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WFRP Players Rule Reference 2.5

This document provides an overview of the rules for Warhammer Fantasy Roleplay, including: - How success levels determine the effectiveness of tests and skills. Critical successes and failures are possible on double rolls. - How Fate, Fortune, Resilience and Resolve points work, and can be spent to alter tests or ignore conditions. They are regained through heroic acts. - Combat rules including initiative, wounds, critical wounds, death, and combat actions like attacks, ranged attacks, and two-weapon fighting. - Movement rules for walking, running, climbing and climbing quickly on the battle grid.

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JoachimSvela
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100% found this document useful (1 vote)
304 views2 pages

WFRP Players Rule Reference 2.5

This document provides an overview of the rules for Warhammer Fantasy Roleplay, including: - How success levels determine the effectiveness of tests and skills. Critical successes and failures are possible on double rolls. - How Fate, Fortune, Resilience and Resolve points work, and can be spent to alter tests or ignore conditions. They are regained through heroic acts. - Combat rules including initiative, wounds, critical wounds, death, and combat actions like attacks, ranged attacks, and two-weapon fighting. - Movement rules for walking, running, climbing and climbing quickly on the battle grid.

Uploaded by

JoachimSvela
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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WARHAMMER FANTASY ROLEPLAY

PLAYER'S RULE REFERENCE

SUCCESS LEVELS FATE AND FORTUNE RESILIENCE AND RESOLVE


Success levels (SL) are used to judge the Your starting Fate points determine your starting Your starting Resilience points determine your
effectiveness of a test. Fortune points. starting Resolve points.

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.

MONEY WOUNDS HEALING AND RECOVERY


1 Gold Crown = 20 Silver Shillings = 240 Pfennig Your wounds represent how much damage you can NATURAL RECOVERY:
1 Silver Shilling = 12 Pfennig take before getting knocked to the ground. After a good sleep you can attempt to recover
Wounds by an Average (+20) Endurance test.
1GC ≈ £120 ≈ 1200kr When you reach 0 Wounds, you gain the Prone
1/- ≈ £12 ≈ 120kr conditon. You cannot lose this until you are healed You heal : Wounds = TB + SL.
1d ≈ £1 ≈ 10kr at least 1 Wound.
For each day of rest you also heal:
EARNINGS If you are not healed within a number of rounds Wounds = TB.
equal to your TB, you gain the Unconscious
Tier Amount Earned per Standing Conditon. HEALING SOMEONE
You can only heal someone if you have the
Brass 2d10 Brass Pennies advanced Heal skill, remedies or magic.
Silver 1D10 Silver Shillings
Gold 1Gold Crown CRITICAL WOUNDS HEAL SKILL
If you suffer enough damage that would take you to Heal Wounds = Intelligence Bonus + SL
negative Wounds, you receive a Critcal Wound.
HEALING DRAUGHT
Critcal Wounds do not count as healed until all Heal Wounds = TB immediately
conditons inflicted are resolved and all non
permanent negative modifiers are removed. STOPPING BLEEDING
You can stop a Bleeding condition with either a
successful Heal test, or if you have Bandages, a
Dexterity test. You stop 1 + SL conditions
DEATH
If you are Unconscious and have 0 Wounds,
compare the number of Critical wounds you have
with your TB.
If Critical Wounds > TB, you will die at the end
of the round!

By Joachim Svela - Ver. 2.5 - 22.10.2019


MOVEMENT COMBAT COMBAT ACTIONS
THE GRID In combat, you may do three things: ATTACK
Each 1" square on the grid = 2 yards (meters) Move, an Action and a Free Action When attacking, a double on a success is a critcal,
a double on a failure is a fumble.
WALKING INTIATIVE
You can move your Walk movement in yards pr. Each character takes turns in combat in RANGED ATTACK
round without any tests. accordance with their initative. Ranged attacks cannot be opposed by melee skills
Optionally, vary initiative by adding 1D10 without a shield.
RUNNING
You can use your Action in combat to run If you are Surprised, you cannot move, attack or You cannot make ranged attacks whilst engaged
2x Walk distance in yards. defend yourself, and opponents have +20 to hit. unless it has the pistol quality.
Running is in addition to your Move action.
FREE ACTIONS Your target must be visible.
CLIMBING Some actions, like shouting a warning or Your attack may be modified by difficulty.
You may climb your Move in yards without drinking a potion are free actions at the GM’s
performing a test. discretion. TWO WEAPONS
Attacks using your off hand weapon have a –20
CLIMBING QUICKLY penalty (two weapon wielder talent lets you attack
Perform an Average (+20) Climb test. ENTERING AND LEAVING COMBAT with both in the same action).
You climb an extra Movement + SL yards.
CHARGE CALLED SHOTS
LEAPING If not engaged with someone, you may charge your Allow you to attack a specific body part at a hard
You may leap your Move in feet without move distance, gaining +1 advantage. (-20) test.
performing a test.
Disengage DODGE
LEAPING BEYOND MOVE RANGE If you have more advantage than your opponent, You may spend an action to do an Opposed
If you have a run up of Movement: spend it all to move away without penalty. Dodge/Melee Test. If you succeed, you get +1
Make an Average (+20) Athletics test. advantage and can use your move to leave.
If you have no run up of Movement: FLEE If you fail, your opponent gets +1 advantage and
Make a Challenging (+0) Athletics test. Your opponent gains +1 advantage and may attempt prevents you moving safely.
a free attck unopposed at +20.
On a success, each SL adds an extra foot (30cm) If you are hit, opponent gets +1 advantage. You GRAPPLE
to the leap. must take a Challenging Cool Test or gain a Opposed Strength Test. If you win you may:
If you succeeded with +0 SL, you manage an extra Broken conditon and a further Broken per SL - Deal SL + SB Damage
6” (15cm) with your jump. below 0. - Give your opponent the Entangled condition (or
remove it from yourself).
FALLING ADVANTAGE IN COMBAT
3 Damage + 1D10 Wounds for every yard fallen. INFIGHTING
This is reduced by Toughness Bonus (TB) but not These actions gives you advantage in combat: Your action can be spent with an Opposed Melee
armour. Test to step inside your opponents weapon reach.
SURPRISE Any weapons with range longer than short now
JUMPING DOWN Attacking Surprised enemies grants +1 counts as an improvised weapon.
On a successful Average (+20) Athletics Test,
count as having fallen 1 + SL yards less. CHARGING PARRY
If total distance fallen is 0 or less, suffer no Charging headlong into combat grants +1 Any one handed weapon with the defensive quality
Damage from the fall. can be used with Melee (Parry). It opposes an
ASSESS attack without the –20 off hand penalty.
If you use one of your Skills to secure a tactical
CHARACTERISTIC AND SKILL COSTS advantage, gain +1 Advantage. RUN
XP Cost per Advance You may spend your action to
Advances VICTORY double your movement.
Characteristics Skills
Whenever you defeat an important NPC, gain +1
1-5 25 10 Subduing a party nemesis may grant +2
6 - 10 30 15
11 - 15 40 20 WINNING
16 - 20 50 30 If you win an Opposed Test during combat gain +1
21 - 20 70 40
26 - 30 90 60 OUTMANOUEVRE
31 - 35 120 80 If you wound an opponent without engaging in an
36 - 40 150 110 Opposed Test, gain +1
41 - 45 190 140
46 - 50 230 180 COMPLETING A CAREER
51 - 55 280 220
56 - 60 330 270 To complete a career, you must have the below
61 - 65 390 320 number of advances in all your Career level’s
66 - 70 450 380 Characteristics and in 8 of that level’s skills.
70+ 520 440 You must also have 1 Talent from that level.
If you have completed these requirements, entering
the next level, lower level, or new career costs 100xp.
TALENT COSTS If you have not completed the requirements, 200xp.
Talents cost 100xp + 100xp pr. level you may have
already taken in that same talent. Level Advances
1 5
2 10
3 15
4 20

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