Showing posts with label Second Edition. Show all posts
Showing posts with label Second Edition. Show all posts

Second Edition

This blog actually started as a Warhammer Fantasy Roleplay Second Edition fan page. I was posting the campaign reports of a changed Paths of the Damned incursion when we stopped playing. Here there are the first reports (including the first part of the adventure "Wolfsmoor's Children", yet to be translated to Third Edition), characters, house rules and some resources.

Through the Drakwald (part 1 of 3)

Check this adventure in the Warhammer Fantasy Roleplay 2nd Ed book.

The Storm of Chaos had finally passed! Or at least it appeared so for the people of the little Middenland town called Untergard. Two months before they had been receiving more and more reinforcements from the Imperial Army as the attacks from bands of Mutants and Beastmen got more frequent. It was clear that the minions of Chaos wanted the safe passage through the River Taub that the town bridge guaranteed.

Then Chaos finally hit hard. The warhorde lead by the infamous Bestman Lord Khazrak One-Eye made a surprise night time attack against the town. They came from the eastern side of the river, breaking the town walls and devastating everything. The defenders rallied at the bridge and the battle lasted for nine days. The eastern part of town turned to ruins and all seemed close to doom when the enemies lost their persistency. As the siege of Middenheim started in the north, the tactical position Untergard represented lost its appeal. So Khazrak left with it's followers to participate in that greater battle.

Having lost many to the forces of Chaos, the town's defendants were relieved that they had endured this damned probation. And they actually managed to hold out their foe, so the bridge and most of the town's innocent people still lived.

Getting more and more assured that the danger had really left this parts of Middenland, the contingency of Imperial Troops located in Untergard started to head north to help in the Battle of Middenheim. One month after the end of the town's siege, there were few soldiers still located there, and those were the most injured in the battle.

Among these soldiers were some outsiders who had a large participation in the town's defence. Chades Knigway, a Reiklander Verenean Initiate who had the strange disposition of studying Chaos war tactics to enlighten the Empire about it's ways and thus be better prepared to fight it in it's many forms. Thorne, a young human hunter from the region, who used to live deep in the Drakwald with his family and related people, until the strengthening creatures that dwelled there made they run from their homes, getting separated in the process. And Magnus “Nightwalker”, a Middenland Roadwarden who had helped a Middenheim group of soldiers get to Untergard as reinforcements. Being strange to the people of the town, they had forged bonds of friendship among themselves as they helped each other live through the ugly fights of the battle.

In charge of Untergard was Watch Captain Gerhard Schiller, for the town remained in martial law. He was one of the few native soldiers, and the high ranking survivor that remained. Around his 50s, Captain Schiller was much trusted among the townsfolk, being the greatest responsible for their endured defence, for he was the one who organized the common people to defend themselves. Being a just man and capable leader, even if a rough one, Captain Schiller had the respect of the three outsiders as well. And they had his gratitude. So he let the stay at the Watch headquarters, a converted substantial warehouse with strengthened doors and windows. The Watch Captain himself made the second floor of the warehouse as his living quarters.

Only the Verenean Initiate Chades declined the Captain's offer. That because he had another one that he felt could not be diplomatically negated. Chades was a tough man, almost a military type, what was uncommon among Verena followers (and, any Middenlander would add, among Reiklanders). She is the Goddess of Knowledge and Justice, after all. What is singular about this Initiate is the strangeness of the Call of Knowledge that he answers. That of a Chaos researcher, a war observer… and then, a Chaos foe.

So, being a religious servant, Chades had another invitation. It so happened that the town's Priest was another Reiklander. His name was Father Dietrich, and he was Sigmarite. He had arrived at Untergard not long after the end of the big battle, for his predecessor had been killed in that bloodshed, and so his Church sent him to guide the masses. Being the only outsider except for the three, he had yet to make his place among the townsfolk. In a land in which the people dedicated themselves so much to Ulric, a Sigmarite Priest did not find the same fast prestige and adorability, even if they were still respected. Untergard was almost an exception to this, for it had known a Sigmarite Priest, and the only Priest of the small town, for decades. But then, he was a local.

Through the Drakwald (part 2 of 3)

No matter where the residents of Untergard lived, on that morning they all woke to see that the storm that was pouring down had finally broken, and that Watch Captain Gerhard Schiller had asked everyone to unite at the badly damaged Ackerplatz, the town square to the western side of the bridge, where most of the heavy fighting occurred. As Chades, Magnus and Thorne found each other, they looked at the inhabitants of Untergard and saw a ragged, pale and hungry people, some still tending wounds from the siege. There were around 75 survivors total, and all were present.

Everyone was muttering restlessly to one another, and soon the three foreigners heard that Captain Schiller had an announcement, as he had received a message from the Graf Boris Todbringer himself, lord of the great city of Middenheim and Elector Count of all Middenland. People were obviously excited, all expecting to be good news the new day brought. A lot of rumours were being discussed, as the ongoing presence of Beastmen in the woods, a bounty offered by the Graf for the head of Khazrak One-eye, the insistence of Granny Moescher in keeping from moving into town, still living at her place outside the city walls, to the west, with the orphans she cared for (and how all of them were lucky not being killed in the battle). Some said that Captain Schiller had commanded his own mercenary company, while others were claimed that Woodsman Hans Baumer had been gone for a week and was probably dead.

Finally, Captain Schiller appeared with a group of his Watchmen and Father Dietrich. As a box was set for him to be seen, the man in charge of the town cleared his throat. Silence was already there. And, as the old soldier began to speak, his lips betrayed a smile, and his eyes showed relief.

Soon, people were cheering with him. The news were good indeed! Count Todbringer sent a message saying that Middenheim’s siege had been broken and that the great city still standed strong. Also, he thanked and congratulated the good people of Untergard, stating that the Battle of Untergard Bridge would be remembered as one of the most glorious in Middenland’s history. The Graf had sent the townspeople thirty loaves of bread and a dozen bottles of wine! As the Captain raised a bottle, people chanted “Long live the Count!”, the mood raising higher than ever in more than a month.

But that wasn’t to last long. Suddenly, a loud crack was heard, and the bottle in the Captain’s left hand exploded, showering him with glass and wine. People screamed and looked for shelter. Young Thorne pointed to the other side of the bridge, indicating where the shot had come from. But everyone saw the three Mutants that were running to cross the bridge…

Chades and Magnus made their way to the bridge as best as they could with everyone running. Thorne chose a different path, trying to get a good distance and line of sight to shoot his longbow. One Mutant had tentacles instead of arms, other had horns and thick fur, the third had a pig-like snout, and the last of the four had a third eye in the middle of his forehead.

The fighting was resumed where the bridge ended. Between Chades and Magnus’ blows, Thorne’s arrows and the help of two other Watchmen that arrived first, the Mutants were killed with just minor wounds taken on the part of the townsfolk. Anxiety and worrisome were on the air, tough. The group that took care of the four Mutants crossed the bridge carefully but quickly, but no one managed to find anything on the other side. Judging for the distance the shot that hit the Captain’s bottle was fired, whoever pressed the trigger had something like a long rifle in his hands. And that was very uncommon on this area, and almost unseen with Mutants and their kind…

When they came back to the Ackerplatz, Captain Schiller thanked all for their effort, and Granny Moescher, the town’s healer and orphan caregiver, proceeded to take care of the injured. The townspeople were all afraid and excited, talking loud about what happened, and a lot of different (and sometimes absurd) claims were being made. In the midst of the confusion, a breathless Watchman came running to report to the Captain, and the reason behind the seemingly suicidal attack of the Mutants became apparent: the town’s main gates, to the west, were heavily attacked by a group of Mutants and Beastmen.

Luckily, the Watchmen that were on duty hadn’t leaved their posts, and managed to held back the attackers. But several of the good protectors had been slain, though the casualties on the other side were so great that the Chaos creatures runned away.

Suddenly, a shout came from the gates. Fearing another attack, several of the townsfolk picked their weapons, the outsiders among them. But it turned out to be Woodsman Hans Baumer coming back! And he hadn’t come alone. There were a dozen forming a ragtag band, with fears in their eyes and their possessions on their backs.

As everyone gathers round to hear the Woodsman tale, while both Granny Moescher and Father Dietrich helped care for the outsiders he brought, the mood goes from excitement to a despaired silence. It had a reason: Hans Baumer had been scouting in the woods, gathering survivors from all over Middenland, when he found fresh Beastmen tracks. But it were not the tracks of just a couple, for they had found a quantity pointing to a warherd of 200 or more! And worse: the direction they were moving made obvious that they were going to pass through Untergard. Worse: Grimminhagen, the nearest and larger city around, had been sacked and was a wreck. No help should be expected to arrive in time.

A furious debate begun, Hans Baumer leading the faction that wanted to leave town, with the argument that they had no strength left to hold against such large enemy. Father Dietrich, on the other hand, lead those that wanted to stay and fight, not wanting to leave their houses and lands to be disacrated by the Chaos minions. Chades, Magnus and Thorne just watched, feeling confused, while Captain Schiller thought deeply.

At last, the Captain came to a conclusion. He announced, with regrets, that they didn’t believe the forces that were left to them could stand a warherd of 200 Beastmen. So, as much as it pained him, everyone should prepare to leave town with the next sunrise. They would feast, with moderation, on the bounty that the Graf had sent. And then they would go seek the protection of the Graf himself in the great city of Middenheim.

Before everyone disbanded, Captain Schiller approached the three outsiders and asked them to help him get the townsfolk safely to the capital. The Drakwald Forest was one of the most dangerous places of the Empire. In this troubled times, there was not a clue about what they could find along the way – or worse, what could find them. With the casualties they had on this recent and unexpected attack, there were very fez Watchmen left, and even if the common folk had learned how to manage simple weapons, many were still hurt and they were no soldiers.

That left the three outsiders without a choice. Though hardened men all of them, their hearts were good. And it seemed that they would have to prove, again, if their sword arms were even better…

Through the Drakwald (part 3 of 3)

As the sun rose next day, the townspeople were almost ready to leave their hometown of Untergard, searching for the protection of Middenland’s greatest walls, those of the capital, Middenheim. The party consisted of three ox cart, two caring a few goods for their subsistence and all the wordly belongings they managed to put on them. The remaining cart had Granny Moescher and her orphans. There were around 85 townspeople on foot, and a few Watchmen to guard them.

As the retinue left town, Captain Schiller ordered one third of his Watchmen to guard the front, one third the rear, and the last third to spread on the flanks on either side. Woodsman Hans Bauer scouted ahead in the forest, assisted by the Thorne, the young Hunter. Both of them were closed followed by the Roadwarden Magnus “Nightwalker”, who knew the roads better than most. Chades, the Verenean Initiate, helped Father Dietrich and Captain Schiller maintain order and the spirits as high as they could. He also spent some time with the children Granny Moescher tended. For it was clear to anyone who had eyes to see that the whole party made an obvious target, if they were unlucky enough to find someone with the disposition to attack. And, as those were dark days, there were no lack of creatures with that kind of disposition…

So, it seemed luck as they came to the end of the first day without having any encounter. They had travelled very slowly, something like twenty kilometers. When Captain Schiller ordered them to stop and make camp, Thorne went to the woods to search for some prey or anything that would help them eat better, as their food was lacking. The young man did manage some roots and two squirrels.

On the middle of the second day, the retinue arrived at the outskirts of Grimminhagen. Smoke was still visible from the city, but somehow it didn’t looked like the smoke from ovens. Without speaking a word, Hans Baumer started leading the party around the city. Untergard and Grimminhagen’s people disliked each other for more than one hundred years, since those who founded Untergard left the larger city to escape the absurd taxes of their Graf.

But, being a follower of Verena, Chades Knigway could not let this chance pass. To him, even if the city was a ruin, it was better to look for help there than just pass by. And they had to warn the people of the warherd too. So he pleaded the good people of Untergard to pass through Grimminhagen, only to hear shouts of hatred and disbelief. Captain Schiller heard him, but didn’t find that going to the city was worthwhile. So he decided the party would move very slowly, and anyone wanting to go with Chades could do so and catch them while they made their way around. Thorne and Magnus went along.

The three of them found only the cities remains. The ruins were in very bad shape. That were people still living there, though. But when they asked for help for the Untergard folk, everyone shouted or even threw small rocks.

When they warned the survivors about the warherd, they were sent to the Bailiff, a man called Gunther. He acted as Bailiff for the Sternhauer family, who ruled the city. He was representing the Graf in the rebuilding effort, and the three outsiders quickly learn why: the Graf and his family were safely locked in their keep, which was miles away. They had gone there before the battle, to guard themselves.


Gunther dealt seriously with the threat of the warherd, promptly sending scouts to the south. But when Chades and Magnus tried to make him hear about the Untergard people’s situation, he hardened and sent them away.

Frustrated, the three went back to the retinue, and told their friends what they heard. No one was surprised about the behaviour the people of Grimminhagen and Gunther the Bailiff had showed them, and many showed their contempt for the Sternhauer family, declaring them as cowards and worse. Granny Moescher was one of them, though she kept her swearing to herself to spare the children.

The rest of the second day passes without any other incident. At night, the caravan make camp at a clearing besides the road. Guards are set up as normal, and Thorne went out to put some animal traps. As he returns, there are children going everywhere in the camp, asking for Granny Moescher. Someone saw the old lady living camp in the direction of the woods. Her trail is easy to follow, and within ten minutes, a search party with Thorne, Chades, Hans Baumer, Magnus and some Watchmen find Granny, standing with her back to them, holding some fresh herbs in her hands. The party comes near, and suddenly everyone stops. There is movement among the trees.

Everyone was struck with awe as the source of movement becomes clear. Wearing cloaks that almost become one with the leaves, and appearing to have a changing shadow os mistery rounding them, the forest dwellers are elves! Just a few had ever seen elves before, and that in the heart of the greatests cities in the Empire. Never had anyone seen elves in the woods… specially not with their bows ready to shoot.

That who appears to be their leader demands to know what a witch is doing in their lands. Chades and the others have a hard time explaining that the so called “witch” is the town’s healer, afamed for taking care of the orphans, and a person most needed in the community. The tension diminishes, but not completely. The elves were still wary when Chades told them about the great warherd to the south. Then, the mood changed. Suddenly, it was obvious they were going to leave, even if none of them had made any movement yet. The leader said some words to each one of them, and then all the elves disappeared, as they were never there.
Next day began early. Some people seemed to believe the elves were going to fight the warherd just then and there. It was much the better for Captain Schiller and other practical minds.

In the middle of the third day’s afternoon, the scouts came back with most disturbing news. There was a manslaughter at a crossroad ahead. Captain Schiller decided that some would go ahead and try to clean things up a bit, while the others (specially old people, women and children, along with some watchmen) would stay and rest for the while. None was happy, for the Drakwald was dark and grim.

The men went along to clear the way, with Father Dietrich with them to make burial ceremonies. Soon it became clear they were some type of caravan, going to or coming from Delberz. Nine of the corpses were male, six female. Two had, though torn and dirty, clothes of excelent quality. There were two wrecked wagons. Aside from a dented shield and a quiver with 10 crossbow bolts, every corpse and wagon had been striped of their values.

Apparently, everyone died of many black, small arrows. Some had feathers and little rocks attached to it. The strongest guess was that what they were seeing was the scene of a goblin ambush.

The crossroad was formed by the main road, in which they were all travelling, and a narrow track that was wild and overgrown. Granny Moescher appeared, coming from the way everyone else had moments before. As men were dragging the corpses, some beginning to dig holes, Granny seemed absorbed, looking at a raven that perched on a faded sign that pointed to the small road. As Magnus and Thorne came closer to her, they heard her speaking, as much to herself as to anyone who could hear. She said “Fahndorf… My family came from there…” Then she looked to the ground. “My father died there.”

Magnus was very touched by the declaration. As he asked the old woman about it, she told them that Graf Sternhauer’s soldiers had killed her father. “All he did was hide some food from the Bailiff”, she said. “He didn’t want us to starve in the wintertime. They burned him to make an example for the rest of the village. Damn nobles. As if this life wasn’t hard enough without their boot heels on our throats.”

Magnus and Thorne almost had no time to feel sorry for Ganny. At that exact moment, a shout was heard loud. Father Dietrich had disappeared among some bushes! As everyone ran, they saw that in fact the good Father had fallen at a trap. He laid at the botton of a hole, large enough to hold a man. Several pointed stakes pierced through his body.

With his last strenght, Father Dietrich looked up, searching for someone. His eyes stopped at Chades, the Verenean Initiate who had becomed his friend. Father Dietrich moved his arm, as to ask their attention to his closed hand. “I die with a relic of Blessed Sigmar clenched in my hand”, he said. “For that at least, I can be thankful. But do not leave this holy icon in this wretched place. Take it from here and deliver it to the Temple of Sigmar in Middenheim. Swear to me that you will do this!” As Chades swore, tears running down his cheeks, the Sigmarite Priest relief was noticeble. He said “Praise the Heldenhammer”, all of his body relaxing, and then died, leaving the world to meet his lord.

Initiate Chades wanted to dig another grave for the Father, but Granny Moescher convinced him that the place where he died was as good as grave. A Sigmar Priest would honor the place of his ultimate battle. And besides, they didn’t had time to lose. All had a moment of silence. Some prayed. The icon was recovered without much difficulty, and the labourers filled the pit, making it a grave for the slain Priest. And, sad as they were, it was time to move on.

By the evening, the caravan had made to Immelscheld, another town that was sacked and laid in ruins. Captain Schiller ordered all to make camp outside the fallen town. The mood was very low. Everyone felt the absence of their Priest, even if they did not knew him for long. They also worried about an attack of the same vile creatures that killed those people found at the crossroad. But at least that never happened.

In the middle of the night, though, the cry of a child wakes the camp. Soon there was more than just one. It was obvious that those cries came from Granny’s ox cart.

The first to get there was Magnus, closely followed by Chades, Thorne and other curious or preoccupied people. Chades was able to calm the children, but none knew where Granny Moescher went. One dreamt of a black raven inside the wagon. Other said that she had become withdrawn after the ambush site.

Finally, the oldest child, a girl of almost 10, made a disturbant declaration:

“Granny Mo’s been funny all day. Since we stopped by the broken carts to rest the Oxen. She cried. I saw her! She said it was just dust, but I know it weren’t true. She was crying about Fahndorf. She said it was Soldiers what did the burnin’ but it was Graf Sternhaur who had bloody hands. She said lots of bad words. She said what’s power for if you don’t use it. She said the bird told her it was the right thing to do. I heard her say it, and then she was all scary looking. Like when Captain Schiller chopped up that beastman who killed Frau Becker.”

Everyone was perplexed. A search for Granny Moescher began at once, but no one saw her living the camp, nor did anyone find any track. It seemed she had just disapeared!

So, Thorne thought about searching Granny’s wagon. Eventually he found a note. As he couldn’t read, he passed it to Chades, who read it aloud:

“To Captain Schiller

  Captain, I apologize for leaving the children in this way. Please try to find decent homes for them in Middenheim. They are good children and I pray they receive Shallya’s mercy after all the suffering they have endured.
  I go to settle a debt with the Sternhauer family. I do this for myself and the people of Untergard. The price is mine alone to pay.
  I wish you success in Middenheim. May Sigmar watch over you and all the people of Untergard. I am going home one last time. Perhaps we’ll meet again in Morr’s kingdom.
Granny Moescher”

Captain Schiller was in distress after the reading. He said that he vowed not to lose any other in his care, but he couldn’t leave the caravan. He wouldn’t set anyone else to look for Granny, in fear they might be lost as well. He ended up saying to the three outsiders that it was their decision to make.

The three of them felt very sad, but Chades and Thorne thought that the old woman had made her choice, and it was her path she was following. Both felt it wouldn’t be right for them to tray and stop Granny.

So, as they went to sleep, Magnus was left alone with his doubts and worries. The Roadwarden had grown found of the old woman, grumpy as she was. At least she had the trouble to help anyone who asked something for her, and she did take care of the children who had anyone else.

Magnus decided he would come back alone. He took his horse, probably the faster one of all the caravan. And started to make his way to the crossroad.

He had left hours after Granny, though. He thought that he should be able to catch with her, being ahorse. But if he didn’t, at least he would pay his respects to her.

Right before sunrise, he saw something most disturbing. Apparently near where the crossroad were, but still far away, a bright red light emerged from the trees, rising fast to the sky, leaving a red trail as if it were on fire. And then, it just disappeared!

Magnus made his horse run. At the crossroad, he turned to the narrow road, knowing exactly, from the ligth he saw, where he should go. The sun was about to appear when he arrived at the exact spot. He could hear the sound of wolves in the woods.



Granny Moescher laid lifeless in the middle of a circle of stones, in front of what should have

been a great fire. It was not apparent what had took her life. But Magnus felt goosebumps everywhere.

He dug a grave for her, and made a prayer. He also found an old book near where the body laid. Having no desire to read it, he took the book with him, to show Chades, the Verena Initiate.

And so, near midday, he made his way back to the caravan. There, his friends awaited. Some guards had seen the same light he had, but from a greater distance. He said to all that Granny Moescher had fell for Morr’s embrace. And, to his two closest friends, he told the whole story.

Chades didn’t know the language that the book was written in, but vowed to show them to his superiors in Middenheim. Maybe they could learn something about Granny’s fate when that happened. And he still had Father Dietrich’s icon to deliver. So, they went along with the goof people of Untergard. And, a few days later, they all saw the great walls of the greater city, capital of Middenlad, standing on top of Ulricsberg. The signs of battle were evident. But it had passed.

So, all thought that they could find shelter there. And that would become true.

But peace wasn’t something easy to find in this days where Chaos roamed freely in Sigmar’s lands…

Wolfsmoor’s Children (part 1 of 3)

So it was that all of the survivors from the small town of Untergard finally arrived to the great city of Middenheim, looking for shelter. As the city gates, it became apparent that they were not near the only ones. The guards of the city watch that were posted there sent them directly to the Great Park, where some bureaucrats were writing the names of all refugees while the watch pointed where they could find shelter. The majority of the newcomers mounted tents to stay in the Great Park. The Untergard people decided to stay together, organizing themselves as a new block of the refugee camp that the Park became…

And such a smelly one! The Great Park had already something like one thousand refugees, living in improvised shacks as well as tents. It had no running water besides a lake and various fountains, it was apparent that some epidemic could burst anytime. They could find some crops being planted, but it was yet too soon to see any sprouting. And people came with wheelcarts full of waste, selling it to be used as fertilisers.

As soon as the Untergard people began moving to arrange their camp, Captain Schiller approached the three outsiders who has helped so much in their endeavour to thank them. “I imagine people such as yourself will have a lot more to do in an important city like this, specially in the times we are in. I would offer my help to the City Watch, but I think the best I can do is watch over my own people.” So it was that Chades, Magnus and Thorne decided to say farewell to their friends, and go on. Chades still had the icon that the late Father Dietrich gave him, and asked his two companions if they would go with him to deliver it.

As it was, he saw a Priest of Sigmar rather quickly among the refugees. He dressed in fine clothes, so he didn’t look like one that came from a ruined city. Also, his proeminent belly showed that he had had plenty to eat.

All of them were very tired, and Chades wanted to resume his task as quickly as he could, so they went over to the Priest.

Career & Out of Career Advances

I consider a Career a field of experience. This usually means a socially recognised career, which is how people refer to a role of someone executing some specific tasks, works or skills. That is to say, a profession. But more than this social representation, a Career (as we are using them in our campaign) is a field of experience. What dictates a character from following a Career or another is the actual ingame reality of the actions this character is taking: which skills is he really developing, and from that, which Field of Experience he would better fit in, more than the role people say he is performing.

An example of that is Lenora. From the things that she used to do for surviving she would be considered a Bone Picker. And that was what she did, she moved from battlefield to battlefield to ruined village picking what was left and selling it. But the way she did it was slightly different from the usual Bone Picker. Because she spent much more of her time traveling through the lonely and cold lands of Nordland than bone picking, and because she did it mostly alone (trying to get away from danger as best as she could), the Career we chose for her as representing best her Field of Experience was Vagabond.

These considerations open to other discussion. While the absolute majority of a character's advancements will fall inside his Career's proposed Skills and Talents, maybe, if he try hard, he will search for things that are out of this specific Field of Experience as the rulebook dictates them. That is to say, it is possible for a character to enlarge his Field of Experience beyond that of a given Career.

So, if a character is trying to learn something that his Career advancements don't contemplate, I usually study the possibility of permitting the Player to give me arguments in favor of this Out of Career Advancement and specially roleplay this effort ingame. If the character tries hard enough, for a considerable period of time, and maybe if he passes one or more rolls of an appropriate characteristic (usually Intelligence, as it represents his ability to understand and apprehend the new Skill or Talent), then the advancement opens itself to the character.

How much will it cost varies greatly. I usually try to measure the difficulty of the Skill or Talent in question, as well as how much time ingame the character spent studying and training it (and the quality of the study and practice, such as having a teacher or not, passing ability rolls or not, and so on). For a Skill I usually imagine it starts as costing 200xp and if the character continue to apply himself in it´s study it eventually turns to be 100xp. An Out of Career Talent must be much more difficult to acquire, and I would only permit so with excellent roleplaying.

Example of this efforts are in the disposition of both Thorne and Berthold to learn the Read/Write Skill. They are both learning it from Chades. Thorne had started sooner, right after the group has reached Middenheim for the first time. So he already has access to the skill at 100xp. Berthold's disposition to learn how to write was what made him contact Chades and thus enter the group in the first place. He got access to the skill at 200xp, being studying it for a shorter period, but he will probably just get it when it comes to 100xp or when he reaches the Verean Investigator Career (his programmed third Career, after Watchmen). This will vary from what happens ingame, if Chico and Dani roleplay a way of Berthold getting the Knowledge (Law) from the Watchmen Career without he having to learn how to read first.

If you are following me, it will be apparent that the Out of Career Advancement House Rule is a completely subjective one. That is the intention. We really try to base the rules we use in the ingame occurances. Our goal as Warhammer Players is to focus in the story, and take from the story every modification that we use. In this sense, the Game Master is not the enemy of the players, but first and foremost the mediator of the story.

This House Rule we use is not really a new one. If you run through the Warhammer books you will see that sometimes the stories permit some Out of Career Advancements that are usually brought to characters from reading special books, or having out-of-the ordinary experiences (such as a Wizard getting access to the Dark Lore (Chaos) Talent through a Major or Catastrophic Chaos Manifestation).

An example of Out of Career Advance through reading a book is in Ashes of Middenheim, where reading the Liber Mutandis a character can learn the Knowledge (Magic) Skill if passing an Intelligence Test and spending 100xp. Other more complex example I have created myself: the Luck of the Fisherman book that is in Thorne's possession (and from which he will be able to benefit if he actually learn how to read someday…).

Charge & Disengage

Our thanks to Luis Fernando Telles Dajelo.

It is considered by us a flaw of the system that the Disengage manoeuvre lets the character only get one Move worth of distance from his foe. That way, the foe can always use a Charge manoeuvre and re-engage easily, gaining the benefit of the +10%WS.

Our friend Telles researched these rules on the current Warhammer 40.000 system. In that system, the Disengage manoeuvre permits a character to take two moves of distance, while the Charge manoeuvre permits only one move and a half. We would use this fraction rounded down, but actually we don't use game boards, just draws and imagination. So we simply convert the number to what it represents in yards.

This way, a character with Move 4 (8 yards) that Disengages (moving 16 yards maximum) from a foe that has also Move 4 is free for the round. The foe can choose to use two Move manoeuvres to get close to the character without re-engaging. That could mean a Chase has started, if the disengager continues to take Move Actions, and his foe tries to follow.

If a character with Move 4 Disengages from a foe with Move 5, he still gets away with it for the while. If a Chase starts, however, he will probably find some difficulty to escape.

But if a character with Move 4 Disengages from a foe with Move 6, well, then the foe can get to him in the same round or the next with the Charge manoeuvre. That's the thing with these creatures: if you stay they eat you, and if you run, they catch you…

Encumbrance

Okay, here's a fast one:

If you are using the Encumbrance rule, it will be clear that a human with S 40% and using a Full Plate Armor and a Great Word and Shield will be as movable as a rock!

We know that a Full Plate Armor is an enormously heavy thing, but to not be able to move at all... So, instead of -1 Move for every 50 Encumbrance Points above the character's limit of Strength X10, we are using -1 Move for every 100 Encumbrance Points above this limit. And that's it for now.

Hope it's enough!

Healing

Although Warhammer is a fantasy game, it is about a grim world of perilous adventure. And that's an amazing thing, for it's system works real well to get the players exactly the right feeling about it all, being integrated with scenario description and thus making rules and system-works combine with the narration and concept play. It all add together very well indeed, resulting in one of the most consistent system and scenario interactions I ever seen.

But as it is brought in the Miracles chapter of the Tome of Salvation book, Healing can diminish the grim and perilous feel of the game. Of course in the cited chapter they are talking about healing spells. But I got the feeling that the official healing mechanics do this in general.

Think this: a heavily wounded character with 0 Wounds will need four days of medical attention until being able to heal more rapidly (each day Heal Test would give him 1 Wound back, and on the fourth day he would be finally considered lightly injured). After that, he would probably need just two or three more days till being completely cured. But if someone had two Healing Poultices, thus making heavily injured treatment the same as lightly injured treatment, then the same character would be as good as new in a three of four days maximum (assuming that the healer rolls just 3 or 4 on his D10).

So I just propose that all healing work the same way (for example, some healing that will only work in lightly injured characters, such as the Healing Draught of the official rules, still works only that way, and if another works in every circumstance, it still does), but when there is a dice to roll, this dice is halved (rounded up). When successfully treating a lightly injured character a healer would roll 1D10/2.

All cures that heal 1 Wound point still do so. Healing spells work on heavily wounded as much as on lightly wounded characters (as the original rule; so we are not using the “Restricted Healing Optional Rule” of the Tome of Salvation). My point is that a miracle would work even on the direst of circumstances.

Healing Draught is a problem, then. It automatically heals a lightly wounded character 4 Wounds, so having it's relative efficiency increased (think with proportions: with our rule, the Draught heals automatically as much as a roll of 7 or 8 on the D10, so the 30% top medical treatments). Ok, that doesn't say much to a player looking at his character sheet and only seeing the numbers, but we are trying to perceive the scenario reality that the system rules are implying. (Of course, we are also looking at our reality and trying hard to get as much fun as we can!)

So, the Healing Draught gives a lightly wounded character 3 Wound points automatically. It also gives 1 Wound back to a heavily wounded one (to counterbalance). But it's effectiveness is diminished by one point for every extra Draught that the same character drinks in a 24 hour period.

And that's what we are testing so far. What do you think?

Insanity Points Through Critical Damage

Thanks again to Luis Fernando Telles.

This is a simple rule we are using. It became apparent to another group of Warhammer players (whose Game Master is our good friend Telles and in which Chico also plays) that gaining Insanity Points though Critical Damage can turn a combative character quickly into an insane one. So this rule states that a character can only receive one Insanity Point per combat encounter. That is to say, if a character receives a Critical Wound, is able to stay alive and kicking and passes the WP roll, then later on in the same encounter he receives another Critical Wound, he will have to make another WP roll. But if he did not pass the first WP roll, he won't have to roll it again, because it is only possible to gain one Insanity Point from Critical Wounds per combat encounter.

If there are other ways of getting Insanity Points in this same combat encounter, such as if the characters are fighting a Terrifying foe, then they can gain more than one Insanity Point, because it will come from different effects.

Running & Chasing

We are using Agility tests to running that doesn't take too long (maximum of 5 rounds) and Toughness tests to running that takes longer than that. Of course it is unusual that a character has to test simply for running. It is necessary to do so only if there's a real serious time issue, the scene is too dramatic to simply calculate distances from the Move characteristic, or it is a testing experience in general for the character. To run at a constant or forced speed for long would require one (or more) Toughness test to see if the character is able to keep the speed, do it in some period of time, or even be able to run the whole length. And all that will probably be with varying difficulties (running long at the highest speed a character can asks a lot of the character´s lungs, for example).

In the case of a Chase, these tests are always opposed. As the Narrator (a dramatic way of saying Game Master, thank you), I don't like to resolve tense scenes basing the outcome only in fixed numbers. So I suggest a modifier of +10% to a character for every point in the Move he has above the character with the lowest Move. If there are more than one character involved, for instance, take the lowest Move characteristic and give a proper modifier to everyone else.

Shield & Torch

It is cause of much debating if a character can hold a torch (or any other non-aggressive object) while still using a shield in the same arm. This person would only have to unstrap one of the shield's belt-holds. Of course this would mean that the use of the shield in question would be seriously prejudiced.

So our House Rule is as it follows: it is possible to hold a torch and still maintain a loosen shield in the same arm. To use the shield for defence this way means a -20% ability reduction (as a shield has the “Defensive” quality, it becomes -10%). Ranged attempts to hit the character don't suffer the normal -10% to BS, as the shield is not held adequately.

On top of that, if a hit would normally miss if the shield was being properly used, the hit is applied directly to the arm in question.

To re-strap the belt-hold takes a ready action. It takes another ready action to guard safely the torch or other object, but it is a free action to simply stop holding it, letting it fall to the floor.

It is also possible to leave a shield held by just one strap on an arm to free the arm's hand to hold a two handed weapon. Then, the character won't be able to use the shield to defend himself. Also, to use the two handed weapon this character would suffer a -20% in his WS.

What? Yeah, it's a desperate thing. But, then, look what you are trying to do! If you are not going to use it, man, you should lose your shield as soon as possible! If it is yours, it really helps only when in the way of other people weapons, not your own... you Homer Soldier.

Granny's Old Book

Written in a language unknown to Chades, the person with the greates literacy training in the group, the old book that Magnus found with Granny Moescher's body was later translated by Vereanean Priests in the Temple of Verena of Middenheim. The Priest who ordered the research, answearing Chades' appeal, was cautious enough to split the book in three parts, as to keep at a minimum the chances that the revelations it carried influenced the translators.

What they found was disturbing at best. The book explained how a dark ritual could be made, one to summon a devious demon. This would be a demon of fire and vengeance.

The findings were specially fiersome when combined to the news that the Sternhauer family - the Graf of Grimminhagen, his wife and both sons - died in an unexplained burning that happened at their castle.

(The description of the Ritual can be found on Warhammer Fantasy Roleplay, Second Edition, page 244.)

The Luck of the Fisherman Book

Apparently an innocent book of commoner fables, with pieces of good dark humor, The Luck of The Fisherman tells many tales of a fast thinking fisherman as he gets involved in many absurd situations when trying to go exercise his naming profession. The cover of the book shows a cat standing as a human and dressing in human clothes with fishhook and line ready on it's shoulder. Through the book this figure changes slightly in different illustrations that separates the tales, losing the cat's face as if it was a mask, only to lose his new face as if it was too a mask to reveal another cat's face, and so on.

Hidden behind these seemingly innocent fables is the true purpose of The Luck of the Fisherman. Being actually a secret book dedicated to Ranald, it was originally written with zealous care by a group of Ranald's Priests from the Giver of Coins Sect. It's intention is to teach the common folk about the injustice of the Empire's wealth hierarchy, and then how to manage to dismantle it. Behind every tale of The Fisherman is not only a political morale, but also highly elaborate techniques to deal with different situations in the life of an Agitator. They pass to the reader through a subjective and emotional understanding about how The Fisherman himself deal with the situations represented in the book's tales.

By passing varying difficulty Intelligence Tests, the reader can gain access to Out of Career Advances such as the Skill Charm. There are many copy of the original book, and some has been changed by later Priests to specific intentions. So what can be learned from each version of The Luck of the Fisherman, and how clear are the messages, varies greatly. Presumably there are darker copies, maybe oriented to more extreme forms of worshipping Ranald, or even subtly corrupted by some Chaos Cult or worshipper of darker Gods to lead people to viler acts… and probably insanity.

Tzeentch´s Ritual of Corrupting Souls

The characters (Chades, Magnus and Thorne) prevented this ritual from being completed by a Beastman Shaman and Tzeentch Cultist called Helliot the Black. They found him inside a cave in the outskirts of a small village by the name of Wolfenmoors, guarded by four Gors. They were sent to the village by the Middenheimer Priest of Verena Wilhelm, superior to Chades, who had heard of a diplomatic instability between the villagers and a Witch Hunter and his group, assigned to an investigation there. The children of the village were apparently being possessed by some dark force, and the Witch Hunter, Sir Rolland Breikstone, wanted o burn them all. The children were being kept hidden in the forest by a courageous Priestess of Rhya named Illana, and the characters, after confronting heavily with the Witch Hunter (and almost being burned themselves), were able to find the source of the possessions. They arrived there when the last Ritual Session would be completed, thus transforming definitely the children into Chaos Spawns. Luckily, they were able to defeat the four Gors and stop the ritual, which side effect was the instantly killing of Helliot, whose name the characters ended never knowing (again, probably luckily).

The Ritual itself was written in blood through the inner walls of the small cave. Chades copied it even when not understanding it's meaning. To do that, he would need some special Skill or Talent with varying Test difficulties, such as Academic Knowledge (Chaos, Magic or Runes), Arcane Language (Magick or Daemonic), Speak Language (Dark Tongue) or Dark Lore (Chaos). If he did understand it's meaning, he would have to test his WP for not gaining 1D10/3 Insanity Points.

Ritual of Corrupting Souls

Type: Dark Magic
Arcane Language: Daemonic
Magic: 2
XP: 300
Ingredients: Some clothes or piece (piece of nail, a finger, lock of hair etc) of every children targeted; bones of humans as sacrifice; a warpstone.
Conditions: The ritual must be performed in a three mile radius of the children targeted. It's first utilization must be in a day when Morrslieb is full, and every other utilization must not take more than a week from the previous one.
Consequences: If the casting roll succeed, the description occur, and the caster must roll for a mutation in any Table the Game Master finds more appropriate (it is suggested the Mutations of Tzeentch on the 55 page of The Tome of Corruption). If the casting roll fails, the caster takes Damage 10 hit from released Chaos energy, subject to Ulric's Fury without a hitting Test. If he still survives, he must roll on a Mutation Table thrice.
Casting Number: 12
Casting Time: 2 hours
Description: The reason this Ritual requires a relatively low Magic Characteristic and Casting Number is because it is designed to be made several times with increasing effectiveness. The first time it is successfully accomplished the children that it targets automatically gets 1D10/3 Insanity Points. The second time, they gain 1D10/2 more. The third and last time, they must make a WP Test with -10%. If successful, they gain 1D10/2 more Insanity Points and must immediately roll on a Mutations Table. If they fail, they automatically become Chaos Spawn. There is no limit on how many children can be affected, only that they cannot be older than 12 and there must be some clothes or part of each one of them.

Hans Baumer, Woodsman

Text partially extracted from "Through the Drakwald" adventure, in the Warhammer Fantasy Roleplay book.



A tall, bearded man in his thirties, Hans is one of the forest-dwellers who came to Untergard for safety. He is a quiet man, preferring the solitude of the wilderness to the bustle of town. He spends his days out in the forest, hunting and scouting for the approach of any hostile forces, returning to the town only at dusk. The samll game he occasionally brings back helps to supplement the meagre living provided by the townsfolk's fileds and livestock, altough Captain Schiller has voiced the fear that anything caught in the forest might now be tainted by Chaos, so some people prefer not to eat it. So far, though, no one has shown any ill effects from eating game.



Hans Baumer's Stats:



Human Woodsman



WS42% BS25% S41% T34% Ag35% Int33% WP38% Fel25%

Att 1 W 14 M 5 IP 3 FP 0



Skills: Concealment, Follow Trail, Gossip, Perception, Secret Language (Ranger Tongue), Secret Signs (Rangers), Sacel Sheer Surface, Silent Move, Speak Language (Reikspiel).



Talents: Acute Hearing, Fleet Footed, Resistance to Disease, Rover, Specialist Weapon Group (Two-Handed).

Granny Moescher, Town Caregiver

Text partially extracted from “Through the Drakwald” adventure, in the Warhammer Fantasy Roleplay book.

Granny Moescher is the oldest inhabitant of Untergard and serves as a healer and general wise-woman for the town. Shw appears to be about 60 years old, but the talk of the town said that she was older than that. No one in Untergard can remember a time when Granny was not around.

Granny Moescher provides a political counterpoint to Captain Schiller, leading efforts to restart farming and create some kind of normal life again. Despite her title, Granny is a vigorous woman with a no-nonsense manner and an eye for practicalities. She is one of only a few people who live outside the town walls. Captain Schiller has tried several times to get her to move to the centre of the town, but she refuses to leave her home.

Among other things, Granny has been instrumental in seeing that the orphans left by the attack are looked after; she has farmed several of them out to surviving families, and at any time there will be from three to six orphans living in her house and helping out with chores.

Granny Moescher's Stats:


Human ?, ex-?, ex-?


WS28% BS30% S30% T31% Ag35% Int56% WP53% Fel45%

Att 1 W 13 Mag ? IP 5 FP 0


Skills: A. Know. (?) +10%, (Theology), Animal Care, Charm, Charm Animal +10%, ? +10%, C. Know. (the Empire), (the Wasteland), Gossip +10%, Heal, ?, Perception, Read/Write, Search, ?, S. Lang. (Classical), (Reikspiel).


Talents: ?, ?, ?, Night Vision, ?, Savvy, Strong-minded.

Father Dietrich, Priest of Sigmar

Text partially extracted from “Through the Drakwald” adventure, in the Warhammer Fantasy Roleplay book.


Father Dietrich was sent from Altdorf to guide the masses when Untergard's town Priest was killed during the big battle. As the only non-local, and a sigmarite, most people prefer to go to Granny Moescher with their problems. But Father Dietrich is treated with respect, if not warmth.


As Untergard's temple was detroyed along with the rest of eastern half of town, Father Dietrich established a makeshift shrine close to the western end of the bridge, where he conducts service. The most educated person in town, he also serves as an advisor to Captain Schiller on spiritual and magical matters. Father Dietrich tends to be humorless, but he is honest, forthright, and extremely devoted to both Sigmar and the Empire.


Father Dietrich's Stats:


Human Priest, ex-Initiate


WS37% BS27% S41% T37% Ag24% Int30% WP48% Fel43%

Att 1 W 13 Mag 0 IP 3 FP 0


Skills: A. Know. (History), (Theology) +10%, Charm, Heal, Perception, Read/Write, S. Lang. (Classical, Reikspiel).


Talents: Public Speaking, Resistance to Magic, Strike to Injure, Suave, Very Strong, Warrior Born.

Gerhard Schiller, Watch Captain

Text partially extracted from “Through the Drakwald” adventure, in the Warhammer Fantasy Roleplay book.

A grizzled veteran of about 50, Schiller was the highest-ranking survivor in Untergard after the siege on that town laid by the Beastman Lord Khazrak One-Eye. It was he who organized the townsfolk to defend themselves, and oversaw the repair on the town walls. He ruled the town during the martial law that followed the siege largely because the other residents have come to look to him for leadership.

Schiller is tough, but fair. He may come across as gruff, but he cares about the people of Untergard (currently dispersing as refugees in Middenheim, some leaving to other destinies, while some still try to stay together as a comunity) and will do his best to protect them.

Gerhard Schiller's Stats:

Human Captain, ex-Sergeant, ex-Watchmen

WS50% BS46% S43% T44% Ag4% Int42% WP45% Fel50%
Att 2 W 15 IP 4 FP 0

Skills: A. Know. (Law), Command +10%, C. Know (Empire, the Wasteland), Dodge Blow, Follow Trail, Gossip +10%, Intimidate, Perception +10%, Read/Write, Search, Secret Lang. (Battle Tongue) and Speak Lang. (Reikspiel, Tilean).

Talents: Coolheaded, Disarm, Menacing, Savvy, Street Fighting, Strike Mighty Blow, Strike to Stun and Very Resilient.

Berthold Brecht

There are not so many things that keep the Empire people together. One could argue, specially if using the knowledge of the elder races, that humans have a natural tendency toward conflict. The people of the Empire come from very different cultures, and even if they share many things in common, there is very close amount of things in which they differ.

Thus the times of troubles brings at least this one thing in favour of the Empire: it unites it's people. And one tool for this union happens spontaneously: the social representation of a hero. Because it must be another natural human trait, to expect the solution to come from another person.

Throughout the Empire there are some men who are seen as heroes by the common folk. They arise in this needy times, feeling the expectations for something that must be done and gaining people's love and admiration in return as if wearing some automatically recognisable sign.

Berthold's father was one of these men. Borned in Ostland and carrying the famous practical, objective and single-minded stubborn Ostland way, he had also and incredible ability to give himself openly to the danger of combat and getting away with it in some close form to “one piece”. So he travelled the northen Empire land fighting the minions of Chaos as they showed themselves, selling his arm and weapons and gaining fame.

But one thing that Berthold could say about the social representation of a hero is that it never gets the whole painting of the man. Because, even with all the good his father was able to give to a lot of people by helping them with his talent in combat, he would also deliver a lot of suffering to those closer to him through his close-minded behaviour. And, of course, his compulsion for alcohol.

So it was up for Berthold and his mother to see and live with the bad side of his father. And even if things got tough one time or another, his mother would always come to comfort him and make he look bravely to the future. Because she always said that it is impossible to know what's behind the next hill, and even if one should pray for Shallya's mercy, it would do more good to do it with Sigmar's courage and Verena's understanding. And she had plenty of it all. A lively woman from Hochland, his mother met his father in one of his adventures and, being in love, went with him to Ostland when the time came. There, even if the people saw things and acted so differently, she could nevertheless find some happiness as she was always able to affect people, no matter how serious they were, and grow her children the way she saw was best.

Berthold grew with this comforting side of his mother. He inherited her inner strength, as well as her appreciation for understanding. From his father he got the practical and objective behaviour, as well as a matter-of-fact way of seeing things. And with this practical view, he could never understand his father's behaviour. Even with the seemingly unending understanding of his mother. Because the old man, the veteran warrior, was apparently incapable of finding peace within himself. Maybe the things that he saw in his life experience were really hard to overcome. But Berthold could not excuse him for trying to wash it away with liquor and spirits, only to bring it out in his family. And Berthold, being the eldest son, probably got the worse of it all.

It was the same way when the Storm of Chaos announced itself. His father could almost taste the battles in the air. It was not clear to Berthold if what excited him so much was the perspective of helping people with what he knew how to do best, or the simple perspective of bloodshed.

“When someone comes to close to Chaos, even if fighting it, one has to be extra careful not to become Chaos himself”, said Berthold's uncle once. And, listening to this wise man words, he did not think careful could describe even the small bit of his father.

His uncle, on the other hand, was a man that inspired Berthold. He too had a talent for combat, but not so obviously expressed as his father. He used it rationally, and for that he commanded the watch of their town when his older brother went searching for fame and gaining it.

So it was in the hopes of becoming his uncle follower that Berthold sign in to fight against Chaos. But his father would not have seen any of that. He made him become a soldier, for he thought that a man of courage should show it being at the front of any army. It was unexpected that Berthold showed such a talent for long rage weaponry, and he could not deny the gleam in his eyes when he holded the gunpowder rifle and remembered all the histories that his mother told about his Hochland grandfather.

And there he was, serving the Empire as one soldier of the artillery battalion. And they marched north, and then west, as they met with a large contingency of retreating Empire forces. It seemed that the Armies of Chaos marched unstoppably, following different routes, flanking the Empire defences and rarely stopping to finish any siege. They went on and on, aiming just one final objective without any hesitation. So this group of army soldiers were retreating, losing battle after losing battle, to a more defensible position.

They joined forces and went on. More then once they shared spilled blood with Chaos outriders and frontmen. And it was in Wolfenburg, joining forces in this great city defence, where they met their destiny.

The forces of Chaos did not take long to fall on them with all they wrath. The siege was a mighty one. The defenders fought as they could, but they wouldn't be able to stop the inevitable. It was a massacre. And Berthold, fighting with everything he could from the top of the city's walls, saw his father laying down a lot of Chaos minions, only to be butchered by a fierce Chaos Warrior.

The only luck they had, for Ranald had seemingly fled the place long before, was in their enemies hurry. So, even if the Chaos troops went inside the city's walls, terminated their defences, ruined it's buildings and murdered most of it's people, they left some standing. Berthold was one of them. And what God smiled at him, only to let him see the terrible thing Wolfenburg became, he could not exactly say. But anyway he thanked Shallya for her mercy, Sigmar for courage to go on, and Verena… for the opportunity to learn.

So he went on, after healing from the wounds of battle. He felt strangely relieved after his father had died. Of course he fell sad. It was a very odd mixture of feelings. But he chose to stay with the relieveness at the moment, because it reassured him, and let him know how much pressure it was to be his father son.

He went to the place he knew the Chaos forces aimed. He went to Middenheim, but got there too late. Fortunately he did not meet with the armies retreating from the greatest siege the Empire had ever seen. He had gone too far to the south to pass by his mother's land, even if not stopping to see if he could find his grandfather. And when he finally got to the capital of Middenheim, the city was already rebuilding. And then he saw his opportunity. He still wanted to follow his uncle's path. He wanted to fight with his brains in favour of his sword and pistol, not, as he perceived it, against himself. And when asking for an inscription in the city's watch force, he was directed to the Temple of Verena, as a place where he could start learning about the city's laws. There, he was presented to a foreign Initiate named Chades Knigway, who would start teaching him how to read in exchange for his service as man-in-arms. And that was the way Berthold joined his group…

(Berthold is played by Chico, our samurai motorcycle man, and rules expert.)


Berthold's current Stats:

Human Soldier
Male, 5'6'', 130Lbs, pale grey eyes, yellow hair. 22 years old, has a missing nail. Star Sign: Mummit The Fool.

WS48% BS48% S33% T36% Ag43% Int32% WP38% Fel27%
Att 2 W 13 IP 1 FP 2

Skills: Gossip (+10%), Intimidate, Perception, Ride, Search, C. Know (Empire), Dodge Blow, Heal and Speak Lang. (Reikspiel).

Talents: Lightning Reflexes, Mighty Shot, Quick Draw, Rapid Reload, Savvy, Sharpshooter, Special Weapon Group (Gunpowder), Strike Mighty Blow.

Experience Gained: 1150.