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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.

<7'(G%5>23Borta Zgltngzy moved to Altdorf and declared himself an Emissary from the 'Legendary Lost Kingdom of

STRIGOS', believing himself to be in the capital of the Empire. This uneducated fool was then invited to a

party to be laughed at. There he was used as a proxy for a secret trade deal. This perfect dupe who believes

anything he is told, was then given a bank account, invited to more parties as a cover for further deals.

A new con-artist ring, the 'Middlehiem gang' have targeted the nobility. After making contact with local

rouges, they set up a pyramid scheme where potential victims were found. Then sold up to the level above

for the big pay-off. The mastermind is Lord Hrothgar the fifth son of a prominent Altdorf family, who

wishes to make his own fortune by taxing his own kind. He left on a tour and sneaked back into Altdof with

his new gang. Their success has brought the attention of the watch, private investigators and crime bosses.

Now the 'Middleheim gang' have but one day to pull off their last con; lay a false trail and make good their

escape.

Borta believes a prince of Araby, who recently arrived in the city, is due to make a huge sum from a trade

deal. Due to the difficulty in setting up a bank account, Borta has given his details for the transfer. As a

reward 300 gold pieces will be left in his account. He then advertised for some thugs to watch over him as he

celebrates.

6'#2# <%#7(35A2!  Inn, 'The study room' - Meet up, given message by crime lord, meet Borta

! Street, Bank - Borta tells PC's about clerical error, Prince maybe at the 'Drowned Rat' tavern

! Tavern, 'Drowned rat' - Get info about the con artists, attacked by opportunistic thugs

! Street, Market - Set up sting/ counter con or find child and catch a watcher

! Office, Front business – Clerk escapes, find passage way, leads under the road to warehouse

! Warehouse - Locked in. Gems in furniture. Djinn from lamp. Gunpower explosion. Guards outside.

! River - Chase down the escaping barge and uncover the true culprits, with the watchmen in pursuit.

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+59&2&'>) -&**B#H>%G I JB3 K5HB# L Senile, but fully convinced of the soundness of his own mindM>35 I N79HB#% L Compulsive, gambling in dens with his only pennies, while dodging creditors

 !5H&7) M79O#%*>) I P#%'"72*) 652 L Revenge, Borta has ruined his sisters life, now he must die

Q&B3#29>23 -5#BB#% I <72( 6'%&H# L Screwed, fake Borta withdrew money, must find/pay it back

+&#8%&#3 I /5>G# L Learning, understand the scam, pull a scam if possible

0B7=#% K5*#)Every scene has a private note for each character which describes their impression or reaction to a place,

person or situation. Also write or whisper the answer to perception checks to add to the tension.

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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.<5%*7 )7=),RJ>*S 5>* =5> 85>B'%#7*>%#S TG""""S ,""""S 4%%%%"""S 0B5O =5> '59# 5>*U <# G52#S 723 =5> H#&2G )*7= G52#U V#) F '>%)#

=5> 85>B H#7)*RU The 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

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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 children’s 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 façade 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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-"#%# *"# H&G 723 )97BB A7B( )&3# H= )&3#U F '72 O%#*#23 FR9 25* &2 H&G *%5>HB# "#%#U

- - - - - - - - - - - - – - - - - - - - – - – - – – - - – - - - - – - - - - - - - - - - - - - - - – - - - - - - - - - - - - - - - - - - - - - - - – - - - - - -

 !"# J88&'# I !"# JB3 K5HB#

-"7* 7 3&2G= OB7'#S 9>)* H# )59# &BB&'&* *%#7)>%# >23#% *"# 3#)()

- - - - - - - - - - - - – - - - - - - - – - – - – – - - – - - - - – - - - - - - - - - - - - - - - – - - - - - - - - - - - - - - - - - - - - - - - – - - - - - -

 !"# J88&'# I !"# N79HB#%

Q5A '72 *"&) H# 7 *%73# "5>)#S *"#%# &) ]>)* O7O#%S 25* 952#= &2 )&G"*U

- - - - - - - - - - - - – - - - - - - - – - – - – – - - – - - - - – - - - - - - - - - - - - - - - – - - - - - - - - - - - - - - - - - - - - - - - – - - - - - -

 !"# J88&'# I F2&*&7*# 58 /727B3

V5> "7D# 2#D#% '52)&3#%#3 A"7* G5#) 52 &2 *"#)# OB7'#)S 25A &) 7 G553 *&9# *5 8&23 5>*

- - - - - - - - - - - - – - - - - - - - – - – - – – - - – - - - - – - - - - - - - - - - - - - - - – - - - - - - - - - - - - - - - - - - - - - - - – - - - - - -

 !"# J88&'# I !"# P#%'"72*) 652

V5>% 879&B= "7) 95%# O%&3# *"#2 *5 B#* 72 588&'# H#'59# )5 2#GB#'*#3

- - - - - - - - - - - - – - - - - - - - – - – - – – - - – - - - - – - - - - - - - - - - - - - - - – - - - - - - - - - - - - - - - - - - - - - - - – - - - - - -

 !"# J88&'# I !"# <72( 6'%&H#

F A523#% '5>B3 F '"72G# 9= 279# 723 8&23 A5%( &2 72 588&'# B&(# *"&)

- - - - - - - - - - - - – - - - - - - - – - – - – – - - – - - - - – - - - - - - - - - - - - - - - – - - - - - - - - - - - - - - - - - - - - - - - – - - - - - -

 !"# -7%#"5>)# I !"# JB3 K5HB#

M55(\ , '52)&G29#2* 58 8>%2&*>%# 8%59 M>)*7%&7S &* 9>)* H# 9= H%5*"#%)U ^>&'(\ A"#%# 7%# *"# G#9)

- - - - - - - - - - - - – - - - - - - - – - – - – – - - – - - - - – - - - - - - - - - - - - - - - – - - - - - - - - - - - - - - - - - - - - - - - – - - - - - -

 !"# -7%#"5>)# I !"# P#%'"72*) 652

<7%%#B) 58 8&)"S 7B# 723 A&2#S A553 85% '52)*%>'*&52S H%&'()S 95%*7% O5A3#%S #*'S *5G#*"#% *"&) 7 )97BB85%*>2# 58 G553)

- - - - - - - - - - - - – - - - - - - - – - – - – – - - – - - - - – - - - - - - - - - - - - - - - – - - - - - - - - - - - - - - - - - - - - - - - – - - - - - -

 !"# -7%#"5>)# I !"# <72( 6'%&H#

F%%#G>B7% )"7O#3 &*#9) >23#% *"# )"##*)S B&(# 7 '5BB#'*&52 58 %72359 G553)U

- - - - - - - - - - - - – - - - - - - - – - – - – – - - – - - - - – - - - - - - - - - - - - - - - – - - - - - - - - - - - - - - - - - - - - - - - – - - - - - -

 !"# -7%#"5>)# I F2&*&7*# 58 /727B3

 !"&) &) *"# *=O# 58 OB7'# =5> A5>B3 B5D# *5 #WOB5%# 7* =5>% B#&)>%#S 972= O5))&H&B&*&#)

- - - - - - - - - - - - – - - - - - - - – - – - – – - - – - - - - – - - - - - - - - - - - - - - - – - - - - - - - - - - - - - - - - - - - - - - - – - - - - - -

 !"# -7%#"5>)# I !"# N79HB#%

P7=H# *"#%# &) )59#*"&2G A5%*" *"&%*= G5B3 *5 O7= 9= 588 3#H*

- - - - - - - - - - - - – - - - - - - - – - – - – – - - – - - - - – - - - - - - - - - - - - - - - – - - - - - - - - - - - - - - - - - - - - - - - – - - - - - -

 

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K0@R)

<5%*7 _GB*2G?=S Q>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 #WI@7* <>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 <6 6 ! ,G F2* -0 .#B

ab ac ab c1 c1 d; d; ce

, - 6< !< P P7G F0 .0

; ;d a c c : d 1

 !%7OO&2G)` Robes,Writing Kit, Etcher’s

Pad, 1d10 Turnips, Sack, No Sense of Shame

-6 <6 6 ! ,G F2* -0 .#B

aa 1f ca a; a1 1d af a:

, - 6< !< P P7G F0 .0

; ;1 c a c : : :

 !%7OO&2G)` Leather Armour, Hooded Cloak

-6 <6 6 ! ,G F2* -0 .#B

c; cc af cd d1 dd ce dg

, - 6< !< P P7G F0 .0; ;f a a c : : :

-6 <6 6 ! ,G F2* -0 .#B

f: dc ce ab cd dc cg df

, - 6< !< P P7G F0 .01 ;c 1 a c : : :

 !%7OO&2G)` Uniform, Mail shirt

(with special thanks to Steve Darlington)

 !%7OO&2G)` Anti-toxin kit, Best Clothes, Lockpick

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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 <6 6 ! ,G F2* -0 .#B

1d 1d 1b ag a; 1e ag aa

, - 6< !< P P7G F0 .0

; ;; 1 a c : : :

 !%7OO&2G)` Rags

-6 <6 6 ! ,G F2* -0 .#B

1g 1c 1g 1f a; ab a: 1d

, - 6< !< P P7G F0 .0

; ;: 1 1 c : : :

 !%7OO&2G)` Rags

-6 <6 6 ! ,G F2* -0 .#B

ae aa a: aa a: a; aa a;

, - 6< !< P P7G F0 .0

; ;; a a c : : :

 !%7OO&2G)` Good quality clothing

-6 <6 6 ! ,G F2* -0 .#B

ca a; d: ce 1e 1g ce c:

, - 6< !< P P7G F0 .0

1 ;g d c c : : :

 !%7OO&2G)` Good Clothing

 !%7OO&2G)` Uniform

-6 <6 6 ! ,G F2* -0 .#B

c: ae ae 11 ad cc ac af

, - 6< !< P P7G F0 .0

; ;1 a 1 c : : :

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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

 Charm Command Concealment Consume Alcohol Disguise Drive Evaluate Gamble Gossip HaggleIntimidate

 Outdoor SurvivalPerception Ride RowScale 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   insanitypoints

  fatepoints

talent description

1 0 0

— — — —

related

talentsrelated

 Experience:

 (Fel) Animal Training

 Blather Chanelling Charm Animal Dodge Blow Follow Trail Heal Hypnotism Lip ReadingMagical Sense NavigationPick Lock

Prepare Poison Read/WriteSailSet TrapShadowingSleight of Hand Torture Ventriloquism

 (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

Copper Light 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  type

 Aim Half Cast Varies Charge Full Disengage Full

Move Half Ready Half Reload VariesStand/Mount HalfStandard Attack HalfSwift Attack Full Use a Skill Varies

advanced action  type

 All Out Attack Full Defensive Stance Full Delay Half Feint Half

 Guarded Attack Full Jump/Leap FullManoeuvre HalfParrying Stance Half Run Full

flyingm

armoured

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

     C     O     M     B     A     T

     S     C     O     R     E     S

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 <5%*7 _GB*2G?= &) 87955) 723 %#)O#'*#3 #9&))7%= 8%59 M#G#237%= M5)* X&2G359 58 6!/FNJ6U +>%&2G&2D#)*&7G*&52) &2 =5>%) H&G 49O&%#)S F %#'&D# A523#%8>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

 Charm Command Concealment Consume Alcohol Disguise Drive Evaluate Gamble Gossip HaggleIntimidate

 Outdoor SurvivalPerception Ride RowScale 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   insanitypoints

  fatepoints

talent description

1 0 0

— — — —

related

talentsrelated

 Experience:

 (Fel) Animal Training

 Blather Chanelling Charm Animal Dodge Blow Follow Trail Heal Hypnotism Lip ReadingMagical Sense NavigationPick Lock

Prepare Poison Read/WriteSailSet TrapShadowingSleight of Hand Torture Ventriloquism

 (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  type

 Aim Half Cast Varies Charge Full Disengage Full

Move Half Ready Half Reload VariesStand/Mount HalfStandard Attack HalfSwift Attack Full Use a Skill Varies

advanced action  type

 All Out Attack Full Defensive Stance Full Delay Half Feint Half

 Guarded Attack Full Jump/Leap FullManoeuvre HalfParrying Stance Half Run Full

flyingm

armoured

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

     C     O     M     B     A     T

     S     C     O     R     E     S

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 <5%*7 "7) %>&2#3 =5>% )&)*#%) B&8#S 25A "# 9>)* 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 <5%*7 _GB*2G?= &) 87955) 723 %#)O#'*#3 #9&))7%= 8%59 M#G#237%= M5)* X&2G359 58 6!/FNJ6U +>%&2G&2D#)*&7G*&52) &2 =5>%) H&G 49O&%#)S F %#'&D# A523#%8>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

 Charm Command Concealment Consume Alcohol Disguise Drive Evaluate Gamble Gossip HaggleIntimidate

 Outdoor SurvivalPerception Ride RowScale 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   insanitypoints

  fatepoints

talent description

1 0 0

— — — —

related

talentsrelated

 Experience:

 (Fel) Animal Training

 Blather Chanelling Charm Animal Dodge Blow Follow Trail Heal Hypnotism Lip ReadingMagical Sense NavigationPick Lock

Prepare Poison Read/WriteSailSet TrapShadowingSleight of Hand Torture Ventriloquism

 (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  type

 Aim Half Cast Varies Charge Full Disengage Full

Move Half Ready Half Reload VariesStand/Mount HalfStandard Attack HalfSwift Attack Full Use a Skill Varies

advanced action  type

 All Out Attack Full Defensive Stance Full Delay Half Feint Half

 Guarded Attack Full Jump/Leap FullManoeuvre HalfParrying Stance Half Run Full

flyingm

armoured

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

     C     O     M     B     A     T

     S     C     O     R     E     S

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 !"# <72( 6'%&H#

6'%#A#3S G7D# 952#= *5 72 &9O5)*#%S 9>)* 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 everyone’s 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 <5%*7 _GB*2G?= &) 87955) 723 %#)O#'*#3 #9&))7%= 8%59 M#G#237%= M5)* X&2G359 58 6!/FNJ6U +>%&2G&2D#)*&7G*&52) &2 =5>%) H&G 49O&%#)S F %#'&D# A523#%8>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

 Charm Command Concealment Consume Alcohol Disguise Drive Evaluate Gamble Gossip HaggleIntimidate

 Outdoor SurvivalPerception Ride RowScale 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   insanitypoints

  fatepoints

talent description

1 0 0

— — — —

related

talentsrelated

 Experience:

 (Fel) Animal Training

 Blather Chanelling Charm Animal Dodge Blow Follow Trail Heal Hypnotism Lip ReadingMagical Sense NavigationPick Lock

Prepare Poison Read/WriteSailSet TrapShadowingSleight of Hand Torture Ventriloquism

 (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  type

 Aim Half Cast Varies Charge Full Disengage Full

Move Half Ready Half Reload VariesStand/Mount HalfStandard Attack HalfSwift Attack Full Use a Skill Varies

advanced action  type

 All Out Attack Full Defensive Stance Full Delay Half Feint Half

 Guarded Attack Full Jump/Leap FullManoeuvre HalfParrying Stance Half Run Full

flyingm

armoured

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

     C     O     M     B     A     T

     S     C     O     R     E     S

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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+&#8%&#3 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 <5%*7 _GB*2G?= &) 87955) 723 %#)O#'*#3 #9&))7%= 8%59 M#G#237%= M5)* X&2G359 58 6!/FNJ6U +>%&2G&2D#)*&7G*&52) &2 =5>%) H&G 49O&%#)S F %#'&D# A523#%8>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

 Charm Command Concealment Consume Alcohol Disguise Drive Evaluate Gamble Gossip HaggleIntimidate

 Outdoor SurvivalPerception Ride RowScale 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   insanitypoints

  fatepoints

talent description

1 0 0

— — — —

related

talentsrelated

 Experience:

 (Fel) Animal Training

 Blather Chanelling Charm Animal Dodge Blow Follow Trail Heal Hypnotism Lip ReadingMagical Sense NavigationPick Lock

Prepare Poison Read/WriteSailSet TrapShadowingSleight of Hand Torture Ventriloquism

 (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  type

 Aim Half Cast Varies Charge Full Disengage Full

Move Half Ready Half Reload VariesStand/Mount Half

advanced action  type

 All Out Attack Full Defensive Stance Full Delay Half Feint Half

 Guarded Attack Full Jump/Leap FullManoeuvre HalfParrying Stance Half

flyingm

armoured

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

     C     O     M     B     A     T

     S     C     O     R     E     S

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