New Skills

 

Here are presented a few new skills, some of which go with the new rules presented somewhere on these pages. Here are also changes made to existing skills that badly needed a redo.

Combat Hardiness | Endurance | Flee
Rapid Fire | Running | Strike to Hurt


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Combat Hardiness:

Characters with this skill have 10% less chance of being stunned and they receive a -2 modifier to the Pain effect table. NOTE: Check the rules for Pain for which this skill applies to.

 

Endurance:

This skill increases the stamina of those who possess it and allow them to do strenous feats for longer periods of time. Their stamina is increased by 50%.

 

Flee:

This skill was originally presented in the WFRP rulebook. Thinking that it was an extremely dumb one, I decided to change it a bit. Now it allows those who possess it to be more tactical when fleeing from combat. Attackers still get one free attack on them but this attack is made at half WS instead of full WS.

 

Rapid Fire:

This trains an archer to fire more accurately when shooting arrows at a high rate and also allows him to shoot more often. Now the archer can fire up to three times in a round. If he fires one, this skill has no effect. If he fires two, the penalty of each shot is reduced from -30 to -20, and if he fires three, there is a -30 penalty to them all. NOTE: Check the Multiple Shots rules for which this skill applies to.

 

Running:

Characters with this skill are trained runners. They can run faster and further than those who are not trained. In game turns, they can run 20% faster, so that a character with M 5 who can run at maximum 80 yards per round, can now run 96 yards per round. They also have 20% more stamina, when running only. Stamina is not covered by the rulebook so how this works in game mechanics is up to the GM.

 

Strike to Hurt:

This skill has two functions. Firstly, when someone uses this skill when striking a target, that target has more chance of being in pain. The chance of that happening is now if the damage done is more than the targets T score minus two instead of the normal T score. The other function is when a critical hit is scored when using this skill. Then the severity of the critical (the d100 roll) has a +20 modifier. NOTE: Check out the rules for Pain for which this skill applies to.

 

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