WFRP 1ed New Skills
WFRP 1ed New Skills
WFRP 1ed New Skills
Call beast
Court intrigue
Dynastic knowledge
Influence at court
Intimidate (intimidating authority)
Stewardship
Scholarship
Wardancer-Transfix
Wardancer-Warchant
Wardancer-Distract
Wardancer-Whirling Death
Arcane language- Runic
Craft master rune
Inscribe Runes
Rune Litany
Runic History
Animal lore
Butchery
Construct Shelter/ Bivouac
Cover Trail
Create improvised weapons
Create rough clothing
Dowsing (revised)
Elven Lore
Expert fire maker
Find shelter
Find water
Grow Crops
Hiking
Leatherworking
Mountain climbing
Preserve food
Rope craft
Skinning
Story telling-legends and lore
Veterinary healing
Weather sense
My New Skills
Interrogate
Identify motives
Size up opponent
Strategies and Tactics
Tunnel fighting
Healing-battlefield (soldiers pick up some first aid)
Specialist weapons
Bolas Bolas
Buckler Buckler
Cannon Cannons, Volley guns, Organ guns, mortars
Firearms Pistols, hand guns, Hochland long rifle
Garrotte Garrottes, strangling scarves
Left hand dagger Left hand daggers
Paired weapons Two weapon fighting, Florentine warriors
Quarter staffs
Quarterstaff
Sword breakers
Sword breaker
Whips
Whip
Blow pipe Blow pipe
Bolt and Stone thrower Bolt throwers, mangonels and trebuchet stone throwers
Bombs Bomb placement and manufacture
Crossbow pistol Crossbow pistol
Fencing sword Foils and rapiers
Fist weapons Punch daggers, bladed gauntlets, cat claws
Flail Flail, morning star, chain
Incendiaries Fire bombs, Molotov cocktails
Lance Lance
Lasso
Lasso
Longbow
Longbow
Net
Net Spear, halberd, trident, pike, billhook
Pole arms Sling,
Sling Throwing knives, stars, axes
Thrown weapons Two handed, axes, hammers, maces, swords
Two handed weapons
Bow making
Fletching
Unit fighting
Identify motives
The character has the ability to tell if someone is lying. If the character passes an intelligence test he
can tell if a person is telling the truth or not. If he fails he is not sure, or if he failed by a lot the GM can
give misleading information.
Size up opponent
The character can tell how good a fighter a person is just from looking at him. The character gets a +10
bonus to Int if he gets to examine the fighter (e.g. looking at his muscles) or a +20 bonus to Int if he
sees him fight. If the intelligence test is successful the character can find out the fighters WS, S, T, W,
A and I. This doesn’t have to be represented by numbers (e.g. he has a WS of 63) unless you want to.
The GM can give it in a more descriptive way; ‘he is very strong and wields his sword like an expert’
or ‘ he is the strongest guy you have ever seen but has a glass jaw’.
Specialist weapons
I changed these slightly, warriors seem to shoot through careers so adding a few of these wont hurt and
means players will be less confused by the description
Fist weapons have been split into fist weapons (gauntlet, meat hook) and garrotte.
Parrying weapons has been split into buckler, left-hand dagger and sword breaker
Flails has been split into flails (morning star, flail) and whips
Created quarterstaff because character used to have to have double handed and Polearms before being
able to use it.
Bombard has been changed to cannon, covering all gunpowder war-machines (organ guns, mortars,
volley guns, etc)
Paired weapons skill is obviously using two weapons at once.
Characters with specialist weapon fencing sword also know how to conduct a duel
Character with specialist weapon Lance also know how to conduct a joust
Garrotte
Buckler
Left hand dagger
Quarter staff
Whip
Sword breaker
Cannon
Paired weapons
Tunnel fighting
Fighting in tunnels is unlike fighting anywhere else. Characters with this skill don’t suffer penalties for
fighting in cramped underground conditions when using hand weapons or smaller.
Healing-battlefield
Soldiers pick up some first aid by tending their comrades, but nothing near as a physicians skill. They
can generally do better than an ordinary citizen, and can tell if a wound is beyond their expertise.
(They can stop bleeding on an Int test and restore one wound.)
I will probably revamp the whole healing rules.
Bow making and Fletching
These are pretty self-explanatory. Bow making is the skill used to make bows, fletching is used to
make arrows, especially the flights. Depending on how much the character succeeds by is how
good/poor the bow is. Bow making and Engineering skills are required to make any type of crossbow,
as they require complicated parts.
Unit fighting
Military types will learn how to fight in formation and how to fight next to a comrade effectively. They
can form shield walls, wedges and so on.
They also know that it is dangerous to turn and run and cause a rout.
Modifications