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  1. Sorry for the very late response. Not sure exactly what you want to know, so here's an attempt to summarise everything about careers. They're definitely not to be confused with D&D classes. You will change career multiple times (if your character lives long enough), and only have one career at a time. Get a career at character creation - either choose one, or pick three at random and choose one, depending on what method of character creation is being used. This career is what your character was doing before they set off on a life of adventure, or may still be doing depending on the career. Each career has a set of 10 advances to choose from: actions, talents, skill training or speciality, fortune dice, wounds, conservative stance, reckless stance. These are listed on your career sheet and are what you can spend your XP on in order to complete your current career. Each career advance costs 1 XP. You can also spend XP on improving primary characteristics (the 2 characteristics listed on your career sheet). This costs a number of XP equal to what you're raising the characteristic to, e.g. raising Strength from 3 to 4 costs 4 XP. This counts as a career advance. You can also spend XP on advances not listed on your career sheet. These are non-career advances, and they cost an additional XP each. This does not count towards completing your career. There are also 4 "fixed advances" that you have to spend XP on to complete your career: action card, talent, skill training or speciality, wound. Note that these do not count against the limits on your career advances. So if your career lists 2 action card advances (for example), you could actually purchase 3 action cards during that career, 1 fixed advance and 2 career advances. This also means that you will only purchase 6 of the 10 career advances available to your career. Once you have purchased 10 career advances (4 fixed advances plus 6 optional), you have completed that career. You may then purchase the dedication bonus for 1 XP, which means you keep the career special ability permanently, learn a free speciality for each skill that was trained as a career advance, and spend one fewer advances to enter a new career (to a minimum of 1). Whether or not you purchase the dedication bonus, you can now move to a new career: choose any allowed by your race (note, some have other restrictions). This costs 4 XP minus 1 for each trait the current and new career have in common, to a minimum of 1. So if your current career has 4 traits in common with the new career, it costs 1 XP to enter the new career. Note that Reiklanders can enter a new career for 0 XP due to their Adaptable racial ability. Note that the Specialist trait never counts as being in common across 2 careers. Finally, you can leave your career at any time and enter a new one (at the GM's discretion), even if you haven't completed the current one, but you can't get the dedication bonus and will lose your current career's special ability. Some other notes: When spending XP on career advances for actions or talents, these can be any from any category (although your GM may put their own restrictions on this). When spending XP on career advances for skill training or specialities, these have to be for your career skills (the 4 or 5 skills listed on your career card). Note that you can only have 1 level of training per level your character is at, so no purchasing 2 levels of training for a skill in your first career. When spending XP on career advances for fortune dice, this means adding 1 fortune die to all rolls involving 1 of your primary characteristics. You do not get the trappings of a career for free, but you aren't obliged to buy them either. They're just suggestions for what someone in that career would be equipped with. (I only mention this because it's different to other editions of WFRP.) I think that's everything, but any other questions just let us know.
  2. There's also the Winds of Chaos forums: http://www.windsofchaos.com/forum/ And a Facebook group: https://www.facebook.com/groups/2205851869651055/
  3. Welcome to the best edition of the game! Rules for PC halflings and ogres are in Hero's Call, which unfortunately is near impossible to get hold of. I don't think there are any rules for NPC halflings, but Hero's Call had rules for Golgfag's Mercenary Ogres as NPCs. I wouldn't normally direct you elsewhere, but sadly these forums are more or less dead. See my post here (if you haven't already) for other places to talk about WFRP 3rd edition: https://community.fantasyflightgames.com/topic/290375-wfrp-3rd-edition-keeping-the-game-alive/
  4. I already responded on discord, but just in case anyone else comes here looking for the fonts, here's the link: https://drive.google.com/file/d/1RuIY08gBzGMH4Psz5n5ciuRAdQPPEnCk/view
  5. I don't know if Yepesnopes is still active on these forums, but you can find the Book of the Asur here: https://drive.google.com/open?id=0B78tEyor-_2DMjFCTTFlWG9sLU0 As you will see, there isn't much activity on this forum since it got archived, but there are forums for all editions of WFRP at the Winds of Chaos site and there is also a Facebook group for 3rd Edition if you are on social media.
  6. Plus, if you are asking for copyrighted material (I'm not sure if this is something from an official publication), people might be a bit wary about sharing it on a form where they might get banned for doing so.
  7. Yeah, it would definitely be good to have more options for the other Lores and Faiths. Maybe something to work on as a fan project at some point. I don't have much faith (😉) of getting the other PODs now, especially not From the Grave. But I 'd appreciate any tips if any more come to light.
  8. Well I have ordered it. It's coming by way of a friend in Austria, so I won't actually get my hands on it until July, but I have learnt to be patient. Thanks again.
  9. Ooo, and with my birthday coming up soon too. Thanks! Shipping to the UK is pretty expensive though (over three times as much as the product itself!). I might see if any of my group want any of the other WFRP3 stuff they have in stock so we can split the delivery cost. Alternatively I have friends across Europe. One of them might be able to take the delivery for me.
  10. Good to hear! Definitely nothing wrong with getting a bit of variety in games - helps keep things fresh. We've mixed it up with Mouse Guard and have loads of games lined up to try once (or if) we finish The Enemy Within.
  11. Hi everyone. I'm not sure how many active users there are still reading this forum, or even still interested in WFRP3 (obviously the best edition of the game, despite a new pretender to the throne 😉). I just wanted to let whoever is here know that there are some new places to discuss the game. Winds of Chaos, a new forum taking over from the sadly soon to be shutdown Strike to Stun, and with sub-forums for all editions of the game. There isn't much WFRP3 stuff yet, but it would great for that sub-forum to get a bit more activity: http://www.windsofchaos.com/forum/ The WFRP3 Facebook Group: If this is more your sort of thing, please join us to chat all things WFRP3: https://www.facebook.com/groups/2205851869651055/ (Apologies if this breaks any rules. And apologies to those who have already seen these links elsewhere.)
  12. To elaborate even further. If the Opposing (i.e. Target of the action's) characteristic is: Less than half of the acting characteristic: add 0 Challenge dice Less than the acting characteristic: +1 Challenge die Equal to the acting characteristic: +2 Challenge dice Greater than the acting characteristic: +3 Challenge dice Twice as great as the acting characteristic: +4 Challenge dice In addition, the Target's skills and specialisations may add misfortune dice.
  13. 1. I can't find an answer to this anywhere, but I assume the talent would continue to recharge even when it's not "active". That's what I'd rule as a GM anyway, but I suppose you could argue it either way. 2. As per page 2 of the Errata and FAQ, "Unless indicated otherwise, the default challenge level for Melee Attack and Ranged Attack actions is Easy (1d). Unless indicated otherwise, the default difficulty for other actions, such as casting a spell or invoking a blessing, is Simple (0d)." So your example actions would have no challenge dice (unless the GM decides to add some). Hope that helps! (Btw, things are a bit dead around here these days, as you may have noticed. The Strike to Stun forums are the go-to place for WFRP now. There still aren't many of us discussing 3e, but probably more than here.)
  14. Yes, again that's correct (more or less). Just to break it down a bit more: In addition to the 10 advances on the front of the career sheet, you could also choose to spend open advances on improving your career primary characteristics. So for your Barber-Surgeon you could improve Int or Fel. However, as with character creation, this costs a number of XP equal to what the characteristic is being increased to, e.g. raising from 3 to 4 costs 4 XP, and it also counts as that many open advances. So it can be a bit expensive, and you'll miss out on other advances, but it does still count to completing your career (as long as it's one of those primary characteristics). Non-career advances cost additional XP, and do not counting towards career completion. So that third Talent in your example would cost 2XP and wouldn't be an open career advance. Now, technically you can stay in a career until you have completed it, or you can leave it at any time even if you have taken fewer than 10 advances. Obviously if you do the latter you don't get the dedication bonus. But the former means that you could get that extra Talent and still work towards getting your dedication bonus. This is why the character sheet has separate sections for career advances and non-career advances. Basically, the advance system is a bit odd compared to other RPGs. Rank is tied directly to how much XP you've spent, but careers are independent of that. So you reach Rank 2 when you've spend 10XP, but you could enter a second career before that if you want. Bear in mind too, that it costs XP to enter a new career anyway, so even if you complete your first career you wouldn't be entering the second one until you've spent 10-14XP anyway (depending on career and race). Advancing is one of the more complicated parts of the system, but it makes sense once you get the hang of it.
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