Reference Sheet 3.pdf

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Conditions RefeRenCe sheet
WFRP
uses a selection of Conditions to cover commonly
encountered penalties you may face. Each Condition has its
own special rules. The Conditions reference the rules found on
the
Tests Reference Sheet
so it is recommended you read them
before reading this sheet.
also receive a penalty of –10 to all Tests not involving running and
hiding. If you are not in combat at the end of a Round, you may
attempt a
Dramatic Cool
Test to remove a
Broken
Condition,
with each SL removing an extra
Broken
Condition. If you spend
a full Round in hiding out of line-of-sight of any enemy, you
automatically remove 1
Broken
Condition.
You are very tired and in need of a breather. Suffer a penalty of
–10 to all Tests per
Fatigued
Condition you have, to a maximum
of –30. You lose one
Fatigued
Condition per hour of good rest,
preferably in a warm bed.
Gaining Conditions
The
Injury Reference Sheet
or the GM explain when you receive
a Condition. If this happens, you immediately lose all Advantage
tokens. Players should mark what Conditions they currently have
on a scrap piece of paper.
Fatigued
Removing Conditions
Each Condition has its own rules for removing it. You can also
spend a Resolve point to remove a single Condition. Resolve
Points are explained on the
Character Sheets.
Prone
C
ondition
L
ist
Ablaze
The following is a list of the Conditions used in the
WFRP
Starter Set.
You are on fire! At the end of every Round, you suffer 1d10
Wounds, modified by Toughness Bonus and the Armour Points
on your least protected Hit Location, with a minimum of 1
Wound suffered. Each extra
Ablaze
Condition you have adds +1
to the Damage suffered; so, if you have 3
Ablaze
Conditions, you
suffer in 1d10+2 Damage at the end of the Round. One
Ablaze
Condition can be removed with a successful
Dramatic Athletics
Test, with each SL removing an extra
Ablaze
Condition.
You are bleeding badly. Lose 1 Wound at the end of every Round
per
Bleeding
Condition you have, ignoring all modifiers. One
Bleeding
Condition can be removed with a successful
Dramatic
Heal
Test, with each SL removing an additional
Bleeding
Condition. When you remove all
Bleeding
Conditions, gain a
Fatigued
Condition.
You have fallen to the ground. Your Move can only be used to
stand up or crawl at half your Movement in yards. You suffer a
−20 penalty to all Tests involving movement of any kind, and any
opponent trying to strike you in Melee Combat gains +20 to hit
you. You lose all
Prone
Conditions when you stand up.
You have been disoriented or confused. You are incapable of taking
an Action on your Turn, and can only use your Move to stagger
at half your normal movement. You also suffer a –10 penalty per
Stunned
Condition to all Tests, but can defend yourself with
Opposed Tests. Any opponent trying to strike you in Melee
Combat gains +1 Advantage before rolling the attack. At the end
of each Round, you may attempt a
Dramatic Endurance
Test. If
successful, remove a
Stunned
Condition, with each SL removing
an extra
Stunned
Condition.
Stunned
Bleeding
Surprised
You have been caught unawares. You can take no Action or Move
and cannot defend yourself in Opposed Tests. The first opponent
trying to strike you in Melee Combat gains a bonus of +20 to hit.
At the end of the Round, you lose all
Surprised
Conditions.
Unconscious
Broken
You are fleeing. On your turn, your Move and Action must be
used to run away as fast as possible until you are in a good hiding
place beyond the sight of any enemy; then you can use your
Action on a Skill that allows you to hide more effectively. You
You are knocked out, asleep, helpless, or otherwise insensible. You
can do nothing on your Turn and are completely unaware of your
surroundings. Any Melee attack targeting you automatically hits
as if you had rolled 01 to determine your SL, and also inflicts a
Critical Wound. You recover from the
Unconscious
Condition
when you are in a safe location and have time to rest (as
determined by the GM).
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