Warhammer fantasy roleplay 2nd edition pdf free download






















Warhammer Fantasy Roleplay 2nd Edition editable character sheet. Exactly what it says on the tin - A character sheet for Warhammer Fantasy Roleplay with.

Download Warhammer Fantasy Roleplay 2nd edition. Fillable two- sided character sheet for. About Us We believe everything in the internet must be free. Derived from your character's Strength. Toughness Bonus TB Derived from your character's toughness. Used to resist damage from outside attack. Magic Mag Represents your character's magical power. This is rare trait to acquire and is generally dependent on your career and training. Insanity Points IP Represents your character's state of mind.

The more points you acquire here, the more your character loses his sanity and can be influenced by Fate Points FP Fate is your luck, and "destiny". Can be used to avoid some pretty awful things like So, your starting Characteristics are heavily influenced by your characters race. The different rolls that you need per stat are given on the table , that I've included below.

Match the Stat with the race that you chose and look at the modifier. For example To roll your Strength, if you were an Elf, you would roll 2d10 and add Most of the secondary profile stats are derived from your prior rolls, and table numbers and racial traits.

Here's how you determine each:. Attacks The base number of attacks that you get is always 1. This can be modified with the choice of a career that adds to this value. Wounds W You would roll 1d10 for this and then consult the table , "Starting Wounds". I've included it below for reference. Wounds are basically the "Hit Points" that your character has.

Hopefully it's atleast higher than 19 then! Magic Mag Everyone starts with 0 but your career will determine your bonus. Insanity Points IP Starts at 0 thankfully!! Though starting out with an insane character would be fun Don't forget! So aside from your main and secondary profile stats that you generated, your race also comes with some abilities that you get. It gives each race a unique flavor from each other. As the list is a bit long, I will not be posting each of the races starting Skills and Talents here, but note that the are on page Also as a GM atleast for myself, I would recommend the idea of letting players have a bit of freedom with these starting abilities.

Look at it this way, a Dwarf raised in one part of the world is going to have different language, and skills than a Dwarf who grew in a different area. Everything comes into play in the skills we develop and learn, even things like climate, terrain, political views, etc..

So I figure if the player character can justify it with a backstory, then allow them to maybe swap a skill or talent out for one more suited to the origin of their character. What are these alleged racial traits? Well, your character gets two types. Skills and Talents. Skills are things learned. Either by being born into a certain race, or learned by developing the skill due to a career, or just a skill that you cultivated due to your environment.

Skills are split into Common Skills and Advanced Skills. They represent things that you can try valiantly even if you're untrained in the art. Then there are Advanced Skills, where they actually require your knowledge and training to perform.

For these, you must actually have bought or have a class or race that has that skill. Advanced skills literally can not be attempted without them. Some of these I have problems with, and as a GM you should feel empowered to switch some around if you feel an advanced skill should be considered common.

Below is a list of the basic and advanced skills from the Core Book. The other set of bonus you receive is something called a Talent. Talents are different from skills in that they really aren't something that you test for, it's more of some ability that you naturally possess. For example, if you choose an Elf as a starting race, you automatically get the "Excellent Vision" talent, as well as "Night Vision".

If you picked a human, you get to choose your talents! Goes to show how versatile humans can be. Talents can give you some really interesting abilities and a very good way to carve out the uniqueness of your character. The same rules apply as for talents.

Talents though don't stack, so there is no "talent mastery". Though as a GM, you can change this. Some talents, lend themselves to the idea of being able to 'master' and perhaps gain an additional bonus, or extra attack. Here's a list of Talents from the Core Book:. So if you're familiar with the sort of "gold standard" of RPG's Dungeons and Dragons, then the mechanics of increasing level and stat points have set the way for many many carbon copies.

This is something is changed up in WFRP. There actually are not real levels in the game per see. The experience systems works in a very free form way, and it actually took a few read throughs to 'get it'. It basically amounts to this The GM is given discretion to hand out XP as he see's fit.

But as a scale characters can 'spend it' XP at a time to increase certain stats, or buy skills, or enter new career paths etc See the table below for the list of how to use garnered and hopefully well earned! As shown above, the PC's can choose how to spend their gained experience points. Generally GM's should let their PC's spend it hamper free, but things like career changing may require additional requirements such as actually having access to the training required, or tutelage of studying under someone to learn the art.

Undoubtedly you have seen that each Career you can pick from has a profile for it. This is called the Advance Scheme profile. It should be copied separately to your character sheet, as a sort of guide to let you know how you can apply your earned XP.

A brief look at each option Now you can't just choose any stat you want. It has to have one that has option to increase. It will depend on your career which ones are available to increase. An example below is from the Baliff Career:. In addition to these, you can also use your XP to switch or "upgrade" to a new career. Of course you must first meet the entry requirements of that career as well.

There are a ton of weapons in the Old World, and due to the nature of the grim and perilous world, anything can be used as a type of way to defend yourself. Weapons are broken up into types, or 'how' they are used, such as snaring, defensive, slow, piercing, impact, unreliable Each one of these qualities has an affect on the attack,damage, speed, safety of using it.

Armor has a similar role and gives you the ability to use "basic" armor rules, and "Advanced Armor" rules. The basic armor rules are simple and good if you're starting out, especially since you'll probably be light on armor anyway.

Basically if you're using the Basic Armor rules, the following applies:. This goes a long way to simplifying the the more advanced armor system. That being said, the advanced armor system is really fun to use, and if you find yourself in a game where combat isn't constant, and you have some time to give, I'd really suggest running with the Advanced rules. Further down is combat rules, which will expand upon this, but basically for attacking and assigning damage, characters have six locations that can be hit.

Head, right arm, left arm, body, left and right legs. Ohh boy, here we go. This will be as concise as I can make it. Again the pdf books for 2nd edition are available so for a full understanding you'll want to refer to them.

Let's break this down into steps. To attack an opponent in close combat, you need to be within 5 feet, and for ranged attacks, you need to be within the weapon's range and line of sight.

With these requisites, you can proceed with the attack. Roll to Hit Roll 2d10 for percentile dice. Refer to your Weapon Skill characteristic for melee attacks and your Ballistic Skill for ranged attacks.

Remember you need to roll equal to less than the characteristic. Determine Location of Blow Now that you scored a hit or not determine where your blow struck.

Take the attack roll, and reverse the order of the dice roll. So if you rolled a 37, then your hit location would be This can not be used when taking an attack from a ranged weapon. You can attempt to parry the attack if you entered the parry half action stance at the beginning of your turn, OR if you are brandishing two hand weapons. If you make a successful WS test, you have succesfully fought off the attack, and no damage is dealt.

Likewise if you have the Dodge advanced skill, you can make a Dodge skill test at this time and if you succeed, the attack did not hit you and you are in the clear!

Roll Damage Now that you have the location of where your blow strikes, roll 1d10 and add the damage for the specific weapon you're using. For example look below at the chart for melee weapon damage. In the damage column for a Great Weapon, the damage is equal to your Strength Bonus, and you would add the 1d10 roll to this.

Likewise the damage for a dagger is your Strength Bonus with a -3 modifier. Then you add the 1d10 roll to that. In general Melee weapons use your Strength Bonus while Ranged weapons have a fixed value for damage, of course exceptions apply, such as with javelins, throwing axes, and whips etc. Opponent Reduces Given Damage Now that you have the total damage that you can potentially deal, that total is reduced by the Armor Points and Toughness Bonus that the Opponent has.

Looking at the hit location table, this means it hits the goblin on it's left arm. Now roll damage. The bow you're using has a base damage of 3. Roll 1d10, and let's say you get an 8. The goblin being targeted has a toughness bonus TB of 2, but has no armor that protects it's arms. Good shot! Record Damage If you suffer any damage despite your toughness and armor, it is reduced from your Wounds total. Same goes for whoever you're attacking.

If you or your opponents reach 0 or below wounds, all subsequent attacks are considered critical hits. When not embroiled in heated combat, in general time and actions don't really need to tracked. Usually using actions, skills and moving isn't really needed to be tracked in normal roleplaying timing. But when combat started, things need to slow down, and be tracked and managed. As each player and opponent gets a turn, you can perform certain actions in these turns. Very similar to Dungeons and Dragons.

Some actions require a full round of focusing just on that action, but some actions can be done quickly with much less time. Actions that require the 1 full round, mean that you can only perform that one single action and nothing else. These are called Full Round Actions. Actions that can be done in half of this time, are called get this Half Round Actions. This means that you can perform two Half round actions in one of your turns. I won't go into each action, but the ones that will be used most often are most common.

These include:. See the section on Magic for more on this. Half Round if talent boosted or have skill mastery for it. Extended Rounds if the character is not trained in it. The amount of time required for the skill is directly proportional to the ease and mastery of the skill.

Generally most skills should take a full round action if the character has that skill. If the character has a talent that increases his ability for the skill, or has skill mastery on that skill, they the GM should consider reducing the time to a half action to perform. Free Action The third type of action.

They, as the name implies, cost no time to use. So this is on par with perhaps, yelling an order to a party member, or kicking something out of the way, drawing your sword at your hip, etc. There is no formal list if free actions and should be up to the Game Masters discretion. There are a few combat scenarios that require some special rules, including fighting with two weapons, ranged attacks, unarmed combat, and grappling.

These tricky situations pose some adjustments to the normal rules of combat. Let's take a look. Brandishing two weapons is a skill that has it's advantages and disadvantages. The following applies to duel weapons. Characters must use one of the following weapon types in their primary hand. Also as a bonus, you can choose to parry an incoming attack as a free action. This is opposed to having to make a parry stance as a half action. In the Core rule book, combat involving a mount isn't really expanded on and just has the general extra rules:.

So basically if you're mounted, you would use the mounts Movement M. Now that basically covers mounted combat. There's not much here, so let's check out a sort of expanded version the rules for mounted combat. While mounted, the rider and the mount serve as 1 unit. To resolve hit locations during combat, use Table below:. See below for a description of each.

Common steeds include the usual sorts of beasts that people ride for mundane purposes. Skittish : Whenever this creature takes damage, it must immediately attempt a Will Power Test. On a failure, the creature immediately moves at its movement rate away from the source of its injury. At the start of each of its turns, the creature is entitled to a new Will Power Test to calm down. On a success the mount calms down, and can be brought back under your control. On a failure, it must use its action to continue fleeing.

War-trained steeds include destriers,light war horses and other similar creatures used specifically for combat. Generally War-trained mounts are more intelligent and have an actual amount of Attacks in their profile.

Notice below how this Elven steed has 1 attack. It is a war-trained mount. Unmounted Penalty: Using a Lance, or weapon specifically designed for mounted combat assumes you are using the weapon on horseback. Expanded Actions: A couple of new available actions are available. See below for the new actions available when mounted:. The movement must be then made immediately.

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