WFRP Adaptation

I got a bug to change all those Basic Careers into starting packages for characters. Advances means advances remaining of the standard starting five.

Careers

Agitator Vigor: 3 Instinct: 4 Reason: 3 Endurance: 1 React: 2 Resist: 1 Secrets: Literate, Blessing (Public Speaking) Keys: Agitator Abilities: Public Speaking 2, Street Fighting 1, Run 1, Law 1 Advances: 3
Apprentice Wizard Vigor: 2 Instinct: 2 Reason: 6 Endurance: 0 React: 1 Resist: 2 Secrets: Touched, Literate, Petty Arcane Magic Keys: 1 Abilities: Channeling 2, Magic Sense 1, Research 1, Servant 1 Advances: 3
Bailiff Vigor: 5 Instinct: 3 Reason: 2 Endurance: 2 React: 2 Resist: 1 Secrets: 1 Keys: Bailiff Abilities: Law 2, Intimidation 1, Investigate 1, Public Speaking 1, Etiquette 1 Advances: 1
Barber-Surgeon Vigor: 2 Instinct: 4 Reason: 4 Endurance: 1 React: 2 Resist: 1 Secrets: 1 Keys: 1 Abilities: Apothecary 2, Heal 1, Surgery 1, Haggle 1 Advances: 4
Boatman Vigor: 4 Instinct: 4 Reason: 2 Endurance: 2 React: 1 Resist: 0 Secrets: 1 Keys: 1 Abilities: Boating 2, Swim 1, Rivercraft 2, (+1) Advances: 3
Bodyguard Vigor: 4 Instinct: 4 Reason: 2 Endurance: 1 React: 2 Resist: 0 Secrets: Avoidance (Danger Sense), Bodyguard (use react to intervene) Keys: Bodyguard Abilities: Danger Sense 2, Street Fighting 2, Intimidate 2, (+1) Advances: 0
Bone Picker Vigor: 4 Instinct: 3 Reason: 3 Endurance: 2 React: 1 Resist: 1 Secrets: 1 Keys: Bone Picker Abilities: Scrounging 2, Haggle, 1, Gossip 1, (+1) Advances: 4
Bounty Hunter Vigor: 4 Instinct: 4 Reason: 2 Endurance: 2 React: 1 Resist: 1 Secrets: Synergy (Marksman, Intimidate), Mighty Blow (Marksman), Surprise (Vigor) Keys: Bounty Hunter Abilities: Marksman 2, Track 1, Intimidate 1, Sneak 1, Survival 1 Advances: 0
Burgher Vigor: 2 Instinct:4 Reason: 4 Endurance: 0 React: 1 Resist: 2 Secrets: Harrying (Haggle) Keys: 1 Abilities: Haggle 2, Trade/Craft 2, Gossip 1, (+1) Advances: 3
Camp Follower Vigor: 4 Instinct: 5 Reason: 1 Endurance: 1 React: 2 Resist: 0 Secrets: Survivalism (Instinct) Keys: 1 Abilities: Gossip 2, Scrounging 1, Servant 1, Charm 1, Haggle 1 Advances: 4
Charcoal Burner Vigor: 5 Instinct: 3 Reason: 2 Endurance: 2 React: 1 Resist: 0 Secrets: 1 Keys: 1 Abilities: Fire 2, Survival 1, Run 1, Hatchet & Club 1 Advances: 5
Coachman Vigor: 4 Instinct: 4 Reason: 2 Endurance: 1 React: 2 Resist: 0 Secrets: Equipment (guns and powder) Keys: 1 Abilities: Drive 2, Guns 1, Gossip 1, Danger Sense 1 Advances: 5
Entertainer Vigor: 2 Instinct: 6 Reason: 2 Endurance: 1 React: 2 Resist: 1 Secrets: Training (Perform) Keys: 1 Abilities: Perform 2, Haggle 1, Gossip 1, Charm 1 Advances: 4
Estalian Diestro Vigor: 4 Instinct: 4 Reason:4 Endurance: 1 React: 2 Resist: 0 Secrets: Background (Estalian), Literate, Training (Swordplay), Quality Construction (Science) Keys: 1 Abilities: Swordplay 2, Science 1, Athletics 1, (+1) Advances: 0
Ferryman Vigor: 2 Instinct: 5 Reason: 3 Endurance: 0 React: 2 Resist: 1 Secrets:Synergy (Haggle, Charm) Keys: 1 Abilities: Haggle 2, Charm 1, Boating 1, Rivercraft 1, Swim 1 Advances: 4
Fisherman Vigor: 4 Instinct:4 Reason: 2 Endurance: 2 React: 1 Resist: 0 Secrets: 1 Keys: 1 Abilities: Seacraft 2, Boating 1, Swim 1, Net & Spear 1, Pray 1 Advances: 4
Grave Robber Vigor: 4 Instinct: 3 Reason: 3 Endurance: 2 React:1 Resist: 2 Secrets: Avoidance (Run) Keys: Grave Robber Abilities: Sneak 2, Scrounge 1, Gossip 1, Run 1 Advances: 2
Hedge Wizard Vigor: 2 Instinct: 3 Reason: 5 Endurance: 0 React: 1 Resist: 2 Secrets:Touched, Petty Hedge Magic Keys: 1 Abilities: Magic Sense 2, Channeling 1, (+1, +1) Advances: 4
Hunter Vigor: 5 Instinct: 4 Reason: 1 Endurance: 2 React:1 Resist: 0 Secrets: 1 Keys: 1 Abilities: Track 2, Marksman 2, Traps 1, Survival 2, Sneak 1 Advances: 0
Initiate Vigor: 3 Instinct: 4 Reason: 3 Endurance: 1 React: 1 Resist: 2 Secrets: Blessing (Pray), Literate Keys: Initiate Abilities: Pray 2, Public Speaking 1, History 1, (+1) Advances: 3
Jailer Vigor: 5 Instinct: 4 Reason: 1 Endurance: 2 React: 2 Resist: 1 Secrets: Mighty Blow (Torture), Synergy (Intimidate, Torture) Keys: 1 Abilities: Intimidate 2, Torture 1, Street Fighting 1, Sense Motive 1 Advances: 1
Kislevite Kossar Vigor:5 Instinct: 4 Reason: 1 Endurance: 2 React: 1 Resist:0 Secrets:Background (Kislevite Kossar), Shattering (Great Axe & Bow) Keys: 1 Abilities: Great Axe & Bow 2, Tactics 1, Carouse 1, Survival 1 Advances: 4
Marine Vigor: 7 Instinct: 2 Reason: 1 Endurance: 2 React: 1 Resist: 0 Secrets: Skirmish (Infantry), Synergy (Infantry, Athletics) Keys: 1 Abilities: Infantry 2, Intimidation 1, Carouse 1, Athletics 2 Advances: 3
Mercenary Vigor: 5 Instinct: 3 Reason: 2 Endurance: 2 React: 1 Resist: 0 Secrets: Synergy (Tactics, Infantry), Wrestling (Vigor) Keys: Mercenary Abilities: Infantry 2, Tactics 2, Soldier 1, one of (Marksman, Cavalry, Siege) 1 Advances: 2
Messenger Vigor: 3 Instinct: 4 Reason: 3 Endurance: 2 React: 1 Resist: 0 Secrets: Avoidance (Ride), Equipment (smart & fast horse) Keys: 1 Abilities: Ride 2, Etiquette 1, Survival 1, (+1) Advances: 4
Militiaman Vigor: 4 Instinct: 4 Reason: 2 Endurance: 2 React: 1 Resist: 0 Secrets: 1 Keys: 1 Abilities: Trade/Craft 2, Soldier 1, Infantry 1, Gossip 1 Advances: 5
Miner Vigor: 4 Instinct: 3 Reason: 3 Endurance:2 React: 1 Resist: 0 Secrets: 1 Keys: 1 Abilities: Mining & Prospecting 2, Athletics 2, (+1, +1) Advances: 3
Noble Vigor: 3 Instinct: 4 Reason: 3 Endurance: 1 React: 2 Resist: 1 Secrets: Background (noble) Keys: Nobility Abilities: Etiquette 2, Swordplay 1, Ride 1, Gamble 1 Advances: 4
Norse Berserker Vigor: 6 Instinct: 3 Reason: 1 Endurance: 2 React: 1 Resist: 0 Secrets: Background (Norse Berserker), Mighty Blow (Berserking) Keys: Berserker Abilities: Berserking 3, Carousing 1, Intimidate 1, Perform 1 Advances: 1
Outlaw Vigor: 4 Instinct: 4 Reason: 2 Endurance:1 React: 2 Resist: 0 Secrets: Surprise (Vigor) Keys: Outlaw Abilities: Sneak 2, Survival 1, Athletics 1, Marksman 1 Advances: 5
Outrider Vigor: 4 Instinct: 4 Reason: 2 Endurance: 1 React: 2 Resist: 0 Secrets: Equipment (smart & fast horse) Keys: 1 Abilities: Ride 2, Survival 1, Sneak 1, Marksman 1, Danger Sense 1 Advances: 4
Peasant Vigor: 7 Instinct: 2 Reason: 1 Endurance: 3 React: 1 Resist: 0 Secrets: 1 Keys: Peasant Abilities: Work Hard 2, Gossip 1, (+1, +1) Advances: 2
Pit Fighter Vigor: 6 Instinct: 3 Reason:1 Endurance: 2 React: 1 Resist: 0 Secrets: Synergy (Pit Fighting, Perform) Keys: Pit Fighter Abilities: Pit Fighting 2, Perform 2, Intimidate 2, (+1) Advances: 0
Protagonist Vigor: 5 Instinct: 4 Reason: 1 Endurance: 2 React: 1 Resist: 0 Secrets: Mighty Blow (Street Fighting), Synergy (Intimidate, Street Fighting) Keys: Protagonist Abilities: Street Fighting 2, Intimidate 2, Antagonize 1, Lie 1 Advances: 2
Rat Catcher Vigor: 5 Instinct: 3 Reason: 2 Endurance: 2 React: 1 Resist: 1 Secrets: Avoidance (Tunnel Fighting), Equipment (small but vicious dog) Keys: Rat Catcher Abilities: Tunnel Fighting 2, Beast Lore 1, Sneak 1, Danger Sense 1, Traps 1 Advances: 2
Roadwarden Vigor: 5 Instinct: 3 Reason: 2 Endurance: 2 React:1 Resist:0 Secrets: Equipment (guns and powder) Keys: Roadwarden Abilities: Guns 2, Ride 1, Survival 1, Danger Sense 1 Advances: 5
Rogue Vigor: 3 Instinct: 5 Reason: 2 Endurance: 0 React: 2 Resist: 1 Secrets: Surprise (Instinct) Keys: Rogue Abilities: Lie 2, Charm 1, Gossip 1, Haggle 1 Advances: 5
Scribe Vigor: 1 Instinct: 2 Reason: 7 Endurance: 0 React: 1 Resist: 2 Secrets: Literate, Quality Construction (Research) Keys: 1 Abilities: Research 2, History 1, (+1, +1) Advances: 4
Seaman Vigor: 5 Instinct: 4 Reason: 1 Endurance: 2 React: 1 Resist: 0 Secrets: 1 Keys: 1 Abilities: Boating 2, Street Fighting 1, Carousing 1, Athletics 1, Swim 1 Advances: 4
Servant Vigor: 3 Instinct: 4 Reason: 3 Endurance: 0 React: 2 Resist: 1 Secrets: 1 Keys: Aide Abilities: Servant 2, Charm 1, Gossip 2, (+1) Advances: 3
Smuggler Vigor: 3 Instinct: 4 Reason: 3 Endurance: 1 React: 2 Resist: 1 Secrets: Specialization (Sneak: smuggling) Keys: Smuggler Abilities: Lie 2, Sneak 1, Haggle 1, Boating or Drive 1 Advances: 4
Soldier Vigor: 5 Instinct: 3 Reason: 2 Endurance: 2 React: 1 Resist: 0 Secrets: 1 Keys: Soldier Abilities: Infantry or Guns 2, Soldier 2, Tactics 1, (+1) Advances: 3 (this is an Imperial soldier, most other places Soldiers wouldn't normally have Guns)
Squire Vigor: 5 Instinct: 3 Reason: 2 Endurance: 2 React: 1 Resist: 0 Secrets: Incubation (Background: Nobility) Keys: 1 Abilities: Etiquette 2, Ride 1, Servant 1, Cavalry 1 Advances: 5
Student Vigor: 2 Instinct: 2 Reason: 6 Endurance: 0 React: 1 Resist: 2 Secrets: Literate Keys: 1 Abilities: Research 2, History 1, Carouse 1, Lie 1 Advances: 5
Thief Vigor: 3 Instinct: 5 Reason: 2 Endurance: 1 React: 2 Resist: 0 Secrets: Avoidance (Sneak), Training (Sneak) Keys: Thief Abilities: Sneak 2, Steal 2, Athletics 1, Haggle 1, Lie 1 Advances: 1
Thug Vigor: 6 Instinct: 3 Reason: 1 Endurance: 2 React: 1 Resist: 0 Secrets: Shattering (Intimidate) Keys: Thug Abilities: Intimidate 3, Street Fighting 1, Carouse 1, Gamble 1 Advances: 2
Toll Keeper Vigor: 3 Instinct: 4 Reason: 3 Endurance: 1 React: 2 Resist: 1 Secrets: Equipment (legal writ) Keys: 1 Abilities: Haggle 2, Law 1, Etiquette 1, Marksman 1 Advances: 4
Tomb Robber Vigor: 4 Instinct: 3 Reason: 3 Endurance:2 React: 2 Resist: 2 Secrets: 1 Keys: Tomb Robber Abilities: Sneak 2, History 1, Haggle 1, Athletics 1 Advances: 0
Tradesman Vigor: 2 Instinct: 3 Reason: 5 Endurance: 0 React: 1 Resist: 2 Secrets: Quality Construction (Trade or Craft) Keys: 1 Abilities: Trade or Craft 2, Haggle 1, Gossip 1, (+1) Advances: 5
Vagabond Vigor: 4 Instinct: 4 Reason: 2 Endurance: 2 React: 1 Resist: 0 Secrets: 1 Keys: 1 Abilities: Travel 2, Survival 1,Sneak 1, Gossip 1 Advances: 5
Valet Vigor: 3 Instinct: 4 Reason: 3 Endurance: 0 React: 2 Resist: 1 Secrets: 1 Keys: 1 Abilities: Servant 2, Etiquette 2, Haggle 1, (+1) Advances: 3
Watchman Vigor: 4 Instinct: 4 Reason: 2 Endurance: 2 React: 1 Resist: 0 Secrets: Specialization (Street Fighting, apprehend) Keys: 1 Abilities: Street Fighting 2, Law 1, Intimidate 1, Track 1 Advances: 5
Woodsman Vigor: 5 Instinct: 3 Reason: 2 Endurance: 2 React: 1 Resist: 0 Secrets: 1 Keys: 1 Abilities: Survival 2, Axe & Club 1, Work Hard 1, Danger Sense 1 Advances: 5
Zealot Vigor: 4 Instinct: 4 Reason: 2 Endurance: 0 React: 1 Resist: 2 Secrets: Imposition (Zealot) Keys: Zealot Abilities: Public Speaking 2, Pray 2, Berserker 1, (+1) Advances: 3

Magic

The basic magic Secret is Touched - it gives the character the Abilities Magic Sense (I) and Channeling (R) at Mediocre; it means the character is open to the Warp, and may sense and manipulate it's energies. The Secret of Petty Magic varies by type - Arcane, Divine, Hedge - but each essentially grants access to the spell effects listed on p146 of WFRP book, and requires the expenditure of 1 Pool (Reason for Arcane, Vigor for Divine, Instinct For Hedge). Petty Magic is a prereq of the Secret of Lesser Magic; a different Secret of Lesser Magic is needed for each Lesser Magic spell, each use of which costs 2 Pool (of the same type as the Petty Magic prereq). Petty Magic of the appropriate sort is also a prereq of the various Arcane and Divine Lore Secrets, all of which are mutually exclusive. A given Secret of A/D Lore provides access to that spell list; each spell casting costs 2 Pool of Reason (Arcane) or Vigor (Divine). Divine Lore also has a prereq Key of the Initiate, whereas Arcane Lore requires that the character has been taught it by someone that already knows it. Both Dark Lores (Chaos and Necromancy) have Touched and the Key of Fallen as prereqs; Necromancy spells use Reason Pool to cast, and cost 1 Reason per 10 “casting number” or part thereof; characters with Chaos choose which Pool those spells use when the Secret is first gained, and spells cost as Necromancy. Since the Key of Fallen precludes the Key of Temptation, Corruption rolls of -3 result in Mutation. Each ritual is a separate Secret, with it's own prereqs and rules.

Casting spells always requires a Channeling Roll and a Corruption/Hubris roll; the former is a normal Ability roll, but the latter is not - there is no Ability to be added to the check, per se. The Corruption/Hubris check does not take any time or effort on the character's part; it is a mechanic to represent the fickle and dangerous nature of magic. Divine spells require the Hubris check; all others call for a Corruption check. A Hubris/Corruption check is like a normal check, but without an Ability and with a number of explicit bonus/penalty dice, and ranging from +3 to -3 in result - if the roll fails, the character takes Harm of the spell Pool type equal to the level of failure +1, and if the total is -3, something else bad happens.

Corruption modifiers
  +1 per penalty die taken on the Channeling casting check for this purpose
  +1 for Petty Magic
  -1 for spells cast using Instinct Pool
  -2 for spells cast using Dark Lore
  -1 per Dhar
Hubris modifiers
  +1 per penalty die taken on the Channeling casting check for this purpose
  +1 for Petty Magic
  +1 for a use greatly furthering the god's cause
  -1 for a use not particularly furthering the god's cause
  -3 for a use against the god's cause or under Key of Atonement

The first Corruption roll of -3 means the character must take the Key of Temptation; subsequent like results force the character to take a Mutation. A Hubris roll of -3 means the character must take a Key of Atonement; if the character is already under one, the appeasement of the god just gets harder.

Channeling has a couple explicit bonus/penalty die conditions, also:

  +1 per point of Dhar channeled for bonus (not including Pool cost substitutions)
  -1 if expending Instinct to cast spells and bearing substantial amounts of unaligned metal
  -2 is expending Reason to cast spells and bearing substantial amounts of unaligned metal
  -1 per bonus die desired on the resultant Corruption/Hubris check

Secrets

Touched, Petty Magic (various), Lesser Magic (various), Arcane Lore (various), Divine Lore (various), Dark Lore (various) - all self-explanatory.

A Mutation (various) is a Secret; the character has a mutation that functions much like the Equipment Secret, save that it does not cost any Pool but neither can it be gotten rid of and is a mark of evil; each Mutation after the first gives a penalty die to hide your mutant nature from anyone looking for it

Witchcraft has Petty Magic (Hedge) as it's prereq; it allows the character to take spells from the Arcane and Dark Lore lists as if they were Lesser Magic, though the spells must be learned somehow.

Chaos Sorcerer has Dark Lore (Chaos) as a prereq; the character takes no Harm from Corruption rolls.

Literate means the character can read and write, gains access to the Research and History Abilities, and may spend Reason Pool to have access to pertinent fact or bit of lore (1 for known things, 2 for unknown things, 3 for secret things)

Bodyguard allows the character to use React to make themself the target of a physical attack instead of someone else nearby.

Background (Estalian Diestro); prereq Training (Swordplay), means the character is from Estalia, of course, having familiarity with that language and culture as well as the Imperial; Estalian Diestros have Synergy (Swordplay, Science) and, when using Synergy, Retraining (Swordplay, Reason), as well as access to advanced Secrets for Swordplay

Triangle Trap; prereq Diestro, acts as Shattering (Swordplay) but may affect any number of Effects with one Pool expenditure

Squaring the Circle; prereq Diestro, acts as Skirmish (Swordplay) and Specialization (Swordplay, multiple opponents)

Five Blades of the Pentacle; prereq Diestro, acts as Surprise but only for Swordplay - if the Surprise is successful, then the character may increase the Harm as per Mighty Blow

Six-faced Seal of Figueroa; prereq Diestro, may spend 2 Vigor to use Swordplay to defend against magic, or 3 to substitute Swordplay for any passive defense Ability against magic

Superiority of the Noble Blade; prereq Diestro, while using Swordplay against an opponent without some kind of sword, gain a bonus die

Background (Kislevite Kossar) means the character is one of the Kossars, familiar with the Kislevite language and culture and has access to Great Axe & Bow (a combination of Infantry and Marksman), as well as a bonus die to defensive Abilities against Chaos.

Kossar Tactics; prereq Background (Kislevite Kossar), the character's Tactics check result is counted separately in a support capacity (thus an Ability check supported by Tactics may get bonus support dice from more than one source)

Kurgan Heart; prereq Background (Kislevite Kossar), the character may spend any amount of Pool for bonus dice to resist emotion or Chaos.

Background (Noble); prereq Key of Nobility and recognition as a noble, the character gains a bonus die in conflict with anyone of lower status

Background (Norse Berserker) means the character is from the far Norsca raiders, familiar with that language and culture as well as the Imperial, has access to the Berserker Ability, and as long as they are using the Berserker Ability to berserkly kill the shit out of things, can continue to act past Broken Harm if they have the Pool to pay for actions as though they were just Broken.

Abilities

Most of the skills and talents from WFRP could be used as-is, more or less, many of them as primarily support Abilities. I chose not to but might go back over this later and approach it that way.

Public Speaking (I): oration, rhetoric, some dialectic, projecting the voice

Street Fighting (V): fists, mugs, knives, table legs and legs of ham, spitting and biting, dropping on people, hucking rocks, wrasslin' around

Run (V): run fast, run far, run through bad terrain, hustle

Law (R): a lot of reading, a lot of time under the writ, a lot of arguing precedent and principle

Channeling (R): prereq Touched; use the winds of magic! good luck!

Magic Sense (I): prereq Touched; sense the winds of magic

Research (R): this is usually reading a lot and making sense of it, but also fact checking and testing things (forming hypotheses)

Servant (I): doing what you're told, doing something you haven't been told to do yet, getting away with being insolent, helping accomplish a task

Intimidation (I): browbeating, threatening, and scaring, forcing a backdown, exuding menace

Investigate (R): sort out what's happened, find clues, catch people lying

Etiquette (I): choosing the degree to which you insult someone, getting away with insulting, flattering or honoring someone

Apothecary (R): making potions, poultices, unguents and ointments for a variety of ailments and desired effects - this Ability is pretty unreliable, maybe previously unestablished formulae are subject to a penalty until they have been developed

Heal (R): treating physical harm - this Ability is pretty unreliable, so any unfamiliarity in the ailment or injury takes a penalty

Haggle (I): knowing the worth of things and services, negotiating them

Surgery (R): medieval dentistry, retroactive concussive phrenology, trepanation, cauterizing just about anything - this Ability is useful for supporting Torture or Intimidation but usually less effective at supporting Heal

Boating (V): piloting or manning a boat or ship or other watercraft

Swim (V): getting around in the water

Rivercraft (R): knowing the rapids, ambush spots, shallows, fish and plants along the river, routes

Danger Sense (I): hairs on the back of the neck, spotting the ambush - not always reliable and sometimes too sensitive

Scrounging (I): finding something useful in what's lying around - sometimes there's nothing

Gossip (I): dishing and hearing the dirt, who's doing what to whom, making something up then spreading it around

Marksman (V): shooting bows, crossbows, and throwing balanced weapons

Sneak (I): not being seen or heard

Survival (I): getting along in the wild without the comforts of civilization, knowing how to treat wild critters

Track (I): finding someone or -thing by following the signs it's left behind

Trade/Craft (R): a trade or craft, diligence in creation of product - a trade or craft unfamiliar to the user is at penalty

Charm (I): convincing someone to like you, at least for the moment

Fire (I): charcoal burners have the Ability to really deal with fire, burn things, start or extinguish a fire, direct a burn

Axe & Club (V): using the tools of the trade to fight, axes and clubs, both up close and throwing things

Drive (V): coaches, carts, chariots if you can find them, getting them to move the way you want when you want

Guns (V): fighting with pistols, muskets, and crossbows - most are unfamiliar with rifles and bombs but these are included, also Guns are slow to load and expensive to own

Perform (I): entertaining, impressing, or moving an audience emotionally, singing, dancing, stories and poems, instruments and dramatics - an unfamiliar medium is at a penalty

Swordplay (V): killing people with swords, sometimes knives and shields, sometimes not killing but precision cutting and stabbing or parrying

Science (R): forming a theory, testing it, making sense of the test, utilizing the data to make technology sometimes - this Ability is very new and so a new theory or technology must be thoroughly tested before operating without penalty dice

Athletics (V): jumping, throwing, swinging on stuff, climbing up and down, falling, flipping and rolling

Seacraft (R): like Rivercraft but for the Seas

Net & Spear (V): fishermen are handy with using these as weapons, separately or together

Pray (V): getting gods' attention (rarely unless Touched), getting your courage together, instilling the faithful or the heretic with appropriate awes, knowing stuff about religion

Traps (R): preparing a (physical) situation to injure or hinder someone or -thing that comes into it

History (R): what the past is full of, bits of lore and stories of the bad old days

Torture (I): hurting people that can't get away, convincing them to behave the way you'd like for the time you have them restrained (and probably after)

Sense Motive (I): getting a picture of a person's motivation, the sincerity of their demeanor and apparent intention

Great Axe & Bow (V): the unusually flexible and devastating Kossar style of combat, both using the great axe and bow, quickly moving from ranged to close combat and back

Carouse (I): partying, making friends who like to party, getting people to loosen up, finding or starting a party, holding intoxication under control or making use of intoxication

Tactics (R): how to anticipate, create, and/or take advantage of circumstances in and around combat

Infantry (V): close combat, maneuvering on foot, formations - fighting with unfamiliar arms and armor can cause a penalty

Soldier (I): dealing with authority in the military from whatever direction (giving or receiving), getting by in the armed forces, what orders mean

Cavalry (V): mounted combat

Siege (R): siege fighting, from both sides, sighting and ranging, fortification

Mining & Prospecting (R): digging and knowing practical geology, finding water, moving around underground, in the dim or dark

Gamble (I): knowing the odds, knowing tells, bluffing

Berserking (V): laying indiscriminate waste to anything nearby that you can reach, getting real mad

Work Hard (V): do a lot of hard work and still have energy left, hide the fact that you're not actually working much

Pit Fighting (V): like Street Fighting but with timing and oddball weapons, not great with any range

Antagonize (I): piss off people, convince them to attack you

Lie (I): and be convincing, nest lies, think up lies quick, tell tall tales, bullshit

Tunnel Fighting (V): like Street Fighting but especially desperate and in cramped spaces and often in the dark

Beast Lore (R): knowing the many habits of highly effective killers of the animal and magical animal and mutant kingdom

Steal (I): and not be noticed, take worthwhile things preferably, light-fingered, brash and brazen, notice opportunity

Travel (V): going a long way without much rest, avoiding dangerous areas, finding good rest spots, a smattering of helpful phrases and customs

Keys

Agitator: 1 - Incite action against your oppressors, 3 - Be attacked for your agitation, B - Publicly admit they're not so bad.

Bailiff: 1 - Collect some taxes and rents, 3 - Get in a fight over your duties, B - Give up your privileged position.

Bodyguard: 1 - Guard somebody, 2 - Be tempted to transfer your loyalty, 5 - Be Broken in the course of guarding, B - Let your charge be killed

Bone Picker: 1 - Disgust someone, 2 - Catch hell for your scrounging, 5 - Come across something dangerously valuable you can't just get rid of, B - Get a real income and stop being trash.

Bounty Hunter: 1 - Get hired for a job, 2 - Get Harmed in the course of hunting, 5 - Make claim on a dangerous bounty, B - Stop hunting people for money.

Grave Robber: 1 - Get something valuable from a grave, 2 - Try to get away from someone attacking you for your grave robbing, 5 - Gain an enemy that wants you to suffer or die for your desecration, B - Swear off grave robbing forever.

Initiate: 1 - Make a show of faith, 2 - Enter a conflict because of your god, 5 - Expand your god's interest at great cost to yourself, B - Forsake your god.

Mercenary: 1 - Get employment as a mercenary, 2 - See combat while so employed, 5 - Face terrible odds in combat while so employed, B - Stop killing people for money.

Nobility: 1 - Assert your superiority, 2 - Defend your assertion of superiority, 5 - Maintain noble behavior when it will cause great loss to you, B - Abandon your title and submit to your lessers.

Berserker: 1 - Lose your temper, 2 - Attack wildly when outclassed, 5 - Destroy something you love in your rage, B - Never use the Berserker Ability anymore.

Outlaw: 1 - Do something illegal, 3 - Have a bad scrape with the law, B - Get your pardon.

Peasant: 1 - Be meek or salty, 2 - Submit to your superiors, 5 - Be horribly oppressed and do nothing about it, B - Get a better station in life.

Pit Fighter: 1 - Fight for other's entertainment, 2 - Be recognized for your pit fighting reputation, 5 - Overcome a terrible foe in the pits, B - Stop fighting for others' entertainment.

Protagonist: 1 - Hassle someone for pay, 3 - Hassle someone dangerous for pay, B - Stop hassling people!

Rat Catcher: 1 - Get work killing vermin, 2 - Get into a dangerous underground situation, 5 - Fight skaven!, B - Get a better station in life.

Roadwarden: 1 - Patrol a stretch, 3 - Fight a threat to travelers, B - Leave the service.

Rogue: 1 - Weasel out of real work, 2 - Lie to someone dangerous about something important, 5 - Pull off a profitable caper, B - Practice honesty and forthrightness.

Smuggler: 1 - Smuggle something, 3 - Smuggle something a lot of dangerous people are looking for, B - Refuse to smuggle.

Soldier: 1 - Obey orders, 2 - See combat in your unit, 5 - Stand fast when your orders will probably get you killed, B - Stop killing for pay.

Thief: 1 - Steal something, 3 - Steal something real valuable from dangerous people, B - Refuse to steal.

Thug: 1 - Threaten someone for pay, 2 - Get in a fight over threats, 5 - Intimidate someone who can crush you, B - Get scared straight.

Tomb Robber: 1 - Raid a dungeon, 3 - Take Harm in dungeon raiding, B - Refuse to raid dungeons.

Zealot: 1 - Do something crazy in the name of faith, 3 - Attack the servants of evil, B - Abandon your faith.

Temptation: 1 - Learn more about evil power, 3 - Resist using evil power when it might save something you care about, B - Take the Key of Fallen; special - you cannot have the Key of Temptation and Fallen at the same time

Fallen: 1 - Promote corruption and Chaos, 2 - Face the enemies of corruption and Chaos, 5 - Corrupt an enemy of evil, B - Accept a Transcendent ability check (not necessarily yours) that offers redemption.

Atonement: 1 - Try to appease your god, 3 - Suffer for your atonement, B - Your god is appeased!; special - the Buyoff condition is only worth 5xp but the Key of Atonement can be taken over and over again

 
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