Chapter I: Introduction
Chapter 4: Skills and Talents Every character has a variety of abilities called skills and talents that define what you can do. This chapter describes the skills and talents
a n I mporTanT n oTe a bouT r ealITy When you take part in a roleplaying game you and your fellow players set aside reality and literal truth for a world of imagination and adventure. The GM is there to create that world for the players. All the ideas and rules in this book are tools for the GM to use as he sees fit. WFRP is written with the assumption that each group of roleplayers is different—hence the inclusion of many optional rules. It is up to the GM to decide which rules apply, and which do not. The GM is the ultimate arbiter of the rules and may chose to modify, amend, or even ignore certain rules to better suit the play style of your group. Abide by your GM’s decisions—after all, they are the one doing all the work to keep you and your group entertained! Similarly, WFRP deals with many things that are very complicated. To make things easier for everybody, the rules in WFRP have accepted a level of abstraction. Some of the rules you encounter may not be “totally realistic” but they are fun and easy to use. Some people are uncomfortable with this, but most accept that this is necessary to keep things simple, and fast flowing. Should anyone start querying the rules, citing martial arts training, historical precedent, or even, Gods forbid, logic, the GM is fully within their rights to throw dice, food or even this book at the offender. WFRP is a game, not real life. On a final note, it must be pointed out that WFRP deals with mature themes and concepts. Daemons, insanity, death, corruption and despair are all integral parts of the Warhammer World. Inside every cloud, there’s a tarnished lining. Just because WFRP deals with these things, it doesn’t mean every game session needs to be a harrowing experience. WFRP is a game. It’s meant to be enjoyable. Similarly, all the things depicted in this book do not exist . The Ruinous Powers aren’t watching you on the privy, and there’s no such thing as a Goblin. Don’t get confused—just play the game and have fun!
and tells you how to use them. Chapter 5: Equipment
Every adventurer prizes his equipment. This chapter describes the tools, trappings, weapons, and armour that can be found in the Old World. Chapter 6: Combat, Damage, and Movement The Warhammer World is not a peaceful one. You will be forced to fight for your life and this chapter tells you how to do it. Chapter 7: Magic Wizards and priests can draw on the Winds of Magic to cast spells, from the insignificant magic flame to the mighty conflagration of doom . This chapter explains how magic works, the dangers inherent to it, and the spells you can choose from. Chapter 8: Religion and Belief The Old World is a place where many gods exist. This chapter describes the gods and how they are worshipped. Chapter 9: The Game Master The GM has a special role to play in WFRP and this chapter explains how to take it on. In addition to advice on how to run a game and how to be a good Game Master, it contains rules for insanity and experience. Chapter 10: The Empire The Empire, the greatest nation of the Old World, is the core setting for WFRP . This chapter describes the Empire, its neighbours, and the threats it faces. Chapter 11: Common Creatures and NPCs The Old World is a dangerous place. This chapter, meant for the GM’s eyes only, details many of the foes to be found there, as well as some common non-player characters (NPCs). I f you are new to roleplaying, you may still be unclear on how it all works. What follows is an example of play that picks up where the story “Life, After Death” left off. It doesn’t get into the rules of the game (that comes later), but it does illustrate the basics of roleplaying and the Game Master’s job. In this example, Chris is the Game Master. Tim is playing Werner Broch, a Human Mercenary; Bruce is playing Franz Falker, a Human Militiaman; Evan is playing Grunor, a Dwarf Rat Catcher; and Kate is playing Imke, a Human Tomb Robber. They have just fought off the vile ratmen as the example of play begins. Chris [GM]: The last of the ratmen flee into the ruins of
Chapter 12: Through the Drakwald This is a short scenario you can use to jump right into the action. If you are a player, you should not read this chapter.
— a n e Xample of p lay —
Evan [Grunor]: “Madness indeed. I told you about the ratmen and you thought I was crazed. Now you see I speak the truth.” Chris [GM]: Sigamund looks nervous. He says, “Come, let us leave here before those things return with reinforcements.” Tim [Werner]: “That is the safest course. Franz, Grunor, Imke, let’s go.” Bruce [Franz]: Chris, I want to get a look at Sigamund’s hand again. I want to be sure of what I saw. Chris [GM]: OK, you need to roll a Perception Test. Bruce rolls his test. Bruce [Franz]: I made it. Chris [GM]: You catch another glance at his hand as he’s wiping Skaven blood from his robe. The smear of rat
Wolfenburg and are soon lost from view. The priest Sigamund turns to you and says, “Once again, I am in your debt. Thank you for your assistance.”
Tim [Werner]: “Just doing our jobs, manciple.” Kate [Imke]: “What were those things? Rats that walk on two legs? Surely, madness has come to life!”
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