WFRP 4e Cheatsheets
WFRP 4e Cheatsheets
WFRP 4e Cheatsheets
Tests Status
Dramatic Test Outcomes • Charm: +10 if higher Tier, -10 if lower Tier
• Begging: +10 if lower Tier (reverse above)
SL Result Have you succeeded? • Intimidate: +10 if higher Tier
>+5 Astounding Success Yes, perfectly! • Gossip: -10 if at different Tiers
+4 to +5 Impressive Success Yes, and… • Leadership: +10 if one Tier higher, +20 if two Tiers higher
+2 to +3 Success Yes
+0 to +1 Marginal Success Yes, but… If do not maintain cost of living at Status, lose 1 Standing per week.
-0 to -1 Marginal Failure No, but…
If Earning, Average Test against Career Skill. Pass, receive money below,
-2 to -3 Failure No
fail, receive half, Astounding Failure receive nothing:
-4 to -5 Impressive Failure No, and…
<-5 Astounding Failure No, not in any way! Tier Amount Per Standing
Difficulty Table Brass 2d10 brass pennies
Silver 1d10 silver shillings
Difficulty Test Modifier Gold 1 gold crown
Very Easy +60
Easy +40
Average +20 Fate
Challenging No modifier
Difficult -10 • Die Another Day: Instead of dying, knocked out, left for dead, etc.
Hard -20 • How Did That Miss?: Avoid an instance of incoming Damage.
Very Hard -30
Tests > 100%: Add +1SL to successful Tests per full 10% Skill exceeds 100% Fortune
Assistance: Adds +10 per assistant but: • Reroll a failed Test
• Assistant must have at least one Advance in the Skill • Add +1 SL to a Test after the roll
• Limit to assistants equal to relevant Characteristic Bonus • At the start of the round, choose when to act disregarding Initiative
Resilience Corruption
• I Deny You!: Choose not to develop a mutation, lose no Corruption • Dark Deals: Gain 1 Corruption to reroll a failed Test.
• I Will Not Fail!: Choose result of a Test, min. 1 SL in Opposed • Corrupting Influences: Challenging Cool or Endurance Test:
o Minor: Gain 1 Corruption if fail
Resolve o Moderate: Gain 2 Corruption if fail, 1 Corruption on
Marginal Success
• Immune to Psychology until end of next round
o Major: Gain 3 Corruption if fail, 3 Corruption on Marginal
• Ignore all Critical Wound modifiers until start of next round
Success, 1 Corruption on ordinary Success.
• Remove 1 Condition; if Prone removed, gain 1 W
If Corruption > WPB + TB, Challenging Endurance Test. If fail, roll on
Psychology Corruption Table and reduce Corruption by WPB. Dark Whispers or
Absolution can also reduce Corruption.
• Animosity: -20 to Fel Tests. If fail Cool Test, must socially or
physically attack with +1 SL. Cool Test each round to stop. Movement, Falling, etc.
• Fear: -1 SL to all Tests against source of Fear, Challenging Cool Test
to approach, or if approached. If fail and latter, gain Broken • Walking: Mx2
Condition. Extended Cool Test vs. Fear Rating end of each round. • Running: Mx4
• Frenzy: WP Test to initiate. Always move at full M towards enemy; • Sprint: Action allowing movement in addition to running (Mx4).
+1 S bonus; Free Action melee attack. Fatigued Condition once Average Athletics Test to move an additional Mx4 + SL yards.
over. • Climbing (easy): M/2. Can spend Action for Average Climb Test to
• Hatred: Will not socially interact. If fail Cool Test, must physically climb an additional M + SL yards
attack with +1 SL; immune to Fear and Intimidate. Cool Test each • Climb (hard): Action for Climb Test to climb M/2 + SL yards
round to stop. • Leap: M in feet. Average (run up of M or more) or Challenging
• Prejudice: -10 to Fel Tests. If fail Cool Test, must socially insult. Cool Athletics Test, each successful SL adds 1 foot. 0 SL = 6 inches.
Test each round to stop. • Falling: Take 3 Damage per yard of fall +1d10 – TB. If Wounds > TB,
• Terror: If fail Cool Test, get Broken Conditions = Terror Rating + Prone Condition. Average Athletics Test reduces effective fall
failed SL. Then applies effects of Fear with same rating. distance by 1 yard + 1 yard per SL.
Environmental Combat
• Drowning: Hold breath TB rounds, then lose 1 W per round. 0 W =
Unconscious Condition, then die TB rounds after that. Advantage
• Cold: Endurance Test every 4 (or 2) hours. 1st failure -10 BS, Agi and
• Assess situation using a Skill: +1 Advantage
Dex; 2nd failure -10 to everything else; 3rd+ failure 1d10 Dmg ignore
• Attacking from Surprise: +1 Advantage
AP, min 1.
• Attacking Stunned opponent in melee: +1 Advantage
• Heat: Endurance Test every 4 (or 2) hours. 1st failure -10 Int and
• Charging into Melee: +1 Advantage
WP, Fatigued Condition; 2nd failure -10 to everything else and
• Defeating an important opponent: +1-2 Advantage
another Fatigued Condition; 3rd+ failure 1d10 Dmg ignore AP, min
1. Stripping heavy trappings cancels one failed Test. • Opponent Flees: +1 Advantage and free attack
• No Water: Cannot heal W or Fatigue Conditions, each subsequent • Spell from same Lore cast on target this round: +1 Advantage
Endurance Test worsens by -10. Daily Endurance Test, 1st failure - • Win an Opposed Test: +1 Advantage
10 Int, Fel and WP; 2nd+ failure -10 to all Characteristics and 1d10 • Wound with an Unopposed Test: +1 Advantage
Dmg ignore AP, min 1.
• No Food: Cannot heal W or Fatigue Conditions, each subsequent • Accrue no Advantage this round: -1 Advantage
Endurance Test worsens by -10. Endurance Test every 2 days, 1st • End round outnumbered: -1 Advantage
failure -10 S and T; 2nd+ failure -10 to all Characteristics and 1d10
Dmg ignore AP, min 1. • Disengage using superior Advantage: Lose all Advantage
• Lose an Opposed Test: Lose all Advantage
•
Encumbrance Suffer any Conditions or Wounds: Lose all Advantage
Channelling
Extended Channelling Test, when SL = CN, can cast spell next round as if
CN = 0. If fail, roll on Minor Miscast table.
Dispelling
If spell within WP yards, Opposed Language (Magick) Test, success means
spell dispelled, failure compares SL to determine casting effects.
Between Adventures Advancement
Each character: XP spent to increase Characteristics, Skills and Talents from current Career.
Can increase any Characteristics and Skills from previous Career levels, but
• Rolls for an Event
Talents only from current level.
• Spend money
• Undertake Endeavours (1 per week of downtime, max. 3) • Non-Career Characteristic and Skill advances cost double
o Elf Improvement • Non-Career Talents require Training or Unusual Learning
o Animal Training Endeavours
o Banking
o Changing Career Completing a Career
o Combat Training (Rangers, Warriors)
Advance in all Career level’s Characteristics, 8 Skills and 1 Talent.
o Commission
Requirements for Characteristics and Skills:
o Consult an Expert
o Crafting • Level 1: 5 Advances in each Characteristic and 8 Skills
o Foment Dissent (Burghers, Peasants) • Level 2: 10 Advances in each Characteristic and 8 Skills
o Income (With Great Power… if at Tier 3 or 4 of Career) • Level 3: 15 Advances in each Characteristic and 8 Skills
o Invent • Level 4: 20 Advances in each Characteristic and 8 Skills
o Latest News (Rangers, Riverfolk)
o Reputation (Academics, Burghers, Courtiers) Once completed, can spend 100 XP to:
o Research Lore (Academics) • Move to next Career level
o Study a Mark (Rogues) • Move to lower Career level
o Training
• Move to new Career in your Class
o Unusual Learning
• If not completed current Career: +100 XP
• Lose any money left not resulting from an Endeavour
• If moving to new Career in different Class: +100 XP