Wfrp2sts - Tricksters Dice

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    F2*%53>'*&52In the city of Altdorf, five men, mostly unknown to each other, pose as common thugs in response to an

    advertisement placed by one Borta Zgltngzy, the fool of Altdorf. Each have a reason to be there and it

    doesn't involve getting paid a few shillings. By taking the job they are entering a subterranean world of con-

    artists, thugs, watchmen and angry nobles. To succeed they will need skill, luck and most of all a poker face,

    as they take a chance with the tricksters dice.

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    N>&3#B&2#)During the scenario Borta should insult random people, say crass, inappropriate things, about women, elf's,

    dwarfs; or just fail to understand what is going on. He is also writing a book on about the Empire to enhance

    his homeland of Strigos. The merchants son has a knife laced with two wax sealed doses of Black Lotus

    poison. If at least one wound is made then the target makes a -10 toughness check or suffers eight wounds.

    6'#2# J2#The PC's meet 'The Study Room' tavern, located in the academic district near Altdorf University. Borta

    believes this to be the centre of Altorf society and not just full of students who think they know everything.

    As each enters, the barman will gesture them to a corner booth. He has the look of a failed scholar, with

    small round glasses fixed to his nose. The walls mimic a library with painted bookshelves, statues, famous

    painting and even a small library for rent behind a metal grill. A few students are talking, drinking and

    studying.

    The sound of farting and other unpleasantness is heard from the outhouse.*S 5>* =5> 85>B'%#7*>%#S TG""""S ,""""S 4%%%%"""S 0B5O =5> '59# 5>*U H#&2G )*7= G52#U V#) F '>%)#

    =5> 85>B H#7)*RUThe barman gives another warning in a weary voice.

    A man with four thugs enter, causing the barman to stop mid sentence. The students look up and quickly

    look busy. The man in front moves with the swagger of self-importance that is earned not inherited. A broad

    smile blossoms on the face of 'Steffan the Happy'as he makes his way towards them. His catchphrase is to

    ask, 'are you happy', to which he responds, 'if you're happy, I'm happy'.

    Q723 5>* R6*>3= /559R 25*#)U

    Salutations, thugs, brigands, one and all. You have saved me the trouble of dispensing with some of my

    men today. Borta returns from the outhouse. The crime lord looks over his shoulder and calls out to

    everyone, A drink each on me, Borta looks confused, 'Free!', he clarifies. Borta's face becomes one of

    delight as he goes to the bar.

    Have you been hearing the little birds twittering on the streets'. Pauses for a response, 'Borta's day won't go

    as planned, but some of you already know this already'. Looks around, then drops a bag containing fifteen

    shillings, 'If you wouldn't mind playing along, be helpful, understanding, noisy, distracting. Do that well and

    tomorrow, their will be more of the same'. Looks around to see their agreement, turns to leave, stops and

    says. 'If you actually happen to find the little bastards there could a substantial reward. Oh and you should

    get that free drink, you'll need it.' He does not elaborate on the last comment.

    Borta beams in delight as they leave, thinking they are coming to him, one thug shakes his head and points to

    PC's.BS A# H# "7D&2G GB5%&5>) 37=U -# D&)&* )#W= B73)U .&%)* A# '5BB#'*&2GH5>2*&8>B 5OO5%*>2&*=U F8 =5>)# )##&2G 0%&2'# 58 ,%7H= )7= "&9 95%# 5OO5%*>2&*= &2 A523#%8>B X&2G359

    58 6*&%G5)RU He keeps talking regardless of if they are listening or not.

    6'#2# !A5Borta takes them to 'The Bankbezirk quarter' in the mercantile district. On the way they get a definite

    impression of agitated concerned watchmen, thugs, and people in generic clothing. At 'Soldo Libre Bank',

    Borta exclaims they have extra guards since the last time. After ten minutes he emerges, disappointed face.

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    R+%5A2#3 /7* !7D#%2RZU The gambler and merchant know is it located across the river at a old dock in the

    poor area of the city.

    Q723 5>* 25*#) 85% *"# R+%5A2#3 /7*RU

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    6'#2# !"%##On the way they are stopped by a watch patrol who want to examine them for stolen goods. They are asked

    what they are doing. One clerk has a sheaf of papers with lists of items that have been stolen or conned. An

    average perception check from those with literacy reveals a large chunk amount has been taken. There is also

    a reward for the return of Earl Wittleburg with a reward of 20 gold (Challenging test). The watchmen are to

    preoccupied to notice he is in the group.

    6'#2# .5>%Many non-patrons presume 'The Drowned Rat' is named after the dishevelled inhabitants. In fact it is shaped

    somewhat like a rat. From the front, the tavern appears to be the width of a room, fitted in between the gable

    end of two houses. It is made from discarded material giving the appearance of coming from childrens story,

    where the hero descends into the underworld.

    Past the gable ends that make the 'head', the tavern expands left and right, following the curve of the river.

    To the left is the 'paws' curving out of site, to the right is the 'body' which half sits on the former dockside.

    The other half sits over the river precariously supported by struts. Sections of the wooden slats that make the

    river facing wall are gone, with a drawing of a figure being given the boot The bar is no more than a plank

    on barrels. Behind the barman is a collection of clubs and fighting sticks, with the dried blood purposefullyleft. The barrels of ale are of uncertain origin.

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    At first none answer Borta's question, though various thugs cast their eyes up to access the situation. After a

    pause a ragpicker will try her luck to wangle some coin out of him. Borta will take all that she says as

    absolute fact, while it should be obvious she is fishing for information.

    Meanwhile the thugs using thief signs are dividing the spoils of the group beforehand. Then a deal is made

    with the barman to negotiate a price for the bar brawl.

    Another gambler and rouge, Alfie, will hide in the paws. Alfie will talk with a successful intimidation versus

    willpower check. They get a +10 bonus if a PC with the skill also pass. Alfie explains '..the Middleheim

    gang came to the city two months ago. They made contact with other rouges paying good money for

    information and giving a fee to them if they brought a mark, even if they didn't close. They have been very

    successful, which has brought some of it's own problems. Its rumoured that some big crime bosses have been

    hired to retrieve precious heirlooms and teach them a lesson for coming into their territory.

    The best way to find the people is to pretend to be wealthy victims. He suggests the two brother's trick. A

    relative has died leaving them a small fortune. One wants to put it in a bank, the other wants to invest in

    trade. Go to western edge of the market, pass by the taverns having an argument and let them come to you.

    Q723 5>* P7%(#* 25*#)U

    6'#2# .5>%Konisplatz, the main market of Altdorf is the perfect place to begin a con. Surrounded by legitimate trade of

    the nobility, burgher's, merchants and artisans and the new arrivals disembarking from coaches.

    The PC's catch the attention of Edger who knows of an investment opportunity, transporting guns from Nuln

    to Middlehiem. For a small fee. He has goods in transit and is unable to avail of the opportunity. Between the

    smiles he is busy looking for watchmen and investigators. If the PC's agree Edger passes a note for a child

    messenger. The person is out so his office will tell them where they can meet. It is very hard (-30) to follow

    the messenger in the thick market crowds. If it happens they will be lead to the watcher, see below. A few

    minutes later a note returns with an address. It is an office at the end of the docks, this side of the river.

    If the PC's are able to intimidate him into talking he will explain the pyramid scheme of con-artists. No one

    knows who the master gang behind the operation is, but they are leaving soon. There is a remaining watcher

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    above a tavern giving the location for each mark. They verify who should be paid for bringing in the mark.

    The PC's can also trap the last watcher to get the address. Marlene tells them the 'Middleheim Gang' wore

    hooded cloaks in meetings. It was in her interest not to know.

    6'#2# .&D#The area may be known as the docks, but that is a simplification. The movement of goods needs more than

    just transport, warehouses and muscle. Shipping companies, guilds, clerks, investors, excise men and all theiroffices, are all a part of this complex world. On paper hundreds of tonnes pass through such offices, a

    fraction of the commerce that winds its way through the Empires commercial arteries.

    The address they are given looks almost abandoned. Some say these are in fact signs of success, trying to

    fool excise men and thieves alike. Inside is no less appealing, low lantern flames and a lack of sun light make

    it hard for the eyes to adjust. The counter forms a waiting space around the door. A section of the counter

    hinges up to allow entry. A lone clerk stands at a counter, while behind him ten other standing desks are

    unoccupied. There is a door to another room. When the PC's first arrive the young man will put his quill

    down and keeps his arms out of sight to hold a loaded crossbow. He will duck down and fire if attacked.

    Q723 5>* J88&'# 25*#)U

    If they give the market note, he says 'Let me check if Mr Bilksman has time to take an appointment now'. He

    leaves the crossbow in place and goes to the door, which he knows on gently and opens a small bit. They can

    hear the clerk talking, a challenging (-10) perception check, reveals this to be a one-sided conversation. 'Yes,

    sir, I'll have a look for that document first'. He turns around and says, 'He will be with you shorty'. Then he

    enters the office, which he locks, a hard perception check is needed to hear this. Some scraping noises are

    heard. The door can be broken down after taking 10 points of damage, using a standard SB -4 roll. Or an

    routine (+10) lock-pick roll.

    If the clerk is captured he will talk easily. He doesn't know exactly what was going on. Mostly the back room

    was used for planning and the manufacture of false documents. His job was to give the faade that this was a

    working office. The others were let go as the operation has been winding down. Towards the end some con-

    artists came here to finish the deal. Some of the key crew wore hooded cloaks. He was promised double towork today.

    This room has the look of being ransacked. Upon investigation the documents appear to be forgeries. An off-

    square mat with an empty table, looks out of place amongst the mess. Below is a trapdoor with a recessed

    handle. Underneath are two wooden support beams and a ladder. The tunnel goes towards the street in the

    direction from where they entered.

    A small bell with a cord held up by iron loops is attached along the top of the tunnel. A cord with a handle

    goes the other way. A squad of town watch down the street as they close in on the culpirts.

    6'#2# 6&W

    The newly dug tunnel is wide enough to walk single file. Lighted candles can be found in the office. Thetunnel is around 50 yards long, ending in the middle of the warehouse across the street. The air has an odd

    smell, a challenging (-10) test by smell and an easy (+10) test with illumination shows this to be pitch, which

    runs along the tunnel and ends in a half hidden power keg. At the other end the cord goes into a support

    column beside the exit and a pool of tar waits to be lit.

    The warehouse has a thick layer of dust, with plenty of tracks showing recent activity. Sheets cover the

    items. There is lots of small amounts of goods, bricks, barrels, etc. The watchmen can still be heard across

    the street. It is only a matter of time before they find the tunnel to the warehouse. An easy (+10) test shows

    that various items have been hidden under the sheets. The ground floor has two doors to the street. A

    pedestrian entrance and a large goods entrance. They both have bolts and large padlocks that are Hard (-20)

    to pick. On the other side the large sliding doors to the river front have the same type of padlock.

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    A stairway goes to the first floor, to locked door. The door has iron bands and is bolted on the inside it has an

    armour value of 30. To pick the lock is a Hard (-20) test. After every five attempts to body slam the door the

    person needs a toughness check. This is because they are charging up steps and against an armoured target.

    Q723 5>* -7%#"5>)# 25*#)

    The old Nobles note tells him that the furniture must belong to his brother and must contain hidden gems. He

    finds uncut gems in a hidden compartment in a table.

    They also find a bound man with an unusual complexion, he claims to be a real Prince of Araby, who was

    forced to aid in the scams. Borta will recognise him, he will tell him he needs to go back to the bank and sign

    the documents properly. He rubs an oil lamp, out comes a Djinn (Jann from the magic of Araby fan

    supplement). The prince speaking in Araby wants a wish to be granted to free him. The Djinn tells him it

    doesn't work that way. He will explain this in Riekspiel as he gets more desperate to find a way out of this

    nightmare. The Djinn for its part is demanding to know where his master is.

    On the floor above boots are heard quickly moving around. Other sounds are heard going up and down what

    looks to be the main side wall of the warehouse. There is also sounds of movement below. Searching will

    reveal another trapdoor into the almost empty basement below. Then the sound all the people running down

    the hidden steps and the fizz of a lit gunpowder trail gives them only a short time to act.

    6'#2# 6#D#2The basement has been almost emptied of its treasure. The gang heavies are fleeing into another tunnel and

    throw a small keg of gunpowder. They must make an agility test to find cover or suffer 1D10 in wounds. The

    last thug will then close the door. The door is then locked. It will take 15 points to break down. The tunnel

    leads to a dock further down. This tunnel is much older than the first one, being an old smugglers route. The

    explosions has attracted the watchmen who will arrest the PC's if they catch them in the tunnels.

    6'#2# 4&G"*At the dock a barge is pulling off as the stevedores go off to the tavern. A standard agility test is needed to

    make the jump to the barge. Those who fail can make a strength check to hold onto the deck and pullthemselves up. Or other PC's can pull them up. Three thugs are on the deck will try to push them off or kill

    them. The Djinn and prince will also jump across, while Borta will stay on the dock. The Prince will hide,

    while the Djinn attacks the wheelhouse in its furious desire to find its master.

    On the banks of the river the watchmen see the fight and follow the barge as it attempts to merge with the

    river traffic. Patrol boats are launched to intercept the barge. If the Djinn gets below deck before the PC's it

    will butcher the five people below, Lord Hrothgar, three con-artists and the scribe. The hold is filled with a

    treasure trove of stolen gold, antiques, family heirlooms. If the PC's move the barge to a quay the stevedores

    will clear a place to make a claim on part of the reward money for the recovery.

    Lord Hrothgar, the fifth son of his family planned the whole operation. He will tell the watch the PC's are

    the culprits. His group are armed and everyone knows con-artists don't wear armour or weapons. Borta canvouch for them, but he is an idiot. As can Steffan the Happy, but he is a criminal. The best way is to argue

    that the young lord had motive being penniless. Tobias Lampertus will be arrested for being an assassin if the

    poisoned dagger is found on him. They will all be thoroughly searched after they have been arrested. If

    Hrothgar is killed before the watchmen get to the barge, it is seen as a just reward for betraying his own kind.

    The Prince is arrested for working with the gang. If the Djinn is killed its dissipates into thin air. They will

    all be arrested for demonology if the watchmen witness that.

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    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

  • 8/13/2019 Wfrp2sts - Tricksters Dice

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    [email protected])

    972 05B&*&'&72 C#WI,G&*7*5%S #WI6'%&H#E

    6(&BB)` Academic Knowledge (History), Blather, Charm,

    Common Knowledge (Border Princes +10, the Empire),

    Concealment, Gossip +20, Haggle, Perception, Read/Write,

    Speak Language (Classical, Badlander, Reikspiel (sort of)),

    Trade (Calligrapher, Merchant).

    !7B#2*)` Coolheaded, Dealmaker, Flee!, Linguistics, Luck, Public

    Speaking, Strong-Minded -#7O52)` Blackjack (SB-3)

    6*#8872 *"# Q7OO= I @%&9# M5%3 C#WI,G&*7*5%S #WIN%7D# /5HH#%S #[email protected]* GB#%E

    6(&BB)` Academic Knowledge (History, Law) Common

    Knowledge (the Empire), Concealment, Charm, Command,

    Dodge Blow, Drive, Evaluate, Gossip, Haggle, Intimidate,

    Perception, Pick Lock, Read/Write, Scale sheer surface,Secret Signs (Thief) Secret Tongue (Thieves Tongue) Speak

    Language (Reikspiel), Savvy, Search, Silent Move, Torture

    !7B#2*)` Alley Cat,Coolheaded, Flee!, Dealmaker, Public Speaking, Resistance to Disease/Poison, Streetwise,

    Street fighting, Sixth Sense, Specialist weapon

    (Crossbow) Trapfinder -#7O52)` Knife

    !">G

    6(&BB)` Common Knowledge (Empire), Consume Alcohol,

    Dodge Blow, Gamble, Gossip, Intimidate, Secret Language

    (Thieves' Tongue), Speak Language (Reikspeil)!7B#2*)`

    Disarm, Lightning Reflexes, Quick Draw, Resistance to

    Poison, Strike to Stun, Very Strong, Wrestling

    ,%95>%`Leather Jack

    -#7O52)` Cudgel, knuckle-dusters, knife,

    -7*'"972 67%G#2* C#WI-7*'"972E

    6(&BB)` Academic Knowledge (Law, Strategy), Command,

    Common Knowledge (Empire) Dodge Blow, Follow Trail,

    Gossip, Intimidate, Perception, Search, Speak Language

    (Reikspeil), Swim!7B#2*)` Menacing, Street fighting, Strike-

    to-stun, Resistance to Disease

    ,%95>%`Sleeved mail shirt, AP body + arms 2

    -#7O52)` Small weapon

    -6

  • 8/13/2019 Wfrp2sts - Tricksters Dice

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    -7*'"972

    6(&BB)`Academic Knowledge (Law), Common Knowledge(Empire) Dodge Blow, Follow Trail, Gossip, Intimidate,

    Perception, Search, Speak Language (Reikspeil)!7B#2*)`

    Strike-to-stun, Resistance to Disease

    ,%95>%`None-#7O52)` Small weapon

    07*%52 L +%5A2#3 /7* h 0#%)52 52 *"# )*%##*

    6(&BB)` Charm, Charm Animal, Common Knowledge

    (Empire), Concealment, Gossip, Performer (Singer), Silent

    Move, Speak Language (Reikspeil)!7B#2*)` Acute Hearing,

    Flee! Hardy, Resistance to Disease

    -#7O52)` Fmprovised

    ,B8 L C/5>G#E +%5A2#3 /7*

    6(&BB)` Common Knowledge (Empire), Gossip, Speak

    Language (Reikspeil), Blather, Gamble!7B#2*)` Coolheaded,

    Savy, Streetwise

    -#7O52)` Fmprovised

    43G#% *"# '522#'*5% C/5>G#E L P7%(#*

    6(&BB)` Common Knowledge (Empire), Gossip, Speak

    Language (Reikspeil), Blather, Charm, Evaluate, Gamble,

    Haggle, Perception, Performer (Actor, Storyteller), Search,

    Secret Language (Thieves Tongue) Secret Signs (Thieves)

    !7B#2*)` Hardy, Warrior Born, Flee, Public Speaking,

    Streetwise

    -#7O52)` Knife

    -7*'"#% L F22 5D#%B55(&2G *"# X52&)OB7*? h M5%3 Q%5*"G7%) 7''59OB&'#)6(&BB)` Common Knowledge (Empire), Consume Alcohol,

    Dodge Blow, Gamble, Gossip +10, Haggle, Intimidate +10,

    Secret Language (Thieves Tongue), Speak Language

    (Reikspeil)!7B#2*)` Coolheaded, Disarm, Lightning Reflexes,

    Luck, Menacing, Quick Draw, Resistance to Poison,

    Streetwise, Strike to

    Stun, Strike to Injure, Wrestling

    ,%95>%`Leather Jerkin, Mail Shirt, Body AP 3-#7O52)` Short sword,

    knuckle-duster

    -6

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  • 8/13/2019 Wfrp2sts - Tricksters Dice

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    47%B +59&2&'>) -&**B#H>%G I!"# JB3 K5HB#

    6#2&B#S H>* 8>BB= '52D&2'#3 58 *"# )5>232#)) 58 =5>% 5A2 9&23

    These days life has become boring. Your wife has passed away and your five children have taken over the

    running the affairs of your estate. Years of complaining bitterly to them, the staff and anyone who would

    listen has yielded no result. Somehow they think you are but a child. Sometimes having you stay in your

    room when some guests come over.

    During these long days your mind wanders to your adventurous and reckless, younger brother, Wilhelm. Last

    you heard he was on a boat to Lusteria, after an unfortunate incident that really wasn't his fault. He went

    across the ocean to a land of jungle, lizard men and ancient ruins filled to the brim with gold and gems. He

    had especially heard about gems that can be found in the ground, looking rough as you like. But when

    polished down would sparkle ten times brighter than glass. He left over twenty years ago and hardly a day

    goes by when you don't await his return. Whenever you are along the docks, you ask is there news of your

    brother.

    To pass the days the servants bring you stories from the streets of Altdorf. Lurid tales of murder and crime,

    gossip about nobles. Some stories take months to unfold with families and guilds battling for control of the

    streets while the city watch are powerless to stop it. It feels like you know every inch of the city all the

    people who live there.

    Yesterday was another day of being confined to your room. When that new servant brought a letter to you. It

    was from the docks and told of a shipment of furniture in a warehouse that is addressed to you. The customs

    duty had not yet been paid and for a mere pittance of one hundred gold, they would be released. Your heart

    was a mixture of sadness and happiness. Sadness that your brother had not returned home, but happiness that

    he had fulfilled his dream to find the gems. He promised if this was to occur, he would hide the gems in

    furniture.

    Knowing your ungrateful offspring would not understand, and with the spirit of adventure you had no choice

    but to tie your sheets to the bedpost and escape. Finding the address proved very difficult, so you hired a

    common man to bring you to the address. He must be very good to ask for half of the twenty gold first. He

    then had a chat with some other rough looking men and got the required information.

    It seems that his truly ungrateful children have mercenaries out looking for you. You both need to pretend to

    be thugs for the day. How exciting! Like all those stories your servants tell you.

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    Name:Race:Career Path:

    Gender:

    Height:

    Age:

    Weight:Eyes: Hair:

    Date of Birth: Birthplace:Nationality: Religion:

    Distinguishing Marks:

    Starting

    Advance

    Current

    Main WS BS S T Ag Int WP Fel

    Starting

    Advance

    Current

    Secondary A W SB TB M Mag IP FP

    (Int)total char +10% +20% talents char

    Animal Care

    CharmCommandConcealmentConsume AlcoholDisguiseDriveEvaluateGambleGossipHaggleIntimidate

    Outdoor SurvivalPerceptionRideRowScale Sheer SurfaceSearchSilent MoveSwim

    (Fel)(Fel)(Ag)(T)(Fel)(S)

    (Int)(Int)(Fel)(Fel)(S)

    (Int)(Int)(Ag)(S)(S)

    (Int)(Ag)(S)

    basic skillstakenassoc

    total char +10% +20% charadvanced skillstakenassoc

    weaponskill ballisticskill strength toughness agility intelligence willpower fellowship

    attacks wounds strengthbonus toughness

    bonus movement magic insanity

    points fatepoints

    talent description

    1 0 0

    related

    talentsrelated

    Experience:

    (Fel)Animal Training

    BlatherChanellingCharm AnimalDodge BlowFollow TrailHealHypnotismLip ReadingMagical SenseNavigationPick Lock

    Prepare PoisonRead/WriteSailSet TrapShadowingSleight of HandTortureVentriloquism

    (Fel)(WP)(Fel)(Ag)(Int)(Int)

    (WP)(Int)

    (WP)(Int)(Ag)

    (Int)(Int)(Ag)(Ag)(Ag)(Ag)(Fel)(Fel)

    CHARACTER

    PERSONAL DETAILS

    CHARACTER PROFILE

    SKILLS

    TALENTS

    Dominicus Wittleburg

    Human

    Noble

    2496 Altdorf

    30

    5

    4221

    16

    29

    21

    20

    18

    18

    18

    42

    21

    20

    18

    28

    40

    10

    30

    55

    27

    3537

    25

    5

    29

    2830

    28

    Male

    32

    10

    42

    18

    20

    33

    20

    18

    Empire

    16

    Sigmar

    5' 8" 155 lbs

    CopperLight Brown

    Ruddy face

    33

    55

    20

    29

    11 2 2 04

    2

    Savvy

    1 13 2 0

    Public Speaking

    0

    Etiquette

    Luck

    Resistance to Poison

    Gain an extra fortune point per day

    Use Charm to affect 30 people instead of 3

    32 4 42

    +10 on Charm + Gossip w/ Nobility

    37

    +10 to intrigue related charm

    Schemer

    +10 toughness to poison checksSixth Sense GM rolls your willpower w/ hidden danger

    +5 to Int score

    Knowledge - Empire 37

    Language - Reikspeil 37

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    WS BS Ag

    SB TB FP

    Item Location Enc Item Location Enc Item Location Enc

    Total EncMaximum Enc Capacity

    locations covered enc aparmour typegroup damage range reloadweapon

    range reload

    range reload

    range reload

    qualities

    disengage

    move/

    attack

    charge

    runm leaprunning

    leapstanding

    !

    m#

    sb ! $m#sb)%2

    yards per minute yards per minute

    miles per hour miles per hour

    hampered movement standard movement

    !

    m&

    2 !

    m&

    4 !

    m&

    6

    ! s& 10

    basic action typeAim HalfCast VariesCharge FullDisengage Full

    Move HalfReady HalfReload VariesStand/Mount HalfStandard Attack HalfSwift Attack FullUse a Skill Varies

    advanced action typeAll Out Attack FullDefensive Stance FullDelay HalfFeint Half

    Guarded Attack FullJump/Leap FullManoeuvre HalfParrying Stance HalfRun Full

    flyingmarmoured

    group damageweapon

    group damageweapon

    group damageweapon

    group damageweapon

    group damageweapon

    group damageweapon

    range reload

    range reload

    range reload

    qualities

    qualities

    qualities

    qualities

    qualities

    qualities

    head

    body

    01-15

    56-80

    right leg

    81-90 91-00

    left leg

    right arm

    16-35 36-55

    left arm

    gold crowns (gc) silver shillings (s)

    brass pennies (p)

    other treasure

    TRAPPINGS

    ARMOURWEAPONS

    MOVEMENT

    MONEY & TREASURE ACTION SUMMARY

    ARMOUR POINTS

    DODGE BLOW

    WOUNDS

    COMBAT

    SCORES

    Good, plain clothing

    Old cloak

    - -

    4 8 16 24 6 3

    13

    40 30 33

    7 g c 20

    2 2 3

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    M>35 I !"# N79HB#%

    @59O>B)&D#S G79HB&2G &2 3#2)S A&*" 7 8#A O#22) B#8*S A"&B# 353G&2G '%#3&*5%)

    So yeah, gambling, dice, cards, fighting rings both animal and human. Along with gambling there is the

    parties, drinking, the thrill of finding backstreet gambling dens. All night and all day somewhere in the city

    people want to take a chance. Doesn't matter if you are hungry, doesn't matter you have no bed to sleep in.

    With a few pennies you can find somewhere to take a chance. Through the smell, the refuse, the horriblefood and dirty water, nothing can be deter the thrill of maybe just maybe for a day you will earn enough to

    live like a king.

    Everywhere you go, someone wants money off you, you've lost track or who and where. Just lots of small

    amounts, over time they'll forget. Someone will put them out of business and you go back to the new place.

    Never have you been a con-artist, a trickster, they have to talk to be people, play mind games. Games of

    chance are much more interesting. A blind man could have robbed this noble. He asked for directions to a

    wharf address you have never heard of. You told this old buffoon your price was twenty gold, and he

    promptly paid half up front, to your total surprise.

    Just as Ranald the god of chance smiled on you, the coin flipped and turned against you. Walking away,saying you had to relieve yourself, two thugs stopped you. All your debts had been made into one to the tune

    of fifty gold. It seemed like they wanted to kill you as a way to advertise this new business venture. You

    offered the ten gold coins and just managed to convince them you get the rest later.

    So you spun the old fool a story, he said something about escaping from the family town house, so you told

    him his children had sent agents after him. You heard about another fool hiring thugs for the day, so you told

    him you both needed to pretend to be thugs for the day. He thinks its all an adventure he reads about the

    Altdorf streets. He was trilled when you got some rags as a disguise. As long as he keeps thinking this is a

    game, there could be a way to get the rest of the money out of him.

    !"# 73D#%*&)#9#2* *5 "&%# *">G)

    FS B 9#))7G# 8%59 0%&2'# 58 ,%7H= 58 H5>2*=8>B5O#%*>2&*=U M>'(= =5> 79 "&%&2G *5 '5BB#'* 52 952) %#)*&2GUUUU F 9#72S 2#D#% 9&23S &) A7B( &2 *"# O7%(]5HU

    CV5> '72R* %#73S *"&) A7) %#73 *5 =5>E

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    Name:Race:Career Path:

    Gender:

    Height:

    Age:

    Weight:Eyes: Hair:

    Date of Birth: Birthplace:Nationality: Religion:

    Distinguishing Marks:

    Starting

    Advance

    Current

    Main WS BS S T Ag Int WP Fel

    Starting

    Advance

    Current

    Secondary A W SB TB M Mag IP FP

    (Int)total char +10% +20% talents char

    Animal Care

    CharmCommandConcealmentConsume AlcoholDisguiseDriveEvaluateGambleGossipHaggleIntimidate

    Outdoor SurvivalPerceptionRideRowScale Sheer SurfaceSearchSilent MoveSwim

    (Fel)(Fel)(Ag)(T)(Fel)(S)

    (Int)(Int)(Fel)(Fel)(S)

    (Int)(Int)(Ag)(S)(S)

    (Int)(Ag)(S)

    basic skillstakenassoc

    total char +10% +20% charadvanced skillstakenassoc

    weaponskill ballisticskill strength toughness agility intelligence willpower fellowship

    attacks wounds strengthbonus toughness

    bonus movement magic insanity

    points fatepoints

    talent description

    1 0 0

    related

    talentsrelated

    Experience:

    (Fel)Animal Training

    BlatherChanellingCharm AnimalDodge BlowFollow TrailHealHypnotismLip ReadingMagical SenseNavigationPick Lock

    Prepare PoisonRead/WriteSailSet TrapShadowingSleight of HandTortureVentriloquism

    (Fel)(WP)(Fel)(Ag)(Int)(Int)

    (WP)(Int)

    (WP)(Int)(Ag)

    (Int)(Int)(Ag)(Ag)(Ag)(Ag)(Fel)(Fel)

    CHARACTER

    PERSONAL DETAILS

    CHARACTER PROFILE

    SKILLS

    TALENTS

    Ludo

    Human

    Gambler

    2496 Altdorf

    29

    5

    1818

    49

    36

    18

    17

    22

    22

    45

    18

    18

    17

    22

    27

    35

    35

    10

    35

    2945

    34

    15

    31

    2739

    34

    Male

    27

    10

    37

    22

    17

    24

    17

    22

    Empire

    24

    Ranald

    5' 6'' 170 lbs

    Dark BrownDark Brown

    Pox marks

    49

    25

    17

    36

    10 2 3 24

    3

    Very Resilient

    1 13 2 0

    Fleet footed

    0

    Luck

    Super Numerate +10 Gamble, +20 perception for estimation

    Gain 1 extra point of movemnet

    33 5

    An extra fate point per day

    49

    +5 toughness

    Language -Reikspiel 45

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    WS BS Ag

    SB TB FP

    Item Location Enc Item Location Enc Item Location Enc

    Total EncMaximum Enc Capacity

    locations covered enc aparmour typegroup damage range reloadweapon

    range reload

    range reload

    range reload

    qualities

    disengage

    move/

    attack

    charge

    runm leaprunning

    leapstanding

    !

    m#

    sb ! $m#sb)%2

    yards per minute yards per minute

    miles per hour miles per hour

    hampered movement standard movement

    !

    m&

    2 !

    m&

    4 !

    m&

    6

    ! s& 10

    basic action typeAim HalfCast VariesCharge FullDisengage Full

    Move HalfReady HalfReload VariesStand/Mount HalfStandard Attack HalfSwift Attack FullUse a Skill Varies

    advanced action typeAll Out Attack FullDefensive Stance FullDelay HalfFeint Half

    Guarded Attack FullJump/Leap FullManoeuvre HalfParrying Stance HalfRun Full

    flyingmarmoured

    group damageweapon

    group damageweapon

    group damageweapon

    group damageweapon

    group damageweapon

    group damageweapon

    range reload

    range reload

    range reload

    qualities

    qualities

    qualities

    qualities

    qualities

    qualities

    head

    body

    01-15

    56-80

    right leg

    81-90 91-00

    left leg

    right arm

    16-35 36-55

    left arm

    gold crowns (gc) silver shillings (s)

    brass pennies (p)

    other treasure

    TRAPPINGS

    ARMOURWEAPONS

    MOVEMENT

    MONEY & TREASURE ACTION SUMMARY

    ARMOUR POINTS

    DODGE BLOW

    WOUNDS

    COMBAT

    SCORES

    Hand weapon

    Leather Jack

    Pack of cards

    Pack of cards (spare ace)

    Pair of dice

    2x loaded dice (rolls 6)

    Ordinary SB

    Leather Jack

    Hand weapon

    Ordinary SB-3

    5 10 20 30 7 3

    13

    35 39 49

    2

    2 3 3

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    !5H&7) M79O#%*>) I !"# P#%'"72*) 652

    /#D#2G#S )* 3

    In the Empire wealth is not enough to have money. You need power and influence deeds and titles and as the

    blue bloods say, you can't buy history. The hundreds of deals stretching back generations form the backbone

    of the trade links that spider their way along the roads and waterways of the Empire. Some may earn favour,

    or slay a great enemy on the battlefield, to gain a title, but many merchants work very hard to keep makingdeals. Trying at least to build up a reserve to ward against the lean times.

    Your family takes care of the transport and supply of bricks and lumber for construction. A precarious place,

    between the far off brick kilns, lumber mills, the 'Guild of Stevedores' who unload the cargo and the

    'Mason's and Carpenters Guild' who use the material.

    Marriage into a noble family is a way to gain importance, but is frowned upon by traditionalists. Your sister

    managed to catch the eye of a young noble from a very respected and old family. They recently have been

    plagued by a rather tough spot and so marriage was possible. Some of the older members of the family had

    taken the past year to convince. All obstacles appeared to have been grudgingly overcome, only for disaster

    to strike.

    A meal had been arranged for the two families in an exclusive restaurant to close the arrangement. While

    waiting outside, a very rude an obnoxious man made lewd approaches to your dear sister. Insinuating that

    she was nothing more than a common street walker selling her body. Your father and the husband to be

    quickly got rid of the man, but it was too late. The marriage was called off.

    You have discovered the name of this vile man, Borta Zgltngzy, a so called ambassador from a dubious

    kingdom in the borderlands. All that is left for you to, is dispatch this fool to Morr's (god of death) garden.

    To help you along the way you procured a dagger with two doses of Black Lotus poison to help send him to

    his grave.

    While on the hunt for him, you discover that he had advertised for some thugs to guard him. So you have

    dressed down and turned up at the inn. Surely with some patience, a bribe or two, you can have vengeanceon this cretin.

    !"# 73D#%*&)#9#2* *5 "&%# *">G)

    FS B 9#))7G# 8%59 0%&2'# 58 ,%7H= 58 H5>2*=8>B5O#%*>2&*=U M>'(= =5> 79 "&%&2G *5 '5BB#'* 52 952) %#)*&2GUUUU F 9#72S 2#D#% 9&23S &) A7B( &2 *"# O7%(]5HU

  • 8/13/2019 Wfrp2sts - Tricksters Dice

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    Name:Race:Career Path:

    Gender:

    Height:

    Age:

    Weight:Eyes: Hair:

    Date of Birth: Birthplace:Nationality: Religion:

    Distinguishing Marks:

    Starting

    Advance

    Current

    Main WS BS S T Ag Int WP Fel

    Starting

    Advance

    Current

    Secondary A W SB TB M Mag IP FP

    (Int)total char +10% +20% talents char

    Animal Care

    CharmCommandConcealmentConsume AlcoholDisguiseDriveEvaluateGambleGossipHaggleIntimidate

    Outdoor SurvivalPerceptionRideRowScale Sheer SurfaceSearchSilent MoveSwim

    (Fel)(Fel)(Ag)(T)(Fel)(S)

    (Int)(Int)(Fel)(Fel)(S)

    (Int)(Int)(Ag)(S)(S)

    (Int)(Ag)(S)

    basic skillstakenassoc

    total char +10% +20% charadvanced skillstakenassoc

    weaponskill ballisticskill strength toughness agility intelligence willpower fellowship

    attacks wounds strengthbonus toughness

    bonus movement magic insanity

    points fatepoints

    talent description

    1 0 0

    related

    talentsrelated

    Experience:

    (Fel)Animal Training

    BlatherChanellingCharm AnimalDodge BlowFollow TrailHealHypnotismLip ReadingMagical SenseNavigationPick Lock

    Prepare PoisonRead/WriteSailSet TrapShadowingSleight of HandTortureVentriloquism

    (Fel)(WP)(Fel)(Ag)(Int)(Int)

    (WP)(Int)

    (WP)(Int)(Ag)

    (Int)(Int)(Ag)(Ag)(Ag)(Ag)(Fel)(Fel)

    CHARACTER

    PERSONAL DETAILS

    CHARACTER PROFILE

    SKILLS

    TALENTS

    Tobias Lampertus

    Human

    Burger

    2501 Altdorf

    27

    1717

    18

    15

    17

    26

    21

    52

    31

    17

    45

    17

    21

    26

    35

    5

    30

    510

    27

    3742

    30

    5

    30

    2630

    32

    Male

    30

    5

    35

    21

    17

    18

    17

    42

    Empire

    18

    Sigmar

    5' 9" 170 lbs

    YellowBlue

    Ragged ear

    37

    20

    17

    30

    12 2 3 04

    2

    Super Numerate

    1 14 2 0

    Coolheaded

    0

    Dealmaker

    Savvy +5 to Int

    +5 to WP

    33 4

    - Breton

    - Kislevian

    +10 to Evaluate or Haggle

    42

    +10 Gamble, +20 perception for estimation

    42

    Knowledge -Empire 42

    Language -Reikspiel 42

    42

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    WS BS Ag

    SB TB FP

    Item Location Enc Item Location Enc Item Location Enc

    Total EncMaximum Enc Capacity

    locations covered enc aparmour typegroup damage range reloadweapon

    range reload

    range reload

    range reload

    qualities

    disengage

    move/

    attack

    charge

    runm leaprunning

    leapstanding

    !

    m#

    sb ! $m#sb)%2

    yards per minute yards per minute

    miles per hour miles per hour

    hampered movement standard movement

    !

    m&

    2 !

    m&

    4 !

    m&

    6

    ! s& 10

    basic action typeAim HalfCast VariesCharge FullDisengage Full

    Move HalfReady HalfReload VariesStand/Mount HalfStandard Attack HalfSwift Attack FullUse a Skill Varies

    advanced action typeAll Out Attack FullDefensive Stance FullDelay HalfFeint Half

    Guarded Attack FullJump/Leap FullManoeuvre HalfParrying Stance HalfRun Full

    flyingmarmoured

    group damageweapon

    group damageweapon

    group damageweapon

    group damageweapon

    group damageweapon

    group damageweapon

    range reload

    range reload

    range reload

    qualities

    qualities

    qualities

    qualities

    qualities

    qualities

    head

    body

    01-15

    56-80

    right leg

    81-90 91-00

    left leg

    right arm

    16-35 36-55

    left arm

    gold crowns (gc) silver shillings (s)

    brass pennies (p)

    other treasure

    TRAPPINGS

    ARMOURWEAPONS

    MOVEMENT

    MONEY & TREASURE ACTION SUMMARY

    ARMOUR POINTS

    DODGE BLOW

    WOUNDS

    COMBAT

    SCORES

    Hand weapon

    Knife

    Good Clothing

    Ragged cloak

    Abbacus

    Lantern

    Ordinary SB

    Knife

    - -Hand weapon

    Ordinary SB-3 - -Poisioned (first use only) Black Lotus

    4 8 16 24 6 3

    14

    35 30 37

    13

    2 3 3

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    Q&B3#29>23 -5#BB#% I !"# )* 8&23 *"# 952#= 5% O7= &* H7'(

    The life of a scribe is a step up the ladder from the rubbish strewn streets, from manual labour and rotting

    food. The offices full of scribes are labourers in the Empire's bureaucracy, they keep the documents flowing

    from the nobility, to business, to religion, to state institutions, that as a whole keep the life functioning.

    Despite the variations and local power of the Elector-Counts. It is these documents that enforces the presenceof the Emperor and everyones place in the great nation.

    There is another set of dangers, though that are present in the offices, they are the battles of etiquette,

    position, perceived importance. Where the social dangers is not a knife in the back but cruel words said

    behind your back. Where friendships can be the difference between moving up to a better position or moving

    to an office where more important things are going on.

    Working for the Soldo Libre bank turned out to be a double edged sword. This is where the dirty secrets of

    how trade is really conducted can be seen. A world beyond the official positions families take. The bankers

    care little for the social status quo and in the process reap the profits. In such a world knowing the complex

    dynamics of what people say is the truth and what really is the truth is vital.

    Borta's account is a prime example of this. Money regularly passes back and forth between this and a variety

    of other accounts. In what seems like an attempt to secretly pass money back and forth in hidden deals. You

    are regularly asked to make up documents in a back room, that you strongly suspect are fraudulent Bills of

    trade. Never having met Borta, it seemed you know him because the other scribes vied to tell the most

    outlandish stories about him.

    Finally you met Borta, he had all the right paper's and withdraws his money. In truth his demeanour while

    odd, did not live up to the stories. Then you get called into the owner of the bank and told he was a fake. It

    could not have been him because he HAD all the right paper. You must recover money or pay it back

    yourself... in one week.

    With no leads but rumours of a new gang of con-artists in town there seems to be no hope. Then you seeBorta has advertised for some thugs to go celebrating with. Perhaps when he learns the money is not there

    you can find out enough information to attempt to track down where the money went. Or use the pay to get

    out of the city and start elsewhere.

    !"# 73D#%*&)#9#2* *5 "&%# *">G)

    FS B 9#))7G# 8%59 0%&2'# 58 ,%7H= 58 H5>2*=8>B5O#%*>2&*=U M>'(= =5> 79 "&%&2G *5 '5BB#'* 52 952) %#)*&2GUUUU F 9#72S 2#D#% 9&23S &) A7B( &2 *"# O7%(]5HU

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    Name:Race:Career Path:

    Gender:

    Height:

    Age:

    Weight:Eyes: Hair:

    Date of Birth: Birthplace:Nationality: Religion:

    Distinguishing Marks:

    Starting

    Advance

    Current

    Main WS BS S T Ag Int WP Fel

    Starting

    Advance

    Current

    Secondary A W SB TB M Mag IP FP

    (Int)total char +10% +20% talents char

    Animal Care

    CharmCommandConcealmentConsume AlcoholDisguiseDriveEvaluateGambleGossipHaggleIntimidate

    Outdoor SurvivalPerceptionRideRowScale Sheer SurfaceSearchSilent MoveSwim

    (Fel)(Fel)(Ag)(T)(Fel)(S)

    (Int)(Int)(Fel)(Fel)(S)

    (Int)(Int)(Ag)(S)(S)

    (Int)(Ag)(S)

    basic skillstakenassoc

    total char +10% +20% charadvanced skillstakenassoc

    weaponskill ballisticskill strength toughness agility intelligence willpower fellowship

    attacks wounds strengthbonus toughness

    bonus movement magic insanity

    points fatepoints

    talent description

    1 0 0

    related

    talentsrelated

    Experience:

    (Fel)Animal Training

    BlatherChanellingCharm AnimalDodge BlowFollow TrailHealHypnotismLip ReadingMagical SenseNavigationPick Lock

    Prepare PoisonRead/WriteSailSet TrapShadowingSleight of HandTortureVentriloquism

    (Fel)(WP)(Fel)(Ag)(Int)(Int)

    (WP)(Int)

    (WP)(Int)(Ag)

    (Int)(Int)(Ag)(Ag)(Ag)(Ag)(Fel)(Fel)

    CHARACTER

    PERSONAL DETAILS

    CHARACTER PROFILE

    SKILLS

    TALENTS

    Hildenmund Woeller

    Human

    Scribe

    2503 Altdorf

    34

    1717

    17

    14

    17

    12

    21

    21

    31

    17

    17

    12

    21

    25

    35

    35

    1010

    33

    4943

    29

    10

    29

    2529

    25

    Male

    30

    5

    35

    43

    12

    17

    12

    21

    Empire

    17

    Sigmar

    5' 9" 155 lbs

    Light BrownBrown

    Broken nose

    35

    18

    12

    29

    11 2 2 24

    2

    43

    1 13 2 0

    Lingusitics

    0

    Super Numerate

    Coolheaded +5 Willpower

    +10 Read/Write and Speak Languages

    22 4

    - Classical

    Academic - Banking

    +10 Gamble, +20 perception w/ estimation

    53

    53

    Language -Reikspiel 53

    - Breton 53

    43Knowledge - Empire 43

    Secret Lan - Banking 43

    43

    Trade - Calligrapher

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    WS BS Ag

    SB TB FP

    Item Location Enc Item Location Enc Item Location Enc

    Total EncMaximum Enc Capacity

    locations covered enc aparmour typegroup damage range reloadweapon

    range reload

    range reload

    range reload

    qualities

    disengage

    move/

    attack

    charge

    runm leaprunning

    leapstanding

    !

    m#

    sb ! $m#sb)%2

    yards per minute yards per minute

    miles per hour miles per hour

    hampered movement standard movement

    !

    m&

    2 !

    m&

    4 !

    m&

    6

    ! s& 10

    basic action typeAim HalfCast VariesCharge FullDisengage Full

    Move HalfReady HalfReload VariesStand/Mount HalfStandard Attack HalfSwift Attack FullUse a Skill Varies

    advanced action typeAll Out Attack FullDefensive Stance FullDelay HalfFeint Half

    Guarded Attack FullJump/Leap FullManoeuvre HalfParrying Stance HalfRun Full

    flyingmarmoured

    group damageweapon

    group damageweapon

    group damageweapon

    group damageweapon

    group damageweapon

    group damageweapon

    range reload

    range reload

    range reload

    qualities

    qualities

    qualities

    qualities

    qualities

    qualities

    head

    body

    01-15

    56-80

    right leg

    81-90 91-00

    left leg

    right arm

    16-35 36-55

    left arm

    gold crowns (gc) silver shillings (s)

    brass pennies (p)

    other treasure

    TRAPPINGS

    ARMOURWEAPONS

    MOVEMENT

    MONEY & TREASURE ACTION SUMMARY

    ARMOUR POINTS

    DODGE BLOW

    WOUNDS

    COMBAT

    SCORES

    Dagger

    Ordinary clothes

    Ordinary SB-3 - -Dagger

    4 8 12 18 6 3

    13

    35 29 35

    10

    2 2 2

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    +% I !"# F2&*&7*# 58 /727B3

    M#7%2&2GS >23#%)*723 *"# )'79S O>BB 7 )'79 &8 O5))&HB#

    As a child with no family on the streets of Altdorf, survival is based on the gang of street urchins who teach

    the ways of the street. Speed to move through the crowds the crowds. Dexterity to change direction and loose

    your pursuers. Smarts to know which belt pouch to cut.

    One day you are no longer a small child. The city watch can follow you in the streets. The victims notice you

    and the places to escape to become to small. Words said to deflect on what you are doing either confused or

    placated them. You learned that words can be used to trick people into handing over their coins. Yes, this is a

    better way, no running, well most of the time. They also say prayers to Ranald (god of chance and luck)

    something each street urchin learns as soon as they can speak.

    Asking questions leads you to a hidden priest, who makes you an initiate. This means further learning the

    ways of the confidence trick and the ways of your god. Ranald shrines are hidden away in back alleys and

    gambling dens. He is depicted by crossed fingers or an X. Taking by murder or excessive violence is not the

    way of Ranald. A follower should rely on their wits and cunning, so that in an ideal trick the mark isn't even

    aware they have been duped.

    The 'Middlehiem Gang' came a month away, sucking in the local con-artist's into their web. Teaching them

    new tricks, paying them off to pull in victims, so they wouldn't do the close. It was very clever, get them

    addicted to easy money by brining in the prospective marks with new tricks, so they never learn the full

    method. By the time you approached a senior member many young hungry bucks were vying for the chance

    as well. So you started conning them instead, until the city watch and others began chasing them down.

    Moreover your teacher had no time for this shell game, warning you, 'don't be the servant, be the master'.

    Now the con is almost over and the streets are largely empty of the better players. By signing up as a thug for

    one of the marks you can learn about that scam from the inside.

    !"# 73D#%*&)#9#2* *5 "&%# *">G)

    FS B 9#))7G# 8%59 0%&2'# 58 ,%7H= 58 H5>2*=8>B5O#%*>2&*=U M>'(= =5> 79 "&%&2G *5 '5BB#'* 52 952) %#)*&2GUUUU F 9#72S 2#D#% 9&23S &) A7B( &2 *"# O7%(]5HU

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    Name:Race:Career Path:

    Gender:

    Height:

    Age:

    Weight:Eyes: Hair:

    Date of Birth: Birthplace:Nationality: Religion:

    Distinguishing Marks:

    Starting

    Advance

    Current

    Main WS BS S T Ag Int WP Fel

    Starting

    Advance

    Current

    Secondary A W SB TB M Mag IP FP

    (Int)total char +10% +20% talents char

    Animal Care

    CharmCommandConcealmentConsume AlcoholDisguiseDriveEvaluateGambleGossipHaggleIntimidate

    Outdoor SurvivalPerceptionRideRowScale Sheer SurfaceSearchSilent MoveSwim

    (Fel)(Fel)(Ag)(T)(Fel)(S)

    (Int)(Int)(Fel)(Fel)(S)

    (Int)(Int)(Ag)(S)(S)

    (Int)(Ag)(S)

    basic skillstakenassoc

    total char +10% +20% charadvanced skillstakenassoc

    weaponskill ballisticskill strength toughness agility intelligence willpower fellowship

    attacks wounds strengthbonus toughness

    bonus movement magic insanity

    points fatepoints

    talent description

    1 0 0

    related

    talentsrelated

    Experience:

    (Fel)Animal Training

    BlatherChanellingCharm AnimalDodge BlowFollow TrailHealHypnotismLip ReadingMagical SenseNavigationPick Lock

    Prepare PoisonRead/WriteSailSet TrapShadowingSleight of HandTortureVentriloquism

    (Fel)(WP)(Fel)(Ag)(Int)(Int)

    (WP)(Int)

    (WP)(Int)(Ag)

    (Int)(Int)(Ag)(Ag)(Ag)(Ag)(Fel)(Fel)

    CHARACTER

    PERSONAL DETAILS

    CHARACTER PROFILE

    SKILLS

    TALENTS

    Diefried

    Human

    Initiate of Ranald (Trickster god)

    2503 Altdorf

    30

    5

    4824

    43

    15

    24

    16

    21

    43

    21

    48

    24

    16

    21

    32

    35

    5

    30

    55

    33

    3543

    28

    10

    30

    3233

    33

    Male

    38

    10

    48

    43

    16

    15

    16

    21

    Empire

    43

    Ranald

    5' 5" 165 lbs

    Light BrownCopper

    Missing digit

    43

    18

    16

    30

    11 3 3 34

    2

    Streetwise

    1

    43

    13 3 0

    Luck

    0

    Ambidextrous

    Savvy +5 to Int

    +1 fate point per day

    43 4

    48

    The off hand penalty doesn't apply to you

    43

    +10 to Charm and Gossip in underworld

    Language -Reikspiel 43

    Performer - Actor 48

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    WS BS Ag

    SB TB FP

    Item Location Enc Item Location Enc Item Location Enc

    Total EncMaximum Enc Capacity

    locations covered enc aparmour typegroup damage range reloadweapon

    range reload

    range reload

    range reload

    qualities

    disengage

    move/

    attack

    charge

    runm leaprunning

    leapstanding

    !

    m#

    sb ! $m#sb)%2

    yards per minute yards per minute

    miles per hour miles per hour

    hampered movement standard movement

    !

    m&

    2 !

    m&

    4 !

    m&

    6

    ! s& 10

    basic action typeAim HalfCast VariesCharge FullDisengage Full

    Move HalfReady HalfReload VariesStand/Mount Half

    advanced action typeAll Out Attack FullDefensive Stance FullDelay HalfFeint Half

    Guarded Attack FullJump/Leap FullManoeuvre HalfParrying Stance Half

    flyingmarmoured

    group damageweapon

    group damageweapon

    group damageweapon

    group damageweapon

    group damageweapon

    group damageweapon

    range reload

    range reload

    range reload

    qualities

    qualities

    qualities

    qualities

    qualities

    qualities

    head

    body

    01-15

    56-80

    right leg

    81-90 91-00

    left leg

    right arm

    16-35 36-55

    left arm

    gold crowns (gc) silver shillings (s)

    brass pennies (p)

    other treasure

    TRAPPINGS

    ARMOURWEAPONS

    MOVEMENT

    MONEY & TREASURE ACTION SUMMARY

    ARMOUR POINTS

    DODGE BLOW

    WOUNDS

    COMBAT

    SCORES

    Dagger

    Good clothes

    Ordinary SB-3

    Stiletto

    - -Dagger

    Ordinary SB -3

    4 8 12 18 6 3

    13

    35 33 43

    10

    3 3 4