samedi 26 mai 2018

Table of contents

Table of contents

How to play

Skills

Talents and traits

Trappings

Combat

Hazards & healing

Grimoire

Game mastery

Bestiary

How to play

Skill test summary

Skill Tests are made with rolling a d100. If it's equal to or lower than the Total Chance, it's a Success, otherwise a Failure.
Your Base Chance is the appropriate Primary Attribute plus your Skill Ranks (perhaps modified by your Peril Condition), plus any modifiers from Talents or Traits. The sum of theses modifiers cannot exceed -30 or +30.
Base Chance is modified by Difficulty Rating (from -30 to +30) to get the Total Chance.
Difficulty rating
Description
ARDUOUS
Apply a -30% penalty to Base Chance
HARD
Apply a -20% penalty to Base Chance
CHALLENGING
Apply a -10% penalty to Base Chance
STANDARD
No penalties or bonuses
ROUTINE
Add a +10% bonus to Base Chance
EASY
Add a +20% bonus to Base Chance
TRIVIAL
Add a +30% bonus to Base Chance

Critical success & failure

A Match is when both dice show the same number, and it makes the result more impactful: either a Critical Success or a Critical Failure, depending on the result.
A Skill Test of 100 or greater is missed (critically) if 00 is rolled.
A Skill Test of 0 or greater is succeeded if 01 is rolled (critically, despite not being a match).

Some skills take time

If triple time is allocated to a task, it might lessen its difficulty; on the other hand, hasty attempts become more difficult.

Skill synergy

The GM might arbitrate (upon player request) that a certain Skill synergies with another, granting you +10 Base Chance.

Assisted tests

Assisting another character requires you to have at least 1 Rank in the Skill to be tested. Lend an Assist Die to the player who makes the test. They may use the result on the Assist Die instead of their own tens for a better outcome. However, Critical Failures are prioritized even more (that is, no swapping is allowed to avoid it, and swapping must occur if possible to get it). Only one Assist Die can be gained.

Opposed tests

Opposed tests are won by whoever has more Degrees of Success or the one that obtains a Critical Success. In case of Critical Failure, the test is lost.
When a Test succeeds, Degrees of Success can be determined by adding the tens value of the rolled result plus the relevant Attribute Bonus.

Secret tests

When the GM doesn’t want you to know if a Test is successful or not, you make a Secret Test. The GM secretly determine the Difficulty Rating and you announce your base score and roll the dice.
The GM only reveals the result in case of a Critical, otherwise he will interpret the dice and explain in narrative terms what happens.

Flip the results

Sometimes you are allowed to Flip the Result to Succeed, meaning you may swap the tens and ones on the result rolled for a more favorable outcome.
Similarly, if you have to Flip the Result to Fail, you swap the tens and ones to get a less favorable outcome.

Common and special skills

Common Skills can be tested by anyone, using only their relevant Primary Attribute.
Special Skills may also be tested by anyone using their relevant Primary Attribute, but they have to flip the result to fail.

Fury & chaos dice

The Fury Die is a special D6 that is used in combat. Whenever it lands on a face “6”, reroll the result and add them together. This rule is recursive.
The Chaos Die is a special D6 rolled under given circumstances. If it lands on a face “6”, something terrible happens.

Fortune pool

At the beginning of every game session, place one token, plus a number of additional tokens equal to the number of players participating, into an empty bowl: the Fortune Pool.
If the last session lasts less than 4 hours, just use the remaining tokens and add half of what should be normally added (not exceeding what should be added). Also, in this case, keep half of the last misfortune tokens.

Using a fortune point

You can use a Fortune points:
  • after a failed Skill Test (not a critically failed) to re-roll the test, but you must accept the outcome;
  • to gain an additional Action Point;
  • to treat the result of a Fury or Chaos Die as a “6”.
You can use two Fortune points:
  • after a Critically Failed Skill Test to re-roll the test, but you must accpet he outcome.

Misfortune pool

Whenever a player uses a Fortune Point, it immediately converts into a Misfortune Point.
The GM may employ the Misfortune Pool to take advantage of the same benefits as Fortune Points for NPCs and creatures they control.

Recovering fortune points during the session

The following occurrences add extra Fortune Points to the Fortune Pool:
  • +1 for scoring a Critical Success on a Social Tactic Test during a Complex Exchange;
  • +1 for scoring a Critical Success on a Resolve Test against Stress, Fear, or Terror;
  • +[number of players] at the end of a perilous journey;
  • +1 for employing Order/Chaos Alignment in a dramatic moment (at GM’s discretion);
  • +1 for spending an hour at a way-shrine praying and rolling a face “6” on a Chaos Die.

Skills

Skill Attribute Type Focuses
ALCHEMY Intelligence Special Antivenom, Deliriant, Elixir, Laudanum, Quicksilver, Smelling Salts, Tincture, Toxins, Venoms
ATHLETICS
Brawn
Common
Climb, Lift, Row, Swim, Wrestle
AWARENESS
Perception
Common
Count, Discern Details
BARGAIN
Fellowship
Common
Bribery, Courtly Intrigue, Diplomacy, Evaluate, Haggle
CHARM
Fellowship
Common
Acting, Begging, Comedy, Mime, Mimic, Play Music, Seduce, Sing, Storytelling, Write, Poetry
COORDINATION
Agility
Common
Acrobatics, Balance, Contortion, Dance, Dodge Attack, Juggle
COUNTERFEIT
Intelligence
Special
Clip Coins, Embezzle, Forgery
DISGUISE
Fellowship
Special
Act, Assume Identity, Hide Social Class
DRIVE
Brawn
Common
Carting, Coaching, Wagoner
EAVESDROP
Perception
Common
Lip Reading, Listen In, Sign Language, Ventriloquism
EDUCATION
Intelligence
Special
Astronomy, Cartography, Geography, Heraldry, History, Law, Politics, Science, Theology
FOLKLORE
Intelligence
Common
Creature Lore, Foreign Lore, Local Lore
GAMBLE
Intelligence
Common
Ball Games, Cards, Chess, Cockfighting, Dice
GUILE
Fellowship
Common
Appear Innocent, Blather, Con Games, Deception, Innuendo, Thieves’ Cant
HANDLE ANIMAL
Fellowship
Special
Animal Care, Calm Animal, Rustling, Teach Trick
HEAL
Intelligence
Special
Bind Wounds, Bloodletting, Kiss of Life, Perform Psychosurgery, Perform Surgery, Prepare Bandages, Treat Disease, Treat Injury
INCANTATION
Willpower
Special
Astrology, Card Reading, Cast Runes, Concentration, Conduct Ritual, Counterspell, Dream Interpretation, Hypnotize, Learn Magick, Palmistry, Scapulimancy, Scrying
INTERROGATION
Willpower
Special
Mental Torture, Physical Torture
INTIMIDATE
Brawn
Common
Physical Presence, Threaten
LEADERSHIP
Fellowship
Special
Incite Rebellion, Military Command, Spiritual Leadership, Stewardship
MARTIAL MELEE
Combat
Special
Bladed, Crushing, Parry Attack
MARTIAL
RANGED
Combat
Special
Gunpowder, Missile
NAVIGATION
Intelligence
Special
Guide, Orientation, Overland Travel
PILOT
Agility
Special
Boating, Ocean Lore, River Lore, Sailing
RESOLVE
Willpower
Common
Resist Fear, Resist Magick, Resist Stress, Resist Terror
RIDE
Agility
Special
Ride Animal, Ride Beast, Trick Riding
RUMOR
Fellowship
Common
Etiquette, Gossip, Linguistics, Public Speaking, Secret Language
SCRUTINIZE
Perception
Common
Cryptography, Detect Lies, Memory, Sense Social Class
SIMPLE MELEE
Combat
Common
Bladed, Brawling, Crushing, Parry Attack
SIMPLE RANGED
Combat
Common
Gunpowder, Missile
SKULDUGGERY
Agility
Special
Disable Trap, Lock Picking, Palm Object, Pick Pocket, Set Trap, Window Fishing
STEALTH
Agility
Common
Ambush, Hide, Scout, Shadowing, Silent Movement
SURVIVAL
Perception
Common
Build Shelter, Find Water, Forage, Game Hunting, Plant Lore, Survivalist, Tracking
TOUGHNESS
Brawn
Common
Consume Alcohol, Resist Disease, Resist Flames, Resist Magick, Resist Peril, Resist, Poison, Resist Weather
TRADECRAFT
Willpower
Special
Artistry, Brewing, Carpentry, Engineering, Fine Smithery, Gastronomy, Gunsmithing, Metallurgy, Runesmith, Shipwright, Smithing, Stoneworking, Tailoring, Tanning, Weaponsmithing
WARFARE
Intelligence
Special
Fortifications, Military Tactics, War Machines

Talents and traits

Talents

Aethereal alignement

When attempting to Counterspell, you gain a +20 Base Chance to succeed.

Ambidextry

You never suffer penalties when using tools or weapons in either hand. If you ever suffer an Injury where you cannot use your primary hand, you do not suffer penalties to use your off-hand.

Appaling mien

When you succeed at an Intimidate Test against one foe, they cannot attack you until they succeed at a Resolve Test. However, if you or your allies harm them in any way, they immediately shake off this effect.

Arbalest's speed

When you begin to Load a ranged weapon, make a successful Coordination Test to Load it without spending Action Points. If you fail, you must spend the requisite number of Action Points to finish Loading.

Azimuth

When you can see the stars, you gain a +20 Base Chance to Navigation Tests. In addition, you always know true north above ground, even during inclement weather.

Bad axx!

When you hold a one-handed melee weapon in either hand and fail a Martial Melee or Simple Melee Test, you may re-roll to generate a better result, but must accept the outcome. However, if you do not possess Ambidexterity, you must flip the results to fail the re-rolled Skill Test.

Battle magick

Foes who are made subject to your Magicks must spend one additional Action Point to properly Counterspell. In addition, you penalize your foe’s ability to Resist your Magicks by a -10 Base Chance.

Beatdown

When you Take Aim and then make a successful Melee Attack, you force a foe to Resist a Takedown. You must attack with Brawling or Crushing types of weapons to utilize this Talent.

Blood magick

After you have made the appropriate sacrifice of an innocent creature (a beloved animal like a kitten or puppy for Petty Magick, a farm animal such as a cow or sheep for Lesser Magick or a living person like an Elf or Dwarf for Greater Magick), you can cause any one foe to automatically fail to Resist one cast Magick spell within the next 24 hours. You can only make a sacrifice like this once per day and will likely suffer Corruption for such a heinous act.

Carousing

When you are Intoxicated, will you be a friendly drunk or a mean drunk? When you’re a friendly drunk, gain a +10 Base Chance to Charm Tests while Intoxicated. When you’re a mean drunk, gain a +10 Base Chance to Intimidate Tests while Intoxicated. You can make this choice every time you become Intoxicated.

Cheap shot

When a foe successfully Parries your Melee Attack, immediately make a bare-handed Opportunity Attack.

Clinch fighter

You penalize your foe’s ability to Resist a Chokehold and Dirty Tricks by a -10 Base Chance to their Skill Test. In addition, when you use a Chokehold, add an additional 1D10 to determine how much physical Peril you inflict.

Determination

When you attempt an Extended Test to take your time, you gain an additional +10 Base Chance to your Skill Test.

Die hard

You reduce the time to recuperate from your own Injuries by three days, to a minimum of one day. In addition, you never Bleed.

Doppelganger

When masquerading as someone of a Social Class other than your own, you gain a +20 Base Chance to Disguise Tests.

Eagle eyes

You do not suffer additional hardship when firing ranged weapons at Medium Distance, instead treating it as Short Distance.

Fencer's panache

When you Take Aim and then make a successful Melee Attack, you force a foe to Resist a Disarm. You must attack with weapons possessing the Fast or Finesse Quality to utilize this Talent.

Forked tongue

When you attempt to deceive someone of a Social Class other than your own, you gain a +20 Base Chance to Guile Tests.

Gallows humor

At your option, you can substitute the Guile Skill in place of Resolve.

Gangster grip

When you make an Attack Action with a weapon possessing the Gunpowder Quality within one yard of an opponent, you inflict an additional 1D6 Fury Die to Damage.

Gatecrasher

When you Take Aim and then make a successful Melee Attack, add 3 Damage.

Ground & pound

When a foe successfully Resists your Chokehold, immediately make a bare-handed Opportunity Attack.

Gruesome shot

When you Take Aim and then make a successful Ranged Attack, add 3 Damage.

Handspring

You can use the Movement Action called Get Up for 0 Action Points.

Hard to kill

When you are Grievously Wounded, temporarily add 3 to your Damage Threshold.

Higher mysteries

While Channeling Power, you can voluntarily remove any number of Chaos Dice. However, you suffer 3 additional Corruption for each Chaos Die you remove.

Holdout

You always succeed at Skulduggery Tests to conceal objects no larger than a knife about your person.

Housebreaker

When trying to open locks, you gain a +20 Base Chance to Skulduggery Tests.

Impenetrable wall

Opponents do not gain an advantage (such as additional Damage or bonuses to strike) when they flank, outnumber or surround you in combat.

Impervious mind

When you suffer mental Peril, reduce your Peril Condition Track by one less step negatively.

Indifference

When viewing blood-soaked and visceral scenes of death, you always succeed at Resolve Tests to withstand their potential psychological effects (such as with Stress, Fear and Terror) and don’t suffer Corruption due to such scenes.

Incredible numeration

When counting or cheating, you gain a +10 Base Chance to Skill Tests.

Instincts

While in fog, mist or smoke, you ignore the normal penalties associated with impaired vision.

Kidney shot

You penalize your foe’s ability to Resist a Stunning Blow by a -10 Base Chance to their Skill Test. In addition, when you use a Stunning Blow, your foe loses 2 Action Points, instead of 1 Action Point.

Knifework

When you deal Damage to a foe using a melee weapon with the Fast Quality, they must Resist with a Toughness Test or begin to Bleed.

Larceny

When fencing black market goods or procuring illegal information, you gain a +20 Base Chance to Bargain Tests.

Left-handed path

When you Channel Power, if your Chaos Dice do not result in a Chaos Manifestation, you avoid gaining Corruption as a result.

Lightning reaction

In combat, you gain 1 additional Action Point. However, it can only be used to Dodge and Parry. This Action Point refreshes at the beginning of your Turn.

Light sleeper

When you are sleeping, you cannot be Surprised or left Helpless.

Long-winded

When you suffer physical Peril, reduce your Peril Condition Track by one less step negatively.

Mariner

When boating in waters where the shore can be seen, you gain a +20 Base Chance to Pilot Tests.

Menacing demeanor

When you succeed at an Intimidate Test, you inflict 1D10+1 mental Peril.

Meeting of the minds

When attempting to bring compromise between two extreme positions, you gain a +10 Base Chance to Skill Tests.

Military formation

When you successfully use Inspiring Words in combat, both you and the allies you inspire raise their Initiative by 3.

Mine craft

When beneath the earth, you gain a +20 Base Chance to Navigation Tests. In addition, you always know true north below ground, even in total darkness.

Mounted defense

When fighting on horseback or atop a vehicle like a cart, coach or wagon, you can substitute your Drive or Ride Skill in place of Coordination when you Dodge or Parry. In addition, you always succeed at Skill Tests to retain control when your mount or the animal that’s pulling your vehicle suffers Damage.

Multilingual

You can communicate simple thoughts through words and hand signals with other races whom you do not share the same language with.

Nerves of steel

When resting in unsafe places, your Peril Condition Track moves all steps positively to Unhindered.

No mercy

When you Injure a foe with a melee weapon, you inflict two Injuries instead of one.

Overwhelming force

If you roll a Critical Success with a Melee Attack, you inflict the Ruined! Quality to a foe’s shield, weapon or armor (your choice). Overwhelming Force has no effect on Castle-forged trappings, and you must be armed with a two-handed melee weapon.

Run amok

When you Charge, you gain a +20 Base Chance to strike with a melee-based Attack Actions and Perilous Stunts.

Rural sensibility

When you attempt to hide in rural environments, you gain a +20 Base Chance to Stealth Tests.

Saddle-born

When fighting on horseback or atop a vehicle like a cart, coach or wagon, you gain a +10 Base Chance to strike with melee and ranged weapons.

Second skin

You can Dodge when wearing armor with the Heavy Quality.

Secret signs

When you attempt to understand secret symbols, hand gestures or signs left behind by others as a warning, you gain a +10 Base Chance to Skill Tests.

Shield slam

When you wield a shield, the melee weapon you wield in your primary hand gains the Powerful Quality.

Shoot from the hip

You can quick draw any one-handed ranged weapon with the Gunpowder Quality for Opportunity Attacks.

Siegecraft

When you attempt to determine appropriate distances for siege engines and employ them to hit, you gain a +20 Base Chance to Warfare Tests.

Silver tongue

When you attempt to persuade those of a different Social Class other than your own, you gain a +20 Base Chance to Charm Tests.

Spirited charge

When you use the Drive or Ride Skills, add +3 to your Movement.

Sprint

When you Charge or Run, you cannot be struck by attacks made with ranged weapons until your next Turn.

Strangler's union

When you make an Attack Action with a blackjack, bullwhip or garrote, your foe cannot Dodge or Parry this attack.

Streetwise

When you attempt to hide in urban environments, you gain a +20 Base Chance to Stealth Tests.

Strong jaw

When attempting to Resist Perilous Stunts, you gain a +20 Base Chance to succeed.

Supernatural paranoia

When your Chaos Ranks are higher than your Order Ranks, add 3 to your Initiative.

Sword & board

If a foe successfully Parries your Melee Attack, immediately make an Opportunity Attack using a shield as an improvised hand weapon.

Take 'em down

At Distance, you can substitute either your Simple Ranged or Martial Ranged Skills when you attempt to use Disarm, Stunning Blow or Takedown. Note that you do not inflict Damage when you attempt such maneuvers. You must be armed with a loaded ranged weapon in order to Take ‘Em Down.

There will be blood

You roll an additional 1D6 Chaos Die to determine if you Injure foes.

Tough as nails

You no longer suffer Moderate Injuries, remaining uninjured as a result.

True grit

You are immune to the effects of Knockout! and Stunning Blow.

Winds of change

When using Burst, Cone and Explosion Template Magick, you can reshape it so as to not harm your allies, hurting only your foes.

Worldly

When gossiping or spinning a tale, you gain a +20 Base Chance to Rumor Tests.

Traits

Accursed

These creatures cannot be harmed by normal weapons, unless they have been imbued with Magick.

Acidic spittle

These creatures can use their breath as a ranged weapon. This allows them to strike a single foe
within 1+[PB], causing the foe to suffer 1D10+1 Damage from acid. However, Acidic Spittle ignores a foe’s Damage Threshold Modifier from armor. A foe can attempt to Dodge Acidic Spittle or Parry it with a shield. Acidic Spittle can be used while Engaged with foes.

Aethereal form

Creatures in Æthereal Form cannot inflict Damage or manipulate physical objects, but can pass through objects effortlessly and hover 1 yard off the ground. They can manifest into physical form instantaneously, but assuming Æthereal Form once more costs 2 APs.

Aetheric domination

When these creatures would potentially invoke a Chaos Manifestation, they must have two or more face ‘6’ on Chaos Dice to invoke it.

Ambush tactics

These creatures roll 2D10 to determine Initiative.

Arcana of horror

These creatures can use Bolt of Flame from the Arcana of Pyromancy. If at least three of these creatures are standing within sight of one another, they can use Withering Touch from the Arcana of Sorcery. If at least nine of these creatures are standing within sight of one another, they can use Death’s Embrace from the Arcana of Morticism. Should a foe be Slain! by use of any of these Magicks, they are immediately turned into a Lemurian Host. Reagents are unnecessary to cast this Magick.

Ashes to ashes

These creatures cannot be permanently Slain! unless their remains are placed into a decanter consecrated with the Blessed Sacrament Ritual. Within, they remain in hibernation, unless the remains are removed therefore giving life to the creature again. Only by placing the decanter into a font of holy water are they forever Slain!.

Autonomy

When these creatures would be Slain!, they immediately break off their tail, remaining Grievously Wounded and can use any Movement Action for 0 APs. Should they suffer Damage again, they are permanently Slain!.

Aversion to light

When these creatures are exposed to any sort of light (as from a torch), they suffer a penalty of -3 to their Damage Threshold.

Awakening

Anytime these creatures attempt to raise and control Supernatural creatures using Magick and Rituals, they Critically Succeed at their Skill Test. In addition, they automatically understand how to use the Ritual of Awaken the Dead, don’t need reagents to cast it and treat the casting time as one minute (3 AP), instead of one hour.

Bane of lycanthropes

When creatures are struck with weapons coated with a sprig of wolfsbane, they suffer an additional 1D6 Fury Die in Damage.

Battle frenzy

When these creatures are encountered, roll 1D6 Chaos Die. If it lands on a face ‘1’, ‘2’ or ‘3’, they are under the effect of that many doses.

Big grim

These creatures can use two-handed weapons in one hand and take advantage of the Adaptable Quality.

Blam! Blam!

These creatures may spend 3 APs to attack twice with 2 ranged weapons, providing they possess the Gunpowder Quality and are Loaded.

Blitz

When these creatures Charge, they may flip the results to succeed at their next Attack Action or Perilous Stunt on the same Turn.

Bloodless

These creatures cannot Bleed.

Bloodlust

Every time these creatures inflict an Injury, they move one step up the Damage Condition Track positively.

Bog stench

These creatures emit a horrific stench, causing 1D10+1 physical Peril to those who stand Engaged with it.

Bonds of death

These creatures can manipulate physical objects in Æthereal Form.

Both-handedness

When they wield 2 one-handed melee weapons and fail a Combat-based Skill Test, they may re-roll to generate a better result, but must accept the outcome.

Broken gut-plate

After these creatures are Seriously Wounded or made subject to a Called Shot to the body and suffer at least 9 Damage, they suffer a penalty of -6 to their Damage Threshold

Broken wings

Once this creature is Grievously Wounded, it can no longer fly.

Brush with death

When these creatures make a successful attack bare-handed, they provoke Fear, but do no Damage. They also force a foe to Resist with a Resolve Test or be aged by one year. For every year aged, the foe permanently reduces Brawn by 1%.

Brute strength

These creatures refer to [BB] for Damage with melee weapons and ones with the Throwing Quality. They also have factored in +3 to their [BB]. Finally, they can inflict Injuries with Pummeling weapons.

Call of the Abyss

When this creature suffers Damage and is unable to deal Damage by the end of their next Turn, roll 3D6. If all three dice show face ‘6’, the creature is banished back to the Abyss, until summoned once again.

Cancerous absorption

When they render an enemy Slain!, they gain +3 to [BB] and move three steps up the Damage Condition Track positively.

Captivating cry

When foes can hear this creature, they must Resist with a successful Resolve Test or be drawn towards the sound. Should they enter a dangerous area to find the sound, they can attempt another Resolve Test. Once they are able to visually see the creature, the Captivating Cry’s effects end.

Caustic flesh

Whenever a foe strikes these creatures, their weapon gains the Ruined! Quality (unless the weapon has the Castle-forged Quality).

Ceremonial runes

When these creatures are encountered, roll 1D6 Chaos Die. If the result is face ‘1’, ‘2’ or ‘3’, they have three Apprentice Runes inscribed upon their staff. If the result is face ‘4’ or ‘5’, they have two Journeyman Runes inscribed upon their staff. If the result is face ‘6’, they have one Master Rune inscribed upon their staff.

Champion's call

One foe is left Defenseless to all this creature’s attacks, until the foe is defeated. The creature may select a new foe once the current one is defeated.

Chomp

When foes Parry this creature’s melee attack, it can make an Opportunity Attack at this same foe.

Chthonian dweller

These creatures do not need to breathe and are immune to Chokehold. In addition, they can burrow or swim at the same rate of Movement as they can on foot. Finally, they may flip the results to succeed at Resolve Tests.

Cold hands

These creatures ignore the Damage Threshold Modifier a foe’s armor may confer when they inflict Damage.

Come into the light

These creatures cannot be permanently Slain! unless their lantern is destroyed. If the lantern is snuffed out, they remain in hibernation until it is relit.

Corrosive bile

When creatures use this attack, it ignores their foe’s Damage Threshold Modifier from armor.

Corruptive breath

When these creatures cause a foe to suffer Damage from Spit Fire, they also inflict 3 Corruption as a result. In addition, their Spit Fire ability gains the Shrapnel Quality.

Creepy crawlies

These creature can attack all foes in a Burst Template area of effect and are able to occupy the same space that its foes stand within. It also never provokes Opportunity Attacks.

Crippling constrictor

When these creatures maintain a Chokehold, they deal Damage as if they were using a bare-handed weapon.

Dark sense

These creatures can see in the dark.

Death roll

When these creatures deal Damage, at their option, they can force a foe to Resist a Chokehold.

Demonic axe

When these creatures are encountered, they carry a battle axe infused with the souls of other demons. When they inflict an Injury, the foe is instead Slain! instead. This can only be used in the hands of these creatures, being otherwise useless relics to others. If picked up by PCs whose Order Ranks are higher than their Chaos Ranks, they are instantly disintegrated into ash, Slain!.

Demonic frenzy

When this creature’s Turn starts, roll 6D6 Chaos Dice. If at least three dice land on face ‘6’, they enter a demonic Frenzy. While Frenzied, they can make up to three Melee Attacks during their Turn, costing 1 AP for each Melee Attack. In addition, they can make an Opportunity Attack at the end of a Charge. However, they cannot Counterspell, Dodge or Parry while in a frenzied state. Finally, their Frenzied state makes them more susceptible to harm, as foes add an additional 1D6 Fury Die to Damage when striking the creature.

Dense anatomy

These creatures only suffer Damage dealt by fire.

Dim-witted

In combat, these creatures only use Attack Actions unless commanded otherwise by their leader with a successful Leadership Test.

Dionysian delights

When these creatures are encountered, roll 1D6 Chaos Die. If the result is face ‘1-5’, they are Intoxicated. If the result is face ‘6’, they are not Intoxicated.

Disease-ridden (x)

When these creatures reduce a foe to Seriously Wounded, the foe’s wounds are Infected. When they reduce a foe to Grievously Wounded, the foe contracts the Disease indicated in parentheses.

Divide & conquer

When these creatures are Slain!, roll 1D6 Chaos Die. If the result is face ‘1-3’, they instantaneously split into two minor Adversary Demons (albeit unable to cast Magick, use the Underling rules later in this chapter and can now be permanently Slain!). If the result is face ‘4-6’, it bursts into a cloud of mutating energy. Those caught in a Burst Template area of effect must succeed at a Resolve Test or gain a Taint of Chaos.

Elemental weakness

Those creatures which are composed of elemental air cannot move underground or across water. Those which are composed of elemental earth instantly disintegrate and are Slain! if detached from the ground. Creatures composed of elemental fire are Slain! if they enter a body of water or are caught in a heavy rain shower. Finally, those composed of water instantly disintegrate, Slain! if they leave the water.

Entrancing

When this creature uses a Transfixed Gaze, they can use other Actions while they maintain its Mesmerizing effect. In addition, foes suffer 1 Corruption and 2D10+2 mental Peril on each of their Turns while they remain Mesmerized.

Enveloping fog

These creatures can summon fog anywhere in sight. Those caught in an Explosion Template area of effect must flip the results to fail the following tests, until they escape: Leadership, Martial Ranged, Resolve and Simple Ranged. Fomorian are immune to its effects.

Ever-chosen

When these creatures are encountered, it is clear which of the Abyssal Princes they worship from the marks they bear and the particular gift of darkness they have been given). Those who worship the Abyssal Prince of Decay can inflict a random Disease upon a foe when they generate a Fury Die. Those who worship the Abyssal Prince of Change can Critically Succeed at casting one Petty, Lesser and Greater Magick without having to make an Incantation Test. Those who worship the Abyssal Prince of Pleasure can use their Possession ability to control a foe for hours, instead of minutes. Those who worship the Abyssal Prince of Violence add a 1D6 Fury Die to all Damage they do, regardless of whether it is from weapons or Magick.

Eyes wide shut

When this creature’s eyes are successfully struck with a Called Shot (otherwise treated as their head), they lose their ability to use Petrifying Gaze.

Faces of death

After these creatures consume the face of someone they’ve killed, they assume their memories and mannerisms with near perfection. This includes use of Magick, if applicable. Only with a Critically Succeeded Scrutinize Test would someone else tell otherwise. This Trait’s effects lasts until the new moon.

Fast on their feet

These creatures reduce all Movement Actions by 1 AP (to a minimum of 1 AP). They can also Dodge both melee and ranged weapons.

Feckless runt

When this creature’s Turn begins, roll 1D6 Chaos Die. If the result is face ‘6’, they elect to attack that Turn with a senseless object that does no Damage.

Feel the heat

When foes are Engaged with this creature, they must Resist with a successful Coordination Test or be exposed to Mildly Dangerous flames.

Fetid stick

When these creatures are encountered, they carry a staff which buzzes with flies. When they deal Damage, the foe’s wounds are also Infected. It can only be used in the hands of these creatures, being otherwise useless relics to others. If picked up by PCs whose Order Ranks are higher than their Chaos Ranks, they are instantly infected with Chaotic Rot.

Fetid weaponry

When these creatures inflict an Injury, their foe’s wounds are also Infected.

Fey sight

These creatures automatically spot hidden and Æthereal foes, and can see in the dark.

Fiery retribution

These creatures can use Spit Fire as an Opportunity Attack without having to Load.

Fireproof

These creatures and their possessions are entirely immune to Damage from fire.

Flammable

When exposed to flames, these creatures suffer an additional 1D10+1 Damage from fire.

Flailing tentacles

These creatures can attack up to 9 foes in an Engagement with one Attack Action. In addition, their tentacles have the Reach Quality, able to strike foes up to 3 yards away.

Foresight

When these creatures fail any Skill Test, they may re-roll to generate a better result but must accept the outcome.

Foul mutation

When these creatures are encountered, roll 1D6 Chaos Dice if of Basic Risk Factor; 2D6 Chaos Dice if of Intermediate Risk Factor; 3D6 if of Advanced Risk Factor; 4D6 if of Elite Risk Factor. For every face ‘6’, add one Taint of Chaos to the creature.

Fwip! Fwip!

These creatures may spend 3 APs to attack twice with ranged weapons without Loading.

Gastric acidity

When these creatures deal Damage, a foe must Resist with Coordination. If they fail, the foe’s armor, weapon or shield is Ruined!.

Gift of devils

These creatures ignore the Heavy Quality of armor to cast Magick.

Give me your eyes

When these creatures inflict a Moderate Injury, it is always a Black Eye. When they inflict a Serious Injury, it is always Head Trauma. Finally, when they inflict a Grievous Injury, it is always a Vitreous Hemorrhage.

Golden death

These creatures cannot be permanently Slain! unless their eyes are pierced with a golden pin or 1 gold crown (gc) is placed beneath their tongue. During this time, they remain in a hibernating state, unless the pins or gold crown (gc) are removed, therefore giving life to the creature again. Only by then burning the head in a funeral pyre are they forever Slain!.

Grenadier

When these creatures are encountered, they have a glass grenade. When thrown, it affects multiple foes in a Burst Template. Affected foes must succeed a Toughness Test or contract Tomb Rot.

Grossly paranoid

These creatures have factored in +3 to their Initiative.

Gutter runner

When these creatures attempt to hide in urban and underground environments, they flip the results to succeed at Stealth Tests.

Hallucinogenic frenzy

After ingesting a dose of red cap mushrooms, these creatures add 1D6 Fury Die to melee weapon Damage.

Hangin' tough

These creatures cannot Bleed or suffer Injuries.

Harbinger of plagues

When these creatures are encountered, roll 1D6 Chaos Die. If the result is face ‘1-5’, they carry a massive gong. If the result is face ‘6’, they carry a set of chimes. When they play the gong with Litany of Hatred, Characters so affected also suffer 1D10+1 physical Peril. When they play the chime with Litany of Hatred, Characters so affected instead lower their Damage and Peril Condition Tracks by -3 instead. These trappings can only be used by hands of these creatures who bear them, otherwise useless relics.

Hard-nosed

These creatures are immune to Knockout! and Stunning Blow.

Hatred (x)

When facing the races indicated in parentheses, these creatures add an additional 1D6 Fury Die to Damage and automatically succeed at Resolve Tests.

Herp derp

These creatures are easily distracted. When their Turn starts, they must succeed a Resolve Test or else lose 1 AP.

Hideous might

These creatures add the Reach and Vicious Qualities to melee weapons they wield. They also ignore the Weak Quality of melee weapons.

Holy retribution

When struck by holy water, these creatures suffer 2D10+2 Damage from fire.

Horror of the pit

These creatures do not need to breathe and are immune to Chokehold. In addition, PCs whose Order Ranks exceed their Chaos Ranks reduce their Damage by -3 when striking these creatures.

Howl of the Abyss

When these creatures successfully use a Litany of Hatred, affected foes must Resist with a Resolve Test or be made subject to Confusion. While Confused, they must roll 1D6 Chaos Die as their Turn starts. If the result is face ‘1‘, they lose 1 AP on this Turn. If the result is face ‘2‘, they lose 2 APs on this Turn. If the result is face ‘3‘, they elect to run in a random direction. If the result is face ‘4‘, they elect to attack the nearest ally. If the result is face ‘5‘, they do nothing. However, if the result is face ‘6’, they are left Helpless. Once subject to one of these effects, they can attempt to Resist at the beginning of their Turn to shake it off. Foes who attempt to Resist must flip the results to fail their Skill Test.

Hypnotic musk

Foes who stand within 9 yards of this creature cannot add their Apprentice Skill Rank to Combat and Willpower-based Skill Tests. In addition, foes who are Engaged with these creatures must successfully Resist using Toughness or be unable to add any Skill Ranks to Combat and Willpower-based Skill Tests for a day.

I got an axe for you

After this creature makes an Attack Action with a melee weapon, they can immediately make an Opportunity Attack with any one-handed ranged weapon with the Throwing Quality on the same Turn.

Impish delights

When these creatures are encountered, roll 1D6 Chaos die to determine what special power they can grant to one ally, once a day. If the result is a face ‘1’, ‘2’ or ‘3’, they can cause any one ally standing within 3 yards of them to gain the benefits of Demonic Frenzy (as a Legion Demon). If the result is face ‘4’ to ‘5’, they allow any one ally standing within 3 yards of them to flip the results to succeed at a single Skill Test. If the result is face ‘6’, anyone standing within 3 yards of this creature must succeed at a Resolve Test or temporarily lower their Fellowship by 9% for a day.

Implacable defense

When this creature’s Turn begins, they gain 1 additional AP. However, they can only be used to Dodge and Parry.

Inescapable

When these creatures use a Chokehold, they are able to maintain it for 0 AP and use other Actions In Combat.

In the face

These creatures can only be harmed by melee and ranged weapons by using a Called Shot to the head.

I thee wed

These creatures cannot be permanently Slain! unless their wedding ring is placed into a decanter consecrated with the Ritual of Blessed Sacrament. As long as it remains in the decanter, they also remain in hibernation, unless the ring is removed therefore giving life to the creature again. Only by then submerging the decanter into a large body of water are they forever Slain!.

Keening wail

These creatures can spend 2 APs to make an Interrogation Test. If successful, foes caught in a Cone Template who fail to Resist with a Resolve Test immediately suffers from Fear and cannot Counterspell, Dodge or Parry until their next Turn. A foe can be made victim to Keening Wail every Turn.

Kill it with fire

Only after these creature’s remains are set On Fire are they forever Slain!.

Lamb to the slaughter

When these creatures Injure a foe with a melee weapon, they inflict two Injuries instead of one.

Lashing tail

These creatures can attempt an Opportunity Attack with their tail at the end of their Turn.

Lick your wounds

These creatures may spend 1 Misfortune Point to move three steps up the Damage Condition Track positively.

Light sensitive

When a foe uses Take Aim for 2 APs to shine a source of light upon this creature before making their attack, reduce its Damage Threshold by a -6 penalty (to a minimum of 1).

Living chaos

When these creatures use Magick, they must roll 3D6 Chaos Dice. If all land on face ‘6’, they are instantaneously Slain!.

Lord of the damned

These creatures can control a number of Mindless Undead equal to three times their [WB]. They need not remain within sight of these creatures to be controlled, as they share a telepathic bond. Finally, they can see through the eyes of all Mindless Dead they control.

Lumbering brute

These creatures cannot Charge, Run or use Movement Actions that require 3 AP.

Man o' war

When these creatures are Injured, alway refer to the Moderate Injuries table to determine their severity. This Trait overrides any potential for increase in Injuries due to Qualities, Traits or other Talents.

Many faces of death

By spending 1 Misfortune Point, these creatures create 1D6 illusions of itself that mimics its precise actions. Once a mirrored image is successfully struck with any weapon or Magick, it immediately dematerializes. Determining which is the creature and the illusion requires a Secret Test using Scrutinize.

Masterfully adroit

These creatures refer to their [AB] for all Damage they inflict with weapons. They also have factored in +3 to their [AB].

Menacing

When these creatures use a Litany of Hatred, they inflict 1D10+[BB] mental Peril.

Miasma of sickness

When foes stand within nine yards of these creatures, they must Resist with a successful Toughness Test or succumb to a disease. Roll 1D6 Chaos Die. If it lands on face ‘1’, they contract Bloody Flux. If it lands on face ‘2’, they contract Filth Fever. If it lands on face ‘3’, they contract Grey Plague. If it lands on face ‘4’, they contract Tomb Rot. If it lands on face ‘5’, they contract Venereal Disease. And finally, if it lands on face ‘6’, they contract all the aforementioned Diseases. Whether they Resisted or not, they cannot be infected with Miasma of Sickness again, until at least a day has passed.

Mindless

These creatures do not possess Fellowship, Intelligence or Willpower and cannot be made to Resist effects which affect the mind. They can also see in the dark.

Monstrous bellow

When these creatures successfully use a Litany of Hatred, they inflict 2D10+[BB] physical Peril.

Murderous attacks

When these creatures make an attack with a blackjack, garrote or bullwhip, their foe cannot Dodge, Parry or Resist this attack.

Natural armor (x)

These creatures have factored in a bonus to their Damage Threshold, equal to the value in parentheses.

Never say die

When these creatures are Grievously Wounded, add 3 to their Damage Threshold.

Never surrender

Foes do not gain an advantage when they flank or outnumber this creature in combat.

Occult mastery

When this creature Channels Power and succeeds at their Skill Test, they Critically Succeed instead.

One-two punch

When these creatures Take Aim and then make a successful Melee Attack, they force a foe to Resist a Stunning Blow.

Pack mentality

When three or more of these creatures are alive during combat, they may flip the results to succeed at Skill Tests.

Paralyzing touch

When these creatures make a successful attack bare-handed, they deal both Damage and force a foe to Resist with a Toughness Test or be Paralyzed. While Paralyzed, foes are unable to use Movement Actions until they successfully Resist.

Paw/Hoof/Wing

These creatures’ movement use 6+[AB] or 9+[AB] for flight. Fliers are indicated under Movement.

Perfect camouflage

Foes must flip the results to fail attacks made with ranged weapons to strike these creatures.

Petrifying gaze

When foes are Engaged with this creature (and the creature can see them), they must Resist with a successful Awareness Test or be Petrified. While Petrified, they are left Helpless and unconscious.
Petrification lasts until the heart of the creature is pulverized into a bloody concoction and poured over the victim with a successful Alchemy Test.

Physical instability

Every minute these creatures remain in the Material Realm in physical form, roll 3D6 Chaos Dice at the end of their Turn. If all three dice show face ‘6’, the creature is banished from the Material Realm, until the new moon.

Poisonous bite

When these creatures deal Damage, roll 1D6 Chaos Die. If the result is face ‘6’, they inject Spider Venom into their foe.

Poison resistance

These creatures are immune to poisons.

Point blank

When these creatures make an Attack Action with a weapon possessing the Gunpowder Quality within Short Distance, they add an additional 1D6 Fury Die to Damage.

Possession

These creatures can use Skin Guest from the Arcana of Sorcery without having to make an Incantation Test. In addition, they do not have to maintain Concentration.

Potent blows

When these creatures succeed any Attack Action to strike, their foe must flip the results to fail when Dodging or Parrying the attack.

Primal scream

When these creatures successfully use a Litany of Hatred, those affected must Resist with a Resolve Test or suffer from Fear.

Punishing attack

When these creatures Take Aim and then make a successful Melee Attack, add 3 Damage.

Reanimator

When this creature’s Turn begins, they move one step up the Damage Condition Track positively. Other Traits cover how these creatures are permanently Slain!.

Resistance to Chaos

This creature may flip the results to succeed at when Resisting the effects of Magick.

Ringen

These creatures penalize their foe’s ability to Resist a Chokehold and Dirty Tricks by a -10 Base Chance to their Skill Test. In addition, when they use a Chokehold, add an additional 1D10 to determine how much physical Peril they inflict.

Ripping teeth

When these creatures deal Damage, they can force a foe to Resist a Takedown.

Saddle tactics

When fighting on horseback or a vehicle, they flip the results to succeed at Attack Actions and Perilous Stunts.

Salt of the earth

These creatures have factored in +3 to their Peril Threshold.

Sanity-blasting

When first encountered, these creatures provoke one of the three brands of Madness: if of Basic Risk Factor, they provoke Stress; if of Intermediate Risk Factor, they provoke Fear; if of Advanced or Elite Risk Factor, they provoke Horror.

Scar the flesh

These creatures add +3 to their Damage Threshold, but wear no armor.

Seasons to pass

When these creatures enter combat, they take upon a different aspect every Turn which passes. In the first Turn, they take on the aspect of spring, gaining +3 to Damage Threshold. In the next Turn, they lose the +3 to Damage Threshold, but take on the aspect of summer, gaining total immunity to fire. In the following Turn, they lose their total immunity to fire and take on the aspect of autumn, able to use two Melee Attacks on that Turn for 2 AP. In the final Turn, they lose their ability to use two Melee Attacks on and take on the aspect of winter, able to Dodge and Parry for 0 APs. This creature may only take upon one aspect at a time, and continues to cycle through the four seasons as their Turns pass.

Serpentine cloak

When these creatures are encountered, they wear a cloak made from an undersea creature. It provides a Damage Threshold Modifier of 1 when worn.

Shapeshifter

These creatures may take any form they please, providing it is of a Small or Large Animal or Humanoid (including player races).

Sharp-sighted

These creatures do not suffer penalties for ranged weapons at Medium or Long Distances.

Shootfighting

These creatures ignore the Pummeling and Weak Qualities when fighting bare-handed, with a blackjack or using knuckledusters. In addition, they can refer to [BB] or [CB] when inflicting Damage with these same weapons.

Shotgun bang!

When these creatures successfully strike with a ranged weapon possessing the Gunpowder Quality, they automatically Load their weapon for 0 APs.

Silent stalker

When these creatures use the Stealth or Survival Skill, they flip the results to succeed at their Test.

Skeletal remains

Only after these creature’s bones are spread around for 1 AP are they forever Slain!.

Slime-born host

When this creature’s Turn ends, roll 1D6 Chaos Die. Whatever the result is, a number of Kobold Fanatics sprout forth beside this creature. In addition, foes who begin their Turn Engaged with this creature must Resist with a successful Coordination Test or be unable to use Movement Actions, as they are clawed at by tiny hands along the creature’s body.

Smoke bomb

When these creatures are encountered, they have a smoke bomb. When thrown, it explodes outwards. Those caught in an Explosion Template area of effect reduces their Movement by a -6 penalty, until they escape. In addition, it provides enough concealment for the creature to use their Stealth Skill.

Snikt! Snikt!

These creatures may spend 3 APs to attack twice with melee weapons.

Sniveling whelp

These creatures can only use 2 AP during combat.

Soul jar

These creatures cannot be permanently Slain! unless the fetish or phylactery which houses their soul is destroyed. However, they can be made to remain in hibernation, left unconscious if a jar of salt is poured into their mouths.

Spit fire

These creatures can use their breath as a ranged weapon. This allows then to strike a single foe within 3+[PB], as the foe suffers 2D10+2 Damage from fire. A foe can attempt to Dodge Spit Fire or Parry it with a shield. Spit Fire can be used while Engaged with foes.

Spore-splosion

When these creatures attack, it cannot be Dodged or Parried – it may only be Resisted with a successful Toughness Test. If a foe fails this Toughness Test, they are exposed to Orx-molt.

Squabble among themselves

When these creatures suffer from Fear or Terror, they must succeed at a Resolve Test as their Turn starts or else attack their own allies. They can Resist every Turn thereafter.

Steely fortitude

These creatures always succeed at Resolve Tests and cannot be Intimidated.

Stinging tentacle

When these creatures deal Damage, at their option, they can force a foe to Resist a Stunning Blow.

Stomp the yard

When these creatures deal Damage, they can automatically knock their foe Prone. In addition, they ignore the effects of Hard Terrain.

Stone blast

When creatures use this attack, it forces a foe to Resist with an Athletics Test or suffer 1D10+ the creature’s [BB] in Damage. This attack can be used against three foes at once and cannot be Dodged or Parried.

Storm rage

These creatures are immune to all attacks from electricity and lightning. Furthermore, when they are struck by such attacks, it empowers them, adding a one-time bonus of +3 to Damage Threshold while enabling them to add a 1D6 Fury Die to weapon Damage for an hour.

Strafing talons

When these creatures execute a successful attack while flying, they also deal 1D10+[AB] physical Peril.

Swallow whole

When these creatures make a successful Chokehold, they deal Damage from a bare-handed weapon and force a foe to Resist with a Toughness Test or be Swallowed. While Swallowed, the foe cannot use any Actions, but can attempt to Resist again at the beginning of their Turn to escape. Foes who attempt to Resist must flip the results to fail their Skill Test.

Sweeping strike

When these creatures make a successful attack with a two-handed melee weapon, they strike up to three foes they’re Engaged with.

The changer of ways

When these creatures are made subject to Chaos Manifestations, they can roll twice and choose the most desirous result. Finally, they can Counterspell for 0 APs and can use Dispel Magick without having to make an Incantation Test.

The viridescent path

When this creature makes a Skill Test, they roll twice and assume the better of the two results. In addition, they never suffer from Critical Failures, instead treating them as regularly failed Skill Tests instead.

Transfixed gaze

When these creatures can see a foe (who can also see them), they force a foe to Resist with a Resolve Test or be Mesmerized. Mesmerized foes cannot use any Actions In Combat, but may attempt to Resist again at the beginning of their Turn to escape. The creature cannot use any other Actions while they maintain a Transfixed Gaze. However, they can release the gaze at any time. If the creature suffers Damage while a foe is Mesmerized, they immediately relinquish the hold. Foes who attempt to Resist must flip the results to fail their Skill Test.

True name

Unless foes invoke this creature’s True Name before casting Magick, it fails to affect the creature.

Unbridled rage

When these creatures are Seriously or Grievously Wounded, add an additional 1D6 Fury Die to Damage they inflict with melee weapon attacks.

Uncertain form

These creatures are immune to Injuries and Perilous Stunts.

Ungainly

When these creatures are Slain! all those Engaged with it must succeed at a Coordination Test or be knocked Prone beneath of it, suffering 3D10+3 Damage from falling.

Unlatch doors

These creatures can automatically unfasten any lock they can see or touch, Magickal or otherwise.

Unnatural viscera

These creatures are immune to attacks made with ranged weapons. However, they cannot use any Movement Action that requires 3 APs.

Unruly

When these creatures drop down the Damage Condition Track, they move an equal number of steps down the Peril Condition Track.

Vampire's curse

These creatures cannot cross running water, unless by bridge or boat. When exposed to sunlight, they suffer 2D10+2 Damage from fire for every minute they remain exposed. Instead of suffering Injuries
in this case, they instead are caught On Fire. When Slain!, they turn into mist and immediately return to their resting place to sleep. For every hour they sleep, they move one step up the Damage Condition Track positively. Once Unharmed, all Injuries are healed as well. However, while asleep, they can be permanently Slain! if an ironwood stake is driven through their heart and the head is removed.

Wall crawler

These creatures can crawl upon both vertical and horizontal surfaces with ease. In addition, they can initiate a ranged Chokehold at a Distance of 3+[PB], with a Load of 1 AP

Wanton hunger

When these creatures are encountered, roll 1D6 Chaos Die. If the result is face ‘1-5’, their hunger has been sated. If the result is face ‘6’, their hunger has not yet been sated and they are in a state of frenzy. When sated, they add +1 to both Damage and Peril Condition Tracks. When in a state of frenzy, they add an additional 1D6 Fury Die to Damage.

Weakness to brass

These creatures cannot be permanently Slain! unless a killing blow is rendered with a weapon made of brass or bronze.

Weak spot (x)

When a creature's body part indicated in parentheses is successfully struck by a Called Shot, a foe adds an additional 1D6 Fury Die to Damage.

Weeping scythe

When these creatures are encountered, they carry a scythe infused with the blood of mortals. When they deal Damage, the foe also begins to Bleed. This can only be used in the hands of these creatures, being otherwise useless relics to others. If picked up by PCs whose Order Ranks are higher than their Chaos Ranks, they are instantly disintegrated into ash, Slain!.

Whip of the fallen

When these creatures are encountered, they carry a bullwhip woven from the skins of Dread Counts. When they strike with the bullwhip, the foe suffers 2D10+[BB] physical Peril. This can only be used in the hands of these creatures, being otherwise useless relics to others.

Wind kick

When creatures use this attack, it forces a foe to Resist with a Coordination Test or be thrown 1D10+[BB] in yards. This attack can be used against three foes at once.

Winds of Chaos

When casting Generalist Petty Magick – at their option – these creatures can automatically succeed at the Incantation Test, but must drop one step down the Peril Condition Track negatively. In addition, they must always add 1 additional Chaos Die when they Channel Power.

Witchboard

These creatures cannot be permanently Slain! unless their remains are placed beneath a spirit board. Once placed beneath a spirit board, they enter hibernation and will remain so unless the board or remains are removed, therefore giving life to the creature again as it is restored to Unharmed. Only by successfully casting Last Rites over the spirit board are they forever Slain!.

Word of death

When these creatures encounter those who are suffering from a Disorder, Disease or Grievous Injury, the foe must Resist with a successful Resolve Test or else be Slain!. However, the foe must be able to see and hear them for Word of Death to work. If a foe succeeds at this Resolve Test, they are forever immune to Word of Death.

Wytch-science

When these creatures are encountered, roll 1D6 Chaos Die. If the result is face ‘1-4’, they carry two Wytchfyre pistols. If the result is face ‘5’, they carry a Wytchfyre jezzail. If the result is face ‘6’, they carry a Wytchfyre thrower. While carrying a Wytchfyre thrower, they cannot Charge, Maneuver or Run.

Vampire's curse

These creatures cannot cross running water, unless by bridge or boat. When exposed to sunlight, they suffer 2D10+2 Damage from fire for every minute they remain exposed. Instead of suffering Injuries
in this case, they instead are caught On Fire. When Slain!, they turn into mist and immediately return to their resting place to sleep. For every hour they sleep, they move one step up the Damage Condition Track positively. Once Unharmed, all Injuries are healed as well. However, while asleep, they can be permanently Slain! if an ironwood stake is driven through their heart and the head is removed.

Trappings

Currencies

1 gc = 20 ss = 240 bp
1 ss = 12bp

Encumbrance

  • Listed for weapons, armor and shields
  • Each 9 other items add 1 Encumbrance Value
  • Each 1.000 pieces add 1 Encumbrance Value
  • Encumbrance value of large items should be estimated by the GM (rule of thumb: 15 lbs. equals 1 Encumbrance, rounded down)
  • Using a backpack adds 3 to the Overage (2 for rucksack, 1 for gaff bag and shoulder bag)

Steed encumbrance limit

  • Palfrey horse: 25
  • Rouncey horse: 26
  • Dray horse: 38
  • Courser horse: 40
  • Destrier horse: 43
  • Mule or donkey: 43

Lift values

Represents how much they can lift for 1 minute above their head. Multiply by 2 for pushing. Multiply by 3 for pulling.
Lift value
[BB]
DwarfElfHalflingGnomeHumanOgre
1021239
26323618
39535928
4126461237
5158581546
6189691855
721117112164
825128122574
928149142863
10311510153192

Haggling

Difficulty Rating depends on rarity and differences in Social Class.
Bargain Test result
Success
[FB] 1 to 6: purchase at 90% of the listed price
[FB] 7 to 12: purchase at 80% of the listed price
[FB] 13+: purchase at 70% of the listed price
Critical Success
multiply your [FB] by 3 to determine how you increase the resale price by
Failure
purchase at the listed price
Critical Failure
the seller refuse to sell you anything
Scavenged goods in working conditions can be resell at 50% of the listed price and haggling can increase the price as above (to 60%, 70% or 80% of the listed price).
Don’t forget that the other side can also haggle.

Wages

Listed price are daily wages, including meal and lodging. For each Skill Rank applicable, the wage is increased by 10%.
Emploi
Job
Wage
Emploi
Job
Wage
Allumeur de réverbères
Lantern bearer
1bp
Gardien de troupeau
Herder
3bp
Apothicaire
Apothecary
52bp
Geôlier
Turnkey
3bp
Armurier
Armorer
72bp
Initié
Initiate priest
2bp
Aubergiste
Innkeeper
24bp
Lexicographe
Lexicographer
52bp
Avocat
Lawyer
60bp
Livreur de glace
Iceman
24bp
Bailli
Huissier de justice
Judicial bailiff
52bp
Marchand de tissu
Draper
24bp
Bouffon
Jester
2bp
Matelot
Sailor
28bp
Cartographe
Cartographer
60bp
Médecin
Physician
60bp
Charbonnier
Charcoal burner
24bp
Mercenaire
Mercenary
35bp
Charpentier de marine
Shipwright
52bp
Messager
Herald
64bp
Chasseur
Hunter
4bp
Menuisier
Woodcrafter
28bp
Chirurgien barbier
Barber surgeon
52bp
Meunier
Miller
28bp
Cirier
Chandler
24bp
Mineur
Miner
4bp
Cocher
Teamster
28bp
Orfèvre
Finesmith
52bp
Croque-mort
Mortician
40bp
Ouvrier
Laborer
3bp
Cuisinier
Cook
12bp
Ouvrier agricole
Farmhand
2bp
Dépeceur
Skinner
28bp
Palefrenier
Hostler
36bp
Dératiseur
Rat catcher
24bp
Parfumeur
Perfumer
52bp
Docker
Stevedore
2bp
Pêcheur
Fisherman
8bp
Dresseur
Animal trainer
16bp
Prostituée / Escort
Prostitute / Courtesane
2bp / 28bp
Exécuteur public
Executioner
100bp
Sage
Sage
68bp
Fabricant de jouets
Toymaker
52bp
Scribe
Scribe
44bp
Facteur d’arc
Bowyer
60bp
Serrurier
Locksmith
68bp
Faiseur de tentes
Tentmaker
32bp
Serviteur
Servant
2bp
Forestier
Forester
32bp
Souffleur de verre
Glassblower
72bp
Forgeron
Metalsmith
64bp
Tailleur de pierre
Stonemason
76bp
Fourbisseur
Weaponsmith
44bp
Tanneur
Leatherworker
24bp
Garde du corps
Professional bodyguard
80bp
Trappeur
Trapper
4bp

General services

Service
Service
Price
Asile / Hospice (par jour)
Asylum or hospice stay
7ss
Acte notarié
- ébauche de contrat
- ébauche de testament ou serment de service
Draft legal
- contract or deed
- will or oath of service

1gc
3gc
Aumône
- d’un roturier
- d’un bourgeois
- d’un aristocrate
Alms for the poor

1bp
2bp
3bp
Bureau de change
Currency exchange
5%
Divination
Fortune telling
4bp
Dressage :
- chien de chasse ou faucon
- cheval
Train:
- a hunting dog or falcon
- a horse

3gc
3gc
Ferrage
Shoe horse
5ss
Guide urbain
City guide
4bp
Mendiants
Distract beggars
11bp
Plaidoierie d’avocat (par jour)
Lawyer’s court appearance
1gc
Pot-de-vin
- pour un portier
- pour un garde
Bribe

4bp
1gc
Pont à péage, par voyageur
Bridge toll
1bp
Pourboire
- serviteur
- musicien

Tip a musician
Tip a servant

1bp
2bp
Rasage et coupe
Shave and a hair cut
2bp
Rumeurs lancées par un agitateur
Spread rumours by a rabble-rousers
8bp
Service funéraire
- enterrement dans un ossuaire
- enterrement dans une tombe
- embaumement
Burial
Embalment

6ss
7gc
20gc
Service sexuel
- prostituée
- courtisane (la journée)
Company of a:
- prostitute
- courtesan

4bp
1gc
Spectacle
- théâtre
- ménestrel

Theatre performance
Entertainment by a minstrel

4bp
1ss
Tatouage bon marché
Cheap tattoo
6bp
Traduction (par page)
Translate document
3ss
Usure (par jour)
Money lending
5%
Visite médicale:
- chirurgien-barbier
- médecin
Barber surgeon’s / physician’s visit

3ss
9ss
Voyage (par jour):
- sur voie d’eau
- par chariot
- sur mer
- par carosse ou convoi
Travel per day:
- by river
- by cart
- by sea
- by overland coach or wagon train

2ss
15ss
1gc
1gc

Special materials

MaterialPriceEffects
Cold ironx3weapons treated as Anointed but Critically Failed attacks, a Chaos Dice is used, '6' and the weapon is Ruined!
Cuir bouillix6hide, leather, ringmail and brigandine gains the Natural quality and increase Encumbrance by 1
Ironwoodx9strung ranges weapon from this wood increase Distance by 6 yards
Meteoric ironx12throwing qualities weapon add a Chaos Die to check for Injury; armor made from this iron substract a Chaos Die to check for Injury
Mithrilx15mithril weapons gains the Fast quality; shields the Light quality; mail, scale, munitions plate an plate the Flexible quality. Encumbrance is reduced by 1 (minimum 1)

Weapons

Simple melee

Weapon (Zweihänder)Arme (WFRP)LdHandRangeDamageQualitiesTypeEncPrice
Bare-handedMains nues010[BB]+1personal, pummeling, slowbrawling00
BaselardBaselarde010[AB]fast, finesse, light, personal, weakbladed11gc
BlackjackMatraque010[CB]personal, powerful, pummelingbrawling12ss
Bollock daggerBraquemart010[CB]slow, personal, vicious, weakbladed110ss
BullwhipFouet011noneentangling, ineffective, reachcrushing15ss
CestusCeste010[BB]light, personal, pummelingbrawling18bb
CudgelGourdin, Massue010[CB]light, powerful, regular, weakcrushing15ss
DirkDague010[AB]fast, finesse, light, personal, weakbladed15ss
DusackMachette010[CB]regular, slow, punishing, weakbladed17ss
FauchardFauchard021[AB]entangling, personal, reach, weakbladed37ss
Fire-hardened spearEpieu01[CB]+1adaptable, reach, weakbladed27ss
FoilFleuret010[AB]binding, finesse, personal, slow, weakbladed13gc
GarroteGarrot020noneentangling, fast, ineffective, personalbrawling12ss
Hunting swordEpée de chasse, épée courte010[AB]finesse, light, personal, slow, weakbladed22gc
Improvised hand weaponArme improvisée010[BB]pummeling, regularvaries1var
KnuckledusterCoup-de-poing, Gantelet010[BB]fast, personal, pummelingbrawling17ss
KhopeshKhépesh010[CB]regular, slow, vicious, weakbladed11gc
Pick axePioche020[CB]regular, slow punishing, weakbladed22ss
Pilgrim's staffBourdon de pélerin020[BB]defensive, long, powerful, pummelingcrushing22ss
PitchforkFourche021[CB]reach, slow, weakbladed22ss
RapierRapière010[AB]+1fast, finesse, regular, weakbladed15gc
ScytheFaux020[CB]long, powerful, slow, vicious, weakbladed34ss
ShivCouteau010[CB]fast, personal, weakbladed12ss
SickleFaucille010[AB]finesse, regular, slow, vicious, weakbladed23ss
Splitting maulMarteau020[CB]+1regular, slow, weakbladed34ss
StaffBâton00[BB]adaptable, defensive, long, pummelingcrushing21ss
StilettoStylet tiléen010[CB]fast, pesonal, vicious, weakbladed11gc
SwordstickCanne-épée010[AB]finesse, regular, weakbladed, crushing13gc
Threshing flailFléau d’armes00[CB]adaptable, long, weakcrushing21ss
TorchTorche010noneimmolate, ineffective, regular, slownone13bp
TridentTrident00[AB]adaptable, finesse, regular, weakbladed24ss
Trident daggerMain-gauche trident010[CB]binding, light, personal, weakbladed11gc
Woodsman’s axeHache00[CB]adaptable, regular, slow, weakbladed24ss

Martial melee

Weapon (Zweihänder)Arme (WFRP)LdHandRangeDamageQualitiesTypeEncPrice
BackswordBroadsword010[AB]finesse, light, regular, viciousbladed27gc
Barbed spearLance00[CB]adapatable, fast, long, viciousbladed21gc
Battle axeHache à 2 mains00[CB]+2adaptable, long, slowbladed22gc
Bec de corbinMarteau d'armes020[CB]fast, long, powerfulbladed, crushing34gc
Bohemian earspoonPertuisane020[CB]defensive, long, viciousbladed35gc
ClaymoreClaymore, épée batarde00[CB]adaptable, long, punishing, slowbladed210gc
Court swordÉpée de cour010[AB]+2fast, finesse, regularbladed17gc
DemilanceDemi-lance021[CB]powerful, reachbladed21gc
EstocEstoc00[AB]+2adaptable, finesse, regularbladed27gc
FalchionFauchon00[CB]adapatable, regular, viciousbladed27gc
Flanged maceMasse d’armes010[CB]+1powerful, regularcrushing15gc
Flammard rapierFlamberge010[AB]binding, defensive, finesse, regular, weakbladed15gc
Gauntlet-swordPata010[AB]arming, finesse, regular, slowbladed27gc
GlaiveGlaive d'armes021[CB]reach, viciousbladed32gc
Great swordEpée longue021[AB]finesse, reach, slowbladed312gc
GuisarmeGuisarme021[AB]entangling, finesse, reachbladed34gc
HalberdHallebarde021[CB]powerful, reach, slowbladed35gc
KatzbalgerKatzbalger010[CB]defensive, regular, weakbladed12gc
Lochaber axeHache de Lochaber00[CB]adapatable, long, powerfulbladed22gc
Main gaucheMain gauche010[AB]defensive, finesse, personal, weakbladed11gc
Man-catcherAttrape-coquin, Attrappe-choses021[CB]arming, entangling, reach, weakcrushing37gc
Military forkFourche militaire00[AB]adapatable, finesse, longbladed27gc
Military lanceDemi-lance, Lance d’arçon01[CB]+3powerful, reach, viciousbladed31gc
Military pikePique021[CB]slow, powerful, punishing, reachbladed35gc
MisericordeMiséricorde bretonnienne010[AB]fast, finesse, personalbladed12gc
MorgensternMasse à 2 mains, Morgenstern00[CB]+2adaptable, powerful, regular, viciouscrushing25gc
Mortuary swordÉpée d'armes010[CB]+1vicious regularbladed110gc
PikePique à 2 mains021[CB]+3finesse, reachbladed31gc
Pole cleaverHallebarde021[CB]+3reachbladed34gc
Rondel daggerDague à rouelles00[CB]adapatable, personal, vicious, weakbladed11gc
SabreSabre010[CB]+1defensive regularbladed16gc
Sparth axeSparth020[CB]long, punishing, slow, viciousbladed32gc
Swagger stickBâton de commandement010[BB]powerful, pummeling, slowcrushing11gc
SwordbreakerBrise-lame010[AB]breaker, finesse, regular, weakbladed18ss
TulwarTulwar, cimeterre010[AB]fast, finesse, regularbladed17gc
UrumiUrumi010[CB]distraction, fast, long, weakbladed22gc
VoulgeVouge021[CB]reach, viciousbladed34gc
War hammerMarteau à 2 mains020[CB]+3long, powerful, slowcrushing35gc
War chopperChoppa00[CB]adapatable, regular, slow, viciousbladed17gc
ZweihänderÉpée à 2 mains021[CB]+3punishing, reach, slowbladed312gc

Simple ranged

Weapon (Zweihänder)Arme (WFRP)LdHandRangeDamageQualitiesTypeEncPrice
BlowpipeSarbacane111+[PB]nonefast, ineffective, throwingmissile11gc
BlunderbussTromblon423+[PB][CB]gunpowder, shrapnel, volatile, weakgunpowder313gc
BolasBolas111+[PB]noneentangling, ineffective, throwingmissile12ss
Bottle bombEngin incendiaire111+[PB][CB]fiery, ineffective, throwing, volatilenone112ss
Glass grenadeGlobe de vent toxique111+[PB]nonegas, ineffective, throwingwytchscience2-
FranciscaHache de jet111+[PB][CB]+1throwing, weakmissile12gc
Hunting bowArc, Arc court129+[PB][AB]+1finesse, weakmissile34gc
Improvised throwing weaponArme de jet improvisée111+[PB][BB]pummeling, throw, throwingmissile1var
JavelinJaveline, Lance113+[PB][CB]throwing, weakmissile16ss
LassoLasso221+[PB]nonearming, entangling, ineffective, throwingmissile25ss
Light crossbowArbalète de poing226+[PB][CB]+1fast, punishing, weakmissile33gc
NetFilet221+[PB]noneentangling, ineffective, throwingmissile25ss
Shepherd’s slingFronde113+[PB][CB]fast, throwing, weakmissile12ss
Smoke bombFumigène111+[PB]noneineffective, smoke, throwingmissile110ss
Staff slingFustibale223+[PB][BB]fast, pummeling, throwinggunpowder313gc
Throwing knifeDague111+[PB][AB]fast, finesse, throwing, weakmissile11gc
Throwing starEtoile de jet, shuriken111+[PB]nonedistraction, fast, finesse, ineffective, throwingbladed11gc

Martial ranged

Weapon (Zweihänder)Arme (WFRP)CatLdHandRangeDamageQualitiesTypeEncPrice
Arbalest crossbowArbalète229+[PB][CB]+2fast, punishingmissile35gc
AquebusArquebuse426+[PB][CB]+2gunpowder, volatilegunpowder333g
Cast-iron grenadeGrenade à fragmentation211+[PB][CB]detonate, gunpowder, throwing, volatilegunpowder23gc
Composite bowArc elfique2212+[PB][AB]+2fast, finessemissile37gc
Dragon pistolPatte-de-canard411+[PB][CB]gunpowder, shrapnel, volatile, weakgunpowder240gc
Dueling pistolPistolet de duel313+[PB][CB]+2gunpowdergunpowder250gc
Flintlock pistolPistolet313+[PB][CB]+1gunpowder, volatilegunpowder220gc
Hand bombardLance-roquettes423+[PB][CB]detonate, gunpowder, volatilegunpowder368gc
HandcannonEscopette213+[PB][CB]gunpowder, punishing, recoil, volatilegunpowder234gc
LongbowArc long1212+[PB][AB]+2finessemissile35gc
MusketLong fusil d’Hochland429+[PB][CB]+3gunpowdergunpowder367gc
Rampart gunMousquet6215+[PB][CB]brace, gunpowder, powerful, punishing, viciousgunpowder6154gc
Repeating crossbowArbalète à répétition426+[PB][CB]fast, punishing, repeatingmissile310gc
Three-barrel pistolPistolet à répétition413+[PB][CB]gunpowder, repeating, volatilegunpowder283gc
Wytchfyre jezzailJezzail4212+[PB][AB]finesse, gunpowder, volatile, wytchfyrewytchscience4603gc
Wytchfyre pistolPistolet à malepierre319+[PB][AB]finesse, gunpowder, vicious, volatile, wytchfyrewytchscience2403gc
Wytchfyre throwerLance-feu423+[PB][CB]brace, gunpowder, repeating, shrapnel, volatile, wytchfyrewytchscience6503gc

Ammunitions

Weapon (Zweihänder)Arme (WFRP)EncPrice
ArrowFlèche1/91ss
Crossbow boltCarreau1/92ss
Gunpowder & shotPoudre et balle1/93ss
Sling stoneBille de fronde1/91bp

Armor

Ill-fitted: unless race and built are the same, an armor must be adjusted, else its encumbrance is doubled. It requires 1 day wage of a specialist, or 1 hour of work using trade tools and a successful Tradecraft Test.
Peacemeal armor:
Armor
Protect
Qualities
Enc
Price
Clothing
0
dangerous, natural
0
var
Fur or Hide
1
none
3
6gc
Quilted
1
none
2
11gc
Leather
2
none
3
20gc
Ringmail
3
none
5
28gc
Brigandine
3
none
4
33gc
Mail
4
heavy
5
65gc
Scale
5
heavy
7
77gc
Munitions plate
5
heavy
6
88gc
Full plate
6
heavy
7
179gc

Shields

Shield
Handling
Qualities
Enc
Price
Unrimmed shield
1
ineffective, splintered
1
2ss
Buckler
1
defensive
1
1gc
Wooden shield
1
defensive, light
1
2gc
Mantle
1
distraction, ineffective
1
3gc
Lantern shield
1
distraction, light
2
3gc
Metal shield
1
defensive, protective
2
3gc
Pavise
2
free-standing, protective
3
4gc

War machines

Machine
C
Load
Range
Damage
Qual.
Type
Price
Battering ram
6
1 min
Engaged or 3
3D6+[PB]
artillery
Crushing
110gc
Bolt thrower
3
9 min
6x[PB]
6D6+[PB]
artillery, shrapnel
Missile
317gc
Demi-culverin
3
9 min
9x[PB]
9D6+[PB]
artillery, gunpowder
gunpowder
952gc
Cannon
6
12 min
9x[PB]
12D6+[PB]
artillery, fiery, gunpowder, shrapnel
gunpowder
952gc
Powder barrel
2
3 min
Engaged
9D6+[PB]
gunpowder, siege
gunpowder
24gc
Powder keg
1
1 min
Engaged
6D6+[PB]
detonate, gunpowder
gunpowder
13gc
Puckle gun
3
3 min
6x[PB]
6D6+[PB]
artillery, gunpowder, repeating
gunpowder
634gc
Ribauldequin
6
12 min
9x[PB]
6D6+[PB]
artillery, detonate, gunpowder, volley
gunpowder
317gc
Stone hurler
9
15 min
12x[PB]
9D6+[PB]
artillery, siege, smoke
Crushing
634gc

Animals & Vehicles

Animal
Animal
Prix
Véhicule
Vehicle
Prix
Agneau
Lamb
1gc
Barque
Rowboat
30gc
Boeuf
Oxen
23gc
Bâteau de pêche, Skiff
Fishing boat or Skiff
200gc
Cane
Duck
3bp
Caboteur marchand
Merchant coaster
833gc
Chaton
Kitten
2bp
Char
Chariot
20gc
Cheval (coursier)
Horse (courser)
287gc
Charrette
Two wheeled cart
23gc
Cheval (destrier)
Horse (destrier)
952gc
Charrette à bras
Barrow cart
2gc
Cheval de trait
Horse (dray)
21gc
Coche, Diligence
Large cover wagon or Stagecoach
75gc
Cheval (haquenée)
Horse (palfrey)
90gc
Drakkar
Longship
1996gc
Cheval (roussin)
Horse (rouncey)
100gc
Essieu
Axle replacement
1gc
Chien de chasse
Hunting dog
8gc
Galère de guerre
Galley warship
3125gc
Chien de garde
Watch dog
1gc
Knarr
Knorr
833gc
Chien de traineau
Dog sled
4gc
Palanquin
Palanquin
5gc
Cochon
Pig
1gc
Péniche
River barge
210gc
Faucon
Falcon
3gc
Radeau
Raft
20gc
Mouton
Sheep
3gc
Roue (petits véhicules)
Wheel replacement
3gc
Oie
Goose
8bp
Roue (grands véhicules)
Wheel with iron rims replacement
5gc
Pigeon voyageur
Homing pigeon
7ss
Scute
Two-masted cog
4167hc
Poulet
Chicken
4bp
Traineau
Snow sled
5ss
Ratier
Small but vicious dog
4gc
Trois-mâts
Three-masted cog
6250gc
Vache
Cow
17gc
Voiture de luxe
Fancy coach
333gc
Veau
Calf
11gc



Black market goods

Poison (per dose)Price
GoodPrice
Animalbane3gc
Lockpicks4gc
Beastbane3gc
Black lotus2gc
Black root3gc
Demonbane3gc
Devilweed (indica) (MG)2gc
Devilweed (ruderalis) (MG)1gc
Devilweed (sativa) (MG)3gc
Folkbane3gc
Graveroot3gc
Green Fairy (MG)5ss
Madam Geneva (MG)2bp
Red cap mushrooms13ss
Scorpion venom1gc
Snake venom2gc
Spider venom2gc
Tobacco (chaw) (MG)1bp
Tobacco (clove or pipeweed) (MG)1ss
Tobacco (snuff) (MG)1gc

Bureaucratic tools

Lecture et écriture
Bureaucratic tool
Price
Affiche
Wanted poster
2bp
Boulier
Abacus
7ss
Carte bon marché
Cheap map
13ss
Carte de ville
City map
1gc
Carte du monde connu
Atlas of the known world
54gc
Carte provinciale
Provincial map
7ss
Encrier
Ink pot
7ss
Grimoire
Arcane tome for magick
8gc
Kit d’écriture
Writing kit
3gc
Livre lithurgique
Prayer book for magick
8gc
Livre universitaire
Academic book
1gc
Papier (la feuille)
Paper by the sheet
2bp
Pinceau
Brush
4bp
Plaque de pierre
Rune stones
3ss
Plume d’oie
Quill
4bp
Presse d’imprimerie
Printing press
1333gc
Rouleau de parchemin (volumen)
Scroll case
3ss
Sablier
Hourglass
1gc
Tableau noir
Chalkboard
3ss
Table de navigation
Pilot’s chart
5gc
Texte sacré
Religious scripture
6gc

Clothing

Équipement
Equipment
Prix

Équipement
Equipment
Prix
Bottes lourdes
Heavy boots
5gc

Sandales de cuir
Leather sandals
1gc
Cagoule
Balaclava mask
1gc

Sous-vêtements
Smallclothes
3ss
Cape
Mantle
3gc

Sous-vêtements chauds
Warm vest
3ss
Cape de voyage
Wilderness cloak
2gc

Vêtements à la mode
Fashionable clothing
5gc
Chapeau d’inquisiteur
Witchhunter’s hat
4ss

Vêtements criards
Garish attire
3gc
Chapeau élégant
Foppish hat
2gc

Vêtements de voyage
Sturdy traveling clothes
15ss
Chaussures
Soft shoes
2gc

Vêtements d’occasion
Second-hand attire
7ss
Chaussures de luxe
Fancy shoes
8gc

Vêtements en haillons
Tattered rags
3ss
Manteau et cape d’inquisiteur
Witchhunter’s coat & mantle
4gc

Vêtements militaires
Military attire
4gc
Masque
Entertainer’s mask
2gc

Vêtements raffinés
Fine clothing
20gc
Mitre
Priest’s mitre
3gc

Vêtements simples
Simple attire
1gc
Perruque de luxe
Fancy wig
4gc

Vêtements sombres
Dark clothing
1gc
Robe simple
Loose robes
2gc




Commodities

Marchandise
Commodity
Prix

Alimentation
Commodity
Prix
Ambre (sac)
Sack of amber
7ss

Anguilles (tonneau)
Barrel of eels
7ss
Ambre gris (sac)
Sack of ambergris
3gc

Avoine (sac)
Sack of oats
1ss
Bois de charpente (caisse)
Crate of lumber
2gc

Bière ale (tonnelet, 68l)
Ale by the rundlet
16ss
Céramiques (caisse)
Crate of ceramics
2gc

Bière ale (tonneau, 571l)
Ale by the half tun
3gc
Chanvre (rouleau)
Bolt of hemp
6ss

Bière lager (tonneau, 571l)
Beer by the half tun
10gc
Charbon (caisse)
Crate of charcoal
3ss

Café (pot)
Jar of coffe
7ss
Charbon (sac)
Charcoal by the bag
1ss

Caviar (pot)
Jar of caviar
8gc
Cuir (caisse)
Crate of leather
4gc

Chocolat (pot)
Jar of chocolate
5ss
Dentelle (rouleau)
Bolt of lace
2gc

Cidre (tonneau, 571l)
Cider by the half tun
12gc
Encens (boîte)
Vial of incense
3gc

Cognac (fût)
Brandy by the keg
53gc
Icônes religieuses (caisse)
Crate of religious icons
1gc

Confiture (pot)
Jar of jam
4ss
Ivoire (sac)
Sack of ivory
12gc

Épices rares (pot)
Jar of rare spices
1gc
Laine (rouleau)
Bolt of wool
2ss

Farine de blé (sac)
Sack of wheat flour
2ss
Lin (rouleau)
Bolt of linen
3ss

Farine de sarrasin
Sack of buckwheat flour
8bp
Métaux en lingots (caisse)
Crate of metal ingots
3gc

Farine d’orge (sac)
Sack of barley flour
1ss
Myrrhe (fiole)
Vial of myrrh
8gc

Filets de poisson
Barrel of flatfish
1gc
Outils et ustensils (caisse)
Crate of tools and utensils
6ss

Fromage (meule)
Wheel of cheese
8bp
Parchemins (caisse)
Crate of parchment
7gc

Fruits (cageot)
Crate of assorted fruits
4ss
Peau de grand animal
Hide of a large animal
2gc

Fruits de mer (tonneau)
Barrel of shellfish
18ss
Peau de grand carnivore
Hide of a man-eater
12gc

Huile de baleine (tonneau)
Barrel of whale oil
5gc
Peau de petit animal
Hide of a small animal
7ss

Huile de noix (tonneau)
Barrel of nut oil
1gc
Peau d’insecte géant
Hide of a large insect
5ss

Huiles végétales (tonneau)
Barrel of seed oil
7ss
Peaux de mouton (caisse)
Crate of sheepskin
7gc

Huîtres (bourriche)
Jar of oysters
2bp
Poudre (baril)
Powderkeg of gunpowder
13gc

Hydromel (gros tonneau)
Mead by the hogshead
15gc
Soie (rouleau)
Bolt of silk
3gc

Légumes (cageot)
Crate of assorted vegetables
3ss
Tapis (caisse)
Crate of rugs
11gc

Lentilles (sac)
Sac of lentils
2ss
Teintures communes (fût)
Keg of common dye
8gc

Morue (tonneau)
Barrel of cod
14ss
Teintures rares (fût)
Keg of rare dye
42gc

Noix (sac)
Sack of nuts
2ss
Toile (rouleau)
Bolt of canvas
1gc

Orge (sac)
Sack of barley
2ss
Vélin (caisse)
Crate of vellum
2gc

Rhum (fût)
Rhum by the keg
64gc
Velours (rouleau)
Bolt of velvet
2gc

Riz (sac)
Sack of rice
1ss




Sarrasin (sac)
Sack of buckwheat
3ss




Seigle (sac)
Sack of rye
2ss




Sel (tonneau)
Barrel of salt
2gc




Sucre (pot)
Jar of sugar
2ss




Thé (pot)
Jar of tea leaves
3gc




Viande fumée (conserve)
Jar of smoked meats
8bp




Viande exotique (conserve)
Jar of exotic meats
12ss




Vin de qualité (caisse)
Quality wine by the case
35gc




Vin de table (caisse)
Table wine by the case
1gc




Whisky (fût)
Whiskey by the keg
43gc

Entertainment

Loisir
Entertainment
Prix

Matériel
Entertainment
Prix
Barde (chanson)
Bard song
4bp

Bouquet de fleurs
Bouquet of bountiful flowers
4gc
Billet (aux arènes)
Pit fight ticket
7bp

Bouquet de fleurs flétries
Bouquet of wilting flowers
7bp
Billet (aux courses)
Derby ticket
7ss

Instrument à bec
Instrument with mouthpiece
3gc
Billet (boxe)
Fisticuffs ticket
3ss

Instrument à cordes
Instrument with cords
23gc
Billet (fête foraine)
Faire admission
3bp

Instrument à percussion
Instrument for percussion
2gc
Billet de théâtre (en loge)
Theatre seat in private box
19gc

Joute (lances et boucliers)
Jousting box
28gc
Billet de théâtre (en salle)
Theatre seat in main audience
18ss

Jeu de dominos
Dominos
2gc
Billet de théâtre (strapontin)
Theatre seat in peanut gallery
6bp

Jeu d’échecs
Chess set
13gc
Combat d’animaux
Animal fighting match
1ss

Jeu de cricket (batte et balle)
Cricket set
11gc
Fête somptueuse
Lavish party
209gc

Jeu de croquet
Croquet set
9gc
Prostituée
Make it rain like m’lord
15gc

Jeu de dés
Gaming dice
6ss
Représentation théâtrale
Acting troup performance
2ss

Jeu de cartes
Playing cards
1gc
Tournoi (droit d’entrée)
Tournament entry fee
4ss

Jeu d’osselets
Knucklebones
1ss




Jeu de poker d’as
Poker dice
7bp




Jeu de tennis
Tennis set
81gc




Rotzball (épaulières rembourrées)
Stuffed shoulder guards for Bloodblitz
2ss




Rotzball (vessie de porc)
Inflated pig bladder for Bloodblitz
8bp




Table de jeu
Table board game
1gc

Housing and properties

Propriété
Property
Prix

Propriété
Property
Prix
Appartement modeste
Modest appartment
150gc

Maison d’éclusier
Lock-keeper’s house
150gc
Atelier garni
Crowded workshop
1700gc

Maison de péage
Toll house
250gc
Auberge de relais
Coaching station & inn
1600gc

Maison de ville
Town home
500gc
Cabane délabrée
Filthy shack
30gc

Manoir ancestral
Ancestral manor
7200gc
Cabane sur les quais
Dockside shanty
43gc

Mine
Deed to a mine
7gc
Château fortifié
Fortified castle
10000gc

Oratoire
Wayside shrine
267gc
Clôture (par m)
Fencing by the yard
1ss

Presbytère délabré
Dilapidated manse
1600gc
Écurie
Stable
27gc

Taverne délabrée
Decrepit winesink
1433gc
Étal de marché
Market stall
28gc

Temple
Way temple
5833gc
Ferme
Farmstead
90gc

Terre arable
Workable land
49ss
Grange
Barn
37gc

Terre aride (1ha)
Arid land
17ss
Hôtel de ville
Guild hall
666gc

Terre fertile (1ha)
Fertile land
35ss
Magasin poussiéreux
Dusty storefront
1100gc

Tour de guet
Watchtower
6000gc

Illumination

Light sourceDurationPerfect lightFleeting shadowsTotal darkness
Match1 minute1 yard2-4 yards5+ yards
Candle3 hours1-5 yards6-9 yards10+ yards
Lamp6 hours1-5 yards6-19 yards20+ yards
Torch1 hour1-10 yards11-29 yards30+ yards
Lantern6 hours1-15 yards11-29 yards30+ yards
Campfire9 hours1-15 yards16-39 yards40+ yards
Bonfire3 hours1-30 yards31-59 yards60+ yards

Lodging and tavern provender

Hébergement
Lodging
Prix

Alimentation
Tavern
Prix
Nuit en écurie et nourriture pour cheval
Stable horse by the night with feed
8bp

Bière ale (gobelet)
Ale by the cup
3bp
Nuit en écurie pour mule
Stable mule by the night
4bp

Bière lager (choppe)
Beer by the stein
7bp
Nuit en niche et nourriture pour chien
Stable dog by the night with feed
3bp

Cidre (verre)
Cider by the jar
6ss
Nuit et nourriture pour rapace
Stable raptor by the night with feed
3bp

Cognac (verre)
Brandy by the snifter
3ss
Nuit au-dessus d’une étable
Night above the stables
6bp

Conserves, par jour
Preserved rations by the day
4bp
Nuit dans une ruelle
Night in a back alley
1bp

Hydromel (corne)
Mead by the hogshead
15gc
Nuit en chambre privée
Night in a private room
5ss

Miel (pot, 9 usages)
Honey pot (9 uses)
3ss
Nuit en salle commune
Night in a common room
1ss

Repas chaud (aristocrate)
Hot meal fit for the Aristocrat
1ss




Repas chaud (bourgeois)
Hot meal fit for the Burgher
8bp




Repas chaud (roturier)
Hot meal fit for the Lowborn
4bp




Rhum (römer)
Rum by the roemer
3ss




Tord-boyaux (bouteille)
Rotgut by the bottle
4ss




Vin chaud (gobelet)
Mulled wine by the goblet
1ss




Vin de qualité (verre)
Quality wine by the glass
1ss




Vin de table (verre)
Table wine by the goblet
2bp




Whisky (verre)
Whiskey by the snifter
3ss

Personal equipment

Équipement
Equipment
Prix

Équipement
Equipment
Prix
Aconit (brin)
Wolfsbane by the sprig
2ss

Masque de médecin de peste
Plague mask
2gc
Aimant
Magnet
7ss

Médaille militaire
War medal
2ss
Allumettes
Box of matches
1bp

Menottes
Iron manacles
1gc
Anneau bon marché
Cheap ring
12ss

Miroir (petit)
Hand mirror
2gc
Antivenin (dose)
Antivenom by the dose
18gc

Miroir (grand)
Looking glass
13ss
Astrolabe
Astrolabe
41gc

Monocle
Monocle
5gc
Balance
Scales & weights
8gc

Opium (cosse)
Opium by the seed pod
1gc
Bandage
Bandage by the strip
1ss

Outils chirurgicaux
Surgical tools
18gc
Bois de chauffage (pour 1 feu)
Firewood for one fire
1ss

Outils professionnels
Trade tools
17gc
Bourse
Coin purse
2bp

Outre
Waterskin
8bp
Boussole
Compass
5gc

Parfum bon maché (flacon)
Stinky perfume by the bottle
1gc
Briquet à silex en acier
Flint and steel striker
4ss

Parfum raffiné (flacon)
Fine perfume by the bottle
4gc
Cache-oeil
Veteran’s eye patch
2bp

Patins à glace en bois
Wooden skates
3gc
Cadenas
Key & padlock
1gc

Piège à animaux
Animal trap
2gc
Canne
Walking cane
3gc

Pitons
Pitons or spikes
2ss
Canne à pêche et hameçon
Fishing hook and pole
1ss

Prothèse (jambe)
Veteran’s leg
1gc
Carquois
Quiver
1ss

Prothèse (main ou pied)
Veteran’s hand or boot
9ss
Cartouchière
Bandolier
1ss

Prothèse (nez)
Veteran’s guilded nose
7ss
Cercueil
Coffin
7ss

Raquettes
Snowshoes
1gc
Chandelle
Candle
1ss

Rasoir
Straight razor
3ss
Cinabre (cristal)
Cinnabar by the crystal
7ss

Sac à bandoulière
Shoulder bag
1ss
Coffre
Bailiffs lockbox
3gc

Sac à dos, grand
Backpack
16ss
Colle, pot
Pot of glue
2ss

Sac à dos, petit
Rucksack
2ss
Collier bon marché
Cheap necklace
1gc

Sac de couchage
Bedroll
2gc
Collier
Expensive ring
23gc

Sac, grand
Large bag
1ss
Cor
Blowing horn
8gc

Salpêtre (fiole)
Saltpeter by the vial
1ss
Corde d’escalade
Climbing rope
5ss

Sangsues (la bouteille, 9 usages)
Leeches by the bottle (9 uses)
3ss
Corde, par m
Length of rope by the yard
2ss

Selle et harnachement
Horse tack and saddle
11gc
Crampons
Climbing crampons
2ss

Sels (capsule)
Smelling salts by the capsule
7ss
Eau bénite (fiole)
Holy water by the vial
4ss

Sels d’Epsom (fiole)
Epsom salts by the vial
2ss
Eau régale (quintessence)
Royal water by the quintessence
18gc

Sifflet
Signal whistle
5ss
Fourreau pour arme à 1 main
Scabbard for one handed weapon
1gc

Skis et bâtons
Skies & poles
3gc
Fourreau pour arme à 2 mains
Scabbard for two handed weapon
2gc

Symbole sacré
Holy symbol
3ss
Gaffe
Gaff bag
4ss

Tabac (blague)
Tobacco pouch
1ss
Gourde
Flask
2ss

Tabatière
Snuff box
7bp
Grappin
Grappling hook
1gc

Teinture (dose)
Tincture by the dose
1gc
Instrument de torture
Torture device
2gc

Télescope
Telescope
15gc
Kit de survie
Survival kit
4gc

Tente, 1 personne
Tent for one
5gc
Lampe à huile
Oil pot
1ss

Tente, 2 personnes
Tent for two
7gc
Lampe à pétrôle
Lamp
2ss

Tente, grande
Pavilion tent
40gc
Lampe-tempête
Storm lantern
4gc

Tenue de camouflage
Camouflage
3gc
Lanterne
Lantern
2gc

Tissu (par bande)
Ragged cloth by the strip
1bp
Laudanum (pilule)
Laudanum by the draught
4gc

Tonneau
Barrel, box
7ss
Lunettes
Spectacles
2gc

Torche
Torch
3bp
Lunettes de neige
Slitted goggles
5ss

Verrou et clé
Lock with key
1gc
Mandragore, racine (dose)
Mandrake root by the dose
7ss

Vif-argent (ampoule)
Quicksilver by the ampule
1gc
Marteau et clous
Hammer & nails
1ss




Crafting

See page 237.

Breaking objects

Hardness condition track

Damage is treated as for creatures, and the object is Ruined! (instead of Slain!).

Breaking weapons

Using a weapon as an unintended tool to bash though objects requires a Warfare test. If failed, the weapon is Ruined!

Damage threshold of objects

Objet
Object
DT

Objet
Object
DT
Arbrisseau
Sapling tree
0

Figurine de pierre
Stone figurine
12
Cadenas
Padlock
0

Menottes en fer
Iron shackles
12
Chandelier en verre
Glass chandelier
0

Mur en bois, épais
Solid timber wall
12
Clôture en bois
Wooden fence
0

Porte en chêne, grosse
Solid oak door
12
Corde épaisse
Thick rope
0

Statue en bois
Wooden statue
12
Lanterne
Lantern
0

Table, grosse
Heavy table
12
Coffre en bois
Wooden chest
3

Arbre en bois de fer
Ironwood tree
15
Fenêtre branlante
Shuddered window
3

Grille de fenêtre en fer
Iron-barred window
15
Lampe-tempête
Storm lantern
3

Jetée en bois
Wood pier
15
Plancher de roseau
Reed floor
3

Mur de briques
Brick wall
15
Porte intérieure
Hollow wooden door
3

Porte d’auberge de relais
Coaching station door
15
Toit de chaume
Thatch roof
3

Porte renforcée
Reinforced door
15
Arbre
Mature tree
6

Arbre pétrifié
Petrified tree
18
Baril de poudre
Powderkeg
6

Autel
Altar
18
Cabane en pisé
Mud hut
6

Chaînes de fer
Iron chains
18
Porte en bois verrouillée
Locked wooden door
6

Herse en bois
Wooden portcullis
18
Symbole religieux
Religious token
6

Porte en fer
Iron wood
18
Tonneau
Barrel
6

Statue de pierre
Stone statue
18
Arbre mort
Dead tree
9

Grille en acier
Steel grate
21
Barricade improvisée
Improvised barricade
9

Miroir en acier
Steel mirror
21
Cabane en bois
Wooden shack
9

Porte en acier
Steel door
21
Livre de cuir relié
Leather-bound book
9

Herse en fer
Iron portcullis
21
Meule de foin
Haystack
9

Mur en pierre
Stone wall
21
Tronc
Trunk
9

Statue de bronze
Bronze statue
21

Repairing structural integrity

A Ruined! object may be repaired (see page 395).