Warhammer C&C
Warhammer C&C
Warhammer 1st Edition
Attributes
The game of Warhammer Fantasy Role Play [WHFRP] (at least as far as this conversion is concerned, based on the 1st edition, 1st print) has many more attributes than Castles and Crusades [C&C] with far lower possible values; in nearly every case, the attributes are used differently as well but with enough similarity that some direct application can be provided. Where alternate names are given for later renditions of the WHFRP game, an attempt has been made to provide those but there is no guarantee of it – so, take this as it is. In every situation where there is conflict, the grittiness of the source has been retained (near as well as the author believes possible) without losing too much (hopefully).
Movement [M]: In Warhammer, this is a number representing the distance a character may move (measured in yards) per round (which is 10 seconds long). The source has characters generate a random result so that everyone is slightly faster or slower, with race being a factor; some careers can also, over time, increase this. For a C&C game, multiply the M score by 7.5 (round down to the nearest 5) and treat the result as a measure of feet. A few examples – a WHFRP Movement of 4 becomes 30 feet in C&C, a 6 would become 45 and an 8 would be 60.
Weapon Skill [WS]: This is a character’s ability to successfully hit another in melee (or to perform a defensive maneuver such as a parry) and is based on percentages from 1 – 100%. C&C would consider this a Base to Hit [BtH] adjustment. However, due to the way combat is resolved in WHFRP, sans an “armor class [AC]” and treating armor as a means to reduce damage, Warhammer characters are actually worse off (against unarmored opponents, comparatively) at hitting but better at dealing damage (and striking, but not necessarily hurting, those in armor); the best a starting character can have in WHFRP prior to gaining skills or career advancements is 50% which is the automatic assumption for all C&C characters (skilled or unskilled) when battling AC10 enemies. This means, to introduce the concept of AC into a Warhammer environment, which will be required for a true conversion, the WS advantage decreases somewhat as noted:
WS Score ... BtH Equivalence
30% or lower ... +0
40 – 50% ... +1
51 - 55% ... +2
56% and higher ... +1 per +5% increase
Note that all C&C adjustments such as Strength and the like will be allowed. Note that in WHFRP some races may have a higher starting WS than others, like dwarfs, which in C&C terms should be applicable only with specific racial weapons (classically the axe and hammer); in this case, do not double add any C&C modification for race – use the Warhammer conversion only!
Ballistic Skill [BS]: Like WS before it, this is a character’s ability to strike in combat with a ranged weapon. C&C does not generally distinguish between the two types, relying on one overall quasi-attribute (BtH) to determine success or failure for any and all attacks. Therefore, when transferring a WHFRP character to C&C, WS is used to determine the underlying BtH bonus and this attribute is used to improve ranged combat if, and only if, the value is significantly higher (and that should mean BS is at least 10% more than WS). To determine the specific bonus granted, subtract WS from BS and divide that value by 10 (rounded down), so the minimum bonus would result in +1 and the maximum would be +9 (if somehow a character had a 100% BS but a 10% WS.) Dexterity adjustments and other modifiers would still apply, of course. Note that some Warhammer races, specifically, the elf, often has a higher BS than others which means the C&C default +1 given should be ignored – it is factored in already as part of the conversion and only the WHFRP race details should be used, not those in the C&C Player’s Handbook [PHB].
Strength : In WHFRP, the S score ranges from 1-10 and means basically the same thing it does in C&C, except that WHFRP always counts as a damage modifier and the average character will have a starting score of around 3 or 4; it is technically possible for a WHFRP to begin play with a S value of 6 if a warrior career is taken that allows S to be improved and the “free advance” is used. That means a comparison chart is needed to determine an approximate equality with C&C.
S Score ... C&C Strength Equivalence
1 ... 2 – 3 [-3 penalty]
2 ... 4 – 8 [roll 2d3+2; reference C&C PHB for penalty]
3 ... 9 – 12 [no penalty, no bonus]
4 ... 13 – 15 [+1 bonus]
5 ... 16 – 17 [+2 bonus]
6 – 7 ... 18 – 19 [+3 bonus]
8 ... 20 – 21 [+4 bonus]
9 ... 22 – 23 [+5 bonus]
10 ... 24 – 25 [+6 bonus]
Toughness [T]: Like the value of Strength, this attribute ranges from 1 to 10. However, it directly corresponds to Constitution. In WHFRP, the T value is used as damage resistance (under most circumstances), which C&C does not ordinarily use. To find the correlating equivalent number for C&C, use the same chart provided for S, above.
Wounds [W]: Perhaps the most difficult attribute to convert because, in WHFRP, this value is typically pretty low – most characters have 6 (on average) and it does not tend to increase much, which considering the stat relates to Hit Points [HP] in C&C, is somewhat of a problem especially compounded by the lack of real levels or variant dice for both HP and damage (all of which are used by C&C)… the conversion will have to make some assumptions. Hit Dice [HD] will be determined by career path, as normal for C&C. What the WHFRP W attribute will offer is a number of re-rolls for the gaining of HP equal to the value halved, which can be used at any time throughout the character’s life (that is, they do not have to be expended at creation.) For example, a character is within a warrior career which would use d10 for HD type; the W value in Warhammer is 8, allowing 4 re-rolls – the first roll gives a 7 and the player decides to keep it, but at 2nd level, rolls a 2 and opts to spend one of the re-rolls getting an 8 the second time. Furthermore, Warhammer profile advancements that grant a bonus to this attribute are to be ignored. As this conversion is intended to cover translating WHFRP into C&C terms, and not the other way around, no system is provided for turning HP into W.
Initiative : This attribute is not to be used for a C&C game. If desired, a very high (60% or greater) I score in WHFRP can become a bonus for initiative checks in C&C. The author of the conversion does not suggest it, but if desired, the following would be preferred:
I Score ... Initiative Bonus
60% or lower ... --
61 – 70 ... +1
71 – 85 ... +2
86 – 90 ... +3
91 – 95 ... +4
96 – 00 ... +5
Attacks [A]: A character’s number of attacks that can be made per round, generally one, but can go as high as possible. C&C does not allow for most classes to gain additional attacks, but part of the grim world of Warhammer is that all combats are potentially lethal and so, this attribute will remain the same – if the character starts with an A value of 2, they can make two attacks per round as if having the extra attack ability but also applicable to use of a bow as well (missile weapons with reload times, such as crossbows and firearms are a different story…) Advancement through career will be difficult, but any character should be allowed to improve this value over time preferably at no faster than +1 per 5 – 7 levels and then only if the character has entered an advanced career (see the section on Advancement for more details.)
Dexterity [Dex] / Agility [Agl]: Directly covers the same ability as the Dexterity attribute does for C&C except that WHFRP generates the value in percentages. To get a C&C value, the following table is used (for those curious, or want to do it the hard way, multiply and round down, the Warhammer value by 5/18ths:
Dex ... C&C Equivalence
19% or lower ... 3 – 8 [roll 1d6+2; reference C&C PHB for penalty]
20 – 49 ... 9 – 12 [no penalty]
50 – 59 ... 13 – 15 [+1 bonus]
60 – 69 ... 16 – 17 [+2 bonus]
70 – 74 ... 18 – 19 [+3 bonus]
75 – 79 ... 20 – 21 [+4 bonus]
80 – 88 ... 22 – 23 [+5 bonus]
89% and higher ... 24 – 25 [+6 bonus]
An issue with this method is that, ordinarily, characters in WHFRP do not tend to start off with a higher than 60%, so the standard C&C racial modifiers will be used – see the section on Races for more details.
Leadership [Ld]: This is one measure of a character’s personality, specifically that of lead others. For C&C, this would be a component of the Charisma attribute. Therefore, Ld and the Fellowship [Fel] attribute should be averaged and then consulted using the Dex table above to determine the approximate value. As the general average for a beginning WHFRP character for either of these two attributes (Ld or Fel) is in the 30 – 40% range, it is acceptable to allow a one-time bonus of +15% (to allow a good roll to yield a good roll in C&C terms) when referencing the chart to determine C&C equivalency.
Intelligence [Int]: Measures the same things as for C&C but expressed as a percentage. This is very similar to how the Ld attribute is converted but allow a one time +20% percent for non-elf characters; elfs should get a +10% when checking the Dex table for attribute equivalency.
Cool [Cl]: One half of the C&C version of Wisdom; treat this as the Leadership attribute above but average Cool with Will Power [WP]. All other notes pertain to this attribute as they do for Leadership.
Will Power [WP]: As mentioned, the second half of the C&C Wisdom equivalent. Refer to Cool for how to handle this one.
Fellowship [Fel]: The other portion of Charisma in C&C terms; refer to Leadership for methods to convert this.
Attributes
The game of Warhammer Fantasy Role Play [WHFRP] (at least as far as this conversion is concerned, based on the 1st edition, 1st print) has many more attributes than Castles and Crusades [C&C] with far lower possible values; in nearly every case, the attributes are used differently as well but with enough similarity that some direct application can be provided. Where alternate names are given for later renditions of the WHFRP game, an attempt has been made to provide those but there is no guarantee of it – so, take this as it is. In every situation where there is conflict, the grittiness of the source has been retained (near as well as the author believes possible) without losing too much (hopefully).
Movement [M]: In Warhammer, this is a number representing the distance a character may move (measured in yards) per round (which is 10 seconds long). The source has characters generate a random result so that everyone is slightly faster or slower, with race being a factor; some careers can also, over time, increase this. For a C&C game, multiply the M score by 7.5 (round down to the nearest 5) and treat the result as a measure of feet. A few examples – a WHFRP Movement of 4 becomes 30 feet in C&C, a 6 would become 45 and an 8 would be 60.
Weapon Skill [WS]: This is a character’s ability to successfully hit another in melee (or to perform a defensive maneuver such as a parry) and is based on percentages from 1 – 100%. C&C would consider this a Base to Hit [BtH] adjustment. However, due to the way combat is resolved in WHFRP, sans an “armor class [AC]” and treating armor as a means to reduce damage, Warhammer characters are actually worse off (against unarmored opponents, comparatively) at hitting but better at dealing damage (and striking, but not necessarily hurting, those in armor); the best a starting character can have in WHFRP prior to gaining skills or career advancements is 50% which is the automatic assumption for all C&C characters (skilled or unskilled) when battling AC10 enemies. This means, to introduce the concept of AC into a Warhammer environment, which will be required for a true conversion, the WS advantage decreases somewhat as noted:
WS Score ... BtH Equivalence
30% or lower ... +0
40 – 50% ... +1
51 - 55% ... +2
56% and higher ... +1 per +5% increase
Note that all C&C adjustments such as Strength and the like will be allowed. Note that in WHFRP some races may have a higher starting WS than others, like dwarfs, which in C&C terms should be applicable only with specific racial weapons (classically the axe and hammer); in this case, do not double add any C&C modification for race – use the Warhammer conversion only!
Ballistic Skill [BS]: Like WS before it, this is a character’s ability to strike in combat with a ranged weapon. C&C does not generally distinguish between the two types, relying on one overall quasi-attribute (BtH) to determine success or failure for any and all attacks. Therefore, when transferring a WHFRP character to C&C, WS is used to determine the underlying BtH bonus and this attribute is used to improve ranged combat if, and only if, the value is significantly higher (and that should mean BS is at least 10% more than WS). To determine the specific bonus granted, subtract WS from BS and divide that value by 10 (rounded down), so the minimum bonus would result in +1 and the maximum would be +9 (if somehow a character had a 100% BS but a 10% WS.) Dexterity adjustments and other modifiers would still apply, of course. Note that some Warhammer races, specifically, the elf, often has a higher BS than others which means the C&C default +1 given should be ignored – it is factored in already as part of the conversion and only the WHFRP race details should be used, not those in the C&C Player’s Handbook [PHB].
Strength : In WHFRP, the S score ranges from 1-10 and means basically the same thing it does in C&C, except that WHFRP always counts as a damage modifier and the average character will have a starting score of around 3 or 4; it is technically possible for a WHFRP to begin play with a S value of 6 if a warrior career is taken that allows S to be improved and the “free advance” is used. That means a comparison chart is needed to determine an approximate equality with C&C.
S Score ... C&C Strength Equivalence
1 ... 2 – 3 [-3 penalty]
2 ... 4 – 8 [roll 2d3+2; reference C&C PHB for penalty]
3 ... 9 – 12 [no penalty, no bonus]
4 ... 13 – 15 [+1 bonus]
5 ... 16 – 17 [+2 bonus]
6 – 7 ... 18 – 19 [+3 bonus]
8 ... 20 – 21 [+4 bonus]
9 ... 22 – 23 [+5 bonus]
10 ... 24 – 25 [+6 bonus]
Toughness [T]: Like the value of Strength, this attribute ranges from 1 to 10. However, it directly corresponds to Constitution. In WHFRP, the T value is used as damage resistance (under most circumstances), which C&C does not ordinarily use. To find the correlating equivalent number for C&C, use the same chart provided for S, above.
Wounds [W]: Perhaps the most difficult attribute to convert because, in WHFRP, this value is typically pretty low – most characters have 6 (on average) and it does not tend to increase much, which considering the stat relates to Hit Points [HP] in C&C, is somewhat of a problem especially compounded by the lack of real levels or variant dice for both HP and damage (all of which are used by C&C)… the conversion will have to make some assumptions. Hit Dice [HD] will be determined by career path, as normal for C&C. What the WHFRP W attribute will offer is a number of re-rolls for the gaining of HP equal to the value halved, which can be used at any time throughout the character’s life (that is, they do not have to be expended at creation.) For example, a character is within a warrior career which would use d10 for HD type; the W value in Warhammer is 8, allowing 4 re-rolls – the first roll gives a 7 and the player decides to keep it, but at 2nd level, rolls a 2 and opts to spend one of the re-rolls getting an 8 the second time. Furthermore, Warhammer profile advancements that grant a bonus to this attribute are to be ignored. As this conversion is intended to cover translating WHFRP into C&C terms, and not the other way around, no system is provided for turning HP into W.
Initiative : This attribute is not to be used for a C&C game. If desired, a very high (60% or greater) I score in WHFRP can become a bonus for initiative checks in C&C. The author of the conversion does not suggest it, but if desired, the following would be preferred:
I Score ... Initiative Bonus
60% or lower ... --
61 – 70 ... +1
71 – 85 ... +2
86 – 90 ... +3
91 – 95 ... +4
96 – 00 ... +5
Attacks [A]: A character’s number of attacks that can be made per round, generally one, but can go as high as possible. C&C does not allow for most classes to gain additional attacks, but part of the grim world of Warhammer is that all combats are potentially lethal and so, this attribute will remain the same – if the character starts with an A value of 2, they can make two attacks per round as if having the extra attack ability but also applicable to use of a bow as well (missile weapons with reload times, such as crossbows and firearms are a different story…) Advancement through career will be difficult, but any character should be allowed to improve this value over time preferably at no faster than +1 per 5 – 7 levels and then only if the character has entered an advanced career (see the section on Advancement for more details.)
Dexterity [Dex] / Agility [Agl]: Directly covers the same ability as the Dexterity attribute does for C&C except that WHFRP generates the value in percentages. To get a C&C value, the following table is used (for those curious, or want to do it the hard way, multiply and round down, the Warhammer value by 5/18ths:
Dex ... C&C Equivalence
19% or lower ... 3 – 8 [roll 1d6+2; reference C&C PHB for penalty]
20 – 49 ... 9 – 12 [no penalty]
50 – 59 ... 13 – 15 [+1 bonus]
60 – 69 ... 16 – 17 [+2 bonus]
70 – 74 ... 18 – 19 [+3 bonus]
75 – 79 ... 20 – 21 [+4 bonus]
80 – 88 ... 22 – 23 [+5 bonus]
89% and higher ... 24 – 25 [+6 bonus]
An issue with this method is that, ordinarily, characters in WHFRP do not tend to start off with a higher than 60%, so the standard C&C racial modifiers will be used – see the section on Races for more details.
Leadership [Ld]: This is one measure of a character’s personality, specifically that of lead others. For C&C, this would be a component of the Charisma attribute. Therefore, Ld and the Fellowship [Fel] attribute should be averaged and then consulted using the Dex table above to determine the approximate value. As the general average for a beginning WHFRP character for either of these two attributes (Ld or Fel) is in the 30 – 40% range, it is acceptable to allow a one-time bonus of +15% (to allow a good roll to yield a good roll in C&C terms) when referencing the chart to determine C&C equivalency.
Intelligence [Int]: Measures the same things as for C&C but expressed as a percentage. This is very similar to how the Ld attribute is converted but allow a one time +20% percent for non-elf characters; elfs should get a +10% when checking the Dex table for attribute equivalency.
Cool [Cl]: One half of the C&C version of Wisdom; treat this as the Leadership attribute above but average Cool with Will Power [WP]. All other notes pertain to this attribute as they do for Leadership.
Will Power [WP]: As mentioned, the second half of the C&C Wisdom equivalent. Refer to Cool for how to handle this one.
Fellowship [Fel]: The other portion of Charisma in C&C terms; refer to Leadership for methods to convert this.
Re: Warhammer C&C
Thanks for posting this!
I did a quick read through and like it. I now will find my char sheet from an old game and get out the book to check into some depth. I would like to try and run a WH C&Cified game, perhaps as a one off for my online group.

I did a quick read through and like it. I now will find my char sheet from an old game and get out the book to check into some depth. I would like to try and run a WH C&Cified game, perhaps as a one off for my online group.
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
Re: Warhammer C&C
It's not much added, but I am debating whether I want to break the careers up differently for a true C&C conversion... something to delineate the clerical classes apart from from the "academic" ones. But, seeing as how a career is initially chosen at random, based on race, I think I'll leave it the same...
Races
WHFRP has four playable character races – Human, Wood Elf, Dwarf, and Halfling. It should be noted that because this is a conversion from WHFRP, and in that system, each race has its modifiers built into the initial attribute values, these are not mentioned or provided. The Castle Keeper may wish to use the standard versions of these races, which is perfectly acceptable as they are, for all basic intents, identical. As Fate was not mentioned in the general attributes above, being tied specifically to race
Human: there are no special modifiers provided for human characters; they should receive 3 Prime attributes
Wood Elf: a wood elf receives twilightvision (to 90 feet), a +1 bonus to hit with bows (but not swords) [this is factored into their starting BS score, as mentioned above, and so it is not added again], and gains the selection of 2 Primes. None of the other elven bonuses found in the C&C PHB are applicable.
Dwarf: dwarfs gain darkvision to 90 feet, a +1 bonus to hit with axe or hammer (already factored in WS, as noted; the player must select either axe or hammer – it is not both); selection of an Academic career (see Advancement) costs 25% additional XP. A dwarf has a hatred (+1 to hit and damage) for goblins, orcs, and hobgoblins and take a -4 penalty on Charisma interaction checks when dealing with them. A WHFRP dwarf does get the stonework ability of the C&C dwarf. 2 Primes are allowed.
Halfling: a halfling gains twilightvision to 60 feet and darkvision to 30 feet. Otherwise, there are no additional modifiers.
As Fate (sometimes called Luck) was not mentioned in the general attributes above, being tied specifically to race, all WHFRP characters receive a certain value, this remaining unchanged by the conversion.
Lastly, in a WHFRP game, the age of the character (at creation) is important to determine the number of skills that character gains (outside of career-based abilities). This system, including mandatory skills (see the Skills section for further details), will remain unchanged by the conversion as well.
Races
WHFRP has four playable character races – Human, Wood Elf, Dwarf, and Halfling. It should be noted that because this is a conversion from WHFRP, and in that system, each race has its modifiers built into the initial attribute values, these are not mentioned or provided. The Castle Keeper may wish to use the standard versions of these races, which is perfectly acceptable as they are, for all basic intents, identical. As Fate was not mentioned in the general attributes above, being tied specifically to race
Human: there are no special modifiers provided for human characters; they should receive 3 Prime attributes
Wood Elf: a wood elf receives twilightvision (to 90 feet), a +1 bonus to hit with bows (but not swords) [this is factored into their starting BS score, as mentioned above, and so it is not added again], and gains the selection of 2 Primes. None of the other elven bonuses found in the C&C PHB are applicable.
Dwarf: dwarfs gain darkvision to 90 feet, a +1 bonus to hit with axe or hammer (already factored in WS, as noted; the player must select either axe or hammer – it is not both); selection of an Academic career (see Advancement) costs 25% additional XP. A dwarf has a hatred (+1 to hit and damage) for goblins, orcs, and hobgoblins and take a -4 penalty on Charisma interaction checks when dealing with them. A WHFRP dwarf does get the stonework ability of the C&C dwarf. 2 Primes are allowed.
Halfling: a halfling gains twilightvision to 60 feet and darkvision to 30 feet. Otherwise, there are no additional modifiers.
As Fate (sometimes called Luck) was not mentioned in the general attributes above, being tied specifically to race, all WHFRP characters receive a certain value, this remaining unchanged by the conversion.
Lastly, in a WHFRP game, the age of the character (at creation) is important to determine the number of skills that character gains (outside of career-based abilities). This system, including mandatory skills (see the Skills section for further details), will remain unchanged by the conversion as well.
Re: Warhammer C&C
[Breaking this up into sections because there are a lot of skills, WHFRP being primarily skill driven...]
Skills
WHFRP offers numerous skills in several iterations: 1) Race Skills (mandatory and elective, if the character has more than 2 to begin with as determined using the source rules), 2) Initial Career Skills (those gained by selecting a beginning occupation, much like a class), 3) Career Advancement Skills (skills available within a career that the character did not begin play as, but has since become) [see the Advancement section for details] and 4) Non-Career Skills (those purchased through XP expenditure or gained in some other manner such as a magic item)
Progressions of these will be changed by the Advancement rules but those the character begins with (Race and Initial Career) will remain unchanged except for the definitions as related to C&C.
Race skills are determined as normal for WHFRP – the player rolls to determine number and then must select the mandatory skills first, using any remaining to randomly roll for whichever Career Type (Warrior, Ranger, Rogue, or Academic) the character is to get a result appropriate for race. Age benefits are applicable as usual.
Likewise, Initial Career Skills are bestowed upon acceptance of a career. These are defined per Career noting that all beginning characters must accept a basic career – one that has been advanced to an advanced career will need to consult the Advancement rules to judge a relative C&C character level (especially important for the spellcasting characters) among other things.
The majority of changes in this section are how skills work in a C&C paradigm and how to obtain additional skills, either by XP allocation or Career Advancement (both of these latter are covered in further detail in another section.)
Please note that this section is about skills and only skills – abilities specific to a career, such as a HD type and weapon proficiencies are to be covered individually per career in that section of this conversion document.
Acrobatics (Dexterity): this ability allows one to perform various activities such as somersaults and back flips (although not while engaged in combat or any other physical action such as opening a door) without any check necessary; further, the character adds +5 feet to the total distance one may jump or leap and suffers 2 points fewer damage from a fall (if falling onto a soft surface, such as water, a check is allowed to reduce overall sustained damage to one-quarter). This ability also functions as the climb ability of the C&C rogue class except no check is needed unless a sheer surface (or one that is exceptionally difficult, such as ice) is involved, at the discretion of the Castle Keeper. Lastly, a character with this skill can attempt an employment or busk attempt with a +2 bonus [for these, review the Expanded Attribute Checks section]
Acting (Charisma): the character is able to feign the identity of another, from appearance to speech patterns and mannerisms, effectively replicating the C&C disguise ability of the rogue class. Further, for each point of Intelligence, the character can recite one speech from memory which, if the audience is receptive (determined by the Castle Keeper) grants a +2 bonus on any busk, bluff or gossip checks that may be needed during an acting performance
Acute Hearing: the character gains a +2 bonus on all listen checks, considers the ability as Prime even if it is not, and also extends their range by 10 feet. Sound-based attacks result in a -1 save penalty, however
Ambidextrous: a character with this ability halves the off-hand penalties before assuaging through normal attribute modifiers
Animal Care: with this skill, a character is able to deal with, groom, ride, or recognize common ailments of any standard domesticated animal although it is traditionally limited to horses, other equine, and cattle. This ability does not allow one to ride a beast of burden into combat or to train one – it simply means the character is able to have the animal do a task usual to it, such as oxen used for plowing or a sheepdog used for herding. A Castle Keeper can expand the available list of animals if the campaign warrants it such that animals like camels or pachyderms can be affected
Animal Training (Charisma): through this skill, the character is able to train an animal to perform a specific action natural to it or one which is commonly associated to the type such as a horse capable of staying firm amidst violence and the smell of blood or a monkey able to retrieve shiny objects. The difficulty of this check is determined by the Intelligence of the animal to be trained, subtracted from 8 (therefore, the smarter the animal, the easier it is to teach.) An animal may learn 1 trick per 2 HD it possesses. Time requirements depend on the difficulty of the trick – 1 week for simple verbal commands (such as stay or sit) while the trainer is present; 3 weeks for a complex command such as balancing, counting, or a “party trick;” 10 weeks allows fetching or performance of a command without the trainer present such as delivering a message; 12 weeks is needed to convert an animal into a fighting animal, such as a warhorse, hawk, or guard dog. Once trained, an animal’s master can be transferred but the animal must succeed at an Intelligence check to be loyal to the new master – some animals, such as a warhorse, may have this requirement waived but others, such as a dog, should not under any circumstance. Finally, if the character is seeking employment as a trainer, this skill bestows a +2 bonus on the check
Arcane Language – each time this skill is gained, the character gains the ability to read, write, and speak (although doing the latter is most often only done while casting a spell with verbal components) a specific form of writing which is always used for the delivery of magical knowledge (that is, each of these languages is one used for the creation of scrolls or magical books containing spells.) This skill is absolutely required for any character who wishes to become a spellcaster and then, only for the type of magic for which the character knows the appropriate language – gaining access to some of these should be very hard to discover and obtain, or simply not possible for the majority of characters but that is solely the purview of the Castle Keeper and the individual campaign. There are 6 known Arcane Languages: 1) Magick – the most common and often encountered form, in which the vast majority of individuals are skilled, having supplanted elder forms due to its relative ease; 2) Old Slann – extremely old and generally only encountered with relics and artifacts; 3) Arcane Dwarf – originally known only to dwarf magicians, it has fallen out of favor replaced by Magick; 4) Arcane Elf – known only by those who still practice it (High and Sea Elf, neither of which are playable under the WHFRP rules); 5) Druidic – the most ancient of human languages used for magic, known to those who practice the Old Religions. Although it has become very rare in practice, it is still found in written form upon many tombs and items uncovered by adventurers hinting that, at one point, it may have been the “universal language” of magic; 6) Demonic – used by forces from outside the standard world and those of the powers of Chaos. This one is not suggested to ever be allowed by a player character to obtain except for specific dire situations such as closing or destroying a portal
Art: this is the skill of producing works of sculpture, paint, or other type of art medium as dependent on career (some restrict the skill to one, or a few, forms) and also enables one to make duplicates or forgeries. Regardless of talent (WHFRP makes no direct distinction,) the character may create some item that can be sold (subject to the Castle Keeper’s approval, generally only to collectors or within very large cities) for 10-120 gold pieces [GP], plus an additional 10-120 GP per week, assuming at least one full week has been spent creating the work in the first place; at most, no more than two months may be spent using the art skill. As noted, simply being able to make an artistic item does not mean someone will buy it, and certainly not always at the price indicated – it is entirely possible to increase or decrease value entirely at the whim of the Castle Keeper. However, possessing this skill does grant a +2 bonus when attempting a busk check and also gives a +3 bonus when attempting to identify a forgery
Astronomy (Intelligence): a character is able to recognize constellations (and know the relevant mythology surrounding them), planets, and other celestial bodies (such as a comet) without a check. With a check, the character is able to successfully navigate and can identify or predict cycles and movements such as eclipses or meteor showers
Begging (Charisma): on a successful check, the character is able to earn a meager living by playing the role of an unfortunate, whether through pleading, groveling, whining, pretending to be afflicted, or by being a forlorn war hero. The difficulty of the check should be based on the wealth (and generosity) of the area in which the skill is used and is set by the Castle Keeper. In any event, one check is made per hour, resulting in 1d3 silver pieces [SP] gained when it works. Naturally, the Castle Keeper can amend these rules and allow for more or less to be gained, including the receipt of small trinkets, gems, or virtually anything
Blather (Charisma): by speaking in a string of nonsense, a character skilled in this art can make another believe the speaker is insane, intoxicated, dangerous, all of them, or something else entirely effectively resulting in the audience being unable to do much else but stare in wonder, as if by the bardic fascinate ability found in the C&C PHB. A success by more than 5 points allows 1d3 additional rounds, this per 5 over the needed difficulty – for example, if the total rolled, with all modifiers, exceeds the difficulty by 12 points, the effects will last for the minimum 1 round, +2d3 added rounds. It is possible to use this skill on multiple targets at once, but the difficulty is increased by 3 points per listener beyond 2, and uses the highest HD / level among the crowd (even if that particular individual is not the actual target). The listener must understand the language being spoken for this skill to work. If there are situational conditions, such as a nearby fight or eminent danger, the difficulty should be increased significantly (suggested by at least +10)
Boat Building: the character knows nautical terms, knots (primarily those used onboard a vessel), and a range of woodworking and sail-making tools and related subsets of skills, including basic seamanship (and river sailing). With time and resources, the character could repair or construct a boat. A small vessel, such as a raft or improvised craft, can be made at 10 hours per person it will carry; anything larger takes the usual amount of time (more specific details are found in the C&C Castle Keepers Guide [CKG]) but with a -2 week (minimum of 1) bonus. See the Advanced Attribute Checks section for details on crafting and how this skill can be used to make an expert item
Brewing (Intelligence): this skill enables the character to make wine, beer, mead and other fermented alcoholic beverages including the ability to judge quality and identify ingredients. There is normally no check needed, but the more obscure or involved the process, the less likely the character will be successful in dissecting it. Finally, if a drink has been drugged or poisoned, the character gains a +2 bonus on the save to resist, able to detect its presence before too harmful an amount has been partaken – this allows only the detection of such, not an identification of the exact product (that is, a character can know a drink has been poisoned but will not know what type of poison has been used)
Bribery: when making a Charisma check to attempt a bribe, the character receives a +4 bonus; reference the Advanced Attribute Checks section for details on what this entails
Carpentry: a character with this ability is skilled in the making, fabrication, and tools / resources of woodworking such for the manufacture of furniture, wagons, chests, house frames, and the like. When the character uses these skills to construct an item wholly made of wood, assuming the proper tools and resources are available, time requirements are reduced by a factor of 2, either days or weeks, to a minimum of 1, this depending only on how long the task typically takes. See the Advanced Attribute Checks section for details on crafting and how this skill can be used to make an expert item
Cartography (Intelligence): the character is familiar with the notations and practices of mapmaking, and can, even when obscured or faulty, identify features of a map such as a coastline and landmarks regardless of the language or crudeness of the map, without a check needed. This skill enables one to navigate without distortion to the location(s) depicted on the map. Finally, with a successful check, a character with this skill is able to identify the best possible course through a dungeon much as if having used find the path provided the character has been through the area previously, able to recall directions and distances with relative ease. WHFRP does not often call for a check, but this skill can be very easily abused without such so it is recommended that a check be made whenever using a map with lacking information or one which has information hidden, whether because it is coded or simply missing but it is entirely up to the Castle Keeper how to best handle it
Cast Spells: this skill enables the character to be a spellcaster for a specific type of magic, determined by career, and can be gained numerous times, once for each form of magic. See the Magic section for additional details
Charm: when making a Charisma check for any sort of social interaction check, this ability grants a +2 bonus effectively being the equivalent of the half-elf empathy ability from the C&C PHB
Charm Animal: characters having this skill are always treated favorably by non-aggressive animals that will approach with tail wagging, purring, or other obvious sign of acceptance provided the animal has an Intelligence of 6 or less. Assuming such animals are not bound in some way, like a leash, they will actually follow the character to a distance of 30 feet but will only approach closer if the character requests it, such as saying “come” in a friendly fashion – other very basic commands, like “go away” or “stop” can also be issued and the animal, if it has less than a 4 Intelligence, will immediately obey; those with a higher Intelligence can be affected as well, but are entitled a save to resist. It is possible to use this ability on animals which are aggressive or actively engaged in combat but such are always allowed a save and do not show any outward affection. This ability does not function like the animal friendship spell – if the character is removed from visual sight, any animals affected by this skill are returned to their normal behavior although they can become affected by it again. There is also no implicit “bond” between character and animal so a Castle Keeper is advised to treat this skill tenderly and have moments where it works against the character, such as being followed (perhaps unknowingly) by rats (maybe plague bearers) or by the property of a noble
Chemistry (Intelligence): a character with this skill can identify, extract, and manufacture chemical compounds and substances having a fundamental understanding of the science of chemistry, although it is disguised as magic. Such trained characters know the general location to obtain raw ingredients, such as where and how to obtain sulfur, what it can do, and how to mix it with other ingredients to make something (such as “Greek Fire.”) WHFRP has firearms so gunpowder (and other flammable things) is definitely possible but anything like TNT or an explosive is generally not. Making and refining of steel or other alloys is also possible. There are no hard and fast rules for time, costs, and difficulties so a Castle Keeper will have to determine these on their own. A good resource on alchemy would be of considerable help with adjudication of this skill
Clown: these characters are often employed by entertainment troupes and typically have little hassle in finding work (therefore, receiving a +4 bonus on employment checks – see the section on Advanced Attribute Checks for details). This skill also reduces damage from a fall by -1 per die and enables the character to leap or jump +1 foot. Lastly, having this skill grants a +2 bonus on bluff and busk checks when the skill is used. Note, that the art of clowning is non-verbal so there is no dependency on language between performer and audience
Comedian: this is essentially the same as clown, described previously, but based on verbal communication through recitation and creation of jokes. The same modifiers apply, except a comedian does not receive any bonuses against falls or modifiers to jump/leap checks
Concealment – Rural (Dexterity): this is as the hide skill found in the C&C PHB except it can be used only in non-urban environments such as farms, jungles, parks, river banks, etc. If there is nothing to hide in or behind, as determined by the Castle Keeper, this skill will automatically fail. The Castle Keeper always decides if a given location classifies as rural or urban
Concealment – Urban (Dexterity): as the concealment – rural skill except it applies to urban settings such as a city or inside a building. If there is nothing to hide in or behind, as determined by the Castle Keeper, this skill will automatically fail. The Castle Keeper always decides if a given location classifies as rural or urban
Consume Alcohol: a character with this skill can drink twice as much as normal before becoming intoxicated or even needing to make an initial save to resist the effects; when they do become intoxicated, any related penalties are at half, for half as long as usual. However, a character with this skill is considered an alcoholic and must, whenever in a place that serves the beverage, consume some… how much is up to the Castle Keeper.
Contortionist (Dexterity): with a successful check, a character can free themselves of chains, ropes, or other bindings by dislocating sockets or moving in a way that others simply cannot. Further, the character can force their body through a gap no less than 6 inches wide. If this skill is used to attempt to earn money (see the busk check under Advanced Attribute Checks), the character gains a +2 bonus even though the audience will trend to be disturbed or to find the performance revolting (though some races might find it…enticing)
Cook: a character with this skill can prepare a meal to above average standards and can identify ingredients used in making a course, allowing a +2 bonus to detect the presence (but not identify) of poisons or narcotics when eating
Cryptography (Intelligence): identical to the C&C decipher script ability as found for the rogue class in the PHB; this skill further allows the character encode a writing so that, even if another understands the language in which it was written, will not be able to understand its contents without first breaking the cipher
Cure Disease (Intelligence): with no check needed, a character skilled in this art can identify and treat any common and nonmagical disease. Those of a rare or magical nature require a check and, if successful, allow the character to know what needs to be done to treat the affliction; if the check is not successful, no insight is gained and the target must wait one more day before another attempt can be made. If a check is failed by 10 or more, a critical failure occurs which can mean prolonging the suffering, amplifying it, creating another illness, or even result in death (what happens is up to the Castle Keeper, but it should always be bad). A Castle Keeper will have to determine how long a disease requires to be treated and any special conditions necessary for it to be healed but once treatment has started, there should not normally be any further negative progression
Skills
WHFRP offers numerous skills in several iterations: 1) Race Skills (mandatory and elective, if the character has more than 2 to begin with as determined using the source rules), 2) Initial Career Skills (those gained by selecting a beginning occupation, much like a class), 3) Career Advancement Skills (skills available within a career that the character did not begin play as, but has since become) [see the Advancement section for details] and 4) Non-Career Skills (those purchased through XP expenditure or gained in some other manner such as a magic item)
Progressions of these will be changed by the Advancement rules but those the character begins with (Race and Initial Career) will remain unchanged except for the definitions as related to C&C.
Race skills are determined as normal for WHFRP – the player rolls to determine number and then must select the mandatory skills first, using any remaining to randomly roll for whichever Career Type (Warrior, Ranger, Rogue, or Academic) the character is to get a result appropriate for race. Age benefits are applicable as usual.
Likewise, Initial Career Skills are bestowed upon acceptance of a career. These are defined per Career noting that all beginning characters must accept a basic career – one that has been advanced to an advanced career will need to consult the Advancement rules to judge a relative C&C character level (especially important for the spellcasting characters) among other things.
The majority of changes in this section are how skills work in a C&C paradigm and how to obtain additional skills, either by XP allocation or Career Advancement (both of these latter are covered in further detail in another section.)
Please note that this section is about skills and only skills – abilities specific to a career, such as a HD type and weapon proficiencies are to be covered individually per career in that section of this conversion document.
Acrobatics (Dexterity): this ability allows one to perform various activities such as somersaults and back flips (although not while engaged in combat or any other physical action such as opening a door) without any check necessary; further, the character adds +5 feet to the total distance one may jump or leap and suffers 2 points fewer damage from a fall (if falling onto a soft surface, such as water, a check is allowed to reduce overall sustained damage to one-quarter). This ability also functions as the climb ability of the C&C rogue class except no check is needed unless a sheer surface (or one that is exceptionally difficult, such as ice) is involved, at the discretion of the Castle Keeper. Lastly, a character with this skill can attempt an employment or busk attempt with a +2 bonus [for these, review the Expanded Attribute Checks section]
Acting (Charisma): the character is able to feign the identity of another, from appearance to speech patterns and mannerisms, effectively replicating the C&C disguise ability of the rogue class. Further, for each point of Intelligence, the character can recite one speech from memory which, if the audience is receptive (determined by the Castle Keeper) grants a +2 bonus on any busk, bluff or gossip checks that may be needed during an acting performance
Acute Hearing: the character gains a +2 bonus on all listen checks, considers the ability as Prime even if it is not, and also extends their range by 10 feet. Sound-based attacks result in a -1 save penalty, however
Ambidextrous: a character with this ability halves the off-hand penalties before assuaging through normal attribute modifiers
Animal Care: with this skill, a character is able to deal with, groom, ride, or recognize common ailments of any standard domesticated animal although it is traditionally limited to horses, other equine, and cattle. This ability does not allow one to ride a beast of burden into combat or to train one – it simply means the character is able to have the animal do a task usual to it, such as oxen used for plowing or a sheepdog used for herding. A Castle Keeper can expand the available list of animals if the campaign warrants it such that animals like camels or pachyderms can be affected
Animal Training (Charisma): through this skill, the character is able to train an animal to perform a specific action natural to it or one which is commonly associated to the type such as a horse capable of staying firm amidst violence and the smell of blood or a monkey able to retrieve shiny objects. The difficulty of this check is determined by the Intelligence of the animal to be trained, subtracted from 8 (therefore, the smarter the animal, the easier it is to teach.) An animal may learn 1 trick per 2 HD it possesses. Time requirements depend on the difficulty of the trick – 1 week for simple verbal commands (such as stay or sit) while the trainer is present; 3 weeks for a complex command such as balancing, counting, or a “party trick;” 10 weeks allows fetching or performance of a command without the trainer present such as delivering a message; 12 weeks is needed to convert an animal into a fighting animal, such as a warhorse, hawk, or guard dog. Once trained, an animal’s master can be transferred but the animal must succeed at an Intelligence check to be loyal to the new master – some animals, such as a warhorse, may have this requirement waived but others, such as a dog, should not under any circumstance. Finally, if the character is seeking employment as a trainer, this skill bestows a +2 bonus on the check
Arcane Language – each time this skill is gained, the character gains the ability to read, write, and speak (although doing the latter is most often only done while casting a spell with verbal components) a specific form of writing which is always used for the delivery of magical knowledge (that is, each of these languages is one used for the creation of scrolls or magical books containing spells.) This skill is absolutely required for any character who wishes to become a spellcaster and then, only for the type of magic for which the character knows the appropriate language – gaining access to some of these should be very hard to discover and obtain, or simply not possible for the majority of characters but that is solely the purview of the Castle Keeper and the individual campaign. There are 6 known Arcane Languages: 1) Magick – the most common and often encountered form, in which the vast majority of individuals are skilled, having supplanted elder forms due to its relative ease; 2) Old Slann – extremely old and generally only encountered with relics and artifacts; 3) Arcane Dwarf – originally known only to dwarf magicians, it has fallen out of favor replaced by Magick; 4) Arcane Elf – known only by those who still practice it (High and Sea Elf, neither of which are playable under the WHFRP rules); 5) Druidic – the most ancient of human languages used for magic, known to those who practice the Old Religions. Although it has become very rare in practice, it is still found in written form upon many tombs and items uncovered by adventurers hinting that, at one point, it may have been the “universal language” of magic; 6) Demonic – used by forces from outside the standard world and those of the powers of Chaos. This one is not suggested to ever be allowed by a player character to obtain except for specific dire situations such as closing or destroying a portal
Art: this is the skill of producing works of sculpture, paint, or other type of art medium as dependent on career (some restrict the skill to one, or a few, forms) and also enables one to make duplicates or forgeries. Regardless of talent (WHFRP makes no direct distinction,) the character may create some item that can be sold (subject to the Castle Keeper’s approval, generally only to collectors or within very large cities) for 10-120 gold pieces [GP], plus an additional 10-120 GP per week, assuming at least one full week has been spent creating the work in the first place; at most, no more than two months may be spent using the art skill. As noted, simply being able to make an artistic item does not mean someone will buy it, and certainly not always at the price indicated – it is entirely possible to increase or decrease value entirely at the whim of the Castle Keeper. However, possessing this skill does grant a +2 bonus when attempting a busk check and also gives a +3 bonus when attempting to identify a forgery
Astronomy (Intelligence): a character is able to recognize constellations (and know the relevant mythology surrounding them), planets, and other celestial bodies (such as a comet) without a check. With a check, the character is able to successfully navigate and can identify or predict cycles and movements such as eclipses or meteor showers
Begging (Charisma): on a successful check, the character is able to earn a meager living by playing the role of an unfortunate, whether through pleading, groveling, whining, pretending to be afflicted, or by being a forlorn war hero. The difficulty of the check should be based on the wealth (and generosity) of the area in which the skill is used and is set by the Castle Keeper. In any event, one check is made per hour, resulting in 1d3 silver pieces [SP] gained when it works. Naturally, the Castle Keeper can amend these rules and allow for more or less to be gained, including the receipt of small trinkets, gems, or virtually anything
Blather (Charisma): by speaking in a string of nonsense, a character skilled in this art can make another believe the speaker is insane, intoxicated, dangerous, all of them, or something else entirely effectively resulting in the audience being unable to do much else but stare in wonder, as if by the bardic fascinate ability found in the C&C PHB. A success by more than 5 points allows 1d3 additional rounds, this per 5 over the needed difficulty – for example, if the total rolled, with all modifiers, exceeds the difficulty by 12 points, the effects will last for the minimum 1 round, +2d3 added rounds. It is possible to use this skill on multiple targets at once, but the difficulty is increased by 3 points per listener beyond 2, and uses the highest HD / level among the crowd (even if that particular individual is not the actual target). The listener must understand the language being spoken for this skill to work. If there are situational conditions, such as a nearby fight or eminent danger, the difficulty should be increased significantly (suggested by at least +10)
Boat Building: the character knows nautical terms, knots (primarily those used onboard a vessel), and a range of woodworking and sail-making tools and related subsets of skills, including basic seamanship (and river sailing). With time and resources, the character could repair or construct a boat. A small vessel, such as a raft or improvised craft, can be made at 10 hours per person it will carry; anything larger takes the usual amount of time (more specific details are found in the C&C Castle Keepers Guide [CKG]) but with a -2 week (minimum of 1) bonus. See the Advanced Attribute Checks section for details on crafting and how this skill can be used to make an expert item
Brewing (Intelligence): this skill enables the character to make wine, beer, mead and other fermented alcoholic beverages including the ability to judge quality and identify ingredients. There is normally no check needed, but the more obscure or involved the process, the less likely the character will be successful in dissecting it. Finally, if a drink has been drugged or poisoned, the character gains a +2 bonus on the save to resist, able to detect its presence before too harmful an amount has been partaken – this allows only the detection of such, not an identification of the exact product (that is, a character can know a drink has been poisoned but will not know what type of poison has been used)
Bribery: when making a Charisma check to attempt a bribe, the character receives a +4 bonus; reference the Advanced Attribute Checks section for details on what this entails
Carpentry: a character with this ability is skilled in the making, fabrication, and tools / resources of woodworking such for the manufacture of furniture, wagons, chests, house frames, and the like. When the character uses these skills to construct an item wholly made of wood, assuming the proper tools and resources are available, time requirements are reduced by a factor of 2, either days or weeks, to a minimum of 1, this depending only on how long the task typically takes. See the Advanced Attribute Checks section for details on crafting and how this skill can be used to make an expert item
Cartography (Intelligence): the character is familiar with the notations and practices of mapmaking, and can, even when obscured or faulty, identify features of a map such as a coastline and landmarks regardless of the language or crudeness of the map, without a check needed. This skill enables one to navigate without distortion to the location(s) depicted on the map. Finally, with a successful check, a character with this skill is able to identify the best possible course through a dungeon much as if having used find the path provided the character has been through the area previously, able to recall directions and distances with relative ease. WHFRP does not often call for a check, but this skill can be very easily abused without such so it is recommended that a check be made whenever using a map with lacking information or one which has information hidden, whether because it is coded or simply missing but it is entirely up to the Castle Keeper how to best handle it
Cast Spells: this skill enables the character to be a spellcaster for a specific type of magic, determined by career, and can be gained numerous times, once for each form of magic. See the Magic section for additional details
Charm: when making a Charisma check for any sort of social interaction check, this ability grants a +2 bonus effectively being the equivalent of the half-elf empathy ability from the C&C PHB
Charm Animal: characters having this skill are always treated favorably by non-aggressive animals that will approach with tail wagging, purring, or other obvious sign of acceptance provided the animal has an Intelligence of 6 or less. Assuming such animals are not bound in some way, like a leash, they will actually follow the character to a distance of 30 feet but will only approach closer if the character requests it, such as saying “come” in a friendly fashion – other very basic commands, like “go away” or “stop” can also be issued and the animal, if it has less than a 4 Intelligence, will immediately obey; those with a higher Intelligence can be affected as well, but are entitled a save to resist. It is possible to use this ability on animals which are aggressive or actively engaged in combat but such are always allowed a save and do not show any outward affection. This ability does not function like the animal friendship spell – if the character is removed from visual sight, any animals affected by this skill are returned to their normal behavior although they can become affected by it again. There is also no implicit “bond” between character and animal so a Castle Keeper is advised to treat this skill tenderly and have moments where it works against the character, such as being followed (perhaps unknowingly) by rats (maybe plague bearers) or by the property of a noble
Chemistry (Intelligence): a character with this skill can identify, extract, and manufacture chemical compounds and substances having a fundamental understanding of the science of chemistry, although it is disguised as magic. Such trained characters know the general location to obtain raw ingredients, such as where and how to obtain sulfur, what it can do, and how to mix it with other ingredients to make something (such as “Greek Fire.”) WHFRP has firearms so gunpowder (and other flammable things) is definitely possible but anything like TNT or an explosive is generally not. Making and refining of steel or other alloys is also possible. There are no hard and fast rules for time, costs, and difficulties so a Castle Keeper will have to determine these on their own. A good resource on alchemy would be of considerable help with adjudication of this skill
Clown: these characters are often employed by entertainment troupes and typically have little hassle in finding work (therefore, receiving a +4 bonus on employment checks – see the section on Advanced Attribute Checks for details). This skill also reduces damage from a fall by -1 per die and enables the character to leap or jump +1 foot. Lastly, having this skill grants a +2 bonus on bluff and busk checks when the skill is used. Note, that the art of clowning is non-verbal so there is no dependency on language between performer and audience
Comedian: this is essentially the same as clown, described previously, but based on verbal communication through recitation and creation of jokes. The same modifiers apply, except a comedian does not receive any bonuses against falls or modifiers to jump/leap checks
Concealment – Rural (Dexterity): this is as the hide skill found in the C&C PHB except it can be used only in non-urban environments such as farms, jungles, parks, river banks, etc. If there is nothing to hide in or behind, as determined by the Castle Keeper, this skill will automatically fail. The Castle Keeper always decides if a given location classifies as rural or urban
Concealment – Urban (Dexterity): as the concealment – rural skill except it applies to urban settings such as a city or inside a building. If there is nothing to hide in or behind, as determined by the Castle Keeper, this skill will automatically fail. The Castle Keeper always decides if a given location classifies as rural or urban
Consume Alcohol: a character with this skill can drink twice as much as normal before becoming intoxicated or even needing to make an initial save to resist the effects; when they do become intoxicated, any related penalties are at half, for half as long as usual. However, a character with this skill is considered an alcoholic and must, whenever in a place that serves the beverage, consume some… how much is up to the Castle Keeper.
Contortionist (Dexterity): with a successful check, a character can free themselves of chains, ropes, or other bindings by dislocating sockets or moving in a way that others simply cannot. Further, the character can force their body through a gap no less than 6 inches wide. If this skill is used to attempt to earn money (see the busk check under Advanced Attribute Checks), the character gains a +2 bonus even though the audience will trend to be disturbed or to find the performance revolting (though some races might find it…enticing)
Cook: a character with this skill can prepare a meal to above average standards and can identify ingredients used in making a course, allowing a +2 bonus to detect the presence (but not identify) of poisons or narcotics when eating
Cryptography (Intelligence): identical to the C&C decipher script ability as found for the rogue class in the PHB; this skill further allows the character encode a writing so that, even if another understands the language in which it was written, will not be able to understand its contents without first breaking the cipher
Cure Disease (Intelligence): with no check needed, a character skilled in this art can identify and treat any common and nonmagical disease. Those of a rare or magical nature require a check and, if successful, allow the character to know what needs to be done to treat the affliction; if the check is not successful, no insight is gained and the target must wait one more day before another attempt can be made. If a check is failed by 10 or more, a critical failure occurs which can mean prolonging the suffering, amplifying it, creating another illness, or even result in death (what happens is up to the Castle Keeper, but it should always be bad). A Castle Keeper will have to determine how long a disease requires to be treated and any special conditions necessary for it to be healed but once treatment has started, there should not normally be any further negative progression
Re: Warhammer C&C
Dance: those trained are capable of performing various dances, formal and informal. When used to gain gold, the character gains a +2 bonus on both busk and employment checks
Demon Lore (Intelligence): one trained in this skill can identify any fiend (WHFRP does not distinguish between demons and devils, so in general, this ability should apply to all evil extraplanar creatures in C&C) by sight and know its general power within established hierarchy. Further, even if a demon is not visible, a character with this skill can still “sniff them out” and can sense their presence to a distance of 120 feet. With a successful check, the character can recall specifics about a demon’s capabilities – its strengths, weaknesses, powers, spell use, votives, etc even if the demon has never been encountered before; if it has been, these facts are gained without a check. Note that this ability does allow a character to identify a demon that has used disguises, even magical ones, unless the disguise conceals odor or hides the creature’s aura
Disarm: the character is considered competent with disarm combat maneuver as listed in the C&C PHB
Disguise (Charisma): as the C&C PHB ability for the assassin class. It is suggested that the player and Castle Keeper work together to determine the level of effort put into making the disguise as this should factor into the success or difficulty for another to notice something amiss
Divining (Intelligence): the player and Castle Keeper will have to discuss this skill as it allows one to uncover secrets and information not normally available or known, such as location of a particular item or person, the date of birth or death of an important figure, and the like. Any answer gained must not be precise and should be vague or clouded in mystery, especially to allow for misinterpretation. When this skill is gained, the character must select one form of use such as using cards, dice, a crystal ball, tea leaves, etc – gaining the skill a second time or more allows another method to be selected each instance. Any difficulty for use of this ability is entirely subject to the Castle Keeper
Dodge Blow (Dexterity): if the character has initiative over a specified opponent and is aware of an impending, non-ranged, nonmagical attack, the character can forego any movement for the round and declare a dodge. If the check is then made, one (and only one) attack made by the opponent can be ignored including all effects of that attack such as damage or level draining
Dowsing (Intelligence): on a successful check, the character is able to locate enough water to supply themselves, +1 additional (of the same general size and needs as the one dowsing) for each 2 difficulty made. Terrain should be used as the initial difficulty such that a desert, for example, might have a 6 but a rainforest may have a 0 (or none at all and the player simply rolls a die to determine how much water is found)
Drive Cart: a character with this skill can pilot a cart, wagon, or chariot without needing to make any checks, whether used in combat or not. They can also push the driving animal(s) to increase movement speed but there may be a chance of accidents at the discretion of the Castle Keeper; it is suggested that, if this is used, a Dexterity check is used to determine the outcome
Embezzling (Intelligence): a character in a position of handling money, such as working for a merchant or transporting it, can attempt to purloin an amount without detection. A success generally yields 1d6 GP per attempt and prevents the character from even being suspected as the thief; however, a failure by more than 5 means the character has been caught in the act. Using this skill more than once per day at the same place has a cumulative penalty of -2. The amount of money embezzling yields should be dictated by the work… stealing directly from a treasury is vastly different than pilfering from a poor merchant
Engineer: the character has a fundamental understanding of mechanics and metal/woodworking, able to use the tools of either trade. This skill allows a character the ability to open locks and disarm traps of a mechanical nature, treating these as the C&C ability from the PHB. Furthermore, this skill allows one to draw (and read) plans for complex devices such as clocks or things with gears. If used to make something, see the Advanced Attribute Checks section for details on crafting and how this skill can be used to make an expert item
Escapology (Dexterity): a character trained in this skill can attempt to escape from any binding, whether it is rope, chain, constriction, a device or trap, or something else entirely. One attempt is allowed per 2 rounds and success indicates the character has managed to remove them from danger. If used to gain money from entertaining others, this skill gives a +2 bonus on busk checks
Etiquette: the character receives a +2 bonus on all Charisma (and Charisma related) checks when dealing with individuals of a different social status, especially those of aristocratic means. This bonus can be added to any other bonus the character receives
Evaluate (Intelligence): with a successful check, the character is able to ascertain the approximate value (within 10%) of any item after closely examining it
Excellent Vision: daylight vision and twilightvision, if possessed, have their ranges increased by 50%
Demon Lore (Intelligence): one trained in this skill can identify any fiend (WHFRP does not distinguish between demons and devils, so in general, this ability should apply to all evil extraplanar creatures in C&C) by sight and know its general power within established hierarchy. Further, even if a demon is not visible, a character with this skill can still “sniff them out” and can sense their presence to a distance of 120 feet. With a successful check, the character can recall specifics about a demon’s capabilities – its strengths, weaknesses, powers, spell use, votives, etc even if the demon has never been encountered before; if it has been, these facts are gained without a check. Note that this ability does allow a character to identify a demon that has used disguises, even magical ones, unless the disguise conceals odor or hides the creature’s aura
Disarm: the character is considered competent with disarm combat maneuver as listed in the C&C PHB
Disguise (Charisma): as the C&C PHB ability for the assassin class. It is suggested that the player and Castle Keeper work together to determine the level of effort put into making the disguise as this should factor into the success or difficulty for another to notice something amiss
Divining (Intelligence): the player and Castle Keeper will have to discuss this skill as it allows one to uncover secrets and information not normally available or known, such as location of a particular item or person, the date of birth or death of an important figure, and the like. Any answer gained must not be precise and should be vague or clouded in mystery, especially to allow for misinterpretation. When this skill is gained, the character must select one form of use such as using cards, dice, a crystal ball, tea leaves, etc – gaining the skill a second time or more allows another method to be selected each instance. Any difficulty for use of this ability is entirely subject to the Castle Keeper
Dodge Blow (Dexterity): if the character has initiative over a specified opponent and is aware of an impending, non-ranged, nonmagical attack, the character can forego any movement for the round and declare a dodge. If the check is then made, one (and only one) attack made by the opponent can be ignored including all effects of that attack such as damage or level draining
Dowsing (Intelligence): on a successful check, the character is able to locate enough water to supply themselves, +1 additional (of the same general size and needs as the one dowsing) for each 2 difficulty made. Terrain should be used as the initial difficulty such that a desert, for example, might have a 6 but a rainforest may have a 0 (or none at all and the player simply rolls a die to determine how much water is found)
Drive Cart: a character with this skill can pilot a cart, wagon, or chariot without needing to make any checks, whether used in combat or not. They can also push the driving animal(s) to increase movement speed but there may be a chance of accidents at the discretion of the Castle Keeper; it is suggested that, if this is used, a Dexterity check is used to determine the outcome
Embezzling (Intelligence): a character in a position of handling money, such as working for a merchant or transporting it, can attempt to purloin an amount without detection. A success generally yields 1d6 GP per attempt and prevents the character from even being suspected as the thief; however, a failure by more than 5 means the character has been caught in the act. Using this skill more than once per day at the same place has a cumulative penalty of -2. The amount of money embezzling yields should be dictated by the work… stealing directly from a treasury is vastly different than pilfering from a poor merchant
Engineer: the character has a fundamental understanding of mechanics and metal/woodworking, able to use the tools of either trade. This skill allows a character the ability to open locks and disarm traps of a mechanical nature, treating these as the C&C ability from the PHB. Furthermore, this skill allows one to draw (and read) plans for complex devices such as clocks or things with gears. If used to make something, see the Advanced Attribute Checks section for details on crafting and how this skill can be used to make an expert item
Escapology (Dexterity): a character trained in this skill can attempt to escape from any binding, whether it is rope, chain, constriction, a device or trap, or something else entirely. One attempt is allowed per 2 rounds and success indicates the character has managed to remove them from danger. If used to gain money from entertaining others, this skill gives a +2 bonus on busk checks
Etiquette: the character receives a +2 bonus on all Charisma (and Charisma related) checks when dealing with individuals of a different social status, especially those of aristocratic means. This bonus can be added to any other bonus the character receives
Evaluate (Intelligence): with a successful check, the character is able to ascertain the approximate value (within 10%) of any item after closely examining it
Excellent Vision: daylight vision and twilightvision, if possessed, have their ranges increased by 50%
Re: Warhammer C&C
Fire Eating: a character with this skill suffers 1 point less damage from any fire based attack and can create a fire in the most dire of situations, although it may still burn out normally. Such characters are skilled in handling and moving fire, able to juggle or even “consume” it (which extinguishes the flame.) Through the making of a specialized potion (made from standard alcoholic spirits), the character is able to produce a flaming gout that deals 1d4 fire damage (+1d4 more if the creature is susceptible to fire) to a creature hit by it, a save against breath weapon allowed to negate; this attack is ranged and can be delivered from up to 5 feet away. Those not skilled in this art will become sick if they use the special potion. If used for entertainment purposes to gain money, the character gains a +2 bonus on busk checks
Fish: normally no check is needed but if the Castle Keeper wishes to make one a requirement, Intelligence or Dexterity are the likely attributes to use. It takes 1d4 hours to catch enough fish to feed one individual for one day, assuming the character has proper tools – improvised fishing is possible but the time requirement can increase to as much as 2d4 hours. Those skilled know where fish like to congregate, what conditions are preferred, and can identify all common fish on sight (and can tell whether one is edible or not)
Flee!: when running away from a combat or forced to retreat by fear, the character gains a +50% movement speed
Fleet Footed: a character with this gift receive a +5 movement speed applicable to all movement types, including swim and climb
Follow Trail (Intelligence): this is as the ranger tracking ability from the C&C PHB except for the attribute on which it is based
Frenzied Attack (Wisdom): at the start of any combat, the character must attempt to succeed on a Wisdom save (the difficulty should be based on the number of opponents or stress level of the character, decided upon by the Castle Keeper) or become frenzied; this save cannot be willfully failed. This state will last for the entire combat. While frenzied, the character is immune to fear and terror, cannot parry or dodge any attack and must press melee as much as possible, gains a +2 bonus to Strength (for a +1 bonus to hit and damage), and suffer one less point of damage per attack against them but have no idea how many HP remain. A frenzied character will not accept healing and attempting to use such might cause the character to consider it as an attack and therefore, the person trying it an enemy
Gamble (Intelligence): the character is skilled in gambling and has a basic understanding of probability, knowing how to turn any game of chance into one in their favor; the difficulty of this check should always be made with a -5 penalty, though, because it is hard to gamble against a game the character does not control (if the character is the one handling the game components, such as being dealer of a deck of cards, the check is made with no penalty). It is also possible to lose on purpose – this has no check
Game Hunting: like the fish skill previously detailed, this skill allows a character to capture or hunt wild game ranging from fowls to large mammals like deer. The type of animal present must be determined by the Castle Keeper and a check, if required, should be made against Intelligence (though normally, in 1d4 hours, the character can capture enough food to feed one person per day, unless large game is involved and then whatever guidelines the Castle Keeper wants to use can be applied.) For simplicity, this skill and fish before it can also be treated like the survival ability from the C&C PHB
Gem Cutting (Intelligence or Dexterity): with the proper tools, a character can cut a number of gems per day to increase (or divide into smaller stones) their value. The number of stones that can be cut per day is based on their value – for those under 50 GP, 1d6 stones may be cut; for those 51 – 100 GP in value, 1 stone may be cut, and those 101 or more GP in value each take 1d6 days. For each point above the default difficulty (which is 0), the value of the gemstone is increased 5% unless the stone had been cut previously and then it is 10% (one time) and then +5% per point above the difficulty rolled. Failure results in halving the gem value and makes it harder to cut properly, adding a +3 difficulty to that task. Large gems may have their values divided among smaller stones, to a total of 75% the original GP amount but making it easier to transport or sell. Likewise, stones used in jewelry can be removed and resized / cut which decreases the value of the jewelry by 10%
Haggle (Charisma): the character gains a +2 bonus when attempting to bargain; see the Advanced Attribute Checks for details on this application
Heal Wounds (Intelligence): this skill can be used in a variety of ways depending on how severely injured those being treated are: 1) if a character is lightly wounded (has suffered less than 25% of total HP,) this skill restores a number of HP equal to one roll of the recipient’s HD type; 2) if the character is severely injured (up to 50% HP lost), this ability restores 1 HP; 3) if the recipient is gravely wounded (more than 50% damage sustained or one which has sustained a critical injury), this skill stops bleeding but it does not restore any HP – application of the surgery skill (see it below) within 24 hours will be needed before any natural healing can occur and to ensure that the character does not die from trauma; 4) used to accelerate natural healing, this skill enables the receiver to heal their normal rate, plus half Constitution, but only if not gravely wounded. It is not possible to use this skill in any fashion to affect the same character twice in one day, although different individuals with this skill can each use it once on the same person
Heraldry (Intelligence): a successful check allows one to recognize the devices used for a heraldic image knowing what it means, to whom it belongs, and some basic history of the family / lineage including genealogy
Herb Lore (Intelligence): this skill allows a character to identify plants and herbs and recognize any abilities that might be possessed by them in addition to knowing how, when, and where to best gather them
History (Intelligence): the character is familiar with all important events, people, places, and things that have occurred in their homeland within 100 years with no check needed, able to recall details that most others would not be able to – this means the Castle Keeper and player should work together to get an understanding of what the character actually knows, which may not be entirely true. In addition, with a check, the character can reach further in time and can also recall facts about other locations / areas distant to their own. Further details are left to the Castle Keeper but it may be easier to simply have this skill function as the bardic lore ability from the C&C PHB
Hypnotize: if the character can gain the undivided attention of a single target, usually with a bright light or a swinging coin, the target can be placed into a trance during which they are subject to answering questions with complete honesty – the initial question asked allows the victim to make a Wisdom save, and if it succeeds, is the only question allowed; if it fails, the hypnotist can ask 1d4 additional questions. The duration of the hypnosis is 1d6 turns or sooner if the hypnotist chooses to end the trance. Under no situation can this skill be used to “program” a recipient and it cannot be used to gain control or friendship in any way
Fish: normally no check is needed but if the Castle Keeper wishes to make one a requirement, Intelligence or Dexterity are the likely attributes to use. It takes 1d4 hours to catch enough fish to feed one individual for one day, assuming the character has proper tools – improvised fishing is possible but the time requirement can increase to as much as 2d4 hours. Those skilled know where fish like to congregate, what conditions are preferred, and can identify all common fish on sight (and can tell whether one is edible or not)
Flee!: when running away from a combat or forced to retreat by fear, the character gains a +50% movement speed
Fleet Footed: a character with this gift receive a +5 movement speed applicable to all movement types, including swim and climb
Follow Trail (Intelligence): this is as the ranger tracking ability from the C&C PHB except for the attribute on which it is based
Frenzied Attack (Wisdom): at the start of any combat, the character must attempt to succeed on a Wisdom save (the difficulty should be based on the number of opponents or stress level of the character, decided upon by the Castle Keeper) or become frenzied; this save cannot be willfully failed. This state will last for the entire combat. While frenzied, the character is immune to fear and terror, cannot parry or dodge any attack and must press melee as much as possible, gains a +2 bonus to Strength (for a +1 bonus to hit and damage), and suffer one less point of damage per attack against them but have no idea how many HP remain. A frenzied character will not accept healing and attempting to use such might cause the character to consider it as an attack and therefore, the person trying it an enemy
Gamble (Intelligence): the character is skilled in gambling and has a basic understanding of probability, knowing how to turn any game of chance into one in their favor; the difficulty of this check should always be made with a -5 penalty, though, because it is hard to gamble against a game the character does not control (if the character is the one handling the game components, such as being dealer of a deck of cards, the check is made with no penalty). It is also possible to lose on purpose – this has no check
Game Hunting: like the fish skill previously detailed, this skill allows a character to capture or hunt wild game ranging from fowls to large mammals like deer. The type of animal present must be determined by the Castle Keeper and a check, if required, should be made against Intelligence (though normally, in 1d4 hours, the character can capture enough food to feed one person per day, unless large game is involved and then whatever guidelines the Castle Keeper wants to use can be applied.) For simplicity, this skill and fish before it can also be treated like the survival ability from the C&C PHB
Gem Cutting (Intelligence or Dexterity): with the proper tools, a character can cut a number of gems per day to increase (or divide into smaller stones) their value. The number of stones that can be cut per day is based on their value – for those under 50 GP, 1d6 stones may be cut; for those 51 – 100 GP in value, 1 stone may be cut, and those 101 or more GP in value each take 1d6 days. For each point above the default difficulty (which is 0), the value of the gemstone is increased 5% unless the stone had been cut previously and then it is 10% (one time) and then +5% per point above the difficulty rolled. Failure results in halving the gem value and makes it harder to cut properly, adding a +3 difficulty to that task. Large gems may have their values divided among smaller stones, to a total of 75% the original GP amount but making it easier to transport or sell. Likewise, stones used in jewelry can be removed and resized / cut which decreases the value of the jewelry by 10%
Haggle (Charisma): the character gains a +2 bonus when attempting to bargain; see the Advanced Attribute Checks for details on this application
Heal Wounds (Intelligence): this skill can be used in a variety of ways depending on how severely injured those being treated are: 1) if a character is lightly wounded (has suffered less than 25% of total HP,) this skill restores a number of HP equal to one roll of the recipient’s HD type; 2) if the character is severely injured (up to 50% HP lost), this ability restores 1 HP; 3) if the recipient is gravely wounded (more than 50% damage sustained or one which has sustained a critical injury), this skill stops bleeding but it does not restore any HP – application of the surgery skill (see it below) within 24 hours will be needed before any natural healing can occur and to ensure that the character does not die from trauma; 4) used to accelerate natural healing, this skill enables the receiver to heal their normal rate, plus half Constitution, but only if not gravely wounded. It is not possible to use this skill in any fashion to affect the same character twice in one day, although different individuals with this skill can each use it once on the same person
Heraldry (Intelligence): a successful check allows one to recognize the devices used for a heraldic image knowing what it means, to whom it belongs, and some basic history of the family / lineage including genealogy
Herb Lore (Intelligence): this skill allows a character to identify plants and herbs and recognize any abilities that might be possessed by them in addition to knowing how, when, and where to best gather them
History (Intelligence): the character is familiar with all important events, people, places, and things that have occurred in their homeland within 100 years with no check needed, able to recall details that most others would not be able to – this means the Castle Keeper and player should work together to get an understanding of what the character actually knows, which may not be entirely true. In addition, with a check, the character can reach further in time and can also recall facts about other locations / areas distant to their own. Further details are left to the Castle Keeper but it may be easier to simply have this skill function as the bardic lore ability from the C&C PHB
Hypnotize: if the character can gain the undivided attention of a single target, usually with a bright light or a swinging coin, the target can be placed into a trance during which they are subject to answering questions with complete honesty – the initial question asked allows the victim to make a Wisdom save, and if it succeeds, is the only question allowed; if it fails, the hypnotist can ask 1d4 additional questions. The duration of the hypnosis is 1d6 turns or sooner if the hypnotist chooses to end the trance. Under no situation can this skill be used to “program” a recipient and it cannot be used to gain control or friendship in any way
Re: Warhammer C&C
Identify Magical Artifacts (Intelligence): through exposure to various items of magical power, or research of said items, the character is able to determine specific features and functions of a magically enchanted object simply by touching it and making a successful check; for all intents and purposes, this ability is equivalent to the identify spell or the legend lore ability of the bard class found in the C&C PHB
Identify Plants (Intelligence): similar to herb lore, above, this skill allows a character to identify basic and common plant life but does not necessarily garner any detailed knowledge of their potential uses. It does allow one to know where and how to best plant and cultivate plants, though and unlike the herb lore skill can also be used to know something about unusual or rare plants, including monstrous variety
Identify Undead (Intelligence): with a successful check, a character with this skill can view the actions and appearance of an undead creature and know the precise type of undead, if it has any weaknesses that can be exploited, and what supernatural powers it is likely to have including how it propagates (if the creature does). This ability works on both corporeal and incorporeal beings but does not penetrate disguises without magical assistance
Immunity to Disease: the character gains a +4 bonus to resist all diseases and may select any three to be specifically unaffected by, subject to the Castle Keeper’s discretion
Immunity to Poison: the character gains a +4 bonus to resist all poisons and venoms and may select any three specific varieties (whether poison or venom) which are ineffectual against the character; these specific ones cannot be a generic Type, such as Type I but can be something like “arsenic.” If the Castle Keeper decides there is little chance a character could have been exposed to a given toxin, a selection may be disallowed and another selected instead
Jest: the character is skilled at innuendo, bawdy humor, wit, sarcasm, and being irritable in many and every form which is, in a strange way, admired by nobility who often retain a family or court jester as a status symbol. A character with this ability gains a +2 bonus on bluff and busk checks
Juggle (Dexterity): characters with this skill are able to balance virtually any object and have a high degree of accuracy at range, gaining a +2 bonus to hit when throwing an item up to 30 feet; at longer distances this drops to +1, to the item’s maximum distance. Further, with a successful check, an item thrown at the character can be caught but the character must have been aware of it beforehand (mechanically propelled items, like a crossbow bolt or an arrow from a bow cannot be juggled) diffusing the damage that would have been inflicted. Used for moneymaking, this skill grants a +2 bonus on busk checks
Law (Intelligence): the character is aware of local laws and how the system works, able to, with a successful check (the difficulty determined by the Castle Keeper) either increase a sentence, convict a person, or lower a sentence bestowed upon a convicted individual, including the character themselves; at a higher difficulty, the character may also be able to prevent being convicted but obtaining evidence is generally a requirement. Castle Keepers are free to apply this skill in any way suitable to their campaign noting that in WHFRP simply being a member of certain careers can be a death sentence if discovered, so this skill is of great importance in much of the assumed setting
Lightning Reflexes: the character gains a +1 initiative modifier
Linguistics: a character with this skill has a profound knack for understanding languages, able to learn enough to “get by” with any language after a single week exposed to it, provided it is spoken. This ability also allows the character to communicate very basic ideas and needs with any individual capable of speech – full knowledge of the language is required to get much more. If the character can read, at the discretion of the Castle Keeper, this ability can function as decipher script from the C&C PHB as well, but it cannot work with magical writing of any kind nor a language that has died out or is virtually unknown (unless the character also has knowledge of that language, of course)
Lip Reading (Intelligence): this skill allows a character to comprehend, or “listen” to a dialog even though it might not be audible provided view of the participant’s faces is possible. The difficulty should be adjudicated based on distance, speed of conversation, language used (if the character does not know the language used, this skill simply fails) and other mitigating circumstances as desired
Luck: the character may use this skill a random number of times per day, determined by the Castle Keeper rolling 1d6, the total kept secret from the player. Each time it is used, the character may gain a +1 bonus on any roll that does not involve a d20 (no attack, save, or ability checks, for example, but applicable to damage and HD rolls); for those which do involve a d20 roll, the bonus is +2. However, once the character uses their luck for the day, if another attempt is made, the bonus applied becomes a penalty and if the result is failure, it is a critical failure (a normally critical failure will have the worst possible results.) Obviously, it is not wise to push one’s luck…
Magical Awareness: by remaining completely still and in complete concentration for at least one turn, the character is able to produce an effect identical to the detect magic spell from the C&C PHB, with one exception – this ability can determine whether an individual or creature has spellcasting ability but it does not reveal strength or type, only presence. Only a character that has the cast spells skill can gain this one
Magical Sense: by touch, a character with this skill can immediately detect any magical aura, whether that is because an item is enchanted, because a person has had a spell upon them, or because an individual is capable of casting spells. There is no information other than presence of magic. Only a character with the cast spells skill can gain this
Manufacture Drugs (Intelligence): when this skill is gained, the character must select to make natural or chemical drugs; to have the option of both, this skill needs to be obtained twice. Natural drugs retain the properties of their herbal source but the form is more convenient, being either tablet or liquid; chemical drugs may be medicinal (used for the cure illness skill, for example) or can be a poison depending on intent. The time required varies and is subject to the Castle Keeper’s ruling
Manufacture Magic Items: the character is able to create magic items of any sort, with time and costs at the discretion of the Castle Keeper. Only a spellcaster can gain this skill
Manufacture Potions: the character may create potions with magical effects, the time and cost dependent on the Castle Keeper; only a spellcaster may gain this skill
Manufacture Scrolls: the character may create scrolls of magical spells, usable by anyone who can read the language inscribed, with time and costs left to the Castle Keeper to determine; only a spellcaster may gain this skill
Marksmanship: the character gains a +2 bonus when attacking with a ranged weapon; if the character also has the specialist weapon skill, the bonus increases to +3 when attacking with that specific weapon type
Meditation: through this skill, a spellcaster is able to recover spellcasting ability. WHFRP uses a point system as opposed to a slot system. The default allows the player to designate any number of points (to the character’s maximum) to regain and, for each point, 1d6 is rolled – the sum is used to determine the number of uninterrupted time (the character is unable to interact with the world at all, including movement, speaking, or even acting in self-defense without disrupting the meditation), in turns, the character must spend to regain the stated value. If the game is to use the C&C method of spell slots, the process is essentially the same but each slot counts as a point so a 2nd level spell slot to be regained means a roll of 2d6 minutes. This is the only way WHFRP spellcasters recover spent spell power and the skill is only available to them. If the times seem low, consider changing it to increments of 10 minutes – the important thing to remember is that this ability requires 100% complete tranquility, which is not often easy to get especially when surrounded by others or in the depths of a dangerous dungeon
Metallurgy: this skill allows a character to recognize ores of the most common type such as iron, copper, tin, or silver and grants the knowledge of how to extract these substances, provided the right tools are at hand. The character also understands the principles of making alloys such as electrum and steel, or high and low grade versions like pewter or bronze. There is no inherent ability of working the metal, however, only in producing it though most that have this skill will also have smithing
Mime: a character can use the ability to gain a +2 bonus on employment and busk checks when seeking to gain money. Alternatively, with the Castle Keeper’s approval, this skill can be used to convey meaning using only visual clues with the intended audience allowed an Intelligence check to determine if the message was understood; the difficulty should depend on how complex the message is, including its length and subject (props help)
Mimic: the art of flawlessly sounding like another is of tremendous help when using the acting, disguise, throw voice, or ventriloquism skills, all of which receive a +2 bonus for any checks that need to be made; in addition, the character can use this skill to gain a +2 bonus on busk checks
Mining (Intelligence): the character is trained in mining, tunneling, and excavating which gives several advantages when underground: 1) if building a tunnel or shaft, times are reduced by a factor of 2 and the construction will be more stable than normal; 2) the character can recognize minerals, rock types, and gem-bearing areas with a successful check; 3) all abilities of the standard C&C dwarf as it applies to being underground such as stonecraft and their ability to determine direction and depth, with an additional +2 bonus for finding hidden doors in subterranean passages
Musicianship: when this skill is gained, unless stipulated by career, the character gains the ability to play one category of instrument – stringed, wind, or percussion. If desired, the character can have the ability to play only a single type of instrument within this category, with an additional +2 bonus; doing so means the character is at normal odds (thanks to a -2 penalty) with every other instrument in the same category. When used for busk checks, this skill grants a +2. The skill may be gained as many times as the character would like, but each time it is taken beyond the first, if a specific instrument is taken, there is no added bonus – it simply means there is no penalty
Identify Plants (Intelligence): similar to herb lore, above, this skill allows a character to identify basic and common plant life but does not necessarily garner any detailed knowledge of their potential uses. It does allow one to know where and how to best plant and cultivate plants, though and unlike the herb lore skill can also be used to know something about unusual or rare plants, including monstrous variety
Identify Undead (Intelligence): with a successful check, a character with this skill can view the actions and appearance of an undead creature and know the precise type of undead, if it has any weaknesses that can be exploited, and what supernatural powers it is likely to have including how it propagates (if the creature does). This ability works on both corporeal and incorporeal beings but does not penetrate disguises without magical assistance
Immunity to Disease: the character gains a +4 bonus to resist all diseases and may select any three to be specifically unaffected by, subject to the Castle Keeper’s discretion
Immunity to Poison: the character gains a +4 bonus to resist all poisons and venoms and may select any three specific varieties (whether poison or venom) which are ineffectual against the character; these specific ones cannot be a generic Type, such as Type I but can be something like “arsenic.” If the Castle Keeper decides there is little chance a character could have been exposed to a given toxin, a selection may be disallowed and another selected instead
Jest: the character is skilled at innuendo, bawdy humor, wit, sarcasm, and being irritable in many and every form which is, in a strange way, admired by nobility who often retain a family or court jester as a status symbol. A character with this ability gains a +2 bonus on bluff and busk checks
Juggle (Dexterity): characters with this skill are able to balance virtually any object and have a high degree of accuracy at range, gaining a +2 bonus to hit when throwing an item up to 30 feet; at longer distances this drops to +1, to the item’s maximum distance. Further, with a successful check, an item thrown at the character can be caught but the character must have been aware of it beforehand (mechanically propelled items, like a crossbow bolt or an arrow from a bow cannot be juggled) diffusing the damage that would have been inflicted. Used for moneymaking, this skill grants a +2 bonus on busk checks
Law (Intelligence): the character is aware of local laws and how the system works, able to, with a successful check (the difficulty determined by the Castle Keeper) either increase a sentence, convict a person, or lower a sentence bestowed upon a convicted individual, including the character themselves; at a higher difficulty, the character may also be able to prevent being convicted but obtaining evidence is generally a requirement. Castle Keepers are free to apply this skill in any way suitable to their campaign noting that in WHFRP simply being a member of certain careers can be a death sentence if discovered, so this skill is of great importance in much of the assumed setting
Lightning Reflexes: the character gains a +1 initiative modifier
Linguistics: a character with this skill has a profound knack for understanding languages, able to learn enough to “get by” with any language after a single week exposed to it, provided it is spoken. This ability also allows the character to communicate very basic ideas and needs with any individual capable of speech – full knowledge of the language is required to get much more. If the character can read, at the discretion of the Castle Keeper, this ability can function as decipher script from the C&C PHB as well, but it cannot work with magical writing of any kind nor a language that has died out or is virtually unknown (unless the character also has knowledge of that language, of course)
Lip Reading (Intelligence): this skill allows a character to comprehend, or “listen” to a dialog even though it might not be audible provided view of the participant’s faces is possible. The difficulty should be adjudicated based on distance, speed of conversation, language used (if the character does not know the language used, this skill simply fails) and other mitigating circumstances as desired
Luck: the character may use this skill a random number of times per day, determined by the Castle Keeper rolling 1d6, the total kept secret from the player. Each time it is used, the character may gain a +1 bonus on any roll that does not involve a d20 (no attack, save, or ability checks, for example, but applicable to damage and HD rolls); for those which do involve a d20 roll, the bonus is +2. However, once the character uses their luck for the day, if another attempt is made, the bonus applied becomes a penalty and if the result is failure, it is a critical failure (a normally critical failure will have the worst possible results.) Obviously, it is not wise to push one’s luck…
Magical Awareness: by remaining completely still and in complete concentration for at least one turn, the character is able to produce an effect identical to the detect magic spell from the C&C PHB, with one exception – this ability can determine whether an individual or creature has spellcasting ability but it does not reveal strength or type, only presence. Only a character that has the cast spells skill can gain this one
Magical Sense: by touch, a character with this skill can immediately detect any magical aura, whether that is because an item is enchanted, because a person has had a spell upon them, or because an individual is capable of casting spells. There is no information other than presence of magic. Only a character with the cast spells skill can gain this
Manufacture Drugs (Intelligence): when this skill is gained, the character must select to make natural or chemical drugs; to have the option of both, this skill needs to be obtained twice. Natural drugs retain the properties of their herbal source but the form is more convenient, being either tablet or liquid; chemical drugs may be medicinal (used for the cure illness skill, for example) or can be a poison depending on intent. The time required varies and is subject to the Castle Keeper’s ruling
Manufacture Magic Items: the character is able to create magic items of any sort, with time and costs at the discretion of the Castle Keeper. Only a spellcaster can gain this skill
Manufacture Potions: the character may create potions with magical effects, the time and cost dependent on the Castle Keeper; only a spellcaster may gain this skill
Manufacture Scrolls: the character may create scrolls of magical spells, usable by anyone who can read the language inscribed, with time and costs left to the Castle Keeper to determine; only a spellcaster may gain this skill
Marksmanship: the character gains a +2 bonus when attacking with a ranged weapon; if the character also has the specialist weapon skill, the bonus increases to +3 when attacking with that specific weapon type
Meditation: through this skill, a spellcaster is able to recover spellcasting ability. WHFRP uses a point system as opposed to a slot system. The default allows the player to designate any number of points (to the character’s maximum) to regain and, for each point, 1d6 is rolled – the sum is used to determine the number of uninterrupted time (the character is unable to interact with the world at all, including movement, speaking, or even acting in self-defense without disrupting the meditation), in turns, the character must spend to regain the stated value. If the game is to use the C&C method of spell slots, the process is essentially the same but each slot counts as a point so a 2nd level spell slot to be regained means a roll of 2d6 minutes. This is the only way WHFRP spellcasters recover spent spell power and the skill is only available to them. If the times seem low, consider changing it to increments of 10 minutes – the important thing to remember is that this ability requires 100% complete tranquility, which is not often easy to get especially when surrounded by others or in the depths of a dangerous dungeon
Metallurgy: this skill allows a character to recognize ores of the most common type such as iron, copper, tin, or silver and grants the knowledge of how to extract these substances, provided the right tools are at hand. The character also understands the principles of making alloys such as electrum and steel, or high and low grade versions like pewter or bronze. There is no inherent ability of working the metal, however, only in producing it though most that have this skill will also have smithing
Mime: a character can use the ability to gain a +2 bonus on employment and busk checks when seeking to gain money. Alternatively, with the Castle Keeper’s approval, this skill can be used to convey meaning using only visual clues with the intended audience allowed an Intelligence check to determine if the message was understood; the difficulty should depend on how complex the message is, including its length and subject (props help)
Mimic: the art of flawlessly sounding like another is of tremendous help when using the acting, disguise, throw voice, or ventriloquism skills, all of which receive a +2 bonus for any checks that need to be made; in addition, the character can use this skill to gain a +2 bonus on busk checks
Mining (Intelligence): the character is trained in mining, tunneling, and excavating which gives several advantages when underground: 1) if building a tunnel or shaft, times are reduced by a factor of 2 and the construction will be more stable than normal; 2) the character can recognize minerals, rock types, and gem-bearing areas with a successful check; 3) all abilities of the standard C&C dwarf as it applies to being underground such as stonecraft and their ability to determine direction and depth, with an additional +2 bonus for finding hidden doors in subterranean passages
Musicianship: when this skill is gained, unless stipulated by career, the character gains the ability to play one category of instrument – stringed, wind, or percussion. If desired, the character can have the ability to play only a single type of instrument within this category, with an additional +2 bonus; doing so means the character is at normal odds (thanks to a -2 penalty) with every other instrument in the same category. When used for busk checks, this skill grants a +2. The skill may be gained as many times as the character would like, but each time it is taken beyond the first, if a specific instrument is taken, there is no added bonus – it simply means there is no penalty
Re: Warhammer C&C
[Sorry; I've been far busier than normal the last few moments...]
Night Vision: this ability grants twilightvision to a range of 60 feet; if a character having this ability gains it again, extend the distance by 15 feet
Numismatics (Intelligence): with a successful check, a character can identify a coin, knowing its country of origin, approximate age, the material used in making it, the relative value, and rarity of the coin. This also allows a character to judge the weight of a coin and determine if it has been clipped or otherwise falsified.
Orientation (Intelligence): a character with this ability has a hard time being lost, allowed a check to determine if the character knows in what direction they are moving; only the harshest of conditions should require a check
Palmistry (Intelligence): if another allows the character to read their palm, a check is allowed which, if successful, reveals some ambiguous information much like the C&C assassin ability of case target found in the PHB; further, this skill can be used for money-making purposes, gaining a +2 bonus on busk checks
Palm Object (Dexterity): although any character can attempt to use this skill, only those who actively possess it prevent an onlooker from noticing its effect (that is, if the initial Dexterity check succeeds, there is no check granted the audience). Any object up to roughly the size of the character’s fist (when clenched) can be moved rapidly and hidden on their person or another accessible location, stolen or placed as the character desires. Touching and manipulating the item is required and it takes at least one round. Those who possess this skill directly must fail by 8 or more to be noticed; otherwise, any failure can be noticed but those unskilled will always be noticed on a failure of 4 or greater
Pick Lock (Dexterity): this is as the rogue ability found in the C&C PHB
Pick Pocket (Dexterity): this is as the rogue ability found in the C&C PHB
Prepare Poisons: this is as the poison use ability of the C&C assassin detailed in the PHB; it also grants a +2 bonus to detect the presence of poison in food or drink
Public Speaking (Charisma): the character can affect one individual per point of Charisma. A successful check has the same effects as the influence spell found in the C&C PHB. The difficulty should be based on the HD of the highest level member of the audience, +1 per additional person. All to be targeted must be able to hear and understand the character. It takes at least 1 minute of uninterrupted speech for the effect to generate. The duration is one round per point of Charisma, started once the speech has concluded – if the Castle Keeper wishes to have some individuals affected for greater periods of time, have them make a save to avoid a permanent effect
Read/Write: a character with this skill must select which language to which it will apply; it can be gained numerous times, once per language the character can speak
Ride: this is as the horsemanship ability of the C&C knight as detailed in the PHB; it generally applies to horses and other equines but the Castle Keeper can allow it to apply to various other animals, such as camels or walruses
River Lore: having this skill gives familiarity with the dangers of travel by water, allowing one to recognize signs of turbulence, rapids, waterfalls, and other dangers. It also allows one to determine whether water is fit for consumption and what sort of animals live nearby
Row: this skill gives one the ability to successfully use a rowing vessel such as a rowboat or canoe
Rune Lore: a character with this skill can identify runes, know which are real and which are fake, and whether one has magical enchantments (and what it might be)
Rune Mastery: this skill allows use of magical runes which is not detailed in the core of WHFRP
Night Vision: this ability grants twilightvision to a range of 60 feet; if a character having this ability gains it again, extend the distance by 15 feet
Numismatics (Intelligence): with a successful check, a character can identify a coin, knowing its country of origin, approximate age, the material used in making it, the relative value, and rarity of the coin. This also allows a character to judge the weight of a coin and determine if it has been clipped or otherwise falsified.
Orientation (Intelligence): a character with this ability has a hard time being lost, allowed a check to determine if the character knows in what direction they are moving; only the harshest of conditions should require a check
Palmistry (Intelligence): if another allows the character to read their palm, a check is allowed which, if successful, reveals some ambiguous information much like the C&C assassin ability of case target found in the PHB; further, this skill can be used for money-making purposes, gaining a +2 bonus on busk checks
Palm Object (Dexterity): although any character can attempt to use this skill, only those who actively possess it prevent an onlooker from noticing its effect (that is, if the initial Dexterity check succeeds, there is no check granted the audience). Any object up to roughly the size of the character’s fist (when clenched) can be moved rapidly and hidden on their person or another accessible location, stolen or placed as the character desires. Touching and manipulating the item is required and it takes at least one round. Those who possess this skill directly must fail by 8 or more to be noticed; otherwise, any failure can be noticed but those unskilled will always be noticed on a failure of 4 or greater
Pick Lock (Dexterity): this is as the rogue ability found in the C&C PHB
Pick Pocket (Dexterity): this is as the rogue ability found in the C&C PHB
Prepare Poisons: this is as the poison use ability of the C&C assassin detailed in the PHB; it also grants a +2 bonus to detect the presence of poison in food or drink
Public Speaking (Charisma): the character can affect one individual per point of Charisma. A successful check has the same effects as the influence spell found in the C&C PHB. The difficulty should be based on the HD of the highest level member of the audience, +1 per additional person. All to be targeted must be able to hear and understand the character. It takes at least 1 minute of uninterrupted speech for the effect to generate. The duration is one round per point of Charisma, started once the speech has concluded – if the Castle Keeper wishes to have some individuals affected for greater periods of time, have them make a save to avoid a permanent effect
Read/Write: a character with this skill must select which language to which it will apply; it can be gained numerous times, once per language the character can speak
Ride: this is as the horsemanship ability of the C&C knight as detailed in the PHB; it generally applies to horses and other equines but the Castle Keeper can allow it to apply to various other animals, such as camels or walruses
River Lore: having this skill gives familiarity with the dangers of travel by water, allowing one to recognize signs of turbulence, rapids, waterfalls, and other dangers. It also allows one to determine whether water is fit for consumption and what sort of animals live nearby
Row: this skill gives one the ability to successfully use a rowing vessel such as a rowboat or canoe
Rune Lore: a character with this skill can identify runes, know which are real and which are fake, and whether one has magical enchantments (and what it might be)
Rune Mastery: this skill allows use of magical runes which is not detailed in the core of WHFRP
Re: Warhammer C&C
I thought doing this conversion was going to require something major, but seeing how you did it, I feel like a had a Homer Simpson "DOH!!" moment. Nicely done.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.