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| lores:trade_lores [30.01.2026 ] – angelegt admin | lores:trade_lores [30.01.2026 ] (aktuell) – admin | ||
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| Trade Lores teach you how to create something useful from raw materials. Characters with Trade Lores have a network of buyers and suppliers they can rely on to practice their trade. Characters can work their trade to create new trappings using the //Craft Trapping// Endeavour (page 133) — this requires you to have the corresponding trade tools (page 99), and gains +1d if you have a relevant Asset to use as a workspace (page 102). | Trade Lores teach you how to create something useful from raw materials. Characters with Trade Lores have a network of buyers and suppliers they can rely on to practice their trade. Characters can work their trade to create new trappings using the //Craft Trapping// Endeavour (page 133) — this requires you to have the corresponding trade tools (page 99), and gains +1d if you have a relevant Asset to use as a workspace (page 102). | ||
| - | Whilst the Lores below represent the most common practical options for characters in Warhammer: the Old World Roleplaying Game, there are hundreds of trades practiced in the Empire — if a character’s specific specialty isn’t listed, they can always create a new Trade Lore, subject to the GM’s approval. | + | Whilst the Lores below represent the most common practical options for characters in **Warhammer: the Old World Roleplaying Game**, there are hundreds of trades practiced in the Empire — if a character’s specific specialty isn’t listed, they can always create a new Trade Lore, subject to the GM’s approval. |
| \\ | \\ | ||
| - | ??? Mountaineering | + | ??? Arts |
| - | !!! You know how to trek, climb, or ski across mountain ranges and hilltops. You can scrabble for food, find safe caves for shelter, and anticipate landslides or sinkholes. You ignore Difficult Terrain from rocky scree or steep elevations. You recognise the hunting grounds | + | !!! You know how to produce competent works of writing, painting, sculpture, or another art form — choose one |
| + | when you take this Lore. You can critique the artworks of other creators, and recognise influential artists. You can | ||
| + | interpret the message a piece of art is meant to convey. You can forge a replica | ||
| ??? | ??? | ||
| - | ??? Sailing | + | ??? Blackpowder |
| - | !!! You know how to operate an ocean-going vessel. You’re familiar with the shorthand and jargon of sailors, commonly used from the Sea of Claws to Sartosa. | + | !!! You can load, aim, recognise, and reliably discharge portable blackpowder weapons like pistols and handguns. You can safely store and maintain shot and powder. You do not panic when a blackpowder weapon |
| ??? | ??? | ||
| - | ??? Subterranean | + | ??? Concoction |
| - | !!! You know how to make your way in the dark when travelling underground, without getting lost or claustrophobic. You can scrabble for food and shelter, and anticipate cave-ins, earthquakes, and pockets of bad air. You recognise valuable minerals buried beneath the earth. You recognise | + | !!! You know how to brew and administer herbal remedies. You can apply poisons to a weapon, so that it applies the Drained condition to an enemy that is successfully attacked by it. You can produce alchemical compounds that are disinfective, adhesive, volatile, or otherwise reactive. You can identify useful ingredients by sight and by taste. Even without magical gifts, you can harness |
| ??? | ??? | ||
| - | ??? The Undead | + | ??? Cooking |
| - | !!! You know of the places near your location where Morr’s grip grows slack, | + | !!! You know how to turn edible ingredients into a satisfying meal. You can identify useful ingredients — and poisonous ones — by sight and by taste. You can recall dozens |
| ??? | ??? | ||
| - | ??? Waterways | + | ??? Engineering |
| - | !!! You know how to row, sail, and dock a riverboat. You can plot a route to avoid bad weather or river patrols, and ignore Difficult Terrain from all but the most sucking bogs. You recognise | + | !!! You can invent, operate, and build prototypes of experimental mechanisms, often clockwork or steampowered. |
| + | These creations are unreliable and prone to malfunction, but superior to their common counterparts | ||
| ??? | ??? | ||
| - | ??? Woodcraft | + | ??? Farming |
| - | !!! From the heart of the Drakwald | + | !!! You know how to work the land to plant and harvest crops. You recognise |
| ??? | ??? | ||
| + | ??? Musik | ||
| + | !!! You know how to write, compose, and perform music to excite or shame your audience. You can play any instrument you turn your hand to, and know all the most popular folk songs of your Origin and local area. You can maintain a steady rhythm for a marching regiment, row crew, or work gang. You are a great dancer. | ||
| + | ??? | ||
| + | |||
| + | ??? Smithing | ||
| + | !!! You know how to work metal to produce weapons, armour, or tools. If metalworks are rusted, damaged, or disassembled, | ||
| + | You’re trained to work a forge safely, and recognise the handiwork of other smiths. | ||
| + | ??? | ||
| + | |||
| + | ??? Textiles | ||
| + | !!! You can patch, produce, and accessorise clothing and footwear, so that people who wear them make a good | ||
| + | impression. You can make old clothes look new, make cheap clothes look stylish, and patch battered clothes to provide better coverage and protection. You can sew secret pockets into clothing, and produce disguises that | ||
| + | fit a fake identity. | ||
| + | ??? | ||
