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    Small But Vicious Dog (B/X-WFRP hack)

    Introduction

    Welcome to a fantasy world where the men are Baldrick, the dwarves are punk, and the dogs are small butvicious. Welcome to a world of bawds, grave robbers, excisemen and witch-hunters; a place where Blather,

    Flee! and Mime are legitimate skill choices; and where all material on the insidious threat of Chaos isofficially interchangeable between settings.

    Welcome (back) to the Grim World of Perilous Adventure.

    Whisper it (that fanboys may not hear and descend a-squealing), but for all the charm of its skewed-familiar16th century milieu and the lurking horror of Chaos, Warhammer Fantasy Role-Playwas little more than amodcop of classic Dungeons & Dragons. Yes, our beloved WFRP was yet another fix D&D fantasyheartbreaker, albeit one which had the clout of the biggest name in British gaming behind it. Whole chunks ofthe system were lightly disguised D&D mechanics adapted to a roll-under d% system, and many settingelements not gleefully ripped off from Tolkien, Leiber or Moorcock were already established D&D tropes by thetime WFRP was published.

    But that's ok. Indeed, that's part of why all right-thinking people Brits, Italians and Poles especially loveWFRP. To paraphrase a better man than I: we took an American invention, soaked it in a witches' brew ofBosch, Durer and Dor, Mervyn Peake and Tom Sharpe, Blackadder, The Young Ones, pints of bitter, cheapweed, Iron Maiden and The Damned, and then played the hell out of it.

    And thats what this ill-considered rules hack is about. Your humble author a dirty little yahoo from a rainy,grimy, post-imperial isle in the northern seas decided to have a go at welding D&D and WFRP together. Why?So I could play games of WFRP-ish misery and despair with rules of B/X-ish brevity, thus achieving personalgaming nirvana. This here resulting travesty is a 90% pure game mechanics kitbash with minimal backgroundmaterial or context. I wont even pretend I can prcis 20-odd years of background material into 32 pages orso. If you want all that good stuff you should hunt out a copy of WFRP itself; it is worth your time.

    I hope you enjoy my little love letter to *real* WFRP (the one that came complete in a single fat book). But Ifyou know a better hole, then go to it.

    Note: This is not-for-gain fanwork which requires access to both B/X D&D (either in the form of the originalTSR games, or as Goblinoid Games fine simulacrum Labyrinth Lord) and WFRP(1E or 2E) for full use andenjoyment. It is not intended as a replacement for either game, or as a challenge to any copyrights.

    A Note on Abbreviations

    Most people reading this will know what all these acronyms mean, but just in case:

    OD&D - Original Dungeons & Dragons (1974-77), published by TSR.B/X - Moldvay/Marsh/Cook Dungeons & Dragons (1982), published by TSR.BECMI - Mentzer Dungeons & Dragons (1986), published by TSR.

    WFRP - Warhammer Fantasy Role-Play (1986). Reprinted by Hogshead Publishing 1995.WFRP 2E - Warhammer Fantasy Role-Play (2005). Published by GWs Black Industries imprint.WFRP 3E - Some boxed collectible dice-and-card game that claims to be Warhammer Fantasy Role-Play.

    Oh, how we laughed! Published by Fantasy Flight Games (2010).

    SRD The d20 System Reference Document (2000), published by Wizards of the Coast.

    CreditsWFRP created by Meisters Bambra, Davis, Gallagher, Halliwell and Priestley.B/X D&D created by Meisters Gygax, Arneson, Moldvay, Marsh and Cook.SBVD from the pen of Chris Hogan, a lowly ink-stained wretch.

    Playtesting/Proofreading by [TBC]

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    Ability Scores

    A characters Primary Ability Scores are Movement, Strength, Toughness, Agility, Intelligence,Willpower and Fellowship. Im sure anyone familiar with B/X and WFRP will be able to work out whatswhat

    Movement (Mv) is B/X speed in feet/turn divided by 30. Why the chance-for-the-sake-of-it? Because a single

    digit Movement score (Mv 4, Mv3, etc) is 1) more WFRP-ish, and 2) simpler than fiddling about with so manytens of feet per round.

    Other Ability Scores are generated with 3d6 in order, for such is the way of righteousness (although see theLaughter of Dark Gods rule below).

    Ability Score Modifiers, and use during play, are per B/X D&D unless indicated otherwise.

    Primary Profile

    Mv Str Tgh Ag Int Wil Fel

    A characters Secondary Scores are other game-relevant numbers. These are a bit of a mish-mash in thatsome are randomly generated, while others are either fixed scores, or accumulate or decrease over time.These are:

    Secondary Profile

    WS BS Att W Mag IP FP

    WS - Weapon Skill (melee attack bonus) See Combat, pp13-14BS - Bow Skill (ranged attack bonus) See Combat, pp13-14Att - Attacks (per round, generally 1) See Combat, pp13-14W - Wounds (a.k.a. hit points) See Races and Careers, pp3-

    6Mag - Magic (max # of casting dice) See Magic, pp19-20IP - Insanity Points See Insanity, p11-12FP - Fate Points See Fate Points, p7

    A characters Saving Throws are determined by their class and level, as normal for B/X D&D.

    Saves Profile

    Death/

    Poison

    Petrify/

    Paralysis

    Breath

    Weapon

    Device Spell

    Laughter of Dark Gods

    At character generation a player may replace one and only one 3d6 Primary Profile ability score that makesthem sad with a 10. Players who do this may be freely mocked as soft and gurly with our blessing.

    True followers of the WFRP Way may instead replace their highestrolled Primary Profile ability score with a 10.This latter choice earns kudos for being Totally WFRP! and, at the GMs option, gains the character anadditional d3 Fate Points.

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    Races

    Choice of playable races is one area where SBVD (and all its source material before it) show a notable debt tothat erudite 800lb gorilla of 20th century fantasy, J. R. R. Tolkien. Humans are the vast majority in SBVD, withnon-humans being the designated butts of both superstitious prejudice and a blatantly unfair tax regime.

    Those who elect to play a non-human don't get the unalloyed joy of rolling for a career; instead they play a

    professional stereotype straight from Central Casting. Use the demi-human races of B/X as written.

    Dwarf (0-2 per party)

    Wounds: 8+d8/lvl Attack as: Fighter Save as: Dwarf Likes: gold, jewels, honour, combs.Preferred MO: axe to the knees, or over-complicated death-machines (Pull the lever!)Trappings: scruffy clothes, chainmail, hammer or axe, tankard, lantern, helmet. Huge beard, dour mien.

    All dwarves are beer-soaked beards on legs who stop mining only to fight, drink heavily and/or sing aboutmining. They consider everything they say and do to be SRS BZNZ and nurse a grudge like a Bretonniannurtures a fine vintage wine. Any resemblance of Dwarves to Yorkshiremen is purely coincidental.

    Theres a 10% chance that any dwarf character created is a Troll Slayer, a kamikaze no-pants dwarf with a bigorange mohawk, prison tats, a two-handed axe and a burning desire to ragequit life as violently as possible.

    Elf (0-1 per party)

    Wounds: 6+d6/lvl Attack as: Fighter Save as: Elf Likes: wine, art, singing, anything you havent heard of.Preferred MO: peppering with arrows, then singing beautiful songs about same.Trappings: fine clothing, lute or lyre, bow and arrows, sword, smug expression.

    All elves are metrosexual minstrels and archers who fly into fey rages when provoked; the elven ability to loseit in spectacularly violent fashion has been clocked at Nought to Feanor in 4.2 seconds. Most PC elves arefilthy tree-hugging pseudo-Celtic Wood Elves, although the Sea Elves who hang out in coastal cities seem to bea kind of Elven gap year backpacker. No ones quite sure what the mohawked, spandex-wearing paramilitaryRiverdance troupe known as Wardancers are supposed to be, apart from FABULOUS!

    Rumour has it that the Elven homelands are contested in an endless war between two mighty and ancientfactions: the louche-and-arty vs. the darker-and-edgier. The origin of their interminable strife is unknown,although it probably began as a spat over the relative aesthetic merits of art nouveau and gothic revival styles.Elves of these factions are far too in love with themselves to do anything so dclass as adventuring for gain.

    Elves use the SBVD casting system as wizards of their level.

    Halfling (any number)

    Wounds: 6+d6/lvl Attack as: Thief Save as: Dwarf Likes: food, drink, food, sex, food, stealing, food, gardening, food and food.Preferred MO: poison, or prison-yard shanking.Trappings: hardwearing clothes, skillet, recipe book, concealed shiv, jovial manner.

    All halflings are smelly-footed, opportunistic little food tubes on the make. They are not to be trusted: dontrely on their word, dont eat their pies (invariably of dubious provenance), and neverlet them get their handson your ring. Halflings emerged from the distant East to infest a formerly pleasant area called The Mootland;

    this schmaltz-soaked domain is now a terrible warning about what happens when the more touristy parts ofrural Bavaria meet the Lollipop Guild.

    Halflings do not have any sort of wacky Mohawk-wearing subculture, for which we are all eternally thankful.

    Human (any number)

    Wounds: 6+(varies) Attack as: 0-level Fighter Save as: 0-level humanLikes: money, killing.Preferred MO: varies wildly.Trappings: by Class and Profession.

    All humans are cynical, vicious, and have a laser-focus on their own self-interest. Those not prone to absurdsuperstition are usually in thrall to pernicious ideologies or religious mania. Humans can be found all over theplace, stuffed ten-deep in squalid firetrap cities or cluttering up the rural landscape with their farms, mines,

    castles, temples, lazar-houses and hospitals. They even take to the seas, forever seeking new and distantmarkets in which to display their hard-won skills in larceny, fraud and murder.

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    Classes and Careers

    All playable characters in SBVD are levels 1-3 in B/X D&D terms. It thus has very little in common with themonster-riding, daemon-punching antics of WFB or high-level D&D. The grubby, vicious world of SBVD is aplace of minor triumphs against a background of misery, squalor and suffering. Baldrick dont ride no dragon!

    1. If playing a human pick (or roll) your class and note the basic package of goodies on your sheet.

    2. Roll your starting HD and note your attack and save progressions (derived from the B/X originals).3. Roll your occupation, adding your career skill and distinctive trappings (stereotypical item, you know, like

    white coat = scientist, stethoscope = doctor, warrant card = cop/agent, etc.) to your sheet.4. Note your starting cash: 3d6 GC. No exceptions.5. Scheme, rob and kill your way to fortune and glory without succumbing to poison, disease, madness,

    horrible accident, witch-hunt, banditry, massacre by beastmen, the machinations of Chaos

    There are four broad classes in SBVD. These are:

    1d10 ClassPlace in Great Chain of

    Being

    Totem

    Great

    Young One

    1 Academic

    The learned in lore Neil

    2-3 Ranger Hard-bitten, gimlet-eyed rustics Mike4-7 Rogue The turbulent urban proletariat Rick8-10 Warrior Vicious armed thugs Vyvyan

    Each class encompasses 15 or so careers (specific occupations). Players may choose their class but the way oftrue WFRP gaming righteousness is to generate ones career randomly.

    Academic

    can it be true? That I hold here in my mortal hand, a nugget of purest green?

    Wounds: d4 Attack as: Cleric Save as: WizardBasic equipment: set of decent clothing, academic robes, knife or stave.Likes: knowledge, comfort, being cited.Preferred MO: killing without getting their hands dirty (magic or vile concoctions).

    All Academic PCs gain casting dice as they advance in level. Yes, there are lots of non-caster Academics in theWFRP world, but we really dont care about them. The simple fact is that a non-caster scholar or artisan hasthe survival chances of a snowflake in Hell. Sure, if you want to play one, knock yourself out and try to dieusefully. Elsewise, academic = caster in SBVD.

    Academics dont wear armour and have little, if any, experience wielding weapons. They generally only usesmall, light weapons (knives, clubs, staves) and that quite poorly.

    Esoteric Knowledge: Academics can make an Int test to remember obscure lore related to their profession.

    Academic AdvancementXP Wounds Casting Dice*

    1 0 6+1d4 12 2,500 6+2d4 13 5,000 6+3d4 2

    * See Magic section.

    1d20 Career Skill Trapping

    1 Alchemist App Brew alchemicals 1d3 books on alchemy2 Artisan's App. Trade skill Tools of trade3 Druid Identify Plants Sickle-knife, holy symbol4 Engineer Engineering Hammer+chisels, surveying tools5 Exciseman Supernumerate Abacus6 Herbalist Herb Lore Pestle and mortar7 Hypnotist Hypnotise Pendulum

    8-10 Initiate Priest Theology Robes and holy symbol11 Pharmacist Manufacture

    drugs1d6 glass jars filled with oddness

    12 Physician's App. Treat injuries Surgical tools, jar of leeches13 Scribe Read language Ink, quills and paper

    14 Seer Divination Divining gear15-16 Student Read language 1d3 scholarly books

    17 Trader Haggle Stock in trade

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    18-20 Wizard's App. Scroll Lore Manual of spellcraft

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    Ranger

    Bastards! I hate them, with their long tails and their stupid twitchy noses! *gunfire* Squeak *thud*

    Wounds: d6 Attack as: Fighter Save as: Thief Basic equipment: hardwearing clothes, hand weapon, leather jack, pack with bedroll, cutlery, etc.Likes: forests, roads, long walks in the country.Preferred MO: shooting people with missile weapons and retiring into the shadows.

    Rangers can wear leather or chain armours and use any one-handed or missile weapon.

    Survival: Rangers are able to increase the amount of food garnered by foraging/hunting amounts in the wildand generally know enough to not do stupid things like eating the red mushrooms with white spots.

    Ranger AdvancementXP Wounds BS

    1 0 6+1d6 +12 2,000 6+2d6 +23 4,000 6+3d6 +3

    1d20 Career Skill Trapping

    1 Boatman River Lore Oar, pipe, knitted cap2-3 Bounty

    HunterFollow Trail Net, manacles

    4 Coachman Drive cart Coach horn5 Fisherman Sailing Fish-gutting knife, waterproofs6 Gamekeeper Concealment,

    RuralMantrap

    7 Herdsman Charm animal Sling, panpipes8-9 Hunter Follow trail Bow, furry hat10 Muleskinner Animal care Broad-brimmed hat, whip11 Outrider Move Silent, Rural Horse, crossbow12 Pilot Orientation 2 lanterns13 Prospector Metallurgy Pan, pick and shovel

    14-15 Rat Catcher Resist disease Animal traps, small but vicious dog16 Runner Flee! Running shoes, headband17 Toll-Keeper Evaluate Crossbow

    18-19 Trapper Set Trap 1d4 animal traps, fur hat20 Woodsman Identify plants Woodmans axe

    Rogue

    Good evening Duke, and the lovely Miss Cheapside. Your cash bags please.

    Wounds: d6 Attack as: Thief Save as: Thief Basic equipment: scruffy clothes, knives galore, well-concealed purse, leather jack.Likes: stealing, money, getting one over on the lordships.Preferred MO: leaving unexplained knives protruding from the backs of their enemies.

    Rogues generally wear street clothes or leather armour and can use any one-handed or missile weapon.

    Sneak Attack: Treat as backstab attempts according to the B/X rules.

    Rogue AdvancementXP Wounds Sneak Attack

    1 0 6+1d6 x22 1,500 6+2d6 x23 3,000 6+3d6 x2

    1d20 Career Skill Trapping

    1 Agitator Public Speaking 2d10 inflammatory leaflets2 Bawd Bribery Pimp hat3 Beggar Concealment,

    UrbanBegging bowl, crutch

    4 Entertainer Perform Tools of trade5-6 Footpad Strike to Stun Mask, blackjack or garrotte7 Gambler Gamble Cards (marked), dice (loaded)8 Grave Robber Silent move, Rural Spade, large sack9 Jailer Resist poison Club, ring of keys, fleas10 Minstrel Perform Lute or mandolin, flashy

    clothes11-12 Peddler Haggle Stock in trade

    13 Raconteur Blather Fancy clothes, outrageous hat

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    14-15 Rustler Move silent, Rural Lantern, lasso16-17 Smuggler Move silent, U or R Cart or row boat18-19 Thief Move silent, Urban Swag bag, hooks and rakes

    20 Tomb Robber Spot trap Crowbar, lantern, sack

    Warrior

    Swords! What do you think this is, the Middle Ages? Only girls fight with swords these days. Stand by your

    gun, sir!

    Wounds: d8 Attack as: Fighter Save as: FighterBasic equipment: sturdy clothing, hand weapon, leather jack+helmet, pack with bedroll, cutlery, etc.Likes: fighting, looting, rapine.Preferred MO: smashing you in the face hard repeatedly.

    Warriors can wear any type of armour and use any weapon they encounter.

    Combat Ability: Warriors are able to use any specialist weapon they pick up with minimal practise.

    Warrior AdvancementXP Wounds WS

    1 0 6+1d8 +12 2,000 6+2d8 +2

    3 4,000 6+3d8 +3

    1d20 Career Skill Trapping

    1 Bodyguard Street Fighting Knuckle dusters2-3 Labourer Scale sheer surface Packed lunch, flask of tea4-5 Marine Dodge blow Grappling hook, chainmail6-8 Mercenary Strike mighty blow Bow or crossbow, chainmail9-10 Militiaman Dodge blow Spear, shield11 Noble Etiquette Costly clothes, horse, d4 hangers-

    on12 Outlaw Concealment,

    RuralBow, bandanna

    13 Pit Fighter Disarm Wacky arena weapon combo14 Protagonist Strike to injure Horse, chainmail, attitude15 Sailor Sailing Boat hook, bottle of rotgut

    16-17 Servant Dodge blow Livery, stolen trinkets18 Squire Animal care Livery, pony, cleaning kit

    19-20 Watchman Strike to stun Lantern on pole, hourglass

    Advanced Careers

    Whats that? You dont like being a ratcatcher. You want to play a Warrior Priest, or a magus of the Colleges ofSorcery, or a Knight of the White Wolf, or a Dwarven Giant Slayer? OK. Crawl your way up to around 8,000xpwithout dying horribly in a ditch, and then well talk. What? No! Not about you taking L33T advanced careers,but about your failure to enter fully into the correct WFRP-ish mindset: joy through adversity.

    Joking aside, most advanced careers in WFRP are about on a par competence-wise with 3 rd to 4th level D&Dcharacters. Theyre substantially harder to kill than Fritz in the street, but most of that difference insurvivability stems from training, equipment and, above all else, player skill.

    If sufficient interest is ever expressed your humble scribe may one day re-jig the experience and advancement

    requirements, addressing the subject of advanced careers (and all the headaches that go with them likearcane lores, skill mastery, mass combat and leadership, etc.) in a hypothetical Small But ReallyVicious Dog.

    Otherwise, its all about the travails and torments of the little guy.

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    Resolution

    Unless indicated otherwise all mechanical task resolution in SBVD is per the rules laid out in B/X D&D.

    Although the skill and test system was among the glories of WFRP I dont think D&D is much enhanced byhundreds of skills.

    Treat Career Skills (and anything else a character could reasonably be expected to be competent at byvirtue of their background) as Ability Score checks against the most relevant score.

    Things the character has only limited knowledge of = Ability Check against half the relevant ability.

    Things entirely outside that characters ken (the mysterious workings of magic to a guttersnipe, the

    subtleties of courtly etiquette to a labourer, the nuances of armed combat to a desk-bound scribe, etc.)should be treated as Ability Score checks that succeed only on a 1.

    Yes, this makes characters marginally more competent than they are in either of the base systems from whichSBVD is derived, but see The Gods Hate You below.

    The Gods Hate You!

    In keeping with the failure is the expected outcome ethos of WFRP the GM is encouraged to arbitrarily slapnegative modifiers onto any die roll as and when he sees fit (I suggest 1d6 per roll). This should serve toconvey the unfairness and perversity of a world where the presiding gods of law are Murphy and Sturgeon. Theexact reason why these SO UNFAIR! modifiers apply is left to the limitless imagination and exquisite good

    taste of the GM.

    Ability Check or Saving Throw?

    My personal rule of thumb for SBVD is to use Ability Checks to adjudicate actions initiated by a character and toresort to Saving Throws if characters are on the receiving end of something. Yeah, the roll over nature ofplayer initiated actions in combat does confuse the issue slightly, but in my experience players seem to have noproblem remembering whether more or less is better if things are in their interests.

    Fate Points

    These represent the favour of the gods, or, more likely, the unwillingness of the gods to let you die until youhave suffered further for their entertainment. Expenditure of a Fate Point allows a player character to avoidotherwise inevitable death (or horrific permanent injury). What happens instead of death or maiming is entirelyup to the GM, although the words frying pan and fire should be meditated upon.

    Human characters start with 3 Fate Points.Dwarves and Halflings start with 2 Fate Points.Elves, being front-loaded and cheesy beyond belief, start with 1 Fate Point.

    Fate Points are lost forever once spent and new Fate Points can only be gained either by achieving greater skilland renown (a.k.a. levelling up) or through spectacular heroic endeavours (a.k.a. GM fiat). Which meanstheyre pretty much an irreplaceable wasting asset in SBVD.

    Experience & Advancement

    Experience in SBVD is awarded for killing dudes and taking their stuff. Theres none of this namby-pambyexperience for achieving objectives or good role-playing. Those things are expected elements of play,means to the true end of adventuring: riches, glory, and the bloody downfall of ones enemies.

    Characters earn experience by:

    Making money through theft or looting 1 xp per 1 GCKilling members of player races 25xp/HDKilling monsters 50xp/HD + 50xp per special ability

    Sucking Less

    On advancing a level a player may pick one of the six Ability Scores on his characters primary profile. He may,with all due rejoicing and thankful sacrifices, raise that score by one (to a maximum of 18). He also gains 1Fate Point free and clear.

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    Psychology

    There are several psychological states which are so frequently-encountered a part of life in SBVD that theyhave their own rules (suffice it to say happiness and contentment are not among them). Stimuli as varied asinsanity, drugs, or other stimuli may cause these outbursts of atypical behaviour, which generally last 3d4rounds, or until the inspiring object is no longer visible (GMs discretion).

    Some psychological states are mutually exclusive (stupidityand most others), while others are synergistic ineffect (hatredand frenzy, for example). Follow the WFRP guidelines, or apply common sense (as preferred).

    Aggro Some people just dont play well with others and will cheerfully turn on their own side if they cansee both an opportunity and clear advantage in doing so. Ratmen, goblins and orcs are infamouslyprone to treacherous infighting.

    Hatred Hatred is aroused by a particular stimulus, usually someone you really, really dont like. Dwarveshate orcs and goblins; various factions of elves hate one another; demons of rage hate everyone(and their little dog too).

    Frenzy Some states of aggressive excitement can be so powerful they impair the urge to self-preservation.These can be induced by drugs, religious mania, insanity, or through martial disciplines.

    Stupidity Theres mildly confuzzled, and then theres troll-grade stoopid. A character affected by stupidity is

    unable to sustain a train of thought without outside assistance. Concussion and intoxication haveremarkably similar effect to stupidity.

    Fear However brave and hard-bitten someone is, there are some things that are just downright scary.A pack of charging minotaurs, for example, is nothing to be sniffed at.

    Terror Some things out there are more than just scary; they are pants wetting terrifying. A character thatlays eyes on such a sanity-blasting horror must save vs. petrifaction/paralysis to prevent himselfletting the side down.

    Mental State Save/Check Effect if passed Effect if failed

    Aggro Morale check No effect Turn on allies unless already in melee.Hatred Will check Character gains +2 bonus to

    morale, to saves vs.

    fear/terror, and to melee hitrolls against hated enemy.

    Dislike is evident, but the character draws noespecial benefit from the animus he bears.

    Frenzy Will check Character remains calm. Character goes utterly berserk. Must movetowards the object of outrage and destroy it ifat all possible. Morale = 12, unaffected byFear, treats Terror as if it were Fear, allattacks are furious attacks (see Combat, p13).

    Stupidity Int check Character copes with themyriad distractions andcomplexities of life.

    Character initiates no meaningful action, beinginstead distracted by something extraneous(and probably shiny). He is treated as beingunder the effect of a hold person spell but willlash out if goaded or attacked.

    Fear vs. spell Character masters his fear.This time

    Character refuses to move towards or attackthe fear-causing object unless and until itattacks him. He suffers a 1 penalty to allattack rolls, saving throws and ability checksfor 3d4 rounds (as scare spell effect, LLAEC).

    Terror vs. paralysis Treat as failed Fear test(above)

    Character gains one Insanity Point. Hescreams like a sissy girl and legs it (ifpossible) or else curls into a helpless catatonicball. This state of terror lasts for 3d4 rounds.

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    Poisons and Drugs

    Sometimes the quickest way to get someone out of your way is to dose them with something nasty. Poison ispretty a definitive statement of disapprobation, but its use has harsh penalties both socially and in law. Drugsare often just as effective, if less final.

    Toxins

    The world is full of poisonous things, from serpents to mushrooms to mineral compounds. Most animal venomskill within seconds of injection, plant and fungal toxins within 1d6 hours of consumption, while mineral toxinsmay be fatal immediately or cumulatively. Tileans have spent centuries researching ever more complex andsubtle poisons, some of which only take effect in the presence (or absence) of other chemicals.

    Most poisons simply kill or render incapable. Save vs. poison/death or suffer effect. A successful save inflictsthe next less intense degree of debilitation (see Combat Conditions, p15) until treated. Levels of effect are:

    Dead > Helpless > Seizure/Drowsy (as Stunned) > Dizzy (as Floored) > Unaffected

    Infamous Toxins Vector Onset Failed Save

    Belladonna Contact ? DeadBlack Lotus Extract -- Seconds Dead

    Arsenic Ingestion Hours DeadCyanide -- Seconds DeadRabid Dog Saliva -- Hours FrenziedHemlock -- Minutes DeadWolfsbane -- Hours Dead

    Liche Dust Inhalation Minutes DrowsyHellebore -- Minutes HelplessMercury Fumes -- Hours? Confusion

    Centipede Venom Injury Seconds HelplessScorpion Venom -- Seconds DeadSpider Spittle -- Seconds DeadTarantula Venom -- Seconds Seizure

    Even supernatural and daemonic creatures can be poisoned, although usually not by things toxic to mortal life.Some unnatural beasts are poisoned by substances rare and strange (alchemical silver, blessed water), othersby the most innocuous of things (iron, garlic, the roots or seeds of particular plants). The particular effects ofthese atypical arcane poisons are treated in the description of the creature in question.

    Drugs

    People in the Grim World of Perilous Adventure will try to get wasted on almost anything. Alcoholism and drugaddiction are not recognised as illnesses, merely as gluttonous appetite. Most drugs are toxins if taken inlarger doses, or over an extended period.

    A single dose will bring on the specific effect of the drug (save vs. poison to resist). Most habitual users justwillingly fail their save and enjoy the ride. Overdose is entirely too easy if a user has no formal knowledge ofwhat hes dealing with, or just impaired judgement.

    Dur 1 dose 2 doses 3+ doses

    Black Lotus 2d6 hrs Drowsy Hallucination Death

    Bottled Love 1d6 hrs Arousal Palpitations DeathCrimson Shade 1d6 hrs Hatred Palpitations DeathLustrian Marching Powder 3d10 min Stupidity Frenzy PalpitationsMad Cap Mushrooms 1d6 hrs Frenzied Death -Rye Mould 3d6 hrs Hallucination Helpless DeathSultans Resin 1d6 hrs Dizzy Drowsy UnconsciousWeirdroot 1d6 hrs Drowsy Hallucination Unconscious

    Arousal: You are hot for it, where it has a value of whatever crosses your path.Hallucination:

    Save vs. poison or act in a hilariously inappropriate and likely dangerous manner.

    Palpitations: Save vs. poison or treated as Stunned, albeit unpleasantly conscious, for 3d10minutes.

    Dead: Dead in 1d6 rounds.

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    Prices for toxins and drugs are whatever the market will bear. Many jurisdictions place punitive taxes on thesegoods, usually at the behest of the Distillers and Apothecaries Guilds. This invariably leads to all the usualblack market antics.

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    Disease

    Disease is a fact of life in the filthy living conditions encountered in SBVD. There is no systematicepidemiology: diseases, syndromes and chronic conditions are categorised by their symptoms and visibleeffects, rather than by a true understanding of their operation. More primitive societies consider disease to beevidence of moral failing on the part of the sufferer, sure evidence that they have somehow offended the gods.

    Rare and exotic infections are an occupational hazard to adventuring types. To keep things simple all diseasesrequire a save vs. poison/death when exposed to their vector of transmission, with failure indicating that thelucky character has a colourful new complication in his life.

    Infamous Medical Afflictions

    Name Vector Vir Inc Dur Symptoms Effect Remedy

    BlackPlague

    Rats, fleas -2 2d10 2d10 Coughing, fever,black buboes,death

    -1 to all abilityscores/day.Death if any statdrops to 0.

    Flower posies.And prayer.Panicked,fervent prayer.

    FrothingYellow Pox

    Tileans,tainted water

    +0 2d6 3d6 Frothing at mouth,fever, death

    -1 Tgh per day. Wrap in heatedblankets.

    The Kruts Goats,Dwarves

    +0 1d8 2d10 Itching, rash -4 Fel whileaffected.

    Daily applicationof creosote to

    affected areaMootishStinkfoot

    Halflings +0 1d4 2d10 Rotten odour fromfeet

    Mv, -4 to Agchecks.

    Poultice ofmashed Halfling

    GurglishRot

    Curse orChaoticinfluence

    -4 1d6 3d10 Vomiting,diarrhoea,pustules,decomposing flesh

    -1 to all abilityscores/day.Rise as Demon ofDisease if anystat drops to 0.

    Poultice ofmouldy bread

    ScurvishGob Rot

    Sailors,poor diet

    +0 3d10 2d6 Tooth loss,nonsense speech,flawed judgement

    -1d6 all mentalability scores(Int, Will, Fel).

    Fresh fruit,essence ofalbatross in grog

    Sinople Pox Viciouslydisputed

    -2 1d10 2d10 Green or redpustules, fever orchills

    -6 to all abilitychecks andsaving throwswhile affected.

    Ice baths andcool blankets, orhot eggs up thefundament

    SylvanianTomb Rot

    Corpses,graveyardmiasmas

    +0 1d6 2d6 Blue-grey skintone, open sores

    -1 Tgh per day.No naturalhealing possible.

    Potation ofcalcined Mummybones

    Wound Rot(InfectedWounds)

    Weapons,animal bite,wading infoulness

    +0 1d4 2d8 Inflammation,fever, rotting smellfrom affected area

    Prevents naturalhealing. -1d6 Agwhile affected.

    Eating groundiron, applicationof maggots andleeches

    Vir. = Virulence (save modifier)Inc. = Incubation Period (in days)Dur. = Duration of illness (in days)

    Jolly Uncle Gurgles Super Happy Funtime Instant Disease Generator

    Need a particularly horrible affliction, fast?

    1d12 Disease Name

    1 [d2 of Humour, Symptom or Magnitude] Ague2 Canker of the [body part]3 [Animal or Symptom] Cough4 [any descriptor] Fever5 [Humour] Flux6 [Place] Measles7 [Colour or Place] Plague8 [d3 of Colour, Animal, Place or Magnitude] Pox9 [any descriptor] Rot10 [d2 of Place or Symptom] Sweats11 [Place or body part] Wen12 An inexplicable medical mystery. One for the

    journals.

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    Colour: Red, blue, umber, puce, crimson, etc. The more lurid and obscure a shade the better.Humour: Blood, bile, phlegm, choler. If you want to think up more humours thats fine by me.Place: Named for city, region or nation: Saratogan, Reman, Bilbali, Sylvanian, Talabecan, Mootish,

    Khyprian, Hekharan, Estalian, Breton, Norse, Cathayan, Lustrian, etc.Symptom: Wheezing, shivering, sweating, gibbering, foaming, seeping, gritty, galloping, etc.Magnitude: Petty, lesser, great, ghastly, mickle, horrible, etc.

    The GM should apply horrific effects as he sees fit, the more debilitating and grotesque the better. Whether thesufferer ever fully recovers from the effect of the disease, or if he remains a wasted shell of a man in its wake,is also at the GMs option. Err on the side of disfiguring and unpleasant, but not viciously debilitating.

    Medicines and Healing

    Medicine in SBVD is empirical at best, and more often than not absurdly wrongheaded. Although correlationsbetween dirt and infection have been observed there is no germ theory of disease. Illnesses as varied as thecommon cold, cholera and cancer are almost randomly attributed to miasmas, celestial influences, to tinyinvisible daemons of disease, or to the personal hobby-horse of the physician being consulted (Every learnedman concurs that purple cloth, by virtue of its chromatic resonance with the arcane wind of death, carriesdisease. Youll have to burn that jacket. And probably those pants too).

    In game terms, if a character is afflicted with disease and chronic ailments hes going to be wholly at the mercyof his (drunken, semi-competent, shaky-handed) physician. And no, a player character physician cannotsingle-handedly replicate the development of modern scientific medicine through a series of lucky guesses and

    simple structured experiments. Injecting people with milder forms of diseases and/or cutting up dead bodiesfor research purposes just gets the witch hunters and all-purpose angry mob excited.

    Battlefield medicine is less in thrall to idiotic theories, but just as rudimentary. Deftly wielded knives, saws, hotpitch, and bandages are about the limit of sophistication. Opium poppies and alcohol are about it in theanaesthetic stakes, and sepsis is an occupational hazard.

    Miraculous and magical healing do exist, but many people are loath to put their health in the hands of thepower of Chaos or the whims of enigmatic gods. Better to resort to that time-tested poultice of stink nettlesand mashed weasel bollocks.

    Miracles of Modern Medicine

    Anyone can slap some clean linen over a gushing wound, but doing anything more requires at least a modicumof medical knowledge. Any medical intervention requires an Int check.

    Stop Wound Loss: Check at +4 bonus. Prevents character from bleeding out (see Combat,p14)

    Treat Light Wounds: Takes 1 turn, restores 1d4 Wounds.Accelerate Recovery: Doubles rate of natural Wound recovery.

    Set Broken Limb: Limb must be bound up for 1d4+2 weeks.Amputation/Invasive Surgery:

    Patient dies of blood loss, shock or infection if failed.Recovery time as if critically injured.

    Healing Times

    Players do whine on when you take away their precious Wounds and Ability Scores. Minimize their whining withthe following harsh but fair recovery times. All recovery times assume non-strenuous physical activity and

    relatively clean living conditions. The rigours and squalor of adventuring != convalescence.

    Lightly Injured (Wounds remaining) 1 Wound/dayCritically Injured (limb, organ, cranial damage; 0Wounds)

    1 Wound/week

    Recovering from Ability Score loss 1point/week/score

    Insanity

    I know some people find the idea of sanity systems in RPGs less than tasteful, but theyve been an integral partof WFRP since the year dot. This is a game of darkly comic horror, where sometimes the only sane response tothe unrelenting horror of a world sinking in misery, squalor and corruption is to go mad.

    The attitude towards mental illness in SBVD is horribly ignorant. There is no difference in the popularimagination between insanity and daemonic possession; both are seen as clear manifestations of Chaos in theworld. Relatively harmless village idiots or noddy men are tolerated, their conditions provoking pity or

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    laughter. The violent or unsettling mad, on the other hand, are treated with fear and loathing, with lynch mobsforming at the least provocation.

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    A character gains an Insanity Point if any of the following conditions are met:

    Failing a Terror test (see Psychology, p8)

    Surviving drug overdose (see Drugs, p9-10)

    Suffering a Critical Hit (see Combat, p15)

    Other: failing to save a loved one, suffering torture, encounter with Chaos, etc.

    On gaining 5IP, and for each IP gained thereafter, a character must make a save vs. Death/Poison. If the saveis failed the character loses 5IP from his accumulated total and gains a debilitating insanity (usually, but notalways, related to whatever finally drove the character over the edge). Gaining another 5IP either advances anexisting insanity in some catastrophic way, or gives the character a whole new aspect of unreason to explore.

    Common Name Wed know it as

    Alienated Flesh Body DysmorphiaBestial Rage Psychotic RageCrushing Despair Suicidal TendenciesDelirious Saviour Messianic DelusionsCataclysmic Mania Eschatic DelusionsHeartless Hate SociopathyInescapable Memory Obsession, fixated on

    eventLoathsome Mistrust Unfocused Paranoia

    Mandrake Mania Addiction to Mandrake RootProfane Persecutions Focused ParanoidDelusions

    Razed Recollection AmnesiaRestless Fingers KleptomaniaSlave to the Vine DipsomaniaThrall of Chance Compulsive GamblingUnreasoning Fear PhobiaTides of Joy andDread

    Bi-polar Manic Depression

    When confronted with an opportunity to act out their insanity the sufferer must make a Willpower check. Ifsuccessful they manage to keep their behaviour within the (generally generous) social norms accorded toadventurers. If they fail, off they go

    Curing Insanity

    Insanity can be managed through regimens of drugs and behavioural modification therapy and, on rareoccasions, cured by surgery or powerful magic. Be warned that all of these expedients are wildly hit-and-miss.Scholars, surgeons and apothecaries are universally agreed that merely talking it out achieves absolutelynothing. Such dire straits require heroic (if often catastrophically wrongheaded) intervention.

    Mutation

    The common yokel hates and fear deviation from the physical norm as evidence of the taint of Chaos, and,when whipped up by witch-hunters or zealous preachers, even civilised urbanites will readily drive from theirmidst those marked with extra digits, vestigial tails, or ginger hair. More severe mutations (tentacles, horns,feathers or scales, etc.) are obvious marks of Chaos; anyone manifesting them will be burnt at the stake unlessthey flee the inevitable torch-and-pitchfork party.

    If exposed to the influence of Chaos (Weirdstone, catastrophic spell failure, backwash of a demonicsummoning, a bracing hike through the Northern Wastes, etc.) a character must make a save vs. Poison/Death,developing some form of mutation if they fail. As a general rule the more intense or prolonged the exposurethe greater the degree of mutation, but dont hold to this as a hard-and-fast rule. Chaos is, well, chaotic.

    Some mutations can be concealed with clever tailoring or prosthetics. A successful Int check is required to spota concealed mutation, modified by location and severity of mutation, lighting conditions, GM fiat, etc. Its easyenough to hide a sixth toe from most people, but a steaming, smoking mechanical limb, transparent skin or aparasitic second head that sings blasphemous songs isnt so easily obfuscated.

    Mutations can be removed by surgery (although they may grow back the caprices of Chaos are not so easilythwarted), by cleansing fire, or through a miraculous intercession involving the willing sacrifice of one ofinnocent blood. That last is a fancy way of saying GM fiat as the objective of a particular quest.

    The GM should roll on the mutation table of his choice. Mutations should rarely, if ever, be picked.

    (If you want access to the proper WFRP mutations tables refer to an obscure volume entitled Realms of Chaos:Slaves to Darkness, or to the Tome of Corruption for WFRP 2E. Andrew R Fawcett produced a handycompilation of iconic WFRP mutations entitled Chaos Mutations for the criticalhit.co.uk fan site.)

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    Combat

    Initiative

    SBVD uses B/X D&Ds optional individual initiative rule (1d6 +/- Ag mod.) as standard.

    Actions

    You get one action per round. Moving (up to Mv rate) and swiping wildly counts as an action, as does aiming

    and firing a missile weapon, casting a spell, running away (up to 3x Mv rate), etc. More than one Attack onyour profile allows additional attacks per round, but not additional movement or spell casting. It no complex.

    Hitting People for Fun and Profit

    SBVD uses Dan Collins Target 20 system for combat resolution. Why? Because simple and intuitive is good.

    To hit: get 20 or more from the total ofyour WS/BS + their AC + d20.

    WS = melee bonus to hit (class modifier +/- Str mod)BS = ranged bonus to hit (class modifier +/- Ag mod cover mod)AC = Armour Class (armour worn +/- Ag mod)

    Further Complexity

    Rolling a natural 20 in melee allows you to make a follow-up attack during the same combat round.Rolling a natural 1 in melee allows your enemy to riposte, making an additional attack against you.

    Combat Options

    Its assumed that characters protect themselves in melee; they dont just stand there exchanging blows likeclockwork figures on a municipal clock tower. If the GM allows especially cautious or reckless behaviour incombat may result in mechanical advantage. This ties in nicely with psychological effects (see Psychology, p9).

    Dive for Cover Forego attack, gain +1d4 bonus to AC against missile fire. Unless the fight is taking placein a ballroom theres always cover within diving distance.

    Fight Defensively Forego attack to confer a penalty = WS on enemy attack (as Parry, LLAEC p142)Furious Attack Take 4 penalty to AC, gain +2 bonus to hit.

    Several warrior careers also have career skills with an effect on combat:

    Dodge Blow (Marine, Militiaman,Servant)

    -1 from damage inflicted by any melee weapon

    Street Fighting (Bodyguard) Never count as being unarmedStrike Mighty Blow (Mercenary) +1 damage with any melee weaponStrike to Injure (Protagonist) May swap damage for debilitating effect on enemy

    (-2 to all rolls until healed)Strike to Stun (Footpad, Watchman) May swap damage for Stun effect (save vs paralysis to

    avoid)

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    Damage

    In both B/X D&D and WFRP base weapon damage was 1d6, modified by Str and by any special rules thatapplied to the weapon type. One wrinkle that WFRP added was an exploding damage die:

    Re-roll to hit if 6 comes up on damage dice. Another hit = damage of 6+1d6+modifiers.

    This simple and elegant system can be replaced by the variable damage system from B/X D&D, or by the

    weapon qualities of WFRP 2E, if the GM prefers (see Combat, p15-16).

    Combat Conditions

    Sometimes a blow will do more than simply cause damage. The most common effects (in increasing order ofseverity) are:

    Floored: Prone (no movement), defensive actions only. Enemies gain +2 to hitStunned: Prone. No actions may be taken. Enemies gain +4 to hitHelpless: Paralysed or unconscious. Enemies hit automaticallyBleeding Out:

    Dead in 1d6 rounds if not healed. Any further hits: coin flip, tails =dead

    Hit Location

    This is an optional rule, generally used in connection with critical hits or specialist weapons like lassos andbolas. Roll a d10:

    1 2 3-4 5-6 7-9 0

    Leg, l Leg, r Arm, l Arm, r Torso Head

    Critical Hits

    When a character you care about (PC, named NPC) is reduced to 0 Wounds take the overkill damage (totaldamage remaining Wounds) add 1d10, and then compare to the chart below. Make another roll each time thecharacter is damaged further. Anyone who isnt significant enough to merit a roll on this table just has a 50%chance of dying at 0 Wounds (coin flip, tails = dead). Yeah, it sucks to be insignificant.

    As you can imagine, getting gnawed on by a creature that does multiple dice of damage on a hit is almostinvariably fatal, but thats as it should be.

    Overkill + d10 2 3 4 5 6 7 8 9 10 11 12 13 14+Result 1 2 3 4 5 6 7 7 8 8 9 9 10

    Arm Leg Head Body

    1 ButterfingersDrop wielded item

    Staggered

    Lose next actionDisoriented

    Lose next actionWinded

    -4 to all actions for 1 rnd2 Arm numbed

    No attack or Ag bonusto AC for 1 rnd

    Leg numbed

    Mv 1 and -4 to Agchecks for 1 rnd

    Ears ringing

    Stunned for 1 rndKidney Jab

    Stunned for 1 rnd

    3 Arm numbedAs #3 for 1d4 rnds

    Leg numbed

    As #3 for 1d4 rndsNose crumpled

    As #3 for 1d4 rndsGroin shot

    Stunned for 1d4 rnds4 Hand incapacitated

    Cannot use handLeg incapacitated

    Floored 1 rnd, Mv 1Scalp sliced

    -2 to all actionsRibs cracked

    -2 to all actions5 Arm broken

    Cannot use armHip cracked

    Stunned 1d4 rnds,Mv 1

    Concussed

    -4 to all actionsfor 1d6 rnds

    Badly winded

    -4 to all actionsfor 1d6 rnds

    6 Arm mauledAs #5 + bleeding out Leg mauledAs #5 + bleeding out FlattenedStunned for 1d10rnds

    WallopedStunned for 1d10 rnds

    7 Arm mangledAs #6 + save or dieor lose hand

    Leg mangled

    As #6 + save or dieor lose foot

    KO-ed

    Helpless for1d10 minutes

    Gutted

    Helpless + bleeding out

    8 Arm hanging offAs #6 + save or dieor lose arm at elbow

    Leg hanging off

    As #6 + save or dieor lose leg at knee

    Face mangled

    As #7 + save or dieor lose an eye

    Spine Crushed

    As #7 + save vs.paralysisor lose use of legs

    9 -- Dead, bloodily so --10 -- Dead, messily so --

    Unless duration is listed penalties last until the injured character is treated by a medically competent healer.

    Theres no shame in either surrendering or just staying down and quietly awaiting assistance if reduced to 0Wounds. Only the most ferocious combatants (berserks, wild boars, Trollslayers, warriors/demons of RAEG!)will keep fighting beyond this point. Youll probably want to avoid that kind of nutter.

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    Weapons

    Many, varied and exotic are the tools of death. Any and all weapons from B/X D&D are available, along with abunch of rare and specialised quasi-Renaissance kill-toys.

    A note on carried weapons: Wandering the streets of Burgdorfstadt tooled up and clad in full armour will getyou turned away by merchants and/or stopped by the guard. Carrying a knife is unremarkable, even in polite

    company. Many workingmen carry potentially lethal tools of the trade (axe, club, meat cleaver, crowbar,ratting shovel, etc.), and the gentry are expected to wear an elegant hanger (rapier) as a mark of their status.

    Weapon Properties

    These rules may be used to differentiate weapons beyond simple raw damage potential.

    Property Weapon Mechanic

    (2H)anded Battle axe, flail, halberd, heavy crossbow,morning star, pole arm, two-handedsword

    Roll 2K1 damage. Strikes last in melee

    (B)raced Spear, halberd, lance, pole arm 2x damage vs. chargers

    (Ch)arge Lance, scimitar 2x damage in cavalry charge

    (C)ompact Dagger, shortsword, pistol Usable in tight spaces

    (Fl)ail Flail Ignore shield bonus to AC

    (Fi)rearm Arquebus, blunderbuss, jezzail, pistol Ignore armour bonus to AC at short range,Misfire on Nat 1 to hit (save vs.poison/deathor take 1d6 damage), *really* noisy

    (Q)uick Dagger, pistol, any one-handed sword May be drawn as free action

    (R)each Spear, lance, pole arm Wins initiative vs. non-reach weapons

    (S)nare Bola, lasso, mancatcher, net, whip May entangle opponent

    (T)hrown Dagger, bola, dart, hammer, hand axe,javelin, lasso, net, spear, trident

    May be thrown

    Crossbows

    The original point-and-click weapon has been elaborated on by weaponsmiths who have created ingenious

    specialised versions for the discerning killer. Cheaper and quieter than guns, and easier to master thancompound or self bows, crossbows are still popular among hunters and militia.

    Repeating A gravity-feed magazine (capacity: 10) and integrated lever action allow rapid restringing.Wielder may fire twice/round if no movement is taken. Popular with stagecoach guards.

    Pistol A small all-steel crossbow, infamous as an assassins weapon and illegal in many jurisdictions.Requires both hands to span with assistance of a mechanical screw, but only one hand to aim/fire.

    Fencing Weapons

    Gentlefolk use smaller, lighter blades than the full-sized war sword (variously dubbed the broadsword,claymore, or spadroon) when in civilised company. These light blades - and their accompanying array ofoff-hand bucklers and blades - are optimised for quick jabbing combat against lightly-armoured human-sizedopponents, not for hacking at shield-walls, pike blocks, or gargantuan monsters.

    There are several competing styles of fencing, with Tilean sword-and-buckler fighting being the most famous.

    Estalian defencing (a one-handed style typified by rapid jabs and linear shifts back-and-forth) and Teutogenduelling (a macho northern style relying on static positioning and reflexive parries and ripostes) also have theiradherents, and students will fight to prove the superiority of their chosen style at the least provocation.

    Large wooden shields are simply too bulky to beused in conjunction with the rapid movement offencing. A buckler, dagger, cloak, main gauche orswordbreaker (a fork-like weapon with two or threeblades set at angles) is more commonly wielded inthe off-hand.

    Judicial shield

    A curious fencing weapon found in rustic courtswhere trial by combat remains on the statute books.Only the most eccentric (and short-lived) warriors

    wield such things on the field of battle.

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    Judicial shields are wielded two-handed, and their protrusions and hooks may be used to overbalance, trip orpin opponents. Wielders can elect to either do damage or Floor their opponent (see Combat). The defenderchooses whether they want to take the damage or suffer the penalties of being floored.

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    Non-Lethal Weapons

    Sometimes its worth keeping the enemy alive for questioning or ransom. Thats when non-lethal entanglingweapons come in handy. A humanoid, physically solid target hit by a non-lethal weapon must save vs.paralysis or be tangled. Check the hit location table (see Combat, p14-15) and apply an appropriate effectfor maximum hilarity (lasso to the arm = disarmed or caught, bola to the head = spark out). Even if the saveis successful the entangled must spend a round shaking off the encumbrance.

    If used two-handed, or by more than one person, or as part of a trap, a large net can hopelessly entangle atargeted enemy per the web spell (successful hit and failed save required).

    (Hey look! Non-casters get to throw save or effects around! Take that SRD-derived D&D!)

    Melee Weapons Cost Enc Dmg Properties

    Foil 10 1 1d6 +2 to individual initiativeRapier 15 1 1d8 +1 to individual initiativeBuckler 5 1 - +1 to AC vs. melee attacks

    onlyMain Gauche 10 1 1d4 Second attack ~or~ +1 to ACSwordbreaker 10 1 1d4 Second attack ~or~ disarm *Judicial Shield 25 2 1d4 +2 to ACMancatcher 10 2 1d4 2h, SnWhip 5 1 1 Sn, 10 reach

    * If a successful parry is made with a swordbreaker, the opponent must save vs. paralysis or be disarmed.

    Ranged Weapons Cost Enc Dmg Range ROF Properties

    Repeating Crossbow 100 2 1d6 80/160/240 1 or 2 2hCrossbow Pistol 50 1 1d6 30/60/90 Bola 5 1 1d3 20/40/60 1 Sn, TLasso 5 1 - 10/20/30 1 Sn, TNet 10 2 - 10/20/30 1 Sn, T

    Firearms

    Prolonged and rigorous alchemical study has revealed the explosive qualities of certain compounds of naturallyoccurring minerals. Warriors sick and tired of high-and-mighty wizards hogging the pyrotechnic limelight havegleefully exploited these properties for maximum carnage. Firearms are expensive, fiddly, complex and proneto failure, but their potential for noise and damage outweighs these failings in many minds.

    Arquebus Five feet and 10+lbs of awkward, one-shot matchlocked fiddlyness. Look at one of your d20s.Thats about the size of the ball being thrown.

    Blunderbuss Wide mouthed, short barrelled dispenser of havoc. Damage drops off rapidly at longer range,but itll totally ruin the day of anyone nearby.

    Jezzail Long barrelled, small bore hunting piece. No one has come up with rifling yet so this is state-of-the-art. Price? If sir has to ask

    Pistol Sophisticated snaplock weapon. Dont think in terms of a snub-nose 9mm revolver. Think ofsomething over a foot long with a 12mm bore.

    Cost Enc Dmg Range Reload Properties

    Arquebus 300 2+ 1d10 50/100/200 1 2H, FiBlunderbuss 100 2+ 1d8/6/4 * 20/40/60 2 2H, FiJezzail - 2+ 1d8 75/150/300 2 2H, FiPistol 200 1+ 1d8 25/50/75 1 C, Fi, Q

    * Counts as 2-handed weapon only at short range. Damage drops off as range increases.Reload is the number of combat rounds of complete inactivity (no movement, no attacks; nothing but faffingaround with the boomstick) required to reload the weapon and ready it for use again.

    Grenado

    Big black ball with a fizzing fuse and BOMB written on the side. Grenadoes are popular with grenadier stormtroops and black-cloaked anarchists, but really unpopular with everyone else. Requires move action to lightfuse provided flame is to hand. Grenadoes misfire (roll d10) on a natural 1 to hit:

    1-4 Fuse fizzles out5-7 Fuse delayed 1d3 rounds8-9 Explodes halfway to target0 Explodes in the wielders

    hand

    Cost Enc Dmg Range

    Grenad 50 1 4d6 ** 10/30/50

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    o

    ** 10' radius, save vs. device for half.

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    Equipment

    Characters in SBVD start with very little stuff, and most people are motivated by the desire to gain more andbetter stuff. This is slightly easier if you are can leverage your ownership of existing stuff in some ingeniousmanner. The universal rules of business apply: it takes money to make money, and violence trumps moneytrumps ethics.

    MoneyGenerally as B/X. Gold Crown (gp), silver Shilling (sp), copper Pfennig (cp). Keep the WFRP names for flavour,but dont bother with the old money S/d format of WFRP money; such timeless elegance and sophisticationin a currency system just overwhelms the colonials. KISS principle applies: counting on fingers is easier.

    Selling off Loot

    If you want comprehensive trading rules seek out a copy ofDeath on the Reikor something. Generally:

    Looted goods sold on the open market yield ~50% purchase price.

    Used goods markdown does not apply to rarities like precious metals, jewels or magic items. Stuff like thatalways retains value; thats what makes it treasure.

    Stolen goods should be fenced, yielding 5-30% of list value. Selling stolen goods openly will likely result in

    apprehension and judicial mutilation (branding, finger-cropping, etc).

    Encumbrance

    Yes, you could track every ounce of carried weight individually, but thats just masochistic (and not in theentertaining WFRP fashion). I use James Raggis Lamentations of the Flame Princess encumbrance rules: tickoff each carried item, to a max of 25: 0-10 = Mv 4, 11-15 = Mv 3, 16-20 = Mv 2, etc.

    Enc Enc

    One-handed weapon 1 Shield 1-2Two-handed weapon (inc. bows) 2 Light armour 5Ammo (per 10 shots) 1 Heavy armour 10Blunderbuss Ammo (per 10 shots) 2 Plate armour 15

    Multiple instances of small, light item 1 Cash 1 per 100gpBulky loot (stolen furniture, etc) 5 Carried

    casualty= Tgh score

    Quality

    Some stuff is better made than other stuff. People can, and do, pay through the nose for something superior interms of utility or bragging rights. Theres also a lot of cheaply made crap out there, which sellers will usuallytry to pass off as quality product. Caveat emptor.

    Quality Mark-up Rarity Game effect

    Fine 10x list price Rare as hens teeth(10%)

    +1 to relevant skill use, -1enc.

    Good 3x list price Sought after (30%) 4/5ths normal enc.Poor cost Common as muck -1 to skill use, +50% enc

    Adventuring Gear

    Price and description are generally as B/X.

    Armour

    Big solid chunks of material interposed between ones soft delicate parts and the harsh realities of theunforgiving world. Armour types are (N)one, (L)ight, (H)eavy and (P)late, which map pretty handily to thearmour types found in both TSRs Chainmailand GWs Warhammer Fantasy Battle rule sets. Funny that

    Type AC Cost space AC Cost

    (Clothing) N 9 - Shield, buckler * +1 5

    Padded N 8 10 Shield, small +1 10

    Leather L 7 20 Shield, large +2 25

    Scale mail L 6 50 Shield, judicial * +2 25

    Chain mail H 5 150 Helmet - 10+

    Bandedmail

    H 4 250

    Plate mail P 3 600 * new item

    Full Plate P 2 1,000

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    Gunpowder gear

    Match, powder, balls, etc: all the various fiddly bits and pieces that make gunpowder weapons such a delight touse during extended engagements.

    Leadshot*

    10sp for 10

    Powder* 3sp/shot

    Match 1sp/foot (burns at 1ft/hr)

    * Double cost/shot for the excessive requirements of blunderbusses.

    Prosthetics

    Replacements for body parts chopped, gnawed or rotted off. Assume 3d6 gp for an item of average quality,less for pre-owned tat. As ever, the more comfortable and sophisticated lifestyle solutions cost more.

    Artificial Poor Average Good Fine

    Leg Crutch Peg Leg Carved Foot Spring LegHand Hook/fork - Carved hand Gripping handEye Patch Wooden Glass -Nose - Leather Ceramic Silvered/GildedEar - Ear horn - ProstheticTeeth Wood Horn Human IvorySkull Plate Pewter Iron - Silver or Gold

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    Magic

    As ane fule kno the use of magic in the world of WFRP (and thus in SBVD) is much riskier than in B/X D&D.Magic is the stuff of Chaos in the world, and casting spells is the imposition of a mortals will upon Chaosenergy. As you might imagine, this is an insanely dangerous way of making a living. All those elaborate ritualsand weird paraphernalia arent just mumbo-jumbo designed to impress the rubes; theyre time-testedprotective gear just as vital as the graphite rods and lead shielding in a nuclear power plant. Of course, those

    same rites and juju are dead giveaways to the inevitable witch hunters and pitchfork posses.

    Giving Them the Explodo

    SBVD uses a straight rip of the WFRP 2E casting system (already familiar to players ofLegend of the FiveRings, which is basically WFRP + samurai) because its an unimprovably vindictive mini-game of Russianroulette. There are no limits on spells/day, other than the caster's own prudence and the tolerance of locals

    To cast: roll d10s = characters Casting Dice vs. Target Number (TN) of spell

    Equal or better: Success Just as planned.Less than TN: Failure Winds of magic say NO!All dice = 1s: Fumble As above + save vs. magic, caster gains +1 IP if

    failed

    Wearing armour while attempting to bend the uncontrolled power of Chaos to your will is generally not a good

    idea. All that iron plays havoc with the flow of magic. Add +1 to TN per 1 AC of armour worn.

    Our Wizards Are Different

    There are three arcane traditions accepted (or at least semi-accepted) in polite society. These are:

    The time-hallowed rites of priestly prayer, which most people dont thing of as toying with Chaos.

    The scholarly magic of the wizard traditions.

    The half-assed word-of-mouth tomfoolery of the hedge wizards and cunning folk.

    Cleric: Cast Divine Petty Magic and Lesser Magic, Subject to Divine Wrath.Wizard: Cast Arcane Petty Magic and Lesser Magic, Subject to Curse of Chaos.Hedge wizard*: Cast Hedge Petty Magic and Lesser Magic, Subject to Curse of Chaos in spades.

    * Any academic who isnt a Priestly Initiate or Apprentice Wizard can dabble in the infernal arts. Lacking therigorous training and protective gear of their more respectable peers they are even more prone to having it all

    go horribly wrong on them. Hedge wizards roll an extra die whenever they attempt to cast any spell. Thisdoesnt count towards the total accumulated by their Casting Dice, just towards checks for Curse of Chaos.

    Curse of Chaos

    If any casting dice match the wizard has sorely mishandled his magic and becomes subject to magicalbacklash; the more dice match, the more severe the effect.

    Doubles(2,2)

    Minor Manifestation

    Caster glows with eldritch light for 1d10 rounds, milk curdles,animals flee, ghostly voices, caster takes minor damage, etc.

    1in20 chance ofmajor manifestation

    Triples(5,5,5)

    Major Manifestation

    Caster gains visible infernal mark lasting 24 hours, stunned for 1round, gains +1 IP, a minor demon appears, suffers magical burnout(-1 Casting Dice for the next 24 hours), etc.

    1in20 chance ofarcane catastrophe

    Quads(7,7,7,7)

    Arcane Catastrophe!

    Casters falls unconscious for 1d10 minutes, gains +1d10 IP,1d6 demons appear, caster takes random critical hit, etc.

    1in10 chance caster issucked into Realm ofChaos

    Wrath of God

    If any casting dice match the priests god requires some self-sacrificial ritual of his pawn *ahem* devotedservant. This can be anything from no more spells for you today to 1d10 minutes of penitential prayer,right now! Yes, in the middle of the fight to no more spells until you go on a penitential pilgrimage.

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    Petty Magic

    Apprentice magic, either learnt by trial-and-error, or as trade secrets, or drummed into the apprentice by rote.Most petty magic spells map readily to low-level spells found either in B/X, or in the d20 SRD.

    Petty Arcane TN Effect

    Glowing Light 3 as lightSounds 4 as ghost sounds

    Drop 4 as targeted grease (SRD)Marsh Lights 6 as dancing lights (SRD)Magic Dart 6 as magic missileSleep 6 as sleep, one target, touch attack

    Petty Divine TN Effect

    Courage 3 as remove fearSpeed 4 As cats grace (SRD)Fortitude 5 as bears endurance (SRD)Healing 5 as cure light woundsMight 6 as bulls strength (SRD)Protection 7 Enemy must save or target another opponent

    Petty Hedge TN Effect

    Prot from Rain 3 Youre unaffected by rain, and float if immersedMagic Flame 5 Casts light as candle, can ignite flammable

    materialGust 4 Wind knocks over small objects, scatters paperGhost Step 4 aspass without trace (SRD)Ill Fortune 5 as bestow curseShock 6 save or stunned, touch attack

    Lesser Magic

    These universal spells are largely inherited from an older system of magic that predates the modern Loresvouchsafed unto men by smug know-it-all Elves. All characters capable of using magic know 1d3 of these(determined randomly), even if they cant yet cast the spell successfully due to the TN.

    Lesser Spell TN Effect

    Move 4 as ghost hand(SRD)Aethyr Armour 5 as mage armour(SRD)

    Bless Weapon 6 as lesser magic weapon (SRD)Magic Lock 7 as wizard lockMagic Alarm 8 as alarmSilence 10 as silence, one targetSkywalk 11 3xMv for 1 round, leap up to 6 yds

    verticalDispel 13 as dispel magic

    Learning an additional Lesser Magic spell costs 100xp and 1d4 weeks of study, meditation, fasting and drug-assisted dream questing. Magical research in SBVD looks more like a Russ Nicholson pic than anything else.

    Arcane Lores

    The flash-bang effects of College, High, Dark and Chaos Magic are beyond the scope of SBVD. Should you feelthe need to include such things in your game simply pick a B/X spell, assume a casting TN of around 6(+/-2)

    per D&D spell level, and give the spell a pompous Vancian name. Its quite remarkable how readily the spelllists of WFRP 2E map to the spells of the d20 SRD.1

    1Or how clearly WFRP 2E talents map to SRD feats. Or the WFRP 2E action economy maps to that of the SRDcombat system. Or how XP-per-career requirements in WFRP map to XP-per-level requirements in D&D. Orhow WFRP armour types and protective values map to D&D AC. Or how both WFRP and B/X use the samearbitrary 45g units for their encumbrance systems. Or

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    Magic Items

    Many of the magic items in WFRP had direct equivalents in D&D. A magic sword/shield/codpiece is what it is;ditto such folkloric standbys as hats/rings/potions of invisibility, cornucopia of endless sandwiches, sevenleague boots, et blah. Use the WFRP item lists as a guideline to whats out there, erring on the side of scarcity.

    Side Effects

    All magic items in SBVD (with the exception of Runes and Dawnstones) have side effects. Thats an inherentaspect of the Chaotic nature of magic. These side effects will usually be little more than cosmetic, but may begreatly amplified in locales of great magical potency (Waystones, the Chaos Wastes, etc.).

    Amulets

    Amulet of Blessed Copper: unerringly detects poison at a range of one foot and grants +4 bonus to savingthrows made to resist the effects of poison.Side effect: wearer loses sense of taste.

    Amulet of Silver: was good against fear effects from the undead?Amulet of Jade: promoted healingAmulet of Iron: resisted magic

    Amulet of Adamantine: the wearer takes minimum possible damage from melee attacks.Side effect: the wearers skin takes on a metallic tinge, and their sense of touch is lessened.

    Weapons

    Arrow of True Flight: Always hit their target so long as they are within maximum range. No roll to-hit required.Side effect: eagle feathers gradually replace the bearers hair. He gains 1d6 new feathers/day.

    Arrow Storm: Splits into numerous separate arrows upon firing. The arrow damages as normal in a 10 radiusarea of effect centred on the original target. If youre not fussed about nitpicking areas of effect just say itaffects 2d6 of the enemy.Side effect:

    Items of Awe and Wonder

    Boots of Bovva: Allow an additional kick attack (2d6 damage) if wielder chants the ancient ritual incantationOi! Oi! Oi! during melee.Side effect: the hair on the wearers head shortens to coarse stubble. This grows back at the normal rate.

    Boots of Command: Cursed item. The wearer moves around as commanded by the true master of the boots.Side effect:

    Enchanted Rope: Coils, uncoils, ties up enemies or ascends and ties itself off as required. The rope can supportthe weight of a single climber unsupported, or up to its breaking strain if ordered to tie itself off.Side effect: the hair and beard of the last person to command the rope knot and tangle constantly.

    Globe of Poisoned Wind: Seamless glass globe containing a lurid green swirling mist. May be thrown as a flask.Releases a cloudkilleffect on impact. One use only.Side effect: none, but its a glass globe full of poison gas, and most characters have an active lifestyle.

    Weirdstone

    The otherworldly arcane substance dubbed weirdstone is sought after by some, but the focus of terrifiedsuperstition to many more. Ratmen consider weirdstone the sacred leavings of their vile god. Pious men deemit the condensed sins of the world. Simply carrying weirdstone without the correct protective equipment

    (sealed lead caskets and the like) requires the carrier to save vs. device 1/day or suffer mutation.

    So why would anyone bother with these wickedly dangerous hell rocks? Well, because its compressed Chaos-stuff: the very essence of magic. Using weirdstone as a component in a casting increases the power the wizardcan draw on, albeit at a cost. Drawing on a chunk of weirdstone grants the caster +1 casting die, but requiresthat he save vs. device or suffer a chaotic mutation. A hand-sized chunk of weirdstone is good for 1d6 castingsand commands fantastic prices on the black market.

    Dawnstones

    Pre-Chaos artefacts. Each of these things is weird and unique and breaks the rule of magic as understood bymoderns. Treat them as AD&D artefacts of low-to-middling power with a secondary effect of suppressingChaotic influences. Dawnstones repel demons asprotection from evil, entirely negate the toxic effects ofWeirdstone, allow a caster to ignore one matching die on a casting roll, etc.

    Magic Monoliths: Waystones, Oghams and Herdstones

    These are scattered all over the wilderness, usually at the centre of their own little zone of weirdness. Whyexactly the Ancient Ones erected huge menhirs here and there is an enigma, but the effect of these stones isprofound and powerful.

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    Any spell cast within 100ft or so of a monolith adds +1 additional casting dice. Any spell cast by someonetouching a monolith adds +2 additional casting dice. Each multiple of the normal TN required allows the spellto take effect again. These bonus dice count for both the purpose of spellcasting success and for chance ofinvoking either The Changers Curse or Wrath of God.

    E.g. a 1st level wizard casts spell while touching a monolith. He rolls 3 casting dice rather than his usual one

    and achieves (6,9,9 =) 24. His spell takes effect on fourtargets rather than the usual one and he suffers aminor manifestation of arcane backlash.

    Runes

    Dwarves really distrust magic. They bind it into items in a rigidly ritualised time-hallowed form: arcane runes.Runic items have no side effects. Humans ripped off dwarven rune law as the basis of ancient Nekharan ritualmagic, which was a significant root of scholarly and necromantic magic traditions.

    There are various forms of non-dwarven runes, including Rattish, Chaotic and Hekharan.

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    Monsters

    The vast majority of the monsters in WFRP are straight borrowings from the well of public domain folklore fromwhich D&D drew. Consult your preferred D&D monster book for such familiar fantasy stalwarts as goblins,orcs, dragons, manticores, etc.

    The standard B/X monster stat block has been reformatted to be a little more WFRP-ey in appearance. The

    missing information from the B/X block (alignment, damage, treasure, flight, swimming or burrowing speed)can be found in the monster description.

    Monster Name (# Encountered)

    Mv WS BS Att W AC Sv Mrl

    # # # # # # ## #

    Mv - B/X movement in feet per turn /30 W - Wounds (d8 HD)WS - Weapon Skill (melee attack bonus) AC - B/X Armour ClassBS - Bow Skill (ranged attack bonus) Sv - B/X Saving Throw

    matrixAtt - Attacks per round Mr

    l- B/X morale

    Psychology and Special Abilities

    A lot of monstrous creatures in the WFRP world cause fear, terror, infected wounds or disease. This will benoted in the descriptions of new monsters. To enhance that WFRP flavour of SBVD I suggest that the WFRPpsychology rules be applied across the board, even to B/X D&D monsters that dont normally terrify hardenedadventurers.

    Things as relatively mundane(!) as a skeleton, ghoul, ogre or giant spider should cause fear.

    Things a normal human has no chance against (demons, dragons, hydras, vampires) should cause terror.

    Rats, otyughs, carcass scavengers and suchlike habitual wallowers in mire should have a non-trivial chance

    to cause infected wounds or disease from their filthy claws and bites.

    Humanoids

    People on the left we hate the people on the right.

    Beastmen (2d6)

    Mv WS BS Att W AC Sv Mrl

    4 2 2 1 2 6 F2 8

    Beastmen are goat-legged, animal-headed tribal humanoids who consider themselves the favoured children ofChaos. They are nothing like gnolls, and theyre especially not a PG13 copypaste ofRunequestBroo. Nosirree.

    Beastmen produce nothing and live by hunting and raiding, scattering both the bones of their enemies and theirlooted wealth (HC XIX) around tainted Chaos monoliths found deep in the forests. Beastmen attack withvicious kicks, head butts or crude but effective melee weapons (all of which cause 1d8 damage). There is a50% chance that any beastman has a randomly determined mutation.

    Ratmen (1d100)

    Mv WS BS Att W AC Sv Mrl

    4 1 1 1 1 6 F1 4+

    The twisted Ratmen dont exist, even though entire armies have fought against their uncountable hordes, theirtwisted warbeasts, and their bizarre magical technology. Theyre just a rat-faced type of beastman, thats all.Theyre dont have an extensive hidden empire in the sewers and tunnels. And they certainly dont plot tooverthrow the world of men.

    Ratmen are unutterable cowards on their own, but gain an almost mystical courage when among large numbersof their own kind. The more ratmen around, the braver they are. Morale base 4, each doubling in the numberof Ratmen present in a group increases it by 1 with no upper limit (2 ratmen = Mrl 5, 4 = Mrl 6, 8 = Mrl 7, 16= Mrl 8, etc.)

    Common Ratmen wield spears and jagged poisoned blades with vicious glee and a fanatics eye for your softparts. The infamous Ratmen special weapons should be treated as magic items with radioactive/steampunk FX

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    and some downright cheesy puns and visual gags (warpfire = wand of fire, warplock = jezzail+poisonammunition, poison wind = see Magic Items, etc.) Yes, players can wield these weapons if they manage tocapture and decipher them, just remember that Ratmen have absolutely no conception of ElfnSafety.

    Treat the gigantic Ogre-Rats as stupidityprone, fear-causing White Apes, and the ruling Grey Wizards andWarlock-Engineers as wizards of level equal to their W (3+). The swarms of feral giant rats that accompany allRatmen incursions cause infected wounds 35% of the time, and carry Black Plague 2% of the time.

    Fimmish Bog Devils (2d4)

    Mv WS BS Att W AC Sv Mrl

    4 4 1 3 3 4 F3 6

    The Bog Devils are monocular amphibian humanoids of evil aspect. These ancient terrors of the wetlands havebeen driven to the verge of extinction by divisions among their creator gods, and by the inexorable expansionof Ratmen and Dark Elves into their conceptual niche territory. Legend says that they once fielded entirearmies and waged terrible wars against men, dwarves and elves, but such things are long past. And the BogDevils are reallybitter about it.

    Bog Devils are terrors in close combat, attacking with two large axes or maces and with swipes from their long,sharp-edged tails. All these attacks cause 1d8+1 damage, and the tail attack may strike to stun (see Combat,pg 14). The eldritch mist they naturally exude invariably covers Fimmish advance and also serves to gaugerange for their - wildly inaccurate - thrown missiles. Treat Fimmish mist as a random level of cover, whichvaries round by round.

    The ancient masters of the Bog Devils are able to enhance their minions natural fog effect into a stinking cloud,and are evil sorcerers able to cast spells as wizards of level equal to their W (3+). They are 50% likely to havean allied demon on call.

    Bog Devil lairs are filled with ancient treasure, and blasphemous idols of ancient make. Individually they carryHC IV, collectively HC XXI.

    Giants (1d2)

    Mv WS BS Att W AC Sv Mrl

    4 9 9 1 9 4 F9 9

    SBVD giants are all massive (20+) drunken killer hobos. One of the few things that will get these obstreperouscreatures working together is a planned assault on a brewery. Giants claim that their drinking is to numb thetragic pain of the ancient greatness that their race has lost to man, Chaos and the passage of ages, but thegeneral consensus is that theyre just at the tired and emotional stage.

    Giants have to save vs. paralysis when fighting small folk in melee to avoid tripping over their own feet, endingup Floored for 1 round. Those fighting a giant against a toppling giant must also save vs. poison/death or besquashed. All giant attacks, be they melee or ranged, cause 3d6 damage and cause all human-sized opponentsstruck to be Floored for 1 round. The damage dice from giant attacks may be divided up between severalopponents to represent stomping and kicking, sweeping blows with tree-trunk clubs, the bounce and ricochet ofhurled stones, hurling some poor unfortunate into a wall, etc.

    There is a 25% chance that a giant has been affected by Chaos and has 1-3 randomly determined mutations.Chaotic giants are surly drunks who revel in pulling the limbs off those smaller than them.

    Zoat (1)

    Mv WS BS Att W AC Sv Mrl

    7 4 4 2 4 5 E4 10

    These ancient lizard-centaurs have enjoyed a complex history. They originated as druidic defenders of theforest, and then went into space as the shock troops and diplomats of an alien hive race before disappearingentirely. They appear to have vanished into a combined time travel/ret-con portal, returning to the WFRP worldas the fearsome lightning-powered Dragon Ogres. Suffice it to say these guys are weird, a bit confused andnot to all tastes.

    Zoats attack with a barging trample which causes 1d8 damage and with gigantic two-handed stone maceswhich cause 2d6 damage. The ancient runes grant the weapon +1 enchantment and require any demon struck

    to save vs. death or discorporate. Zoats are rumoured to possess ancient treasures and lost lore.Zoats either have spellcasting ability as a wizard of level , or are subject to frenzyand have a completeimmunity to damage from electrical attacks.

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    Dumb Animals

    Dumb doesnt equate to helpless. There are plenty of Chaos-warped animals out there that are more thanhappy to remind those uppity humans that no one is above the food chain.

    Bloodsedge (# Encountered)

    Mv WS BS Att W AC Sv Mrl

    # # # # # # ## #

    Proactive carnivorous plant. They grow on old battlefields.

    Giant Bogtopus (1)

    Mv WS BS Att W AC Sv Mrl

    1 8 4 6 8 7 F4 9

    Bogtopi spend their lives squelching around in mires and marshes looking for things to fondle and eat. Theyattack as normal giant octopi and have enough cunning to drag air breathers below the water. A bogtopusgenerally fears fire, and will throw clods of mud at torch wielders. Bogtopi have no interest in gatheringtreasure, although exceptionally cunning specimens use it as bait for passing humans.

    Carnivorous Snapper (# Encountered)

    Mv WS BS Att W AC Sv Mrl

    Riding lizard (Cold One) hey look! Its the FF Bonesnapper in all but name!

    Chameleoleech (# Encountered)

    Mv WS BS Att W AC Sv Mrl

    # # # # # # ## #

    Hallucinatory leeches

    Goldworm (# Encountered)

    Mv WS BS Att W AC Sv Mrl

    # # # # # # ## #

    Nasty little things that eat your gold if you give them half a chance. Dwarves hate these guys!

    Jabberwock (# Encountered)

    Mv WS BS Att W AC Sv Mrl

    6 8 - 3 8 2 F8 10

    Jabberwock a creature that entered the WH world through a mirror or something. Aggressive and stupid.

    Claw/claw/bite routine. Confusing cackle, auditors must save vs. breath weapon or suffer as the confusionspell. Poison bite. Regenerates. Causes terror. Subject to stupidity. Immune to non-magical weapons. Usedas chariot beasts by the more extravagant (and lunatic) Chaotic Lords.

    Lashworm (# Encountered)

    Mv WS BS Att W AC Sv Mrl

    # # # # # # ## #

    More a trap/damage tax than a proper monster. Maybe have them activated by noise, as opposed to vibration.Interweave them with shriekers for massive hilarity.

    Razorbill (4d6)

    Mv WS BS Att W AC Sv Mrl

    3 3 - 1 3 6 F2 8

    No one is quite sure why the WFRP world has giant angry puffins hopping about its rocky shorelines in coloniesup to 100-strong. Even Chaos doesnt take credit for these guys.

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    Razorbills savagely attack anyone who wanders too near their nests, or anything they mistake for fish (polishedarmour confuses their simple brains no end). Razorbills have Mv 15 (450/rnd) in flight and attack with theirwickedly sharp beaks; striking for double damage in the round they first charge (stoop upon) their prey.Razorbills dont care about treasure. Treasure is shiny like fish, but annoyingly inedible.

    Sunworm (4d6)

    Mv WS BS Att W AC Sv Mrl

    3 2 2 1 2 6 F1 8

    The warmer, sunnier regions of the world are infested with man-sized carnivorous laser slugs. Why? Becauseheliotropic laser slugs would make no sense in cold, perpetually overcast locales.

    Sunworms bask in the baking deserts of Araby and southern Estalia, zapping unwary travellers andunsuspecting livestock with accumulated solar energy, then eating the smoking remains. A sunworm is able todischarge up to 3 times/day for 3d6 damage (save vs. wand for half) at a range of up to 50 feet. Theyotherwise just rasp at things with their abrasive tongues for 1d4 damage. Salt affects sunworms as burning oil.

    Sunworms consume flesh and leather, but consider metal unpalatable. Treasure equivalent to HC VI per wormwill typically be strewn among the remains of their impromptu barbeques.

    Undead

    Did I mention that theres no turning the undead in SBVD? Better stock up on garlic, holy water and the like

    Carrion (1d6)

    Mv WS BS Att W AC Sv Mrl

    4 5 5 3 5 5 F5 7

    Blame the death-fetishists of Hekhara for these beauties. Some bright spark just had to see what happenedwhen you feed the giant vultures on a diet of zombie flesh. The answer: nothing good. Although at least wenow know whats grosser than a vulture: giant stinking undead ghoul-vultures.

    Carrion attack with a claw/claw/bite routine, relying on their innate paralysing touch (as ghoul) to subdue prey,rather than the poor damage (1d4/hit) of their natural attacks. If both claws strike the Carrion will attempt tolift its opponent (man-sized or smaller) to a great height before dropping it to its death. Carrion cause fear(and loathing), are 90% likely to cause infected wounds and accumulate large amounts of treasure scattered

    around their mountain eyries (HC XXI).

    Demons

    Demons are creature native to the enigmatic Realm of Chaos from whence all magic flows. Some scholarsconsider demons distorted reified echoes of human sins and virtues; others consider them the inspirers ofsame. Still others claim they are life forms naturally arising from their realm or that they are accumulatedpsychic residue. Whatever the nature of their existence demons are alien and hostile to mundane life.

    Universal Qualities of Demons: See in darkness (infravision 90)

    Immune to non-magical weapons, normal poisons and earthly diseases.

    Survive indefinitely without food or air.

    Regenerate 1 Wound per round.

    Cause fearin living creatures.

    50% chance of a randomly determined mutation.

    Repelled by protective barriers (protection from evil, etc.)

    Demon of Rage (2d6)

    Mv WS BS Att W AC Sv Mrl

    4 4 4 2 4 5 Dw4 11

    Demons of Rage (a.k.a. Bloodspillers) are impossibly skinny bloody-skinned humanoids with faces of constantlytwisted into a grimace of inhuman fury. They are always angry, all the time. If theres nothing else to getangry about demons of rage will gladly turn on each other.

    Bloodspillers attack twice per round, once with a blast of venomous spittle (treat as flask of oil, except damageis acid rather than fire), and once with a massive two-handed black rune sword (cause 2d6 damage per hit,which cannot be healed through magic).

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    There is a 25% chance that any bloodspiller encountered wears magic plate armour (enchantment +1, grants abase AC of 2), and a further 25% chance that a bloodspiller wields an anachronistically advanced technologicalweapon (treat as arquebus or blunderbuss that fire once per round, no reload required) in addition to itsrunesword.

    All bloodspillers are by default subject to both frenzyand hatredof everyone they encounter. A successful savevs. spell allows a bloodspiller to control its frenzy and operate (semi-)rationally for 1d6 rounds.

    Demon of Disease (2d6)

    Mv WS BS Att W AC Sv Mrl

    4 4 4 2 4 3 F4 11

    Demons of Disease (a.k.a. Tallymen of Poxes) are created through the agency of Gurglish Rot. Someone slainby the disease will later arise as a one-eyed, horned festering monstrosity which exists only to spread agues,poxes and cankers far and wide. Their mere presence curdles milk, causes food to rot and plants to wither.

    All Demons of Disease carry Gurglish Rot and 1-3 other random diseases. Physical c