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RULES 2024

HEALER, ARTIFICER CLERIC & MAGE

ARCHETYPES

 

Playing an Archetype at Swordcraft

Required Costume and Props
  • To play as an Artificer, Secular Healer, Mage or Cleric, you need the following:

    • An opaque pouch containing up to 11 Runestones (depending on Archetype), one of which is a failure stone - you can choose the two colours.

    • Casting Item (not required by secular healers).

    • A Grimoire, Prayer Book, or appropriate book of knowledge (must exceed 17cm x 15cm x 5cm)

    • Sand Timer.

    • Costume and props appropriate to your Warhammer Fantasy Roleplay Archetype, including ALL OF THE FOLLOWING:

      • Archetype Appropriate Costuming
        5 different elements of kit that have Warhammer lore significance. This is 5 points of obvious high quality unique* items that are specific to the Archetype lore your character belongs to. Each item must be clearly visible* and identifiable from 3m away. Note: this is a serious roleplay requirement - you MUST have researched Warhammer lore*

*Each item must be unique, this means it can not be multiple of the same type of item (eg. 2 necklaces will only count for 1 point of costuming) each item point should also be on a unique part of the body thus visible from different angles. 

*Lore symbols must be clearly visible. Even if another person is not aware of the lore, they should be able to see the symbol clearly enough to draw it from 3m away.

*No modern items, No plush toys or other non-immersive props.

  • If casting Spells (Veritas): a Magic Wand, Magic Rod, Magic Staff or 2 Handed Holy Weapon to strike your target. Note: a strike does regular damage as well as any Spell effect.

 

Note: A character cannot switch between an archetype and another archetype or a non-archetype (a single change in their life is permitted). As a player, you can of course play more than one character so long as they are all distinct in costume, props, weapons and behaviour.


 

WP and Armour
  • Archetypes have lower constitution than the typical front line fighter, all Archetypes have a lower base WP 

    • Casters (Clerics and Mages) have a Base of 1 WP

    • Artificers have a Base of 1 WP

    • Secular Healers have a Base of 2 WP

  • For every Wound Point from armour worn by the Archetype, remove 1 success stone from their Runestone pouch due to encumbrance and interference with their actions.  

 

Runestones and Runestone Test
  • Your pouch of Runestones is used to determine whether your Abilities work or some mishap occurs.  

  • Requires the use of an opaque Runestone Pouch, in which Runestones are kept. The stones must:

    • Be identical in all ways other than in colour.

    • Any shape, though unable to stack. (flat card shapes are not suitable)

    • Have the required success stones in one colour and 1 Failure stone in another colour.

    • You can choose the two success and fail colours while also ensuring clear colour differentiation for Green, Red or Pink bargain colours.

  • To determine success, failure or consequences of use of an ability:

  1. Perform the Ability (You must have at least 1 success stone in your pouch to perform an Ability);

  2. Draw a Runestone from your pouch;

  3. Check the Runestone/show it to the patient or summoned monster;

  4. Enact consequences of failure (see specific sections for the ability below).

  • Further, if a failure stone is drawn:

  1. The failure stone is returned to the pouch; and 

  2. A success stone is removed from the pouch until either the end of the quarter for a battle game or dawn for a Roleplay event 

  • You may end up with 0 success stones. At a Roleplay event, there may be ways to recover success stones and/or make Dark Bargains.

  • If you are struck in combat while attempting to use an ability, it automatically fails and a success stone is lost as if a failure stone had been drawn (this applies even if using the sand timer method).
     

Archetypes 

Artificer

Practitioners of the new sciences and seekers for knowledge, Artificers include smiths, rune smiths, alchemists and engineers and general creators of things that go boom. You scorn those who practise “magic” and instead seek proof from hard work, experimentation and keen observation.

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Success Runestones

  • 8

 

Inherent Abilities 

  • Repair War Machines

  • Fireball (Explosive)- A powerful blast of chemicals or gun powder used on the battlefield to instantly kill foes

  • Summon Monsters (golems and constructs)

  • Enchantments

  • May only concoct potions from the first tier. Can not create Elixirs. 

 

Minimum Lore Appropriate Costuming and Props

  • Casting item - Firesteel

  • Must carry a book of knowledge relating to their field of study. This is expected to contain any field notes. (must exceed 17cm x 15cm x 5cm)

  • A Smith’s kit: A wooden box, basket or other bundle containing tools of the trade. (Must exceed 20cm x 10cm) To perform healing these tools must be opened and accessible to carry out the necessary roleplay. Not using the tools of your trade results in a failed heal.

  • 5 points of high quality unique items that are specific to the Archetype lore your character belongs to. Each item must be clearly visible and identifiable from 3m away

The following are examples: 

  • Alchemist - glasses or magnifying equipment, vials of ingredients, potion bottles, small cauldron, a journal or recipe book, heavy duty apron stained from explosions.

  • Engineer/Smith - smith’s tools, leather apron, thick leather gloves, design sketchbook, protective glasses

 

Permitted Armour

  • Regular armour 

  • Any Shield type

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Secular Healer

The art and science of secular healing emerges as a beacon of hope amidst darkness. A network of skilled healers, including surgeons, and herbalists, tirelessly tend to the wounded and afflicted. Surgeons wield their expertise with precision, mending shattered bodies and binding wounds with steady hands. Herbalists harness nature's secrets, creating soothing balms and remedies to mend ailments. In this realm of turmoil, the healers' selfless dedication becomes a lifeline, rekindling hope and restoring resilience to the brave souls who endure the ravages of war.

 

Success Runestones

  • 10

 

Inherent Abilities 

  • Healing and Resuscitation

  • Advance their knowledge of Potions and Elixirs with the ability to learn from all potion tiers. 

 

Minimum Lore Appropriate Costuming and Props

  • Must carry a book of knowledge relating to their field of study. This is expected to contain any field notes and Potion Recipes. (must exceed 17cm x 15cm x 5cm)

  • A Healer’s kit: A wooden box, basket or other bundle containing tools of the trade. (Must exceed 20cm x 10cm) To perform healing these tools must be opened and accessible to carry out the necessary roleplay. Not using the tools of your trade results in a failed heal.

  • 5 points of high quality unique items that are specific to the Archetype lore your character belongs to. Each item must be clearly visible and identifiable from 3m away

The following are examples: 

  • Doctor/Surgeon: bloody apron, doctor’s bag or satchel containing saws, scissors, pliers, and surgeon’s sewing kit, medical tome, ointments, and jars of leeches.

  • Herbalist: peasant’s garb, collections of herbal ingredients, ointments and salves, a journal or recipe book, equipment to brew potions: mortar & pestle and a small cauldron

 

Permitted Armour

  • Regular Armour

  • Round buckler up to 40cm diameter​

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Mages

Mages, or Wizards as they are also know, stand as enigmatic and formidable spellcasters. Clad in arcane robes, they wield the potent forces of magic, bending the elements to their will. From devastating elemental attacks to protective enchantments, these skilled sorcerers play a pivotal role in shaping the outcome of battles. Yet, with great power comes great responsibility, and they must tread carefully to avoid succumbing to the darkness that tempts them. From Wind users to Ice Witches, Ogham to Qhaysh, the Mages remain a mystic force, safeguarding the realms and unleashing their magical might upon all who dare to oppose them.

 

Success Runestones

  • 8

 

Inherent Abilities 

  • Healing and Resuscitation

  • Mage sight - Allows the caster to see traces of divinity or magic on an item

  • Fireball - A powerful blast of magic used on the battlefield to instantly kill foes

  • Roleplay Magic - the ability to force the flow of magic to your will or beg your patron God for assistance - high risk (see roleplay magic section)

  • The option to advance their knowledge with Scholarly Magic, learning the 17 Spells

  • Enchantments

  • May only concoct potions from the first tier. Can not create Elixirs. 

  • Dark Bargains

  • Summon Monsters 

 

Minimum Lore Appropriate Costuming and Props

  • Casting Item - Magic wand, rod or staff

  • A grimoire exceeding 17cm x 15cm x 5cm

  • Robes

  • 5 points of high quality unique items that are specific to the lore of Magic your character belongs to. Each item must be clearly visible and identifiable from 3m away

The following are examples: 

  • Bright Wizard - Robes of blazing red and orange, flaming red hair, large Key of Secrets symbol, cast iron chain accessories and brazier staff topper. 

  • Witch/Hedge wizard - described as a “Crazy Old Hermit” , earth tone robes, staff, bone necklace, various nicknacks and charms, a tattered leather bound grimoire. 

 

Permitted Armour

  • Regular Armour

  • Round buckler up to 40cm diameter

Cleric

Devout and unwavering, the Clerics rise as stalwart champions of faith. Clad in sacred vestments, these holy crusaders draw power from their unwavering devotion to divine deities. With hands raised in prayer, they channel blessings that heal wounded allies and shield them from harm. Armed with potent divine magic, these Clerics embody the unwavering will of their chosen gods, smiting wicked foes with righteous fury. In times of war and peril, they stand as beacons of hope and spiritual guidance, inspiring allies to press forward while striking fear into the hearts of darkness.

 

Success Runestones

  • 8

 

Inherent Abilities 

  • Healing and Resuscitation

  • Divine sight - Allows the caster to see traces of divinity or magic on an item

  • Fireball - A powerful blast of magic used on the battlefield to instantly kill foes

  • Roleplay Magic - the ability to force the flow of magic to your will or beg your patron God for assistance - high risk (see roleplay magic section)

  • The option to advance their knowledge with devout dedication (Scholarly Magic) learning the 17 Spells.

  • Enchantments

  • May only concoct potions from the first tier. Can not create Elixirs.

 

Minimum Lore Appropriate Costuming and Props​

  • Casting Item

    • Magic wand, rod or staff

    • Holy Weapon (2 handed swords, axes, hammers, maces, clubs; polearms but not pikes): Must be lore accurate and decorated in the theme of your deity. e.g. Priest of Sigmar using a 2 handed hammer themed like Ghal Maraz or a Priestess of Myrmidia using a 2 handed glaive with blazing sun symbol.

  • Holy Symbol

  • A Holy Book exceeding 17cm x 15cm x 5cm

  • Robes

  • 5 points of high quality unique items that are specific to the lore of the Deity your character belongs to. Each item must be clearly visible and identifiable from 3m away

The following are examples:

  • Priest/Priestess of Morr - Black Robes, Skulls, Sythe, Symbol of Morr, Prayer book

  • Priest/Priestess of Sigmarite Warrior priest - 2 handed hammer, twin-tailed comet amulet, prayer book, plate armour or robes, bare head, purity seals

 

Permitted Armour

  • Regular Armour

  • Round buckler up to 40cm diameter

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Change Log

  • 1 August 2024:

    • Note to make it clear difference between a player and their character or characters and playing different roles​

    • Mages may use normal one handed melee weapons

    • Clerics may use daggers

  • 7 August 2024

    • Casting Items inserted​

    • Any weapons may be used

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