Talent cards focus: Serene: when using willpower checks to recover stress you may recover one additional stress. What willpower check are we talking about here? I cant find any check that does that.
Hmm, good question. I expect it was meant that any check involving willpower, where stress is recovered, would recover an additional stress. For example, a PC makes a discipline test (WP based) and rolls two boon. Universally, two boons can be used to recover a stress. With Serene, the PC would recover 2 stress.
Skill specialization: when a check must be made on a specialized skill can only the ones with the specialazation do this? or only the one with the corresponding groupskill trained?
? I am not exactly sure what your question is. It is worded a bit strangely. I'll try to answer. Skill specialization just gives the owning PC an additional fortune die when using a skill in a manner in which the specialization applies. For example, Franz is trained in Observation with a specialization in Sight. If Franz is asked to make an Observation check, and it is sight-based, Franz will gain a fortune die to his dice pool due to his specialization. If the Observation check was hearing-based, then Franz would not gain the fortune die (from his specialization) to his dice pool. Dice pools are rolled using the related skill, not the specialization. The specialization just gives an extra fortune die into the pool.
Also it says one of the benefits of completing a carreer u get specializations. How many specializations are we talking about here? specializations where you have trained the groupskill or one in each carreer skill?
When you purchase the dedication bonus at the end of a career, you gain a free specialization in every career skill you trained during that career. (note that skills trained during character creation do not count as skill trained during the career). So, say that Franz has trained Observation and Nature Lore during his career (ie, spent two of his 10 XP to train those two skills). When Franz purchases the dedication bonus for his career, he will gain a free specialization in both Observation and Nature Lore.
Is there a list of which checks can be made with specializations? I find it somewhat difficult to figure out what checks can be made with so many specialisations (or even more if you come up with things yourself).
Again, specializations are not separate skills. They merely provide an additional fortune die to a check related to the specialization. The actual check is made based on the skill itself (Weapon Skill, Observation, Discpline, Coordination, etc), not the specialization.
Weapons: start weapon is mentioned as a light crossbow. What are the stats? I can only find crossbow on the weapon ref. sheet. Also a bow is mentioned but i can see only a longbow and a shortbow. Is there a bigger list somewhere to get idea's from?
Where are you seeing this? On a career list of recommended equipment? Starting items are based upon a PC's starting wealth. The starting items/gold are listed in the character creation section where it talks about starting wealth (I don't have my book here to give page number, sorry)
Weapons and gear: do they last forever? I was thinking weapons need to be taken care of (fixed) just like gear before it is permanly damaged and cant be used anymore. In this way services are make more sence (skill blacksmith?or leatherworking where can those be put in?).
There are no rules for item wear. Certainly, one option for a GM is to damage/break an item, should a Chaos Star be rolled when using it.
Why are some skills advanced skills? Those are not advances of basic skills…. or are they? I would say if you have first aid trained for instance you may now take advance medicine for just one cost… But not all advanced skills are followups of basic skills (at least i cant see relation between them).
Basic skills are the ones already listed on the provided character sheets (Weapon Skill, Coordination, Discipline, Observation, etc). All PCs know and can attempt checks based on those skills (even without being 'Trained' in the skill). Advanced skills are not listed on the sheet. These skills cost XP to even acquire/use the skill. A PC cannot even attempt to use an advanced skill unless they have acquired it. For example, Education is an Advanced skill. A PC cannot even attempt an Education check unless they have previously spent XP to acquire the Education skill.
Actions: on many action cards is mentiond support, social or teamwork, social or reaction, social. Can everyone get the action cards with teamwork, support and reaction? And who can use judgement? The traits dont seem to fit with carreer traits….
Yes, anyone can acquire pretty much any action card. Traits are not requirements. Traits are used for interactions with other cards. For example, a Talent or Action might give a fortune die to all Social checks. Therefore, this bonus wold apply to all action cards with the Social trait.
page 60 rulebook: in the example in the rulebook there is an elve who pulls his bow with free manoeuvre. And the prepares it with another manoeuvre because it is said on the actioncard accurate shot. I cant find the text on it that says prepare before shoothing. Or do i missread something?
I believe that this was FAQ'd as an error in the example. There are some actions that require preparation (i.e. a maneuver), but the action in the example was not one.
Are there more advanced actions beyond rank 2 coming? since you can level up higher then rank 2…..
Currently, the only "advanced" actions, i.e. actions with a rank 2+, are spells and blessings. Spells and Blessings can currently range up to rank 4, I believe.
Opposed and unopposed checks. tekst in rulebook is confusing me (page 58 point 4.) It says GM must see what it is and then there is something about defence points and then there is something about opposed and unopposed but i cant see relation. Seems that something isnt in the right tekstual position. When is unopposed and when opposed (in battle?)
In the end, it is up to the GM's decision. In general, combat actions ("vs Defense") are not "Opposed Checks" (despite having the word "vs"), and have a default difficulty of 1d. That said, the GM is allowed to make a combat action into an opposed check if they desire and the situation warrants it.
Economics and social checks: eg. buying gear. Do you do this often? Can u give some examples of bargening/dealing? And some more detailed examples of some social skillchecks? there isnt that much in the rulebook and since i dont know when to use whcih precise social skill i find this the most difficult aspect of the game. But i like to put more then enough in it feels so more realistic then only fighting.
The expansion Lure of Power has some additional information and rules regarding social checks. In general, play WFRP like a story. Make the players roleplay their bargaining before having them roll a check. Social checks, then, also are a bit more "complicated" oftentimes and require a bit more explanation. Many utilize a tracker. They can be tracked as a couple types. For example, as a race where each side starts at the same place ont he tracker, and the first one to the designated end point prevails. Another option is a tug of war style, where the marker starts somewhere in the middle, and based on successful tests, the marker will move one direction or another.
As an example, Franz is attempting to barter with a blacksmith for a suit of armor. The GM decides, rather than just entirely roleplay it, to use a track. In this instance, I would suggest a tug-of-war. On one end (the blacksmith "wins") is a price double the book cost of the armor. One the other end (Franz "wins") the price is half the book cost of the armor. There are intermediate steps/prices in between, and the midpoint is the book cost of the armor. The GM decides that Franz gets two checks to get the best deal that he can. Franz's player decides decides to try to threaten the blacksmith first, so makes an intimidation check (vs the blacksmith's Discipline). Based on his roll, the marker will potentially move in one direction or another. Success will move the track towards the good end, and failure will move the track towards the 'bad' end. It barely succeeds, and moves the track one step closer to "half-book" price (3/4 book price?). The next check, Franz's player decides to try to Charm the blacksmith. This fails, and badly (Chaos Star, perhaps), and so the track moves back to the start point and an additional space, and Franz is left with the result of buying the armor at over book cost.
This is just one example.. There are many more, and it really depends on the situation in the story, and how much "rolling" vs "roleplaying" the GM wants to do.