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'.
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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.
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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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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
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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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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
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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