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WFRP1 QUICK REF www.twodeeten.blogspot.comHOUSE RULE
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COMMON TESTSAGAINSTRELATED SKILLSQUICK LISTPG
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BargainFEL (success = -/+10%)Charm, haggle, seductionCharts/Tables339
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BluffFELActing, charm, clown, jester, public speaking, seduction, witBuilding Stats77
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DiseaseTx10Immunity to DiseaseBuilding Plans328
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EstimateINT (GM rolls secret)Evaluate, Follow Trail, Super NumerateConsumer Guide292
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FearCLfail=no actions but parry. Re-test per round.Disease82
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GambleD100, highest winsHouse(+D4x10%),Gambling(+INT/2%),cheat(+INT% spot I-10, +10 w/Gamb.)Empire Map282
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GossipFELActing, bribery, charm, comedian, public speaking, seduction, story telling, witFire80
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HideI+CL-Enemy IConcealment, shadowing, silent moveInstability215
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ListenS 30% N 60% L100%Acute Hearing, silent moveMonster Opponents125
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ObserveI (sometimes avg INT/I)VariousOld World Map272
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Pick LockDEX-Lock CRPick Lock (no skill = 1 attempt -30%)Poisons81
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PoisonTx10Immunity to PoisonSkills45
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Risk50%VariousSpecialist Weapons127
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ReactionIVariousTraps79
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SearchI (rapid search I-10 Loud)Travelling289
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Sneaknoise level of 30%Concelament, Silent MoveVillage Map335
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Wandering Creatures111
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COMBAT1 ROUND(10s)1 TURN(6rnds)1 INCH/SQUARE = 2YDSWounds / Recovery129
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EFFECTIVE INITIATIVEACTIONS / ROUNDTO HIT (WS) MODIFIERSTO HIT (BS) MODIFIERSHIT LOC.Flying Creatures76
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x=I/AMoveCharging +10Small Target -1001-15 HFlying Combat129
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A1 @ ICharge AttackHigh Ground +10Large Target(10'+) +1016-35 RACritical Hits122
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A2 @ I-xAttackWinning +10 (press attack)Sharpshoot (SR) -1036-55 LAMisfires129
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A3 @ I-(2*x)Fire MissileObstacle -10@/from Mov. Mnt/Trget -1056-80 BInsanity 83
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A4 @ I-(3*x)IIncant/Cast SpellWrong Hand -10Long Range -1081-90 RLMagic Items183
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etc...Take-Up/Draw/PrepUnarmed -20Improvised -1091-00 LLSpells153
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Get-UpProne - Auto Hit, D+D6Soft Cover -10
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MOVEMENT C/S/RDropGrapple -20Hard Cover -20WOUNDS
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Mx2/Mx4/Mx16 per rndTake OffSpecialist (w/o skill)
WS==10 + ?Risk Test
Extreme Range -20 (+1rnd)light - 2+ wounds (recover 1W per day of rest) (heal D3W)
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CHARGINGLandEnemy Flee - FreeAttack +10 (for winning)Specialist (w/o skill)
BS==10 + ?Risk Test
heavy <2 wounds (wont recover, heal 1W=counts as lightly Wnd)
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Engage over =< M in Yrds (+10 WS)Stun (w/o skill) -20@ Group (no target) x2 (or +5 per grp member)severe - 1+ Crits (Healing stops W loss) need Surgery 24hrs)
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GROUP
Characters no more than 3 yds or 1 square apart
Dual Wield WS-10 (w/o Ambi.) S-1 for offhand. no I mods offhand, D/Py mods apply. 1 of your A may be made @ same EI this round
@Group (with target) -20, if miss value is between natural BS and modded BS, hit another target
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COMMON MELEE WEAPON MODSCOMMON RANGE WEAPON MODS
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Knife/DaggerI+10, D-2, Py-20Short Bow16/32/150, ES3, 1/-
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Spear*I+10/20, WS+10**Normal Bow24/48/250, ES3, 1/-
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ImprovisedI-10, D-2, Py-20Long Bow32/64/300, ES3, 1/-
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Bastard SwordI-10, D+1Crossbow32/64/300, ES4, 1/1
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2 HandedI-10, D+2Improvised2/6/10, ESC, 1/-
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BucklerD-2, Py+20Pistol8/16/50, ES3, 2/1
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* +10 (+20 mounted) first round/then if winning
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** against aerial mobs
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PARRYINGDODGINGSTUNGRAPPLINGUNARMED
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parry uses 1 AI test, negate all Dhead only WS-20 (w/o skill)WS-20 (w/o Wrestling)WS-20, D-2 (w/o Streetfighting)
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can't parry same blow more than once1 per rndnormal attack, wounds only caused on roll of 6opponent DEX test or heldArmour - Metalx2, Leather +1
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WS (+/-mods), -D6 damonly 'seen' melee attacktest on resultx5 (+20 w skill)both Prone,S test / roundDISARM
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Shields +20, lose ALL Asleep for 10D10 -T minutesdraw - hold staysWS hit, WS disarm
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Holder wins - hold or apply pressure (normal blow)disarmed weapons 2D6 yds rand dir
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Held wins - breaks Grapple
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SWASHBUCKLING
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JUMPFALLLEAPCLIMBINGSWIM
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Distance -D6 (Acrobatics+2)same as Jump, distance x2runup 2yds+ = 2xM-D6 (min 1)sheer surfaces = M rate /2, Risk TestCautious M rate/2
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0/- = no damageif wounded, 50% drop itemsno runup = 2xM-2D6 (min 1)need equipment, or SSS skillRisk Test in hazard conditions
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if + = W (no T or armour)abseiling = 20Yds per Rnd
Risk Test every 10 Yrds
1 AP = -10 Risk Test
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no swim skill or failed Risk test = start Drowning in rnds=T
Drowning = 1W per Rnd, 0=Dead
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MAGIC
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RECOVER MPCAST SPELLSMAGIC TEST
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Sleep - 10% of Power Level per 1 hourspend MP + Ingredients (Armour 1 AP = +2 MP)
(Strengthen 1MP=-5% Magic Test)
Magic Test - opponent WP
(stregthen 1MP = +5%)
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Meditation - 1 MP per D6 Turns (Armour=NO meditation)1round Incant/
1 round Cast
If Caster and Mob are strengthening, show GM in secret
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Druids/Clerics pg 134<12 MP. 2D6 - if > current MP, spell Fails
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