WFRP 1ed New Skills

Download as doc, pdf, or txt
Download as doc, pdf, or txt
You are on page 1of 4

New Skills

Blue writing = ‘official’ WFRP skills from apocrypha/WD/ realms of sorcery


Red writing = my own invented skills
Green writing = ‘Ranger’ skills from Warpstone magazine

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

Animal care (animal type)


Animal training (animal type)
Art- (painting, sculpture)
Fleet footed (+1 move when running-like sprint from Necromunda)
Gamble- (dice or cards)
Marksmanship (per weapon type)
Very strong (+1 strength and +1 wound)
Very Resilient (+1 Toughness and +1 wound)
Skill explanations
Interrogate
Characters who have learnt to extract information out of people. They may not always use torture, but
things like sleeping deprivation. They also learn what the character acres about and use this as
leverage. Victims get –10 WP when trying to hold back information. Test every half hour.
Torture should be increased to –20 WP when trying to resist.

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’.

Strategies and Tactics


Normally commanders have a good idea of tactics. On a successful Int test the character can tell what
an opposing general is likely to do. He will also be able to tell things like where an ambush will be
likely to happen, where to deploy troops and how to tackle a castle.
The character will be very good at tactical games like Chess and Risk.

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

Animal care (animal type)


Animal training (animal type)
Art- (painting, sculpture)
Gamble- (dice or cards)
Marksmanship (per weapon type)
Very strong (+1 strength and +1 wound) no Strongman skill as only one career had it!
Very Resilient (+1 Toughness and +1 wound) no Strongman skill as only one career had it!

You might also like