9.10.2011

Interesting Article on Character Background


GET A LIFE! 
By John Keane


"So lad, tell us your story" urged the old and seasoned adventurer.
"Well sire, I grew up on my father's farm. My poor mother had sacrificed her life to bring me into the world. My father never really forgave me for that, not even on his deathbed. He died at the hands of a roving band of Beastmen. If only I hadn’t been hunting that day, maybe I could’ve..."
"Could’ve what, been killed as well? You were lucky lad, the gods were on your side. Never turn you nose up at good luck" explained Janus.
"So, I left what remained of the smouldering farm and set out to find my fortune, with nothing but a sword and a small sack of food. Three years ago that was. I’ve grown up a lot since then, I’ve had to. No family, no friends, no strings attached. So what do you say?"
The motley band of adventurers nodded in agreement, one by one. "You’re in lad, welcome to the Party!"

Someone once said that life is what happens when you’re busy making other plans.
This is a concept I believe is often lost in the creation of Player Characters. It’s so much easier to say "My whole family died in a Beastman raid!" than to have a living and thriving family somewhere just waiting to cause you grief. There is danger that PCs can be very much one­dimensional. This applies to most areas of a character, from friends and family, to enemies, and even morals. This is not to say that we, as potential PCs, don’t give any thought to these areas. Sometimes it is so much easier to ignore or gloss over them; especially when you generate a character to quickly slot into an ongoing campaign. A little time spent in fleshing out a character can go along way towards making them more interesting, and more importantly, fun to play. Of course you can build the details of your character as you campaign but it is good to have a solid base to work from. The following ideas are intended to help you on the way towards creating a more fully rounded character.



Family
A prime and often under used resource is the family. If your entire family is dead you can go through life with no worries, hell! you might as well just stay and work the farm if that’s what you want. Role­playing a farmer, whose biggest hurdle in life is whether Bessie the cow produces milk, does not make for enjoyable gaming.
Many players believe that relatives can only be a hindrance, with the GM using them as a stranglehold over a player to make them do things they normally would not do. Well, they’re right! Helping to carry out the evil machinations of a necromancer, in order to save your family, can prove a great source of role­playing and can help to blur the ever­ changing definitions of right and wrong. A family will allow the GM to have something to use against you, but the consequences of having a family should not always negative. When necromantic antics abound, imagine how useful it is to have uncle Leopold as a prominent cleric of Morr, or having cousin Helmut the Physician nearby when you’re in need of surgery. How comforting it is to know that you always have somewhere to go 
where people will look after and care for you without the need to pay them.
What about a spouse? Most people marry young, especially in rural areas. This of course leads to another complication. Do you have children and if so how many? With little birth control available your family is likely to be large. A desirable option with such high infant mortality. Having dependants can put a completely new slant on your characters' priorities and goals. Why have you left your family behind? Do you still intend to support them and how will they survive whilst you're away? This may well lead to further complications down the line with your bitter children blaming you for their impoverished upbringing.


You don’t need to spend hours creating a family tree or writing biographies for each of your relatives. A simple list of your immediate family will do. Name them all and note down each of their professions and where they live. Make a special note of any family members who might be of more use or importance than the average farmer, and include any other more distant relatives who may be useful or interesting. Remember of course, that although cousin Otto went to Carroburg to become an Artisans apprentice, it doesn’t mean he did!


The final thing to consider here, is that it doesn’t have to end with death. Why throw away a perfectly good family just because your PC has died. With the GM’s agreement you could play any one of the host of characters you have weaved into your late PC’s family. With a bit of thought and imagination the Old World will begin to seem that much more real.



Friends and enemies Before you start to role­play your new PC they will have lived real lives. Along the way they will have made friends and even enemies. It is unlikely that your character will have wandered through their formative years not talking or interacting with anyone. Again you could say that they had all died after you befriended them, but even in the dangerous world of Warhammer, this is unlikely (or even suspicious).


If you have created a friend or enemy, and the GM knows about it, they could turn up at the most opportune or inopportune time to help or hinder you in completing your task. This will be much more interesting than if the GM just informs you that you have one! You don’t have to be in constant communication with all those who have crossed your path. You may well have lost touch with them, but as long as they exist the GM and player will always have them available as an additional tool.
Note down how you became friends or enemies. This can be as little as "adventured together until Karl lost his right leg" or as long as you are inspired to write for. Try not to make it so long that the GM won’t read it! Also, make it clear whether it is a friend or an enemy. The above note about Karl could mean that Karl blames you for the loss of his leg! Most importantly on creating friends, family and enemies discuss them with your GM so that both of you are happy with them.



Geography
Where you grew up helps define your character more than just an accent or hair colour. The type of attitude you have to life is likely to be different if you come from a coastal village in Tilea, compared to an urban upbringing in Middenheim. Even people from different parts of the same country are going to be different. Using your career as a guide, think about where exactly you were raised.


Villages, towns and cities will nearly always have a rival community. This rivalry may be innocent and friendly but on the other hand it may be verging on warfare, especially if the Nobility are involved. Once you have moved away from your home this rivalry will not disappear. Whether you give a damn about your home may not make any difference. What if war breaks out whilst you’re away? Do you go and defend your home? The reasons for the rivalry may be anything from border disputes to cultural or religious differences. These disputes would inform your attitudes.


Goals
Everyone has aspirations, dreams and ambitions, and they’re not usually static. The more you achieve, experience, and see, the more your goals will change. After all, you became an adventurer for a reason. As a farmer leaving the family home looking for adventure your goal may be to one day return to the farm a rich man. But as you adventure your goals may change perhaps to dedicating your life to the will of your favoured Deity. Finally, the wholesale slaughter of your family and friends may send you off on a crusade for vengeance.


A character is unlikely to have only one goal (e.g. to get rich), unless it is all consuming, such as revenge. Marriage, children, wealth, power, happiness, self­fulfilment and a glorious death are all valid goals albeit a bit vague. Elaborate on some of these or create some more tangible goals. Aspiring to a position in life, i.e. Captain of the White Wolf, or towards an ideal such as a Rich Merchant will give you a more visual goalpost with which to measure your achievements.
Goals will affect the way you approach life and adventuring, as two characters with different goals in the same situation will probably act completely differently. In a fight against impossible odds a Troll­Slayer is likely to stay and fight, satisfying their goal of atonement with a glorious death. A Halfling with a strong sense of self preservation would probably turn tail and run, thanking Esmerelda for the raving mad Troll­slayer covering their retreat.


When choosing goals for your character you should bear in mind that their initial goals in life are likely to be less grand than those they have after three years of the adventuring high life (unless you begin life as a noble).
Additionally, it is important that you know why you have chosen the adventuring life. Are you aspiring to the giddy heights of nobility, have you become so bored with life at sea that you’d risk life and limb to relieve the boredom, have you become entangled in a web of intrigue and mystery which fuels your convictions of right and wrong, or are you atoning for some real or imagined misdeed or dishonour? The real enjoyment is deciding what motivates you. It is up to you to find your character's motivation and make them real. Try not to make it wholly monetary, after all, it is what you want to do with the money that is important.



Morals
Arguably the most important feature of your character is their morality. What one person allows within their moral strictures will be seen as immoral by another. If you intend to play a character consistently, especially if they are significantly different from you, it is essential to know what they will and will not do.


Possibly the most important of all the moral guidelines is that of personal safety. Although you may class this as a goal, it is important to realise that it will fundamentally affect your moral decisions. If you hold your personal safety as a high priority but are in a position where it will compromise a moral decision then you must be clear which will hold strongest. Included in this will be your character’s level of greed. Do you have an avaricious nature, or do you believe that money is the root of all evil? What are you prepared to do to satisfy this greed?


Would you commit what you consider an evil act to save yourself? Perhaps, throwing a baby to a hungry Jabberwock whilst you make a hasty retreat or murdering someone in cold blood? What about torturing a suspected cultist to discover the truth (or some twisted version of it)? And what do you consider to be a Good act? Sparing someone’s life by endangering your own, killing a mutant quickly to end their suffering(!), or agreeing to save a village from a mutant cow, that produces yellow milk, for legal rights to the ownership and servitude of its inhabitants and land? Many WFRP groups have disregarded alignment but there is a danger of all characters just becoming self­preservationist neutrals. Characters whose every decision is completely mercenary are in danger of becoming boring.


Depending on your religious persuasion you may believe that it a sin to take a life. Just because you follow Shallya or Ranald does not mean that you cannot be an adventurer. The use of Strike to Stun, and Disarm type combat options could help you attain a balance in both. On the other hand, you may agree with the philosophy of Lestat in Anne Rice’s Interview with a Vampire "God kills indiscriminately, and so shall we!." A disregard for the sanctity of life may be your way, but may also prove hazardous to your freedom, your sanity and your life. This type of personality trait points towards the worship of Khaine or Khorne, and is likely to gain their attention.


Even if you have disregarded alignment your actions can still be described in the terms of Good or Evil, and Law or Chaos. Your motivations may not be clear cut but the actions will generally be seen as such. Of course, even for those who choose to follow a certain Good or Lawful path, questions that impinge on these beliefs will constantly arise. Would you kill a baby if you believed it would become a Chaos Sorcerer? Your loyalty family, friends, countrymen, guild, fellow adventurers are all likely to have an impact on your actions. It is important to know what general order they come in. If an enemy threatens your family, to try and persuade you to betray your friends, which loyalty is stronger ­ family or comrades?


Remember, just because you are a Player Character does not mean you have to be good, pure and sickly sweet. The beauty of Warhammer is that people like that don’t exist, or at least they tend not to for very long. Playing a character with different moral guidelines than others in your party can cause inter­party conflict, but in my experience this only heightens the enjoyment! (Of course you must be careful not to ruin anyone else’s fun) If, for instance, you fully believe that you should not break (or bend) the law, then why would you do it. Breaking into a suspected villain’s house to find evidence of their guilt is going against your moral code. If you do so, you have ignored your moral make­up and you will need to reassess your morality. Perhaps you were just weak and easily influenced. Just the right type for certain illegal organisations!


Conclusion
Fleshing out your character with even a basic background and personality will make for a much more rounded and realistic persona. We as individuals are the sum of all our parts, so if you don’t know what your characters' parts are how can you be consistent. Much of what I have discussed should be noted down for your character so that it will not be forgotten. The most important list is probably your moral code. If you have no moral code you can do whatever you want, but it makes you no better than the beasts of the forest. Don’t forget that morals, ambitions and personality can and should change throughout your character's life.


Always remember that the most important aspect to role­playing is enjoyment. If you’re not going to enjoy playing a certain type of character, then don’t do it. You’ll just make life miserable for all involved. 

What's in a name?

Additional notes for naming (appendix to the Warpstone article):

Some names are simply variants of each other. These have been joined, with the most prominent one always first (example: Andreas/Anders). Some names have diminutives added which have come into use as full first names; these are printed in italics (example: Wilhelm (Willi)). Upwardly mobile Old Worlders (nobles, intellectuals, bureaucrats and artists) like to give their first name a classical tinge (example: Paul (Paulus)). Some names are more prominent in the north (Knut, Sven, Olaf), some in the south (Ignaz, Udo, Josef), but as long as adventures take place near to waterways where people from different provinces mix more often than in some godforsaken mining village in the Middle Mountains, you should always be on the safe side.


The names of Empire gods and godesses have not been included, because thou shalt not take the Lord’s name in vain. Presenting a coward by the name of Ulric could bring down the rigtheous wrath of that bigoted Ulrican priest in your party upon yourself. Better to use Ulrich for the poor sod. Now, Sigmar is completely out of the question. As are Myrmidia, Shallya and Ranald. Verena is possible, but who in his right mind would call his child Taal?

The list of surnames is based on the one in the original article. I have scraped those that simply aren’t names and have added a few here and there. The number of suggestions for each letter conforms more or lesse to how often you find names with that first letter. So it’s clear one doesn’t get too many names beginning with a C, but rather more beginning with a K. General rules for surnames are: If you have a suffix of ­burg, ­berg, ­stein, ­stock or ­ wald then a noble ‘von’ is alright. Names ending on ­er often denote a job like Reiter (rider) or Bauer (peasant), so they are mostly reserved for the grovelling masses. 


Historically, quite often individuals heaped a load of names upon themselves to make clear that they were something special. Nobility nowadays is marked by the well­known ‘von’. Max von Katzenstein is clearly a noble, so is Isolde von und zu Magen; literally, this would translate as ‘from and to’. Now, Heiner zu Hammerschmitt, Katharina von den (from the) Walden and Achim zum (to the) Bronzen aren’t! Odd, isn’t it?



If you want to make things even more complicated, then you could introduce regional differences in surnames. In Ostland you could have Prussian and Silesian names dominating. These go something like Wentzke, Holitzke and Schimbera, Magiera respectively. Also, names like Zitzewitz and Schleinitz would be alright for nobles from these areas. In the South you could have the Bavarian/Austrian variants: This includes everything ending on ­meyer and ­thaler for example. Like Sedlmeyer (or Sedlmayr) and Augenthaler.


Male Forenames
Adalbert/Adelbert, Adam, Adolf (Adolphus), Albert/Albrecht, Aldred, Alexander (Axel), Alfons, Alfred, Alois (Aloisius), Andreas/Anders, Anton (Antonius), Armin, Arnold, Art(h)ur, August (Augustus), Balthasar, Benedikt, Bernhard (Benno, Bernd), Berthold (Bartolomeus), Bertram, Bonifaz (Bonifatius), Clemens, Cyrillus, Daniel, David, Detlef (Dettel), Dieter/Diet(e)rich, Dirk, Eberhard, Edgar, Edler, Edmund, Eduard (Ede), Egolf, Egon, Eitel, Elmar/Elmer, Emil (Emilius), Erhard, Erich/Erik, Ernst, Erwin, Eugen, Fabian, Felix, Ferdinand (Ferdl), Florian, Frank, Franz (Francius), Friedrich (Frieder, Fritz), Gabriel, Georg, Gerhard (Gerd), Götz, Gregor, Gunter, Gustav (Gustavus), Harald, Heinrich/Heiner (Heinz), Herbert/Heribert, Herman(n) (Arminius), Hieronymus, Holger, Hubert, Hugo, Ignaz (Ignatius), Isidor, Jakob (Jacobus), Joachim/Achim/Jochen, Johann(es)/Hans/Hannes, Jonas, Jonathan, Jorg, Josef (Josephus, Sepp), Julius, Jurgen, Karl (Carolus), Kasimir, Kaster (Castor), Kaspar/Kasper (Caspar), Knut, Konrad/Conrad (Konz), Konstantin, Kurt, Laurenz/Lorenz (Laurentius), Leonhard (Leo), Ludwig/Lodew(e)ik, Luitpold, Lutz, Manfred, Marius, Markus, Martin, Mathias (Mattheus), Maximilian (Max), Melchior, Michael/Michel, Moritz, Nathan, Nikolaus/Niklas/Klaus, Norbert, Olaf, Oskar, Oswald, Otto, Paul (Paulus), Peter (Petrus), Philipp (Philippus), Pius, Raimund/Reimund, Rainer/Reiner, Richard, Robert (Bert), Roland, Rudiger/Rudger/Roger, Rudolf (Rolf/Rudi), Ruprecht (Rupert), Samuel, Siegfried, Silvester, Simon, Stefan/Stephan (Steffen), Sven, Thadeus, Theodor (Theo), Thomas, Timotheus, Titus, Tobias, Udo, Ulrich, Valentin, Veit, Viktor, Volkmar/Volker, Walter, Wendel, Werner, Wolfgang (Wolf), Wilhelm (Willi), Zacharias


Female Forenames Adelheid (Heide), Agathe/Agatha, Agnes, Alexandra (Alexa, Alix), Andrea, Angelika, Anna/Anne/Anneliese, Annette, Antonia, Augusta, Beata/Beate, Bert(h)a/Bert(h)e, Brigitte (Gitte, Britta), Cacilie, Camilla, Carola/Karola, Charlotte (Lotte), Claudia, Clementine, Cordula, Cornelia/Kornelia, Daniela, Dora, Doris, Dorothea, Edda, Edith, Eleonore, Elisabeth (Elsbeth, Elsa, Lisbeth), Elke, Ellen, Else, Elvira, Emilie/Emilia, Erika, Esther, Eugenie, Eva, Felicitas, Franka, Franza, Franziska (Franzi), Frieda, Friederike, Gabriele, Gerda, Gertraud/Gertraut, Gertrud(e), Gisela, Gloria, Hanna/Hannelore, Hedwig, Helene/Helena, Helga, Helma, Henriette, Hildegard (Hilde), Ida, Ilse, Ina, Ingrid, Isabella, Isadora, Isolde, Johanna, Josephine, Judith/Jutta, Juliane/Julia, Karin, Karla, Karoline, Katharina (Kathe, Kathrin), Leonore, Liliane, Lore, Luise, Luzia, Magda, Magdalene (Lene, Lena), Margarete /Margareta (Grete(l)), Margit, Margot, Marie, Marianne, Marion, Marlene, Martha/Marthe, Mathilde, Michaela, Monika, Nadja, Ottilie, Paula, Petra, Rebekka, Regina/Regine, Renate/Renata, Rikarda, Rosa, Ruth, Sabine, Sibylle, Silvia, Sophie, Stefanie/Stephanie, Susanne/Susanna, Therese, Ulrike, Ursula (Ursel), Valentina, Verena (Vera), Veronika, Viktoria, Wilhelmine, Winifred


Surnames
Abel, Abend, Abendrot, Achenbach, Ackermann, Adler, Albers, Allendorf, Alsheimer, Alt, Arndt, Aschendorf, Baer, Baumann, Berger, Biedenkopf, Blacher, Blech, Blum, Bockenheim, Bohm, Bohne, Bohnen, Boll, Bormann, Bornheim, Brandauer, Brahms, Bratsch, Braun, Bremer, Bruck, Brunkhorst, Brustellin, Buchwald, Carow, Castel, Clausewitz, Clemm, Cloos, Delschaft, Dickopf, Dietrich, Diffring, Dissel, Dornbusch, Dreckspatz, Dabisch, Damm, Datz, Daube, Denker, Diestelmeyer, Dippel, Dirnbach, Dollinger, Donner, Dreyer, Dusterberg, Eberlein, Ebert, Eckstein, Edel, Eibl, Eifer, Eiferer, Eigenbrot, Eckmann, Emmel, Engels, Ensslin, Erbach, Eschenheim, Fabel, Faller, Fassbinder, Fassnacht, Feder, Feiler, Feldmann, Feuerbach, Feyerabend, Fischer, Fleischer, Frei, Freihof, Fritsch, Fuchs, Ganz, Gehweiler, Geissler, Gickel, Glaubrecht, Goetz, Goldstein, Gottschalk, Grau, Grasser, Griem, Grobschnitt, Gronemeyer, Gschwendtner, Guhne, Gunzberg, Gutmann Haak, Hack, Harnisch, Hartwig, Hasen, Hasener, Hassel, Heinemann, Helfrich, Hermann, Hinfallig, Hintz, Hockschwarzer, Hofbauer, Hoffmann, Hoger, Holzkrug, Holt, Horn Jaeger, Jackel, Junghans, Kahl, Kannicher; Kant, Kappelmuller, Karge, Kaufmann, Keller, Keush, Keilgeld, Kier, Klammer, Kleist, Kluge, Knopp, Kochel, Kohl, Konigswald, Kopp, Korff, Korte, Kortner, Krauss, Kreuzer, Kroetz, Kronenhof, Kruck, Krug, Kruger, Kummer, Ladengast, Lang, Langenburg, Laubrich, Lauschenberg, Leinweber, Leipnitz, Lenz, Lesch, Liebenfels, Lochner, Lommel, Lupenrein, Mack, Macken, Magen, Maiwald, Mankau, Manzel, Marx, Mattes, Meier, Mellinger, Messner, Moseke, Moosburg, Moser, Muller, Murnau, Nagel, Nass, Neubauer, Nieden, Noll, Nutzniesser, Oberlander, Offen, Olbricht, Oldenhaller, Ostenwald, Otterbach, Pabst, Pallenberg, Panke, Patzer, Peilstock, Pfeffer, Plotz, Pommer, Praunheim, Raab, Rabeneck, Radmacher, Reich, Reitsmann, Reitz, Reusse, Rommel, Rotlander, Rudiger, Rupp, Sagebrecht, Sander, Sauber, Schaden, Schaake, Schauble, Schenk, Scheydt, Schnell, Schondorff, Schubert, Schmidt, Schwanenheim, Semmelrogge, Sierck, Silber, Sinkel, Speilhalter, Steinhoff, Stratz, Stumpfnase
Tauber, Tetzel, Tiele, Tietmeyer, Tischer, Trapp, Treuer, Trommler, Ullmann, Uebele, Ulbricht, Unverzagt, Unzeit, Veigl, Vieweg, Viertel, Vockenburg, Vogel, Vogler, Wagner, Weinrich, Weizsacker, Wennemann, Wegener, Weyrauch, Wiene, Winkler, Winterstein, Witzenberg, Wolkenstein, Zech, Zierenberg, Zimmermann, Zischer, Zopf, Zweifel 

9.07.2011

Triviatum per Diem

Bretonnian Silver:  Copper. Used by Imperials (and in some cases, Wastelanders), it is an obvious criticism of the amount of silver used in a Bretonnian silver coin.

9.02.2011

Melee Revision 1.02

A couple of easy adds, and stuff that has been in-use for years, but again, documented  here as official:

1.01
Hand Weapons – What makes them different?


Swords:
+20 to parry
Axes:
Negate 1 point of armor
Maces/Clubs:
+20 when "Striking-to-Stun;" additionally, 20% chance of stunning, in any case, on an accidental (i.e.: undeclared) head-shot (-20% if target is wearing a helmet, -10% if wearing a coif (-30% for both), and -10% for a leather coif).

Why parry with a shield if a sword confers the same bonus?
When a blow is parried with a shield, 2d6 are rolled for amount parried, rather than 1d6, in the case of a sword. Additionally, handedness isn't taken into account when parrying with a shield, unless the user is ambidextrous, in which case, the bonus is conferred, i.e., +20 to parry with the offhand, +40 if the character is ambidextrous.

Dodge Blow is broken; there's no point in playing if I can't have the skill.
Everyone can dodge blow at their I score, minus 20.  If you have the actual skill, then you dodge at your I score.

What bonus does a shield confer against missile fire?
If the target is unaware, or simply not cognizant of the fire, there is a 20% chance that the missile will strike the shield.  Depending on what the target is willing to compromise, this can be adjusted up to 80%.


Shields (Unrimmed):
In the core book, it is mentioned that they "last one adventure." While this is true, they also only last until a critical hit is scored, in which case they are destroyed.
Shields (Rimmed/Metal): 
Have an indefinite lifetime, but can withstand two critical hits before destroyed. They may, however, be repaired.

Leather Armor:
As per the rule book, but is destroyed upon a critical hit. If a shield is used, that absorbs the critical hit destruction.
Mail/Plate:
Can withstand two critical hits before being destroyed.  Again, the shield is always the first defense against critical destruction.

Herbs of the Old World

Since this has come up before (Martin in "Into the Fray," and Oskar in "Happy Days in Marienburg,") presented herein is a (semi-) exhaustive list


The purpose of this appendix is to provide information on the various plants that grow within the Empire and surrounding mountains from which herbal remedies and poisons can be extracted.  A number of the herbs described below were first described in either Shadows Over Bögenhafen (Hogshead version), pages 36-37, or Apocrypha Two: Charts of Darkness, pages 79-81.  The various toxins and deleriants have not been described in a similar fashion, other than Nightshade and Graveroot.

With respect to deleriants (WFRP1e, page 82), these poisons share one common effect.  After consuming one or more doses of this type of herb, a character suffers from mild hallucinations and must pass a WP test.  Failure means that the character picks up 1D6 Insanity Points.  Other effects are described with the appropriate entry below.

Toxins extracted from particular plants can be deadly to specific types of creatures as detailed below.  If these are used on other creatures, the victims will suffer stomach cramps and nausea, the severity of which depends upon the dosage ingested or the GM’s whim.  Plant toxins are usually added to food or drink, but they can be rendered into a resin to be used as blade venoms.


Caves

Madman's Cap
Availability: Very rare, Summer
Single Dosage Price: 4 GCs (in season) and 8 GCs (out of season)
Method of Application: Ingest
Preparation: 3 weeks
Time between Dosage: Not applicable
Skills: Prepare Poison
Tests: Int
Effects: After consuming one to three doses of this deliriant based on a mushroom that grows in the mouths of caves, a character must make a successful Poison test or become groggy and disoriented (drowsy) with all percentage characteristics reduced buy 10 for a number of hours equal to 1D8+4 minus the creature's T attribute (with an additional hour for each dose over the first).  If more than three doses are taken, then a Poison test must be passed or the character is rendered unconscious for a number of hours equal to 1D8+4 minus the character's T attribute, after which the character is drowsy for an additional 1D6 hours.


Forests: Coniferous


Alfunas

Availability: Scarce, Summer & Autumn
Single Dosage Price: 1 GC (in season) and 10 GCs (out of season)
Method of Application: Smear
Preparation: 2 weeks
Time between Dosages: 1 week
Skills: Heal Wounds
Tests: Int
Effects: Halves the healing time for breaks and dislocations.

Nightshade

Availability: Rare, Autumn
Single Dosage Price: 2 GCs (in season) and 8 GCs (out of season)
Method of Application: Ingest
Preparation: 4 weeks
Time between Dosage: Not applicable
Skills: Prepare Poison
Tests: None
Effects: After consuming one dose of this deleriant, a character must make a successful Poison test or be drowsy for a number of hours equal to 1D8+4 minus the character’s T attribute.  If more than one dose is taken, then a Poison test must be passed or the character dies.

Spiderleaf

Availability Common, Autumn
Single Dosage Price: 15/- (in season) and 5 GCs (out of season)
Method of Application: Smear (external)/ Brew (internal)
Preparation: 3 weeks
Time between Dosage: 1 week
Skills: Heal Wounds
Tests: Int and see below
Effects: Characters suffering the effects of critical wounds may be treated to stop further bleeding, both internally and externally.  If the character administering the does makes a successful Int test, all bleeding stops immediately.  If failed, the bleeding continues for another 1D4+1 rounds before stopping.

Zharroot

Availability: Scarce, Winter
Single Dosage Price: 3GCs (in season) and 14 GCs (out of season)
Method of Application: Smear, Ingest, Blade Venom
Preparation: 3 weeks
Time between Dosage: I week, unless used as a poison
Skills: Heal Wounds or Prepare Poison, depending on purpose
Tests: Int
Effects: If used on the extremities in cold weather, a poultice of Zharroot can either prevent frostbite or alleviate the effects of it, restoring 1D3 W of damage cause by the cold.  This herb is also the main ingredient in the poison Trollbane, which affects Ogre, Troll, Giants, and Treemen.  After ingesting or being infected with one dose of the poison, a Poison test must be passed or the creature is conscious, but groggy and disoriented (drowsy) with all percentage characteristics reduced buy 10 for a number of hours equal to 1D8+4 minus the creature’s T attribute.  If two or three doses are taken, then a Poison test must be passed or the creature is rendered unconscious a number of hours equal to 1D8+4 minus the character’s T attribute, after which the character is drowsy for an additional 1D6 hours.  Should four doses be taken then a Poison test must be passed or the creature dies.

Forests: Mixed

Gesundheit

Availability: Scarce, Winter & Spring
Single Dosage Price: 15/- (in season) and 3 GC (out of season)
Method of Application: Smear
Preparation: 2 weeks
Time between Dosage: 1 day
Skills: Cure Disease
Tests: Int
Effects: The preparation halts the effects of infection when applied to an infected wound (WFRP1e, page 82).  It restores all lost Dex points in 1D6 x 10 game turns, but does not restore any Wounds.

Juck

Availability: Scarce, Spring
Single Dosage Price: 1 GC (in season) and 13 GCs (out of season)
Method of Application: Smear
Preparation: 2 weeks
Time between Dosage: 1 day
Skills: Chemistry
Tests: Int
Effects: Used to restore sensation in cases of numbness caused by cold (including frostbite) or injury.  Causes the treated area to horribly itch within 1D6+4 minutes of application.  The affect lasts for 1D20+40 minutes, with the patient suffering a –20 modifier on all tests (halved on a successful WP test) from the distraction.

Mandrake

Availability: Rare, Summer
Single Dosage Price: 10 GCs (in season) and 30 GCs (out of season)
Method of Application: Brew, Ingest, Blade Venom
Preparation: 4 weeks
Time between Dosage: 1 week (unless used as Poison)
Skills: Manufacture Potion, Herb Lore, or Prepare Poison (depending upon usage)
Tests: Int
Effects: In small amounts, mandrake is an aphrodisiac and used in love potions.  An imbiber of the potion will view members of their preferred sex as if they have a +10 modifier to their respective Fel.  In slightly larger amounts, mandrake can be used to enhance the visions of those who have the Divination skill by adding a +10 modifier to their roll.  This herb is also the main ingredient in the poison Manbane, which affects Humans, Dwarfs, Halflings, and Gnomes.  After ingesting or being infected with one dose of the poison, a Poison test must be passed or the character is rendered unconscious for a number of hours equal to 1D8+4 minus the character’s T attribute, after which the character remains drowsy for an additional 1D6 hours.  Should two doses be taken then the characters must pass a Poison test or be paralysed for a number of hours equal to 1D8+4 minus the character’s T attribute, after which the character remains drowsy for an additional 1D6 hours.  If more than two doses are taken, then a Poison test must be passed or the character dies.

Salwort

Availability: Plentiful, Autumn & Winter
Single Dosage Price: 5/- (in season) and 1 GC (out of season)
Method of Application: Inhale
Preparation: 2 weeks
Time between Dosage: 12 hours
Skills: None
Tests: Patient’s T
Effects: When held under the nostrils of a stunned/concussed character, the patient must make a successful T test in order to regain consciousness in 1D4 rounds.

Spellwort

Availability: Very rare, Summer
Single Dosage Price: 10 GCs (in season) and 20 GCs (out of season)
Method of Application: Brew
Preparation: 4 weeks
Time between Dosage: 3 days
Skills: None
Tests: Int
Effects: A spellcaster imbibing the mixture of Spellwort add 1D4 to the level of difficulty for any spell cast; this lasts as long (in hours) as T characteristic of the affected.  Anyone else drinking the concoction gains a +10 modifier to al WP tests against spells and magical effects for the next 1D4 hours.

Tarrabeth

Availability: Average, Summer
Single Dosage Price: 10/- (in season) and 3 GCs (out of season)
Method of Application: Smear
Preparation: 3 weeks
Time between Dosage: 1 week
Skills: Heal Wounds
Tests: Int
Effects: When treated, heavily or severely wounded characters fall asleep for 24 hours, recovering 1 W if severely wounded or 1D3 W if heavily wounded upon waking.  The wounded character is thereafter treated as if lightly wounded (assuming the previously severely wounded character is not suffering from broken bones, etc. – the herb has no effect on this type of injury).

Trinkwort

Availability: Very rare, Autumn
Single Dosage Price: 1 GC (in season) and 3 GCs (out of season)
Method of Application: Ingest
Preparation: 1 week
Time between Dosage: 3 days
Skills: None
Tests: None
Effects: Neutralises the effects of alcohol.  A character eating one onion-like bulb suffers half the normal characteristics reductions as a result of alcohol.  The effects of this herb is cumulative with the Consume Alcohol skill.

Valerian

Availability: Common, Spring
Single Dosage Price: 5/- (in season) and 1 GC (out of season)
Method of Application: Brew
Preparation: 1 week
Time between Dosage: 1 day
Skills: Heal Wounds
Tests: Int
Effects: Restores 1 W point to lightly wounded characters.


Grasslands


Avermani Blueleaf

Availability: Scarce
Single Dosage Price: 2 GCs (in season) and 10 GCs (out of season)
Method of Application: Brew, Ingest, Blade Venom
Preparation: 3 weeks
Time between Dosage: 3 days to neutralise effects of deleriants, not applicable when used as a poison.
Skills: None or Prepare Poison (depending upon the applications)
Tests: Int
Effects: One dose of this herb steeped in hot water neutralises the effects of an equal dose of a drug, such as deleriants (addicts will need regular applications, one every three days).  This herb is also the main ingredient in the poison Beastbane, which affects most animals and monsters (including Beastmen and Skaven).  After ingesting or being infected with one dose of the poison, a Poison test must be passed or the creature becomes groggy and disoriented (drowsy) with all percentage characteristics reduced buy 10 for a number of hours equal to 1D8+4 minus the creature’s T attribute.  Should two doses be taken then the creature must pass a Poison test or be paralysed for a number of hours equal to 1D8+4 minus its T attribute, after which it remains drowsy for an additional 1D6 hours.  If more than three doses are taken, then a Poison test must be passed or the creature dies.

Earth Root

Availability: Average, Summer
Single Dosage Price: 1 GC (in season) and 10 GCs (out of season)
Method of Application: Ingest
Preparation: 3 weeks
Time between Dosage: 1 day
Skills: Cure Disease
Tests: Int
Effects: This herb is an effective treatment for Black Plague (WFRP1e, page 82).  For each day during the disease’s active period that a patient receives a dose, that character gains a +10 modifier on all tests to determine the effects of the Black Plague.  In addition, application of the herb at the start of the recovery period gives a modifier of +20 to both Risk tests.

Lady's Mantle

Availability: Common, Spring/Summer
Single Dosage Price: 5/- (in season) and 1 GC (out of season)
Method of Application: Brew
Preparation: 2 weeks
Time between Dosage: 1 day
Skills: None
Tests: Int
Effects: In a brew, the leaves of this herb restore 1 W as well as settle upset stomachs..

Oxleaf

Availability: Scarce, Autumn
Single Dosage Price: 5 GCs (in season) and 10 GCs (out of season)
Method of Application: Ingest
Preparation: 4 weeks
Time between Dosage: Not applicable
Skills: Prepare Poison
Tests: Int
Effects: After consuming one dose of this deleriant, a character must make a successful Poison test or become drowsy for a number of hours equal to 1D8+4 minus the character’s T attribute.  If more than one dose is taken, then the characters must pass a Poison test or become paralysed for a number of hours equal to 1D8+4 minus the character’s T attribute, after which the character remains drowsy for an additional 1D6 hours.

Schlafenkraut

Availability: Rare, Spring
Single Dosage Price: 10/- (in season) and 10 GCs (out of season)
Method of Application: Brew
Preparation: 2 days
Time between Dosage: 3 days
Skills: None
Tests: Int
Effects: When brewed, this herb is a very good sedative and sleeping draught.  It takes effect 2D10+10 minutes after drinking, bringing on normal sleep.  For the first four hours, the patient falls into a deep sleep with only half the chance of being awaken by noise.  If the patient is awakened during this time, she remains drowsy (as if poisoned) for 2D10 minutes unless she makes a successful T test (+10 for Immunity to Poison).  The patient can test every half hour to shake off the effects of drowsiness.  After four hours, the effects of the herb wear off and the patient sleeps normally.

Vigwort

Availability: Scarce, Summer
Single Dosage Price: 1 GC (in season) and 5 GCs (out of season)
Method of Application: Brew
Preparation: 2 weeks
Time between Dosage: 1 day
Skills: None
Tests: Int
Effects: A mild stimulant, this herb increases a character’s I score by +10 for 1D6+4 minutes.  When this time elapses, the character must pass a T test (+10 for Immunity to Poison) or become drowsy for 2D6 – T hours.

Yarrow

Availability: Common, Summer
Single Dosage Price: 5/- (in season) and 1 GC (out of season)
Method of Application: Brew, Smear
Preparation: 2 weeks
Time between Dosage: 1 day
Skills: Heal Wounds
Tests: Int
Effects: In a poultice, the herb can reduce swelling and bleeding, restoring 1 W.  In a brew, the herb lowers fever, even those caused by infections.

Zitterwort (or Agurk)

Availability: Rare, Autumn
Single Dosage Price: 1 GC (in season) and 5GCs (out of season)
Method of Application: Inhale
Preparation: 1 week
Time between Dosage: 1 week
Skills: None
Tests: Int
Effects: This herb is useful for improving circulation and sweating out a heavy cold (though it should not be used when the patient has a fever).  Inhaling fumes causes mild shaking (Dex-20) for 1D4 hours unless a successful T test is made (+10 for Immunity to Poison).


Graveyards


Graveroot

Availability: Very rare (also found in forest clearings), Autumn & Winter
Single Dosage Price: 5 GCs (in season) and 20 GCs (out of season)
Method of Application: Blade Venom, Brew, Smear
Preparation: 2 weeks
Time between Dosage: not applicable against Undead, 1 week to treat disease
Skills: Herb Lore or Prepare Poison, depending on purpose
Tests: Int
Effects: Halves healing time when used in treating infected wounds and adds a +20 bonus to a patient’s T test against a permanent W loss.  When used to combat Tomb Rot, adds a +20 modifier to all tests made by the patient.  After an Undead creature ingests or is infected with one dose of the poison, that creature must move away from the source of the poison for one round and may (at the GM’s discretion) pass a WP test to approach that source again.  If two or more doses are administered, then the Undead creature crumbles into dust.


Hills


Hawthorn

Availability: Common, Spring
Single Dosage Price: 10/- (in season) and 2 GCs (out of season)
Method of Application: Brew
Preparation: 2 weeks
Time between Dosage: 1 day
Skills: None
Tests: Int
Effects: A brew made from the flowers of this herb normalises the blood pressure of the imbiber: lowering if too high, increasing if too low.  It also has the side effect of making wizards dizzy and unable to focus on casting spells for 1D6 minutes.  It has no such affect on priests.

Mage-Leaf

Availability: Very rare, Spring
Single Dosage Price: 10 GCs (in season) and 60 GCs (out of season)
Method of Application: Ingest
Preparation: None (eaten raw)
Time between Dosage: see below
Skills: None
Tests: Int
Effects: This herb remains effective for three days after picking. Each dose allows a spellcaster to subtract one point from the casting difficulty level.  The spellcaster should roll 1D6 with each dose consumed; if the number is less than dosages already taken that day, the dose has no further effect.

Speckled Rustwort

Availability: Rare, Spring
Single Dosage Price: 2 GCS (in season) and 8 GCs (out of season)
Method of Application: Ingest
Preparation: 4 weeks
Time between Dosage: 1 day
Skills: Cure Disease
Tests: Int
Effects: This plant is used to treat Red Pox (WFRP1e, page 83).  So long as the patient receives one dose per day while the disease lasts, the period of illness is reduced by 50%.

Thyme

Availability: Common, Summer
Single Dosage Price: 5/- (in season) and 1 GC (out of season)
Method of Application: Brew
Preparation: 2 weeks
Time between Dosage: 1 day
Skills: None
Tests: Int
Effects: In addition to being a cooking herb, Thyme can be used in a brew as an effective medicine for cough, whooping cough, and bronchitis.  In addition, the brew promotes sweating and helps bring down fever.

Vanera

Availability: Scarce, Spring
Single Dosage Price: 2 GCs (in season) and 4 GCs (out of season)
Method of Application: Ingest
Preparation: 2 weeks
Time between Dosage: 3 weeks
Skills: Heal Wounds
Tests: Int
Effects: This herb is a stimulant and allows the patient to gain the benefits of resting (such as regaining 1 W) for the next 8 hours when undertaking any activity other than combat.  If the patient actually rests for the 8 hours, then the benefits are doubled.  When the dose wears off, the patient suffers a splitting headache for 1D4 hours with a –10 modifier to both Int and Fel.


Marshes (Bogs, Swamps) and Riverbanks


Adder's Root

Availability: Rare, Autumn
Single Dosage Price: 5 GCs (in season) and 10 GCs (out of season)
Method of Application: Ingest
Preparation: 4 weeks
Time between Dosage: Not applicable
Skills: Prepare Poison
Tests: Int
Effects: After consuming one dose of this deleriant, a character must make a successful Poison test or become drowsy for a number of hours equal to 1D8+4 minus the character’s T attribute.  Should two doses be taken then the characters must pass a Poison test or become paralysed for a number of hours equal to 1D8+4 minus the character’s T attribute, after which the character remains drowsy for an additional 1D6 hours.  If more than two doses are taken, then a Poison test must be passed or the character dies.

Horsetail

Availability: Common, Summer
Single Dosage Price: 10/- (in season) and 2 GCs (out of season)
Method of Application: Ingest, Smear
Preparation: 2 weeks
Time between Dosage: 1 day
Skills: Cure Disease
Tests: Int
Effects: If used twice a day for two weeks, this herb increases the T test for a victim of consumption by +20 in resisting the effects of the disease.  As a poultice, this herb can be used to treat infected wounds and rash, modifying the chance of infection by -10%.

Sigmafoil

Availability: Common, Summer
Single Dosage Price: 5/- (in season) and 1 GC (out of season)
Method of Application: Inhale
Preparation: 2 weeks
Time between Dosage: 1 day
Skills: Heal Wounds
Tests: None
Effects: When treated, lightly wounded characters recover 1 W point that day, provided that they do not lose any more wounds.  This is in addition to natural healing rates.

Slowmind

Availability: Rare, Autumn

Single Dosage Price: 10 GC (in season) and 15 GC (out of season)
Method of Application: Brew
Preparation: 4 weeks
Time between Dosage: 2 weeks
Skills: Chemistry or Prepare Poisons
Tests: Int
Effects: This herb is a mild nerve toxin with a distinctive bitter taste when added to drink (+10 if character tasted it before).  This herb is generally used for those who need to overcome the pain of infected wounds so they can sleep.  Any character drinking a mixture of Slowmind must pass a T test (+10 for Immunity to Poison) or suffer –10 modifier to Int and WP for 2D10+4 hours. 

Willow

Availability: Common, Autumn
Single Dosage Price: 10/- (in season) and 2 GCs (out of season)
Method of Application: Brew
Preparation: 2 weeks
Time between Dosage: 1/2 day
Skills: None
Tests: Int
Effects: The bark is used to make a brew that relieves pain (including rheumatic) and fever.  If the imbiber is lightly wounded, then this herb has the effect of temporarily restoring 1 W for half a day.


Mountains


Arnica

Availability: Common, Summer
Single Dosage Price: 5/- (in season) and 1 GC (out of season)
Method of Application: Smear, Brew
Preparation: 3 weeks
Time between Dosage: 1 day
Skills: Heal Wounds
Tests: Int
Effects: In a poultice, the herb can restore 1 W.  For burn injuries, this herb can restore 2 W.  As a brew, the flowers of the herb increase the blood circulation of the heart.  An overdose of the herb causes dizziness and a change of heartbeat.

Blackroot

Availability: Rare, Summer and Autumn
Single Dosage Price: 4 GCs (in season) and 16 GCs (out of season)
Method of Application: Smear, Ingest, Blade Venom
Preparation: 4 weeks
Time between Dosage: 1 day to heal wounds, not applicable against Orcs, Goblins, Hobgoblins, or Snotlings
Skills: Heal Wounds or Prepare Poison, depending on purpose
Tests: Int
Effects: This is a healing herb for Humans, Dwarfs, Elves, Halflings, and Gnomes while functioning as a poison for the Goblin races (Orcs, Goblins, Hobgoblins, and Snotlings).  In the first case, the herb can restore 1D3 W to lightly wounded characters when smeared on the wound.  Greenskins ingesting or being infected with one dose of the poison must pass a Poison test or fall unconscious for a number of hours equal to 1D8+4 minus their T attribute, after which the creature remains drowsy for an additional 1D6 hours.  Should two doses be taken then the creature must pass a Poison test or become paralysed for a number of hours equal to 1D8+4 minus its T attribute, after which it remains drowsy for an additional 1D6 hours.  If more than two doses are taken, then a Poison test must be passed or the creature dies.

Faxtoryll

Availability: Very rare, Spring
Single Dosage Price: 5 GCs (in season) and 20 GCs (out of season)
Method of Application: Smear
Preparation: 4 weeks
Time between Dosage: 3 days
Skills: Heal Wounds
Tests: None
Effects: Application of herb stops all bleeding automatically.  Should the patient require surgery, the herb will keep the character in stable condition for up to 48 hours.

Moutain Pansy

Availability: Very Rare, Autumn
Single Dosage Price: 6GCs (in season) and 25 GCs (out of season)
Method of Application: Ingest, Blade Venom
Preparation: 4 weeks
Time between Dosage: 1 day to heal wounds, not applicable as a Poison
Skills: Heal Wounds, Prepare Poison (depending upon usage)
Tests: Int
Effects: If administered within 5 rounds of ingesting Manbane (one round if a fatal dosage is taken), this herb neutralises an equal dosage of the poison taken by Human, Dwarf, Halfling, or Gnome characters. This herb is also the main ingredient in the poison Elfbane, which affects Elf characters.  After ingesting or being infected with one dose of the poison, a Poison test must be passed or the Elf character becomes paralysed for a number of hours equal to 1D8+4 minus the character’s T attribute, after which the character remains drowsy for an additional 1D6 hours.  If more than two doses are taken, then a Poison test must be passed or the Elf character dies.

Sage

Availability: Common, Summer
Single Dosage Price: 5/- (in season) and 1 GC (out of season)
Method of Application: Brew
Preparation: 2 weeks
Time between Dosage: 1 day
Skills: None
Tests: Int
Effects: In additional to being a cooking herb, a brew of Sage can be used to cure a sore throat, infected gums and even tonsillitis.

Wolfsbane (Monkshood)

Availability: Scarce, Summer
Single Dosage Price: 15 GCs (in season) and 30 GCs (out of season)
Method of Application: Ingest, Blade Venom
Preparation: 4 weeks
Time between Dosage: Not applicable
Skills: Prepare Poison
Tests: Int
Effects: The presence of this plant repels werecreatures, forcing them to make a WP test to come within 5 yards of it.  This herb is also the main ingredient in the poison Truefoil.  After ingesting or being infected with one dose of the poison, the werecreature must move away from the source of the poison for one round and may (at the GM’s discretion) pass a WP test to approach that source again.  If two or more doses are administered, then the were creature reverts to its human form and must make a WP test to change form again.


Some Additional Ranged/Bow-fire Rules

Some simple and easy rules additions for evening-out the ranged "problems" that have been brought up before. While many of these were addressed previously (and silently), they're hereby official.


  • All crossbows are granted +5% 'to-hit,' and furthermore, ignore a point of armor (exception: Pistol Crossbows).
  • All simple-machine ballistic weapons will add 1 to the ES score at short range, and a further 1 at point-blank, e.g. a bow will have an ES of 4 at short range, and ES of 5 at point-blank range.
  • Any non-sustained pull ballistic weapon, such as a crossbow or pistol will be granted an additional +5% 'to-hit' for "resting" the weapon on something.
  • Aiming will grant +10% 'to-hit' for the first round of sustained aiming, and an additional +5% if carried into a second round, but only if the target is stationary or semi-stationary.  Bonus is conferrable for a maximum of +20% (3 rounds spent aiming).



Three New Skills:

Accurate Fire: Characters with this skill who hit a target may modify the
location number by 10%. This can be plus or minus - allowing the character
to go for specific areas in preference to others. Thus, a location number of
82 (right leg) could be modified to 72 (body) or 92 (left leg). Additionally, it allows the player to increase the critical hit roll that is rolled by 10 (or reduce it by as much, too).

Rapid Fire: Characters with this skill can shoot twice in a combat round (or
once per round for crossbows, etc.). The first shot is fired at normal I, and a
penalty of -10 to BS. The second shot is fired at half the normal I and with a
-20 penalty to BS. The character must fire at the same target, or suffers a
further -10 penalty to BS on both shots for changing target. This skill is
learned separately for each group of weapons. Artillery, Firearms, Long
Bows and Repeater Crossbows cannot be rapidly fired. A character may not
rapidly fire at targets at extreme range nor use the skills Accurate Fire or
Markmanship with this skill.

Fletching: Fletching is the skill of crafting bows, bowstrings and arrows. It
requires a Construction test and the level of success determines the quality of
the weapon. If the test fails the weapon is of poor quality and has a chance of breaking equal to the number by which the test was failed each time it is fired.

The above skills should be added to the following careers:

Basic Careers     Accurate Fire   Rapid Fire    Fletching
BountyHunter      20%               10%                No
Entertainer           75%               25%                No
Gamekeeper         50%               25%               50%
Herdsman             25%               No                  No
Hunter                  50%               25%              50%
Roadwarden         20%               No                  No
Trapper                25%               No                 50%

Advanced Careers        Accurate Fire        Rapid Fire        Fletching
Assassin                             Yes                     No                   No
Duellist                              Yes                     No                   No
Outlaw Chief                     Yes                    Yes                   Yes
Targeteer                           Yes                    Yes                   Yes
WitchHunter                      Yes                    No                    No



Futhermore:

Unskilled Combatant
A character trying to use a specialist weapon without knowing the
appropriate skill suffers a -30 penalty to BS (or WS in the case of melee
weapons) for that weapon, with a minimum skill of 10.

Accurate Aiming
Each additional round a character spends aiming and concentrating she
receives a +5 bonus to BS when firing. The archer may aim for no more than
one round if the target is running, two rounds if the target is moving but not
running, and three rounds if the target is stationary.

Snap Shooting
A character who wishes to fire a hail of missiles at a target may do so by not
taking the time to properly aim at the target. The archer may then fire twice
as fast as normal with half the normal chance to hit. Snap shooting may be
combined with the Rapid Fire skill (allowing the archer four shots per round
with a bow), but the chance to hit will be greatly reduced: Halve the
bowman's BS before applying the Rapid Fire modifiers (minimum chance to
hit is 1%).

"The bow is the weapon of equality. It is the only way a hundred peasants
can stand against a hundred knights. They might not win, but at three
hundred yards they can at least fire a few times before they break."
Baron Albeheim von Durst, of Hergst

A New Class:

ARCHER

Archers are the bow-men and crossbow-men of the battle field.Whereas
the infantry plunge themselves into enemy ranks, killing by the sword,
the archers fire deadly hails of missiles at the enemy from great distances.
Archers are employed to weaken enemy regiments and take out war
machines. Archers may be mercenaries or national or provincial soldiers
fighting for a country or lord, and just like their infantry counterparts
the archer's life is often short and brutal. Many turn to adventuring in
hope of starting a better and more profitable life.




Skills
Accurate Fire
Secret Language - Battle Tongue
50% chance of Fletching
50% chance of Marksmanship
20%chance of Excellent Vision
10% chance of Rapid Fire - Bow or Crossbow
Trappings
Bow or crossbow and ammunition
Mail shirt
Shield


Entry from (or, chosen instead of)
Marine
Mercenary
Militiaman
Soldier

Career Exits
Gunner
Mercenary
Mercenary Sergeant
Outlaw
Targeteer