Yes, this is an attempt to simplify 3rd ed, taking it back to its roots. No Chits, trackers, or buckets of colourful dice. If you hate the sound of that, theres no point reading further!

**Characteristics**

Players are defined by the standard 6 characteristics. Each starts at 30+2d10, plus a racial bonus:

**Humans:** None

**Dwarves:** +10 in Strength and Toughness

**Wood Elves:** +10 in Agility and Willpower

**High Elves:** +10 in Agility and Intelligence

**Halflings:** +10 in Agility, Willpower and Fellowship, -10 in Strength

**Ogres:** +20 in Strength and Toughness, -10 in Fellowship and Intelligence

**Creation Points**

Each player now has their normal allotment of Creation points, to improve their talents, actions etc. To improve a Characteristic by +10, costs a number of points equal to its value/10, rounding down. Therefore to improve St 44 by +10 costs 4 creation points.

**Skills**

Players may take training in skills as usual. For each level of expertise (up to 3), you may add +10 to relevant characteristic tests. Specialisations also add 10 to tests if t

**Rule system**

When making a test, roll percentile dice. You need to get equal to or under a specific Characteristic, but if you have any skill expertise, you may add +10 for each level of expertise. If you have a relevent specialisation, you may add a further +10 to your total.

This attempt is modified by the difficulty:

**Simple Task:** +40

**Easy Task:** +20

**Average Task:** +0

**Hard Task:** -20

**Daunting Task: **-40

The host may also further modify this roll by +/-10 for each positive/negative situation as appropriate (each misfortune dice is equivalent to -10%, each fortune dice +10%).

If the test succeeds, the attempt gains 1 degree of success equal to the number rolled. So for example, if a player needs to make a Stealth roll with 1 level of expertise, and 46 Agility, if they rolled a 14, they would succeed with 14 degrees of success.

**Banes and Boons**

If the players rolls an odd number on either dice, then a bane effect occurs. If the player rolls an even number, then a boon effect occurs. Banes and boons cancel each other out as usual, so its possible up to 2 boon or bane effects.

**Chaos Stars and Sigmars Comet**

When you roll a double, and you succeed at the task, your succeeds incredibly well - the equivalent of rolling a Sigmars Comet. If however, you roll

a double but fail the task, the action generates a Chaos Star effect. - bad things happen...

**Initiative Ranks**

Rather divided into rounds, combat and encounters are a little more abstract, with each player and combatant acting on an Initiative rank. This is initially determined by subtracting each targets Agility/10 (or Fellowship/10 for social encounters), rounding down, from 10. This represents when everyone first acts, with lower numbers acting first, each number known as the Initiative rank. After taking an action, each target must increase their current Initiative rank by 5, plus the actions recharge rating.

*For example, Gustaf is facing 2 Skaven. Gustaf has Ag 55, and the two skavens have Ag 67, so in the first round, the skaven act on Initiative rank 4, while Gustaf acts on 5. One Skaven hits, injuring Gustaf. The Skaven next act on Initiative rank 9. Gustaf, however chose to perform the Backstab action, so he must increase his Initiative rank by 9, next acting on Initiative rank 14. He did seriously injury one of the skaven though. On Initiative 9, the skaven both hit, but Gustaf decides to block, which saves his bacon, but adds a further 2 to his Initiative rank for his next action, now increased to 16. The Skaven still get another strike, even before poor Gustav can act again. Things dont seem to going very well for Gustaf... *

**Stances**

This has been simplified now. When in a Conservative stance, you may subtract 10 from your d100 result for each point in your current Conservative stance. This will, however reduce your number of successes if you succeed. Conversely, while in a reckless stance, you may add 10 to the d100 result for each point in your current reckless stance. This does reduce your chance of success, but will increase additional success if the task succeeds.

**Actions **

Actions remain, but obviously, there are changes. For the test difficulty, subtract -20% to the test for each Challenge dice, -10% for each misfortune, and +10% for each fortune dice. For ranged and melee attacks, the default task is Easy, meaning that the test is made at +20%, before further difficulties are applied. But the targets defence is used to resist this, subtracting -10% for each point of defence

For the result, for each 20 degrees of success, or part thereof, the action gains 1 success. Boons, Banes, Chaos Stars and Sigmars comets have their usual effects, except that you can only gain up to 2 banes or boons, or one Chaos Star or Sigmar comet

*For example, Gustaf the thief is about to perform the Backstab action. This has a difficulty modifier of -30, reducing this penalty by 10 for each ally engaged with his foe. Gustaf has Ag 55 and Stealth +10, while the target has Int 44 and Observation +10, so the basic difficulty Easy (+20 (Ag more than 10 higher than opposing Int), -10 for targets Observation, and -20 (the target is engaged with one target), so Gustav must make a roll 55 or less to use the action. Since Gustaf is currently at Reckless 2 stance, he adopts to increase his final d100 result by 10.*

He rolls a 37, modified to 47, so thats 2 banes and 3 success worth of effect. Since Gustaf is in a reckless stance, he hits for +1 damage, and ignores the targets soak, but triggers the bane effect (subtract -20 from his Initiative)

To be continued....