Ward-hammer Supplemental 1

Skills, Careers and Task Resolution
Version 0.87

First in a series of expanded treatises on the variant rules used in the Ward-hammer variant form of WFRP.  Being a expanded discussion of the Skills, Careers and Task Resolution systems of the Ward-hammer system, with forays into the magic  system.  Recommended to be read in conjunction with other Ward-hammer Supplementals.

By Ian Ward
Last edited 2nd June 2003

Version History:
0.68.5 : 13th December 2001 : Radical design, possibly overly so in hindsight.
0.74 : 30th November 2002 : Updated to be closer to the traditional WFRP task resolution model.
0.76 : 9th May 2003 : Small updates, more skill descriptions filled in.
0.80 : 9th May 2003 : Skill potentials added.
0.82 : 14th May 2003 : More skill descriptions filled in, some skill removed or re-assigned.
0.84 : 21st May 2003 : Comedian, Shadowing and Jest skills removed, each replaced by the use of one or more other existing skills.
0.86 : 2nd June 2003 : Altered Sixth Sense skill to be replaced by a trait of the same name, and new skill Alert.
0.87 : 12th July 2003 : Alchemy skill revisited.

Associated Documents:
This document is valid alongside the following Ward-hammer document versions:
Ward-hammer : version 6.02+
Skills, Careers and Task Resolution : version 0.87
Magic : version 0.66+
Traits : version 0.63+
Divine Magic : version 0.10+

Introduction

This document is the first in a series of expanded treatises on the variant rules used in the Ward-hammer variant form of WFRP, ie. my WFRP house rules.  It discusses in detail the changes and new rules involved in the intertwined changed to the Skills, Careers and Task Resolution systems.

The first thing you need to be aware of here is that the skills, advancement and task resolution systems are extremely intertwined.  Each has implications on the other two.  There is no separating them.  You discuss them as a unit, or not at all.  As such this document deals with all three.  It's main emphasis, however, is on the skills system, and the implications that the changes to that have on the careers and task resolution systems.

So, having established that, why is the skills system changing?  For starters, traditional WFRP is attribute based.  Task resolution is tested on attributes.  Skills, where they come into play, mostly having roles of either giving a bonus or two on the stat roll or defining binarily whether a task is attainable or not (roughly translated, saying "you can (or can't) do this task").  Skills are not assigned a proficiency level in their own right, but always follow in the footsteps of the stat to which they give a test bonus, increasing the skill means increasing the stat and that causes all associated skills to go up in measure.

In this new skills system, the system becomes skills based, not attribute based.  Stats continue to have a direct influence on skills and their effective proficiencies, but are much harder (more costly) to increase.  Skills are allowed proficiency levels in their own right and are much cheaper to increase than stats, encouraging training on the basis of improving skills rather than stats.  In the traditional WFRP system, gaining proficiency in History (via an increased Int stat) also grants characters a identical and rationally unexplainable proficiency gain in Herb Lore.  This will no longer happen (for the most part) and the character can either choose to increase the stat (slow and expensive, representing a general increase in the characters intellectual/dextrous/etc. faculties) or improve each skill individually (much cheaper to do, but more limited in scope).

This change in the fundamental nature of WFRP skills directly impacts the task resolution system.  It also directly impacts anything else that directly uses skills in the game, such as the careers system (and therefore the advancement system).  Careers no longer have an Advance Scheme for stat increases.  Stats change either at slow rates as ability "filters back" from skills associated with that stat, or an even slower rate directly by Experience Points.  Instead, for the most part, it is the skills and their individual proficiency levels that change.

Contents

Introduction	1
Contents	2
A Brief Reminder - the Ward-hammer Stats	8
Stat Increase Costs	9
Skills and Task Resolution	9
Skill Summaries	10
Key	10
Fellowship and Charisma (Fel, Ld)	10
Intelligence and Knowledge Skills (Int)	10
Magical Skills (Int, WP)	12
Perceptive Skills (Per, I)	13
Craft and Cookery Skills (Int, Dex)	13
Melee Combat Skills (WS, Ag, I, Dex, S)	14
Ballistics Skills (BS, Int)	14
Health and Constitution (S, T)	15
Movement , Balance and Coordination (Ag)	15
Wits and Stealth (I)	16
Skill Descriptions	16
Appearance, Fellowship and Charisma (Fel, Ld)	16
Acting	16
Begging	16
Blather	17
Charm	17
Charm Animal	17
Clown	17
Diplomacy	17
Disguise	18
Enthuse	18
Gossip	18
Intimidation	18
Juggle	18
Lead	18
Lying	18
Mime	19
Mimic	19
Musicianship	19
Persuade	19
Performance	20
Prestidigitation	20
Seduction	21
Sing	21
Story Telling	21
Ventriloquism	21
Wit	21
Intelligence and Knowledge Skills (Int)	21
Administration	21
Agriculture	22
Animal Care	22
Animal Training	22
Art Appreciation	22
Astronomy	23
Bribery	23
Cartography	23
Chemistry	24
Common Sense	24
Cryptography	24
Cure Disease	25
Deduction	25
Divining (aka Divination)	26
Dowsing	27
Drive Cart	27
Embezzling	28
Engineer	28
Estimate	28
Etiquette	28
Evaluate	29
Explosives	29
First Aid	29
Fish	30
Gamble	30
Game Hunting	30
Genealogy	30
Geography	31
Haggle	31
Heal Wounds	31
Heraldry	31
Herb Lore	32
History	32
Hypnotise	32
Identify Plant	32
Incendiaries	33
Law	33
Linguistics	34
Manufacture Drugs	34
Mathematics	34
Memory	34
Metallurgy	35
Military Tactics	35
Navigation	35
Numismatics	36
Orientation	36
Palmistry	36
Pilot	36
Poison Lore	37
Politics	37
Problem Solving	37
Psychology	37
Read/Write	38
Research	38
Ride	39
River Lore	39
Secret Language	39
Secret Signs	40
Set Trap	40
Speak Additional Language	41
Streetwise	41
Super Numerate	41
Surgery	42
Survival	42
Theology	42
Torture	42
Magical Skills (Int, WP)	43
Alchemy	43
Arcane Language	44
Cast Prayer	44
Cast Rune	45
Cast Spell	46
Cast Will	47
Craft Master Rune	48
Demon Lore	48
Identify Magical Artefact	48
Magical Awareness	49
Magical Sense	49
Manufacture Magic Items	49
Manufacture Potions	49
Manufacture Scrolls	50
Meditation	50
Ritual Prayer	50
Rune Lore	50
Rune Casting	50
Scroll Lore	51
Sense Magical Alarm	51
Undead Lore	52
Perceptive Skills (Per, I)	52
Alert	53
Detect Scent	53
Follow Trail	53
Lip Reading	53
Listen	53
Observe	53
Search	54
Craft and Cookery Skills (Dex, Int)	54
Art	54
Boat Building	54
Brewing	54
Carpentry	54
Cook	54
Forgery	55
Gem Cutting	55
Mining	55
Smithing	55
Stoneworking	55
Tailor	56
Melee Combat Skills (Ag, I, Dex, S)	56
Disarm	56
Dodge Blow	56
Dual Weapon Use	56
Fast Attack	56
Fast Draw	57
Hand Weapon - Axe	57
Hand Weapon - Blunt Object	57
Hand Weapon - Fencing Sword	57
Hand Weapon - Flail	57
Hand Weapon - Garrotte	57
Hand Weapon - Improvised	57
Hand Weapon - Knife	57
Hand Weapon - Lance	58
Hand Weapon - Net	58
Hand Weapon - Parrying Weapon	58
Hand Weapon - Pole Weapon	58
Hand Weapon - Shield	58
Hand Weapon - Spear	58
Hand Weapon - Sword	58
Hand Weapon - Whip	58
Hand Weapon - 2H Weapons	58
Martial Arts	59
Street Fighting	59
Strike Mighty Blow	59
Strike to Stun	59
Wrestling	59
Ballistics Skills (Dex, Cl)	60
Ranged Weapon - Artillery	60
Ranged Weapon - Blowpipe	60
Ranged Weapon - Bow	60
Ranged Weapon - Crossbow	60
Ranged Weapon - Elf Bow	60
Ranged Weapon - Firearms	60
Ranged Weapon - Javelin	60
Ranged Weapon - Lasso	60
Ranged Weapon - Longbow	61
Ranged Weapon - Sling	61
Ranged Weapon - Throw	61
Ranged Weapon - Throwing Weapon	61
Health and Constitution (S, T)	61
Constitution	61
Consume Alcohol	62
Fire Eating	62
Immunity to Disease	62
Immunity to Poison	62
Strength	63
Strongman	63
Movement , Balance and Coordination (Ag)	63
Acrobatics	63
Ambidextrous	63
Balance	63
Climbing	64
Contortionist	64
Dance	64
Escapology	64
Fast Draw	64
Flee!	64
Jumping	64
Row	65
Running	65
Sailing	65
Sport - Snotball	65
Swim	65
Wits and Stealth (I)	65
Conceal Item	66
Concealment Rural	66
Concealment Urban	66
Instinct	67
Palm Object	67
Pick Lock	67
Pick Pocket	67
Silent Move Rural	67
Silent Move Urban	67
Career Skills - Standard Careers	68
Basic Careers	68
Agitator (Rogue)	68
Alchemists Apprentice (Academic)	68
Artisans Apprentice (Academic)	68
Bawd (Rogue)	68
Beggar (Rogue)	68
Boatman (Ranger)	68
Bodyguard (Warrior)	68
Bounty Hunter (Ranger)	68
Coachman (Ranger)	68
Druid (Academic)	69
Engineer (Academic)	69
Entertainer - Acrobat (Rogue)	69
Entertainer - Actor (Rogue)	69
Entertainer - Animal Act (Rogue)	69
Entertainer - Bunko Artist (Rogue)	69
Entertainer - Comic (Rogue)	69
Entertainer - Escapologist (Rogue)	69
Entertainer - Fire Eater (Rogue)	69
Entertainer - Fortune Teller (Rogue)	69
Entertainer - Hypnotist (Rogue)	69
Entertainer - Impressionist (Rogue)	69
Entertainer - Jester (Rogue)	69
Entertainer - Juggler (Rogue)	69
Entertainer - Knife Thrower (Rogue)	69
Entertainer - Pavement Artist (Rogue)	69
Entertainer - Poet (Rogue)	69
Entertainer - Singer (Rogue)	69
Entertainer - Strongman (Rogue)	70
Entertainer - Tightrope Walker (Rogue)	70
Entertainer - Troubadour (Rogue)	70
Entertainer - Ventriloquist (Rogue)	70
Entertainer - Wrestler (Rogue)	70
Exciseman (Academic)	70
Fisherman (Ranger)	70
Footpad (Rogue)	70
Gambler (Rogue)	70
Gamekeeper / Poacher (Ranger)	70
Graverobber (Rogue)	70
Herbalist (Academic)	70
Herdsman (Ranger)	71
Hunter (Ranger)	71
Hypnotist (Academic)	71
Initiate (Academic)	71
Jailer (Rogue)	71
Labourer (Warrior)	71
Marine (Warrior)	71
Mercenary (Warrior)	71
Militiaman (Warrior)	71
Minstrel (Rogue)	71
Muleskinner (Ranger)	71
Noble (Academic)	72
Outlaw (Warrior)	72
Outrider (Ranger)	72
Pedlar (Rogue)	72
Pharmacist (Academic)	72
Physicians Student (Academic)	72
Pilot (Ranger)	73
Pit Fighter (Warrior)	73
Prospector (Ranger)	73
Protagonist (Warrior)	73
Raconteur (Rogue)	73
Rat Catcher (Ranger)	73
Roadwarden (Ranger)	73
Runner (Ranger)	73
Rustler (Rogue)	73
Scribe (Academic)	74
Seaman (Warrior)	74
Seer (Academic)	74
Servant (Warrior)	74
Smuggler (Rogue)	74
Soldier (Warrior)	74
Squire (Warrior)	74
Student (Academic)	74
Thief - General Thief (Rogue)	74
Thief - Burglar (Rogue)	75
Thief - Clipper (Rogue)	75
Thief - Embezzler (Rogue)	75
Thief - Pickpocket (Rogue)	75
Toll Keeper (Ranger)	75
Tomb Robber (Rogue)	75
Trader (Academic)	75
Trapper (Ranger)	75
Troll Slayer (Warrior)	76
Tunnel Fighter (Warrior)	76
Watchman (Warrior)	76
Wizards Apprentice (Academic)	76
Woodsman (Ranger)	76
Advanced Careers	77
Alchemist	77
Artillerist	77
Artisan - Armourer	77
Artisan - Blacksmith	77
Artisan - Brewer	77
Artisan - Builder	78
Artisan - Calligrapher	78
Artisan - Carpenter	78
Artisan - Cartwright	78
Artisan - Chandler	78
Artisan - Cobbler	78
Artisan - Cooper	78
Artisan - Engraver	78
Artisan - Glass Maker	78
Artisan - Jeweller	78
Artisan - Potter	78
Artisan - Printer	79
Artisan - Shipwright	79
Artisan - Stonemason	79
Artisan - Tailor	79
Artisan - Tanner	79
Assassin	79
Charlatan	79
Cleric	80
Counterfeiter	80
Demagogue	80
Druidic Priest	80
Duellist	81
Explorer	81
Fence	81
Forger	81
Free Lance	81
Giant Slayer	81
Gunner	82
Highwayman	82
Judicial Champion	82
Lawyer	82
Mercenary Captain	82
Mercenary Sergeant	83
Merchant	83
Navigator	83
Outlaw Chief	83
Physician	83
Racketeer	83
Sapper	84
Scholar	84
Scout	84
Sea Captain	84
Sea Mate	84
Slaver	84
Spy	85
Targeteer	85
Templar	85
Torturer	85
Witch Hunter	85
Wizard	86
New Careers	87
New Basic Careers	87
Farmer (Ranger)	87
Gyrocoptor Pilot (Ranger)	88
Runesmiths Apprentice (Academic)	88
New Advanced Careers	90
Runesmith (Academic)	90
Diplomat (Academic)	90
Appendix A - Modern and Futuristic Skills	91

A Brief Reminder - the Ward-hammer Stats

As those who have read the main Ward-hammer document may recall, I do not use precisely the same WFRP stats as what I have come to call "traditional" WFRP does.  The stats I use are as follows (stats that are new or whose mechanism of use or fundamental nature has been changed are in bold) :

Physical Stats	M	WS	BS	S	T	A	W	Ag	Dex	
Mental Stats	Per	I	Ld	Int	Cl	WP	Fel	
Special Stats	Size	

To summarise the main Ward-hammer document:

1)  The S and T stats become percentile based, in line with the other task resolution based stats.

2)  The M stat scale becomes 10 times finer.  It is approximately equal to old style M times 10 on character creation, on a normal (ie. bell curve distribution) dice roll.  It may be temporarily increased by testing on the Running skill, and is also modified by Flee!.

3)  All stats become much harder (more costly in Experience Points) to increase in and of themselves after character creation.  Skills remain as a kind of bonus or penalty to the stat in task resolution tests, but become much more dynamic and easier to increase that the stats.

4)  New stats Ag (agility) and Per (perception), both percentile based.  New stat Size (aka Sz) reflecting the physical size and stature of a creature.
  Size = INT ( ( log2 d ) - 2 ) = INT ( ( ( ln d ) / ( ln 2 ) ) - 2 )
where d is the longest dimension (usually height or length) of the creature in feet.  Size is used in increasing and decreasing damage inflicted on or received from radically different sized creatures (ie. different Size stat).

5)  A can be run in two ways.  Either way, basic Attacks is, like W, immutable after character creation.
(a) In the first way of playing A, it can then either be considered to be equal to basic A plus a quantity determined by the level of the characters Fast Attack skill.
(b) The character gets a number of attacks per round equal to the A stat, as at present.  Following those attacks, after each attack in a round of combat, the character rolls against Fast Attack.  If the test is failed, the character is somehow wrong-footed or otherwise prevented from making any further attacks that game round.  If passed, the character may make another attack at their next normal I phase (whenever the GM would normally process the second or subsequent attack that combat round, whether using the Effective Initiative system.  This means characters do not know how many Attacks they will get each round.  The average number of Attacks will be 
   A + (100 / (100 - WS - Fast Attack) ) - 1
Obviously, this formula is only valid where the Fast Attack skill has a positive level and/or the character's WS exceeds the Fast Attack unskilled penalty.  Otherwise, the roll to determine if another attack is allowed will always fail and the number of Attacks the character will get will be equal to his A stat.

Stat Increase Costs

Stat	Average (human)	CPs/unit	EPs/unit	
M*	41	2	100	
WS	31	1	50	
BS	31	1	50	
S*	31	1	50	
T*	31	1	50	
A	1	20	400	
W	5	5	200	
Ag+	31	1	50	
Dex	31	1	50	
Per+	31	1	50	
I	31	1	50	
Ld	31	1	50	
Int	31	1	50	
Cl	31	1	50	
WP	31	1	50	
Fel	31	1	50	

Characters receive 30 CPs (Character Points) for distribution among the stats at character creation.  This is the best time to raise a stat since it becomes much much more expensive after character creation!

Skills and Task Resolution

•	All skills have an associated difficulty level, associated skill proficiency level (or simply "skill level"), and a ruling stat or stat combination.  Skill levels default to an unskilled penalty that is listed later for each skill.

•	Skills are tested on the highest of the ruling stats plus the skill level (or default).  This is very similar to the old scheme of testing on stat plus bonuses based on skills - the skill bonuses to the stat tests are now given more dynamism as actual skill levels.

•	Skills may be increased by n% by spending d*n EPs, where d is the skill difficulty.

•	If a skill is listed in a career, it will be ranked in (brackets) according to the potential for learning and improving that skill within the career.  This is called the skill potential.  Skills listed in a career are improved at half cost for learning/improving the skill to a level up to and including the skill potential listed in the career.  At the GMs option, skill potentials may be carried on to a characters' following careers.  The GM may rule that skills are similarly half cost if the character has access to an environment conducive to the skill.  Scholars would have plenty of practise for the Research skill in a library, for example, and Witchhunters may be more likely to develop Demon Lore, while a farmer would likely not have access to either resource.

•	Ordinarily, skills default to a level equal to the unskilled penalty level for the skill in the table below, and the negative penalty (if any) must be "paid off" before a skill level will go positive.

•	For compatibility with existing WFRP rules, skills that characters gain automatically as part of their first Basic Career in the character creation process can be considered to start at level zero.  GMs wanting a more balanced method of initial skill setup may instead count the difficulty as halved (rounding down) while the character is in a career that lists the skill.

•	For every full 20% of positive skill level, the player can (and should) add 1% to one ruling stat - the one of the players choice from the list if the skill has more than one.  Note that this means one and no more than one for a given skill increase, if there are multiple ruling stats to a skill!

Skill Summaries

Key

SKILL - The name of the skill.
STAT - Ruling stat or stats, if two or more ruling stats are listed then the highest valued stat is used.
UNSKILLED - Bonus or penalty to skill tests for unskilled or default use.
DIFF - Skill difficulty, ranged 0 to 20, average of 10.
NOTES - Any additional notes on the skill.

Fellowship and Charisma (Fel, Ld)

SKILL	STAT	UNSKILLED	DIFF	NOTES
Acting	Fel	-20	10	See Performance.
Begging	Fel	-20	10
Blather	Fel	-35	17
#Charm	Fel	+0	7	See description
Charm Animal	Fel	-30	15
Clown	Fel, Ag	-20	12	See Performance,
				Wit.
+Diplomacy	Int, Fel	-10	10	See Politics.
Disguise	Int, Fel	-20	10	See Conceal Item.
Enthuse	Ld	-10	7	See Performance.
+Gossip	Fel	+0	15
+Intimidation	Ld	-10	11
Juggle	Ag, Dex	-30	15	See Performance.
+Lead	Ld	-10	5	See Performance.
+Lying	Fel	+0	7
Mime	Fel, Int	-15	12	See Performance.
Mimic	Fel, Per	-15	7	See Performance.
Musicianship	Fel, Per	-25	15	See Performance.
+Persuade	Fel	+0	5	See Performance.
#Performance	Fel	-20	18
+Prestidigitation	Fel, Int, Dex	-35	15	See Conceal Item,
				Palm Object,
				Performance.
Seduction	Fel	-10	7
Sing	Fel, Per	-25	12	See Performance.
Story Telling	Fel	-10	8	See Performance.
Ventriloquism	WP	-35	17	See Performance.
Wit	Fel	-5	10	See Clown,
				Performance.

Intelligence and Knowledge Skills (Int)

SKILL	STAT	UNSKILLED	DIFF	NOTES
+Administration	Int	-15	10
+Agriculture	Int	-25	15
Animal Care	Int	-20	8	See Animal Training,
				Ride.
Animal Training	Int	-30	15
+Art Appreciation	Int	-25	15	See also Art.
Astronomy	Int	-20	12	Advanced/rare stuff
				at high test penalty
Bribery	Int	-15	9
Cartography	Int	-10	10	See Memory,
				Navigation,
				Geography.
Chemistry	Int	-30	15	See Alchemy.
+Common Sense	Int	-5	7
Cryptography	Int	-30	15
Cure Disease	Int	-25	16	See First Aid,
				 Heal Wounds,	
				Surgery.
+Deduction	Int	+0	8	See Problem Solving.
Divining	Int	-40	20	See Palmistry,
				Dowsing.
Dowsing	Int	-40	20	See Palmistry,
				Divining.
Drive Cart	Int	-15	8	See Animal Care,
				Ride.
Embezzling	Int	-25	15
Engineer	Int	-30	16
+Estimate	Int	-5	8	See Evaluate.
Etiquette	Int	-10	10
Evaluate	Int	-10	9	See Estimate.
+Explosives	Int	-30	14	See Chemistry,
				 Incendiaries, 
				Ranged Weapon -
				Throw, Ranged
				Weapon - Firearms.
+First Aid	Int	-15	9	See Cure Disease,
				Surgery.
Fish	Int, WP	-15	8
Gamble	Int	-15	10
Game Hunting	Int	-20	12
+Genealogy	Int	-20	15	See History,
				Heraldry.
+Geography	Int	-10	7	See Cartography,
				Navigation.
Haggle	Int, Fel	-10	7
#Heal Wounds	Int	-20	10	See Cure Disease,
				 First Aid, 
				Surgery.
Heraldry	Int	-20	15	See Genealogy,
				History.
Herb Lore	Int	-20	15
History	Int	-20	13	See Genealogy,
				Heraldry.
Hypnotise	Int	-35	17
Identify Plant	Int	-20	11
+Incendiaries	Int	-15	13	See Explosives,
				Ranged Weapon -
				Throw.
Law	Int	-25	16	See Research.
Linguistics	Int	-25	15	See Speak Additional 
				Language.
Manufacture Drugs	Int	-40	20	See Cure Disease,
				Poison Lore.
+Mathematics	Int	-10	8	See Super Numerate.
+Memory	Int	+0	8	High levels often
				indicate photographic
				memory.
				See Cartography,
				Trivia Magnet.
Metallurgy	Int	-25	15	See also Chemistry, 				Mining,
				Smithing.
+Military Tactics	Int	-20	13
+Navigation	Int	-15	11	See Astronomy,
				Cartography,
				Geography.
Numismatics	Int	-15	15
Orientation	Int	-40	15
Palmistry	Int	-30	14	See Divining,
				Dowsing.
+Pilot	Int	-30	17	Applies to gyrocoptor
				& other new-fangled
				flying machines
#Poison Lore	Int	-25	16	See Manufacture
				Drugs.
+Politics	Int	-10	15	See Diplomacy.
+Problem Solving	Int	+0	7	See Deduction.
+Psychology	Int	-15	15
Read/Write	Int	-40	15	See Research,
 				Speak Additional
				Language.
+Research	Int	-5	10	See Law, Read/Write.
Ride	Int	-10	11	See Animal Care,
				Drive Cart.
River Lore	Int	-10	12
Secret Language	Int	-40	16	See Arcane
				Language,
				Speak Additional
				Language.
Secret Signs	Int	-40	15
#Set Trap	Int, Dex	-20	15
Speak Additional Language	Int	-20	16	See Arcane
				Language,
				Linguistics,
				Read/Write,
				Secret Language.
+Streetwise	Int, Fel	-15	11
Super Numerate	Int	-25	18	See Mathematics.
Surgery	Int	-30	17	See Cure Disease,
				Heal Wounds.
+Survival	Int	-15	13
Theology	Int	-10	10	See Cast Prayer,
				Ritual Prayer.
Torture	Int, WP	-15	15

Magical Skills (Int, WP)

SKILL	STAT	UNSKILLED	DIFF	NOTES
+Alchemy	Int	-40	18	See Chemistry, Cast
				Spell.
Arcane Language	Int	-30	25	See Secret Language,
				Speak Additional
				Language.
+Cast Prayer	Int, WP	-35	12	See Theology,
				Ritual Prayer,
				Cast Spell.
+Cast Rune	Int	-35	18	See Rune Casting,
				Rune Lore,
				Craft Master Rune.
+Cast Spell	WP	-35	15	See Alchemy,
				Spell Lore.
+Cast Will	WP	-40	18
+Craft Master Rune	Int, WP	-50	40	See Cast Rune,
				Rune Casting,
				Rune Lore.
Demon Lore	Int	-30	17
Identify Magical Artefact	Int	-35	17
Magical Awareness	Int, Per	-35	18
Magical Sense	Int, Per	-30	16
Manufacture Magic Items	Int	-40	30
Manufacture Potions	Int	-35	25
Manufacture Scrolls	Int	-35	20
Meditation	WP	-30	16
+Ritual Prayer	Int	-35	17	See Cast Prayer,
				Theology.
Rune Lore	Int	-30	17	See Cast Rune,
				Rune Casting,
				Craft Master Rune.
+Rune Casting	Int	-35	19	See also Cast Rune,
				Rune Lore,
				Craft Master Rune.
Scroll Lore	Int	-30	15
Sense Magical Alarm	Int, Per	-30	15	Errata
+Spell Lore	Int	-35	19	Must be specialised to
				type.
				See also Arcane
				Language,
				Cast Spell.
+Sphere Magic	Int, WP	-50	35	
#Undead Lore	Int	-30	16

Perceptive Skills (Per, I)

SKILL	STAT	UNSKILLED	DIFF	NOTES
+Alert	I, Per	-15	10
+Detect Scent	Per	+0	17
Follow Trail	Int, Per	-15	15
Lip Reading	Int, Per	-20	16	See Acute Hearing.
+Listen	Per	+0	14
+Observe	Per	+0	12	See Excellent Vision,
				Night Vision.
+Search	I, Per	+0	10

Craft and Cookery Skills (Int, Dex)

SKILL	STAT	UNSKILLED	DIFF	NOTES
Art	Int, Dex	-15	11	See Art Appreciation,
				Forgery.
Boat Building	Int	-25	16
Brewing	Int	-25	15
Carpentry	Int, Dex	-20	10
Cook	Int	-15	8
+Forgery	Int, Dex	-25	17	See Art, Numismatics, 
				Read/Write.
Gem Cutting	Int, Dex	-30	18
Mining	Int	-20	15	See also Metallurgy,
				Stoneworking.
Smithing	Int, Dex	-25	16	See Metallurgy.
Stoneworking	Int, Dex	-30	17	See Art, Mining.
Tailor	Int, Dex	-10	10

Melee Combat Skills (WS, Ag, I, Dex, S)

SKILL	STAT	UNSKILLED	DIFF	NOTES
Disarm	WS	-15	14
Dodge Blow	WS	-10	10
+Dual Weapon Use	WS	-20	17
+Fast Attack	WS	-35	20
+Fast Draw	I, Dex	-25	13
+Hand Weapon - Axe	WS	-5	9	See Hand Weapon -
				2-Handed.
+Hand Weapon - Blunt Object	S, WS	+0	7	See Hand Weapon -
				Improvised.
+Hand Weapon - Fencing Sword	WS	-30	16
+Hand Weapon - Flail	WS	-20	16
+Hand Weapon - Garrotte	S, WS	-20	15
+Hand Weapon - Improvised 	S, WS	+0	10	See Hand Weapon -
				Blunt Object.
+Hand Weapon - Knife	I, WS	+0	7
+Hand Weapon - Lance	WS	-30	16
+Hand Weapon - Net	WS	-30	10
+Hand Weapon - Parrying Wpn	WS	-30	12
+Hand Weapon - Pole Weapon 	WS	-25	12
+Hand Weapon - Shield	I, WS	-10	8
+Hand Weapon - Spear	WS	-5	8
+Hand Weapon - Sword	WS	-5	10	See Hand Weapon -
				2-Handed.
+Hand Weapon - Whip	WS, BS	-15	15
+Hand Weapon - 2H Weapon	WS, S	-20	16
+Martial Arts	Ag, I	-30	17	See Street Fighting,
				Wrestling.
Street Fighting	WS, Ag, I, S	-5	2	See also Martial Arts,
				Wrestling.
#Strike Mighty Blow	S, WS	-30	16	1/10th skill used as
				combat strength
Strike to Stun	WS	-30	17
Wrestling	WS, S	-15	15	See Martial Arts,
				Street Fighting.

Ballistics Skills (BS, Int)

SKILL	STAT	UNSKILLD	DIFF	NOTES
+Ranged Weapon - Artillery	BS	-25	15
+Ranged Weapon - Blowpipe	BS	-20	14	See also Poison Lore.
+Ranged Weapon - Bow	BS	-5	12
+Ranged Weapon - Crossbow	BS	-10	11
+Ranged Weapon - Elf Bow	BS	-30	difficulty 10 for Elves
 			difficulty 17 for non-Elves
+Ranged Weapon - Firearms	Int, BS	-15	9	See Explosives.
+Ranged Weapon - Javelin	BS	-25	15	Javelins, spears, etc.
+Ranged Weapon - Lasso	BS	-25	15
+Ranged Weapon - Longbow	BS	-30	17
+Ranged Weapon - Sling	BS	-25	11
+Ranged Weapon - Throw	BS	+0	6	Rocks, stones, bottles,
				hedgehogs, small
				penguins, etc.
+Ranged Weapon - Throwing Wpn	BS	-30	15	Throwing knives,
				throwing axes, 
				other specially
				weighted and 
				balanced throwing
				weapons (such the
				throwing stars of the 
				Far East).

Health and Constitution (S, T)

SKILL	STAT	UNSKILLED	DIFF	NOTES
+Constitution	T	+0	30
Consume Alcohol	T	-15	6
Fire Eating	Int, T	-35	17
Immunity to Disease	T	+0	30	See Resistance to
				Disease.
Immunity to Poison	T	+0	30	See Resistance to
				Poison.
+Strength	S	+0	15	May specialise with
				Carry 
				(affects calculation of
				unencumbered ENC), 
				Lift and Push/Pull.
Strongman	S	-35	17

Movement , Balance and Coordination (Ag)

SKILL	STAT	UNSKILLED	DIFF	NOTES
#Acrobatics	Ag	-35	19	See Jumping.
Ambidextrous	Dex	-10	17
+Balance	Ag	-5	13
+Climbing	Ag, Dex	-10	12
Contortionist	Ag	-40	25	See Escapology.
Dance	Ag	-5	10
Escapology	Ag, Dex	-30	18	See Contortionist.
+Fast Draw	I, Dex	-25	13
Flee!	Ag	-15	10
+Jumping	Ag	-15	12	See Acrobatics.
Row	Ag, Dex	-10	4
+Running	Ag	-10	13
Sailing	Int, Ag	-25	17
Sport - Snotball	Ag, I	-10	10
Swim	Ag	-25	9

Wits and Stealth (I)

SKILL	STAT	UNSKILLED	DIFF	NOTES
+Conceal Item	I	-10	6	See Disguise, Palm
				Object,
				Prestidigitation.
Concealment Rural	I	-10	14	See Concealment
				Urban.
Concealment Urban	I	-10	9	See Concealment
				Rural.
Instinct	I	+0	10
Palm Object	Dex	-10	11	See Conceal Item,
				Prestidigitation.
Pick Lock	Dex	-30	12
Pick Pocket	Dex	-30	12
Silent Move Rural	I	-30	15	See Concealment
				Rural/Urban.
Silent Move Urban	I	-25	13	See Concealment
				Rural/Urban.

Skill Descriptions

Appearance, Fellowship and Charisma (Fel, Ld)

The Comedian skill no longer exists.  It is replaced by the Wit skill, which does much the same task.

The Jest skill no longer exists.  It is replaced by a combination of the Clown and Wit skills.

Acting
Description: The skill of Acting is all about immersing yourself in an alternate persona, either to suspend disbelief in others or to convince them that you are that person.  A good actor can project him/herself before an audience and with practise assume any vocal accent.  "Classically trained" actors will have a stock repertoire of speeches and sonnets from the plays of the day which s/he will be able to recite at the drop of a hat.
See Also: Performance.

Begging
Description: Begging is a skill learned the hard way, and usually through strict necessity.  These characters know all the best ways of exhorting cash out of passers-by, including pleading, grovelling, whining, pretending to be a war hero, etc.   For every hour of begging the character can test on the skill.  Each successful test gains the character D3 shillings.  Any success depends ultimately on being in the right place at the right time, and on not being moved on by the Watch.  The latter outcome is the likely fate of the character if a Begging roll is fumbled.

Blather
Description: Characters who employ Blather invent a complete string of nonsense, ranting on and on in order to confuse and transfix those watching, often in order to gain time.  Blather only works in the listeners' own language(s), it doesn't have quite the same effect if they simply assume what they face is a babbling foreigner.  Each successful test holds one listener, perhaps more at the GMs discretion, transfixed for a number of rounds equal to the amount the test was passed by divided by ten (rounding down).  After this time, the victim(s) will probably wise up and the character had better run for it.  The GM may roll on the victim(s) Int to find out if they wise up.  Blather will not work if the victim is in obvious danger or blatant preparation is being made to harm them.

Charm
Description: Charm no longer adds +10 Fel to all Fel tests, instead it now represents the process of charming someone - talking, laughing, joking, making small talk, etc.  Basically getting to know them and getting them to like you.  Roll on Charm, success means they like you.  Failure may mean you fail to make an impression, or worse make a bad impression.

Charm Animal
Description: Characters with levels of Charm Animal know how to get on well with animals, and sometime animals are drawn to the character, for example a stray dog following them home.  Domestic animals will respond to the characters ministrations by purring, wagging their tail, or acting in a similarly friendly manner, and depending on the animal concerned may start to follow the character around (more likely for dogs than cats).  This comes almost naturally to the character when dealing with domestic animals, with the level of the skill being available to use as a gauge of the effects.  The character may explicitly test on Charm Animal to attempt to calm down or placate freaked or otherwise dangerous animals.  Such a test may also be made to give simple commands to friendly or domestic animals ('follow me', 'sit', 'halt', 'go away', etc.).
See Also: Animal Training.

Clown
Description: Characters with Clown have usually worked as such, as part of a circus or travelling band of players.  Most often  practiced as a brand of crude, visual, slap-stick comedy, often accompanied by bizarre clothes and props.  All kinds of travelling companies employ clowns, even the high class drama and tragedy companies who employ clowns as light comic relief during their productions.  In performance, clowns test on the Clown skill, with the degree of success or failure giving an indication of how amused the audience is.  Clowns can also fall and jump subject to 1 less point of damage for every 10 points of skill they have, to a maximum of 3 less damage points (see Jumping, Falling, Leaping, Climbing in the main WFRP rulebook).
Combined with the Wit skill, this skill is also a key ability of jesters for entertaining the nobility.  Jesters usually perform (indeed, are expected by their noble exployers to perform) an act of bawdy humour, innuendo, sarcasm, wit and irritation, mixed with a measure of physical buffoonery.  Many question quite why the nobility should regard this kind of thing as entertainment, but the retention of family jester is regarded as a status symbol amongst the upper classes.  Jesters test this ability on the lower of the Clown and Wit skills, plus half the level of the other.
See Also: Performance, Wit.

Diplomacy
Description: Diplomacy is the skill of diplomats, mediators and peacemakers.  It is a new skill representing the ability to create dialogue between two (often hostile) parties, or at least act as a mediator between them.  This could achieve anything from bringing together two family members who have not spoken to each other for years, to averting civil war in the Empire.  Individuals with high levels in this skill are most often Clerics of Verena.
See Also: Politics.

Disguise
Description: A skill of sometimes questionable use is that of Disguise.  Characters with this skill are adept at preparing and often using disguises.  This might be very elaborate, or may be as simple as slipping on a false beard.  Any close examination of the disguise will reveal it for the sham it is if the disguised character fails a test on Disguise.  The GM should take into account how much work has gone into a disguise and modify the test accordingly.
See Also: Conceal Item.

Enthuse
Description: Enthuse is a newly introduced skill, whose purpose is to measure the characters ability to gee people up, get them motivated, that kind of thing.  It might be tested on its own, but more often it will act as a bonus modifier to the Lead skill.
See Also: Lead, Performance.

Gossip
Description: Characters with Gossip are adept at getting information out of people, as part of normal conversation with complete strangers.  The skill is most useful where specific information about a place or individual is desired but the character does not want to reveal his/her hand.

Intimidation
Description: Intimidation is a new skill (to the rulebook, anyway; a form of it was introduced in an old White Dwarf, or Warhammer Companion, or something, I believe).  It represents the characters ability to threaten another person convincingly.  It doesn't matter whether or not the character intends to actually carry out the threat, it is the impression that s/he is willing to that the skill attempts to convey.  If physical action is actually necessary to convince the vic... er, customer that the character is serious, the Torture skill might come in handy.

Juggle
Description: Characters with the skill to Juggle are experts at balance and poise.  They are able to juggle just about any object, and often able at the higher echelons of skill to balance things on their heads, noses, etc.  They can also throw and catch with great accuracy - they gain a +15 bonus to the Mundane Weapon - Throwing Arm skill at ranges of up to ten yards, or a +10 bonus at greater distances.  A test must be made against Juggle to juggle complex or dangerous objects.
See Also: Mundane Weapon - Throwing Arm, Performance.

Lead
Description:-
It can be a valuable skill to be able to effectively Lead others.  These individuals are skilled at organising, motivating and judging those whom they take upon themselves to take charge of.  A good leader can effectively and directly manage a number of people up to his/her Lead skill test percentage.  S/he may be able to lead more than this if s/he delegates to one or more effective and trustworthy lieutenants.  The skill test gains a bonus equal to the level of the Enthuse skill when giving an audience whose purpose is to gee people up, get them motivated, that kind of thing.
See Also: Enthuse, Performance.

Lying
Description: Lying will often prove necessary in the life of an adventurer at some time ("No officer, I was just leaving the tavern at the time of the assault...").  Characters with this skill are accomplished fibbers, well used to the occasional (or not so occasional) little white lie.  Skilled characters who lose their grip on sanity often slide towards the pathological lying disorder.  Anyone can tell a lie, but this skill is the ability to tell a convincing lie without any tell-tale body language giving the game away.

Mime
Description:-
Mimes are characters able to convey a situation or story by movement alone, without sound and without any kind of props.  This isn't to say that props aren't useful, just that the character can mime perfectly well without them if necessary.  Mimes often work as entertainers, usually in circuses or theatrical troupes.  Characters with this skill may also attempt to use it to communicate across a language barrier; the GM should use discretion in deciding how effective an attempt to communicate by mime is, and how much information is conveyed.
See Also: Performance.

Mimic
Description: Mimics have an ear for voices and accents, and can reproduce them almost flawlessly.  This skill may be combined with Acting, Disguise, Throw Voice or Ventriloquism skills to enhance their effects.  Precise results are left up to the GM, taking into account the exact circumstances, but in most cases a modifier to tests on Lying, Acting, etc. equal to the Mimic skill level should suffice.  Tests may also made directly on the Mimic skill.
See Also: Performance.

Musicianship
Description: Characters with Musicianship can play a variety of musical instruments, but only for a particular class of instruments (stringed, woodwind, percussion, brass, etc.).  Effectively playing a different class of instrument requires learning the skill again for that instrument class. Most musicians specialise in a particular instrument, in which case they gain an additional +10 bonus to the roll.  Musicians have a repertoire of tunes and melodies which they can usually play as and when they feel they want to.  Tests may be made for difficult melodies or performances that are stressful for any reason on Musicianship.
See Also: Performance.

Persuade
Description: Persuade is a new skill whose purpose is to convince a group or individual of something.  It is the skill a lawyer might employ in a court of law to influence the magistrate.
See Also: Performance.

Performance
Description:-
This skill was previously named Public Speaking.  Characters with Performance are able to deftly manipulate large audiences or crowds by verbal means in the same way they would small audiences.  The actual manipulation itself is represented by the normal skill of Persuade, Acting, etc. (depending on the manipulation being applied).
The manipulation skills like Persuade, Acting, etc. will normally only allow the character to be confident in the "performance" on a number of people up to the level of the particular manipulation skill.
To use such a manipulation skill effectively and with confidence on a large group or crowd of more than this number the Performance skill is required, and multiplies the number the character may affect by the level of the Performance skill.
If a character either...
 * does not have the Performance skill but attempts to knowingly perform in front of more people than the level of the particular manipulation skill, or
 * does have the Performance skill but attempts to knowingly perform in front of even more people than the level of the particular manipulation skill multiplied by Performance,
...then s/he must pass a test on the Cool skill or face "stage fright", manifesting as a severe penalty to the manipulation skill (-20, -30, halving of the skill, it can vary - the GM decides the penalty).  On a severe Cool failure the character may find him/herself unable to perform at all.
The GM can make an appropriate test for audience reaction, applying modifiers for the nature of the verbal address or performance and should be aware that, once the crowd disperses, they will have time to think about what they have seen or heard - with any ramifications that may have for them and the performing character...
In rare cases, the GM may decide a situation warrants testing on the Performance skill directly.
See Also: Persuade and other performance related skills.

Prestidigitation
Description: Prestidigitation is the ability to perform sleight of hand and other stage tricks such that performer appears to the untrained eye to be performing magic ("The quickness of the hand deceives the eye", etc.).  It is used to make cloths pushed into closed fists "disappear", to make small animals "appear" out of a hat, to make a playing card "transform" into another one, among many many possible effects.  It is invariably a trick, a mixture of deft sleight of hand, the Palm Object skill, clever planning and carefully orchestrated stage theatrics designed to manipulate the audience into thinking what they saw was somehow "impossible" without magic.  Often, if they can afford it, prestidigitators will employ a craftsman to make up special stage props for them to aid in the illusion of magic.
In performance, the GM may require the player to make a roll on the Prestidigitation skill to determine how well the character pulls the tricks off.
Because they know the tricks of the trade, prestidigitators have a chance of telling the tricks of a fellow prestidigitator from real magic.  If they observe carefully (pass a test on the Observe skill) and know the tricks the other prestidigitator is using (pass a test on the Prestidigitation skill) they spot exactly how the trick is being done.
Remember that in the Old World, magic is a rare commodity and its practitioners viewed with suspicion (and of course, sometimes pursued by Witchhunters).  Anyone, therefore, who seems to perform it will come under such suspicion.  Because of this, prestidigitators must be careful what tricks they perform so as for it not to appear too much like magic.  They must walk a fine line between awing their audience and being blamed for the local plagues and crop failures...  More than one skilled prestidigitator is on the run from the Witchhunters.
A characters skill level in Prestidigitation cannot exceed the skill level in the Conceal Item or Palm Object skills.
See Also: Conceal Item, Palm Object, Performance.

Seduction
Description: The skill of Seduction is based on a combination of natural charm and physical attraction.  The character should first make a test to Charm the intended subject, and if that succeeds may attempt to seduce the subject into physical contact and further other activities.  Once the subject is successfully Charmed, the character tests on the Seduction skill.
See Also: Charm.

Sing
Description: Characters with Sing have a well honed singing voice.  They can sing well, often having been trained by a classical teacher in projecting their voice (but not in the same way as a ventriloquist does...).  They know a variety of popular as well as formal songs.  Tests may be made for difficult melodies or performances that are stressful for any reason on Sing.
See Also: Performance.

Story Telling
Description: Some characters have the ability to spin entertaining yarns.  This is the Story Telling skill.  It is a partly natural skill that can apply to joke telling, anecdotes, religious stories or anything.  While characters can earn a little money by telling stories, it will more often be used to earn peoples interest and a few beers.  Characters may add the level of the Story Telling skill as a bonus to Gossip rolls.
See Also: Gossip, Performance.

Ventriloquism
Description: Ventriloquism is the ability to speak without moving the lips.  Skilled characters seem to "throw" their voices so as to appear to come from elsewhere, such as the mouth of a puppet or mannequin.  Where characters are under close scrutiny the GM can make a test against Ventriloquism to see if their lips can be seen to move.
See Also: Performance.

Wit
Description: Wit is a skill of quick wit and ready repartee.  Skilled characters are masters with the well-placed wry comment or penetrating observation.  Professional comedians make use of this skill, often possessed at high levels by the better comedians.  Such comedians often have a repertoire of amusing anecdotes (which they tell with a test on the skill) and one-liners (almost certainly automatic successes).  Wit can also be used as a bonus to rolls against Charm, Gossip, etc. in which case the associated test gains a bonus equal to the level of the Wit skill.
Combined with the Clown skill, this skill is also a key ability of jesters for entertaining the nobility.  See the Clown skill for more details.
See Also: Charm, Clown, Gossip.

Intelligence and Knowledge Skills (Int)

Administration
Description: This is a new skill representing the handling of administrative tasks, bureaucracy, and/or general organisational skill.  Often specialised to running a particular building or department (eg. Administration - Monastery Affairs), it could also be specialised so as to represent the running of what passes for Old World local government (eg. Administration - Marienburg Civil Service).  Yet another possible use of the skill is that of the chamberlains of palaces (eg. Administration - Imperial Palace), or personal assistants to the Nobility (such as Administration - Personal Assistant).

Agriculture
Description: Agriculture is a new skill.  It represents the knowledge of growing food based produce such as vegetables, corn, wheat, etc. from seed to harvest.  Characters with this skill know how to grow common food based plant produce, like vegetables, wheat and corn, what kind of soil and conditions these crops like, what time of year to plant and what time of year to harvest.  In a nutshell, this is the skill an average Old World farmer would use to grow the food in his fields.  This skill may be tested to determine the efficacy of the planting, crop management and eventual harvesting.
Relatively rare forms of food growing, such as fruit orchards, may also be grown.  This kind of planting should be tested at a distinct penalty to the Agriculture roll to reflect the rarity of this kind of planting and the resulting difficulty. If, however, the character takes this as a specialisation of the Agriculture skill, it is subject to no penalty.  Such a character will have as little knowledge of the growing of conventional vegetables and the like as the next man, however.

Animal Care
Description: Animal Care is the skill of dealing with domestic animals, including riding animals and beasts of burden.  They are aware of the requirements of the animal as regards general care, feeding, grooming and exercise.  They will also be likely to spot any developing illness or sign of discomfort.  Typically, this skill applies to horses, other equines and cattle.  Rare illnesses or unusual situations may call for a explicit test on Animal Care.
See Also: Animal Training, Ride.

Animal Training
Description:-
Animal Training is the skill of training animals to perform certain duties or tricks.  The skill is general, and applies to horses, dogs, hawks and other pets as well as suitable wild animals.  Almost any non-fantastic animal can be trained (unless noted in the Bestiary section of the WFRP rulebook) , as long as it has an Int of 6 or more.  The more complicated the task is, the longer it takes to teach, as the following guidelines show:
 * Obey simple verbal command in the characters presence (1 week)
 * Count, balance balls, perform party tricks (3 weeks)
 * Fetch items or obey commands whilst out of the characters presence (19 weeks)
 * Train a fighting animal, such as a hawk, warhorse or guard dog (12 weeks)
The training must be appropriate to the animal.  A warhorse could be taught to remain absolutely still, even in the midst of great excitement and the smell of blood.  A hawk will obey 'Attack' and 'Return' commands, or return to a lure.  The loyalties of a trained animal cannot always be transferred to a new owner.  The GM should determine if this occurs.  Warhorses would probably accept a new owner, whilst dogs would be less likely to do so.  The GM should require a series of tests against Animal Training to train an animal, at least one for each "milestone" (eg. training a dog to sit, teaching it to come when called, making it fetch sticks, making it save people from burning buildings, ...).
See Also: Animal Care.

Art Appreciation
Description: Art Appreciation is a new skill, representing the knowledge of the great artists, sculptors, etc. and their work, as well as the eye for a piece of art that is visually appealing (and valuable).  It may be tested directly, but this will be rare, and the main way this skill is likely to be used is as a bonus to Estimate rolls whose purpose is to estimate the sale value of a work of art.  The skill is also valuable for noticing the signs that a work of art is a forgery.
See Also: Art.

Astronomy
Description: Characters with this skill are familiar with the heavens and the motions of the heavenly bodies.  They can recognise constellations, planets, and unusual bodies such as comets, novae, etc.  They can navigate by the stars on a clear night if a successful test on Astronomy is made.  While relatively simple operations like recognising common constellations, key stars, etc. can be considered automatic, the GM may also call for a test (possibly at high penalty) on Astronomy for recognising or predicting rare or difficult astral phenomena.

Bribery
Description:-
Characters with this skill have mastered the art of buying favours.  They know who to bribe, what to offer and how to go about it.  Attempts to bribe someone should be tested on Bribery, with appropriate modifiers as specified by the GM based on the person being bribed, etc.
Bribery rolls should work like this:
1.  Bribery roll made on Bribery by the briber.
2.  If step 1 successful, subject being bribed makes a test on the Willpower skill, possibly with a bonus or penalty on the part of the GM to represent the morals held by the NPC being bribed.  If this is successful, the bribe is resisted.  If not, the character (if it is an NPC) accepts the bribe.  Note that if PCs are being bribed, it should always be up to the player to decide whether they take it or not.

Cartography
Description:-
Characters with this skill are familiar with the practises and uses of map-making.  They can read maps, even in they are drawn in an unconventional or archaic manner, or depict unknown areas.  They are also able to recognise coastlines and other geographic features, even when distorted, badly drawn or presented in a disguised fashion.  Using a map, cartographers can guide themselves or others towards a certain goal, or in a specific direction.  Especially difficult or obscure maps may require a test on Cartography to correctly read.
Cartographers are also very good at remembering directions and features.  This is very useful in dungeons, and may enable a character to remember a way out or recall where a passage leads.  The characters Cartography skill level may be added as a bonus to the test on the Memory skill in such circumstances.
See Also: Memory, Navigation, Geography.

Chemistry
Description:-
Characters with this skill have a reasonable understanding of the principles of physical chemistry, although their knowledge will often be in a mystical or pseudo-magical form.  As chemists, these characters have the ability to recognise various types of mineral ores, naturally occurring compounds and prepared chemicals.  They also know where to look for these items (eg. that sulphur can be obtained from volcanic pits, etc.).  Chemists also understand how to extract and refine chemicals from mineral ores or compounds.  They can isolate an element from its compound to produce iron, copper, silver, etc.
Many alchemists strive (or at least philosophise over) for the holy grail of turning base metal (such as lead) into gold, and none has yet, to anyones knowledge, succeeded.  It is a feat not possible in the real world either, but that does not mean the warping effects of magic and Chaos in the WFRP world should make it possible in your game.  It should be noted, however, that Chemistry represents only normal, non-magical, mundane chemical knowledge.  Practically speaking, there is nothing inherently magical about the Chemistry skill (despite what some alchemists may believe with their mystical, pseudo-magical, "new age" beliefs to the contrary).  It is the Alchemy skill that actually represents the magical, supernatural element of an Alchemists craft, and which holds out the greatest chance to Alchemists to achieve their holy grail.
It s left to the GM to guide players running characters with this skill.  They should be permitted to manufacture certain compounds, such as gunpowder, acids (generally weak acids), etc., but must be restrained from trying anything too complex, over the top or unlikely.  TNT is definitely out!  Gunpowder and other flammable mixtures should be permitted.  Gunpowder comprises a mixture of sulphur, saltpetre and carbon, whilst most of the 'Greek Fire' mixtures of ancient times contained naphtha and usually sulphur, as well as various bitumen substances and oil.
In all cases where Chemistry is used in anything except trivial matters, and definitely in all attempts to prepare chemical mixtures or perform complicated procedures, a test on Chemistry should be made, with appropriate modifiers as the GM sees fit to reflect the difficulty of the task.  Serious failures can be expensive, messy, painful and sometimes even fatal.
See Also: Alchemy, Metallurgy.

Common Sense
Description:-
For when your character is about to do something totally boneheaded, and when the GM is feeling kind enough to try and dissuade him/her, there is the new Common Sense skill.  Common Sense is that quality that is hard to pin down, that means a characters head is screwed on right.  These characters won't (or rarely will) do anything obviously wrong-headed like getting themselves in a fight with the City Watch or anything of similarly dubious intellect.  If the GM feels that the character is about to do something stupid and feels like dropping the player a hint that just maybe it isn't that good an idea to take on 20 dozen Trolls single handedly, s/he can roll (perhaps secretly) against the players' Common Sense.  The player may also roll against this if the GM agrees the situation warrants such a course.
Basically, this skill allows a character some good old fashioned common sense, even if the player hasn't any, or if the player is new to WFRP.

Cryptography
Description: Characters with this skill have been trained in the art and science of devising and cracking code and ciphers.  They can devise a new code or try to crack an unfamiliar code by testing on Cryptography.  The GM may assign modifiers for exceptionally easy or difficult codes.

Cure Disease
Description:-
Characters with this talent may attempt to diagnose and, if they can, cure any disease.  There are three phases to this skills' use:
Phase 1 - Diagnosis.  They will automatically recognise the more obvious symptoms of common diseases, and will recognise less common symptoms and diseases on a successful Cure Disease test.
Phase 2 - Ascertaining the cure.  Once a disease is recognised, the GM will determine if the character knows the cure, or if the character needs to do some research to find out what the cure is.  Cures to common diseases will be known automatically, others on a similar Cure Disease test to that to recognise the disease.  The GM may impose a suitable bonus or penalty to either or both of the diagnosis and/or cure rolls, depending on the disease and symptoms in question.
Phase 3 - Administering the cure.  Once the disease is known and the cure known, the character must make a mandatory Cure Disease roll to properly administer the cure.  The cure may involve various combinations of roots, herbs, potions, possibly even mild doses of potential poisons.  If the test if successful, and assuming the diagnosis and cure are correctly worked out by the character, the patient will suffer no more ill-effects from the disease (apart from any temporary side effects from the potions, etc. used to treat it - possible side effects including temporary drowsiness, nausea, numbness, mood swings, changes in sleep pattern, etc.) and recovery will begin.  If the test is unsuccessful, the treatment has no effect but may be attempted again the next day.  If the test is failed badly, the treatment backfires causing further harm on the vic... *ahem* patient, possibly leading to death.
The GM can have real fun with the character if s/he gets the diagnosis of a rare disease wrong, or attempts a incorrect "cure" that is irrelevant to the disease, in which cases administering the "cure" will not only not cure the ailment, but impose any side effects of the "cure" on top, possibly making the ailment worse.  The GM should decide the consequences of wrong diagnoses and wrong cures.
Historical Note:-
Medieval medicine had its fair share of bizarre explanations for diseases, some of which were just plain wrong, and if the "cures" worked  in such cases it would have been by pure chance.  Many of the cures administered would seem strange to us nowadays as well.  Mainstream medicine at the time seems to have believed that the interaction or imbalance of different types of  'humours' in the body - named blood, phlegm, choler and melancholer - was responsible for many if not most ailments.  Gradually scientific progress in understanding the body and various reformers of the medical world (many of whom would have been regarded as unconventional and therefore wrong at the time) changed the world of medicine to become far more scientific as it is today.  The GM should feel free to attribute bizarre causes and cures to diseases ("the cause? An imbalance between the blood and choler in the body, dear boy, thus the cure is to drink a soup made from a pigs' giblets, one bowl every day until he recovers...") as s/he sees fit.
Since ancient times doctors believed that one of the best ways to get rid of sickness was to let the bad blood out of your body, and this belief would have persisted to medieval times.  People would pay a visit to the barber to have a vein opened or to the physician for application of a leech or two.  Usually the blood would be drained in the area where the pain was, for that would be where the bad blood or 'humour' imbalance was located...
Of course, if you feel as GM that medicine in the Warhammer World should be more advanced and logical than the equivalent time in our history, then more power to you - its' your game after all.
See Also: First Aid, Heal Wounds, Surgery.

Deduction
Description:-
This new skill measures a characters logical thinking faculties, both in the sense of formal logical reasoning and the practical connecting together of events and information to reach the correct conclusions.  It is an excellent skill for the budding Hercule Poirot's of Bretonnia to cultivate...
See Also: Problem Solving.

Divining (aka Divination)
Description:-
The skill can be used to try to discover information not normally available to a character.  For example, it might reveal the location of a lost jewel, the projected coronation date of a new monarch or the winning number in the town lottery.  The GM must be discreet when giving a player information of this kind; answers should not be too cut-and-dried.  Be cryptic - leave room for erroneous interpretation or ambiguity.  The GM can establish the success of divination by testing on the characters Divination.
Divination can take many forms, among them are:
 * Crystal scrying
 * Water scrying
 * Sand writing
 * Bone casting (throwing bits of bone around)
 * Casting (or throwing around) the guts of a dead chicken or pig
 * Astrology
 * Augury (making predictions based on the omens they see in the environment around them like the number of crows in a tree and the like)
 * Tarot reading
 * Tea leaf reading
 * Palm Reading
 * Reading the "bumps" on peoples heads
and many, many, many others.
This skill grants a character skill in only the form of divination s/he has designated or which s/he first successfully used after buying the skill.  Other forms of divination may be gained but the skill must be bought afresh each time.
See supplemental book Apocrypha Two for more details on divination and methods of divination.
See Also: Palmistry, Dowsing.

Dowsing
Description:-
Characters with this skill will be able to locate sources of underground water using only their natural instincts, providing a secret test by the GM on the players' Dowsing is passed.  The use of dowsing rods (the rods are held at right angles to the body, and turn to cross over each other when over water) or other appropriate implements (such as a pendulum, the pendulum begins to rotate in a circle when over water) gives a +20 bonus to the test.  The GM should determine the probability of water being present in a given location.  In desert regions this skill should normally enable a character to survive in all but the worst conditions.
While finding water is the main use of this skill, very skilled dowsers can pull off several extra tricks using similar techniques.  These include:
 * Locating water and all kinds of things in a location without physically being there but instead moving a pendulum over a sufficiently accurate map - the pendulum rotates when over the location.  Dowsing using a map like this is more difficult than when physically at the location, and carries a ‑50 penalty (at minimum) to the test.  (The bonus of +20 already mentioned for the use of the pendulum still applies, making the actual penalty more like ‑30 in such cases where a pendulum is hung over the map.)  Note the term sufficiently accurate map - map making in the Warhammer World often owes more to artistic license than accuracy.  A typical map the characters used would probably present an additional ‑20 penalty at least due to inaccuracy.  Characters should be lucky to find a sufficiently accurate map to reduce this to ‑10, and next to impossible to find a map reducing the accuracy penalty to zero.  Conversely, low quality or otherwise overly inaccurate maps may increase the accuracy penalty to ‑30 or worse.
 * Finding all kinds of sought after things, other than water, using similar techniques to those that find water.  This is more difficult than finding water and the GM should assign a representative penalty to the test.  Historically, the types of things dowsers have been reported to find include items lost in the garden (‑20 to ‑50 penalty, depending on the size of the object or objects), missing people (using a map, ‑40 penalty on top of the penalty for using a map, additional penalty of ‑30 unless some close personal belonging of the person sought is held), the bodies of murder victims (‑30, possibly useful for necromancers...), underground oil (‑30, and even if it is found, the technology would not exist yet to either extract it from the ground nor use it) and treasure trove (‑30 to ‑50).  This does not preclude anything else the PCs may dream up like Dwarven gold mines (‑30), caches of Warpstone (‑40 to ‑50), etc.  Decide a penalty as appropriate.  Note that certain things (like the missing person example cited) may only be found using the map and pendulum method.
See Also: Palmistry, Divining.

Drive Cart
Description: These characters have knowledge and experience of driving horse drawn vehicles.  This can mean a cart, wagon, stagecoach, mailcoach, or even a chariot.  It does not matter what the vehicle is or its purpose, the principle of controlling one or more horses by way of its reins is the same.  Skilled characters can usually drive a horse drawn vehicle without problem under normal conditions, with no skill test necessary.  In exceptional circumstances, however, such as where the horses are exceptionally scared or excitable, a test on Drive Cart may be required.
See Also: Animal Care, Ride.

Embezzling
Description:-
Embezzling is a very useful skill to have, since it allows the character to acquire sums of money seemingly from nowhere.  If placed in a job which involves contact with money, the character can employ this skill.
The GM should inform the character (if s/he doesn't already know) how much money is passing through his/her hands. The player should then inform the GM the amount s/he will try and embezzle.  The GM should then test against the characters Embezzling, with a bonus or penalty depending on how closely monitored the character is, the amount s/he is attempting to embezzle, etc.
The GM need not inform the character of the success or otherwise of the roll, and the character may (for example) be led to believe the attempt succeeded, until the monthly books are checked and the discrepancy noted (in which case the character would be wise to scarper if s/he was the only one handling the money...).  The GM should decide based on the success or otherwise of the embezzling roll, the amounts embezzled and the level of monitoring the character is under whether the character is suspected, when s/he is suspected and what happens as a result.

Engineer
Description:-
Trained engineers have a good understanding of mechanical principles and methods of construction.  Although they are used to working with others, they are quite capable of implementing jobs entirely on their own (provided they possess the appropriate practical skills associated with the materials they are working with - Carpentry for wood, Stoneworking for stone, Smithing for metal, etc.).  Engineers are conversant with the availability and method of usage of metal/woodworking tools and terminology.  They are also able to draw up plans and interpret the technical drawings of others.
The GM should take the planning and construction process in two parts.  First, as the engineer draws up the plans, the GM should roll on Engineer, to determine how good the plan is on the drawing board.  The GM can then make the appropriate construction rolls against the Carpentry, Stoneworking, Smithing, etc. skills of the person or persons doing the practical construction.  If the initial plan by the engineer character is flawed (the Engineer test was failed) then all contraction tests to make the plan a working reality are subject to a penalty equal to the degree by which the Engineer test was failed.
On a successful test on Engineer the character can understand plans by another engineer.  By testing on Engineer s/he can spot flaws made in such a plan made by another engineer (or, subject to a ‑20 penalty, plans by him/herself - it's always harder to spot errors in your own work).

Estimate
Description:-
This is a new skill that allows skilled characters to accurately estimate such things as distances and lengths of time.  On a successful test against Estimate the character correctly estimates the relevant quantity to within 10% of its actual value.  Note that the estimation of how much goods are worth is a separate skill (Evaluate).
See Also: Evaluate.

Etiquette
Description: Etiquette is the ability to fit in with high class surroundings.  The character is conversant with most social conventions, knowing the correct way to behave in most situations where s/he is mixing in high, or at least polite, society.  The character knows all the common social niceties without having to test the skill, but it may be necessary to roll against it in the case of rare customs or if the character finds him/her self in extremely high circles to which s/he is unaccustomed.  Compare the Streetwise skill, which is almost a mirror of this skill applying to the lower echelons of society.
See Also: Streetwise.

Evaluate
Description:-
Characters with this skill have a practised eye, and can judge the worth of goods with a fair degree of accuracy.  On a successful test against Evaluate the character can judge the value of goods to within 10% of its actual value.
See Also: Estimate.

Explosives
Description:-
Represents knowledge of "dry" explosive matter.  In the Old World, this is principally gunpowder and related topics.  Given sufficient gunpowder, it covers the knowledge of how to turn it into a dangerous explosive device, and how not to blow yourself up in the process.  These characters will also know how to safely throw a bomb such that it does not fall straight at their feet and themselves up.  Characters should make a test on Explosives to make sure they do not blow themselves and their surroundings up...

What this skill does not cover is how far bombs that are thrown go, and whether they hit the intended target.  This is a matter for the Ranged Weapon - Throw skill.  Nor does this cover the manufacture of gunpowder (or any other explosive) - this is covered by the Chemistry skill.

Related to the throwing of bombs and the like, "dry" explosives, is the throwing of flammable liquids such as molotov cocktails.  This skill does not cover these incendiaries.  See the Incendiaries skill for that.

See Also: Chemistry, Incendiaries, Ranged Weapon - Throw, Ranged Weapon - Firearms.

First Aid
Description:-
Characters with this skill can minister to wounded characters in the field providing first aid treatment.  The character knows how to clean and bind wounds, staunch bleeding, make a makeshift sling for broken arms, etc.
If the patient is wounded but stable, the character can bind the wounds, make a makeshift sling, and generally patch up most common external injuries.  The GM may ask for a First Aid test to be made to determine how effective these efforts are.
If the patient is severely wounded and losing blood (ie. losing Wounds each round), the treating character can stabilise the patient and prevent further blood loss.  This takes one combat round, and requires a successful test on the First Aid skill.  If the roll is successful, Wounds loss is halted.  If the test is failed, further attempts may be made so long as the wounded character lives.  Even once successful, however, the patient still needs medical attention and will die unless successfully treated by a character with the Surgery skill within 24 hours.
The skill can also be taken to provide first aid knowledge of other forms, such as knowing whether a leg injury is a sprained ankle or a broken bone, applying a makeshift splint to a broken leg, keeping hypothermic patients warm, etc.
See Also: Cure Disease, Heal Wounds, Surgery.

Fish
Description:-
Fishing is not a sport, but rather a necessity for many people; fish forms an important part of their diet.  Characters with this skill are quite canny with a hook-and-line or net.  If properly equipped, and providing the character properly judges there to be fish in the waters concerned (test on the Fish skill, automatic success if the character has successfully fished in those waters before at the same time of year), the character will be able to catch something.
At least half of the skill in fishing lies in knowing where to find specific sorts of fish, what habitats different fish prefer and what kind of bait they like.  The rest of the skill is mostly in having the patience to wait for the fish to bite.
The GM must decide how long it takes to catch the fish, and how much is caught.  This should vary from place to place and day to day, but a good rule of thumb is D4 hours to catch enough fish to keep one person alive for one day.  Catching rates and probabilities are entirely at the discretion of the GM; fishing in winter, for example, should be difficult to impossible.
See Also: Survival.

Gamble
Description: In the gambling dens of the inner cities, the ability to Gamble can gain a character a lot of money - and/or a lot of enemies.  Gamblers are accomplished statisticians (in the practical if not theoretical sense) and know how to make odds on almost any game work for them.  Characters may choose to "throw" any gambling attempt, in which case they will lose the gambling bout if the test is passed.  Because deliberately "throwing" a game is easier than attempting to win at it, their Gamble skill is doubled if they choose to do so.  In fact, success at deliberately losing a game is automatic if the character has no wish to hide the fact s/he intentionally lost.  It is keeping the masquerade that they didn't intentionally throw the game that is difficult in such cases.

Game Hunting
Description:-
Experienced hunters know where to look for game and the best way of dealing with it.  The GM must decide which specific animals can be found in a given place, and can tell characters the sort of animals they might expect to encounter.
A test against Game Hunting will give the GM an idea of whether game has been found.  A failed test indicates nothing, whilst a successful test indicates that game of some kind has been located.  The degree of success can be taken as a guide to the number of animals, and whether they are what the character was looking for.  Depending on the situation the test can be performed once per day, or more or less often.
See Also: Survival.

Genealogy
Description:-
This new skill is the art and science of tracing heraldic lines and family trees.  They know who to ask and where to look for information that will aid them in tracing family lines, such as the available public record offices.
Most of the nobility in the Empire can trace their family line back many, many generations, and some noble families claim lines traceable back to Magnus the Pious.  The Halflings of the Moot also often attach great significance to family trees.  A good genealogist often has high level contacts among the nobility from whom he can gain information unavailable from even the public record offices.
Coupled with History and Heraldry, this skill allows a character to know a great deal of information about a person and their family history.
Characters may specialise in their own family history for a +20 test bonus.
See Also: History, Heraldry.

Geography
Description:-

This new skill gives skilled characters a good idea of the layout of the world they live in.  They know the geography of their local area well, with relative locations and distances of local towns and villages.  These characters also have a good working knowledge of more general geography, to an extent.  They have an effective working knowledge of the sizes, distances and locations of the principle towns and cities of their home nation, knowledge of the general political landscape both inside and outside of their home nations borders, and limited knowledge of the internal geography of other nation states.

Skilled characters also know most of the rumours abounding of other far away lands, such as Araby, Lustria, the New World, the Southlands, even Ind, Nippon and Cathay in the distant east.  They will know from these rumours and the few hard facts known in the Old World about such distant lands approximately where they are known, rumoured or conjectured to be in relation to the Old World.  A few exceptionally well-read or well-travelled characters may even be able to pinpoint these far away places on a map and/or know some details of their internal geography.

Gaining a high skill in Geography often requires knowledge of maps and how to use and read them.  As such characters with high levels of Geography often have correspondingly high levels in Cartography.

See Also: Cartography, Navigation.

Haggle
Description: Characters with the Haggle skill can often obtain goods at well below market prices.  Not all goods and services are negotiable in price, but most are if you try hard enough.  The GM should modify the test to reflect the degree of opposition the seller has to lowering his/her predetermined price.

Heal Wounds
Description:-
In a change to the old Heal Wounds skill, this no longer covers first aid knowledge.  This is now in its own skill, First Aid.  Heal Wounds is now largely the knowledge of administering convalescent care to patients following injury.
Characters with Heal Wounds automatically possess the First Aid skill at a level at least equal to the Heal Wounds skill, with the benefits thereto.  They may also use the Heal Wounds skill to accelerate the recovery of wounded characters.  The character using the skill must make a test on Heal Wounds, and provided that s/he is in attendance for at least half an hour each day, the wounded character will regain a number of Wound points equal to his/her Toughness (or Toughness divided by 10 if you use a percentile T stat as I do) even if the test is failed, the patient will still gain a number of Wound points equal to half Toughness (or Toughness divided by 20 for percentile T).
See Also: Cure Disease, First Aid, Surgery.

Heraldry
Description:-
Characters educated in the reading of heraldic devices may recognise any heraldic device on a shield or other item, have a chance of knowing to whom it belongs or refers, and perhaps know a little of their history and/or genealogy.  Skilled characters also know all the correct terms for heraldic devices and heraldic colours (eg. the colour blue is referred to as azure when used as a heraldic device, I believe).
The character or GM may roll against Heraldry to test whether s/he recognises a heraldic crest, and how much s/he knows about its owner.
See Also: Genealogy, History.

Herb Lore
Description: Characters with this skill can recognise the various types of herbs.  They know about herbs properties, whether they must be gathered at specific times of day/year, or under special circumstances.  They also know how best to prepare and use these herbs in a safe way (for example, while the roots of a plant may be poisonous, the leaves might be beneficial when their flavour is suffused in boiling water).

History
Description:-
Characters with this skill have considerable knowledge of the history of where they live, as well as a good knowledge of history in general.  They are aware of all important events that have occurred within their 'home area' in the last hundred years.  What exactly constitutes an important event is left to the GM, who can feed the player information as circumstances warrant.  Test against History to establish the extent or accuracy of knowledge about any particular event.
More distant history, or non-local history, is also available to characters, but in less detail.
See Also: Genealogy, Heraldry.

Hypnotise
Description:-
This skill can be learned from travelling entertainers and some mystics.  To hypnotise another person, a characters attention must be kept on the subject for at least one entire game turn (one minute).  During this time, the hypnotise places the subject in a trance, possibly using a swinging bauble and suitable chant for this.  The hypnotist should test against Hypnotise.  If unsuccessful the hypnosis attempt does not work.  If the hypnotist tests successfully, the subject may still attempt to resist the effects by testing against Willpower.  The subject can make one such resistance roll each game turn (minute).  Failure on a resistance roll indicates the subject has succumbed to the hypnotist.
While in a hypnotic state the subject is highly suggestible with reduced mental defences.  So long as the hypnotist is present the subject may be asked questions and must answer them truthfully (to the subjects best knowledge).
The hypnotist may also plant suggestions and commands into the subject, to be carried out when the trance is broken or on a given "real world" stimulus.  Note that this cannot make the subject do anything that goes against their basic character or morals, or which places them in deliberate harm.
If placed in obvious danger while in the trance, if attacked or wounded for example, the subject will automatically wake up immediately.  The subject can be broken from the trance at any time by the hypnotist him/herself.

Identify Plant
Description: Characters with this skill can identify common plants and spot unusual ones.  Whilst they lack the herbalists precise knowledge, they can recognise different types of herbs and may know vague details regarding their use.

Incendiaries
Description:-
Represents knowledge of flammable liquids and their use in such items as molotov cocktails.  Given sufficient flammable liqueur and other materials (such as a container and a suitable wick), it covers the knowledge of how to turn it into a dangerous missile weapon, and how not to turn yourself into a bonfire in the process.  These characters will also know how to safely throw an incendiary such that it does not fall straight at their feet and make them a walking bonfire.  Characters should make a test on Incendiaries to make sure they do not turn themselves and their immediate surroundings into a funeral pyre...

What this skill does not cover is how far such incendiaries that are thrown go, and whether they hit the intended target.  This is a matter for the Ranged Weapon - Throw skill.

Related to the throwing of incendiaries is the throwing of bombs.  The effect is much the same - fire, maiming, death, mayhem - but the two sets of knowledge are different.  This skill does not cover dry explosives.  See the Explosives skill for that.

See Also: Explosives, Ranged Weapon - Throw.

Law
Description:-

The Law skill reflects knowledge of one or more legal systems, their tenets, and the way in which legalistic arguments are best expressed in that legal system.  Skilled characters have formal legal training, or - at the very least - some sort of legal experience.  This skill only principally applies to the legal system under which the character formally studied, but the character may be able to extend this knowledge and those legal principles to a foreign or otherwise unfamiliar legal system.

The character will typically need about 24 hours worth of study, at minimum, to confidently gain a working familiarity with a second legal system.  Even then, the character only has a working theoretical knowledge and the skill should be subject to a distinct penalty (suggested to be between -10 and -20, depending on the similarity between the new and known legal system(s)) working with that legal system unless and until the character has accrued two months worth of practical experience with the new legal system.

See Also: Research.

Linguistics
Description:-

The Linguistics skill represents an ability to learn languages at an accelerated rate.  This can come via a number of means, including:

 * Natural, innate, general affinity with languages.

 * Theoretical scholarly knowledge of language and grammatical systems.  This is the kind of theoretical knowledge that allows the scholar to classify a language into a category and thus infer something of its roots and grammar from other languages of that category.  In the modern world, for example, being able to categorise a language into the family of Germanic languages (for example) allows a amount of inference to be drawn about it.  Languages of a given category often share similar grammatical roots with words of a given meaning often recognisably similar between the two languages.

 * Practical experience of multiple languages and cultures.  These characters are generally well travelled people who have often encountered many different cultures with different languages, and picked up practical experience of understanding the basics of a given language and making themselves understood in basic terms.  Like linguistic scholars, if they came across related languages they would likely be able to spot the similarities and apply accrued knowledge to the new language.

Whichever the roots of the characters linguistic telnet, skilled characters can often pick up or infer enough of an unfamiliar language to "get by" within a week to a fortnight of encountering it.

See Also: Speak Additional Language.

Manufacture Drugs
Description:-
Characters with this skill are able, on a successful test on the skill, to manufacture drugs either from natural sources or from various chemicals.  Characters wishing to work with both types must acquire the skill twice.  A drug made from a herb retains the properties of the herb, but in a more convenient tablet or liquid form.  Drugs may be medicinal in nature (see Cure Disease).  Drugs may be manufactured that embody poisons, in which case the character must also possess the Poison Lore skill.
See Also: Cure Disease, Poison Lore.

Mathematics
Description:-
This new skill is the theoretical knowledge of maths.  It covers the full range from basic arithmetic to complicated theories concerning trigonometry, matrices, calculus, combinatorics, etc.  The GM should award bonuses or penalties depending on the triviality or complexity of the calculation and the equipment to hand.   Any calculation will be easier if you can read and write, and have access to pen, parchment and an abacus or slide rule.  The penalties in trying to solve a complex differential equation in your head without any equipment should be harsh indeed - unless you have the Super Numerate skill, of course...
See Also: Super Numerate.

Memory
Description: This new skill represents a characters ability to recall and remember things.  This is general memory faculties and as such can apply to anything from map directions to the exact place the mage was sitting in the inn all those months ago.  Very high levels of this skill often indicate a photographic memory, or at least as good a memory to be virtually so.
This skill, at a suggested penalty of -25, also represents the tendency some people have to be able to take in and remember inconsequential trivia without trying.  Such "trivia magnets" can often spout off inconsequential facts and figures that they didn't even consciously try to remember - the information just 'soaked' into them.  Roll against Memory on such a character to see if a trivial fact s/he has potentially had access to at some point has filtered in the characters brain and taken residence there...
See Also: Cartography.

Metallurgy
Description:-
This skill congers the ability to recognise the ores of the most important metals (principally iron, copper, tin, lead and silver) and can extract the metal from the ore given the right equipment if the procedure is relatively simple.  If extraction of the metal would require precise chemical knowledge or rare and complicated chemical equipment such as would be found in a chemists laboratory, the Chemistry skill is required also.
Metallurgists may also be able to calculate the correct mixture of metals required to produce alloys of varying quality, such as mild steel, high and low grade bronze, pewter and electrum.  Again, creation of the alloy may require complex laboratory equipment and the Chemistry skill.
Note that neither this skill nor Chemistry confer any ability to work the prepared metal - Smithing skill is required for that.
See Also: Chemistry, Mining, Smithing.

Military Tactics
Description:-
This new skill is the knowledge gleaned from historical books and accumulated over time from battle experience by military tacticians.  It is a skill that will be mostly of use to characters such as mercenary captains, generals, etc.

Navigation
Description:-
This is a new skill that represents the ability to navigate, to calculate where approximately you are (if a map is available covering where you are) and using navigation instruments (eg. compass, sextant, etc.) or the position of the sun, determine which direction is which.
This skill is related to navigation using maps and landmarks but does not cover that - that is adequately covered by the Cartography skill.  It is also related to navigation by the stars, but neither is that conferred by this skill, Astronomy is required for that.  This skill is purely about determining direction using specialist navigational instruments and the position of the sun.
Characters with this skill may specialise to Sea Navigation (landmarks are few and far between at sea, and maps vague at best, such that the Cartography skill comes second to Navigation), or Aerial Navigation (eg. from a gyrocoptor).
GMs may assign a bonus or penalty to the Navigation roll according to such considerations as the instruments available and the time of day (determining whether the sun is visible or not to aid by its position in the sky).
See Also: Astronomy, Cartography, Geography.

Numismatics
Description:-
Numismatics is the knowledge of coins.  Skilled characters are used to handling coinage, usually in professional dealings as traders or merchants.  They are aware of most of the coins in common usage, know their names and relative values, and may also know their metal contents (for which knowledge of Chemistry or Metallurgy may also be helpful) and something of their origins (the History skill is also a help in this regard).  Perhaps more importantly, they know most of the common tricks of numismatic fraud, which coins are mostly to be underweight, how to tell if it is a duff coin, etc.
In the Old World, there are many different currencies, issued by various states, individual cities or trade guilds over the years.  Most are fairly easily identifiable to their state, city or guild of origin if you know what to look for (most coins in the Empire are stamped with the head of the Emperor or the Imperial crest on one side, and the head or crest of the Elector in charge of the issuing principality on the other, for example).  Some coinages are more popular than others, but in all cases value is primarily determined by the weight of the coins silver or gold.  Skilled characters can usually recognise forgeries or clipped coins when they see them, subject to a test on Numismatics.  They know details about the most common coinage in their area, with no test necessary, and may know similar information about rare or exotic coins subject to a successful Numismatics test.

Orientation
Description: Characters with this skill have a learned or instinctive "feel" for direction.  Unless severely disorientated (such as being moved while unconscious), they are able to find north in most surroundings with little difficulty.  This should be counted an automatic ability for the most part.  In difficult circumstances the GM may impose a test on the Orientation skill.

Palmistry
Description: Characters with this skill have acquired the skill of reading palms, possibly from travelling or circus people.  Palmistry is mainly used for entertainment, enabling the character to earn a little money, much as would a street musician.  On a more practical note, characters may also be able to learn information about other characters.  The GM decides what information the character discovers, making a test for accuracy against this skill.  The GM should give any information garnered in a fairly ambiguous manner, yielding useful information if the circumstances are right.  Information could be about personality, intentions or family detail.  The GM may give false information if the test (which the GM may wish to make in secret from the player) is failed.
See Also: Divining, Dowsing.

Pilot
Description:-
This is the ability to control and keep airborne one (and exactly one) of the types of new-fangled flying machines of the Warhammer World.  While most people wouldn't dream of going up in the air away from terra firma, some do.
Leonardo di Miragliano, the Tilean artist and engineer, has plans drawn for flying machines that some think laughable ("If Sigmar had intended us to fly, he would have given us wings...") but which some think could possibly work.  Few who know Leonardo doubt his ability.  For now, his plans have not been tested yet in reality.  He has had these plans for years, it is unknown why he has never built the machine.  Possibly more importantly to the use of this skill, the Dwarves have had working flying machines (which they call "gyrocoptors") for years.  These are lightweight steam or alcohol powered machines that fly via blades that rotate in the air above the pilot.  More information on Gyrocoptors can be found in the new Gyrocoptor Pilot career.
Regardless of the machine, this skill operates much in the same way.  It represents the characters 3D spatial awareness and their ability to control the machine and keep it in an airborne state.
For the most part, characters experienced in flying these machines can handle most aspects of their flight without difficulty and without need for a test on this skill.  The GM may call for a test on the Pilot skill if the pilot is inexperienced or in difficult circumstances.

Poison Lore
Description:-
This skill, renamed from Prepare Poisons, gives characters knowledge about various poisons and their effects.  The character can recognise most common poisons and types of poison on a successful Poison Lore test, usually by smelling a sample or taking a small (and I mean small, a drop or two on the tongue) taste of it.
This skill is principally held by one of three types of character: Pharmacists, Physicians (those who assist the authorities with determining causes of death when asked, what would now be called pathologists) and Assassins.
Within the first two groups mentioned, it is usually a purely clinical knowledge, how to recognise a given poison.  Within the latter group, it extends to a more macabre knowledge of how to prepare and manufacture poisons both common and exotic, and use them with maximum efficacy.  Given the correct materials and a successful Poison Lore test, they can manufacture at least one dose of any poison type within a day, with an additional +D6 doses also possible in that 24 hour period so long as they do nothing else that day.  The character also knows how to turn this often liquid, powder or solid form of the poison into a "paste" suitable for use as blade venom.
This skill also gives a bonus of between +10 and +20 (depending on circumstances, GM decides level of bonus) to rolls to detect poison in food or drink.
See Also: Manufacture Drugs.

Politics
Ruling Stat(s): Int.	Difficulty: 6	Default: 40% of Int.
Description:-
Politics is a new skill, representing knowledge of the main political forces that shape and affect the characters life or local area, the way those political forces interact and the general political dance that goes on.  This could be anywhere between the level of a village (who the most powerful village elders are, their rivalries, who is manipulating who, etc.) and the level of nation states or higher (such as would be possessed by Imperial Electors or the king of Bretonnia).
The player or GM may test on the Politics skill to determine how aware of sensitive and/or well-hidden information the character is.  This may be subject to a bonus or penalty of variable level depending on the characters motives and what patterns or kind of information the character is looking for.  The character can then, of course, use other skills like Diplomacy, Gossip, Persuade, Intimidation, etc. to manipulate the situation based on the information (possibly false if the Politics test was failed and the GM lied to the player) s/he has received.
See Also: Diplomacy.

Problem Solving
Description: This new skill measures a characters adaptive thinking faculties, his/her ability to solve puzzles and think up ways round problems.  That often means thinking laterally to find alternate ways to achieve a desired effect.
See Also: Deduction.

Psychology
Description:-
This new skill represents an understanding of how peoples minds work.  While Old Worlders are extremely unlikely to know the skill under the name of Psychology as we do now, it is likely there are individuals in the Old World who possess such understandings regardless of how they term it.  Clerics of Shallya who habitually work with the mentally ill are most likely in the Old World to know this skill.
Away from the confines of the mentally ill, characters may also come across this skill in their attempts to cajole, understand and/or outwit their allies or enemies.  After all, it does represent a working knowledge of a persons mental rationales and what that person may do.  It is in this respect that the skill is mostly to be tested in its unskilled form as a default.

Read/Write
Description:-

Characters with this skill know how to read and write their own native language and script.  This is a rare talent in the Old World where only the clergy, the well educated, the well off or the fortunate possess the ability and scribes are much in demand.

Depending on the similarity of a given foreign tongue/script to the characters native tongue/script (or other tongues s/he knows how to Read/Write) the skill may grant some ability to Read/Write one or more foreign tongues also.  The GM is the arbiter on this.
 * Some tongues are sufficiently similar (as most regular, non-Secret, non-Arcane languages in the Old World will be to each other) in their method of reading and writing that a character who can Read/Write one of these can automatically Read/Write others of the family that s/he speaks well enough at the same level of skill.
 * Some languages are sufficiently different in their style of reading and writing from other languages that Read/Write-ing one grants no ability with the other (compare English with Chinese).  In these cases the Read/Write skill must be bought separately for the second language or language family.  The GM may decide that, for example, Elvish or Dwarvish may use sufficiently different written forms between Old Worlder and/or each other to require the re-buying of Read/Write for these languages.
 * The rarest case will the in-between situation, where two languages are similar but still different enough to mean the character can use an existing Read/Write skill of one on the other, but only with a penalty.  As in the case of where re-buying of the Read/Write skill is required for languages with completely different written forms, the skill may be specially re-bought in this case also to allow use of the skill for the second language at normal or higher level.

In an extremely rare number of languages, reading and writing the language are sufficiently difficult or different from each other that Read/Write must be bought separately for each of reading and writing the language.
Depending on the language, the GM may feel free to vary the difficulty level of this skill to reflect the difficulty of the language to read and write.
Finally, while in most circumstances skilled characters may read and write easily enough without need for a test on the Read/Write skill, in exceptional circumstances the GM may call for such a test.

See Also: Research, Speak Additional Language.

Research
Description:-
The new Research skill represents the ability to find information in libraries or other information archives.  It helps profoundly, of course, to be able to Read/Write in order to do this... [In the modern day, searching the internet, the Computer Operation skill would also be handy.]  Characters such as scholars, lawyers, clerics of Verena, students of the Old Worlds universities, etc. are most likely to find use in this skill.
It is recommended that GMs consider this a favoured skill of Verena.
See Also: Law, Read/Write.

Ride
Description: This is the skill of riding horses or similar sized animals (relative to the character riding them).  It represents the ability of the character to stay on the horse, keep the horse under control, gallop safely, etc.  In most cases skilled characters will succeed at these things automatically with no need to test on the skill.  More difficult actions  - keeping the horse controlled when its spooked, bare-back riding, etc. - may require a test on the Ride skill.
Ordinarily, this skill only covers horse-back actions where the character is riding the animal in a normal way.  Anything else (such as standing on the horse as it is moving and catching a blade in your teeth) requires the character to have this skill at a very high level (expert or master), usually specially trained by a circus or similar group, and tested under extreme penalty to this skill.  The particular actions attempted may also necessitate tests on other skills such as Balance, Juggle, Acrobatics, etc. at the GMs option.  (Note this high level use of the Ride skill replaces the Trick Riding skill.)
This skill does not confer knowledge of how to take care of the animal (that's Animal Care) or drive carts or other vehicles drawn by animals (Drive Cart).
See Also: Animal Care, Drive Cart.

River Lore
Ruling Stat(s): Int.	Difficulty: 6	Default: 40% of Int.
Description: An understanding of River Lore allows characters to be familiar with the hazards of water travel and the flora and fauna close to the waters edge.  They know how to recognise signs of turbulent water, the approaches to falls, rapids or other dangerous areas.  They can often also tell if river water is fit to drink, or if anything is out of place or unusual.  In most cases no test on River Lore is necessary, but the GM may call for a test if s/he sees fit.

Secret Language
Description: There are many different types of what are called "secret languages" in the Old World.  These are just that, rarely known and kept secretively within the groups that use them, rarely taught to outsiders.  Secret languages vary in the size of group that knows them.  Some are specific to cities, some to guilds or professions.  Some are known by most of not all in a profession, regardless of geography.  Some are limited to a tight professional guild in a single city.  The main and best known dialects or types of Secret Language include:
 * Battle Tongue.  Certain members of warrior careers can speak this.  It is a clipped, shortened and otherwise unintelligible version of Old Worlder used mostly for giving commands during battles.  The Battle Tongue can be spoken twice as quickly as normal Old Worlder.  While varying slightly across the Empire, the Battle Tongue is spoken much the same across its length, breadth and even into other Old World states.  Most dialects of the tongue have their own special forms in addition to what acts as the languages consistent core, for nothing if not good honest military reasons - if a neighbouring state suddenly decides to invade, you don't want them to understand all of the commands you're barking to your soldiers...
 * Ranger.  Many rangers, such as scouts, woodsmen, gamekeepers, etc. can speak the secret Ranger tongue.  There are dialects of the Ranger tongue, varying across the Empire and other Old World states, in some cases approaching the level of almost being a different language altogether.  However, the core elements of most of the dialects are consistent.  Each dialect is an old traditional language of the woods passed on from father to son, and occasionally taught to favoured outsiders.
 * Thieves Tongue.  Many rogues can speak the secret Thieves Tongue.  It is an almost unique language in that it does not use any spoken form, but rather consists totally of inflection and gesture.  As such, it can only be "spoken" over another language.  A character might say to you "Good day to you, sir.", while simultaneously crossing his fingers, scratching his nose and looking at your shoe, and thus be actually saying in the Thieves Tongue "meet me at three o'clock in the usual place".  The Thieves Tongue varies from city to city, with different Thieves Guilds.  The Thieves Tongue of each different city should be considered a different and logically separate Secret Language skill.
 * Classical.  Akin to perhaps Latin or Greek in the modern world, Classical is an ancient and remarkably formal and consistent language across the Old World, with hardly any differences coming about by dialect.  This consistency, and the fact that it is known by the vast majority of the Old Worlds scholars and academics, makes it a perfect common language for the dissertation of scholarly work, religious texts, and other academic and theological communications.  It is, however, not an easy language to learn, being extremely complicated in its rules and grammar.  This complexity remains the main barrier to its take-up by "outsiders", and most practitioners will gladly teach it - for a fee...
 * Guilder.  Like the Thieves Tongue, this is not so much one language as many different languages and dialects.  The scope of each one varies.  Sometimes a city has just one Guilder language, with slightly varying but still compatible dialects for most of the professional guilds.  Sometimes most guilds in a city each have a different and unrelated secret language.  Regardless of the scope of each one, they are almost always jealously guarded in their guild or guild(s).  Only guild members are ever taught that guilds language, it is never taught to outsiders (literally, any who do not belong to the guild).  As such, each Guilder language is powerful within the guild, especially where guild rituals are concerned.
See Also: Arcane Language, Speak Additional Language.

Secret Signs
Description: Secret signs are related to specific careers - such as poacher or woodsman.  They can only be understood by someone who has learned the same Signs as part of the same or similar career.  Secret Signs tend to be simple pictograms or sigils representing either specific things ("tree", "enemy", etc.) or abstract concepts ("No gamekeeper here", "Danger here Goblins", etc.).  Secret Signs do not constitute a language as such, there are usually no connecting symbols (and, of, etc.) which therefore limits the ways in which symbols may be related.  This sometimes leads to ambiguity where two or more symbols are inscribed together.

Set Trap
Description:-
This is the ability to safely handle, enable and disable traps in an effective manner.  These may be the kind of traps that are laid by a hunter in the wild to catch animals (such as mantraps), or may be booby traps such as may be used to protect a building or tomb against thieves or other miscreants (such as PCs...) who get past the outer defences to break and enter.  The GM may call for a roll on Set Trap to determine success or failure when laying a trap under difficult or unusual circumstances.  On a fumbled roll, the trap immediately springs with the arming character as its' victim.
Skilled characters know what most of the common traps look like, and how they work.  They are able to spot traps of whom some part remains visible for what they are if a test on the lower of the Set Trap and Observe skills is passed.  If a test on Set Trap alone is then passed, they may safely disarm it.

Speak Additional Language
Description:-

This is the ability to speak and understand a single foreign language.  Multiple foreign languages may be known, but this skill must be bought separately for each one.  Characters with a high enough level of skill may converse like a native of the language, albeit perhaps with somewhat of an accent.

Most Old World states have their own language.  The principle tongues of the Old World are Reikspiel (spoken in the Empire), Breton (Bretonnian), Tilean and Estalian.  The Norscans of the north speak their own tongue (Norsk).  Born natives of Marienburg and the Wasteland speak Wastelander, originally a form of Reikspiel but heavily influenced by elements of Norsk.  The Kislevite tongue resembles Reikspiel to a degree but has departed sufficiently from it over the hundreds of years the two have been separate nations for it to count as a tongue in its own right.  In the Border Princes, of course, anything goes, though the two most common languages met are Reikspiel and Tilean, in that order.

When a character is involved in a conversation where the language being spoken by or to him/her is not his/her native tongue, roll on the Speak Additional Language skill.  GMs may wish to make this roll on the players behalf, and if the roll is failed mislead the character with false or incomplete information on what the other party is saying (or have the character accidentally insult the innkeepers mother while merely trying to get a room for the night...).  The GM can have real fun getting creative on the character if the roll is a critical fumble...

See Also: Arcane Language, Linguistics, Read/Write, Secret Language.

Streetwise
Description: Streetwise a new skill, the ability to fit in with the heaving masses.  It gives the character knowledge of which inns are safe to stay the night in, which inns suffer an abnormally high level of poisonings, the inkling that those poisonings may be a little more than random chance, etc.  In short, the general "word on the street".  The ability to survive in the urban jungle.  The character has the gumption to know how to behave in most situations of questionable dealings, and if the situation requires it (the occasional rare, bizarre or just extremely dangerous situation) may roll against Streetwise.  Compare Etiquette, which is the equivalent skill granting knowledge of the social niceties of the upper classes.
See Also: Etiquette.

Super Numerate
Ruling Stat(s): Int.	Difficulty: 8	Default: None.
Description: Super Numerate characters are lightning calculators.  They can do all kinds of sums in their heads - not always instantaneously, but given time they can usually work the answer out.  Simple algebra and arithmetic they can generally solve almost instantly, and complicated calculus and abstract theory isn't beyond their ability even if it takes a little longer.
See Also: Mathematics.

Surgery
Description: Characters with this skill are skilled with the blade in the art of cutting a person open in the operating theatre (NB. in medieval times, they were just that - theatres - people actually sat in public galleries watching the spectacle as the surgeon cut the patient open and removed the diseased innards).  At the highest levels of skill, this confers a good knowledge of the inside of the human (or Elven, or Dwarven...) body and a degree of knowledge of how it works, though such knowledge is often a mixture of fact, superstition and the latest offbeat medical theories of the day - theories that can be wrong in crucial ways.  They know where to cut, how to cut, and how deep to cut.  These people also know the latest ways of removing gangrenous limbs before the gangrene spreads.
As well as professional physicians, this skill is possessed by barbers.  The rich and powerful go to the (generally) expensive physicians, members of high society as a rule.  The poor, however, go to the barber shops, where the barber usually has a back room in varying degree of cleanliness.  Barbers have sufficient skill to have bad blood removed (with the proper application of leeches), cut off limbs, staunch the flow of blood and sew up the wound or stub of the limb.
Most humanoid or demi-humanoid physiologies are similar - but not quite the same.  As such, it is suggested that characters using this skill on a race whose physiology they are not familiar with should be subject to a penalty.  Human, Dwarven and Halfling physiology is sufficiently similar to warrant only a -10 penalty.  Elven and Human physiology differs enough for a -20 penalty.  Goblinoid physiology is sufficiently different from anything else to mean a -30 or -40 penalty!  Characters may specialise in a particular physiology if they wish, for a +20 bonus, but then suffer an additional -20 penalty on other physiologies.
See Also: Cure Disease, First Aid, Heal Wounds.

Survival
Description: This is a skill that many outdoors types possess - hunters, trackers, rangers, scouts, ...  It works best when specialised to a particular type of environment (when the character gets a +20 bonus to Survival tests in that environment, but a -10 in other dissimilar environments).  When unspecialised, it confers a general knowledge of how best to survive, such as seeking shelter and surviving the elements.
See Also: Game Hunting, Fish.

Theology
Description: This is the knowledge of a religious cult, its key tenets, the myths of the main god(s) of the cult, etc., as well as a little knowledge of the internal cult politics (though the Politics skill is needed to fully understand and exploit such webs of intrigue).
See Also: Cast Prayer, Ritual Prayer.

Torture
Description: Torturers inflict pain, and what's more they tend to be good at it.  The Torture skill is the knowledge of where and how to inflict the most pain but cause the least physical damage, and how to keep the subject alive in the process for the promise of more pain to come.  The best torturers have a bit of medical skill in the form of Surgery for knowledge of peoples insides and Heal Wounds to heal some of the damage so it can be inflicted all over again...

Magical Skills (Int, WP)

Alchemy
Description:-

The skill of Alchemy is a new one, representing the creation of magical or supernatural effects using special magical and chemical reagents.  Alongside Chemistry and Manufacture Potions, It is an Alchemists primary professional skill.  As much as Alchemists may wish that regular Chemistry could accomplish the alchemical holy grails of transmuting base metal into Gold (it can't, though radioactive degeneration of various radio-isotopes of Gold could possibly turn Gold eventually into Lead), discovering the universal solvent, or creating the elixir of life, these feats will probably only arrive by use of the Alchemy skill.

Alchemists can cast battle magic spells as Wizards do, and often work magic in their own pseudo-scientific way by their specialised mixtures of ingredients and alchemical procedures.  This is the mainstay of what the Alchemy skill represents.  Some use special magical reagents to make the process of bring magic into the process less hit and miss.  These magical reagents are, needless to say, either expensive to buy or time consuming to manufacture.  Some alchemical concoctions absolutely require them, and most Alchemists use them sparingly.  They are manufactured in the main by specialist Wizards or Alchemists in urban population centres (the Wizard or Alchemist in question must have the Manufacture Potions skill, and will usually possess this skill at a high level for his chosen craft) and sold for a price - sometimes to less than reputable types.

It is left up the GM to decide precisely how the Alchemy skill operates, but it is suggested that Alchemy essentially function as a skill by giving the character the knowledge when and how to use magical reagents in his/her normal experiments or chemical practises.  Unless the Alchemist can pull something monumental out of the hat, the effects of Alchemy should be approximately equivalent to up to a Level 3 spell in terms of power.  Turning base metal into Gold, or water into wine, is one of the magical miracles that could, possibly, be achieved in terms of this level of magical power.  It should be remembered, however, how relatively weak the Alchemy skill is in terms of magical strength compared to the scale of magical effects a moderately well advanced Wizard or Cleric could produce.

The amount of magical reagent an Alchemist needs to produce given effects should be based on how powerful the effect is that the Alchemist wants to produce.  As suggested above, this is should be equivalent at most to the Magic Point level of a Level 3 magic spell.  Obviously, the more potent magical ingredients or reagents are (in terms of the number of Magic Points a unit volume of the reagent imparts for alchemical purposes), the more expensive they will be to manufacture or buy.

See Also: Chemistry, Cast Spell.

Arcane Language
Description:-
Characters with skill in an Arcane Language can speak, read and write it.  Arcane Languages are used only for the purposes of magic, and they are never spoken merely to communicate - indeed that would be largely impossible.  All books, scrolls, and other inscriptions of a truly magical nature are written in one of the secret arcane languages.  A magical book or inscription may be written in an ordinary language, but it will have no power to teach a magical spell or, and will not in itself be magical - it would be a mere curiosity.
There are a number of different arcane languages.  The character will know the language indicated from the career description.
 * Magick - This is the language that most grimoires are written in, and which is used for general purpose wizardry and sorcery in the Old World.  Almost all scrolls are written in the language, and all wizards, as well as some other privileged academics, can read it.
 * Old Slann - A very old language, encountered in very ancient, and rare, artefacts and books.
 * Arcane Dwarf - Known only to the Dwarf Magicians.  It bears a resemblance to ordinary Dwarfish, but it is far more subtle.  It is extremely rare.  Most Dwarf practitioners of magic use Magick instead.
 * Arcane Elf - Known only to the Elf Magicians  As with Arcane Dwarf, the language is based upon an ancient form of the present day tongue, but is far more powerful.  It is used only in Ulthuan (the Elven Kingdoms), and by wandering High or Sea Elves.  It is not known at all to the Elves of the Old World, who use Magick for their own purposes.
 * Druidic - The tongue of the Old Druids as spoken by the most ancient of men, who inhabited the World in days of Old.  It is extremely rare, although it can be found inscribed upon many of the ancient tombs and artefacts of the Old World.
 * Demonic - This is the language spoken by demons and used in all demonic conjurations.  It is far more powerful than traditional Magick for the purposes of summoning and controlling minions of the Warp.  Merely knowing this tongue, or owning any grimoire written in it, can be cause for being burned at the stake.
* Necromancy - This is the arcane language that has evolved among sorcerers of the Necromantic ilk.  It is a language rarely known by non-necromancers, used instead of the traditional Magick tongue for Necromantic purposes only.  This is both for reasons of secrecy, and also because its vocabulary has evolved over centuries such that it better and more meticulously expresses the concepts of life, death, and the manipulation of those states and the intervening states.  This makes it far more powerful for summoning and manipulating the dead than traditional Magick.  Merely knowing this tongue, or owning any grimoire written in it, can be cause for being burned at the stake.
 * Runic - This arcane language allows a character to decipher the basic meanings of any non-magical runes or pictographs used by ancient civilisations.  These include the kingdoms of ancient Araby, the Slann lands in the Southlands and Lustria, and etchings on ancient megaliths in remote parts of the world.
See Also: Secret Language, Speak Additional Language.

Cast Prayer
Description:-

The Cast Prayer skill is used by Clerics and Druidic Priests to petition their god or goddess for magical intervention.  The skill must be specialised to both a particular god or religion and to a particular prayer.  This is because each god or goddess has his/her own ritualistic form of prayer used by his/her priests, and any deviation from that ritualistic form will result in the prayer failing to have any affect.  Furthermore, most spells have varying forms of this ritualistic form for purposes of describing the exact effects the player wishes the god to effect.  All of which combines to mean that the Cast Prayer skill must be bought separately per god (eg. Cast Prayer - Sigmar).

Characters wishing to use Cast Prayer must possess an understanding of the basic arcane principles and ritualistic form of the god concerned and the level of the Cast Prayer skill cannot exceed the level of the Ritual Prayer skill with the same specialisation.  It also will not work as a skill default.  It must be known by the character who must have done some studying of the subject beforehand.

This skill allows any known prayer of that magical specialisation to be cast.  Note that there is theoretically no reason why a character must be specialised as a follower of Myrmidia to cast a prayer to her (for example).  The only requirements are that the appropriate Ritual Prayer specialisation is possessed at a high enough level (usually only ever taught to clergy of a cult), and that the character know Arcane Language - Magick.  This would most often be a cleric of Myrmidia for a prayer of hers, but anyone with these skills could do it.

Gods are Warp entities, and contacting them requires what amounts to a specialised spell that 'pages' the god.  As such, Clerics use the ambient winds of magic to power this celestial message to the god.  For this they have Magic Points, just as wizards do.  The more complex the prayer, the more power is needed to ensure the prayer is 'transmitted' accurately to the god or their spiritual servants (priests believe spirit servants of the gods called Numina answer prayers and provide assistance to them, unless the god feels it necessary to intervene directly - some Wizards declare these Numina to be little more than Chaos demons granting power to deceived clergy, but this view is strongly denied by the clergy and generally regarded as heretical).

This skill must be tested on every casting of a prayer.  No more automatic magic casting with predictable effects, especially where any magic is ultimately related to Chaos.
The test is as follows:

  (Int | WP) + Cast Prayer - (20 * prayer level) + (5 * number of extra MPs invested in casting)

Note the mandatory and automatic penalty equal to the prayer level multiplied, where Petty magic is considered to be spell level 0.  The GM is free to impose additional modifiers as s/he sees fit.

Prayers cost a minimum of 200 EP to learn to cast.  Every 100 EP of study (whether at the time of learning or later after initial learning) gives a cumulative +10 to the Cast Prayer test, so clerics can improve a prayer by going back and studying more - to a maximum of a +40 bonus on any given prayer.

If failed the prayer usually simply fails.  Perhaps the character got the ritualistic prayer form wrong, didn't pray hard enough, the god/his servants were distracted elsewhere or the god is displeased with the character or his/her recent actions.  The character loses the MPs used to make the prayer still, however.  If failed with a percentile double on the dice, it's a different story.  This means something went wrong with the mechanics themselves of casting the prayer.  Maybe the god got a garbled message, or Chaotic effects in the local area affect the prayer outcome.  The effects here are similar to those of failing a Cast Spell roll - see that skill for details.

See Also: Cast Spell, Ritual Prayer, Theology.

Cast Rune
Description:-

The Cast Rune is the ability to activate a rune on an object and imbue it with magical power.  The rune must first be inscribed, using knowledge from the Rune Lore skill and the Art skill (requiring a test on both).  The character must also possess the Rune Casting skill.

This skill must be specialised to a given type of runes - eg. Dwarf runes, Elven runes, Klausers runes, etc.  Characters wishing to use it must possess an understanding of the magical energies and basic arcane principles involved in the magic concerned and the level of the Cast Rune skill cannot exceed the level of the Rune Casting skill with the same specialisation.  It also will not work as a skill default.  It must be known by the character who must have done some studying of the subject beforehand.

This skill allows any known rune of that runic specialisation to be cast.  Note that there is theoretically no reason why a character must be specialised in Dwarven runes to cast a Dwarven rune (for example).  The only requirements are that the appropriate Rune Casting specialisation is possessed at a high enough level.  This would most often be a specialise in the field, but anyone with these skills could do it.

First the rune must be successfully inscribed using the Art and Rune Lore skills.  Next, this skill must be tested as follows:

  Int + Cast Rune - (20 * rune level) + (5 * number of extra MPs invested in casting)

Note the mandatory and automatic penalty equal to the rune level multiplied.
Klausers runes, lacking "levels", count as:
	Rune	Rune Level
	Spell Rune	spell level plus one.
	Protection Rune	2
	Armour Rune	1
	Rune of Cutting and Smashing	2
	Rune of Swiftness	1
	Rune of Renewal	4
	Flight Rune	3
	Rune of Return	3
	Greater Death Rune	10+ (noone is known to have successfully inscribed this rune
		and lived to tell the tale... GMs should treat it as level 4 at
		minimum, and probably 10 or higher, should a player attempt it)
	Lesser Death Rune	4
	Minor Death Rune	3
The GM is free to impose additional modifiers as s/he sees fit.

Runes cost a minimum of 200 EP to learn to cast.  Every 100 EP of study (whether at the time of learning or later after initial learning) gives a cumulative +10 to the Cast Rune test, so wizards can improve a spell by going back and studying more - to a maximum of a +40 bonus on any given rune.

If passed, the rune is imbued with magical power.  If failed, its just a nice pretty picture on a sword...

See Also: Rune Casting, Rune Lore.

Cast Spell
Description:-

This is a new skill not to be confused with the old Cast Spells.  Cast Spells, as a skill allowing the character to cast all known spells of a level with no required spell casting roll, is no longer in the game.

Instead, there is the new Cast Spell skill.  It must be specialised to a given sorcerous type - eg. Battle Magic, Demonic, Necromantic, etc.  Characters wishing to use it must possess an understanding of the magical energies and basic arcane principles involved in the magic concerned and the level of the Cast Spell skill cannot exceed the level of the Spell Lore skill with the same specialisation.  It also will not work as a skill default.  It must be known by the character who must have done some studying of the subject beforehand.

This skill allows any known spell of that magical specialisation to be cast.  Note that there is theoretically no reason why a character must be specialised as a demonologist to cast a demonology spell (for example).  The only requirements are that the appropriate Spell Lore specialisation is possessed at a high enough level, and that the character know Arcane Language - Magick.  This would most often be a demonologist for demonic magic, but anyone with these skills could do it.

This skill must be tested on every casting of a sorcerous magic spell.  No more automatic magic casting with predictable effects (very un-Chaotic to my mind).  The test is as follows:

  WP + Cast Spell - (20 * spell level) + (5 * number of extra MPs invested in casting)

Note the mandatory and automatic penalty equal to the spell level multiplied, where Petty magic is considered to be spell level 0.  The GM is free to impose additional modifiers as s/he sees fit.

Spells cost a minimum of 200 EP to learn to cast.  Every 100 EP of study (whether at the time of learning or later after initial learning) gives a cumulative +10 to the Cast Spell test, so wizards can improve a spell by going back and studying more - to a maximum of a +40 bonus on any given spell.

Dramatic failures on the spell casting roll could lead to dire consequences.  This is left to the GM to decide.  Unlike clerical magic, sorcery by its nature uses raw Chaos energy, and the results of a miscasting are thus infinitely more entertaining...  Suggested possibilities, in approximately increasing order of direness, are:

 * The spell simply fails with no magical effect, the  magical energies (and MPs) lost on the tides of the Warp.
 * The character inadvertently makes the bush he is hiding in burst into flames, instead of whatever spell effect s/he was trying to create.
* The opposite spell effect to that which the character wanted occurs.  Healing spells aggravate wounds (loss of Wounds points rather than gain), the conjured fireball explodes in the characters face, the Steal Mind spell steals the characters own mind, etc.
 * The spell fails, but the magical energies "grant" the character a vision of the Chaos realm.  The character immediately gains 1D6 Insanity Points.
 * The characters intended spell affect manifests - but is not quite how it seems.  It is in fact the effect the character wanted but perverted by the powers of chaos so as to strike the character or someone close to him/her with deadly vigour and then disappear... and then at some later date to re-appear and repeat the deadly trick with someone else - and again -and again.  Such a malevolent force could become the focus of a campaign to stop...
* The character inadvertently summons a Greater Demon, which kills the character and then goes off to do whatever Greater Demons like to do.  Like killing masses of people.
 * The character conjures a swirling vortex of chaos, only to be sucked in and spend the rest of his/her life being tortured beyond mortal comprehension by the powers of Chaos on the other side.
 * The sky turns purple with yellow and psychedelic green spots, a gigantic and permanent Chaos gate opens under the characters feet and Tzeentch himself appears from within the hyperdimensional portal to feed his maw with the mortals below.

You, of course, can make the magical side effects of a failed spell casting attempt as harmless, humorous, hazardous or lethal as you like, probably based the degree to which the spell casting roll failed (the bigger the failure, the more dangerous the possible results) and the number of MPs invested (the more energy invested in the spell, the more energy the nasty side effects have to utilise to their own ends).  That's the trouble with sorcery, it's capricious and unpredictable, often dangerously so... }:o>

The aim of the implementation of these casting rules is to change the nature of wizardly spell casting from the "chant, chant, boom" model of guaranteed magic results with little inherent risk to the caster, to become less dependable and more dangerous to the caster and those in his/her vicinity.  Magic should be a rare commodity, and where Chaos is involved, an exceedingly dangerous one.  No wonder Wizards aren't trusted by the Old World peasant folk...

See Also: Alchemy, Spell Lore.

Cast Will
Description:-

Some wizards go in for a more dynamic form of magic.  They use, develop and master their will to control the magical eddies of the world.  They use the Cast Will skill.  These 'Willworkers', as they often style themselves, are capable of far more dynamic and improvised effects than the rote magic of other wizards and clerics.  They use their will with magical foci to mould the swirling eddies of energy to their purpose.  The foci concerned can be of many types, from "Words of power" and gestures, to material objects that help to focus the energy and their will, as well as other forms.

Although 'Willworking' is more dynamic and flexible, it is also incredibly dangerous and difficult.  Masters of the art study long and hard at the craft.  The process is extremely dangerous, even more so than the riskiest 'spell'.  The GM has sole discretion over penalties to the Cast Will roll...  A failed attempt creates a backlash effect, Chaotic forces allowed to run riot.  The effect is similar to that of Paradox in Mage, and can include anything, from something harmless or minor, to summoning a demon, to being sucked into the Warp, to being transported to a nether-realm trapped forever in your own private hell - have fun... }:o>  The Mage books have some wonderful ideas on what Paradox can do, with equal lattitude.

All attempts at 'Willworking' require a test on Cast Will, with modifiers as determined by the GM.  If failed, the GM can have some fun...

Craft Master Rune
Description:-
This skill may only be learned after the Rune Casting skill.  It conferred the ability for a character to create their own, specialised master rune - one with unusual properties for instance.  Most characters possessing this are Dwarves, but once in a very long while a human may learn it.
There are restrictions to Dwarven characters to this skills' use:
 * They must have access to one of the Anvils of Doom located in a Dwarfhold.
 * They must dedicate 3D6 months of game time (and 200 EPs per game month) researching the desired effects and determining the correct shape of the rune.
 * They must dedicate another 2D6 game months (and 100 EPs per game month) determining the correct combination of rare ingredients to power the new Master Rune.
 * For the initial inscription, they must labour at least eight hours a day for D6+6 weeks.
 * A specific amount of MPs (to be determined by the GM) must be expended each day as the rune is being inscribed.
 * The character must make a test on the Craft Master Rune skill to successfully inscribe the new Master Rune for the first time.
See Also: Cast Rune, Rune Lore, Rune Casting.

Demon Lore
Description: This is the knowledge, usually gained second hand through arcane books, of demons and their nature.  The character knows the basics of roughly what's involved in summoning a demon (though no specifics or summoning spells), what forms the most common demons tend to take in the mortal realm, and theoretically what a demons' weaknesses are and how to get rid of it (including the magical principle of demonic instability).  High levels of skill give the character general information on some of the rarer and more dangerous rituals and some of the most rare and dangerous demons that exist.
Note that this skill, in itself, never gives a character the ability to actually perform any but the most basic rituals concerned, and certainly not the ability to read the ancient demonic Arcane Language - though often learned characters with this skill will be able to read Demonic anyway in order to absorb the information from the forbidden and blasphemous tomes.  If anything, it only gives the character the knowledge of the superstitions and folk knowledge of demons, and basic stuff like the ability to draw a pentagram, but never anything that allows manipulation of the demonic with spells.

Identify Magical Artefact
Description: Through a combination of experience and accumulated knowledge, the character can identify in general terms what the magical properties an object s/he examines is likely to possess, where it probably comes from and, if there are specific markings to indicate it, who made it.  This is typically based on the shape and outside markings of the object.  With the aid of a suitable (and possibly dangerous, depending on the object) magical delving ritual, which this skill does not grant to the character, the character may be able to tell specifics that the outside appearance does not lay testament to.

Magical Awareness
Description: The character can feel magic, in a general sense, around him/her.  S/he feels this only as a guide, and cannot always tell what direction it lies in or precisely where it is.  High levels of this skill offer the ability to just instinctually know when something or someone magic is in the area, and how strong it is.  At lower levels the character must meditate to gain this knowledge.  At best, the character feels the strength of the magic, and maybe what direction it lies in (if the GM is feeling generous or the roll comes up a special success), but does not pinpoint where it is or (generally) what its nature is.  A critical success may give the character the equivalent of an exact lock on what, where and how powerful it is though...
Note that this ability detects only active magic - spells currently in action or permanently 'on' effects.  It does not detect a wizard who is not actively performing magic or spells that are set on some kind of magical 'timer' to fire, if so rigged.  It does detect active magic that affects people, creatures or things in the skills' range.
The range of the skill is ten times the level of the skill in yards when meditating, or the level of the skill in yards at high levels when the character can feel the magic without meditating (the GM has final call on whether the character can do this, what s/he feels and if the character can use this is a magical geiger counter).
See Also: Magical Sense.

Magical Sense
Description: With a touch, the character knows when something or someone is magical or can cast magic.  Unlike Magical Awareness, this skill is capable of detecting passive or waiting magic, though it will only do this if the character concentrates for a round and the player specifically states s/he is feeling for passive magic (where this skill must be rolled against).  Otherwise, a simple touch senses only potential for magic in spellcasters and active magical effects in operation on an object - detected automatically.
This is a common skill in the Old World, but most characters that possess this skill have it only at very low levels and detect only the active magic, with very little chance of detecting any passive charms that may have been laid on a person or object.  Generally only wizards and witchhunters learn to delve with this skill and feel an objects' passive enchantments.
See Also: Magical Awareness.

Manufacture Magic Items
Description: Magic items are rare, wondrous things, and their creation difficult and intensely time-consuming.  The most advanced wizards know the means of creating these items (usually only for themselves, close friends or large sums of gold).  The means employed are not detailed in this document, and the GM is referred to Realm of Sorcery (unofficial Ken Rolsten edition or the official Hogshead published sourcebook, your choice) and/or the Magic document of the Ward-hammer rules.

Manufacture Potions
Description: Magical potions are rare, wondrous things, and their creation difficult and intensely time-consuming.  The most advanced wizards know the means of creating these potions (usually only for themselves, close friends or large sums of gold).  The means employed are not detailed in this document, and the GM is referred to Realm of Sorcery (unofficial Ken Rolsten edition or the official Hogshead published sourcebook, your choice) and/or the Magic document of the Ward-hammer rules.

Manufacture Scrolls
Description: Magical scrolls, for magic items, are relatively commonplace in the Old World (this is not to say they are so common that you come across them on every market stall, but they are relatively common as magical artefacts go).  Their creation is difficult and often time-consuming, but a relatively easy process for an experienced wizard.  While theoretically any ink and parchment will do, many spells are best inscribed (if possible) using ink and parchment connected to the spell to be inscribed.  A fireball spell may be best inscribed on the dried dragon skin of a dragon with ink suffused with the blood of the same dragon, for instance.  It should also be said that scrolls must be written by a wizard who knows the spell and in a magical Arcane Language for it to hold any power.  The exact means of creating a scroll are not detailed in this document, and the GM is referred to Realm of Sorcery (unofficial Ken Rolsten edition or the official Hogshead published sourcebook, your choice) and/or the Magic document of the Ward-hammer rules.

Meditation
Description: This is the ability to empty the mind and, often, embrace the spiritual or magical.  It is a trance like state in which the mind, spirit and intellect is focussed internally and usually unaware of the body - the body could be moved and the meditator not necessarily feel it.
It depends on the nature and purpose of the particular trance state when the meditator will 'wake up', and if he will wake up if disturbed.  Most trance states render the meditator unable to perceive or react to the outside world - though the character may react to outside stimuli and break the trance if a single percentile roll simultaneously passes both a Meditation skill comparison and a comparison to the appropriate perception skill (such as Observe, Listen, etc. - or the Perception stat if none apply such as when touched or shaken).  The GM may assign a bonus or penalty to these skill checks depending on how easily perceptible the contact is - being violently shaken or touched by a hot brand compared to a slight touch or the sound of a normal conversation, for example.
Tests on Meditation may also be called for (or made in secret) by the GM to determine a measure of efficacy of meditation for purposes of regaining Magic Points or communing with the otherworldly.  As a rule of thumb, characters are required to meditate for 10-(Meditation/10) minutes to recover one Magic Point - eg. a character with Meditation 49 might require just over 5 minutes (10 - 4.9 = 5.1) to recover each Magic Point.  Meditation cannot recover Magic Points exceeding their Power Level.
Some trance states are claimed by the wizards concerned to achieve an out of body experience - claims that priests of Morr are interested in investigating when they hear of them.

Ritual Prayer
Description:
This is the skill representing the knowledge of the ritual prayer forms of particular god or goddess, to which this skill must be specialised when bought.  Characters wishing to cast a magical prayer (see the Cast Prayer skill) to a given god must know the ritual forms used to petition the god.  This is what the Ritual Prayer skill represents.
See Also: Arcane Language, Cast Prayer.

Rune Lore
Description:-
The Rune Lore skill grant theoretical knowledge about runes, and the ability to recognise a real, bona fide rune when the character sees one (or recognise one as a fake if it is bogus).  This skill does not grant knowledge of actual rune casting.  the Rune Casting and Cast Rune skills are needed for that.
See Also: Cast Rune, Rune Casting.

Rune Casting
Description:-

The Rune Casting skill is the knowledge of how to activate a rune on an object and imbue it with magical power.  The rune must first be inscribed, using knowledge from the Rune Lore skill and the Art skill (requiring a test on both).  The character must then use related skill Cast Rune to activate the particular rune.

Note that the Rune Casting skill on its own, without the Cast Rune skill specialised for the rune involved, is not sufficient to activate a rune.  Rune Casting is simply the theoretical knowledge of how to activate runes in general.  The Cast Rune skill is required to actually perform the feat.  Characters wishing to cast a rune must possess an understanding of the magical energies and basic arcane principles involved and the level of the Cast Rune skill cannot exceed the level of the Rune Casting skill with the same specialisation.

Note also that the Rune Casting skill must be specialised to a family of runes - Klausers runes (for humans), Dwarf runes, High Elf Runes, etc.

See Also: Cast Rune, Rune Lore.

Scroll Lore
Description: This is the ability to recognise and understand a magical scroll - assuming that the character knows the Arcane Language the scroll is written in.  Characters with experience in the type of magic concerned - as represented by a relevant Spell Lore specialisation (eg. Spell Lore - Demonic in the case of a demonic magic scroll) may read from the scroll and make the magical actions the scroll sets out to cast it.  In this way scrolls are one of  the few ways possible for a wizard to cast spells higher than his/her level.  These spells are considered to have a skill level equal to the average of Scroll Lore and the relevant Spell Lore specialisation for purposes of casting.
See Also: Spell Lore, Cast Spell.

Sense Magical Alarm
Description: Characters with this skill are able to sense by experience when an object or area is protected by the Petty Magic Spell Magic Alarm.  A successful test on the skill is necessary to sense the alarm, and the character must be within 2 yards of the protected area to detect the spell.  Note that this skill does not permit characters to disarm the Magic Alarm.
Characters who have learned the Magic Alarm spell gain an automatic minimum level in this skill of half the skill level of the Magic Alarm spell - but the reverse is not true.  Sensing the presence of a Magic Alarm by magical experience does not grant any ability to create one.
This skill was first introduced by the WFRP errata.

Spell Lore
Description:

This is the skill representing the knowledge of the tenets of a given type of magic, and the theory of how to cast it.  It must be specialised to a given sorcerous type - eg. Battle Magic, Demonic, Necromantic, etc.  Characters wishing to cast a spell (see the Cast Spell skill) must possess an understanding of the magical energies and basic arcane principles involved in the spell concerned and the level of the Cast Spell skill cannot exceed the level of the Spell Lore skill with the same specialisation.

These basic arcane principles are often related between sorcery types, but with subtle differences that can easily trip up an unwary spell caster.  The knowledge of the particular arcane principles of a given type of magic are represented by the appropriate speciality of the Spell Lore skill.

The main specialities of Spell Lore are:
 * Battle Magic : Mainstream human magical theory and practise, focusing on magic for use on the battlefield.  Taught in the official magic colleges of all the cities of the Empire.
 * Elemental Magic : Traditional theory and practise or summoning and controlling the elements and Elementals.  Generally passed on from master to apprentice by hermitic Elementalists, or taught in the Elemental colleges (like the Eldritch University, Nuln).
 * Illusion (Mentalist) Magic : Traditional Illusional theory and practise.
 * Colour Magic : A specialisation in the theory and practise of one of the eight Imperial Colleges of magic, or "Colour colleges".  Only taught in the Imperial Colleges of Altdorf.
 * Demonic Magic : The specialised, highly secretive and officially outlawed knowledge of summoning, controlling and dispelling demonic entities.
 * Necromantic Magic : The specialised, highly secretive and officially outlawed knowledge of summoning, controlling and dispelling undead servants such as zombies and skeletons, as well as power over life and death themselves.
 * Ice Magic : The shamanistic style of magic taught and utilised by the shamans of Kislev, which harnesses the power of the cold wintry Kislevite lands.
 * High Magic : The powerful magic of the High Elves, thought to combine all the colour strands of magic in balance.
 * Chaos Magic : Chaotic magic, as taught by hidden covens.  Might include, but not limited to: comuning with chaotic entities, opening of chaos portals, specialist effects of particular Chaos gods (Pavane of Slaanesh, Fleshy Curse, other spells from the hardback Realms of Chaos books), etc.

See Also: Arcane Language, Cast Spell.

Undead Lore
Description: This is the knowledge, usually gained second hand through arcane books, of the undead and necromancy.  The character knows the basics of the common undead summoning rituals (though no specifics or summoning spells), what forms the most common undead tend to take in the mortal realm, and theoretically what an undead creatures' weaknesses are and how to get rid of it (including the magical principle of dimensional instability).  High levels of skill give the character general information on some of the rarer and more dangerous rituals and some of the most rare and dangerous undead beings that exist.
Note that this skill, in itself, never gives a character the ability to actually perform any but the most basic rituals concerned, and certainly not the ability to read the necromantic Arcane Language - though often learned characters with this skill will be able to read Necromantic anyway in order to absorb the information from the forbidden and blasphemous tomes.  If anything, it only gives the character the knowledge of the superstitions and folk knowledge of the living dead, and basic stuff like the ability to draw a pentagram and simple warding charms, but never anything that allows manipulation of the undead with spells.
This skill is broadly similar in scope to that which appears in the Apocrypha books.  It replaces Identify Undead and widens the scope of the knowledge represented.

Perceptive Skills (Per, I)

The Acute Hearing skill is now a Trait - Diminished Sense.  See Ward-hammer Supplemental 3 - Traits.

The Excellent Vision skill is now a Trait - Enhanced Sense.  See Ward-hammer Supplemental 3 - Traits.

The Night Vision skill is now a Trait.  See Ward-hammer Supplemental 3 - Traits.

The Sixth Sense skill is now largely a Trait (see Ward-hammer Supplemental 3 - Traits) in its role as expressed in the WFRP rulebook, but partially replaced by the Alert skill for "trained paranoia".

The Spot Trap skill is no longer used.  It is replaced in-game by the combined use of Set Trap (the knowledge of traps, what they look like and where you would put them if you were your own deadly nemesis) and Observe (the perceptive skill to spot the parts of said traps that remain visible).

Alert
Description: The original supernatural meaning of the Sixth Sense skill is now largely usurped by the Trait of that name, this skill now represents the human trainable part of what that skill represented.  It represents what is perhaps best described as a kind of "trained paranoia", including spotting what places would be prime spots for an ambush, when the character is most likely to be liable to be being watched or listened in on, if windows are open that would let a burglar in, etc.
This would most commonly be possessed by spies, covert operatives, and their ilk, but might just be possessed by others like military commanders and people in certain diplomatic roles.  Note that it in any way tells the character conclusively if any of those paranoid possibilities are actually true or not, just alerts his/her mind to the possibility.  Very high levels of the skill could easily precipitate acquirement of the Paranoid trait...
The player may roll on this skill at his own request if he feels the character would be suspicious or cautious about such a situation s/he feels the character would have an instinct over, or the GM may make the skill roll in secret and tell the player if the character "feels anything" about the situation in hand, according to plot demands.

Detect Scent
Description: Characters with high levels in this skill have a "good nose".  Whether they recognise the smell is another matter entirely, which the GM may call for other skill rolls to determine.

Follow Trail
Description: This is the skill of following the trail of animals or travellers in environments where a suitable trail is left - woodland is a good example, urban areas are not as good.  The GM may modify the roll to determine the difficulty of the trail, how faint it is, time since it was made, whether it has snowed since the snowy footprints were made, whether the forest floor has been disturbed since the animal passed through, etc.

Lip Reading
Description: These characters have practise of watching a persons lips to discover what they are saying.  It is an inexact art, and misunderstandings may result from it.  It is also, obviously, impossible when the lip reader cannot see the mouth of the target!

Listen
Description: This is the ability of the character to perceive sounds s/he is not specifically listening for, and to make out sounds that s/he makes time to listen for.  Some sounds are more easily perceptible at different ranges than others, of course, of which the GM is the judge.
See Also: Diminished Sense (trait), Enhanced Sense (trait).

Observe
Description: This is the ability of the character to spot things that are not being specifically sought after, and to make out features in a dedicated visual search of an area.  Some things are easier to spot than others, of course, of which the GM is the judge.
See Also: Diminished Sense (trait), Enhanced Sense (trait), Night Vision (trait).

Search
Description: This is the ability of the character to search an area for either specific objects/clues or for anything that just looks "interesting".  It is the skill that allows characters to search a wall panel for secret doors, or a room for incriminating evidence.

Craft and Cookery Skills (Dex, Int)

Art
Description: Artists can sculpt, paint, or produce other works of art - though the skill must be specialised to one of these art forms when bought.  Some characters will be limited in the available art forms they can learn by their career.  Whatever their talent, the character can produce useable or saleable items (at the GMs discretion) including convincing copies of existing works of art.
Spending one week on a work, the piece is typically saleable for 10D12 GCs, and a forgery produced in this time will be detectable by an unmodified test on the Art Appreciation skill by the buyer.  For each additional week spent on the work of art, the price rises by an additional 10D12 GCs and the chance of the buyer detecting it as a forgery is subject to a cumulative -10% penalty.
The maximum time that can be spent on an average painting or sculpture is two months.  Larger or finer works are at the GMs discretion.  The sale value depends on the artist being acceptable to the purchaser.  Not everyone in the Old World values art highly, and the GM must allow for the possibility that the characters art just doesn't fit with what people are willing to buy...
Artists are better at spotting forgeries themselves, and the character gains a minimum skill in Art Appreciation equal to half their Art skill level, if it is not already possessed at that level or higher.
See Also: Art Appreciation, Forgery.

Boat Building
Description: This skill gives knowledge and experience of building boats and the basic principles and requirements of constructing sea or river-going vessels.  They are familiar with nautical terminology as well as the normal range of wood-working (half the skill level free in Carpentry, if not already possessed) and sail-making tools.  Given time, equipment and materials, the character would be able to repair or construct a boat.  Rafts or other improvised craft can be built at the rate of ten man hours per passenger to be carried.

Brewing
Description: Characters with Brewing skills can brew wine, beer and mead, and understand the principles of the fermentation process.  They are able to judge the quality of the ingredients and the finished product, estimate fermentation times in any given environment, and judge whether a particular brew is ready.  They also have a +10% chance of noticing a drug or poison in wine or beer.  If successful, the presence of some foreign substance will be detected, but not its nature.

Carpentry
Description: Carpenters have experience of working with wood, constructing items such as furniture, house fittings, chests, wagons, etc.  They are familiar with woodworking tools, techniques and types of timber.

Cook
Description: This skill allows a character to prepare food to a high (or at the very least edible) standard, and judge the quality of ingredients and the finished product.  They also have a +10% chance of noticing a drug or poison in food.  If successful, the presence of some foreign substance will be detected, but not its nature.

Forgery
Description: The Forgery skill represents the ability to fake official documents, seals and coinage.  These characters can, on a successful Forgery test, carve a coin die (in which the Numismatics skill is helpful), "clip" the metal off coins, make a passable copy of an official document capable of passing all but the most intense scrutiny (couple this with the fact that most guards and officials won't be able to read to check the details, and the document is even more likely to pass scrutiny), carve a fake document seal, etc.
Of course, it is necessary for forging documents that the character is able to Read/Write the appropriate language.  The Art skill is helpful, though not absolutely necessary, in carving seals and coin dies.  The GM may allow a bonus to the Forgery skill based on the Art skill if it is possessed.
See Also: Art, Numismatics, Read/Write.

Gem Cutting
Description: Characters with this skill can cut gems given the correct tools and sufficient time, at the rate of D6 stones per day, so long as no stone is worth over 50 GCs.  Stones with 50 to 100 GCs each take a whole day to cut, and stones worth more may take several days.
When tested, and if successful, the value of gem is increase by 5% for every percentile point the test is passed by.  If re-cutting a once-cut gem, the increase is 10% per percentile point.  If the test is failed, the value of the gem is halved and the character must start from scratch working on the smaller stone.  Larger gems can be split into smaller gems totalling 75% of the original value, and jewellery can be broken up or re-cut, losing 10% of its value.

Mining
Description: This skill is usually gained through direct experience at the pit face, mining, tunnelling and excavating.  They can tunnel (slowly) using appropriate tools, and can also construct supports floor plankings, bridging and walling where the earth is soft.  This skill may be tested directly for construction of such tunnels.
Once underground, they can recognise most common mineral ores, rock types and gem-bearing rocks.  Where valuable minerals or gems occur as part of the natural rock formation, skilled characters will generally notice them.  They also have better underground senses and navigational ability, being able to notice changes in direction, ground slope, temperature and humidity.
See Also: Metallurgy, Stoneworking.

Smithing
Description: Smiths have the ability to work common metals, principally iron and steel, and can prepare metal in a furnace using scrap or refined ingots.  Under normal circumstances a smith would not refine metal from ore, although this can be attempted at the GMs discretion.  Smiths can prepare or mend useable, workmanlike articles of everyday use such as horse shoes, nails, railings, cauldrons, etc.  They can also produce or repair useable weapons and shields, and (if given time) most kinds of metal armour.
See Also: Metallurgy.

Stoneworking
Description:-
Stoneworking is the knowledge of experience of working with stone items such as pillars and other building elements.  Skilled characters are familiar with different types of stone and the tools and techniques required to work them.  They know how to use a hammer and chisel to model and reshape stone for either building purposes or purposes of art (eg. as a sculptor).
Combined with the Art skill, characters can carve elements such as friezes, gargoyles or even turn a block of stone into a sculpture.
See Also: Art, Mining.

Tailor
Description:-
The knowledge of tailoring cloth and leather.  This skill is effective in sail-making, and the repairing of leather, tent material and other forms of cloth using appropriate materials.
Rolled in concert with the Disguise skill, they can also make effective disguises.  This involves testing on both the Tailor skill and the Disguise skill.

Melee Combat Skills (Ag, I, Dex, S)

The Specialist Weapon skill is no longer used.  It is replaced by the Hand Weapon skill for purposes of melee weapons.

The Strike to Injure skill is no longer used.  Characters should instead use the rules for targeted attacks on selected body areas as a small target.

Disarm
Description:-
This skill represents the use of a weapon in combat to disarm the opponent rather than cause damage.  This is a difficult thing to do.  The character must roll to hit as normal for the weapon of choice, subject to a -10 penalty to hit, and test against this skill.  The character must succeed on the normal weapon to-hit roll.  If either this fails or the Disarm roll fails, the disarm is unsuccessful.
If the normal weapon to-hit roll succeeds, and the Disarm roll succeeds, the characters weapon connects with the opponents weapon and the opponent is successfully disarmed.  Weapons knocked out of an opponents hand will travel 2D6 yards in a random direction.  This skill can only be used on artificial, hand-held weapons, not creatures natural weapons.

Dodge Blow
Description: The ability to duck and dive in melee combat avoiding blows.  Every use of Dodge Blow uses up an Attack, regardless of whether the Dodge Blow roll is successful, precluding the use of that Attack to deliver a blow in combat.

Dual Weapon Use
Description: This new skill represents a characters ability to fight effectively with two weapons at once (one in each hand).  The character rolls on each weapon normally, subject to a -10 to hit penalty on the "main-hand" weapon, and a -20 to hit penalty on the "off-hand" weapon (reduced to -10 as for "main-hand" weapon if character has Ambidextrous skill at any non-default level).

Fast Attack
Description:-
This is a new skill that effectively replaces the role of advances to the Attacks stat in the old WFRP advance scheme advancement model.  It operates as follows:
Characters get a number of attacks per round equal to Attacks as present.  After those attacks, after any given round of combat roll against the Fast Attack skill.  There is a cumulative -10 penalty if this is the second or subsequent such Fast Attack test in the combat round.  If successful, the last blow (or dodge, or whatever) was quickly and skilfully executed/recovered from, and the character may take another attack/dodge/whatever.  The GM should not let this next attack happen immediately for the player, but treat it as a normal extra attack to happen at the next combat initiative step - in ten combat initiative points time usually.  If this would take the character past the end of the round, no extra attack is allowed.  If  failed, they weren't fast enough or got wrong footed, and lose any actions that turn.

Fast Draw
Description: This new skill represents a characters ability to quickly draw their sword, pistol, etc. in short odds with little warning beforehand.  It will typically be tested when a character is surprised.  A successful test on Fast Draw means they react quickly enough to draw their weapon to defend themselves if necessary.

Hand Weapon - Axe
Description: Use of various kinds of axe in close combat, varying in size from the small hand axes used to cut wood to the one-handed axes designed for combat use.  This skill does not cover the use of large, 2-handed axes which require the Hand Weapon - 2-Handed skill.
See Also: Hand Weapon - 2-Handed.

Hand Weapon - Blunt Object
Description: The ability to wield an average, reasonably well balanced blunt instrument as a weapon in hand to hand combat.  This means a club, baseball bat, or anything sufficiently heavy and balanced to be equivalent.  Anything not fitting this description, which does not have its own Hand Weapon skill and which is employed as a bludgeon in close combat should instead use the Hand Weapon - Improvised skill instead.
See Also: Hand Weapon - Improvised.

Hand Weapon - Fencing Sword
Description: Use of the fencing sword or rapier in close combat, most often in a duelling situation.

Hand Weapon - Flail
Description: Use of the flail family of weapons in close combat.  This includes various kinds of flail, mace and morning star.  Note that use of the whip as a weapon is not covered by this skill but uses the Hand Weapon - Whip skill instead.
See Also: Hand Weapon - Whip.

Hand Weapon - Garrotte
Description: Use of the garrotte and other strangling weapons in close combat.  This skill is one most commonly practised by members of the Assassin trade.

Hand Weapon - Improvised
Description: The ability to wield your average, run-of-the-mill, household object as a weapon in hand to hand combat.  By definition this means items not designed for use as weapons - chairs, bottles, vases, etc.  Note that anything that is sufficiently heavy and balanced to be effectively equivalent to a club (or baseball bat in modern terms) should not use this skill but instead use the Hand Weapon - Blunt Object skill instead.
See Also: Hand Weapon - Blunt Object.

Hand Weapon - Knife
Description: The ability to wield a knife or dagger in hand to hand combat.  The chief problem with knives and daggers is their size.  The trick in wielding a knife or dagger is getting close enough to bring the short blade (about 6 inches or so) into play to cause damage while staying at sufficient distance to minimise the damage sustained yourself.

Hand Weapon - Lance
Description: This is the ability to effectively use the lance as a weapon charging on horseback.  It is only in this role charging from horseback that the lance is particularly effective as a weapon, once face to face combat is joined at close quarters it functions as little more than an unwieldy blunt object and uses the Hand Weapon - Blunt Object skill instead.

Hand Weapon - Net
Description: The ability to wield the humble net in hand to hand combat.  The trick when using a net is to avoid getting the net damaged by the opponents weapon and to subsequently entrap the opponent in the nets coils so as to impede their movement and fighting ability.  This skill also covers using other adhoc equivalents to a net that are equally able to impede when used in the right way, such as cloaks.

Hand Weapon - Parrying Weapon
Description: The ability to wield specialist parrying weapons effectively and to full effect in hand to hand combat.  This class of weapon includes the left-handed dagger, sword breaker and buckler.

Hand Weapon - Pole Weapon
Description: More WFRP careers that you may think specify staffs or poles of some description as part of the standard career equipment.  These careers include Wizard and Rat Catcher.  This skill is the use of these staffs or poles as weapons if proved sufficiently necessary.  A Wizards staff or Ratters pole is often not the best adapted or well balanced of weapons, and often not up to the same level of combat punishment as made-to-order quarterstaffs and staves designed with combat in mind.  However, they can make acceptable weapons in a pinch and have the advantage that they do not actually look like weapons...

Hand Weapon - Shield
Description: The ability to effectively use a shield, in both attack and defence.  Shields can be used to parry (they no longer count as automatic armour of 1 AP), and in attack in such forms as the shield bash.

Hand Weapon - Spear
Description: The ability to wield a spear in hand to hand combat.  Also covers use of such "jabbing" weapons as the javelin and pike.

Hand Weapon - Sword
Description: The ability to wield a sword in hand to hand combat.  Also covers use of the short-sword.  This skill does not cover the use of large, 2-handed swords like the bastard sword or hand-and-a-half sword, which require the Hand Weapon - 2-Handed skill.
See Also: Hand Weapon - 2-Handed.

Hand Weapon - Whip
Description: This is one of the few skills that combines hand to hand combat ability with the ability to aim as normally used in shooting missile weapons.  The whip is a hand weapon of which a large part of its use lies in aiming the lash correctly.

Hand Weapon - 2H Weapons
Description: This is the skill of handling 2-handed weapons effectively in combat.

Martial Arts
Description: This is a new skill that represents the unarmed combat styles of the Far East and, in some cases, the advanced unarmed combat techniques practised by some devotees of Myrmidia.  It is akin to such combat styles as Karate, Kung Fu, Tai Chi, Aikido, etc.
See Also: Street Fighting, Wrestling.

Street Fighting
Description: The skill of traditional unarmed brawling.  Subject to the normal unarmed combat penalties.
See Also: Martial Arts, Wrestling.

Strike Mighty Blow
Description: The value of this skill, divided by 10 and reduced to integer part, is used as the characters effective combat strength in calculating melee damage.

Strike to Stun
Description:-

This skill represents the deliberate "pulling" of a blow in combat to attempt to limit the damage caused to stun damage, rather than lethal damage.  This is a difficult thing to do.  The character must roll to hit as normal for the weapon of choice, subject to a -10 penalty to hit.  The character must succeed on this normal weapon to-hit roll.  If this fails, no blow connects with the target and Strike to Stun is irrelevant.

If the normal weapon to-hit roll succeeds, the character must now test against the Strike to Stun skill.  If this fails, the characters attack connects but is not "pulled" as the character intended.  The recipient of the blow takes full damage, with the normal possibly lethal consequences.

If the normal weapon to-hit roll succeeds, and the Strike to Stun roll succeeds, the blow connects with the target causing temporary stun damage only.  The target is stunned for a number of minutes equal to
    (10 - INT(T / 10) ) D10
ie. divide the percentile T stat by 10, drop any fractional part on the result, subtract from 10 and roll that many D10s, adding them together.
Stunned characters are rendered unconscious and unable to perceive or react to their surroundings until such time as they wake up again.  Obviously this means that while unconscious they count as prone targets.

Wrestling
Description: The skill of traditional unarmed wrestling.  Subject to the normal unarmed combat penalties.
See Also: Martial Arts, Street Fighting.

Ballistics Skills (Dex, Cl)

Marksmanship is removed as a skill.

The Specialist Weapon skill is no longer used.  It is replaced by the Ranged Weapon skill for purposes of missile weapons.

Ranged Weapon - Artillery
Description: New skill covering the knowledge of firing large artillery such as catapult, bombards, etc.  Technically, artillery is classed as anything too big for one man to carry.

Ranged Weapon - Blowpipe
Description: Skill covering the ability to safely load a blowpipe (without being pricked by the dart themselves - it may have poison or worse on it) and accurately fire it.  The Poison Lore skill may be of some use to characters who wish to try to "go native" in tropical environments and coat the ammunition in a suitable poison or chemical.
See Also: Poison Lore.

Ranged Weapon - Bow
Description: The ability to fire a normal bow or shortbow.  This skill does not cover either the Elf Blow or Longbow, nor the Crossbow for that matter.

Ranged Weapon - Crossbow
Description: The ability to fire a normal crossbow or repeating crossbow.

Ranged Weapon - Elf Bow
Description: The ability to fire an Elf Bow - rarely (if ever) taught to any non-Elf.

Ranged Weapon - Firearms
Description: This new skill covers the whole area of firearms, from pointing and shooting the weapon, to loading and reloading it.  The difficulty of this skill represents more the knowledge of how to reload and maintain the weapon than how to point and shoot it.  It is in knowing how to properly reload a gunpowder weapon that the majority of the skill in using one lies.
See Also: Explosives.

Ranged Weapon - Javelin
Description:-
New skill covering the throwing of javelins, spears and other long, thin items.
This skill does not cover throwing knives, throwing axes and other small throwing weapons.  That is covered by Ranged Weapon - Throwing Weapon.
See Also: Ranged Weapon - Throw, Ranged Weapon - Throwing Weapon.

Ranged Weapon - Lasso
Description: The ability to throw the looped end of a lasso to catch or snag something.  Note that throwing this to catch a wild or panicking animal will be more difficult than it looks in the movies, with at least a -20 penalty for a rapidly moving target...

Ranged Weapon - Longbow
Description: The ability to fire a longbow.  This does not confer any ability with an Elf Bow.  Ability with a normal bow or shortbow is also a very different animal, but skilled characters get 10% skill with these two weapons if the corresponding skill is not already possessed at a higher level.

Ranged Weapon - Sling
Description: The ability to fire a sling, as well as the knack for choosing suitably sized and sufficiently smooth stones from the area.

Ranged Weapon - Throw
Description: The ability to accurately throw random ordinary or household objects, such as rocks, stones, bottles, other small items.  The GM decides how far (and how fast) a thrown object goes, with lighter and more aerodynamic objects flying further than large, heavy or awkwardly shaped objects.  Note that weapons designed for throwing, such as a range of throwing knives, throwing axes, or oriental 'throwing stars', do not use this skill but use Ranged Weapon - Throwing Weapon instead.  Similarly, anything sufficiently slim, light and pointed (such as javelins, spears, and such like) may use the Javelin skill.
See Also: Ranged Weapon - Javelin, Ranged Weapon - Throwing Weapon.

Ranged Weapon - Throwing Weapon
Description:-
New skill covering throwing knives, throwing axes and other specially weighted and balanced throwing weapons (such the throwing stars of the Far East).
This skill does not cover javelins, spears and other long, thin items.  That is covered by Ranged Weapon - Javelin.
See Also: Ranged Weapon - Javelin, Ranged Weapon - Throw.

Health and Constitution (S, T)

The Very Resilient skill is no longer available.

The Very Strong skill is no longer available.  It is supplanted if necessary by new skill Strength.

Constitution
Description: General health and fitness.
See Also: Immunity to Disease, Immunity to Poison.

Consume Alcohol
Description: The ability to handle your liquor, or more precisely the degree to which the body has developed a resistance to the inherent toxicity and inebriational qualities of the demon drink (presumably not literally a demon drink though... }:o>.  Skilled characters can consume large amounts of alcohol without much visible effect, able to drink most other characters under the table.  They suffer only half the normal characteristic and skill reductions due to alcohol consumption, but the lure to resist 'just one more' is subject to a -10% will penalty.
Historical Note: In medieval times, it was believed that one of the best ways to avoid a hangover was to drink with your hat off.  Doctors of the middle ages said this allowed the harmful fumes to pass out of your head - a hat would hold them in and give you a headache.  But if the drink affected your kidneys, there was a beetle brew, which John of Gaddesden describes thus:  'I cut off the heads and wings of crickets and put them with beetles and oil in a pot.  I covered it and left it a day and a night in a bread oven.  I drew out the pot and heated it at a moderate fire.  I ground it all together and rubbed the sick parts.  In three days the pain disappeared.'

Fire Eating
Description: Characters with this skill have almost invariably worked as fire eaters with a circus or travelling company.  They can extinguish burning sticks in their mouths, breath fire, and (with the aid of the Juggle skill) juggle or balance burning objects.  They are used to damage from fire, and fire-based damage to the character causes 1 less wound that it would otherwise.
Fire eaters may breath fire using a special inflammable alcohol-based preparation, which they can manufacture themselves using standard alcoholic spirits (and which can be used, if they wish, to kindle fires in the most unpromising situations...).  This is normally kept in a small flask.  It can be drunk without serious, long-term harm, though most characters would be sick for several days afterwards.  Fire eaters take a swig of this strange beverage every time they want to breathe fire - this takes a turn.  Fire can be breathed at a single target as either a missile weapon or combat attack if the player thinks of it.  Maximum range is 2 yards, hits cause D4 wounds at a S of 3, plus an additional D4 wounds at S 3 on flammable targets.

Immunity to Disease
Description: Characters with this skill have had a long period of exposure to various diseases, and gained an unusually high resistance to them.  This is most commonly found among Shallyan missionaries.  Moderate level in this skill usually grants immunity to the most common and least harmful diseases of the day (measles, tuberculosis, etc.) by default, and the GM may decide that a test on this skill is necessary to determine if more serious or more exotic strains affect the character.  Each full 10 points of skill gives the character complete immunity to one specific disease, though the player must justify the choice of disease to the GM (immunity to the Black Death is something the GM would have to think twice about...).

Immunity to Poison
Description: Characters with this skill have had a long period of exposure to many kinds of poisons and toxins, and gained an unusually high resistance to them.  This is most commonly found among alchemists, assassins specialising in death and poison, and the like.  Moderate level in this skill usually grants immunity to up to (skill level divided by 10) doses of the most common and least harmful toxins of the day by default, and the GM may decide that a test on this skill is necessary to determine if a more deadly or exotic toxin affects the character (or simply if the character takes in more doses of a toxin than s/he has immunity to).  Each full 10 points of skill gives the character complete immunity to any number of doses of one specific toxin, though the player must justify the choice of toxin to the GM.

Strength
Description: This skill represents physical strength and the characters ability to use it to best effect.  Many professional strongmen possess this skill.  Players may specialise the skill to any of the following, or other appropriate specialisations agreed between the player and GM:
   Strength - Carry
   Strength - Lift
   Strength - Push/Pull
The Strength - Carry specialisation affects calculation of unencumbered ENC.

Strongman
Description: These characters have worked with a circus or travelling company and learned to build themselves up on a specialist diet of raw meat, eggs, and other things that would make a lesser person seriously ill.  This boosts their physical strength (the value of this skill may be used as a bonus to the S stat in combat and appropriate trials of strength).
Due to the peculiar diet, strongmen have high living expenses and must spend 50% more than a normal person on living expenses (especially the minimum daily cost for keeping oneself fed).  If they fail to do so for 10 days or longer at a time, they lose the use of 10% of their skill per day until the diet is resumed.  Skill points "lost" in this way will be recovered at the rate of 10% of skill per 7 days back on the diet.

Movement , Balance and Coordination (Ag)

The Fleet Footed skill is replaced with the Running skill.

The Scale Sheer Surface skill is replaced with the Climbing skill.

The Trick Riding skill is no longer necessary, taken over by high level use of the Ride skill.

Acrobatics
Description: Characters with the Acrobatics skill have the athletic ability to perform complex acrobatic and gymnastic stunts.  They must roll against Acrobatics for each trick attempted.  Success means it goes off without a hitch, failure means the character loses balance, mis-times the stunt, or some other error.
The character also has the ability to take falls safely and use their agility and strength to best affect in jumps, leaps and falls.  As such, characters with Acrobatics automatically have the Jumping skill at the same level or higher.
See Also: Jumping.

Ambidextrous
Description: Ambidextrous characters are able to use both hands equally well and suffer no penalties for attempting any action "wrong-handed", so long as the penalty involved does not exceed the level of this skill.  They may also add the value of this skill as a bonus to Dex rolls where the use of both hands is required.  In exceptional circumstances, the GM may wish to test on the skill directly.

Balance
Description: This represents the characters sense of balance .  It would be used by characters fighting cinematically on a narrow ledge, or by a tightrope walker on the highwire.

Climbing
Description: This skill allows a character to attempt to scale most vertical surfaces with sufficient traction virtually unaided (a cliff face with sufficient hand and foot-holds for example).  With proper equipment, which may include a variety of climbing picks or other specialist gear, they can also tackle any wall or vertical surface no matter how treacherous.  They need rarely take a test on most simple climbs, and the GM may wish them to roll against this skill on complex or difficult climbs (a cliff with a large and dangerous overhang, possibly) or where they do not have the appropriate equipment.

Contortionist
Description: Contortionists have received training from circus people, or possibly from some strange religious discipline, that allows them to contort their bodies, pop bones out of joint, and twist their bodies in otherwise impossible and painful ways.  They can escape from ropes, chains, or other bonds on a successful test against this skill, with a penalty equal to half the intelligence of whoever tied the bonds.  They can also squeeze through ridiculously small openings (such as the bars of a cell, or a narrow ventilation shaft) by successfully testing on this skill.
See Also: Escapology.

Dance
Description: Characters with Dance know how to move with music.  They know most of the popular dances of the day and can usually dance with a partner even in a formal ballroom situation without missing a step.  In competition, times of stress, or perhaps when auditioning for employment as dancers, they may test on Dance.

Escapology
Description: Escapologists have received training from circus people, the criminal fraternity, or a religious body, in how to escape bonds (that's bonds, not Bonds - so Sean Connery can still catch him :o).  They cannot be restrained by normal means, sooner or later they will escape their ties, whether it is ropes or chains.  The skill may be tested one each turn in order to attempt to accomplish this.
See Also: Contortionist.

Fast Draw
Description: New skill representing the ability to draw a weapon and attack/shoot with it in the same round.  Can be used only with melee weapons that can be wielded in one hand (no Fast Drawing of 2H axes!) and missile weapons no large than a pistol.

Flee!
Description: These characters are fit and agile runners.  If a test on Flee! is passed then their effective M score is temporarily augmented by 50% (temporarily raising M from 42 to 63, for example) so long as they are being pursued (or believe they are).  This is based on the natural flight instinct, rather than the training of the Running skill.
See Also: Running.

Jumping
Description: The Jumping skill represents a characters ability to use their agility and strength to best advantage when jumping or leaping.  If the character passes a test on the Jumping skill, s/he may add D3 yards to the distance of a leap, and may reduce the damage taken in a downward jump or controlled fall by D3 Wounds, or by 1 Wound for every 10 points of skill, whichever is more (to a maximum of 3).  If the character passes a test on both the Instinct skill and the Jumping skill, they may treat a fall (normally counting as double the height relative to a jump for damage purposes) as a controlled jump, avoiding the extra damage associated with an uncontrolled fall.
See Also: Acrobatics.

Row
Description: Characters with this skill have experience of handling rowing boats.  They can use small oared vessels efficiently and without danger - or might become press-ganged into rowing-crews of sea-going galleons... }:o>

Running
Description: These characters are fit and agile runners.  If a test on Running is passed then their effective M score is temporarily augmented by the value of this skill (if the skill level is 12, with an Ag stat of 31, the chance of success is 43.  A roll of 43 or less will add 12 to the characters M of 44, for an effective M of 56) so long as the runner does not lose his breath and/or become exhausted.  This is based on hard training, rather than the natural flight instinct of the Flee! skill.  The GM should consider use of a fatigue mechanism (see main Ward-hammer document for an example mechanism) with this skill to help model how tired the character may become in its use.
See Also: Flee!.

Sailing
Description: Experienced sailors are familiar with all nautical tasks and terminology, and are used to the hardships of the sea and the responsibilities of an aquatic life.  As well as being able to handle small boats and sailing craft with ease and safety, the character can also work as an ordinary crew member on a larger ship.

Sport - Snotball
Description: The ability to play the sport of Snotball as practised in Middenheim (refer to the Warhammer City of Chaos book for details).

Swim
Description: Characters with this skill may swim at 2/3 of the Cautious Movement allowance, without any test in sufficiently calm water.  In cases of danger (river rapids, etc.) or where the character attempts to swim unskilled with a skill default, the GM may wish this skill to be tested.  Failure means the character breathes in water, and possible drowning at the GMs discretion.

Wits and Stealth (I)

The Lightning Reflexes skill is no longer used.  It may be considered to have been effectively replaced by Instinct.

The Luck skill is now a Trait.  See Ward-hammer Supplemental 3 - Traits.

The Shadowing skill is replaced by a combination of the Concealment Rural/Urban and Silent Move Rural/Urban skills.

See also the closely related Perceptive Skills classification.

Conceal Item
Description: This is the skill of concealing small items on your body, be a knife or other object.  This is a skill often combined with Disguise.  When searched with close scrutiny, the player must make a test on Conceal Item for each item, possibly with a bonus or penalty based on the item, its size and/or its nature (GM decides bonus or penalty based on item in question).
See Also: Disguise, Palm Object, Prestidigitation.

Concealment Rural
Description: A character with this skill can hide in rural environments almost perfectly, using trees, branches and undergrowth for cover.  The character may test on this skill to determine if he is successful in not being spotted.  This assumes the character is keeping still.  Apply a -10% penalty if s/he is moving cautiously, -20% if moving at normal rate, and -30% if running.
Obviously, there should be somewhere for the character to hide.  the GM should ask the player to describe what they are doing and where they are attempting to hide and modify the test accordingly.
Rural environments are basically anything non-urban, including woodlands, river banks, fields, parks, gardens, swamps, etc.
The distinction between rural and urban is blurred in some cases - a farm for example, or a formal garden attached to a town house - and the GM should decide the environment involved.  In borderline cases the GM may wish to test on this skill with a -10% penalty (or higher) over and above any other bonuses or penalties s/he deems necessary.
This skill is also the primary skill is also the primary skill in shadowing someone - or following them without being detected - in rural environments.  Tests for this should be made on the lower of the Concealment Rural and Silent Move Rural skills, with a bonus equal to half of the other.
See Also: Concealment Urban, Silent Move Rural.

Concealment Urban
Description: A character with this skill can hide in urban environments almost perfectly, using the shadows of doorways, back alleys, walls and fences for cover.  The character may test on this skill to determine if he is successful in not being spotted.  This assumes the character is keeping still.  Apply a -10% penalty if s/he is moving cautiously, -20% if moving at normal rate, and -30% if running.
Obviously, there should be somewhere for the character to hide.  the GM should ask the player to describe what they are doing and where they are attempting to hide and modify the test accordingly.
Urban environments are basically built-up areas, towns, cities, artificial structures/tunnels, or possibly areas in close proximity to buildings.  The skill can be used both inside and outside buildings.
The distinction between rural and urban is blurred in some cases - a farm for example, or a formal garden attached to a town house - and the GM should decide the environment involved.  In borderline cases the GM may wish to test on this skill with a -10% penalty (or higher) over and above any other bonuses or penalties s/he deems necessary.
This skill is also the primary skill is also the primary skill in shadowing someone - or following them without being detected - in urban environments.  Tests for this should be made on the lower of the Concealment Urban and Silent Move Urban skills, with a bonus equal to half of the other.
See Also: Concealment Rural, Silent Move Urban.

Instinct
Description: This skill is perhaps best described as a characters "speed of thought", analogous to the Initiative stat.  It is how fast his/her mind works, noticing key elements of the situation unfolding around him and reacting accordingly, such as diving out of the way of a falling block, or reacting to an opponent in melee - the kind of actions that you do out of self preservation or instinct...  It is a quality related to that called Zanshin in Japanese (see http://www.jiyushinkai.org/zanshin.html).  

Palm Object
Description: This is a useful skill that allows characters to slip small objects into their pockets, up their sleeves or simply into their palms, dependent on a successful skill roll.  The largest object that could be palmed would be about the size of a clenched fist.  Although any character may attempt to pilfer something in this way, characters with this skill are especially good at it.  The object to be palmed must be handled - for example shuffling a deck of cards, counting out money, or examining vegetables at a market stall.  A critical failure at the test indicates the character has been caught red-handed or drops the item.
See Also: Conceal Item, Prestidigitation.

Pick Lock
Description: Characters with this skill can pick locks, dependent on a successful skill roll.  The GM should apply modifiers based on the difficulty of the lock, whether the character is using appropriate equipment (such as suitable lock picks), etc.

Pick Pocket
Description: Characters with this skill can pick pockets and steal personal possessions out of a persons clothes and bags, dependent on a successful skill roll.  The GM should apply modifiers based on the difficulty of the steal, whether anyone is watching, how attentive or distracted the target is, etc.

Silent Move Rural
Description: A character with this skill can move through rural environments almost silently.  The character may test on this skill to determine if he is successful in not being heard.  This assumes the character is moving at no more than cautious rate.  Apply a -10% penalty if s/he is moving at normal rate, -30% if running.
See the definition of Concealment Rural and Concealment Urban for the definition of rural and urban environments.
This skill plays a part in shadowing someone - or following them without being detected - in rural environments.  See the Concealment Rural skill for details.
See Also: Concealment Rural, Concealment Urban, Silent Move Urban.

Silent Move Urban
Description: A character with this skill can move through urban environments almost silently.  The character may test on this skill to determine if he is successful in not being heard.  This assumes the character is moving at no more than cautious rate.  Apply a -10% penalty if s/he is moving at normal rate, -30% if running.
See the definition of Concealment Rural and Concealment Urban for the definition of rural and urban environments.
This skill plays a part in shadowing someone - or following them without being detected - in urban environments.  See the Concealment Rural skill for details.
See Also: Concealment Rural, Concealment Urban, Silent Move Rural.

Career Skills - Standard Careers

Basic Careers

The skills available are no longer those listed in the rulebook, but those listed below.
Careers no longer have Advance Schemes for improvement of basic stats, instead characters learn and improve skills.  The number in brackets after each skill in a given career below is the skill potential of that skill for the career.  See the rules for learning and improving skills at the start of this document for more information on skill potentials.
Starting characters get the skills listed below for their starting career, at an initial level of 0.

Agitator (Rogue)
Enthuse (10)
Hand Weapon - choose one (10)
Intimidation (10)
Performance (10)
Persuade (10)
Read/Write (10)

Alchemists Apprentice (Academic)
Brewing (10)
Chemistry (10)
Evaluate (10)
Read/Write (10)

Artisans Apprentice (Academic)
Drive Cart (10)
One trade related skill (10)

Bawd (Rogue)
Bribery (10)
Charm (10)
Hand Weapon - choose one (10)
Lying (10)
Secret Language - Thief Tongue (10)
Street Fighting (10)
Streetwise (10)

Beggar (Rogue)
Begging (20)
Secret Language - Thief Tongue (10)
Secret Signs - Thieves Signs (10)
Silent Move Urban (10)
25% chance of Consume Alcohol (10)

Boatman (Ranger)
Fish (10)
Navigation (10)
River Lore (10)
Row (10)
25% chance of Boat Building (10)
25% chance of Consume Alcohol (10)

Bodyguard (Warrior)
Disarm (10)
Fast Attack (10)
Hand Weapon - choose one (10)
Street Fighting (10)
Strike Mighty Blow (10)
Strike to Stun (10)

Bounty Hunter (Ranger)
Concealment Rural (10)
Concealment Urban (10)
Cool (10)
Hand Weapon - choose one (10)
Follow Trail (10)
Ranged Weapon - Lasso (10)
Ranged Weapon - Net (10)
Ranged Weapon - choose two others (10)
Silent Move Rural (10)
Silent Move Urban (10)
Strike Mighty Blow (10)

Coachman (Ranger)
Animal Care (10)
Drive Cart (10)
Cool  (10)
Hand Weapon - choose one (10)
Musicianship - Coach horn (10)
Navigation (10)
Ranged Weapon - Firearms (10)
Ride (10)

Druid (Academic)
Animal Care (10)
Cool (10)
Dowsing (10)
Follow Trail (10)
Hand Weapon - choose one (10)
Herb Lore (10)
Identify Plants (10)
Ranged Weapon - choose one (10)
Secret Signs - Druid (10)
Survival - Forest (10)
Willpower (10)

Engineer (Academic)
Carpentry
Drive Cart
Engineering
Observe
Read/Write
Secret Signs - Dwarven Engineers Guild
Set Trap
Smithing
50% chance of Metallurgy

Entertainer - Acrobat (Rogue)
Acrobatics (10)

Entertainer - Actor (Rogue)
Acting (10)
Charm (10)
Performance (10)

Entertainer - Animal Act (Rogue)
Animal Care (10)
Animal Training (10)
Performance (10)

Entertainer - Bunko Artist (Rogue)
Blather (10)
Charm (10)
Palm Object (10)
Performance (10)
Prestidigitation (10)

Entertainer - Comic (Rogue)
Performance (10)
Wit (10)

Entertainer - Escapologist (Rogue)
Escapology (10)

Entertainer - Fire Eater (Rogue)
Fire Eating (10)

Entertainer - Fortune Teller (Rogue)
Divining or Palmistry (10)
Lying (10)

Entertainer - Hypnotist (Rogue)
Charm (10)
Hypnotise (10)

Entertainer - Impressionist (Rogue)
Mimic (10)
Performance (10)

Entertainer - Jester (Rogue)
Clown (10)
Wit (10)

Entertainer - Juggler (Rogue)
Juggle (10)

Entertainer - Knife Thrower (Rogue)
Ranged Weapon - Throwing Knife (10)

Entertainer - Pavement Artist (Rogue)
Art

Entertainer - Poet (Rogue)
Performance (10)
Read/Write (10)

Entertainer - Singer (Rogue)
Performance (10)
Sing (10)

Entertainer - Strongman (Rogue)
Strength (10)
Strongman (10)

Entertainer - Tightrope Walker (Rogue)
Acrobatics (10)
Balance (10)
Climbing (10)

Entertainer - Troubadour (Rogue)
Musicianship (10)
Performance (10)
Sing (10)

Entertainer - Ventriloquist (Rogue)
Performance (10)
Ventriloquism (10)

Entertainer - Wrestler (Rogue)
Strength (10)
Wrestling (10)

Exciseman (Academic)
Blather (10)
Hand Weapon - choose one (10)
Mathematics (10)
Numismatics (10)
Read/Write (10)
Streetwise (10)
50% chance of Law (10)
20% chance of Embezzle (10)

Fisherman (Ranger)
Fish (10)
Navigation (10)
Row (10)
Sailing (10)
Swim (10)
50% chance of River Lore (10)
25% chance of Boat Building (10)
5% chance of Cartography (10)

Footpad (Rogue)
Hand Weapon - Blunt Object (10)
Silent Move Rural (10)
Silent Move Urban (10)
Streetwise (10)
Strike to Stun (10)

Gambler (Rogue)
Flee! (10)
Gamble (10)
Streetwise (10)
Palm Object (10)
Instinct (10)
TRAIT: Luck (4)

Gamekeeper / Poacher (Ranger)
Concealment Rural (10)
Hand Weapon - choose one (10)
Listen (10)
Observe (10)
Ranged Weapon - Bow (10)
Secret Signs - Poacher (Poachers only) (10)
Set Trap (10)
Silent Move Rural (10)
Survival - Forest (10)
Instinct (10)
50% chance of Secret Language - Ranger (Gamekeepers only) (10)
10% chance of Animal Training - Hawk (10)

Graverobber (Rogue)
Hand Weapon - Blunt Object (for hitting people with shovel if disturbed) (10)
Hand Weapon - choose one other (10)
Silent Move Rural (10)
Silent Move Urban (10)
15% chance of Set Trap (10)

Herbalist (Academic)
Arcane Language - Druidic (10)
Cure Disease (10)
Heal Wounds (10)
Herb Lore (10)
Identify Plant (10)
Read/Write (10)
Secret Language - Classical (10)
Secret Language - Guilder (10)
20% chance of Poison Lore (10)

Herdsman (Ranger)
Animal Care (10)
Charm Animal (10)
Hand Weapon - Pole Weapon (for fighting with staff if necessary) (10)
Musicianship - Wind instruments (10)
Ranged Weapon - Sling (10)
75% chance of Herb Lore (10)
50% chance of Animal Training (10)

Hunter (Ranger)
Concealment Rural (10)
Follow Trail (10)
Game Hunting (10)
Hand Weapon - choose one (10)
Ranged Weapon - choose one (10)
Secret Language - Ranger (10)
Secret Signs - Woodsman (10)
Silent Move Rural (10)
Instinct (10)
25% chance of Immunity to Poison (10)

Hypnotist (Academic)
Charm
Hypnotise
Psychology
20% chance of Magical Awareness

Initiate (Academic)
Read/Write (10)
Scroll Lore (10)
Secret Language - Classical (10)
Theology (10)

Jailer (Rogue)
Immunity to Disease (10)
Hand Weapon - Blunt Object (10)
Palm Object (10)
Silent Move Urban (10)
25% chance of Consume Alcohol (10)

Labourer (Warrior)
75% chance of Consume Alcohol (10)
50% chance of Carpentry (10)
50% chance of Drive Cart (10)
50% chance of Climbing (10)
25% chance of Sing (10)

Marine (Warrior)
Cool (10)
Disarm (10)
Dodge Blow (10)
Fast Attack (10)
Hand Weapon - choose one (10)
Row (10)
Secret Language - Battle Tongue (10)
Strike Mighty Blow (10)
Strike to Stun (10)
25% chance of Swim (10)

Mercenary (Warrior)
Cool (10)
Disarm (10)
Dodge Blow (10)
Fast Attack (10)
Hand Weapon - choose one (10)
Ranged Weapon - choose one (10)
Secret Language - Battle Tongue (10)
Strike Mighty Blow (10)
Strike to Stun (10)
75% chance of Drive Cart (10)
75% chance of Animal Care (10)
25% chance of Ride (10)

Militiaman (Warrior)
Dodge Blow (10)
Fast Attack (10)
Hand Weapon - choose one (10)
Ranged Weapon - choose one (10)
Strike Mighty Blow (10)
50% chance of Drive Cart (10)
25% chance of Animal Care (10)
25% chance of Ride (10)

Minstrel (Rogue)
Charm (10)
Etiquette (10)
Hand Weapon - choose one (10)
Musicianship (10)
Performance (10)
Sing (10)

Muleskinner (Ranger)
Animal Care (10)
Hand Weapon - Whip (10)
Hand Weapon - choose one other (10)
75% chance of Drive Cart (10)
25% chance of Animal Training (10)

Noble (Academic)
Blather (10)
Charm (10)
Etiquette (10)
Hand Weapon - choose one (10)
Heraldry (10)
Lead (10)
TRAIT: Luck (2)
Politics (10)
Ranged Weapon - choose one (10)
Read/Write (10)
Ride (10)
Wit (10)
50% chance of Gamble (10)
50% chance of Performance (10)
25% chance of Consume Alcohol (10)
25% chance of Hand Weapon - Fencing Sword (10)
10% chance of Musicianship (10)

Outlaw (Warrior)
Concealment Rural (10)
Disarm (10)
Dodge Blow (10)
Fast Attack (10)
Hand Weapon - choose one (10)
Instinct (10)
Observe (10)
Ranged Weapon - choose one (10)
Secret Language - Battle Tongue or Thief Tongue (10)
Set Trap (10)
Silent Move Rural (10)
Strike Mighty Blow (10)
75% chance of Drive Cart (10)
75% chance of Ride (10)
50% chance of Animal Care (10)
50% chance of Strike to Stun (10)
25% chance of Climbing (10)
25% chance of Secret Signs - Woodsman (10)

Outrider (Ranger)
Animal Care (10)
Cool (10)
Face Fear (10)
Follow Trail (10)
Geography (10)
Hand Weapon - choose one (10)
Navigation (10)
Observe (10)
Orientation (10)
Ranged Weapon - Lasso (10)
Ranged Weapon - choose one other (10)
Ride (10)
Silent Move Rural (10)
Survival (10)
75% chance of Secret Signs - Scout or Woodsman (10)

Pedlar (Rogue)
Animal Care (10)
Blather (10)
Drive Cart (10)
Evaluate (10)
Geography (10)
Haggle (10)
Hand Weapon - choose one (10)
Herb Lore (10)
Navigation (10)
Secret Signs - Pedlar (10)
10% chance of Astronomy (10)

Pharmacist (Academic)
Chemistry (10)
Cure Disease (10)
Heal Wounds (10)
Immunity to Poison (10)
Manufacture Drugs (10)
Prepare Poisons (10)
Read/Write (10)
Secret Language - Guilder (10)

Physicians Student (Academic)
Read/Write (10)
Scroll Lore (10)
Secret Language - Classical (10)
50% chance of Cure Disease (10)
50% chance of Heal Wounds (10)
50% chance of Manufacture Drugs (10)
50% chance of Poison Lore (10)

Pilot (Ranger)
Navigation (10)
Orientation (10)
Row (10)
Sailing (10)
Swim (10)
20% chance of Consume Alcohol (10)

Pit Fighter (Warrior)
Cool (10)
Disarm (10)
Dodge Blow (10)
Hand Weapon - Flail (10)
Hand Weapon - Parrying Weapon (10)
Hand Weapon - 2H Weapons (10)
Hand Weapon - choose two others (10)
Instinct (10)
Street Fighting (10)
Strike Mighty Blow (10)
Strike to Injure (10)

Prospector (Ranger)
Animal Care (10)
Carpentry (10)
Hand Weapon - choose one (10)
Metallurgy (10)
Navigation (10)
Orientation (10)
Ranged Weapon - choose one (10)
River Lore (10)
50% chance of Fish (10)
50% chance of Game Hunting (10)
50% chance of TRAIT: Luck (2)
20% chance of Cartography (10)

Protagonist (Warrior)
Cool (10)
Disarm (10)
Dodge Blow (10)
Fast Attack (10)
Hand Weapon - choose one (10)
Ranged Weapon - choose one (10)
Ride (10)
Street Fighting (10)
Strike Mighty Blow (10)
Strike to Injure (10)
Strike to Stun (10)

Raconteur (Rogue)
Blather (10)
Charm (10)
Cool (10)
Hand Weapon - choose one (10)
Performance (10)
Seduction (10)
Story Telling (10)
Wit (10)
75% chance of Streetwise (10)
25% chance of Etiquette (10)

Rat Catcher (Ranger)
Animal Training - Dog (10)
Concealment Urban (10)
Hand Weapon - Pole Weapons (10)
Immunity to Disease (10)
Immunity to Disease - Rat poison (10)
Observe (10)
Ranged Weapon - Sling (10)
Set Trap (10)
Silent Move Urban (10)

Roadwarden (Ranger)
Animal Care (10)
Hand Weapon - choose one (10)
Lead (10)
Ranged Weapon - choose one (10)
Ride (10)

Runner (Ranger)
Cool (10)
Flee! (10)
Hand Weapon - choose one (10)
Orientation (10)
Running (10)
50% chance of Alert (10)
75% chance of Silent Move Urban (10)
25% chance of Follow Trail (10)

Rustler (Rogue)
Drive Cart (10)
Hand Weapon - choose one (10)
Ranged Weapon - Lasso (10)
Ranged Weapon - choose one other (10)
Silent Move Rural (10)
50% chance of Secret Language - Ranger (10)
20% chance of Animal Care (10)

Scribe (Academic)
Read/Write (10)
Secret Language - Classical (10)
50% chance of Speak Additional Language (10)

Seaman (Warrior)
Dodge Blow (10)
Hand Weapon - choose one (10)
Row (10)
Sailing (10)
Scale Sheet Surface (10)
Speak Additional Language (10)
Street Fighting (10)
Strike Mighty Blow (10)
75% chance of Swim (10)
75% chance of Consume Alcohol (10)

Seer (Academic)
Divination (10)
Theology (10)
50% chance of Blather (10)
50% chance of Charm Animal (10)
50% chance of Magical Sense (10)
50% chance of Performance (10)

Servant (Warrior)
Dodge Blow (10)
25% chance of Animal Care (10)
25% chance of Blather (10)
25% chance of Drive Cart (10)
25% chance of Etiquette (10)
10% chance of Cook (10)
10% chance of Ride (10)

Smuggler (Rogue)
Drive Cart (10)
Hand Weapon - choose one (10)
Ranged Weapon - choose one (10)
Row (10)
Silent Move Rural (10)
Silent Move Urban (10)
50% chance of Consume Alcohol (10)
50% chance of Secret Language - Thief Tongue (10)
25% chance of Speak Additional Language (10)

Soldier (Warrior)
Disarm (10)
Dodge Blow (10)
Face Fear (10)
Fast Attack (10)
Hand Weapon - choose one (10)
Ranged Weapon - choose one (10)
Secret Language - Battle Tongue (10)
Street Fighting (10)
Strike Mighty Blow (10)
50% chance of Animal Care (10)
25% chance of Ride (10)

Squire (Warrior)
Animal Care (10)
Animal Training (10)
Dodge Blow (10)
Etiquette (10)
Hand Weapon - choose one (10)
Heraldry (10)
Ranged Weapon - choose one (10)
Ride (10)
Strike Mighty Blow (10)
25% chance of Politics (10)

Student (Academic)
Read/Write (10)
Secret Language - Classical (10)
50% chance of Consume Alcohol (10)
50% chance of Research (10)
25% chance of Astronomy (10)
25% chance of Cartography (10)
25% chance of History (10)
25% chance of Identify Plant (10)
25% chance of Law (10)
25% chance of Numismatics (10)
25% chance of Speak Additional Language (10)

Thief - General Thief (Rogue)
Blather (10)
Concealment Urban (10)
Flee! (10)
Hand Weapon - choose one (10)
Lying (10)
Ranged Weapon - choose one (10)
Running (10)
Secret Language - Thief Tongue (10)
Secret Signs - Thieves signs (10)
Silent Move Rural (10)
Silent Move Urban (10)
25% chance of Evaluate (10)

Thief - Burglar (Rogue)
Blather (10)
Concealment Urban (10)
Flee! (10)
Hand Weapon - choose one (10)
Lying (10)
Observe (10)
Pick Lock (10)
Ranged Weapon - choose one (10)
Running (10)
Climbing (20)
Secret Language - Thief Tongue (10)
Secret Signs - Thieves signs (10)
Silent Move Rural (10)
Silent Move Urban (10)
Set Trap (10)
40% chance of Evaluate (10)

Thief - Clipper (Rogue)
Blather (10)
Concealment Urban (10)
Flee! (10)
Lying (10)
Metallurgy (10)
Numismatics
Palm Object (10)
Secret Language - Thief Tongue (10)
Secret Signs - Thieves signs (10)
25% chance of Evaluate (10)

Thief - Embezzler (Rogue)
Blather (10)
Embezzle (10)
Flee! (10)
Hand Weapon - choose one (10)
Lying (10)
Mathematics (10)
Palm Object (10)
Secret Language - Thief Tongue (10)
Secret Signs - Thieves signs (10)
75% chance of Read/Write (10)

Thief - Pickpocket (Rogue)
Blather (10)
Concealment Urban (10)
Flee! (10)
Hand Weapon - choose one (10)
Instinct (10)
Palm Object (10)
Running (10)
Silent Move Rural (10)
Silent Move Urban (10)
25% chance of Evaluate (10)

Toll Keeper (Ranger)
Evaluate (10)
Haggle (10)
Hand Weapon - choose one (10)
Ranged Weapon - choose one (10)

Tomb Robber (Rogue)
Concealment Rural (10)
Concealment Urban (10)
Hand Weapon - choose one (10)
Heraldry (10)
History (10)
Observe (10)
Ranged Weapon - choose one (10)
Silent Move Rural (10)
Silent Move Urban (10)
Set Trap (10)
75% chance of Secret Signs - Thieves signs (10)
50% chance of Secret Language - Thief Tongue (10)
50% chance of Evaluate (10)

Trader (Academic)
Evaluate (10)
Haggle (10)
Hand Weapon - choose one (10)
Mathematics (10)
Numismatics (10)
25% chance of Blather (10)
25% chance of Law (10)

Trapper (Ranger)
Concealment Rural (10)
Fish (10)
Game Hunting (10)
Hand Weapon - choose one (10)
Navigation (10)
Observe (10)
Orientation (10)
Ranged Weapon - choose one (10)
Row (10)
Secret Language - Ranger (10)
Secret Signs - Woodsman (10)
Set Trap (10)
Silent Move Rural (10)

Troll Slayer (Warrior)
Cool (10)
Disarm (10)
Dodge Blow (10)
Face Fear (10)
Fast Attack (10)
Hand Weapon - 2H Weapon (10)
Hand Weapon - choose one other (10)
Street Fighter (10)
Strength (10)
Strike Mighty Blow (10)
TRAIT: Death Wish (1)

Tunnel Fighter (Warrior)
Cool (10)
Dodge Blow (10)
Face Fear (10)
Fast Attack (10)
Hand Weapon - choose one (10)
Navigation (10)
Orientation - underground only (10)
Climbing (10)
Strike Mighty Blow (10)
Strike to Injure (10)
Strike to Stun (10)

Watchman (Warrior)
Dodge Blow (10)
Fast Attack (10)
Hand Weapon - Blunt Object (for using club) (10)
Hand Weapon - choose one other (10)
Ranged Weapon - choose one (10)
Strike Mighty Blow (10)
Strike to Stun (10)

Wizards Apprentice (Academic)
Note: See Ward-hammer Supplemental 2 - Magic for details of how the magical careers now work.

Arcane Language - Magick (10)
Read/Write (10)
Secret Language - Classical (10)
Willpower (10)
50% chance of Scroll Lore (10)
Spell Lore - Battle Magic (10)
Cast Spell - Battle Magic (10)

Woodsman (Ranger)
Concealment Rural (10)
Follow Trail (10)
Hand Weapon - Axe (10)
Hand Weapon - 2H Weapons (10)
Identify Plant (10)
Observe (10)
Ranged Weapon - choose one (10)
Secret Language - Ranger (10)
Set Trap (10)
Silent Move Rural (10)
Secret Signs - Woodsman (10)

Advanced Careers

The skills available are no longer those listed in the rulebook, but those listed below.
Careers no longer have Advance Schemes for improvement of basic stats, instead characters learn and improve skills.  The number in brackets after each skill in a given career below is the skill potential of that skill for the career.  See the rules for learning and improving skills at the start of this document for more information on skill potentials.

Alchemist
Note: The career is also no longer split into levels.  See the description of the new skill Alchemy and Ward-hammer Supplemental 2 - Magic for details of how the magical careers now work.

Alchemy (20)
Arcane Language - Arcane Dwarf (Dwarves only) (10)
Arcane Language - Arcane Elf (Elves only) (10)
Arcane Language - Magick (20)
Cast Spell - Battle Magic (20)
Chemistry (20)
Cool (20)
Hand Weapon - choose one (20)
Herb Lore (20)
Identify Magical Artefact (10)
Identify Plant (20)
Instinct (10)
Magical Awareness (20)
Magic Sense (20)
Manufacture Potions (20)
Manufacture Scrolls (10)
Meditation (20)
Metallurgy (20)
Poison Lore (20)
Ranged Weapon - choose one (20)
Rune Lore (20)
Scroll Lore (20)
Spell Lore - Battle Magick (20)
Sphere Magic (20)
Willpower (20)

Artillerist
Carpentry (10)
Cool (10)
Engineer (10)
Hand Weapon - choose one (10)
Instinct (10)
Lead (10)
Military Tactics (10)
Ranged Weapon - Artillery (Bolt Thrower) (20)
Ranged Weapon - Artillery (Stone Thrower) (20)
Ranged Weapon - choose one other (20)
Strength - Lift (all that heavy gun ammo) (10)
Willpower (10)

Artisan - Armourer
Drive Cart (10)
Hand Weapon - choose one (10)
Instinct (10)
Metallurgy (20)
Secret Language - Guilder (10)
Secret Signs - Artisan (10)
Smithing (20)

Artisan - Blacksmith
Drive Cart (10)
Hand Weapon - choose one (10)
Instinct (10)
Metallurgy (20)
Secret Language - Guilder (10)
Secret Signs - Artisan (10)
Smithing (20)

Artisan - Brewer
Brewing (20)
Drive Cart (10)
Hand Weapon - choose one (10)
Instinct (10)
Secret Language - Guilder (10)
Secret Signs - Artisan (10)

Artisan - Builder
Carpentry (20)
Drive Cart (10)
Hand Weapon - choose one (10)
Instinct (10)
Secret Language - Guilder (10)
Secret Signs - Artisan (10)

Artisan - Calligrapher
Art (20)
Drive Cart (10)
Hand Weapon - choose one (10)
Instinct (10)
Secret Language - Guilder (10)
Secret Signs - Artisan (10)

Artisan - Carpenter
Carpentry (20)
Drive Cart (10)
Hand Weapon - choose one (10)
Instinct (10)
Secret Language - Guilder (10)
Secret Signs - Artisan (10)

Artisan - Cartwright
Carpentry (20)
Drive Cart (10)
Hand Weapon - choose one (10)
Instinct (10)
Secret Language - Guilder (10)
Secret Signs - Artisan (10)

Artisan - Chandler
"dealer in ropes, canvas, and other supplies for ships"
Drive Cart (10)
Hand Weapon - choose one (10)
Instinct (10)
Sailing (10)
Secret Language - Guilder (10)
Secret Signs - Artisan (10)
Tailor (20)

Artisan - Cobbler
Drive Cart (10)
Hand Weapon - choose one (10)
Instinct (10)
Secret Language - Guilder (10)
Secret Signs - Artisan (10)
Tailor (20)

Artisan - Cooper
"maker or repairer of casks and barrels"
Carpentry (20)
Consume Alcohol (10)
Drive Cart (10)
Hand Weapon - choose one (10)
Instinct (10)
Secret Language - Guilder (10)
Secret Signs - Artisan (10)

Artisan - Engraver
Art - Engraving (20)
Drive Cart (10)
Hand Weapon - choose one (10)
Instinct (10)
Read/Write (10)
Secret Language - Guilder (10)
Secret Signs - Artisan (10)

Artisan - Glass Maker
Chemistry (20)
Drive Cart (10)
Hand Weapon - choose one (10)
Instinct (10)
Secret Language - Guilder (10)
Secret Signs - Artisan (10)

Artisan - Jeweller
Drive Cart (10)
Evaluate (10)
Gem Cutting (20)
Hand Weapon - choose one (10)
Instinct (10)
Secret Language - Guilder (10)
Secret Signs - Artisan (10)

Artisan - Potter
Art - Clay modelling (20)
Drive Cart (10)
Evaluate (10)
Hand Weapon - choose one (10)
Instinct (10)
Secret Language - Guilder (10)
Secret Signs - Artisan (10)

Artisan - Printer
Art (15)
Drive Cart (10)
Hand Weapon - choose one (10)
Instinct (10)
Read/Write (10)
Secret Language - Guilder (10)
Secret Signs - Artisan (10)

Artisan - Shipwright
Boat Building (20)
Carpentry (20)
Drive Cart (10)
Hand Weapon - choose one (10)
Instinct (10)
Sailing (10)
Secret Language - Guilder (10)
Secret Signs - Artisan (10)

Artisan - Stonemason
Drive Cart (10)
Hand Weapon - choose one (10)
Instinct (10)
Stoneworking (20)
Secret Language - Guilder (10)
Secret Signs - Artisan (10)

Artisan - Tailor
Drive Cart (10)
Hand Weapon - choose one (10)
Instinct (10)
Tailor (20)
Secret Language - Guilder (10)
Secret Signs - Artisan (10)

Artisan - Tanner
Chemistry (20)
Drive Cart (10)
Hand Weapon - choose one (10)
Instinct (10)
Secret Language - Guilder (10)
Secret Signs - Artisan (10)

Assassin
Charm (20)
Concealment Rural (20)
Concealment Urban (20)
Cool (20)
Disguise (20)
Dual Weapon Use (20)
Face Fear (20)
Fast Attack (20)
Hand Weapon - Garrotte (20)
Hand Weapon - Parrying Weapon (20)
Hand Weapon - 2H Weapons (10)
Hand Weapon - choose two others (20)
Instinct (20)
Intimidation (20)
Martial Arts (20)
Poison Lore (20)
Ranged Weapon - Blowpipe (10)
Ranged Weapon - Throwing Knife (10)
Ranged Weapon - choose two others (10)
Climbing (20)
Seduction (10)
Silent Move Rural (20)
Silent Move Urban (20)
Street Fighting (20)
Willpower (10)

Charlatan
Blather (20)
Charm (20)
Cool (20)
Disguise (20)
Evaluate (20)
Hand Weapon - choose one (10)
Instinct (10)
Lying (20)
Mimic (20)
Palm Object (20)
Performance (20)
Psychology (20)
Ranged Weapon - choose one (10)
Seduction (20)
Theology (10)
Willpower (10)
Wit (20)

Cleric
Note: The career is no longer split into levels.  See Ward-hammer Supplemental 2 - Magic for details of how the magical careers now work.

Arcane Language - Arcane Dwarf (Dwarves only) (10)
Arcane Language - Arcane Elf (Elves only) (10)
Arcane Language - Magick (20)
Cast Prayer - specialised to characters religion (20)
Cool (20)
Demon Lore (20)
Hand Weapon - choose one (as allowed by deity) (10)
Instinct (20)
Magical Awareness (20)
Magical Sense (20)
Manufacture Potions (10)
Manufacture Scrolls (20)
Meditation (30)
Memory (20)
Performance (20)
Ranged Weapon - choose one (as allowed by deity) (10)
Read/Write (20)
Research (20)
Ritual Prayer - specialised to religion (20)
Rune Lore (10)
Secret Language - Classical (20)
Theology (30)
Undead Lore (20)
Willpower (20)
plus any skills listed under the Clerics deity (20)

Counterfeiter
Art - carve coin dies (20)
Hand Weapon - choose one (10)
Instinct (10)
Mathematics (10)
Metallurgy (20)
Numismatics (20)
Secret Language - Thief Tongue (10)
Secret Signs - Thieves signs (10)

Demagogue
Blather (10)
Charm (20)
Cool (10)
Enthuse (20)
Fast Attack (10)
Hand Weapon - choose one (10)
Instinct (10)
Performance (20)
Persuade (20)
Ranged Weapon - choose one (10)
Read/Write (10)
Willpower (10)

Druidic Priest
Note: The career is no longer split into levels.  See Ward-hammer Supplemental 2 - Magic for details of how the magical careers now work.

Arcane Language - Arcane Dwarf (Dwarves only) (10)
Arcane Language - Arcane Elf (Elves only) (10)
Arcane Language - Druidic (20)
Arcane Language - Magick (20)
Astronomy (20)
Cast Prayer - Old Faith (20)
Charm Animal (20)
Concealment Rural (20)
Cool (20)
Cure Disease (20)
Divination (20)
Hand Weapon - choose one (as allowed by familiar) (10)
Heal Wounds (20)
Herb Lore (20)
Identify Plant (20)
Instinct (20)
Magical Awareness (20)
Magical Sense (20)
Manufacture Potions (10)
Meditation (30)
Memory (20)
Ranged Weapon - choose one (as allowed by familiar) (10)
Ride (20)
Ritual Prayer - Old Faith (20)
Rune Lore (10)
Silent Move Rural (20)
Survival - Forest (20)
Theology (30)
Undead Lore (20)
Willpower (20)
plus any skills listed under the Old Faith for the characters familiar (20)
Duellist
Cool (20)
Disarm (20)
Dodge Blow (20)
Etiquette (20)
Fast Attack (10)
Hand Weapon - Fencing Sword (20)
Hand Weapon - Parrying Wpn (20)
Instinct (10)
Ranged Weapon - Firearms (20)
Strike Mighty Blow (20)
Strike to Injure (20)
Strike to Stun (20)
Willpower (10)

Explorer
Cartography (20)
Charm (10)
Cool (20)
Drive Cart (20)
Etiquette (10)
Evaluate (20)
Fast Attack (10)
Follow Trail (10)
Geography (20)
Hand Weapon - choose one (20)
Law (20)
Linguistics (20)
Memory (20)
Navigation (20)
Orientation (20)
Ranged Weapon - choose one (20)
Read/Write (20)
Ride (20)
Speak Additional Language (10)
Willpower (20)

Fence
Charm (10)
Cool (10)
Evaluate (20)
Fast Attack (10)
Hand Weapon - choose one (20)
Instinct (10)
Lying (10)
Mathematics (10)
Numismatics (10)
Palm Object (10)
Ranged Weapon - choose one (20)

Forger
Art (20)
Cool (10)
Hand Weapon - choose one (20)
Forgery (20)
Flee! (10)
Lying (10)
Numismatics (10)
Ranged Weapon - choose one (20)
Read/Write (20)

Free Lance
Cool (10)
Disarm (20)
Dodge Blow (20)
Etiquette (10)
Face Fear (20)
Fast Attack (20)
Hand Weapon - Lance (20)
Hand Weapon - Flail (20)
Hand Weapon - Parrying Weapon (20)
Hand Weapon - 2H Weapons (20)
Hand Weapon - choose two others (20)
Instinct (10)
Lead (10)
Military Tactics (10)
Ranged Weapon - choose one (10)
Ride (10)
Secret Language - Battle Tongue (10)
Strength (20)
Strike Mighty Blow (20)
Strike to Stun (20)
Strike to Injure (20)

Giant Slayer
Cool (20)
Dodge Blow (10)
Face Fear (20)
Fast Attack (20)
Hand Weapon - Axe (30)
Hand Weapon - Flail (30)
Hand Weapon - 2H Weapons (20)
Hand Weapon - choose two others (30)
Instinct (10)
Secret Language - Battle Tongue (10)
Strength (20)
Strike Mighty Blow (20)

Gunner
Cool (10)
Drive Cart (10)
Engineer (10)
Explosives (20)
Face Fear (10)
Hand Weapon - choose one (10)
Lead (20)
Military Tactics (10)
Ranged Weapon - Artillery (Bombard) (20)
Ranged Weapon - Firearms (Blunderbuss) (20)
Ranged Weapon - Firearms (Pistol) (20)
Ranged Weapon - choose one other (10)
Willpower (10)

Highwayman
Animal Care - Horse (10)
Charm (20)
Cool (10)
Etiquette (20)
Evaluate (10)
Fast Attack (10)
Hand Weapon - Fencing Sword (20)
Hand Weapon - choose two others (10)
Instinct (20)
Law (10)
Ranged Weapon - Firearms (20)
Ranged Weapon - choose two others (10)
Ride (20)
Silent Move Rural (20)
Silent Move Urban (10)
Ride (30)
Willpower (10)
Wit (20)

Judicial Champion
Cool (10)
Dodge Blow (20)
Fast Attack (20)
Hand Weapon - Fencing Sword (30)
Hand Weapon - Flail (30)
Hand Weapon - Parrying Weapon (30)
Hand Weapon - 2H Weapons (30)
Hand Weapon - choose two others (30)
Instinct (10)
Law (20)
Ranged Weapon - Lasso (20)
Ranged Weapon - Net (20)
Ranged Weapon - choose two others (20)
Street Fighting (30)
Strength (10)
Strike Mighty Blow (20)
Strike to Injure (30)
Strike to Stun (30)

Lawyer
Charm (10)
Cool (20)
Enthuse (20)
Etiquette (30)
Hand Weapon - choose one (10)
History (10)
Instinct (10)
Intimidation (10)
Law (30)
Lying (20)
Performance (20)
Persuade (20)
Read/Write (20)
Research (30)
Secret Language - Classical (20)
Secret Signs - Lawyer (20)
Willpower (20)

Mercenary Captain
Cool (20)
Disarm (20)
Dodge Blow (20)
Enthuse (30)
Fast Attack (20)
Hand Weapon - Flail (20)
Hand Weapon - Lance (20)
Hand Weapon - Parrying Weapon (20)
Hand Weapon - 2H Weapons (20)
Hand Weapon - choose two others (20)
Heraldry (20)
Instinct (20)
Intimidation (30)
Heraldry
Lead (30)
Military Tactics (20)
Ranged Weapon - choose two (20)
Ride (20)
Secret Language - Battle Tongue (20)
Strike Might Blow (20)
Strike to Injure (20)
Willpower (20)

Mercenary Sergeant
Consume Alcohol (20)
Cool (10)
Disarm (10)
Dodge Blow (20)
Enthuse (10)
Fast Attack (10)
Gamble (10)
Hand Weapon - choose two (20)
Heraldry (10)
Instinct (10)
Intimidation (10)
Lead (10)
Military Tactics (10)
Ranged Weapon - choose two (20)
Ride (10)
Secret Language - Battle Tongue (20)
Strike Mighty Blow (10)
Strike to Injure (20)

Merchant
Charm (10)
Cool (10)
Evaluate (20)
Haggle (30)
Hand Weapon - choose one (10)
Instinct (10)
Law (20)
Lead (20)
Mathematics (20)
Numismatics (20)
Ranged Weapon - choose one (10)
Read/Write (20)
Ride (10)
Secret Language - Guilder (10)
Speak Additional Language (10)
Willpower (10)

Navigator
Astronomy (20)
Cartography (20)
Cool (10)
Geography (20)
Hand Weapon - choose one
Instinct (10)
Mathematics (20)
Lead (10)
Navigation (30)
Orientation (20)
Speak Additional Language (10)

Outlaw Chief
Animal Care (10)
Cartography (10)
Concealment Rural (20)
Cool (10)
Disarm (10)
Dodge Blow (20)
Drive Cart (10)
Fast Attack (20)
Follow Trail (20)
Hand Weapon - choose two (20)
Identify Plant (10)
Instinct (20)
Lead (20)
Military Tactics (10)
Navigation (10)
Observe (10)
Orientation (10)
Ranged Weapon - choose two (20)
Ride (10)
Climbing (20)
Secret Language - Battle Tongue (10)
Secret Language - Thief Tongue (20)
Secret Signs - Woodsman (10)
Set Trap (10)
Silent Move Rural (20)
Strike Mighty Blow (10)
Strike to Stun (20)

Physician
Cool (10)
Cure Disease (30)
Heal Wounds (30)
Instinct (10)
Lead (10)
Manufacture Drugs (20)
Hand Weapon - choose one (10)
Poison Lore (20)
Surgery (20)
Willpower (10)

Racketeer
Cool (10)
Dodge Blow (20)
Fast Attack (10)
Hand Weapon - choose one (20)
Incendiaries (20)
Instinct (10)
Intimidation (30)
Lead (20)
Street Fighting (20)
Strike Mighty Blow (10)

Sapper
Carpentry (20)
Engineer (30)
Explosives (30)
Hand Weapon - choose one (20)
Instinct (10)
Lead (10)
Military Tactics (10)
Ranged Weapon - Artillery (Stone Thrower) (10)
Ranged Weapon - choose one other (10)

Scholar
Astronomy (20)
Cartography (20)
Hand Weapon - choose one (10)
History (30)
Identify Plant (20)
Instinct (10)
Law (20)
Linguistics (20)
Military Tactics (10)
Numismatics (20)
Performance (10)
Research (30)
Ride (10)
Rune Lore (10)
Speak Additional Language (10)
Willpower (20)

Scout
Animal Care (20)
Concealment Rural (20)
Fast Attack (10)
Follow Trail (20)
Geography (20)
Hand Weapon - choose two (20)
Instinct (20)
Military Tactics (10)
Navigation (20)
Orientation (10)
Ranged Weapon - choose two (20)
Ride (20)
Secret Language - Ranger (20)
Secret Signs - Scout (20)
Silent Move Rural (20)

Sea Captain
Animal Training - Parrot or Monkey (10)
Boat Building (10)
Consume Alcohol (20)
Enthuse (20)
Fast Attack (20)
Hand Weapon - Blunt Object (20)
Hand Weapon - Fencing Sword (20)
Hand Weapon - choose two others (20)
Instinct (10)
Geography (10)
Lead (30)
Numismatics (20)
Sailing (30)
Navigation (20)
Ranged Weapon - choose one (10)
Speak Additional Language (20)
Strike Mighty Blow (20)
Swim (20)
Willpower (20)

Sea Mate
Boat Building (20)
Consume Alcohol (20)
Enthuse (10)
Fast Attack (10)
Hand Weapon - Blunt Object (for club) (10)
Hand Weapon - choose one other (10)
Instinct (10)
Lead (10)
Sailing (20)
Navigation (10)
Ranged Weapon - choose one (10)
Swim (10)

Slaver
Cool (10)
Drive Cart (20)
Hand Weapon - Whip (20)
Hand Weapon - choose one other (20)
Instinct (10)
Ranged Weapon - choose one (20)
Ride (10)
Speak Additional Language (20)
Strike to Stun (20)

Spy
Acting (30)
Alert (10)
Bribery (20)
Charm (20)
Concealment Urban (20)
Cool (30)
Cryptography (20)
Disguise (20)
Fast Attack (10)
Flee! (20)
Hand Weapon - choose one (20)
Instinct (20)
Linguistics (20)
Lying (30)
Pick Lock (20)
Palm Object (20)
Ranged Weapon - choose one (10)
Read/Write (20)
Seduction (20)
Silent Move Urban (20)
Speak Additional Language (20)
Wit (20)

Targeteer
Cool (30)
Fast Attack (10)
Hand Weapon - choose one (10)
Instinct (10)
Ranged Weapon - choose two others (20)
Ranged Weapon - Longbow (30)

Templar
Cool (20)
Disarm (20)
Dodge Blow (20)
Fast Attack (20)
Hand Weapon - choose two (20)
Instinct (10)
Lead (10)
Ranged Weapon - choose two (20)
Read/Write (10)
Ride (10)
Secret Language - Battle Tongue (20)
Secret Signs - Templar (10)
Strength (10)
Strike Mighty Blow (20)
Strike to Stun (10)
Theology (20)
Willpower (10)

Torturer
Hand Weapon - Whip (20)
Hand Weapon - choose one other (10)
Heal Wounds (20)
Instinct (10)
Strike to Stun (10)
Torture (30)
Willpower (20)

Witch Hunter
Alert (10)
Cool (20)
Dodge Blow (20)
Enthuse (30)
Fast Attack (20)
Geography (10)
Hand Weapon - choose two (20)
Instinct (10)
Law (20)
Lead (20)
Navigation (10)
Performance (30)
Persuade (20)
Ranged Weapon - Crossbow (20)
Ranged Weapon - Net (20)
Ranged Weapon - Lasso (20)
Ranged Weapon - choose two others (20)
Read/Write (20)
Ride (20)
Secret Language - Classical (20)
Silent Move Rural (10)
Silent Move Urban (10)
Secret Signs - Templar (20)
Strike Mighty Blow (20)
Theology (30)

Wizard
Note: The career is no longer either split into levels, or split according to specialities.  See Ward-hammer Supplemental 2 - Magic for details of how the magical careers now work.

Arcane Language - Arcane Dwarf (Dwarves only) (20)
Arcane Language - Arcane Elf (Elves only) (20)
Arcane Language - Daemonic Magick (20)
Arcane Language - Magick (20)
Arcane Language - Necromancy (20)
Astronomy (20)
Cast Rune (10)
Cast Spell (30)
Cool (20)
Demon Lore (20)
Dowsing (20)
Evaluate (20)
Hand Weapon - choose one (10)
Herb Lore (20)
Hypnotise (20)
Identify Magical Artefact (20)
Identify Plant (20)
Instinct (20)
Magic Sense (30)
Magical Awareness (20)
Manufacture Potions (20)
Manufacture Scrolls (20)
Meditation (30)
Metallurgy (20)
Poison Lore (20)
Ranged Weapon - choose one (10)
Read/Write (30)
Research (30)
Rune Lore (20)
Rune Casting - Klausers runes (Humans only) (20)
Scroll Lore (30)
Secret Language - Classical (20)
Spell Lore (30)
Cast Will (20)
Undead Lore (20)
Willpower (20)

New Careers

New Basic Careers

Farmer (Ranger)

Description:-
Spread all through the Empire, located mostly on the outskirts and edges of villages and hamlets, live the farmers of the Old World.  Mostly simple peasant folk, they grow the food that keeps themselves and their village fed, as well as supplying produce to local towns and cities where it can be spared.

Farmers maintain their growing land (mostly limited to a couple of reasonably sized fields, or at most a handful of such, for most small-holdings), grow wheat, corn and vegetables, maintain their animals (pigs, cows, sheep, chickens, the occasional goat) and provide meat, milk, eggs and wool from said animals.  Often farmers employ cheap casual labour, usually unskilled young men from the surrounding villages who work not for money, but in exchange for food for themselves and their family.

 Life as a farmer can be tough.  Harsh winters and pestilence take their toll on the crops while diseases such as Rabies, BSE (Bovine Spongiform Encephalopathy), Classical Swine Fever and the highly infectious Foot-and-Mouth disease can afflict (and sometimes kill) entire herds or broods of animals.  Ever increasing demand for food from towns and cities, and the money that that business brings the farmer, mean ever decreasing remaining produce for the farmer and his village.  Animal thieves and bandits can steal precious animals that raise high profits in the animal markets of the towns, with little chance of the farmer recovering the animal(s).  And of course attacks from such threats as bands of Goblins and Beastmen are an ever present thought in the back of the farmers mind at night.  With the rough life a farmer lives, and the tales of gold and riches in the lands beyond that reach the farm from travellers who pass by to/from the village, many a farmer, or farmers' son, may dream of leaving the farm behind and becoming an adventurer.

Skills:-
Agriculture (30)
Animal Care (20)
Animal Training - Dog (10)
Drive Cart (20)
Estimate (20)
Evaluate (10)
Haggle (20)
Hand Weapon - choose one (10)
Instinct (10)
Ranged Weapon - Firearms (5)
Ranged Weapon - Lasso (if animal husbandry) (10)

Trappings:- (typical small-holding farmer)
Small holding of land on the outskirts of a village, including the farm house, D4+2 small out-buildings and D4+1 modest tracts of land for crop growing or animal husbandry.
Horse and cart.
Domesticated dog, possibly trained for farm work (such as herding sheep)
Black powder firearm and powder (for dealing with thieves and bandits)
Small emergency hoard of food including salted meat.

Career Exits:-
Merchant
Trader

Gyrocoptor Pilot (Ranger)

Description:-
Gyrocoptors are a classically Dwarven invention, bizarre flying machine machines manned by a single man or Dwarf, usually powered by either steam (most commonly) or alcohol (a waste of the stuff to most Dwarves' minds) depending on the design.  The steam powered ones are especially common as they give the option of firing an aimed blast of hot steam at the expense of the machines speed of movement (for a game turn or so anyway).

Gyrocoptors have been known to crash, occasionally malfunction (though no Dwarven engineer would admit it) or run out of steam/alcohol.  The individual who chooses to fly the machine is often, therefore, placing themselves at risk.  So why do they do it?  Some are on the edge of what most would call sanity, if not completely barmy.  A few do it for the sheer thrill and danger involved.  Still others do it just for the love of flying, regardless of the risks involved.

The thing about flying, though, is that if you aren't careful you can (a) go far further than you planned to travel, (b) get yourself completely lost, and/or (c) crash in a unfriendly neighbourhood.  This has been known to get Gyro Pilots in varying amounts of trouble, and often introduced them to the experience and perils of adventuring at the same time.  A few grow to love this adventuring and leave to follow the adventuring path exclusively.  All such individuals never lose their love of flying and most have tall tails to tell of their Gyro Pilot days.

Only Dwarves may have an initial career as a Gyrocoptor Pilot.  A human could possibly wrangle a job testing a Dwarven engineers Gyro's, but it would be extremely rare for a Dwarf to allow a non-Dwarf to fly a Gyrocoptor and the task to convince the engineer should be monumental indeed.

Skills:-
Cool (20)
Instinct (10)
Navigation (20)
Orientation (10)
Pilot - Gyrocoptor (20)
75% chance of Consume Alcohol (20)

Trappings:-
None.

Career Entries:-
Engineer

Career Exits:-
Engineer
Runesmiths Apprentice (Academic)

Description:-
Runesmiths are master craftsmen, predominantly of the Dwarven race, to whom the ancient knowledge of the runes and how to cast them onto items has been passed.  This ancient lore is passed from master to apprentice since the golden age of the Dwarven race, and the Runesmiths Apprentice is the latest of the line to receive the knowledge.  Apprentices also study the skills of craftsmanship in working a range of materials, including wood, metal and stone, at high standard.  Mastering these crafts and the lore of the runes can and does take a long time.  Most Apprentices serve between 20 and 30 years, before being judged experienced enough to work as a Runesmith in their own right.  In Dwarven terms, of course, this is but a short time - Dwarves are nothing if not patient.

Only Dwarves may have an initial career as a Runesmiths Apprentice.

Skills:-
Art - Rune inscribing (20)
Carpentry (10)
Cast Rune (20)
Hand Weapon - choose one (10)
Instinct (10)
Metallurgy (20)
Rune Casting (20)
Rune Lore (20)
Smithing (20)
60% chance of Mining (20)
Willpower (10)

Trappings:-
Access to anvil and forge (probably that of the characters master)

Career Entries:-
None.

Career Exits:-
Runesmith.

New Advanced Careers

Runesmith (Academic)

Description:-
Runesmiths are master craftsmen, predominantly of the Dwarven race, to whom the ancient knowledge of the runes and how to cast them onto items has been passed.  Runesmiths are skilled smiths and metalworkers, with some skill also in carpentry, working stone and in engineering.  Many Dwarven Runesmiths would make capable foremen in mine installations.

Skills:-
Art - Rune inscribing (30)
Carpentry (20)
Cast Rune (30)
Engineer (30)
Hand Weapon - choose one (20)
Instinct (20)
Metallurgy (30)
Mining (20)
Rune Casting (30)
Rune Lore (30)
Smithing (30)
Stoneworking (20)
Willpower (20)

Trappings:-
Forge, anvil and metal forging tools
Metalworking tools
Woodworking tools
Stoneworking tools

Career Entries:-
Runesmiths Apprentice

Career Exits:-
None.

Diplomat (Academic)

Description:-
All the Old World nations between whom good or at least cordial relations pass employ diplomats as their envoys in these foreign lands.  The diplomats job is keep relations between the two nations civil if not warm, and act as the voice of the nation that employs them.  To these ends, they often work in embassies or sometimes the imperial palace of their hosts.  Diplomats are not primarily action people.  They are envoys, translators and negotiators.  Of course, they are also observers and thus intelligence gathers on the goings-on in the host country.  This observed information is summarily shared in the carrier pigeon communications by which diplomats keep contact with their nation of employ.  When incivility breaks out between nations, it is usually the diplomats who find out first (often from the comfort of their hosts dungeons).  Thus, since many diplomats are lesser nobles of the nation they serve, things often turn rapidly uncivil on both sides (killing or imprisoning your nobles is rarely seen as an act of peace...).

Skills:-
Administration - Embassy (20)
Charm (20)
Concealment Urban (10)
Diplomacy (30)
Enthuse (10)
Etiquette (30)
Heraldry (20)
History (20)
Instinct (20)
Observe (10)
Linguistics (10)
Listen (10)
Lying (20)
Persuade (20)
Politics (20)
Read/Write (20)
Secret Language - Classical (20)
Seduction (20)
Silent Move Urban (10)
Speak Additional Language (20)
Wit (20)

Trappings:-
Fine clothes

Career Entries:-
Noble

Career Exits:-
Spy

Appendix A - Modern and Futuristic Skills

GMs toying with the idea of using WFRP rules in a modern or futuristic roleplaying setting (such as some manner of WH40K RPG) may find the following suggested set of additional skills interesting.

SKILL	STAT	DIFF	NOTES
Archaeology	Int	17
Armoury	Int	15	Designing and building 
			sophisticated modern (usually 
			electronic) armour and 
			weaponry.   
			As would be possessed by 
			WH40K techpriests.
Biology	Int	17
Computer Hacking	Int	19
Computer Lore	Int	10	knowing RAM from ROM, 
			what a hard disk is, computer 
			hardware, connecting bits of 
			computers together, connecting 
			different computers together, etc. 
			NOT the same as 
			Computer Programming 
			or Computer Operation.
Computer Operation	Int	10
Computer Programming	Int	17
Demolition	?	15	not sure which stat... knocking 
			balls, etc.
Dentistry	Int	19
Drive	Int	14	must specialise - Car, 
			PCV (passenger carrying vehicle), 
			HGV (heavy goods vehicle), etc.
Electronics	Int	17
Forensic Science	Int	18
Genetics	Int	19
Geology	Int	17
Marketing	Int?	10	design of ads and ad campaigns, 
			etc.
Mechanic	Int, Dex	16	specialise to Mechanic - Car, 
			Motorcycle, Freezer, 
			Washing Machine, 
			Zanussi Appliances, etc.
Photography	Int, I	9
Physics	Int	17
Ranged Weapon - Pistol	Dex, Cl	7
Ranged Weapon - Shotgun	Dex, Cl	9
Ranged Weapon - Rifle	Dex, Cl	9
Ride Motorcycle	see Drive	
Robotics	Int	17
Run In High Heels	Ag	15
Sales	Fel?	10	cold-calling, shop assistants, etc.
VCR Operation	Int	6
Veterinary Medicine	Int	18	Patching up sick animals 'n' all that.
Video	Int, I, Dex	7	Operation of video cameras, 
			camcorders, filming of professional 
			looking films, etc.

Some example modern and futuristic careers:

Tech Priest (WH40K) : Armoury, Biology, Chemistry, Computer Hacking, Computer Operation, Computer Programming, Electronics, Engineer, Genetics, Mathematics, Mechanic, Physics, Robotics, Secret Language - Techspeak, Smithing, Speak Additional Language - High Gothic, Theology - Machine God.