Liber Fanatica 3 Part 2

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    by Henrik Grnberg

    his part of the guide contains several toolsfor GMs running WFRP. Although the GM is

    free to use these in any way imaginable, a fewnotes are provided in order to help in doing so. Itshould be noted that the scope of these tools islimited in several ways. Firstly, they are writtenwith the Empire and Humans in mind. Althoughthis doesnt mean you cant use them forcharacters of other races and nationalities, or forscenarios set outside the Empire, youll have totweak or re-roll the results a lot more often.Secondly, most tables come with a randomeneration (dice decision) option. If this is used,

    make sense or be of any help. Thirdly, all tables

    n to

    ose!

    gfar from all results will be grammatically correct,

    represent only a limited selection of possibleentries. However, if they spur your imaginatiocome up with alternatives, they still serve apurp

    his tool consists of ten sets of ten tables each

    e of the Ten Questions ons

    he entries in these tables are intended to serve

    Im setab ng upwi improvised

    NPthe

    , traits

    as

    sefulr GMs and players generating player

    characters. For instance, players can roll once oneach set of tables, 1d10 traits as above, or simplyuse the tables in any hey and theGM see fit. The resucomplete personality nnectthese dotsbut may tarting ideas

    ating a person und.

    Te

    listing ten entries. Each set of tables isloosely linked to onpages 21-22 ofWFRP. Each table can be read aoffering fragments of answers to one of thesequestions and can be used during charactergeneration to help players come up with abackground for their PCs (see above).

    Tseveral purposes:

    proving ImprovisationsGMs can keep theles handy while at the table for comi

    th a few defining attributes for

    Cs. In this case, picking or rolling (1d10 forset of tables, another 1d10 for which table for cre

    and 1d10 for the entry) a few, say three

    may be a good idea.

    Scenario CreationGMs can use the tables whencreating NPCs for scenarios and campaigns(homemade or others), much in the same waysdescribed above.

    Character GenerationThis material is also ufo

    other way as tlt wont be a cohesive andyou still have to coprovide a few s

    ality and backgro

    n Hundred Answers:

    Question Set of Tables

    1: Where are you from? Character Background2: What is your family like? Family & Herita

    T

    T

    ge3: What is your social class? Social Status4: What did you do before you became an adventurer? Personal History5: Why did you become an adventurer? Personality6: How religious are you? Religiosity7: Who are your best friends and worst enemies? Friends & Enemies8: What are your prized possessions? Peculiar Possessions9: Who are you loyal to? Loyalties

    10: Who do you love/hate? Loves & Hates

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    1 CHILDHOOD MISFORTUNES

    1 Character was abused as a child

    2 Orphaned early, raised by distant relatives3 Sickly and weak as a child4 Mocked and teased by other children5 Parents had to move a lot, never rooted6 Resents parents and upbringing to this day7 Always felt out of place as a child8 Mistreated by stepmother or father9 As a child regarded as weird by everyone10 Resented schooling or similar education

    2 AS A CHILD, CHARACTER WAS

    1 known as a dreamer2 quite bright and was considered for schooling3 cold and deliberate4 Known for his good manners and politeness5 sometimes running away for days

    6 prematurely adult and conscientious7 proficient in some sport or art8 disobedient and rude to his parents9 a good child: helpful, loving and sweet10 religious and had an early awakened piety

    3 WHILE GROWING UP, CHARACTER

    1 spent summers with relatives in the countryside

    2 spent winters in a city with friends of his parents

    3 Intermittently worked for a distant relative4 was sent to a nearby village during the harvest5 always tried to impress a neighbour but failed6 often found a reason to visit the next village7 ran away and spent the evening in a close-by inn

    8 often hid from mother sometimes for days

    9 was considered somewhat slow10 never felt he really could talk to either parent

    4 FAMILYS ROOTS IN COMMUNITY

    1 Recently driven from ancestral home2 Has always moved around throughout province3 Moved there 1d10 years ago4 Lived in community for 1d10 generations5 Family recently moved to another province6 Entire extended family lives elsewhere7 Extended family lives in same community8 Parents recently moved back to ancestral home9 Parents alternated between two homes10 Family never had a steady home

    5 FEELINGS ON HOME COMMUNITY

    1 Feels people there care for each other2 Proud of a famous figure or feature3 Constantly felt estranged4 People back home are insular and bigoted5 Something goes on behind the scenes6 Always felt the wrong people had authority7 The community is hiding a sinister secret8 Lately treated as an outsider back home9 Family has never felt part of community10 Gets a special feeling treading those streets

    6 HAS TRACES OF THE ACCENT OF

    1 Averland

    2 Hochland3 Middenland4 Nordland5 Ostermark6 Ostland7 Reikland8 Stirland9 Talabecland10 Wissenland

    7 ONCE SPENT 1D10 MONTHS IN

    1 another province in the Empire2 Bretonnia, visiting distant family3 Kislev, in the line of work4 Tillea, to find someone who fled there5 Border Princes, to hide out for a while

    6 Estalia, visiting the temple of Myrmidia7 Marienburg, working off a debt8 Nuln, seeking a scholars advice9 Altdorf, to address the Emperor!10 prison, mental asylum or slavery

    8 NURTURES A LIFELONG DREAM TO

    1 live in a another country2 marry someone untouchable due to class3 move to another town, city or province4 live on the sea / in the mountains5 take up a different profession6 buy a certain farm or townhouse7 reacquire some family estate or heirloom8 visit friends or relatives that live far, far away

    9 visit a settlement of Elves, Dwarfs or Halflings10 say Im sorry to someone he hurt years ago

    9 FOND MEMORIES OF A NEARBY

    1 Lake2 River3 Town4 Village5 Forest6 farmstead7 Ruin8 Field9 Temple10 Shrine

    10 USE TABLE 1:9 TO DETERMINE

    1 a place the character has very bad memories of2 where the character was born3 where the character used to hide from everyone4 what left an unforgettable impression as it burned

    5 where he had his first real experience of death6 a place the character knew to be haunted7 a place the character returns to in his dreams8 where a loved one wanted to be buried9 where he was almost killed 10+1d10 years old10 where the character had his first brush with love

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    1 THE EMPEROR MUST RESTRAIN THE

    1 Grand County of Averland

    2 Barony of Hochland3 Grand Duchy of Middenland4 Barony of Nordland5 League of Ostermark6 Grand Principality of Ostland7 Grand County of Stirland8 County of Sylvania9 Grand Duchy of Talabecland10 County of Wissenland

    2 VIEWS ON EXISTING CLASS SYSTEM

    1 Your birth shouldnt decide your life2 The nobility exists to help and protect us3 Your parents moved up in society4 Your parents lost in wealth and influence5 The lower classes should keep in their place6 The peasantry is the backbone of society7 Burghers are the true rulers in the Empire8 Guilds and societies need to be checked9 Religious cults and orders are too influential10 The Empire needs a revolution!

    3 THE EMPEROR

    1 has lost too much power to the Electors2 should look to the needs of the little people3 is a demi-god who should be worshipped4 doesnt care about us normal folks5 must unite the Empire against external threats6 should be restrained by the Electors7 is probably the target of a vast conspiracy8 should take steps to ensure his successors

    9 should be replaced with a theocracy10 needs to think twice about this griffon thing

    4 PARTICULARLY DISTRUSTS

    1 Physicians2 Merchants3 Politicians and Agitators4 Lawyers and Bureaucrats5 Burghers6 Beggars and Bone Pickers7 Priests of all kinds (Zealots, Friars)8 Scholars, Students and Scribes9 Watchmen and Roadwardens10 Peasants

    5 PARTICULARLY LOATHES A CRIME

    1 Arson, especially in villages and towns2 Blackmail and extortion3 Embezzlement and fraud4 Murder5 Rape and other violations of women6 Misuse of power and political corruption7 Thievery, pickpockets, burglary, shoplifting8 Treason9 Uncalled-for beatings and physical abuse10 Worship of the Ruinous Powers

    6 DESPISES THE BACKGROUND OF

    1 Bourgeois

    2 Mercantile3 Military4 Rural5 Urban6 Wanderer7 Waterline8 Wilderness9 Rural, Wanderer, andWilderness10 Bourgeois, Mercantile, andUrban

    7 OPINION ON WIZARDS AND MAGIC

    1 Once had his life saved by a wizard2 Heretics and Chaos cultistburn them all!3 Its the Hedge magicians one must fear4 Only Priests should be allowed to use magic5 Colleges of Magic attract the Chaos hordes6 They should be sacrificed fighting Chaos7 Someone close was burned for witchcraft8 All wizards cause dangerous phenomena9 You should never look directly at a Wizard10 All wizards fear garlic and silver

    8 POWER IN THE EMPIRE SHOULD

    1 be in the hands of the taxpaying burghers2 be accorded relative to wealth3 emanate from the villages and towns4 be a matter for all citizens5 lie less in the hands of those with money6 be withdrawn from the Church of Sigmar7 be collected in the hand of the Emperor8 be completely held by the Electors

    9 Belong to the major cults10 Belong to landowners, they own the Empire

    9 OPINIONS ON MARRIAGE

    1 It is the only licit union of man and woman2 Thinks marriage is a form of slaveryfor all3 Finds monogamy unnatural and unrealistic4 Hopes to marry well5 Has a sweetheart he never dared to approach6 Family tells him to marry someone he loathes7 Parents worry because he still hasnt married8 Children born out of wedlock are aberrations9 Thinks the dowry is the essence of marriage10 Loathes this formalization of love

    10 HABITS & QUIRKS

    1 Constantly picks nose2 Should change clothes a bit more often3 Worries incessantly about his hair4 Continuously scratches arse5 Hypochondriac always thinks he is ill6 Has a peculiar smell7 Draws attention due to loud voice8 Cant leave scabs alone9 Overuses colourful language10 Borderline compulsive pedantic

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    1 HAS BAD MEMORIES OF A NEARBY

    1 coaching Inn

    2 Brothel3 Yradesman4 Garrison5 court of law6 toll gate7 Temple8 town Gate9 Graveyard10 guild house

    2 CURRENT PHYSICAL HEALTH

    1 Suffers from haemorrhoids (prefers to stand)2 Some sort of skin disease (rash, itch)3 Recovering from the Galloping Trots4 Lice or fleas5 Fits of violent coughing6 Venereal disease (darn that brothel!)7 Almost died of pneumonia 1d10 months ago8 Limpsdue to a stupid accident9 Suffers from the mother of all hangovers10 Has a wound still needing regular attention

    3 TOUCH OF DISORDER

    1 Blasted Brain2 Beast Within3 Blasphemous Rage4 Desperate & Doomed5 Firebug6 Heart of Despair7 Knives of Memory8 Lost Heart

    9 Restless Fingers10 Venomous Thoughts

    4 EAGERLY LONGS FOR

    1 Hexensnacht2 Year Blessing3 Start Growth4 First Day of Summer5 Sun Still6 Geheimnistag7 Less Growth8 World Still9 Own Birthday10 Other special day

    5 SLEEP HAS RECENTLY BEEN

    1 filled with dreams of the end of the world2 onset by sad dreams from his childhood3 troubled by a face character cant place4 particularly sound and restive5 in short supply and character is very tired6 full of horrible nightmares7 disturbed with visions of his own death8 bad due to much tossing and turning9 wakeful and restless10 haunted by a recurring dream

    6 MENTAL HEALTH: RECENTLY

    1 suffered a major loss and is grieving

    2 felt harmonic and spiritually refreshed3 been moody and disharmonic4 been reminded of own mortality5 experienced how cruel the world is6 felt the attraction of the Ruinous Powers7 been melancholic without knowing why8 missed family and home so much it hurt9 pondered the swift passing of time10 suffered from Fear and is still a bit shaky

    7 SWORE A FEW DAYS AGO TO

    1 never have another drink ever!2 stay away from the opposite sex for now3 keep mouth shut and eyes open4 choose friends with more care5 get even for the umpteenth time6 get back in shape physically and mentally7 one day have more money than that other guy8 never again pay in advance for anything9 let family know character is doing alright10 somehow make the best of the situation

    8 LAST EMPLOYER WAS A

    1 local noble2 friend of the family3 Inn-Keeper4 Merchant5 trade guild6 military body (mercenary unit, army)7 religious order8 law enforcement agency (Town Watch etc)

    9 coaching house (Four Seasons Coaches etc)10 a criminal (Smuggler, Outlaw Chief etc)

    9 PREVIOUSLY CROSSED A PCS PATH

    1 because he holds a grudge against the family2 because he once hired one of the PCs friends3 as were travel companions 1d10 days ago4 when injured in an accident caused by the PC5 in the form of a name in a document6 during a drinking binge that ended gloriously7 many years ago in the characters childhood8 when the PC did him a small favour9 although the PC doesnt remember it at all10 but went under another name back then

    10 MANIFEST TRAIT OF HIS CAREER

    1 Form of dress2 Some sort of mannerism3 Very specialised jargon4 Default choice of employer5 Outward respect for deity6 Strict adherence to professional code7 Views on importance of social class8 Favoured form of lodging9 Choice of weapon, armour and combat style10 View on magic and wizards

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    1 PHILOSOPHY, MORALS OR ATTITUDE

    1 Conceited and judgemental

    2 Conformist and law-abiding, law equals morals3 Conservative4 Liberal and open minded5 Rebellious6 Righteous7 Unorthodox8 Dignified9 Charitable and generous10 Dreamer, otherwordly

    2 CHARACTERS SPIRIT IS SAID TO BE

    1 manic2 feisty3 lively4 animated

    5 enthusiastic6 forceful7 pptimistic8 dwindling9 pessimistic10 dull

    3 CHARACTER IS SOCIALLY KNOWN AS

    1 compromising2 proud3 pmpious4 stubborn5 inquisitive6 humble7 confident8 irresolute

    9 compassionate10 shrewd

    4 EATING HABITS CHARACTER

    1 is a strict vegetarian2 has particularly disgusting table manners3 doesnt like eating in public4 is very choosy when it comes to drinks5 will eat anything without complaint6 doesnt drink alcohol7 always complains about his meals8 Thinks fruits and veggetables are for sissies!9 doesnt like foreign food10 likes his meal hot

    5 DEFAULT MODUS OPERANDI

    1 Deceitful, selfish and scheming2 Merciful and humble3 Honest, trustworthy and upright4 Mentally unstable and violent, likes using force

    5 Merciless and uncaring to the point of sadistic6 Squeamish - doesnt like doing the dirty work7 Righteousalways lets the end justify the means

    8 Always does things in big style9 Puppet master likes using others like pawns10 If you want something done well, do it yourself

    6 PRIMARY MOTIVATION CHARACTER

    1 is exceedingly greedy

    2 is honour bound3 will protect his bloodline at all costs4 will satisfy his bloodlust no matter what5 is driven by ambition to excel in his profession6 wants to bring anarchy to the world7 is a gambler in all aspects of life8 is a stalwart and chauvinistic patriot9 is a hopeless romantic and dreamer10 lives to have his revenge

    7 CHARACTER HAS A SOFT SPOT FOR

    1 furry little animals2 toddlers and small children3 the opposite sex4 artists and musicians

    5 the elderly6 outcasts, beggars and other unfortunate people7 military veterans, war-wounded amputees8 Dwarves, and everything about this stout race9 Elves, and things associated with this fair people

    10 Halflings, and things related to this merry race

    8 WITH OPPOSITE SEX CHARACTER IS

    1 extremely conservative and conventional2 gracious, courtly and chivalrous3 flirty, even seductive4 indifferent, considers gender unimportant5 uneasy, innocent and inexperienced6 constantly falling in love7 promiscuous to the point of compulsive8 romantic and idealistic

    9 insightful, through seedy books, poems & songs10 completely uninterested

    9 PERSONALITY FLAWS

    1 Spendthrift has never been good with money2 Cant adapt according to social context3 Compulsively honest cant lie4 Outspoken cant hold his mouth5 Mysterious and secretive, likes talking in riddles

    6 Loathes one trait described in table 5:17 Despises one trait described in table 5:28 Detests one trait described in table 5:39 Abhors one trait described in table 5:410 Dislikes one trait described in table 5:5

    10 WHEN DRUNK CHARACTER GETS

    1 emotional and sentimental2 aggressive and bullying3 disoriented4 loud5 silent and introspective6 boastful and reckless7 regretful and brooding8 frequent blackouts9 flirty, even abusive10 horrible hangovers next day

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    1 PARTICULARLY DEVOTED TO

    1 Verena

    2 Ulric3 Morr4 Myrmidia5 Manaan6 Sigmar7 Ranald8 Shallya9 Taal10 Rhya

    2 RELIGIOUSNESS

    1 Pious adamantly devoted and righteous2 Religious believes in the power of gods3 Conformist trusts in creed rather than faith4 Monotheistic only worships one deity

    5 Worships no deity in particular6 Unorthodox worships in a peculiar fashion7 Hypocritical shows only outward respect8 Profane doesnt care much for religion9 Irreverent impious of all deities10 Heretical thinks religion is a thing of evil

    3 PREDOMINANTLY PRAYS

    1 before every meal2 when waking in the morning3 only when protocol calls for it4 before going to bed5 at regular intervals during the day6 during religious festivals and celebrations7 when it doesnt impair his daily life8 before, during and after combat

    9 when somebody dies10 when alone, thinks religion is a private matter

    4 FATE & SUPERSTITION

    1 Worries constantly about his dooming2 Thinks star sign is key to peoples personalities3 Has lost his birth coin4 Dont like crossing open water5 Black cats are heralds of doom and defeat6 Never passes a shrine without an offering7 Thinks killing someone you know is bad luck8 Seeing a dead person brings ill fortune9 A woman brings bad luck during her period10 Looking a stranger into eyes brings bad luck

    5 CULTIST CONNECTIONS

    1 Knows the care-taker of local shrine2 Friends with a Priest in nearby temple3 Has a childhood friend turned crazed Zealot4 Used to be friends with an Initiate5 Is quite close with a wandering Friar6 Close family member is a Priest7 Character once considered becoming an Initiate8 Asked an oracle for guidance but got none9 Frequently visits the tomb of a saint or cleric10 Listens to an unorthodox Priest

    6 RECENTLY UNDERTOOK PILGRIMAGE

    1 to repent for a very real sin

    2 as a cover to do something far less pious3 that ended in personal disaster4 during which he made a spiritual discovery5 hoping to get some peace of mind6 to the cathedral of Sigmar in Altdorf7 to the temple of Manaan in Marienburg8 to the temple of Ulric in Middenheim9 to the temple of Myrmidia in Magritta10 to the temple of Shallya in Couronne

    7 ONCE SUFFERED CONTRITION

    1 Bagging2 Fine3 Fast4 Whipping

    5 Leeching6 Blood Tithe7 The Anvil8 Pilgrimage9 Incarceration10 Other

    8 CHARACTER DISLIKES CULT OF

    1 Verena2 Ulric3 Morr4 Myrmidia5 Manaan6 Sigmar7 Ranald8 Shallya

    9 Taal & Rhya10 Other (minor/local deity or aspect of deity)

    9 CHARACTER WAS ONCE LURED BY

    1 an aesthetic cult2 a blood cult3 a corruption cult4 a death cult5 a pleasure cult6 a political cult7 a cult of Khorne8 a cult of Tzeentch9 a cult of Slaanesh10 a cult of Nurgle

    10 STRICTLY OBSERVES A CREED

    1 related to eating or drinking2 dictating the roles of men and women3 regarding sacrifices and offerings4 that concerns a religious holiday5 concerning dress6 governing the relations with another cult7 deciding what is Chaotic and evil8 concerning the role of Priests in the cult9 stressing the importance of class in worship10 dictating the use of violence

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    1 CONTACT IN THE TRADE GUILD OF

    1 Merchants2 Stevedores3 Scriveners4 Carpenter5 Teamsters6 Tanner7 Metalworkers8 Bookbinders9 Builders10 Masons

    2 RECENTLY BEFRIENDED A

    1 jittery Messenger from a nearby town2 fat and messy but capable Barber-Surgeon3 keen and correct Bodyguard4 sophisticated but progressive Burgher

    5 Widely-travelled but insular Coachman6 ruthless and yet strangely mild Mercenary7 Dwarven Miner from the Grey Mountains8 silent, mysterious and aged Outrider9 young and already rather eccentric Scribe10 corrupt but benevolent Bailiff

    3 HAD A GOOD FRIEND WHO IS NOW

    1 held captive, charged with theft2 held in loving memory from childhood days3 a pile of ashes and charred bones4 an outlaw against his/her will5 a bit of a boss in the streets of a nearby town6 the characters sweetheart7 someone important in a town not far away8 incarcerated and treated for insanity

    9 training to become an Initiate10 on a romantic escapade with characters sister

    4 HAS A PLACE OF REFUGE IN A

    1 coaching inn, friends with the inn-keeper2 Temple3 deserted or condemned house4 Nobles household where he knows a cook5 farmstead owned by a friend of parents6 woods outside the town7 cottage or cabin hidden in the hills8 stable where there is this small crawl space9 brothel, run by someone with a good heart10 town house that belongs to a relative

    5 CHARACTERS FRIENDSHIP IS

    1 worth little if required to do something2 strong if he can rely on his friend in turn3 fleeting, makes new friends and forgets old4 fraught with confusion and preconceptions5 absolute, does anything for his friends6 lifelong, never forgets a friend7 unwanted at times, gets overzealous at times8 reserved for those whove proven themselves9 hearty, warm and cheerful10 rather formal, indifferent and dispassionate

    6 RACIST WHEN IT COMES TO

    1 Elves, particularly the wood-dwelling kind2 Dwarves, especially from outside the Empire3 Halflings, above all those from the Moot4 Humans from Border Princes5 Bretonnia6 Kislev7 Marienburg8 Norsca9 None of the above racially tolerant10 All of the above very racist indeed

    7 JUDGMENTAL OF PEOPLE FROM

    1 Averland (Inbred hillbillies)2 Sudenland (No respect for law and order)3 Middenland (They had it coming)4 Nordland (Who?)

    5 Ostermark (Let the hordes just walk through)6 Ostland (Ignorant country bumpkins)7 Reikland (Arrogant and self-important bullies)8 Stirland (Halfling-loving half-wits)9 Talabecland (Greedy upstarts)10 Wissenland (Nulns lapdog)

    8 A CHILDHOOD RIVAL IS NOW

    1 an aging Militiaman2 (allegedly) a Grave Robber3 a disillusioned Soldier4 accused of heinous crimes5 leading a small revolt or uprising somewhere6 someone to go to for news and gossip7 rumoured to be somewhere around here8 dying from some incurable disease

    9 a celebrated entertainer, author or poet10 carefully watched by the authorities

    9 RECENTLY MADE AN ENEMY OF A

    1 browbeaten Road Warden2 lenient Tax Collector3 corrupt Bailiff4 humane Jailer who got fired for leniency5 drunken Lawyer that used to be sharp6 retired Sergeant of the Watch7 bossy Guildsman in a local chapter8 broke Tradesman9 Scribe who works in a public office10 Noble who could care less about him

    10 REGARDING ENEMIES CHARACTERS

    1 contempt is scalding hot and very explicit2 hate simmers, but rarely boils3 respectful and courteous4 hate shows in the little things5 fearful of his enemies, looking the other way6 quite good-natured; suffers fools gladly7 borderline psychopathic; beware of his rage!8 compelled to pray to a deity9 inclined to avoid things he dislikes10 hatred is reserved for battle

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    1 FOODSTUFFS

    1 Sack of 2d10 sour apples

    2 1d10 trail rations3 Two spicy sausages4 One small keg of rather watery ale5 Sandwich (ham & mustard) wrapped in cloth6 Large sack of potatoes7 Half a bottle of poor quality spirits8 Two large loafs of rye bread9 Bottle of decent red wine10 Large piece of very smelly (but tasty) cheese

    2 COINS, CASH & CURRENCY

    1 1d10 gcsof foreign coinage2 1d10 counterfeited silver shillings3 1d10 archaic-looking pennies4 Someone owes 2d10 gcs, due in 1d10 weeks

    5 Recently won at cards, has an extra 1d10 gcs6 Owes a friend or relative 4d10 ss7 Bar or brothel tab (1d10 ss) to settle next day8 Steady income of 2d10 gcs/month9 Yesterday, character found 1d10 gcs10 Was robbed 1d10 days ago, lost 1d10 ss

    3 PET

    1 Small but vicious dog2 Tame bird that cant fly3 Proud but quite fat tomcat4 Impossibly big rat5 Almost deaf, smelly and very old mutt6 Two small birds and ornate cage7 Keeps collar or leash as memory of dead dog8 Pet cow, sheep, pig, or rabbit back home

    9 Old and sagging pony or horse (poorquality)10 Goodsaddle, harness and 2 saddlebags

    4 DEEDS, BOOKS & DOCUMENTS

    1 Letter of recommendation from former boss2 Permit to carry arms in a town where required

    3 Deed of partnership with Tradesman (1d10 %)4 Letter of introduction from home town5 Written invitation to market, festival or fair6 Wanted poster, a few days old7 1d10 letters from lover, relative or friend8 Book of Tillean poetry (poorquality-lousy)9 Cooking book (100 Precious Pies)10 Book of Averland history

    5 WEAPONS & ARMOUR

    1 A rusty shortsword2 Short bow with 1d10 arrows3 Ornate, balanced and sharp (good) dagger4 Worn leather jerkin5 Dented pot helmet6 Nice (but empty) scabbard for longsword7 Warhammer with the insignia of military unit8 Old wooden shield with fading coat of arms9 Rusty and torn mail shirt (poorquality)10 Pistol balls and powder for 1d10 shots

    6 RELIGIOUS SYMBOLS AND TRAPPINGS

    1 Religious symbol worth 1d10 ss

    2 As above, but not for preferred deity3 Medallion portraying local saint or hero4 Pictogram woven into seem of clothes5 Symbol of deity of another pantheon6 Beautiful symbol worth 1d10 gc7 Treasured religious relic8 Neatly folded religious robes9 Book of religious tenets (thin and leafed)10 Lucky charm (WFRPp. 123)

    7 CLOTHING (other than worn)

    1 Two goodquality shirts wrapped in cloth2 Pair of rather nice leather shoes3 Nicely clad (considered social status)4 Set of torn and blood clothes

    5 Attire is wrinkled, worn and dirty6 Garments of other career (roll on WFRPp. 21)7 Old uniform that doesnt fit character8 Warm and sturdy but worn overcoat9 Richly embroidered travellers mantle10 A pair of very smelly but sturdy boots

    8 TRAVEL & SERVICES

    1 Paid for passage on coach or boat2 Has paid for a bath he never had time to take3 An artisan is repairing one of his trappings4 Some labourers owe him a favour5 A Barber-Surgeon owes him a treatment6 Has recently befriended a decent Entertainer7 Has the trust of a local Merchants Servant8 1d10x5% discount at one skilled Artisan

    9 Knows a cheap dealer in various items10 Knows of a Tradesman who is also a Fence

    9 LODGINGS: CHARACTER

    1 has paid for three days in a private room2 has paid for 1d10 days in a common room3 owns a tiny but cosy hunting cottage4 has a small apartment paid for 1d10 weeks5 rents a room in a house, paid for two weeks6 a isolated cottage just outside of town7 owns a neglected house in/near home town8 has lived with relatives for 1d10 weeks9 has camped out during the last 1d10 days10 frequently gets free beers at favourite inn

    10 MISCELLANEOUS TRAPPINGS

    1 2d10 yards of strong rope2 1d10 tallow candles3 A tarnished copper lantern4 1d10 sheets of paper5 A rather nice, embroidered blanket6 A healing draught7 A pair of ornate (goodquality) metal flasks8 Pewter tankard which is actually an antique9 1d10 matches10 Three treated torches

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    1 CHARACTER IS LOYAL TO

    1 each and everyone according to his pay

    2 Himself3 his family; blood and ancestry4 his country, a true patriot5 his close friends6 influential allies and people of power7 the nobility8 a foreign power9 a company (trading, coaching, mining, etc)10 a military

    2 CHARACTER IS DEVOTED TO THE

    1 Grand County of Averland2 Barony of Hochland3 Grand Duchy of Middenland4 Barony of Nordland

    5 League of Ostermark6 Grand Principality of Ostland7 Grand County of Stirland8 County of Sylvania9 Grand Duchy of Talabecland10 County of Wissenland

    3 LOYAL TO THE TRADE GUILD OF

    1 Merchants2 Stevedores3 Scriveners4 Carpenter5 Teamsters6 Tanner7 Metalworkers8 Bookbinders

    9 Builders10 Masons

    4 LOYAL TO THE LOCAL CULT OF

    1 Verena2 Ulric3 Morr4 Myrmidia5 Manaan6 Sigmar7 Ranald8 Shallya9 Taal/Rhya10 Other

    5 ONCE HAD HIS TRUST BROKEN BY A

    1 person he believed a faithful friend2 member of his closest family3 former employer who never paid4 Stranger who promised greatness5 Religious authority in whom he confided6 Political leader who changed his mind7 lover who didnt feel anything after all8 person he had sworn never to trust again9 witness who suddenly remembered nothing10 colleague, whom had promised a 50-50 split

    6 CHARACTER ONCE BETRAYED

    1 favoured cult

    2 home province, town or village3 close family4 employer, colleague or business associate5 a good friend6 his love, fiance or spouse7 his country8 someone wanting him to betray someone else9 the memory of his ancestors10 himself: plans for the future, wants, wishes

    7 BLACKMAILED OR EXTORTED BY

    1 law agency (Roadwardens, Town Watch)2 a merchantwith whom he has illicit business3 a prosperous farmer who saw something4 a Witch Hunter to look for deviants

    5 a Crime Lord for information6 a lowly fellow who saw something he did7 a relative or friend using love as leverage8 a Priest who knows something about his faith9 a Noble who uses the leverage for fun10 a foreign power who uses character as spy

    8 CHARACTERS LEADERSHIP IS

    1 reluctant2 manipulative and scheming3 Charismatic4 physically brutal5 well-liked6 Ruthless7 purely based on rank (military, noble, other)8 secretive and indirect

    9 the continuation of characters parents10 Nonexistent (weak indeed)

    9 IF BETRAYED, CHARACTER LIKELY

    1 plans and plots in order to have his revenge2 attacks right out, verbally and/or physically3 swallows his anger, which festers for ages4 spares no means to restore his honour5 strikes back at betrayers family or friends6 breaks down, cursing the unfairness of life7 has a hard time accepting hes been betrayed8 accredits all disloyalty to own shortcomings9 runs and hides (literarily or figuratively)10 cuddles up with mommy or ole teddy

    10 FERVENTLY DISLOYAL TO

    1 Table 9:12 Table 9:23 Table 9:34 Table 9:45 Table 7:16 Those of the same trade (career)7 Those of same background (Liber FanaticaI)8 Those of other social standing9 People of the same social class10 Pretty much everyone

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    1 EXCEPTIONAL FEAR OF

    1 heights

    2 open spaces3 Confined spaces4 ghosts and undead (and rumours thereof)5 Outlaws (and being robbed)6 Failure7 lightning and thunderstorms8 darkness9 cold, snow & ice10 Cultural and social change

    2 LIFE TAUGHT CHARACTER TO AVOID

    1 bogs & marshes2 burial grounds3 Crowded streets and squares4 deep forests

    5 lakes and oceans6 mountains7 plains and vast open spaces8 rivers and rapids9 the outdoors at night10 underground locations (cellars, mines)

    3 FAVOURITE FOOD

    1 all kinds of fish2 juicy steaks3 kidney pie4 meaty sausages5 roast lamb6 mushroom stew7 fresh salads and fruits8 foreign cuisine (in general or one specific)

    9 pretty much anything spicy and hot10 never cared about what he eats

    4 FAVOURITE ENTERTAINMENT

    1 Juggling and similar jests2 A good fist-fight3 Public executions & punishments4 Board and/or card games5 A beer or two with the guys6 Going for nature-walks, pick-nicks, camping7 Eating out and eating well8 Storytelling9 Music (in general or one particular type)10 Dancing (in general or one particular style)

    5 FAVOURITE TIME OF YEAR OR DAY

    1 Revels in winter, snow and cold weather2 Adores first signs of spring (chicks, buds)3 Bit of a hibernatorlives for the summer4 Storms, foods, smells and colours of autumn5 Strangely enticed when Mannslieb is full6 Creature of the night, sleeps late7 Loves morningsat least when in bed8 Worships daylight and basking in the sun9 Evenings, when people come together10 Loves storms and thunder

    6 FASCINATED BY

    1 the mechanics of clocks

    2 the engineering behind bridges and domes3 gun powder and gunpowder weapons4 forts, castles and fortifications5 siege machinery6 locks all of kinds7 pottery, stoneware and chinaware8 book printing9 painting (one particular theme, origin, painter)

    10 magic

    7 KNOWS TO APPRECIATE THE

    1 handiwork of good carpenters2 efforts of skilled masons3 brains and experience of sharp lawyers4 zeal and zest of devoted agitators

    5 piety of fervent priests6 precision of capable engineers7 labours of bakers, cooks and brewers8 precise work of illuminators9 administrative capabilities of innkeepers10 shows of acrobats, jugglers and fire eaters

    8 DISLIKES AN INSTITUTION

    1 Banks and moneylenders2 Large merchant houses3 Organized worship (religious cults)4 Bureaucracy involved in census5 Bailiffs and other tax-collectors6 Trade guilds7 Professional military or mercenary outfits8 Road and/or River Wardens

    9 City watch and sheriffs of larger towns10 Colleges of magic

    9 FINDS INNER PEACE & HARMONY IN

    1 solitude2 woods and forests3 rain, soft and warm if possible4 sunbathing, relies in the suns healing effect5 sleeping6 sunsets, that magic marriage of day and night7 drunkenness8 bed, preferably not alone9 taking long walks alone10 Meditation

    10 CHARACTER LOVES SOMEONE

    1 he has known his entire life2 for a few weeks, then finds somebody else3 he recently met for one night at an inn4 who cant return love due to religious calling5 Married, but returning his love at great risk6 who he secretly betrothed 1d10 weeks ago7 he cant marry until he has saved 1d10x100 gc8 who is already expecting his heir9 who died 1d10 years ago and he cant let go10 who hasnt got a clue

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    erman speaking readers are likely to laugh

    out loud at this attempt to provide GMs withthe means of quickly coming up with names forvillages and towns in the Empire and a fewnotable features of these settlements.

    Roll 1d100 for the first part of the name andconsult the table below. Then roll another 1d100and look up the result in the next table. You mayhave to re-roll the second element if you feel thatit implies a geographical feature not present inthe settlement.

    First Element of Settlement Name

    1 All- 35 Hall- 69 Salz-2 Als- 36 Hart- 70 Schaf-3 Alt- 37 Hauzen- 71 Schroben-4 Ammer- 38 Hech- 72 Schwab-5 Arn- 39 Herbst- 73 Schwan-6 Aschen- 40 Herz- 74 Schwarz-7 Ascher- 41 Hohen- 75 Schne-8 Bens- 42 Holz- 76 Semmen-9 Birn- 43 Ilmen- 77 Sim-10 Blanken- 44 Kall- 78 Sommer-11 Blau- 45 Klage- 79 Sonder-12 Blut- 46 Klein- 80 Speeger-13 Borken- 47 Lauffen- 81 Starn-14 Braun- 48 Lauter- 82 Stein-

    15 Bche- 49 Lipp- 83 Sd-16 Bgen- 50 Main- 84 Tauber-17 Diep - 51 Marien- 85 Taufel-18 Dunkel- 52 Merse- 86 Thurin-19 Eis- 53 Mess- 87 Tier-20 Ell- 54 Moos- 88 Trnen-21 Eschen- 55 Naum- 89 Trost-22 Fried- 56 Nenn- 90 Upfen-23 Frsten- 57 Nieder- 91 Wall-24 Geis- 58 Nord- 92 Waren-25 Gelb- 59 Ober- 93 Vater-26 Giessen- 60 Ost- 94 Vecker-27 Grau- 61 Oster- 95 Wein-28 Grab- 62 Otters- 96 Weiss-29 Gros- 63 Pfaffen- 97 West-30 Grn- 64 Pfarr- 98 Winter-31 Grten- 65 Pfeffen-

    32 Gruft- 66 Rain-99

    [FemaleName]*

    33 Gnz- 67 Riesen-

    34 Hagel- 68 Saal-00

    [MaleName]*

    * You can use the tables in WFRP(p. 26) orCharacter Pack(p. 4-5).

    Farms & Towns Second Element of

    Villages & Cities Settlements Name

    0103 0102 -acker [field]0406 0304 -bach [brook]0708 0507 -berg [mountain]0910 0809 -brcke [bridge]1113 1012 -brunnen [well]

    - 1320 -burg [town]1416 21 -chen [~small]1729 2225 -dorf [village]3034 2627 -feld [field]

    - 2830 -fort [fort]3536 3132 -galgen [gallows]3739 3335 -haus [house]4042 3639 -hausen [~retreat]4345 4041 -heide [moor]

    4648 4243 -heim [home]49 4447 -hof [court]

    5052 4851 -holz [woods]53 5253 -horst [nest]

    5457 5455 -hgel [hill]5860 5658 -hut [hat]6164 5961 -htte [cottage]

    65 6263 -ingen6668 6466 -leben [life]6971 6769 -mnde [river mouth]

    72 7071 -nau73 7273 -schweig [~silence]- 7478 -stadt [town]

    7476 7980 -stedt7780 8182 -stein [stone]8183 8385 -sttte [site, place]

    8485 8688 -tr [door]8690 8991 -wald [forest]9194 9294 -wasser [water]

    95 Alte [Old] and re-roll96 Bad [Bath] and re-roll97 Grosse [Big] and re-roll98 Heilige [Holy] and re-roll99 Neue [New] and re-roll00 2nd roll +an der [on]+1st roll

    This number can denote various things: the realnumber of people in the settlement, the numberof registered/taxed citizens, number of (heads of)households, etc.

    Population

    Farmstead 2d10Village 1d10 x 10Small Town 1d10 x 100Town 1d10 x 1,000City 1d10 x 500 + 10 000

    G

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    This shows the generalwealth of the settlementand its inhabitants, but says nothing about therelativewealth of the settlements inhabitants;wealth in the Empire is extremely unevenlydistributed.

    1d100 Wealth

    < 15 Impoverished

    1635 Poor

    3675 Average

    7685 Thriving

    86 < Very Rich

    Modifiers:Town, city: +5Village, small town: -5

    Talabecland: +5Reikland: +5Ostland, Ostermark: -5

    This table indicates the size and quality of thesettlements garrison. A quality troops areexcellent troops; usually Templars or the eliteguards of prominent Nobles. B quality troopscan be soldiers, mercenaries, members of the

    Town Watch or other average troops. C qualitytroops are typically poorly trained and equippedmilitia.

    The percentages in the table indicate how largeportion of the settlements population that can be

    found in each troop category. Roll 1d10 for eachcategory and add the appropriate modifier (anegative result, or a natural roll of 1, means thatno such troops are present).

    Garrison A B C

    Village N/A N/A +10%Small Town N/A -5% +10%

    Town -5% 0% +5%City -5% 0% +5%

    This table presents notable features forsettlements (geographical feature, main trade orother noteworthy characteristic). The GM can rolla number of results equal to 1d5 and modify theroll depending on the size of the settlement: -3 for

    villages, -2 for small towns and -1 for towns.

    These entries should be read as relative: a hamletis quite likely to boast fewer horses than a cityeven it is famous for breeding them. In the sameway, the reach of a settlements renown typicallydepends on its size.

    1d100 Notable Feature

    0102 Large library0304 Centre of learning (school, temple)0506 Crumbling ramparts or palisade0708 Eerie ruin on the edge of the settlement0910 Famous for a yearly feast or festival1112 Famous/notorious coaching inn(s)1314 Government (provincial court, office etc)

    1516 Home of a famous artist, actor, or author1718 Imposing bridge or other construction1920 Impressive shrine, statue or memorial2122 Impressive temple to major deity2324 Inhabitants are ostracized by outsiders2526 Known as a lawless place2728 Large Dwarven community (2d10 %)

    2930 Location makes settlement a natural fort

    3132 Lush park, gardens or commons3334 Major Road/River Warden station3536 Mentioned in famous song, saga or poem3738 Mighty watch tower or beacon3940 Military strongpoint (double garrison)4142 Notorious for its corrupt officials4344 On the decline (economically, politically)4546 Part of the settlement is in ruins4748 Recently under attack (by Greenskins etc)4950 Rumoured to be a site of unnatural events5152 Settlement has recently been prospering5354 Settlement is geographically isolated5556 Settlement of historical importance5758 Significant center of trade5960 Significant fortification (B troops x1,5)6162 Site of major prison or labour camp6364 Site of recent unrest (riots, insurrections)6566 Sizable Halfling community (2d10 %)6768 Tradesmen are regarded as greedy

    Settlement is famous for a trade or export:6970 Trapping (fur and skin)7172 Sheep (meat, cheese and fur)7374 Mining (metal or mineral)

    7576 Preserves (conserved foods)7778 Foodstuffs (pies, bread, pickles, etc)7980 Goats (meat, cheese and furs)8182 Wine (type depends on soil & tradition)8384 Books (printing and/or illumination)8586 Brewing (beers, ales or ciders)8788 Arms (weapon-, armour or gunsmiths)8990 Illicit services (strong thieves guild etc)9192 Horse breeding9394 Important agricultural producer9596 Large producer of charcoal9798 Glass or pottery crafters9900 Logging, timber and sawing

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    his tool gives you the means to quickly co

    up with the weather for the location the PCsare presently in. It should be noted that it is notfirmly founded in meteorology; GMs requiringmore realistic results need to look elsewhere forsatisfaction. However, these tables mainly servethree purposes:

    me

    1) It aids the GM in adding colour to the setting(describe the weather each morning and if itchanges during the day);

    2) It can be used to add a twist to an encounteror to a whole scenario (try shooting a bow ina gale force wind or climbing a bare cliffduring heavy rain!);

    3) Weather can itself be a source of plots (likeaiding villagers to save their homes from aflood or having the town struck by lightning).

    Roll once on all tables at dawn. Other ways ofusing this document include: picking results,rolling only when players ask for weatherconditions or you just need inspiration.

    Changing Weather: A double-digit roll (11, 22,etc.) on any table indicates changing weatherconditions (in addition to any other effect): re-rollthe result on that table after 2d10 hours.

    Wind Condition