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Hammer & Anvil WarhammerAFantasy

crafting fan supplement for


Roleplay 2 Edition nd

Introduction
Hammer & Anvil is an unofficial fan supplement for Warhammer Fantasy
Roleplay 2nd Edition focusing on crafting. This system seeks to add a deep yet
simple system to the core rules of Warhammer Fantasy Roleplay 2nd Edition
that enables crafters of any variety to ply their trades. With some small
substitutions, this system could be used with any roleplaying game.
This supplement is broken into two sections:
1. Tricks of the Trade details the two-to-four step process of crafting items,
2. And The Warehouse details new talents to aid in crafting.

Tricks of the Trade


To craft an item, the crafter goes through two phases: planning, and
construction, with optional third and fourth steps, polish, and transcription.

Phase #1 Planning
During the planning phase, the crafter determines the item they wish to
craft (including the intended quality). Before they can progress, a crafter
needs to have a relevant Trade Skill, and the relevant Trade Tools (found in
the Old World Armoury).
Hammer & Anvil
If the item is a copy of one that already exists, the items price is converted to
silver shillings, and that total number is halved. The result becomes the raw
cost (to a minimum of 1). The items price in gold crowns is doubled and
becomes the build number.
If the item is not a copy of one that already exists, the GM should determine an
approximate price. Items of this kind are usually more difficult to create!
A crafter may then attempt to lower the raw with a successful Evaluate (Int)
Test every degree of success lowering the raw cost by 10% to a minimum of
70% its base value. They may further reduce it with a successful Haggle (Fel)
Test every degree of success lowers the raw cost by 10% to a minimum of
40% of its base value (accounting for the 30% removed via the Evaluate Test).
The raw cost cannot fall below 1ss, regardless of the above.
E.g. Kurgan the Crafter wants to make a common quality firearm. The base cost of
a firearm is 300gc, which equals 6000ss, therefore a raw cost of 3000ss.
Kurgan makes an Evaluate (Int) Test and rolls with 3 degrees of success,
reducing the raw cost by 30%. Kurgan attempts a Haggle (Fel) Test, but fails.
The total raw cost of the firearm is therefore 2100ss, whilst the build number is
600 (300gc 2).
A crafter then needs to spend an amount equal to the raw cost to acquire the
raw materials to craft the item.
Note that a Best quality item cannot be planned during this phase instead, a
Good quality example of the item must be planned, and a polish phase must
be undertaken to improve it to Best quality.
Make sure to keep close record of the original raw cost, and each reduction due
to Evaluate and Haggle Tests.

Phase #2 Construction
During the construction phase, a crafter can devote a day 8 hours to
crafting their item at a time. Each day they spend crafting their item allows
them to perform a relevant Trade Test. A Test, regardless of success, reduces
the build number of the item by 10, +/-1 per degree of success or degree of
failure respectively.
A crafter can choose to overwork themselves on a day (which takes all of their
time, except that dedicated to simple survival) by performing a Challenging (-
10) Will Power Test. Success allows the crafter to perform another Trade Test
as above.
Once an items build number reaches 0, the construction phase ends. The
item is ready to use, or it can be improved further with following steps.

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Hammer & Anvil
Kurgan has spent 2100ss (105gc) to purchase the raw materials for his firearm.
Now, he begins construction. He spends a day hammering away at his anvil, and
rolls a Trade (Gunsmith) Test, getting 3 degrees of success. He reduces the
build number of the firearm by 10 + 3 due to the degrees. The build number is
now 587 (600 13). At this rate, it will take Kurgan a full month to complete his
firearm. He wants it faster, so chooses to forgo any other action today, and
overworks himself. He passes his Challenging (-10) Will Power Test, so
makes another Trade (Gunsmith) Test. Unfortunately, he fails with 2 degrees
of failure, meaning he only reduces the build number by 8 points (10 - 2).
Kurgans remaining build number is 579.

Phase #3 Polish (optional)


During the polish phase, a crafter can repeat the entire construction phase
again to increase the items quality by one step: Poor to Common, Common
to Good, or Good to Best. The polish phase may only be performed once on an
item, improving it from its original quality to the quality one step higher a
Common quality item, to matter how much work is done to it, will never be a
Best quality item!
This phase may be performed on items that the crafter didnt make
themselves, at the GMs approval, to increase the value of them.
Note that this phase does not require the crafter to pay any more money to
improve the quality, only time.
Kurgan finally finishes his firearm, and is pleased with his results. However, his
dwarven ancestry wins out, and he cant help but be shamed by the less-than-
amazing quality of his work.
Despite needing to use the firearm
soon, he begins a polish phase,
and resets his build number back
to 600. Hes got another months
worth of work ahead of him, but
hell have a Good quality firearm
to show for it!

Phase #4 Transcription (optional)


During the transcription phase, a
crafter can attempt to create a pattern
to make future attempts at creating
that item easier. To do this, the crafter
enters into a shorter form of the
construction phase, but their build
number is only equal to 1/10th of the
items original build number.
Further, this build number is

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depleted by making Read/Write (Int)
Tests to record their process.
When this build number is reduced to
0, a pattern is created. To perform this
phase, the crafter needs to have a
writing kit, and paper to write upon. A
pattern confers a +10% bonus to Tests
made during the construction and
polish phases.
A pattern also automatically applies the
reduction brought about from the first
Evaluate (Int) Test made during the
planning phase. Additional Evaluate
(Int) Tests may be made each time a new
planning phase is begun using a
pattern, but it can ever only reduce the
raw cost by an additional 10% off the
pattern, meaning the maximum
reduction possible becomes -40%, rather than -30%.
Kurgan has finally finished his polished Good quality firearm, and decides that
he might want to make more firearms in the future. Kurgan beings to transcribe
the pattern, and sets its build number to 60 (600 10). Once Kurgan is
finished, the pattern will be based off a raw cost of 3000ss reduced to 2100ss by
3 degrees of success on an Evaluate (Int) Test, meaning the pattern is
already as good as it can ever be.
When Kurgan goes to use the pattern, he can perform another Evaluate (Int)
Test to further reduce the raw cost by a maximum of 10%, in addition to the 30%
he gets for free from the pattern.
Once created, a pattern is worth 1/10th of the cost of the item it represents,
though such a value will fluctuate based on the item in question, and the
proposed buyer. A newly invented item would be worth more to an inventor,
than it would be to an illiterate peasant
A crafter may also make patterns of items that are described to them, in
detail, by another crafter, even if they havent made that item themselves. This
follows the same process as above.

The Warehouse
The following are additional talents that may be useful to a crafter. Consult
with your GM to determine if you can purchase any of these talents as advances.
As a rule of thumb, if a career contains a Trade skill, it should be fair to
substitute any of these talents (except those with prerequisites) for those found
in the career itself.
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This chapter also includes a list of talents that already exist, which should be
strongly considered when implementing these rules into a campaign.

New Talents
Business Minded: You have a head for numbers so strong that you can carve
away redundancies, and work around corners, that would seem impossible to
others. You gain a +10% bonus on Evaluate and Haggle Skill Tests made during a
planning phase. You must have Dealmaker and Super Numerate before you can
gain this talent.
Finisher: You know the methodologies to shave off unnecessary additions to a
work, to make it shine in half the time. An items build number during the
polish phase begins at half its normal number.
Hard Worker: Your dedication to your work is such that you can push through
fatigue and distraction easily, making sure the job gets done. You gain a +20%
bonus to your Will Power when attempting to overwork.
Mastercraft: Youre particularly adept at squeezing the greatest potential from
the humblest of materials. You may perform a second polish phase on an item to
increase its quality a further step. You must have Finisher before you can gain
this talent.
Steady Hands: Your hands are unusually steady when youre working, which
means you tend not to make the same mistakes others do. You may ignore up to
two degrees of failure when you perform Trade or Read/Write Tests to create
items.

Examining Old Talents


The following talents will prove useful for crafters, and should be re-examined
for their utility in a campaign using this supplement:

Artistic (Core, pg. 97): Perfect for an artist character, and useful during
the planning, constructing, and polishing phases for works of art.
Dealmaker (Core, pg. 97): A good talent to have for the planning phase
to help decrease the raw cost of an item.
Dwarfcraft (Core, pg. 98): This is the main talent that sets Dwarf
crafters apart from other races, and is the reason they excel as
Armourers, Brewers, Gum Cutters, Gunsmiths, Miners, Smiths,
Stoneworkers, and Weaponsmiths.
Linguistics (Core, pg. 99): Useful for the crafter who intends to create
patterns for their work.

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Credits
Hammer & Anvil is a fan supplement for Warhammer Fantasy Roleplay 2nd
Edition created by Ben Scerri (@Ben_Scerri). For more like this, go to
benscerri.com or versamus.
This work is licensed under the Creative Commons (CC BY 2.0).
Images all public domain, created by Jost Amman (1539-1591), edited for this
document.
This document is completely unofficial and in no way endorsed by Games Workshop Limited.
Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Darkblade, the Double-
Headed/Imperial Eagle device, 'Eavy Metal, Forge World, Games Workshop, Games Workshop logo,
Golden Demon, Great Unclean One, GW, the Hammer of Sigmar logo, Horned Rat logo, Keeper of
Secrets, Khemri, Khorne, the Khorne logo, Lord of Change, Nurgle, the Nurgle logo, Skaven, the
Skaven symbol devices, Slaanesh, the Slaanesh logo, Tomb Kings, Trio of Warriors, Twin Tailed
Comet Logo, Tzeentch, the Tzeentch logo, Warhammer, Warhammer Online, Warhammer World
logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia,
characters, vehicles, locations, units, illustrations and images from the Warhammer world are
either , TM and/or Copyright Games Workshop Ltd 2000-2017, variably registered in the UKand
other countries around the world. Used without permission. No challenge to their status intended.
All Rights Reserved to their respective owners.

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