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Produced under licence from Games Workshop Limited.@ 2017 Games Workshop Limlted. All rights raerved. Games Workshop and Warhammer are registered trademarks of Games Workshop limited and are used with permission .

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PDF COLOUR PLATE EDITION

Produced under licence from Games Workshop limited. © 2017 Games Workshop limited. All rights reserved.

Games Workshop and Warhammer are registeree-trademarks of Games Workshop Limited and are used with permission.

No part of this book may be repro­ duced in any form or by any means without prior permission from the publishers.

All characters are fictitious; any resemblance to persons living or dead is purely coincidental.

WARHAMMER FANTASY ROLEPLAY is a Cubicle 7 Entertainment Ltd publication.

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WARHAMMER FANTASY ROLE PLAY

� THE OLD WORLD �

ven tried hard not to be so tense, but it was difficult. His teeth were clamped tightly, and his mouth was dry; his knuckles were white from gripping the hilt of his sword, and sweat ran down

his forehead, making his eyes sting. In the flickering light of three tor­ches, and in complete silence, he waited for Abrahim to finish his work.

Sven drew some comfort from the fact that most of his fellow col­leagues were at least as nervous as him. Friedrich-Gustav, the young son of the Lord of the Auerswald, looked pale and sickly in the light of the brand he held above Abrahim. The boy-noble had proven himself in combat already, but now - at the goal of their quest - he looked greatly afraid of what they might find. Myllara's eyes shone brightly as she cast rapid glances in all directions, unused to finding herself beneath the ground; the elven Outrider had brought them safely through the wild lands around the Auerswald, but now she found herself in the most alien surroundings. And Elizabet - what was the Scribe thinking now? All through their journey she had chattered endlessly about her work at the University and her plans for the future. Suddenly that future looked remote.

Four young adventurers, snatched from their homes and their safe careers by the lure of glory, easy money and excitement! Sven remembered his own days as a Fisherman as if they were someone else's memories; now he was Sven the sword-wielder, a man prepared to journey even to the Worlds Edge Mountains find adventure! And what better way to start than this? The strange-sounding Arabian, who had had to keep his cloak wrapped tightly about him throughout the journey through the cold wastes, had brought them to this crypt, hid­den beneath the earth, to find an ancient map, one which would lead them to find a great treasure. And since he had sprinkled Gold Crowns around town in the search for his brave party of adventurers, the prize must be well worth the finding!

And so Sven waited, watching Abrahim work his slender tools inside the great lock on the door. The Arab made no sound, none at all, until the lock finally made a dull clicking noise, and he smiled his toothless smile.

"It is open," he hissed.

His voice was in keeping with this creepy place, damp and unreal; he made to stand up, pulling his cloak closer about him as if suddenly cold. And Sven felt that cold himself, a chill that settled upon his back as if something ...

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Perhaps it was just a premonition, or a warning from the Gods, but Sven felt icy fingers touch his spine, and watched Abrahim step back, as Friedrich-Gustav switched the torch to his left hand and made to pull back the door. The nobleman and the elven Ranger had their backs to him, and the Scribe was trying hard to catch a first glimpse of what lay behind the door, but Sven was saved from the same fate by that chill, and the sight of Abrahim pulling the hood of his cloak across his eyes, as if to shield them from ...

There was a scream of horror, but Sven was not distracted. He knew now that Abrahim was not all he seemed, and that he meant them harm. A slender dagger, oozing a dull amber liquid, had appeared in his hand, and was poised behind Friedrich-Gustav's back - Sven had only a moment in which to act. The quick wits that had been so misused sit­ting in his father's boat searching for fish, saved the nobleman's life. He lashed out with his sword, breaking the knife blade, and cutting into the Arab's arm. The folds of his cloak snared the sword for a moment, but Sven pulled it free and struck again. The cloak fell free as his blade tore through the man's flesh, and both dropped to the floor. Sven step­ped back. In two swift moves he had killed a man. It didn't feel the same as fighting goblins or watching others killing for sport or justice ... Perhaps he wasn't cut out for this adventuring life ...

Behind him, unaware, Friedrich-Gustav and Myllara had slammed the doors shut once more. "Snakes! Hundreds of them!" wailed Elizabet . And then: "Sven - what happened, what's wrong with Abrahim? Is he hurt - oh!"

The Scribe had bent to the body, to see if there was anything to be done, but stopped without touching him. Friedrich-Gustav brought the light closer, and held it over Abrahim, so that they could all see. Beneath the cloak, Abrahim's torso was bare, and blood still seeped from a savage cut through his midriff. But - even though covered in blood - it was still obvious that where there should have been skin, there was the dull gleam of pale green scales .. .

They stared at the body for a long time, silent once more. When Elizabet next spoke, it was with a voice choking in disbelief and fear.

"He was a snake ... like them ... "

"Why did he bring us here?" Friedrich-Gustav was as afraid as any of them. "Was he bringing us to ... them?" No-one answered, even though they all knew it was true. The man they had known as Abrahim was not wholly a man, but some sort of snake-man, or lizard-man, a creature unnatural and evil. And Sven had killed it, and saved them.

"At least we' re alive," said Myllara, "even if the story about the map was just a trick to lure us here."

"We don't know there wasn't a map," said Sven, suddenly enbolden­ed. "There really might be treasure in there. Remember all that gold he had."

They looked then, one to another. They made their decision with nods and grim smiles, readying their weapons, along with some oil and torches. Only when they were completely prepared did the four adven­turers prepare to open the doors again ... Sven's adventures are just beginning - and now you can begin your career as an adventurer in the Old World, the setting/or the Warham­mer Fantasy Roleplay Game. In this book you will find all the rules and information you need to play this exciting game of heroic magic and sword-play, in an easy-to-follow format. Read on, for this is where the adventure starts...

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• CREDITS •

A GAME DESIGN AND DEVELOPMENT: Richard Halliwell, Rick Priestley, Graeme Davis, Jim Dambra & Phil Gallagher.

A "THE OLDENHALLER CONTRACT" was written by Richard Halliwell and developed by Graeme Davis.

A EDITING: Paul Cockburn.

A ADDITIONAL MATERIAL: Bryan Ansell, Jervis Johnson, Alan Merrett & Paul Vernon.·

A ADDITIONAL EDITING: Jim Dambra, Simon Forrest & Phil Gallagher.

A COVER ARTWORK: John Sibbick.

A INTERIOR ILLUSTRATIONS: Tony. Ackland.

A DIAGRAMS: Dave Andrews.

A ADDITIONAL ILLUSTRATION: Dave Andrews, John Blanche Colin Dixon, Jes Goodwin, &John Sibbick.

.A GRAPHIC DESIGN: Charles Elliott.

A ,\RT EDITOR: John Blanche.

A PRODUCTION MANAGER: Alan Merrett.

A DEVELOPMENT MANAGER: Jervis Johnson.

A VISUALISING: Charles Elliott & Mark Craven.

A TYPESETTING:Julie Weaving & Gail Morgan.

A PROOF-READING: lhlcy Shaw.

A PASTE-UP & FINISHED ART: Oliver Campbell, Ruth Jeffery; Susan Mcloughlin, David Oliver, Joanne Podoski & Ian Varley.

A SPECIAL THANKS TO: Kevin Adams, Jes Goodwin, Aly Morrison, Trish Morrison & Bob Naismith, for ideas and help during the development and production of this book.

PRODUCED BY THE GAMES .A WORKSHOP DESIGN STUDIO .

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•CONTENTS• __________________ _INTRODUCTION ...........................•............ 9 SECTION 4: MAGIC ..•.•••. � ......... _ ......... 131 Level Fo-or .............................. -.....•. -,.1'59

SECTION 1: THE PLAYERS' SECTION .... 11

Characteristics ....................................... 13 The P-rofilc. .•.... -................................... 14 Racial Abilities ....................................... I 4 Age ....................................................... IS Allgnmctu· .............................................. IS Fate ....................................................... IS Career Classes .......... -............................ 16

kilts ..................................................... 16 Trappings .............................................. 18 Determining Carccr ................................ 18 Summary of Ch2ractcr Generation .......... 20 Basic <:arcers ............................... -........ 20 Skllfs ............................... ., .................... 45

SECTION 2, THE GAMESMASTER ........... 6 1

Spcllcasters .......................................... 133 M2gi.c .Levels ............................. -......... I 3 3 Magic Polnu ........................................ 133 Power Levcls ....................................... 134 Spells ...... ., .......................................... 134 Completing Careers .............................. 136 Magician Careers .................................. 136

Ak:hcmist ............................. -............. 141 Wizard .............. ..., ............................... 142 Demonologist ...................................... 145 Elementalist .... � .. -............................... 146 Illusionist •.. -..................................... 147 Necromancer ....................................... 148

Priest careets ....................................... 149 Druidic Priest .. , ................................... 1 SI Petty Magic SpcU., ................................ 153

Dcmonologist·s Spells ........................... 160 Level Onc. ........................................... 162 Level Two ......................... , ................. 162 Level ;nitce ......................................... 165 level Fout ........................................... 165

Elemental Spells ................................... I 66 Level Ortc •... _ ...................................... 166 Level l'wo ........................................... 167 Level thtec ......................................... 168 Level Pout ........................................... 170

Illusionist Spdls ............................ , ...... 171 level O-nc ......................................... _172 level Two._., ..................................... 172 Level Thtce ......• -................................ 173 Level Jlour ........................................... 174

Necromantic Spclls ............................... 175 Level One ............................................ 176 Level 'I'wo ........................................... 176

What a Gamesmaster Does ..................... 63 Battle Magic ......................................... 155

Level -Olle' ... -....................................... 1'55 Level 'thrcc ........................ -............... 177 Level Jlour ....................................... ., .. 178

Tests ·····--··········· .. ·--·"·······"'······ .. -· .... 64 Fate -Potna ............................................ 72

Level Two ........................................... 156 Level 'lbrec ......................................... 158

Time and Motion ................................... 72 ---·

Ught and Darlrncss ................................ 76 Buildings ............................................... 76

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Traps ..... 0- ............................................ 79 Fli-c ....••.... _ •..........•..•.. , .•.•. , ................... 80 Polson. DiSC2SC and Insanlty ................... 80 Allgnment .............................................. 89 Character Advancement and Experience .. 90 Advanced careers .................................. 94 Designing Scenarios ............................. 107 Creating Non·Player Characters ............ I I 0

SECTION 3, COMBAT ........................... 113

The Scene of Battle .............................. 115 Positioning and Detection .................... 115 More About Rounds ............................. I 16 Initiative and Surprise .......................... I I 6 . Hand·tO·Hand Combat .......................... 1 I 7 Winning, Losing and Fltting. ............... 119 Weapons ............................................. 119 Annour ................................................ 121 Special Damage .................................... 122 Special Combat .................................... 125 Missile Firc .•. � ..... _ .............................. 126 Wounds and Recovery ............. , ........... 129

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