WFRP Players Rule Reference 2.5
WFRP Players Rule Reference 2.5
SL = characterics/skill 10s - rolled as 10s FATE MAY BE SPENT TO: RESILIENCE MAY BE SPENT TO:
- “Die Another Day” - “I Deny You!”
Eg: Dieter has stealth of 34. He rolls a 15. Instead of dying, your character is somehow Deny a mutaton, not recieveing a corruption point.
3 - 1 = 2 SL. Dieter has succeeded! taken out of action; your character will survive, - “I Will Not Fail!”
no matter the fatal incident’s circumstances, but Decide the rolled number of a test, even if you
AUTOMATIC SUCCESSES AND FAILURES takes no further part in the current encounter. already failed. (I.e, declare it an 11 instead of 78)
A test of 01-5 always succeeds! - “How Did That Miss?” If an opposed test, you always win by at least 1 SL.
Your character completely avoids the incoming
A test of 96-00 always fails! damage by some extraordinary fluke; your RESOLVE MAY BE SPENT TO:
character can continue on without penalty, but - Become immune to psychology (i.e. fear)
CRITICALS has no guarantee of survival in later rounds. until the end of the next round.
If you roll a double number, it is either a Critical - Ignore all modifiers from all Critical
Succes or a Fumble, depending on whether you FORTUNE MAY BE SPENT TO: Wounds until the end of the next round.
succeeded or not. - Reroll a failed test - Remove one Conditon.
- Add +1 SL to a roll after it is resolved.
OPPOSING SOMONE - At the start of a Round, choose when to act, REGAINING RESILIENCE AND RESOLVE
Some tests may be opposed, compare SL results to ignoring initative order. Resolve is regained by acting in accordance with
see who wins! your motivation.
REGAINING FATE AND FORTUNE Ask your GM!
ASSISTING SOMEONE At the beginning of every session or ca. four hours,
You may assist someone taking a test, if you have fortune is regained up to your current fate points. Resilience may be regained by an act of extreme
at least one point in the skill being tested. importance to your motivation.
They recieve +10 for each person helping, limited to Fate points are only regained by acts of heroism or This is very rare!
the relevant characteristic bonus. significance - spend them wisely!
ADVANTAGE (COMBAT ONLY) If you are out of fate points and desperately need
For each Advantage you have, you gain +10 to each one, your GM may offer you a deal, but be warned
relevant combat and psychology test. that it will have consequences.