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Nathan "N0-1_H3r3" Dowdell Version 2, 20 November 2007

Warhammer Fantasy Roleplay

Weapons & Heroes of Sigmar's Empire Devices of War - College of Engineers

T HE I MPERIAL C OLLEGE of Engineers is one of the Empires more unusual institutions. Formed by the expatriate Tilean inventor Leonardo di Miragliano, the College of Engineers is based in Altdorf... or rather, just outside. From this gathering of well-funded eccentrics has come a wide and eclectic variety of devices, ranging from weapons of war to mere flights of fancy. Inspired in equal parts by the tried-and-tested creations of the Dwarfs, the wild speculations of the Tileans, and their own deranged imaginations, the Colleges Engineers are known for creating devices that no person could possibly have a use for, with the occasional incredible breakthrough or spectacular failure thrown in for good measure. However, funded as it is by the Emperor, and patronised by a great many Nobles across the Empire, the main focus of the College is the development of new and better weapons. It is in this area, then, that the Engineers are most prolific...

Grenade Launching Blunderbuss

M ORE PROPERLY KNOWN as "Pfeilmann's Incendiary Projector of Explosive Misfortune", the Grenade Launching Blunderbuss is a bizarre amalgam of the conventional Blunderbuss, the Mortar, and the new technology of pistons to propel a small bomb over a longer distance than they can be easily thrown. These weapons are Cost 200 gc Enc 65 Group Engineer Damage 6 recent inventions - only developed in the last year - and still highly unpredictable. Their rarity limits them to the more eccentric of the Engineers of the Empire, and to particularly brave and noteworthy Sergeants within the Empires Pistolkorps.

Range 8/32

Reload 4 Full

Qualities Shrapnel, Experimental

Availability Very Rare

A Grenade Launching Blunderbuss fires bombs, each of which is a small, hollow shell of ceramic or thin metal filled with gunpowder stopped with wax and armed with a short fuse. This fuse is normally pre-cut to burn for only a short while, just long enough for the grenade to travel through the air to the target, though many rarer and more complicated versions use intricate impact fuses that detonate the bomb when it strikes a target. When fired, the wielder makes a BS test as normal. But if the attack roll misses, roll 1d10 and consult Table 4-1: Bomb and Incendiary Miss Locations in the Old World Armoury. On a roll of a 1, the bomb is a dud. On a roll of a 10, the bomb misfires and detonates in midair before reaching the target - this also happens if the BS test is failed by more than 30%, as the firer has severely misjudged the shot. On a result of 2-9, roll another d10, with the result as the number of yards away from the target that the bomb lands. When the bomb detonates, it affects all creatures and buildings in a 10-foot radius (use the large template in WFRP), with anyone

caught in the area taking the damage unless they pass an Agility Test. If the weapon explodes as a result of a Misfire, the bomb detonates, centred on the unfortunate wielder with the effects noted above. Due to the complex mechanisms, and the act of lighting the bombs fuse, the Grenade Launching Blunderbuss tak es a full action to fire. This is reduced to a Half Action as normal with Best Quality examples of the weapon, though unlike other Best Quality Engineer/Gunpowder weapons, they do not replace the Experimental quality with Unreliable. A character without the talent Specialist Weapons Group (Engineer) is deemed so unfamiliar with the weapon that they are incapable of resetting the firing piston and reloading the weapon easily. Reloading without the talent requires a Hard (-20%) Academic Knowledge (Engineering) Test, with failure indicating that the weapon cannot be reloaded by the character.

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Nathan "N0-1_H3r3" Dowdell Version 2, 20 November 2007

Mechanical Steed

OFFICIALLY KNOWN AS "Meikle's Equine Effigy of Dynamic Locomotion", but more commonly referred to as the "Mechanical Steed" or "Carriage-less Horse", this bizarre and complex contraption is the creation of Frau Meikle, the first woman to be (reluctantly) admitted into the College of Engineers. The steed itself is clockwork - in a similar manner to the clocks now becoming fashionable amongst the wealthy, though on a much larger scale. However, beyond this and the device known as "Meikle's Accumulator of Incandescent Energy" mounted within the steeds ,,head, the actual workings of the Mechanical Steed are entirely unknown. This has caused great consternation amongst the College of Engineers, and gained the attention of both the Orders of Magic and the Churches of Verena and Sigmar, all of WS 10% A 1 BS 0 W 18 S 55% SB 5 T 55% TB 5 Ag 10% M 7 whom are studying the work of Frau Meikle with considerable interest. Rumours of an alliance between her and the Gold Order, accusations of witchcraft from the churches and protestations of fraud and deception from the College of Engineers have forced Frau Meikle into hiding, leaving the four known and functional Mechanical Steeds in the hands of trusted peers. There are many more fake Mechanical Steeds in the Empire - though none can actually match Meikles original prototypes, and many are simply horses in cunningly-wrought barding to make them look like machines. The true Mechanical Steeds have the profile and rules listed below. Int 0 Mag 0 WP 0 IP 0 Fel 0 FP 0

Skills: None Talents: Natural Weapons, Strike Mighty Blow Special Rules: Construct: The Mechanical Steed is an automaton, fuelled by magic and/or methods scientific. It is immune to Fear, Terror, stunning, poison, diseases and all skills, spells and effects that involve the manipulation of emotions or the mind. It has no Intelligence, Will Power or Fellowship characteristics, and cannot make tests involving those abilities, nor use skills reliant upon them. Unlike other mounts, the Mechanical Steed cannot be controlled with the Ride skill - instead, it can be ridden and controlled by any character with the Academic Knowledge (Engineering) Skill. Accumulator: The Mechanical Steed generates a powerful static electrical charge as a result of its movement, which can be unleashed to harm enemies nearby in battle. As a Free Action when Charging, the rider may attempt an Academic Knowledge (Engineering) Test to unleash the built-up energy in the Accumulator. This causes 1d10/3 Damage 3 hits on the enemy being charged. Armour: Metal Body Armour Points: Head 3, Body 3, Front Legs 3, Hind Legs 3 Weapons: Hooves For those GMs who wish to make the nature of the Mechanical Steed more dubious, use the Destrier profile in the WFRP Rulebook or the Old World Bestiary, and give it the Mutations "Mechanoid" and "Breath Fire" (twice) from Tome of Corruption. Alternately, a normal horse may be disguised ­ this is a Hard (-20%) Disguise Test, and requires Best Quality Full Plate Barding, designed to look like the outer casing of a Mechanical Horse, as well as regular Challenging (-10%) Animal Handling Tests in order to keep the horse quiet and preventing it from revealing itself as a real horse.

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Nathan "N0-1_H3r3" Dowdell Version 2, 20 November 2007

Pigeon Bombs

T HE Herstel-Wenckler Pigeon Bomb is an odd contraption. Essentially a lightweight metal harness to attach a bomb to a Pigeon and drop it in flight, the device itself is simple - using the bombs fuse to release the bomb when it burns beyond a certain point makes fitting the harness incredibly simple. The difficulty lies in convincing the homing pigeon to fly away from you, instead of towards you while its carrying an explosive device. The bomb itself is identical to that listed in the Old World Armoury, differing only in the means by which it is delivered. The harness that attaches the bomb to the Pigeon costs 10 GC (each has to be custom-made, and are quite unusual items), and is Very Rare. This can be modified for quality as normal, but Good or Best quality harnesses are almost impossible to find. The harness is designed around a simple hinged basket, held in place by the bombs fuse which is looped through two rings ­ one on the basket and one on the harness itself, holding them together. When the fuse burns past a certain point, it fa lls loose from the latch, opening the harness and allowing the bomb to fall. The harness itself can be set without a test and with only the very basic instruction. Determining the length of the fuse needed to reach the target takes a Challenging (-10%) Academic Knowledge (Engineering) Test ­ failure means you were wrong by a number of rounds equal to your degrees of failure, with an even chance of the fuse being too long or too short. This test should be taken in secret by the GM ­ the Engineer shouldnt know that hes misjudged. When the bomb has travelled for the required number of rounds after being lit, it drops from the harness and falls directly down onto whatever is below it. Due to the inaccuracy of such a method of delivery, all bombs dropped by pigeon scatter; roll 1d10 and consult Table 4-1: Bomb and Incendiary Miss Locations in the Old World Armoury to determine where the bomb actually falls. A roll of a 10 (which normally results in the bomb exploding in the throwers hand) instead results in the basket failing to open properly, preventing the bomb from falling... and the bomb exploding while still attached to the pigeon. Dont roll any dice ­ the pigeon has a Toughness Bonus of 0 and 4 wounds ­ the bomb kills it outright. The difficult part is the Pigeon. In theory, any bird would suffice, but homing pigeons are already trained and used to carrying objects in flight. However, homing pigeons tend to return to their owners... a fact not lost on many of the engineers who originally tested the idea. Thus, the birds had to be taught not to return to their handlers until after the payload has been delivered. A specially trained ,,Bombing Pigeon can be bought from the same place you bought the harness to carry the bombs. They cost 10 GC each and are Very Rare ­ few people would even think of training a pigeon to carry explosives in the first place. If youre confident of your abilities, you can attempt to train one yourself. This is a Very Hard (-20%) Animal Training Test, modified by the quality of the pigeon. A good quality homing pigeon improves the test to Hard (-20%), a poor quality homing pigeon cant be trained to carry bombs, and a best quality homing pigeon improves the test to Challenging (-10%). At the GMs discretion, a player attempting to train a ,,bombing pigeon may suffer several wounds from mishaps. In the field, it takes an Average Animal Handling Test to direct the bird towards its target. This only requires pointing it in the right direction ­ the pigeon is trained to fly in the direction shown, and return once the bomb has been dropped. Failure means the pigeon veers off to the left or right, potentially missing the target. Failure by more than 30 confuses the pigeon... so it turns back halfway, and returns to its owner just as the bomb is released.

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Nathan "N0-1_H3r3" Dowdell Version 2, 20 November 2007

Devices of War - The Imperial Armoury

T HE I MPERIAL A RMOURY in Altdorf is little more than an annexe of the Imperial Palace. The Armoury itself requires very little space, as the weapons and armour within are of the scarcest and most precious kind ­ magic. Guarded at all times by hand-picked members of the Reiksguard, the Armoury contains an assortment of accumulated magical items, granted to important generals in times of need, as well as those used by the Emperor himself in times of considerable crisis. Every item within the Armoury is unique, each having its own history and its own legacy, not to mention its own abilities and peculiar quirks. However, there are a number of items like those in the Armoury that exist across the Empire ­ be they in the trophy rooms of noblemen, stored beside the Runefangs of the Electors, or hidden amongst the ruins of ancient cultures. Some of these items are easier to come by, and easier to make, than much of the Armourys contents.

Sword of Fate

Academic Knowledge: Magic Powers: This enchanted blade is a mundane weapon of its type, except against a single named being, determined when the blade was created. Against that particular person, and noone else, the blade gains the Impact quality, deals SB+3 damage, and allows the wielder to roll twice and choose the deadlier result when rolling for the severity Critical Hits. History: Swords of Fate are a particular kind of magic weapon, or group of similar weapons, enchanted with a specific and singular purpose in mind ­ the death of a single being. Such weapons are incredibly rare not just because of the effort and difficulty of creating them, but because few people possess both the hatred and the means to see such an item made for them. Such items are readily identified by the faint jaundiced tinge to the blade, and the etched name of the intended victim along the weapons length. The ritual required to create a Sword of Fate is shown below. Note that, while the basic ritual assumes a Longsword, rare variants of the ritual may exist that allow for the creation of Axes of Fate, or Daggers of Fate... or Weapons of Fate of almost any kind.

Doom of One

Type: Arcane Arcane Language: Magick Magic: 3 XP: 300 Ingredients: The tears of someone wronged by the intended target, the targets name inscribed in human blood upon a piece of parchment, and a Best Quality longsword. Conditions: The ritual must be cast while the sword is being forged, on the metal itself. The caster doesnt have to be the one creating the sword, but he must be present for the entire process and chanting at key points throughout the required time. At least part of the ritual must be performed under the light of Morrslieb when it is full. Consequences: If the casting roll is failed, the sword is created as normal, but with the caster as its intended target. Casting Number: 21 Casting Time: As long as the sword being enchanted takes to make. Description: The sword, when finished, is a Sword of Fate, with the abilities described above.

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Nathan "N0-1_H3r3" Dowdell Version 2, 20 November 2007

Sword of Righteous Steel

Academic Knowledge: Religion Powers: This blessed blade is a Best Quality longsword with the Fast quality that allows the wielder to strike with an unmodifiable WS of 75, regardless of his actual WS. History: Finely crafted longswords made from Dwarfen steel are some of the best weapons money can buy, being hard and flexible in a way that human smiths are unable to duplicate. The craftsmanship involved in such weapons means almost all examples of a Dwarfen steel sword sell for considerable prices and owning such a weapon is a matter of considerable prestige. To compound matters, some Priests of Sigmar know of a lengthy and complex blessing that can enhance the blade even further, making it strike more swiftly and more accurately, and making such strikes much harder for an enemy to turn aside or avoid. Such blades, known as Swords of Righteous Steel are much prized by their owners, most of whom are generals in the Imperial Army. The ritual required to create a Sword of Righteous Steel is listed below. There are no known variants to create similarly blessed weapons of different types. Weapons and armour made from Dwarfen steel are considered to be Best Quality for all game purposes, but any such items are unique and must be crafted to order by a Dwarfen smith (Best Quality Dwarfen Craftsman).

Guide the Blade of the Righteous

Type: Divine Arcane Language: Classical, Khazalid (The blessings and supplication must be spoken in Classical and in Khazalid at different times. There is no penalty for not having Arcane Language (Magick) when casting this ritual. Magic: 3 XP: 300 Ingredients: A Longsword of Best Quality made from Dwarfen steel with a grip made of Rowan Wood, four pints of water blessed by a Priest of Sigmar, and a holy symbol of Sigmar (can be of any kind ­ hammer, twin-tailed comet, griffon, etc) made from silver.. Conditions: The caster must have Divine Lore (Sigmar) in order to cast this ritual; thus, only Priests of Sigmar can learn and cast it. Further, the Priest casting the ritual must fast and meditate in seclusion for 72 hours before beginning the ritual. Consequences: The blessing finds an impurity within either the sword or the priest. The sword cracks and shatters, and then crumbles to worthless dust. The priest gains 1 insanity point and must roll on Table 7-5: The Wrath of the Gods in the WFRP Rulebook. Casting Number: 28 Casting Time: 12 hours Description: Upon successful completion of this ritual, the longsword becomes a Sword of Righteous Steel. Should the sword ever be broken, the rituals effects end and the sword loses any special benefits from the ritual. Any sword used in this ritual, successfully or not, may never again be used as an ingredient for the ritual.

Bronze Shield

Academic Knowledge: Magic Powers: This enchanted shield bears powerful spells of protection, able to turn aside any blow or attack. Against any melee or ranged attack (but not against spells or non attack forms of damage), a Bronze Shield can deflect the attack entirely, with no roll required. A deflected attack has no effect, as if it had been parried. This power works once, after which the shield becomes a normal shield made of bronze. History: Shields made of bronze are, for reasons still unknown, able to hold powerful enchantments that protect the wearer for a limited time. Examples of this enchantment exist in the grimoires of Magister-Alchemists across the Empire, and is reputed to be one of the first rituals of its kind created by the Gold Order. The ritual required to create a Bronze Shield is listed below. For reasons unknown, bronze is the only metal able to hold an enchantment like this. There may be spells known to the Elves that allow for longer protection or on stronger materials, however.

Protection of Bronze

Type: Arcane Arcane Language: Magick Magic: 3 XP: 300 Ingredients: A shield made of bronze, an uncut diamond worth at least 250 GC, a miniature duplicate of the shield made from steel. Conditions: The caster must have the Arcane Lore (Metal) talent in order to cast this ritual. Thus, only Gold Wizards can learn and cast it. Further, the shield must be heated in a fire or forge, and quenched in water at the end of the ritual. The fire and the water are not ingredients, so are not consumed by the ritual, but are essential parts of the process. Consequences: The shield is rendered soft and useless, as malleable as mud and unable to retain any particular form. Casting Number: 20 Casting Time: 2 hours Description: Upon successful use of this ritual, the shield used as a focus becomes a Bronze Shield, as described above. You may attempt to cast this ritual on the same shield repeatedly, though the shield will immediately soften and be rendered useless if you attempt to cast the ritual while the shield is still holding an enchantment. Each attempt to ,,restore the enchantment to a given shield adds a cumulative +1 to the Casting Number.

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Nathan "N0-1_H3r3" Dowdell Version 2, 20 November 2007

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Nathan "N0-1_H3r3" Dowdell Version 2, 20 November 2007

Luckstone

Academic Knowledge: Magic Powers: A Luckstone allows a spellcaster to re-roll all of the dice of his casting roll ­ all of the dice must be rolled, or none of them. This may prevent automatic failure or Tzeentchs Curse, but could equally cause them. Luckstones may only be used once before their power is used up. History: Luckstones look mostly innocuous, appearing as nothing more than a slightly incandescent stone small enough to fit in the palm of ones hand. However, the stones themselves conceal a potent magic. When used by a wizard, the divinatory powers of a Luckstone can help detect and predict the ebb and flow of the winds of magic, allowing the wizard to wield them more skilfully and more confidently. The ritual required to create a Luckstone is described below. The ritual itself is fairly simple, and one commonly learnt by Journeyman Apprentices seeking to gain greater control over their powers.

Fortune Bound

Type: Arcane Arcane Language: Magick Magic: 2 XP: 200 Ingredients: An intricate astrological chart drawn up for or by the Wizard intending to cast the ritual. The chart must be recent, and requires a successful Academic Knowledge (Science) Test to create. Every degree of success in the charts creation reduces the Casting Number by 1, but every day since the charts creation increases the Casting Number by 1. Additional ingredients are a piece of glass, a pair of wooden dice and a shallow bowl full of water which reflects the stars. Conditions: The ritual must be cast at night, under an open sky. Consequences: The caster must roll on the Catastrophic Chaos Manifestation Table in the WFRP Rulebook (or the expanded versions in Realms of Sorcery or Tome of Corruption). Further, for the next day, he must roll a Chaos Die in addition to all his other dice when he casts spells. Casting Number: 16 Casting Time: 1 hour Description: Upon successful use of this ritual, the ingredients ­ now soaked in the bowl of water ­ coalesce into a single Luckstone.

Crystal Ball

Academic Knowledge: Magic Powers: A Crystal Ball has little in the way of its own powers. The object merely serves as a conduit for the Lesser Magic spell ,,Distant Vision (described below). Some may have other powers, depending on the circumstances of the ritual used to create them. History: A sphere of translucent crystal, normally about nine inches across, a Crystal Ball is just one of a wide range of ,,scrying devices ­ objects enchanted for the sole purpose of gaining glimpses of distant locales. Mirrors of varying sizes, water-filled dishes or bowls, sometimes even enchanted telescopes (particular popular with Celestial Wizards). Such items arent plentiful, but the ease of creating such an item compared to other magic items means that many older wizards will own one of their own creation, if only to spy on their apprentices. The ritual required to create a Crystal Ball is described below. The ritual itself is fairly simple, but using the object requires that Lesser Magic (Distant Vision) be learnt as well.

Clairvoyant Medium

Type: Arcane Arcane Language: Magick Magic: 2 XP: 200 Ingredients: A ball of crystal, mirror, water-filled bowl or other device which either casts a reflection or aids vision. Additional ingredients are the eyes of an eagle, eight lit candles, and a pendant made of cut quartz worth at least 5 GC. Conditions: This ritual must be cast on a night when Morrslieb is full. Consequences: The caster is given a glimpse of the Realm of Chaos, and gains 1d10/2 Insanity Points. Casting Number: 15 Casting Time: 3 hours Description: Upon successful use of this ritual, the crystal ball, bowl, mirror or other focus is permanently enchanted to serve as a conduit for the Lesser Magic spell ,,Distant Vision, as described below. Bowls and similar containers which dont reflect on their own must be filled with water before they function, but the magic itself is in the bowl, not the water. Should an object break, the rituals effect is broken. If this ritual is cast on Hexensnacht or Geheimnisnacht, then the ritual has an additional effect, determined by rolling on the following table

: D100 Roll 01-05 06-15 16-25 Additional Effect The caster is given a glimpse into the Realm of Chaos. He gains 1d10/5 Insanity Points. Thousands of random images fill the casters mind, without focus and without meaning. He must pass a Will Power Test as if affected by the Lore of Shadow spell ,,Bewilder. Unlike the spell, this effect lasts for 2d10 rounds. The Crystal Ball can allow the user to glimpse the future. This essentially allows the wizard to use the Lore of Heavens

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26-35 36-45 46-55 56-65 66-75 76-85 86-95 96-00 spell ,,Omen, once per day while carrying or using the Crystal Ball. The Crystal Ball allows you to hear the location youre looking at, as well as see it. The Crystal Ball is far-reaching. Its range is ten times that listed in the description for Lesser Magic (Distant Vision) The Crystal Ball can pierce illusions and deceptions, as if you were using the Lore of Light spell ,,Eyes of Truth to observe the area. The Crystal Ball allows the user to see the spirit world as well as the real world. This is identical to the effects of the Lore of Death spell ,,Deathsight, focussed on the area being observed. The Crystal Ball is able to show what its looking at to others, rather than just the caster. Such observers must be looking at the Crystal Ball, and cannot control it in any way. Essentially it allows other characters to see what the caster is looking at. Roll twice on this table, ignoring this result. The caster is closely bonded with the Crystal Ball, giving him clarity and perception beyond the norm. For 100XP, the caster may purchase the Sixth Sense talent. The caster is granted a powerful, meaningful prophetic vision. Though he doesnt understand it, he knows the vision is important and hell understand it when it comes to pass. The caster gains a n additional Fate Point. He may only benefit from this result once ever. observed can be no larger than 50 yards across, and is viewed from above as if the caster were standing on a nearby building or treetop. If the spell is being used to scry on a person, the area being viewed moves so that the person is always at the centre of the vision. If the spell is used on a location, it may be moved nearby, but this requires a Channelling Test ­ every degree of success allows you to move the vision up to 176 yards (one tenth of a mile) from its starting position. This movement may be attempted once per round. The spells casting time represents the entire length of the vision ­ once the ten minutes have passed, the vision fades and you must cast again in order to see more. You cannot hear any noises from the location being observed ­ the vision is entirely silent.

Lesser Magic: Distant Vision

Casting Number: 12 Casting Time: 10 Minutes Ingredients: Object taken from the location or person to be observed (+2) Description: Using a Crystal Ball or similar scrying device, you can view the events going on in a distant location, or surrounding a distant person. This person or location must be one you are familiar with, and your power limits the distance at which you can observe them. If your Magic characteristic is 1, you can only observe people and locations within a single mile. A Magic characteristic of 2 extends this to 10 miles, a Magic of 3 to 100 miles and a Magic of 4 or more to 1,000 miles. The area being

Wizard's Staff

Academic Knowledge: Magic Powers: A Wizards Staff allows a spellcaster to use Channelling as a Free action instead of a Half action. Further, the wizard may use the Staff to deliver Touch spells instead of his own hands. History: Wizards of all kinds and of all races have been using staves for millennia. Even the Dwarfs, who shun all other magical lore, know of and sometimes utilise runeencrusted staves known as ,,Wands in their language. Beyond serving as a symbol of office and status for the arcanists of the world, these staves are powerful focussing devices in their own right ­ the simplest Staffs allow a wizard to draw the winds of magic to him more deftly, while more potent ones allow their wielder to shield himself from arcane misfortune or bolster the power of their spells. The most powerful can unleash energies of immense magnitude and overwhelming power. As a result of this utility, many Wizards ­ human and Elven alike, wield long slender staves when travelling openly. The ritual required to create a Wizards Staff is described below. The ritual itself is fairly simple, and one commonly learnt by Journeyman Apprentices seeking to gain greater control over their powers. This ritual only covers the most basic of staves ­ more powerful ones are generally unique items, or at the very least require much more difficult rituals and much more intense research.

Arcane Sceptre

Type: Arcane Arcane Language: Magick Magic: 2 XP: 200 Ingredients: These vary depending on the Arcane Lore known by the intended caster, as each staff has to be attuned to its owners chosen wind of magic. Each order has its own version of the ritual requiring different ingredients. See the sidebar, below, for more specifics. Additionally, the ritual requires four drops of the casters blood , and, obviously, a Best Quality quarterstaff ­ some versions of this ritual require specific materials for the staff to be composed of. Conditions: The caster must have not eaten or imbibed alcohol for eight hours before attempting to cast this ritual. The ritual must be performed alone, within one hour of midnight, when Morrslieb is full. Consequences: For the next week, the caster must Channel on every spell he casts, though he gets no benefit for doing so. Failing a Channelling test means the spell does not work. Casting Number: Varies Casting Time: 1 hour Description: Upon successful completion of this ritual, a Wizards Staff is created. Casting Number 15

Arcane Lore

Beasts

Ingredients Any combination of eight animal totems or fetishes, such as bear claws, raven feathers, etc. The staff must not have been crafted in any way ­ it must simply be a suitable branch picked up from the ground or rent

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Death Fire Heavens Life Light Metal Shadow from a tree. Finding such a branch is a Challenging (-10%) Outdoor Survival Test. A black thorny rose, an hour glass, and a miniature skull made of amethyst. A metal key heated over a magical fire and a flaming brand. A lens from a telescope, and a silver icon fashioned in the shape of a crescent moon or a comet. The staff must be made from the wood of a tree that was struck by lightning. The staff must be made of oak. Further, an oak leaf from the same tree the staff is made from, and a sprig of mistletoe cut with a silvered sickle are required. Four white candles, a silver mirror. The staff must be made of metal ­ though it can be hollow in order to lessen the weight. The ritual requires a mixture of eagle feathers and still-hot coals from a brazier, ground to a powder with a pestle and mortar. A miniature sword, blackened by smoke, and a cowl or hood used in a disguise. 16 18 14 17 18 16 15

Laurels of Victory

Academic Knowledge: Magic, History Powers: Whenever someone wearing Laurels of Victory causes damage in melee combat, he may make an immediate Intimidate test as a free action, with a bonus on the test equal to twice the damage caused. This free Intimidate may only be performed once per round; if multiple damaging blows are struck, use the one that did the most damage when determining the Intimidate tests bonus. Each example of this item is unique, and will only work for the intended recipient ­ if stolen or lost, they will not work for anyone else. History: Many notable warriors in the Empire have borne a laurel wreath into battle, often as part of their heraldry or regimental insignia, and the wreath itself is a common symbol of leadership and victory. The Laurels of Victory continue that tradition. A noted hero, generally a military commander, may be honoured by the Empire by being granted a golden laurel wreath enchanted by a Magister from the Orders of Magic. When wearing this object ­ traditionally on top of the helm like a crown ­ the warrior gains a startling aspect, becoming more magnificent and terrible in the eyes of his enemies. Many foes of the Empire have fled at the sight of a warrior wearing Laurels of Victory, so intimidating a figure did he present to them. The ritual required to create Laurels of Victory is described below. The ritual itself is not commonly known, taught only to a trusted few, and cast only when commanded by the Emperor himself. Note: the items effects are most pronounced and easiest to adjudicate if the GM is using the Advanced Social Conflict rules in the WFRP Companion ­ when these rules are used, treat the free Intimidate test as a Scare test.

Gilded Icon of Triumph

Type: Arcane Arcane Language: Magick/Classical Magic: 3 XP: 300 Ingredients: A horse-shoe shaped wreath make of the interlocking branches and leaves of the Bay Laurel, a whetstone used to sharpen the recipients sword the night before a battle, a fragment of the banner or standard of an enemy defeated by the recipient. Conditions: The first two hours of the ritual must be performed in seclusion, with only the caster present. The remaining 6 hours must be performed during a public ceremony honouring the recipient of the Laurels of Victory, during which the Magister must chant the words of the ritual at regular intervals in both Magick and Classical. Consequences: The caster is cursed with bad luck. The caster is immediately affected by a Fate of Doom spell as if cast on him by a wizard using Lore of Heavens, and may not make a Will Power Test to resist the effects. Further, he may not use any Fortune Points he possesses for the next month. Additional inconvenient misfortune seems to seek out the caster, and affects the caster in a manner decided by the GM. Casting Number: 27 Casting Time: 8 hours Description: Upon successful completion of this ritual, the laurel wreath takes on a golden hue and becomes Laurels of Victory, as described above.

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Nathan "N0-1_H3r3" Dowdell Version 2, 20 November 2007

Dramatis Personae

The Emperor Karl-Franz Holsweig-Schliestein, Elector Count of the Reikland, Prince of Altdorf

Human (Imperial, Reikland) Male, Captain (ex-Noble Lord, ex-Politician, ex-Noble) K ARL -F RANZ IS claimed by many to be the finest statesman in the Old World, and is certainly one of the most prominent and successful of Emperors in recent times, matched only by Magnus the Pious, two hundred years before. His patronage of the arts and sciences, his support and leadership of the military and his skill as a politician have allowed him to thrive as Emperor, where many before him have been content to sit back and live lives of indulgence. Certainly, Emperors of the past have often been of one of two breeds ­ those who are elected because they are unlikely to disrupt the scheming and intrigue of the other Electors, and those with the wit and courage to use their power skilfully and al low the Empire to thrive. To many, Karl-Franz appeared to be of the former variety when elected ­ an active, and intelligent young man, but hardly the sort of charismatic leader-of-men that had characterised strong Emperors in the past ­ but he has since proven to be a highly capable statesman, and risen to the challenges that have faced the Empire during his reign, not least t he recent Chaos Incursion from the north. Main Profile WS BS S T Ag Int WP Fel 59% 48% 46% 49% 54% 57% 56% 73% Secondary Profile A W SB TB M Mag IP FP 3 19 4 4 4 0 2 3 Skills: Academic Knowledge (Genealogy/Heraldry, History, Law, Strategy/Tactics +10%), Animal Care, Blather, Charm +20%, Command +20%, Common Knowledge (Dwarfs, Bretonnia, Kislev, The Empire +10%), Consume Alcohol, Dodge Blow, Evaluate, Gamble, Gossip +10%, Haggle, Perception, Read/Write +10%, Ride +20%, Secret Language (Battle Tongue), Speak Language (Reikspiel +20%, Classical, Kislev). Talents: Cool-headed, Disarm, Etiquette, Lightning Parry, Luck, Master Orator, Provincial Expertise (Reikland), Public Speaking, Specialist Weapon Group (Fencing, Parrying, Cavalry, Two-handed), Strong-minded. Armour: Best Quality Gromril Full Plate armour. Armour Points: Head 6, Arms 6, Body 6, Legs 6 Weapons: Ghal Maraz or "Dragon Tooth" (The Reikland Runefang) Trappings: The Silver Seal, the Reikland, Reiksguard Knights, and his Griffon Deathclaw.

Ghal Maraz

Academic Knowledge: History (Very Easy), Theology (Very Easy), Runes (Easy). Further, anyone attempting an Easy Common Knowledge (The Empire) Test has heard of Ghal Maraz. Powers: Ghal Maraz is a Best-Quality Gromril Hammer (Hand Weapon), which means it does SB+1 Damage and adds +5% to the wielders WS. Further, it is inscribed with the following Permanent Runes: Master Rune of Alaric the Mad, Master Rune of Skalf Blackhammer and two Runes of Fury. History: There is likely not a single person in all the Empire who has not heard of Ghal Maraz. Better known to the people of the Empire as ,,The Hammer of Sigmar, the weapon is legendary, and its likeness is seen in shrines and temples to Sigmar, and mimicked in the weapons of Sigmars priesthood. The hammer itself ­ now carried into battle as a symbol of office by the Emperor ­ was originally a gift to Sigmar from the Dwarf High-King, Kurgan Ironbeard; a small token of thanks for saving the Dwarflords life from an Orc warband. When Sigmar left the Empire in 50IC, he took the ha mmer with him, to return it to its rightful owners. However, some centuries later, emissaries from Karaz -a-Karak arrived in Altdorf, to return Sigmars Hammer to his people. It has served as a symbol of office for the Emperor ever since.

"Dragon Tooth" The Reikland Runefang

See Realms of Sorcery, page 206.

The Silver Seal

See Realms of Sorcery, page 207.

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Nathan "N0-1_H3r3" Dowdell Version 2, 20 November 2007

Reiksmarshall Kurt Helborg

Human (Imperial) Male, Grandmaster (ex-Captain, ex-Knight of the Inner Circle, ex-Knight, ex-Squire) R EIKSMARSHALL IS THE title given to the Grand Marshall of the Reiksguard, the Order of Knights sworn to defend the Emperor. The current bearer of that title is Kurt Helborg, an experienced and skilled general who serves as the Emperors adv isor and second-in-command in all military matters. So trusted and valued is Helborg that he is permitted to wield the Solland Runefang, Grudge Settler, in battle. Helborgs prowess as a general and a swordsman are considerable, and he is reckoned by many to be the greatest swordsman in the Empire ­ a title hotly contested by Ludwig Schwarzhelm, the Emperors Champion, who is of equally mighty prowess and renown. Main Profile WS BS S T Ag Int WP Fel 81% 43% 67% 64% 60% 47% 61% 49% Secondary Profile A W SB TB M Mag IP FP 3 18 6 6 5 0 4 3 Skills: Academic Knowledge (Genealogy/Heraldry +10%, Religion +10%, Strategy/Tactics +20%), Animal Care, Animal Training +10%, Charm +10%, Command +20%, Common Knowledge (The Empire +20%, Dwarfs, Bretonnia +20%, Kislev +10%), Dodge Blow +20%, Gossip, Intimidate, Perception +10%, Read/Write +20%, Ride +20%, Secret Language (Battle Tongue +20%), Secret Signs (Templar +10%), Speak Language (Reikspiel +20%, Bretonnian, Kislev +10%, Tilean). Talents: Disarm, Etiquette, Fearless, Fleet Footed, Lightning Parry, Menacing, Seasoned Traveller, Stout-hearted, Specialist Weapon Group (Cavalry, Flail, Two-handed, Fencing, Parrying), Strong-minded, Strike Mighty Blow, Strike to Injure, Strike to Stun, Very Strong, Warrior Born. Armour: Best Quality Full Plate armour. Armour Points: Head 5, Arms 5, Body 5, Legs 5 Weapons: "Grudge Settler" (The Solland Runefang) Trappings: Laurels of Victory, Barded Destrier, the Reiksguard

"Grudge Settler" The Solland Runefang

See Realms of Sorcery, page 206.

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Nathan "N0-1_H3r3" Dowdell Version 2, 20 November 2007

Ludwig Schwarzhelm, the Emperor's Champion

Human (Imperial) Male, Judicial Champion (ex-Veteran, ex-Soldier) LUDWIG S CHWARZHELM IS the personal champion of Karl-Franz and bearer of the Emperors standard. A towering giant of a man renowned for his unflinching loyalty, stern deme anour and mighty sword arm, Schwarzhelm upholds the Emperors law in trial-by-combat, a right held by important nobles accused of disobeying Imperial Law. Ludwig acts as a reminder of the Emperors authority, travelling the Empire to the courts of the nobi lity to ensure that the Emperors edicts are obeyed, and his arrival is met with trepidation due to his notoriously inflexible and critical manner to wards those he views as lacking. When the Emperor travels across the lands of the Empire, Ludwig travels at his side, serving as KarlFranz bodyguard. Main Profile WS BS S T Ag Int WP Fel 74% 55% 55% 55% 60% 42% 46% 43% Secondary Profile A W SB TB M Mag IP FP 3 19 5 5 4 0 3 2 Skills: Common Knowledge (The Empire +10%), Consume Alcohol, Dodge Blow +20%, Gamble, Gossip +10%, Heal, Intimidate +10%, Perception +20%, Ride, Secret Language (Battle Tongue), Speak Language (Reikspiel). Talents: Disarm, Lightning Parry, Lightning Reflexes, Specialist Weapon Group (Two-handed, Flail, Cavalry, Fencing, Parrying), Strike Mighty Blow, Strike to Injure, Strike to Stun, Very Resilient, Warrior Born. Weapons: Sword of Justice Armour: Best Quality Full Plate Armour Armour Points: Head: 5, Arms 5, Body 5, Legs 5 Trappings: Barded Destrier, The Emperors Standard

Sword of Justice

See Realms of Sorcery, page 207

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Nathan "N0-1_H3r3" Dowdell Version 2, 20 November 2007

Volkmar von Hindenstern `The Grim', Grand Theogonist of the Church of Sigmar, Theogonist of the Empire, ArchLector of the West and High Priest of Altdorf

Human (Imperial) Male, High Priest of Sigmar (Order of the Torch) (ex-Anointed Priest, ex-Priest, ex-Initiate) V OLKMAR ,,T HE G RIM is one of the most powerful man in the Empire. An Elector in his own right, with his two foremost subordinates as Electors as well, the Grand Theogonist often casts the deciding votes when electing a new Emperor. Beyond that, however, he serves as the Emperors chief advisor on spiritual matters as part of the Council of State, and is a close adviso r of many of the Electors as well. However, Volkmars time as Grand Theogonist has not been easy. A stern and devout priest of Sigmar, Volkmar nonetheless had something of a pragmatic streak, demonstrated by his acceptance of the role of the Orders of Magic and his wil lingness to expose himself to dark and blasphemous tomes in order to find some way to oppose the darkness that was gathering in the north . The year before Archaon led his hordes south, Volkmar left Altdorf to meet the Chaos Lord head -on. Stood upon the War Altar that had borne high priests of Sigmar into battle for two centuries, he marched to war alongside a horde of Flagellant and an army from Talabecland. The army was crushed, the Grand Theogonists body trampled by Archaons steed and hewn by the Chaos Lords daemonic blade. Shortly after, the old priests body was revived by the Daemon Prince Belakor, and chained to the Daemons standard before Belakors horde continued to head south. During the invasion, when Belakors armies were assailed by a force led by the King of Bretonnia, Volkmar broke free from the daemonic banner and set about the creatures surrounding him with a righteous fury. Now healed of his injuries, Volkmar has re-assumed his role as Grand Theogonist, having ,,encouraged Johann Esmer ­ who held the position legitimately while Volkmar was dead ­ to step down. Esmer fled to Marienburg, while Volkmar resumed his duties. However, his ordeal has taken a toll on his mind, and Volkmars hatred of the forces of Chaos is startling in its fer ocity. Main Profile WS BS S T Ag Int WP Fel 57% 51% 51% 49% 53% 59% 69% 65% Secondary Profile A W SB TB M Mag IP FP 2 17 5 4 4 3 7 1 Skills: Academic Knowledge (Daemonology, Genealogy/Heraldry, History +20%, Law, Magic +10%, Necromancy, Theology +20%), Channelling +20%, Charm +20%, Command +20%, Common Knowledge (Dwarfs +20%, The Empire +20%), Drive, Evaluate, Gossip +20%, Heal, Intimidate, Magical Sense +20%, Perception +10%, Read/Write +20%, Ride, Speak Arcane Language (Magick), Speak Language (Classical +20%, Kislevarin, Khazalid +10%, Reikspiel +20%) Talents: Coolheaded, Divine Lore (Sigmar the Anvil), Etiquette, Extra Spell (Blessing of Sigmar, Blessing of Unification, Comet of Sigmar, Hammer of Sigmar, Heed Not the Witch, Immaculate Flesh, Soulfire, Word of Damnation), Fast Hands, Frenzy, Lesser Magic (Dispel, Great Preaching, Repel the Unclean, Strengthened Resolve), Lightning Reflexes, Master Orator, Meditation, Mighty Missile, Petty Magic (Divine), Public Speaking, Schemer, Seasoned Traveller, Strong-minded, Strike to Injure, Strike to Stun, Suave, Very Strong, Warrior Born Insanities: Profane Persecutions Weapons: Best-Quality Hand Weapon (Hammer), Staff of Command Armour: None Armour Points: Head: 0, Arms 0, Body 0, Legs 0 Trappings: The War Altar, The Jade Griffon, The Horn of Sigismund, the Cult of Sigmar

The Jade Griffon

Academic Knowledge: History (Routine), Theology (Routine) Powers: The wearer restores 1 wound at the start of each round in combat, so long as the wearer is on the War Altar. History: This talisman, worn over the Grand Theogonists chest, is said to be carved from a single piece of enchanted jade and blessed by Magnus the Pious himself. It glows with a fierce inner light and is said to heal the injuries of the bearer. Shards and carved fragments of the Jade Griffon are often granted to those who have performed some great service for the Grand Theogonist or the Empire, in the form of protective Jade Amulets.

The Staff of Command

Academic Knowledge: Theology (Average), History (Challenging) Powers: This is a Quarter-staff which increases the wielders Strength by +20, so long as the wielder is on the War -Altar. It counts as a hammer for the purposes of the Blessing of Sigmar and Hammer of Sigmar spells. History: This ornate, hammer-topped staff is the symbol of office of the Grand Theogonist, and a potent weapon in its own right. Drawing power from the War Altar, it strengthens the wielder in battle, allowing them to smite Sigmars enemies with greater ease.

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Nathan "N0-1_H3r3" Dowdell Version 2, 20 November 2007 The Horn of Sigismund

Academic Knowledge: History (Challenging), Theology (Hard) Powers: When charging on a mount or chariot of some kind (such as the War Altar), this horn can be blown as a free action. If the horn is blown under these circumstances, the bearer and whatever he is charging on, count as having the Terrifying trait for that round only. History: This rune-encrusted horn was a gift to Emperor Sigismund from the Dwarfs after their victory at Grimgrill Dale. After Sigismunds death, the horn passed into the care of the Cathedral of Sigmar in Altdorf, where it has remained ever since. On the anniversary of Sigismunds death, the horn is blown three times from the top of the highest tower of the Cathedral, in memory of the Emperor who once bore it.

The War Altar of Sigmar

Academic Knowledge: History (Challenging), Theology (Challenging) Powers: The War Altar follows the rules for vehicles from the Old World Armoury, pages 86 and 87, and is drawn by two Destriers in Full Plate Barding. Its statistics are below. Due to the War Altars size and the speed at which it can travel, it inflicts an automatic Damage 5 Impact hit on anyone in the way during a Charge action (use the higher of the two listed movement values when Charging, and the lower for all other situations), unless the target can pass an Agility test to leap aside. Further, because it is protected by Sigmars power, all damage inflicted against the Altar itself, the horses pulling it, or the rider, is reduced by 3, before deductions for toughness bonus and armour, and any attempts to cast a spell at the War Altar (including the horses or rider) suffer a -2 penalty per casting dice. Additionally, such is the divine power and sanctity of the Altar that any spells, miracles or prayers cast by a Priest of Sigmar from the top of the Altar count as having been cast with their ingredients used. Finally, once per hour, the priest atop the Altar may call forth the power contained within the Golden Griffon. This allows the priest to cast a single spell from Arcane Lore (Light) as if he knew the spell, using his normal casting dice, the rules for channelling, etc. Any doubles or triples on the casting roll result in Wrath of the Gods, as if it were a miracle from a Divine Lore, rather than a spell from an Arcane Lore. History: Created during the reign of Magnus the Pious, the War Altar is a colossal chariot, ornate and gleaming, with a towering golden effigy of a Griffon carried upon it. As befits a mobile shrine to Sigmars power, the War Altar, and the priest atop it, benefits from the Man-Gods protection, and the prayers and miracles of the Altars rider are strengthened. From time to time, prominent High Priests of the Church of Sigmar have ridden to war upon the Altar, its presenc e bolstering the resolve of the soldiers who fight alongside it. - War Altar of Sigmar Statistics M TB W 4/7 7 60

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Nathan "N0-1_H3r3" Dowdell Version 2, 20 November 2007

Luthor Huss, the Prophet of Sigmar

Human (Imperial, Reikland) Male, Warrior Priest of Sigmar (Order of the Silver Hammer) (ex-Priest, ex-Initiate) LUTHOR HUSS IS a man driven by his piety. Viewed with scorn by the church hierarchy, Huss was barely tolerated only because it seemed that the Grand Theogonist approved of the fiery priests methods. However, when the then -deceased Volkmar was replaced by Johann Esmer as Grand Theogonist, Huss became the most outspoken and fervent critic of Esmers leadership, and was eventually cast out of the Cult. Not allowing this to stop his disgust at the corruption rife within the Sigmarite l eadership, Huss continued to preach and wander the Empire, gathering an army of zealots and fanatics to his cause . Seeking the reborn Sigmar ­ considered to be a fanciful notion at worst and a myth at best by most ­ he eventually came upon the Reikland village of Lachenbad, the source of many compelling tales of a local blacksmiths son by the name of Valten. Seeing within the boy the power of Sigmar, Huss proclaimed that this was Sigmar reborn and returned, and the two continued to wander the Empire, seeki ng out the threat of Chaos and rallying like-minded souls around them. Eventually, a vast throng of flagellants and zealots marched on Altdorf, with Huss and Valten at their head, demanding that the Emperor abdicate and pass the crown to the reincarnated S igmar. Karl-Franz invited Huss and Valten to speak with him, and considered the matter at length. Eventually, the Emperor found a compromise. Valten was Sigmars Chosen, and granted Sigmars Hammer to wield in the coming crisis . With Valtens passing at the end of the recent Chaos Incursion, Luthor Huss wanders the Empire at Karl -Franz command, preaching that Sigmar will return once more when the Empire needs Him, and waging his own personal war against the darkness that assails Sigmars Empire. Main Profile WS BS S T Ag Int WP Fel 58% 43% 46% 44% 44% 45% 56% 54% Secondary Profile A W SB TB M Mag IP FP 2 17 4 4 4 2 5 2 Skills: Academic Knowledge (History, Strategy/Tactics +10%, Theology +20%), Channelling +10%, Charm +10%, Command +20%, Common Knowledge (Dwarfs +20%, The Empire +20%), Dodge Blow, Gossip, Heal, Magical Sense +10%, Perception, Read/Write, Ride +10%, Secret Language (Battle Tongue), Speak Arcane Language (Magick +10%), Speak Language (Classical +10%, Khazalid +10%, Reikspiel +20%) Talents: Armoured Caster, Divine Lore (Sigmar the Hammer), Extra Spell (Blessing of Sigmar, Heart of the Gryphon, Heed Not the Witch, Vanquish), Lesser Magic (Dispel, Great Preaching), Master Orator, Meditation, Petty Magic (Divine), Provincial Expertise (Reikland), Public Speaking, Specialist Weapon Group (Two-handed), Strike Mighty Blow, Strike to Injure, Suave, Very Strong, Warrior Born Insanities: Delirious Saviour Special Rules: The Chosen of Sigmar: Luthor Huss is one of Sigmars chosen servants in the Empire, and the Man-Gods power wreathes the priest, warding him from harm. Luthor Huss permanently has the benefits of an Armour of Righteousness spell, granting him an extra +1 armour points to all locations. Grave Reputation: Luthor Huss has gained a reputation for brutality and violent zeal that precedes him, and even those not aware of his identity can clearly see the glint of deadly piety in his eyes as he approaches. Luthor Huss has the Fearsome trait. Weapons: Great Weapon Armour: Sleeved Mail Coat, Breastplate, Plate Bracers. Armour Points: Head: 1, Arms 5, Body 5, Legs 3 Trappings:, Plate barded warhorse, icon of Sigmar, various personal possessions.

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Nathan "N0-1_H3r3" Dowdell Version 2, 20 November 2007

Supreme Patriarch Balthasar Gelt, Magister-Patriarch of the Gold Order

Human (Borderlands) Male, Wizard Lord (ex-Master Wizard, ex-Journeyman Wizard, ex-Scholar, ex-Apprentice Wizard, exStudent) For two centuries, the Colleges of Magic have stood in Altdorf, training Magisters to wield th e Winds of Magic in defence of the Empire. Since their founding in IC2304, one of their number has served as the Orders leader and representative in the Emperors court, advising the Emperor on all matters arcane and magical and passing back any of the Em perors edicts that relate to the Orders themselves. Every eight years, a new Supreme Patriarch is elected with a series of formal magical duels from amongst the foremost Magisters and Lord-Magisters of the eight Orders. Since IC2513, the role of Supreme Patriarch has been filled by Balthasar Gelt of the Gold Order, who defeated his predecessor, Magister-Patriarch Thyrus Gormann of the Bright Order, in a spectacular display of magical prowess. Almost killed in a magical experiment some years before he ascended to the rule of Supreme Patriarch, he is constantly concealed behind heavy robes and a golden mask, leading to speculation about what the accident did to him. Gelts fierce intellect and i nsatiable curiosity have made him hugely successful, gaining even the support of the College of Engineers, who are traditionally scornful of magic, with hi s experiments into the refinement of gunpowder and his mastery of Alchemy. Main Profile WS BS S T Ag Int WP Fel 46% 46% 38% 55% 54% 76% 79% 50% Secondary Profile A W SB TB M Mag IP FP 1 17 3 5 4 4 8 3 Skills: Academic Knowledge (Science +20%, Magic +20%, Philosophy +10%, Runes +10%, History), Channelling +20%, Charm +10%, Common Knowledge (Border Princes, The Empire +10%, The Wasteland, Dwarfs, Elves), Evaluate, Gossip, Intimidate +10%, Magical Sense +20%, Perception +20%, Read/Write +20%, Ride, Search, Speak Arcane Language (Magick +20%, Arcane Elf), Speak Language (Reikspiel +20%, Classical +20%, Tilean +10%, Estalian +10%). Talents: Aethyric Attunement, Arcane Lore (Metal Elemental), Coolheaded, Extra Spell (Breach the Unknown, Fault of Form, Fools Gold, Inscription, Law of Form, Law of Age, Rigidity of Body and Mind, Secret Rune, Stoke the Forge, Tale of Metal), H ardy, Lesser Magic (Dispel, Aethyric Armour, Blessed Weapon, Magic Alarm, Move, Silence), Linguistics, Meditation, Mighty Missile, Night Vision, Petty Magic (Arcane), Savvy, Seasoned Traveller, Strong-minded, Super numerate, Very Resilient. Weapons: Best-Quality Hand Weapon (Sword), Staff of Volans Armour: None Armour Points: Head: 0, Arms 0, Body 0, Legs 0 Trappings: The Cloak of Molten Metal, Amulet of Sea Gold, assorted elixirs and potions, assorted Grimoires, a Pegasus.

Staff of Volans

Academic Knowledge: History (Hard), Magic (Average) Powers: The Staff of Volans adds +1 per casting dice to any attempts to cast spells that the bearer makes. In addition, it allows the bearer to ignore the first instance of Tzeentchs Curse he suffers each day. It is otherwise a Best Quality Quarterstaff. History: This staff belonged to the Elfmage Yrtle, who fought and died in the Great War Against Chaos in the early 24 th century. It was later given by Teclis to Volans, the first Supreme Patriarch of the Orders of Magic, and has been passed down from one Supreme Patriarch to the next over the centuries, serving as a symbol of office. Lord Magisters duel for the honour of bearing the staff and the office it represents every eight years .

The Cloak of Molten Metal

Academic Knowledge: Magic (Challenging) Powers: All missile attacks made against the wearer or his mount suffer an additional -30% penalty on the to-hit roll. History: This mystic robe creates a shimmering series of images of the wearer and his mount, forever rotating in a dazzling whirlwind of colours, confusing the aim of any who seeks to shoot them.

Amulet of Sea Gold

Academic Knowledge: Magic (Challenging) Powers: This amulet confers the Resistance to Magic talent upon the wearer and his mount. History: An ancient Elven heirloom found by Balthasar in the ruins of one of the abandoned colonies of the Elves o n the Estalian coast.

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