nDescription: The character may use their Hard Headed action to recover from being incapacitated due to exceeding their strain threshold. The turn after becoming incapacitated they may use their Hard Headed action (despite being barred from taking actions) to make a Formidable (5 DIFFICULTY DICE) check and if successful they decrease their strain to one below their strain threshold. The difficulty decreases by 1 per rank of the Hard Headed talent."},{"_id":"532200c05c22fc2b3858c939","treeId":"3e3e42021546235f0600000c","seq":1,"position":4.484375,"parentId":"532200c05c22fc2b3858c91e","content":"## Hunter\nCost: 10\nActivation: Passive\nRanked: Yes (3)\nDescription: The character adds 1 BOOST DIE per rank of Hunter to all skill checks when interacting with wild beasts and animals, including combat checks. Also, add +10 to all Critical Injury rolls against animals per rank of Hunter."},{"_id":"532200c05c22fc2b3858c92b","treeId":"3e3e42021546235f0600000c","seq":1,"position":4.5,"parentId":"532200c05c22fc2b3858c91e","content":"## Intense Focus\nCost: 10\nActivation: Active (Maneuver)\nRanked: No\nDescription: Before making a skill check, the character may perform the Intense Focus maneuver. The character suffers one strain to upgrade the ability of the skill check once."},{"_id":"532200c05c22fc2b3858c92c","treeId":"3e3e42021546235f0600000c","seq":1,"position":4.75,"parentId":"532200c05c22fc2b3858c91e","content":"## Intense Presence\nCost: 10\nActivation: Active (Incidental, Out of Turn)\nRanked: No\nDescription: The character can spend 1 Fortune Point to recover strain equal to their Presence rating."},{"_id":"532200c05c22fc2b3858c93a","treeId":"3e3e42021546235f0600000c","seq":1,"position":4.875,"parentId":"532200c05c22fc2b3858c91e","content":"## Jump Up\nCost: 10\nActivation: Active (Incidental)\nRanked: No\nDescription: Once per round on the characters turn, they can stand up from prone or a seated position as an Incidental."},{"_id":"532200c05c22fc2b3858c93b","treeId":"3e3e42021546235f0600000c","seq":1,"position":4.9375,"parentId":"532200c05c22fc2b3858c91e","content":"## Knockdown\nCost: 10\nActivation: Passive\nRanked: No\nDescription: After hitting with a melee attack, this character may spend a TRIUMPH to knock the target prone. For every silhouette larger the target is it costs an additional TRIUMPH to use this ability."},{"_id":"532200c05c22fc2b3858c946","treeId":"3e3e42021546235f0600000c","seq":1,"position":4.953125,"parentId":"532200c05c22fc2b3858c91e","content":"## Knowledge Specialization\nCost: 5\nActivation: Passive\nRanked: Yes\nCategories: All Knowledge skills\nDescription: The character may spend TRIUMPH to gain successes equal to their ranks in this talent when making Knowledge skill check with the chosen Knowledge skill."},{"_id":"532200c05c22fc2b3858c93c","treeId":"3e3e42021546235f0600000c","seq":1,"position":4.96875,"parentId":"532200c05c22fc2b3858c91e","content":"## Lethal Blows\nCost: 10\nActivation: Passive\nRanked: Yes (3)\nDescription: The character adds +10 to all Critical Injury rolls against opponents per rank in Lethal Blows."},{"_id":"532200c05c22fc2b3858c923","treeId":"3e3e42021546235f0600000c","seq":1,"position":5,"parentId":"532200c05c22fc2b3858c91e","content":"## Lock Picking\nCost: 5\nActivation: Passive\nRanked: Yes (3)\nDescription: Remove 1 SETBACK DIE from any attempt to pick a lock per rank of this talent."},{"_id":"3f80fedc08808f076e0000e3","treeId":"3e3e42021546235f0600000c","seq":1,"position":5.25,"parentId":"532200c05c22fc2b3858c91e","content":"## Lucky\nCost: 15\nActivation: Passive\nRanked: No\nDescription: Character gains 1 Fortune Point per day. Note that this does not increase their Fate Points."},{"_id":"532200c05c22fc2b3858c93d","treeId":"3e3e42021546235f0600000c","seq":1,"position":5.5,"parentId":"532200c05c22fc2b3858c91e","content":"## Master Doctor\nCost: 10\nActivation: Active (Incidental)\nRanked: No\nDescription: Once per round, the character may suffer 2 strain to decrease their next Medical Care check by 1 to a minimum of Easy (1 DIFFICULTY DIE)."},{"_id":"532200c05c22fc2b3858c93e","treeId":"3e3e42021546235f0600000c","seq":1,"position":5.75,"parentId":"532200c05c22fc2b3858c91e","content":"## Master Merchant\nCost: 10\nActivation: Active (Incidental)\nRanked: No\nDescription: Before making a check to buy or sell an item, the character may suffer 2 strain. If they do so and the check succeeds, the item costs 25% less or they sell it for 25% more."},{"_id":"532200c05c22fc2b3858c93f","treeId":"3e3e42021546235f0600000c","seq":1,"position":5.875,"parentId":"532200c05c22fc2b3858c91e","content":"## Master of Shadows\nCost: 10\nActivation: Active (Incidental)\nRanked: No\nDescription: The character may suffer 2 strain before making a Stealth of Skulduggery check to reduce the difficulty by 1 to a minimum of Easy (1 DIFFICULTY DIE)."},{"_id":"532200c05c22fc2b3858c940","treeId":"3e3e42021546235f0600000c","seq":1,"position":5.9375,"parentId":"532200c05c22fc2b3858c91e","content":"## Natural Brawler\nCost: 10\nActivation: Active (Incidental)\nRanked: No\nDescription: Once per game session, the character may re-roll any one Weapon Skill check."},{"_id":"532200c05c22fc2b3858c924","treeId":"3e3e42021546235f0600000c","seq":1,"position":6,"parentId":"532200c05c22fc2b3858c91e","content":"## Natural Charmer\nCost: 10\nActivation: Active (Incidental)\nRanked: No\nDescription: Once per game session, the character may re-roll any one Charm or Deception check."},{"_id":"3f58f61308808f076e0000af","treeId":"3e3e42021546235f0600000c","seq":1,"position":6.5,"parentId":"532200c05c22fc2b3858c91e","content":"## Natural Doctor\nCost: 10\nActivation: Active (Incidental)\nRanked: No\nDescription: Once per game session, the character may re-roll any one Medical Care check."},{"_id":"3f58f9a108808f076e0000b0","treeId":"3e3e42021546235f0600000c","seq":1,"position":6.75,"parentId":"532200c05c22fc2b3858c91e","content":"## Natural Enforcer\nCost: 10\nActivation: Active (Incidental)\nRanked: No\nDescription: Once per game session, the character may re-roll any one Coercion check."},{"_id":"3f58fb0e08808f076e0000b1","treeId":"3e3e42021546235f0600000c","seq":1,"position":6.875,"parentId":"532200c05c22fc2b3858c91e","content":"## Natural Hunter\nCost: 10\nActivation: Active (Incidental)\nRanked: No\nDescription: Once per game session, the character may re-roll any one Perception or Vigilance check."},{"_id":"3f58fbd208808f076e0000b2","treeId":"3e3e42021546235f0600000c","seq":1,"position":6.9375,"parentId":"532200c05c22fc2b3858c91e","content":"## Natural Marksman\nCost: 10\nActivation: Active (Incidental)\nRanked: No\nDescription: Once per game session, the character may re-roll any one Ballistic Skill check."},{"_id":"3f59032408808f076e0000b4","treeId":"3e3e42021546235f0600000c","seq":1,"position":6.953125,"parentId":"532200c05c22fc2b3858c91e","content":"## Natural Outdoorsman\nCost: 10\nActivation: Active (Incidental)\nRanked: No\nDescription: Once per game session, the character may re-roll any one Resilience or Survival (Wilderness) check."},{"_id":"3f58fe5008808f076e0000b3","treeId":"3e3e42021546235f0600000c","seq":1,"position":6.96875,"parentId":"532200c05c22fc2b3858c91e","content":"## Natural Salesman\nCost: 10\nActivation: Active (Incidental)\nRanked: No\nDescription: Once per game session, the character may re-roll any one Evaluate or Negotiation check."},{"_id":"3f5904e108808f076e0000b5","treeId":"3e3e42021546235f0600000c","seq":1,"position":6.984375,"parentId":"532200c05c22fc2b3858c91e","content":"## Natural Rogue\nCost: 10\nActivation: Active (Incidental)\nRanked: No\nDescription: Once per game session, the character may re-roll any one Skulduggery or Stealth check."},{"_id":"3f59067c08808f076e0000b6","treeId":"3e3e42021546235f0600000c","seq":1,"position":6.9921875,"parentId":"532200c05c22fc2b3858c91e","content":"## Natural Scholar\nCost: 10\nActivation: Active (Incidental)\nRanked: No\nDescription: Once per game session, the character may re-roll any one Knowledge skill check."},{"_id":"3f8108e608808f076e0000e4","treeId":"3e3e42021546235f0600000c","seq":1,"position":6.994140625,"parentId":"532200c05c22fc2b3858c91e","content":"## Night Vision\nCost: 10\nActivation: Passive\nRanked: No\nDescription: Can see normally in natural darkness up to Medium Range, but not total darkness. Equivalent of starlight needed.\nSpecial: This talent cannot be purchased as a non-career skill."},{"_id":"3f59137b08808f076e0000b7","treeId":"3e3e42021546235f0600000c","seq":1,"position":6.99609375,"parentId":"532200c05c22fc2b3858c91e","content":"## Plausible Deniability\nCost: 10\nActivation: Passive\nRanked: Yes (3)\nDescription: Remove 1 SETBACK DIE from all Coercion and Deception checks the character makes."},{"_id":"3f5918a808808f076e0000b9","treeId":"3e3e42021546235f0600000c","seq":1,"position":6.998046875,"parentId":"532200c05c22fc2b3858c91e","content":"## Point Blank\nCost: 10\nActivation: Passive\nRanked: Yes (3)\nDescription: The character adds one damage per rank of Point Blank to all Ballistic Skill checks while at short range or engaged with the target."},{"_id":"532200c05c22fc2b3858c941","treeId":"3e3e42021546235f0600000c","seq":1,"position":7.25,"parentId":"532200c05c22fc2b3858c91e","content":"## Powerful Blow\nCost: 10\nActivation: Passive\nRanked: Yes (5)\nDescription: Characters deals +1 damage per rank of this talent to melee attacks."},{"_id":"3f591c3b08808f076e0000bb","treeId":"3e3e42021546235f0600000c","seq":1,"position":7.3125,"parentId":"532200c05c22fc2b3858c91e","content":"## Precise Aim\nCost: 10\nActivation: Active (Maneuver)\nRanked: Yes (3)\nDescription: Once per round on the character's turn before a combat check, the character may perform a Precise Aim maneuver and suffer strain up to their ranks in this talent to decrease the target's defence (ranged and melee) by one per strain suffered."},{"_id":"3f59305d08808f076e0000bc","treeId":"3e3e42021546235f0600000c","seq":1,"position":7.34375,"parentId":"532200c05c22fc2b3858c91e","content":"## Quick Draw\nCost: 10\nActivation: Active (Incidental)\nRanked: No\nDescription: This talent allows a character to reduce the time to draw or holster a weapon or item that would normally take a maneuver to an incidental. Weapons and items that would take longer have their time to holster or draw reduced by one maneuver."},{"_id":"532200c05c22fc2b3858c942","treeId":"3e3e42021546235f0600000c","seq":1,"position":7.375,"parentId":"532200c05c22fc2b3858c91e","content":"## Quick Mount\nCost: 10\nActivation: Active (Incidental)\nRanked: No\nDescription: Once per round the character may mount or dismount as an incidental rather than using a maneuver."},{"_id":"3f5934bf08808f076e0000bd","treeId":"3e3e42021546235f0600000c","seq":1,"position":7.4375,"parentId":"532200c05c22fc2b3858c91e","content":"## Quick Strike\nCost: 10\nActivation: Passive\nRanked: Yes (3)\nDescription: When performing a combat check during combat, the character adds 1 BOOST DIE per rank of Quick Strike to any attacks against targets that have not acted yet in that combat."},{"_id":"3f593b5108808f076e0000be","treeId":"3e3e42021546235f0600000c","seq":1,"position":7.46875,"parentId":"532200c05c22fc2b3858c91e","content":"## Rapid Reaction\nCost: 10\nActivation: Active (Incidental, Out of Turn)\nRanked: Yes (3)\nDescription: The character may suffer a number of strain up to their ranks in this talent to add that many successes to an Initiative check."},{"_id":"3f59447008808f076e0000bf","treeId":"3e3e42021546235f0600000c","seq":1,"position":7.484375,"parentId":"532200c05c22fc2b3858c91e","content":"## Rapid Recovery\nCost: 10\nActivation: Passive\nRanked: Yes (3)\nDescription: When a character recovers strain after an encounter, they recover 1 additional strain per rank in Rapid Recovery."},{"_id":"3ff357ac62bef62b44000113","treeId":"3e3e42021546235f0600000c","seq":1,"position":7.4921875,"parentId":"532200c05c22fc2b3858c91e","content":"## Rapid Reload\nCost: 10\nActivation: Passive\nRanked: Yes (3)\nDescription: Reduce the rating of the Prepare quality of any weapons used by this character by 1 per rank of this talent, to a minimum of 0."},{"_id":"532200c05c22fc2b3858c928","treeId":"3e3e42021546235f0600000c","seq":1,"position":7.5,"parentId":"532200c05c22fc2b3858c91e","content":"## Read & Write\nCost: 5\nActivation: Passive\nRanked: Yes (2)\nDescription: You can read and write in the all languages that you can speak passably well. \nSPECIAL: A second rank in this talent allows you to read and write in all languages you speak well enough to understand complex works."},{"_id":"3f81110608808f076e0000e6","treeId":"3e3e42021546235f0600000c","seq":1,"position":7.515625,"parentId":"532200c05c22fc2b3858c91e","content":"## Resistance to Disease\nCost: 5\nActivation: Passive\nRanked: Yes (3)\nDescription: Add 1 BOOST DIE to all rolls to resist or recover from the effects of disease. Also reduce the duration of such effects by one round per rank of this talent, to a minimum of 1."},{"_id":"3f810e9208808f076e0000e5","treeId":"3e3e42021546235f0600000c","seq":1,"position":7.53125,"parentId":"532200c05c22fc2b3858c91e","content":"## Resistance to Magic\nCost: 5\nActivation: Passive\nRanked: Yes (3)\nDescription: Add 1 BOOST DIE to all rolls to resist the effects of magical spells and abilities."},{"_id":"532200c05c22fc2b3858c925","treeId":"3e3e42021546235f0600000c","seq":1,"position":7.5625,"parentId":"532200c05c22fc2b3858c91e","content":"## Resistance to Poison\nCost: 5\nActivation: Passive\nRanked: Yes (3)\nDescription: Add 1 BOOST DIE to all rolls to resist or recover from the effects of poisons, venoms, or other toxins. Also reduce the duration of such effects by one round per rank of this talent, to a minimum of 1."},{"_id":"3f59498f08808f076e0000c0","treeId":"3e3e42021546235f0600000c","seq":1,"position":7.625,"parentId":"532200c05c22fc2b3858c91e","content":"## Resolve\nCost: 10\nActivation: Passive\nRanked: Yes (3)\nDescription: Whenever the character suffers strain they reduce the amount they take by their ranks in Resolve to a minimum of 1. This does not apply to strain voluntarily suffered."},{"_id":"3f5950ca08808f076e0000c1","treeId":"3e3e42021546235f0600000c","seq":1,"position":7.6875,"parentId":"532200c05c22fc2b3858c91e","content":"## Second Wind\nCost: 10\nActivation: Active (Incidental)\nRanked: Yes (3)\nDescription: Once per encounter, the character can use Second Wind incidental to recover an amount of strain equal to their ranks in this talent."},{"_id":"532200c05c22fc2b3858c929","treeId":"3e3e42021546235f0600000c","seq":1,"position":7.75,"parentId":"532200c05c22fc2b3858c91e","content":"## Secret Language\nCost: 5\nActivation: Passive\nRanked: No\nCategories: Various\nDescription: You can speak and understand the chosen secret language. Secret languages are generally simple and one selection of this talent is enough to understand and speak the language."},{"_id":"532200c05c22fc2b3858c92a","treeId":"3e3e42021546235f0600000c","seq":1,"position":7.875,"parentId":"532200c05c22fc2b3858c91e","content":"## Secret Signs\nCost: 5\nActivation: Passive\nRanked: No\nCategories: Various\nDescription: You understand the secret symbols and signs of the chosen secret society."},{"_id":"3f5953bf08808f076e0000c2","treeId":"3e3e42021546235f0600000c","seq":1,"position":7.9375,"parentId":"532200c05c22fc2b3858c91e","content":"## Sense Danger\nCost: 10\nActivation: Active (Incidental)\nRanked: No\nDescription: Once per game session, the character may remove 2 SETBACK DICE from any one skill check."},{"_id":"3f59598808808f076e0000c3","treeId":"3e3e42021546235f0600000c","seq":1,"position":7.96875,"parentId":"532200c05c22fc2b3858c91e","content":"## Side Step\nCost: 10\nActivation: Active (Maneuver)\nRanked: Yes (3)\nDescription: Once per round, the character may perform the Side Step maneuver and suffer an amount of strain no greater than their ranks in this talent. Until the start of the characters next turn, upgrade the difficulty of all ranged attacks against them by the amount of strain suffered."},{"_id":"3f59615208808f076e0000c4","treeId":"3e3e42021546235f0600000c","seq":1,"position":7.984375,"parentId":"532200c05c22fc2b3858c91e","content":"## Smooth Talker\nCost: 10\nActivation: Active (Incidental)\nRanked: Yes (3)\nDescription: When making checks with Charm, Coercion, Negotiation, or Deception, the character my spend TRIUMPH to add a number of successes equal to their ranks in Smooth Talker."},{"_id":"3f596b7f08808f076e0000c5","treeId":"3e3e42021546235f0600000c","seq":1,"position":7.9921875,"parentId":"532200c05c22fc2b3858c91e","content":"## Sniper Shot\nCost: 10\nActivation: Active (Maneuver)\nRanked: Yes (3)\nDescription: Once per round before making a ranged attack (except for Improvised (Ranged) or Thrown Weapon attacks), the character can make a Sniper Shot maneuver to increase the maximum range of their weapon by 1 range band per rank. For each band beyond the normal maximum range of the weapon, the difficulty of the check is increased by 1."},{"_id":"532200c05c22fc2b3858c926","treeId":"3e3e42021546235f0600000c","seq":1,"position":8,"parentId":"532200c05c22fc2b3858c91e","content":"## Speak Language\nCost: 5\nActivation: Passive\nRanked: No\nCategories: Breton, Classical, Dwarfish, Elvish, Kislev, Reikspiel, Tilean, etc\nDescription: You can speak and understand the chosen language."},{"_id":"532200c05c22fc2b3858c927","treeId":"3e3e42021546235f0600000c","seq":1,"position":9,"parentId":"532200c05c22fc2b3858c91e","content":"## Spontaneous Engineering\nCost: 10\nActivation: Active (Action)\nRanked: No\nDescription: Once per game session, the character can take a Spontaneous Engineering action to perform a Hard (3 DIFFICULTY DICE) Craft (Engineering) check to build a contraption to solve a problem, with final say up to the GM."},{"_id":"3f5976d208808f076e0000c6","treeId":"3e3e42021546235f0600000c","seq":1,"position":24,"parentId":"532200c05c22fc2b3858c91e","content":"## Stalker\nCost: 10\nActivation: Passive\nRanked: Yes (3)\nDescription: The character adds 1 BOOST DIE per rank of Stalker to all Coordination and Stealth checks."},{"_id":"3ff332de62bef62b44000110","treeId":"3e3e42021546235f0600000c","seq":1,"position":27.75,"parentId":"532200c05c22fc2b3858c91e","content":"## Stout-Hearted\nCost: 10\nActivation: Passive\nRanked: Yes (3)\nDescription: The character adds 1 BOOST DIE per rank of Stout-Hearted to all Discipline checks to resist Fear and Terror as well as to resist Coercion."},{"_id":"3f5979e508808f076e0000c7","treeId":"3e3e42021546235f0600000c","seq":1,"position":31.5,"parentId":"532200c05c22fc2b3858c91e","content":"## Stroke of Genius\nCost: 10\nActivation: Active (Incidental)\nRanked: No\nDescription: Once per game session, the character can choose to make a skill check using Intelligence rather than the normal characteristic. The player must explain how they are using their intelligence to overcome the problem."},{"_id":"3f597ce308808f076e0000c8","treeId":"3e3e42021546235f0600000c","seq":1,"position":35.25,"parentId":"532200c05c22fc2b3858c91e","content":"## Strong Arm\nCost: 10\nActivation: Passive\nRanked: No\nDescription: The character can treat thrown weapons as if they had one step greater range, to a maximum of medium range."},{"_id":"3f59838108808f076e0000c9","treeId":"3e3e42021546235f0600000c","seq":1,"position":37.125,"parentId":"532200c05c22fc2b3858c91e","content":"## Stunning Blow\nActivation: Active (Incidental)\nCost: 10\nRanked: Yes (2)\nDescription: When making Weapon Skill checks, the character can choose to deal damage as strain instead of wounds, though this does not ignore soak. \n\nSpecial: With 2 ranks in this talent, when dealing strain damage with Weapon Skill checks, the character may spend TRIUMPH to stagger their target for one round per TRIUMPH spent."},{"_id":"3ff33d6e62bef62b44000111","treeId":"3e3e42021546235f0600000c","seq":1,"position":38.150390625,"parentId":"532200c05c22fc2b3858c91e","content":"## Sturdy\nCost: 10\nActivation: Passive\nRanked: No\nDescription: Worn armour counts as having encumbrance 0 for this character.\nSpecial: This talent cannot be purchased as a non-career skill."},{"_id":"3f8070c108808f076e0000da","treeId":"3e3e42021546235f0600000c","seq":1,"position":38.23828125,"parentId":"532200c05c22fc2b3858c91e","content":"## Superior Hearing\nCost: 5\nActivation: Passive\nRanked: No\nDescription: This character adds 1 BOOST DIE to any Perception or Vigilance check involving sound."},{"_id":"3f802af708808f076e0000d4","treeId":"3e3e42021546235f0600000c","seq":1,"position":38.4140625,"parentId":"532200c05c22fc2b3858c91e","content":"## Superior Smell\nCost: 5\nActivation: Passive\nRanked: No\nDescription: This character adds 1 BOOST DIE to any Perception or Vigilance check involving smell."},{"_id":"3f802aba08808f076e0000d3","treeId":"3e3e42021546235f0600000c","seq":1,"position":38.47265625,"parentId":"532200c05c22fc2b3858c91e","content":"## Superior Vison\nCost: 5\nActivation: Passive\nRanked: No\nDescription: This character adds 1 BOOST DIE to any Perception or Vigilance check involving sight."},{"_id":"3f598a4008808f076e0000cb","treeId":"3e3e42021546235f0600000c","seq":1,"position":38.53125,"parentId":"532200c05c22fc2b3858c91e","content":"## Surgeon\nCost: 10\nActivation: Passive\nRanked: Yes (3)\nDescription: When this character makes Medical Care checks to help a character heal wounds, the target heals one additional wound per rank of Surgeon."},{"_id":"3f598fcd08808f076e0000cc","treeId":"3e3e42021546235f0600000c","seq":1,"position":38.765625,"parentId":"532200c05c22fc2b3858c91e","content":"## Touch of Fate\nCost: 10\nActivation: Active (Incidental)\nRanked: No\nDescription: Once per game session, the character may add 2 BOOST DICE to any one skill check."},{"_id":"3f59978b08808f076e0000ce","treeId":"3e3e42021546235f0600000c","seq":1,"position":38.8828125,"parentId":"532200c05c22fc2b3858c91e","content":"## Toughened\nCost: 10\nActivation: Passive\nRanked: Yes (4)\nDescription: The character increases their wound threshold by 2 per rank of Toughened."},{"_id":"3f599b5308808f076e0000cf","treeId":"3e3e42021546235f0600000c","seq":1,"position":38.94140625,"parentId":"532200c05c22fc2b3858c91e","content":"## True Aim\nCost: 20\nActivation: Active (Maneuver)\nRanked: Yes (3)\nDescription: Once per round before the character makes a Ballistic Skill check, they may perform a True Aim maneuver which gives them all the benefits of aiming and upgrades the attack roll by 1 per rank of True Aim."},{"_id":"3f599e4c08808f076e0000d0","treeId":"3e3e42021546235f0600000c","seq":1,"position":38.970703125,"parentId":"532200c05c22fc2b3858c91e","content":"## Uncanny Reactions\nCost: 10\nActivation: Passive\nRanked: Yes (3)\nDescription: The character adds 1 BOOST DIE per rank in Uncanny Reactions to all Vigilance checks."},{"_id":"3f59a09308808f076e0000d1","treeId":"3e3e42021546235f0600000c","seq":1,"position":38.9853515625,"parentId":"532200c05c22fc2b3858c91e","content":"## Uncanny Senses\nCost: 10\nActivation: Passive\nRanked: Yes (3)\nDescription: The character adds 1 BOOST DIE per rank in Uncanny Senses to all Perception checks."},{"_id":"532200c05c22fc2b3858c945","treeId":"3e3e42021546235f0600000c","seq":1,"position":39,"parentId":"532200c05c22fc2b3858c91e","content":"## Underworld Contacts\nCost: 5\nActivation: Active (Incidental)\nRanked: Yes (3)\nDescription: When attempting to purchase exotic, illegal, or black market items the character can reduce the rarity by 1 per rank of this Talent. Each point the rarity is reduced increases the cost of the item by 50% of it's base value."},{"_id":"3f59a46608808f076e0000d2","treeId":"3e3e42021546235f0600000c","seq":1,"position":40,"parentId":"532200c05c22fc2b3858c91e","content":"## Wheel and Deal\nCost: 10\nActivation: Passive\nRanked: Yes (3)\nDescription: When selling legal items, the character adds 10% to the sale price (based on the original value of the item) per rank of Wheel and Deal."},{"_id":"3f4b4f06af08e91f83000089","treeId":"3e3e42021546235f0600000c","seq":1,"position":5,"parentId":"3e426abd5504b3dc3d000031","content":"# NPC Talents\n* Adversary\n* Fearsome Charge\n* Undying Ferocity"},{"_id":"3f4b4f42af08e91f8300008a","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3f4b4f06af08e91f83000089","content":"# Adversary\nActivation: Passive\nRanked: Yes\nDescription: Upgrade the difficulty of all attack checks targeting this character once per rank of Adversary."},{"_id":"4025539062bef62b44000117","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.25,"parentId":"3f4b4f06af08e91f83000089","content":"# Chaos Incarnate\nActivation: Passive\nRanked: No\nDescription: Engaged enemies add 1 SETBACK DIE to all skill checks."},{"_id":"3f8825d508808f076e000102","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.5,"parentId":"3f4b4f06af08e91f83000089","content":"# Fearsome Charge\nActivation: Passive\nRanked: No\nDescription: When this character uses the charge action, they add 2 BOOST DICE instead of 1."},{"_id":"3f881de308808f076e0000ff","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3f4b4f06af08e91f83000089","content":"# Undying Ferocity\nActivation: Active (Incidental, Out of Turn)\nRanked: No\nDescription: When this character is killed, they may immediately make a melee attack before dying."},{"_id":"3e41fbd25504b3dc3d000027","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.75,"parentId":null,"content":"# Skill Checks"},{"_id":"3e41fc215504b3dc3d000028","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3e41fbd25504b3dc3d000027","content":"# Making a Skill Check\n* When a unit wants to accomplish some task that has some risk of failure, they must make a skill check.\n* All skills have a stat associated with them and that stat is the one to be used when determining the initial dice in the dice pool."},{"_id":"3e421a7a5504b3dc3d000029","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3e41fbd25504b3dc3d000027","content":"# Difficulty Level\n* All tasks have a difficulty level. Note that checks do not need to be made for basic tasks and cannot be made for tasks that are impossible.\n* The following are the difficulty levels:\n * Simple (0 NEGATIVE DICE)\n * Easy (1 NEGATIVE DICE)\n * Average (2 NEGATIVE DICE)\n * Hard (3 NEGATIVE DICE)\n * Daunting (4 NEGATIVE DICE)\n * Formidable (5 NEGATIVE DICE)"},{"_id":"3e421acb5504b3dc3d00002a","treeId":"3e3e42021546235f0600000c","seq":1,"position":3,"parentId":"3e41fbd25504b3dc3d000027","content":"# Creating the Dice Pool\n* Using SW: EotE system"},{"_id":"3e421c565504b3dc3d00002b","treeId":"3e3e42021546235f0600000c","seq":1,"position":4,"parentId":"3e41fbd25504b3dc3d000027","content":"# Determining the Outcome\n* Between the rolled dice in the dice pool there will be a certain number of SUCCESS SYMBOLS and FAIL SYMBOLS which cancel each other out. If there are any SUCCESS SYMBOLS left after this, then the skill check was a success.\n* The specific meaning of a successful or failed skill check depends on the skill being checked, though generally this should be obvious.\n* Many skills will list additional effects that can occur if the checking unit rolled additional successes, though the GM is free to come up with more effects.\n * Many checks won't have anything meaningful beyond basic success, so it isn't always necessary to know how well someone succeeded."},{"_id":"3e42396d5504b3dc3d00002f","treeId":"3e3e42021546235f0600000c","seq":1,"position":5,"parentId":"3e41fbd25504b3dc3d000027","content":"# Opposed Skill Checks\n* Same as SW: EotE"},{"_id":"3f96405308808f076e000114","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.875,"parentId":null,"content":"# Fate and Fortune Points"},{"_id":"3f9640a508808f076e000115","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3f96405308808f076e000114","content":"## Gaining Fate and Fortune Points\n* Characters start with a given number of Fate Points based on their race.\n* Characters have a daily allotment of Fortune Points which is equivalent to their Fate Points.\n* Some talents increase a characters daily allotment of Fortune Points.\n* Unused Fortune Points are lost.\n* Fate Points are only gained through narrative reasons decided upon by the GM. These should be given very sparingly, perhaps for completing a large plot line or accomplishing some incredible feat.\n\n## Spending Fortune Points\n* Fortune points can be used for the following:\n * Upgrade a skill check they are about to make.\n * Add 1 SUCCESS to a check just made.\n * Upgrade the difficulty of a check an NPC is about to make.\n * Add 1 FAILURE to a check an NPC just made.\n * The character can also use a Fortune Point narratively to do something like remember that they packed a lamp, or luckily there is a rock to duck behind for cover.\n\n## Spending Fate Points\n\nFate Points can be used to prevent a character from dying. The GM and player should figure out a narrative way for the character to survive the encounter, and not just delay the inevitable.\n\nSpent Fate Points are permanently lost and thus the characters daily Fortune Point allotment is also reduced by 1."},{"_id":"3e3eb5945504b3dc3d00000c","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":null,"content":"# Combat"},{"_id":"3e3fb9245504b3dc3d000017","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.5,"parentId":"3e3eb5945504b3dc3d00000c","content":"# Combat Structure\n\n## Initiative\n\nAn Initiative check is a Vigilance check that determines the order in which characters will act in an encounter. Characters on a given side of an encounter who have consecutive actions may act freely in any order and this order can change every turn.\n * For example, there are a group of goblins attacking four players. The turn order is Player 1, Player 2, Player 3, the Goblins, and Player 4. Players 1, 2, and 3 can go in any order at the start of a given turn. Player 4 must wait to act until after the goblins have gone.\n\n## Rounds\n\n## Turns"},{"_id":"3e3fb2415504b3dc3d000013","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3e3eb5945504b3dc3d00000c","content":"# Actions and Maneuvers\n\n* Combat is divided into rounds where every combatant acts once in an order of initiative.\n* A character can perform one action and one maneuver per round.\n* A character can suffer 2 strain to gain one additional maneuver in a turn.\n* It is possible for a character to get a second maneuver, but they can never have more than two for any reason."},{"_id":"3f319ece6a97f6987f000080","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3e3fb2415504b3dc3d000013","content":"## Maneuvers\n* Move 1 DISTANCE UNIT.\n* Run: Move up to 2 DISTANCE UNITS. melee attacks against the unit gain 1 BOOST DIE and ranged attacks against the unit suffer 1 SETBACK DIE.\n* Aim: Add 1 BOOST DIE to next combat check made by this character before the end of their turn. Can be done twice.\n * TARGET SPECIFIC PART OF BODY/OBJECT? EotE HAS THIS RULE.\n* Prepare: Some weapons require prepare maneuvers to be performed before using them.\n* Interact with environment.\n * Move object\n * Open/close door\n * Take cover\n*Assist: Add 1 BOOST DIE to an engaged characters next check.\n* Guarded stance: Add 1 SETBACK DIE to combat rolls until end of next turn, but gain melee defence 1 until end of next turn.\n* Manage gear\n * Take out or put back item.\n * Draw, holster, load weapon\n * LOAD?\n* Mount or dismount\n * Trained animals require no check, untrained animals require Handle Animal check, generally Average (2 DIFFICULTY DICE)\n* Stand up or drop prone\n * Being prone adds 1 SETBACK DIE to ranged attacks against the character and adds 1 BOOST DIE to melee attacks against them."},{"_id":"3f319f4c6a97f6987f000081","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3e3fb2415504b3dc3d000013","content":"## Actions\n* Trade action for second maneuver.\n* Attack (Melee): Attack an engaged enemy.\n* Attack (Ranged): Attack an enemy at range. The unit cannot be engaged with an enemy to perform this action.\n* Charge: Move from short range to engaged and then make a melee attack with 1 BOOST DIE. \n* Disengage: Move away from an enemy up to one DISTANCE UNIT. Moving away from an engaged enemy without performing this action allows them a free Attack (Melee) action against them.\n* Activate ability\n"},{"_id":"3e3fb95b5504b3dc3d000018","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.25,"parentId":"3e3eb5945504b3dc3d00000c","content":"# Movement\n* Distances work by considering any given two characters to be a certain distance away from each other. This distance is defined by one of five general range bands\n* In combat, units start a specific range away from one another, depending on how the fight started.\n * For example, if the PCs ambush some enemies around a campfire by jumping out of the bushes, then the units start at short range. If the PCs spot some enemies in a field off in the distance, they can move forward until they wish to attack at whatever range they are at, though they may be spotted before that.\n* The furthest 2 units can be considered from one another at a combat scale is Extreme Range. The closest they can be is Engaged.\n* The range bands (and the maneuvers required to move from one to another) are:\n * Extreme Range, which is 2 maneuvers from\n * Long Range, which is 2 maneuvers from\n * Medium Range, which is 1 maneuvers from\n * Short Range, which is 1 maneuvers from\n * Engaged\n* Maneuvers to move from one range band to another can be split between turns, though two characters are not considered to have changed range bands from one another until the total number of required maneuvers has been completed."},{"_id":"3f2eb5396a97f6987f00005a","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.375,"parentId":"3e3eb5945504b3dc3d00000c","content":"# Attacking\n\nUsing SW: EotE system except Weapon Skill is used for melee attacks and Ballistic Skill is used for ranged attacks.\n\n* Attackers in an engagement where allies outnumber enemies by at least 2:1 add 1 BOOST DIE to any Weapon Skill checks.\n* Attackers in an engagement where allies outnumber enemies by at least 3:1 add 2 BOOST DICE to any Weapon Skill checks. This is instead of the 2:1 bonus."},{"_id":"3fa835e31cd339f9f9000109","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.5,"parentId":"3f2eb5396a97f6987f00005a","content":"## Combatants of Different Sizes\n* There are 6 basic size categories:\n * Tiny: Snotling\n * Small: Halflings\n * Medium: Dwarfs, Humans, Elves\n * Large: Horse, Ogre, Manticore\n * Huge: Giant, Dragon\n * Gargantuan: \n* For every 2 size categories (e.g. large to small) that an attacker is larger than their target, they add 1 DIFFICULTY DIE.\n * Example: A giant (huge) attacking a snotling (tiny) would add 2 DIFFICULTY DICE to their attack check.\n* If the attacker is 2 or more size categories smaller than their target, they remove 1 DIFFICULTY DIE from the attack check.\n * Example: A snotling (tiny) attacks an giant (huge) would remove 1 DIFFICULTY DIE from their attack roll."},{"_id":"3f3b58a1d8993b27e7000074","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3f2eb5396a97f6987f00005a","content":"## Ranged Attacks Against Engaged Target\n* When making a ranged attack against an enemy that is engaged with and ally the attacker must upgrade the difficulty of the check by one and any DESPAIR symbols are automatically used to make the attack hit one of the individuals engaged with the target (GM's choice) instead of the target.\n * The attack must still be a success to hit another target."},{"_id":"3f3b627ad8993b27e7000075","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3f2eb5396a97f6987f00005a","content":"## Making Ranged Attacks While Engaged\n* An character who makes a ranged attack while engaged with an enemy allows any enemy engaged with them to add 1 BOOST DIE to their next melee attack against the character, assuming it comes before the end of that enemies next turn and they do not become disengaged before the attack."},{"_id":"3f3b8c31d8993b27e7000076","treeId":"3e3e42021546235f0600000c","seq":1,"position":3,"parentId":"3f2eb5396a97f6987f00005a","content":"## Attacking Prone Targets and Attacking Prone\n* A character who is knocked down, incapacitated, or willingly drops prone is considered prone.\n* Making an Weapon Skill check while prone adds 1 SETBACK DIE to the check.\n* Attacking a character who is prone with a melee attack adds 1 BOOST DIE to the check.\n* Ranged attacks against a prone character add 1 SETBACK die to the check.\n* Prone characters cannot make ranged attacks with bows."},{"_id":"3f3b9960d8993b27e7000077","treeId":"3e3e42021546235f0600000c","seq":1,"position":4,"parentId":"3f2eb5396a97f6987f00005a","content":"## Two-Weapon Combat\n* A character wielding a melee weapon in one hand and a melee weapon or pistol in the other can make a melee attack with both weapons as a single combined check.\n* A character wielding a pistol in each hand can make a ranged attack with both weapons as a single combined check.\n* First, the character chooses which weapon is the primary weapon for this attack.\n* The character determines the characteristic and skill they would use for each weapon and selects a target.\n* The character uses the lower of the two characteristics and the lower of the two skills to determine the dice pool.\n* The character then determines the difficulty of each attack to hit the target and uses the higher difficulty for the check.\n* Finally, the check adds 1 DIFFICULTY DIE if the skill used for both weapons was the same or 2 DIFFICULTY DICE if they were different.\n* A successful check counts as a hit with the primary weapon. The attacker may then spend 2 ADVANTAGEA or 1 TRIUMPH to hit with the secondary weapon as well.\n* The character can spend additional ADVANTAGES or TRIUMPHS on any weapon that hit successfully.\n* Each hit deals base damage +1 for each uncanceled success."},{"_id":"3f3bb488d8993b27e7000079","treeId":"3e3e42021546235f0600000c","seq":1,"position":5,"parentId":"3f2eb5396a97f6987f00005a","content":"## Unarmed Combat\n* Unarmed attacks use the Unarmed skill.\n* Unarmed attacks use the attackers Brawn rating as base damage. They have a range of engaged, a Critical Rating of 5, and the Disorient 1 and Knockdown qualities.\n* The attacker can choose to do strain damage rather than wounds with unarmed attacks, still reducing by soak.\n* Some weapons are brawl weapons, which can add damage to the attack, have an improved Critical Rating, and add or improve (select the better) qualities."},{"_id":"3f2eb8276a97f6987f00005b","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.75,"parentId":"3e3eb5945504b3dc3d00000c","content":"# Damage\n\nUsing SW: EotE system"},{"_id":"3f80605708808f076e0000d9","treeId":"3e3e42021546235f0600000c","seq":1,"position":3,"parentId":"3e3eb5945504b3dc3d00000c","content":"# Critical Injuries\n\nUsing SW: EotE system\n\nAdditionally: \n* All critical injuries with a roll of 41 or greater (Average Severity injuries) damage any worn armour by 1 step.\n* All critical injuries with a roll of 91 or greater (Hard Severity injuries) add 1 Insanity Point to the character."},{"_id":"3f3b250ad8993b27e700006f","treeId":"3e3e42021546235f0600000c","seq":1,"position":2.03125,"parentId":null,"content":"# Wounds, Strain, and States of Health"},{"_id":"3f3b259ad8993b27e7000070","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3f3b250ad8993b27e700006f","content":"## Wounds and Wound Threshold\n* Characters can suffer wounds from a variety of sources, most commonly from enemy weapons.\n\n### Exceeding Wound Threshold\n* When a character suffers wounds greater than their wound threshold they are knocked unconscious and they also immediately suffer a critical wound.\n* Characters continue to track damage after they surpass their wound threshold.\n* Characters must reduce their wounds to their wound threshold or lower to regain consciousness.\n* If a character exceeds their wound threshold by more than their wounds they immediately die.\n* NPCs are generally considered defeated immediately upon surpassing their wound threshold in wounds."},{"_id":"3f3b3a1dd8993b27e7000071","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3f3b250ad8993b27e700006f","content":"## Strain and Strain Threshold\n* While wounds represent the physical damage a character can take, strain represents the ability to withstand mental punishment, fatigue, anxiety, fear inducing situations, etc.\n* Strain can come from many sources, such as encountering terrifying scenes, environmental exposure, torture and more.\n* Strain can also come from the use of some talents.\n* Finally, strain is often incurred in combat to gain an extra maneuver, which costs 2 strain.\n\n### Exceeding Strain Threshold\n* When a character suffers strain beyond their strain threshold they are immediately incapacitated. Either unconscious or too dazed to act.\n* Reducing strain to a characters strain threshold or lower returns them to their senses.\n* NPCs generally do not suffer strain, and simply take wound damage instead."},{"_id":"3f3b4d2bd8993b27e7000072","treeId":"3e3e42021546235f0600000c","seq":1,"position":3,"parentId":"3f3b250ad8993b27e700006f","content":"# States of Health\n* A character with no wounds is considered unwounded.\n* A character with at least one wound and less than or equal to their wound threshold is considered wounded.\n* A character with at least one critical injury is considered critically injured.\n* A character with strain or wounds greater than their strain threshold or wound threshold respectively is incapacitated."},{"_id":"3e3fb8dd5504b3dc3d000016","treeId":"3e3e42021546235f0600000c","seq":1,"position":2.046875,"parentId":null,"content":"# Healing"},{"_id":"3f963d7508808f076e000113","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3e3fb8dd5504b3dc3d000016","content":"## Recovering Strain\n* Characters can make a Simple (0 DIFFICULTY DICE) Resilience or Discipline check and recover an amount of strain equal to the SUCCESSES rolled.\n* Characters generally recover all strain with a good nights rest.\n"},{"_id":"3fc874ef1cd339f9f9000113","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3e3fb8dd5504b3dc3d000016","content":"## Natural Healing\n* Characters heal 1 wound every day through natural healing.\n* At the end of a full week of rest (no combat or strenuous activity) the character can attempt a Resilience check to remove one critical wound. TRIUMPH can be spent to remove an additional critical wound.\n* Natural healing combines with Medical Care, so a character who receives treatment still recovers 1 wound per day regardless of the result of the Medical Care check and can attempt to heal a critical wound naturally once per week of rest in addition to any Medical Care they receive."},{"_id":"3fc875451cd339f9f9000114","treeId":"3e3e42021546235f0600000c","seq":1,"position":3,"parentId":"3e3fb8dd5504b3dc3d000016","content":"## Medical Care\n* A character can attempt a Medical Care check to attempt to help another character heal wounds. \n* A character may only receive one Medical Care check after an encounter or each day. \n * A character cannot receive more than one Medical Care check in a day, regardless of the number of encounters.\n* The difficulty of the check is based on how badly injured the character being healed is. It's an Easy check (1 DIFFICULTY DIE) if the character's wounds are equal to or less than one half of their wounds threshold, an Average check (2 DIFFICULTY DICE) if the character has wounds greater than half their wound threshold and up to their wound threshold, and a Hard check (3 DIFFICULTY DICE) if the character has wounds greater than their wounds threshold.\n* A character recovers a number of wounds equal to the SUCCESSES rolled and an amount of strain equal to the ADVANTAGES rolled.\n* A character can attempt a Medical Care check on a character to allow them to recover from critical injuries. The difficulty is based on the severity of the injury.\n* A character can attempt to heal another character's critical wounds once per week per critical wound. This check does not require the character to wait a week before the first attempt.\n* A character can attempt to heal their own wounds or critical injuries, but this increases the difficulty of the check by 2.\n* Not having the proper equipment increases the difficulty by 1."},{"_id":"3f2ea4bd6a97f6987f000055","treeId":"3e3e42021546235f0600000c","seq":1,"position":2.0625,"parentId":null,"content":"# Status Effects"},{"_id":"3f2ec3326a97f6987f00005c","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.5,"parentId":"3f2ea4bd6a97f6987f000055","content":"## Bleeding (X)\n* At the end of every one of this units turns it suffers X wounds.\n* Damage from Bleeding is not reduced in any way.\n* Last an amount of time given by the source."},{"_id":"3f2eabbf6a97f6987f000059","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3f2ea4bd6a97f6987f000055","content":"## Disoriented (SW: EotE Rules)\n\n* Add 1 SETBACK DIE to all checks\n* Lasts an amount of time based on source\n* If no time given, lasts until end of affected characters next turn\n* Multiple applications stack, adding time\n* Cannot last past encounter"},{"_id":"3f2eaaa26a97f6987f000058","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.5,"parentId":"3f2ea4bd6a97f6987f000055","content":"## Immobilized (SW: EotE Rules)\n\n* Cannot perform maneuvers\n* Lasts an amount of time based on source\n* If no time given, lasts until end of affected characters next turn\n* Multiple applications stack, adding time\n* Cannot last past encounter"},{"_id":"3f2ea6756a97f6987f000057","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3f2ea4bd6a97f6987f000055","content":"## Staggered (SW: EotE Rules)\n\n* Cannot perform actions\n* Lasts an amount of time based on source\n* If no time given, lasts until end of affected characters next turn\n* Multiple applications stack, adding time\n* Cannot last past encounter"},{"_id":"3f2eca576a97f6987f00005d","treeId":"3e3e42021546235f0600000c","seq":1,"position":6,"parentId":"3f2ea4bd6a97f6987f000055","content":"## Incapacitated\n* Unable to act. \n* Any attack against this unit automatically succeeds and rolls no NEGATIVE DICE or MINOR NEGATIVE DICE. \n* In a non-combat situation, an attack against an incapacitated character automatically kills them.\n* Lasts a variable amount of time determined by the source."},{"_id":"3f2e783f6a97f6987f00004e","treeId":"3e3e42021546235f0600000c","seq":1,"position":2.078125,"parentId":null,"content":"# Critical Injury Chart\n\n"},{"_id":"3f2e813d6a97f6987f00004f","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3f2e783f6a97f6987f00004e","content":"## Easy Severity (1 DIFFICULTY DIE)\n\n* 01-05: **Minor Nick:** The target suffers 1 strain.\n* 06-10: **Slowed Down:** The target moves to the bottom of the initiative order. They do not act again this turn if they already have.\n* 11-15: **Sudden Jolt:** Target drops whatever is in hand (1-5 left hand, 6-0 right hand)\n* 16-20: **Distracted:** Target cannot perform free maneuver next turn\n* 21-25: **Off Balance:** Target adds 1 SETBACK DIE to next skill check\n* 26-30: **Strong Blow:** The target suffers 2 strain.\n* 31-35: **Stunned:** The target is staggered until the end of it's next turn.\n* 36-40: **Stinger:** The target increases the difficulty of it's next check by 1.\n"},{"_id":"40a2a0abcf5b9ed7b300012e","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3f2e783f6a97f6987f00004e","content":"## Average Severity (2 DIFFICULTY DICE)\n\n* 41-45: **Bowled Over:** The target is knocked prone and suffers 1 strain.\n* 46-50: **Head Ringer:** The target increases the difficulty of all Intelligence and Cunning checks until the end of the encounter.\n* 51-55: **Fearsome Wound:** The target increases the difficulty of all Presence and Willpower checks until the end of the encounter.\n* 56-60: **Agonizing Wound:** The target increases the difficulty of all Brawn and Agility checks until the end of the encounter.\n* 61-65: **Slightly Dazed:** The target is disoriented until the end of the encounter.\n* 66-70: **Scatter Senses:** The target removes all BOOST DICE from skill checks for the rest of the encounter.\n* 71-75: **Hamstrung:** The target loses it's free maneuver until the end of the encounter.\n* 76-80: **Powerful Blow:** The attacker rolls the same attack again with the exact same dice and the target suffers additional damage from this roll.\n* 81-85: **Winded:** Target cannot voluntarily suffer strain to activate abilities or gain maneuvers until end of encounter.\n* 86-90: **Compromised:** Target increases difficulty of all skill checks by 1 until end of encounter.\n"},{"_id":"40a2a10dcf5b9ed7b300012f","treeId":"3e3e42021546235f0600000c","seq":1,"position":3,"parentId":"3f2e783f6a97f6987f00004e","content":"## Hard Severity (3 DIFFICULTY DICE)\n\n* 91-95: **At the Brink:** Target suffers 1 strain every time they perform an action.\n* 96-100: **Crippled:** One of the targets limbs is crippled (1-3 left leg, 4-6 right leg, 7-8 left arm, 9-0 right arm) and cannot be used until this critical wound is removed.\n* 101-105: **Maimed:** One of the targets limbs is damaged beyond repair and is permanently useless. (1-3 left leg, 4-6 right leg, 7-8 left arm, 9-0 right arm)\n* 106-110: **Horrific Injury:** Until this injury is healed the target treats one characteristic as if it were 1 point lower. (1-3 Brawn, 4-6 Agility, 7 Intelligence, 8 Cunning, 9 Presence, Willpower)\n* 111-115: **Temporarily Lame:** Until this injury is healed the target cannot perform more than 1 maneuver during they're turn.\n* 116-120: **Blinded:** The target is permanently blinded. Upgrade the difficulty of all checks twice. Upgrade the difficulty of Perception, Vigilance and other appropriate checks 3 times.\n* 121-125: **Knocked Senseless:** The target is staggered for the rest of the encounter.\n"},{"_id":"40a2a152cf5b9ed7b3000130","treeId":"3e3e42021546235f0600000c","seq":1,"position":4,"parentId":"3f2e783f6a97f6987f00004e","content":"## Daunting Severity (4 DIFFICULTY DICE)\n\n* 126-130: **Gruesome Injury:** One of the targets characteristics is permanently reduced by 1. (1-3 Brawn, 4-6 Agility, 7 Intelligence, 8 Cunning, 9 Presence, Willpower)\n* 131-140: **Bleeding Out:** Target suffers 1 wound and 1 strain at the start of their turn. For every 5 wounds past their threshold they suffer an additional critical wound, re-rolling this result.\n* 141-150: **The End is Nigh:** The target will die at the end of the initiative order of the next turn.\n\n* 151+: Target is dead."},{"_id":"3f805e1508808f076e0000d7","treeId":"3e3e42021546235f0600000c","seq":1,"position":2.09375,"parentId":null,"content":"# Fear and Terror"},{"_id":"3f881d1608808f076e0000fe","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3f805e1508808f076e0000d7","content":"# Fear\n\n## Fear Rating\n* Enemies and situations can have a Fear Rating associated with them. This difficulty of the check is derived from the Fear Rating.\n* Situations and enemies causing fear require Discipline checks.\n * For example, an enemy with Fear 2 requires characters confronting them to make an Average (2 DIFFICULTY DICE) Discipline check. An enemy with the Fear ability is said to cause fear.\n* When confronted with multiple sources of fear (like multiple enemies that cause fear), only the highest fear rating must be rolled against.\n* Situations that cause fear are things like finding a mutilated body (Fear 1), being in the presence of something emanating the evil of chaos (Fear 3), finding a village decimated by the followers of chaos (Fear 5).\n\n## Effects of Fear\n* Failing a fear check causes the failing character to add 1 SETBACK DIE to all rolls they make while still in the presence of whatever caused the test to be made.\n* For each THREAT rolled the character suffers 1 strain. This occurs regardless of success or failure on the check.\n * If 3 THREAT are rolled, the character can be staggered for the first round of combat instead.\n* Generating a DESPAIR on a failed fear check means the character immediately flees from the source of the fear, and they continue to do so until well out of range of the fear causing source. The character also immediately gains 1 insanity point."},{"_id":"3fa7bf861cd339f9f9000103","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3f805e1508808f076e0000d7","content":"# Terror\n\n## Terror Rating\n* Similar to things that cause fear, some things are so terrible that they cause terror.\n* Terror works exactly like fear for making a check, so an enemy with Terror 2 would require an Average (2 DIFFICULTY DICE) Discipline check to attempt to overcome.\n\n## Effects of Terror\n* Failing a terror check causes the failing character to automatically flee from the source of terror as quickly as possible.\n* Generating 3 or more THREAT or a DESPAIR on a failed terror check causes the character to instead to become frozen in terror. They are considered incapacitated and will continue to be so until the source of terror is removed from their presence. The character also immediately gains 1 insanity point.\n * After one round, the character can attempt another Discipline check with the same dice pool as the original terror check. A successful check stops the character from being incapacitated, though they instead simply flee from the source of terror as quickly as they can.\n* In addition to any other effects, a character gains 1 insanity point for every uncanceled FAILURE they generate on a terror check."},{"_id":"3fa82e4f1cd339f9f9000108","treeId":"3e3e42021546235f0600000c","seq":1,"position":2.1171875,"parentId":null,"content":"# Disease and Corruption"},{"_id":"3fa82de61cd339f9f9000106","treeId":"3e3e42021546235f0600000c","seq":1,"position":2.140625,"parentId":null,"content":"# Insanity"},{"_id":"40a29828cf5b9ed7b300012b","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3fa82de61cd339f9f9000106","content":"## Gaining Insanity Points\n\nCharacters gain insanity points in the following ways:\n* They gain 1 insanity point when they suffer a critical wound with a hard severity rating (91-125).\n* They gain 2 insanity points when they suffer a critical wound with a daunting severity rating (126+).\n* They gain 1 insanity point by generating 3 THREAT on a fear test.\n* They gain 1 insanity point by generating a DESPAIR or 3 THREAT on a terror test.\n* They gain 1 insanity point for each uncanceled FAILURE generated on a terror check.\n* Other specific game effects and GM decided situations may cause a character to gain insanity points."},{"_id":"40a29b93cf5b9ed7b300012c","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3fa82de61cd339f9f9000106","content":"## Gaining Disorders\n\n* Whenever a character gains one or more insanity points from a single source or situation they check to see if their current insanity points are greater than their ranks in Willpower or Resilience (whichever is greater). This is a characters insanity threshold.\n* If they do have more insanity points than this number, they must make a Resilience check with a difficulty equal to the difference between their insanity threshold and their current insanity points, with a maximum difficulty of Formidable (5 DIFFICULTY DICE).\n* If there is a greater difference between a characters current insanity points and their insanity threshold than 4, each additional point of difference upgrades the difficulty of the check once, to a maximum difficulty of 5 CHALLENGE DICE. No check will be harder than this.\n* If this check is failed, the character immediately resets their current insanity points to 0 and gains a disorder.\n* The specific disorder is selected by the GM and should be appropriate for the circumstances that led to the disorder.\n * For example: Konrad has just witnessed a terrifying scene of Chaos worship and fails a terror test generating 2 uncanceled FAILURES, so he gains 2 insanity points. His insanity threshold is 4 and these 2 points put him at 6 insanity points. He would need to make an Average (2 DIFFICULTY DICE) Resilience check or he would gain a disorder."},{"_id":"40a2d683cf5b9ed7b3000131","treeId":"3e3e42021546235f0600000c","seq":1,"position":2.5,"parentId":"3fa82de61cd339f9f9000106","content":"## List of Disorders"},{"_id":"40a29bafcf5b9ed7b300012d","treeId":"3e3e42021546235f0600000c","seq":1,"position":3,"parentId":"3fa82de61cd339f9f9000106","content":"## Curing Disorders\n\n"},{"_id":"3e3eb5e35504b3dc3d00000d","treeId":"3e3e42021546235f0600000c","seq":1,"position":2.25,"parentId":null,"content":"# Social"},{"_id":"3e41b11b5504b3dc3d000026","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3e3eb5e35504b3dc3d00000d","content":"# Social Encounters\n\n* Many social encounters can be handled without dice rolling. Any time that there isn't any particular reason that an NPC wouldn't be agreeable or indifferent to whatever the players are trying to accomplish then simple roleplaying should be sufficient.\n* When an NPC is being asked to do something for the players beyond what they would be expected to do, then the players will need to roll dice to see if they're convincing.\n* Some social interactions are not with a specific NPC, but instead with a group of people. For example, gathering information at a pub or asking questions to the locals in a city district involve the players asking questions to lots of people, and these would not be individually role-played. These are examples of investigation skills, which are a type of social skill.\n* When dice do need to be rolled, players simply use an appropriate skill or make a basic Presence check.\n* The difficulty of the check when attempting to convince a target to do something is based on how much the target does not want to do the thing.\n* For investigation social checks, the difficulty is based on how difficult it is to track down the appropriate target. Note that with these checks will often result in the players encountering a final one on one situation which they must also resolve."},{"_id":"3e426d835504b3dc3d000035","treeId":"3e3e42021546235f0600000c","seq":1,"position":2.3125,"parentId":null,"content":"# Experience and Training"},{"_id":"3f80507d08808f076e0000d6","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3e426d835504b3dc3d000035","content":"## Experience Point Costs\n* Raising a base characteristic by 1 rank costs 20 times the rank it is being raised to. \n * The maximum rank of a stat is 6.\n * Raising a characteristic\n* Increasing your ranks in a skill costs the amount listed under the skill times the rank the skill is being raised to.\n *The cost is increased by the amount listed under the skill description if it is a non-career skill and requires GM permission.\n * The maximum ranks a character can have in a given skill is 5.\n * To raise a non-career skill by 1 rank costs the base cost again in addition to the standard cost.\n* Purchasing a talent costs the amount listed under the given talents entry times the rank the talent is being raised to.\n *The cost is increased by the amount listed under the talent description if it is a non-career skill and requires GM permission."},{"_id":"3fa7e6321cd339f9f9000105","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3e426d835504b3dc3d000035","content":"## Gaining Experience\n* Characters should gain about 20 XP per 2 hours of game time, assuming reasonable progress in the story during that time.\n* An extra 10 XP can be given for good roleplaying and/or following character motives.\n* An extra 10 XP can be given for reaching a major milestone in the campaign, like wrapping up a story arc."},{"_id":"3e4232125504b3dc3d00002c","treeId":"3e3e42021546235f0600000c","seq":1,"position":2.375,"parentId":null,"content":"# Enemies"},{"_id":"3e4232405504b3dc3d00002d","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3e4232125504b3dc3d00002c","content":"# General Concepts\n* Enemies should each have special attack powers to make them unique and interesting.\n* Enemies could be in groups (like Goblins or Undead) which have standard abilities which helps create theme as well as keeping things easier to run.\n* Some enemies have fortune points, which they use just as PCs do. Upgrading the difficulty of attacks against them allows for opponents weapons to be damaged more often by bringing despair into the mix."},{"_id":"3e4406c85504b3dc3d00004f","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3e4232125504b3dc3d00002c","content":"# Components\n* Enemy types (like Goblin warrior, human wizard, etc) each have a large sheet that displays their skills as well as a all of their possible special actions (including attacks).\n * Each action has a level associated with it (Novice, Normal, Advanced, Master) and only an enemy of that type and level can use those powers. These cards can be double sided.\n* Separate playing card sized cards (also double sided) show the stats for each enemy based on their level.\n * Two levels per side allows each card to represent all 4 levels. This would crowd the card and possibly lead to confusion as to which enemy it represents."},{"_id":"3f88067708808f076e0000f9","treeId":"3e3e42021546235f0600000c","seq":1,"position":2.25,"parentId":"3e4232125504b3dc3d00002c","content":"# Beastmen\n* Ungor\n* Gor\n* Wargor"},{"_id":"3f88221a08808f076e000100","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.5,"parentId":"3f88067708808f076e0000f9","content":"# Ungor\n\n## Stats\nMEL: 2\nRNG: 2\nBRN: 4\nAGI: 3\nINT: 2\nCUN: 2\nWILL: 2\nPRE: 2\n\nSoak: 4\nWounds: 14\nStrain: 12\nM/R Defence: 0/0\nFortune: 0\n\n## Skills\nAthletics 2, Coordination 2, Hand Weapons 3, Unarmed 3, Vigilance 2\n\n## Equipment\nHand Weapon"},{"_id":"3f88078f08808f076e0000fb","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3f88067708808f076e0000f9","content":"# Gor\n\n## Stats\nMEL: 3\nRNG: 2\nBRN: 5\nAGI: 3\nINT: 2\nCUN: 3\nWILL: 2\nPRE: 2\n\nSoak: 5\nWounds: 16\nStrain: 13\nM/R Defence: 0/0\nFortune: 1\n\n## Skills\nAthletics 2, Coordination 2, Hand Weapons 3, Unarmed 3, Vigilance 3\n\n## Equipment\nHand Weapon\n\n## Special Rules\n* Fearsome Charge"},{"_id":"3f88191908808f076e0000fd","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3f88067708808f076e0000f9","content":"# Wargor\n\n## Stats\nMEL: 4\nRNG: 2\nBRN: 6\nAGI: 3\nINT: 2\nCUN: 3\nWILL: 2\nPRE: 3\n\nSoak: 6\nWounds: 18\nStrain: 14\nM/R Defence: 0/0\nFortune: 2\n\n## Skills\nAthletics 3, Coordination 3, Hand Weapons 4, Unarmed 4, Vigilance 4\n\n## Equipment\nHand Weapon\n\n## Special Rules\n* Fear 2\n* Undying Ferocity\n* Fearsome Charge"},{"_id":"3fc892661cd339f9f9000116","treeId":"3e3e42021546235f0600000c","seq":1,"position":2.375,"parentId":"3e4232125504b3dc3d00002c","content":"# Chaos"},{"_id":"4025445c62bef62b44000116","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3fc892661cd339f9f9000116","content":"# The Daemon\n\n## Stats\nMEL: 5\nRNG: 1\nBRN: 6\nAGI: 3\nINT: 3\nCUN: 3\nWILL: 4\nPRE: 1\n\nSoak: 6\nWounds: 20\nStrain: 14\nM/R Defence: 0/0\nFortune: 2\n\n## Skills\nUnarmed 4, Vigilance 4\n\n## Equipment\nVicious Claws\n\n## Vicious Claws\n Type: Melee\n Skill: Unarmed\n Damage: +4\n Crit: 2\n Range: Engaged\n Enc: 0\n Price: N/A\n Rarity: N/A\n Special: Pierce 1\n\n## Special Rules\n* Fear 4\n* Chaos Incarnate"},{"_id":"402559da62bef62b44000118","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3fc892661cd339f9f9000116","content":"# The Daemon (Weak)\n\n## Stats\nMEL: 3\nRNG: 1\nBRN: 4\nAGI: 3\nINT: 3\nCUN: 3\nWILL: 4\nPRE: 1\n\nSoak: 4\nWounds: 14\nStrain: 14\nM/R Defence: 0/0\nFortune: 1\n\n## Skills\nUnarmed 3, Vigilance 3\n\n## Equipment\nVicious Claws\n\n## Vicious Claws\n Type: Melee\n Skill: Unarmed\n Damage: +4\n Crit: 2\n Range: Engaged\n Enc: 0\n Price: N/A\n Rarity: N/A\n Special: Pierce 1\n\n## Special Rules\n* Fear 2\n* Chaos Incarnate"},{"_id":"3e4416955504b3dc3d000051","treeId":"3e3e42021546235f0600000c","seq":1,"position":2.5,"parentId":"3e4232125504b3dc3d00002c","content":"# Humans\n* Merchant\n* Noble\n* Soldier\n* Townsfolk"},{"_id":"3f950a8508808f076e000106","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.25,"parentId":"3e4416955504b3dc3d000051","content":"# Merchant\n\n## Stats\nMEL: 2\nRNG: 2\nBRN: 2\nAGI: 2\nINT: 3\nCUN: 3\nWILL: 3\nPRE: 3\n\nSoak: 2\nWounds: 12\nStrain: 13\nM/R Defence: 0/0\nFortune: 1\n\n## Skills\nCommon Knowledge (The Empire) 2, Deception 2, Negotiate 3\n\n## Equipment\nHand Weapon, Good Clothing"},{"_id":"3f94e26e08808f076e000104","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.5,"parentId":"3e4416955504b3dc3d000051","content":"# Noble\n\n## Stats\nMEL: 2\nRNG: 2\nBRN: 2\nAGI: 2\nINT: 3\nCUN: 3\nWILL: 3\nPRE: 3\n\nSoak: 2\nWounds: 12\nStrain: 13\nM/R Defence: 0/0\nFortune: 1\n\n## Skills\nCommon Knowledge (The Empire) 2, Deception 2, Hand Weapons 2, Vigilance 2\n\n## Equipment\nHand Weapon, Noble's Garb"},{"_id":"3f95069f08808f076e000105","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.75,"parentId":"3e4416955504b3dc3d000051","content":"# Soldier\n\n## Stats\nMEL: 3\nRNG: 3\nBRN: 3\nAGI: 2\nINT: 2\nCUN: 2\nWILL: 2\nPRE: 2\n\nSoak: 4\nWounds: 13\nStrain: 12\nM/R Defence: 0/0\nFortune: 1\n\n## Skills\nBows 2, Common Knowledge (The Empire) 1, Hand Weapons 2, Vigilance 2\n\n## Equipment\nHand Weapon, Bow, Leather Armour, Uniform"},{"_id":"3f94cc6e08808f076e000103","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3e4416955504b3dc3d000051","content":"# Townsfolk\n\n## Stats\nMEL: 2\nRNG: 2\nBRN: 2\nAGI: 2\nINT: 2\nCUN: 2\nWILL: 2\nPRE: 2\n\nSoak: 2\nWounds: 12\nStrain: 12\nM/R Defence: 0/0\nFortune: 0\n\n## Skills\nCommon Knowledge (The Empire) 1, Hand Weapons 2, Unarmed 2, Vigilance 1\n\n## Equipment\nHand Weapon, Common Clothing"},{"_id":"3e44162b5504b3dc3d000050","treeId":"3e3e42021546235f0600000c","seq":1,"position":3,"parentId":"3e4232125504b3dc3d00002c","content":"# Greenskins"},{"_id":"3f87e50208808f076e0000f1","treeId":"3e3e42021546235f0600000c","seq":1,"position":2.4375,"parentId":null,"content":"# Economy"},{"_id":"3f53e6093a097b003b0000b0","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.5,"parentId":"3f87e50208808f076e0000f1","content":"# Currency\n\nUsing WFRP 2nd edition currencies\n\n1 Gold Crown = 20 Silver Shillings = 240 Brass Pennies\n1 Silver Shillings = 12 Brass Pennies"},{"_id":"3f53e66d3a097b003b0000b1","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.25,"parentId":"3f87e50208808f076e0000f1","content":"# Shopping\n\nUsing SW: EotE rules (p.150-151)\n\nUsing WFRP 2nd edition prices"},{"_id":"3f87e7b308808f076e0000f3","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3f87e50208808f076e0000f1","content":"# Rarity\n\n* Items all have a rarity value ranging from 0-10.\n* The rarity assumes the item is being looked for in a town of somewhere around a thousand to a few thousand people.\n * Increase the rarity rating by 4 if attempting to find the item in a hamlet of fewer than 100 people. Anything with a rarity 6 or over (before increasing it) generally cannot be found in a hamlet.\n * Increase the rarity rating by 2 if attempting to find the item in a village of of a few hundred people. Anything with a rarity 8 or over (before increasing it) generally cannot be found in a hamlet.\n * Decrease the rarity (to a minimum of 0) by 2 if attempting to find the item in a city of more than 10,000 people.\n* To find an item to purchase, a character must make a Negotiate or appropriate Knowledge check to find the item.\n* The difficulty of the check is based on the rarity.\n\n## Rarity Levels\n 0-1: Simple (-)\n 2-3: Easy (1 DIFFICULTY DIE)\n 4-5: Average (2 DIFFICULTY DICE)\n 6-7: Hard (3 DIFFICULTY DICE)\n 8-9: Daunting (4 DIFFICULTY DICE)\n 10: Formidable (5 DIFFICULTY DICE)\n\n* A rarity of greater than 10 has the difficulty of the check upgraded by 1 for every point above 10."},{"_id":"3f96f26408808f076e000117","treeId":"3e3e42021546235f0600000c","seq":1,"position":2.46875,"parentId":null,"content":"# Equipment"},{"_id":"3e3fd0015504b3dc3d00001c","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3f96f26408808f076e000117","content":"#Weapons"},{"_id":"3e403fc65504b3dc3d000023","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.25,"parentId":"3e3fd0015504b3dc3d00001c","content":"# Weapon Rules\n* Weapon Stats:\n * Name: The name of the weapon.\n * Type: Melee or Ranged. Melee weapons can be used for melee attacks and ranged weapons can be used for ranged attacks.\n * Skill: The combat skill that is used for attacks with the weapon.\n * Damage: How much damage a weapon does. See the Attacking section for details.\n * For most melee weapons, a + symbol before the number indicates that the attackers Brawn score plus the listed number is added to the damage of the attack.\n * Critical Rating (Crit): Indicates the number of ADVANTAGES that an attacker needs to spend to activate a critical hit, which forces the target to roll on the critical hit chart to determine what effect the attack has. Multiple critical hits can be generated by spending the same number of ADVANTAGES again, but they add +10 to the critical hit roll as opposed to causing additional rolls.\n * Range: The range of the weapon.\n * Encumbrance (Enc): An abstract measurement of how heavy and unwieldy something is to carry and transport.\n * Price: The cost of the weapon on the open market.\n * Rarity: The rarity of the weapon. See rarity.\n * Special: The special qualities of the weapon."},{"_id":"3f2fb43d6a97f6987f000063","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.375,"parentId":"3e3fd0015504b3dc3d00001c","content":"# Weapon Special Qualities\n* Weapon qualities are either passive or active.\n * Passive qualities are always in effect.\n * Active qualities require spending ADVANTAGES to activate. Unless specifically stated, the weapon requires spending 2 ADVANTAGES to activate.\n * Active qualities require successful attacks to activate.\n* Most weapon qualities have ratings associated with them. Ratings affect weapon qualities as detailed in their description. "},{"_id":"3f2fb5086a97f6987f000064","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3f2fb43d6a97f6987f000063","content":"## Accurate (Passive)\n* Add 1 BOOST DIE per Accurate rating to attacks made with this weapon."},{"_id":"3f3047c56a97f6987f00007b","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.5,"parentId":"3f2fb43d6a97f6987f000063","content":"## Balanced (Passive)"},{"_id":"3f2fbf8e6a97f6987f000065","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3f2fb43d6a97f6987f000063","content":"## Burn (Active)\n* Deals it's base damage to the target at the start of it's turn for a number of turns equal to the Burn rating of the weapon.\n* An Average (2 DIFFICULTY DICE) Coordination check indoors or an Easy (1 DIFFICULTY DIE) Coordination check outside can end this effect.\n * This assumes that the source of fire is from a normal combustion effect. Supernatural or chemical fire my be entirely different."},{"_id":"3f2fef956a97f6987f000066","treeId":"3e3e42021546235f0600000c","seq":1,"position":3,"parentId":"3f2fb43d6a97f6987f000063","content":"## Blast (Active)\n* Deals damage equal to the Blast rating of the weapon to everyone engaged with target.\n * May hit targets at short range in enclosed area.\n* On a missed attack, attacker can spend 3 ADVANTAGES to activate the Blast effect which will deal damage to the target and all engaged characters equal to the Blast rating of the weapon."},{"_id":"3f2ff8126a97f6987f000067","treeId":"3e3e42021546235f0600000c","seq":1,"position":4,"parentId":"3f2fb43d6a97f6987f000063","content":"## Concussive (Active)\n* Target is staggered for a number of rounds equal to the rating of this quality."},{"_id":"3f3006c46a97f6987f00006a","treeId":"3e3e42021546235f0600000c","seq":1,"position":4.5,"parentId":"3f2fb43d6a97f6987f000063","content":"## Cumbersome (Passive)\n* Increase difficulty of all checks with weapon by 1 for every point that the characters Brawn characteristic is less than the Cumbersome rating of the weapon."},{"_id":"3f3009e46a97f6987f00006b","treeId":"3e3e42021546235f0600000c","seq":1,"position":4.75,"parentId":"3f2fb43d6a97f6987f000063","content":"## Defensive (Passive)\n* Wielder increases their melee defence by the weapons Defensive rating."},{"_id":"3f300c906a97f6987f00006c","treeId":"3e3e42021546235f0600000c","seq":1,"position":4.875,"parentId":"3f2fb43d6a97f6987f000063","content":"## Deflection (Passive)\n* Wielder increases their ranged defence by the weapons Deflection rating."},{"_id":"3f300e336a97f6987f00006d","treeId":"3e3e42021546235f0600000c","seq":1,"position":4.9375,"parentId":"3f2fb43d6a97f6987f000063","content":"## Disorient (Active)\n* Disorients target for a number of rounds equal to the weapons Disorient rating."},{"_id":"3f30113a6a97f6987f00006e","treeId":"3e3e42021546235f0600000c","seq":1,"position":4.96875,"parentId":"3f2fb43d6a97f6987f000063","content":"## Ensnare (Active)\n* Target is immobilized for a number of rounds equal to this weapons Ensnare rating.\n* Target can attempt a Hard (3 DIFFICULTY DICE) Athletics check on it's turn to escape."},{"_id":"3f3048bd6a97f6987f00007c","treeId":"3e3e42021546235f0600000c","seq":1,"position":4.984375,"parentId":"3f2fb43d6a97f6987f000063","content":"## Experimental (Passive)"},{"_id":"3f2ffd676a97f6987f000068","treeId":"3e3e42021546235f0600000c","seq":1,"position":5,"parentId":"3f2fb43d6a97f6987f000063","content":"## Gromril (Passive)"},{"_id":"3f3016c36a97f6987f00006f","treeId":"3e3e42021546235f0600000c","seq":1,"position":5.5,"parentId":"3f2fb43d6a97f6987f000063","content":"## Knockdown (Active)\n* Knocks target prone.\n* Requires 1 ADVANTAGE + 1 ADVANTAGE per silhouette beyond 1."},{"_id":"3f3019246a97f6987f000070","treeId":"3e3e42021546235f0600000c","seq":1,"position":5.75,"parentId":"3f2fb43d6a97f6987f000063","content":"## Inaccurate (Passive)\n* Add 1 SETBACK DIE per Inaccurate rating to attacks made with this weapon."},{"_id":"3f301e2d6a97f6987f000071","treeId":"3e3e42021546235f0600000c","seq":1,"position":5.875,"parentId":"3f2fb43d6a97f6987f000063","content":"## Inferior (Passive)\n* Automatically add 1 THREAT to dice pools of rolls with this weapon.\n* Damage of weapon is reduced by one."},{"_id":"3f3005996a97f6987f000069","treeId":"3e3e42021546235f0600000c","seq":1,"position":6,"parentId":"3f2fb43d6a97f6987f000063","content":"## Ithilmar (Passive)"},{"_id":"3f3023576a97f6987f000072","treeId":"3e3e42021546235f0600000c","seq":1,"position":7,"parentId":"3f2fb43d6a97f6987f000063","content":"## Pierce (Passive)\n* Reduce targets soak by the rating of this weapons Pierce quality, to a minimum of 0."},{"_id":"3f30299d6a97f6987f000073","treeId":"3e3e42021546235f0600000c","seq":1,"position":8,"parentId":"3f2fb43d6a97f6987f000063","content":"## Prepare (Passive)\n* This weapon requires it's user to perform a number of prepare maneuvers equal to it's Prepare rating before using it."},{"_id":"3f302f846a97f6987f000074","treeId":"3e3e42021546235f0600000c","seq":1,"position":9,"parentId":"3f2fb43d6a97f6987f000063","content":"## Stun (Active)\n* When activated, inflicts strain on target equal to it's Stun rating."},{"_id":"3f3034a66a97f6987f000075","treeId":"3e3e42021546235f0600000c","seq":1,"position":10,"parentId":"3f2fb43d6a97f6987f000063","content":"## Sunder (Active)\n* Increases the damage on a piece of equipment carried or worn by target by one step.\n * Undamaged->Minor->Moderate->Major->Destroyed\n* Requires 1 ADVANTAGE to activate.\n * Multiple ADVANTAGES could be used to make the item move several steps in one attack."},{"_id":"3f303af76a97f6987f000076","treeId":"3e3e42021546235f0600000c","seq":1,"position":11,"parentId":"3f2fb43d6a97f6987f000063","content":"## Superior (Passive)\n* Automatically add 1 ADVANTAGE to dice pools of rolls with this weapon.\n* Damage of weapon is increased by one.\n"},{"_id":"3f3bef00d8993b27e700007d","treeId":"3e3e42021546235f0600000c","seq":1,"position":11.25,"parentId":"3f2fb43d6a97f6987f000063","content":"## Two-Handed (Passive)\n* Requires two hands to use."},{"_id":"403a18b2cf5b9ed7b300011c","treeId":"3e3e42021546235f0600000c","seq":1,"position":11.375,"parentId":"3f2fb43d6a97f6987f000063","content":"## Unbreakable\n* This weapon is still usable when it has sustained Major Damage.\n* The weapon still suffers the penalties of Moderate Damage and must still be repaired from Major Damage, it is simply still usable."},{"_id":"3f304c956a97f6987f00007d","treeId":"3e3e42021546235f0600000c","seq":1,"position":11.5,"parentId":"3f2fb43d6a97f6987f000063","content":"## Unreliable (Passive)"},{"_id":"3f303ceb6a97f6987f000077","treeId":"3e3e42021546235f0600000c","seq":1,"position":12,"parentId":"3f2fb43d6a97f6987f000063","content":"## Vicious (Passive)\n* When a weapon with this quality scores a critical hit it adds 10 times it's Vicious rating to the roll on the critical hit chart."},{"_id":"3e403f5b5504b3dc3d000022","treeId":"3e3e42021546235f0600000c","seq":1,"position":0.5,"parentId":"3e3fd0015504b3dc3d00001c","content":"# Weapon List\n\n## Melee Weapons\n* Dagger\n* Great Weapon\n* Halberd\n* Hand Weapon (sword, axe, etc)\n* Improvised (Melee)\n* Spear\n* Unarmed\n\n## Ranged Weapons\n* Blunderbuss\n* Bow\n* Improvised (Ranged)\n\n\nNote: Change this not the actual list. Just using this for reference\n\n* Bows (10) (RNG - Basic)\n* Crossbows (10) (RNG - Basic)\n* Hand Weapons (10) (MEL - Basic)\n* Improvised (Melee) (5) (MEL - Basic)\n* Improvised (Thrown) (5) (RNG - Basic)\n* Pistols (10) (RNG - Basic)\n* Rifles (10) (RNG - Basic)\n* Shields (10) (MEL - Basic)\n* Two-Handed Weapons (10) (MEL - Basic)\n* Unarmed (5) (MEL - Basic)"},{"_id":"3f49696eaf08e91f8300007c","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3e403f5b5504b3dc3d000022","content":"## Name\n Type: \n Skill: \n Damage: \n Crit: \n Enc: \n Price: \n Rarity: \n Special: "},{"_id":"3fcb1d011cd339f9f900011a","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.25,"parentId":"3e403f5b5504b3dc3d000022","content":"## Blunderbuss\n Type: Ranged\n Skill: Rifles\n Damage: 5\n Crit: 2\n Range: Medium\n Enc: 3\n Price: 70 gc\n Rarity: 7\n Special: Blast 4, Prepare 4"},{"_id":"3f49a5c2af08e91f83000081","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.5,"parentId":"3e403f5b5504b3dc3d000022","content":"## Bow\n Type: Ranged\n Skill: Bows\n Damage: 5\n Crit: 3\n Range: Medium\n Enc: 3\n Price: 10 gc\n Rarity: 1\n Special: Prepare 1"},{"_id":"3f87e98908808f076e0000f5","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.75,"parentId":"3e403f5b5504b3dc3d000022","content":"## Dagger\n Type: Melee\n Skill: Hand Weapon\n Damage: +0\n Crit: 3\n Range: Engaged\n Enc: 1\n Price: 1 gc\n Rarity: 1\n Special: None"},{"_id":"3fcb0c2e1cd339f9f9000119","treeId":"3e3e42021546235f0600000c","seq":1,"position":2.5,"parentId":"3e403f5b5504b3dc3d000022","content":"## Great Weapon\n Type: Melee\n Skill: Two-Handed Weapons\n Damage: +4\n Crit: 2\n Range: Engaged\n Enc: 5\n Price: 20 gc\n Rarity: 3\n Special: Cumbersome 3, Knockdown, Pierce 1, Two-Handed"},{"_id":"402c210fc9046742f5000119","treeId":"3e3e42021546235f0600000c","seq":1,"position":2.75,"parentId":"3e403f5b5504b3dc3d000022","content":"## Halberd\n Type: Melee\n Skill: Two-Handed Weapons\n Damage: +4 (as Great Weapon) OR +2 (as Spear)\n Crit: 2 (as Great Weapon) OR 3 (as Spear)\n Range: Engaged\n Enc: 5\n Price: 15 gc\n Rarity: 5\n Special: Cumbersome 3, Pierce 1, Two-Handed\n Special (as Great Weapon): Knockdown\n Special (as Spear): Defensive 1\nNote: This weapon can function as either a Great Weapon or a Spear. It counts as the chosen weapon from a skill check using the weapon (e.g. an attack) until the wielders next turn. It defaults to a Spear for the Defensive 1 special ability."},{"_id":"3f4974e4af08e91f8300007f","treeId":"3e3e42021546235f0600000c","seq":1,"position":2.875,"parentId":"3e403f5b5504b3dc3d000022","content":"## Hand Weapon (sword, axe, etc)\n Type: Melee\n Skill: Hand Weapons\n Damage: +2\n Crit: 3\n Range: Engaged\n Enc: 3\n Price: 10 gc\n Rarity: 1\n Special: Pierce 1"},{"_id":"3f87edfb08808f076e0000f6","treeId":"3e3e42021546235f0600000c","seq":1,"position":3,"parentId":"3e403f5b5504b3dc3d000022","content":"## Improvised (Melee)\n Type: Melee\n Skill: Improvised (Melee)\n Damage: -2/0/+2\n Crit: 5\n Range: Engaged\n Enc: 1/3/4\n Price: N/A\n Rarity: N/A\n Special: -/Cumbersome 2/Cumbersome 4\n\nStats are given for small/medium/large improvised weapons\nExamples of sizes\n* Small: Bottle, fist sized rock\n* Medium: Chair, two-handed rock\n* Large: Shovel, table, crate"},{"_id":"3f87f13608808f076e0000f7","treeId":"3e3e42021546235f0600000c","seq":1,"position":4,"parentId":"3e403f5b5504b3dc3d000022","content":"## Improvised (Ranged)\n Type: Ranged\n Skill: Improvised (Ranged)\n Damage: 2/3/4\n Crit: 5\n Range: Short\n Enc: Varies\n Price: N/A\n Rarity: N/A\n Special: -/Cumbersome 2/Cumbersome 4\n\nStats are given for small/medium/large improvised weapons\nExamples of sizes\n* Small: Bottle, fist sized rock\n* Medium: Chair, two-handed rock\n* Large: Shovel, table, crate"},{"_id":"402c23c7c9046742f500011a","treeId":"3e3e42021546235f0600000c","seq":1,"position":4.5,"parentId":"3e403f5b5504b3dc3d000022","content":"## Spear\n Type: Melee\n Skill: Two-Handed Weapons\n Damage: +2\n Crit: 3\n Range: Engaged\n Enc: 4\n Price: 10 gc\n Rarity: 2\n Special: Cumbersome 2, Defensive 1, Pierce 1, Two-Handed"},{"_id":"3f87f72708808f076e0000f8","treeId":"3e3e42021546235f0600000c","seq":1,"position":5,"parentId":"3e403f5b5504b3dc3d000022","content":"## Unarmed\n Type: Melee\n Skill: Unarmed\n Damage: +0\n Crit: 5\n Range: Engaged\n Enc: 0\n Price: 0\n Rarity: N/A\n Special: None"},{"_id":"3f3bd709d8993b27e700007b","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3f96f26408808f076e000117","content":"# Armour"},{"_id":"3f496311af08e91f8300007b","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.5,"parentId":"3f3bd709d8993b27e700007b","content":"# Armour Rules\n\nUsing SW: EotE"},{"_id":"3f30402a6a97f6987f000078","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3f3bd709d8993b27e700007b","content":"# Armour Qualities\n* Inferior\n* Superior"},{"_id":"3f3040d26a97f6987f000079","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3f30402a6a97f6987f000078","content":"## Inferior\n* Increase encumbrance by 1.\n* Decrease defence by 1.\n * If no defence, reduce soak by 1."},{"_id":"3f3041186a97f6987f00007a","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3f30402a6a97f6987f000078","content":"## Superior\n* Decrease encumbrance by 1.\n* Increase soak by 1."},{"_id":"3e403f0c5504b3dc3d000021","treeId":"3e3e42021546235f0600000c","seq":1,"position":3,"parentId":"3f3bd709d8993b27e700007b","content":"# Armour List\n\n* Listed encumbrance values are for carried armour. Subtract 3 from this value when the armour is worn. This value is shown in brackets after the encumbrance value.\n\nNote: Not using these advanced armours\n\n## Light\n* Leather\n\n## Medium\n* Chain\n\n## Heavy\n* Plate"},{"_id":"3f87d51d08808f076e0000ee","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3e403f0c5504b3dc3d000021","content":"## Light Armour\nSoak: 1\nDefence: 0\nEncumbrance: 3 (0)"},{"_id":"3f87d9a508808f076e0000ef","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3e403f0c5504b3dc3d000021","content":"## Medium Armour\nSoak: 2\nDefence: 0\nEncumbrance: 4 (1)"},{"_id":"3f87d9e508808f076e0000f0","treeId":"3e3e42021546235f0600000c","seq":1,"position":3,"parentId":"3e403f0c5504b3dc3d000021","content":"## Heavy Armour\nSoak: 2\nDefence: 1\nEncumbrance: 6 (3)"},{"_id":"3f2e33c36a97f6987f00004d","treeId":"3e3e42021546235f0600000c","seq":1,"position":3,"parentId":"3f96f26408808f076e000117","content":"# Gear"},{"_id":"409dd9e2cf5b9ed7b300012a","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3f2e33c36a97f6987f00004d","content":"## Healing Draught\n* 20 gold crowns.\n* Immediately heals the imbiber for 5 wounds.\n* One use only.\n* Rarity: 6\n* A character using more than one Healing Draught in a week reduces the effectiveness of any additional draughts by 1 per draught consumed. This reduced effectiveness remains in effect until 1 week after the last Healing Draught was consumed."},{"_id":"409dd942cf5b9ed7b3000129","treeId":"3e3e42021546235f0600000c","seq":1,"position":3.25,"parentId":"3f96f26408808f076e000117","content":"# Equipment Modifications"},{"_id":"3f96f56e08808f076e000118","treeId":"3e3e42021546235f0600000c","seq":1,"position":3.5,"parentId":"3f96f26408808f076e000117","content":"# Encumbrance\n\nUsing SW: EotE rules (p.152-153)"},{"_id":"3f95bad508808f076e000110","treeId":"3e3e42021546235f0600000c","seq":1,"position":4,"parentId":"3f96f26408808f076e000117","content":"# Weapon, Armour, and Equipment Maintenance"},{"_id":"3f95bb5608808f076e000111","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3f95bad508808f076e000110","content":"## Damaging Gear\n\nGear can become damaged through various means, in particular DESPAIR can cause a weapon or gear to become damaged and critical injuries can cause armour to become damaged.\n\n## Levels of Damage\n\nGear has 3 levels of damage:\n* Minor damage: The item adds 1 DIFFICULTY DIE to all checks using it. Armour reduces it's soak value by 1 to a minimum of 0.\n* Moderate damage: The item adds 2 DIFFICULTY DICE to all checks using it. Armour reduces it's soak value by 2 to a minimum of 0.\n* Major damage: The item is unusable.\n\n## Repairing Gear\n\nIt requires a successful Trade check of the appropriate subcategory (e.g. Trade (Smith) to repair a sword, Trade (Gunsmith) to repair a pistol). \n\nThe difficulty of the check is based on the damage level of the weapon. Minor damage requires an Easy (1 DIFFICULTY DIE) check, Moderate damage requires an Average (2 DIFFICULTY DICE) check, and Major damage requires an Hard (3 DIFFICULTY DICE) check.\n\nThis difficulty assumes reasonable time and the tools required to do the work. Each missing element adds 1 DIFFICULTY DIE to the check. So, doing quick repairs without appropriate repair equipment adds 2 DIFFICULTY DICE.\n\nThe cost of the repairs is equal to a percentage of the base cost based on the level of damage. Minor damage costs 25% of the base cost, Moderate damage costs 50%, and Major damage costs 100% of the base cost. This total is reduced by 10% for each ADVANTAGE rolled on the check.\n\nFor example, an item worth 50 gold crowns costs 25 gold to repair if it has Moderate damage. If 3 ADVANTAGE are rolled during the repair check, the cost is reduced to 17.5 gold crowns (17 gold and 10 silver).\n\nModifications to items are not figured into the cost to repair.\n\nNPCs repairing gear do not lower their price."},{"_id":"3e3f13195504b3dc3d000011","treeId":"3e3e42021546235f0600000c","seq":1,"position":3.5,"parentId":null,"content":"# Magic"},{"_id":"4045121ecf5b9ed7b300011e","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3e3f13195504b3dc3d000011","content":"# Channelling\n\n* As a maneuver, a character may use the Channelling talent to generate magic points.\n* This maneuver, called Channelling, is done by rolling a number of FORCE DICE equal to the characters ranks in the Channelling talent.\n* Black pips cancel out white pips, and any remaining pips (either black or white) determine the number of magic points generated by the character that turn. This represents their ability to gather power from the winds of magic.\n * For example: A character has 2 ranks in Channelling. They roll 2 FORCE DICE and get 2 black pips and 1 white pip, leaving 1 black pip which gives the player 1 magic point for the turn.\n* Magic points last until the beginning of the characters next turn."},{"_id":"404552cccf5b9ed7b3000128","treeId":"3e3e42021546235f0600000c","seq":1,"position":1.5,"parentId":"3e3f13195504b3dc3d000011","content":"# Casting a Spell\n* To cast a spell a character must have enough magic points available to pay the power cost of the spell. This is given in the spells description.\n* A character can cast only 1 spell per turn, regardless of the number of magic points they generate in a turn.\n* When a character elects to cast a spell which they have enough magic points to cast, they make a Spellcasting skill check with a difficulty determined by the spell. This is given in the spells description.\n* If the check is passed, the spell is cast and the effects as outlined in the spell description occur.\n* Regardless of whether or not the spell is cast, if the Spellcasting check generates any THREATS the caster has brought about Tzeentch's Curse and must roll on the Tzeentch's Curse chart, adding +10 for every THREAT generated.\n * A successfully cast spell has it's effect occur regardless of generating THREATS or not.\n* Any DESPAIRS generated can be spent to cause an additional roll on the Tzeentch's Curse chart per DESPAIR if the casting attempt generated any THREATS.\n* Any TRIUMPHS generated can be spent to cancel one required roll on the Tzeentch's Curse chart, including the initial one required from the THREAT generated."},{"_id":"4045484bcf5b9ed7b3000125","treeId":"3e3e42021546235f0600000c","seq":1,"position":2,"parentId":"3e3f13195504b3dc3d000011","content":"# Tzeentch's Curse Chart\n\n(starts at 11 due to having a minimum of +10 due to rolled threats)\n\n* 11-15: \n\n\n* 150+: "},{"_id":"40452b29cf5b9ed7b3000124","treeId":"3e3e42021546235f0600000c","seq":1,"position":4.25,"parentId":null,"content":"# Spell List"},{"_id":"40454f93cf5b9ed7b3000127","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"40452b29cf5b9ed7b3000124","content":"## NAME\n Order: \n Power: \n Difficulty: \n Range: \n Effect: combat effects need damage and crit"},{"_id":"3e3ea0f15504b3dc3d00000a","treeId":"3e3e42021546235f0600000c","seq":1,"position":5,"parentId":null,"content":"# Other Mechanics"},{"_id":"3e3fb7a15504b3dc3d000015","treeId":"3e3e42021546235f0600000c","seq":1,"position":1,"parentId":"3e3ea0f15504b3dc3d00000a","content":"## Momentum\n* Momentum ranges from -X to +X and affects combat and social situations.\n* Momentum could be represented on a dial.\n* Momentum has positive or negative effects on the character or enemy appropriately.\n* This system creates a sense of urgency and inevitability as situations will become increasingly more difficult for one side of a conflict if the other side gains the Momentum.\n* Momentum would give leadership style skills very useful and much more organic than they are in many games since Momentum is a core mechanic.\n* Enemies could have a 'break number' where if they reach on the Momentum dial they will flee (or test to flee).\n* This system could also result in players fleeing from conflicts before dying or taking extreme damage since the outcome of a fight could be inevitable even before players are completely wiped.\n* Critical hits could move the momentum dial one point in the favour of the attacker's side."}],"tree":{"_id":"3e3e42021546235f0600000c","name":"RPG System","publicUrl":"rpg-system"}}