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Small But Vicious Dog (B/X WFRP hack), ver0.

Introduction
Welcome to a fantasy world where the men are Baldrick, the dwarves are punk, and the dogs are small but
vicious. Welcome to a world of bawds, grave robbers, excisemen and witch hunters; a place where Blather,
Flee! and Mime are legitimate skill choices; and where all material on the insidious threat of Chaos is
officially interchangeable between settings.
Welcome (back) to the Grim World of Perilous Adventure.
Whisper it (that fanboys may not hear and descend a squealing), but for all the charm of its skewed familiar
16th century milieu and the lurking horror of Chaos, Warhammer Fantasy Role Play was little more than a
modcop of classic Dungeons & Dragons. Yes, our beloved WFRP was yet another fix D&D fantasy
heartbreaker, albeit one which had the clout of the biggest name in British gaming behind it. Whole chunks of
the system were lightly disguised D&D mechanics adapted to a roll under d% system1, and many setting
elements not gleefully ripped off from Tolkien, Leiber or Moorcock were already established D&D tropes by the
time WFRP was published.2
But that's ok. Indeed, that's part of why all right thinking people Brits, Italians and Poles especially love
WFRP. To paraphrase a better man than I: we took an American invention, soaked it in a witches' brew of
Bosch, Durer and Dor, Mervyn Peake and Tom Sharpe, Blackadder, The Young Ones, pints of bitter, cheap
weed, Iron Maiden and The Damned, and then we played the hell out of it.
And thats what this ill considered rules hack is about. Your humble author a dirty little yahoo from a rainy,
grimy, post imperial isle in the northern seas decided to have a go at welding D&D and WFRP together. Why?
So I could play games of WFRP ish misery and despair with rules of B/X ish brevity, thus achieving personal
gaming nirvana. This here resulting travesty is a 90% pure game mechanics kitbash with minimal background
material or context. I wont even pretend I can prcis 20 odd years of background material into 32 pages or
so. If you want all that good stuff you should hunt out a copy of WFRP itself; it is worth your time.
I hope you enjoy my little love letter to *real* WFRP (the one that came complete in a single fat book). But If
you know a better hole, then go to it.

Note: This is not for gain fanwork which requires access to both B/X D&D (either in the form of the original
TSR games, or as Goblinoid Games fine simulacrum Labyrinth Lord) and WFRP (1E or 2E) for full use and
enjoyment. It is not intended as a replacement for either game, or as a challenge to any copyrights.

A Note on Abbreviations
Most people reading this will know what all these acronyms mean, but just in case:
OD&D
B/X
BECMI

Original Dungeons & Dragons (1974 77), published by TSR.


Moldvay/Marsh/Cook Dungeons & Dragons (1982), published by TSR.
Mentzer Dungeons & Dragons (1986), published by TSR.

WFRP
WFRP 2E
WFRP 3E

Warhammer Fantasy Role Play (1986). Reprinted by Hogshead Publishing 1995.


Warhammer Fantasy Role Play (2005). Published by GWs Black Industries imprint.
Some boxed collectible dice and card game that claims to be Warhammer Fantasy Role Play.
Oh, how we laughed! Published by Fantasy Flight Games (2010).

d20 SRD
LL
LLAEC

The d20 System Reference Document (2000), published by Wizards of the Coast.
Labyrinth Lord, published by Goblinoid Games.
Labyrinth Lord Advanced Edition Companion, published by Goblinoid Games.

Credits
WFRP created by Meisters Bambra, Davis, Gallagher, Halliwell and Priestley.
B/X D&D created by Meisters Gygax, Arneson, Moldvay, Marsh and Cook.
SBVD from the pen of Chris Hogan, a lowly ink stained wretch.
Proofreading by Kelvin Green.
Playtesting by [TBC]

1
Said system being a heavily Runequest/Call of Cthulhu influenced elaboration of the one prototyped in Games
Workshops 1985 Judge Dredd RPG.
2
Even the people who wrote Warhammer novels in the early 1990s were quite clear on the derivative nature of
the WFRP world. See, for example, Steven Baxters 2002 retrospective article Freedom in an Owned World:
Warhammer Fiction and the Interzone Generation.

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Small But Vicious Dog (B/X WFRP hack), ver0.3

Ability Scores
A characters Primary Ability Scores are Movement, Strength, Toughness, Agility, Intelligence, Willpower
and Fellowship. Im sure anyone familiar with B/X and WFRP will be able to work out whats what
Movement (Mv) = B/X speed in feet/turn divided by 30. Why the change for the sake of it? Because a single
digit Movement score (Mv 4, Mv3, etc) is 1) more WFRP ish, and 2) much simpler than fiddling about with so
many tens of feet per round.
Other Ability Scores are generated 3d6 in order, for such is the way of righteousness (although see Laughter
of Dark Gods rule below).
Primary Profile
Mv Str Tgh Ag

Int

Wil

Fel

Ability Score Modifiers, and use in play, are per B/X unless indicated otherwise.
Ability
Str
Tgh
Ag
Int
Wil
Fel

Modifier Affects
WS, melee damage
Wounds per die
AC, BS, Initiative
Additional languages
Save modifier vs. magic
No.# of retainers, their morale,
NPC reactions

Score
3
4 5
6 8
9 12
13 15
16 17
18

General Mod
3
2
1
0
+1
+2
+3

Init or Reaction
2
1
1
0
+1
+1
+2

A characters Secondary Scores are other game relevant numbers. These are a bit of a mish mash in that
some are randomly generated, while others are either fixed, or accumulate/decrease over time. These are:

Secondary Profile
WS BS Att
W

Weapon Skill
Bow Skill
Attacks
Wounds
Magic
Insanity Points
Fate Points

(melee attack bonus)


(ranged attack bonus)
(per round, generally 1)
(a.k.a. hit points)
(max # of casting dice)

See
See
See
See
See
See
See

Mag

IP

FP

Combat, pp16 17
Combat, pp16 17
Combat, pp16 17
Races and Careers, pp3 6
Magic, pp19 20
Insanity, p14
Fate Points, p7

A characters Saving Throws are determined by their class and level, as normal for B/X D&D.

Saving Throws
Death
Petrify

Death
Petrify
Breath
Device
Spell

Breath

Device

Spell

also poison, disease, drug addiction, suffocation and drowning, etc.


also paralysis, polymorph, sleep, entanglement, terror.
also adverse weather, avalanches and suchlike natural force majeure.
wand, rod, stave, trap, explosion, falling into heavy machinery, etc.
also non magical fear effects.

Laughter of Dark Gods


At character generation a player may replace one and only one 3d6 Ability Score that makes them sad with
a 10. Players who do this may be freely mocked as soft, gurly and sorely lacking in moral fibre.
True followers of the WFRP Way may instead replace their highest rolled Primary Profile ability score with a 10.
This latter choice earns kudos for being Totally WFRP! and, at the GMs option, gains the character an
additional d3 Fate Points.

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Races
Choice of playable races is one area where SBVD (and all its source material before it) show a notable debt to
that erudite 800lb gorilla of 20th century fantasy, J.R.R.Tolkien. Humans are the vast majority in SBVD, with
non humans being the designated butts of both superstitious prejudice and a blatantly unfair tax regime.
Those who elect to play a non human don't get the unalloyed joy of rolling for a career; instead they play a
professional stereotype straight from Central Casting. Use the demi human races of B/X as written.

Dwarf (0,2 per party)


Wounds: 8+d8/lvl
Attack as: Fighter
Save as: Dwarf
Likes: gold, jewels, honour, combs.
Preferred MO: axe to the knees, or over complicated death machines (Pull the lever!)
Trappings: scruffy clothes, chainmail, hammer or axe, tankard, lantern, helmet. Huge beard, dour mien.
All dwarves are beer soaked beards on legs who stop mining only to fight, drink heavily and/or sing about
mining. They consider everything they say and do to be SRS BZNZ and nurse a grudge like a Bretonnian
nurtures a fine vintage wine. All perceived similarities between Dwarves and Yorkshiremen are coincidental.
Theres a 10% chance that any dwarf character created is a Troll Slayer, a kamikaze no pants dwarf with a big
orange mohawk, prison tats, a two handed axe and a burning desire to ragequit life as violently as possible.

Elf (0,1 per party)


Wounds: 6+d6/lvl
Attack as: Fighter
Save as: Elf
Likes: wine, art, singing, anything you havent heard of.
Preferred MO: peppering with arrows, then singing beautiful songs about same.
Trappings: fine clothing, lute or lyre, bow and arrows, sword, smug expression.
All elves are metrosexual minstrels and archers who fly into fey rages when provoked. The elven ability to lose
it in spectacularly violent fashion has been clocked at Nought to Feanor in 4.2 seconds. Most PC elves are
filthy tree hugging pseudo Celtic Wood Elves, although the Sea Elves who hang out in coastal cities seem to be
a kind of Elven gap year backpacker. No ones quite sure what the mohawked, spandex wearing paramilitary
Riverdance troupe known as Wardancers are supposed to be, apart from FABULOUS!
Rumour has it that the Elven homelands are contested in an endless war between two mighty and ancient
factions: the louche and arty vs. the darker and edgier. The origin of their interminable strife is unknown,
although it probably began as a spat over the relative aesthetic merits of art nouveau and gothic revival styles.
Elves of these factions are far too in love with themselves to do anything so dclass as adventuring for gain.
Elves use the SBVD casting system as wizards of their level.

Halfling (any number)


Wounds: 6+d6/lvl
Attack as: Thief
Save as: Dwarf
Likes: food, drink, food, sex, food, stealing, food, gardening, food and food.
Preferred MO: poison, or prison yard shanking.
Trappings: hardwearing clothes, skillet, recipe book, concealed shiv, jovial manner.
All halflings are smelly footed, opportunistic little food tubes on the make. They are not to be trusted: dont
rely on their word, dont eat their pies of dubious provenance, and never let them get their hands on your ring.
Halflings emerged from the distant East to infest a formerly pleasant area called The Mootland; this schmaltz
soaked domain is now a terrible warning about what happens when the more touristy parts of rural Bavaria are
invaded and occupied by the Lollipop Guild.
Halflings do not have any sort of wacky Mohawk wearing subculture, for which we are all eternally thankful.

Human (any number)


Wounds: 6+(varies)
Attack as: 0 level Fighter Save as: 0 level human
Likes: money, killing.
Preferred MO: varies wildly.
Trappings: by Class and Profession.
All humans are cynical, vicious, and have a laser focus on their own self interest. Those not prone to absurd
superstition are usually in thrall to pernicious ideologies or religious mania. Humans can be found all over the
place, stuffed ten deep in squalid firetrap cities or cluttering up the rural landscape with their farms, mines,
castles, temples, lazar houses and hospitals. They even take to the seas, forever seeking new and distant
markets in which to display their hard won skills in larceny, fraud and murder.

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Classes and Careers


All playable characters in SBVD are levels 1 3 in B/X D&D terms. The grubby, vicious world of SBVD is a place
of minor triumphs against a background of misery, squalor and suffering. It thus has very little in common with
the monster riding, daemon punching antics of WFB or high level D&D. Baldrick dont ride no dragon!
Class and Career Selection Overview
1. If playing a human pick (or roll) your class and note the basic package of goodies on your sheet.
2. Roll your starting HD and note your attack and save progressions (derived from the B/X originals).
3. Roll your occupation, adding your career skill and distinctive trappings (stereotypical item, you know, like
white coat = scientist, stethoscope = doctor, warrant card = cop/agent, etc.) to your sheet.
4. Note your starting cash: 3d6 GC. No exceptions.
5. Scheme, rob and kill your way to fortune and glory without succumbing to poison, disease, madness,
horrible accident, witch hunt, banditry, massacre by beastmen, the machinations of Chaos
Classes
There are four broad classes in SBVD. These are:
1d10
1
2 3
4 7
8 10

Class
Academic
Ranger
Rogue
Warrior

Place in Great Chain of Being


The learned in lore
Hard bitten, gimlet eyed rustics
The turbulent urban proletariat
Vicious armed thugs

Totem Great Young One


Neil
Mike
Rick
Vyvyan

Each class encompasses 15 or so specific occupations, known as careers, which indicate what the character did
before he fell into the high stakes live of a wandering adventurer. Players may choose their class but the hairy
chested and manly WFRP way is to generate both class and career randomly.

Academic
can it be true? That I hold here in my mortal hand, a nugget of purest green?
Wounds: d4
Attack as: Cleric
Save as: Wizard
Basic equipment: set of decent clothing, academic robes, knife or stave.
Likes: knowledge, comfort, being cited.
Preferred MO: killing without getting their hands dirty (magic or vile concoctions).
All Academic PCs gain casting dice (see Magic, pXX) as they advance in level. Yes, there are lots of non caster
Academics in the WFRP world, but we really dont care about them. The simple fact is that a non caster scholar
or artisan has the survival chances of a snowflake in Hell. Sure, if you want to play one, knock yourself out and
try to die usefully. Elsewise, academic = caster in SBVD.
Academics dont wear armour and have little, if any, experience wielding weapons. They generally only use
small, light weapons (knives, clubs, staves) and that quite poorly.
Esoteric Knowledge: Academics can make an Int test to remember obscure lore related to their profession.
Academic Advancement
XP
Wounds
1
0
6+1d4
2
2,000
6+2d4
3
4,000
6+3d4
1d20
1
2
3
4
5
6
7
8 10
11
12
13
14
15 16
17
18 20

Alchemist App.
Artisan's App.
Druid
Engineer
Exciseman
Herbalist
Hypnotist
Initiate Priest
Pharmacist
Physician's App.
Scribe
Seer
Student
Trader
Wizard's App.

Casting Dice
1
1
2
Career Skill
Brew alchemicals
Trade skill
Identify Plants
Engineering
Supernumerate
Herb Lore
Hypnotise
Theology
Manufacture drugs
Treat injuries
Read language
Divination
Read language
Haggle
Scroll Lore

Trapping
1d3 books on alchemy
Tools of trade
Sickle knife, holy symbol
Hammer+chisels, surveying tools
Abacus
Pestle and mortar
Pendulum
Robes and holy symbol
1d6 glass jars filled with oddness
Surgical tools, jar of leeches
Ink, quills and paper
Divining gear
1d3 scholarly books
Stock in trade
Manual of spellcraft

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Ranger
Bastards! I hate them, with their long tails and their stupid twitchy noses! *gunfire* Squeak *thud*
Wounds: d6
Attack as: Fighter
Save as: Thief
Basic equipment: hardwearing clothes, hand weapon, leather jack, pack with bedroll, cutlery, etc.
Likes: forests, roads, long walks in the country.
Preferred MO: shooting people with missile weapons and retiring into the shadows.
Rangers can wear leather or chain armours and use any one handed or missile weapon.
Survival: Rangers are able to increase the amount of food garnered by foraging/hunting amounts in the wild
and know enough to avoid doing stupid things like eating the red mushrooms with white spots.
Ranger Advancement
XP
Wounds
1
0
6+1d6
2
2,000
6+2d6
3
4,000
6+3d6
1d20
1
2 3
4
5
6
7
8 9
10
11
12
13
14 15
16
17
18 19
20

Boatman
Bounty Hunter
Coachman
Fisherman
Gamekeeper
Herdsman
Hunter
Muleskinner
Outrider
Pilot
Prospector
Rat Catcher
Runner
Toll Keeper
Trapper
Woodsman

BS
+1
+2
+3
Career Skill
River Lore
Follow Trail
Drive cart
Sailing
Concealment, Rural
Charm animal
Follow trail
Animal care
Move Silent, Rural
Orientation
Metallurgy
Resist disease
Flee!
Evaluate
Set Trap
Identify plants

Trapping
Oar, pipe, knitted cap
Net, manacles
Coach horn, whip
Fish gutting knife, waterproofs
Mantrap
Sling, pan pipes
Bow, furry hat
Broad brimmed hat, whip
Horse, crossbow
2 lanterns
Pan, pick and shovel
Animal traps, small but vicious dog
Running shoes, headband
Crossbow
1d4 animal traps, fur hat
Woodmans axe

Rogue
Good evening Duke, and the lovely Miss Cheapside. Your cash bags please.
Wounds: d6
Attack as: Thief
Save as: Thief
Basic equipment: scruffy clothes, knives galore, well concealed purse, leather jack.
Likes: stealing, money, getting one over on the lordships.
Preferred MO: leaving unexplained knives protruding from the backs of their enemies.
Rogues generally wear street clothes or leather armour and can use any one handed or missile weapon.
Sneak Attack: Treat as backstab attempts according to the B/X rules.
Rogue Advancement
XP
Wounds
1
0
6+1d6
2
2,000
6+2d6
3
4,000
6+3d6
1d20
1
2
3
4
5 6
7
8
9
10
11 12
13
14 15
16 17
18 19
20

Agitator
Bawd
Beggar
Entertainer
Footpad
Gambler
Grave Robber
Jailer
Minstrel
Peddler
Raconteur
Rustler
Smuggler
Thief
Tomb Robber

Sneak Attack
x2
x2
x2
Career Skill
Public Speaking
Bribery
Concealment, Urban
Perform
Strike to Stun
Gamble
Silent move, Rural
Resist poison
Perform
Haggle
Blather
Move silent, Rural
Move silent, U or R
Move silent, Urban
Spot trap

Trapping
2d10 inflammatory leaflets
Pimp hat
Begging bowl, crutch
Tools of trade
Mask, blackjack or garrotte
Cards (marked), dice (loaded)
Spade, large sack
Club, ring of keys, fleas
Lute or mandolin, flashy clothes
Stock in trade
Fancy clothes, outrageous hat
Lantern, lasso
Cart or row boat
Swag bag, hooks and rakes
Crowbar, lantern, sack

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Warrior
Swords! What do you think this is, the Middle Ages? Only girls fight with swords these days. Stand by your
gun, sir!
Wounds: d8
Attack as: Fighter
Save as: Fighter
Basic equipment: sturdy clothing, hand weapon, leather jack+helmet, pack with bedroll, cutlery, etc.
Likes: fighting, looting, rapine.
Preferred MO: smashing you in the face hard repeatedly.
Warriors can wear any type of armour and use any weapon they encounter.
Combat Ability: Warriors are able to use any weapon they pick up with minimal practice.
Warrior Advancement
XP
Wounds
1
0
6+1d8
2
2,000
6+2d8
3
4,000
6+3d8
1d20
1
2 3
4 5
6 8
9 10
11
12
13
14
15
16 17
18
19 20

Bodyguard
Labourer
Marine
Mercenary
Militiaman
Noble
Outlaw
Pit Fighter
Protagonist
Sailor
Servant
Squire
Watchman

WS
+1
+2
+3

Career Skill
Street Fighting
Scale sheer surface
Dodge blow
Strike mighty blow
Dodge blow
Etiquette
Concealment, Rural
Disarm
Strike to injure
Sailing
Dodge blow
Animal care
Strike to stun

Trapping
Knuckle dusters
Packed lunch, flask of tea
Grappling hook, chainmail
Bow or crossbow, chainmail
Spear, shield
Costly clothes, horse, d4 hangers on
Bow, bandanna
Wacky arena weapon combo
Horse, chainmail, attitude
Boat hook, bottle of rotgut
Livery, stolen trinkets
Livery, pony, cleaning kit
Lantern on pole, hourglass

Advanced Careers
I fail to see why a common thief should be idolized just because he has a
horse between his legs.
Whats that? You dont like being a salt of the earth peddler or doughty
ratcatcher. You want to play a Warrior Priest, or a magus of the Colleges of
Sorcery, or a Knight of the White Wolf, or a Dwarven Giant Slayer? OK. Crawl
your way up to around 8,000xp without dying horribly in a ditch, and well talk.
What? No! Not about you taking L33T advanced careers, but about your
failure to enter fully into the correct WFRP ish mindset: joy through adversity.
Joking aside, even the most advanced careers in WFRP are about on a par with
mid level D&D characters. Theyre substantially harder to kill than Fritz in the
street, but most of that difference in survivability stems from training,
equipment and, above all else, player skill.
If sufficient interest is ever expressed your humble scribe may one day re jig
the experience and advancement requirements, addressing the subject of
advanced careers (and all the headaches that go with them like arcane lores,
skill mastery, mass combat and leadership, etc.) in a hypothetical Small But
Really Vicious Dog.
Otherwise, its all about the travails and torments of the little guy.

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Resolution
Although the skill test system was among the glories of WFRP I dont think D&D is much enhanced by hundreds
of skills; too prescriptive for me. So, in the name of simplicity:
Career Skill / I grew up doing this
Non career Skill / I know what Im doingkind of
Total Mystery* / I saw this done once

=
=
=

Ability check vs. Ability Score


Ability check vs. Ability Score
Ability check, succeeds only on a 1

* Things entirely outside a characters ken: the mysterious workings of magic to a guttersnipe, the subtleties of
courtly etiquette to a labourer, the nuances of armed combat to a desk bound scribe, etc.
Unless indicated otherwise all mechanical task resolution in SBVD is per the rules laid out in B/X D&D. Existing
B/X dungeoneering skills (checking for traps, barging open doors, sneaking about and the like) can either be
retained as written or treated as vs. Ability checks, as the GM prefers. If the latter option is used demi
human racial abilities are treated as Career skills tested against a relevant Ability Score.
Yes, this treat as career skill handwave does skew the probabilities given in the B/X rules. As written it makes
characters marginally more competent than in either of the base systems from which SBVD is derived.3
The Gods Hate You!
In keeping with the failure is the expected outcome ethos of WFRP the GM is encouraged to arbitrarily slap
penalties onto any die roll or target number as he sees fit. I suggest +/ 1d6 in whichever direction is against
the best interests of the players. This should serve to convey the unfairness and perversity of a world where
the presiding gods of law are Murphy and Sturgeon. The exact reason why these SO UNFAIR! modifiers apply
is left to the limitless imagination and exquisite good taste of the GM.
Ability Check or Saving Throw?
My personal rule of thumb for SBVD is to use Ability Checks to adjudicate actions initiated by a character and to
resort to Saving Throws when characters are on the receiving end of something. Yeah, the roll over nature of
player initiated actions in combat does confuse the issue slightly, but in my experience players seem to have no
problem remembering whether more or less is better if things are in their interests.

Fate Points
These represent the favour of the gods, or, more likely, the unwillingness of the gods to let you die until you
have suffered further for their entertainment. Expenditure of a Fate Point allows a player character to avoid
otherwise inevitable death (or horrific permanent injury). What happens instead of death or maiming is entirely
up to the GM, although the words frying pan and fire should be meditated upon.
Human characters start with 3 Fate Points.
Dwarves and Halflings start with 2 Fate Points.
Elves, being front loaded and cheesy beyond belief, start with 1 Fate Point.
Fate Points are lost forever once spent. New Fate Points can only be gained either by achieving greater skill
and renown (a.k.a. levelling up) or through spectacular heroic endeavours (a.k.a. GM fiat). Which means
theyre pretty much an irreplaceable wasting asset in SBVD.

Experience & Advancement


Experience in SBVD is awarded for killing dudes and taking their stuff. Theres none of this namby pamby
experience for achieving objectives or good role playing. Those things are expected elements of play,
means to the true end of adventuring: riches, glory, and the bloody downfall of ones enemies.
Characters earn experience by:
Making money through theft or looting
Killing members of player races
Killing monsters

1 xp per 1 GC
25xp/HD
50xp/HD + 50xp per special ability

Sucking Less
On advancing in level a player may select either by 1d6 roll (Winning!) or careful consideration (Weak!) one
3d6 Ability Score on his characters primary profile. With all due rejoicing and thankful sacrifices, he may then
raise that score by one (to a maximum of 18). He also gains 1 Fate Point free and clear.

3
A typical unmodified adventuring check for a level 1 character in B/X D&D, or for a first career character in
WFRP, would have ~35% chance of success if a career skill, ~17% if not. System synchronicity strikes again!
Chances of success in SBVD are all over the shop, largely by design.

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Social Status
The world of SBVD is hopelessly caste ridden. The law is entirely weighted in favour of the rich and well bred
(As well it should be! Only a fool writes laws against his own interests), as are tax codes, military obligations
and even social mores. In civilised parts of the world it's still considered perfectly acceptable among those
who can afford them to roger the serving girls and viciously horsewhip insolent underlings.4
Climbing to the top over a heap of looted bodies doesnt just advance personal power; it also advances your
place in society. Instead of representing vast disparities in clout and authority with higher character levels,
heres a fix inspired by the hilarious and under rated GURPS Goblins sourcebook.5 These rules are entirely
optional, and supersede The Gods Hate You! (see Resolution, p7) where appropriate.
Social position affects all dice rolls made directly against a particular character. Hit rolls, Ability Score checks,
Saving Throws; theyre all affected by the modifier given on the table below. Similar modifiers cancel out: the
lowly batter one another on roughly even terms, as do the rich and powerful.
Your Position
Highborn
Pillars of Society
Respectable Types
People of the Middling Sort
Humble Folk
The Lowly Hoi Polloi
The Vile Underclass

What Your Kind Do For a Living


Titled toffs, merchant princes, emissaries, etc.
Burghers, guild notables, Collegiate wizards, etc.
Lawyers, physicians, priests, engineers, etc.
Apothecaries, initiates, roadwardens, etc.
Scribes, militia, peddlers, bounty hunters, etc.
Poor but honest farmers, ratcatchers, day labourers, etc.
Thieves, gypsies, corpse pickers and similar.

Mod.
+3
+2
+1
+0
2
4
6

Exactly how and why this works the way it does is something of a mystery: the consensus is that its rather
difficult to beat the crap out of someone while you're malnourished and/or busy doffing your cap. Either way,
this rule prevents some dirty oiks with rusty knives and a plan from opportunistically assassinating the Kaiser.
So, for example, if Reinhard the Ratcatcher decides to take his ratting shovel to Hans von Schnitzelgruber,
Grand Duke of Burgdorf Hossenpfeffer, hes laying himself open to a world of hurt. Thanks to poor diet and a
crippling inferiority complex all Reinhards rolls against the Duke will be at 4; all His Graces rolls against
ghastly little plebian Reinhard will be at +3! By contrast, if Stinking Aggie the Puregrubber, doyenne of the Vile
Underclass, decides to shiv Reinhard for his hard earned loot shell suffer a net 2 to all rolls (6 4 being, yep,
2). Reinhard will suffer no penalties beyond those that the GM in his mercy and wisdom sees fit to inflict.
I am Huge of Moustache. You Must Obey!
When a character is able to pull rank by virtue of position he may elect to use social clout in lieu of Fellowship.
People might not respect the man, but they do respect the office. Likewise lowly characters attempting to
wheedle their betters must use the lower of their social standing or Fellowship in reaction rolls.
Pull Rank
Toadying

(high status vs. lower)


(low status vs. higher)

= best of Fel mod. ~or~ Social Standing mod.


= worst of Fel mod. ~or~ of Social Standing mod.

Your Ways Are Strange And I Mock Them, Puny Weaky Man
Relative status has no effect whatsoever on creatures that dont respect social niceties. Grumblefimwanger the
Giant doesnt care if youre a big noise socially: to him youre just another uppity runt to be trampled. Nor are
a gang of rampaging Beastmen likely to be awed into submission by your cultivated cut glass accent and
exquisitely fashionable garb. Suchlike non human yahoos must be taught respect the old fashioned way: cold
steel, hot lead and arcane fire.
Gaining and Losing Status
All 1st level characters start out in the hoi polloi ( 4), rising in position through graft, backstabbing and low
cunning. An adventurer claws his way into the ranks of the Humble Folk ( 2) at level 2, and may pass as
A Person of the Middling Sort (+0) at level 3. This gentrification only applies if the character comports himself
in a befitting manner; if he dresses and acts like a common thug, he will be treated as one.
Adventurers may climb further in status through conspicuous consumption, politic toadying, bribery, largesse
and charitable donations, but this is all considered tres nouveau. Real class, like good furniture, is inherited.
Characters of any standing can fall into the Vile Underclass by acting in a despicable manner. The usual routes
to infamy are 1) committing detected crime against people who actually matter, or 2) engaging in certain
untouchable trades. Recovery of lost caste if possible at all should be a long and torturous affair.

Where 'insolent' = 'coughed in my presence' or 'had the temerity to look me in the eye'.

WFRP and GURPS Goblins are near perfect matches in tone and attitude. Id go so far as to call Goblins the
WFRP urban caper sourcebook that never was.

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Psychology
There are several psychological states which are so frequently encountered a part of life in SBVD that they
have their own rules (suffice it to say happiness and contentment are not among them). Stimuli as varied as
insanity, drugs, or a nasty fright may cause these outbursts of atypical behaviour, which generally last 3d4
rounds, or until the inspiring object is no longer visible (GMs discretion).
Some psychological states are mutually exclusive (stupidity and most others), while others are synergistic in
effect (hatred and frenzy, for example). Follow the WFRP guidelines, or apply common sense (as preferred).
Aggro

Some people just dont play well with others and will cheerfully turn on their own side if they can
see both an opportunity and clear advantage in doing so. Ratmen, goblins and orcs are infamously
prone to treacherous infighting.

Hatred

Hatred is aroused by a particular stimulus, usually someone you really, really dont like. Dwarves
hate orcs and goblins; various factions of elves hate one another; daemons of rage hate everyone
(and their little dog too).

Frenzy

Some states of aggressive excitement can be so powerful they impair the urge to self preservation.
These can be induced by drugs, religious mania, insanity, or through martial disciplines.

Stupidity

Theres mildly confuzzled, and then theres troll grade stoopid. A character affected by stupidity is
unable to sustain a train of thought without outside assistance. Concussion and intoxication have a
remarkably similar effect to innate stupidity.

Fear

However brave and hard bitten someone is, there are some things that are just downright scary.
A pack of charging minotaurs, for example, is nothing to be sniffed at.

Terror

Some things out there are more than just scary; they are pants wetting terrifying. A character that
lays eyes on such a sanity blasting horror must save vs. paralysis to avoid letting the side down in
an undignified and histrionic manner.

Mental State
Aggro
Hatred

Save/Check
Morale check
Will check

Effect if passed
No effect
Character gains +2 bonus to
morale, to saves vs.
fear/terror, and to melee hit
rolls against hated enemy.
Character remains calm.

Frenzy

Will check

Stupidity

Int check

Character copes with the


myriad distractions and
complexities of life.

Fear

vs. spell

Character masters his fear.


This time

Terror

vs. paralysis

Treat as failed Fear test


(above)

Effect if failed
Turn on allies unless already in melee.
Dislike is evident, but the character draws no
especial benefit from the animus he bears.

Character goes utterly berserk. Must move


towards the object of outrage and destroy it if
at all possible. Morale = 12, unaffected by
Fear, treats Terror as if it were Fear, all
attacks are furious attacks (see Combat, p16).
Character initiates no meaningful action, being
instead distracted by something extraneous
(and probably shiny). He is treated as being
under the effect of a hold person spell but will
lash out if goaded or attacked.
Character refuses to move towards or attack
the fear causing object unless and until it
attacks him. He suffers a 1 penalty to all
attack rolls, saving throws and ability checks
for 3d4 rounds (as scare spell effect, LLAEC).
Character gains one Insanity Point. He
screams like a sissy girl and legs it (if
possible) or else curls into a helpless catatonic
ball. This state of terror lasts for 3d4 rounds.

Psychology: Ability Check or Saving Throw?


Why do I check for frenzy, but save vs. terror? Good question. This refers back to Ability Check or Saving
Throw? (see Resolution, p7).

Hatred, frenzy and stupidity are functions of a characters internal mindset; hence Ability Checks.
Fear and Terror are (generally) conditions inflicted by external stimuli; hence Saving Throws.
Aggro only affects NPC creatures. One way to determine what monsters are going to do in a binary
Y/N outcome is by checking their Morale. The better a creatures morale, the better it can keep its
desire to frag the boss in check.

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Poisons
Sometimes the quickest way to take someone out of the picture is to dose him with something nasty. Poison is
a pretty effective and definitive statement of disapprobation, but its use has harsh penalties (both socially and
in law): no one likes a poisoner.
The world is full of poisonous things, from serpents to mushrooms to mineral compounds. Most animal venoms
kill within seconds of injection, plant and fungal toxins within 1d6 hours of consumption, while mineral toxins
may be fatal immediately or cumulatively. Tileans have spent centuries researching ever more subtle poisons,
some of which only take effect in the presence (or absence) of other chemicals.
Most poisons kill or render incapable. Save vs. poison/death or suffer listed effect. A successful save inflicts
the next less intense degree of debilitation until treated.6 Levels of effect are:
Dead > Helpless > Seizure/Drowsy (as Stunned) >
Dizzy (as Floored) > Unaffected

Infamous Toxins
Belladonna
Black Lotus Extract

Vector
Contact

Onset
Minutes
Seconds

Failed Save
Dead
Dead

Arsenic
Cyanide
Rabid Dog Saliva
Hemlock
Wolfsbane

Ingestion

Hours
Seconds
Hours
Minutes
Hours

Dead
Dead
Frenzied
Dead
Dead

Liche Dust
Hellebore
Mercury Fumes

Inhalation

Minutes
Minutes
Hours

Drowsy
Helpless
Confusion

Injury

Seconds
Seconds
Seconds
Seconds

Helpless
Dead
Dead
Seizure

Centipede Venom
Scorpion Venom
Spider Spittle
Tarantula Venom

Killing That Which Does Not Live


Supernatural and daemonic creatures can be poisoned,
although usually not by things toxic to mortal life. Some
unnatural beasts are poisoned by substances rare and strange: alchemical silver, blessed jade, or holy water.
Others wither at the touch of the most innocuous of things: salt, iron, garlic, or the wood, roots and seeds of
particular plants. The particular effects of these atypical arcane poisons are treated in the description of the
creature in question.
How Much To Make Him Go Away, Permanently?
Prices for toxin are whatever the market will bear. The powers that be dislike the idea of poison, which is a
great leveller in the killing people stakes. Unlicensed possession of poison is generally held to be proof of
going equipped to commit murder. Plan for the usual black market antics, and be prepared to swing for it if
caught in possession.

6
Yes, this is more severe than the poison rules of B/X D&D. But then SBVD isnt meant to be a game where
you can just shrug off the envenomed bite of giant serpent with naught but a macho grunt.

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Drugs
People in the Grim World of Perilous Adventure will try to get wasted on almost anything. And society is okay
with that. Alcoholism and drug addiction are not even recognised as illnesses, merely as gluttonous appetite.
The local potentates only come down heavily on drug use if suppliers forget to pay the informal non guild retail
trade tax, or if all gets a bit Gin Lane and starts to affect tax revenues.
Most drugs are toxins if taken in larger doses, or over an extended period. Overdose is entirely too easy if a
user has no formal knowledge of what hes dealing with, or just impaired judgement.
Taking drugs is easy and fun and has a universal mechanic. To whit: procure; take; save vs. poison.
Pass = good times, and no lasting harm done. Fail = good times with complications (consult the table below).

Take once
Take again while habituated
Take again while addicted

Save Failed
Habituated (require 1/day)
Addicted (require 3/day)
Overdose (save or Keith Moon)

Withdrawal
So youre habituated/addicted and cant get any of the good stuff. Take the relevant withdrawal penalty to all
actions until you can feed the monkey, which you totally will if any of what you hanker for is handy (Willpower
check or go hog wild).
Taking extra doses while under the effect of your initial hit (addiction can be fun like that) has all sorts of
entertaining side effects.
Popular Drugs
Black Lotus
Bottled Love
Crimson Shade
Lustrian Marching Powder
Mad Cap Mushrooms
Rye Mould
Sultans Resin
Weirdroot
Arousal:
Hallucination:
Palpitations:
Death:

Dur
2d6 hrs
1d6 hrs
1d6 hrs
3d10 min
1d6 hrs
3d6 hrs
1d6 hrs
1d6 hrs

Effect
Drowsy
Arousal
Hatred
Stupidity
Frenzied
Hallucination
Dizzy
Drowsy

2 doses
Hallucination
Palpitations
Palpitations
Frenzy
Death
Helpless
Drowsy
Hallucination

3+ doses
Death
Death
Death
Palpitations
Death
Unconscious
Unconscious

Withdrawal
4
2
3
1
3
1
2
3

You are hot for it, where it has a value of whatever crosses your path.
Save vs. poison or act in a hilariously inappropriate and likely dangerous manner.
Save vs. poison or treated as Stunned, albeit unpleasantly conscious, for 3d10 minutes.
Indecorously dead in 1d6 rounds.

Other status effects not listed here are covered under Psychology (p9) or Poison (p10).

Whats This Gonna Cost Me?


Prices for drugs are whatever the market will bear. Many jurisdictions place punitive taxes on these goods,
usually at the behest of the Distillers and Apothecaries Guilds. This invariably leads to all the usual black
market antics, or as we call them around here opportunities for profit and advancement.
Kicking the Habit
Going without a hit for a month (or 4d6+10 days, if you feel the need to throw dice about it) and then passing
a save vs. poison (modified by the relevant withdrawal penalty) cures you of addiction, as does becoming
habituated to a new drug. So you can either get clean the hard way, or you can stave off your unfashionable
and debilitating smack habit by becoming addicted to cocaine, and vice versa.7
Addiction: Ability Check or Saving Throw?
Once again, the mechanics presented here refer back to Ability Check or Saving Throw? (see Resolution, p7).

Saving throws are to resist the physiological/psychoactive effects once a drug is in your system.
Ability checks are to resist the urge to go all Dr Rockso in the first place.

7
It worked for Alistair Crowley, so what could possibly go wrong? I dunno. Maybe you could ask all those late
Victorians weaned off their debilitating addiction to opium by doctors who prescribed morphine and heroin as
substitutes! Relapse rates into opium use were recorded as being gratifyingly low

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Disease
Disease is a fact of life in the filthy living conditions encountered in SBVD. There is no systematic
epidemiology: diseases, syndromes and chronic conditions are categorised by their symptoms and visible
effects, rather than by a true understanding of their operation. More primitive societies consider disease to be
evidence of moral failing on the part of the sufferer, sure evidence that they have somehow offended the gods.
Exotic infections are an occupational hazard to adventuring types. To keep things simple all diseases require a
save vs. poison/death when exposed to their vector of transmission, with failure indicating that the lucky
character has a colourful new complication in his life.
Infamous Medical Afflictions
Vir. = Virulence (save modifier)

Inc. = Incubation Period (in days) Dur. = Duration of illness (in days)

Name
Black Plague

Vector
Rats, fleas

Vir
2

Inc
2d10

Dur
2d10

Symptoms
Coughing, fever,
black buboes,
death

Frothing
Yellow Pox
The Kruts

Tileans, foul
water
Goats,
Dwarves

+0

2d6

3d6

+0

1d8

2d10

Frothing at mouth,
fever, death
Itching, rash

Mootish
Stinkfoot
Gurglish Rot

Halflings

+0

1d4

2d10

Curse or
Chaotic
influence

1d6

3d10

Scurvish
Gob Rot

Sailors,
poor diet

+0

3d10

2d6

Sinople Pox

Viciously
disputed

1d10

2d10

Sylvanian
Tomb Rot

Corpses,
graveyard
miasmas
Weapons,
animal bite,
sewage

+0

1d6

2d6

Blue grey skin


tone, open sores

+0

1d4

2d8

Inflammation,
fever, affedted
area rots

Wound Rot
(Infected
Wounds)

Rotten odour from


feet
Vomiting,
diarrhoea,
pustules,
decomposing flesh
Tooth loss,
nonsense speech,
flawed judgement
Green or red
pustules, fever or
chills

Effect
1 to all ability
scores/day.
Death if any stat
drops to 0.
1 Tgh per day.
4 Fel while
affected.
Mv, 4 to Ag
checks.
1 to all ability
scores/day.
Rise as Daemon
of Disease if any
stat drops to 0.
1d6 all mental
ability scores
(Int, Will, Fel).
6 to all ability
checks and
saving throws
while affected.
1 Tgh per day.
No natural
healing possible.
Prevents natural
healing. 1d6 Ag
while affected.

Remedy
Flower posies.
And prayer.
Panicked, fervent
prayer.
Wrap in heated
blankets.
Daily application
of creosote to
affected area
Poultice of
mashed Halfling
Poultice of
mouldy bread

Fresh fruit,
essence of
albatross in grog
Ice baths and
cool blankets, or
hot eggs up the
fundament
Potation of
calcined Mummy
bones
Eating ground
iron, application
of maggots

Jolly Uncle Gurgles Super Happy Funtime Instant Disease Generator


Need a particularly horrible affliction, fast? The GM should apply horrific effects as he sees fit, the more
grotesque the better. Whether the sufferer ever fully recovers from the disease, or if he remains a wasted shell
of a man, is also at the GMs option. Err on the side of disfiguring, unpleasant, but not viciously debilitating.
1d12
1
2
3
4
5
6
7
8
9
10
11
12

Disease Name
[d2 of Humour, Symptom or Magnitude] Ague
Canker of the [body part]
[Animal or Symptom] Cough
[any descriptor] Fever
[Humour] Flux
[Place] Measles
[Colour or Place] Plague
[d3 of Colour, Animal, Place or Magnitude] Pox
[any descriptor] Rot
[d2 of Place or Symptom] Sweats
[Place or body part] Wen
An inexplicable medical mystery. One for the journals.

Colour:
Humour:
Place:
Symptom:
Magnitude:

Red, blue, umber, puce, crimson, etc. The more lurid and obscure a shade the better.
Blood, bile, phlegm, choler. If you want to think up more humours thats fine by me.
Named for city, region or nation: Saratogan, Reman, Bilbali, Sylvanian, Talabecan, Mootish,
Khyprian, Hekharan, Estalian, Breton, Norse, Cathayan, Lustrian, etc.
Wheezing, shivering, sweating, gibbering, foaming, seeping, gritty, galloping, etc.
Petty, lesser, great, ghastly, mickle, horrible, etc.

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Medicines and Healing


Medicine in SBVD is empirical at best, and more often than not
absurdly wrongheaded. Although correlations between dirt and
infection have been observed there is no germ theory of disease.
Illnesses as varied as the common cold, cholera and cancer are
almost randomly attributed to miasmas, celestial influences, to
tiny invisible daemons of disease, or to the personal hobby horse
of the physician being consulted (Every learned man concurs
that purple cloth, by virtue of its chromatic resonance with the
arcane wind of death, carries disease. Youll have to burn that
jacket. And probably those pants too).
In game terms, if a character is afflicted with disease and
chronic ailments hes going to be wholly at the mercy of his
(drunken, semi competent, shaky handed) physician and
whatever fad or fashion is currently en vogue among the leech
fondling fraternity. The GM might want to represent this with a
random chance that a treatment actually harms (poisons,
weakens, causes damage or wound rot, exacerbates the existing
problem, etc.) the character upon whom it is inflicted. The
physician still expects payment in such circumstances.
The harsh do or die schools of battlefield medicine and invasive
surgery have largely escaped the dead hand of the theoreticians
and leech farm lobbyists. Surgeons, although socially inferior to
physicians, pride themselves on being more practical and
rational than their pompous, pampered rivals. Unfortunately
their techniques and equipment are just as rudimentary as those
found in the salons of the gouty and pox ridden. Deftly wielded
knives, drills, saws, hot pitch, bandages and splints are the limit
of surgical sophistication. Opium poppies and alcohol are the
commonest anaesthetics, and with fire, alcohol, lime wash and hot water as the current state of the art in
antiseptics wound rot and other secondary infections are rife.
Miraculous and magical healing exist; but many people are loath to trust their precious health to the power of
Chaos or the whims of enigmatic gods. Better to resort to that time tested poultice of stink nettles and mashed
weasel bollocks.
And no, a player character physician cannot single handedly replicate the development of modern scientific
medicine through a series of lucky guesses and simple structured experiments. Injecting people with milder
forms of diseases and/or cutting up dead bodies for research is verboten in most jurisdictions. Legally such
things are classed as poisoning or necromancy, and rumours of such goings on always gets the witch hunters
and all purpose angry mob excited.
Miracles of Modern Medicine
Anyone can slap some clean linen over a gushing wound, but doing anything more requires at least a modicum
of medical knowledge. Any medical intervention requires an Int check (halved if the character has no claim to
even empirical medical training).
Stop Wound Loss:
Treat Light Wounds:
Accelerate Recovery:

Check at +4 bonus. Prevents character from bleeding out (see Combat, p16)
Takes 1 turn, restores 1d4 Wounds.
Doubles rate of natural Wound recovery.

Set Broken Limb:


Amputation/
Invasive Surgery:

Limb must be bound up for 1d4+2 weeks.


Patient dies of blood loss, shock or infection if failed.
Recovery time as if critically injured.

Healing Times
Players do whine on when you take away their precious Wounds and Ability Scores. Minimize their whining with
the following harsh but fair recovery times. All recovery times assume non strenuous physical activity and
relatively clean living conditions. The rigours and squalor of adventuring != convalescence.
Lightly Injured (flesh wounds; Wounds remaining)
Critically Injured (limb, organ, cranial damage; 0 Wounds)
Recovering from Ability Score loss

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Insanity
I know some people find the idea of sanity systems in RPGs less than
tasteful, but theyve been an integral part of WFRP since the year dot.
This is a game of darkly comic horror, where sometimes the only sane
response to the unrelenting horror of a world sinking in misery, squalor
and corruption is to go stark, staring mad.
The attitude towards mental illness in SBVD is horribly ignorant. There is
no difference in the popular imagination between insanity and daemonic
possession; both are seen as clear manifestations of Chaos in the world.
Relatively harmless village idiots or noddy men are tolerated, their
conditions provoking pity or laughter. The violent or unsettling mad, on
the other hand, are treated with fear and loathing, with lynch mobs
forming at the least provocation.
A character gains an Insanity Point (IP) if any of the following conditions
are met:

Failing a Terror test (see Psychology, p9)


Surviving drug overdose (see Drugs, p11)
Suffering a Critical Hit (see Combat, p16)
Other: failing to save a loved one, suffering torture, encounter with
Chaos, etc.

On first passing the threshold of 5 IP, and for each IP gained thereafter, a character must make a save vs.
Death/Poison:
Pass = the pressure continues to build
Fail = the characters fragile mental state finally
succumbs to the horror of it all.
A character who goes insane loses 5 IP from his
accumulated total, but gains a colourfully named
insanity (usually, but not always, related to
whatever finally drove him over the edge). Gaining
another 5 IP either advances an existing insanity in
some catastrophic way, or gives the character a
whole new aspect of unreason to explore.
When confronted with an opportunity to act out an
insanity the sufferer must make a Willpower check:
Pass = the character holds it together enough to
stay within the (usually generous) social norms
accorded to adventurers.
Fail = Oh dear, here we go again

Common Name
Alienated Flesh
Bestial Rage
Crushing Despair
Delirious Saviour
Cataclysmic Mania
Heartless Hate
Inescapable Memory
Loathsome Mistrust
Mandrake Mania
Profane Persecutions
Razed Recollection
Restless Fingers
Slave to the Vine
Thrall of Chance
Unreasoning Fear
Tides of Joy and Dread

Wed know it as
Body Dysmorphia
Psychotic Rage
Suicidal Tendencies
Messianic Delusions
Eschatic Delusions
Sociopathy
Obsession, fixated on event
Unfocused Paranoia
Addiction to Mandrake Root
Focused Paranoid Delusions
Amnesia
Kleptomania
Dipsomania
Compulsive Gambling
Phobia
Bi polar Manic Depression

Curing Insanity
Insanity can be managed through regimens of drugs and behavioural modification therapy and, on rare
occasions, cured by surgery or powerful magic. Be warned that all of these expedients are wildly hit and miss.
Scholars, surgeons and apothecaries are universally agreed that merely talking it out achieves absolutely
nothing. Such dire straits require heroic (if often catastrophically wrongheaded) intervention.

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Mutation
The common yokel hates and fears deviation from the physical norm as evidence of the taint of Chaos. When
whipped up by witch hunters or zealous preachers even civilised urbanites will readily drive from their midst
those marked with extra digits, vestigial tails, funny shaped birthmarks, or ginger hair. More severe mutations
(tentacles, horns, feathers or scales, etc.) are obvious marks of Chaos; anyone manifesting them will be burnt
at the stake unless they flee the inevitable torch and pitchfork party.
If exposed to the influence of Chaos (Weirdstone, catastrophic spell failure, backwash of a daemonic
summoning, a bracing hike through the Northern Wastes, etc.) a character must make a save vs. Poison/Death,
developing some form of mutation if they fail. Generally the more intense or prolonged the exposure the
greater the degree of mutation, but dont hold to this as a hard and fast rule. Chaos is, well, chaotic.
Some mutations can be concealed with clever tailoring or prosthetics. A successful Int check is required to spot
a concealed mutation, modified by location and severity of mutation, lighting conditions, GM fiat, etc. Its easy
enough to hide a sixth toe from most people, but a steaming, smoking mechanical limb, transparent skin or a
parasitic second head that sings blasphemous songs isnt so easily obfuscated.
Mutations can be removed by surgery (although they may grow back the caprices of Chaos are not so easily
thwarted), by cleansing fire, or through a miraculous intercession involving the willing sacrifice of one of
innocent blood. That last is a fancy way of saying GM fiat as the objective of a particular quest.
The GM should roll on the mutation table of his choice. Mutations should rarely, if ever, be picked.
(If you want access to the true, proper and sacred WFRP mutations tables then refer either to an obscure little
volume entitled Realms of Chaos: Slaves to Darkness, or to the RoC lite Tome of Corruption for WFRP 2E.
Andrew Fawcett also produced a handy fanwork compilation of iconic WFRP mutations entitled Chaos
Mutations, for which consult Google.)

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Combat
Initiative
SBVD uses B/X D&Ds optional individual initiative rule (1d6 +/ Ag mod.) as standard.
Actions
You get one action per round. Moving (up to Mv rate) and swiping wildly counts as an action, as does aiming
and firing a missile weapon, casting a spell, running away (up to 3x Mv rate), etc. More than one Attack on
your profile allows additional attacks per round, but not additional movement or spell casting. It no complex.
Hitting People for Fun and Profit
SBVD uses Dan Collins Target 20 system for combat resolution. Why? Because simple and intuitive is good.
To hit: get 20 or more from the total of your WS/BS + their AC + d20.
WS = melee bonus to hit (class modifier +/ Str mod)
BS = ranged bonus to hit (class modifier +/ Ag mod cover mod)
AC = Armour Class (armour worn +/ Ag mod)
Further Complexity
Rolling a natural 20 in melee allows you to make a follow up attack during the same combat round.
Rolling a natural 1 in melee allows your enemy to riposte, making an additional attack against you.
Combat Options
Its assumed that characters protect themselves in melee; they dont just stand there exchanging blows like
mechanical figures on a municipal clock tower. If the GM allows especially cautious or reckless behaviour in
combat may result in mechanical advantage. This ties in nicely with psychological effects (see Psychology, p9).
Dive for Cover
Fight Defensively
Furious Attack

Forego attack, gain +1d4 bonus to AC against missile fire. Unless the fight is taking place
in a ballroom theres always some cover within diving distance.
Forego attack to confer a penalty = WS on enemy attack (as Parry, LLAEC p152)
Take 4 penalty to AC, gain +2 bonus to hit.

Several warrior careers also have career skills with an effect on combat:
Dodge Blow
Street Fighting
Strike Mighty Blow
Strike to Injure

(Marine, Militiaman, Servant)


(Bodyguard)
(Mercenary)
(Protagonist)

Strike to Stun

(Footpad, Watchman)

1 from damage inflicted by any melee weapon


Never count as being unarmed
+1 damage with any melee weapon
May swap damage for debilitating effect on enemy
( 2 to all rolls until healed)
May swap damage for Stun effect on enemy
(save vs. paralysis to avoid)

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Damage
In both B/X D&D and WFRP base weapon damage was 1d6, modified by Str and by any special rules that
applied to the weapon type. One wrinkle that WFRP added was an exploding damage die:
Re roll to hit if 6 comes up on damage dice. Another hit = damage of 6+1d6+modifiers.
This simple and elegant system can be replaced by the variable damage system from B/X D&D, or by the
weapon qualities of WFRP 2E, if the GM prefers (see Weapons, p18 19).
Combat Conditions
Sometimes a blow will do more than simply cause damage. The most common effects (in increasing order of
severity) are:
Floored:
Stunned:
Helpless:
Bleeding Out:

Prone (no movement), defensive actions only. Enemies gain +2 to hit


Prone. No actions may be taken. Enemies gain +4 to hit
Paralysed or unconscious. Enemies hit automatically for x2 damage.
Dead in 1d6 rounds if not healed. Any further hits: coin flip, tails = dead

Hit Location
This is an optional rule, generally used in connection with critical hits or specialist weapons like lassos and
bolas, or because the GM feels like enforcing the No helmet? Head = AC9 rule today. Roll a d10:
1
Leg, l

2
Leg, r

3,4
Arm, l

5,6
Arm, r

7,9
Torso

0
Head

Critical Hits
When a character you actually care about (PC, named NPC) is reduced to 0 Wounds take the overkill damage
(total damage remaining Wounds), add 1d10, and compare to the chart below. Make another roll each time
the character is damaged further. Anyone who isnt significant enough to merit a roll on this table just has a
50% chance of dying at 0 Wounds (coin flip, tails = dead). Yeah, it sucks to be insignificant.
As you can imagine, getting gnawed on by a creature that does multiple dice of damage on a hit is almost
invariably fatal, but thats as it should be.
Overkill + d10
Result

1
2

3
4
5

6
7

9
10

2
1

3
2

4
3

Arm
Butterfingers
Drop wielded item
Arm numbed
No attack or Ag bonus
to AC for 1 rnd
Arm numbed
As #3 for 1d4 rnds
Hand incapacitated
Cannot use hand
Arm broken
Cannot use arm
Arm mauled
As #5 + bleeding out
Arm mangled
As #6 + save or die
or lose hand
Arm hanging off
As #6 + save or die
or lose arm at elbow

5
4

6
5

7
6

8
7

9
7

10
8

11
8

12
9

13
9

14+
10

Leg
Head
Staggered
Disoriented
Lose next action
Lose next action
Leg numbed
Ears ringing
Mv 1 and 4 to Ag
Stunned for 1 rnd
checks for 1 rnd
Leg numbed
Nose crumpled
As #3 for 1d4 rnds
As #3 for 1d4 rnds
Leg incapacitated
Scalp sliced
Floored 1 rnd, Mv 1
2 to all actions
Hip cracked
Concussed
Stunned 1d4 rnds,
4 to all actions
Mv 1
for 1d6 rnds
Leg mauled
Flattened
As #5 + bleeding out Stunned for 1d10 rnds
Leg mangled
KO,ed
As #6 + save or die
Helpless for
or lose foot
1d10 minutes
Leg hanging off
Face mangled
As #6 + save or die
As #7 + save or die
or lose leg at knee
or lose an eye
,, Dead, bloodily so ,,
,, Dead, messily so ,,

Body
Winded
4 to all actions for 1 rnd
Kidney Jab
Stunned for 1 rnd
Groin shot
Stunned for 1d4 rnds
Ribs cracked
2 to all actions
Badly winded
4 to all actions
for 1d6 rnds
Walloped
Stunned for 1d10 rnds
Gutted
Helpless + bleeding out
Spine Crushed
As #7 + save vs. paralysis
or lose use of legs

Unless duration is listed penalties last until the injured character is treated by a medically competent healer.
Theres no shame in surrendering, or in just staying down and quietly awaiting assistance, if reduced to 0
Wounds. Only the most ferocious combatants (berserks, wild boars, Trollslayers, warriors/daemons of RAEG!)
will keep fighting beyond this point. You probably want to avoid that kind of nutter.

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Weapons
Many, varied and exotic are the tools of death. Any and all weapons from B/X D&D are available, along with a
bunch of rare and specialised quasi Renaissance kill toys.
A note on carried weapons: Carrying a knife is unremarkable even in polite company, many workingmen carry
potentially lethal tools of the trade (axe, club, meat cleaver, crowbar, ratting shovel, etc.), and the gentry are
positively expected to wear an elegant hanger (rapier) as a mark of their status. However, wandering the
bustling streets of Burgdorfstadt clad in full armour and tooled up for mayhem will get you turned away by
merchants and/or stopped by the guard. Theres a time and place for such things, and market day is not it!
Weapon Properties
These rules may be used to differentiate weapons beyond simple raw damage potential.
Property

Weapon

Mechanic

(2H)anded Battle axe, flail, halberd, heavy crossbow, Roll 2K1 damage. Strikes last in melee
morning star, pole arm, two handed sword
(B)raced

Spear, halberd, lance, pole arm

2x damage vs. chargers

(Ch)arge

Lance, scimitar

2x damage in cavalry charge

(C)ompact Dagger, shortsword, pistol

Usable in tight spaces

(Fl)ail

Flail

Ignore shield bonus to AC

(Fi)rearm

Arquebus, blunderbuss, jezzail, pistol

Ignore armour bonus to AC at short range,


Misfire on Nat 1 to hit (save vs. poison/death
or take 1d6 damage), *really* noisy

(Q)uick

Dagger, pistol, any one handed sword

May be drawn as free action

(R)each

Spear, lance, pole arm

Wins initiative vs. non reach weapons

(Sn)are

Bola, lasso, mancatcher, net, whip

May entangle opponent

(T)hrown

Dagger, bola, dart, hammer, hand axe,


javelin, lasso, net, spear, trident

May be thrown

Crossbows
The original point and click weapon has been elaborated on by weaponsmiths who have created ingenious
specialised versions for the discerning killer. Cheaper and quieter than guns, and easier to master than self or
compound bows, crossbows are still popular among hunters and militia.
Repeating
Pistol

A gravity feed magazine (capacity 10) and integrated lever action allow rapid restringing.
Wielder may fire twice/round if no movement is taken. Popular with stagecoach guards.
A small all steel crossbow, infamous as an assassins weapon and illegal in many jurisdictions.
Requires both hands to span with assistance of a mechanical screw, but only one hand to aim/fire.

Fencing Weapons
Gentlefolk use smaller, lighter blades than the full sized war sword (variously dubbed the broadsword,
claymore, or spadroon) when in civilised company. These light blades and their accompanying array of
off hand bucklers and blades are optimised for quick jabbing combat against lightly armoured human sized
opponents, not for hacking at shield walls, pike blocks, or gargantuan monsters.
There are several competing styles of fencing, with Tilean sword and buckler fighting being the most famous.
Estalian defencing (a one handed style typified by rapid jabs and linear shifts back and forth) and Teutogen
duelling (a macho northern style relying on static positioning and reflexive parries and ripostes) also have their
adherents, and students will fight to prove the superiority of their chosen style at the least provocation.
Large wooden shields are simply too bulky to be used in conjunction with the rapid movement of fencing. A
buckler, dagger, cloak, main gauche or swordbreaker (a fork like weapon with two or three blades set at
angles) is more commonly wielded in the off hand.
Judicial shield
A curious fencing weapon found in rustic courts
where trial by combat remains on the statute books.
Only the most eccentric (and short lived) warriors
wield such things on the field of battle.
Judicial shields are wielded two handed, and their
protrusions and hooks may be used to overbalance,
trip or pin opponents. Wielders can elect to either
do damage or Floor their opponent (see Combat).
The defender chooses whether they want to take the
damage or suffer the penalties of being floored.

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Non,Lethal Weapons
Sometimes its worth keeping the enemy alive for questioning or ransom. Thats when non lethal entangling
weapons come in handy. A humanoid, physically solid target hit by a non lethal weapon (one with the (Sn)are
weapon property) must save vs. paralysis or be tangled. Check the hit location table (see Combat, p17) and
apply an appropriate effect for maximum hilarity (lasso to the arm = disarmed or caught, bola to the head =
spark out). If used two handed, or by more than one person, or as part of a trap, a large net can hopelessly
entangle a targeted enemy per the web spell (successful hit and failed save required). Even if the save is
successful the entangled must spend a round shaking off the encumbrance.8
Melee Weapons
Foil
Rapier
Scimitar/Sabre
Buckler
Main Gauche
Swordbreaker
Judicial Shield
Mancatcher
Whip

Cost
10
15
10
5
10
10
25
10
5

Enc
1
1
1
1
1
1
2
2
1

Dmg
1d6
1d8
1d6
1d4
1d4
1d4
1d4
1

Properties
+2 to individual initiative
+1 to individual initiative
Ch, Q
+1 to AC vs. melee attacks only
Second attack ~or~ +1 to melee AC
Second attack ~or~ disarm*
+2 to AC
2h, Sn
Sn, 10 reach

* If a successful parry is made with a swordbreaker, the opponent must save vs. paralysis or be disarmed.
Ranged Weapons
Repeating Crossbow
Crossbow Pistol
Bola
Lasso
Net

Cost
100
50
5
5
10

Enc
2
1
1
1
2

Dmg
1d6
1d6
1d3

Range
40/80/120
30/60/90
20/40/60
10/20/30
10/20/30

ROF
1 or 2

1
1
1

Properties
2h
Sn, T
Sn, T
Sn, T

Firearms
Prolonged and rigorous alchemical study has revealed the explosive qualities of certain compounds of naturally
occurring minerals. Warriors sick and tired of high and mighty wizards hogging the pyrotechnic limelight have
gleefully exploited these properties for maximum carnage. Firearms are expensive, fiddly, complicated and
prone to failure, but their potential for noise and damage outweighs these failings in many minds.
Arquebus
Blunderbuss
Jezzail
Pistol

Arquebus
Blunderbuss
Jezzail
Pistol

Five feet and 10+lbs of awkward, one shot matchlocked fiddlyness. Look at one of your d20s.
Thats about the size of the ball being thrown.
Wide mouthed, short barrelled dispenser of havoc. Damage drops off rapidly at longer range,
but itll totally ruin the day of anyone nearby.
Long barrelled, small bore hunting piece. No one has come up with rifling yet, so this is state
of the art. Price? If sir has to ask
Sophisticated snaplock weapon. Dont think in terms of a snub nose 9mm revolver. Think of
something over a foot long with a 12mm bore.
Cost
300
100
200

Enc
2+
2+
2+
1+

Dmg
1d10
1d8/6/4 *
1d8
1d8

Range
50/100/200
20/40/60
75/150/300
25/50/75

Reload
1
2
2
1

Properties
2H, Fi
2H, Fi
2H, Fi
C, Fi, Q

* Counts as 2 handed weapon only at short range. Damage drops off as range increases.
Reload is the number of combat rounds of complete inactivity (no movement, no attacks; nothing but faffing
around with the boomstick) required to reload the weapon and ready it for use again.
Grenado
Big black ball with a fizzing fuse and BOMB written on the side. Grenadoes are popular with grenadier storm
troops and black cloaked anarchists, but really unpopular with everyone else. Requires move action to light
fuse provided flame is to hand. Grenadoes misfire (roll d10) on a natural 1 to hit:
1 4
5 7
8 9
0

Fuse fizzles out


Fuse delayed 1d3 rounds
Explodes halfway to target
Explodes in the wielders hand

Grenado

Cost
50

Enc
1

Dmg
4d6 **

Range
10/30/50

** 10' radius, save vs. device for half.

8
Hey look! Non casters get to throw save or effects around without having to re write the whole D&D game
system from scratch. I honestly dont see how that stumped WOTC for a decade and two whole editions.

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Equipment
Characters in SBVD start with very little stuff, and most people are motivated by the desire to gain more and
better stuff. This is much easier to achieve if you can leverage your ownership of existing stuff in some
ingenious manner. The universal rules of business apply: it takes money to make money, and violence
trumps money trumps ethics.
Money
Generally as B/X. Gold Crown (gp), silver Shilling (sp), copper Pfennig (cp). Keep the WFRP names for flavour,
but dont bother with the old money ( S/d) format: such timeless elegance and sophistication in a currency
system just overwhelms the colonials. KISS principle applies. Counting on fingers is just easier.
Selling Off Loot
So youre got your hard earned swag to the big city. Congratulations! Time to liquidate it and squander the
proceeds. As a general rule, used and/or looted goods yield ~50% of the list price for a new item. There are,
as ever, a couple of exceptions to the rule:

Used/looted markdown does not apply to precious metals, jewels or magic items. Stuff like that always
retains value; thats what makes it so ideal as treasure.
Good stolen from people (not tombs, or monsters) should be fenced, yielding 5 30% of list value. Selling
stolen goods openly may result in apprehension and judicial mutilation (branding, finger cropping, etc).

Trade and Buying in Bulk


Sometimes youre going to want to buy something by the batch, barrel or shipload. Be warned that bulk trade
is the fiercely protected prerogative of chartered merchant guilds. These cartels of hard nosed mercantile
types regularly bribe, beat and burn to safeguard their lucrative local monopolies from competition. Someone
with valid guild contacts (You have paid this seasons trading dues I trust?) can expect the following discounts:
Quantity Purchased
10+ of an item
100+ of an item
1,000+ of an item

Price
list
list
list

mod.
price
price
price

The above table is, of course, a gross simplification on market behaviour. Prices and availability will vary wildly
by season, market saturation or scarcity, local tax changes and tariff wars, smuggling crackdowns, etc.9
Quality
Some stuff is better made than other stuff. People can, and do, pay through the nose for something superior in
terms of utility or bragging rights. Theres also a lot of cheaply made crap out there, which sellers will usually
try to pass off as quality product. Caveat emptor.
Quality
Fine
Good
Poor

Mark,up
10x list price
3x list price
cost

Rarity
Rare as hens teeth (10%)
Sought after (30%)
Common as muck

Game effect
+1 to relevant skill use, 1 enc.
4/5ths normal enc.
1 to skill use, +50% enc

Armour
Big solid chunks of material interposed between ones soft delicate bits and the harsh realities of the
unforgiving world. Armour types are (N)one, (L)ight, (H)eavy and (P)late, which map pretty handily to the
armour types found in both TSRs Chainmail and GWs Warhammer Fantasy Battle rule sets. Funny that
Type

AC

(Clothing)

Padded

Leather

Cost space

AC

Cost

Shield, buckler *

+1

10

Shield, small

+1

10

20

Shield, large

+2

25

Shield, judicial *

+2

Scale mail

50

Chain mail

150

Banded mail

250

Plate mail

600

Full plate

1,000

Helmet

25
10+

* new item

For those who desire the rich local colour of looted and pieced together patchwork armour (traditional in
WFRP): a D&D piecemeal armour system appropriate to a 16th century milieu was presented in the historical
sourcebook volume A Mighty Fortress for AD&D 2nd Ed.

9
If you want comprehensive WFRP trading rules seek out a copy of Death on the Reik, or you could Google for
Rolph Segers WFRP 2E Trade Tool Excel spreadsheet.

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Gear
Price and descriptions are generally as B/X. Keith
Thompsons LLA006 General Equipment Lists pdf is
suggested for those who care enough about fine
detail to distinguish between a keg and a kilderkin,
or for when you need definitive figures for the
resale value of that stolen glass fronted bookcase.
Gunpowder Accoutrements
Match, powder, balls, etc: all the various fiddly bits
and pieces that make gunpowder weapons such a
delight to use during extended engagements.
Lead shot*
Powder*
Slow Match

1GC for 10 shot


3GC for 10 shot
1 shilling/foot (burns at 1ft/hr)

* Double cost per shot for the substantial powder


and shot requirements of blunderbusses.
Land and Property
Becoming Squire Broadacres or a rack renting
slumlord is way beyond the intended scope of
action in SBVD. As a general rule use the prices
for buildings given in Labyrinth Lord (or other
game book of your choice). Rental or leasehold
price will be 5 10% of purchase price per annum.
Land is a bit more fiddly. Although the cash
economy has made inroads a lot of land is still held
through a web of feudal obligations. An acre of good grainland yields around 3.5GC per year10, and will
probably cost around 10 12 times that to purchase outright. Suburban land suitable for market gardening will
cost more, and prime urban real estate vastly more.
Prosthetics
Replacements for body parts chopped, gnawed or rotted off. Assume 3d6GC for an item of average quality,
less for pre owned tat. As ever, more sophisticated lifestyle solutions (lighter, sturdier, more elegant, more
comfortable to wear, etc.) will cost more.
Artificial
Leg
Hand
Eye
Nose
Ear
Teeth
Skull Plate

Poor
Crutch
Hook/fork
Patch

Wood
Pewter

Average
Peg Leg
Wooden
Leather
Ear horn
Horn
Iron

Good
Carved Foot
Carved hand
Glass
Ceramic
Human

Fine
Spring Leg
Gripping hand
Silvered/Gilded
Prosthetic
Ivory
Silver or Gold

Encumbrance
Yes, you could track every ounce of carried weight individually, but thats just masochistic (and not in the
entertaining WFRP fashion). I use James Raggis Lamentations of the Flame Princess encumbrance rules: tick
off each carried item, to a max of 25: 0 10 = Mv 4, 11 15 = Mv 3, 16 20 = Mv 2, etc.

One handed weapon


Two handed weapon (inc. bows)
Ammo (per 10 shots)
Blunderbuss Ammo (per 10 shots)
Multiple instances of small, light item
Bulky loot (stolen furniture, etc)

Enc
1
2
1
2
1
5

Shield
Light armour
Heavy armour
Plate armour
Cash
Carried casualty

Enc
1 2
5
10
15
1 per 100 coins
= Tgh score

The one downside of all that lovely gear and swag is that it is heavy, and can really slow you down at critical
moments. If the GM elects he can impose a penalty to any physical Ability Checks of 2 per degree of
encumbrance (Mv 3 = 2, Mv 2 = 4, etc). This is why you bring porters.

10
Where did I asspull these figures from? Well, according to the SRD a pound of wheat costs 1cp, and
historically an acre of good farmland sown with two bushels of wheat typically yielded eight bushels (480lbs) at
harvest. Reserve two bushels for re sowing and you have a net yield of 480 120 = 360lbs, or 360cp.

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Treasure
These alternative treasure generation rules have been included for GMs who want to make loot a bit more
WFRP ey (i.e. begrudgingly stingy, inconvenient, corpse robbing) than traditional B/X treasure.11 These rules
owe a substantial debt to Dave Sham Bowmans excellent Dismal Depths Treasure Tables.
Pocket Change
The vast majority of people and creatures encountered carry walking around money of some kind. This might
be literal pocket money, or disregarded inedible loot, or body parts that have bounty value (goblin ears) or re
sale value (manticore bile ducts), or whatever. You acquire this by looting their cadavers.
As a rule, everyone carries 1d10xW^2 shillings (0 = 1d10xW^2 GC instead, 0 again = My Precious, a
random piece of swag, jewellery or magic). You might want to add an extra 1d10xW^2 pfennigs for variety.
Notable creatures (boss types, nobles, rich merchants, best of breed, etc.) may disgorge some multiple of
normal value for their type. For example: A rich merchant or noble might carry 5x normal silver, have two
extra rolls for gold, and up to 3 non cash items (1d10 7). Of course, our putative Herr Bulgen Kaschbagze
invariably has half a dozen attentive bodyguards on hand
Treasuries, Troves and Hoards
The royal road to ill gotten wealth isnt in opportunistic muggings and highway robbery, but rather in knocking
over cash rich traders, tribes, temples, tombs and the like. When the party secure a tribal hoard, ancient grave
goods, etc. roll once for each category of the eight types of treasure on the tables below.
W of Owner/Guards:
Gold Crowns (1d12 6x)*
Silver Shillings (1d6x)
Copper Pfennigs

1
50
100

2,3
100
200

4,5
6,7
8,9
10,11
200
500 1,000
2,000
500 1,000 2,000
5,000
1d100x100xW, always present

12+
3,000
10,000

* An adjusted result of 0 or less indicates that no gold is present in the hoard.


For non cash treasure check using the die type indicated vs. TN equal or less than W of the opposition.
Success = the hoard contains # of items of that loot type equal to the number on the die.
Fail = treasure eating moths ate that particular category of loot from this hoard.
Type
Clothing

Die Type
1d6 vs. W

Goods

1d8 vs. W

Artwork
Gem/Jewel
Magic

1d10 vs. W
1d12 vs. W
1d20 vs. W

Example
Fine apparel and fashionable dcor:
fur cloaks, bolts of silk, rugs, tapestries, etc.
Well crafted useful items: candelabra,
cutlery, plate, cruet sets, jars of spices, etc.
Objects dart: cameos, paintings, statues,
vases, ivories, furniture, books, etc.
You know what these are, right?
Ditto

Value per Item


1d10x5GC, 0 = 50GC + re roll*
2d10x10GC, 0 = +1d10x10GC
1d10x20GC, 0 = 200GC + re roll*
1d10x50GC, 0 = 500GC + re roll*
Generate per B/X.

* All roll again results explode, doubling all values added with each successive 0.
So, for example, a gem/jewel roll of 0,0,0,3 would indicate items of (2,000 + 3x400 =) 3,200GC in value.
Non coin swag encumbers 1 Enc per item, except for gems, which encumber as coinage (100 = 1 Enc).
Wheres All The Gold Gone?!
I know, I know. Under this system of treasure generation the average gold yield of a dragon or clan of orcs
drops to ~10% of expected B/X norms, which totally skews the incentive system.12 Thats why Clothing, Goods
and Artwork have been added as treasure types: they boost treasure values while hopefully giving loot a little
bit more variation than yet another pile of boring old money.13
Other reasons for adding tableware and art as swag included: 1) verisimilitude: gold and silver were
traditionally held in the forms of plate and jewellery (both for security reasons, and because these were socially
acceptable forms in which to flaunt wealth before ones peers), and 2) entertainment value: watching the PCs
lug that ornate marquetry arras back to civilisation in one piece should be good for a few laughs

11
You humble scribe has never been enamoured of the treasure tables of Classic D&D. Five(!) coin metals and
three types of shiny thing, only one of which (Magic) is something other than a gp equivalent? Pah! Any loot
generator that doesnt have the PCs stealing boots and tearing out the furnishings is just Doing It Wrong!
12
A kill/loot XP ratio of 20/80 or 25/75 is traditional in Classic D&D, which puts the emphasis firmly on theft
over massacre as means of advancement. XP for gold: a feature, not a bug.
13

Sure, coins are fungible, but

lets face it

after the first chest of pirate gold theyre just ledger entries.

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Hirelings & Retainers


Its nice having flunkies and cronies around to do your bidding, sing your praises, carry your stuff, and take
care of the dreary little details of life. Adventurers tend to acquire hangers on like a nasty rash; that heady
aroma of doomed glamour and easy gold unerringly draws opportunists, thieves, conmen and trulls, at least
until it gets dangerous.
Hirelings
Use B/X rules (or the more comprehensive figures presented in OSRIC, BECMI or Lamentations of the Flame
Princess) as guidelines on pay and conditions for your malingering 0 level hired lackeys.
Dont expect that hirelings will take an arrow for you, or even work an extra minute out of loyalty. Unless
watched like hawks apprentices will skive off, maids and footmen will gossip and pilfer, and stewards will
embezzle (Perks of the job, innit squire). Yes, you can totally hire a bunch of scruffy street urchins as
personal gophers, lookouts, catamites or whatever; just dont expect any loyalty from them either. Use Morale
checks to establish whether the hired help succumb to bribes, idleness, petty theft, and similar temptations
whenever temptation crosses their path.
Mercenaries
Use B/X rules, but recall that the WFRP world has more strictures on the political use of force than a classic
fantasy frontier game world. A burgess or gentleman accompanied around town by a couple of burly cudgel
armed bodyguards wont raise eyebrows, but retaining a dozen armed and armoured horsemen to defend ones
honour is definitely a noble prerogative (My young cousins and nephews: a rash, touchy crowd).
Recruiting, equipping and training large numbers of men for purposes opaque and nefarious is severely frowned
on by the powers that be: those are someones cheap labour pool and militia reserve youre hiring away. Yes,
there are mercenary companies are available for hire, but such concentrations of unaligned military force
become very political, very quickly. Be prepared to lay the necessary gifts in anticipation on extra thick.
Retainers
Retainers are class levelled second string adventurers who will stand by their employer through thick and thin,
or at least so long as they get their cut of the loot. A retainer is at least as much a trusted ally and comrade
in arms as he is a mere employee. All normal B/X rules for retainers apply in SBVD.
PC must make successful 2d6 Reaction Check to hire a prospective retainer.
Humans and Halflings are common (d10, 1 9), Dwarves and Elves rare (d10, 0).
Roll for Ability Scores, Class, career and trappings of the retainer as for a starting PC.
Max. retainers:
Their morale:
Their cut:

4 +/ Fel mod.
7 +/ Fel mod.
normal share of loot and XP each

Retainers are equipped out of the PCs pocket and controlled by the player during play. The GM should only
step in to veto blatant attempts to use them as canaries, trap springers, meat shields or suchlike onerous duty
fodder (You want to know if its safe down there? After you Freiherr).
Although loyal many retainers have long term ambitions of their own. Check against a retainers morale after
each adventure. If the check fails the retainer retires from service (to marry his sweetheart, open an inn, join
a guild/cult/the army, set up his own capers, or whatever). This check can be adjusted in the players favour
by offering extra pay, or by working to advance the retainers ambition.
I suggest you dont bother with The Gods Hate You! modifiers when rolling to hire or keep retainers: 2d6 rolls
are hard enough to pass as is.
Hes Dead? Right. Im the Daddy Now!
If a PC dies the player can promote his senior hireling to the status of full share PC in good standing, complete
with Fate Points (see p7). The new PC enjoys full XP, swag and corpse looting rights from that moment. The
new PC must pay 10% inheritance tax on any property, goods or chattels gained from his late predecessor.
(Either a tithe of the value, or the whole estate is forfeit to the Kaisers tax collectors. Your choice)
How Theyd React
When things get dangerous, the distinction between hireling, mercenary and retainer comes into stark relief.
The inevitable masked assassins have finally come for you. They crash in through the window and
the hired help run screaming, fighting to ensure their own escape.
the mercenaries fight, fleeing if opposition is tough or if their payday (you!) bites the dust.
your retainer draws his sword and ploughs in. Thats his bread and butter theyre f***ing with!

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Magic
As ane fule kno the use of magic in the world of WFRP (and thus in SBVD) is much riskier than in B/X D&D.
Magic is the stuff of Chaos in the world, and casting spells is the imposition of a mortals will upon Chaos
energy. As you might imagine, this is an insanely dangerous way of making a living. All those elaborate rituals
and weird paraphernalia arent just mumbo jumbo designed to impress the rubes; theyre time tested
protective gear just as vital as the graphite rods and lead shielding in a nuclear power plant. Of course, those
same rites and juju are dead giveaways to the inevitable witch hunters and pitchfork posses.
Giving Them the Explodo
SBVD uses a straight rip of the WFRP 2E casting system (already familiar to players of Legend of the Five Rings,
which is basically WFRP + samurai) because its an unimprovably vindictive mini game of Russian roulette.
There are no limits on spells/day, other than the caster's own prudence and the tolerance of locals
To cast: roll d10s = characters Casting Dice vs. Target Number (TN) of spell
Equal or better:
Less than TN:
All dice = 1s:

Success
Failure
Fumble

Just as planned.
Winds of magic say NO!
As above + save vs. magic, caster gains +1 IP if failed

Wearing armour while attempting to bend the uncontrolled power of Chaos to your will is generally not a good
idea. All that iron plays havoc with the flow of magic. Add +1 to TN per 1 AC of armour worn.
Our Wizards Are Different
There are three arcane traditions accepted (or at least semi accepted) in polite society. These are:

The time hallowed rites of priestly prayer, which most people dont thing of as toying with Chaos.
The scholarly magic of the wizard traditions.
The half assed word of mouth tomfoolery of the craft mysteries, hedge wizards and cunning folk.

Cleric:
Wizard:
Hedge wizard*:

Cast Divine Petty Magic and Lesser Magic, Subject to Divine Wrath.
Cast Arcane Petty Magic and Lesser Magic, Subject to Curse of Chaos.
Cast Hedge Petty Magic and Lesser Magic, Subject to Curse of Chaos in spades.

* Any academic who isnt a Priestly Initiate or Apprentice Wizard can dabble in the infernal arts. Lacking the
rigorous training and protective gear of their more respectable peers they are even more prone to having it all
go horribly wrong on them. Hedge wizards roll an extra die whenever they attempt to cast any spell. This
doesnt count towards the total accumulated by their Casting Dice, just towards checks for Curse of Chaos.

Curse of Chaos
If any casting dice match the wizard has sorely mishandled his magic and becomes subject to magical
backlash; the more dice match, the more severe the effect.
Doubles
(2,2)
Triples
(5,5,5)

Quads
(7,7,7,7)

Minor Manifestation
Caster glows with eldritch light for 1d10 rounds, milk curdles,
animals flee, ghostly voices, caster takes minor damage, etc.
Major Manifestation
Caster gains visible infernal mark lasting 24 hours, stunned for 1
round, gains +1 IP, a minor daemon appears, suffers magical burnout
( 1 Casting Dice for the next 24 hours), etc.
Arcane Catastrophe!
Casters falls unconscious for 1d10 minutes, gains +1d10 IP,
1d6 daemons appear, caster takes random critical hit, etc.

1in20 chance of
major manifestation
1in20 chance of
arcane catastrophe

1in10 chance caster is


sucked into Realm of
Chaos

Wrath of God
Priestly magic doesnt normally result in the kind of grotesque outburst of Chaotic power that plague wizards.
However, if any casting dice match the priests god requires some self sacrificial rite of his pawn *ahem*
devoted servant. This can be anything the GM finds amusing and thematically appropriate, such as no more
spells for you today, 1d10 minutes of penitential prayer, right now! Yes, in the middle of the fight, 1d10
rounds of self flagellation with a spiked knout, or even no more spells until you go on a penitential
pilgrimage. Refusal of a direct command from Upstairs is not recommended.

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Petty Magic
Apprentice magic, either learnt by trial and error, or as trade secrets, or drummed into the apprentice by rote.
Most petty magic spells map readily to low level spells found either in B/X, or in the d20 SRD. Youll probably
want to chop most of the durations listed from turns or hours down to minutes at most: magic in SBVD is
envisioned as short duration boosts or stunts, not the stuff of daily morning buffing rituals.
Petty Arcane
Glowing Light
Sounds
Drop
Marsh Lights
Magic Dart
Sleep

TN
3
4
4
6
6
6

Effect
as light
as ghost sounds
as targeted grease (SRD)
as dancing lights (SRD)
as magic missile
as sleep, one target, touch attack

Petty Divine
Courage
Speed
Fortitude
Healing
Might
Protection

TN
3
4
5
5
6
7

Effect
as remove fear
as cats grace (SRD)
as bears endurance (SRD)
as cure light wounds
as bulls strength (SRD)
Enemy must save or target another opponent

Petty Hedge
Prot from Rain
Magic Flame
Gust
Ghost Step
Ill Fortune
Shock

TN
3
5
4
4
5
6

Effect
Youre unaffected by rain, and float if immersed
Casts light as candle, can ignite flammable material
Wind knocks over small objects, scatters paper
as pass without trace (SRD)
as bestow curse
save or stunned, touch attack

Lesser Magic
These universal spells are largely inherited from an older system of magic that predates the modern Lores
vouchsafed unto men by smug know it all Elves. All characters capable of using magic know 1d3 of these
(determined randomly), even if they cant yet cast the spell successfully due to the TN. Learning an additional
Lesser Magic spell costs 100xp and 1d4 weeks of study, meditation, fasting and drug assisted dream questing.
Magical research in SBVD looks more like a Russ Nicholson pic than anything else.
Lesser Spell
Move Object
Aethyr Armour
Bless Weapon
Magic Lock
Magic Alarm
Silence
Skywalk
Dispel

TN
4
5
6
7
8
10
11
13

Effect
as ghost hand (SRD)
as mage armour (SRD)
as lesser magic weapon (SRD)
as wizard lock
as alarm
as silence, one target
3xMv for 1 round, leap up to 6 yds vertical
as dispel magic

Arcane Lores
The high powered flash bang effects of College, High, Dark and Chaos Magic are largely beyond the scope of
SBVD. But its quite remarkable how readily the various spell lists of WFRP 2E map to the eight schools of
magic in the d20 SRD.14
SRD School
Abjuration
Illusion
Divination
Necromancy
Evocation
Conjuration
Transmutation
Enchantment

WFRP Lore
Light
Shadow
Heavens
Death
Fire
Beasts
Metal
Life

Should you feel the need to include high powered magic in your game you could either use WFRP 2E spells as
written, or pick a thematically appropriate B/X spell, assume a casting TN of around 6(+/ 2) per D&D spell
level, and give it an appropriately pompous pseudo Vancian name.
14
Or how clearly WFRP 2E talents map to SRD feats. Or the WFRP 2E action economy maps to that of the SRD
combat system. Or how XP per career requirements in WFRP map to XP per level requirements in D&D. Or
how WFRP armour types and protective values map to D&D AC. Or how both WFRP and B/X use the same
arbitrary 10 to the lb units for their encumbrance systems. Orwell, you get the idea.

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Magic Items
Many of the magic items in WFRP had direct equivalents in D&D. A magic sword/shield/codpiece is what it is;
ditto such folkloric standbys as hats/rings/potions of invisibility, cornucopia of endless sandwiches, seven
league boots, et blah. Use the WFRP 1E item lists as a guideline to whats out there, erring on the side of
mystery and scarcity. Requiring the players to (gingerly) experiment with their new arcane toys is entirely in
keeping with the intended spirit of the game.
Side Effects
All magic items in SBVD (with the exception of Runes and Dawnstones) have side effects. Thats an inherent
aspect of the Chaotic nature of magic in the WFRP world. These side effects will usually be little more than
cosmetic, but may be greatly amplified in locales of great magical potency (Waystones, the Chaos Wastes, etc.)
And, yes, even magic items imported from other sources gain side effects in SBVD.
Amulets
Amulet of Amber: the wearer is able to speak and understand the language of beasts. Whether they have any
desire to speak to him, or anything useful to impart, is entirely another matter.
Side effect: the wearer is the locus of a low level field of static electricity. He enters a world of constant static
cling, bad hair, minor shocks as he earths against things, and playing havoc with compasses. Witch hunters
suspect the very worst of such inexplicable phenomena.
Amulet of Blessed Copper: Unerringly detects poison at a range of one foot and grants +4 bonus to saving
throws made to resist the effects of poison.
Side effect: wearer loses sense of taste.
Amulet of Silver: The wearer is immune to fear and terror caused by the undead.
Side effect: the wearer becomes sensitive to sunlight, being dazzled by it as Orcs are.
Amulet of Jade: grants the wearer immunity to wound rot and triples the normal natural healing rate (see
Medicine and Healing, p13). Does not allow regeneration of severed limbs.
Side effect: the wearer develops a voracious appetite, consuming three times the normal amount of food.
Amulet of Cold Iron: the wearer is unaffected by any magic that targets him directly. He can be harmed by
knock on effects created by magic, just not by magic itself. The Amulet of Cold Iron is treated as a cursed item
(it cannot be willingly discarded, and can only be disposed of after application of dispel evil or remove curse).
Side effect: that no magic clause includes curative magic, other magic items and so forth.
Amulet of Adamantine: the wearer takes minimum possible damage from melee attacks.
Side effect: the wearers skin takes on a metallic tinge, and their sense of touch is lessened.
Weapons
Arrow of True Flight: Always hit their target so long as they are within maximum range. No roll to hit required.
Side effect: eagle feathers gradually replace the bearers hair. He gains 1d6 new feathers/day.
Arrow Storm: Splits into numerous separate arrows upon firing. The arrow damages as normal in a 10 radius
area of effect centred on the original target. If youre not fussed about nitpicking areas of effect just say it
affects 2d6 of the enemy.
Side effect: ravens constantly follow the bearer. People notice this, and get nervous about it.
Items of Awe and Wonder
All Seeing Mirror: two Aethyrically linked mirrors, each shows what would be reflected in the other were it a
non magical mirror. If one mirror is broken the other also shatters.
Side effect: You can see them? That means they can see you. Oh, and daemons love wandering through
unattended magic mirrors. Just something to bear in mind
Boots of Bovva: Allow an additional kick attack (causing 2d6 damage) if wielder hollers the ancient ritual
incantation Oi! Oi! Oi! during melee.
Side effect: the hair on the wearers head shortens to coarse stubble. This grows back at the normal rate.
Boots of Command: The wearer moves around as commanded by the true master of the boots. Suicidal actions
(marching over a cliff, into a furnace, etc.) allow a save vs. device to resist.
Side effect: the master of the boots suffers restless leg (half movement) while commanding another.
Der Schreiber: Anything object or creature drawn with this wax crayon becomes real. If the user is desirous of
drawing money, each individual coin has do be drawn separately. And good luck uttering that false coinage:
how confident in the quality of your art are you, really?
Side effect: the wielder of Der Schreiber has no control over any living thing he draws. Small animals and birds
will simply hop/scamper/fly away; daemons, dragons and suchlike wont.
Enchanted Rope: Coils, uncoils, ties up enemies or ascends and ties itself off as required. The rope can support
the weight of a single climber unsupported, or up to its breaking strain if ordered to tie itself off.

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Side effect: the hair and beard of the last person to command the rope knot and tangle constantly.
Globe of Poisoned Wind: Seamless glass globe containing a lurid green swirling mist. May be thrown as a flask.
Releases a cloudkill effect on impact. One use only.
Side effect: none, but its a glass globe full of poison gas, and most characters have an active lifestyle.
Krutnacker: a foot tall wooden nutcracker puppet, painted to resemble one of the Kaisers Guard. Anything
small enough to fit in the mouth can be crushed to pieces with a successful Str check. Yes, anything.
Side effect: small and precious things tend to break while owner of Krutnacker is around.
Puppetboy: a foot tall wooden mannequin with severed strings. The master is able to control it as deftly as
their own body while it remains within sight. Puppetboy moves at up to Mv 4, climbs as well as a thief
(5in6 chance), and can carry 1 Enc.
Side effect: the controller suffers damage as the mannequin while he controls it.
The Leydenpall: lead lined vestments embroidered with symbols of the god of death and dreams. Renders the
presence of the wearer invisible to undead; the results of his actions can be perceived, but not the wearer.
Side effect: the wearer must sing hymns of praise to the god of death if directly requested (save vs. device to
resist the compulsion).
Weirdstone
The otherworldly arcane substance dubbed weirdstone is sought after by some, but the focus of terrified
superstition to many more. Ratmen consider it the sacred leavings of their vile god. Pious men deem it the
condensed sins of the world. Simply carrying weirdstone without the correct protective equipment (sealed lead
caskets and the like) requires the carrier to save vs. device 1/day or suffer mutation.
So why would anyone bother with these wickedly dangerous hell rocks? Well, because its compressed Chaos
stuff: the very essence of magic. Using weirdstone as a component in a casting increases the power the wizard
can draw on, albeit at a cost. Drawing on a chunk of weirdstone grants the caster +1 casting die, but requires
that he save vs. device or suffer a chaotic mutation. A hand sized chunk of weirdstone is good for 1d6 castings
and commands fantastic prices on the black market.
Dawnstones
Pre Chaos artefacts. Each of these things is weird and unique and breaks the rule of magic as understood by
moderns. Treat them as AD&D artefacts of low to middling power with a secondary effect of suppressing
Chaotic influences. Dawnstones repel daemons as protection from evil, entirely negate the toxic effects of
Weirdstone, allow a caster to ignore one matching die on a casting roll, etc.
Magic Monoliths: Waystones, Oghams and Herdstones
These are scattered all over the wilderness, usually at the centre of their own little zone of weirdness. Why
exactly the Ancient Ones erected huge menhirs here and there is an enigma, but the effect of these stones is
profound and powerful.
Any spell cast within 100ft or so of a monolith adds +1 additional casting dice. Any spell cast by someone
touching a monolith adds +2 additional casting dice. Each multiple of the normal TN required allows the spell
to take effect again. These bonus dice count for both the purpose of spellcasting success and for chance of
invoking either The Changers Curse or Wrath of God.
E.g. a 1st level wizard casts the arcane petty magic spell sleep while touching a monolith. He rolls 3 casting
dice rather than his usual one and achieves (6,9,9 =) 24. His spell takes effect on four targets rather than the
usual one and he suffers a minor manifestation of arcane backlash.
Runes
Dwarves really distrust magic. They bind it into items in a rigidly ritualised time hallowed form: arcane runes.
Runic items have no side effects, but are generally confined to abjurative and/or protective effects. Ancient
humans ripped off dwarven rune lore as the basis of Hekharan ritual magic, which was in turn a significant root
of modern scholarly magic. The dwarves, being dwarves, are still angry about this.
There are various forms of non dwarven runes, each with their own wacky specialities. Hekharan, Rattish and
Chaotic are the most infamous, and the pictographs of Lustria and ideographic sigils of Far Cathay are foci of
constant disputation and scholarly investigation. No ones quite sure if Orcish ritual glyphs are actually runic, or
if theyre just magic because the Orcs think they are.

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Menagerie
The vast majority of the monsters in WFRP are straight borrowings from the well of public domain folklore from
which D&D drew. Consult your preferred D&D monster book for such familiar fantasy stalwarts as bandits,
goblins, orcs, ghouls, mummies, dragons, basilisks, manticores, etc.15
The standard B/X monster stat block has been reformatted to be a little more WFRP ey in appearance. The
missing information from the B/X block (damage, treasure, flight, swimming or burrowing speed) can be found
in the monster description. Ive also included Labyrinth Lord Hoard Class entries for those who consider the
SBVD treasure rules to be needless tinkering for the sake of it.

Monster Name (# Encountered)


Mv WS BS Att
W
AC Sv
#

Mv
WS
BS
Att

B/X movement in feet per turn /30


Weapon Skill (melee attack bonus)
Bow Skill (ranged attack bonus)
Attacks per round

W
AC
Sv
Mrl

##

Mrl
#

Wounds (d8 HD)


B/X Armour Class
B/X Saving Throw matrix
B/X morale

Psychology and Special Abilities


A lot of monstrous creatures in the WFRP world cause fear, terror, infected wounds or disease. This will be
noted in the descriptions of new monsters. To enhance that WFRP flavour of SBVD I suggest that the
WFRP/WFB psychology rules be applied across the board, even to B/X D&D monsters that dont normally terrify
hardened adventurers.

Things as relatively mundane(!) as a skeleton, ghoul, ogre or giant spider should cause fear.
Things a normal human has no chance against (daemons, dragons, hydras, vampires) should cause terror.
Creatures causing fear or terror are immune to the effects. Fear causing creatures treat terror as fear.

Many creatures that attack with claws or bites have a non trivial chance of causing infected wounds when they
hit. Assume a 25% chance for most animals and monsters. Rats, otyughs, carcass scavengers and suchlike
habitual wallowers in mire should have vastly increased chances to cause infected wounds and/or disease.
They Breed Em Big These Days
All stat blocks in this section represent typical examples of their kind. Rare and dangerous atavisms, giant
mooks or leader types are easily represented though. Simply advance numerical scores by +1 3 across the
board.16 Damage can also be advanced by +1 per die (or by one die type, d4 > d6 > d8 > etc.), to represent
the Big Bads superior muscular power, fighting skill and bogarting of all the best gear.
Lets Fight One of Them
Converting WFRP and WFB creatures to SBVD is dead easy.
Damage: Damage per attack should generally by 1d6, modified upwards (either by larger die type, or
additional dice) for bites, crushes, rams, etc.
Attacks and Saves: WS, BS and saving throws largely derive from HD, modified if the creature is noted as
being particularly ferocious, clumsy, resistant to magic, etc.
Armour Class: This is a GM call, but generally each +1 of WFB armour should be treated as +2 D&D AC.
Modify up or down if the creature is noted as especially fast, dextrous or clumsy.
Wounds: You can generally use WFRP 1E Wounds directly (dividing by 5 to determine HD), or count every WFB
Wound after the first as +2 HD/Wounds.
WFB Wounds
SBVD W/HD

1
1

2
2 3

3
4 5

4
6 7

5
8 9

+1
+2

Move, Attacks & Morale: take as read.


Special Abilities: These can be fiddly, but where not already covered by SBVD converted rules you can
just convert to the nearest equivalent from the Labyrinth Lord bestiary, or treat as an equivalent spell effect
cast at a level equal to the beasties SBVD Wounds score.

15

Its remarkable quite how many of the odder WFRP beasties were *ahem* influenced by those in the Fiend
Folio, which was itself an outgrowth of the Fiend Factory column in GWs famous White Dwarf magazine (not
that youd know this from the masterfully self serving introduction to the Fiend Folio, which makes only passing
reference to WD and GW, refers to neither by name).
16

As in much else, the D&D and WFRP rules as written are in nodding agreement on monster advancement.

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Humanoids
People on the left we hate the people on the right.
The world is full of strange and exotic people. Well, for a given value of people Dont assume that the
inhuman races are as inimical to one another as modern GW canon suggests: alliances of convenience, trade
relations, mutual exploitation, and careful parleying in the face of superior force are more entertaining for all
concerned than a blanket always mutually hostile WFB mentality. Reaction rolls, and the associated
Stronghold Encounter Table, are the GMs friends.

Beastmen (2d6)
Mv WS BS
Att
4

AC

Sv

Mrl

F2

Beastmen are goat legged, animal headed tribal humanoids who consider themselves the favoured children of
Chaos. They are nothing like gnolls, and theyre especially not a PG13 copypaste of Runequest Broo. Nosirree.
Beastmen produce nothing and live by hunting and raiding, scattering both the bones of their enemies and their
looted wealth (HC XIX) around tainted Chaos monoliths found deep in the forests. Beastmen attack with
vicious kicks and head butts, or with crude but effective spears and melee weapons (all attacks cause 1d8
damage). There is a 50% chance that any beastman has a randomly determined Chaotic mutation.

Ratmen (1d100)
Mv WS BS Att
4

AC

Sv

Mrl

F1

4+

The twisted Ratmen dont exist, even though entire armies have fought against their uncountable hordes, their
twisted warbeasts, and their bizarre magical technology. Theyre just a rat faced type of beastman, thats all.
Theyre dont have an extensive hidden empire in the sewers and tunnels. And they certainly dont plot to
overthrow the world of men and establish their own macabre Ian Miller illustrated hegemony.
Ratmen are unutterable cowards on their own, but gain an almost mystical courage among large numbers of
their kind. The more Ratmen around, the braver and bolshier they become. Morale base 4, each doubling in
the number of Ratmen present in a group increases it by 1 with no upper limit. (2 ratmen = Mrl 5, 4 = Mrl 6, 8
= Mrl 7, 16 = Mrl 8, etc.) Ratmen packs suffer from Aggro if they pass a Morale check: small units tend to
stay focused on their goals, while large swarms are continually wracked by opportunistic fragging incidents.
Common Ratmen wield spears and jagged poisoned blades with vicious glee and a fanatics eye for your soft
parts. The infamous Ratmen special weapons should be treated as magic items with radioactive/steampunk FX
and some downright cheesy puns and visual gags (warpfire = wand of fire, warplock = jezzail+poison
ammunition, poison wind = see Magic Items, etc.) Yes, players can wield these weapons if they manage to
capture and decipher them, just remember that Ratmen have absolutely no conception of ElfnSafety.
Treat the gigantic Ogre Rats as stupidity prone, fear causing White Apes, and the ruling Grey Wizards and
Warlock Engineers as wizards of level equal to their W (3+). The swarms of feral giant rats that accompany all
Ratmen incursions cause infected wounds 35% of the time, and carry Black Plague 2% of the time.

Fimmish Bog Devils (2d4)


Mv WS BS Att
W
AC
4

Sv

Mrl

F3

The Bog Devils are monocular amphibian humanoids of evil aspect. These ancient terrors of the wetlands have
been driven to the verge of extinction by divisions among their creator gods, and by the inexorable expansion
of Ratmen and Dark Elves into their conceptual niche territory. Legend says that they once fielded entire
armies and waged terrible wars against men, dwarves and elves, but such things are long past. And the Bog
Devils are really bitter about it.
Bog Devils are whirling terrors in close combat, attacking with two large axes or maces and with swipes from
their long, sharp edged tails. All attacks cause 1d8+1 damage, and the tail attack may strike to stun (see
Combat, p16). The eldritch mist they naturally exude invariably covers Fimmish attacks and also serves to
gauge range for their wildly inaccurate thrown missiles. Treat Fimmish mist as a random level of cover,
which varies round by round (roll a d4 for it). If this mist is dispelled or dispersed by high winds Bog Devils
suffer 1 to hit.
The ancient masters of the Bog Devils are evil sorcerers able to cast spells as wizards of level equal to their W
(3+). They are 50% likely to have an allied daemon on speed dial. Bog Devil sorcerers are able to enhance
their minions eldritch mist into a stinking cloud (Fimmish cooking: not one of the great cuisines of the world).

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Bog Devil lairs are semi flooded ruins filled with ancient treasure and blasphemous idols of ancient make.
Individually they carry HC IV; collectively they hoard stuff equivalent in value to HC XXI.

Giants (1d2)
Mv WS BS
4

Att

AC

Sv

Mrl

F9

SBVD giants are all massive (20+) drunken hobos who live by theft, blackmail and occasional mercenary work.
Giants claim that their drinking is to numb the tragic pain of the ancient greatness their race has lost to the
passage of ages, but the general consensus is that theyre just at the tired and emotional stage. Giants dislike
even their own kind, engaging in bawling and rock hurling over incomprehensible slights and rivalries whenever
they meet. One of the few things that will get these obstreperous creatures working together is a planned
assault on a brewery.
All giant attacks, melee or ranged, hit for 3d6 damage and automatically Floor human scaled opponents for
1 round (see Combat, p16). The damage dice from giant attacks may be divided up between several
opponents to represent stomping and kicking, sweeping blows with tree trunk clubs, the bounce and ricochet of
hurled stones, hurling some poor unfortunate into a wall, etc. If you have access to the Warhammer Fantasy
Battle rules for giant attacks ignore the preceding paragraph and use those instead. Why? Oh, like the
dreaded Pick Up and Stuff Down Pants result isnt reason enough in itself.
When fighting in melee a giant must save vs. paralysis every round to avoid tripping over his own feet and
ending up Floored. Human scale creatures in melee with a giant when it topples must save vs. poison/death or
be fatally crushed under tons of malodorous hairy flesh. Giants are big and violent enough to cause terror.
There is a 25% chance that a giant has been affected by Chaos and has 1 3 randomly determined mutations.
Chaotic giants are evil minded surly drunks who revel in pulling the limbs off those smaller than them. Giants
generally lug HC XVIII around in their huge swag bags, with the emphasis being on large, bulky objects.

Slaai (1)
Mv WS
1

BS

Att

AC

Sv

Mrl

12

W12

10

Reclusive humanoid space frogs who simultaneously inhabit both the tropics and an uncanny intermediate
realm located halfway between two poles of copyrighted product identity17, the Slaai are just plain weird. They
are immensely powerful, but are either completely lolrandom in their actions, or so wrapped up in the
inscrutable internal logic of their own complex long term plans that they merely seem insane to short lived
mortals. No one knows for sure, and most people arent crazy brave enough to ask.
Slaai communicate in enigmas and koans through their crystal balls (with ESP and clairaudience as standard),
and can easily overwhelm your tiny monkey brain with mind blasting telepathic insights into their ancient
cosmic frog perspective (save vs. death, fail = dead, pass = terror for 1d6 turns). Slaai have a 50% chance of
being entirely unaffected by any force, magical or otherwise, used against them, may use telekinesis at will (as
the spell), and can cast wish 1/day, with the emphasis on choral music and godlight FX spectaculars.
The star frogs dont believe in owning a dog and croaking themselves, cheerfully enslaving hordes of tribal
humans (treat as Men, Nomads with Mayincaztec flavour text) or savage armies of lizardfolk and dinosaurs to
do their enigmatic biding. Each individual Slaai (Rainbow Kyer Maat, Lord Todof Todhol, Phrogi Wena Kortan,
All Glorious Yp Hno Todh, Bharan Sylos Ghrinbax, etc.) is the focus of fevered veneration by its thralls; its
ever shifting alien agenda being the axis upon which all their efforts turn.
Slaai are proverbially rich. Folklore claims solid gold pyramid, fist sized gems strewn like pebbles, ancient
magic from the dawn of time wealthy, although HC XV is more likely. As ever, the Slaai are weird about their
stuff. Sometimes theyll let adventurers get away scot free with butchering their guards and taking them for a
kings ransom; other times theyll send endless waves of assassins, curses, spectral killers and unusually
selective natural disasters after the holder of one particular unremarkable trinket picked up by accident.

Zoat (1)
Mv WS
7

BS

Att

AC

Sv

Mrl

E4

10

These ancient lizard centaurs have a long and convoluted history. They originated as druidic defenders of the
forest, and then went into space as the shock troops and diplomats of an alien hive race before disappearing
17

Both of which originated with GW, oddly enough. One ends in d and the other in n.

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entirely. They appear to have vanished into a combined time travel/ret con portal, returning as fearsome
lightning powered Dragon Ogres. Suffice it to say these guys are weird, a bit confused and not to all tastes.
Zoats attack with a barging trample which causes 1d8 damage (2x damage on a charge) and with gigantic two
handed stone maces which cause 2d6 damage. Ancient runes grant the weapon +1 enchantment and require
any daemon struck to save vs. death or discorporate. Zoats are rumoured to possess ancient treasures and
lost lore equivalent to HC XVI in their well concealed and retrotastic lairs.
Zoats either have spellcasting ability as a wizard of level equal to their W, or (with their Dragon Ogre hat on) a
complete immunity to damage from electrical attacks, AC2 and a tendency to frenzy.

Dumb Animals
Dumb doesnt equate to helpless. There are plenty of Chaos warped creatures out there that are more than
happy to remind those uppity humans that no one is above the food chain.

Bloodsedge (1d10)
Mv WS BS Att
3

1+

AC

Sv

Mrl

3 8

F3+

12

Large briars that grow on battlefields tainted by the spilled blood of Chaotic creatures; bloodsedge are
especially rife in the Troll Wastes. Unlike most plants bloodsedge is proactive about securing dinner, exuding a
soporific scent that attracts mammalian creatures (horses, deer, PCs) unless a save vs. breath weapon is
successful. When a sufficiently meaty morsel is within 20 feet of their thorny trunks the spiny limbs of a
bloodsedge lash out, entangling and throttling the delicious meal. A bloodsedge can attack one target per W. if
hit a target takes 1d6 damage and must save vs. paralysis or be entangled, automatically taking damage each
round until dead or freed.
Lizardmen and Goblinoid races arent affected by the scent of bloodsedge, and Goblins often lurk near stands to
opportunistically pick at loot hurled hither and yon by the lively thrashings of woody predator and fleshy prey.

Dog, Small but Vicious (1)


Mv WS BS Att
W
AC
4

Sv

Mrl

F1

11

Loyal, aggressive little ratter. Smart enough to obey simple instructions; also smart enough to go for the groin
(1 3 damage, 25% chance of infected wounds).18 Small but vicious dogs can be excitable if over stimulated,
and their high pitched barking causing considerable aural discomfort and outright fear in Ratmen. If their
master is felled, well treated dogs suffer both hatred and frenzy towards those responsible.
Small but vicious dogs do not carry treasure, but are rare and precious jewels in and of themselves. You think
not? How many of your friends will fearlessly bite and worry at the flesh of those who anger you? How many
of your friends patiently wait for years in the unshakable certainty that youll come back any time now?

Dog, Big and Surly (1d6)


Mv WS BS Att
W
4

AC

Sv

Mrl

F1

10

Huge great things bred to take down bears and transport kegs of rum across mountains. Attacks with a vicious
bite for 2d4 damage. On a natural 18 20 to hit the bearhound has latched on and does automatic worrying
damage each round until victorious or dead. Yes, you can have one. They cost at least 25GC, and anything up
to ten times that for the strongest, most intelligent specimens.

Giant Bogtopus (1)


Mv WS BS Att
1

AC

Sv

Mrl

F4

Bogtopi spend their lives squelching around in mires and marshes looking for things to fondle and eat. They
attack as normal giant octopi and have enough cunning to drag air breathers below the water. A bogtopus
generally fears fire, and will throw clods of mud at torch wielders. Bogtopi have no interest in gathering
treasure, although exceptionally cunning specimens use shiny objects as bait for passing humans.
18
Yes, the more than passing resemblance mechanical between the small but vicious dog and the B/X giant rat
is intentional. Id still put my money on the dog though.

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Carnivorous Snapper (1,4)


Mv WS BS Att
W
AC
6

Sv
Dw2

Mrl
8

Explorers who have returned from the New World across the Great Western Ocean tell wild eyed tales about
elves, lizardmen and creatures of living stone using these half dragon, half crocodile creatures as nigh
unstoppable shock cavalry. Of course, the lands to the west are famous as the source of some really good
drugs, sopinch of salt.
Assuming Carnivorous Snappers do in fact exist, and arent just the ravings of skurvy mad sailors and explorers
(proverbial liars one and all), they probably lunge from ambush to kick or claw (for 1 4 damage) and bite (for
1 8 damage) at anything that enters their range of vision. Their tiny reptilian brains are subject to stupidity,
but a sufficiently vicious master can tame them enough to ride (domesticate isnt a word that can ever be
associated with these scaly horrors).
Carnivorous Snappers dont consciously gather treasure, but they love to accumulate piles of bones in their lair
in which occasional piece of loot may be mixed.

Chameleoleech (2d6)
Mv WS BS Att
W
2

AC

Sv

Mrl

Nm

Cubit long hallucinatory leeches: sometimes they make you hallucinate, sometimes they hallucinate; its all the
same to the chameleoleech. Quite how so brainless and distracted a creature (subject to stupidity) manifests
mental powers that can force intelligent creatures to save vs. paralysis or lie there helplessly marvelling at the
pretty colours while they latch on and do damage per round (1 3 damage + 50% chance of injecting some
horrible disease straight into the bloodstream), is a mystery.
People are constantly trying to use chameleoleeches as drugs; this generally doesnt end well.

Goldworm (1d100)
Mv WS BS Att
1

AC

Sv

Mrl

1hp

Nm

10

Nasty little gold tinted finger sized things that eat your gold if you give them half a chance. Snuffle about
blindly in search of precious metals. In their dormant state they curl up into coin sized nugget shapes. Can
puke their guts up once/day to cause 1d4 damage to exposed flesh (worm acid does no damage to leather,
wood or any metal other than gold). Dwarves hate these guys, while alchemists and moralists are fascinated.
Goldworms do not gather treasure, but they do have an unerring nose for gold within 30. Prospectors have
had some success dowsing for veins of native gold using glass jars of goldworms.

Jabberwock (1)
Mv WS BS Att
6

AC

Sv

Mrl

F8

10

The dreaded jabberwock (no one is sure if it is unique and immortal, or merely rare and antisocial) is a creature
that entered the world through a mirror or a dragon distorted by Chaotic mirror magic or a walking avatar of
insanity or a literary trope made manifest or something. Whatever it is, the jabberwock is an aggressive,
voracious and incredibly stupid creature; a plague anywhere its misshapen shadow falls.
A jabberwock attacks with a deafening cackle of semi comprehensible gibberish, against which auditors must
save vs. breath weapon or suffer confusion (as the spell). The jabberwock then charges in to attack (flying
clumsily at Mv 8) with a claw/claw/bite routine for 1d6 claw and 2d6(+poison) bite damage. The beast is not
without defences: its iron hard hide is immune to non magical weapons, and it regenerates as a troll. So alien
and unnatural is the appearance of a jabberwocky that looking it in the faces causes terror. The alien manner
in which the beasts mind works means that it is subject to stupidity.
A jabberwock produces nothing, but gathers up shiny things with a nigh draconic level of obsession. A
jabberwock sometimes sees use as a chariot beast for the more extravagant (and lunatic) Chaotic warlords.

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Lashworm (2d10)
Mv WS BS Att
0

AC

Sv

Mrl

9*

Nm

12

More a trap/damage tax than a proper monster, the wall dwelling lashworn (distant Chaos warped cousin to
the coral polyp, or possibly the razor clam) is aroused to attack by noise and vibration. A lashworm
automatically wins initiative, flicking a hook ended muscular tongue (1d4 damage) up to 15 feet towards the
sound. A lashworm dug into a wall, cliff or suchlike is treated as AC0, but they can be dragged out of their wall
with a successful Ag test (to grab the lashing tongue) followed by a successful Str test.
Surface dwelling breeds of lashworms are a popular addition to moats and defensive ditches. While their
vividly coloured subterranean kin seem to have a natural affinity or relationship with the subterranean
Shrieking Fungus. Lashworm eggs (stored in the base of the creatures burrow, fertilised by a neighbour, then
hurled away by the powerful tongue) appear indistinguishable from pearls of especial lustre and size.

Razorbill (4d6)
Mv WS BS Att
3

AC

Sv

Mrl

F2

No one is quite sure why the WFRP world has giant angry looking puffins hopping about its rocky shorelines in
colonies up to 100 strong. Even Chaos doesnt take credit for these guys.
Razorbills savagely attack anyone who wanders too near their nests, or anything they mistake for fish. The
glisten and sheen of polished armour confuses their simple brains no end. Razorbills have Mv 15 (450/rnd) in
flight and attack with their wickedly sharp beaks, striking for double damage in the round they first stoop upon
(charge) their prey.
Razorbills dont care about treasure. Treasure is shiny like fish, but annoyingly inedible.

Sunworm (4d6)
Mv WS BS Att
3

AC

Sv

Mrl

F1

The warmer, sunnier regions of the world are infested with man sized carnivorous laser slugs. Why? Because
heliotropic laser slugs would make no sense in cold, perpetually overcast locales.
Sunworms bask in the baking deserts of Araby and southern Estalia, zapping unwary travellers and
unsuspecting livestock with accumulated solar energy, then eating the smoking remains. A sunworm is able to
discharge up to 3 times/day for 3d6 damage (save vs. wand for half) at a range of up to 50 feet. They
otherwise just rasp at things with their abrasive tongues for 1 3 damage. Salt affects sunworms as burning oil,
burning oil just amuses them.
Sunworms consume flesh and leather, but consider metal unpalatable. Treasure equivalent to HC VI per worm
will typically be strewn among the remains of their impromptu barbeques.

Undead
Most undead are per the existing B/X rules for their kind. Did I mention that theres no turning the undead in
SBVD? Better stock up on garlic, holy water and the like. Also fire. Lots of good old, reliable cleansing fire.

Carrion (1d6)
Mv WS BS
4

Att

AC

Sv

Mrl

F5

Blame the death fetishists of Hekhara for these beauties. Some bright spark just had to see what happened
when you feed the giant vultures on a diet of zombie flesh. The answer: nothing good. Although at least we
now know whats grosser than a vulture: a giant stinking undead ghoul vulture.
Carrion attack with a claw/claw/bite routine, relying on their innate paralysing touch (as ghoul) to subdue prey,
rather than the poor damage (1d4/hit) of their natural attacks. If both claws strike the Carrion will attempt to
lift its opponent (man sized or smaller) to a great height before dropping it to its death. Carrion cause fear
(and loathing), are 90% likely to cause infected wounds, and accumulate large amounts of treasure scattered
around their mountain eyries (HC XXI).

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Daemons
Daemons are creature native to the enigmatic Realm of Chaos from whence all magic flows. Some scholars
consider daemons distorted reified echoes of human sins and virtues; others consider them the inspirers of
same. Still others claim they are life forms naturally arising from their realm or that they are accumulated
psychic residue. Whatever the nature of their existence daemons are alien and hostile to mundane life.
Universal Qualities of Daemons:

See in darkness (infravision 90)

Immune to non magical weapons, normal poisons and earthly diseases.

Survive indefinitely without food or air.

Regenerate 1 Wound per 2 rounds.

Cause fear in living creatures.

50% chance of a randomly determined mutation.

Repelled by protective barriers (protection from evil, etc.)

Daemon of Rage (2d6)


Mv WS BS Att
W
4

AC

Sv

Mrl

Dw4

11

Daemons of Rage (a.k.a. Bloodspillers) are impossibly emaciated and bloody skinned humanoids. Their faces
of constantly twisted into a grimace of inhuman fury. They are always angry, all the time, and communicate
only in strangulated shrieks and bursts of violent invective. If theres nothing else to get angry about daemons
of rage will gladly turn on each other.
Bloodspillers attack twice per round, once with a blast of venomous frothing spittle (treat as flask of oil, except
damage is acid rather than fire), and once with a massive two handed black rune sword. They generally dub
these swords Mournbringer or Stormblade, for reasons obscure and self referential. Bloodspiller swords cause
2d6 damage per hit; this damage cannot be healed by magic.
There is a 25% chance that any bloodspiller encountered wears magic plate armour (enchantment +1, grants a
base AC of 2), and a further 25% chance that it wields an anachronistically advanced technological weapon
(treat as arquebus or blunderbuss that fire once per round, no reload time) in addition to its sword.
Bloodspillers are subject to constant, unremitting frenzy and a burning hatred of everyone they encounter. A
successful save vs. spell allows a bloodspiller to control its frenzy and operate (semi )rationally for 1d6 rounds.

Daemon of Disease (2d6)


Mv WS BS Att
W
AC
4

Sv

Mrl

F4

11

Daemons of Disease (a.k.a. Tallymen of Poxes) are created through the agency of Gurglish Rot. The corpse of
a person slain by the disease will later arise as a one eyed, one horned festering monstrosity. The mere
presence of daemons of disease curdles milk, sours wine, rots food and causes plants to wither. Only the vilest
insects thrive in their rancid presence. These daemons exist only to spread agues, poxes and cankers far and
wide, which they do with avuncular delight in their own beneficence.
All Daemons of Disease are healthy carriers of Gurglish Rot and 1 3 other random diseases. Physical contact, a
melee strike from their rusted, pitted glaives (1d10 damage + infected wounds), or even extended proximity to
the necrotic festering flesh of a Tallyman requires a save vs. poison/death to avoid contracting something
unpleasant. Their ever present cloud of vermin acts as an insect swarm spell effect, which dissipates only upon
the banishment or death of the Tallyman.

Daemon of Sensation (2d6)


Mv WS BS Att
W
AC
6

Sv

Mrl

F4

11

Daemon of Sensation (a.k.a. Succubettes) are hermaphroditic humanoids with claws, compound eyes and
coiled horns. They are harbingers and handmaidens of the Chaos god of excess, keepers of forbidden lore who
know the secret desire of each human heart and hold the key to pleasure undreamed of by mortal mind. Their
knowledge is the stuff of fevered speculation among scholars and sybarites alike.
Succubettes naturally radiate a strong musky smell equivalent in effect to a strong dose of Estalian Fly (see
Drugs, p11). Each round spent in close proximity to one of these demons requires a save vs. poison, with
successive failures indicating more intense effects. Troupes of succubettes open combat with their infamous
hypnotic pattern (*ahem*) dance (as the spell effect, LLAEC, p51). Each additional Succubette dancing after

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the first increases the save modifier by 1, to a max of 6. Once their opponents have been reduced to drooling
moronism the succubettes skitter into range to attack with elegant caressing claw strikes which do 1 8 damage.
There is a 25% chance that a Succubette carries a long staff of glistening silvered metal. These allow the
Succubette wielder to perform wildly improbable (and distracting) acrobatics, or to cast specialised spells of a
nature wholly unfit for a family publication.

Daemon of Change (2d6)


Mv WS BS Att
W
AC
4

Sv

Mrl

F4

11

A Daemon of Change (a.k.a. Polymorphic Horror) is weird, brightly coloured combinations of bird, human,
jellyfish and porcupine. These heralds of the chaos god of tumult and transmutation are bizarre things with
weirdly detachable limbs and flaming skin.
The unpredictable movements of Polymorphic Horrors equal parts leaping, rolling and flowing treat gravity,
surface tension and suchlike laws of nature more as suggestions than anything else. They can spider climb,
levitate and walk on water as they wish. The number and arrangement of their limbs is constantly shifting.
Polymorphic Horrors freely throw their limbs to one another in bizarre juggling acts, regenerating as a troll.
They cheerfully involve poor fragile mortals in their play, yanking at extremities (1 8 damage) and throwing
coherent flame up to 90 (3d6 damage, treat as flaming oil).
The mere presence of a Polymorphic Horror requires all spell casters within 100ft or so to roll an additional die
for the Curse of Chaos (see Magic, p24).

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Scenarios
SBVD scenarios practically write themselves: [people] have [stuff you want], get it without being blamed or
falling afoul of [complications]. Also Chaos.
Investigate and Report: Theres something rotten in the sewers/necropolis/village of Dorfdorf/
Castle Oopaklastvit/Kislev (delete as appropriate). Congratulations, youre the canaries.
Gold Fever!!! It turns out that old abandoned Dwarven mine/hold/grave is full of treasure after all. Better get
in there and secure it for the common good before opportunistic looters can steal it. Hmm, I wonder why the
place was abandoned in the first place?
Larcenous Pursuits: Its not nailed down? Its like theyre asking you to nick it! What? It is nailed down?
Lucky you brought your crowbar Traps? Lucky you bought a few expendable Halflings Easy money!
Stop the Pigeon: Hunt down and [capture/kill/sell into slavery] [person] who is rushing by [foot/horse/
carriage/ship] to reveal [revelation] to [the authorities/their cult/the enemy de jour]. Disaster, and
accompanying dire retribution, will befall if you fail.
Stand and Deliver: Theres a lot of fuss and expensive preparation about that carriage due in later this week.
What could be so important and valuable that it needs all those extra guards and so many bribes, threats and
blackmail letters strewn about so thick?
The Quest: Go there. Slay the fearsome Thing of the Heath. Bring back the Grafs wife/Hammer of
Sigmar/Glowing Green Rock of Guffin McGuff. Expect unpleasant people to interfere.
Schattenlaufen: Herr Johanson hires some deniable scum (thats you) to perform some discrete service
intended to result in the discommoding of a political, business or social rival. Cock ups, complications and
hilarity ensue.
Jabberwock: Find and slay the fearsome [monster] which has been making life so complicated recently.
Expect kill stealers, the authorities welching on promised bounties, and the monsters kin to show up.
Kohls Herren: That village occupied by [enemy]. Rumour has it that theres a rich treasure buried beneath
the [landmark] that no one knows anything about: enough to retire on if we dont have to split it with the rest
of the army. Sure, the [residents] are still in there, and the place is thick with [enemy] troops. Fancy a little
extra curricular looting?
Feeling a little more ambitious than running something akin to an episode of Blackadder or League of
Gentlemen co scripted by Tom Sharpe and H.P.Lovecraft? Look to the first three parts of the classic WFRP
campaign The Enemy Within (Shadows over Bogenhafen, Death on the Reik and Power Behind the Throne) for
massive pointers in the right direction in terms of theme, tone and content. Be advised that looking at later
parts of TEW (Something Rotten in Kislev, the published Empire in Flames) will cause only sadness, confusion
and loss of the will to live: it is not recommended. The Doomstones campaign is right out!

Keeping It Small But Vicious


Nothing better evokes the spirit of the source material that inspired SBVD than making the PCs suffer. Killing
characters off is no fun; doing everything just short of that is much more entertaining. Make sure you put
them through the wringer as much as possible before their inevitable, ignominious demise.
Im not advocating nakedly adversarial GM ing: merely a firm but fair administration of hardship and betrayal,
and a properly parsimonious apportionment of reward. True WFRP players will love every minute of it, and you
can make delicious Martinis from the tears of those delicate flowers who simply dont understand that suffering
is love; that adversity breeds character; and that eventual triumph is all the sweeter if you have to kick, gouge
and struggle for it every step of the way.
All the best, and remember:
1.
2.
3.
4.
5.
6.
7.
8.
9.

The world is not fair.


The gods hate you, and your suffering amuses them.
90% of people are corrupt, greedy scum. The remainder are vicious fanatics.
Everyone has an agenda, sometimes several.
It can always get worse, and generally should.
If in doubt, Chaos did it!
If it appears that Chaos didnt do it, check harder.
Glowing green rocks = bad.
There are no such things as Skaven.

~ Ende ~

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